TEXT: An Afternoon Outing 
  This adaptation is for the Nyrond region.  Please remember that any acts generally against the 
  laws of Nyrond will be punished if the PC responsible is caught.  Please note that killing people is 
  against the law and that the characters must prove they acted in self-defense or face the music.  
  A copy of the Nyrond Judging Guide is available by contacting the Nyrond Webmaster, Kelly 
  Nabours at knabours@mindspring.com.  Please get a copy of these guidelines if you are 
  planning to run any Nyrond event. 
   
  Summary and Background: 
  Both rounds of this scenario will take place at or near the town of Kerrinn.  The following 
  information about the town may become useful during play: 
   
  Kerrinn is noted for its complex lock system that artificially controls the water level of the river.  It 
  is a gathering place of river-craft, including: barges, smaller coastal-craft, and even Rhennee 
  vessels.  The town is more a collection of hamlets and old villages that have been haphazardly 
  joined together than a real town.  It has no wall, or other obvious organization.  Total population is 
  about 3000, although river traffic can increase this - to nearly 4500 during the height of the trade 
  season. 
   
  The caravan is heading to Kerrinn, as the best port of call between the Kingdom and County of 
  Urnst.  It started in the city of Mowbrenn, reached the town of Curtulenn, and then traveled along 
  the river to Kerrinn.  While there is a good ford of the river at Curtulenn, most caravans continue 
  on to Kerrinn as it serves as the river port.  The ruins are actually located in Nyrond, although 
  there are a number of spits of land (actually artificial islands) created by the lock system.  The 
  ruins lie on one of the larger islands. 
   
  Round 1 - Player Introduction: 
  Improvise reasons that the PCs have joined the caravan.  Be sure to have the players introduce 
  themselves to each other – especially if they haven’t traveled together before.  The lifestyle costs 
  in this scenario assume that the PCs continue on into Kerrinn rather than simply crossing the river 
  and exploring the ruins right off.  If the PCs follow this second course, cut their costs in half – 
  representing their failure to obtain a room or meals in Kerrinn.  All benefits remain the same. 
   
  This scenario takes place during the middle-autumn of the current year.  The weather has started 
  to turn cold, and this scenario serves as foreboding of the upcoming winter.  Be sure to stress the 
  fog, and other weather events, and have additional effects such as cold rain and mud plague the 
  party.  Don’t make it easy on them, but don’t penalize them either.  This is mostly for atmosphere 
  and future setup. 
   
  The ruins are downstream of Kerrinn, in case anyone asks. 
  Encounter 1: 
  There are many sections of role-play here, so be sure to read this part thoroughly.  Give the PCs 
  information as rumors or hearsay – have them work for it.  If they use their skills appropriately, 
  give them more information.  Special details about each location are below: 
   
  General Store – few changes, although no special items (basic items only), armor, or weapons 
  may be purchased here.  This is truly a trading store, rather than an adventuring supply store, so 
  the PCs will find little in the way of traditional adventuring gear.  The exception is gear which has 
  other uses – ropes, for example, are easy to purchase, while crampons and pitons are probably 
  fairly rare. 
  
   
  Blacksmith – can sell the party any weapons (aside from bows and crossbows) from the simple or 
  martial weapon lists, or any type of standard metal-based armor (no leather for example).  Owing 
  to small shop space, he only has one (1) suit each of the heavy varieties on hand. 
   
  Temple – Tama is a cleric of Zilchus, rather than Pelor.  All other statistics should remain the 
  same.  While he is still preparing holy water, he is more concerned about the possible disruption 
  of trade that these attacks will cause, rather than the loss of life. 
   
  Mayor – see Encounter 4 
   
  Background – The monster (actually a zombie) crawled upstream from the ruins towards the 
  town.  In case observant or thinking PCs ask the question. 
  Encounter 2: 
  This encounter requires no modifications. 
  Encounter 3: 
  This encounter needs no modification. 
  Encounter 4: 
  The Mayor of the town, Anaria, is somewhat fearful of the attack from the river, and the possibility 
  that the temple has been reopened.  While she would normally send the militia out to investigate, 
  a number of problems prevent this.  First, Kerrinn is suffering from a number of monster attacks.  
  These have been caused by the pull of evil from the ruins – like attracts like.  The town is 
  unaware of this, but has felt the effects.  Therefore, all of her men are otherwise engaged with 
  other “situations.”  Second, four missing youths is hardly a major concern – especially given their 
  ages, dispositions, and the towns proximity to river traffic.  Anaria understands the possibility that 
  they may simply have left town, but she’d like the PCs to check it out anyway.  Basically, she’s 
  playing it safe and covering all possibilities.  If the youths are rescued, she will make available a 
  small reward of 50 gp (total), but this only applies if they are found alive, or their bodies are 
  recovered.  If the PCs hack them apart, there isn’t enough left to qualify for the reward. 
  Encounter 5: 
  No changes required, but they will need to buy the cow, rather than borrow one. 
  Encounter 6: 
  Use defaults, no changes. 
  Encounter 7: 
  Since the PCs crossed part of the river to reach an island, change the text to reflect this.  
  Crossing the river completely would put the PCs in the County of Urnst, and this adventure takes 
  place within the kingdom.  In fact, be sure to stress the fact that the PCs are on Kingdom property 
  with the majority of the river beyond the island.  The island is quite large, and is obviously caused 
  by part of the river being forced around a somewhat higher area of land.  This part of the river 
  looks as though it occurred recently, and is a result of more recent construction to the lock system 
  at Kerrinn. 
  Encounter 8: 
  If the PCs make skill checks or use magic to try and determine what caused the destruction, they 
  learn very little.  The events happened more than 15 years ago, and so no residual magic 
  remains, and any evidence of siege equipment beyond those mentioned in the text would long 
  have moldered away.  Digging will not reveal anything of value, although miscellaneous personal 
  effects (buttons, flatware, old rotten boots) can be found if the PCs spend enough time. 
  
  Encounter 9: 
  The paragraph which begins “As you push the last few pieces of debris aside…” should be listed 
  as read aloud text.  Otherwise no changes. 
  Encounter 10: 
  No changes, except to subpart 10c.  The holy symbol is obviously of the god Nerull, so describe it 
  as being rather hideous and revolting to those of good stature (other priests and paladins 
  especially). 
  Encounter 11: 
  No changes. 
  Encounter 12: 
  If any PCs ask, the robe was once of very fine make.  Definitely courtier quality or even higher.  It 
  is quite valueless now. 
  Encounter 13: 
  Modify the attacks of 5 of the skeletons at Tier 2 to include the scythes they are wielding.  
  Otherwise, no changes. 
  Encounter 14: 
  No changes. 
  Encounter 15: 
  These three zombies were once three of the four members of the youth adventuring group.  If 
  their bodies are destroyed through combat, the reward offered by Mayor Anaria is no longer 
  available.  While normal combat is expected by the town, using Burning Hands or similar 
  destructive magic will invalidate the reward as too little of the body will remain for a proper burial. 
   
  Also, be sure to remember that this section is important for Part Two of this scenario, as it 
  represents an escape route for the party.  Be sure to note whether the party kills these zombies 
  or if they are available for use in the second round. 
  Encounter 16: 
  No changes, although the line immediately following the read-aloud text should also be read 
  aloud. 
  Round 1 – Conclusion: 
  No changes. 
   
  Round 2 – Player’s Introduction: 
  Remember that this is supposed to take place immediately after Round One, so refresh yourself 
  with prior happenings, and maybe even ask the players to recount what occurred.  This is 
  especially important if this event is being run at a convention, and you are judging a different 
  group of PCs than before.  Otherwise, this second round needs little in the way of adaptation. 
   
  If you are judging this event, and have not judged the previous round (we don’t recommend this), 
  please get a copy of the previous round to familiarize yourself with the background and setting.  
  There is the slight possibility that the PCs will return to town during this event, and you need to 
  know the background to run it effectively. 
  
  Scenario Conclusion: 
  At the end of the scenario, please prepare a judge’s summary sheet detailing any unusual actions 
  of the PCs, including things like failure to kill the Zombie Master, any evil acts committed by the 
  PCs, or any other noteworthy events.  If nothing outside of the anticipated conclusion took place, 
  don’t bother.  This summary needs to be submitted to the Nyrond Triad, convention coordinator, 
  or the game day coordinator for eventual review by the Triad.  Your coordinator should have 
  contact information. 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Nyrond/ADP1-07 Afternoon Outing_Nyrond.pdf