TEXT: BDK6-05 
   
   
   
   
   
  Grass Roots 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Bandit Kingdoms Adventure 
  Version 1.0 
   
   
  by John Filipek 
  Circle Reviewer: Chris Tulach  
  Triad Reviewer: Theo Judd 
  Maps: Theo Judd 
  Playtesters: Conor Braman, Tim Harr, John Keagy, Derek Mayfield, and Jonathan Samm 
   
   
  Cranzer continues his agenda of terror to gain more power; a mysterious woman wishes to find out what his next move 
  will be. Perhaps then his enemies could be a step ahead of him. But she needs help. Are there any brave adventurers 
  willing to aid her? Old Faith Druids, Men of the Rift and members of Moskol’s Legion are encouraged to participate in 
  this adventure. A one-round Bandit Kingdoms adventure set in Riftcrag for characters level 1-7 (APLs 2-6). 
   
  Resources for this adventure [and the authors of those works] include Arms & Equipment Guide [Eric Cagle, Jesse 
  Decker, Jeff Quick, and James Wyatt], Complete Warrior [Andy Collins, David Noonan, and Ed Stark], and Spell 
  Compendium [Matthew Sernett, Jeff Grubb, and Mike McArtor]. 
  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 Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information 
  on 
  NPCs 
  and 
  monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR). 
  You need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  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 dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. 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.  
  # 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 step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  Grass Roots 
   
  Page 2 
  
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  the Bandit Kingdoms. Characters native to the Bandit 
  Kingdoms pay 1 Time Unit per round; all other 
  characters pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Cranzer is back with a vengeance. Over the last six 
  months, he has wreaked havoc everywhere he has shown 
  his presence. First, he destroyed the Tangles forest and 
  hammered the Army of the Warfields, killing Guardian 
  General Hok and most of his staff. During this event, he 
  also killed Gerland, a powerful druid and friend of the 
  Northern Druids. Most recently, he trapped the soul of 
  the new Johrase King during their return to Kinemeet. 
   
  Gaiyle Markhalla, a recently resurrected resistor to 
  Iuz in the vilified lands known as the Bandit Kingdoms, 
  is worried. Her information is lacking since she has been 
  dead for several years and has lost touch with many of her 
  contacts. Feeling a bit out of sorts, Gaiyle is at a loss. 
  Recently, she has been one or more steps behind 
  Cranzer’s plans, and this bothers her. She needs 
  information and quickly. Hiring some adventurers has 
  often worked in the past, so she has decided to start up a 
  grass roots effort to hire some fresh adventurers to 
  infiltrate Riftcrag and find out what Cranzer’s next move 
  or moves will be. Gaiyle is hoping she can gather enough 
  information to counter or stall Cranzer’s next ploy. 
   
  ADVENTURE SUMMARY 
  In the city of Rookroost, Gaiyle Markhalla puts word out 
  on the street through the underground; she is looking for 
  some detail-oriented folks who are willing to do a favor 
  for a favor. Interested parties are told to discreetly look 
  her up at the Dirty Dog Tavern. She briefs the 
  adventurers on their mission to Riftcrag and sends them 
  on their way.  
   
  Allahendro, a Legionnaire from Moskol’s Legion 
  approaches the PCs with an offer, “you scratch my back, 
  and I will scratch yours.” He offers the PCs a contact in 
  Riftcrag who can help them accomplish their mission. 
  He provides this information if the PCs give him their 
  word they will give him same intelligence Gaiyle seeks. 
   
  The PCs then depart for Riftcrag. While en route, 
  they encounter boarder patrols from Riftcrag and the 
  Northern Alliance.  
   
  When the PCs enter Riftcrag they find it the most 
  unpleasant cesspool of humanoid society ever erected. 
  The foulness, decay, the reek of death everywhere 
  sickens all but those with the stoutest of fortitude. Most 
  common folk would pale at the mere sight much less the 
  Grass Roots 
   
  Page 3 
  
  smell of this foul nest of evil, but the denizens seem to at 
  least tolerate it. The PCs must brave the hazards of the 
  city, find their contact, and proceed to gather 
  intelligence. 
   
  At some point, the intrepid PCs hear rumors of a 
  great mage thought (incorrectly) to be related to Cranzer 
  himself. He is also extremely powerful and dangerous. 
  They also hear rumors of prisoners held captive from the 
  attack on the Tangles early in 596 CY. Eventually, the PCs 
  meet with their contact from Moskol’s Legion. The 
  contact confirms the rumors of the great mage and the 
  prisoners. The PCs can either attempt to gather the 
  information required by Gaiyle or free the prisoners. 
  Regardless of the order however, the PCs will still need 
  to do both encounters to succeed at all of their goals. 
   
  Once the prisoners are freed and good intelligence 
  has been gathered, the PCs return to Rookroost to find 
  Gaiyle and the Moskol’s Legionnaire they spoke with at 
  the beginning becoming friendly towards each other. 
  The PCs conclude by debriefing with Gaiyle and the 
  Legionnaire. 
   
  PREPARATION FOR PLAY 
  This adventure is fairly straightforward and relies largely 
  on core mechanics. Be sure to look at Appendix 2 for a 
  short list of new rules that appear in this adventure. 
   
  This adventure includes an alternate encounter 
  listing for parties of adventures who are playing with 
  three or more 1st-level characters playing at APL 2. This 
  is called the APL 2 Lite listing, and it is tagged with a * at 
  each encounter. These encounters have a lower EL and 
  are designed to make it easier on a low-level party. There 
  is an additional encounter in the adventure for APL 2 Lite 
  ONLY to allow these parties to make up for lost XP. 
   
  REGIONAL WARNING 
  If your players are unfamiliar with the Bandit Kingdoms 
  region, read the following aloud before running this 
  event: 
   
  It is important to realize at all times that the Bandit 
  Kingdoms are under the control of Iuz, the Old One, 
  a chaotic, evil deity who revels in torture, depravity 
  and trickery. Government officials tend to imitate 
  many of the attributes of their dread lord. Things that 
  you might take for granted n other lands, such as 
  freedom of worship and the rule of law, are not 
  valued by the rulers of the Combination of Free 
  Lords. You may be able to strike at Iuz, but seldom 
  can you strike at him overtly without paying the final
  price. Be warned, l fe is short for those who openly 
  defy Old Wicked. 
   
  INTRODUCTION 
  i
   
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  t
  It is the day after Brewfest festival. This year the 
  festival s gloomy; indeed the entire city of Rookroost 
  is in chaos following the recent return of ravens to 
  the Peak. High Lord Tadurinal has cracked down hard 
  on any perceived to be involved in the affair, and the 
  tension in the air of the city is so thick you could cut 
  it with a knife. 
  It is for this reason that brew flows like a river at 
  this year’s celebration. Folk everywhere are trying to 
  drown their sorrows. Nothing is as it should be; none
  of this is your concern though. Perhaps that is why 
  you find yourself stretched out on this fine day 
  lounging lazily under a huge shady tree; either you 
  have no concerns, or you are recovering from 
  excessive amounts of the brew master’s specialty you 
  had the night before. Maybe you are enjoying the day. 
  It is a good day, even if i  is Moonday. 
   
   A child of no more than ten summers 
  approaches you as you are day dreaming of the last or 
  maybe the next adventure you will be on. 
  “Sir/Madame, my mistress would like to speak with 
  you. She bade me to find those who might be willing 
  to do her a favor. The description I was given fits you. 
  Would it be that I might be right?” 
   
  The child will wait for a response. If the PC says yes or 
  answers in the affirmative read the following: 
   
  “I thought so,” the kid says with a large toothy grin. 
  “My mistress will be at the Dirty Dog Tavern four 
  hours past high sun. Do not make her wait for you.” 
  The child turns and leaves. 
   
  If the PC answers no or in the negative, or says he/she is 
  not the person described read or paraphrase the 
  following: 
   
  The child says with a frown, “Are you sure you’re not? 
  My mistress was pretty detailed with her description.” 
   
  If the PC then says yes read the affirmative response to 
  them if they still say no read the following: 
   
  Pouting the child nervously kicks the dirt causing a 
  small cloud of dust to come up as if in resignation. 
  The child says, “Sorry to have bothered you. I must be 
  on my way.” The child then leaves. 
   
  Wait until all the PCs have answered yes or no. For those 
  answering no, begin filling out ARs until they get the 
  hint and desperately call the child back. 
  Grass Roots 
   
  Page 4 
  
   
  ENCOUNTER 1: HAIL, GAIYLE 
  The Dirty Dog Tavern is known as a safe haven for 
  adventurers in the city of Rookroost. At four hours 
  past high sun, the time has arrived for your meeting. 
  The tavern is certainly busy with folks of all k nds of 
  dress and means. Off in a secluded corner you notice 
  a woman sitting there looking at you with deep and 
  penetrating green eyes. A slight smile crosses the 
  reddest lips you have ever seen. You think you saw 
  her hand move sl ghtly beckoning you hither.  
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  Wait for the PCs to say they move to the table. Try to give 
  the impression of discretion here. Gaiyle is not going to 
  stand up and blatantly draw attention to her presence. 
  Once the PCs are seated around the table read or 
  paraphrase the following: 
   
  “Hello friends I am happy you have decided to meet 
  with me. I am sorry for the way you were summoned 
  here, however these are trying times and I must be 
  careful about who I am seen with on the streets. I 
  hope you understand the need for caution. Even here 
  may not be safe to discuss matters which need 
  attending too, but if not here, where then?” 
   
  The woman scoffs a wide grin replacing the 
  serious look on her face as she leans back in her chair. 
  She continues, “I doubt you came here to hear the 
  ranting of a paranoid woman. Let me introduce 
  myself, I am Gaiyle Markhalla. Maybe you have heard 
  of me, maybe not, either way it is of little 
  consequence because it is what I stand for that 
  counts. What I stand for is freedom from the 
  oppression of the Old One. Might I know who you 
  are?” 
   
  Gaiyle: Gaiyle Markhalla is an insurgent fighting against 
  Iuz from a base near Rookroost. She has many ties with 
  the Rookroost Thieves’ Guild, but after their recent antics 
  in BDKI6-04 Master of the Rooks, in which training 
  master Rhaedrick Avenfear returned the ravens to the 
  Peak, these ties have been dangerous for her to maintain. 
   
  Gaiyle’s initial attitude is Indifferent. However, she 
  has been caught and killed by the minions of Iuz before 
  and is extremely cautious. Consequently, all Diplomacy 
  checks to improve her attitude suffer a -5 circumstance 
  penalty. If her attitude is improved to Friendly or Helpful 
  it does not hurt the situation, but there is not very much 
  that she can actually provide the PCs at this time. If she is 
  at least Friendly, go ahead and give the PCs all the 
  information she knows in the bullet points below since 
  she will try harder to remember helpful pieces of 
  information. But give the PCs a chance to ask questions 
  first so they feel like they are being proactive. 
   
  In the unfortunate event her attitude is reduced to 
  Unfriendly or Hostile, she turns stoic and begins to 
  wonder whether the PCs are really worth her time. She 
  refuses to tell the PCs more unless they succeed at a Bluff 
  check (DC 26) or Intimidate check (DC 23). (Gaiyle takes 
  10 on her Sense Motive and opposed level check for 
  these checks.) If they cannot get her to open back up, 
  they have screwed up; the adventure is over. 
   
  Gaiyle 
  Markhalla: 
  female 
  human 
  Rog2/Wiz8/Spymaster1. 
   
  At this time the PCs should introduce themselves to 
  Gaiyle and each other if they haven’t met. After they 
  finish, read or paraphrase the following: 
   
  Gaiy e looks at everyone at the table nodding as if to 
  give her self-approval. After a quick moment of 
  thought she says, “Yes this will work out very well if 
  you are up for it. Please understand the nature of this 
  work does not permit me to tell you what I want until 
  you agree to do it. Will you?” 
   
  Gaiyle will answer some questions now but she will not 
  divulge the nature of the mission until the PCs say they 
  will do the job. 
   
  • 
  Who are you? “I am Gaiyle Markhalla, a freedom 
  fighter trying to liberate the Combination of Free 
  Lords from Old Wicked’s grasp.”
  • 
  Why are you so secretive? “The minions of the Old 
  One want me dead. They succeeded once. I’d 
  rather they not do it again. Even now I am in 
  disguise to avoid detection.” 
  • 
  If we accept what is in it for us? “Favor for a favor; 
  you will be rewarded. I have always done right by 
  those who have done things for me in the past.” 
  • 
  Why us? “Because my network is shattered from 
  being gone so long. It is time to rebuild it 
  through a grass roots effort among up-and-
  coming heroes to oppose the Old One again. 
  Adventurers helped me in the past. That is why I 
  seek you out now. Was I wrong in doing so?”
   
  If the PCs decline Gaiyle’s offer of employment, the 
  adventure is over for them. Once the PCs accept the 
  mission read or paraphrase the following: 
   
  “Thank 
  you. 
  I 
  appreciate 
  your 
  help 
  and 
  understanding,” Gaiyle says with gratitude. 
  Grass Roots 
   
  Page 5 
  
   
  Almost at a whisper she continues, “The 
  Boneheart Cranzer is on the move again friends, and 
  we cannot let his moves continue to go unchecked. 
  True enough, the resistance has made great strides 
  towards freeing the Bandit Kingdoms from the Old 
  One’s grasp. Yet 
   is not enough. We need 
  information desperately and fast. The information I 
  seek can be found only in one place, and that is where 
  you must go. I am sorry to ask this of you, but there is 
  no other way. You must go to the hateful city of 
  Riftcrag, steal into Cranzer’s labs, and find any 
  information which we can use to stop his next move, 
  if not his next three or four moves.”
  it
   
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  it
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  Gaiyle pauses for a drink from her tankard. 
  Setting it down slowly she looks at each of you 
  expectantly. You see deep sadness in her eyes as she 
  continues to speak. “I ask much of you I know. It will 
  be dangerous. I cannot express deeply enough the 
  importance of this mission. Everything accomplished 
  to this point may be lost if you do not succeed. If you 
  have some questions I will answer the best I can.” 
   
  Questions should be answered by Gaiyle as briefly as 
  possible, revealing little as Gaiyle knows little. 
   
  • 
  Why don’t you do this yourself? “I do not have the 
  resources to do this myself. At this time I am 
  rebuild ng my network from the ground up.” 
  • 
  What is in it for us? “My gratitude is all I can offer 
  you at this time, although I will be sure to put in
  a good word with my contacts in the area; they 
  might be able to make some special items 
  available to you. And of course any treasure you 
  find on your mission is yours to keep.” 
  • 
  Who is Cranzer? “He is a powerful Boneheart 
  wizard and minion of the Old One. He is the 
  official governor of the Bandit Lands region of 
  the Empire. Riftcrag is the regional capital from 
  which he rules.” 
  • 
  Tell us where the labs are. “I am sorry I do not 
  know. When you get to Riftcrag you will have to 
  search them out yourself.” 
  • 
  How do we get to Riftcrag? “It is due south south 
  of here, next to Rift Canyon. You will need to 
  find your own way. The simplest is to take the 
  highway south from here. It is riddled with 
  humanoid patrols however, so be on your guard.”
  • 
  What should we expect to find in Riftcrag? Gaiyle 
  smiles. “Riftcrag cannot be described; 
   is best 
  experienced. But you can expect that, as the 
  demesne of a Boneheart, it will be a thoroughly 
  evil place.” 
  • 
  Can 
  you 
  give 
  us 
  any 
  aid 
  or 
  assistance? 
  “Unfortunately I am unable to give you anything 
  to help you this moment. There is no time to wait 
  for the gathering of resources either. You must be 
  quick ” 
  • 
  When/where do we meet you again? “If you have 
  no further questions o  me I will tell you.” 
   
  When the PCs are done asking her these questions read 
  or paraphrase the following: 
   
  Gaiy e looks to you with an expectant smi e saying, 
  “Thank you again, friends. The Combination of Free 
  Lords certainly could use more friendly folk like you. 
  One more thing before you leave: a word of caution. 
  Watch for enemies, be aware, and look for friends and 
  allies. You may find them in the most unexpected of 
  places. I will see you here in three weeks time, good 
  luck.” Without further word Gaiyle gets up from your 
  table and leaves the tavern through the back door. 
   
  At this point let the PCs make Knowledge (geography) 
  checks if they wish. 
   
  • 
  DC 10: Riftcrag is south of Rookroost on the edge of 
  the Rift Canyon (just like Gaiyle has said). 
  • 
  DC 15: Rift Canyon is in the middle of a desert 
  wasteland. Riftcrag is about a four day ride (180 
  miles) from Rookroost. 
  • 
  DC 20: Rift Canyon is 180 miles in length, 10 miles 
  wide at the ends and 30 miles wide at the widest 
  point. 
  • 
  DC 25: Rift Canyon is over a mile deep in places and 
  is littered with tunnels and crevices throughout. 
  Fierce monsters and the outcast bandits known as 
  the Men of the Rift are known to live there through 
  the most rigorous of conditions. 
  • 
  DC 30: The sewers of Riftcrag dump into the 
  canyon, and it is virtually impossible to enter the city 
  from the canyon side. 
   
  When the PCs leave the tavern, proceed to Encounter 2. 
   
  ENCOUNTER 2: THE 
  LEGIONNAIRE, FRIEND OR… 
  Once the PC’s exit the Dirty Dog Tavern read or 
  paraphrase the following: 
   
  An unkempt man you recognize from inside the 
  tavern approaches your party. 
   
  “Good afternoon,” he says, “please do not be 
  alarmed; I mean you no harm.” 
  Grass Roots 
   
  Page 6 
  
   
  The man speaking is wearing tattered brown 
  robes though his stance would indicate someone who 
  is beyond outward appearance. “Forgive my intrusion
  I couldn’t help but overhear some of the conversation 
  you were hav ng inside. I have a business proposit on 
  for you; one I think would serve us equally if you’re 
  interested.” 
  . 
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  Allehendro: This man is a spy sent by Moskol’s Legion to 
  gather information in Rookroost. His initial attitude is 
  Indifferent. If improved to friendly, he relates that he is 
  also an enemy of Iuz. He does not reveal his affiliation 
  with the Legion unless his attitude is improved to 
  Helpful. If his attitude is reduced to Unfriendly or 
  Hostile, he does not fight, but excuses himself from the 
  PCs as soon as possible and does not look back. 
   
  Allahendro: male human Rog5. 
   
  Give the PCs time to decide upon a course of action. If 
  they talk to the man, they can learn the following from 
  him: 
   
  • 
  Who are you? “My name is Allahendro. I am a 
  representative of a group that, shall we say has 
  mutual interests and goals with you. We can do 
  business, no?” 
  • 
  What do you propose? “I have a contact in Riftcrag 
  who can help you if you are willing to help me.” 
  • 
  What do you want in return? “I want the 
  information you gather just the same as your 
  current employer.” 
  • 
  What do you know of our employer? “Nothing 
  other than that we probably have the same goals 
  and that she is very pretty,” he says with a big 
  smile. 
  • 
  Why not ask her yourself? “Because you are the 
  ones who could make use of my contact.” 
  • 
  Why should we trust you? “I am an honored 
  legionnaire, my word is my bond. It s me who s
  taking a chance by coming to you.” (A DC 20 
  Knowledge (local: Iuz’s Border States) check is 
  enough to recognize his subtle suggestion that he is 
  a member of Moskol’s Legion, a freedom-fighting 
  group formerly stationed in the now-destroyed 
  Tangles.) 
  • 
  What is in it for us? “You will have my thanks. Not 
  a small favor I assure you.” 
  • 
  Alright let’s deal. “Excellent, I am glad of this. The 
  man you seek is Cidineb Lonra. You will find him 
  somewhere is the merchant district of Riftcrag. 
  When you find him you should ask, ’you 
  wouldn’t by chance have any pink slippers?’ to 
  which he should reply, ’Only if you know how to 
  dance in them.’ I wish you luck. I will wait for 
  you here at the tavern.” 
   
  Development: If the PCs are suspicious and attack the 
  man, he will flee with all possible haste. Try to dissuade 
  them from taking such a course of action if you can 
  before proceeding. If you cannot, this encounter is over. 
  The mission still needs to be accomplished, but now it 
  will be more difficult. Read the next paragraph of read-
  aloud text, and then go to Encounter 3. 
   
  The man who approached you turns and runs 
  muttering something about “fool hardy idiots.” 
   
  ENCOUNTER 3: TO HELP 
  OR… 
  The journey will take several days at least. Ask the PCs 
  how they are setting up night camp, what watches they 
  are posting, if they have a campfire burning, how they are 
  tethering their animals for the evening, etc. Try to keep 
  them on their toes. When the PCs have made their plans 
  read or paraphrase the following: 
   
  The trip to Riftcrag so far has been uneventful. With 
  the exception of the usual soreness associated with a 
  long trek such as this it has been a pleasant trip. This 
  night, you and your compan ons are no more than 
  two days from the city of Riftcrag when you settle 
  into camp. Exchanging tales of previous adventures 
  and exploits of glory it gets late, and it is soon time to 
  rest. 
   
  At this point a skirmish between a patrol from the High 
  Lord Tadurinal’s Northern Alliance forces and Cranzer’s 
  troops begins a short distance away from the PCs 
  (automatic success on Listen checks). The battle lasts no 
  more than three rounds and is too far off for the PCs to 
  see without resorting to extraordinary means. Give the 
  PCs one round to react then read or paraphrase the 
  following: 
   
  The sounds of battle echo across the plain. Metal 
  against metal clashes breaking the night’s silence. No 
  sooner than i  started the battle is over. A arge 
  number of dim shapes appearing to be mounted 
  riders now approach your camp. It looks as i  they are 
  in a big hurry. 
   
  Alliance Orcs: This patrol is from the Northern Alliance, 
  and it is fleeing from Cranzer’s patrol. The two groups ran 
  into each other and fought a quick skirmish. This is not 
  Grass Roots 
   
  Page 7 
  
  intended to be a battle encounter, although it might get 
  ugly, so place some enemy figures on the battlemap just 
  to get the PCs antsy. The orcs will not fight the PCs. 
  Roleplay this out, however keep in mind the orc speaking 
  is trying to hurry things up. 
   
  All APLs (EL 6) 
   
  Alliance Orcs (6): hp 5 each; see Monster Manual, 
  page 203. 
   
  Light Warhorse Mounts (6): hp 22 each; see 
  Monster Manual, page 274. 
   
  The main body avoids your group by riding around 
  you not even slowing. One orc rider, possibly the 
  leader, approaches your group and hurriedly says in a 
  guttural voice, “We are from the Northern Alliance. 
  Stall our pursuers the best you can. Help us and your 
  deed will not be forgotten. The same ho ds true if you 
  do not help.” 
   
  l
   
  “
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  The rider then digs his spurs into his mount’s 
  flanks yelling, “Yaah!” The horse rears and bolts into 
  the night darkness. As soon as the rider disappears 
  into the gloom more shadows rapidly approach your 
  campsite. Apparently these are the victors of the 
  battle that took place moments ago. 
   
  The PCs will have practically no time to prepare for the 
  goblin group. If the PCs wish to cast spells or try to set 
  traps, inform them that as soon as the orc group passes 
  out of sight, goblin worg riders come into view and that 
  any actions that could be construed as hostile by the 
  goblins will likely be dealt with appropriately. 
   
  A large goblin riding a worg raises his hand halting 
  his troop sixty feet from your camp. He says, Where 
  dey go?” 
   
  The worg underneath him snarls and bucks, 
  trying to lunge at the closest of you. The goblin cuffs 
  the beast saying, “Easy dar ya mangy hound. Dem’s 
  not fer eatin’… yet.” With a slight whimper the worg 
  settles down. The gobl n smi es sl ghtly looking 
  expectantly to your group and continues, “Well?” 
   
  Cranzer’s Goblins: The goblins’ initial attitude is 
  Unfriendly. They stick around for one round to hear an 
  answer unless their attitude is improved (due to the time 
  constraint, this requires a fast Diplomacy check). If their 
  attitude is improved to Indifferent, they will stick around 
  for another round to answer questions. If their attitude is 
  improved to Friendly, they will stay with the PCs for up 
  to a minute discussing whatever the PCs ask to discuss 
  (this is enough time for the orcs to get away). If their 
  attitude is improved to Helpful, they will stay a bit longer 
  if the PCs ask although they aren’t incredibly patient. If 
  the PCs are unfortunate enough to reduce their attitude 
  to Hostile, the goblins attack the PCs (see Tactics below). 
   
  Numerous methods might be utilized to stall the 
  goblins if the PCs wish. Any PCs who inspect the group 
  notice there are wounded among them. Any offer of 
  magical healing automatically shifts their attitude to 
  Friendly. The PCs could also try a DC 20 Bluff check to 
  make the goblins think the orcs went another way, but 
  the goblins’ worg mounts are tracking the orcs by scent 
  which makes such a lie difficult to believe. (The goblins 
  take 10 on their Sense Motive check, receiving a +10 
  bonus because such a Bluff is hard to believe.) The PCs 
  could try attacking the goblins to stall them, but such an 
  action is not wise as the goblins clearly outnumber the 
  PCs and ride powerful mounts. 
   
  All APLs (EL 10) 
   
  Goblin Leader: male goblin Rog5; hp 25; see 
  Dungeon Master’s Guide, page 123 
   
  Cranzer’s Goblins (11): hp 5 each; see Monster 
  Manual, page 133. 
   
  Worg Mounts (12): hp 30 each; see Monster 
  Manual, page 256. 
   
  Tactics: If the PCs end up on the wrong side of the 
  goblins, they seek to take prisoners. Each goblin is also 
  equipped with a net in addition to the standard 
  equipment listed in the Monster Manual. They attempt 
  to net as many PCs as possible first, then they gang up on 
  the PCs two or three at a time. They and their mounts 
  take a -4 on their attack rolls to deal nonlethal damage. 
   
  If the PCs point the way to the orcs or successfully lie 
  about their direction, read or paraphrase the following: 
   
  With a snort the large gobl n waves his hand over his 
  shoulder yelling, “Move!” 
   
  His fol owers go n the direction you pointed. 
  The goblin turns back to you and says, “Danks! Your 
  assistance will be remembered,” then rides to catch 
  the rest of his group. 
   
  If the PCs fail to stall the goblins, but haven’t offended 
  them enough to make them Hostile, read or paraphrase 
  the following: 
   
  “Ain’t got time for chit-chat, but we’ll remember you 
  scum Alliance lovers.” 
   
  He spits on the ground at your feet and yells, 
  “RIDE!” The patrol then rides off in hot pursuit of ts 
  quarry. 
   
  Development: As both sides are evil, the PCs may come 
  up with some scheme to force the two forces into 
  Grass Roots 
   
  Page 8 
  
  fighting again and ultimately decimate each. This should 
  be no easy task, so make any attempt a fair challenge, but 
  do not punish creative PCs with the means to accomplish 
  daring feats. Heroism should be rewarded. 
   
  PCs captured by the goblins lose 8 TUs being 
  imprisoned in the silver mines before they escape. They 
  do not recover any of their equipment and must use the 
  Charity of Friends (see the Living Greyhawk Campaign 
  Standards) clause to re-equip themselves. Each captured 
  PC gains Whip Scars (see Adventure Record Items 
  below). 
   
   ENCOUNTER 4: RIFTCRAG 
  When the PCs arrive in Riftcrag, read or paraphrase the 
  following text, which presumes the PCs enter by the 
  main gates (adjust accordingly if the PCs have different 
  plans): 
   
  You smell your destination just as you crest a hill and 
  see it a couple miles away. Certain y this is no ruin, 
  however if it weren’t for all the activity you would 
  normally see in a busy capital, Riftcrag could easily be 
  misidentified for an abandoned city. Unfortunately as 
  you approach Cranzer’s Jewel of the Rift, the smell 
  becomes increasingly more unpleasant. At the front 
  gates you met by a couple of gate guards, ogres you 
  think by their size. They charge you a nominal gate 
  fee and make fun about the way you smell, laughing 
  heartily. As you enter the streets a slight breeze stirs 
  the air bringing with it more excruciating odors to 
  your nostrils.  
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  Have all the players make a DC 5 Fortitude save or be 
  sickened for 1d4 hours. Any attempt to stem the stench 
  of the city by the PCs is for naught although they get a +2 
  circumstance bonus to their save if their mouths are 
  tightly wrapped up before entering. The odor of Riftcrag 
  permeates everything in the city. After the PCs save or 
  fail read or paraphrase the following: 
   
  Even with your stomachs queasy, your senses are 
  assailed by the sights, sounds, and most definitely the 
  odors of this place. Hideous laughter followed by 
  screams assault your ears from alleyways as you pass 
  by. You receive some hard looks from passers-by as 
  wel  as those who take a wide path around you as you 
  walk down the street. Several dead bodies litter the 
  street already picked clean of anything of value with 
  the exception of what the carrion feeders are 
  finishing leisurely. Not a soul disturbs their feast. 
  You look further down the street and hear a man 
  scream as he plummets, apparently thrown to his 
  death from a roof top. The crowd witnessing his 
  demise gathers around him on the street. As you 
  approach the crowd disperses, his body already 
  stripped naked. It is here you look up to see a sign 
  hanging on one hinge saying “The Opulent Ogre.” 
  This place seems to be just as good as any other to 
  seek a shelter for the night.  
   
  At this point, the impetus for action is on the PCs. Allow 
  them to Gather Information and/or rent a room for the 
  night. The PCs gather random rumors with each Gather 
  Information check, depending on the result of their 
  check. Roll 1d6 for each table depending on which result 
  the PCs get. The results are cumulative. So a PC who rolls 
  a 25 or higher gets one result from each table. Halflings, 
  elves, half-elves, gnomes, and dwarves suffer a -2 
  circumstance penalty to this check. Those with orc blood 
  gain a +2 circumstance modifier. Each 10 gp spent gives a 
  +1 circumstance modifier (stacks with racial modifiers) to 
  a maximum of +5. 
   
  Gather Information (DC 10+) 
  • 
  1—Riftcrag is ruled by an evil mage named Cranzer, 
  a Boneheart in service of Iuz. It is said Cranzer 
  claimed a soul on his last outing, where he 
  interrupted the crowning ceremony of the new 
  Johrase king! 
  • 
  2—The Vicious Viper Tavern is a five star 
  establishment (to an Orc it might be a five star 
  business but really it is a minus five star 
  establishment). 
  • 
  3—The silver mines are a horrible place to work! 
  Even the guard duty there is an abhorred position. 
  • 
  4—Over the last ten years, Cranzer has brought back 
  many prisoners from all over the Bandit Kingdoms 
  to torture in his dungeons beneath the city. 
  • 
  5—Cranzer has a demented son who drinks blood 
  like tomato juice! 
  • 
  6—Small dragons are killing and eating slaves and 
  overseers alike in the mines! 
   
  Gather Information (DC 15+) 
  • 
  1—Cranzer has a powerful wizard as an apprentice 
  who is also his cousin. 
  • 
  2—There are reports of miniature blue dragons 
  breathing lightning and harassing the miners. 
  • 
  3—Cranzer has a powerful sorcerer guarding his 
  dungeons below the city. His name is Ishmael, and 
  he eats scrambled eggs and humanoid brains for 
  breakfast. 
  • 
  4—Violet-garbed priests have been seen in the 
  region recently in increasingly large numbers. Some 
  say they are part of an insane cult of the Old One, 
  Grass Roots 
   
  Page 9 
  
  but nobody knows for sure. One thing is sure; they 
  all appear to be headed north. 
  • 
  5—There are evil things going on in Cranzer’s labs 
  beneath the city. Aberrations with demonic grafts 
  and trolls who are impervious to fire are among his 
  more deadly experiments. 
  • 
  6—A well-informed fellow named Cidineb Lonra 
  runs a little curio shop next to the Vile Viper Tavern. 
   
  Gather Information (25+) 
  • 
  1—There are kobolds attacking the mines who paint 
  themselves blue. Some of them even breathe 
  lightning! 
  • 
  2—Cranzer caught some of the druids of the Old 
  Faith when he attacked the Tangles earlier in the 
  year. Maybe he is using them for arcane experiments 
  in his dungeons near the sewers. 
  • 
  3—Cranzer’s apprentice who runs his underground 
  labs, a foul man named Ishmael, drinks blood like it 
  was tomato juice. Perhaps he is a vampire! Some 
  seem to think he is related to Cranzer, but that is 
  only a vicious rumor. 
  • 
  4—Cranzer has imprisoned many Men of the Rift in 
  his dungeons. The Men of the Rift have been in 
  revolt against Cranzer ever since he came to power 
  and might be good allies to leverage against him. 
  • 
  5—One of the kobolds who has been attacking the 
  mines was captured and taken to Cranzer’s dungeons 
  for questioning. 
  • 
  6—Cidineb Lonra knows things no one should. 
  Don’t understand how he gets away with it, but if 
  you want to know something he will tell you for a 
  price. His shop is located next to the Vile Viper. 
   
  After chatting up the locals, the PCs should realize that 
  all the important stuff is happening in Cranzer’s 
  dungeons beneath the city. They will need to get inside 
  the dungeons if they are to learn anything interesting. If 
  they want to make contact with Cidineb (either because 
  of meeting Allahendro or by learning of him with Gather 
  Information) go to Encounter 5. If they wish to dive into 
  the sewers and find the dungeons themselves, go to 
  Encounter 6. 
   
   ENCOUNTER 5: CONTACT! 
  If the PCs go to Cidineb Lonra’s shop on the day they 
  arrive, they find it is closed with a sign that says “Back 
  tomorrow.” Assuming they stay the night, read or 
  paraphrase the following if the PCs decide to approach 
  Cidineb at his shop the next day: 
   
  The next day, some what rested, you find the odor of 
  Riftcrag has abated a bit. Either it isn’t as bad as 
  yesterday or your olfactory senses are becoming 
  numb to the unpleasantness. The pillow from your 
  bed though might have been filled with road app es 
  rather than feathers, maybe that helped kill the odors 
  of the city. The mystery meat you had at breakfast 
  though was tasty and filling although totally 
  unidentifiable. 
  l
   
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  As the proprietor clears the dishes from your 
  morning feast, he gives you a slight nod and smile as 
  you currently are the only customers he has that are 
  awake. Bodies litter the common room and even 
  though they smell dead you can hear the snoring, 
  seeing the rise and fall of their chests affirming they 
  are indeed alive.  
   
  Allow the PCs to make any preparations they might wish 
  before visiting Cidineb, then continue: 
   
  It is quieter on the streets in the morning, and very 
  few pedestrians are out as you make your way to find 
  Cidineb Lonra. A grandiose sign as fantastic as you 
  have ever seen hangs over a broken doorway. Written 
  in blood on an old water barrel lid reads ‘The Vi e 
  Viper.’ Next to the Vi e Viper’s door is a ten foot by 
  ten foot opening with a wooden awning held in place 
  by two rough cut sticks of timber. 
   
  You see a short, disheveled man with a hooked 
  stick hanging some lanterns from the awning. The 
  man seems terribly out of place as he is the only 
  person in Riftcrag you have seen that is wearing clean 
  clothing even i  his hair is not combed. He does not 
  seem to notice you. But he fits the description of the 
  one you seek. 
  Cidineb: This fellow is indeed the contact the PCs seek. 
  Although he is a contact for Moskol’s Legion (which he 
  will not mention unless the PCs do so first), he is a 
  double agent secretly working for Cranzer. As such, he 
  plans to betray any information the PCs give him to his 
  superior, the sorcerer Ishmael. Assume Cidineb takes 10 
  on his Bluff checks, making the Sense Motive DC 23 to 
  detect his duplicity. 
   
  If the PCs do not have the password Allahendro gave 
  them, he takes a little convincing before he will spill the 
  beans for the party. His initial attidue is Unfriendly to 
  the PCs. He has nothing to offer them if his attitude is 
  improved to Indifferent other than allowing them to 
  browse his shop unmolested. However, a successful DC 
  18 Intimidate check or DC 25 Diplomacy check improves 
  his attitude to Friendly and gets him to talk. Otherwise, 
  offering Cidineb a bribe of 100 gp automatically adjusts 
  his attitude to Friendly. 
  Grass Roots 
   
  Page 10 
  
   
  Enchantments like charm person may work as well, 
  but out in broad daylight, the guards automatically notice 
  such magic. If the PCs arrive in the early morning and 
  cast the spell inside his shop, there are not any customers 
  to notice such magic; at other times of day, assume 1d3 
  customers (1st-level commoners) are browsing his wares; 
  they immediately flee and alert the guard unless the PCs 
  succeed on a DC 20 Bluff check or DC 25 Diplomacy 
  check to calm them down. 
   
  If Cidineb’s attitude can be increased to Helpful, he 
  offers to loan them up to 50 gp of equipment (no 
  consumables). This can help the PCs if they forgot to 
  bring things like rope or a ten-foot pole. All equipment 
  must be returned to him upon completion of the task, or 
  the PC must purchase the item if it is lost, stolen, or they 
  just want to keep it. 
   
  Cidineb: male human Exp7 (Will +6; Bluff +13, Sense 
  Motive +11). 
   
  If the PCs use the password, Cidineb knows exactly what 
  they are after and immediately clues them in. 
   
  “Only if you know how to dance in them,” the man 
  repl es, stopping dead in his tracks, “I was beginning 
  to think I wouldn’t ever hear that phrase.” 
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  Continue with the following if the PCs used the 
  password, or begin here if the PCs did not have the 
  password: 
   
  Cidineb ooks quickly around and motions you to 
  follow h m. He says, “follow me quickly we must get 
  off the street.” He goes into his shop. 
   
  As soon as you enter the shop Cidineb draws a 
  curtain across the entrance and says in a hushed 
  voice, “I am sorry. I mustn’t be seen with strangers for 
  any length of time. Bad for business you know.”
  He smiles widely, “What is it that Cidineb can do
  for you?” 
   
  Let the PCs explain their mission to him. They may also 
  ask questions at this time. Cidineb will answer as best he 
  can. 
  • 
  Can you tell us where Cranzer’s labs are? “Yes I can 
  direct you to an entrance in the sewer that will 
  lead you to them.” 
  • 
  Can you tell us about the silver mines? “Cranzer 
  rules them with an iron fist. Recently however, 
  there have been reports of blue kobolds 
  breathing ightning and harassing the mining 
  operation.”
  • 
  What about any prisoners? “I can give you a map to 
  where 
  Cranzer 
  has 
  his 
  prisoners 
  held 
  underground. Of course it is dangerous to do so, 
  but you look brave.” 
  • 
  Who or what is guarding the labs/prisoners? “There 
  is this powerful mage named Ishmael. Be wary of 
  that one, some say Cranzer is a pussy cat 
  compared to him. He eats brains claiming it 
  makes him smarter and drinks blood thinking it 
  gives him power.” 
  • 
  Is Ishmael related to Cranzer? “I don’t know.” 
  • 
  Who are the prisoners Cranzer has in his prison? 
  “They are from all over the Bandit Lands! 
  However, those of note include prisoners from 
  the Tangles, the Rift and the mines I think.” 
  • 
  You’re not sure (of anything)? “It is my best guess. 
  One can never be too sure what a Boneheart is up 
  to.” 
   
  Cidineb can sell the PCs any equipment that is Core 
  access for the Living Greyhawk Campaign (see the Living 
  Greyhawk Campaign Sourcebook) from his shop. Once 
  the PCs leave Cidineb’s shop he will close his shop up 
  and go to Ishmael to sell the PCs out. 
   
  The PCs have several choices before them. Cidineb 
  can direct them to either the prisoners or the labs. If they 
  go to free the prisoners go to Encounter 6. If they go to 
  the labs go to Encounter 8. 
   
  Development: Some PCs may (rightly) be suspicious of 
  Cidineb. He is a canny fellow however and is quite adept 
  at bluffing. Any successful attempts at a Sense Motive 
  check (see Cidineb above) indicates that the PC notices 
  some duplicity within him. He will only reveal his 
  affiliations if the PCs capture him and make a successful 
  DC 18 Intimidate check. He attempts to flee if attacked, 
  using a potion of gaseous form to fly through cracks in 
  the floor leading to his basement where he has a secret 
  passage (Search DC 25) leading to the sewers. Canny PCs 
  might locate the secret passage and try to track him 
  through the sewers (DC 23 Track check; DC 17 if the 
  tracker has darkvision). In this event, go to Encounter 8. 
   
  ENCOUNTER 6: FREEDOM! 
  The prison and the labs are actually interconnected, and 
  PCs wandering about the sewers will eventually locate 
  the prison, which is easier to find. Cranzer does not do 
  much to keep the sewers free of loiterers; hardly anyone 
  enters the sewers anyway, mostly out of fright. 
   
  Skip this passage unless the PCs are coming to this 
  encounter from Encounter 5. Read or paraphrase the 
  following: 
   
  Grass Roots 
   
  Page 11 
  
  You thought the smell above the street was bad, but 
  the smell awaiting you in the sewers promises to be 
  more 
  disgusting 
  than 
  you 
  imagine 
  possible. 
  Fortunately once down in the sewers it isn’t nearly as 
  bad as you imagined. At least the smell of death isn’t 
  hanging around in the sewer. Perhaps the last two 
  days in Riftcrag has made your stomach stronger. 
   
   
  As you slosh around in the waste looking for the 
  door to the prison on your map you seem to be 
  impervious to the putrescence ever present. What a 
  relief when you discover your map obtained from 
  Cilineb is correct; there ahead is the door to the 
  prison. 
   
  If the PCs are just exploring the sewers or came here 
  from the labs, read the following: 
   
  Ahead of you is a door bearing the unmistakable skull 
  emblem of Iuz. It is out of place for a location like 
  this, hence it is a likely candidate for hiding 
  something unusual. 
   
   
  Stone Doors: 4 in. thick; hardness 8; hp 60; AC 5; 
  Break DC 28. 
   
  Masonry Walls: 1 ft. thick; hardness 8; hp 90; AC 5; 
  Break DC 35. 
   
  The ceiling is 10 feet high in this area is 10 feet high. The 
  door to the guardroom (see DM Map) is unlocked but 
  stuck. It can only be unstuck by working the winch just 
  inside the doorway. Working the winch takes 5 rounds 
  and a DC 10 Strength check. 
   
  Prison Guards: If the PCs knock on the door, they hear a 
  voice call from the other side in the orc or giant language 
  (depending on creature type) asking for the password 
  (“Halfling legs and gravy”). If the PCs do not provide a 
  password or provide the wrong password, the guards 
  brace themselves for attack. PCs who speak the language 
  of the guards can persuade them to open up with a DC 18 
  (orcs) or DC 20 (orge) Bluff check however, even if they 
  do not know the password (the guards take 10 on their 
  Sense Motive checks receiving a +10 because it is hard to 
  believe anyone should be allowed inside without the 
  password). Otherwise the PCs will have to figure out a 
  way to break the door down to get inside. 
   
  There is no light here, no torches, lamps or any light 
  source at all (whenever humans use thse chambers, they 
  bring torches). Make certain the PCs tell you what they 
  are using for light before entering the room as it affects 
  the tactics of the guards in the prison. 
   
  At APL 2 Lite, there is an extra set of guards resting 
  in the quarters (see DM Map). When they hear combat in 
  the next room, they begin donning their armor and 
  gathering their weapons. This should take them at least as 
  long as it takes the PCs to fight the guards in the guard 
  room, so do not have them fight both encounters at once. 
   
  APL 2 Lite (EL 3)* 
   
  Gnolls (2): hp 11; see Monster Manual, page 130. 
   
  Orcs (2): hp 5 each; see Monster Manual, page 203. 
   
  *Use this encounter if the party includes 3 or more 
  1st-level characters playing at APL 2. 
   
  APL 2 (EL 4) 
   
  Ogre: hp 29; see Monster Manual, page 199. 
   
  Orcs (2): hp 5 each; see Monster Manual, page 203. 
   
  APL 4 (EL 6) 
   
  Ogre (2): hp 29 each; see Monster Manual, page 199. 
   
  Gnolls (2): hp 11 each; see Monster Manual, page 
  130. 
   
  APL 6 (EL 8) 
   
  Ogre Barbarian: hp 79; see Monster Manual, page 
  199. 
   
  Bugbears (3): hp 16 each; see Monster Manual, page 
  29. 
   
  Tactics: If the PCs are forced to break down the door, the 
  guards have already overturned the table in the middle 
  (see below) and gain a surprise action against them, 
  which they use to launch ranged weapons at the PCs. If 
  the guards were fooled into opening the door, begin 
  combat with a regular combat round. 
   
  If the adventurers have no light source the guards 
  allow the PCs to enter the room before they ambush 
  them with ranged weapons. They continue to use ranged 
  weapons until the PCs can see them and commit to one 
  hall or another. Then they charge in and do as much 
  damage as possible before dying. If the PCs have an 
  apparent light source, the guards overturn the table in 
  the middle (a move action) and take cover behind the 
  table, attacking the PCs with ranged weapons. 
   
  Treasure: The PCs may loot the guards as long as they are 
  not in a hurry. The keys to the jail are on the ogre’s (or a 
  gnoll’s at APL 2 Lite) belt. The keys will open all the cells 
  and rooms. 
   
  APL 2 Lite: Loot 27 gp. 
   
  APL 2: Loot: 20 gp. 
   
  APL 4: Loot: 20 gp. 
   
  APL 6: Loot: 7 gp; Magic: 457 gp – +1 great club (192 
  gp), +1 hide armor (98 gp), ring of protection +1 (167 gp). 
   
  If the adventurers defeat the guards they may free the 
  prisoners. There are three Men of the Rift and a Druid of 
  the North in one of the cells. The adventurers will find a 
  Grass Roots 
   
  Page 12 
  
  kobold with blue paint on his scales hanging on the rack 
  in the torture chamber; he is dead, and his tongue has 
  been cut out. The iron maiden holds a dead man in violet 
  robes wearing an obex around his neck; this symbol 
  resembles a black, angular, inverted two-step pyramid. A 
  DC 20 Knowledge (religion) check identifies this as the 
  symbol of Tharizdun. This man’s tongue has also been cut 
  out. 
   
  Malcek: male human Drd1; hp 9 (currently 1); see DMG, 
  page 116 (no equipment). 
   
  Danly, Herm, and Noch: male human Ftr1; hp 12 
  (currently 3); see DMG, page 117 (no equipment). 
   
  Development: The prisoners are thankful for being 
  rescued but they are willing to offer little help to the PCs 
  at this moment. Their initial attitude is Friendly. They 
  offer to find their own way out and meet with the PCs 
  later at the Opulent Ogre, but they will only wait for a 
  few hours, at which point they skip town. Any 
  Diplomacy checks to improve their attitude suffer a -10 
  penalty as these people are down-trodden and 
  despondent. If they can be made Helpful, they agree to 
  accompany the PCs the rest of the way on the following 
  conditions: 1) the PCs must arm them (this includes 
  holly and mistletoe for the druid) and 2) the PCs must 
  heal them up to maximum hit points. The prisoners are 
  happy to use the weapons and armor left by guards, if 
  any. If their attitude is somehow reduced to Indifferent 
  or lower, they refuse to stay and do not meet up with the 
  PCs later. 
   
  If the PCs have not been to the labs yet, they may 
  proceed through the next door. They may also go around 
  the sewers to the labs instead (if they know where they 
  are going or just want to look around instead). Either 
  way, they move on to Encounter 7. 
   
  ENCOUNTER 7: CUBED? 
  This encounter occurs between the prison and the labs 
  regardless of the order the PCs play it in. If the PCs are 
  going through the passage between the labs and the 
  prison, they encounter a trap. If they roam through the 
  sewers to find the other location, the come across some 
  sewer denizens. The PCs will only encounter ONE of 
  these challenges. DO NOT have them fight the monsters 
  AND deal with the trap. 
   
  Trap: The corridor between the prison and labs is 
  trapped. If the PCs are searching for traps give them 
  Search checks as normal according to their wishes. Make 
  sure they have a marching order. If the PCs fail to spot 
  the trap PCs in the front rank must make Reflex saves to 
  avoid the trap. At APL 2, there is no trap exactly, just a 
  gelatinous cube wandering the corridors between the lab 
  and the prison. The PCs must make a DC 15 Spot check 
  to notice it or stumble right into it. At APL 2 Lite, there is 
  merely a choker hiding in the rafters of the ceiling (DC 
  20 Spot check to notice it). 
   
  Note: If a PC fails his Reflex save, he falls into the pit, is 
  automatically engulfed by the gelatinous cube at the 
  bottom, and takes falling damage. 
   
  APL 2 Lite (EL 2)* 
   
  Choker: hp 16; see Monster Manual, page 34. 
   
  *Use this encounter if the party includes 3 or more 
  1st-level characters playing at APL 2. 
   
  APL 2 (EL 3) 
   
  Gelatinous Cube: hp 54; see Monster Manual, page 
  201. 
   
  APL 4 (EL 5) 
   
  Camouflaged Pit Trap: CR 3; mechanical; location 
  trigger; manual reset; hidden switch bypass (Search DC 
  25); DC 20 Reflex save avoids plus DC 20 Fortitude save; 
  30 ft. deep (3d6 fall plus paralysis for 3d6 rounds); 
  multiple targets (first target in each of two adjacent 
  squares); Search DC 24; Disable Device DC 18. 
   
  Gelatinous Cube: hp 54; see Monster Manual, page 
  201. 
   
  APL 6 (EL 7) 
   
  Wide-Mouth Pit Trap: CR 6; mechanical; location 
  trigger; manual reset; hidden switch bypass (Search DC 
  30); DC 25 Reflex save avoids plus DC 20 Fortitude save; 
  40 ft. deep (4d6 fall plus paralysis for 3d6 rounds); 
  multiple targets (all targets within a 10-ft.-by-10-ft. area); 
  Search DC 26; Disable Device DC 25. 
   
  Gelatinous Cube: hp 54; see Monster Manual, page 
  201. 
   
  Treasure: The PCs can find the following items floating 
  in the ooze. 
   
  APL 2 Lite: Magic: 91 gp – solanian truesteel elven 
  thinblade (91 gp). 
   
  APL 2: Magic: 91 gp – solanian truesteel elven 
  thinblade (91 gp). 
   
  APL 4: Magic: 263 gp – solanian truesteel elven 
  thinblade (91 gp), baatorian green steel falchion (172 gp). 
   
  APL 6: Magic: 348 gp – solanian truesteel elven 
  thinblade (91 gp), baatorian green steel falchion (172 gp), 
  mithril heavy shield (85 gp). 
   
  Sewer Monsters: If the PCs go around the prison/lab 
  complex to get to the other side, they encounter a sewer 
  monster (or several) who attacks from one side while the 
  Grass Roots 
   
  Page 13 
  
  PCs are at an intersection. At APL 2 Lite, a choker 
  ambushes them while hiding in the pipes above (DC 20 
  Spot check to notice it). 
   
  APL 2 Lite (EL 2)* 
   
  Choker: hp 16; see Monster Manual, page 34. 
   
  *Use this encounter if the party includes 3 or more 
  1st-level characters playing at APL 2. 
   
  APL 2 (EL 3) 
   
  Cursed Otyugh: hp 36; suffers -4 penalty on all 
  attack rolls, skill checks, and saving throws; see Monster 
  Manual, page 204. 
   
  APL 4 (EL 5) 
   
  Choker: hp 16; see Monster Manual, page 34. 
   
  Otyugh: hp 36; see Monster Manual, page 204. 
   
  APL 6 (EL 7) 
   
  Otyughs (3): hp 36 each; see Monster Manual, page 
  204. 
   
  Treasure: The PCs find the same treasure in the sewer 
  monster’s lair as they would have found in the trapped 
  corridor. 
   
  ENCOUNTER 8: OH MY GOD, 
  IT’S HIM! 
  As the adventurers approach the lab, have them set up a 
  marching order outside a 10 foot doorway. The door 
  opens into Ishmael’s Lab (see DM Map). The entry door 
  is unlocked and not trapped. When the adventurers enter 
  the room, read or paraphrase the following: 
   
  You enter a large room sixty feet long and 30 feet 
  wide. Along the walls there are long tables with 
  scattered parchments, laboratory flasks, burners, 
  tubes, boiling liquids and the like. At the opposite 
  end of where you entered there are orcs on guard, 
  standing at the ready with falchions in hand. A loud, 
  maniacal voice booms like thunder greeting you, 
  “Welcome to my parlor. I am glad you could make it. I 
  was hungry for some fresh meat. I am not sure what 
  value eating your brains will give me as you do not 
  appear to be too smart. I am sure your blood will wash
  my worries away though. Muwahahahaha!” 
   
   
   
  Ishmael: This is the deranged sorcerer Ishmael, the 
  director of Cranzer’s underground labs in Riftcrag. He 
  attacks without mercy; Diplomacy is impossible unless 
  he is cured of his madness (requiring a heal spell or the 
  like). 
   
  APL 2 Lite (EL 4)* 
   
  Ishmael: Male human Sor4: 21 hp; see Appendix 
  One. 
   
  Orcs (2): hp 5 each; see Monster Manual, page 203. 
   
  *Use this encounter if the party includes 3 or more 
  1st-level characters playing at APL 2. 
   
  APL 2 (EL 5) 
   
  Ishmael: Male human Sor4: 21 hp; see Appendix 
  One. 
   
  Orcs (6): hp 5 each; see Monster Manual, page 203. 
   
  APL 4 (EL 7) 
   
  Ishmael: Male human Sor7: 47 hp; see Appendix 
  Two. 
   
  Orcs (6): hp 5 each; see Monster Manual, page 203. 
   
  APL 6 (EL 9) 
   
  Ishmael: Male human Sor9: 59 hp; see Appendix 
  Three. 
   
  Orcs (6): hp 5 each; see Monster Manual, page 203. 
   
  Tactics: At all APLs, Ishmael begins with active spells. 
  Consult the appropriate stat block for these spells. His 
  spells per day have already been adjusted to account for 
  these spells being cast. If Ishmael has been warned by 
  Cidineb, he has put out the lights and cast his scroll of 
  darkvision, giving him a keen advantage. 
   
  At APL 2 and APL 2 Lite, he begins by casting web to 
  tie the adventurers down. He follows this with burning 
  hands, to roast the PCs trapped in the web, possibly 
  dealing extra damage (see the web spell for details). He 
  continues in the ensuing rounds to use web, magic 
  missile, and burning hands to keep the PCs at bay. Two of 
  the orcs remain with Ishmael at all times, under strict 
  orders to protect him (giving him cover from ranged 
  attacks and such). The other orcs approach PCs trapped 
  in the web to beat them down. These orcs ready actions 
  to attack spell casters attempting to cast spells with 
  hurled javelins. 
   
  At APL 4, he has cast alarm (mental) on both the 
  prison and the sewer entrance to his lab (his spells per 
  day have been adjusted for this); when the alarm is 
  sounded, he casts protection from good on himself. He 
  begins combat with web followed by stinking cloud. 
  Then he proceeds to blanket the PCs with lightning bolt, 
  magic missile and burning hands spells, pausing to cast 
  web or stinking cloud again if the PCs break free. His 
  orcs behave the same as in APL 2. 
   
  At APL 6, he prepares as described in APL 4. When 
  the alarm is sounded, he casts protection from good and
  shield on himself. He opens battle with Evard’s black 
  tentacles, following with an incapacitating spell like web 
  Grass Roots 
   
  Page 14 
  
  or stinking cloud if not enough PCs are affected, then he 
  blasts them with scorching ray (from a scroll), maximized 
  magic missile, and lightning bolt. His orcs behave the 
  same as in APL 2. 
   
  If at any point after the third round, the battle seems 
  to be going well, he asks the PCs to surrender, offering to 
  let them live if they do. But he is treacherous, and his 
  offer is bogus. PCs can detect this lie with a Sense Motive 
  check opposed by his Bluff check. If the PCs surrender, 
  he has his orcs gather them into a group while he readies 
  an action to blast them all with an area effect spell. He 
  then laughs at them for their foolishness. Ishmael and 
  the orcs fight to the death at all APLs. 
   
  By defeating Ishmael and his guards and searching 
  his body the PCs find his journal. The PCs can learn the 
  following things from reading the journal: 
   
  • 
  Cranzer recently captured the Johrase King, Ramiki 
  I and trapped his soul. According to Ishmael’s 
  journal, the soul is currently being held in the dread 
  fortress known as Fleischriver. 
  • 
  Ishmael has been working on a more potent version 
  of Cranzer’s elixir of defoliation, the formula used to 
  utterly annihilate the Tangles in Readying of 596. 
  There are also musings of a vaccine to the elixir that 
  Cranzer wants all knowledge of suppressed. 
  • 
  One of the more haunting pieces of evidence are 
  notes indicating that a new breed of troll that is 
  more resistant to fire, has skin thicker than iron, and 
  is heavily resistant to magic. A closer search of the 
  lab reveals embalming jars with infant baby war 
  trolls at different stages of development. There is 
  also a cage with a live infant war troll chewing on the 
  steel bars of the prison holding him.  
   
  Baby War Troll: If the PCs release the troll, he seems to 
  take a liking to the first PC he sees. The troll is likely to 
  be more of a hindrance than a help. The PCs may take the 
  troll if they like, although they will have to find a way to 
  disguise him or hide him to get him out of the city. The 
  troll follows his chosen PC around as if the PC were his 
  mother. He does not obey the PC however and is treated 
  as an NPC under your control. He may help the PC in a 
  limited fashion if you deem it appropriate. The troll 
  attacks any creatures that have a Hostile attitude towards 
  the PC without restraint. 
   
  Baby War Troll: hp 6; see Appendix 1. 
   
  Treasure: The PCs find loot on Ishmael and the orcs if 
  they defeat them. 
   
  APL 2 Lite: Loot: 18 gp; Magic: 172 gp – potion of 
  cure serious wounds (2 @ 62 gp each), scroll of 
  darkvision (2 @ 12 gp each), scroll of scorching ray (2 @ 
  12 gp each). 
   
  APL 2: Loot: 50 gp; Magic: 172 gp – potion of cure 
  serious wounds (2 @ 62 gp each), scroll of darkvision (2 
  @ 12 gp each), scroll of scorching ray (2 @ 12 gp each). 
   
   
  l
  l
  l
   
  APL 4: Loot: 50 gp; Magic: 289 gp – cloak of 
  resistance +1 (83 gp), potion of cure serious wounds (2 @ 
  62 gp each), scroll of darkvision (2 @ 12 gp each), scroll of 
  scorching ray (CL 7; 2 @ 29 gp each). 
   
  APL 6: Loot: 50 gp; Magic: 487 gp – cloak of 
  resistance +1 (83 gp), potion of cure serious wounds (2 @ 
  62 gp each), ring of protection +1 (166 gp), scroll of 
  darkvision (2 @ 12 gp each), scroll of scorching ray (CL 
  11; 2 @ 45 gp each). 
   
  The PCs can either continue to the prison if they have 
  not been there yet or try to leave Riftcrag. If the have the 
  baby war troll, let them roleplay a way to smuggle the 
  creature out, but do not be too harsh on them. The guards 
  are just as unlikely as the PCs to know the creature for 
  what it truly is. 
   
  CONCLUSION 
  If at any point the PCs were captured, they are taken to 
  the silver mines to work as laborers. The PCs receive the 
  Whip Scars plot point and lose 12 TUs from 
  imprisonment before escaping. Unfortunately, their 
  equipment is lost in the process and they must use the 
  Charity of Friends clause (see the Living Greyhawk 
  Campaign Sourcebook for details) to re-equip themselves. 
   
  Your trip back to Rookroost has been uneventful. 
  Leaving Riftcrag and the odors thankfully behind 
  you, it is time to meet up with Gaiyle and give her the 
  information you have. As you enter the Dirty Dog 
  tavern, you see Gaiyle sitting in the corner with a 
  bright, shiny smile looking deeply into the eyes of 
  Al ahendro. He looks to be just as happy as Gaiyle. 
   
  When the two notice your entrance into the 
  tavern, they both quickly draw away from each other. 
  Gaiy e smooths her clothes out as Al ahendro adjusts 
  his hood, and then they motion you over to their 
  table. As you seat yourselves around the table Gaiyle 
  asks, “How did it go?” 
   
  Let the adventurers tell their story to Gaiyle. If they ask 
  about how she and Allahendro came about meeting read 
  or paraphrase the following: 
   
  “I saw you meet with him shortly after our meeting. I 
  approached him to find out his intent and found our 
  goals very similar. We have since become friends.”  
   
  Grass Roots 
   
  Page 15 
  
  If the PCs attacked Allahendro read or paraphrase the 
  following. 
   
  “His name is Allahendro, fortunately I saw you chase 
  him off. I approached him to find out his intent and 
  found our goals very similar. We have since become 
  friends. It is my hope you will show him friendship 
  after your discourtesy towards him.”  
   
  After the PCs tell their story, read or paraphrase the 
  following: 
   
  “Your efforts are greatly appreciated and will be 
  rewarded accordingly. You have done a great service 
  today. This information may allow us to thwart 
  Cranzer’s plans. I have arranged with one of the local 
  merchants for you to have access to some useful items 
  should you ever need them. Many thanks. It is my 
  hope we will be able to work together soon.” 
   
  If the PCs have the baby war troll with them, Gaiyle asks 
  about it if it has not yet been brought up. She then offers 
  to take it off their hands: 
   
  “Fascinating creature, if not a little grotesque. I 
  imagine he could be of some use to us. What do you 
  think, dear Allahendro?” she asks. 
   
  “I agree. If Cranzer is indeed breeding these 
  beasts, it would be beneficial to follow this one’s life 
  cycle and see whether or not they have any particular 
  weaknesses.” 
   
  If the PCs allow Gailye and Allahendro to take the baby 
  war troll, he throws a fit, but eventually they manage to 
  get him bound. If any of the PCs are concerned, they 
  promise not to mistreat him any more than necessary to 
  learn about his kind. 
   
  Once the PCs are finished, Gaiyle and Allahendro 
  depart. Read or paraphrase the following: 
   
  With a sl ght nod to Al ahendro, Gaiy e gets up from 
  the table and leaves through the back door of the 
  tavern with Ishmael’s journal n hand. Al ahendro 
  fol ows close behind. 
  i
  l
  l
  i
  l
  l
   
  The PCs get an IP with the group of orcs or goblins they 
  aided in Encounter 3, if any. If they snubbed the goblins, 
  they gain the Enmity of the Riftcrag Goblins. If they 
  ratted out the orcs, they gain Enmity of the Northern 
  Alliance. The PCs gain an IP with Gaiyle if they 
  succeeded in recovering Ishmael’s journal and gave it to 
  her; they gain an additional IP if they recovered the baby 
  war troll and hand him over to Gaiyle. They gain an IP 
  with the Druids of the North and the Men of the Rift if 
  they rescued the prisoners and met up with them later. 
  They gain an IP with Moskol’s Legion if they made a deal 
  with Allahendro, but not if they chased him off or killed 
  him. However, if they exposed Cidineb’s treachery and 
  tip off Allahendro, they receive the IP anyway. 
   
  Treasure: At APL 2 and APL 4, Gaiyle leaves behind a bit 
  of cash to reward the PCs for their troubles. At APL 6 
  however, she realizes anything she could give the PCs 
  would be a pittance compared to the treasure they earned 
  and is instead happy to offer them access to a couple 
  magical items. 
   
  APL 2 Lite: Coin 142 gp. 
   
  APL 2: Coin: 117 gp. 
   
  APL 4: Coin: 28 gp. 
   
  APL 6: 0 gp. 
   
  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. 
   
  3: To Help Or… 
  Trick the orcs and goblins into fighting each other again 
  APL 2  
  40 XP 
  APL 4  
  60 XP 
  APL 6  
  80 XP 
   
  5: Contact! 
  Expose Cidineb’s treachery 
  APL 2  
  50 XP 
  APL 4  
  75 XP 
  APL 6  
  100 XP 
   
  6: Freedom! 
  Defeat the prison guards 
  APL 2 Lite  
  90 XP 
  APL 2 
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
   
  Defeat the resting prison guards 
  APL 2 Lite  
  90 XP 
   
  7: Cubed? 
  Survive the trap/defeat the sewer monster(s) 
  APL 2 Lite  
  60 XP 
  APL 2 
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  Grass Roots 
   
  Page 16 
  
   
  8: Oh My God, It’s Him! 
  Retrieve Ishmael’s journal 
  APL 2 Lite  
  120 XP 
  APL 2 
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  6: Freedom! 
   
  APL 2 Lite: Loot 27 gp. 
   
  APL 2: Loot: 20 gp. 
   
  APL 4: Loot: 20 gp. 
   
  APL 6: Loot: 7 gp; Magic: 457 gp – +1 great club (192 
  gp), +1 hide armor (98 gp), ring of protection +1 (167 gp). 
   
  7: Cubed? 
   
  APL 2 Lite: Magic: 91 gp – solanian truesteel elven 
  thinblade (91 gp). 
   
  APL 2: Magic: 91 gp – solanian truesteel elven 
  thinblade (91 gp). 
   
  APL 4: Magic: 263 gp – solanian truesteel elven 
  thinblade (91 gp), baatorian green steel falchion (172 gp). 
   
  APL 6: Magic: 348 gp – solanian truesteel elven 
  thinblade (91 gp), baatorian green steel falchion (172 gp), 
  mithril heavy shield (85 gp). 
   
  8: Oh My God, It’s Him! 
   
  APL 2 Lite: Loot: 18 gp; Magic: 172 gp – potion of 
  cure serious wounds (2 @ 62 gp each), scroll of 
  darkvision (2 @ 12 gp each), scroll of scorching ray (2 @ 
  12 gp each). 
   
  APL 2: Loot: 50 gp; Magic: 172 gp – potion of cure 
  serious wounds (2 @ 62 gp each), scroll of darkvision (2 
  @ 12 gp each), scroll of scorching ray (2 @ 12 gp each). 
   
   
  APL 4: Loot: 50 gp; Magic: 289 gp – cloak of 
  resistance +1 (83 gp), potion of cure serious wounds (2 @ 
  62 gp each), scroll of darkvision (2 @ 12 gp each), scroll of 
  scorching ray (CL 7; 2 @ 29 gp each). 
   
  APL 6: Loot: 50 gp; Magic: 487 gp – cloak of 
  resistance +1 (83 gp), potion of cure serious wounds (2 @ 
  62 gp each), ring of protection +1 (166 gp), scroll of 
  darkvision (2 @ 12 gp each), scroll of scorching ray (CL 
  11; 2 @ 45 gp each). 
   
  Conclusion 
   
  APL 2 Lite: Coin 142 gp. 
   
  APL 2: Coin: 117 gp. 
   
  APL 4: Coin: 28 gp. 
   
  APL 6: 0 gp. 
   
  Treasure Cap 
   
  APL 2 Lite: 450 gp 
   
  APL 2: 450 gp 
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
   
  Total Possible Treasure 
   
  APL 2 Lite: 450 gp 
  Grass Roots 
   
  Page 17 
  
   
  APL 2: 450 gp 
   
  APL 4: 650 gp 
   
  APL 6: 1,349 gp 
   
  ADVENTURE RECORD ITEMS 
  Whip Scars: WCI +1 (Malcontent) 
   
  IP with Northern Alliance: May be spent to remove one 
  WCI point of Dissenter or lower or gain Bandit 
  Kingdoms Regional access to potion of protection from 
  negative energy
  SpC (circle now). 
   
  Enmity of the Northern Alliance: WCI +1 (Dissenter). 
   
  IP with Riftcrag Goblins: May be spent to remove one 
  WCI point of Malcontent or lower or gain Bandit 
  Kingdoms Regional access to oil of flame of faith
  SpC (circle 
  now). 
   
  Enmity of Riftcrag Goblins: WCI +1 (Malcontent). 
   
  IP with Gaiyle Markhalla: May be spent to gain Bandit 
  Kingdoms Regional access to all * items below. 
   
  IP with Men of the Rift: May be spent to make any one 
  item you gained access to below Bandit Kingdoms 
  Regional access. 
   
  IP with Druids of the North: May be spent to place the 
  wild enhancement on any armor or shield or gain Bandit 
  Kingdoms Regional access to potion of vigor (circle now). 
  You must pay the standard costs for this enhancement. 
   
  IP with Moskol’s Legion: May be spent to add bane (evil 
  outsider) or anarchic to any magic weapon. You must pay 
  the standard costs for this enhancement. 
   
  ITEM ACCESS 
  APL 2: 
  • 
  *Camouflage kit (Regional; Complete Adventurer) 
  • 
  Large greatclub (Adventure; PH) 
  • 
  Large javelin (Adventure; PH) 
  • 
  *Masterwork instrument (any) (Regional; Complete 
  Adventurer) 
  • 
  Solanian truesteel elven thinblade
  (Adventure; 
  Complete Warrior and Arms & Equipment Guide) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  *Antitoxin capsule (Regional; Complete Adventurer) 
  • 
  Baatorian green steel falchion (Adventure; Arms & 
  Equipment Guide) 
  • 
  *Capsule retainer (Regional; Complete Adventurer) 
  • 
  *Swiftstride 
  capsule 
  (Regional; 
  Complete 
  Adventurer) 
  • 
  Scroll of scorching ray (Adventure; DMG; CL 7; 350 
  gp) 
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Large +1 greatclub (Adventure; DMG) 
  • 
  Large +1 hide armor (Adventure; DMG) 
  • 
  Mithril heavy shield (Adventure; DMG) 
  • 
  *Possum pouch (Regional; Complete Adventuer) 
  • 
  *Ring 
  of 
  lock-picking 
  (Regional; 
  Complete 
  Adventurer) 
  • 
  Scroll of scorching ray (Adventure; DMG; CL 11; 550 
  gp) 
  Grass Roots 
   
  Page 18 
  
  APPENDIX 1: APL 2
  8: OH MY GOD, IT’S HIM! 
  Ishmael: Male Suel human Sor4: CR 4; Medium 
  humanoid (human); HD 4d4+8; hp 21; Init +5; Spd 30 
  ft.; AC 13, touch 9, flat-footed 13 (-1 Dex, +4 mage 
  armor); BAB/Grp +2/+1; Atk +1 melee (1d4-1/19-20, 
  dagger); SQ weasel familiar; AL CE; SV Fort +3, Ref +2, 
  Will +4; Str 8, Dex 8, Con 14, Int 12, Wis 10, Cha 19.  
   
  Skills and Feats: Bluff +14, Concentration +9, 
  Knowledge (arcana) +8, Spellcraft +10; Improved 
  Initiative, Skill Focus (Bluff), Spell Focus (evocation). 
   
  Languages: Common, Suloise. 
   
  Possessions: dagger, journal, spell component 
  pouch, 2 potions of cure serious wounds, 2 scrolls of 
  darkvision, 2 scrolls of scorching ray. 
   
  Spells Known (6/6/4; normally 6/7/4; +1 melee 
  touch; +1 ranged touch); 0—daze (DC 14), detect 
  magic, prestidigitation, touch of fatigue, resistance, 
  acid splash; 1st—burning hands (DC 16), mage armor, 
  magic missile; 2nd—web (DC 16). 
   
  Active Spells: mage armor (CL 4). 
  Grass Roots 
   
  Page 19 
  
  APL 4 
  8: OH MY GOD, IT’S HIM! 
  Ishmael: Male Suel human Sor7: CR 7; Medium 
  humanoid (human); HD 7d4+14 (+12 false life); hp 47; 
  Init +5; Spd 30 ft.; AC 13, touch 9, flat-footed 13 (-1 
  Dex, +4 mage armor); BAB/Grp +3/+2; Atk +2 melee 
  (1d4-1/19-20, dagger); SQ weasel familiar; AL CE; SV 
  Fort +5, Ref +4, Will +6; Str 8, Dex 8, Con 14, Int 12, 
  Wis 10, Cha 19.  
   
  Skills and Feats: Bluff +17, Concentration +12, 
  Knowledge (arcana) +11, Spellcraft +13; Greater Spell 
  Focus (evocation), Improved Initiative, Skill Focus 
  (Bluff), Spell Focus (evocation). 
   
  Languages: Common, Suloise. 
   
  Possessions: dagger, journal, spell component 
  pouch, cloak of resistance +1, 2 potions of cure serious 
  wounds, 2 scrolls of darkvision, 2 scrolls of scorching 
  ray (CL 7). 
   
  Spells Known (6/3/5/5; normally 6/7/7/5; +2 
  melee touch; +2 ranged touch); 0— acid splash, daze 
  (DC 
  14), 
  detect 
  magic, 
  light, 
  prestidigitation, 
  resistance, touch of fatigue; 1st—alarm, burning hands 
  (DC 17), mage armor, magic missile, protection from 
  good; 2nd—false life, see invisibility, web (DC 16); 
  3rd—lightning bolt (DC 19), stinking cloud (DC 17). 
   
  Active Spells: false life (CL 7), mage armor (CL 7), 
  protection from good (CL 7), see invisibility (CL 7). 
  Grass Roots 
   
  Page 20 
  
  APL 6 
  8: OH MY GOD, IT’S HIM! 
  Ishmael: Male Suel human Sor9: CR 9; Medium 
  humanoid (human); HD 9d4+18 (+14 false life); hp 59; 
  Init +5; Spd 30 ft.; AC 20, touch 10, flat-footed 20 (-1 
  Dex, +6 greater mage armor, +1 ring of protection +1, 
  +4 shield); BAB/Grp +4/+3; Atk +3 melee (1d4-1/19-20, 
  dagger); SQ weasel familiar; AL CE; SV Fort +5, Ref +4, 
  Will +6; Str 8, Dex 8, Con 14, Int 12, Wis 10, Cha 20.  
   
  Skills and Feats: Bluff +20, Concentration +14, 
  Knowledge (arcana) +13, Spellcraft +15; Greater Spell 
  Focus (evocation), Improved Initiative, Maximize 
  Spell, Skill Focus (Bluff), Spell Focus (evocation). 
   
  Languages: Common, Suloise. 
   
  Possessions: dagger, journal, spell component 
  pouch, cloak of resistance +1, ring of protection +1, 2 
  potions of cure serious wounds, 2 scrolls of darkvision, 
  2 scrolls of scorching ray (CL 11). 
   
  Spells Known (6/3/5/6/5; normally 6/7/7/7/5; +3 
  melee touch; +3 ranged touch); 0—acid splash, daze 
  (DC 14), detect magic, light, mending, prestidigitation, 
  resistance, touch of fatigue; 1st—alarm, burning hands 
  (DC 18), magic missile, protection from good, shield; 
  2nd—false life, glitterdust (DC 17), see invisibility, 
  web (DC 17); 3rd—greater mage armor, lightning bolt 
  (DC 20), stinking cloud (DC 18); 4th—Evard’s black 
  tentacles, greater invisibility. 
   
  Active Spells: false life (CL 9), greater mage armor 
  (CL 9), protection from good (CL 9), see invisibility 
  (CL 9), shield (CL 9). 
  Grass Roots 
   
  Page 21 
  
  BABY WAR TROLL
  8: OH MY GOD, IT’S HIM! 
  Baby War Troll: CR 1; Tiny monstrous humanoid; HD 
  1d8+1 (6 hp); Init +1; Spd 30 ft.; AC 14, touch 13, flat-
  footed 13; BAB/G +1/-2; Atk +3/+3 melee (1d2+1, 2 
  claws); Space/Reach 2 1/2 ft./0 ft.; SQ DR 
  1/adamantine, darkvision 90 ft., low-light vision, 
  regeneration 1 (acid), scent, spell resistance 9; AL LE; 
  Fort +1, Ref +3, Will +2; Str 13, Dex 12, Con 12, Int 4, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Listen +4, Spot +4; Alertness. 
  Grass Roots 
   
  Page 22 
  
  APPENDIX 2: NEW RULES ITEMS 
  SPELLS 
  Mage Armor, Greater 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  An invisible sheen of armor-shaped force surrounds 
  you. 
   
  This spell functions like mage armor (PH 249), except 
  that it requires no material component and its tangible 
  field of force provides a +6 armor bonus to Armor 
  Class. 
   
  Source: Spell Compendium, p. 136 
  Grass Roots 
   
  Page 23 
  
  DM MAP – PRISON COMPLEX 
   
  Grass Roots 
   
  Page 24 
  
  DM MAP − LAB 
  Grass Roots 
   
  Page 25 
  
  CAMPAIGN CONSEQUENCES 
  If you are running this event as part of the premiere (Protocon 2006) or within one month of the premiere (i.e. 
  before October 18th, 2006), please email the answers to these questions to airwalkrr@gmail.com. 
   
  Did the PCs make a deal with Allahendro? 
   
   
   
  Did the PCs get involved in the dispute between the orcs and goblins in Encounter 3? If so, who did they help? 
  Were they successful? 
   
   
   
  Did the PCs make contact with Cidineb? Did they expose him or did they foolishly go along with his 
  instructions and walk into a trap? 
   
   
   
  Did the PCs rescue the prisoners? 
   
   
   
  Did the PCs defeat Ishmael and steal his notes? Was the sorcerer slain or did he get away, vowing vengeance? 
   
   
   
  Did the PCs smuggle a baby war troll out of Riftcrag? If so, what were they thinking taking a baby war troll 
  with them? 
   
  Grass Roots 
   
  Page 26 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Bandit Kingdoms/BDK6-05 - Grass Roots.pdf