TEXT: RTK[m]2-05
  Enemy Lines
  A One-Round D&D LIVING GREYHAWK®
  Ratik “MINI” Regional Adventure
  Version 1.0
  Round 1
  by Matt Lau
  Armat Ukakane continues his guerrilla war against the forces of Bone March occupying Kalmar Pass. 
  The orcs and giants have lost ground, forced to retreat from some of their foremost camps.  Now small
  squads of “Armat’s Rogues” are being sent on missions behind the lines of the enemy, to strike at their
  supply depots and command posts.
  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. Scenario detail copyright 2001 by 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.
  
  <Title>
  [Round #]
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  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 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.
  Time Units and Upkeep
  This is a standard 1-round Regional adventure,
  set in Ratik.  If the PCs are native to Ratik and
  played RTK2-04 prior to this adventure, they pay
  one Time Unit.  All others pay two Time Units.
  Adventurer’s Standard Upkeep costs 12gp per TU.
   Rich Upkeep costs 50gp per TU.  Luxury Upkeep
  costs 100gp per TU.
  Note: If any PC is a member of the Ratik army
  (including Mogotten’s Academy) or Bresht militia,
  then they may use the TU(s) spent on this
  adventure towards their TU requirements for that
  organization.
  EPL
  Add the total levels of the PCs including cohorts
  and divide by 5 for the Effective Party Level.
  Adventure Summary and
  Background
  The PCs form a squad ordered by Armat Ukakane
  to bypass enemy defenses and strike one of the
  enemy 
  supply 
  dumps 
  where 
  one 
  of 
  the
  Bonemarch commanders has retreated his troops
  to.  In Encounter One, the PCs must rescue
  another group of Ratik soldiers.  In Encounter
  Two, the PCs need to fight through an orc scout
  who has blocked off their route to the enemy camp
  with traps.  In Encounter Three, the PCs locate a
  massive movement of orc and giant troops.  They
  must get ahead of them to Encounter Four, where
  they need to destroy a supply depot along with an
  important commander of the orcs occupying
  Bonemarch.
  Introduction
  Tell the PCs they are part of a small unit of Ratik
  soldiers/mercenaries/militia men taking part in a
  tactical mission near Kalmar pass.  They need to
  move quickly and quietly, and be able to traverse
  possibly dangerous terrain.  They should then
  select spells and equipment accordingly.
  Any PC with Bardic Knowledge or Knowledge
  (nobles) may have picked up some of the following
  pieces of information:
  DC 5
  Armat Ukakane is the head of security for
  Clan Ukakane.  He cares little for the humans and
  has been heard in public calling them all
  dishonorable dogs.
  DC 10 Armat was contacted by Hayv the Tactful,
  a diplomat from Marner, and convinced to lend his
  skills to the Ratik army.
  DC 15 Sir Gatoril, general of the Ratik army, at
  first refused to lend any soldiers to Armat,
  questioning his loyalty to the Ratik crown. 
  Eventually, he gave him command of a few
  soldiers.
  DC 20 Actually, Armat took his own initiative and
  convinced some soldiers to take part in a hit and
  run strike against a frost giant cave lair.  A small
  group of soldiers killed three giants and suffered
  no losses.  Sir Gatoril was forced to start listening
  to Armat.
  DC 25 Sir Gatoril and Armat hate each other.  In
  fact, some Ratik soldiers have deserted their
  assigned duties to join up with “Armat’s Rogues,”
  and may face a court marshal upon returning to
  Ratikhill.
  Read the following if the PCs are playing this
  event directly after Supply Lines.
  Following your victory in blocking one of the
  enemy supply lines, you were prepared to
  begin the trek back to Ratikhill and finally
  enjoy a warm meal.  However, you were
  intercepted by a persistently-squawking raven
  that delivered a message to you.  He
  introduced himself as Shadowplume, friend
  and mentor of Hengon Mogotten.  He told you
  to hold your current location, and delivered
  additional orders from Armat Ukakane.
  (give them Player Handout #1)
  
  <Title>
  [Round #]
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  Encounter One
  You travel for a day from your last campsite
  until it is nearly nightfall.  In order to maintain
  secrecy, you have not been allowed to light
  any fires for warmth or to cook food.  As you
  cast down your packs and bedrolls for another
  cold night, you are startled by the smell of
  roasting meat from somewhere nearby.
  A 
  nearby 
  campsite 
  of 
  Ratik 
  soldiers 
  has
  succumbed to cold and hunger and decided to
  start a fire and roast some rabbits that they have
  caught.  The PCs may Spot the campfire (DC 20),
  then hike down to the location.  It will take about
  half an hour to make the hike, during that time the
  sun will set completely.  Normal visibility is limited
  to about 10 feet.
  Unfortunately, the smell of meat cooking has
  attracted some predators in the rakers.  The
  monsters attack the Ratik soldiers as the PCs
  approach.  The final portion of the PCs path,
  requires a Climb down an icy slope (DC 15) for 40
  feet before they can enter melee.  Falling down
  the slope will inflict 1d3 points per 10 feet, and
  deposit the falling PC prone at the bottom.
  Creatures:
  Soldiers, male/female human War1 (5): Medium
  Humanoid; HD 1d8; hp 5; Init +0; Spd 20 ft.; AC 16
  (touch 10, flat-footed 16) [+4 armor, +2 shield]; Atk
  +3 melee (1d6+1, halfspear); AL N; SV Fort +2,
  Ref +0, Will +0; Str 12, Dex 10, Con 11, Int 10,
  Wis 10, Cha 10.
  Skills and Feats: Climb -1, Handle Animal +2,
  Jump -1, Ride +2; Weapon Focus (halfspear and
  longspear)
  Possessions: halfspear, scale mail armor,
  large wooden shield.
  EPL2:
  Wolves (4): CR 1; Medium Animal; HD 2d8+4; hp
  13 each; Init +2; Spd 50 ft.; AC 14 (touch 12, flat-
  footed 12) [+2 Dex, +2 natural]; Atk +3 melee
  (1d6+1, bite); SA Trip; SQ Scent; AL N; SV Fort
  +2, Ref +2, Will +1; Str 13, Dex 15, Con 14, Int 2,
  Wis 12, Cha 6.
  Skills and Feats: Hide +7, Listen +3, Move
  Silently +7; Weapon Finesse (bite).
  EPL4:
  Dire Wolves (2): CR 3; Large Animal; HD
  6d8+18; hp 45 each; Init +2; Spd 50 ft.; AC 14
  (touch 11, flat-footed 12) [+2 Dex, +3 natural, -1
  Size]; Atk +10 melee (1d8+10, bite); SA Trip; SQ:
  Scent; AL N; SV Fort +5, Ref +4, Will +3; Str 25,
  Dex 15, Con 17, Int 1, Wis 12, Cha 10.
  Skills: Hide +5, Listen +6, Move Silently +5,
  Spot +6.
  EPL6:
  Winter Wolves (2): CR 5; Large Magical Beast
  (Cold); HD 6d10+18; hp 51 each; Init +5; Spd 50
  ft.; AC 15 (touch 11 flat-footed 14) [+1 Dex, +5
  natural, -1 Size]; Atk +9 melee (1d8+6, bite); SA
  Breath weapon, Trip; SQ Cold subtype, Scent; AL
  NE; SV Fort +8, Ref +6, Will +3; Str 18, Dex 13,
  Con 16, Int 9, Wis 13, Cha 10.
  Skills and Feats: Hide +6, Listen +9, Move
  Silently +7, Spot +9; Alertness, Improved Initiative
  EPL8:
  Remorhaz: CR 7; Huge Magical Beast; HD
  7d10+35; hp 73; Init +1; Spd 30 ft., burrow 20 ft.;
  AC 20 (touch 9, flat-footed 19) [-2 size, +1 Dex,
  +11 natural]; Atk +13 melee (2d8+12, bite); SA
  Improved 
  grab, 
  Swallow 
  whole; 
  SQ 
  Heat,
  Tremorsense; AL N; SV Fort +10, Ref +6, Will +3;
  Str 26, Dex 13, Con 21, Int 5, Wis 12, Cha 10.
  Skills and Feats: Listen +10, Spot +9; Power
  Attack
  Heat (Ex): An enraged Remorhaz generates
  heat so intense that anything touching its body
  takes 10d10 points of fire damage.  This is enough
  to 
  melt 
  nonmagical 
  weapons, 
  but 
  magical
  weapons get a Fortitude save.
  Swallow Whole (Ex): A remorhaz can try to
  swallow a grabbed opponent of Large or smaller
  size by making a successful grapple check.  Once
  inside, the opponent takes 2d8+12 points of
  crushing damage plus 10d10 points of fire
  damage per round from the creature’s blazing gut.
   A swallowed creature can try to cut its way out by
  using claws or a Small or Tiny slashing weapon to
  deal 25 points of damage to the remorhaz’s gut
  (AC 20).
  Tremor 
  Sense 
  (Ex): 
  A 
  remorhaz 
  can
  automatically sense the location of anything within
  60 feet that is in contact with the ground.
  Treasure:
  Cooked rabbits (priceless).
  Encounter Two
  While proceeding to their target site, the PCs must
  cross through a pass that a single orc is guarding.
   He noted the movement of humans in this area
  and anticipated that a squad would be coming this
  direction.  Although he did not have time to get
  
  <Title>
  [Round #]
  Page 4
  reinforcements, he has set up a trap and will
  attack once the PCs enter the pass.
  The pass itself is roughly ten feet wide, with high
  rock walls on either side (Climb DC 20).  The orc
  is hiding roughly 30 feet past the trap.
  Trap:
  EPL2/4: Covered Foot Spikes: +2 melee (1d6/x3),
  for this attack the target’s shield, armor, and
  deflection bonus do not count and a successful hit
  reduces the target’s speed by half (identical to a
  caltrop wound); Ref save avoids (DC 14); Spot
  (DC 18).
  EPL6/8: Poisoned Foot Spikes: +2 melee (1d6/x3)
  plus poison (1d4 Str/1d6 Str); Ref save avoids
  spikes (DC 14), Fort save resists poison (DC 14);
  Spot (DC 20).
  Creatures:
  EPL2:
  Male Orc Rgr1/Bbn1: Medium Humanoid; HD
  1d10 + 1d12 + 4; hp 21; Init +2; Spd 40 ft.; AC 16
  (touch 12, flat-footed 14) [+2 Dex, +4 armor]; Atk
  +7 melee (1d4+4/critx4, light pick) or +5/+5 melee
  (1d4+4/1d4+2/critx4, light pick) or +4 ranged
  (1d8/crit 19-20, light crossbow); SQ Rage,
  Species Enemy (human), Darkvision; AL CE; SV
  Fort +6, Ref +2, Will +0; Str 18, Dex 14, Con 14,
  Int 9, Wis 10, Cha 6.
  Skills and Feats: Craft (Trapmaking) +1, Hide
  +6, Move Silently +6, Wilderness Lore +3; Track,
  Weapon Focus (light pick)
  Possessions: 2 light picks, light crossbow,
  chain shirt, quiver w/ 12 bolts, pouch with 30 gp.
  EPL4:
  Male Orc Rgr1/Bbn2/Ftr1: Medium Humanoid;
  HD 1d10 + 2d12 + 1d10 + 8; hp 40; Init +2; Spd 40
  ft.; AC 16 (touch 12, flat-footed 14) [+2 Dex, +4
  armor]; Atk +10 melee (1d4+4/critx4, light pick) or
  +8/+8 melee (1d4+4/1d4+2/critx4, light pick) or +2
  ranged (1d8/crit 19-20, light crossbow); SQ Rage,
  Species Enemy (human), Darkvision; AL CE; SV
  Fort +9, Ref +2, Will +2; Str 19, Dex 14, Con 14,
  Int 9, Wis 10, Cha 6.
  Skills and Feats: Climb +3, Craft (Trapmaking)
  +1, Hide +4, Listen +2, Move Silently +4,
  Wilderness Lore +4; Iron Will, Quick Draw, Track,
  Weapon Focus (light pick).
  Possessions: 2 masterwork light picks, light
  crossbow, chain shirt, quiver w/ 12 bolts.
  EPL6:
  Male Orc Rgr1/Bbn4/Ftr1: Medium Humanoid;
  HD 1d10 + 4d12 + 1d10 + 12; hp 62; Init +2; Spd
  40 ft.; AC 17 (touch 12, flat-footed 15) [+2 Dex, +5
  armor]; Atk +13/+8 melee (1d4+5/critx4, light pick)
  or +11/+6/+11 melee (1d4+5/1d4+2/critx4, light
  pick) or +8 ranged (1d8/crit 19-20, light crossbow);
  SQ Rage, Species Enemy (human), Darkvision;
  AL CE; SV Fort +10, Ref +3, Will +3; Str 20, Dex
  14, Con 14, Int 9, Wis 10, Cha 6.
  Skills and Feats: Climb +5, Craft (Trapmaking)
  +1, Hide +4, Jump +4, Listen +4, Move Silently +4,
  Wilderness Lore +6; Iron Will, Point Blank Shot,
  Quick Draw, Track, Weapon Focus (light pick)
  Possessions: 2 masterwork light picks, light
  crossbow, +1 chain shirt, quiver w/ 12 bolts.
  EPL8:
  Male Orc Rgr1/Bbn6/Ftr1: Medium Humanoid;
  HD 1d10 + 6d12 + 1d10 + 24; hp 91; Init +2; Spd
  40 ft.; AC 17 (touch 12, flat-footed 15) [+2 Dex, +5
  armor]; Atk +15/+10 melee (1d4+5/critx4, light
  pick) or +13/+8/+13 melee (1d4+5/1d4+2/critx4,
  light pick) or +10 ranged (1d8/crit 19-20, light
  crossbow); SQ Rage, Species Enemy (human),
  Darkvision; AL CE; SV Fort +12, Ref +4, Will +4;
  Str 20, Dex 14, Con 16, Int 9, Wis 10, Cha 6.
  Skills and Feats: Climb +5, Craft (Trapmaking)
  +3, Hide +4, Jump +4, Listen +6, Move Silently +4,
  Wilderness Lore +8; Iron Will, Point Blank Shot,
  Quick Draw, Track, Weapon Focus (light pick).
  Possessions: 2 masterwork light picks, light
  crossbow, +1 chain shirt, potion of fire breath.
  Treasure:
  EPL2:
  30 gp
  EPL4:
  2 masterwork picks (60 gp)
  EPL6:
  +1 chain shirt (125 gp), 2 masterwork
  picks (60 gp)
  EPL8:
  +1 chain shirt (125 gp), 2 masterwork
  picks (60 gp), potion of firebreath (90 gp)
  Encounter Three
  Continuing on to their target site:
  The path you are on is narrow and gives way
  to a steep drop on the left side.  As you
  continue plodding forward, you spot a massive
  group of hundreds of orcs, supplemented with
  ogres and other giants marching on the low
  road below you to the left.  They are heading
  towards the direction of Bone March.
  This is the group that Armat warned the PCs
  about.  They need to reach the supply depot
  before this group, so they should begin hustling at
  this point.
  
  <Title>
  [Round #]
  Page 5
  It is about 1500 feet to the supply depot.  The orc
  army is moving at a speed of 20-feet and will
  arrive in about 15 minutes.  How quickly the PCs
  arrive and how much time they have to destroy the
  depot is based on their movement.  Assuming they
  hustle, then to arrive at the depot will take them:
  Speed:
  Time:
  15
  10 minutes
  20
  7.5 minutes
  30
  5 minutes
  40
  4 minutes
  This is of course assuming that the PCs do
  nothing to draw attention to themselves.  If the
  PCs foolishly launch an attack against the group,
  or drop a rock on them or something, then in
  addition to the forces at the supply depot, the orcs
  will increase their speed to a hustle pace (7.5
  minutes) and send their wolves ahead at a run
  (they can arrive in about one minute at a running
  pace).
  Encounter Four
  The Supply Depot area has five large tents
  housing food and oil and other supplies.  There
  are several orcs including a commander from
  Bone March.  The guards will be patrolling in pairs
  outside, while the commander is resting.
  EPL2 (EL 4):
  Orc Guards (4): CR 1/2; Medium Humanoid; HD
  1d8; hp 5 ea; Init +0; Spd 20 ft.; AC 17 (touch 10,
  flat-footed 17) [+5 armor, +2 shield]; Atk +3 (1d8,
  morningstar); AL CE; SV Fort +2, Ref +0, Will -1;
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8.
  Possessions: scalemail, large wooden shield,
  morningstar.
  Orc Commander, Orc Rgr2: Medium Humanoid;
  HD 2d10+8; hp 23; Init +3; Spd 30 ft.; AC 17
  (touch 13, flat-footed 14) [+3 Dex, +4 armor]; Atk
  +4/+3 
  melee 
  (1d6+3/18-20, 
  scimitar, 
  and
  1d4+1/x4, light pick) or +6 melee (1d6+3/18-20,
  scimitar); SQ Species enemy: Human, AL CE; SV
  Fort +7, Ref +3, Will +1; Str 16, Dex 16, Con 18,
  Int 9, Wis 13, Cha 9.
  Skills: Listen +8, Spot +8, Wilderness Lore +6;
  Feats: Alertness, Track.
  Possessions: masterwork scimitar, light pick,
  masterwork chain shirt, potion of cure moderate
  wounds.
  EPL4 (EL 6):
  Orc Commander, Orc Rgr5: Medium Humanoid;
  HD 5d10+20; hp 60; Init +3; Spd 30 ft.; AC 19
  (touch 13, flat-footed 16) [+3 Dex, +6 armor]; Atk
  +7/+7 melee (1d6+4/18-20, +1 scimitar, 1d4+1/x4,
  light pick) or +9 melee (1d6+4/18-20, +1 scimitar);
  SQ: Species enemy Human +2, Dwarf +1; AL CE;
  SV Fort +9, Ref +5, Will +6; Str 17, Dex 16, Con
  18, Int 9, Wis 14, Cha 9.
  Skills: Listen +12, Spot +12, Wilderness Lore
  +10; Feats: Alertness, Iron Will, Track.
  Spells Prepared (1): 1st—resist elements.
  Possessions: +1 scimitar, masterwork light
  pick, +2 chain shirt, potion of cure moderate
  wounds x2, cloak of resistance (+1).
  EPL6 (EL8):
  Orc Commander, Half-Orc Rgr6/BlackGuard2:
  Medium Humanoid; HD 8d10+32; hp 75; Init +3;
  Spd 30 ft.; AC 25 (touch 14, flat-footed 21) [+3
  Dex, +6 armor, +4 shield, +1 deflection, +1
  natural]; Atk +13/+8 melee (1d6+5/15-20, +1
  scimitar); SQ: SQ: Species enemy Human +2,
  Dwarf +1, Detect Good, Poison Use, Smite Good;
  AL CE; SV Fort +14, Ref +7, Will +7; Str 18, Dex
  17, Con 18, Int 12, Wis 16, Cha 14.
  Skills and Feats: Climb +7, Hide +10,
  Intimidate +8, Knowledge (religion) +3, Listen +12,
  Spot +12, Wilderness Lore +12; Cleave, Power
  Attack, Sunder, Track.
  Spells Prepared (Rgr, 2): 1st—read magic,
  resist elements; (Blackguard, 2): 1st—cause fear,
  cure light wounds.
  Possessions: +1 keen scimitar, +2 chain shirt,
  +2 large wooden shield, cloak of charisma (+2),
  potion of cure moderate wounds x2, ring of
  protection +1, amulet of natural armor (+1).
  EPL8 (EL10):
  Orc Commander, Half-Orc Rgr6/BlackGuard4:
  Medium Humanoid; HD 10d10+40; hp 87; Init +3;
  Spd 30 ft.; AC 26 (touch 15, flat-footed 21) [+3
  Dex, +6 armor, +4 shield, +2 deflection, +1
  natural]; Atk +16/+11 melee (1d6+6/12-20, +2
  scimitar); SQ: SQ: Species enemy Human +2,
  Dwarf +1, Detect Good, Smite Good, Command
  Undead, Aura of Despair, Sneak Attack +1d6; AL
  CE; SV Fort +15, Ref +8, Will +8; Str 18, Dex 17,
  Con 18, Int 12, Wis 16, Cha 14.
  Skills and Feats: Climb +7, Concentration +6,
  Hide +10, Intimidate +12, Knowledge (religion) +3,
  Listen +12, Spot +12, Wilderness Lore +12;
  Cleave, Improved Critical (scimitar), Power Attack,
  Sunder, Track.
  Spells Prepared (Rgr, 2): 1st—read magic,
  resist elements; (Blackguard, 2/2): 1st—cause
  
  <Title>
  [Round #]
  Page 6
  fear, cure light wounds; 2nd—bull's strength, death
  knell.
  Possessions: +2 keen scimitar, +2 chain shirt,
  +2 large wooden shield, cloak of charisma (+2);
  potion of cure moderate wounds x2, ring of
  protection +2, amulet of natural armor (+1).
  Conclusion
  With the Orc commander slain and this supply
  depot burned to the ground, the orc armies will
  be reeling from both lack of direction and food
  and supplies.  Another decisive blow has been
  landed 
  against 
  the 
  humanoid 
  forces 
  of
  Bonemarch.
  The End
  
  <Title>
  [Round #]
  Page 7
  Experience Point Summary
  Encounter One
  Defeat the Predators
  APL2 AA xp;  APL4 AA xp; APL6 AA xp;
  APL8 AA xp;
  Encounter Two
  Defeat the Scout
  APL2 AA xp;  APL4 AA xp; APL6 AA xp;
  APL8 AA xp;
  Encounter Four
  Defeat the Orcs
  APL2 AA xp;  APL4 AA xp; APL6 AA xp;
  APL8 AA xp;
  Destroy the Supply Depot
  APL2 AA xp;  APL4 AA xp; APL6 AA xp;
  APL8 AA xp;
  Discretionary roleplaying award
  APL2 DD xp;  APL4 DD xp; APL6 DD xp;
  APL8 DD xp;
  Total possible experience: 
  APL2 ZZ xp;  APL4 ZZ xp; APL6 ZZ xp;
  APL8 ZZxp;
  [Sum of all experience awards above.]
  Treasure Summary
  Encounter One
  Enemy Defeated or Condition
  APL A–xx gp; APL B-xx gp;  APL C-xx gp;
  APL D-xx gp.
  Encounter Two
  Enemy Defeated or Condition
  APL A–yy gp; APL B-yy gp;  APL C-yy gp;
  APL D-yy gp.
  Adventure Maximums
  APL A–zz gp; APL B-zz gp;  APL C-zz gp;
  APL D-zz gp.
  Special
  [Any special items to be listed on the Adventure
  Certificate are listed here, including new spells,
  items or other notes of interest.  Remove this
  paragrapg]
  
  <Title>
  [Round #]
  Page 8
  Player Handout #X
  from the desk of Armat Ukakane
  An orc commander from Bonemarch has retreated to a supply depot marked
  location “A”.  Kill the commander and destroy the site.  Time critical.  Enemy
  units are retreating from forward camps to that site to acquire supplies.  Get there
  before them.
  --A
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Ratik/RTK2-M05 Enemy Lines.pdf