ONW3-06 For Want of A Nail
ONW3-06 For Want of A Nail
ONW3-06 For Want of A Nail
By Paul Looby
Circle Reviewer: Creighton Broadhurst
The Orcs of the Pomarj ravage the land. Onnwal is in flames and a key agent of the Free State has gone
missing behind enemy lines. Her salvation, and that of Onnwal, lies in your hands.
®
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 Some of the text in this scenario is written so that you
may present it as written to the players, while other text is
This is an RPGA® Network scenario for the Dungeons &
for your eyes only. Text for the players will be in gray
Dragons® game. A five-hour time block has been allocated
boxes. It’s strongly recommended that you paraphrase the
for each round of this scenario, but the actual playing time
player text instead of reading it aloud. Some of this text is
will be closer to three and a half hours. The rest of the time
general and must be adapted to the specific situation or to
is spent in preparation before game play, and scoring after
actions of the player characters.
the game. The following guidelines are here to help you
with both the preparation and voting segment of the game.
Read this page carefully so that you know and can Scoring
communicate to your players the special aspects of playing After the players have completed the scenario or the time
an RPGA scenario. allotted to run the scenario has run out, the players and DM
score the game. The RPGA has three ways to score its
games. Consult your convention coordinator to determine
Preparation
which method to use for this scenario:
First you should print this scenario. This scenario was
• No-vote scoring: The players write their names and
created to support double-sided printing, but printing it
RPGA numbers on the scoring packet grid. You fill
single sided will work as well. There is enough room along
in the top of the grid. That is all. No one is rated.
the inside margin to bind the adventure, if you desire.
This method is used for people who are just playing
Read this entire adventure at least once before you run
for fun.
your game. Be sure to familiarize yourself with any special
rules, spells, or equipment presented in the adventure. It • Partial scoring: The players rate the game master
may help to highlight particularly important passages. and the scenario on their player voting sheet, and
When you run an RPGA D&D adventure we assume provide personal information, but don’t vote for
that you have access to the following books: the Player’s other players. The game master rates the scenario
Handbook, the Dungeon Master’s Guide, and the Monster and completes personal and event information, but
Manual. We also assume that you have a set of dice (at least does not rate the players as a team or vote for
one d4, d6, d8, d10, d12, and d20), some scrap paper, a players. This method is used when there is no
pencil, an RPGA scoring packet, and your sense of fun. It is competition, but the event coordinator wants
also a good idea to have a way to track movement during information on how the game masters are
combat. This can be as simple as a pad of graph paper and a performing, or the game master wants feedback on
pencil, as handy as a vinyl grid map and chits, or as his or her own performance.
elaborate as resin dungeon walls and miniatures. • Voting: Players and game masters complete the
Instruct the players either to prepare their characters entire packet, including voting for best player. If
now, or wait until you read the introduction, depending on this method is used, be sure to allow about 15-20
the requirements of the scenario as described in the minutes for the players to briefly describe their
introduction. characters to the other players, and about 5-10
Keep in mind that you must have at least three players minutes for voting. This method is used when the
(not counting the DM), for the game session to be a players want to know who played the “best”
sanctioned RPGA event. As well, you cannot have more amongst the group, or when the adventure is run in
than six players participating in the game. tournament format with winners and prizes.
Once you are ready to play, it is handy to instruct each When using voting, rank the players in order of your
player to place a nametag in front of him or her. The tag voting choice while they are completing their forms, so
should have the player’s name at the bottom, and the that you are not influenced by their comments on your
character’s name, race, and gender at the top. This makes it abilities. It’s a good idea to have the players vote while you
easier for the players (and the DM) to keep track of who is determine treasure and experience awards for the scenario.
playing which character. After voting, give the Scoring Packet to your event
The players are free to use the game rules to learn coordinator.
about equipment and weapons their characters are This is a LIVING GREYHAWK Adventure. As a
carrying. That said, you as the DM can bar the use of even LIVING adventure it is expected that players bring their
core rulebooks during certain times of play. For example, own characters with them. If players do not have a
the players are not free to consult the Dungeon Master’s LIVING GREYHAWK character generated, get a copy of
Guide when confronted with a trap or hazard, or the the current LIVING GREYHAWK character generation
Monster Manual when confronted with a monster. guidelines, and a character sheet from your convention
coordinator or the RPGA Web site, ant then have any
Passing the Test: As soon as the PCs move to attack the The Oeridan man regards you intently with his deep-
"kesh", they have passed the test. set black eyes.
Read aloud or paraphrase the following: "I have need of the services of resourceful
individuals - people such as yourselves, who are loyal
Before you can strike down the kesh, a commanding to the Free State.
voice bellows: "HOLD! In the name of the Free State, "A most able servant of Onnwal has been
hold!" captured by the Scarlet Sign. She was on her way back
To your amazement, you turn to see the voice is across the front line with what she said was
apparently that of the hanged braetern. However, information vital to the survival of the Free State. I
instead of strangled features of Farland Marshevel, need to know what that information was. I want you
you look up into the grinning face of an Oeridian to find and rescue her. As far as I know, she is still
man of indeterminate years. alive - and that's how I want her returned to the Free
"I never did like these things," the man says, State. Dead spies tell no tales.
removing the noose from his neck, seemingly "Any questions?"
oblivious to the fact he is floating three feet above the
floorboards. He bows deeply in mid air. Below are answers to some of the most likely questions:
"I am at your service, patriots of Onnwal."
Who are you?
Though he will NOT directly introduce himself as such, The man smiles enigmatically.
the floating man is Rakehell Chert. The kesh and "Merely a Patriot of Onnwal, like yourselves. My
Berendenn remain where they are, nodding their head name is unimportant. Loyalty to the Free State is all
respectfully at Chert and giving the PCs broad grins. that matters here."
Read aloud or paraphrase the following:
Why don't you get someone else to rescue her?
Where is the agent being held? Of the PCs mention anything about his son, Griff, read
"The last report I had, she was in a small orc aloud or paraphrase the following:
encampment in the southern Volanots. I can give you
directions to it." "I think you may have mistaken me for someone else.
However, if we succeed here, then we will free all the
What's in it for us? sons and daughters of Onnwal that are in thrall to the
The man grins. Strawhairs."
"Ah a man/woman after my own heart! How it
must boil the blood of the nobles to deal with such If there is nothing else, Berendrenn will usher the PCs
fine entrepreneurs as yourselves. Never trust a man out.
who wants no gold, or wants too much.
"You will be recompensed fairly for your efforts Encounter 2:
on behalf of me and of the Free State. The oaths of
nobles aren't worth the paper they're written on. So Between the Lines
you'll be paid in honest coin. If you trust me, of
The directions that the PCs receive will direct them to a
course," he says with a smile.
point in the Volanots on the southern edge of the
Cantred of Gearnwal. Have the PCs set their marching
What aid can you give us?
order before the set out.
"Our resources are stretched as it is. You will have
Read aloud or paraphrase the following:
to manage on your own means and wits."
Leaving the tense bustle of the camp behind, you set
What does your agent look like?
off across the fields of the Gildenlea, green and gold
"Her name is Jillana Waterfoot. She is about 30
with the ripening grain harvest. At first there is a
summers, stands about 5 feet and a half a foot, with
semblance of normality, farmers tending their fields,
golden-brown hair and eyes of sea-grey."
animals grazing in the shade of scattered copses.
However, as the hills loom closer, the
If there are no further questions, Chert will give the PCs
peasants grew scarcer and the Militia patrols more
directions to the camp.
frequent. Burnt out ruins, still smouldering under the
If there are any members of the Wreckers among the
summer sun replace peaceful hamlets. In the shadow
PCs, Chert will take them aside and, still not revealling
of the hills, a deathly silence extends over the land,
who he is, will whisper to them in the Thieves' Cant:
like ink seeping from an overturned pot.
As you move up the first slopes of the Volanots,
“Hold a light and you’ll be on the pig’s back when it
you realise, almost without noticing that you have
comes to a leg up – you’ve my song bird on it.”
passed into enemy territory.
Translation:
Have the PCs make an opposed Spot check against the
"Do right by me in this matter and it will not be
Hide check of the orc patrol that is lurking at the top of
forgotten when it comes to promotion. You have my
the slope (add a +2 circumstance bonus to the Orc's Hide
word on that."
for their concealment of the vines). Equally, if the PCs are
actively trying to move inconspicuously an opposed Spot
The PCs may have Rakehell Chert's old short sword The
check against the worst PC Hide check, to see if they spot
Silver Left from ONW2-06 Memento. If they do, and
the PCs. Otherwise the orcs will automatically spot the
Chert spots it read aloud or paraphrase the following:
PCs from their vantage point. If they do, depending on
whether the PCs spot them, they will either withdraw to
The Oeridian man smiles ruefully:
warn the orc camp in Encounter Four, or if spotted, they
"That is a fine blade you bear. Ward it carefully
will try to engage the PCs.
and it will serve you well."
If the PCs succeed, read aloud or paraphrase the
following:
If any of the PCs, guessing to whom they are speaking,
offer it to him, he will refuse it saying cryptically:
Tactics: The orcs will try to use the houses as cover and They will then attempt to flee their homes in the
their prisoners as human shields. The villagers will give direction of the Free State forces, carrying what meagre
them soft cover (+4 AC bonus), while the houses give possessions they can carry with them. They will beg the
them (+4 AC, +2 Reflex save bonus) or total cover PCs to escort them. Returning will mean a round trip of a
depending on the circumstances The orcs will attempt to day.
flee the village if they can in the direction of the camp. However, if the PCs do so, by the time they can
Any attack that would have hit the orcs using human return, Jillana will have been taken aboard a Slaver
shields but for the cover AC bonus, hits a human shield. ship bound for the Pomarj and the PCs will have
The peasants have AC 10 and 2 hit points each. The failed their mission.
shaman will cast enlarge person on one of his axemen if In this case run them through the rest of the module
possible, (+2 Str, -2 Dex, -1 to attacks, -1 AC, gains 10 ft as written, except for the fact that they will find only the
reach). The enlarged orc will try to fight a delaying action, tracks of the slavers at Esham's Cove in Encounter 5, at
while the rest withdraw. which point the adventure is over for them.
The Ridge NOTE: PCs that have the blue mark of the Ventonii from
The hill fort stands on a 300-foot high ridgeline. The ONW1-08 Rashta's Brother feel strangely energised
lower slopes of the hill are covered in loose scrub and a while fighting inside the walls of the hill fort and gain +1
smattering of stunted Storm Pines (providing morale bonus to attack and damage rolls for the duration
concealment from ranged attacks). The orcs have cleared of this combat only.
the hilltop within 150 feet of the walls, using the scrub
for shelter and fuel. This open ground affords no The Garrison
concealment what so ever. The readiness and strength of the garrison depends on
Moreover, within 50 feet of the walls, there is a field the PCs actions so far. If they have engaged any orc
of sharpened, pointed stones angled outwards from the troops in battle on the way to the fort, then the garrison
fort. The stones stand about 3 feet high and provide will be depleted somewhat. Otherwise it will be at full
concealment and cover for small creatures or PCs lying strength.
prone. PCs attempting to move through this field at The alertness of the garrison depends on whether it
greater than one half of their normal movement in any has had any warning of the PCs presence in the hills,
round must make a DC 15 Reflex check to avoid being from the orcs in either Encounter 2 or Encounter 3.
cut on the razor sharp rocks. If a PC roll attacks and Garrison Alerted: If the garrison has been alerted,
damage if applicable for the rock spikes below. then the orcs will be all roused, armed and watching in all
PCs trying to ride through the stones must make a directions for signs of any foes. The orcs will be evenly
DC 20 Ride check to manage it without injuring their distributed around the perimeter wall. All guards have a
mount. If the mount is injured, the rider must make a DC +2 circumstance bonus to their Spot and Listen checks
15 Ride check to keep the animal on its feet, otherwise it due to their high state of readiness.
will stumble among the close packed stones and fall, Garrison Not Alerted: If the garrison has not been
taking attacks and damage shown below. forewarned, then there will only be four sentries posted,
one at each of the cardinal points of the ring fort (North,
Rock Spikes: +10 melee (1d4 spiked rocks for South, East and West). The rest of the orcs (if any) are
1d4+2/x3 per successful hit). eating in their lean-tos. The sentries are not particularly
vigilant - apply a -2 circumstance penalty to their Spot
The only clear path through the stones is the winding and Listen checks, until the PCs make their presence
one that leads to the main entrance of the hillfort (see known in some fashion.
Map 1). PCs attempting to approach the fort without being
The Hillfort seen will need to make an opposed Hide and Move
The camp is based in the ruins of an ancient Flan ring fort silently checks against the sentries' Spot and Listen
(see Map 1). The fort is composed of a single circular dry (worst PC result against the best Orc result).
stone wall 7 feet high, 6 feet thick and 50 feet in diamater. The numbers of orcs in the garrison will depend on
A low stone step on the inside of the wall allows the the APL and whether the PCs have fought any orcs in
defenders to peer ouver the top of the all and fire Encounter 2 or 3.
missiles. Characters doing this have cover (+4 AC bonus,
Garrison at Full Strength (PCs have not fought any orcs
in Encounter 2 or 3):
If they do run him through, then they will have track Why did you let them raise you?
Jillana without his aid (see Encounter 5). "Well, lads, given the choice of death or having
If they do not kill him, or do not know who he is, another chance at livin', no matter how rough - what
Garan will promise to tell them where Jillana is, if they would youze have done?"
swear not to kill or harm him in any way, and to release
him to go upon his way. The first condition is not How did you get that mark on your neck:
negotiable; the second is, as Gavran plans to try to slip "The Strawhairs used to threaten to hang me to
away at the first opportunity. get information out of me. Used to take me to a tree,
Only once the PCs have sworn on whatever gods swing a rope over a bough and strech me a little. (true)
they hold true - and Gavran will be sure to make any
paladins or priests swear such an oath on their holy Gavran can direct the PCs in the direction of Esham's
symbols - will he tell them what he knows. Cove and unless the PCs take him with them by force, he
If none of the PCs know him, he will not seek these will loot what equipment he can from the orcs and strike
assurances, but rather volunteer the information below off south on his own.
and strike off on his own as soon as possible, pretending If the PCs double cross Gavran and kill him having
to be just another prisoner of war. sworn an oath not to - then this is an evil act and is
grounds for the disqualification of the Player Character.
What Gavran Knows: If they kill him without having sworn an oath, this is
- Gavran knows whom Jillana is and that she's a not so severe an act to warrant the disqualification of the
Magsman in the Wreckers, a trusted servant of PC, although it is enough for a paladin to lose his
Rakehell Chert. paladinhood, if he participates in the act. Lawful good
priests may also suffer some consequences for breaching
- She was captured by the Scarlet Brotherhood about a the tenets of their faith.
sennight (three weeks) ago.
As you continue your pursuit of Jillana, you follow Other than that Anava knows little else that is useful.
streams that cut north through the ridges and valleys
of the Volanots. About six hours since setting off, you Esham's Cove
turn a corner to find a pair of bare and bloodied feet Read aloud or paraphrase the following:
and legs sticking out of a patch of scrub by the side of
the trail. You follow a gushing Volanots stream down out of the
high ridges towards the sea. Distantly you can hear
Allow the PCs to react. If any of them investigates the the low rumbling of waves crashing against cliffs and
body, read aloud or paraphrase the following: the cries of gulls and sea birds. The trail and the
stream follow a winding valley clothed in copses of
The legs belong to a young, red-haired woman, who is storm pines and the remnants of rough pastures, now
lying face down in the scrub. Her body is stiff and overgrown and wild and being reclaimed by the
cold to the touch, barely clothed in the remains of a scrub.
tattered and blood stained dress. Her back is a whelter
of scourge marks. The Lay of the Land (see Map 2): Esham's Cove is a small
inlet from the Sea of Gearnat. A steep cliff backs its small
The woman does not match the description of Jillana, and shingle beach. A precarious switchback path, no more
if Gavran is present, he will confirm this. A DC 15 Heal than five feet wide, winds down across the face of the
check will determine that she died about a day ago, most slope to the beach. A fast running Volanot stream plunges
likely from exhaustion and starvation. She bears the over the cliff top in a waterfall. The steam cuts a narrow
marks of shackles on her wrists and ankles. hanging valley back into the hills, clothed with stands of
If the PCs have access to speak with dead, then they storm pines and scrub.
may question the corpse: The Slavers: Markessa the White chose this out-of-
the-way place precisely because of its isolation. The
Who are you? Slavelords do not want to openly advertise their
"I was Anava." allegiance to either the orcs of the Pomarj or the Scarlet
Sign. Nor do they want it known that they are operating
What happened to you? once again in Onnwal.
"I died." Markessa the White came ashore here a week ago,
heading inland to meet with Jedurek, the half-orc general
How did you die? commanding the Pomarji forces in Onnwal. She left
"I died." behind a detachment of Slaver agents to guard the cove,
under the command of Kervel Tarn, a priest of the Earth
Treasure: Chert will now pay out the agreed sum to the
PCs as their reward.
APL 2: Coin: 50 gp
APL 4: Coin: 75 gp
APL 6: Coin: 100 gp
APL 8: Coin: 125 gp
APL 10: Coin: 150 gp
APL 12: Coin: 200 gp
OR
All APLs: If Markessa the White survives: Favour of the Wreckers: The PC has been granted Well-
Liked status with the Wreckers and 3 RIPs with the
Wrath of the Slavelords: For your part in twarting the Wreckers and Rakehell Chert. In addition, any PC that
operations of the Slavelords in Onnwal, you have earned still has the Disfavour of the Wreckers is not no longer
the enmity of the Slaverlords of the Pomarj and in affected by it.
particular of Markessa the White. This may have far
reaching conseqeunces in future modules.
Conclusion
APL 2: Coin: 50 gp
Encounter Four