TEXT: A Call
  to Arms
  Introduction
  The citizens of Phent, which is a large town in Thesk, are a proud, yet
  warm and accepting folk. For the past nine years, they have been host
  to over six hundred orcs, which is certainly an anomaly in the average
  Faerûnian community. In 1360 DR, Zhentil Keep sent one thousand
  orcs to aid in the fight against the westward-sweeping Tuigan hordes.
  The orcs fought well—well enough that the citizens of Thesk welcomed
  them as citizens when Zhentil Keep abandoned them in this land in 1363
  DR. Still, a current of unsettling concern lingers. Some believe that the orcs
  are still part of Zhentil Keep’s strike force, but that they went on standby
  to wait for the moment when their masters give the signal. Once allowed,
  these orcs may launch a crippling attack from within.
  However, in nine years, no signal has been given—at least none
  that any of the paranoid folk have noticed. The orcs are enthusias-
  tic citizens and, apart from some rowdiness during breaks from the
  mines or fields, they have hurt no one.
  And then, a prophet comes, with a message of war . . .
  In A Call to Arms, the player characters (PCs) have a chance to
  prevent orcs from rising up against some humans. This adventure is
  designed for four 9th-level D&D® characters. The encounters can be
  adjusted up or down to suit your group’s needs, however.
  Preparation
  You, the Dungeon Master (DM), need a copy of the Player’s Hand-
  book, the DUNGEON MASTER’s Guide, and the Monster Manual to
  use this material. You may also want to have a copy of Unapproach-
  able East and Magic of Faerûn handy. Boxed text that appears
  throughout this adventure is player information, which you can read
  aloud or paraphrase when appropriate. Monster and NPC statistics
  are provided with each encounter in abbreviated form or, where
  appropriate, the Monster Manual is referenced.
  SCALING THE ADVENTURE
  If you need to scale the adventure up or down for your PCs, you may
  find these guidelines helpful.
  An Unapproachable East FORGOTTEN REALMS® Web Enhancement
  1
  Design: John Terra
  Advice: Skip Williams
  Editing: Miranda Horner
  Cartography: Dennis Kauth, Rob Lazzaretti
  Typesetting: Nancy Walker
  Web Production: Julia Martin
  Web Development: Mark A. Jindra
  Graphic Design: Robert Campell, Cynthia Fliege, Dee Barnett
  Based on the original DUNGEONS & DRAGONS® game by E. Gary
  Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte
  Cook, Skip Williams, Richard Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, FORGOTTEN REALMS, and
  DUNGEON MASTER are registered trademarks owned by Wizards
  of the Coast, Inc. The RPGA and d20 logo are trademarks owned
  by Wizards of the Coast, Inc. All Wizards characters, character
  names, and the distinctive likenesses thereof are trademarks
  owned by Wizards of the Coast, Inc. This material is protected
  under the copyright laws of the United States of America. Any
  reproduction or unauthorized use of the material or artwork
  contained herein is prohibited without the express written
  permission of Wizards of the Coast, Inc. This product is a work of
  fiction. Any similarity to actual people, organizations, places, or
  events is purely coincidental. This Wizards of the Coast game
  product contains no Open Game Content. No portion of this work
  may be reproduced in any form without written permission. To
  learn more about the Open Gaming License and the d20 System
  License, please visit www.wizards.com/d20.
  ©2003 Wizards of the Coast, Inc. All rights reserved. Made in
  the U.S.A.
  Visit our website at www.wizards.com/forgottenrealms
  Additional Credits
  
  5–7th-Level PCs: Cut the giants and ettins by a fourth, rounding
  down. Drop the Zhent fighters to 6th level, and make Thule less
  willing to engage in combat—he can be more of a “till we meet
  again” sort.
  11–14th-Level PCs: Increase the number of giants, ettins, and
  undead by a fourth, rounding up. Add two more Zhent fighters.
  15th-Level +: Double the numbers of all monsters that don’t have
  class levels, and add 2 levels to all NPCs that have character
  classes. 
  Adventure
  Background
  Despite what some may think, those in Zhentil Keep haven’t for-
  gotten about their orc troops in Phent. In public discussion in Zhen-
  til Keep, the leaders of the Zhentilar, the military branch of Zhentil
  Keep, have confidently asserted that the orcs in Thesk are com-
  pletely loyal to Zhentil Keep. They maintain that the orcs are just
  biding their time and building up trust among the citizens, until the
  appointed time when the word is given.
  In private, these same leaders are gravely concerned. The leaders
  didn’t get to positions of command by being idiots, and they know
  that the orcs are treated well and accepted in Thesk, which is a rarity
  for them with the humans and humanoids of Faerûn in general. The
  leaders know that many of the orcs would be reluctant to destroy
  the source of this acceptance.
  But what if the orcs’ chief god, Gruumsh, told them to?
  The Zhentilar turned to the Black Network and presented the
  problem. The Zhents knew what to do. The Zhents have dispatched
  a powerful cleric, a master of persuasion and deception, to pose as an
  orc prophet of Gruumsh and whip the orcs into a destructive frenzy.
  In addition, the Zhentilar have staged raids against human caravans
  by what look like orc warriors so that they can start antiorc senti-
  ment among the population of Thesk.
  Adventure
  Summary
  The main portion of this adventure is the investigation of the mys-
  terious orc prophet, who is located in the eastern foothills of the
  Thesk Mountains about 20 miles due east of Phent. The party needs
  to do some snooping around Phent to collect some information, and
  they must help prevent a bit of misplaced mob justice by stopping
  the self-styled prophet of Gruumsh before the less acclimated orcs
  decide to follow his words.
  Character Hooks
  While the heroes can get involved in this adventure in several ways,
  the best way includes an encounter that occurs about ten miles
  northeast of Phent, along the Golden Way. Here are some hooks to
  get the adventurers into this region:
  • A new Thayan enclave could possibly open up in Phent. Not only
  do certain individuals want it checked out to make sure that every-
  thing’s aboveboard, some say that the proprietor plans to have an
  “opening-day sale” with some fantastic bargains.
  • Reports of increased bandit raids on the Golden Way between
  Phent and Pshant have prompted various councils to send adven-
  turers out along that route to investigate. Ideally, these groups
  will find traces of the bandits, track them back to their lair, and
  eliminate the problem.
  • A merchant and his son hire the group to escort the pair from
  Telflamm to Tammar. If this hook is used, bear in mind that the
  group needs to come up with some way to be released from their
  obligation so that they can address the serious matter at hand.
  Encounters
  The following encounters begin in a somewhat linear progression,
  but once the heroes become engaged in the adventure, they should
  have some options about which course to follow. In the end, they
  should discover the prophet, but if they don’t, some consequences
  follow that DMs may want to use in their campaigns.
  The Raid (EL 10)
  The heroes encounter a brutal attack on a caravan about ten miles
  northeast of Phent. While the attack looks as if it is conducted by
  the local orc population, the perpetrators are in fact a squad of elite
  Zhent half-orc warriors who have been subtly “touched up” to
  resemble full-blooded orcs.
  Once the PCs get within 700 feet of the plume, they can make Spot
  checks (DC 13) to see the attacking Zhents and their foes. The
  Zhents and their foes Spot the approaching PCs at the same distance
  if they make Spot checks of their own (DC 20). If the PCs try to
  approach with stealth, the Spot DC to see them coming is 25 + the
  worst Hide skill modifier in the group; however, the PCs also
  receives a –2 penalty to their own Spot checks. Any group that fails
  the Spot check automatically sees their foes when they get within
  350 feet.
  Since the “orcs” and their victims are rather busy with the work at
  hand, both of these groups receive a –5 penalty on any Listen checks
  they might make to notice the PCs. Read the following aloud, adjust-
  ing as necessary, when the PCs successfully see the combat ahead:
  Anyone who can understand Orc, will make out the phrases “No
  more peace!” and “All humans must die!”
  The “orcs” are disguised half-orcs. If the PCs get a good look at
  them (as they might if they attack them or try to parley with
  them), they can make Spot checks (DC 25) to note the disguise.
  Creatures: The “orc” fighters are mounted on horses, and they use
  the horses to their advantage in combat.
  D“Orcs” (8): Male and female Half-Orc Fighter 4: CR 4;
  Medium-size humanoid (half-orc); HD 4d10+12; hp 34; Init +2; Spd
  A caravan of four wagons is halted on the road, and one of them
  is in flames. The drivers and the well-dressed merchants have run
  from the wagons, desperately trying to get out of harm’s way. A
  group of six warriors, possibly hired guards, are busily engaging a
  force of ten orcs mounted on horseback. The orcs move and fight
  with the practiced air of experienced warriors.
  The Golden Way, famed trade route, is a well-maintained road
  that is usually a pleasure to travel upon. As you move along,
  though, you see the beginnings of a plume of smoke rising at a
  point around a small bend in the Way. The plume drifts up to the
  heavily overcast sky. The scent of burning wood and grass reaches
  you, as well.
  You can also hear faint sounds of the clashing of steel, the
  frightened whinnies of horses, the mingled din of guttural war
  cries, and the shouts and screams of panicked victims coming
  from that general direction.
  Unapproachable East Web Enhancement
  2
  
  Unapproachable East Web Enhancement
  3
  20 ft.; AC 16, touch 12, flat-footed 14; Atk +9 melee (1d6+7/18–20,
  +1 scimitar); SQ darkvision 60 ft.; AL LE; SV Fort +7, Ref +3, Will
  +2; Str 18, Dex 14, Con 16, Int 10, Wis 12, Cha 8.  
  Skills and Feats: Climb +4, Intimidate +1, Ride (horse) +7, Spot
  +2; Cleave, Dodge, Mounted Combat, Power Attack, Ride-By Attack.
  Possessions: Masterwork scale mail, +1 scimitar, 6 javelins, potion
  of cure light wounds (3), potion of cure moderate wounds, 50 gp in
  pouch, light warhorse.
  D Light Warhorse: CR 1; Large animal; HD 3d8+9; hp 22; Init
  +1; Spd 60 ft.; AC 14, touch 10, flat-footed 13; Atk +4 melee (1d4+3,
  2 hooves) and –1 melee (1d3+1, bite); Face/Reach 5 ft. by 10 ft./5
  ft.; SQ low-light vision, scent; AL N; SV Fort +6, Ref +4, Will +2;
  Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6.  
  Skills and Feats: Hide –3, Listen +7, Spot +7.
  Scent (Ex): A light warhorse can detect approaching enemies,
  sniff out hidden foes, and track by sense of smell.
  DCaravan Guards (6): War 3; hp 18; see DUNGEON MASTER’s
  Guide.
  Tactics: The orcs focus on eliminating the caravan guards first,
  unless they see evidence that the party is quite proficient; spell-
  throwing characters are noticed particularly. If the orc group loses
  half its number, the remaining members make a retreat into the
  hills, but they do not go back to the prophet. Rather, they attempt
  to go deeper into the mountains in hopes of shaking off pursuit.
  Development: The merchant is named Boren (NG male human
  Exp5), and his son is Baderan (NG male human Exp2), and they had
  set out from Phent with intentions to reach Tammar. Should the
  party rescue them, they are most effusive in their gratitude and prom-
  ise the group some excellent bargains the next time they are in Phent.
  If all the caravan guards are dead, Boren asks the heroes to escort
  him and his son to Tammar, and he offers 3 gp per day of travel
  (plus food and drink) to each adventurer in exchange for guardian
  services rendered. Should the group do this, roll normal chances of
  encounters during the trip.
  In any event, Boren gives the party one very crucial piece of
  information: Rumors abound of the orc population in Phent getting
  restless, and some orcs are always at the Resthaven Inn, in Phent,
  arguing orc politics and such. Boren believes that the restlessness is
  causing the orcs in Phent to resort to banditry such as they have
  seen, though if confronted by the fact that the orcs are actually
  half-orcs, he gets puzzled and wonders aloud if a plot is afoot to rile
  up the folk in Phent so that they get angry at the orcs there.
  If the PCs decide to head for Phent to discover more about these
  rumors, they have to cover ten miles of the Golden Way to hit the
  Resthaven Inn, which is one of the larger inns right off the Golden
  Way in Phent. DMs can roll for random encounters as the PCs cover
  the terrain to Phent.
  At the Resthaven Inn
  The Resthaven Inn is one of the larger inns that the PCs see when coming
  into town via the Golden Way. The group can get some idea about what’s
  going on in Phent. This is an excellent place to pick up rumors.
  The Resthaven has nice rooms for 2 gp per night, though some
  lesser facilities are available for 5 sp per evening. The place is run
  by Golvas Winterhaven (NG male human War5/Exp2), a huge man
  with a laughing manner about him.
  A few hours of drinks and chatting with the locals earns each PC
  doing so a chance to make a Gather Information check. The follow-
  ing table presents some information and the DCs for the Gather
  Information check to discover that information. In each case, suc-
  cess at beating a DC usually grants that DC’s information and all
  the information provided by succeeding at any lower DC. DMs
  might award slightly more information than what is provided
  depending on how much a player’s roll exceeds a given DC. If a bard
  is in the group and performing for the patrons successfully (as in
  having an “enjoyable” or better performance as listed under the Per-
  form skill in the Player’s Handbook), decrease the DC listed below
  by –5. Additionally, each bit of information notes whether it is true
  or not beside it. 
  GATHER INFORMATION
  DC
  Information
  5
  Bandit raids on the road have been on the rise (true).
  10
  A new Thayan enclave may be opening in town soon (true).
  Agents of Cyric have been spotted lurking about town (false).
  The bandit raids consist primarily of orcs these days, it seems
  (true).
  15
  Recently, orcs have been heading off to the nearby hills for
  some odd nightly meetings (true). The more established bandit
  gangs are getting upset over the fact that orcs are taking their
  plunder (true).
  20
  An actual temple of Mask is due to be constructed here soon, so
  strong is the power of the Shadowmasters that it now can be
  done out in the open (false). One bandit gang in particular, the
  Tarnished Blades, is watching the town closely and trying to use
  the information they gain by doing so to get a jump on caravans
  before the orc bandits do (true). Some say that the bandit orcs
  aren’t local orcs (true).
  25
  Some believe that the Tarnished Blades are one step away from
  seeking out and confronting the orc bandit leader (true).
  The orc looking at the party is Sergeant Kraansh, leader of the town
  watch. If the PCs show a strong interest in getting to the bottom of
  the bandit raids, he eventually approaches the PCs and asks their
  business—all politely done, of course. If asked about orc raids, he
  frowns and appears concerned. The sergeant does his best to keep the
  orcs from getting too rowdy, and, in fact, he has a dilemma.
  According to the good sergeant, meetings take place almost
  nightly in the hills just outside of town. Local orcs attend these
  meetings, and some say that a prophet has come from the wilds—a
  prophet of Gruumsh, talking “crazy talk.” Kraansh himself refuses
  to go. But if the party is interested in what’s going on up there, and
  if it has some bearing on the raids, then Kraansh can tell the group
  where the meetings are. He does advise, though, that the party be
  somehow disguised or invisible. (If the party has no way to remain
  hidden or invisible, he can make some potions available, but they’ll
  need to be used wisely, and he’ll barter for them—they certainly
  aren’t free, but possibly discounted if used for the meeting.)
  Kraansh tells the interested heroes that the meetings are usually
  held an hour after midnight in a small ravine in the foothills to the
  southeast, which is about an hour’s walk or half-hour’s ride. He
  advises them to be careful and not to repeat any of it to anyone. If
  the PCs decide to head out to see this meeting, the encounter called
  A Nightly Meeting covers the events of this meeting.
  D Sergeant Kraansh: Male orc Fighter 9; CR 9; Medium-size
  humanoid; HD 9d10+45; hp 94; Init +6; Spd 30 ft.; AC 18, touch
  12, flat-footed 16; Atk +16/+11 melee (1d8+9, +2 morningstar);
  SQ darkvision 60 ft., light sensitivity; AL N; SV Fort +11, Ref +5,
  Will +5; Str 20, Dex 14, Con 20, Int 15, Wis 14, Cha 17. Height
  5 ft. 10 in.
  The inn is a two-story stone building with a stable out back, an
  interior common room with a bar, and stairs leading up to rooms.
  The innkeeper and his staff bustle about serving patrons. The
  place is full of people, and most give you only a passing glance.
  At one table, a particularly tough orc watches you with an
  appraising eye.
  
  Skills and Feats: Climb +6, Handle Animal +13, Jump +10, 
  Ride (horse) +14, Sense Motive +5, Spot +5, Swim +7, Wilderness Lore
  +5; Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Ini-
  tiative, Improved Unarmed Strike, Leadership, Power Attack, Track.
  Possessions: +2 chain shirt, +2 morningstar, purse with 5 pp, 
  20 gp, 33 sp.
  Kraansh is a grizzled, scarred old veteran who fought the Tuigan
  hordes as part of the contingent sent by Zhentil Keep. He is a gruff,
  no-nonsense sort who has a fondness for a “favorite seat” at the
  Resthaven. Kraansh is 50 years old, with salt and pepper hair
  trimmed extremely close to his head.
  A SPY AMONG US
  The Zhentarim have an agent in Thesk: a young man who looks
  wholesome and behaves decently—a hardworking sort. Boridin, the
  agent, keeps in close contact with Zhentil Keep and gives them
  tenday reports.
  Boridin does odd jobs all over Thesk, but he spends a lot of time
  at Resthaven Inn. He keeps an eye on the good sergeant, since he is
  wary of the old veteran’s stabilizing influence on the orcs. If at all
  possible, he ingratiates himself with the PCs, though he is extremely
  careful not to overplay his hand.
  D Boridin, Zhentish Agent: Male human Cleric 5 of Bane/Rogue
  8; CR 13; Medium-size humanoid; HD 5d8+20 plus 8d6+32; hp 102;
  Init +10; Spd 30 ft.; AC 17, touch 15, flat-footed 17; Atk +16/+11
  melee (1d8+9, +3 morningstar), or +12/+7 melee (1d4+5/19–20, +1
  dagger) and +12 melee (1d4+/19–20, +1 dagger); SA rebuke undead
  4/day, sneak attack +4d6; SQ evasion, traps, uncanny dodge (Dex
  bonus to AC, can’t be flanked); AL LE; SV Fort +10, Ref +11, Will
  +9; Str 19, Dex 19, Con 19, Int 12, Wis 16, Cha 13.  
  Skills and Feats: Balance +6, Bluff +14, Concentration +7, Diplo-
  macy +9, Disguise +5, Gather Information +14, Heal +6, Hide +10,
  Intimidate +5, Jump +6, Listen +12, Move Silently +10, Open Lock
  +10, Pick Pocket +10, Read Lips +5, Search +5, Sense Motive +7, Spell-
  craft +5, Spot +12, Tumble +14; Ambidexterity, Combat Reflexes,
  Improved Initiative, Street Smart, Thug, Two-Weapon Fighting.
  Evasion (Ex): If exposed to any effect that normally allows a
  character to attempt a Reflex saving throw for half damage,
  Borodin takes no damage with a successful saving throw.
  Cleric Spells Prepared (5/5/4/3; save DC 13 + spell level): 0—
  detect magic, detect poison, light, read magic, resistance; 1st—cause
  fear, command*, cure light wounds, divine favor, sanctuary; 2nd—
  aura against flame**, curse of ill fortune**, enthrall*, spell shield**;
  3rd—bestow curse*, dispel magic, mystic lash**. 
  * Domain spell. Domains: Hatred (+2 profane bonus on attack rolls, saves,
  and AC for 1 minute against selected opponent, 1/day), Tyranny (+2 to
  save DC of compulsion spells).
  Possessions: +3 morningstar, a pair of matched +1 daggers, bracers
  of armor +2, ring of protection +1, Heward’s handy haversack, mas-
  terwork thieves tools, potions of cure moderate wounds (2), purse
  with 100 gp, 100 sp, and six small topazes worth 50 gp each, holy
  symbol of Bane, 4 vials of unholy water, light warhorse.
  ** Spell found in Magic of Faerûn.
  Boridin is in his early twenties, and he has a very open, guileless
  face. He has tousled brown hair, freckles, and bright blue eyes.
  Boridin acts like a wholesome, hard-working lad. Secretly, he’s a
  spiteful, hateful, devout servant of Bane and the Zhentarim. He
  often works for Resthaven Inn, where he keeps tabs on adventurers
  and reports them and their activities to the Black Network.
  Loose Ends
  Some of the rumors presented in the inn may cause the PCs to find
  some fun that isn’t quite related to the adventure at hand. Here are
  some short encounters that cover the false rumors, as well as those
  rumors that aren’t entirely relevant. (This can also be used as part
  of a larger Phent Random Encounter chart. In this format, assign
  each mini-encounter a 20% chance of happening.)
  The Tarnished Blades (EL 9): The bandits have a pair of repre-
  sentatives anxious to find information about caravans leaving
  town (so that they can jump on the caravan before the orc bands
  do) and extremely interested to discover where the orc bandits are
  hiding out (so that they can “deal” with the orcs in some manner
  of their own choosing). The one who usually works around the inn
  arranges for a few of her friends to meet up with the PCs at some
  appropriate time and location. (If the PCs go about town looking
  for information about bandits, they invariably draw the attention
  of the second bandit, as well, with the same result.) The two prefer
  dark alleys or wilderness settings, but they aren’t averse to getting
  the PCs to a remote location via subterfuge. For instance, Stace
  (the female of the pair assigned to gathering information) often
  uses the ploy of saying that her sister was badly mauled by a brute
  of an orc (or other creature) outside of town, and she can’t possi-
  bly move her given her current wounds unless she has help or until
  her sister has been healed a bit first. If the PCs fall for this bluff,
  they meet up with a band of eight bandits from the Tarnished
  Blades. DMs should note that the PCs may in fact find themselves
  forging a temporary alliance with the bandits in return for infor-
  mation about the current orc problems. Be sure to allow any inter-
  actions that the PCs wish; the leader of the Tarnished Blades is
  quite willing to make a deal as long as it benefits her group in some
  way. This aspect of the adventure is left to DMs to flesh out, how-
  ever, but it can help get the PCs on track if they overlook the orc
  meetings.
  D Bandits (8): Male and female humans Rogue 1/Fighter 2; CR
  3; Medium-size humanoid; HD 1d6+1 plus 2d10+2; hp 17; Init +2;
  Spd 30 ft.; AC 16, touch 12, flat-footed 14; Atk +4 melee
  (1d6+2/18–20, masterwork scimitar) and +3 melee (1d61/19–20,
  masterwork short sword), or +4 ranged (1d2/0, whip); SA sneak
  attack +1d6; SQ traps; AL N; SV Fort +4, Ref +4, Will –1; Str 14,
  Dex 15, Con 12, Int 10, Wis 8, Cha 13.  
  Skills and Feats: Balance +5, Bluff +5, Climb +5, Diplomacy +3,
  Jump +5, Move Silently +5, Read Lips +2, Ride (horse) +3, Search +2,
  Spot +1, Swim +7, Tumble +5, Use Rope +6, Ambidexterity, Dodge,
  Exotic Weapon Proficiency (whip), Two-Weapon Fighting, Weapon
  Focus (scimitar).
  Possessions: Masterwork chain shirt, masterwork scimitar, mas-
  terwork short sword, whip, potion of cure light wounds (4). 
  The Thayan Enclave: If the PCs decide that they need to check
  into this rumored new enclave, they find that this rumor is true.
  Tracking down some visiting representatives of Thay is easier than
  the PCs might expect, but that’s due to the fact that things are not
  yet finalized, and these representatives are still looking into various
  matters (and not all of the representatives are here in Phent right
  now due to various negotiations going on). If the PCs seek an audi-
  ence with the Thayans, they find out only that the enclave will come
  about after various matters have been reconciled (and nobody wishes
  to speak about these matters). However, the PCs also can walk away
  with a task from the Thayans if they wish. The task is up to the DM,
  but it can include delivering a message to another existing enclave,
  ensuring that the spot chosen for the enclave is free of any hidden
  dangers, or something similar. (DMs might also want to use this as
  a way to introduce some potions of invisibility to the PCs so that they
  can sneak around when appropriate later.)
  Meetings at Night (EL 7): Should the PCs decide to look more
  into the matter of night meetings among orcs, they find themselves
  dealing with some rowdy orcs during their investigation. The orcs
  noted their interest at some appropriate point before, and now they
  want to make sure that no pesky humans are messing with their
  Unapproachable East Web Enhancement
  4
  
  Unapproachable East Web Enhancement
  business. Use the statistics below, but be ready to have the sergeant
  and his own troops come bust up the battle by the third round of
  combat (unless this takes place outside town). This gives the DM
  another opportunity to introduce the sergeant and send the PCs to
  the section called The Nightly Meeting.
  D Orc Fighters (4): Male and female orc Fighter 7; CR 7;
  Medium-size humanoid; HD 7d10+21; hp 59; Init +2; Spd 20 ft.; AC
  18, touch 12, flat-footed 16; Atk +12/+7 melee (1d6+5/18–20, +1
  scimitar); or +9/+4 ranged (1d6+3, javelin); AL LE; SV Fort +8, Ref
  +4, Will +3; Str 16, Dex 14, Con 16, Int 12, Wis 12, Cha 10.  
  Skills and Feats: Climb +5, Intimidate +3, Listen +3, Ride (horse)
  +7, Spot +5; Alertness, Cleave, Combat Reflexes, Dodge, Great
  Cleave, Power Attack , Weapon Focus (scimitar).
  The Temple of Mask: As with the bandits, interest shown by
  the PCs in anything dealing with Mask is soon rewarded by a con-
  frontation with a few followers of Mask—but only if the PCs per-
  sist in following up on this lead after the first evening in town. If
  the PCs make a successful Gather Information check (DC 20)
  that first evening, they do find out that the Mask temple was a
  rumor started by Fiskus Evanson (CN male half-orc War3), who
  was actually quite drunk one evening. (He was proposing that the
  bandit problems were actually the work of Mask’s followers and
  that he wouldn’t be surprised if a temple was forming up some-
  where nearby. Others misheard and took that as word that this
  was actually happening.) Should the PCs fail at the Gather Infor-
  mation check with regards to following up on the Mask temple,
  they don’t learn of this information. Further investigation is up
  to them and may lead to some interesting problems later (DM’s
  option).
  Cyric Followers in Phent: Again, if the PCs spend time outside
  the inn doing some follow-up research on the rumor about Cyric
  followers, they can learn (Gather Information DC 20) that the
  rumor they had heard is completely false. This time the rumor
  comes from the speculation of a local merchant’s daughter, whose
  father had just been assassinated. While some believe an
  unscrupulous merchant from another town set up the assassina-
  tion, the daughter Lesta Fording (CG female human Exp3) is cer-
  tain that a follower of Cyric set up the assassination since she
  knows that her father and the so-called opposing merchant were
  about to come to an agreement on something. If the PCs follow
  up on this lead, they can talk to the daughter and find out that
  the agreement included her marrying the son of the “enemy”
  merchant, and that this union would bring together these two
  families in a manner that would allow for further mercantile
  expansion. She believes that she saw someone wearing purple and
  silver leaving her father’s rooms just before he was discovered
  dead by poison. She also thinks she had a glimpse of a skull-and-
  sunburst symbol. If pressed, though, she’ll reveal that she isn’t so
  sure about the symbol. DMs can allow PCs to further investigate
  this death, though this investigation goes beyond the scope of this
  current adventure. Suggestions for the killer include having it be
  the son of the enemy merchant (who loves another despite what
  he has told Lesta and his father), the “enemy” merchant (who
  decided that he’d rather absorb Lesta’s father’s trade completely
  instead of sharing it with the Fording family, who is a fairly
  recent arrival to the area), or perhaps even a current foe from
  among the enemies that the PCs have already made who would
  have reason to disrupt a fortuitous trade alliance. Should the PCs
  fail at their Gather Information rolls, they may well end up
  spending some wasted time trying to track down nonexistent fol-
  lowers of Cyric. (Of course, another option is to have this rumor
  be true and integrate this adventure into an existing Cyric-based
  plot in your campaign.)
  The Nightly Meeting
  The nightly meeting is the meeting where the prophet comes down
  from the hills and talks to the gathered assembly of orcs. Should the
  PCs make their way to the meeting, read the following aloud, adjust-
  ing as necessary:
  If one of the PCs has the ability to understand Orc, this is what he
  or she hears (adjust as necessary for PC actions):
  Eventually, the assembly starts to leave the area, most of them in
  small groups, talking about what they saw. About a half-hour after
  the priest fades away, the area is silent and empty.
  If the PCs didn’t make good use of their invisibility and hiding
  options, it’s possible that they will have to deal with a nasty situa-
  tion in terms of orcs. First of all, none of the orcs care for the fact
  that the PCs are sneaking around spying on them, but enough orcs
  are around who don’t want to see this break into a fight that they
  can all calm each other down somewhat. Since there are so many
  orcs, it makes no sense for the PCs to attempt to face them all down,
  and it would become rather hard on the DM to run that many.
  (Remember, hundreds of monsters does not equate to a good fight
  for four PCs.) As an added situational modifier, several of the orcs
  who weren’t so impressed with the priest also may have seen the PCs
  talk to the sergeant back in town, so they could easily become
  spokespeople for the PCs and help the situation evolve into one of
  the following outcomes. DMs should use the NPC Attitudes section
  in the DUNGEON MASTER’s Guide to help adjudicate the situation;
  orcs range from hostile to unfriendly initially:
  • PCs are escorted back to the sergeant and left in his custody, with
  a slew of complaints about their presence at the meeting.
  • The PCs must fulfill some task for some of the orcs to appease
  them and help calm down the angrier ones. This task could
  include working the jobs of some of the orcs present for a couple
  of days and would invariably involve mining iron.
  “Orcs! Again I come to you, as I have every night for the past
  tenday, to stir your blood! For years now, you have settled down
  and lived side-by-side with humans. Instead of lifting the sword of
  war, you lift an axe . . . a plow! Instruments of the weak!
  Have you forgotten who you are? Have you forgotten what
  you are? Our god calls us to battle—to be orcs—and you sit in
  human taverns and drink ale, instead of drinking their blood?
  Listen to your instincts. Heed the pounding savage blood in your
  veins. Rise up, lift off this mantle of false human civilization,
  embrace your orc heritage, and go forward! Forward, in the name
  of Gruumsh!”
  Some of the orcs stand and cheer; most just sit and ponder, and
  a few shake their heads and scoff at the priest’s words. The priest
  simply stares at the orcs, drops something on the ground, then,
  gradually, his body fades away.
  Picking your way carefully along the barely discernible trail, you
  eventually come to a ravine. Arrayed in a sort of amphitheater-
  like setting are lots of orcs. At least three hundred of them are all
  focusing on one spot. They are eerily, unsettlingly silent. Standing
  at the spot they are all staring at is a huge orc who is clad in the
  priestly vestments of a servant of Gruumsh, including an eye-
  patch to cover the orb he gouged out as service to his god. As the
  crowd watches, the cleric speaks, and his voice rings through the
  ravine.
  5
  
  If the PCs have time to investigate the site of the meeting, they can
  find the following information: 
  • A Wilderness Lore check (DC 12) reveals that there was indeed
  someone where the priest stood; it wasn’t an image or an illusion.
  The thing the priest dropped was a holy symbol of Gruumsh, and
  apparently the orcs didn’t pick it up.
  • A Wilderness Lore check (DC 15) around an area about 60 feet
  from the priest’s location in a direction that none of the other
  orcs went reveals tracks that head out in the direction of the hills.
  • Any spellcaster who makes a Spellcraft check (DC 20) can hazard
  a guess that the vanishing was in fact a gaseous form effect.
  If the PCs wish, they can attempt to follow the tracks. If they don’t
  pick up this information, they may need to come to another meet-
  ing and try again. (Go to Hot on the Trail if the PCs find the tracks
  leading away.) If the PCs find these tracks later, adjust the DC of the
  Wilderness Lore checks appropriately (see Track in Chapter 5 of the
  Player’s Handbook).
  Hot on the Trail
  The tracks head due east through the hills and place the PCs in a
  direct line of sight with the Thesk Mountains. The trail requires 5
  hours of travel, with an hourly Wilderness Lore check (DC 15).
  Each of the first 3 hours has a different problem, as shown below:
  Hour One: Two Heads Are Better Than One (EL 10) (H4)
  The orc priest, knowing that he may be followed, has set up some
  guards. These guards consist of beings he has bullied or persuaded to
  aid him in his cause. The first is a group of ettins. Read the follow-
  ing, adjusting for time of day as necessary:
  About 30 minutes away from the site of the meeting, six ettins lurk.
  They have attempted to hide themselves in their cave off the path,
  which is about 40 feet ahead and to the right of the PCs. The cave
  has an uninterrupted line of sight to the path (putting the encounter
  distance at 40 feet). However, the conditions of the night allow the
  ettins a chance to hear the PCs before they come within line of sight,
  so the ettins should make an opposed Listen check before the PCs
  approach the initial encounter distance. After that, use the rules as
  presented in the DUNGEON MASTER’s Guide for determining how
  the encounter runs. The night is starlit with no moon, and the ettins
  tend to remain still until they hear the PCs (if they hear them). (If
  the PCs don’t start tracking the priest immediately after the cere-
  mony, adjust the visual conditions as necessary. There is also a 10%
  chance that one of the ettins is out and about near the path instead
  of in its cave.)
  The ettins were swayed to the point of fanaticism by the cleric,
  and they guard the pass with their lives. The large cave serves as
  their resting point, and the bones of many orcs litter the cave’s
  floor. These are the remains of curious orcs who sought to follow the
  cleric back to his starting point.
  DEttins (6): hp 70; see Monster Manual.
  Tactics: The ettins are quite emphatic in their tactic about not
  allowing anyone to get away, and they especially do not want
  anyone following their cleric friend. As a result, they fight to the
  death.
  Treasure: The cleric doesn’t permit the ettins to keep much. Any-
  thing truly valuable goes to the priest and his cause. However, under
  a rock in the cave lies 1,000 gp, a token of the cleric’s esteem. Also,
  an exceptional greataxe hangs on the wall. The weapon is, in fact, a
  +1 elfbane greataxe.
  HOUR TWO: BIGGER PROBLEMS (EL 9)
  As the tracks continue eastward, the terrain gets rockier and the
  footing becomes more difficult. The second set of guards, a small
  group of hill giants, is determined to succeed where the first group
  failed. Again, the giants have an advantage in terms of knowing
  when the PCs are coming if the PCs started after the priest right
  after the ceremony. They not only have the higher ground (and a
  better line of sight), but they are listening for the nightly followers.
  (They’ve had much fun with orcs over the past several evenings.)
  Read the following aloud, adjusting as necessary for vision concerns,
  and so on:
  If the PCs come at another time, the giants are most likely slum-
  bering in their own dwelling, which is another cave set back from
  the cliff that they usually set up ambushes upon. Sometimes one
  comes out to go hunting (10% chance of this happening when the
  PCs near the area in their second hour of tracking). They do, how-
  ever, keep one person on watch at all times.
  Aside from climbing or magical means, there is no easy way to get
  up the cliff. If the characters reversed direction, they’d find a small
  path 5 minutes away that eventually winds its way to the cliff over-
  looking the path. They can stumble upon it by accident as they
  wander, or a Wilderness Lore check (DC 15) allows the PC to see the
  path before they pass it. Anyone attempting to climb the cliff must
  make a Climb check (DC 12); the surface is fairly good for climbing.
  A cave on top of the cliff is filled with boulders and also serves as
  the shelter for the giants. Atop one rock shelf 20 feet high is a large
  sack with 600 gp, which is the cleric’s pay for the giants’ loyalty.
  There aren’t any orc remains here, but PCs can find some further
  behind the cave if they care to look (Search check DC 15).
  D Hill Giants (4): hp 90; see Monster Manual.
  Tactics: The giants happily toss boulders down at the characters,
  hopefully knocking any off the cliff who dare to attempt to climb
  up. Eventually, if they think they have the advantage, or if the
  heroes are running off, the giants use their Jump skill to leap off the
  cliff, land down below, and chase down the victims, engaging them
  in melee.
  HOUR THREE: THE TRUE COLORS
  COME FORTH (EL 11)
  The third obstacle should tip adventurers off as to what the true
  nature of the threat is. Read the following aloud, adjusting as
  necessary:
  The cleric has placed a mixture of banedead and baneguards as
  guards behind numerous rocks and talus piles. The cleric’s own tem-
  porary base is about 2 hours ahead. (If the PCs are fresh and of a
  higher level than 9th, you may want to place these undead 200 yards
  Still eastward you march, and the mountains loom closer and
  sharper. The terrain is rougher now, and the moon casts a cold
  pale light over everything, creating shadowy shapes everywhere.
  A cold wind cuts through you, but it’s not just the cold air of a
  night in the highlands; the air carries a scent of death and decay.
  As your group continues to doggedly follow the tracks, a boulder
  crashes in front of you—not blocking the path, but certainly get-
  ting your attention. About 60 feet above you, to your right, is a
  sheer cliff side, and on top of that cliff stand four huge forms.
  Their laughing rumbles deeply in their throats, and they are about
  to throw more rocks.
  The stars are a brilliant canopy overhead as you follow the trail
  over the broken terrain of the Thesk foothills. The dips in the
  trail get steeper and rockier in turns, and you occasionally hear
  the breeze through the grasses and trees of the foothills.
  Unapproachable East Web Enhancement
  6
  
  Unapproachable East Web Enhancement
  7
  from the next encounter called The “Orc” Cleric and allow them to
  be an early warning system for the cleric.)
  D Banedead (8): Medium-Size undead; CR 3; HD 6d12; 40 hp;
  Init +4; Spd 30; AC 16, touch 10, flat-footed 16; Atk +4 melee
  (1d4+1 plus 1 point Dex damage, 2 claws) and –2 melee (1d6, bite);
  SA Dexterity damage; SQ DR 15/+1, undead traits; SV Fort +2, Ref
  +2, Wil +6; AL LE; Str 13, Dex 10, Con —, Int 10, Wis 12, Cha 15. 
  Skills and Feats: Hide +8, Listen +9, Move Silently +8, Spot +9,
  Search +5, Knowledge (religion) +3; Improved Initiative, Multiattack.
  Undead Traits: A banedead is immune to mind-affecting effects,
  poison, sleep, paralysis, stunning, disease, death effects, necromantic
  effects, and any effect that requires a Fortitude save unless it also
  works on objects or is harmless. It is not subject to critical hits, subd-
  ual damage, ability damage, ability drain, energy drain, or death from
  massive damage. A banedead cannot be raised, and resurrection works
  only if it is willing. The creature has darkvision (60-foot range).
  D Baneguard (10): Medium-Size undead; CR 2; HD 4d12; 25 hp;
  Init +0; Spd 30; AC 13, touch 10, flat-footed 13; Atk +3 melee
  (1d8+1, longsword), or +3 melee (1d4+1, 2 claws); SA magic missile;
  SQ blink, undead traits, immunities (cold, half damage from pierc-
  ing, slashing weapons); SV Fort +1, Ref +1, Wil +5; AL LE; Str 12,
  Dex 11, Con —, Int 9, Wis 12, Cha 13. 
  Skills and Feats: Hide +7, Listen +8, Move Silently +7, Spot +8,
  Search +4; Blind-Fight.
  Magic Missile (Sp): Once every 3 rounds, a baneguard can use
  magic missile (caster level 4th). Each use creates two missiles that
  deal 1d4+1 points of damage each.
  Blink (Sp): Once every 10 minutes, a baneguard can use a blink
  spell (caster level 4th; duration 4 rounds).
  Immunities: Baneguards have cold immunity. They take only half
  damage from piercing or slashing weapons.
  Undead Traits: A baneguard is immune to mind-affecting effects,
  poison, sleep, paralysis, stunning, disease, death effects, necromantic
  effects, and any effect that requires a Fortitude save unless it also
  works on objects or is harmless. It is not subject to critical hits, sub-
  dual damage, ability damage, ability drain, energy drain, or death
  from massive damage. A baneguard cannot be raised, and resurrec-
  tion works only if it is willing. The creature has darkvision (60-foot
  range).
  Tactics: The baneguards pepper the group with magic missiles,
  then blink in for melee attacks, while the banedead simply wade
  through the ranks of the heroes.
  The “Orc” Cleric (EL 11) (H3)
  The group finally sees what they’re up against. If the previous
  encounter fired up their suspicions, those suspicions will be con-
  firmed here.
  If the PCs allow the cleric to speak, they learn or see the following.
  You can also allow some interaction with the cleric, but this is what
  should result in the order it should occur:
  • “You shouldn’t have come,” he says, and his voice is surprisingly
  not like an orc’s in timbre. In fact, it’s a rather cultured voice.
  “This was none of your business. You should have left well enough
  alone and remained content with guarding caravans, exploring old
  ruins, then drinking a few ales.” He sighs and shakes his head.
  “Now, it’s too late. You can’t be allowed to return. You can’t be
  allowed to tell others what you see. You cannot be permitted to
  interfere with the plans of Zhentil Keep.”
  • The orc cleric doffs his headgear and his features twist and change
  into a human male in his forties. His clothing changes to armor,
  with a holy symbol of Bane displayed prominently.
  • Once the cleric reveals himself, four armored men peek out from
  behind the debris, bows at the ready, and let fly with arrows.
  D Thule Orveth: Male human Cleric 10 of Bane; CR 10;
  Medium-size humanoid; HD 10d8+30; hp 75; Init +2; Spd 20 ft.; AC
  19, touch 12, flat-footed 17; Atk +12/+7 melee (1d8+6, +2 morn-
  ingstar); SA rebuke undead 11/day; AL LE; SV Fort +10, Ref +5,
  Will +12; Str 17, Dex 14, Con 17, Int 15, Wis 20, Cha 18.  
  Skills and Feats: Bluff +11, Concentration +13, Diplomacy +8,
  Gather Information +6, Heal +6, Intimidate +6, Knowledge (arcana)
  +13, Knowledge (religion) +13, Ride (horse) +3, Sense Motive +10,
  Spellcraft +12; Power Attack, Cleave, Extra Turning, Leadership,
  Street Smart.
  Cleric Spells Prepared (6/7/6/5/5/4; save DC 15 + spell level): 0—
  light (2), purify food and drink (2), read magic (2); 1st—bane, cause
  fear, command* (2), random action, summon monster I (2); 2nd—
  bull’s strength, darkness, enthrall* (2), hold person, summon monster
  II; 3rd—magic circle against chaos*, negative energy protection,
  remove disease, speak with dead, summon monster III; 4th—discern
  lies*, dismissal, lesser planar ally, restoration, summon monster IV;
  5th—circle of doom, dispel chaos*, flame strike (2). 
  * Domain spell. Domains: Law (cast law spells at +1 caster level), Tyranny
  (+2 to save DC of compulsion spells).
  Possessions: +2 breastplate, +2 morningstar, potion of gaseous form,
  hat of disguise, scroll of word of recall, holy symbol of Bane, 3 vials
  unholy water, purse with 10 pp, 25 gp.
  Thule is a 45-year-old priest of Bane, and he is part of the Zhen-
  til Keep contingent. He is witty, charming, urbane, and unflappable.
  He enjoys dressing up as an orc priest and playing the part, knowing
  that his efforts will create an instant army for the Keep.
  D Zhentarim Fighters (2): Male and female human Fighter 7;
  CR 7; Medium-size humanoid; HD 7d10+28; hp 66; Init +6; Spd 20
  ft.; AC 19, touch 12, flat-footed 17; Atk +13/+8 melee
  (1d8+7/19–20, +1 longsword); or +9/+4 ranged (1d6/[TS]3, short-
  bow); AL N; SV Fort +9, Ref +4, Will +3; Str 18, Dex 14, Con 18,
  Int 12, Wis 12, Cha 12.  
  Skills and Feats: Handle Animal +7, Intimidate +5, Jump +7,
  Ride (horse) +9, Swim +14, Wilderness Lore +5; Cleave, Denied,
  Improved Initiative, Mounted Combat, Power Attack, Quick Draw ,
  Ride-By Attack, Weapon Focus (longsword).
  Possessions: +2 chainmail, +1 longsword, shortbow, potion of cure
  moderate wounds, holy symbol of Bane, light warhorse, purse with
  50 sp.
  Tactics: The fighters hit the group with arrows, though they first
  attack clerics and spellcasters. Thule’s spells are used mostly to take
  out individuals and finish each one off before moving onto the next
  person.
  If the battle goes badly, the fighters do their best to cover Thule’s
  escape. The cleric is a good recurring villain and can use his scroll
  and the word of recall spell on it to send himself back to Zhentil
  Keep if matters go badly.
  Concluding the Adventure
  Although the group may have halted Thule’s plans for now, the
  Zhents will not stop in their efforts to get the orcs rallied back to
  their cause. The Black Network has agents all over Thesk, and
  they’re just waiting for another chance to strike. For now, though,
  if the PCs succeeded in stopping Thule, the orc community is unaf-
  fected by the events. In fact, if it is made known to the sergeant
  exactly what happened, it will strengthen many of the orcs’ resolve
  to live in peace with the humans and humanoids of Phent.
  A big bonfire blazes in the center of a circular depression 90 feet
  in diameter, and it has been cleared of most rocks and debris. The
  borders of the depression are choked with debris; rocks, boulders,
  deadfalls. A small wooden hut stands off to one side at the edge
  of the circle farthest away from you. Between the hut and the fire
  stands an orc cleric.
  
  If the PCs don’t put a stop to the false prophet, here are some
  suggestions for what happens next:
  • The town of Phent is a town divided. The orcs in the area find
  themselves with a bad case of infighting. Some of the younger orcs
  want to follow the path that the false prophet claims is theirs, and
  they start to do so by stealing things from outlying folk, causing
  fights wherever they can, and making their own raids on caravans.
  Those who wish to live peacefully with the folk of Phent find
  themselves forced to take up arms against their own kin. At the
  same time, the humans and other folk who already feel a bit para-
  noid about the orcs point to the raids and thefts and general call
  to arms that these young orcs follow and cause problems in town,
  making the already difficult situation even worse.
  • The Tarnished Blades find themselves with new recruits: humans
  who want to put a stop to the orcs and gain a little extra money
  at the same time. These bandits step up their predations on cara-
  vans while they start to target those orcs that mine ore, claiming
  that killing these orcs will prevent future bloodshed since it
  diminishes the forces and support that the orcs may call upon.
  (They also appropriate their victims’ belongings.) The leader of
  the Tarnished Blades, while angry at the orc bandits who have
  started taking her caravan raiding opportunities away from her,
  also sees a chance to strengthen her hold on the area in terms of
  gaining strength of force and uses it.
  Of course, other consequences can result that better suit each DM’s
  own campaign.
  About the Author
  John Terra has been playing D&D since 1978 and writing freelance
  gaming stuff since 1986. He lives in New Hampshire with his lovely
  wife, four kids, and one cat. When not freelance writing, John runs
  a couple of D&D games, visits haunted cemeteries, and works on his
  novels.
  Unapproachable East Web Enhancement
  8
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/Web/Web Enhancements/A Call to Arms.pdf