TEXT:  
   
   
   
  t 
   
   
   
   
   
  Play Notes:
  � Gained a level 
  � Lost a level 
  � Ability Drained ____________ 
  � Died 
  � Was raised/res’d 
  � Was reincarnated 
  _________________________________________
  _________________________________________
  _________________________________________ 
  Home Region______________________ 
  593 CY 
  A D V E N T U R E
  L E V E L  O F  
  P L A Y  
  (CIRCLE ONE) 
  APL 2 
  max 450 xp; 400 gp 
   
  APL 4 
  max 675 xp; 600 gp 
   
  APL 6 
  max 900 xp; 800 gp 
   
  APL 8 
  max 1,125 xp; 1,250 gp
   
  APL 10 
  max 1,350 xp; 2,100 gp
   
  APL 12 
  max 1,575 xp; 3,000 gp
  This Record Certifies that 
  __________________________________________ 
  Played by______________________________________
   
   
  Player 
   
   
  RPGA #
  Has Completed 
  Rustling in the Reeds 
  A Regional Adventure 
  Set in Gran March 
  Event: _________________________________ Date: ________ 
  DM: __________________________________________________ 
   
  Signature 
   
   
   
  RPGA # 
  � Favor of Tom Gort:  Tom Gort, the blacksmith of Willow’s Bend, gives the PC this 
  favor if they return his son to the military alive.  This favor can be exchanged after any 
  Gran March regional adventure for the services of Tom Gort.  Tom Gort can get the PC 
  any masterwork weapon or suit of armor made of mithral or adamantine for cost but 
  requires 1 TU of travel time to pick it up in the Lortmils.  Likewise, this favor can be 
  exchanged to instead gain access to purchase an upgrade to a suit of armor or shield 
  with one of the following: acid, cold, electricity, fire, sonic resistance, or moderate 
  fortification.  The upgrade also requires a 1 TU cost since Tom cannot do it himself.  
  Once this favor is used for any reason, mark it as such so it cannot be used again. 
   
  � Boon of Krag:  In exchange for aiding Krag with Captain Jinx, and thus using a 
  favor with the Captain, Krag offers to make any of the following potions for the PC to 
  purchase after any Gran March regional adventure: potions of barkskin +1 through +4, 
  potion of water breathing, potion of neutralize poison, or potions of greater magic fang 
  +1 through +3.  In addition, there may be future scenarios in which Krag appears 
  where other uses of the favor may be given. 
   
  � Recognition from the Commandant:  For preventing an attempt to discredit Gran 
  March in the eyes of Keoland and worsen ties, the PC gains recognition with the 
  Commandant.  This recognition can be used as 2 influence points with the Gran 
  March military, or as a recommendation to an organization that would accept the 
  Commandant’s endorsement. 
   
  � Special Interest of Elector Arturo Gilbreth:  This PC has earned the notice of 
  Elector Arturo Gilbreth as a potential husband for his only daughter.  The elector will 
  keep an eye on the career of this PC as his daughter comes of age. 
  Cross out any game effects this character does not gain. 
  � Commendation with the Military:  This commendation is given to active-duty (or 
  reactivated) Gran March military PCs who succeeded in Captain Nicoli Jinx’s special 
  mission while in the Rushmoors. 
   
  � Favor of Captain Nicoli Jinx:  For helping the Captain in the service he has asked, 
  the PC receives this favor.  This favor can be used a single time as a substitute for an 
  Influence point with the Gran March military or the Church of Heironeous.  In 
  addition, there may be future scenarios in which Captain Jinx appears where other 
  uses of the favor may be given.  A favor of the Captain may be used after any Gran 
  March regional adventure to gain access to purchase an upgrade of any single weapon 
  to +2 enhancement bonus, or with any one of these special abilities: keen, merciful, 
  mighty cleaving, or thundering.  Also, two of these favors may be combined to gain 
  access to purchase an upgrade of any single weapon to +3 enhancement bonus, or with 
  any one of the following special abilities: axiomatic or holy.  Once this favor is used for 
  any reason, mark it as such so it cannot be used again. 
   
  � Favor of Kruger Amden:  For agreeing to help his work gang and protect the 
  encampment, the PC receives a favor with Kruger Amden.  This allows the PC a one-
  time opportunity to purchase one item from the following list immediately after 
  playing any Gran March regional: amulet of natural armor +2, boots of striding and 
  springing, druid’s vestment, or periapt of wisdom +2.  This favor will expire 1 year after 
  the date on this AR.  Once this favor is used for any reason, mark it as such so it cannot 
  be used again. 
  Adventure Record#
  ITEMS FOUND DURING THE ADVENTURE 
  Cross off all items NOT found 
   
  APL 2: 
  � 
  Wand of Summon Monster I (Adventure, 1st level caster, DMG) 
  � 
  Wand of Magic Missile (Adventure, 1st level caster, DMG) 
  � 
  Wand of Inflict Light Wounds (Adventure, 1st level caster, DMG) 
   
  APL 4 (APL 2 Items plus): 
  � 
  Wand of Magic Missile (Adventure, 3rd level caster, DMG) 
  � 
  Wand of Inflict Light Wounds (Adventure, 3rd level caster, DMG) 
   
  APL 6 (APL 2, 4 Items plus): 
  � 
  Wand of Magic Missile (Adventure, 5th level caster, DMG) 
  � 
  Wand of Inflict Light Wounds (Adventure, 5th level caster, DMG) 
   
  APL 8 (APL 2, 4, 6 Items plus): 
  � 
  +2 Spear (Adventure, DMG) 
  � 
  +1 Dragonhide Banded Mail (Adventure, DMG) 
  � 
  Potion of Barkskin +3 (Adventure, DMG) 
  � 
  Potion of Barkskin +4 (Adventure, DMG) 
  � 
  Potion of Neutralize Poison (Adventure, DMG) 
  � 
  Potion of Water Breathing (Adventure, DMG) 
  � 
  Rope of Climbing (Adventure, DMG) 
   
  APL 10 (APL 2, 4, 6, 8 Items plus): 
  � 
  Ring of Protection +2 (Adventure, DMG) 
  � 
  Wand of Summon Monster II (Adventure, 3rd level caster, DMG) 
  � 
  Cloak of Resistance +3 (Adventure, DMG) 
   
  APL 12 (APL 2, 4, 6, 8, 10 Items plus): 
  � 
  Cloak of Resistance +4 (Adventure, DMG) 
  � 
  Wand of Summon Monster III (Adventure, 5th level caster, DMG) 
   
   
   
  TU REMAINING 
  Added TU Costs
  -                     TU
  TU Cost 
  1 or 2 TU
  Starting TU 
  TU
   
  XP
  FINAL XP TOTAL
  XP Gained
  +                                  XP
  Subtotal 
  XP
  XP lost or spen
  -                                   XP
  Starting XP 
  XP
  Items Bought
   
   
   
   
   
   
  Total Cost of Bought Items 
   
  Subtract this value from your gp value 
  Items Sold
   
   
   
   
   
   
  Total Value of Sold Items 
   
  Add ½ this value to your gp value 
  FINAL GP TOTAL
   
                     GP
  GP Spent 
  - 
  GP
  Subtotal 
   
  GP
  GP Gained 
  + 
  GP
  Subtotal 
   
  GP
  GP Gained 
  + 
  GP
  Subtotal 
   
  GP
  GP Spent 
  - 
  GP
  Lifestyle
  � None
  � Standard (12 gp x TU) 
  � Rich (50 gp x TU) 
  � Luxury (100 gp x TU) 
   
  Lifestyle Cost 
   
  Other Coin Spent 
   
  Total Coin Spent 
   
  Starting GP 
   
  GP
  
   
   
   
   
  t 
   
   
   
   
   
  Play Notes:
  � Gained a level 
  � Lost a level 
  � Ability Drained ____________ 
  � Died 
  � Was raised/res’d 
  � Was reincarnated 
  _________________________________________
  _________________________________________
  _________________________________________ 
  Home Region______________________ 
  Level 2 spells (roll 1d6)
  Roll 
  Spell 
  1 
  find traps 
  2 
  delay poison 
  3 
  resist energy 
  4 
  remove paralysis 
  5 
  undetectable alignment 
  6 
  cure moderate wounds 
   
   
  There are specific ways to remove this curse.  Dispel magic will not remove the 
  curse.  However, it will suppress the effects of the imbue benefit and headache for 1d4 
  rounds if successful.  Break enchantment will remove the curse with a DC 28 check.  
  Greater dispel magic can remove the curse with a dispel check against caster level 17.  
  Limited wish (duplicating greater dispel magic), miracle, or wish will remove the curse.  
  A remove curse cast by a 17
  th level or higher caster will also remove the curse.  It should 
  be noted on the AR if the curse is removed and who did the removing. 
   
  Touch of Madness As Presented In Defenders of the Faith 
   
  [Enchantment (Mind-Affecting); Level: Madness 2; Components: V, S; Casting Time: 
  1 action; Range: Touch; Target: Creature touched; Duration: 1 round/level; Saving 
  Throw: Will negates; Spell Resistance: Yes] 
   
  You may daze one living creature by making a successful touch attack.  If the target 
  creature does not make a successful Will save, its mind is clouded and it takes no action 
  for 1 round per caster level.  The dazed creature is not stunned (so attackers get no 
  special advantage against it), but can’t move, cast spells, use mental abilities, and so on. 
  � Mark of the Eye Curse: Something or someone has cursed this PC.  The physical 
  appearance of the curse is a blistered, black circlet around the left eye.  The victim 
  radiates magic (strong transmutation and strong divination) but not evil. 
   
   
  The curse has three major drawbacks that the PC must suffer.  First, the victim 
  suffers a –1 circumstance penalty to all Intelligence-based skill and ability checks as 
  the curse causes the PC difficulty in clear thought.  Second, the victim is more 
  susceptible to Vecna’s will.  All attack, damage, ability, skill, and saving throw rolls 
  involving a follower of Vecna are at a –2 circumstance penalty.  Finally, once per 
  adventure, the victim is inflicted by an intense headache that has the same effects as 
  spell touch of madness (Will save DC 17).  If the victim fails their save, they are dazed 
  for 17 rounds.  This always occurs at the beginning of a combat of the DMs choosing.  
  [Note that spell immunity and other such spells will not prevent this effect.] 
   
   
  With some irony, the curse also imbues the PC with spell ability.  This ability 
  functions as the imbue with spell ability spell except that the spells available for the 
  victim are random as per the following charts and the spells are good for the adventure 
  for which they were rolled.  The spell level is that of a 17
  th level caster.  At the 
  beginning of each adventure (in front of the DM), the spells are determined and can 
  be used once during that adventure.  If any spell is used, it should be noted on the AR 
  that this ability of the curse was used. 
   
  Level 1 spells (roll 1d6) 
  Roll 
  Spell 
  1 
  cure light wounds 
  2 
  remove fear 
  3 
  detect magic (extended) 
  4 
  endure elements 
  5 
  detect secret doors 
  6 
  entropic shield 
  593 CY 
  A D V E N T U R E
   
  This Record Certifies that 
  __________________________________________ 
  Played by______________________________________
   
   
  Player 
   
   
  RPGA #
  Has Completed 
  Rustling in the Reeds 
  A Regional Adventure Set in Gran March
  And Been Cursed!! 
  Event: _________________________________ Date: ________ 
  DM: __________________________________________________ 
   
  Signature 
   
   
   
  RPGA # 
   
  Adventure Record#
   
   
   
  TU REMAINING 
  Added TU Costs
  -                     TU
  TU Cost 
  0 TU
  Starting TU 
  TU
   
  XP
  FINAL XP TOTAL
  XP Gained
  +                                  XP
  Subtotal 
  XP
  XP lost or spen
  -                                   XP
  Starting XP 
  XP
  Items Bought
   
   
   
   
   
   
  Total Cost of Bought Items 
   
  Subtract this value from your gp value 
  Items Sold
   
   
   
   
   
   
  Total Value of Sold Items 
   
  Add ½ this value to your gp value 
  FINAL GP TOTAL
   
                     GP
  GP Spent 
  - 
  GP
  Subtotal 
   
  GP
  GP Gained 
  + 
  GP
  Subtotal 
   
  GP
  GP Gained 
  + 
  GP
  Subtotal 
   
  GP
  GP Spent 
  - 
  GP
  Lifestyle
  � None
  � Standard (12 gp x TU) 
  � Rich (50 gp x TU) 
  � Luxury (100 gp x TU) 
   
  Lifestyle Cost 
   
  Other Coin Spent 
   
  Total Coin Spent 
   
  Starting GP 
   
  GP
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/593/Normal Scenarios/GRM3-07 - Rustling in the Reeds (APL 2-12)/GRM3-07 - Rustling in the Reeds AR.pdf