TEXT: NYR1-05
  AAAAnnnnsssswwwweeeerrrriiiinnnngggg    tttthhhheeee    CCCCaaaallllllll
  AAAA    OOOOnnnneeee----RRRRoooouuuunnnndddd    DDDD&&&&DDDD    LLLLIIIIVVVVIIIINNN
  NGGGG    GGGGRRRREEEEYYYYHHHHAAAAW
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  WKKKK®
  ®
  ®
  ®
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  Nyyyyrrrroooonnnndddd    RRRReeeeggggiiiioooonnnnaaaallll    AAAAddddvvvveeeennnnttttuuuurrrreeee
  Version 1
  bbbbyyyy    RRRRoooobbbbeeeerrrrtttt    LLLL....    BBBBaaaarrrrbbbbeeeerrrr
  Traveling in Almor you have learned the Church of Pholtus is determined to bring the Protectorate of
  Almor back from the darkness that has claimed it. The Prelate of Almor has put out a call to the faithful
  and to all good adventurers to help him restore Almor to its rightful place in the Flanaess and you have
  answered the call from his priests to restore the Church to a small thorp called Midday.
  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.   
  
  Answering the Call
  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 rule s,  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 pla y e rs 
  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 y s 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 fo rm ing , 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 .
  
  Answering the Call
  Page 3
  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
  also recommended that you have a copy of the
  LIVING G REYHAWK Gazetteer.
  LLLL                IIIIVVVVIIIINNN
  NGGGG                        
  GGGG                    
                                            RRRREEEEYYYYHHHHAAAAW
  W
  W
  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.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  NNN
  Noooottttiiiicccceeee    ttttoooo    JJJJuuuuddddggggeeeessss    aaaannnndddd    CCCCoooonnnn    CCCCoooooooorrrrddddiiiinnnnaaaattttoooorrrrssss
  Before for you run this scenario and other Living
  Greyhawk Nyrond Scenarios, please contact the
  Nyrond Triad (craig@hierview.com) to get a copy
  of the Nyrond Judge’s Kit for the scenario you are
  running. 
  This 
  kit 
  will 
  include 
  additional
  background 
  for 
  the Kingdom’s 
  major 
  NPCs,
  historical 
  data, 
  current 
  events, 
  crime 
  and
  punishment, and other useful information.  This
  information will be constantly updated, so it is
  important to get this information with every new
  scenario.  It is important to understand that the
  Nyrond Judge’s Kit is only for the campaign
  judges and not for player consumption.  You may
  also find it useful to review the Nyrond web site
  (http://nyrond.oerth.com/index.html).
  
  Answering the Call
  Page 4
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy    aaaannnndddd
  BBBBaaaacccckkkkggggrrrroooouuuunnnndddd
  DDDDM
  M
  M
  M    BBBBaaaacccckkkkggggrrrroooouuuunnnndddd
  In retaking 
  the protectorate 
  of Almor, 
  the
  Church of Pholtus of the One True Path is
  looking for help from its followers, adventurers
  and veterans that wander the land. A priest of
  Pholtus, his robes glowing white in the dark, and
  two acolytes dressed in light gray approach a
  campfire and ask for volunteers to help them
  restore a small church in a nearby thorp. All the
  priest can offer the adventurers is a place to stay,
  simple 
  food 
  while 
  they are 
  there 
  and 
  the
  knowledge that they have helped to restore some
  good to the land. He asks for adventurers, as he
  knows there to be trouble in the area. After
  accepting the offer, the party and priests will
  leave in the morning and travel most of the day to
  the reach the thorp.
  The thorp 
  is little 
  more than a few
  battered 
  buildings 
  huddled 
  under 
  a 
  keep
  overlooking the road on a small upthrust of rock.
  A new lord from Nyrond occupies Castle Tor, as it
  is known locally. Sir Arley has been here less than
  a year. A minor courtier from the Nyrondian
  capital, 
  he has been “gifted” 
  the thorp 
  and
  surrounding land for his services during the war.
  His lordship is less than pleased with his reward.
  He is unprepared and afraid of this life on the
  frontier 
  and relies 
  on his men at arms 
  to
  administer the lands and people for him. This has
  left him isolated and uninformed of what is going
  on around him. His men at arms are determined
  to squeeze the most from what they have, and
  have been strict in their extolling of taxes from
  the local population. 
  The Sgt.-at-arms 
  of the
  castle’s garrison, Scanlon, and several of his men
  are actively in the employ of a bandit named
  Pepin. Pepin is actually spying on the military
  forces along the border 
  with Ahlissa 
  though
  Scanlon doesn’t 
  know that. The party’s 
  first
  encounter will be with several of Sir Arley’s men
  who keep order in the thorp. They are using their
  positions to extract monies and favors from the
  local population, which they consider no more
  than thieves, cowards and undesirables. The men
  will meet the party coming into the thorp. They
  will inform Scanlon of the arrival of the priests
  and party, he will in turn get word to Pepin.
  During the night the party will have visitors at
  the Church in the form of undead. The priest,
  Culbert, will have been called away during the
  evening to help a peasant family and thus be gone
  during the attack, his acolytes 
  will only get
  involved if the party is in danger of being
  destroyed. The next day, after the attack, the
  party will be encouraged to explore the small
  thorp and meet the people while the priests start
  rebuilding the church. This will lead to the
  encounter with Scanlon and his men. Remember
  to really role-play the people of the thorp for
  what they are, survivors. These are the people
  who have been sold into slavery and escaped or
  were forced to flee and wander through the war
  surviving as best they could. All of these people
  have a story they could tell of what they went
  through, and they still must contend with much
  just to survive; the local militia is harsh and
  corrupt (Scanlon and his group), there are undead
  that wander the town at night, and every stranger
  is a possible threat or enemy. Almost everyone is
  armed, mostly with peasant 
  weapons, 
  knives,
  clubs and slings, but none want to fight if they
  can flee. They have all seen too much to like the
  idea of fighting.
  Scanlon will want to stop the adventurers
  from asking too many questions and will come
  looking for the party after they have had a chance
  to meet some of the people of the thorp. In the
  encounter with Scanlon and his men, it is obvious
  that he and his men are spoiling for a fight.
  Nyrond has laws against raising arms against the
  local militia and it must be obvious that Scanlon
  was planning on making an example of the party
  for the locals to remember. Several of the locals
  must be present to testify about the fight before
  Sir Arley’s magistrate. If the party starts the
  fight, the locals will tell the magistrate that and
  include the other details about what Scanlon has
  been doing to them as well. This will allow you to
  lighten the party’s sentences due to extenuating
  circumstances, 
  but 
  remember 
  Nyrond 
  is 
  a
  country of law and the party can be sentenced to
  prison or worse for their actions.  During either
  the fight or trial, the existence 
  of Pepin is
  revealed. Have Scanlon threaten the locals with
  Pepin’s vengeance or have one of the men offer
  the information in exchange for his life, or as a
  dying plea not to allow his body to be buried
  where Pepin can get his hands on it. 
  IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  It is still safest to travel through Almor in
  groups. These groups are made up mostly of
  refugees from the war still trying to find a safe
  place to stay. Many having found their homes
  burned or occupied by others are on the road
  again looking for loved ones and a place to stay.
  Some are mercenaries from the wars, heading to
  new conflicts or looking for new posts to ply
  their trade. A few are fortune hunters, such as
  you, looking for adventure and a chance for glory
  in a war-torn land. It is at such a camp along the
  Trade Road in the northern portion of the
  Harpshire in the Almorian Protectorate that you
  are now camped. You are gathered around the
  small campfire with a number of other travelers,
  when someone gasps and points out into the
  darkness. Coming towards the fire out of the
  night is a figure dressed in almost unnaturally
  white robes. You notice as the man reaches the
  fire that two other men dressed in light gray
  robes flank him. He holds out his hands and says
  
  Answering the Call
  Page 5
  ”Good Even, gentlepeople. May the Blessings of
  Pholtus light the path before you! I am Father
  Culbert and this is Brother Deems and Brother
  Galavin.” He gestures to the two men in gray. “We
  have come seeking the help of heroes.”
  Most of the people around you turn away at
  hearing this and go back to doing other things
  and ignore the priest and his acolytes. Father
  Culbert continues: “We seek not sellswords, as we
  have no money to spare from the poor.” More
  people lose interest in the priest. “We seek those
  that would do Good for Good’s sake, help those
  less fortunate than themselves, and in so doing,
  help themselves down the One True Path to
  betterment and salvation. We seek those that
  would help restore the land and its people to
  their rightful place among the nations of the
  Flanaess. We come on a mission from the Prelate
  of Almor, Osred himself, to restore the Church of
  Pholtus of the One True Path to the people of
  Midday. Travelers have told 
  us 
  that 
  much
  troubles this small place and help will be needed
  if we are to bring Midday back onto The Path and
  into The Light. Are any among you Good of
  Heart? Come with us and help us bring this
  Blessing forth! We can but offer our thanks and
  what help we may in food and healing company
  while we are joined in The Path.”
  You look around and find that only yourself
  and a few others have even bothered to listen.
  You look at each other and recognize that which
  the priest has asked for. Your journey has been
  long, you are weary, and yet, you know that you
  must once again… answer the call.
  Take this time to let the players 
  introduce
  themselves to the other players at the table and
  to answer any questions they may have about the
  adventure. Father Culbert will not have much
  information 
  past 
  location 
  and 
  distance 
  to
  Midday. It is a thorp on the Trade Road a half-
  day’s travel north of the River Harp, about a day’s
  walk from the camp to the southeast. He has been
  warned that there is trouble in the town. He is
  sure this is so, as Midday is only a half-day’s
  journey from Chathold and the troubles there.
  He has heard rumors of undead roaming through
  the night, but this is said of most of Almor so he
  is not sure if it is true to Midday or just part of a
  general rumor. The people who have been there
  have said that it is a sullen little thorp and the
  feeling of oppression and foreboding is “thick
  enough to serve for dinner and better than the
  food at the inn.”
  Father Culbert, male human, Clr3 (Pholtus): CR 3;
  Medium-size humanoid; HD 3d8+6; hp 24; Init -1
  (Dex); Spd 30; AC 13, (+4 Chain shirt, -1 Dex) Atks
  +5 
  melee 
  one 
  weapon 
  two-handed 
  (1d6+2,
  MasterworkQuarterstaff) 
  AL LG;SV Ref +0, Fort
  +5, Will +6; Str 13, Dex 8, Con 15, Int 10, Wis 16,
  Cha 11.
  Skills and Feats: Concentration +6, Diplomacy
  +4, Gather Information +1, Knowledge (religion)
  +4, Sense Motive +5;  Combat Casting, Weapon
  Focus: 
  Quarterstaff, 
  Two-Weapon 
  Fighting;
  Domains: Law, Sun.
  Equipment: 
  Chain 
  shirt, 
  masterwork
  Quarterstaff, Holy Symbol, Vestments.
  Father Culbert is in his late twenties, light brown
  curly hair and lively green eyes. He is 5’2” tall and
  looks to be a little on the heavy side. It just looks
  that way; he only weighs 132 lbs, but has a chain
  mail shirt on under his robe.  He is dressed in the
  white robe of a priest of Pholtus with a staff in
  his hands. The staff is shod in cold rolled iron at
  its tips and the iron on top of the staff is worked
  to represent an open book. On the open pages are
  inscribed, “From the Law, the Path will be found.”
  Totally dedicated to Pholtus and his mission,
  Father Culbert will insist the law be followed. He
  is quick to laugh and joke, but not at other
  people’s expense.  
  Brother Deems, male human, Clr1 (Pholtus): CR
  1; Medium-size humanoid; HD 1d8+1; hp 9; Init
  +0; Spd 30; AC 14, (+4 Chain shirt) Atks +1 melee
  one weapon two-handed (1d6+1, quarterstaff) or
  +1 melee one weapon (1d8+1, morningstar) AL
  LG;SV Ref +0, Fort +3, Will +4; Str 13, Dex 10, Con
  13, Int 11, Wis 15, Cha 11.
  Skills 
  and Feats: Diplomacy 
  +2, Heal 
  +4,
  Knowledge (religion) +4, Profession 
  (cook) +6;
  Combat Casting, Extra Turning;
  Domains: Law, Good.
  Equipment: 
  Chain 
  shirt, 
  Quarterstaff,
  Morningstar, Holy Symbol, Vestments.
  Brother Deems is in his early twenties, black hair
  and beard with gray eyes. He is just taller than
  Father Culbert at 5 foot 3 inches but is heavier at
  145 lbs. He is quite proud of his cooking skills and
  takes clear pleasure in preparing good food for
  people. He does not brag though, giving Pholtus
  the credit for his skills.
  Brother Galavin, male human, Clr1 (Pholtus); CR
  1; Medium Humanoid; HD 1d8+1; hp 9; Init +0;
  Spd 30; AC 14, (+4 Chain shirt) Atks +1 melee one
  weapon two-handed (1d6+1, quarterstaff) or +1
  melee one weapon (1d8+1, heavy mace) AL LG; SV
  Ref +0, Fort +3, Will +6; Str 12, Dex 11, Con 12, Int
  11, Wis 14, Cha 11.
  Skills and Feats: Concentration +3, Diplomacy
  +2, Knowledge (religion) +4, Scry +2, Spellcraft +2.
  Feats: Combat Casting, Iron Will;
  Domains: Law, Good.
  Equipment: Chain shirt, Quarterstaff, Mace,
  Heavy, Holy Symbol, Vestments.
  Brother Galavin is in his mid-twenties, tall (6 foot
  1 inches) and of medium build (195 lbs.). His hair
  is light brown, straight and cut short. His eyes are
  brown and hard and he moves with a determined
  measure. He does not engage in small talk, but
  
  Answering the Call
  Page 6
  will be friendly to the party. He has a way of
  looking at people and through them at the same
  time.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111
  TTTTrrrraaaavvvveeeellll    ttttoooo    M
  M
  M
  Miiiiddddddddaaaayyyy
  After spending the rest of the evening meeting
  the others and discussing what must be done the
  following day, you retire for a short night’s sleep
  before setting out for Midday. In the morning
  you gather up your few possessions and get ready
  to head out.  As the party heads south down the
  Trade Road towards Chathold and Midday, Father
  Culbert and his acolytes pull a cart with them
  down the road setting a brisk pace. The country
  along the road is gentle rolling plain and the
  miles pass quickly. The priests break for a short
  lunch just after noon. Once finished, the priests
  set off again at their brisk pace that soon brings
  several gentle hills into sight. Topping the first
  hill brings Midday into view by the afternoon
  light. The thorp is unimpressive, consisting of
  four major buildings bordering a small market
  square with a few small out buildings and
  dwellings surrounding them. The building on the
  North side of the square is missing most of its
  roof; its walls, once white, are stained and crude
  graffiti covers most of the building. The building
  opposite it, on the South side, looks solidly built
  with a heavy front door and upper story windows
  that are barred. The other two buildings, the
  western one an obvious smithy and stables, the
  eastern one a large tavern or small inn, have both
  seen better days and are in need of repair. There
  is an orchard behind the tavern/inn that looks to
  be in as poor shape as everything else in the area,
  running east up the next hill and disappearing
  over it. Several of the smaller dwellings are
  collapsed and abandoned with none of them
  looking very serviceable; small worked plots next
  to a couple of them show them to be otherwise.
  Overlooking it all to the southeast, is an
  upthrust of rock, just large enough to hold a
  single keep with curtain wall surrounding it.
  From the tower flies the coat of arms of Nyrond. 
  The Trade Road runs just under its shadow and
  past the thorp known as Midday. Just visible
  through the small gap between hills, the woods
  along the Harp River valley can be seen in the
  distance.
  Father Culbert points to the building with no
  roof, “That is the Church--let’s go see what can be
  done while there is still light.” As you head down
  towards the thorp, you see four men in livery
  come out of the building on the south side of the
  town and head towards the party. As you come
  down the hill, they wait at the edge of the
  building Father Culbert identified as the Church.
  Their livery and badges show them to 
  be
  members of the local Lord’s militia. (Heraldry
  check DC 15 to identify Lord Arley’s livery) They
  wait leaning against the Church wall, poking it
  with their weapons and scraping their muddy
  boots against it, looking bored.
  As you approach, the men step out in front of
  you and the one in front raises his hand “ Halt,
  state your names and reason for coming to
  Midday.” he says.
  Have the party answer with their names and
  whatever they want to tell the militia. The priests
  will state their reason for being there as “To
  restore the Church of Pholtus to Midday.” The
  militia will openly stare in disbelief at them and
  laugh, making rude jokes about the idea. The
  militia should be openly arrogant and insolent to
  the party and the priests.  The militia should
  meet any threats or objections to the treatment
  with threats of arrest or punishment. Have them
  shake down the priests and any party member
  who acts reasonable 
  and non-threatening 
  for
  “church tax” money. The militia should not strike
  first in this encounter, as they will want to get
  this information back to Scanlon first, but have
  them come off as badly as you can without
  coming 
  to blows 
  with the party. The major
  buildings with the exception of the Church are
  made of a combination of wooden beams covered
  in stucco-like cement.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
  Local Militia, male humans, Ftr 1 (4): CR 1;
  Medium-size Humanoid HD 1d10+1; hp 11; Init +4
  (Improved Initiative); Spd 30; AC 15, (+4 Chain
  shirt, +1 Shield) Atks +2 melee one weapon (1d8+2
  [crit 19-20/x2] Longsword)  AL N(E);SV Ref +3,
  Fort +0, Will +0; Str 13, Dex 11, Con 12, Int 10, Wis
  10, Cha 11.
  Skills and Feats: Ride +4, Swim +2, Intimidate
  +1, Gather 
  Information 
  +1, Jump 
  +2. Feats:
  Improved Initiative, Weapon Focus (Longsword),
  Blind Fighting;
  Equipment: Chain shirt, Longsword, Dagger,
  Small Steel Shield, 3GP, 7 SP
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  Local Militia, male humans Ftr 2 (4): CR 2;
  Medium-size Humanoid HD 2d10+2; hp 18; Init +4
  (Improved Initiative); Spd 30; AC 15, (+4 Chain
  shirt, +1 Shield) Atks +3 melee one weapon (1d8+2
  [crit 19-20/x2] Longsword)  AL N(E);
  SV Ref +3, Fort +0, Will +0; Str 13, Dex 11, Con 12,
  Int 10, Wis 10, Cha 11.
  Skills and Feats: Ride +4, Swim +2, Intimidate
  +1, Gather 
  Information 
  +1, Jump 
  +2. Feats:
  Improved Initiative, Weapon Focus (Longsword),
  Blind Fighting;
  Equipment: Chain shirt, Longsword, Dagger,
  Small Steel Shield, 3GP, 7 SP
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))
  Local Militia, male human Ftr3 (4): CR 
  3;
  Medium-size Humanoid HD 3d10+3; hp 25; Init +4
  
  Answering the Call
  Page 7
  (Improved Initiative); Spd 30; AC 15, (+4 Chain
  shirt, +1 Shield) Atks +4 melee one weapon (1d8+2
  [crit 19-20/x2] Longsword)  AL N(E); SV Ref +3,
  Fort +0, Will +0; Str 13, Dex 11, Con 12, Int 10, Wis
  10, Cha 11.
  Skills and Feats: Ride +4, Swim +2, Intimidate
  +1, Gather 
  Information 
  +1, Jump 
  +2. Feats:
  Improved Initiative, Weapon Focus (Longsword),
  Blind Fighting.
  Equipment: Chain shirt, Longsword, Dagger,
  Small Steel Shield, 3GP, 7 SP
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    TTTThhhheeee    CCCChhhhuuuurrrrcccchhhh    ooooffff
  PPPPhhhhoooollllttttuuuussss    ooooffff    tttthhhheeee    OOOOnnnneeee    TTTTrrrruuuueeee    PPPPaaaatttthhhh....
  The Church was surrounded by a fence on its
  west side and a low wall on the north and east
  sides. The 
  fence 
  once surrounded 
  a 
  small
  graveyard on the west side of the church, but has
  now fallen down; the graveyard has been nearly
  destroyed. Grave markers are knocked over and
  broken and it looks as if several of the graves
  themselves have been disturbed. All of the
  markers are pre-war; none have recent dates on
  them. The Church is nothing more than the shell
  of a building. It has obviously been torched and
  looted more than once. The fire has not seriously
  damaged the exterior of the building, made of
  stone, but the interior has been completely
  gutted. The heavy front doors were damaged by
  fire, but are still serviceable. The roof has
  collapsed into the building along with other
  debris. The priests enter and begin clearing away
  the debris. “If we work hard, we can sleep here
  tonight,” states Brother Deems. It is obvious that
  it will be under the stars and on the hard ground
  if you do.
  The Church (30 feet by 70 feet) is two stories tall
  with double doors on the south end facing into
  the market-square. 
  The upper story was lined
  with arched windows now broken and missing.
  The north 
  end contains 
  the altar 
  and 
  the
  sanctuary 
  with a small door 
  exiting 
  in the
  northeastern side and a chimney in the center of
  the north wall. The door is now solidly blocked by
  a large chunk of the roof.
  IIIIffff    tttthhhheeee    ppppaaaarrrrttttyyyy    ssssttttaaaayyyyssss    aaaannnndddd    hhhheeeellllppppssss    cccclllleeeeaaaannnn    tttthhhheeee
  CCCChhhhuuuurrrrcccchhhh....
  Working hard with the priests, the party will find
  that they can clear a fair portion of the church
  and use some of the wooden debris to build a fire
  that Brother Deems will use to cook the party a
  dinner of stew, cheese and bread. Brother Gavin
  will surprise the party by building pallet beds out
  of 
  some 
  of 
  the 
  wood 
  and 
  making 
  straw
  mattresses for them.
  Father Culbert will be called away shortly
  after dinner to help one of the local peasant
  families. He will not return before dawn the next
  day and so will not be at the church for the
  encounter with the night visitors.
  Breakfast the next day will be good porridge
  and fresh baked bread.
  IIIIffff    tttthhhheeee    ppppaaaarrrrttttyyyy    ddddooooeeeessssnnnn’’’’tttt    hhhheeeellllpppp    aaaatttt    tttthhhheeee    cccchhhhuuuurrrrcccchhhh....
  If the party doesn’t stay with the priests to clean
  up, when they return later that night, they will be
  told of Father Culbert being called away and the
  brothers will offer space on the floor for the
  party’s bedrolls. In the morning, breakfast will be
  good porridge.
  SSSSuuuubbbbsssseeeeqqqquuuueeeennnntttt    ddddaaaayyyyssss    aaaatttt    tttthhhheeee    CCCChhhhuuuurrrrcccchhhh....
  The party is not expected to stay and help repair
  the church. However, if time is spent in Midday
  the repairs to the church will follow this course
  of events. At the end of the second day, the debris
  will be cleared from the church and the beds will
  be made for the priests, but not for the party if
  they have not helped in the clean up. Beds will be
  made for the party members that need to rest and
  heal from Encounter Three. There will be canvas
  walls put up in the northern part of the church,
  the beds will be next to the chimney on the north
  wall and have a canvas roof as well. The doors to
  the 
  church 
  will 
  have 
  been 
  repaired 
  and
  reinforced. After the third day the altar will be
  restored and pews built. The fourth day, the
  exterior will be scrubbed, painted and patched.
  The fifth day the interior will be painted and
  patched. Work will start on the roof after that.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    VVVViiiissssiiiittttoooorrrrssss    iiiinnnn    tttthhhheeee
  NNN
  Niiiigggghhhhtttt....
  During 
  the first night, Pepin sends a small
  welcoming party to visit the party after Scanlon
  tells him of their arrival. The party should be
  forced to spend the night at the Church, as
  Lynsey will not rent them rooms at the inn. The
  visitors 
  will arrive around 
  midnight without
  warning, though surprise should be difficult if
  the party has set up with the priests in the
  Church. Undead are particularly 
  repulsive 
  to
  Pholtus as a breaking of the natural laws. Thus
  the idea of defiling the church by fighting them
  here is repulsive 
  to the priests. 
  The priests
  (Brother 
  Deems and Brother 
  Galavin, Father
  Culbert is out) will avoid combat allowing the
  party to deal with the threat unless the party is
  facing defeat. They will then provide healing to
  keep the party fighting. They will only fight to
  avoid total party destruction.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    1111))))
  Skeletons (4): hp 6 each; see Monster Manual page
  165.
  
  Answering the Call
  Page 8
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    4444))))
  Zombies (5): hp 16 each; see Monster Manual page
  191.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    5555))))
  Skeletons (4): hp 6 each, See Monster 
  Manual
  page 165.
  Zombies (5): hp 16 each; See Monster 
  Manual
  page 191.
  The Morning After
  Father Culbert will return shortly after dawn the
  next morning. Hearing the story of the attack he
  says, “Chaos and corruption have come against us!
   We must find it out and destroy it or be killed in
  our own Church!” Turning to the party he opens
  his arms and says, “    This    is the reason Pholtus has
  brought you here with us. You must find this
  chaos and stop it from destroying the people and
  keeping us from restoring the Church.”   
  Father Culbert will encourage the party to go out
  and find out what they can from the people living
  here. Has anyone suffered the same fate? Why
  was there no alarm? What is known of where
  these foul creatures came from?
  Anyone attempting to track or retrace the trail of
  the undead will only be able to follow the tracks
  as far as the market square. Someone has s w e p t
  the square clean of all tracks!
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    TTTThhhheeee    IIIInnnnnnnn    ooooffff    tttthhhheeee
  W
  W
  W
  Waaaannnnddddeeeerrrriiiinnnngggg    HHHHaaaarrrrpppp
  The building has suffered structural damage in
  several places and either not been repaired or
  repaired with makeshift materials. Despite the
  damage, it is a clean, if threadbare, building. The
  inn is two stories tall and the windows have all
  been broken and replaced with planking. The
  front door and frame have been broken several
  times.  Repairs to both have been poorly done. 
  The upper story of the building shows holes in
  the walls and roof that have not been visibly
  repaired. There is evidence of graffiti on the walls
  that has been washed off, but not painted over.
  An orchard of apple trees extends from the
  back of the inn to the east. The trees show signs
  of neglect; yet even untrimmed and half-dead,
  they still hang heavy with fruit. 
  If the party goes here first before the Church,
  there will be no one here except Lynsey, the
  innkeeper. If the party comes here after going to
  the church and checking it out, but don’t stay to
  help the priests clean up, there will be two of the
  local militia here to check the party out and see
  what they are up to. Everything said will be
  reported back to Scanlon. The men will avoid
  talking to the party themselves, but will listen in
  on what the party has to say to the innkeeper,
  Lynsey.
  Lynsey is the former seneschal of the former
  local lord. The lord and his family were killed in
  the war and Lynsey was seriously wounded. Sir
  Arley has his own seneschal and placed Lynsey
  here at the Inn as reward for his service to the
  former lord and as a good fit to his skills and
  abilities.
  The inn has only fair to poor food and drink
  with the exception of the local apple cider. It is of
  exceptional quality and comes in fresh as well as
  hard varieties. The quality problems at the inn
  are due to both money and supply problems.
  There is almost no meat to be had and the menu
  reflects 
  this with many local root 
  vegetable
  dishes. The dishes are bland due to the lack of
  seasonings; 
  spices 
  used 
  elsewhere 
  are 
  not
  available 
  here. Given the proper materials 
  to
  work with Lynsey can turn out quite nice fare. He
  will be quite close-mouthed until Scanlon is dead
  or captured. 
  Before 
  that 
  happens, 
  his 
  only
  interest will be in getting food, spices, or drink
  for the inn. He will brag that before the war,
  caravans stopped here for lunch on their way
  north from Chathold and the Inn was famous for
  its fine cider and fabulous food. He hopes to
  restore that reputation, just as he is sure that
  some day Chathold will be restored.  There are
  two small rooms on the upper floor of the inn;
  however, Lynsey will claim the damage to the
  upper floor is too great and not rent them out to
  the party without 
  permission 
  from 
  Scanlon.
  Permission will not be given the first night the
  party is in town. Costs at the Inn will be double
  to quadruple book price for anything and higher
  priced if Scanlon feels the party has the money.
  Once Scanlon is dealt with, prices drop to one-
  and-one-half to twice book.
  If a party member can convince Lynsey that
  the party is there to help and he can confide in
  them, he will tell them that Scanlon is shaking
  him down for protection 
  money and Scanlon
  takes almost all of the money the Inn manages to
  make, which isn’t much with trade being so poor
  now a days. It is enough that Lynsey can’t afford
  to make decent repairs to the Inn. Lynsey has
  seen Scanlon meet with several people outside of
  Midday, to the east near the woods along the
  Harp River at night. He doesn’t know what was
  said or who the men were, but he knows that it
  couldn’t be for good. Lynsey believes that if he
  could tell Sir Arley about what he’s seen, Sir
  Arley could do something about it. But he hasn’t
  seen Sir Arley since he gave Lynsey the Inn for
  his service to the old Lord just under a year ago.
  Lynsey has never seen Sir Arley outside of Castle
  Tor.
  
  Answering the Call
  Page 9
  AAAAllllllll    TTTTiiiieeeerrrrssss    ((((EEEELLLL    4444))))
  Lynsey, Male human Ari4: CR 3; Medium-size
  Humanoid (5’7”) HD 4d8 hp 24; Init +0 Spd 30; AC
  12 (+2 Leather) Atks +4 melee one weapon (1d8+1
  [crit 19-20/x2] Longsword) AL LG; SV Ref +1 Fort
  +1 Will +4; Str 12 Dex 8 Con 10 Int 13 Wis 13 Cha 9
  Skills 
  and 
  Feats: Diplomacy 
  +6, Gather
  Information 
  +4, 
  Profession 
  (seneschal) 
  +5,
  Profession (innkeeper) +2, Sense Motive +3, Ride
  +4, Listen +4, Innuendo +3, Read Lips +2, Spot +2
  Equipment: Leather armor, Longsword,
  Lynsey is a dignified older gentleman with a
  pronounced limp and a scar running down the
  right side of his face from his hairline to his neck.
  He is 5’7” and 155 lbs., steel-blue eyes and his hair
  is heavily grayed from its coal black color of his
  youth.
  Local Militia, Human Males, Ftr1 (4): CR 1;
  Medium Humanoid HD 1d10+1; hp 11; Init +4
  (Improved Initiative); Spd 30; AC 15, (+4 Chain
  shirt, +1 Shield) Atks +2 melee one weapon (1d8+2
  [crit 19-20/x2] Longsword) AL N(E);SV Ref +3,
  Fort +0, Will +0; Str 13, Dex 11, Con 12, Int 10, Wis
  10, Cha 11.
  Skills and Feats: Ride +4, Swim +2, Intimidate
  +1, Gather Information +1, Jump +2; Improved
  Initiative, 
  Weapon 
  Focus 
  (Longsword), 
  Blind
  Fighting;
  Equipment: Chain shirt, Longsword, Dagger,
  Small Steel Shield, 
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    LLLLeeeecccckkkkwwwweeeellllllll’’’’ssss    SSSSm
  m
  m
  miiiitttthhhhyyyy
  SSSShhhhoooopppp    aaaannnndddd    SSSSttttaaaabbbblllleeeessss
  This building is in poor repair and upkeep.
  Damage done in fighting during the war is clearly
  visible. The building suffers from neglect as well,
  with unwashed stained walls and a clutter of junk
  surrounding the smithy and stables. The smithy
  itself is crowded with half-worked material and
  items scattered around. The work itself is not
  well done, mostly repair work on armor and
  riding gear. It is serviceable, but rough. Most of
  the work shows the livery of Nyrond on it. The
  smith wears the iron collar of 
  indentured
  servitude around his neck and is working
  lethargically at the anvil on a bit. He is short and
  heavyset with wild black hair that shoots out in
  all directions. His clothes are grimy and he is
  covered in soot and sweat. As he looks up at you,
  his eyes narrow. “What do you want here?” It is
  more of an accusation than a question.
  Leckwell is a “pioneer” from one of the debtor
  prisons of Nyrond. He “volunteered” to work off
  his debt in Almor and was sent here to replace
  the smith that disappeared during the war. His
  work for the most part is not good-looking as Sir
  Arley commissions most of it and has Scanlon
  order and pay for it all. Scanlon 
  has 
  been
  skimming off the top and does not treat Leckwell
  nicely at all. Leckwell can repair weapons and
  armor much better than the work shown, but he
  insists on being paid well for it in order to receive
  his best work. His prices will run 10% of cost of
  an item that needs minor repair, 25% of item cost
  for major repair and 125% of cost to create any
  item. 
  Payment 
  above 
  these 
  prices 
  will 
  get
  additional attention and quality to details, but
  none will be of exceptional quality.
  Leckwell is very bitter about his treatment at
  the hands of the Nyrondian officials and does not
  feel he deserves 
  the sentence 
  he 
  got. 
  Add
  Scanlon’s treatment of him to it and he is a n
  angry, bitter man who would love the chance to
  even things up somehow. He is aware Scanlon is
  meeting someone outside the village, but is not
  aware what it is about or who it is. He does know
  Scanlon or one of his men leave from the castle
  and head east towards the woods along the river
  Harp, usually at night and always alone. Leckwell
  has not seen Sir Arley since he was sentenced to
  the smithy almost a year ago. It was during a n
  audience at the castle.
  Leckwell, Human Male, Exp3: CR 2; Medium
  Humanoid (5’1”) HD 3d6+1 hp 18; Init +1 Spd 30;
  AC 13 (+2 Leather, +1 Dex) Atks +4 melee one
  weapon (1d8+2 [crit x2] Mace, Heavy) AL N; SV
  Ref +2 Fort +2 Will +2; Str 14 Dex 12 Con 12 Int 10
  Wis 9 Cha 9.
  Skills 
  and 
  Feats: 
  Appraise 
  +2 
  Gather
  Information 
  +4, 
  Handle 
  Animal 
  +2, 
  Craft
  (blacksmithing) 
  +5, Craft 
  (armorsmithing) 
  +5,
  Craft (weaponsmithing) +5, Ride +2, Listen +4,
  Read Lips +3, Spot +4
  Equipment: Leather armor, Heavy Mace,
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    CCCCiiiittttyyyy    HHHHaaaallllllll
  This building is in the best shape of all the
  buildings in town. Two stories tall, repaired, and
  recently painted, it has two doors on the ground
  floor, one in front and one in back. Both are
  heavy wood doors reinforced with iron strips. On
  the second floor, iron bars cover the two windows
  looking out of each side of the building.
  This is “City Hall” as most of the locals call it. It
  was the old tollhouse for the Trade Road, but the
  war has shown the need to more closely guard the
  collection of tolls. That is what the opening over
  the road in the tower of Castle Tor is for. City
  Hall is really the local militia headquarters and
  courthouse. Two to five militia members will
  always be found here on duty. From the rooms
  upstairs, any loud fight or disturbance in the
  thorp can be heard. Caravans and travelers check
  in here as they come through from the direction
  of Chathold. All others are questioned here or as
  they stop in at the local businesses. The local
  magistrate holds court in front of the building
  
  Answering the Call
  Page 10
  once a week or as needed. Troublemakers and
  prisoners are kept in cells inside until their trial.
  Local Militia, male humans Ftr1 (4); CR 1;
  Medium Humanoid HD 1d10+1; hp 11; Init +4
  (Improved Initiative); Spd 30; AC 15, (+4 Chain
  shirt, +1 Shield) Atks +2 melee one weapon (1d8+2
  [crit 19-20/x2] Longsword)
  AL N(E); SV Ref +3, Fort +0, Will +0; Str 13, Dex 11,
  Con 12, Int 10, Wis 10, Cha 11.
  Skills and Feats: Ride +4, Swim +2, Intimidate
  +1, Gather Information +1, Jump +2; Improved
  Initiative, 
  Weapon 
  Focus 
  (Longsword), 
  Blind
  Fighting;
  Equipment: Chain shirt, Longsword, Dagger,
  Small Steel Shield, 
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::    CCCCaaaassssttttlllleeee    TTTToooorrrr
  The castle is located on an up-thrust of rock that
  is just large enough to hold the keep and the
  curtain wall around it. The only approachable
  opening is on the downward slope in front facing
  to the South. It is a drawbridge fifteen feet above
  the level of the ground, wide enough for two
  horses to pass each other. It opens onto a raised
  ramp outside the wall that slopes down the hill. A
  garrison flag showing the colors of Nyrond flies
  from the side of the keep. There are two men
  stationed at the bottom of the slope leading up to
  the front gate bearing pole arms.  Four more are
  visible on the front wall, with two more on the
  top of the keep; all are armed with heavy
  crossbows and wearing chain shirts with the
  livery of the local lord over them.
  If the party tries to see Sir Arley or anyone else at
  the Castle, have the guards 
  turn 
  them away
  saying that they must make an appointment to be
  seen. If they ask for an appointment, tell them
  the request will be passed on. The guards all
  speak with the soft Nyrondian accents of Rel
  Mord.
  The front of the curtain wall is thirty feet
  high and crenellated. It tapers down to twenty
  feet high and no crenellation on the sides and
  back, though the level of the ground rises making
  the wall look an even height around the keep. A
  postern gate is in the rear wall; it is only large
  enough to let one man pass at a time and opens
  out onto a ledge of grass only ten feet across at its
  widest outside the curtain wall. A beam large
  enough to support the weight of a fully armored
  knight and his mount sticks out of the keep above
  a large set of doors set into the wall of the keep
  above the postern gate. The postern gate and this
  opening are almost directly above the Trade Road.
  The castle overlooks the surrounding countryside
  including the thorp and the Trade Road is visible
  for at least a mile in each direction.
  The keep itself is a square tower standing
  over forty feet tall and almost as wide. It is
  crenellated on top and looks to be built from
  massively thick stone blocks. Other than the two
  entrances mentioned before, the only openings
  are arrow slits above the level of the curtain wall
  and two small windows in the upper floor, one
  facing Chathold and the other facing North up
  the Trade road.
  If the party watches the castle or asks the
  locals, they may see a patrol leave or come into
  the castle. This happens just about every day and
  usually consists of a patrol of twenty heavy horse
  and knights coming or going. If they ask about
  the patrols or watch the castle during the day, it
  will be noted and reported back to Scanlon.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    8888::::    TTTThhhheeee    PPPPeeeeoooopppplllleeee    ooooffff
  M
  M
  M
  Miiiiddddddddaaaayyyy....
  When the party goes out and talks to the people
  of Midday to find out about the attack last night,
  they will find a close-mouthed lot who will warn
  the party to “leave and take the priests with you
  for their own protection.” Role-play these people
  as hard, bitter survivors 
  who have come to
  believe 
  that 
  life 
  offers 
  nothing 
  but 
  more
  suffering in an ultimately futile struggle against
  death. If the party does well at convincing you
  that they want to help the people here or treat
  the people with kindness and respect, give them
  these bits of information during the role-playing
  along with rumors off of the Nyrond rumors
  sheet (Appendix One):
  4. 
  Everyone knows better than to be out
  after dark here in Midday. That’s warning
  enough for most.
  5. 
  If the undead come for you at night, you
  have angered 
  someone 
  or 
  not 
  given
  proper respect to those in power here.
  You have called this punishment down
  upon yourselves.
  6. 
  If there was no alarm, is that not a
  warning in itself? You have been warned--
  take it to heart.
  7. 
  Leave and go quickly telling no one where
  you have gone. You will not be safe until
  you have left Midday far behind you.
  These warnings 
  can 
  be 
  uttered 
  by 
  anyone,
  however a few suggestions are:
  Durn, the local woodchopper: Durn had his
  left hand cut off at mid-forearm during the war,
  but gets along without it fairly well.
  Twillit, the local herbalist: Her family was
  killed and she was left for dead herself during the
  invasion. She escaped later and came back after
  the war. Her knowledge of herbs kept her alive
  more than once while others died.
  Vel, the orchard worker: He has lived with his
  trees all his life and tended them as his father did
  before him. He has scars on his back from the
  lashing he received while protecting the orchard
  from being chopped down as sport during the
  occupation by orcs. Instead of chopping down the
  
  Answering the Call
  Page 11
  orchard, they whipped Vel for three days. Vel
  swears the trees protected him from dying of that
  beating.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    8888::::    SSSSccccaaaannnnlllloooonnnn    aaaannnndddd
  CCCCoooom
  m
  m
  mppppaaaannnnyyyy
  Sir Arley hired Scanlon while in Rel Mord.
  Scanlon had fought in Almor during the war and
  had become a very bitter and cynical man from
  his experiences there. Sir Arley failed to check
  Scanlon’s record closely enough to find this out
  and Scanlon has been able to play on Sir Arley’s
  fears to the point that Scanlon now runs Sir
  Arley’s fief outside of Castle Tor. Sir Arley’s
  seneschal suspects Scanlon and Scanlon plans a n
  accident for him as soon as he can find a way to
  do it. Scanlon has hired most of the militia, but
  the castle guards came with Sir Arley from Rel
  Mord. Scanlon can thus trust the militia to do his
  dirty work for him, but not the castle guard or
  the Nyrondian military stationed there.
  Scanlon is taking money for information
  from a man called Pepin, who Scanlon believes to
  be a bandit. Scanlon thinks Pepin is planning
  raids on caravans and travelers as he always asks
  for information on anyone traveling through the
  area.
  When Scanlon 
  finds 
  out 
  the 
  party 
  has
  survived the night and are asking 
  questions
  around town, he will bring two of his friends
  with him to pick a fight with the party. This will
  be the obvious call out to punish the party for
  “coming in and causing trouble” and needs to be
  handled carefully. If the party wins the fight, the
  surviving militia at “City Hall” will call the castle
  guard to arrest the party. 
  While Scanlon engages his opponent, Aralon
  and Darger will use their Halberds to protect
  Scanlon’s flanks and engage anyone attempting to
  join in. Think small unit tactics here and fight
  them as a unit. These men are veterans and have
  fought together before, don’t let them be drawn
  in or fooled easily.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
  Scanlon, Human male Ftr3: CR 3; Medium-size
  humanoid (5”10”) HD 3d10+6; hp 28; Init +5 (Dex);
  Spd 30; AC 18, (+6 Banded, +1 Shield, +1 Dex) Atks
  +6 melee 
  one 
  weapon 
  (1d8+2 [crit 19-20/x2]
  Longsword) AL NE; SV Ref +2, Fort +5, Will +1; Str
  15, Dex 12, Con 14, Int 11, Wis 11, Cha 9.
  Skills 
  and Feats: Gather 
  Information 
  +1,
  Intimidate +1, Move Silently +2, Ride +7 Sense
  Motive +1; Weapon Focus (longsword), Improved
  Initiative, Quick Draw, Power Attack, Cleave
  Equipment: Banded armor, longsword, small
  steel shield, dagger, morningstar, sap, and 53 gp.
  Scanlon is 5 foot 10 inches 180 lbs. with
  brown slightly curly hair that hangs long down
  the sides of his face, his eyes are brown and cold.
  Aralon, Human male Ftr1: CR 1; Medium-size
  humanoid (5”7”) HD 1d10+2; hp 12; Init +2 (Dex);
  Spd 30; AC 17, (+4 Chain shirt, +1 Shield, +2 Dex)
  Atks +3 melee one weapon (1d10+3 [crit x3]
  Halberd) AL N (E); SV Ref +2, Fort +4, Will +0; Str
  15, Dex 14, Con 14, Int 11, Wis 11, Cha 11.
  Skills 
  and Feats: Gather 
  Information 
  +1,
  Handle 
  Animal 
  +2, Intimidate 
  +2, Ride 
  +6;
  Weapon Focus (Halberd), Dodge, Blind Fighting
  Equipment: Chain shirt, halberd, small steel
  shield, throwing axe, dagger, sap, 27 gp.
  Darger, Human male Ftr 1: CR 1; Medium-size
  humanoid (5”9”) HD 1d10+2; hp 15; Init +2 (Dex);
  Spd 30; AC 17, (+4 Chain shirt, +1 Shield, +2 Dex)
  Atks +4 melee one weapon (1d10+3 [crit x3]
  Halberd) AL N (E); SV Ref +2, Fort +4, Will +0; Str
  16, Dex 14, Con 15, Int 11, Wis 10, Cha 8.
  Skills and Feats: Bluff +0, Gather Information
  +0, Intimidate 
  +1, Ride 
  +6; Weapon 
  Focus
  (halberd), Toughness, Blind Fighting
  Equipment: Chain shirt, halberd, small steel
  shield, bastard sword, dagger, sap, 23 gp
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
  Scanlon, Human male Ftr 5: CR 5; Medium-size
  humanoid (5”10”) HD 5d10+10; hp 44; Init +5 (+4
  Improved Initiative, +1 Dex); Spd 20; AC 18, (+6
  Banded, +1 Shield, +1 Dex) Atks +10 melee one
  weapon 
  (1d8+3 
  [crit 
  19-20/x2] 
  Masterwork
  Longsword) AL NE; SV Ref +2, Fort +6, Will +1; Str
  16, Dex 12, Con 14, Int 11, Wis 11, Cha 9.
  Skills 
  and Feats: Gather 
  Information 
  +1,
  Intimidate +2, Move Silently +1, Ride +9, Sense
  Motive +2; Weapon Focus: Longsword, Improved
  Initiative, 
  Quick Draw, Power 
  Attack, Cleave,
  Blind Fighting
  Equipment: 
  Banded 
  armor, 
  masterwork
  longsword, 
  small 
  steel 
  shield, 
  dagger,
  morningstar, sap, and 93 gp
  Aralon, Human male Ftr 2: CR 2; Medium-size
  humanoid (5”7”) HD 2d10+4; hp 20; Init +2 (Dex);
  Spd 20; AC 17, (+4 Chain shirt, +1 Shield, +2 Dex)
  Atks +5 melee one weapon (1d10+2 [crit x3]
  Halberd) or (1d8+2 [crit x2] Morningstar) AL N
  (E); SV Ref +2, Fort +4, Will +0; Str 15, Dex 14, Con
  14, Int 11, Wis 11, Cha 11.
  Skills 
  and Feats: Gather 
  Information 
  +1,
  Handle 
  Animal 
  +2, Intimidate 
  +2, Ride 
  +7;
  Weapon Focus (morning star), Weapon Focus:
  Halberd, Dodge, Blind Fighting
  Equipment: 
  Chain 
  shirt, 
  morningstar,
  halberd, small steel shield, throwing axe, dagger,
  sap, 43 gp
  Darger, Human male Ftr 2: CR 2; Medium-size
  humanoid (5”9”) HD 2d10+4; hp 23; Init +2 (Dex);
  Spd 20; AC 17, (+4 Chain shirt, +1 Shield, +2 Dex)
  
  Answering the Call
  Page 12
  Atks +5 melee one weapon (1d10+3 [crit x3]
  Halberd) or (1d8+3 [crit x2] Mace, Heavy) AL N
  (E); SV Ref +2, Fort +4, Will +0; Str 16, Dex 14, Con
  15, Int 11, Wis 10, Cha 8.
  Skills and Feats: Bluff +0, Gather Information
  +1, Intimidate +1, Ride +7; Weapon Focus (heavy
  mace), Weapon Focus (halberd) Toughness, Blind
  Fighting
  Equipment: 
  Chain 
  shirt, 
  Halberd, 
  Mace,
  Heavy, Small Steel Shield, Bastard Sword, Dagger,
  Sap, 38 gp
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    9999))))
  Scanlon, Human male Ftr 8: CR 8; Medium-size
  humanoid 
  (5”10”) HD 8d10+16; hp 78; Init +5
  (Improved Initiative, Dex); Spd 20; AC 18, (+6
  Banded, +1 Shield, +1 Dex) Atks +11/+6 melee one
  weapon 
  (1d8+3 
  [crit 
  19-20/x2] 
  Masterwork
  Longsword) AL NE; SV Ref +3, Fort +8, Will +2; Str
  16, Dex 12, Con 14, Int 11, Wis 11, Cha 10.
  Skills 
  and Feats: Gather 
  Information 
  +3,
  Intimidate +3, Move Silently +2, Ride +10, Sense
  Motive +3, Forgery +1; Blind Fighting, Cleave,
  Weapon 
  Focus 
  (longsword), 
  Great 
  Cleave,
  Improved Initiative, Power Attack, Quick Draw,
  Two Weapon Fighting.
  Equipment: 
  Banded 
  Armor, 
  Masterwork
  Longsword, 
  Small 
  Steel 
  Shield, 
  Dagger,
  Morningstar, Sap, Rapier, and 185 gp
  Aralon, Human male Ftr 4: CR 4; Medium
  humanoid; HD 4d10+8; hp 36; Init +6 (+2 Dex, +4
  Improved Init); Spd 20; AC 17, (+4 Chain shirt, +1
  Shield, +2 Dex) Atks +7 melee one weapon (1d10+3
  [crit x3] Halberd) or (1d8+3 [crit x2] Morningstar)
  AL N (E); SV Ref +3, Fort +6, Will +1; Str 16, Dex
  14, Con 14, Int 11, Wis 11, Cha 11.
  Skills 
  and Feats: Gather 
  Information 
  +2,
  Handle Animal +4, Intimidate +3, Ride +9; Blind
  Fighting, Weapon Focus (morningstar), Weapon
  Focus 
  (halberd), 
  Dodge, 
  Improved 
  Initiative,
  Quick Draw
  Equipment: Chain shirt, morningstar, small
  steel shield, throwing axe, dagger, sap, halberd, 53
  gp
  Darger, Human male Ftr 4: CR 4; Medium-size
  humanoid HD 4d10+12; hp 43; Init +2 (Dex); Spd
  20; AC 17, (+4 chain shirt, +1 shield, +2 Dex) Atks
  +7 melee one weapon (1d10+3 [crit x3] Halberd) or
  (1d8+3 [crit x2] Mace, Heavy) AL N (E); SV Ref +3,
  Fort +7, Will +1.
  Str 16, Dex 14, Con 16, Int 11, Wis 10, Cha 8.
  Skills and Feats: Bluff +1, Gather Information
  +1, Intimidate 
  +1, Ride +9, Swim 
  +2; Blind
  Fighting, Cleave, Weapon Focus (heavy mace),
  Weapon 
  Focus 
  (halberd), 
  Toughness, 
  Power
  Attack
  Equipment: Chain shirt, mace, heavy, small
  steel shield, bastard sword, dagger, sap, halberd,
  48 gp
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    11110000::::    TTTThhhheeee    AAAArrrrrrrreeeesssstttt    aaaannnndddd
  TTTTrrrriiiiaaaallll
  After the fight with Scanlon is over, the party will
  hear the sound of riders in armor coming and a
  squad of twelve men will ride into Midday to
  arrest the party in the name of the King’s Peace
  and Sir Arley. The party will be required to lay
  down 
  their 
  arms 
  and 
  appear 
  before 
  the
  magistrate for trial. The captain of the guard will
  be reasonable but insistent on this. While every
  attempt should be made to arrest 
  the party
  peacefully, if a character is set on suicide by
  patrol of the Kings men, let him. Nyrond is a
  lawful country and the Almorian Protectorate is
  even more so.
  Fergal, Captain of the King’s Heavy Calvary,
  Human 
  male Ftr 10: 
  CR 
  10; 
  Medium-size
  humanoid; HD 10d10+20; hp 88; Init +6 (+2 Dex, +4
  Improved 
  Initiative); 
  Spd 
  20; 
  AC 
  22, 
  (+9
  Masterwork Full Plate, +2 Shield, +1 Dex) Atks
  +15/+10 melee one weapon (2-12+6 [crit 19-20x2]
  masterwork greatsword) or (1d8+4 [crit 19-20x2]
  masterwork longsword) AL LN; SV Ref +5, Fort
  +9, Will +3; Str 18, Dex 14, Con 15, Int 11, Wis 11,
  Cha 8.
  Skills and Feats: Climb +6, Handle Animal
  +10, Jump +6, Ride +10, Swim +7; Alertness, Blind
  Fighting, 
  Cleave, 
  Combat 
  Reflexes, 
  Dodge,
  Improved Initiative, Mobility, Mounted Combat,
  Power Attack, Ride-By Attack, Spring Attack
  Equipment: 
  Masterwork 
  full 
  plate 
  with
  spikes, masterwork 
  large wooden 
  shield with
  spikes, 
  heavy 
  lance, 
  masterwork 
  greatsword,
  masterwork punching dagger, mace
  Enat, Human male Clr8 (Heironeous): CR 8;
  Medium humanoid (5”10”) HD 8d8+24; hp 67; Init
  +6 (+2 Dex, +4 Improved Initiative); Spd 20 ft.; AC
  22, (+9 masterwork full plate, +2 large steel shield,
  +1 Dex) Atks +8/+3 melee one weapon (1d8+3 [crit
  19-20x2] +1 longsword) or (1d8+3 [crit x2] heavy
  mace) AL LG; SV Ref +4, Fort +9, Will +9; Str 15,
  Dex 15, Con 16, Int 10, Wis 16, Cha 10.
  Skills and Feats: Concentration +8, Diplomacy
  +7, Knowledge (Religion) +8, Ride +1, Spellcraft
  +6, Spot +1. Feats: Combat Casting, Weapon Focus
  (longsword), 
  Improved 
  Initiative, 
  Martial
  Weapon 
  Proficiency 
  (longsword), 
  Mounted
  Combat, Leadership.
  Spells: (7/6/5/5/3; Domains: Good, War ; DC
  13 + spell level).
  Equipment: 
  masterwork 
  Full 
  Plate,
  masterwork Large Steel Shield, +1 Longsword,
  Mace, Heavy, Lance, Light.
  Kings Heavy Cavalry, Human Males Ftr 2 (10): CR
  2; Medium-size Humanoid HD 2d10+2; hp 17; Init
  +4 (Improved Initiative); Spd 20; AC 20, (+8 Full
  Plate, +2 Shield) Atks +2 melee one weapon (1d8+2
  [crit 19-20/x2], longsword)  AL LN; SV Ref +3, Fort
  
  Answering the Call
  Page 13
  +0, Will +0; Str 13, Dex 11, Con 12, Int 10, Wis 10,
  Cha 11.
  Skills and Feat: Ride +5, Swim +2, Gather
  Information 
  +1, Jump +2; Improved Initiative,
  Weapon Focus (;ongsword), Blind Fighting;
  Equipment: 
  Full 
  plate, 
  heavy 
  lance,
  longsword, dagger, large steel shield, 
  The 
  Magistrate, 
  Ileum, 
  is 
  a 
  follower 
  of
  Hieroneous. He is very reverent and will be as
  fair as circumstances allow. If the party is seen as
  picking the fight or attacking the castle guard
  afterward, the trial magistrate must punish the
  party for violating the law of Nyrond. This is to be
  done by assigning additional units of time to the
  characters log sheet to signify time served for
  assault in prison. One month and a 100 noble fine
  is the standard punishment and may be lessened
  due to the extenuating 
  circumstances 
  of the
  situation.
  If the party is not found guilty of assault, but
  has exposed Scanlon and his friends 
  for the
  thieves they are, Ileum will order the militia
  investigated and the party rewarded twenty-five
  gold pieces (75 gp total) for each of the bandits
  (Scanlon and his two companions). This will lead
  to several more of the militia 
  leaving town
  quickly, but no reward for the party. 
  Pepin must be mentioned 
  at this point if he
  wasn’t brought up at the fight. The town’s people
  will come forward at this point if they haven’t
  told the party yet about what they know Scanlon
  to be doing outside of town.
  CCCCoooonnnncccclllluuuussssiiiioooonnnn
  If the party was found not guilty of assault.
  The trial was quick but fair; the local folk came
  forward and testified to the fact that Scanlon was
  the cause of more than just this day’s fight. He
  has caused trouble to all and his demise leaves
  more questions than answers. Who has he been
  meeting outside of the thorp? What was he doing
  with those he met? What is to happen to the
  thorp now that the militia has lost so many of its
  members? With Scanlon gone, will the attacks at
  night stop? Or will they get worse, with no militia
  to protect the thorp? Despite these questions, you
  feel good about what you have helped do here at
  Midday. The Church of Pholtus is well on the way
  to being rebuilt and you have received the favor
  of the Church from Father Culbert for your help
  to this end. The militia is no longer a threat to the
  very people they were meant to protect, and you
  have a few more gold in your pocket than you had
  a few short days ago. Life is good and who knows,
  you may stay here a while longer and see this Fair
  that people are talking about, to celebrate Sir
  Arley’s first year of rule. You deserve a little fun
  now, don’t you? Maybe you could join the militia
  here and help find some of the answers to those
  questions.
  If the party is convicted of assaulting the
  King’s men.
  The trial was quick and fair; the local folk came
  forward and testified to the fact that Scanlon was
  the cause of more than just this day’s fight. His
  actions however don’t explain your own and the
  magistrate has given you time to ponder some of
  the questions his demise has left. Who has he
  been meeting outside of the thorp? What was he
  doing with those he met? What is to happen to
  the thorp now that the militia has lost so many
  members? You will have time to think about
  these questions and more as you help the King
  restore the Trade Road in a Royal Chain Gang.
  Perhaps next time you will think twice about
  attacking the local militia or King’s Cavalry
  without provocation. Father Culbert will no
  doubt preach in his sermons and visits with you
  about the need for restraint and self-control. At
  least some good came out of this with the
  restoration of the Church of Pholtus to Midday.
  The End
  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.
  Encounter Two
  Helping clean the Church
  25 xp
  Encounter Three
  Getting information about Scanlon from
  Lindsay.
  25 xp
  Encounter Four
  Getting information about Scanlon from
  Leckwell.
  25 xp
  Encounter Seven
  Defeating the undead
  100 xp
   Encounter Eight
  Defeating Scanlon and Friends
  250xp
   Encounter Nine
  Surrendering and good conduct at trial
  25 xp
                                   
  Total experience for objectives
  450xp
  Discretionary roleplaying award
  0-50 xp
  Total possible experience
  500 xp
  
  Answering the Call
  Page 14
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of
  this nature can be sold for 50% of book value,
  or recorded on a log sheet.
  2. 
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPCs,
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3. 
  Theft is against the law, but may be practiced
  by some player characters. Items which are
  worth more than 250 gp that are of personal
  significance to the owner (including family
  heirlooms), and all magical items, will be
  discovered in the possession of the character
  by one means or another. The character must
  return the item and pay a fine equal to three
  times 
  the value 
  of the item 
  stolen. 
  In
  addition, the PC caught receives campaign-
  decided penalties for being known as a thief.
  For other stolen 
  items 
  which 
  meet 
  the
  criteria in #1 above, use your judgment and
  the 
  circumstances 
  within 
  the 
  game 
  to
  determine whether a PC thief gets away with
  the theft or not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things which
  it later 
  finds 
  unreasonable 
  but 
  which 
  were
  allowed at the time.
  Encounter One
  • 
  Master 
  Work 
  Quarterstaff: 
  Wooden
  quarterstaff tipped with cold rolled iron on
  both ends, the top has been worked into the
  shape of an open book. On the open pages it
  says, “Through the Law, the Path will be
  found.” This is the quarterstaff 
  of Father
  Culbert. It will be given 
  to any lawful
  character that has done something to make
  himself 
  stand 
  out 
  during 
  the 
  module,
  preferably to a follower of Pholtus or convert.
  Note: This 
  quarterstaff 
  will 
  under 
  NO
  circumstances 
  be 
  given 
  to 
  a 
  Chaotic
  character.
  • 
  Favor of the Church of Pholtus: This will give
  the bearer one first level spell for free or can
  be used for a 50% discount on a second level
  spell from any priest 
  of Pholtus of the
  Church of the One True Path. As long as the
  bearer is known to be not wanted for any
  crimes against the Church.
   
   Encounter Nine
  • 
  103 gp
   
   Encounter Ten
  • 
  75 GP reward for bandits. This is a tax-free
  award from authorities and not subject to the
  Kings’ 
  adventurer’s 
  tax.
  
  Answering the Call
  Page 15
  Judge's Event Summary Sheet
  The purpose of this summary sheet is to provide information to the Nyrond Triad to see how events in
  this scenario influence future happenings in Nyrond. Return this survey to the event coordinator. 
  Please give PCs’ names, players’ names and RPGA numbers.
  1. 
  List: Players Name
  Character Name
  Class & Level
  2. 
  Did the PCs do anything extraordinary (significantly different from what the scenario implies they
  might do)?  Explain.
  3. 
  Which PC served the mission objectives best?  Provide a brief explanation.
  4. 
  Describe any events not outlined in the scenario that you feel could effect the future of the
  campaign in Nyrond in any way.
  5. 
  Which NPC(s) were killed, and which NPC(s) escaped?
  6. 
  Which PC received the priest’s masterwork quarterstaff?  Reason?
  7. 
  Did any PCs exhibit exceptional behavior towards the people of Midday (exceptionally polite,
  heroic, obnoxious, etc.)?  Please provide PC and player names, and very briefly describe their
  actions.
  
  Answering the Call
  Page 16
  Appendix 1: Useful Rumors
  • 
  Some say Prince Sewarndt is in hiding in Korenflass, while others say he skulks in the Gnatmarsh.
  • 
  Some say King Lynwerd is feeble and incompetent, a puppet whose strings are pulled by certain
  noble families.  We should rise up and overthrow him so that Prince Sewarndt can take his rightful
  place on the throne.
  • 
  The Kingdom’s new debtor’s 
  prisons 
  have been built to accommodate 
  all the unlicensed
  adventurers.  Executions will used to ease the expected overcrowding.
  • 
  While traveling to Rel Mord, the King’s fiancée fell ill.  No one has seen her since.  Some believe her
  dead by poison at the hands of Prince Sewarndt, other believe it is demon-induced sleep.
  • 
  Demons haunt the Almorian lands, so travel down the Flessern River is dangerous at best.
  • 
  There is still a pirate problem in Relmor Bay.  No one knows who the pirates work for.  One
  wonders if they are of the Scarlet Brotherhood, preying on the fair peoples of Nyrond.  Others say
  they are southern nobles out making a fortune for themselves.
  • 
  Don’t go out at night anywhere in the kingdom.  People have been arrested, charged with thievery,
  and have had their hands cut off.  Some others have been sold into slavery.
  • 
  The rich nobles are in league with fiends.
  • 
  All nobles are in league with fiends.
  • 
  King Lynwerd is demon.  At night he changes into a hideous three-headed creature and eats
  maidens and sheep.
  • 
  Nyrond will invade the Theocracy of the Pale within a year to rid that land of oppression.  Pholtus
  himself will lead our armies.
  • 
  The Undead Duke (Szeffrin) has returned to Chathold and is gathering his demon armies around
  him once more.
  • 
  King Lynwerd will give Almor its freedom at his Five Year Gala and announce the formation of a
  new alliance against Ahlissa to gain the rest of Almor.
  • 
  Pholtus himself will lead Nyrond’s and Almor’s combined armies against Chathold and restore the
  city to its former glory.
  • 
  Ahlissa will invade and take the rest of Almor from Nyrond. King Lynwerd will let them keep it. It
  has been arranged.
  • 
  The King will announce a reduction of taxes at his Five Year Gala.
  • 
  All of Nyrond awaits a single heroic act to burst forth in rebellion and overthrow King Lynwerd.
  Almor will be free again.
  • 
  The Prelate, Osred, has ordered all of the Faithful to obey Nyrond’s laws until the King shows he
  will not free Almor, then and only then to prepare for rebellion.
  • 
  The Knights of the Shield of Almor have been re-formed by the Prelate. They gather in Mithat to go
  forth once again throughout the land.
  • 
  The new town of Adrean's Landing will celebrate its founding later on this year.  People from all
  over the Kingdom will gather to participate in the grand festival, featuring contests and craftsmen.
  
  Answering the Call
  Page 17
  PPPPllllaaaayyyyeeeerrrr    HHHHaaaannnnddddoooouuuutttt    ####1111
  Recent History.
  Before the Greyhawk wars, the Prelacy of Almor was an independent country run with the guidance of
  the Church of Pholtus. Now, it is torn between two kingdoms, Nyrond and Ahlissa. The beginning of the
  Greyhawk Wars in CY 583 saw Commandant Ossen take the Almorian army and boldly strike into the
  heart of the Great Kingdom in an attempt to draw away the forces of evil and allow time to muster the
  forces of good to Almor’s banner. The Great Kingdoms’ General Szeffrin ignored Ossens’ advance,
  marched through Almor, and destroyed the Nyrondian first line of defense, almost halving the number
  of knights in King Archbold’s army. In 584 CY Ivid V had all of his generals, General Szeffrin included,
  and most of the nobles of the Great Kingdom turned into undead Animuses in Ivid’s service. Ivid then
  sent Szeffrin on a punitive expedition into Almor and loosened a reign of terror on Almor that was not
  even matched by Ivid himself with his sacking of the See of Medegia later in the war. This time will
  forever be remembered as The Time Death Walked Almor and culminated in the destruction of the
  capital, Chathold, on The Day of Dust.
  General Szeffrin's occupation and reign of terror (584-586 CY) over Almor left the prelacy occupied
  by a demonic army and little else. Over seventy thousand people died during this time. Those that could,
  fled the country, many fled east back into the Great Kingdom, to family or friends in the South
  Province, but most fled west into Nyrond, seeking shelter there among their allies and neighbors.
  General Szeffrin sold additional thousands of Almorians who failed to get away into slavery, until only
  the dead, insane, infirm and unreasonably stubborn were left in Almor. Vast tracks of the country were
  completely emptied of human life and an army of demons and undead roamed the wreckage that was
  Almor. 
  By the Year of Peace (585 CY) the destruction of Almor was almost complete. With the deaths of the
  Prelate of Almor and the Duke of Chathold and his sons in battle with forces of the Great Kingdom,
  Ivid declared Almor a province of the Great Kingdom to be ruled by now Duke Szeffrin. Resistance by
  the forces of Almor was reduced to fortification of isolated outposts and raids on patrols and targets of
  opportunity. In CY 586, Duke Szeffrin marched his army to Rauxes in an attempt to claim the Malachite
  throne for his own after the reported death of Ivid. With the Great Kingdom engulfed in civil war,
  Nyrond seized the western half of Almor for its own early in 587 CY. A defensive line was created along
  the Harp River, half way through Almor. Holding the western half of Almor proved difficult as the evil
  left behind by Duke Szeffrin brought forth the dead to fight again as undead. Pacification of the land
  was made almost impossible as Nyrond’s losses of the day before were brought back against her in the
  field the following day. 
  The United Kingdom of Ahlissa, the victor, if that term can be used, in the civil war of the Great
  Kingdom, moved forces West to the Harp River late in 587 CY. It was just as difficult to occupy the
  eastern portion of Almor as the western half. The Duke’s forces were not many, but their power was
  great. Chathold was an occupied ruin, populated by demons and undead, and the rest of eastern Almor
  was just as horrifying as the western half. However, with the destruction of Rauxes and the death of
  the Duke, most open warfare had stopped and fighting fell to a level for local control. Chathold was
  isolated and most of the local despots were legitimized in order to settle matters quickly and gain
  control of the territory now called the Marchlands of Chathold. Ahlissa didn’t have the strength or the
  will to contest the seizing of the western portion of Almor by Nyrond.
  With the declaration of peace between Nyrond and Ahlissa in early 588 CY, the Church of Pholtus
  looked to rebuild Almor. The task was daunting, but the Church felt it could be done. The first order of
  business was to rebuild the Church, most of the clerisy had been killed or scattered by the war. The
  Patriarch had died in Rauxes on the Screaming Column, a victim of Ivid’s insane hatred of the Church.
  The Prelate and most of the Council of Clergy for the Church had been killed in the war, reducing to
  little more than a third the numbers of the Council. Those that were left called for a Conclave in
  Mithat. It took almost six months to gather the members together and organize the Conclave. The
  selection, election and gathering of members of the clergy to the Council took even longer. The
  Conclave was called to order appropriately in the month of Flocktime, the traditional month for
  followers of Pholtus to tend to matters of the home and family, 588 CY. By the time the Council had
  elected a Prelate to lead them in 590 CY, events had moved on without the Church.
  Nyrond had occupied the western half of Almor and at great cost to itself and its people, held it all
  the way to the Harp River for over two years. The Church of Pholtus, bled dry and emptied by the years
  of warfare before, failed to bring forth much help and embroiled in its own crisis of leadership, had
  withdrawn into Mithat and away from the world. Early in 590 CY, King Lynwerd I made his own
  decision, since Nyrond had liberated Almor and had suffered to hold it against the evils placed upon it
  by Duke Szeffrin, Nyrond would claim it as its own. Nyrond had never thought of Almor as much more
  that a client state anyway, so the announcement 
  of Nyrond’s establishment 
  of the Almorian
  Protectorate was no surprise at Court. He immediately started appointing nobles and land grants to
  veterans of the army that still occupied Almor. With the power given him by Nyrondian law, King
  Lynwerd I stripped many of the local nobility of their titles and lands. Almorian nobles returning from
  
  Answering the Call
  Page 18
  exile in Nyrond and the South Province found themselves disinherited. The king stated that since they
  had not stayed to fight for their land, they had lost their rights to it, ignoring the fact that had they
  stayed, they would have been killed and lost it anyway.
  With a newly elected Prelate and Council of Clergy, the Church re-emerged from their Conclave in
  Mithat to a new reality, one that had passed them by and replaced them. There was in Mithat, a new
  ruler, not of the Prelacy of Almor, but of the Protectorate of Almor. The King had appointed Younard,
  the Governor of Almor, and he arrived in Mithat nine days before the Conclave had elected its new
  Prelate, Osred. The Church no longer ruled Almor. Osred was a Prelate without a Prelacy.
  Nyrond moved quickly to secure its new Protectorate, under populated and still full of evil strongholds
  and undead, Almor needed people to help bring it back from the brink of chaos. Land was offered to
  those willing to settle in Almor, an offer attractive to the farmers of Midmeadow who were suffering
  from a plague in the soil of their farmlands. Debtor prisons were emptied and any political
  undesirables found were sent to Almor. Anyone who fell afoul of the system became an instant pioneer
  to Almor. When Prelate Osred protested this action to the King, another group of people were added to
  the list of immigrants: worshipers of Pholtus. Whether or not the followers were members of the
  “Church of Pholtus of The One True Path” (Almor) or members of  “The Church of Pholtus of the
  Blinding Light” (Theocracy of the Pale), even members of the “Church of Pholtus of the True Path”
  (Nyrond) were sent into Almor.
  It was this action that set the path for Osred. He became determined to retake the protectorate and
  by doing so to reclaim the Prelacy. Osred reasoned: In the following of The One True Path, anyone of
  strength and power is bound by the duty and responsibility of that strength and power to protect the
  weak amongst them from the dangers of Chaos and Evil. King Archbold had done that in coming to the
  aid of Almor during the war. The fact his strength wasn’t great enough to hold the Prelacy was not to be
  belittled; he had done all that Nyrond could do against the Chaos and Evil threatening it and Almor.
  Where King Lynwerd had fallen from The Path was when he had claimed Almor for his own afterwards.
  Instead of protecting Almor until she could once again stand on her own, he had come in and taken her
  for his own. Instead of forwarding the claim of the Prelacy to the western half of Almor, he had ceded it
  to Ahlissa. It wasn’t that the King had been cowardly, it was that he had been mistaken in thinking that
  Almor couldn’t stand on her own and that he wasn’t strong enough to protect all of Almor.
  It was up to Osred and the Church to show him the errors of his way and to bring the King back to
  The One True Path. This was to be done by retaking the protectorate of Almor for him by the Church.
  Once the Church secured the protectorate and made it safe for the people, the king would see that he
  had been wrong to think that Nyrond was needed to hold the territory from harm and release the
  protectorate back to the Church. Perhaps together Almor and Nyrond would show Ahlissa her error as
  well and reunite the Prelacy. If Nyrond and the King ignored the lesson and still laid claim to Almor,
  well, there was another lesson in strength that Almor could teach Nyrond if it proved necessary.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Nyrond/NYR1-05 - Answering the Call.pdf