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. 
   
  BNM4-04 
   
   
   
   
   
   
   
   
   
  Call To Arms! 
   
  A Two-Round D&D LIVING GREYHAWK
  ®  
  A Bone March Regional Adventure 
  Version 1.0 
   
  Round 1 and 2 
   
  by Spyridon D. Giannoutsos 
  Circle Reviewer: Paul Looby 
   
   
   
  The much-anticipated orc assault on the village of Nlul is about ready to begin. The PCs have the difficult task of 
  neutralizing the officers of the enemy horde and capturing their battle plans. Can a handful of heroes change the tide of 
  the upcoming great battle? A two-round scenario for APLs 2-8. 
   
   
   
  
  Call To Arms! 
   
  Page 2 
  Introduction 
  This is an RPGA
  ® Network scenario for the Dungeons & 
  Dragons
  ® game. A five-hour time block has been allocated 
  for each round of this scenario. The rest of the time is spent 
  in preparation before game play, and scoring after the 
  game. The following guidelines are here to help you with 
  both the preparation and voting segment of the game. Read 
  this page carefully so that you know and can communicate 
  to your players the special aspects of playing an RPGA 
  scenario.  
   
  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 Website, and then have any players without a 
  character create on. Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  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. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  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. 
   
  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. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and DM 
  score the game. Complete the RPGA scoring grid with 
  names and RPGA numbers only, and the event information 
  at the top. RPGA no longer uses voting for any reported 
  results. Give the Scoring Packet to your event coordinator 
  along with any event tickets.  
   
  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 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. 
  
  Call To Arms! 
   
  Page 3 
  # 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 you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on help 
  by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four, or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-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 DC 10 Handle Animal or 
  Charisma check. 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 two-round Regional adventure, set in 
  Bone March. Characters native to Bone March pay one 
  Time Unit per round, all others pay two Time Units per 
  round. Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep and Luxury upkeep is not available at 
  the village of Nlul. If starting from the city of Knurl 
  however Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. 
   
  Traitor! It is possible that a PC could be exiled from the 
  county of Knurl, during BNM4-02 Run Like Hell! Please 
  warn the character that a return to the county is punishable 
  by death. If the character decides to take his chances then 
  roll a d100. There is only a 10% (Knurl), 15% (Nivlek) and 
  20% (Nlul) chance that the character won’t be spotted by 
  the authorities. Otherwise the character is detained for 
  execution and the only way to get out of it is with a 
  successful DC 25 Escape Artist check. Even with a 
  successful Escape Artist check, the PC cannot take part in 
  the adventure, but at least escapes with his life! The 
  authorities of Knurl are fanatical and do not accept bribes. 
   
  Adventure Background 
  It’s been almost half a year since Landed Lord Lynette 
  decided to do something about the orcs that started to 
  gather around the village of Nlul. 
   
  The operations started during the spring of the year 
  594 C.Y. when several bands of adventurers were gathered 
  to the village of Nlul, so that they could strike at the enemy 
  outposts. The full details of these events are described in 
  BNM4-01 First Blood. 
   
  In the summer of the same year, Lynette notified his 
  allies at Nivlek and Knurl of the battle to come. Again 
  adventurers were called upon to protect the safety of 
  various wagons carrying important documents for the 
  enemy operations. The full details of these events are 
  described in BNM4-02 Run Like Hell. 
   
  During early fall, Landed Lord Lynette decided to 
  improve the iron production of his little village, so he sent 
  forth adventurers to secure the abandoned dwarven mines 
  north of the village. However inside the mines a large 
  undead force occupied the tunnels making the production 
  of ore difficult. The full details of these events were 
  described in BNM4-03 Bright Sun. 
  
  Call To Arms! 
   
  Page 4 
   
  As the heart of winter approaches, Landed Lord 
  Lynette is aware that the orcs are tightening their grip of 
  the lands around his village. It is only a matter of time 
  before they strike. However, Landed Lord Lynette is a very 
  smart and daring young man and has decided to strike 
  them first. 
   
  Lord Jess Lynette knows that the orcs are 
  undisciplined troops, so the gathering of a large force 
  bespeaks the influence of capable leaders and officers. If 
  these leaders are eliminated, it will be easier for the 
  defending troops to repel the invaders. 
   
  So Lord Lynette has decided to employ again small 
  infiltrating bands of adventurers that will try to hit strategic 
  targets and maybe get a hold of the enemy plans! 
   
  The adventure is set at the village of Nlul, a small 
  village that is the home of a population of around 500 souls, 
  mostly human, of Oeridian (mainly), Flan and Suel origins. 
  The adventure starts in Nlul. If the PCs are starting their 
  adventure from the city Knurl, then the DM should use the 
  alternate introduction. 
   
   There are four buildings that seem important in this 
  small village. The Inn named the Sunny Stone, the general 
  store, the smith and a small temple of Pelor. 
   
  The inn is owned by Avenal Astra, a tall Oeridian man 
  with an impressive beard. This is the place for the PCs to 
  rest, sleep, or learn the latest gossip. Even if it’s the only inn 
  in the village is very decent thanks to the efforts of Avenal 
  Astra. However, at the moment, Avenal can only offer 
  standard services. 
   
  The general store is owned by Elizar Gwydre, a sweet 
  Oeridian woman. A player can buy anything except 
  weapons, allowed by Living Greyhawk Campaign Setting 
  rules for a village of this size. 
   
  The smith of the village is Kae. Either the PC’s know it 
  or not, Kae is a member or the SHIELD organization 
  watching over the village of Nlul. If they want weapons or 
  armor, this is the place to be. 
   
  The temple is owned by Darian Mara, a Suel man who 
  can perform healing services up to a 3
  rd caster level, with 
  the appropriate costs described in Living Greyhawk 
  Campaign Setting rules. 
   
  There is of course the garrison building for the PC’s to 
  visit. There is where their mission starts. Apart from these 
  important buildings, there are several peasant homes and 
  Land Lord Lynette’s family estate. 
   
  Adventure Summary  
  The adventure starts at the village of Nlul. If the PCs are 
  starting their adventure from Knurl, then the DM should 
  say that word has gone out from the garrison that 
  adventurers are needed in Nlul. If the characters answer 
  the call for specialists, then the garrison of Knurl provides 
  transport, so that the PCs can travel to Nlul in the period of 
  two days. 
   
  Introduction: During this encounter, the PCs are 
  introduced to their mission and informed about their 
  reward. If the PCs start their adventure from the City of 
  Knurl, then please use the alternate intro, so that the PCs 
  can fit to the spirit of the country better. 
   
  Encounter 1 - Love At First Sight: The PCs run across a 
  weird man, doing silly things. However, there is more than 
  meets the eye. 
   
  Encounter 2 - The Hextorian Knight: The PCs come across 
  a half-orc that behaves in an honorable manner and denies 
  access to the secret passage. 
   
  Encounter 3 - The Secret Passage: The PCs must traverse 
  the secret passage to reach the enemy camp. However the 
  dead are hungry and have plans of their own. 
   
  Encounter 4 - The Cadaver Cavern: Nature has its own 
  unique way of disposing garbage. The PCs are about to find 
  out first hand. 
   
  Encounter 5 - The Orcish Camp: At last the camp. 
  However the PCs will have to bypass the guards to succeed 
  in their plans. Is direct battle the best way to survive or 
  there is another more stealthy way? 
   
  Encounter 6 - The Sergeants’ Barracks: The first building is 
  here. A number of sergeants reside here. 
   
  Encounter 7 - The Ogre Barracks: A group of ogres rest 
  here. Can the PCs neutralize them? 
   
  Encounter 8 - The Commanders’ Quarters: It all comes to 
  this point. This is the site of a high rank enemy officer and 
  the battle plans that the PCs are desperate to get their 
  hands on. 
    
  Introduction 
  The adventure starts in a rainy Sunsebb Moonday morning 
  inside the garrison barracks of the small village of Nlul. 
  During the last month, once more Landed Lord Lynette 
  himself announced that the inevitable battle against the 
  orcs for the survival of the village will take place before 
  year’s end. So he called again, for brave patriots, men and 
  women, who would like to strike a sharp blow against the 
  enemy. The PCs have answered the call and are waiting 
  inside the Garrison barracks.  
   
  You can read the following text to the players: 
  
  Call To Arms! 
   
  Page 5 
   
  The adventure starts at the heart of the small village of 
  Nlul. The village seems to be preparing for war. You have 
  already seen blacksmith Kae and a very young impressive 
  man near his thirties working with the 50 members of the 
  garrison of Nlul, giving orders directing drill exercises, 
  telling people where to stand, what to do and how to move 
  together as a pair of coordinated units, each led by one of 
  the two. The men of the garrison look frightened. They 
  bow and get their weapons once more. Then they continue 
  with their exercises. However, it is fairly obvious that the 
  lack experience. 
   
  As you pass through the village, you can see that 
  Nlul’s air of free-spirited optimism has given way to one of 
  anxiety and fear. It’s like the whole village waits for a death 
  of a relative. 
   
  Leaving that behind you, you enter the garrison 
  building. You see a guard dressed in his leather armor and 
  holding his spear salute you.  
   
  He says: “By Pelor! You must have come for the 
  mission! Please, by all means! Come inside before you 
  catch a cold! Just stay here until I call for Harkin Gevies! 
  Oh! And feel free to serve yourself some hot chocolate 
  kalama.” 
   
  Saying that, he goes up a ladder to the upper floor. 
  After a short while, Harkin Gevies descends. Harkin is a 
  short but well built man, wearing a pair of orange pants 
  and a black sleeveless shirt. He is a typical Oeridian man 
  with olive skin and black hair. He wears an impressive 
  beard. He sees you, smiles and speaks: 
   
  “Hello, dear citizens. Please by all means drink a cup 
  of kalama while you make yourself comfortable. I hope 
  your journey was a pleasant one. Did you find any 
  difficulties bypassing the orc blockade? 
   
  “Things have gotten worse. The animals cannot be fed 
  outside the village walls. It’s too risky. And the grass inside 
  the village is of small quality and quantity. Our Lord 
  believes that the village won’t survive the winter, so he’s 
  come up with a plan. 
   
  “We know that an orc horde of at least three allied 
  tribes is responsible for our problems. Such a force 
  wouldn’t unite on its own, so it’s only reasonable that the 
  orcs’ half-orc masters must have conceived it. This is where 
  you come in 
   
  “We have pinpointed the camps of the enemy officers. 
  You must infiltrate their ranks, and kill them. Of course, 
  we will help you as much as we can. We know of an 
  ancient secret passage that will take you near this officer’s 
  encampment and at the same time, avoid most of the 
  blockade. If you set out in the morning, you’ll be there by 
  sunset. 
   
  “I don’t care how you do it, but the horde’s leaders 
  must die. The battle of this winter is perhaps the most 
  important of this village’s history. It’s a very desperate 
  situation and frankly, if you fail, I don’t believe that we 
  will survive the winter! 
   
  “I understand that this mission is perilous! The sheer 
  difficulty of infiltrating enemy ranks and defeating their 
  best commanders and sergeants is maybe more than you 
  can handle! 
   
  “To make this even worse, I have to say that I have no 
  money whatsoever to give to you. However Landed Lord 
  Lynette has promised each man or woman that he will 
  personally upgrade any of your existing weaponry or 
  armor, if you are able to pay for the deed. 
   
  “With that told, please start your questions because I 
  am sure that you must have a lot of them!” 
   
  From this point Harkin will try to answer the PCs 
  questions as best as he can. If asked about the opposition, 
  he will say that the enemy army consists of orc soldiers, 
  half-orc sergeants, experienced half-orc lieutenants, very 
  experienced half-orc captains, a humanoid band of 
  unknown origin, and a fearsome human cleric of Hextor.  
   
  If asked about the size of the orc invading force, 
  Harkin will admit that the intelligence speaks about three 
  full-sized orc tribes, commanded by half-orc officers and 
  allied with a humanoid band of unknown origin.  
   
  If Harkin is asked for a greater reward, he will say that 
  every single gold coin is now required for the purchase of 
  weapons. If the PCs persist more,  he will tell them that this 
  is a mission for patriots, not  mercenaries. If finally a PC 
  doesn’t agree even with this argument, then Harkin will say 
  that the mission is not for this man and he will demand his 
  dismissal from the group. 
   
  If Harkin is asked about a map of the secret passage, 
  Harkin will say that it is a single tunnel and so it is 
  impossible to get lost. He will however, give detailed 
  instructions on how to reach the secret passage’s entrance. 
  If Harkin is asked about the passage’s length, he will state 
  that it is around half a day’s walk. 
   
  The PCs should gear up if they wish, now. If they go to 
  Kae for the purchase of weapons, they will find that he is 
  absent because he is training the garrison the entire day. 
  Therefore, the PCs cannot purchase weaponry in Nlul. 
   
  If the PCs go to the training grouds, they can learn 
  with a DC 5 Gather Information check that the man 
  training the troops with Kae is Landed Land Lord Lynette 
  himself. 
   
  If for some reason the PCs want to rest, then they 
  should head to the Sunny Stone. Avenal Astra here is 
  willing to provide any kind of services, depending on the 
  money that the PCs are willing to spend.  
  
  Call To Arms! 
   
  Page 6 
   
  If the PCs use their Gather Information skill, they will 
  learn that the orcs have sealed every major road around the 
  village on a DC 5 Gather Information check.  
   
  A DC 10 Gather Information check will reveal the 
  information above plus that there is a rumor about half-orcs 
  ordering the orcs around.  
   
  A DC 15 Gather Information check reveals all the 
  information above plus that a young peasant has seen a 
  group of ogres let by a cyan giant going to the heart of the 
  orc operations.  
   
  Finally a DC 20 Gather Information check will reveal 
  all the information above plus that a ranger has 
  encountered a white haired man, wearing a full plate 
  bearing the unholy symbol of Hextor while scouting the 
  orc lines is scouting mission. 
   
  If the PCs want of course to buy some items other than 
  weapons then they should head to the general store owned 
  by Elizar. Of course she has available items up to 200 gp.  
   
  With a DC 10 Gather Information check, Elizar will 
  confess that the number of customers is running 
  dramatically low. A DC 15 Gather Information here will 
  provide a word of advice from Elizar that the PCs are up 
  against very powerful orcs and that they will need a lot of 
  fast healing, so she will recommend buying healing potions 
  from the Chapel of Pelor church or from her. 
   
  If any PC is injured, cursed or in some other way in 
  need of clerical services, then they should head to the 
  Chapel of Pelor located in the village. There Darian Mara 
  will help any PC in dire need, for the fee indicated by the 
  LGCS rules about spells.  
   
  A DC 10 Gather Information check will reveal Darian 
  worries about the power of the orcs. He believes that their 
  numbers may be too much for the 50 warriors of the village 
  garrison. He will also claim that he will do everything that 
  he can to restore or heal the PCs. He will remind them that 
  the success of this mission will play a great role to the 
  future of the little village.  
   
  If the PCs make a DC 15 Gather Information check, 
  Darian will report that he senses weird energies coming 
  from the orc encampment. If asked for more information 
  he will say that he had dreams about a god who’s squeezing 
  Lord Lynette’s throat as hard as he can. 
   
  The PCs might want to visit the Landed Lord’s estate or 
  the common peasant homes. At the time however the 
  Lynette family estate is closed to the public. The Landed 
  Lord has a lot to worry about. The peasant homes can be 
  visited and with a DC 10 Gather Information check, the PC 
  can learn that the garrison is too inexperienced to even 
  hope winning the coming battle. Most of the warriors are 
  just eighteen year old boys and this is actually their first 
  chance to go to battle. 
   
  After the PCs have finished with all these locations 
  they can start their journey. Go to Encounter 1 
   
  � Jess Lynette: male human Clr4/Ftr3 
  � Harkin Gevies: male human Ftr2 
  � Avenal Astra: male human, Com5 
  � Elizar Gwydre: female human, Com3 
  � Kae: male human Ftr6 
  � Darian Mara: male human Clr3 - Pelor 
   
  Alternate Introduction: 
  Starting at the City Of Knurl 
  If the PCs start their adventure at the city of Knurl, a man 
  approaches them in the Seahorse Inn. He introduces 
  himself as Dilys Stratens of Knurl. He will say that the 
  village of Nlul has made a call for individuals willing to 
  perform a special patriotic mission of some sort. He will 
  then say that the man that should see is Harkin Gevies. If 
  asked for a reward he will say that Landed Lord Lynette is 
  very famous for his generosity and that he is sure that 
  Lynette will reward them. 
   
  If the PCs agree to take the mission, he will tell them 
  that he will disguise them as farmers and help them break 
  through the blockade that the orcs have thrown up around 
  the village. The PCs should arrive in Nlul with no trouble at 
  all. 
   
  � Dilys Stratens Of Knurl: male human Rog7 
   
  Encounter 1: 
  Love At First Sight 
  The PCs should start their journey to the entrance of the 
  secret passage without any further hesitation. When they 
  have walked north about two hours, roll a 6d6x40 ft. roll 
  (maximum Spot distance for plains). Have the PCs roll a 
  Spot check. Pick the best roll and multiply it by 10. That’s 
  the distance that the PCs spot what is described in the text 
  below. Remember to reduce the distance if it’s higher that 
  the maximum spot distance, that you rolled for earlier.  
   
  When this is done, read the following paragraph. 
   
  Suddenly you spot a man, tied to a tree. He wears no 
  clothes on and he seems to barely be able to hold his 
  consciousness. He seems to be an ugly young man, 
  wearing just a piece of hide around his pelvis. 
   
  The PCs have a variety of choices. They can leave him be 
  and press on the objective. They can approach and untie 
  him. If they try to speak with him, he won’t answer. Even a 
  Heal check won’t do any good. If however someone decides 
  
  Call To Arms! 
   
  Page 7 
  to heal him from his subdual damage, he will regain 
  consciousness and speak: 
   
  “Dear friends! Thank Pelor! My name is Emher. You have 
  got to help me. The darn girl! She bewitched me with her 
  flute and stole all my clothes! Please, you have to retrieve 
  them for me! Bring me the girl back also!  And I will 
  reward you with a valuable potion.” 
   
  Again the PCs could say that they have important things to 
  do, and won’t bother helping the robbed man. In that case 
  they leave him be and press on their journey. 
   
  If however they are willing to help read them the 
  following text: 
   
  “She headed west, I suppose two hours ago! I bet that if 
  you hustle fast enough, you will catch up with her!” 
   
  After one hour of hustle, roll a 6d6x40 ft. roll (maximum 
  Spot distance for plains). Then make the PCs roll a Spot 
  check. Pick the best roll and multiply it by 10. That’s the 
  Spot distance. The PCs can spot that they are catching up 
  upon a very beautiful half elf woman. The woman is 
  carrying a set of clothes made from hide. When she is 
  aware of the PCs she will stop and head to her place. She 
  will approach smiling and say: 
   
  “Dear friends! I hope that you do not wish me harm. My 
  name is Erroll and I am a bard in Knurl.  But why are you 
  following me?” 
   
  Give the PCs a chance to explain themselves, why they are 
  after her and about Emher. Then the girl starts crying. Read 
  them the following paragraph: 
   
  “Oh Pelor! Sweet bringer of light, please help me! This 
  man is harassing me for three days now after he met me in 
  a Knurl’s tavern where I gave a show. At first I though, 
  well okay, a fan, but then he kept following me, asking me 
  to marry him. I had to knock him unconscious with my 
  flute and steal his clothes, so that he wouldn’t bother me 
  any more”. 
   
   And then the girl bursts into unstoppable tears. 
   
  The PCs have a lot of options. If they make a Sense Motive 
  check, consider it automatically successful. The girl is 
  telling the truth. There is no doubt about that. Actually 
  they can leave both of these people and continue with their 
  assignment, take the clothes back to Emher, or return to 
  Emher with his clothes and the girl. Erroll will protest a lot 
  if they choose this course of action, but she knows that she 
  isn’t a match for the PCs. 
   
  In the case that they return with or without the 
  clothes, but without Erroll, then read them the following 
  text: 
   
  “So where’s the girl? You treacherous jackals, you want her 
  for yourself eh? No!!! Erroll loves me!!! Only ME! ”. 
   
  With that, Emher charges at you! 
   
  In the case that the PCs return with the clothes and the girl 
  Emher smiles broadly and says: 
   
  “Well my sweet love! See? I knew that you would return 
  willingly back to me. Now where were we? I am going to 
  take you to a nice temple in Knurl so we can marry and 
  then I am going to take you with me up into the 
  mountains”. 
   
  Erroll screams that she doesn’t want this kind of life, that 
  she hates him and so on. If the PCs decide to interfere in 
  the slightest and please read the following text: 
   
  “So you like the girl too? You treacherous jackals, you want 
  her for yourself eh? No!!! Erroll loves me!!! Only ME! ”.  
   
  With that, Emher charges at you! 
   
  Creatures: In this encounter the PCs have to face Emher, a 
  love crazed barbarian! Erroll will not take any part in this 
  fight. 
   
  � Erroll: female half-elf Brd2. 
   
  APL 2 (EL 2) 
  � Emher: male human Bbn2; hp 19; see Appendix 1 
   
  APL 4 (EL 3) 
  � Emher: male human Bbn3; hp 26; see Appendix 2 
   
  APL 6 (EL 4) 
  � Emher: male human Bbn4; hp 33; see Appendix 3 
   
  APL 8 (EL 5) 
  � Emher: male human Bbn5; hp 40; see Appendix 4 
   
  Tactics: Emher will attack the strongest looking PC first 
  and then he will proceed attacking the weaker characters. 
   
  Treasure: Emher potion can be looted for gold. The 
  club and the clothes don’t deserve the effort. 
   
  APL 2: Magic: potion of cure light wounds (4 gp). 
   
  APL 4: Magic: potion of cure light wounds (4 gp). 
   
  APL 6: Magic: potion of cure light wounds (4 gp).  
   
  APL 8: Magic: potion of cure light wounds (4 gp). 
  
  Call To Arms! 
   
  Page 8 
   
  Detect Magic Results: Potion of cure light wounds 
  (Faint Conjuration);  
   
   
  Development: Usually this encounter ends up with a fight. 
  When the barbarian falls dead or unconscious or otherwise 
  dealt with, Erroll (if she is present) will thank the PCs and 
  go on her way. 
    
  Encounter 2: 
  The Hextor Knight 
  After the previous incident, the PCs now can continue 
  their course far to the north, until they come upon closer to 
  the secret passage entrance. Roll a 6d6x40 ft. roll 
  (maximum Spot distance for plains). Then make the PCs 
  roll a Spot check. Pick the best roll and multiply it by 10. 
  That’s the distance that the PCs spot what is described in 
  the text below. At the same time however, roll secretly a 
  Spot check for the half-orc with the above rules. 
   
  Finally compare the rolls, if the PCs win the roll, read 
  them the first text below and allow them the freedom of 
  choice. If the Half-Orc won the roll he charges at the PCs, 
  and the characters spot him at the distance of their Spot 
  check charging at them (the half-orc is enjoying his 
  surprise round and continues his charge even closer) 
   
  Please read this text if the PCs have spotted the half-
  orc first (if the PCs encounter more than one half orc please 
  change the text accordingly): 
   
  Suddenly you spot a half-orc standing close to where the 
  entrance of the secret passage must be. He is wearing a full 
  plate and he is carrying a bastard sword and a short sword. 
  You can see that in front of his armor is carved a gauntlet 
  six barbed arrows. He scans his surroundings constantly. 
  However, it seems that he hasn’t spotted you yet. 
   
  In the case that the half-orc(s) have spotted the PCs, they 
  begin their charge. They are spotted at the spot distance 
  that the PCs rolled, please read the following text: 
   
  Suddenly you spot a half-orc running towards you. He is 
  wearing a full plate and he is carrying a bastard sword and 
  a short sword. You can see that in front of his armor is 
  carved a gauntlet gripping six barbed arrows. His eyes 
  seem fixed on you.  
   
  In this case the half-orc(s) receive a surprise round for 
  action. Play it through and then roll for initiative. 
    
  Creatures: The PCs are actually fighting against a number 
  of half-orc lieutenants and captains of the invading orc 
  army. This is just a taste for the things to come. 
   
  APL 2 (EL 5) 
  � Half-Orc Lieutenant (1): male half-orc Ftr5, hp 44; see 
  Appendix 1. 
   
  APL 4 (EL 7) 
  � Half-Orc Captain (1): male half-orc Ftr7, hp 60; see 
  Appendix 2. 
   
   
  APL 6 (EL 10) 
  � Half-Orc Captains (3): male half-orc Ftr7, hp 60; see 
  Appendix 3. 
   
   
  APL 8 (EL 12) 
  � Half-Orc Captains (5): male half-orc Ftr7, hp 60;  see 
  Appendix 4. 
   
  Tactics: The half-orc officers will focus on any follower of 
  Heironeous first and after that to any fighter, barbarian or 
  cleric. These officers are disciplined and won’t retreat no 
  matter what. If charmed, they will stop attacking but they 
  will not attack the other half-orcs, neither will allow the 
  PCs to enter the passage. 
   
   
  Treasure: The half-orcs can be looted for their 
  equipment after the end of the battle. 
   
  APL 2: Loot: 53 gp 
   
  APL 4: Loot: 128 gp. 
   
  APL 6: Loot: 384 gp. 
   
  APL 8: Loot: 640 gp. 
   
   
  Development: The PCs can retreat if they are wounded any 
  time. The half-orc(s) won’t leave his/their post, but the next 
  time the PCs come back they will find 1d2 orc sergeants 
  (see Appendix 1,2,3,4 according to APL) along with the 
  higher ranking officers. 
   
  Encounter 3: 
  The Secret Passage 
  The PCs now need to find the entrance to the secret 
  passage. This requires a DC 15 Search check. Once the PCs 
  spot the entrance of the Secret Passage, you should read 
  them the text below 
   
  Before you stands the doorway that you have been 
  searching for. The door is covered with rocks, but you can 
  see the pattern that Harkin told you of. With a slight push 
  the door opens and you see the start of a lighted corridor. 
   
  
  Call To Arms! 
   
  Page 9 
  Allow the PCs time for deciding for a marching order, 
  prepare weapons, and etc. When they enter the passage 
  read them the following text: 
   
  Everburning torches set securely into the wall to left and 
  right illuminate the passage. The passage is 15’ feet wide 
  and goes on as far the eye can see. The ceiling is of some 
  kind of dwarven stone that is shiny and reflects the light 
  to the floor making the passage even brighter. The floor is 
  made of a similar type of stone, only that it has various 
  colors like black, brown, grey, and red. Another type of 
  white stone (or metal) seems to be connecting all the 
  colorful stones together to a single floor. The walls are 
  made from white and black stones connected with the 
  same white material. 
   
  The only sounds are your footsteps and the soft 
  crackle of the torches, nothing else. The air inside the 
  passage is unexpectedly fresh, and the temperature is cool 
  and pleasant. 
   
  The PCs can inspect the area as much as they like, but only 
  a dwarf with a DC 10 Intelligence check will understand 
  that the air is fresh because the tunnel has been used 
  recently. Characters with the Track feat, can, on a 
  successful DC 20 Survival check discover a medium 
  humanoid footprint made by a medium creature wearing 
  heavy armor that disturbed the dust of the stone floor. The 
  tracks are headed to the exit where the PCs entered. 
   
  After that the PCs can walk to the north. After three 
  hours of walking you should read them the following text: 
   
  You continue to walk north, without problems. Suddenly 
  you hear footsteps echoing down the passage towards you. 
  Slow footsteps coming towards you from the north. 
   
  Make the PCs roll a Spot check. Pick the best roll and 
  multiply it by 10. Remember that the maximum Spot 
  distance is 6d6x10 ft, as the passage is well lit by the magical 
  torches. Equally the approaching zombies will be able to 
  spot the PCs in the torchlight. So make the calculations and 
  decide which side Spots the other first. Given the fact the 
  passage is well-lit and dead straight, neither side is going to 
  get surprise on the other.  
   
  When the PCs spot the zombies read them the 
  following text: 
   
  Suddenly you spot the reason for the noise. Dead bodies 
  are walking like they are alive. They see to go in circles or 
  move randomly. 
   
  If the zombies have spotted the PCs, read them the 
  following text: 
   
  Suddenly you spot the reason for the noise. Dead bodies 
  are walking like they are alive. They seem to be headed 
  your way. 
   
  Creatures: The type and number of the zombies depend on 
  the party APL. You can use Player’s Handout 1, for this 
  encounter. 
   
  APL 2 (EL 3) 
  � Ogre Zombie (1): hp 55; see Monster Manual page 267 
  and Appendix 1. 
   
  APL 4 (EL 4) 
  � Ogre Zombies (1): hp 55; see Monster Manual page 
  267 and Appendix 2. 
   
  APL 6 (EL 6) 
  � Ogre Zombies (3): hp 55; see Monster Manual page 
  267 and Appendix 3. 
   
  APL 8 (EL 8) 
  � Ogre Zombies (6): hp 55; see Monster Manual page 
  267 and Appendix 4. 
   
  Tactics: The zombies do not use any exceptional tactics. 
  They will attack the closest PC to them. They won’t retreat 
  unless turned. 
   
  Treasure: Beside the zombies is a corpse. Searching 
  that will uncover: at APL 2 a shirt of elven chain and at 
  higher APLs a wand of magic missiles (7
  th). 
   
  APL 2: Loot: 345 gp. 
   
  APL 4: Magic: wand of magic missile (7
  th)- (437 gp). 
   
  APL 6: Magic: wand of magic missile (7
  th)- (437 gp). 
   
  APL 8: Magic: wand of magic missile (7
  th)- (437 gp). 
   
  Detect Magic Results:  wand of magic missile 
  (Moderate Evocation);  
   
   
  Development: The PCs can continue walking north or they 
  can rout back south. 
   
  Troubleshooting: If the PCs retreat, the undead will 
  hunt them at top speed. They will not follow them out of 
  the passage however. 
   
  Encounter 4: 
  The Cadaver Cavern  
  Assuming the PCs deal with the zombies and decide to 
  continue north, they should walk around two hours 
  without any other distractions until they come across some 
  dead bodies.  
   
  Read the text below: 
  
  Call To Arms! 
   
  Page 10 
   
  As you continue to walk north, you enter a small round 
  chamber, about 20 ft. in diameter. Four orc corpses litter 
  the floor. The orcs were armed and armoured with 
  halberds, studded leather armor and javelins. One of the 
  bodies seems to be holding some kind of a pouch in his 
  cold, dead hand. The bodies appear to be half eaten.  
   
  The PCs can start searching the room, or search the bodies. 
  Have the PCS roll an Opposed Listen check vs the Move 
  Silently checks of the monstrous centipedes lurking in the 
  walls of the room. If any of the PCs are busy searching the 
  bodies of the orcs, apply a –2 circumstance check to their 
  Listen check. Any Pc failing the opposed check is surprised 
  and may not act in the surprise round of combat. 
   
  Creatures: There are a number of huge monstrous 
  centipedes here depending to the characters’ APL. They are 
  in hiding and very hungry despite the feast of orc flesh 
  they’ve had. Portions of food won’t do the trick, because 
  they have developed a flavor for warm flesh. You can use 
  Player’s Handout 2 for this encounter.  
   
  APL 2 (EL 2) 
  � Huge Monstrous Centipede (1): hp 44; see Monster 
  Manual page 286 and Appendix 1. 
   
  APL 4 (EL 4) 
  � Huge Monstrous Centipede (2): hp 4; see Monster 
  Manual page 286 and Appendix 2. 
   
  APL 6 (EL 4) 
  � Huge Monstrous Centipede (2): hp 44; see Monster 
  Manual page 286 and Appendix 3. 
   
  APL 8 (EL 5) 
  � Huge Monstrous Centipede (4): hp 44; see Monster 
  Manual page 286 and Appendix 4. 
   
  Tactics: The centipedes remain hidden until the characters 
  start searching the bodies of the orcs. Then they will drop 
  from the ceiling and attack the characters. The centipedes 
  will prefer to attack PCs with low AC first. 
   
  Treasure: If the PCs search the bodies of the orcs they 
  can loot them for their equipment. Inside the pouch is a 
  number of gp. 
   
  APL 2: Loot 32 gp; Coin: 16 gp. 
   
  APL 4: Loot 32 gp; Coin: 74 gp. 
   
  APL 6: Loot 32 gp; Coin: 43 gp. 
   
  APL 8: Loot 32 gp; Coin: 12 gp. 
   
   
  Development: The PCs can continue to the north and exit 
  the passage after an hour of walk, or fall back to the south 
  in Nlul direction. 
   
  Troubleshooting: If the PCs retreat the centipede 
  won’t follow. Instead, they will feast on the orc corpses. 
   
  Encounter 5: 
  The Orcish Camp 
  When the PCs exit the passage, they will find themselves 
  atop a low cliff, strewn with boulders and trees. You should 
  give them Players Handout 3 and read them the following 
  text: 
   
  Below you see the orcish camp spreading on the back of 
  the hills. It has dimensions 100 ft. x 100 ft. From here you 
  can spot three buildings. Two small structures sit at the 
  middle and western parts of the camp, while a large 
  building on the east side of the camp is also visible. The 
  camp has a wooden palisade around it, with a height about 
  3 feet. There is an entrance at the southern end of the 
  camp. You also see a number of orcs patrolling atop the 
  palisades, making circuits and looking vigilantly out over 
  the surrounding countryside. 
   
  Leave the PCs ponder about the next course of action. The 
  PCs are safe here, unless they do something extravagant 
  like light a fire or shout very loud. 
   
  The PCs have many choices. The characters can just 
  storm the fortress. Alternatively, the characters could take 
  the guards one by one and then get into the tents quietly. 
  The characters could try to enter the camp undetected and 
  steal the plans from the commander tent or kill the 
  sleeping enemies. There are a lot of ways for the PCs to act 
  and the DM should try to give the impression of living and 
  reactive camp, using the instructions below. 
   
  The camp consists of four areas: the perimeter, the 
  sergeants’ barracks, the ogres’ barracks and finally the 
  commander’s quarters. In this section the perimeter is 
  analyzed in detail. 
   
  The Perimeter 
   
  Creatures: There are a number of guards here depending on 
  the APL of the group. At all times please keep in mind that 
  the 1/3 of the force is sleeping inside the sergeant’s 
  barracks (round down if needs be). 
   
  APL 2 (EL 2) 
  � Orc Troopers (4): hp 5; see Monster Manual page 203 
  and Appendix 1. 
   
  
  Call To Arms! 
   
  Page 11 
  APL 4 (EL 3) 
  � Orc Troopers (6): hp 5; see Monster Manual page 203 
  and Appendix 1. 
   
  APL 6 (EL 4) 
  � Orc Troopers (9): hp 5; see Monster Manual page 203 
  and Appendix 1. 
   
  APL 8 (EL 5) 
  � Orc Troopers (12): hp 5; see Monster Manual page 203 
  and Appendix 1. 
   
  Tactics: The guards make continuous circuits around the 
  palisades. Every four hours, 1/3 of the patrol goes to the 
  sergeant’s barracks, wakes up the sleeping guards and 
  change shifts. This goes on without a break. Assume that 
  the orcs eat before their sleep in the sergeant’s barracks. 
   
  If an orc spots the PCs, he will shout as hard as he can 
  to warn the other guards before engaging the enemy. Then 
  the guard closest to the sergeants’ barracks follows the 
  protocol described here: wake up the guards sleeping in the 
  sergeants’ barracks and summon the sergeants. Finally, the 
  guard goes to notify the commander. All other guards 
  engage the PCs to stall them as much as possible. If the PCs 
  are first detected inside a building, the guards will rush into 
  that building to engage them 
   
  Treasure: The bodies of the orcs can be looted for their 
  equipment, but only if the PCs have time. Remember that 
  looting bodies takes time, as describe in the Treasure 
  Summary below. 
   
  APL 2: Loot 32 gp. 
   
  APL 4: Loot 48 gp. 
   
  APL 6: Loot 72 gp. 
   
  APL 8: Loot 96 gp. 
   
   
  Development: If the guards are neutralized, there are two 
  possibilities. Either the PCs have done this undetected, or 
  the guards succeeded in raising an alarm for the camp. If an 
  alarm has been raised, then the residents of the other 
  buildings most probably will change their habits 
  accordingly. 
   
  The PCs themselves have a variety of choices, they can 
  raid building 1 (Sergeants), building 2 (Commanders), or 
  building 3 (Ogres). 
   
  Troubleshooting: If the PCs decide that it is time to 
  retreat, then the orcs shall hunt them down. All the high 
  rank commanders, the Ogres and 2 Sergeants (if are 
  available), will remain behind. 
   
  Encounter 6: 
  The Sergeants’ Barracks 
  Once the PCs are inside the building 1, the DM should give 
  them Player’s Handout 4 and read the following text: 
   
  You find yourself inside a small building. The room has no 
  lighting whatsoever, except for the natural light that seeps 
  in through the windows. The ceiling has a height that can 
  accommodate only medium creatures and is made from 
  wood. The floor is made from large yellowish tablets that 
  are connected with mud between.  
   
  There is only one exit out of the room. This is the 
  south door that you used to enter it. Inside the room you 
  spot 7 beds and to the north of the room a small desk. The 
  room smells of varnish, the temperature is very pleasant, 
  and despite the fact it is mid-winter. You also here an 
  occasional crackle of wood and soon you spot some kind of 
  heating device made of metal. 
   
  If the guards have alerted the Sergeants, they should have 
  gone out to engage the PCs. If, however, no one has alerted 
  them, the Sergeants follow their program, described in 
  creatures section of this encounter. If the PCs enter the 
  building and the Sergeants are inside, please read them the 
  following text as well (please change the number of half-orc 
  officers as APL dictates): 
   
  However, you are not alone inside the building. There are 
  also [number] half-orcs. They are dressed in banded mail 
  and wield bastard and short swords. As they see you, they 
  wave some weird gestures to each other, and without 
  saying a word, they advance at you in a menacing way. 
   
  If the PCs entered the tent by the time that the sergeants 
  are asleep, read the following text: 
   
  You also notice that [number-1] of half-orcs rest on the 
  beds, while another sits at the desk, studying a piece of 
  map. 
   
  If the orc guards have raised an alarm, but the sergeants 
  have yet to emerge from the barracks, roll for initiative 
  normally. If the PCs have managed to sneak in undetected, 
  give them a surprise round. 
   
  Creatures: The creatures are half-orc sergeants. The 
  sergeants have a schedule to keep. Every day that they wake 
  up, they are inside their barracks making war exercises and 
  perfecting their skills with the bastard sword. During the 
  night all of them fall to sleep except for one who has watch 
  duty and stays awake sitting on the desk. He is the sergeant 
  
  Call To Arms! 
   
  Page 12 
  that is going to wake up the others if one of the perimeter 
  guards brings the news of the PCs presence. 
   
  If the sergeants are alerted, the one in the desk will 
  wake up everyone in two rounds. Add another two rounds 
  for them to gear up. In the fifth round, they come out of the 
  barracks to engage the PCs. 
   
  APL 2 (EL 2) 
  � Half-orc Sergeant (1): hp 28; see Appendix 1. 
   
  APL 4 (EL 3) 
  � Half-orc Sergeant (1): hp 28; see Appendix 2. 
   
  APL 6 (EL 5) 
  � Half-orc Sergeants (2): hp 28; see Appendix 3. 
   
  APL 8 (EL 7) 
  � Half-orc Sergeant (4): hp 28; see Appendix 4. 
   
  Tactics: If the camp is not alerted, a single sergeant will try 
  to run off unarmed and unarmored to the commander’s 
  quarters at full speed, even if that means attacks of 
  opportunity. The other sergeants engage the PCs normally, 
  shouting battle cries to alert others of the battle in progress.  
   
  If the sergeants are alert however, they are fully armed 
  and will come out of their building to turn the tide of the 
  battle. The sergeants fight very cleverly. They won’t 
  provoke attack of opportunities, unless of course they think 
  that they can get away with it, or think that is absolutely 
  necessary. The sergeants will try to attack obvious PC 
  wizards first, after that the clerics and after that heavy 
  armored characters. 
   
  Treasure: The sergeants can be looted for their 
  equipment. The paper that the desk sergeant was reading 
  has a content regarding the watches and is useless to the 
  PCs. Remember that looting takes time. 
   
  APL 2: Loot 24 gp. 
   
  APL 4: Loot 24 gp. 
   
  APL 6: Loot 48 gp. 
   
  APL 8: Loot 96 gp. 
   
   
  Development: Id the sergeants are neutralized, either the 
  PCs have done this undetected, or the sergeants succeeded 
  in raising an alarm for the camp. If an alarm has been 
  raised, then the residents of the other buildings most 
  probably will change their habits accordingly to the 
  descriptions below. 
   
  The PCs themselves have a variety of choices, they can 
  raid building 2 (Commander), or building 3 (Ogres). They 
  can also put out of commission any remaining patrolling 
  guards. 
   
  Troubleshooting: If the PCs decide that it is time to 
  retreat, then the orcs shall hunt them down. All the high 
  rank commanders, the ogres and 2 Sergeants (if are 
  available) will remain behind. 
   
  Encounter 7: 
  The Ogre Barracks 
  When the PCs enter building number three, hand over 
  Player’s Handout 5. Then start to read them the following 
  text: 
   
  You find yourself inside a small building. The room has no 
  lighting whatsoever, except for the natural light that seeps 
  in through the windows. The ceiling has a height that can 
  accommodate large creatures and is made from wood. The 
  floor is made from large yellowish tablets that are 
  connected with mud between. 
   
   
  There are two exits out of the building in the west 
  wall. Inside the room you spot 2 beds. The room smells of 
  varnish and the temperature is very pleasant despite the 
  fact that it is mid-winter. You also here an occasional 
  crackle of wood and soon you spot some kind of heating 
  device made of metal. 
   
  If the commander of the camp alerts the ogres, they should 
  be out of their quarters and guarding the commander’s tent. 
  If however, no one has alerted them, the ogres follow their 
  program, described in creatures section of this encounter. 
  If the PCs enter the building and the ogres are inside, 
  please read them the following text as well (please change 
  the number of ogres as APL dictates): 
   
  However, you are not alone inside the building. There are 
  also [number] ogres. They are dressed in hide armor and 
  wield a greatclub. As they see you, they bellow out a war 
  cry and advance at you menacingly. 
   
  If the PCs entered the tent while the ogres are asleep, read 
  the following text: 
   
  You also notice that [number] of ogres, rest on the beds of 
  the room. 
   
  If the orc guards have raised an alarm, but the ogres have 
  yet to emerge from the barracks, roll for initiative normally. 
  If the PCs have managed to sneak in undetected, give them 
  a surprise round. 
   
  Creatures: The creatures here are ogres and are the elite 
  troopers of the invading force, as well as the unknown 
  humanoid ally of the orcs. They are led to war by a powerful 
  
  Call To Arms! 
   
  Page 13 
  ogre mage. However, this creature is not present in this 
  camp. The number of the ogres depends on the APL of the 
  group. 
   
  The ogres have a very loose schedule. Every day that 
  they wake up, they are inside their building, drinking 
  eating and laughing. They don’t perform guard duties and 
  don’t generally emerge from their quarters. If an orc or half-
  orc sergeant comes in their quarters to request aid, they will 
  just laugh and ignore him. Only the commanding officer 
  can call them to arms. 
   
  APL 2 (EL 2) 
  � Ogre Trooper (1): hp 29; see Monster Manual page 199 
  and Appendix 1. 
   
  APL 4 (EL 4) 
  � Ogre Trooper (1): hp 29; see Monster Manual page 199 
  and Appendix 2. 
   
  APL 6 (EL 4) 
  � Ogre Trooper (1): hp 29; see Monster Manual page 199 
  and Appendix 3. 
   
  APL 8 (EL 7) 
  � Ogre Trooper (4): hp 29; see Monster Manual page 199 
  and Appendix 4. 
   
  Tactics: The ogres will attack any one that makes a 
  successful attack against them. If unhurt, they will attack 
  unarmored characters first. The ogres won’t bother to raise 
  an alarm, so if the characters go in the quarters undetected, 
  they stand a good chance of emerging undetected as well, 
  unless there are particularly loud cries or spectacular spell 
  effects (the ores are a rowdy lot and so the others in the 
  camp are accustomed to them brawling among themselves). 
  None of the orcs or half orcs will dare to check noises 
  inside this building. 
   
   
  Treasure: The ogres can be looted for their equipment. 
   
  APL 2: Loot 3 gp. 
   
  APL 4: Loot 3 gp. 
   
  APL 6: Loot 3 gp. 
   
  APL 8: Loot 12 gp. 
   
  Development: If the ogres are neutralized in the barracks, 
  The PCs themselves have a variety of choices, they can raid 
  building 2 (Commander), or building 1 (Sergeants). They 
  can also put out of commission any remaining patrolling 
  guards. 
   
  Troubleshooting: If the PCs decide that it is time to 
  retreat, then the ogres won’t follow them but they will stay 
  inside their building. 
   
  Encounter 8: 
  The Commanders’ Quarters 
  Once the PCs are inside the building numbered 2, the DM 
  should give them Player’s Handout 6 and read the 
  following text: 
   
  You find yourself inside a small building. The room has no 
  lighting whatsoever, except for the natural light that seeps 
  in through the windows. The ceiling has a height that can 
  accommodate only medium creatures and is made from 
  wood. The floor is made from large yellowish tablets that 
  are connected with mud between. 
   
  There is only one exit out of the room, the south door 
  through which you entered. Inside the room you spot 2 
  beds and a large table filled with maps and strategic plans. 
  The room smells of varnish and the temperature is very 
  pleasant, despite the mid-winter chill. You also here an 
  occasional crackle of wood and soon you spot some kind of 
  heating device made of metal. 
   
  If the commanders are alerted by the guards, they should 
  have called for the ogres and put them as sentries outside 
  the entrance of their quarters. If however, no one has 
  alerted them, the commanders are at the table discussing a 
  strategic plan. The commanders follow their program, 
  described in creatures section of this encounter. If the PCs 
  enter the building and the commanders are inside please 
  read them the following text as well (please change the 
  number of half-orc officers as APL dictates): 
   
  However, you are not alone inside the building. There are 
  also [number] half-orcs. They are dressed in full plate mail 
  and wield bastard and short swords. As they see you, they 
  draw their blades and bow slightly you, saying:  
   
  “So! You must be really able to reach thus far! Very 
  well! On your guard, sirs!”  
   
  They approach you with weapons at hand. 
   
  If the PCs entered the tent by the time that the 
  commanders are asleep, read the following text: 
   
  You also notice that [number] of half-orcs, rest on the beds 
  of the room. 
   
  If the orc guards have raised an alarm, but the commanders 
  have yet to emerge from the quarters, roll for initiative 
  normally. If the PCs have managed to sneak in undetected, 
  give them a surprise round. 
   
  Creatures: The creatures here are half orc commanders. 
  Every day that they wake up, and they stay inside their tent 
  
  Call To Arms! 
   
  Page 14 
  pondering over the maps and making strategic decisions. 
  During the night all of them fall to sleep. 
   
  If the commanders are alerted, they will wake up in 
  one round. Calculate another 40 rounds for them to gear up 
  in their full plate. After that, they emerge to call for the 
  ogre sentries and then return to their quarters. If they hear 
  that the ogres have engaged an opponent, they come out of 
  their tent to engage the enemy also. 
   
  APL 2 (EL 6) 
  � Half-Orc Lieutenant (1): hp 44; see Appendix 1. 
   
  APL 4 (EL 8) 
  � Half-Orc Captain (1): hp 60; see Appendix 2. 
   
  APL 6 (EL 11) 
  � Half-Orc Captains (4): hp 60; see Appendix 3. 
   
  APL 8 (EL 11) 
  � Half-Orc Captain (4): hp 60; see Appendix 4. 
   
  Tactics: The captains attack obvious magic users first, after 
  that the clerics and last every other heavy armored 
  character. If the commanders are unarmored, or are the 
  first persons to spot the PCs, they will try to get out of their 
  barracks to raise the alarm and call the ogres to their aid. 
   
  Treasure: The commanders can be looted for their 
  equipment and a lot of gold pieces that rest in an unlocked 
  chest inside their buildings. 
   
  APL 2: Loot 53 gp; Coin: 338 gp. 
   
  APL 4: Loot 128 gp; Coin: 472 gp. 
   
  APL 6: Loot 512 gp; Coin: 265 gp. 
   
  APL 8: Loot 512 gp; Coin: 409 gp. 
   
   
  Development:  
   
  The papers on the table in these quarters are the very 
  plans and maps detailing the strength, dispositions and 
  plans of attack that the PCs have been sent here to find. 
  When the commanders are neutralized, either the PCs have 
  done this undetected, or the sergeants succeeded in raising 
  an alarm for the camp. If an alarm has been raised, then the 
  residents of the other buildings most probably will change 
  their habits accordingly to the description. 
   
  The PCs themselves have a variety of choices, they can 
  raid building 3 (ogres), or building 1 (Sergeants). They can 
  also put out of commission any remaining patrolling 
  guards. Alternatively they can flee into the night. 
   
  Troubleshooting: If the PCs retreat from the fight the 
  commanders won’t follow them. They will assign troopers 
  for this task. 
   
  Conclusion 
  When the PCs steal the plans and neutralize the enemy 
  camp, they could use the secret passage to return back to 
  the village of Nlul. They should head back immediately to 
  the garrison building, and Harkin Gevies. He will address 
  the PCs. Please read them the following text: 
   
   
  “Thank you so much for this service. You cannot even 
  imagine what you have achieved today! Our village now 
  may have a faint hope for survival. And to keep my end of 
  the bargain, please bring me a single weapon for 
  ensorceling, and the money to perform the magic and I 
  will do my best to help you with your request! 
   
  “Again I thank you noble heroes. The times are indeed 
  very dark but today we made a spark of hope!” 
   
   
  The PCs are free to buy whatever they want and close 
  the adventure. The battle of Nlul is about to begin! 
   
  � Two influence points with Count Joachim Dunstan of 
  Knurl: You have participated in the operations and 
  succeeded in the stealing of plans for the assault on Nlul, is 
  awarded two influence points with Count Joachim. 
   
  � Upgrade a weapon: A character can upgrade a weapon 
  (from masterwork to +1, from +1 to +2 and finally from +2 
  to +3) as long as they pay the amount necessary for the 
  upgrade. 
   
  Campaign  
  Consequences 
  Please email at: cman@cman.gr the answers to the 
  following questions: 
   
  Did the PCs steal the plans? 
   
  What where the exact numbers of creatures that the PC 
  eliminated? 
   
  The End 
   
  
  Call To Arms! 
   
  Page 15 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 1: Love At First Sight 
  Dispose Emher 
   
  APL2  
    60 XP  
  APL4  
    90 XP  
  APL6  
  120 XP  
  APL8  
  150 XP 
   
  Encounter 2: The Hextor Knight 
  Defeat the Knight 
  APL2  
  150 XP  
  APL4  
  210 XP  
  APL6  
  300 XP  
  APL8  
  360 XP 
   
  Encounter 3: The Secret Passage 
  Defeat the zombies 
  APL2  
    90 XP  
  APL4  
  120 XP  
  APL6  
  180 XP  
  APL8  
  240 XP 
   
  Encounter 4: The Cadaver Cavern  
  Defeat the centipedes 
  APL2  
    60 XP  
  APL4  
  120 XP  
  APL6  
  120 XP  
  APL8  
  150 XP 
   
  Encounter 5: The Orcish Camp 
  Defeat the orc troopers 
  APL2  
    60 XP  
  APL4  
    90 XP  
  APL6  
  120 XP  
  APL8  
  150 XP 
   
  Encounter 6: The Sergeants’ Barracks 
  Defeat the half-orc sergeants 
  APL2  
    60 XP  
  APL4  
    90 XP  
  APL6  
  150 XP  
  APL8  
  210 XP 
   
  Encounter 7: The Ogre Barracks 
  Defeat the ogre troopers 
  APL2  
    60 XP  
  APL4  
  120 XP  
  APL6  
  120 XP  
  APL8  
  210 XP 
   
  Encounter 8: The Commanders’ Quarters 
  Defeat the commanders 
  APL2  
  180 XP  
  APL4  
  240 XP  
  APL6  
  330 XP  
  APL8  
  330 XP 
   
  Discretionary Role-playing Award 
  APL2  
  180 XP  
  APL4  
  270 XP  
  APL6  
  360 XP  
  APL8  
  450 XP 
   
  Total Possible Experience:  
   
  APL2  
  900 XP  
  APL4  
  1350 XP  
  APL6  
  1800 XP  
  APL8  
  2250 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, usually 
  finding it in the possession of their foes. Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes per 
  every 5 enemies, and if the characters cannot take the time to 
  loot the bodies, they do not gain this gold. If you feel it is 
  reasonable that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, and 
  so on), characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure. Many 
  times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it. Other times they may attempt to use the item 
  
  Call To Arms! 
   
  Page 16 
  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. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 1: Love At First Sight 
   
  APL 2: Magic: 4 gp 
   
  APL 4: Magic: 4 gp 
   
  APL 6: Magic: 4 gp 
   
  APL 8: Magic: 4 gp 
   
  Encounter 2: The Hextor Knight 
   
  APL 2: Loot: 53 gp 
   
  APL 4: Loot: 128 gp; 
   
  APL 6: Loot: 384 gp;  
   
  APL 8: Loot: 640 gp;  
   
  Encounter 3: The Secret Passage 
   
  APL 2: Loot: 345 gp; 
   
  APL 4: Magic: 437 gp 
   
  APL 6: Magic: 437 gp 
   
  APL 8: Magic: 437 gp 
   
  Encounter 4: The Cadaver Cavern  
   
  APL 2: Loot: 32 gp; Coin: 16 gp; 
   
  APL 4: Loot: 32 gp; Coin: 74 gp;  
   
  APL 6: Loot: 32 gp; Coin: 43 gp; 
   
  APL 8: Loot: 32 gp; Coin: 12 gp;  
   
  Encounter 5: The Orcish Camp 
   
  APL 2: Loot: 32 gp; 
   
  APL 4: Loot: 48 gp;  
   
  APL 6: Loot: 72 gp;  
   
  APL 8: Loot: 96 gp;  
   
  Encounter 6: The Sergeant’s Barracks 
   
  APL 2: Loot: 24 gp;  
   
  APL 4: Loot: 24 gp; 
   
  APL 6: Loot: 48 gp;  
   
  APL 8: Loot: 96 gp;  
   
  Encounter 7: The Ogre Barracks 
   
  APL 2: Loot: 3 gp;  
   
  APL 4: Loot: 3 gp;  
   
  APL 6: Loot: 3 gp;  
   
  APL 8: Loot: 12 gp;  
   
  Encounter 8: The Commanders’ Quarters 
   
  APL 2: Loot: 53 gp; Coin: 338 gp;  
   
  APL 4: Loot: 128 gp; Coin: 472 gp;  
   
  APL 6: Loot: 512 gp; Coin: 265 gp;  
   
  APL 8: Loot: 512 gp; Coin: 409 gp;  
   
  Total Possible Treasure 
   
  APL 2: Loot: 542 gp; Coin: 354 gp; Magic: 4 gp - Total: 
  900 gp 
   
  APL 4: Loot: 363 gp; Coin: 546 gp; Magic: 441 gp - 
  Total: 1350 gp 
   
  APL 6: Loot: 1051 gp; Coin: 308 gp; Magic: 441 gp - 
  Total: 1800 gp 
   
  APL 8: Loot: 1388 gp; Coin: 421 gp; Magic: 441 gp - 
  Total: 2250 gp 
   
  Special 
  � Two influence points with Count Joachim Dunstan of 
  Knurl: You have participated in the operations and 
  succeeded in the stealing of plans for the assault on Nlul, is 
  awarded two influence points with Count Joachim. 
   
  � Upgrade a weapon: A character can upgrade a weapon 
  (from masterwork to +1, from +1 to +2 and finally from +2 
  to +3) as long as they pay the amount necessary for the 
  upgrade. 
   
  Items for the Adventure Record 
   
  � Two influence points with Count Joachim Dunstan of 
  Knurl: You have participated in the operations and 
  succeeded in the stealing of plans for the assault on Nlul, is 
  awarded two influence points with Count Joachim. 
   
  � Upgrade a weapon: A character can upgrade a weapon 
  (from masterwork to +1, from +1 to +2 and finally from +2 
  to +3) as long as they pay the amount necessary for the 
  upgrade. 
   
  Item Access 
  APL 2 
  � potion of cure light wounds (Regional, CL 3
  rd, 
  DMG) 
  � Elven chain (Regional, CL -, DMG) 
   
  
  Call To Arms! 
   
  Page 17 
  APL 4-8 (All of APL 2, minus the elven chain, plus the 
  following) 
  � potion of cure light wounds  (Regional, CL 3
  rd, 
  DMG) 
  � wand of magic missile (7
  th) (Regional, CL 7
  th, 
  DMG) 
   
   
   
   
   
  
  Call To Arms 
   
  Page 18 
  Appendix 1: 
  APL 2 
  Emher: male human Barbarian 2; CR 2; Medium 
  humanoid human; HD 2d12; hp 19; Init +1; Spd 40 ft.; 
  AC 11, touch 11, flat-footed 10; Base Atk +2; Grp +6; 
  Atk +7 melee (1d10+4, greatclub); Full Atk +7 melee 
  (1d10+4, greatclub); SQ fast movement, illiteracy, rage 
  1/day, uncanny dodge; AL CN; SV Fort +3, Ref +1, Will 
  +0; Str 18, Dex 12, Con 10, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +9, Listen +5, Spot +5, 
  Swim +5; Weapon Focus (greatclub). 
   
  Fast Movement (Ex): Runs +10 ft. that his race, 
  when wearing none, light, or medium armor. 
   
  Rage (Ex): Temporary (for 3 rounds plus the 
  improved constitution bonus) incensement of +4 
  strength and constitution scores plus a +2 bonus on 
  morale saves, but suffers a -2 penalty to AC. He can 
  rage once per day. 
   
  Uncanny Dodge (Ex): He retains his Dex bonus 
  even when flat-footed. He doesn’t retain it when he is 
  immobilized. 
   
  Possessions: Greatclub, cure light wounds potion, 
  set of plain clothes. 
   
  Physical Description: A man, tied to a tree. He 
  wears no clothes and he seems to barely be conscious. 
  He seems to be an ugly young man, wearing just a 
  piece of hide around his hips. 
   
  Ogre Zombie: CR 3; Large undead; HD 8d12+3; hp 55; 
  Init -2; Spd 40 ft.; AC 15 (touch 7, flat-footed 15); Base 
  Atk +4; Grp +14; Atk +9 melee (2d8+9/[x2], slam); Full 
  Atk +9 melee (2d8+9/[x2], slam); Space/Reach 10 ft./10 
  ft.; SQ Single actions only, damage reduction 
  5/slashing, darkvision 60 ft., undead traits; AL NE; SV 
  Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 
  10, Cha 1. 
   
  Skills and Feats: Toughness. 
   
  Physical Description: This zombie comes surely 
  from an ogre corpse. There are several places that are 
  proving evident that the creature had suffered a violent 
  death. 
   
  Huge Monstrous Centipede: CR 2; Huge vermin; HD 
  6d8+6; hp 44; Init +2; Spd 40 ft., climb 40 ft.; AC 16 
  (touch 10, flat-footed 16); Base Atk +4; Grp +15; Atk +5 
  melee (2d6+4/x2 plus poison, bite); Full Atk +5 melee 
  (2d6+4/[x2] plus poison, bite); Space/Reach 15 ft./10 
  ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL 
  N; SV Fort +6, Ref +4, Will +2; Str 17, Dex 15, Con 12, 
  Int -, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +11, Hide +2, Spot +4. 
   
  Poison (Ex): A monstrous centipede has poisonous 
  bite, with a DC 14 and damage 1d6 to Dex. The 
  indicated damage is both initial and secondary. 
   
  Orc Trooper: Male orc warrior 1; CR 1/2; Medium 
  humanoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft; AC 13 
  [touch 10, flat-footed 13]; Base Atk +1; Grp +4; Atk +4 
  melee (2d4+4 / 18-20[x2], falchion) or +1 ranged (1d6+3 
  / [x2], javelin);  Full Atk +4 melee (2d4+4 / 18-20[x2], 
  falchion) or +1 ranged (1d6+3 / [x2], javelin); SQ 
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort +3, 
  Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 
  6. 
   
  Skills and Feats: Listen +1, Spot +1; Alertness. 
   
  Light Sensitivity (Ex): Orcs suffer a -1 penalty to 
  attack rolls in bright sunlight or within the radius of a 
  daylight spell. 
   
  Darkvision 60 ft. (Ex): Orcs see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Falchion, javelin and studded leather 
  armor. 
   
  Half-Orc Sergeant: Male half-orc fighter 3; CR 3; 
  Medium humanoid; HD 3d10+6; hp 28; Init +1; Spd 20 
  ft.; AC 17 (touch 11, flat-footed 16); Base Atk +3; Grp 
  +6; Atk +5 melee (1d10+3/ 19-20 [x2], bastard sword), 
  +5 melee (1d6+1/ 19-20 [x2], short sword); Full Atk +5 
  melee (1d10+3/ 19-20 [x2], bastard sword), +5 melee 
  (1d6+1/ 19-20 [x2], short sword); SQ Dark vision 60 ft. 
  orc traits; AL LE; SV Fort +5, Ref +2, Will -1; Str 17, Dex 
  15, Con 14, Int 14, Wis 8, Cha 6. 
   
  Skills and Feats: Intimidate +4, Listen +2, Ride +7, 
  Spot +2; Exotic Weapon Proficiency (Bastard Sword), 
  Two Weapon Fighting, Weapon Focus (Bastard 
  Sword), Weapon Focus (Short Sword). 
   
  Darkvision 60 ft. (Ex): Half-orcs see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Banded mail, bastard sword, short 
  sword. 
   
  Half-Orc Lieutenant: Male half-orc Ftr5; CR 5; 
  Medium humanoid; HD 5d10+10; hp 44; Init +0; Spd 
  20 ft.; AC 17 (touch 10, flat-footed 17); Base Atk +5; Grp 
  +8; Atk +7 melee (1d10+5/ 19-20 [x2], bastard sword), 
  +7 melee (1d6+1/ 19-20 [x2], short sword); Full Atk +7 
  melee (1d10+5/ 19-20 [x2], bastard sword), +7 melee 
  (1d6+1/ 19-20 [x2], short sword); SQ Dark vision 60 ft. 
  
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  Page 19 
  orc traits; AL LE; SV Fort +6, Ref +1, Will +0; Str 17, 
  Dex 15, Con 14, Int 14, Wis 9, Cha 6. 
   
  Skills and Feats: Intimidate +6, Listen +3, Ride +8, 
  Spot +3; Exotic Weapon Proficiency (Bastard Sword), 
  Two Weapon Fighting, Weapon Focus (Bastard 
  Sword), Weapon Focus (Short Sword), Weapon 
  Specialization (bastard sword). 
   
  Darkvision 60 ft. (Ex): Half-orcs see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Half plate, bastard sword, short 
  sword. 
   
  Half-Orc Captain: Male half-orc fighter 7; CR 7; 
  Medium humanoid; HD 7d10+14; hp 60; Init +1; Spd 
  20 ft.; AC 19 (touch 11, flat-footed 18); Base Atk +7/+2; 
  Grp +10; Atk +9 melee (1d10+5/ 19-20 [x2], bastard 
  sword), +9 melee (1d6+3/ 19-20 [x2], short sword); Full 
  Atk +9 melee (1d10+5/ 19-20 [x2], bastard sword), +4 
  melee (1d10+5/ 19-20 [x2], bastard sword), +9 melee 
  (1d6+3/ 19-20 [x2], short sword); SQ Dark vision 60 ft. 
  orc traits; AL LE; SV Fort +7, Ref +3, Will +0; Str 17, 
  Dex 15, Con 14, Int 14, Wis 9, Cha 6. 
   
  Skills and Feats: Intimidate +8, Listen +4, Ride 
  +11, Spot +4; Exotic Weapon Proficiency (Bastard 
  Sword), Two Weapon Fighting, Weapon Focus 
  (Bastard Sword), Weapon Focus (Short Sword), 
  Weapon Specialization (bastard sword) Weapon 
  Specialization (short sword). 
   
  Darkvision 60 ft. (Ex): Half-orcs see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Full plate, bastard sword, short sword. 
   
  Ogre Trooper: Male ogre warrior 1; CR 3; Large giant; 
  HD 4d8+11; hp 29; Init -1; Spd 30 ft.; AC 16 (touch 8, 
  flat-footed 16); Base Atk +3; Grp +12; Atk +8 melee 
  (2d8+7/[x2], greatclub) or +1 ranged (1d8+5/[x2], 
  javelin); Full Atk +8 melee (2d8+7/[x2], greatclub); 
  Space/Reach 10ft./ 10 ft.; SQ Darkvision 60 ft., low-
  light vision; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, 
  Dex 8, Con 15, Int 6, Wis 10, Cha 7. 
   
  Skills and Feats: Climb +5, Listen +2, Spot +2; 
  Toughness, Weapon Focus (greatclub). 
   
  Possessions: Hide armor, greatclub, javelin.
  
  Call To Arms 
   
  Page 20 
  Appendix 2: 
  APL 4 
  Emher: male human Barbarian 3; CR 3; Medium 
  humanoid human; HD 3d12; hp 26; Init +1; Spd 40 ft.; 
  AC 11 (touch 11, flat-footed 10); Base Atk +3; Grp +7; 
  Atk +8 melee (1d10+4, greatclub); Full Atk +8 melee 
  (1d10+4, greatclub); SQ fast movement, illiteracy, rage 
  1/day, trap sense +1, uncanny dodge; AL CN; SV Fort 
  +3, Ref +2, Will +1; Str 18, Dex 12, Con 10, Int 10, Wis 
  10, Cha 10. 
   
  Skills and Feats: Climb +10, Listen +6, Spot +6, 
  Swim +6; Power Attack, Weapon Focus (greatclub). 
   
  Fast Movement (Ex): Runs +10 ft. that his race, 
  when wearing none, light, or medium armor. 
   
  Rage (Ex): Temporary (for 3 rounds plus the 
  improved constitution bonus) incensement of +4 
  strength and constitution scores plus a +2 bonus on 
  morale saves, but suffers a -2 penalty to AC. He can 
  rage once per day. 
   
  Trap Sense +1 (Ex): Has a +1 Dodge Ac bonus 
  against the attack roll of any trap. 
   
  Uncanny Dodge (Ex): He retains his Dex bonus 
  even when flat-footed. He doesn’t retain it when he is 
  immobilized. 
   
  Possessions: Greatclub, cure light wounds potion, 
  set of plain clothes. 
   
  Physical Description: A man, tied to a tree. He 
  wears no clothes and he seems to barely be conscious. 
  He seems to be an ugly young man, wearing just a 
  piece of hide around his hips. 
   
  Ogre Zombie: CR 3; Large undead; HD 8d12+3; hp 55; 
  Init -2; Spd 40 ft.; AC 15 (touch 7, flat-footed 15); Base 
  Atk +4; Grp +14; Atk +9 melee (2d8+9/[x2], slam); Full 
  Atk +9 melee (2d8+9/[x2], slam); Space/Reach 10 ft./10 
  ft.; SQ Single actions only, damage reduction 
  5/slashing, darkvision 60 ft., undead traits; AL NE; SV 
  Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 
  10, Cha 1. 
   
  Skills and Feats: Toughness. 
   
  Physical Description: This zombie comes surely 
  from an ogre corpse. There are several places that are 
  proving evident that the creature had suffered a violent 
  death. 
   
  Huge Monstrous Centipede: CR 2; Huge vermin; HD 
  6d8+6; hp 44; Init +2; Spd 40 ft., climb 40 ft.; AC 16 
  (touch 10, flat-footed 16); Base Atk +4#; Grp +15; Atk +5 
  melee (2d6+4/[x2] plus poison, bite); Full Atk +5 melee 
  (2d6+4/[x2] plus poison, bite); Space/Reach 15 ft./10 
  ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL 
  N; SV Fort +6, Ref +4, Will +2; Str 17, Dex 15, Con 12, 
  Int -, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +11, Hide +2, Spot +4. 
   
  Poison (Ex): A monstrous centipede has poisonous 
  bite, with a DC 14 and damage 1d6 to Dex. The 
  indicated damage is both initial and secondary. 
   
  Orc Trooper: Male orc warrior 1; CR 1/2; Medium 
  humanoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft; AC 13 
  [touch 10, flat-footed 13]; Base Atk +1; Grp +4; Atk +4 
  melee (2d4+4 / 18-20[x2], falchion) or +1 ranged (1d6+3 
  / [x2], javelin);  Full Atk +4 melee (2d4+4 / 18-20[x2], 
  falchion) or +1 ranged (1d6+3 / [x2], javelin); SQ 
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort +3, 
  Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 
  6. 
   
  Skills and Feats: Listen +1, Spot +1; Alertness. 
   
  Light Sensitivity (Ex): Orcs suffer a -1 penalty to 
  attack rolls in bright sunlight or within the radius of a 
  daylight spell. 
   
  Darkvision 60 ft. (Ex): Orcs see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Falchion, javelin and studded leather 
  armor. 
   
  Half-Orc Sergeant: Male half-orc fighter 3; CR 3; 
  Medium humanoid; HD 3d10+6; hp 28; Init +1; Spd 20 
  ft.; AC 17 (touch 11, flat-footed 16); Base Atk +3; Grp 
  +6; Atk +5 melee (1d10+3/ 19-20 [x2], bastard sword), 
  +5 melee (1d6+1/ 19-20 [x2], short sword); Full Atk +5 
  melee (1d10+3/ 19-20 [x2], bastard sword), +5 melee 
  (1d6+1/ 19-20 [x2], short sword); SQ Dark vision 60 ft. 
  orc traits; AL LE; SV Fort +5, Ref +2, Will -1; Str 17, Dex 
  15, Con 14, Int 14, Wis 8, Cha 6. 
   
  Skills and Feats: Intimidate +4, Listen +2, Ride +7, 
  Spot +2; Exotic Weapon Proficiency (Bastard Sword), 
  Two Weapon Fighting, Weapon Focus (Bastard 
  Sword), Weapon Focus (Short Sword). 
   
  Darkvision 60 ft. (Ex): Half-orcs see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Banded mail, bastard sword, short 
  sword. 
   
  Half-Orc Lieutenant: Male half-orc fighter 5; CR 5; 
  Medium humanoid; HD 5d10+10; hp 44; Init +0; Spd 
  
  Call To Arms 
   
  Page 21 
  20 ft.; AC 17 (touch 10, flat-footed 17); Base Atk +5; Grp 
  +8; Atk +7 melee (1d10+5/ 19-20 [x2], bastard sword), 
  +7 melee (1d6+1/ 19-20 [x2], short sword); Full Atk +7 
  melee (1d10+5/ 19-20 [x2], bastard sword), +7 melee 
  (1d6+1/ 19-20 [x2], short sword); SQ Dark vision 60 ft. 
  orc traits; AL LE; SV Fort +6, Ref +1, Will +0; Str 17, 
  Dex 15, Con 14, Int 14, Wis 9, Cha 6. 
   
  Skills and Feats: Intimidate +6, Listen +3, Ride +8, 
  Spot +3; Exotic Weapon Proficiency (Bastard Sword), 
  Two Weapon Fighting, Weapon Focus (Bastard 
  Sword), Weapon Focus (Short Sword), Weapon 
  Specialization (bastard sword). 
   
  Darkvision 60 ft. (Ex): Half-orcs see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Half plate, bastard sword, short 
  sword. 
   
  Half-Orc Captain: Male half-orc fighter 7; CR 7; 
  Medium humanoid; HD 7d10+14; hp 60; Init +1; Spd 
  20 ft.; AC 19 (touch 11, flat-footed 18); Base Atk +7/+2; 
  Grp +10; Atk +9 melee (1d10+5/ 19-20 [x2], bastard 
  sword), +9 melee (1d6+3/ 19-20 [x2], short sword); Full 
  Atk +9 melee (1d10+5/ 19-20 [x2], bastard sword), +4 
  melee (1d10+5/ 19-20 [x2], bastard sword), +9 melee 
  (1d6+3/ 19-20 [x2], short sword); SQ Dark vision 60 ft. 
  orc traits; AL LE; SV Fort +7, Ref +3, Will +0; Str 17, 
  Dex 15, Con 14, Int 14, Wis 9, Cha 6. 
   
  Skills and Feats: Intimidate +8, Listen +4, Ride 
  +11, Spot +4; Exotic Weapon Proficiency (Bastard 
  Sword), Two Weapon Fighting, Weapon Focus 
  (Bastard Sword), Weapon Focus (Short Sword), 
  Weapon Specialization (bastard sword) Weapon 
  Specialization (short sword). 
   
  Darkvision 60 ft. (Ex): Half-orcs see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Full plate, bastard sword, short sword. 
   
  Ogre Trooper: Male ogre warrior 1; CR 3; Large giant; 
  HD 4d8+11; hp 29; Init -1; Spd 30 ft.; AC 16 (touch 8, 
  flat-footed 16); Base Atk +3; Grp +12; Atk +8 melee 
  (2d8+7/[x2], greatclub) or +1 ranged (1d8+5/[x2], 
  javelin); Full Atk +8 melee (2d8+7/[x2], greatclub); 
  Space/Reach 10ft./ 10 ft.; SQ Darkvision 60 ft., low-
  light vision; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, 
  Dex 8, Con 15, Int 6, Wis 10, Cha 7. 
   
  Skills and Feats: Climb +5, Listen +2, Spot +2; 
  Toughness, Weapon Focus (greatclub). 
   
  Possessions: Hide armor, greatclub, javelin.
  
  Call To Arms 
   
  Page 22 
   
  Appendix 3: 
  APL 6 
  Emher: male human Barbarian 4; CR 4; Medium 
  humanoid human; HD 4d12; hp 33; Init +1; Spd 40 ft.; 
  AC 11 (touch 11, flat-footed 10); Base Atk +4; Grp +8; 
  Atk +9 melee (1d10+4, greatclub); Full Atk +9 melee 
  (1d10+4, greatclub); SA Power attack; SQ Fast 
  movement, illiteracy, rage 2/day, trap sense +1, 
  uncanny dodge; AL CN; SV Fort +4, Ref +2, Will +1; Str 
  19, Dex 12, Con 10, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +11, Listen +7, Spot +7, 
  Swim +7; Power Attack, Weapon Focus (greatclub). 
   
  Fast Movement (Ex): Runs +10 ft. that his race, 
  when wearing none, light, or medium armor. 
   
  Rage (Ex): Temporary (for 3 rounds plus the 
  improved constitution bonus) incensement of +4 
  strength and constitution scores plus a +2 bonus on 
  morale saves, but suffers a -2 penalty to AC. He can 
  rage twice per day. 
   
  Trap Sense +1 (Ex): Has a +1 Dodge Ac bonus 
  against the attack roll of any trap. 
   
  Uncanny Dodge (Ex): He retains his Dex bonus 
  even when flat-footed. He doesn’t retain it when he is 
  immobilized. 
   
  Possessions: Greatclub, cure light wounds potion, 
  set of plain clothes. 
   
  Physical Description: A man, tied to a tree. He 
  wears no clothes and he seems to barely be conscious. 
  He seems to be an ugly young man, wearing just a 
  piece of hide around his hips. 
   
  Ogre Zombie: CR 3; Large undead; HD 8d12+3; hp 55; 
  Init -2; Spd 40 ft.; AC 15 (touch 7, flat-footed 15); Base 
  Atk +4; Grp +14; Atk +9 melee (2d8+9/[x2], slam); Full 
  Atk +9 melee (2d8+9/[x2], slam); Space/Reach 10 ft./10 
  ft.; SQ Single actions only, damage reduction 
  5/slashing, darkvision 60 ft., undead traits; AL NE; SV 
  Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 
  10, Cha 1. 
   
  Skills and Feats: Toughness. 
   
  Physical Description: This zombie comes surely 
  from an ogre corpse. There are several places that are 
  proving evident that the creature had suffered a violent 
  death. 
   
  Huge Monstrous Centipede: CR 2; Huge vermin; HD 
  6d8+6; hp 44; Init +2; Spd 40 ft., climb 40 ft.; AC 16 
  (touch 10, flat-footed 16); Base Atk +4#; Grp +15; Atk +5 
  melee (2d6+4/[x2] plus poison, bite); Full Atk +5 melee 
  (2d6+4/[x2] plus poison, bite); Space/Reach 15 ft./10 
  ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL 
  N; SV Fort +6, Ref +4, Will +2; Str 17, Dex 15, Con 12, 
  Int -, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +11, Hide +2, Spot +4. 
   
  Poison (Ex): A monstrous centipede has poisonous 
  bite, with a DC 14 and damage 1d6 to Dex. The 
  indicated damage is both initial and secondary. 
   
  Orc Trooper: Male orc warrior 1; CR 1/2; Medium 
  humanoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft; AC 13 
  [touch 10, flat-footed 13]; Base Atk +1; Grp +4; Atk +4 
  melee (2d4+4 / 18-20[x2], falchion) or +1 ranged (1d6+3 
  / [x2], javelin);  Full Atk +4 melee (2d4+4 / 18-20[x2], 
  falchion) or +1 ranged (1d6+3 / [x2], javelin); SQ 
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort +3, 
  Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 
  6. 
   
  Skills and Feats: Listen +1, Spot +1; Alertness. 
   
  Light Sensitivity (Ex): Orcs suffer a -1 penalty to 
  attack rolls in bright sunlight or within the radius of a 
  daylight spell. 
   
  Darkvision 60 ft. (Ex): Orcs see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Falchion, javelin and studded leather 
  armor. 
   
  Half-Orc Sergeant: Male half-orc fighter 3; CR 3; 
  Medium humanoid; HD 3d10+6; hp 28; Init +1; Spd 20 
  ft.; AC 17 (touch 11, flat-footed 16); Base Atk +3; Grp 
  +6; Atk +5 melee (1d10+3/ 19-20 [x2], bastard sword), 
  +5 melee (1d6+1/ 19-20 [x2], short sword); Full Atk +5 
  melee (1d10+3/ 19-20 [x2], bastard sword), +5 melee 
  (1d6+1/ 19-20 [x2], short sword); SQ Dark vision 60 ft. 
  orc traits; AL LE; SV Fort +5, Ref +2, Will -1; Str 17, Dex 
  15, Con 14, Int 14, Wis 8, Cha 6. 
   
  Skills and Feats: Intimidate +4, Listen +2, Ride +7, 
  Spot +2; Exotic Weapon Proficiency (Bastard Sword), 
  Two Weapon Fighting, Weapon Focus (Bastard 
  Sword), Weapon Focus (Short Sword). 
   
  Darkvision 60 ft. (Ex): Half-orcs see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Banded mail, bastard sword, short 
  sword. 
   
  Half-Orc Lieutenant: Male half-orc fighter 5; CR 5; 
  Medium humanoid; HD 5d10+10; hp 44; Init +0; Spd 
  
  Call To Arms 
   
  Page 23 
  20 ft.; AC 17 (touch 10, flat-footed 17); Base Atk +5; Grp 
  +8; Atk +7 melee (1d10+5/ 19-20 [x2], bastard sword), 
  +7 melee (1d6+1/ 19-20 [x2], short sword); Full Atk +7 
  melee (1d10+5/ 19-20 [x2], bastard sword), +7 melee 
  (1d6+1/ 19-20 [x2], short sword); SQ Dark vision 60 ft. 
  orc traits; AL LE; SV Fort +6, Ref +1, Will +0; Str 17, 
  Dex 15, Con 14, Int 14, Wis 9, Cha 6. 
   
  Skills and Feats: Intimidate +6, Listen +3, Ride +8, 
  Spot +3; Exotic Weapon Proficiency (Bastard Sword), 
  Two Weapon Fighting, Weapon Focus (Bastard 
  Sword), Weapon Focus (Short Sword), Weapon 
  Specialization (bastard sword). 
   
  Darkvision 60 ft. (Ex): Half-orcs see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Half plate, bastard sword, short 
  sword. 
   
  Half-Orc Captain: Male half-orc fighter 7; CR 7; 
  Medium humanoid; HD 7d10+14; hp 60; Init +1; Spd 
  20 ft.; AC 19 (touch 11, flat-footed 18); Base Atk +7/+2; 
  Grp +10; Atk +9 melee (1d10+5/ 19-20 [x2], bastard 
  sword), +9 melee (1d6+3/ 19-20 [x2], short sword); Full 
  Atk +9 melee (1d10+5/ 19-20 [x2], bastard sword), +4 
  melee (1d10+5/ 19-20 [x2], bastard sword), +9 melee 
  (1d6+3/ 19-20 [x2], short sword); SQ Dark vision 60 ft. 
  orc traits; AL LE; SV Fort +7, Ref +3, Will +0; Str 17, 
  Dex 15, Con 14, Int 14, Wis 9, Cha 6. 
   
  Skills and Feats: Intimidate +8, Listen +4, Ride 
  +11, Spot +4; Exotic Weapon Proficiency (Bastard 
  Sword), Two Weapon Fighting, Weapon Focus 
  (Bastard Sword), Weapon Focus (Short Sword), 
  Weapon Specialization (bastard sword) Weapon 
  Specialization (short sword). 
   
  Darkvision 60 ft. (Ex): Half-orcs see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Full plate, bastard sword, short sword. 
   
  Ogre Trooper: Male ogre warrior 1; CR 3; Large giant; 
  HD 4d8+11; hp 29; Init -1; Spd 30 ft.; AC 16 (touch 8, 
  flat-footed 16); Base Atk +3; Grp +12; Atk +8 melee 
  (2d8+7/[x2], greatclub) or +1 ranged (1d8+5/[x2], 
  javelin); Full Atk +8 melee (2d8+7/[x2], greatclub); 
  Space/Reach 10ft./ 10 ft.; SQ Darkvision 60 ft., low-
  light vision; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, 
  Dex 8, Con 15, Int 6, Wis 10, Cha 7. 
   
  Skills and Feats: Climb +5, Listen +2, Spot +2; 
  Toughness, Weapon Focus (greatclub). 
   
  Possessions: Hide armor, greatclub, javelin.
  
  Call To Arms 
   
  Page 24 
  Appendix 4: 
  APL 8 
   
  Emher: male human Barbarian 5 CR 5 Medium 
  humanoid human; HD 512; hp 40; Init +1; Spd 40 ft.; 
  AC 11 (touch 11, flat-footed 10); Base Atk +5; Grp +9; 
  Atk +10 melee (1d10+4, greatclub); Full Atk +10 melee 
  (1d10+4, greatclub); SA Power attack; SQ Fast 
  movement, illiteracy, rage 2/day, trap sense +1, 
  improved uncanny dodge; AL CN; SV Fort +4, Ref +2, 
  Will +1; Str 19, Dex 12, Con 10, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +12, Listen +8, Spot +8, 
  Swim +8; Power Attack, Weapon Focus (greatclub). 
   
  Fast Movement (Ex): Runs +10 ft. that his race, 
  when wearing none, light, or medium armor. 
   
  Rage (Ex): Temporary (for 3 rounds plus the 
  improved constitution bonus) incensement of +4 
  strength and constitution scores plus a +2 bonus on 
  morale saves, but suffers a -2 penalty to AC. He can 
  rage twice per day. 
   
  Trap Sense +1 (Ex): Has a +1 Dodge Ac bonus 
  against the attack roll of any trap. 
   
  Improved Uncanny Dodge (Ex): He retains his 
  Dex bonus even when flat-footed. He doesn’t retain it 
  when he is immobilized. Plus he cannot be flanked. 
   
  Possessions: Greatclub, cure light wounds potion, 
  set of plain clothes. 
   
  Physical Description: A man, tied to a tree. He 
  wears no clothes and he seems to barely be conscious. 
  He seems to be an ugly young man, wearing just a 
  piece of hide around his hips. 
   
  Ogre Zombie: CR 3; Large undead; HD 8d12+3; hp 55; 
  Init -2; Spd 40 ft.; AC 15 (touch 7, flat-footed 15); Base 
  Atk +4; Grp +14; Atk +9 melee (2d8+9/[x2], slam); Full 
  Atk +9 melee (2d8+9/[x2], slam); Space/Reach 10 ft./10 
  ft.; SQ Single actions only, damage reduction 
  5/slashing, darkvision 60 ft., undead traits; AL NE; SV 
  Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 
  10, Cha 1. 
   
  Skills and Feats: Toughness. 
   
  Physical Description: This zombie comes surely 
  from an ogre corpse. There are several places that are 
  proving evident that the creature had suffered a violent 
  death. 
   
  Huge Monstrous Centipede: CR 2; Huge vermin; HD 
  6d8+6; hp 44; Init +2; Spd 40 ft., climb 40 ft.; AC 16 
  (touch 10, flat-footed 16); Base Atk +4#; Grp +15; Atk +5 
  melee (2d6+4/[x2] plus poison, bite); Full Atk +5 melee 
  (2d6+4/[x2] plus poison, bite); Space/Reach 15 ft./10 
  ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL 
  N; SV Fort +6, Ref +4, Will +2; Str 17, Dex 15, Con 12, 
  Int -, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +11, Hide +2, Spot +4. 
   
  Poison (Ex): A monstrous centipede has poisonous 
  bite, with a DC 14 and damage 1d6 to Dex. The 
  indicated damage is both initial and secondary. 
   
  Orc Trooper: Male orc warrior 1; CR 1/2; Medium 
  humanoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft; AC 13 
  [touch 10, flat-footed 13]; Base Atk +1; Grp +4; Atk +4 
  melee (2d4+4 / 18-20[x2], falchion) or +1 ranged (1d6+3 
  / [x2], javelin);  Full Atk +4 melee (2d4+4 / 18-20[x2], 
  falchion) or +1 ranged (1d6+3 / [x2], javelin); SQ 
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort +3, 
  Ref +0, Will -2; Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 
  6. 
   
  Skills and Feats: Listen +1, Spot +1; Alertness. 
   
  Light Sensitivity (Ex): Orcs suffer a -1 penalty to 
  attack rolls in bright sunlight or within the radius of a 
  daylight spell. 
   
  Darkvision 60 ft. (Ex): Orcs see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Falchion, javelin and studded leather 
  armor. 
   
  Half-Orc Sergeant: Male half-orc fighter 3; CR 3; 
  Medium humanoid; HD 3d10+6; hp 28; Init +1; Spd 20 
  ft.; AC 17 (touch 11, flat-footed 16); Base Atk +3; Grp 
  +6; Atk +5 melee (1d10+3/ 19-20 [x2], bastard sword), 
  +5 melee (1d6+1/ 19-20 [x2], short sword); Full Atk +5 
  melee (1d10+3/ 19-20 [x2], bastard sword), +5 melee 
  (1d6+1/ 19-20 [x2], short sword); SQ Dark vision 60 ft. 
  orc traits; AL LE; SV Fort +5, Ref +2, Will -1; Str 17, Dex 
  15, Con 14, Int 14, Wis 8, Cha 6. 
   
  Skills and Feats: Intimidate +4, Listen +2, Ride +7, 
  Spot +2; Exotic Weapon Proficiency (Bastard Sword), 
  Two Weapon Fighting, Weapon Focus (Bastard 
  Sword), Weapon Focus (Short Sword). 
   
  Darkvision 60 ft. (Ex): Half-orcs see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Banded mail, bastard sword, short 
  sword. 
   
  Half-Orc Lieutenant: Male half-orc fighter 5; CR 5; 
  Medium humanoid; HD 5d10+10; hp 44; Init +0; Spd 
  
  Call To Arms 
   
  Page 25 
  20 ft.; AC 17 (touch 10, flat-footed 17); Base Atk +5; Grp 
  +8; Atk +7 melee (1d10+5/ 19-20 [x2], bastard sword), 
  +7 melee (1d6+1/ 19-20 [x2], short sword); Full Atk +7 
  melee (1d10+5/ 19-20 [x2], bastard sword), +7 melee 
  (1d6+1/ 19-20 [x2], short sword); SQ Dark vision 60 ft. 
  orc traits; AL LE; SV Fort +6, Ref +1, Will +0; Str 17, 
  Dex 15, Con 14, Int 14, Wis 9, Cha 6. 
   
  Skills and Feats: Intimidate +6, Listen +3, Ride +8, 
  Spot +3; Exotic Weapon Proficiency (Bastard Sword), 
  Two Weapon Fighting, Weapon Focus (Bastard 
  Sword), Weapon Focus (Short Sword), Weapon 
  Specialization (bastard sword). 
   
  Darkvision 60 ft. (Ex): Half-orcs see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Half plate, bastard sword, short 
  sword. 
   
  Half-Orc Captain: Male half-orc fighter 7; CR 7; 
  Medium humanoid; HD 7d10+14; hp 60; Init +1; Spd 
  20 ft.; AC 19 (touch 11, flat-footed 18); Base Atk +7/+2; 
  Grp +10; Atk +9 melee (1d10+5/ 19-20 [x2], bastard 
  sword), +9 melee (1d6+3/ 19-20 [x2], short sword); Full 
  Atk +9 melee (1d10+5/ 19-20 [x2], bastard sword), +4 
  melee (1d10+5/ 19-20 [x2], bastard sword), +9 melee 
  (1d6+3/ 19-20 [x2], short sword); SQ Dark vision 60 ft. 
  orc traits; AL LE; SV Fort +7, Ref +3, Will +0; Str 17, 
  Dex 15, Con 14, Int 14, Wis 9, Cha 6. 
   
  Skills and Feats: Intimidate +8, Listen +4, Ride 
  +11, Spot +4; Exotic Weapon Proficiency (Bastard 
  Sword), Two Weapon Fighting, Weapon Focus 
  (Bastard Sword), Weapon Focus (Short Sword), 
  Weapon Specialization (bastard sword) Weapon 
  Specialization (short sword). 
   
  Darkvision 60 ft. (Ex): Half-orcs see in absolute 
  darkness, for 60 ft. Darkvision is black and white only 
  but works like normal sight otherwise. 
   
  Possessions: Full plate, bastard sword, short sword. 
   
  Ogre Trooper: Male ogre warrior 1; CR 3; Large giant; 
  HD 4d8+11; hp 29; Init -1; Spd 30 ft.; AC 16 (touch 8, 
  flat-footed 16); Base Atk +3; Grp +12; Atk +8 melee 
  (2d8+7/[x2], greatclub) or +1 ranged (1d8+5/[x2], 
  javelin); Full Atk +8 melee (2d8+7/[x2], greatclub); 
  Space/Reach 10ft./ 10 ft.; SQ Darkvision 60 ft., low-
  light vision; AL CE; SV Fort +6, Ref +0, Will +1; Str 21, 
  Dex 8, Con 15, Int 6, Wis 10, Cha 7. 
   
  Skills and Feats: Climb +5, Listen +2, Spot +2; 
  Toughness, Weapon Focus (greatclub). 
   
  Possessions: Hide armor, greatclub, javelin.
  
  Call To Arms! 
   
  Page 26 
   
  Player’s Handout 1: 
  The Secret Passage 
    
   
  
  Call To Arms! 
   
  Page 27 
   
  Player’s Handout 2: 
  The Cadaver Cavern  
   
  
  Call To Arms! 
   
  Page 28 
   
   
  Player’s Handout 3: 
  The Orcish Camp 
   
  
  Call To Arms! 
   
  Page 29 
   
  Player’s Handout 4: 
  The Sergeants’ Barracks 
   
   
  
  Call To Arms! 
   
  Page 30 
   
  Player’s Handout 5: 
  The Ogre Barracks 
   
  
  Call To Arms! 
   
  Page 31 
   
  Player’s Handout 6: 
  The Commanders’ Quarters 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Splintered Suns and Scarlet Signs/Bone March/BNM4-04 - Call to Arms!.pdf