TEXT: This adventure is to be played with the 3.5 version of the Dungeons And Dragon rules by Wizards of the 
  Coast. 
  ADP-BNM-9-01 
   
   
   
   
   
   
  Unfamiliar Ground 
  An adventure for our Home Greyhawk Campaign  
  Set in Bone March 
  By Christopher West 
   
  Bone March is a land overrun by humanoids. The road between Ratik and the North Kingdom is 
  seldom traversed these days. Often only adventurers with no other means of travel use the road. And, of 
  course, there is always the chance of finding a distressed local that needs help. 
  An adventure set in Bone March for characters levels 1-5 (APL 2) 
  
  ADP-STE-9-01 Touch of the Abyss 
   
  Page 2 
  Adapted to LG Style 
  This adventure was published in Dungeon 
  119. It has been adapted by a DM who never 
  played in Bone March and his advice is “just 
  have fun”. 
  The adventure has been adapted to take 
  place in Bone March. Instead of the goblins lair 
  being on the edge of a Lake, it is on the edge of 
  Solnor Ocean. 
  Introduction 
  Use this as an introduction to the adventure. 
  Bone march is a discordant nation, ruled 
  by the invaders, non-human tribes that have 
  carved up the land according to where they 
  roam. Few people take the road between the 
  North Kingdom and Ratik through Bone 
  March. It is mostly a coastal road, although 
  the land around Spinecastle is a little more 
  “interesting”. 
  The road avoids the old capital, and the 
  invaders have built numerous tracks, not 
  only to avoid Spinecastle but to avoid the 
  territory 
  claimed 
  by 
  humanoid 
  chiefs. 
  However you haven’t avoided everybody… 
  Run the adventure as written. Use whatever 
  tactic for Hezzrack to guide the PCs as seems 
  appropriate. No hook is given for the Cs to be 
  traveling between the North Kingdom and Ratik. 
   
  The goblin lair is a small tunnel network dug 
  into a cliff just above the ocean high tide mark. 
  There is a small bay that these cliffs form. There 
  are still two paths to the lair, but if the PCs wish 
  to cross the bay they will encounter the snake 
  and they may find the underwater passage. 
  Remember that the Lake Monster turns into 
  a Sea Monster of the Solnor Ocean. 
   
  Make Neegla’s weapon a normal +1 frost 
  heavy pick. 
  AR Rewards 
  This section should detail how the PCs can 
  earn or lose any favor or access found on the 
  AR.  
  • 
  If the PCs freed Hezzrack they receive the 
  “Freed the Imp” AR entry. 
  • 
  If the PCs identified the scrying pool, they 
  receive the “Scrying Pool” AR reward. 
  • 
  If the PCs found the necromancer’s journal, 
  they receive the “Journal” AR reward. 
  Experience Points 
  Each encounter should earn the PCs a 
  number of experience points. The PCs earn a 
  number xp equal to the sum of the challenges 
  they overcame.  
  Encounters grant 30xp per EL faced. 
  Adventures should always grant at least 60% of 
  its xp through combat. 
  Only include encounters that grant the PCs 
  experience. 
  The Lake Monster 
  For defeating the Constrictor Snake 
  APL2 
  60xp 
  2: Guard Chamber 
  For defeating the Goblins. 
  APL2 
  60xp 
  3: Lookout Post 
  For defeating the guard or passing the guard 
  unnoticed. 
  APL2 
  10xp 
  4: Trapped Passage 
  For encountering or bypassing the pit trap. 
  APL2 
  60xp 
  5: Living Chamber 
  For defeating the Goblins. 
  APL2 
  90xp 
  6: Neegla’s Chamber 
  For defeating Neegla. 
  APL2 
  60xp 
  12: Ancient Crypt 
  For defeating the Skeletons. 
  APL2 
  90xp 
  13: Fountain Chamber 
  For defeating the Dragon Skeleton. 
  APL11 
  120xp 
  For encountering or bypassing the burning 
  hands trap. 
  APL2 
  60xp 
  14: Hezzrack’s Den 
  For defeating Hezzrack or managing to keep 
  him imprisoned. 
  APL11 
  90xp 
  
  ADP-STE-9-01 Touch of the Abyss 
   
  Page 3 
  Total 
  XP 
  allowed 
  for 
  this 
  adventure 
  Below are the maximum XP that can be 
  awarded per TU spent.  
  Some adventures may penalize PCs with an 
  extra TU cost (for example, getting thrown in 
  jail). Those TUs do NOT give the PC any extra 
  xp. 
  APL2 
  700xp 
  Treasure 
  At the end of every adventure, all the 
  treasure found in the adventure is pawned off 
  and sold off in exchange for gold.  
  Add the cost of the loot found in each 
  encounter and divide it by 12. The result is how 
  much each PC’s share is.  
  Some adventures may penalize PCs with an 
  extra TU cost (for example, getting thrown in 
  jail). Those TUs do NOT give the PC any extra 
  gp. 
  Any gold left beyond the maximum allowable 
  (aka “overcap”) can be used ONLY to obtain 
  NPC spellcasting. 
  Total GP allowed per TU 
  Below are the maximum XP that can be 
  awarded per TU spent. A PC may spend an 
  extra TU to obtain 20% more by making a 
  successful Craft, Perform Profession or Sleight 
  of Hand, DC= 10+APL. 
  APL11 
  700gp 
  Special Rewards 
  List here any special favors or enmities the 
  PCs may have earned.  
  Do NOT give any favor that grant a 
  permanent bonus that mimics another class’s 
  abilities permanently (no free smite for life if you 
  are not a cleric or paladin). Any such favors 
  should have a limited number of uses (1, 3 or 5). 
  If not mentioned, assume you can use  once. 
  Freed the Imp: You freed the Imp from his 
  prison. He is unlikely to forget, and he is unlikely 
  to know what gratitude means. This may have 
  implications in further adventures. But it may 
  not… 
  Scrying Pool: You confirmed the existence 
  of a scrying pool in the Goblin’s caves. This acts 
  as a greater scrying spell cast by a 15th level 
  wizard and covers a range of 5 miles around the 
  lair. Powerful people in Ratik or the North 
  Kingdom may be interested in the existence of 
  the pool, or you may choose to keep the 
  knowledge to yourself. Write your decision here 
  ______________________________________.  
  Journal: You found the journal of a 
  necromancer who used to live in the Bone 
  March. This book is worth 150 gp to an 
  interested historian. It gives the reader a +2 
  circumstance bonus to Knowledge (history) 
  checks regarding the history of the Bone March 
  until 354 CY. 
  Item Access 
  APL 2: 
  • 
  +1 frost heavy pick (Adventure; DMG) 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Adaptables/599/ADP-BNM9-01 - Unfamiliar Ground (APL 2)/ADP-BNM9-01 - Unfamiliar Ground.pdf