TEXT: Mail Call
  A One-Round D&D 3rd Edition LIVING GREYHAWK™ Adventure
  by Dennis Holmdahl
  With Assistance of Team Nyrond, the Kingdom of Nyrond Development Team
  It is six years after the Greyhawk Wars. The rebuilding of the Kingdom of Nyrond is continuing. It has been
  hard work for everyone, including you and your fellow members of the Kingdom's Militia. It has been boring,
  backbreaking work, and anything new would be a welcome change. It looks like you will be getting that
  chance. You have been given a new temporary assignment—delivering the mail! 
  An adventure for 1st-level characters.
  DUNGEONS & DRAGONS, D&D, GREYHAWK, ROLE PLAYING GAMES ASSOCIATION and RPGA are registered trademarks owned by Wizards of the Coast,
  Inc. LIVING GREYHAWK and the D20 system logo are trademarks owned by Wizards of the Coast, Inc. All Wizards characters, character names, and
  the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. Any reproductions or unauthorized use of material or artwork
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc.  This scenario is intended for organized play use
  only and may not be reproduced without approval of the RPGA Network. 
  © 2001 Wizards of the Coast, Inc. All rights reserved. 
  Visit our Website at:
  www.wizards.com/rpga
  NYR1-01
  
  GETTING STARTED
  Mail Call
  1
  T
  his is an RPGA® Network scenario for the DUNGEONS &
  DRAGONS® game. A four-hour time block has been allocated for
  each round of this scenario, but the actual playing time will be clos-
  er to three hours. The rest of the time is spent in preparation before
  game play, and scoring after the game. The following guidelines are
  here to help you with both the preparation and voting segment of
  the game. Read this page carefully so that you know and can com-
  municate to your players the special aspects of playing an RPGA
  scenario. 
  Preparation
  First you should print this scenario. This scenario was created to
  support double-sided printing, but printing it single sided will
  work as well. There is enough room along the inside margin to
  bind the adventure, if you desire. 
  Read this entire adventure at least once before you run your
  game. Be sure to familiarize yourself with any special rules, spells, or
  equipment presented in the adventure. It may help to highlight par-
  ticularly 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 require-
  ments 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 seven players partici-
  pating 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 rule books during cer-
  tain times of play. For example, the players are not free to consult
  the DUNGEON MASTER’s Guide when confronted with a trap or haz-
  ard, 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 allot-
  ted to run the scenario has run out, the players and DM score the
  game. The RPGA has three ways to score its games. Consult your
  convention coordinator to determine which method to use for
  this scenario:
  1-No-vote scoring: The players write their names and RPGA 
  numbers on the scoring packet grid. You fill in the top of the
  grid. That is all. No one is rated. This method is used for 
  people who are just playing for fun.
  2-Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide personal 
  information, but don’t vote for other players. The game 
  master rates the scenario and completes personal and event 
  information, but does not rate the players as a team or vote for
  players. This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game master wants 
  feedback on his or her own performance.
  3-Voting: Players and game masters complete the entire packet, 
  including voting for best player. If this method is used, be 
  sure to allow about 15-20 minutes for the players to briefly 
  describe their characters to the other players, and about 5-10
  minutes for voting. This method is used when the players 
  want to know who played the “best” amongst the group, or 
  when the adventure is run in tournament format with 
  winners and prizes. 
  When using voting, rank the players in order of your voting
  choice while they are completing their forms, so that you are not
  influenced by their comments on your abilities. It’s a good idea to
  have the players vote while you determine treasure and experi-
  ence awards for the scenario. 
  After voting, give the Scoring Packet to your event coordinator.
  
  GETTING STARTED
  Mail Call
  2
  T
  his is a LIVING GREYHAWK Adventure. As a LIVING™ adven-
  ture, it is expected that players will bring their own charac-
  ters with them. If players do not have a LIVING GREYHAWK char-
  acter generated, get a copy of the current LIVING GREYHAWK char-
  acter generation guidelines, a character sheet, and a LIVING
  GREYHAWK log sheet from your convention coordinator or the
  RPGA Web site, and then have any players without a character
  create one. Once all players have a LIVING GREYHAWK character,
  play can begin. 
  Along with the other materials that you are assumed to have
  in order to run a D&D game, it is also recommended that you
  have a copy of the LIVING GREYHAWK Gazetteer.
  LIVING GREYHAWK Tier Structure
  This is the introductory scenario for the Kingdom of Nyrond
  Living Greyhawk Campaign. It is a non-tiered scenario designed
  for 1st-level characters that have not played any other Nyrond sce-
  narios.
  .
  Lifestyle
  At the beginning of every scenario, each PC is required to
  pay upkeep costs matching the level of lifestyle they wish to
  maintain. The lifestyles, and the effects that each has on play,
  are:
  Destitute
  You have no living space, and must carry all your
  gear everywhere. You eat poor quality food. You
  wear a peasant outfit, your only change of clothes.
  Poor
  You sleep in poor accommodations, and eat poor
  quality food. You wear a peasant outfit, and have
  two sets of clothing.
  Common
  You have common lodgings, and eat common
  quality food. You have normal clothing for your
  profession (adventuring); nothing fancy. You prob-
  ably have two or three sets of clothing.
  High
  You stay in good quality lodgings, and eat good
  quality food. You wear anything in value up to
  courtier’s outfits, and generally buy a new set of
  clothing every two weeks.
  Luxury
  You have luxurious accommodations (twice the
  cost of good accommodations), and you eat excel-
  lent foods. You can throw a banquet for your
  friends every day, and frequently do. You wear
  clothing up to the value of noble’s outfit, and buy
  a new set of clothes every week. 
  Lifestyles come with bonuses or penalties to Diplomacy,
  Intimidate, Disguise, and Bluff skill checks. These penalties,
  shown below, should be applied at the DM’s discretion, and can
  sometimes backfire—for example, a PC with a poor lifestyle
  would not have a penalty when talking to a beggar, but would
  when talking to a city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of street thugs, where
  a PC with a destitute lifestyle might not.
  DMs are encouraged to role-play these reactions whenever
  possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
  0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  
  THE ADVENTURE
  Mail Call
  3
  Notice to DMs and Con Co-ordinators.
  Before for you run this scenario and other Living Greyhawk
  Nyrond Scenarios, please contact the Nyrond Triad to get a copy
  of the Nyrond Judge’s Kit.
  This kit will include additional background for the
  Kingdom’s major NPCs, historical data, current events, crime and
  punishment, and other useful information.
  This information will be constantly updated, so it is impor-
  tant to get this information with every new scenario. It is impor-
  tant to understand that the Nyrond Judge’s Kit is only for the
  campaign judges and not for player consumption.
  To receive the Nyrond Judge’s Kit contact the Nyrond Triad at
  NyrondTriad@aol.com, and ask for the kit of the scenario you are
  running.
  Adventure Summary and
  Background
  Judge Introduction
  This scenario is designed to introduce players to the Kingdom of
  Nyrond. During the scenario, the PCs will discover some basic
  information about the kingdom, find out some of the problems
  facing the kingdom, and how they fit into the Kingdom’s struc-
  ture.
  This scenario was intentionally written to run short of the
  standard four-hour time slot, allowing extra time for assistance in
  the creation of new Living Greyhawk characters.
  This adventure takes place during the month of Fireseek
  (midwinter) Common Year (CY) 591. The Greyhawk Wars have
  been over for almost six years. Nyrond is a land nearly destroyed
  by the physical, emotional and monetary costs of the wars. Major
  roadways remain in ruin, making travel difficult. In some
  provinces trade is nearly impossible. 
  A year ago, when starvation was commonplace and the threat
  of rebellion was murmured in almost every tavern hall, King
  Lynwerd I initiated a number of radical policy reforms designed
  to heal his wounded nation and improve the well being of the
  country. These reforms included a general restructuring of
  Nyrond’s internal political boundaries. He also trimmed the size
  of his court, releasing from service some 397 “functionaries,”
  three standing chamber orchestras, a 30-boy choir, several dozen
  clerks, eighteen archivists, and a well-known and extremely pop-
  ular talking bird from the Amedio Jungle. And it is rumored the
  Reformer King has only just begun.
  At the heart of the Justcrown Province is the fortress-like
  walled city of Rel Mord, capital of all Nyrond and center of learn-
  ing and culture in the east. Rel Mord stands alone as the only set-
  tlement of note in the large province, which extends some dis-
  tance west across the Duntide River to encapsulate the King’s
  hereditary lands. 
  Lynwerd does not keep a sizable standing army within the
  province. Because of lowered taxes, and because many in Nyrond
  view their young king as a source of new hope for their nation,
  once empty barns and farmsteads now brim with activity. The
  people of Justcrown remain poor, but they now have the will to
  endure the present times and live through hard but promising
  times, for King and country.
  Lynwerd is trying desperately to foster his reputation as a
  reformer, and in truth has done much to heal the wounds caused
  by his father. The people of Justcrown, though they grumble as
  much as elsewhere, know that because of Lynwerd their lives will
  be better than they were before.
  One of Lynwerd’s current reforms is the return of the Royal
  Mail Service to active duty after a long period of dormancy. With
  its return, communications have been reestablished between the
  capital and all major nobles.
  All the player characters begin the scenario as members of
  the Militia of the Kingdom of Nyrond  (See Judges Handout 1 for
  specifics about the Militia). The PCs will be taken away from reg-
  ular duty in order to help with the newly revived Royal Mail
  Service.
  Important Judge Notice
  The Nyrond Campaign is a dark campaign. Times here are hard.
  The government must be stern in order to maintain order. This is
  a lawful good country, with emphasis on lawfulness. PCs may
  learn to understand that there are consequences for unlawful
  actions in Nyrond. Characters who step out of line will be pun-
  ished. This includes any crime they are caught committing.
  Information about crimes in Nyrond and their specific punish-
  ment is in the Nyrond Judge’s Kit. 
  Adventure Synopsis 
  Roll Call
  The PCs gather for morning physical training and are “volun-
  teered” for special duty.
  Sergeant’s Office
  The PCs are temporarily assigned to the Royal Mail Service to
  deliver mail down the river Duntide.
  Quartermaster’s Office
  The PCs receive any gear they need for the trip south and find
  out some information about the current state of the Kingdom.
  The Docks
  The PCs are given the mail and are introduced to the captain and
  crew of the Long Haul. Their river journey gets underway.
  First Stop, Swan Bore
  The PCs get a taste of what the country is like from this town.
  They deliver the first packet of mail.
  
  THE ADVENTURE
  Mail Call
  4
  Second Stop, Adrean’s Landing
  This town is a new project supported by the Baroness of
  Woodwych. The PCs deliver more mail, learn more about the
  region and get jumped in an alleyway. 
  Third Stop, Arnford
  While delivering the third bundle of mail, the PCs learn more
  local history.
  What’s That Hanging in That Tree?
  The PCs see a tree with several men hanged from it. When the
  PCs investigate, they are attacked by a pack of Dire Rats.
  Conclusion
  One of two possible endings: if they obeyed all the rules, they get
  mustered out; if they didn’t obey all the rules, punishment awaits.
  Introduction
  It is early Fireseek (midwinter) in the Common Year 591. Almost
  five years have passed since Lynwerd I was crowned King and a
  little more since the Greyhawk Wars ended. 
  Like many able-bodied citizens of the kingdom, and those
  wishing to become citizens, you are doing your mandatory serv-
  ice in the Kingdom’s Militia. 
  You have been luckier than most, for you have been stationed
  near Rel Mord, the capital city of Nyrond. Most of your duties
  have included rebuilding roads and bridges. You have also been
  involved in skirmishes against local bandits. For much of your
  stint in the militia, you have been living in barracks with several
  hundred other militia members.
  On cold nights you and other militia members huddle
  around fires and discuss the various stories and rumors that cir-
  culate Rel Mord. Common topics of conversation include talk
  about fabulous rewards for those who find the King’s traitorous
  brother or anyone who uncovers the mystery of the King’s
  fiancée’s illness. There is also great interest in the preparations for
  the celebration marking the fifth year of the King’s reign that
  will take place in mid-summer. You also have noticed that many
  other Militia members have been sent out of the capital recently
  on other assignments. Some have been gone for months. 
  Encounter 1: Roll Call
  At the crack of dawn the militia members meet on the parade
  ground for morning physical training. A long-term professional
  soldier is guiding the PCs in the morning exercises. You should
  role-play him like most movie drill sergeants.
  A tall man, roughly 40 years in age stands before you. You have
  learned in your time in the Militia that Drill Sergeant Miles is
  not a man to mess with. He has been a member of the King’s
  Army for over 20 years and is one of the toughest men you have
  ever met.
  Sergeant Miles (male human War10; hp 60; AL LN; Feats:
  Weapon Specialization (longsword), Weapon Specialization
  (unarmed strike))
  Personality:  A long-term professional soldier. He is a no-non-
  sense type and will not take any kind of insubordination from
  those he oversees. He saw much in the Wars and knows the
  importance of training and preparedness.
  Appearance: He is 6 feet tall with a crew cut. Even at 40, he is
  lean and well toned. His clothing is clean and well pressed.
  “Alright, you lazy sacks of crud, it’s time to exercise! On your
  stomachs and give me 20. Count it out! (Wait to finish pushups.)
  That was terrible. You’ve been slacking off again. Jumping jacks!
  Keep going until I tell you to stop.”
  For fun, you can make the actual players do some exercises. Get
  them moving, just like basic training. When it’s time to move on,
  the PCs will notice a Knight of the Realm walk into the com-
  pound. Someone with the Diplomacy skill can identify him
  (DC10) as a Knight of the King’s Royal Horse.
  You see a Knight of the Realm speak to one of the militia officers
  standing on the edge of the parade grounds. That officer then sig-
  nals to your sergeant to join him. After a brief conversation, the
  sergeant salutes and returns to the front of your ranks. He calls
  you all to attention. He selects 5-6 people to come forward. *
  “You will meet at my office right after lunch, where you will be
  given your new assignments. Any questions?
  *Judge can pick characters at the table and make it look like it is random.
  The sergeant doesn’t really expect anyone to ask any questions.
  But if they do, he tells them no specifics other than when and
  where to meet, and that the “volunteers” should not be late. He
  emphasizes that he has issued a direct order. If need be, remind
  the PCs that they live in a monarchy. They are here to fulfill their
  duty, and each know they must follow orders, or suffer military
  punishment.
  After they are issued orders from the sergeant, the PCs will go
  back to their morning regimen, which, as it is winter, includes
  snow removal and knocking down dangerous icicles. Allow the
  “volunteers” to get to know each other at this point. 
  Encounter 2: Sergeant’s Office
  Ask if they all come on time. Read the following to PCs who
  arrive just before one:
  
  THE ADVENTURE
  Mail Call
  5
  The sergeant’s office door is closed. The tower bells ring one hour
  past highsun. Voices can be heard coming from behind the door.
  The sergeant is not alone.
  The PCs can eavesdrop with a successful Listen skill check
  (DC10). If they make the check they will hear:  
  But Sarg! Isn’t that a long way to go downriver during the winter?
  Yes, but at least they get a chance to get out of the capital for a few
  weeks or so. Fresh air never hurt anyone.
  Lucky stiffs. I wish I could get a cushy assignment like that (said
  sarcastically).
  Shut up corporal, or I’ll have you sent to the Flinty Hills!
  Dismissed!
  At this point the corporal exits the office. Any PC listening at the
  door that doesn’t make a successful Dex check (DC10) are caught
  eavesdropping. The corporal reacts only by muttering under his
  breath about military behavior. The corporal will then tells the
  PCs to go on in, the sergeant is waiting for them.
  As the PCs enter they see Sergeant Miles, sitting behind a
  small wooden desk looking at some paperwork.
  “Good, you are here. Stand easy. You have been temporarily
  assigned to the Royal Mail Service. You will assist in delivering
  mail to several locations downriver. You are assigned to Captain
  Lingold, of the keelboat Long Haul. The Long Haul will leave at
  tomorrow morning at 9 bells, from pier 2, dock 3. You are expect-
  ed to be there at 8 bells. You will be given the mailbags at the
  docks prior to your departure. Now, are there any questions you
  have about your new assignment?”
  Here is a list of possible questions and answers.
  1. Why are we doing this?
  Because those are your orders. Do you have a problem with that,
  soldier?
  2. Who is giving us the mailbags?
  A representative of the Royal Mail Service will bring them.
  3. Where are we going?
  Downriver, didn’t you hear me? The Royal Mail Service will give
  you directions as to where you will deliver the mail.
  4. How long will we be gone?
  The mission should take several weeks, given good river condi-
  tions and weather. Make any arrangements necessary to be gone
  for that amount of time.
  5. What is our job?
  You are to make sure that this mail is given only to designated
  individuals in the addressed location, and make sure it all arrives
  safely.
  6. Who is this Captain Lingold? 
  The keelboat and its captain are part of this Kingdom’s Navy. You
  will be under his partial command while on the keelboat. His
  word is law, except when it comes to the delivery of the mail. Any
  other questions about the captain will elicit the following
  response from Sergeant Miles: “I am a member of the Army, son;
  I don’t deal with the Navy”.
  7. What’s in it for me/What’s my payment?
  You’re what! Soldier, you are in the Kingdom of Nyrond’s militia.
  This is your sworn duty to King and country.
  8. How will we get back?
  Follow the captain’s orders, and you will have no problem getting
  back.
  9. What can you give us for preparation?
  I have been given orders to give you each a pack of gear. This gear
  includes a backpack with a waterskin, basic rations for two
  weeks, 50’ hemp rope, a winter cloak, a large sack, and a bedroll.
  Here are your requisition forms so you can pick up this gear at
  the quartermaster’s office. Also, you will be given a voucher for 25
  gold nobles total for your group. It is to be used at the quarter-
  master for other items for the trip. He will tell you what is avail-
  able. It is dated today and will not be valid after today.
  10. Can we talk to Captain beforehand?
  No. His keelboat is not due to arrive until early tomorrow morn-
  ing, when he’ll take on fresh supplies and pick you up. Right after
  that, the Long Haul sets out again.
  Answer any other questions in the same curt tones. The ser-
  geant doesn’t know many details of the mission. He is a man who
  gives orders and expects that his orders will be followed. Feel free
  to play up the stereotypical animosity between army and navy.
  The sergeant doesn’t know why his troops are being requested,
  but is annoyed about losing men to other commands. Still, he
  doesn’t question the authority by which the order was given. He
  doesn’t know or really care what’s in the mail.
  Once the PC’s have asked their questions, they are given their
  requisition forms and voucher, and are dismissed to get their gear
  from the Quartermaster’s office and are given the rest of the day
  to prepare for the trip.
  Encounter 3: The Quartermaster
  This is a role-playing encounter. The PCs are here to get the gear
  the sergeant told them about.
  When they arrive, they find a sign on the Quartermaster’s
  office that reads: “Closed for Lunch.” They can wait and read a
  message board set up beside the door, or they can come back
  
  THE ADVENTURE
  Mail Call
  6
  later. Notices on the message board including announcements of
  promotions, deaths, births and other proclamations, including
  the following (See Player’s Handout 1):
  •
  Wanted: Volunteers for long-term assignment with the River
  Patrol. Volunteers without family will be considered first.
  •
  Wanted: Information leading to the capture of the King’s 
  Traitorous Brother, Prince Sewarndt. Rewards are based on 
  the quality of the information.
  •
  Notice: Serve your kingdom and make money too! Become a
  licensed adventurer. Details available at the Office of the 
  Bailiff-General.
  •
  Notice: Increased occurrences of banditry near the 
  Gnatmarsh and Celadon borders. Road construction patrols 
  in this area should be constantly on the watch for bandits.
  •
  Wanted: Dead or alive. The former Baron of Woodwych, 
  Bastrayne. The ex-baron is a short man with flaming red hair
  and noticeably pudgy fingers. Reward: 10,000 Nyrond nobles
  (i.e., 10,000 gp).
  Once PC’s have had the chance to read a few of the notices, the
  Quartermaster returns with a package in hand. 
  Quartermaster Slate (male human War5; hp 25; AL N; Skills:
  Diplomacy +8, Profession (scribe) +10)
  Appearance: He is
  a short, portly balding man. 
  Personality: He walks purposefully. He is fazed by little, and
  believes there is no problem that can’t be fixed by an avalanche of
  forms and paperwork, or a simple bribe.
  The Quartermaster returns from his lunch and gives you a quick
  nod. Removing the sign from the door, he unlocks it and goes
  inside. Following him, you enter a roomy office that is filled with
  crates, boxes and file cabinets. At the center of this organized
  chaos is a large desk. The Quartermaster goes behind the desk,
  and sits in an equally large chair—“Do you have your requisition
  forms filled out?”
  The PCs can now request their packs. When the PCs ask about
  available gear, (see Player Handout 2). You may role play this, or
  give the PCs the list. 
  After procuring their supplies the PCs have the rest of the
  day/night to prepare.
  Encounter 4: The Docks
  Make it clear to the players that their characters should arrive at
  the dock on time. If the PCs are late, the adventure ends—they
  missed the boat.
  As you approach the dock, you see a tall elven man in the livery
  of the Royal Mail Service. Beside him is a pair of pages. He
  notices your approach. “Well you must be my new post officers.”
  He then pulls out a scroll and reads each your names. As you
  acknowledge your name, he makes a mark on the scroll and nods.
  When he is satisfied that all his new post officers have been
  accounted for he motions to the pages, who set 13 tagged canvas
  bags in front of you. Written on each tag is a name, position and
  city. 
  “This is a fairly easy job that even you Militia types can han-
  dle. You will deliver these bags only to the people to whom they
  are addressed. See? Very simple.”
  “I have one last formality—Do you swear to protect these bags of
  mail and keep them safe and deliver them to the proper authori-
  ty, in the name of the King and the Kingdom of Nyrond?”  
  He will ask the question to each PC. Any that do not so swear are
  asked a second time in a severe tone. If they don’t get the hint and
  swear, they are immediately dismissed, and are not allowed on
  the adventure. If a player refuses to take the oath, have that play-
  er vote and leave the table.
  “Here is the manifest for the bags and the locations and the peo-
  ple you will deliver them to (Player Handout 3). You will have
  each postmaster sign for the bags they receive. You will then pick
  up any mail that needs be delivered back to Rel Mord or to any
  remaining stop you have en route. Is that understood? (A pause,
  as the elf waits for a response) Good. Then it’s time to introduce
  you to Captain Lingold.”
  The PCs will then be introduced to the Captain.
  Captain Lingold (male human War8; hp 47; AL LG; Skills:
  Profession (sailor) +10; Feat: Leadership)
  Appearance: Large, barrel-chested, muscular but not over-
  weight, with Black hair, and a black beard. Wears his Navy uni-
  form proudly, and works at a neat appearance at all times.
  Personality: Lingold is a jovial, yet focused man, eager to get to
  the job at hand. His black beard and hair give him the look of a
  classic pirate, but he resents any implication of illegal activity. He
  is not happy to be stuck on this river duty, as he would prefer to
  track pirates on Relmor Bay. He treats the PCs with proper mili-
  tary courtesy, but with a slightly superior manner. His position as
  Royal Navy captain puts him socially above the PC militia mem-
  bers, and he is conscious of his position at all times.
  The Captain grants permission for the PCs to come aboard. Then
  he introduces them to the first mate. The first mate then shows
  the PCs where they will stay above and below deck. The first mate
  will determine if any of the PCs have any useful skills for river
  travel (Profession: sailor, Use Rope, Profession: cook, etc.).
  First Mate Joel Brown (male human War5; hp 28; AL LG; Skills:
  Profession (sailor) +6, Use Rope +6) 
  Appearance: The first mate has a slight build, with brown hair,
  blue eyes and a beard.
  
  THE ADVENTURE
  Mail Call
  7
  Personality: A quiet, efficient man who follows orders well.
  The Long Haul is a keelboat 50’ long and 15’ wide. It’s currently
  crewed by 8 sailors, including the captain and first mate and not
  counting the PCs. Flat-bottomed; the Long Haul is propelled by a
  large, single sheet square sail, and has one bank of three oars on
  each side that are used for additional propulsion when needed.
  The center and forecastle of the boat are filled with cargo, cov-
  ered by tarps and then topped with wooden planks. The main gal-
  ley and cabins are to the rear of the boat. Downstairs is a 15-ft. by
  15-ft. area. This is the common area that is also used as sleeping
  quarters. There are 10 hammocks hanging on the walls  (remem-
  ber, the crew takes turns at watch so everyone is not asleep all at
  the same time). The room holds some supplies, a low table and
  two benches, the personal gear of the crew and cooking supplies.
  There is a small door that leads to the cargo bay, which allows the
  crew to inspect or retrieve goods as needed. There is no lock on
  this door. This is where the PCs are told they can stow the mail-
  bags. Upstairs the 15-ft. by 15-ft. area is divided into two rooms.
  One is the captain’s quarters and the other belongs to the first
  mate. PCs looking for privacy can find some room in the cargo
  area.
  You see the Captain and the first mate readying the boat for trav-
  el. Excluding them, you count six other sailors. Goods are being
  lowered into the cargo hold and covered in tarp to protect them
  from the elements. Finally, planks are laid over the cargo to allow
  one to walk freely about the deck. At precisely nine bells, a whis-
  tle pipes and the Captain gives the order to set sail. All hands
  work in precise rhythm to push off toward the currents. 
  Time will pass and the PC’s can interact with the crew. The
  first mail drop is 3 days away. The PCs can get into a work routine,
  if they wish. Any PCs with useful skills will be found jobs; those
  without will serve as lookouts or perform menial tasks.
  The other six crewmembers will talk with the Militia mem-
  bers, telling them things about the area around the river.
  Rumors and news that the PCs may learn on their trip:
  •
  A crucial part of Nyrond’s famed Nesser-Franz River system, 
  the Duntide River brings goods from as far as Womtham and
  the Flinty Hills to the capital. From Rel Mord south, the river
  can sustain ocean-going ships, which grants access to the 
  markets of the south and west.
  •
  The people hated the old Baron of Woodwych and are glad 
  that he is no longer in power, though they blame the nobles 
  for not realizing he was a traitor sooner.
  •
  Baron Bastrayne, the region’s former administrator, fled 
  Nyrond with wagonloads of gold he had extorted from his 
  people and denied the crown. No one knows where he went.
  •
  The King had to come in and pay a visit to Woodwych to put
  down a bold revolt by the Woodwych nobles.
  •
  The new Baroness, Verin Talnith, exiled all those nobles and 
  sacked most of the former Baronial Guard, much to the relief
  and joy of her new subjects.
  •
  The King’s fiancée, while travelling to the capital, fell ill. 
  No one has seen her since. Some believe she died, poisoned 
  by Sewarndt, or that she is in some demon-enchanted sleep.
  •
  Demons are still haunting the Almorian lands. Travel down 
  the Flessern River is dangerous at best.
  •
  There is still a pirate problem in Relmor Bay. No one knows 
  for whom they work for. Some believe the pirates are 
  working for the Scarlet Brotherhood, sent to prey on 
  Nyrond’s people and resources. Others say they are southern
  nobles out making an illicit fortune.
  •
  Beware of travel around the Gnatmarsh—those people just 
  aren’t right.
  •
  I once saw a two-headed marsh troll. “It was this big” (arms 
  held out real wide).
  •
  I heard there was a lich’s sunken tomb somewhere in the 
  swamp.
  The mailbags
  When the players have the time to examine the mailbags, they
  find the mailbags are heavy and sealed with a normal wax seal. If
  the PC’s open the bags, they will find a number of wax-sealed
  envelopes, rolled up posters, pamphlets and bills. If they open up
  the posters, they will find an assortment of wanted (preferably
  alive) posters of the King’s traitorous brother, each adorned with
  a detailed drawing of his face. Other posters announce the week
  of Richfest as a celebration of the 5th year anniversary of King
  Lynward’s inauguration. The bills include listings of new laws;
  one sanctioning licensed adventurers. The envelopes are sealed
  in wax stamped with the King’s crest. Some are addressed to peo-
  ple with minor titles, others to local officials, such as the mayors.
  If the PC’s decide to open the sealed letters, remind them that
  opening a private message with the King’s seal is a punishable
  crime. If PCs persist on opening them, they will find these letters
  contain invitations to local minor officials to attend the inaugu-
  ration celebration at the nation’s capital. PCs who can read
  Common and have ranks in Forgery (DC10) will be able to tell
  that these letters are form letters and were not all written by the
  same hand. This is normal for minor court documents, but the
  players may or may not realize that.
  If the Captain catches a Militia member tampering with the
  mail, he will not say anything the first time but will make a report
  to the Mail service when the boat returns to Rel Mord. If caught
  a second time the PC will be put under arrest and kept manacled
  on board for the duration of the adventure. Crewmembers who
  may catch the PCs tampering with the mail will ask what they are
  doing and, if the PCs are not convincing enough, the actions are
  then reported to the Captain.
  If a Postmaster finds any of the wax seals broken, he will with
  more diligence. If the PCs tampered with the mail, the penalties
  are severe. The postmaster of the town will go to the Captain of
  
  THE ADVENTURE
  Mail Call
  8
  the Long Haul and secretly report the PCs. The captain takes
  notes and keeps a closer eye on the PCs, recording every infrac-
  tion. Upon return to Rel Mord, the captain reports the PCs to the
  militia for disciplinary action (see conclusion).
  PCs who had the foresight to bring sealing wax can reseal the
  bags with a little difficulty (Forgery DC 15). Envelopes that have
  been opened may be resealed at a greater difficulty (Forgery DC
  25). All these checks are to be made by the Judge and the failures
  will not be revealed to the players.
  Encounter 5: First Stop, 
  Swan Bore
  If the Captain or any of the crew is asked about the first stop they
  can get the following information:
  Swan Bore is a market town located on the Duntide River.
  This town of 2,400 people is named after an extraordinary event
  that occurs regularly on the first day of Growfest each year,
  along a stretch of the Duntide for some three miles north and
  ten miles downriver. A large wave, some eight feet high, moves
  downriver, and on its crest ride great black-breasted swans,
  honking and whooping. Traditionally, this was the first day of a
  great market festival and kicks off a week of feasting. During the
  festivities, markets are strewn across the entire town.
  Merchants, traders and charlatans from all over the Flanaess
  converge on Swan Bore.
  Merchant families of considerable influence and power
  administer Swan Bore. Overall the town is still recovering from
  the Wars and the former Baron. Trade has not returned to pre-
  War levels.
  After an uneventful three days on the river, the town of Swan
  Bore finally comes into view. There is a feeling of excitement
  from the crew as they begin readying the keelboat for docking.
  The keelboat bumps gently into the dock. A Customs Official
  from the city boards and welcomes the Captain and asks his busi-
  ness. Lingold produces a bill of lading and asks to speak to the
  harbormaster to gain authorization to unload his cargo. He then
  points at you and tells the Customs Official he has Royal Mail
  Service carriers with him. Before you depart he warns you that
  the keelboat will sail at 2 bells, and that you had better be back in
  time. The Captain then excuses himself and goes to visit the har-
  bormaster. The Customs official asks you to state your business.
  The PCs may answer the Customs official however they wish.
  The only answer that will get a favorable response is the truth.
  When they say they have mail from the capital, and to whom
  they will deliver it to, the Customs official will give precise direc-
  tions to the Postmaster. The PCs can then carry the appropriate
  mailbags to the city’s post office.
  As you make your way to the Post Office, you see that a number
  of the buildings are boarded up. These look like storefronts and
  other business. Many of these with signs stating, “Closed for the
  Winter Season.”
  You see the building with the Seal of the Royal Mail Service
  hanging from the front. You see three old men sitting out front
  smoking pipes. As you approach, a short round man stands and
  looks you over.
  “Those look like mails, so you must be Postmen, well bring
  them in here”.
  He introduces himself as Postmaster Peragrest Mumsmith
  and his two friends as Welt and Pite.
  Postmaster Peragrest Mumsmith (male human Nob2; hp 10;
  AL LG; Skills: Diplomacy +6, Gather Information +6, Profession
  (scribe) +4)
  Appearance: A short little round man about 4 ft. 8 inch;
  Thinning hair, typical bookkeeper look.
  Personality: Very friendly and talkative. Enjoys talking to peo-
  ple outside the area. He is so thrilled that the King has reopened
  the Post Offices. He was Postmaster here before the mail service
  was interrupted. 
  Welt and Pite: (male human Com2; hp 6; AL LG) Two retired
  farmers.
  As the Postmaster opens up the bags he begins to talk sometimes
  asking for agreement from his two friends. The PCs can learn the
  following information.
  •
  When the former Baron was still in power, the Postmaster’s 
  brother tried to reach Rel Mord with some mail and news of
  the Baron, but was cut down and murdered just outside of 
  town by some people from the old disbanded militia.
  •
  The townsfolk wish the Baroness had put money into 
  building up Swan Bore instead of founding a backwater town
  downstream (Adrean’s Landing).
  •
  The boarded up stores, well most of them are seasonal, only 
  open up during trade season come this spring. And some are
  those who went out of business permanently due to the 
  downturn from the Wars.
  •
  The Baroness is coming down hard on any bandits and 
  thieves. Justice is swift.
  •
  Those convicted of thievery will have their hands cut off.
  •
  The Baroness seems very interested in the welfare of her people.
  •
  The Baroness must have loved her son Adrean very much to 
  name a town after him.
  •
  Taxes are still a burden. Always are.
  •
  Don’t go out at night, for those who do disappear, rumor is 
  they are caught and sold into slavery.
  •
  The rich nobles are in league with fiends. That’s why they are rich.
  •
  The townsfolk fear swans won’t return for Growfest, a sign of
  the legacy left by old king Archbold. They hope Lynwerd’s 
  legacy will prove fruitful.
  
  THE ADVENTURE
  Mail Call
  9
  Feel free to play up rumors along these lines. Some may be true
  some are not.
  The PCs will be given two small bags of mail, one for Arnford
  and one for Rel Mord. The PCs should have no problem return-
  ing to the keelboat prior to noon. The mailbags are similar to the
  others that have been picked up. There are many wax-sealed let-
  ters in each, almost all of which are either personal correspon-
  dence or dull legal documents. 
  Encounter 6: Second Stop,
  Adrean’s Landing
  Leaving Swan Bore, the land downriver becomes more barren.
  Farmsteads are burned out or abandoned. On the far-east shore, a
  large stream feeds the Duntide. A copse of trees stands tall at the
  southern promontory. Farther downstream, the land consists of
  low, rolling hills and flat grasslands. The great herds that used to
  graze here prior to the war are non-existent.
  Approaching sunset on the sixth day on the river, the boat
  rounds a large bend where a small hill to the south forces the
  river to curve west and then flow slowly around it back to the
  south. At the widest point in the bend, there is a large rocky out-
  cropping, and beyond it, a small town. The captain informs you
  that this is Adrean’s Landing, a new building project being sup-
  ported by the Baroness of Woodwych.
  Even at sunset, there is activity at the port. People are moving
  everywhere. The docks are crowded as only two are in working
  condition. Three others are being built. The south-end of town
  appears to be up and running, while the north-end of town is
  under construction. Crowning the town in the shadow of the set-
  ting sun is a large hill. The setting sun backlights images of dig-
  ging or mining equipment atop the hill.
  The Captain will not want to stay long, hoping to make
  Arnford by noon, two days hence. He also doesn’t want his crew
  gambling and drinking this trip; the two activities Adrean’s
  Landing is becoming infamous for.
  The harbormaster looks harried, and steers the Captain to the
  last available spot on the dock. He gives hurried directions to the
  town hall, quickly mumbling that the mayor is in charge of the
  mail, as Adrean’s Landing has no Post Office. As the PC’s leave the
  boat, they cross a boardwalk into the main section of the new town.
  The main street is wide and clean. It is sturdy underfoot, being
  built of pounded clay. On the north side, a frame for a very large
  building is going up. The buildings on the south side of the street
  are mostly complete. At the end of the street, one can see the two-
  story white building that was described as the town hall. There is
  a light on in the window. Halfway down the street on a corner of
  the main street and a smaller side street you see an old grizzled
  man with crutches to support his severed leg. He calls to you.
  “Help a disabled war veteran mates. Lost this leg fighting the
  fiends in Almor I did. Hard for old Max to find work without his leg.“
  This is an ambush encounter. The cripple is not as injured as he
  appears. He is attempting to lure the PCs a few steps into the side
  street, saying something like he doesn’t like others to see him
  beg. As he draws the PC’s in, his buddies will move up from
  behind him to stand in front of Max, in attempts to intimidate
  the party.
  “Alright folks, just hand over your money pouches and weapons
  and nobody gets hurt”, Max tells the party.
  They are just planning to rob the PCs, the basic tactic is they are try-
  ing to knock the PCs out and rob them, not kill them. The penalties
  for robbery are one thing, but the penalties for murder are another. 
  The Thugs will hold actions to see what the players do. When
  a player begins with some hostile action, Max will cast sleep first
  (Will save DC13). Then the thugs will attempt to knock out the
  remaining PCs. Then they will grab what they can and run. Note
  who has the mailbags and what is done with them. The town
  guards will show up five minutes after the fight begins and break
  up the fight. They will release the PCs when they show the mani-
  fest for the mail, the mailbags and explain they are with the Royal
  Mail Service. The guards will take the muggers into custody.
  If the Muggers succeed in robbing the party they will take
  the mailbags, coin pouches and weapons from the militia mem-
  bers. When the City Guard show up, a search of the area will find
  the mailbags torn open and in an ally nearby, but nothing is miss-
  ing from the bags. The muggers will not be found.
  Crippled Max, male human Ftr2/Sor1: CR 3; Medium-size
  Humanoid (5 ft. 5 in. tall); HD 2d10+4(Ftr) + 1d4+2(Sor); hp 18;
  Init +1 (Dex); Spd 15 ft.; AC 11 (+1 Dex); Atks +5 melee (1d6+3
  [crit x2], club); AL N; SV Fort +5, Ref +2, Will +3
  Str 16, Dex 15, Con 14, Int 13, Wis 9, Cha 14.
  Skills: Bluff +6, Concentration +6 Ride +4, Spellcraft +3, Spot
  +3, Swim +4; Feats: Ambidexterity, Dodge, Expertise, Iron Will,
  Mobility.
  Spells Known (5/3; DC = 12 + spell level) 0 lvl-detect magic,
  mending, mage hand, light; 1st lvl-sleep, color spray
  Thugs, male human War1 (6): Medium Humanoid (6’ tall); HD
  1d8 + 2; hp 8; Init +1 (Dex); Spd 20 ft; AC 13 (+2 leather armor, +1
  Dex,); Atks +5 melee (1d6+3 [crit x2], club); AL NE; SV Fort +4,
  Ref +1, Will -2
  Str 17, Dex 13, Con 14, Int 8, Wis 7, Cha 9  
  Skills: Climb +5, Intimidate +1, Ride +4, Swim +5; Feats:
  Weapon Focus (club), Toughness.
  Tactics: All the attackers are armed with clubs and will only
  attack to subdue with a –4 on attack rolls.
  After your interlude with Max and his friends you find your way
  to the Mayor’s office at the City Hall. There are a number of lights
  on inside the building.
  
  THE ADVENTURE
  Mail Call
  10
  Knocking on the door (which is locked, DC15) will bring a ser-
  vant. He will let the PCs in when he understands they are here to
  deliver the mail. The Mayor is still up working on plans for his
  new house. He will politely listen to the PCs and take the mail.
  He wasn’t expecting any mail and will ask the PCs to stop on their
  way back up river, so he can gather mail to send to points
  upstream. 
  Mayor Thodan Talinth (male human Nob3; hp 14; AL LN; Skills:
  Diplomacy +4, Sense Motive +6). He seems to be a very over-
  worked man with much on his mind.
  If the players are successfully robbed he will apologize and will
  promise to get to the bottom of the robbery and bring the villains
  to justice.
  The PC’s will not have a lot of time to learn about the town in
  any detail, but can find out the following while speaking with the
  mayor:
  •
  The townsfolk and mayor are grateful that the Baroness has 
  put money toward work efforts, such as Adrean’s Landing, 
  ensuring that her people are gainfully employed.
  •
  Punishment of thieves and bandits is harsh and swift.
  •
  The nobles of the region support this project as a shoreline 
  town for entertainment, art and recreation.
  •
  The hill is being carved into a large outdoor coliseum. 
  •
  Construction is just beginning and should be done by fall.
  Encounter 7: Third Stop, Arnford
  The PCs can learn the following from the crew: Arnford is a fish-
  ing and ferry town of 3,200 folk, located on the Duntide River.
  The militia force of 150 is always present, taxing catches of fish
  and barrels of salted fish that are sold at market. Arnford’s
  once-thriving markets, importing livestock from the southern
  lands for sale to settlements west and into the Celadon, are now
  almost abandoned.
  The tax burden here during the Wars was so heavy that mer-
  chants and farmers turning up with livestock grew used to having
  half of them confiscated in tithes and no longer travel here. The rich
  Arnford rolls, cloths dyed with plant extracts from the Celadon, are
  also a thing of the past. So Arnford is a shell of its former glory.
  Two days after leaving Adrean’s Landing, the Long Haul arrives at
  Arnford around noon. A representative of the Bailiff General
  comes down to greet the Long Haul. Captain Lingold states he
  has no cargo to unload in Arnford, but that he has representatives
  from the Royal Mail Service here to deliver Mail. The Bailiff tells
  you where to find the Postmaster. The Captain tells you that the
  keelboat will sail at dusk to return to Rel Mord, he then excuses
  himself and leaves to visit the harbormaster.
  The PC’s can now carry the appropriate mailbags to the city’s
  post office.
  Postmaster Meril Rugila (male half-elf Com5; hp 12; AL NG;
  Skill: Profession (scribe) +6)
  Appearance: A thin faced man with a receding hairline and ink
  stained fingers.
  Personality: talks slowly and to the point. He is an extremely
  boring man. Doesn’t show much enthusiasm, except when open-
  ing the mailbags to inspect them, even then it isn’t much.
  Things that can be learned from the Postmaster:
  •
  It’s a good thing you aren’t merchants. The taxes are 
  unbearably high here. Though not as high as during the Wars.
  Since many people moved away, there seems to be less to pay
  the taxes.
  •
  An illegitimate son of the King has surfaced among the 
  witches in the Gnatmarsh.
  •
  Farmland is cheap, but holding it could cost one their life.
  •
  Many of the bandits that used to work the Barony of 
  Woodwych have come this way. They are afraid of the new 
  Baroness.
  •
  Most people have fled the area, either migrating north or 
  towards Urnst lands.
  •
  The immense Gnatmarsh and the land south of the Celadon 
  and west of the Duntide are under the supervision of Count 
  Romadnen Beremen.
  •
  At least the elves of the Celadon Forest like trading with us. 
  And this is one of the ports used to send out that trade.
  The PCs will be given two bags of mail, one for Swan Bore
  and one headed back to Rel Mord. The PCs should have no prob-
  lem returning to the keelboat prior to noon.
  The mailbags are similar to the others that have been picked
  up. There are many wax-sealed letters in each, almost all of which
  are either personal correspondence or dull legal documents. 
  Encounter 8: What’s That Hanging
  in That Tree?
  On the trip back upriver, the keelboat is making good time.
  North of Adrean’s Landing on the east side of the river is a con-
  vergence of a large stream and the river. At this junction is a mess
  of trees and bushes that have been brought down the river by the
  winter storms. The captain slows to look at a tree growing on the
  head of the promontory point and mutters something under his
  breath as he points out the tree. You see five bodies are hanging
  in various states of decay from this tree.
  “Damn what do we have here? This doesn’t look good,” the
  Captain says out loud, “You Militia men go ashore and check this
  out. I will have to write a report about this.”
  
  THE ADVENTURE
  Mail Call
  11
  At this point the Captain will pull up close to shore so the PCs
  can launch a small boat to shore.
  As you walk up to the tree a wooden sign can be see nailed to the
  tree. A message has been printed in the Common tongue: “These
  men were guilty of banditry and they have been tried and pun-
  ished by edict of the Baroness of Woodwych. Let them be a warn-
  ing to all who defy the Laws of Nyrond.”
  As you get closer, you see there is not much is left of the bod-
  ies, they seem to be eaten away a bit by the local scavengers and
  the clothes are badly damaged.
  As you get closer, a number of small furry bodies explode
  from the brush and attack!
  Dire Rat (8): CR 1/3; Small Animal (up to 3’ long); HD 1d8+1; hp
  5 (each); Init +3 (Dex); Spd 40 ft., climb 20 ft.; AC 15 (+1 size, +3
  Dex, +1 natural); Atks +4 melee (1d4, bite); SA disease; SQ scent;
  AL N; SV Fort +3, Ref +5, Will +3
  Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4.
  Skills: Climb +11, Hide +11, Listen +6, Move Silently +6, Spot
  +6; Feats: Weapon Finesse (bite).
  SA: Disease (Ex)—those hit by a dire rat’s bite must make a
  Fortitude save (DC 12) or be infected with a plague-like disease
  (Filth Fever) with an incubation period of 1d3 days. Damage is
  1d3 temporary Con and 1d3 temporary Dex.
  Tactics:The rats are starving to the point of being crazed and can
  smell fresh meat. They will fight to the death.
  Treasure: After the dire rats are killed, a search of the area reveals
  three well-used short swords and a pair of serviceable boots.
  Conclusion 1
  The remainder of the trip upriver will be uneventful. The boat
  will make one more mail stop at Swan Bore before reaching Rel
  Mord. Upon returning to the capital, the PCs will (or should)
  report in to their sergeant and turn in the mail sent to Rel Mord.
  Here, they will answer to misdeeds, if any, they did along the way,
  or be congratulated for a job well done. They are then debriefed.
  If they were caught opening the mail, see Conclusion 2.
  After the debriefing, your sergeant gets a more congenial than
  normal look on his face. He says, “Due to the demilitarization, we
  are cutting back on the militia forces in this region. You will be
  mustered out. You have two choices.
  “Being on active reserve entitles you to a monthly stipend of
  5 Nyrond Nobles (tax free), use of militia barracks and facilities
  for 2 nobles a week, free access to certain training, and a 25
  Nyrond Noble signing bonus. Your responsibilities as a reservist
  include a total of eight weeks active duty per year to be deter-
  mined by your commanding officers.
  “You can also muster out. Mustering out benefits include a
  one-time stipend of 100 Nyrond Nobles, tax-free. No other bene-
  fits are being given at this time.”
  Let the PC’s decide what they’d like to do, and have them
  record their decision on their character sheet. For all of the PCs,
  the following option is now presented to them.
  Now that you are leaving full militia service, there are certain
  things that you must decide. You are being offered the opportu-
  nity to become an official Licensed Adventurer of the Kingdom
  of Nyrond.
  Benefits of being a licensed adventure are as follows: 
  •
  Treasure tax reduction: Only 1/5 of treasures recovered in the
  Kingdom will go to the Crown rather than the normal 50%. 
  Treasure constitutes, but is not limited to, booty taken from 
  monsters, out of dungeons, crypts, caves, sunken ships, and 
  holes in the ground or wandering Brigands. This tax break 
  does not refer to fees rendered for services.
  •
  The ability to move freely throughout the Kingdom of 
  Nyrond and take mercenary jobs from any freeman.
  •
  The ability to move freely throughout the Kingdom of 
  Nyrond bearing arms.
  •
  The benefit of asking for justice in a Royal Court rather than
  local jurisdiction.
  The Duties
  •
  To provide for the safety and longevity of the kingdom of 
  Nyrond.
  •
  To uphold the laws of the Kingdom of Nyrond.
  •
  To make an accurate accounting of the disposition of 
  treasures retrieved to representatives of the Bailiff-General 
  and pay the proper amount in taxes.
  •
  To report to military officials any movements of the Kingdom
  of Nyrond’s enemies.
  •
  To report to the Bailiff-General any unusual occurrences the
  PCs discover while adventuring. 
  •
  To behave in a manner that is supportive and complimentary
  of the King of Nyrond.
  If a PC agrees to register, a representative of the Bailiff-General
  signs them in and present them with two items. The first is a
  waterproof pouch containing a small ledger for recording treas-
  ure inventory and to document tax payments. The second item is
  a personalized medallion that serves as proof of the PCs status as
  a licensed adventurer of the Kingdom of Nyrond.
  It is not necessary for the PCs to become licensed adventur-
  ers; it is something that adds to their fame and prestige.
  
  THE ADVENTURE
  Mail Call
  12
  Conclusion 2: Crime and
  Punishment
  If any PC foolish enough to tamper with the mail is actually
  caught doing so, they will have failed their mission. Captain
  Lingold will report the PCs directly to the sergeant, so when the
  PCs come to check in, they will be placed under arrest. If no par-
  ticular PC or PCs are shown to have done the crime, the whole
  party will be held responsible until the guilty party is discovered
  through confession or magical means (assume that moderate
  level clerics will be brought in to do this service).
  You insignificant sacks of crud! I send you on an important mis-
  sion and you not only embarrass me, but also place the Captain in
  peril as a suspected spy. Not to mention that you jeopardized the
  integrity of the entire Royal Mail Service as well. YOU ARE NOT
  FIT TO BE SOLDIERS!  You will now be turned over to the mil-
  itary police for trial and sentencing.
  Tampering of the mail will include, but will not be limited to, any
  purposeful opening of the mail and breaking the seal of any let-
  ters. The return of a normal and confidential mail service is an
  important matter to the King for a couple of reasons. The King is
  paranoid of spies. It is important to the restoration of the
  Kingdom that nobles feel their privacy is respected. Another is
  the public relations benefit the King is trying to make by restor-
  ing pre-war services in the attempt to return to normalcy.
  Since the PCs were on official duty with the militia, they will
  not be eligible for mustering out benefits, and they will be pun-
  ished for their crimes. PC’s will be stripped of all possessions. The
  punishment is six months hard labor in a work camp. They will
  be sent to Brackenmore to help clear out areas of the Gnatmarsh.
  In game terms, the player character is out of play for 26 time
  units. After serving their sentences, they may try to become a
  Licensed Adventurer, but will have to show they deserve the
  privilege.
  For any other crimes that may have occurred, please refer to
  the Nyrond Judges Kit.
  The End
  
  EXPERIENCE & TREASURE
  Mail Call
  13
  Experience Point Summary
  To award experience for this adventure, add up the values for the
  objectives accomplished. Then assign the discretionary roleplay-
  ing experience award. The roleplaying award should be given for
  consistent character portrayal and contribution to the fun of the
  game. You can award different roleplaying amounts to different
  characters.
  Award the total value (objectives plus roleplaying) to each
  character.
  Encounter Four
  Swearing to protect the mail
  25 xp
  Gaining information from the Long Haul crew
  25 xp
  Encounter Five
  Gaining information about Swan Bore
  25 xp
  Encounter Six
  Defeating the thugs without killing them
  100 xp
  OR
  Defeating the thugs with some killed
  25 xp
  Gaining information about Adrean’s Landing 25 xp
  Encounter Seven
  Gaining information about Arnford
  25 xp
  Encounter Eight
  Defeating the Dire Rats
  100 xp
  Conclusion
  Delivery of all mail to proper locations with no tamper-
  ing discovered by the authorities
  25 xp
  Total experience for objectives
  375 xp
  Discretionary roleplaying award
  0-38 xp
  Total possible experience
  413 xp
  Treasure Summary
  Player characters may keep items from the scenario that are list-
  ed on the treasure list below or which meet the following condi-
  tions: 
  The item must be non-magical and specifically listed in the
  text of the adventure (e.g armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of this nature can be
  sold for 50% of book value, or recorded on a log sheet. 
  Animals, followers, monsters, henchmen, and so forth (any
  living being, basically) may not be kept from a scenario for any
  reason unless the treasure summary lists the being specifically. It
  is okay for the player characters to form relationships with NPCs,
  but these will not be certed and cannot bring material benefit to
  the character. Contacts (sources of extra information) must be
  specifically certed.
  Theft is against the law, but may be practiced by some player
  characters. Items which are worth more than 250 gp that are of
  personal significance to the owner (including family heirlooms),
  and all magical items, will be discovered in the possession of the
  character by one means or another. The character must return the
  item and pay a fine equal to three times the value of the item
  stolen. In addition, the PC caught receives campaign-decided
  penalties for being known as a thief, such as Infamy. For other
  stolen items which meet the criteria in #1 above, use your judg-
  ment and the circumstances within the game to determine
  whether a PC thief gets away with the theft or not. 
  Any item retained according to these rules, which does not have
  a certificate, will not ever have a certificate issued for it. 
  The campaign staff reserves the right to take away any item or
  gold acquired for things which it later finds unreasonable but
  which were allowed at the time.
  Conclusion
  Active Reserve:
  •
  25 Nyrond nobles (25 gp)
  •
  Room and board in the military compound at 2 Nyrond 
  nobles (2 gp) per week.
  •
  Monthly stipend of 5 Nyrond nobles (5 gp)
  OR Muster Out:
  •
  100 Nyrond nobles (100 gp), tax free
  Registered as a Licensed Adventurer
  •
  Water proof pouch containing a small ledger (17 gp, 2 lb., 
  leather and parchment, uncommon)
  •
  Personalized medallion identifying the bearer as a licensed 
  adventurer of the Kingdom of Nyrond (15 gp, 1 lb., steel, 
  uncommon)
  
  HANDOUTS
  Mail Call
  14
  DM Aid #1
  The Militia and 
  Royal Mail Service
  The Militia
  The Militia of the Kingdom of Nyrond is a military organization
  whose original function was to serve as levies and replacements
  for the army. The Militia has been in service for many years but
  has taken on a new function. After the Wars, King Lynwerd I
  decided that he must have the ability field a large number of
  troops relatively quickly to support his regular military units. He
  also decided that every able-bodied citizen should do several
  years of government service to help restore the Kingdom after
  the Wars. Hence he created a new mission of the Militia.
  Structure-wise, the Militia is under the command of the
  General of the King's Militia, Nora Prime, who reports to The
  Royal General. It is treated as a separate entity from the Army and
  the Navy since it does have a different mission from the regular
  military. The role of the Militia is threefold; one, to provide sup-
  port to the military, two, to help rebuild the infrastructure of the
  kingdom, and three, to provide the citizen’s of the kingdom a
  basic level of martial training to assist the Kingdom in times of
  war. Regular Military officers and NCOs command the Militia.
  There are a number of Militia bases around the Kingdom, most in
  the larger cities and regional capitals. The Militia regiments are
  always under the King's rule, and not the Regional leaders, a fact
  some regional leaders are not at all happy with.
  Much of what the Militia has done lately has been to help
  rebuild the infrastructure of the Kingdom, such as roads, bridges
  and fortifications. In some areas they have been used to do some
  military work such as bandit control, smuggling details and
  guard duties. All citizens and those desiring citizenship must
  spend at least 2 years in the Militia. Persons are found assign-
  ments within the Militia according to their abilities and skills.
  Since the kingdom needs extensive rebuilding, no one is wasted.
  A place will be found for all of those who serve. Clerics may have
  extra duties with the Chaplains. Those with arcane skills will also
  have those put to good use. Of course, the militia always needs
  fighters.
  The roll of the Militia has a favorable following with most of
  the powers that be in the Kingdom. The other military branches
  understand its value. All the leaders of the major religions of the
  Kingdom approve of the Militia's purpose and encourage their
  followers to support their Kingdom by doing their civic duty.
  Since serving in the Militia is a requirement of the Kingdom,
  those who evade service are subject to punishment as heavy as
  forfeiture of property or loss of citizenship.
  Royal Mail Service
  The Royal Mail Service historically has been an important part of
  the Kingdom due to the large geographic area Nyrond controls.
  Almost every town, village and city had a Royal Postmaster (in
  smaller towns this person may also serve other roles as well).
  With the use of two major rivers and well-maintained roads, mail
  could be delivered fairly quickly from most any place in the
  kingdom. During the Wars, the Royal Mail Service was disrupted
  because both coin and manpower was thrown into the war effort.
  The Postmasters were not paid, and roads and Post Offices fell
  into disrepair. King Lynwerd is using the re-establishment of the
  Royal Mail Service as a great public relations tool to show that the
  kingdom is returning to normal. Funds have again been provid-
  ed to pay for Postmasters and their offices. Routes have again
  been re-established. Many sections of roads have been rebuilt,
  thanks to the militia. The shortage of Mail Carriers has forced the
  king to look to the Militia and other sources to provide adequate
  manpower to deliver the mail.
  Player Handout #1
  • 
  Wanted: Volunteers for long-term assignment with the River
  Patrol. Volunteers without family will be considered first.
  •
  Wanted: Information leading to the capture of the King’s 
  Traitorous Brother, Prince Sewarndt. Rewards are based on 
  the quality of the information.
  •
  Notice: Serve your kingdom and make money too! Become a
  licensed adventurer. Details available at the Office of the 
  Bailiff-General.
  •
  Notice: Increased occurrences of banditry near the 
  Gnatmarsh and Celadon borders. Road construction patrols 
  in this area should be constantly on the watch for bandits.
  •
  Wanted: Dead or alive. The former Baron of Woodwych, 
  Bastrayne. The ex-baron is a short man with flaming red hair
  and noticeably pudgy fingers. Reward: 10,000 Nyrond nobles.
  
  HANDOUTS
  Mail Call
  15
  Player Handout #2 
  (Items Available at the 
  Quartermaster's Office)
  Item
  Cost
  Backpack (empty)
  2 gp
  Barrel (empty)
  2 gp
  Basket (empty) 
  4 sp
  Bedroll
  1 sp
  Blanket, winter
  5 sp
  Block and tackle 
  5 gp
  Bottle, wine, glass (empty) 
  2 gp
  Bucket (empty) 
  5 sp
  Candle
  1 cp
  Canvas (sq. yd) 
  1 sp
  Case, map or scroll 
  1 gp
  Chain (10 ft.)
  30 gp
  Chalk, 1 piece
  1 cp
  Chest (empty)
  2 gp
  Crowbar
  2 gp
  Fishhook
  1 sp
  Fishing net, 25 sq. ft. 
  4 gp
  Flask
  3 cp
  Flint and steel 
  1 gp
  Grappling hook
  1 gp
  Hammer
  5 sp
  Ink (1 oz. vial)
  8 gp
  Ink pen
  1 sp
  Jug, clay
  3 cp
  Ladder, 10-foot
  5 cp
  Lamp, common 
  1 sp
  Lantern, bullseye
  12 gp
  Lantern, hooded
  7 gp
  Manacles
  15 gp
  Mirror, small, steel
  10 gp
  Mug/tankard, clay
  2 cp
  Oil (l-pint flask)
  1 sp
  Paper (sheet)
  4 sp
  Parchment (sheet)
  2 sp
  Pick, miner's
  3 gp
  Pitcher, clay
  2 cp
  Piton
  1 sp
  Pole, 10-foot
  2 sp
  Pot, iron
  5 sp
  Pouch, belt
  1 gp
  Rations, trail (per day)
  5 sp
  Rope, hemp (50 ft.)
  1 gp
  Rope, silk (50 f.)
  10 gp
  Sack (empty)
  1 sp
  Sealing wax
  1 gp
  Sewing needle
  5 sp
  Sledge
  5 gp
  Soap (per lb.)
  5 sp
  Spade or shovel
  2 gp
  Tent
  10 gp
  Torch
  1 cp
  Vial, ink or potion (empty)
  3 gp
  Waterskin
  1 gp
  Whetstone
  2 cp
  Player Handout #3
  Mail Delivery Manifest
  Swan Bore, 
  Deliver 5 bags of mail to Postmaster Peragrest Mumsmith
  Adrean’s Landing, 
  Deliver 3 bags of mail to Mayor Thodan Talinth
  Arnford,
  Deliver 5 bags of mail to Postmaster Meril Rugila
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/NYR (Nyrond)/NYR1-01 Mail Call (3E).pdf