TEXT: SHL1-08
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  Version 1
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  The many friends of an injured man with a mysterious past ask the heroes to search for a way to heal
  him. This is an adventure for characters level 1-6.
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k.   
  
  The Fallen
  Page 2
  Thi s is  a n RP GA® N e tw or k sc e nar io f or  t he 
  D ung eo ns & D ra g ons ® g a m e.  A f our -ho ur t im e 
  bl ock ha s be e n a llo ca t e d f or  e a ch ro und of t his
  sc e nar io,  but t he a ct ua l pl a yi ng t im e w ill be cl ose r 
  t o t hre e hour s. The re s t of t he t im e is  sp e nt in
  pr e pa ra t io n be f o re g a m e pl a y,  a nd sc ori ng a f te r 
  t he g a m e.  The f oll ow ing g uid el ine s a re he re t o
  he lp y ou w it h bo t h t he pr e pa ra t io n a nd v ot ing 
  se g m e nt of t he g a m e.  Re a d t his pa g e ca r ef ull y so 
  t ha t y ou kno w a nd ca n co m muni ca t e t o y our 
  pl a ye r s t he sp e cia l a sp e ct s of pl a yi ng a n RP GA
  sc e nar io. 
  PPPPrrrreeeeppppaaaarrrraaaattttiiiioooonnnn
  Fir st y ou sho uld pr int t his sc e nar io.  Thi s sc e nar io
  w a s cr e at e d t o sup po rt do ubl e- si de d pr int ing , but 
  pr int ing it si ngl e si de d w ill w ork a s w e ll. The r e is 
  e noug h ro om a lo ng t he ins ide m a rg in t o bi nd t he 
  a dv e nt ure , if y ou de s ire .
  Re a d t his e nt ire a dv e nt ure a t le a st onc e be f o re 
  y ou run y our  g a m e.  B e sur e t o f a mi lia ri ze y our se lf 
  w it h a ny sp e cia l  rul es , sp e lls,  or  e qui pm e nt
  pr e se nt e d in t he a dv e nt ure . It m a y he lp t o
  hig hli ght pa r ti cula rl y im po rt a nt pa s sa g e s.
  W he n y ou run a n RP GA D &D a dv e nt ure w e 
  a ss ume t ha t y ou ha v e a cc es s t o t he f oll ow ing 
  bo ok s: t he Pl a ye  r ’s Ha nd  boo  k, t he D  ung eo  n
  Ma s te  r ’s Guid  e  , a nd t he Mo  nst e  r Ma nua l. W e a lso 
  a ss ume t ha t y ou ha v e a se t of di ce (a t le a st one d4 ,
  d6 , d8 , d1 0 , d1 2 , a nd d2 0 ),  so m e sc ra p pa p e r, a 
  pe nc il, a n RP GA sc ori ng pa c ke t , a nd y our  se ns e of 
  f un. It is  a lso a g oo d id e a t o ha v e a w a y t o t ra ck 
  m ov e m e nt dur ing co m ba t . Thi s ca n be a s si mp le a s
  a pa d of g ra p h pa p e r a nd a pe nc il, a s ha ndy a s a 
  v iny l g rid m a p a nd chi ts , or  a s e la bo ra t e a s re s in
  dung e o n w a lls a nd m inia t ure s. 
  Ins tr uct t he pl a ye r s e it he r t o pr e pa re t he ir
  cha r ac t er s now , or  w a it unt il y ou re a d t he 
  int ro duc ti on, de p e nding on t he re q uire m e nt s of 
  t he sc e nar io a s de s cri be d in t he int ro duc ti on.
  Ke e p in m ind t ha t y ou m ust ha v e a t le a st f our 
  pl a ye r s (no t co unt ing t he D M), f or  t he g a m e
  se s sio n t o be a sa nc ti one d RP GA e v e nt.  A s w e ll,
  y ou ca nno t ha v e m or e t ha n se v e n pl a ye r s
  pa r ti cip a ti ng in t he g a m e. 
  O nce y ou a re re a d y t o pl a y,  it is  ha ndy t o
  ins tr uct e a ch pl a ye r  t o pl a ce a na m e ta g in f ro nt of 
  him or  he r. The t a g sho uld ha v e t he pl a ye r ’s na m e 
  a t t he bo t to m , a nd t he cha r ac t er ’s na m e , ra c e,  a nd
  g e nde r a t t he t op . Thi s m a ke s it e a sie r  f or  t he 
  pl a ye r s (a nd t he D M) t o ke e p t ra ck of w ho is 
  pl a yi ng w hich cha r ac t er .
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o
  le a rn a bo ut e qui pm e nt 
  a nd w e ap ons  
  t he ir
  cha r ac t er s a re ca r ry ing . Tha t sa id , y ou a s t he D M
  ca n ba r  t he use of e v e n co re rul e bo ok s dur ing 
  ce r ta in t im e s of pl a y.  For  e xa m pl e , t he pl a ye r s a re 
  not f re e t o co nsult t he D ung eo n Ma s te r ’s Guid e 
  w he n co nf ront e d w it h a t ra p or  ha z a rd,  or  t he 
  Mo nst e r Ma nua l w he n co nf ront e d w it h a  m ons te r .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill be in g ra y bo xe s . It ’s  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt 
  ins te a d of re a d ing it a lo ud. So m e of t his t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  SSSSccccoooorrrriiiinnnngggg
  A ft e r t he pl a ye r s ha v e co m ple t e d t he sc e nar io or 
  t he t im e a llo t te d t o run t he sc e nar io ha s run out ,
  t he pl a ye r s a nd D M sc ore t he g a m e.  The RP GA ha s
  t hre e w a ys  t o sc ore it s g a m es . C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use f or  t his sc e nar io: 
  1. 
  N o- v ot e sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd RP GA num be rs  on t he sc ori ng pa c ke t g rid .
  You f ill in t he t op of t he g rid . Tha t is  a ll. N o
  one is  ra t e d. Thi s m e tho d is  use d f or  pe o ple 
  w ho a re j ust pl a yi ng f or  f un.
  2. 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but t he e v e nt co or dina t or  w a nts  inf or m at io n
  on how t he g a m e m a st e rs a re pe r f or mi ng,  or 
  t he g a m e m a st e r w a nts  f e e dba c k on his  or  he r
  ow n pe r fo rm a nce .
  3. 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 
  m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he “b e st ” a m ong st t he g ro up, or 
  w he n t he a dv e nt ure is  run in t our nam e nt 
  f or ma t w it h w inne rs a nd pr iz e s.
  W he n usi ng v ot ing , ra nk t he pl a ye r s in or de r of 
  y our  v ot ing cho ice w hile t he y a re co m ple t ing t he ir
  f or ms , so t ha t y ou a re not inf lue nce d by t he ir
  co m me nt s on y our  a bi lit ie s. It ’s  a g oo d id e a t o ha v e 
  t he pl a ye r s v ot e w hile y ou de t e rm ine t re a sur e a nd
  e xp e rie nce a w ar ds  f or  t he sc e nar io. 
  A ft e r v ot ing , g iv e t he Sc or ing Pa c ke t t o y our 
  e v e nt co or dina t or . This is a LIVING GREYHAWK
  Adventure. As a Living™ adventure, it is expected
  that players will bring their own characters with
  them. If players do not have a LIVING GREYHAWK
  character generated, get a copy of the current
  LIVING 
  GREYHAWK 
  character 
  generation
  guidelines, 
  a character 
  sheet, 
  and 
  a LIVING
  GREYHAWK log 
  sheet 
  from 
  your 
  convention
  coordinator or the RPGA Web site, and then have
  any players without a character create one. Once
  all players have a LIVING GREYHAWK character,
  play can begin.
  Along with the other materials that you are
  assumed to have in order to run a D&D game, it is
  
  The Fallen
  Page 3
  also recommended that you have a copy of the
  LIVING G REYHAWK Gazetteer.
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  WKKKK                TTTTiiiieeeerrrr    SSSSttttrrrruuuuccccttttuuuurrrreeee
                                                                  
  Because players bring their own characters to
  LIVING GREYHAWK campaigns, this adventure is
  tiered. Basically, the challenges in this adventure
  are proportioned to the average character level of
  the characters participating in the adventure. To
  determine the tier that you will use to run this
  adventure, add the character 
  levels of all the
  characters. In addition, add the levels of any
  cohorts or animals according to the values on
  their certificates. Cross-reference the total and
  the number of players participating in the game
  using the chart below to determine the tier used
  for this adventure.
      4        players   
      5        players   
      6       players   
     7       players   
       Lvl      Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4nd
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated is the highest level of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
  IIIIssss    iiiitttt    aaaa    FFFFuuuullllllll    M
  M
  M
  Moooooooonnnn????
  Since the hazards of lycanthropy are a current
  part of the LIVING GREYHAWK campaign, it may be
  necessary to determine if this adventure takes
  place during a full moon. For game purposes, the
  full moon lasts three days of each month. For a
  given scenario that does not state the phase of
  the moon, roll 1d10 before play begins. On a
  result of 1, the first day of the scenario is a night
  of the full moon (roll 1d3 to determine where in
  the sequence of three nights it falls).
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The lifestyles,
  and the effects that each has on play, are:
  Destitute: You have no living space, and must
  carry all your gear everywhere. You eat poor
  quality food. You wear a peasant outfit, your only
  change of clothes.
  Poor: You sleep in poor accommodations, and eat
  poor quality food. You wear a peasant outfit, and
  have two sets of clothing.
  Common: You have common lodgings, and eat
  common quality food. You have normal clothing
  for your profession (adventuring); nothing fancy.
  You probably have two or three sets of clothing.
  High: You stay in good quality lodgings, and eat
  good quality food. You wear anything in value up
  to courtier’s outfits, and generally buy a new set
  of clothing every two weeks.
  Luxury: You have luxurious 
  accommodations
  (twice the cost of good accommodations), and you
  eat excellent foods. You can throw a banquet for
  your friends every day, and frequently do. You
  wear clothing up to the value of noble’s outfit,
  and buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs 
  are 
  encouraged 
  to 
  role-play 
  these
  reactions whenever possible. Note: These costs
  are slightly 
  higher 
  than 
  average 
  for 
  Living
  Greyhawk events. This is intended to simulate
  the 
  effects 
  of 
  the 
  Shield 
  Lands’ 
  serious
  overpopulation problem on the local economy.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  15 sp
  -2
  Poor
  45 sp
  -1
  Common
  13 gp
   0
  High
  275 gp
  +1
  Luxury
  550 gp
  +2
  BBBBaaaacccckkkkggggrrrroooouuuunnnndddd
  Until shortly before the fall of Admundfort,
  Balarum 
  ‘Jorma’ 
  Ashbrook 
  was a paladin 
  of
  Heironeous and a Knight of Holy Shielding. He
  lost his paladinhood and thus his standing as a
  Shield Knight due to a childhood fear and the
  curiosity of a young girl. Everyone who knew him
  believes that he died in the wars. Since then he
  has wandered as a broken man tainted by a curse
  that allows no divine healing to touch him. This
  adventure allows the heroes to learn his secret
  and perhaps help remove the curse.
  Balarum 
  was 
  raised 
  as 
  a 
  follower 
  of
  Heironeous and at a young age was called to
  follow the Archpaladin. During his training, fires
  engulfed the stables. He rushed into the flames
  and saved many horses, but he was trapped
  inside. By the time a priest was able to cast flame
  resistant spells and go in to save the boy he found
  Balarum 
  very panicked and seriously 
  burned.
  Balarum has had a strong fear of fire since then.
  Balarum 
  was an exceptional 
  soldier 
  who
  commanded many men in the service 
  of the
  Shield Lands. For his many heroic deeds, he was
  named a Knight of Holy Shielding. As a Shield
  Knight he later found himself in the thick of the
  fighting 
  when the Shield Lands 
  fell 
  to the
  Horned Society. Later, when the Horned Society
  retreated he was sent to oversee the rebuilding of
  Delcomben, under its leader Pelton Delcomben.
  During the rebuilding, 
  the forces 
  of Iuz
  attacked and the people of Delcomben fled with
  
  The Fallen
  Page 4
  Lord Delcomber to safety in Critwall. Balarum
  asked to be allowed to alert the villages to the
  east and Lord Delcomber agreed.
  Balarum split his force of 300, half went with
  Delcomben’s refugees’ south to Critwall while
  Balarum took his half east on an arcing path to
  Admundfort. He sent messengers 
  out to the
  villages and towns as they went, rounding up
  civilians and guarding them. Soon they had many
  more 
  refugees 
  then 
  soldiers 
  moving 
  slowly
  towardAxeport. 
  As 
  they 
  traveled 
  Balarum
  routinely took soldiers to slow down forces that
  were 
  following 
  them. 
  Balarum’s 
  force 
  led
  numerous refugees to safety in those dark days
  and many soldiers under Balarum 
  have since
  become known as heroes of the war.
  Calinara was a six-year-old child when her
  home was invaded. She remembers her parents
  taking her on a wagon for a ride, yelling and being
  told to stay in the wagon until one of her parents
  came back to get her. She waited for a long time
  while there was more shouting. When everything
  went quiet the wagon traveled again. She peeked
  out, thinking to see her parents, but hid again
  when she saw a man driving she didn’t know.
  When the wagon stopped she waited until
  there was no noise and then ran away. She
  wanted to find her parents, but didn’t know how.
  She walked for a long time and then saw some
  riders on horses. She followed the horses and
  came upon another village, though not her home.
  She went through the village yelling for her
  parents. One of the riders heard her yelling and
  came back to her. He took her up on his horse and
  led her to a bunch of people, all walking or riding
  in a group.
  She rode with him through the whole group
  looking for her parents, but they weren’t there,
  nor were there anyone who she recognized. The
  man let her stay on his horse with him. He said
  his name was Balarum and he would keep her
  safe. He was very nice. Balarum told her that they
  were going to Axeport so they could all get on
  boats and go to a safer place. She asked if that’s
  where her parents were and he said he hoped so.
  Soon 
  after 
  they passed 
  through 
  another
  village people all around 
  her got upset and
  started to run. Balarum set her on the ground and
  left with other soldiers. Calinara ran with the
  others but got separated when she got tired. She
  couldn’t find any place to hide, so she crouched
  behind a big rock and rested until she could find
  enough energy to run again. While she was there
  some soldiers came by and took her with them
  away from the group of running people.
  When they met Balarum she sat with him
  again, but she could tell that he wasn’t happy she
  was there. He brought her to a village they’d just
  passed through and found a house with its door
  open. He told her she’d have to stay here until he
  came back for her. She walked upstairs and found
  a window. Through the window she saw the
  soldiers riding toward a group of ugly things that
  had weapons. 
  When they got 
  together 
  they
  fought. Calinara watched the battle from the
  window until it was over. A lot of people and
  things had fallen down.
  Balarum and his soldiers regrouped in the
  village and stopped to check on Calinara. He said
  that he had to go and find more enemies, but if
  she promised to stay there he’d come back for her
  when he was done. He also said that if any orcs or
  other things she’d 
  seen them fighting 
  came
  towardthat house she had to stay hidden until
  they left. She promised she would and he left
  again, leaving all his food and a dagger with her.
  He said, “I may not be able to come back for you
  myself, but I will send someone for you when
  things are safe.” He touched his shield and said,
  “If anyone with this symbol comes to the house,
  you can go with that person, even if it’s not me.
  This is the symbol of Heironeous, you can trust
  anyone who wears this symbol.” And with that he
  bid her good luck and made her promise again to
  stay 
  in that house, 
  no matter 
  what, 
  or he
  wouldn’t know where to find her when he got
  back.
  She thought about this when he was gone and
  realized that’s what happened to her parents,
  they couldn’t find her because she’d left the
  wagon. She told herself again that she wasn’t
  going to leave this house. She kept looking out
  the window until she it got dark. She fell asleep
  right inside the window.
  She was awakened by sounds outside. She
  looked out and saw several orcs, so she went and
  looked for a place to hide. She found a cellar
  where she hid behind several crates and waited.
  She was down there a long time but she kept
  hearing the orcs talking so she stayed hidden.
  After some time she heard the orcs shouting and
  then she recognized the sound of weapons and
  human 
  voices. 
  She listened 
  very 
  hard, 
  but
  couldn’t hear what was happening. By the time
  she saw that there was a fire in the house she was
  trapped.
  Outside 
  the house 
  Balarums’ 
  force 
  had
  attacked the humanoids that were in control of
  the village, but were unable to kill them all
  before they started several of the houses on fire.
  Balarum saw that the building the girl was in was
  inflames, but after the last few days Balarum was
  exhausted and his intense fear of fire got the
  better of him. He called a retreat from the village.
  This was the moment that Balarum 
  lost his
  paladin-hood. He knew the moment the child
  died because his body felt the searing flames as if
  he was there. Whether this was a memory of the
  day in the stables or the actual death of the child
  he would never know.
  He went back to his troops and the refugees
  knowing that he was no longer a paladin. He
  never told anyone. He was still an exemplary
  soldier and continued to battle evil as before. The
  former paladin felt very guilty about what had
  happened and knew that eventually 
  someone
  would find out, so he distanced himself from his
  soldiers. They continued their slow procession
  
  The Fallen
  Page 5
  south to Axeport and then to Admundfort with
  no one knowing why Balarum became so distant.
  Upon reaching Admundfort he found that the
  war was going much worse than he had thought
  and found that many knights and soldiers were
  going to stay behind to let as many civilians get to
  safety as possible before the port was taken.
  Those who were staying knew that they would die
  and were given time to pray or write letters to
  friends and loved ones. Balarum choose to write
  to his best friend, Lathias Buritt, a priest of
  Heironeous, who had been staying in Greyhawk
  since the Horned Society had attacked. He told
  Lathias 
  exactly what 
  happened 
  and 
  why he
  needed to stay in Admundfort.
  Surprisingly, Balarum didn’t die at the battle
  of Admundfort. He was among the first to fall
  with a grievous wound to his leg. The pain of his
  injury had caused him to loose consciousness and
  he was carried by his soldiers to safety. When
  they got him to the docks he was taken with other
  wounded to Furyondy on one of the last ships to
  leave the doomed town.
  When he awoke he was on the docks of
  Willip, remembering 
  nothing since the battle,
  and knowing that whoever had saved him was
  killed when Admundfort fell. He was lying on the
  docks when a priest of Heironeous came to look
  at him. The priest cast a healing spell on him, but
  instead of healing him, it mutilated his leg into
  the twisted 
  form it holds 
  today. 
  There was
  another gash on his arm that was also healed but
  forced into a permanent defect. The priest didn’t
  understand what was happening and went back to
  his temple to pray and ask for guidance.
  Balarum was able to stand and walk away,
  though with a severe limp. He knew that he was
  cursed and fled into the countryside. He began
  using his second name, Jorma as he traveled
  through Furyondy then headed south, working at
  whatever odd jobs people would give him and
  taking only food and lodging for his work. When
  he heard of Lady Katarina’s crusades Jorma began
  his trek northwards again and reached the city of
  Critwall about a year after it was reclaimed.
  For the last few years he’s worked hard
  helping to rebuild. He tries to feed and give moral
  support to those too poor to live anywhere else.
  He’s seen many tent or shack towns and knows
  that there is really nowhere any better for these
  people to be. Greyhawk treats them like dirt and
  Furyondy pities them, but can’t feed them all.
  Here at least they have work to do and can see
  that the armies are trying to help them.
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  It is a beautiful fall day and the PCs are going
  about their business when a building suddenly
  collapses near them. When they investigate they
  find three men have been trapped inside. After
  digging 
  them 
  out 
  they find that 
  only 
  two
  survived. One of the survivors is conscious and
  pleads with them to save his friend, Jorma (the
  unconscious survivor).
  Searching the unconscious man reveals that
  the man’s left arm is extremely 
  scarred 
  and
  probably useless. His left leg also has a poorly
  healed wound that causes his leg to remain fully
  extended at all times. Both injuries appear to be
  very old. They also find a necklace with a symbol
  of Heironeous around his neck. Attempts to heal
  the unconscious man fail, as no healing magic
  seems to work on him. Shortly after his rescue,
  he begins raving about a girl who’s in trouble but
  seems unaware of those around him.
  Further investigations 
  uncover that Jorma
  lives in Tent Town and is quite well known there.
  Many people are able to provide bits and pieces of
  information on the man when asked. A search of
  the man’s home (a ramshackle tent) uncovers a
  rare type of dagger and a silver holy symbol of
  Heironeous. Both objects link the man to the
  Knights of Holy Shielding.
  The dagger turns out to be a type usually only
  owned by Knights of Holy Shielding and the holy
  symbol 
  bears 
  the name “Balarum 
  Ashbrook”.
  Followers 
  of Heironeous recognize 
  the name
  Ashbrook as a brave Shield Knight who fought
  bravely 
  against 
  the Horned Soicety 
  and 
  fell
  during the retreat from Admundfort.
  Inquires 
  at the Cathedral 
  of the Shield
  Reclaimed lead the PCs to Balarum’s 
  friend,
  Lathias, a highly placed priest in the Church of
  Holy Shielding. 
  Lathias 
  identifies 
  Jorma 
  and
  Balarum Ashbrook as one in the same.
  In the morning, Lathias tells the PCs that
  Balarum 
  is 
  under 
  a curse 
  for 
  abandoning
  someone he had promised to protect. To break the
  curse, the remains of the little girl must be
  properly laid to rest.
  Unfortunately, her remains are located in a
  small 
  village 
  near 
  Gensal 
  in 
  the 
  occupied
  territory. Since the PCs will be traveling so close
  to Gensal, Lady Katarina 
  has requested 
  they
  perform reconnaissance on the city to confirm
  the enemy’s forces garrisoned there.
  After a stop at a border outpost, the PCs cross
  into enemy territory and head the village Lathias
  believes is their goal. The trip is fraught with
  danger and many times 
  the party is almost
  spotted by enemy scouts. Eventually, the party
  reaches the ruined village. They arrive in time to
  witness a group of enemy soldiers being burned
  alive by an unknown assailant.
  The attacker turns out to be the ghost of a
  young girl; the one the party came all this way to
  find. The girl is frightened at first, but eventually,
  the party is able to gain her trust. Once they
  explain what they have planned, she shows them
  where her bones are resting and allows them to
  carefully 
  remove them for the trip back 
  to
  Critwall.
  As instructed, the party passes Gensal on the
  way back and performs a bit of recognizance.
  They find the city oddly quiet, but the learn some
  very interesting information from a captured orc.
  
  The Fallen
  Page 6
  Although the city is poorly guarded, the party is
  still forced to retreat by overwhelming odds.
  The trip back to Critwall is just as dangerous
  as the trip in, but this time the party is not as
  lucky. The girls’ ghost is able to steer them away
  from most enemy forces, but an evil cleric gets
  the drop on them and attacks. The battle is fierce,
  but the PCs manage to drive the cleric off, but not
  before he injures many of the PCs and their
  mounts.
  Upon returning to Critwall, the party takes
  the ghost and her bones to the Cathedral of the
  Shield Reclaimed where a large number of clerics
  and knights 
  have gathered. They are quickly
  escorted inside and brought to Balarum’s side.
  After a brief, but silent conversation between
  the little girl and Balarum, they make their peace.
  With the girl’s forgiveness, the clerics are able to
  heal Balarum. 
  Lathias then blesses the girl’s
  bones allowing her to finally cross over to her
  final rest. Before she goes, she gives each PC a
  small bone chip, which she promises will protect
  them when they need it most.
  In a last bit of business, Balarum 
  is lead
  before 
  his fellow Shield Knights 
  where 
  the
  plaque 
  commemorating 
  his 
  heroic 
  death 
  is
  removed from the Hall of Heroes and his axe and
  shield are returned to him. As punishment for his
  cowardice and failure to save the girl, he is
  banished from the Knights of Holy Shielding and
  tasked with regaining his honor by himself.
  The PCs give their report on Gensal and are
  rewarded for their hard work.
  IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn::::    CCCCoooollllllllaaaappppsssseeee
  After several days of heavy rain and dark clouds,
  today’s weather creates a picturesque scene. The
  leaves of the trees have just a tinge of autumn
  color and the sky is a brilliant blue. You are
  joining many other people in the streets doing
  errands that had been put off due to the bad
  weather. As you are near the south market you
  notice many people who are smiling and joking as
  they go about their work. Birds and other small
  animals can be seen and heard shadowing the
  actions of the demi-humans that share their
  territory. Suddenly an ominous creaking noise is
  heard, followed by quick shouts and then a loud
  crashing sound as an incomplete two-story stone
  building workers had been rebuilding collapses
  nearby leaving only a pile of stone debris and
  many stunned onlookers…
  Each of the heroes is within visual range of
  the building as it falls and should be given a
  chance to react. The building has completely
  caved into itself, there 
  is no chance of the
  structure 
  falling down further, but there 
  are
  creaking sounds and small stones rolling down as
  the rubble settles. There is a basement that has
  filled with rock and the three men are below the
  level of the floor. Two or three feet of digging will
  reach the men.
  Several townspeople are looking on in shock.
  They will do whatever the PC’s ask as long as it
  doesn’t put them in direct danger. None will be
  the first onto the rubble but many will follow the
  PC’s lead if they make any action to try to rescue
  those who are trapped under it.
  Some actions the towns’ people will do if asked or
  ordered.
  • 
  Run and get the watch
  • 
  Run to any temple to get priests
  • 
  Form a line to carry debris away
  • 
  Get supplies 
  from 
  their 
  homes 
  for 
  the
  wounded
  • 
  Answer questions about what they saw
  • 
  There were at lease three men in the building
  when it collapsed
  • 
  This building was being rebuilt for the last
  couple months to become a shop.
  • 
  No one knows why it collapsed but there was
  a loud creak before the collapse; perhaps a
  brace gave way.
  As you dig through the rubble you soon come
  across a body, as you uncover the form you see
  that it is a middle-aged human male. He is
  unconscious but breathing.
  Any attempt to heal the man, Alint Bowery, will
  bring him around. When found he is stunned but
  recovers in a few rounds.
  The man is hurt, but soon wakes. He looks around
  confused for a moment then as he sees the rubble
  he speaks. “There wasn’t anything wrong that I
  saw, course Jorma was telling me that it was too
  heavy…I didn’t believe him…where is he…he
  wouldn’t believe me that it was safe…find
  him…he’s a good man…please, find him.” and
  falls silent, weeping for his lost friend.
  As the search continues two more human men
  are found, each badly hurt. One looks to be about
  40 and the other closer to 60. The younger man,
  Giles Cobleigh, is already dead, while the elder is
  alive. PC’s can attempt the Heal skill on the elder
  man (DC 15) to stop his bleeding but no divine
  healing will have any effect on him. Anyone
  casting healing on him will feel that their magic
  has been blocked and feel that further spells will
  also fail. He is incoherent and raving.
  A second body is found, a man who’s been
  crushed by the building and is beyond help. As
  you drag a third body from the rubble this man
  awakens takes several gulping breaths and begins
  to talk incoherently: (NOTE: Read the following
  box text only once.) “…I can’t die…need to save
  the girl…it wasn’t her fault I failed…no one ever
  saw, but he knew and he punished me…I couldn’t
  let them know…she didn’t deserve…the knights
  were 
  right…they 
  should have 
  seen 
  her…I
  deserve to die…Heironeous is just…I can’t die
  now, must find the girl…she was not at fault… ”
  
  The Fallen
  Page 7
  He continues repeating only that he can’t die
  because he must get to the girl and that he
  deserves to die before eventually falling into a
  comatose-like slumber. If the players search him
  read the following:
  The man has many scars but no obvious wounds
  from the buildings’ collapse. He has some very
  old scars on his upper body that look like they
  were caused by fire. His left arm is also extremely
  scarred by bladed weapons and looks partly
  atrophied. His left leg, while still well muscled
  has a poorly healed wound that causes his leg to
  remain fully extended at all times. He wears a
  metal symbol of Heironeous around his neck.
  Questioning the other survivor, Alint Bowery,
  may get the following information:
  • 
  The elder mans name is Jorma (no last name)
  • 
  Jorma’s 
  a resident 
  of 
  tent 
  town 
  (gives
  directions)
  • 
  Alint has no knowledge of Jorma’s family
  • 
  Alint has no knowledge of the girl that Jorma
  is raving about
  • 
  Jorma’s injured arm and immobile leg have
  been like that for as long as anyone has
  known him No one knows what caused them
  to be that way. Jorma won’t talk about it.
  • 
  Despite Jorma’s obvious defects he does what
  he can to help rebuild. His right arm is
  extremely strong and his left can be used for
  simple tasks.
  • 
  He uses any money he earns to buy food
  which he feeds to the children of tent town
  • 
  Jorma is the most diligent worker Alint’s ever
  seen. He never misses a day and always
  volunteers for the projects no one else wants.
  • 
  Jorma is a fanatic follower of Heironeous.
  • 
  Giles Cobleigh was from Furyondy, he had
  family there. Alint knows that Giles had no
  family in Critwall but had come with two
  other men who work in construction as well.
  Alint will get a message to these men so that
  his family will be notified. (This has nothing
  to do with the plot and should be played
  down.)
  • 
  Alint was the foreman of this project.
  • 
  The building collapsed because there was too
  much weight on the east wall for the north
  and south to reinforce. Jorma had said as
  much but 
  Alint 
  didn’t 
  believe 
  him 
  and
  continued the project.
  • 
  The building was being rebuilt, along with
  many 
  others 
  in 
  the 
  city, 
  under 
  the
  governments’ orders. There is no owner and
  he says that it was being built in such a way
  as to be able to function as most any type of
  business.
  Unless priests of some other faith are specifically
  called for three youths from a nearby temple of
  Heironeous will come to aid at the collapse and
  take the two injured men back to the Cathedral of
  the Shield Reclaimed. If another temple was sent
  for then change the deities name in the text
  below.
  As you are discussing events three young men
  wearing acolytes 
  garb from 
  the temple 
  of
  *Heironeous* come towardthe now collapsed
  building, they look around 
  briefly 
  as 
  they
  approach then walk to the two fallen men. “We
  heard of the troubles and have come to offer aid,
  we can take these men into our care if you would
  like.”
  Alint knows that Jorma follows Heironeous but
  knows little of the other man. If the heroes ask,
  Alint says that it seems fine with him.
  At this point the heroes will probably choose
  to go to tent town (Encounter One), if for some
  reason they don’t, have them summoned to the
  Shield Reclaimed the next morning (Encounter
  Three) by Lathias. Assume that if the PCs don’t
  find the dagger in Jorma’s tent in Tent Town, one
  of Jorma’s friends will have gone through his tent
  and found the Knights of Holy Shielding dagger
  and brought it to the knights 
  who in turn
  contacted Lathias. Lathias’ first action was to
  find the cretin who stole Balarum’s knife and was
  incredible surprised to find his old friend still
  lived. He then cast some divinations and found
  that there was a way to break the curse. He sends
  for the heroes in the morning to fulfill his
  divinations.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    SSSSaaaavvvviiiioooorrrr    ooooffff    TTTTeeeennnntttt
  TTTToooowwwwnnnn
  Entering tent town brings smells and noises
  found nowhere else in Critwall. There seems to
  be one main trail through the tents, which leads
  to a hastily dug well at the center of a small
  clearing. A line of people stands waiting their
  turn to get water for drinking, washing, and
  cooking.
  There are three pathfinders standing in this
  clearing watching the poor souls who are forced
  to live here. People here wear a wild mixture of
  clothing of many colors. Castoff clothing is all
  these people ever get to wear since most have no
  money left after spending what little they have
  on food.
  Every now and then a person with cleaned
  clothing can be seen, these are almost exclusively
  priests or others who are working to ease the
  sufferings in tent town.
  The following is a list of people the character
  might question. All are considered first level
  commoners unless otherwise stated. Please feel
  free to make up any others you feel would have
  information.
  There are all sorts of people here for the party
  to 
  question: 
  mothers, 
  children, 
  prostitutes,
  clerics, pathfinders, Workers (depending on the
  
  The Fallen
  Page 8
  time of day), and other people who can’t work for
  a variety of reasons.
  Waranda      Kren  – Female, 39, mother of three, her
  husband died in the retreat from Iuz. Children:
       
  Nevet    – Male, 13.
      Serti   – Female, 15.
       
  Mirta    – Female, 17.
  Pintar       Edden   – Male, 67. Feeble but wise, a friend
  to Jorma. Anything the players ask that isn’t
  directly related to the plot gets answers like, “I
  have my secrets, too, you know.”
  Sarrna      Engle    – Female, 37. Her entire family was
  killed in the wars and she is a little unstable with
  the desire to revenge them. She has no war-like
  skills but loves to talk about killing humanoids
  with her bare hands. The Army will not take her
  because she is not quite sane.
  Oree          Klewm
        – Male, 
  24, non-leveled 
  cleric
  (Heironeous), tells them that he knew Jorma but
  was never able to ‘reach’ him. Jorma always kept
  him at a distance. The cleric knows others think
  that he was a devoted follower, but Oree was
  never quite sure. Jorma would never talk to him
  about religion and didn’t talk to him about much
  else either. Oree comes to tent town often to
  offer help and what food he can to those who are
  forced to live here.
  Matti      Selb    – Works all day and is only available to
  talk during the nights. He has worked with Jorma
  on many projects and has only good things to say
  about him. He has two young sons, Pita and Dren,
  who love to listen to the stories so Matti also
  listens. His wife died in childbirth and he leaves
  his children with another family during the day.
  Most Tent Town residents know Jorma well and
  can tell many things:
  On an information gathering role of 15 or higher
  someone tells the heroes:
  • 
  He works hard in the day and tells stories
  most nights to the children. Most of his
  stories are about the valor of the Shield
  Lands warriors. 
  He tells of Knights and
  battles where good triumphs over evil. He
  tells children that their circumstances are
  only what they make them and encourages
  each of them to learn new skills. Work hard,
  and help wherever they see a need.
  • 
  He has his own tent and the people around it
  don’t let anyone near it. It’s probably the only
  tent in the whole city that seems to be safe
  from thieves.
  • 
  Jorma never has any money as he spends
  whatever he gets on food for the children of
  the tent city.
  • 
  People hire him to work because he’s a good
  worker. They pay him with extra food because
  he never keeps the money.
  • 
  Jorma eats very little himself, only what he
  needs to survive and keep his strength so he’s
  able to work on the rebuilding of the city.
  • 
  Jorma was born in the Shield Lands, but he
  never speaks of his family, no one can tell the
  PC’s where in the Shield Lands he’s from.
  • 
  He’s a very kind old man who’s said to have
  once been in the army. Rumors are that he
  was a commander. (He tells people that he
  was not deserving of such and honor and
  leads the conversation away from himself.)
  • 
  He never tells stories of soldiers who are still
  living, or if he has it’s always been without
  any names.
  On an information gathering role of 20 or better
  a player may learn that
  • 
  Jorma has become a leader of sorts in Tent-
  Town that other residents come to for advice
  or to settle disputes.
  • 
  He’s helped heal a couple of children that
  came down with sickness. He knows a lot
  about herbs and poultices.
  • 
  He was attacked once last year by bandits and
  Jorma killed one and captured the other.
  • 
  He tells many stories about the Knights of
  Holy Shielding. (When asked if he was or is a
  Knight his reply is that he’s always wanted to
  be one, but he’s not a knight.)
  • 
  When asked if he’s a paladin he responds that
  he’s always wanted to be one, but isn’t.
  On an information gathering of 25 or higher a
  child will tell:
  • 
  Jorma was once found hiding in his tent
  while 
  Knights 
  of 
  Holy 
  Shielding 
  were
  searching the area for someone. The Knights
  found who they were looking for and left.
  Jorma would never admit that he’d been
  hiding.
  If they search Jormas’ tent only two people can fit
  at a time and even that is uncomfortable.
  If the PC’s have any qualms about searching
  the tent they can easily get permission from one
  of the wandering Pathfinders by explaining that
  Jorma was hurt.
  Another option is for a random 
  child or
  Pintar to search his things and bring them out to
  the heroes.
  (If the heroes are actively searching in tent
  town they should find the dagger and silver holy
  symbol. Use a curious child, if all else fails, to put
  it in their hands.)
  Crouching down you enter the simple, single-man
  tent. There is a woven mat laid out on the floor
  with a bulge where a pillow might be on an
  ordinary 
  bed. 
  There 
  is 
  a 
  simple 
  wooden
  candleholder sitting near the mat and a few
  pieces of whittled but yet to be formed wood at
  the edge of the tent.
  If the heroes investigate the bulge read:
  Looking under the mat you find a simple
  cloak wrapped to be used as a pillow. Upon closer
  
  The Fallen
  Page 9
  inspection you believe that there are items stored
  within the cloak.
  They can pass the bundle out or open it in the
  tent:
  Unwrapping the cloak releases a small amount of
  possessions, 
  these 
  include 
  a 
  few 
  partially
  finished children’s toys made of wood, eating
  utensils, a well maintained dagger, and a shiny
  silver holy symbol of Heironeous.
  Have those who look upon the dagger in good
  light or specifically state that they are studying
  the item role a search check (DC 10). If successful
  they notice that the dagger has a symbol on it
  associated with the Knights of Holy Shielding:
  As you look at the dagger you are impressed by
  the care that has gone into its creation. It appears
  to have been forged specifically to hold an oddly
  shaped crest at the center of the quillon. The
  symbol is very similar to that of the Knights of
  Holy Shielding, but it is on a more elaborate crest
  than you are used to and is colored with blues
  and silvers. The blade is slightly thinner than
  most with a fine lettering running from the base
  to the blade to an inch from the tip, (if the
  character can read) “Honor” is engraved on one
  side and “Justice” on the other.
  If the search role was above 15 the letters B-J-A
  can be seen engraved along the bottom of the
  crest on both sides.
  These ceremonial daggers are given to knights
  who have proven their leadership qualities and
  have been given 
  command 
  of 100 or more
  soldiers. These Leadership Daggers are a simpler
  version of the Command Daggers that are given
  to the higher ranked officers. Only those who are
  members 
  of the knighthood 
  know the exact
  differences between them. Shield Landers know
  that they are given as honors, 
  but not the
  specifics.
  Have those who look upon the holy symbol in
  good light or specifically 
  state that they are
  studying the item role spot checks (DC 10.) If
  successful they notice that it has been engraved
  with “Balarum Ashbrook-567 CY.”
  A roll 
  against 
  Knowledge 
  (Local 
  -Shield
  Lands) or Knowledge (History) (DC 15) allows a
  PC to remember that Balarum Ashbrook was the
  name of a celebrated knight in the Shield Lands
  army that helped to defend Critwall when the
  Horned Society attacked.
  If any follower of Heironeous is in the party
  they can roll Knowledge (Religion) (DC 15) to see
  if they remember that the name is listed among
  the honored dead on the wall inside their temple.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    TTTThhhheeee    SSSShhhhiiiieeeelllldddd
  RRRReeeeccccllllaaaaiiiim
  m
  m
  meeeedddd
  Several things could lead the players 
  to the
  temple of Hieronious. Jorma is a known follower,
  the dagger found in his tent leads to the Knights
  of Holy Shielding who follow Heironeous, or a
  party member who follows Heironeous may have
  recognized the name of Balarum Ashbrook from
  the holy symbol found in the tent.
  If the players do not find or fail to follow up
  on these clues then an acolyte will be sent for
  them the next morning once someone at the
  temple 
  has recognized 
  the injured 
  man and
  notified Lathias. (As if ‘Hero Identified’ below
  happened without them.) If the players have been
  sent for on the second day they are lead through
  the temple proper to Lathias’s office and spoken
  to by Mara (read this text then skip to encounter
  three.)
  The Cathedral of the Shield Reclaimed is one of
  the largest buildings in Critwall. It sits on the
  eastern edge of the city’s central market. The
  entry hall of the cathedral is lined with polished
  white marble; the armor and weaponry of fallen
  Knights of Holy Shielding and other followers of
  the Archpaladin hang from the walls. Beside each
  item is a small silver plaque engraved with the
  name of the fallen and the act undertaken at the
  heroes passing. The most striking feature within
  the temple is the central dome. Light streaming
  through colored glass high above the activities of
  the temple, its scene shows Heironeous swinging
  his mighty axe. As you look around a young man
  in walks up to you, “May I be of assistance?”
  What happens next depends on what the heroes
  say. The most likely options are that they ask to
  see Jorma, or a priest they might know named
  Wilton, or that they are looking for information.
  JORMA:
  If they ask about ‘Jorma’ an older lady named Elsa
  Runis speaks to them, only saying 
  that 
  his
  condition hasn’t improved and that healing magic
  fails. She allows them to see him if they ask.
  You are led through a door and down a narrow
  hall with several doors to a small room with four
  beds. Three have wounded men on them, one of
  which is Jorma. He is still sound asleep although
  it doesn’t look like it’s very restful as his eyelids
  twitch and his lips are pressed together. He has
  been dressed in a light gray nightdress and still
  wears the holy symbol of Heironeous around his
  neck.
  WILTON:
  Wilton Garnmet was a character introduced in a
  previous module that the characters might chose
  to question, he will answer questions the best he
  can and lead them to Hanal, Lathias or the healer
  
  The Fallen
  Page 10
  tending Jorma depending upon whether they ask
  about ‘Balarum’ or ‘Jorma.’
  Upon asking about ‘Balarum’ the players will
  be directed to speak to a historian who’s been
  chronicling the wars for the temple, Hanel Jomik
  (see below). Only if they say that they have seen
  or know new information about Balarum 
  will
  Wilton direct them immediately to Lathias.
  SCHOLAR:
  If asked for information the youth gets someone
  who knows about the history of the Shield Lands
  and the wars, an old priest named Hanel Jomik.
  Hanel is a stooped old man with white hair and
  beard. He has intelligent eyes and loves to tell
  stories of the old days.
  • 
  Balarum Ashbrook is a Knight who gave his
  life when Admundfort fell in 583
  • 
  There is a plaque on the wall for this fallen
  hero. (It reads “Balarum Ashbrooks defeated
  uncounted evil foes in his lifelong dedication
  to Justice. He is credited with the saving of
  hundreds of lives while leading a daring
  rescue as the forces of Iuz fell upon our
  lands. He died in battle in 583 defending
  Admundfort”
  • 
  Balarum 
  had black hair, blue eyes and a
  medium complexion
  • 
  Balarum was in perfect health when last seen
  although he had old scars from a fire on his
  upper body.
  • 
  Balarum has no living family in the Shield
  Lands.
  • 
  Balarums best friend, Lathias Buritt, is now a
  high priest in the Church of Heironeous.
  Lathias was badly injured in the battles with
  the Horned Society and was sent to Greyhawk
  to recover. He ended up staying there until
  Critwall was reclaimed. If the party asks,,
  Hanel 
  can 
  get 
  them 
  into 
  see 
  Lathias
  immediately. (see encounter three, Part A)
  HHHHEEEERRRROOOO    IIIIDDDDEEEENNN
  NTTTTIIIIFFFFIIIIEEEEDDDD::::
  If the players figure out that the two men are the
  same they could ask for one of the older priests to
  look at the injured man to see if they are the
  same. If a veteran of the wars anyone who knew
  Balarum before Admundfort fell are brought to
  Jorma they connect the two men as the same. This
  could be Wilton, Hanal, or any other priest or
  knight the heroes have searched out. You will
  have to amend the text slightly if they have
  brought Lathias.
  (If this hasn’t been read before) You are led to a
  small room with four beds. Three have wounded
  men on them, one of which is Jorma. He is still
  sound asleep although it doesn’t look like it’s
  very restful as his eyelids twitch and his lips are
  pressed together. He has been dressed in a light
  gray nightdress and still wears the holy symbol of
  Heironeous around his neck.
  As the older man enters the room where
  Jorma lays, he stops almost immediately upon
  entering the room. Without looking at the other
  two men he moves towardthe one you rescued.
  “Balarum, it’s a miracle.” He touched Jorma and
  studies him a moment longer, “This is him, he’s
  alive.”
  Read the following only if Lathias is not present
  already:
  He looks to an acolyte working in the room, “Run,
  get Lathias. Bring him here but tell him nothing
  about what you’ve seen. Just tell him I say it’s an
  emergency and he is needed here now. Go!” Soon
  another man enters, he looks worried when he
  enters the room but when he sees no threat his
  look turns to one of confusion. He is a tall man
  who looks too thin to be healthy. Once black hair
  is now mostly gray, the same is true of a well-
  trimmed mustache. “What is the mater, I was told
  it was an emergency?”
  Let the characters react if they want to, then have
  Lathias look at the man in the bed.
  “Bal? Alive? No.” he says as he nears the bed. You
  can see his face transform from disdain and
  confusion to disbelief as he looks upon the
  sleeping form. “Bal?” Lathias reaches out to touch
  the forehead of his long-dead friend before he
  begins to silently weep. “I didn’t think it possible.
  Where did he come from?”
  Let the players speak
  “I thought he was dead. He was at Admundfort,
  how could he be alive?” Lathias wipes tears from
  his face before he turns to you, “I’ll need your
  help. I think I know how to help him, but I want
  to be sure. Please come back to my office in the
  morning. I’d like to see you two hours after dawn
  please.” He doesn’t wait for your response as he
  hurries out of the room.
  If anyone tries to stop him with questions he
  either answers them quickly over his shoulder or
  if they are too long he states “I have to go, I don’t
  know if there’s enough time left. I’ll answer all
  your questions in the morning. Please come back
  then.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    LLLLoooonnnngggg    LLLLoooosssstttt    FFFFrrrriiiieeeennnndddd
  At some point the party will have an audience
  with Balarum’s friend, Lathias, who is now a
  highly placed priest 
  in the Church of Holy
  Shielding. Part A assumes that Lathias doesn’t
  know that his friend is alive and may be skipped
  if the heroes miss clues. Part B must happen at all
  tables but doesn’t directly follow Part A.
  PART A:
  Upon asking for an audience with Lathias Buritt
  you are escorted to an undecorated chamber
  within the Shield Reclaimed by a young acolyte
  
  The Fallen
  Page 11
  who says, “someone will be right with you I’m
  sure” as he leaves. About ten minutes later a
  female with long black hair and dark brown eyes
  enters, “Hello, my name is Mara, I’m an assistant
  to Honorable Buritt, could you please tell me the
  nature of you business?“
  If the party comes to the temple in the same day
  that the building collapsed Lathias will not be
  expecting them and will probably make them
  wait, as he is a very busy man these days. He will
  get to them after about a thirty-minute wait. This
  will be shortened 
  if any of the players 
  are
  followers of Heironeous, shortened a little more
  if any are paladins of Heironeous. If the players
  are rude or demanding the wait may be a little
  longer. 
  An Influence 
  point 
  from 
  either 
  the
  Church or Knights of Holy Shielding will reduce
  the wait to a mere five minutes.
  Mara returns, “Sorry for the wait, Lathias will see
  you now.” She opens the door she just came out of
  and motions you to enter. The room you enter
  might have been considered a large office at one
  point but packed bookshelves and tables piled
  full of papers makes it seem very close. There are
  no windows and only a single lamp hung in the
  corner nearest the door. Honorable Lathias
  Buritt stands as you enter and offers his hand to
  each of you in turn. He is a tall man who looks
  too thin to be healthy. Once black hair is now
  mostly gray, the same is true of a well-trimmed
  mustache. “What can I do for you?” he says in a
  low voice.
  If the party asks questions about Balarum he will
  want to know why. They can tell him a little
  about their involvement and he will tell them
  what they need to know. When the party tells of
  the collapsed building and 
  the injured 
  man
  Lathias says he will go to see the man after they
  are finished here to see if he can help.
  He can answer any questions they ask about
  Balarum, the wars, or the Shield Lands.
  • 
  Lathias has been Balarum Ashbrook’s friend
  since they were both children.
  • 
  Balarum’s second name was Jorma.
  • 
  Both come from the area around Delcomben
  as children and trained together during their
  first years in the temple of Heironeous in
  Admundfort.
  • 
  If the heroes ask about the training Lathias
  tells them that they had a grand time in the
  city and learned a lot, then with a frown
  remembers that while in training Balarum
  was badly burned in some sort of accident
  and has since been extremely afraid of fire.
  • 
  Lathias will not show the players the letter
  until he knows about Balarum is alive.
  If the players ask Lathias to visit Jorma right
  away, it comes out that the injured man is named
  Jorma, or it comes out that the injured man had
  Balarum’s dagger Lathias will go down to see him
  immediately. 
  (See 
  the 
  hero 
  identified 
  in
  encounter two)
  He then asks the party to leave and come back
  in the morning, once he has prayed on the matter.
  Let the heroes have the night to plan, discuss,
  party then go to Part B in the morning.
  PART B: (THE NEXT MORNING)
  If the party was sent for by acolytes of the temple
  then a couple things may have happened, either
  they didn’t search Jorma’s tent or they just waited
  too long to follow up on leads.
  If for some reason, the party has not searched
  Jorma’s tent then Mara has been approached by
  friends of Jormas from tent town who have found
  his metal and dagger and brought both to the
  attention of the Knights and in turn Lathias. She
  has made the connection between Jorma and
  Balarum but calls on Lathias to test her theory.
  Lathias immediately recognized his old friend
  and goes back to his temple to pray for guidance.
  If this is the case Lathias is prepared for the
  hero’s visit and Mara ushers them into his office
  without any delay.
  If the party waits to go to the temple on the
  second day Lathias, and the rest of the temple,
  has already connected Jorma as Balarum 
  and
  sends for the heroes at sunrise to question them.
  Mara, his assistant, was the one who first made
  the connection 
  late 
  last 
  night. 
  She 
  showed
  Lathias the injured man the same night as the
  collapse and Lathias spent that evening and the
  next morning preparing for meeting the heroes.
  Time was spent praying for guidance and casting
  divination spells as well as searching out the
  proper 
  passes 
  and 
  information 
  from 
  the
  government to set up a mission to the village.
  If the heroes were present when Lathias saw
  Balarum read:
  Mara greets you each as you enter the temple and
  asks that you go to Lathias’ office. The door
  stands open though Lathias himself is not there.
  At almost exactly two hours after sunrise Lathias
  walks into his office and immediately begins
  talking, ”I am sorry for being short with you
  yesterday, but you see, I though he was dead. You
  gave me quite a shock.” As he clears the seat
  behind his desk and sits down,
  If not start here:
  Lathias looks at you, “I’m glad you could make it.
  I have spent the last night and much of this
  morning planning what to say to you. I guess the
  best thing is to start at the top. “Balarum Jorma
  Ashbrook and I were best friends from the day we
  met as children. We knew everything about each
  other and either would gladly die for the other to
  live. We trained together at the temple of
  Heironeous in Admundfort until he became a
  paladin and I took my priestly vows. When the
  Horned Society took over I was wounded and
  went to Greyhawk to heal. Bal went with the
  
  The Fallen
  Page 12
  army and took back what we could when they
  moved out.
  When Iuz attacked Balarum led some soldiers
  through dangerous lands to warn civilians and
  gather the refugees together and protect them
  while they fled to Axeport, then Admundfort
  where they took boats across the Nyr Dyv. He
  saved many people by doing that. When he got to
  Admundfort the armies asked for men to stay,
  knowing those who did would die there. Bal
  stayed, but before the battle he wrote me a
  letter.” Lathias hands an old piece of paper across
  the desk to (a follower of Heironeous, or whoever
  looks the most educated.)
  Give the players time to read the letter before
  continuing,
  “After I got that letter I cast a divination to see if
  Balarum’s soul had found peace. I was told that it
  had not, so I have spent much time in the past
  years studying ways to help Balarum’s spirit. I
  never considered that the divinations 
  were
  telling me he was alive. Oh, it all seems so
  obvious now. I had thought to find the village and
  the girls’ bones and free them both as soon as the
  land was reclaimed. I am no warrior, and since
  Bal was dead there was no rush, he wouldn’t want
  others to die for him. I was willing to wait until
  the land was reclaimed.”
  He hands a map across the desk as he
  continues. “I’ve know for some time where I
  needed to go, it was just a matter of time. Oh, if
  I’d only known.” He looks at each of you for a
  moment then says, “Finding Bal alive forces me to
  act, though not directly. I need you to bring the
  girls remains to me so that I can purify them. By
  bringing them here we can give her a proper
  burial and hopefully lift Balarum’s curse.” Would
  you do that for me? I can offer horses and the
  proper writs to get past the borders.
  The mark on the map says “fires yet burning.” If
  asked he says that the divinations say that that’s
  where to find her but he doesn’t know what it
  means.
  Lathias won’t admit it but since he was wrong
  about his divinations dealing with Balarum he is
  unsure about all his other readings. He thinks
  that a proper burial will set the girls soul free
  and help Balarum as well, but now he’s unsure.
  He wants the bones to be brought here so that if
  he’s wrong he won’t have to send another group
  out to get them. He also wants the ceremony to
  take place in the temple so Balarum 
  may be
  present. He’s not entirely sure that a ceremony in
  the village will help his friend in any way.
  Last night he spoke to friends in the military
  and government to get permissions for a special
  mission to the girl’s village. When he asked for
  the approval he was sent to Katarina herself who
  explained 
  that 
  there 
  was 
  new 
  information
  concerning Gensal. He was told that there is a
  need for people to go there on a military mission
  to find out the strength of the forces of Gensal.
  He will only broach this issue if the heroes agree
  to go out in the first place.
  Once the heroes agree he says,
  “Excellent, I have one other thing I need you to
  do, well not me exactly. To get approval for this
  mission I had to agree to have you bring back
  information about the status of Gensal. I guess
  there was some information uncovered about the
  armies there, but they wouldn’t tell me what it
  was. They just need to know the strength of the
  forces at Gensal, could you do that too? It doesn’t
  make sense to send two groups out when you
  were going to be so close.”
  Lathias knows only what Lady Katarina has told
  him about the mission, that there are conflicting
  reports 
  about the strength 
  of the forces 
  in
  Gensal. 
  She told 
  him 
  that 
  the 
  rumors 
  of
  beholders, 
  powerful 
  undead 
  and fiends 
  have
  never been confirmed. She personally 
  doesn’t
  know what to believe. 
  She has 
  had 
  recent
  information, through the pathfinders, that there
  are very few forces guarding the walled village.
  She would like the heroes to look in on Gensal
  and come away with the most accurate possible
  assessment of the strength of forces there.
  He knows that there 
  have been horrible
  rumors 
  floating 
  around 
  about 
  Gensal 
  since
  Critwall was reclaimed. The players may have
  heard 
  these 
  rumors 
  themselves. 
  The 
  most
  possible rumors state that there is a beholder
  there with fiends as lieutenants. It’s also been
  said that the fiends love to create undead or
  experiment with the undead they have to create a
  more powerful type of abomination.
  In addition to these powerful foes there are
  masses 
  of 
  orcs 
  and 
  other 
  more 
  common
  humanoids. Lathias says that he has not had time
  to cast divinations dealing with the forces at
  Gensal. He’s spent all his magical energies on his
  friend in the last two days.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    EEEEnnnntttteeeerrrriiiinnnngggg    tttthhhheeee
  UUUUnnnnkkkknnnnoooowwwwnnnn
  The following text assumes the party leaves the
  same morning Lathias asked for help. Judges may
  have to alter the text to fit their timing. The
  outposts are each about eight hour’s traveling
  time on horses. Leaving in the afternoon will lead
  to riding well into the night or camping once
  before getting to the outpost.
  As you ride away from Critwall you see many
  people busily working in fields, harvesting what
  they can while the weather is good. There is
  another winter headed this way and you know
  that the crops you are riding through are not
  going to be enough to feed the multitudes that
  are trying to crowd into Critwall. The ground is
  wet and the roads clean from the last few days of
  
  The Fallen
  Page 13
  rain. As you get farther from the relative safely of
  Critwall the fields become sparse and then
  nonexistent. The same is true of the people. Fire,
  mass troop movements, and neglect have beaten
  down the lands you ride through. It seems that
  you are utterly alone riding through the rolling
  hills.
  After a full day of riding you see an outpost
  ahead. It is busy with activity as the soldiers take
  this opportunity of clear weather to work on
  outdoor training. A couple mounted soldiers stop
  what they are doing to ride out to meet you.
  After asking the party to state their business the
  soldiers will allow them to pass, offering to allow
  them to camp near the fort if the party arrives
  later in the day. This group of soldiers seems to
  be newly recruited as there are drills going on
  well into the night. There are 15 soldiers here and
  one Lieutenant that is commanding and training
  them. Once the writ is examined the group is
  allowed to leave the reclaimed lands whenever
  they decide to go. The soldiers take little interest
  in them or their business. None of the soldiers
  will approach the group but they will talk if
  approached.
  The party may question the people who aren’t
  currently on guard duty or in drills. Anyone doing
  so learns that an expedition of eight people was
  due back three days ago. Three separate groups
  have gone out in the last week. Usually there are
  people coming back through the area about every
  two days, there hasn’t been anyone entering the
  Shield Lands in the last week or so.
  If asked about Gensal they say that there have
  been no reports about the place. The few groups
  that went out with the intention of scouting that
  place never returned. As far as anyone at the
  outpost knows, the last of these groups left the
  reclaimed lands three or four weeks ago.
  The soldiers might also say (especially if any
  of the heroes 
  wears 
  an obvious 
  symbol 
  of
  Trithereon) that they are sick of lawless Shield
  Landers making unauthorized raids and bringing
  back trouble that the border outposts have to
  deal with. The soldiers are tempted to turn the
  disobedient warriors over to Lady Katarina in the
  future. All the outposts need is a couple reckless
  groups to show up at the same time, each being
  chased by who-knows-what and all hell would
  break loose because there wouldn’t be enough
  people at the outposts to stop them all. So far
  we’ve been lucky.
  Once the party is past the border outpost they
  are on their own. Their characters 
  have had
  plenty of warning 
  about the dangers 
  of the
  occupied lands to know that they need to be
  careful. There are always wandering humanoid
  patrols throughout 
  the occupied lands. If the
  heroes 
  are doing anything 
  that 
  will 
  attract
  attention they will be ambushed.
  When the heroes enter the occupied lands
  read the following:
  During the first few hours travel the occupied
  lands show no obvious signs of being hostile, but
  you feel unwelcome nonetheless. The lands are
  still rolling hills with patches of woods, lakes,
  and rivers breaking the monotony once in a
  while. As your journey progresses you begin to
  see signs of unfriendly patrols, small troop
  movements are easy to read in the soft ground.
  There are humanoid shaped prints and a few
  horses easily visible at irregular intervals. Once
  in a while a burned husk of a farm or village can
  be seen in the distance, few look as if they have
  been visited by anyone in many months if not
  years. Bleached bones lying where they fell dot
  the hills reminding you that there are unmarked
  graves to fallen citizens throughout the areas you
  travel. There are many who didn’t make it to
  safety and will never be returning to these
  villages they once called home.
  If the heroes wish to investigate 
  villages or
  farmhouses 
  they may find some small items
  (combs, 
  silverware, 
  loose 
  coins, 
  or 
  other
  household valuables) but nothing of great value
  (1 to 10 GP value only.) To do so they need to dig
  through the rubble, anything obvious was taken
  long ago by humanoids. For every hour they
  spend searching ruins there is a 10% chance of
  being noticed and ambushed by a passing patrol
  of orcs.
  Once the players leave the border fort they
  travel for another day to get to the area Lathias
  mapped. From either outpost, Gensal is about
  seven to eight hours distant. They could make it
  to the village from the outpost in about eight or
  nine hours if they don’t worry about enemy
  patrols, but most will travel at a slower pace to
  protect themselves and get there in about double
  the time.
  If the party camps and lights a fire, or makes
  a lot of noise or visual signals 
  an attack 
  is
  automatic. If the heroes are attempting to move
  through occupied lands stealthily they can easily
  avoid the random patrols. Roll Spot or Listen (DC
  15) to see the patrols and Hide (DC 15) to avoid
  being seen by the patrol. It is possible to avoid
  these patrols or get the jump on them for a n
  ambush if the heroes make sneak checks if 15 or
  better.
  They are able to sneak past patrols to follow
  the tracks if each member of the party succeeds at
  Move Silently (DC 15). If any character fails this
  roll have that character and all characters within
  60 feet roll hide (DC 15.) If anyone in the party
  fails at these checks then a patrol has spotted
  some or all of the heroes and attacks.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    3333))))            
  Orcs (4): hp 6, 7, 8, 6, see Monster Manual page
  146. Equipment: Great ax, javelin, 
  scale mail,
  coins (3 gold each)
  
  The Fallen
  Page 14
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    5555))))                
  Orcs (6): hp 6, 7, 8, 6, 8, 7 see Monster Manual page
  146. Equipment: Great ax, javelin, 
  scale mail,
  coins (3 gold each)
  Hobgoblins (2): hp 7, 6 see Monster Manual page
  119. Equipment: 
  Longsword, 
  javelin, 
  studded
  leather, coins (4 gold each)
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))                
  Orcs (8): hp 6, 7, 8, 6, 8, 7, 6, 8 see Monster Manual
  page 146. Equipment: Great ax, javelin, scale mail,
  coins (3 gold each)
  Hobgoblins (4): hp 7, 6, 7, 5 see Monster Manual
  page 119. Equipment: Longsword, javelin, studded
  leather, coins (4 gold each)
  Ogre (1): hp 26 see Monster 
  Manual page 144.
  Equipment: great club, 12 gold
  AAAAuuuuggggm
  m
  m
  meeeennnntttteeeedddd    TTTTiiiieeeerrrr
  Add another Ogre
  Treasure: These humanoids have a little money
  on them, all equipment is worn and smells bad,
  but is functional.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    TTTThhhheeee    VVVViiiillllllllaaaaggggeeee
  As the heroes get to 600 yards of the village
  marked on the map have them roll a Spot check
  (DC 10). Read the following to any who succeed.
  As you move towardthe village Lathias has sent
  you to a thin stream of smoke rising from that
  direction catches your attention. It can be clearly
  seen be seen over the gentle rolling hills. The
  village itself cannot be seen through the hills and
  tall grass.
  Give time 
  for 
  discussion 
  and 
  action 
  before
  proceeding. If they approach, read the following:
  As you 
  *ride towardit* 
  the smoke 
  quickly
  dissipates in the wind and can no longer be seen.
  If they approach during the night have them see
  two bright flashes instead of the smoke.
  There was a recent fight at the village and
  Calinara killed three orcs that were hoping to
  find some shade to rest in until the sun went
  down. As they entered the village she used her
  fire attack on them, killing all three with two
  attacks.
  No other sign of life is seen as they near the
  village. From where they saw the smoke it will
  take 15 minutes at a normal pace to reach the
  village, 30 if they are still carefully making their
  way across enemy territory. Even if they run it
  will take around 5 minutes to get to the village
  and the fight is over by then.
  You have found that one burned out village looks
  much like the other in the last few days. As you
  approach the one marked on the map you see that
  it holds true here as well.
  Where small houses used to stand there are
  now charred ruins or unstable remnants of
  buildings. As you look upon the ruins you see
  that there may be a couple structures that could
  provide shelter. There is a well near the center of
  the ruined dwellings, but little else looks intact.
  The 
  silence 
  is 
  overwhelming 
  as 
  you
  remember the sounds of Critwall as you left,
  bustling with an almost joyful renewal.
  There is nothing moving within the town. If the
  PCs watch the area they are sure that there is no
  movement, on a search roll of 10 or better they
  notice that there aren’t even the normal small
  animals in the area that they’ve seen in other
  villages they’ve passed.
  As they watch the village or near it they get a
  better view of the ruins:
  There are twelve buildings surrounding a small
  square. All have fire damage. Two are still
  standing and look relatively stable, three have
  fallen in on themselves while the rest have
  burned to the ground. It looks as if at least some
  had basements as the rubble looks to have caved
  in on a few of them.
  Calinaras’ remains are in the basement of one of
  them, marked on the map. She can move around
  the village but not very far from it because her
  bones act as an anchor. Calinara is a special
  undead that is detailed under special rules at the
  end of this adventure.
  When the characters approach 
  the village
  Calinara goes into hiding. They can go about
  searching the village without any action from
  her. She may show herself to the party if they
  capture her curiosity. Mark down each time the
  heroes 
  mention 
  any 
  of 
  the 
  following 
  in
  conversation or have one of the listed items in
  plain view:
  • 
  Balarum
  • 
  Her name, Calinara
  • 
  Knights of Holy Shielding
  • 
  Heironeous
  • 
  Finding (her) bones
  • 
  If the players call to her, attempt to talk to
  invisible creatures, etc.
  • 
  If they explain why Balarum didn’t come to
  get her, true or not
  • 
  If there is an obvious symbol of the Knights
  of Holy Shielding
  • 
  If for some reason 
  the heroes 
  have the
  ceremonial dagger from Jorma’s tent
  • 
  An obvious symbol of Heironeous
  • 
  Talk of the heroes killing orcs
  
  The Fallen
  Page 15
  She notices any of these 
  things but is very
  frightened and will only come out once she is
  sure they are talking about her. When the players
  have discussed three of the things above she
  appears to anyone with the symbol of the Knights
  of Holy Shielding, Heironeous, or a non-orc. If
  there is a half-orc in the party she will need a
  little more push to get her to come out. For each
  half orc present she needs one more mention of
  something familiar. She will try to talk to a single
  person first, appearing when they are alone. If
  this is not possible then she appears where there
  are the least half-orcs.
  Have 
  any character 
  Calinara 
  chooses 
  to
  appear to roll a spot (DC 15) to notice 
  her
  insubstantial form near them. She will appear
  directly on front of them and wait to be seen. If
  they fail to notice her they are stunned, flat
  footed, while she speaks.
  You look upon a small ghostly figure directly in
  front of you. As you look at it, it seems to waver
  and you know that you are not going to be able to
  entirely make out its features. You notice that it
  is about the size of a human child and seems to
  have long hair flowing down its back. Eyes of the
  lightest blue stare fixedly on you as she speaks, “I
  don’t know you, but you ain’t any of the nasties.
  What d’you want?”
  She will converse with heroes after they give a
  satisfactory answer about who they are and why
  they are in her village. Any sudden movement
  causes Calinara to disappear. 
  She appears 
  in
  another 
  location 
  when 
  she 
  no longer 
  feels
  threatened. She can speak even if they can’t see
  her physical form.
  If they give answers 
  that scare 
  her she
  becomes invisible and sinks quickly 
  into the
  floor, not to come out again until they prove that
  they are friendly (perhaps in the orc ambush). If
  they attack her she becomes invisible and rises
  100 feet into the air where she attacks with
  fireballs until the attacker (and only those who
  attacked her) are incapacitated (stop attacking.) It
  is possible to kill Calinara by reducing her to 0
  hp’s, but she reappears wherever her bones are
  after 24 hours.
  When 
  any 
  half-orcs 
  appear 
  read 
  the
  following:
  Suddenly the girl disappears, her voice comes
  from thin air, and “You seem like a nasty, go
  away.” Looking around you see that *enter half
  orcs name here* has come within sight of the
  spirit.
  She will allow the half orc to stay only if the
  others promise her that it won’t hurt her. Even
  then she stays as far away from it as possible at
  all times.
  Allow the players to role-play with the ghost.
  She is a young child with no knowledge of the
  wars or the fall of the Shield Lands. She has no
  concept of time other than she’s been here a ‘long
  time’ and is very bored. She asks lots of questions
  and doesn’t often wait for answers. 
  She just
  wants someone to talk to and keep her company.
  She will tell them that she can’t leave the house
  she died in and that when she is ‘killed’ she
  reappears some time later with her bones. (She’s
  been ‘killed by magic using creatures twice, she
  doesn’t know what they were referring to both as
  some sort of giant things. The were an ogre magi
  and a winged fiend.)
  Once the characters have figured out that
  they need to take the bones to take the girl they
  must convince the girl to come with them. She
  will go willingly with anyone showing a symbol
  of the Knights of Holy Shielding, and will leave
  with a person wearing the symbol of Heironeous
  only after that character explains why she has
  had to wait so long. She can lead the party to
  where her bones are. She is trapped within 100
  yards of where these bones lay. If the bones are
  moved away from the village she can move freely
  between her bones and the place of her death
  although she is still trapped within 100 yards of
  whichever she chooses as her anchor 
  at the
  moment.
  Players can figure out the location of the
  bones if they realize that she’s not moved outside
  a circular radius. The bones are at the center of
  this circle. (They will not see where she reappears
  if the heroes kill Calinara because she reforms at
  her bones and then travels underground to one of
  the houses before raising above the ground. She
  travels underground and through the buildings
  with practiced ease and never misses her target.
  Once the characters find Calinara’s bones the
  heroes are able to take them, but her spirit must
  go willingly. If the players chose to take the
  bones without her permission she will attack
  them, only killing those that persist in their
  course. The characters will find a knife in the
  midst of Calinara’s bones. It has been through
  the fire but looks in good condition otherwise,
  just a little tarnished. If the characters polish it
  they can make it look like new. Making a DC 13
  Spot check will allow the player handling the
  dagger to make out a faint emblem on the guard.
  She says that it belongs to Balarum and insists
  that they need to give it back to him. Although
  the heroes may carry the knife it is not possible
  to steal it. Calinara knows where it is at all times
  because it is considered a part of her corpse. She
  tells Balarum who has it once she meets him.
  Calinara (Pyro-specter): Small-Sized Undead
  (Incorporeal); HD 7d12;hp 55; Init +3 (Dex) ; Spd
  40ft., fly 80ft.; AC 13 (Dex); Atks +6 Tower of
  Fire (1d4 rounds to recharge, 4d10 fire
  damage), +0 melee (1d4 [crit 19-20] Balarums
  Dagger; SQ Undead Immunities, Incorporeal,
  other; AL LN; SV Fort —, Ref +3, Will +5.
  St –, Dex 16, Con –, Int 12, Wis 6, Cha 15.
  Skills: Hide +18, Intimidate 
  +12 (must 
  be
  silent), Listen +13; Feats: Alertness, Incorporeal,
  
  The Fallen
  Page 16
  Evasion (when spell allows Ref save for _ dmg,
  takes no dmg on successful save and full dmg on
  failed save)
  SQ: Undead Immunities--Immune 
  to mind
  influencing effects, poison, sleep, paralyzation,
  stunning, disease, and necromantic effects. Not
  subject to critical hits, sneak attacks, 
  ability
  damage, ability drain, or energy drain. Immune to
  anything requiring a fortitude save (see MM for
  more info).
  Incorporeality—Can be harmed only by other
  incorporeal creatures, +1 or better weapons, or
  magic, not affected by mundane heat, cold or acid.
  Even when struck by magic or a magical weapon
  there is a 50% chance to ignore all damage, the
  only exception is force attacks.  Can pass through
  solid objects at will and own attacks pass through
  physical armor. Always moves silently. Can move
  in any direction including up or down, does not
  need to walk on the ground.
  Evasion—when spell allows Ref save for _
  dmg, takes no dmg on successful save and full
  dmg on failed save.
  Other Immunities—Immune to fire, cannot
  be turned.
  SA– Tower of Fire – 4d10 fire based attack
  affects all within 10 foot radius (nine squares) of
  blast point, attacks at will, 1d4 rounds to recharge
  between blasts,
  Other – her movement limited to 100-yard
  radius from her mortal remains or the place of
  her death, whichever she chooses at any given
  time.
  Equipment: Balarums Dagger
  Tactics—Calinara 
  attacks 
  orcs, 
  ogres,
  bugbears, hobgoblins and undead on sight. She
  saw Balarum 
  kill 
  these 
  creatures 
  from 
  her
  window many years earlier and so she blames
  them for his failure to return. She will assume
  anyone travelling with these types of creatures to
  be evil and attack them as well.
  A half-orc will get a chance to explain why it
  looks like an orc. She’s never seen one before. If
  the heroes attack she will always attack any half-
  orc’s first. Calinara will appear at her outer-most
  reach to scare attackers into the center of the
  village.
  She has learned to use her movement to
  intimidate, by showing a glimpse of herself she
  can create 
  the illusion 
  of several 
  ghostlike
  creatures or one very large one. She can hit any
  characters within five feet of each other with one
  attack.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    GGGGeeeennnnssssaaaallll
  The heroes are expected to go to Gensal at some
  point during the adventure, but they may or may
  not have Calinara with them when they do. She
  will be both a help and a hindrance if she is there.
  She can fly 100 yards upwards without being seen,
  she makes an excellent scout, but since Calinara
  attacks 
  orcs, ogres, bugbears, 
  hobgoblins 
  and
  undead on sight, she can draw the party into
  fights they might otherwise avoid. Her tactics are
  quite simple, using her fire attacks to roast the
  enemy while remaining invisible. The only way
  this truly endangers the party is if they are
  scouting into the city with her. If they are in the
  hillside when she sees them she will attack at
  that distance leaving the characters well out of
  sight of the enemies.
  Luckily for the players the forces of Iuz have
  deserted Gensal, though no one knows why. If
  they stay outside Gensal and watch they will see
  movement now and then, including a hill giant, a
  flying creature that could be a fiend of some sort,
  and many orcs, perhaps as many as 100, but
  certainly not an army of them. If they enter the
  city with Cali they may find themselves in a lot of
  trouble.
  Heroes who make a Knowledge (History –
  Shield Lands) roll at DC 10 know that Gensal
  used to be a strong farming community. The town
  fared 
  well 
  in the Horned 
  Society 
  invasion,
  escaping 
  major 
  confrontations 
  and 
  being
  occupied by only a small force of hobgoblins.
  When the invaders fled the lands in early 583 the
  village was back in top shape by the middle of the
  year. The most recent leader of the city was Justin
  Thorton Gensal III. Once lush fields surrounded
  it, but now it resembles much of the other
  occupied territory.
  On a better roll (DC 15) they know that the
  village of Gensal was created 
  in 423 to the
  demands of the farmers in the area. The creation
  of the Horned Society in 413 caused quite a stir in
  the Shield Lands. The farmers in the vicinity
  wanted a walled village for protection, in case of
  raids. A small noble family from Critwall was
  given the land and thus began Gensal.
  Now all that remains is scorched earth and
  demolished farmhouses. The walled village has
  been crushed. 10% of the wall is barley intact, the
  rest totally obliterated. All temples have been
  desecrated and destroyed.
  If they reach the village at night they will see
  only a few fires in the rubble, but will be too far
  away to see anything else. The fort within the city
  is dark at all times. They can sneak to within 50
  yards of the city without being seen if it’s the
  dark of night. Read the following text once they
  get to within 50 yards.
  The walled village of Gensal looks to have been
  decimated by the forces of Iuz. In this village that
  use to hold about 2000 beings there is now only
  rubble. Only small towers of stone mark where
  the wall used to be. Oddly, near the center of the
  small town stands a small but strong looking
  fortress. This appears to be the only structurally
  sound building in the ruins. What you assume
  used to be fields surrounding the city are nothing
  but cracked and peeling dirt, not even grass grows
  anymore. The area in all directions from the
  village is as flat as any you’ve seen. There seems
  to be at least 300 yards of open land before
  getting to what used to be the wall.
  
  The Fallen
  Page 17
  300 yards is too far to see much of the city; if they
  want to sneak in they may be spotted by a few of
  the orcs who are living there. There is no formal
  guard posted and the orcs are not used to looking
  over the scorched earth. Sneaking in over 300
  yards is relatively easy (DC 10) each 50 yards until
  they get to 50 yards out. Then raise it to DC 15. If
  they fail this roll then have roll the orcs roll a
  single Spot or Listen (DC 15 if 300 to 50 yards out,
  10 if under 50 yards.) If at any point an orc notices
  them an alarm will go out. In any case, the PCs
  will always be spotted before they can cross the
  wall and enter Gensal. 
  Upon successful Hide or Move Silently rolls
  read the following:
  Nearing the town you notice that it smells
  strongly of decay and waste. A pleasant smell of
  burning wood eases this rank odor at intervals
  from the small fires around the town. Quietly
  easing from one hiding space to another requires
  all your patience as small movements catch your
  attention at almost every pause. Orcs can be seen
  now and then walking from one place to another,
  but they seem secure in their safety and rarely
  look around. Oddly, the orcs seem to keep their
  distance from the town itself, staying toward the
  edges and often well beyond the old wall.
  If at anytime an alarm is raised read the
  following:
  As you attempt to move from one hiding spot to
  another you hear a sharp intake of breath a
  moment before 
  a loud guttural 
  shout cuts
  through the stillness. There is a single orc
  standing in a patch of darkness that seems to
  have caught your movement. As you listen
  another guttural shout can be heard several yards
  away, although you cannot see the second orc.
  The first orc moves toward you with a mace
  already in hand.
  The heroes can fight or flee at this point. To fight
  will allow others to get into position to attack in
  the next rounds. The first orc, the one who yelled,
  has a heavy mace that he uses to attack in the
  next round. He is only 15 feet away at the
  beginning of the encounter and would be able to
  close into melee if he wins initiative. The first orc
  shouted to three others what he has found. He
  shouted 
  the 
  number 
  of 
  enemies 
  he 
  sees.
  “Intruders, three of them” is an example 
  for
  anyone who speaks orcish. This orc will shout out
  other pertinent information to his companions
  whenever he notices it. For instance, if anyone is
  attempting to hide to ambush the new orcs, or if a
  hero is setting up with a bow, the first orc will
  attempt to give warning.
  AAAALLLLLLLL    TTTTIIIIEEEERRRRSSSS::::
  This battle will be more than the heroes will be
  able to win. Each round a few more humanoids
  will be able to get to the fight.
  Eventually the heroes should flee. Paladins
  should be encouraged to see the futility of their
  deaths here. Without seeing that the information
  is 
  safely 
  relayed 
  their 
  deaths 
  would 
  be
  meaningless.
  Round One:
  The orc previously mentioned. (Mace)
  Round Two:
  Three orcs, (Mace, 2 Great axe)
  Round Three:
  Two orcs, one hobgoblin
  Round four:
  Yelling, no new combatants
  Round Five:
  Orc with heavy mace.
  Round Six:
  Orc with greataxe
  Round Seven:
  Yelling no new combatants
  Round Eight:
  Ogre, orc with mace
  Round Nine:
  Two orcs, maces
  Round Ten:
  Yelling, no new combatants
  Round Eleven:
  Giant can be seen, will be in range next round
  to throw something.
  Round Twelve:
  Orc (Greataxe), thrown stone from Giant.
  Round Thirteen:
  Two orcs, a thrown stone from Giant who will
  be in melee next round
  Round Fourteen:
  Giant draws great club and moves into melee
  Round 15:
  Orc (Mace), on the next round start back at
  the beginning (round 1 – orc with mace)
  Enemies:   they each have some coins averaging to
  3 gold pieces for each one successfully searched.
  Orcs: CR _; Medium Humanoid; HD 1d8; hp 6; Init
  +0; Spd 20 ft (scale mail); AC 14 (+4 scale mail);
  Atks +2 melee (1d12+3(x3), great ax), +0 ranged
  (1d6+2, javelin); 
  SQ Darkvision 
  60 ft, 
  Light
  Sensitivity; AL CE; SV Fort +2, Ref +0, Will -1.
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8.
  Skills: Listen +4, Spot +3; Feats: Alertness.
  Equipment: Great ax, javelin, scale mail
  Bugbear: CR 2; Medium Humanoid; HD 3d8+3; hp
  19; Init +1 (+1 Dex); Spd 30 ft; AC 17 (+1 Dex, +3
  Natural, +2 Leather, +1 Small Shield); Atks +4
  melee (1d8+2, Morningstar), 
  +3 ranged (1d6+2,
  javelin); AL NE; SV Fort +2, Ref +4, Will +1.
  Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9.
  
  The Fallen
  Page 18
  Skills: Climb +2, Hide +3, Listen +3, Move
  Silently +6, Spot +3; Feats: Alertness.
  Equipment: Morningstar, javelin, and leather
  armor.
  Hobgoblins (6): CR 1/2; Medium Humanoid; HD
  1d8+1; hp 5 (each); Init +1 (+1 Dex); Spd 30 ft; AC
  15 (+1 Dex, +3 Studded Leather, +1 Small Shield);
  Atks +0 melee (1d8, longsword), +1 ranged (1d6,
  javelin); AL LE; SV Fort +3, Ref +1, Will 0.
  Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10.
  Skills: Hide +1, Listen +4, Move Silently +3,
  Spot +4; Feats: Alertness.
  Equipment: Long sword, javelin, and studded
  leather
  Ogre (1): CR 2; Large Giant (9 ft. tall); HD 4d8+8;
  hp 26(each); Init -1 (-1 Dex); Spd 30; AC 16 (-1 Size,
  -1 Dex, +5 Natural, +3 Hide); Atks +8 melee (2d6+7,
  huge great club), +1 ranged (2d6+7, huge long
  spear); Face/Reach 5 ft. x 5 ft./10 ft.; AL CE; SV
  Fort +6, Ref +0, Will +1.
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
  Skills: Climb +5, Listen +3, Spot +3; Feats:
  Weapon Focus (Great Club).
  Equipment: great club
  Hill Giant (1): CR 5; Large Giant (9 ft. tall); HD
  12d8+48; hp 102 (Currently at 64); Init -1 (Dex);
  Spd 40; AC 20 (-1 Size, -1 Dex, +9 Natural, +3 Hide);
  Atks +11 melee 
  (2d6+10, huge greatclub), 
  +3
  ranged (2d6+7, rock); Face/Reach 5 ft. x 5 ft./10 ft.;
  AL CE; SV Fort +12, Ref +3, Will +4.
  Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7.
  Skills: Climb +9, Jump +9, Spot +4; Feats:
  Power Attack, Weapon Focus (Great Club).
  Equipment: great club
  When heroes are forced to flee several orcs
  will chase them for a while, stopping 100 yards
  from the walls and heading back.
  If for any reason the party manages to take a
  prisoner, they can learn the following by offering
  him some food.
  They know:
  • 
  The majority of their force was moved out a
  while ago because something bad was going
  to happen, but he doesn’t know what.
  • 
  Whatever happened did so before he got there
  and all he knows is the place is a “place of
  rotting death”.
  • 
  Everyone stationed here thinks the place is
  cursed and won’t enter unless threatened
  with death.
  • 
  Some orcs and hobgoblins have gotten sick
  and a few have even died.
  • 
  Supposedly someone important is coming to
  do something that will protect the village
  from prying eyes.
  CALINARA IN GENSAL:
  If Calinara is with the heroes they will not be
  able to get near the village. She will attack any orc
  she sees, in this way alerting the orcs to the
  presence of outsiders.
  If the players have brought Calinara with
  them, she will agree to do whatever they say, but
  as soon as she has the opportunity to kill “ugly
  things” she will forget her promise and fly into a
  deadly rage. She will stay with the heroes and
  flame any orc she sees. This does not mean that
  the orcs know where the attack came from, as the
  flames 
  seem 
  to originate 
  at the target, 
  not
  Calinara. If the players tell her to stop she will
  ignore them and move closer to the orc(s) she
  sees. Remember she can move only 100 yards
  from her bones, if the heroes run away with her
  bones she will be dragged 
  along with them,
  attacking until the orcs are 100 yards away from
  her. This means that the orcs could be 200 yards
  away from the characters and still be in range of
  Calinara.
  OOOOppppttttiiiioooonnnnaaaallll    EEEEnnnnccccoooouuuunnnntttteeeerrrr::::    TTTThhhheeee    LLLLoooonnnneeee
  W
  W
  W
  Waaaannnnddddeeeerrrreeeerrrr
  If there is extra time and the heroes have
  bypassed some or all of the combat encounters
  the DM can run this additional wandering patrol.
  This encounter is tiered and involves a human
  cleric. There will be gold on the cleric but nothing
  else of value.
  Devorias first action is to cast undetectable
  alignment before he approaches the party. He has
  no obvious symbols of Iuz showing. He assumes
  that they will need to be killed, but will wait until
  an opportune moment to begin the attack. If any
  symbols of Heironeous, Pholtus, St. Cuthbert or
  any good deities are openly displayed, he will
  attack immediately. He will not get within 60 feet
  of the party for any reason. The party may talk
  their way out of this battle, but it’s unlikely. If
  things go poorly for Devorias he will attempt to
  lame as many horses as possible while making his
  escape.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))            
  Devorias 
  Elzen, male human Clr4: Medium
  Humanoid (5 ft. 7 in.); HD 4d8+4; hp 27; Init +1
  (Dex); Spd 30; AC 11 (+1 Dex); Atks +3 melee (1d4
  [crit 19-20], dagger); SA spells, turn undead; SD
  Blind-Fight; AL LE; SV Fort +5, Ref +2, Will +8.
  Str 10, Dex 12, Con 12, Int 12, Wis 15, Cha 12.
  Skills: 
  Concentration 
  +7, 
  Disguise 
  +6,
  Knowledge (religion) +4, Spellcraft +4. Feats: Iron
  Will, Run, Skill Focus (disguise).
  Spells Prepared 
  (5/4/3, base DC = 14 + spell
  level) (Chaos, Trickery): 0—cure minor w o u n d s
  (x3), detect 
  magic, resistance; 1st—change 
  self*;
  cure light wounds, doom (x2), cause fear; 2nd—
  Invisibility*, 
  hold person, 
  silence, 
  undetectable
  alignment.
  
  The Fallen
  Page 19
  *Domain spell. Domains: Chaos (cast chaos
  spells at +1 caster level); Trickery (bluff, disguise,
  hide are class skills)
  Equipment: dagger, horse, holy symbol of Iuz,
  Pouch containing 48 gp.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))                
  Devorias 
  Elzen, male human Clr6: Medium
  Humanoid (5 ft. 7 in.); HD 6d8+6; hp 37; Init +5
  (Dex, Improved Initiative); Spd 30; AC 11 (+1 Dex);
  Atks +4 melee (1d4 [crit 19-20], dagger); SA spells,
  turn undead; SD Blind-Fight; AL LE; SV Fort +6,
  Ref +3, Will +9.
  Str 10, Dex 12, Con 12, Int 12, Wis 15, Cha 12.
  Skills: 
  Concentration 
  +9, 
  Disguise 
  +8,
  Knowledge (religion) +5, Spellcraft +5. Feats: Iron
  Will, Run, Skill Focus (disguise), and Improved
  Initiative.
  Spells Prepared (5/4/4/3, base DC = 16 + spell
  level) (Chaos, Trickery): 0—cure minor w o u n d s
  (x3), detect 
  magic, resistance; 1st—change 
  self*;
  cure 
  light 
  wounds, 
  doom 
  (x2), 
  cause 
  fear;
  2nd—Invisibility*, 
  aid, 
  hold 
  person, 
  silence,
  undetectable 
  alignment; 
  3rd—Nondetection*,
  dispel magic, cure serious wounds, wind wall.
  *Domain spell. Domains: Chaos (cast chaos
  spells at +1 caster level); Trickery (bluff, disguise,
  hide are class skills)
  Equipment: dagger, horse, holy symbol of Iuz,
  Pouch containing 48 gp.
  Tier 3 (EL 8)
  Devorias 
  Elzen, male human Clr8: Medium
  Humanoid (5 ft. 7 in.); HD 8d8+8; hp 47; Init +5
  (Dex, Improved Initiative); Spd 30; AC 11 (+1 Dex);
  Atks +6/+1 melee (1d4 [crit 19-20], dagger); SA
  spells, turn undead; SD Blind-Fight; AL LE; SV
  Fort +7, Ref +4, Will +11.
  Str 10, Dex 12, Con 12, Int 12, Wis 16, Cha 12.
  Skills: Concentration 
  +11, 
  Disguise 
  +10,
  Knowledge (religion) +6, Spellcraft +6. Feats: Iron
  Will, Run, Skill Focus (disguise), and Improved
  Initiative.
  Spells Prepared 
  (5/5/4/4/2, base DC = 18 +
  spell level) (Chaos, 
  Trickery): 0—cure 
  minor
  wounds (x3), detect magic, resistance; 1st—change
  self*; 
  cure 
  light 
  wounds, 
  doom 
  (x2), 
  cause
  fear(x2); 2nd—Invisibility*, 
  aid, 
  hold 
  person,
  silence, 
  undetectable 
  alignment;
  3rd—nondetection*, 
  deeper 
  darkness, 
  dispel
  magic, 
  cure 
  serious 
  wounds, 
  wind 
  wall;
  4th—confusion*, poison, spell immunity
  *Domain spell. Domains: Chaos (cast chaos
  spells at +1 caster level); Trickery (bluff, disguise,
  hide are class skills)
  Equipment: dagger, horse, holy symbol of Iuz,
  pouch containing 48 gp
  CCCCoooonnnncccclllluuuussssiiiioooonnnn::::    TTTThhhheeee    BBBBuuuurrrriiiiaaaallll
  Other than the child talking incessantly to you,
  your journey back to Critwall is uneventful. She
  has no end of questions, often asking the same
  ones several times. The only time the party is
  allowed a rest from the questions is when Cali
  flies up in the air to look around. She has had the
  same view for many years and is amazed by the
  new sights to see. One question comes up time
  and time again, “When do I get to see Balarum?”
  No answer is sufficient to stop her from asking
  again later. She points out any danger that is in
  your way and you can easily avoid it. Once you get
  within the walls of Critwall 
  Cali 
  becomes
  invisible and stops talking, but you know she’s
  still 
  there 
  because 
  she 
  can’t 
  help making
  surprised noises every time she sees something
  new.
  The townspeople are unaware of the ghost
  unless the party point her out. She remains
  invisible until they get to the Cathedral of the
  Shield Reclaimed.
  You notice that there are many knights of Holy
  Shielding in the temple today and none seem
  overly surprised that the ghost is there. She
  enters the temple ahead of you and begins
  searching for Balarum. Many of the priests and
  Knights help her and follow after. You are able to
  move through the crowd of knights as they
  recognize that you are carrying the girl’s bones.
  Wilton Garnmet steps up to you, “I’ll take the
  child” and reaches out for the bones.
  The heroes are led to the same room they’d
  probably seen Jorma in earlier. His condition has
  not changed.
  There are four beds in the room, but his is now
  the only one occupied. Lathias, Mara, and Wilton
  stand near the bed as you enter, you notice that
  the ghost is on the bed and although he is non-
  responsive she seems to be communicating with
  him. No one in the room seems to breathe for
  what seems like minutes before she raises her
  head. You notice that she seems more substantial
  than you’ve ever seen her. She has tears in her
  eyes, but a smile upon her lips.
  “He’s sorry,” is all she says. She looks to the
  high priest, “I’m ready to go, but please heal him
  first.” The priest casts a spell on the still sleeping
  Balarum and you watch as his body repairs itself,
  including his previously stunted arm and leg. The
  priest then asks for the child’s bones and casts a
  spell upon them. This seems to cause no pain to
  Cali because she smiles at you as she fades away.
  In her place beside Balarum are a number of
  small white bone chips.
  It takes a few minutes for Balarum to wake, allow
  the heroes 
  to interact 
  with each other. The
  priests remain silent and seemingly in prayer
  during this time. Calinara has told him all about
  her adventures 
  since he left her and he has
  explained about his past and apologized for his
  failure.
  
  The Fallen
  Page 20
  Balarum wakes a few minutes later and looks
  around, his gaze resting on you. Although he has
  never met you before, he acknowledges you each
  by name (assuming Cali knew their names) and
  thanks you (assuming Cali had nice things to say
  about them). He stands, picks up the chips from
  next to him on the bed. He hands one to (list the
  characters that helped Cali get to Critwall. Do not
  list half-orcs or anyone who attacked her at any
  point) “She wanted to thank you properly, these
  will offer each of you a small amount of
  protection, should you ever need it.” I wish I had
  something to give you as well, but I have nothing
  left but this dagger. It’s not much, but I’d like to
  give it to you, please accept it. Also you have my
  thanks and the knowledge that I am in your debt.
  Allow 
  the 
  characters 
  to 
  interact 
  with
  Balarum. He is willing to tell them anything
  about his past, even the painful moments. Use
  the adventure background, or anything else in the
  module) for references to his past. As they talk
  Balarum stands and stretches his muscles. He
  seems entirely healed; the only marks on him are
  the burns to his chest from when he was a child
  and a small scar on his left shoulder. As the
  conversation finishes Balarum is ready to leave
  the temple.
  As Balarum exits his small room you see that
  there is a Knight of Holy Shielding standing just
  outside the door, as f waiting for him. The knight
  speaks to Balarum when he says, “Please come
  with me” he and Balarum then leave. Many
  knights and then the priests follow. You are
  pulled with the parade to the large hall. You hear
  a young priest say to another, “I’ve never seen so
  many people in the main hall before.”
  As you stand amidst the mass of people you
  see the knight who spoke reach up to the wall
  honoring the fallen and take down Balarum’s
  battle axe and shield. He then reads the plaque
  aloud for all to hear before prying it off the wall
  and handing that to Balarum.
  “We have been told of your failings and,
  although every person in this hall wishes you
  success in your future, we have no choice but to
  dismiss you from the Knighthood of the Shield.
  You will need these items on you quest to regain
  you honor, use them in good faith and may
  Heironeous protect you.”
  Balarum stands erect as one by one the
  knights 
  file 
  past him, 
  each 
  knight 
  clasps
  Balarums hand or forearm in a last respectful
  salute and ritually turns their back on him before
  walking out of the hall.
  The End
  To wrap things up, the judge can have the PCs
  debriefed about what they found at Gensal and
  allow Lathias to give them each a small bag of
  coins as a reward for their hard work.
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Introduction: Collapse
  Dig out three men from the collapse
  15 xp
  Encounter One: Savior of Tent Town
  Question residents to learn about Jorma
  15 xp
  Find the dagger and
  holy symbol without help
  15 xp
  Encounter Two: The Shield Reclaimed
  Investigate Jorma and/or Balarum
  15 xp
  Give dagger and holy symbol to church,
  the knights, or Balarum/Jorma
  15 xp
  Encounter Three: Long Lost Friend
  Get information 
  from 
  Lathias 
  during
  first day, before he summons heroes
  25 xp
  Put together that Balarum and Jorma are
  the same man during first day, before
  Lathias summons heroes
  75 xp
  Encounter Four: Entering the Unknown
  Avoid patrols
  25 xp
  Encounter Five: The Village
  Avoid fighting Calinara
  25 xp
  Get Calinara to come willingly
  25 xp
  Encounter Six: Gensal
  Avoid a fight
  25 xp
  Report the strength of the humanoids
  50 xp
  Conclusion: Burial
  Return burnt dagger to Balarum (this is
  lost if anyone ever attempted to steal
  it)
  25 xp
  Calinara is laid to rest
  50 xp
  Balarum is healed
  50 xp
  Total experience for objectives
  450 xp
  Discretionary roleplaying award
  0-50 xp
  Total possible experience
  500 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  Encounter Four: Entering the Unknown
  Up to 51 gold taken off corpses
  Encounter Six: Gensal
  Up to 100 gold taken off corpses
  
  The Fallen
  Page 21
  Optional Encounter:
  48 gp taken off cleric
  Iron holy symbol 
  of Iuz (1 gp, N/A, Iron,
  common)
  Conclusion: Burial
  50 gold pieces each from Lathias.
  Calinaras’s Bone Chip: (Value: 400 gp, Size: Tiny,
  Uses: 
  One, 
  Tradable: 
  No, 
  Rarity: 
  Unusual,
  Weight: 0) This two-inch long sliver of charred
  bone holds a tiny bit of the essence of a young girl
  whose spirit you set free. She has given this piece
  of herself to protect you from the next single
  fire-based attack that would do you harm either
  area effect or personal. This bone chip will act
  before any other protections with no thought or
  action from the character. This protection does
  not affect anyone but the character to whom it
  was given. This item absorbs up to 12 points of
  fire damage during the next single attack, in the
  same way that a protection 
  of e l e m e n t s (fire)
  spell does. This use-activated item then crumbles
  into dust. This item takes the place of the amulet,
  brooch, medallion, necklace, periapt, or scarab
  item in regards to the limits on magic items
  worn.
  Balarums’s Dagger: (Value: 350GP, Size: Small,
  Uses: 
  Unlimited, 
  Tradable: 
  Yes, 
  Rarity:
  Uncommon, Weight: 1lb.) This small blade used
  to bear the symbol 
  of the Knight 
  of Holy
  Shielding on the guard, but the detail has been
  burnt and the inlays have melted leaving only a
  faint impression of what used to be a beautiful
  design. The blade itself has withstood the ravages
  of fire and time better than the embellishments
  and is obviously a work of great craftsmanship.
  (These masterwork blades were given to Knights
  of Holy Shielding after the Horned Society pulled
  out of the Shield Lands. Although many knights
  have 
  these 
  blades 
  this 
  one 
  is 
  not 
  easily
  recognized unless it is studied very closely or
  seen by someone who knows 
  what they are
  looking for.)
  Favor of Balarum Jorma Ashbrook: (Value: 0,
  Size: 
  0, Uses: 
  Once, 
  Tradable: 
  No, 
  Rarity:
  Common, Weight: 0) Balarum was a veteran of
  the war against the Horned Society and fought
  Iuz through the fall of Admundfort. He was a
  Paladin for many years and is attempting 
  to
  regain that status. He is intimately aware of the
  history of the Shield Lands from 554 to present
  and knows a lot about the times before he was
  born through his studies. Priests at the Cathedral
  of the Shield Reclaimed may locate Balarum at all
  times, although the heroes will have to be in
  Critwall to redeem this favor. Heroes with this
  favor may ask Balarum any question dealing with
  Heironeous 
  or Shield Lands History and 
  be
  assured a true and correct answer.
  
  The Fallen
  Page 22
  AAAAppppppppeeeennnnddddiiiixxxx    oooorrrr    DDDDM
  M
  M
  M    AAAAiiiidddd
  North
       Minor Damage
       Major Damage
       Charred Ruins
    |    |    |    |    |    |
  Ft 0  10  20  30   40   50
  Minor Damage: This building is still standing, although it is in disrepair. There is smoke and flame
  damage but this building could still provide shelter. There is a 10% chance of debris falling on
  characters for negligible damage if they camp here. Both standing buildings have only one story. It’s not
  possible to tell if others used to have one or two stories.
  Major Damage: This building has mush fire damage and looks like it could collapse at any moment.
  There is a 75% chance of debris falling on characters for 1d6 damage if they walk within this building.
  The building will easily collapse if the characters are not careful. For each character hit by debris there
  is a 10% chance of this. Give them two rounds to exit the building as it creaks loudly and then collapses.
  If a character remains inside after warnings are given they may take up to 3d6 damage at the discretion
  of the DM.
  Charred Ruins: There is no building left although there are cellars under each of these buildings. There
  is an indent in the rubble showing that the building is not entirely stable. The only way these buildings
  are dangerous is if the players put over 200lbs on any one place. For each round the mass (character or
  otherwise) is on the rubble there is a 10% chance that it falls further into a cellar, there is no damage.
  Each cellar is 10 feet deep and easy to climb out of due to the amount of rubble on every side. Cali’s
  bones are in the cellar of her building beneath the rubble. Once the characters find the right building
  it’s only a matter of time to find them. This is made much easier if Cali gives her permission to take the
  bones.
  Cali’s 
   Bones
  To Gensal
  To Lardon
  To Southkeep
  
  The Fallen
  Page 23
  PPPPllllaaaayyyyeeeerrrr    HHHHaaaannnnddddoooouuuutttt    ####1111
  Lathias,
  I hope this finds you well and safe in a friendly city. I write to you 
  as my most trusted 
  friend 
  and closest
  thing I have to a brother. I know that I will not live to see more than a handful o
  give 
  my life
  willingly in a fight I dearly hope leads to long lives for people I have earnestly s
  to protect, 
  even if
  those lives are not to be lived in the land of our birth. These poor lands have seen
  comfort 
  me
  anymore, 
  this 
  is not the land I grew up in, 
  but a bitter 
  reminder 
  of what we once 
  had and lost 
  to our own
  pride. Our pride, as well as the 
  hoards 
  that 
  Iuz sends 
  at us. 
  As I write 
  this 
  I can see 
  these 
  hoards, 
  and they
  seem limitless.
  I write this letter to ask forgiveness. I have fallen from the grace of our lord 
  judged 
  me
  and declared that I am unfit to be one of his chosen 
  warriors. 
  I cannot 
  claim 
  that 
  this 
  is untrue. 
  I hope that
  by standing in the next few days to battle the foes I know we have no hope of holdin
  I
  am repentant and accept me in my death, where he could not in life. I will tell you 
  what I have done and hope
  you can find it in your heart to remember me as a brother instead of as a coward.
  While helping refugees move south, many 
  patches 
  of humanoids 
  closed 
  in on us from several 
  sides. 
  I took
  most of my riders into battle 
  hoping 
  to give 
  the refugees 
  time to flee. 
  A young girl 
  I’d 
  befriended 
  followed 
  us
  and I was forced to leave her in a farming 
  village 
  with 
  instructions 
  not to leave 
  the house 
  until 
  I came back
  for her. My force battled orcs, ogres, and giants for 
  much of that 
  day and was exhausted. 
  As I came upon the
  village 
  that 
  dusk we saw that 
  there 
  were 
  many orcs 
  and a giant 
  camped there. 
  I knew that we didn’t 
  have
  enough energy left to defeat them so I gave each of 
  my soldiers 
  a chance 
  to leave 
  before 
  we undertook 
  a losing
  battle. None of them left. We lit all our torches and charged the orcs with 
  great 
  yells, 
  throwing 
  fire 
  at them as
  we rushed in. As we hoped, a couple fled 
  at the sight 
  of us, 
  but too 
  many stayed. 
  The giant 
  was not the least
  bit afraid of the fires that were blossoming through the village and came at us with
  at
  that point that to continue the assault would lead to the deaths of those who remain
  with 
  me, so I shouted 
  a
  retreat to save the lives 
  of my soldiers. 
  As they 
  retreated 
  I moved towardthe 
  building 
  the girl 
  was hidden 
  in,
  but I 
  couldn’t 
  make myself 
  enter 
  the flames. 
  I stood 
  staring 
  at the flames 
  for 
  what seemed 
  an eternity 
  and
  then, gods help me, I fled. The village burned, and the child with it. I feel the f
  even now,
  days later.
  I can think of nothing but the innocent’s death that I caused. I see nothing 
  to be done but that 
  I should
  die fighting here, as I should have in the village. I thought that at least 
  one person 
  should 
  know of my failing
  and muffle the acclaim I receive for my sacrifice. I am no hero. A coward 
  who can find 
  no way to atone, 
  I seek
  only that you know the truth.
  May Heironeous bless you,
  Balarum Ashbrook
  
  The Fallen
  Page 24
  PPPPllllaaaayyyyeeeerrrr    HHHHaaaannnnddddoooouuuutttt    ####2222
  Amidst
  Fires yet
  burning.
    South Road
  Outpost
  Northern
  Outpost
  Western
  Watch
  Outpost
  
  The Fallen
  Page 25
   Critical Events Summary for The Fallen
  Did Calinara come to Critwall willingly?
  Yes
  No
  Did Calinara’s spirit get laid to rest?
  Yes
  No
  Did Balarum get healed and awaken?
  Yes
  No
  Did the characters tell officials of the true fortifications of Gensal?
  Yes
  No
  Did the characters attempt to steal the dagger?
  Yes
  No
  Please mention any bad things that Cali had to report to Balarum about the characters:
  Please note any interesting occurrences:
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/591/Normal Scenarios/SHL1-08 - The Fallen (APL 2-6)/SHL1-08 - The Fallen.pdf