TYMA1-1 Elder Wisdom
TYMA1-1 Elder Wisdom
Elder Wisdom
A Dungeons & Dragons® Living
Forgotten Realms Adventure
By Jeff Hertel
Reviewed by M. Sean Molley
Playtested by Mark Deaver, Melissa Hertel, Jenifer Randle, Kevin
Sampson, and Lori Sturdevant
A frontier village on the outskirts of Tymanther needs help with a reconnaissance mission. The dragonborn do not
often look to outsiders, so this is a good chance to learn about the fate of Unther… and to meet the new neighbors. A
Living Forgotten Realms adventure set in Tymanther for characters levels 1-4.
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.
DUNGEONS & DRAGONS, D&D, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of
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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.
© 2008 Wizards of the Coast, Inc.
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
TYMA1-1 Elder Wisdom 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 1-4. Characters that fall outside of the level range outside source is 600 gp for heroic tier, 6,000 gp
may not participate in the adventure. Make certain to for paragon tier, and 60,000 gp for epic tier. A PC
check the levels of the PCs before beginning play to that dies and chooses this method of return gains
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. Encounters that do not give out
If a group fails to defeat an encounter – that is, if they experience points do not count for purposes of reaching
have to flee from a combat because it’s too tough or they a milestone. Make certain to mention this information to
reach the predetermined number of failures in a skill the players when applicable, as it gives each PC another
challenge before reaching success – they are only
Treasure
If the PCs search the remains of the crossbow traps, a
DC 20 Perception check lets them discover a +1 magic
weapon.
Tactics
The stirges are not intelligent. They simply try to latch
on to prey, feast until they are sated, and then fly away.
A stirge that becomes bloodied will attempt to flee the
area. Any stirge that reduces a PC to 0 hit points is sated
and will attempt to make its escape.
Experience Points
The characters receive 135 / 170 experience points
each for either overcoming the skill challenge or
defeating the undead.
Treasure
If the PCs completed the skill challenge, then Odak
allows them to take his treasure (which is contained in
the damaged sarcophagus). If the PCs destroyed the
undead, then they can simply loot the coffin. Either way,
they discover an amulet of protection +1 (low tier) or a
diadem of acuity (high tier).
Story Awards 1. Did the PCs explore the entire ruined temple?
Award these if the PC completes the condition for the a. Yes, they completed all of the encounters.
award in the adventure. Pass out certificates to the b. No, they had to retreat from the ruins without
players for their story awards. Make sure to mark the completing all the encounters.
story award codes next to each character that earned c. The PCs never made it to the ruins!
them on the tracking form.
2. How would you (the DM) rate this adventure?
TYMA01 Recognition of House Jalt (Please also feel free to e-mail any feedback that
You have gained some favor with Tuanek of House Jalt you might have to the author or the regional writing
for your efforts on behalf of Ruinspoke. The dragonborn director.)
lord has given you this necklace made of interwoven a. Five stars (best possible rating)
leather and steel, with a clasp of bronze. Upon the b. Four stars (very good)
necklace hangs a small brass medallion. Inscribed on c. Three stars (average)
the medallion is the word “Jalt.” d. Two stars (below average)
This favor grants you some small measure of e. One star (worst possible rating)
notoriety in Ruinspoke and the surrounding area.
Dragonborn of House Jalt who see the necklace will 3. How do the players rate this adventure? (You can
regard you in a more positive light. If you garner ask them to rate it individually and take the
additional Recognitions of House Jalt, then the amount average, or use some other system that everyone is
of influence you receive will increase. You might even comfortable with.)
receive an introduction to the Lance Defenders or the a. Five stars (best possible rating)
Platinum Cadre. b. Four stars (very good)
c. Three stars (average)
TYMA02 Contact with Dirnth d. Two stars (below average)
You have made friends with Dirnth, a dwarven explorer e. One star (worst possible rating)
who currently resides near Ruinspoke in Tymanther.
You shared a meal and perhaps some information with
him. Before you parted ways, he offered you a token in
the form of a small medicine bag filled with pungent
herbs.
Dirnth is known to the leadership of Ruinspoke, but
they do not necessarily trust him, so being his friend will
not garner you any benefits with the dragonborn of
Tymanther. However, Dirnth seems to know a lot of
people in a lot of places, so perhaps some good will
come of this contact in your future adventures.
To Area 5
To Area 4
To Area 7
To Area 3 To Area 6
To Area 5
Population: 758; Dragonborn make up roughly 60% of the population. Tieflings make up a small percentage and the
rest is pretty evenly divided among dwarves, humans, halflings, eladrins, elves, and half-elves.
Government: House Jalt is in charge of Ruinspoke and Lord Tuanek is in charge of House Jalt so in turn Lord
Tuanek is in charge of Ruinspoke. Tuanek is an older dragonborn. He came here to “retire” and help train the young
ones. He is kind but firm. He doesn’t especially like mercenaries (he worries about their changing loyalties) but does
understand that they are needed especially out here on the frontier.
Defense: The town boasts a small number of defenses but they are formidable. House Jalt has a small garrison
stationed here and they serve as the city guard. The town has two Lance Defenders assigned to it and a few Platinum
Cadre members. (See the Tymanther entry in the Forgotten Realms Campaign Guide for more information about these
military organizations.)
Taverns: The best tavern in Ruinspoke is the Full Mugs. Its proprietor is Temget, a male dwarf whose pride in his
homebrewed beer is justifiable. Bring your own mug and the first one’s free. Just don’t cause any trouble.
Supplies: There are a number of places where supplies and essential items can be purchased.
General Store – Hikath’s General Provisions. The proprietor is Almer Hikath, a male human and the second
generation of Hikaths to operate this family business. Heavier weapons and armor, as well as foodstuffs and building
supplies, are the focus of this store. Almer is professional and helpful, but does not haggle.
Traveling Gear – Spoke in ‘Spoke. The shop is owned and operated by a quiet elderly halfling couple, Jiran and
Kelsa Wheelfixer. They used to be wilderness guides, but a bad wagon accident left this couple sidelined a few years
back. They loved helping people travel and decided to open a store. Traveling supplies, light weapons, and armor are
their specialties. Their son, Wielfan, operates the adjoining stables.
Stables – Trusty’s Stables. The proprietor, Wielfan Wheelfixer, has only been in business a few years. Originally
named Trusty’s Rest, after his beloved dappled pony, he changed the name after too many visitors entered the stable
and asked for a drink and a bed.
Temples: The Temple of Bahamut is the most prominent, of course. The High Priest is Dauret, a male dragonborn.
He has a reputation of being firm yet helpful. There is also a small temple to Ilmater. The High Priestess is Tihaket, an
elderly human woman, whose family moved to Tymanther from Mulhorand. She is a skilled midwife and an
excellent healer.
Outlying Areas: Most of the outlying areas are not heavily patrolled. The people that live out in the outlying areas
tend to be farmers, ranchers, woodsmen, hunters, or trappers. Adventurers often go out to explore the many ruins
that dot the area. About as many of them return as don’t.
Take the west road out of town. After approximately one and a half miles take the path that heads south.
Follow the path. It will lead near a set of ancient marble columns set up around a central stone (not sure
what these are). Continue straight through to the other side and go for another half-mile and the ruins
should be visible. There is no road or path this last half-mile but there weren’t any obstacles, other than a
bunch of rubble that someone would have to dig through to get there.
Kobold tracks and sightings are frequent. Although we killed a few, we believe many more are present.
Generally, when spotted, they run rather than fight.
There have been a few dragons killed in the area (a green and a blue). These were very small and the
parents (if there are any) have not been seen.
There are many ruins located around the area. Many are small but some appear to be quite large.
(signed) Hiernek
Platinum Cadre of House Jalt