TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
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  without permission of the author.  To learn more about the Open Gaming License and the d20 system license, please 
  visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, 
  Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario 
  is intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  GRMN-03 
   
   
   
  The Militia Games 
   
  A One-Round D&D LIVING GREYHAWK®  
  Gran March Regional Adventure 
  Version 1.0 
  Round 1 
  by Joe Masdon 
   
   
  Every year during Needfest, the militia companies of Gran March come together outside Hookhill to practice their 
  martial skills and test their battle readiness.  Recently, the Militia Council has agreed to open up the Games to 
  outside participants, though some veterans might not take kindly to outsiders in their Games.  During the celebration 
  and mock violence, observant contestants might catch wind of murder in the air. Let the Games Begin. 
  The Militia Games is a series of mock battles and contests of martial skill.   Players are strongly encouraged to 
  create Gran March veteran PCs who are interested in learning about the various Militia Groups (meta-organizations) 
  available.  PCs who would be unwilling to participate in mock combats are strongly discouraged.  This is an 
  introductory Living Greyhawk module set in the Gran March and is intended for 1st level PC’s only.
  
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
  That said, you as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, the 
  players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons 
  & Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase 
  the player text instead of reading it aloud. Some of this 
  text is general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players 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, and a character sheet from your 
  convention coordinator or the RPGA Web site, ant then 
  have any players without a character create on.  Once 
  all players have a LIVING GREYHAWK character, 
  play can begin. 
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly important 
  passages.  
  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 
  GREYHAWK Gazetteer. 
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Gran March.  Characters native to Gran March pay one 
  Time Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
  Adventure Background 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  This module will provide PCs new to Gran March with 
  an introduction to the region’s militia companies, and 
  their massive annual competition, the Militia Games.  
  Players are strongly encouraged to play PCs who are 
  Gran March veterans who would be interested in 
  learning about militia companies.  PCs can be members 
  of a militia company already, but the scenario is 
  intended to introduce both the meta-organizations and 
  the Games.  Any military type character, including 
  active duty Gran March soldiers and veterans from 
  neighboring allied countries will also fit in very well.  
  If players do not want to play former or active military 
  PCs, it is still recommended that PCs be willing to 
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
  The Militia Games 
  [Round # 1] 
  Page 2 
  
  compete in mock combats.  The majority of the 
  scenario focuses on the competitions of the Games and 
  the PCs are given the opportunity to participate.  The 
  Militia Games is a very large gathering of very battle-
  hardened individuals that spend much of the year 
  preparing to compete in these events.  There is almost 
  no chance that a first level PC will even come close to 
  winning any of these competitions, but winning is not 
  important.  Competing well and earning respect 
  through effort will be rewarded for PCs who are 
  interested in militia meta-organizations. The Militia 
  Games can be run as an interactive for all levels at 
  conventions in the future.   
  During the week of Richfest, militia companies are put 
  on alert to supplement the Army while it is under 
  strength following Mustering Day (see the Gran March 
  Military Document for additional details). The other 
  significant festival for militia companies occurs during 
  Needfest, when the annual Militia Games are held 
  outside of Hookhill. 
  In generations past, the Militia games were limited 
  exclusively to members of Gran March Militia 
  companies.  During the Greyhawk wars, many veterans 
  were recalled to duty, more soldiers were dying in 
  action and many active-duty soldiers stayed in the army 
  longer.  In more recent years, Gran March forces have 
  been lost to the fighting in Geoff against the giants.  As 
  the pool of veterans shrank, so did the Militia Games.  
  A few years ago the restrictions on competing were 
  eased a bit to allow unaffiliated veterans to compete as 
  well.  This not only helped keep the participation in the 
  games respectable, it also gave the unaffiliated veterans 
  exposure to the militia companies.  The Militia Games 
  became an opportunity for militia companies to recruit 
  new members.  The militia companies get to watch 
  potential recruits in action to determine whether or not 
  they tend to distinguish or embarrass themselves.   
  DMs are encouraged to read the Militia Companies 
  Meta-Org document that is posted to the Gran March 
  Website: http://granmarch.living-
  greyhawk.com/metacampaign.htm. 
  For DMs who do not have the access or inclination to 
  read the entire document, the following passage 
  summarizes the function of the militia companies in 
  Gran March. 
  Excerpt from Militia Companies Version 3.0 by Pete 
  Winz and the Gran March Triad 
  Very recently, and quite by accident, the games were 
  opened to non-military and non-veteran Gran March 
  participants.  There is much disagreement among the 
  companies about the value of allowing “just” anyone to 
  compete.  It began two years ago as a friendly argument 
  between Colonel Watcher Ivan Von Bloodgore, 
  Immovable Bullette from the Company of the Red 
  Dragon and Captain Alton Stanmore of the Yeoman 
  militia.  While traveling through the Yeomanry, 
  Colonel Bloodgore teasingly remarked to his old friend 
  Captain Stanmore that it was a shame that he could not 
  bring a couple of files of pikemen to the Militia Games 
  in 591 CY to compete in the Hold the Bridge 
  competition.  He remarked that the Marchers could 
  show the Yeoman how to really hold ground. Six 
  months later, Captain Stanmore surprised Colonel 
  Bloodgore and the Games officials by showing up with 
  15 men ready to compete in the Hold the Bridge 
  competition.  There were some flustered objections, but 
  Colonel Bloodgore felt obligated to live up to his 
  unwitting obligation.  The Yeomen were his guests, and 
  they had traveled too far to be disregarded.  Many of 
  the Games organizers protested “dirtying the Games” 
  by allowing outsiders to compete.  The Colonel 
  masterfully and diplomatically overcame all objections 
  by sneering at the objectors and saying, “Scared?”  The 
  Yeomen were allowed to compete, though a very large 
  target loomed on their tabards. The two files were 
  placed in the lottery drawing along with all other files.  
  Hordes of spectators crowded the competition area to 
  General Organization Notes 
  The military tradition has been a part of Gran March 
  culture since its founding nearly six centuries ago.  
  Every able-bodied male is expected to serve in the 
  active military (or suitable  equivalent) for up to seven 
  years, but even beyond that term of service is the 
  expectation that they will continue to maintain their 
  equipment and battle readiness so long as they are fit to 
  fight. In order to meet this requirement, local militias 
  were formed. Membership in a militia company is not 
  necessary to maintain the legal requirement of combat 
  readiness, but militia companies have taken on an 
  additional role of social clubs over the years and 
  membership is often a sign of status and prestige. 
  Philosophy and Credo 
  While each company has its own approach to fulfilling 
  its mission, all were formed to maintain the combat 
  readiness of Gran March’s veterans and this purpose 
  guides every company. In support of this mission, 
  militia companies have regular muster days to check 
  their rosters, train, and maintain their equipment. Over 
  the years, militia companies have also become a source 
  of local pride and training days have taken on some 
  social functions as well. Families frequently gather for 
  picnics and other activities while the soldiers train. 
  Important Dates, Holidays & Ceremonies 
  The Militia Games 
  [Round # 1] 
  Page 3 
  
  Adventure Summary  
  cheer against the Yeomen.  Both files did extremely 
  well, much to the irritation of many Marchers, but to 
  the great delight of many old soldiers that just enjoyed 
  seeing a great fight.  One of the Yeoman files held 
  against 28 assaults until a file from the Steadfast Pike 
  militia company finally dislodged them.  The cheers 
  that went up when the Yeomen were knocked off the 
  bridge were not for the victors; it was a show of great 
  admiration for the determined outsiders.  That Steadfast 
  Pike file went on to win the Hold the Bridge 
  competition that year, repelling 44 assaults.  The 
  Yeoman file finished in 8th place, and received an 
  invitation to return in 592 CY. 
  The PCs have a chance to meet each other in line, 
  waiting to enter the Games area.  From there, they will 
  be shown the schedule and location of events.  They are 
  welcome to compete in any events they wish, though 
  there will be some encouragement to compete in the 
  Hold the Bridge competition, and the Joust as well.  
  The Games is a four-day event, so there is no need for 
  PCs to try everything in a single day.  This gives PC 
  spellcasters an opportunity to refresh spells if they 
  wish, and subdual damage will heal at a rate of one 
  point per hour.   
  The organizers of the Militia Games decided that 
  having a great show was more important than just 
  keeping the games closed.  But they did not want just 
  anyone participating in the games.  Even more 
  importantly, they did not want whole Battles of 
  outsiders entering Gran March to march on Hookhill.  
  Rules for outsiders competing were established.  The 
  heads of the Militia companies are each allowed to 
  issue one invitation to outsiders to compete.  These 
  companies generally invite militia groups that are 
  similar to their own from allied countries (i.e. The 
  Arrowstorm Militia Company have twice invited the 
  Longbowmen of Geoff to send up to ten men to 
  participate.).  Additionally, individuals that come to the 
  Games alone or in small groups may request permission 
  to compete even if they are not veterans or invitees.  
  This is a hazardous way to spend a week, though.  
  Freelance competitors who show up without being 
  invited are generally allowed to participate, but they are 
  always targeted for quick elimination.  The militia 
  companies have no desire to have some unknown 
  show-off win even a single victory.  Even active duty 
  Gran March soldiers are targeted for elimination as the 
  militia members do not want a bunch of “young 
  greenspears” showing up their elders.  But the militia 
  companies are always on the lookout for promising 
  young soldiers that will be veterans themselves in a few 
  years.  All Gran March active duty soldiers must 
  compete using non-military time units.  Additionally, 
  the marshals have the authority to determine that a 
  participant is simply unfit for competition.  Little old 
  ladies, murderous barbarians or anyone who will cause 
  serious harm or be harmed is rejected.  Hopefully, none 
  of the PCs will fall into the category of being unfit to 
  compete.  If a PC is a veteran, he will be allowed to 
  compete, even if he appears old and frail or 
  dangerously violent. 
  NPCs will greet any Gran March veteran PCs with the 
  very common opening line, “Where did you serve?” or 
  “What unit were you with?”  PCs might want to choose 
  the battle they served with from the summary on 
  Appendix 7.  Bear in mind that the battles move around 
  some, so the battles serving in the Army of Retribution 
  (in Geoff) were not formed up as an army 10 years ago. 
   Some flexibility should be used in discussing PC 
  history.  Remember also that no PC would have been in 
  the 1st Battle, the Commandant’s Own. 
  Hold the Bridge 
  Designed for groups of eight (file).  PCs looking to 
  compete will find another group of non-affiliated 
  competitors looking to form a file (as many as needed 
  to make eight).  If the PCs show no interest in 
  approaching the Hold the Bridge competition, they will 
  be sought out be a group looking for help in forming a 
  file of eight.  The first fight should be easy, but it gets 
  increasingly difficult, as there are only one-minute rest 
  breaks between fights. 
  Joust 
  Individual competition.  PCs will be told the rules of 
  the competition and rented a mount if needed.  This 
  competition becomes difficult quickly, but PCs have a 
  chance to make a name for themselves here.  PCs 
  should be eliminated on the first day, but they might 
  make it through a few rounds. 
  Targets 
  Individual competition.  Archery target shooting 
  against increasing ranges.  PCs who perform well have 
  a chance to make the second day of competition, which 
  will bring notoriety to any PC. 
  Capture the Flag 
  A Battle-sized competition.  Only full battles (500) 
  compete in this competition, and none of the PCs will 
  The Militia Games 
  [Round # 1] 
  Page 4 
  
  qualify.  This competition is not available to PCs, but 
  the DM can describe the event if desired.  It is an event 
  that militia units practice during the year and as the 
  biggest group event, it is very prestigious to be on the 
  winning team.  The DM should mention that this event 
  is played out on an enormous battlefield overlooked by 
  a wide hill.  Watching the competition as entertainment 
  is a great way for PCs to spend a few hours during the 
  four days.  
  Militia Company Booths 
  Many militia companies will have wagons, booths, 
  displays and illusionary recreations of some of their 
  greatest victories on the grounds.  Most visitors will be 
  treated to a bit of bragging from militia members, but 
  any Gran March veteran PC might be talked to by a 
  recruiter for the companies.    
  Murder Plot 
  On the third night of the Militia Games, PCs will 
  overhear a conversation in their camp area between two 
  men.  There is a plot to murder Captain Watcher Franz 
  Dragus, of the Company of the Red Dragon during the 
  Grand Melee.  PCs can attempt to foil this plot in just 
  about any fashion they desire, including waiting for the 
  Grand Melee and trying to protect Dragus there.   
  Grand Melee 
  Individual competition.  The last event of the Games, 
  and the PCs have absolutely no hope of winning this 
  event.  However, during the course of the scenario, PCs 
  should uncover a murder plot, and will hopefully spend 
  this competition foiling the plot. 
  Very Important 
  The combats during the Militia Games are mock 
  battles.  As such, there is no expectation that lethal 
  force is going to be used.  The DM must make it clear 
  and obvious to the PCs that all competitors are either 
  using padded weapons or striking to subdue.  It is the 
  DM’s burden to make sure that PCs understand that 
  killing someone during the Games is breaking the law, 
  and will result in criminal proceedings.  This 
  information needs to be passed on by NPCs, or out-of-
  character as needed.  Players should not be allowed to 
  misunderstand that accidental killings are a generally 
  accepted risk of competing in the Games.  
  Introduction 
  Your travels have brought you to Hookhill, the 
  capital of Gran March.  The road you traveled was 
  a magnificent feat of engineering; 30’ wide and 
  paved with millions of small rocks that keep it firm 
  and compact even during the wet season.  You 
  passed a few guard outposts along the way, and even 
  a couple of stone bridges that crossed wide streams. 
   Those outposts and bridges were crowded today, as 
  large groups of armed warriors bearing flags and 
  crests all marched toward Hookhill.  The mood 
  from these caravans has been festive and eager as 
  the warriors were all gearing up to compete in the 
  Militia Games.  The Grand Marshall of the Games 
  has opened up the competition this year to a limited 
  number 
  of 
  non-militia 
  competitors, 
  and 
  for 
  whatever reasons of your own, you find yourself 
  waiting in a line in a great open field.  The walled 
  city of Hookhill can be seen a couple of miles up the 
  road.  Beyond the table you stand near, another city 
  has sprung up, this one a city of tents, grand 
  pavilions, wagons and colorful banners whipping in 
  the breeze.  There must be thousands of people in 
  this huge clearing, and far away, between some of 
  the tents you see great open fields where warriors 
  are colliding, shooting arrows, and riding horses.  
  There is music in the air, drinking and feasting just 
  ahead and the sounds of makeshift buildings being 
  quickly hammered into place.  Standing next to you 
  in line are a number of other people who appear to 
  be taking all of this in for the first time. 
   
  Allow the PCs to introduce themselves.  After they 
  have met, they will have a chance to register for the 
  Games as competitors.  There is no specific event that 
  will throw the PCs into a group, so this is their chance 
  to form up.  There are numerous militia NPCs staffing 
  the registration table, and the DM can choose any rank 
  or personality he desires to assist the PCs by passing 
  along a schedule of events and a brief description of the 
  next four days events.  There are a lot of people in line, 
  so PCs should not waste time here, just get inside and 
  look around. 
  Registration 
  There is a 5 sp entry fee for veterans, militia or not.  
  The entry fee for non-veterans is 1 gp. 
  All competitors in the Militia Games must wear a 
  tabard to display their affiliation, according to the 
  following: 
  • 
  PCs who are members of a militia company 
  will be able to report to their militia company 
  staging area to get a tabard with their militia 
  heraldry on it.  They will be old, worn, tattered 
  The Militia Games 
  [Round # 1] 
  Page 5 
  
  and used, but they will get more respect than 
  even the nicest non-militia tabard. 
  • 
  Veterans of the Gran March army will be 
  given a green tabard with the shield of Gran 
  March on it.  It will be tattered and frayed at 
  the edges.  It is expected that the tabard will be 
  returned after the Games are concluded.   
  • 
  Veterans from nearby allied countries will be 
  given a white tabard with their country’s coat 
  of arms on it.  These tabards are hand-drawn 
  and run the gamut from poor quality to barely 
  recognizable.  There are tabards available 
  from: Yeomanry, Geoff, Bissell, Keoland, and 
  the Principality of Ulek.  There would be 
  tabards available for Sterich and the other 
  Ulek states as well, but since PCs cannot be 
  from those regions, it is moot. 
  • 
  If PCs are from other regions and have a coat 
  of arms style tabard, they will be able to wear 
  it. 
  • 
  All other PCs are given an unadorned red 
  tunic.  This marks them as unaffiliated, non-
  veteran participants in the games.  It also 
  marks them as clear targets for competitors 
  who take their militia pride very seriously. 
  See Appendix 2 for the banners that would be on 
  tabards for veterans of Gran March and nearby 
  countries.  The DM might want to print multiples of 
  this page and cut out the banners appropriate to PCs 
  and set it in front of them as a reminder of the tabard.  
  It is provided as an aid only, and DMs should disregard 
  the shields if desired. 
  Each area uses flags to represent the competitors.  For 
  all events except the Grand Melee, a flag with the PCs’ 
  affiliation (as determined by his tabard) will be placed 
  in the flag stand.  Victors get their flag held high on the 
  flag stand while the next group of competitors 
  competes.  It is a point of tremendous pride to militia 
  companies to be able to claim that their flag stood point 
  above the competition field all day.  This would 
  indicate that the company had a great number of 
  participants and that they were mostly victorious.  If a 
  team with differing affiliations forms up to compete in 
  a group competition, the flag is often chosen at random, 
  depending on what tabard is most represented or who  
  among the participants looks most like the leader to the 
  young flag bearers.   
  Each competition will be coordinated by a militia 
  sergeant and staffed by a number of militia soldiers.  
  The DM should feel free to use whatever militia unit 
  and whatever personalities he feels like for these NPCs. 
   The overwhelmingly largest militia companies are the 
  community companies, so DMs can always toss 
  together a city and company number without fear of 
  misrepresenting any organization. 
  The PCs will be arriving after the games have been 
  underway for many hours of the first day.  There are 
  still thousands of rounds of competition needed to 
  determine winners of the various games.  A large board 
  gives PCs the following schedule (also player handout 
  1): 
  You enter the Militia Games grounds and pass 
  many tents where food and ale is being served up.  
  Musicians are playing all over the place and there 
  are so many heavily armed and armored men and 
  women moving around that it looks like you have 
  stumbled into a festive war-zone.  Everywhere you 
  look you see groups of armored men and women 
  gathered in groups according to the colors and 
  designs of their tabards.  You see large camping 
  areas in the distance, all staked out according to 
  colorful banners flying at the tops of flagpoles.  A 
  large pole in the center of this midway catches your 
  eye.  Many people are gathered around it, discussing 
  the sign posted on it: 
  TODAY 
  Targets (Griffin Field) 
  Joust (Obleron Field) 
  Hold the Bridge (the Bridge – Valstier Field) 
  Capture the Flag (Lower Griffin) 
   
  TOMORROW 
  Same as Today 
  DAY AFTER TOMORROW 
  Come back Tomorrow 
  LAST DAY 
  Grand Melee (Lower Griffin) 
   
  The PCs can decide where to go from here.  Just about 
  anyone can help them find the fields of competition, 
  and will wish them luck as they go.  Red Tabard PCs 
  will be wished luck, but a sense motive (DC 5) will 
  reveal that the well-wisher appears to be stifling a grin 
  as the wishes are given. 
  The Militia Games 
  [Round # 1] 
  Page 6 
  
  As you approach Valstier Field, you hear a rousing 
  cheer from the large crowd that surrounds an open 
  space.  As the applause dies, you get closer and see a 
  group of eight men on a 10 foot wide, 20 foot long 
  wooden bridge just down the hill.  The bridge spans 
  a small lake that three muddy figures are struggling 
  to trudge out of.  Five men, all wearing blue tabards 
  are helping the muddy forms pull free of the lake.  
  Two of the men on the bridge are lying on the 
  railing, rubbing their sides and gasping for breath.  
  The other six are standing unsteadily on the bridge, 
  rubbing arms, ribs and heads, all struggling to 
  steady their breathing and their legs.  On the far 
  side of the bridge flies a banner of a green eagle 
  flying across red field, with a stylized 13 across the 
  bottom (13th infantry file, Shiboleth).  The banner 
  matches the tabards worn by the eight injured men 
  on the bridge.  A young boy on the near side of the 
  bridge quickly erects a banner of a rampant golden 
  lion on a blood red field with a 4 in the upper right 
  hand corner (4th infantry file, Lortmils) on a pole 
  beside the bridge.   There are eight men in very 
  clean blood red, lion rampant tabards readying 
  longspears on this side of the bridge.  A single blast 
  from a horn sounds, and the eight men on the 
  bridge struggle into formation while the other file 
  advances 20 feet.  The injured file from Shiboleth 
  set themselves halfway across the ridge and the 
  Lortmils file stops 10’ away from the edge of the 
  bridge.  A second blast sounds, followed by a great 
  warcry from the Lortmils file that is taken up by 
  many of the spectators.  The challengers charge the 
  bridge, and the two files slam into each other.   
  Rumors 
  PCs can learn the following with a successful 
  information gathering check: 
  DC 5 
  PCs can get a description of the various games.  It is up 
  to the DM to determine how accurate this information 
  is. 
  Today is a good day to compete in the Hold the Bridge. 
   The Steadfast Pike guys got held up with some wagon 
  troubles on the road and are still just settling in to 
  camp.  They will not be down to the bridge until late 
  today or tomorrow. (True) 
  (To any red tabard, male PC) The Sisters of No Mercy 
  are relaxing their membership guidelines this year and 
  might take on a male member.  You should check on it. 
  (False. And dangerous too) 
  The Red Dragons won last year.  They are favorites to 
  win this year. (True) 
  Baron Dragus is coming down hard on accidental 
  deaths this year.  Anybody who doesn’t pad his weapon 
  had better not slip up, or you might go before the Baron 
  himself. (True) 
  The Raiders (Reickough’s Raiders) have lost a lot of 
  guys in Geoff this year.  They might not even show up. 
  (True and False – they have many members voluntarily 
  reactivated in Geoff, but some of the group will attend). 
   
  DC 10 
  One of the guys from the Orlane reservists has a special 
  lance that makes him invulnerable during a joust.  
  (False – just sour grapes from a previous year) 
   
  If the PCs watch for a while, they learn the rules of 
  Hold the Bridge.   
  Pace yourself during the Games.  Trying to do every 
  event in one day will wear you out. (True – and just 
  experienced advice.  PCs may not think about this on 
  their own.) 
  � 
  One group starts on the bridge and holds it 
  against as many waves of challengers as 
  possible. 
  � 
  When a challenging file dislodges the 
  defenders, that group becomes the defenders. 
  The Dog Soldiers plan to ride Hell Hounds in this 
  year’s Capture the Banner competition. (False – just 
  someone having fun) 
   
  Angerthelm’s Axe has a file looking to take on the 
  record set by Steadfast Pike’s unit 6 (last year’s 
  champions) at Hold the Bridge (51 charges).  Word is 
  that a new dwarf has joined the company – nobody 
  knows his name – who is almost immovable when he 
  gets set. (True)  
  Victory is claimed by the challengers if: 
  � 
  All defenders are knocked out or knocked 
  from the bridge, either backward or off the 
  edges. 
  � 
  At least half of the challengers reach the far 
  side of the bridge, even if there are active 
  defenders still on the bridge. 
  Encounter One 
  Hold the Bridge (appendix 3) 
  The Militia Games 
  [Round # 1] 
  Page 7 
  
  � 
  Everyone is knocked out except at least one 
  challenger who makes it to the other side of 
  the bridge. 
  See Appendix 3 for the Hold the Bridge NPCs.   
  This mock battle can grind to a boring halt if the DM 
  does not keep things moving.  Once a rhythm is 
  established, the combat tends to move very smoothly, 
  but taking too much time to contemplate every move 
  will make this battle slow and dreary.  The DM should 
  not waste time trying to make the NPC tactically 
  perfect.  Allow the NPCs to make small tactical errors 
  if needed for the sake of keeping a rapid pace.  
  Encourage PCs to move very quickly as well.  It is a 
  chaotic blur of motion and close quarters impact; it 
  should feel that way.   
   
  Victory is claimed by the defenders if: 
  � 
  All challengers are knocked out. 
  � 
  All challengers are knocked off the sides of 
  the bridge. Challengers that get knocked 
  backward off the bridge are allowed to resume 
  the assault. 
   
  It will be difficult for PCs to earn much prestige here, 
  as it is a simple matter of attrition and the PCs have 
  very little in the way of reserves.  A PC group that 
  survives against four charges will gain a small amount 
  of notoriety.  PCs have to be having a good time at this 
  competition to make it to four charges.  There is a fail-
  safe that will prevent the module from getting stuck at 
  this competition (see Appendix 3). 
  A defending group only has one or two minutes to rest 
  after winning the bridge before another file of 
  challengers charges.  The sergeant marshal blows the 
  horn at one minute, and if a challenging group is not 
  ready to attack, they lose the advantage.  The horn is 
  not blown a second time to signal the charge until the 
  challenging group is at the ready position.  Obviously, 
  being ready not only keeps things moving, it also gives 
  attackers the advantage if the defenders are trying to do 
  any healing.  The one minute time period usually winds 
  up being a little longer as crowd celebration and body 
  removal can slow things down.  Almost anything goes 
  here, but weapons are blunted and killing will incur the 
  typical penalties.   
   
  Encounter Two  
  The Joust (appendix 4) 
  The thunder of hooves on straw-covered earth 
  speeds into a blur of hammering sound that ends in 
  a sharp explosion of wood on steel and bone.  A roar 
  from the crowd goes up, mostly covering the sound 
  of a metal clad body falling gracelessly into a heap 
  on the dirt.  You approach and see a single rider on 
  horseback with a broken lance held high in the air 
  trotting along the fence before a roaring crowd.  A 
  banner showing a black horse running across a 
  green field (Ban Tarnak’s Lancers) is raised at the 
  flag stand.  There are men helping an armor clad 
  fellow to his wobbly feet, while another rides up to 
  the loose horse.  The crowd calms, and many 
  minutes later, two more men thunder down the field 
  to try to unhorse each other. 
  If the PCs are actively looking to participate, they will 
  realize very quickly that they are not a complete file (8 
  members) and they could add a couple of fighters.  
  Looking around, they will find other small groups that 
  are looking for a group of 4-6 soldiers to add to their 
  groups.  The DM should feel free to create whatever 
  personalities he feels will be appropriate to mesh with 
  the PCs.  Older fighters, young upstarts, or surly 
  dwarven pikemen are all appropriate options.  The 
  NPCs that join the PCs will have the same basic combat 
  stats (see Appendix 3), regardless of their personalities, 
  race or age.  Regardless of the NPCs’ personalities, the 
  PCs will be the ones to determine tactics for the group. 
   It is a good idea for the DM to simply give the PCs the 
  stats for the NPC spearmen to run in addition to their 
  PCs. 
   
  It is easy to find the registration table.  Remember that 
  the militia sergeant will try to talk the PCs out of it if 
  they do not look capable. However, any PC wearing a 
  red tabard (non-veteran) who looks inept will be 
  happily encouraged to “Get on out there and show us 
  what you got Son!”  When the PC’s flag is placed on 
  the flag stand, the audience will look to see who is 
  competing.  A red flag will draw some snickers and 
  great interest, but no rude comments.   
  The NPCs will remind the PCs that no killing is 
  condoned here, so weapons have to be blunt padded 
  and spells should not be used to kill. 
  The first charge the PCs make will be against a severely 
  wounded, fatigued group.  Hopefully, they should be 
  successful in the charge.  The next few charges will be 
  from increasingly stronger, increasingly colorful 
  challengers.  Eventually they will fall, as all groups do. 
    
  PCs without mounts can rent a light warhorse or 
  warpony for 2 gp.  Saddles are military saddles (+2 to 
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  ride checks to stay in the saddle).  There are no riding 
  dogs available. 
   
  Participants are “rounded up” in large groups and 
  informed of the following rules: 
   
  Ride directly at (alongside) each other.  There is a 
  wooden rail and each contestant is expected to stay 
  close to his side of the rail.  Running in circles is not 
  part of the competition. 
  Participants can use lances or any other melee weapon 
  they wish.  The lances are blunted and should not kill.  
  If a PC wants to use a weapon other than a lance, it will 
  be taken and padded.  The marshal will drop the flag to 
  signal the charge.  Do not charge before the flag drops. 
  Do not aim for the head (not that it matters). 
  Do not aim for the horse. 
  Dodging is allowed, but stay on the horse. 
  After each pass, go to the end of the field and ready 
  yourself.  Signal your readiness.   
  You will pass until one is unhorsed, unconscious, or 
  yields, in that order.   
  If the match is going on for a long time, the marshal 
  can call a break at his discretion.  The marshal will 
  announce the rules of the break at that time.  (This will 
  not be a problem for this module, but PCs will be told 
  this anyway). 
  You must knock your opponent from his mount to 
  count it as unhorsing.   
  Magic that impacts the opponent is not permitted.  
  Magic that provides personal enhancement is allowed.  
  Invisibility and similar, blatant evasive magic will be 
  booed viciously by the crowd.   
  Attempts to pull, trip, or drag an opponent off his 
  mount will be ruled crass and unsportsmanlike, 
  resulting in disqualification.  In the joust, you KNOCK 
  your opponent from his mount using a weapon. 
   
  Game Mechanics 
  Because the only game mechanic for staying in the 
  saddle if struck is a DC 5 ride check, rules are included 
  for this module to simulate the effects of deliberately 
  slamming into another rider with a weapon to knock 
  him out of a saddle.  The idea behind the joust is 
  simple: knock the other guy out of the saddle.  If the PC 
  tries to do something shady, the audience, and the 
  marshal, will recognize that the PC is trying to bend the 
  rules.  The DM should respond accordingly.   
  Explain all of the mechanics to the players before 
  beginning.  Players should be given a fair chance to 
  adjust their PC’s tactics to conform to the mechanics 
  that are being used. 
  Initiative is simultaneous.  Because the competitors 
  wait for a signal, they are assumed to go on the same 
  initiative turn.  No competitor will be considered flat-
  footed. 
  Controlling a mount in combat requires a ride check if 
  the PC attempts to do so with his knees (DC 5).  Using 
  a weapon in one hand and a shield in the other requires 
  the PC to guide the horse using his knees.  If the PC 
  fails the ride check, the horse does not move.  The PC 
  can still attack, but there is no charge bonus and flailing 
  away on an unmoving mount will get laughs from the 
  crowd. 
  Competitors with reach get to attack first.  If one 
  competitor is using a heavy lance and another is using a 
  great sword, the 10’ reach weapon attacks first.  Do not 
  use attacks of opportunity. 
  If a competitor does not have the feat Ride-by-Attack, 
  he stops where he attacks. 
  There will be a ride check required based on the 
  damage done (DC 5 + damage/3). 
  All damage is subdual. 
  Critical hits are a part of this contest.  The lances are 
  designed for subduing, as padded weapons, so critical 
  hits can be scored. 
   
  Determine what each contestant needs to hit the other 
  (do not necessarily announce this). Remember to add 
  +2 to hit and –2 to AC for those who are charging. 
  Declare all feat usage and special combat maneuvers 
  (power attack, combat expertise, etc.).  The DM does 
  not need to announce the NPC’s intentions, but should 
  decide prior to rolling the dice. 
  Determine new to-hit rolls based on feats or combat 
  tactics. 
  Both contestants roll to hit.   
  If a hit is scored, roll damage. 
  A contestant who is hit needs to make a ride check (DC 
  = 5 + damage/3, round down). 
  Example – A jouster is lanced for 28 points of 
  damage.  The DC to remain in the saddle is 5 
  + (28/3= 9 1/3, rounds down to 9) = 14 to 
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  remain in the saddle.  Obviously, this should 
  be more damage than PCs should be able to 
  handle in this module, but a PC might get 
  lucky against a much stronger foe, and the foe 
  with 30 hit points could still be unhorsed. 
   
  Determining a Winner 
  If neither foe is unhorsed, they go again if they can 
  signal readiness. 
  Unconscious contestants cannot signal readiness, and 
  therefore, do not continue. 
  If only one contestant is unhorsed, the contestant who 
  remains unhorsed is the victor, even if he is knocked 
  unconscious. 
  If both are unhorsed and conscious, they go again. 
  If both are unhorsed and knocked unconscious, the first 
  man to stand is declared the winner.  This is the Militia 
  Games and combat veterans put great faith in the “last 
  man standing or first one to get up” theory of winners.  
  Neutral third parties try to rouse both contestants.  In 
  game terms, a medic rushes to each contestant and 
  contestants are considered to regain one hit point per 
  round.  The first one who would normally recover 
  enough hit points to be in positive hit points wakes 
  first.   
  Contestants who try to trip, grapple or entangle their 
  opponent are given one warning to joust, not wrestle.  
  The idea is to knock the other guy down.   
  Any contestant who argues that tripping should be 
  allowed is given the chance to face the Firestorm 
  Militia Company contestant who is arguing that a 
  lightning bolt should be allowed as a lance. 
   
  There are many ways that a PC can earn respect from 
  the militia companies in the joust competition. 
  Just performing well in a pass or two is respectable. 
  Actually advancing to a second or higher round will 
  gain some respect from those spectators in attendance 
  during the PCs’ jousts. 
  Winning a competition by unhorsing an opponent while 
  being knocked out but remaining in the saddle gains 
  respect and a bit of reputation from more than just the 
  spectators who were present. 
  Two contestants knocking each other unconscious in a 
  pass is very rare, and an often talked about event.  The 
  first contestant to stand after such an event is usually 
  treated with increased respect, even if he is a red 
  tabard.  Such an event would be talked about and 
  repeated for a couple of hours, so a few militia 
  company recruiters might have heard about that PC. 
  For NPC joust competitors, see Appendix 4. 
  Encounter Three 
  The Targets (appendix 5 if needed) 
  You hear the humming of bowstrings and the sharp 
  snap of crossbows as you approach Griffin Field.  
  You see dozens of archers and crossbowmen 
  standing at a firing range, drawing, aiming, and 
  firing, each at their own pace, 200 feet downrange at 
  targets tacked to hay bales.  The targets are black 
  spots, not much bigger than a man’s fist, painted on 
  brown hide.  Each archer fires three shots and stops. 
   The sergeant whistles all stop, and the archers step 
  back from the range.  Many of the archers appear 
  to have done well shooting the targets, and many 
  flags are raised downrange, indicating that about 
  half of the contestants scored at least one hit on a 
  target.  At three of the hay bales, three white flags 
  are raised, indicating three hits for each of those 
  contestants.  There is some applause and 
  congratulations for those who hit at least one, and 
  the sergeant motions those shooters on to the next 
  range.  Those that failed turn and move away, most 
  muttering under their breath and examining their 
  bows for some unseen flaw that must have caused 
  their failure. 
   
  The PCs can join in most any time.  Twelve contestants 
  shoot at one time.  Any ranged weapon is permitted.  
  The rules are: 
  The target is diminutive in size, giving it a +4 size 
  bonus. 
  Though it is considered to be stationary with a zero 
  dexterity, disregard the –5 dex penalty.  It makes the 
  target entirely too easy to hit. 
  The cow hide target and hay bale have to be hit hard 
  enough to stick, giving it a +1 natural armor bonus. 
  Base AC of the target is 15, modified for range.   
  Contestants must fire three shots in fairly rapid 
  succession.  This means at least one shot every other 
  round.   
  One hit is all that is required to move to the next round. 
  The targets are moved back 50’ for every following 
  round.  The AC of the target stays 15, modified by 
  range. The penalty is –2 for each range increment 
  beyond the first.  
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  [Round # 1] 
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  Examples: 
  A composite long bow has a range increment 
  of 110 feet.  For a target at 300 feet, the range 
  penalty is –4 because it is between the second 
  (220) and third (330) range increment.  
  A long bow has a range increment of 100 feet. 
   For a target at 300 feet, the range penalty is –
  6 because it is between the third (300) and 
  fourth (400) range increment. The third range 
  increment begins at 300 feet, not after it. 
   
  The following range increments apply for common 
  missile weapons: 
  Long Bow 
   
   
  100 
  Short Bow 
   
   
   60 
  Composite Long Bow 
   
  110 
  Composite Short Bow 
   
   70 
  Heavy Crossbow  
   
  120 
  Light Crossbow  
   
  80 
  Sling 
   
   
   
  50 
   
  While hand-hurled weapons are permitted, it is 
  virtually impossible to compete at the extreme ranges 
  with these weapons.  Projectile missile weapons have a 
  maximum range of 10x range increment, and hand 
  hurled weapons have a maximum range of 5x range 
  increment.  These range increments and limitations can 
  be modified by the feat Far Shot, the weapon 
  enhancement Distance, and other possible effects.  
  Consider these effects in computing range penalties.    
  If any of the PCs are doing well, they will be allowed to 
  shoot through five rounds on the first day of the 
  competition (200, 250, 300, 350 and 400 feet).   All 
  contestants who succeed at 400 feet will be invited to 
  come back in two days for the final round.  Any PC 
  who makes it to the fifth round will be greeted by the 
  other shooters in their group before the 400 feet target 
  shooting begins.  Many of these archers know each 
  other, and have competed against each other for years.  
  They will all be from different militia groups, but as 
  archers, they all have a kinship that permeates the 
  rivalry.  Unlike the Lancers and the Bridge Holders, 
  these competitors are not actually hitting each other, so 
  they can afford to be amiable.  They will be pleased to 
  meet a new competitor, and want to know where they 
  are from, etc..  The DM should create any personalities 
  he feels appropriate to a group of skilled archers.  If a 
  PC makes it through the 400 foot shooting round, he 
  will be among the top 200 shooters in the Militia 
  Games. 
  For the first two days, the first round of Targets 
  competition will continue for distances up to 400 feet.  
  On the third day, all contestants who made it to the 
  second and final round are asked to come back.  This 
  time, there will be a large crowd gathered to watch.  
  Range begins at 500 feet.  Targets are moved back 100 
  feet after every round, up to a maximum distance of 
  1,500 feet.  At 1,500 feet, competitors shoot rounds 
  until they miss.  Recall that PCs without a way to 
  extend the range on their missile weapons will only be 
  able to shoot 10 range increments before the arrows fall 
  short.  It is nearly impossible that a PC could make it to 
  this range in this scenario, but this is the only event 
  where a PC could conceivably advance to the final 
  round.  If a player is freakishly lucky enough to roll at 
  least one 20 out every 3 rolls, then put him in the finals. 
   At 1,500 ft, the target is effectively AC 31 for a heavy 
  crossbow shooter with Far Shot.  Shooters without Far 
  Shot could only shoot out to 1,200 feet.  At 1,500 feet, 
  there will still be 5 NPC militia members remaining in 
  the competition.  See Appendix 5 for stats on these 
  NPCs. 
  PCs who perform well in this competition using a bow 
  (not crossbow) will gain the attention of the 
  Arrowstorm Militia Company.  Any Gran March 
  veteran PC who conducts himself respectably will 
  probably receive an invitation to join the Arrowstorm 
  Militia Company. 
  Encounter Four  
  Militia Groups (appendix 1) 
  As you make your way around the Militia grounds, 
  you find a huge area where colorful wagons and 
  tents attract hundreds of spectators.  Banners fly 
  from every tent and wagon, proclaiming the 
  territories of dozens and dozens of different militia 
  companies.  Through the crowd at one wagon you 
  hear the barking of dogs and see a banner of a 
  rampant dog on a red field (The Dog Soldiers).  
  From one tent with a banner of a red skull on a 
  black background (Brothers in Chaos) you hear 
  deep, garbled singing peppered with sporadic 
  outbursts of yelling.  Most people seem to be 
  gathered near a red and silver pavilion flying a 
  banner of a red dragon on a white background 
  (Company of the Red Dragon).  There is a stage set 
  up near this massive tent where a shimmering image 
  of a great battle is taking place.  The crowd is 
  mesmerized by the spectacle of magic before them.  
  On a 20’ round stage, a miniature recreation of last 
  The Militia Games 
  [Round # 1] 
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  year’s Capture the Banner final is being replayed to 
  the delight of the crowd.  A group carrying a banner 
  of blue is racing back toward a fortress that is flying 
  a white flag with a red dragon on it.  The crowd is 
  cheering madly.  Also nearby is a wagon that is 
  showing a magical display of a group of women 
  dressed in tabards of a bloody sword on a beige field 
  holding a bridge against all challengers (Sisters of 
  No Mercy). 
   
  The DM has complete control over which militia 
  groups to make available to the PCs unless the PCs are 
  looking for a specific company.  The DM should take 
  into consideration any veteran PCs in the party when 
  looking at the available companies.  There are dozens 
  of militia companies, but most of them are community 
  companies, and they are not actively recruiting like 
  some of the more colorful, named companies. 
  A PC who is interested in a militia company will 
  generally be met with some interest by a militia 
  recruiter.  A PC who has already done well at any of 
  the contests might be actively recruited.    
  A Quick Summary of the Named Militia Companies is 
  provided for easy reference.  Appendix 1 describes the 
  banners of each company and lists membership 
  requirements. 
  A List of the Named Companies is provided for easy 
  reference: 
  Angerthelm’s Axe –dwarves 
  Arrowstorm Militia – archers 
  Ban Tarnak’s Lancer – cavalry 
  Brothers in Chaos – chaotics/barbarians 
  Company of the Red Dragon – elite 
  Dog Soldiers – halfling and gnome dog riders 
  Firestorm Company – arcane casters 
  Reigkough’s Raiders – scouts 
  Sisters of No Mercy – female  
  Steadfast Pike – infantry spearmen 
  Tarlington Horse Archers – cavalry archers 
   
  All of the militia companies have time unit expenditure 
  requirements.  Some have monetary or minimum skill 
  requirements.  The meta-org write-up details the 
  requirements for each member.  If the DM has the 
  Meta-org book at the table and can determine if a PC 
  meets the requirements when talking to a company 
  representative, the DM allow the PC join the militia 
  company during this module.  Recall that being a 
  veteran of the Gran March army is required for 
  membership in any of the companies. 
  Of special note for this section – two militia companies, 
  the Company of Red Dragons and the Brothers in 
  Chaos, have special requirements for membership that 
  can be met with this scenario.  This does not guarantee 
  membership, but it provides a chance to meet certain 
  unusual requirements. 
  Encounter Five  
  Murder Plot 
  The PCs will be given a place to stay among the dozens 
  of other non-affiliated competitors on the parade 
  grounds.  There is drinking and music well into the 
  night, but eventually, everyone makes their way to the 
  large cluster of tents and goes to sleep.  Four and six 
  person tents are erected in rows and are available for 
  rent.  The tents are tall (5’-6’), making a reasonably 
  effective maze for someone standing among the 
  campgrounds.  For simplicity, assume that the PCs are 
  in one tent or two tents next to each other.  Rent is 
  included in lifestyle cost.  Make sure that the PCs 
  understand that the camping area is huge, and hundreds 
  of tents are lined up in military fashion.  It forms an 
  orderly maze.  At all hours of the night, competitors are 
  wandering through the tent grounds, talking, resting, or 
  just walking off soreness.  No one sets guards and there 
  is no sense of need for active guarding at night. 
  On the eve of the Grand Melee, while the PCs are in 
  their tents, a secret meeting will take place among the 
  tent maze, just outside their tent.  The DM should 
  modify the encounter as needed to allow the PCs to 
  overhear a clandestine meeting without being seen 
  themselves.  If there are PCs sitting outside the tents on 
  guard by moving the secret meeting away a bit, but 
  have the sound travel downwind.  If all PCs are happily 
  sleeping in their tents, then have them make listen 
  checks (DC 5 to wake up enough to hear what is being 
  said).  If one PC specifically does not participate in the 
  drinking and feasting and returns to the tent early, have 
  that PC overhear the conversation under the idea that 
  the assassins are slightly careless because they think 
  that everyone is still in the main area feasting.  The DM 
  should also have If PCs find a way to make their area 
  secret-meeting-proof, then the meeting takes place 
  somewhere else and the PCs do not hear what is being 
  planned.  DMs should try to keep it realistic, but allow 
  the PCs to overhear if it is possible. 
  Your (sleep/watch) is interrupted by the sounds of a 
  whispered voice coming from the darkness.   
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  [Round # 1] 
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  3. Try to find out who this Dragus person is.  
  Many people can tell them that the Dragus that 
  is competing in the Grand Melee is a captain 
  in the Company of the Red Dragons and the 
  nephew of the Baron. 
  “Do you have the dagger?”   
  “Of course I have the dagger.  Be cautious, the 
  venom is already inside it.  Is Dragus in tomorrow’s 
  melee?”   
  “Of course.  He has to compete.  I am entered as 
  well.  Amid the chaos, it will be easy to do the job.” 
  After finding out who he is, they could go to the 
  Company of the Red Dragon.  If the PCs traveled the 
  Midway, they might already know Lt. Darrow of the 
  Red Dragons (appendix 1).  The Company will take the 
  PCs’ story seriously, especially if the PCs have 
  conducted themselves well during the Games.  Capt. 
  Dragus is a strong, direct personality, but respectful to 
  all.  He is grateful to the PCs for their efforts and will 
  not treat them as outsiders or enemy competitors.  He 
  will ask the PCs to give him a few minutes while he 
  “checks into a few things.”  He will send a few people 
  to do a rapid investigation of the PCs.  If the PCs have 
  distinguished themselves in the competitions, he will be 
  even more willing to listen to them.  Capt. Dragus is 
  smart, strong and capable.  He inspires this behavior in 
  those that follow him.  The DM should play him as 
  chivalrous and bold, yet prone to thinking in terms of 
  team solutions rather than individual achievement.  
  Captain Dragus will entertain various possible 
  solutions:   
  “Excellent”  
  There is a very hushed sound of movement, and 
  then everything is quiet again. 
  The two voices sound like human males.  One of the 
  voices (the one that brought the dagger) was slightly 
  accented (listen check DC15 to recognize Baklunish), 
  but the other voice had no discernable accent.  The DM 
  should set it up so the PC(s) just barely hear the 
  exchange and have no chance to see the two 
  conspirators.  The conversation and exchange should 
  seem to take place either a couple of tents away from 
  the PC, or in the dark, depending on whether or not the 
  PC has darkvision and was outside a tent or not.   
  No matter how quickly PCs can get to the position 
  where they think the voices are coming from, they will 
  find no one there.  There will be people passing among 
  the tents at all times, and there will be no tracks that the 
  PCs have any hope of finding and following.  The DM 
  should treat it as if the two people having the 
  conversation were not actually at the campgrounds, 
  even though the PCs clearly hear the conversation.   
  He might withdraw from the Grand Melee, but he does 
  not want to.  He is a very capable fighter and is 
  confident in his ability to resist both assassination 
  attempts and poisons.  Additionally, he would prefer to 
  draw the assassin step out into the open, and 
  participating in the Grand Melee is the best way to do 
  that. 
  The players might be distressed by this incredible 
  stroke of coincidence that a secret meeting between an 
  assassin and his contact is occurring near sleeping tents 
  and is loud enough to be heard.  They might also find it 
  conveniently cliché’ that there was no way to locate the 
  speakers.  Do nothing to discourage the players from 
  drawing the conclusion that it all seems too convenient, 
  but encourage them to mull it over as PCs, not as 
  players.  But the DM should do nothing to help them 
  conclude that it is more than a conveniently ill-placed 
  conversation.   
  He will compete, but be alert for bared daggers.  Such 
  weapons are uncommon for the Melee, and bared 
  blades are more uncommon than not.  The Company 
  will want the PCs to be alert for such a weapon as well. 
   They will have all of their members try to be alert, but 
  they cannot put a group around Dragus, as that will 
  make it look like the Red Dragons are trying to violate 
  the spirit of the Grand Melee and fight as a group.   See 
  the Militia document for details on group treatment 
  during the Grand Melee. 
  The PCs have a great number of options available to 
  them at this point.  They can: 
  Dragus has no idea who would be trying to assassinate 
  him.  He will pass the information to his Uncle, the 
  Baron, in case there are multiple assassinations being 
  planned.  
  1. Do nothing.  In this case, Watcher Captain 
  Franz Dragus, Noble Falcon of the Company 
  of the Red Dragons, nephew of Baron Dragus 
  (Hookhill is in the Dragus Barony) is 
  assassinated tomorrow during the Grand 
  Melee by an assassin’s poisoned dagger. 
  If the PCs have gone to the Red Dragons and offer to 
  help watch out for Captain Dragus during the Grand 
  Melee, they will learn that the Captain plans to take a 
  potion of anti-toxin prior to the event, and has a couple 
  of other militia members watching out for the dagger 
  wielding assassin as well.  He will also arrange for the 
  2. Go to the authorities.  Watcher Captain Dragus 
  will be called to them and removed from the 
  Grand Melee, foiling the assassination attempt. 
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  [Round # 1] 
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  PCs to have anti-toxin as well if they are going to help 
  protect him.  This will not come into play as the 
  assassin will not waste the poison on the PCs, but they 
  don’t know that.  He will make sure than the PCs know 
  that anti-toxin is not perfect, and there is still some risk. 
   Go to the Grand Melee. 
  Encounter Six 
  Grand Melee and Conclusion 
  The Grand Melee can have 3 possible endings.   
  1. The PCs reported what they knew about the 
  assassination plot and Dragus was protected 
  without them being actively involved with 
  protecting him during the melee. 
  2. The PCs never reported anything about the 
  assassination attempt, and Dragus does not 
  know about the assassin. 
  3. The PCs enter the Grand Melee agreeing to 
  help protect Dragus. 
   
  Option One and Two 
  The morning was beautiful and the air was crisp.  
  The mood on the grounds this morning was 
  drastically different than the last three days.  
  Tension is strong, and everyone is filled with a 
  dangerous, nervous energy. You gather with a 
  veritable army of other competitors for the Grand 
  Melee.  A huge ring, 500’ around holds more 
  warriors, wizards and rogues than you can count.  
  Thousands of spectators watch from the fields 
  around.  There is some ceremony on a platform far 
  away from you and then a horn is blown.  Weapons 
  are drawn, spells are cast and everyone takes a 
  ragged breath.  A second horn sounds long and 
  deep, and chaos erupts around you.  There are 
  swords, hammers, shields, elbows and fire.  Screams 
  and rage buffet you all about. 
  Pause for effect… 
   
  You awaken to see the kindly face of a cleric of 
  Pholtus, ringed by sunlight.  The sound of swords on 
  shields and fireballs can still be heard in the 
  distance.  The priest smiles kindly, looks up to 
  someone you cannot see and says, “This one will be 
  all right.”  He pats you gently, then rises and moves 
  to another unmoving body.  The melee rages on for 
  the better part of an hour until one man stands 
  victorious over the field of thousands.  Sitting just 
  outside the ring with others who were defeated, you 
  find that there is an odd kinship now between you 
  and these maniacs you were brawling with earlier.   
  They stand, shake hands all, and promise revenge 
  against each other next year amid smiles of 
  goodbye.   
   
  Add the following for Option Two 
  Sadly, as the crowd is dispersing to break down 
  tents and campsites, word circulates about a death 
  that occurred during the Grand Melee.  Rumors say 
  that the Baron’s nephew, Captain Dragus of the 
  Red Dragons was killed during the Melee.  It is a 
  sad note to end the Militia Games on, but many of 
  the veterans sadly shrug it off as a danger of 
  competing in the melee.  
   
  Option Three 
  The morning was beautiful and the air was crisp.  
  The mood on the grounds this morning was 
  drastically different than the last three days.  
  Tension is strong, and everyone is filled with a 
  dangerous, nervous energy. You gather with a 
  veritable army of other competitors for the Grand 
  Melee.  A huge ring, 500’ around holds more 
  warriors, wizards and rogues than you can count.  
  Thousands of spectators watch from the fields 
  around.  You take positions that allow you to keep 
  Capt. Dragus in sight, all the while scanning the 
  crowd for a competitor wielding a dagger.  There is 
  some ceremony on a platform far away from you 
  and then a horn is blown.  Weapons are drawn, 
  spells are cast and everyone takes a ragged breath.  
  A second horn sounds long and deep, and chaos 
  erupts around you.  There are swords, hammers, 
  shields, elbows and fire.  Screams and rage buffet 
  you all about.  You dodge and duck most fights, 
  working to keep Dragus in sight.   
   
  At this point, stress to the PCs that most of their 
  attention is being spent on keeping padded hammers 
  and maces off of their skulls (circumstance penalties to 
  the spot check).  But amid the chaos, the PCs will have 
  a chance to spot the assassin’s dagger. 
  Within five minutes of starting, the assassin moves 
  toward his target.  He is a swarthy man with the 
  slightest hint of Baklunish features.  He will be 
  carrying a padded longsword in one hand and fighting 
  defensively, moving toward Dragus.  As he gets close 
  to Dragus, he will draw a black bladed dagger in his 
  other hand.  His plan is to get close enough to barely 
  break Dragus’s skin with the assassin dagger.  He is 
  The Militia Games 
  [Round # 1] 
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  counting on the virulent poison in the dagger (Fort save 
  DC 24, 2d6 Con drain) to knock Dragus out with the 
  initial damage (due to subdual damage he may have 
  already taken) and the secondary damage to kill him 
  while he lies there unconscious amid the chaos.  PCs 
  have a chance to see him with the dagger when he is 
  30’ away.  Because of the chaos of the battlefield, he 
  can only get 10’ closer each round.   The following 
  DC’s apply to the spot check: 
  Skills and Feats: Climb +8, Craft -arms +3, Craft - 
  armor +3, Diplomacy +4, Handle Animal +6, 
  Intimidate +5, Ride +14, Swim +8. Mounted Combat, 
  Weapon Focus (Longsword), Ride-by Attack, Spirited 
  Charge, Power Attack, Cleave, Weapon Specialization 
  (longsword), Great Cleave, Leadership. 
  Possessions: +1 Full plate armor, +1 Heavy steel shield, 
  +2 longsword.  
   
  At 30’ – DC 20 
  After defeating the assassin: 
  At 20’ – DC 15 
  The smash of weapons and armor washes over you 
  again and you are swept apart from each other.  
  You awaken to see the kindly face of a cleric of 
  Pholtus, ringed by sunlight.  The sound of swords on 
  shields and fireballs can still be heard in the 
  distance.  The priest smiles kindly, looks up to 
  someone you cannot see and says, “This one will be 
  all right.”  He pats you gently, then rises and moves 
  to another unmoving body.  The melee rages on for 
  the better part of an hour until one man stands 
  victorious over the field of thousands.  During this 
  time you have learned that Capt. Dragus is alive and 
  is isolated with the Company of the Red Dragons 
  and his uncle, the Baron.  He has sent word to you 
  asking that you wait for him near the Grand Melee. 
    Sitting just outside the ring with others who were 
  defeated, you find that there is an odd kinship now 
  between you and these maniacs you were brawling 
  with earlier.   After the champion is crowned, you 
  all stand, shake hands all, and promise revenge 
  against each other next year amid smiles of 
  goodbye.  
  At 10’ – DC 10 
  Contact – DC 5 
  PCs who see the man should shout warnings, scream 
  for help, try to let Dragus know where the assassin is or 
  take some other useful action.  Let them know that 
  running to intercept the man would incur a dozen 
  attacks of opportunity.  If a PC winds up fighting the 
  man, he tries to just move past them (mobility, high 
  AC, etc.).  He will not use the dagger on a PC because 
  he has limited doses and does not wish to waste it.  It is 
  possible that the assassin will not immediately be aware 
  that the PC is deliberately incepting him.  The assassin 
  will use his padded weapon to fight off the PCs until he 
  can determine that he has been revealed.  At that point, 
  he will abort the attempt and try to flee.  Between the 
  PCs and Capt. Dragus, they should subdue the assassin. 
  Assassin: Male human Rog8; CR 8: Medium-size 
  humanoid (human); HD 8d6+16 hp 50; Init +3 Spd 30  
  ft; AC 17 (touch 14, flat footed 13); Atk +9/+4 
  melee(1d6+1/x2, short sword (padded)): AL LE: SV 
  Fort +4, Ref +11, Will +3; Str 12, Dex 16, Con 14, Int 
  12, Wis 12, Cha 14. 
   
  As you are packing up, Captain Dragus seeks you 
  out.  “Thank you.  Your warning saved my life and I 
  will not forget it.  I abandoned the Melee and 
  dragged the assassin with me outside the ring.  He 
  was already dead when I went to examine him.  A 
  second assassin perhaps, watching the first?  I don’t 
  know.  We are looking into it.  Either way, I hope to 
  see you here again next year.  Shall I look for you 
  across the fields at the jousts?”  He smiles warmly 
  and shakes your hand.  With your permission, I 
  would like to share the wealth taken from the killer 
  with you in appreciation for saving my life. 
  Skills and Feats: Balance +13Bluff +10, Climb +7, 
  Disguise +14, Escape Artist +13, Hide +11, Intimidate 
  +10, Jump +9, Listen +9, Move Silently +11, Search 
  +7, Sense Motive +7, Sleight of Hand +11, Spot +9, 
  Tumble +11. Dodge, Mobility, Weapon Finesse, 
  Lightning Reflexes. 
   
  Possessions: Padded short sword, leather armor, +1 
  ring of deflection, adamantine poisoned dagger. 
   
  Captain Dragus: Male Fighter Fig8; CR 8: Medium-
  size humanoid (human); HD 8d10+16 hp 82; Init +1 
  Spd 30 (20) ft; AC 23 (touch 11, flat footed 22); Atk 
  +14/+9 melee(1d8+7/x2, +2 long sword): AL LG: SV 
  Fort +8, Ref +3, Will +3; Str 16, Dex 12, Con 14, Int 
  12, Wis 12, Cha 12. 
   
  What Captain Dragus tells the PCs is true.  Some 
  unseen hand poisoned the assassin.  Perhaps the 
  assassin’s contact who spoke just a little too loudly 
  outside the PC’s tent has deeper plans, perhaps an 
  unknown third party was involved. That mystery 
  remains for another scenario.  If permitted, Captain 
  Dragus shares the wealth of the assassin with the PCs. 
  The Militia Games 
  [Round # 1] 
  Page 15 
  
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character. 
  Encounter One 
  Participate in the Hold the Bridge Competition 
   
  90 xp 
  Encounter Two 
  Participate in the Joust Competition  
  90 xp  
  Encounter Three 
  Participate in the Targets Competition 
   
  90 xp  
  Encounter Six 
  Participate in the Grand Melee 
  90 xp  
  Story Award 
  Foiled the murder plot: 
  45 xp 
  Discretionary roleplaying award 
  45 xp. 
   
  Total possible experience:  
   
  450 xp.   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the 
  local watch, and so on), characters may return to retrieve 
  loot.  If the characters do not loot the body, the gold 
  piece value for the loot is subtracted from the encounter 
  totals given below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may be 
  modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Six:  Conclusion 
   
  L: 0 gp; C: 450 gp; M: 0 gp 
   
   
  Total Possible Treasure 
  L: 0 gp; C: 450 gp; M: 0 gp  - Total: 450 gp 
   
  The Militia Games 
  [Round # 1] 
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  Special 
  Influence Point with Captain Watcher Dragus of the 
  Company of Red Dragons.  This favorable influence 
  may be used to satisfy the invitation requirement for 
  joining the Red Dragons.  PCs that pursue squiring for 
  the Knights of the Watch should also note a favorable 
  influence with Watcher Dragus. 
  Membership into the Brothers in Chaos.  The PC has 
  defeated ______________, a Brother in Chaos in single 
  combat, and can join that militia group as soon as all 
  other requirements are met (fees, etc.) 
   
   
  The Militia Games 
  [Round # 1] 
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  Appendix 1 – Militia Companies  
  Angerthelm’s Axe 
  PCs will see a group of very stern looking dwarves eying the crowd.  All of the dwarves are wearing some sort of 
  axe.  They will speak to anyone, but dwarves will get more attention. 
  Heraldry/Symbol 
  A steel axe upon a black field. 
  Group Requirements 
  To join Angerthelm’s Axe, a person must: 
  • Have proficiency in some type of axe (including urgrosh). 
  • Be a dwarf. 
   
  Arrowstorm Militia 
  Most of the company members here are wearing leather armor and have a bow nearby or in hand, showing visitors, 
  especially youngsters, something about bows or arrows. 
   
  Heraldry/Symbol 
  A sheaf of black arrows on a red field. 
  Group Requirements 
  To join the Arrowstorm Militia, a person must: 
  • Have bow proficiency (shortbow, longbow, composite shortbow, composite longbow) 
   
  Ban Tarnak’s Lancers 
  All of the militia company members here are wearing extremely ornate armor and tabards.  There are many horses 
  here as well and youngsters are being shown how to mount and guide horses. 
   
  Heraldry/Symbol 
  A black running horse on a green field. 
  Group Requirements 
  To join Ban Tarnak’s Lancers, a person must: 
  • Have 4 ranks in Ride 
  • Be proficient in some type of lance 
   
  The Militia Games 
  [Round #1] 
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  Brothers in Chaos 
  No one is actually “manning” this tent.  Most of them are inside drinking and singing.  They will not degenerate into 
  a brawl though, as they all know that they are being observed for trouble. 
   
  Heraldry/Symbol 
  A red skull on a black background. 
  Group Requirements 
  To join the Brothers in Chaos, a person must: 
  • Defeat a member chosen at random in single combat (this scenario allows for a PC to challenge a Brother 
  in Chaos to gain admittance).  See Appendix 6 for the randomly chosen Brother.  If a PC wins, note it on 
  the AR and that he may join whenever he pays the annual dues. 
   
  Community Companies 
  These groups are everywhere, and if a PC expresses an interest in a certain community, feel free to create it. 
   
  Heraldry/Symbol 
  Community companies have many different heraldic devices. Most involve a symbol for their community and a unit 
  number. 
  Group Requirements 
  To join a community company, a person must: 
  • Live in or near the community in question. This should be noted on the PC’s character sheet. 
   
  Company of the Red Dragon 
  The Company of the Red Dragon has the largest tent in the area, and has multiple elaborate illusions that recreate 
  company victories through the years.  No PC in this scenario will qualify for membership in the Company of the 
  Red Dragon, but it is possible to gain notice of one of its members.  Lieutenant Darrow will talk with the PCs a bit, 
  especially if one of them did well in the joust.  Lt. Darrow is one of the high level opponents available to PCs whose 
  dice are lucky enough to take them into a higher round.  He may also be significant if the PCs try to solve the 
  murder plot later in the scenario.  The company members will talk amiably to any PC, but they are very busy and 
  since none of the PCs meet their requirements, they will not spend a great amount of time on the PCs. 
   
  Heraldry/Symbol 
  A red dragon on a white field. 
  Group Requirements 
  To join the Company of the Red Dragon, a person must: 
  • Be invited to join and pass a vote of the Membership Board. The invitation to join is represented by an 
  Influence Point with an existing NPC member. The vote of the Membership Board is affected by a number 
  of factors. 
  The Militia Games 
  [Round #1] 
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  o The Membership Board will approve applicants with two or more of the following 
  qualifications: 
    Member of Gran March noble family 
    Knight of the Watch (not Knight of Dispatch) 
    Officer 
    Non-Commissioned Officer of rank Staff Sergeant or above 
    Awarded four or more medals for valiant Army service 
    Base attack bonus 8+ 
    One additional Influence Point with a member of the Company (may be applied multiple times) 
  o The Membership Board will more closely examine applicants with the following 
  factors (such applicants will need to meet one additional requirement from the above list 
  for each of the items below that applies): 
    Dwarf 
    Female 
    Born outside of Gran March 
  o The Membership Board will deny applicants with any of the following disqualifications: 
    Convicted criminal 
    Barbarian 
    Half-orc 
    Recipient of a black mark from a member of the Company 
   
  Dog Soldiers 
  The sound of barking is heard from this area as the PCs approach, and the crowd gets distinctly shorter.  The 
  company recruiters will be polite to medium sized PCs, but children that want to touch the dogs and small sized 
  dog-riders will get most of the attention here.  
   
  Heraldry/Symbol 
  A rampant dog on a red field. 
  Group Requirements 
  To join the Dog Soldiers, a person must: 
  • Have 4 ranks of Ride (Dog). 
  • Be size Small. 
   
  Firestorm Company 
  This dark and foreboding tent is generally avoided by most spectators.  There will only be one or two company 
  members present (the company is not very big), but that member will certainly be a capable wizard or sorcerer of 
  respectable level.  First level spellcasters that meet the membership requirements will be met with genuine interest. 
   
  The Militia Games 
  [Round #1] 
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  Heraldry/Symbol 
  Raindrops of fire falling from a black cloud on a blue field. 
  Group Requirements 
  To join Firestorm Company, a person must: 
  • Be able to cast damaging burst, cone, cylinder, or spread spells. 
  • Take the Subdual Substitution feat as soon as possible after joining (new members will not be allowed to 
  participate in the Militia Games until this feat is taken, although attendance at drill and the Games is still 
  mandatory). 
   
  Reickough’s Raiders 
  There is no tent set up here.  The banner is propped against a tree, with a small group of scruffy looking men sitting 
  around.  There will be quite a few people talking to these men that are wearing tabards of other militia companies.  
  Most of the Raiders were scouts in various battles, and they are talking with old army buddies.  They do not actively 
  recruit, but they will talk with the PCs. 
   
  Heraldry/Symbol 
  A short sword over a green fir tree against a gray field. 
  Group Requirements 
  To join Reickough’s Raiders, a person must: 
  • Have served in the Scouts or Pathfinders. 
   
  Sisters of No Mercy 
  A large tent with many armed women looking severely at all passersby.  They have a programmed illusion of some 
  of the company’s best moments over the years, including some Hold the Bridge conflicts, and the year a Sister 
  captured the Banner for the collective Battle.  A female PC will be talked to, and men will be treated politely, but 
  obviously not recruited. 
   
  Heraldry/Symbol 
  A bloody sword on a beige field 
  Group Requirements 
  To join the Sisters of No Mercy, a person must: 
  • Be female 
   
  Steadfast Pike 
  PCs will see a simple wooden building that looks like it was slapped together overnight by tireless workers.  Most 
  of the members of this company are serious, and not easily shaken. 
   
  The Militia Games 
  [Round #1] 
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  Heraldry/Symbol 
  A silver hedgehog upon a green field. 
  Group Requirements 
  To join the Steadfast Pike, a person must: 
  • Have proficiency in longspear 
  • Have either the Endurance or the Toughness feat 
   
  Tarlington Horse Archers 
  As the PCs approach this area, they see a large corral has been set up and youngsters are being shown how to ride 
  and shoot a small crossbow (no arrowhead) from the back of a walking horse.  There is a long line of 9-14 year old 
  boys and girls. 
   
  Heraldry/ Symbol 
  A white crossbow on a black field. 
  Group Requirements 
  To join the Tarlington Horse Archers, a person must: 
  • Have a +3 net attack bonus with crossbow 
  • Have 4 ranks of Ride 
   
   
   
  The Militia Games 
  [Round #1] 
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  Appendix 2 – Tabard Designs 
   
   
   
   
   
   
   
   
  Bissel  
   
   
   
   
  Geoff  
   
   
   
  Keoland 
   
   
    
   
   
   
  Yeomanry  
   
   
  Principality of Ulek 
   
  Unaffiliated 
   
   
   
   
   
   
   
   
   
  Gran March  
   
   
  Gran March  
   
   
  Gran March 
   
   
   
   
  The Militia Games 
  [Round #1] 
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  Appendix 3 – Hold the Bridge 
  Friendly NPCs 
  These are the stats for the NPCs that are willing to join the PCs to make a complete file.  The stats represent first 
  level human fighters.  If the DM feels that it is appropriate to use dwarves, elves or half-orcs to mesh with the party, 
  modify the ability scores accordingly.  Let the PCs run the friendly NPCs along with their PCs. 
   
  Pikemen (2-4) Male Human Ftr 1; CR 1; Medium-size humanoid (human);HD 1d10+2; hp 12 each; Init +1; Spd 30 
  (20 chainmail))ft; AC 16 (touch 11, flat-footed 15); Atk +4 melee (1d8+3/X3, longspear) or +3 melee (1d6+2, short 
  sword); AL LN; SV Fort +4, Ref +1, Will +0; Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +4, Jump +4, Profession soldier – pikeman) +2, Ride +4; Combat Reflexes, Endurance, 
  Weapon Focus (longspear). 
   
  Possessions: Longspear, short sword, chainmail 
   
  Pertinent Stats to give PCs so they can run the NPC pikemen: 
  AC 16 
  HP 12 
  Init +1 
  Atk +4 (longspear 1d8+3), +3 (shortsword 1d6+2) 
  Combat Reflexes, Endurance, Weapon Focus Longspear 
  If the DM makes the NPC pikemen a race other than human, modify the stats accordingly and take away the 
  Endurance feat. 
   
  Defending NPCs 
  This is the group that is defending the bridge when the PCs attack.  They have already held the bridge against two 
  assaults and are feeling pretty shaky.  Notice that there are only five of them still standing and all of them are 
  injured (subdual).  Otherwise, the stats are the same as for the friendly NPCs, just for simplicity.  DM can make up a 
  banner if the PCs care. 
   
  Pikemen (5) Male Human Ftr 1; CR 1; Medium-size humanoid (human);HD 1d10+2; hp 4 (down from 12) each; 
  Init +1; Spd 30 (20 chainmail))ft; AC 16 (touch 11, flat-footed 15); Atk +4 melee (1d8+3/X3, longspear) or +3 
  melee (1d6+2, short sword); AL LN; SV Fort +4, Ref +1, Will +0; Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +4, Jump +4, Profession soldier – pikeman) +2, Ride +4; Combat Reflexes, Endurance, 
  Weapon Focus (longspear). 
   
  Possessions: Longspear, short sword, chainmail 
   
  Their tactics are simple; hope that the enemy charges so they can get attacks of opportunity as they rush through the 
  longspear’s threatened area, then draw short swords in the front rank while the second rank fights over the shoulders 
  of the first rank with longspears.  Those in the second rank fighting over the first rank suffer a –4 to hit because the 
  first rank provides cover for the PCs.  If the PCs do the same tactic, they will have a cover penalty to overcome as 
  well. 
  The Militia Games 
  [Round #1] 
  Page 24 
   
  
  First Wave of Attackers 
  If the PCs seize the bridge, they will have two minutes to prepare for being charged.  The attackers are not in 
  position like they should be.  The attackers are inexperienced warriors from the Brothers in Chaos, and their tactics 
  are atrocious.  They will charge right at the front line, suffering any readied actions (such as setting the spear to 
  receive a charge) and incurring any attacks of opportunity. 
   
  Brothers in Chaos (8) Male Human Ftr 1; CR 1; Medium-size humanoid (human);HD 1d10+2; hp 12 each; Init +1; 
  Spd 30 (20 chainmail))ft; AC 16 (touch 11, flat-footed 15); Atk +4 melee (1d8+3/X3, battleaxe swinging two-
  handed); AL CN; SV Fort +4, Ref +1, Will +0; Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +4, Jump +4, Ride +4; Power Attack, Endurance, Weapon Focus (battleaxe). 
   
  Possessions: Longspear, short sword, chainmail 
   
  Second Wave of Attackers 
  If the PCs are still hanging in there, they will have one minute to prepare for being assaulted.  This wave is 
  organized and ready.  They will move up to longspear range, attack, then close in the next round, drawing swords.  
  They are from the Sisterhood of No Mercy.   
   
  Sisters of No Mercy (8) Female Human Ftr 2; CR 2; Medium-size humanoid (human);HD 2d10+4; hp 20 each; Init 
  +1; Spd 30 (20 chainmail))ft; AC 16 (touch 11, flat-footed 15); Atk +5 melee (1d8+2/X2, longsword) or Atk +5 
  melee (1d8+3/X3, longspear); AL LN; SV Fort +5, Ref +1, Will +0; Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 
  10. 
   
  Skills and Feats: Climb +5, Jump +5, Profession (soldier – infantry) +2, Ride +5; Power Attack, Endurance, 
  Weapon Focus (long sword) Weapon Focus (longspear). 
   
  Possessions: Longspear, short sword, chainmail 
   
  At this point, it is up to the DM to determine how much fun the PCs are having holding the bridge.  If the PCs hold 
  against the second wave and the players are enthusiastic about their success, the DM can continue having waves that 
  are identical to the second wave (change the name and appearance of the attacking militia company) attack until the 
  PCs are dislodged.  Or, if time is short and the PCs and it is time to move on, go to the Final Wave below. 
   
  Final Wave of Attackers 
  When this group steps up, the crowd makes the “Oooo” noise that tells the PCs that they are in trouble.   
   
  Firestorm Militia Company (8) Male and Female Humans Wiz and Sorc 10-12; CR 12; Medium-size humanoid 
  (human);HD varies; hp varies each; Init +1; Spd 30 ft; AC varies (will not matter) ; Atk does not matter; AL LN; 
  SV does not matter; Str 10, Dex 14, Con 14, Int 10 or 18, Wis 10, Cha 10 or 18. 
   
  Skills and Feats: Does not matter; Improved Initiative, Spell Focus – evocation, Subdual Substitution. 
   
  Possessions: Quarterstaff, Bracers of armor, lots of other toys 
   
  The Militia Games 
  [Round #1] 
  Page 25 
   
  
  A group of old graybeards wearing robes and carrying wands and staves approaches the start point.  They will 
  congratulate the PCs on how well they have done so far (sincerely), and if there are any Gran March veteran arcane 
  casters among the PCs, they will tell that PC to come see them at the Firestorm Booth later.  They will be very 
  casual and cordial.  When the whistle blows to charge, they do not move.  They are actually expecting the PCs to 
  politely surrender the bridge, but that’s not likely to happen.  It has happened in the past competitions, but they will 
  not be insulted in the PCs make a fight of it.  Not backing down will improve the PCs reputation. After a few 
  seconds, one of the ones in the back says, “Okay, we don’t have all day”, and then a 10d6 fireball (DC 24) will go 
  off around the PCs.  The Firestorm Company uses subdual substitution on all damaging spells, so the PCs are only 
  knocked out – but they may not know that yet.  The DM might enjoy describing the fireball effect as it consumes 
  the PCs, just to watch the distress it causes.  If there is a PC still standing, have a sleep spell quickly end this.  When 
  the PCs awake, they will see that the Firestorm Company still holds the bridge and will do so for more than an hour. 
   
   
   
  The Militia Games 
  [Round #1] 
  Page 26 
   
  
  Appendix 4 – Joust NPCs 
  For the first opponent for all PCs, use the following NPC, just change militia companies for new opponents. 
  First Round 
  Lancer (1) Male Human Ftr 1; CR 1; Medium-size humanoid (human);HD 1d10+2; hp 12; Init +1; Spd 30 ft; AC 18 
  (touch 11, flat-footed 15); Atk +3 melee (1d8+2/X3, lance); AL LG; SV Fort +4, Ref +1, Will +0; Str 15, Dex 13, 
  Con 14, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +4, Jump +4, Profession (soldier – cavalry) +2, Ride +4; Mounted Combat, Ride-by 
  Attack, Weapon Focus (long sword). 
   
  Possessions: Lance, heavy shield, chainmail 
   
  The lancer will be charging, gaining a +2 to hit, and suffering a –2 to armor class.  Remember to double the damage 
  from a charging lance. 
  Second Round 
  Lancer (1) Male Human Ftr 3; CR 3; Medium-size humanoid (human);HD 3d10+6; hp 28; Init +1; Spd 30 ft; AC 18 
  (touch 11, flat-footed 15); Atk +6 melee (1d8+2/X3, lance); AL LG; SV Fort +5, Ref +2, Will +1; Str 15, Dex 13, 
  Con 14, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +6, Jump +6, Profession (soldier – cavalry) +2, Ride +6; Mounted Combat, Ride-by 
  Attack, Spirited Charge, Weapon Focus (long sword), Weapon Focus (Lance). 
   
  Possessions: Lance, heavy shield, chainmail 
   
  The lancer will be charging, gaining a +2 to hit, and suffering a –2 to armor class. 
  The addition of Spirited Charge gives the second round lancer triple damage on lance attacks. 
   
  Third Round 
  Lancer (1) Male Human Ftr 6; CR 6; Medium-size humanoid (human);HD 6d10+12; hp 52; Init +1; Spd 30 ft; AC 
  19 (touch 12, flat-footed 15); Atk +11 melee (1d8+3/X3, lance); AL LG; SV Fort +7, Ref +3, Will +2; Str 16, Dex 
  13, Con 14, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +9, Jump +9, Profession (soldier – cavalry) +2, Ride +9; Mounted Combat, Ride-by 
  Attack, Spirited Charge, Weapon Focus (long sword), Weapon Focus (Lance), Weapon Specialization (long sword), 
  Dodge. 
   
  Possessions: Masterwork lance, heavy shield, masterwork chainmail 
   
  The lancer will be charging, gaining a +2 to hit, and suffering a –2 to armor class. 
  The addition of Dodge allows the third round lancer a dodge bonus against opponents. 
   
  In the unlikely event that a PC actually unhorses the third round opponent, the opposition increases sharply in the 
  following round. 
   
  The Militia Games 
  [Round #1] 
  Page 27 
   
  
  Fourth Round 
  Lt. Darrow, Company of the Red Dragons (1) Male Human Ftr 9; CR 9; Medium-size humanoid (human);HD 
  9d10+27; hp 97; Init +6; Spd 30 ft; AC 27 (touch 13, flat-footed 24); Atk +15 melee (1d8+7/X3, lance); AL LG; 
  SV Fort +9, Ref +6, Will +3; Str 16, Dex 16, Con 16, Int 12, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +9, Jump +9, Handle Animal +8, Profession (soldier – cavalry) +2, Ride +17; Mounted 
  Combat, Ride-by Attack, Spirited Charge, Weapon Focus (long sword), Weapon Focus (Lance), Weapon 
  Specialization (long sword), Weapon Specialization (Lance), Improved Critical (lance), Trample, Power Attack. 
   
  Possessions: +2 lance, +2 heavy shield, +2 mithril full plate. 
   
  The lancer will be charging, gaining a +2 to hit, and suffering a –2 to armor class. 
  If the PC has a reputation for being easy to hit, but hard to dislodge, Darrow will put 3 points into a power attack.   
   
  If a PC somehow gets past Lt. Darrow, the crowd is absolutely stunned and will roar approval.  Congratulate the PC 
  and throw a few more Lt. Darrow types at him until he is knocked out of the competition.  This PC will gain 
  immediate respect and be talked about throughout the games.   
  The Militia Games 
  [Round #1] 
  Page 28 
   
  
  Appendix 5 – Targets NPCs 
  The only significant statistics needed for these NPCs is the die roll needed to hit the target at 1,500 feet, so that is all 
  that will be given here.  If a PC lucks into a shoot-out with these NPCs, his dice are incredibly lucky, but the general 
  population will not know that it is freak luck.  The PC will be assumed to be a phenomenal archer. 
   
  Sgt. Wilkire, (male human) Tarlington Horse Archers.   Shooting a heavy crossbow.  Needs a 3 to hit the target. 
   
  Sgt. Featherfallen (female elf) Arrowstorm Militia Company.  Shooting a composite longbow.  Needs a 5 to hit the 
  target. 
   
  Lt. MacFadyen (male human)  Active duty, 15th battle.  Shooting a composite longbow.  Needs a 6 to hit the target. 
   
  Lt. Dryern (male human)  Arrowstorm Militia Company.  Shooting a composite longbow.  Needs a 3 to hit the 
  target. 
   
  Captain Gellar (female human) Shiboleth 5th Quiver.  Shooting a longbow.  Needs a 9 to hit the target. 
   
   
   
  The Militia Games 
  [Round #1] 
  Page 29 
   
  
   Appendix 6 – Brothers in Chaos 
  If one of the PCs wants to join the Brothers in Chaos Militia Company, they will have to fight one of the current 
  members (chosen at random) in single combat.  This scenario provides an opportunity for a PC to have that single 
  combat.  The fight is strictly one-on-one and any interference by other PCs or NPCs will get an applicant and the 
  interfering party kicked out of the area in extremely brutal fashion.  All weapons will be padded.  Although the 
  Brothers might be more brutal away from the Games, while they are here, they do not want any accidental deaths 
  attributed to them for any reason. 
   
  The DM can roll randomly or choose a Brother in Chaos from the ones detailed below: 
   
  Uln Foamspitter (1) Male Human Bbn 2; CR 1; Medium-size humanoid (human);HD 2d12+4; hp 22; Init +1; Spd 
  40 (30) ft; AC 16 (touch 11, flat-footed 15); Atk +6 melee (1d12+4/X3, greataxe); AL CN; SV Fort +4, Ref +1, 
  Will +0; Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +4, Jump +4, Ride +4; Power attack, Weapon Focus - Greataxe. 
   
  Possessions: Great axe, hide armor. 
   
  Uln will rage immediately and charge the PC on his initiative.   
   
   
  Dirk (1) Male Human Ftr 2; CR 1; Medium-size humanoid (human);HD 2d10+4; hp 19; Init +1; Spd 30 (20) ft; AC 
  16 (touch 11, flat-footed 15); Atk +6 melee (2d4+3/ X2, spiked chain - reach); AL CN; SV Fort +4, Ref +1, Will 
  +0; Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 8. 
  Skills and Feats: Climb +4, Jump +4, Ride +4; Close Quarters Fighting, Combat 
  Reflexes, Weapon Focus – spiked chain. 
  Possessions: Spiked Chain, chainmail. 
   
  Dirk will wait to get an attack of opportunity on a PC that passes through an area he threatens with his reach 
  weapon.  From there, the fight will be very direct.  He will not attempt any trips or disarms, he will attack. 
   
   
  Daisy  (1) Female Dwarf Bbn 2; CR 1; Medium-size humanoid (dwarf);HD 2d12+6; hp 24; Init +0; Spd 30 (20) ft; 
  AC 17 (touch 10, flat-footed 15); Atk +6 melee (1d10+3/X3, dwarven waraxe); AL CN; SV Fort +5, Ref +0, Will 
  +0; Str 16, Dex 11, Con 16, Int 10, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +4, Jump +4, Ride +4; Weapon Focus – Dwarven waraxe. 
   
  Possessions: Dwarven waraxe, chainmail, large shield. 
   
  Daisy is just plain mean.  She will move directly into melee, hack mercilessly away at her opponent, and spit on 
  them when they fall.  She will not rage, as she does not think the “pledge” is worth it.  
  The Militia Games 
  [Round #1] 
  Page 30 
   
  
  Appendix 7- Battle Locations 
  Battle Location 
   
   
  Special Designation 
  1 
   
  Hookhill  
   
   
  The Commandant’s Own  
   
   
  2 
   
  Hookhill 
  3 
   
  Shiboleth 
  4 
   
  North Border 
   
   
  Patrolling the border 
  5 
   
  West Border 
   
   
  Patrolling the border 
  6 
   
  East Border 
   
   
  Patrolling the border 
  7 
   
  South Border 
   
   
  Patrolling the border 
  8 
   
  Hochoch (Geoff)  
   
  Army of Retribution 
   
  9 
   
  Rush March 
   
   
  Pacification of the Rush March 
  10  
  Dim Forest 
   
   
  Pacification of the Dim March 
  11  
  Hochoch (Geoff)  
   
  Army of Retribution 
   
  12  
  Shiboleth/Hookhill 
   
  Patrolling main road 
  13  
  Hochoch (Geoff)  
   
  Army of Retribution 
  14  
  Hochoch (Geoff)  
   
  Army of Retribution 
  15  
  Thronward (Bissel) 
   
   
  16  
  Hochoch (Geoff)  
   
  Army of Retribution 
  17  
  Bissel 
   
   
   
  Patrolling 
  18  
  Principality of Ulek 
   
  Combat Support 
  19  
  Hookhill 
  20  
  Buxton’s Crossing/Orlane  
  Patrolling 
  21  
  Thronward (Bissel) 
   
  22  
  Hochoch (Geoff)  
   
  Army of Retribution 
  23  
  Principality of Ulek 
   
  Combat Support 
  24  
  Thronward (Bissel) 
   
  25  
  Hochoch (Geoff)  
   
  Army of Retribution 
  26  
  Hochoch (Geoff)  
   
  Army of Retribution 
  27  
  Principality of Ulek 
   
  Combat Support 
  28  
  Hochoch (Geoff)  
   
  Army of Retribution 
  29  
  Hochoch (Geoff)  
   
  Army of Retribution 
  30  
  Shiboleth 
   
  The Militia Games 
  [Round #1] 
  Page 31 
   
  
  The Militia Games 
  [Round #1] 
  Page 32 
   
  Player Handout #1 
   
   
  TODAY 
  Targets (Griffin Field) 
  Joust (Obleron Field) 
  Hold the Bridge (the Bridge – Valstier Field) 
  Capture the Flag (Lower Griffin) 
   
  TOMORROW 
  Same as Today 
   
  DAY AFTER TOMORROW 
  Come back Tomorrow 
   
  LAST DAY 
  Grand Melee (Lower Griffin) 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/593/Intro mods/GRMi3-03 - The Militia Games/GRMi3-03 - The Militia Games.pdf