YEO3-06 - The Rhythm of Drums
YEO3-06 - The Rhythm of Drums
YEO3-06 - The Rhythm of Drums
The sound of drums is never uncommon this close to the Hellfurnaces, but a recent border patrol brings ominous news.
Can the PCs silence the drums before they themselves are silenced? A Yeomanry regional adventure for APLs 4-10.
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed
by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without
permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit
www.wizards.com/d20
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. ALL RIGHTS RESERVED. This scenario is
intended for tournament use only and may not be reproduced without approval of the RPGA Network.
during certain times of play. For example, the players are
Introduction not free to consult the Dungeon Masters Guide when
confronted with a trap or hazard, or the Monster Manual
This is an RPGA Network scenario for the Dungeons &
when confronted with a monster.
Dragons game. A four-hour time block has been allocated
for each round of this scenario, but the actual playing time Some of the text in this scenario is written so that you may
will be closer to three and a half hours. The rest of the time present it as written to the players, while other text is for
is spent in preparation before game play, and scoring after your eyes only. Text for the players will be in gray boxes.
the game. The following guidelines are here to help you Its strongly recommended that you paraphrase the player
with both the preparation and voting segment of the game. text instead of reading it aloud. Some of this text is general
Read this page carefully so that you know and can and must be adapted to the specific situation or to actions
communicate to your players the special aspects of playing of the player characters.
an RPGA scenario.
This is a LIVING GREYHAWK Adventure. As a LIVING
adventure it is expected that players bring their own
Preparation characters with them. If players do not have a LIVING
First you should print this scenario. This scenario was GREYHAWK character generated, get a copy of the
created to support double-sided printing, but printing it current LIVING GREYHAWK character generation
single sided will work as well. There is enough room along guidelines, and a character sheet from your convention
the inside margin to bind the adventure, if you desire. coordinator or the RPGA Web site, ant then have any
players without a character create on. Once all players
Read this entire adventure at least once before you run have a LIVING GREYHAWK character, play can begin.
your game. Be sure to familiarize yourself with any special
rules, spells, or equipment presented in the adventure. It Along with the other materials that you are assumed to
may help to highlight particularly important passages. have in order to run a D&D game, it is also recommended
that you have a copy of the LIVING GREYHAWK
When you run an RPGA D&D adventure we assume that Gazetteer.
you have access to the following books: the Players
Handbook, the Dungeon Masters Guide, and the Monster
Living Greyhawk Levels of Play
Manual. We also assume that you have a set of dice (at least
one d4, d6, d8, d10, d12, and d20), some scrap paper, a Because players bring their own characters to LIVING
pencil, an RPGA scoring packet, and your sense of fun. It is GREYHAWK games, this adventures challenges are
also a good idea to have a way to track movement during proportioned to the average character level of the PCs
combat. This can be as simple as a pad of graph paper and a participating in the adventure. To determine the Average
pencil, as handy as a vinyl grid map and chits, or as Party Level (APL):
elaborate as resin dungeon walls and miniatures.
1. Determine the character level for each of the PCs
Instruct the players either to prepare their characters now, participating in the adventure.
or wait until you read the introduction, depending on the
2. If PCs bring animals that have been trained for
requirements of the scenario as described in the
combat (most likely being war horses, dogs trained
introduction.
for war), other than those brought by virtue of a class
Keep in mind that you must have at least four players (not ability (i.e. animal companions, familiars paladins
counting the DM), for the game session to be a sanctioned mounts, etc) use the sidebar chart to determine the
RPGA event. As well, you cannot have more than six number of levels you add to the sum above. Add each
players participating in the game. characters animals separately. A single PC may only
bring four or fewer animals of this type, and animals
Once you are ready to play, it is handy to instruct each
with different CRs are added separately.
player to place a nametag in front of him or her. The tag
should have the players name at the bottom, and the 3. Sum the results of 1 and 2, and divide by the number
characters name, race, and gender at the top. This makes it of characters playing in the adventure. Round to the
easier for the players (and the DM) to keep track of who is nearest whole number.
playing which character.
4. If you are running a table of six PCs, add one to that
The players are free to use the game rules to learn about average.
equipment and weapons their characters are carrying. That
said, you as the DM can bar the use of even core rulebooks
CR of Animal
at the end of the adventure. If your character is three 3 3 4 5 6
character levels or more either higher or lower than the
APL this adventure is being played at, that character will 4 4 6 7 8
receive only half of the experience points awarded for the 5 5 7 8 9
adventure. This simulates the face that either your
character was not as challenged as normal, or relied on 6 6 8 9 10
help by higher-level characters to reach the objectives. 7 7 9 10 11
Note: LIVING GREYHAWK adventures are designed for
APL 2 and higher. Four or sometimes even five 1st-level
characters may find difficulty with the challenges in a
LIVING GREYHAWK adventure. If your group is APL 1
there are two things that you can do to help even the
score.
1. Attempt to create a table of six 1st-level characters, or
try to enlist higher-level characters to play at that
table.
2. Advise characters to buy riding dogs to help protect
them, and fight for them. All riding dogs are
considered trained to attack. PCs who want their
dogs to attack must succeed at a Handle Animal or
Charisma check (DC 10). Failure indicates that the
animal will not attack that round. This is a free
action (spoken command) that may be attempted
each round. If an animal loses half or more hp in a
single round it flees, unless another check is
successful.
Half-orc Brd4: hp 21; see Appendix. Development: This combat can play out many ways, but
in all likelihood the characters will effectively ambush
Orc Clr6 of Gruumsh: hp 45; see Appendix. and eliminate the orcs.
It is possible that the characters could capture one or
APL 8 (EL 10)
more of their opponents. If so, it is important to note
Orcs (10): hp 7 each; see Monster Manual. whom they capture. If it is one of the regular or barbarian
orcs, then, though the orc can be intimidated, it knows
Orcs Bbn4 (2): hp 39 each; see Appendix.
little that would be useful, other than to confirm that this
Half-orc Brd4: hp 21; see Appendix. is indeed the path to the giant camp.
Orc Clr7 of Gruumsh: hp 53; see Appendix. Successfully capturing the cleric or the bard, though, can
lead to some useful information. Both know of the giant
APL 10 (EL 12) drummer, the bard having actually studied with him.
Both also know the way and the general make-up of the
Orcs (12): hp 7 each; see Monster Manual. ogre village beyond the giants cave. Neither will
Orcs Bbn4 (3): hp 39 each; see Appendix. volunteer any more information than necessary and both
are smart enough to realize they are already likely dead
Half-orc Brd7: hp 37; see Appendix. and to appeal to the knightly-looking types, trying to
Orc Clr8/WrPrst2 of Gruumsh: hp 75; see Appendix. barter what they know for their release.
Tactics: It will be fairly simple for the characters to affect They can provide the characters will a safer route to the
an ambush at this point. The orcs are running two scouts ogre village (that by-passes Encounter Three). They also
regular orcs with Spot +1 about 30 to 40 feet in front can warrant a guess of about 30 ogres, a score of hill
of the main pack. Give these two Spot checks against the giants, and other stuff (like orcs and hobgoblins and
hidden opponent with the lowest hide roll. If neither of sometimes stone giants) at the camp ahead. They can tell
these two spot the party, then it is likely that none will, the characters that the giant drummer stays in the
and the ambush will happen where the party intends it to topmost cave in the wall the village abuts. Beyond that,
happen. they know little else of specific value.
Once attacked, the half-orc bard begins to sing, using his If the players do negotiate for this information, or obtain
Inspire Courage ability, which takes effect in round two, it some other way that ends with the orc or orcs being
giving his allies (the orcs) +1 to attacks, damage, and saves released, the orc(s) will move as quickly and as far from
against charm and fear effects. the party as possible before circling back to the ogre
village.
The cleric commands the orcs to head into the
underbrush, providing concealment (20% miss chance)
against ranged attacks as the orcs spread out and hunt for Encounter Three: Bombs Away
their attackers. PCs suffer effects of mountainous terrainlandslide!!
If more than half of the orcs fall, or if the cleric or bard And possibly a critter that caused it pissed off by the ride
fall, the rest are effectively shaken (-2 to attacks, saves, down.
ability checks, etc.) and will attempt to flee out into the The map leads you to a path that runs a hard slope up
wilds in every direction, eventually circling back to the the mountain. The path is rough, barely five feet wide
at points, and littered with debris and stepped
Ogres (2): hp 33 each; see Monster Manual. If the characters succeed in taking BoomTah alive by
whatever means they contrive, the issue of moving him
then comes into play. Unless he is charmed or some
APL 8 (EL 12)
other way forced into walking co-operatively, it is clear
BoomTah, Hill Giant Brd4: hp 126; see Appendix. that he will have to be carried. He will struggle if
conscious and bound, trying to break free and realizing
Hill Giants (2): hp 108 each; see Monster Manual.
that, since they have already bound him up, they dont
plan to kill him. If allowed to walk, even under sword
APL 10 (EL 14) point, he will attempt to drag whomever is holding the
BoomTah, Hill Giant Brd5: hp 133; see Appendix. rope, forcing a strength contest to control his
movements. BoomTah will even try to walk right off the
Hill Giant Rog3: hp 131; see Appendix. edge of the cliff, hoping to pull anyone holding the rope
Hill Giant Wiz3: hp 115; see Appendix. with him.
Tactics: The characters likely encounter a very difficult The best way to move him would be to have him
battle here, made more so by the fact that they are trying charmed. The next best way will be unconscious, but
to take BoomTah alive. In that regard, his guards are good luck moving an 1,100 pound hill giant. Have the
more concerned with protecting him, meaning that they players actually figure out how to pull this off. Have them
may pass obvious attack options to move to defend check their own gear weight issues as well. It is possible
BoomTah, taking attacks of opportunity from the party if for an incredibly strong character (Str 18) to pull the hill
necessary and feeling their strength and durability giant by herself though her gear might present a
superior to that of any such puny creatures. Those who problem, but dont tell them this. Dragging also adds the
go after BoomTah directly become the primary targets problem of creating a readily followable trail unless some
for his guards. other measures are taken. There are numerous creative
solutions, but the initial run from the cave should create
Any guards present will immediately commit their lives a concern and a sense of immediacy the situation
to protecting BoomTah, fighting to the death rather than deserves as the party addresses this very real problem.
let BoomTah fall. If they gain any indication that the
party intends to try to take BoomTah alive, they will Unless the party lets BoomTah go over the edge,
redouble their efforts to take the party down or die however, there is little chance of the tribe discovering
trying. the situation until morning. If he does, those around the
fire, as listed above, will join the fight and the camp can
Though the battle in the cave may rage fiercely, none be considered alerted as outlined in Encounter Six-A.
below will come to help. As it is night, most of the camp
is sleeping. Those on watch will fear that either it is a Characters may take a different track all together,
coup they are not part of yet or the wrath of BoomTah splitting up so that some distract the camp while others
brought down on someone dragged in that they did hear try a grab at the giant bard. Let them devise their own
of yet. plan, but once the camp is alerted it will send out groups
of units as detailed above until the threat retreats.
BoomTah himself will begin chanting as soon as he can, Anything that already sees that threat will continue
grabbing his drum if possible and casting spells as able, or pursuing it, perhaps forcing the party to run separately
simply drawing his weapon and slashing away at any back on their way to civilization.
little vermin that come near him.
Treasure: The possessions of the creatures here is the Encounter Seven: Full Reverse
only treasure.
As the party flees into the night, make their situation
Development: If the characters cannot take BoomTah clear to themthey are moving rapidly back the way
alive, they can always simply kill him. As soon as he is they came, but now with a giant, how ever co-operative,
dead, they can retreat if necessary and have completed at in tow. Their tracks are going to be much more difficult
Encounter Eight: Not in Here! At this, the assembled mob lets out a roar of
agreement.
Just when they thought it was over
Allow the players to negotiate this as they see fit. If they
As the trees change back to open plains and the sight bring up the name of Captain Dinalle, he will quickly be
of Yeoman fields appear in the distance, you are glad sent for and can resolve this peacefully by having the
to see civilization again, one way or the other. militia take over command of BoomTah under the
Captains orders. Characters who think of this can do it
If the characters have successfully captured BoomTah,
themselves, simply handing him over. Otherwise, the
allow each of the players to make a single DC15
sergeant feels fairly justified in denying the party access
Intelligence check at this point. Point out to any who
to the town until the matter is resolved, and he will give
succeed that, though they have BoomTah secured, they
the party as hard a time as he can, accusing them of being
might have a difficult time getting him into town.
giant-sympathizers and such until provided with
Inventive characters may devise ways to conceal the hill
reasonable explanation. Even so, this is likely this
giant, but unless these methods are put into effect hours
sergeants best chance to be a part of a giant killing
before they reach the city, this means marching a giant
without risking his own life, and hes somewhat eager for
through Yeomanry territorythe results are as can be
the claim.
expected without extraordinary methods.
Development: No statistics are provided for this
If they dont realize this before they get there or if they
encounter. The party simply needs to negotiate some
dont do anything about it, word will spread. The first
kind of deal with the sergeant, either by bringing Cpt.
farmer to pass them on the road who sees they have a
Dinalle into it or by handing the giant over to the militia.
giant will head to the nearest farm and start rousting the
Either solution is workable, the first being the best.
militia. By the time the party gets closer to Shalehal, they
Captain Dinalle will arrive and quickly back the party,
will start to see young men and women dressed in
acknowledging their bravery and, with a wink, chastising
leathers and carrying spears running through the fields
them for their recklessness. If the party hand the giant
towards town.
over to the sergeant, Captain Dinalle finds the party back
As you head back, it seems word has preceded you. at the Inn later, calling them with a note. He has gotten
About a half-mile from town you spot the first one, BoomTah back from the militia in not so good health,
Encounter Six
APL 4
Boom'Tah, male hill giant bard 1: Large giant; HD
Encounter Two 12d8+36+1d6+3; hp 106; Init +0; Spd 40 ft., 30 ft in hide
Orc, male Bard 2: Medium Humanoid (orc); HD 2d6+2; armor; AC 20 (-1 size, -1 Dex, +9 natural, +3 hide armor),
hp 11; Init +0; Spd 30 ft.; AC 13 (+3 studded leather touch 8, flat-footed 20; Base Atk +9; Grap +18; Atk
armor), touch 10, flat-footed 13; Base Atk +1; Grap +3; Atk Masterwork Large Greatsword +15 melee (3d6+7) or Slam
Falchion +3 melee (2d4+4/18-20) or Javelin +1 ranged +13 melee (1d4+5) or rock +8 ranged (2d6+5); Full attack
(d6+3); Full attack Falchion +3 melee (2d4+4/18-20) or Masterwork Large Greatsword +15/+10 melee (3d6+7) or
Javelin +1 ranged (d6+3); SQ Darkvision 60 ft., light 2 Slams +13 melee (1d4+5) or rock +8 ranged (2d6+5);
sensitivity, Bardic music, Bardic Knowledge, SQ 10 ft reach, low-light vision, rock throwing, rock
Countersong, Fascinate, Inspire Courage +1; AL CE; SV catching, Bardic music, Bardic Knowledge, Countersong,
Fort +1, Ref +3, Will +1; Str 14, Dex 10, Con 12, Int 8, Fascinate, Inspire Courage +1; AL CE; SV Fort +11, Ref
Wis 6, Cha 11. +5, Will +6; Str 20, Dex 8, Con 17, Int 11, Wis 10, Cha 13.
Skills: Perform +5, Bluff +5, Diplomacy +3, Hide+4, Skills: Bluff+8, Diplomacy+8, Hide+3, Move Silent
Move Silent +4, Tumble +4, Listen +1, Spot +1. +3, Perform+8, Tumble+3, Climb +5, Jump +5, Listen +3,
Feats: Alertness; Spot +6
Languages: Orc, Goblin, Giant. Feats: Cleave, Imp. Bull Rush, Power Attack, Imp.
Equipment: Studded Leather Armor, Falchion, Sunder, Weapon Focus (Large Greatsword)
Javelin.; Spells: (known-5/0*) per day-3/0 Languages: Orc, Giant;
Spells Known 5/0* (3/0*; base DC = 10 + spell level): Equipment: Circlet of Persuasion, Lg Hide Armor,
0[Daze, Lullaby, Read Magic, Resistance, Summon Masterwork Large Greatsword.
Instrument] Spells Known 4/0* (2/0*; base DC = 11 + spell level):
0[Flare, Lullaby, Light, Resistance]
Orc, male Cleric of Gruumsh 4: Medium Humanoid
(orc); HD 4d8+8; hp 30; Init +0; Spd 30 ft.; AC 15 (+3
APL 6
studded leather armor, +2 large wood shield), touch 10,
flat-footed 15; Base Atk +3; Grap +7; Atk Masterwork Encounter Two
Shortspear +6 melee (1d6+1) or Shortspear +3 ranged
Orc, male Barbarian 1 (2): Medium Humanoid (orc);
(1d6+1); Full attack Masterwork Shortspear +6 melee
HD 1d12+1; hp 10; Init +0; Spd 40 ft.; AC 13 (+3 studded
(1d6+1) or Shortspear +3 ranged (1d6+1); SQ Darkvision
leather armor), touch 10, flat-footed 13; Base Atk +1; Grap
60 ft., light sensitivity; AL CE; SV Fort +6, Ref +0, Will
+4; Atk Falchion +4 melee (2d4+4/18-20) or Javelin +1
+6; Str 12, Dex 9, Con 14, Int 10, Wis 14, Cha 6.
ranged (d6+3); Full attack Falchion +4 melee (2d4+4/18-
Languages: Orc, Goblin, Giant
20) or Javelin +1 ranged (d6+3); SQ Darkvision 60 ft.,
Skills: Concentration +10, Sense Motive (cc) +6,
light sensitivity, Rage 1time/ day, Fast Movement; AL
Knowledge( religion) +1, Heal +3, Diplomacy +2, Listen
CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, Con 12,
+5, Spot +1
Int 8, Wis 7, Cha 6.
Feats: Alertness, Combat Casting, Weapon Focus
Skills: Climb +7, Intimidate +1, Jump+7, Listen +2,
(spear)
Spot +1
Equipment: Studded Leather Armor, Hvy Wooden
Feats: Alertness
Shield, Shortspear, Masterwork Shortspear
Languages: Orc, Goblin, Giant.
Spells Prepared (5/4+1/3+1; base DC = 12 + spell
Equipment: Studded Leather Armor, Falchion,
level): 0[cure minor wounds, create water, guidance,
Javelin.;
purify food and drink, resistance]; 1st[protection from
law*, bane, command, death watch, shield of faith ] Orc, male Bard 4: Medium Humanoid (orc); HD 4d6+4;
2nd[shatter*, hold person, inflict moderate wound, hp 21; Init +0; Spd 30 ft.; AC 13 (+3 studded leather
sound burst]. armor), touch 10, flat-footed 13; Base Atk +3; Grap +5; Atk
*Domain spell. Domains: [Chaos (cast chaos spells at Falchion +5 melee (2d4+4/18-20) or Javelin +3 ranged
+1 caster level), War (free martial weapon proficiency and (d6+3); Full attack Falchion +5 melee (2d4+4/18-20) or
weapon focus feat with deity's favored weapon)]. Javelin +3 ranged (d6+3); SQ Darkvision 60 ft., light
sensitivity, Bardic music, Bardic Knowledge,