GRM4-02 On The Royal Road To Hookhill (3E)
GRM4-02 On The Royal Road To Hookhill (3E)
by P. John Freeman
Playtested by Charles Millar, Jenna Moore, Jeremy H. Pace, Scott Tillotson, and Daniel Wheeler
You are tasked to escort an important dignitary across Gran March for an important meeting. A more tedious
task could not be imagined, but at least you are out of harm’s way and can earn some coin. This scenario
counts as Gran March military time. A Gran March Regional adventure for APLs 2-12, and Part Two of the For
Commandant and Country series (begun with GRM4-01 Homecoming).
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.
Some of the text in this scenario is written so that you may
Introduction present it as written to the players, while other text is for
your eyes only. Text for the players will be in gray boxes.
This is an RPGA® Network scenario for the Dungeons & It’s strongly recommended that you paraphrase the player
Dragons® game. A four-hour time block has been allocated text instead of reading it aloud. Some of this text is general
for each round of this scenario, but the actual playing time and must be adapted to the specific situation or to actions
will be closer to three and a half hours. The rest of the time of the PCs.
is spent in preparation before game play, and scoring after
the game. The following guidelines are here to help you This is a LIVING GREYHAWK Adventure. As a LIVING
with both the preparation and voting segment of the game. adventure it is expected that players bring their own
Read this page carefully so that you know and can characters with them. If players do not have a LIVING
communicate to your players the special aspects of playing GREYHAWK character generated, get a copy of the
an RPGA scenario. current LIVING GREYHAWK character generation
guidelines, and a character sheet from your convention
Preparation coordinator or the RPGA Web site, and then have any
players without a character create one. Once all players
First you should print this scenario. This scenario was have a LIVING GREYHAWK character, play can begin.
created to support double-sided printing, but printing it
single sided will work as well. There is enough room along Along with the other materials that you are assumed to
the inside margin to bind the adventure, if you desire. have in order to run a D&D game, it is also recommended
that you have a copy of the LIVING GREYHAWK
Read this entire adventure at least once before you run Gazetteer.
your game. Be sure to familiarize yourself with any special
rules, spells, or equipment presented in the adventure. It Living Greyhawk Levels of Play
may help to highlight particularly important passages.
Because players bring their own characters to LIVING
When you run an RPGA D&D adventure we assume that GREYHAWK games, this adventure’s challenges are
you have access to the following books: the Player’s proportioned to the average character level of the PCs
Handbook, the Dungeon Master’s Guide, and the Monster participating in the adventure. To determine the Average
Manual. We also assume that you have a set of dice (at least Party Level (APL):
one d4, d6, d8, d10, d12, and d20), some scrap paper, a
pencil, an RPGA scoring packet, and your sense of fun. It is 1. Determine the character level for each of the PCs
also a good idea to have a way to track movement during participating in the adventure.
combat. This can be as simple as a pad of graph paper and a 2. If PCs bring animals that have been trained for
pencil, as handy as a vinyl grid map and chits, or as combat (most likely being war horses, dogs trained
elaborate as resin dungeon walls and miniatures. for war), other than those brought by virtue of a class
Instruct the players either to prepare their characters now, ability (i.e. animal companions, familiars paladin’s
or wait until you read the introduction, depending on the mounts, etc) use the sidebar chart to determine the
requirements of the scenario as described in the number of levels you add to the sum above. Add each
introduction. character’s animals separately. A single PC may only
bring four or fewer animals of this type, and animals
Keep in mind that you must have at least four players (not with different CRs are added separately.
counting the DM), for the game session to be a sanctioned
RPGA event. As well, you cannot have more than six 3. Sum the results of 1 and 2, and divide by the number
players participating in the game. of characters playing in the adventure. Round to the
nearest whole number.
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 4. If you are running a table of six PCs, add one to that
should have the player’s name at the bottom, and the average.
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 rulebooks
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.
2 2 3 4 5 Author’s Acknowledgements
CR of Animal
3 3 4 5 6
I wish to thank the members of the Gran March Triad,
present and past, for setting up a great environment to
4 4 6 7 8 create in. I also wish to thank all those authors who have
inspired me over the years; not just in Living Greyhawk,
5 5 7 8 9 but in all the works of fantasy that provide such
6 6 8 9 10
enjoyment and escape.
I thank the editors and playtesters who helped me put
7 7 9 10 11
this into a better format than the rough version I started
with.
By following these four steps, you will have determined
Also, I thank my wife and daughter for their love and
the APL. Throughout this adventure, APLs categorize the
support over the years in all my endeavors, be they
level of challenge the PCs will face. APLS are given in
gaming or otherwise.
even-numbered increments. If the APL of your group
falls on an odd number, ask them before the adventure Have fun!
begins whether they would like to play a harder or easier
adventure. Based on their choice, use either the higher or P. John Freeman
the lower adjacent APL.
APL also affects the amount of experience you may gain
at the end of the adventure. If your character is three
character levels or more either higher or lower than the
APL this adventure is being played at, that character will
receive only half of the experience points awarded for the
adventure. This simulates the face that either your
character was not as challenged as normal, or relied on
help by higher-level characters to reach the objectives.
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.
If the party took the shortcut to Proman, they will travel APL 10 (EL 11)
for one day uneventfully. They will camp for the night,
with the usual watch plan, and then morning will bring Advanced Dire Wolves (9): hp 108 each; see
another day of Gwalchen insisting on a rigorous exercise Appendix One.
routine, this time with a weighted sword designed to test
his muscular strength while he practices his form. APL 12 (EL 1513
Gwalchen demonstrates a fluid motion and surpassing
skill that impresses the most able and skilled fighters in Advanced Dire Wolves (9): hp 162 each; see
the party, though his insistence on attending to his Appendix One.
personal training at the break of day each morning can be
an annoyance to those who have been assigned to protect Tactics: In the first round of combat, all horses not
him on the journey to Hookhill. trained for combat will be spooked. Any character riding
on a mount that is not war trained must make a
Alquash has prepared another excellent breakfast successful Ride check (DC 15) or Handle Animal check
for the whole caravan party. Eggs prepared in a (DC 10) to keep the horse from bolting. Remember that
perfect, light, fluffy, scramble, crisp bacon with a making this check is a standard action and thus hampers
minimum of grease, and rolls so light they almost the character’s ability to fight on the back of the horse
float. while trying to calm it.
Have the PCs describe again their positions relative to Although the pack cannot speak, they do have a pack
the caravan; Karvane does not mind if they ride out of mentality and are driven by hunger and near-starvation.
sight of the caravan, as long as at least half of the PCs are They will act as one, attacking as a pack. At all APLs, the
near the caravan at any given point. wolves’ tactics are the same. They will either attack any
creatures near where they break out of the woods, or they
Three hours of travel pass uneventfully. Have each PC
will break up into two approximately equal sized groups.
make a Listen check (DC 10 + APL). Any PC who makes
The groups will then circle around the rest of the caravan
the Listen check will not be surprised. The Listen check
and attack the nearest targets. The pack animals, once
is calculated by range from the caravan, so it should be
broken into groups, will attack jointly on a single target.
adjusted relative to the party’s distance from the caravan.
If a character has not attacked an animal, then the pack
You hear a sound to your left (west) and turn to see a animal will attack the character’s horse first, sensing it as
pack of canines – dogs or wolves, you’re sure, the easier target. A successful attack on a non-trained
moving at high speed towards you. The sound mount will cause it to become panicked, and the
increases until it rises in a crescendo of howling. character riding it must make a Ride check (DC 20) or
Handle Animal check (DC 20) to keep it under control;
At all APLs, the wolves come out of the woods 220 feet the DC is modified by the damage taken, and +5 if the
from the party. As the wolves approach, it will take a horse has seen another horse go down to the pack
Spot check (DC 20 + APL) or a Handle Animal check (DC previously. If a character dismounts, a pack will turn its
10 + APL, +2 if the PC has the wild empathy ability) to attention to him, charging and flanking him. The pack
notice that the wolves’ ribs are poking out as they charge, will then attack and attempt to trip the character; when
and some appear to be foaming at the mouth and he is down, the rest of the pack will then attack him.
displaying an appearance of a lack of grooming. This is
because the animals are starved and desperate. At APL The advanced dire wolves will use the Power Attack feat
12, it is very obvious that the huge dire wolves are to subtract –5 from their attack roll and gain +10 damage
starved, so the Spot check is actually easier when they on their bite attack (this is not reflected in the Attack
appear (+5 to roll). bonus nor the bite damage as listed), since the bite attack
is treated as a two-handed weapon for this purpose.
APL 2 (EL 3) However, if a wolf tries a trip attack, it might forego the
Power Attack to increase its chance of success – in the
Wolves (2): hp 15 each; see Monster Manual. pack mentality, the first one trips, and then the rest bite
and attack a prone, more helpless foe.
APL 4 (EL 5) Because the animals are attacking out of desperation and
Wolves (5): hp 15 each; see Monster Manual. hunger, they will not respond to any wild empathy
checks, although they will still respond to magical
calming effects.
APL 6 (EL 7)
It will be necessary for PCs to control their horses if the
Wolves (9): hp 15 each; see Monster Manual. pack approaches them or if they successfully attack one
The PCs will be put up in the Inn of the Silent Hills that If the PCs insist on staying on the main road, read the
evening. They can eat dinner there, though Gwalchen following:
will eat in his room with his aides and traveling Heading to Buxton’s Crossing again, you find little
companions. traffic on the road to Proman. The miles seem to
At some point, the PCs will turn in. They have absolutely roll by, and the road quickly becomes almost
no reason to suspect or feel anything is amiss, but they hypnotic in its endless progression. The skies above
should be allowed to set watches if they want (in their darken with clouds pregnant with rain. In the late
rooms, of course). afternoon after the noon meal, rain falls heavily,
soaking most of the caravan’s supplies and everyone
After a very relaxed afternoon and a good dinner, riding beside the wagons. You can barely see beyond
you return to your room and settle in for the your noses, and that takes effort.
evening. Throughout the night, your dreams are
troubled but not by any particular vision. Waking in Making camp in the steady rain proves to be a
the morning, you find that your night’s sleep was somewhat daunting task. It is hard to keep focused
not as restful as you would have wished. on the tasks at hand, as the weather makes every
task dreary and time-consuming.
Characters who awaken at dawn again will experience
firsthand Gwalchen’s obsession with his physical fitness, Have the party identify what watches they are keeping,
as they will see him stretch and run again, as he has done but advise them that visibility and hearing are reduced
on alternating days since the trip began. greatly because of the rain, which causes double range
penalties for Listen and Spot checks. Make some rolls
Karvane meets the party downstairs first thing in the during the evening, but the PCs will hear only
morning and indicates that the caravan will be ready to suggestions of sounds; the night passes uneventfully.
depart as soon as the PCs have breakfast. Gwalchen and
his traveling companions will have breakfast in a separate The next morning, you wake to a blanket of fog
room. covering the landscape. The rain has moved on but
left a thick layer of fog over the landscape. The road
is exceedingly muddy from the rain the day before.
Encounter Five: Day of the The remainder of the morning’s travel is uneventful,
You stop for lunch, and enjoy yet another culinary
Living Dead masterpiece in Alquash’s exquisite cooking.
Upon leaving Proman, Karvane will indicate that they are Have the PCs describe their marching order again. The
to follow the main road back to Buxton’s Crossing, then fog obscures vision beyond 30 feet along the trail and
they will take a shortcut about one days’ travel in. They road, doubling Spot check penalties for regular, lowlight
will leave the road and go northwest, cutting the corner and darkvision. The morning air is slightly chilly
Encounter Seven: A Truth Gran March PCs will know Petros as the former
Commandant of the Gran March, who left the post of
Revealed Commandant without warning. (Out-of-region PCs
might know this, too.) The PCs will probably have many
As soon as the chaos of the fight is resolved, Karvane is questions, which Petros will do his best to answer. It is
summoned to Gwalchen’s tent. The PCs can overhear impossible to anticipate them all, but some of the main
(Listen check DC 10 + APL) him having a heated ones are listed below. The GM may improvise reasonable
• What do you think of Vrianian’s leadership? Petros’s traveling companions are two of his advisors, and
Answer: “I would not cast aspersions on the a family friend – also a noble – who is traveling to
Special
Favor of Petros
For helping him, the former Commandant of Gran
March is grateful to you. This favor can be counted as
1. Did the party discover the pens where the wolves were kept? If so, did they figure out that the pens were
deliberately opened to release the wolves?
2. Did any Hextorite assassins get away from the party? How many?
3. Did anyone in the party attack the Knights of the Watch in Encounter 8? If so, who? Were they jailed, and
did they also have the Enmity of Nolar Thotec?