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A Two-Round D&D LIVING GREYHAWK
A Bone March Regional Adventure
Version 1.0
Round 1 and 2
by Spyridon D. Giannoutsos
Circle Reviewer: Paul Looby
The much-anticipated orc assault on the village of Nlul is about ready to begin. The PCs have the difficult task of
neutralizing the officers of the enemy horde and capturing their battle plans. Can a handful of heroes change the tide of
the upcoming great battle? A two-round scenario for APLs 2-8.
®
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.
This game product contains no Open Game Content. No portion of this work may be reproduced in any
form 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.
Introduction 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
®
This is an RPGA Network scenario for the Dungeons &
should have the player’s name at the bottom, and the
Dragons® game. A five-hour time block has been allocated
character’s name, race, and gender at the top. This makes it
for each round of this scenario. The rest of the time is spent
easier for the players (and the DM) to keep track of who is
in preparation before game play, and scoring after the
playing which character.
game. The following guidelines are here to help you with
The players are free to use the game rules to learn about
both the preparation and voting segment of the game. Read
equipment and weapons their characters are carrying. That
this page carefully so that you know and can communicate
said, you as the DM can bar the use of even core rulebooks
to your players the special aspects of playing an RPGA
during certain times of play. For example, the players are not
scenario.
free to consult the Dungeon Master’s Guide when
This is a LIVING GREYHAWK Adventure. As a
confronted with a trap or hazard, or the Monster Manual
LIVING adventure it is expected that players bring their
when confronted with a monster.
own characters with them. If players do not have a LIVING
Some of the text in this scenario is written so that you
GREYHAWK character generated, get a copy of the current
may present it as written to the players, while other text is for
LIVING GREYHAWK character generation guidelines,
your eyes only. Text for the players will be in gray boxes. It’s
and a character sheet from your convention coordinator or
strongly recommended that you paraphrase the player text
the RPGA Website, and then have any players without a
instead of reading it aloud. Some of this text is general and
character create on. Once all players have a LIVING
must be adapted to the specific situation or to actions of the
GREYHAWK character, play can begin.
player characters.
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 Scoring
Gazetteer. After the players have completed the scenario or the time
allotted to run the scenario has run out, the players and DM
score the game. Complete the RPGA scoring grid with
Preparation
names and RPGA numbers only, and the event information
First you should print this scenario. This scenario was created
at the top. RPGA no longer uses voting for any reported
to support double-sided printing, but printing it single sided
results. Give the Scoring Packet to your event coordinator
will work as well. There is enough room along the inside
along with any event tickets.
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 LIVING GREYHAWK
rules, spells, or equipment presented in the adventure. It may
help to highlight particularly important passages.
Levels of Play
Because players bring their own characters to LIVING
When you run an RPGA D&D adventure we assume
GREYHAWK games, this adventure’s challenges are
that you have access to the following books: the Player’s
proportioned to the average character level of the PCs
Handbook, the Dungeon Master’s Guide, and the Monster
participating in the adventure. To determine the Average
Manual. We also assume that you have a set of dice (at least
Party Level (APL):
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
1. Determine the character level for each of the PCs
good idea to have a way to track movement during combat.
participating in the adventure.
This can be as simple as a pad of graph paper and a pencil, as
2. If PCs bring animals that have been trained for combat
handy as a vinyl grid map and chits, or as elaborate as resin
(most likely being war horses, dogs trained for war),
dungeon walls and miniatures.
other than those brought by virtue of a class ability (i.e.
Instruct the players either to prepare their characters
animal companions, familiars paladin’s mounts, etc)
now, or wait until you read the introduction, depending on
use the sidebar chart to determine the number of
the requirements of the scenario as described in the
levels you add to the sum above. Add each character’s
introduction.
animals separately. A single PC may only bring four or
Keep in mind that you must have at least four players
fewer animals of this type, and animals with different
(not counting the DM), for the game session to be a
CRs are added separately.
sanctioned RPGA event. As well, you cannot have more than
six players participating in the game.
Give the PCs a chance to explain themselves, why they are APL 2 (EL 2)
after her and about Emher. Then the girl starts crying. Read Emher: male human Bbn2; hp 19; see Appendix 1
them the following paragraph:
APL 4 (EL 3)
“Oh Pelor! Sweet bringer of light, please help me! This Emher: male human Bbn3; hp 26; see Appendix 2
man is harassing me for three days now after he met me in
a Knurl’s tavern where I gave a show. At first I though,
well okay, a fan, but then he kept following me, asking me APL 6 (EL 4)
to marry him. I had to knock him unconscious with my Emher: male human Bbn4; hp 33; see Appendix 3
flute and steal his clothes, so that he wouldn’t bother me
any more”. APL 8 (EL 5)
And then the girl bursts into unstoppable tears. Emher: male human Bbn5; hp 40; see Appendix 4
The PCs have a lot of options. If they make a Sense Motive Tactics: Emher will attack the strongest looking PC first
check, consider it automatically successful. The girl is and then he will proceed attacking the weaker characters.
telling the truth. There is no doubt about that. Actually Treasure: Emher potion can be looted for gold. The
they can leave both of these people and continue with their club and the clothes don’t deserve the effort.
assignment, take the clothes back to Emher, or return to APL 2: Magic: potion of cure light wounds (4 gp).
Emher with his clothes and the girl. Erroll will protest a lot APL 4: Magic: potion of cure light wounds (4 gp).
if they choose this course of action, but she knows that she APL 6: Magic: potion of cure light wounds (4 gp).
isn’t a match for the PCs. APL 8: Magic: potion of cure light wounds (4 gp).
Encounter 3: The Secret Passage Upgrade a weapon: A character can upgrade a weapon
APL 2: Loot: 345 gp; (from masterwork to +1, from +1 to +2 and finally from +2
APL 4: Magic: 437 gp to +3) as long as they pay the amount necessary for the
APL 6: Magic: 437 gp upgrade.
APL 8: Magic: 437 gp
Emher: male human Barbarian 5 CR 5 Medium ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL
humanoid human; HD 512; hp 40; Init +1; Spd 40 ft.; N; SV Fort +6, Ref +4, Will +2; Str 17, Dex 15, Con 12,
AC 11 (touch 11, flat-footed 10); Base Atk +5; Grp +9; Int -, Wis 10, Cha 2.
Atk +10 melee (1d10+4, greatclub); Full Atk +10 melee Skills and Feats: Climb +11, Hide +2, Spot +4.
(1d10+4, greatclub); SA Power attack; SQ Fast Poison (Ex): A monstrous centipede has poisonous
movement, illiteracy, rage 2/day, trap sense +1, bite, with a DC 14 and damage 1d6 to Dex. The
improved uncanny dodge; AL CN; SV Fort +4, Ref +2, indicated damage is both initial and secondary.
Will +1; Str 19, Dex 12, Con 10, Int 10, Wis 10, Cha 10.
Skills and Feats: Climb +12, Listen +8, Spot +8, Orc Trooper: Male orc warrior 1; CR 1/2; Medium
Swim +8; Power Attack, Weapon Focus (greatclub). humanoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft; AC 13
Fast Movement (Ex): Runs +10 ft. that his race, [touch 10, flat-footed 13]; Base Atk +1; Grp +4; Atk +4
when wearing none, light, or medium armor. melee (2d4+4 / 18-20[x2], falchion) or +1 ranged (1d6+3
Rage (Ex): Temporary (for 3 rounds plus the / [x2], javelin); Full Atk +4 melee (2d4+4 / 18-20[x2],
improved constitution bonus) incensement of +4 falchion) or +1 ranged (1d6+3 / [x2], javelin); SQ
strength and constitution scores plus a +2 bonus on Darkvision 60 ft., light sensitivity; AL CE; SV Fort +3,
morale saves, but suffers a -2 penalty to AC. He can Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha
rage twice per day. 6.
Trap Sense +1 (Ex): Has a +1 Dodge Ac bonus Skills and Feats: Listen +1, Spot +1; Alertness.
against the attack roll of any trap. Light Sensitivity (Ex): Orcs suffer a -1 penalty to
Improved Uncanny Dodge (Ex): He retains his attack rolls in bright sunlight or within the radius of a
Dex bonus even when flat-footed. He doesn’t retain it daylight spell.
when he is immobilized. Plus he cannot be flanked. Darkvision 60 ft. (Ex): Orcs see in absolute
Possessions: Greatclub, cure light wounds potion, darkness, for 60 ft. Darkvision is black and white only
set of plain clothes. but works like normal sight otherwise.
Physical Description: A man, tied to a tree. He Possessions: Falchion, javelin and studded leather
wears no clothes and he seems to barely be conscious. armor.
He seems to be an ugly young man, wearing just a
piece of hide around his hips. Half-Orc Sergeant: Male half-orc fighter 3; CR 3;
Medium humanoid; HD 3d10+6; hp 28; Init +1; Spd 20
Ogre Zombie: CR 3; Large undead; HD 8d12+3; hp 55; ft.; AC 17 (touch 11, flat-footed 16); Base Atk +3; Grp
Init -2; Spd 40 ft.; AC 15 (touch 7, flat-footed 15); Base +6; Atk +5 melee (1d10+3/ 19-20 [x2], bastard sword),
Atk +4; Grp +14; Atk +9 melee (2d8+9/[x2], slam); Full +5 melee (1d6+1/ 19-20 [x2], short sword); Full Atk +5
Atk +9 melee (2d8+9/[x2], slam); Space/Reach 10 ft./10 melee (1d10+3/ 19-20 [x2], bastard sword), +5 melee
ft.; SQ Single actions only, damage reduction (1d6+1/ 19-20 [x2], short sword); SQ Dark vision 60 ft.
5/slashing, darkvision 60 ft., undead traits; AL NE; SV orc traits; AL LE; SV Fort +5, Ref +2, Will -1; Str 17, Dex
Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 15, Con 14, Int 14, Wis 8, Cha 6.
10, Cha 1. Skills and Feats: Intimidate +4, Listen +2, Ride +7,
Skills and Feats: Toughness. Spot +2; Exotic Weapon Proficiency (Bastard Sword),
Physical Description: This zombie comes surely Two Weapon Fighting, Weapon Focus (Bastard
from an ogre corpse. There are several places that are Sword), Weapon Focus (Short Sword).
proving evident that the creature had suffered a violent Darkvision 60 ft. (Ex): Half-orcs see in absolute
death. darkness, for 60 ft. Darkvision is black and white only
but works like normal sight otherwise.
Huge Monstrous Centipede: CR 2; Huge vermin; HD Possessions: Banded mail, bastard sword, short
6d8+6; hp 44; Init +2; Spd 40 ft., climb 40 ft.; AC 16 sword.
(touch 10, flat-footed 16); Base Atk +4#; Grp +15; Atk +5
melee (2d6+4/[x2] plus poison, bite); Full Atk +5 melee Half-Orc Lieutenant: Male half-orc fighter 5; CR 5;
(2d6+4/[x2] plus poison, bite); Space/Reach 15 ft./10 Medium humanoid; HD 5d10+10; hp 44; Init +0; Spd