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BNM5-01 Deadly Alliance (3E)
BNM5-01 Deadly Alliance (3E)
Deadly Alliance
®
A Two-Round D&D LIVING GREYHAWK
Bone March Regional Adventure
Version 1.0
Round 1 & 2
by Spyridon D. Giannoutsos
Circle Reviewer: Paul Looby
Based on a Story of: Stavros K. Kazakos
A beautiful damsel in distress turns to the PCs for aid to save her brother. The poor young man is being held captive by a
mysterious powerful humanoid. Can the PCs infiltrate the cave, and rescue the young man?
A Bone March adventure near the Blemu Hills for APLs 2-8
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 Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license,
please visit www.wizards.com/d20
This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can
sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook,
Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other
countries. This material is protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the express written permission of
Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or
events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors.
Visit the LIVING GREYHAWK website at www.rpga.com
For questions specific to this document and your region please e-mail your triad point of contact (POC) at
cman@cman.gr for LIVING GREYHAWK campaign questions email rpgahq@wizards.com
RPGA SANCTIONED PLAY running the adventure. Information on nonplayer
characters (NPCs) and monsters appear in abbreviated form
Most likely you ordered this adventure as part of an RPGA
in the adventure text. Full information on NPCs and
even from the RPGA website, or you received it from your
monsters are given in Appendix 1.
senior gamemaster. To play this adventure as part of the
Along with this adventure you’ll find a RPGA
LIVING GREYHAWK campaign—a worldwide, ongoing D&D
Table Tracking sheet. If you’re playing this adventure as
campaign set in the GREYHAWK setting—you must sanction
part of an RPGA-sanctioned event, complete and turn in
it as part of an RPGA event. This event could be as elaborate
this sheet to your senior GM directly after play. You’ll also
as a big convention, or as simple as a group of friends
find a LIVING GREYHAWK Adventure Record (AR).
meeting at the DM’s house.
To sanction an RPGA event, you must be at least a
HERALD-LEVEL gamemaster. The person who sanctions the LIVING GREYHAWK LEVELS OF
event is called the senior gamemaster, and is in charge of
making sure the event is sanctioned before play, runs
PLAY
Because players bring their own characters to LIVING
smoothly on the date sanctioned, and then reported back to
GREYHAWK games, this adventure’s challenges are
the RPGA in a timely manner. The person who runs the
proportionate to the modified average character level of the
game is called the table DM (or usually just DM).
PCs participating in the adventure. To determine this
Sometimes (and almost all the time in the cases of home
modified Average Party Level (APL) follow the steps below:
events) the senior gamemaster is also the table DM. You
1. Determine the character level for each of the PCs
don’t have to be a HERALD-LEVEL GM to run this adventure
participating in the adventure.
if you are not the senior GM.
2. If PCs bring animals that have been trained for combat
By sanctioning and reporting this adventure you
(most likely dogs trained for war), other than those
accomplish a couple of things. First it is an official game,
brought by virtue of a class ability (such as animal
and you can use the AR to advance your LIVING GREYHAWK
companions, familiars paladin’s mounts) or the
character. Second player and DMs gain rewards for
warhorse of a character with the Mounted Combat
sanctioned RPGA play if they are members of the
feat, use the sidebar chart to determine the number of
DUNGEONS & DRAGONS REWARDS program. Playing this
levels you add to the sum of step one. Add each
adventure is worth two (2) points.
character’s animals separately. A single PC may only
This adventure retires from RPGA-sanctioned play on
bring four or fewer animals of this type, and animals
December 31, 2006.
with different CRs are added separately.
To learn more about the LIVING GREYHAWK character
3. Sum the results of step 1 and 2, and divide by the
creation and development, RPGA event sanctioning, and
number of characters playing in the adventure. Round
DUNGEONS & DRAGONS REWARDS, visit the RPGA website
up to the nearest whole number.
at www.rpga.com.
4. If you are running a table of six PCs, add one to that
average.
PLAYERS READ NO FARTHER Mundane
If you are planning on playing this adventure, stop reading # of Animals
Animals Effect
now. The rest of the information in this adventure is for the on APL
1 2 3 4
DM only. If you read farther than this section, you’ll know Throughout this
too much about its challenges, which kills the fun. Also, if adventure, APLs 1/4 & 1/6 0 0 0 1
you’re playing this adventure as part of an RPGA- categorize the level 1/3 & 1/2 0 0 1 1
sanctioned event, reading beyond this point makes you of challenge the
ineligible to do so. PCs face. APLS are 1 1 1 2 3
CR of Animal
given in even- 2 2 3 4 5
PREPARING FOR PLAY numbered
increments. If the 3 3 4 5 6
To get the most out of this adventure, you need copies of
APL of your group 4 4 6 7 8
the following D&D books: Player’s Handbook, Dungeon
falls on an odd
Master’s Guide, and the Monster Manual. 5 5 7 8 9
number, ask them
Throughout this adventure, text in bold italics 6 6 8
9
10
before the
provides player information for you to paraphrase or read
adventure begins 7 7 9 10 11
aloud when appropriate. Sidebars contain important
whether they
information for you, including special instruction on
Development: There can be two outcomes from this It seems that the tracks are made by two humanoids: one
encounter. taller and heavier than the other. You can see that they
The first possibility is that the bandits win. Arlen will continue on side by side.
give them a small bag of coins, but will steal all the PCs For two hours, you endlessly follow your last hope of
gold, scrolls, potions, spellbooks, wooden armor, non-metal recover your equipment. Suddenly you discover with
magical clothing. However, they are very careful to leave dread that they lead yet again inside another cave. As you
behind them very clear tracks for the PCs to follow. scan the area, once again you cannot spot any kind of
The second outcome is that the PCs win. In this threat anywhere.
occasion refer to the troubleshooting section.
Troubleshooting: If the PCs have defeated Arlen and If a character with the Track feat makes a DC 20 Survival
Abalman, then the adventure is almost cut in half. It is very check, they can discover another set of tracks made by a
crucial to know the fate of the bandits. If Arlen and humanoid who has taken care to try to cover them, and
Abalman are dead, then the PCs cannot claim the reward another set of weird tracks of unknown origin. The PC can
for their capture. If they capture them alive and get them determine that this track is not human or humanoid, but
back at the city of Knurl, they are entitled to the reward. most surely whoever made this track was not alive when he
For the adventure to continue after the fate of the did it.
bandits is determined and the characters return to the city There is no opposition outside the cave. If the PCs
of Knurl, arrange it so that the Lord Mayor asks to see venture into the new cave, they once again must declare
them. Please refer to the troubleshooting paragraph of the light sources. Once again, danger awaits them inside the
introduction so that the PCs can get their second hook. If cave. The cave is just a large stone room 50 x 50 ft. with the
Arlen and Abalman are dead or captured rephrase the main entrance to the south and a small exit to the north.
alternate intro hook accordingly. However, it isn’t empty. Undead creatures whose numbers
and type depend on the APL of the group inhabit it.
Alternatively if the PCs use the alternate intro hook of
the smugglers hideout quest, this is the place that the PCs
find to spend for the night, on their way to the smugglers
hideout on Encounter 5, after a day of long trail. In the case
Treat the guard as injured to -3 hit points. Allow the PCs to Tactics: The rogues will attack any flat-footed opponents
approach the man and scout the area if they wish. Allow the and then they will work in pairs to flank their opponents,
PCs an opposed Spot check against the Hide checks of the so that they can get their sneak attack on them. If a rogue
group of rogues that has prepared an ambush for them. If loses more that 4 hit points, he will make a DC 20 Will save.
the PCs are successful, roll for initiative normally. If he fails it, he retreats. If he succeeds, he will stay and
Otherwise give the rogues a surprise round to act against fight until the end.
the PCs. Remember that rogues deliver extra damage to Treasure: The rogues can be looted for their equipment
flat-footed targets and that they start their actions on higher and their gold. They have been paid in advance by dynamic
ground when comes to comparison with the PCs. duo to intercept any trespassers and they have a lot of gold
When the rogues attack read to the players the with them.
following paragraph: APL 2: Loot: 10 gp; Coin: 50 gp.
APL 4: Loot: 15 gp; Coin: 75 gp.
Suddenly you spot several human sized figures that drop APL 6: Loot: 30 gp; Coin: 90 gp.
beside you from the cliff above. They wear black leather APL 8: Loot: 30 gp; Coin: 120 gp.
armor emblazoned over their hearts with a white skull
with its mouth wide open. These men are armed with Development: After this battle is over, the PCs have a
rapiers and shortbows. Their skin is brown, though round or two in their disposal to stabilize the poor guard or
whether from dirt or the sun, you cannot tell, but it’s clear even heal him and talk to him. If returned to his senses,
that they have been living in the wilderness for years, after a short gasp, the guard will demand to know who the
perhaps decades. They have a grim and determined look as PCs are. He might even recognize any member of the
they set upon you. You notice that they start to take garrison of Knurl, especially a Captain. He will say that he
flanking positions against you, as they jump in front and is one of the three guards of a wagon carrying coin for the
behind you. exchequer of Knurl. He will also state that they were under
attack a while ago by a group of nine men. One of them, a
These rogues have been paid by Ablaman and Arlen to keep rider in heavy armor, used his bow to fire at the wagon and
any trespassers away from the wagon. Their main function eventually wounded him.
is to soften up the PCs and make them as ripe as possible
You return in the city of Knurl along with the evidence of What was the fate of Accolon?
the destroyed illegal pipeweed and/or accompanying the
smugglers. The officer of the gate takes the smugglers for What was the fate of Arlen and Ablaman?
immediate execution due to violation of the Count’s Law.
You go back to the civil district and to the government The End
building to present the destroyed illegal tobacco.
There Lord Gristla will thank the PCs: “Dear Friends!
Thanks for crippling the smuggler’s operation. Keeping
my end of the deal I will speak to the Magician Guild for
the upgrade of one of your weapons, shields, or armor.”
Item Access
APL 2
bracers of armor +1 (Any, CL 6th, DMG)
potion of cure moderate wounds (Any, CL 3rd,
DMG)
+1 leather armor (Any, CL 5th, DMG)
+1 club (Any, CL 5th, DMG)
Rogue: Male human rogue 1; CR 1; Medium humanoid Light Warhorse: Male horse; CR 1; Large animal; HD
(human); HD 1d6+2; hp 8; Init +2; Spd 30 ft.; AC 15 3d8+9; hp 22; Init +1; Spd 60 ft.; AC 14 (touch 10, flat-
(touch 13, flat-footed 12); Base Atk +0; Grp +0; Atk +0 footed 13); Base Atk +2; Grp +9; Atk +4 melee (1d4+3,
melee (1d6 [18-20x2], rapier) or +4 ranged (1d6 [x3], hoof); Full Atk +4 melee (1d4+3, hoof); Space/Reach
shortbow); Full Atk +0 melee (1d6 [18-20x2], rapier) or 10ft. / 5 ft.; SQ Low-light vision, scent; AL N; SV Fort