TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at pjf@cetlink.net.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  GRM6-I2 
   
   
   
   
  Exigency  
  A One-Round D&D® LIVING GREYHAWKTM  
  Gran March Regional Introductory Adventure 
  Version 1.0 
   
  by P. Dennis Waltman 
  Reviewer: Gran March Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Billy Crouch, Linda Crouch, John Ashton, Steve Pochini, Mike Powell, Cheree Dyling, Peter 
  McLaughlin 
   
   
  Sometimes things are best not disturbed. Some things are best left asleep.  Some people’s thirst for 
  knowledge or loot knows no bounds.  These three facts make an unsettling combination that falls to 
  others to resolve.   A Gran March regional introductory adventure for 1st level characters only 
   
   
   
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK 
  Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  GRM6-I2 Exigency 
   
  Page 1 
  
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This 
  is 
  a 
  standard 
  one-round 
  Regional 
  introductory 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 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  Ever since the Gran March army discovered a set 
  of ruins in the Rushmoors, there have been others 
  who thought perhaps they might strike it rich on 
  smaller but no less elaborate complexes.  These 
  people realized that work in the Rushmoors could 
  be a dangerous thing, but to their minds as long as 
  they made the profit and others took the risk, there 
  was not a problem. 
   
  These ‘investors’ came upon apparently like-
  minded inquisitive people, and a business was 
  formed.  The ‘like-minded’ folks were actually 
  Vecna-worshipers, and their interest in the 
  marshes was in objects of a past time that might 
  help bring that time again.  They knew of some 
  possible sites to check. 
   
  The main investors convinced some scholarly 
  types and investigators of an opportunity to study 
  and make a profit (but not as much the investors 
  would get).  A few groups of investigators were 
  organized and potential sites on the edge of the 
  Rushmoors investigated.  The Vecna-worshipers 
  ensured that some of their people might be around 
  # 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 
  GRM6-I2 Exigency 
   
  Page 2 
  
  for security, and to liberate any important 
  documents for their own cause. 
   
  One such group of people included a young 
  man named Rory Kalar.  Rory is a half-elf of Suel 
  descent in the third year of his military service as a 
  Support Specialist (Artisan).  He took several 
  weeks of leave off to help out with a find not too 
  deep in the Rushmoors.  Aside from his artisan 
  skills, he is good at History and languages, and he 
  has been a big help at the site.  There are three 
  large buildings, and the camp has been going 
  through one slowly, measuring and recording 
  everything, before stripping it bare. 
   
  Rory never knew his father. His father died 
  when Rory was two years old.  The traditional 
  services, in the cemetery at Tamlin, on the 
  anniversary of his father’s death have always been 
  very depressing. This year he had planned to tell 
  his mother that this was the last year he would 
  attend. 
   
  Unfortunately, this magnificent find caused 
  Rory to forget altogether, and this has made his 
  mother very upset. 
  ADVENTURE SUMMARY 
  The characters find themselves in a quaint small 
  inn in a quaint small village when they catch the 
  edge of a conversation between a woman and a 
  knight.  The woman wants the Knight to find her 
  son, and the knight wants to help, but he has 
  obligations. 
   
  Once on the ground floor, the knight sees the 
  characters as a solution of a problem, and asks 
  the characters if they would help the woman with 
  her son’s problem. If they do, the Watcher would 
  consider he owed them a personal favor. 
   
  The woman, Melody Kalar, tells the characters 
  that her son missed the anniversary of his father’s 
  death, which he had never done so before, and 
  she is worried.  Her son, Rory, is working at a 
  camp where they are investigating three old 
  buildings on the edge of the marsh.  She would 
  like to know her son was all right. Assuming the 
  characters agree, she gives them directions to 
  where she thinks Rory is. 
   
  A little more than an hour away from the 
  village, there is a camp of almost a dozen tents.  
  This base camp is roughly 600 feet from the start 
  of the Rushmoors, at the point marked by a wall of 
  tall reeds.  The characters meet Azar, who lets 
  them know that most of the people are gone to get 
  supplies from Orlane, but three of them are 
  looking again at the three buildings. Rory is one of 
  them.  When he left that morning he was fine. 
   
  Then Rory is spotted coming towards the 
  camp.  He carries a heavy backpack with him and 
  is making good time across the mushy, slippery 
  ground.  A bit more than half the distance to the 
  camp a hobgoblin steps from the reeds, and sets 
  loose an arrow, which strikes Rory in the back and 
  Rory goes down.  Three more hobgoblins break 
  from the reeds and head towards Rory.  The 
  characters likewise move to Rory as well, and 
  having a shorter distance some of there get to 
  Rory first. 
   
  About the time the hobgoblins get to Rory, 
  about two rounds after the first of the PCs do, 
  seven goblins break from the reeds.  Knowing that 
  seven more are coming in a minute (short legs), 
  the characters battle the three hobgoblins when 
  the archer puts away his bow and makes the long 
  trek to join the battle. 
   
  Retreating, withdrawing, and good tactics get 
  the characters closer to the base camp, and 
  allows them to dispatch the hobgoblins and use 
  missile fire to decimate the goblins.  Azar joins 
  them at this point and the actual fighting is 
  anticlimactic. 
   
  Questioning Rory once he is awakened, 
  probably with his own potions or scrolls, the 
  characters learn that Rory and the others (who are 
  presumed dead; and are dead) came upon 
  another site, and this one had all sorts of stuff in it, 
  that he took.  Upon leaving they were attacked by 
  goblins and only one javelin hit Rory.  Rory ran.  
  He almost got to the camp, when he felt himself hit 
  with something, and then he woke here. 
   
  Shortly after speaking to Rory, an old 
  hobgoblin comes out of the marsh, past the reed 
  wall.  He walks very slowly with a cane the entire 
  distance.  When he gets close, the characters see 
  that he wears a symbol like that on the skull, and 
  that he seems to be a ghost.  This hobgoblin, 
  named Yrthol, speaks of great danger if the Skull 
  is not returned to the mound from which it was 
  taken.  The sacrifices he does not care for, and 
  indeed those left in the mound could be their 
  reward.  If the characters wait until the next day, 
  they will find that he marked the trail to the mound. 
   
  The next day the characters follow a trail of 
  brown cloth strips.  They find a warning from the 
  ghost about those acting against the return of the 
  skull, and what appears to be the cane and bag 
  that the ghost had been using.  Beyond that they 
  GRM6-I2 Exigency 
   
  Page 3 
  
  come to a strip of land between two ponds, a 
  perfect place for traps or ambush.  The characters 
  either swim around the narrow path or disarm the 
  traps. 
   
  Then they come to the mound with the open 
  door, and a wolf skeleton.  The fight is tougher 
  than usual for a wolf skeleton, but the ghost’s club 
  is quite helpful in the fight. 
   
  The skull placed back in the mound, along 
  with the cane, the characters return first to the 
  base camp and then the village to reunite the 
  mother with her son. 
  INTRODUCTION 
  In the mid-morning, the Jolly Dancer Inn, like 
  the village of Tamlin, is small, cramped, and 
  nearly empty.  The inhabitants of the village 
  are clearly out in their fields or tending their 
  animals during the first part of the day. It 
  seems visitors did not often arrive in this 
  corner of Barony Farvale, a day east of Orlane. 
  The Jolly Dancer’s small common room holds 
  ten tables, and only seven rooms to rent.  Why 
  you find yourselves at a small table, in a small 
  inn, at a small village just north of the 
  Rushmoors is probably an interesting story in 
  itself.  That will need to wait for another time. 
  At this time of morning, most of the tables still 
  have chairs and other things piled upon them.  
  Only a single table is free of such things, and 
  around this table you see…… 
  Character Introductions should occur now. 
   
  DM NOTE:  In the character introductions 
  please encourage more information than “Ben is a 
  fighter and he has a long sword and bow.”  If the 
  players do not describe their armor, specific race 
  (Flan, Oeridian, Baklunish, Suel for humans, 
  Lightfoot, Tallfellow, Deep for halflings, etc.), and 
  any weapons they carry, ask.  Also, this would be 
  a good time to look over a character’s equipment, 
  both to make sure they are not encumbered more 
  than the player thinks, and to get a look at how 
  many arrows/bolts the characters have for their 
  missile weapons. 
   
  When introductions are completed, continue. 
  The proprietor, a half-elf who told you upon 
  entering that his name was Raul, has left a 
  pitcher of ale, a pitcher of water, two loaves of 
  bread and a chunk of yellow cheese, along 
  with metal mugs for each of you.  At this time 
  of morning Raul told you that the only food 
  available is the bread and cheese, but that 
  lunch was only an hour or two away. 
  The relative quiet of the inn is broken by a 
  woman’s pleading voice coming from upstairs. 
   “Please,” she says, “Please save my son, I 
  know that something is wrong, please help 
  me.”  Her voice is melancholy and weary.” 
  A male voice answers her, “I am sorry my lady, 
  but I have a task I am sworn to do.  When that 
  task is done I would assist you.  As I said, that 
  assistance must wait until later this day, or 
  more likely, on the morrow.”  This voice is 
  strong with diction very precise, gruff and 
  almost no tone change in his speech. 
   
  Then there are sounds of people descending 
  the stairs, and in due time you see a older Suel 
  woman, dressed in homespun brown dress, and 
  looking not much different from the old women in 
  many a village.  Behind her walks a very old male 
  dwarf.  He wears half-plate, carries a shield and 
  pair of dwarven axes on his back.  On the front of 
  his armor is a black shield decoration, with a silver 
  owl upon it. 
   
  Knowledge 
  (local 
  - 
  Sheldomar 
  Valley 
  metaregion) DC 7 or Knowledge (local -
  Velverdyva metaregion) DC 12: [Knowledge 
  checks of DC 10 and less may be made 
  untrained], to know the symbol of the Knights of 
  the Watch.  Any active military characters without 
  a 
  negative 
  intelligence 
  modifier 
  know 
  this 
  automatically. 
  The dwarf, upon reaching the ground floor, 
  asks the women to wait a moment, and then 
  walks towards your table. 
  “Greetings,” he addresses you all. “I am 
  Watcher Grim Holderherk, Somber Bat. I 
  wonder if I might take a few moments of your 
  time. Whom am I speaking to?” 
   
  (pause a little bit to allow the player characters 
  to respond, and continue regardless of their 
  response, if they are giving names take down who 
  provided names and who did not.) 
  “I am under an obligation that will likely take 
  all my time this day, and yet this woman has 
  need of assistance.   Is it possible that you 
  might assist her in her time of need, perhaps 
  as a favor to me? 
   
  There are a number of responses that might 
  occur, and the text below should help the DM 
  answer these questions: 
  GRM6-I2 Exigency 
   
  Page 4 
  
  CHARACTERS MAY ASK FOR 
  PAYMENT, THEN RESPOND: 
   
  “If 
  the 
  personal 
  favor 
  of 
  a 
  retired 
  Apexmaster, and a Knight of the Watch, is 
  not coin enough for you, I could give you 
  money to do this, if that is what you 
  needed.  Would a 100 gold lions per person 
  be enough to get you to do this honorable 
  deed? 
   
   
  Sense Motive (DC 10):  Holderherk is 
  saddened by the need to make such an offer.  
  Persons making this Sense Motive check may 
  make an Intelligence check DC 5.  If made, 
  the character knows that this dwarf is likely to 
  remember this situation for a long time. 
   
  “So who among you must I pay to do this 
  honorable task?” 
   
   
  Holderherk then gives them the money up 
  front.  As he does so, he asks each person 
  their name, and writes down that he paid them 
  100 gold pieces.  He’ll indicate that it is 
  important to have good recordkeeping.  Each 
  person who asks for the money to do this, he 
  will say as he gives the money, “Are you sure I 
  must pay you to do this?”  Anyone who turns 
  down the money at that time is treated as if 
  they did not ask for money. 
   
  DM Note:  The whole party does not have to 
  take payment or not take payment.  It is 
  possible that some characters at the same 
  table will get the Dwarf’s favor and others 
  might get his distrust. 
  CHARACTERS ASK WHAT THE 
  WOMAN’S PROBLEM IS: 
   
  “I do not know all of the details.  It seems 
  her son was to have returned for a family 
  ceremony.  It was nothing the son would 
  have missed.  So she believes that he has 
  come to trouble.  As I understand it, he is 
  at a camp of people at the edge of the 
  Rushmoors proper a couple hours away.  
  Even dwarven children sometimes miss 
  family gatherings when they have found 
  something very interesting to do. 
  CHARACTERS ASK WHAT PREVENTS 
  HIM FROM HELPING HER: 
   
  Much I cannot tell you because of the 
  Honor of my Order.  Suffice it to say, that it 
  regards speaking to the family of one who 
  has fallen in battle.   
   
  If the characters do not agree, the game is 
  over. 
  Watcher Holderherk walks to the waiting 
  woman.  “These heroes (if most did not take 
  money) or people (if most did take money) have 
  agreed to help you with your concern.  If my 
  business completes before I anticipate, I too 
  will join them. 
  The old woman, who was very sad before, 
  brightens a little, and gives you all a small 
  smile.  She moves to your table.  “Good Day, I 
  am Melody Kalar. I think, no I know, my son is 
  in trouble.” 
   
  She’ll take a seat at the table, and Raul will 
  bring a mug of well water for her.  Grim will wait 
  nearby.  She addresses her comments to any Suel 
  male at the table.  Failing that, she will address 
  Centaurs, Dwarves, Elves, Half-orcs, and Gnomes 
  (in that order) before addressing Halflings, 
  Oeridian, Flan or Baklunish (in that order).  Half-
  orcs or half-elves of Sueloise descent count as 
  Suel. 
  “My son, Rory, is home on leave from the 
  military.  He is a respected Support Specialist. 
   He has been nearby assisting friends of his 
  just 
  south of here. Yesterday was the 
  anniversary of his father’s, and my husband’s, 
  death.  Rory doesn’t recall much of his father, 
  but he has never missed the ceremony.  In the 
  past he has taken leave just to be here for the 
  ceremony.  I fear something bad has happened 
  to him.   Please, find my son, and bring him or 
  his remains back to me.”  All of her speech 
  was with a mournful character, but that last 
  line caused real tears to fall. 
   
  If the player characters ask for something in 
  return for doing this, she will reply that she has 
  nothing to give.  She could perhaps work as their 
  servant for a while to pay them back for their 
  service. 
   
  If the characters have been paid by Grim, he 
  will interrupt that they have been compensated.  If 
  they did not ask Grim for money but accept the 
  servant work of the mother, then they are treated 
  as if they required money from Grim. 
  ALL APLS: 
  Raul, Male Human (Flan) Human Exp4: hp 
  14 
  GRM6-I2 Exigency 
   
  Page 5 
  
  Watcher Grim Holderherk, Somber Bat, 
  Male Dwarf Ftr8/Exp3:  hp 97. 
  Melody Kalar, Female Human (Suel) Com5: 
  hp 19. 
  ENCOUNTER 1: BASE CAMP 
  The directions given by Melody Kalar were 
  simple.  Go south along a trail until you come 
  to three large trees in a line and then head 
  west.  In the relatively open terrain, it was easy 
  to spot the three large oak trees.  The way west 
  was also easy as much traffic had begun to 
  mark a trail across the grassland. 
  The ground was quiet soft and the actual 
  marsh 
  and 
  swampland 
  of 
  the 
  actual 
  Rushmoors was a far bow shot to the south.  A 
  half hour after turning west, a camp of eleven 
  tents came into view. 
  As you approach, a call comes out, visitors to 
  the east.  And you see a few people come out 
  of tents and watch your approach.  One 
  Baklunish man walks up to greet you. 
   
  There are a half dozen people here, most have 
  been reading books or cleaning items made of 
  wood and silver. 
   
  The current camp leader, Azar Taloan, is a 
  Baklunish man, 5’7” tall, with the golden skin of his 
  race. He is in his early twenties. He wears 
  chainmail and carries a long spear and long 
  sword. He will explain that a group of his friends 
  and associates discovered an interesting set of old 
  stone buildings in the Rushmoors.  This is the 
  base camp.  They generally go into the swamps 
  during the day, and then come back outside of it to 
  sleep and eat a hot meal. 
   
  He will explain that the main leader of this 
  expedition, Simon Takrey, is back in Orlane 
  getting supplies and gathering some more people 
  to help out.  A lot of the current dwellers and 
  assistance are going to run out of leave, and have 
  to return to the military duty. 
   
  If asked about discoveries, he will proudly say 
  they have found three things that they needed to 
  send to Syrloch, and everyone helping had made 
  about 200 gold pieces per share, from selling 
  things found or as a reward from Syrloch. 
   
  Presently there were only three people 
  investigating the buildings, and he would confirm 
  that Rory Kalar was one of them (Hanra Cole, 
  Juniper Aka are the others) 
   
  Rory had returned to base camp each night, 
  but had not mentioned any ceremony. 
   
  Azar, if asked, is a Corporal in the 15th Battle, 
  and his leave is up in four days.  The others in 
  camp are all Support Specialists in the army, also 
  15th Battle. 
   
  See DM Aid: Map #1 The Base Camp for a 
  map of the base camp.   Some tents have their 
  flaps open (white opening) and some tents are 
  closed (solid black line). 
   
  DM Note: If this game is being run in a fixed 
  time slot, do not take too much time, and move 
  into Encounter 2.  However if this game is being 
  run in a flexible length time slot, then do not cut 
  this encounter short too quickly. 
  All APLs 
  Azar Taloan, Male Human (Baklunish), Ftr1: 
  hp 11; see Appendix 1. 
  Miscellaneous Others, Male and Female 
  Human Exp1: hp 7 each. 
  ENCOUNTER 2: VISITORS 
  A 
  shout, 
  “Rory 
  comes,” 
  breaks 
  your 
  conversation.  Azar turns to the call, and 
  motions to you to follow as he walks to the 
  south part of the camp.  Once there, you see a 
  young half-elf moving quickly, but not running, 
  to the camp.  He is halfway between the 
  swamp and the camp. 
  DM Note: Pause a moment to see if any of the 
  player characters want to do anything. Don’t 
  encourage interrupting the box text, but if they 
  want to do something, roll initiative, and go in 
  initiative order.  At this point, Rory is 300 feet from 
  the camp.  He will double move for one more 
  round before being shot when 240 feet from the 
  camp.  
   Otherwise continue with the box text. 
  A few times he slips a little, but he keeps his 
  feet, and continues to move quickly to the 
  camp.   As he closes you can see a rather full 
  backpack on his back.  Then from the reeds 
  steps a hobgoblin, he sights an arrow, and 
  shoots Rory from 360 feet away.  The arrow 
  strikes the Half-Elf in the back and he falls 
  prone. 
  GRM6-I2 Exigency 
   
  Page 6 
  
  The Blue, Red and Green will delay so they may 
  move together.  These three will go at the slowest 
  of their initiative rolls.   They will first act in the turn 
  Angra shoots Rory if there is an early initiative, or 
  in the turn following the shooting if full box text is 
  completed. 
  Abe, Bar, and Ciz will delay so they may move 
  together.  Dade, Elk, Fire and Gog will delay so 
  they may move together.   
  GROUP ONE 
  APL 2 (EL 3) 
  Angra, Male Hobgoblin Ftr1: hp 12; see 
  Appendix 1. 
  Blue, Red, Green, Male Hobgoblins; hp 6 
  each; see Monster Manual, page 153. 
   
  If the player characters are not already in 
  initiative, then roll initiative  
   
  Rory is disabled (at -1 hp), and manages to 
  stabilize the first round (if by some miracle the 
  PCs manage to stop Angra from shooting Rory, 
  then Rory falls and knocks himself unconscious).  
  He is 360 feet from the reed wall.  
   
  In the round that Rory falls, Blue, Red and 
  Green will only be able to take a single move in 
  the open (the rest was in the swamp).   These 
  hobgoblins have 2 long swords each, but no 
  javelins left.    
  Tactics for Group 1: 
   Once in the open, Blue, Red and Green will 
  double move to get to Rory.  They will either fight 
  the player characters there, or one of them will 
  take three rounds getting Rory’s backpack, one 
  round to look inside, and then the three of them 
  will return to the reeds. 
   
  Angra will remain at the reeds with his bow.  If 
  any player characters engage his warriors with 
  missile fire, he will shoot at them. Otherwise he 
  will not waste arrows at that far range. The 
  likeliness that he hits is low at that range. Once his 
  people get to Rory, he will put away his bow 
  (move action) and advance drawing two short 
  swords as he does so. 
   
  All hobgoblins will attack Elves and Half-Elves 
  first if there is a choice between who they attack.  
  They will not take foolish maneuvers to strike at 
  elves or half-elves. 
   
  It is possible that the player characters will try 
  to negotiate.  If they speak Common or Goblin to 
  the hobgoblins, they will respond they want their 
  ancestor and the tomb-raider.  If the player 
  characters give them Rory and the pack, then the 
  hobgoblins will leave.  Skip to Encounter 4.  Group 
  two will leave as well. 
  Ground Conditions 
   
  The ground is soft, slippery and mushy.  It is 
  difficult terrain, and most creatures cannot charge 
  or run upon it.   
   
  However, war horses are used to carrying 
  riders on unsettled ground.  With a Handle Animal 
  check (DC 12), a rider can get their war horse to 
  attempt a charge.  After traveling half the distance 
  to the target, the HORSE must make a Balance 
  check (DC 10).  If the Horse fails by 4 or less, he 
  moves no further and the charge is canceled (no 
  attack).  If the Horse fails by 5 or more, the Horse 
  Falls and unless the Rider makes a DC 5 Ride 
  check (include armor check penalty) the rider 
  takes 1D6 lethal damage (otherwise it is 1D6 non-
  lethal damage).  A successful Balance check 
  results in a successful charge.  This must be 
  attempted for each charge.  A character with 4 
  ranks between Handle Animal and Ride skills will 
  know that their warhorse has a possibility to 
  charge, if the horse can keep its feet. 
  RORY  
  In Rory’s large full backpack, he has two books, a 
  skull with a large gold mediation embedded at the 
  top of the head, two gold candlesticks, and a silver 
  wine-cup.  There are also silver and gold coins 
  filling in the spaces.  The backpack weighs 30 
  pounds. 
   
  On his belt he has two scrolls, and in a belt-
  pouch labeled healing potions, he has 2-4 potions. 
   There is another belt pouch labeled acid.  Inside 
  are three vials of acid. 
  2 potions if there are 6 player characters 
  3 potions if there are 5 player characters 
  4 potions if there are 4 player characters 
   
  Each of the scrolls is a scroll of cure light 
  wounds, (CL 3rd). Each of the potions is a potion 
  of cure light wounds (CL 3rd). 
   
  The medallion is gold with face made of oak 
  leaves and acorns impressed upon it.  The 
  medallion is magical, with necromancy (strong) 
  and enchantment (moderate).  The enchantments 
  are to keep the spirit tied to the skull and prevent 
  the Spirit from wandering or being reborn. 
  GRM6-I2 Exigency 
   
  Page 7 
  
   
  The Skull is cursed.  That anyone who has it 
  in their possession “too long” will receive a lasting 
  curse upon them.  That curse is that they will 
  never self-stabilize when they are bleeding of 
  wounds.  The curse can be removed by a 9th level 
  or higher neutral divine caster with Remove 
  Curse.  The curse will only be applied if the 
  characters keep the skull at the end of the game. 
  Knowledge (religion) DC 15 to know the oak 
  man is the holy symbol is Obad-Hai (the Flan god 
  of Nature).  Worshipers of the other Standard 
  Gran 
  March 
  Churches 
  (Harvest 
  Church, 
  Fharlanghn, Phyton, Saint Cuthbert, Pholtus, 
  Heironeous, or Zilchus) only need a Knowledge 
  (religion) DC 5.   (Note that Knowledge checks for 
  DCs 10 or less may be done untrained) 
  GROUP TWO 
  Five rounds after Angra steps from the reed wall 
  and shoots Rory, Group Two breaks the reed wall 
  on their initiative and moves a single move.  They 
  will avoid any entangle that reaches into the 
  swamp. 
   
  Note that goblins have a move of 20, and their 
  double move is only 40.  
   
  Group Two just want the skull, wine cup and 
  candle sticks.  If possible they will go for the pack 
  on Rory if the player characters are busy.  
  Otherwise they will fight.   
   
  If the player characters talk with the goblins 
  after the hobgoblins are dead or disabled, the 
  goblins do not want Rory, only the four items.  If 
  asked why, they will say that they are from the 
  ancestor’s tomb and things would be bad if they 
  did not get them. 
   
  A Diplomacy check (DC 15) could convince 
  them to only take the skull, but they will fight to get 
  at least the ancestor’s skull back. 
  APL 2 (EL 3) 
  Abe, Bar, Ciz, Dade, Elk, Fire, Gog Male 
  goblin: hp 5 each (see Monster Manual, page 
  133). 
   
  The goblins have already expended their 
  javelins at the grave robbers (Rory and the 
  others), but have picked up an extra small morning 
  star each.   
   
  Also note that once the goblins break the reed 
  wall, it is at least nine double move rounds for the 
  goblins to reach the site where Rory fell. 
   
   
  DM Aid #4: Timeline Reference for First Fight 
  provides a round by round breakdown of where 
  the goblins and hobgoblins could be in this 
  encounter. 
   
  Friendly NPCs 
  Rory Kalar, Male Half-Elf Exp2: hp 10; see 
  Appendix 1. 
  Azar Taloan, Baklunish Human Male Ftr1: 
  hp 11; see Appendix 1. 
   
  Camp Tactics: Once the hobgoblins are 
  spotted, the camp begins to gather the valuable 
  items, and then nine rounds later (if the 
  hobgoblins/goblins are not there yet), all but Azar 
  will leave camp. 
   
  Azar will join the player characters once the 
  other camp members have left.  See Appendix 1 
  for details on Azar. 
   
  Rory Kalar: Rory is at -1 hit point.   He has 10 
  hit points total. If revived during battle, he will play 
  dead (unless the party agrees to give him to the 
  hobgoblins). 
   
  Developments: If the characters do not revive 
  Rory, or do not save his life, and they retain the 
  skull, skip to Encounter 4. If the characters do not 
  revive Rory, or do not save his life and the goblins 
  have the skull, skip to Encounter 5. 
  ENCOUNTER 3: RORY’S 
  STORY 
  When Rory is revived, he is very glad the PCs 
  saved him from the evil goblins after him.   If he 
  does not have his objects, his first concern will be 
  whether he dropped them or not.  He will use 
  Sense Motive to determine if they tell him lies, 
  because he is afraid someone might try and take 
  them. 
   
  Azar, if still alive, can assure Rory that the 
  player characters saved his life and fought off 
  hordes of goblins.  Rory will be calmer about the 
  characters after that. 
   
  If the player characters have not already 
  dipped into Rory’s potion and scroll supply, Rory 
  will offer it to them.  If no one is able to read the 
  scrolls, then Rory will offer to try for them.  He has 
  a total bonus of +9 when he does Use Magic 
  Device on scrolls.  He needs a DC 21 to use the 
  scrolls.  On a natural 1 he cannot use the scroll for 
  24 hours. 
  GRM6-I2 Exigency 
   
  Page 8 
  
  RORY’S STORY 
  Rory begins, “Hanra, Juniper and I were 
  arriving to the buildings to start our day of 
  study, when Juniper spied a swamp deer.  
  We’ve been on rations waiting for the supplies 
  from Orlane, so we thought fresh meat was a 
  good thing. “ 
  Juniper shot at it, but only wounded it.  We 
  followed it to a mound, where a second shot 
  killed it.  When we moved the deer we found a 
  door.  We cleared the sod off it to reveal an old 
  bronze door.  
  Upon opening the door there was a sharp 
  smell of damp and the smell before a storm.  
  Inside was a low table with candle sticks on 
  either side of a skull with a medallion.  There 
  were baskets of gold and silver coins in front 
  of the table, and the two books.  There was a 
  wine cup behind the skull on the table.  
  Juniper cast a Detect Magic spell and said the 
  skull and medallion were magical. 
  Leaving the mound we saw a very old 
  hobgoblin watching us.  He didn’t have any 
  weapons.  If he had tried something we could 
  have killed him and he knew it. 
  Going back to the buildings, a bunch of other 
  hobgoblins, and goblins, cast javelins at us.  
  Fharlanghn must have been watching out for 
  me, because I was hit with only one javelin.   I 
  ran as fast I could to the camp.  I don’t know 
  what happened to Hanra and Juniper.  I think 
  maybe the javelins dropped them. 
   
  If Azar is around to hear this story, he will 
  return to the base camp, and begin disassembling 
  the tents and packing things up.  If player 
  characters ask him why he is doing this, he will 
  say, I doubt if we are going back in there any time 
  soon. 
   
  Rory would guess there were about a dozen 
  hobgoblins and two dozen goblins, plus the old 
  one, back towards the buildings. 
   
  Each gold candle stick is an art object worth 
  50 gp.  The silver cup is also worth 50 gp.  The 
  two books are not spell books, but they are in 
  runes, Common words and odd scripts.  A 
  Decipher Script (DC 15) check can tell they speak 
  of the Whispered One (Vecna).  If the check meets 
  DC 20 can tell they speak of people who follow 
  Vecna.  These items belong to Rory and the 
  consortium of investors.  He will not give them up 
  without a fight (in which Azar would join him). 
   
  Developments: As the player characters 
  begin to leave the base camp, either back to the 
  village or towards the reed wall, move to the next 
  Encounter. If the player characters or Rory still 
  have the Skull, go to Encounter 4. If the neither 
  the player characters nor Rory have the skull, go 
  to Encounter 5. 
  ENCOUNTER 4: OR DIE 
  TRYING 
  This encounter is used after the goblin attacks the 
  PCs or Rory and they retain possession of the 
  skull.  If this is not the case, go to Encounter 5. 
  A very old hobgoblin steps across the reed 
  wall and stands.  He has no weapon, but bears 
  a shoulder bag.  He begins to walk towards the 
  base camp, using a cane to steady his gait.  
  His hair is white and skin very wrinkled.  He 
  walks slowly forward, head up and looking 
  intently.  He seems very calm. 
   
  Yrthol is taking single moves to the player 
  characters’ position. 
  ATTACKING YRTHOL 
  If any characters cast a spell while he is in the 
  open, readies or fires a missile weapon in his 
  direction, or does Yrthol damage then read the 
  following: 
  Suddenly more seventeen goblins step from 
  the reed wall on either side of the old 
  hobgoblin’s path.  They each have javelins at 
  the ready and they seem ready to close if 
  needed. 
  APL2 (EL 5) 
  Male Goblin (17): hp 5; see Monster Manual, 
  page 133. 
   
  Each goblin has a small morning star, small 
  leather armor, small javelin, and 10 gold pieces. 
   
  If the player characters hit Yrthol’s AC 7, 
  unless the damage is magical or magic in nature, 
  it passes through his body without effect.  Magical 
  weapon attacks or magical spells have a 50% 
  chance to be ignored (incorporeal). 
   
  If someone shot Yrthol with spell or missile 
  weapon, he will shake his head and move forward 
  again.  A second successful hit (even if it is not 
  successful damage), will make Yrthol sad, and he 
  will descend into the ground.  Then the goblins will 
  rush to attack.   
  GRM6-I2 Exigency 
   
  Page 9 
  
   
  If the characters flee completely, they can out 
  run the goblins.  The goblins will instead begin 
  raiding nearby farms and ranches and generally 
  causing trouble.  
   
  Under no circumstances will Yrthol attack the 
  PCs. He will not defend himself either, nor use any 
  ghostly powers.  He is AC 7, has 104 hit points, 
  and is a ghost. 
  AVOIDING YRTHOL 
  If the characters do not attack Yrthol, but also 
  don’t let him close within 60 feet (by backing up), 
  after five rounds of the player characters moving 
  back, Yrthol will wave them towards him, and 
  advance for another five rounds.   If the player 
  characters still do not let him approach, he will 
  sink into the ground, and the goblins will move to 
  attack. 
   
  When Yrthol is within 100 feet, give all player 
  characters a Spot check (DC 15).  A successful 
  check realizes that his feet are more going into the 
  ground than treading upon it.  Each turn Yrthol 
  single moves 30 feet, the player characters get 
  another check to see this. 
   
  Any character who sees the feet action may 
  make a Knowledge (religion) check (DC 12), to 
  realize that Yrthol is incorporeal. A DC 15 check 
  will reveal he is likely a ghost. 
   
  After any combat, or a party retreat, this game 
  is over. 
  CONVERSING WITH YRTHOL 
  If the characters do not attack Yrthol and allow him 
  within 60 feet, he will speak to them. When Yrthol 
  is within 100 feet, give all player characters a Spot 
  check, DC 15.  A successful check realizes that 
  his feet are more going into the ground than 
  treading upon it.  Each turn Yrthol single moves 30 
  feet, the player characters get another check to 
  see this. 
   
  Any character who sees the feet action, may 
  make a knowledge (religion) check at DC 12, to 
  realize that Yrthol is incorporeal. A DC 15 check 
  will reveal he is likely a ghost. 
   
  Once the characters are within 60 feet of 
  Yrthol, a DC 16 Spot check can see a small 
  medallion around his neck with the same symbol 
  that is on the medallion.  
  The 
  old 
  hobgoblin 
  speaks, 
  “You 
  have 
  something that belongs to my tribe.  It was not 
  proper for the half-elves to raid the ancestors’ 
  tomb.  It needs to be returned to the place of 
  honor, and the spirits will not allow those that 
  let the place be raided to return it.   The one 
  who took it cannot return.  He is safe as long 
  as he does not enter the swamps. 
  I need you to return the skull to the rightful 
  place.  You may keep the sacrifices that had 
  been made to it, but the skull must return. 
  What say you, to doing this deed of honor? 
   
  If the characters all refuse to do this task, or 
  want more reward, continue with this text: 
  “You must do this thing,” the old hobgoblin 
  continues, “ If the ancestors are not appeased 
  then they will walk the marsh, when they walk 
  the marsh they will awaken other things best 
  left asleep, and then my people will have to ask 
  for protection from those who follow the 
  Whispered One, and the price will be high. 
  You may keep the candlesticks, cup, gold and 
  silver.  I could have demanded its return, but it 
  is fairly spent if you return the skull to its 
  rightful place. 
   
  If the characters still refuse to do this task or 
  want more reward, continue with this text: 
  “You do not know what you are doing, but 
  such is the way of youth,” the old hobgoblin 
  continues.  “You must understand that my 
  people must retrieve the skull, or die trying.” 
  Is this your last word?” he asks, raising his 
  arms above his head.  The goblins advance 20 
  feet into the open and seem poised to 
  continue. 
   
  A last refusal will have Yrthol descend into the 
  ground, and the goblins attack. The adventure is 
  over at the end of this encounter if the 17 goblins 
  attack.  Azar will help (if still alive) with this attack. 
   
  If any of the characters agree to do this 
  mission, at any point before the goblins attack: 
  “So there is some wisdom left among the 
  youth of the world,” the old hobgoblin says.  “I 
  am Yrthol, watcher over the sacred sites.   My 
  people will tie strips of cloth that will lead you 
  to the mound.  I suggest you rest the night, 
  recover from your ordeal, and after dawn, 
  replace the cursed skull back upon the table 
  within the mound.  My people will keep 
  denizens of the marsh from disturbing your 
  sleep. 
  GRM6-I2 Exigency 
   
  Page 10 
  
  My cane is sometimes effective against the 
  woken dead. It will be left for your use, if you 
  decide to take it.” 
  And after those words, Yrthol turns and slowly 
  walks back to the reed wall.  When he enters 
  the marsh, the goblins retreat. 
   
  Developments: If the party successfully 
  converses with Yrthol, go to Encounter 6. 
  Otherwise, this game is over.  The characters may 
  want to go into the Rushmoors and look for the 
  mound or the buildings.  They may start to do so.  
  They will see the old hobgoblin ghost again, this 
  time with six Flan (one with a cold Fire Shield 
  active on him), and six hobgoblins. The hobgoblin 
  ghost will point the characters out to the others.   
  The characters will flee or die.   If the players don’t 
  flee, have one of the Flan cast an extended ice 
  storm [Druid 9] on them. 
  DM Note:  If the characters leave the game at this 
  point ask what the characters will do with the skull. 
   If they destroy or bury the skull at this location, 
  they are fine, but if they take the skull elsewhere, 
  then they get the skull curse.  
  ENCOUNTER 5: A CHANCE 
  TO DO RIGHT 
  This encounter is used if after the events in 
  Encounter Two, the goblins or hobgoblins possess 
  the skull.  If this is not the case, you should do 
  Encounter 4 instead. 
  A very old hobgoblin steps across the reed 
  wall and stands.  He has no weapon, but bears 
  a shoulder bag.  He begins to walk towards the 
  base camp, using a cane to steady his gait.  
  His hair is white and skin very wrinkled.  He 
  walks slowly forward, head up and looking 
  intently.  He seems very calm. 
  Yrthol is taking single moves to the player 
  characters position. 
  ATTACKING YRTHOL 
  If any characters cast a spell while he is in the 
  open, readies or fires a missile weapon in his 
  direction without hitting his AC 7, read the 
  following: 
  The old hobgoblin stops, and waves you 
  towards him while shaking his head back and 
  forth. 
   
  If the spell or missile fire hits his AC 7, also 
  read the following: 
  The attack passes through the old hobgoblin, 
  which stops and shakes his head back and 
  forth, and continues moving forward. 
   
  DM Note: Roll the 50% chance to ignore the 
  damage if the attack was magical in nature.  If 
  Yrthol does not ignore the damage, it still appears 
  to pass though him. 
  If there is a second successful hit with missile 
  fire (even if not magical) or magic spell, or the PCs 
  backup not allowing Yrthol within 60 feet to speak 
  with him, or the PCs refuse Yrthol twice, then 
  Yrthol to go into the ground, and return home. 
  At this point the adventure could be over for 
  the characters.  It is possible that they will try to go 
  to the sacred mound.  If they decide to do so, go 
  to Encounter Six.  Instead of cloth strips, the 
  characters will need to track the goblins back to 
  the mound (Survival check DC 10).  While they do 
  not have the skull to replace, if they “quiet” the 
  spirits, then the others might be able to return the 
  skull. 
  CONVERSING WITH YRTHOL 
  If the characters do not hit Yrthol twice and allow 
  him with 60 feet, he will speak to them. When 
  Yrthol is within 100 feet, give all player characters 
  a Spot check (DC 15).  A successful check 
  realizes that his feet are more going into the 
  ground than treading upon it.  Each turn Yrthol 
  single moves 30 feet, the player characters get 
  another check to see this. 
   
  Any character who sees the feet action may 
  make a Knowledge (religion) check (DC 12), to 
  realize that Yrthol is incorporeal. A DC 15 check 
  will reveal he is likely a ghost. 
   
  Once the characters are within 60 feet of 
  Yrthol, a Spot check (DC 16) can see a small 
  medallion around his neck with the same symbol 
  that is on the medallion.  
  The old hobgoblin speaks, “It was not proper 
  for the half-elves to raid the ancestors’ tomb.  
  It needs to be returned to the place of honor, 
  and the spirits will not allow those that let the 
  place be raided to return it.   The one who took 
  cannot return.  He is safe as long as he does 
  not enter the swamps. 
  I need you to return the skull to the rightful 
  place.  You may keep the sacrifices that had 
  GRM6-I2 Exigency 
   
  Page 11 
  
  been made to it, but the skull must return. 
  What say you, to doing this deed of honor? 
   
  If the characters all refuse to do this task, or 
  want more reward, continue with this text: 
  “You must do this thing,” the old hobgoblin 
  continues, “ If the ancestors are not appeased 
  then they will walk the marsh, when they walk 
  the marsh they will awaken other things best 
  left asleep, and then my people will have to ask 
  for protection from those who follow the 
  Whispered One, and the price will be high. 
  You may have the candlesticks, cup, gold and 
  silver; it fair spent if you return the skull to its 
  rightful place. 
  If the PCs refuse again, Yrthol will descend 
  into the ground, and return home. 
  At this point the adventure could be over for 
  the characters.  It is possible that they will try to go 
  to the sacred mound.  If they decide to do so, go 
  to Encounter Six.  Instead of cloth strips, the 
  characters will need to track the goblins back to 
  the mound, Survival DC 10.  While they do not 
  have the skull to replace, if they “quiet” the spirits, 
  then the others might be able to return the skull.   
  If any of the characters agree to do this 
  mission, even as Yrthol starts to descend into the 
  ground: 
  “So there is some wisdom left among the 
  youth of the world,” the old hobgoblin says.  “I 
  am Yrthol, watcher over the sacred sites.   My 
  people will tie strips of cloth that will lead you 
  to the mound.  I suggest you rest the night, 
  recover from your ordeal, and after dawn, 
  replace the cursed skull back upon the table 
  within the mound.  The people will keep 
  denizens of the marsh from disturbing your 
  sleep. 
  My cane is sometimes effective against the 
  woken dead. It will be left for your use, if you 
  decide to take it.  The Skull will be with the 
  cane” 
  And with those words, Yrthol turns and slowly 
  walks back to the reed wall.   
   
  Developments: If the party successfully 
  converses with Yrthol, go to Encounter 6. 
  Otherwise, this game may over.  It is possible that 
  they will try to go to the sacred mound.  If they 
  decide to do so, go to Encounter Six.  Instead of 
  cloth strips, the characters will need to track the 
  goblins back to the mound (Survival check DC 
  10). While they do not have the skull to replace, if 
  they “quiet” the spirits, then the others might be 
  able to return the skull. 
  ENCOUNTER 6: MAKING 
  THINGS RIGHT 
  DM Note:  If it looks like the characters are not 
  going to rest for the night before going into the 
  swamp, inquire if the characters are going to rest 
  for the night before going into this encounter.  The 
  PCs do not have to do this, but it would make 
  things better for them. 
  DM Note: If the characters did not make the deal 
  with Yrthol in Encounter 5, they might be 
  attempting to go into the swamp on their own.  
  Delete the references to the cloth tied on the trees. 
   
  Neither Rory nor Azar will go into the 
  Rushmoors with the characters.  They will agree 
  to watch over any animals people have for when 
  they return. 
  The occasional chitter of insects greets your 
  entry into the marsh.  The reed wall parts 
  easily as if it wanted you to enter. Ten feet past 
  the reed wall is a brown piece of cloth, tied to a 
  tall reed.  Every seventy feet, or so, another 
  strip of brown cloth leads you away from the 
  waist deep waters, and along a relatively dry 
  path. 
  Thirty such pieces of cloth, spaced every 
  hundred to seventy feet, leads to a familiar 
  looking cane, and shoulder bag.  There is also 
  a rolled animal hide, tied closed with a leather 
  strip, about twelve inches and the diameter of 
  the roll is about and inch thick. 
   
  Opening the animal hide reveals a message 
  written into the skin (Player Handout #1 – Animal 
  Hide Message). If the characters do not have the 
  Skull, the bag also contains the Skull.  The bag 
  also contains a smaller bag of flour. 
   
  DM Note:  Determine which character is going 
  to carry the cane, and which character carries the 
  Skull. The Cane is a +1 club. 
  IF THE CHARACTERS DECIDE TO 
  LEAVE 
  At this point the characters might decide to leave, 
  they can do so.  If they take the skull with them out 
  of the swamp, the will receive its curse.  
  Otherwise, there is nothing else that impedes 
  GRM6-I2 Exigency 
   
  Page 12 
  
  them leaving.  Go to Back to the Base Camp or 
  Village in this game.  
  When the characters decide to continue, read the 
  text below. 
  BEYOND THE CANE AND MESSAGE 
  The strips of brown cloth continue at intervals 
  of seventy to hundred feet for another twenty 
  times.   Then, between the near brown cloth 
  and the far one a 100 feet further, is a black 
  cloth piece half way between.  Ahead, you see 
  the trail narrows to five feet wide, with a large 
  pool of water on both sides for at least fifty 
  feet, before with path widens.  Young trees 
  crowd the edge of both pools.  Red and green 
  lily pads float on either side of this causeway. 
   
  There, water appears to be more than five feet 
  deep, black and murky.  If they measure the water, 
  it is eight feet deep. There are also two traps along 
  this narrow causeway trail (see DM Aid: Map #2 – 
  Path Between the Ponds for a map).    
   
  Five feet on either side of the causeway there 
  are red and green lily-pad-like water plants 
  (essentially 
  the 
  squares 
  adjacent 
  to 
  the 
  causeway). 
   
  Survival 
  DC 
  10, 
  Profession 
  (Herbalist) DC 5, Profession (Guide) DC 10, 
  Bardic Lore DC 10, or Knowledge (Nature) DC 
  11 can tell the characters, before they enter they 
  contact the plants, that the plants (Mummy Lilies) 
  cause a rapid severe-poison-ivy-like reaction that 
  lasts for a day or more to those that touch them 
  and that an overdose of exposure causes further 
  complications.  A Ranger, Scout or Druid can also 
  determine 
  this 
  information 
  with 
  a 
  DC 
  10 
  Intelligence check.   It would be impossible to be in 
  those squares without touching the plants  
  APL 2 (EL 4)   
  Acid Trap:  CR 1; mechanical; proximity 
  trigger; manual reset; Atk +6 ranged touch 
  (1D6 Acid; within 5 feet takes 1 splash); 
  Search DC 11, Disable Device DC 11. 
  Poison Dart Trap: CR 1; mechanical; location 
  trigger; multiple target (its square and one 
  land square on either side of the square); 
  manual reset; Atk +7 ranged (1d3/x2 plus 
  poison, small dart); poison (small centipede 
  poison, DC 10 Fortitude save resists (poison 
  only), 1D2 Dex/1D2 Dex); Search DC 11; 
  Disable Device DC 16 
  (+1 EL for Additional Hazards) 
  Mummy Lilies 
  Each 5-foot square a character enters, that 
  character must make a Fortitude save DC 10 
  or be Sickened.  Failure of five such fortitude 
  saves in a single day also makes the 
  character fatigued.  The sickened condition 
  remains for a day after exposure.  Characters 
  sickened by the mummy lilies get bright red 
  rashes all over their bodies, hands and face.  
  These rashes cause intense itching and the 
  character quickly is feverish.  Characters that 
  make a saving throw versus the Mummy Lilies 
  still have an itchy feeling on their skin 
  indicating something happening.  
  On the map, #1 is the Acid Trap, #2 is the 
  Poison Dart Trap. 
   
  These traps can also be avoided by making 
  Swim checks in the eight foot deep water for sixty 
  (or more) feet Or the characters might choose to 
  attempt a swim after they passed one or more 
  traps.  This is calm water so the Swim DC is 10. 
   
  DM Note: Armor Check Penalties are doubled 
  against swimming score.  Encumbrance Penalties 
  apply to swimming if they are more than the Armor 
  Check Penalties. 
   
  DM Note:  The characters may think to cut 
  down the young trees and make floatation aids for 
  themselves.  After making sure the characters 
  have the tools and materials for cutting down the 
  trees and making the floatation aids, the 
  characters can construct aids that could give up to 
  a +3 circumstance bonus to swimming the ponds. 
   If the characters make a DC 10 Carpentry (could 
  be taken as Craft or Profession) or Profession 
  (Sailor) check add two to the bonus provided 
  (maximum +5).  You will need to decide how 
  effective the PCs floatation devices are based on 
  tools and materials. 
   
  A Survival check (DC 10) will note that the 
  water is relatively clean. A Spot check (DC 15) will 
  note that there seems to not be leeches and such 
  swimming in the water.  
  ENCOUNTER 7: IF YOU KILL 
  IT YOU CAN ENTER  
  Following twenty more brown pieces of cloth 
  every seventy to a hundred feet, and ahead 
  you see a mound rising from the marsh.  
  Facing you is the gaping hole, with the open 
  bronze door on the ground below it.  The 
  mound is fifty feet across and a little more than 
  ten feet at its highest point. 
  GRM6-I2 Exigency 
   
  Page 13 
  
  Just above the door, as if waiting for you, 
  stands a bleached white skeleton of a wolf. 
  See DM Aid #3 – The Mound for a map. 
   
  The wolf will attack anyone who approaches 
  within fifty feet of the door, or anyone that attacks 
  it. It will fight until destroyed.  As long as it is within 
  a hundred feet of the Mound, the advanced wolf 
  skeleton has +3 Turn Resistance.  The wolf will 
  only go more than a hundred feet from the mound 
  if while at that edge, it is attacked from beyond 
  that distance. 
   
  If someone places the skull on the table inside 
  the mound, the wolf will break off who ever is 
  attacking it, and go after the current wielder of the 
  shaman’s club.  If no one has the club it will 
  continue to fight until everyone is unconscious, at 
  which point it will pick up the club and flee.   
   
  In the event that the fight leaves all characters 
  dead or unconscious, the wolf will return to 
  position (if the skull is outside the mound) or flee 
  with the club (if the skull is inside the mound).   
   
   If the skull was returned, Yrthol will have led 
  Azar and Rory to their bodies where those that 
  stabilized would be taken back to the base camp 
  (the dead they bury).    
   
  If the skull was not returned, then the PCs will 
  die in the swamp. 
  APL 2 
  EL 2 
  Advanced Skeletal Wolf;  hp 19 (see 
  Appendix 1) 
   
  Once the wolf is dead, Yrthol will reappear 
  from the ground.  He will thank the party for their 
  assistance, and tell them they may have as much 
  as they can carry from the sacrifices of gold, coin 
  and gems within the sacred place. 
   
  He will tell the party that the treasure hunters 
  should probably not return for a season or two.  
  The people will still be upset, and some have 
  already joined with the followers of the Whispered 
  One over this episode. 
   
  He will ask that they leave his cane in the 
  sacred room, and close the bronze door.  He will 
  not force them to do, but he will say he will not be 
  pleased. 
  INSIDE THE MOUND 
  The inside surface is covered with thousands 
  of smooth fist-sized stones imbedded in the 
  dirt.  The floor is paved in large reddish 
  flagstones.  It is only five feet from floor to 
  ceiling, so the tallest might have to stoop 
  within the mound.  At the center of this cavity, 
  is a short reddish stone table with a clear 
  imprint where the skull should be placed.  
  Behind the table, there are three reddish 
  leather 
  pouches 
  that 
  almost 
  match 
  the 
  flagstone color 
  The skull can be placed any place in the room for 
  the party to be successful.  The spot on the stone 
  table is where it is meant to be. 
   
  Inside the three leather bags are platinum and 
  gems that Rory and his friends missed.  There is 
  enough gems and platinum here for approximately 
  300 gold pieces to each character. 
   
  BACK TO BASE CAMP 
  When the characters get back to base camp, the 
  original experts have returned from running away. 
   They are helping Azar pack up the camp. 
   
  Rory has left to go see his family.  He had 
  forgotten the anniversary of his father’s death was 
  the previous day, and he will go apologize to his 
  mother.  
   
  CONCLUSION 
  If Rory survived, it is likely the characters will 
  return to the village and Rory’s Mother.  She is 
  thankful to the characters that they found her Rory 
  and made sure he was safe. 
   
  With Rory not investigating buildings in the 
  Rushmoors, the two of them are moving back to 
  Orlane.  Melody invites the characters to stay at 
  her house the next time they are in Orlane. 
   
  The Knight is not in the village, no one has 
  seen him since he left, heading west. 
   
  If Rory is alive at game end, the characters 
  get the Favor of Melody Kalar. 
   
  If any characters accepted the mission without 
  accepting money from Watcher Holderherk, they 
  will receive the Favor of Watcher Holderherk. 
  GRM6-I2 Exigency 
   
  Page 14 
  
   
  If any character required money from Watcher 
  Holderherk to do this mission, they receive the 
  Disfavor of the Dwarven Knights. 
   
  If the characters did not take the Club +1 for 
  themselves, but did return the skull, they get the 
  Favor of Autumn Circle. 
   
  If the characters took the Skull, they receive 
  the Curse of the Skull. 
   
   
  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 2 
  Defeat the hobgoblins. 
   
  APL 2: 90 xp. 
   
   
  Defeat the goblins. 
   
  APL 2: 90 xp. 
   
  Encounter 4 
  Defeat the goblins. 
   
  APL 2: 150 xp. 
   
  OR 
   
  Encounter 6 
  Take damage, disable, or bypass the traps. 
   
  APL 2: 120 xp 
   
  Encounter 7 
  Defeat the wolf skeleton. 
   
  APL 2: 60 xp. 
   
  Story Award 
  Save Rory’s Life 
   
  APL 2: 60 xp. 
   
   
   
   
  Discretionary Roleplaying Award 
   
  APL 2: 30 xp. 
   
   
  Total possible experience 
   
  APL 2: 450 xp. 
   
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  GRM6-I2 Exigency 
   
  Page 15 
  
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional 
  adventure, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter 1: 
  APL 2: L: 0 gp, C: 100 gp, M: 0 gp. 
   
  (only characters that accept money) 
  Encounter 2: 
  APL 2: L: 76 gp, C: 9 gp, M: 0 gp. 
  (the loot in backpack belongs to Rory and the 
  investors, not the PCs, regardless what the 
  ghost says) 
  Encounter 4: 
  APL 2: L: 27 gp, C: 29 gp, M: 0 gp. 
  OR 
  Encounter 6: 
  APL 2: L: 0 gp, C: 300 gp, M: +1 club (192 
  gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 76 gp, C: 409 gp, M: 192 gp – Total: 
  677 gp (450 gp). 
  DM Note:  If the characters completed the 
  mission, did not take the money from the 
  knight and left the club behind, they get 385 
  gp (and get the associated favors). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Favor 
  of 
  Apexmaster 
  Watcher 
  Grim 
  Holderherk, Somber Bat: Grim owes you a 
  personal favor.  This may be redeemed in one of 
  three ways.  Once one of these has been 
  redeemed, cross out the entire favor:  1)  As a 
  retired Apexmaster he still has influence in the 
  Mountaineers.  He can recommend this character 
  to the Mountaineers.   2)  He is a Knight of the 
  Watch, and if the character is human, dwarf or 
  half-elf, and when they meet the requirements for 
  that organization, he will sponsor them as a squire 
  in the Knights of the Watch or the Knights of 
  Dispatch.  3) He is a retired military officer, but he 
  still knows people in service. He can recommend 
  this character at the next Promotion Review Board 
  for a promotion to the next higher non-
  commissioned rank.  For other Sheldomar Valley 
  militaries, he will write a letter of recommendation, 
  but they may or may not take his recommendation 
  seriously. 
  Favor of Melody Kalar: This character may stay 
  at Melody’s house anytime a game starts or 
  completes in the city of Orlane.  This provides free 
  Standard Lifestyle. 
  Disfavor of the Dwarven Knights: The word of 
  your dishonor has spread among the Dwarven 
  Knights of the Watch and the Knights of Dispatch. 
   Anytime in a game a Dwarven Knight would 
  normally be Friendly to you, they are Neutral 
  instead.   NPC Dwarven Knights will not sponsor 
  or recommend this character in the knighthood 
  should they ever join. 
  Favor of the Autumn Circle:  For the actions in 
  aiding a congregation of Obad-Hai worshipers, 
  this character has gained an influence point with 
  the Church of Obad-Hai.  As long as this character 
  is a member of the Obad-Hai religion meta-org, 
  this favor converts to a Permanent Influence Point 
  (which renews at the start of each year). 
  Curse of the Skull: This character is under the 
  grave curse for disturbing the rest of ancestors 
  and handling the remains too long.  Whenever this 
  character is disabled (at negative hit points) they 
  will not stabilize on their own.  Characters with the 
  Die Hard feat do not automatically stabilize but get 
  a 20% chance to do so.  This curse may only be 
  removed by a 9th level or higher neutral divine 
  caster with Remove Curse. 
  Favor of Azar Taloan: It is not clear what the 
  favor of a Corporal is worth, but you have his 
  favor.  
  Item Access 
  None allowed in introductory scenarios. 
   
   
  GRM6-I2 Exigency 
   
  Page 16 
  
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 1 
  Azar Taloan, Male Human (Baklunish) Ftr1: 
  Medium Humanoid; CR 1; HD 1d10+1; hp 11; Init 
  +1; Spd 30 ft; AC 16, touch 11, flat 15 (+5 armor, 
  +1 Dex); Base Atk/Grp: +1/+3; Atk +4 melee (1d8, 
  long sword) or +4 melee (1d8, long spear); Full 
  Atk +4 melee (1d8, long sword) or +4 melee (1d8, 
  long spear); AL CG; SV Fort +3, Ref +1, Will +2; 
  STR 14, Dex 12, Con 12, Int 12, Wis 14, Cha 12. 
   
  Skills and Feats: Listen +6, Sense Motive +4, 
  Spot +6, Swim +6; Alertness, Endurance, Die 
  Hard. 
   
  Languages: Common 
   
  Possessions: 
  chainmail, 
  long 
  spear, 
  longsword, 50 gp. 
  ENCOUNTER 2 
   
   
   
   
  Angra, Male Hobgoblin Ftr1: Medium Humanoid; 
  CR 1; HD 1d10+2; hp 12; Init +3; Spd 30 ft; AC 17, 
  touch 13, flat 14 (+4 armor, +3 Dex); Base 
  Atk/Grp: +1/+1; Atk +4 melee (1d6, short sword) or 
  +6 ranged (1d8, masterwork long bow); Full Atk 
  +4 melee (1d6, short sword) or +6 ranged (1d8, 
  masterwork long bow); SQ darkvision 60 feet; AL 
  LN; SV Fort +4, Ref +3, Will +2; STR 10, Dex 16, 
  Con 15, Int 10, Wis 14, Cha 11. 
   
  Skills and Feats: Hide +3, Spot +2, Listen +2, 
  Intimidate +2, Swim +4; Weapon Finesse, 
  Weapon Focus: Long Bow. 
   
  Languages: Common, Flan, Goblin. 
   
  Possessions: chain shirt, three short swords, 
  masterwork longbow, 60 arrows. 
  Blue, Red, Green, Male Hobgoblins War1; hp 6, 
  each; see Monster Manual, page 153. 
  Abe, Bar, Ciz, Dade, Elk, Fire, Gog, Male Goblin 
  War1: hp 5; see Monster Manual, page 133. 
  Rory 
  Kalar, 
  Male 
  Half-Elf 
  Exp2: Medium 
  Humanoid; CR 1; HD 2d6; hp 10; Init +2; Spd 30 
  ft; AC 14, touch 12, flat 12 (+2 armor, +2 Dex); 
  Base Atk/Grp: +1/+1; Atk +1 melee (1d6, sickle); 
  Full Atk +1 melee (1d6, sickle); AL CN; Fort +0, 
  Ref +2, Will +3; Str 10, Dex 14, Con 10, Int 16, 
  Wis 10, Cha 14. 
   
  Skills and Feats: Bluff +7, Craft (weaponsmith) 
  +11, Decipher Script +8, Handle Animal +7, 
  Knowledge (history) +8, Knowledge (architecture 
  and 
  engineering) 
  +8, 
  Knowledge 
  (local 
  - 
  Sheldomar Valley Metaregion) +8, Use Magic 
  Device +9; Skill Focus (Craft (weaponsmith)). 
   
  Possessions: backpack, two books, two 
  candlesticks, silver cup, sickle, 50 gp, 500 sp. 
  ENCOUNTER 4 
   
   
   
   
  Male Goblins (17): hp 5 each (see Monster 
  Manual, page 133). 
  ENCOUNTER 6 
   
   
   
   
  Advanced Wolf Skeleton: Medium Undead; CR 
  2; HD 3d12; hp 19; Init +9; Spd 50 ft; AC 17, touch 
  15, flat 12 (+2 natural, +5 Dex); Base Atk/Grp: 
  +1/+5; Atk +5 melee (1d6+4, bite); Full Atk +5 
  melee (1d6+4, bite); SQ DR 5/bludgeoning, 
  darkvision 60 ft., immunity to cold, undead traits; 
  AL N; SV Fort +1, Ref +6, Will +5; Str 18, Dex 20, 
  Con -, Int -, Wis 14, Cha 3. 
   
  Skills and Feats: Improved Initiative, Combat 
  Reflexes. 
   
   
  GRM6-I2 Exigency 
   
  Page 17 
  
  DM AID: MAP #1 – THE BASE CAMP 
   
   
   
  GRM6-I2 Exigency 
   
  Page 18 
  
  DM AID: MAP #2 – PATH BETWEEN PONDS 
   
   
   
  GRM6-I2 Exigency 
   
  Page 19 
  
  DM AID: MAP #3 – THE MOUND 
   
   
   
  GRM6-I2 Exigency 
   
  Page 20 
  
  DM AID #4: TIMELINE REFERENCE FOR FIRST FIGHT 
   
  Round Action 
  1 
  Rory Breaks from Reed Wall 
  2 
  Rory Double Moves 
  3 
  Rory Double Moves 
  4 
  Rory Double Moves 
  5 
  Rory Double Moves 
  6 
  Rory Double Moves & is shot by 
  Hobgoblin and falls unconscious 360 feet 
  from reed wall 
   
  Three hobgoblins single move out of 
  reed wall [330 feet from Rory] 
   
  Base Camp People Begin Packing Up 
  7 
  Three Hobgoblins double moves [270 
  feet from Rory] 
   
  Archer Hobgoblin stays back and shoots 
  arrows at those who shoot at his 
  hobgoblins. 
  8 
  Three Hobgoblins double moves [210 
  feet from Rory] 
  9 
  Three Hobgoblins double moves [150 
  feet from Rory] 
  10 
  Three Hobgoblins double moves [90 feet 
  from Rory] 
  11 
  Three Hobgoblins double moves [30 feet 
  from Rory] 
   
  Seven Goblins single moves out of reed 
  wall [340 feet from Rory] 
  12 
  Three Hobgoblins single move and fight, 
  or single move and begin to search Rory. 
   
  Archer puts away bow, single moves to 
  Rory [330 feet from Rory] 
   
  Seven Goblins double moves [300 feet 
  from Rory] 
  13 
  Three Hobgoblins search Rory or fight. 
   
  Archer double moves to Rory [270 feet 
  from Rory] 
   
  Seven Goblins double moves [260 feet 
  from Rory] 
  14 
  Three Hobgoblins search Rory or fight. 
   
  Archer double moves to Rory [210 feet 
  from Rory] 
   
  Seven Goblins double moves [220 feet 
  from Rory] 
  15 
  Three Hobgoblins fight. 
   
  Archer double moves to Rory [150 feet 
  from Rory] 
   
  Seven Goblins double moves [180 feet 
  from Rory] 
   
  Azar Taloan moves to join PCs 
  16 
  Three Hobgoblins fight and probably are 
  dead. 
   
  Archer double moves to Rory [90 feet 
  from Rory] 
   
  Seven Goblins double moves [140 feet 
  from Rory] 
  17 
  Archer double moves to Rory [30 feet 
  from Rory] 
   
  Seven Goblins double moves [100 feet 
  from Rory] 
  18 
  Archer single moves to Rory and fights  
   
  Seven Goblins double moves [60 feet 
  from Rory] 
  19 
  Archer fights 
   
  Seven Goblins double moves [20 feet 
  from Rory] 
  20 
  Archer & remains of 7 goblins  
   
   
  And this assumes the characters never 
  retreat in their defense, or that they do 
  not move Rory’s body. 
   
   
   
   
   
   
  GRM6-I2 Exigency 
   
  Page 21 
  
   PLAYER HANDOUT #1– ANIMAL HIDE MESSAGE 
  Greetings, 
   
  I have taken control of an apprentice shaman so I 
  might make this message to you.  You should find 
  what you need with this message, along with my old 
  cane.  I figure you might find it useful to swing as a 
  club if things get real bad in the times ahead.  I would 
  like the cane back, so leave it in the mound when you 
  are done. 
   
  What I have feared has come to pass.  The fear of the 
  ancient ancestors loose has driven some of the tribe 
  to the followers of the Whispered One.  Those 
  followers have decided that it is best that the Skull not 
  be returned so the whole tribe would turn to them.  
  They work for the spread of Bad Things, so in this we 
  should both hate.  So be on the lookout for places on 
  the trail that might be a good ambush or a bad place 
  to have problems. 
   
  Please mark the mound with the flour when you are 
  successful. 
   
  Yrthol 
  By the hand of Grighal Tombat 
   
  GRM6-I2 Exigency 
   
  Page 22 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Gran March/GRM6-A02 - Exigency.pdf