TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  NYR3-S03 
   
   
   
   
   
   
  Pillars of the Gnatmarsh 
   
  A One-Round D&D LIVING GREYHAWK® 
  Nyrond Regional Introductory Adventure 
  Version 1.2 
   
  by T. Troy McNemar 
   
   
  Following a dubious treasure map leads you into the heart of Nyrond’s most dangerous area.  Can you 
  survive the horrors of the swamp?  A Nyrond Introductory Regional adventure restricted to 1st level 
  characters only. 
  
  Pillars of the Gnatmarsh 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and scoring after 
  the game. The following guidelines are here to help 
  you with both the preparation and voting segment of 
  the game. Read this page carefully so that you 
  know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
   
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with 
  any special rules, spells, or equipment presented in 
  the adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and gender 
  at the top. This makes it easier for the players (and 
  the DM) to keep track of who is playing which 
  character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use 
  of even core rulebooks during certain times of play. 
  For example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a 
  trap or hazard, or the Monster Manual when 
  confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the players 
  will be in gray boxes. It’s strongly recommended 
  that you paraphrase the player text instead of 
  reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Recording  
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and DM record the game. The players write 
  their names and RPGA numbers on the scoring 
  packet grid. The judge fills in the top of the grid. 
  That is all. No one is rated. 
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant then have any players without 
  a character create on.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play  
   
  Although it is typical that players bring their own 
  characters to LIVING GREYHAWK games, this 
  adventure 
  is 
  restricted 
  to 
  only 
  first 
  level 
  characters.  Consequently, characters who are 
  higher than first level are not permitted to 
  participate in this adventure. Players who have a 
  character of higher than first level who still wish to 
  participate in the adventure should be encouraged 
  
  Pillars of the Gnatmarsh 
   
  Page 3 
  to create a brand new first level character to 
  participate in the adventure. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in the Kingdom of Nyrond.  Characters native 
  to Nyrond pay one Time Unit per round, all others 
  pay two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 12gp per Time Unit.  Rich 
  Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Adventure Background 
  Ancient History 
  Thousands of years ago, a Flannish Kingdom 
  named Sulm ruled much of the lands that became 
  the Bright Desert.  Sulm would have very likely 
  expanded their control into what are now 
  Nyrondese lands had it survived.  But the leaders 
  of the Sulm were vain and power hungry, and the 
  Kingdom toppled after its final ruler entered into a 
  pact with the evil god Tharizdun to acquire an 
  artifact known as the Scorpion Crown. 
  Canimarr, a Sulmish scholar of the final days of 
  Sulm, devoted his life to arcane knowledge.  
  Desperate to keep the existence of his arcane 
  discoveries away from the rulers who would use it 
  for improper purposes, he built a series of towers 
  in the Abbor-Alz Mountains to hide away his 
  research.  Casting his most powerful spells, he 
  permanently prevented the location from being 
  found through magical and other means. 
  However, Canimarr’s female apprentice Beldion 
  slew Cannimar when he was transformed to a 
  manscorpion because of the curse of the Scorpion 
  Crown.  Beldion, not being a native of Sulm, was 
  not affected by the curse.  Fleeing to the east with 
  several enchanted weapons, Beldion intended to 
  bring an army to return to the towers and then on 
  to the ruined lands of Sulm with the hope of 
  restoring them. 
  Nevertheless, Beldion knew that Canimarr’s 
  protective magic would eventually cause her to 
  forget the location of the towers.  She built a 
  mystic map in the middle of the lands now known 
  as the Gnatmarsh to guide either herself or her 
  army back to the Towers of the Abbor-Alz. The 
  map consisted of three pillars shaped identically to 
  the towers, but each standing approximately 12 
  feet in height.  When standing at the center of the 
  pillars, illusionary magic will reveal the location of 
  the Towers. 
  Recent History 
  The communities surrounding the Gnatmarsh in 
  the County of Brackenmoor derive much of their 
  income from the ships that sail up and down the 
  Duntide River into Relmor Bay.  Those who do not 
  earn their living from the Duntide often scrape by 
  on a meager living earned from the marshy lands 
  of the Gnatmarsh. 
  In CY 590, Galen Petinor—one of the hunters 
  brave enough to hunt the Gnatmarsh—stumbled 
  upon the pillars that Beldion erected thousands of 
  years ago.  Triggering Beldion’s message, Galen 
  knew that he had stumbled upon information worth 
  a great deal of money to the right persons.  Galen 
  made several trips into the Gnatmarsh to create a 
  map to the pillars.  Unfortunately, he never 
  returned from one such trip. 
  Note:  The judge is encouraged to have a copy of 
  the most-recent Nyrond meta-organization booklet 
  available when running this module.  At a 
  minimum, he or she should familiarize himself or 
  herself with the entries on the Brackenmoor 
  Monastery, the Red Brigade, and the Circle 
  Wardens that can be found in the booklet prior to 
  running the scenario.  A great deal of information 
  about those organizations’ history and philosophy 
  can be found in the meta-organization booklet. 
  Adventure Summary 
  Introduction – Stop Me If You’ve Heard 
  This One . . . Four to Six Adventurers 
  Walk Into a Bar . . . . 
  The adventurers are in a tavern in Callistor, and 
  the flirtatious barmaid asks them all to introduce 
  themselves. 
  Encounter One – Wanna Buy a Map? 
  After the adventurers spend a little bit of time in 
  the tavern, the barmaid evicts a dirty and 
  deshelved child.  The child is Pelgin, an orphan 
  whose father disappeared on a treasure hunt.  
  Pelgin is trying to sell a crude reproduction of the 
  map that his father followed in order to make 
  enough money to eat. 
  
  Pillars of the Gnatmarsh 
   
  Page 4 
  Encounter Two – But Wait!  There’s 
  More! 
  The PCs will be encouraged to purchase mosquito 
  goo.  If they do not, the infamous mosquitoes of 
  the Gnatmarsh will attack them. 
  Encounter Three – Crikey! 
  The PCs will come across a crocodile dragging a 
  halfling to nearby water.  The PCs can combat the 
  creature, or just walk away and ignore it. 
  Encounter Four -– But the Fifth One 
  Stood!  or Let’s Just Get the Yoda 
  Jokes Out of the Way Now. 
  If the PCs rescue the halfling from the crocodile, 
  they will discover that he is a monk of the 
  Brackenmoor Monastery.  He will invite the PCs to 
  the Monastery where its Venerable Master will 
  give them a tour of not only the monastery but also 
  themselves. 
  Encounter Five – Folk Tails 
  The PCs encounter several lizardfolk who are 
  intent on protecting their nearby tribe.  The matter 
  can be resolved diplomatically or by combat. 
  Encounter Six – Drop and Give Me 
  Twenty! 
  The PCs will encounter a group of Red Brigade 
  members who are on a training mission far from 
  their headquarters.  If the PCs do not act 
  suspiciously, the barbarians will invite the PCs to 
  stay. 
  Encounter Seven – Does That Thing 
  Get Cable? 
  The PCs will encounter a strange group of pillars 
  and unlock a mysterious, ancient message. 
  Encounter Eight – Which Old Witch? 
  The PCs are greeted by a druid who is 
  immediately attacked by a witch. 
  Conclusion 
  The PCs collect their just rewards and live happily 
  until their next adventure.  Unless they are not the 
  happy types, in which case they sulk until their 
  next adventure. 
  Introduction – Stop Me If 
  You’ve Heard This One . . . 
  Four to Six Adventurers Walk 
  Into a Bar . . . . 
  When ready to begin, please read or paraphrase 
  the following: 
  The town of Callistor is located in the County 
  of Brackenmoor, which in turn is located in the 
  southwest portion of the Kingdom of Nyrond.  
  The town lies on the eastern border of the vast 
  Gnatmarsh, and the damp air created by the 
  marsh is miserable on a hot day like today.  
  You have decided to take your noon meal in 
  the Alligator’s Den, one of the town’s few 
  taverns. 
  It’s a slow day at the Den and, looking around, 
  you see only a handful of other patrons.  
  Surprisingly, all of them appear to be equipped 
  for a journey and most of them appear to be 
  armed. 
   
  You 
  are 
  looking 
  forward 
  to 
  contemplating your meal in peace, when the 
  voluptuous and attractive serving woman 
  interrupts the silence, “Well now, I don’t think 
  I’ve ever seen so many strangers in here at 
  once!  My name is Iris, just like the flower!  
  What might your names be?” 
  Iris: Female human Com2. 
  At this point, have the players briefly describe their 
  characters and make an in-character response to 
  Iris’ query.  If they attempt to ignore Iris and not 
  answer her question, she will ask the offending 
  character their name again and again until either 
  the character finally answers or she gives up in 
  disgust. 
  Encounter One – Wanna Buy 
  a Map? 
  This is a roleplaying encounter.  The objective of 
  the encounter is to pique the PCs’ adventuring 
  sense and get them to purchase a map. 
  After 
  the 
  characters 
  have 
  had 
  sufficient 
  opportunity to introduce themselves, continue by 
  reading or paraphrasing the following: 
  Iris eventually takes your food orders and 
  disappears into the kitchen.  As you hear her 
  not very gently correcting someone who must 
  be the cook about your orders, a male human 
  child of no more than nine summers cautiously 
  
  Pillars of the Gnatmarsh 
   
  Page 5 
  enters the tavern.  Eyeing the door to the 
  kitchen, he approaches a table and asks in a 
  quiet whisper, “Do you want to buy a treasure 
  map?” 
  Select the character closest to the front door to be 
  the recipient of the boy’s solicitation.  Give the 
  character the chance for a reaction before 
  interrupting by reading or paraphrasing the 
  following: 
  Before the boy can say anything else, a pewter 
  mug sails through the air and strikes the 
  ground at his feet.  “Get out of here, you little 
  thief!” yells Iris who has reemerged from the 
  kitchen.  “What did I tell you about coming in 
  here!” 
  The boy turns rapidly and runs out the door. 
  “I’m sorry about that,” Iris apologizes.  “He 
  must have seen strangers come in.  All of the 
  townsfolk are wise to him, so he keeps 
  hucking to people who ain’t from around 
  here.” 
  If the PCs ask Iris more about the map, she will 
  not be able to tell them much.  She is certain that it 
  is nothing more than worthless drawings on paper 
  but has never actually looked at it. 
  She does know that the boy’s father was a bit of a 
  scavenger and lived off of what game he could 
  find in the swamp.  He often traded animal hides 
  when he could find a willing buyer.  She knows 
  that the boy’s father disappeared several years 
  ago. 
  If the PCs attempt to track down the boy, they will 
  find that he is hiding in a spot behind a wagon that 
  allows him to watch the door of the Alligator’s Den. 
   He has not yet given up on the possibility of a 
  sale to the adventurers. 
  Pelgin:  Male human Com1. 
  Pelgin is asking 3 nobles (3 gp) for the map, which 
  is enough to feed him for a month and is 
  approximately twenty times more than he has 
  seen in his lifetime. 
  If asked about the map, Pelgin will explain that it is 
  a copy of a map that his pa drew.  His pa told him 
  that it was a map to a fabulous treasure and one 
  that would make them both rich.  Pelgin can 
  explain that he copied it himself from his father’s 
  map, and that his pa taught him to read and write. 
  Pelgin’s father disappeared while making one last 
  expedition to the site of the treasure.  That was 
  several years ago in CY591.  Pelgin has not seen 
  or heard from his father since. 
  Pelgin will not show the PCs the map unless they 
  pay him for it, but he can be talked down in price 
  to 1 noble.  If the PCs purchase the map, give 
  Player Handout #1 to the players. 
  The PCs may ask Pelgin why he does not go 
  searching for the treasure himself.  His reaction 
  alone will probably convince the PCs that he is too 
  frightened to attempt it.  But he will also explain 
  that there are witches, crocodiles, and man-eating 
  ogres in the swamp.  He doesn’t actually know 
  anything about these things, but relies on the 
  stories that he has heard from both the 
  townspeople who have been kind enough to help 
  him and from his father before his disappearance. 
  The PCs may want to check out various locations 
  in the town to ask about the stories told them by 
  Pelgin or other matters.  In addition to the 
  Alligator’s Den, the town has temples or shrines to 
  all the major Nyrondese religions and nature 
  deities.  No details are provided, so the DM will 
  have to improvise any locations outside of the 
  Alligator’s Den. 
  If the PCs inquire with the townspeople about 
  witches and make a successful Gather Information 
  check (DC 10), they will be told that there have 
  long been stories of a witches’ coven operating in 
  the Gnatmarsh.  There is even news that they 
  invaded the nearby town of Peducah several years 
  ago to save one of their own from being hung. 
  If the PCs inquire with other townspeople about 
  man-eating ogres, they will be told that there are 
  all kinds of terrible creatures in the swamp and 
  there are definitely ogres living in there. 
  If the PCs inquire with other townspeople about 
  other dangers of the swamp, they might learn the 
  following: 
  • 
  The mosquitoes and other bugs in the swamp 
  are extremely nasty.  The PCs will be 
  recommended to the alchemist’s shop for 
  some mosquito-repelling goo. 
  • 
  There are crocodiles and lots of other wild 
  animals and beasts in the swamp. 
  • 
  Several tribes of lizardfolk live in the 
  Gnatmarsh.  They’re particularly dangerous 
  and guard their territory well. 
  When and if circumstances permit, be sure to 
  have one of the townspeople mention the 
  mosquito-repelling goo that is sold in Zedman’s 
  
  Pillars of the Gnatmarsh 
   
  Page 6 
  alchemist’s shop.  If the opportunity does not 
  present itself, have Pelgin chase down the 
  adventurers as they are leaving town and tell them 
  that they are going to want protection from the 
  “skeeters.” 
  Encounter Two – But Wait!  
  There’s More! 
  The mosquitoes of the Gnatmarsh are a 
  particularly terrible variety.  Nevertheless, the 
  insects do not target some Nyrondese citizens.  
  PCs hailing from the County of Brackenmoor, 
  members of the Brackenmoor Monastery meta-
  organization, and members of the Red Brigade 
  meta-organization are immune to the mosquitoes 
  and will be ignored by them. 
  Other PCs will not be so lucky.  Such PCs should 
  be encouraged to visit Zedman’s alchemist’s shop 
  to acquire mosquito goo during the roleplaying 
  involved in Encounter One. 
  If the PCs do not buy any goo, have them attacked 
  by a swarm of three of the Gnatmarsh mosquitoes 
  within a half-hour after they leave town. 
  Gnatmarsh Mosquitoes (3): hp 2 each; See 
  Appendix A. 
  If the PCs do not return to town to purchase goo, 
  have 
  them 
  periodically 
  attacked 
  by 
  1d4 
  mosquitoes for the remainder of the scenario. 
  While in the Gnatmarsh, at least one of the PCs 
  must succeed at a Survival check (DC 15) every 
  day.  On any day in which none of the PCs 
  succeed at the check, the PCs will become lost 
  and waste their day moving in an incorrect 
  direction.  A successful check on the following 
  morning will reveal the error and send the PCs on 
  the right trail again.  Judges may wish to 
  encourage PCs that can automatically succeed 
  when Taking 10 to do so. 
  Encounter Three – Crikey! 
  The 
  PCs 
  will 
  hopefully 
  venture 
  into 
  the 
  Gnatmarsh.  When they do, they will have this 
  encounter regardless of the direction in which they 
  enter the Gnatmarsh. 
  This encounter is considered to take place in a 
  shallow bog and is subject to the rules set forth in 
  the Dungeon Master’s Guide on pages 88-89.  
  Among the considerations—which also apply to 
  the crocodile—are: 
  • 
  Movement rate is halved. 
  • 
  The DC to Tumble checks is increased by 2. 
  • 
  The DC of Move Silently checks is increased 
  by 2. 
  Please read or paraphrase the following, making 
  any necessary adjustments for the approach that 
  the PCs used to enter the Gnatmarsh and the 
  failure to use mosquito goo: 
  Travelling through the Gnatmarsh is a difficult 
  journey.  When there is ground at all, it is mud. 
   Although you are able to mostly move along 
  its edge, you have been forced several times to 
  trudge through stagnant water that is chest-
  high on a halfling and none too comfortable for 
  those who stand taller.  Thick moss hangs 
  from the branches of cypress trees, and you 
  strain to find Pelor’s glory even though it is no 
  more than an hour or two past noon. 
  You are emerging onto wet land after plodding 
  through a substantial patch of water when you 
  see a halfling defend himself with a flurry of 
  kicks and punches.  Looking to see what he’s 
  attacking, you spot a squat, stout reptile with a 
  long nose and dangerous-looking teeth.  Just 
  as you realize that none of the halfling’s 
  attacks are landing true, the creature savagely 
  grips the halfling in its jaws and begins 
  dragging the halfling towards the water. 
  The crocodile begins 70 feet away from the PCs, 
  and a small stream of about 3 feet in width 
  separates the two groups.  The stream can be 
  cleared with a Jump check (DC 3 with running 
  start or DC 6 if starting from a standing position).  
  The crocodile is dragging the halfling towards a 
  pool of water that is 30 feet further away from the 
  PCs (100 ft total). 
  Crocodile: hp 22; see Monster Manual page 271. 
  Tactics:  Resolve the halfling versus crocodile 
  combat using the Grappling rules found in the 
  Player’s Handbook.  The halfling will attempt to 
  escape every round on its initiative turn.  The 
  crocodile will attempt to drag its opponent 5-ft (its 
  movement is halved because it is dragging the 
  halfling and halved again because of the terrain) 
  towards the water on its initiative turn.  If the PCs 
  enter melee with the crocodile (i.e., not ranged), it 
  will release the halfling and defend itself. 
  Note:  Remember that any ranged attack against 
  the crocodile has a random possibility of hitting the 
  
  Pillars of the Gnatmarsh 
   
  Page 7 
  halfling.  See Player’s Handbook, page 151, Table 
  8-6, footnote 3. 
  Development:  If the halfling escapes either by its 
  own efforts or with the assistance of the PCs, it will 
  spend two rounds applying Keoghtum’s Ointment 
  to itself, which will heal it to full hit points.  Then it 
  will join the PCs in the fray against the crocodile.  
  If the halfling does not escape, the crocodile will 
  attempt to drag it underwater and drown it. 
  Camplond:  Male halfling Mnk1, hp 9; See 
  Appendix A. 
  Camplond was looking for feldinor—a type of 
  marsh vine that helps alleviate fever—when the 
  crocodile attacked him. 
  If he survives, Camplond will explain that 
  crocodiles are known to inhabit most of the 
  Gnatmarsh.  It’s not uncommon for them to attack 
  small creatures, such as halflings, but some of 
  them even eat the flesh of humans and elves. 
  Camplond will invite the PCs to accompany him 
  back to the Brackenmoor Monastery where they 
  will have the luxury of a warm bed for the evening. 
   If the PCs have taken a straightforward route from 
  Callistor into the Gnatmarsh, then it is no more 
  than a three hour journey to the Monastery.  If the 
  PCs have taken a strange route, then the judge 
  will have to extrapolate a time for the journey. 
  If the PCs accompany Camplond, proceed to 
  Encounter Four.  Otherwise, skip to Encounter 
  Five. 
  Encounter Four – But the 
  Fifth One Stood! 
  or 
  Let’s Just Get the Yoda 
  Jokes Out of the Way Now. 
   
  If the PCs follow Camplond to the Brackenmoor 
  Monastery, please read or paraphrase the 
  following: 
  Your new companion, Camplond, leads you 
  through the marsh to the southwest.  The 
  halfling seems to know the marsh well and 
  instinctively finds paths that require you to 
  march through a minimum of standing water 
  and mud. 
  After several hours, you see a large compound 
  before you.  A rock wall perhaps 20 feet in 
  height surrounds the perimeter.  Camplond 
  leads you to the gate, where a silent gnome 
  and an equally silent half-orc admit you after a 
  cautious inspection. 
  Inside the protective wall, you see a small 
  keep-like structure.  Between the gate and the 
  building, several dozen robed figures watch a 
  wood elf and a rock gnome who are sparring 
  with quarterstaves.  Beyond them, you see 
  several other gnomes and halflings cultivating 
  a large garden.  An elderly halfling with a 
  shaved head breaks away from the crowd 
  observing 
  the 
  quarterstaff 
  practice 
  and 
  addresses 
  your 
  halfling 
  companion.  
  “Camplond, who accompanies you?” 
  “Venerable Master, these people helped save 
  my lives.  I was attacked by a crocodile.” 
  “Ah.  I see.  Well, attend to your wounds.”  As 
  Camplond slowly walks away, the old halfling 
  addresses you.  “I welcome you to the 
  Brackenmoor Monastery and thank you for 
  assisting one of our disciples.  I am Master 
  Galno Wenderen.  Will you stay with us for the 
  night and join us for our evening meal?” 
  Master Galno Wenderen:  male halfling Mnk11; 
  hp 73. 
  The appropriate title to address Wenderen is 
  “Venerable Master.”  However, Wenderen will 
  excuse the PCs for any impropriety and not call 
  this to their attention unless they are already 
  members of the Brackenmoor Monastery. 
  Master Wenderen will offer to escort the PCs on a 
  tour of the Brackenmoor Monastery.  In doing so, 
  he will repeatedly emphasize that the monastery’s 
  primary purpose is to study and improve the 
  healing arts.  In particular, the monastery develops 
  remedies using herbs.  The tour is relatively brief 
  and the major stops are: 
  • 
  The practice area where the monks are 
  currently sparring. 
  • 
  The herb and vegetable garden, which is very 
  lush.  Master Wenderen will explain that they 
  grow most of their herbs themselves. 
  • 
  The monastery’s dining and meeting hall that 
  is in the large keep-like building. 
  • 
  The cells that the monks use for sleeping 
  quarters.  Master Wenderen will assign each 
  PC his or her own 5 ft by 5 ft cell. 
  
  Pillars of the Gnatmarsh 
   
  Page 8 
  Medium-sized PCs will notice that the rooms and 
  ceilings of the building are not very comfortable.  If 
  asked, Master Wenderen will explain that the 
  building was originally intended only for gnomes 
  and halflings.  Eventually, all were welcomed into 
  the teachings of the monastery. 
  If any of the PCs ask to join the sparring match, 
  Master Wenderen will discourage it but finally 
  relent if the PC presses the matter and time 
  permits.  Use 1st and 2nd level monks from pages 
  118-119 of the Dungeon Master’s Guide.  The 
  monks will attack for nonlethal damage, and will 
  immediately disengage and decline to fight further 
  if a PC strikes for real damage.  If the PC persists 
  in striking for real damage, that PC will be set 
  upon by all of the dozen monks who are 
  observing.  The monks will subdue the PC and 
  turn him or her over to the authorities in Callistor. 
  The 
  evening 
  meal 
  consists 
  of 
  well-spiced 
  vegetable stew and wine, and is served one hour 
  after sunset.  The PCs will be invited to sit at the 
  foot of the table, and will discern that the seating 
  order of the monks represents their relative rank in 
  the monastery.  PCs who are already members of 
  the Brackenmoor Monastery will have a seat at the 
  low end of the table befitting their rank.  When the 
  PCs are seated for dinner, please read or 
  paraphrase the following: 
  After finishing his stew, Master Wenderen 
  takes a sip of wine and walks from his place at 
  the head of the table to where your group is 
  seated.  “We thank you once again for your 
  assistance to Brother Camplond.  You are truly 
  a friend of our monastery, and we will not 
  forget you.” 
  “However, a question has concerned me since 
  you arrived this morning and I hope that you 
  will not mind answering to an old man’s 
  curiosity.  Some of you obviously consider 
  yourself adventurers.  What has caused you to 
  take up such a dangerous lifestyle?” 
  Master Wenderen will ask each of the PCs to 
  respond.  If he senses any hesitation in their 
  answer, he will gently invite that PC to remain at 
  the monastery after their companions have 
  departed and reconsider their choice. 
  Master Wenderen will also recruit any monk PCs 
  to return and spend time at the monastery learning 
  the Order’s ways.  Although the judge should 
  consult the most recent version of the Nyrond 
  Meta-Organization 
  booklet 
  for 
  the 
  current 
  requirements, the current requirements and costs 
  to join the Brackenmoor Monastery are as follows: 
  • 
  Lawful alignment 
  • 
  Two ranks in one of the following:  Heal, 
  Survival, Profession (Herbalist), Knowledge 
  (Nature), or Craft (Alchemy) 
  • 
  4 weeks (TUs) for meditation and study 
  • 
  100 nobles (gp) to assist with the monastery’s 
  upkeep 
  Finally, Master Wenderen will inform the PCs that 
  several tribes of ogres live to the southeast and 
  that the tribes should be avoided if at all possible. 
  The 
  remainder 
  of 
  the 
  evening 
  will 
  pass 
  uneventfully and somewhat dully.  When the PCs 
  are ready to leave the monastery, they will be 
  offered breakfast before they depart.  When they 
  depart, proceed to Encounter Five. 
  Encounter Five – Folk Tails 
  Please read or paraphrase the following: 
  You continue to plod through the marsh, 
  staying out of the water whenever possible.  
  Your second day in the insect-filled wetland is, 
  if anything, even worse than the first.  Towards 
  the end of the day you are only barely certain 
  that you are following the map when you 
  realize that three tall strange humanoid 
  creatures are ahead of you.  They look to 
  resemble lizards with clawed hands, long tails, 
  and toothy jaws. 
  Lizardfolk (3): hp 13, 11, 10; See Monster Manual 
  page 169. 
  The lizardfolk are 80 feet away from the PCs at 
  the beginning of this Encounter. 
  The lizardfolk are Unfriendly when the PCs first 
  see them.  The PCs are wandering uncomfortably 
  close to the lizardfolk’s tribe and the creatures 
  intend to defend their home against uninvited 
  adventurers.  However, the lizardfolk speak 
  Draconic and it is possible that PCs who can 
  speak their language can avoid conflict through 
  the use of Diplomacy.  A successful Diplomacy 
  check (DC 15) will influence the lizardfolks’ 
  attitude to Indifferent and an extremely successful 
  Diplomacy check (DC 25) will change the 
  lizardfolks’ attitude to Friendly.  An Indifferent 
  lizardfolk will show the PCs the way to go around 
  the tribe while Friendly lizardfolk might offer limited 
  help such as pointing out the driest route west.  
  
  Pillars of the Gnatmarsh 
   
  Page 9 
  DMs are encouraged to require the PCs to make a 
  brief in-character statement to the lizardfolk before 
  allowing the player to roll a Diplomacy check. 
  If Diplomacy is unsuccessful or not attempted, the 
  lizardfolk will attack.  This encounter takes place in 
  a shallow bog, and rules for combat in such an 
  environment should be used. 
  The tribe is located about a half a day to the south, 
  which is a fairly significant deviation from where 
  the PCs are going. 
  Treasure: loot (3 gp), coin (0 gp), magic (0 gp). 
  When the PCs are ready to move on, proceed to 
  Encounter Six. 
  Encounter Six – Drop and 
  Give Me Twenty! 
  Please read or paraphrase the following: 
  You plod through the damp muck of the 
  Gnatmarsh for the remainder of the day.  As 
  Pelor’s gift falls low on the west horizon, you 
  find a solid patch of land in which to set up 
  camp. 
  Ask the players what precautions the PCs take for 
  the night, then proceed to read or paraphrase the 
  following: 
  The night passes uneventfully.  In the morning 
  you pack up camp and continue moving 
  towards the stream shown on the map.  You 
  have been plodding through the wetlands for 
  little more than three hours when you hear 
  clashing weapons coming from someplace off 
  to your right. 
  If the PCs investigate, please read or paraphrase 
  the following: 
  You move through the undergrowth until you 
  stand ten feet from the edge of an unnatural 
  clearing.  The clearing is perhaps 200 feet 
  square, and off to the right you can see where 
  the remnants of trees and foliage have been 
  deposited. 
  Perhaps two dozen armed combatants—many 
  wearing red cloaks—are arranged into pairs, 
  fighting each other.  A quick glance at the 
  weapons reveals that they are wooden, but 
  you cannot help but wonder whether the lack 
  of metal in the weapons will make a difference 
  given the sheer ferocity of the blows. 
  A male half-orc and a female human stride 
  among the apparently sparring combatants, 
  barking instructions. 
  If the PCs were not attempting to hide, please 
  read or paraphrase the following: 
  As you watch, the half-orc notices you, and 
  snaps an order in your direction,  “Ho!  Step 
  forth and state your name!” 
  If the PCs, or a subset thereof, were attempting to 
  Hide and Move Silently, one of the Red Brigade 
  members will nonetheless hear them.  In such 
  instance, please read or paraphrase the following: 
  The human female suddenly turns toward 
  where you are hiding.  She shouts a command 
  and, before you can even react, four of the red-
  garbed combatants are headed your way with 
  weapons drawn.  The half-orc male who was 
  barking orders yells, “Stand forward and show 
  yourselves or be executed as spies!” 
  A successful Knowledge (Local) check (DC 10), 
  Profession (Soldier) check (DC 10), Bardic 
  Knowledge (DC 10), or successful roll in any other 
  skill in the judge’s discretion will allow the PC to 
  know that these half-orcs and humans are likely 
  members of the Red Brigade. 
  Gend the Razor: Male half-orc Bbn12. 
  Kindla Starkrind: Female human Bbn4/Ftr4. 
  Red Brigade Members (20). 
  This encounter could go very poorly for the PCs if 
  they attempt to run or remain in hiding.  The Red 
  Brigade members will likely suspect the PCs of 
  being spies and attempt to hunt them down on that 
  basis.  And no one in the Red Brigade will quibble 
  about whether spies are captured dead or alive.  
  In the event that this encounter turns to combat, 
  use the stats for 1st, 2nd, and 3rd level barbarians 
  given on pages 112-13 of the Dungeon Master’s 
  Guide. 
  If, on the other hand, the PCs present themselves 
  and give Gend no reason to suspect they are a 
  threat to the squad, they will be treated well.  
  Kindla, the second ranking officer here, will 
  question the PCs for a while to make sure that 
  they are not hostile to the throne of Nyrond.  
  Examples of the questions that Kindla might ask 
  are as follows: 
  • 
  What are ya doin’ so deep in the Gnatmarsh? 
  • 
  Who are ya loyal to? 
  
  Pillars of the Gnatmarsh 
   
  Page 10 
  • 
  Ya ain’t out here to meet with any witches, are 
  ya? 
  Assuming that the PCs can answer the questions 
  satisfactorily, they will be welcomed.  Gend and 
  Kindla have brought this squadron far from the 
  Red Brigade’s headquarters in Uskarn for a deep-
  marsh training mission.  Gend is considered a 
  Warchief of the Brigade, and Kindla is a 
  Warleader.  They are both extraordinarily proud of 
  these squadron members, and do not mind 
  showing them off.  The PCs are welcome to join 
  the Brigade squadron for a lunch feast, the 
  remainder of the day, or even until the next 
  morning.  (The PCs will most likely encounter the 
  Red Brigade squad shortly before noon.) 
  If the judge believes there is sufficient time, one of 
  the squad members may challenge any PCs that 
  look particularly strong to a sparring match.  
  Similarly, if time is sufficient, the squad members 
  will accept any challenges.  Sparring matches are 
  fought 
  with 
  two-handed 
  wooden 
  weapons 
  (quarterstaves) or one-handed wooden weapons 
  (clubs).  The judge should use a 1st level barbarian 
  from pages 112-13 of the Dungeon Master’s 
  Guide.  The opponent will attack the PC for 
  nonlethal damage unless and until the PC inflicts 
  real damage.  This squad’s tradition is that the 
  victor of a sparring match drink immediately from 
  “The Flagon”—a large community flagon of 
  extraordinarily strong ale. 
  Neither Gend nor Kindla will hesitate to recruit any 
  loyal and native Nyrondese PC barbarians to the 
  Red Brigade.  If any PCs express interest, the 
  judge should have one of the NPCs explain the 
  requirements for joining in an in-character fashion 
  and should tell the PC to report to headquarters in 
  Uskarn when they are ready.  Although the judge 
  should consult the most recent version of the 
  Nyrond meta-organization book to determine the 
  current requirements to join the Red Brigade, as of 
  this writing the requirements are as follows: 
  • 
  Nyrond citizenship 
  • 
  Oath of loyalty to Nyrond and its King 
  • 
  Ability to Rage 
  • 
  If the Kingdom goes to war, the PC will be 
  “called up” and have to forego adventuring 
  • 
  4 weeks (TUs) spent initially in basic training 
  • 
  4 weeks (TUs) spent annually in yearly 
  training. 
  If shown the map, none of the brigade members 
  will know anything about the location. 
  If asked about witches, Gend will explain to the 
  PCs: 
  “There’s two kinds of witches out here in the 
  swamp and ya’ve gotta watch out for both of 
  ‘em!  The first is the Weird and her coven.  A 
  strange one she is, but she lives deeper in the 
  swamp far away from here.  She ain’t never 
  done anything too bad to Nyrond, but you’d 
  best stay out of her way!” 
  “The other kind ain’t been here in the 
  Gnatmarsh 
  long. 
   
  Them’s 
  the 
  so-called 
  ‘Witches of the Sand’ that moved here from the 
  Bright Desert.  They’re aiding the traitor Prince 
  Sewarndt, and ye’ll know if you’ve met one of 
  them ‘coz she’ll have a lizard that shocks with 
  ‘er.” 
  If asked about Sewarndt, Gend will tell the PCs: 
  “Pfah!  That scoundrel better pray that none of 
  my people get him before the regular army!  If I 
  find him, there won’t be enough of him left to 
  try!  You know who he is, right?  Traitor prince 
  who poisoned ol’ King Archbold?  Lots of 
  people used to think he was hiding out here in 
  the Gnatmarsh, but I’ve been up and down and 
  there ain’t no Sewarndt anywhere to be found 
  in this swamp!” 
  When the PCs are ready to continue, please 
  proceed to Encounter Seven. 
  Encounter Seven – Does 
  That Thing Get Cable? 
  When the PCs are prepared to move forward, 
  please read or paraphrase the following: 
  You continue to follow the map for over a day, 
  pausing only to set up a secure camp where 
  you can pass the night. Eventually, you find 
  what you suspect must be the stream shown 
  on the map, and you follow it to where two 
  streams flow into one as the map portrays. 
  If the PCs attempt to shortcut the directions written 
  on the map, they will find themselves blocked by 
  thick copses of vegetation and/or deep bodies of 
  water.  If the PCs follow the instructions written on 
  the map, please continue to read or paraphrase 
  the following: 
  Following the paces on the map for several 
  miles, you make your way through several 
  
  Pillars of the Gnatmarsh 
   
  Page 11 
  dense growths of vines hanging from the 
  nearby cypress trees.  It’s no wonder that the 
  path to wherever you are going needed to be 
  so carefully spelled out. 
  As you make one of the last of the many steps 
  described on the map, you realize that ahead 
  of you is a dry patch of land.  Standing at the 
  nearest edge is an obelisk constructed of 
  granite, 
  perhaps 
  twelve 
  feet 
  in 
  height.  
  Although the structure has obviously suffered 
  a great deal of erosion, strange writings and 
  runes remain inscribed along its entire length. 
  The remnants of a similar pillar stand perhaps 
  twenty feet away.  The top of the obelisk has 
  been broken away and perhaps only four feet 
  of the structure remains.  Writings and runes 
  similar to those on the intact tower, are 
  inscribed along the broken obelisk’s base. 
  If any of the PCs succeed at a Spot check (DC 10) 
  or a Survival check (DC 10), please continue by 
  reading or paraphrasing the following: 
  Standing perhaps fifty feet further into the 
  strange clearing is a growth of vines attached 
  to a tall, obscured support.  Based on the 
  height, you cannot help but suspect a similar 
  pillar lies underneath the growth of tangled 
  plants. 
  If the PCs fail at both the Spot check and the 
  Survival check, then they can discover the same 
  thing if they declare an intention to search the area 
  and succeed at a Search check (DC 10). 
  If the PCs desire to cut the vine coverings off of 
  the concealed pillar, they will be able to do so 
  without a problem.  Have the PC who is doing the 
  cutting roll a Reflex save (DC 10), with the result 
  of failing being that the cutting instrument 
  becomes hits the granite pillar and becomes 
  notched.  The notch causes no real damage to the 
  weapon, and it can easily be worked out with a 
  whetstone. 
  If the PCs uncover the vine-covered pillar, they will 
  be able to tell from looking at the two complete 
  pillars that some of the ruins are apparently 
  pointing at the same spot—a spot equidistantly 
  located in the center of the triangle that is formed if 
  each of the pillars is considered one of its points. 
  The writings on the obelisks are in Flan, and the 
  writings on the two intact pillars can be read if one 
  of the PCs understands that language or 
  succeeds at a Decipher Script skill check (25).  A 
  PC cannot Take 20 on a Decipher Script roll 
  because the skill does not permit retries.  The 
  writings reveal the same information given in the 
  message as described below. 
  Not enough of the third pillar remains to allow its 
  message to be read but, if any of the PCs 
  understand Flan or succeed on a Decipher Script 
  roll, the term “Sulm” is found several times.  A 
  successful Knowledge (History) skill check (DC 
  20) or Bardic Knowledge check (DC 20) will reveal 
  that the Sulm is a former nation of Flannish people 
  that once stood where the Bright Desert is 
  currently located.  The judge is encouraged to 
  allow other skill checks that are deemed 
  appropriate or to give Circumstance bonuses if the 
  PC has special knowledge regarding the Sulm or 
  Flan. 
  The Message 
  The message of the pillars will activate if one of 
  the PCs stands in the spot that is at the center of 
  the three pillars for a period of at least 5 seconds.  
  Even if the PCs are not actively attempting to 
  stand in that position, it is possible that they will 
  stand in that spot by random chance.  The DM will 
  have to adjudicate the likelihood of a PC standing 
  in that spot for that period of time based on the 
  actions that the party describes. 
  If the message of the pillars activates, please read 
  or paraphrase the following: 
  The 
  pillar 
  that 
  you 
  first 
  noticed 
  when 
  approaching the clearing begins to glow with a 
  stark blue light.  A woman appears next to 
  _________ [the PC who is standing in the 
  center].  She is dressed in white multi-layered 
  robes and has an air of authority about her.  
  She begins to speak in a strange language but 
  soon her language shifts to the tongue 
  universally recognized by all of you. 
  Read this portion only if one of the PCs 
  understand the Flan language: 
  “Greetings.  I am Beldion, your employer.  I 
  regret that I have not be able to engage your 
  employment personally, but circumstances call 
  me farther east. 
  I call on you to lay siege to the towers of 
  Canimarr, my former master, and to secure his 
  magical research.  I know that you have been 
  promised payment for your wages and to 
  equip your mercenaries . . .” 
  The image will continue to speak but shift to 
  Common as the spell responsible for creating the 
  image discerns the primary language used by the 
  
  Pillars of the Gnatmarsh 
   
  Page 12 
  party.  Please continue by reading or paraphrasing 
  the following: 
  “ . . . and, therefore, I have buried gems in 
  areas surrounding this platform.  You will find 
  them here, . . .” and, at that, an area of the 
  marsh outside the clearing begins to glow with 
  a green light.  “ . . . here . . .” continues the 
  image without pause as another swampy area 
  alights with a similar green light.  “ . . . and 
  here.” The image concludes as a third area 
  begins to glow.  The blue light surrounding the 
  pillar fades, but the areas lit by green light 
  continue to glow. 
  If the PCs have not uncovered the vine-covered 
  pillar, skip ahead to the boxed text concerning the 
  broken pillar.  If the PCs have uncovered the pillar, 
  please continue by reading or paraphrasing the 
  following: 
  Almost immediately, a similar blue light 
  surrounds the pillar that you have uncovered.  
  The image continues, “Canimarr’s towers are 
  located west of here in the Abbor-Alz mountain 
  range.  Their location is obscured by magic, 
  but I have conjured a statue of a griffon, which 
  now stands at the base of the path that leads 
  to the towers.  You will find this griffon if you 
  follow the Nesser River north from its base.” 
  “It is important that you be wary.  Canimarr will 
  have set up protective spells that can easily 
  decimate your army.  And he has made a pact 
  with a terrible aberration that will undoubtedly 
  be protecting his magical research.”  The blue 
  light surrounding the pillar fades. 
  Please continue by reading or paraphrasing the 
  following: 
  A stark blue light begins to glow around the 
  broken pillar and the image of the woman 
  remains.  The image obviously continues to 
  speak, but it generates no sound.  Eventually, 
  the 
  image 
  fades 
  along 
  with 
  the 
  light 
  surrounding the broken pillar. 
  The message will repeat itself as many times as 
  the PCs attempt.  If none of the PCs speak Flan, 
  they may be able to cast Comprehend Languages 
  to 
  understand 
  the 
  beginning 
  of 
  Beldion’s 
  message. 
  Any PCs who succeed at a Knowledge (Local), 
  Knowledge (Nobility and Royalty), or Bardic 
  Knowledge check (DC 15) will recall rumors that 
  King Lynwerd’s cousin Lady Astra Callistor 
  disappeared while on an expedition to a series of 
  mysterious towers in the Abbor-Alz Mountains. 
  A Knowledge (Arcana) check (DC 10) will reveal 
  the obvious fact that the fracture to the pillar is 
  interfering with the message that the image is 
  supposed to deliver. 
  A Spellcraft check (DC 26) will reveal that the 
  image is a Programmed Illusion with Permanency 
  cast upon it. 
  Treasure 
  If the PCs search the area before they hear the 
  image’s message, they will find a large, empty 
  “iron” box in the marshy area not far from the 
  clearing.  The box is clearly old, and is almost 
  completely rusted away.  It is empty. 
  If the PCs dig at the areas lit by green light during 
  the image’s speech, they will find a small emerald 
  worth 25 gp if they succeed at a Search check 
  (DC 20).  The Witches of the Sand have already 
  uncovered and spent the remainder of the gems 
  that were not already excavated by Galen Petinor. 
  When the PCs are ready to move on from the site 
  of the pillars, proceed to Encounter Eight. 
  Treasure: loot (0 gp), coin (4 gp), magic (0 gp). 
  Encounter Eight – Which Old 
  Witch? 
  This is a combat encounter and will occur 
  regardless of whether the PCs are attempting to 
  travel back to Nyrond or travel towards the Abbor-
  Alz. 
  There is a possibility that the PCs will be able to 
  spot the witch in her hiding place.  She has hid 
  herself carefully, and is 60 feet away from the 
  PCs.  A Spot check of DC 23 will be necessary to 
  notice her.  If she is spotted, please adjust the 
  boxed text accordingly. 
  Please read or paraphrase the following: 
  Once again, you begin to trudge through the 
  muck 
  that 
  constitutes 
  ground 
  in 
  the 
  Gnatmarsh.  You have traveled no more than 
  fifteen minutes when a human wearing the 
  hide of a crocodile steps into view.  He holds a 
  hand in the air peacefully. 
  “I am Prelnor, and I am an Initiate of the Circle 
  Wardens.  I hope that we may speak a moment 
  . . . .”  He stops talking in the middle of his 
  
  Pillars of the Gnatmarsh 
   
  Page 13 
  sentence and slumps to the ground, landing 
  face down. 
  A human female dressed in a filthy cotton 
  dress steps from her hiding place behind a 
  tree near the fallen body.  Beside her is a lizard 
  about the size of a small dog.  It has a bullet-
  shaped head sporting a strange pair of horns. 
  “By Tharizdun, you’ll never live to sell the 
  secrets that you’ve found to your false king!” 
  she hisses as she raises her hands to encant a 
  spell. 
  Brilcha:  Female human (Flan) Adp3, hp 21; See 
  Appendix A. 
  Shocker Lizard: hp 13; See Monster Manual 
  page 224. 
  Tactics:  Brilcha does not have surprise on the 
  PCs.  She will move close enough that she can 
  open with her sleep spell, then she will cast her 
  other spells to maximum effect.  The shocker 
  lizard will primarily use its Stunning Shock attack, 
  but will bite its foes when appropriate. 
  Note:  Any PCs who fall in battle do not run any 
  risk of drowning.  They will conveniently always fall 
  onto dry mud. 
  Brilcha did not actually kill Prelnor, but merely put 
  him to sleep with a sleep scroll.  Any PCs who 
  make a Spellcraft check (DC 21) will recognize the 
  effect of a sleep spell as Prelnor falls. 
  If a PC is able to use a standard action to wake 
  Prelnor, he will assist the PCs in fighting Brilcha.  
  Fortunately, Prelnor did not fall into water and will 
  not drown if he is not awoken. 
  Prelnor: Male human Drd1; hp 9, See Appendix 
  A. 
  If Brilcha is somehow captured alive, she will spew 
  venomous dogma concerning the king but will not 
  actually reveal anything useful. 
  If Brilcha or her body is looted, the PCs will find a 
  holy symbol.  A successful Knowledge (Religion) 
  check (DC 20) will reveal that the holy symbol is 
  the traditional symbol of Tharizdun.  Because of 
  Brilcha’s utterance when the combat began, 
  skilled PCs should receive a +10 Competence 
  bonus on this check. 
  When 
  the 
  PCs 
  manage 
  to 
  continue 
  the 
  conversation with Prelnor, he will reveal that he 
  was going to tell the PCs to beware of the Witches 
  of the Sand who were known to be in the area.  He 
  will speculate that there are probably more about 
  so he will warn the PCs to be careful. 
  Prelnor has spoken with other Circle Wardens 
  regarding the pillars, and knows some that have 
  tried and failed to locate the griffon statue in the 
  Abbor-Alz.  They believe that the statute is long 
  gone, and speculate that the pillars and the image 
  must be hundreds upon hundreds of years old. 
  Prelnor may attempt to convince appropriate PCs 
  to join the Circle Wardens of the Broken Ring.  As 
  of the time of this writing, the requirements to be 
  an initiate to the Circle Wardens are as follows: 
  • 
  Non-lawful alignment. 
  • 
  3 or more skill ranks in Survival. 
  • 
  At least one rank in any three of the following 
  skills: 
  Handle 
  Animal, 
  Hide, 
  Knowledge 
  (Nature), Profession (Herbalist), Spot, Swim. 
  • 
  A character must spend at least 4 weeks 
  (TUs) in the Gnatmarsh.  This scenario counts 
  towards the TU requirements, so the PC need 
  only spend an additional 2-3 TUs (depending 
  on whether the PC is a Nyrond citizen or not). 
  Note that Prelnor is himself merely an initiate, so 
  he cannot invite a PC to a higher rank of the 
  Circle. 
  Treasure: loot (29 gp), coin (0 gp), magic (leather 
  armor, +1 - 97 gp, ring of protection, +1 – 167 gp). 
  Conclusion 
  Brilcha’s challenge suggested that the officials of 
  Nyrond might be interested in the information that 
  the PCs found.  Should the adventurers take the 
  information to the Red Brigade or other Nyrondese 
  officials, they will eventually be rewarded the sum 
  of 100 gold nobles for the information by officials 
  who will be startled at the amount of the reward. 
  Treasure: loot (0 gp), coin (100 gp), magic (0 gp). 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter Three – Crikey! 
  Defeat the crocodile - 60 xp; 
  
  Pillars of the Gnatmarsh 
   
  Page 14 
  Encounter Four – But the Fifth One Stood! 
  or Let’s Just Get the Yoda Jokes Out of 
  the Way Now. 
  Appropriate interaction with Master Wenderen - 60 
  xp; 
  Encounter Five – Folk Tails 
  Successfully parley with or defeat the lizardfolk – 
  90 xp; 
  Encounter Six – Drop and Give Me Twenty! 
  Appropriate Interaction with the Red Brigade – 60 
  xp; 
  Encounter Eight – Which Old Witch? 
  Defeat the Witch of the Sand – 120 xp; 
  Discretionary roleplaying award 
  60 xp; 
  Total possible experience:   
  450 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.  Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Five – Folk Tails 
   
  L: 3 gp; C: 0 gp; M: 0 gp 
  Encounter Seven – Does That Thing Get 
  Cable? 
   
  L: 0 gp; C: 4 gp; M: 0 gp  
  Encounter Eight – Which Old Witch? 
   
  L: 29 gp; C: 0 gp; M: 264 gp 
  Conclusion 
   
  L: 0 gp; C: 100 gp; M: 0 gp 
  Total Possible Treasure 
  L: 32 gp; C: 104 gp; M: 264 gp  - Total: 400 gp 
   
  Special 
   Thanks of the Brackenmoor Monastery – For 
  saving the life of the monk Camplond, you have 
  received the heartfelt thanks of the Brackenmoor 
  Monastery.  This has no in-game effect at this 
  time, but may become important in the future. 
  Seedie’s Mosquito Goo – When applied to 
  exposed skin, this foul smelly, sticky green paste 
  repels mosquitoes of all types.  One dose lasts 24 
  
  Pillars of the Gnatmarsh 
   
  Page 15 
  hours, but is easily washed off by a dip in the 
  horse’s water trough, a good hard rain, or a 
  thorough dousing with wine.  5 doses per pouch. 
  Expires one year after received. 
  Caster Level:  0th; Prerequisites: Brew Goo, exotic 
  plants found only in the Gnatmarsh; Market Price: 
  1 gp per pouch; Frequency: Adventure. 
  0  0  0  0  0 
  Items for the Adventure 
  Record 
  Item Access 
  Seedie’s Mosquito Goo (Adventure, 1 gp) 
   
  
  Pillars of the Gnatmarsh 
   
  Page 16 
  Appendix I – NPCs 
   
  Encounter Two – But Wait!  There’s 
  More! 
  Gnatmarsh Mosquitoes:  CR ¼; Tiny Vermin; 
  ¼d8; hp 2 each; Init +2 (Dex); Spd 20 ft.; AC 14 
  (touch 14, flat-footed 12) [+2 Dex, +2 size]; Base 
  Atk/Grapple: +0/-13; Atk +4 melee [1d3-5, bite]; 
  Reach 0 ft.; SA Blood Drain; SQ Vermin; AL N; 
  SV Fort +2, Ref +2, Will +0; Str 1, Dex 15, Con 
  10, Int --, Wis 10, Cha 2. 
  Skills and Feats: Hide +17, Spot +7; Weapon 
  Finesse (Bite). 
  Blood Drain (Ex): On a successful bite, a 
  Gnatmarsh 
  mosquito 
  makes 
  an 
  opposed 
  grapple check.  If the grapple check succeeds, 
  the bite deals 1 point of temporary Constitution 
  damage. 
   
  Encounter Three – Crikey! 
  Camplond: Male halfling Mnk1; CR 1; Small 
  humanoid; HD 1d8+1; hp 9; Init +3; Spd 20 ft.; 
  AC 15 (touch 15, flat-footed 12) [+3 Dex, +2 
  Wis]; BAB/Grapple +0/-3; Atk +1 melee [1d4+1, 
  unarmed attack] or +4 ranged [1d3, sling]; Full 
  Atk –1/-1 melee [1d4+1, unarmed attack]; AL 
  LG; SV Fort +4, Ref +6, Will +5; Str 12, Dex 17, 
  Con 12, Int 10, Wis 14, Cha 10. 
  Skills and Feats: Balance +7, Jump –1, Spot +6, 
  Tumble +7; Stunning Fist, Weapon Focus 
  (Unarmed Strike). 
   
  Possessions: sling and 10 bullets. 
   
  Encounter Eight – Which Old Witch? 
  Brilcha: Female human (Flan) Adp3; CR 2; 
  Medium humanoid; HD 3d6+9; hp 21; Init +6; 
  Spd 30 ft.; AC 16 (touch 13, flat-footed 14) [+3 
  Leather 
  Armor, 
  +2 
  Dex, 
  +1 
  Deflection]; 
  BAB/Grapple +1/+1; Atk +1 melee [1d8, 
  morningstar] or +4 ranged [1d8, masterwork 
  light crossbow]; AL NE; SV Fort +3, Ref +3, Will 
  +6; Str 10, Dex 14, Con 14, Int 10, Wis 16, Cha 
  10. 
  Skills and Feats: Concentration +11, Knowledge 
  (Nature) +8, Survival +8; Improved Initiative, 
  Skill Focus (Concentration), Toughness. 
   
  Possessions: 
  leather 
  armor, 
  +1; 
  morningstar, masterwork light crossbow, 10 
  bolts, 
  holy 
  symbol 
  (Tharizdun), 
  ring 
  of 
  protection, +1. 
   
  Spells Prepared (3/3; base DC = 13 + spell 
  level): 0—[detect magic, light, touch of fatigue]; 
  1st—[burning hands, cause fear, sleep]. 
   
  Prelnor: Male human Drd1; CR 1; Medium 
  humanoid; HD 1d8+1; hp 9; Init +2; Spd 20 ft.; 
  AC 15 (touch 12, flat-footed 13) [+3 Hide Armor, 
  +2 Dex]; BAB/Grapple +0/+1; Atk +1 melee 
  [1d6, scimitar] or +2 ranged [1d4, sling]; AL N; 
  SV Fort +3, Ref +2, Will +5; Str 12, Dex 14, Con 
  12, Int 12, Wis 16, Cha 12. 
  Skills and Feats: Concentration +8, Heal +7, 
  Handle Animal +5, Knowledge (Nature) +5, 
  Survival 
  +7; 
  Skill 
  Focus 
  (Concentration), 
  Tracking. 
   
  Possessions: hide armor; scimitar, sling, 20 
  bullets, holy symbol (Obad-Hai). 
   
  Spells Prepared (3/2; base DC = 13 + spell 
  level): 0—[cure minor wounds, light, know 
  direction]; 1st—[cure light wounds, longstrider] 
  
  Pillars of the Gnatmarsh 
   
  Page 17 
   
  
  Pillars of the Gnatmarsh 
   
  Page 18 
  DM Aids 
  Brief History of Sulm 
  Excerpted from the article “Into the Bright Desert” by Creighton Broadhurst 
   
   
  Two millennia ago, Flan civilization reached its zenith on the arid grasslands of Sulm.  Here, the Flan 
  learned the secrets of agriculture, ironwork, and engineering, founded great cities, and raised majestic 
  temples to their gods.  In a series of swift, hard-fought campaigns, Sulm’s neighbor states (Ronhas, 
  Durha, Rhugha, and Truun) fell before the might of her iron-shod hosts.  Continued aggression brought 
  open warfare with an implacable enemy—Itar. 
   
  Situated in a rich coastal region southeast of Sulm, the valorous Sun Kingdom of Itar honored gods of 
  light and progress and posed a serious military, financial, and ideological threat to Sulm.  It wasn’t 
  enough.  After three decades of open warfare, Sulm obliterated Itar’s armies, mingling the blood of its 
  soldiers with the ebbing lifeform of Vathris, an Itarian god of ingenuity who had manifested to aid his 
  people on the field of battle only to be stricken down by dark Sulmish magics. 
   
  With Itar’s destruction, the entire region fell under Sulmish hegemony.  Her people grew proud and 
  her leaders corrupt and arrogant as wealth and tribute poured into the great temple-city capital, Utaa, 
  seat of Sulmish rule.  Sulmish society stagnated for centuries as decadence and evil grew into the hearts 
  of her people; simultaneously tendrils of insurrection crept among the subjugated folk of the hinterlands. 
   
  For all its might and wisdom, doom came suddenly to Sulm.  The nation’s rulers, desperate to stem 
  the rising tide of civil unrest and rebellion, delved too deeply into the poisonous wellspring from which 
  their civilization had sprung.  The last of Sulm’s rulers, an ambitious and undoubtedly mad sorcerer 
  named Shattados, cried out to the Lords of Evil for aid and received a whispered promise in exchange.  
  His divine patron, Tharizdun, granted Shattados a powerful magic artifact, the Scorpion Crown, that 
  would allow him total control over his subjects.  The greedy overlord thrust the crown upon his head and 
  brought doom to the entire region. 
   
  The Crown’s fell curse initiated an agonizing transformation in Sulm’s citizens, who found themselves 
  transforming into hideous “manscorpions,” half-breed wretches magically bound to the wearer of the 
  Scorpion Crown. 
   
  Within a decade the grasslands were dead, withered into nothingness by an unnatural heat that yet 
  plagues the region or scoured from the face of Oerth by violent and prolonged storms sweeping in from 
  the Gearnat.  The small pockets of vegetation surviving these twin perils were finally buried beneath an 
  insidious, unstoppable tide of sand issuing like a cancer from the cities and holy places of the fallen 
  Sulmites.  Soon the curse took hold throughout the area, and what had once been called Sulm became 
  the Bright Desert. 
   
  And somewhere, deep within the darkest recesses of the Lower Planes, Tharizdun chuckled softly to 
  himself. 
  
  Pillars of the Gnatmarsh 
   
  Page 19 
  Map of the Gnatmarsh 
   
   
   
   
  
  Pillars of the Gnatmarsh 
   
  Page 20 
   
  Player Handout #1 
  Map 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Nyrond/593/Intro mods/NYR3-I03 Pillars of the Gnatmarsh/NYR3-S03 Pillars.pdf