ONW4-03 The Greatest Enemy
ONW4-03 The Greatest Enemy
ONW4-03 The Greatest Enemy
Round 1
by Andy MacPhee, Jeny MacPhee and Stuart Kerrigan
Circle Reviewer: Paul Looby
Stalemate in Onnwal. While exhausted armies on both sides in the unending war for the Dragonshead draw breath, plots
multiply in shadow and deepest night. In times such as this, a single slip, a single move can break the deadlock. The pieces
are in motion, but to what end?
An Onnwal Regional Adventure for APLs 2-12
®
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.
Introduction easier for the players (and the DM) to keep track of who is
playing which character.
®
This is an RPGA Network scenario for the Dungeons &
The players are free to use the game rules to learn about
Dragons® game. A five-hour time block has been allocated
equipment and weapons their characters are carrying. That
for each round of this scenario. The rest of the time is spent
said, you as the DM can bar the use of even core rulebooks
in preparation before game play, and scoring after the
during certain times of play. For example, the players are not
game. The following guidelines are here to help you with
free to consult the Dungeon Master’s Guide when
both the preparation and voting segment of the game. Read
confronted with a trap or hazard, or the Monster Manual
this page carefully so that you know and can communicate
when confronted with a monster.
to your players the special aspects of playing an RPGA
Some of the text in this scenario is written so that you
scenario.
may present it as written to the players, while other text is for
This is a LIVING GREYHAWK Adventure. As a
your eyes only. Text for the players will be in gray boxes. It’s
LIVING adventure it is expected that players bring their
strongly recommended that you paraphrase the player text
own characters with them. If players do not have a LIVING
instead of reading it aloud. Some of this text is general and
GREYHAWK character generated, get a copy of the current
must be adapted to the specific situation or to actions of the
LIVING GREYHAWK character generation guidelines,
player characters.
and a character sheet from your convention coordinator or
the RPGA Website, and then have any players without a
character create on. Once all players have a LIVING Scoring
GREYHAWK character, play can begin. After the players have completed the scenario or the time
Along with the other materials that you are assumed to allotted to run the scenario has run out, the players and DM
have in order to run a D&D game, it is also recommended score the game. Complete the RPGA scoring grid with
that you have a copy of the LIVING GREYHAWK names and RPGA numbers only, and the event information
Gazetteer. at the top. RPGA no longer uses voting for any reported
results. Give the Scoring Packet to your event coordinator
along with any event tickets.
Preparation
First you should print this scenario. This scenario was created
to support double-sided printing, but printing it single sided LIVING GREYHAWK
will work as well. There is enough room along the inside
margin to bind the adventure, if you desire.
Levels of Play
Because players bring their own characters to LIVING
Read this entire adventure at least once before you run
GREYHAWK games, this adventure’s challenges are
your game. Be sure to familiarize yourself with any special
proportioned to the average character level of the PCs
rules, spells, or equipment presented in the adventure. It may
participating in the adventure. To determine the Average
help to highlight particularly important passages.
Party Level (APL):
When you run an RPGA D&D adventure we assume
that you have access to the following books: the Player’s
1. Determine the character level for each of the PCs
Handbook, the Dungeon Master’s Guide, and the Monster
participating in the adventure.
Manual. We also assume that you have a set of dice (at least
2. If PCs bring animals that have been trained for combat
one d4, d6, d8, d10, d12, and d20), some scrap paper, a pencil,
(most likely being war horses, dogs trained for war),
an RPGA scoring packet, and your sense of fun. It is also a
other than those brought by virtue of a class ability (i.e.
good idea to have a way to track movement during combat.
animal companions, familiars paladin’s mounts, etc)
This can be as simple as a pad of graph paper and a pencil, as
use the sidebar chart to determine the number of
handy as a vinyl grid map and chits, or as elaborate as resin
levels you add to the sum above. Add each character’s
dungeon walls and miniatures.
animals separately. A single PC may only bring four or
Instruct the players either to prepare their characters
fewer animals of this type, and animals with different
now, or wait until you read the introduction, depending on
CRs are added separately.
the requirements of the scenario as described in the
3. Sum the results of 1 and 2, and divide by the number
introduction.
of characters playing in the adventure. Round to the
Keep in mind that you must have at least four players
nearest whole number.
(not counting the DM), for the game session to be a
4. If you are running a table of six PCs, add one to that
sanctioned RPGA event. As well, you cannot have more than
average.
six 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
1 1 1 2 3
Adventure Summary
Introduction: Shadow in the Night
CR of Animal
Tactics: The agent will fight to the death if cornered. He A successful DC 10 Knowledge (Splintered Suns) reveals
will attempt to bait one of the players into a duel, invoking the following about the name Uthather:-
a right to fight one on one. If any character accepts, he uses
a blade he has poisoned with scorpion venom. If he has to Uthather is a name you recognize, the famous invoker
die, he will attempt to take one of his attackers with him. Uthather Kais of the Breakers War Company.
The crowd that has gathered to watch the fight parts at the This is Jornal Surearm, leader of a small band of Wreckers
sound of a sharp voice, that barks out the command who specialize in hunting and tracking their prey through
“Move, clear the path!” the wilderness. Lyndern will introduce Jornal and thank
A robed olve gently pushes through the crowd, “What is the PCs for their quick action in dealing with the
going on here? What is happening?” he asks. Brotherhood agent. Before she can explain what she
A second figure pushes through the crowd; a woman requires, Uthather returns to the tent. Read or paraphrase
dressed in loose fitting vestments, bearing the symbol of a the following.
breaking wave flanked by stars. Some sort of ichor stains
the front of her robes. Underneath you catch a glimpse of As Lyndern sits at the table, Uthather strides into the tent.
gleaming mail. “Lady”, he begins, “I’m sure that these fine warriors
“Do you have him?” demands the woman. “Is he are very worthy, but Jornal and his band of Wreckers, are
alive?” more than adequate for the task ahead.”
Lyndern, smiles, and glances at the young man, “I’m
Lyndern and Uthather require a detailed explanation of sure you are correct, Uthather. However, it pays to be
what happened. It is apparent they were engaged in careful, especially in light of what has just occurred. Jornal,
important discussions when the agent attempted to release I’m sure you won’t object to working with these warriors,
the overseer into the tent. While the characters are their skills may prove useful in the days ahead.”
explaining what happened, Lyndern listens carefully. The Uthather shakes his head slightly, but accepts his
characters can easily spot her studying them in minute defeat graciously.
detail. When they finish she speaks. “As you say good lady, it would do to be prudent.”
Turning to you, he gestures towards the map. “As you
“You have done very well, it would appear that we have are already aware the recent battle has severely depleted
some true patriots of Onnwal here, Uthather. Perhaps as our resources, and if it had not been for the intervention of
patriots they would be willing to help us out with our little our new Ahlissan allies, we would not be here to continue
task.” this discussion.
Turning to the group, she looks you directly in the “What we need to know now is where the Euroz
eyes and asks “Are you willing to be of service?” forces retreated to after the battle? Have they re-
organized? Have they linked up with the main
If the characters agree, she will ask them to follow her back Brotherhood armies again? It is vital that we learn some of
to the tents where she will explain everything. However, it these answers, before we can plan what to do next.
should be apparent to the characters that Uthather doesn’t “With that in mind, I’m going to send young Jornal,
appear to be very happy about this turn of events. If the his men and now you into the Volanots to try to uncover
characters choose not to accompany Lyndern, the module some clues as to what has happened to the orcs. Any
is over. questions?”
Proceed to Encounter 1: Wrong Place, Wrong Time.
Allow the characters to ask any questions they like,
Encounter 1: Uthather and Lyndern will try to answer them. However,
some information is on a need to know basis, and the
Wrong Place, Wrong Time… characters don’t need to know. Possible questions and
Neither Lyndern nor Uthather are willing to discuss answers are detailed below.
anything with the characters until they are in the safety of
Lyndern’s tent. This time, several guards are posted outside
to make sure that they will be no further interruption. If
the characters enquire about their posts, other troops will
be dispatched to take over their guard posts. Who are you? (Uthather):
“He was injured several days ago - taken to a small Once the characters have finished their questions, it is
underground fortress built by the red men. It’s not far evident that the Wreckers are very excited by this news.
from here, but very hard to find, only two entrances. If you Having obtained the information from Shagrazz, they will
let me go, I will tell you where the entrances are.” kill him unless prevented by the PCs.
Jornal quickly takes the PCs aside and tells them that
The characters are free to ask Shagrazz any questions they this is an opportunity too good to pass up. If they can
wish, but unless they use some form of magic, he will not infiltrate this underground fortress, then they may have a
reveal that he is one of Jedurek’s messengers. chance of assassinating Jedurek and throwing the forces of
the Pomarj into confusion. He suggests to the party that
What do you know about the defenses of the fortress? they have a better chance of completing the mission if they
“I’ve not been inside myself but I hear it’s very hard to split up.
get into, each entrance is a death trap. Once inside you Jornal asks the characters to help out, pointing out to
need to get down to the lower levels, that’s where you will them if need be, this may be the best opportunity they have
find Jedurek.” to cripple the alliance between the Scarlet Brotherhood and
the Euroz. If the characters refuse to accept this mission,
How was Jedurek injured? Jornal will be contemptuous of the party and decide to
“Dunno. I hear other Euroz talking, some say he was make the attempt anyway. Once the characters have
challenged by his second for the right to command. decided which of the two entrances they wish to attempt,
Others say that he was poisoned or perhaps he just ate Jornal will lead his men away. Regardless of which entrance
some bad meat.” they choose, it is assumed that they will come across the
entrance detailed here. If it becomes an issue, then both
Where are these two entrances? entrances are identical.
“One is close, high up near the top of the rock hill.
The other is lower down on the west slope of the hill. Both Troubleshooting: If the PCs refuse to obey Jornal’s plan
are heavily defended.” and decide to double up with the Wreckers. He will remind
them of what happened when an attempt was made to
How many orcs are with Jedurek? capture the infamous Rohal Soldas several years ago. Those
“Only a very few. His household guards and some of involved stormed one end of a cave network and Soldas
his Warlords, those he keeps close to plan his next attack escaped out the other end. Splitting up is the only way to
on your people. Those he trusts…” ensure that Jedurek doesn’t escape.
If they still refuse to cooperate, Jornal will point out
These “Red Men”, you mean the Scarlet Brotherhood? that he was given command of the mission and that the PCs
“Yes, you would call them that. Their Veiled Lady are under his command. If they refuse to obey his direct
promised great lord Mak many things if he aided them in orders, he will ensure that their disobedience is known. If
their war against you. So the Mak sent Jedurek and his any of the PCs are members of the Onnwalon military, he
army.” will report their insubordination to their superiors.
If all else fails, Jornal will refuse to take part in the
Who is the Mak? attack and will forbid his men from aiding the PCs. The PCs
“The Mak is lord of all the Pomarj. His is the power will have to attack themselves. If they refuse to attack the
behind the Euroz. He commands and Jedurek does.” bolthole, then the module is over for them.
Who is the Veiled Lady? Development: Once the PCs are ready to continue, on
“The leader of the Red Men here. She is a Red Jornal’s terms, go to Encounter 4: The Stranger.
Woman, covers her face always. Some of the Red Men call
her the Veiled Lady. Kuranyie, she is named truly. She
came to the Pomarj and spake with the Mak. Then he sent
Jedurek here.”
OR
OR
OR
Combat:
Portcullii
Winch
platform
Shaft down
South Guardroom
Stairs up
Jedurek’s Retreat
Stairs Upper Level
Jedurek’s Retreat
Lower Level
Alcove
Alcove
Jedurek’s Chamber
Stone Doors
Alcove Alcove