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 Wizards of the 
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  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at pjf@cetlink.net.  For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com. 
  GRM5-06 
   
   
   
   
   
  Family Fortunes 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Gran March Regional Adventure 
  Version 1.1 
   
  by Sean Flaherty 
  Reviewers: John Richardson, Gran March Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Shy Aberman, Brooks Banks, Alli Gonding, Mark Liberman, and Ed Podsiad. 
   
   
  Watcher Reginar Vlarrian, Elder Oath-Bound Gargoyle has received disturbing news that one of his fallen brothers’ 
  souls is not at rest. He has entreated like-minded servants of righteousness to investigate and see the matter put right. 
  At the same time a call for aid from adventurers has been issued by a minor noble from Barony Dragus. His manor has 
  suddenly become haunted, and his new bride is threatening to abandon him and the family home.  A Gran March 
  regional adventure for APLs 2-12, and Part One of the War of the Undying series. 
   
  
  GRM5-06 Family Fortunes 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  GRM5-06 Family Fortunes 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Gran March.  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. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  This story revolves around the conflict between a Knight 
  of the Watch, Helerain Brogan, and Feyza Bahun, a 
  Baklunish warrior priest who were bitter foes in their 
  portion of the Greyhawk Wars. Both men are now dead. 
  The Knight was a Captain in the Gran March Army 
  responsible for holding a garrison that was heavily 
  depleted by Commandant Petros’ reallocation of troops to 
  support the war in Geoff. The Knight’s tower (in the 
  extreme northwestern part of Gran March near the Dim) 
  became a veritable island of defiance in the face of the 
  Ketite onslaught. Watcher Brogan was only able to hold 
  it through complete and utter commitment to that single 
  cause. He did this through remarkable will, force of arms, 
  great personal sacrifice and, on more than one occasion, 
  single combat with the Bahun. Despite Watcher Brogan’s 
  best efforts, he, his men and the March of Bissel suffered. 
  The military conflict ended in 586 CY with Bahun 
  slaying the Knight and Ket’s occupying of Bissel. In the 
  end, both commanders lost sight of their goals and 
  became so overwhelmed with the personal destruction of 
  their opponent (who came to symbolize the ideologies 
  they each despised – the Baklunish West vs. the 
  Sheldomar Valley) that they became tied to the cause 
  beyond death. 
   
  Between 586 and 595 CY, Bahun devoted himself to 
  becoming a lich in order to achieve his goals of the 
  destruction of Gran March, in general, and every trace of 
  his chosen foe, in particular. The achieving of lichdom by 
  Bahun has caused the manifestation of the soul of 
  Watcher Brogan as a deathless Sacred Watcher. The 
  Knight’s manifestation has set several events in motion. 
  First, the lich has sensed some kind of spiritual 
  disturbance and has sent minions south to determine the 
  state of his foe. Second, the Knight’s manifestation has 
  triggered a strange response in a routine commune by a 
  Watcher Reginar Vlarrian, Elder Oath-Bound Gargoyle, 
  in Hookhill, which indicated that not all of his brothers 
  were at peace. As a result, Watcher Vlarrian is recruiting 
  those he trusts to look into the matter. As an aside, a 
  family of gnomes whose patriarch was killed while on 
  business for the fallen Knight’s heirs has begun 
  “haunting” the family’s estates. This was initially done in 
  an effort to drive them to ruin in revenge for their 
  father’s death, however Bahun’s minions have discovered 
  the gnomes and are bending them to their purposes. 
  Investigating the rumored haunting will be an additional 
  plot hook to include characters that are unlikely to be 
  trusted by (or to trust) a Knight of the Watch. 
  # 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 
  
  GRM5-06 Family Fortunes 
   
  Page 3 
  ADVENTURE SUMMARY 
  The start of this adventure is triggered by events on two 
  parallel paths that will eventually lead to all PCs involved 
  seeking out the Brogan estate. Once there, the PCs will 
  have the opportunity to meet with the members of the 
  Brogan family now residing there and investigate both 
  the haunting and the current state of Watcher Brogan’s 
  grave. They should eventually discover the gnomes living 
  in the orchard and run them off, as well as meet the fallen 
  knight’s dwarven manservant who can send them in the 
  direction of the remaining entrance to the family crypt. 
   
  Once in the crypt the PCs will need to defeat its 
  guardians before entering the tomb of Helerain Brogan. 
  Upon the PCs entering the tomb, the spirit of Watcher 
  Brogan will manifest, reveal to them the nature of his foe 
  and his return to Oerth, and ask them to pledge to fight 
  this evil where he cannot. PCs so pledging will be given 
  the opportunity to take items of power from his grave. 
  Leaving the crypts, the PCs will be attacked by a scouting 
  party sent by the lich to investigate the disturbance he 
  sensed. After defeating these scouts the PCs should 
  return to the Brogans and thereafter Hookhill to reveal 
  what they have learned. 
  Introduction 
   
  Knights of the Watch and Dispatch, Gran March 
  Military, and Gran March Church metaorganization 
  members receive a message from Watcher Vlarrian 
  requesting that they meet with him immediately at the 
  Knight’s keep in Hookhill. At the meeting the Knight 
  reveals his belief that one of his brethren has risen from 
  the dead unnaturally and asks the PCs to investigate for 
  him. 
   
  PCs who are not members of the relevant 
  organizations will be approached in a tavern by a teenage 
  boy who is about to muster into the army. He will relate 
  to them the tale of his older sister’s unhappy marriage 
  and her recent letters complaining that her new estate is 
  haunted and threatening to return to Hookhill. The 
  young soldier will ask the PCs to go to her estate and look 
  into the haunting. 
  Encounter 1 
   
  PCs on either track set out for the Brogan estate 
  outside of Keddin’s Run. The day’s journey brings both 
  groups to an inn named Keddin’s Rum as a tribute to the 
  strong spirits there. Here the PCs can press the locals for 
  information and combine their efforts for the next day.  
  Encounter 2 
   
  The PCs arrive at the Brogan estate and meet the 
  master of the house and his bride. The pair shares their 
  tale of the house’s haunting and give the PCs leave to 
  investigate their home and the surrounding grounds. In 
  addition they refer any questions about their fallen 
  cousin to his aide who still lives on the estate. 
  Encounter 3 
   
  The PCs investigate the house, interview the staff, 
  and find some evidence that the haunting is not 
  supernatural. 
  Encounter 4 
   
  Meeting with the aide, the PCs gain some historical 
  background on the fallen knight, see the collapsed 
  entrance to the crypts and discover the location of the 
  only remaining entrance to the family crypt. The dwarf 
  also reveals that the haunting is no more than a bunch of 
  pesky gnomes living in one of the orchards.  
  Encounter 5 
   
  Confronting the gnomes in the orchard, the PCs 
  discover a complicated tale of intrigue, betrayal and 
  death. The gnomes will warn the PCs of the presence of 
  the Bakluni and can be convinced to abandon their 
  harassment of the Brogans. This will require a promise of 
  protection from Bahun’s minions and later assistance 
  from the PCs. They know nothing of the fallen knight. 
  Encounter 6  
   
  Arriving at the rear entrance to the Brogan family 
  crypts, the PCs have to unlock the gate there and avoid 
  being killed by its trap. 
  Encounter 7 
   
  Venturing into the crypt, the PCs will travel some 
  distance beneath the earth before encountering the 
  actual tombs of the Brogans and their guardians. 
  Originally set in place to destroy grave robbers, the 
  guardians are unwilling to let anyone pass without a 
  fight. 
  Encounter 8 
   
  Having defeated the guardians, the PCs can enter 
  the tomb of Watcher Brogan. The spirit of the Watcher 
  will reveal his story and his purpose in returning from 
  the afterlife. He then asks the PCs’ aid in destroying his 
  Baklunish lich enemy. 
  Encounter 9 
   
  Leaving the crypt behind, the PCs are attacked by a 
  group 
  of 
  mounted 
  Paynims 
  and 
  their 
  evil 
  cleric/thaumaturgist leader. These scouts were sent by 
  the lich to be sure Watcher Brogan is dead and destroy 
  his remains if possible. They will use any captured PCs to 
  gain knowledge about the situation and kill them 
  afterward. 
  Conclusion 
   
  After convincing the gnomes to leave, making their 
  way to Watcher Brogan’s grave, and defeating the 
  Baklunish raiders, the PCs can claim their rewards from 
  the Lesser Brogans and report to Watcher Vlarrian on the 
  state of his fallen brother. 
  
  GRM5-06 Family Fortunes 
   
  Page 4 
  PREPARATION FOR PLAY 
   
  Knights of the Watch and Dispatch, Gran March 
  Military, and Gran March Church metaorganization 
  members receive a message from Watcher Vlarrian 
  requesting that they meet with him immediately at the 
  Knight’s keep in Hookhill; these PCs being in the 
  Message from the Watcher section of the Introduction. 
   
  PCs who are not members of the relevant 
  organizations will be approached in a tavern by a teenage 
  boy who is about to muster into the army; these PCs 
  being in the Approached in the Tavern section of the 
  Introduction. 
   
  Note: While it is possible for all PCs at a given table 
  to take a single path, it is more likely that you will have to 
  guide the two parts of the party into the adventure from 
  different paths. 
  INTRODUCTION 
  MESSAGE FROM THE WATCHER 
   
  Morning comes late to Hookhill in the week of 
  Richfest as old soldiers, new veterans and fresh 
  conscripts all attempt to recover from the late 
  nights and long parties. As the military sleeps off 
  the exhaustion of it’s one-week of frivolity, the 
  merchants of Gran March’s capital attempt to lever 
  themselves from sleep and prepare for the fourth 
  consecutive day of the festival. Similarly a pounding 
  on the door of your lodging rouses you from your 
  slumber. Opening the door you see a young man in 
  half-plate bearing a longsword and steel shield. 
   
  He salutes you formally and as he reaches into a 
  pouch at his side you notice a pin in the shape of a 
  silver owl attached to the neck of his cloak. “[Sir or 
  Madame] please forgive the indecency of the hour 
  and my presumption in waking you. Elder Oath-
  Bound Gargoyle, Watcher Reginar Vlarrian, bids you 
  welcome and asks that you attend him at Cathedral 
  Valorous immediately.” Saying this he hands you a 
  small sealed envelope, salutes a second time and 
  turns smartly on his heel and marches from the hall. 
   
  PCs opening the envelope may read Player Handout 
  #1, which is essentially a formal written invitation from 
  Watcher Reginar Vlarrian [REG-ih-nar Vhu-LARE-ee-en]. 
  The invitation notes the organization of which they are a 
  member that has called them to his attention and bids 
  them come quickly as he has pressing business in Ulek. A 
  DC 15 Knowledge (religion or local - Sheldomar Valley 
  metaregion) will indicate that the PC knows that 
  although the Church of Heironeous in Gran March is led 
  by the an elected Speaker, currently Lidda of Keddin’s 
  Run, Watcher Vlarrian is the most powerful priest of the 
  Lord of Battles living in Gran March. 
   
  Responding to the urgent call you have quickly 
  dressed and proceeded to Cathedral Valorous, the 
  center of worship in Gran March for the Church of 
  Heironeous. An acolyte in chainmail and a blue 
  cloak seems to be expecting you and at the mention 
  of Watcher Vlarrian immediately takes you to what 
  appears to be a small training room with several 
  wooden benches. There are others here and from 
  their appearance, they too have received the early 
  morning summons. 
   
  Allow players a moment to describe their PCs to 
  each other. 
   
  Without warning a door across the room opens 
  and a battle hardened man in the formal golden 
  chainmail vestment of a priest of Heironeous and a 
  long blue cloak trimmed in silver strides into the 
  room. He begins speaking without preamble. “My 
  name is Reginar Vlarrian. I am a Knight of the 
  Watch and Warrior Valiant of the Lord of Battles. 
  Thank you for coming.” 
   
  “I have summoned you because of a troubling 
  response I received in a commune with Heironeous 
  this very morning. I have sworn an oath that while I 
  live, no priest of Heironeous or Knight of the Watch 
  shall rest uneasy after their time on Oerth has 
  passed. None of my brothers need fear unending 
  existence as undead, imprisonment, entrapment, or 
  an otherwise tormented soul after their time here. It 
  is my purpose. One that has kept me and my 
  brothers busy of late.” 
   
  “Each year during Richfest, I return to Hookhill, 
  commune with the Invincible Knight and spend the 
  week in ritual reflection on the deeds of my order. 
  As part of my commune, I always ask the Lord of 
  Battles if my fallen comrades rest easy. I invest 
  considerable resources throughout the year to 
  assure the eternal rest of my brethren or be aware of 
  exceptions, so I have always received the affirmation 
  I expect. Today, instead of the simple ‘Yes’ I 
  anticipated, Heironeous spoke a name. A name I 
  know. Helerain Brogan.” 
   
  “Watcher Brogan was a knight of great courage 
  who lost his life at the end of the so-called Greyhawk 
  Wars in a conflict along the extreme northwestern 
  border near Bissel. I personally oversaw the 
  internment of Watcher Brogan in a family crypt 
  beneath one of their smaller estates outside 
  Keddin’s Run. The Electorship held by Helerian’s 
  family passed to one side of the family, while I 
  believe possession of the estate passed to a lesser 
  branch somewhat removed from the Elector.” 
   
  “My obligations require me to remain here in 
  Hookhill until the end of Richfest and then the 
  changing events in the Principality of Ulek require 
  my presence there almost immediately. I need you 
  to go to Watcher Brogan’s estate and determine the 
  
  GRM5-06 Family Fortunes 
   
  Page 5 
  disposition of his corpse and immortal soul if 
  possible. The inheritors of his estate are simple 
  merchants and should not trouble you about this 
  request. In case they do, however, I have prepared a 
  letter of explanation. It lacks some of the details I 
  have shared with you. Once you have identified the 
  nature of Helerian’s unrest, return here and inform 
  me so I can decide how best to resolve his situation.” 
   
  Concluding, Watcher Vlarrian will await any 
  questions the PCs may have. He can supply additional 
  information as follows: 
  • 
  Helerain Brogan [Hell-AIR-ane BRO-gan] was a 
  Captain in the Gran March army during the 
  Greyhawk Wars. His pride was detached from the 
  17th Battle and charged with protecting a tower, 
  which served as a strong point in the northwest 
  corner of Gran March. 
  • 
  Helerain was also a Knight of the Watch. He held 
  the rank of Beast of the Air and his full title was 
  Captain Watcher Helerain Brogan, Obdurate Falcon. 
  If these terms are unclear to the PCs, Vlarrian has no 
  interest in explaining them. 
  • 
  Watcher Brogan was killed in action toward the end 
  of the Greyhawk War, but despite being significantly 
  outnumbered in the battle that took his life, his men 
  held their position and prevented a Ketite force from 
  penetrating into Gran March. 
  • 
  Helerain was slain in 587 CY and formally laid to rest 
  in his family’s crypt in 588 CY. The last seven years 
  have passed without event. 
  • 
  Watcher Brogan was apparently killed in single 
  combat with a Baklunish warrior priest. His sacrifice 
  bought his men the time necessary to reinforce and 
  hold their position. Watcher Vlarrian knows the 
  general story, but not the details. 
  � Watcher Reginar Vlarrian, Elder Oathbound 
  Gargoyle: Male Human Clr19. 
   
  Beyond these details Watcher Vlarrian knows little 
  more of the life and times of Watcher Brogan. During the 
  Greyhawk Wars, there were over 6,000 active Knights of 
  the Watch. If questioned about his oath, Watcher 
  Vlarrian will explain that it is a sacred duty that he has 
  taken on in service of the Invincible Knight. He knows 
  of all the Knights who are not at rest and works with his 
  superiors in the order to make certain they are found and 
  put at ease. He will suggest but not directly say that it is 
  important that the souls of Knights of the Watch be 
  unfettered in the afterlife, as though he is aware of some 
  specific duty they have. 
  APPROACHED IN THE TAVERN 
   
  From the name of the tavern you have taken 
  residence in during the chaos that is Richfest, you 
  must assume that the proprietor is either well 
  connected or fearless. Whichever is the case, the 
  irreverently dubbed Commandant’s Breakfast has 
  become a favorite with new recruits this season. The 
  main room of the tavern is thick with gangly youths 
  just past their mid-teens trying to eat their way 
  through hangovers or in some cases just achieve 
  sobriety.  
   
  Halfway through the morning meal, one bleary-
  eyed boy rises, shaking his head helplessly as he 
  mutters to his companions, “Well, I’ve got to do 
  something or she’ll end up on the streets.” Saying 
  this he steps onto the bench he was sitting on and 
  steps on to the table with a definitive wobble. He 
  begins to shout in a voice louder than necessary, 
  “Are there any adventurers or sell swords about that 
  have experience with ghosts?! My sister has married 
  an important man from Keddin’s Run, but their 
  mansion is haunted. I’m sure they’ll reward you 
  handsomely if you help them. They’re related to an 
  Elector.” Finishing, the boy attempts to dismount 
  the table, but catches his foot and tumbles painfully 
  into a heap on the floor much to his comrades’ 
  amusement. 
   
  The boy is Dylan Rhudern [DILL-an RU-dern], he is 
  fifteen and mustering into the army at the conclusion of 
  Richfest. He has recently received disturbing letters from 
  his sister Heiddyn Rhudern Brogan [HI–din] who was 
  married in the spring to Dodwith Brogan. She is 
  complaining that life on the estate alternates between 
  boring and horrifying. Heiddyn claims that in the last 
  three months repeated bizarre events and hauntings have 
  occurred in her new home. 
  � Dylan Rhudern: Male Human War1. 
   
  The Brogans live in a small manor outside Keddin’s 
  Run and Dodwith is known locally as a fairly successful 
  merchant. He also has a fine pedigree as his great 
  grandfather was an Elector. However, as a result of 
  Dodwith’s father and grandfather being second and third 
  sons respectively, he is far from wielding any real 
  authority in the area. The family name however, does 
  carry some weight with the locals. 
   
  Should the PCs approach him and ask for details, the 
  boy can provide the following information: 
  • 
  Dylan is from what used to be a well-to-do merchant 
  family in Hookhill, but his parents were killed while 
  visiting Orlane in the spring of 592 CY. This 
  happened during the Battle of Orlane. 
  • 
  His aunt and uncle inherited the family’s business 
  and wealth, but they had always been jealous of his 
  parents and do not like Dylan or Heiddyn.  
  • 
  The aunt and uncle put them on an allowance and 
  moved to Niole Dra. The terms of the allowance, 
  however, stipulated that he does not receive his 
  
  GRM5-06 Family Fortunes 
   
  Page 6 
  small stipend unless he becomes a Gran March 
  citizen which is why he’s mustering instead of 
  moving to Keoland. (well, that and their war). His 
  sister’s situation was somewhat more difficult. She 
  only received her stipend until age 17 unless she 
  married and even after that the entire remaining 
  amount was given to her husband as a dowry. 
  • 
  Heiddyn was married in a small ceremony in the 
  Temple of the Harvest Church in the spring of 595 
  CY. Her aunt and uncle did not attend, but sent a 
  proxy with the agreed upon payment. 
  • 
  Heiddyn is a prissy girl from Hookhill who got 
  everything she wanted when her parents were alive. 
  She did not adjust well to having less when they 
  died, but was pretty and clever enough to marry a 
  reasonably well-off man she can manage. 
  • 
  Dylan’s sister has written to him every few weeks 
  since moving to Keddin’s Run. At first he found this 
  odd, but over time he has realized that she is lonely 
  and he is her only remaining family. 
  • 
  About a month ago the letters included the first 
  reference to unusual events. Then the letters became 
  more frequent arriving every few days. 
  • 
  The letters, a couple of which Dylan will share 
  (provide Player Handout #2), include references to 
  strange lights and sounds in the manor and on the 
  grounds, a pestilence of vermin, and a strange sense 
  that she might be being possessed from time to time. 
  • 
  Heiddyn’s pleas have gotten strange and desperate 
  enough that he would go to her himself, but he has 
  to muster into the army. He did show his sister’s 
  letters to his new sergeant, but the man seemed to 
  take a low opinion of him and said, “You’ll have to try 
  better than that. I’ve already seen the crazy sister 
  excuse this year.” 
  • 
  Heiddyn has threatened to leave her husband and 
  return to Hookhill. Although Dylan doesn’t know 
  where she’d stay as they no longer have lodgings and 
  she has no money. 
   
  After sharing the relevant portions of this 
  information, Dylan will ask any PCs that seem interested 
  if they will go to Keddin’s Run and help his sister. He 
  cannot offer any reward, but expects that Heiddyn’s 
  husband might offer one if the situation is as bad as she 
  says. He will provide directions to the estate. 
  ENCOUNTER 1: KEDDIN’S 
  RUM 
  Nearly a full day’s travel north from Hookhill has 
  brought you to the town of Keddin’s Run. Artisans’ 
  shops line the main street with several side streets 
  populated with simple cottages and one-story 
  homes. 
  Asking 
  around 
  and 
  consulting 
  the 
  directions you were given, you quickly realize that 
  the estate of Dodwith Brogan is several more miles 
  and if you continue tonight you will arrive well after 
  dark. 
   
  If the PCs decide to travel on regardless of the hour, 
  move to encounter two with the modification that the 
  Brogans are extremely irritated with the hour of their 
  arrival. If the PCs inquire about lodging, they will 
  discover that most of the inns in town are full with 
  citizens from the outlying settlements and farms coming 
  to celebrate Richfest. Despite this they are told that the 
  largest inn in town, Keddin’s Rum, will have space, 
  although it is know as a hard-partying establishment. 
   
  Arriving at Keddin’s Rum, you find the three-
  story inn and tavern overfilled with people 
  apparently 
  celebrating 
  the 
  holiday 
  week. 
  Shouldering your way though the crowd of patrons 
  packing the doorway and spilling out into the street, 
  you find yourselves in a large common room where 
  nearly three-quarters of the patrons face a single 
  man standing on a table giving a speech. The man 
  wears the uniform of a Gran March Sergeant and is 
  clearly in his later years from his thinning hair and 
  graying beard. As the innkeeper notices your arrival 
  and waves you over the man continues his speech: 
   
  “…and another way I knew it was time to retire 
  was when after surviving the training of all three 
  Eddan brothers, their sons started showing up to 
  join the file.” The room responds with knowing 
  chuckles. “I see you laughing now Corporal Eddan, 
  but you weren’t smiling when your lip made the 
  whole recruiting class have to run the obstacle 
  course in mail with their long spears.” Several 
  audible groans of remembrance fill the room. They 
  come from men of a variety of ages, so this was 
  clearly a common punishment. “Now, it’s been 
  thirty years since I was the first to endure that 
  punishment, so I don’t want to hear any whining. 
  So, I guess the last thing for me to do before I step 
  down for good and move to Shibboleth to help my 
  son rebuild is to announce my replacement. The 
  Captain and I debated long and hard about this one, 
  and the Elector himself signed off on the 
  promotion. Now, I know that he’s done his 
  mandatory service, but I’m hoping being Sergeant of 
  the Elector’s File will be prestigious enough to keep 
  him on another twenty years or so. Well, what do 
  you say, Sergeant Eddan.” The Corporal mocked only 
  moments earlier is visibly shocked and the sound of 
  his mug dropping to the floor fills the suddenly 
  silent room. The man then snaps to attention, 
  salutes and says, “I’ll report for duty in the morning, 
  Sergeant.” The older Sergeant replies, “Well, get up 
  here and let’s have a toast.” The room breaks into 
  thunderous applause as the younger man climbs up 
  next to his mentor. 
  
  GRM5-06 Family Fortunes 
   
  Page 7 
   
  This discourse takes place as the PCs join the 
  innkeeper across the room at the bar. The innkeeper’s 
  name is Teinon and he is the owner and operator of 
  Keddin’s Rum. He prefers his establishment a little bit on 
  the exciting side and encourages drinking and loud 
  parties like the one going on now. He will offer the PCs 
  accommodations, but at a somewhat inflated price of 5 gp 
  per night. In addition, he only has two rooms available.  
   
  Note: The most important thing to have happen in 
  this encounter is for PCs from the different introductory 
  hooks to compare notes and realize that they are headed 
  to the same estate for different reasons that may appear to 
  be related. 
   
  Should the PCs choose to mingle in the common 
  room before retiring for the evening they can learn the 
  following from the populace in general. 
  • 
  Tonight is Sergeant Grellwys’ retirement party and 
  apparently the promotion and announcement of his 
  replacement, Sergeant Eddan. 
  • 
  Grellwys has been Sergeant of the Elector’s file for 
  over twenty years and in the army for thirty. 
  • 
  Every man from Keddin’s Run who’s come into the 
  army in the last twenty years was trained by 
  Grellwys. 
  • 
  Most of the Eddan family is worthless, but Caran 
  Eddan took Grellwys as a mentor and has made 
  something of himself. 
  • 
  The estate of Dodwith Brogan is about five miles 
  from town. Dodwith is a gentleman farmer, meaning 
  that he pays people to work his fields and the 
  orchards that surround the estate. 
  • 
  Dodwith did his time in the military and mustered 
  out about six years ago.  
  • 
  Dodwith recently married a beauty from Hookhill 
  who had more looks and sense than money. The two 
  have been cloistered at the estate since their 
  wedding and no one blames him. 
  • 
  No one has heard anything about a haunting at the 
  estate (Dodwith has gone to great lengths to keep 
  the servants quiet). 
   
  If the PCs engage Sergeant Grellwys the can learn 
  the following additional facts: 
  • 
  Watcher Helerain Brogan was trained by Sergeant 
  Grellwys in 575 CY, the first year of his duty as 
  Sergeant in the Elector’s file. 
  • 
  Grellwys remembers Helerain fondly and thinks of 
  him as one of the best men to come through his unit. 
  • 
  Watcher Brogan’s family connections, membership 
  in 
  the 
  Knighthood, 
  military 
  prowess, 
  and 
  fearlessness in battle led to his rapid promotion to 
  Captain in just six short years. 
  • 
  Grellwys heard that Watcher Brogan was pivotal in 
  the defense of a tower in the northeast of corner of 
  Gran March, but knows little of his exploits during 
  the Greyhawk Wars. 
  • 
  Grellwys did attend the funeral service conducted by 
  Watcher Vlarrian and remembers him as great man. 
  At the funeral he met Watcher Helerain’s aid de 
  camp, a dwarf named Lodnin Anghan. He believes 
  that the dwarf has stayed on at the Brogan estate in 
  some capacity and will suggest that the PCs talk to 
  him if possible. 
  • 
  If the PCs specifically ask around about Helerain 
  Brogan, there is a Bard named Glenal Burbin who 
  knows the tale. Glenal is a black haired, blue-eyed 
  man from Bissel who has moved to the Gran March 
  given recent events in his home country. Glenal 
  knows the tale of last battle between the Brogan and 
  the Bahun. This is the same tale as witnessed by 
  Lodnin the dwarf captain (see Encounter 4).  
  Watcher Helerain Brogan and Feyza Bahun, a 
  Baklunish warrior priest, were bitter foes in their portion 
  of the Ketite invasion of the Sheldomar. The Knight was 
  a Captain in the Gran March Army responsible for 
  holding a garrison that was heavily depleted by 
  Commandant Petros’ reallocation of troops to Geoff. The 
  Knight’s tower (in extreme northwestern Gran March 
  near the Dim) became a veritable island of defiance in the 
  face of the Ketite onslaught, but Watcher Brogan was 
  only able to hold it through complete and utter 
  commitment to that single cause. He did this through 
  remarkable will, force of arms, great personal sacrifice 
  and, on more than one occasion, single combat with the 
  Baklunish leader.  
  Despite Watcher Brogan’s best efforts, he, his men 
  and the March of Bissel suffered. In one cataclysmic 
  battle in 586 the tower was nearly overrun and only 
  Watcher Brogan’s invocation of mysterious Watcher 
  powers was able to fend off yet another assault. In the 
  end he stood alone and defiant in the gate of the tower 
  laying waste every Baklunish warrior who came near 
  him. Then the Ketites withdrew and their priest leader 
  came forward alone. The man grew to the size of an ogre 
  as he invoked a series of enchantments from his deity. 
  Helerain merely stood fast in the gateway and waited. 
  When at last the battle was joined the warriors slammed 
  into each other again and again, with Watcher Brogan 
  even abandoning his position in the gate in the effort to 
  get at his foe. In a final destructive charge the two 
  crashed into each other one last time. Helerain Brogan’s 
  shield shattered under the impact of the Bahun’s charge 
  and the man’s falchion dealt a lethal blow to the 
  Watcher’s head. Despite his death, Helerain had bought 
  his men the time required to replace the gate with a 
  makeshift barrier. The men of the tower rallied and 
  
  GRM5-06 Family Fortunes 
   
  Page 8 
  inspired by their leader’s sacrifice, launched a ferocious 
  counter attack and reclaimed the body of their fallen 
  Captain. An uneasy truce settled over the combatants as 
  the Baklunish acknowledged the passing of a great foe. 
  Before hostilities could resume again, word of the truce 
  dividing Thornward arrived. 
  ENCOUNTER 2: THE LESSER 
  BROGANS 
  Departing in the morning, a few hours of leisurely 
  travel bring you to a well cared for dirt road leading 
  into an orchard with trees planted in neat, straight 
  rows. Fat, ripe fruit surrounds you as you continue 
  on the road toward the two-story manor in the 
  distance. The smell of apples is thick and along the 
  rows of trees you can see teams of laborers picking 
  the season’s harvest, despite the Richfest holiday. 
   
  Arriving at the manor you find yourselves in a 
  circular track with a fountain in the shape of a fruit 
  tree surrounded by statues of six beautiful humans, 
  four female and two male. Water falls from the 
  leaves and branches of the tree in a deluge of gurgles 
  and splashes. At your arrival a pretty strawberry 
  blonde woman throws open a second story window 
  and shouts, “Are you here to rescue me?” 
   
  A DC 10 Knowledge (religion) check will reveal that 
  the six statues are the commonly worshiped deities of the 
  Harvest Church: Atroa, Merikka, Sotillion, Telchur, 
  Velnius, and Wenta. 
   
  Moments after your arrival, a manservant opens 
  the front door and starts to ask, “Greetings gentle 
  folk. What is your bus…” but is cut off as the young 
  woman bursts through the door behind him with a 
  well dressed man in pursuit. 
   
  The woman is Heiddyn Brogan and the man is her 
  husband Dodwith. Heiddyn is reaching the end of her 
  rope and is extremely excited about the arrival of 
  strangers. She hopes they are here to set things right. 
  Dodwith will attempt to calm his wife and she will make 
  an effort to contain her excitement. The two will invite 
  the PCs inside into a sitting room and see to it that they 
  are served a light lunch. Over the course of the meal 
  Dodwith will ask what business brings them to the estate. 
  He will be very cross with Heiddyn when it is revealed 
  that she has been telling people about the “haunting.” 
  Those PCs who furnish the letter from Watcher Vlarrian 
  will be regarded more seriously, but the combined group 
  will be given permission to investigate both issues and 
  will be offered rooms in the servant’s quarters if their 
  work requires more than one day. 
   
  Heiddyn is an attractive young woman who has just 
  turned eighteen. She is smart, friendly and talkative. Her 
  months on the estate have begun to wear on her and the 
  haunting has her terrified. Despite the fact that she 
  married him for his money, she truly loves Dodwith, but 
  is coming to despise his home. Its remote location, lack 
  of “modern” conveniences, complete lack of magic, and 
  provincial staff frustrates her beyond words. The 
  combination of her fear of poverty and genuine affection 
  for her husband has kept her at the manor, but she is 
  seriously considering running away when the PCs arrive. 
  She simply lacks the independence to leave. 
   
  For his part, Dodwith is an athletic, dark haired 
  amicable fellow in his mid twenties. He is insightful 
  enough to know that Heiddyn married him in part for 
  financial stability and that she is very frightened by the 
  events occurring at the manor. The haunting is simply 
  beyond his ability to deal with. He has ordered the staff 
  not to speak of it and paid them bonuses for their silence. 
  He hoped the problem would just go away, but with the 
  PCs arrival is grateful for the offer of help. 
  � Dodwith Brogan: Male Human Ari3. 
  � Heiddyn Brogan: Female Human Ari1. 
   
  If they ask questions of Heiddyn and Dodwith, they 
  will provide details as follows: 
  • 
  They were married in Hookhill during the Feast of 
  Atroa on the last day of Growfest (just under three 
  months ago). They returned to the manor the very 
  next day. 
  • 
  Everything was fine for the first month and then 
  they began to see strange lights in the north orchard 
  at night. 
  • 
  These lights were followed quickly by lights and 
  inexplicable sounds in and around the house proper. 
  • 
  A root cellar was found to be infested with a family 
  of moles after several of them broke through into the 
  kitchen. 
  • 
  If for some reasons someone suggests that there 
  might be gnomes involved, he will tell the PCs that 
  he did hire a gnome to buy a necklace for him in 
  Greyhawk a couple years back (he intended it for his 
  wife when he found one. The fellow disappeared for 
  several weeks and when he returned claimed he had 
  bought the necklace but that it was stolen in transit. 
  Needless to say Dodwith did not pay him for the 
  necklace or his work. 
  • 
  Heiddyn will be reluctant to speak of it, but if 
  pressed she will admit that she fears she is being 
  possessed by a wanton spirit at times. On two 
  occasions she has found oddly compelled to confess 
  her love for Lodnin Anghan, the dwarf and 
  attempted to accost him. Both times the dwarf gently 
  subdued her and tied her to a chair. On another 
  occasion, she had the same compulsion overtake her 
  while speaking with one of the human servants. He 
  lacked the dwarf’s discretion and has since been 
  dismissed. 
  
  GRM5-06 Family Fortunes 
   
  Page 9 
  • 
  If asked about Lodnin Anghan, Dodwith will explain 
  that he is a holdover from the previous owner, his 
  cousin Helerain Brogan. Dodwith has permitted him 
  to stay on as he doesn’t get in the way and was very 
  helpful with some local robbers the year Dodwith 
  moved in. He lives in a stone cellar beneath the 
  house and Dodwith will show the PCs where he can 
  be found. 
  • 
  If a reward is discussed, Dodwith will shrewdly say 
  that as a businessman he believes that rewards 
  should be comparable to the risks one takes. He 
  would like to wait until he knows what it takes to 
  drive off the ghosts haunting his home before 
  committing to a figure. 
   
  In the event that no PCs are on the Watcher Vlarrian 
  track, a letter from him to Dodwith will have arrived the 
  same morning requesting information about the 
  situation. Dodwith will ask the PCs to include inquiring 
  into his cousin’s situation in their investigation, as he 
  could be the source of the haunting. 
  ENCOUNTER 3: THE STATE OF 
  THE ESTATE 
  Lunch with the Brogans is informative if uneventful 
  and you now have the run of their estate, provided 
  you can stop the haunting. A quick look around 
  indicates that this manor is typical of those of lesser, 
  rural nobility. It is a two-story building with 
  dormers into an attic, which serves as the servants’ 
  quarters. The ground floor contains several sitting 
  rooms, a dining hall, kitchens and an office for 
  Dodwith. The second story has one enormous 
  master bedroom with an adjoining nursery that 
  seems recently decorated, as well as three smaller 
  bedrooms.  
   
  All twelve servants were brought out to meet 
  you and seem to have little to hide or share except 
  even more sensational versions of the haunting 
  lights, sounds and vermin. No one other than 
  Heiddyn seems to be suffering from possession. 
   
  In this encounter the PCs have the opportunity to 
  search the manor itself, the nearby grounds, and to 
  question the staff. Feel free to embellish their stories as 
  necessary with the basic facts from Encounters 2 and 4. 
  The servants are as follows: 4 maids (Merys, Meidwan, 
  Dyllaryn, Wenos), 3 manservants (Dyllaryn, Donyl, 
  Lusnan), 2 cooks (Disin, Gaeduth), 1 butler (Radfarth), 1 
  groom (Rhunwyn), and 1 foreman (Gren) for the laborers 
  that work the fields. 
   
  The only ones with any additional helpful 
  information are the cook Disin and the foreman Gren. 
  Disin will tell that she has found some odd bottles that 
  are not hers in the kitchen from time to time, but she has 
  thrown them all away. Gren knows that something 
  strange is going on in the North Orchard, but his crews 
  have not reached there yet in the picking and the one 
  man he sent to check it out was found unconscious in the 
  fountain the next morning.  
   
  If the PCs search for tracks, a DC 20 Survival check 
  (by someone with the Track feat) will reveal that the 
  grounds surrounding the house are well traveled by 
  human feet, but that there are a large number of gnome-
  sized footprints as well. The majority of these lead off to 
  the North Orchard. 
  ENCOUNTER 4: ONE LOYAL 
  DWARF 
  When you asked to meet Lodnin Anghan, the dwarf, 
  Dodwith agreed to personally introduce you. He 
  took you to a door just outside the kitchen, lit a 
  lantern and then opened the door and started down 
  a set of cold stone steps. As you descended, Dodwith 
  remarked that this was once the entrance to the 
  crypts beneath the estate but that a collapse in part 
  of the foundation sealed off that area forever shortly 
  before he moved in.  
   
  The stairs twist a few times before opening into 
  a long narrow room with a carved tunnel at the far 
  end. The faintest bit of light from the lantern 
  reaches into the tunnel and reveals a collapse just 
  inside the entrance. The small red glow of a pipe’s 
  hot embers reach to you in the half-light as a gruff 
  voice says, “Hello Master Dodwith, who’re your 
  friends?” 
   
  Dodwith will quickly introduce the PCs to Lodnin, 
  who will light several lanterns around the room as 
  Dodwith speaks. Dodwith seems uncomfortable around 
  the dwarf and will attempt to excuse himself after 
  introductions are made. 
  � Lodnin Anghan: Male Dwarf Rgr12. 
   
  Lodnin is a 170-year old, 4 ft. 2 in., 170 lb. dwarf. He 
  is aged, but energetic. He has spent nearly a decade in 
  mourning for his Captain and friend and in perhaps 
  another five or ten years his grief will have run its full 
  course. He considers these years his tribute to a great 
  leader and the best friend of his life. Lodnin served with 
  Watcher Brogan as one of his key NCOs from the time 
  he was made a knight and promoted to Lieutenant. He 
  considers Helerain to have been the most inspired 
  combat commander he served under in a century of and a 
  half of military service and he can tell the PCs the entire 
  tale of battles of Brogan and Bahun. 
   
  Captain Watcher Helerain Brogan and Feyza Bahun, 
  a Baklunish warrior priest, were bitter foes in their 
  portion of the Ketite invasion of the Sheldomar. The 
  Knight was a Captain in the Gran March Army 
  responsible for holding a garrison that was heavily 
  depleted by Commandant Petros’ reallocation of troops to 
  Geoff. The Knight’s tower (in the extreme northwestern 
  
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  Page 10 
  Gran March which can be confused with the border of 
  southern Bissel near the Dim) became a veritable island 
  of defiance in the face of the Ketite onslaught in Bissel, 
  but Watcher Brogan was only able to hold it through 
  complete and utter commitment to that single cause. He 
  did this through remarkable will, force of arms, great 
  personal sacrifice and, on more than one occasion, single 
  combat with the Baklunish leader. 
   
  Despite Watcher Brogan’s best efforts, he, his men 
  and the March of Bissel suffered. In one cataclysmic 
  battle in 586 CY the tower was nearly overrun and only 
  Watcher Brogan’s invocation of mysterious Watcher 
  powers was able to fend off yet another assault. In the 
  end he stood alone and defiant in the gate of the tower 
  laying waste every Baklunish warrior who came near 
  him. Then the Ketites withdrew and their priest leader 
  came forward alone. The man grew to the size of an ogre 
  as he invoked a series of enchantments from his deity. 
  Helerain merely stood fast in the gateway and waited. 
  When at last the battle was joined the warriors slammed 
  into each other again and again, with Watcher Brogan 
  even abandoning his position in the gate in the effort to 
  get at his foe. In a final destructive charge the two 
  crashed into each other one last time. Helerain Brogan’s 
  shield shattered under the impact of Bahun’s charge and 
  the man’s falchion dealt a lethal blow to the Watcher’s 
  head. Despite his death, Helerain had bought his men the 
  time required to replace the gate with a makeshift barrier. 
  The men of the tower rallied and inspired by their 
  leader’s sacrifice, launched a ferocious counter attack and 
  reclaimed the body of their fallen Captain. An uneasy 
  truce settled over the combatants as the Baklunish 
  acknowledged the passing of a great foe. Before 
  hostilities could resume again, word of the truce dividing 
  Thornward arrived. 
   
  Lodnin personally accompanied the body of 
  Helerain Brogan to the estate and carried out the final 
  instructions left him in a letter. Among these was request 
  for a burial by Watcher Vlarrian and, knowing that the 
  estate would pass to another branch of the family, 
  insistence that the tunnel into the crypts from the 
  basement be fully collapsed. Lodnin, as a dwarf, put his 
  best effort into destroying the tunnel to the point that it 
  would take the better part of a week to dig out. If the PCs 
  explain the situation or produce the letter from Watcher 
  Vlarrian, Lodnin will tell them that there is another 
  entrance to the crypts. This was created so that they could 
  also serve as a secret escape route from the manor. The 
  Brogans asked Lodnin not to collapse the other entrance 
  in case his order or the portion of his family he respected 
  ever needed access to the crypts. The other entrance is in 
  a small valley on the far side of the East Orchard, there is 
  a spring with a gate in the hillside next to it. The gate 
  leads into the crypts. Lodnin is not interested in 
  accompanying the PCs. He prefers to remember his 
  Captain as he was in battle. Lodnin also knows nothing of 
  the traps or guardians of the crypt as they were not active 
  at the time of the funeral due to the presence of 
  Helerain’s body.  
   
  In general Lodnin is somber without being a 
  stereotypically gruff dwarf. His grief is sincere, deeply 
  felt, and personal. When the PCs share with Lodnin the 
  possibility that the Brogan is no longer at rest he is at first 
  surprised, but then seems resigned to the idea and 
  willing to let the PCs pursue their investigation. While 
  this may seem odd to the PCs, Helerain alluded to the 
  possibility that he might return if his work on earth was 
  not done. Lodnin have previously assumed that he meant 
  a resurrection, but now is considering other possibilities. 
   
  If they ask about the haunting, the dwarf will laugh 
  and tell them that there is a family of gnomes attempting 
  to 
  cause 
  trouble 
  for 
  Dodwith. 
  Under 
  normal 
  circumstances he would have driven them off himself, 
  but the gnomes seem to be focusing their antics on 
  Heiddyn and he doesn’t like her. The first day she came 
  home to the estate, she referred to him as “that horrible 
  little man living in our basement.” While he normally 
  wouldn’t let something like that bother him, she also 
  promptly had Helerain’s coat of arms and portraits 
  removed from the upstairs. He will gesture to a pile of 
  paintings and stonework in one corner. This erasure of 
  his Captain was too much and thereafter he avoided her. 
  For her part Heiddyn became fascinated with the 
  mysterious dwarf and use to spy on him from time to 
  time, going so far as to sneak into the basement with a 
  candle. It was on these occasions that she acted erratically 
  and possessed. Lodnin suspects the gnomes are involved 
  in that too, but doesn’t really know what’s going on. In 
  any case he’s permitted the gnomes to have their fun 
  with Heiddyn and Dodwith as long as no one actually got 
  hurt. 
   
  Lodnin will ask the PCs to do two things for him in 
  return for revealing the location of the entrance to the 
  crypt and sharing the tale of Brogan and Bahun. The PCs 
  questions have awoken some degree of guilt in Lodnin 
  and he will ask them to first proceed to the North 
  Orchard to run off the gnomes. In addition, he will ask 
  them to take a weapon to Brogan’s crypt for him and 
  leave it there in remembrance. If they agree he will give 
  them an adamantine warhammer to take to the Crypt. 
  ENCOUNTER 5: NOBODY 
  GNOMES 
  Given what you’ve discovered about the haunting, 
  you decided to set out for the North Orchard and 
  investigate. After about a half-mile of walking from 
  the manor, you find yourself in a stand of decades 
  old pear trees that reach over thirty feet in height.  
   
  Allow PCs Spot and/or Listen checks to notice the 
  gnomes in the trees. At this point the gnomes will use 
  their ghost sound spell-like ability to attempt to lure the 
  PCs away. If the PCs spot them, then the sons will drop 
  
  GRM5-06 Family Fortunes 
   
  Page 11 
  from the trees and attempt to subdue the PCs or 
  negotiate with them. This encounter is designed to be a 
  roleplaying opportunity rather than a combative 
  situation. Most parties will easily overwhelm the gnomes 
  if it comes to blows. 
   
  Realizing you have spotted their hiding places 
  in the branches of the nearby pear tree, three of the 
  five gnomes drop to the ground to confront you. 
  Two wear leather armor, have rapiers at their sides, 
  but have drawn saps. The third lands more lithely 
  than the first two and is completely unarmored 
  except for an amulet. As he strikes a pose, you notice 
  his well-muscled tiny body is covered with tattoos. 
  “You must leave this place and never return. To 
  interfere with our vengeance would be to upset the 
  balance.” 
   
  Hopefully, the PCs will parlay and hear the gnomes’ 
  story. Grern Nackel, the eldest brother and monk, will 
  speak for the Nackel family (mother – Rhanlleth, sons – 
  Lunebran and Ecan, daughter – Anyllt). Three years ago, 
  their father Lorig was in Greyhawk City and met a 
  merchant named Auldon Brendingund. This man had a 
  beautiful diamond, sapphire and platinum necklace for 
  sale at a fraction of its value. Lorig had heard that 
  Dodwith Brogan might be in the market for expensive 
  jewelry to use in wooing a bride and came to Keddin’s 
  Run with a proposal for him. Lorig offered him the 
  necklace at a significant discount over its value, but a 
  price much higher than the fool Brendingund was 
  asking. Unfortunately, Dodwith was unwilling to front 
  the gnome such a vast sum of money, so Lorig returned 
  to Greyhawk and borrowed the money from some 
  “acquaintances” there at a painful rate of interest. 
  Somewhere along the journey the necklace either 
  disappeared or was stolen, but Lorig was unaware of this 
  because he kept it locked in an iron box. When he arrived 
  to present the necklace to Dodwith, he was shocked to 
  discover it missing. Dodwith was outraged at what he 
  thought was a gnomish prank and threw him out of the 
  manor. Lorig was unable to pay the money he owed his 
  friends in Greyhawk and eventually they sent enforcers 
  to beat it out of him. The beating went too far and Lorig 
  was killed. 
   
  When they heard of his fate, his sons returned home 
  to their mother and sister in Hookhill and promised to 
  avenge their father. However, inquiries in Greyhawk 
  quickly indicated that they were up against the thieves’ 
  guild 
  there. 
  The 
  dangerous 
  reputation 
  of 
  this 
  organization and the suggestion by some of their contacts 
  that the guild would see Lorig’s sons as responsible for 
  his debts led them to take revenge on Dodwith instead. 
  It’s not the most logical approach, but they’re gnomes. 
  Their initial approach to revenge was to use their 
  gnomish spell-like abilities to “haunt” the manor.  
   
  However, shortly after their arrival, the minions of 
  Bahun captured the mother and daughter gnomes. The 
  Baklunish then forced the gnomes to take more 
  aggressive action. While they tried to resist at first, after 
  all three sons were badly beaten and the Baklunish 
  threatened to find them if they ran, they have given up 
  and are doing as they have been ordered. As a result, the 
  sons have been sneaking into the estate at night trying to 
  find an entrance to the crypts and slipping elixirs of love 
  into Heiddyn’s evening tea. They are doing this in an 
  effort to run off or force Dodwith to run off the dwarf, as 
  they suspect he is guarding the entrance. The gnomes do 
  not know where the Baklunish are or how many there 
  are. They have only seen two and they are always 
  mounted. 
   
  The gnomes can be convinced to break off their 
  harassment of the Brogans if the PCs offer to protect 
  them and point out that they are taking out their 
  frustrations on an innocent man and his wife. They will 
  also ask the PCs’ names and for their help in getting 
  revenge on those responsible for their father’s death.  If 
  the PCs promise to help the gnomes get revenge, they 
  receive the Promise to the Nackel Gnomes effect on 
  the Adventure Record. 
   
  Should a fight break out the gnomes will attack to 
  subdue. The mother and daughter of the family will 
  remain in the tree unless one of the sons is injured in 
  which case they will jump down and try to heal them 
  with their wand of cure light wounds. This will not work 
  since they cannot cast spells, but their brothers have 
  gotten the wands to work from time to time through the 
  Use Magical Device skill. 
  All APLs 
  � Gnome Mother and Daughter: Female Gnome 
  Com1; hp 4 each; possess a wand of cure light wounds 
  (CL 1st) and an elixir of love. 
  APL 2 (EL 2) 
  � Gnome Armed Sons (2): Male Gnome Com1; hp 
  4 each; see Appendix 1. 
  � Gnome Unarmed Son: Male Gnome Mnk2; hp 
  14; see Appendix 1. 
  APL 4 (EL 3) 
  � Gnome Armed Son #1: Male Gnome Com1; hp 
  4; see Appendix 2. 
  � Gnome Armed Son #2: Male Gnome Rog1; hp 6; 
  see Appendix 2. 
  � Gnome Unarmed Son: Male Gnome Mnk2; hp 
  14; see Appendix 2. 
  APL 6 (EL 4) 
  � Gnome Armed Son #1: Male Gnome Com1; hp 
  4; see Appendix 3. 
  � Gnome Armed Son #2: Male Gnome Rog1; hp 6; 
  see Appendix 3. 
  
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  Page 12 
  � Gnome Unarmed Son: Male Gnome Mnk3; hp 
  21; see Appendix 3. 
  APL 8 (EL 5) 
  � Gnome Armed Sons (2): Male Gnome Rog1; hp 
  6 each; see Appendix 4. 
  � Gnome Unarmed Son: Male Gnome Mnk4; hp 
  27; see Appendix 4. 
  APL 10 (EL 6) 
  � Gnome Armed Son #1: Male Gnome Rog1; hp 6; 
  see Appendix 5. 
  � Gnome Armed Son #2: Male Gnome Rog2; hp 
  11; see Appendix 5. 
  � Gnome Unarmed Son: Male Gnome Mnk5; hp 
  34; see Appendix 5. 
  APL 12 (EL 7) 
  � Gnome Armed Sons (2): Male Gnome Rog2; hp 
  11 each; see Appendix 6. 
  � Gnome Unarmed Son: Male Gnome Mnk6; hp 
  41; see Appendix 6. 
  ENCOUNTER 6: THE CRYPT 
  ENTRANCE 
  The brief journey through the apple trees of the east 
  orchard and into the valley beyond is actually quite 
  refreshing and the smell of ripening fruit reminds 
  you of the quickly fading Richfest celebration. As 
  you enter the valley you quickly spot a small creek 
  running down its center between the two low ridges 
  making up its sides. Another ten minutes journey 
  brings you to a spring emerging from the hillside 
  and set into the hill next to it is a strong iron gate. 
   
  The gate is locked and trapped with the fireworks 
  version of the spell pyrotechnics, intended to scare off any 
  intruders. 
  All APLs (EL 3) 
  � Iron Portcullis: 2 in. thick; hardness 10; hp 60; 
  DC 25 Break; DC 25 Open Lock. 
  � Fireworks Trap: CR 3; magic device; touch 
  trigger; automatic reset; spell effect (pyrotechnics 
  (fireworks version), 3rd level wizard; Will DC 13 
  negates); Search DC 27; Disable Device DC 27. 
   
  The entrance beyond is trapped as indicated below. 
  All versions of the trap reset in 1d4 rounds after being 
  triggered. 
  APL 2 (EL 1) 
  � Wall Blade Trap: CR 1; mechanical; touch 
  trigger; automatic reset; hidden switch bypass (DC 
  25 Search); Atk +10 melee (2d4/x4, scythe); Search 
  DC 22; Disable Device DC 22. 
  APL 4 (EL 2) 
  � Burning Hands Trap: CR 2; magic device; 
  proximity trigger (alarm); automatic reset; hidden 
  switch bypass (DC 27 Search); spell effect (burning 
  hands, 1st level wizard, 1d4 fire, DC 11 Reflex save 
  half damage); Search DC 26; Disable Device DC 26. 
  APL 6 (EL 3) 
  � Melf’s Acid Arrow Trap: CR 3; magic device; 
  proximity trigger (alarm); automatic reset; hidden 
  switch bypass (DC 29 Search); Atk +2 ranged touch; 
  spell effect (Melf’s acid arrow, 3rd level wizard, 2d4 
  acid/round for 2 rounds); Search DC 27; Disable 
  Device DC 27. 
  APL 8 (EL 4) 
  � Lightning Bolt Trap: CR 4; magic device; 
  proximity trigger (alarm); automatic reset; hidden 
  switch bypass (DC 31 Search); spell effect (lightning 
  bolt, 5th level wizard, 5d6 electricity, DC 14 Reflex 
  save half damage); Search DC 28; Disable Device DC 
  28. 
  APL 10 (EL 5) 
  � Phantasmal Killer Trap: CR 5; magic device; 
  proximity trigger (alarm); automatic reset; hidden 
  switch bypass (DC 33 Search); spell effect 
  (phantasmal killer, 7th level wizard, DC 16 Will save 
  for disbelief and DC 16 Fort save for partial effect); 
  Search DC 29; Disable Device DC 29. 
  APL 12 (EL 6) 
  � Whirling Poison Blades: CR 6; mechanical; 
  touch trigger; automatic reset; hidden switch bypass 
  (Search DC 35); Atk +10 melee (1d4+4/19–20 plus 
  poison, dagger); poison (purple worm poison, DC 24 
  Fortitude save resists, 1d6 Str/2d6 Str); multiple 
  targets (one target in each of three preselected 5-ft. 
  squares); Search DC 20; Disable Device DC 20. 
  ENCOUNTER 7: CRYPT 
  GUARDIANS 
  Once beyond the locked gate to the crypts and its 
  trap, you find that the narrow five foot wide corridor 
  opens into a well crafted twenty-five foot wide 
  hallway. Alternating ten foot square statues of 
  knights, angels, wizards and scholars line the sides 
  of the passage at regular intervals. Between these 
  statues are empty torch sconces that must have 
  made for an impressive display of the statues when 
  lit. After a few hundred yards of travel, you reach 
  another iron gate completely blocking the passage.  
  
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  As you approach, a deathless voice rings out, “Do 
  not disturb the slumber of the Brogans. As mighty 
  as they were allies of righteousness in life, so they 
  have allies in death.” 
   
  At lower APLs (2 to 8) a magic mouth just inside the 
  portcullis says this. At higher APLs (10 and 12) the magic 
  mouth on the runic guardian speaks. The gate is locked 
  and untrapped. 
  � Iron Portcullis: 2 in. thick; hardness 10; hp 60; 
  DC 25 Break; DC 25 Open Lock. 
   
  Thirty feet on the far side of the portcullis, the 
  passage opens into a forty-five foot square room with 
  sealed entrances to crypts on either side. The one on the 
  east is that of Helerain Brogan, the west vault is that of 
  his younger brother, Culben, who died when thrown 
  from a horse as a boy. At the far end of the room the 
  passage continues on to the crypts of dozens more 
  Brogans, but is blocked by a second portcullis. The 
  statues described earlier still line the walls of the hall 
  from the gate to the room, except that at APLs 2 and 4, 
  the last of these angelic statues is one or two unusually 
  good-looking gargoyles. At higher APLs (6 to 12), the 
  crypt wardens and runic guardians stand in the room 
  itself, but can easily see PCs at the gate. If the PCs move 
  into the crypt beyond the gate, the guardians will begin 
  their defense. 
   
  Note: The PCs should be carrying an adamantine 
  warhammer that they took from Lodnin to place in 
  Helerain’s crypt.  This will prove quite useful against the 
  damage reduction or hardness of many of the defenders 
  the PCs encounter here. 
  APL 2 (EL 4) 
  � Gargoyle: hp 39; see Monster Manual, page 113. 
  APL 4 (EL 6) 
  � Gargoyles (2): hp 39 each; see Monster Manual, 
  page 113. 
  APL 6 (EL 8) 
  � Crypt Warden: hp 81; see Appendix 3. 
   
  Tactics: While the crypt warden itself is not too 
  dangerous a foe for good creatures, he will begin his 
  defense of the crypt by animating the statues in the hall 
  closest to the PCs. This will provide him with sufficient 
  time and space to use his holy smite ability. The warden 
  will animate up to six statues, one per round, at this APL. 
  The statues are large animated objects made of stone: 
  � Animated Objects, Large Stone (max. 6): hp 53 
  each; hardness 8; see Monster Manual, page 13. 
  APL 8 (EL 10) 
  � Crypt Wardens (2): hp 81 each; see Appendix 4. 
   
  Tactics: While the crypt wardens themselves are not 
  too dangerous foes for good creatures, they will begin 
  their defense of the crypt by animating the statues in the 
  hall closest to the PCs. This will provide them with 
  sufficient time and space to use their holy smite abilities. 
  The wardens will animate up to eight statues, one per 
  round, at this APL. The statues are large animated objects 
  made of stone: 
  � Animated Objects, Large Stone (max. 8): hp 53 
  each; hardness 8; see Monster Manual, page 13. 
  APL 10 (EL 12) 
  � Crypt Wardens (2): hp 81 each; see Appendix 5. 
  � Runic Guardian: hp 150; see Appendix 5. 
   
  Tactics: The runic guardian will cast its mage armor 
  and chill touch spells before engaging from behind the 
  statues.  While the crypt wardens themselves are not too 
  dangerous foes for good creatures, they will begin their 
  defense of the crypt by animating the statues in the hall 
  closest to the PCs. This will provide them with sufficient 
  time and space to use their holy smite abilities. The 
  wardens will animate up to ten statues, one per round, at 
  this APL. The statues are large animated objects made of 
  stone: 
  � Animated Objects, Large Stone (max. 10): hp 
  53 each; hardness 8; see Monster Manual, page 13. 
  APL 12 (EL 14) 
  � Crypt Wardens (2): hp 81 each; see Appendix 6. 
  � Runic Guardian: hp 150; see Appendix 6. 
  � Runic Guardian, Advanced: hp 210; see 
  Appendix 6. 
   
  Tactics: The runic guardians will cast their mage 
  armor and chill touch spells before engaging from behind 
  the statues.  While the crypt wardens themselves are not 
  too dangerous foes for good creatures, they will begin 
  their defense of the crypt by animating the statues in the 
  hall closest to the PCs. This will provide them with 
  sufficient time and space to use their holy smite abilities. 
  The wardens will animate up to twelve statues, one per 
  round, at this APL. The statues are large animated objects 
  made of stone: 
  � Animated Objects, Large Stone (max. 10): hp 
  53 each; hardness 8; see Monster Manual, page 13. 
   
  Development: After defeating the guardians of the 
  crypt, the PCs can take note of their surroundings: 
   
  After defeating the guardians of the Brogans’ 
  crypt, you take note of your surroundings. The thirty 
  foot square room has a tunnel exiting the other side 
  with another gate thirty feet down the corridor. The 
  sealed entrances to two crypts are in the center of 
  the east and west walls of the room. One seal bears 
  the name Helerain Brogan in common and Ancient 
  Suloise and depicts a knight astride a rearing 
  warhorse. The other seal names the occupant as 
  
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  Page 14 
  Cullben Brogan (born 554 CY, died 565 CY) and 
  shows a youth with two beautiful horses, one gazing 
  over each of his shoulders. 
  � Seals, Superior Masonry: 1 ft. thick; hardness 8; 
  hp 90; DC 35 Break. 
   
  Note: PCs violating the crypt of Cullben Brogan will 
  be scorned by Helerain’s spirit, and he will not appear to 
  them.  If the PCs move to break the seal to Cullben’s 
  crypt, point out that doing so might be considered an 
  affront to the Brogans.  Don’t prevent them from doing 
  so if they continue to discuss it, just give them the one 
  warning. 
  ENCOUNTER 8: THE OATH OF 
  THE BROGAN 
  Smashing through the masonry sealing Watcher 
  Brogan’s crypt, stale air sealed with him in death 
  chokes your breath for an instant before disbursing 
  in the antechamber. Looking within you see another 
  square thirty foot room which is sparsely appointed. 
  A closed stone sarcophagus upon which lie a suit of 
  golden chainmail, a sword and a shattered shield 
  occupies the center of the room. A well-worn 
  military saddle rests against one wall with a lance 
  standing in the corner next to it. 
   
  As you enter, a shimmering occurs in the air 
  above the sarcophagus. The shimmering becomes a 
  vaguely man-shaped cloud and then coalesces into a 
  ghostly human shape of a man dressed in the 
  uniform of a Captain in the Gran March army. 
   
  He measures you all carefully with his gaze. “I 
  hope that you are heroes of righteousness come to 
  aid me in my task and not simple tomb raiders. If 
  you are looters, I will tell you that there is no gain 
  for you here save a few mundane weapons.” 
   
  Once the PCs explain their purpose here, Helerain, 
  his spirit in Sacred Watcher form, will visibly relax. 
   
  “It is good then that Watcher Vlarrian casts his 
  communes each year, as I am tied to my shield and 
  without you to bear me from here I will be unable to 
  face my foe. Have you heard the tale of Brogan and 
  Bahun?” 
   
  The PCs should have heard this tale from the dwarf, 
  but if not, Helerain will recount their battle in a 
  somewhat more modest fashion for them. 
   
  “Ah, loyal Lodnin. He has a good memory for 
  details. You must tell him that I absolve him or any 
  further duty to me and command him to follow his 
  heart and go forth. What he does not know is that 
  my ancient enemy Feyza Bahun has died and risen 
  again. His perversion of the laws of nature is what 
  has called me back from my rest. He has become an 
  abomination and the creature now called the Bahun 
  Lich must be destroyed. 
   
  “If you will aid me in this task I ask two things 
  of you and make you an offer. First, swear by your 
  god and what you hold dear to aid me in the 
  destruction of the lich. Second, when you leave this 
  place take a piece of the broken shield on my casket 
  with you. Through it I will be borne from this place 
  and may be able to appear to you from time to time. 
  Finally, if you wish, you may take my mail, my 
  sword, or my lance. They may serve you well in our 
  quest.” 
   
  Once the PCs swear the Oath of the Brogan, his 
  spirit will settle over the shield and dissipate. He will not 
  appear again until circumstances surrounding Bahun 
  dictate. These PCs may take any of the items indicated 
  and receive the Sword, Armor, and Lance of the 
  Brogan effects on their Adventure Record (as well as the 
  Oath of the Brogan and Shard of the Shield of the 
  Brogan effects). Each PC taking the oath is entitled to 
  each of these items. PCs taking items and not taking the 
  oath will find that the items are forever merely 
  masterwork versions of the armor or weapon in question. 
  ENCOUNTER 9: BAKLUNISH 
  DEVILS 
  Emerging from the crypt of the Brogans, you find 
  the light of the sun moving toward the far end of the 
  low valley. A quick trip to the manor will see you 
  there safely before darkness falls completely. 
   
  Allow the PCs to state they are heading for the 
  manor or mention any precautions they are taking. As 
  they move down the valley a squad of Bakluni in the 
  service of the Bahun Lich is watching for them. The 
  Baklunish leader is lying just over the crest of the hill 
  watching, while his mounted servants wait out of sight. 
  The Bakluni will take a round or two to drink their 
  potions and the summoner will cast invisibility before 
  they attack, but the basic plan is that when the PCs draw 
  even with their position the summoner will give them 
  the order to charge over the hill and attack. PCs should 
  be allowed a DC 20 Spot check to not be surprised by the 
  charge. The valley is 200 feet across with a small stream 
  (it does not impact movement) running down the 
  middle. 
   
  Note: PCs that took the Oath of the Brogan should 
  receive, in this encounter, the +1 sacred bonus that it 
  grants. 
   
  A sharp ululating cry and the thundering of 
  hooves from your left immediately draws your 
  attention and you see several mounted warriors bear 
  down on you. The men have simple conical helms, 
  spears, scimitars and light shields. All the hallmarks 
  of Ketite light cavalry. 
  
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  APL 2 (EL 5) 
  � Cavalry (2): Male Human (Baklunish) Ftr1; hp 9 
  each; see Appendix 1. 
  � Dark Summoner: Male Human (Baklunish) Clr3 
  of Xan Yae; hp 23; see Appendix 1. 
  APL 4 (EL 7) 
  � Cavalry (4): Male Human (Baklunish) Ftr1; hp 9 
  each; see Appendix 2. 
  � Mad Baklun: Male Human (Baklunish) 
  Bbn1/Ftr2; hp 27; see Appendix 2. 
  � Dark Summoner: Male Human (Baklunish) Clr3 
  of Xan Yae; hp 23; see Appendix 2. 
  APL 6 (EL 9) 
  � Cavalry (6): Male Human (Baklunish) Ftr2; hp 17 
  each; see Appendix 3. 
  � Mad Baklun: Male Human (Baklunish) 
  Bbn1/Ftr4; hp 43; see Appendix 3. 
  � Dark Summoner: Male Human (Baklunish) Clr5 
  of Xan Yae; hp 38; see Appendix 3. 
  APL 8 (EL 11) 
  � Cavalry (6): Male Human (Baklunish) Ftr4; hp 33 
  each; see Appendix 4. 
  � Mad Baklun: Male Human (Baklunish) 
  Bbn3/Ftr4; hp 63; see Appendix 4. 
  � Dark Summoner: Male Human (Baklunish) Clr7 
  of Xan Yae; hp 53; see Appendix 4. 
   
  Tactics, APLs 2 to 8: The cavalry charges the PCs, 
  but does not group together (in order to avoid area of 
  effect spells). The Mad Baklun rages and charges on foot, 
  engaging the most formidable looking fighter.  The Dark 
  Summoner uses his invisibility to stay hidden at the top of 
  the ridge while summoning as many creatures to aid his 
  minions as possible. The specific creatures summoned are 
  indicated in his spell list. Please note that the Dark 
  Summoner has the Augment Summoning feat, so all 
  summoned creatures will have +4 enhancement bonuses 
  to Str and Con. 
  APL 10 (EL 13) 
  � Cavalry (6): Male Human (Baklunish) Ftr6; hp 50 
  each; see Appendix 5. 
  � Mad Baklun: Male Human (Baklunish) 
  Bbn5/Ftr4; hp 89; see Appendix 5. 
  � Dark Summoner: Male Human (Baklunish) Clr7 
  of Xan Yae/Thaumaturgist2; hp 62; see Appendix 5. 
   
  Tactics, APL 10: The cavalry charges the PCs, but 
  does not group together (in order to avoid area of effect 
  spells). The Mad Baklun rages and charges on foot, 
  engaging the most formidable looking fighter.  The Dark 
  Summoner uses his invisibility to stay hidden at the top of 
  the ridge while summoning as many creatures to aid his 
  minions as possible. The specific creatures summoned are 
  indicated in his spell list. Please note that the Dark 
  Summoner has the Augment Summoning feat, so all 
  summoned creatures will have +4 enhancement bonuses 
  to Str and Con.  Once a significant number of his 
  minions are defeated, the Dark Summoner will move 
  among the fallen using his wand of revenance to restore 
  them to life. 
  APL 12 (EL 15) 
  � Cavalry (6): Male Human (Baklunish) Ftr8; hp 72 
  each; see Appendix 6. 
  � Mad Baklun: Male Human (Baklunish) 
  Bbn7/Ftr4; hp 110; see Appendix 6. 
  � Dark Summoner: Male Human (Baklunish) Clr7 
  of Xan Yae/Thaumaturgist4; hp 71; see Appendix 6. 
   
  Tactics, APL 12: The cavalry charges the PCs, but 
  does not group together (in order to avoid area of effect 
  spells). The Mad Baklun rages and charges on foot, 
  engaging the most formidable looking fighter.  The Dark 
  Summoner uses his invisibility to stay hidden at the top of 
  the ridge while summoning as many creatures to aid his 
  minions as possible. The specific creatures summoned are 
  indicated in his spell list. Please note that the Dark 
  Summoner has the Augment Summoning feat, so all 
  summoned creatures will have +4 enhancement bonuses 
  to Str and Con.  Once a significant number of his 
  minions are defeated, the Dark Summoner will move 
  among the fallen using his wand of revenance to restore 
  them to life. 
   
  Note: At this APL, the Dark Summoner has a 
  contingent conjuration that takes effect when he is 
  reduced to half of his hit points or incapacitated. This 
  conjuration completes the casting of the planar ally spell 
  summoning a glabrezu. The service to this demon is 
  prenegotiated and requires the demon to slay the 
  summoner’s enemies and then bear him to safety. This 
  particular demon however is in the service of the demon 
  lord Vilprixicur who was thwarted by heroes of Gran 
  March in 591 CY. Should any PC bear the Mark of the 
  Demon from that event, the glabrezu will call him by 
  name and attack, without regard for the pact. 
  � Demon, Glabrezu: hp 162; see Monster Manual, 
  page 43. 
  CONCLUSION 
  Defeating the Baklunish incursion, the question of 
  who these men were and if they are a prelude to 
  some greater treachery remains. You return to the 
  Brogan estate and explain the gnomish infestation 
  to Dodwith and his wife. They are greatly relieved 
  and grateful for your service. Dodwith offers to pay 
  
  GRM5-06 Family Fortunes 
   
  Page 16 
  you with what he has most ready and offers you a 
  bushel of fruit each harvest for your troubles. 
   
  Successful PCs receive the Thanks of the Lesser 
  Brogans effect on the Adventure Record. 
   
  Returning to Hookhill and Watcher Vlarrian, 
  he is content with your explanation of Watcher 
  Brogan’s restlessness. He asks to examine one of the 
  shards of the shield briefly and seems content with 
  what he finds after casting a few quick incantations. 
   
  He casts detect magic, detect evil, and bless. 
   
  He returns the shard and advises that you keep 
  it with you and bear it in good health as it contains a 
  powerful force for righteousness. Watcher Vlarrian 
  also tells you that he will notify his order of your 
  actions and see you properly commended. 
   
  With that he dismisses you to make plans for 
  his imminent departure to the Principality of Ulek 
  and you are left to enjoy the last days of Richfest. 
   
   
  Successful PCs receive the Influence Point 
  with the Knights of the Watch effect on the 
  Adventure Record. 
   
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter 5 
  Defeat, disburse, or dissuade the gnome family. 
   
  APL 2: 60 xp. 
   
  APL 4: 90 xp. 
   
  APL 6: 120 xp. 
   
  APL 8: 150 xp. 
   
  APL 10: 180 xp. 
   
  APL 12: 210 xp. 
  Encounter 6 
  Disable, survive, or avoid (via the hidden bypass) the 
  catacomb trap WITHOUT destroying it. 
   
  APL 2: 30 xp. 
   
  APL 4: 60 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 120 xp. 
   
  APL 10: 150 xp. 
   
  APL 12: 180 xp. 
  Encounter 7 
  Defeat the catacomb guardians. 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 9 
  Defeat the lich’s Baklunish minions. 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Discretionary roleplaying award 
   
  APL 2: 90 xp. 
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 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 
  
  GRM5-06 Family Fortunes 
   
  Page 17 
  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 adventure, 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. 
  Encounter 5:  
  APL 2: L: 6 gp, C: 28 gp, M: wand of cure light wounds – 
  CL 1st (63 gp), 3 elixirs of love (13 gp each), 2 elixirs of 
  hiding (21 gp each), 2 elixirs of sneaking (21 gp each), 2 
  elixirs of vision (21 gp each), amulet of natural armor +1 
  (167 gp). 
  APL 4: L: 6 gp, C: 28 gp, M: wand of cure light wounds – 
  CL 1st (63 gp), 3 elixirs of love (13 gp each), 2 elixirs of 
  hiding (21 gp each), 2 elixirs of sneaking (21 gp each), 2 
  elixirs of vision (21 gp each), amulet of natural armor +1 
  (167 gp). 
  APL 6: L: 6 gp, C: 28 gp, M: wand of cure light wounds – 
  CL 1st (63 gp), 3 elixirs of love (13 gp each), 2 elixirs of 
  hiding (21 gp each), 2 elixirs of sneaking (21 gp each), 2 
  elixirs of vision (21 gp each), amulet of natural armor +1 
  (167 gp), bracers of armor +1 (83 gp). 
  APL 8: L: 6 gp, C: 28 gp, M: wand of cure light wounds – 
  CL 1st (63 gp), 3 elixirs of love (13 gp each), 2 elixirs of 
  hiding (21 gp each), 2 elixirs of sneaking (21 gp each), 2 
  elixirs of vision (21 gp each), amulet of natural armor +1 
  (167 gp), bracers of armor +1 (83 gp), potion of owl’s 
  wisdom (25 gp). 
  APL 10: L: 29 gp, C: 28 gp, M: wand of cure light 
  wounds – CL 1st (63 gp), 3 elixirs of love (13 gp each), 2 
  elixirs of hiding (21 gp each), 2 elixirs of sneaking (21 gp 
  each), 2 elixirs of vision (21 gp each), amulet of natural 
  armor +1 (167 gp), bracers of armor +1 (83 gp), potion of 
  owl’s wisdom (25 gp), cloak of resistance +1 (83 gp), +1 
  leather armor (97 gp). 
  APL 12: L: 54 gp, C: 28 gp, M: wand of cure light 
  wounds – CL 1st (63 gp), 3 elixirs of love (13 gp each), 2 
  elixirs of hiding (21 gp each), 2 elixirs of sneaking (21 gp 
  each), 2 elixirs of vision (21 gp each), amulet of natural 
  armor +1 (167 gp), bracers of armor +1 (83 gp), potion of 
  owl’s wisdom (25 gp), cloak of resistance +1 (83 gp), 2 +1 
  leather armors (97 gp each), ring of protection +1 (167 
  gp). 
  Encounter 7:  
  APL 2: L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 4: L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 6: L: 71 gp, C: 0 gp, M: 0 gp. 
  APL 8: L: 142 gp, C: 0 gp, M: 0 gp. 
  APL 10: L: 142 gp, C: 0 gp, M: 0 gp. 
  APL 12: L: 142 gp, C: 0 gp, M: 0 gp. 
  Encounter 9:  
  APL 2: L: 164 gp, C: 12 gp, M: 2 potions of shield of faith 
  +2 (4 gp each), 2 potions of cure light wounds (4 gp 
  each), +1 chain shirt (104 gp), potion of shield of faith +3 
  (25 gp), potion of barkskin +2 (25 gp), divine scroll of 
  summon monster III (31 gp). 
  APL 4: L: 335 gp, C: 12 gp, M: 4 potions of shield of faith 
  +2 (4 gp each), 4 potions of cure light wounds (4 gp 
  each), potion of barkskin +3 (50 gp), 2 +1 chain shirts 
  (104 gp each), 2 potions of shield of faith +3 (25 gp 
  each), potion of barkskin +2 (25 gp), divine scroll of 
  summon monster III (31 gp). 
  APL 6: L: 379 gp, C: 12 gp, M: 6 potions of shield of faith 
  +2 (4 gp each), 6 potions of cure light wounds (4 gp 
  each), 2 potions of barkskin +3 (50 gp each), large +1 
  falchion (204 gp), 8 +1 chain shirts (104 gp each), potion 
  of shield of faith +3 (25 gp), potion of shield of faith +4 (50 
  gp), divine scroll of summon monster III (31 gp), pearl of 
  power – 1st level spell (83 gp). 
  
  GRM5-06 Family Fortunes 
   
  Page 18 
  APL 8: L: 374 gp, C: 12 gp, M: 6 potions of shield of faith 
  +2 (4 gp each), 6 potions of cure moderate wounds (25 gp 
  each), 6 +1 light steel shields (97 gp each), 2 potions of 
  barkskin +3 (50 gp each), large +1 falchion (204 gp), 8 
  +1 chain shirts (104 gp each), potion of shield of faith +3 
  (25 gp), potion of shield of faith +4 (50 gp), divine scroll of 
  summon monster III (31 gp), pearl of power – 1st level 
  spell (83 gp), gauntlets of ogre power (333 gp), periapt of 
  wisdom +2 (333 gp). 
  APL 10: L: 369 gp, C: 12 gp, M: 6 potions of shield of 
  faith +2 (4 gp each), 6 potions of cure moderate wounds 
  (25 gp each), 6 +1 light steel shields (97 gp each), 6 +1 
  lances (193 gp each), 2 potions of barkskin +3 (50 gp 
  each), large +1 falchion (204 gp), 8 +1 chain shirts (104 
  gp each), potion of shield of faith +3 (25 gp), potion of 
  shield of faith +4 (50 gp), divine scroll of summon monster 
  III (31 gp), pearl of power – 1st level spell (83 gp), 
  gauntlets of ogre power (333 gp), periapt of wisdom +2 
  (333 gp), cloak of resistance +2 (333 gp), wand of 
  revenance (CL 7th, 5 charges) (350 gp). 
  APL 12: L: 369 gp, C: 12 gp, M: 6 potions of shield of 
  faith +5 (75 gp each), 6 sets of horseshoes of speed (250 
  gp each set), 6 potions of cure moderate wounds (25 gp 
  each), 6 +1 light steel shields (97 gp each), 6 +1 lances 
  (193 gp each), 2 potions of barkskin +3 (50 gp each), 
  large +1 unholy falchion (1,538 gp), 8 +1 chain shirts 
  (104 gp each), potion of shield of faith +3 (25 gp), potion 
  of shield of faith +4 (50 gp), divine scroll of summon 
  monster III (31 gp), pearl of power – 1st level spell (83 gp), 
  gauntlets of ogre power (333 gp), periapt of wisdom +2 
  (333 gp), cloak of resistance +2 (333 gp), pearl of power – 
  3rd level spell (750 gp), wand of revenance (CL 7th, 5 
  charges) (350 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 170 gp, C: 40 gp, M: 596 gp – Total: 806 gp 
  (450 gp). 
  APL 4: L: 341 gp, C: 40 gp, M: 791 gp – Total: 1,172 
  gp (650 gp). 
  APL 6: L: 456 gp, C: 40 gp, M: 1,851 gp – Total: 2,347 
  gp (900 gp). 
  APL 8: L: 562 gp, C: 40 gp, M: 3,250 gp – Total: 3,852 
  gp (1,300 gp). 
  APL 10: L: 540 gp, C: 40 gp, M: 5,067 gp – Total: 5,647 
  gp (2,300 gp). 
  APL 12: L: 565 gp, C: 40 gp, M: 9,545 gp – Total: 
  10,150 gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Influence Point with the Knights of the Watch 
   
  In return for assisting Watcher Reginar Vlarrian in 
  the matter of Watcher Helerain Brogan, this PC has 
  earned influence with the Knights of the Watch. 
  Alternately a human, dwarven or half-eleven PC meeting 
  the other requirements for the order can use this 
  influence to have Watcher Vlarrian’s recommendation to 
  squire to the order. 
  � Thanks of the Lesser Brogans 
   
  For ridding their manor of its “ghosts”, the current 
  Brogan family promises an annual shipment of fruit from 
  their orchards to their rescuers. This fruit can be sold 
  once per year for 50 gp on the first Adventure Record of 
  each year (this amount is in addition to any gold awarded 
  on that AR). 
  � Promise to the Nackel Gnomes 
   
  This PC promised a service to the Nackel gnomes for 
  leaving the orchard.  This promise may come into play in 
  a future adventure. 
  � Oath of the Brogan 
   
  This PC has sworn an oath to aid Watcher Helerain 
  Brogan in destroying his sworn enemy the Baklunish 
  lich Feyza Bahun. In any future encounter with minions 
  of the Bahun Lich, this PC receives a +1 sacred bonus to 
  attacks, damage, and saving throws against those 
  minions. 
  � Shard of the Shield of the Brogan 
   
  This piece of a shattered large steel shield was once a 
  +1 animated shield, but it was destroyed in the final battle 
  between Brogan and Bahun.  Helerain Brogan insisted 
  that each PC that swore an Oath of the Brogan take a 
  shard with them when departing his crypt. 
  � Sword of the Brogan 
   
  This masterwork longsword is the foundation of a 
  sword of crypts (Arms & Equipment Guide).  It begins as a 
  masterwork longsword, cost 315 gp, but the owner is 
  entitled to purchase the following upgrades (Frequency: 
  Regional) in the following order: +1 enhancement bonus 
  (2,000 gp), holy weapon special ability (16,000 gp), +2 
  enhancement bonus (14,000 gp), completed sword of crypts 
  (10,000 gp).  A PC must have taken the Oath of the 
  Brogan to receive this weapon.  This weapon may not be 
  upgraded in any other way than that described above. 
   
  Moderate Evocation (Good); CL 9th; Prerequisites: can’t 
  be crafted; Market Price: 315 gp (base), 42,315 gp 
  (completed); Weight: 4 lbs. 
  � Armor of the Brogan 
   
  This bright golden masterwork chainmail is the 
  foundation of a suit of celestial armor.  It begins as 
  masterwork chainmail, cost 300 gp, but the owner is 
  entitled to purchase the following upgrades (Frequency: 
  Regional) in the following order: +1 enhancement bonus 
  (1,000 gp), +2 enhancement bonus (3,000 gp), +3 
  
  GRM5-06 Family Fortunes 
   
  Page 19 
  enhancement bonus (5,000 gp), completed celestial armor 
  (13,100 gp).  A PC must have taken the Oath of the 
  Brogan to receive this armor.  This armor may not be 
  upgraded in any other way than that described above. 
   
  Faint Transmutation (Good); CL 5th; Prerequisites: can’t 
  be crafted; Market Price: 300 gp (base), 22,400 gp 
  (completed); Weight: 20 lbs. 
  � Lance of the Brogan 
   
  This masterwork lance is the foundation of a lance of 
  the unending charge (Arms & Equipment Guide).  It begins as 
  a masterwork lance, cost 310 gp, but the owner is entitled 
  to purchase the following upgrades (Frequency: 
  Regional) in the following order: +1 enhancement bonus 
  (2,000 gp), mighty cleaving weapon special ability (6,000 
  gp), +2 enhancement bonus (10,000 gp), completed lance 
  of the unending charge (32,000 gp).  A PC must have taken 
  the Oath of the Brogan to receive this weapon.  This 
  weapon may not be upgraded in any other way than that 
  described above. 
   
  Strong Transmutation; CL 13th; Prerequisites: can’t be 
  crafted; Market Price: 310 gp (base), 50,310 gp (completed); 
  Weight: 10 lbs. 
  Item Access 
  APL 2: 
  • 
  Armor of the Brogan (Adventure; see above) 
  • 
  Elixir of Hiding (Adventure; Dungeon Master’s Guide) 
  • 
  Elixir of Love (Adventure; Dungeon Master’s Guide) 
  • 
  Elixir of Sneaking (Adventure; Dungeon Master’s Guide) 
  • 
  Elixir of Vision (Adventure; Dungeon Master’s Guide) 
  • 
  Lance of the Brogan (Adventure; see above) 
  • 
  Masterwork Military Saddle (Adventure; Complete 
  Adventurer) 
  • 
  Sword of the Brogan (Adventure; see above) 
  • 
  Wand of Cure Light Wounds (CL 1st; Adventure; Dungeon 
  Master’s Guide) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Large 
  Masterwork 
  Falchion 
  (Adventure; 
  Player’s 
  Handbook) 
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Large +1 Falchion (Adventure; Dungeon Master’s Guide) 
  • 
  Pearl of Power, 1st Level Spell (Adventure; Dungeon 
  Master’s Guide) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
   
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  Cloak of Resistance +2 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Wand of Revenance (CL 7th; Adventure; Complete Divine) 
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  • 
  Horseshoes of Speed (Adventure; Dungeon Master’s Guide) 
  • 
  Large +1 Unholy Falchion (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Pearl of Power, 3rd Level Spell (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Potion of Shield of Faith +5 (Adventure; Dungeon Master’s 
  Guide) 
   
   
  
  GRM5-06 Family Fortunes 
   
  Page 20 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 5 
   
   
   
   
  Gnome Armed Son: Male Gnome Com1; CR ½; Small 
  Humanoid (Gnome); HD 1d4+1; hp 4; Init +1; Spd 20 ft.; 
  AC 14, touch 12, flat-footed 13 (+1 size, +1 Dex, +2 armor); 
  Base Atk +0; Grp -3; Atk -3 melee (1d4 nonlethal, sap) or 
  +1 melee (1d4/18-20, rapier) or +2 ranged (1d3/19-20, 
  dagger); Full Atk -3 melee (1d4 nonlethal, sap) or +1 
  melee (1d4/18-20, rapier) or +2 ranged (1d3/19-20, 
  dagger); SA –; SQ low-light vision, gnome traits; AL CN; 
  SV Fort +1, Ref +1, Will -1; Str 10, Dex 13, Con 12, Int 8, 
  Wis 9, Cha 11. 
   
  Skills and Feats: Craft (alchemy) +2, Hide +5, Listen 
  +1, Use Magical Device +1, Use Rope +2; Martial Weapon 
  Proficiency (rapier). 
   
  Languages: Common, Gnome. 
   
  Possessions: leather armor, rapier, dagger, sap, elixir of 
  love, elixir of hiding, elixir of sneaking, elixir of vision. 
  Gnome Unarmed Son: Male Gnome Mnk2; CR 2; Small 
  Humanoid (Gnome); HD 2d8+2; hp 14; Init +2; Spd 20 ft.; 
  AC 16, touch 15, flat-footed 14 (+1 size, +2 Dex, +2 Wis, 
  +1 natural); Base Atk +1; Grp +2; Atk +3 melee (1d4+1, 
  unarmed strike); Full Atk +3 melee (1d4+1, unarmed 
  strike) or +1/+1 melee (1d4+1, flurry of blows); SA flurry 
  of blows, unarmed strike; SQ low-light vision, gnome 
  traits, evasion; AL LN; SV Fort +4, Ref +5, Will +5; Str 13, 
  Dex 15, Con 12, Int 9, Wis 14, Cha 10. 
   
  Skills and Feats: Craft (alchemy) +3, Escape Artist +6, 
  Hide +6, Listen +6, Move Silently +2, Sense Motive +7; 
  Stunning Fist (2/day, Fort DC 13), Deflect Arrows, 
  Improved Grapple, Improved Unarmed Strike. 
   
  Languages: Common, Gnome. 
   
  Possessions: amulet of natural armor +1. 
  ENCOUNTER 9 
   
   
   
   
  Cavalry: Male Human (Baklunish) Ftr1; CR 1; Medium 
  Humanoid (Human); HD 1d10+1; hp 9; Init +2; Spd 30 
  ft., horse 60 ft.; AC 17, touch 12, flat-footed 15 (+2 Dex, +4 
  armor, +1 shield); Base Atk +1; Grp +3; Atk +4 melee 
  (1d8+3/x3, lance) or +4 melee (1d6+2/18-20, masterwork 
  scimitar); Full Atk +4 melee (1d8+3/x3, lance) or +4 
  melee (1d6+2/18-20, masterwork scimitar); AL LE; SV 
  Fort +3, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 10, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Handle Animal +3, Ride +7 (+9 to stay 
  on horse), Spot +3; Mounted Combat, Ride-By Attack, 
  Weapon Focus (lance). 
   
  Possessions: chain shirt, light steel shield, helmet, 
  lance, masterwork scimitar, potion of shield of faith +2, light 
  warhorse, masterwork military saddle* (+1 circumstance 
  bonus to Ride checks, +2 additionally to stay on horse), 
  potion of cure light wounds.  *Complete Adventurer. 
   
  Physical Description: These Baklunish light cavalry 
  work for the Dark Summoner. They bear standard 
  equipment, except for the potions he has given them. If 
  captured, they will reveal that they were well paid to 
  sneak into Bissel and Gran March from the Baklunish 
  West. They stopped off at a tower several days ago for 
  orders, but were forced to camp more than a mile away 
  while the Dark Summoner met with whoever was within. 
  Dark Summoner: Male Human (Baklunish) Clr3 of Xan 
  Yae; CR 3; Medium Humanoid (Human); HD 3d8+6; hp 
  23; Init +1; Spd 30 ft.; AC 16, touch 11, flat-footed 15 (+1 
  Dex, +5 armor); Base Atk +2; Grp +1; Atk +3 melee (2d4-
  1/18-20, masterwork falchion); Full Atk +3 melee (2d4-
  1/18-20, masterwork falchion); SA spells, rebuke undead; 
  SQ aura, spontaneous casting; AL NE; SV Fort +5, Ref +2, 
  Will +5; Str 8, Dex 13, Con 14, Int 10, Wis 15, Cha 12. 
   
  Skills and Feats: Concentration +7, Knowledge 
  (arcana) +5, Knowledge (religion) +5, Spellcraft +5; 
  Augment Summoning, Combat Casting, Martial Weapon 
  Proficiency (falchion), Spell Focus (conjuration), Weapon 
  Focus (falchion). 
   
  Spells Prepared (4/3+1/2+1; save DC = 12 + spell level; 
  13 + spell level for conjuration spells): 0—detect magic, 
  light, cure minor wounds x2; 1st—magic weapon*, sanctuary, 
  summon monster I x2 (fiendish dire rat); 2nd—invisibility*, 
  summon monster II x2 (devil, lemure). 
   
  *Domain spells. Domains: Trickery (add Bluff, 
  Disguise, and Hide to your list of cleric class skills); War 
  (free Martial Weapon Proficiency with deity’s favored 
  weapon (if necessary) and Weapon Focus with the deity’s 
  favored weapon). 
   
  Possessions: +1 chain shirt, helmet, masterwork 
  falchion, potion of shield of faith +3, potion of barkskin +2, 
  divine scroll of summon monster III (CL 5th, hell hound). 
   
  Physical Description: The Dark Summoner wears 
  charcoal gray armor with the symbol of a black lotus 
  barely discernable upon its breast from a distance. He is a 
  haggard looking Baklunish human with long wavy black 
  hair and a wild look in his eyes. He will fight to the death 
  rather than be captured. 
   
  
  GRM5-06 Family Fortunes 
   
  Page 21 
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 5 
   
   
   
   
  Gnome Armed Son #1: Male Gnome Com1; CR ½; 
  Small Humanoid (Gnome); HD 1d4+1; hp 4; Init +1; Spd 
  20 ft.; AC 14, touch 12, flat-footed 13 (+1 size, +1 Dex, +2 
  armor); Base Atk +0; Grp -3; Atk -3 melee (1d4 nonlethal, 
  sap) or +1 melee (1d4/18-20, rapier) or +2 ranged (1d3/19-
  20, dagger); Full Atk -3 melee (1d4 nonlethal, sap) or +1 
  melee (1d4/18-20, rapier) or +2 ranged (1d3/19-20, 
  dagger); SA –; SQ low-light vision, gnome traits; AL CN; 
  SV Fort +1, Ref +1, Will -1; Str 10, Dex 13, Con 12, Int 8, 
  Wis 9, Cha 11. 
   
  Skills and Feats: Craft (alchemy) +2, Hide +5, Listen 
  +1, Use Magical Device +1, Use Rope +2; Martial Weapon 
  Proficiency (rapier). 
   
  Languages: Common, Gnome. 
   
  Possessions: leather armor, rapier, dagger, sap, elixir of 
  love, elixir of hiding, elixir of sneaking, elixir of vision. 
  Gnome Armed Son #2: Male Gnome Rog1; CR 1; Small 
  Humanoid (Gnome); HD 1d6+1; hp 6; Init +2; Spd 20 ft.; 
  AC 15, touch 13, flat-footed 13 (+1 size, +2 Dex, +2 armor); 
  Base Atk +0; Grp -3; Atk +2 melee (1d4+1 nonlethal, sap) 
  or +2 melee (1d4+1/18-20, rapier) or +3 ranged 
  (1d3+1/19-20, dagger); Full Atk +2 melee (1d4+1 
  nonlethal, sap) or +2 melee (1d4+1/18-20, rapier) or +3 
  ranged (1d3+1/19-20, dagger); SA sneak attack +1d6; SQ 
  low-light vision, gnome traits, trapfinding; AL CN; SV 
  Fort +2, Ref +4, Will +1; Str 13, Dex 15, Con 14, Int 9, Wis 
  12, Cha 11. 
   
  Skills and Feats: Appraise +1, Craft (alchemy) +5, 
  Disable Device +1, Escape Artist +4, Forgery +1, Gather 
  Information +2, Hide +6, Listen +3, Move Silently +4, 
  Open Lock +4, Search +1, Tumble +6, Use Magical Device 
  +4; Dodge. 
   
  Languages: Common, Gnome. 
   
  Possessions: leather armor, rapier, dagger, sap, elixir of 
  love, elixir of hiding, elixir of sneaking, elixir of vision. 
  Gnome Unarmed Son: Male Gnome Mnk2; CR 2; Small 
  Humanoid (Gnome); HD 2d8+2; hp 14; Init +2; Spd 20 ft.; 
  AC 16, touch 15, flat-footed 14 (+1 size, +2 Dex, +2 Wis, 
  +1 natural); Base Atk +1; Grp +2; Atk +3 melee (1d4+1, 
  unarmed strike); Full Atk +3 melee (1d4+1, unarmed 
  strike) or +1/+1 melee (1d4+1, flurry of blows); SA flurry 
  of blows, unarmed strike; SQ low-light vision, gnome 
  traits, evasion; AL LN; SV Fort +4, Ref +5, Will +5; Str 13, 
  Dex 15, Con 12, Int 9, Wis 14, Cha 10. 
   
  Skills and Feats: Craft (alchemy) +3, Escape Artist +6, 
  Hide +6, Listen +6, Move Silently +2, Sense Motive +7; 
  Stunning Fist (2/day, Fort DC 13), Deflect Arrows, 
  Improved Grapple, Improved Unarmed Strike. 
   
  Languages: Common, Gnome. 
   
  Possessions: amulet of natural armor +1. 
  ENCOUNTER 9 
   
   
   
   
  Cavalry: Male Human (Baklunish) Ftr1; CR 1; Medium 
  Humanoid (Human); HD 1d10+1; hp 9; Init +2; Spd 30 
  ft., horse 60 ft.; AC 17, touch 12, flat-footed 15 (+2 Dex, +4 
  armor, +1 shield); Base Atk +1; Grp +3; Atk +4 melee 
  (1d8+3/x3, lance) or +4 melee (1d6+2/18-20, masterwork 
  scimitar); Full Atk +4 melee (1d8+3/x3, lance) or +4 
  melee (1d6+2/18-20, masterwork scimitar); AL LE; SV 
  Fort +3, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 10, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Handle Animal +3, Ride +7 (+9 to stay 
  on horse), Spot +3; Mounted Combat, Ride-By Attack, 
  Weapon Focus (lance). 
   
  Possessions: chain shirt, light steel shield, helmet, 
  lance, masterwork scimitar, potion of shield of faith +2, light 
  warhorse, masterwork military saddle* (+1 circumstance 
  bonus to Ride checks, +2 additionally to stay on horse), 
  potion of cure light wounds.  *Complete Adventurer. 
   
  Physical Description: These Baklunish light cavalry 
  work for the Dark Summoner. They bear standard 
  equipment, except for the potions he has given them. If 
  captured, they will reveal that they were well paid to 
  sneak into Bissel and Gran March from the Baklunish 
  West. They stopped off at a tower several days ago for 
  orders, but were forced to camp more than a mile away 
  while the Dark Summoner met with whoever was within. 
  Mad Baklun: Male Human (Baklunish) Bbn1/Ftr2; CR 
  3; Medium Humanoid (Human); HD 1d12+2d10+3; hp 
  27; Init +2; Spd 40 ft.; AC 17, touch 12, flat-footed 15 (+2 
  Dex, +5 armor); Base Atk +3; Grp +5; Atk +5 melee 
  (2d6+3/18-20, large masterwork falchion); Full Atk +5 
  melee (2d6+3/18-20, large masterwork falchion); SA rage 
  1/day; SQ fast movement; AL NE; SV Fort +6, Ref +2, 
  Will +1; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +6, Intimidate +3, Jump +6, 
  Listen +4, Ride +4, Survival +4, Swim +4; Cleave, 
  Intimidating Rage*, Monkey Grip*, Power Attack, 
  Weapon Focus (falchion).  *Complete Warrior. 
   
  Possessions: +1 chain shirt, helmet, large masterwork 
  falchion, potion of shield of faith +3, potion of barkskin +3. 
   
  Physical Description: The Mad Baklun is a fearless 
  berserker with an enormous sword. He thrills in battle 
  and carnage and his only fear is that he will not die 
  covered in the gore of his enemies. He stands over six 
  feet tall and has an incredibly well muscled build. 
  Dark Summoner: Male Human (Baklunish) Clr3 of Xan 
  Yae; CR 3; Medium Humanoid (Human); HD 3d8+6; hp 
  23; Init +1; Spd 30 ft.; AC 16, touch 11, flat-footed 15 (+1 
  Dex, +5 armor); Base Atk +2; Grp +1; Atk +3 melee (2d4-
  1/18-20, masterwork falchion); Full Atk +3 melee (2d4-
  1/18-20, masterwork falchion); SA spells, rebuke undead; 
  SQ aura, spontaneous casting; AL NE; SV Fort +5, Ref +2, 
  Will +5; Str 8, Dex 13, Con 14, Int 10, Wis 15, Cha 12. 
  
  GRM5-06 Family Fortunes 
   
  Page 22 
   
  Skills and Feats: Concentration +7, Knowledge 
  (arcana) +5, Knowledge (religion) +5, Spellcraft +5; 
  Augment Summoning, Combat Casting, Martial Weapon 
  Proficiency (falchion), Spell Focus (conjuration), Weapon 
  Focus (falchion). 
   
  Spells Prepared (4/3+1/2+1; save DC = 12 + spell level; 
  13 + spell level for conjuration spells): 0—detect magic, 
  light, cure minor wounds x2; 1st—magic weapon*, sanctuary, 
  summon monster I x2 (fiendish dire rat); 2nd—invisibility*, 
  summon monster II x2 (devil, lemure). 
   
  *Domain spells. Domains: Trickery (add Bluff, 
  Disguise, and Hide to your list of cleric class skills); War 
  (free Martial Weapon Proficiency with deity’s favored 
  weapon (if necessary) and Weapon Focus with the deity’s 
  favored weapon). 
   
  Possessions: +1 chain shirt, helmet, masterwork 
  falchion, potion of shield of faith +3, potion of barkskin +2, 
  divine scroll of summon monster III (CL 5th, hell hound). 
   
  Physical Description: The Dark Summoner wears 
  charcoal gray armor with the symbol of a black lotus 
  barely discernable upon its breast from a distance. He is a 
  haggard looking Baklunish human with long wavy black 
  hair and a wild look in his eyes. He will fight to the death 
  rather than be captured. 
   
  
  GRM5-06 Family Fortunes 
   
  Page 23 
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 5 
   
   
   
   
  Gnome Armed Son #1: Male Gnome Com1; CR ½; 
  Small Humanoid (Gnome); HD 1d4+1; hp 4; Init +1; Spd 
  20 ft.; AC 14, touch 12, flat-footed 13 (+1 size, +1 Dex, +2 
  armor); Base Atk +0; Grp -3; Atk -3 melee (1d4 nonlethal, 
  sap) or +1 melee (1d4/18-20, rapier) or +2 ranged (1d3/19-
  20, dagger); Full Atk -3 melee (1d4 nonlethal, sap) or +1 
  melee (1d4/18-20, rapier) or +2 ranged (1d3/19-20, 
  dagger); SA –; SQ low-light vision, gnome traits; AL CN; 
  SV Fort +1, Ref +1, Will -1; Str 10, Dex 13, Con 12, Int 8, 
  Wis 9, Cha 11. 
   
  Skills and Feats: Craft (alchemy) +2, Hide +5, Listen 
  +1, Use Magical Device +1, Use Rope +2; Martial Weapon 
  Proficiency (rapier). 
   
  Languages: Common, Gnome. 
   
  Possessions: leather armor, rapier, dagger, sap, elixir of 
  love, elixir of hiding, elixir of sneaking, elixir of vision. 
  Gnome Armed Son #2: Male Gnome Rog1; CR 1; Small 
  Humanoid (Gnome); HD 1d6+1; hp 6; Init +2; Spd 20 ft.; 
  AC 15, touch 13, flat-footed 13 (+1 size, +2 Dex, +2 armor); 
  Base Atk +0; Grp -3; Atk +2 melee (1d4+1 nonlethal, sap) 
  or +2 melee (1d4+1/18-20, rapier) or +3 ranged 
  (1d3+1/19-20, dagger); Full Atk +2 melee (1d4+1 
  nonlethal, sap) or +2 melee (1d4+1/18-20, rapier) or +3 
  ranged (1d3+1/19-20, dagger); SA sneak attack +1d6; SQ 
  low-light vision, gnome traits, trapfinding; AL CN; SV 
  Fort +2, Ref +4, Will +1; Str 13, Dex 15, Con 14, Int 9, Wis 
  12, Cha 11. 
   
  Skills and Feats: Appraise +1, Craft (alchemy) +5, 
  Disable Device +1, Escape Artist +4, Forgery +1, Gather 
  Information +2, Hide +6, Listen +3, Move Silently +4, 
  Open Lock +4, Search +1, Tumble +6, Use Magical Device 
  +4; Dodge. 
   
  Languages: Common, Gnome. 
   
  Possessions: leather armor, rapier, dagger, sap, elixir of 
  love, elixir of hiding, elixir of sneaking, elixir of vision. 
  Gnome Unarmed Son: Male Gnome Mnk3; CR 3; Small 
  Humanoid (Gnome); HD 3d8+3; hp 21; Init +2; Spd 30 ft.; 
  AC 17, touch 15, flat-footed 15 (+1 size, +2 Dex, +2 Wis, 
  +1 natural, +1 armor); Base Atk +2; Grp +3; Atk +5 melee 
  (1d4+1, unarmed strike); Full Atk +5 melee (1d4+1, 
  unarmed strike) or +3/+3 melee (1d4+1, flurry of blows); 
  SA flurry of blows, unarmed strike; SQ low-light vision, 
  gnome traits, evasion, still mind; AL LN; SV Fort +4, Ref 
  +5, Will +5; Str 13, Dex 15, Con 12, Int 9, Wis 14, Cha 10. 
   
  Skills and Feats: Craft (alchemy) +3, Escape Artist +7, 
  Hide +6, Listen +6, Move Silently +3, Sense Motive +8; 
  Stunning Fist (3/day, Fort DC 13), Deflect Arrows, 
  Improved Grapple, Improved Unarmed Strike, Weapon 
  Finesse. 
   
  Languages: Common, Gnome. 
   
  Possessions: amulet of natural armor +1, bracers of armor 
  +1. 
  ENCOUNTER 7 
   
   
   
   
  Crypt Warden: CR 8; Medium Deathless; HD 9d12; hp 
  81; Init +1; Spd 20 ft.; AC 21, touch 11, flat-footed 20 (+1 
  Dex, +3 natural, +5 armor, +2 shield); Base Atk +4; Grp +6; 
  Atk +8 melee (1d10+2, masterwork bastard sword); Full 
  Atk +8 melee (1d10+2, masterwork bastard sword); SA 
  animate objects, holy smite; SQ DR 5/bludgeoning, 
  deathless traits, SR 19; AL LG; SV Fort +3, Ref +4, Will +7; 
  Str 15, Dex 12, Con –, Int 14, Wis 13, Cha 16.  Book of 
  Exalted Deeds, page 167. 
   
  Skills and Feats: Climb +10, Diplomacy +17, 
  Intimidate +15, Jump +10, Knowledge(religion) +14, 
  Sense Motive +13, Tumble -1; Exotic Weapon Proficiency 
  (bastard sword), Sanctify Martial Strike (bastard sword)*, 
  Subduing Strike*, Weapon Focus (bastard sword).  *Book 
  of Exalted Deeds. 
   
  Animate Objects (Su): As a standard action, a crypt 
  warden can cause a statue or another object within the 
  tomb it guards to animate, as if affected by the animate 
  objects spell. It can animate one object of Large size or 
  smaller each round; this ability otherwise works as the 
  spell cast by a 10th level cleric. 
   
  Holy Smite (Sp): A crypt guardian can use holy smite 
  at will. CL 10th; Will DC 17. The save DC is Cha-based. 
   
  Deathless Traits: A crypt warden is immune to 
  mind-affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, and any effect that requires a 
  Fortitude save, except for energy drain attacks, effects 
  that also work on objects, and harmless effects. It is not 
  subject to critical hits, nonlethal damage, ability drain, or 
  death from massive damage. It is not subject to Strength, 
  Dexterity, or Constitution damage. A crypt warden 
  cannot be raise or resurrected. A crypt warden has 
  darkvision (60-foot range). 
   
  Possessions: masterwork bastard sword, masterwork 
  breastplate, masterwork heavy steel shield. 
   
  Physical Description: A crypt warden’s basic form is 
  indistinguishable form a skeleton or similar creature. It 
  wears a fine breastplate and carries a shield and sword to 
  use in its tomb’s defense. It speaks Common and 
  Celestial. 
  ENCOUNTER 9 
   
   
   
   
  Cavalry: Male Human (Baklunish) Ftr2; CR 2; Medium 
  Humanoid (Human); HD 2d10+2; hp 17; Init +2; Spd 30 
  ft., horse 60 ft.; AC 18, touch 12, flat-footed 16 (+2 Dex, +5 
  armor, +1 shield); Base Atk +2; Grp +4; Atk +5 melee 
  (1d8+3/x3, lance) or +5 melee (1d6+2/18-20, masterwork 
  scimitar); Full Atk +5 melee (1d8+3/x3, lance) or +5 
  melee (1d6+2/18-20, masterwork scimitar); AL LE; SV 
  Fort +4, Ref +2, Will +1; Str 14, Dex 15, Con 13, Int 10, 
  Wis 12, Cha 8. 
  
  GRM5-06 Family Fortunes 
   
  Page 24 
   
  Skills and Feats: Handle Animal +4, Intimidate +0, 
  Ride +8 (+10 to stay on horse), Spot +3; Mounted Combat, 
  Ride-By Attack, Spirited Charge, Weapon Focus (lance). 
   
  Possessions: +1 chain shirt, light steel shield, helmet, 
  lance, masterwork scimitar, potion of shield of faith +2, light 
  warhorse, masterwork military saddle* (+1 circumstance 
  bonus to Ride checks, +2 additionally to stay on horse), 
  potion of cure light wounds.  *Complete Adventurer. 
   
  Physical Description: These Baklunish light cavalry 
  work for the Dark Summoner. They bear standard 
  equipment, except for the potions he has given them. If 
  captured, they will reveal that they were well paid to 
  sneak into Bissel and Gran March from the Baklunish 
  West. They stopped off at a tower several days ago for 
  orders, but were forced to camp more than a mile away 
  while the Dark Summoner met with whoever was within. 
  Mad Baklun: Male Human (Baklunish) Bbn1/Ftr4; CR 
  5; Medium Humanoid (Human); HD 1d12+4d10+4; hp 
  43; Init +2; Spd 40 ft.; AC 17, touch 12, flat-footed 15 (+2 
  Dex, +5 armor); Base Atk +5; Grp +8; Atk +8 melee 
  (2d6+7/18-20, large +1 falchion); Full Atk +8 melee 
  (2d6+7/18-20, large +1 falchion); SA rage 1/day; SQ fast 
  movement; AL NE; SV Fort +7, Ref +3, Will +2; Str 16, 
  Dex 14, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +7, Intimidate +5, Jump +8, 
  Listen +4, Ride +6, Survival +4, Swim +6; Cleave, 
  Intimidating Rage*, Monkey Grip*, Power Attack, 
  Weapon 
  Focus 
  (falchion), 
  Weapon 
  Specialization 
  (falchion).  *Complete Warrior. 
   
  Possessions: +1 chain shirt, helmet, large +1 falchion, 
  potion of shield of faith +3, potion of barkskin +3. 
   
  Physical Description: The Mad Baklun is a fearless 
  berserker with an enormous sword. He thrills in battle 
  and carnage and his only fear is that he will not die 
  covered in the gore of his enemies. He stands over six 
  feet tall and has an incredibly well muscled build. 
  Dark Summoner: Male Human (Baklunish) Clr5 of Xan 
  Yae; CR 5; Medium Humanoid (Human); HD 5d8+10; hp 
  38; Init +2; Spd 30 ft.; AC 17, touch 12, flat-footed 15 (+2 
  Dex, +5 armor); Base Atk +3; Grp +2; Atk +4 melee (2d4-
  1/18-20, masterwork falchion); Full Atk +4 melee (2d4-
  1/18-20, masterwork falchion); SA spells, rebuke undead; 
  SQ aura, spontaneous casting; AL NE; SV Fort +6, Ref +3, 
  Will +6; Str 8, Dex 14, Con 14, Int 10, Wis 15, Cha 12. 
   
  Skills and Feats: Concentration +10, Knowledge 
  (arcana) +6, Knowledge (religion) +6, Spellcraft +6; 
  Augment Summoning, Combat Casting, Martial Weapon 
  Proficiency (falchion), Spell Focus (conjuration), Weapon 
  Focus (falchion). 
   
  Spells Prepared (5/4+1/3+1/1+1; save DC = 12 + spell 
  level; 13 + spell level for conjuration spells): 0—detect 
  magic x2, light, cure minor wounds x2; 1st—cure light wounds, 
  magic weapon*, sanctuary, summon monster I x2 (fiendish dire 
  rat); 2nd—cure moderate wounds, invisibility*, summon 
  monster II x2 (devil, lemure); 3rd—nondetection*, summon 
  monster III (hell hound). 
   
  *Domain spells. Domains: Trickery (add Bluff, 
  Disguise, and Hide to your list of cleric class skills); War 
  (free Martial Weapon Proficiency with deity’s favored 
  weapon (if necessary) and Weapon Focus with the deity’s 
  favored weapon). 
   
  Possessions: +1 chain shirt, helmet, masterwork 
  falchion, potion of shield of faith +4, potion of barkskin +3, 
  divine scroll of summon monster III (CL 5th, hell hound), pearl 
  of power (1st level spell). 
   
  Physical Description: The Dark Summoner wears 
  charcoal gray armor with the symbol of a black lotus 
  barely discernable upon its breast from a distance. He is a 
  haggard looking Baklunish human with long wavy black 
  hair and a wild look in his eyes. He will fight to the death 
  rather than be captured. 
   
  
  GRM5-06 Family Fortunes 
   
  Page 25 
  APPENDIX 4 – APL 8 
   
  ENCOUNTER 5 
   
   
   
   
  Gnome Armed Son: Male Gnome Rog1; CR 1; Small 
  Humanoid (Gnome); HD 1d6+1; hp 6; Init +2; Spd 20 ft.; 
  AC 15, touch 13, flat-footed 13 (+1 size, +2 Dex, +2 armor); 
  Base Atk +0; Grp -3; Atk +2 melee (1d4+1 nonlethal, sap) 
  or +2 melee (1d4+1/18-20, rapier) or +3 ranged 
  (1d3+1/19-20, dagger); Full Atk +2 melee (1d4+1 
  nonlethal, sap) or +2 melee (1d4+1/18-20, rapier) or +3 
  ranged (1d3+1/19-20, dagger); SA sneak attack +1d6; SQ 
  low-light vision, gnome traits, trapfinding; AL CN; SV 
  Fort +2, Ref +4, Will +1; Str 13, Dex 15, Con 14, Int 9, Wis 
  12, Cha 11. 
   
  Skills and Feats: Appraise +1, Craft (alchemy) +5, 
  Disable Device +1, Escape Artist +4, Forgery +1, Gather 
  Information +2, Hide +6, Listen +3, Move Silently +4, 
  Open Lock +4, Search +1, Tumble +6, Use Magical Device 
  +4; Dodge. 
   
  Languages: Common, Gnome. 
   
  Possessions: leather armor, rapier, dagger, sap, elixir of 
  love, elixir of hiding, elixir of sneaking, elixir of vision. 
  Gnome Unarmed Son: Male Gnome Mnk4; CR 4; Small 
  Humanoid (Gnome); HD 4d8+4; hp 27; Init +3; Spd 30 ft.; 
  AC 18, touch 16, flat-footed 15 (+1 size, +3 Dex, +2 Wis, 
  +1 natural, +1 armor); Base Atk +3; Grp +4; Atk +7 melee 
  (1d6+1, unarmed strike); Full Atk +7 melee (1d6+1, 
  unarmed strike) or +5/+5 melee (1d6+1, flurry of blows); 
  SA flurry of blows, unarmed strike, ki strike (magic); SQ 
  low-light vision, gnome traits, evasion, still mind, slow 
  fall 20 ft.; AL LN; SV Fort +5, Ref +7, Will +6; Str 13, Dex 
  16, Con 12, Int 9, Wis 14, Cha 10. 
   
  Skills and Feats: Craft (alchemy) +3, Escape Artist +8, 
  Hide +7, Listen +6, Move Silently +6, Sense Motive +9; 
  Stunning Fist (4/day, Fort DC 14), Deflect Arrows, 
  Improved Grapple, Improved Unarmed Strike, Weapon 
  Finesse. 
   
  Languages: Common, Gnome. 
   
  Possessions: amulet of natural armor +1, bracers of armor 
  +1, potion of owl’s wisdom. 
  ENCOUNTER 7 
   
   
   
   
  Crypt Warden: CR 8; Medium Deathless; HD 9d12; hp 
  81; Init +1; Spd 20 ft.; AC 21, touch 11, flat-footed 20 (+1 
  Dex, +3 natural, +5 armor, +2 shield); Base Atk +4; Grp +6; 
  Atk +8 melee (1d10+2, masterwork bastard sword); Full 
  Atk +8 melee (1d10+2, masterwork bastard sword); SA 
  animate objects, holy smite; SQ DR 5/bludgeoning, 
  deathless traits, SR 19; AL LG; SV Fort +3, Ref +4, Will +7; 
  Str 15, Dex 12, Con –, Int 14, Wis 13, Cha 16.  Book of 
  Exalted Deeds, page 167. 
   
  Skills and Feats: Climb +10, Diplomacy +17, 
  Intimidate +15, Jump +10, Knowledge(religion) +14, 
  Sense Motive +13, Tumble -1; Exotic Weapon Proficiency 
  (bastard sword), Sanctify Martial Strike (bastard sword)*, 
  Subduing Strike*, Weapon Focus (bastard sword).  *Book 
  of Exalted Deeds. 
   
  Animate Objects (Su): As a standard action, a crypt 
  warden can cause a statue or another object within the 
  tomb it guards to animate, as if affected by the animate 
  objects spell. It can animate one object of Large size or 
  smaller each round; this ability otherwise works as the 
  spell cast by a 10th level cleric. 
   
  Holy Smite (Sp): A crypt guardian can use holy smite 
  at will. CL 10th; Will DC 17. The save DC is Cha-based. 
   
  Deathless Traits: A crypt warden is immune to 
  mind-affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, and any effect that requires a 
  Fortitude save, except for energy drain attacks, effects 
  that also work on objects, and harmless effects. It is not 
  subject to critical hits, nonlethal damage, ability drain, or 
  death from massive damage. It is not subject to Strength, 
  Dexterity, or Constitution damage. A crypt warden 
  cannot be raise or resurrected. A crypt warden has 
  darkvision (60-foot range). 
   
  Possessions: masterwork bastard sword, masterwork 
  breastplate, masterwork heavy steel shield. 
   
  Physical Description: A crypt warden’s basic form is 
  indistinguishable form a skeleton or similar creature. It 
  wears a fine breastplate and carries a shield and sword to 
  use in its tomb’s defense. It speaks Common and 
  Celestial. 
  ENCOUNTER 9 
   
   
   
   
  Cavalry: Male Human (Baklunish) Ftr4; CR 4; Medium 
  Humanoid (Human); HD 4d10+4; hp 33; Init +3; Spd 30 
  ft., horse 60 ft.; AC 20, touch 13, flat-footed 17 (+3 Dex, +5 
  armor, +2 shield); Base Atk +4; Grp +6; Atk +7 melee 
  (1d8+5/x3, lance) or +8 melee (1d6+2/18-20, masterwork 
  scimitar); Full Atk +7 melee (1d8+5/x3, lance) or +8 
  melee (1d6+2/18-20, masterwork scimitar); AL LE; SV 
  Fort +5, Ref +4, Will +2; Str 14, Dex 16, Con 13, Int 10, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Handle Animal +6, Intimidate +0, 
  Ride +11 (+13 to stay on horse), Spot +4; Mounted 
  Combat, Ride-By Attack, Spirited Charge, Weapon Focus 
  (lance, scimitar), Weapon Specialization (lance). 
   
  Possessions: +1 chain shirt, +1 light steel shield, helmet, 
  lance, masterwork scimitar, potion of shield of faith +2, light 
  warhorse, masterwork military saddle* (+1 circumstance 
  bonus to Ride checks, +2 additionally to stay on horse), 
  potion of cure moderate wounds.  *Complete Adventurer. 
   
  Physical Description: These Baklunish light cavalry 
  work for the Dark Summoner. They bear standard 
  equipment, except for the potions he has given them. If 
  captured, they will reveal that they were well paid to 
  sneak into Bissel and Gran March from the Baklunish 
  West. They stopped off at a tower several days ago for 
  
  GRM5-06 Family Fortunes 
   
  Page 26 
  orders, but were forced to camp more than a mile away 
  while the Dark Summoner met with whoever was within. 
  Mad Baklun: Male Human (Baklunish) Bbn3/Ftr4; CR 
  7; Medium Humanoid (Human); HD 3d12+4d10+7; hp 
  63; Init +2; Spd 40 ft.; AC 17, touch 12, flat-footed 17 (+2 
  Dex, +5 armor); Base Atk +7; Grp +11; Atk +11 melee 
  (2d6+9/15-20, large +1 falchion); Full Atk +11/+6 melee 
  (2d6+9/15-20, large +1 falchion); SA rage 1/day; SQ fast 
  movement, uncanny dodge, trap sense +1; AL NE; SV 
  Fort +8, Ref +4, Will +3; Str 16 (18), Dex 14, Con 13, Int 
  10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +10, Intimidate +7, Jump +10, 
  Listen +5, Ride +7, Survival +7, Swim +7; Cleave, 
  Improved 
  Critical 
  (falchion), 
  Intimidating 
  Rage*, 
  Monkey Grip*, Power Attack, Weapon Focus (falchion), 
  Weapon Specialization (falchion).  *Complete Warrior. 
   
  Possessions: +1 chain shirt, helmet, large +1 falchion, 
  potion of shield of faith +3, potion of barkskin +3, gauntlets of 
  ogre power. 
   
  Physical Description: The Mad Baklun is a fearless 
  berserker with an enormous sword. He thrills in battle 
  and carnage and his only fear is that he will not die 
  covered in the gore of his enemies. He stands over six 
  feet tall and has an incredibly well muscled build. 
  Dark Summoner: Male Human (Baklunish) Clr7 of Xan 
  Yae; CR 7; Medium Humanoid (Human); HD 7d8+14; hp 
  53; Init +2; Spd 30 ft.; AC 17, touch 12, flat-footed 15 (+2 
  Dex, +5 armor); Base Atk +5; Grp +4; Atk +6 melee (2d4-
  1/18-20, masterwork falchion); Full Atk +6 melee (2d4-
  1/18-20, masterwork falchion); SA spells, rebuke undead; 
  SQ aura, spontaneous casting; AL NE; SV Fort +7, Ref +4, 
  Will +8; Str 8, Dex 14, Con 14, Int 10, Wis 15 (17), Cha 12. 
   
  Skills and Feats: Concentration +12, Knowledge 
  (arcana) +7, Knowledge (religion) +8, Spellcraft +7; 
  Augment Summoning, Combat Casting, Martial Weapon 
  Proficiency (falchion), Rapid Spell*, Spell Focus 
  (conjuration), Weapon Focus (falchion).  *Complete 
  Divine. 
   
  Spells Prepared (6/5+1/4+1/3+1/1+1; save DC = 13 + 
  spell level; 14 + spell level for conjuration spells): 0—
  detect magic x2, light x2, cure minor wounds x2; 1st—bane, 
  bless, cure light wounds, magic weapon*, sanctuary, summon 
  monster I (fiendish dire rat); 2nd—cure moderate wounds, 
  invisibility*, rapid summon monster I (fiendish dire rat), 
  summon monster II x2 (devil, lemure); 3rd—magic circle 
  against good, nondetection*, summon monster III x2 (hell 
  hound); 4th—confusion*, summon monster IV (yeth hound). 
   
  *Domain spells. Domains: Trickery (add Bluff, 
  Disguise, and Hide to your list of cleric class skills); War 
  (free Martial Weapon Proficiency with deity’s favored 
  weapon (if necessary) and Weapon Focus with the deity’s 
  favored weapon). 
   
  Possessions: +1 chain shirt, helmet, masterwork 
  falchion, potion of shield of faith +4, potion of barkskin +3, 
  divine scroll of summon monster III (CL 5th, hell hound), pearl 
  of power (1st level spell), periapt of wisdom +2. 
   
  Physical Description: The Dark Summoner wears 
  charcoal gray armor with the symbol of a black lotus 
  barely discernable upon its breast from a distance. He is a 
  haggard looking Baklunish human with long wavy black 
  hair and a wild look in his eyes. He will fight to the death 
  rather than be captured. 
   
  
  GRM5-06 Family Fortunes 
   
  Page 27 
  APPENDIX 5 – APL 10 
   
  ENCOUNTER 5 
   
   
   
   
  Gnome Armed Son #1: Male Gnome Rog1; CR 1; Small 
  Humanoid (Gnome); HD 1d6+1; hp 6; Init +2; Spd 20 ft.; 
  AC 15, touch 13, flat-footed 13 (+1 size, +2 Dex, +2 armor); 
  Base Atk +0; Grp -3; Atk +2 melee (1d4+1 nonlethal, sap) 
  or +2 melee (1d4+1/18-20, rapier) or +3 ranged 
  (1d3+1/19-20, dagger); Full Atk +2 melee (1d4+1 
  nonlethal, sap) or +2 melee (1d4+1/18-20, rapier) or +3 
  ranged (1d3+1/19-20, dagger); SA sneak attack +1d6; SQ 
  low-light vision, gnome traits, trapfinding; AL CN; SV 
  Fort +2, Ref +4, Will +1; Str 13, Dex 15, Con 14, Int 9, Wis 
  12, Cha 11. 
   
  Skills and Feats: Appraise +1, Craft (alchemy) +5, 
  Disable Device +1, Escape Artist +4, Forgery +1, Gather 
  Information +2, Hide +6, Listen +3, Move Silently +4, 
  Open Lock +4, Search +1, Tumble +6, Use Magical Device 
  +4; Dodge. 
   
  Languages: Common, Gnome. 
   
  Possessions: leather armor, rapier, dagger, sap, elixir of 
  love, elixir of hiding, elixir of sneaking, elixir of vision. 
  Gnome Armed Son #2: Male Gnome Rog2; CR 2; Small 
  Humanoid (Gnome); HD 2d6+2; hp 11; Init +2; Spd 20 ft.; 
  AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 armor); 
  Base Atk +1; Grp -2; Atk +3 melee (1d4+1 nonlethal, sap) 
  or +4 melee (1d4+1/18-20, masterwork rapier) or +4 
  ranged (1d3+1/19-20, dagger); Full Atk +3 melee (1d4+1 
  nonlethal, sap) or +4 melee (1d4+1/18-20, masterwork 
  rapier) or +4 ranged (1d3+1/19-20, dagger); SA sneak 
  attack +1d6; SQ low-light vision, gnome traits, 
  trapfinding, evasion; AL CN; SV Fort +2, Ref +5, Will +1; 
  Str 13, Dex 15, Con 14, Int 9, Wis 12, Cha 11. 
   
  Skills and Feats: Appraise +1, Craft (alchemy) +5, 
  Disable Device +1, Escape Artist +5, Forgery +1, Gather 
  Information +3, Hide +6, Listen +4, Move Silently +5, 
  Open Lock +5, Search +1, Tumble +7, Use Magical Device 
  +5; Dodge. 
   
  Languages: Common, Gnome. 
   
  Possessions: +1 leather armor, masterwork rapier, 
  dagger, sap, elixir of love, elixir of hiding, elixir of sneaking, 
  elixir of vision. 
  Gnome Unarmed Son: Male Gnome Mnk5; CR 5; Small 
  Humanoid (Gnome); HD 5d8+5; hp 34; Init +3; Spd 30 ft.; 
  AC 19, touch 17, flat-footed 16 (+1 size, +3 Dex, +2 Wis, 
  +1 natural, +1 armor, +1 monk); Base Atk +3; Grp +4; Atk 
  +7 melee (1d6+1, unarmed strike); Full Atk +7 melee 
  (1d6+1, unarmed strike) or +6/+6 melee (1d6+1, flurry of 
  blows); SA flurry of blows, unarmed strike, ki strike 
  (magic); SQ low-light vision, gnome traits, evasion, still 
  mind, slow fall 20 ft., purity of body; AL LN; SV Fort +6, 
  Ref +8, Will +7; Str 13, Dex 16, Con 12, Int 9, Wis 14, Cha 
  10. 
   
  Skills and Feats: Craft (alchemy) +3, Escape Artist +9, 
  Hide +8, Listen +6, Move Silently +6, Sense Motive +10; 
  Stunning Fist (5/day, Fort DC 14), Deflect Arrows, 
  Improved Grapple, Improved Unarmed Strike, Weapon 
  Finesse. 
   
  Languages: Common, Gnome. 
   
  Possessions: amulet of natural armor +1, bracers of armor 
  +1, potion of owl’s wisdom, cloak of resistance +1. 
  ENCOUNTER 7 
   
   
   
   
  Crypt Warden: CR 8; Medium Deathless; HD 9d12; hp 
  81; Init +1; Spd 20 ft.; AC 21, touch 11, flat-footed 20 (+1 
  Dex, +3 natural, +5 armor, +2 shield); Base Atk +4; Grp +6; 
  Atk +8 melee (1d10+2, masterwork bastard sword); Full 
  Atk +8 melee (1d10+2, masterwork bastard sword); SA 
  animate objects, holy smite; SQ DR 5/bludgeoning, 
  deathless traits, SR 19; AL LG; SV Fort +3, Ref +4, Will +7; 
  Str 15, Dex 12, Con –, Int 14, Wis 13, Cha 16.  Book of 
  Exalted Deeds, page 167. 
   
  Skills and Feats: Climb +10, Diplomacy +17, 
  Intimidate +15, Jump +10, Knowledge(religion) +14, 
  Sense Motive +13, Tumble -1; Exotic Weapon Proficiency 
  (bastard sword), Sanctify Martial Strike (bastard sword)*, 
  Subduing Strike*, Weapon Focus (bastard sword).  *Book 
  of Exalted Deeds. 
   
  Animate Objects (Su): As a standard action, a crypt 
  warden can cause a statue or another object within the 
  tomb it guards to animate, as if affected by the animate 
  objects spell. It can animate one object of Large size or 
  smaller each round; this ability otherwise works as the 
  spell cast by a 10th level cleric. 
   
  Holy Smite (Sp): A crypt guardian can use holy smite 
  at will. CL 10th; Will DC 17. The save DC is Cha-based. 
   
  Deathless Traits: A crypt warden is immune to 
  mind-affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, and any effect that requires a 
  Fortitude save, except for energy drain attacks, effects 
  that also work on objects, and harmless effects. It is not 
  subject to critical hits, nonlethal damage, ability drain, or 
  death from massive damage. It is not subject to Strength, 
  Dexterity, or Constitution damage. A crypt warden 
  cannot be raise or resurrected. A crypt warden has 
  darkvision (60-foot range). 
   
  Possessions: masterwork bastard sword, masterwork 
  breastplate, masterwork heavy steel shield. 
   
  Physical Description: A crypt warden’s basic form is 
  indistinguishable form a skeleton or similar creature. It 
  wears a fine breastplate and carries a shield and sword to 
  use in its tomb’s defense. It speaks Common and 
  Celestial. 
  Runic Guardian: CR 10; Large Construct; HD 17d10+30; 
  hp 150; Init +1; Spd 30 ft.; AC 28, touch 10, flat-footed 27 
  (-1 size, +1 Dex, +18 natural); Base Atk +11; Grp +18; Atk 
  +18 melee (2d8+7 plus stunning strike, slam); Full Atk 
  +18 melee (2d8+7 plus stunning strike, 2 slams); 
  Space/Reach 10 ft./10 ft.; SA runic spells, stunning strike; 
  
  GRM5-06 Family Fortunes 
   
  Page 28 
  SQ construct traits, DR 10/adamantine, fast healing 10, 
  find master, guard, shield master, teleport without error; AL 
  N; SV Fort +5, Ref +6, Will +5; Str 24, Dex 13, Con –, Int –
  , Wis 11, Cha 1. 
   
  Runic Spells (Sp): A runic guardian can hold up to 
  six spells. These spells must be cast into its body when it 
  is created. One spell can be placed on the runic guardian’s 
  head, one on each limb, and one on its torso. The table 
  below vies the maximum level of spell that each of its 
  body parts can hold. Alternatively, the entire guardian 
  can accommodate a single inscribed spell of 6th or 7th 
  level, but this covers its whole body. 
   
  Body Part 
   
  Highest Level Spell 
   
  Head 
   
   
  1st 
   
  Each arm 
   
   
  2nd 
   
  Each leg 
   
   
  3rd 
   
  Torso 
   
   
  5th 
   
  Each of these spells is usable once per day as a spell-
  like ability. The runic guardian discharges a spell either 
  when directly commanded to do so or when a 
  predetermined situation arises. 
   
  This particular runic guardian is imbued with spells 
  as follows (CL 16th): 
   
  Head – magic mouth, triggers when a creature enters 
  the crypts. 
   
  Right Arm – chill touch, triggers if the guardian 
  decides to attack.  
   
  Left Arm – mage armor, triggers if creatures do not 
  leave after the magic mouth speaks. 
   
  Right Leg – repair serious damage (Complete Arcane), 
  triggers when the guardian is reduced to less than 75 hit 
  points. 
   
  Left Leg – repair serious damage (Complete Arcane), 
  triggers when the guardian is reduced to less than 50 hit 
  points. 
   
  Torso – lesser globe of invulnerability, triggers when the 
  guardian is targeted by a spell.  
   
  Stunning Strike (Ex): Any creature hit by a runic 
  guardian’s slam attack must make a successful Fortitude 
  saving throw (DC 25) or be stunned (unable to act, loses 
  any Dexterity bonus to AC, and attacker gets a +2 bonus 
  on attack rolls against it) for 1 round, in addition to 
  taking the normal damage from the blow. Constructs, 
  oozes, plants, undead, incorporeal creatures, and 
  creatures immune to critical hits cannot be stunned. 
   
  Fast Healing (Ex): A runic guardian regains lost hit 
  points at the rate of 10 per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow the runic guardian to 
  regrow or reattach lost body parts. 
   
  Find Master (Su): No matter the distance a runic 
  guardian can find the piece of jewelry that connects it 
  with its master, and it teleports to that spot when called. 
  (Should the master call the construct and then remove 
  the jewelry, the runic guardian finds only the jewelry 
  upon its arrival.) This ability functions even across planar 
  boundaries. 
   
  Guard (Ex): The runic guardian blocks blows 
  granting its master a +4 deflection bonus to AC. This 
  power functions only when the runic guardian is within 
  5 feet of its master. 
   
  Shield Master (Sp): A runic guardian’s master, 
  when in possession of the keyed piece of jewelry, can 
  activate this defensive ability when within 150 feet of the 
  construct. Shield master transfers three-fourths of the 
  damage that would otherwise be dealt to the master to 
  the runic guardian instead. This ability functions like the 
  shield other spell (CL 25th), except that it provides no AC 
  or saving throw bonus. 
   
  Teleport without Error (Sp): Once per day, a runic 
  guardian can use teleport without error (CL 18th). It 
  normally uses this ability to answer a call from its master, 
  teleporting unerringly to his or her side. 
   
  Physical Description: A runic guardian is a massive, 
  human-shaped figure made of stone, steel, and lead.  Its 
  hands and arms are constructed of hollow stone and 
  filled with lead for a more deadly punch.  Carved, magic 
  runes inlaid with precious metals adorn its head, limbs, 
  and torso.  Whenever a runic guardian casts a spell, these 
  runes flare up into a variety of brilliant colors. 
  ENCOUNTER 9 
   
   
   
   
  Cavalry: Male Human (Baklunish) Ftr6; CR 6; Medium 
  Humanoid (Human); HD 6d10+6; hp 50; Init +3; Spd 30 
  ft., horse 60 ft.; AC 20, touch 13, flat-footed 17 (+3 Dex, +5 
  armor, +2 shield); Base Atk +6; Grp +8; Atk +10 melee 
  (1d8+6/x3, +1 lance) or +10 melee (1d6+2/18-20, 
  masterwork scimitar); Full Atk +10/+5 melee (1d8+6/x3, 
  +1 lance) or +10/+5 melee (1d6+2/18-20, masterwork 
  scimitar); AL LE; SV Fort +6, Ref +5, Will +3; Str 14, Dex 
  16, Con 13, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Handle Animal +8, Intimidate +0, 
  Ride +13 (+15 to stay on horse), Spot +5; Cavalry 
  Charger*, Mounted Combat, Ride-By Attack, Spirited 
  Charge, Trample, Weapon Focus (lance, scimitar), 
  Weapon Specialization (lance).  *Complete Warrior. 
   
  Possessions: +1 chain shirt, +1 light steel shield, helmet, +1 
  lance, masterwork scimitar, potion of shield of faith +2, light 
  warhorse, masterwork military saddle* (+1 circumstance 
  bonus to Ride checks, +2 additionally to stay on horse), 
  potion of cure moderate wounds.  *Complete Adventurer. 
   
  Physical Description: These Baklunish light cavalry 
  work for the Dark Summoner. They bear standard 
  equipment, except for the potions he has given them. If 
  captured, they will reveal that they were well paid to 
  sneak into Bissel and Gran March from the Baklunish 
  West. They stopped off at a tower several days ago for 
  orders, but were forced to camp more than a mile away 
  while the Dark Summoner met with whoever was within. 
  Mad Baklun: Male Human (Baklunish) Bbn5/Ftr4; CR 
  9; Medium Humanoid (Human); HD 5d12+4d10+18; hp 
  89; Init +2; Spd 40 ft.; AC 17, touch 12, flat-footed 17 (+2 
  Dex, +5 armor); Base Atk +9; Grp +13; Atk +13 melee 
  (2d6+9/15-20, large +1 falchion); Full Atk +13/+8 melee 
  (2d6+9/15-20, large +1 falchion); SA rage 2/day; SQ fast 
  movement, uncanny dodge, improved uncanny dodge, 
  
  GRM5-06 Family Fortunes 
   
  Page 29 
  trap sense +1; AL NE; SV Fort +12, Ref +6, Will +5; Str 16 
  (18), Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Climb +10, Intimidate +11, Jump +11, 
  Listen +5, Ride +7, Survival +11, Swim +8; Cleave, 
  Improved 
  Critical 
  (falchion), 
  Intimidating 
  Rage*, 
  Monkey Grip*, Power Attack, Power Critical (falchion)*, 
  Weapon 
  Focus 
  (falchion), 
  Weapon 
  Specialization 
  (falchion).  *Complete Warrior. 
   
  Possessions: +1 chain shirt, helmet, large +1 falchion, 
  potion of shield of faith +3, potion of barkskin +3, gauntlets of 
  ogre power, cloak of resistance +2. 
   
  Physical Description: The Mad Baklun is a fearless 
  berserker with an enormous sword. He thrills in battle 
  and carnage and his only fear is that he will not die 
  covered in the gore of his enemies. He stands over six 
  feet tall and has an incredibly well muscled build. 
  Dark Summoner: Male Human (Baklunish) Clr7 of Xan 
  Yae/Thaumaturgist2; 
  CR 
  9; 
  Medium 
  Humanoid 
  (Human); HD 7d8+2d4+18; hp 62; Init +2; Spd 30 ft.; AC 
  18, touch 12, flat-footed 16 (+2 Dex, +6 armor); Base Atk 
  +6; Grp +5; Atk +7 melee (2d4-1/18-20, masterwork 
  falchion); Full Atk +7/+2 melee (2d4-1/18-20, masterwork 
  falchion); 
  SA 
  spells, 
  rebuke 
  undead; 
  SQ 
  aura, 
  spontaneous casting, improved ally; AL NE; SV Fort +7, 
  Ref +4, Will +12; Str 8, Dex 14, Con 14, Int 10, Wis 16 
  (18), Cha 12. 
   
  Skills and Feats: Concentration +14, Knowledge 
  (arcana) +8, Knowledge (religion) +8, Knowledge (the 
  planes) +2, Spellcraft +8; Augment Summoning, Combat 
  Casting, Divine Metamagic (Rapid Spell)*, Extra Turning, 
  Martial Weapon Proficiency (falchion), Rapid Spell*, 
  Spell Focus (conjuration), Weapon Focus (falchion).  
  *Complete Divine. 
   
  Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; save DC = 14 
  + spell level; 15 + spell level for conjuration spells): 0—
  detect magic x2, light x2, cure minor wounds x2; 1st—bane, 
  bless, cure light wounds, magic weapon*, obscuring mist, 
  sanctuary; 2nd—cure moderate wounds x3, death knell, 
  invisibility*, spiritual weapon; 3rd—magic circle against good, 
  magic vestment, nondetection*, summon monster III x2 (hell 
  hound); 4th—confusion*, summon monster IV x3 (yeth hound); 
  5th—flame strike*, summon monster V (devil, bearded). 
   
  *Domain spells. Domains: Trickery (add Bluff, 
  Disguise, and Hide to your list of cleric class skills); War 
  (free Martial Weapon Proficiency with deity’s favored 
  weapon (if necessary) and Weapon Focus with the deity’s 
  favored weapon). 
   
  Possessions: +1 chain shirt, helmet, masterwork 
  falchion, potion of shield of faith +4, potion of barkskin +3, 
  divine scroll of summon monster III (CL 5th, hell hound), pearl 
  of power (1st level spell), periapt of wisdom +2, wand of 
  revenance (CL 7th, 10 charges)*.  *Complete Divine. 
   
  Physical Description: The Dark Summoner wears 
  charcoal gray armor with the symbol of a black lotus 
  barely discernable upon its breast from a distance. He is a 
  haggard looking Baklunish human with long wavy black 
  hair and a wild look in his eyes. He will fight to the death 
  rather than be captured. 
   
  
  GRM5-06 Family Fortunes 
   
  Page 30 
  APPENDIX 6 – APL 12 
   
  ENCOUNTER 5 
   
   
   
   
  Gnome Armed Son: Male Gnome Rog2; CR 2; Small 
  Humanoid (Gnome); HD 2d6+2; hp 11; Init +2; Spd 20 ft.; 
  AC 16, touch 13, flat-footed 14 (+1 size, +2 Dex, +3 armor); 
  Base Atk +1; Grp -2; Atk +3 melee (1d4+1 nonlethal, sap) 
  or +4 melee (1d4+1/18-20, masterwork rapier) or +4 
  ranged (1d3+1/19-20, dagger); Full Atk +3 melee (1d4+1 
  nonlethal, sap) or +4 melee (1d4+1/18-20, masterwork 
  rapier) or +4 ranged (1d3+1/19-20, dagger); SA sneak 
  attack +1d6; SQ low-light vision, gnome traits, 
  trapfinding, evasion; AL CN; SV Fort +2, Ref +5, Will +1; 
  Str 13, Dex 15, Con 14, Int 9, Wis 12, Cha 11. 
   
  Skills and Feats: Appraise +1, Craft (alchemy) +5, 
  Disable Device +1, Escape Artist +5, Forgery +1, Gather 
  Information +3, Hide +6, Listen +4, Move Silently +5, 
  Open Lock +5, Search +1, Tumble +7, Use Magical Device 
  +5; Dodge. 
   
  Languages: Common, Gnome. 
   
  Possessions: +1 leather armor, masterwork rapier, 
  dagger, sap, elixir of love, elixir of hiding, elixir of sneaking, 
  elixir of vision. 
  Gnome Unarmed Son: Male Gnome Mnk6; CR 6; Small 
  Humanoid (Gnome); HD 6d8+6; hp 41; Init +3; Spd 40 ft.; 
  AC 20, touch 18, flat-footed 17 (+1 size, +3 Dex, +2 Wis, 
  +1 natural, +1 armor, +1 monk, +1 deflection); Base Atk 
  +4; Grp +5; Atk +9 melee (1d6+1, unarmed strike); Full 
  Atk +9 melee (1d6+1, unarmed strike) or +8/+8 melee 
  (1d6+1, flurry of blows); SA flurry of blows, unarmed 
  strike, ki strike (magic); SQ low-light vision, gnome 
  traits, evasion, still mind, slow fall 30 ft., purity of body; 
  AL LN; SV Fort +7, Ref +9, Will +8; Str 13, Dex 16, Con 
  12, Int 9, Wis 14, Cha 10. 
   
  Skills and Feats: Craft (alchemy) +3, Escape Artist +10, 
  Hide +8, Listen +6, Move Silently +7, Sense Motive +11; 
  Stunning Fist (6/day, Fort DC 15), Deflect Arrows, 
  Improved Grapple, Improved Trip, Improved Unarmed 
  Strike, Weapon Finesse, Weapon Focus (unarmed strike). 
   
  Languages: Common, Gnome. 
   
  Possessions: amulet of natural armor +1, bracers of armor 
  +1, potion of owl’s wisdom, cloak of resistance +1, ring of 
  protection +1. 
  ENCOUNTER 7 
   
   
   
   
  Crypt Warden: CR 8; Medium Deathless; HD 9d12; hp 
  81; Init +1; Spd 20 ft.; AC 21, touch 11, flat-footed 20 (+1 
  Dex, +3 natural, +5 armor, +2 shield); Base Atk +4; Grp +6; 
  Atk +8 melee (1d10+2, masterwork bastard sword); Full 
  Atk +8 melee (1d10+2, masterwork bastard sword); SA 
  animate objects, holy smite; SQ DR 5/bludgeoning, 
  deathless traits, SR 19; AL LG; SV Fort +3, Ref +4, Will +7; 
  Str 15, Dex 12, Con –, Int 14, Wis 13, Cha 16.  Book of 
  Exalted Deeds, page 167. 
   
  Skills and Feats: Climb +10, Diplomacy +17, 
  Intimidate +15, Jump +10, Knowledge(religion) +14, 
  Sense Motive +13, Tumble -1; Exotic Weapon Proficiency 
  (bastard sword), Sanctify Martial Strike (bastard sword)*, 
  Subduing Strike*, Weapon Focus (bastard sword).  *Book 
  of Exalted Deeds. 
   
  Animate Objects (Su): As a standard action, a crypt 
  warden can cause a statue or another object within the 
  tomb it guards to animate, as if affected by the animate 
  objects spell. It can animate one object of Large size or 
  smaller each round; this ability otherwise works as the 
  spell cast by a 10th level cleric. 
   
  Holy Smite (Sp): A crypt guardian can use holy smite 
  at will. CL 10th; Will DC 17. The save DC is Cha-based. 
   
  Deathless Traits: A crypt warden is immune to 
  mind-affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, and any effect that requires a 
  Fortitude save, except for energy drain attacks, effects 
  that also work on objects, and harmless effects. It is not 
  subject to critical hits, nonlethal damage, ability drain, or 
  death from massive damage. It is not subject to Strength, 
  Dexterity, or Constitution damage. A crypt warden 
  cannot be raise or resurrected. A crypt warden has 
  darkvision (60-foot range). 
   
  Possessions: masterwork bastard sword, masterwork 
  breastplate, masterwork heavy steel shield. 
   
  Physical Description: A crypt warden’s basic form is 
  indistinguishable form a skeleton or similar creature. It 
  wears a fine breastplate and carries a shield and sword to 
  use in its tomb’s defense. It speaks Common and 
  Celestial. 
  Runic Guardian: CR 10; Large Construct; HD 17d10+30; 
  hp 150; Init +1; Spd 30 ft.; AC 28, touch 10, flat-footed 27 
  (-1 size, +1 Dex, +18 natural); Base Atk +11; Grp +18; Atk 
  +18 melee (2d8+7 plus stunning strike, slam); Full Atk 
  +18 melee (2d8+7 plus stunning strike, 2 slams); 
  Space/Reach 10 ft./10 ft.; SA runic spells, stunning strike; 
  SQ construct traits, DR 10/adamantine, fast healing 10, 
  find master, guard, shield master, teleport without error; AL 
  N; SV Fort +5, Ref +6, Will +5; Str 24, Dex 13, Con –, Int –
  , Wis 11, Cha 1. 
   
  Runic Spells (Sp): A runic guardian can hold up to 
  six spells. These spells must be cast into its body when it 
  is created. One spell can be placed on the runic guardian’s 
  head, one on each limb, and one on its torso. The table 
  below vies the maximum level of spell that each of its 
  body parts can hold. Alternatively, the entire guardian 
  can accommodate a single inscribed spell of 6th or 7th 
  level, but this covers its whole body. 
   
  Body Part 
   
  Highest Level Spell 
   
  Head 
   
   
  1st 
   
  Each arm 
   
   
  2nd 
   
  Each leg 
   
   
  3rd 
   
  Torso 
   
   
  5th 
  
  GRM5-06 Family Fortunes 
   
  Page 31 
   
  Each of these spells is usable once per day as a spell-
  like ability. The runic guardian discharges a spell either 
  when directly commanded to do so or when a 
  predetermined situation arises. 
   
  This particular runic guardian is imbued with spells 
  as follows (CL 16th): 
   
  Head – magic mouth, triggers when a creature enters 
  the crypts. 
   
  Right Arm – chill touch, triggers if the guardian 
  decides to attack.  
   
  Left Arm – mage armor, triggers if creatures do not 
  leave after the magic mouth speaks. 
   
  Right Leg – repair serious damage (Complete Arcane), 
  triggers when the guardian is reduced to less than 75 hit 
  points. 
   
  Left Leg – repair serious damage (Complete Arcane), 
  triggers when the guardian is reduced to less than 50 hit 
  points. 
   
  Torso – lesser globe of invulnerability, triggers when the 
  guardian is targeted by a spell.  
   
  Stunning Strike (Ex): Any creature hit by a runic 
  guardian’s slam attack must make a successful Fortitude 
  saving throw (DC 25) or be stunned (unable to act, loses 
  any Dexterity bonus to AC, and attacker gets a +2 bonus 
  on attack rolls against it) for 1 round, in addition to 
  taking the normal damage from the blow. Constructs, 
  oozes, plants, undead, incorporeal creatures, and 
  creatures immune to critical hits cannot be stunned. 
   
  Fast Healing (Ex): A runic guardian regains lost hit 
  points at the rate of 10 per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  suffocation, and it does not allow the runic guardian to 
  regrow or reattach lost body parts. 
   
  Find Master (Su): No matter the distance a runic 
  guardian can find the piece of jewelry that connects it 
  with its master, and it teleports to that spot when called. 
  (Should the master call the construct and then remove 
  the jewelry, the runic guardian finds only the jewelry 
  upon its arrival.) This ability functions even across planar 
  boundaries. 
   
  Guard (Ex): The runic guardian blocks blows 
  granting its master a +4 deflection bonus to AC. This 
  power functions only when the runic guardian is within 
  5 feet of its master. 
   
  Shield Master (Sp): A runic guardian’s master, 
  when in possession of the keyed piece of jewelry, can 
  activate this defensive ability when within 150 feet of the 
  construct. Shield master transfers three-fourths of the 
  damage that would otherwise be dealt to the master to 
  the runic guardian instead. This ability functions like the 
  shield other spell (CL 25th), except that it provides no AC 
  or saving throw bonus. 
   
  Teleport without Error (Sp): Once per day, a runic 
  guardian can use teleport without error (CL 18th). It 
  normally uses this ability to answer a call from its master, 
  teleporting unerringly to his or her side. 
   
  Physical Description: A runic guardian is a massive, 
  human-shaped figure made of stone, steel, and lead.  Its 
  hands and arms are constructed of hollow stone and 
  filled with lead for a more deadly punch.  Carved, magic 
  runes inlaid with precious metals adorn its head, limbs, 
  and torso.  Whenever a runic guardian casts a spell, these 
  runes flare up into a variety of brilliant colors. 
  Runic Guardian, Advanced: CR 12; Large Construct; 
  HD 25d10+30; hp 210; Init +2; Spd 30 ft.; AC 29, touch 11, 
  flat-footed 27 (-1 size, +2 Dex, +18 natural); Base Atk +17; 
  Grp +24; Atk +24 melee (2d8+7 plus stunning strike, 
  slam); Full Atk +24 melee (2d8+7 plus stunning strike, 2 
  slams); Space/Reach 10 ft./10 ft.; SA runic spells, 
  stunning strike; SQ construct traits, DR 10/adamantine, 
  fast healing 10, find master, guard, shield master, teleport 
  without error; AL N; SV Fort +8, Ref +10, Will +9; Str 24, 
  Dex 14, Con –, Int –, Wis 12, Cha 1. 
   
  Runic Spells (Sp): A runic guardian can hold up to 
  six spells. These spells must be cast into its body when it 
  is created. One spell can be placed on the runic guardian’s 
  head, one on each limb, and one on its torso. The table 
  below vies the maximum level of spell that each of its 
  body parts can hold. Alternatively, the entire guardian 
  can accommodate a single inscribed spell of 6th or 7th 
  level, but this covers its whole body. 
   
  Body Part 
   
  Highest Level Spell 
   
  Head 
   
   
  1st 
   
  Each arm 
   
   
  2nd 
   
  Each leg 
   
   
  3rd 
   
  Torso 
   
   
  5th 
   
  Each of these spells is usable once per day as a spell-
  like ability. The runic guardian discharges a spell either 
  when directly commanded to do so or when a 
  predetermined situation arises. 
   
  This particular runic guardian is imbued with spells 
  as follows (CL 16th): 
   
  Head – magic mouth, triggers when a creature enters 
  the crypts. 
   
  Right Arm – chill touch, triggers if the guardian 
  decides to attack.  
   
  Left Arm – mage armor, triggers if creatures do not 
  leave after the magic mouth speaks. 
   
  Right Leg – repair serious damage (Complete Arcane), 
  triggers when the guardian is reduced to less than 75 hit 
  points. 
   
  Left Leg – repair serious damage (Complete Arcane), 
  triggers when the guardian is reduced to less than 50 hit 
  points. 
   
  Torso – lesser globe of invulnerability, triggers when the 
  guardian is targeted by a spell.  
   
  Stunning Strike (Ex): Any creature hit by a runic 
  guardian’s slam attack must make a successful Fortitude 
  saving throw (DC 29) or be stunned (unable to act, loses 
  any Dexterity bonus to AC, and attacker gets a +2 bonus 
  on attack rolls against it) for 1 round, in addition to 
  taking the normal damage from the blow. Constructs, 
  oozes, plants, undead, incorporeal creatures, and 
  creatures immune to critical hits cannot be stunned. 
   
  Fast Healing (Ex): A runic guardian regains lost hit 
  points at the rate of 10 per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or 
  
  GRM5-06 Family Fortunes 
   
  Page 32 
  suffocation, and it does not allow the runic guardian to 
  regrow or reattach lost body parts. 
   
  Find Master (Su): No matter the distance a runic 
  guardian can find the piece of jewelry that connects it 
  with its master, and it teleports to that spot when called. 
  (Should the master call the construct and then remove 
  the jewelry, the runic guardian finds only the jewelry 
  upon its arrival.) This ability functions even across planar 
  boundaries. 
   
  Guard (Ex): The runic guardian blocks blows 
  granting its master a +4 deflection bonus to AC. This 
  power functions only when the runic guardian is within 
  5 feet of its master. 
   
  Shield Master (Sp): A runic guardian’s master, 
  when in possession of the keyed piece of jewelry, can 
  activate this defensive ability when within 150 feet of the 
  construct. Shield master transfers three-fourths of the 
  damage that would otherwise be dealt to the master to 
  the runic guardian instead. This ability functions like the 
  shield other spell (CL 25th), except that it provides no AC 
  or saving throw bonus. 
   
  Teleport without Error (Sp): Once per day, a runic 
  guardian can use teleport without error (CL 18th). It 
  normally uses this ability to answer a call from its master, 
  teleporting unerringly to his or her side. 
   
  Physical Description: A runic guardian is a massive, 
  human-shaped figure made of stone, steel, and lead.  Its 
  hands and arms are constructed of hollow stone and 
  filled with lead for a more deadly punch.  Carved, magic 
  runes inlaid with precious metals adorn its head, limbs, 
  and torso.  Whenever a runic guardian casts a spell, these 
  runes flare up into a variety of brilliant colors. 
  ENCOUNTER 9 
   
   
   
   
  Cavalry: Male Human (Baklunish) Ftr8; CR 8; Medium 
  Humanoid (Human); HD 8d10+16; hp 72; Init +3; Spd 30 
  ft., horse 90 ft.; AC 20, touch 13, flat-footed 17 (+3 Dex, +5 
  armor, +2 shield); Base Atk +8; Grp +10; Atk +12 melee 
  (1d8+6/19-20/x3, +1 lance) or +12 melee (1d6+2/18-20, 
  masterwork scimitar); Full Atk +12/+7 melee (1d8+6/19-
  20/x3, +1 lance) or +12/+7 melee (1d6+2/18-20, 
  masterwork scimitar); AL LE; SV Fort +8, Ref +5, Will +3; 
  Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats: Handle Animal +10, Intimidate +0, 
  Ride +15 (+17 to stay on horse), Spot +7; Cavalry 
  Charger*, Improved Critical (lance), Mounted Combat, 
  Ride-By Attack, Spirited Charge, Trample, Weapon Focus 
  (lance, 
  scimitar), 
  Weapon 
  Specialization 
  (lance).  
  *Complete Warrior. 
   
  Possessions: +1 chain shirt, +1 light steel shield, helmet, +1 
  lance, masterwork scimitar, potion of shield of faith +5, light 
  warhorse, masterwork military saddle* (+1 circumstance 
  bonus to Ride checks, +2 additionally to stay on horse), 
  potion of cure moderate wounds, horseshoes of speed.  *Complete 
  Adventurer. 
   
  Physical Description: These Baklunish light cavalry 
  work for the Dark Summoner. They bear standard 
  equipment, except for the potions he has given them. If 
  captured, they will reveal that they were well paid to 
  sneak into Bissel and Gran March from the Baklunish 
  West. They stopped off at a tower several days ago for 
  orders, but were forced to camp more than a mile away 
  while the Dark Summoner met with whoever was within. 
  Mad Baklun: Male Human (Baklunish) Bbn7/Ftr4; CR 
  11; Medium Humanoid (Human); HD 7d12+4d10+22; hp 
  110; Init +2; Spd 40 ft.; AC 17, touch 12, flat-footed 17 (+2 
  Dex, +5 armor); Base Atk +11; Grp +15; Atk +15 melee 
  (2d6+9 plus 2d6 damage vs. good/15-20, large +1 unholy 
  falchion); Full Atk +15/+10/+5 melee (2d6+9 plus 2d6 
  damage vs. good /15-20, large +1 unholy falchion); SA rage 
  2/day; SQ fast movement, uncanny dodge, improved 
  uncanny dodge, trap sense +2, DR 1/–; AL NE; SV Fort 
  +13, Ref +7, Will +6; Str 16 (18), Dex 14, Con 14, Int 10, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Climb +10, Intimidate +13, Jump +13, 
  Listen +5, Ride +8, Survival +13, Swim +11; Cleave, 
  Improved 
  Critical 
  (falchion), 
  Intimidating 
  Rage*, 
  Monkey Grip*, Power Attack, Power Critical (falchion)*, 
  Weapon 
  Focus 
  (falchion), 
  Weapon 
  Specialization 
  (falchion).  *Complete Warrior. 
   
  Possessions: +1 chain shirt, helmet, large +1 unholy 
  falchion, potion of shield of faith +3, potion of barkskin +3, 
  gauntlets of ogre power, cloak of resistance +2. 
   
  Physical Description: The Mad Baklun is a fearless 
  berserker with an enormous sword. He thrills in battle 
  and carnage and his only fear is that he will not die 
  covered in the gore of his enemies. He stands over six 
  feet tall and has an incredibly well muscled build. 
  Dark Summoner: Male Human (Baklunish) Clr7 of Xan 
  Yae/Thaumaturgist4; 
  CR 
  11; 
  Medium 
  Humanoid 
  (Human); HD 7d8+4d4+22; hp 71; Init +2; Spd 30 ft.; AC 
  18, touch 12, flat-footed 16 (+2 Dex, +6 armor); Base Atk 
  +7; Grp +6; Atk +8 melee (2d4-1/18-20, masterwork 
  falchion); Full Atk +8/+3 melee (2d4-1/18-20, masterwork 
  falchion); 
  SA 
  spells, 
  rebuke 
  undead; 
  SQ 
  aura, 
  spontaneous 
  casting, 
  improved 
  ally, 
  extended 
  summoning, contingent conjuration (see note in 
  Encounter 9); AL NE; SV Fort +8, Ref +5, Will +13; Str 8, 
  Dex 14, Con 14, Int 10, Wis 16 (18), Cha 12. 
   
  Skills and Feats: Concentration +16, Knowledge 
  (arcana) +8, Knowledge (religion) +8, Knowledge (the 
  planes) +6, Spellcraft +8; Augment Summoning, Combat 
  Casting, Divine Metamagic (Rapid Spell)*, Extra Turning, 
  Martial Weapon Proficiency (falchion), Rapid Spell*, 
  Spell Focus (conjuration), Weapon Focus (falchion).  
  *Complete Divine. 
   
  Spells Prepared (6/6+1/5+1/5+1/4+1/2+1/1+1; save DC 
  = 14 + spell level; 15 + spell level for conjuration spells): 
  0—detect magic x2, light x2, cure minor wounds x2; 1st—bane, 
  bless, cure light wounds, divine favor, magic weapon*, obscuring 
  mist, sanctuary; 2nd—cure moderate wounds x3, death knell, 
  invisibility*, spiritual weapon; 3rd—animate dead, magic circle 
  against good, magic vestment, nondetection*, summon monster 
  III x2 (hell hound); 4th—confusion*, summon monster IV x4 
  (yeth hound); 5th—flame strike*, summon monster V x2 (devil, 
  bearded); 6th—mislead*, summon monster VI (devil, chain). 
  
  GRM5-06 Family Fortunes 
   
  Page 33 
   
  *Domain spells. Domains: Trickery (add Bluff, 
  Disguise, and Hide to your list of cleric class skills); War 
  (free Martial Weapon Proficiency with deity’s favored 
  weapon (if necessary) and Weapon Focus with the deity’s 
  favored weapon). 
   
  Possessions: +1 chain shirt, helmet, masterwork 
  falchion, potion of shield of faith +4, potion of barkskin +3, 
  divine scroll of summon monster III (CL 5th, hell hound), pearl 
  of power (1st level spell), pearl of power (3rd level spell), periapt of 
  wisdom +2, wand of revenance (CL 7th, 10 charges)*.  *Complete 
  Divine. 
   
  Physical Description: The Dark Summoner wears 
  charcoal gray armor with the symbol of a black lotus 
  barely discernable upon its breast from a distance. He is a 
  haggard looking Baklunish human with long wavy black 
  hair and a wild look in his eyes. He will fight to the death 
  rather than be captured. 
   
  
  GRM5-06 Family Fortunes 
   
  Page 34 
  DM AID – NEW RULES 
   
  NEW FEATS 
  Cavalry Charger (Complete Warrior) 
   
  Fighting from the back of a steed is second nature to you. 
   
  Prerequisite: Mounted Combat, Spirited Charge, Trample, BAB +6. 
   
  Benefit: The Cavalry Charger feat enables the use of three tactical maneuvers: 
   
  Unhorse: To use this maneuver, you must be mounted and charge a mounted foe.  If your charge attack hits, you 
  may make a free bull rush attempt.  If the bull rush attempt succeeds, you move your foe normally, but his mount 
  remains where it was. 
   
  Leaping Charge: To use this maneuver, you must be mounted and charge a foe at least one size category smaller than 
  your mount.  Make a Ride check at the conclusion of the move portion of the charge action.  Prior to making the roll, 
  determine the DC of the check: either DC 10 for a chance to deal 2 extra points of damage or DC 20 for a chance to deal 
  4 extra points of damage.  If you fail this Ride check, you miss your target (no attack roll) and if you fail this Ride check 
  by 5 or more, you miss your target and fall off your mount, landing in a square adjacent to the mount’s space. 
   
  Fell Trample: You can make mounted overrun attempts against more than one foe, resolving each attempt according 
  to the rules on pages 157 and 158 of the Player’s Handbook.  Your mount gets a hoof attack against each foe you 
  successfully overrun. 
   
  Special: A fighter may select Cavalry Charger as one of his fighter bonus feats. 
  Divine Metamagic (Complete Divine) 
   
  You can channel energy into some of your divine spells to make them more powerful. 
   
  Prerequisites: Ability to turn undead or rebuke undead. 
   
  Benefit: When you take this feat, choose a metamagic feat that you have.  This feat applies only to that metamagic 
  feat.  As a free action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to 
  divine spells that you know.  You must spend one turn or rebuke attempt, plus an additional attempt for each level 
  increase in the metamagic feat you’re using.  Because you’re using positive or negative energy to augment your spells, 
  the spell slot for the spell doesn’t change. 
   
  Special: This feat may be taken multiple times.  Each time you take this feat choose a different metamagic feat to 
  which to apply it. 
  Intimidating Rage (Complete Warrior) 
   
  Your rage engenders fear in your opponents. 
   
  Prerequisites: Rage or frenzy ability. 
   
  Benefit: While you are raging, you designate a single foe within 30 feet of you that you can attempt to demoralize 
  as a free action (see Intimidate skill, page 76 of the Player’s Handbook).  A foe that you successfully demoralize is shaken 
  for as long as you continue to rage.  You may only use this feat against a single foe in any particular encounter. 
  Monkey Grip (Complete Warrior) 
   
  You are able to use a larger weapon than other people your size. 
   
  Prerequisites: BAB +1. 
   
  Benefit: You can use melee weapons one size category larger than you are with a -2 penalty on the attack roll, but 
  the amount of effort it takes you to use the weapon does not change.  For instance, a Large longsword (a one-handed 
  weapon for a Large creature) is considered a two-handed weapon for a Medium creature that does not have this feat.  For 
  a Medium creature with this feat, it is still considered a one-handed weapon.  You can wield a larger light weapon as a 
  light weapon, or a larger two-handed weapon in two hands.  You cannot wield a larger weapon in your off-hand, and you 
  cannot use this feat with a double weapon. 
  Power Critical (Complete Warrior) 
   
  Choose one weapon.  With that weapon you know how to hit where it hurts. 
   
  Prerequisites: Weapon Focus with weapon, BAB +4. 
   
  Benefit: When using the weapon selected, you gain a +4 bonus on the roll to confirm a threat. 
   
  Special: You may take this feat multiple times.  Each time you take this feat, it may be with a different weapon or 
  the same weapon.  If you take it with the same weapon, the effects of the feats stack.  A fighter may select this feat as a 
  fighter bonus feat. 
  
  GRM5-06 Family Fortunes 
   
  Page 35 
  Rapid Spell (Complete Divine) 
   
  You can cast spells with long casting times more quickly. 
   
  Benefit: Only spells with a casting time greater than 1 standard action can be made rapid.  A rapid spell with a 
  casting time of 1 full round can be cast as a standard action.  A rapid spell with a casting time measured in rounds can be 
  cast in 1 full round.  Rapid spells with casting times measured in minutes can be cast in 1 minute, and rapid spells with 
  casting times measured in hours can be cast in 1 hour.  A rapid spell uses up a spell slot one level higher than the spell’s 
  actual level. 
   
  Special: A spell can be made rapid and quickened only if its original casting time was 1 full round.  This feat can be 
  applied to a spell cast spontaneously as long as its original casting time was longer than 1 full round. 
  Sanctify Martial Strike (Book of Exalted Deeds) 
   
  Sacred power suffuses your attacks with a certain kind of weapon. 
   
  Prerequisite: Cha 15, Weapon Focus with the specified weapon. 
   
  Benefit: Whenever you wield a specific kind of weapon, it deals 1 extra point of damage to evil creatures, or 1d4 
  points to evil outsiders and devil undead. In addition, that weapon is considered good-aligned for purposes of 
  overcoming damage reduction. 
   
  Special: You can take this feat more than once, selecting a different weapon each time. 
  Subduing Strike (Book of Exalted Deeds) 
   
  You are adept at striking to deal nonlethal damage even with normal weapons. 
   
  Benefit: You can use a melee weapon to deal nonlethal damage with no penalty on you attack roll. If you are a 
  rogue, you can deal nonlethal damage with your sneak attack even if you are using a normal melee weapon. This feat 
  does not allow you to deal nonlethal damage with ranged weapons. 
   
  Normal: If you use a melee weapon designed to deal lethal damage to deal nonlethal damage instead, you take a -4 
  penalty to you attack roll. Rogues normally can only use saps or unarmed strikes to deal nonlethal damage with their 
  sneak attacks. 
   
  Special: A fighter may select Subduing Strike as one of his fighter bonus feats. 
  NEW SPELLS 
  Repair Serious Damage (Complete Arcane) 
   
  Transmutation 
   
  Level: Sor/Wiz 3 
   
  Components: V, S 
   
  Casting Time: 1 standard action 
   
  Range: Touch 
   
  Target: Construct touched 
   
  Duration: Instantaneous 
   
  Saving Throw: None 
   
  Spell Resistance: No 
   
  When laying your hands upon a construct that has at least one hp remaining, you transmute its structure to repair 
  the damage it has taken.  The spell repairs 3d8 points of damage +1 point per caster level (maximum +15). 
  Revenance (Complete Divine) 
   
  Conjuration (Healing) 
   
  Level: Blackguard 4, Clr 4, Pal 4 
   
  Components: V, S, DF 
   
  Casting Time: 1 standard action 
   
  Range: Touch 
   
  Target: Dead ally touched 
   
  Duration: 1 min./level 
   
  Saving Throw: None; see text 
   
  Spell Resistance: Yes (harmless) 
   
  You touch a recently slain ally and temporarily restore her to life so she may continue to fight. The target can have 
  been dead for up to 1 round/CL. She functions as if a raise dead spell had been cast upon her, except that she does not 
  lose a level and has half of her full normal hp. She is alive (not undead) for the duration of the spell and can be healed 
  normally, but dies as soon as the spell ends. While the subject is under this spell, she is not affected by resurrection or 
  raise dead. The target gains a +1 morale bonus on attacks, damage, saves, and checks against the creature that killed her. 
   
  
  GRM5-06 Family Fortunes 
   
  Page 36 
  DM AID: MAP #1 
   
   
   
  
  GRM5-06 Family Fortunes 
   
  Page 37 
  PLAYER HANDOUT #1: INVITATION FROM VLARRIAN 
   
  The simple envelope with the PC’s name in calligraphy on the outside is sealed with silver wax seal in the shape of a 
  rampant owl. The note contained reads as follows: 
   
  Noble [PC Name],  
   
  Greetings from the house of Heironeous. Your reputation 
  in the [insert appropriate metaorganization] as a servant of 
  the forces of good and willingness to serve others has 
  reached me. In the name of those forces, I request your 
  presence at Cathedral Valorous at the earliest possibility 
  this morning. The fate of a fallen knight and servant of 
  Heironeous may hang in the balance. Pressing business 
  in the Principality of Ulek will call me away soon, so 
  please do not delay. 
   
  May the Richfest find you well, 
   
  Watcher Reginar Vlarrian 
  Elder Oath-bound Gargoyle 
  Warrior Valiant of Heironeous 
   
  
  GRM5-06 Family Fortunes 
   
  Page 38 
  PLAYER HANDOUT #2: LETTERS OF HEIDDYN BROGAN 
   
  Dylan Rhudern shares three excerpts from Heiddyn’s letters  to him with the PCs: 
   
  FIRST LETTER 
   
  Things have gotten even stranger since I last wrote you. The lights I told you about in the 
  orchard are appearing closer and closer to the house. When we send the servants to find out 
  what causes them they find nothing. I can’t decide if they’re incompetent bumpkins or there’s 
  really something strange going on.  
   
  I know I told you how much I love Dodwith, and he’s really trying hard to make 
  everything here more modern, but I just hate living in the middle of miles of trees. I haven’t 
  been to a party or a ball since we arrived. Please come visit soon. See if some of my friends 
  won’t come with you. 
   
  SECOND LETTER 
   
  Now the lights are appearing IN the house, and strange sounds are beginning to accompany 
  them. I’m really not sure what’s going on and I’m starting to get scared. Something’s really 
  strange here. Dodwith says he’s trying to make it stop and that he’ll protect us.  
   
  Oh, did I mention there’s a dwarf living in the basement? I’m not kidding. I guess he came 
  with the house or something. I only mention it because I suspect he’s handy with an axe if 
  something attacks us.  
   
  Still no parties or balls. I’m so lonely. Write soon. 
   
  THIRD LETTER 
   
  Something terrible has happened. I think I am being possessed I find myself going places 
  and saying things that are just so wrong. I think I proposed an illicit affair to the dwarf. 
  Dodwith has forbidden me to speak of these things to anyone, but I know you will help me. If 
  anything else happens I don’t think I can stand it. I’m making plans to come home to Hookhill. 
  I know you will take care of me. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Gran March/GRM5-06 - Family Fortunes.pdf