EAST1-2 Marauders Spear
EAST1-2 Marauders Spear
Marauder‘s Spear
A Dungeons & Dragons® Living
Forgotten Realms Adventure
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game
designed by Andy Collins, Rob Heinsoo, and James Wyatt.
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.
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For rules questions specific to this document email rpgasanctioning@wizards.com.
RPGA® Sanctioned Play Manual. Attacks have a letter next to them designating
the type: M for melee, R for ranged, C for close, and A
Most likely you ordered this adventure as part of an for area. A lower-case letter (used only in some melee
RPGA event from the RPGA website, or you received it and ranged attacks) denotes that the attack can be used
from your senior gamemaster. To play this adventure as a basic attack.
and receive rewards from the RPGA REWARDS program,
you must sanction it as part of an RPGA event. This
event could be as elaborate as a big convention, or as
Important DM Information
simple as a group of friends meeting at the DM’s house. As the DM of the session, you have the most important
To sanction an RPGA event, you must be at least a role in facilitating the enjoyment of the game for the
HERALD-LEVEL™ gamemaster. The person who sanctions players. You take the words on these pages and make
the event, called the senior gamemaster, is in charge of them come alive. The outcome of a fun game session
making sure the event is sanctioned before play, runs often creates stories that live well beyond the play at the
smoothly on the date sanctioned, and gets reported back table. Always follow this golden rule when you DM for a
to the RPGA in a timely manner. The person who runs group:
the game is called the table Dungeon Master (or usually
just DM). Sometimes (and almost all the time in the Make decisions and adjudications that enhance the
cases of home events) the senior gamemaster is also the fun of the adventure when possible.
table DM. You don’t have to be a HERALD-LEVEL GM to
run this adventure if you are not the senior GM. To reinforce this golden rule, keep in mind the
By sanctioning and reporting this adventure you following:
accomplish a couple of things. First, it is an official game,
tracked under your play history. Second, players and • You are empowered to make adjustments to
DMs gain rewards for sanctioned RPGA play if they are the adventure and make decisions about how
members of the RPGA REWARDS program. Playing this the group interacts with the world of this
adventure is worth four (4) points. adventure. This is especially important and
This adventure retires from RPGA-sanctioned play applicable outside of combat encounters, but feel
on December 31, 2011. free to use the "scaling the encounter" advice
To learn more about RPGA event sanctioning and (usually for adjusting to different-sized groups) to
RPGA REWARDS, visit the RPGA website at adjust combat encounters for groups that are
www.rpga.com. having too easy or too hard of a time in an
adventure.
Preparing for Play • Don't make the adventure too easy or too
difficult for a group. Never being challenged
In order to play this adventure, you’ll need copies of the makes for a boring game, and being
following D&D 4th Edition rulebooks: Player’s Handbook, overwhelmed makes for a frustrating game.
Dungeon Master’s Guide, and the Monster Manual. Any Gauge the experience of the players (not the
other rules referenced in this adventure will be noted in characters) with the game, try to feel out (or ask)
the New Rules Items section at the end of the what they like in a game, and attempt to give
adventure. each of them the experience they’re after when
Throughout this adventure, text in bold italics they play D&D. Give everyone a “chance to
provides player information for you to paraphrase or shine.”
read aloud when appropriate. Information on nonplayer • Be mindful of pacing, and keep the game
characters (NPCs) and monsters appear in abbreviated session moving along appropriately. Watch for
form in the adventure text. stalling, as play loses momentum when this
Along with this adventure, you’ll find a RPGA happens. At the same time, make sure that the
Session Tracking sheet. If you’re playing this adventure players don’t finish the adventure too early;
as part of an RPGA-sanctioned event, complete and turn provide them with a full play experience. Living
in this sheet to your Senior GM directly after play. Forgotten Realms adventures are designed to be
played within 3.5 – 4 hours; try to be very aware
Reading Monster Stat Blocks of running long or short. Adjust the pacing
accordingly.
Most of the information should be easy to understand, as
• Give the players appropriate hints so they can
it mirrors the information presented in the Monster
make informed choices about how to interact
EAST1-2 Marauder’s Spear Page 2
with their environment. Players should always awarded half experience points (round down) for the
know when enemies are affected by conditions encounter. If they manage to tackle the encounter later
and are bloodied. They should be given clues on and defeat it, award them the other half of the
about how to interact with their surroundings so experience points for the encounter.
they can tackle skill challenges, combats, and
puzzles without getting too frustrated over lack of Character Death
information. This helps to encourage immersion
in the adventure and gives players “little If a PC dies during the course of the adventure, the
victories” for figuring out a good choice from a player of that character and the rest of the group have
clue. two options, provided that they have access to the Raise
Dead ritual (either a PC has it and can use it or the
In short, being the DM for a Living Forgotten Realms characters return back to civilization), they have access
adventure isn’t about following every word on the page; to the body, and it is possible to return the dead PC to
it’s about creating a fun, challenging game environment life.
for the players. A great deal of good information on • Pay the component cost for the ritual. If the
being a DM for a D&D game can be found in Chapters group chooses this option, the cost should be
1-2 of the Dungeon Master's Guide. divided evenly amongst the group (500 gp for
heroic tier, 5,000 gp for paragon tier, and 50,000
gp for epic tier). Using a source outside the group
Appropriate Character Levels to cast the ritual costs 20% more than the
This adventure is designed for player characters (PCs) component cost. Total cost when using an
levels 4 – 7. Characters that fall outside of the level outside source is 600 gp for heroic tier, 6,000 gp
range may not participate in the adventure. Make for paragon tier, and 60,000 gp for epic tier. A PC
certain to check the levels of the PCs before beginning that dies and chooses this method of return gains
play to ensure that they are the proper level. full (or half, if the party was defeated) experience
Each adventure has a low-level version and a high- points from the encounter in which the character
level version. The low level is meant for a group whose died, but no experience points for any encounters
levels, on average, fall in the first two levels of the that were missed while the character was dead. If
adventure’s level spread. The high level is meant for a there’s still more of the adventure remaining, the
group whose levels, on average, fall in the last two levels PC continues to earn experience as normal, and
of the adventure’s level spread. receives a normal cut of the rewards at the end of
A group may decide to play riskier and play the high the adventure.
level when their levels are more suited to the low level if • Invoke the Death Charity clause. If the group
everyone in the group is in agreement to do so; however, cannot afford to pay for the ritual (or doesn’t
some of the rewards may not be available to them. desire to do so), the PC can choose to return back
Conversely, a group may decide to play the low level to life at the end of the adventure. Doing so
when their levels are more suited to the high level if forfeits all rewards (including treasure and story
everyone in the group is in agreement to do so; however, rewards) earned for the adventure except
some of the rewards may be less than what they’d experience points gained prior to the character’s
ideally want from the adventure. death (the character receives the experience
Reading the Numbers: Each encounter will have a point award for the encounter in which they
level and other values (such as XP or sometimes skill died). The PC cannot participate in the same
checks) listed with two numbers divided by a slash. The adventure a second time.
number before the slash is always the value for the low-
level version of the adventure; the number after the Milestones
slash is the value for the high-level version of the No matter if the characters succeed or fail in an
adventure. encounter, they reach a milestone if it is the second
encounter they’ve had since the start of the adventure or
Failing to Defeat an Encounter their last extended rest. Make certain to mention this
If a group fails to defeat an encounter – that is, if they information to the players when applicable, as it gives
have to flee from a combat because it’s too tough or they each PC another action point and affects how some
reach the predetermined number of failures in a skill magic item powers are used.
challenge before reaching success – they are only
Setup
Skill Challenge
Number of Successes: 10
Number of Failures: 3 The adventurers’ progress through the maze is
Primary Skills: Acrobatics, Athletics, Dungeoneering, abstracted into a skill challenge with three scenes. The
Endurance, History, Insight, Perception, Religion, PCs begin in either Scene 1 or Scene 2 as explained
Thievery above. Once they attain 5 victories, they proceed to
Secondary Skill: Heal Scene 3. (If you are not limited by time, or if you want to
add some variety, you can blend elements of both Scene
The PCs must travel through the wilderness for several 1 and Scene 2 to make the maze a more complicated
hours before finding the gnolls’ lair. The gnolls did not environment.)
make much of an effort to conceal their own tracks, but Allow PCs to be creative and use skills not detailed
the area to be searched is still fairly parge. A DC 17 / 18 below. Assign hard DCs (17 / 18) to actions that are
Nature check (DC 12 / 13 if the PCs received directions unlikely to help and/or difficult to execute. Assign
from the Broker, Xomoo’e, or the captured gnolls) is moderate DCs (12 / 13) to plans that are more certain of
required to find the lair. If time permits and any gnolls success and/or are simpler to execute. In addition,
or the crocotta fled Encounter 1, feel free to stage a short reward plans that are exceptionally clever or well role-
fight in the gnoll lair with the survivors before revealing played with an automatic success.
the stairs. A PC may volunteer to attempt a truly hard DC (22
Once the PCs succeed at the Nature check, they / 23) if he or she is supremely confident of success. If a
arrive at the lair. Read the following: PC succeeds at a check with such a high DC, that PC
discovers a shortcut through the maze. This counts as
The gnolls’ lair turns out to be a deep cave low in the two successes instead of one. A failure still only counts
Uthangol Mountains. A thorough search has turned up as one failure. Each PC should only be able to do this
one time during the overall challenge.
little more than a few bones and some trash. It does not
appear as if the gnolls were here for very long at all.
Scene 1: The Left Hand
Just as you are about to give up and return to the
jamboree to report that the threat is apparently over, The left-hand doors lead to an enormous labyrinth. As
you chance to discover a well-hidden set of stairs carved you walk between its narrow walls, you can hear your
into the rock, leading deeper into the mountainside. footsteps echo in the dark vault above.
Far below, the stairs end in two closed stone doors.
From here, you can just make out a line of Iokharic This section of the maze is a traditional labyrinth (i.e.,
script above them. corridors without a roof) that weaves through a set of
underground vaults in a seemingly endless series of
The script above the doors states, in Draconic: intersections, 90-degree turns, and dead ends.
To traverse this part of the maze and reach Scene 3,
the PCs must achieve 5 victories. In addition, the PCs
“Two Paths to Glory: Willing Sacrifice and
must make three mandatory group Thievery and/or
Domination.”
Perception checks (DC 17 / 18), as the corridors are
beset with hidden pits. Failure indicates that some of the
A DC 20 Religion check recognizes this bit of Ssethssar
PCs have tumbled into a pit. All PCs expend a healing
dogma: the two most honored achievements for a priest
surge for each failure to represent the damage from
of Sseth, also known as a Mazewalker, are to willingly
falling and the exertion of helping their comrades
sacrifice him or herself to Sseth and to rise to
escape the pits. PCs who are not injured in falls of 20’
dominance over others.
(e.g., through operation of a safewing amulet) do not
The doors are the two entrances to a maze
expend healing surges in this manner.
dedicated to Sseth. If the characters choose to enter the
maze to the left, proceed to Scene 1. If they instead
Encounter Level 5 / 7 (1,000 / 1,500 If you are running the high-level version, read the
XP) following instead:
Setup A large book and an unlit candle rest atop the altar.
This encounter includes the following creatures and A DC 15 Religion check indicates that this shrine is
hazards at the low tier: dedicated to Sseth, the evil god of serpents and mazes. A
1 Zombie Abomination (ZA) DC 15 Nature check determines that the being depicted
1 Serpent Circle on the altar is a yuan-ti malison.
Experience Points
The characters receive 200 / 300 experience points
each for defeating the zombie abomination.
Treasure
At low level, the book on the altar contains the ritual
Hand of Fate and the headband is a circlet of authority.
At high level, the book contains Discern Lies and
the candle is a ritual candle.
Setup Treasure
The Broker (Bluff +9; Passive Perception 19) Xomoo’e gives the PCs a bronzewood weapon +2 if they
Xomoo’e (Bluff +4; Passive Perception 24) give or sell her at least one necklace.
Any PC that sells a necklace to the Broker or
When the PCs return to the halfling encampment, they Xomoo’e gets 100 / 150 gp (less any money wagered to
are met by the Broker, Xomoo’e, or both, depending on the Broker).
whom they met earlier. If the PCs only played sava
against the Broker, he is here alone. If they only played Conclusion
against Xomoo’e, she is here alone. If they separated and Once the PCs have dealt with the Broker and/or
played against both opponents, then both the Broker Xomoo’e, read the following:
and Xomoo’e approach the PCs at the same time.
What started out as a long night of revelry has become
As you cross the stream to reenter the encampment, you an extremely long day of adventuring. With the gnoll
are greeted by a familiar face. threat neutralized, you see hin nomads and hurbryn
merchants cleaning up from this morning’s attack.
The Broker and/or Xomoo’e greet the PCs and ask them Despite its violent start, the celebration of the vernal
what they found in the gnolls’ lair. If the PCs found but equinox is a great success. For your role in averting
do not mention the necklaces, consult the NPCs’ passive disaster, you find that halflings continuously buy you
Perception checks. They automatically notice the drinks and bring you food. The story of your exploits in
necklaces if the PCs failed to state they put them in a the limestone caves soon spreads, and you enjoy a
backpack or hid them. If the PCs try to hide the degree of fame for the rest of the festival.
necklaces in the NPCs’ presence, have them make
Thievery checks. If the NPCs’ passive Perception checks If time permits, consider running an impromptu skill
exceed the PCs’ Thievery checks, the NPCs notice and challenge in which the PCs aid in rebuilding the
ask about the necklaces. encampment, burying the dead, treating the wounded,
The Broker and Xomoo’e attempt to hide their gathering firewood for a bonfire, and preparing a feast of
interest in the necklaces. Roll Bluff checks for them, celebration. Regardless, the PCs get a Minor Quest
opposed by the PCs’ passive Insight checks. If the PCs award of 9 / 19 XP each for uncovering some of the
beat the NPCs, tell the PCs that the NPCs are secrets of the Shaar, although in some ways, they have
attempting to restrain their interest in the items. discovered at least as many questions as they have
The Broker offers to buy the necklaces from the PCs answered.
for 100 / 150 gp each, less any gold he lost in wagers in
Encounter 2 (up to 10 gp per PC). If any PC took his
debt in Encounter 2 and refuses to deal, he calls in the
debt to secure that PC’s necklace. Do not award such a
PC the story object EAST03 A Favor Owed, as his or her
debt is paid.
Xomoo’e also offers to buy the necklaces from the
PCs for 100 / 150 gp each. If they refuse, she sweetens
the offer by also offering a bronzewood weapon +2. If the
PCs accept her offer of gold or simply give her the
necklaces, she gives them the bronzewood weapon +2 as a
token of esteem.
Any PC who keeps his or her necklace receives the
story object EAST05 A Mysterious Trinket.
If the PCs inquire, the Broker and Xomoo’e reveal
that they are willing to purchase the apparently
worthless jewelry because know someone who would
pay well for objects found in a Ssethssar shrine. They
Total Possible Experience Bundle E: ritual candle (high-level version only) (PH,
640 / 960 XP 11th level)
Found in Encounter 5
Treasure
Each PC receives treasure in the form of gold pieces as Bundle F: bronzewood weapon +2* (AV, 8th level)
well as one share from a treasure bundle. The treasure Found in Encounter 6 if PCs meet Xomoo’e
bundle may give the PC more gold, a magic item, or
some other item of value. Each player makes one Bundle G: hand of fate (ritual book) (low-level version
selection for their character; players may choose the only)
same treasure bundle. Found in Encounter 5
If characters buy or sell magic items or other gear
during the adventure (or pay for services) add or Bundle H: discern lies (ritual book) (high-level version
subtract that amount from the total gold the PC receives only)
at the end of the adventure. If a player selects an option Found in Encounter 5
that gives their character more gold, add that to the gold
all characters receive, and ensure you enter the total Potion plus Gold: If a player doesn’t want to select one
amount of gold gained (minus any expenditures) online. of the bundles listed above for their character, they can
You can have a negative number and enter that negative choose to add a potion of healing plus 75 / 200 gp to their