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  Johrase Jailbreak 
   
  An Introductory D&D LIVING GREYHAWK®  
  Bandit Kingdoms Regional Adventure 
   
   
   
  by Benjamin J. Krauter  and 
  Leslie A. Maynard 
   
   
  The heroes encounter a wounded Johrase Mercenary, left for dead after an ambush gone bad.  One of his 
  comrades has been taken captive by the victorious orcs, and he asks the PCs to ensure his safe return… or 
  his permanent silence.  An adventure for first level characters only. 
   
   
   
  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.  
  
  Johrase Jailbreak                                                                                                                                                Page 2 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 
  to three and a half hours. The rest of the time is 
  spent in preparation before game play, and 
  scoring after the game. The following guidelines 
  are here to help you with both the preparation 
  and voting segment of the game. Read this page 
  carefully so that you know and can communicate 
  to your players the special aspects of playing an 
  RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once 
  before you run your game. Be sure to familiarize 
  yourself with any special rules, spells, or 
  equipment presented in the adventure. It may 
  help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon Master’s 
  Guide, and the Monster Manual. We also assume 
  that you have a set of dice (at least one d4, d6, d8, 
  d10, d12, and d20), some scrap paper, a pencil, 
  and your sense of fun. It is also a good idea to 
  have a way to track movement during combat. 
  This can be as simple as a pad of graph paper and 
  a pencil, as handy as a vinyl grid map and chits, 
  or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of 
  the scenario as described in the introduction.  
   
  Keep in mind that you must have at least 
  four players (not counting the DM), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than seven players 
  participating in the game. 
   
  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 should have the player’s 
  name at the bottom, and the 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 rule books 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.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text 
  is general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
  Introductory events are non-sanctioned events, 
  and as such are not reported to the RPGA. 
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players 
  bring their own characters with them.  If players 
  do not have a LIVING GREYHAWK character 
  generated, get a copy of the current LIVING 
  GREYHAWK character generation guidelines, 
  and a character sheet from your convention 
  coordinator or the RPGA Web site, and then 
  have any players without a character create one.  
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it 
  is also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  Time Units and Upkeep 
  This is an introductory one-round Regional 
  adventure, 
  set 
  in 
  the 
  Bandit 
  Kingdoms.  
  Characters native to the Bandit Kingdoms, pay 
  one Time Unit per round, all others pay two 
  Time Units per round.  Adventurer’s Standard 
  Upkeep costs 12gp per Time Unit.  Rich Upkeep 
  costs 50gp per Time Unit.  Luxury Upkeep costs 
  100gp per Time Unit. 
   
  
  Johrase Jailbreak                                                                                                                                                Page 3 
  Adventure Summary and 
  Background 
   
  The Kingdom of Johrase, long known for 
  their skilled and fierce warriors, stood against 
  the invading forces of Iuz and was defeated.  
  The surviving warriors spread throughout the 
  Bandit Kingdoms and neighboring lands, selling 
  their skills as mercenaries.  They are the best of 
  the best, an organization known for their 
  integrity and ruthless efficiency.  The Johrase 
  Mercenaries 
  maintain 
  the 
  second 
  largest 
  standing 
  army 
  in 
  the 
  Bandit 
  Kingdoms, 
  marching 
  under 
  the 
  banner 
  of 
  a 
  black 
  morningstar.  They are very scrupulous about 
  maintaining their absolute neutrality.   
   
  However, the Johrase are also bitter about 
  their defeat.  Their former capital, Kinemeet, is 
  now almost entirely populated by orcs.  For the 
  moment, the Johrase are content to bide their 
  time and gather their strength, awaiting the 
  perfect opportunity to take back what is 
  rightfully theirs.  They can risk no open conflict 
  with the forces of Iuz… but they are quick to 
  take any chance to eliminate unwary orcs and 
  goblinoids whenever the servants of the Old 
  One aren’t looking.  
   
  In this adventure, the PCs encounter a 
  wounded Johrase Mercenary by the name of 
  Tolan.  He is part of a company stationed in the 
  city of Hallorn, charged with keeping the roads 
  free of bandits.  Tolan was a member of a patrol 
  that ambushed what seemed to be a small, 
  isolated orcish supply train… only to stumble 
  across their rendezvous with a much larger 
  force.  The Johrase found themselves swiftly 
  outnumbered; the patrol leader was captured, 
  and all the other soldiers slain.  The attack could 
  easily have been blamed on bandits had it been 
  successful; with the capture of Sergeant Hoyle, 
  however, 
  the 
  neutrality 
  of 
  the 
  Johrase 
  Mercenaries is threatened.  If the orcs manage to 
  provide absolute proof to their superiors 
  regarding the identity of their attackers, it could 
  seriously damage the reputation and operational 
  status of the Johrase Mercenaries.   
   
  Following Tolan’s blood trail back to the 
  scene of the ambush, the PCs encounter a 
  carrion crawler that has emerged from a nearby 
  crevice to feast upon the dead.  The beast has no 
  objection to feasting upon living adventurers as 
  well.  After the battle, observant PCs should 
  note that several of the human corpses in the 
  area still bear the symbol of the Johrase – it 
  would be best to dispose of such symbols.   
   
  The PCs are then faced with the somewhat 
  daunting task of gaining entrance to the orcish 
  encampment.  The orcs have taken shelter in an 
  abandoned village, constructing a rude palisade 
  of sorts from bracken and the rubble of fallen 
  buildings.  The PCs must evade or eliminate the 
  sentries, locate Sergeant Hoyle, and deal with 
  his ogre jailor.   
   
  Once the PCs have made good their escape, 
  they can continue on to Hallorn to inform the 
  Johrase of the fate of their patrol, and to collect 
  their reward.  
   
  Introduction 
   
  It is a typical dry and dusty afternoon in 
  the Bandit Kingdoms.  The rugged barrens north 
  of the Tangles lie still and quiet beneath the 
  stifling heat.  As you make your way south 
  along the road to Hallorn, the ever-present red 
  dust coats you from head to foot, gritting in 
  your teeth and gumming in your eyelashes.  The 
  dust has even tarnished the glossy black 
  feathers of the carrion birds wheeling overhead.  
  Something in the bracken-filled roadside ditch 
  appears to have caught their eye; even as you 
  approach, a few enterprising ravens swoop 
  down into the brush… only to be driven off by a 
  feeble thrashing sound and a string of wheezing 
  curses delivered in the common tongue.   
   
  A man lies face-down in the thorny, brittle 
  weeds choking the shallow ditch.  He is clearly 
  a warrior, dressed in a torn and bloody mail 
  coat.  It does not take a trained healer to note 
  that the man is grievously injured; both legs 
  have been shorn off just above the knee.  
  Someone has cut the man’s sword belt down 
  into a pair of tourniquets, but even so, a visible 
  blood trail leads westward into the barrens.   
   
   
  The first thing the man asks for if the PCs 
  approach is a drink of water.  With a little 
  assistance (attempts at healing are entirely 
  optional), his eyes clear somewhat, and he 
  speaks in a harsh, pain-choked voice.   
   
   
  “Thank you, friends.  Looks like the gods 
  decided t’be merciful today.  Better late than 
  never, heh?”  He coughs.  “Please, there’s not 
  
  Johrase Jailbreak                                                                                                                                                Page 4 
  much time!  You lot look like you know one end 
  of a sword from t’other.  My name is Tolan, and 
  I’m a man of Johrase.  Part of a raiding party 
  that ran across an orcish supply train… 
  supposed to be out lookin’ fer bandits, but 
  couldn’t pass it up…  Lumbering wagons, not 
  too many guards… too bad they had friends.  
  Came at us from all sides.  Bloody magic-users 
  and an ogre with a huge ruddy axe… he’s the 
  one what did for me.”  He gestures weakly at his 
  ruined legs.  “Rotten orcs everywhere.  Wiped us 
  out, all but one.  Well, one and a half, counting 
  me.”  He laughs, a wheezing, bitter sound.  
  “Please, they’ve got Sergeant Hoyle!  You have 
  to help!”  
   
   
  The PCs probably have several questions at 
  this point, all of which Tolan will answer to the 
  best of his ability.   
   
  He is unsure how many orcs remain alive, 
  although he guesses that it can’t be more than 
  twelve.  He is pretty sure that the magic-users 
  were slain during the ambush.  The ogre 
  definitely survived.   
   
  He doesn’t know where the orcs went, but 
  they must have a base or a camp somewhere 
  nearby.  The supply train turned off the main 
  road a few miles further south, before the 
  Johrase attacked them in the hills; they weren’t 
  outfitted for a very long trip.    
   
  The 
  Johrase 
  Mercenaries 
  will 
  pay 
  handsomely to preserve their “neutral” status in 
  the region.  They cannot afford to draw the 
  wrath of the servants of Iuz.  If the PCs go to the 
  town of Hallorn after dealing with Sergeant 
  Hoyle, they can expect a generous reward.   
   
  The orcs cannot be permitted to bring 
  Sergeant Hoyle to their superiors.  If the PCs are 
  unable to rescue him for any reason, he must be 
  eliminated before he can talk.  Tolan describes 
  Hoyle as a tall man in his mid-thirties, with 
  brown hair and a short beard.  He should be 
  wearing the black morningstar emblem of the 
  Johrase.   
   
  Once the PCs have finished pumping him 
  for information, Tolan will hand them his 
  bloody, filthy tabard, asking them to keep it out 
  of enemy hands.  He will then ask the PCs to kill 
  him quickly, rather than leaving him to slowly 
  bleed to death in the ditch.  He will argue 
  vehemently against any attempts to heal him or 
  take him along, advising the PCs to save their 
  time and their spells and get a move on.   
   
  Encounter One 
   
  The blood trail is easy to follow, requiring a 
  Survival check at DC 5.  It winds its way 
  through several shallow gullies, around piles of 
  boulders and clumps of thorny shrubs, before 
  leading into a narrow wash.  Walking at a 
  moderate and cautious pace, it will take the PCs 
  about half an hour to reach this point; it 
  probably took Tolan half a day to crawl the 
  same distance.  At this point, the PCs are about a 
  mile from the main road, climbing through a 
  series of low, rugged hills.  The rocky terrain 
  provides ample cover for desperate bandits and 
  hungry creatures alike.  Ravens can be seen 
  circling overhead from a long way off, but they 
  don’t seem to be in any hurry to land.   
   
   
  The trail of blood leads down into a 
  shallow gully.  It turns sharply to the north and 
  west, vanishing behind a craggy ridgeline that 
  clearly marks the edge of a dry wash.  The 
  stench of dead things rotting in the sun hits you 
  in a powerful wave, accompanied by the 
  buzzing of flies, the raucous cries of carrion 
  birds… and a loud slurping, crunching noise.   
   
   
  A carrion crawler has emerged from a 
  nearby cave to feed upon the corpses of the 
  fallen.  The monster has a multilegged, 
  segmented body about 9 feet long, and looks 
  like a cross between a giant green cutworm and 
  a cephalopod.  It has eight slender, two-foot-
  long tentacles protruding from its head, directly 
  below its mandibles.  The carrion crawler’s 
  presence keeps the ravens at a polite distance – a 
  few paralyzed birds lie among the dead as a 
  clear warning. The beast is focused on its meal, 
  but as soon as it is threatened or presented with 
  a moving food source, it attacks.  It uses its 
  paralyzing tentacles to disable every moving 
  opponent before beginning to feed.   
   
  Carrion Crawler (1): hp 19; see MM p.30.     
   
   
  Once the carrion crawler has been dealt 
  with, the PCs have an opportunity to examine 
  the ambush site.  A Search at DC 15 reveals that 
  the human corpses, five in all, still bear the black 
  
  Johrase Jailbreak                                                                                                                                                Page 5 
  morningstar emblem of the Johrase.  It shouldn’t 
  take a cleric with a Wisdom score of 18 to figure 
  out that these uniforms should probably be 
  removed.  There are also eleven slain orcs, and 
  clear wagon tracks leading through the gully.  
  Anyone can make the Survival check at DC 10 to 
  follow the wagon tracks, and to note a set of 
  extremely large boot prints mixed in with the 
  humanoid-sized tracks.   
   
  Encounter Two 
   
  The narrow dirt track winds its way through 
  the barren hills, between the thorny wrecks of 
  hedgerows that apparently once separated 
  cultivated fields.  Nothing grows here now but 
  tumbleweeds, thistles, and spiny little shrubs.  
  The hills grow steeper as the trail leads further 
  west.  As dusk draws near, anyone making a 
  Spot check at DC 14 notes several smoke trails 
  ahead, on the far side of a ridge perhaps half a 
  mile away.   
   
   
  The ruined village nestles at the base of a 
  short but steep cliff.  Three bonfires illuminate 
  the shells of the modest buildings, and the rough 
  fortifications that have been constructed from 
  their shattered walls.  A low wall, built of 
  rubble and bracken, surrounds the perimeter of 
  the camp.  A single gap in this wall, blocked by 
  a pair of empty wagons, is guarded by two orcs 
  in blackened chainmail.  Other dark figures can 
  be glimpsed now and again against the glare of 
  the firelight.  A few buildings near the center of 
  town seem to be more or less intact; over the 
  largest one, perhaps an inn during happier days, 
  a dark banner hangs limp and lifeless.  Pup tents 
  and crude lean-tos sprawl in sloppy lines 
  several yards north of the intact buildings.  
  Occasionally, a burst of harsh laughter or a 
  snatch of rapid, guttural speech breaks the 
  stillness.   
     
   
  If the PCs just walk up the ridge, bold as 
  brass, the two sentries on the gate are in a good 
  position to notice them.  At least twice when the 
  PCs attempt to make their way down slope 
  towards the enemy camp, these two guards 
  continue to make Spot checks.  There is enough 
  cover from rocks and brambles that the PCs may 
  make Hide checks if they take their time, but not 
  enough cover to give them any bonuses.   
   
  Orc Guards (2): hp 12, 11; see Appendix I. 
   
   
  If the PCs attempt to enter the camp 
  somewhere along the southern edge, there are a 
  variety of obstacles they may have to surmount.  
  The orcs have dug a large refuse pit at the 
  southwestern corner of their camp.  This pit is 
  fifteen feet long, ten feet wide, and ten feet deep.  
  A successful Jump check at DC 10 (for most 
  Medium-size characters, assuming a running 
  start of at least 20 ft.) clears the pit.  Missing the 
  check causes 1d6 points of damage from the fall, 
  plus a loud squelching noise.  Characters falling 
  into the latrine must make a Fort save at DC 12 
  or be sickened for 1d4 rounds (-2 to all attack 
  rolls, weapon damage rolls, saving throws, skill 
  checks, and ability checks).  Unless the character 
  cleans up the mess somehow, enemies make 
  their Spot checks against that character at +2 for 
  the rest of the night – they can smell him before 
  they see him.   
   
  Climbing the ruined walls of the buildings 
  making up part of the fortifications is also 
  chancy.  These were one-storey cottages, 
  meaning that the surviving stone walls are only 
  ten feet tall.  Doing so requires a Climb check at 
  DC 20.  Failure by more than 5 points not only 
  means that the character falls, taking 1d6 points 
  of damage, but that a portion of the wall 
  collapses.  All characters within 5 ft. of the 
  square where the falling PC started climbing 
  must make a Reflex save at DC 12 to avoid 
  taking 1d4 points of damage from falling 
  masonry – this includes the falling character.  In 
  addition to the damage, falling stones make a lot 
  of noise, granting a +6 to the Listen checks of the 
  nearest orcs.  Grappling hooks may reduce the 
  Climb check, but they are noisy in and of 
  themselves.   
   
  Climbing over or wriggling through the 
  makeshift barricade may seem like the best 
  option, but there are traps intended to foil such 
  attempts (see below).  The barricade is four feet 
  tall, and five feet thick.  The PCs may climb over 
  it with a Climb check DC 15, with any failure 
  meaning that they have snagged themselves on 
  thorns and must spend a round extricating 
  themselves before continuing.  Failure by more 
  than 5 not means that they are stuck, but that 
  they slipped and fell rather noisily; as above, 
  this grants nearby orcs a +6 to their Listen 
  checks.  PCs may attempt to jump over the 
  
  Johrase Jailbreak                                                                                                                                                Page 6 
  barricade, but they must clear both the 
  horizontal and the vertical distance, making the 
  Jump check DC 15 (again, for the average 
  Medium-sized PC with a 20 ft. running start).  
  Failure results in a spectacular crashing thud, as 
  with the Climbing failure above.  Small 
  characters may also attempt to wriggle through 
  the barricade with an Escape Artist check at DC 
  15.  Failure means that they are caught on the 
  thorns and must spend a round extricating 
  themselves before continuing.   
   
  Encounter Three 
   
  Once the PCs are inside the perimeter, they 
  need to locate the prisoner.  The intact buildings 
  at the center of town are the obvious place to 
  look.   
   
  There are two potential enemies that the PCs 
  could be facing at this point.  The established 
  guards (marked on the map) are awake, 
  armored, and more or less alert.  These are the 
  orcs who are the first to come investigate any 
  strange occurrences, providing they make their 
  Spot and Listen checks.  If they leave their posts 
  to investigate something, and the PCs deal with 
  them, they will obviously no longer be at the 
  marked locations.  Each guard, in addition to his 
  arms and armor, is carrying a battered signal 
  horn; if they feel something is seriously wrong, 
  and if they get the opportunity, they use a 
  standard action to blow the horn and rouse the 
  camp.   
   
  Orc Guards (2): hp 12, 11; see Appendix I. 
   
   
  The second group of enemies includes the 
  orcs in the camp to the northeast.  These guys 
  are off-duty, and drinking up a storm.  If the 
  PCs successfully infiltrate the camp without 
  raising the alarm, the off-duty orcs stay where 
  they are, happily guzzling ale until they pass 
  out.  However, if one of the guards blows the 
  signal horn, they come boiling into the central 
  square, drunk and belligerent.  They are armed 
  but not armored, and most of them are having 
  difficulty standing up straight, but they are very 
  irritated about having their party interrupted.   
   
  Drunk Orcs (6): hp 6, 5, 5, 5, 4, 3; see Appendix 
  I.   
   
  Encounter Four 
   
  The large building at the center of town 
  appears to once have been a cozy village inn.  
  The sign out front, hanging crookedly from one 
  bracket, splintered and coated with filth, bears 
  an image that you think was probably intended 
  to be a dog of some sort.  The lower story is 
  rough stone, the upper framed with timbers and 
  capped by a steep, slate-tiled roof.  The cheerful 
  green paint on the shutters and windowsills is 
  cracked and peeling, the windows themselves 
  dull with grime.  The long, low wooden building 
  out back is undoubtedly the stable.   
   
   
  There are three basic methods of entry; the 
  front door, the kitchen door, and a window.  
  Peeking through a lower story window reveals a 
  faint, flickering light source and a lot of vague 
  shadows; the glass is too filthy both inside and 
  out to provide a clearer view.  Missing panes on 
  the lower floor have been covered with old 
  boards, while a simple Spot check (DC 14) 
  reveals that many of the upper story windows 
  have broken panes that have not been blocked.   
   
  The kitchen is a mess, but it has obviously 
  seen recent use.  A pile of dirty dishes, pots and 
  pans waits beside an empty washtub.  Sacks of 
  grain and barrels of salt fish are stacked against 
  one wall.  The large, battered table in the center 
  of the kitchen is covered with unidentifiable 
  chunks of rotten meat, spilled grain, discarded 
  bowls and utensils, and crawling insects.  The 
  fire on the hearth is burning low; a large iron 
  cauldron simmers on a hook over the fire.  A 
  small, ragged figure snores on the hearth, grimy 
  ladle in hand.  The figure stirs and looks up with 
  beady yellow eyes as the door opens.    
   
  Goblin Cook: hp 5; see Appendix I.  
   
   
  The goblin cook is cowardly and easily 
  intimidated.  His name is Borktog.  He can tell 
  the PCs about the ogre in the next room, and 
  that the human is in this building somewhere, 
  but that’s all.  He wasn’t with the caravan when 
  it was attacked, so he knows nothing about it.  
  He can also tell them that the Boss lives in the 
  best room upstairs, at the end of the hall.  The 
  Boss is a really smart orc named Dreghov who is 
  very mean to poor Borktog.  The goblin will 
  whine and plead pitifully for its life, attacking 
  
  Johrase Jailbreak                                                                                                                                                Page 7 
  only left with no other option.  If forced to fight, 
  Borktog shrieks his head off, alerting the ogre in 
  the next room before the PCs inevitably squash 
  him.  He promises to stay in the kitchen and be 
  very, very quiet if they let him live, but he’ll be 
  out the door to alert the camp the second the 
  PCs turn their back on him.   
   
  The common room has a dirty, badly-
  scuffed wooden floor.  A huge stone hearth 
  takes up half the north wall; a small fire, burned 
  down to the embers, provides the weak source 
  of light visible from the outside.  All the 
  furniture is long gone, with the exception of a 
  battered wooden chest and a pile of rotting, 
  mismatched cushions heaped in one corner – the 
  ogre’s bed.  Unfortunately for the PCs, the ogre 
  is awake, sitting up in bed and admiring his 
  collection of “pretty rocks.”  He has a good view 
  of both doors from his position, and instantly 
  lurches to his feet when one of them opens, 
  roaring out a challenge.   
   
  Young Ogre: hp 29; see Appendix I.   
   
   
  Fighting the ogre is bound to be a noisy 
  process (unless the PCs cast silence), alerting 
  Dreghov to their presence.  The half-orc leader, a 
  shaman and a formidable warrior in his own 
  right, hastily dons his armor as soon as he hears 
  commotion below.  This takes him one minute 
  (10 rounds).  Once that’s done, he casts protection 
  from good on himself.  If the PCs get up the stairs 
  more quickly than that, they’re going to catch 
  him only partially armored.   
   
  Getting up the stairs is not as easy as it 
  sounds.  The wood has begun to rot and crack, 
  and Dreghov has cleverly helped it along a little 
  bit.  The PCs will make it to the first landing 
  safely, but the third step on the upper flight of 
  stairs will not hold more than 5 pounds of 
  pressure (Dreghov just skips it).  See the Traps 
  section at the end of this encounter.   
   
  Dreghov is in his room at the end of the hall, 
  behind a locked door (Open Lock DC 20, Break 
  DC 15).  Fully armored or not, if he hears the 
  PCs coming, he has his morningstar in hand and 
  a spell prepared (readied action).  He stays well 
  back from the door, and as soon as the door 
  opens, he casts sleep, hoping to immobilize as 
  many enemies as quickly as he can.   
   
  Dreghov: hp 20; see Appendix I. 
   
  In a locked chest at the foot of his bed (he 
  has the key on him, otherwise the stats are the 
  same as for the door above), the PCs find a sack 
  of gold coins, a blood-spattered Johrase tunic, a 
  masterwork dagger with the Johrase crest on the 
  pommel, and a crude map of the surrounding 
  area.   
   
  Traps 
   
  The third step on the upper flight of stairs in 
  the inn has been rigged to collapse.  This 
  essentially functions as a pit trap, as stated 
  below.   
   
  Collapsing Stair: CR 1; mechanical; location 
  trigger; manual reset; DC 20 Reflex save avoids; 
  10 ft. fall (1d6 points of damage); Search DC 24.   
   
   
  Note that there is no way to disable this 
  trap, but it is easily avoided, even for a Small 
  character, by simply stepping over it.   
   
  Encounter Five 
   
  Beneath the stairs leading to the upper floor 
  is a stout wooden trapdoor, locked and barred 
  from the outside (Open Lock DC 20, Break DC 
  25).  It opens onto a wooden stairwell leading 
  down into the cellar.  The first step triggers a 
  trap (see below).   
   
   
  The rough stone walls of the cellar are thick 
  with cobwebs and dust.  Broken, rotten 
  fragments of wooden shelves and shards of 
  pottery lay scattered over the earthen floor.  The 
  air is thick with the smell of decay, old blood, 
  and excrement.  A ragged figure lies curled into a 
  ball atop a filthy pile of straw in the back 
  corner.   
   
   
  The figure is Sergeant Hoyle, badly beaten 
  and with his hands and feet bound behind his 
  back.  He stirs as the PCs approach, squinting in 
  the sudden light they bring (if any).  Once he 
  realizes that they are not allied with his captors, 
  hope flares in his eyes.  He is very generous 
  with his thanks, especially if they mention 
  Tolan.  He has been stripped of all armor and 
  weaponry, and is sitting at 0 hit points; the PCs 
  will either have to heal him, or be very careful 
  moving him.   
   
  
  Johrase Jailbreak                                                                                                                                                Page 8 
  Traps 
   
  Stepping on the first of the cellar stairs 
  triggers a swinging block trap.  The stone 
  foundations of the inn are clearly visible 
  overhead as the PCs descend into the cellar; one 
  of the stones has been worked loose and 
  carefully replaced in its setting.  The trigger 
  releases it to crash straight down on the head(s) 
  of any unfortunate PC in the 5 foot area around 
  the first stair.   
   
  Falling Block Trap: CR 1; mechanical; touch 
  trigger; manual reset; Atk +5 melee (2d6, stone 
  block); Search DC 20; Disable Device DC 20.   
   
  Conclusion 
   
  Once the PCs have Sergeant Hoyle in hand, 
  they should have a relatively easy time making 
  it back to the road.  The sergeant will suggest 
  going back and burying his men, including 
  Tolan, but he is tired enough that he won’t push 
  the issue.  Hallorn is only a half a day’s march 
  further south.   
   
   
  The Johrase camp lies at the edge of town, 
  surrounded by a shallow ditch and rampart.  
  The tents are arranged in neat, orderly lines, 
  with cookfires set in rings of stone at regular 
  intervals.  The sentries, dressed in chainmail 
  with the Johrase morningstar prominently 
  displayed on their tabards, hail you as you 
  approach.   
   
   
  Getting past the sentries is very easy if 
  Sergeant Hoyle is along.  If the PCs didn’t 
  manage to recover him alive, it will take a little 
  fast talking before they are escorted to the 
  company commander.  Regardless of the ease 
  with which they pass the guards, a man runs off 
  ahead of them to inform the commander, who is 
  clearly waiting for them when they arrive.   
   
  The company commander, Captain Briston, 
  is a tall, lean man in his late thirties with short-
  cropped, sandy hair.  He listens soberly as the 
  PCs tell their tale.  He does not appear to be 
  enormously happy with Sergeant Hoyle, who 
  (again, if present) stands at rigid attention 
  throughout the entire recitation.  At the 
  conclusion of the tale, he dismisses the sergeant, 
  saying “I’ll deal with you later.”  He is still very 
  reserved and formal with the PCs, but it is clear 
  that his displeasure is not aimed at them.   
   
   
  “You have done the Johrase a great service 
  this day, and we will not forget.  These are dark 
  days, and it is good to know that there are 
  resourceful and courageous warriors still to be 
  found in this troubled land.  We owe you a debt 
  of honor that gold alone cannot repay… 
  although I ask you to accept this small sum 
  with our gratitude.”  He opens a strongbox near 
  his field desk, and hands you a heavy, clinking 
  leather pouch.  “I wish you further good fortune 
  in your travels.”   
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the discretionary roleplaying experience 
  award. The roleplaying award should be given 
  for 
  consistent 
  character 
  portrayal 
  and 
  contribution to the fun of the game. You can 
  award different roleplaying amounts to different 
  characters. 
   
  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter One 
  Defeat Carrion Crawler 
   
  120 xp 
   
  Encounter Two 
  Defeat or avoid sentries 
   
  30 xp 
   
  Encounter Three 
  Defeat or bypass drunken orcs 
  30 xp 
   
  Encounter Four 
  Defeat Ogre 
   
  60 xp 
  Defeat Dreghov 
   
  60 xp 
  Disable or avoid trap 
   
  30 xp 
   
  Encounter Five 
  Disable or avoid trap 
   
  30 xp 
   
  Discretionary Roleplaying Award 
  90 xp 
    
  Total experience for objectives 
  450 xp 
   
  
  Johrase Jailbreak                                                                                                                                                Page 9 
  Treasure Summary 
   
  During an adventure, characters encounter 
  treasure, usually finding it in the possession of 
  their foes.  Every encounter that features 
  treasure has a “treasure” section within the 
  encounter description, giving information about 
  the loot, coins, and magic items that make up 
  the encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions.  Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back 
  to loot the bodies, and those bodies are there 
  (i.e., not carted off by dungeon scavengers, 
  removed from the scene by the local watch, and 
  so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold 
  piece value for the loot is subtracted from the 
  encounter totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available.  A normal adventuring party can 
  usually gather this wealth in a round or so.  If 
  for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because 
  they are varied and because characters may 
  want to use them during the adventure.  Many 
  times characters must cast identify, analyze 
  dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the 
  magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the 
  end of the adventure, its total is subtracted from 
  the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it 
  up and that is the number of gold pieces a 
  characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP 
  Gained field of the adventure certificate.  
  Because this is an introductory scenario, 
  characters may not spend additional Time Units 
  to 
  practice 
  professions 
  or 
  create 
  items 
  immediately after the adventure. 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter One 
   
  APL 2: L: 75 gp; C: 0 gp; M: 0 gp. 
   
  Encounter Two 
   
  APL 2: L: 16 gp; C: 0 gp; M: 0 gp. 
   
  Encounter Three 
   
  APL 2: L: 37 gp; C: 0 gp; M: 0 gp. 
   
  Encounter Four 
   
  APL 2: L: 69 gp; C: 120 gp; M: 0 gp. 
   
  Conclusion 
   
  APL 2: L: 0 gp; C: 83 gp; M: 0 gp. 
   
  Total Possible Treasure 
   
  APL 2: 400 gp 
   
   
   
  
  Johrase Jailbreak                                                                                                                                                Page 10 
  Appendix I: Customized Monsters 
   
  Encounter Three 
  Orc Guards(2), orc War2: CR 1; Medium 
  Humanoid (Orc); HD 2d8+2; hp 11; Init +1; Spd 
  20 ft.; AC 18 (+1 Dex, +5 chainmail, +2 heavy 
  wooden shield); Base Atk/Grapple: +2/+5; Atk 
  +5 melee (1d8+3 [x3], battleaxe); SQ Darkvision 
  60 ft., light sensitivity; SV Fort +4, Ref +1, Will -
  2; Str 17, Dex 12, Con 12, Int 8, Wis 7, Cha 6. 
   
  Skills and Feats: Listen +1, Spot +1; Alertness. 
   
  Light Sensitivity (Ex): Orcs are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
   
  Possessions: 
  Chainmail, 
  heavy 
  wooden 
  shield, battleaxe, horn. 
   
  Drunk Orcs (6): CR 1/2; Medium Humanoid; 
  HD 1d8+1; hp 5; Init -2; Spd 30 ft.; AC 8*; Base 
  Atk/Grapple: -1/+2; Atk +2 melee (2d4+4 [18-
  20/x], falchion), or –1* ranged (1d6+3 [x2], 
  javelin); SQ Darkvision 60 ft., light sensitivity; 
  SV Fort +3, Ref –2*, Will –4*; Str 17, Dex 7*, Con 
  12, Int 8, Wis 3*, Cha 6. 
   
  Skills and Feats: Listen –2*, Spot –2*; 
  Alertness. 
   
  Light Sensitivity (Ex): Orcs are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
   
  Possessions: Falchion, javelins (3) 
   
  * reflects –5 penalty to Dex and Wis due to 
  drunkenness 
   
  Encounter Four 
  Goblin Cook, male Goblin War1: CR 1/3; Small 
  Humanoid; HD 1d8+1; hp 5; Init +1; Spd 30 ft.; 
  AC 13 (+1 size, +1 Dex, +1 padded armor) touch 
  12, flat-footed 12; Base Atk/Grapple +1/-3; Atk 
  +1 melee (1d4-1, ladle); Space/Reach 5ft./5ft.; 
  SQ Darkvision 60 ft.; SV Fort +3, Ref +1, Will –1; 
  Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Hide +5, Listen +2, Move 
  Silently +5, Spot +2, Profession (cook) +2; 
  Alertness. 
   
  Possessions: Ladle. 
   
  Young Ogre: CR 2; Medium Giant; HD 3d8+9; 
  hp 22; Init +0; Spd. 30 ft.; AC 17 (+4 natural, +3 
  hide armor), touch 8, flat-footed 16; Base 
  Atk/Grapple +2/+5; Atk +6 melee (1d12+4 [x3]. 
  greataxe); Space/Reach 5ft./5ft.; SQ Darkvision 
  60 ft., low-light vision; SV Fort +6, Ref +1, Will 
  +1; Str 17, Dex 10, Con 15, Int 6, Wis 10, Cha 7. 
   
  Skills and Feats: Climb +3, Listen +1, Spot +2; 
  Toughness, Weapon Focus (Greatclub). 
   
  Possessions: Greataxe, hide armor, three dark 
  red garnets (worth 200 gp each). 
   
  Dreghov, male Half-Orc Ftr1/Adp2; CR 2; 
  Medium 
  Humanoid 
  (Human, 
  Orc); 
  HD 
  1d10+2d6+6; hp 20; Init +1; Spd 20 ft.; AC 15 (+1 
  Dex, chainmail, donned hastily), touch 11, flat-
  footed 14; Base Atk/Grapple +2/+5; Atk +6 
  melee 
  (1d8+3, 
  morningstar); 
  Space/Reach 
  5ft./5ft.; SQ Darkvision 60 ft.; SV Fort +4, Ref + 
  1, Will +5; Str 16, Dex 12, Con 14, Int 10, Wis 12, 
  Cha 6. 
   
  Skills and Feats: Climb +5, Concentration +4, 
  Jump +5, Listen +4, Spot +4, Spellcraft +2; 
  Alertness, Cleave, Power Attack.  
   
  Spells Prepared (3/2); base DC = 11 + spell 
  level): 0—[cure minor wounds, detect magic, touch 
  of fatigue]; 1st— [protection from good, sleep]. 
   
  Possessions: 
  Masterwork 
  Morningstar, 
  chainmail. 
   
   
  
  Johrase Jailbreak                                                                                                                                                Page 11 
  Appendix II: Map of Ambush Site 
   
  
  Johrase Jailbreak                                                                                                                                                Page 12 
  Appendix III: Map of Ruined Village 
   
  
  Johrase Jailbreak                                                                                                                                                Page 13 
  Appendix IV: Map of the Inn 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bandit Kingdoms/593/Intro mods/BDKA3-02 - Johrase Jailbreak/BDKA3-02 - Johrase Jailbreak.pdf