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.  
   
  GRM4-05 
   
   
   
   
   
   
  Operation Black Knight 
   
  A One-Round D&D LIVING GREYHAWK®  
  Gran March Regional Adventure 
  Version 1.4 – Premiere Version 
  Round 1 
  by Jenna & Michael Moore 
   
   
  One year ago, the military discovered the existence of a secret training camp in which boys and young men were being 
  taught to hate their homeland and work for a new master. Now a threat has reached the top-most levels of the Gran 
  March military. The safety of the realm is at stake, but the army is already spread thin. Can the PCs help them track 
  down the culprits before the chain of command falls? A sequel to Training Camp. A Gran March Regional adventure for 
  APL 2 through 12.   
  PLAYTESTERS:  Alan Kilpatrick, Earl Bailey, Dan Wheeler, Matt Wegner, Lyman Green, and Ed Tostanoski. 
  Cartography by Dan Wheeler
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  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. 
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  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. 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  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 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If your 
  group is APL 1 there are three things that you can do to 
  help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal 
  will 
  not attack that 
  round. This is 
  a free action 
  (spoken 
  command) 
  that may be 
  attempted 
  each round. If 
  an 
  animal 
  loses half or 
  more hp in a 
  single round 
  it flees, unless 
  another check 
  is successful. 
  Time Units 
  and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Gran March. This adventure uses Military Time Units. 
  Characters native to Gran March 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 
  This is a sequel to GRM3-06Training Camp, in which PCs 
  found a hidden camp in the Oytwood where young men 
  and boys were being trained to be assassins and fight 
  against Gran March. When attempting to save the 
  captives, most of the boys turned on the rescuers, content 
  to remain in their camp.  
  In this scenario, the trainees of that camp have been sent 
  out in an attempt to assassinate a high official of the Gran 
  March army. The PCs stumble on an assault in an alley of 
  Hookhill and soon unravel a conspiracy against the 
  Commandant. 
  Adventure Summary  
  This scenario is set in the capital city of Hookhill. Death 
  threats have been received by some of the high-ranking 
  members of the Gran March military, and the city is on 
  high alert. A curfew is in place, and all citizens should be 
  off the streets by the time the moons are high (midnight). 
  Military patrols are posted on every street at regular 
  intervals. 
  Extra 
  forces 
  are 
  posted 
  outside 
  the 
  Commandant’s residence. 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 4 
  Encounter One: The Streets of Hookhill 
  As the party approaches the gate to enter, guards 
  challenge them with a brief set of questions. The party is 
  permitted to enter. As they walk into the city, they notice 
  a crime being committed in an alley as they pass. When 
  the party assists or investigates, they will find 
  information pointing to a planned assassination of 
  military personnel by an organization known as the Red 
  Arrows. This gives them the choice to pursue the lead 
  themselves in the North Quarter or report it to the city 
  guards or military. 
  Encounter Two: A Full Plate 
  If the party reports what they found to authorities, they 
  are sent to Captain Cerino Clasti of the Gran March 
  military. They must first convince the desk sergeant that 
  they are not troublemakers, though this is not difficult. 
  Then, they are taken to the Captain.  The Captain reveals 
  that he is swamped with too many duties and is short-
  handed for a security detail requested by the 
  Commandant to bolster security at the Hall of the 
  Commandant, where he is hosting a banquet with a 
  handful of Electors and supporters of his defense efforts. 
  Encounter Three: Put on Your Investigating 
  Shoes 
  If the PCs choose to investigate the matter on their own, 
  they will have to begin on the following day after their 
  arrival.  Their current lead brings them to the North 
  Quarter, where the most prominent establishment is a 
  seedy bar called The Dancing Wench.  The PCs discover 
  that some members of the Red Arrows have been shaking 
  down businesses in the district for protection money.   
  Many patrons are noticeably frightened when the Red 
  Arrows are mentioned and clam up.  The PCs’ questions 
  come to the attention of some members of the Red 
  Arrows. 
  Encounter Four:  A Word with Amon Sarpenth 
  Player characters might decide to consult Elector Amon 
  Sarpenth about the security measures in Hookhill or the 
  Red Arrows. Elector Sarpenth is aware that there have 
  been a rash of threats against a number of Electors, him 
  included.  He was invited to attend a banquet to be 
  thrown by Commandant Vrianian tomorrow evening at 
  dusk, and he knows that many security resources have 
  been consolidated to address that.  Some soldiers from 
  units not stationed in Hookhill have been redeployed 
  just for this detail to make sure that the leadership 
  represented at the banquet are safe. 
  Encounter Five:  A Word with Asterran 
  Ocedrius 
  Player characters might decide to consult Elector 
  Asterran Ocedrius about the security measures in 
  Hookhill or the Red Arrows. Elector Ocedrius is aware 
  that there have been a rash of threats against a number of 
  Electors, him included.  He was invited to attend a 
  banquet to be thrown by Commandant Vrianian 
  tomorrow evening at dusk, and he knows that many 
  security resources have been consolidated to address that. 
   Some soldiers from units not stationed in Hookhill have 
  been redeployed just for this detail to make sure that the 
  leadership represented at the banquet are safe. 
  Encounter Six:  A Favor from the Toecutter 
  PCs who have influence with the Toecutter might want 
  to ask him what he knows about the Red Arrows.  Like 
  any member of the criminal element, the Toecutter is 
  evasive with open questions, but he will pull aside those 
  who have his confidence and who are associates in The 
  Corporation.  He does not have a lot of precise 
  information, but he can say that these Red Arrows have 
  been troublesome of late and have jeopardized Corporate 
  profits with their activities.  The Toecutter is interested 
  in knowing where this organization came from, and he 
  will ask the PCs to investigate these Red Arrows and get 
  word to him concerning where they are from and where 
  their operations are.  It is time this rival is dealt with 
  properly, and knowing this will facilitate action against 
  them. 
  Encounter 
  Seven: 
   
  Canvassing 
  the 
  Neighborhood 
  PCs can use Gather Information checks to canvass the 
  neighborhood about the Red Arrows.  This uncovers 
  some minor details about this mysterious organization, 
  but nothing that pinpoints where they can be stalked.  If 
  the PCs did not cause a disturbance in the Dancing 
  Wench, this activity will surely come to the attention of 
  the Red Arrows, as word about questions spreads 
  throughout the Dirt Quarter.   
  Encounter Eight:  Red Arrows in Shadows and 
  Silence 
  If the PCs made a disturbance in the Dancing Wench or 
  canvassed the neighborhood, word has spread like 
  wildfire about their asking too many questions about the 
  Red Arrows.  They find themselves traveling down a 
  desolate alleyway, when four boys throw thunderstones 
  at the party, potentially causing deafness.  An ambush is 
  sprung.  Arrows with oil of silence spread on them fly at 
  the party from nearby tributary alleys, targeting anyone 
  who appears to be a spellcaster.  These arrows prevent all 
  spell casting that requires a verbal component within the 
  radius of the arrows.  Even if the arrows miss, it is 
  important to note where they land, as spell casting using 
  verbal components is impossible within 15 ft of either 
  arrow.  If they are spaced right, spellcasting might be 
  stunted within an area as large as 30 ft by 15 ft, depending 
  on where they land. 
  If the PCs defeat the Red Arrows here, they will learn 
  that the Red Arrows have some graduates of some of the 
  training camps already in place at the Hall of the 
  Commandant waiting to assassinate Commandant 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 5 
  Vrianian.  They will also indicate that they have a ringer 
  on the inside to make sure that everything goes 
  according to plan. 
  Encounter Nine:  The Gatekeeper 
  If the PCs arrive at the Hall of the Commandant without 
  an authorized invitation, Lieutenant Dobron will not let 
  them through unless the party convinces him that they 
  are there to protect the Commandant from imminent 
  danger.   
  If the party arrives with authorization to supplement the 
  guard, Lieutenant Dobron instructs them on their 
  expecations and their stations for securing the 
  Commandant.  The PCs witness some tense interaction 
  between Vrianian, Petros, and Knight Field Marshal 
  Helenasdottir 
  suggesting 
  that 
  Vrianian 
  is 
  not 
  comfortable with Petros’s presence, while Petros is 
  overprotective, and Helenasdottir would rather be back 
  on the battlefield in Hochoch.  Weapons vendors and 
  Syrloch representatives demonstrate new advancements 
  and weapon prototypes to use against the giants in Geoff. 
   Electors enjoy the hospitality of their Commandant, who 
  is throwing this banquet only to cement his position in 
  this election year. 
  Encounter Ten: Cocktail Hour  
  The Hall is well lit and filled with military officers, 
  dignitaries, Electors, priests, Syrloch reps, a few bards, 
  and guards. The PCs are integrated into the security 
  detail and can even get to know some of the attendees.  
  Encounter Eleven:  The Hour of the Long 
  Knives 
  Three 
  different 
  assassins 
  attempt 
  the 
  attack 
  simultaneously. Before the darts are thrown, there will be 
  a diversion by the bad guys. The man on the inside is a 
  priest of Hextor (His name is Kellin), posing as a Priest of 
  Heironeous. Petros darts from the room.   
  Conclusion 
  The party will be awarded with a military commendation 
  among other things. If the assassination is prevented, 
  they get the Commandant’s Shield as well. Petros will be 
  suspected of being in league with the conspirators. 
  Timeline 
  This module does not follow a strictly linear format, but 
  the following should clarify the order in which events 
  should occur. 
  Day 1: 
  • 
  The PCs arrive at the gate to Hookhill just 
  before dusk.  
  • 
  The encounter in the alley takes place right 
  away. 
  • 
  The PCs have the option to talk to Captain 
  Clasti. 
  • 
  The party finds lodging or billeting for the 
  night, just in time to make curfew. 
  Day 2: 
  • 
  PCs that have expressed an interest in talking to 
  the Toecutter should be reminded that it takes 
  time for him to find them. They should drop off 
  a note in the morning. 
  • 
  Around noon, the Toecutter finds the PC that 
  dropped the note. 
  • 
  No one is available in the Dancing Wench until 
  the afternoon. After all, it is a bar.  
  • 
  The street encounter takes place in the late 
  afternoon and must occur after PCs have asked a 
  lot of questions in the bar, ending with just 
  enough time to make it to the banquet. 
  • 
  The banquet takes place at dusk. 
  Introduction 
  The PCs have entered the city of Hookhill. The city 
  seems a bit more subdued than usual and there is a 
  palpable tension in the air. Threats have been made 
  against Gran March military officials and the city is on 
  high alert. This information is known only to the military 
  and the guards and not to be passed on to the citizens, 
  lest it cause riots. The troops are out on patrols and 
  assignments, leaving the city with a small retinue of 
  soldiers for protection. To bolster their numbers, officials 
  have ordered all those entering the city stopped and 
  questioned.  
  The guards at the city gate are not all soldiers. Some of 
  them were brought in as civilians to assist during the 
  crisis and are not happy to be here. They are not very 
  trusting and the PCs will be carefully questioned upon 
  entering the city. Find out first who is military and not, 
  who is native to Gran March and who is not, who has 
  commendations from the Gran March Army or any of its 
  officials. 
  Encounter One: Streets at 
  Hookhill 
  The afternoon shadows are lengthening as you are 
  about to enter the city of Hookhill. The majestic 
  stone walls stand strong around the capital city. 
  Those of you who have been here before notice 
  increased security at the gate. Eight very unhappy 
  guards perform their duty with intense vigilance, 
  stopping everyone who approaches the gate without 
  exception.  Even as you watch, one dark-clad 
  gentleman tries to get past and is arrested for his 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 6 
  trouble, manacled, and escorted away by a guard. 
  Clearly, something is not quite right in the capital 
  city. 
  As you approach the gate, the guards stop and 
  question you. “State your name, rank if applicable, 
  location of residence, and your business in the city.” 
  Give each PC a chance to answer and respond 
  appropriately. The guards at the gates are tired and not 
  happy to be at this post.  They are short with the PCs if 
  they are not forthcoming. There are eight guards at the 
  gate, including two on each side stopping those coming 
  through and four standing inside, ready to stop any who 
  try to enter without permission. 
  “The city is under a curfew. If you know what’s good 
  for you, you’ll obey it. By the time the moons are 
  high, you’d best be inside. Any who are roaming the 
  streets will be stopped and searched by patrols. 
  There are consequences for being out past curfew.” 
  If any of the PCs are Gran March military, add the 
  following:  
   “This order comes down from the Commandant 
  himself, soldier.” 
  Guards (8): hp 8, Spot +5, Bluff +2, Sense Motive +5 
  As adventurers pass through the front gates of the 
  city, they note that the portcullis is well maintained 
  with not a hint of ever having accumulated a day of 
  rust.  The gatehouse beyond is full of tell-tale 
  defensive precautions that indicate the immense 
  task at hand for those who would consider besieging 
  it.  Murder holes line the ceilings and both walls of 
  the gate hall of the threshold into Hookhill proper. 
  The first impression of the inside of the city is that 
  the primary purpose of the city is to house a massive 
  armed force.  The streets are ordered, clean 
  cobblestone, and aligned as though it was planned 
  to be a grid of city blocks leading to the center of 
  town.  
  The party passes several dark alleyways as they travel 
  deeper into the city.  
  Ask for Spot and Listen checks from each player 
  character. Never mind the DC of the check.  It is not as 
  important as bringing the party into this turn of events. 
  What is about to transpire is not hard to notice, so all but 
  the lowest roll indicates that the characters notice a 
  commotion out of the corner of their eyes.  
  As you pass yet another dark alleyway, you hear a 
  mild commotion and see a flicker of movement in 
  the corner of your eye. Some 200 feet away is a 
  darkly dressed, masked man throttling a shabbily 
  dressed Halfling with a dagger. The halfling is 
  struggling to break free of his clutches. 
  The darkly dressed man is a member of the Red Arrows 
  of Hextor, a league of assassins who recently began 
  operating in Gran March. The Red Arrows hired the 
  Halfling to obtain an itinerary for the Commandant for 
  the next two days.  The halfling delivered the goods, but 
  the assassin, Kreen, discovered that he was an undercover 
  agent of the Gran March military spying on his 
  organization, and he is out for blood. Kreen graphically 
  describes the punishment he is going to deliver on the 
  halfling’s person to intimidate him while throwing 
  punches with fists covered with metal gauntlets. The 
  Halfling is covered in his own blood, and bruises 
  decorate his face and head.  He has absolutely no fight 
  left and appears to be on the verge of passing out as the 
  party approaches. 
  With a successful Spot check (DC 10+APL), PCs will 
  notice that the assassin is not punching with bare fists, 
  but rather, he has a metal wrapping over his knuckles.  
  His blows are obviously meant to do more than nonlethal 
  damage, and it is quite possible that the thug might land a 
  killing blow.  
  Before the player characters initiate action, describe 
  Kreen delivering one final blow to the head that draws a 
  respectable volume of blood from the halfling’s right eye 
  and knocks him unconscious. 
  When Kreen spots the PCs, he throws a bag (two bags at 
  APL 12) behind him to obstruct pursuit as he sprints 
  away.  This is a ranged attack against AC 5 on the 5-ft 
  square nearest the majority of PCs. The bag, after it lands 
  on the cobblestone street, explodes, releasing a fusillade 
  of darts.  Now, it should be cautioned that Kreen is not 
  part of this encounter.  His purpose is to draw the 
  characters into this story and deliver the trapped bag.  
  Once done, he is not meant to be encountered.  His 
  stats are provided just in case zealous PCs catch him 
  despite the DM’s attempts to keep him out of the picture. 
  Kreen automatically throws the bag before initiative 
  begins (as though this were a surprise round), and he 
  automatically goes first in the initiative round no matter 
  what the PCs roll for initiative.  It is imperative that all 
  efforts be made to get him out of the scene before the 
  PCs can cut off his escape. 
  APL 2 (EL 2) 
  Fusillade of Poisoned Darts: CR 2; mechanical; 
  location trigger; no reset; Atk +10 ranged (1d4+1, dart); 
  multiple targets (fires 1d4 darts at each target in two 
  adjacent 5-ft. squares); poison (bloodroot, DC 12 
  Fortitude save resists, 0/1d4 Con plus 1d3 Wis); Search 
  DC na; Disable Device DC na.  
  APL 4 (EL 4) 
  Fusillade of Poisoned Darts: CR 4; mechanical; 
  location trigger; no reset; Atk +10 ranged (1d4+1, dart); 
  multiple targets (fires 1d4 darts at each target in two 
  adjacent 5-ft. squares); poison (giant wasp poison, injury 
  DC 18 Fortitude save resists, 1d6 Dex/1d6 Dex); Search 
  DC na; Disable Device DC na.  
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 7 
  APL 6 (EL 6) 
  Fusillade of Poisoned Darts: CR 6; mechanical; 
  location trigger; no reset; Atk +10 ranged (1d4+1, dart); 
  multiple targets (fires 1d4 darts at each target in two 
  adjacent 5-ft. squares); poison (deathblade, injury DC 20 
  Fortitude save resists, 1d6 Con/2d6 Con); Search DC na; 
  Disable Device DC na.  
  APL 8 (EL 8) 
  Fusillade of Poisoned Darts: CR 8; mechanical; 
  location trigger; no reset; Atk +19 ranged (1d4+1, dart); 
  multiple targets (fires 1d4 darts at each target in two 
  adjacent 5-ft. squares); poison (dragon bile, contact DC 26 
  Fortitude save resists, 3d6 Str/0); Search DC na; Disable 
  Device DC na.  
  APL 10 (EL 10) 
  Fusillade of Poisoned Darts: CR 10; mechanical; 
  location trigger; no reset; Atk +19 ranged (1d4+1, dart); 
  multiple targets (fires 1d4 darts at each target in two 
  adjacent 5-ft. squares); poison (black lotus extract, contact 
  DC 20 Fortitude save resists, 3d6 Con/3d6 Con); Search 
  DC na; Disable Device DC na.  
  APL 12 (EL 12) 
  Fusillade of Poisoned Darts (2): CR 10; mechanical; 
  location trigger; no reset; Atk +19 ranged (1d4+1, dart); 
  multiple targets (fires 1d4 darts at each target in two 
  adjacent 5-ft. squares); poison (black lotus extract, contact 
  DC 20 Fortitude save resists, 3d6 Con/3d6 Con); Search 
  DC na; Disable Device DC na.  
  All APLs 
  Kreen, male Human Ftr6/Rog8:  hp 99.  See Appendix. 
  Note:  Kreen is really not meant to be encountered here, 
  but a zealous party is very likely to pursue him (which is 
  why his stats are presented here).  It is best to have Kreen 
  duck behind the nearest alley and hide or to run for all 
  he’s worth, but player characters have a way of doggedly 
  pursuing even elements of an adventure that are not 
  meant to be accounted for.  Kreen’s statistics are supplied 
  not as a planned combatant but rather as a figure that 
  players might try to bring down anyway.  If they 
  continue pursuit, Kreen will use all evasive techniques at 
  his disposal to get away.  Should he slip out of sight for 
  one full round, assume that he has slipped away.  If he 
  does not get the opportunity to get away, he will fight to 
  the death, and if captured, he will bite down on a suicide 
  pill to avoid interrogation.  If the PCs fight and defeat 
  Kreen, they will not receive experience points for it. 
  The assassin, once unmasked, is a very young man, no 
  older than 17.  In other words, he is about the age of a PC 
  who has just begun his or her career. 
  If the PCs manage to kill or capture Kreen before he can 
  get away, they will find a tattoo depicting red arrows 
  clenched in a tight fist emblazoned on his inside forearm. 
   This tattoo is exactly the same as the tattoos found on the 
  assassins in Homecoming and The Royal Road to Hookhill.  
  Allow the PCs to draw this conclusion on their own.  
  Provide no hints.  If the PCs played either of those two 
  adventures and they appear not to be drawing the 
  connection on their own, allow them to make straight 
  DC 15+APL Intelligence checks for the recollection. 
  If the PCs decide to cast speak with dead on Kreen’s body 
  after he has died, the impressions left will reveal that 
  Kreen was an assassin in the Red Arrows.  He was sent to 
  kill Mullbern because the Halfling was found out to be a 
  military spy.  
  If the PCs captured Kreen, the assassin will not talk to 
  the party.  Instead, he will bite down on a suicide pill and 
  swallow rather than face interrogation and threats of 
  execution for his apparent Hextorite religion.  The pill is 
  lodged in the roof of his mouth and contains id moss.  
  Attempts to use speak with dead to find out information 
  from his corpse will not reveal anything.  
  Mullbern, male Halfling Rog3:  hp 15; Fort +1, Ref +5, 
  Will +5; Sense Motive +8. 
  After this fusillade of darts is unleashed, Mullbern is 
  already on the verge of dying.  One of the darts lodges 
  itself in his left eye.  He is at –8 hit points and bleeding 
  fast.  On the final round of his life, before going to –10, 
  Mullbern will gasp with his final breath, “Warn Clasti.” 
  If Mullbern dies and the PCs search his body, they find a 
  note addressed to “Clasti”. It contains only two words- 
  Red Arrows- and his name at the bottom. 
  If the PCs are able to heal Mullbern, they can extract 
  information from him if they assure him that they are 
  trustworthy agents or citizens of Gran March.  If the table 
  consists of no Gran March citizens, Mullbern will not 
  willingly reveal anything he knows under any 
  circumstances.  Obtaining information from him will 
  require compulsions and other enchantment effects.  To 
  obtain the information that Mullbern possesses, Gran 
  March citizens must roll a successful DC 15 Diplomacy 
  check.  Military PCs in uniform receive a +5 bonus to the 
  Diplomacy check.  
  If the DC is met, Mullbern will reveal that his name is 
  Corporal Mullbern of the Gran March Military.  He was 
  operating under cover in the North Quarter to obtain 
  information about an organization known as the Red 
  Arrows that has gained a foothold in some of the less 
  desirable districts of Hookhill and is working against the 
  Gran March government.  He was supposed to obtain a 
  copy of an itinerary for the Commandant showing his 
  activities for the following day, and he provided it.  
  Unfortunately, his cover was blown, and now he will not 
  be able to continue his mission.  He did find that at least 
  some of these assassins seem to fit the description of boys 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 8 
  who had been reported missing in various parts of Gran 
  March within the past year – only older.   
  If the PCs played Training Camp, they might recognize 
  that these could be the boys from the camps. Mullbern 
  will not suggest this; it’s up to the PCs to make the 
  connection. If they do, he looks pensive and then agrees 
  it’s likely. 
  At any rate, Mullbern is truly grateful that the player 
  characters pulled his Halfling fat out of the fire, and he 
  asks the party to make sure he gets to City Watch 
  Headquarters safely.  If they do, proceed from here to 
  Encounter Two:  A Full Plate. 
  If the PCs choose to investigate the North Quarter of 
  Hookhill, affectionately known by some as “the Dirt 
  Quarter,” by others as Seedytown, on their own, remind 
  them that it is late, and they will have to find lodging 
  first.  The following day, they can go to Encounter Three:  
  Put on Your Investigating Shoes.   
  Unless the PCs choose to report this incident to the City 
  Watch, the PCs must find a place to stay immediately, as 
  the moons are rising above the city at this moment.  
  Military PCs can report to City Watch Headquarters for 
  billeting provided through coordination with the City 
  Watch Desk Sergeant Tash, who can provide all basic 
  logistics regarding PCs’ billeting and meals while in 
  Hookhill.  Civilian PCs and veterans will have to find 
  lodging on their own (unless they volunteer for 
  reactivation).  If PCs choose to seek lodging immediately, 
  assume that they can find a reasonable place to stay at 
  their chosen upkeep level without incident.   
  If the PCs choose to wander around Hookhill after the 
  moons are high (curfew), accost them with frequent City 
  Watch patrols that search them, question them about 
  their business in Hookhill, and even detain them if the 
  PCs get out of hand. If they are detained, they will be 
  thrown in jail and suffer the negative effects of lower 
  than standard upkeep. If military PCs are accosted more 
  than once before getting billeting, they are written up 
  and receive a demerit at the end of the adventure. 
  Because the PCs should not be causing trouble for agents 
  of security in Hookhill, consider the guards who deal 
  with PCs to be just tough enough to address anything the 
  PCs throw at them should they get out of line (stats are 
  not provided, and the DM is encouraged to stymie 
  anything a PC attempts to do to avoid the consequence of 
  being out after curfew).  It is one thing to be heroes.  It is 
  quite another to break the law and expect to get away 
  with it because you think you are heroes.  If PCs simply 
  state that they are on the way to find billeting, the guards 
  will offer assistance.  If any of the PCs are military, they 
  will lead them to City Watch Headquarters, where they 
  can coordinate with Desk Sergeant Tash for billeting.   
  Encounter Two: A Full Plate 
  Note:  The description of this encounter assumes that 
  PCs have chosen to report the incident of Encounter One 
  immediately after it has taken place.  This means that it is 
  just short of curfew, and while night has fallen over 
  Hookhill, the moons are not yet high.  If the PCs do not 
  come to the office of the City Watch on their first night 
  in Hookhill, then adjustments must be made for the 
  timing of the encounter, with one major detail in mind:  
  the Commandant’s banquet is scheduled for dusk on the 
  second night of the PCs’ stay in Hookhill. 
  If the party reports their encounter and their findings to 
  the city guards, they are sent to Captain Clasti at City 
  Watch Headquarters, which also happens to be part of 
  the complex that makes up the headquarters for the 
  military garrison of Hookhill. 
  A 
  rough-looking 
  Sergeant 
  seated 
  behind 
  a 
  prominent wooden desk in the sparsely decorated 
  room addresses you, “What kinda trouble you 
  miscreants a part of here? We got a lot going on 
  right at the moment, and the Captain’s time is 
  valuable.” 
  Sergeant Tash is a by-the-book kind of guy who doesn’t 
  put up with a lot of nonsense. He guards the Captain’s 
  time carefully and screens visitors for anyone who is just 
  going to waste the Captain’s time. However, if the PCs 
  crack a few tasteful jokes or provide assurances that they 
  have truly important information to provide the Captain, 
  particularly if they bring up the name “Mullbern,” he will 
  lighten up a little. If the party has Corporal Mullbern 
  with them, Sergeant Tash will instruct the PCs to wait for 
  him there, and he will walk through a door behind the 
  desk, emerging in a moment with Captain Cerino Clasti.  
  Otherwise, he appears very fatigued and overworked.  
  Some banter should go back and forth here while the 
  Sergeant questions the PCs about making trouble. This 
  Sergeant is overworked and gruff; his irritated banter 
  should be played up for comic relief.  The PCs can 
  attempt a Diplomacy check (DC 10+APL) to bring 
  Sergeant Tash around and convince him that they have 
  legitimate business with the Captain.  Sergeant Tash 
  questions the PCs just enough to determine that they 
  have secret information meant for Captain Clasti’s ears 
  only. Once satisfied that the PCs have legitimate reason 
  for the visit, he instructs them to wait for Captain Clasti 
  and walks toward the back of the building to retrieve the 
  Captain.  Note that the presence of Corporal Mullbern is 
  considered a legitimate reason to visit on sight.  
  Mullbern’s mission in Seedytown is known to both Clasti 
  and the Desk Sergeant.  If the party has Kreen in custody, 
  Sergeant Tash will call two soldier bailiffs to take charge 
  of the prisoner.  They will speed him away through 
  another door that leads downstairs to a holding cell, and 
  the players will never see Kreen again. 
  Sergeant Tash, male Human War2: hp 12; Sense 
  Motive +5, Bluff +8. 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 9 
  Once the PCs convince Sergeant Tash of their business 
  and he retrieves Captain Clasti from his office, a 
  somewhat frazzled looking man in his late thirties with 
  hair that has been mussed from an apparently long day at 
  the office emerges from behind a door behind the desk 
  sergeant’s station.  He motions to the party and requests 
  that they follow him to his office. 
  When the party enters the Captain’s office, he invites 
  them to sit as they are able, with apologies that there are 
  only three chairs in the room.  Then, he asks the PCs 
  about the nature of their visit.  His desk is half-covered in 
  papers and a small diagram with differently colored ink 
  lines drawn on it is partially visible amongst the papers. 
  While frustrated and tired, Clasti is most interested in 
  what the PCs have to say. Higher-ranking military 
  officers have received several threats, and Clasti has been 
  working for several days to find out more information. 
  He needs more information to pinpoint the cause of the 
  trouble. 
  Captain Clasti, male Human Ftr10: hp 65; Bluff +7, 
  Intimidate +4, Sense Motive +5. 
  When the Captain hears the description of events, 
  he runs his hands through his already mussed hair 
  and sighs heavily. He almost seems to be muttering 
  to himself as he starts to swear. “Just what I need. 
  Great. I don’t have the time or resources to deal with 
  this.” 
  If there are any military PCs in the party, he will instruct 
  them to follow him out of earshot of civilian PCs. 
  With that, he will pull them into a private area and share 
  with them that he appreciates their information, but he’s 
  already swamped.  
  • 
  There’s a banquet for the Commandant the 
  following night, and he’s already short-staffed 
  for security for the event.  
  • 
  On top of that, a rash of threats has been made 
  against the Commandant, and this is taking all 
  his time.  It is not that he has no interest in this 
  case at all.  
  • 
   He has intense interest in the fate of Mullbern 
  and any information he might provide.  
  However, with all the threats against the 
  Commandant, he has been tasked with 
  providing an additional security detail to cover 
  the Commandant’s banquet the following 
  evening, and he simply cannot provide the 
  manpower he needs.   
  • 
  Clearly, he is at a loss for where he is going to 
  find the additional security detail, and it shows.  
  The man is on the verge of a nervous 
  breakdown from the pressure. 
  The PCs can choose to do their own investigation, or they 
  might volunteer to help guard the Commandant. The 
  Captain will not recommend the latter, but he accepts 
  their offer graciously if they volunteer, and he expresses 
  incredible gratitude; then, he instructs them to report to 
  Lieutenant Dobron for assignments after providing them 
  with written authorization to present to the lieutenant.  
  Meanwhile, he is not sure how he can wrangle the 
  manpower to investigate the leads that the PCs have 
  provided. If they suggest that they can investigate the 
  matter until they are required to report to the Hall of the 
  Commandant, he suggests that they start in Seedytown, 
  where the Red Arrows seem to be causing the most 
  trouble.  As for report time, he suggests that PCs report to 
  Lt Dobron no later than an hour before dusk the 
  following evening for instructions and stationing 
  assignments. 
  After this encounter, which as noted assumes to have 
  taken place immediately following Encounter One, it is 
  late, and PCs must find a place to stay immediately.  
  Military PCs will have barracks provided through 
  coordination with Sergeant Tash, who can provide all 
  basic logistics regarding PCs’ billeting and meals while in 
  Hookhill.  Civilian PCs and veterans will have to find 
  lodging on their own.  If PCs choose to seek lodging 
  immediately, assume that they can find a reasonable place 
  to stay at their chosen upkeep level without incident.   
  If the PCs choose to wander around Hookhill after the 
  moons are high (curfew), accost them with frequent City 
  Watch patrols that search them, question them about 
  their business in Hookhill, and even detain them if the 
  PCs get out hand.  Because the PCs should not be causing 
  trouble for agents of security in Hookhill, consider the 
  guards who deal with PCs to be just tough enough to 
  address anything the PCs throw at them should they get 
  out of line.  It is one thing to be heroes.  It is quite 
  another to break the law and expect to get away with it 
  because you think you are heroes. 
  Encounter Three: Put on Your 
  Investigating Shoes 
  The investigative work of the PCs begins in Seedytown 
  on the day following their arrival in Hookhill.  There is 
  really no definite lead here.  They will have to wander a 
  very dangerous neighborhood, asking questions of the 
  locals as they go, hoping to run across someone who 
  knows about the people they are asking about.  Read the 
  following text aloud to the players as they enter this 
  district of the capital of Gran March: 
  Just as ordered and clean as the entrance to 
  Hookhill is, this part of town is as dirty and 
  overpopulated in squalor.  Most of the dwellings 
  here are barely standing up on their frames.  Some 
  show signs of lack of maintenance and an advanced 
  state of wear.  The people here are dressed poorly 
  and live poorly.  You are accosted by several beggars, 
  one of whom is missing a leg, and he implores you 
  to provide enough money to feed a veteran of the 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 10 
  Hateful Wars.  The grimy, the poor, the misshapen, 
  the outcasts are all represented here.  There are 
  several 
  questionable 
  establishments 
  speckled 
  among this bleak landscape.  At the end of one street 
  can be seen a rowdy bar known as the Dancing 
  Wench.  Some of the most questionable people you 
  have ever seen as you walk in its direction are 
  congregated around it, including men and women of 
  the 
  most 
  surly 
  dispositions, 
  wastrels, 
  and 
  scoundrels.  The cacophony of the most raucous 
  noise passing for music rattles the building as you 
  draw near. You are certain that you could purchase 
  any sin you desire for the right price inside. 
  Note: Those personnel and dignitaries that have been 
  under threat do not frequent this part of town. Because of 
  this, the city watch does not frequent this part of town as 
  much, either. After curfew, they watch for anyone 
  leaving this side of town to return to the main part of 
  town. 
  The Dancing Wench draws some of the most 
  questionable clientele to be found in Gran March.  It is a 
  regular watering hole for some of the most dangerous 
  criminals of the region as well as the seediest men in 
  search of the most foul forms of entertainment and 
  debauchery. Those characters with a taste for the darkest, 
  most unsavory activities in which to partake will be quite 
  at home here, as the Dancing Wench caters to the less 
  than common underground tastes of those who delight 
  in unpleasantness. 
  The barkeep is a rotund half-orc with a severe 
  malocclusion of the lower jaw.  Large, tusk-like teeth jut 
  out from his lower lip, nearly touching the edge of his 
  nose as he wipes down a ceramic mug with his apron and 
  places it on a counter behind the bar. 
  The bar is packed with the lowest levels of scum in 
  Hookhill.  You see a red-headed woman who appears 
  to be quite attractive from a distance, but as you get 
  a closer look when she smiles, you discover that she 
  is snaggle-toothed and bears a large mole on her 
  right cheek.  She is propositioning a skinny man in a 
  dirty brown smock with unkempt hair and graying 
  stubble on his face.  You do not hear the 
  conversation, but you can guess at what it must be 
  about, as she gestures alluringly and runs her 
  fingers through the man’s hair. 
  In a corner, there is an intense game of dice going on, 
  with coins and trinkets being placed on the table before 
  each roll.  No one is laughing.  All players are studying 
  one another intently, as though trying to determine if the 
  other might be cheating.  When a winning roll is scored, 
  the coins and trinkets are snapped up by the winner 
  immediately as if there is an expectation that if the 
  winnings remain on the table for long, they might be lost 
  to carelessness. 
  The stink of over-fermented wine, hops, and barley hangs 
  in the air.  The mist of cheap pipeweed obscures vision 
  and obstructs breathing slightly.  The people here are 
  ugly, for the most part, reflecting their choice in how 
  they spend their free time. 
  If the PCs speak to the barkeep, he will prove to be very 
  open, if not the greatest charmer in the world.  He is full 
  of raunchy stories about bodily functions and doesn’t 
  censure himself well in the face of mixed company.  
  Occasionally, he himself will display a use of a bodily 
  function or two, belching or otherwise throughout the 
  conversation.  If mention of the Red Arrows is made, he 
  will back away in shock and clam up as though a 
  forbidden subject has been broached.  Clearly, he is 
  disturbed by the mention of the name.  If the PCs 
  persistently ask about the Red Arrows, he will eventually 
  look around him furtively and lean forward to speak as 
  quietly as he can to the party over the din of the 
  establishment’s patrons to ask the PCs how they know of 
  the Red Arrows.  A Sense Motive check (DC 10+APL) 
  will indicate that he fears these people and apparently has 
  dealt with them personally. 
  If PCs can convince him that he will be protected should 
  he provide them with what he knows about them 
  (DC10+APL Diplomacy check) and they ask the right 
  questions (DC 10+APL Gather Information check), he 
  will then reveal the following notes. If the PCs offer him 
  gold, reduce the DC by 1 for every 50gp they offer. 
  “They started showing up about a month ago, telling 
  people they would protect them from accidents and 
  such if they paid them insurance.  A couple of guys 
  wouldn’t pay, so their places caught fire.  No one 
  ever came out and said the Red Arrows did it, but 
  everyone knew the writing was on the wall.  Pay 
  these Red Arrows what they ask for, and you’re 
  business is safe.  Don’t pay ‘em, and bad things 
  happen.  I been paying ever since, but they told me I 
  should never talk about ‘em to anyone.  Said they’d 
  torch my bar.  I’m not rich human.  All I have is this 
  bar.  So I pay ’em.” 
  If asked where they are, the barkeep will respond that he 
  doesn’t know.  They stop in at the beginning of every 
  month and collect their tribute.  He has heard that they 
  are all over the city, but he has only heard about them 
  making any visible trouble in Seedytown, where the law 
  doesn’t patrol well at night for obvious reasons. 
  Description 
  He can tell the PCs that one of the men who visits the bar 
  is Baklunish.  The other one is tall and thin, almost 
  emaciated, like a skeleton or something.  His skin is 
  white like he never walks in the sunlight.  They only 
  show up at night, after dark.  He is not expecting another 
  visit from them for another week. 
  If the PCs detect evil, it is pretty likely that they will 
  detect evil amongst the patrons. It should be stressed that 
  the presence of evil doesn’t warrant immediate action. 
  You can’t jump at everyone whose alignment comes up 
  positive. 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 11 
  Other patrons can tell no more than the barkeep can 
  provide.  The more PCs ask questions in this bar, the 
  more evasive other patrons become, until eventually, the 
  bouncer, a massive human with scars all over his face, 
  will politely ask the party to leave because they are 
  disturbing the patrons.  If they do not, he will be forced 
  to make them leave, and he would really rather not resort 
  to violence.  Again, the PCs should comply here.  There is 
  nothing sinister going on here.  The PCs are stirring up 
  fear of reprisals upon these people by a bunch of thugs 
  who have been terrorizing the populace with their tactics 
  for several months.  They do not want to face the possible 
  backlash should they say too much.  If the PCs cause a 
  commotion, the bouncer will demonstrate enough 
  prowess to put them down quickly and viciously.  
  Assume that everything PCs try here fails, and 
  everything the bouncer does succeeds.  Narrate the 
  bouncer’s actions so that it is interesting, but most 
  importantly, get the PCs out of the bar after their 
  conversation with the barkeep and convey the very 
  simple message that the patrons are frightened, and the 
  PCs are making their existence worse with their presence 
  and questions. 
  Encounter Four:  A Word with 
  Amon Sarpenth 
  Player characters might decide to consult Elector Amon 
  Sarpenth about the security measures in Hookhill or the 
  Red Arrows. Amon Sarpenth lives in the Merchant 
  Quarter of Hookhill, where he conducts the majority of 
  his business.  His home is impressive and ornately 
  decorated, with a large lawn.   
  Amon Sarpenth is a human male standing 5 feet, 6 inches 
  tall.  He has black hair and striking green eyes, with a 
  lithe, muscular build.  He is a bit formal in his demeanor, 
  and while friendly, he expects to be addressed 
  respectfully as “Sir” or “Elector.”  He oversees horse 
  auctions in Hookhill and collects taxes on the proceeds. 
  Elector Sarpenth is aware that there have been a rash of 
  threats against a number of Electors, him included.  He 
  was invited to attend a banquet to be thrown by 
  Commandant Vrianian tomorrow evening at dusk, and 
  he knows that many security resources have been 
  consolidated to address that.  Some soldiers from units 
  not stationed in Hookhill have been redeployed just for 
  this detail to make sure that the leadership represented at 
  the banquet are safe.   
  Encounter Five:  A Word with 
  Asterran Ocedrius 
  Player characters might decide to consult Elector 
  Asterran Ocedrius about the security measures in 
  Hookhill or the Red Arrows. Elector Ocedrius is aware 
  that there have been a rash of threats against a number of 
  Electors, him included.  He was invited to attend a 
  banquet to be thrown by Commandant Vrianian 
  tomorrow evening at dusk, and he knows that many 
  security resources have been consolidated to address that. 
   Some soldiers from units not stationed in Hookhill have 
  been redeployed just for this detail to make sure that the 
  leadership represented at the banquet are safe.   
  Encounter Six:  A Favor from the 
  Toecutter 
  PCs who have influence with the Toecutter might want 
  to ask him what he knows about the Red Arrows.  They 
  will not find him by any conventional means.  Rather, if a 
  PC indicates that he will spend an IP to hit up the 
  Toecutter for information, then assume that the PC has 
  some means of dropping a message in a location where 
  the Toecutter can get it.  Shortly, the Toecutter will find 
  the PC, asking in a relaxed manner, “Is there anything I 
  can ‘elp you wif?” Toecutter will only speak to those with 
  influence/favor with him. He will have the PC brought 
  to him alone if necessary. 
  The Toecutter is tall and scarred from numerous 
  street battles.  His left ear appears to have been half 
  chewed off.  Though clearly a man of middle age, he 
  is rippling with powerful muscles.  At his sides are a 
  pair of short swords with ivory skull pommels.  His 
  mouth is twisted in a sardonic grin, and it is 
  difficult to tell if he is amused by the PCs or if his 
  scars and injuries simply make his mouth look that 
  way. 
  Like any member of the criminal element, the Toecutter 
  is evasive with open questions, but he will pull aside 
  those who have his confidence and who are associates in 
  The Corporation.  He does not have a lot of precise 
  information, but he can say that these Red Arrows have 
  been troublesome of late and have jeopardized Corporate 
  profits with their activities.  He had thought at one time 
  that these Red Arrows were part of a rival organization, 
  but they informed him that they enjoy the protection of 
  The Corporation.  This confused him at first, until he 
  realized that rumors of a splinter organization have been 
  brewing of late.  The Toecutter is interested in knowing 
  where this organization came from, (especially if these 
  Red 
  Arrows 
  are 
  connected 
  with 
  any 
  splinter 
  organization), and he will ask Corporation PCs to 
  investigate these Red Arrows and get word to him 
  concerning where they are from and where their 
  operations are.  It is time this rival is dealt with properly, 
  and knowing this will facilitate action against them.  The 
  Toecutter will say that there have been two gentlemen 
  selling insurance to the local shops, giving the hard sell 
  when necessary (they have been shaking down the shops 
  for money, threatening those who don’t pay with severe 
  harm and damage to their businesses).  
  Note:  This mission actually exceeds the parameters of 
  this scenario, but it does tie in with other goings-on in 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 12 
  Gran March.  It is not meant that the party discover the 
  location of the Red Arrows’ hideout in this scenario.  
  Encounter Seven:  Canvassing 
  the Neighborhood 
  If the PCs question just anybody on the street, have them 
  make a series of Gather Information checks as they 
  question people they meet in the Dirt Quarter.  Ad lib 
  NPCs as they wander around the city looking for answers 
  about the Red Arrows.  Have each NPC lead the PCs to 
  another NPC until the PCs give up on the quest and 
  decide to pursue another avenue.  Compare the PCs’ 
  Gather Information check results with the DC of the sort 
  of information they might obtain in the following items: 
  • 
  DC 5:  I know a guy who was mugged by one of 
  these Red Arrows.  They busted him up pretty 
  bad and took all his money and the shirt off his 
  back.  He said they didn’t even look human. 
  • 
  DC 10:  The Red Arrows have been causing 
  trouble in these parts for months now.  They’ve 
  become bolder in the past month.  Their most 
  visible agents are a Baklunish stooge and a pale 
  man who comes around all the shops every 
  night on some errand or another.  They loan 
  money, they offer protection to the local shop, 
  and they arrange accidents for those who need 
  them. 
  • 
  DC 15:  The Red Arrows have more sinister 
  connections 
  and 
  agendas 
  than 
  simple 
  profiteering ventures.  
  • 
  DC 20+:  The Red Arrows are made up mostly 
  of assassins, but they are suspected of having 
  members in some of the highest echelons of 
  Gran March administration. 
  • 
  DC 20+:  A lot of the Red Arrows are very 
  young men, no older than, say 17 or 18.  Word is 
  that they graduated from training camps that 
  have been operating for over a year in Gran 
  March. 
  Encounter Eight:  Red Arrows in 
  Silence and Shadow 
  Note:  This encounter only takes place after the PCs ask 
  questions in the Dancing Wench and should take place 
  very shortly before the banquet, otherwise it doesn’t 
  work (because the intent is to get PCs to rush to the scene 
  of the banquet).   
  If the PCs made a disturbance in the Dancing Wench or 
  canvassed the neighborhood too openly, word has spread 
  like wildfire about their asking too many questions about 
  the Red Arrows.  They find themselves traveling down a 
  desolate alleyway, when four boys run through the 
  alleyway with rocks in their hands.  Giggling 
  mischievously, they proceed to throw the stones at the 
  party’s feet.  They throw the stones from 20 ft away with a 
  +3 ranged attack bonus and run.  The stones are 
  thunderstones (all creatures within 10 ft of the stones’ 
  impact must make a DC 15 Fort save or be deafened for 
  one hour).  The deafened creature, in addition to the 
  obvious effects takes a –4 penalty on initiative and has a 
  20% chance to miscast and lose any spell with verbal 
  components that it tries to cast. 
  The boys were approached by Akbar and Tellis and told 
  to throw the stones at the party and run.  If the party 
  decides to hack away at the boys, there is no challenge in 
  this at all.  Their stats are not provided, and consider any 
  measure the party takes to succeed automatically. 
  Three rogues, Akbar Ibn Tufasi, and Tellis Scoren 
  ambush the party with intent to kill them for getting too 
  curious about the Red Arrows.  Arrows treated with oil of 
  silence fly at the party from nearby tributary alleys, 
  targeting anyone who appears to be a spellcaster. These 
  arrows prevent all spell casting that requires a verbal 
  component within the radius of the arrows.  Even if the 
  arrows miss, it is important to note where they land, as 
  verbal spell casting is impossible within 15 ft of either 
  arrow. If the arrow misses the target, roll a d8 to 
  determine which adjacent square where the arrow lands.  
  If the target has a protection from arrows spell or affect 
  active and the arrow otherwise hits, the arrow bounces 
  off the invisible barrier harmlessly and lands in the 
  target’s square. If they are spaced right, spellcasting 
  might be stunted within an area as large as 30 ft by 15 ft, 
  depending on where they land. The three rogues each 
  have one arrow of silence each, and Tellis has three more, 
  in case they are necessary when PCs move. 
  ALL APLs 
  Rogues (3) Rog1: Ranged attack +4 with arrows with oil 
  of silence. They fire one shot each at squares nearest 
  characters who appear to be spellcasters during the 
  surprise round and then run before they can be 
  addressed. The Barbarian and Fighter should keep PCs 
  busy enough.  Like Kreen in Encounter One, these 
  rogues serve only to set a condition of placed patches of 
  silence in various parts of the alleys.  They automatically 
  run first in the initiative order, sprinting off into the 
  tributary alleys from which they fired their arrows. 
  APL 2 (EL 5) 
  Akbar ibn Tufasi, male Human Bbn3 (Baklunish):  
  hp 36; see Appendix. 
  Tellis Scoren, male Human Ftr 3:  hp 27; see 
  Appendix.  
  
  GRM4-05 Operation Black Night 
  [Round #1] 
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  APL 4 (EL 7) 
  Akbar ibn Tufasi, male Human Bbn 5 (Baklunish):  
  hp 58; see Appendix. 
  Tellis Scoren, male Human Ftr 5:  hp 48; see 
  Appendix.  
  APL 6 (EL 9) 
  Akbar ibn Tufasi, male Human Bbn 7 (Baklunish):  
  hp 71; see Appendix. 
  Tellis Scoren, male Human Ftr 7:  hp 66; see 
  Appendix.  
  APL 8 (EL 11) 
  Akbar ibn Tufasi, male Human Bbn 9 (Baklunish):  
  hp 111; see Appendix. 
  Tellis Scoren, male Human Ftr 9:  hp 84; see 
  Appendix.  
  APL 10 (EL 13) 
  Akbar ibn Tufasi, male Human Bbn 11 (Baklunish):  
  hp 135; see Appendix. 
  Tellis Scoren, male Human Ftr 11:  hp 102; see 
  Appendix.  
  APL 12 (EL 15) 
  Akbar ibn Tufasi, male Human Bbn 13 (Baklunish): 
  hp 159; see Appendix. 
  Tellis Scoren, male Human Ftr 13:  hp 133; see 
  Appendix.  
  Note:  Akbar and Tellis have spread stone salve on 
  themselves, and they have imbibed potions of protection 
  from good just prior to the ambush.  Thus, they have 
  damage reduction 10/adamantine and are immune to 
  enchantments and compulsions. 
  Development:  If the PCs defeat the Red Arrows here, 
  they will learn that the Red Arrows have some graduates 
  of some of the training camps already in place at the Hall 
  of the Commandant waiting to assassinate Commandant 
  Vrianian.  They also indicate that they have a ringer on 
  the inside to make sure that everything goes according to 
  plan. 
  After these opponents are defeated, the Baklunish 
  barbarian, Akbar ibn Tufasi, can be intimidated into 
  revealing that the Red Arrows are working to poison the 
  Commandant at his banquet.  Further, he is confident 
  that there is nothing that the PCs can do about it, as they 
  cannot be in two places at once and the banquet is about 
  to begin. 
  If they interrogate Tellis, they can learn that he is a Red 
  Arrow, but knows nothing of their plans for the 
  Commandant. 
  If the PCs kill Tellis and Akbar, they can search the dead 
  bodies. They will find a forged invitation to the 
  Commandant’s Banquet. Forgery check (DC15+APL) to 
  know it’s a forgery. It is a very nicely made invitation on 
  high-quality parchment with a gold-embossed border and 
  beautifully written with calligraphy. This invite is 
  dropped if all the villains get away. 
  PCs realize the banquet is just about to begin, and they 
  can just make it in time if they go now. 
  Encounter Nine: The Gatekeeper 
  If the party agreed to provide supplemental security at 
  the Commandant’s banquet, they are to report to 
  Lieutenant Dobron, Commander of A Company of the 1st 
  Battle, the Commandant’s Own.  Lieutenant Dobron will 
  provide instructions for the PCs and assign them stations 
  and zones of security. The Lieutenant will show the party 
  to the banquet hall and familiarize them with the lay of 
  the room as quickly and discreetly as possible.  See the 
  banquet hall diagram handout. During the cocktail hour 
  they are asked to rove around wherever the attendees are, 
  but find a station in the banquet hall during the feast. 
  If the PCs are trying to warn the Commandant of the plot 
  against him without having made such arrangements 
  beforehand, they must first get past Lieutenant Dobron 
  and his security team.  This will require much diplomacy 
  and clarity of the message under the pressure of knowing 
  that an attempt on the Commandant’s life might be made 
  at any moment.  If it comes down to a physical 
  confrontation, Lieutenant Dobron and his security team 
  are ready to deal with it. 
  The PCs must find a convincing way to explain why they 
  should be allowed in. Diplomacy check is opposed by 
  Lieutenant Dobron’s Sense Motive check. This requires 
  some serious role playing before they throw the check. If 
  they show him the forged invitation, add +10 to the 
  Diplomacy check. If the party convinces Dobron to let 
  them in, he asks them to be discreet and integrates them 
  into the guard.  He shows them a diagram (see the 
  banquet hall handout) of the room, where his guards are 
  located, and where they should stand. On the diagram, 
  the guards are listed where the Gs are, and the PCs 
  should stand where “PC” is located. 
  If the PCs cannot convince Dobron via diplomacy, they 
  still need to get in. Urge them to use diplomacy, though, 
  as this is a non-tiered encounter and they are not meant 
  to fight the elite guards of the Commandant’s Own.  
  Lieutenant Dobron, male Human Ftr7: hp 57; see 
  Appendix. 
  Guards (4): hp 8, see Appendix. 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 14 
  Encounter Ten: Cocktail Hour 
  If the PCs arrive at the Banquet Hall in time for the 
  cocktail hour, they are free to roam around the banquet 
  hall to get acquainted with the guests present while 
  servants prepare the table for the feast, and servers bring 
  drinks to all guests.  In attendance are Commandant 
  Magnus Vrianian, Fearless Iron Wolf, Knight Field 
  Marshall Alicia Helenasdottir, former Commandant 
  Petros Gwalchen, Kellin, a cleric from the Temple of 
  Heironeous, Electors Amon Sarpenth and Ocedrius of 
  Hookhill, and a number of electors from other regions.  
  Additionally, several representatives from Syrloch 
  demonstrate some new weapons for the benefit of the 
  army officials present, and entertainers move around to 
  the various rooms, maintaining a pleasant atmosphere 
  with music, jokes, and acrobatic tricks for the 
  amusements of the guests.   
  Former Commandant Petros Gwalchen is a robust man 
  who looks much younger than he actually is.  He is 
  broad-shouldered, with long, shock white hair and a look 
  of enlightenment in his eyes.  While energetic, he is also 
  deeply thoughtful and always concerned for the safety of 
  his Commandant and his country.  While he wears finely 
  adorned, ceremonious clothing for all to see, he wears 
  beneath his dining clothes a masterfully crafted suit of 
  magical chain mail.  He is always close by Vrianian, 
  vigilantly watching the room as if expecting the worst 
  from anyone present.  If PCs have earned his trust in 
  Homecoming On the Royal Road to Hookhill, or A Simple 
  Errand, he is likely to recognize them, and he shows some 
  signs of reassurances that his charge will be safe, but he 
  seems like an unwanted older brother to Vrianian, who 
  seems always to be moving away from Petros as subtly as 
  he can.  Undaunted, Petros always stays close to Vrianian, 
  determined to protect him to the point of zealously 
  staying close to him and advising him on measures to 
  take for his own good. 
  If PCs speak to Petros, he will react to them with all 
  propriety and deference as is his due.  He will show full 
  deference to high-ranking Knights of the Watch, as his 
  rank in the order is Vigilant Bear.  Those whom he trusts, 
  Petros will ask if they have seen any suspicious activity 
  and instruct them to keep their eyes open, as there has 
  been much intelligence about a sure strike against the 
  leadership of Gran March tonight.  If there is a 
  comparison of notes between the PCs and Petros, he will 
  say that he has not detected the presence of any evil, but 
  that means little, as powerful servants of Hextor can hide 
  their nature.   
  Commandant Magnus Vrianian is tall and gaunt, with 
  deep-set, piercing eyes and jet-black hair.  Something in 
  the way he looks at people suggests that he realizes just 
  how insignificant the race of humanity truly is in the 
  cosmos, as he has traveled to many outer planes of 
  existence and seen things in his life that no mortal ever 
  should have been exposed to.  There is a look of sorrowful 
  contemplation in his demeanor, and he is a man of few 
  words.  In many ways, Vrianian is a direct opposite of 
  Petros.  While Petros is a warrior in the service of 
  Heironeous who keeps physically fit and ready for battle, 
  Vrianian is a bookish, uncharismatic, spell slinger with 
  more of an eye to metaphysics and the nature of the 
  cosmos than the welfare of people.  While Petros is 
  insightful in the ways of people and relates well to his 
  subordinates and equals, Vrianian cannot fathom the 
  importance of speaking directly to anyone on this plane.  
  After numerous encounters with extraplanar enemies 
  and allies alike, Vrianian has lost touch with what makes 
  him human. 
  Vrianian never expresses it verbally, but he is not entirely 
  comfortable with the presence of Petros, nor can he 
  suffer his brand of protection for long, though he has 
  him here to show that he has the support of a figure who 
  still, ten years later, enjoys much popular support.  
  Because this is an election year and Vrianian has made a 
  couple of errors recently that have jeopardized his hold 
  on the Commandant’s Seat, he agreed to advisement of 
  his counselors to hold this banquet to rally the support of 
  key electors, particularly the ones in Hookhill.  He 
  recalled Helenasdottir from Hochoch to show her off to 
  the electors and display her as a supporter of his policy 
  and good faith.  Further, although he is not comfortable 
  with Petros’s constant attention, he has him there to 
  show that the former Commandant endorses him, a 
  move that is bound to affect the decisions of electors 
  loyal to Petros.  As soon as this banquet is over, Vrianian 
  intends to send Petros to Shiboleth to do some 
  unimportant, yet visible work that will get him out of his 
  hair and yet send a message to supporters of Petros that 
  suggests that Petros fully endorses Vrianian. 
  Helenasdottir is restless. She is impatient with Vrianian’s 
  summons recalling her from the battlefield, where she 
  belongs. She is eager for this event to end so she can get 
  back to Hochoch.  Throughout the cocktail hour, 
  messages will come to her through soldiers who pass 
  scroll tubes to security guards to bring to Helenasdotter.  
  Although pleasant and cordial, she is distracted 
  throughout the proceedings and attempting to run her 
  Army remotely through delivered messages.  At no time 
  will a PC be privy to any messages delivered to her or 
  sent back through security guards.  This is all assumed to 
  be classified information that characters do not need to 
  know at this time.   
  Nalsiir Weirwood, Elector of Dragus Province, is in 
  attendance with his lovely young wife Allita Housemann. 
   He is only in his first year as an Elector, having inherited 
  his position from his father Aemon Weirwood, and is not 
  sure if he supports Vrianian.  He is vocal about his stance 
  against the Duchy of Ulek and wants war against that 
  nation to avenge the death of his father and the 
  indignities suffered by him and his bride at the hands of 
  its representatives less than a year ago. 
  Amon Sarpenth is a human male standing 5 feet, 6 inches 
  tall.  He has black hair and striking green eyes, with a 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 15 
  lithe, muscular build.  He is a bit formal in his demeanor, 
  and while friendly, he expects to be addressed 
  respectfully as “Sir” or “Elector.”  He oversees horse 
  auctions in Hookhill and collects taxes on the proceeds. 
  PCs will overhear rumors during this time that defenses 
  in Hochoch are being bolstered, and the Army is 
  conducting reconnaissance operations against the giants, 
  but no details will ever come out.   
  The PCs can observe one man describing a bow to the 
  military commanders and the Commandant. This is 
  Liken Dalor, one of a team of researchers and crafters at 
  Syrloch who has been at work developing a ranged 
  weapon that can fire missiles quickly enough to lay 
  effective suppressive fire and allow for mobility on the 
  battlefield while maintaining a level of lethality and 
  offensive punch.  It is a quick-loading crossbow as described 
  in the Arms and Equipment Guide, page 97. See the 
  appendix for further details. 
  There are a few other demonstrations going on as well. 
  The PCs can rove and observe the entertainers and 
  attendees.  
  A few guards inspect the banquet area for familiarization 
  of their zones of security. The guards are dressed as 
  typical fighters. A few have short swords and a few have 
  long swords. Some of these guards are the assassins, but 
  their auras have been hidden via the undetectable 
  alignment spell. If detect evil is used, no evil is detected.  
  Dobron will ask the PCs to head into the banquet hall as 
  dinner is about to be served. 
  Encounter Eleven:  The Hour of 
  the Long Knives 
  Depending on the circumstances of the PCs’ entrance, 
  the start of this encounter differs.  If the PCs have been 
  in place during the cocktail hour, start at Start A.  If the 
  PCs have burst in unceremoniously to prevent the 
  assassination of the Commandant, start at Start B. 
  Start A 
  If the PCs are just arriving after convincing Dobron to let 
  them assist, begin here. They will enter the room and go 
  to their designated posts and the other guards will adjust 
  as necessary. They have a few moments to look around 
  the room and observe before anything begins. 
  As the hour of the banquet approaches, the candles 
  on the tables and sconces on the walls are lit. The 
  hall begins to fill as the guests head toward their 
  tables for dinner. The Hall is well lit and bustling 
  with the activities of servants and leaders alike.  
  Commandant Vrianian, Petros Gwalchen, Knight 
  Field Marshall Helenasdottir, a decorated Cleric of 
  Heironeous 
  representing 
  Cathedral 
  Valorous, 
  Elector Amon Sarpenth, and Elector Ocedrius are 
  seated at the head table. After everyone is seated, the 
  Commandant stands and asks for everyone’s 
  attention. His tall, very thin, almost gaunt frame 
  dominates the front of the room. As he speaks, he 
  looks around the room. For a moment, they settle on 
  you, though he seems to not even see you. He 
  appears to be looking directly into your soul. 
  If any offer to detect poison in the Commandant’s food, he 
  is slightly offended but tries not to show it. He will 
  respond graciously to the offer and refuse. This doesn’t 
  stop the PC doing it anyway, but they do have to be 
  willing to go against his order for this.  
  Start B 
  If the PCs are just arriving after bursting into the hall 
  unceremoniously, the attacks commence immediately 
  when they enter. They might have time to call out a 
  quick warning, but they will not have time to act in any 
  capacity other than a single free action. The attacks are 
  still too fast to react. 
  During dinner, two of the guards (assassins) posted 
  behind the head table draw concealed daggers of venom 
  (assassin’s daggers at APLs 8, 10, and 12) and rush the 
  Commandant during the surprise round (using the 
  amulets of true strike).  The fighter is posted at a nearby 
  flank.  He poses as a concerned guard, moving in as if 
  reacting to the first two guards, turning instead on the 
  Commandant if he has not fallen yet.  At APL 8, 10, and 
  12, the assassins have the death attack ability.  Be sure to 
  assess the results of the death attack simultaneously with 
  assessing poison damage. This means both saves will use 
  the original Fort save numbers. 
  As soon as the guards bring down Commandant 
  Vrianian, the assassins run for the most accessible exits. 
  The PCs are between them and any doors, so they should 
  be able to stop them from escaping. 
  The daggers are coated with Black Lotus Extract. The Fort 
  Save DC is 20 for each dagger. The Commandant must 
  save once for each dagger hit, then once again for each 
  hit one minute later, regardless of whether the original 
  save was successful. Each attack has the potential to do 
  3d6 points of Con damage as initial damage and again as 
  secondary damage. (See the DMG for more information.) 
  If the initial save is successful, the secondary save still 
  must be made. 
   As soon as the assassins hit, the cleric at the head table 
  stands up and leans over the Commandant as if to check 
  on him. He performs a heal check first. If the 
  Commandant took less than half damage to his con by 
  the poison, the cleric will cast inflict wounds to the level 
  he has. (See his stats for the level of spell he has.) 
  Provided Vrianian survives the first bout of the poison, 
  he casts guidance and resistance on himself before the next 
  minute is up to help with his secondary saves. 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 16 
  To make sure that the PCs are the only ones fighting 
  the assassins, the following occurs at the beginning 
  of the battle: Petros springs from his seat at the table, 
  sprints for the foyer, and disappears through a side door 
  to the kitchen. If anyone follows later, there are stairs 
  down to a cellar from the kitchen. In the cellar is a secret 
  door, but the trail is gone before PCs can arrive. 
  Helenasdottir takes command of the guards and orders 
  them to block the exits, chase the escapees, and secure 
  the area. She then escorts all the Electors out of the room. 
  Though she could easily slice and dice the assassins, she 
  does not engage in the battle herself. Recognizing that 
  the PCs have things in hand, she lets them take care of 
  the enemy.  The final guard (G0) is not an assassin – he 
  escorts the other electors through the kitchen and out of 
  the area. 
  APL 2 (EL 5) 
  Rogues (2): male Human Rog2; hp 18; see Appendix. 
  Kellin, male Human Clr2:  hp 18; see Appendix.  
  Anrak, male Human Ftr2:  hp 21; see Appendix.  
  APL 4 (EL 7) 
  Rogues (2): male Human Rog3;  hp 26; see Appendix. 
  Kellin, male Human Clr3:  hp 31; see Appendix.  
  Anrak, male Human Ftr3:  hp 30; see Appendix.  
  APL 6 (EL 9) 
  Rogues (2): male Human Rog5;  hp 32; see Appendix. 
  Kellin, male Human Clr5:  hp 49; see Appendix.  
  Anrak, male Human Ftr5:  hp 48; see Appendix.  
  APL 8 (EL 11) 
  Rogues (2): male Human Rog5/Asn2;  hp 44; see 
  Appendix. 
  Kellin, male Human Clr7:  hp 56; see Appendix.  
  Anrak, male Human Ftr7:  hp 66; see Appendix.  
  APL 10 (EL 13) 
  Rogues (2):male Human Rog5/Asn4;  hp 56; see 
  Appendix. 
  Kellin, male Human Clr9:  hp 76; see Appendix.  
  Anrak, male Human Ftr9:  hp 84; see Appendix.  
  APL 12 (EL 15) 
  Rogues (2): male Human Rog5/Asn6;  hp 68; see 
  Appendix. 
  Kellin, male Human Clr11:  hp 92; see Appendix.  
  Anrak, male Human Ftr11:  hp 102; see Appendix.  
  Tactics:  
  At lower APLs, the guards activate their amulets of true 
  strike (DC 25 + distance modifier to hear the command 
  word spoken; analyze dwoemer or DC 31 Knowledge 
  (arcana) check to identify that it is a command word) and 
  plunge their daggers of venom into Vrianian’s back.  At 
  higher levels, the assassins cast the spell true strike (DC 25 
  + distance modifier to hear the casting of the spell; a 
  separate DC 11 Spellcraft check to identify the spell) and 
  plunge their assassins’ daggers into Vrianian’s back.  They 
  have been sent to kill the Commandant, but they hope to 
  escape rather than consider this a suicide mission, so they 
  will fight the PCs long enough to make sure the 
  Commandant is dead and make all haste for the most 
  accessible exit, fighting their way to it as necessary. If the 
  Commandant falls, they will exit the room and continue 
  the battle in the hall to avoid the large crowd in the room, 
  doing their best to box the PCs in the doorway.  Kellin, 
  the evil priest, casts protection from good (APLs 2 and 4) at 
  his earliest opportunity.  (At APLs 6, 8, 10, and 12, magic 
  circle against good has been pre-cast.)  He will stand by the 
  Commandant, pretending to aid him in his time of need.  
  Kellin will lean over the Commandant to diagnose his 
  condition.  If the Commandant is wounded, he will cast 
  an inflict or similar spell as necessary to bring the 
  Commandant down quickly.  If the Commandant was 
  brought to a point below 0 hit points, he will cast death 
  knell to finish him off.  Characters will have to make Spot 
  checks through frantic people to Spot what Kellin is 
  doing (base DC 15 + 4 per 5 ft between the character and 
  Kellin).  A standard Spellcraft check is required to figure 
  out what Kellin is doing, but each 5 ft distance assesses a 
  –4 circumstance penalty to the check.  He also makes for 
  his escape, making sure to drop his battleaxe and symbol 
  of Heironeous before he leaves the room or as he falls. 
  Note:  The dignitaries in the room trying to evacuate the 
  hall will obstruct movement and ranged attacks for all 
  concerned.  All movement around the dignitaries is 
  halved.  Because the dignitaries are obstructions and not 
  entanglements, freedom of movement does not offset 
  this penalty.  Every square between a ranged combatant 
  and a target counts as cover, and the target is always 
  considered to be in melee unless that target is at the head 
  table with the Commandant. 
  Treasure: 
  Upon closer inspection, the symbol of Heironeous shows 
  a battleaxe on the opposite side. Anyone who has played 
  Homecoming, On the Royal Road to Hookhill, or A Simple 
  Errand (Stellarcon Interactive), will notice that it 
  resembles almost perfectly the symbol worn by Petros. 
  Others can use a Knowledge (religion) check (DC 20) to 
  realize that the battleaxe was the original weapon of 
  Heironeous. The dropped battleaxe carries that symbol 
  and a symbol of house Gwalchen (Knowledge (nobility) 
  (DC 20). A simple Spot check will reveal that Petros is no 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 17 
  longer in the room. (It is possible that the PCs would 
  have seen him run out of the room during the combat. 
  Spot DC 15.) 
  Conclusion 
  Petros’s trail is cold and cannot be found. At the end of 
  the battle, Dobron thanks the PCs for their service. If 
  they had to barrel past him, he apologizes for not 
  believing them.  Dobron also asks who they believe is 
  behind it, based on the evidence they have amassed. 
  Encourage some role play discussion here. 
  Before everyone leaves, the gentleman with the strange 
  crossbow introduces himself as Liken Dalor. He 
  congratulates them on their heroic efforts (adjust his 
  words according to the outcome), and offers them a quick 
  demonstration of the quick-loading crossbow. 
  If the PCs saved the Commandant, he bestows the 
  Commandant’s Shield upon them. See the AR for more 
  details. 
  If the Commandant died, they are given a military 
  commendation from Dobron for their efforts instead.  
  Vrianian is taken to Cathedral Valorous and resurrected.  
  Shortly thereafter, security at the Commandant’s Keep 
  and the Commandant’s personal guard is further 
  bolstered.  
  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 
  role-playing) to each character. 
  Encounter One:  The Streets of Hookhill 
  APL2 60 xp; APL4 120 xp; APL6 180 xp;  
  APL8 240 xp; APL 10 300 xp; APL 12 360 xp 
  Encounter Eight:  Red Arrows in Shadow and 
  Silence 
  APL2 150 xp; APL4 210 xp; APL6 270 xp;  
  APL8 330 xp; APL 10 390 xp; APL 12 450 xp 
  Encounter Eleven:  The Hour of the Long 
  Knives 
  APL2 150 xp; APL4 210 xp; APL6 270 xp;  
  APL8 330 xp; APL 10 390 xp; APL 12 450 xp 
  Discretionary roleplaying award 
  APL2 90 xp; APL4 135 xp; APL6 180 xp; 
  APL8 225 xp; APL 10 270 xp; APL 12 315 xp 
  Total possible experience:  
   
  APL2 450 xp; APL4 675 xp; APL6 900 xp; 
  APL8 1,125 xp; APL 10 1,350 xp; APL 1,575 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)  
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 18 
  Encounter Eight:  Red Arrows in Shadows and 
  Silence 
   
  APL 2: L: Longbow (75 gp), masterwork greataxe 
  (320 gp), masterwork chainmail (300 gp), masterwork 
  composite longbow (+2 Str), (525 gp); masterwork bastard 
  sword (335 gp); masterwork chain shirt (250 gp) – 300.83 
  gp; C: 0 gp; M: ring of protection +2 (8,000 gp) – 1,333.33 gp. 
   
  APL 4: L: Masterwork composite longbow (+3 Str) 
  (600 gp), masterwork composite longbow (+2 Str) (525 
  gp); masterwork bastard sword (335 gp), masterwork 
  chain shirt (250 gp) – 285 gp; C: 0 gp; M: +1 greataxe (2,320 
  gp), +1 mithril chainmail (5,300 gp), ring of protection +2 
  (8,000 gp); gloves of dexterity +2 (4,000 gp), cloak of resistance 
  +1 (1,000 gp) – 3,436.67 gp 
   
  APL 6: L: masterwork composite longbow (+4 Str) 
  (675 gp) - 112.50 gp; C: 0 gp; M: +1 greataxe (2,320 gp), +1 
  mithril chainmail (5,300 gp), amulet of natural armor +4 
  (32,000 gp); gauntlets of ogre power (4,000 gp), +1 bastard 
  sword (2,335 gp); +1 composite longbow (+2 Str) (2,600 gp), +2 
  mithril chain shirt (5,250 gp), ring of protection +2 (8,000 gp); 
  gloves of dexterity +2 (4,000 gp), cloak of resistance +2 (4,000 
  gp) – 11,632.50 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: +2 keen greataxe (18,320 
  gp), +2 mithril chainmail of moderate fortification (75%) 
  (29,300 gp), amulet of natural armor +4 (32,000 gp); 
  gauntlets of ogre power (4,000 gp); mantle of spell resistance 
  (21) (90,000 gp); ring of protection +2 (8,000 gp), +1 composite 
  longbow (+3 Str) (2,700 gp); +1 cold iron bastard sword of 
  speed (32,335 gp), +2 mithril chain shirt (5,250 gp), ring of 
  protection +2 (8,000 gp); gloves of dexterity +2 (4,000 gp), cloak 
  of resistance +3 (9,000 gp) – 40,484.17 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: +2 keen flaming greataxe 
  (32,320 gp), +2 mithril chainmail of moderate fortification 
  (75%) (29,300 gp), ring of protection +5 (50,000 gp); amulet of 
  natural armor +4 (32,000 gp); gauntlets of ogre power (4,000 
  gp); mantle of spell resistance (21) (90,000 gp), +1 cold iron 
  bastard sword of speed (32,335 gp); +1 composite longbow (+5 
  Str) (2,900 gp), +2 mithril chain shirt (5,250 gp), belt of giant 
  strength +4 (16,000 gp); gloves of dexterity +4 (16,000 gp); ring 
  of protection +4 (32,000 gp), cloak of resistance +4 (16,000 gp) 
  – 59,684.17 gp 
   
  APL 12: L: masterwork light crossbow (335 gp) – 335 
  gp; C: 0 gp; M: +2 keen flaming bane (human) greataxe 
  (32,320 gp), +2 mithril chainmail of moderate fortification 
  (75%) (29,300 gp), ring of protection +5 (50,000 gp); amulet of 
  natural armor +4 (32,000 gp); gauntlets of ogre power (4,000 
  gp); mantle of spell resistance (21) (90,000 gp), +1 keen 
  wounding battleaxe (32,310 gp); +3 Chainmail of moderate 
  fortification (75%) (36,300 gp), belt of giant strength +4 
  (16,000 gp); ring of mind shielding (8,000 gp); amulet of 
  health +2 (4,000 gp); gloves of dexterity +4 (16,000 gp); ring of 
  protection +2 (8,000 gp); periapt of wisdom +4 (16,000 gp) – 
  62,371.67 gp 
  Encounter Eleven:  The Hour of the Long 
  Knives  
   
  APL 2: L: masterwork rapier (320 gp), masterwork 
  composite shortbow (+2 Str) (480 gp), masterwork 
  studded leather armor (175 gp), masterwork battleaxe 
  (310 gp); masterwork light crossbow (335 gp), 
  masterwork chainmail (300 gp), masterwork heavy flail 
  (315 gp); masterwork shortbow (330 gp), masterwork 
  breastplate (350 gp) – 485.83 gp; C: 0 gp; M: amulet of true 
  strike (see AR text for description) (400 gp), gloves of 
  dexterity +2 (4,000 gp) – 733.33 gp.  
   
  APL 4: L: masterwork rapier (2) (640 gp), masterwork 
  shortbow (330 gp); masterwork composite shortbow (+2 
  Str) (2) (960 gp), masterwork breastplate (350 gp), 
  masterwork light crossbow (335 gp),– 266.67 gp; C: 0 gp; 
  M: +1 poisoned dart (2,300.50 gp), dagger of venom (2) (8,302 
  gp each), cloak of resistance +1,  +1 battleaxe (2,310 gp); +1 
  adamantine chainmail (11,300 gp), gloves of dexterity +2 
  (4,000 gp); amulet of health +2 (4,000 gp), +1 heavy flail 
  (2,315 gp), amulet of true strike (see AR text for description) 
  (400 gp) – 7204.92 gp 
   
  APL 6: L: Masterwork shortbow (330 gp); 
  masterwork rapier (320 gp), masterwork composite 
  shortbow (+2 Str) (480 gp), masterwork light crossbow 
  (335 gp) – 510.83 gp; C: 0 gp; M: dagger of venom (8,302 
  gp), mithral shirt (1,100 gp), amulet of true strike (see AR 
  text for description) (400 gp), cloak of resistance +2 (4,000 
  gp), +1 battleaxe (2,310 gp); +1 adamantine chainmail 
  (11,300 gp), ring of mind shielding (8,000 gp); amulet of 
  health +2 (4,000 gp) gloves of dexterity +4 (16,000 gp); ring of 
  protection +2 (8,000 gp), +1 heavy flail (2,315 gp), +1 mithral 
  breastplate (5,350 gp), gloves of dexterity +2 (4,000 gp) – 
  12,512,83 gp 
   
  APL 8: L: Masterwork rapier (320 gp); masterwork 
  composite shortbow (+3 Str) (555 gp); masterwork light 
  crossbow (335 gp), masterwork shortbow (330 gp) – 
  256.67 gp; C: 0 gp; M: assassin`s dagger (18,302 gp), mithral 
  shirt (1,100 gp), amulet of health +4 (16,000 gp); headband of 
  intellect +4 (16,000 gp), cloak of resistance +3 (8,000 gp), +1 
  keen wounding battleaxe (32,310 gp); +3 chainmail of 
  moderate fortification (75%) (36,300 gp) belt of giant strength 
  +4 (16,000 gp); ring of mind shielding (8,000 gp); amulet of 
  health +2 (4,000 gp); gloves of dexterity +4 (16,000 gp); ring of 
  protection +2 (8,000 gp); periapt of wisdom +4 (16,000 gp), +2 
  bane (humanoid) speed heavy flail (72,315 gp), +2 mithril 
  chain shirt (5,250 gp), gloves of dexterity +2 (4,000 gp); ring of 
  protection +3 (18,000 gp); amulet of natural armor +3 (18,000 
  gp); belt of giant strength +4 (16,000 gp) – 54,929.50 gp 
   
  APL 10: L: masterwork rapier (320 gp); masterwork 
  composite shortbow (+2 Str) (480 gp); masterwork light 
  crossbow (335 gp), masterwork shortbow (330 gp) – 
  244.17 gp; C: 0 gp; M: assassin`s dagger (18,302 gp), elven 
  chain (4,150 gp), cloak of resistance +4 (16,000 gp); amulet of 
  health +4 (16,000 gp); headband of intellect +4 (16,000 gp); 
  boots of elvenkind (2,500 gp). +1 keen wounding battleaxe 
  (32,310 gp); +3 Chainmail of moderate fortification (75%) 
  (36,300 gp), belt of giant strength +4 (16,000 gp); ring of mind 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 19 
  shielding (8,000 gp); amulet of health +2 (4,000 gp); gloves of 
  dexterity +4 (16,000 gp); ring of protection +2 (8,000 gp); 
  periapt of wisdom +4 (16,000 gp).  +2 bane (humanoid) heavy 
  flail of speed (72,315 gp), +2 mithril chain shirt (5,250 gp), 
  gloves of dexterity +2 (4,000 gp); ring of protection +3 (18,000 
  gp); amulet of natural armor +3 (18,000 gp); belt of giant 
  strength +4 (16,000 gp) – 57,187.83 gp 
   
  APL 12: L: Masterwork rapier (320 gp); masterwork 
  composite shortbow (+3 Str) (555 gp); masterwork light 
  crossbow (335 gp), masterwork shortbow (330 gp) – 
  256.67 gp; C: 0 gp; M: assassin’s dagger (18,302 gp), elven 
  chain (4,150 gp), amulet of health +4 (16,000 gp); headband 
  of intellect +4 (16,000 gp); boots of elvenkind (2,500 gp); ring 
  of spell storing (50,000 gp), cloak of resistance +5 (252,000 gp), 
  +1 keen wounding battleaxe (32,310 gp); +3 chainmail of 
  moderate fortification (75%) (36,300 gp), belt of giant strength 
  +4 (16,000 gp); ring of mind shielding (8,000 gp); amulet of 
  health +2 (4,000 gp); gloves of dexterity +4 (16,000 gp); ring of 
  protection +2 (8,000 gp); periapt of wisdom +4 (16,000 gp).  +2 
  bane (humanoid) heavy flail of speed (72,315 gp), +3 mithral 
  chain shirt of heavy fortification (100%) (65,250 gp), gloves of 
  dexterity +2 (4,000 gp); ring of protection +3 (18,000 gp); 
  amulet of natural armor +3 (18,000 gp); belt of giant strength 
  +4 (16,000 gp) – 77,021.17 gp. 
  Total Possible Treasure 
  APL 2: L: 786.66 gp; C: 0 gp; M: 2,066.66 gp  - Total: 
  450 gp 
  APL 4: L: 551.67 gp; C: 0 gp; M: 10,641.59 gp  - Total: 
  650 gp 
  APL 6: L: 623.33 gp; C: 0 gp; M: 24,145.33 gp  - Total: 
  900 gp 
  APL 8: L: 256.67 gp; C: 0 gp; M: 95,413.67 gp  - Total: 
  1,300 gp 
  APL 10: L: 244.17 gp; C: 0 gp; M: 116,872 gp  - Total: 
  2,300 gp 
  APL 12: L: 256.67 gp; C: 0 gp; M: 139,392.84 gp  - 
  Total: 3,300 gp 
  Special 
  Military Commendation:  For preventing the escape of 
  the 
  assassins 
  during 
  the 
  attempted 
  murder 
  of 
  Commandant Magnus Vrianian, you are awarded a 
  Commendation for your effort and heroism. 
  Commandant’s Shield:  For preventing the assassination 
  of Magnus Vrianian, you are awarded the Commandant’s 
  Shield, an award for special valor, heroism, and 
  recognition of your valiant deed.  This award counts as 
  three commendations for purposes of promotion. 
  Eternal Gratitude of the Commandant: In addition to the 
  monetary rewards from this adventure, you receive only 
  one of the following if you were directly involved in 
  saving the life of the Commandant (strike through the 
  options not taken): 
  • 
  Promotion: You can be promoted to your next 
  rank, subject to the following restrictions: 
  o 
  You must be a soldier on active duty, a 
  veteran, or a Syrloch reservist. 
  o 
  You must have served time-in-grade. 
  Please review page three of the Gran 
  March Military to determine your 
  eligibility. If you have received the 
  Fast Track to Promotion from another 
  scenario, you can use it to make this 
  requirement.  
  o 
  The normally required number of 
  commendations is not required for this 
  promotion provided that you meet the 
  two qualifications above. 
  o 
  You cannot be commissioned into the 
  Officers 
  Corps 
  with 
  this 
  AR. 
  Lieutenants, 
  however, 
  can 
  be 
  promoted to Captain, and Captains will 
  be knighted in the order of the 
  Knights of the March in lieu of 
  promotion as a stepping stone to 
  promotion to Knight Colonel. Along 
  with 
  knighting 
  the 
  PC, 
  the 
  Commandant 
  uses 
  his 
  influence 
  among the Barons to secure one parcel 
  for the PC to own. See page 27 of the 
  Gran 
  March 
  Military 
  General 
  Organization document for details. 
  o 
  Newly promoted PCs can also change 
  their duty assignment as noted above, 
  but only to a field Battle or to the HQ 
  unit of an Army. 
  o 
  If you did not receive this promotion, 
  strike 
  through 
  these 
  sections. 
  Otherwise, note the change of rank 
  and duty assignment in the Play Notes 
  section of this AR. 
  • 
  Fast Track to Promotion: If you are otherwise 
  unable to be promoted, your time-in-grade is cut 
  in half for your next promotion. Furthermore, 
  veterans and Syrloch reservists will be treated as 
  active-duty 
  for 
  their 
  next 
  promotion 
  opportunity 
  and 
  have 
  the 
  time-in-grade 
  requirements cut in half. The effects of multiple 
  Fast Track benefits are not cumulative; you 
  cannot 
  quarter 
  your 
  time-in-grade 
  requirements. 
  • 
  Free Change in Duty Assignment: You may 
  change your Battle assignment (such as into the 
  1st Battle), but not into an elite unit such as the 
  Pathfinders.  
  • 
  Early Retirement from the Gran March 
  Military: If you are a member of the Gran March 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 20 
  military, you have the option of being released 
  from your service commitment as a full citizen. 
  You will have the rights and responsibilities of a 
  veteran and citizen of Gran March. 
  • 
  Commandant’s Fiat: If you are a non-citizen or 
  legal resident who is not a veteran or citizen of 
  Gran March, the Commandant exercises his 
  right to grant you citizenship in Gran March. 
  You will have the rights and responsibilities of a 
  veteran and citizen of Gran March. 
  Finally, you gain the Gratitude of the Commandant and 
  the Favor of the Commandant listed below for APL 2-6 
  parties. 
  Gratitude of the Commandant: If you were involved in 
  defending the Commandant during the assassination 
  attempt, either by directly saving the life of the 
  Commandant or by defeating those who breached the 
  security 
  of 
  the 
  Commandant’s 
  residence, 
  the 
  Commandant will grant you two of the following: 
  • 
  Access to one divine spell from the LGCS 
  Limited list having the Good or Law descriptors.  
  • 
  Access to one Evocation spell from the LGCS 
  Limited list. 
  • 
  Access to one item or enhancement from any of 
  the Military item access lists. 
  • 
  Contact with a major leader of your faith on 
  your behalf provided that your faith is either a 
  Standard Church or Accepted Faith in Gran 
  March (even if said leader does not reside in 
  Gran March; the Commandant has contacts 
  throughout the Flanaess) with a request that 
  you be granted an extended, peaceful meeting 
  with 
  one 
  of 
  your 
  deity’s 
  extraplanar 
  representatives. This meeting will be granted, 
  will require 1 extra TU, but fulfills the special 
  requirement for the Contemplative Prestige 
  Class found in Complete Divine. 
  • 
  Contact with a major leader of your faith on 
  your behalf that your faith is either a Standard 
  Church or Accepted Faith in Gran March (even 
  if said leader does not reside in Gran March; the 
  Commandant has contacts throughout the 
  Flanaess) with a request that you be granted 
  special sanction to fight outsiders. This sanction 
  will be granted and fulfills the special 
  requirement for the Sacred Exorcist Prestige 
  Class found in Complete Divine. 
  Strike through any benefits not gained. 
  In addition, you gain the Favor of the Commandant 
  listed below for APL 2-6 parties. 
  Favor of the Commandant: If you were involved in any way 
  in saving the life of the Commandant, you will receive 
  one Influence Point from the Commandant. This can be 
  used in the military, the major churches, Knights of the 
  Watch, and Syrloch for accessing benefits or for joining 
  the Knights as per their documents. 
  Contact with Liken Dalor- You have made contact with the 
  arms trader Liken Dalor. He is eager to circulate the 
  design for his new weapon. He is offering heroes the 
  opportunity to purchase a quick loading crossbow when 
  they are in the region. (See Arms & Equipment Guide, 
  page 97.) 
  Demerit:  For being out after curfew and giving trouble to 
  authorities responsible for enforcing the curfew, you are 
  assessed one demerit. 
  Amulet of true strike- This amulet is a silver disk with a 
  blue topaz crystal in the center of it. By pressing the 
  stone, the amulet can be used once per day. It is activated 
  by a touch and then works exactly as the true strike spell. 
  Minor divination; CL 3rd; Craft Wondrous Item, true 
  strike; Price 400gp. 
  Items for the Adventure Record 
  Military Commendation:  For preventing the escape of 
  the 
  assassins 
  during 
  the 
  attempted 
  murder 
  of 
  Commandant Magnus Vrianian, you are awarded a 
  Commendation for your effort and heroism. 
  Commandant’s Shield:  For preventing the assassination 
  of His Most Resolute Magnitude Magnus Vrianian, you 
  are awarded the Commandant’s Shield, an award for 
  special valor, heroism, and recognition of your valiant 
  deed.  This award counts as three commendations for 
  purposes of promotion, and the Commandant is now 
  watching your career closely with favor.  This award 
  might have further implications in the future, with a 
  possible 
  appointment 
  to 
  the 
  First 
  Battle, 
  the 
  Commandant’s Own. 
  Eternal Gratitude of the Commandant: In addition to the 
  monetary rewards from this adventure, you receive only 
  one of the following if you were directly involved in 
  saving the life of the Commandant (strike through the 
  options not taken): 
  • 
  Promotion: You can be promoted to your next 
  rank, subject to the following restrictions: 
  o 
  You must be a soldier on active duty, a 
  veteran, or a Syrloch reservist. 
  o 
  You must have served time-in-grade. 
  Please review page three of the Gran 
  March Military to determine your 
  eligibility. If you have received the 
  Fast Track to Promotion from another 
  scenario, you can use it to make this 
  requirement.  
  o 
  The normally required number of 
  commendations is not required for this 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 21 
  promotion provided that you meet the 
  two qualifications above. 
  o 
  You cannot be commissioned into the 
  Officers 
  Corps 
  with 
  this 
  AR. 
  Lieutenants, 
  however, 
  can 
  be 
  promoted to Captain, and Captains will 
  be knighted in the order of the 
  Knights of the March in lieu of 
  promotion as a stepping stone to 
  promotion to Knight Colonel. Along 
  with 
  knighting 
  the 
  PC, 
  the 
  Commandant 
  uses 
  his 
  influence 
  among the Barons to secure one parcel 
  for the PC to own. See page 27 of the 
  Gran 
  March 
  Military 
  General 
  Organization document for details. 
  o 
  Newly promoted PCs can also change 
  their duty assignment as noted above, 
  but only to a field Battle or to the HQ 
  unit of an Army. 
  o 
  If you did not receive this promotion, 
  strike 
  through 
  these 
  sections. 
  Otherwise, note the change of rank 
  and duty assignment in the Play Notes 
  section of this AR. 
  • 
  Fast Track to Promotion: If you are otherwise 
  unable to be promoted, your time-in-grade is cut 
  in half for your next promotion. Furthermore, 
  veterans and Syrloch reservists will be treated as 
  active-duty 
  for 
  their 
  next 
  promotion 
  opportunity 
  and 
  have 
  the 
  time-in-grade 
  requirements cut in half. The effects of multiple 
  Fast Track benefits are not cumulative; you 
  cannot 
  quarter 
  your 
  time-in-grade 
  requirements. 
  • 
  Free Change in Duty Assignment: You may 
  change your Battle assignment (such as into the 
  1st Battle), but not into an elite unit such as the 
  Pathfinders.  
  • 
  Early Retirement from the Gran March 
  Military: If you are a member of the Gran March 
  military, you have the option of being released 
  from your service commitment as a full citizen. 
  You will have the rights and responsibilities of a 
  veteran and citizen of Gran March. 
  • 
  Commandant’s Fiat: If you are a non-citizen or 
  legal resident who is not a veteran or citizen of 
  Gran March, the Commandant exercises his 
  right to grant you citizenship in Gran March. 
  You will have the rights and responsibilities of a 
  veteran and citizen of Gran March. 
  Finally, you gain the Gratitude of the Commandant and 
  the Favor of the Commandant listed below for APL 2-6 
  parties. 
  Gratitude of the Commandant: If you were involved in 
  defending the Commandant during the assassination 
  attempt, either by directly saving the life of the 
  Commandant or by defeating those who breached the 
  security 
  of 
  the 
  Commandant’s 
  residence, 
  the 
  Commandant will grant you two of the following: 
  • 
  Access to one divine spell from the LGCS 
  Limited list having the Good or Law descriptors.  
  • 
  Access to one Evocation spell from the LGCS 
  Limited list. 
  • 
  Access to one item or enhancement from any of 
  the Military item access lists. 
  • 
  Contact with a major leader of your faith on 
  your behalf provided that your faith is either a 
  Standard Church or Accepted Faith in Gran 
  March (even if said leader does not reside in 
  Gran March; the Commandant has contacts 
  throughout the Flanaess) with a request that 
  you be granted an extended, peaceful meeting 
  with 
  one 
  of 
  your 
  deity’s 
  extraplanar 
  representatives. This meeting will be granted, 
  will require 1 extra TU, but fulfills the special 
  requirement for the Contemplative Prestige 
  Class found in Complete Divine. 
  • 
  Contact with a major leader of your faith on 
  your behalf that your faith is either a Standard 
  Church or Accepted Faith in Gran March (even 
  if said leader does not reside in Gran March; the 
  Commandant has contacts throughout the 
  Flanaess) with a request that you be granted 
  special sanction to fight outsiders. This sanction 
  will be granted and fulfills the special 
  requirement for the Sacred Exorcist Prestige 
  Class found in Complete Divine. 
  Strike through any benefits not gained. 
  In addition, you gain the Favor of the Commandant 
  listed below for APL 2-6 parties. 
  Favor of the Commandant: If you were involved in any way 
  in saving the life of the Commandant, you will receive 
  one Influence Point from the Commandant. This can be 
  used in the military, the major churches, Knights of the 
  Watch, and Syrloch for accessing benefits or for joining 
  the Knights as per their documents. 
  Contact with Liken Dalor- You have made contact with the 
  arms trader Liken Dalor. He is eager to circulate the 
  design for his new weapon. He is offering heroes the 
  opportunity to purchase a quick loading crossbow when 
  they are in the region. (See Arms & Equipment Guide, 
  page 97.) 
  Demerit:  For being out after curfew and giving trouble to 
  authorities responsible for enforcing the curfew, you are 
  assessed one demerit for behavior unbecoming the Gran 
  March military. 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 22 
  Amulet of true strike- This amulet is a silver disk with a 
  blue topaz crystal in the center of it. By pressing the 
  stone, the amulet can be used once per day. It is activated 
  by a touch and then works exactly as the true strike spell. 
  Minor divination; CL 3rd; Craft Wondrous Item, true 
  strike; Price 400gp. 
  Item Access 
  APL 2: 
   
  Ring of protection +2 (Frequency:  Adventure) – 8,000 
  gp 
   
  Amulet of true strike (Frequency:  Adventure) – 400 gp 
   
  Gloves of dexterity +2 (Frequency:  Adventure) – 4,000 
  gp 
  APL 4: 
   
  APL 2 Items 
   
  Cloak of resistance +1  (Frequency:  Adventure) 
   
  +1 battleaxe (Frequency:  Adventure) (2,310 gp) 
   
  +1 adamantine chainmail (Frequency:  Adventure) 
  (11,300 gp) 
   
  Amulet of health +2 (Frequency:  Adventure) (4,000 
  gp) 
   
  +1 heavy flail (Frequency:  Adventure) (2,315 gp) 
  APL 6: 
   
  APL 2&4 Items 
   
  Cloak of resistance +2 (Frequency:  Adventure) – 4,000 
  gp 
   
  Ring of mind shielding (Frequency:  Adventure) – 
  8,000 gp 
   
  Amulet of health +2 (Frequency:  Adventure) – 4,000 
  gp  
   
  Gloves of dexterity +4 (Frequency:  Adventure) – 16,000 
  gp 
   
  +1 mithral breastplate (Frequency:  Adventure) – 5,350 
  gp 
  APL 8: 
   
  APL 2, 4 & 6 Items 
   
  Amulet of health +4 (Frequency:  Adventure) – 16,000 
  gp 
   
  Headband of intellect +4 (Frequency:  Adventure) – 
  16,000 gp  
   
  Cloak of resistance +3 (Frequency:  Adventure) – 8,000 
  gp  
   
  +3 chainmail of moderate fortification (75%)  (Frequency: 
   Adventure) – 36,300 gp  
   
  Belt of giant strength +4 (Frequency:  Adventure) – 
  16,000 gp  
   
  Ring of mind shielding (Frequency:  Adventure) – 
  8,000 gp 
   
  Periapt of wisdom +4 (Frequency:  Adventure) – 16,000 
  gp  
   
  +2 mithral chain shirt (Frequency:  Adventure) – 5,250 
  gp 
   
  Ring of protection +3 (Frequency:  Adventure) – 18,000 
  gp  
   
  Amulet of natural armor +3 (Frequency:  Adventure) – 
  18,000 gp  
  APL 10: 
   
  APL 2, 4, 6 & 8 Items 
   
  Cloak of resistance +4 (Frequency:  Adventure) – 
  16,000 gp 
   
  Boots of elvenkind (Frequency:  Adventure) – 2,500 gp 
   
  Gloves of dexterity +4 (Frequency:  Adventure) – 16,000 
  gp 
  APL 12: 
   
  APL 2, 4, 6,8 & 10 Items 
   
  Cloak of resistance +5 (Frequency:  Adventure) – 
  252,000 gp 
   
  +3 mithral chain shirt of heavy fortification (100%) 
  (Frequency:  Adventure) – 65,250 gp  
   
  Amulet of natural armor +3 (Frequency:  Adventure) – 
  18,000 gp 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 23 
  Creature Appendix 
  All APLs 
  Encounter One: Streets of Hookhill (EL 2) 
  Kreen: male Human Ftr5/Rog9; CR 12; Medium; 
  HD 5d10+9d6+42; hp 99; Init 3; Spd 30 ft AC 23, touch 
  16, flat-footed 21; Base Atk +11; Grp +14; Atk +15 melee 
  (1d8+3/19-20, masterwork longsword) or +14 ranged 
  (1d6+3/x3, composite shortbow (+3 Str)); Full Atk 
  +15/+10/+5 
  melee 
  (1d8+3/19-20, 
  masterwork 
  longsword) or +14/+9/+4 ranged (1d6+3/x3, composite 
  shortbow (+3 Str)); SA Sneak Attack +5d6; SQ Evasion, 
  Trap Sense +3, Trapfinding, Improved Uncanny 
  Dodge,; AL NE; SV Fort +7, Ref +8, Will +1; Str 17, Dex 
  16, Con 16, Int 10, Wis 8, Cha 8. 
   
  Skills and Feats: Escape Artist +14, Hide +14, Listen 
  +11, Move Silently +14, Ride +10, Search +12, Sleight 
  of Hand +14, Spot +11, Tumble +17, Use Magic Device 
  +10; Acrobatic, Combat Reflexes, Dash, Fleet of Foot, 
  Run, Skill Focus (Tumble), Stealthy, Improved Bull 
  Rush, Weapon Focus(longsword). 
   
  Possessions: +2 adamantine chain shirt, masterwork 
  longsword, composite shortbow (+3 Str), 20 arrows, 
  buckler, 15 sp. 
  Encounter Nine:  The Gatekeeper 
  Lieutenant Dobron, male Human Ftr7: CR 7; 
  Medium Humanoid; HD 7d10+14; hp 57; Init +2; Spd 
  20 ft; AC 19, flat-footed 17, touch 14; Base Atk +7; Grp 
  +9; Atk +9 melee (1d8+5/19-20, longsword), Full Atk 
  +9/4 melee (1d8+5/19-20, +1 longsword); AL LG; SV 
  Fort +7, Ref +4, Will +6; Str 15, Dex 14, Con 14, Int 8, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Bluff +1, Diplomacy +8, Disguise 
  +1, Gather Information +1, Intimidate +1, Sense 
  Motive +10; Cleave, Combat Reflexes, Improved Bull 
  Rush, Iron Will, Power Attack, Skill Focus (Sense 
  Motive), 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword). 
   
  Possessions:  +1 axiomatic longsword (18,315 gp), 
  breastplate of command (25,400 gp). 
  APL 2 
  Encounter Eight:  Red Arrows of Shadows and 
  Silence (EL 5) 
  Akbar Ibn Tufasi: male Human Bbn3; CR 3; 
  Medium Humanoid (Human); HD 3d12+6; hp 36; Init 
  +2; Spd 30; AC 17, flat-footed 15, touch:12; Base Atk +3; 
  Grp +5; Atk +6 melee (1d12+3/x3, masterwork 
  greataxe), +5 ranged (1d8/x3, longbow); AL NE; SV 
  Fort +5, Ref +3, Will +5; Str 15, Dex 14, Con 15, Int 8, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Climb +4, Intimidate +5, Jump +4, 
  Listen +8; Armor Proficiency: light, Armor Proficiency: 
  medium, Iron Will, Power Attack, Shield Proficiency, 
  Simple 
  Weapon 
  Proficiency, 
  Weapon 
  Focus 
  (Greataxe). 
   
  Possessions: 
  Longbow, 
  masterwork 
  greataxe, 
  masterwork chainmail (300 gp), stone salve, potion of 
  magic circle against good. 
  Tellis Scoren, Male Human Ftr3: CR 3: Medium 
  Humanoid (Human); HD 3d10+6; hp 27; Init +2; Spd 
  30; AC 18, flat-footed 16, touch 14; Base Atk +3; Grp +5; 
  Atk +6 melee (1d10+3/19-20, masterwork bastard 
  sword), +7 ranged (1d8+2, masterwork composite 
  longbow (+2 Str Bonus)); Full Atk +1/-4 ranged (1d8+2, 
  masterwork composite longbow (+2 Str Bonus));; AL 
  LE; SV Fort +5, Ref +3, Will +4; Str 15, Dex 15, Con 15, 
  Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +5, Jump +7; Armor 
  Proficiency: heavy, Armor Proficiency: light, Armor 
  Proficiency: medium, Iron Will, Point Blank Shot, 
  Precise Shot, Rapid Shot, Shield Proficiency, Simple 
  Weapon Proficiency, Weapon Focus (composite 
  longbow). 
   
  Possessions:  Masterwork composite longbow (+2 
  Str Bonus), (600 gp); masterwork bastard sword, (335 
  gp); masterwork chain shirt (250 gp), stone salve, potion 
  of magic circle against good, ring of protection +2 (8,000 gp). 
  Encounter Eleven: Hour of the Long Knives 
  Rogues (2), male Human Rog2: CR 2; Medium 
  Humanoid (Human); HD 2d6; hp 8; Init +2; Spd 30; AC 
  15, flat-footed 13, touch 12; Base Atk +1; Grp +3; Atk +4 
  melee (1d6+2/18-20, masterwork rapier) or +4 melee 
  (1d4+2/19-20, masterwork dagger) or +4 ranged 
  (1d6+2/x3, masterwork composite shortbow (+2 Str 
  Bonus)); Full Atk +4 melee (1d6+2/18-20, masterwork 
  rapier) or +4 ranged (1d4+2, masterwork dart); or +4 
  ranged (1d6+2/x3, masterwork composite shortbow 
  (+2 Str Bonus)); AL N; SV Fort +0, Ref +5, Will +0; Str 
  15, Dex 15, Con 10, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +9, Disguise +5, Hide +7, 
  Jump +11, Listen +5, Move Silently +7, Escape Artist 
  +7, Sleight of Hand +7, Spot +5, Tumble +11, Use 
  Magic Device +5; Acrobatic, Armor Proficiency: light, 
  Dodge, Simple Weapon Proficiency. 
   
  Possessions: 
  Poisoned 
  masterwork 
  dagger, 
  masterwork rapier, masterwork mighty composite 
  shortbow (+2 Str), masterwork studded leather armor, 
  amulet of true strike (see AR text). 
  Kellin, male Human Clr2 of Hextor: CR 2; Medium 
  Humanoid (Human); HD 2d8+4; hp 18; Init +2; Spd 20; 
  AC 17, flat-footed 15, touch 12; Base Atk +1; Grp +3; 
  Atk +4 melee (1d8+2/x3, masterwork battleaxe) or +5 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 24 
  melee (1d8+2/x3, masterwork heavy flail) or +4 ranged 
  (1d8/19-20, masterwork light crossbow); Full Atk +4 
  melee (1d8+2/x3, masterwork battleaxe), +4 ranged 
  (1d8/19-20, masterwork light crossbow); Special 
  Abilities:  Rebuke Undead, Smite 1/day per the 
  Destruction domain; AL LE; SV Fort +5, Ref +2, Will 
  +5; Str 14, Dex 14, Con 15, Int 10, Wis 15, Cha 8. 
   
  Skills and Feats: Concentration +7, Diplomacy 
  +4, Spellcraft +5; Armor Proficiency: heavy, Armor 
  Proficiency: 
  light, 
  Armor 
  Proficiency: medium, 
  Combat 
  Casting, 
  Martial 
  Weapon 
  Proficiency 
  (battleaxe), Martial Weapon Proficiency (heavy flail) 
  Shield Proficiency, Simple Weapon Proficiency, 
  Weapon Focus (heavy flail). 
   
  Domains: War, Destruction 
   
  Spells Prepared (Clr 4/3): 0 - detect magic, guidance, 
  read magic, resistance; 1st - bane, protection from good, doom; 
  2nd - magic weapon. 
   
  Possessions:  Masterwork battleaxe (310 gp); 
  masterwork light crossbow (335 gp), masterwork 
  chainmail (300 gp) gloves of dexterity +2 (4,000 gp). 
  Anrak, Male Human Ftr2: Medium Humanoid 
  (Human); HD 2d10+4; hp 21; Init +2; Spd 20; AC 17, 
  flat-footed 15, touch 12; Base Atk +2; Grp +4; Atk +5 
  melee (1d10+3, masterwork heavy flail) or +4 ranged 
  (1d6/x3, masterwork shortbow); Full Atk +5 melee 
  (1d10+3, masterwork heavy flail) or +4 ranged (1d6/x3, 
  masterwork shortbow); AL LE; SV Fort +5, Ref +2, Will 
  +4; Str 15, Dex 15, Con 14, Int 8, Wis 14, Cha 8. 
   
  Skills and Feats: Hide +1, Jump +3, Knowledge 
  (Religion) +0; Armor Proficiency: heavy, Armor 
  Proficiency: light, Armor Proficiency: medium, Cleave, 
  Iron Will, Power Attack, Shield Proficiency, Simple 
  Weapon Proficiency, Weapon Focus (heavy flail). 
   
  Possessions:  Masterwork heavy flail (315 gp); 
  masterwork shortbow (330 gp), masterwork breastplate 
  (350 gp). 
  APL 4 
  Encounter Eight:  Red Arrows of Shadows and 
  Silence 
  Akbar Ibn Tufasi: male Human Bbn5: CR 5; 
  Medium Humanoid (Human); HD 5d12+10; hp 58; 
  Init +2; Spd 40; AC 18, flat-footed 16, touch 13; Base 
  Atk +5; Grp +8; Atk +10 melee (1d12+6/x3, +1 greataxe), 
  +8 ranged (1d8+3/x3, masterwork composite longbow 
  (+3 Str)); Full Atk +10 melee (1d12+6/x3, +1 greataxe), 
  +7 ranged (1d8+3/x3, masterwork composite longbow 
  (+3 Str); AL NE; SV Fort +6, Ref +3, Will +5; Str 16, Dex 
  14, Con 15, Int 8, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +10, Intimidate +7, Jump 
  +10, Listen +10; Armor Proficiency: light, Armor 
  Proficiency: medium, Iron Will, Power Attack, Shield 
  Proficiency, Simple Weapon Proficiency, Weapon 
  Focus (greataxe). 
   
  Possessions:  +1 Greataxe (2,320 gp), masterwork 
  composite longbow (+3 Str), +1 mithril chainmail (5,300 
  gp), stone salve, potion of magic circle against good,. 
  Tellis Scoren, male Human Ftr5; CR 5; Medium 
  Humanoid (Human); HD 5d10+10; hp 48; Init +4; Spd 
  30; AC 20, flat-footed 16, touch 16; Base Atk +5; Grp +7; 
  Atk +7 melee (1d10+3/19-20, masterwork bastard 
  sword) 
  or 
  +11 
  ranged 
  (1d8+4/x3, 
  masterwork 
  composite longbow (+2 Str)); Full Atk +7 melee 
  (1d10+3/19-20, masterwork bastard sword) or +9 
  ranged (1d8+2/x3, masterwork composite longbow (+2 
  Str)); AL LE; SV Fort +7, Ref +6, Will +5; Str 15, Dex 18, 
  Con 15, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +7, Jump +9; Armor 
  Proficiency: heavy, Armor Proficiency: light, Armor 
  Proficiency: medium, Iron Will, Point Blank Shot, 
  Precise Shot, Rapid Shot, Shield Proficiency, Simple 
  Weapon Proficiency, Weapon Focus (composite 
  longbow), 
  Weapon 
  Specialization 
  (composite 
  longbow). 
   
  Possessions:  Masterwork composite longbow (+2 
  Str) (600 gp); Sword, bastard, Masterwork (335 gp), 
  masterwork chain shirt (250 gp), ring of protection +2 
  (8,000 gp); gloves of dexterity +2 (4,000 gp), cloak of 
  resistance +1, stone salve, potion of magic circle against good,. 
  Encounter Eleven: Hour of the Long Knives 
  Rogues (2): Male Human Rog3: CR 3; Medium 
  Humanoid (Human); HD 3d6; hp 14; Init +2; Spd 30; 
  AC 17; flat-footed 15, touch 12; Base Atk +2; Grp +4; 
  Atk +5 melee (1d6+2/18-20, masterwork rapier) or +5 
  melee (1d4+2/19-20, dagger of venom) or +5 ranged 
  (1d4+2, poisoned masterwork dart) or +5 ranged 
  (1d6+2/x3, masterwork composite shortbow (+2 Str)); 
  Full Atk +5 melee (1d6+2/18-20, masterwork rapier) or 
  +5 melee (1d4+2/19-20, dagger of venom) or +5 ranged 
  (1d6+2/x3, masterwork composite shortbow (+2 Str)); 
  AL N; SV Fort +4, Ref +6, Will +2; Str 15, Dex 15, Con 
  14, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +8, Disguise +6, Hide +6, 
  Jump +10, Listen +6, Move Silently +6, Escape Artist 
  +8, Sleight of Hand +6, Spot +6, Tumble +10, Use 
  Magic Device +6; Acrobatic, Armor Proficiency: light, 
  Dodge, Mobility, Simple Weapon Proficiency. 
   
  Possessions: 
  Masterwork 
  rapier, 
  masterwork 
  composite shortbow (+2 Str), dagger of venom, mithril 
  shirt, amulet of true strike (see AR text), masterwork 
  rapier (320 gp); masterwork composite shortbow (+2 
  Str) (525 gp); dagger of venom (8,302 gp), mithril shirt, 
  cloak of resistance +1. 
  Kellin:  male Human Clr3 of Hextor: CR 3; 
  Medium Humanoid (Human); HD 3d8+9; hp 31; Init 
  +6; Spd 20; AC 18, flat-footed 16, touch 13; Base Atk +2; 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 25 
  Grp +4; Atk +5 melee (1d8+3/x3, +1 battleaxe), +5 
  ranged (1d8/19-20, masterwork light crossbow); Full 
  Atk +5 melee (1d8+3/x3, +1 battleaxe), +5 ranged 
  (1d8/19-20, masterwork light crossbow); Special 
  Abilities:  Rebuke Undead, Smite 1/day per the 
  Destruction domain; AL LE; SV Fort +6, Ref +3, Will 
  +5; Str 14, Dex 14, Con 17, Int 10, Wis 15, Cha 8. 
   
  Skills and Feats: Concentration +9, Diplomacy +5, 
  Spellcraft +6; Armor Proficiency: heavy, Armor 
  Proficiency: 
  light, 
  Armor 
  Proficiency: medium, 
  Combat Casting, Improved Initiative, Martial Weapon 
  Proficiency (battleaxe), Martial Weapon Proficiency 
  (heavy flail), Shield Proficiency, Simple Weapon 
  Proficiency, Weapon Focus (heavy flail). 
   
  Domains: War, Destruction 
   
  Spells Prepared (Clr 4/3/2): 0 - detect magic, 
  guidance, read magic, resistance; 1st - bane, protection from 
  good, doom, magic weapon (d); 2nd - bull`s strength, death 
  knell, spiritual weapon (d). 
   
  Possessions:  +1 battleaxe (2,310 gp); masterwork light 
  crossbow (335 gp), +1 adamantine chainmail (11,300 gp), 
  gloves of dexterity +2 (4,000 gp); amulet of health +2 (4,000 
  gp). 
  Anrak:, male Human Ftr3: CR 3; Medium 
  Humanoid (Human); HD 3d10+6; hp 30; Init +2; Spd 
  20; AC 17, flat-footed 15, touch 12; Base Atk +3; Grp +5; 
  Atk +6 melee (1d10+4, +1 heavy flail), +6 ranged; 
  (1d6/x3, masterwork shortbow); Full Atk +6 melee 
  (1d10+4, +1 heavy flail), +6 ranged; (1d6/x3, masterwork 
  shortbow); AL LE; SV Fort +5, Ref +3, Will +5; Str 15, 
  Dex 15, Con 14, Int 8, Wis 14, Cha 8. 
   
  Skills and Feats: Hide +2, Jump +3, Knowledge 
  (Religion) +0; Armor Proficiency: heavy, Armor 
  Proficiency: light, Armor Proficiency: medium, Cleave, 
  Quick Draw, Iron Will, Power Attack, Shield 
  Proficiency, Simple Weapon Proficiency, Weapon 
  Focus (heavy flail). 
   
  Possessions:  Masterwork shortbow (330 gp); +1 heavy 
  flail (2,315 gp), masterwork breastplate (350 gp). 
  APL 6 
  Encounter Eight:  Red Arrows of Shadows and 
  Silence 
  Akbar Ibn Tufasi: male Human Bbn7: CR 7; 
  Medium Humanoid (Human); HD 7d12+14; hp 71; 
  Init +2; Spd 40; AC 22, flat-footed 20, touch 13; Base 
  Atk +7; Grp +1l; Atk +13 melee (1d12+7/x3, +1 greataxe) 
  or +10 ranged (1d8+4/x3, masterwork composite 
  longbow (+4 Str); Full Atk +13/8 melee (1d12+7/x3, +1 
  greataxe) or +10/5 ranged (1d8+4/x3, masterwork 
  composite longbow (+4 Str)); AL NE; SV Fort +7, Ref 
  +6, Will +6; Str 18, Dex 14, Con 15, Int 8, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +13, Intimidate +9, Jump 
  +13, Listen +12; Armor Proficiency: light, Armor 
  Proficiency: medium, Iron Will, Lightning Reflexes, 
  Power Attack, Shield Proficiency, Simple Weapon 
  Proficiency, Weapon Focus (greataxe). 
   
  Possessions:  +1 Greataxe (2,320 gp), masterwork 
  composite longbow (+4 Str), +1 mithril chainmail (5,300 
  gp), amulet of natural armor +4 (32,000 gp); gauntlets of 
  ogre power (4,000 gp); stone salve, potion of magic circle 
  against good,. 
  Tellis Scoren: male Human Ftr7: CR 7; Medium 
  Humanoid (Human); HD 7d10+14; hp 66; Init +4; Spd 
  30; AC 22, flat-footed 18, touch 18); Base Atk +7; Grp 
  +9; Atk +10 melee (1d10+6/19-20, +1 bastard sword) or 
  +13 ranged (1d8+5/x3, +1 composite longbow (+2 Str); 
  Full Atk +10/5 melee (1d10+6/19-20, +1 bastard sword), 
  +13/+8 ranged (1d8+5/x3, +1 composite longbow (+2 
  Str); AL LE; SV Fort +9, Ref +8, Will +7; Str 15, Dex 18, 
  Con 15, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +9, Jump +12; Armor 
  Proficiency: heavy, Armor Proficiency: light, Armor 
  Proficiency: medium, Iron Will, Point Blank Shot, 
  Precise Shot, Rapid Shot, Shield Proficiency, Simple 
  Weapon Proficiency, Weapon Focus (composite 
  longbow), Weapon Focus (bastard sword), Weapon 
  Specialization 
  (composite 
  longbow), 
  Weapon 
  Specialization (bastard sword). 
   
  Possessions:  +1 bastard sword (2,335 gp); +1 composite 
  longbow (+2 Str) (2,600 gp), +2 mithril chain shirt (5,250 
  gp), ring of protection +2 (8,000 gp); gloves of dexterity +2 
  (4,000 gp), cloak of resistance +2, stone salve, potion of magic 
  circle against good,. 
  Encounter Eleven: Hour of the Long Knives 
  Rogues (2), male Human Rog5: CR 5; Medium 
  Humanoid (Human); HD 5d6; hp 28; Init +2; Spd 30; 
  AC 17, flat-footed 15, touch 12; Base Atk +3; Grp +6; 
  Atk +7 melee (1d6+2/18-20, masterwork rapier) or +7 
  melee (1d4+2, dagger of venom) or +6 ranged (1d4+3, 
  masterwork dart) or +6 ranged (1d6+2, composite 
  shortbow (+2 Str); Full Atk +7 melee (1d6+2/18-20, 
  masterwork rapier) or +6 ranged (1d4+3, masterwork 
  dart) or +6 ranged (1d6+2, composite shortbow (+2 Str); 
  AL N; SV Fort +5, Ref +8, Will +3; Str 16, Dex 15, Con 
  14, Int 14, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +10, Disguise +8, Hide +8, 
  Jump +12, Listen +8, Move Silently +8, Escape Artist 
  +10, Sleight of Hand +8, Spot +8, Tumble +12, Use 
  Magic Device +8; Acrobatic, Armor Proficiency: light, 
  Dodge, Mobility, Simple Weapon Proficiency. 
   
  Possessions: Masterwork rapier, mighty composite 
  shortbow, dagger of venom, mithril shirt, amulet of true 
  strike (see AR text),  cloak of resistance +2, . 
  Kellin: male Human Clr5 of Hextor; CR 5; Medium 
  Humanoid (Human); HD 5d8+15; hp 49; Init +7; Spd 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 26 
  20; AC 20, flat-footed 18, touch 15; Base Atk +3; Grp +5; 
  Atk +5 melee (1d8+3/x3, +1 battleaxe) or +6 ranged 
  (1d8/19-20, masterwork light crossbow); Atk +5 melee 
  (1d8+3/x3, +1 battleaxe) or +6 ranged (1d8/19-20, 
  masterwork light crossbow); Special Abilities:  Rebuke 
  Undead, Smite 1/day per the Destruction domain; AL 
  LE; SV Fort +7, Ref +4, Will +7; Str 14, Dex 16, Con 17, 
  Int 10, Wis 16, Cha 8. 
   
  Skills and Feats: Concentration +11, Diplomacy +7, 
  Spellcraft +8; Armor Proficiency: heavy, Armor 
  Proficiency: 
  light, 
  Armor 
  Proficiency: medium, 
  Combat Casting, Improved Initiative, Martial Weapon 
  Proficiency (battleaxe), Martial Weapon Proficiency 
  (heavy flail,), Shield Proficiency, Simple Weapon 
  Proficiency, Weapon Focus (heavy flail). 
   
  Domains: War, Destruction 
   
  Spells Prepared (Clr 5/4/3/2): 0 - cure minor 
  wounds, detect magic, guidance, read magic, resistance; 1st - 
  bane, detect good, protection from good, doom, magic weapon 
  (d); 2nd - bear`s endurance, bull`s strength, death knell, 
  spiritual weapon (d); 3rd - blindness/deafness, contagion (d), 
  magic circle against good. 
   
  Possessions:  +1 battleaxe (2,310 gp); masterwork light 
  crossbow, light (335 gp), +1 adamantine chainmail 
  (11,300 gp), ring of mind shielding (8,000 gp); amulet of 
  health +2 (4,000 gp) gloves of dexterity +4 (16,000 gp); ring 
  of protection +2 (8,000 gp). 
  Anrak: male Human Ftr5: CR 5; Medium Humanoid 
  (Human); HD 5d10+10; hp 48; Init +3; Spd 30; AC 19, 
  flat-footed 16, touch 14; Base Atk +5; Grp +8; Atk +10 
  melee (1d10+7, +1 heavy flail) or +9 ranged (1d6, 
  masterwork shortbow); Full Atk +10 melee (1d10+7, +1 
  heavy flail) or +9 ranged (1d6, masterwork shortbow); 
  AL LE; SV Fort +6, Ref +4, Will +5; Str 16, Dex 17, Con 
  14, Int 8, Wis 14, Cha 8. 
  Skills and Feats: Hide +7, Jump +7, Knowledge 
  (Religion) +1; Armor Proficiency: heavy, Armor 
  Proficiency: light, Armor Proficiency: medium, Cleave, 
  Quick Draw, Iron Will, Power Attack, Shield 
  Proficiency, Simple Weapon Proficiency, Weapon 
  Focus (heavy flail) Weapon Specialization (heavy flail). 
   
  Possessions:  Masterwork shortbow (330 gp); +1 heavy 
  flail, heavy (2,315 gp), +1 mithril breastplate (5,350 gp), 
  gloves of dexterity +2 (4,000 gp). 
  APL 8 
  Encounter Eight:  Red Arrows of Shadows and 
  Silence 
  Akbar: male Human Bbn9: CR 9; Medium 
  Humanoid (Human); HD 9d12+27; hp 111; Init +2; Spd 
  40; AC 25; flat-footed 23, touch 16; Base Atk +9; Grp 
  +13; Atk +16 melee (1d12+8/19-20x3, +2 keen greataxe) 
  or +12 ranged (1d8+4/x3, masterwork composite 
  longbow (+4 Str); Full Atk +16/+11 melee (1d12+8/19-
  20x3, +2 keen greataxe), +11/6 ranged (1d8+4/x3, 
  masterwork composite longbow (+4 Str); AL NE; SV 
  Fort +9, Ref +7, Will +7; Str 18, Dex 14, Con 16, Int 8, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Climb +15, Intimidate +11, Jump 
  +15, Listen +14.; Armor Proficiency: light, Armor 
  Proficiency: medium, Combat Reflexes, Iron Will, 
  Lightning Reflexes, Power Attack, Shield Proficiency, 
  Simple Weapon Proficiency, Weapon Focus (greataxe). 
   
  Possessions:  +2 keen greataxe (18,320 gp), +2 mithril 
  chainmail of moderate fortification (75%) (29,300 gp) 
  amulet of natural armor +4 (32,000 gp); gauntlets of ogre 
  power (4,000 gp); mantle of spell resistance (21) (90,000 gp); 
  ring of protection +2 (8,000 gp), stone salve, potion of magic 
  circle against good,. 
  Tellis Scoren, Male Human Ftr9: CR 9; Medium 
  Humanoid (Human); HD 9d10+18; hp 84; Init +4; Spd 
  30; AC 22, flat-footed 18, touch 18; Base Atk +9; Grp 
  +12; Atk +15 melee (1d10+7/19-20, +1 cold iron bastard 
  sword) or +16 ranged (1d8+6/x3, +1 composite longbow (+3 
  Str)); Full Atk +15/+10 melee (1d10+7/19-20, +1 cold 
  iron bastard sword), +16/+11 ranged (1d8+6/x3, +1 
  composite longbow (+3 Str)); AL LE; SV Fort +11, Ref +10, 
  Will +9; Str 16, Dex 18, Con 15, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +11, Jump +15; Armor 
  Proficiency: heavy, Armor Proficiency: light, Armor 
  Proficiency: 
  medium, 
  Greater 
  Weapon 
  Focus 
  (composite longbow) Greater Weapon Focus (bastard 
  sword), Iron Will, Point Blank Shot, Precise Shot, 
  Rapid Shot, Shield Proficiency, Simple Weapon 
  Proficiency, Weapon Focus (composite longbow), 
  Weapon Focus (bastard sword), Weapon Specialization 
  (composite longbow), Weapon Specialization (bastard 
  sword),. 
   
  Possessions:  +1 composite longbow (+3 Str) (2,700 
  gp); +1 cold iron bastard sword of speed (32,335 gp), +2 
  mithril chain shirt (5,250 gp), ring of protection +2 (8,000 
  gp); gloves of dexterity +2 (4,000 gp), cloak of resistance +3, 
  stone salve, potion of magic circle against good,. 
  Encounter Eleven: Hour of the Long Knives 
  Rogues (2), Male Human Rog5/Asn2: CR 7; 
  Medium Humanoid (Human); HD 5d6+10;  2d6+4; hp 
  44; Init +2; Spd 30; AC 17, flat-footed 15, touch 12; Base 
  Atk +4; Grp +7; Atk +9 melee (1d4+5/19-20, assassin’s 
  dagger); or +8 melee (1d6+1/18-20, masterwork rapier); 
  or +7 ranged (1d6+2/x3, masterwork composite 
  shortbow (+2 Str); Full Atk +9 melee (1d4+5/19-20, 
  assassin`s dagger); or Atk +8 melee (1d6+1/18-20, 
  masterwork 
  rapier) 
  or 
  +7 
  ranged 
  (1d6+2/x3, 
  masterwork composite shortbow (+2 Str); AL CE; SV 
  Fort +4, Ref +12, Will +4; Str 16, Dex 15, Con 10, Int 18, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Balance +10, Disguise +8, Escape 
  Artist +8, Hide +8, Jump +13, Listen +8, Move Silently 
  +8, Sleight of Hand +8, Spot +8, Tumble +12, Use 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 27 
  Magic Device +8; Acrobatic, Armor Proficiency: light, 
  Combat Casting, Dodge, Mobility, Simple Weapon 
  Proficiency. 
   
  Spells Known (Asn --/4): 1st - detect poison, disguise 
  self, feather fall, ghost sound, jump, obscuring mist, sleep, true 
  strike. 
   
  Spells Prepared (Asn --/4): 1st - disguise self, ghost 
  sound, jump, true strike. 
   
  Possessions: 
   
  Masterwork 
  rapier 
  (320 
  gp); 
  masterwork composite shortbow (+3 Str) (525 gp); 
  assassin`s dagger (18,302 gp), mithril shirt, amulet of 
  health +4 (16,000 gp); headband of intellect +4 (16,000 gp), 
  cloak of resistance +3. 
  Kellin: male Human Clr7 of Hextor: CR 7; Medium 
  Humanoid (Human); HD 7d8+14; hp 56; Init +7; Spd 
  20; AC 22, flat-footed 20, touch 17; Base Atk +5; Grp +9; 
  Atk +10 melee (1d8+5, +1 battleaxe), +8 ranged; +5 
  (1d8/19-20 masterwork light crossbow); Full Atk +10 
  melee (1d8+5, +1 battleaxe), +8 ranged; +5 (1d8/19-20 
  masterwork light crossbow); Special Abilities:  Rebuke 
  Undead, Smite 1/day per the Destruction domain; AL 
  LE; SV Fort +7, Ref +5, Will +10; Str 18, Dex 16, Con 15, 
  Int 10, Wis 20, Cha 8. 
   
  Skills and Feats: Concentration +12, Diplomacy +9, 
  Spellcraft +10; Armor Proficiency: heavy, Armor 
  Proficiency: 
  light, 
  Armor 
  Proficiency: medium, 
  Combat Casting, Heighten Spell, Improved Initiative, 
  Martial Weapon Proficiency (battleaxe), Martial 
  Weapon Proficiency (heavy flail), Shield Proficiency, 
  Simple Weapon Proficiency, Weapon Focus (heavy 
  flail). 
   
  Domains: War, Destruction 
   
  Spells Prepared (Clr 6/6/4/3/2): 0 - cure minor 
  wounds, detect magic, guidance, read magic, resistance x2; 1st 
  - bane, bless, detect good, divine favor, doom, magic weapon 
  (d), protection from good; 2nd - bear’s endurance, bull’s 
  strength, eeath knell, hold person, spiritual weapon (d); 3rd - 
  blindness/deafness, contagion (d), searing light; 4th - divine 
  power (d), magic circle against good, poison, spell immunity. 
  Possessions:  +1 keen wounding battleaxe (32,310 gp); 
  masterwork light crossbow (335 gp), +3 chainmail of 
  moderate fortification (75%) (36,300 gp) belt of giant 
  strength +4 (16,000 gp); ring of mind shielding (8,000 gp); 
  amulet of health +2 (4,000 gp); gloves of dexterity +4 (16,000 
  gp); ring of protection +2 (8,000 gp); periapt of wisdom +4 
  (16,000 gp). 
  Anrak: male Human Ftr7: CR 7; Medium Humanoid 
  (Human); HD 7d10+14; hp 66; Init +7; Spd 30; AC 25, 
  flat-footed 22, touch 18; Base Atk +7; Grp +12; Atk +15 
  melee (1d10+11, +2 heavy flail or +11 ranged (1d6, 
  masterwork shortbow); Full Atk +15/+10 melee 
  (1d10+11, +2 heavy flail) or +11/+6 ranged (1d6, 
  masterwork shortbow); AL LE; SV Fort +7, Ref +5, Will 
  +6; Str 20, Dex 17, Con 14, Int 8, Wis 14, Cha 8. 
   
  Skills and Feats: Hide +8, Jump +11, Knowledge 
  (Religion) +1; Armor Proficiency: heavy, Armor 
  Proficiency: light, Armor Proficiency: medium, Cleave, 
  Dodge, Improved Initiative, Quick Draw, Iron Will, 
  Power Attack, Shield Proficiency, Simple Weapon 
  Proficiency, Weapon Focus (heavy flail), Weapon 
  Specialization (heavy flail). 
   
  Possessions: Masterwork shortbow (330 gp); +2 
  bane (humanoid) speed heavy flail (72,315 gp), +2 mithril 
  chain shirt (5,250 gp), gloves of dexterity +2 (4,000 gp); ring 
  of protection +3 (18,000 gp); amulet of natural armor +3 
  (18,000 gp); belt of giant strength +4 (16,000 gp). 
  APL 10 
  Encounter Eight:  Red Arrows of Shadows and 
  Silence 
  Akbar Ibn Tufasi: male Human Bbn11; CR 11; 
  Medium Humanoid (Human); HD 11d12+33; hp 135; 
  Init +2; Spd 40; AC 28, flat-footed 26, touch 19;Base Atk 
  +11; Grp +15; Atk +18 melee (1d12+8/19-20x3 plus 1d6 
  sonic, +2 keen flaming greataxe) or +14 ranged (1d8+4/x3, 
  masterwork composite longbow (+4 Str); Full Atk 
  +18/13/8 (1d12+8/19-20x3 plus 1d6 sonic, +2 keen 
  flaming greataxe) or +14/+9/+4 ranged (1d8+4/x3, 
  masterwork composite longbow (+4 Str); AL NE; SV 
  Fort +10, Ref +7, Will +7; Str 18, Dex 14, Con 16, Int 8, 
  Wis 14, Cha 8. 
   
  Skills and Feats: Climb +17, Intimidate +13, Jump 
  +17, Listen +16; Armor Proficiency: light, Armor 
  Proficiency: medium, Combat Reflexes, Iron Will, 
  Lightning Reflexes, Power Attack, Shield Proficiency, 
  Simple Weapon Proficiency, Weapon Focus (greataxe). 
   
  Possessions: +2 keen flaming greataxe (32,320 gp), +2 
  mithril chainmail of moderate fortification (75%) (29,300 
  gp), ring of protection +5 (50,000 gp); amulet of natural 
  armor +4 (32,000 gp); gauntlets of ogre power (4,000 gp); 
  mantle of spell resistance (21) (90,000 gp), stone salve, potion 
  of magic circle against good,. 
  Tellis Scoren, Male Human Ftr11: Medium 
  Humanoid (Human); HD 11d10+22; hp 102; Init +5; 
  Spd 30; AC 25, flat-footed 20, touch 21; Base Atk +11; 
  Grp +16; Atk +19 melee (1d10+10/17-20, +1 cold iron 
  bastard sword of speed) or +16 ranged (1d8+8/x3, +1 
  composite longbow (+5 Str)); Full Atk +19/+14/+9 
  melee (1d10+10/17-20, +1 cold iron bastard sword of speed) 
  or +19/+14/+9 ranged (1d8+8/x3, +1 composite 
  longbow (+5 Str)); AL LE; SV Fort +13, Ref +12, Will 
  +10; Str 20, Dex 20, Con 15, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +13, Jump +19; Armor 
  Proficiency: heavy, Armor Proficiency: light, Armor 
  Proficiency: 
  medium, 
  Greater 
  Weapon 
  Focus 
  (composite longbow), Greater Weapon Focus (bastard 
  sword), Improved Critical (bastard sword), Iron Will, 
  Point Blank Shot, Precise Shot, Rapid Shot, Shield 
  Proficiency, Simple Weapon Proficiency, Weapon 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 28 
  Focus (composite longbow), Weapon Focus (bastard 
  sword), Weapon Specialization (composite longbow), 
  Weapon Specialization (bastard sword). 
   
  Possessions:  +1 cold iron bastard sword of speed (32,335 
  gp); +1 composite longbow (+5 Str) (2,900 gp), +2 mithril 
  chain shirt (5,250 gp), belt of giant strength +4 (16,000 gp); 
  gloves of dexterity +4 (16,000 gp); ring of protection +4 
  (32,000 gp), cloak of resistance +4, stone salve, potion of 
  magic circle against good. 
  Encounter Eleven: Hour of the Long Knives 
  Rogues (2):  male Human Rog5/Asn4: CR 9; 
  Medium Humanoid (Human); HD 9d6+18; hp 56; Init 
  +3; Spd 30; AC 18, flat-footed 15, touch 13; Base Atk +6; 
  Grp +9; Atk +10 melee (1d4+5/19-20, assassin’s dagger) or 
  +9 melee (1d6+3/18-20, masterwork rapier); Full Atk 
  +10/+5 melee (1d4+5, assassin’s dagger; 1d6+1) or +9/+4 
  melee (1d6+3/18-20, masterwork rapier) or +9/+4 
  ranged (1d6+2/x3, masterwork composite shortbow 
  (+2 Str),); AL CE; SV Fort +6, Ref +14, Will +6; Str 16, 
  Dex 16, Con 10, Int 18, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +11, Disguise +8, Escape 
  Artist +9, Hide +13, Jump +13, Listen +12, Move 
  Silently +18, Sleight of Hand +9, Spot +12, Tumble +17, 
  Use Magic Device +8; Acrobatic, Armor Proficiency: 
  light, Combat Casting, Combat Reflexes, Dodge, 
  Mobility, Simple Weapon Proficiency. 
   
  Spells Known (Asn --/5/4): 1st -- detect poison, 
  disguise self, feather fall, ghost sound, jump, obscuring mist, 
  sleep, true strike; 2nd -- alter self, cat`s grace, darkness, deep 
  slumber, fox`s cunning, illusory script, invisibility, pass 
  without trace, spider climb, undetectable alignment. 
   
  Spells Prepared (Asn --/5/4): 1st - disguise self, 
  feather fall, ghost sound, jump, true strike; 2nd - cat`s grace, 
  invisibility, pass without trace, spider climb. 
   
  Possessions:  masterwork rapier (320 gp); masterwork 
  composite shortbow, composite (+2 Str) (525 gp); assassin`s 
  dagger (18,302 gp), elven chain (4,150 gp), cloak of 
  resistance +4; amulet of health +4 (16,000 gp); headband of 
  intellect +4 (16,000 gp); boots of elvenkind (2,500 gp). 
  Kellin: male Human Clr9 of Hextor: CR 9; Medium 
  Humanoid (Human); HD 9d8+18; hp 76; Init +7; Spd 
  20; AC 22, flat-footed 20, touch 17; Base Atk +7; Grp 
  +11; Atk +12 melee (1d8+5/x3, +1 battleaxe) or +11 
  ranged (1d8/19-20, masterwork light crossbow); Full 
  Atk +12/+7 melee (1d8+5/x3, +1 battleaxe) or +11/+6 
  ranged (1d8/19-20, masterwork light crossbow); 
  Special Abilities:  Rebuke Undead, Smite 1/day per the 
  Destruction domain; AL LE; SV Fort +8, Ref +6, Will 
  +13; Str 18, Dex 16, Con 15, Int 10, Wis 20, Cha 8. 
   
  Skills and Feats: Concentration +14, Diplomacy +11, 
  Spellcraft +12; Armor Proficiency: heavy, Armor 
  Proficiency: 
  light, 
  Armor 
  Proficiency: medium, 
  Combat Casting, Heighten Spell, Improved Initiative, 
  Iron Will, Martial Weapon Proficiency (battleaxe), 
  Martial Weapon Proficiency (heavy flail), Shield 
  Proficiency, Simple Weapon Proficiency, Weapon 
  Focus (heavy flail). 
   
  Domains: War, Destruction 
   
  Spells Prepared (Clr 6/6/5/4/3/2): 0 - cure minor 
  wounds, detect magic, guidance, read magic, resistance x2; 1st 
  - bane, bless, detect good, divine favor, doom, magic weapon 
  (d), protection from good; 2nd - bear’s endurance, bull`s 
  strength, calm emotions, death knell, hold person, spiritual 
  weapon (d); 3rd - blindness/deafness, contagion (d), 
  invisibility purge, magic circle against good, searing light; 4th 
  - divine power (d), freedom of movement, poison, spell 
  immunity; 5th - dispel good, flame strike (d), righteous 
  might. 
   
  Possessions: +1 keen wounding battleaxe (32,310 gp); 
  masterwork light crossbow (335 gp), +3 Chainmail of 
  moderate fortification (75%) (36,300 gp), belt of giant 
  strength +4 (16,000 gp); ring of mind shielding (8,000 gp); 
  amulet of health +2 (4,000 gp); gloves of dexterity +4 (16,000 
  gp); ring of protection +2 (8,000 gp); periapt of wisdom +4 
  (16,000 gp). 
  Anrak: male Human Ftr8/Blk1: CR 9; Medium 
  Humanoid (Human); HD 9d10+18; hp 84; Init +7; Spd 
  30; AC 25, flat-footed 22, touch 18; Base Atk +9; Grp 
  +14; Atk +19 melee (1d10+11, +2 heavy flail) or +14 
  ranged (1d6, masterwork shortbow); Full Atk +19/+14 
  melee (1d10+11, +2 heavy flail) or +14 ranged (1d6, 
  masterwork shortbow); AL LE; SV Fort +10, Ref +6, 
  Will +8; Str 20, Dex 18, Con 14, Int 8, Wis 16, Cha 8. 
   
  Skills and Feats: Concentration +4, Hide +8, Jump 
  +13, Knowledge (Religion) +1; Armor Proficiency: 
  heavy, Armor Proficiency: light, Armor Proficiency: 
  medium, Cleave, Combat Casting, Dodge, Greater 
  Weapon Focus (heavy flail), Improved Initiative, 
  Quick Draw, Iron Will, Power Attack, Shield 
  Proficiency, Simple Weapon Proficiency, Weapon 
  Focus (heavy flail), Weapon Specialization (heavy flail). 
   
  Spells Known (Blk --/1): 1st -- cause fear, corrupt 
  weapon, cure light wounds, inflict light wounds, magic 
  weapon, summon monster I. 
   
  Spells Prepared (Blk --/1): corrupt weapon. 
   
  Possessions: Potion of owl’s wisdom, masterwork 
  shortbow (330 gp); +2 bane (humanoid) heavy flail of 
  speed (72,315 gp), +2 mithril chain shirt (5,250 gp), gloves 
  of dexterity +2 (4,000 gp); ring of protection +3 (18,000 gp); 
  amulet of natural armor +3 (18,000 gp); belt of giant 
  strength +4 (16,000 gp). 
  APL 12 
  Encounter Eight:  Red Arrows of Shadows and 
  Silence 
  Akbar Ibn Tufasi:  male Human Bbn13: CR 13; 
  Medium Humanoid (Human); HD 13d12+39; hp 159; 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 29 
  Init +6; Spd 40; AC 28, flat-footed 26, touch 19; Base 
  Atk +13; Grp +17; Atk +20 melee (1d12+8/19-20x3 plus 
  1d6 sonic, +2 keen flaming human bane greataxe) or +16 
  ranged (1d8+4/x3, masterwork composite longbow (+4 
  Str);  Full Atk +20/+15/+10 melee (1d12+8/19-20x3 
  plus 1d6 sonic, +2 keen flaming human bane greataxe) or 
  +16/+11/+6 ranged (1d8+4/x3, masterwork composite 
  longbow (+4 Str);  AL NE; SV Fort +11, Ref +8, Will +8; 
  Str 18, Dex 14, Con 16, Int 8, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +19, Intimidate +15, Jump 
  +19, Listen +18; Armor Proficiency: light, Armor 
  Proficiency: medium, Combat Reflexes, Improved 
  Initiative, Iron Will, Lightning Reflexes, Power Attack, 
  Shield Proficiency, Simple Weapon Proficiency, 
  Weapon Focus (greataxe). 
   
  Possessions: +2 keen flaming bane (human) greataxe 
  (32,320 gp), +2 mithril chainmail of moderate fortification 
  (75%) (29,300 gp), ring of protection +5 (50,000 gp); amulet 
  of natural armor +4 (32,000 gp); gauntlets of ogre power 
  (4,000 gp); mantle of spell resistance (21) (90,000 gp), stone 
  salve, potion of magic circle against good. 
  Tellis Scoren: male Human Ftr13: CR 13; Medium 
  Humanoid (Human); HD 13d10+39; hp 133; Init +5; 
  Spd 30; AC 25, flat-footed 20, touch 21; Base Atk +13; 
  Grp +18; Atk +19 melee (1d10+8/17-20, +1 cold iron 
  bastard sword of speed) or +21 ranged (1d8+6/x3, +1 
  composite longbow (+5 Str)); Full Atk +19/+14/+9 melee 
  (1d10+8/17-20, +1 cold iron bastard sword of speed) or 
  +21/+16/+11 ranged (1d8+6/x3, +1 composite longbow (+5 
  Str)); AL LE; SV Fort +16, Ref +14, Will +12; Str 20, Dex 
  20, Con 16, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Intimidate +15, Jump +21; Armor 
  Proficiency: heavy, Armor Proficiency: light, Armor 
  Proficiency: 
  medium, 
  Greater 
  Weapon 
  Focus 
  (composite longbow), Greater Weapon Focus (bastard 
  sword), Greater Weapon Specialization (composite 
  longbow), Greater Weapon Specialization (bastard 
  sword), Improved Critical (bastard sword), Iron Will, 
  Point Blank Shot, Precise Shot, Rapid Shot, Shield 
  Proficiency, Simple Weapon Proficiency, Weapon 
  Focus (composite longbow), Weapon Focus (bastard 
  sword), Weapon Specialization (composite longbow), 
  Weapon Specialization (bastard sword). 
  Possessions: +1 cold iron bastard sword of speed (32,335 
  gp); +1 composite longbow (+5 Str Bonus) (2,900 gp), +2 
  mithril chain shirt (5,250 gp), belt of giant strength +4 
  (16,000 gp); gloves of dexterity +4 (16,000 gp); ring of 
  protection +4 (32,000 gp), cloak of resistance +5, stone 
  salve, potion of magic circle against good. 
  Encounter Eleven: Hour of the Long Knives 
  Rogues (2): male Human Rog5/Asn6: CR 11; 
  Medium Humanoid (Human); HD 11d6+22; hp 68; 
  Init +3; Spd 30; AC 18, flatfooted 15, touch 13; Base Atk 
  +9; Grp +12; Atk +13 melee (1d6+3/18-20, masterwork 
  rapier) or +14 melee (1d4+5/19-20, assassin’s dagger) or 
  +13 
  ranged 
  (1d6+3/x3, 
  masterwork 
  composite 
  shortbow (+3 Str)); Full Atk +13/+8 melee (1d6+3/18-
  20, masterwork rapier) or +14/+9 melee (1d4+5/19-20, 
  assassin’s 
  dagger) 
  or 
  +13/+8 
  ranged 
  (1d6+3/x3, 
  masterwork composite shortbow (+3 Str));  AL CE; SV 
  Fort +8, Ref +17, Will +8; Str 16, Dex 16, Con 10, Int 18, 
  Wis 10, Cha 10. 
  Skills and Feats: Balance +11, Disguise +8, Escape Artist 
  +13, Hide +15, Jump +13, Listen +12, Move Silently 
  +20, Sleight of Hand +9, Spot +12, Tumble +19, Use 
  Magic Device +8; Acrobatic, Armor Proficiency: light, 
  Combat Casting, Combat Reflexes, Dodge, Mobility, 
  Simple Weapon Proficiency. 
  Spells Known (Asn --/5/5/3): 1st -- detect poison, disguise 
  self, feather fall, ghost sound, jump, obscuring mist, sleep, true 
  strike; 2nd -- alter self, cat`s grace, darkness, deep slumber, 
  fox`s cunning, illusory script, invisibility, pass without trace, 
  spider climb, undetectable alignment; 3rd -- deeper darkness, 
  false 
  life, 
  magic circle against good, misdirection, 
  nondetection. 
   
  Spells Prepared (Asn --/5/5/3): 1st – disguise self, 
  feather fall, ghost sound, jump, true strike; 2nd – cat’s grace, 
  deep slumber, invisibility, pass without trace, spider climb; 
  3rd – deeper darkness, false life, magic circle against good. 
   
  Possessions: 
   
  Masterwork 
  rapier 
  (320 
  gp); 
  masterwork composite shortbow (+3 Str) (525 gp); 
  assassin’s dagger (18,302 gp), elven chain (4,150 gp), 
  amulet of health +4 (16,000 gp); headband of intellect +4 
  (16,000 gp); boots of elvenkind (2,500 gp); ring of spell 
  storing (50,000 gp), cloak of resistance +5. 
  Kellin: male Human Clr11 of Hextor: Medium 
  Humanoid (Human); HD 11d8+22; hp 92; Init +7; Spd 
  20; AC 22, flat-footed 20, touch 17; Base Atk +8; Grp 
  +12; Atk +13 melee (1d8+5/19-20x3, +1 keen battleaxe of 
  wounding) or +12 ranged (1d8, masterwork light 
  crossbow); Full Atk +13/+8 melee (1d8+5/19-20x3, +1 
  keen battleaxe of wounding) or +12/+7 ranged (1d8, 
  masterwork light crossbow); Special Abilities:  Rebuke 
  Undead, Smite 1/day per the Destruction domain; AL 
  LE; SV Fort +9, Ref +6, Will +14; Str 18, Dex 16, Con 15, 
  Int 10, Wis 20, Cha 8. 
   
  Skills and Feats: Concentration +16, Diplomacy +13, 
  Spellcraft +14; Armor Proficiency: heavy, Armor 
  Proficiency: 
  light, 
  Armor 
  Proficiency: medium, 
  Combat Casting, Heighten Spell, Improved Initiative, 
  Iron Will, Martial Weapon Proficiency (battleaxe), 
  Martial Weapon Proficiency (heavy flail), Shield 
  Proficiency, Simple Weapon Proficiency, Weapon 
  Focus (heavy flail). 
   
  Domains: War, Destruction 
   
  Spells Prepared (Clr 6/7/5/5/4/3/1): 0 - cure minor 
  wounds, detect magic, guidance, read magic, resistance x2; 1st 
  - bane, bless, detect good, divine favor, doom, magic weapon 
  (d), protection from good; 2nd - bear’s endurance, bull’s 
  strength, calm emotions, death knell, hold person, spiritual 
  
  GRM4-05 Operation Black Night 
  [Round #1] 
  Page 30 
  weapon (d); 3rd - blindness/deafness, contagion (d), 
  invisibility purge, magic circle against good, prayer, searing 
  light; 4th - air walk, divine power (d), freedom of movement, 
  poison, spell immunity; 5th - dispel good, flame strike (d), 
  plane shift, righteous might; 6th -- harm (d). 
   
  Possessions: +1 keen wounding battleaxe (32,310 gp); 
  masterwork light crossbow (335 gp), +3 Chainmail of 
  moderate fortification (75%) (36,300 gp), belt of giant 
  strength +4 (16,000 gp); ring of mind shielding (8,000 gp); 
  amulet of health +2 (4,000 gp); gloves of dexterity +4 (16,000 
  gp); ring of protection +2 (8,000 gp); periapt of wisdom +4 
  (16,000 gp). 
  Anrak: male Human Ftr8/Blk3: CR 11; Medium 
  Humanoid (Human); HD 11d10+22; hp 102; Init +8; 
  Spd 30; AC 27, flat-footed 23, tTouch 20; Base Atk +11; 
  Grp +16; Atk +20 melee (1d10+9, +2 heavy flail) or +17 
  ranged 
  (1d6, 
  masterwork shortbow); Full Atk 
  +20/+15/+10 melee (1d10+9, +2 heavy flail) or 
  +17/+12/+7 ranged (1d6, masterwork shortbow); AL 
  LE; SV Fort +11, Ref +7, Will +8; Str 20, Dex 18, Con 14, 
  Int 8, Wis 16, Cha 8. 
   
  Skills and Feats: Concentration +8, Hide +9, Jump 
  +13, Knowledge (Religion) +1; Armor Proficiency: 
  heavy, Armor Proficiency: light, Armor Proficiency: 
  medium, Cleave, Combat Casting, Dodge, Greater 
  Weapon Focus (heavy flail), Improved Initiative, 
  Quick Draw, Iron Will, Power Attack, Shield 
  Proficiency, Simple Weapon Proficiency, Weapon 
  Focus (heavy flail), Weapon Specialization (heavy flail). 
   
  Spells Known (Blk --/2/1): 1st -- cause fear, cure light 
  wounds, inflict light wounds, magic weapon, summon 
  monster I; 2nd -- bull`s strength, cure moderate wounds, 
  darkness, death knell, eagle`s splendor, inflict moderate 
  wounds, shatter, summon monster II. 
   
  Spells Prepared (Blk --/2/1): 1st - cause fear, corrupt 
  weapon; 2nd - death knell. 
   
  Possessions: Potion of owl’s wisdom, masterwork 
  shortbow (330 gp); +2 bane (humanoid) heavy flail of speed 
  (72,315 gp), +3 mithril chain shirt of heavy fortification 
  (100%) (65,250 gp), gloves of dexterity +2 (4,000 gp); ring of 
  protection +3 (18,000 gp); amulet of natural armor +3 
  (18,000 gp); belt of giant strength +4 (16,000 gp). 
  
  GRM4-05 Operation Black Night 
  Round #1 
  Page 31 
   
  Maps 
  Encounter One:  The Streets of Hookhill 
   
  
  GRM4-05 Operation Black Night 
  Round #1 
  Page 32 
   
  Encounter Eight:  Red Arrows of Death and Silence 
   
  
  GRM4-05 Operation Black Night 
  Round #1 
  Page 33 
   
  Encounter Eleven:  The Hour of the Long Knives 
   
  
  GRM4-05 Operation Black Night 
  Round #1 
  Page 34 
   
  Critical Events Table 
  The following items might affect future developments of this plotline, so please answer these questions and forward the 
  results to mayhawk@mindspring.com.  If there are other notable events, please send a brief summary of the events and 
  how the PCs committed noteworthy acts of heroism to the same e-mail address.  
  1. Did the PCs prevent the death of Commandant Vrianian?   
   
   
   
  2. Did the PCs defeat the assassins? 
   
   
   
   
  3. What are their suspicions with regard to Petros? 
   
   
   
   
  4. Any noteworthy acts of heroism or other important items of interest? 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/594/Normal Scenarios/GRM4-05 - Operation Black Knight (APL 2-12)/GRM4-05 - Operation Black Knight Premiere Version.pdf