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by Chris Tulach
The Wyvern's Sting, a bandit group marauding about the Fairdells, has planned a grand heist - one that will surely spell
the ruin of a well-respected gnome miner. You are all that stands between the bandits and their goal. Your trip will take
you through the Highvale and into the treacherous Clatspurs during the beginnings of winter. Recommended for
resilient PCs. For characters levels 1-6.
DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of
the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. Scenario detail
copyright 2001 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for
tournament use only and may not be reproduced without approval of the RPGA Network.
This is an RPGA® Network scenario for the Dungeons & Scoring
Dragons® game. A four-hour time block has been allocated
for each round of this scenario, but the actual playing time After the players have completed the scenario or the time
will be closer to three hours. The rest of the time is spent in allotted to run the scenario has run out, the players and
preparation before game play, and scoring after the game. DM score the game. The RPGA has three ways to score its
The following guidelines are here to help you with both games. Consult your convention coordinator to determine
the preparation and voting segment of the game. Read this which method to use for this scenario:
page carefully so that you know and can communicate to 1. No-vote scoring: The players write their names and
your players the special aspects of playing an RPGA RPGA numbers on the scoring packet grid. You fill in
scenario. the top of the grid. That is all. No one is rated. This
method is used for people who are just playing for fun.
2. Partial scoring: The players rate the game master and
Preparation the scenario on their player voting sheet, and provide
First you should print this scenario. This scenario was personal information, but don’t vote for other players.
created to support double-sided printing, but printing it The game master rates the scenario and completes
single sided will work as well. There is enough room along personal and event information, but does not rate the
the inside margin to bind the adventure, if you desire. players as a team or vote for players. This method is
Read this entire adventure at least once before you run used when there is no competition, but the event
your game. Be sure to familiarize yourself with any special coordinator wants information on how the game
rules, spells, or equipment presented in the adventure. It masters are performing, or the game master wants
may help to highlight particularly important passages. feedback on his or her own performance.
When you run an RPGA D&D adventure we assume 3. Voting: Players and game masters complete the entire
that you have access to the following books: the Player’s packet, including voting for best player. If this method
Handbook, the Dungeon Master’s Guide, and the Monster is used, be sure to allow about 15-20 minutes for the
Manual. We also assume that you have a set of dice (at least players to briefly describe their characters to the other
one d4, d6, d8, d10, d12, and d20), some scrap paper, a players, and about 5-10 minutes for voting. This
pencil, an RPGA scoring packet, and your sense of fun. It is method is used when the players want to know who
also a good idea to have a way to track movement during played the “best” amongst the group, or when the
combat. This can be as simple as a pad of graph paper and a adventure is run in tournament format with winners
pencil, as handy as a vinyl grid map and chits, or as and prizes.
elaborate as resin dungeon walls and miniatures.
Instruct the players either to prepare their characters When using voting, rank the players in order of your
now, or wait until you read the introduction, depending on voting choice while they are completing their forms, so
the requirements of the scenario as described in the that you are not influenced by their comments on your
introduction. abilities. It’s a good idea to have the players vote while you
Keep in mind that you must have at least four players determine treasure and experience awards for the scenario.
(not counting the DM), for the game session to be a After voting, give the Scoring Packet to your event
sanctioned RPGA event. As well, you cannot have more coordinator.
than seven players participating in the game.
Once you are ready to play, it is handy to instruct each
player to place a nametag in front of him or her. The tag
should have the player’s name at the bottom, and the
character’s name, race, and gender at the top. This makes it
easier for the players (and the DM) to keep track of who is
playing which character.
The players are free to use the game rules to learn
about equipment and weapons their characters are
carrying. That said, you as the DM can bar the use of even
core rule books during certain times of play. For example,
the players are not free to consult the Dungeon Master’s
Guide when confronted with a trap or hazard, or the
Monster Manual when confronted with a monster.
Some of the text in this scenario is written so that you
may present it as written to the players, while other text is
for your eyes only. Text for the players will be in gray
boxes. It’s strongly recommended that you paraphrase the
player text instead of reading it aloud. Some of this text is
general and must be adapted to the specific situation or to
actions of the player characters.
Adventure Summary
The PCs start off in Verbeeg Hill, and are contacted by
Players’ Introduction
Everain (some may have helped him before). He explains It is the last day of Ready'reat, and all about the Fairdells,
what happened to him, and tells the heroes he spent all of people are making their final preparations for the winter
his money on a scrying spell to find out where the bandits season. Winters in Highfolk are relatively mild when
were headed. Through the spell, he was able to determine compared to the rest of the Flaeness, but snow and frost still
that the Wyvern's Sting's destination is Ezerthum's mine make their rounds here.
in the Clatspurs. He is unwilling to contact the You are in Verbeeg Hill, a bustling town that lies on
Guildsmen of the High Art, as it is the wand of the co- the Velverdyva River. This makes the community a prime
founder of the guild, Wilmont. He has just been accepted stopping point for trade barges and riverboats heading to
(i.e., paid) into the Guildsmen, and does not want to be points north (such as Schwartzenbruin and Traft in
booted out for losing a valuable magic item. He can't offer Perrenland) and south (such as Highfolk, Caronis in
the characters much in return (he spent it all on the Furyondy, Verbobonc, and Dyvers).
clerical spell), but promises that he'll think of something. Verbeeg Hill has two qualities of note - eel jelly and
The PCs can then get packed up and start their gambling. The former creates an unmistakable odor that
journey, or take some time to gather a little information permeates the town. The latter creates an unmistakable
in the town. If they choose the latter, the heroes find out atmosphere that permeates the town. Verbeeg Hill's prime
gambling houses are the Smiling Halls of Good Fortune,
Encounter 5
• Gruntok's huge greatclub and huge longspear (can
be sold for half the price listed for the normal-sized
versions found in the Player's Handbook).
• 80 gp, 130 sp, and 95 cp from Gruntok's sack.
Encounter 7
If Magliana and the Wyvern's Sting are captured:
• Personal equipment from the Wyvern's Sting. It can
be sold for half Player's Handbook prices.
• Scroll of sleep (x2) from Magliana.
Scroll of sleep (x2) (Neg. weight, parchment scroll, 50 gp,
rarity: common): This scroll contains two sleep spells, each
scribed at 1st level.
• 100 gp from Ezerthum for the Wyvern's Sting gear in
the wagon.
• Each PC receives a 50 gp nugget of gold from
Ezerthum.
Encounter 8
• Equipment off of the hobgoblins. It can be sold for
half Player's Handbook prices.
Wand of magic missile (20 charges) (1/2 lb., blue-green
wood wand, value variable, rarity: common): This wand
was found in the possession of a hobgoblin that accosted
you during a blizzard in the Clatspur Mountains. 1st-level
caster.
Conclusion
If the PCs returned the wand to Everain:
• Potion of jump for returning the wand to Everain.
Tier 3 (EL 8)
Hetgark, male hobgoblin Rgr3/Sor3: CR 6; Medium-
size Humanoid (Goblinoid) (5 ft. 10 in. tall); HD 3d10+6 +
3d4+6; hp 41; Init +0; Spd 30 ft.; AC 20 (+3 studded
leather armor, +7 shield spell); Atks +4 melee (1d8+2 [crit
19-20], longsword)/+4 melee (1d6+1 [crit 19-20], short
sword); SQ Darkvision 60 ft.; AL LE; SV Fort +6, Ref +2,
Will +5.
Str 14, Dex 10, Con 14, Int 12, Wis 12, Cha 14.
Skills: Concentration +6, Hide +5, Listen +9, Move
Silently +5, Spellcraft +6, Spot +9, Wilderness Lore +7.
Feats: Alertness, Ambidexterity (in light or no armor),
Cleave, Power Attack, Track, Two-Weapon Fighting (in
light or no armor).
Equipment: Studded leather armor, longsword, short
sword, 2 javelins (not used in this combat), wand of magic
missile (5th level), potion of bull's strength, scroll of true strike.
Spells Known (6/5 (shield spell already cast prior to
combat)): 0—detect magic, daze, disrupt undead, flare, ray of
frost; 1st—shield, summon monster I, true strike. Note that
Hetgark has a 15% chance of spell failure each time
he casts a spell.
2. Did the PCs find out that there has been a trade disruption in the Fairdells? Yes No
3. Did the PCs learn that the Wyvern's Sting had been stealing elven weapons? Yes No
4. Did the PCs learn that a Baklunish gentleman hired them to retrieve the wand? Yes No
5. Did the heroes learn that the Baklunish gentleman wanted the Wyvern's Sting to steal bodies?
Yes No
6. Did the characters notice the scrying on them after the battle with the hobgoblins? Yes No
Please briefly describe below how the PCs dealt with the Wyvern's Sting.
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