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. 
   
  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.  
   
  NYR5−08 
   
   
   
   
   
  A Town Under Siege 
   
  A One-Round D&D LIVING GREYHAWK®
  Kingdom of Nyrond Regional Adventure 
  Version 1.0 
  by Joshua Freeman 
  Triad Reviewers: John Jenks and Tom Kee 
   
   
  Newtown is not unfamiliar in its dealings with brigands and bandits but the town finds itself feeling helpless with the 
  recent troubles ending and much of the land in flux. With the word that Bortran, the local magistrate and mayor has 
  been killed, Duke Younard has no choice but to send a contingency of adventures to gather information, secure the 
  town and if possible hunt down the bandits until troops can take over Newtown. Can the party deal with the growing 
  crisis or succumb to the same fate of Bortran? A role-playing intense adventure for APLs 2-6 (character levels 1-8).  
   
  
  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 record-keeping 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.  
  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. 
   
  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. 
   
  Keep in mind that you must have at least four 
  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. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the 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 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 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. 
   
  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. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the 
  time allotted to run the scenario has run out, the 
  players and DM fill out the RPGA Tracking Sheet. The 
  DM should complete the top of the form and list his 
  name and RPGA number. The players should each list 
  their name and RPGA number. After the form is filled 
  out it should be given to the Event Coordinator. 
  Living Greyhawk 
   
   
   
   
  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, and 
  then have any players without a character create one. 
  Once all players have a LIVING GREYHAWK 
  character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above 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. 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  NYR5-08 A Town Under Siege 
   
  Page 2 
  
  paladin’s mounts, etc.) use the sidebar chart to 
  determine the number of levels you add to the 
  sum 
  above. 
  Add 
  each 
  character’s 
  animals 
  separately. A single PC may only bring four or 
  fewer animals of this type, and animals with 
  different CRs are added separately. Nevertheless, 
  if a character has the Mounted Combat feat, he 
  may bring a single warhorse, light or heavy, with 
  him in the adventure and it will not count toward 
  the APL calculation. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like 
  to play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience and 
  gold a PC may gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character will receive only one-
  half of the experience points for the adventure. 
  Further, if the PC is three character levels or more 
  lower than the APL at which this adventure is being 
  played, that PC will receive one-half gold for the 
  adventure as well. This simulates the fact that either 
  the PC was not challenged as much as normal or relied 
  on help by higher-level characters to reach the 
  objectives. 
   
  Further, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the scenario unless the highest APL supported 
  by the adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Four or five 1st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If a group is APL 1 
  there are three things that the group can do to help 
  even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) 
  that may be attempted each round. If an animal 
  loses half or more hp in a single round it flees, 
  unless another check is successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round regional adventure, set in 
  the Kingdom of Nyrond. Characters native to the 
  Kingdom of Nyrond 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 
  War has once again ravaged the landscape leaving 
  many outlying towns and villages to fend for 
  themselves. With the end of the civil war, many of the 
  citizens have returned to their homes to find them 
  either destroyed or in shambles. Along with the 
  citizens, bandits too have returned in force. Some of 
  these bandits were once Sewarndt’s soldiers while 
  others have been commissioned by nobles and 
  landowners who wish to continue to show the citizen’s 
  of Nyrond that King Lynwerd is unable and unwilling 
  to help them. Rel Mord is trying to rebuild, so what 
  limited resources King Lynwerd has are not going to 
  be sent to the aid of small towns, further reinforcing 
  the lie that Lynwerd is an uncaring ruler. 
   
  Newtown lies close to a major road that is used for 
  trade, which is why this town has seen its share of 
  bandits for years. But, since the end of Nyrond’s civil 
  war, bandits have become more brazen in their raids. 
  Repeated cries for help have gone unheard, so Bortran, 
  the local magistrate and mayor, decided to form a 
  militia from the willing and able-bodied citizens of 
  NYR5-08 A Town Under Siege 
   
  Page 3 
  
  Newtown. Patrols around the outlying borders of 
  Newtown began in an attempt to deter the bandits 
  from stealing further livestock and goods. 
   
  A couple of weeks after Bortran began his patrols, 
  he was found murdered in his bed. Some of its citizens 
  were contemplating abandoning Newtown with the 
  loss of their mayor and seeing no hope for help. 
  Desperate for action, the settlers decided to attempt 
  requests for aid one more time from all neighboring 
  cities within a week’s riding distance.  
   
  One rider was sent to Mithat, once again 
  requesting help from the Duke of Almor, Duke 
  Younard. Duke Younard was informed about Bortran’s 
  murder and he decided that something should indeed 
  be done. However, still lacking the resources to send 
  troops and also lacking a replacement for Bortran at the 
  time, he decided to gather a small contingency of 
  adventures. They would investigate the bandit attacks 
  and report back to him what they had found. Once the 
  party returns, he will decide whether a contingent of 
  troops was truly warranted in Newtown. 
   
  The same evening that riders were sent to Mithat 
  and other major cities, the bandit leader, Carimon, and 
  two of his men came riding into Newtown. With them 
  came a forged document from Rel Mord stating that he 
  was to give aid to the town. With the death of Bortran 
  and the proclamation from King Lynwerd in hand, 
  Carimon quickly took over as Newtown’s magistrate 
  and began to institute new patrols, citizens on roofs as 
  lookouts, and home searches. 
   
  The evening before the party arrived, Carimon 
  received a message from Mithat by carrier pigeon 
  informing him of the party’s imminent arrival and of 
  their intentions. With this news, Carimon gathered a 
  small group of bandits to stop the party from making it 
  to Newtown. Their orders were to stop the adventurers 
  or not to return. 
   
  The same night that Carimon received the note 
  about the party, he is also told that Garik has 
  discovered the bandits using the Old Granger Hut as 
  their base and that they were forced to kill him to keep 
  it quiet. Carimon ordered his men to have the dogs 
  maul the body to help hide the wounds from the fight. 
  He then had his men leave the body outside of Garik’s 
  house, just within the line of trees, for someone to find 
  the next morning. 
  Adventure Summary 
  Encounter One – First Signs of Bandits: 
  This is where the party first meets the bandits that are 
  terrorizing Newtown. The bandits know who have 
  been sent since they have been given word about the 
  adventures. The bandits have been sent by Carimon to 
  prevent the adventures from making it to Newtown. 
  They will fight to the death believing that they will not 
  be given any quarter from the characters, Mithat, or 
  Newtown. When the players have dispatched the 
  bandits, they should find Player Handout #1 on one of 
  the bodies. If captured alive, the bandits will act 
  belligerent, rude, and may resort to spitting and 
  singing loudly and poorly to anger the party. Nothing 
  the party can do will break the bandits, who “know” 
  their fate is sealed. 
  Encounter Two – Greetings from Carimon: 
  Carimon will greet the party as they enter Newtown. 
  He will attempt to bring the party members to his 
  office, where he describes the situation to the party. He 
  wants to make sure that he has a chance to talk to the 
  party before anyone in Newtown does because he is 
  under the impression that many people in Newtown 
  do not trust him. This is also where he presents the 
  party with a forged royal document (Player Handout 
  #2) from Rel Mord authorizing him to help with 
  securing the town, but explains that he has also taken 
  over as magistrate with the death of Bortran. He also 
  introduces the party to his cohorts, who came from Rel 
  Mord with him. His goal is to make sure that he gains 
  the party’s trust and learns what the party knows about 
  Duke Younard’s plans. 
  Encounter Three – The Body of Garik: 
  The party will find the body of Garik in the Shrine of 
  Pelor. Garik was a local man who was found dead by 
  his fiancée Landra the morning of the party’s arrival in 
  Newtown. She found his body outside of his home 
  within the line of trees that surround Newtown. 
  Carimon’s gang killed Garik the previous night when 
  he followed Kerjon up the path towards the Old 
  Granger Hut. When the dogs alerted the bandits of 
  Garik’s presence, the bandits searched for, found, and 
  then killed Garik. They carried his body away from the 
  hut and attempted to make it look like wolves had 
  killed him. 
  Encounter Four – Try the Beef Stew at the 
  White Sheep Inn: 
  When the party enters White Sheep Inn, the party can 
  listen in on a few bits of conversations around the 
  tavern from their table or talk to the innkeeper. If the 
  party attempts to talk to the townsfolk, they become 
  angry with the party for eavesdropping on them. At 
  which point Delaine will settle the growing feud.  
   
  There are two different versions of this encounter 
  as summarized below. 
  • 
  If Carimon or any of his cohorts are at the inn. 
  Delaine asks the party to escort her to the shrine to 
  deliver food to Landra who is mourning the death of 
  her fiancé. She knows that Cleven, Bortran’s assistant, 
  and her father want to talk to the party, but she needs 
  NYR5-08 A Town Under Siege 
   
  Page 4 
  
  to find a way to tell them. Her idea is to tell them 
  during their walk to the shrine. She instructs them to 
  get a room at the inn and she will come get them when 
  her father and Cleven are ready. 
   
  If the party begins talking to Auldrin he will ask 
  them to escort his daughter to the shrine. 
  • 
  If Carimon and his cohorts are not at the inn. 
  Delaine will take the party to talk to her father. Auldrin 
  tells them that Bortran’s assistant wants to talk to them 
  tonight after the dining hall closes for the evening. He 
  tells them to get a room at the inn and Delaine will 
  come for them when Cleven and Auldrin are ready for 
  them. 
   
  If the party begins talking to Auldrin he will ask 
  them to wait in a room upstairs for his daughter to get 
  them so they can talk more privately. 
  Encounter Five – A Midnight Meeting: 
  Auldrin and Cleven meet with the party to talk about 
  recent events. Cleven has been in town for about a day, 
  but does not want Carimon to know this. He has 
  remained in hiding at Auldrin’s house. When Auldrin 
  told him that adventurers had arrived, he knew that he 
  must speak with them. 
  Encounter Six – Path to the Old Granger Place: 
  The party can follow the trail Garik had taken and 
  come across an old hut a few miles away. This is Old 
  Granger’s Hut. Here they will find dogs guarding the 
  door. 
   
  Once the party deals with the bandits inside of the 
  hut, they will find a trapped and locked chest along 
  with stacks of papers describing items taken, a hit list 
  of people to kill in Newtown, and evidence that 
  Carimon is behind it all. This is Player Handout #3. 
  Inside of the chest they will find a small horde of items 
  taken from Newtown. 
   
  Behind the hut the party will find two horses, as 
  well as fresh horse tracks leading back to Newtown if 
  the party has a tracker. 
  Encounter Seven: The Bandit Leader Exposed 
  The party will find Carimon and Jentric with packed 
  bags on their horses and the two of them just finishing 
  pouring lamp oil all around the audience hall and 
  Carimon’s office. They will also find three bodies lying 
  on the floor dressed in clothes and armor of Carimon 
  and his cohorts, all thoroughly drenched in lamp oil. 
  Conclusion: 
  The PCs have hopefully defeated Carimon and earned 
  the gratitude of the town. 
  Preparation for Play 
  Before you begin play, take note of anyone in a royal 
  meta-org. If a party member is in a meta-org, the party 
  will be given a mule and a cart with a few items 
  Newtown requested. The Duke knows he can trust 
  these party members to deliver the goods. These goods 
  are mainly dry foods and new tools like picks, forks, 
  spades, and scythes. 
   
  The 
  trip 
  from 
  Mithat 
  to 
  Newtown 
  is 
  approximately 96 miles by the road, which is in fairly 
  good repair covering mostly plains the entire way there 
  (no movement penalty if the PCs stay on the road). Use 
  the Movement rules in the PHB to determine how 
  many miles a day the PCs can cover (see Player’s 
  Handbook, pages 162-164). Most likely the slowest 
  member of the party will be covering 16, 24, or 32 
  miles per day. That translates to a one-way trip of 6, 4, 
  or 3 days each way. If the PCs are given the cart, that 
  leg of the trip will take 5.6 days regardless of the speed 
  of the PCs, as the cart will slow them to 16 miles per 
  day. 
  Introduction 
  The sound of hammering on wood and horse-
  drawn carts trotting across cobblestone roads 
  outside the window of your room at the Almor 
  Road Inn wakes you early in the morning before 
  dawn’s light breaks the horizon. Mithat, like many 
  other cities within Nyrond, is still rebuilding after 
  the civil war that ended just a couple of months 
  ago. 
   
   
  A short while later you find yourselves sitting 
  downstairs eating a warm meal of bread and 
  porridge as a herald enters the hall and walks 
  right up to your table. Without a word he bows 
  before you and hands over a rolled up parchment. 
  The scroll is sealed with the crests of Almor. The 
  letter is a summons requesting you to meet with 
  Duke Younard, the ruler of the Duchy of Almor. 
  The herald waits for you all to finish your meal 
  and escorts you directly to the patiently waiting 
  Duke. 
  “I have called upon you all because the people 
  of Newtown have called for aid. Ever since the 
  time of the usurper they have been under constant 
  siege by bandits who have stolen livestock and 
  goods.” 
   
  “Newtown has apparently been sending 
  messengers for weeks. Unfortunately, because of 
  pressing issues here we have lacked the resources 
  to send help. But now the situation has escalated 
  beyond just simple banditry. Last week the town’s 
  magistrate and mayor, a fellow named Bortran, 
  was found murdered in his bed during the night. 
  NYR5-08 A Town Under Siege 
   
  Page 5 
  
  With his murder, I am forced to act but with the 
  limited resources I have, I cannot send troops to 
  help Newtown immediately. I need to know more 
  about the bandits, who is leading them and if my 
  troops are definitely needed. I am asking you all to 
  investigate the matter and report back to me with 
  your findings in two weeks. The trip should take 
  three to six days each way, which leaves you at 
  worst two days to learn what you can. I know that 
  is a short period of time but it should be all the 
  time you need. Will you help the Duchy of Almor 
  and the Kingdom of Nyrond with this task?” 
  Wait for the party to agree before continuing or answer 
  any questions they may have. The Duke only knows 
  that Newtown has been dealing with bandits for the 
  past two months and that they have repeatedly 
  requested help, but until Bortran was killed, he had 
  been unable to justify sending help as he is trying to 
  rebuild Mithat. He is guessing that the bandits 
  resorted to killing the citizens after Bortran started up 
  patrols around the town in the form of a makeshift 
  militia consisting of local farmers. He was told that the 
  bandits that have been seen are human but do not have 
  any markings or insignias noting who they work for. 
  There is nothing more he can say about the bandits. 
  “I thank you for accepting this task. Know that 
  you will be rewarded for your noble deeds when 
  you return. Take the main road northeast to 
  Newtown. While in the town, attempt to gather 
  further information regarding the bandit attacks 
  and, if possible, hunt them down and bring them 
  to justice. After you have completed this task, 
  return here. Again, I need you back and with 
  information in two weeks. Please do not delay in 
  making your way to Newtown for I fear that 
  Bortran’s death will not be the last.” 
  If no PCs in the party are a member of a Nyrond Royal 
  meta-org, read the passage below: 
  “May Heironeous guide you on your path and 
  protect you on this noble quest.” With his final 
  words, you are escorted outside and now stand on 
  the streets of Mithat. 
  If any PCs in the party are members of a Nyrond Royal 
  meta-org, read the passage below: 
  “I also have an additional request of you. Since 
  Newtown has been dealing with the bandits for 
  two months now, their supplies may be running 
  low and with the coming harvest the town is 
  likely in need of new tools and wheat. Outside I 
  have arranged for a small load of goods that we 
  can spare for their aid. See that they are safely 
  delivered. May Heironeous guide you on your 
  path and protect you on this noble quest.” With 
  his final words, you are escorted outside and now 
  stand on the streets of Mithat where a mule and a 
  loaded small cart are waiting. 
  At this time, allow the players to make final purchases 
  of goods, provisions and transportation. When the 
  players agree to head out, get their marching order and 
  have them set up on a battlemap.  Draw a generic 
  length of road with some random trees near by as this 
  is needed for the first encounter. 
  You left Mithat behind you and have headed 
  northeast on the main road towards Kurast’s 
  Keep. The land before you has been ravaged by the 
  war. Much of what was rebuilt by settlers after 
  Nyrond made claim on the land is now in ruins 
  once again. These days, the Sword Road sees more 
  and more refugees, as many have decided to leave 
  their villages and hamlets for jobs rebuilding the 
  cities. 
  Those 
  seeking 
  protection 
  from 
  the 
  increasing number of bandits and humanoids that 
  have plagued the land after the fall of the traitor 
  also travel the road. 
  Your trip has been uneventful for the last two 
  days. The only encouraging thing to be said about 
  the journey so far has been the rare, but welcome, 
  inn along the road to Newtown. The food may 
  have been overpriced and the beer watered down, 
  but the beds were clean and warm. 
  Encounter One: First Signs of 
  Bandits 
  Carimon has received word about the adventurers 
  coming to Newtown per Duke Younard’s request. He 
  knows that the party will disrupt his operations and 
  decides to send a group of his men to stop them before 
  they reach Newtown. 
  It is well past high noon now on the (third, fourth, 
  or sixth – depending on the party speed) day and sun 
  has begun to fall from the sky. You know that 
  Newtown shouldn’t be much farther. 
  The party at this point will need to make a Spot check 
  (DC 24 – Take 10, +2 for distance, +2 for Concealment, 
  +10 skill) to see if they see the bandits hiding behind 
  the trees on either side of the road. At APLs 4 and 6, 
  the bandits are spaced out roughly over 50 feet on 
  either side. They are attempting to surround the party. 
  See the bandit’s tactics below. 
  APL 2 (EL 2) 
  � Human Rogues (2): hp 7 each; see Combat 
  Appendix – APL2. 
  APL 4 (EL 4) 
  � Human Rogues (4): hp 7 each; see Combat 
  Appendix – APL4. 
  APL 6 (EL 6) 
  NYR5-08 A Town Under Siege 
   
  Page 6 
  
  � Human Rogues (6): hp 7 each; see Combat 
  Appendix – APL6. 
  Creatures: The bandits are human of mixed races. 
  None appear to be of any one breed of human ancestry, 
  but Oeridian is more apparent by the build of body and 
  square cut of face. They are wearing simple clothes 
  under their studded leather armor and do not have any 
  markings on their clothes or skin to distinguish them 
  as a part of a known group or cult. They appear to be 
  ordinary bandits. 
   
  These men are working for Carimon who is 
  located in the town of Newtown. They have been 
  dispatched by Carimon to prevent the players from 
  making it to Newtown. If they are captured alive, they 
  believe there fate is sealed whether the players enact 
  justice on the spot or if they are taken to the authorities 
  in Mithat or even Newtown since Carimon will not 
  allow them to live, as it would risk his operations in 
  Newtown. They will act belligerent, rude, and may 
  even resort to spitting, cursing and singing very load 
  and poorly to anger the players. 
  Tactics: the bandits are attempting to surround the 
  party and will jump out firing arrows when they 
  believe they have the best tactical position on the PCs. 
  Obviously it’s hard to surround the party at APL 2 with 
  only 2 bandits. But at all APLs, the bandits will be 
  evenly divided and hiding about 20 feet off either side 
  of the road. They are using the trees to gain a 
  concealment bonus on their Hide checks. At all APLs, 
  the first two bandits will target the front line fighter or 
  fighters with arrows. At APLs 4-6, the additional 
  bandits will target any clerics in the party knowing 
  they will heal the warriors during the fight. If there are 
  no clerics, they will either target the fighters as well or 
  take any other clear shot if they do not have one to the 
  fighters. Once the first round of arrows has flown, they 
  will enter into melee and attempt to gain flanks for 
  sneak attack damage. Front line fighters and clerics 
  will remain their targets unless presented with a more 
  dangerous foe. 
  Treasure: The player’s should find Player Handout #1 
  in addition to the normal loot. 
  � APL 2: Loot: 9 gp, Coin: 0 gp, Magic: 0 gp 
  � APL 4: Loot: 17 gp, Coin: 0 gp, Magic: 0 gp 
  � APL 6: Loot: 26 gp, Coin: 0 gp, Magic: 0 gp 
  Encounter Two: Greetings 
  from Carimon 
  As the PCs near Newtown, Carimon is alerted by the 
  lookout on the roof. He is hopeful that it is not the 
  adventurers but he expects that no one else should be 
  coming to Newtown from the direction of Mithat. 
  Seeing the adventurers confirms his fears and he 
  knows that he must act quickly to gain the trust of the 
  PCs. Carimon drinks a potion of undetectable alignment 
  before the PCs arrive. He believes this is the best way 
  to buy more time, so he can cut and run from 
  Newtown. However, before he leaves Newtown he 
  needs to know what Duke Younard’s intentions 
  regarding Newtown. 
  The 
  remainder 
  of 
  the 
  daylight 
  is 
  slowly 
  disappearing behind the wooded hills on the 
  horizon. Your destination is now within sight. 
  The town appears to comprise about half-a-dozen 
  houses scattered around the landscape, with three 
  larger buildings in the center. The closer you get, 
  the more the air is filled with the heavy stench of 
  fertilizer and cattle. On the rooftop of the first 
  house leading to Newtown is a man standing and 
  waving a lit torch in what must be is an attempt to 
  alert the rest of the town to your presence. As you 
  make your way into Newtown, three well-armed 
  men approach. The two men in the rear are 
  armored in chain shirts and bucklers and carry 
  long 
  spears. 
  The 
  lead 
  soldier 
  is 
  wearing 
  breastplate armor, carrying a large shield with the 
  symbol of Heironeous across the front, and has a 
  longsword slung at his hip. All three are wearing 
  Nyrond Military surcoats. The leader steps 
  forward and waves, “Hail strangers. Stop where 
  you are and identify yourselves.” 
  If anyone wants to know what branch of the military 
  they are part of, have them roll a Knowledge (nobility 
  and royalty) or Knowledge (local Nyrond meta-region) 
  check (DC 15) to guess that they are part of a local 
  militia. 
   
  At this point Carimon waits for a player to 
  introduce the party. While Carimon knows these are 
  adventurers from Mithat, he’ll be playing dumb to that 
  fact. 
  “Ah, greetings and well met. I am Carimon and 
  these two men are Jentric and Kerjon. We are here 
  from Rel Mord on orders from my commander - 
  Sir Baldric of Borneven - with the task of aiding 
  Newtown with its bandit problem.” 
  If the PCs ask about Baldric, have them roll a 
  Knowledge (nobility and royalty) check (DC 20) to 
  recognize him as minor noble and military commander 
  stationed in Rel Mord.  
  • 
  If the PCs have captured bandits with them. 
  Carimon notices that you have bandit prisoners. “I 
  thank you for your actions against these bandits. 
  I’m sure there is a reward for bringing justice to 
  these vile creatures. I’ll get the paperwork started 
  right away. Please allow me to take them off your 
  hands and find them a nice jail cell.” He motions 
  to the man on his right that he identified as 
  NYR5-08 A Town Under Siege 
   
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  Jentric who approaches the party to take the 
  bandits. 
  Verify that the party is going to allow Jentric to take 
  them away. If they oppose then Carimon will attempt 
  to convince them. If he fails then he will agree to leave 
  them in the hands of the party but sternly notify the 
  party that they are responsible for the bandits and any 
  trouble they might cause while in Newtown. 
   
  If the party allows Jentric to take the bandit(s), he 
  will take them to the City Hall jail. 
  • 
  If the PCs have the cart of goods with them. 
  After getting your approval, Carimon approaches 
  the cart and pulls the covers up enough to 
  examine the goods. “I thank you for bringing 
  these supplies to Newtown. As you are likely 
  aware, we are in dire need of new farming tools as 
  well as wheat and grain. This stock will help the 
  people get by until we can gain control of the 
  bandit situation. Kerjon, can you bring the cart to 
  the city office and unload the goods into the 
  audience room?” He turns to you and asks, “That is 
  if it is alright for my associate to take the cart and 
  unload the goods?” Carimon then turns back to 
  Kerjon with another request, “When you are 
  finished, come back to the office so we can go over 
  the night patrol route.” 
   
  “Now, please come with me. I am sure you 
  would like to be briefed as to the situation here in 
  Newtown.” Carimon leads you to the tallest of the 
  three buildings in the center of town. A sign above 
  the door tells you that this is Newtown’s City Hall 
  and Jail. The other two large buildings appear to 
  be newer than all of the other structures. One is 
  an inn and the second building may be a general 
  store. 
   
  Once you reach the City Hall Carimon opens 
  the front door and invites you in. The initial room 
  is large with many chairs sitting before a heavily 
  polished wooden desk. To the left is a door with a 
  sign saying jail. Carimon leads you to an open 
  door behind the desk. It leads to a small office 
  roughly 15 ft. by 15 ft. in size. Inside you find an 
  old wooden desk with a moth eaten plush chair 
  behind it. Against the wall is a small bookshelf 
  with an inkbottle with quill sitting on top. In 
  front of the desk are two simple wooden chairs. 
  Along the walls there are portraits of Heironeous 
  and of King Lynwerd with two flags framing them 
  to either side. One flag bears the Nyrond Royal 
  Crest and the second bears the crest of the Duchy 
  of Almor. Carimon motions for someone to take 
  the two seats and seats himself behind the desk. 
   
  “I cannot tell you how relieved I am to see you 
  all here. It has been a trying week indeed. We 
  arrived here the day after Bortran was found 
  murdered in his bed. We were sent with 
  authorization to give aid to Newtown but now 
  with the death of the local magistrate, I have 
  taken it upon myself to take over as acting 
  magistrate until a replacement can be appointed.” 
   
  Carimon opens a drawer and pulls out a 
  folded letter and hands it to you. “I am not sure if 
  you know just how dire the situation is here in 
  Newtown. Just this morning we had another 
  death and though it does not appear to be at the 
  hands of bandits, it has shaken the good people of 
  Newtown to the core. A man by the name of Garik 
  had apparently set out into the woods yesterday 
  evening and was ravaged by wild beasts. We have 
  planned his funeral for tomorrow morning. Some 
  people have expressed concern that the three of 
  us, Jentric, Kerjon and I, are not enough to gain 
  control of this situation and quite frankly I am in 
  agreement with them. Any help you can offer 
  would be greatly appreciated.” 
   
  At this time, Jentric returns with a bowl of 
  steaming soup that smells heavy with onions, beef 
  and spices along with a small chunk of cornbread. 
  He sets it in front of Carimon and leans against 
  the wall behind him listening and watching 
  intently. 
  This was the old office of Bortran and if asked by the 
  players, Carimon will acknowledge this fact. The walls 
  are bare except where noted in the description above. 
  The note he passed to the players is Player Handout #2 
  which is a forged document (Forgery DC 25, to 
  recognize this as such) stating he was sent to 
  Newtown. 
   
  He will ask questions about where the player’s 
  came from if they have not already told him during 
  their introduction, if more troops are going to be sent, 
  and when they may get there. He will also ask how 
  seriously Duke Younard is taking the threat. As he is 
  not lying, a Sense Motive check should reveal nothing 
  particularly devious at this point. 
   
  Carimon will take the PCs to see Garik if they 
  wish to see the body. He will not make this offer 
  himself, as he does not want the party to have a close 
  look at Garik’s body. At no time will Carimon mention 
  the old rangers hut near where Garik was found. If 
  questioned about the hut, he will attempt to brush off 
  the questions with remarks about how it was searched 
  two days ago, and nothing of import was found. 
  Carimon will question and object to any spell cast in 
  his presence no matter what the spell is or what the 
  PCs tell him. 
   
  If questioned he will only talk about events in the 
  town in the following manner. Next to each statement 
  there is a note stating if Carimon is telling the truth or 
  a lie. This is to aid the DM if the party attempts a Sense 
  NYR5-08 A Town Under Siege 
   
  Page 8 
  
  Motive check. This check is opposed by Carimon’s 
  Bluff check. 
  • 
  How he came to be in Newtown: 
  (Lie) - He was part of a conscription of soldiers and 
  laborers in Rel Mord and was sent to give aid to 
  Newtown. There were 10 men in all but 7 died at the 
  hands of bandits and humanoids during their travels. 
  The captain died and he took charge. 
  (True) - He apparently arrived the day riders were sent 
  to Rel Mord and Mithat. Also he notes that neither of 
  the messengers sent to Rel Mord or Mithat have 
  returned. Galen road to Rel Mord and Cleven, 
  Bortran’s assistant to Mithat. (Although Cleven has 
  returned, Carimon does not know this) 
  • 
  Bortran’s Death: 
  (Mostly True) - The death of Bortran occurred the day 
  before he entered Newtown. He knows that Bortran 
  was beheaded and left in his bed. A funeral had already 
  been performed. It was his assistant Cleven who found 
  him. (Mostly true, as Carimon’s men killed Bortran and 
  left him in this fashion). 
  • 
  Garik’s Death: 
  (Partial Lie) - Garik was found today outside of his 
  family house along the perimeter of the tree lines. He 
  says that Garik must have entered the forest in the 
  evening and the watchmen on the roofs did not see 
  him. (Partial lie, as he was found in that location, but 
  was killed when he was spotted tailing one of 
  Carimon’s men) 
  (True) - He also tells the players that Garik is in the 
  Shrine of Pelor waiting for cremation. It was Landra 
  who found him this morning, the morning after he 
  was killed. 
  • 
  People Planning on Leaving: 
  (True) - He knows that the people are not happy with 
  the attention they have been given from Rel Mord, 
  Mithat and others cities. Even though he has been 
  sent, he openly tells the players that the citizens do not 
  trust him or anyone not from Newtown. He hopes 
  with this information, the players will be put more at 
  ease if they happen to talk to citizens and hear strange 
  stories about Carimon and his cohorts. 
  • 
  Bandits: 
  (True) - He will only say that all of the bandits have 
  been human and they are becoming more aggressive 
  with their attacks. 
   
  He will not pin point any areas that have been hit 
  saying they hit in random areas. Items stolen have 
  been cattle, wheat and grain and leathers to be used for 
  clothes. 
  • 
  Watchmen on Roofs and Patrols: 
  (True) - He tells the players that the patrols had been 
  Bortran’s idea. The watchmen on the roofs were his 
  idea to help with attacks in the town and fields, and so 
  far it’s been quite successful in preventing livestock 
  from being taken. 
  • 
  The citizen’s disapproval: 
  (True) - If Carimon feels he is making progress with 
  the players in gaining their trust he will make mention 
  about the disapproval the citizens of Newtown show 
  him; in particular Auldrin White, the owner of the 
  White Sheep Inn. He will act very concerned and may 
  even hint at his suspicion of Auldrin working with the 
  bandits by making up stories about seeing him coming 
  and going to Bortran’s old house and constant rumors 
  he started spreading about him and his men the day 
  they entered the city. 
  • 
  Cleven, Bortran’s Assistant: 
  (True) - He has not been seen since he left for Mithat 
  six days ago. He knows that Cleven must have made it 
  there since the party is now in Newtown but he is not 
  sure what happened to him afterwards. 
  • 
  Anything else: 
  Shoot from the hip and have fun with the role-playing. 
   
  Try and keep in mind that he wishes to gain the 
  trust of the PCs and will tell the party only as much as 
  is required to do so. 
   
  If the PCs begin to press for details beyond where 
  Carimon 
  feels 
  comfortable, 
  he 
  will 
  end 
  the 
  conversation as best he can by pointing out that he has 
  patrols to walk before darkness falls. He will then ask 
  Jentric to escort them to the White Sheep Inn. Jentric 
  will also enter and sit down at the bar for a meal. 
  Jentric is there to keep an eye on the party until they 
  head off to bed. He will not follow them to the shrine 
  if they escort Delaine. 
   
  If Carimon took the players to see the body of 
  Garik, he will then take them to the White Sheep Inn 
  and bid them goodnight. When the party arrives at the 
  inn, they will find Jentric at the bar having a meal as 
  described above. 
   
  If, at any time, the party returns to Carimon’s 
  office, they will find the office locked and no one 
  present. If the party breaks in (use standard 
  PHB/DMG rules on locks and doors), they will find 
  paperwork on and in the desk with detailed 
  information regarding items taken from the town, 
  where the items had been taken from, and a list of 
  additional items found in the houses searched. The list 
  of items found during the home searches is mainly 
  jewelry and other valuables. Also, they will find a few 
  notes about traders and merchants that left Mithat, 
  including detailed information regarding the party, the 
  NYR5-08 A Town Under Siege 
   
  Page 9 
  
  day they left Mithat for Newtown, and their expected 
  day to arrive. 
   
  If the party brought the mule and cart, the goods 
  will be missing from the audience room. 
   
  Also, if the party brought bandit prisoners and the 
  party searches the jail, they will find the bodies of the 
  bandits laying abed in their cells, arranged to appear 
  asleep. The bandits have all had their throats cut, and 
  their bodies expertly covered with sheets so as to not 
  raise an immediate suspicion. 
  Encounter Three: The Body of 
  Garik 
  This encounter is to help lay down a foundation of 
  further intrigue into the town’s blight. There are two 
  bits of information within that help guide the party to 
  Granger’s Hut. The first piece is that it was not wolves 
  that killed Garik. Even if the party does not obtain this 
  information, the location where his body was found is 
  also a key to push the party to the path that leads them 
  to the Old Granger Hut. It is Cleven or Delaine who 
  will take the PCs to the path where he was found. 
   
  This is a small Shrine of Pelor. The original, larger, 
  building was torn down when Sewarndt’s army rode 
  into town and claimed it in the name of Sewarndt. An 
  acolyte by the name of Fedrick has the shrine ever 
  since Sewarndt’s men killed the elder pastor when they 
  tore down the old shrine. He is able to cast up to 1st 
  level spells. Fedrick is in the shrine all night to be with 
  Landra. If the party comes late at night they will find 
  Fedrick lying down in a pew asleep. 
  You are taken to a small barn that has been 
  converted into a Shrine of Pelor. The inside is well 
  lit by the many candles surrounding the room. 
  Before you are rows of seats sitting before a small 
  three-step dais. Hanging high above is a large 
  wooden symbol of Pelor. Sitting at the top of the 
  dais is a table with the body of Garik covered with 
  a white shroud. On the floor and leaning against 
  the table is a young woman with puffy eyes. Her 
  mouth is moving slightly and tears are slowly 
  running down her cheeks. As you approach closer 
  you can see the body is of a young man in his early 
  twenties. It has been cleaned and prepared for his 
  cremation tomorrow. The woman does not react 
  to your presence, but you can now hear here the 
  murmuring of a common prayer to Pelor. Another 
  man, in clerical robes of Pelor, smiles gently with 
  a bow of his head and returns to tending to low or 
  spent candles. 
  Garik left his house in the evening when he noticed 
  Kerjon sneaking through his fields towards the woods 
  that lead to Old Granger’s Hut. He trailed Kerjon all 
  the way to the hut. The guard dogs alerted the bandits 
  of his presence. He was discovered by the bandits and 
  killed. To hide the method of his death, Carimon 
  ordered his men to have the dogs drag and maul his 
  corpse for a bit. Afterwards, Kerjon and a few bandits 
  carried the body to the edge of Garik’s fields, just inside 
  of the lines of trees. Landra, not knowing he was gone 
  since she was asleep when he left, went looking for 
  him the next morning when she woke up. She found 
  him a few hours later. People who lived nearby heard 
  her scream and came to investigate. 
   
  Read the following passages based upon whom the 
  party arrived with. 
  • 
  With Carimon: 
  “Poor child; to lose your fiancé but also to be the 
  one to find him, it must be very hard to deal with
  She found him just inside the line of trees outside 
  of his home. No one is sure why or what he was 
  doing out so late but I am afraid he was found in 
  an area where the watchmen have reported seeing 
  wolves.” Carimon points through the covers on 
  his face and torso appearing not to want to disturb 
  the body. “You see here,” focusing on some claw 
  and bite wounds, ”the wounds are consistent with 
  that of a wolf or maybe a large cat. With the cattle 
  around, you’re going to have wolves lurking in the 
  woods. Poor man.” He pauses for a moment of 
  silence, and then continues, “I think it is best we 
  leave the young lady to her grief.” Carimon then 
  turns to leave. 
   
   
  . 
  Carimon is very unsure about showing the players the 
  body of Garik and wants to get in and out very quickly. 
  He hopes no one notices the arrow wounds (see 
  below), but if they do, he will act stupid and interested 
  in the player’s findings. If questioned, more about 
  Garik, he will tell them he can show them more in the 
  morning since it is now nighttime and too dark to 
  investigate where Garik was found. 
  • 
  With Delaine: 
  Delaine bends down, placing the bowl of stew 
  next to the grieving woman, and wraps her arms 
  around her to give her some comfort. Looking 
  through the cloth you see that much of his face 
  looks unharmed but the rest of his body has been 
  clawed or chewed upon. 
  The party is allowed to move the covers off the body to 
  get a better look. If the party finds the arrow wounds 
  (see below), Delaine will become angry knowing that 
  once again the bandits are sure to be behind his death. 
  Even if the party does not see the arrow wounds, she 
  will offer to take the players to where his body was 
  found in the morning. 
  • 
  With no one, having come alone: 
  NYR5-08 A Town Under Siege 
   
  Page 10 
  
  As you approach the body of Garik, you can see 
  that much of his body is covered in claw and bite 
  wounds. 
  The party is allowed to move the covers off the body to 
  get a better look. The players can Spot the arrow 
  wounds in Garik’s body with a DC20 with the covers 
  on and over the chest. The DC drops to 15 when 
  exposed. If the players wish to perform a Heal check, 
  see below for findings. 
  DC 10 – See wounds that may be something other than 
  teeth puncture wounds. 
  DC 15 – See the puncture wound and know they are 
  from an arrow or crossbow bolt. 
  DC 20 – Know that the arrow wounds are in areas of 
  the body that would have killed faster than claws or 
  bites from an animal. 
  Give a person a Knowledge (nature) check (DC 20) to 
  determine that the bite and claw wounds are canine or 
  lupine in nature. DC 30 will allow them to know they 
  are canine. 
   
  If the party does wish for clerical services from 
  Fedrick, he is willing to provide cure light wounds 
  spells for a mere 5 gp per spell (he can cast four a day 
  and casts them as a 3rd level caster due to the healing 
  domain). This is discounting the price because he 
  believes it will serve Newtown to give what aid he can. 
  He does not have any magical items for sale, as he has 
  not had the time or materials to craft them. 
   Encounter Four: Try the Beef 
  Stew at the White Sheep Inn 
  This encounter is an attempt to get the PCs to agree to 
  meet with Auldrin after the inn closes shop. Auldrin is 
  hopeful that the PCs are the people sent from Mithat. 
  If they are, Cleven wants to speak with them, so 
  Auldrin wants the PCs to meet with him late at night. 
  That way he can bring Cleven to speak with them with 
  little risk of Carimon finding out that Cleven is back in 
  town. 
  The inn appears to be newer than most of the 
  buildings in Newtown. The sign over the door is 
  cleanly polished and easily legible with the 
  engraving of a large, over-fluffy, sheep with the 
  words The White Sheep Inn across the top and 
  below. As you open the door a strong but pleasant 
  smell of onions and spiced beef wafts toward you. 
  A handful of people sit around the room at various 
  tables eating and drinking. The discussion is 
  lively and the chatter echoes loudly within the 
  hall. Behind the bar is an elderly man with 
  thinning white hair, a stubby beard, and a large 
  potbelly. He quickly fills a couple of mugs from a 
  barrel behind the bar and ladles some soup into a 
  couple of bowls. A young woman is moving 
  quickly around the room serving food and drinks 
  and cleaning tables. The old man behind the bar 
  gives each of you a stern look before returning 
  back to work. 
  The man behind the bar is Auldrin White, owner and 
  proprietor of the inn. The waitress is his daughter, 
  Delaine. Obviously the above description needs to be 
  modified if this is not the PCs’ first trip to the inn. 
   
  The room is roughly 20 ft. x 40 ft. Along the 
  western wall is the bar that stretches from the southern 
  wall and runs 20 ft. Behind the bar is a washbasin, a 
  large pot full of steaming beef stew, and a closed door 
  leading to the cellar stairs. Along the bar are 7 seats 
  with no one occupying them except for Jentric, if he is 
  there eating his meal. At the northwest corner of the 
  room, off of the north wall, is a set of stairs leading up 
  to the rooms. There are 9 tables (6 are occupied) spread 
  throughout the room of various different shapes and 
  sizes. There are 12 people eating meals and conversing. 
  On the eastern wall in the center is a large fireplace; a 
  well lit fire keeping the room rather warm. Inside of 
  the fireplace is a swing arm with a hook used for large 
  cooking pots. 
   
  If anyone decides to listen in on the patrons, 
  below are some of the conversations that the party may 
  hear various parts of. Roll a d8 to see what each person 
  hears if they try to Listen (DC 15) in. 
  1. 
  Did anyone find out how Garik died? Carimon 
  is feeding us some story about wolves but 
  Garik - being a soldier in the Nyrond 
  resistance - would have known how to deal 
  with wolves since I know he’s got sense 
  enough to carry a weapon with him. Poor 
  Landra. Losing her fiancé like that. 
  2. 
  Has anyone seen Cleven? I haven’t seen him 
  since he left for Mithat seeking the Duke’s 
  help. I wonder if the bandits got to him first 
  or did he leave us here to rot? 
  3. 
  Did you know that up at Old Granger’s Hut, I 
  saw smoke coming out of the chimney. 
  Strange since I never heard that Granger had 
  returned from the war. 
  4. 
  These bandits are really evil minions of 
  Sewarndt who can disguise themselves as 
  humans, but I can see through them phony 
  illusions. 
  5. 
  Auldrin told me that he got reliable 
  information about Duke Younard sending aid 
  to Newtown. Too bad it took the death of 
  Bortran to make him see the light of our 
  situation. You can’t say the same for Lynwerd. 
  Got his throne back at the cost of our blood 
  and he sends Carimon. More trouble than he’s 
  worth I tells you. I can only hope that the help 
  NYR5-08 A Town Under Siege 
   
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  we get from Duke Younard is more interested 
  in seeking bandits than searching our houses. 
  6. 
  I can only hope for a good harvest this year. It 
  would be better and easier if I had new tools 
  but the bandits take everything that we have 
  been able to gather from Mithat. It is like they 
  know when anything travels between Mithat 
  and here. 
  7. 
  Jentric and Kerjon have reported seeing 
  giants in the north. First its bandits and now 
  giants. Granger would have dealt with them 
  by now. He always talked about his hatred for 
  giants since they killed his mother and 
  brother when he was younger. I wonder if 
  he’ll ever return or did he die in the war. 
  8. 
  Yesterday Kerjon and Jentric searched my 
  home. They said they were looking for 
  evidence of me supporting the bandits. They 
  claimed to have proof after interrogating 
  bandits, that they had mentioned my name. 
  Dirty rats! They left a couple of hours later 
  leaving my place a mess. I must have been 
  what, the third or fourth person they’ve 
  searched claiming to have information about 
  supporting bandits. Not one of us they 
  searched had any evidence of supporting 
  bandits, but they still keep searching houses. 
  If the party begins talking to the patrons about what 
  the party has heard, the patrons will become very 
  angry, accusing them of eavesdropping for Carimon. 
  After a bit of verbal feuding between the party and the 
  patrons Delaine will intercede, calm the patrons down, 
  and do one of the two things listing below. 
  • 
  If Carimon or any of his cohorts are in the dining 
  hall: 
  Delaine will ask the party to escort her to the Shrine of 
  Pelor where she needs to deliver food to Landra, who is 
  grieving the loss of her fiancé. During the trip to the 
  shrine she will tell the party that her father Auldrin 
  needs to talk to the party about the recent events in 
  Newtown. She asks them to get a room at the inn and 
  wait for her to come get them and bring them down 
  when her father is ready. 
  • 
  If Carimon or his cohorts are not in the dining 
  hall: 
  Delaine will take the party to the bar where Auldrin 
  will begin serving them up food while he tells them 
  that he needs to talk to the party, but he can only do it 
  when the dining hall is closed. In the meantime he 
  wants them to get a room and wait for his daughter to 
  come get them and bring them down when he is ready. 
   
  If the party walks up to Auldrin use the following 
  to treat his reaction. 
  • 
  If Carimon or any of his cohorts are in the dining 
  hall: 
  Auldrin will not talk much about the recent events. In 
  fact he’ll try to avoid the questions by asking them to 
  escort his daughter to the shrine where Delaine will 
  tell the party about the meeting that night with 
  Auldrin. 
  • 
  If Carimon or his cohorts are not in the dining 
  hall: 
  Treat the same as if Delaine took the party to him. 
   
  Since the players are there to help, Auldrin does 
  not charge them for the food or the rooms. At this 
  time, all of the rooms in the inn are open as there have 
  been very few travelers since the end of the Civil War. 
   Encounter Five: A Midnight 
  Meeting 
  Cleven, Bortran’s personal assistant wants to speak 
  with the PCs and inform them of all he knows or 
  believes about what is going on with Newtown. Cleven 
  will offer whatever assistance he can as long as the risk 
  of his being discovered by Carimon or his cohorts is 
  not too great. 
   
  The following is to be read when Delaine leads the 
  PCs downstairs at midnight, as Auldrin requested. 
  The dining hall is dimly lit by the glow of embers 
  from the hearth. The room has been cleaned but 
  the smell of Auldrin’s beef stew still hangs heavy 
  in the air. There is no sign of Auldrin anywhere. A 
  short time later, the door to the inn opens and a 
  man roughly in his late twenties to early thirties 
  enters the hall with Auldrin following. 
   
  Auldrin approaches you and speaks in a 
  hushed tone, “This is Cleven. He worked closely 
  with Bortran for many years and was the one who 
  found Bortran decapitated. He was also the 
  messenger sent from here to seek aid from Duke 
  Younard. He has been hiding at my house ever 
  since he returned from his travels to Mithat.” 
   
  Cleven walks towards you with his hand 
  extended. “It’s a pleasure to see you all here and to 
  know that Duke Younard kept his word to me. Yes, 
  it was I who found Bortran after he missed his 
  morning meetings and it was I who road to Mithat 
  for an audience with his grace in hopes to see 
  people of your caliber here to help. When I left 
  Mithat, Carimon was not here in Newtown but we 
  feel his presence has been here the entire time.” 
   
  Auldrin quickly butts in, “Carimon arrived a 
  few hours after we sent riders to Mithat and Rel 
  Mord.” 
  NYR5-08 A Town Under Siege 
   
  Page 12 
  
   
  “Yes,” continues Cleven with a nod. “And the 
  Rel Mord rider, a man by the name of Galen, has 
  yet to return. But I do not believe he is in hiding 
  like I am. It is our fear that Carimon killed Galen 
  and then came to Newtown posing as aid from Rel 
  Mord when he found that riders had been sent 
  seeking aid. Though we lack the proof, it just 
  seems too convenient that he shows up bearing a 
  note from Rel Mord the same day we dispatched a 
  request for help to Rel Mord. 
   
  “The next day he began searching people’s 
  homes claiming to be looking for evidence of 
  people supporting the bandits. Also, there have 
  been people seeing shadows moving through the 
  town late at night heading north towards the 
  direction of Old Granger’s Hut. People told 
  Carimon, but he shrugged off the idea. He claims 
  that the people were just seeing ghosts because 
  they’re in a state of fear and their minds are 
  playing tricks on them. Please, I beg of you to help 
  us. I can show you where Garik was found and the 
  path to Old Granger’s Hut at dawn.” 
  At this point the party can ask questions. The entire 
  time Cleven is going to respond as truthfully as 
  possible and as openly as possible. 
  • 
  Why is Cleven in hiding: 
  The same evening when Bortran was killed he was 
  alerted to intruders into his home as well, but the noise 
  from his dogs woke he and his neighbors up, scaring 
  off who ever broke into the house. The next morning 
  he found Bortran when Bortran was late for a morning 
  meeting with the patrol. That is also why he 
  volunteered to travel to Mithat since it gave him the 
  perfect opportunity to get out of town quickly. He 
  returned to Newtown to keep Auldrin informed as to 
  what had been promised by Duke Younard and wanted 
  to stay to speak to the party when they arrived. He 
  honestly does not know why he would have been 
  targeted in the same manner as Bortran, but thinks it 
  most likely because of his position and his close 
  relationship with Bortran. 
  • 
  Garik’s Death: 
  He does not believe Carimon’s explanation of how he 
  died. It was Landra, Garik’s fiancée who found him the 
  next morning after searching his house and fields. He 
  openly thinks Carimon had something to do with his 
  death. If the party tells them about the wounds, this 
  will confirm his suspicion. 
  • 
  Carimon, Jentric, and Kerjon: 
  He openly distrusts Carimon, Jentric and Kerjon. His 
  men have been searching (he calls raiding) people’s 
  homes claiming they are looking for bandit supporters. 
  Auldrin was the first person searched and Auldrin 
  made sure that they did not plant evidence or steal 
  anything by asking Fedrick and Delaine to help watch 
  them. He also believes him to be a liar when it comes 
  to Old Granger’s Hut. Carimon claims that he and his 
  men checked it out and found no evidence of anyone 
  being there for many months. And that only after 
  many people kept pushing the idea that something 
  may be there. 
  • 
  Granger and his place: 
  Granger was an old friend of Auldrin. In fact, it was 
  Granger who convinced Auldrin to build his tavern 
  and inn in Newtown. After Newtown received word 
  that Rel Mord had fallen to Sewarndt, Granger packed 
  his belongings and headed up north to join the loyalist 
  resistance that he knew would form. He has not been 
  seen since. He believes that Granger died, but they got 
  word that there was someone in Granger’s place a few 
  days ago. Auldrin thinks this may be some of the 
  bandits since he knows his friend would have come 
  down to see him. Garik told Auldrin about seeing 
  shadows in the night walking in that direction. 
  • 
  The people of Newtown: 
  They are scared and many are talking about leaving 
  Newtown for places like Mithat in search of better 
  protection from bandits and humanoids. It’s also said 
  that jobs helping to rebuild after the civil war are easy 
  to come by in the large cities. His only hope is that the 
  party can help Newtown so he isn’t forced to leave. 
  • 
  Duke Younard: 
  Auldrin is deeply troubled that it took the death of 
  Bortran to finally get some aid to Newtown. He knows 
  that Mithat keeps the Duke busy but wished for more 
  from a ruler. Cleven will defend the Duke saying he is 
  a very busy man with too much on his plate and too 
  few resources to send aid everywhere help is needed. 
  • 
  King Lynwerd: 
  Auldrin thinks King Lynwerd is a selfish coward only 
  thinking of himself. They do not think Lynwerd sent 
  Carimon which means he never sent anyone to help. 
  Now that Lynwerd has his castle and crown back, 
  Auldrin believes that Lynwerd is now looking to fill is 
  coffers with the gold of his people. Cleven will not say 
  anything wrong about King Lynwerd and in fact will 
  reprimand Auldrin verbally for saying ill words about 
  Lynwerd and any royal family. The PCs may get very 
  defensive about King Lynwerd at this point. If they do 
  a good job role-playing, have Auldrin change his mind 
  and begin to see things from their point of view. 
  • 
  Anything else: 
  Shoot from the hip and have fun with the role-playing. 
  NYR5-08 A Town Under Siege 
   
  Page 13 
  
   Encounter Six: Path to the 
  Old Granger Place 
  Cleven leads you through the town and to a small 
  house at the most northern end of Newtown. Just 
  beyond the house and inside the line of nearby 
  trees he stops. “Landra found him here,” he says 
  pointing to the base of a large tree. There is dried 
  blood everywhere. “This is the path to Old 
  Granger’s Hut. I remember when Granger came 
  into town he usually came through this way.” 
  Under the stems of weeds and small bushes is a 
  well-beaten path leading north. “Granger’s place is 
  about three or so miles up this path. I have to 
  leave you now. May Pelor light your way to 
  salvation and protect you on your journey.” 
  Kerjon, who is currently up at the hut right now 
  making preparations to leave Newtown and the 
  general area, has used the path within the last eight 
  hours. The ground is firm and Kerjon has made 
  considerable measures to hide his trail for the first 
  quarter mile, making the Survival check to detect his 
  footsteps a DC 20  (assuming the PC has the Track 
  feat). Once the path has been pointed out to the party, 
  it is easy to keep track of and not get lost. 
  The wind is softly blowing from the south and the 
  woods are sparse allowing for fair visibility. You 
  travel for about two miles when you come upon a 
  small hut. The front door is facing toward you, 
  closed, and there is a blanket or some other sort of 
  cloth covering the one window. Two dogs lay on 
  the ground a few feet from the door. A cloud of 
  dust billows up from behind the house and you 
  hear the sounds of horses trotting off. You are 
  roughly 150 ft. from the hut with a couple of trees
  still between you and it. 
   
   
  i
  • 
  If the party brought the cart from Duke Younard: 
  On the west side of the hut you see a small cart 
  still hitched to a familiar old mule. A cover hides 
  the cart’s load from view. 
  This is obviously the cart and mule that the party 
  brought from Mithat. 
   
  Carimon and Jentric were riding the horses that 
  just left the hut. Kerjon and Galen are inside of the hut. 
  Galen is the person who left Newtown for Rel Mord 
  seeking help. Galen has been the informant for the 
  bandits and took the message meant for Rel Mord to 
  warn Carimon. At this point keep in mind that the 
  dogs have scent ability and the party is upwind which 
  means the dogs will detect them if they get within 60 
  ft. of the hut. There are some trees and many low 
  laying shrubs to aid in the party if they wish to try and 
  sneak up to the house but when the party gets within 
  60 ft. of the hut, the dogs will begin to bark causing the 
  bandits in the house to be alarmed and killing any 
  chance of the party ambushing the bandits. It will take 
  the dogs a move action to determine the direction of 
  the party. At this time the cover over the window will 
  be pulled down and the bandits will attack from 
  within. 
   
  If the party sneaks around the back of the house, 
  they will find another door and two horses fully 
  equipped for riding with saddle and a full complement 
  of tackle. Now that the party is downwind from the 
  dogs, they will need to get within 15 ft. from them to 
  be detected. 
  APL 2 (EL 4) 
  � Dog, Small Animal (2): hp 6; see Monster 
  Manual, page 271. 
  � Galen, Human Ranger: hp 16; see Combat 
  Appendix – APL2. 
  � Kerjon, Human Fighter: hp 20; see Combat 
  Appendix – APL2. 
  APL 4 (EL 6) 
  � Dog, Small Animal (2): hp 6; see Monster 
  Manual, page 271. 
  � Galen, Human Ranger: hp 22; see Combat 
  Appendix – APL4. 
  � Kerjon, Human Fighter: hp 28; see Combat 
  Appendix – APL4. 
  APL 6 (EL 8) 
  � Dog, Small Animal (2): hp 6; see Monster 
  Manual, page 271. 
  � Galen, Human Ranger: hp 28; see Combat 
  Appendix – APL6. 
  � Kerjon, Human Fighter: hp 37; see Combat 
  Appendix – APL6. 
  Once the characters have defeated the bandits and 
  have dealt with the dogs, they may freely enter and 
  search the hut. 
  The hut is roughly 20 ft. x 20 ft. in s ze and the 
  inside is filthy and smells of bird dung. There are 
  five small cages along the southern wall sitting 
  under the front window. In three of the cages are 
  pigeons. Along the eastern and western walls are 4 
  bunk beds. There is also a small wooden table 
  surrounded by five chairs near the southern 
  window. On top of the table is a deck of cards that 
  had been scattered around. In the southeastern 
  corner of the room is a bookshelf lined with dry 
  foods, 3 bottles of wine, and one small barrel. On 
  the top shelf is a stack of papers held down with 
  an inkbottle and quill. There is a door leading out 
  the back of the hut that is currently open. 
  NYR5-08 A Town Under Siege 
   
  Page 14 
  
  The pigeons are homing pigeons from Mithat to 
  Newtown and back. This is how the bandits get their 
  information from Mithat. 
   
  There is a small chest under one of the beds. It can 
  be found easily with a DC 10 Search check. 
  Under one of the beds you find a small wooden 
  chest with a well-maintained lock of average 
  quality. 
  All APLs (EL1) 
  � Poison Needle Trap: CR1; mechanical; 
  touch trigger; manual reset; lock bypass (Open Lock 
  DC 25); Atk +14 melee (1 plus poison, needle); poison 
  (Blue whinnis, DC 14 Fortitude save resists (poison 
  only), 1 Con/unconsciousness); Search DC 22, Disable 
  Device DC 17; Market value 2,420 gp. 
  Within the chest are gold candlesticks, gold and silver 
  rings, necklaces, and a handful of gold coins. The 
  stacks of papers on the bookshelves are detailed 
  descriptions of items stolen (all of the items on the list 
  are found inside of the chest) from Newtown, traffic 
  leaving from Mithat, information about the party 
  including the day they left with approximations of how 
  long travel time would be, inventory sheets listing 
  valuables discovered during house searches in 
  Newtown and Player Handout #3. 
   
  The tracks, Survival check (DC 15), from the 
  horses lead the party to the main road just north of 
  Newtown. Take into account the amount of time the 
  party spends at the hut. If the party takes longer than 
  two hours then the party will miss Carimon and Jentric 
  in Newtown. 
  Treasure: 
  � APL 2: Loot: 37 gp, Coin: 25 gp, Magic: quiver of 
  Ehlonna (150 gp) 
  � APL 4: Loot: 89 gp, Coin: 50 gp, Magic: quiver of 
  Ehlonna (150 gp) 
  � APL 6: Loot: 150 gp, Coin: 75 gp, Magic: quiver of 
  Ehlonna (150 gp) 
  Encounter Seven: The Bandit 
  Leader Exposed 
  The party has two hours at most to get from the hut 
  back to Newtown. In order for them to make it back 
  they will either need to follow the trail they took to get 
  to the hut back to Garik’s house or they can follow the 
  horse tracks to the northern portion of the road that 
  leads from Newtown to Kurast’s Keep. They may take a 
  few moments to search around the hut inside and 
  outside. That is all the time Carimon gave Kerjon and 
  Galen to get back before he leaves Newtown. He 
  believes that the party is onto him and needs to cut his 
  losses and run. Carimon and Jentric are not loaded 
  down with too much gear and equipment, so they can 
  move at full speed and flee the area. Even if the party 
  attempts to track them, they will not find them. The 
  party will know that they are heading towards Mithat 
  by the directions given from citizens on the rooftops 
  who saw them leave with great haste and by the tracks 
  left by their horses. If the party fails to make it back 
  within two hours, proceed to Conclusion Failed. If the 
  party makes it to Newtown within the two-hour 
  window read the following. 
  As you make your way back to Newtown you 
  notice two horses, with saddle and bags readied, in 
  front of City Hall. The door to the hall is open. 
  As the party gets closer to the door they will hear 
  Carimon barking orders to Jentric. If the party searches 
  the horses’ saddlebags, they will find some paperwork 
  with notes about the bandit activity for the past few 
  months rolled up in a leather scroll case along with 
  some jewelry and coins. While the party takes the time 
  to search the saddlebags, Carimon and Jentric will 
  come out of the hall ready to fight. If the PCs head 
  directly inside continue on reading: 
  The chairs in the audience hall have been 
  scattered making a clean path from the office to 
  the front door. Oil covers the floor, chairs, and the 
  large table at the back of the room. A trail of oil 
  also leads into Carimon’s office. The floor is very 
  slick and difficult to maneuver upon. 
   
  You also notice three oil soaked bodies in the 
  center of the room, just off of the path of chairs. 
  Two of the bodies are wearing chain shirts and 
  one is wearing a breastplate with a shield of 
  Heironeous. The bodies are also wearing surcoats 
  of the Nyrond Military. You hear something large 
  smash into the floor and voices coming from 
  Carimon’s office. Suddenly Carimon and Jentric 
  walk out of the room with expressions of surprise 
  on their face as they see you standing in the room. 
  APL 2 (EL 5) 
  � Carimon, Human Fighter: hp 29; see 
  Combat Appendix – APL2. 
  � Jentric, Human Rogue: hp 13; see Combat 
  Appendix – APL2. 
  APL 4 (EL 7) 
  � Carimon, Human Fighter: hp 36; see 
  Combat Appendix – APL4. 
  � Jentric, Human Rogue: hp 18; see Combat 
  Appendix – APL4. 
  APL 6 (EL 9) 
  � Carimon, Human Fighter: hp 43; see 
  Combat Appendix – APL6. 
  NYR5-08 A Town Under Siege 
   
  Page 15 
  
  � Jentric, Human Rogue: hp 23; see Combat 
  Appendix – APL6. 
  With the room covered in lamp oil it is ill advised that 
  the players use any spells with the fire descriptor as it 
  will ignite the oil causing hot fire and thick smoke 
  injuring all within City Hall. Treat the oil on the floor 
  as if it had been targeted by a grease spell. 
   
  If City Hall does catch fire, Cleven will begin 
  issuing orders to people to form a bucket brigade. Any 
  players who are not actively fighting and are not 
  helping with the fire will not get the Favor of 
  Newtown access. 
  Use the following rules if the oil is hit by fire. 
  • 
  Extreme Heat: 
  Extreme heat (air temperature over 140° F, fire, boiling 
  water, lava) deals lethal damage. Breathing air in these 
  temperatures deals 1d6 points of damage per minute 
  (no save). In addition, a character must make a 
  Fortitude save every 5 minutes (DC 15, +1 per previous 
  check) or take 1d4 points of non-lethal damage. Those 
  wearing heavy clothing or any sort of armor take a –4 
  penalty on their saves. In addition, those wearing metal 
  armor or coming into contact with very hot metal are 
  affected as if by a heat metal spell. A character that takes 
  any non-lethal damage from heat exposure now suffers 
  from heatstroke and is fatigued. 
   
  These penalties end when the character recovers 
  the non-lethal damage she took from the heat. 
  • 
  Smoke Effects: 
  A character that breathes heavy smoke must make a 
  Fortitude save each round (DC 15, +1 per previous 
  check) or spend that round choking and coughing. A 
  character that chokes for 2 consecutive rounds takes 
  1d6 points of non-lethal damage. 
   
  Smoke obscures vision, giving concealment (20% 
  miss chance) to characters within it. 
  • 
  Catching on Fire: 
  Characters exposed to burning oil, bonfires, and non-
  instantaneous magic fires might find their clothes, 
  hair, 
  or 
  equipment 
  on 
  fire. 
  Spells with an 
  instantaneous duration don’t normally set a character 
  on fire, since the heat and flame from these come and 
  go in a flash. 
   
  Characters at risk of catching fire are allowed a DC 
  15 Reflex save to avoid this fate. If a character’s clothes 
  or hair catch fire, he takes 1d6 points of damage 
  immediately. In each subsequent round, the burning 
  character must make another Reflex saving throw. 
  Failure means he takes another 1d6 points of damage 
  that round. Success means that the fire has gone out. 
  (That is, once he succeeds on his saving throw, he’s no 
  longer on fire.) 
   
  A character on fire may automatically extinguish 
  the flames by jumping into enough water to douse 
  them self. If no body of water is at hand, rolling on the 
  ground or smothering the fire with cloaks or the like 
  permits the character another save with a +4 bonus. 
   
  Those unlucky enough to have their clothes or 
  equipment catch fire must make DC 15 Reflex saves 
  for each item. Flammable items that fail take the same 
  amount of damage as the character. 
  Treasure: 
  � APL 2: Loot: 75 gp, Coin: 50 gp, Magic: potion of 
  undetectable alignment (25 gp each), Quaal’s feather token 
  (bird) (25 gp each) 
  � APL 4: Loot: 74 gp, Coin: 150 gp, Magic: +1 
  longsword (193 gp each), potion of undetectable alignment 
  (25 gp each), Quaal’s feather token (bird) (25 gp each) 
  � APL 6: Loot: 68 gp, Coin: 200 gp, Magic: +1 
  longsword (193 gp each), +1 breastplate (113 gp each), +1 
  heavy steel shield (98 gp each), potion of undetectable 
  alignment (25 gp each), Quaal’s feather token (bird) (25 gp 
  each) 
  Conclusion 
  The sound of battle from City Hall has brought 
  people out from the White Sheep Inn and 
  Dunger’s General Store. Cleven steps out from the 
  small crowd and runs to you all. He looks over 
  your shoulders to see Carimon and Jentric and 
  smiles. He extends out his hand in appreciation, 
  “I cannot tell you how grateful we are to you all. 
  You have rid us of these vagabonds and for that I 
  can only offer you our sincere thanks. Please allow 
  us a small feast in your honor for your bravery 
  before you return to Mithat to inform our lord of 
  your deeds. 
   
  In the center of town a small fire is raised 
  with a roasting boar slowly cooked. Citizens of 
  Newtown bring small plates of various dishes 
  along with instruments to play lively tunes. 
  Auldrin breaks out a few barrels of ale and mead 
  to toast your accomplishments. The following day 
  you make for Mithat. 
   
  You’re now standing before Duke Younard 
  informing him of your success in Newtown and 
  presenting him with the evidence that someone in 
  Mithat was the true leader behind the bandits and 
  is still at large. “I commend you for your success 
  in Newtown. With the knowledge that someone 
  within the walls of Mithat could be sponsoring 
  these actions against the crown proves that even 
  after his death the Usurper’s presence is still felt 
  in Nyrond. I will bring this matter to King 
  Lynwerd’s attention upon my next communiqué. 
  For now, your role in this matter has come to an 
  NYR5-08 A Town Under Siege 
   
  Page 16 
  
  end. Please accept this reward and the thanks of 
  Almor for your actions in Newtown. And know 
  that I will send a unit of soldiers to help safeguard 
  the town until the bandit problem can be sorted 
  out. 
  Conclusion Failed 
  Off in the distance, in the direction of Newtown, 
  dark smoke fills the sky. You make it within sight 
  of Newtown to find City Hall fully engulfed in 
  flames and people trying desperately to prevent 
  the flames from catching the surrounding builds 
  on fire. You see Cleven barking orders to people to 
  begin a bucket brigade. 
  If the party tries to talk to Cleven while the fire rages 
  he will tell them to help with the fire. Take note of 
  anyone not trying to help with the fire for Cleven will 
  not give free upkeep to any PC who did nothing to 
  help prevent the spread of fire in Newtown. This 
  means that the player loses the Favor of Newtown. 
  The fire burns for many hours before all that is 
  left are hot embers and spot fires. City Hall is 
  completely destroyed. Cleven walks up to you all 
  with a look of disappointment. “It appears that 
  the bandits had caused the fire. Rolo Dunger saw 
  two cloaked men on horses leave City Hall after 
  throwing a lit torch through the door. The hall 
  erupted in a ball of flames. Then they left riding 
  hard out of town.” 
   
  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 role-playing) to each character. 
  Encounter One 
  Defeat the bandits: 
   
  APL2  
  60 xp 
   
  APL4  
  120 xp 
   
  APL6  
  180 xp 
  Encounter Six 
  Defeat Galen and Kerjon and the dogs: 
   
  APL2  
  120 xp 
   
  APL4  
  180 xp 
   
  APL6  
  240 xp 
  Disable or survive the trap: 
   
  APL2  
  30 xp 
   
  APL4  
  30 xp 
   
  APL6  
  30 xp 
  Encounter Seven 
  Defeat Carimon and Jentric: 
   
  APL2  
  150 xp 
   
  APL4  
  210 xp 
   
  APL6  
  270 xp 
  Story Award 
  Report back to Duke Younard with information that 
  someone in Mithat may be behind the local bandits: 
   
  APL2  
  40 xp 
   
  APL4  
  60 xp 
   
  APL6  
  80 xp 
  Discretionary role-playing award 
   
  APL2  
  50 xp 
   
  APL4  
  75 xp 
   
  APL6  
  100 xp 
  Total possible experience: 
   
  APL2  
  450 xp 
   
  APL4  
  675 xp 
   
  APL6  
  900 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. 
  NYR5-08 A Town Under Siege 
   
  Page 17 
  
   
  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. 
  Encounter One: 
   
  APL 2: Loot: 9 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 4: Loot: 17 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 6: Loot: 26 gp; Coin: 0 gp; Magic: 0 gp 
  Encounter Six: 
   
  APL 2: Loot: 37 gp, Coin: 25 gp, Magic: quiver of 
  Ehlonna (150 gp) 
   
  APL 4: Loot: 89 gp, Coin: 50 gp, Magic: quiver of 
  Ehlonna (150 gp) 
   
  APL 6: Loot: 150 gp, Coin: 75 gp, Magic: quiver of 
  Ehlonna (150 gp) 
  Encounter Seven: 
   
  APL 2: Loot: 75 gp, Coin: 50 gp, Magic: potion of 
  undetectable alignment (25 gp each), Quaal’s feather token 
  (bird) (25 gp each) 
   
  APL 4: Loot: 74 gp, Coin: 150 gp, Magic: +1 
  longsword (193 gp each), potion of undetectable alignment 
  (25 gp each), Quaal’s feather token (bird) (25 gp each) 
   
  APL 6: Loot: 68 gp, Coin: 200 gp, Magic: +1 
  longsword (193 gp each), +1 breastplate (113 gp each), +1 
  heavy steel shield (98 gp each), potion of undetectable 
  alignment (25 gp each), Quaal’s feather token (bird) (25 gp 
  each) 
  Conclusion: 
   
  APL 2: Loot: 0 gp; Coin: 150 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 150 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 150 gp; Magic: 0 gp 
  Total Possible Treasure 
   
  APL 2: Loot: 121 gp, Coin: 225 gp, Magic: 200 gp - 
  Total: 546 gp 
   
  APL 4: Loot: 180 gp, Coin: 350 gp, Magic: 393 gp - 
  Total: 923 gp 
   
  APL 6: Loot: 244 gp, Coin: 425 gp, Magic: 629 gp - 
  Total: 1298 gp 
  Items for the Adventure 
  Record 
  Favor of Newtown: For your actions in exposing 
  Carimon and ridding the town of his influence, the 
  people of Newtown are in your debt. Whenever you 
  participate in a scenario beginning in the Duchy of 
  Almor you may upgrade your lifestyle by one category. 
  So a failed Living off the Wild check results in 
  Standard upkeep; a successful Living off the Wilds 
  check or paying Standard upkeep results in Rich 
  upkeep, and paying Rich upkeep results in Luxury 
  upkeep. Luxury upkeep cannot be further upgraded. 
  This favor lasts for one calendar year from the time this 
  scenario is played. After that time, you will have 
  overstayed your welcome, and are treated like everyone 
  else. 
  Favor of Duke Younard: You have performed an 
  important task for the Duke of Almor. This favor may 
  be redeemed to gain access to one of the following 
  specific types of upgrades listed on Table 7-14 in the 
  Dungeon Master’s Guide: Bane (non-PC races only), 
  Shock, or Merciful. The favor is good only for the 
  upgrade of one weapon and counts only as access. The 
  upgrade 
  must 
  be 
  purchased 
  normally. 
  Until 
  redemption, this favor counts as a Royal influence 
  point in the Kingdom of Nyrond. 
   
  Item Access 
  APL 2-6: 
  Quaal’s Feather Token: Bird (Adventure, DMG, 300 gp) 
  Quiver of Ehlonna (Adventure, DMG, 1,800 gp) 
   
   
  NYR5-08 A Town Under Siege 
   
  Page 18 
  
  Combat Appendix – APL 2 
   
  Encounter One 
   
   
   
   
  Bandits: Male human Rog1: CR 1; HD 1d6+1; hp 7; 
  Init +7; Spd 30 ft.; AC 15 (+3 Dex, +2 leather armor), 
  touch 13, flat-footed 12; Base Atk/Grp: +0/+1; Atk +1 
  melee (1d6+1/19-20, short sword) or +3 range (1d6/x3, 
  shortbow); Full Atk +1 melee (1d6+1/19-20/x; short 
  sword) or +3 range (1d6/x3, shortbow); Space/Reach 5 
  ft./5 ft.; SA Sneak Attack (1d6); SQ Trapfinding; AL LE; 
  SV Fort +1, Ref +5, Will +0; Str 13, Dex 17, Con 12, Int 
  12, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +3, Escape Artist +7, Hide 
  +10, Intimidate +3, Listen +4, Move Silently +7, Sense 
  Motive +4, Sleight of Hand +7, Spot +4, Tumble +7; 
  Improved Initiative, Skill Focus (hide). 
   
  Possessions: short sword, shortbow, quiver of 
  arrows, leather armor. 
  Encounter Six 
   
   
   
   
  Galen: Male human (Flan) Rgr2; CR 2; HD 2d8+4; hp 
  16; Init +3; Spd 30 ft.; AC 17 (+3 Dex, +4 chain shirt), 
  touch 13, flat-footed 14; Base Atk/Grp: +2/+3; Atk +5 
  range (1d8/x3, longbow) or +3 melee (1d8+1/19-20, 
  longsword); Full Atk +3/+3 range (1d8/x3, longbow) or 
  +3 melee (1d8+1/19-20, longsword); Space/Reach 5 
  ft./5 ft.; SQ Favored enemy +2 (elf), wild empathy; AL 
  LE; SV Fort +5, Ref +6, Will +2; Str 13, Dex 16, Con 14, 
  Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Hide +6, Handle Animal +2, 
  Knowledge (nature) +2, Listen +7, Move Silently +6, 
  Search +7, Spot +7, Survival +7; Point Blank Shot, 
  Precise Shot, Rapid ShotB, TrackB. 
   
  Possessions: longsword, longbow, chain shirt, quiver 
  of Ehlonna. 
  Kerjon: Male human (Flan) Ftr2: CR 2; HD 2d10+4; hp 
  20; Init +1; Spd 20 ft.; AC 18 (+1 Dex, +5 chainmail, +2 
  heavy wooden shield), touch 11, flat-footed 17; Base 
  Atk/Grp: 
  +2/+5; 
  Atk 
  +6 
  melee 
  (1d8+3/19-20, 
  longsword) or +3 range (1d8/x3, longbow); Full Atk +6 
  melee (1d8+3/19-20, longsword) or +3 range (1d8/x3, 
  longbow); Space/Reach 5 ft./5 ft.; AL LE; SV Fort +5, 
  Ref +1, Will +0; Str 16, Dex 13, Con 14, Int 10, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Climb +4, Intimidate +4, Listen +2, 
  Ride +6, Spot +2; Cleave, Dodge, Power Attack, 
  Weapon Focus (longsword). 
   
  Possessions: longsword, longbow, quiver of arrows, 
  chainmail, heavy wooden shield. 
  Encounter Seven 
   
   
   
   
  Carimon: Male human (Oeridian) Ftr3; CR3; HD 
  3d10+6; HP 29; Init +1; Spd 20 ft.; AC 18 (+1 Dex, +5 
  masterwork breastplate, +2 heavy steel shield), touch 
  11, flat-footed 17; Base Atk/Grp: +3/+5; Atk +7 melee 
  (1d8+2/19-20, masterwork longsword) or +5 melee 
  (1d4+2/19-20, dagger); Full Atk +7 melee (1d8+2/19-20, 
  masterwork longsword) or +5 melee (1d4+2/19-20, 
  dagger); Space/Reach 5 ft./5 ft.; AL LE; SV Fort +5, Ref 
  +2, Will +1; Str 15, Dex 12, Con 14; Int 13, Wis 10, Cha 
  14. 
   
  Skills and Feats: Bluff +10, Intimidate +6, Sense 
  Motive +3, Spot +2; Diehard, Endurance, Persuasive, 
  Skill Focus (bluff), Weapon Focus (longsword). 
   
  Possessions: 
  masterwork 
  longsword, 
  dagger, 
  masterwork breastplate, heavy steel shield, potion of 
  undetectable alignment, Quaal’s feather token, bird. 
  Jentric: Male human (Flan) Rog2; CR 2, HD 2d6+2; hp 
  13; Init +3; Spd 30 ft.; AC 16 (+3 Dex, +3 masterwork 
  studded leather), touch 13, flat-footed 13; Base 
  Atk/Grp: +1/+3; Atk +3 melee (1d6+2/19-20, short 
  sword) or +3 melee (1d4+2/19-20, dagger) or +4 range 
  (1d6/x3, shortbow) or +4 range (1d4+2/19-20, dagger); 
  Full Atk +3 melee (1d6+2/19-20, short sword) or +3 
  melee (1d4+2/19-20, dagger) or +4 range (1d6/x3, 
  shortbow) 
  or 
  +4 
  range 
  (1d4+2/19-20, 
  dagger); 
  Space/Reach 5 ft./5 ft.; SA Sneak Attack (1d6); SQ 
  Evasion, trapfinding; AL LE; SV Fort +1, Ref +6, Will 
  +0; Str 14, Dex 17, Con 12, Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +10, Bluff +5, Hide +8, 
  Intimidate +6, Listen +5, Move Silently +8, Sense 
  Motive +5, Sleight of Hand +10, Spot +5, Tumble +8; 
  Dodge, Mobility. 
   
  Possessions: short sword, dagger, shortbow, quiver 
  of arrows, masterwork studded leather. 
   
  NYR5-08 A Town Under Siege 
   
  Page 19 
  
  Combat Appendix – APL 4 
   
  Encounter One 
   
   
   
   
  Bandits: Male human Rog1: CR 1; HD 1d6+1; hp 7; 
  Init +7; Spd 30 ft.; AC 15 (+3 Dex, +2 leather armor), 
  touch 13, flat-footed 12; Base Atk/Grp: +0/+1; Atk +1 
  melee (1d6+1/19-20, short sword) or +3 range (1d6/x3, 
  shortbow); Full Atk +1 melee (1d6+1/19-20/x, short 
  sword) or +3 range (1d6/x3, shortbow); Space/Reach 5 
  ft./5 ft.; SA Sneak Attack (1d6); SQ Trapfinding; AL LE; 
  SV Fort +1, Ref +5, Will +0; Str 13, Dex 17, Con 12, Int 
  12, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +3, Escape Artist +7, Hide 
  +10, Intimidate +3, Listen +4, Move Silently +7, Sense 
  Motive +4, Sleight of Hand +7, Spot +4, Tumble +7; 
  Improved Initiative, Skill Focus (hide). 
   
  Possessions: short sword, shortbow, quiver of 
  arrows, leather armor. 
  Encounter Six 
   
   
   
   
  Galen: Male human (Flan) Rgr3; CR 3; HD 3d8+6; hp 
  22; Init +3; Spd 30 ft.; AC 17 (+3 Dex, +4 chain shirt), 
  touch 13, flat-footed 14; Base Atk/Grp: +3/+4; Atk +7 
  range (1d8/x3, longbow) or +4 melee (1d8+1/19-20, 
  longsword); Full Atk +5/+5 range (1d8/x3, longbow) or 
  +4 melee (1d8+1/19-20, longsword); Space/Reach 5 
  ft./5 ft.; SQ Favored enemy +2 (elf), wild empathy; AL 
  LE; SV Fort +5, Ref +6, Will +3; Str 13, Dex 16, Con 14, 
  Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Hide +7, Handle Animal +3, 
  Knowledge (nature) +2, Listen +8, Move Silently +7, 
  Search +8, Spot +8, Survival +8; EnduranceB, Point 
  Blank Shot, Precise Shot, Rapid ShotB, TrackB, Weapon 
  Focus (longbow). 
   
  Possessions: longsword, longbow, chain shirt, quiver 
  of Ehlonna. 
  Kerjon: Male human (Flan) Ftr3: CR 3; HD 3d10+6; hp 
  28; Init +1; Spd 20 ft.; AC 18 (+1 Dex, +5 chainmail, +2 
  heavy wooden shield), touch 11, flat-footed 17; Base 
  Atk/Grp: 
  +3/+6; 
  Atk 
  +8 
  melee 
  (1d8+3/19-20, 
  masterwork longsword) or +4 range (1d8+3/x3, Str +3 
  composite longbow); Full Atk +8 melee (1d8+3/19-20, 
  masterwork longsword) or +4 range (1d8+3/x3, Str +3 
  composite longbow); Space/Reach 5 ft./5 ft.; AL LE; SV 
  Fort +5, Ref +2, Will +1; Str 16, Dex 13, Con 14, Int 10, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Climb +4, Intimidate +5, Listen +3, 
  Ride +6, Spot +2; Cleave, Dodge, Mobility, Power 
  Attack, Weapon Focus (longsword). 
   
  Possessions: 
  masterwork 
  longsword, 
  Str 
  +3 
  composite longbow, quiver of arrows, chainmail, heavy 
  wooden shield. 
  Encounter Seven 
   
   
   
   
  Carimon: Male human (Oeridian) Ftr4; CR4; HD 
  4d10+8; HP 36; Init +1; Spd 20 ft.; AC 18 (+1 Dex, +5 
  masterwork breastplate, +2 heavy steel shield), touch 
  11, flat-footed 17; Base Atk/Grp: +4/+7; Atk +9 melee 
  (1d8+6/19-20, +1 longsword) or +6 melee (1d4+2/19-20, 
  dagger); Full Atk +9 melee (1d8+6/19-20, +1 longsword) 
  or +6 melee (1d4+2/19-20, dagger); Space/Reach 5 ft./5 
  ft.; AL LE; SV Fort +6, Ref +2, Will +1; Str 16, Dex 12, 
  Con 14; Int 13, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +10, Intimidate +8, Sense 
  Motive +4, Spot +2; Diehard, Endurance, Persuasive, 
  Skill Focus (bluff), Weapon Focus (longsword), 
  Weapon Specialization (longsword). 
   
  Possessions: +1 longsword, dagger, masterwork 
  breastplate, heavy steel shield, potion of undetectable 
  alignment, Quaal’s feather token, bird. 
  Jentric: Male human (Flan) Rog3; CR 3, HD 3d6+3; hp 
  18; Init +3; Spd 30 ft.; AC 16 (+3 Dex, +3 masterwork 
  studded leather), touch 13, flat-footed 13; Base 
  Atk/Grp: 
  +2/+4; 
  Atk 
  +5 
  melee 
  (1d6+2/19-20, 
  masterwork short sword) or +4 melee (1d4+2/19-20, 
  dagger) or +5 range (1d6/x3, shortbow) or +5 range 
  (1d4+2/19-20, dagger); Full Atk +3 melee (1d6+2/19-20, 
  masterwork short sword) and +2 melee (1d4+1/19-20, 
  dagger) or +5 range (1d6/x3, shortbow) or +5 range 
  (1d4+2/19-20, dagger); Space/Reach 5 ft./5 ft.; SA 
  Sneak Attack (2d6); SQ Evasion, trap sense, 
  trapfinding; AL LE; SV Fort +2, Ref +6, Will +1; Str 14, 
  Dex 17, Con 12, Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +11, Bluff +6, Hide +9, 
  Intimidate +7, Listen +6, Move Silently +9, Sense 
  Motive +6, Sleight of Hand +11, Spot +6, Tumble +9; 
  Dodge, Mobility, Two-Weapon Fighting. 
   
  Possessions: masterwork short sword, dagger, 
  shortbow, quiver of arrows, masterwork studded 
  leather. 
   
  NYR5-08 A Town Under Siege 
   
  Page 20 
  
  Combat Appendix – APL 6 
   
  Encounter One 
   
   
   
   
  Bandits: Male human Rog1: CR 1; HD 1d6+1; hp 7; 
  Init +7; Spd 30 ft.; AC 15 (+3 Dex, +2 leather armor), 
  touch 13, flat-footed 12; Base Atk/Grp: +0/+1; Atk +1 
  melee (1d6+1/19-20, short sword) or +3 range (1d6/x3, 
  shortbow); Full Atk +1 melee (1d6+1/19-20/x, short 
  sword) or +3 range (1d6/x3, shortbow); Space/Reach 5 
  ft./5 ft.; SA Sneak Attack (1d6); SQ Trapfinding; AL LE; 
  SV Fort +1, Ref +5, Will +0; Str 13, Dex 17, Con 12, Int 
  12, Wis 10, Cha 8. 
   
  Skills and Feats: Bluff +3, Escape Artist +7, Hide 
  +10, Intimidate +3, Listen +4, Move Silently +7, Sense 
  Motive +4, Sleight of Hand +7, Spot +4, Tumble +7; 
  Improved Initiative, Skill Focus (hide). 
   
  Possessions: short sword, shortbow, quiver of 
  arrows, leather armor. 
  Encounter Six 
   
   
   
   
  Galen: Male human (Flan) Rgr4; CR 4; HD 4d8+8; hp 
  28; Init +3; Spd 30 ft.; AC 17 (+3 Dex, +4 chain shirt), 
  touch 13, flat-footed 14; Base Atk/Grp: +4/+5; Atk +9 
  range (1d8/x3; masterwork longbow) or +5 melee 
  (1d8+1/19-20, longsword); Full Atk +7/+7 range 
  (1d8/x3; masterwork longbow) or +5 melee (1d8+1/19-
  20, longsword); Space/Reach 5 ft./5 ft.; SA Spells; SQ 
  Animal companion (dog), favored enemy +2 (elf), wild 
  empathy; AL LE; SV Fort +6, Ref +7, Will +3; Str 13, 
  Dex 17, Con 14, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Hide +8, Handle Animal +4, 
  Knowledge (nature) +2, Listen +9, Move Silently +8, 
  Search +9, Spot +9, Survival +9; EnduranceB, Point 
  Blank Shot, Precise Shot, Rapid ShotB, TrackB, Weapon 
  Focus (longbow). 
   
  Possessions: longsword, masterwork longbow, chain 
  shirt, quiver of Ehlonna. 
   
  Spells Prepared (1; base DC = 12 + spell level): 1st—
  [entangle]. 
  Kerjon: Male human (Flan) Ftr4: CR 4; HD 4d10+6; hp 
  37; Init +2; Spd 20 ft.; AC 19 (+2 Dex, +5 chainmail, +2 
  heavy wooden shield), touch 12, flat-footed 17; Base 
  Atk/Grp: 
  +4/+7; 
  Atk 
  +9 
  melee 
  (1d8+3/19-20, 
  masterwork longsword) or +7 range (1d8+3/x3, Str +3 
  masterwork composite longbow); Full Atk +9 melee 
  (1d8+3/19-20, masterwork longsword) or +7 range 
  (1d8+3/x3, Str +3 masterwork composite longbow); 
  Space/Reach 5 ft./5 ft.; AL LE; SV Fort +5, Ref +2, Will 
  +1; Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +4, Intimidate +6, Listen +3, 
  Ride +7, Spot +3; Cleave, Dodge, Mobility, Power 
  Attack, Spring Attack, Weapon Focus (longsword). 
   
  Possessions: 
  masterwork 
  longsword, 
  Str 
  +3 
  masterwork composite longbow, quiver of arrows, 
  chainmail, heavy wooden shield. 
  Encounter Seven 
   
   
   
   
  Carimon: Male human (Oeridian) Ftr5; CR5; HD 
  5d10+10; HP 43; Init +1; Spd 20 ft.; AC 20 (+1 Dex, +6 
  +1 breastplate, +3 +1 heavy steel shield), touch 11, flat-
  footed 19; Base Atk/Grp: +5/+8; Atk +10 melee 
  (1d8+6/19-20, +1 longsword) or +7 melee (1d4+2/19-20, 
  dagger); Full Atk +10 melee (1d8+6/19-20, +1 longsword) 
  or +7 melee (1d4+2/19-20, dagger); Space/Reach 5 ft./5 
  ft.; AL LE; SV Fort +6, Ref +2, Will +1; Str 16, Dex 12, 
  Con 14; Int 13, Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +11, Intimidate +8, Sense 
  Motive +4, Spot +2; Diehard, Endurance, Persuasive, 
  Skill Focus (bluff), Weapon Focus (longsword), 
  Weapon Specialization (longsword). 
   
  Possessions: +1 longsword, dagger, +1 breastplate, +1 
  heavy steel shield, potion of undetectable alignment, 
  Quaal’s feather token, bird. 
  Jentric: Male human (Flan) Rog4; CR 4, HD 4d6+4; hp 
  23; Init +4; Spd 30 ft.; AC 17 (+4 Dex, +3 masterwork 
  studded leather), touch 14, flat-footed 13; Base 
  Atk/Grp: 
  +3/+5; 
  Atk 
  +6 
  melee 
  (1d6+2/19-20, 
  masterwork short sword) or +6 melee (1d4+2/19-20, 
  masterwork dagger) or +7 range (1d6/x3, shortbow) or 
  +8 range (1d4+2/19-20, masterwork dagger); Full Atk 
  +4 melee (1d6+2/19-20, masterwork short sword) and 
  +4 melee (1d4+1/19-20, masterwork dagger) or +7 
  range (1d6/x3, shortbow) or +8 range (1d4+2/19-20, 
  masterwork dagger); Space/Reach 5 ft./5 ft.; SA Sneak 
  Attack (2d6); SQ Evasion, trap sense, trapfinding; AL 
  LE; SV Fort +2, Ref +8, Will +1; Str 14, Dex 18, Con 12, 
  Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +13, Bluff +7, Hide +11, 
  Intimidate +8, Listen +7, Move Silently +11, Sense 
  Motive +7, Sleight of Hand +12, Spot +7, Tumble +11; 
  Dodge, Mobility, Two-Weapon Fighting. 
   
  Possessions: masterwork short sword, masterwork 
  dagger, shortbow, quiver of arrows, masterwork 
  studded leather. 
   
  NYR5-08 A Town Under Siege 
   
  Page 21 
  
  DM’s Map –Newtown 
   
   
   
  NYR5-08 A Town Under Siege 
   
  Page 22 
  
  DM’s Map – City Hall Encounter 2 
   
   
  NYR5-08 A Town Under Siege 
   
  Page 23 
  
  DM’s Map – City Hall Encounter 7 
   
   
   
  NYR5-08 A Town Under Siege 
   
  Page 24 
  
  DM’s Map – Old Granger Hut 
   
   
   
   
  NYR5-08 A Town Under Siege 
   
  Page 25 
  
  DM’s Map – White Sheep Inn 
   
   
  NYR5-08 A Town Under Siege 
   
  Page 26 
  
   Player Handout #1 
  Within the folds of one of the bandits you find a crumpled sheet of parchment with a note written with fine 
  penmanship. 
   
  I have just received word from our operative in Mithat. Younard sent 
  adventurers to Newtown. You are to stop these adventurers from reaching 
  Newtown as all cost. Do this, and you will find yourselves well rewarded. Fail 
  and you might as well pray for a quick death at their hands for I will show you no 
  mercy by teaching you the meaning of pain and terror. Become familiar with 
  them. 
   
  At the bottom of the page you find a detailed description of each member of the party including your names. 
  NYR5-08 A Town Under Siege 
   
  Page 27 
  
  Player Handout #2 
  Carimon has handed you his conscription orders from Rel Mord. The paper is of high quality and the handwriting is 
  clean and with fine penmanship. There is a broken wax impression that once sealed the letter. The seal is of a Nyrond 
  military unit crest. 
   
   
  Officer Carimon: 
   
  You are hereby ordered by his majesty, King Lynwerd, to 
  travel to the Duchy of Almor. There you are to give aid to the 
  township of Newtown and protect his LordÊs citizens and 
  property from an uprising of bandits that have taken control 
  of the region. 
   
  Captain of Arms 
  Sir Baldric of Borneven 
   
   
  NYR5-08 A Town Under Siege 
   
  Page 28 
  
  Player Handout #3 
  Within the locked chest you find various pieces of parchment with notes about Newtown, each citizen, certain homes 
  with descriptions of valuable items and a log sheet with a list of items taken with dates stating they had been shipped 
  but no information regarding the destination of the goods. Below comes from a neatly folded piece of high quality 
  paper with fine penmanship also found in the chest. 
   
  Carimon, 
  I hope all is well within Newtown. We have been receiving the goods in a timely 
  manner. Good work brother. You have done us well and for that you will be given 
  great rewards for your exemplary service. When you feel you have milked 
  Newtown and its trade roads for all they’re worth, I request that you come 
  Home so we can continue to use your skills for the next stage of our plans. 
   
   
  NYR5-08 A Town Under Siege 
   
  Page 29 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Nyrond/595/Normal Scenarios/NYR5-08 - Town Under Seige (APL 2-6)/NYR5-08 - A Town Under Siege.pdf