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CREDITS AUTHOR: ROB STONE EDITOR: JANICE M. SELLERS CREATIVE DIRECTOR: ROB STONE ADDITIONAL DEVELOPMENT: MICHAEL J. ECKERT LAYOUT & GRAPHIC DESIGN: MARK ARSENAULT COVER ILLUSTRATION: PATRICK KEITH INTERIOR ILLUSTRATIONS: JIM BRANCH, THOMAS DENMARK, PATRICK KEITH, DAVID K. WONG CARTOGRAPHER: ANNA M. DOBRITT COVER DESIGN: PATRICK KEITH NPC GENERATOR SOFTWARE: JAMIS BUCK (WWW.RPGPLANET.COM/DND3/GENERATORS) PLAYTESTERS: TABITHA ABERTS, MICHAEL J. ECKERT, ALDO GHIOZZI, NOAH MCLAUGHLIN, , MICHAEL THULANDER, ANDY VOLOKITIN, PETER WILLIS, RALPH WOLTERBEEK. DESIGNATION OF PRODUCT IDENTITY: THE FOLLOWING ITEMS ARE HEREBY DESIGNATED AS PRODUCT IDENTITY IN ACCORDANCE WITH SECTION 1(E) OF THE OPEN GAMING LICENSE, VERSION 1.0A: ANY AND ALL CITIZEN GAMES LOGOS AND IDENTIFYING MARKS AND TRADE DRESS, INCLUDING ALL CITIZEN GAMES PRODUCT AND PRODUCT LINE NAMES INCLUDING BUT NOT LIMITED TO HEROS JOURNEY, CASTLE DUNMERE, SECRET AT GREENROCK, MASK OF THE DRAGON, AND TOME OF THE DRAGON; ALL DESCRIPTIVE TEXT OF PERSONALITIES (INCLUDING CHARACTERS AND NPCS), GEOGRAPHIC LOCATIONS , SPELLS, EQUIPMENT, MAGIC ITEMS, HISTORIC EVENTS, ORGANIZATIONS; ANY ELEMENTS OF THE MYRRA SETTING, INCLUDING BUT NOT LIMITED TO CAPITALIZED NAMES, NAMES OF ARTIFACTS, CHARACTERS, COUNTRIES, CREATURES, GEOGRAPHIC LOCATIONS, GODS, HISTORIC EVENTS, MAGIC ITEMS, AND ORGANIZATIONS; AND ANY AND ALL STORIES, STORYLINES, PLOTS, THEMATIC ELEMENTS, AND DIALOGUE; AND ALL ARTWORK, SYMBOLS, DESIGNS, DEPICTIONS, ILLUSTRATIONS, MAPS AND CARTOGRAPHY, LIKENESSES, LOGOS, SYMBOLS OR GRAPHIC DESIGNS, EXCEPT SUCH ELEMENTS THAT ALREADY APPEAR IN THE D20 SYSTEM REFERENCE DOCUMENT AND ARE ALREADY OGC BY VIRTUE OF APPEARING THERE. THE ABOVE PRODUCT IDENTITY IS NOT OPEN GAME CONTENT. DESIGNATION OF OPEN GAME CONTENT: SUBJECT TO THE PRODUCT IDENTITY DESIGNATION ABOVE, THE FOLLOWING PORTIONS OF THE SECRET AT GREENROCK ARE DESIGNATED AS OPEN GAME CONTENT: ALL CHARACTER, NPC AND CREATURE STATISTIC TEMPLATES (I.E., FROM SIZE TYPE DOWN TO ADVANCEMENT RANGE; ALL SKILLS, FEATS, SPECIAL ATTACKS (SA) AND SPECIAL QUALITIES (SQ); ALL TEXT UNDER THE POWERSSECTION OF MAGIC ITEMS AND ARTIFACTS; ALL TEXT UNDER THE SPELL EFFECTSECTION OF SPELLS; ANY TEXT CONTAINED HEREIN WHICH IS ALREADY OPEN GAME CONTENT BY VIRTUE OF APPEARING IN THE SYSTEM REFERENCE DOCUMENT OR OTHER OGC SOURCE. Copyright © 2001 by Citizen Games (www.citizengames.com). All rights reserved. Hero’s Journey, The Secret at Greenrock and Myrra are trademarks owned by Citizen Games. D20 System and the D20 System logo are trademarks owned by Wizards of the Coast, Inc. and are used in accordance with the D20 System License version 1.0. A copy of this license can be found at www.wizards.com. Dungeons & Dragons ® and Wizards of the Coast ® are registered trademarks owned by Wizards of the Coast, Inc. Used with permission. Reference to other copyrighted material is not intended as a challenge to the respective copyright holders. A D20 SYSTEM FANTASY ADVENTURE FOR 5TH TO 7TH LEVEL HEROES TM

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Page 1: The Secret at Green Rock

CREDITSAUTHOR: ROB STONE

EDITOR: JANICE M. SELLERS

CREATIVE DIRECTOR: ROB STONE

ADDITIONAL DEVELOPMENT: MICHAEL J. ECKERT

LAYOUT & GRAPHIC DESIGN: MARK ARSENAULT

COVER ILLUSTRATION: PATRICK KEITH

INTERIOR ILLUSTRATIONS: JIM BRANCH, THOMAS DENMARK, PATRICK KEITH, DAVID K. WONG

CARTOGRAPHER: ANNA M. DOBRITT

COVER DESIGN: PATRICK KEITH

NPC GENERATOR SOFTWARE: JAMIS BUCK (WWW.RPGPLANET.COM/DND3/GENERATORS)PLAYTESTERS: TABITHA ABERTS, MICHAEL J. ECKERT, ALDO GHIOZZI, NOAH MCLAUGHLIN, , MICHAEL THULANDER, ANDY

VOLOKITIN, PETER WILLIS, RALPH WOLTERBEEK.

DESIGNATION OF PRODUCT IDENTITY: THE FOLLOWING ITEMS ARE HEREBY DESIGNATED AS PRODUCT IDENTITY IN ACCORDANCE WITH

SECTION 1(E) OF THE OPEN GAMING LICENSE, VERSION 1.0A: ANY AND ALL CITIZEN GAMES LOGOS AND IDENTIFYING MARKS AND TRADE

DRESS, INCLUDING ALL CITIZEN GAMES PRODUCT AND PRODUCT LINE NAMES INCLUDING BUT NOT LIMITED TO HERO’S JOURNEY, CASTLE

DUNMERE, SECRET AT GREENROCK, MASK OF THE DRAGON, AND TOME OF THE DRAGON; ALL DESCRIPTIVE TEXT OF PERSONALITIES

(INCLUDING CHARACTERS AND NPCS), GEOGRAPHIC LOCATIONS , SPELLS, EQUIPMENT, MAGIC ITEMS, HISTORIC EVENTS, ORGANIZATIONS; ANY

ELEMENTS OF THE MYRRA SETTING, INCLUDING BUT NOT LIMITED TO CAPITALIZED NAMES, NAMES OF ARTIFACTS, CHARACTERS, COUNTRIES,CREATURES, GEOGRAPHIC LOCATIONS, GODS, HISTORIC EVENTS, MAGIC ITEMS, AND ORGANIZATIONS; AND ANY AND ALL STORIES, STORYLINES,PLOTS, THEMATIC ELEMENTS, AND DIALOGUE; AND ALL ARTWORK, SYMBOLS, DESIGNS, DEPICTIONS, ILLUSTRATIONS, MAPS AND CARTOGRAPHY,

LIKENESSES, LOGOS, SYMBOLS OR GRAPHIC DESIGNS, EXCEPT SUCH ELEMENTS THAT ALREADY APPEAR IN THE D20 SYSTEM REFERENCE

DOCUMENT AND ARE ALREADY OGC BY VIRTUE OF APPEARING THERE. THE ABOVE PRODUCT IDENTITY IS NOT OPEN GAME CONTENT.DESIGNATION OF OPEN GAME CONTENT: SUBJECT TO THE PRODUCT IDENTITY DESIGNATION ABOVE, THE FOLLOWING PORTIONS OF THE

SECRET AT GREENROCK ARE DESIGNATED AS OPEN GAME CONTENT: ALL CHARACTER, NPC AND CREATURE STATISTIC TEMPLATES (I.E., FROM

SIZE TYPE DOWN TO ADVANCEMENT RANGE; ALL SKILLS, FEATS, SPECIAL ATTACKS (SA) AND SPECIAL QUALITIES (SQ); ALL TEXT UNDER THE

“POWERS” SECTION OF MAGIC ITEMS AND ARTIFACTS; ALL TEXT UNDER THE “SPELL EFFECT” SECTION OF SPELLS; ANY TEXT CONTAINED

HEREIN WHICH IS ALREADY OPEN GAME CONTENT BY VIRTUE OF APPEARING IN THE SYSTEM REFERENCE DOCUMENT OR OTHER OGC SOURCE.

Copyright © 2001 by Citizen Games (www.citizengames.com). All rights reserved. Hero’s Journey, The Secret at Greenrock andMyrra are trademarks owned by Citizen Games. D20 System™ and the D20 System logo are trademarks owned by Wizards of the

Coast, Inc. and are used in accordance with the D20 System License version 1.0. A copy of this license can be found atwww.wizards.com. Dungeons & Dragons® and Wizards of the Coast® are registered trademarks owned by Wizards of the Coast, Inc.

Used with permission. Reference to other copyrighted material is not intended as a challenge to the respective copyright holders.

A D20 SYSTEM™ FANTASY ADVENTURE FOR 5TH TO 7TH LEVEL HEROES

TM

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INTRODUCTION ...................... 3PREPARATION ........................................................ 3ADVENTURE BACKGROUND ..................................... 4ADVENTURE SYNOPSIS ..................................................... 4HERO HOOKS ....................................................... 4CITY OF SPOOL ................................................................. 5THE BRAWL ...................................................................... 5THE DANCING TOAD ....................................................... 6DARKTOWN ....................................................................... 6THE GUILD HALL ............................................................ 7RUMORS ............................................................... 7THE JOB ............................................................................ 8THE RIVER ........................................................................ 9THE FARMHOUSE .............................................................. 9THE ROAD TO GREENROCK .......................................... 10GREENROCK TOWNSHIP ........................................ 10

THE AREA ................................................................... 10THE TOWN .................................................................. 10

ARRIVAL AT GREENROCK.... 11RUMORS .............................................................. 12THE QUARRY ....................................................... 12INTO THE CAVERN ............................................... 130. INTO THE CREVICE .................................................... 131. ENTRYWAY .................................................................. 132. STONE CHAIRS ........................................................... 133. ENTRANCE TO THE HALL OF GIANTS ....................... 134. THE HALL OF GIANTS ............................................... 13

INDIGO GAS TRAP ...................................................... 164A. THE HALLWAY ......................................................... 164B. FALSE DOOR ............................................................ 16

QUEST TRAP ................................................................ 165.THE ARCHIVES ............................................................ 16

6. THE LIBRARY OF HISTORY ......................................... 167. SECRET STAIRS ............................................................ 188. BOTTOM OF STAIRS .................................................... 189. THE HISTORY OF MYRRA .......................................... 1810. STOREROOM—FURNITURE ...................................... 1811. STOREROOM—SILVER AND CHINA ......................... 1812. SECRET ROOM .......................................................... 1813 & 14. CAVERN PASSAGEWAY ..................................... 1815. A DARK, WET PLACE .............................................. 1816. LARGE CAVERN ........................................................ 1817. CAVE-IN .................................................................... 19

SPIDER CHAMBER ALERT INFORMATION .................... 1918. SPIDER CHAMBER—FOOD STORAGE ...................... 1919. SPIDER CHAMBER—NESTING ................................. 1920. SPIDER CHAMBER—THE WEB ................................ 1921-23 BURIAL CHAMBERS .............................................. 1924. ON THE EDGE OF THE LAKE .................................. 19

ADVENTURE CONCLUSION 20FAILURE ............................................................. 20SUCCESS! ............................................................. 20SUGGESTED EXPERIENCE (XP) ............................ 20APPENDICES ......................................................... 21

APPENDIX A—NEW MONSTERS ................................ 21APPENDIX B—MAIN NPCS ...................................... 22APPENDIX C—WILDERNESS ENCOUNTERS ............... 23APPENDIX D—RANDOM CITY NPCS ....................... 24APPENDIX E—ROGUE NPCS ................................... 25APPENDIX F—TREASURES ......................................... 26APPENDIX G—JAWNEE HIEROGLYPHICS ................... 27APPENDIX H: GREENROCK AREA MAP ..................... 29OPEN GAMING LICENSE (TEXT) ................................ 30

TABLE OF CONTENTS

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The waves flattened to a glassy sea as theWhite Lady dropped anchor. The crew securedthe sails and set the watch as a small boatwas lowered into the water. The ocean lickedat the sides of the boat as the occupants edgedcloser and closer to the shore.

Back on the White Lady, folks milled aboutthe ship, eagerly anticipating the signal forall to come ashore. Thorvald Calderonwatched anxiously as the men pulled the boatup onto the beach. They had finally reachedthe new world. Thirty days at sea had takenits toll on the passengers. At least a dozenpeople lay ill in the cabins belowdecks. If thistruly was the Myrra of legend, if this reallywas the fabled homeland of the Jawnee, it waswell worth the journey.

A cry came from the crow’s nest. The mes-sage spread quickly throughout the ship. Thelong-awaited signal to come ashore had finallybeen made.

Six hundred years passed. Cities were built,wars were fought, and people lived and died.

The Secret at Greenrock is the first in a series ofadventures that take place on a continent

known as Myrra. Each of the adventures is designedto be played either individually or as part of an on-going campaign.

Though the adventure is designed for Levels 5through 7, modifications can be made to allow lower-or higher-level heroes to participate.

PREPARATIONIf you’re holding this adventure in your hands, it’s

assumed that you’ve already obtained copies of theDUNGEONS & DRAGONS® Player’s Handbook™, DungeonMaster’s Guide™, and Monster Manual™.

The gray boxes hold text that may be read aloud.You will also find above and below the gray boxesinformation concerning the area or locale that the he-roes are in. Statistics for the NPC’s and any new mon-sters, referred to in the text, can be found in the Ap-pendices.

You will notice references to the DMG, PHB, andMM with numbers adjacent to them. The number isthe page on which the information appears and theletter abbreviations refer to official Dungeons andDragons rulebooks:

DMG: Dungeon Master’s Guide™

PHB: Player’s Handbook™

MM: Monster Manual™

INTRODUCTION

THE WHITE LADY

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ADVENTURE

BACKGROUNDThe majority of the residents of the country known

as Northlandere are relatively new to Myrra. Theymigrated here some six hundred years ago.

Deep in the mountains called Leonor are secretplaces, buried and forgotten for over a millennium.The Secret at Greenrock places the heroes in the cen-ter of a stunning discovery that could alter what isknown of history.

Long ago, an evil sect known as the Draconis ruledMyrra. They claimed to be dragon worshippers andclaimed to call upon the power of their deities to en-force their rule. In truth they were diabolical sorcer-ers who through arcane manipulation had harnessedan evil magic that gave them absolute control overthe peaceful mythic beings they claimed to worship.

Wars were fought between the Jawnee and theDraconis, each time resulting in a Jawnee defeat. Fi-nally, the Jawnee struck back against the Draconisand the dragons, using a little magic of their own,and banished them from Myrra.

Unknown to the current residents of Northlandere,one of the dragons and two of the Draconis weresealed in a tomb near the town of Greenrock. They’vebeen in stasis for a millennium and would have re-mained so but for the persistent kelnar (dwarves)mining the very rock that was meant to seal theDraconis and dragon for eternity.

This rock that the kelnar call grintine was nevermeant to be cut and used for building things. In fact,no one except the kelnar have been able to cut it.Nevertheless, it has become Northlandere’s mostvaluable resource.

When the party arrives at the tomb, the Draconishave already departed. Only the sleeping dragon re-mains. The heroes will be faced with the decision ofwhether or not they should free Shikara, the dragon.As they go through the adventure they will have theopportunity, via clues and observations, to solve TheSecret at Greenrock.

ADVENTURE SYNOPSISThe heroes arrive in the capital city of Spool aboard

the sailing vessel Northwind. This will most likelybe their first journey to the city.

They arrive amid rumors of war betweenNorthlandere and the Arani to the south. The weatheris bad. It has been raining for several days. With luck,

they won’t spend too much time in the city beforearriving at the Guild Hall.

At the Guild Hall, the adventurers will meet a mannamed Art Goldspin who will tell them of the disap-pearance of the kelnaran (dwarven) mining team. Hewill offer them 500 gold pieces each and passage ona river boat to journey to Greenrock and determinewhat happened to the kelnar.

At some point, the adventurers will be approachedby an NPC calling himself Doc Davitori. He will at-tempt to convince the heroes to allow him to accom-pany them to Greenrock.

Along the way, the heroes will have opportunitiesto gain knowledge about the history of Myrra, cluesabout what may be in the cavern, rumors, etc. Theywill also pick up a few followers (unknown to them).

A Guild enforcer and two henchmen will attemptto shadow the heroes on their journey to Greenrock.His intention is to ensure that the heroes fulfill theircontract. This is standard procedure for contractsgiven to new Guild members to preserve the integ-rity of Guild Law.

Meanwhile, a Zamistadt spy will be following theparty as well. Her intentions are to sabotage thegroup’s mission in order to continue the halt ingrintine mining.

Upon arriving in Greenrock, the heroes will sensethe fear in the citizens and discover why no one inGreenrock was hired for the job. They were all tooafraid of what might be down there.

The descent into the cavern and subsequent pas-sage through the temple is both dangerous andsimple. As long as the adventurers stick to their mis-sion of finding out what happened to the kelnar, theywill probably miss most of the danger. If they go dig-ging around where they shouldn’t , they will prob-ably set off most of the traps left for tomb raiders.

HERO HOOKS• One of the heroes is Jawnee and is in possession

of fragments of history from the period in which thedragons were banished. This hero seeks the truth ofwhat happened and believes that it may be hiddennear Greenrock.

• One of the heroes is kelnar and is a cousin of oneof the missing miners. There exists tremendous loy-alty to family within the kelnar and he cannot turndown the opportunity to try to rescue his cousin.

• One of the heroes’ family members has been im-prisoned by the Guild. In exchange for successfullycarrying out this mission, the Guild agrees to releasethe family member.

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CITY OF SPOOLThe city of Spool is the capital of Northlandere.

This is the suggested starting point for the adven-ture. Use the following scenario to introduce newheroes to Spool.

The Northwind enters the port of Spool shortlybefore daybreak. The crew will already be unloadingat the dock by the time the heroes are on deck.

As you climb the ladder and step onto the deckof the ship, you notice that more than a dozenships are docked at Spool and at least two dozenare anchored in Harmony Bay. The smell of salt

and fish fills the air. Dockworkers, sailors, andfishermen mingle with travelers and locals.

The captain will mention that the Guild Hall is theplace to go to look for work in Spool. If the heroesask for directions, the captain will inform them thathe rarely leaves the waterfront but thinks that theGuild Hall is somewhere near the South Gate.

As the heroes go ashore it begins to rain. There areno inns or taverns on the waterfront. The people inthe streets seem to move in one direction. If the he-roes ask someone, they’ll say that they’re on their wayto “Sothton.” Sooner or later the heroes will discoverthat “Southtown” is a district within the city gates.

The guards at the gate allow the mass of people topass through unabated. After a few blocks, the massbegins to disperse, and the heroes will find them-selves in front of The Dancing Toad Inn & Tavern. Ifthey decide to enter the tavern, proceed to The Brawl.If they decide to continue to wander the streets, pro-ceed to Darktown.

THE BRAWLAs soon as the heroes enter the tavern, a good old-

fashioned barroom brawl will ensue.

As you open the doors to the tavern, the soundof glass breaking and men yelling erupts fromwithin. The foray seems to be centered in a loca-tion near the bar.

CITY OF SPOOLSpool (large city): Nonstandard; AL LN;

40,000 GP limit; Population 22,461; Mixed (tsoli60%, tsai’n 30%, kelnar 5%, jawnee 5%)

Authority Figures: Duke Bandarr Crane;Mayor Dovan Marche; Lord Caintierre (GuildLord); Lady Margritte Willoughby (HighMerchant)

CITY DISTRICTSCourt Calderon: The Duke’s estateTintagel Place: The noble housesEast End: The merchant districtWestfield: The district adjacent to the water-

frontBardstown: The district between Southtown

and WestfieldSouthtown: The poor district, including the

notorious Darktown

FOOD AND LODGINGBed and Breakfast (lodging & meal for one)

East End 10 gpWestfield 6 gpBardstown 2 gpSouthtown 5 sp

Meal (includes ale, wine, or meade)East End 2 gpWestfield 10 spBardstown 4 spSouthtown 1 sp

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The PC’s will sustain nothing more than bumpsand bruises (as long as they play it cool and don’tbrandish any weapons). The brawl will end withsome poor unfortunate dwarf being tossed into thestreet.

THE DANCING TOADAfter the brawl, the heroes will find a few vacant

tables if they decide to stay until the rains subside.After a few minutes, a barmaid will approach them.

As you gather around the table, a barmaid ap-proaches. She’s average looking, with a little toomuch make-up applied to her right cheek to coverup a bruise. “What will ya have, friends?”

As the barmaid takes their orders and heads forthe bar, the adventurers will notice a beautiful maidenbehind the bar serving up drinks. A perceptive hero(DM’s discretion) will notice that none of the bar pa-trons (who seem to flirt with any one of the four bar-maids of lesser beauty) seems to notice the woman’sstriking beauty. (Felinn Enderon, Rg3, HP 19)

If someone asks Felinn about work in the city, shewill offer basic information, including mentioning theGuild Hall as the place to go for work. If asked aboutthe Guild Hall, she will provide directions. What theheroes probably won’t notice is Felinn’s husband sit-ting in the corner of the Toad near the door. (JerramEnderon, Wr5, HP 49)

As long as the heroes are polite to Felinn, JerramEnderon will remain silent. If they are rude to her inany way (DM’s discretion) they can expect a repeatof the brawl that ensued when they first entered thetavern, this time focusing on the individual whostarted the trouble.

After an hour in the Toad, the rain begins to let upand the heroes may wish to continue their journey. Ifthey follow Felinn’s directions, they will pass througha district known as “Dakton” by the locals. When theyleave the Toad, they will be discretely followed (SpotDC 23) by Thyra Garthaen (see Appendix B).

DARKTOWNDarktown is a dangerous place to be, even during

the daytime. Roving gangs of thieves rule the streetswith manipulation and intimidation. The residentsof Darktown fear the gangs, which have a reputationsecond only to the Guild. Many believe that the gangsare run by Guild enforcers. There are a many run-down inns and taverns in Darktown. Most inns willhave no vacancy, since the majority have been turnedinto boarding houses or brothels. With a little effort,the heroes will find a place to spend the night.

On a role of 1 or 6 on 1d6, the heroes will encoun-ter a gang of thieves. (Roll 2d6 for the number ofthieves in the gang. See Rogue NPCs in the back ofthe module for stats.) The thieves will stay aroundonly until things start to get rough. If the band ofheroes consists of four or more, the gang will attemptto intimidate them. If they are fewer than four, thegang will go so far as to brandish weapons, but willfight only if the heroes initiate the assault.

Jawnee warrior

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THE GUILD HALLOn the windswept cliffs outside the city walls of

Spool stands the old keep that once protected the citi-zens from invading armies. The great structure is nowknown as the Guild Hall, a place where adventurersand thrill-seekers alike gather to boast of their ex-ploits.

At about the time that the heroes arrive, a crowdbegins to gather in the courtyard. A man is led towooden stocks and secured.

“Hear ye, hear ye. Being found guilty of crimesagainst the Guild, it is by proclamation of theGuild Lord that this man be publicly flogged andthen imprisoned in the city jail for a period of oneyear.”

The crowd begins to cheer as the man is floggedrepeatedly for several minutes. Then the man is freedfrom the stocks and led away in chains. If the heroesattempt to interfere they will be stopped by theguards.

RUMORSRumors fill the air as the heroes wander around

the Guild Hall. If they bother to inquire, roll on thefollowing table:

Roll 1d61: An army of ogres was discovered in the

mountains near Greenrock. Seventy menwere killed as they attempted to flee.

2: A new metal was discovered in the grintinequarries at Greenrock.

3: A sea serpent was spotted on the riverbetween Dunhue and Spool.

4: A raiding party from the Kingdom of Arwas captured at Hobb Hill.

5: A sorcerer has kidnapped the daughter ofDuke Bandarr Crane and imprisoned her inthe dungeon beneath Black’s Keep.

6: A dead body was discovered in the wellnear the South Gate.

Permission granted to photocopy for personal use only.

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THE JOBAfter asking around for information, the heroes

will eventually find themselves in the office of theGuild Herald. When the herald finds out that theheroes are new to the city, he will tell them:

It seems that there’s a person (or persons?) thatis missing, and the Wardred Mining Company ismounting a search party to look for him. The he-roes will be paid 500 gold coins each if they areable to find evidence of the missing person’swhereabouts. They will be provided transporta-tion and lodging for the two-day trip to the site ofthe disappearance.

After the heroes agree to the job, a man calling him-self Doc Davitori (see Appendix B) will approach them.They will recognize him as the dwarf who was tossedinto the street from The Dancing Toad.

Doc Davitori will attempt to find out why the ad-venturers are here. He will even go so far as to men-tion the disappearance in Greenrock. If the heroes

disclose what they’ve been hired to do, Doc Davitoriwill insist that they allow him to accompany them.He will boast of his healing abilities and knowledgeof the area. If asked of the brawl at the tavern, he willcall it a “misunderstanding” and avoid the subject.

Whether or not the heroes disclose the informa-tion or allow Doc Davitori to join them, he will fol-low them.

Once the adventurers agree to the terms, they willbe introduced to Art Goldspin of Wardred MiningCompany. He will lead them to a boat dock near thesouthwest city wall. There they will board a riverboatbound for the town of Greenrock. The captain, calledsimply Morden, and six crewmen set sail upriver. Theheroes ride alongside other passengers, includingkelnar workers, Doc Davitori, three male tsoli dressedin commoners’ clothing (Rachid Dorran, the Guildenforcer, and his men), and a female tsoli also dressedas a commoner (Thyra Garthaen).

The boat (called The Starky) is an eighty-two-foot,single-masted river-cutter. Like all river-cutters, it isequipped with a sail and oars to assist in navigatingthe river.

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THE RIVERThe river, called The Vine, stretches from the

Leonor mountain range down through Greenrockand Dunhue and empties into Harmony Bay nearSpool. It has become as much a part of theNorthlandere culture as the sea. Riverboats routinelytraverse The Vine, carrying passengers and goods.

The first day will hold little or no surprises for theband of adventurers. They will anchor shortly beforenightfall, one mile south of the town of Dunhue.During the night, the captain discovers that the boatis taking on water. He is forced to ditch the boat in asandbar near the shore.

Along with the other passengers and crew, theheroes are forced ashore. They find themselves onthe edge of a wood. If they follow the river south,they will come upon a path that leads from the riverinto the wood. At the end of the path, near the river’sedge, a raft is tied to a tree limb. It is large enough forone or two people.

If they follow the river north, after a few hours,they will end up in the town of Dunhue. FromDunhue they can either purchase horses or walk toGreenrock if they choose to do so.

As the heroes contemplate their next move, a suc-cessful Spot (DC 15) will notice movement on thetrail near the edge of the wood. Successful Listenchecks (DC 15) will reveal that whatever it was, it isnow on its way deeper into the wood.

If the heroes decide to follow the path, it will takethem for a quarter mile through the wood beforeemerging in a meadow. In the center of the meadowis a farmhouse. Thyra Garthaen and Doc Davitori willfollow the heroes. The captain and crew will stay withthe boat. Rachid Dorran and his men will head northtoward Dunhue, where they will acquire horses sothat they can ride to Greenrock ahead of the party.

Roll once on the Wilderness Encounter Table beforethe heroes exit the wood.

THE FARMHOUSEAs you approach the small, one-story farmhouse,

your eyes begin to adjust to your surroundings. Be-hind the house is a large barn with a corral attachedto it. Between the barn and the house is a well.

The owner of the house, Gus Olenthar, is awake athis desk, reading. As the heroes approach, they will

see Gus through one of the windows. On a roll of 1-5(1d6), his dog will hear the party and begin to bark.Gus will look up from his book and go to the door tosee what’s the matter. If the heroes are courteous toGus and apologize for the disturbance, he will invitethem in to share his fire and a warm mug of cider.

If the PC’s mention that they are headed forGreenrock, Gus will say:

“Ah, Greenrock. The kelnar and that grintine,is what they call it. Wasn’t meant to be mined,that rock. Was meant to seal the gates, it was.”

If the heroes press him for more information (like“What gates?”), he’ll avoid their questions and rambleon:

“A trapper was telling me the 1st Brigade iscamped outside the walls. The Wolfpack’s whatthey call ‘em. Because of the wolf banner theycarry. Anyway, says the word is they’re going fortraining at Nine Hills, but they’re really on theirway to Kar-Kar. Never can tell with that GeneralLongbow.”

Gus will rifle through a stack of papers on his desk,then hand one of the heroes an aged parchment. Thewriting is ancient and unlike any that the heroes haveencountered in Northlandere. If a member of theparty casts Comprehend Languages he will read thefollowing:

Mitos raised his arms and it seemed as thoughthe mountains began to melt around us. The rockturned from jet black to emerald green as it cooled.The entrance to the tomb was forever sealed. The

Draconis threat was extinguished. The peoplewere free to live their lives again.

If Gus is asked where he obtained the parchmenthe will claim to have rescued it from a pile of burnedbooks. It was the only page remaining in what seemedto be someone’s journal.

Gus will tell the heroes that they are welcome tospend the night in his barn. If they decide to do so,they will experience no more encounters for theevening. If they decide to continue on their way toGreenrock (during the night), roll on the WildernessEncounter Chart every two hours. It will take themapproximately 10 hours to walk to Greenrock.

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THE ROAD TO GREENROCKThe following day, the party will discover that Gus

and his dog have disappeared. There are signs of astruggle. Papers litter the floor and the front doorstands wide open. A simple search will turn up noth-ing. If the heroes decide to thoroughly search thehouse and grounds, however, a DC 23 Spot will al-low them to discover a hidden trap door that leadsto the basement. There they will discover Gus andhis dog, tied up.

Gus will have no recollection as to who or whatdid this to him. Gus will insist that he is okay andthat the heroes should get on with their journey. Hewill give them directions to follow the path to theeast and it will lead them to the road. If the heroesfollow the path it will lead to a well traveled road.

On the road to Greenrock the heroes may encoun-ter any one of the following (on a roll of 5-6 roll onthe chart):

1- A platoon of eight soldiers from the Wolfpack.2- A merchant moving north.3- A merchant caravan moving south.4- Travelers on their way north.5- Travelers on their way south.6- Roll on Wilderness Encounter Table.

The heroes are on the edge of the frontier now, andas the day turns into night the glimmering lights ofGreenrock Township come into view.

GREENROCK TOWNSHIP

THE AREAGreenrock lies only a few kilometers to the west of

the Leonor Mountains. It is bordered on the south byThe Vine (a large river) and on the east by the grintine(a greenish rock with a texture like granite) quarriesfrom which the town gains its name.

THE TOWNGreenrock Township enjoys a rich diversity in its

populace. Kelnar, tsoli, and Jawnee alike inhabit thisfrontier town. The chief industry is mining, so thekelnar are more respected in Greenrock than in othercities. The Jawnee were the original inhabitants of theland and are sometimes considered to be inferior tothe more numerous tsoli. Even so, Greenrock is aspeaceful as a town can be on the frontier.

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ARRIVAL AT GREENROCKWhen the PC’s arrive at Greenrock, they will find

that the only vacancy is at an inn outside of the southgate of the city walls in a district known as RockTown. They will also notice an influx of soldiers fromthe Army of the North. Encampments line the east-ern wall of the city. They will recognize the wolf ban-ner that Gus Olenthar mentioned flying above theencampment.

If the heroes ask around, the consensus will be thatthe army is on its way to Nine Hills for its yearlytraining.

CITY OF GREENROCKGreentock (small city): Nonstandard; AL

LN; 15,000 GP limit; Population 11,461; Mixed(kelnar 60%, tsoli 20%, tsai’n 10%, jawnee 10%)

Authority Figures: Baron Pikk Wardred;Mayor Augustus Wardred; Lord AlexianFarkann (Guild Lord); Okkam Goldspin (Headof Mining Operations)

CITY DISTRICTSWardred Park: The noble housesStonefield: The merchant districtGoldston: The district between Wardred Park

and StonefieldEaston: The poor districtRock Town: The district outside the city walls,

where the quarry workers live

FOOD AND LODGINGBed and Breakfast (lodging & meal for one)

Stonefield 6 gpGoldston 3 gpEaston 5 spRocktown 2 sp

Meal (includes ale, wine, or meade)Stonefield 1 gpGoldston 10 gpEaston 3 spRocktown 1 sp

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RUMORS

As in Spool, rumors fill the air in Greenrock. If theheroes inquire, roll on the following table:

Roll 1d61: The Wolfpack is on its way to Kar-Kar to

secure the city and expand Northlandere’sborders.

2: Wardred Mining Company is purposelyhalting grintine production to drive up theprice.

3: The Duke has refused to pay the high pricesfor grintine and ordered that all productioncease.

4: The kelnar have lost the ability to cut grintine,so all production has ceased.

5: An Arani spy has kidnapped the daughter ofDuke Bandarr Crane and imprisoned her inthe dungeon beneath Black’s Keep.

6: The Sultan of Ar has been assassinated bysomeone sent by Duke Crane.

THE QUARRYThe heroes will probably spend the night in the

Three Maidens Inn. (since there are no other vacan-cies) The following morning, as they wake everyoneand prepare for their trip the quarry, they will dis-cover Doc Davitori tied up in his room with a nicebump on his head. He has no knowledge of who orwhat hit him. They will also discover that ThyraGarthaen is missing. If the heroes ask around, no onewill remember seeing Thyra leave.

The adventurers can walk the mile betweenGreenrock and the quarry, where they will meet theinterim “kelnar-in-charge”, Bleekor Rockbreaker.

There are two large bunkhouses, a barn, and a cor-ral where mammoths and the large horses used to

pull the wagons are kept. As Bleekor escorts them toone of the bunkhouses, they will notice a few famil-iar faces. Rachid Dorran and his men smile as theheroes approach. They are no longer dressed as com-moners, but are in their Guild uniforms, each adornedwith a black raven on a field of red (the symbol of theGuild). Dorran’s booming voice says:

“The Guild thanks you for your allegiance. Gladto see that you are fulfilling your contract.”

The quarry cuts into the side of a mountain ofgreenish rock that fades to a reddish stone approxi-mately 500 feet above. Stacks of 3-foot-square blocksof the greenish rock are being loaded onto large wag-ons.

Bleekor will accompany the heroes to the edge ofthe cavern and then will step back and watch as theydescend. Doc Davitori will insist on being behind thetoughest-looking fighter type.

THYRA GARTHAENThyra’s been quite busy since joining up with

the heroes.She sabotaged the riverboat and caused it to

take on water, resulting in the boat being ditched.She tied up Gus Olenthar and hid him and his

dog in the basement and then made it look as ifthey were kidnapped.

Upon arriving in Greenrock, Thyra knockedDoc Davitori out and staged her own disappear-ance so that she could arrive at the cavern beforethe heroes.

Unfortunately for Thyra, her plan to furthersabotage the heroes’ journey from within the cav-ern was foiled when she was captured by a groupof giant spiders and taken to the food storagechamber (area 18).

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0. INTO THE CREVICE

The Heroes enter through the 3' x 2' crevice into a30' high, 10' wide cave that leads to the entryway to astructure.

1. ENTRYWAY

Two six-foot statues guard the entrance (10' h x10' w) to the temple. They appear to have the fa-cial structure of a Jawnee, but are much taller thanan average Jawnee man. Between the two statuesis a set of large (10' h x 5' w) iron double doors.

The door on the right is slightly ajar and thefaint odor of death permeates from somewherewithin.

The door will open with minimal effort. The partywill immediately notice the decaying bodies of twofallen kelnar. Anyone within the entryway will needto make a Fortitude save (DC 14) in order to keepfrom becoming physically ill from the stench of thebodies. If anyone fails the save, he will be tempo-rarily overcome by the uncontrollable desire to vomit.After a few minutes inside the entryway he will growaccustomed enough to the smell to continue on.

The corridor runs north to south with a turnapproximately 30 feet from the entrance. On thewest wall is a door.

The dead appear to have been ripped to pieces bythe shiny wire which fills the corridor and is tangledaround the bodies. Upon closer examination the partywill notice tiny holes in the floor and walls in thearea where the bodies lie.

2. STONE CHAIRSThe door to this 10' x 20' room is unlocked. Inside

the room are four large stone chairs, two each on boththe north and south walls. Chained to the southeastchair is the skeletal remains of what appears to be ahumanoid.

As the party enters the room the sound of a younggirl crying can be heard, apparently coming fromsomewhere in the room. A thorough search of theroom will reveal no one other than the heroes andthe skeleton.

If anyone has the ability to speak with the dead,he will have a chance to learn the following from theskeleton.

He will hear the whisper of a young girl say:

“It is not dead as we had hoped. It slept foreternity as long as the truth remained hidden.Now all is lost. A thousand tears in the Pool ofEternal Sorrows will right the wrong, however lateit may be. But the evil walks again. “

The skeleton will speak only once. When the voicestops, there will not be a second opportunity.

3. ENTRANCE TO THE HALL OF

GIANTS

Only the light from your torches illuminates alarge stone staircase that rises up six steps to twolarge (15' x 8') stone doors. The doors are coveredwith intricate etchings of arcane symbols. The

sound of people wailing and crying seems tooriginate from behind the door.

From this point on, the natural light from the en-trance to the cavern has all but disappeared. Exceptfor whatever light sources they may be carrying, theheroes find themselves in total darkness.

Stone Doors: 6 in. thick; hardness 20; HP 150;AC 5; break DC 45; Open Locks nil.

A successful Read Magic will allow the partyto learn that the door is enchanted with Protectionfrom Evil and a Ward vs. Evil.

Anyone of good alignment may touch the doorwithout any effect. Those of Neutral alignment willfeel uneasy. Anyone of Evil alignment who touchesthe door or attempts to pass through the doorwaymust save versus Spell against a 4d6 lightning bolt(save for half damage). Anyone within 1 foot of theevil character will take damage as well.

4. THE HALL OF GIANTS

The 40' x 30’hall is bordered on the east andwest walls by 9-foot-tall statues (four on eachside). They are featureless, standing like stonesuits of armor. Near the southeast portion of thehall are the decaying remains of three kelnar.

The heroes have by now grown accustomed to thestench of death and need not roll a save this time.The bodies appear to have been decapitated; their

INTO THE CAVERN

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LEVEL 1(GROUND LEVEL)

LEVEL 2Permission granted to photocopy for personal use only.

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LEVEL 3

LEVEL 4Permission granted to photocopy for personal use only.

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heads are missing. Also on the east and west wallsare doors. The door on the west wall is locked. Ifsomeone rolls a successful Listen, he will hear thefaint sound of rain resonating from somewhere in thedistance.

Each time a statue is touched, roll 1d6. A roll of a 6will trigger the Indigo Gas Trap.

Indigo Gas TrapDC18, 1 CON*, 3d6 CON

If any character is reduced to 0 Con or below he isunconscious and must sleep for 24 hours to regainthe temporary Con loss.

4A. THE HALLWAY

This is a north-south hallway approximately 40'long and 8' wide. On the south end of the hall isan empty shelf.

Upon closer examination, wax residue can befound on the shelf. On the north end of the hallwayan identical shelf can be found. This shelf, however,has a brass candle holder sitting on it. The candle hascompletely melted to a pool of wax.

4B. FALSE DOOR

This door is locked. If it is successfully unlocked,the trap will not trigger until the door is opened. Ifthe heroes attempt to break the door down, they willfind that it is a false door. A simple search of the in-side of the door panel will reveal a small button thatunlocks the secret door on the north wall.

Wood Door: 2 in. thick; hardness 5; HP 15; AC5; break DC 18; Open Lock DC 25.

Quest Trap(No saving throw; affects one creature)Whoever opens the door will be compelled to

proceed to the caverns below the temple, wherehe will cross the Pool of Eternal Sorrows and tossthe scepter into the lake.

5. THE ARCHIVES

The door to this room is locked.

Wood Door: 2 in. thick; hardness 5; HP 15; AC5; break DC 18; Open Lock DC 25.

Bookshelves line the walls of this room. Hun-dreds of books containing land deeds, birth anddeath records, and family histories are on theshelves.

If the heroes thoroughly search this room, they willfind one item that is particularly interesting, a mapof the Jawnee city of Modar-Urbanus. The uniquething about this city is its subterranean location be-neath the ruins of the city of Modar. Modar-Urbanushas always been considered a myth.

6. THE LIBRARY OF HISTORY

Bookshelves also line the walls of this room.However, it appears that all of the books have beenstacked in the center of the room and burned.

If the heroes search the debris thoroughly, they willfind one book that remains intact:

Book of Kir’naveen, wizard spells, each spellcan be used once, DMG200, roll 4 times on 3rd lvltable, roll 3 times on 4th lvl. table, roll once on the5th level table.

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7. SECRET STAIRS

A stone stairway in the center of the room de-scends into the darkness.

A 10' x 8' secret room, with a set of stone stairsgoing down. The secret door (Spot, DC 20) can belocated, but the opening device is located behind thefalse door (Area 4b). Or the heroes may decide tobreak (DC 30) the door down.

8. BOTTOM OF STAIRS

As you near the bottom of the stairs, the famil-iar stench of death permeates the air. This room ispartially caved in, and the remains of anotherkelnar can be seen partly covered by debris.

There is a secret door (DC 20) on the north wall.

9. THE HISTORY OF MYRRA

As your light source illuminates this room, younotice immediately that the walls, ceiling, andfloor of this room are covered with hieroglyphics.The strange symbols seem to shimmer as the lightfalls upon them. Standing at each corner of theroom are 7-foot-tall statues. These statues are fea-tureless, much like those in the chamber at thetop of the stairs. Each statue holds an 8' spear.

There are two doors on the north wall. The cave-infrom Room 8 partially fills this room. If the heroescast a Comprehend Languages, see Appendix G.

One of the statues is a stone golem (MM108). Itwill remain motionless until one of the doors on thenorth wall is opened or a character attempts to take aspear.

10. STOREROOM-FURNITURE

This room is stacked to the ceiling with chairsof all types. Against the west wall is a large ban-quet table covered with canvas. Chairs are alsostacked on top of and underneath the table.

Concealed by the canvas is a stone table inscribedwith hieroglyphics. A Comprehend Languages spellwill reveal that they are names: Ja’nee, Shai’n, Arani,Kelnar, Sh’reen, Tsoli, Gr’uul, Dra’conai, Tyrran,Athyr, Mudan, O’ban.

11. STOREROOM - SILVER AND

CHINASimilar to Room 10. This room has four cabinets

(one on each wall). Each contains a complete set ofdishes, cups, and saucers for twelve people. A drawerin each cabinet contains silverware for twelve people.Each cabinet’s tableware is in a different style, withone motif for each season (winter, summer, spring,autumn).

12. SECRET ROOMTwo stone crypts are in the center of this room. On

the south wall is a shelf with twelve silver goblets onit. Each goblet is an ornately detailed work of art.

Inside the crypts are ornate sarcophagi which areempty.

13 & 14. CAVERN PASSAGEWAYThe door opens to reveal a natural cavern. Strange

plants that give off a violet glow grow along the wallsof the cavern. The temperature in the cavern is coolerand the heroes will notice a ‘damp’ feeling.

15. A DARK WET PLACEThis area is very damp. Water drips from the ceil-

ing and a small pool of water is in the center of thepassage. An ochre jelly hangs from the ceiling. (SpotDC 25) If anyone passes beneath it, it will attempt todrop on the unsuspecting hero.

Ochre Jelly (MM145)

16. LARGE CAVERN

The cavern ceiling is approximately 150 feet high.The upper reaches of the ceiling of this cavern can-not be seen with regular torches. To the right of theentrance is a large pool of water (approximately 50feet across). In the center of the pool is large stone.

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17. CAVE-INThis room has caved in. If the PC’s dig through

the rubble they will discover the skeletal remains oftwo humanoids. They appear to be tsoli. They ap-pear to have been buried beneath the debris for a longtime.

SPIDER CHAMBER ALERT INFORMATIONAs the heroes enter the spider chamber, they

will have numerous opportunities to alert the spi-ders of their presence. Each time someone movesfrom one location to the next (e.g., from a pas-sageway into a cavern), roll 1d6. A 6 will result inthe mother dispatching two of the young adultsto investigate.

18. SPIDER CHAMBER-FOOD

STORAGEThis room contains a half-dozen mummified hu-

manoids, two of which are the two remaining kelnar.Thyra Garthaen is also being held in a web cocoon. ANeutralize Poison (PHB 232) will revive them. Also inthis room are two Young Adults; Monstrous Spi-der, Medium - HP 11.

19. SPIDER CHAMBER - NESTINGThis room contains half a dozen egg sacks. Guard-

ing the room are four Young Adults; Monstrous Spi-der, Medium - HP 11.

20. SPIDER CHAMBER - THE

WEB

This cavern is covered from floor to ceiling withspider webs. Your light source seems to disappearinto the sheer vastness of the web.

If the heroes decide to enter the cavern, they mustmake a Reflex save (DC 20) not to become entangledin the web (Escape DC 26; Break DC 32; HP 6).

This is where the mother spider spends most ofher time. Four young adults keep her company.

Mother; Monstrous Spider, Huge - HP 55;MM210)

Young Adults; Monstrous Spider, Medium -HP 11

21-23 BURIAL CHAMBERSRoll 1d6 for spider encounters. A 6 means 1d4

young adult spiders are in the room. The chambersare littered with bones. Skulls of kelnar, jawnee, andtsoli alike fill each chamber. In addition, rotting cloth,rusted armor and weapons can be found. Most ofwhat the heroes find is of little value. A Spot check(DC 20) will reveal two silver +2 daggers, in rottingleather scabbards, in Area 22 sheathed.

24. ON THE EDGE OF THE LAKE

Approximately 50 feet from the entrance is asmall lake. Your torches partially illuminate thearea and you can just make out the other side,which is about 200 feet away. In the center of thelake is a stone slab, upon which lies a sleepingdragon. The dragon appears to be chained to theslab.

Chained to the stone in the center of this small sub-terranean lake is Shikara (HP 123), a young adult firedragon. On the shore opposite the entrance to thecavern is an altar with a scepter on it.

Scepter: +2 Holy Weapon. Infused with holyenergy, this weapon deals +2d6 damage to evilopponents. If an evil creature wields this weapon,it gains a negative level while doing so.

The ceiling of this cavern forms a dome, the centerof which looks to be man-made. Adorn-ing the ceiling is a mural of the sun,as if mocking the dragon below(the only sun she’ll ever see).The single inhabitant of the lakeis a 10' long wraith shark (Ap-pendix A). As long as no onedisturbs the water of the lake,the shark will remain hid-den. The moment the wa-ter is disturbed, the sharkwill attack.

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If the heroes figure out the riddle:

“It is not dead as we had hoped. It slept foreternity as long as the truth remained hidden.Now all is lost. A thousand tears in the Pool ofEternal Sorrows will right the wrong, however lateit may be. But the evil walks again. “

They will submerge the scepter into the waters ofthe lake, which breaks the spell holding Shikara, andthe chains holding her will fall from her.

As you lower the scepter into the cool watersof the subterranean lake, a blinding light fills thecavern. The ground beneath you begins to shakeand chunks of rock begin to fall from above, assunlight fills the cavern through a huge openingin the ceiling. The massive chains that hold thesleeping dragon clang against the side of the stoneslab as they break apart. Enormous eyes lookdown at you as the head of the dragon raisesabove the lake.

At this point Shikara will awake. Her initial re-sponse will be to defend herself, so she will take adefensive posture. As long as the heroes do not at-tack her, she will not attack them.

After a few moments, if the heroes have not at-tacked Shikara, she will realize that they have releasedher. They will hear the breathy voice of a youngwoman say:

“You are indeed brave and good, heroes. Maythe light always shine upon your path and maygood fortune find you and yours.”

With that, her great wings begin to buffet theair around the heroes as she rises high above

them and through the opening in the ceiling.

Other than the chance encounter with any remain-ing spiders, the heroes will meander their way out ofthe tomb unscathed. All traps have been disarmedand all doors vaporized by the powerful magic in-fused in the release of Shikara.

ADVENTURE

CONCLUSION

FAILUREIf the heroes fail to free Shikara and the last two

kelnar, they may still claim their reward if they makeit out of the cavern alive.

SUCCESS!If the heroes accomplish all of the objectives,

Shikara is free. The surviving kelnar are rescued fromthe spider’s lair. The heroes are met by Rachid Dorran,who thanks them for their allegiance to the Guild.

As you board a riverboat for Spool, you glancetoward the mountains. Through the misting rain,you can’t be sure, but you could almost swear thata large shape just passed through the clouds. Youturn back toward your comrades just as a deafen-ing roar fills the air. You turn quickly, but what-ever it was is gone. You hear only the wind andthe rain falling on the deck of the boat as you drifttoward your next hero’s journey.

SUGGESTED

EXPERIENCE (XP)If the heroes free Shikara and the two kelnar:

Four or fewer heroes = 1,500 XP ea.Five heroes = 1,000 XP ea.Six or more heroes = 800 XP ea.

If the heroes free only Shikara or only the kelnar:

Four or fewer heroes = 1,000 XP ea.Five heroes = 800 XP ea.Six or more heroes = 600 XP ea.

If the heroes free no one BUT finish the job theywere hired to do:

Four or fewer heroes = 800 XP ea.Five heroes = 600 XP ea.Six or more heroes = 400 XP ea.

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APPENDIX A:MONSTERS

SHIKARADragon (Fire)Hit Dice: 13d12+39 (HP 123)Initiative: +0Speed: 40 ft, fly 150 ft (poor)AC: 21 (-1 size, +12 natural)Attacks: Bite +19 melee, 2 Claws +14 melee, 2

Wings +14 melee, Tail Slap +14 meleeDamage: Bite 2d6+7, Claw 1d8+3, Wing +1d6+3,

Tail Slap 1d8+10Face/Reach: 5 ft by 10 ft / 10 ftSpecial Attacks: Breath WeaponSpecial Qualities: Blindsight, Fire Subtype, Im-

munities, Keen SensesSaves: Fort +11, Ref +8, Will +9Abilities: Str 25, Dex 10, Con 17, Int 12, Wis 13,

Cha 12Skills: Listen +14, Search +14, Spellcraft +14, Spot

+14, 4 more skills @ 13 ranks eachFeats: Cleave, Flyby Attack, Hover, Power At-

tackChallenge Rating: 6Alignment: Always CGSA - Breath Weapon (Su): Cone of Fire, 40 feet

long, every 1d4 rounds; damage 6d10, Reflex halfDC 19.

SQ - Blindsight (Ex): Dragons can ascertain crea-tures by nonvisual means (mostly hearing andscent, but also by noticing vibrations and other en-vironmental clues); this dragon’s range is 90 feet.

SQ - Fire Subtype (Ex): Fire immunity; doubledamage from cold except on a successful save.

SQ - Immunities (Ex): Immune to sleep and pa-ralysis.

SQ - Keen Senses (Ex): Dragons can see fourtimes as well humans in low-light conditions andtwice as well in normal light. This one also hasdarkvision with a range of 300 feet.

Spells Known (cast 5/4): [***list?]

WRAITH SHARKLarge, Undead (Incorporeal)Hit Dice: 10d8 (HP 76)Initiative: +7 (+3 Dex, +4 Improved Initiative)Speed: Fly 60 ft.AC: 15 (+3 Dex, +2 Deflection)Attacks: Incorporeal Bite +5 meleeDamage: 3d6 Incorporeal Bite and 1d6 perma-

nentConstitution drainFace/Reach: 10 ft. by 10 ft./10 ft.Special Attacks: Constitution drainSaves: Fort +1, Ref +4, Will +6Abilities: Str —, Dex 16, Con —, Int 5, Wis 12,

Cha 2Skills: Hide +8, Intimidate +12, Intuit Direction

+8, Listen +10, Search +10, Sense Motive +8, Spot+10

Feats: Alertness, Blindfight, Combat Reflexes,Improved Initiative

Climate/Terrain: Any water and undergroundOrganization: SolitaryChallenge Rating: 7Treasure: NoneAlignment: Chaotic EvilAdvancement: 10-15 HD (Large Size)

APPENDICESPermission granted to photocopy for personal use only.

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APPENDIX B:MAIN NPCS

DOC DAVITORIMale kelnar Ftr4/Rog3: CR 7; Size M (4 ft., 2 in.

tall); HD 4d10 + 3d6; HP 38; Init +1 (+1 Dex); Spd20 ft.; AC 11 (+1 Dex); Attack +9/+4 melee, or +7/+2 ranged; SV Fort +5, Ref +7, Will +3; AL CN; Str16, Dex 12, Con 10, Int 10, Wis 12, Cha 4.

Languages Spoken: Common, Kelnaran.Skills and Feats: Appraise +2, Balance +3, Con-

centration +2.5, Craft +2, Disable Device +6, Hide+1, Innuendo +2, Listen +1, Move Silently +1, Pro-fession +3, Read Lips +4, Ride +8, Sense Motive+6, Spot +1, Tumble +7; Cleave, Combat Reflexes,Lightning Reflexes, Power Attack, Quick Draw,Track.

Possessions: 7,200 gp in gear.

Doc Davitori believes he is a cleric. He watcheda cleric heal a person once and feels he can do thesame. He tried the incantation (which was wrong)and the hero got better. Thus, he has since sold him-self as a cleric.

He will always attempt a spell (which does notwork). He brushes it off as having a bad day. Thenhe will dig into his magic bag filled with healingscrolls, herbs, and whatnots to accomplish the task.

Doc Davitori is greedy and always takes whathe can get away with. He has a magic bag filledwith numerous useful items for healing and thiev-ing. He uses these items only when in desperatestraits to make himself useful to a party.

Doc Davitori will always avoid dangerous situ-ations and never put himself in harm’s way. Buthe will pick out the most useful (to him) hero inthe group and do everything for that individual.(His first choice is a paladin. Next choice is a strongfighter.) Doc Davitori’s goal is to have that heroprotect him when (not if) the group gets mad andturns on him.

Doc Davitori wants everything and alwayswants first pick. He won’t use anything he hasunless his life depends on it.

THYRA GARTHAENThyra Garthaen, female arani (human) Rog6(Zamistadt Spy): CR 6; Size M (5 ft., 6 in. tall);

HD 6d6+24; hp 44; Init +4 (+4 Dex); Spd 30 ft.; AC14 (+4 Dex); Attack +6 melee, or +8 ranged; SV Fort+6, Ref +9, Will +3; AL LE; Str 15, Dex 19, Con 18,Int 15, Wis 12, Cha 12.

Languages Spoken: Arani, Common, Kelnaran.Skills and Feats: Bluff +9, Craft +9, Disable De-

vice +10, Escape Artist +11, Hide +13, Intuit Direc-tion +10, Listen +1, Move Silently +4, Open Lock+13, Pick Pocket +13, Profession +7, Search +11,Spot +10, Swim +11; Ambidexterity, Expertise,Shield Proficiency, Two-weapon Fighting.

Possessions: 5,600 gp in gear.

RACHID DORRANRachid Dorran, male tsoli (human) Ftr4( Guild

Enforcer): CR 4; Size M (6 ft., 2 in. tall); HD 4d10+8;hp 36; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex);Attack +7 melee, or +5 ranged; SV Fort +6, Ref +2,Will +1; AL N; Str 16, Dex 13, Con 14, Int 16, Wis11, Cha 9.

Languages Spoken: Abyssal, Common, Elven,Halfling.

Skills and Feats: Craft +7, Diplomacy -0.5, Dis-able Device +4, Disguise +2, Forgery +6, Hide +1,Listen +2, Move Silently +1, Search +5, Spellcraft+3.5, Spot +5, Tumble +3, Use Rope +3, Wilder-ness Lore +2; Alertness, Blindfight, Cleave, Com-bat Reflexes, Improved Unarmed Strike, PowerAttack.

Possessions: 3,300 gp in gear.

GUS OLENTHARGus Olenthar, male tsoli (human) Drd7: CR 7;

Size M (5 ft., 10 in. tall); HD 7d8+7; hp 49; Init +4(+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +7melee, or +9 ranged; SV Fort +6, Ref +6, Will +6;AL NG; Str 14, Dex 18, Con 12, Int 18, Wis 12, Cha12.

Languages Spoken: Common, Druidic, Giant,Jawnee, Kelnaran, Tsoli.

Skills and Feats: Alchemy +5, Appraise +7.5,Concentration +11, Craft +14, Escape artist +9,Handle animal +8, Heal +4, Hide +4, Intuit direc-tion +11, Knowledge +6, Knowledge (religion) +5,Listen +1, Move silently +4, Perform +3, Profes-sion +11, Scry +9, Spot +1, Wilderness lore +10; Am-

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bidexterity, Brew potion, Craft magic arms andarmor, Empower spell.

Possessions: 7,200 gp in gear.Druid Spells Per Day: 6/5/3.

IDRIS MALKAENIdris Malkaen, male tsoli (human) Rgr5

(Riverboat Captain): CR 5; Size M (5 ft., 4 in. tall);HD 5d10; hp 35; Init +2 (+2 Dex); Spd 30 ft.; AC 12(+2 Dex); Attack +6 melee, or +7 ranged; SV Fort+4, Ref +3, Will +2; AL LN; Str 13, Dex 15, Con 10,Int 11, Wis 12, Cha 8.

Languages Spoken: Common.Skills and Feats: Concentration +7, Craft +8,

Handle Animal +7, Hide +2, Innuendo +3, Listen+1, Move Silently +8, Spot +1, Wilderness Lore +8;Improved Unarmed Strike, Quick Draw, [Track],Weapon Focus (Short Bow, Composite).

Possessions: 4,300 gp in gear.Ranger Spells Per Day: 1.

FELINN ENDERONFelinn Enderon, female tsai’n (half elf) Rog3: CR

3; Size M (5 ft., 4 in. tall); HD 3d6+3; hp 19; Init +8(+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC 14(+4 Dex); Attack +3 melee, or +6 ranged; SV Fort+2, Ref +7, Will +4; AL CG; Str 12, Dex 18, Con 12,Int 14, Wis 17, Cha 18.

Languages Spoken: Common, Elven, Orc,Undercommon.

Skills and Feats: Bluff +10, Disable Device +8,Disguise +10, Forgery +8, Gather Information +9,Hide +4, Intimidate +10, Listen +10, Move Silently+4, Read Lips +5, Search +8, Spot +10, Tumble +9;Expertise, Improved initiative.

Possessions: 2,500 gp in gear.

JERRAM ENDERONJerram Enderon, male human War5: CR 4; Size

M (5 ft., 10 in. tall); HD 5d8+20; hp 49; Init +3 (+3Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +9 melee,or +8 ranged; SV Fort +8, Ref +4, Will +2; AL CN;Str 19, Dex 17, Con 18, Int 12, Wis 12, Cha 12.

Languages Spoken: Celestial, Common.Skills and feats: Climb +12, Hide +3, Jump +11,

Listen +1, Move silently +3, Ride +8, Spot +1, Swim+10, Wilderness lore +4; Point blank shot, Two-weapon fighting, Weapon focus (short bow).

Possessions: 4,300 gp in gear.

APPENDIX D:WILDERNESS

ENCOUNTERS

Encounter # RollNPCs 1-6 01Moose 1 02-05Hawk (day) 1 06-10Owl (night)Bear, black 1-3 11-15Mountain Lion 1 16-20Wild Pig 1-6 21-30Wolf 1-8 31-40Porcupine 1 41-45Snake 1 46-50Skunk 1 51-55Weasel, Giant 1 56-60Butterfly, Giant 1-4 61-65(Moth at night)Mosquito, Giant 1-8 66-70Wild Horse 1-12 71-80Wild Dogs 1-8 81-90Ghost 1 91-95Faerie 4-24 96-99NPC Bandits 1 00

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APPENDIX D:RANDOM CITY NPCS

(Roll 1d8)

1. LIQUAPHIALiquaphia, female elf (high) Nob9: CR 8; Size M

(5 ft., 2 in. tall); HD 9d8-18; hp 28; Init +2 (+2 Dex);Spd 30 ft.; AC 12 (+2 Dex); Attack +7/+2 melee, or+8/+3 ranged; SV Fort +1, Ref +5, Will +8; AL CG;Str 13, Dex 15, Con 7, Int 17, Wis 14, Cha 18.

Languages Spoken: Aquan, Auran, Celestial,Common, Draconic, Elven, Giant, Gnoll, Gnome,Goblin, Ignan, Infernal, Kelnaran, Orc, Sylvan,Terran, Undercommon.

Skills and Feats: Bluff +11, Concentration +2, Dis-guise +12, Handle Animal +18, Hide +2, Knowl-edge (Religion) +16, Listen +18, Move Silently +2,Ride +3, Search +5, Sense Motive +13, Speak Lan-guage +12, Spot +6; Power Attack, Skill Focus(Handle Animal), Skill Focus (Knowledge (Reli-gion)), Skill Focus (Listen).

Possessions: 12,000 gp in gear.

2. HEILHeil, male half-elf War16: CR 15; Size M (5 ft., 9

in. tall); HD 16d8+32; hp 100; Init +2 (+2 Dex); Spd30 ft.; AC 12 (+2 Dex); Attack +20/+15/+10/+5melee, or +18/+13/+8/+3 ranged; SV Fort +12, Ref+7, Will +5; AL NE; Str 19, Dex 14, Con 15, Int 12,Wis 10, Cha 7.

Languages Spoken: Common, Elven, Gnoll.Skills and Feats: Climb +17, Gather Information

-1, Handle Animal +10, Hide +2, Jump +18, Listen+1, Move Silently +2, Ride +18, Search +2, Spot +1;Blindfight, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Two-weapon Fighting.

Possessions: 77,000 gp in gear.

3. ILIAIlia, male human Exp5: CR 4; Size M (5 ft., 0 in.

tall); HD 5d6-5; hp 15; Init +3 (+3 Dex); Spd 30 ft.;AC 13 (+3 Dex); Attack +3 melee, or +6 ranged; SVFort +0, Ref +4, Will +4; AL NE; Str 11, Dex 16, Con9, Int 15, Wis 11, Cha 11.

Languages Spoken: Common, Giant, Sylvan.Skills and Feats: Animal Empathy +6, Balance

+9, Bluff +8, Climb +1.5, Decipher Script +4, Dis-guise +8, Escape Artist +5, Heal +0.5, Hide +3, In-tuit Direction +6, Knowledge +2.5, Listen +0, MoveSilently +10, Sense Motive +3, Spellcraft +10, Spot+0, Use Magic Device +2, Wilderness Lore +1;Blindfight, Run, Skill Focus (Balance).

Possessions: 4,300 gp in gear.

4. LAUCIOLLauciol, male half-elf War12: CR 11; Size M (5

ft., 2 in. tall); HD 12d8+24; hp 77; Init -1 (-1 Dex);Spd 30 ft.; AC 9 (-1 Dex); Attack +14/+9/+4 me-lee, or +11/+6/+1 ranged; SV Fort +10, Ref +3, Will+5; AL CE; Str 15, Dex 8, Con 15, Int 6, Wis 13, Cha12.

Languages Spoken: Common, Elven.Skills and Feats: Balance +1, Hide -1, Jump +5,

Listen +4, Move Silently -1, Search -1, Spot +4,Swim +11; Alertness, Blindfight, Combat Reflexes,Point-blank Shot, Weapon Focus (Long Sword).

Possessions: 27,000 gp in gear.

5. IGORIgor, male human Nob2: CR 1; Size M (5 ft., 7 in.

tall); HD 2d8-4; hp 7; Init +0; Spd 30 ft.; AC 10;Attack +0 melee, or +1 ranged; SV Fort -2, Ref +0,Will +2; AL LE; Str 9, Dex 11, Con 6, Int 9, Wis 9,Cha 12.

Languages Spoken: Common.Skills and Feats: Appraise +4, Gather Informa-

tion +3, Handle Animal +6, Hide +0, Intimidate+5, Listen -1, Move Silently +0, Spot +5; ExoticWeapon Proficiency (Sword, Bastard), Skill Focus(Spot).

Possessions: 2,000 gp in gear.

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6. QILLANUPHIAQillanuphia, female elf (high) Com1: CR 1; Size

M (4 ft., 10 in. tall); HD 1d4-1; hp 3; Init +0; Spd 30ft.; AC 10; Attack +2 melee, or +0 ranged; SV Fort -1, Ref +0, Will +2; AL NE; Str 15, Dex 11, Con 8, Int14, Wis 14, Cha 8.

Languages Spoken: Common, Elven, Gnoll,Gnome.

Skills and Feats: Climb +6, Hide +0, Listen +4,Move Silently +0, Pick Pocket +2, Search +4, Spot+8, Use Rope +6; Skill Focus (Use Rope).

Possessions: 4 gp in gear.

7. EIRIKEirik, male human Adp9: CR 8; Size M (5 ft.,

10 in. tall); HD 9d6+18; hp 60; Init -1 (-1 Dex);Spd 30 ft.; AC 9 (-1 Dex); Attack +5 melee, or +3ranged; SV Fort +5, Ref +2, Will +10; AL NG; Str13, Dex 8, Con 15, Int 16, Wis 19, Cha 9.

Languages Spoken: Abyssal, Common, Dra-conic, Giant.

Skills and Feats: Concentration +10, EscapeArtist +1, Hide -1, Intimidate +2, Knowledge(Arcana) +15, Knowledge (Nature) +15, Listen+6.5, Move Silently -1, Scry +14, Search +6, Spot+4, Wilderness Lore +16; Craft Wand, EnlargeSpell, Heighten Spell, Scribe Scroll, Spell Focus(Transmutation).

Possessions: 12,000 gp in gear.Adept Spells per Day: 3/4/3/2.

8. HERDISHerdis, female human Exp3: CR 2; Size M (6 ft.,

0 in. tall); HD 3d6+3; hp 14; Init +4 (+4 Dex); Spd30 ft.; AC 14 (+4 Dex); Attack +0 melee, or +6ranged; SV Fort +2, Ref +5, Will +5; AL NG; Str 6,Dex 18, Con 12, Int 16, Wis 14, Cha 13.

Languages Spoken: Abyssal, Aquan, Common,Gnoll, Infernal, Orc.

Skills and Feats: Alchemy +5.5, Animal Empa-thy +4, Climb +0, Concentration +1.5, Diplomacy+6, Disguise +3, Escape Artist +10, Gather Infor-mation +2, Hide +10, Listen +4.5, Move Silently+4, Open Lock +12, Sense Motive +10, Speak Lan-guage +2, Spot +2; Point-blank Shot, Skill Focus(Sense Motive), Skill Focus (Open Lock).

Possessions: 2,500 gp in gear.

APPENDIX E:ROGUE NPCS

ASTAAsta, female human Rog1: CR 1; Size M (5 ft., 3

in. tall); HD 1d6-2; hp 4; Init +6 (+2 Dex, +4 Im-proved initiative); Spd 30 ft.; AC 12 (+2 Dex); At-tack +1 melee, or +2 ranged; SV Fort -2, Ref +4,Will +1; AL CE; Str 12, Dex 14, Con 6, Int 13, Wis13, Cha 5.

Languages Spoken: Celestial, Common, Gnoll,Halfling.

Skills and Feats: Decipher Script +5, Hide +4, In-tuit Direction +5, Jump +5, Listen +1, Move Silently+4, Perform -1, Pick Pocket +6, Profession +5,Search +5, Sense Motive +3, Speak Language +2,Spot +1, Use Rope +6; Improved Initiative, Point-blank Shot.

Possessions: 900 gp in gear.

MISHAMisha, male human Rog1: CR 1; Size M (5 ft., 8

in. tall); HD 1d6; hp 6; Init +3 (+3 Dex); Spd 30 ft.;AC 13 (+3 Dex); Attack -1 melee, or +3 ranged; SVFort +0, Ref +5, Will +1; AL N; Str 8, Dex 16, Con10, Int 9, Wis 9, Cha 16.

Languages Spoken: Common.Skills and Feats: Disable Device +3, Disguise +7,

Forgery +3, Hide +7, Listen -1, Move silently +3,Pick Pocket +5, Profession +1, Search +3, Spot +3,Use Magic Device +7; Dodge, Iron Will.

Possessions: 900 gp in gear.

SVANSvan, male human Rog3: CR 3; Size M (6 ft., 2 in.

tall); HD 3d6-3; hp 12; Init +2 (+2 Dex); Spd 30 ft.;AC 12 (+2 Dex); Attack +4 melee, or +4 ranged; SVFort +0, Ref +5, Will +3; AL LE; Str 14, Dex 15, Con9, Int 15, Wis 14, Cha 14.

Languages Spoken: Abyssal, Aquan, Common.Skills and Feats: Appraise +7, Balance +6, Bluff

+8, Craft +8, Disable Device +7, Disguise +8, Forg-ery +8, Hide +2, Listen +10, Move Silently +2, PickPocket +7, Search +7, Spot +2, Tumble +8, Use Rope+10; Quick Draw, Skill Focus (Listen), Skill Focus(Use Rope).

Possessions: 2,500 gp in gear.

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DENORDenor, male human Rog5: CR 5; Size M (5 ft., 11

in. tall); HD 5d6+5; hp 23; Init +7 (+3 Dex, +4 Im-proved initiative); Spd 30 ft.; AC 13 (+3 Dex); At-tack +3 melee, or +6 ranged; SV Fort +2, Ref +7,Will +4; AL CE; Str 11, Dex 16, Con 13, Int 13, Wis16, Cha 9.

Languages Spoken: Common, Gnoll.Skills and Feats: Balance +11, Climb +5, Deci-

pher Script +7, Escape Artist +10, Gather Informa-tion +7, Hide +3, Jump +8, Listen +3, Move Silently+10, Perform +8, Read Lips +7, Search +9, Spot +7,Tumble +9; Improved Initiative, Quick Draw, SkillFocus (Perform).

Possessions: 4,300 gp in gear.

ASLEIFAsleif, female human Rog5: CR 5; Size M (5 ft., 5

in. tall); HD 5d6+10; hp 27; Init +3 (+3 Dex); Spd30 ft.; AC 13 (+3 Dex); Attack +4 melee, or +6ranged; SV Fort +3, Ref +7, Will +4; AL NG; Str 12,Dex 16, Con 15, Int 15, Wis 16, Cha 11.

Languages Spoken: Common, Elven, Orc.Skills and Feats: Bluff +7, Climb +8, Decipher

Script +10, Diplomacy +7, Disable Device +10, Es-cape Artist +11, Hide +3, Innuendo +11, Jump +9,Listen +5, Move Silently +9, Read Lips +9, Search+4, Spot +5, Swim +9, Tumble +4, Wilderness Lore+5; Alertness, Expertise, Shield Proficiency.

Possessions: 4,300 gp in gear.

ERLINGErling, male human Rog1: CR 1; Size M (6 ft., 2

in. tall); HD 1d6+2; hp 8; Init +2 (+2 Dex); Spd 30ft.; AC 12 (+2 Dex); Attack +1 melee, or +2 ranged;SV Fort +2, Ref +4, Will +2; AL N; Str 12, Dex 14,Con 14, Int 16, Wis 14, Cha 13.

Languages Spoken: Common, Giant, Gnome,Ignan.

Skills and Feats: Bluff +5, Decipher Script +7,Disguise +3, Gather Information +5, Hide +2, In-nuendo +6, Intuit Direction +6, Jump +3, Listen+2, Move Silently +2, Read Lips +7, Sense Motive+6, Spot +6, Use Magic Device +5, Use Rope +6,Wilderness Lore +4; Combat Reflexes, Run.

Possessions: 900 gp in gear.

APPENDIX F:TREASURES

Area 5: Any of the books in the library can besold in Spool for 10 to 100 gp (1d10 x 10) each.

Area 6: Book of Kir’naveen ,wizard spells, eachspell can be used once, DMG200, roll 4 times on3rd lvl table, roll 3 times on 4th lvl. Table, roll onceon the 5th level table.

Area 9: (4) +2 spears.

Area 11: Fine China (2,500 gp)

Area 11: Silverware (1000 gp)

Area 12: Silver Goblets (100 gp ea.)

Area 24: Scepter of Tears. +2 Holy Weapon. +2d6damage toward evil. If an evil creature wields it,the creature loses 1 Con permanently. Addition-ally it will lose 1 Temp Con every round it holdsthe scepter. The scepter gives the bearer a 10' Pro-tection from Evil dome and will glow as a DetectEvil if within 50' of an evil creature or presence.

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APPENDIX G:JAWNEE HIEROGLYPHICS

If someone in the party has the spell ComprehendLanguages, he will be able to decipher thehieroglyphs in the room:

2,500 years ago, the Jawnee established a settle-ment near the site of what would become the greatcity of Xi-Lan. Little is known about whence theJawnee migrated, only that there was some sort ofcataclysm that caused them to leave their native landand take up residence in the southern forests ofMyrra.

It wasn’t long before the Jawnee encountered theother residents of this region. The Draconis werefriendly at first. For a time they lived in peace withtheir island neighbors. The Jawnee artisans and crafts-men created great works of art that the Draconismarveled at and took back to their island to furnishtheir lavish palacelike homes.

The Jawnee and Draconis lived in relative harmonyfor 500 years, during which time the Jawnee built theforest cities of Xi-Lan and Modar. It was shortly afterthis period that the Draconis revealed to the Jawneetheir true nature. Among the visitors from the islandwere ones who were not humanoids after all, but anancient race of dragon that had taken the humanoidform to disguise the truth. The Draconis worshippedthe dragon and coexisted with them in their dragonsociety.

Another 500 years passed. The Draconis and thedragon traveled frequently to the forest cities. As timewent on the Draconis began to demand more andmore treasures from the Jawnee as a sort of “tax” toprotect them and allow them to live in the southernregion of Myrra they called Janar. It was also duringthis time that the desert kingdom of Ar, to the northof Janar and beyond the Misty Mountains, establishedthe city of Ar as the capital of its state.

The Jawnee paid the tax without complaint foranother 500 years, until the first war between Janarand Ar took place. The promised support from theDraconis never came, and the Jawnee were defeatedand forced to live under the rule of the Sultan of Ar.With this new ruler came demands by the Arak, thepeople of Ar, and specifically by the Zamistadt (Ar’sgovernment). The Jawnee began to send their trea-sures (which had formerly been sent to the Draconis)to the Zamistadt as a forced tribute.

Of course, the Draconis were not happy about this.They had suddenly lost what had become their mainsource of income. They demanded that the Jawneedivert their treasures from the Zamistadt back tothem. The Zamistadt governor who now ruled Janarrefused. In retaliation, the Draconis released a terrorupon the Jawnee that nearly drove them into extinc-tion. The dragons began to attack Xi-Lan. The eventwas known as the Draconis Triduum . For three daysthey attacked the Jawnee without ceasing. On thefourth day, they stopped. A few days after that amerchant caravan from Modar arrived at the citygates. News of the horrors that they found quicklymade its way back to Modar and on to Ar. The entirepopulace had been annihilated. Every man, woman,and child had been killed. Over thirty thousand bod-ies filled the city streets.

The Jawnee in Modar began to retreat into subter-ranean passages beneath the city. The Zamistadt,hearing of the devastation at Xi-Lan, released theirhold on Janar and declared it a free state. The Jawneebegan to construct an elaborate subterranean city,meanwhile supplying the Draconis with the treasurethey demanded. This time, the forced tribute wasdoubled.

On the 100th anniversary of the Draconis Triduum,the entire populace of Modar vanished. A week went

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by before a delegation of Draconis arrived at the citygates to find them wide open. Their subsequentsearch revealed that the entire city was empty. Thestrangest thing was that the only thing missing wasthe people. All of their belongings, livestock, etc. werestill there. Stores were still stocked with goods. Laun-dry still hung on the lines. It was as if they had sim-ply vanished into thin air.

Unknown to the Draconis, the Jawnee had re-treated into the subterranean city they had named

Modar-Urbanus. All entrances to the undergroundcity had been carefully concealed, and the peoplewere ordered to remain below ground for a period ofsix months before they were allowed to travel aboveground to gather food.

The Jawnee lived in this manner for over 400 years.The Draconis had long since given up on them andfound another people to oppress for its treasures.During this period the Jawnee shamans began towork on a ritual that would free the people from theirunderworld existence and allow them once again towalk the earth above ground. The ritual was per-fected, and so it began one day and lasted for 100years. Shaman after shaman took his place in theritual chamber. Children were born and men diedduring this time, but the ritual continued. The greatritual was to be completed on the 500th anniversaryof the Draconis Triduum.

And so it came to pass that on the anniversary ofthe Draconis Triduum, the great Jawnee shamanXeros ascended the stairs of the ritual chamber witha powerful talisman born of 500 years of magical in-cantation, the Persona Draconis (“Mask of theDragon”). Xeros emerged from Modar-Urbanus andfelt the cool night air on his face. The moon had setand the breeze had grown to a whisper when hedonned the mask. Speaking ancient, forgotten words,he commanded that this anniversary of the DraconisTriduum would bring the fall of the Draconis andthe dragon. A few moments passed, and then thewind began to increase, thunderheads moved quicklyto cover the moon, and the ground beneath him be-gan to shake. The mountains themselves seemed tobe falling around him. Lightning began to fill the skyas the side of a mountain somewhere in Myrra splitopen. A great rushing of wind began to descend onthe chasm, and the dragon and Draconis were sweptinto the abyss. Then the Tyrran descended from theirhidden valley in the Leonor Mountains and sealedthe opening with the power of Op-ta’tosep.

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The following text is the property of Wizards of theCoast, Inc. and is Copyright 2000 Wizards of the Coast, Inc(“Wizards”). All Rights Reserved.

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