TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  GRM3-05 
   
   
   
   
   
   
  It Stalks the Night 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Gran March Regional Adventure 
  Version 1.1 – Premiere at Dragon Con 
   
  by Bill Edens 
   
   
  A simple errand to deliver a message to Fort Endurance turns into anything but simple when a strange and powerful 
  beast of darkness begins to stalk the night.  A Gran March regional adventure for APLs 4-12. 
  
  GRM3-05 It Stalks the Night 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  
  GRM3-05 It Stalks the Night 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. 
   If players do not have 
  a 
  LIVING 
  GREYHAWK 
  character generated, 
  get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character generation 
  guidelines, 
  and 
  a 
  character sheet from 
  your 
  convention 
  coordinator or the 
  RPGA Web site, ant 
  then have any players 
  without a character 
  create on.  Once all 
  players 
  have 
  a 
  LIVING 
  GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are 
  given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask 
  them before the adventure begins whether they 
  would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more 
  either higher or lower than the APL this 
  adventure is being played at, that character will 
  receive only half of the experience points 
  awarded for the adventure. This simulates the 
  face that either your character was not as 
  challenged as normal, or relied on help by 
  higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are three things 
  that you can do to help even the score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Gran March.  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. 
  Is It a Full Moon?  
  No. 
  
  GRM3-05 It Stalks the Night 
   
  Page 4 
  Adventure Summary and 
  Background 
  This module is the sequel to the regional scenario 
  GRM2-04 The Free Band, but it is not necessary for the 
  players to have participated in that scenario to play this 
  one. 
  When Oeridian and Suloise tribes were mingled at the 
  founding of the Kingdom of Keoland, they were far from 
  being the first residents of the area.  At the time, the 
  sylvan forest of Axewood stretched out across the 
  northern and eastern portion of what is now modern 
  Keoland, following the Sheldomar River to touch the 
  Dim Forest and extend down into what is now the 
  modern Silverwood.  At first, the Faerie Kings blessed the 
  formation of a kingdom in the grasslands to the 
  southwest as it provided a buffer between the Axewood 
  and the dark forest of Dreadwood.  In addition, the rulers 
  of the new kingdom seemed to be fair and wise; however, 
  men are short-lived and the wise rulers of Keoland soon 
  passed away.  Over generations the forest was cut down 
  in a slow but steady process and now the great forest is 
  divided into small pieces.  With men building a road 
  through the Dim Forest and attempting to drain the 
  Rushmoors, the elves of the Dim Forest fear that once 
  again man will clear away more of their natural 
  environment for farm land to help feed the ever growing 
  Gran March army. 
  One elf, Olowyn Aelanthyr, has decided that action 
  needs to be taken to prevent this from happening.  
  Disobeying his elders, who have made a pact with the 
  humans, he has assembled a Free Band of elves to combat 
  the further destruction of the forest.  For his band 
  Olowyn has recruited several elven scouts and archers 
  along with a powerful elven enchanter and his 
  apprentice.  In addition, Olowyn has appealed to the 
  Faerie Kings of Silverwood for their help in saving what 
  is left of the great wood.  To his surprise, a small band of 
  pixies was sent to answer his plea for help.  However, half 
  of the pixies that were originally helping Olowyn have 
  become uneasy about his intentions and left the band to 
  return to the Silverwood. 
  Originally Olowyn planned to drive the work crews from 
  the forest through fear.  However, his plans were 
  thwarted by a group of adventurers. Now he has decided 
  that if he cannot scare the workers away he can cut off 
  their food supply so that they will have to leave or face 
  starvation.  Supply wagons are routinely routed from Fort 
  Endurance to the various work crews; however, no 
  individual wagon carries enough supplies to have a large 
  effect on the work crews stores.  Olowyn believes that if 
  he can destroy the foodstuffs carried by a larger caravan 
  destined for Fort Endurance he can cut off the source of 
  the work crew’s provisions.  However, once again 
  Olowyn’s plans are spinning out of his control.  The 
  mindbender Rythillon is using Olowyn and has gained 
  direct control over much of the Free Band.  Rythillon can 
  easily manipulate the Free Band to his own ends.  He has 
  done so in the past and intends to continue to do so in 
  the future.  Rythillon approves of Olowyn’s plan, but he 
  doubts whether the Free Band can actually destroy a large 
  caravan.  So he has devised his own plan to destroy Fort 
  Endurance’s supplies… 
  Introduction 
  The weather will be rainy the first night, but change to 
  partly cloudy and mild throughout the rest of the 
  adventure with both moons waning.  In fact, there will be 
  a night of a double new moon during the course of the 
  adventure that will play a key role in events.  It is mid-fall 
  so the sun will be setting a little earlier and rising a little 
  later, but the trees have not yet started to loose their 
  foliage.  Also keep in mind that inside the Dim Forest it 
  is, well… dim.  Not much light penetrates the canopy, so 
  decrease lighting conditions from the sun and moons by 
  one category while the PCs are in the Dim. 
  Encounter One: Angry Words 
  The PCs find themselves spending a rainy evening at the 
  Boar’s Head Inn.  The PCs may be visiting the Inn to see 
  the inn’s namesake trophy, a mounted boar’s head 
  rumored to be from the largest such beast seen in living 
  memory.  If any of the PCs have played The Free Band 
  and helped bring down the boar, the inn’s owner, Boris 
  Vladin, will give them free room and board.  Boris will be 
  very happy to see any of his old friends and will tell them 
  that the trophy they brought him has made his little inn 
  famous throughout the March (and greatly increased 
  business).  This will be readily evident, as the inn has 
  undergone a recent addition expanding both the 
  common room and the sleeping quarters. PCs who wish 
  too can ask about or visit some of the town folk that they 
  have previously met (see Appendix I). Even if the PCs 
  leave the inn they will eventually come back to find it 
  crowded with travelers, townsfolk, and some soldiers on 
  leave from Fort Endurance.  Because the inn is so 
  crowded the PCs will be forced to sit together at the only 
  open table. This will give the characters a chance to meet 
  each other.  Now is an appropriate time to do character 
  introductions.  If any of the PCs choose not to sit with 
  the other PCs they can still describe themselves, as they 
  are clearly visible standing at the bar.  In any case the 
  party will be in the middle of enjoying a round of drinks 
  when an irate, half-orc druid/boarlord will burst into the 
  
  GRM3-05 It Stalks the Night 
   
  Page 5 
  inn, looking to confront the inn’s owner about his choice 
  of using a boar’s head as a decoration.  To begin the 
  adventure read the following aloud to the PCs: 
  The Boar’s Head Inn is crowded tonight despite the 
  heavy rain.  You have managed to secure one of the 
  inn’s few empty seats at a table with several of your 
  fellow patrons. 
  If the characters have not already described themselves, 
  please tell them to do so at this juncture.  In addition, 
  allow the PCs to order dinner and drinks.  The menu 
  consists of the normal fare found at common inns, but 
  pork is the signature dish.  The PCs can order pork 
  cooked in about any style that they wish, in fact, “the boar 
  feast” is an option on the menu that they will be offered.  
  It consists of a whole roast boar (complete with an apple 
  in its mouth) resting on a large platter of roasted fruits 
  and vegetables (apples, raisins, onions, carrots, and 
  potatoes).  The meal is served with thick sliced oat-bread 
  and apple-butter served on the side.  The feast is meant to 
  feed 6 and costs 2 gp.  The serving wench waiting on the 
  PCs is a young, thick-boned girl named Malda. 
  As you order food and drinks you can’t help but 
  notice the huge boar’s head mounted above the 
  fireplace.  It is said to be from the largest such animal 
  seen in living memory.  From the look of the head the 
  beast must have stood six foot high at the shoulder.  
  Rumor has it that there was actually so much meat 
  from the animal that they still use it in the pork stew. 
    
  After a short wait your drinks are brought out 
  followed soon after by dinner.  Just as you are 
  savoring the first bites of your meal the front door of 
  the inn bursts open with a resounding crack, bringing 
  conversation around the common room to a startled 
  pause.  Standing in the doorway is large half-orc who 
  is obviously very angry.  His voice booms out in 
  challenge, 
  “WHO 
  OWNS 
  THIS 
  DEN 
  OF 
  SLAUGHTER?” 
  As the fame of the Boar’s Head Inn has grown it has come 
  to the attention of Krrk, a boarlord who lives deep in the 
  Dim Forest.  He feels that the inn has become dedicated 
  to the destruction of the noble beasts that he has 
  developed a kinship with. Krrk understands the natural 
  cycle of predator and prey, but he feels that the inn’s 
  owner has gone beyond that cycle and is viciously 
  hunting down boars for his own selfish profits.  The final 
  outrage came when Krrk learned that one of the greatest 
  boars in the history of the Dim Forest had been 
  butchered and that its head was being used as a grisly 
  display to lure common folk to this den of slaughter.  
  Krrk decided that he must act.  Already he is shepherding 
  all of the wild boars out of this area of the forest.  Soon it 
  will be impossible to find a boar near the community of 
  Foredge.  However, Krrk is not satisfied.  He has come to 
  the inn to confront the inn’s owner and demand that the 
  remains of the great and noble boar that was slain be 
  given to him so that they can be disposed of with the 
  proper respect.  For this encounter, even though Krrk is 
  confrontational, he will not start a fight, as it is obvious to 
  him that he is greatly out numbered. 
  � Krrk: male half-orc Drd6/BoarLord3; hp 95; see 
  Appendix I. 
  Boris will pull an oak club from behind the bar and come 
  forward to answer Krrk.  Boris’ son recently died during 
  an orc attack while on active duty in Gran March 
  military.  Boris is not a racist, but for him the grief of his 
  son is still very near, and he will lash out at Krrk if the 
  PCs do not intervene.  Read the following exchange, but 
  between comments make it clear to the PCs that the 
  tensions are raising and allow the PCs to interrupt at any 
  point. 
  Krrk - Why do you desecrate such a noble beast in 
  this manner? (Pointing toward the mounted boar’s head) 
  Boris - Who do you think you are nearly breaking my 
  door and what do you mean by disturbing my 
  patrons? 
  Krrk - I am Krrk and I demand that you give me that 
  noble boar’s remains! 
  Boris - Well Krack, or whatever your name is, you 
  have no right to come in here and demand anything! 
  Krrk - I have the right given to me by the respect that 
  every living creature is owed!  What gives you the 
  right to defile such a magnificent beast? 
  Boris - Defile?  That thing nearly killed two little 
  boys. It was a menace. 
  Krrk - Menace?  You and your people are the menace! 
  You have killed many a boar for fun and profit, not 
  for need! 
  Boris – My people are the menace? My people? It is 
  your tribes who go around and murder innocent 
  people!  Get out of my inn! 
  Krrk – Not without that beasts remains! 
  Boris – GET OUT! 
  If the PCs have not intervened at this point Boris will 
  attack Krrk with his oak club.  The club will strike Krrk 
  in the face splitting his lip. Krrk will scream in rage, 
  “YOU WILL REGRET THIS! I SHALL AVENGE 
  THESE NOBLE ANIMALS!” 
  
  GRM3-05 It Stalks the Night 
   
  Page 6 
  He will then turn into boar form and charge out of the 
  inn, this time shattering the door as he leaves. 
  If the PCs do intervene there are several courses of action 
  they can take.  They can use diplomacy, intimidation, 
  magic or violence.  If they use diplomacy they can defuse 
  the situation before it comes to blows.  If the PCs role-
  play out the situation allow them to talk the two down.  If 
  the PCs ordered “the boar feast” Krrk will likely notice it 
  and it will be much harder for them to influence him.  If 
  they wish to make a Diplomacy check without any role-
  playing they can at DC 20 (DC 25 if they ordered “the 
  boar feast” and Krrk sees it).  In either case, Boris will 
  never willingly agree to give his prized boar’s head to 
  Krrk.  Similarly, Krrk will not be satisfied until the boar’s 
  remains are in his possession.  Because of the situation 
  Krrk is destined to leave unhappy one way or another.  
  When he does he will say in a cold angry voice, while 
  pointing at Boris, 
  “You will regret this.  You haven’t seen the last of me.” 
  On his way out Krrk will assume boar form while he is 
  standing in the door way and give an angry warning 
  grunt and then dash out into the night. 
  If the PCs try to use intimidation they can try to 
  intimidate either Boris or Krrk.  If they try to intimidate 
  Boris, he will be hard to intimidate because he is 
  surrounded by people he considers his friends as well as 
  people that he knows are members of Gran March 
  military (Intimidate DC 21).  If Boris is intimidated he 
  will back down, but he will not agree to give up the boar’s 
  head.  If the PCs try to intimidate Krrk they will have a 
  much easier time as he is currently greatly outnumbered 
  (Intimidate DC 7).  If Krrk is intimidated he will not 
  show any weakness, but will leave as described in the 
  diplomacy option. 
  If spells are used on Krrk to convince him to leave and he 
  fails his saving throw, he will act appropriately.  
  However, eventually he will shrug off the spells effects 
  and will consider himself to have been attacked by 
  magical means and he will be doubly angry.  If Krrk 
  makes his saving throw he will realize that he has come 
  under magical attack and will react as if Boris had struck 
  him as described above.  If magic is used on Boris and he 
  fails his saving throw, he will react appropriately to the 
  spell.  If this includes using magic to make him give Krrk 
  the boar’s head several of Boris’ friends will realize that 
  something is wrong and stop him from doing so.  If PCs 
  use magic against all the patrons in the bar to steal the 
  Boar’s Head and give it to Krrk allow them to do so.  The 
  next morning some of the town folk will realize that 
  magic was used and they will assume that Krrk was the 
  one responsible.  He will be branded a thief and 
  considered an even greater threat to the community 
  because of his obvious power.  If Boris makes his save 
  against a spell used on him, he will not realize that he has 
  come under a magical attack as he has little experience 
  with such things. 
  Tactics:  If the PCs physically attack Krrk he will react as 
  if he had been struck by Boris (as described above).  If the 
  PCs chase Krrk he will cast obscuring mist and then use 
  meld into stone to hide in some small rock formations 
  that are not far from the inn.  Remember that it is a dark 
  rainy night and that Krrk has the woodland stride ability. 
   If Krrk is captured by some means, he will have to be 
  released as, to this point, he hasn’t done anything 
  considered a crime in Gran March.  If the PCs catch Krrk 
  and are about to kill him warn them that hunting down 
  and killing an unarmed person is an overtly evil act.  If 
  they proceed to kill Krrk anyway, ask the players whose 
  PCs participated in killing Krrk to leave the table or start 
  using different characters, as their current characters will 
  be wanted by the Gran March military for murder. 
  If the adventurers attack Boris, every able-bodied man in 
  the inn will come to his aid and after the battle the 
  adventure will end, as the PCs will be branded criminals 
  in Gran March. 
  Development:  After the confrontation is over, 
  speculation about what Krrk will do next will swirl 
  around the inn.  The PCs will finish their meals and the 
  rest of the night will be uneventful. 
  The next afternoon, after he has had a chance to calm 
  down, Boris will reflect on the conflict.  If the PCs 
  intervened and sided with Boris or were completely 
  neutral in their handling of the conflict Boris will hold 
  them in high regard.  He will realize that if a fight had 
  started Krrk could have easily killed him.  When he has a 
  chance to see the PCs again he will have a special thanks 
  and reward for them (see Conclusion). 
  If the PCs sided with Krrk during the conflict Boris will 
  be angry and consider them meddling strangers that 
  don’t respect his rights or property.  He will be wary of 
  them in the future and will not be courteous when he 
  must deal with them. 
  If the PCs did not intervene Boris will have no opinion 
  change based on the encounter.  
  Encounter Two: Message 
  The following morning the rain will have stopped and 
  the PCs will find themselves at the inn’s common room 
  for breakfast.  If the PCs intervened in Boris and Krrk’s 
  conflict read the following: 
  
  GRM3-05 It Stalks the Night 
   
  Page 7 
  After what turned out to be a more exciting night 
  than you were expecting, you find yourself seated 
  once again in the common room, this time for 
  breakfast.  When Malda brings out a complementary 
  breakfast plate you feel a slight twinge of guilt as you 
  look down at the bacon and biscuits that have been 
  placed in front of you.  As you contemplate this, your 
  breakfast is interrupted by a man in military garb, 
  “Excuse me, I heard how you handled the situation 
  last night and I was hoping that I could impose on 
  you for a moment.” 
  If the PCs did not try intervene between Boris and Krrk 
  read the following instead: 
  After an entertaining show last night you once again 
  find yourself surrounded by some familiar faces at a 
  breakfast table of the Boar’s Head Inn.  When, for the 
  second time, your meal is rudely interrupted.  This 
  morning it is middle age man in military garb.  
  “Pardon me, I am looking for able bodied volunteers 
  willing to do their civic duty.” 
  The man that has approached the PCs is Captain Jarrik 
  Dolan.  He is currently on leave visiting his wife and two 
  young sons (see Appendix I).  Captain Dolan has been 
  informed about last night’s altercation between Boris and 
  Krrk by the leader of the local militia.  The Foredge local 
  militia is very small and Captain Dolan is concerned that, 
  should Krrk turn hostile, they would be spread too thin 
  to meet the threat.  To help alleviate this problem Captain 
  Dolan has rounded up what soldiers that he could find on 
  leave in Foredge and returned them to active duty to aid 
  the local militia. Even with these added numbers the 
  total force in Foredge numbers only 19, and over half of 
  these are too old or to young to be of much service 
  should a conflict with Krrk arise.  So, the Captain is 
  looking for volunteers willing to take a message to Fort 
  Endurance to request a small force to relieve the soldiers 
  that he has called up to active duty.  He believes that the 
  threat is real (but not imminent) and will request that a 
  unit be stationed in Foredge, something that has been 
  under consideration for a permanent basis since the small 
  settlement has started to grow over the past year. 
  If any of the PCs are on military leave and volunteer to 
  help defend Foredge Captain Dolan will return them to 
  active duty, but he will still send them with a message to 
  Fort Endurance as he believes that it will be more 
  important to get a message through than add any more 
  numbers to the current force.  If any of the PCs are 
  retired military he will offer to reactivate them if they 
  wish. 
  Captain Dolan will offer to loan the PCs mounts to aid 
  them in carrying out this duty.  He will also let the PCs 
  know that a caravan destined for the Fort passed through 
  the town early yesterday and that they might be able to 
  catch up with it before it reaches the Fort.  If they do, 
  they can pass the message on to the officer in charge so 
  he can take it to the Fort.  In any case, once the message 
  is delivered he asks that any PCs on active military duty 
  return to aid with patrolling Foredge as soon as possible 
  (assuming that the Warden of Fort Endurance does not 
  reassign them to a different duty).  The Captain will then 
  give them a letter with an official military seal and send 
  them on their way.  Higher level PCs may consider using 
  magical means to travel to or convey a message to the 
  Fort.  The PCs will find that using spells like sending or 
  scry in combination with message do not function.  
  Captain Dolan can inform the PCs that all the major Gran 
  March military strongholds have magical protection to 
  prevent spying and unwanted communication.  He does 
  not know the means by which this protection is carried 
  out, but he does know that it is a closely held secret of the 
  military priests and wizards.  He will strongly advise 
  against the use of spells that have teleport-like effects, as 
  he is certain that there are measures to prevent that mode 
  of travel and they may include dire consequences.  The 
  immediate need does not justify the risk involved with 
  testing the Fort’s magical defenses. 
  If the PCs refuse to help deliver the message the 
  adventure will end uneventfully with them waiting 
  around in Foredge for something to happen.  If the PCs 
  accept the mission, they must proceed into the Dim 
  Forest and make their way toward Fort Endurance. 
  Encounter Three: Snares 
  To reach Fort Endurance the PCs will need to travel on 
  the newly improved forest road.  It is approximately a 
  one-day trip by horse or two-day trip on foot or by wagon. 
   The PCs will travel for the first half of the day 
  uneventfully, but just before noon they will be 
  approached by what looks like a talking crow (it is 
  actually a raven familiar).  Read the following allowed to 
  the PCs: 
  You have made good time this morning clearly aided 
  by the greatly improved road.  You are just beginning 
  to think that it is turning into a fine day for a ride 
  through the forest when a large crow glides towards 
  you from between the trees to the south.  It seems to 
  be calling out something in a raspy cawing speech, 
  “Follow me, Perdita in a tree! Help! Help!  Follow me! 
   Follow me!” 
  This raven is named Mylo and is the familiar of Perdita 
  Oogultrop, a reclusive, female gnome diviner/loremaster. 
   Perdita is currently in a spot of trouble and her familiar 
  
  GRM3-05 It Stalks the Night 
   
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  has gone in search of help.  The PCs are the first people 
  who Mylo has found and he will circle the PCs calling 
  out to them to follow him until they either start 
  following him or it becomes clear that they won’t help.  
  Keep in mind that Mylo is a dedicated familiar and won’t 
  easily take no for an answer.  (Note: the PCs may use an 
  alternate mode of transportation, such as flight. Mylo will 
  still approach them if at all possible.)  If the PCs decide to 
  attack Mylo, or act like they are about to attack him, he 
  will flee shrieking:  
  “Fly away! Fly away!” 
  However, if they don’t have the ability to pursue him 
  through the air he will try to bomb them with his 
  excrement before he leaves the area (treat this as a touch 
  attack).  If the PCs truly wish to kill Mylo allow them to, 
  provided that they can catch and kill him.  In any case, if 
  the PCs do not follow Mylo and help Perdita proceed to 
  Encounter Four. 
  � Mylo: raven familiar; hp 18; see Appendix I. 
  If the PCs decide to follow Mylo he will lead them a short 
  distance from the road into the forest to a tree where 
  Perdita is currently trapped.  Perdita was doing some 
  mushroom hunting this morning when she stumbled 
  upon a trap that Krrk has set for boar hunters.  The trap 
  consists of several snare spells anchored to the branches 
  of an oak tree.  Unfortunately for Perdita, she spotted a 
  large cluster of morel mushrooms at the base of the very 
  same tree.  As she approached the tree to harvest them 
  she triggered one of the snare spells and was catapulted 
  up into the air by a small vine of ivy that wrapped around 
  her foot.  During her unexpected upward trip she 
  bumped her head on the side of the tree and is now 
  unconscious, as well as dangling by one foot, upside 
  down 30’ in the air.  Perdita is an older looking, female 
  gnome with white hair pulled back tight into a bun.  She 
  is dressed in a white shirt and a matching gray coat and 
  skirt set.  Even though she is hanging upside down she 
  uses so much starch in her skirt and petticoats (she wears 
  several) that they do not fall up (or down depending on 
  your perspective).  It may almost look like some great 
  gray and white flower is hanging in the tree from a 
  distance. 
  � Perdita Oogultrop: female gnome Wiz(Div)7/LM2; 
  hp 34; see Appendix I. 
  To rescue Perdita the PCs must simply cut or break the 
  vine from which she dangles.  This may seem like a 
  relatively simple task, however, the tree is surrounded by 
  three other snare spells (see DM Aids: Map #1 – Snares). 
  Trap:  Refer to the snare spell in the PH for details on the 
  trap.  Anyone approaching within 15’ of the tree on foot 
  will trigger one of the snares.  Keep in mind that each of 
  the snares can only be detected by a Search check at DC 
  23 (rogue only).  Anyone triggering a snare spell will be 
  whipped upside down and launched 30’ into the air 
  (taking 1d6 points of damage, no save).  Characters may 
  escape the spell by attacking the vine (AC 7, hp 5) or 
  through a Str check (DC 23) or an Escape Artist check 
  (DC 23).  A character caught in a snare that wishes to cast 
  a spell can do so only if they succeed with a 
  Concentration check (DC 15), if the check is failed the 
  spell is lost.  When the PCs attempt to escape keep in 
  mind that they will suffer 3d6 points of damage should 
  they fall.  The tree itself is easy to climb (Climb DC 15), 
  should the need arise to effect a rescue.  If the PCs decide 
  to rescue Perdita by having one PC cut the vine while 
  another tries to catch her when she falls, the PC trying to 
  catch her will need to make a successful attack roll (AC 
  10) and a Str check (DC 15).  If the attack roll fails the PC 
  simply misses Perdita and she takes normal falling 
  damage.  If the attack roll succeeds and the Str check is 
  failed Perdita will land on top of the PC (delivering 2d6 
  points of subdual damage both to the PC and herself). 
  Shortly after the PCs rescue Perdita she will regain 
  consciousness.  She will be a bit confused at first and 
  have no idea what happened.  Perdita has a feisty 
  personality and will initially be suspicious of the PCs, but 
  as the PCs explain how they found her she will come to 
  be appreciative (Mylo will back up their story, provided 
  that they tell the truth).  Once she confirms that none of 
  the males were wantonly trying to peak down her skirt as 
  she was hanging from the tree she will offer to take them 
  back to her woodland cottage and treat them to a meal as 
  their reward for saving her.  Should the PCs tell Perdita 
  that they are in a hurry to get to Fort Endurance she will 
  tell them that they are not far from the Fort and that they 
  have time to eat and still get to the Fort before it gets too 
  dark. If the PCs decide to take her up on her offer, 
  proceed to Perdita’s Reward below.  If the PCs continue 
  on their way to Fort Endurance, go to Encounter Four. 
  If the PCs are unable to rescue Perdita, she will 
  eventually regain consciousness and rescue herself and 
  any of the PCs that have become trapped. 
  Development:  If the PCs rescue Perdita they will have 
  made a powerful new friend.  Perdita’s friendship will 
  prove useful in this module, but it is not necessary for its 
  completion.  If the PCs do not help, Perdita will free 
  herself once she regains consciousness.  She will then 
  proceed home to nurse her wounds, but she will be out 
  mushroom hunting again during the subsequent days. 
  If the PCs attack or kill Mylo they will make a powerful 
  enemy.  Perdita will use her abilities to divine who has 
  killed her familiar.  She will not hunt down the PCs, as 
  
  GRM3-05 It Stalks the Night 
   
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  that is not where her powers lie.  However, she will never 
  help the PCs no matter what their need is. 
  Perdita’s Reward 
  Perdita will lead the PCs a short distance further into the 
  forest to a small gnome-sized cottage that is built into the 
  side of a hill.  The cottage is actually much bigger than it 
  appears as it burrows deep into the hill.  Perdita’s house 
  will be too small for medium-sized and larger PCs to feel 
  comfortable in.  However, she has a picnic table and 
  benches outside on the hill where everyone can have 
  lunch comfortably.  The table is on the slant of the hill so 
  that it is the right level for small individuals on the uphill 
  side and for medium-sized individuals on the downhill 
  side. 
  Perdita is a vegetarian and is particularly fond of fungi, so 
  she makes the lunch entirely out of leftover mushroom 
  dishes that she made last night.  There are leftover grilled 
  mushrooms, mushroom soup, stuffed mushrooms 
  (stuffed with ground up spiced mushrooms of course) 
  and even candied mushrooms for desert.   
  At this point the PCs will learn that Perdita is a sage that 
  knows just about everything there is to know about 
  monster lore.  In addition, Perdita will give each PC a 
  small bag that weighs less than a pound and contains 
  thirty special dried mushrooms (see the Treasure 
  Summary).  These mushrooms will never spoil and one 
  mushroom has enough nourishment for an entire day 
  (note, these mushrooms are not magical but are of a rare 
  type that Perdita has cultivated).  After the lunch Perdita 
  will wish the PCs well and see them on their way.  The 
  PCs will not have lost that much time so proceed to 
  Encounter Four. 
  Treasure:  The treasure in this encounter is composed 
  solely of the bag of mushrooms (which has no gp value). 
  Encounter Four: Caravan 
  DM Note: Encounter Four is meant to establish further 
  flavor and is not meant to be a combat encounter, but 
  rather a cinematic encounter.  Even if the PCs manage to 
  find a way to get to the battle scene in some manner 
  faster than this scenario anticipates, you should stress the 
  narrative aspect of this scene to the players.  It is OK to 
  get the PCs involved with Spot checks and other skill 
  checks if they want to gain more information, but it is 
  especially important that the DM stress the power of the 
  Nightwalker and not allow parties to attack the creature.  
  This would be an almost certainly suicidal mission, 
  especially at lower APLs.  The Free Band is truly not 
  meant to be fought in this encounter. 
  Whether or not the PCs helped Perdita, they will 
  encounter the food supply caravan headed for the Fort.  
  Read the following to the PCs: 
  You have made good time today and as you pause at 
  the crest of a hill the supply caravan that Captain 
  Dolan told you about is visible in the distance.  
  However, as you look on it is clear that something is 
  terribly wrong.  The front and rear of the caravan are 
  in disarray and the mounted guards seem to be trying 
  to form up a line to charge an unseen foe. 
  Refer to DM Aids: Map #2 – Caravan. 
  Have the PCs make a Spot check (DC 15) and a Listen 
  check (DC 20).  A successful Spot check will reveal that 
  some of the wagon drivers and guards are falling from 
  their wagons and mounts.  A successful Listen check will 
  reveal the sounds of battle, in particular the battle cries of 
  “Free Band” and “For the wood” will be heard faintly in 
  the distance.   
  The PCs are witnessing a Free Band ambush of a large 
  supply caravan.  The caravan is composed of 20 wagons 
  (with a driver and guard in each) and 50 mounted guards. 
   Lieutenant Timble commands the caravan with the help 
  of Sergeant Marthun and Sergeant Glaxxo.  Sergeant 
  Marthun is acting as the guard in the lead wagon and is 
  in charge of all the guards riding in the wagons.  The 
  mounted guards are split into two commands with 
  Lieutenant Timble in charge of the fore and Sergeant 
  Glaxxo in charge of the rear.  Each wagon has two 
  lanterns (one standard and one bulls eye) by the drivers 
  seat lighting the road.   
  From their vantage point on the hill the PCs can see and 
  even faintly hear the ambush, however, at the current 
  distance it will still take at least 15 minutes for a riding 
  horse at a full sprint to reach the battle.  As the PCs spur 
  their mounts forward the sun will fall below the horizon 
  leaving them in the half-light of dusk.  If any of the PCs 
  use alternate modes of transportation (such as flight) 
  accelerate the progression of the battle as needed.  Note, 
  because of an extremely powerful summoning spell that 
  is currently in progress (see below) all attempts at 
  instantaneous travel (such as teleport, tree stride, etc.) 
  will fizzle.  A successful Spellcraft check (DC 30) will 
  reveal that the most likely reason for the failure is that a 
  powerful interplanar transportation magic is taking place 
  and nullifying other types of mass transfer magic. 
  As the PCs ride forward the light will begin fading fast.  
  However, another successful Spot check (DC 10) will 
  reveal that a deeper darkness has begun to coalesce on 
  one side of the battlefield. 
  
  GRM3-05 It Stalks the Night 
   
  Page 10 
  This ambush is the beginning Olowyn’s attempt to cut off 
  the supply lines to Fort Endurance and hence the food 
  for work crews assigned to the forest road.  The Free 
  Band is using camouflage blinds to hide in while they 
  shoot arrows and cast spells.  The Free Band has picked 
  its targets from the front and rear of the caravan hoping 
  to box the middle wagons in and keep any of the supplies 
  from getting through.  Any guards leaving the road to 
  attempt to attack the Free Band are stopped through the 
  use of entangle spells.  Their attack is brutal as Rythillon 
  has brainwashed the elves and pixies to the point that 
  they think that the Gran March army is no better than 
  marauding orcs. 
  � Olowyn Aelanthyr, leader of the Free Band: male 
  elf Ftr4/Wiz(Abj)2/BldSngr6; hp 81; see Appendix II. 
  � 
  Lythwyr, 
  lead 
  scout: 
  male 
  elf 
  Rng3/Ftr2/DpwdSnpr4; hp 80; see Appendix II. 
  � 
  Rythillon 
  Bakshar: 
  male 
  grey 
  elf 
  Wiz(Enc)6/MndBndr9; hp 57; see Appendix II. 
  � Gathin, Rythillon’s cohort: male elf Wiz(Ill)10; hp 
  38; see Appendix II. 
  � Elven Archers (10): male elf Ftr4; hp 33 each; see 
  Appendix II. 
  � Elven Scouts (10): male elf Rng4; hp 33 each; see 
  Appendix II. 
  � Pixies (4): hp 5 each; see Monster Manual. 
  Unfortunately for the rest of the Free Band, Rythillon 
  does not believe that they can capture the caravan, so he 
  has devised an alternate plan.  Years ago Rythillon 
  uncovered an ancient rite to summon a being of great 
  evil, capable of great destruction.  However the ritual 
  could only be completed by a coven of witches, so 
  Rythillon discounted it until recently when he 
  discovered three hags in the forest.  Using his powers of 
  persuasion he convinced the hags to form a coven.  When 
  they agreed he rewarded them with the scroll containing 
  the ritual.  In return all he asked was their aid in driving 
  the Gran March army from the forest.  To this request 
  they gleefully agreed.  Because the ritual can only be 
  carried out at night Rythillon arranged for the coven to 
  cast the summoning on the evening of the caravan 
  ambush.  He knows that this is dangerous, but the 
  summoning will only last until the sun rises.  The ritual 
  will summon a Nightwalker.  Sadly for the elves it will 
  appear in their midst.  Before Rythillon can establish 
  contact with it, the Nightwalker will attack the elves.  
  However, Rythillon will quickly recover from this 
  surprise and establish mental contact with it. From that 
  point on it will proceed to attack the caravan.  
  Unexpectedly for Rythillon, the rest of the elves will flee 
  assuming that an enemy spell caster has summoned some 
  sort of demon to kill them.   
  � Nightwalker: hp 189; see Monster Manual; the ritual 
  used to summon it prevents the Nightwalker from using 
  its summon undead ability. 
  As the PCs continue to ride forward (still about 10 
  minutes away by the swiftest horse) a successful Spot 
  check (DC 20) will reveal a change in the battle.  
  Members of the Free Band will be seen.  The will appear 
  to be fleeing the area.  However, something will still be 
  clearly amiss as the caravan guards seem to be moving 
  randomly around the battlefield almost as if they had lost 
  control of their mounts.  Remember, it is getting darker 
  and darker by the minute so the PCs can really only see 
  the area lit by the caravan’s lanterns clearly.  If the PCs 
  are somehow traveling silently they can make a Listen 
  check (DC 15) to hear the cries of “Free Band retreat” and 
  “Retreat to the wood” as well as the sounds of battle.  If 
  the PCs are not traveling silently the Listen check will be 
  much harder (DC 30) due to the noise of their mounts. 
  This signals the appearance of the Nightwalker.  The 
  elves have begun to flee, but the Nightwalker is already 
  moving to attack the caravan.  From this point on any PC 
  will be able to see that the wagons are flipped over and 
  crushed.  While the wagons’ lanterns make it easy to see 
  they are overturned, it is difficult to tell what is doing it 
  because of the distance and the poor lighting.  What is 
  clear is that it is something that is big and utterly black.  
  As they continue to ride forward they will see most of the 
  caravan destroyed in this manner.  While this is 
  occurring the PCs will hear the horrified screams of 
  dying men and horses pierce the night.  In addition, a cry 
  of “Make for the Fort” will be taken up by the remnants 
  of the caravan.  
  � Lieutenant Timble: male human Clr7 of Heironeous; 
  hp 53; see Appendix III. 
  � Sergeant Glaxxo: male human Ftr6; hp 54; see 
  Appendix III. 
  � Sergeant Marthun: male human Ftr6; hp 54; see 
  Appendix III. 
  � “Mounted” Guards (48): male human Ftr4; hp 36 
  each; see Appendix III. 
  � Wagon Guards (19): male human Ftr2; hp 18 each; 
  see Appendix III. 
  � Wagon Drivers (20): male human Exp3; hp 14 each; 
  see Appendix III. 
  Only two minutes ride from the caravan the PCs will 
  encounter a small group of fleeing caravan guards who 
  have lost their direction in the confusion of battle.  
  
  GRM3-05 It Stalks the Night 
   
  Page 11 
  Unless there is something (such as a bright light source) 
  to alert the soldiers to the PCs presence they will literally 
  run straight towards them.   Many of the soldiers will 
  obviously be injured.  They will cry out to the PCs for aid 
  when they see them. 
  If any PCs stop to help the guards they will learn the 
  following: 
  • 
  Their names are Lobe, Dess, Norb, Vance, and 
  Heth.   
  • 
  They were ambushed by the Free Band. 
  • 
  A giant, black as tar, sppeared during the battle 
  and destroyed the caravan. 
  • 
  No attacks (weapon or spell) seemed to affect 
  the giant. 
  • 
  The order to retreat to the Fort has been given. 
  • 
  Each of them has arrow wounds from the attack. 
  • 
  Vance had a potion of healing, but, when he 
  tried to use it to heal his wounds, it tasted like 
  foul water. 
  The band of guards wants to make it to the Fort, but they 
  will not want to go through the ambush site.  They will 
  want to circle around through the forest and rejoin the 
  road on the other side if possible.  Currently all of these 
  guards are on foot as their mounts were killed in the 
  initial hail of arrows.  If the PCs move through the 
  battleground they will meet Lieutenant Timble there.  If 
  not, they will meet Lieutenant Timble as he is trying to 
  bring wounded survivors back to the Fort. 
  If any PCs ride on past the fleeing guards they can reach 
  the caravan site and see the destruction.  The 
  Nightwalker will have left the area, but not before 
  destroying the entire caravan.  The PCs will find many 
  dead guards, some dead from arrow wounds, but more 
  that have been crushed by massive blows.  They will even 
  find some horses that have been ripped in two.  The 
  content of the wagons is food stores, but a close 
  inspection will reveal that all of the food has rotted. 
  Lieutenant Timble is still present on the battlefield 
  aiding those soldiers that are still alive.  He will cast light 
  and call the PCs over to him and ask that they aid 
  survivors.  If any of the PCs are on active military duty he 
  will assume command over them unless they are of equal 
  or higher rank.  All told there are only ten men left alive 
  on the battlefield.  The rest have either been killed or 
  have fled.   Lieutenant Timble will insist that the PCs aid 
  him helping the wounded back to the Fort as the Warden 
  of the Dim Forest must be warned and the larger the 
  party the greater the chance that someone will make it 
  through if there is another attack.  If Lieutenant Timble 
  is questioned about what happened he will have the same 
  basic information that Lobe, Dess, Norb, Vance, and 
  Heth have.  In addition, he will know the following 
  things: 
  • 
  The food in the wagon was fresh when he last 
  checked this morning, however it is now all 
  rotten. 
  • 
  His personal store of holy water (he made it 
  himself) has spoiled. 
  • 
  The shadowy giant’s mere presence caused a 
  bone numbing cold. 
  • 
  He gave the order to retreat when he realized 
  that they had no hope of defeating the giant.  
  • 
  Neither his sword (a highly magical and holy 
  weapon) nor his most powerful spell (holy 
  smite) had any effect on the Giant. 
  If the PCs refuse to help and try to pursue either the Free 
  Band or the Nightwalker they will wander far into the 
  forest but will be unable to locate either.  Eventually a 
  rescue team of thirty heavily armed horsemen (see 
  Encounter Five) will come across them and ask them to 
  return to Fort Endurance with them. 
  Development:  If the PCs aid the caravan’s survivors in 
  their escape they will be welcomed into Fort Endurance.  
  If the PCs decide to chase the Nightwalker or the Free 
  Band they should eventually make their way back to Fort 
  Endurance escorted by a patrol. 
  Encounter Five: Back at the Fort 
  It will take the PCs 30 minutes to reach Fort Endurance 
  by horseback (double that time if they are on foot).  As 
  they enter the fort they will find it coming to a state of 
  high alert as other survivors from the caravan ambush 
  have already arrived.  The Warden is organizing search 
  and rescue parties for any remaining survivors.  He is not 
  planning to go directly to the site of the ambush as he is 
  concerned that this may be part of a larger trap and his 
  troops would be at a severe disadvantage to an elvish 
  force at night.  Instead, he plans to rescue those soldiers 
  who escaped and send in a small team of scouts that 
  trains for night missions to investigate the ambush site 
  (the members of this team all possess darkvision).  If the 
  coast is clear they will have orders to enter the area and 
  look for other survivors. 
  The PCs may wish to aid in the search and rescue effort.  
  They will be allowed to accompany a large force that will 
  not go to the ambush site.  In fact, they will be expressly 
  
  GRM3-05 It Stalks the Night 
   
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  forbidden from going back to the ambush site.  The 
  Warden does not want to have to worry about the PCs 
  getting in the way of his specialized team of scouts.  If the 
  PCs do aid in the effort they will help bring in several 
  more members of the caravan, but they will not 
  encounter the Nightwalker again and their rescue effort 
  will end very early the following morning.  The PCs will 
  be given shelter at the Fort and asked to stay until the 
  Warden has an opportunity to speak with them.  If they 
  wish to leave, the soldiers will insist that they stay as the 
  Warden has given strict orders that he wishes to speak 
  with all the survivors of the ambush. 
  If the PCs sneak away and go back to the ambush site the 
  Nightwalker will have left the area.  All the supplies will 
  have been destroyed and there will be no other survivors 
  found.  There will also be no sign of the special scout 
  team that was sent to investigate the area.  However, as 
  they move away from the ambush site a rescue team of 30 
  heavily armed horsemen will come across them and ask 
  them to return to Fort Endurance with them. 
  If the PCs do not wish to aid in the search for survivors 
  they will be asked to stay in the Fort until the Warden 
  can speak with them.  However, he will be busy for the 
  night coordinating the rescue effort and assembling 
  information from scouting teams, so the PCs will be 
  forced to stay at the Fort. 
  While the PCs stay at Fort Endurance they will be 
  quartered inside a barracks meant for auxiliary troops.  
  This barracks is located inside the new wall that was 
  erected after the goblin army attack on the Fort.  The PCs 
  will have time to rest for the remainder of the night and 
  most of the following day.  The Warden will have more 
  pressing matters to deal with than talking with them.  
  The night mission specialist scout team and one of the 
  mounted patrols never returned last night (both were 
  unfortunate enough to encounter the Nightwalker).   
  Early the following evening the PCs will be summoned 
  to meet with Warden Verit.  Read them the following: 
  You are ushered into a large office at the heart of the 
  Fort.  Along the walls of the office are maps of Gran 
  March and the surrounding regions.  At one end of 
  the room is a round table without chairs.  On the 
  table is a detailed map of Gran March’s holdings in 
  the Dim Forest.  At the other end is a large, well-kept 
  desk.  Rising from behind the desk is a short, thick-
  limbed man in his early 50’s.    Despite his obvious 
  lack of sleep the Warden’s eyes are alert and offer 
  evidence of the keen mind working beneath his calm 
  demeanor.  Next to him stands Lieutenant Timble 
  looking weary from the night’s toils.  After you all 
  have entered the room the Warden addresses you, “I 
  apologize for detaining you, but I needed to speak 
  with you on two counts.  First concerning the Free 
  Band’s attack on the caravan yesterday and second 
  concerning the message that you were carrying for 
  me.” 
  Warden Verit will want to know from the PCs 
  perspective what happened at the ambush.  He will be 
  particularly interested in any thoughts the PCs have 
  about what kind of creature that the Free Band 
  summoned and how it was accomplished.  If the PCs 
  point out that the creature attacked members of the Free 
  Band, the Warden will say that he is currently under the 
  impression that the Free Band was not entirely in control 
  of the beast.  However, he is certain that they are behind 
  its appearance as it finished their ambush.   
  A 
  Bardic 
  Knowledge check (DC 25) or legend lore spell will reveal 
  that there is an ancient legend of a powerful being 
  known as the King of the Night.  It was banished long 
  ago by the elves, but it was described as a giant being 
  made of pure night.  The Night King’s presence caused a 
  bone numbing cold and only the mightiest weapon and 
  spells had any effect on it. 
  If the PCs ask for information about the Free Band the 
  Warden can tell them the following: 
  • 
  The Free Band is a group of approximately 20-40 
  elves and faeries that are determined to stop the 
  construction of the road through the Dim 
  Forest. 
  • 
  They are against the road because they believe it 
  will lead to further tree removal. 
  • 
  Their leader is named Olowyn Aelanthyr and 
  his second in command is named Lythwyr. 
  • 
  They have made several attempts to stop the 
  road construction, but all have failed. 
  • 
  There is at least one powerful spell caster in the 
  group that has enabled the Free Band to escape 
  magical location. 
  • 
  It appears that many members of the Free Band 
  are highly skilled in avoiding detection and 
  operating in the forest. 
  In addition, the message that PCs passed to Lieutenant 
  Timble was lost during the ambush.  The Warden will 
  want to know if the PCs have any idea about the contents 
  of the message and whom it was from.  The PCs should 
  be able to fill most of the information about the message 
  for him.  Warden Verit will take their message under 
  consideration, but will not be able to send help until the 
  current situation with the “shadow giant” has been 
  resolved. 
  
  GRM3-05 It Stalks the Night 
   
  Page 13 
  After the PCs are questioned the Warden will request 
  that they remain at the Fort until morning as he 
  currently doesn’t want anyone who isn’t part of his 
  patrols wandering in the forest or on the road after dark.  
  Lieutenant Timble will offer to go to the mess hall and 
  eat with the PCs before he gets some much-needed rest. 
  Development:  The PCs should convey Captain Dolan’s 
  message to the Warden and at the same time learn more 
  about the Free Band and its motives. 
  Encounter Six: It Returns 
  At the mess hall the meal will be beef stew and bread.  
  The stew will be skimpy on the beef as the Fort is starting 
  to ration supplies since the caravan was ambushed.  If the 
  PCs are paying attention they will hear some of the 
  soldiers grumbling about the lack of good food.  During 
  the meal Lieutenant Timble will talk with the PCs about 
  what the “shadowy giant’ might be.  He will wish for a 
  way to discover what it is, what its weaknesses might be, 
  and how Olowyn is summoning it.  At this point the PCs 
  may bring up Perdita Oogultrop’s knowledge of monster 
  lore and the fact that she may be able to help.  If they do 
  not, Lieutenant Timble will mention that there is 
  rumored to be a gnome sage who lives in the forest and 
  knows every creature that has ever walked beneath its 
  leaves.  If the PCs have met Perdita, Lieutenant Timble 
  will urge them to set out at dawn tomorrow and consult 
  her regarding the “shadowy giant” that attacked the 
  caravan.  If the PCs have not met Perdita then Lieutenant 
  Timble will urge them to search for her tomorrow.  The 
  Lieutenant’s duties will make it impossible for him to 
  look for Perdita so he will really push for the PCs to do it. 
   If the PCs agree he will bring them back to his quarters 
  and give them a map of the forest pointing out the 
  general area that he believes the gnome sage lives in. 
  Once the PCs finish their talk with Lieutenant Timble 
  they can head back to their barracks.  At this point night 
  will have fallen and it will be clear to see that the Fort has 
  doubled the number of torches lining the walls.  As the 
  PCs approach their barracks, which is located along the 
  outer wall, read them the following: 
  Through the breaking clouds you can see that the two 
  moons are but waning slivers tonight.  As the clouds 
  continue to break the night seems to get colder.  At 
  first you tell yourself that the sudden cooling is just 
  in your imagination.  However, as the heat of your 
  breath begins to steam against the night air you 
  realize that this is no natural chill.  
  Refer to DM Aids: Map #3 – Fort. 
  At this point a cry will go up from the wall near to the 
  PCs.  There will be a loud crack as the timbers from the 
  wall are assaulted by a mighty blow from outside. 
  Rythillon has returned with the Nightwalker to probe 
  the Fort’s defenses.  One of the soldiers will fall from the 
  walkway along the top of the wall because the shock 
  waves from the blow are so great.  Using its telepathic 
  ability the Nightwalker will broadcast the following 
  message (as directed by Rythillon): 
  “I am the darkness that waits in the shadows of the 
  forest! I am the night!  You are no longer welcome in 
  the wood!  Leave or face my wrath!” 
  � Nightwalker: hp 189; see Monster Manual; the ritual 
  used to summon it prevents the Nightwalker from using 
  its summon undead ability. 
  The walkway guards will begin to loose a hail of arrows at 
  the unseen foe.  Anyone on the walls will catch fleeting 
  glances of a great figure whose presence drinks in all heat 
  and light, but they will not easily be able to discern the 
  creature’s exact position. 
  Based on the success last night in destroying the caravan, 
  Rythillon has had the coven summon the Nightwalker 
  again to assault the fort.  The Nightwalker will circle the 
  Fort once, close to the wall allowing its 60 ft radius Chill 
  Aura to spoil any food within range.  The Nightwalker is 
  very difficult to spot (it is like looking for a shadow in the 
  dark).  Because of this the guards will have trouble 
  tracking its path around the fort.  While the Nightwalker 
  is circling the Fort, Rythillon will be hiding with 
  improved invisibility using a projected image to cast 
  spells as needed. 
  � 
  Rythillon 
  Bakshar: 
  male 
  grey 
  elf 
  Wiz(Enc)6/MndBndr9; hp 57; see Appendix II. 
  Rythillon has telepathically “pushed” some of the gate 
  guards with his suggestion abilities and spells.  He has 
  forced their minds into believing that the only way that 
  they can save the Fort will be to open the gate.  While the 
  rest of the guards have gone to the walls to defend the 
  Fort the PCs will notice these guards starting to undo the 
  bars that lock the gate closed.  One of the guards not 
  affected by Rythillon will also notice the guards trying to 
  open the gates.  While he is standing on the wall just 
  above the gate he will cry out: 
  “You there!  Stand away from the gate.  Harg, is that 
  you?  What are you doing?  Don’t open the gate!” 
  It will be up to the PCs to stop the guards from opening 
  the gates.  It will take the guards four rounds to undo all 
  the bars that lock the inner gates and four rounds for the 
  outer gates (only two guards can work on the locks at 
  once).  If only one of the guards is working the locking 
  
  GRM3-05 It Stalks the Night 
   
  Page 14 
  mechanism double the time to complete the work.  The 
  guards will not draw weapons unless they are attacked, as 
  they do not see the PCs as the enemy.  If asked what they 
  are trying to do they will clearly say that they are opening 
  the gates to save the Fort.  They will not have a clear idea 
  of how or why opening the gates will save the Fort, but 
  they cannot be talked out of opening them.  If the PCs 
  haven’t stopped the guards by the seventh round a wizard 
  on the wall will cast hold portal on the gate to delay it 
  from being opened. 
  After the encounter the guards will have no recollection 
  of what they were doing or why they were doing it.  In 
  addition, the guard that fell from the wall has taken 
  critical damage and is now at –1 hp.  He will die unless 
  one of the PCs stabilizes him.  If the PCs call out for help 
  ten guards and the gate captain will come to their aid in 
  two rounds.  Note: Rythillon will remain invisible at a 
  safe distance from the Fort at all times and will retreat at 
  any sign of trouble. 
  If the characters wish to try to take on the Nightwalker, 
  Rythillon will try to stop them with his mind-affecting 
  spells and abilities (remember, because of his telepathic 
  ability, he does not need to reveal himself to do this).  He 
  does not know the true extent of the Nightwalker’s 
  power and he will assume that anyone willing to engage 
  the Nightwalker may actually be able to defeat it.  
  Remember, while Rythillon is hidden in the darkness, 
  the torches on the wall light the PCs position so he will 
  easily be able to see them (Rythillon has also cast see 
  invisibility).  If at any time, Rythillon is detected, he will 
  immediately teleport away to safety.  This will cause the 
  Nightwalker to leave the area.   
  After it is clear that the gates will not be opened tonight 
  Rythillon will take the Nightwalker away from the Fort 
  and begin ambushing the night patrols.  No night patrols 
  will return this evening.  Based on his success tonight 
  Rythillon plans on returning the following evening with 
  Gathin for an all out assault on the Fort using the 
  Nightwalker to break through.  However, he is unaware 
  that if the Nightwalker is summoned on the night of a 
  double new moon it will be fully and permanently 
  summoned with a free will to do as it pleases.  
  The PCs will be free to leave in the predawn light.  Many 
  of the soldiers will be wishing that they could go with 
  them as morale is starting to get low after last nights 
  attack. 
  APL 4 (EL 4) 
  � Gate Guards (2): male human Ftr2; hp 18 each; see 
  Appendix I. 
  APL 6 (EL 6) 
  � Gate Guards (2): male human Ftr4; hp 36 each; see 
  Appendix I. 
  APL 8 (EL 8) 
  � Gate Guards (4): male human Ftr4; hp 36 each; see 
  Appendix I. 
  APL 10 (EL 10) 
  � Gate Guards (9): male human Ftr4; hp 36 each; see 
  Appendix I. 
  APL 12 (EL 12) 
  � Gate Guards (12): male human Ftr5; hp 45 each; see 
  Appendix I. 
  Development:  The PCs will have stopped the gate 
  guards from opening the front gate and prevented the 
  Nightwalker from destroying the outer section of Fort 
  Endurance.  In addition, the PCs should be heading to 
  Perdita to try to learn more about the Nightwalker. 
  If the PCs refuse to help look for the gnome sage they 
  will be free to return to Foredge in the morning and the 
  adventure will end. 
  Encounter Seven: Lore Mistress 
  If the PCs previously visited Perdita’s home they will be 
  able to journey directly and quickly to see her.   
  If the PCs rescued Perdita, but did not go to her home 
  they will be able to quickly journey to where they last 
  saw her.  From there a quick search of the area will reveal 
  a path that leads to Perdita’s house (Search check DC 10). 
  If the PCs did not stop to help Perdita previously, she will 
  actually find them.  Based on the map provided by 
  Lieutenant Timble, the PCs will get to the general area of 
  the forest where Perdita lives.  From there they can begin 
  their search.  After a short period Perdita will find them 
  wandering in the forest.  She will be on another 
  mushroom hunt when she finds the PCs.  Her familiar, 
  Mylo, will not have forgotten the PCs.  He will 
  immediately take flight and circle the PCs crying out, 
  “They wouldn’t help!  Left you to die!  Wouldn’t 
  help!” 
  The PCs will need to do some fast-talking to explain why 
  they wouldn’t help a “damsel in distress” as Perdita would 
  put it.  As the PCs offer up their explanation Perdita will 
  realize that they are on an important mission and will 
  
  GRM3-05 It Stalks the Night 
   
  Page 15 
  only make them sweat for a short time before agreeing to 
  help them.   
  However, if the PCs attacked or killed Mylo, Perdita will 
  know and will be furious with them.  She will refuse to 
  help them and tell them that they can get help from 
  someone on their same level, pointing them to a path 
  which will lead to the hag’s home.  She will only tell the 
  PCs that the path leads to someone as treacherous as they 
  have shown themselves to be.   Proceed to Encounter 
  Eight.  Note that any PCs cursed by the Nightwalker will 
  missed their chance for Perdita’s aid in this situation. 
  Perdita will ask the PCs to tell her everything that they 
  can remember about the monstrous being that they 
  encountered.  She will be very concerned as it is clear 
  that there is a monster of great evil power that has been 
  set loose on the denizens of the forest.  She will have 
  some suspicions about what the being might be, but she 
  will say nothing until she has had a chance to do some 
  divining back at her house.  She will bid the PCs to 
  follow her and wait outside while she weaves her spells. 
  It will take Perdita until about an hour after noon to 
  finish her divinations.  During that time the PCs will see 
  bizarre lights flash through her windows and hear 
  strange 
  low 
  rumbling 
  voices 
  that 
  they 
  cannot 
  understand.  After all is said and done Perdita will come 
  outside more worried than ever.  She has learned the 
  following: 
  • 
  The beast stalking the night is called a 
  Nightwalker. 
  • 
  The Nightwalker is being summoned by a 
  coven of hags. 
  • 
  The Nightwalker that the PCs have previously 
  seen has been weakened because it has not been 
  a true summoning. 
  • 
  If it is summoned on the night of a double new 
  moon a true and permanent manifestation will 
  occur. 
  • 
  Tonight will be a night of a double new moon. 
  • 
  The only way to stop the summoning will be to 
  break the coven and/or destroy whatever ritual 
  they are using. 
  • 
  To break the coven one of the hags must be 
  destroyed. 
  • 
  There is no time to go back to the Fort to give a 
  report.  Perdita has divined where one of the 
  hags lives in the forest and it is too far to go back 
  to the Fort and return in time to stop the true 
  summoning. 
  Perdita has exhausted much of her resources and plans 
  on trying to divine a way to destroy the Nightwalker 
  should the PCs fail to stop its summoning.  Because of 
  this she cannot offer the PCs much in the way of direct 
  aid.  What she can do is set the PCs on the path that will 
  lead them to the hag.  She will inform them that the hag 
  has taken up residence in a small stagnant lake that the 
  path leads too.  In addition, she will know that the 
  Nightwalker is capable of casting a powerful curse.  She 
  will offer to aid any PC so cursed (with remove curse 
  spells cast from scrolls that she has previously prepared). 
  Development:  The PCs should learn the route to the 
  hag’s lair and begin their attempt to stop the hags from 
  summoning Nightwalker again. 
  Encounter Eight: Forest Path 
  The path is a small track that is almost overgrown with 
  vegetation.  The PCs will easily be able to follow the path, 
  however, mounts larger than medium size will be unable 
  to travel on the path.  If the PCs wish to follow the path, 
  but not travel on it, their rate of travel will be reduced to 
  1/3 of normal.  It should not take long for the PCs to 
  realize that if they continue to travel at this reduced rate 
  they will not reach the hags in time to stop the 
  summoning.  Higher level PCs may want to use flight as 
  their mode of transportation, however, because the tree 
  cover is so dense it is impossible for creatures larger than 
  Tiny size to fly between the branches of the trees.  It is 
  possible for larger creatures to fly above the trees, but it is 
  impossible to follow the path when traveling in this 
  manner. 
  Refer to DM Aids: Map #4 – Forest Path. 
  After traveling for about two hours down the path (or six 
  if the PCs are not on the path) the PCs will encounter 
  some trouble.  The coven that lives at the end of the path 
  has placed a plant guardian(s) on the track to keep 
  unwanted intruders from discovering their lair.  In 
  addition, the new coven has hidden a Hag Eye high up in 
  a tree overlooking the forest path.  This Hag Eye will 
  allow all three hags to know that someone is on the path. 
   However, one or two of the hags may be too far away to 
  return in time to help their sisters.  The Hag Eye is very 
  tiny and has been hidden very high up in the trees so it 
  will be almost impossible to spot (Spot check DC 40). 
  Tactics: The plant guardian(s) will be hidden in among 
  the trees and undergrowth that lines the path.  An 
  observant PC may spot the guardian(s) before the attack.  
  Have the plant(s) make the appropriate Hide check and 
  allow the PCs their Spot checks.  In the case of the 
  greenvise it is indistinguishable from common plants in 
  the area until it opens its maw and attacks.  The half-fiend 
  
  GRM3-05 It Stalks the Night 
   
  Page 16 
  assassin vine and advanced half-fiend assassin vines will 
  begin the encounter by casting darkness and using their 
  entangle ability as a free action in the same round before 
  physically attacking.  Similarly, the greenvise will use its 
  death fog ability before revealing its presence. 
  The hags periodically feed the plant(s) to keep them 
  there and help them grow.  The plants are always hungry 
  though and will not hesitate to ambush anyone who 
  comes down the path.  However, they are not overly loyal 
  to the hags.  If it is clear that they are over matched then 
  they will flee (if possible). 
  APL 4 (EL 5) 
  � Half-Fiend Assassin Vine: hp 36; see Appendix I. 
  APL 6 (EL 6) 
  � Advanced Half-Fiend Assassin Vine: hp 63; see 
  Appendix I. 
  APL 8 (EL 8) 
  � Advanced Half-Fiend Assassin Vines (2): hp 63 
  each; see Appendix I. 
  APL 10 (EL 10) 
  � Greenvise: hp 108; see Appendix I. 
  APL 12 (EL 12) 
  � Greenvises (2): hp 108 each; see Appendix I. 
  Development:  The PCs may either defeat the plant 
  guardian(s) or flee from them, either way if they travel on 
  the path the hags will be warned of their approach.  
  Depending on the encounter the hags may gain a large 
  amount of information about the PCs by spying on them. 
  Treasure: The treasure in this encounter is from the 
  victims that Esmyreldia has used to feed and grow her 
  plant guardian(s) over the years.  It is in the form of 
  jewels, jewelry, and coin. 
  All APLs: L: 0; C: 300 gp; M: 0 
  Encounter Nine: The Coven 
  After facing the plant guardian(s) it will take the PCs 
  another 30 minutes before they reach the hag’s lair.  The 
  lair is next to a small lake made by flooding part of the 
  forest with a nearby stream that was diverted.  The lake is 
  5 ft. deep 5 ft. from the shore and 10 ft. deep 10 ft. from 
  the shore.  The lake is not deeper than 10 ft. at any point.  
  The actual lair doesn’t look like much more than a giant 
  beaver’s dam that helps to form the lake.  The only way 
  into the lair is through an underwater entrance.  The lake 
  that the hags created is not natural and has become a 
  stagnant pool of water and muck.  The few frogs that did 
  try to take up residence were tortured to death by the 
  hags for fun.  Many rotted carcasses can still be found 
  littering the shore of the lake.  Because of the Hag Eye at 
  least one hag will be lying in wait for the PCs at every 
  APL (Refer to DM Aids: Map #5 – The Covey). 
  If the PCs do not arrive before nightfall they will still 
  encounter the hags after they have completed the ritual.  
  Depending on the APL not all the hags may be present as 
  some of them may have gone to investigate why the 
  Nightwalker is not obeying their mental commands.  
  APL 4 (EL 5)  
  � Esmyreldia, Green Hag: hp 61; see Appendix I. 
  APL 6 (EL 7)  
  � Esmyreldia, Green Hag: hp 61; see Appendix I. 
  � Ogres (3): hp 30 each; see Monster Manual. 
  APL 8 (EL 9)  
  � Granny Nog, Annis: hp 53; see Monster Manual. 
  � Esmyreldia, Green Hag: hp 61; see Appendix I. 
  � Ogres (5): hp 30 each; see Monster Manual. 
  APL 10 (EL 11)  
  � Hag Covey: see Monster Manual. 
  � Murturlynn, Night Hag: hp 54; see Monster 
  Manual. 
  � Granny Nog, Annis: hp 53; see Monster Manual. 
  � Esmyreldia, Green Hag: hp 61; see Appendix I. 
  � Ogres (5): hp 30 each; see Monster Manual. 
  APL 12 (EL 13)  
  � Hag Covey: see Monster Manual. 
  � Murturlynn, Night Hag: hp 54; see Monster 
  Manual. 
  � Granny Nog, Annis: hp 53; see Monster Manual. 
  � Esmyreldia, Green Hag: hp 61; see Appendix I. 
  � Ogres (5): hp 30 each; see Monster Manual. 
  � Hill Giants (4): hp 108 each; see Monster Manual. 
  
  GRM3-05 It Stalks the Night 
   
  Page 17 
  Green Hag Tactics:  Esmyreldia will use her spell like 
  abilities to cast invisibility on any of the ogres, giants, and 
  hags (including herself) present.  In addition, she will 
  make the maximum use of the advantage that the lake 
  gives her.  Because she knows that the PCs are coming 
  she has swum to the bottom of the lake and churned up 
  the mud so that the water is impossible to see through.  
  She will hide in the lake breathing water and surface to 
  use her ghost sound to attempt to separate the party.  If 
  she can lure one of the PCs to the lake edge alone she will 
  immerge to use her special weakness touch attack.  Once 
  Esmyreldia has begun her attack she will use 12 rusty 
  daggers or Coward Cleaver to make ranged attacks until 
  the PCs enter the water to engage her.  If the PCs enter 
  the water she will use her claws for underwater combat.  
  Esmyreldia will not leave the lake unless absolutely 
  necessary.  She will force the PCs to confront her on her 
  own terms in the water. 
  Annis Tactics:  The annis will use her spell like ability to 
  cast a fog cloud next to the side of the lake concealing the 
  lair.  She will not hide in the fog cloud initially because 
  the green hag will have made her invisible.  Instead she 
  will attack from behind when the PCs go to investigate 
  the fog cloud or when they become distracted by the 
  green hag’s ghost sounds (note, ghost sounds coming 
  from inside the fog cloud should lure the PCs to 
  investigate).  Once she breaks her invisibility she will 
  then cast another fog cloud to help hide herself and make 
  the PCs come in to get her.  Remember because of her 
  blind fighting ability she gets to re-roll her miss chance 
  percentage roll from concealment.  If her fog cloud is 
  dispelled she can recast it once more.  In addition, just 
  prior to moving into attack she will imbibe a potion of 
  water walking so she can move over the lake at will. 
  Night Hag Tactics:  Murturlynn will start the combat in 
  her ethereal state.  She will then move in and out of her 
  ethereal state sniping the PCs with her spell-like powers. 
   She will try to use spells that are appropriate for her 
  targets (i.e. ray of enfeeblement on wizards and sorcerers, 
  magic missile on hard to hit targets, etc.)  Remember that 
  the use of her spell-like abilities counts as a standard 
  action (including moving to or from the Ethereal plane).   
  Covey Tactics: If a complete coven is present and the 
  hags happen to cluster within 10 ft of each other during 
  the battle each of them will use one of the covey’s spell-
  like abilities during her turn.  The spells of choice will be 
  forcecage, polymorph other and bestow curse (each of 
  these spells can be used three times per day by the covey).  
  Ogre & Giant Tactics: Any ogres or giants present will 
  have been turned invisible by the green hag.  They will 
  use this advantage to try and surprise the PCs when they 
  become distracted by the green hag’s ghost sounds.  The 
  giants each have a bag containing five throwing rocks 
  that they can use if missile weapons are needed. 
  Development: If the PCs defeat the hag(s), they can 
  enter the hags’ lair through the underwater passage.  
  Once inside they will find it lit with candles giving off a 
  sickly green flame.  A Search check (DC 10) will reveal 
  two documents (Player Handout #1 and #2) as well as a 
  small hoard of treasure.  If one of the PCs tries to 
  decipher the bottom of portion of Player Handout #1 
  they will learn what is necessary to carry out the first 
  third of the ritual to summon the Nightwalker.  If the 
  PCs look for other portions of the ritual they will not find 
  anything. 
  If the PCs wish to destroy the ritual they can do so, but 
  the parchment can only be damaged by magical flame.  
  All attempts to rip up the parchment or burn it in normal 
  fire will fail. 
  If the PCs do not arrive at the lake before sun down they 
  will have missed their chance to stop the summoning.  
  They will find that the hag’s lair is completely 
  abandoned.  The hags will have all fled now that the 
  Nightwalker is on the loose and beyond their control.  
  Treasure: The treasure in this encounter is from 
  Esmyreldia’s personnel hoard.  It is the treasure that she 
  has collected from her victims over the years.  The PCs 
  can also retrieve Coward Cleaver and Murturlynn’s 
  heartstone at APLs 10 and 12 (see the Treasure 
  Summary). 
  The monster’s equipment in this encounter is of such 
  poor quality that recovery and sale of said equipment is 
  not feasible. 
  APL 4: L: 0; C: 75 gp; M: 2 potions of water breathing 
  (63 gp each), 5 Quaal’s feather token (whip) (42 gp 
  each). 
  APL 6: L: 0; C: 400 gp; M: 2 potions of water breathing 
  (63 gp each), 5 Quaal’s feather token (whip) (42 gp 
  each). 
  APL 8: L: 0; C: 500 gp; M: 2 potions of water breathing 
  (63 gp each), 5 Quaal’s feather token (whip) (42 gp 
  each). 
  APL 10: L: 0; C: 50 gp; M: 2 potions of water breathing 
  (63 gp each), 5 Quaal’s feather token (whip) (42 gp 
  each), heartstone (150 gp), Coward Cleaver (1527 
  gp). 
  APL 12: L: 0; C: 750 gp; M: 2 potions of water breathing 
  (63 gp each), 5 Quaal’s feather token (whip) (42 gp 
  each), heartstone (150 gp), Coward Cleaver (1527 
  gp). 
  
  GRM3-05 It Stalks the Night 
   
  Page 18 
  Conclusion 
  If the PCs are successful in their mission they can return 
  to Perdita’s home to spend the night.  She can house any 
  Small PCs and offer blankets and cushions to Medium-
  size PCs to sleep on outside.  She will be interested in all 
  that the PCs have to report.   
  The following morning the PCs can journey to Fort 
  Endurance and give an accounting to the Warden.  If the 
  PCs do not think to do so Perdita will suggest that course 
  of action.  The Warden will question them closely 
  gaining as much information as possible. He will give a 
  Commendation (see the Treasure Summary) to any active 
  duty or reactivated veteran PC who successfully aided in 
  the breaking of the coven.  After their report the Warden 
  will send a squad of 20 soldiers with the PCs back to 
  Foredge to aid Captain Dolan in guarding the town.   
  When the PCs return to Foredge they will find that 
  tensions have cooled.  There has been no sign of Krrk 
  while the PCs were gone, but Captain Dolan will be 
  grateful for the squad that the Warden has sent. In 
  addition, if the PCs aided Boris in his confrontation with 
  Krrk, Boris will approach them and say: 
  “I wanted to thank you again for helping out at the 
  inn the other night. That could have been real ugly 
  for me and I appreciate you stepping in.  I want you 
  to know that you will always be welcome at my inn.”   
  From now on when the PCs come to Foredge they will 
  receive free room and board at the Boar’s Head Inn.  In 
  addition, Boris will have special ornate clay mugs with 
  pewter caps engraved with the PCs’ names (see the 
  Treasure Summary).  He will keep these mugs on the wall 
  behind the bar and will pull them down for the PCs to 
  use when they stop in. 
   
   
  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 One 
  Negotiate a non-violent resolution to the confrontation 
  between Boris and Krrk 
   
  APL 4 – 45 xp; 
   
  APL 6 – 90 xp; 
   
  APL 8 – 135 xp; 
   
  APL 10 – 180 xp; 
   
  APL 12 – 225 xp. 
  Encounter Three 
  Rescue Perdita 
   
  All APLs – 150 xp. 
  Encounter Six 
  Prevent the front gate from being opened 
   
  APL 4 – 120 xp; 
   
  APL 6 – 180 xp; 
   
  APL 8 – 240 xp; 
   
  APL 10 – 300 xp; 
   
  APL 12 – 360 xp. 
  Encounter Eight 
  Defeat the plant guardian(s) 
   
  APL 4 – 120 xp; 
   
  APL 6 – 180 xp; 
   
  APL 8 – 240 xp; 
   
  APL 10 – 300 xp; 
   
  APL 12 – 360 xp. 
  Encounter Nine 
  Defeat the Covey Members 
   
  APL 4 – 150 xp; 
   
  APL 6 – 210 xp; 
   
  APL 8 – 270 xp; 
   
  APL 10 – 330 xp; 
   
  APL 12 – 390 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  All APLs – 90 xp. 
  Total Possible Experience 
   
  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 
  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 
  
  GRM3-05 It Stalks the Night 
   
  Page 19 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Eight: 
   
  All APLs: L: 0 gp; C: 300 gp; M: 0 gp. 
  Encounter Nine: 
   
  APL 4: L: 0 gp; C: 75 gp; M: 336 gp. 
   
  APL 6: L: 0 gp; C: 400 gp; M: 336 gp. 
   
  APL 8: L: 0 gp; C: 500 gp; M: 336 gp. 
   
  APL 10: L: 0 gp; C: 500 gp; M: 2,013 gp. 
   
  APL 12: L: 0 gp; C: 750 gp; M: 2,013 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 4: L: 0 gp; C: 375 gp; M: 336 gp - Total: 711 gp 
  (600 gp). 
  APL 6: L: 0 gp; C: 700 gp; M: 336 gp - Total: 886 gp 
  (800 gp). 
  APL 8: L: 0 gp; C: 800 gp; M: 336 gp - Total: 1,286 gp 
  (1,250 gp). 
  APL 10: L: 0 gp; C: 800 gp; M: 2,013 gp - Total: 2,813 
  gp (2,100 gp). 
  APL 12: L: 0 gp; C: 1,050 gp; M: 2,013 gp - Total: 3,063 
  gp (3,000 gp). 
  Special 
  � Commendation 
   
  This is given to any active duty or reactivated veteran 
  PC who successfully aided in breaking the covey of hags. 
   A 
  regional 
  certificate 
  will be issued for this 
  commendation (please request the regional certificate file 
  from the current Gran March Triad POC if you are 
  running this scenario. 
  � Bag of Mushrooms 
   
  Perdita gives the PC a small bag that weighs less than 
  a pound and contains thirty special dried mushrooms.  
  These mushrooms will never spoil and one mushroom 
  has enough nourishment for an entire day (note, these 
  mushrooms are not magical but are of a rare type that 
  Perdita has cultivated). 
  � Boar’s Head Stein 
   
  These steins are ornate clay mugs with pewter caps 
  given to the PC in appreciation for aiding the owner of 
  the Boar’s Head Inn.  The stein is engraved with the PC’s 
  name and is kept at the Inn in Foredge.  Whenever the 
  PC visits the Inn, he or she is given the stein to use and 
  benefits from free room and board at the Inn. 
  � Heartstone 
   
  All night hags carry this periapt, which instantly 
  cures any disease contracted by the holder.  In addition, a 
  heartstone provides a +2 resistance bonus on all saving 
  throws.  A night hag that loses this charm can no longer 
  use etherealness until it can manufacture another (which 
  takes one month).  Other creatures, including those of 
  good alignments, can also benefit from the heartstone’s 
  powers, but the periapt shatters after ten uses and does 
  not bestow etherealness. 
   
  Caster Level: 3
  rd; Prerequisites: Craft Wondrous 
  Item, creator must be a night hag; Market Price: 1,800 gp. 
   Weight: --. 
  � Coward Cleaver 
   
  Coward Cleaver is an ancient looking greataxe that 
  appears coated in rust and dry blood.  No amount of 
  cleaning can change this weapon’s appearance.  Coward 
  Cleaver is a +1 greataxe that carries the special abilities of 
  throwing and returning, but each time it is used in melee 
  against a foe and the attack roll is a natural 1, it damages 
  
  GRM3-05 It Stalks the Night 
   
  Page 20 
  the wielder instead of its intended target.  This curse 
  even functions when Coward Cleaver is hurled, but in 
  that case the damage to the hurler is doubled.   If Coward 
  Cleaver is wielded by a being with orc blood (at least half-
  orc) its enhancement bonus increases by +2 (for a total 
  bonus of +3) and its range increment increases by 10 ft. 
  (for a total of 20 ft.).  However, at the beginning of each 
  round any wielder with orc blood must make a DC 15 
  Will save to avoid a compulsion to hurl Coward Cleaver 
  at any combatant (friend or foe) that is fleeing the field of 
  battle.  If no combatants are fleeing the wielder need not 
  make a saving throw.  If multiple combatants are fleeing 
  only one saving throw need be made and in the event 
  that the saving throw is failed the wielder may freely 
  choose between the fleeing combatants for his target. 
   
  Caster Level: 10
  th; Pre-requisites: Craft Magic Arms 
  and Armor, creator must have orc blood; Market Price: 
  18,320 gp; Weight: 20 lbs. 
  Items for the Adventure Record 
  Item Access 
  APL 4, 6, and 8: 
  � Quaal’s Feather Token (Whip) (Adventure, 
  DMG) 
  � Potion of Water Breathing (Adventure, DMG) 
  APL 10 and 12 (APL 4, 6, 8 Items plus): 
  � Heartstone (Adventure, see above) 
  � Coward Cleaver (Adventure, see above) 
   
   
  
  GRM3-05 It Stalks the Night 
   
  Page 21 
  Appendix I: NPCs 
   
  Encounter 1 
  The Dolan’s:   
  Background – The two Dolan boys (Janis and Jarin) were 
  boar hunting in the forest when they flushed a boar 
  bigger than they could handle.  A group of adventurers 
  came to the rescue killing the boar and saving the boys. 
  Current - Janis and Jarin are a year older and looking 
  more like the men that they will eventually be.  They will 
  proudly display their scars for anyone who asks.  They 
  have a serious case of hero worship for any of the PCs 
  who saved them.  Their mother and father (Anna and 
  Jarrik) still feel deeply in debt to any PC who saved their 
  boys.  Anna is pregnant again and the mid-wife says that 
  it will be a girl.  Jarrik is currently on leave (he is a captain 
  in the military) and is happy to have the chance to meet 
  the PCs who saved his sons.  He will express his thanks 
  because he has not had a chance to do so before. 
  Boris Vladin:  
  Background – Boris is the owner of the Boar’s Head Inn.  
  Previously Boris bought the boar that the adventurers 
  killed to save the Dolan boys.  He held a feast in the 
  adventurers honor and mounted the boars head above 
  the inn’s fireplace. 
  Current - Boris has prospered since the PCs have last seen 
  him.  He has used his good business sense to promote the 
  boar’s head trophy and his inn.  Business is booming with 
  the curious coming to see the trophy and spending the 
  night at the inn.   
  Marget Follinder 
  Background – Marget is the Grandmother of a work gang 
  member named Michy.  Michy was abducted by the Free 
  Band and Marget convinced a group of adventurers to 
  save him. 
  Current - Marget is doing fine.  She has been making 
  frequent trips to Buxton’s Crossing to visit her friend 
  Jame Bartum.  Jame is doing well.  His general store does 
  a brisk business and he mentions it to her when the PC’s 
  stop by for something.  Her grandson Michy is doing 
  okay too.  She thinks that he will make a carrier out of the 
  Gran March work crews. 
  Krrk: Male Half-Orc Drd6/AnmlLrd(Boar)3; CR 9; 
  Medium-size humanoid (half-orc); HD 6d8+36, 3d8+18; 
  hp 95; Init +0; Spd 30ft.; AC 11 (11 touch, 10 flatfooted) 
  [+1 Dex]; Atk +12/+7 melee (1d3+6/20, unarmed); SA 
  nature sense, animal companion, woodland stride, 
  trackless step, resist natures lure, wild shape (2x day), 
  animal bond, animal sense, animal speech, first totem, 
  lesser wild shape, spells; SQ darkvision, orc blood; AL 
  LN; SV Fort +13(+14) Ref +5(+6) Will +8; Str 16(18), Dex 
  10(12), Con 20(22), Int 10, Wis 14, Cha 8. 
   
  Skills & Feats: Animal Empathy +10, Concentration 
  +10, Handle Animal +9, Spell Craft +9, Wilderness Lore 
  +11; Animal Defiance, Animal Control, Improved 
  Unarmed Strike, Toughness. 
   
  Possessions: common clothes. 
   
  Druid spells prepared (5/4/4/2, DC = 12 + spell 
  level):  0—[detect magic, guidance, know direction, 
  virtue, resistance]; 1
  st—[entangle, cure light wounds x2, 
  obscuring mist]; 2
  nd—[might of the oak, persistence of 
  the waves, resist elements (fire), speed of the wind]; 3
  rd—
  [greater 
  magic 
  fang, 
  protection 
  from 
  elements 
  (electricity)].  Spells with a line through them have been 
  precast. 
   
  BoarLord spells prepared (2/1, DC = 12 + spell level): 
   1
  st—[camouflage, cure light wounds]; 2
  nd—[nature’s 
  favor]. 
   
  Animal Bond:  Beginning at 1
  st level, the animal lord 
  develops a bond with animals of his selected group.  
  Animal bond also allows the animal lord to have one or 
  more animal companions chosen from his selected 
  group.   
   
  Animal Sense:  An animal lord can sense any animal 
  of his selected group within a radius of miles equal to his 
  animal lord level squared. 
   
  Animal Speech:  An animal lord can converse at will 
  with any animal of his selected group. 
   
  First Totem (Ex): The boarlord gains a +2 inherent 
  bonus to constitution. 
   
  Lesser wild shape:  An animal lord can use wild 
  shape to take the form of any kind of natural animal in 
  his selected group as often as desired. 
   
   
  Krrk’s Boar Form:  Medium animal; HD 6d8+36, 
  3d8+18; hp 102; Init +0; Spd 40 ft; AC 17 (touch 11, 
  flatfooted 16) [+1 Dex, +6 natural]; Atk +7 melee (1d8+6, 
  gore); Face/Reach 5 ft. by 5 ft. / 5 ft.; SA Ferocity; SQ 
  Scent; AL N; SV Fort +7, Ref +4, Will +8; Str 15(17), Dex 
  10(12), Con 17(19), Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Listen +10, Spot +9. 
   
  Ferocity (Ex): A boar is such a tenacious combatant 
  that it continues to fight without penalty even while 
  disabled or dying (see page 129 in the Player’s 
  Handbook). 
  
  GRM3-05 It Stalks the Night 
   
  Page 22 
   
  Scent (Ex): See Monster Manual page 10. 
  Encounter 3 
  Perdita 
  Oogultrop: 
  Female 
  Gnome 
  Wiz(Div)7/Loremaster2; CR 9; Small humanoid (gnome); 
  HD 7d4+7, 2d4+2; hp 34; Init +0; Spd 20ft.; AC 11 (11 
  touch, 11 flatfooted) [+1 size]; Atk +4 melee (1d4); SA 
  spells; SQ instant mastery, lore, low-light vision, 
  divination 
  school 
  specialty, 
  necromancy 
  school 
  opposition, +2 save vs. illusions, gnome cantrips; AL NG; 
  SV Fort +3 Ref +2 Will +10; Str 6, Dex 10, Con 12, Int 20, 
  Wis 14, Cha 10. 
   
  Skills & Feats: Alchemy +10, Concentration +5, 
  Decipher Script +9, Knowledge (Arcana) +17, Knowledge 
  (Geography) +9, Knowledge (History) +9, Knowledge 
  (Monster Lore) +19, Knowledge (Nature) +9, Knowledge 
  (Nobility) +9, Knowledge (the Planes) +9, Knowledge 
  (Religion) +8, Listen +2, Scry +17, Spell Craft +17; Eschew 
  Materials, Extend Spell, Improved Familiar, Scribe Scroll, 
  Skill Focus (Knowledge Monster Lore), Spell Mastery 
  (alter self, dispel magic, knock, improved invisibility, 
  prying eyes). 
   
  Possessions: common clothes, +2 dagger. 
   
  Wizard spells prepared (4/7/6/5/5/4, DC = 15 + spell 
  level):  0—[detect magic, detect poison, mage hand, read 
  magic]; 1
  st—[comprehend languages, detect secret doors, 
  detect undead, expeditious retreat, identify, shield, sleep]; 
  2
  nd—[alter self, detect thoughts, locate object, see 
  invisibility, 
  rope 
  trick, 
  web]; 
  3
  rd—
  [clairaudience/clairvoyance x2, dispel magic, lighting 
  bolt, tongues]; 4
  th—[arcane eye, improved invisibility, 
  locate creature, remove curse, scrying]; 5
  th—[contact 
  other plane, false vision, mirage arcane, prying eyes].   
   
  Gnome Cantrips: dancing lights, ghost sound, 
  prestidigitation. 
  Mylo: tiny animal/familiar(raven); HD 9; hp 18; Init +2; 
  Spd 10 ft, fly 40 ft (average); AC 19 (touch 14, flatfooted 
  17) [+2 Dex, +2 size, +5 natural]; SQ: alertness, improved 
  evasion, share spells, empathic link, touch, speak with 
  master, speak with animals of its type, speaks common; 
  Atk +6 melee (1d2-5, claws) +6 ranged (0, excrement); 
  Face/Reach 2½ ft. by 2½ ft. / 0 ft.; AL N; SV Fort +2, Ref 
  +4, Will +10; Str 1, Dex 15, Con 10, Int 10, Wis 14, Cha 6. 
   
  Skills and Feats: Listen +6, Spot +6; Weapon Finesse 
  (claws). 
  Encounter 6 
  APL 4 
  Gate Guard: male human Ftr2; CR 2; Medium-size 
  humanoid (human); HD 2d10+4; hp 18; Init +2; Spd 30ft.; 
  AC 15 (12 touch, 13 flatfooted); Atk +4 melee (1d8+2/19-
  20, longsword), +5 ranged (1d8/x3, composite longbow); 
  AL LG; SV Fort +5 Ref +2 Will +0; Str 14, Dex 14, Con 14, 
  Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +7, Jump +7; Point Blank Shot, 
  Rapid Shot, Weapon Focus (composite longbow). 
   
  Possessions: longsword, studded leather armor, 
  composite longbow. 
  APL 6, 8, or 10 
  Gate Guard: male human Ftr4; CR 4; Medium-size 
  humanoid (human); HD 4d10+8; hp 36; Init +2; Spd 30ft.; 
  AC 15 (12 touch, 13 flatfooted); Atk +6 melee (1d8+2/19-
  20, longsword), +7 ranged (1d8/x3, composite longbow); 
  AL LG; SV Fort +6 Ref +3 Will +1; Str 15, Dex 14, Con 14, 
  Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +9, Jump +9; Far Shot, Point 
  Blank Shot, Rapid Shot, Weapon Focus (composite 
  longbow), Weapon Specialization (composite longbow). 
   
  Possessions: longsword, studded leather armor, 
  composite longbow. 
  APL 12 
  Gate Guard: male human Ftr5; CR 5; Medium-size 
  humanoid (human); HD 5d10+10; hp 45; Init +2; Spd 
  30ft.; AC 15 (12 touch, 13 flatfooted); Atk +7 melee 
  (1d8+2/19-20, longsword), +8 ranged (1d8/x3, composite 
  longbow); AL LG; SV Fort +6 Ref +3 Will +1; Str 15, Dex 
  14, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +10, Jump +10; Far Shot, Point 
  Blank Shot, Rapid Shot, Weapon Focus (composite 
  longbow), Weapon Specialization (composite longbow). 
   
  Possessions: longsword, studded leather armor, 
  composite longbow. 
  Encounter 8 
  APL 4 
  Half Fiend Assassin Vine: CR 4; Large Plant; HD 
  4d8+16; hp 36; Init +6 [Dex, Improved Initiative]; Spd 0 
  ft; AC 18 (touch 11, flatfooted 16) [-1 size, +2 Dex, +7 
  natural]; Atk +7 melee (1d6+9, slam); Face/Reach 5 ft. by 
  5 ft. / 10 ft. (20 ft. with vine); SA Entangle, improved 
  grab, constrict (1d6+9); SQ Camouflage, Electricity 
  immunity, Acid, cold, & fire resistance 20, Blindsight, 
  Plant traits, Spell-like abilities; AL NE; SV Fort +8, Ref +3, 
  Will +2; Str 24, Dex 14, Con 18, Int 4, Wis 13, Cha 11. 
   
  Skills and Feats: Climb +11, Hide +29, Move Silently 
  +9, Innuendo +8, Intimidate +7; Combat Reflexes, 
  Improved Initiative. 
   
  Spell-like Abilities: Darkness 3/day, Desecrate 1/day. 
  
  GRM3-05 It Stalks the Night 
   
  Page 23 
  APL 6 or 8 
  Advanced Half Fiend Assassin Vine: CR 6; Huge Plant; 
  HD 6d8+36; hp 63; Init +5 [Dex, Improved Initiative]; 
  Spd 0 ft; AC 19 (touch 9, flatfooted 18) [-2 size, +1 Dex, 
  +10 natural]; Atk +13 melee (1d8+11, slam); Face/Reach 
  10 ft. by 10 ft. / 15 ft. (30 ft. with vine); SA Entangle, 
  improved grab, constrict (1d8+11); SQ Camouflage, 
  Electricity immunity, Acid, cold, & fire resistance 20, 
  Blindsight, Plant traits, Spell-like abilities; AL NE; SV 
  Fort +8, Ref +3, Will +2; Str 32, Dex 12, Con 22, Int 4, Wis 
  13, Cha 11. 
   
  Skills and Feats: Climb +20, Hide +30, Jump +14, 
  Move Silently +10, Innuendo +10, Intimidate +9; Combat 
  Reflexes, Improved Initiative. 
   
  Spell-like Abilities: Darkness 3/day, Desecrate 1/day, 
  Unholy Blight 1/day. 
  APL 10 or 12 
  Greenvise: CR 10; Huge Plant; HD 12d8+48; hp 108; Init 
  +0; Spd 10 ft.; AC 16 (touch 8, flat-footed 16) [-2 size, +8 
  natural]; Atk +16 melee (2d4+9, 4 slams) and +11 melee 
  (1d6+4, bite); Face/Reach 10 ft. by 10 ft./15 ft.; SA death 
  fog, improved grab, swallow whole; SQ acid immunity, 
  plant traits, woodsense; AL N; SV Fort +12, Ref +4, Will 
  +4; Str 29, Dex 10, Con 18, Int 3, Wis 11, Cha 6. 
   
  Death Fog (Su): Twice per day, a greenvise can emit 
  an acidic fog that functions like an acid fog spell, except 
  as follows.  The death fog’s area is a 40-foot-high spread 
  with a 60-foot radius.  Within this area, all sight, 
  including darkvision, is limited to 5 feet.  A creature 
  within 5 feet has one-half concealment (attacks against it 
  have a 20% miss chance).  Creatures farther away have 
  total concealment (50% miss chance, and the attacker 
  can’t use sight to locate the target).  Any creature 
  attempting to move through the death fog progresses at 
  one-tenth normal speed, and each of its melee attack and 
  melee damage rolls incurs a –2 circumstance penalty.  A 
  death fog prevents effective ranged weapon attacks, 
  except for magic rays and the like.  In addition to 
  obscuring sight, a death fog is highly acidic.  Each round 
  the fog deals 3d8 points of acid damage to every creature 
  and object within it (no saving throw).  A severe wind 
  (31+ mph) disperses these vapors in 1d2 rounds; 
  otherwise, the effect lasts for 3d6+1 rounds.  The 
  greenvise is not impeded by its own death fog, so it can 
  move and fight within the fog freely. 
   
  Improved Grab (Ex): If a greenvise hits an 
  opponent that is at least one size category smaller than 
  itself with a slam attack, it deals normal damage and 
  attempts to start a grapple as a free action without 
  provoking an attack of opportunity (grapple bonus +26).  
  If it gets a hold, it can transfer the opponent to its maw 
  with another successful grapple check, dealing automatic 
  bite damage, then try to swallow in the next round.  
  Alternatively, the greenvise has the option to conduct the 
  grapple normally, or simply use its tendrils or maw to 
  hold the opponent (-20 penalty on grapple check, but the 
  greenvise is not considered grappled).  In either case, 
  each successful grapple check it makes during successive 
  rounds automatically deals slam or bite damage, as 
  appropriate. 
   
  Swallow Whole (Ex): A greenvise can swallow a 
  single creature that is at least one size category smaller 
  than itself by making a successful grapple check (grapple 
  bonus +26) provided it already has the opponent in its 
  maw (see Improved Grab above).  Once inside the 
  greenvise, the opponent takes 2d6+9 points of 
  bludgeoning damage and 2d4 points of acid damage per 
  round from the plant’s stomach.  A successful grapple 
  check allows the swallowed creature to climb out of the 
  stomach and return to the greenvise’s maw, where 
  another successful grapple check is needed to get free.  
  Alternatively, a swallowed creature can try to cut its way 
  out with either claws or a light piercing or slashing 
  weapon. Dealing at least 20 points of damage to the 
  stomach (AC 18) in this way creates an opening large 
  enough to permit escape.  Once a single swallowed 
  creature exits, muscular action closes the hole; thus, 
  another swallowed opponent must cut its own way out.  
  A greenvise’s stomach can hold 1 Large, 4 Medium, 16 
  Small, or 64 Tiny or smaller opponents. 
   
  Plant Traits (Ex): The creature is immune to poison, 
  sleep, paralysis, stunning, and polymorphing.  Not 
  subject to critical hits or mind-affecting effects.  The 
  creature has lowlight vision. 
   
  Woodsense (Ex): A greenvise can automatically 
  sense the location of anything within 60 feet that is in 
  contact with vegetation, even objects or creatures that are 
  not in contact with the same vegetation as it is. 
  Encounter 9 
  APL 4, 6, or 8 
  Esmyreldia, Green Hag: CR 5; Medium-Size Monstrous 
  Humanoid; HD 9d8+9; hp 49; Init +1 [Dex]; Spd 30 ft, 
  swim 30 ft; AC 22 (touch 11, flatfooted 21) [+1 Dex, +11 
  natural]; Atk +13/+13 melee (1d4+4, claws) +13 ranged 
  (1d4+5, dagger); Face/Reach 5 ft. by 5 ft. / 5 ft.; SA Spell-
  like abilities, weakness, mimicry; SQ SR 18, darkvision 90 
  ft; AL CE; SV Fort +6, Ref +9, Will +9; Str 19, Dex 12, Con 
  12, Int 13, Wis 13, Cha 10. 
   
  Skills and Feats: Concentration +13, Knowledge 
  Nature +5; Blind-Fighting, Combat Casting, Point Blank 
  Shot, Far Shot. 
   
  Possessions: 12 rusty daggers. 
  
  GRM3-05 It Stalks the Night 
   
  Page 24 
   
  Spell-like Abilities: At will-Change self, Dancing 
  lights, Ghost sound, Invisibility, Pass without trace, 
  Tongues and Water breathing (as 8
  th-level sorcerer; save 
  DC 10 +spell level). 
   
  Weakness (Su): The green hag can weaken a foe by 
  making a special touch attack (Fort. save DC 13 or take 
  2d4 points of temporary Str. damage). 
   
  Mimicry (Ex): Green hags can imitate the sounds of 
  almost any animal found near their lairs. 
  APL 10 or 12 
  Esmyreldia, Green Hag: CR 5; Medium-Size Monstrous 
  Humanoid; HD 9d8+9; hp 49; Init +1 [Dex]; Spd 30 ft, 
  swim 30 ft; AC 22 (touch 11, flatfooted 21) [+1 Dex, +11 
  natural]; Atk +13/+13 melee (1d4+4, claws) +13 ranged 
  (1d12+5, Coward Cleaver); Face/Reach 5 ft. by 5 ft. / 5 ft.; 
  SA Spell-like abilities, weakness, mimicry; SQ SR 18, 
  darkvision 90 ft; AL CE; SV Fort +6, Ref +9, Will +9; Str 
  19, Dex 12, Con 12, Int 13, Wis 13, Cha 10. 
   
  Skills and Feats: Concentration +13, Knowledge 
  Nature +5; Blind-Fighting, Combat Casting, Point Blank 
  Shot, Far Shot. 
   
  Spell-like Abilities: At will-Change self, Dancing 
  lights, Ghost sound, Invisibility, Pass without trace, 
  Tongues and Water breathing (as 8
  th-level sorcerer; save 
  DC 10 +spell level). 
   
  Weakness (Su): The green hag can weaken a foe by 
  making a special touch attack (Fort. save DC 13 or take 
  2d4 points of temporary Str. damage). 
   
  Mimicry (Ex): Green hags can imitate the sounds of 
  almost any animal found near their lairs. 
   
  Possessions: Coward Cleaver. 
   
  
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  Appendix II: The Free Band 
   
  Olowyn Aelanthyr (Free Band Leader): Male elf 
  Ftr4/Wiz(Abj)2/Bladesinger6; 
  CR 
  12; 
  Medium-size 
  humanoid (elf); HD 4d10+4, 2d4+2, 6d8+6; hp 81; Init +6; 
  Spd 30ft.; AC 26 (20 touch, 16 flatfooted); Atk +15/+10/+5 
  melee (1d8+5+1d6/15-20, +1 flaming keen longsword), 
  +19/+14/+9 ranged (1d8+4/x3, +2 mighty composite 
  longbow [+2]); SA Lesser spellsong, song of celerity, 
  spells; SQ Bladesong, immune to magic sleep spells and 
  effects, low-light vision, +2 on saves vs. enchantment 
  spells 
  and 
  effects, 
  abjuration 
  specialty 
  school, 
  enchantment opposition school; AL CG; SV Fort +7 Ref 
  +12 Will +8; Str 14, Dex 18(22), Con 12, Int 16(18), Wis 8, 
  Cha 14. 
   
  Skills & Feats: Balance +21, Climb +9, Concentration 
  +15, Hide +16, Jump 9, Listen +1, Move Silently +16, 
  Perform (dance, lute, sing) +5, Search +5, Spot +6, Swim 
  +6, Tumble +20; Combat Casting, Dodge, Expertise, 
  Improved Critical (longsword), Mobility, Spring Attack, 
  Scribe Scroll, Still Spell, Weapon Focus (longsword), 
  Weapon Specialization (longsword), Whirlwind Attack. 
   
  Possessions: Boots of elvenkind, eyes of the eagle, 
  cloak of elvenkind, gloves of dexterity +4, headband of 
  intellect +2, +1 flaming keen longsword, +2 mithral chain 
  shirt of light fortification, +2 mighty composite longbow 
  (+2). 
   
  Wizard spells prepared (5/4, DC = 13 + spell level):  
  0—[detect 
  magic, 
  detect 
  poison, 
  mage 
  hand, 
  prestidigitation, resistance]; 1
  st—[jump, shield, spider 
  climb, true strike].   
   
  Bladesinger spells prepared (4/4/3/1, DC = 13 + spell 
  level):  1
  st—[expeditious retreat, shield, true strike x2]; 
  2
  nd—[blur, bull’s strength, mirror image x2]; 3
  rd—
  [displacement, haste x2]; 4
  th—[improved invisibility]. 
   
  Lesser Spellsong (Ex): When wielding a longsword 
  in one hand (and nothing in the other), the bladesinger 
  can “take 10” when making a Concentration check to cast 
  defensively. 
   
  Song of Celerity (Ex): When wielding a longsword 
  in one hand (and nothing in the other) and using the full 
  attack action, the bladesinger can cast one bladesinger 
  spell each round as a free action. 
   
  Bladesong (Ex): When wielding a longsword in one 
  hand (and nothing in the other), the bladesinger gains a 
  dodge bonus to his AC equal to his Intelligence bonus. 
  Lythwyr 
  (Lead 
  Scout): 
  Male 
  elf 
  Rng3/Ftr2/DeepwoodSniper4; 
  CR 
  9; 
  Medium-size 
  humanoid (elf); HD 5d10+5, 4d8+4; hp 80; Init +8; Spd 
  30ft.; AC 24 (17 touch, 17 flatfooted); Atk +9/+9 melee 
  (1d6+2/19-20, 2 +2 short swords), +18/+13 [+16/+16/+11 
  rapid shot] ranged (1d8+3+1d6/18-20/x4, +1 flaming 
  burst mighty composite longbow [+4]); SA Concealment 
  reduction 10%, favored enemy humans (+1), keen arrows, 
  magic weapon, poison, projectile improved critical (+1), 
  range increment bonus +40 ft., safe poison use, take aim 
  (+2); SQ immune to magic sleep spells and effects, +2 on 
  saves vs. enchantment spells and effects; AL CG; SV Fort 
  +4 Ref +5 Will +1; Str 14, Dex 20 (24), Con 12, Int 12, Wis 
  10, Cha 10. 
   
  Skills & Feats: Climb + 8, Hide +27, Listen +10, 
  Move Silently +27, Search +11, Spot +15, Wilderness Lore 
  +10 (+20 tracking); Ambidexterity, Far Shot, Improved 
  Critical (composite longbow), Point Blank Shot, Precise 
  Shot, Rapid Shot, Track, Two-Weapon Fighting, Weapon 
  Focus (composite longbow). 
   
  Possessions: Boots of elvenkind, cloak of elvenkind, 
  eyes of the eagle, gloves of dexterity +4, lens of detection, 
   +3 mithral shirt, +2 short sword x2, +1 flaming burst 
  mighty composite longbow (+4). 
   
  Concealment Reduction (Ex): Lythwyr’s miss 
  chance against opponents with concealment is reduced 
  by 10%. 
   
  Keen Arrows (Ex):  All projectiles Lythwyr fires 
  behave as if they were keen weapons in addition to any 
  other properties they might possess.  This effect does not 
  stack with any other keen effect. 
   
  Magic Weapon (Sp): Lythwyr can produce an effect 
  identical to that of a magic weapon spell cast by a cleric of 
  his deepwood sniper level.  This ability is usable once per 
  day on projectile weapons only. 
   
  Poison: All of Lythwyr’s arrows are coated with 
  carrion crawler brain juice that Gathin has brewed using 
  his Alchemy skill.  Fort save DC 13 or be paralyzed. 
   
  Projectile Improved Critical (Ex): The critical 
  damage multiplier of all Lythwyr’s projectile weapons 
  increases by +1. 
   
  Safe Poison Use (Ex): Lythwyr can use poison 
  without any chance of poisoning himself (see Perils of 
  Using Poison in Chapter 3 of the Dungeon Master’s 
  Guide). 
   
  Take Aim (Ex): Lythwyr can gain a +2 bonus on his 
  attack rolls against a stationary target by aiming carefully. 
   Taking aim is a full-round action, and if the target moves 
  more than 5 feet during that period the bonus is lost.  No 
  additional benefit exists for spending more than 1 round 
  aiming. 
  Rythillon 
  Bakshar: 
  Male 
  grey 
  elf 
  Wiz(Ech)6/MindBender 
  9; 
  CR 
  15; 
  Medium-size 
  humanoid (grey elf); HD 15d4+15; hp 57; Init +2; Spd 
  30ft.; AC 16 (12 touch, 14 flatfooted); Atk +7/+2 melee 
  (1d8/19-20, longsword), +9/+4 ranged (1d8/x3, longbow); 
  
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  SA Beguile, dominate, friends forever, mass beguile, 
  mindread, spells, suggestion; SQ Immune to magic sleep 
  spells and effects, low-light vision, telepathy, skill boosts, 
  +2 on saves vs. enchantment spells and effects, 
  enchantment 
  school 
  specialty, 
  evocation 
  school 
  opposition; AL NE; SV Fort +9 Ref +7 Will +11; Str 10, 
  Dex 14, Con 12, Int 22 (26), Wis 10, Cha 12. 
   
  Skills & Feats: Bluff +23, Concentration +19, 
  Diplomacy +21, Hide +12, Intimidate +15, Knowledge 
  (geography) +9, Knowledge (history) +9, Knowledge 
  (nobility & royalty) +9, Knowledge (the planes) +9, 
  Knowledge (arcana) +9, Knowledge (nature) +9, Listen 
  +2, Move Silently +12, Scry +14, Search +10, Speak 
  Language (Abyssal, Ancient Suloise, Celestial, Common, 
  Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, 
  Halfling, Infernal, Orc, Sylvan, Terran, Undercommon), 
  Sense Motive +26, Spellcraft +26, Spot +7; Extend Spell, 
  Greater Spell Focus (enchantment), Greater Spell 
  Penetration, 
  Spell 
  Penetration, 
  Martial 
  Weapon 
  Proficiency (longsword, longbow), Scribe Scroll, Spell 
  Focus (enchantment), Leadership. 
   
  Possessions: boots of elvenkind, brooch of shielding, 
  cloak of elvenkind, eyes of the eagle, gloves of arrow 
  snaring, headband of intellect +4. 
   
  Spells prepared (5/7/7/7/6/5/4, DC = 18 + spell level 
  + 4 if Enchantment):  0—[daze x2, detect magic, mage 
  hand, prestidigitation]; 1
  st—[shield, sleep x4, true strike, 
  feather fall]; 2
  nd—[glitterdust, mage armor (extended), 
  mirror image, protection from arrows, see invisibility, 
  Tasha’s hideous laughter x2]; 3
  rd—[dispel magic x2, haste, 
  hold person x3, misdirection (extended)]; 4
  th—[charm 
  monster, confusion, emotion, improved invisibility, 
  rainbow pattern, stoneskin]; 5
  th—[dominate person x3, 
  teleport, nondetection (extended)]; 6
  th—[project image, 
  mass suggestion x2, veil]. Spells with a line through them 
  have been pre-cast.  Note that Rythillon’s caster level is 
  that of a 12
  th level wizard.  The misdirection spell 
  indicates that Rythillon is a chaotic good male elf (he 
  used Olowyn as the template for the spell). 
   
  Beguile (Su): The mindbender can beguile any 
  single living creature of size Large or smaller.  Once per 
  day as a supernatural, mind-affecting ability, he can 
  choose a target within 100 feet, which must succeed at a 
  Will save (DC 18) to resist the effect.  The creature gains a 
  +5 modifier on its saving throw if the mindbender or his 
  allies are currently attacking it.  Beguiling a creature is a 
  standard action that does not draw an attack of 
  opportunity.  If successful, the creature regards the 
  mindbender as its trusted friend and ally, as though 
  under the effect of a charm person spell (see page 183 of 
  the Player’s Handbook).  It is not necessary to know the 
  creature’s 
  language 
  – 
  the 
  ability 
  is 
  exercised 
  telepathically. 
   
  Dominate (Su): The mindbender can dominate any 
  single living creature of size Large or smaller once a day.  
  He chooses a target within 100 feet, which must succeed 
  at a Will save (DC 19) to resist.  This ability takes a 
  standard action and does not draw an attack of 
  opportunity.  The effect lasts for 3 days.  It is otherwise 
  identical to the dominate person spell (see page 197 of 
  the Player’s Handbook). 
   
  Friends Forever (Su): A creature the mindbender 
  has beguiled (see above) becomes his permanent friend, 
  unless the mindbender does something obviously 
  harmful to the creature or orders it to take an action that 
  is suicidal or utterly against its nature (which breaks the 
  friendship).  This is a supernatural, mind-affecting ability. 
   A mindbender can have only two such friends at one 
  time.  The effect is temporarily suppressed if the target is 
  warded by protection from evil.  It is permanently 
  broken by a successful dispel magic against caster level 
  14.  Rythillon has used this power on his cohort Gathin. 
   
  Mass Beguile (Su): This ability is usable once per 
  day and effects up to 40 Hit Dice of creatures.  It is 
  otherwise identical to the Beguile ability described above.  
   
  Mindread (Su): Twice per day as a supernatural, 
  mind-affecting ability, the mindbender can choose a 
  target within 100 feet, which must succeed at a Will save 
  (DC 17) to resist the effect.  Reading the mind of a 
  creature requires concentration but draws no attack of 
  opportunity.  Creatures of animal intelligence (Int 1 or 2) 
  have simple, instinctual thoughts.  The ability can 
  penetrate barriers, but 1 foot of stone, 1 inch of common 
  metal, a thin sheet of lead, or 3 feet of wood or dirt blocks 
  it.  The effect lasts for up to 10 minutes, or when the 
  mindbender ceases concentration. 
   
  Suggestion (Su): Also called “pushing”, this is a 
  supernatural, mind-affecting ability that suggests a course 
  of activity (limited to a sentence or two).  A target within 
  100 feet must succeed at a Will save (DC 17) to resist the 
  suggestion.  The effect lasts until the target accomplishes 
  what it was asked to do or after 6 hours, whichever occurs 
  first.  It is otherwise identical to the suggestion spell (see 
  page 257 of the Player’s Handbook). 
   
  Telepathy (Su): The mindbender has the ability to 
  communicate telepathically with any creature within 100 
  feet that has a language. 
   
  Skill Boost (Ex): The mindbender has a +18 
  competence modifier on any of the following skills: 
  Bluff, Diplomacy, Intimidate, and Sense Motive.  The 
  mindbender can apply the entire bonus to one skill or 
  split it among several, as he desires.  This bonus has 
  already been applied and is included in Rythillon’s stat 
  block. 
  Gathin (Rythillon’s Cohort): Male elf Wiz(Ilu)10; CR 
  10; Medium-size humanoid (elf); HD 10d4+10; hp 38; Init 
  
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  Page 27 
  +2; Spd 30ft.; AC 16 (12 touch, 14 flatfooted); Atk +5 
  melee (1d8/19-20, longsword), +7 ranged (1d8/x3, 
  longbow); SA Spells; SQ Immune to magic sleep spells 
  and effects, low-light vision, +2 on saves vs. enchantment 
  spells and effects, illusion school specialty, enchantment 
  school opposition; AL N; SV Fort +4 Ref +5 Will +7; Str 
  10, Dex 14, Con 12, Int 20 (24), Wis 10, Cha 10. 
   
  Skills & Feats: Alchemy +20, Concentration +14, 
  Hide +12, Knowledge (geography) +8, Knowledge 
  (history) +8, Knowledge (nobility & royalty) +8, 
  Knowledge (the planes) +8, Knowledge (arcana) +20, 
  Knowledge (nature) +20, Listen +2, Move Silently +12, 
  Scry +20, Search +9, Speak Language (Ancient Suloise, 
  Common, Draconic, Elven, Sylvan), Spellcraft +20, Spot 
  +7; Craft Wondrous Item, Extend Spell, Greater Spell 
  Focus (illusion), Improved Initiative, Martial Weapon 
  Proficiency (longsword, longbow), Scribe Scroll, Silent 
  Spell, Spell Focus (illusion). 
   
  Possessions: boots of elvenkind, brooch of shielding, 
  cloak of elvenkind, eyes of the eagle, gloves of arrow 
  snaring, headband of intellect +4, scroll of Tenser’s 
  floating disk. 
   
  Spells prepared (5/7/7/6/5/4, DC = 17 + spell level + 
  4 if Illusion):  0—[dancing lights, detect magic, ghost 
  sound, mage hand, prestidigitation]; 1
  st—[mage armor, 
  shield, Sleep x3]; 2
  nd—[alter self, glitterdust x2, 
  invisibility, mirror image, protection from arrows, see 
  invisibility]; 3
  rd—[dispel magic, displacement, invisibility 
  sphere x2, major image, slow]; 4
  th—[hallucinatory terrain, 
  improved invisibility, phantasmal killer, rainbow pattern 
  x2]; 5
  th—[mirage arcane, Rary’s telepathic bond, shadow 
  evocation, teleport]. Spells with a line through them have 
  been precast. 
  Elven Archers (10): male elf Ftr4; CR 4; Medium-size 
  humanoid (elf); HD 4d10+4; hp 33 each; Init +3; Spd 
  30ft.; AC 16 (13 touch, 13 flatfooted); Atk +7 melee 
  (1d8+2/19-20, 
  masterwork 
  longsword), 
  +9 
  ranged 
  (1d8+4/x3, masterwork mighty composite longbow [+2]); 
  SQ Immune to magic sleep spells and effects, low-light 
  vision, +2 on saves vs. enchantment spells and effects; AL 
  CG; SV Fort +5 Ref +4 Will +1; Str 14, Dex 16, Con 12, Int 
  10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +9, Jump 9, Listen +2, Search 
  +2, Spot +2; Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon 
  Focus 
  (composite 
  longbow), 
  Weapon 
  Specialization (composite longbow). 
   
  Possessions: Masterwork longsword, masterwork 
  studded leather armor, masterwork mighty composite 
  longbow (+2). 
  Elven Scouts (10): male elf Rng4; CR 4; Medium-size 
  humanoid (elf); HD 4d10+4; hp 33 each; Init +3; Spd 
  35ft.; AC 16 (13 touch, 13 flatfooted); Atk +4 melee 
  (1d8+1/19-20, masterwork longsword), +4 melee (1d6/19-
  20, masterwork short sword), +8 ranged (1d8+1/x3, 
  masterwork mighty composite longbow [+1]); SA Spells; 
  SQ Immune to magic sleep spells and effects, low-light 
  vision, +2 on saves vs. enchantment spells and effects; AL 
  CG; SV Fort +5 Ref +4 Will +3; Str 12, Dex 16, Con 12, Int 
  10, Wis 14, Cha 10. 
   
  Skills & Feats: Hide +10 (+12 when shadowing 
  somebody), Listen +4, Move Silently +10 (+12 when 
  shadowing somebody), Wilderness Lore +9, Search +2, 
  Spot +9; Ambidexterity, Dash, Shadow, Track, Two-
  Weapon Fighting. 
   
  Possessions: Masterwork longsword, masterwork 
  short sword, masterwork studded leather armor, 
  masterwork mighty composite longbow (+1). 
   
  Spells available (1, DC = 12 + spell level):  1
  st—
  [entangle]. 
  Pixies (4): hp 5 each; see Monster Manual. 
  
  GRM3-05 It Stalks the Night 
   
  Page 28 
   
  Appendix III: The Caravan 
   
  Lieutenant Timble: Male human Clr7(Heironeous); CR 
  7; Medium-size humanoid (human); HD 7d8+14; hp 53; 
  Init +1; Spd 30ft. (50ft. mounted); AC 25 (11 touch, 24 
  flatfooted); Atk +10 melee (1d8+4[+2d6 vs. evil]/19-20, +2 
  holy longsword); SA Spells, Turn Undead; SQ Good 
  Domain, War Domain; AL LG; SV Fort +7 Ref +3 Will +8; 
  Str 10(14), Dex 12, Con 14, Int 12, Wis 16, Cha 12. 
   
  Skills & Feats: Concentration +7, Heal +8, 
  Knowledge Religion +6, Spellcraft +6, Ride +8; Combat 
  Casting, Mounted Combat, Ride by Attack, Weapon 
  Focus Longsword (domain). 
   
  Possessions: Heavy warhorse, military saddle, Full 
  Plate of Invulnerability, Large Shield of Arrow deflection, 
  +2 Holy Longsword. 
   
  Spells prepared (6/6/5/4/2, DC = 13 + spell level +1 
  if Good):  0—[detect magic, guidance x2, light, read 
  magic, resistance]; 1
  st—[command x2, comprehend 
  languages, endure elements, protection from evil, shield 
  of faith]; 2
  nd—[augury, bull’s strength, hold person, 
  spiritual weapon, zone of truth]; 3
  rd—[daylight, magic 
  vestment x2, magic circle against evil]; 4
  th—[divine 
  power, holy smite]. Spells with a line through them have 
  been precast. 
  Sergeant Glaxxo: male Human Ftr6; CR 6; Medium-size 
  humanoid (human); HD 6d10+12; hp 54; Init +2; Spd 
  30ft. (60ft. mounted); AC 19 (12 touch, 17 flatfooted); Atk 
  +10 melee (1d8+4/20 X3 [reach weapon, x2 damage when 
  charging], heavy lance), +8 ranged (1d6/x3, short bow); 
  AL LG; SV Fort +7 Ref +4 Will +2; Str 14, Dex 14, Con 14, 
  Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Handle Animal +10, Ride +14; 
  Mounted Combat, Ride by Attack, Mounted Archery, 
  Spirited Charge, Trample, Weapon Focus (heavy lance), 
  Weapon Specialization (heavy lance). 
   
  Possessions: Light warhorse (monster manual p. 
  197), military saddle, masterwork heavy lance, breastplate 
  armor, large steal shield, short bow. 
  Sergeant Marthun: male human Ftr6; CR 6; Medium-
  size humanoid (human); HD 6d10+12; hp 54; Init +2; Spd 
  30ft.; AC 15 (12 touch, 13 flatfooted); Atk +4 melee 
  (1d8+2/19-20, longsword), +5 ranged (1d8/x3, composite 
  longbow); AL LG; SV Fort +7 Ref +4 Will +2; Str 14, Dex 
  14, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +11, Jump +11; Far Shot, Point 
  Blank Shot, Precise Shot, Shot on the Run, Rapid Shot, 
  Weapon 
  Focus 
  (composite 
  longbow), 
  Weapon 
  Specialization (composite longbow). 
   
  Possessions: 
  longsword, 
  breastplate 
  armor, 
  masterwork mighty composite longbow (+2). 
  Mounted Guards (48): male Human Ftr4; CR 4; 
  Medium-size humanoid (human); HD 4d10+8; hp 36 
  each; Init +2; Spd 30ft. (60ft. mounted); AC 18 (12 touch, 
  16 flatfooted); Atk +7 melee (1d8+4/20 X3 [reach weapon, 
  x2 damage when charging], heavy lance), +6 ranged 
  (1d6/x3, short bow); AL LG; SV Fort +6 Ref +3 Will +1; 
  Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Handle Animal +8, Ride +12; 
  Mounted Combat, Ride by Attack, Mounted Archery, 
  Weapon Focus (heavy lance), Weapon Specialization 
  (heavy lance). 
   
  Possessions: Light warhorse (monster manual p. 
  197), military saddle, heavy lance, scale mail armor, large 
  shield, short bow. 
  Wagon Guards (19): male human Ftr2; CR 2; Medium-
  size humanoid (human); HD 2d10+4; hp 18 each; Init +2; 
  Spd 30ft.; AC 15 (12 touch, 13 flatfooted); Atk +4 melee 
  (1d8+2/19-20, longsword), +5 ranged (1d8/x3, composite 
  longbow); AL LG; SV Fort +6 Ref +3 Will +1; Str 14, Dex 
  14, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +7, Jump +7; Point Blank Shot, 
  Rapid Shot, Weapon Focus (composite longbow). 
   
  Possessions: longsword, studded leather armor, 
  composite longbow. 
  Wagon Drivers (20): male human Expert3; CR 1; 
  Medium-size humanoid (human); HD 3d6; hp 14 each; 
  Init +0; Spd 30ft. (30ft. in wagon); AC 16 (13 touch, 13 
  flatfooted); Atk +2 melee (1d6/19-20, short sword), +2 
  ranged (1d10/19-20, heavy crossbow); AL LG; SV Fort +1 
  Ref +1 Will +3; Str 10, Dex 10, Con 10, Int 10, Wis 10, 
  Cha 14. 
   
  Skills & Feats: Animal empathy +10, appraise +6, 
  diplomacy +8, handle animal +10, Sense Motive +6, Spot 
  +6; Skill Focus (animal empathy), Skill Focus (handle 
  animal). 
   
  Possessions: Wagon and horses, leather armor, heavy 
  crossbow, short sword. 
  
  GRM3-05 It Stalks the Night 
   
  Page 29 
  DM Aids Map #1 - Snares 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1 sq. = 5 ft. 
  Tree Trunks =  
  Remaining Snare Spell Locations  =   
  
  GRM3-05 It Stalks the Night 
   
  Page 30 
  DM Aids Map #2 - Caravan 
  1 sq. = 10 yards 
  Tree Trunks  =   
  Free Band Camouflage Blinds =  
   
  Start of Caravan (S), End of Caravan (E), Lieutenant Timble’s Location (L), Nightwalker’s location when summoned (N) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  S 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  L
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  N 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  E 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  GRM3-05 It Stalks the Night 
   
  Page 31 
  DM Aids Map #3 - Fort 
  1 sq. = 5 feet 
  Fallen Wall Guard = F 
  Gate Guards Starting Positions = G 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Barracks 
  Guard 
  House 
  Outer Wall 
  Outer Courtyard 
  Store 
  House 
  F 
  G 
  G 
  
  GRM3-05 It Stalks the Night 
   
  Page 32 
  DM Aids Map #4 – Forest Path 
  1 sq. = 5 ft. 
  Tree Trunks  =   
  Forest Path =   
  Plant Guardian(s) Location  =  X 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  X 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  GRM3-05 It Stalks the Night 
   
  Page 33 
  DM Aids Map #5 – The Covey 
  1 sq. = 5 feet 
  Tree Trunks  =                          Forest Path  =                                 Hag’s Lair  =                                     Stagnant Lake  =   
   
  Ogres Starting Position (O), Green Hag Starting Position (G), Annis Starting Position (A) 
  Night Hag Starting Position (N), Hill Giants Starting Position (H) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  H 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  G
   
   
   
   
   
   
   
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  O
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  GRM3-05 It Stalks the Night 
   
  Page 34 
  Player Handout #1 
   
   
  
  GRM3-05 It Stalks the Night 
   
  Page 35 
  Player Handout #2 
   
   
  
  GRM3-05 It Stalks the Night 
   
  Page 36 
  It Stalks the Night 
  Critical Events Summary 
   
   
  1) Did the adventurers negotiate a peaceful resolution to the encounter with the 
  Boarlord Krrk?  If no, was Krrk killed? 
   
   
   
   
   
  2) Did the adventurers end the scenario on friendly terms with Perdita? 
   
   
   
   
   
  3) Did the adventurers kill any members of the Free Band?  If yes, who? 
   
   
   
   
   
  4) Did the adventurers break the covey and stop the final summoning of the 
  Nightwalker? 
   
   
   
   
   
  If you are running this scenario at the premiere, please turn this summary in with your packets.  Otherwise please email 
  the results of this sheet to Will Dover, Gran March Triad, at aeontrin@aol.com. These results will affect the next 
  scenario in the plotline. Thanks. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/593/Normal Scenarios/GRM3-05 - It Stalks the Night (APL 4-12)/GRM3-05 - It Stalks the Night.pdf