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 scon40@aol.com.  For
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com.
  GRM7-5
  Currents
  A One-Round D&D® LIVING GREYHAWKTM
  Gran March Regional Adventure
  Version 0.9
  by P. Dennis Waltman
  Reviewers: Gran March Triad
  Circle Reviewer: Steven Conforti
  Playtesters: Albert Degenaar, Stephanie Degrenaar, Michael Roderick Sr, Daniel Buchmueller, David
  Lillthun, Colleen Shelby
  A pleasant cruise down the Sheldomar River; the river does most of the work on the downward leg, so
  what will the characters find themselves doing?  And with a full moon there should be plenty of visibility
  for travel at night.  A dangerous Gran March Regional adventure for APLs 2-12 and Part 4 of the
  Homefront series.  Creatures larger than medium are unlikely to participate, characters larger than
  medium cannot participate and wild animals will not find welcome on deck.
  Note: This adventure will be of particular interest to River Guard, Military and Veteran characters, bearers
  of Githyanki Silver Swords, and members of organization(s) that do not exist.
  Resources: Complete Arcane [by Richard Baker], Complete Warrior [by Andy Collins, David Noonan,
  and Ed Stark], Spell Compendium [by Matthew Sernett, Jeff Grubb, and Mike McArtor], Stormwrack [by
  Richard Baker, Joseph D. Carriker, Jr., and Jennifer Clarke Wilkes].
  
  GRM7-05 Currents
  Page 1
  RPGA® SANCTIONED PLAY
  Most likely you ordered this adventure as part of
  an RPGA even from the RPGA website, or you
  received it from your senior gamemaster. To play
  this adventure as part of the LIVING GREYHAWK
  campaign—a worldwide, ongoing D&D campaign
  set in the GREYHAWK setting—you must sanction it
  as part of an RPGA event. This event could be as
  elaborate as a big convention, or as simple as a
  group of friends meeting at the DM’s house.
  To sanction an RPGA event, you must be at
  least a HERALD-LEVEL gamemaster. The person
  who sanctions the event is called the senior
  gamemaster, and is in charge of making sure the
  event is sanctioned before play, runs smoothly on
  the date sanctioned, and then reported back to the
  RPGA in a timely manner. The person who runs
  the game is called the table Dungeon Master (or
  usually just DM). Sometimes (and almost all the
  time in the cases of home events) the senior
  gamemaster is also the table DM. You don’t have
  to be a HERALD-LEVEL GM to run this adventure if
  you are not the senior GM.
  By sanctioning and reporting this adventure
  you accomplish a couple of things. First it is an
  official game, and you can use the AR to advance
  your LIVING GREYHAWK character. Second player
  and DMs gain rewards for sanctioned RPGA play
  if they are members of the DUNGEONS & DRAGONS
  REWARDS program. Playing this adventure is worth
  two (2) points.
  This adventure retires from RPGA-sanctioned
  play on December 31, 2008.
  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.
  
  GRM7-05 Currents
  Page 2
  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 adventure,
  set in the Gran March.  Characters native to the
  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
  While there has always been some piracy or
  thievery upon the river,  launches manned by
  locals have historically kept these rogues in check.
   Recently however, with an upswing of merchant
  and military traffic, more sophisticated operations
  have moved into the area.  Many of these have
  been merchant captains who earned a little extra
  money on the side taking the ships and/or cargos
  of their brethren.  The fledgling River Guard has
  used its Keelboats to good advantage over these
  criminals, indeed confiscated keelboats have
  made it possible to reach full strength well ahead
  of schedule.
  However, a much more well-trained force of
  thieves and pirates have set their sights on the
  Sheldomar River.  They have started to pick off
  ships and crews on the river with excellent tactics
  and good intelligence.  They are never where the
  River Guard boats are patrolling, and manage to
  skip any merchant traffic where River Guard
  marines have been stationed to catch such
  pirates.  In more recent daring raids, these river
  pirates have stripped a barge of all its cargo in the
  # 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
  
  GRM7-05 Currents
  Page 3
  few hours between a River Guard patrol, with
  none of the barge crew remembering the previous
  few hours.
  These river pirates, or Brotherhood as they seem
  to call themselves, do not leave the bodies of their
  fallen behind, and many of those captured have
  slain themselves rather than be questioned. |
  THE BROTHERHOOD
  There are two groups working together as the
  brotherhood symbol is a scimitar, rapier, dagger
  lined up a their hilt.  Most members have this
  tattooed on their shoulder.
  There are really two groups that make up the
  Brotherhood.  These groups have a common goal
  in stopping Gran March shipping along the
  Sheldomar River, as well as some other criminal
  activity.  The Brotherhood has an combined
  leadership structure as well.
  The Swords of Kelanen make up the bulk of
  the Brotherhood.  These are all sworn men and
  women of Kelanen.  They will only use swords,
  daggers, and crossbows.  They each have the
  nine pointed sword star tattooed at the bottom of
  each foot.  They believe there is too much
  Order/Law and too much Goodness in Gran
  March and they have taken it upon themselves to
  add more Evil and Chaos.  Stopping the shipping
  along the Sheldomar River is one method to add
  both.  All Swords of Kelanen have the Brotherhood
  tattoo.  Some swords were former (or current)
  members of the Corporation, but the Brotherhood
  views the Corporation as a too lawful organization
  on par with the Church of Heironeous which they
  also despise.
  While most of the Garden of Men members
  make an appearance in the game, they are not
  part of the combats.  To avoid spoiling the judges
  of this game, little will be said of them, except they
  view that much of the Sheldomar shipping is
  benefiting the Ulek states, and they vehemently
  believe that is wrong.  The Garden do not like to
  do evil, but Chaos is just fine.
  Most of the Brotherhood, carry a wooden holy
  symbol of Heironeous.  It is only a ruse to lull
  people into a false sense of community. 
  Heironeous is one of the reason there is so much
  Good and Law in Gran March.
  Followers of Kelanen who do not work
  towards a balance of law, evil, good and chaos,
  are viewed as religious traitors or heretics.
  The Brotherhood are fanatics.  Those who are
  not a part of their membership are enemies. 
  There are no innocents in their battle for balance. 
  They will be largely immune to diplomacy, but not
  completely.  An outsider who is their friend is likely
  someone that they will not torture, and will give a
  clean death, or invite to join the organization. 
  Such invitees will be required to drop all weapons,
  spell pouches, lie prone, allow themselves to be
  blind folded, gagged and tied.  And left.  They
  must show trust in their brothers.  All of the
  brotherhood have gone through similar rituals. 
  There is no a chance of being a member here, but
  a willingness to join that will be noted on the AR.
  ADVENTURE SUMMARY
  The characters get their instructions by message
  so there is no authority to question or get more
  information about the mission.  It also demands
  that military or authority figure characters leave
  their authority clothing and symbols behind. 
  Adding to this travel on a boat, and there can be
  great anxiety among the characters.
  The introduction shows the players the
  Captain, boat and situation.
  Encounter One
  The characters are called on deck of the Silver
  Rose.  It seems something is stopping the
  keelboat from moving downstream and the boat is
  angling towards the short.  The Captain wants his
  new crew to handle the situation.
  At lower APLs, something can be seen just
  under the starboard (right) bow.  While striking at it
  from the boat is possible, it is difficult due to cover
  from the boat and water, plus the diffraction of
  water makes it hard to target.  Getting in the water
  is easier but since the boat is not moving with the
  river those in the water must swim to stay relative
  to the boat, or forward thinking characters may
  have tied ropes and are pulling the characters so
  they do not have to swim.
  Once in the water beating on the elemental is
  not hard, and it does not beat back in a lethal
  manner.  Those that know draconic can hear it
  singing and a conversation with it is the best way
  to get it to stop.  Other useful information can be
  learned talking with Axial.
  
  GRM7-05 Currents
  Page 4
  Encounter Two
  After a longer sleep/nap in the hold, the characters
  are again called on deck.  Ahead are the River
  Pirates dealing with three captured keelboats. 
  The Captain will move closer, but he expects that
  characters to handle the danger.  His crew is
  inside or in the hold.  With four rowers the Silver
  Rose advances 15 feet per round.
  There are crossbowmen firing from one of the
  keelboats and at higher APLs there are flying
  casters hampering their responding to missile fire.
  Once the attackers are dealt with, the
  crewmen freed, the PCs can learn that leadership
  is heading off to a camp to clear away
  incriminating evidence.  Looking at the bodies
  slain they can tell that three appear to be Clerics
  of Heironeous and the other nine have similar, but
  unknown symbols on their clothing (Corporation
  PCs will know).
  If the PCs do not have a tracker one of the
  freed crewmen will offer to help out in that way.
  DM Note:  You can use one of the more scale
  drawings of a keelboat for character figures and
  move the boat on the battle map as the boat gets
  closer. 
  Encounter Three
  While following the tracks of the pirates it gets
  dark.  The tracks lead to a clearing of fallen
  burned trees where one man stands.  The militia
  man wants to know why they are wandering the
  woods at night.  The militia man knows that
  bandits or pirates came by earlier and has brought
  men to apprehend them.  They think the PCs are
  such bandits.  The militiamen will not initiate
  combat, but they have information that the PCs
  need to get to the next step.
  If the PCs fail to convince the militia to help
  them, then they will tell them the PCs must come
  with them to the Elector’s House, two miles away.
   There they deal with the Elector’s nephew who
  can provide them passes to return.  Alternatively
  they can fight the militiamen following Avanti’s
  orders to “do what is necessary.”
  Any of these methods will tell them that the
  people used fly potions and flew at an odd angle
  (SE).
  Encounter Four
  The characters come upon the camp as pirates
  have begun destroying important documents. 
  Depending on whether they went aground or went
  to the Elector’s House, the burning may have
  already begun.
  Conclusion
  The PCs have information about the River Pirates
  and need to decide who all gets the information
  and the documents.
  PREPARATION FOR PLAY
  Determine which characters are Military, Veteran
  and non-Military or Veteran characters. 
  Determine if any character has a Gythyanki Silver
  Sword and if they intend to bring it with them,
  Determine what religion, if any, each character
  follows, and whether they wear a holy symbol of
  that religion openly.
  Find out what armor and shields the characters
  will be wearing on ship.  Determine armor check
  penalty and determine Swim scores with their
  Swim ranks, ability, and double armor check
  penalty.
  Determine how tall each character is. |
  Determine 
  what 
  military 
  unit 
  each 
  military
  character is assigned to.  |
  If the player does not know what unit they are in,
  suggest the 10th, 15th or 19th Battle.
  THE RIVER
  In this game, the Sheldomar River flows at a rate
  of 5 feet per round.  Items floating in the river will
  move at this same rate.  This means that the
  Silver Rose or other objects continue moving
  down stream even if no motive power is being
  used.
  The Silver Rose cannot steer unless it is
  moving faster than the speed of the water.  With
  eight men rowing, the keelboat can travel at a
  move of 10 feet (15 feet per round upstream, 25
  feet per round downstream).  Generally going
  down stream the Captain will have only four
  persons rowing for a move of 5 feet (15 feet per
  round counting river current) so he can maneuver
  without tiring out his crew.  Generally downward
  travel crews are smaller because much of the
  work is done by the river.
  
  GRM7-05 Currents
  Page 5
  It takes a minute at this speed to turn 180
  degrees.
  Once the PCs get to the Silver Rose, provide
  them with Player Handout #5, which describes the
  boat.
  DM Note:  With spells, pay special notice to
  what type of speed enhancement are made in
  what environment.  Some only advance land
  speed, some give enhancements or give a swim
  speed, and some give a fly speed.     Unless a
  spell gives a fly speed it does not allow movement
  through the air.  Unless a spell gives a swim
  speed it does not allow movement in the water. 
  Similarly powers that allow burrowing through
  earth do not work in air or water unless the spell is
  specific.
  INTRODUCTION
  Provide Player Handout #1 to all players.
  Provide 
  Military 
  characters 
  with 
  Player
  Handout #2.
  Provide Veteran 
  characters 
  with 
  Player
  Handout #3
  Provide Non-Military Non-Veteran characters
  with Player Handout #4.
  Provide Knights of the Watch or Knights of
  Dispatch with Player Handout #8.  Squires do
  NOT get this handout.  It must be full Knights.  (if
  the PCs inquires about the knight that sent the
  item, their character would know this is the Great
  Beast that leads the Great Beasts).
  Ask if any character is not going to Ghostgate
  to the Silver Rose.  Those characters who are not,
  give them their AR.
  The town of Ghostgate has many more
  buildings than the population needs, and to
  many this gives an empty feeling.  Still, on this
  day, there is much bustling and activity on the
  docks of this small town.
  The Silver Rose is a Sheldomar River
  Keelboat river craft.  It has a flat-bottomed hull
  a bit less than third wide as it is long.  A large
  deck house sits almost the entire width right in
  the center of the length.  On top of the
  deckhouse is the ships wheel and where the
  mast would go, if there was wind available.  On
  the river, four oars per side move the river boat
  when the wind is not available. 
  When you arrived, you met Sylus, the first
  mate.  He is surly human who keeps the new
  crew together on the dock until the captain
  arrives.  As the last of the new crew arrives,
  you look over each other, perhaps there is a
  face there you recognize.
  Have character introductions take place at this
  time. 
  The Captain makes himself known to all, by
  ordering the ship to be ready to leave within
  the hour.  While the regular crew jumps to
  follow his orders he turns to you.
  “Most of you are here because you’ve been
  hired as special protection for cargo within.  
  Know this, there are no passengers on this
  vessel.  There is not enough room.  Everyone
  works, everyone rows, and everyone stands
  watch.  The first few nights we will travel as we
  can, rather than anchor or dock as is typical. 
  There is some haste required for our cargos
  and if clouds do not cover the moons, we will
  use their light to make better time.
  Captain Alcarta will not allow wild animals
  (animals other than dogs, hawks or eagles) on his
  vessel.  Familiars he will allow because they are
  small, but if there are improved familiars, unless it
  looks like a dog, hawk or eagle, or is tiny, he will
  not allow them on deck.  It can swim alongside the
  vessel or fly above it.  He will definitely not allow
  anything larger than medium on his boat.
  If 
  there 
  are 
  non-military 
  and 
  non-military
  characters he will point to those characters and
  say:
  Sylus will show you where you will be
  bunking down.  Our cargo is heavy for its size,
  so there is room in the hold to stretch out
  some.  Experienced crew get the deckhouse
  hammocks, new crew are in the hold.  You’ll
  find your master’s cargo near the bow.
  If there are military or veteran characters he will
  point to those characters and say:
  “Your cargo has a special problem, come
  walk with me and we’ll discuss it.”  The
  Captain leads you to a part of the docks where
  a ship could dock, but it remains empty. There
  is no activity here and you are as alone as
  possible in this bustling location.
  “I know why you are here, “ Captain
  Alcarta begins.  “I will help you as I can, but I
  will not endanger my crew or my ship to do
  this.  Traveling by night, even with the full
  
  GRM7-05 Currents
  Page 6
  moon is dangerous on this river, but Avanti
  has indicated it is likely necessary.  Who here
  is nominally in charge of you here?  Who has
  the highest rank?
  He will wait until the players figure out the
  ranking person.  If no one is of Corporal or higher
  rank, he will pick a person and say you’ll be who
  I’ll talk to.  He will pick Halflings and gnomes first,
  humans last, and women not at all if he can help it.
  My crew is very nervous around military
  and authority figures.  None of them are
  veterans and all of them are near the end of
  their year and a day before having to join. 
  Their logbooks are accurate and up-to-date,
  but they are nervous nevertheless.  While I
  have no doubt you’ll be able to defend
  yourselves, still a conflict on board ship is not
  wise.  Keep your status to yourself.  Besides,
  recently river pirates have been quite effective,
  they could have spies in Ghostgate.
  If the PCs ask about the logbooks, the captain
  will tell them that they keep track of exactly how
  much time they spend on Gran March soil.  He
  and the first mate checks it at each port.  It is the
  reason most of his crew remains on ship when
  they dock in Gran March rather than Keoland
  ports.
  Get on board.  Your patron’s cargo, steel
  rods and ingots, is along the sides of the
  length of the hold.  Your hammocks can hang
  near the back of the ship in the hold.
  Provide Player Handout #5 to players.
  ENCOUNTER 1:
  RESISTANCE IS FUTILE
  True to Captain Alcarta’s prediction, the Silver
  Rose left within the hour.   Your belongings
  and yourselves are stowed below deck for the
  exit of Ghostgate, but soon after he invites you
  all on deck and introduces you to the crew,
  and the crew to you.  The Captain tells you all
  that the first few nights if the clouds don’t get
  in the way you may be doing night travel.  This
  makes many of the other crew visibly unhappy.
    After a short time in the open air, Sylus gets
  the outside rowers rowing and suggests that
  the rest of you and the other crew get some
  rest as traveling at night is not restful and a
  full crew is needed.
  Determine whether the PCs go to sleep or try
  to rest.
  A couple hours later, several bells alert you
  all that something is wrong.  Sylus sticks his
  head in the hold and shouts, “On deck now,
  the Captain wants to see you”  On deck there
  are eight rowers pulling hard with the Captain
  turning the wheel hard to starboard (right), yet
  the vessel seems to be moving to the left bank
  a little.
  The Captain shouts at you, “There is
  something at the bow, pushing us into the
  shore.  Make it stop or we’ll run hard aground.
  Conditions:  It is a clear blue sky, and a moderate
  temperature.  There is no wind.  It is two hours
  since the boat left Ghostgate.
  It is crowded at the bow, with little enough
  room for all the PCs and the rowers.  This could
  mean the PCs must Squeeze to fit in this space.
  DM Note:  This is skills and resource
  encounter, and not meant to be a real combat.  At
  some APLs the water elemental does not defend
  itself much, if at all.  The PCs may expend
  considerable resources in spells, arrows or
  consumables to get the Water Elemental to stop. 
  Especially keep track of the number of arrows and
  bolts used.  Also note that thrown weapons are
  lost into the river (unless magical, in which case
  detect magic can help find them).  It is possible
  that 
  the 
  characters 
  will 
  come 
  up 
  with
  imaginative methods using climbing, jumping
  or other skills to make this encounter easier to
  succeed at.  Be open to these other
  possibilities. Aquatic Adventures and Underwater
  combat can be found in the DMG on pages 92 and
  93.
  Some things they could do is lower the PC
  from the stern of the ship with a rope and have the
  river carry the PC to the bow or bottom and then
  tie off the rope.  In such a case a swim check
  would not be needed.  There may also be spells
  used in non-standard ways that could be of help.
  DM Note: the Fly spell gives a Fly speed, it
  does not give a Swim Speed.
  The characters have 30-APL rounds to
  successfully stop Axial, the Water Elemental from
  pushing the boat to shore. If they are not
  successful, the boat grinds ashore.  It will take an
  
  GRM7-05 Currents
  Page 7
  hour to repair and get off the shore.  This has
  consequences later in the game.
  The elemental and the ship are not moving at
  the speed of the river.  They are effectively not
  moving forward and moving slightly left at 5 feet
  per round.  This means when PCs go into the
  water, they are moving at the speed of the river
  away from the boat.  They will need to swim to
  keep next to the elemental.  A swim check DC 10
  is necessary to swim one quarter the PC move
  (minimum 5; if the character double moves take
  one quarter of the double move, not twice the
  single move).  It is likely that the PC will be tied off
  with rope, but in order to keep adjacent to the
  elemental, the swim check will still be needed.
  Note also, that the PCs could try and talk to
  the elemental.  .  While a PC talks to the elemental
  (if no one is attacks it) the Water elemental will
  cease pushing the boat to shore, but will keep
  pushing it upstream to prevent headway.  This is
  not purely a diplomacy check, but an actual
  conversation.  Assign the points below for each
  item that is accomplished in talking with the Water
  Elemental.  Five points gets the Water Elemental
  stop pushing the boat to shore.  The Diplomacy
  and Bluff checks are less about moving it to
  friendly (it is already sort of friendly) and more
  about talking nice to it.
  2
  Successful Diplomacy check of 15 + APL
  1
  PC asks Water Elemental’s Name (it says its
  name is too hard for fleshies to pronounce but
  it can be called Axial)
  1
  PC asks it to stop pushing boat to shore
  1
  PC asks why it is pushing the boat
  1
  PC gives his/her own real name or introduces
  himself/herself
  1
  PC speaks Aquan to it
  2
  PC promises it a favor if it stops pushing*
  2
  Successful Bluff check DC 13 + APL that
  pushing boat to shore will harm elemental or
  similar bluff.
  -1
  PC demands it stop pushing boat to shore
  -1
  PC uses a fire spell successfully upon it
  -1
  PCs damaged it with weapons
  *  At APL 2-6 Axial can suggest they owe him a
  favor.  If the PCs are successful Axial will call in
  his favor.  That they always try and speak to water
  elementals and to do that they should learn
  Aquan.
  Axial is open to talking.  He actually can speak
  and understand Aquan, Sylvan and Draconic.  As
  he pushes the boat slightly to shore (the rowers
  are actually helping this inadvertently; with him
  preventing the boat from going forward it is sliding
  off him to the left with their rowing) he is singing to
  himself in Draconic (Player Handout #6).  He can
  only be heard by people underwater.
  In making conversation with Axial, he has the
  following information:
  • 
  Just a few weeks ago he was minding his
  own business in the Plane of Water, when
  a hard current caught him.  Then he
  ended up here.  He had been to this place
  before, but had always managed to get
  home.
  • 
  He met a kind two-legged in green who
  told him that he could serve others until
  the man figured how to re-open the rift
  and allow him back inside.  The two
  legged said that he would have the rift
  open again soon.
  • 
  He would help others by pushing their
  hard floatie to the land where the two-
  leggeds would be able to breath.  He was
  told to try and push two floaties a day. 
  This floatie is green on bottom like the
  two-legged.
  • 
  The two legged in green said his name
  was Gardener Faulks.
  • 
  The rift is in the bottom of the river about
  2-4 floatie hours upstream.
  APLS 2, 4, 6, AND 8
  At APLs 2 – 8: Looking over the right side
  (starboard) of the bow the water looks different. 
  Spot check DC 10 can determine that there
  appears to be a blob of water near the bottom of
  the bow, pushing the boat to shore.  Spot check
  DC 15 can determine its size.  Knowledge (The
  Planes) DC 10 to know it is a Water Elemental
  (this can be made untrained).
  Part of the Water Elemental is visible from the
  right side of the bow, under the boat.  It is possible
  to attack the water elemental from the boat with
  ranged attacks or reach spear weapons (if
  character has freedom of movement spell on
  
  GRM7-05 Currents
  Page 8
  them, then other reach weapons can hit the
  elemental). 
  The water elemental has improved cover from
  attacks from the boat (+8 to AC +4 to Reflex
  saves) and the distortion of the water gives it a
  50% miss chance.   Ranged attacks are at -2 to hit
  shooting into the water, and fire based spells
  require a spell craft roll of 20 + level of the spell to
  get fire spells to work underwater.  PCs also have
  improved cover from the water elemental should
  he try and strike them from under the bow.
  From the surface of the water, the water
  elemental only has regular cover and reach
  weapons are not required.  If the characters goes
  adjacent to the water elemental then it loses the
  cover.  This 
  requires 
  the 
  character 
  goes
  underwater.
  DM Note:  This reluctance to do damage applies
  to two-legged creatures.  Animals that attack Axial
  in the water will receive lethal damage.
  APL 2 (EL 3)
  Axial, Large Water Elemental; hp 72 ; see
  Monster Manual, page 100
  Axial will not defend itself, and will leave once
  he takes 36 hit points.
  APL 4 (EL 4)
  Axial, Large Water Elemental; hp 72 ; see
  Monster Manual, page 100
  Axial will only do non-lethal damage and will
  not power attack, and will leave once he takes
  36 hit points.  He will especially attack those
  on ship, but they have improved cover from
  him, like he has from them.
  APL 6 (EL 4)
  Axial, Large Water Elemental; hp 72 ; see
  Monster Manual, page 100
  Axial will only do non-lethal damage and will
  not power attack, and will leave once he takes
  36 hit points.  He will especially attack those
  on ship, but they have improved cover from
  him, like he has from them.
  APL 8 (EL 6)
  Axial, Huge Water Elemental; hp 156 ; see
  Monster Manual, page 100
  Axial will only do non-lethal damage and will
  not power attack, and will leave once he takes
  78 hit points.  He will especially attack those
  on ship, but they have improved cover from
  him, like he has from them.
  APLS 10 AND 12
  At APLs 10 & 12, the water elemental is entirely
  under the boat.  These tables will need to get into
  the water to see the elemental enough to know
  what it is.
  Swim checks at DC 10 will be needed to
  maintain distance with the Elemental.  A
  successful swim check will give the character a
  standard action to damage the elemental.  This is
  necessary even with Freedom of Movement
  APL 10 and 12 (EL 6)
  Axial, Huge Water Elemental; hp 156 ; see
  Monster Manual, page 100
  Axial will only do non-lethal damage and will
  not power attack, and will leave once he takes
  78 hit points. 
  After the water elemental is stopped, the
  Captain thanks the PCs, and invites them
  downstairs again to rest for night fall.
  ENCOUNTER 2: READY OR
  NOT
  The rest of the day went uneventfully.  Captain
  Alcarta has been rowing with 4 oarsmen to
  keep steerage over the river, but otherwise
  giving his men, and you all a rest.  Day is
  becoming dusk, and lights come on in houses
  along the banks, or in keelboats anchoring for
  the night.  A dense fog has grown up on the
  river, making it unlikely you will continue
  through the night. 
  Without warning, the Captain calls for all
  rowers to get inside, and to ready fire buckets.
  Sylus calls out, “New crew to the captain,
  everyone else stay out of sight.”  A solid cover
  blocks light from the forward hatch, while the
  rear hatch opens.
  Ask what the characters are going to do. If
  they go up to the deck, continue.  It is possible
  they might question the crew coming down below,
  
  GRM7-05 Currents
  Page 9
  or cast spells.  Once casting of spells or battle
  preparation begins roll initiative and start the turn
  count down.  If they question the incoming crew
  instead, they may do so, without advancing the
  boat or the encounter.
  Be sure and count the rounds spent doing
  these things; each round the Silver Rose will get
  ten feet closer to the “situation.”
  If the crew is asked what is going on, they will
  say that it looks like pirates have taken some
  riverboats,  Why the captain is not turning around
  or going to Keoland, they don’t know.  He is
  rowing towards the fray.
  It is near dusk as you exit, and the stern
  lantern is lit. There is a fog on the river.  Crew
  makes haste down the rear hatch as you come
  up.  There is not room on top of the deckhouse
  for all of you with the Captain, but the rest can
  listen behind the deck house.
  Once characters get to the bow or up with the
  Captain. Continue reading.
  Ahead along the Gran March bank to the
  left are three keelboats.  Like most of their
  brethren they have anchored for the night,
  possibly with some of their men camping
  ashore.  Two have stern lanterns like the Silver
  Rose, but the third is an inferno blaze from
  stern to bow.   Items being unloaded from the
  other boats are being tossed into the inferno,
  or dropped into the water. Other men kneel
  hands behind their heads, besides still other
  men who have been beheaded.  As they notice
  the Silver Rose many of the pirates stop what
  they are doing, transform into a flying form. 
  Most turn to owls or eagles, but a couple turn
  into bats and one into an air elemental. All
  these flee into the woods or fog.
  Captain Alcarta says, “I can get you close
  to the shore, or even closer to those boats, but
  I will not come too close, or risk my ship. 
  What is it you want to do?”
  At this point there is enough light in the fog to see
  normally. Dusk and darkness is not far away
  In the read-aloud-text, the druid pirates transform
  into flying forms and flee.  They get away, and are
  not part of this encounter.  However, the fact that
  about half of the pirates could take animal form is
  intelligence about the pirates; as is that two
  changes to tiny animals and one into an
  elemental. 
  What has happened
  When the Silver Rose came around the a bend in
  the river the flames of the burning boat and the
  cries of the beheaded cut through the fog.  The
  Captain has rowed towards the sound knowing the
  mission.  This was highly unusual behavior from a
  normal riverboat in this situation (spotted by
  familiar and druids in the water)  The leadership
  took this boat as a meddler as it was not reported
  by their military spies.  The leadership left to deal
  with the temporary base.  There is a rear guard for
  just such events.  When the keelboat continued
  towards the pirates, spell casting rear-guard
  began casting spells.  This represents the spells
  on Gerald and Hannah for the most part.  At
  higher APL, some especially long lasting spells
  were cast at noon in anticipation of this action.
  It will take Silver Rose roughly 10 rounds to get
  close enough (15 feet) for the PCs to jump to the
  first keel boat.   The Captain will not stop but will
  continue down river.  The water at this point is
  seven feet deep and rivers a swim roll.  It is also
  possible that all opposing forces will be dealt with
  before the Silver Rose reaches the first keel boat.
  At the end of the read-aloud-text the Silver Rose is
  135 from point X (on the map).  With only the
  deckhouse rowers, the keelboat has a speed of 5
  feet (15 feet per round with the river).  It will take 8
  rounds to approach within 15 feet of the first
  keelboat (at which point the Silver Rose will be
  parallel to the shore). 
  There is 150 visibility in the fog.  Beyond 150 feet,
  targets have total concealment.
  The read guard hexblades will open fire when they
  have a target.  The Captain is somewhat exposed,
  but he can take cover behind the wheel. 
  At APL 10 & 12, the Brotherhood are under the
  effects of a Hero’s Feast (Caster Level APL +2). 
  The earlier battle already used the temporary hit
  points, but they remain immune to poison and
  fear.
  APL 2 (EL 4)
  Alix & Hendrix, Male Human Hexblade1
  Rogue1; hp 14 ; see Appendix 1
  APL 4 (EL 6)
  Alix, Hendrix, Tomas, Male Human Hexblade1
  Rogue2; hp 22 ; see Appendix 2
  
  GRM7-05 Currents
  Page 10
  APL 6 (EL 9)
  Alix, Hendrix, Tomas, Male Human Hexblade2
  Rogue2; hp 27 ; see Appendix 3
  Hannah Female Human Favored Soul4; hp
  30; see Appendix 3
  Gerald, Male Human Sorcerer6, hp 23; see
  Appendix 3
  APL 8 (EL 11)
  Alix, Hendrix, Tomas, Male Human Hexblade4
  Rogue2; hp 44; see Appendix 4
  Hannah Female Human Favored Soul6; hp 
  45; see Appendix 4
  Gerald, Male Human Sorcerer8, hp  36; see
  Appendix 4
  APL 10 (EL 13)
  Alix, Hendrix, Tomas, Male Human Hexblade6
  Rogue2; hp  66; see Appendix 5
  Hannah Female Human Favored Soul8; hp 
  60; see Appendix 5
  Gerald, Male Human Sorcerer10, hp  45; see
  Appendix 5
  APL 12 (EL 15)
  Alix, Hendrix, Tomas  Male Human Hexblade7
  Rogue2; hp  76; see Appendix 6
  Sara Female Human Favored Soul10; hp  75;
  see Appendix 6
  Hannah Female Human Favored Soul10; hp 
  75; see Appendix 6
  Gerald, Male Human Sorcerer12, hp  54; see
  Appendix 6
  Tactics:
  The rear guard hexblades start out on the top of
  the rear keelboat deckhouse. This gives them +4
  bonus to AC versus ranged attacks.  Also, if they
  are higher than their targets, they could get a
  cover bonus also to AC.  Crossbows can be used
  prone, and they take advantage of this.    Note that
  being prone does not affect their ability to make
  reflex saves or use evasion.  They will continue to
  fire their crossbows until people engage them in
  melee, then they will take out their swords and
  fight.  Their first priority targets are people that can
  target them with missile fire or magic.
  At higher APLs Gerald and Hannah will have done
  their preparations.  They will spend this time
  casting spells as they are shown in the statblocks.
   They start at the end of 150 feet away. They will
  advance out to the boat to harass it directly.
  Hannah has the Silence spell, and she is not
  against using it.  She will NOT cast the Silence
  spell until a) the PCs use a Silence Spell or b) the
  3rd round of combat.  Note that Silence is an
  emanation and NOT a spread.  She can place the
  Silence on a corner of the top Deckhouse to get
  the entire top of the deckhouse and the front of the
  vessel, or the back, but not both.  Of course she
  could use two silence spells to get both.  She is a
  warrior of Kelenan as much as a spell caster in
  her mind.
  At higher APLs Gerald has a Hold Portal spell.  He
  can use this to close and shut the door forcing
  character that want to go from front to back to
  climb the deckhouse or use the narrow edge.
  At higher APLs Gerald has a Wall of Dispel Magic
  spell.  He will cast it at the front of the ship and the
  ship’s movement will slide the characters through
  the wall.  If the doors to the deckhouse are open
  its effect will even go inside.  According to the
  spell, the Wall is invisible.
  At APL 2, 4, 6:
  At these APLs Captain Alcarta has a Dispel Magic
  scroll of caster level 5, that he had as emergency
  payoff loot, but will offer the party to use it on a
  Silence Spell.  The scroll is water-proof should the
  character need to jump in the river.
  Noncombatants
  At the start of the encounter there are a dozen
  crewmen who are on their knees with hands
  behind their head.  When the player characters
  arrive and the various Brotherhood and Garden
  folk leave, they will throw themselves flat.  If they
  survive, they can tell the player characters that a
  group of four or five people who were giving
  orders had left just before the boat was sighted. 
  They talked about breaking down their camp and
  destroying sensitive documents
  They also can describe that the pirates
  separated out the crewmen, and killed some of
  them.  Looking closely at the beheaded will show
  them to be typical crewmen types.  Three have
  silver holy symbols of Heironeous and spell
  component pouches.  The other nine have
  unusual markings that only members of the
  
  GRM7-05 Currents
  Page 11
  Corporation will notice. A search check DC 15 will
  find these symbols (Search DC 20 for non-
  Corporation members; DC 25 Decipher Script for
  non-Corporation 
  members 
  to 
  recognize 
  the
  symbols as ones of identification, but specifics are
  not clear) The symbols identify full members of
  that organization.
  The dead NPCs will not agree to return to life.
  If the player characters do not have someone
  who can track, Gregor, one of the noncombatants,
  will volunteer to help.  He would like to get a
  weapon to use in case he needs to defend
  himself.  However when fighting breaks out he
  withdraw away a full move and wait for things to
  be over with.
  Use Gregor for the other survivors except they
  have Skill Focus Profession (sailor) instead of
  Track.
  Gregor, Male Human Warrior1 Expert1, hp 12 ;
  Survival +7 (Track feat); Fort +4, Refl +2, Will +4;
  Move 30 feet.  (leather armor)
  Conditions:
  With sun setting and the full moons rising there is
  enough light open to the sky for five minutes, after
  which 
  light 
  without 
  light 
  sources 
  becomes
  shadowy illumination for 30 minutes.   Once into
  the woods, a light source will be needed for
  persons without Darkvision.  The sky is clear, not
  windy, and of moderate temperature.
  PRISONERS
  Any of the people on the keelboat will surrender if
  they are close to dying.  They know Gran March is
  lawful land, and many of its people are good. 
  They also know that for most crimes, sentences
  are work gangs and they believe their brethren
  can rescue them.  Finally, they know that dealing
  with prisoners is always a trouble with militaries. 
  Note that at high APL the crossbowmen have
  styptic 
  armor 
  which 
  automatically 
  stabilizes
  unconscious wearers.
  They will give their parole if asked, promising not
  to escape in return being tied up or left.  They
  mean it.  They will not escape from the parole, but
  if their buddies rescue them, they cannot help it. 
  There are plenty of druids that went away, and
  they can come back.
  Indeed, any prisoners left behind tied up, will not
  be there when the player characters return.  There
  will be a note, from Brother Faulks saying that he
  has taken the prisoners into custody and he will
  see they are punished appropriately.
  Killing Prisoners or those that surrender or those
  that survived but are unconscious is an evil act,
  and should be recorded on the character’s AR. 
  Contact the Triad with the character name, player
  name and RPGA number.  Likewise such killing is
  illegal and is murder. Knight Commodore’s
  Avanti’s influence will help with these murders as
  well.
  BROTHERHOOD IN THE WATER
  In addition to the druids on land, there are druids
  in the river itself.  They will not take part in the
  fight.  However, if any of the brotherhood fall in the
  water and are not retrieved within a minute, they
  will drag the bodies off.  In regards to Hannah and
  Gerald, they both have water breathing spells on
  them, so even unconscious they will survive
  underwater.
  The player characters might station a creature at
  the site where the body goes into the water, in
  which case the druids don’t risk it.  
  The items on the bodies would be lost to the
  player characters.
  IF THE BOAT RAN AGROUND IN
  ENCOUNTER ONE.
  In the event that the player characters were
  unable to stop the elemental from guiding the boat
  ashore, then the player characters come upon this
  scene later in the day.  It is twilight and the Silver
  Rose has full night running precautions (a bulls
  eye lantern in the bow (shining a 30 foot cone);
  lanterns at both doors to the deckhouse and a
  stern lantern)  the entire boat is in light. The lit
  keelboat provides light on its deck and within 20
  feet of it.  Outside of light sources all areas are
  Shadowy Illumination and subject to a 20% miss
  chance.  Gerald and Hannah will have the
  darkness to aid them; and the hexblades will have
  easy targets without showing much of them. 
  Everyone has two sun rods with wood tied on
  them so they will float, to add potential light, but
  realize the sun rods move with the river current if
  they go in the water.  All boat crewmen will be
  gone except Gregor who is unconscious (non-
  lethal, needs 1 point of healing) with the beheaded
  bodies.
  
  GRM7-05 Currents
  Page 12
  Oddly enough, the fog ends at the forest..
  ENCOUNTER 3: WHO GOES
  THERE?
  If the player characters do not follow the leaders
  into the woods, then find out what the player
  characters plan to do.  They might return to
  Ghostgate with information.  If they want to take
  the crewmen back, the crewmen will instead want
  to get their boats into the water and get down
  stream.
  Following the tracks into the woods is not
  difficult.  It is a DC 10 survival check.  player
  characters can also do a search check, DC 10
  every 100 feet or so to pick up tracks.  These
  NPCs are not trying to avoid tracks.  They are
  seeking special looking barkless tree that they
  used as landmark.  Then they plan to drink potions
  and fly to the site, at a sharp angle, thus throwing
  off any future pursuers.
  The light of the  full moon nor the lingering
  light of dusk penetrate the tree cover leaving a
  gloom reminiscent of the deepest Dim Forest
  by day.  Those you are following seem not to
  care about their tracks, and they seem quite
  definite where they are going.  They did not
  veer much from a direct path.  Then ahead, the
  sky and moons are not blocked any longer.  A
  large opening in the tree cover along with
  blackened fallen trunks rotting on the ground
  show signs of a long past fire.  It is a little
  easier to see here.  In the center of this
  clearing is a tree that survived the old fire,
  though some animal seems to have stripped
  much of the bark from the tree from the ground
  to eight feet up.
  In this clear area it is shadowy illumination for
  every one without light sources to 60 feet (120 feet
  for those with low light vision)
  At APLs 4-12 add:
  A figure stands not far from the stripped tree,
  his crossbow out, and bolt in place, but
  pointed at the ground.  He is a few inches taller
  than 5 feet tall, wears studded leather armor,
  and wears the tabard of a militiaman.
  Members of the Elector’s File of Garenti
  automatically recognize the symbol on the tabard.
   All others require a Knowledge (royalty &
  nobility) check DC 12, or a Knowledge (local –
  Sheldomar Valley MR) DC 17 check to realize
  this is the militia tabard of Elector Garenti.
  This man is Harmon, and he can see sixty feet
  in shadowy illumination, but he can see light
  sources even further out.  At 120 feet when low
  light vision characters can see him, have player
  characters make Spot checks.  If there is no one
  with low light vision, Harmon will speak when they
  are within 60 feet. Have the player characters
  make a Spot check (and at APL 2, a listen check).
   Ahead in this clearing, there are men waiting (apls
  4-12)
  Each man is dressed like Harmon with armor
  weapons and militia tabard.
  See DM Map #3 for placement of the men
  The Spot DCs vary by APL:
  At APL 4-12, Harmon is out in the authority
  position, with the others hiding with crossbows
  ready (and rapiers at their sides).
  Harmon will demand to know why the player
  characters are skulking through the woods at
  night.  What nefarious purposes are they up to. 
  Harmon likes the term “nefarious purposes” as he
  thinks it is a more cultured way to say bad things. 
  He has heard Elector Garenti use such language
  (why use a small word when a large word means
  the same thing?).
  Harmon knows that bandits/pirates have been
  by this location earlier, and that they expecting
  more of their number to follow them. He will
  indeed tell the PCs this, that he believes them part
  of the same bandit group.  Indeed one of his men
  overheard their leaders talking about heading to
  their camp and even now bears a message to
  their Elector’s House about the location.
  DC 10 Sense Motive to know the first part is
  true, but he is not on his way to the Elector’s
  House.  DC 20 would guess the man is still
  nearby, but further questioning can discern this
  also.
   
  This is known because earlier than day Jonni
  and a few others were nearby as a large group of
  men planned to take a riverboat and loot it. Then
  they agreed to meet back at the naked tree as
  each were done with their part. Jonni stayed
  behind while the others went for help (at APL 2,
  help has not arrived).  Jonni was still nearby when
  
  GRM7-05 Currents
  Page 13
  the leadership group came here, drank their
  potions and flew south east.  When Harmon (and
  others at higher APL) arrive, they set up positions
  to wait for stragglers to arrest.  The player
  characters are a rather larger group than they
  expected, but the militia’s experience is that most
  people will come quietly than get in trouble.
  It is possible the player characters will claim
  military status, in which case Harmon will want to
  see any proof.  If the player characters have
  followed orders they have no uniforms or
  identification as military.  It is possible that they did
  not follow orders completely and brought some. 
  Nevertheless, without some sort of proof, Harmon
  will demand they accompany him and his men
  back to the Elector’s House where he can
  adjudicate the issue.
  Diplomacy can indeed make Harmon and his
  men very friendly.  This will mean that they will do
  what they can to expedite the issue, including
  sending a man ahead to warn the Elector.  It will
  take very high bluffs to convince the men that they
  should skip the rules (20+APL) and the reason
  needs to be plausible. 
  There are a few ways that the player
  characters can pass this encounter without a fight,
  trip to the Elector, or giving the pirates warning.
  • 
  In an earlier game, active duty military
  were given a chance to join the Elector’s
  file for Elector Garenti.  If such a character
  is among the player characters and visible
  to Harmon, he will immediately recognize
  the character; he will ask to shake his
  hand to verify it is indeed him (and when
  done so) order his men out of hiding, and
  get the information that Jonni has to him.
  • 
  In games and Promotion review boards,
  persons have had the opportunity to join
  the Baronial Prides of Cragmor, Shiboleth
  or Farvale.  Jonni has just mustered out of
  the military and he was a member of the
  Baronial Farvale Pride.  He will recognize
  members of his own Pride, and he had the
  chance before he mustered to meet the
  Baronial Prides of Barony Cragmor and
  Barony Shiboleth.  He will break hiding to
  identify any members he recognizes.  A
  hand-shake to recognize its not an illusion
  and the same information gift is gained.
  • 
  They can convince Harmon that they are
  actually 
  military 
  (possibly 
  breaking
  orders).  Harmon will ask the PC
  leader/speaker to give him an order like a
  person in the military would.  He believes
  he can tell if a person was really military or
  not.  This is a Profession (Soldier) check
  DC 14+APL.  If the character has the
  Leadership feat, he/she gets a +3
  competence bonus to this check.  Also, if
  the character actually has military rank
  they get a circumstance bonus based on
  the chart below:
  Corporal
  +1
  Sergeant or Staff Sergeant
  +2
  Pride Sergeant or higher 
  +3
  Officer
  +4
  Being a member of Pathfinders, Couriers,
  Mountaineers or River Guard also gives a
  +2 bonus.
  Being a Marine in the River Guard gives a
  +2 insight bonus to this check as well.
  Note, profession (soldier) check cannot
  be made untrained.
  • 
  The PCs can accompany the militia to the
  Elector’s House, where things will be
  straightened out.  See Elector’s House
  section below
  It is quite possible that the player characters will
  ignore Harmon and his men, and continue trying to
  follow the pirates.  The tracks end at the naked
  tree, plus Harmon and his men have tracked up
  the area as well.
  Jonni knows which way the pirates went in their
  flight.  He actually wrote it down and has the paper
  on him so he won’t forget it, which he actually has
  forgotten the direction but not that they flew.   If
  the player characters do not convince Harmon and
  his men that the player characters have a
  legitimate reason for being skulking on Garenti
  land at this time, then Harmon nor Jonni will tell
  them of the fly potions, nor the flight.
  In such a case the player characters will likely
  strike up in the wrong direction and will possibly
  miss the final encounter altogether.  In any case
  Harmon and his men will follow the player
  characters, talking loudly, walking noisily and
  making a nuisance of themselves.  Stealth up to
  the pirate camp will not be possible.
  It is also for the player characters to engage the
  militia in combat and learn of the pirates from
  
  GRM7-05 Currents
  Page 14
  Jonni’s notes.  Or use mental assault to try and
  wrest information from them.
  The Elector’s house is only two miles away; the
  militia and player characters could be there in less
  than an hour and the same back.
  APL 2
  This encounter is a little different at APL 2.  At this
  point Jonni is alone and keeping watch.  He is not
  hiding well, and his teeth are chattering. | |
  ¶ It is takes a DC 10 Spot check (+1 per 10 feet
  away) or a DC 13 Listen check (+1 per 10 feet
  away) to detect him.  If called out, he will come out
  with his hands up.  Sense Motive DC 10 will tell
  he is very scared..  He ask that if they were going
  to kill him, could they leave his corpse away from
  the animals so his family can say proper
  goodbyes.
  Any sort of military authority (charisma check
  DC 12; profession soldier check (see above), or a
  member of Garenti file, or Baronial Prides of
  Farvale or Cragmor) will cause him to snap out of
  his fear, and have him tell them of the bandits that
  can to the tree, said they had to break down their
  camp; drank potions and flew southeast.
  An intimidate check, DC 14 or Diplomacy DC
  14 can also get this information.
  APL 2 (EL 1)
  Jonni, Male Human Expert1 Warrior1; hp 12  ;
  see Appendix 1
  APL 4 (EL 2)
  Jonni & Harmon, Male Human Expert1
  Warrior1; hp 12; see Appendix 2
  APL 6 (EL 4)
  Harmon, Jonni, Tomak, Alred Male Human
  Expert1 Warrior1; hp 12; see Appendix 3
  APL 8 (EL 4)
  Harmon, Jonni, Tomak, Alred Male Human
  Expert1 Warrior1; hp 12; see Appendix 4
  APL 10 (EL 6)
  Jalla, Jonni, Tomak, Alred Male Human
  Expert1 Warrior1; hp 12; see Appendix 5
  Harmon Male Human Rogue2 Fighter2; hp 27;
  see Appendix 5
  APL 12 (EL 8)
  Jalla, Jonni, Tomak, Alred Male Human
  Expert1 Warrior1; hp 12; see Appendix 5
  Harmon Male Human Rogue2 Fighter2; hp 27;
  see Appendix 5
  Salmas Promani Female Human Fighter4
  Cleric2; hp 58; see Appendix 5
  militia.
  FIGHTING THE MILITIA
  It is also possible the player characters will fight
  the militia, possibly preemptively on the hidden
  men.  In such a case, the militia will fight using
  lethal force.  The militia will not start the fight, but
  they will follow the player characters if the player
  characters try and go around and fight at a later
  time.
  Doing damage to the militia is a crime.  They
  are doing their duty and the player characters are
  interfering in that.
  Damaging any of the militia constitutes
  assault, even with non-lethal damage or mental
  assault/domination. 
  However, 
  the 
  Knight
  Commodore and Knight Colonel will intervene and
  prevent charges for non-lethal damage for military
  characters.  And the Guildmaster will intervene
  with influence with non-military characters.
  These leaders will also apply influence to cut
  penalties in half for those crimes that the player
  characters did commit in this service.
  Lethal damage or mental domination/assault on a
  commoner is a crime with a penalty of 4 TU and
  200 gp per person injured/assaulted in this game
  (cut to 2 TU and 100 gp per person assaulted)
  Lethal damage or mental domination/assault on
  Salmas Promani is assault of a noble.  If by a non-
  noble, this is punished by 26 TU of servitude and
  200 gp fine.  If the PC is a noble (knights count as
  nobles in this case), then the penalty is 4 TU and
  200 gp. (these penalties are also cut in half by the
  leaders).
  Murder of a commoner or noble is a penalty of
  1040 TU of enforced servitude.  However, at this
  point  KC Avanti will intervene and make sure
  such charges become assault only.  He also will
  arrange for a half-sentence as before.
  Military or Veteran characters that commit the
  crimes in his service will receive the Special Favor
  of Knight Commodore Avanti
  
  GRM7-05 Currents
  Page 15
  Characters could decide to resist arrest and
  become an outlaw.  In such a case the Special
  Favor is not received, nor are other favors on this
  AR.
  Since taking any of the equipment is theft, it is not
  counted in the treasure for this game.
  THE ELECTOR’S HOUSE
  It is two miles to the Elector’s House, and the
  player characters can make it in 30 minutes with
  the militia.
  Outside the house stands a young man in a
  Courier Uniform.  Some player characters will
  recognize Jakol Garenti from “Gullet.”  Jakol will
  certainly recognize any of the player characters
  that save his life (that they saved his life or
  brought his body out will be evident on the AR). 
  He will greet those player characters graciously. 
  When Harmon explains why there were here,
  Jakol will exclaim that he would vouch for those
  who saved him, and anyone traveling with such
  heroes are undoubtedly also heroes.
  Jakol 
  is 
  interested 
  in 
  why 
  the 
  player
  characters are here, why they are not in identifying
  tabards or rank insignia, if it is mentioned they are
  on a mission,  And he’ll ask if there is anything the
  Elector should know.  The Elector himself is not
  present.  He has traveled with Hookhill with six
  other Electors to demand that the Commandant
  withdraw the Army of Victory from the Principality
  of Ulek to fight the Ketites in Bissel.
  If no players have played “Gullet” or did not
  save Jakol Garenti, then he will have a few
  questions.  Jakol will recognize any fellow member
  of the Couriers or anyone who listed the 9th Battle
  as their assignment (he has spent most of his
  courier duties going to or from Fort Tribulation).  In
  such a case, he will vouch for the PC and by
  association the others.  Also, for political reasons
  he has memorized names who have won the
  Commandant Shield, Sword of the March, Fist of
  Honor, and Keepbreaker awards or medals.  Both
  military and non-military people could have won
  these, and he can send them on their way.
  Jakol will ask other military or activated
  veterans about their military service, battles they
  were in and so forth.  Non-military parties will have
  a tougher time, but in the end he will offer to
  provide them a night hunting permit for this night,
  for a fee of 10 gp per person.  Nothing in writing,
  but Harmon and his folks are there, and they are
  likely the ones to enforce it.
  When Jakol vouches for the player characters
  or provides them permits, Harmon and Jonni will
  tell the Elector about the flying pirates and the
  direction they took.
  Going to the Elector’s House will cause some
  documents to have been already burned.
  The Elector’s File
  Only one member of the Elector’s File is presently
  at his House.  Dispatcher Captain Angus Tor,
  Pious Vigil, is the leader of the Elector’s File.  His
  men are off at various villages in the Elector’s
  territory working with young lads to get them ready
  for mustering, or are with the Elector in Hookhill. 
  Dispatcher Tor is a Seeker (a member of the
  KOTW Search) and can also serve as a conduit in
  game for intelligence to the Knights.
  WITNESS
  In the trees 40 feet behind where Jonni is hiding is
  a raven familiar.  This belongs to Jonni’s wife. 
  She is keeping an eye on him when he is out (she
  suspects an illicit liaison).  Her familiar will remain
  out of sight until a fight starts in which case it, and
  she, will be witnessed to any crimes against the
  ENCOUNTER 4: KEEP THE
  HOME FIRES BURNING
  If all has gone well, the player characters will have
  not spent much time with the militia, nor wasted
  time fixing the boat, nor wasted time with the river
  combatants.  In such a case use the encounter as
  it is written here.  Otherwise refer to the Delayed
  section.
  A wolf howls in the west as you travel
  southeast. The trees seem to crowd you in the
  darkness.  Then, suddenly a fire flares into life
  ahead.  It is several hundred feet ahead of you,
  but the bright light in the darkness is very
  visible.  As you continue to approach a little,
  the fire flares as if something flammable was
  tossed upon it.
  Ask what the characters want to do.  They start
  the encounter 200 feet from the pirate temporary
  camp (see DM Map #4) for the camp layout and
  PC direction.  The forest is too crowded to run, but
  
  GRM7-05 Currents
  Page 16
  double moves are possible.  The flaring of the fire
  are papers and evidence being tossed into the
  flame.  Use the chart below to determine what
  gets burned before the player characters get to
  the site.
  APL 2 gets a delay in the document count-down of
  3 rounds.
  APL 4 gets a delay in the document count-down of
  2 rounds
  APL 6 gets a delay in the document count-down of
  1 round.
  Going to the Elector’s House adds 4 rounds to
  what has already been burned.
  Being run aground by Axial adds 4 rounds to what
  has already been burned
  Heading off into the woods without knowing the
  direction of the flying travelers means all key
  documents have been burned.  The people are
  just burning less important documents and will
  stop once combat begins.
  These two adds are cumulative with the APL 2 to
  APL 6 delays.
  While the characters are advancing or until they
  are damaged, Marie and Ferdinan will alternate 
  picking up documents moving to the elemental
  and tossing them in.  On the alternate rounds they
  go to the tent and find the next documents.  (one
  round Marie picks up document, while Ferdinan is
  burning; next round Ferdinan is picking up and
  Marie is burning).  Gammet (and at APL 12 Ion)
  will be keeping an eye out and wondering why
  they wasted such a valuable item or are
  overreacting.  The elemental from the elemental
  gem will not fight unless attacked with cold
  damage (and then only if adjacent).  It will
  disappear after everything is burned or Marie
  looses control of it.  Note that pyrotechnics will not
  put our a fire elemental.  Player characters need to
  be with 100 feet to get a Knowledge (Planes)
  check DC 10 to determine the fire is a Large Fire
  Elemental.
  Once melee fighting breaks out, Marie will
  continue to destroy papers every other round
  while the others fight.  Once she is at half hit
  points, she will order the fire elemental to sit on
  the tent with the documents and burn everything. 
  Since many documents are in containers, this will
  not be as efficient.  Count down the rounds as
  normal, but after the elemental leaves or is killed,
  there is a 50% chance that a destroyed document
  is really only partly destroyed.  Enough remain to
  know what the document was, even if the main
  information itself is lost.
  Destroyed in each round:
  1) Hunting Permits signed by Jakol Gareti
  with blank name
  2) Current Military Code Books
  3) Schedule of River Guard Patrols
  4) Detail Map of Elector Garenti Home and
  security as of last month.
  5) Detailed Map of Elector Promani Home
  and security plan as of last month.
  6) Detailed Map of Chancellor’s residence
  and security plan as of the three months
  ago.
  7) Detailed Map of Commandant’s personal
  quarters and security plan as of the six
  months ago.
  8) Descriptions and drawings of all currently
  serving Pathfinders.
  9) Agreement between Swords of Kelanen
  and 
  Garden 
  of 
  Men 
  to 
  form 
  the
  Brotherhood.  (Player Handout #7).
  10) Ream of Parchment (Blank) [parchment
  used in military orders, with watermark]
  11) List of all Civilian River Boats carrying
  military cargos for this week
  12) Description and Drawing of all members of
  the River Guard 1st Flotilla (if the PC
  joined River Guard on the previous AR,
  they are not on this list)
  13) Document labeled persons of interest. 
  There are drawings of most persons in
  this document and names.  Some have
  circles around their names and drawings,.
   Two people are circled three times.
  Document 13 (Persons of Interest)
  Seventeen people are circled in ink. All members
  of the Corporation in the party are in this
  document with an accurate drawing and full name
  circled.  Nine of the other circled people are the
  nine people beheaded on the beach.  The two
  people circled three times are:
  Pride Sergeant Norris Jabbar, Keepbreaker, 3rd
  Battle, Second Pride (he is human of average
  appearance).
  
  GRM7-05 Currents
  Page 17
  Dispatcher Arju Callingstar, Elegant Weasel (a
  half-elf of average appearance)
  (there are 17 circled names in case all members
  of the party are Corporation).
  TAG-ALONGS
  If the militia is following the player characters (with
  light sources they will break out), then the Pirates
  realize the player characters are coming much
  sooner than they realize.  The player characters
  see the fire 100 feet further out, and the pirates
  have already burned through #3 (don’t forget to
  subtract rounds for low apl).  When the fight
  breaks out, they hang back and observe but do
  not get involved.  In the event of all party members
  going down, they will rescue unconscious or dead
  bodies.
  THE PIRATES
  At low APL these are not leaders but people who
  the leaders sent to clean up the camp.
  APL 2 (EL 4)
  Marie Female Human Expert1 Warrior1; hp 12
  ; see Appendix 1
  Ferdinan Male Human Expert1 Warrior1; hp
  12 ; see Appendix 1
  Gammet Male Warmage2; hp 12; 
  see
  Appendix 1
  APL 4 (EL 6)
  Ferdinan, Male Human Hexblade1 Rogue1;
  hp  14; see Appendix 2
  Marie, Female Human Hexblade1 Rogue1; hp
   14; see Appendix 2
  Gammet, Male Warmage4; hp 24; see
  Appendix 2
  APL 6 (EL 7)
  Ferdinan, Male Human Hexblade2 Rogue2;
  hp  27; see Appendix 3
  Marie, Female Human Hexblade2 Rogue2; hp
   27; see Appendix 3
  Gammet, Male Warmage4; hp 24; see
  Appendix 3
  APL 8 (EL 9)
  Ferdinan, Male Human Hexblade4 Rogue2;
  hp  44; see Appendix 4
  Marie, Female Human Hexblade4 Rogue2; hp
   44; see Appendix 4
  Gammet, Male Warmage6; hp 36; see
  Appendix 4
  APL 10 (EL 11)
  Ferdinan, Male Human Hexblade6 Rogue2;
  hp  66; see Appendix 5
  Marie, Female Human Hexblade6 Rogue2; hp
  66; see Appendix 5
  Gammet, Male Warmage8; hp 48; see
  Appendix 5
  APL 12 (EL 13)
  Ferdinan, Male Human Hexblade6 Rogue2;
  hp  66; see Appendix 5
  Marie, Female Human Hexblade6 Rogue2; hp
   66; see Appendix 5
  Gammet, Male Warmage10; hp 60; see
  Appendix 5
  Ion, Male Warmage10; hp 60; see Appendix 5
  CONCLUSION
  The player characters must decide what to do
  about the pirates and the documents they have
  saved.
  It is possible that they will turn them (surviving
  pirates or documents) over to Jakol Garenti.
  It is possible they will hold on to them and deliver
  them to the authorities elsewhere, or turn them
  over to Knight Commodore Avanti or the
  Guildmaster.
  Also, the other information learned, such as the
  Garden of Men, the tattoos on the feet, the druids
  in the organization, etc.
  It is possible copies will be made and delivered to
  others.  These should be noted in the Critical
  Event summaries for all running of this game in
  August 2007.
  DETERMINING AWARDS
  If the player characters saved the boat from
  grounding, they receive Captain’s Favor.
  All members of the Corporation get the Marked for
  Death item.
  
  GRM7-05 Currents
  Page 18
  If Axial was not forced away by damage then any
  character that spoke with Axial and did not
  damage him, receives Friendly Contact.
  Any character that gave the favor to Axial gets the
  Axial’s Favor.
  If the characters committed crimes and were
  convicted, give them the Criminal for Country. 
  Write the TUs and gold expended.  In event
  someone chooses outlaw, write outlaw in TU spot
  and let Triad know you need a Outlaw MR for the
  player.  Note that the person must have been a
  River Guard member BEFORE this game to get
  the promotion.
  Knights of the Watch or Dispatch get the Seeker
  item.
  If a Knight told other non-Knight characters about
  their mission or contents of their message, write
  “Precept of Retribution” in the notes section of
  their AR, record the name of the player, the RPGA
  # and the character, and send that information to
  the Triad immediately.
  To determine the level of recognition for these
  characters receive add the following factors. 
  Ask the PCs what specifically they are telling
  them.  “I’ll tell them everything”  does not suffice
  because little details are often missing in such
  tales.  Stress particulars but if any character
  refuses to participate then don’t punish those that
  participate.  Think of this as a puzzle they must
  produce the pieces to solve.  Allow everyone’s
  discussion of items to count towards the whole
  score.
  FOR MILITARY AND VETERAN CHARACTERS
  1 point for each complete original document
  recovered from the pirate camp and turned over to
  the military.
  Half point for a copy of each complete original
  document recovered from the pirate camp and
  turned over to the military. (cannot get the point for
  originals)
  Half point for each partial document or copy of
  said documents recovered from pirate camp and
  turned over to the military (not cumulative with
  above)
  1 point for telling military about the tattooed feet
  1 point for telling military about the carrying
  Heironeous holy symbol
  1 point for telling military about their targeting
  Heironeous spell casters
  1 point for telling military about the druids that fled
  when they arrive
  1 point for telling military about the forms and
  sizes the druids fled as
  1 point for telling military about the Plane of Water
  Rift
  2 points for telling military who sent the elemental
  Axial to harass shipping.
  2 points for telling military about the nine person
  beheaded having similar secret symbols on
  person.
  1 point for telling military that Jakol Garenti gave
  out hunting permits without any documentation.
  4 points for getting Criminal for Country award.
  -----
  If the player characters get ten or more points then
  they get the Special Commendation, Military
  Commendation, Gracious Thank You, and River
  Guard Invitation.
  If the player characters get six to nine points then
  they get the Military Commendation, Gracious
  Thank you, River Guard Invitation,
  If the player characters get three to five points
  then they get the Military Commendation and
  Gracious Thank you.
  FOR NON-MILITARY AND NON-VETERAN
  CHARACTERS
  1 point for each complete or partial  document
  copy recovered from the pirate camp and turned
  over to Guildmaster.  (it is OK to also turn over
  copies or originals to military)
  1 point for telling Guildmaster about the tattooed
  feet
  1 point for telling Guildmaster about carrying the
  Heironeous holy symbol.
  1 point for telling Guildmaster about the use of fly
  potions.
  2 point for telling Guildmaster about the druids that
  fled when they arrive
  1 point for telling Guildmaster about the forms and
  sizes the druids fled as
  2 points for telling the Guildmaster who sent the
  elemental Axial to harass shipping.
  
  GRM7-05 Currents
  Page 19
  2 point for telling military about the Plane of Water
  Rift
  2 points for telling Guildmaster about the nine
  person beheaded having similar secret symbols
  on person.
  1 point for telling Guildmaster than members of
  their party were also circled on the one document.
  -----
  If the player characters get ten or more points then
  they get the Gracious Thank You, Guild  Invitation,
  and Gravedigger’s Favor,
  If the player characters get five to nine points then
  they get the Gracious Thank You, and Guild 
  Invitation
  If the player characters get two to four points then
  they get the Gracious Thank you.
  Player Handout #9 has the requirements and
  benefits of being a Journeyman Gravedigger.
  CAMPAIGN
  CONSEQUENCES
  It is important for DMs during August 2007 collect
  what pieces of intelligence the player characters
  gathered and told others; and who those others
  were.  Record that information on the critical event
  summary.
  Any other helpful, odd or useful information should
  also be entered on the Critical Event summary.
  The End
  EXPERIENCE POINT
  SUMMARY
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the experience award.  Award the total
  value (objectives plus role-playing) to each
  character.
  Encounter 1
  Prevent Silver Rose being pushed aground.
  APL 2: 90 xp.
  APL 4: 120 xp
  APL 6:
  120 xp.
  APL 8:
  180 xp
  APL 10: 180 xp.
  APL 12: 180 xp
  Encounter 2
  Defeat Brotherhood Pirates
  APL 2: 120 xp.
  APL 4: 180 xp
  APL 6:
  270 xp.
  APL 8:
  330 xp
  APL 10: 390 xp.
  APL 12: 450 xp
  Encounter 3
  Defeat or Convince Militia to Give Information.
  APL 2: 30 xp.
  APL 4: 60 xp
  APL 6:
  120 xp.
  APL 8:
  120 xp
  APL 10: 180 xp.
  APL 12: 240 xp
  Encounter 4
  Defeat Brotherhood At Camp
  APL 2: 120 xp
  APL 4: 180 xp
  APL 6:
  210 xp.
  APL 8:
  270 xp
  APL 10: 330 xp.
  APL 12: 390 xp
  Story Award
  Learn about the Rift from Axial
  APL 2: 15 xp.
  APL 4: 23 xp
  APL 6:
  30 xp.
  APL 8:
  38 xp
  APL 10: 45 xp.
  APL 12: 53 xp
  Avoid Meeting Jakol Garenti
  APL 2: 15 xp.
  
  GRM7-05 Currents
  Page 20
  APL 4: 22 xp
  APL 6:
  30 xp.
  APL 8:
  37 xp
  APL 10: 45 xp.
  APL 12: 52 xp
  Save at least Five Documents From Being
  Burned.
  APL 2: 30 xp.
  APL 4: 45 xp
  APL 6:
  60 xp.
  APL 8:
  75 xp
  APL 10: 90 xp.
  APL 12: 105 xp
  Discretionary Role-playing Award
  APL 2: 30 xp.
  APL 4: 45 xp
  APL 6:
  60 xp.
  APL 8:
  75 xp
  APL 10: 90 xp.
  APL 12: 105 xp
  Total possible experience
  APL 2: 450 xp.
  APL 4: 675 xp.
  APL 6: 900 xp.
  APL 8: 1,125 xp.
  APL 10: 1,350 xp.
  APL 12: 1,575 xp.
  TREASURE SUMMARY
  During 
  an 
  adventure, 
  characters 
  encounter
  treasure, usually finding it in the possession of their
  foes.  Every encounter that features treasure has a
  “treasure” section within the encounter description,
  giving information about the loot, coins, and magic
  items that make up the encounter’s treasure.
  The loot total is the number of gold pieces each
  character gains if the foes are plundered of all their
  earthly possessions.  Looting the bodies takes at
  least 10 minutes per every 5 enemies, and if the
  characters cannot take the time to loot the bodies,
  they do not gain this gold.  If you feel it is
  reasonable that characters can go back to loot the
  bodies, and those bodies are there (i.e., not carted
  off by dungeon scavengers, removed from the
  scene by the local watch, and so on), characters
  may return to retrieve loot.  If the characters do not
  loot the body, the gold piece value for the loot is
  subtracted from the encounter totals given below.
  The coin total is the number of gold pieces each
  character gains if they take the coin available.  A
  normal adventuring party can usually gather this
  wealth in a round or so.  If for some reason, they
  pass up this treasure, the coin total is subtracted
  from the encounter totals given below.
  Next, the magic items are listed.  Magic item
  treasure is the hardest to adjudicate, because they
  are varied and because characters may want to use
  them during the adventure.  Many times characters
  must cast identify, analyze dweomer or similar spell
  to determine what the item does and how to
  activate it.  Other times they may attempt to use the
  item blindly.  If the magic item is consumable (a
  potion, scroll, magic bolts, etc.) and the item is used
  before the end of the adventure, its total is
  subtracted from the adventure totals below.
  Once you have subtracted the value for
  unclaimed treasure from each encounter add it up
  and that is the number of gold pieces a characters
  total and coin value increase at the end of the
  adventure.  Write the total in the GP Gained field of
  the adventure certificate.  Because this is a
  Regional 
  adventure, 
  characters 
  may 
  spend
  additional Time Units to practice professions or
  create items immediately after the adventure so this
  total may be modified by other circumstances.
  L = Looted gear from enemy; C = Coin, Gems,
  Jewelry, and other valuables; M = Magic Items.
   Encounter 2:
  APL 2: L: 270 gp, C: 100 gp, M: four cure light
  wounds potions  (17 gp).
  APL 4: L: 270 gp, C: 0 gp, M: four cure light
  wounds potions (17 gp), two extended delay
  poison potions, (125 gp)
  APL 6: L: 529 gp, C: 0 gp, M: four cure light
  wounds potions (17 gp), two cure moderate
  wounds potions, (50 gp), four oil of magic
  weapon (16 gp), two cure moderate wounds
  scrolls, (25 gp), two resist energy scrolls (CL
  7), (58 gp), two displacement scrolls), (62 gp),
  two wands of protection from law (125 gp),
  vest of resistance +1 (83 gp), ring of protection
  
  GRM7-05 Currents
  Page 21
  +1 (166 gp), metamagic rod of lesser enlarge
  (250 gp)
  APL 8: L: 451 gp, C: 0 gp, M: three cloaks of
  charisma +2 (1000 gp), metamagic rod of
  lesser enlarge (250 gp), falchion +1 (198 gp),
  three greatswords +1 (588 gp), ring of
  protection +1 (167 gp), broach of shielding
  (125 gp), vest of resistance +1 (83 gp), two
  resist energy (CL7) scrolls (58 gp), scroll of
  confusion (58 gp), two cure moderate wounds
  potions (50 gp), scroll of wind wall (31 gp),
  scroll of displacement (31 gp), cure moderate
  wounds scroll (13 gp), six cure light wounds
  potions (25 gp)
  APL 10: L: 413 gp, C: 0 gp, M: three cloak of
  charisma +2 (1000 gp), four rings of protection
  +1 (667 gp), three greatsword +1 (588 gp),
  vest of resistance +2 (333 gp), gloves of
  dexterity +2 (333 gp), three chain shirts +1
  (313 gp), metamagic rod of lesser enlarge
  (250 gp), eight cure moderate wounds potions
  (200 gp), falchion +1 (198 gp), broach of
  shielding (125 gp), wand of entropic shield (63
  gp), two resist energy (CL7) scrolls (58 gp),
  scroll of confusion (58 gp), scroll of wind wall
  (31 gp), scroll of displacement (31 gp), cure
  moderate wounds scroll (13 gp)
  APL 12: L: 931 gp, C: 0 gp, M: gloves of
  dexterity +4 (1333 gp), three chain shirts +1
  styptic (1063 gp), three cloaks of charisma +2
  (1000 gp), ring of protection +2 (667 gp), three
  greatswords 
  +1 
  (588 
  gp), 
  three 
  light
  crossbows +1 (584 gp), three rings of
  protection +1 (500 gp), vest of resistance +2
  (333 gp), ten cure moderate wounds potions
  (250 gp), metamagic rod of lesser enlarge
  (250 gp), falchion +1 (198 gp), broach of
  shielding (125 gp), two resist energy (CL7)
  scrolls (58 gp), scroll of confusion (58 gp),
  scroll of wind wall (31 gp), scroll of
  displacement (31 gp), cure moderate wounds
  scroll (13 gp)
   Encounter 4:
  APL 2: L: 225 gp, C: 100 gp, M: oil of align
  weapon (law) (25 gp), two cure light wounds
  potions (8 gp), shield of faith (+2) potion (4 gp)
  APL 4: L: 378 gp, C: 100 gp, M: remove
  blindness/deafness potion (63 gp), resist
  energy (20 fire) potion (58 gp), oil of reduce
  animal (25 gp), cure moderate wounds potion
  (25 gp), four cure light wounds potions (17
  gp), shield of faith (+2) potion (4 gp)
  APL 6: L: 386 gp, C: 0 gp, M: two wands of
  mount (125 gp), four cure moderate wounds
  potions (100 gp), remove blindness/deafness
  potion (63 gp), resist energy (20 fire) potion
  (58 gp), four oil of magic weapon (17 gp), four
  cure light wounds potions (17 gp), shield of
  faith (+2) potion (4 gp), 
  APL 8: L: 263 gp, C: 0 gp, M: two cloaks of
  charisma +2 (667 gp), two greatswords +1
  (392 gp), broach of shielding (125 gp), chain
  shirt +1 (104 gp), two cure moderate wounds
  potions (50 gp), remove blindness/deafness
  potion (63 gp), displacement potion (63 gp),
  resist energy (20 fire) potion (58 gp), four cure
  light wounds potions (17 gp), shield of faith
  (+2) potion (4 gp)
  APL 10: L: 263 gp, C: 0 gp, M: two cloaks of
  charisma +2 (667 gp), two greatswords +1
  (392 gp), gloves of dexterity +2 (333 gp), tunic
  of steady spellcasting (208 gp), two remove
  blindness/deafness potions (125 gp), broach
  of shielding (125 gp), chain shirt +1 (104 gp),
  resist energy (20 fire) potion (58 gp), two cure
  moderate wounds potions (50 gp), four cure
  light wounds potions (17 gp), shield of faith
  (+2) potion (4 gp)
  APL 12 L: 263 gp, C: 0 gp, M: four cloaks of
  charisma +2 (1333 gp), two vests of
  resistance +2 (667 gp), two pairs gloves of
  dexterity +2 (667 gp), two tunics of steady
  spellcasting (417 gp), two greatswords +1
  (392 gp), four remove blindness/deafness
  potions (250 gp), eight cure moderate wounds
  potions (200 gp), two resist energy (20 fire)
  potions (117 gp), two shield of faith (+2)
  potions (8 gp)
  Total Possible Treasure (Maximum Reward
  Allowed)
  APL 2: L: 495 gp, C: 200 gp, M: 54 gp – Total:
  749 gp (450 gp).
  APL 4: L: 648 gp, C: 100 gp, M: 334 gp –
  Total: 1082 gp (650 gp).
  APL 6: L: 915 gp, C: 0 gp, M: 1236 gp – Total:
  2151 gp (900 gp).
  APL 8: L: 714 gp, C: 0 gp, M: 4330 gp – Total:
  5044 gp (1,300 gp).
  APL 10: L: 676 gp, C: 0 gp, M: 6344 gp –
  Total: 7020 gp (2,300 gp).
  
  GRM7-05 Currents
  Page 22
  APL 12: L: 1194 gp, C: 0 gp, M: 10430 gp –
  Total: 11624 gp (3,300 gp).
  ITEMS FOR THE
  ADVENTURE RECORD
  Sold Githyanki Silver Sword: You sold your
  Githyanki silver sword purchased on AR ____ to
  the Chancellor’s Office for 75% of its cost (instead
  of the normal 50%)
  Criminal for Country:  You served _____ TU and
  paid a fine of ______ gp.  Knight Commodore
  Avanti put a note in your records that this was
  done in defense of country and he recommends
  the crime be ignored. He recommends military and
  veteran characters be promoted during their next
  Promotion Review Board.  If the offender was a
  Mariner, Marine, Oarsmen in the River Guard,
  they are immediately promoted to Senior Mariner,
  Marine Sergeant, Senior Oarsmen respectively
  waiving all requirements, including time in grade.
  Captain Alcarta’s Favor:  You have access to the
  Spirit of the Sea and Well Read regional feats. 
  Commendation: Military and veteran characters
  receive a military commendation.
  Gracious Thank You:  As a thank you for your
  assistance, you may select one item at your APL
  or lower that will change from adventure access to
  regional access.  Circle this item.
  River Guard Invitation:  You are invited to join
  the river guard as a marine or mariner or oarsman
  waiving any profession (sailor) requirements  You
  cannot be promoted until you meet requirements.
  Special Commendation: this is an additional
  commendation 
  given 
  to 
  the 
  character 
  for
  especially key service.  This commendation
  counts double when counting commendations to
  promotion.  The character also has  regional
  access to the blueshine armor enhancement
  (MIC).
  Special Guild Invitation:  You are invited to
  become a Journeyman in the Gravedigger’s union.
  All requirements (including residency) except TU
  costs and gold (gold is waived for first year) are
  waived on the condition that you send reports of
  interesting things you see on your travels
  quarterly.  You get all benefits of a Journeyman
  Gravedigger.
  Gravedigger’s Favor:   You have access to the
  skills tricks Healing Hands (CS) and Listen to This
  (CS).
  Axial’s Favor:  This character has promised to
  learn Aquan and speak to water elementals before
  fighting.
  Friendly Contact:  This character has had friendly
  contact with a Water Elemental from the Plane of
  Water.
  Marked for Death:  Show this AR to DMs at all
  Gran March events.  Any Brotherhood member
  that has the opportunity to coup de grace this
  character will do so, even if it costs him/her their
  life.
  Seeker: You are a member of ‘The Search’ for the
  next Grandiose Imperial Wyvern.
  Item Access
  APL 2
  • 
  Adamantine Bolt (Adventure, Dungeon
  Master’s Guide)
  • 
  Mithril Chain Shirt (Adventure, Dungeon
  Master’s Guide)
  • 
  Oil of Align Weapon (Law)
  APL 4
  • 
  Extended Delay Poison Potion (CL 5:
  Adventure, Dungeon Master’s Guide)
  • 
  Oil of Reduce Animal (CL 3: Adventure,
  Dungeon Master’s Guide)
  • 
  Brooch of Shielding (Adventure, Dungeon
  Master’s Guide)
  APL 6
  • 
  Wand of Protection from Law (CL 1:
  Adventure, Dungeon Master’s Guide)
  • 
  Rod 
  of 
  Metamagic 
  Lesser 
  Enlarge
  (Adventure, Dungeon Master’s Guide)
  • 
  Wand of Mount (CL 1: Adventure, DMG)
  APL 8
  • 
  Wand of Lesser Spell Immunity [Limit 2]
  (CL 3: Adventure, Spell Compendium)
  • 
  Gloves 
  of 
  Swimming 
  and 
  Climbing
  (Adventure, Dungeon Master’s Guide)
  • 
  Chain Shirt +1 Displacement (CL 1:
  Adventure, Magic Item Compendium)
  APL 10
  • 
  Tunic of Steady Spellcasting (Adventure,
  Magic Item Compendium)
  
  GRM7-05 Currents
  Page 23
  • 
  Rod of Metamagic Enlarge (Limit 1)
  (Adventure, Dungeon Master’s Guide)
  • 
  Chain Shirt +1 Styptic (Adventure, Magic
  Item Compendium)
  APL 12
  • 
  Light Crossbow 
  +1, 
  Distance, Bane
  (elemental) (Adventure, DMG)
  • 
  Divine Scroll of Hero’s Feast (CL 12:
  Adventure, Dungeon Master’s Guide)
  • 
  Ioun Stone, Iridescent Spindle (Limit 1)
  (Adventure, Dungeon Master’s Guide)
  
  GRM7-05 Currents
  Page 24
  APPENDIX 1 – APL 2
  ENCOUNTER 1                                        
  Axial, Large Water Elemental; hp 72 ; see
  Monster Manual, page 100
  Axial will not defend itself, and will leave once
  he takes 36 hit points.
  ENCOUNTER 2                             
  AL I X  & H E N D R I X
  CR 2
  Male Human Hexblade 1 Rogue 1
  N Medium Human (Suel)
  Init +2; Senses Listen +4, Spot +4
  Languages Common, Suloise
  AC 17, touch 12, flat-footed 15
  (+0 size, +2 Dex, +0 class, +4 armor, +1 shield, +0
  deflection, +0 insight, +0 natural)
  Miss Chance
  hp 14 (1D10+1D6+2);
  Fort +1, Ref +6, Will +2
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.; swim 15 ft.
  Melee rapier +4 (1d6+2/18-20x2); or dagger +3 (1d4+2,
  19-20/x2);
  Ranged Light Crossbow +4 (1d8 19-20/x2);  Tanglefoot
  bag +4 
  Space 5 ft.; Reach 5 ft
  Base Atk +2; Grp +1
  Atk Options  Will fire crossbow from prone position
  especially when melee attacks are unlikely.  Prone
  gives him +4 AC vs. ranged attacks and could give
  cover depending on situation.
  Combat Gear masterwork buckler, two masterwork
  rapiers, 
  dagger, 
  masterwork 
  Light 
  crossbow,
  masterwork chain shirt, two adamantine bolts, 80 cold
  iron bolts, Potion Cure Light Wounds x2, two
  tanglefoot bags.
  Abilities Str 14, Dex 15, Con 13, Int 8, Wis 10, Cha 12
  SQ Sneak Attack +1D6, Trapfinding, Hexblade Curse
  Feats Lightning Reflexes, Rapid Reload,
  ,Skills Tumble +5, Intimidate +5, Swim +4, Listen +4,
  Spellcraft +1, Spot +4, Escape Artist +5, Balance +5,
  Climb+5.
  Possessions combat gear plus  two sunrods and wood
  holy symbol of Hieroneous, 50 gp.
  Hexblade Curse (Su): Once per day the Hexblade may,
  as a free action (range 60 feet) curse a visible  target.
   The recipient of the curse receives -2 penalty to
  attack rolls, weapon damage rolls, saves, skill
  checks, ability checks, for one hour.  A Will save, DC
  11, negates this effect.
  Description  Has a tattoo on right shoulder of a
  scimitar, rapier and dagger in parallel, hilts even.  Six
  foot, pale skin, blond hair, Suel male human.  Also has
  holy symbol of Kelanen tattooed (nine swords in star,
  hilts touching) on bottom of each foot.
  ENCOUNTER 3                                        
  JONNI
  CR 1
  Male Human Expert 1 Warrior 1
  LN Medium Human (Suel)
  Init +1; Senses Listen +0, Spot +4
  Languages Common
  AC 17, touch 11, flat-footed 16
  (+1 Dex, +4 armor, +2 shield)
  hp 12 (1d6+1d8+2);
  Fort +3, Ref +1, Will +2
  Speed 30 ft. in light armor (6 squares), base movement
  30 ft., othe
  Melee rapier +1 (1d6-1/18-20 x2) or  dagger 0 (1d4-
  1/19-20 x2)
  Ranged light crossbow +2 (1d8/19-20 x2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +1 Grp +0
  Combat Gear masterwork chain shirt, heavy wooden
  shield, masterwork rapier, dagger, light crossbow, 30
  bolts,
  Abilities Str 9, Dex 13, Con 12, Int 10, Wis 11, Cha 8
  Feats Skill Focus: Sense Motive, Dodge, Feat, Feat,
  Feat
  Skills Profession (Lumberjack) +4, Move Silently +4,
  Survival 4, Hide +4, Spot +6, Sense Motive +7,
  Ride+3, Appraise +4
  Possessions combat gear plus ever burning torch, 2
  sunrods and phyton wooden holy symbol.
  Description
  ENCOUNTER 4                                        
  M ARI E  & F E R D I N AN
  CR 1
  F/M Human Expert 1 Warrior 1
  LN Medium Human (Suel)
  Init +1; Senses Listen +0, Spot +4
  Languages Common
  AC 17, touch 11, flat-footed 16
  (+1 Dex, +6 armor)
  hp 12 (1d6+1d8+2);
  Fort +3, Ref +1, Will +2
  Speed 20 ft. in heavy armor (4 squares), base
  movement 30 ft.
  Melee falchion +2 (1d6 1/18-20 x2) or  dagger 1 (1d4-
  1/19-20 x2)
  Ranged light crossbow +2 (1d8/19-20 x2)
  Space 5 ft.; Reach 5 ft.
  
  GRM7-05 Currents
  Page 25
  Base Atk +1 Grp +0
  Combat Gear masterwork banded , two masterwork
  falchion, dagger, light crossbow, 30 bolts, 2
  tanglefoot bags
  Abilities Str10, Dex 13, Con 12, Int 9, Wis 11, Cha 8
  Feats Skill Focus: Profession (Sailor), Skill Focus:
  Swim,
  Skills Profession (Sailor) +8, Handle Animal +4,
  Survival +5, Swim +9, Spot +5, Sense Motive +5,
  Ride+6
  Possessions combat gear plus ever burning torch, 2
  sunrods and herineous wooden holy symbol.
  Description  Has a tattoo on right shoulder of a
  scimitar, rapier and dagger in parallel, hilts even.  Six
  foot, pale skin, blond hair, Suel male human.  Also has
  holy symbol of Kelanen tattooed (nine swords in star,
  hilts touching) on bottom of each foot.
  G O M M E T
  CR 2
  Male Human Warmage 2
  LE Medium Human (Suel)
  Init +1; Senses Listen +2, Spot +2
  Aura Evil
  Languages Common, Suloise
  AC 16, touch 12, flat-footed 14
  (+0 size, +2 Dex, +0 class, +4 armor, +0 shield, +0
  deflection, +0 insight, +0 natural)
  hp 12 (2d6+4);
  Fort +2, Ref +2, Will +3
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.;
  Melee long spear +0 (1d8-1 /x2); or spiked guantlet +0
  (1d4-1/x2);
  Ranged Light Crossbow +4 (1d8 19-20/x2); Ranged
  Touch attack +3 
  Space 5 ft.; Reach 5 ft (10 ft with long spear)
  Base Atk +1; Grp +0
  Atk Options Will fire crossbow and cast spells from
  prone position especially when melee attacks are
  unlikely.  Prone gives him +4 AC vs. ranged attacks
  and could give cover depending on situation.
  Combat Gear Long spear, spiked guantlet, masterwork
  Light 
  crossbow, 
  masterwork 
  chain 
  shirt, 
  two
  adamantine bolts, Potion Shield of Faith+2, Oil of
  Align Weapon (Law), Potion Cure Light Wounds x2
  Warmage Spells Known (CL 2nd):
  1st (5/day)—Accuracy, Burning Hands, Chill Touch,
  Fist of Stone, Hail of Stone, Magic Missile, Orb of
  Acid, Lesser, Orb of Cold, Lesser, Orb of Electricity,
  Lesser, Orb of Fire, Lesser, Orb of Sound, Lesser,
  Shocking Grasp, True Strike
  0 (6/day)— Acid Splash, Disrupt Undead, Light, Ray
  of Frost
  �Already cast
  Abilities Str 8, Dex 15, Con 14, Int 12, Wis 10, Cha 13
  SQ Armored Mage (light), Warmage Edge (+1 damage)
  Feats Point Blank Shot, Precise Shot
  Skills Concentration +7, Intimidate +4, Knowledge
  (Arcana) +7, Listen +2, Spellcraft +9, Spot +2,
  Possessions combat gear plus 100 gp
  Description  He has a tattoo on his back of three roses
  inside a triangle of vines.  It is only a few inches across.
   He also has the 15th Battle emblem tattooed on his
  right shoulder  (shield is half red and half white, with
  crossed swords in center.  The swords are red on the
  white half and white on the red half).
  
  GRM7-05 Currents
  Page 26
  APPENDIX 2 – APL 4
  ENCOUNTER 1                             
  Axial, Large Water Elemental; hp 72; see
  Monster Manual, page 100
  ENCOUNTER 2                             
  ALI X,  H E N D R I X  & T O M AS
  CR 3
  Male Human Hexblade 2 Rogue 1
  N Medium Human (Suel)
  Init +2; Senses Listen +4, Spot +4
  Aura
  Languages Common, Suloise
  AC 17, touch 12, flat-footed 15
  (+0 size, +2 Dex, +0 class, +4 armor, +1 shield, +0
  deflection, +0 insight, +0 natural)
  Miss Chance
  hp 22 (2D10+1D6+3);
  Fort +2, Ref +7, Will +4
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.; swim 15 ft.
  Melee rapier +5 (1d6+2/18-20x2); or dagger +3 (1d4+2,
  19-20/x2);
  Ranged Light Crossbow +5 (1d8 19-20/x2);  Tanglefoot
  bag +4 
  Space 5 ft.; Reach 5 ft
  Base Atk +2; Grp +4
  Atk Options  Will fire crossbow from prone position
  especially when melee attacks are unlikely.  Prone
  gives him +4 AC vs. ranged attacks and could give
  cover depending on situation (another +4 AC bonus)
  Combat Gear masterwork buckler, two masterwork
  rapiers, 
  dagger, 
  masterwork 
  Light 
  crossbow,
  masterwork chain shirt, two adamantine bolts, 80 cold
  iron bolts, Potion Cure Light Wounds x2, Extended
  Delay Poison Potion, two tanglefoot bags.
  Abilities Str 14, Dex 15, Con 13, Int 8, Wis 10, Cha 12
  SQ Sneak Attack +1D6, Trapfinding, Hexblade Curse
  Feats Lightning Reflexes, Rapid Reload, Prone Attack,
  Skills Tumble +6, Intimidate +5, Swim +4, Listen +4,
  Spellcraft +1, Spot +4, Escape Artist +5, Balance +5,
  Climb+5.
  Possessions combat gear plus  two sunrods and wood
  holy symbol of Hieroneous
  Hexblade Curse (Su): Once per day the Hexblade may,
  as a free action (range 60 feet) curse a visible  target.
   The recipient of the curse receives -2 penalty to
  attack rolls, weapon damage rolls, saves, skill
  checks, ability checks, for one hour.  A Will save, DC
  11, negates this effect.
  Arcane Resistance (Su): A Hexblade gets her
  charisma bonus (minimum +1) to all saving throws.
  Description  Has a tattoo on right shoulder of a
  scimitar, rapier and dagger in parallel, hilts even.  Six
  foot, pale skin, blond hair, Suel male human.  Also has
  holy symbol of Kelanen tattooed (nine swords in star,
  hilts touching) on bottom of each foot.
  ENCOUNTER 3                                        
  J O N N I  & H ARM O R
  CR 1
  Male Human Expert 1 Warrior 1
  LN Medium Human (Suel)
  Init +1; Senses Listen +0, Spot +4
  Languages Common
  AC 17, touch 11, flat-footed 16
  (+1 Dex, +4 armor, +2 shield)
  hp 12 (1d6+1d8+2);
  Fort +3, Ref +1, Will +2
  Speed 30 ft. in light armor (6 squares), base movement
  30 ft., othe
  Melee rapier +1 (1d6-1/18-20 x2) or  dagger 0 (1d4-
  1/19-20 x2)
  Ranged light crossbow +2 (1d8/19-20 x2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +1 Grp +0
  Combat Gear masterwork chain shirt, heavy wooden
  shield, masterwork rapier, dagger, light crossbow, 30
  bolts,
  Abilities Str 9, Dex 13, Con 12, Int 10, Wis 11, Cha 8
  Feats Skill Focus: Sense Motive, Dodge, Feat, Feat,
  Feat
  Skills Profession (Lumberjack) +4, Move Silently +4,
  Survival 4, Hide +4, Spot +6, Sense Motive +7,
  Ride+3, Appraise +4
  Possessions combat gear plus ever burning torch, 2
  sunrods and phyton wooden holy symbol.
  Description
  ENCOUNTER 4                             
  M ARI E  & F E R D I N AN
  CR 2
  Female/Male Human Hexblade 1 Rogue 1
  N Medium Human (Suel)
  Init +2; Senses Listen +4, Spot +4
  Languages Common, Suloise
  AC 17, touch 12, flat-footed 15
  (+0 size, +2 Dex, +0 class, +4 armor, +1 shield, +0
  deflection, +0 insight, +0 natural)
  Miss Chance
  hp 14 (1D10+1D6+2);
  Fort +1, Ref +6, Will +2
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.; swim 15 ft.
  Melee rapier +4 (1d6+2/18-20x2); or dagger +3 (1d4+2,
  19-20/x2);
  
  GRM7-05 Currents
  Page 27
  Ranged Light Crossbow +4 (1d8 19-20/x2);  Tanglefoot
  bag +4 
  Space 5 ft.; Reach 5 ft
  Base Atk +2; Grp +1
  Atk Options  Will fire crossbow from prone position
  especially when melee attacks are unlikely.  Prone
  gives him +4 AC vs. ranged attacks and could give
  cover depending on situation.
  Combat Gear masterwork buckler, two masterwork
  rapiers, 
  dagger, 
  masterwork 
  Light 
  crossbow,
  masterwork chain shirt, two adamantine bolts, 80 cold
  iron bolts, Potion Cure Light Wounds x2, two
  tanglefoot bags.
  Abilities Str 14, Dex 15, Con 13, Int 8, Wis 10, Cha 12
  SQ Sneak Attack +1D6, Trapfinding, Hexblade Curse
  Feats Lightning Reflexes, Rapid Reload,
  ,Skills Tumble +5, Intimidate +5, Swim +4, Listen +4,
  Spellcraft +1, Spot +4, Escape Artist +5, Balance +5,
  Climb+5.
  Possessions combat gear plus  two sunrods and wood
  holy symbol of Hieroneous
  Hexblade Curse (Su): Once per day the Hexblade may,
  as a free action (range 60 feet) curse a visible  target.
   The recipient of the curse receives -2 penalty to
  attack rolls, weapon damage rolls, saves, skill
  checks, ability checks, for one hour.  A Will save, DC
  11, negates this effect.
  Description  Has a tattoo on right shoulder of a
  scimitar, rapier and dagger in parallel, hilts even.  Six
  foot, pale skin, blond hair, Suel male human.  Also has
  holy symbol of Kelanen tattooed (nine swords in star,
  hilts touching) on bottom of each foot.
  G O M M E T
  CR 4
  Male Human Warmage 4
  LE Medium Human (Suel)
  Init +1; Senses Listen +2, Spot +2
  Aura Evil
  Languages Common, Suloise
  AC 16, touch 12, flat-footed 14
  (+0 size, +2 Dex, +0 class, +4 armor, +0 shield, +0
  deflection, +0 insight, +0 natural)
  hp 24 (4d6+8);
  Fort +3, Ref +3, Will +4
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.;
  Melee dagger +3 (1d4-1/x2);
  Ranged Light Crossbow +5 (1d8 19-20/x2); Ranged
  Touch attack +4
  Space 5 ft.; Reach 5 ft (
  Base Atk +2; Grp +1
  Atk Options Will fire crossbow and cast spells from
  prone position especially when melee attacks are
  unlikely.  Prone gives him +4 AC vs. ranged attacks
  and could give cover depending on situation.
  Combat Gear two masterwork daggers, masterwork
  Light 
  crossbow, 
  masterwork 
  chain 
  shirt, 
  two
  adamantine bolts, Potion Shield of Faith+2, Potion
  Resist Energy: (Fire 20), Potion Cure Moderate
  Wounds, Oil of Reduce Animal, Potion of Remove
  Blindness/Deafness
  Warmage Spells Known (CL 4th):
   2nd (4/day) --Blades of Fire, Continual Flame, Fire
  Trap, Fireburst, Flaming Sphere, Ice Knife, Melf's
  Acid Arrow, Pyrotechnics, Scorching Ray, Shatter,
  Whirling Blade.
  1st (7/day)—Accuracy, Burning Hands, Chill Touch,
  Fist of Stone, Hail of Stone, Magic Missile, Orb of
  Acid, Lesser, Orb of Cold, Lesser, Orb of Electricity,
  Lesser, Orb of Fire, Lesser, Orb of Sound, Lesser,
  Shocking Grasp, Tensor’s Floating Disk, True Strike
  0 (6/day)— Acid Splash, Disrupt Undead, Light, Ray
  of Frost
  �Already cast
  Abilities Str 8, Dex 15, Con 14, Int 12, Wis 10, Cha 14
  SQ Armored Mage (light), Warmage Edge (+1 damage)
  Feats Point Blank Shot, Precise Shot, Still Spell
  Skills Concentration +9, Intimidate +4, Knowledge
  (Arcana) +7, Listen +2, Spellcraft +9, Spot +3,
  Possessions combat gear plus 100gp,  2 sunrods
  Description  He has a tattoo on his back of three roses
  inside a triangle of vines.  It is only a few inches across.
   He also has the 15th Battle emblem tattooed on his
  right shoulder  (shield is half red and half white, with
  crossed swords in center.  The swords are red on the
  white half and white on the red half).
  .
  
  GRM7-05 Currents
  Page 28
  APPENDIX 3 – APL 6
  ENCOUNTER 1                                        
  Axial, Large Water Elemental; hp 72; see
  Monster Manual, page 100.
  ENCOUNTER 2                                        
  ALI X, H E N D R I X  & T O M AS
  CR 4
  Male Human Hexblade 2 Rogue 2
  N Medium Human (Suel)
  Init +2; Senses Listen +5, Spot +7
  Aura
  Languages Common, Suloise
  AC 18, touch 12, flat-footed 15
  (+0 size, +3 Dex, +0 class, +4 armor, +1 shield, +0
  deflection, +0 insight, +0 natural)
  Miss Chance
  hp 27 (2D10+2D6+4);
  Fort +2, Ref +9, Will +4
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.; swim 15 ft.
  Melee rapier +6 (1d6+2/18-20x2); or spiked guantlet +3
  (1d4+2, 19-20/x2);
  Ranged Light Crossbow +7 (1d8 19-20/x2);  Tanglefoot
  bag +6 
  Space 5 ft.; Reach 5 ft
  Base Atk +3; Grp +5
  Atk Options  Will fire crossbow from prone position
  especially when melee attacks are unlikely.  Prone
  gives him +4 AC vs. ranged attacks and could give
  cover depending on situation (another +4 AC bonus)
  Combat Gear masterwork buckler, two masterwork
  rapiers, spiked gauntlet, masterwork Light crossbow,
  masterwork chain shirt, two adamantine bolts, 80 cold
  iron bolts, Potion Cure Light Wounds x2, four
  tanglefoot bags, one antitoxin, Wand of Protection
  from Law, Oil of Magic Weapon x2, Cure Moderate
  Wounds Potion,
  Note: Protection from Law is on the Hexblade Spell
  List
  Abilities Str 14, Dex 16, Con 13, Int 8, Wis 10, Cha 12
  SQ Sneak Attack +1D6, Trapfinding, Evasion, Hexblade
  Curse, Arcane Resistance
  Feats Lightning Reflexes, Rapid Reload, Prone Attack,
  Skills Tumble +10, Intimidate +5, Swim +4, Listen +5,
  Spellcraft +1, Spot +7, Escape Artist +6, Balance +8,
  Climb76.
  Possessions combat gear plus  two sunrods and wood
  holy symbol of Hieroneous
  Hexblade Curse (Su): Once per day the Hexblade may,
  as a free action (range 60 feet) curse a visible  target.
   The recipient of the curse receives -2 penalty to
  attack rolls, weapon damage rolls, saves, skill
  checks, ability checks, for one hour.  A Will save, DC
  11, negates this effect.
  Arcane Resistance (Su): A Hexblade gets her
  charisma bonus (minimum +1) to all saving throws.
  Description  Has a tattoo on right shoulder of a
  scimitar, rapier and dagger in parallel, hilts even.  Six
  foot, pale skin, blond hair, Suel male human.  Also has
  holy symbol of Kelanen tattooed (nine swords in star,
  hilts touching) on bottom of each foot.
  G E R ALD
  CR 6
  Male Human Sorcerer 6
  N Medium Human (Suel)
  Init +2; Senses Listen +5, Spot +2
  Languages Common
  AC 17, touch 13, flat-footed 15
  (+2 Dex, +4 armor, +1 deflection,)
  hp 23 (6d4 + 6 HD); regeneration/fast healing; DR
  Fort +3 , Ref +4, Will +5
  Speed 30 ft., swim 7.5  ft; fly 60 ft.
  Melee Dagger +2 (1d4-1/19-20 x2)
  Ranged light crossbow +7 (1d8/19-20 x2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +3; Grp +2
  Atk Options  Will fire crossbow from prone position
  especially when melee attacks are unlikely.  Prone
  gives him +4 AC vs. ranged attacks and could give
  cover depending on situation (another +4 AC bonus)
  Combat Gear  Metamagic Rod of Lesser Enlarge, Scroll
  of Displacement (CL 5th), Scroll of Darkvison (CL 5th),
  Ring of Protection +1
  Class Spells Known (CL  6th) Saving Throw is 13 +
  Spell Level:
  3rd (3/day)— Fly
  2nd (5/day)— Glitterdust, Invisibility
  1st (6/day)— Mage Armor, Ray of Enfeeblement,
  Magic Missile, Ray of Clumsiness
  0 (6/day)— Acid Spray, Ray of Frost, Detect Magic,
  Read Magic, Light
  �Already cast: Two Invisibility, Two Fly, One Mage
  Armor, Darkvision from scroll
  Abilities Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 16
  SQ
  Feats Point Blank Shot, Precise Shot, Sculpt Spell,
  Silent Spell
  Skills  Concentration +11, Spellcraft +9, Swim +3,  ,
  Possessions combat gear plus plus  two sunrods and
  wood holy symbol of Hieroneous worn openly
  Bat Familiar (Ex)  While on person gives +2 Spot and
  +5 Listen.
  Description  Has a tattoo on right shoulder of a
  scimitar, rapier and dagger in parallel, hilts even.  Six
  foot, pale skin, blond hair, Suel male human.  Also has
  holy symbol of Kelanen tattooed (nine swords in star,
  hilts touching) on bottom of each foot.
  Sources Ray of Clumsiness (Spell Compendium)
  
  GRM7-05 Currents
  Page 29
  H ANNAH
  CR 4
  Female Favored Soul 4
  N Medium Human (Flan)
  Init +1; Senses Listen +0, Spot +0
  Languages Common
  AC 15, touch 11, flat-footed 14
  (+1 Dex, +4 armor, +0 deflection, +0 insight, +0
  natural)
  hp 30 (4d8+8)
  Fort +6, Ref +5, Will +4
  Speed 30 ft. in light armor (6 squares), , other fly 60 ft
  (spell).; Swim 7.5 feet with successful Swim check.
  Melee masterwork falchion +7 (2d4+3/18-20x2) or
  dagger +5 (1d4+2, 19-20/x2)
  Ranged light crossbow +4 (1d8/19-20 x2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +3; Grp +5
  Atk Options 
  Special Actions Augment Healing adds +2 times the
  level of the conjuration(healing) spell to the points
  healed.  Divine Insight is NPC only, it will add +9 to a
  single skill check.
  Combat Gear Mithril Chain shirt, two masterwork
  falchions, light crossbow, 30 bolts, spiked gauntlet,
  Cure Moderate Wounds scroll (CL 3), Resist Energy
  Scroll (CL 7),  Vest of Resistance +1. two spell
  component pouch, silver holy symbol of Kelanen,
  three wooden holy symbols of Kelanen.
  Class Spells Known (CL 4th): Saving throw is 10 +
  spell level
  2nd (4/day)— Silence, Close Wounds, Divine Insight
  1st (7/day)— Shield of Faith, Cure Light Wounds,
  Divine Favor, Magic Weapon
  0 (6/day)— Cure Minor Wounds, Detect Magic,
  Create Water, Mending, Light
  �Already cast  Divine Insight
  Abilities Str 15, Dex 12, Con 14, Int 8, Wis 10, Cha 14
  SQ
  Feats Skill Focus: Concentration, Augment Healing,
  Martial 
  Proficiency: 
  Falchion, 
  Heavy 
  Armor
  Proficiency, Weapon Focus: Falchion
  Skills Concentration +11, Heal +4, Swim +4,  ,
  Possessions combat gear plus
  Special Attack/Quality (XX)
  Special Attack/Quality (XX)
  Description Has a tattoo on right shoulder of a scimitar,
  rapier and dagger in parallel, hilts even.  Five foot eight
  inch, red hair, Flan female human.  Also has holy
  symbol of Kelanen tattooed (nine swords in star, hilts
  touching) on bottom of each foot.
  Sources Favored Soul (Complete Divine), Close
  Wounds (Spell Compendium)
  ENCOUNTER 3                             
  J O N N I, H ARM O N,AL R E D,T O M AK
  CR 1
  Male Human Expert 1 Warrior 1
  LN Medium Human (Suel)
  Init +1; Senses Listen +0, Spot +4
  Languages Common
  AC 17, touch 11, flat-footed 16
  (+1 Dex, +4 armor, +2 shield)
  hp 12 (1d6+1d8+2);
  Fort +3, Ref +1, Will +2
  Speed 30 ft. in light armor (6 squares), base movement
  30 ft., othe
  Melee rapier +1 (1d6-1/18-20 x2) or  dagger 0 (1d4-
  1/19-20 x2)
  Ranged light crossbow +2 (1d8/19-20 x2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +1 Grp +0
  Combat Gear masterwork chain shirt, heavy wooden
  shield, masterwork rapier, dagger, light crossbow, 30
  bolts,
  Abilities Str 9, Dex 13, Con 12, Int 10, Wis 11, Cha 8
  Feats Skill Focus: Sense Motive, Dodge, Feat, Feat,
  Feat
  Skills Profession (Lumberjack) +4, Move Silently +4,
  Survival 4, Hide +4, Spot +6, Sense Motive +7,
  Ride+3, Appraise +4
  Possessions combat gear plus ever burning torch, 2
  sunrods and phyton wooden holy symbol.
  Description
  ENCOUNTER 4                                        
  M ARI E  & F E R D I N AN
  CR 4
  Female/Male Human Hexblade 2 Rogue 2
  N Medium Human (Suel)
  Init +2; Senses Listen +5, Spot +7
  Languages Common, Suloise
  AC 18, touch 12, flat-footed 15
  (+0 size, +3 Dex, +0 class, +4 armor, +1 shield, +0
  deflection, +0 insight, +0 natural)
  hp 27 (2D10+2D6+4);
  Fort +2, Ref +9, Will +4
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.; swim 15 ft.
  Melee rapier +6 (1d6+2/18-20x2); or dagger +3 (1d4+2,
  19-20/x2);
  Ranged Light Crossbow +7 (1d8 19-20/x2);  Tanglefoot
  bag +6 
  Space 5 ft.; Reach 5 ft
  Base Atk +3; Grp +5
  Atk Options  Will fire crossbow from prone position
  especially when melee attacks are unlikely.  Prone
  gives him +4 AC vs. ranged attacks and could give
  cover depending on situation (another +4 AC bonus)
  Combat Gear masterwork buckler, two masterwork
  rapiers, spiked gauntlet, masterwork Light crossbow,
  masterwork chain shirt, two adamantine bolts, 80 cold
  iron bolts, four tanglefoot bags, Cure Light Wounds
  Potion x2, one antitoxin, Wand of Mount, Oil of Magic
  Weapon x2, Cure Moderate Wounds Potion,
  Note: Mount is on the Hexblade Spell List. 
  Abilities Str 14, Dex 16, Con 13, Int 8, Wis 10, Cha 12
  SQ Sneak Attack +1D6, Trapfinding, Evasion, Hexblade
  Curse, Arcane Resistance
  
  GRM7-05 Currents
  Page 30
  Feats Lightning Reflexes, Rapid Reload, Prone Attack,
  Skills Tumble +10, Intimidate +5, Swim +4, Listen +5,
  Spellcraft +1, Spot +7, Escape Artist +6, Balance +8,
  Climb76.
  Possessions combat gear plus  two sunrods and wood
  holy symbol of Hieroneous
  Hexblade Curse (Su): Once per day the Hexblade may,
  as a free action (range 60 feet) curse a visible  target.
   The recipient of the curse receives -2 penalty to
  attack rolls, weapon damage rolls, saves, skill
  checks, ability checks, for one hour.  A Will save, DC
  11, negates this effect.
  Arcane Resistance (Su): A Hexblade gets her
  charisma bonus (minimum +1) to all saving throws.
  Description  Has a tattoo on right shoulder of a
  scimitar, rapier and dagger in parallel, hilts even.  Six
  foot, pale skin, blond hair, Suel male human.  Also has
  holy symbol of Kelanen tattooed (nine swords in star,
  hilts touching) on bottom of each foot.
  G O M M E T
  CR 2
  Male Human Warmage 4
  LE Medium Human (Suel)
  Init +1; Senses Listen +2, Spot +2
  Aura Evil
  Languages Common, Suloise
  AC 16, touch 12, flat-footed 14
  (+0 size, +2 Dex, +0 class, +4 armor, +0 shield, +0
  deflection, +0 insight, +0 natural)
  hp 24 (4d6+6);
  Fort +3, Ref +3, Will +4
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.;
  Melee dagger +3 (1d4-1/x2);
  Ranged Light Crossbow +5 (1d8 19-20/x2); Ranged
  Touch attack +4
  Space 5 ft.; Reach 5 ft (
  Base Atk +2; Grp +1
  Atk Options Will fire crossbow and cast spells from
  prone position especially when melee attacks are
  unlikely.  Prone gives him +4 AC vs. ranged attacks
  and could give cover depending on situation.
  Combat Gear 2 masterwork daggers, masterwork Light
  crossbow, masterwork chain shirt, two adamantine
  bolts, Potion Shield of Faith+2, Potion Resist Energy:
  (Fire 20), Potion Cure Moderate Wounds x2, Potion
  of Remove Blindness/Deafness
  Warmage Spells Known (CL 4th):
   2nd (4/day) --Blades of Fire, Continual Flame, Fire
  Trap, Fireburst, Flaming Sphere, Ice Knife, Melf's
  Acid Arrow, Pyrotechnics, Scorching Ray, Shatter,
  Whirling Blade.
  1st (7/day)—Accuracy, Burning Hands, Chill Touch,
  Fist of Stone, Hail of Stone, Magic Missile, Orb of
  Acid, Lesser, Orb of Cold, Lesser, Orb of Electricity,
  Lesser, Orb of Fire, Lesser, Orb of Sound, Lesser,
  Shocking Grasp, Tensor’s Floating Disk, True Strike
  0 (6/day)— Acid Splash, Disrupt Undead, Light, Ray
  of Frost
  �Already cast
  Abilities Str 8, Dex 15, Con 14, Int 12, Wis 10, Cha 14
  SQ Armored Mage (light), Warmage Edge (+1 damage)
  Feats Point Blank Shot, Precise Shot , Still Spell
  Skills Concentration +9, Intimidate +4, Knowledge
  (Arcana) +7, Listen +2, Spellcraft +9, Spot +3,
  Possessions combat gear plus  2 sunrods
  Description  He has a tattoo on his back of three roses
  inside a triangle of vines.  It is only a few inches across.
   He also has the 15th Battle emblem tattooed on his
  right shoulder  (shield is half red and half white, with
  crossed swords in center.  The swords are red on the
  white half and white on the red half).
  
  GRM7-05 Currents
  Page 31
  APPENDIX 4 – APL 8
  ENCOUNTER 1                                        
  Axial, Huge Water Elemental; hp 156; see
  Monster Manual, page 100
  ENCOUNTER 2                                        
  ALI X, H E N D R I X  & T O M AS
  CR 6
  Male Human Hexblade 4 Rogue 2
  N Medium Human (Suel)
  Init +2; Senses Listen +5, Spot +7 [+10 at night; owl
  familiar]
  Languages Common, Suloise
  AC 17, touch 12, flat-footed 15
  (+0 size, +3 Dex, +0 class, +4 armor, +0 deflection, +0
  insight, +0 natural)
  Miss Chance
  hp 44 (4D10+2D6+6);
  Fort +4, Ref +11, Will +8
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.; swim 15 ft.
  Melee great sword +8 (2d6+4/19-20x2); or dagger +3
  (1d4+2/19-20x2);
  Ranged Light Crossbow +9 (1d8 19-20/x2);  Tanglefoot
  bag +6 
  Space 5 ft.; Reach 5 ft
  Base Atk +5; Grp +7
  Atk Options  Will fire crossbow from prone position
  especially when melee attacks are unlikely.  Prone
  gives him +4 AC vs. ranged attacks and could give
  cover depending on situation (another +4 AC bonus)
  Combat Gear greatsword +1, masterwork greatsword,
  dagger, masterwork Light crossbow, masterwork
  chain shirt, two adamantine bolts, 80 cold iron bolts,
  Potion Cure Light Wounds x2, two tanglefoot bags,
  cloak of charisma +2
  Class Spells Known (CL 2nd):
  1st (1/day)— Tasha’s Hideous Laughter, Protection
  from Good
  Abilities Str 14, Dex 16, Con 13, Int 8, Wis 10, Cha 14
  SQ Sneak Attack +1D6, Trapfinding, Evasion, Hexblade
  Curse, Arcane Resistance, Mettle
  Feats: Lightning Reflexes, Rapid Reload, Prone Attack,
  Force of Personality
  Skills Tumble +10, Concentration +6, Swim +6, Listen
  +5, Spellcraft +5, Spot +7, Escape Artist +6, Balance
  +8, Climb +6.
  Possessions combat gear plus  two sunrods and wood
  holy symbol of Hieroneous
  Hexblade Curse (Su): Once per day the Hexblade may,
  as a free action (range 60 feet) curse a visible  target.
   The recipient of the curse receives -2 penalty to
  attack rolls, weapon damage rolls, saves, skill
  checks, ability checks, for one hour.  A Will save, DC
  11, negates this effect.
  Arcane Resistance (Su): A Hexblade gets her
  charisma bonus (minimum +1) to all saving throws.
  Mettle (Su): A hexblade can resist magic and unusual
  attacks with great willpower or fortitude.  If he makes
  a  successful Will or Fortitude against an attack that
  nomrally would have a lesser effect on a successful
  save, he instead completely negates the effect.  An
  unconsciou or sleeping hexblade does not get the
  benefit of mettle.
  Description  Has a tattoo on right shoulder of a
  scimitar, rapier and dagger in parallel, hilts even.  Six
  foot, pale skin, blond hair, Suel male human.  Also has
  holy symbol of Kelanen tattooed (nine swords in star,
  hilts touching) on bottom of each foot.
  G E R ALD
  CR 8
  Male Human Sorcerer 8
  N Medium Human (Suel)
  Init +2; Senses Listen +5, Spot +2
  Languages Common, Suel
  AC 17, touch 13, flat-footed 15
  (+2 Dex, +4 armor, +1 deflection,)
  hp 36 (8d4 + 16);
  Fort +4 , Ref +4, Will +6
  Speed 30 ft., swim 7.5  ft; fly 60 ft.
  Melee Dagger +2 (1d4-1/19-20 x2)
  Ranged light crossbow +7 (1d8/19-20 x2) or Ranged
  Touch Attack +6
  Space 5 ft.; Reach 5 ft.
  Base Atk +4; Grp +3
  Atk Options  Will fire crossbow from prone position
  especially when melee attacks are unlikely.  Prone
  gives him +4 AC vs. ranged attacks and could give
  cover depending on situation (another +4 AC bonus)
  Combat Gear  masterwork light crossbow, two daggers,
  30 bolts, Metamagic Rod of Lesser Enlarge, Broach
  of Shielding, Scroll of Confusion (CL 7th), Scroll of
  Displacement (CL 5th), Two Cure Moderate Wounds
  Potions (CL 3rd), Scroll of Darkvison (CL 3rdh), Scroll
  of Wind Wall (CL 5th), Ring of Protection +1, Scroll of
  See Invisibility (CL 3rd), Scroll of Water Breathing
  (CL 5th)
  Class Spells Known (CL  8th): Saving Throw = 13 +
  spell level
  4th (3/day)— Orb of Force
  3rd (5/day)— Fly, Ray of Dizziness
  2nd (6/day)— Glitterdust, Invisibility, Fog Cloud
  1st (6/day)— Mage Armor, Ray of Enfeeblement,
  Magic Missile, Ray of Clumsiness, Hold Portal
  0 (6/day)— Acid Spray, Ray of Frost, Detect Magic,
  Read Magic, Light, Detect Poison, Mage Hand,
  Prestidigitation
  �Already cast: Two Invisibility, Two Fly, One Mage
  Armor; From Scroll: Darkvision, Water Breathing (1/2 of
  effect) and See Invisibility
  
  GRM7-05 Currents
  Page 32
  Abilities Str 8, Dex 14, Con 14, Int 10, Wis 12, Cha 16
  SQ
  Feats Point Blank Shot, Precise Shot, Sculpt Spell,
  Silent Spell
  Skills  Concentration +13, Spellcraft +11, Swim +3
  Possessions combat gear plus plus  two sunrods and
  wood holy symbol of Hieroneous worn openly
  Bat Familiar (Ex)  While on person gives +2 Spot and
  +5 Listen.
  Description  Has a tattoo on right shoulder of a
  scimitar, rapier and dagger in parallel, hilts even.  Six
  foot, pale skin, blond hair, Suel male human.  Also has
  holy symbol of Kelanen tattooed (nine swords in star,
  hilts touching) on bottom of each foot.
  Sources Ray of Clumsiness & Orb of Force (Spell
  Compendium)
  H ANNAH
  CR 4
  Female Favored Soul 6
  N Medium Human (Flan)
  Init +1; Senses Listen +0, Spot +0
  Languages Common
  AC 15, touch 11, flat-footed 14
  (+1 Dex, +4 armor, +0 deflection, +0 insight, +0
  natural)
  hp 45 (6d8+12)
  Resist  Fire 10 (favored soul 5th);
  Fort +7, Ref +6, Will +5
  Speed 30 ft. in light armor (6 squares), , other fly 60 ft
  (spell).; Swim 7.5 feet with successful Swim check.
  Melee masterwork falchion +8 (2d4+4/18-20x2) or
  dagger +6 (1d4+2, 19-20/x2)
  Ranged light crossbow +5 (1d8/19-20 x2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +4; Grp +6
  Atk Options 
  Special Actions Augment Healing adds +2 times the
  level of the conjuration(healing) spell to the points
  healed.  Divine Insight is NPC only, it will add +11 to
  a single skill check.
  Combat Gear Mithril Chain shirt, one falchion+1, one
  masterwork falchion, light crossbow, 30 bolts, spiked
  gauntlet, Cure Moderate Wounds scroll (CL 3), two
  Resist Energy Scrolls (CL 7),  Vest of Resistance +1.
  two spell component pouch, silver holy symbol of
  Kelanen, three wooden holy symbols of Kelanen.
  Class Spells Known (CL 4th): Saving throw is 10 +
  spell level
  3rd 
  (3/day)— 
  Water 
  Walk, 
  Remove
  Blindness/Deafness, Weapon of Energy
  2nd (6/day)— Silence, Close Wounds, Divine Insight,
  Cure Moderate Wounds
  1st (7/day)— Shield of Faith, Cure Light Wounds,
  Divine Favor, Magic Weapon, Deathwatch
  0 (6/day)— Cure Minor Wounds, Detect Magic,
  Create Water, Mending, Light, Red Magic, Detect
  Poison
  �Already cast  Divine Insight, Deathwatch
  Abilities Str 15, Dex 12, Con 14, Int 8, Wis 10, Cha 14
  SQ
  Feats Skill Focus: Concentration, Augment Healing,
  Martial 
  Proficiency: 
  Falchion, 
  Heavy 
  Armor
  Proficiency, Weapon Focus: Falchion, Silent Spell
  Skills Concentration +13, Heal +4, Swim +5,
  Possessions combat gear plus two corked sun rods
  Description Has a tattoo on right shoulder of a scimitar,
  rapier and dagger in parallel, hilts even.  Five foot eight
  inch, red hair, Flan female human.  Also has holy
  symbol of Kelanen tattooed (nine swords in star, hilts
  touching) on bottom of each foot.
  Sources Favored Soul (Complete Divine), Close
  Wounds, Divine Insight, Weapon of Energy (Spell
  Compendium),
  ENCOUNTER 3                                        
  J O N N I, H ARM O N,AL R E D,T O M AK
  CR 1
  Male Human Expert 1 Warrior 1
  LN Medium Human (Suel)
  Init +1; Senses Listen +0, Spot +4
  Languages Common
  AC 17, touch 11, flat-footed 16
  (+1 Dex, +4 armor, +2 shield)
  hp 12 (1d6+1d8+2);
  Fort +3, Ref +1, Will +2
  Speed 30 ft. in light armor (6 squares), base movement
  30 ft., othe
  Melee rapier +1 (1d6-1/18-20 x2) or  dagger 0 (1d4-
  1/19-20 x2)
  Ranged light crossbow +2 (1d8/19-20 x2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +1 Grp +0
  Combat Gear masterwork chain shirt, heavy wooden
  shield, masterwork rapier, dagger, light crossbow, 30
  bolts,
  Abilities Str 9, Dex 13, Con 12, Int 10, Wis 11, Cha 8
  Feats Skill Focus: Sense Motive, Dodge, Feat, Feat,
  Feat
  Skills Profession (Lumberjack) +4, Move Silently +4,
  Survival 4, Hide +4, Spot +6, Sense Motive +7,
  Ride+3, Appraise +4
  Possessions combat gear plus ever burning torch, 2
  sunrods and phyton wooden holy symbol.
  Description
  ENCOUNTER 4                                        
  M ARI E  & F E R D I N AN
  CR 6
  Male Human Hexblade 4 Rogue 2
  N Medium Human (Suel)
  Init +2; Senses Listen +5, Spot +7 [+10 at night; owl
  familiar]
  Languages Common, Suloise
  AC 17, touch 12, flat-footed 15
  (+0 size, +3 Dex, +0 class, +4 armor, +0 deflection, +0
  insight, +0 natural)
  
  GRM7-05 Currents
  Page 33
  Miss Chance
  hp 44 (4D10+2D6+6);
  Fort +4, Ref +11, Will +8
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.; swim 15 ft.
  Melee great sword +8 (2d6+4/19-20x2); or dagger +7
  (1d4+2, 19-20/x2);
  Ranged Light Crossbow +9 (1d8 19-20/x2);  Tanglefoot
  bag +6 
  Space 5 ft.; Reach 5 ft
  Base Atk +5; Grp +7
  Atk Options  Will fire crossbow from prone position
  especially when melee attacks are unlikely.  Prone
  gives him +4 AC vs. ranged attacks and could give
  cover depending on situation (another +4 AC bonus)
  Combat Gear greatsword +1, masterwork greatsword,
  dagger, masterwork Light crossbow, masterwork
  chain shirt, two adamantine bolts, 80 cold iron bolts,
  Potion Cure Light Wounds x2, two tanglefoot bags,
  cloak of charisma +2
  Class Spells Known (CL 2nd):
  1st (1/day)— Tasha’s Hideous Laughter, Protection
  from Good
  Abilities Str 14, Dex 16, Con 13, Int 8, Wis 10, Cha 14
  SQ Sneak Attack +1D6, Trapfinding, Evasion, Hexblade
  Curse, Arcane Resistance, Mettle
  Feats: Lightning Reflexes, Rapid Reload, Prone Attack,
  Force of Personality
  Skills Tumble +10, Concentration +6, Swim +6, Listen
  +5, Spellcraft +5, Spot +7, Escape Artist +6, Balance
  +8, Climb +6.
  Possessions combat gear plus  two sunrods and wood
  holy symbol of Hieroneous
  Hexblade Curse (Su): Once per day the Hexblade may,
  as a free action (range 60 feet) curse a visible  target.
   The recipient of the curse receives -2 penalty to
  attack rolls, weapon damage rolls, saves, skill
  checks, ability checks, for one hour.  A Will save, DC
  11, negates this effect.
  Arcane Resistance (Su): A Hexblade gets her
  charisma bonus (minimum +1) to all saving throws.
  Mettle (Su): A hexblade can resist magic and unusual
  attacks with great willpower or fortitude.  If he makes
  a  successful Will or Fortitude against an attack that
  nomrally would have a lesser effect on a successful
  save, he instead completely negates the effect.  An
  unconsciou or sleeping hexblade does not get the
  benefit of mettle.
  Description  Has a tattoo on right shoulder of a
  scimitar, rapier and dagger in parallel, hilts even.  Six
  foot, pale skin, blond hair, Suel male human.  Also has
  holy symbol of Kelanen tattooed (nine swords in star,
  hilts touching) on bottom of each foot.
  G O M M E T
  CR 2
  Male Human Warmage 6
  LE Medium Human (Suel)
  Init +1; Senses Listen +3, Spot +2
  Aura Evil
  Languages Common, Suloise
  AC 18, touch 12, flat-footed 16
  (+0 size, +2 Dex, +0 class, +5 armor, +1 shield, +0
  deflection, +0 insight, +0 natural)
  hp 36 (6d6+12);
  Fort +4, Ref +4, Will +5
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.;
  Melee dagger +4 (1d4-1/x2);
  Ranged Light Crossbow +6 (1d8 19-20/x2); Ranged
  Touch attack +5
  Space 5 ft.; Reach 5 ft
  Base Atk +3; Grp +2
  Atk Options Will fire crossbow and cast spells from
  prone position especially when melee attacks are
  unlikely.  Prone gives him +4 AC vs. ranged attacks
  and could give cover depending on situation.
  Combat 
  Gear 
  2 
  masterwork 
  daggers, 
  buckler,
  masterwork Light crossbow, chain shirt +1, six
  adamantine bolts, Potion Shield of Faith+2, Potion
  Resist Energy: (Fire 20), Potion Cure Moderate
  Wounds x2, Potion of Remove Blindness/Deafness,
  Potion Displacement , Broach of Shielding,
  Warmage Spells Known (CL 6th):
  3rd (/day) Fire Shield, Fireball, Gust of Wind, Ice
  Storm, Lightning Bolt, Poison, Ring of Blades, Sleet
  Storm, Stinking Cloud,
   
  2nd (4/day) --Blades of Fire, Continual Flame, Fire
  Trap, Fireburst, Flaming Sphere, Ice Knife, Melf's
  Acid Arrow, Pyrotechnics, Scorching Ray, Shatter,
  Whirling Blade.
  1st (7/day)—Accuracy, Burning Hands, Chill Touch,
  Fist of Stone, Hail of Stone, Magic Missile, Orb of
  Acid, Lesser, Orb of Cold, Lesser, Orb of Electricity,
  Lesser, Orb of Fire, Lesser, Orb of Sound, Lesser,
  Shocking Grasp, Tensor’s Floating Disk, True Strike
  0 (6/day)— Acid Splash, Disrupt Undead, Light, Ray
  of Frost
  �Already cast
  Abilities Str 8, Dex 15, Con 14, Int 12, Wis 10, Cha 14
  SQ Armored Mage (light), Warmage Edge (+1 damage)
  Feats Point Blank Shot, Precise Shot , Still Spell
  ,Eschew Materials
  Skills Concentration 11, Intimidate +4, Knowledge
  (Arcana) +7, Listen +5, Spellcraft +9, Spot +3,
  Possessions combat gear plus  12 sunrods
  Description  Has a tattoo on right shoulder of a
  scimitar, rapier and dagger in parallel, hilts even.  Six
  foot, pale skin, blond hair, Suel male human.  Also has
  holy symbol of Kelanen tattooed (nine swords in star,
  hilts touching) on bottom of each foot..  He also has the
  15th Battle emblem tattooed on his left shoulder  (shield
  is half red and half white, with crossed swords in center.
   The swords are red on the white half and white on the
  red half).
  
  GRM7-05 Currents
  Page 34
   APPENDIX 5 – APL 10
  ENCOUNTER 1                             
  Axial, Huge Water Elemental; hp 156 ; see
  Monster Manual, page 100
  ENCOUNTER 2                                        
  ALI X, H E N D R I X  & T O M AS
  CR 6
  Male Human Hexblade 6 Rogue 2
  N Medium Human (Suel)
  Init +2; Senses Listen +5, Spot +7 [+10 at night; owl
  familiar]
  Languages Common, Suloise
  AC 19, touch 14, flat-footed 16
  (+0 size, +3 Dex, +0 class, +5 armor, +1 deflection, +0
  insight, +0 natural)
  Miss Chance
  hp 66 (6D10+2D6+16);
  Fort +6, Ref +12, Will +7
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.; swim 15 ft.
  Melee great sword +10/+5 (2d6+4/19-20x2); or dagger
  +9 (1d4+2 19-20/x2);
  Ranged Light Crossbow +11/+6 (1d8 19-20/x2); 
  Tanglefoot bag +10 
  Space 5 ft.; Reach 5 ft
  Base Atk +7; Grp +9
  Atk Options  Will fire crossbow from prone position
  especially when melee attacks are unlikely.  Prone
  gives him +4 AC vs. ranged attacks and could give
  cover depending on situation (another +4 AC bonus)
  Combat Gear greatsword +1, masterwork greatsword,
  dagger, masterwork Light crossbow, chain shirt +1,
  two adamantine bolts, 80 cold iron bolts, Potion Cure
  Moderate Wounds x2, four tanglefoot bags, cloak of
  charisma +2, Ring of Protection +1
  Class Spells Known (CL 3rd) Save = 12 + spell level:
  1st (2/day)— Tasha’s Hideous Laughter, Protection
  from Good, Phantom Threat
  Under effects of Heros Feast (CL 13)
  Abilities Str 14, Dex 16, Con 14, Int 8, Wis 10, Cha 14
  SQ Sneak Attack +1D6, Trapfinding, Evasion, Hexblade
  Curse, Arcane Resistance, Mettle
  Feats Lightning Reflexes, Rapid Reload , Prone Attack,
  Close Quarters Fighting, Combat Casting
  Skills Tumble +10, Concentration +6 [+10 casting on
  defensive or in grapple], Swim +6, Listen +5,
  Spellcraft +5, Spot +7, Escape Artist +6, Balance +8,
  Climb +6.
  Possessions combat gear plus  two sunrods and wood
  holy symbol of Hieroneous
  Hexblade Curse (Su): Twice per day the Hexblade
  may, as a free action (range 60 feet) curse a visible 
  target.  The recipient of the curse receives -2 penalty
  to attack rolls, weapon damage rolls, saves, skill
  checks, ability checks, for one hour.  A Will save, DC
  15, negates this effect.
  Arcane Resistance (Su): A Hexblade gets her
  charisma bonus (minimum +1) to all saving throws.
  Mettle (Su): A hexblade can resist magic and unusual
  attacks with great willpower or fortitude.  If he makes
  a  successful Will or Fortitude against an attack that
  nomrally would have a lesser effect on a successful
  save, he instead completely negates the effect.  An
  unconsciou or sleeping hexblade does not get the
  benefit of mettle.
  Description  Has a tattoo on right shoulder of a
  scimitar, rapier and dagger in parallel, hilts even.  Six
  foot, pale skin, blond hair, Suel male human.  Also
  has holy symbol of Kelanen tattooed (nine swords in
  star, hilts touching) on bottom of each foot
  G E R ALD
  CR 10
  Male Human Sorcerer 10
  N Medium Human (Suel)
  Init +2; Senses Listen +5, Spot +2
  Languages Common, Suel
  AC 18, touch 14, flat-footed 15
  (+3 Dex, +4 armor, +1 deflection,)
  hp 45 (10d4 + 20);
  Fort +7 , Ref +8, Will +9
  Speed 30 ft., swim 7.5  ft; fly 60 ft.
  Melee Dagger +4 (1d4-1/19-20 x2)
  Ranged light crossbow +9 (1d8/19-20 x2) or Ranged
  Touch Attack +9
  Space 5 ft.; Reach 5 ft.
  Base Atk +5; Grp +4
  Atk Options  Will fire crossbow from prone position
  especially when melee attacks are unlikely.  Prone
  gives him +4 AC vs. ranged attacks and could give
  cover depending on situation (another +4 AC bonus)
  Combat Gear  masterwork light crossbow, two daggers,
  30 bolts, Metamagic Rod of Lesser Enlarge, Gloves
  of Dexterity +2, Cloak of Resistance +2, Broach of
  Shielding, Scroll of Confusion (CL 7th), Scroll of
  Displacement (CL 5th), Two Cure Moderate Wounds
  Potions (CL 3rd), Scroll of Darkvison (CL 3rdh), Scroll
  of Wind Wall (CL 5th), Ring of Protection +1, Scroll of
  See Invisibility (CL 3rd), Scroll of Water Breathing
  (CL 5th)
  Class Spells Known (CL  10th): Saving Throw = 13 +
  spell level
  5th (3/day)— Wall of Dispel Magic
  4th (5/day)— Orb of Force, Ray Deflection
  3rd (7day)— Fly, Ray of Dizziness, Dispel Magic
  2nd (7/day)— Glitterdust, Invisibility, Fog Cloud,
  Resist Energy
  1st (7/day)— Mage Armor, Benign Transposition,
  Magic Missile, Ray of Clumsiness, Hold Portal
  
  GRM7-05 Currents
  Page 35
  0 (6/day)— Acid Spray, Ray of Frost, Detect Magic,
  Read Magic, Light, Detect Poison, Mage Hand,
  Prestidigitation
  �Already cast: Two Invisibility, Two Fly, One Mage
  Armor; From Scroll: Darkvision, Water Breathing (1/2 of
  effect) and See Invisibility
  Under effects of Heros Feast (CL 13)
  Abilities Str 8, Dex 16, Con 14, Int 10, Wis 12, Cha 16
  SQ
  Feats Point Blank Shot, Precise Shot, Sculpt Spell,
  Silent Spell, Weapon Focus: Range Touch Attacks
  Skills  Concentration +13, Spellcraft +11, Swim +3,
  Possessions combat gear plus plus  two sunrods and
  wood holy symbol of Hieroneous worn openly
  Bat Familiar (Ex)  While on person gives +2 Spot and
  +5 Listen.  Bat has Blind Sense and can
  communicate to its master of what it sees to help
  direct his spells if he is blinded.
  Note:  Ray Deflection protects against All Range Touch
  Attacks, not just Rays.
  Description  Has a tattoo on right shoulder of a
  scimitar, rapier and dagger in parallel, hilts even.  Six
  foot, pale skin, blond hair, Suel male human.  Also has
  holy symbol of Kelanen tattooed (nine swords in star,
  hilts touching) on bottom of each foot.
  Sources Ray of Clumsiness, Ray Deflection, Orb of
  Force (Spell Compendium)
  H ANNAH
  CR 8
  Female Favored Soul 8
  N Medium Human (Flan)
  Init +1; Senses Listen +0, Spot +0
  Languages Common
  AC 15, touch 11, flat-footed 14
  (+1 Dex, +4 armor, +0 deflection, +0 insight, +0
  natural)
  hp 60 (8d8+16)
  Resist  Fire 10 (favored soul 5th);
  Fort +9, Ref +8, Will +7
  Speed 30 ft. in light armor (6 squares), , other fly 60 ft
  (spell).; Swim 7.5 feet with successful Swim check.
  Melee masterwork falchion +10/+5 (2d4+4/18-20x2) or
  dagger +8/+3 (1d4+2, 19-20/x2)
  With Divine Power Up: Melee +1 falchion +15/+9
  (2d4+8/18-20x2) or dagger +13/+8 (1d4+2, 19-20/x2)
  Ranged light crossbow +9 (1d8/19-20 x2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +6; Grp +8 (+11 with Divine Power)
  Special Actions Augment Healing adds +2 times the
  level of the conjuration(healing) spell to the points
  healed.  Divine Insight is NPC only, it will add +11 to
  a single skill check.
  Combat Gear Mithril Chain shirt, one falchion+1, one
  masterwork falchions, light crossbow, 30 bolts, spiked
  gauntlet, Cure Moderate Wounds scroll (CL 3), two
  Resist Energy Scrolls (CL 7),  Vest of Resistance +2.
  Wand of Entropic Shield, two spell component pouch,
  silver holy symbol of Kelanen, three wooden holy
  symbols of Kelanen
  .
  Class Spells Known (CL 8th): Saving throw is 10 +
  spell level
  4th (3/day)— Freedom of Movement, Divine Power,
  Cure Critical Wounds
  3rd 
  (5/day)— 
  Water 
  Walk, 
  Remove
  Blindness/Deafness, Weapon of Energy, Dispel
  Magic
  2nd (7/day)— Silence, Close Wounds, Divine Insight,
  Cure Moderate Wounds, Resist Energy
  1st (7/day)— Shield of Faith, Cure Light Wounds,
  Divine 
  Favor, 
  Magic 
  Weapon, 
  Deathwatch,
  Obscuring Mist
  0 (6/day)— Cure Minor Wounds, Detect Magic,
  Create Water, Mending, Light, Red Magic, Detect
  Poison
  �Already cast  Divine Insight, Deathwatch, Freedom of
  Movement, Water Walking; has a Fly, Invisibility and ½
  effect of Water Breathing CL 10 from Harold.
  Under effects of Heros Feast (CL 13)
  Abilities Str 15, Dex 12, Con 14, Int 8, Wis 10, Cha 15
  Feats Skill Focus: Concentration, Augment Healing,
  Martial 
  Proficiency: 
  Falchion, 
  Heavy 
  Armor
  Proficiency, Weapon Focus: Falchion, Silent Spell
  Skills Concentration +16, Heal +4, Swim +5, Spellcraft
  +0,
  Possessions combat gear plus two corked sunrods
  Description Has a tattoo on right shoulder of a scimitar,
  rapier and dagger in parallel, hilts even.  Five foot eight
  inch, red hair, Flan female human.  Also has holy
  symbol of Kelanen tattooed (nine swords in star, hilts
  touching) on bottom of each foot.
  Sources Favored Soul (Complete Divine), Close
  Wounds, Divine Insight, Weapon of Energy (Spell
  Compendium),
  ENCOUNTER 3                                        
  H ARM O N
  CR 4
  Male Human Fighter 2 Rogue 2
  N Medium Human (Suel)
  Init +2; Senses Listen +5, Spot +7
  Languages Common, Suloise
  AC 20, touch 12, flat-footed 18
  (+0 size, +3 Dex, +0 class, +5 armor, +2 shield, +0
  deflection, +0 insight, +0 natural)
  hp 27 (2D10+2D6+4);
  Fort +4, Ref +8, Will +1
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.;
  Melee rapier +7 (1d6+1/18-20x2); or spiked gauntlet +6
  (1d4+2, 19-20/x2);
  Ranged Light Crossbow +7 (1d8 19-20/x2);  Alchem
  Fire bag +6 
  Space 5 ft.; Reach 5 ft
  Base Atk +3; Grp +3
  Combat Gear buckler +1, two rapiers, masterwork Light
  crossbow, chain shirt +1, spiked gauntlet, 40 bolts,
  
  GRM7-05 Currents
  Page 36
  Potion Cure Moderate Wounds x2, five Alchemical
  Fire.
  Abilities Str 10, Dex 16, Con 13, Int 14, Wis 12, Cha 8
  SQ Sneak Attack +1D6, Trapfinding, Evasion
  Feats Lightning Reflexes, Rapid Reload, Prone Attack,
  Weapon Finesse, Quick Draw
  Skills Tumble +10, Diplomacy +4, Swim +2, Listen +5,
  Appraise +4, Spot +8, Escape Artist +8, Balance +8,
  Climb +9, Jump +5  , Ride +9  , Profession (Soldier)
  +3
  Possessions combat gear plus  two sunrods and wood
  holy symbol of Hieroneous
  Description  .
  J O N N I, JALLA,AL R E D,T O M AK
  CR 1
  Male Human Expert 1 Warrior 1
  LN Medium Human (Suel)
  Init +1; Senses Listen +0, Spot +4
  Languages Common
  AC 17, touch 11, flat-footed 16
  (+1 Dex, +4 armor, +2 shield)
  hp 12 (1d6+1d8+2);
  Fort +3, Ref +1, Will +2
  Speed 30 ft. in light armor (6 squares), base movement
  30 ft., othe
  Melee rapier +1 (1d6-1/18-20 x2) or  dagger 0 (1d4-
  1/19-20 x2)
  Ranged light crossbow +2 (1d8/19-20 x2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +1 Grp +0
  Combat Gear masterwork chain shirt, heavy wooden
  shield, masterwork rapier, dagger, light crossbow, 30
  bolts,
  Abilities Str 9, Dex 13, Con 12, Int 10, Wis 11, Cha 8
  Feats Skill Focus: Sense Motive, Dodge, Feat, Feat,
  Feat
  Skills Profession (Lumberjack) +4, Move Silently +4,
  Survival 4, Hide +4, Spot +6, Sense Motive +7,
  Ride+3, Appraise +4
  Possessions combat gear plus ever burning torch, 2
  sunrods and phyton wooden holy symbol.
  Description
  ENCOUNTER 4                             
  M ARI E  & F E R D I N AN
  CR 8
  Female/Male Human Hexblade 6 Rogue 2
  N Medium Human (Suel)
  Init +2; Senses Listen +5, Spot +7 [+10 at night; owl
  familiar]
  Languages Common, Suloise
  AC 17, touch 12, flat-footed 15
  (+0 size, +3 Dex, +0 class, +4 armor, +0 deflection, +0
  insight, +0 natural)
  Miss Chance
  hp 66 (6D10+2D6+16);
  Fort +6, Ref +12, Will +7
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.; swim 15 ft.
  Melee great sword +10/+5 (2d6+4/19-20x2); or dagger
  +9 (1d4+2, 19-20/x2);
  Ranged Light Crossbow +11/+6 (1d8 19-20/x2); 
  Tanglefoot bag +10 
  Space 5 ft.; Reach 5 ft
  Base Atk +7; Grp +9
  Atk Options  Will fire crossbow from prone position
  especially when melee attacks are unlikely.  Prone
  gives him +4 AC vs. ranged attacks and could give
  cover depending on situation (another +4 AC bonus)
  Combat Gear greatsword +1, masterwork greatsword,
  spiked gauntlet, masterwork Light crossbow, chain
  shirt +1 displacement, two adamantine bolts, 80 cold
  iron bolts, Potion Cure Light Wounds x2, two
  tanglefoot bags, cloak of charisma +2
  Class Spells Known (CL 3rd) Save = 12 + spell level:
  1st (2/day)— Tasha’s Hideous Laughter, Protection
  from Good, Phantom Threat
  Under effects of Heros Feast (CL 13)
  Abilities Str 14, Dex 16, Con 14, Int 8, Wis 10, Cha 14
  SQ Sneak Attack +1D6, Trapfinding, Evasion, Hexblade
  Curse, Arcane Resistance, Mettle
  Feats Lightning Reflexes, Rapid Reload , Prone Attack,
  Close Quarters Fighting, Combat Casting
  Skills Tumble +10, Concentration +6 [+10 casting on
  defensive or in grapple], Swim +6, Listen +5,
  Spellcraft +5, Spot +7, Escape Artist +6, Balance +8,
  Climb +6.
  Possessions combat gear plus  two sunrods and wood
  holy symbol of Hieroneous
  Hexblade Curse (Su): Twice per day the Hexblade
  may, as a free action (range 60 feet) curse a visible 
  target.  The recipient of the curse receives -2 penalty
  to attack rolls, weapon damage rolls, saves, skill
  checks, ability checks, for one hour.  A Will save, DC
  15, negates this effect.
  Arcane Resistance (Su): A Hexblade gets her
  charisma bonus (minimum +1) to all saving throws.
  Mettle (Su): A hexblade can resist magic and unusual
  attacks with great willpower or fortitude.  If he makes
  a  successful Will or Fortitude against an attack that
  nomrally would have a lesser effect on a successful
  save, he instead completely negates the effect.  An
  unconsciou or sleeping hexblade does not get the
  benefit of mettle.
  Description  Has a tattoo on right shoulder of a
  scimitar, rapier and dagger in parallel, hilts even.  Six
  foot, pale skin, blond hair, Suel male human.  Also
  has holy symbol of Kelanen tattooed (nine swords in
  star, hilts touching) on bottom of each foot
  Displacement enchantment on armor:  Wearer may
  as a swift action once per day, activate a
  Displacement spell upon hmself  This spell lasts 5
  rounds (CL 5).
  G O M M E T
  CR 8
  Male Human Warmage 8
  LE Medium Human (Suel)
  
  GRM7-05 Currents
  Page 37
  Init +1; Senses Listen +5, Spot +3
  Aura Evil
  Languages Common, Suloise
  AC 18, touch 14, flat-footed 14
  (+0 size, +4 Dex, +0 class, +4 armor, +0 shield, +0
  deflection, +0 insight, +0 natural)
  hp 48 (8d6+16);
  Fort +4, Ref +6, Will +6
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.;
  Melee dagger +4 (1d4-1/x2);
  Ranged Light Crossbow +9 (1d8 19-20/x2); Ranged
  Touch attack +8
  Space 5 ft.; Reach 5 ft (
  Base Atk +4; Grp +3
  Atk Options Will fire crossbow and cast spells from
  prone position especially when melee attacks are
  unlikely.  Prone gives him +4 AC vs. ranged attacks
  and could give cover depending on situation.
  Combat Gear gloves of dexterity +2, masterwork
  daggers, masterwork Light crossbow, masterwork
  chain shirt, two adamantine bolts, Potion Shield of
  Faith+2, Potion Resist Energy: (Fire 20), Potion Cure
  Moderate Wounds x2, two Potions of Remove
  Blindness/Deafness, Tunic of Steady Spellcasting (its
  bonus already figured to concentration).
  Warmage Spells Known (CL 8th):
  4th (3/day) Blast of Flame, Evard's Black Tentacles,
  Orb of Acid, Orb of Cold, Orb of Electricity, Orb of
  Fire, Orb of Force, Orb of Sound, Phantasmal Killer,
  Shout, Wall of Fire,.
  3rd (5/day) Fire Shield, Fireball, Gust of Wind, Ice
  Storm, Lightning Bolt, Poison, Ring of Blades, Sleet
  Storm, Stinking Cloud,
   
  2nd (7/day) --Blades of Fire, Continual Flame, Fire
  Trap, Fireburst, Flaming Sphere, Ice Knife, Melf's
  Acid Arrow, Pyrotechnics, Scorching Ray, Shatter,
  Whirling Blade.
  1st (7/day)—Accuracy, Burning Hands, Chill Touch,
  Fist of Stone, Hail of Stone, Magic Missile, Orb of
  Acid, Lesser, Orb of Cold, Lesser, Orb of Electricity,
  Lesser, Orb of Fire, Lesser, Orb of Sound, Lesser,
  Shocking Grasp, Tensor’s Floating Disk, True Strike
  0 (6/day)— Acid Splash, Disrupt Undead, Light, Ray
  of Frost
  �Already cast  Under effects of Heros Feast (CL
  13)
  Abilities Str 8, Dex 18, Con 14, Int 12, Wis 10, Cha 14
  SQ Armored Mage (light), Warmage Edge (+1 damage)
  Feats Point Blank Shot, Precise Shot , Still Spell ,Silent
  Spell,Sudeen Empower he has used this already
  Skills Concentration 16, Intimidate +4, Knowledge
  (Arcana) +9, Listen +6, Spellcraft +9, Spot +3,
  Possessions combat gear plus  2 sunrods and
  everburning torch heightened to 6th level
  Description  Has a tattoo on right shoulder of a
  scimitar, rapier and dagger in parallel, hilts even. 
  Six foot,tan skin, red hair, Flan male human.  Also
  has holy symbol of Kelanen tattooed (nine swords
  in star, hilts touching) on bottom of each foot..  He
  also has the 15th Battle emblem tattooed on his
  left shoulder  (shield is half red and half white, with
  crossed swords in center.  The swords are red on
  the white half and white on the red half).
  
  GRM7-05 Currents
  Page 38
  
  GRM7-05 Currents
  Page 39
  APPENDIX 6 – APL 12
  ENCOUNTER 1                                        
  Axial, Huge Water Elemental; hp 156 ; see
  Monster Manual, page 100
  ENCOUNTER 2                                        
  ALI X, H E N D R I X  & T O M AS
  CR 9
  Male Human Hexblade 7 Rogue 2
  N Medium Human (Suel)
  Init +2; Senses Listen +5, Spot +7 [+10 at night; owl
  familiar]
  Languages Common, Suloise
  AC 19, touch 14, flat-footed 16
  (+0 size, +3 Dex, +0 class, +5 armor, +1 deflection, +0
  insight, +0 natural)
  Miss Chance
  hp 76 (7D10+2D6+18);
  Fort +7, Ref +13, Will +10
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.; swim 15 ft.
  Melee great sword +11/+6 (2d6+4/19-20x2); or dagger
  +9 (1d4+2,19-20/x2);
  Ranged Light Crossbow +12/+7 (1d8+1, 19-20/x2); 
  Tanglefoot bag +11 
  Space 5 ft.; Reach 5 ft
  Base Atk +8; Grp +10
  Atk Options  Will fire crossbow from prone position
  especially when melee attacks are unlikely.  Prone
  gives him +4 AC vs. ranged attacks and could give
  cover depending on situation (another +4 AC bonus)
  Combat Gear greatsword +1, masterwork greatsword,
  dagger, Light crossbow +1, chain shirt +1 styptic, two
  adamantine bolts, 80 cold iron bolts, Potion Cure
  Moderate Wounds x2, four tanglefoot bags, cloak of
  charisma +2, Ring of Protection +1
  Class Spells Known (CL 3rd) Save = 12 + spell level:
  1st (2/day)— Tasha’s Hideous Laughter, Protection
  from Good, Phantom Threat
  Already Cast:  Alix has an Anticipate Teleportation
  spell on him
  Under effects of Heros Feast (CL 13)
  Abilities Str 14, Dex 16, Con 14, Int 8, Wis 10, Cha 16
  SQ Sneak Attack +1D6, Trapfinding, Evasion, Hexblade
  Curse, Arcane Resistance, Mettle
  Feats Lightning Reflexes, Rapid Reload , Prone Attack,
  Point Blank Shot, Combat Casting, Farshot
  Skills Tumble +10, Concentration +6 [+10 casting on
  defensive or in grapple], Swim +6, Listen +5,
  Spellcraft +5, Spot +7, Escape Artist +6, Balance +8,
  Climb +6.
  Possessions combat gear plus  two sunrods and wood
  holy symbol of Hieroneous  (Alix has a platinum
  hourglass on a chain)
  Greater Hexblade Curse (Su): Twice per day the
  Hexblade may, as a free action (range 60 feet) curse
  a visible  target.  The recipient of the curse receives -
  4 penalty to attack rolls, weapon damage rolls, saves,
  skill checks, ability checks, for one hour.  A Will save,
  DC 16, negates this effect.
  Arcane Resistance (Su): A Hexblade gets her
  charisma bonus (minimum +1) to all saving throws.
  Mettle (Su): A hexblade can resist magic and unusual
  attacks with great willpower or fortitude.  If he makes
  a  successful Will or Fortitude against an attack that
  nomrally would have a lesser effect on a successful
  save, he instead completely negates the effect.  An
  unconsciou or sleeping hexblade does not get the
  benefit of mettle.
  Description  Has a tattoo on right shoulder of a
  scimitar, rapier and dagger in parallel, hilts even.  Six
  foot, pale skin, blond hair, Suel male human.  Also
  has holy symbol of Kelanen tattooed (nine swords in
  star, hilts touching) on bottom of each foot
  Styptic Armor:  ongoing bleeding is stopped; wearer is
  stabilizied automatically with no further loss of hit
  points.  Also has 25% to not lose constitution in a
  blood draining attack or wounding weapon.
  S ARA
  CR 10
  Female Favored Soul 10
  N Medium Human (Flan)
  Init +1; Senses Listen +0, Spot +0
  Languages Common
  AC 17, touch 13, flat-footed 16
  (+1 Dex, +4 armor, +2 deflection, +0 insight, +0
  natural)
  hp 75 (10d8+20)
  Resist  Fire 10 (favored soul 5th), Lightning 10 (favored
  soul 10th);
  Fort +10, Ref +9, Will +8
  Speed 30 ft. in light armor (6 squares), , other fly 60 ft
  (spell).; Swim 7.5 feet with successful Swim check.
  Melee masterwork falchion +11/+6 (2d4+4/18-20x2) or
  dagger +9/+4 (1d4+2, 19-20/x2)
  Ranged light crossbow +8 (1d8/19-20 x2)
  Space 5 ft.; Reach 5 ft. (increases to 10/10 with
  Righteous Might)
  Base Atk +7; Grp +9
  Special Actions Augment Healing adds +2 times the
  level of the conjuration (healing) spell to the points
  healed.  Divine Insight is NPC only, it will add +11 to
  a single skill check.
  Combat Gear Mithril Chain shirt, one falchion+1, one
  masterwork falchions, light crossbow, 30 bolts, spiked
  gauntlet, Ring of Protection +2, Cure Moderate
  Wounds scroll (CL 3), two Resist Energy Scrolls (CL
  7),  Vest of Resistance +2. two spell component
  pouch, silver holy symbol of Kelanen, three wooden
  holy symbols of Kelanen.
  
  GRM7-05 Currents
  Page 40
  Class Spells Known (CL 8th): Saving throw is 10 +
  spell level
  5th (x/day)— Mass Cure Light Wounds, Insect
  Plague, Divine Agility
  4th (3/day)— Freedom of Movement, Dismissal, Cure
  Critical Wounds
  3rd 
  (5/day)— 
  Water 
  Walk, 
  Remove
  Blindness/Deafness, Weapon of Energy, Dispel
  Magic
  2nd (7/day)— Silence, Close Wounds, Divine Insight,
  Cure Moderate Wounds, Resist Energy
  1st (7/day)— Shield of Faith, Cure Light Wounds,
  Divine 
  Favor, 
  Magic 
  Weapon, 
  Deathwatch,
  Obscuring Mist
  0 (6/day)— Cure Minor Wounds, Detect Magic,
  Create Water, Mending, Light, Red Magic, Detect
  Poison
  �Already cast  Divine Insight, Deathwatch, Freedom of
  Movement, Water Walking;, Resist Energy (Acid; 20)
  Under effects of Heros Feast (CL 13)
  Abilities Str 15, Dex 12, Con 14, Int 8, Wis 10, Cha 15
  Feats Skill Focus: Concentration, Augment Healing,
  Martial Proficiency: Falchion, Still Spell, Weapon
  Focus: Falchion, Silent Spell, Combat Casting
  Skills Concentration +18 (+22 on defensive or in
  grapples), Heal +4, Swim +5, Spellcraft +2,
  Possessions combat gear plus two corked sunrods
  Description Has a tattoo on right shoulder of a scimitar,
  rapier and dagger in parallel, hilts even.  Five foot eight
  inch, red hair, Flan female human.  Also has holy
  symbol of Kelanen tattooed (nine swords in star, hilts
  touching) on bottom of each foot.
  Sources Favored Soul (Complete Divine), Close
  Wounds, Divine Insight, Weapon of Energy (Spell
  Compendium),
  G E R ALD
  CR 12
  Male Human Sorcerer 12
  N Medium Human (Suel)
  Init +2; Senses Listen +5, Spot +2
  Languages Common, Suel
  AC 18, touch 14, flat-footed 15
  (+3 Dex, +4 armor, +1 deflection,)
  hp 54 (12d4 + 24);
  Fort +8 , Ref +10, Will +10
  Speed 30 ft., swim 7.5  ft; fly 60 ft.
  Melee Dagger +5 (1d4-1/19-20 x2)
  Ranged light crossbow +11 (1d8/19-20 x2) or Ranged
  Touch Attack +11
  Space 5 ft.; Reach 5 ft.
  Base Atk +6; Grp +5
  Atk Options  Will fire crossbow from prone position
  especially when melee attacks are unlikely.  Prone
  gives him +4 AC vs. ranged attacks and could give
  cover depending on situation (another +4 AC bonus)
  Combat Gear  masterwork light crossbow, two daggers,
  30 bolts, Metamagic Rod of Lesser Enlarge, Gloves
  of Dexterity +4, Cloak of Resistance +2, Broach of
  Shielding, Scroll of Confusion (CL 7th), Scroll of
  Displacement (CL 5th), Four Cure Moderate Wounds
  Potions (CL 3rd), Scroll of Darkvison (CL 3rdh), Scroll
  of Wind Wall (CL 5th), Ring of Protection +1, Scroll of
  See Invisibility (CL 3rd), Scroll of Water Breathing
  (CL 5th)
  Class Spells Known (CL  12th): Saving Throw = 13 +
  spell level
  6th (3/day)— True Seeing
  5th (5/day)— Wall of Dispel Magic, Hold Monster
  4th (6/day)— Orb of Force, Ray Deflection, Greater
  Invisibility
  3rd (7day)— Fly, Ray of Dizziness, Dispel Magic,
  Anticipate Teleportation
  2nd 
  (7/day)— 
  Glitterdust, 
  Invisibility, 
  Baleful
  Transposition, Resist Energy, Scotching Ray
  1st (7/day)— Mage Armor, Ray of Enfeeblement,
  Magic Missile, Ray of Clumsiness, Hold Portal
  0 (6/day)— Acid Spray, Ray of Frost, Detect Magic,
  Read Magic, Light, Detect Poison, Mage Hand,
  Prestidigitation
  �Already cast: Two Invisibility, Two Fly, One Mage
  Armor, Two Anticipate Teleportation (one on himself,
  one on Alix earlier that day); From Scroll: Darkvision,
  Water Breathing (1/2 of effect) and See Invisibility. 
  Under effects of Heros Feast (CL 13)
  Abilities Str 8, Dex 18, Con 15, Int 10, Wis 12, Cha 16
  SQ
  Feats Point Blank Shot, Precise Shot, Sculpt Spell,
  Silent Spell, Weapon Focus: Range Touch Attacks,
  Sudden Maximize
  Skills  Concentration +13, Spellcraft +11, Swim +3,
  Possessions combat gear plus plus 500gp platinum
  chain, two oitments for True Seeing, two sunrods and
  wood holy symbol of Hieroneous worn openly
  Bat Familiar (Ex)  While on person gives +2 Spot and
  +5 Listen.  Bat has Blind Sense and can
  communicate to its master of what it sees to help
  direct his spells if he is blinded.
  Note:  Ray Deflection protects against All Range Touch
  Attacks, not just Rays.  He will NOT use his Sudden
  Maximize on the Orb of Force; he prefers to use it on his
  Howling Chain.
  Description  Has a tattoo on right shoulder of a
  scimitar, rapier and dagger in parallel, hilts even.  Six
  foot, pale skin, blond hair, Suel male human.  Also has
  holy symbol of Kelanen tattooed (nine swords in star,
  hilts touching) on bottom of each foot.
  Sources Ray of Clumsiness, Ray of Dizziness, Ray
  Deflection, 
  Orb 
  of 
  Force, 
  Indomitability 
  (Spell
  Compendium)
  H ANNAH
  CR 10
  Female Favored Soul 10
  N Medium Human (Flan)
  Init +1; Senses Listen +0, Spot +0
  Languages Common
  AC 17, touch 13, flat-footed 16
  (+1 Dex, +4 armor, +2 deflection, +0 insight, +0
  natural)
  hp 75 (10d8+20)
  Resist  Fire 10 (favored soul 5th), Lightning 10 (favored
  soul 10th);
  Fort +10, Ref +9, Will +8
  
  GRM7-05 Currents
  Page 41
  Speed 30 ft. in light armor (6 squares), , other fly 60 ft
  (spell).; Swim 7.5 feet with successful Swim check.
  Melee masterwork falchion +11/+6 (2d4+4/18-20x2) or
  dagger +9/+4 (1d4+2, 19-20/x2)
  With Divine Power Up: Melee +1 falchion +17/+11
  (2d4+8/18-20x2) or dagger +13/+8 (1d4+2, 19-20/x2)
  With Divine Power and Righteous Might:  Melee
  +1 falchion +21/+16 (2d6+14/18-20x2) or dagger
  +19/+14 (1d6+9)
  Ranged light crossbow +8 (1d8/19-20 x2)
  Space 5 ft.; Reach 5 ft. (increases to 10/10 with
  Righteous Might)
  Base Atk +7; Grp +9 (+12 with Divine Power)
  Special Actions Augment Healing adds +2 times the
  level of the conjuration(healing) spell to the points
  healed.  Divine Insight is NPC only, it will add +11 to
  a single skill check.
  Combat Gear Mithril Chain shirt, one falchion+1, one
  masterwork falchions, light crossbow, 30 bolts, spiked
  gauntlet, Ring of Protection +2, Cure Moderate
  Wounds scroll (CL 3), two Resist Energy Scrolls (CL
  7),  Vest of Resistance +2. two spell component
  pouch, silver holy symbol of Kelanen, three wooden
  holy symbols of Kelanen.
  Class Spells Known (CL 8th): Saving throw is 10 +
  spell level
  5th (x/day)— Righteous Might, Flame Strike, Divine
  Agility
  4th (3/day)— Freedom of Movement, Divine Power,
  Cure Critical Wounds
  3rd 
  (5/day)— 
  Water 
  Walk, 
  Remove
  Blindness/Deafness, Weapon of Energy, Dispel
  Magic
  2nd (7/day)— Silence, Close Wounds, Divine Insight,
  Cure Moderate Wounds, Resist Energy
  1st (7/day)— Shield of Faith, Cure Light Wounds,
  Divine 
  Favor, 
  Magic 
  Weapon, 
  Deathwatch,
  Obscuring Mist
  0 (6/day)— Cure Minor Wounds, Detect Magic,
  Create Water, Mending, Light, Red Magic, Detect
  Poison
  �Already cast  Divine Insight, Deathwatch, Freedom of
  Movement, Water Walking; has a Fly, Invisibility and ½
  effect of Water Breathing CL 10 from Harold.
  Under effects of Heros Feast (CL 13)
  Abilities Str 15, Dex 12, Con 14, Int 8, Wis 10, Cha 15
  Feats Skill Focus: Concentration, Augment Healing,
  Martial 
  Proficiency: 
  Falchion, 
  Heavy 
  Armor
  Proficiency, Weapon Focus: Falchion, Silent Spell,
  Power Attack
  Skills Concentration +18, Heal +4, Swim +5, Spellcraft
  +2,
  Possessions combat gear plus two corked sunrods
  Description Has a tattoo on right shoulder of a scimitar,
  rapier and dagger in parallel, hilts even.  Five foot eight
  inch, red hair, Flan female human.  Also has holy
  symbol of Kelanen tattooed (nine swords in star, hilts
  touching) on bottom of each foot.
  Sources Favored Soul (Complete Divine), Close
  Wounds, Divine Insight, Weapon of Energy (Spell
  Compendium),
  With Divine Power Up: Add +6 Str, 10 temporary Hit
  Points, raise BAB +3
  With Righteous Might Up:  Add +4 Str, +4 Con (+20
  hit points), +4 Natural armor, gain DR 3/evil, -1 size
  penalty to attack and AC; increases one size category.
  ENCOUNTER 3                                        
  S ALM AS  P R O M AN I
  CR 6
  Male Human Fighter 4 / Cleric 2
  NG Medium Human (Suel)
  Init +1; Senses Listen +1, Spot +1
  Languages Common
  AC 19, touch 12, flat-footed 19
  (+0 size, +1 Dex, +0 class, +7 armor , +1 deflection,
  +0 insight, +0 natural)
  hp 58 (4d10+2d8+17)
  Fort +6, Ref +2; Will +5
  Speed 20 ft. in chain mail +1 (4 squares), 30 ft with
  Longstrider, base movement 30 ft.;
  Melee masterwork falchion +10 (2d4+6 18-20/x2) or
  dagger +8(1d4+3 19-20/x2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +4; Grp +7
  Atk Options Power Attack
  Combat Gear Chain mail +2, two Masterwork Falchion,
  two daggers, three Potion Cure Moderate Wounds,
  Ring of Protection +1, five alchemical fire
   Cleric Spells Prepared (CL 2nd):
  1st—Command, Doom, Divine Favor, Long striderD
  0—Guidance, Virtue, Resistance, Read Magic
  D: Domain spell. Deity: Lydia. Domains: Travel,
  Knowledge
  Already cast: Longstrider
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8
  SQ Turn Undead
  Feats Power Attack, Toughness, Weapon Focus:
  Falchion Improved Toughness, Quick Draw, Dodge,
  Weapon Specialization (Falchion) 
  Skills Concentration +6, Hide -1, Diplomacy +0, Handle
  Animal +0, Heal +3, Knowledge (Nature) +5, Jump 0,
  Ride +7
  Possessions combat gear two wooden holy symbols of
  Lydia (spray of color from open Hand; Know: Religion
  DC 15: Music, Daylight, Knowledge; Suel)
  Sources Improved Toughness (Complete Warrior)
  H ARM O N
  CR 4
  Male Human Fighter 2 Rogue 2
  N Medium Human (Suel)
  Init +2; Senses Listen +5, Spot +7
  Languages Common, Suloise
  AC 20, touch 12, flat-footed 18
  (+0 size, +3 Dex, +0 class, +5 armor, +2 shield, +0
  deflection, +0 insight, +0 natural)
  hp 27 (2D10+2D6+4);
  Fort +4, Ref +8, Will +1
  
  GRM7-05 Currents
  Page 42
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.;
  Melee rapier +7 (1d6+1/18-20x2); or spiked gauntlet +6
  (1d4+2, 19-20/x2);
  Ranged Light Crossbow +7 (1d8 19-20/x2);  Alchem
  Fire bag +6 
  Space 5 ft.; Reach 5 ft
  Base Atk +3; Grp +3
  Combat Gear buckler +1, two rapiers, masterwork Light
  crossbow, chain shirt +1, spiked gauntlet, 40 bolts,
  Potion Cure Moderate Wounds x2, five Alchemical
  Fire.
  Abilities Str 10, Dex 16, Con 13, Int 14, Wis 12, Cha 8
  SQ Sneak Attack +1D6, Trapfinding, Evasion
  Feats Lightning Reflexes, Rapid Reload, Prone Attack,
  Weapon Finesse, Quick Draw
  Skills Tumble +10, Diplomacy +4, Swim +2, Listen +5,
  Appraise +4, Spot +8, Escape Artist +8, Balance +8,
  Climb +9, Jump +5  , Ride +9  , Profession (Soldier)
  +3
  Possessions combat gear plus  two sunrods and wood
  holy symbol of Hieroneous
  Description  .
  J O N N I, JALLA,AL R E D,T O M AK
  CR 1
  Male Human Expert 1 Warrior 1
  LN Medium Human (Suel)
  Init +1; Senses Listen +0, Spot +4
  Languages Common
  AC 17, touch 11, flat-footed 16
  (+1 Dex, +4 armor, +2 shield)
  hp 12 (1d6+1d8+2);
  Fort +3, Ref +1, Will +2
  Speed 30 ft. in light armor (6 squares), base movement
  30 ft., othe
  Melee rapier +1 (1d6-1/18-20 x2) or  dagger 0 (1d4-
  1/19-20 x2)
  Ranged light crossbow +2 (1d8/19-20 x2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +1 Grp +0
  Combat Gear masterwork chain shirt, heavy wooden
  shield, masterwork rapier, dagger, light crossbow, 30
  bolts,
  Abilities Str 9, Dex 13, Con 12, Int 10, Wis 11, Cha 8
  Feats Skill Focus: Sense Motive, Dodge, Feat, Feat,
  Feat
  Skills Profession (Lumberjack) +4, Move Silently +4,
  Survival 4, Hide +4, Spot +6, Sense Motive +7,
  Ride+3, Appraise +4
  Possessions combat gear plus ever burning torch, 2
  sunrods and phyton wooden holy symbol.
  Description
  ENCOUNTER 4                             
  M ARI E  & F E R D I N AN
  CR 8
  Female/Male Human Hexblade 6 Rogue 2
  N Medium Human (Suel)
  Init +2; Senses Listen +5, Spot +7 [+10 at night; owl
  familiar]
  Languages Common, Suloise
  AC 19, touch 14 flat-footed 16
  (+0 size, +3 Dex, +0 class, +5 armor, +1 deflection, +0
  insight, +0 natural)
  Miss Chance
  hp 66 (6D10+2D6+16);
  Fort +6, Ref +12, Will +7
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.; swim 15 ft.
  Melee great sword +10/+5 (2d6+4/19-20x2); or dagger
  +9 (1d4+2, 19-20/x2);
  Ranged Light Crossbow +11/+6 (1d8 19-20/x2); 
  Tanglefoot bag +10 
  Space 5 ft.; Reach 5 ft
  Base Atk +7; Grp +9
  Atk Options  Will fire crossbow from prone position
  especially when melee attacks are unlikely.  Prone
  gives him +4 AC vs. ranged attacks and could give
  cover depending on situation (another +4 AC bonus)
  Combat Gear greatsword +1, masterwork greatsword,
  dagger, masterwork Light crossbow, chain shirt +1,
  two adamantine bolts, 80 cold iron bolts, Potion Cure
  Moderate Wounds x2, four tanglefoot bags, cloak of
  charisma +2, Ring of Protection +1
  Class Spells Known (CL 3rd) Save = 12 + spell level:
  1st (2/day)— Tasha’s Hideous Laughter, Protection
  from Good, Phantom Threat
  Under effects of Heros Feast (CL 13)
  Abilities Str 14, Dex 16, Con 14, Int 8, Wis 10, Cha 14
  SQ Sneak Attack +1D6, Trapfinding, Evasion, Hexblade
  Curse, Arcane Resistance, Mettle
  Feats Lightning Reflexes, Rapid Reload , Prone Attack,
  Close Quarters Fighting, Combat Casting
  Skills Tumble +10, Concentration +6 [+10 casting on
  defensive or in grapple], Swim +6, Listen +5,
  Spellcraft +5, Spot +7, Escape Artist +6, Balance +8,
  Climb +6.
  Possessions combat gear plus  two sunrods and wood
  holy symbol of Hieroneous
  Hexblade Curse (Su): Twice per day the Hexblade
  may, as a free action (range 60 feet) curse a visible 
  target.  The recipient of the curse receives -2 penalty
  to attack rolls, weapon damage rolls, saves, skill
  checks, ability checks, for one hour.  A Will save, DC
  15, negates this effect.
  Arcane Resistance (Su): A Hexblade gets her
  charisma bonus (minimum +1) to all saving throws.
  Mettle (Su): A hexblade can resist magic and unusual
  attacks with great willpower or fortitude.  If he makes
  a  successful Will or Fortitude against an attack that
  nomrally would have a lesser effect on a successful
  save, he instead completely negates the effect.  An
  unconsciou or sleeping hexblade does not get the
  benefit of mettle.
  
  GRM7-05 Currents
  Page 43
  Description  Has a tattoo on right shoulder of a
  scimitar, rapier and dagger in parallel, hilts even.  Six
  foot, pale skin, blond hair, Suel male human.  Also
  has holy symbol of Kelanen tattooed (nine swords in
  star, hilts touching) on bottom of each foot
  G O M M E T & I O N
  CR 10
  Male Human Warmage 10
  LE Medium Human (Suel)
  Init +1; Senses Listen +6, Spot +3
  Aura Evil
  Languages Common, Suloise
  AC 18, touch 14, flat-footed 14
  (+0 size, +4 Dex, +0 class, +4 armor, +0 shield, +0
  deflection, +0 insight, +0 natural)
  hp 60 (10d6+20);
  Fort +7, Ref +9, Will +9
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.;
  Melee dagger +6 (1d4-1/x2);
  Ranged Light Crossbow +10 (1d8 19-20/x2); Ranged
  Touch attack +10
  Space 5 ft.; Reach 5 ft (
  Base Atk +5; Grp +4
  Atk Options Will fire crossbow and cast spells from
  prone position especially when melee attacks are
  unlikely.  Prone gives him +4 AC vs. ranged attacks
  and could give cover depending on situation.
  Combat Gear cloak of charisma +2, vest of resistance
  +2, gloves of dexterity +2, masterwork daggers,
  masterwork Light crossbow, masterwork chain shirt,
  two adamantine bolts, Potion Shield of Faith+2,
  Potion Resist Energy: (Fire 20), Potion Cure
  Moderate Wounds x2, two Potions of Remove
  Blindness/Deafness, Tunic of Steady Spell Casting
  Warmage Spells Known (CL 10th):
  5th (3/day)Arc of Lightning, Cloudkill, Cone of Cold,
  Fire Shield, Mass, Fireburst, Greater, Flame Strike,
  Prismatic Ray.
  4th (5/day) Blast of Flame, Evard's Black Tentacles,
  Orb of Acid, Orb of Cold, Orb of Electricity, Orb of
  Fire, Orb of Force, Orb of Sound, Phantasmal Killer,
  Shout, Wall of Fire,.
  3rd (6/day) Fire Shield, Fireball, Gust of Wind, Ice
  Storm, Lightning Bolt, Poison, Ring of Blades, Sleet
  Storm, Stinking Cloud,
   
  2nd (7/day) --Blades of Fire, Continual Flame, Fire
  Trap, Fireburst, Flaming Sphere, Ice Knife, Melf's
  Acid Arrow, Pyrotechnics, Scorching Ray, Shatter,
  Whirling Blade.
  1st (7/day)—Accuracy, Burning Hands, Chill Touch,
  Fist of Stone, Hail of Stone, Magic Missile, Orb of
  Acid, Lesser, Orb of Cold, Lesser, Orb of Electricity,
  Lesser, Orb of Fire, Lesser, Orb of Sound, Lesser,
  Shocking Grasp, Tensor’s Floating Disk, True Strike
  0 (6/day)— Acid Splash, Disrupt Undead, Light, Ray
  of Frost
  �Already cast  Under effects of Heros Feast (CL
  13)
  Abilities Str 8, Dex 18, Con 14, Int 12, Wis 10, Cha 16
  SQ Armored Mage (light), Warmage Edge (+1 damage)
  Feats Point Blank Shot, Precise Shot , Still Spell ,Silent
  Spell, Sudden Empower, Weapon Focus (Range
  Touch Attacks), Sudden Enlarge
  Skills Concentration 20, Intimidate +4, Knowledge
  (Arcana) 139, Listen +6, Spellcraft +9, Spot +3,
  Possessions combat gear plus  2 sunrods and
  everburning torch heightened to 6th level
  Description  Has a tattoo on right shoulder of a
  scimitar, rapier and dagger in parallel, hilts even. 
  Six foot,tan skin, red hair, Flan male human.  Also
  has holy symbol of Kelanen tattooed (nine swords
  in star, hilts touching) on bottom of each foot..  He
  also has the 15th Battle emblem tattooed on his
  left shoulder  (shield is half red and half white, with
  crossed swords in center.  The swords are red on
  the white half and white on the red half).
  oot
  
  GRM7-05 Currents
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  APPENDIX 9 – ALL APLS
  INTRODUCTION & ENCOUNTER 2       
  GENERIC BOATMAN
  CR 1
  Male Human Expert 1 Warrior 1
  LN Medium Human (Suel)
  Init +1; Senses Listen +0, Spot +4
  Languages Common
  AC 17, touch 11, flat-footed 16
  (+1 Dex, +4 armor, +2 shield)
  hp 12 (1d6+1d8+2);
  Fort +3, Ref +1, Will +2
  Speed 30 ft. in light armor (6 squares), base movement
  30 ft., othe
  Melee dagger +0 (1d4-1/18-20 x2) o
  Space 5 ft.; Reach 5 ft.
  Base Atk +1 Grp +0
  Combat Gear masterwork leather armor , dagger
  Abilities Str 9, Dex 13, Con 12, Int 10, Wis 11, Cha 8
  Feats Skill Focus: Profession (Sailor), Skill Focus:
  Swim,
  Skills Profession (Sailor) +7, Craft( Carpentry or
  Sailmaking or Blacksmithing) +4, Survival 4, Swim
  +6, Spot +6, Sense Motive +7, Ride+3, Appraise +4
  Possessions combat gear plus ever burning torch, 2
  sunrods and harvest church wooden holy symbol.
  Description
  C AP TAI N ALCARTA
  CR 4
  Male Human Fighter 2 Rogue 2
  N Medium Human (mixedl)
  Init +2; Senses Listen +5, Spot +7
  Languages Common, Flan
  AC 20, touch 12, flat-footed 18
  (+0 size, +3 Dex, +0 class, +5 armor, +2 shield, +0
  deflection, +0 insight, +0 natural)
  hp 27 (2D10+2D6+4);
  Fort +4, Ref +8, Will +1
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.;
  Melee rapier +7 (1d6+1/18-20x2); or spiked gauntlet +6
  (1d4+2, 19-20/x2);
  Ranged Light Crossbow +7 (1d8 19-20/x2);  Alchem
  Fire bag +6 
  Space 5 ft.; Reach 5 ft
  Base Atk +3; Grp +3
  Combat Gear buckler +1, two rapiers, masterwork Light
  crossbow, chain shirt +1, spiked gauntlet, 40 bolts,
  Potion Cure Moderate Wounds x2, five Alchemical
  Fire.
  Abilities Str 10, Dex 16, Con 13, Int 14, Wis 12, Cha 8
  SQ Sneak Attack +1D6, Trapfinding, Evasion
  Feats Lightning Reflexes, Skill Focus: Professopm
  (Sailor), Prone Attack, Weapon Finesse, Quick Draw
  Skills Tumble +10, Diplomacy +4, Swim +2, Listen +5,
  Appraise +4, Spot +8, Profession (Sailor) +10,
  Balance +8, Climb +9, Jump +5  , Ride +9  ,
  Profession (Soldier) +3
  Possessions combat gear plus  two sunrods and wood
  holy symbol of Harvest Church
  Description  .
  SYLAR
  CR 3
  Male Human Hexblade 2 Rogue 1
  N Medium Human (Suel)
  Init +2; Senses Listen +4, Spot +4
  Aura
  Languages Common, Suloise
  AC 17, touch 12, flat-footed 15
  (+0 size, +2 Dex, +0 class, +4 armor, +1 shield, +0
  deflection, +0 insight, +0 natural)
  Miss Chance
  hp 22 (2D10+1D6+3);
  Fort +2, Ref +7, Will +4
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.; swim 15 ft.
  Melee rapier +5 (1d6+2/18-20x2); or dagger +3 (1d4+2,
  19-20/x2);
  Ranged Light Crossbow +5 (1d8 19-20/x2);  Tanglefoot
  bag +4 
  Space 5 ft.; Reach 5 ft
  Base Atk +2; Grp +4
  Atk Options  Will fire crossbow from prone position
  especially when melee attacks are unlikely.  Prone
  gives him +4 AC vs. ranged attacks and could give
  cover depending on situation (another +4 AC bonus)
  Combat Gear masterwork buckler, two masterwork
  rapiers, spiked gauntlet, masterwork Light crossbow,
  masterwork chain shirt, 80 cold iron bolts, Potion
  Cure Light Wounds x2, two alcehm fire.
  Abilities Str 14, Dex 15, Con 13, Int 8, Wis 10, Cha 12
  SQ Sneak Attack +1D6, Trapfinding, Hexblade Curse
  Feats Lightning Reflexes, Rapid Reload, Prone Attack,
  Skills Tumble +6, Profession (Sailor) +4 , Swim +4,
  Listen +4, Spellcraft +1, Spot +4, Escape Artist +5,
  Balance +5, Climb+5.
  Possessions combat gear plus  two sunrods and wood
  holy symbol of Saint Cuthbert
  Hexblade Curse (Su): Once per day the Hexblade may,
  as a free action (range 60 feet) curse a visible  target.
   The recipient of the curse receives -2 penalty to
  attack rolls, weapon damage rolls, saves, skill
  checks, ability checks, for one hour.  A Will save, DC
  11, negates this effect.
  
  GRM7-05 Currents
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  Arcane Resistance (Su): A Hexblade gets her
  charisma bonus (minimum +1) to all saving throws.
  
  GRM7-05 Currents
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  DM AID: MAP #1 – SHELDOMAR RIVER KEELBOAT
  The Deckhouse is can be approximated as 5 feet tall (it generally was a little taller).   The DC to climb the ladder is 0.
   If water gets splashed on ladder you can add +2 to DC.   A person climbs at half speed.
  The port side of the deckhouse side holds mast and rigging, to walk along that takes a Balance check DC 24 (6” wide,
  Severely obstructed, slanted, lightly slippery).  The starboard (left) side is clear of the mast and only requires a DC 17
  Balance check (6” wide, lightly slippery)  One is denied dex while balancing unless you have 5 ranks in the skill.  This
  only likely attempted if one of the doors is under the Hold Portal spell.
  By centering an emanation (like silence) on the front or rear top corner of a the deckhouse you can cover the top of
  the deckhouse and either the front or read or boat.  It takes a spread to affect front, top and rear of boat at the same
  time.  The doors being left open most of the time will allow spreads inside.  Often the rowers are rowing from there so
  casting spells require a concentration check even when not threaten if rowing is going on.
  
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  DM AID: MAP #2 – ENCOUNTER 2 – A
  
  GRM7-05 Currents
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  DM AID: MAP #3 – ENCOUNTER 2– B
  
  GRM7-05 Currents
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  DM AID: MAP #4 – ENCOUNTER 3 – NAKED TREE
  
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  DM AID: MAP #4 – ENCOUNTER 4 – CAMP
  
  GRM7-05 Currents
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   DM AID: NEW RULES
  NEW FEATS
  Prone Attack (Complete Warrior)
  You can attack from a prone position without penalty
  Prerequisites: Dex 15, Lightning Reflexes base attack bonus +2
  Benefit:  You can make an attack from the prone position and take no penalty on your attack roll.  If your
  attack roll is successful, you may regain your feat immediately as a free action.  Opponents gain no
  bonus on melee attacks against you while you are prone.
  NEW ITEMS
  Vest of Resistance (Complete Arcane)
  These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving
  throws.
  Faint abjuration; CL 5th; Craft Wondrous Item, resistance, caster’s level must be at least three times
  the vest’s bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5);
  Weight 1 lb.
  NEW SPELLS
  Accuracy (CA p96)
  Transmutation
  Level: Warmage 1, wu jen 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Targets: One thrown weapon/level touched or one projectile weapon touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless object)
  When you cast this spell, you enhance one or more thrown weapons or one projectile weapon to
  improve its chance of hitting distant targets. For the duration of the spell, the range increment for the
  affected weapon or weapons is doubled.
  Material Component: Ink used to scribe a mystical character on each weapon affected by the spell.
  Anticipate Teleportation
  Abjuration
  Level: Sorcerer/wizard 3
  Components: V, S, F
  Casting Time: 10 minutes
  Range: One willing creature touched
  Area: 5-ft./level radius emanation from touched creature
  Duration: 24 hours
  Saving Throw: None
  Spell Resistance: No
  The arcane words that activate this spell linger in the air for a moment. As they fade from your hearing,
  you become more aware of both your surroundings and the possibility of intrusion.
  The subject of the spell is surroundedwith an invisible aura that anticipatesand delays the teleportation of
  any creature into the spell’s area. Any teleportation spell or effect (including all spells with the
  teleportation descriptor) can be anticipated, making the spell’s recipient instantly aware of the exact
  
  GRM7-05 Currents
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  location where the teleporting creature will arrive (subject to the restrictions below), the creature’s size,
  and how many other creatures (and their sizes) are arriving with the teleporting creature. The spell also
  delays the arrival of the teleporting creature by 1 round (so that it arrives on its initiative count
  immediately before its next turn), generally giving the recipient of the spell and anyone else made aware
  of the information 1 round to act or ready actions. The teleporting creature does not perceive this delay.
  Since a teleporting creature doesn’t necessarily arrive at the precise location it intends, the spell also
  functions against a creature that arrives in range even though its intended destination was elsewhere. For
  a creature that intends to teleport into range but inadvertently arrives outside the spell’s area, the spell
  gives the recipient awareness that a creature has attempted to teleport into range and delays the creature
  as normal, but doesn’t give any awareness as to the actual location of its imminent arrival. The spell has
  no effect on creatures attempting to teleport away from the spell’s area, although if their destination is
  within the area, the spell will affect their reentry as normal.
  Focus: A tiny hourglass of platinum and crystal costing at least 500 gp, which must be carried or worn by
  the spell’s recipient while the spell is in effect.
  Arc of Lightning (Complete Arcane)
  Conjuration (Creation) [Electricity]
  Level: Drd 4, Sor/Wiz 5, Warmage 5
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: A line between two creatures
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: No
  You create natural conductivity between two creatures, and a bolt of electricity arcs between them. 
  This bolt deals 1d6 points of electricity damage per caster level (maximum 15d6) to both creatures and to
  anything in the line between them.  Both creatures must be in range, and you must be able to target them
  (as if this spell had them as its targets).  Draw the line from any corner in one creature’s space to any
  corner in the other’s space.
  Arcane Material Component: Two small iron rods.
  Baleful Transposition (Spell Compendium)
  Conjuration (Teleportation)
  Level: Sor/Wiz 2
  Components: V
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Two creatures of up to Large size
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  Seeing your friend imperiled, you cast about for a likely target and settle upon a nearby foe.  With a
  word, your ally stands free while your foe faces death.
  Two target creatures, of which you can be one, instantly swap positions. A solid object, such as the
  ground, a bridge, or a rope, must connect the creatures. Both subjects must be within range. Objects
  carried by the subject must be within range. Objects carried by the creatures (up to the creatures’
  maximum loads) go with them, but other creatures do not, even if they are carried. The movement is
  instantaneous and does not provoke an attack of opportunity.  If either creature succeeds on its Will save,
  the spell is negated.
  
  GRM7-05 Currents
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  Benign Transposition (Spell Compendium)
  Conjuration (Teleportation)
  Level: Sor/Wiz 1
  Components: V
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Two willing creatures of up to Large size
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Calling out the arcane words, you suddenly stand where your companion was, and he has taken your
  place, outside the reach of his foes.
  Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within
  range. Objects carried by the creatures (up to the creatures’ maximum loads) go with them, but other
  creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks
  of opportunity.
  Blades of Fire (Spell Compendium p31)
  Conjuration (Creation) [Fire]
  Level: Ranger 2, sorcerer/wizard 2, warmage 2
  Components: V
  Casting Time: 1 swift action
  Range: Touch
  Targets: Up to two melee weapons you are wielding
  Duration: 1 round
  Saving Throw: None
  Spell Resistance: No
  Flames sheathe your melee weapons, harming neither you nor the weapons but possibly burning
  your opponents. Your melee weapons each deal an extra 1d6 points of fire damage. This damage stacks
  with any energy damage your weapons already deal.
  Blast of Flame (Complete Arcane)
  Conjuration (Creation) [Fire]
  Level: Sor/Wiz 4, Warmage 4
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped blast
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: No
  Flames fill the area, dealing 1d6 points of fire damage per caster level (maximum 10d6) to any
  creature in the area that fails its saving throw.
  Material Component: A bit of wick soaked in oil.
  Blessed Aim (Spell Compendium)
  Divination
  Level: Blackguard 1, Cleric 1, Paladin 1
  Components: V, S
  Casting Time: 1 standard action
  Range: 50 ft.
  Effect: 50-ft. radius spread centered on you
  Duration: 1 minute/level
  
  GRM7-05 Currents
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  Saving Throw: Will negates (harmless)
  Spell Resistance: No
  With the blessing of your deity, you bolster your allies’ aim with an exhortation.
  This spell grants your allies within the spread a +2 morale bonus on all ranged attack rolls.
  Close Wounds (Spell Compendium)
  Conjuration (Healing)
  Level: Clr 2
  Components: V
  Casting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: Instantaneous
  Saving Throw: Will half (harmless); see text
  Spell Resistance: Yes (harmless)
  Your ally falls from a crushing blow, but you don’t have time to reach him.  You quickly speak words
  of power, and the worst of his injuries glow golden and begin to heal.
  This spell cures 1d4 points of damage +1 point per caster level (maximum +5).  If you cast this spell
  immediately after the subject takes damage, it effectively prevents the damage.  It would keep alive
  someone who had just dropped to -10 hit points, for example, leaving the character at negative hit points
  but stable.  Used against an undead creature, close wounds deals damage instead of curing the creature
  (which takes half damage if it makes its Will saving throw).
  Divine Agility (Complete Divine)
  Transmutation
  Level: Cleric 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Living Creature Touched
  Duration: 1 round/level
  Saving Throw: Will negates (harmless)
  Spell Resistance: No
  Calling on the divine power of your patron, you imbue a living creature with agility and skill in combat.
   You confer the base Reflex save bonus of a rogue of your total character level, a +4 enhancement bonus
  to Dex, and the Spring Attack feat on the target for the duration of the spell.
  Divine Insight (Spell Compendium)
  Divination
  Level: Clr 2, Pal 2
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 hour/level or until discharged (D)
  Clutching the focus of your spells to your chest, you let your eyes flutter shit.  As you complete the
  short prayer you feel your deity’s presence fill you with confidence.
  Once during the spell’s duration, you can choose to use its effect.  This spell grants you an insight
  bonus equal to 5 + your caster level (maximum bonus of +15) on any single skill check.  Activating the
  effect requires an immediate action.  You must choose to use the insight bonus before you make the
  check you want to modify.  Once used, the spell ends.  You can’t have more than one divine insight effect
  active on you at the same time.
  Fireburst (Spell Compendium)
  Evocation [Fire]
  Level: Sor/Wiz 2, Warmage 2
  Components: V, S, M
  
  GRM7-05 Currents
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  Casting Time: 1 standard action
  Range: 10 ft.
  Effect: Burst of fire extending 10 ft. from you
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  With a grand circular gesture the air around you fills with flame.  An instant later the fire explodes
  outward, engulfing everything close to you.
  Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 10 feet of
  you.  All creatures and objects within that area, except for you and any creatures or objects that share
  your space, take 1d8 points of fire damage per caster level (maximum 5d8).
  Material Component: A bit of sulfur.
  Fireburst, Greater (Spell Compendium)
  Evocation [Fire]
  Level: Sor/Wiz 5, Warmage 5
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 15 ft.
  Effect: Burst of fire extending 15 ft. from you
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  With a grand circular gesture the air around you fills with flame.  An instant later the fire explodes
  outward, engulfing everything close to you.
  Greater fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 15
  feet of you.  All creatures and objects within that area, except for you and any creatures or objects that
  share your space, take 1d10 points of fire damage per caster level (maximum 15d10).
  Material Component: A bit of sulfur.
  Fist of Stone (Complete Arcane)
  Transmutation [Earth]
  Level: Sor/Wiz 1, Warmage 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute
  Saving Throw: No
  Spell Resistance: No
  You transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus
  to Strength for purposes of attacks, grapple checks, or breaking and crushing items.  In addition, you gain
  the ability to make one natural slam attack as a standard action, dealing 1d6 points of damage plus your
  new Strength bonus (or 1-1/2 times your Strength bonus if you make no other attacks that round).  You
  can make the slam attack as a natural secondary attack with the normal -5 penalty (or -2 penalty if you
  have the Multiattack feat; see page 304 of Monster Manual) as part of a full attack action.  However, you
  cannot gain more than one slam attack per round with this spell due to a high base attack bonus (+6 or
  higher).  Your fist undergoes no change in size or form, remaining as flexible and responsive as it would
  normally be while under the spell’s effect.
  Material Component: A pebble inscribed with a stylized fist design.
  Hail of Stone (Spell Compendium p108)
  Conjuration (Creation) [Earth]
  Level: Wu jen 1 (earth), warmage 1
  Components: V, S, M
  Casting Time: 1 round
  
  GRM7-05 Currents
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  Range: Medium (100 ft. + 10 ft./level)
  Area: Cylinder (5-ft. radius, 40 ft. high)
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You create a rain of stones that deals 1d4 points of damage per caster level (maximum 5d4) to
  creatures and objects within the area.
  Material Component: A piece of jade worth 5 gp.
  Ice Knife (Spell Compendium p119)
  Conjuration (Creation) [Cold]
  Level: Assassin 2, Wu Jen 2 (water), Warmage 2
  Components: S, M
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Effect: One icy missile
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  A magical shard of ice blasts from your hand and speeds to its target. You must succeed on a normal
  ranged attack to hit (with a +2 bonus on the attack roll for every two caster levels). If it hits, an ice knife
  deal 2d8 points of cold damage plus 2 points of Dexterity damage (no Dexterity damage on a successful
  Fortitude save). Creatures that have immunity to cold damage also take no Dexterity damage
  automatically.
  A knife that misses creates a shower of ice crystals in a 10-foot-radius burst (see Missing with a
  Thrown Weapon, page 158 of the Player’s Handbook, to determine where the shard hits). The icy burst
  deals ld8 points of cold damage to all creatures within the area of the effect (Reflex half).
  Material Component: A drop of water or piece of ice.
  Orb of Acid (Complete Arcane)
  Conjuration (Creation) [Acid]
  Level: Sor/Wiz 4, Warmage 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft. / 2 levels)
  Effect: One orb of acid
  Duration: Instantaneous
  Saving Throw: Fort partial
  Spell Resistance: No
  An orb of acid about 3 inches across shoots from your palm at its target, dealing 1d6 points of acid
  damage per caster level (maximum 15d6). You must succeed on a ranged touch attack to hit your target.
   A creature struck by the orb takes damage and becomes sickened by the acid’s noxious fumes for 1
  round.  A successful Fortitude save negates the sickened effect but does not reduce the damage.
  Orb of Cold, Lesser (Spell Compendium)
  Conjuration (Creation) [Cold]
  Level: Sor/Wiz 1, Warmage 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft. / 2 levels)
  Effect: One orb of cold
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  
  GRM7-05 Currents
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  Your hand takes on a blue tint and your fingers turn numb and unresponsive as you complete this
  spell.  From your chilled palm flies an orb composed of blue ice.
  An orb of cold about 2 inches across shoots from your palm at its target, dealing 1d8 points of cold
  damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels
  beyond 1st, your orb does an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th
  level, and the maximum of 5d8 at 9th level or higher.
  Orb of Electricity, Lesser (Complete Arcane)
  Conjuration (Creation) [Electricity]
  Level: Sor/Wiz 1, Warmage 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft. / 2 levels)
  Effect: One orb of electricity
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  An orb of electricity about 2 inches across shoots from your palm at its target, dealing 1d8 points of
  electricity damage. You must succeed on a ranged touch attack to hit your target. For every two caster
  levels beyond 1st, your orb does an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8
  at 7th level, and the maximum of 5d8 at 9th level or higher.
  Orb of Fire (Complete Arcane)
  Conjuration (Creation) [Fire]
  Level: Sor/Wiz 4, Warmage 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft. / 2 levels)
  Effect: One orb of fire
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: No
  An orb of fire about three inches across shoots from your palm at its target, dealing 1d6 points of fire
  damage per caster level (maximum 15d6). You must succeed on a ranger touch attack to hit your target.
  A creature struck by the orb takes damage and becomes dazed for 1 round. A successful Fortitude save
  negates the dazed effect but does not reduce the damage.
  Orb of Fire, Lesser (Spell Compendium)
  Conjuration (Creation) [Fire]
  Level: Sor/Wiz 1, Warmage 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft. / 2 levels)
  Effect: One orb of fire
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Your hand heats to an uncomfortable temperature just moments before you release the spell’s
  energy in the form of an orb of white flames speeding from your outward-facing palm.
  An orb of fire about 2 inches across shoots from your palm at its target, dealing 1d8 points of fire
  damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels
  beyond 1st, your orb does an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th
  level, and the maximum of 5d8 at 9th level or higher.
  Orb of Sound, Lesser (Complete Arcane)
  Conjuration (Creation) [Sonic]
  Level: Sor/Wiz 1, Warmage 1
  
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  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft. / 2 levels)
  Effect: One orb of sound energy
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  An orb of sound about 2 inches across shoots from your palm at its target, dealing 1d6 points of sonic
  damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels
  beyond 1st, your orb does an additional 1d6 points of damage: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at 7th
  level, and the maximum of 5d6 at 9th level or higher.
  Panacea (Spell Compendium)
  Conjuration (Healing)
  Level: Clr 4, Drd 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: Instantaneous
  Saving Throw: Will half (harmless); see text
  Spell Resistance: Yes (harmless)
  You kneel next to your afflicted comrade and speak the soft words of this spell.  At your touch a
  golden radiance infuses your companion.
  This spell channels positive energy into a creature to wipe away afflictions.  It immediately ends any
  of the following conditions affecting the target: blinded, confused, dazed, dazzled, deafened, diseased,
  exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened and stunned.  It
  negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison,
  as the neutralize poison spell.  It also cures 1d8 points of damage +1 point per caster level (maximum
  +20).  Panacea does not remove ability damage, negative levels, or drained levels.  Used against an
  undead creature, panacea deals damage instead of curing the creature (which takes half damage if it
  makes a Will saving throw), but it has no other effect.
  Prismatic Ray (Complete Arcane)
  Evocation
  Level: Sor/Wiz 5, Warmage 5
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  A single beam of brilliantly colored light shoots from your outstretched hand.  On a successful ranged
  touch attack, creatures with 6 HD or fewer are blinded for 2d4 rounds by the prismatic ray in addition to
  suffering a randomly determined effect: 1 – red beam – 20 pts. fire damage (Ref half); 2 – orange beam –
  40 pts. acid damage (Ref half); 3 – yellow beam – 80 pts. electricity damage (Ref half); 4 – green beam –
  poison (kills; Fort partial, take 1d6 Con damage instead); 5 – blue beam – turned to stone (Fort negates);
  6 – indigo – insane (as insanity spell; Will negates).
  Ray Deflection (Spell Compendium)
  Abjuration
  Level: Bard 4, sorcerer/wizard 4
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Personal
  
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  Target: You
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  As the spell is cast, a brief shimmering field appears around you. Small motes of silver float within the 
  field.
  For the duration of the spell, you are protected against ranged touch attacks, including ray spells and ray attacks
  made by creatures. Any ray attack directed at you is automatically reflected harmlessly away.
  Focus: A glass prism.
  Ray of Clumsiness (Spell Compendium)
  Transmutation
  Level: Sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: Ray
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: Yes
  A crackling ray leaps from your outstretched hand. The green ray seems almost sluggish in reaching its
  target, though it takes only an eyeblink to do so.
  You must succeed on a ranged touch attack with the ray to strike a target. The energy of the ray stiffens the
  subject’s muscles and joints, making it more difficult for the subject to move. The subject takes a penalty to
  Dexterity
  equal to 1d6+1 per two caster levels (maximum penalty 1d6+5, minimum Dexterity 1).
  Ray of Dizziness (Spell Compendium)
  Enchantment (Compulsion)  [Mind-Affecting]
  Level: Bard 3, sorcerer/wizard 3
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: Yes
  You release a drab violet ray from your palm. The ray shoots toward your target in a spiraling corkscrew.
  You strike out at your enemy with a ray that causes intense feelings of vertigo. You must succeed on a ranged touch
  attack with the ray to strike a target. A struck subject experiences strong feelings of vertigo and can take only a
  move action or a standard action each round (but not both, and it cannot take a full-round action).
  Focus: A small top.
  Ring of Blades (Spell Compendium p177)
  Conjuration (Creation)
  Level: Cleric 3, warmage 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  This spell conjures a horizontal ring of swirling metal blades around you. The ring extends 5 feet from
  you, into any squares adjacent to your space, and it moves with you as you move. Each round on your
  
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  turn, starting when you cast the spell, the blades deal 1d6 points of damage +1 point per caster level
  (maximum +10) to all creatures in the affected area.
  The blades conjured by a lawful aligned cleric are cold iron, those conjured by a chaotic-aligned cleric
  are silver, and those conjured by a cleric who is neither lawful nor chaotic are steel.
  Material Component: A small dagger.
  Wall of Dispel Magic (Spell Compendium)
  Abjuration
  Level: Cleric 5, sorcerer/wizard 5
  Components: V, S, DF
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Effect: A straight wall whose area is up to one 10-ft. square/level
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  This spell creates a transparent, permeable barrier. Anyone passing through it becomes the target of a dispel magic
  effect (PH 223) at your caster level. A summoned creature targeted in this way can be dispelled by the effect.
  A wall of dispel magic cannot be seen or felt by ordinary means, or even with a see invisibility spell. Detect
  magic indicates the presence of the effect, and true seeing reveals its presence.
  Weapon of Energy (Spell Compendium)
  Transmutation [see text]
  Level: Cleric 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One weapon
  Duration: 1 round/level
  Saving Throw: Fortitude negates (object, harmless)
  Spell Resistance: Yes (harmless object)
  You cause a weapon to gain the ability to deal energy damage in addition to its other abilities, similar to how a
  flaming burst weapon deals extra fire damage on a hit or a critical hit. The weapon can deal acid, cold, electricity, or
  fire damage, chosen by you at the time of casting. The weapon deals an extra 1d6 points of damage of that energy
  type on a successful hit. On a critical hit, the weapon deals an additional 1d10 points of energy damage. If the
  weapon’s critical multiplier is ⋅3, add 2d10 points of energy damage instead, and if the multiplier is ⋅4, add 3d10
  points of energy damage. This spell can be cast on a weapon that already deals energy damage, and if the weapon
  already creates the same type of damage as the spell, the effects stack. For example, if cast on a +1 flaming
  longsword to give it additional fire damage, the weapon now deals an extra 2d6 points of fire damage per hit.
  This spell has a descriptor that is the same as the energy created by the target weapon. For example, weapon of
  energy is a fire spell when used to give a weapon bonus fire damage.
  Whirling Blade (Spell Compendium)
  Transmutation
  Level: Bard 2, sorcerer/wizard 2, warmage 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: 60 ft.
  Effect: 60-ft. line
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  As you cast this spell, you hurl a single slashing weapon at your foes, magically striking at all
  enemies along a line to the extent of the spell's range. You make a normal melee attack, just as if you
  attacked with the weapon in melee, against each foe in the weapon's path, but you can choose to
  
  GRM7-05 Currents
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  substitute your Intelligence or Charisma modifier (as appropriate for your spellcasting class) for your
  Strength modifier on the weapon's attack rolls and damage rolls. Even if your base attack bonus would
  normally give you multiple attack rolls, a whirling blade gets only one attack (at your best attack bonus)
  against each target. The weapon deals damage just as if you had swung it in melee, including any
  bonuses you might have from ability scores or feats.
  No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your
  hand after attempting the last of its attacks.
  Focus: A slashing melee weapon that the caster hurls.
  
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  Warmage Spells
  0-level (cantrips): Acid Splash, Disrupt Undead, Light, Ray of Frost.
  1st: Accuracy, Chill Touch, Fist of Stone, Magic Missile, Orb of Acid, Lesser, Orb of Cold, Lesser,
  Orb of Electricity, Lesser, Orb of Fire, Lesser, Orb of Sound, Lesser, Shocking Grasp, True Strike.
  2nd: Blades of Fire, Continual Flame, Fire Trap, Fireburst, Flaming Sphere, Ice Knife, Melf's Acid
  Arrow, Pyrotechnics, Scorching Ray, Shatter, Whirling Blade.
  3rd: Fire Shield, Fireball, Gust of Wind, Ice Storm, Lightning Bolt, Poison, Ring of Blades, Sleet
  Storm, Stinking Cloud,
  4th: Blast of Flame, Evard's Black Tentacles, Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire,
  Orb of Force, Orb of Sound, Phantasmal Killer, Shout, Wall of Fire,.
  5th: Arc of Lightning, Cloudkill, Cone of Cold, Fire Shield, Mass, Fireburst, Greater, Flame Strike,
  Prismatic Ray.
  6th: Acid Fog, Blade Barrier, Circle of Death, Disintegrate, Fire Seeds, Otiluke's Freezing Sphere,
  Tenser's Transformation.
  7th: Delayed Blast Fireball, Earthquake, Finger of Death, Fire Storm, Mordenkainen's Sword,
  Prismatic Spray, Sunbeam, Waves of Exhaustion.
  8th: Horrid Wilting, Incendiary Cloud, Polar Ray, Prismatic wall, Scintillating Pattern, Shout, Greater,
  Sunburst.
  9th: Elemental Swarm, Implosion, Meteor Swarm, Prismatic Sphere, Wail of the Banshee, Weird.
  
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  PLAYER HANDOUT #1 – GENERAL ORDER
  Attention to Orders:
  Githyanki Swords are no longer allowed to be used or worn while on duty in any
  military capacity.
  If any active duty personnel are injured or killed in githyanki attempts to retrieve
  the sword, it is as if the owner of said sword drew it and struck the victim
  themselves.
  Knowingly bearing such a weapon into highly populated areas or near the
  Commandant constitutes treason.
  The Chancellor’s Office is interested in purchasing such swords from persons
  who no longer wish to endanger others by bearing such weapons.
  What does this mean?
  For all scenarios from GRM 7-5 and later,  one is violating military rules to bear or use a Githyanki Silver
  Sword while using military time units or while on a military mission; the penalties are automatic demerit,
  and possibly loss of rank. 
  In addition, bringing such a weapon into Shiboleth, Hookhill, Proman, Orlane or Buxton’s Crossing
  constitutes a violation of a Great Law. 
  Also, any injuries or deaths caused by attempt to get the sword from your character counts as if your
  character did the injuries themselves. 
  
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  PLAYER HANDOUT #2 – MILITARY ORDERS
  You receive the following orders.  Inside this order package is a sealed letter.
  You are hereby detached from your current duties and assigned to a special duty under
  the command of Knight Commodore Avanti.   You will find detailed instructions within.
  You are not to wear, nor bring, any military insignia, rank, or uniform unless expressly
  commanded to do so by Knight Commodore Avanti.  You will not wear, nor bring, any
  organizational uniform, rank, or insignia that might be construed as an authority figure
  within Gran March or Keoland.  This includes, but is not limited to, the following
  organizations: Knights of the Watch and Dispatch, Knights of Luna, Heironeon
  Inquisition, Cuthbertine Martials, Pholtian Hands of Light, Merciful Order, Militia, Silent
  Ones, or Syrloch.  You will comport yourself as a person off-duty to those outside your
  mission but make no mistake this is a military mission and wherever possible within the
  confines of these restrictions you should act appropriately to your status and station.
  Knight Colonel Harad Jacobi
  HQ: Army of Security
  SEALED LETTER
  In the last months there has been more and more pirate activity along the Rivers between
  Ghostgate and Lortenford.  Recently we have become aware that this activity is a
  coordinated and skillful effort of an unknown organization.  Your ultimate mission is to
  find out what you can about this organization, its leaders and its bases of operations. 
  Any damage you do to that organization along with the gathering of information is a plus.
   It is very important that people are not aware you are acting in a military capacity.
  While I would not normally relate reasons for odd conditions in missions where I sent
  sailors or soldiers, these circumstances are important enough that it might be useful for
  you to know why you are not traveling as military forces.  For sometime this unknown
  force has shown excellent intelligence on our operations.  We would like them to believe
  that we are not onto their intelligence capabilities.  To them you will appear as a
  previously unknown non-military organization that seeks to fight them.  If they are
  chasing at shadow organizations perhaps they will make some mistakes.
  You will proceed immediately to the city of Ghostgate to the independent shipping
  docks.  There you will find the river boat Silver Rose.  Captain Alcarta is expecting you,
  by name, and is the only one who knows that you are Gran March military. He will also
  know the other military members of his crew and will identify them for you.  You will
  serve as crew upon his vessel until such time as you need to leave it to fulfill your
  ultimate mission.  Captain Alcarta and the Silver Rose is an important asset, as are the
  common people of Gran March, nevertheless you may need to ignore the suffering or
  death of innocents to make this mission work. You should do what you deem necessary
  to make this mission work.  Do not lose sight of the ultimate goal to determine facts
  about our enemy and to reduce his resources accordingly
  Knight Commodore Avanti
  
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  PLAYER HANDOUT #3 – VETERAN ORDERS
  You receive the following orders.  Inside this order package is a sealed letter.
  You are hereby activated.  Your employer and/or lord have been informed that you may
  be away for several weeks.  You are assigned to a special duty under the command of
  Knight Commodore Avanti.   You will find detailed instructions within.
  You are not to wear, nor bring, any military insignia, rank, or uniform unless expressly
  commanded to do so by Knight Commodore Avanti.  You will not wear, nor bring, any
  organizational uniform, rank, or insignia that might be construed as an authority figure
  within Gran March or Keoland.  This includes, but is not limited to, the following
  organizations: Knights of the Watch and Dispatch, Heironeon Inquisition, Cuthbertine
  Martials, Pholtian Hands of Light, Merciful Order, Militia, Silent Ones, or Syrloch.  You will
  comport yourself as a person off-duty to those outside your mission but make no
  mistake this is a military mission and wherever possible within the confines of these
  restrictions you should act appropriately to your status and station.
  Knight Colonel Harad Jacobi
  HQ: Army of Security
  SEALED LETTER
  In the last months there has been more and more pirate activity along the Rivers between
  Ghostgate and Lortenford.  Recently we have become aware that this activity is a
  coordinated and skillful effort of an unknown organization.  Your ultimate mission is to
  find out what you can about this organization, its leaders and its bases of operations. 
  Any damage you do to that organization along with the gathering of information is a plus.
   It is very important that people are not aware you are acting in a military capacity.
  You will proceed immediately to the city of Ghostgate to the independent shipping
  docks.  There you will find the river boat Silver Rose.  Captain Alcarta is expecting you,
  by name, and is the only one who knows that you are Gran March military. He will also
  know the other military members of his crew.  You will serve as crew upon his vessel
  until such time as you need to leave it to fulfill your ultimate mission.  Captain Alcarta
  and the Silver Rose is an important asset, as are the common people of Gran March, 
  nevertheless you may need to ignore the suffering or deaths of innocents to make this
  mission work.  Do not lose sight of your ultimate mission.
  Knight Commodore Avanti
  
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  PLAYER HANDOUT #4 – NON-MILITARY AND NON-VETERAN
  CHARACTERS
  Greetings Friend,
  Mutual acquaintances between us have recommended your ever
  capable “problem solving” skills to my attention.  There are matters
  that could greatly use your expertise in resolving.  I would like you to
  assist me in this matter.
  Shipping along the Sheldomar River has become very dangerous for
  ships without extra protection.  Somehow an organized band of river
  pirates have managed to avoid detection by the Gran March military
  and are skilled at avoiding their patrols and trap-ships.  I would like
  you to find out, for me, whatever you can about these Pirates and
  hamper their ability to raid the cargos of river traffic.
  I am shipping cargo aboard the Silver Rose leaving Ghostgate.  I
  would like you to board the ship there as escorts for my cargo.  When
  or if the opportunity presents itself to investigate the river pirates you
  may leave my cargo safely aboard the vessel. 
  I have included a fee of 50 gp for your to begin this mission, and I will
  pay handsomely for information about these river pirates, their bases,
  contacts, etc.  If you choose not to go, then accept the 50 gp as a
  consulting fee.  Please keep our arrangement secret between us;
  though if you are asked or tasked by law enforcement professionals,
  Nobles or Knights you have my permission to disclose what you
  would also tell me.
  Guildmaster Salah Shimano
  Gravedigger’s Union
  Gran March
  
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  PLAYER HANDOUT #5– THE SILVER ROSE
  The Sheldomar Valley Keelboat is roughly
  35 feet long, ten feet wide, with a draft of
  5 feet.  The deckhouse sits slightly
  towards the stern (rear) of the ship.
  The deckhouse is usually a little taller than
  5 feet but for abstraction this game uses a
  5 foot height.  The deckhouse is nine feet
  wide leaving roughly six inches to each
  side.  The mast and rigging for the boat is
  kept on the starboard side of the
  deckhouse.  The wheel for the keelboat is
  on top of the deckhouse, and is either
  located forward or rear.  The Silver Rose
  has it located forward so the helmsman
  can see for himself where he is going.
  The ladder on the deckhouse is on the
  port side; the doors are on the starboard
  side.  It is a DC 0 to climb the ladder when
  the ship is moving.
  It takes a DC 24 Balance check to walk
  the starboard side of the deckhouse. 
  Failure by 5 or more means you fall, in the
  water.
  It only takes a DC 17 Balance check to
  walk the port side of the deckhouse.
  Usually neither of these is needed as
  people walk through the deckhouse or
  over the ladder up and down.  The
  deckhouse doors are usually closed in
  battle if there is enemy missile fire or
  darkness to allow those inside to sleep.
  The hashed squares are the grated hatch
  covers to below decks.  Some of the crew
  and all player characters bunk below
  decks with hammocks around or over the
  cargo.
  The deck of the Silver Rose is only a foot (two feet at the bow/front) or so above the water level.  The river keelboat is
  not designed to take much in the way of waves
  
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  PLAYER HANDOUT #6– SONG IN DRACONIC
  Take the floaties off the stream
  Gently not to break them.
  Lucky second of this day,
  Soon I rest within the flow.
  Do the Gardener’s will for weeks,
  Then he will send me home.
  
  GRM7-05 Currents
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  PLAYER HANDOUT #7– DECLARATION
  Be it declared that all previous members of the Swords of
  Kelenan and the Garden of Men have joined in one
  Brotherhood of common purpose.  That each member should
  consider the other as they would a brother, with no previous
  divisions to divide our will.
  We are united in common purpose to restore Balance to the
  land called Gran March and bring about the separation by
  segregation of the impure from the pure.
  All resources of each organization are combined into one,
  and a ruling council will oversee activities.
  Rejoice for the time of Balance shall be at hand.  The
  excessive grasp of Order will be broken and enough evil
  brought into the land so that Good is also balanced
  The Brotherhood will stand as long as it needs to, for even
  when Balance is achieved it must be maintained.  We must
  be especially vigilant against organizations that claim to
  serve Chaos but actually serve or aid Order.
  First Sword Aspar Lanier (now Brother Lanier)
  Gardener Faulks (now Brother Faulks)
  
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  PLAYER HANDOUT #8– KNIGHT’S MISSION
  You are now part of the search for our next Grandiose Imperial
  Wyvern.  Prophecy has led us to discover much.  There is a Squire
  named Norris Jabbar, who recently mustered out from the Gran March
  military. He has spoken in the presence of the next Grandiose
  Imperial Wyvern.
  We need to find this young man or find out more about him. 
  Unfortunately his sponsor, Dispatcher Arju Callingstar, Elegant
  Weasel, was slain by the Shadow Dragon of the Dim Forest on the
  east side of the Realstream, and we are unable to locate his spirit.
  In your travels, keep an eye out for Squire Norris Jabbar, and let the
  Order know where you have spotted him.  If you can get him in
  conversation, ask about Knights he has met, so we might have better
  ideas of who our next leader might be.  Do not apprehend him, and do
  not let him come to harm.
  Send any communications regarding information related to Squire
  Norris Jabbar to my attention.  That we seek this squire or for why we
  seek him is no business of anyone outside our of those in our order
  involved in the search.  Do not discuss this message or what you
  learn regarding this message to anyone except another member of
  the search.  The Precept of Retribution shall be visited upon anyone
  who violates this sacred charge.  Destroy this message after you have
  committed pertinent details to memory.
  Watcher Carlon Von Jagerstien, Most High Magnificent Dauntless
  Vampire
  
  GRM7-05 Currents
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  PLAYER HANDOUT #9– JOURNEYMAN GRAVEDIGGER
  OFFER
  Normal Requirements for Journeyman Gravedigger
  Be a citizen, active military member or legal resident of Gran March (waived on this offer)
  Have at least three ranks in both Craft (carpentry) and Profession (digger) (waived on this offer)
  Pay a one-time cost of 50gp upon becoming a Journeyman (waived on this offer), as well as 50
  gp annually to maintain their Journeyman status (waived for first year on this offer)
  Spend 2 TUs each year on Guild Business (not waived)
  Additional requirement to this offer is that regularly you will send reports to the Guildmaster
  about what you have been doing and what has been happening where you are living at the time.
  Benefits for being a Journeyman Gravedigger
  +2 circumstance bonus to Bluff and Sense Motive checks with craftsmen, professionals,
  merchants, military officers and governmental officials in Gran March
  +2 circumstance bonus to Forgery to spot forged documents.
  +2 circumstance bonus to Spot to oppose Sleight of Hand and Disguise checks
  +2 circumstance bonus to Craft (carpentry) and Profession (digger); this represents special
  training.
  Open access to the feat: Subduing Strike (BoED)
  Free Standard Lifestyle in Gran March
  Regional (Gran March) Access to the following items:
  Earthsilk Jersey (RS)
  Hollow book (CS)
  Inside pocket (CS)
  Money belt (AEG)
  Sleeve blade (CS)
  
  GRM7-05 Currents
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  CRITICAL EVENT SUMMARY: GRM7-5 CURRENTS
  For use only events in August 2007.
  1. Circle the number of each document the characters managed to recover
  1) Hunting Permits signed by Jakol Gareti with blank name
  2) Current Military Code Books
  3) Schedule of River Guard Patrols
  4) Detail Map of Elector Garenti Home and security plan
  5) Detailed Map of Elector Promani Home and security plan
  6) Detailed Map of Chancellor’s residence and security plan
  7) Detailed Map of Commandant’s personal quarters and security plan
  8) Descriptions and drawings of all currently serving Pathfinders.
  9) Agreement between Swords of Kelanen and Garden of Men to form the Brotherhood.  Division of
  spoils and conduct of the battle
  10) Ream of Parchment (Blank) [parchment used in military orders, with watermark]
  11) List of all Civilian River Boats carrying military cargos for this week
  12) Description and Drawing of all members of the River Guard.
  13) Document labeled persons of interest.  There are drawings of most persons in this document and
  names.  Some have circles around their names and drawings,.  Two people are circled three
  times.
  If any documents were recovered, what organizations got originals or copies of which documents (use
  the numbers)
  2.
  Did the player characters meet Jakol Garenti?
  Yes
  No
  Did Jakol recognize any of them as the people who saved him?
  Yes
  No
  Did Jakol give/sell a Hunting Permit to the characters?
  Yes
  No
  3.
  Did the player characters kill any militia men?
  Yes
  No
  4.
  Did the players learn of the Plane of Water rift from Axial?
  Yes
  No
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences,
  results that may not fit the above, etc):
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/597/Normal Scenarios/GRM7-05 - Currents (APL 2-12)/GRM7-05 - Currents.pdf