TEXT: The Corporation Version 1.0 
  A Gran March Meta-campaign Organization written by J. Mark Brooks, Will Dover, and the Gran March Triad 
   
   
  Organization Alignment(s)   
   
  Members: Any but Lawful Good 
  PC Organization: 
  Yes 
   
   
  There is no such thing as organized crime in Gran March, only criminal gangsters who seek to 
  mislead and deceive the public about the extent of their power. 
  - Special Constable Ferrule Garde in a speech before the Electors, CY 590.  
   
   
  This document is public information regarding an infamously secretive organization — The Corporation.  
  The purpose of this public document is to provide players with an overview of what is generally known 
  about The Corporation.  From a meta-campaign perspective it outlines the requirements and benefits of 
  membership, and provides interested players with further, generally secret information regarding the 
  group’s structure and activities.  A great deal of the information about The Corporation is secret, and can 
  become known only to members and even then only as those members advance within The Corporation 
  itself.  This is a necessary precaution taken by the shadowy leadership of The Corporation for survival in 
  a lawful state such as Gran March.   
   
  Much of this document contains information that is not commonly known by everyday Marchers.  In fact, 
  some still debate whether such an organization even exists, or is merely a fiction designed to enhance 
  the reputation of petty criminals.  This information is included in the public document because it is 
  information available to historians, magistrates, government officials, and other interested parties.  
  Players are encouraged to select for their characters an appropriate level of knowledge regarding the 
  Corporation. 
   
  Organization 
   
  The Corporation, once known by the name of The Body Corporate for the Defense of the Rights of the 
  Commons, is the chief organized crime group in Gran March.  No other criminal organization approaches 
  it in power or extent.  Everyone has heard rumors of it and many justly fear it, for it is an institution that 
  has become notorious for its ruthlessness and daring.  Yet there are some in Gran March who also see 
  The Corporation as a refuge from the lawful, militaristic character of Gran March’s government and 
  institutions.   
   
  The small amount of credible intelligence on the organization seems to indicate that The Corporation is a 
  hierarchical organization with various levels of membership. There are only three known ranks in the 
  Corporate structure: 
   
  • 
  Lay Brother / Sister – A Lay Brother or Lay Sister is an associate of The Corporation, but not fully 
  inducted into membership. Rumor has it that one works for The Corporation before working in it. 
  Potential members must go through an “apprenticeship” under a sponsoring member. “The Laity” 
  is a cant term employed by members of The Corporation to refer to all people in “the life” who are 
  not members.  To be an affiliate is to be acknowledged by The Corporation as a potential 
  member, and this status gives certain privileges as well as generating certain obligations.  Most 
  NPC affiliates never succeed in becoming full members.  
  • 
  Brother / Sister – A Brother or Sister is a full member of The Corporation. They are the soldiers of 
  the organization and are typically shadowy figures with either no public identity or a well-
  established deep cover. After a period of time, the member overseeing a promising Lay Brother / 
  
  Sister may sponsor their membership. The induction rites are shadowy, but typically involve 
  committing some crime proving their loyalty and then swearing oaths of loyalty and secrecy. 
  • 
  Senior Brother / Sister – The objects of rumor and suspicion by the informed public, these are 
  members who worked their way into leading gangs of the Corporation. No one has knowingly 
  captured a Senior Brother or Senior Sister and people who come close tend to end up as alligator 
  bait in the Rushmoors. 
   
  There are rumors of secret members overseeing and coordinating the efforts of gangs and in fact 
  managing The Corporation. If any of those higher ranks actually exist, that knowledge is known only to full 
  members of the appropriate rank. There are also rumors that rogues are not the only members of The 
  Corporation, but that in fact members come from all walks of Gran March life, including spellcasters of all 
  sorts. 
   
  What is known about the Corporate structure is sparse. The smallest operational unit appears to be the 
  gang. The gang typically has a number of Lay Brothers and Sisters overseen by a cadre of Brothers and 
  Sisters, led by a Senior Brother or Sister. A gang will typically specialize in one particular area of 
  operations, such as burglary or robbery. Seemingly, a gang can operate anywhere, from the dank 
  Rushmoors to the steep mountain passes of the Lortmils to the dark streets of Gran March cities. How the 
  gangs work together (if they do at all) is unknown save for the outlandish tales of the tavern. 
   
  Philosophy and Credo 
   
  The goal of The Corporation is simple to understand: the acquisition of wealth by any means available. 
  Such means are typically illegal. Thus, loyalty and secrecy are highly valued to the point that death 
  comes to traitors swiftly and leaves slowly. It is this secrecy that makes some Gran March officials 
  doubtful of the organization’s very existence.  These officials believe that The Corporation is nothing more 
  than a fictional boogey-man promulgated by individual criminals or small gangs to discourage active 
  investigation and punishment of criminal activity.  This theory is given additional credence since one of its 
  adherents is Ferrule Garde, who as Special Constable is in a position to know more about criminal activity 
  in Gran March than perhaps any other individual. 
   
  One of the more persistent rumors about The Corporation concerns their choice of targets. Military targets 
  are almost never hit by Corporate operations as such operations would surely lead to public exposure. 
  Similarly, truly violent crimes are typically not part of their standard operations due to the publicity such 
  crimes attract. Secrecy is the one certain characteristic of The Corporation. 
   
  While many criminal organizations appear to be misogynistic and racist in behavior, The Corporation 
  appears to not engage in such practices. Any operative who contributes profitably to the Corporate 
  coffers is welcome. 
   
  Day-to-Day activities 
   
  It is believed by many that The Corporation’s gangs have their hands in most (if not all) non-violent 
  crimes. It has been said that if one has thought out a crime, chances are good that The Corporation has 
  figured it out long beforehand and refined it to their needs. Smuggling, pick pocketing, burglary, and 
  confidence games provide the funds for other sorts of operations. Even gambling and prostitution (though 
  not expressly illegal in Gran March) are likely operations for Corporate gangs due to the general public 
  disapproval of such activities. In many cases, these low level activities can provide fodder for riskier 
  ventures; such as robbery, embezzlement, and blackmail. 
   
  Important Dates, Holidays & Ceremonies 
   
  There are rumors of induction ceremonies for membership. These rumors typically involve criminal acts 
  and oaths of secrecy enforced by death. These seem to be only rumors, however, with no public facts 
  available. 
   
  
  Headquarters/ Major Power Centers 
   
  The operations of The Corporation can be anywhere, or so the common Marcher believes. The dark and 
  lonely road is just as likely to be a den for a Corporation gang as the dank and abandoned alley. The local 
  gossips talk about “Chapter Houses” and “Mendicant Orders” as names for such locations, but there is 
  nothing concrete to indicate whether these names refer to the same thing or if they even truly exist at all. 
  There appears to be no public headquarters controlling everything, however. Such a center of operations 
  appears to be only the subject of drunken hearsay and local superstition. 
   
  History 
   
  The information in this section is not widely known, but is part of Gran March history and 
  available to the educated and well informed. 
   
  The Corporation originated as The Body Corporate for the Defense of the Rights of the Commons.  The 
  Body Corporate began with an agreement called the Grayfriars Accord in 422 CY (so-called because it 
  was made at an estate outside Buxton’s Crossing called Grayfriars).  The Accord bound together nobles 
  opposed to the Commandant, common resistance movements, Flan from Farvale and the Rushmoors, 
  demihumans tired of the prejudice of the Suloise-Oeridian dominated government, and various criminal 
  gangs.  The group disintegrated in the years following Berlikyn’s death in 438. It briefly revived during the 
  demihuman troubles of the early 500’s, but once again was all but extinct by the 520’s, except in name 
  only among smugglers in the Rushmoors and a few criminal groups in Hookhill and Shiboleth. 
   
  The nadir of organized crime in the early 580’s seemed to coincide with the rise of the private constables, 
  individuals who recovered stolen goods and apprehended criminals as a profession, usually without any 
  official brief to do so.  Some of the private constables have even been accused of organizing their own 
  criminal gangs in order to ransom stolen goods back to their owners.  The most prominent private 
  constable in the early 580’s was Ferrule Garde, who was appointed Special Constable in 584 CY by the 
  present Commandant and given broad authority to track down criminal gangs throughout Gran March.  
  This Garde did with great enthusiasm, and in a matter of months most of the criminal gangs of Gran 
  March seemed to have been eliminated or forced to go dormant.  His steadfast enmity towards criminals 
  of all kinds and his amazing ability to recover stolen goods for their owners has earned him many friends 
  and has made him a hero to many law-abiding citizens of the March. 
   
  Yet, in the late 580’s came the disquieting rumor that The Corporation, the real Corporation, had revived 
  and become stronger than ever before.  Certain merchants and electors found notes pinned to their 
  pillows with jet-black daggers and moved to Keoland or even further places.  Ordinary street crimes, 
  which had risen with the dislocations of war, seemed to decline, but bold thefts by stealth and trickery 
  seemed to increase.  A rash of crimes committed by the swollen refugee population slowed to a trickle, 
  and among the refugee population there arose a rumor of black-clad men in the night, with offers of 
  employment in various nefarious enterprises in one hand, and a dagger in the other for those who did not 
  toe the line.  Smuggling increased in the Rushmoors, bypassing oftentimes stringent border taxes 
  imposed by local lords.  The ever-present camp followers who trailed after the Army were suddenly much 
  better organized, and were less likely to deal in rotgut liquor, engage in fixed gaming, or promote disease 
  than previously.  Various new entertainment establishments, offering shady if not necessarily illegal 
  services, sprang up, while older ones offering similar entertainments suddenly disappeared.  There are 
  rumors of banditry abroad, of an underground organization to guide serfs from surrounding lands to the 
  March and to freedom - for a price - and of assassination, blackmail, and intrigue.  Even some guilds and 
  militia companies came under suspicion as being controlled by or fronts for The Corporation. 
   
  Magistrates who inquired too closely into alleged Corporation activities often found that it was difficult for 
  them to maintain their positions.  Today, many magistrates and consulting detectives simply refuse to 
  believe the organization exists.  Even Ferrule Garde stated as recently as 590 CY that “There is no such 
  thing as organized crime in Gran March, only criminal gangsters who seek to mislead and deceive the 
  public about the extent of their power.” Garde’s assertion represents the official position of the 
  
  government of Gran March today—that there is no organized crime except on the most local level, in the 
  form of small criminal gangs. 
   
  Allies 
   
  The Corporation supposedly has allies everywhere in Gran March. Laity and full members are believed to 
  have infiltrated every institution that could provide a profit for organization. Additionally, The Corporation 
  has rumored contacts with other like-minded groups throughout the Sheldomar Valley. Finally, certain 
  fringe cults who worship crime and deception, such as Olidammara, are rumored associates and partners 
  in Corporate operations. 
   
  Rivals 
   
  There are no known long-standing rivals to The Corporation. Independent criminal activity is ignored if 
  petty enough, coerced into Corporate management if profitable, or made to disappear permanently. As for 
  the evil cults rumored to be present in Gran March, there is no known connection between them and The 
  Corporation. 
   
  Foes 
   
  Private constables provide the biggest source of trouble for Corporate activities. Typically, this trouble 
  comes from either a true servant of the people who pursues justice with vigor or from the corrupt official 
  who uses the power of their office to make their own profits. Either way, the deductive powers of most of 
  these detectives jeopardize the anonymity of the Corporation’s activities. 
   
  The major churches also oppose the activities of the Corporation, even though they do not officially 
  recognize its existence. Each provides opposition based on its tenets of faith, with the followers of St. 
  Cuthbert being the most active in destroying Corporate operations.  Many constables are also followers of 
  St. Cuthbert, making them very dangerous adversaries. 
   
  The Gran March military is also a potential foe for the Corporation. Military warehouses and caravans do 
  tend to carry valuables. As crimes against military targets tend to have high visibility and also generate 
  negative public sentiment, however, there seems to be little Corporate activity in this area. 
   
  Heraldry / Symbol 
   
  Obviously, a secret society has no known symbols. Tales exists, however, of secret symbols and glyphs 
  used for Corporate communications. Such symbols could be used to mark Corporate territory, to indicate 
  Corporate safe houses, and to designate information drops.  
   
  Requirements 
   
  From this point forward, the information contained in this document is out-of-character 
  information provided to the players for use in planning career paths for their characters. 
   
  Membership in The Corporation is a dangerous and ever narrowing road. While many are rumored Lay 
  Brothers and Sisters, members of the other ranks are fewer both from external threats and internal 
  culling. 
   
  To become a Lay Brother or Lay Sister of The Corporation, a character must: 
   
  1) Possess two ranks in any one of the following skills: 
   
  Bluff 
  Diplomacy 
  
  Intimidate 
   
  2) Possess two ranks of Innuendo. 
   
  3) Possess two ranks in any one of the following skills: 
   
  Disable Device 
  Disguise 
  Forgery 
  Open Lock 
  Pick Pocket 
   
  4) Be of any alignment other than Lawful Good. 
   
  5) Be supervised by a Brother or Sister of The Corporation, called a Brother or Sister.  This must be 
  either a PC Brother or Sister, or else it will be assumed that an NPC member is supervising the 
  character. 
   
  Spellcasters who have access to 1st level spells can substitute this ability for either requirement 1 or 
  requirement 3.  Non-spellcasters can substitute the rank of Corporal in the Army for requirement 1 or 
  requirement 3.  Spellcasters who possess the rank of Corporal can waive both requirements. 
  Requirements 2 and 4 are mandatory.   
   
  A player may become a lay member in any adventure set in Gran March, or by contacting the Gran March 
  Triad.  The character’s affiliation should be noted on that character’s Adventure Certificate and signed by 
  the DM or Triad member, since further advancement will be dependent in part on meeting time 
  requirements. 
   
  To become a full member (Brother or Sister) of The Corporation, the character must: 
    
  1) Spend a minimum of 26 TUs as a Lay Brother/Lay Sister, and pay the Abbot’s Tenth during each 
  of those TUs, or have worked off all arrears on the Tenth. 
   
  2) Possess four ranks in any one of the following skills: 
   
  Bluff 
  Diplomacy 
  Intimidate 
   
  3) Possess four ranks of Innuendo. 
   
  4) Possess Speak Language (CorporateSpeak). 
   
  5) Possess four ranks in any one of the following skills: 
   
  Disable Device 
  Disguise 
  Forgery 
  Open Lock 
  Pick Pocket 
   
  6) Possess four ranks total of Hide and Move Silently, with a minimum of one rank in each 
   
  7) Possess two ranks of Profession: Criminal or Knowledge: Streetwise. 
   
  8) Be of any alignment other than Lawful Good. 
  
   
  9) Must “Make Your Bones.” The character as part of his application for membership must commit a 
  serious crime at the command of some Senior Brother/Senior Sister.  This is a Corporation-
  sponsored activity, and will constitute a conspiracy to commit a serious theft of government 
  property during wartime.  From a meta-gaming perspective, this will result in the expenditure of 8 
  TUs to represent the time spent in planning and carrying out the crime.  Note that the details of 
  the theft are unimportant for the purposes of satisfying this requirement — the theft may consist 
  of emptying an Army storehouse to provide food and clothing for the poor as a way of building 
  support for The Corporation, for instance (Remember Al Capone’s soup kitchens?).   Fulfillment 
  of this requirement will be documented by a special regional Certificate issued by the Gran March 
  Triad. 
   
  10) Swear the Bloody Oath of Brotherhood. Once characters “make their bones” according to the 
  above requirement, they will be required to swear an oath of fidelity, loyalty, and secrecy to The 
  Corporation.  Each character will be required to swear by whatever deity is his patron.  As part of 
  the ceremony, each character will be presented with a letter of confession to the crime committed 
  as part of the previous requirement, which the character must then sign.  This is The 
  Corporation’s “insurance” that members will never reveal The Corporation’s secrets to an 
  outsider. This will be noted on the same Certificate issued by the Gran March Triad. 
   
  11) The character must be sponsored by the Brother or Sister who supervised the character during 
  that character’s tenure as a Lay Brother/Lay Sister.  This is presumed to be automatic unless the 
  character has acquired demerits.  Any demerits acquired by the applicant must be expunged as 
  provided in the Law of Demerits section below.   
   
  Spellcasters who have access to 3rd level spells can substitute this ability for any two of requirements 2, 4 
  or 5.  Non-spellcasters can substitute the rank of Sergeant in the Army for any two of requirements 2, 4 or 
  5.  Spellcasters who are Sergeants and above can waive all three requirements. All other requirements 
  are mandatory.  
   
  As part of becoming a member, a character will be allowed to select a specific Chapter House or 
  Mendicant Order of which he will be a member.  The difference between a Chapter House and a 
  Mendicant Order will be made known to the player at the time of selection.  He will then have a PC or 
  NPC Senior Brother/Senior Sister who is his “boss”.  
   
  One can only become a Brother or Sister of The Corporation after submitting the above mentioned 
  materials, and the fact that a character is now a full member of The Corporation will be noted on the 
  Certificate mentioned above. 
   
  To become the leader of a criminal gang (known as a Senior Brother or Sister) in The Corporation, the 
  player character must: 
   
  1) Spend a minimum of 52 TU as a Brother/Sister, and pay the Abbot’s Tenth during each of those 
  TU. 
   
  2) Possess eight ranks in any one of the following skills: 
   
  Bluff 
  Diplomacy 
  Intimidate 
   
  3) Possess eight ranks of Innuendo.  
   
  4) Possess Speak Language (CorporateSpeak). 
   
  
  5) Possess eight ranks in any one of the following skills: 
   
  Disable Device 
  Disguise 
  Forgery 
  Open Lock 
  Pick Pocket 
   
  6) Possess eight ranks of Hide or of Move Silently. 
   
  7) Possess four ranks of Profession: Criminal or Knowledge: Streetwise. 
   
  8) Must take the Leadership Feat. 
   
  9) Be of any alignment other than Lawful Good. 
   
  10) Must expend three influence points from any source.  From a roleplaying perspective, this will 
  usually mean using the influence points on behalf of The Corporation in some way. This 
  expenditure must be noted in Play Notes section of the character’s Adventure Certificate. 
   
  11) Must purge any demerits that the character may have acquired with The Corporation by 
  expenditure of additional influence points. 
   
  12) Must spend 8 TU and 5000 gp acquiring gang members and setting up operations in a specified 
  territory. 
   
  Spellcasters who have access to 5th level spells can substitute this ability for any two of requirements 2, 4 
  or 5.  Non-spellcasters can substitute the rank of Lieutenant in the Army for any two of requirements 2, 4 
  or 5.  Spellcasters who are Lieutenants and above can waive all three requirements. All other 
  requirements are mandatory. 
   
  As part of becoming a gang leader, the player will need to work closely with the Gran March Triad to 
  develop what sort of gang the character will have, where it will operate, etc.  If you feel your character is 
  ready for this move up in The Corporation, you should contact the Gran March Triad in order to get the 
  process started.  The process can be completed with the appropriate Adventure Certificate entries at later 
  date. 
   
  Benefits 
   
  As with all organizations, The Corporation provides certain benefits to its members, and expects certain 
  things in return. 
   
  Lay Brothers/Lay Sisters obtain the following benefits from their affiliation with The Corporation: 
   
  • 
  License to Steal – Affiliates of The Corporation may obtain items or coin up to 50 gp aggregate 
  value per module or interactive from NPCs by illegal means, whether this constitutes acquisition 
  by theft, graft, or trickery.  There are a number of conditions upon this limited license to steal.  
  Those conditions are: 
   
  1)   
  There cannot be any use of deadly force; and 
  2)   
  The license only applies in Gran March; and 
  3)   
  The license may only be used once every 4 TUs; and 
  4) 
  The PC may not and cannot steal from other Player Characters. 
  5)   
  The PC must have paid the Abbot’s Tenth in the previous module or interactive prior to  
  using the license.  Failure to pay the Tenth means that the PC’s license is suspended  
  
  until the PC has caught up his payments. 
  6)   
  Until the campaign discards the adventure certificate and returns to a more reasonable  
  method of accounting that has the flexibility needed to run an actual D&D adventure as  
  opposed to a video-game, the character is limited to the amount of gold available on the  
  adventure certificate, plus whatever he might earn by using the pick-pocket rules in RUP- 
  2 The limit on illegally obtained loot is 50 gp or the amount available by RUP-2 and the  
  adventure certificate, whichever is less; 
   
  It is important for the character to not get caught.  If the character is caught, that character loses  
  the criminal proceeds of his crime.  The Corporation will then “get him off” through intimidation or  
  bribery so that the character suffers no further adverse consequences, but the PC’s limited  
  license to steal is suspended for 26 TU.  Getting caught stealing twice in any 52 TU period earns  
  the PC a demerit with the Corporation.  The operation of demerits is explained in the Law of  
  Demerits section of this document, but having too many demerits at any one time can prevent  
  advancement, result in expulsion, or even place a death mark against the PC. 
   
  • 
  To Every Wolf A Den – For the duration of a PC’s affiliation with The Corporation, that PC need 
  only pay ½ of the Adventurer’s Standard upkeep.  For Lay Brothers/Lay Sisters, this is not 
  automatic, and requires a successful Knowledge: Streetwise check as detailed under that skill’s 
  description below.  This ability represents the availability of trainers, night cellars and flash 
  houses. 
   
  • 
  A Favor For A Brother – On a successful Knowledge: Streetwise check during any module or 
  interactive in the area of Hookhill, Shiboleth, or Orlane, the PC can obtain the loan of any one 
  non-expendable item in Table 7-7 of the PHB that is in the Adventuring Gear, Class Tools and 
  Skill Kits, Clothing, or Mounts and Related Gear section that is less than 10 gp in value.  This 
  item is returned at the end of the adventure.  This ability can only be used once during any 
  module or interactive.  If the item is somehow destroyed or lost, the PC must pay the standard 
  price for it.  This ability cannot be used if the PC is in arrears on his payment of The Abbot’s 
  Tenth. 
   
  • 
  Learning the Trade – The PC may take ranks in the Profession: Criminal and Knowledge: 
  Streetwise skills (these skills do NOT become class skills). These skills are detailed in Appendix 
  One.  Additionally, a PC who does not have either or both of these skills as class skills gains a 
  circumstance bonus to that skill equal to the number of ranks they possess in the respective skill.  
  The bonus to Knowledge: Streetwise applies only within the bounds of Gran March. 
   
  • 
  Talking the Talk – The PC gains the ability to learn a new language, CorporateSpeak. This coded 
  language is a derivative of other thieves’ cants and is both spoken and written, with the written 
  component including glyphs that can be used as markers. In order to be accepted into the higher 
  ranks of The Corporation, the associate must learn this language.  If the PC has Speak Language 
  as a class skill he may purchase CorporateSpeak as a class skill.  Nobody outside the 
  Corporation speaks this language, so flaunting it is an invitation to trouble and is discouraged. 
   
  • 
  Builder Book Feats – During the PC’s time as a Lay Brother/Lay Sister, the PC may take any one 
  builder book feat that may be acquired through The Corporation. These are listed below. This is 
  not an extra feat, but rather this permits the PC to obtain the feat whenever he or she would 
  otherwise qualify for a new feat. Spellcasters who are affiliates also have access to one spell 
  listed below (this spell must be scribed into a spellbook if an arcane caster who prepares spells, 
  taken as a spell known at the next available opportunity if a caster who spontaneously casts 
  spells, and may simply be prepared by a divine caster). 
   
  • 
  Special Benefit for Arcane Spellcasters – The Corporation will pay ½ of a Lay Brother’s/Lay 
  Sister’s fee to be a Graduate of Syrloch, up to a maximum of 50gp.  In return, the PC must “give” 
  4 TUs to the Corporation during the year, which will represent time spent either doing research 
  for, teaching spells to, or providing spellcaster services for The Corporation and its members.  
  
  This 4 TU expenditure can be noted in the Play Notes section of the PC’s Adventure Certificiate 
  at any time during the year as part of the record-keeping after completing a module, interactive, 
  or meta-campaign activity. 
   
  • 
  Special Benefit for Divine Spellcasters – The Corporation will pay ½ of a Lay Brother’s/Lay 
  Sister’s tithe to the church required for official acceptance into a church organization, up to a 
  maximum of 50gp.  In return, the PC must “give” 4 TUs to the Corporation during the year, which 
  will represent time spent either doing research for, teaching spells to, or providing spellcaster 
  services for The Corporation and its members.  This 4 TU expenditure can be noted on the PC’s 
  log at any time during the year as part of the record-keeping after completing a module, 
  interactive or meta-campaign activity. 
   
  • 
  Special Benefit for Members of the Military – The Corporation wishes to encourage the 
  performance of patriotic duties, as well as to maintain a healthy presence in the Gran March 
  Military.  For that reason, the Abbot’s Tenth is halved during military TUs for PCs in the Gran 
  March Military.  Additionally, every time an affiliate of The Corporation gains rank in the Gran 
  March Militaryy, that PC gains an influence point with the Corporation.  Members of the military 
  are also granted a waiver of the time unit requirement normally imposed upon spellcasters (see 
  above). 
   
  • 
  Moving up the Ranks – For every 52 TUs of spent while a member of the Corporation, the PC 
  receives one Influence Point. 
   
  Brothers and Sisters obtain the following benefits from full membership in The Corporation (including 
  those of Lay Brothers and Sisters above): 
   
  • 
  License to Steal – Members of The Corporation may obtain items or coin up to 250 gp aggregate 
  value per module or interactive from NPCs by illegal means, whether this constitutes acquisition 
  by theft, graft, or trickery.  There are a number of conditions upon this limited license to steal.  
  Those conditions are: 
   
   
  1)   
  There cannot be any use of deadly force; and 
   
  2)   
  The license only applies in Gran March; and 
   
  3)   
  The license may only be used once every 2 TUs; and 
  4) 
  The PC may not and cannot steal from other Player Characters. 
  5)   
  Until the campaign discards the adventure certificate and returns to a more reasonable 
  method of accounting that has the flexibility needed to run an actual D&D adventure as opposed 
  to a video-game, the character is limited to the amount of gold available on the adventure 
  certificate, plus whatever he might earn by using the pick-pocket rules in RUP-2.  The limit on 
  illegally obtained loot is 250 gp or the amount available by RUP-2 and the adventure certificate, 
  whichever is less.  
   
  It is important for the PC to not get caught.  If the PC is caught, that PC loses the criminal 
  proceeds of his crime.  The Corporation will then “get him off” through intimidation or bribery so 
  that the PC suffers no further adverse consequences, but the PC’s license to steal is suspended 
  for 26 TU.  Getting caught stealing twice in any 52 TU period earns the PC a demerit with the 
  Corporation.  The operation of demerits is explained in the Law of Demerits section of this 
  document, but having too many demerits at any one time can prevent advancement, result in 
  expulsion, or even place a death mark against the PC. 
   
  • 
  To Every Wolf A Den – For the duration of a character’s membership in The Corporation, that 
  character need only pay ¼ of the Adventurer’s Standard upkeep.  This is not automatic, and 
  requires a successful Knowledge: Streetwise check as detailed under that skill’s description 
  below; however, the character will only pay ½ of the Adventurer’s Standard upkeep if the check 
  was unsuccessful. This ability represents the availability of safe houses, as well as trainers, night 
  cellars and flash houses. 
  
   
  • 
  A Favor For A Brother – On a successful Knowledge: Streetwise check during any module or 
  interactive anywhere in Gran March except in the Dim Forest, the Rushmoors, or the Lortmils, the 
  PC can obtain the loan of any one non-expendable item in Table 7-7 of the PHB that is in the 
  Adventuring Gear, Class Tools and Skill Kits, Clothing, or Mounts and Related Gear section that 
  is 30gp or less in value, or else any one of the following: 
   
  1) 
  10 silver arrows 
  2) 
  10 silver crossbow bolts 
  3) 
  10 silver sling bullets 
  4) 
  1 silver dagger 
   
  These being items from Table 7-9: Special and Superior Items on p. 114 of the PHB. 
   
  This item is returned at the end of the adventure.  This ability can only be used once during any 
  module or interactive.  If the item is somehow destroyed or lost, or if it is expended in ordinary 
  use in the case of an item from Table 7-9, the character must pay the standard price for it. 
   
  • 
  Learning the Trade – This is the same as for Affiliates. 
   
  • 
  Builder Book Feats – Members of The Corporation may take any builder book feats that may be 
  acquired through The Corporation. These are listed below. This is not an extra feat, but rather this 
  permits the PC to obtain the feat. They also have access to special items listed below. 
  Spellcasters who are full members also have access to the spells and magic item creation 
  formulas listed below. 
   
  • 
  Prestige Classes – Members of The Corporation gain access to any prestige classes that are 
  available through The Corporation generally as provided by the latest rules update for Gran 
  March. 
   
  • 
  Special Benefit for Arcane Spellcasters – This operates in the same manner as for affiliates, 
  except the maximum is 100 gp.  
   
  • 
  Special Benefit for Divine Spellcasters – This operates in the same manner as for affiliates, 
  except the maximum is 100 gp. 
   
  • 
  Special Benefit for Members of the Army – This operates in the same manner as for affiliates. 
   
  • 
  Moving up the Ranks – This operates in the same manner as for affiliates. 
   
   
  As leaders of the gangs, Senior Brothers and Senior Sisters obtain the following benefits from The 
  Corporation (including all benefits of Brothers and Sisters above): 
   
  • 
  License to Steal – Same as for members with a maximum of 1000 gp. 
   
  • 
  To Every Wolf A Den – For the duration of a character’s membership in The Corporation, that 
  character need only pay ¼ of the Adventurer’s Standard upkeep.  This is not automatic, and 
  requires a successful Knowledge: Streetwise check as detailed under that skill’s description 
  below; however, the character will only pay ½ of the Adventurer’s Standard if the check was 
  unsuccessful. This ability represents the availability of safe houses, as well as trainers, night 
  cellars and flash houses. 
   
  • 
  A Favor For A Brother – On a successful Knowledge: Streetwise check during any module or 
  interactive anywhere in Gran March except in the Dim Forest, the Rushmoors, or the Lortmils, the 
  
  PC can obtain the loan of any one non-expendable item in Table 7-7 of the PHB that is in the 
  Adventuring Gear, Class Tools and Skill Kits, Clothing, or Mounts and Related Gear section that 
  is 300 gp or less in value, or else any masterwork simple or martial weapon that is not a double 
  weapon. These being items from Table 7-9: Special and Superior Items on p. 114 of the PHB. 
   
  This item is returned at the end of the adventure.  This ability can only be used once during any 
  module or interactive.  If the item is somehow destroyed or lost, or if it is expended in ordinary 
  use in the case of an item from Table 7-9, the PC must pay the standard price for it, except for 
  items from Table 7-9. 
   
  • 
  Learning the Trade – This is the same as for Affiliates. 
   
  • 
  Builder Book Feats, Spells, and Items – Same as listed above for Brothers and Sisters. 
   
  • 
  Prestige Classes – Members of The Corporation gain access to any prestige classes that are 
  available through the Corporation generally as provided by the latest rules update for Gran 
  March. 
   
  • 
  Special Benefit for Arcane Spellcasters – This operates in the same manner as for affiliates, 
  except the maximum is 500 gp.  
   
  • 
  Special Benefit for Divine Spellcasters – This operates in the same manner as for affiliates, 
  except the maximum is 500 gp. 
   
  • 
  Special Benefit for Members of the Army – This operates in the same manner as for affiliates.  In 
  addition, the PC may elect to use military TU for gang establishment if ranked higher than 
  Sergeant.  Lower ranked PCs may spend half of the required TU from the military pool, but the 
  rest must come from the leave pool. 
   
  • 
  Moving up the Ranks – This operates in the same manner as for affiliates. 
   
   
  Builder Book Feats, Spells, and Items 
   
  As mentioned above, members and affiliates gain access to the following found in the various Builder 
  Books: 
   
  • 
  Members have access to the following adaptable prestige classes from Song and Silence, with 
  training costs described below: 
   
  o 
  Outlaw of the Crimson Road (hereafter known as Corporate Outlaws) 
  In order to pursue this prestige class, the member must belong to a Mendicant Order 
  operating outside of Gran March cities and towns. They also must be a member in good 
  standing for six months (26 TUs) and preferably on track to becoming a senior member. 
  The Law against Theft mentioned below suffices for the special requirement for the 
  Outlaw's Code; however, members may add their own code of conduct as they see fit. As 
  members of an active criminal enterprise, members of The Corporation are considered to 
  have fulfilled the special requirement for this class.  All members of The Corporation are 
  outlaws by default.   
   
  o 
  Spymaster (hereafter known as Corporate Brokers)  
  This prestige class is only available to those members belonging to a Chapter House 
  located in a Gran March town or city. They also must be a member in good standing for 
  six months (26 TUs) and preferably on track to becoming a senior member. 
   
  
  The Corporation can also fulfill the special requirements of certain Core prestige classes. For 
  example, anyone who has been a member in good standing with The Corporation for six months 
  (26 TUs) is assumed to meet the Special Requirements for the Thief –Acrobat prestige class. 
  Also, those characters interested in the Temple Raiders of Olidammara prestige class should 
  contact the Gran March Triad or their designated representative to see how The Corporation can 
  aid in fulfilling their special membership requirements. Finally, in the major cities of Gran March, 
  there are rumored to be underground training complexes sponsored by The Corporation and 
  containing traps and obstacles of such extreme lethality that surviving the experience fulfills the 
  Special Requirements for the Dungeon Delver prestige class. 
   
  • 
  Members and affiliates have access to the following spells as noted above: 
   
  o 
  From Defenders of the Faith: 
   
  Knife Spray 
   
  o 
  From Tome and Blood:  
  Choke, Eagle’s Splendor, Mass Darkvision, Mass Fly, Mord’s Sanctum 
   
  Characters only have access to spells on the class list for their own class; this benefit does not, 
  for example, give paladins or druids access to the cleric spells listed above unless those spells 
  are already on their respective spell lists. 
   
  • 
  All members and affiliates have access to the following feats, with training costs described below: 
   
  o 
  From Sword and Fist: 
   
  Dirty Fighting, Dual Strike, Feign Weakness, Knock Down, Pin Shield, Throw Anything 
   
  o 
  From Tome and Blood: 
  Sanctum Spell, Subdual Substitution 
   
  o 
  From Song and Silence: 
  Acrobatic, Alluring, Arterial Strike, Athletic, Charlatan, Chink in the Armor, Dash, Expert 
  Tactician, Flick of the Wrist, Hamstring, Jack of All Trades, Persuasive, Quicker than the 
  Eye, Shadow, Trustworthy 
   
  o 
  From Masters of the Wild: 
  Clever Wrestling  
   
  • 
  All members have access to formula for the following magical items, which can be acquired per 
  the Item Creation rules in RUP-2: 
   
  o 
  Armor and Shield Special Abilities:  
  From Sword and Fist: Dancing.  
  From Defenders of the Faith: Called, Charming.  
  From Masters of the Wild: Ease. 
   
  o 
  Magic Weapon Special Abilities: 
  From Sword and Fist: Merciful, Seeking, Sure Striking, Vicious.  
  From Masters of the Wild: Exhausting. 
   
  o 
  Specific Shields: 
  From Song and Silence: Barricade Buckler  
   
  o 
  Specific Potions: 
  From Sword and Fist: False Life.   
   
  
  o 
  Specific Rings: 
  From Sword and Fist: Mage Armor. 
   
  o Wondrous Items: 
  From Sword and Fist: Vest of False Life, Gloves of Fearsome Grip. 
  From Tome and Blood: Belt of Many Pockets. 
  From Song and Silence: Breaker Bottle, Nondescript Box, Possum Pouch, Safe Box, 
  Spool of Endless Rope. 
   
  • 
  All members have access to the following tools from Song and Silence: 
  Double-sided Clothes, Expandable Pole, Gorget (plain and spiked), Leather Collar (plain and 
  decorated), Longreach Tongs, Long-spoon Thieves’ Tools, Reverse Lock, Waterproofing 
   
  Costs and Obligations 
   
  Members and affiliates have the following obligations due to their affiliation with The Corporation: 
   
  • 
  The Law of Demerits – Members and affiliates work under a demerit system for offenses against 
  The Corporation. Breaking the laws of The Corporation result in the accrual of demerits. A 
  character must remove any accrued demerits before advancing in rank. To remove demerits, one 
  can use one of the following methods: 
   
  o 
  Spending Corporate influence points to remove demerits for a cost of one influence point 
  for every demerit removed. 
   
  o 
  Working off the demerits by spending two TUs per demerit. Demerits resulting from non-
  payment of the Tenth are worked off at 1 TU per 20 gp in arrears. 
   
  o 
  Paying off the demerits by paying a fine. The fine is 50 gp per demerit for affiliates, 250 
  gp per demerit for members, and 1000 gp per demerit for senior members. 
   
  A character with less than four demerits retains their current rank, but can expect to be treated 
  with suspicion from higher-ranking members. Four demerits will result in the demotion of senior 
  members to members and members to affiliates. Affiliates with four demerits are expelled and 
  banned from the organization.  
   
  Eight demerits not only results in automatic expulsion, but The Corporation places a termination 
  order on the character. This order (called a Death Mark) is noted on the character’s Adventure 
  Certificate. During any Gran March Regional, Adaptable, Interactive, or other special module, the 
  player must notify the DM of the Death Mark and provide this document as guidelines for 
  administering the Mark. The DM then has the character roll a Hide check at DC 13 + the level of 
  the character. This check is made every TU that the character is in the civilized portion of Gran 
  March (that is, all of Gran March except the Rushmoors, the Dim Forest, and the Lortmils). If the 
  character fails the check, the DM has to make an attempt on the character’s life. This is done by 
  either setting an extra trap (found in the DMG) at an EL equal to the character’s level or by 
  sending in a single assassin of the same level as the character. Example assassins are found in 
  Appendix Two of this document. While it is understandable that the pressures of module play are 
  limiting, DMs are encouraged to be as creative as possible in dealing with Death Marks, 
  particularly with regard to traps. A PC cannot execute the Death Mark on another PC under 
  any circumstances. The Corporation has other operatives in charge of handling Death Mark 
  assignments. The Death Mark ends in one of four ways: 
   
  o 
  Termination of the character. 
   
  
  o 
  Exile of the character (in game terms, transfer of the character to another region). 
  However, if the character ever returns to Gran March, the Death Mark is reestablished for 
  the duration of the offending character’s stay in the region. 
   
  o 
  Expenditure of eight influence points by other Corporation members and affiliates on the 
  character’s behalf. 
   
  o 
  Paying a ransom of 100 gp times the character’s level squared. This ransom can be paid 
  by the character or by the character’s associates. 
   
  In any event, the character is banned with prejudice from The Corporation. PC members and 
  affiliates are supposed to shun and ignore the offender whenever possible. All Corporate 
  influence points possessed by the offender should be voided. 
   
   
  • 
  The Law of Silence – Members and affiliates of The Corporation must never reveal their status in 
  the organization. Affiliates must never reveal the name of the Brother/Sister who is their 
  supervisor and mentor.  Members must never reveal any other members. The character must 
  never give the details of any acts committed on behalf of The Corporation nor disclose any of the 
  benefits The Corporation has granted.  The character must deny the very existence of The 
  Corporation.  Anyone who breaches this duty of silence at the Lay Brother/Lay Sister level earns 
  two demerits with The Corporation. For a full member, the character earns four demerits. Senior 
  members earn eight demerits for such a breach.  If the member was under magical compulsion at 
  the time of the disclosure, only 1 demerit is earned (regardless of rank). 
   
  • 
  The Law of Obedience – An affiliate will rarely be given the responsibility of carrying out a duty for 
  The Corporation, but when the order is given it must be obeyed.  All members are subject to 
  these orders as a given. For an affiliate, any such order will come through that affiliate’s 
  supervising Brother or Sister; other members receive orders through the chain of command.  
  Refusal to obey results in the character receiving four demerits and the subsequent expulsion of 
  the character from The Corporation.  A simple failure due to inability to carry out the order is two 
  demerits, but does not cause expulsion. 
   
  • 
  The Pledge of Brotherhood – An affiliate of The Corporation must never betray another affiliate or 
  any member of The Corporation to the authorities under any circumstances.  Members may not 
  betray any other member, but may allow an affiliate to be apprehended if the affiliate has broken 
  any of the Corporate laws. Any dispute between affiliates of The Corporation must be handled 
  within The Corporation through the Lay Brother’s/Lay Sister’s supervising Brother/Sister or 
  through the member’s direct superior.  An affiliate who betrays a Lay Brother/Lay Sister earns two 
  demerits for doing so, and depending on the circumstances may risk reprisals from that Lay 
  Brother’s/Lay Sister’s supervising Brother/Sister.  A member who betrays a fellow member of the 
  same rank receives four demerits and subsequent expulsion. Any member or affiliate who betrays 
  any higher ranking member of The Corporation is expelled from The Corporation permanently 
  and earns eight demerits automatically. 
   
  • 
  The Law against Theft – A Lay Brother/Lay Sister must never steal from, con or defraud another 
  affiliate, or any higher ranking person in The Corporation.  This “honor among thieves” is 
  breached most often by NPCs, but if a PC breaches this obligation and is detected the 
  consequences can be serious, since it is a one demerit offense, and the character will be required 
  to refund twice the value of the item or money obtained from the victim. For members and senior 
  members, this is a two demerit offense and the refund is four times the value of the property 
  stolen. 
   
  • 
  The Law of The Abbot’s Tenth – The most significant obligation of a Lay Brother/Lay Sister is 
  probably The Abbot’s Tenth, also called “The Black Tithe”.  The origin of any of these names for it 
  is unknown, but it represents the obligation to give tribute to The Corporation in order to enjoy any 
  of the benefits of The Corporation.  For Lay Brothers/Lay Sisters, there are no demerits from 
  
  failing to pay the Tenth, but The Corporation runs on money and cannot spare time or resources 
  for those who don’t pay their dues.  The Abbot’s Tenth for affiliates is 10% of any revenue earned 
  through any illegal activity and Profession: Criminal rolls, or a minimum of 5gp per TU, whichever 
  is greater.  Payment of the Tenth should be noted on a character’s Adventure Certificate during 
  every adventure, since the consequences of nonpayment are the forfeit of certain benefits until 
  the payments are caught up.  A character may pay off arrears through giving time to The 
  Corporation—essentially, the PC “works off” the debt at the rate of 1 TU for every 20 gp in 
  arrears.  This may be done at the end of any module or interactive, and should be properly noted 
  on the PC’s Adventure Certificate.  Once the TUs have been “paid,” the character can start with a 
  clean slate. Members and senior members are required to pay the Tenth; failure to do so results 
  in a one demerit penalty in addition to the loss of the License to Steal benefit. Members are still 
  able to work off the debt at the rate of 1 TU for every 20 gp in arrears and by doing so remove the 
  demerit. 
   
  • 
  The Law of Patriotism – Affiliates of The Corporation are expected to carry out their 
  responsibilities as Gran March citizens.  They are expected to obey their commanders when that 
  doesn’t conflict with their duty to The Corporation.  Military Service is encouraged, and most 
  members of The Corporation are veterans.  Except when on a “job” or otherwise pursuing their 
  illicit careers, all members and affiliates are expected to obey the laws and maintain a low profile. 
  Failure to do so is a one demerit penalty for all members and affiliates. 
   
  Future versions of this document may outline additional benefits and obligations.  It is also possible that 
  the benefits and obligations outlined above may be modified, but every effort will be made to avoid this 
  except as to clarifications and corrections.  
   
  References 
   
  The following are useful references with regard to Corporate characters: 
   
  • 
  Song and Silence: A Guidebook to Bards and Rogues by Jason Carl. This Builder Book contains 
  the full descriptions of the Prestige Classes described above. As per Rules Update 1 (RUP-1) 
  and Gran March Metacampaign policy, a player who has a character with any of these Prestige 
  Classes must keep a copy of these pages available for the DM to reference during game play. 
  • 
  Gran March Legal Document by the Gran March Triad. A preliminary document, this has 
  information on the various legal issues in Gran March. 
  http://groups.yahoo.com/group/GranMarch/files/Preliminary_Documents/TheLegalsystemofGran
  March.doc.  
  
  Appendix One – New Skills 
   
  Profession: Criminal (Wis; Trained Only; Corporation Only) – This skill permits a character to acquire an 
  income through illicit means in Gran March.  It represents the proceeds of work the character does on 
  behalf of or in conjunction with other Corporation operatives.  In terms of game play, it acts like any other 
  Profession skill as described in RUP-2.  This skill is an aspect of the License to Steal; if the character 
  earns income using this skill while unlicensed, that character receives four demerits with all of the 
  repercussions described previously. This Profession skill only covers criminal activities not covered by 
  other skills such as Forgery or Pick Pocket; activities using existing skills should follow the RUP-2 rules 
  covering them.  
   
  Knowledge: Streetwise (Int; Trained Only; Corporation Only) – This skill represents the PC’s knowledge 
  of and ability to access the resources of organized crime in Gran March.  A successful skill check will 
  enable the PC to find shelter in flash houses or night cellars, to locate the tools of his profession, to 
  gather information regarding the local underworld or illicit activities, to locate Corporation contacts in the 
  local area, and to assist his other skill rolls where appropriate. 
   
  For Lay Brothers and Lay Sisters, the skill gives the following benefits in the areas of Hookhill, Shiboleth 
  or Orlane only: 
   
  • 
  On a DC 15 skill check at the outset of a module or interactive, the character can utilize To Every 
  Wolf A Den. 
  • 
  On a DC 20 skill check once during any module or interactive, the character can utilize A Favor 
  for a Brother, unless the character is in arrears on payments of The Abbot’s Tenth. 
  • 
  On a DC 15 skill check, a character can locate a Corporation operative who can provide a +2 
  circumstance bonus on any single Gather Information check.  This ability can only be used once 
  during any module or interactive, and is not available if the character is in arrears on The Abbot’s 
  Tenth. 
   
  For full members, the skill gives the following benefits anywhere in Gran March except the Dim Forest, 
  the Rushmoors, or the Lortmils. 
   
  • 
  On a DC 15 skill check at the outset of a module or interactive, the PC can utilize To Every Wolf 
  A Den to get the benefit of the reduction in Adventurer’s Standard as noted above. 
  • 
  On a DC 15 skill check once during any module or interactive, the PC can utilize A Favor for a 
  Brother in the areas of Hookhill, Shiboleth, and Orlane.  Elsewhere in Gran March where A Favor 
  For A Brother can be used, it can be used on a successful DC 20 skill check. The only exception 
  to this is if the character is in arrears on payments of The Abbot’s Tenth. 
  • 
  On a DC 15 skill check, a character can locate a Corporation operative who can provide a +2 
  circumstance bonus on any single Gather Information check.  This ability can only be used once 
  during any module or interactive, and is not available if the character is in arrears on The Abbot’s 
  Tenth. 
  • 
  5 ranks of this skill gives members a +2 synergy bonus to Gather Information checks in Gran 
  March, and to Innuendo checks when communicating with another Corporation member. 
   
  Of course, this skill can also be used where called for in a module or interactive.  From a roleplaying 
  perspective, use of this skill would enable a PC to locate flash houses, night cellars, gambling halls, 
  bawdy houses, and just about anything else The Corporation has a hand in. 
  
  Appendix Two – Sample Death Mark Assassins 
   
  Note:  In addition to the equipment listed, each assassin has an expense account of APL x 100 gp for 
  buying common equipment (such as grappling hooks and silk ropes or standard arrows or bolts). 
   
  APL 2 
  Myragan of Orlane, Male Human (Oeridian) Rog1 Ftr4  CR 5; Medium Humanoid; HD (1d6) + (4d10) + 
  10; hp 40; Init +7 (+3 Dex, +4 Improved Initiative); Spd Walk 30'; AC 19 (+4 armor, +3 Dex, +1 natural, +1 
  deflection)(flatfooted 16, touch 15); Atks: +9 ranged (1d8+4 20/x3, mighty [+2] masterwork darkwood 
  composite longbow with +1 arrows) or +6 melee (1d6+2 19-20/x2, short sword) ; SA: Poison, Sneak 
  Attack +1d6; AL: NE; Sv: Fort +6, Ref +6, Will +1; Str 14, Dex 17, Con 14, Int 12, Wis 10, Cha 8. 
  Skills and Feats:  Balance +5, Climb +6, Craft (Bowmaking) +2, Craft (Poisonmaking) +2, Hide +7, 
  Innuendo +4, Intimidate +4, Jump +7, Knowledge (Streetwise)) +2, Move Silently +7, Open Lock +7, Ride 
  +4, Search +5, Speak Language (CorporateSpeak), Spot +4, Swim +-1, Tumble +8; Armor Proficiency 
  (light, medium, heavy), Exotic Weapon Proficiency (hand crossbow), Improved Initiative, Martial Weapon 
  Proficiency, Point Blank Shot, Precise Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, 
  Weapon Focus (composite longbow), Weapon Specialization (composite longbow). 
    
  Possessions:  +1 amulet of natural armor, antitoxin, 20 +1 arrows, backpack, chain shirt 
  (mithral/masterwork), mighty (+2) masterwork darkwood composite longbow, traveler’s outfit, vial of 
  poison (carrion crawler brain juice), 2 belt pouches, +1 ring of protection, short sword 
  Tactics – Operating as a sniper out of shadow, Myragan typically first paralyzes his target with a poisoned 
  arrow and then launches volley after volley into the target.  
  Other Notes – Knows Common and Orc. 
  APL 4 
  Merla Thorngate, Female Halfling Rog5 Asn1 ThA1  CR 7; Small  Humanoid; HD (5d6) + (1d6) + (1d6) 
  + 7; hp 37; Init +8 (+4 Dex, +4 Misc); Spd Walk 20'; AC 21 (+5 armor, +4 Dex, +1 size, +1 deflection) 
  (flatfooted 17, touch 16), Atks: +6 melee (1d6+2 17-20/x2 +1 keen short sword) or +9 ranged (1d8, 19-
  20/x2, masterwork light crossbow) or +6 melee (1d4+1, 19-20x2, masterwork daggers) or +10 ranged 
  (1d4+1, 19-20/x2, masterwork daggers); SA: +1 on all saves,+1 to hit with thrown weapons,+2 morale 
  bonus vs fear, Death Attack (DC 11), Evasion, Kip Up, Poison Use, Sneak Attack +3d6 (2), Unbounded 
  Leap, Uncanny Dodge (Dex bonus to AC, can't be flanked); Vision: Normal AL: NE; Sv: Fort +3, Ref +13, 
  Will +2; Str 12, Dex 19, Con 12, Int 12, Wis 10, Cha 10. 
  Skills and Feats:  Balance +14, Bluff +4, Climb +11, Craft (Poisonmaking) +2, Disable Device +2, 
  Disguise +4, Escape Artist +8, Gather Information +1, Hide +27, Innuendo +4, Jump +23, Listen +2, Move 
  Silently +14, Open Lock +6, Perform +3, Profession (Criminal) +2, Search +5, Speak Language 
  (CorporateSpeak), Spot +2, Tumble +14, Use Magic Device +1; Armor Proficiency (Light), Exotic Weapon 
  Proficiency (hand crossbow) , Flick of the Wrist, Improved Initiative, Martial Weapon Proficiency, Quick 
  Draw. 
    
  Possessions:    boots of striding and springing, +1 mithral chain shirt, cloak of elvenkind, 2 masterwork 
  daggers, masterwork light crossbow, small entertainer’s outfit, 3 vials of poison (Medium-size spider 
  venom), potion of cure light wounds, potion of expeditious retreat, potion of darkvision, potion of haste, 
  belt pouch, spell component pouch, +1 ring of protection,  +1 keen short sword. 
   
  Spells Prepared: Assassin: ( 1 ) 1st - (DC 12) Spider Climb  
   
  Spellbook: Assassin: 1st – Change Self, Detect Poison, Ghost Sound, Spider Climb  
  Tactics – Merla Thorngate uses her acrobatic skills to fool others into thinking that she is just a mere 
  performer. She tends to open up with a Flick of the Wrist attack using one of her masterwork daggers 
  (which are usually poisoned) and then using the short sword to finish off her mark. Merla is also quite 
  
  capable of sniping attacks as well, using her acrobatic capabilities to perch in places that others could find 
  inaccessible.   
  Other Notes – Knows Common, CorporateSpeak, Halfling, and Dwarven. 
  APL 6 
  Dench the Cleaner, Male Half-Orc Rog3 Ftr4 Asn2  CR 9; Medium Humanoid; HD (3d6) + (4d10) + 
  (2d6) + 18; hp 64; Init +6 (+2 Dex, +4 Improved Initiative); Spd Walk 30'; AC 19 (+7 armor, +2 Dex) 
  (flatfooted 17, touch 12), Atks: +10 / +5 ranged (1d4, 19-20/x2, masterwork hand crossbow) or +10/+5 
  melee (1d8+3, 18-20/x2, locking garrote) or +11/+6* melee (1d8+3, 18-20/x2, masterwork wire garrote) or 
  +12/+7 melee (1d8+6, 17-20/x2,+1 keen long sword); SA: Death Attack (DC 12), Evasion, Orc Blood, 
  Poison Use, Sneak Attack +2d6 (2), Uncanny Dodge (Dex bonus to AC), Uncanny Dodge (can't be 
  flanked); Vision: Darkvision (60'), Normal AL: NE; Sv: Fort +7, Ref +9, Will +3; Str 16, Dex 14, Con 14, Int 
  14, Wis 12, Cha 6. 
  Skills and Feats:  Balance +8, Climb +6, Decipher Script +4, Disable Device +9, Disguise +2, Forgery +3, 
  Gather Information +0, Hide +20, Innuendo +5, Intimidate +2, Jump +10, Move Silently +20, Open Lock 
  +5, Profession (Criminal) +3, Ride +3, Search +6, Sense Motive +4, Speak Language (Corporate Speak), 
  Spot +5, Tumble +9; Armor Proficiency (light, medium, heavy), Blind-Fight, Chink in the Armor, Exotic 
  Weapon Proficiency (garrote), Exotic Weapon Proficiency (hand crossbow), Expertise, Improved Initiative, 
  Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (long sword), 
  Weapon Specialization (long sword).  
   
  Possessions:   boots of elvenkind, masterwork mithral buckler, +2 mithral chain shirt, cloak of elvenkind, 
  masterwork hand crossbow, 2 locking garrotes, masterwork wire garrote, traveler’s outfit, 3 vials of poison 
  (Large scorpion venom), Potion of cure moderate wounds, potion of invisibility, belt pouch, spell 
  component pouch, +1 keen long sword.  
   
  Spells Prepared: Assassin: ( 2 ) 1st - (DC 13) Change Self, Spider Climb  
   
  Spellbook: Assassin: 1st – Change Self, Detect Poison, Ghost Sound, Obscuring Mist, Spider Climb  
  Tactics – Dench uses typical assassin melee tactics. He prefers to catch his victims helpless and use the 
  garrote, but will engage in swordplay as needed. He typically poisons both the garrote (to make his 
  grapple checks easier) and the long sword (to reduce the efficiency of melee attacks). The hand 
  crossbow is a weapon of last resort.  
  Other Notes – Knows Common, CorporateSpeak, Orc, Elven, and Giant. 
  APL 8 
  Liliana of Dyvers, Female Human Rog4 Clr6 Asn2  CR 12; Medium Humanoid; HD (4d6) + (6d8) + 
  (2d6) + 12; hp 68; Init +3 (+3 Dex, +0 Misc); Spd Walk 30'; AC 24 (+7 armor, +3 Dex, +2 natural, +2 
  deflection) (flatfooted 21, touch 15), Atks: +13/+8 melee (2d4+5, 18-20/x4, +2 keen scythe) or +12/+7 
  ranged (1d8, 19-20/x2, masterwork light crossbow ) or +12/+7 melee (1d8+4, 20/x2, +1 heavy mace); SA: 
  Death Attack (DC 11), Evasion, Poison Use, Rebuke Undead 8/day, Sneak Attack +2d6 (2), Uncanny 
  Dodge (Dex bonus to AC, can't be flanked); Vision: Darkvision (60'), Normal AL: NE; Sv: Fort +7, Ref +12, 
  Will +9; Str 17, Dex 16, Con 12, Int 12, Wis 16, Cha 12. 
  Skills and Feats:  Balance +10, Bluff +10, Climb +5, Diplomacy +10, Disguise +9, Escape Artist +4, 
  Gather Information +9, Heal +4, Hide +19, Innuendo +7, Intimidate +3, Jump +7, Knowledge (Religion) 
  +9, Knowledge (Undead) +4, Move Silently +19, Profession(Criminal) +5, Sense Motive +10, Speak 
  Language(CorporateSpeak), Spellcraft +5, Tumble +9; Armor Proficiency (light, medium, heavy), Combat 
  Casting, Divine Might, Exotic Weapon Proficiency (Hand Crossbow), Extra Turning, Improved Critical 
  (scythe), Martial Weapon Proficiency (scythe), Power Attack, Shield Proficiency, Simple Weapon 
  Proficiency.  
   
  Possessions:  +2 amulet of natural armor, +4 belt of giant strength, boots of elvenkind,  + 2 mithral 
  chainmail, cloak of elvenkind, masterwork light crossbow, gloves of dexterity +2, goggles of night, 
  
  heward's handy haversack, silver holy symbol (Nerull), 3 wooden holy symbols (Heironeous, Pholtus, St. 
  Cuthbert), +1 heavy mace, 2 vials of poison (Deathblade), 1 potion of haste, 1 potion of heroism, 
  2 potions of invisibility, 2 belt pouches, spell component pouch, ring of mind shielding, +2 ring of 
  protection, +2 keen scythe, cleric’s vestments, wand of darkness. 
   
  Spells Prepared: Cleric: ( 5 / 4+1 / 4+1 / 3+1 ) 0 (DC 13) - Detect Magic, Detect Poison, Guidance, Inflict 
  Minor Wounds (x2), 1st (DC 14) - Bane, Deathwatch, Divine Favor, *Protection from Good, Shield of Faith; 
  2nd (DC 15) - *Death Knell, Hold Person (x2), Silence, Spiritual Weapon; 3rd (DC 16) - *Animate Dead, 
  Dispel Magic, Prayer, Searing Light; Assassin: ( 2 ) 1st (DC 12) - Change Self, Spider Climb. 
   
  * Domain Spell: Deity: Nerull; Domains:  Death (You may use a death touch once per day. It is a spell-like 
  ability that is a death effect. You must succeed at a melee touch attack against a living creature. Roll 1d6 
  per your cleric level, if the total is greater than the creature's current hit points, it dies.); Evil (You cast evil 
  spells at +1 caster level.)  
   
  Spellbook: Assassin: 1st (DC 12) -Change Self, Detect Poison, Obscuring Mist, Spider Climb. 
   
  Tactics – Liliana treats assassination as a holy calling of Nerull and works methodically with a religious 
  reverence. She will typically disguise herself as a cleric of one of the Gran March major churches to get in 
  close to her mark. She typically poisons her scythe, quaffs a potion of invisibility, and silently tails her 
  prey. During the pursuit, she will typically cast Deathwatch about an hour before she plans to attack. 
  Right before she strikes, she quaffs her potions of haste and heroism and then tries for a first strike. If her 
  prey does not fall in the first attack, she will attempt to hold person and full attack. If she senses her prey 
  weakening, she will then attempt a Death Touch to finish off the mark. She will then leave by whatever 
  means is appropriate for the setting. 
    
  Other Notes – Knows Common, CorporateSpeak, and Infernal. 
   
   
       
      
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Gran March/Old and Retired Versions/TheCorporation_v1.0.pdf