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 and the author. 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. and the author. 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. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com. 
  GRM5-IS1 
   
   
   
   
   
  The Whispered Path 
   
  A Three-Round D&D® LIVING GREYHAWKTM  
  Gran March Regional Introductory Adventure 
  Version 1.0 
   
  by Will Dover 
  Reviewer: John Richardson 
  Playtesters: Brooks Banks, Phil Collins, Sean Flaherty, Mark Liberman, and Brian Schoner 
   
  A chance encounter while waiting to join a caravan leads to adventure in southern Gran March. Will your 
  relatively inexperienced adventurers be up to the challenges of the Rushmoors. A Gran March regional 
  introductory adventure for 1st-level characters. 
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and record-
  keeping after the game. The following guidelines 
  are here to help you with both the preparation and 
  voting segment of the game. Read this page 
  carefully so that you know and can communicate to 
  your players the special aspects of playing an 
  RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with 
  any special rules, spells, or equipment presented in 
  the adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and gender 
  at the top. This makes it easier for the players (and 
  the judge) to keep track of who is playing which 
  character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the 
  use of even core rulebooks during certain times of 
  play. For example, the players are not free to 
  consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster 
  Manual when confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the players 
  will be in bold italics. It’s strongly recommended that 
  you paraphrase the player text instead of reading it 
  aloud. Some of this text is general and must be 
  adapted to the specific situation or to actions of the 
  player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet. The judge should complete the top of the 
  form and list his name and RPGA number. The 
  players should each list their name and RPGA 
  number. After the form is filled out it should be 
  given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their 
  own characters with them. If players do not have a 
  LIVING GREYHAWK character generated, get a copy 
  of 
  the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web 
  site, and then have any players without a 
  character create one. Once all players have a 
  LIVING GREYHAWK character, play can begin. 
  Along with the other materials discussed in the 
  Preparation section above that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  GRM5-IS1 The Whispered Path 
   
  Page 1 
  
  LIVING GREYHAWK Levels of Play  
   
  # 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 
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to 
  the average character level of 
  the PCs participating in the 
  adventure. To determine the 
  Average Party Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating 
  in 
  the 
  adventure. 
  2. If PCs bring animals that 
  have 
  been 
  trained 
  for 
  combat (most likely being 
  war horses, dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc.) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added separately. Nevertheless, if a character 
  has the Mounted Combat feat, he may bring a 
  single warhorse, light or heavy, with him in the 
  adventure and it will not count toward the APL 
  calculation. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience and 
  gold a PC may 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 will 
  receive only one-half of the experience points for 
  the adventure. Further, if the PC is three character 
  levels or more lower than the APL at which this 
  adventure is being played, that PC will receive 
  one-half 
  gold 
  for 
  the 
  adventure 
  as 
  well. 
  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. 
  Further, a PC who is four or 
  more levels higher than the 
  highest APL supported by 
  the adventure may not play 
  the 
  scenario 
  unless 
  the 
  highest APL supported by 
  the adventure is APL 12. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures are designed for 
  APL 2 and higher. Four or 
  five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there 
  are two things that the group can do to help even 
  the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a move action (spoken 
  command) that may be attempted each round. 
  If the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep  
   
   
  This 
  is 
  a 
  standard 
  three-round 
  Regional 
  Introductory adventure, set in Gran March. 
  Characters native to Gran March pay one Time 
  Unit per round, all others pay two Time Units per 
  round. 
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit. Rich Upkeep costs 50gp per Time Unit. 
  Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  GRM5-IS1 The Whispered Path 
   
  Page 2 
  
  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 
  scenario. 
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  This scenario is a three-round introductory 
  scenario designed to be an introduction to the 
  geography and organizations of Gran March and 
  to get starting characters to 2nd level so that they 
  are more likely to succeed in APL 2 adventures. 
  Although this is three rounds in duration and cost 
  3 (or 6) TUs to play, the nature of the combats at 
  APL 2 are such that it should be able to fit in an 
  eight-hour slot. It is very appropriate for use in 
  large conventions and at game days near regional 
  borders. 
  The draining of the Rushmoors is an ongoing civil 
  project conducted by the military and designed to 
  decrease the number of undesirable humanoids in 
  the south by denying them the swamps in which to 
  hide. In doing so, however, the military have 
  caused a number of old Vecna sites to become 
  unearthed and various factions of Vecna followers 
  have been trying to seize control of them in order 
  to bring about the return of the demigod to Oerth. 
  After several incidents have occurred, Chancellor 
  Housemann, 
  with 
  the 
  permission 
  of 
  the 
  Commandant, has instituted a small program for 
  scholars to research the Rushmoors in order to 
  find the locations of potential temple sites before 
  they become a problem. Plajin the Elder, one of 
  the leading sages in Gran March and a resident of 
  Fort Tribulation in the Rushmoors, is working with 
  the program, but needs more materials from 
  Shiboleth. Unknown to him, however, is that 
  Lemda Casten, a Vecna cleric, has been following 
  Plajin’s work and has deduced his new project. He 
  knows of the materials that Plajin is receiving in 
  Shiboleth and is arranging a switch. 
  Adventure Summary 
  Introduction: The PCs are in a military caravan 
  heading out from Lortenford to Shiboleth. Active-
  duty PCs are on leave are with the caravan to get 
  to where they are going. Other PCs are heading 
  out with the caravan as a matter of convenience 
  and security.  
  Encounter One – Save Our Sage: As they are 
  getting supplies for travel, the PCs notice in an 
  adjacent alleyway that an old man is getting 
  mugged by two thugs. They are closer than any of 
  the soldiers in town and the only ones to keep the 
  old man from getting seriously hurt or killed. The 
  old man is Plajin the Elder, a sage currently 
  traveling from his home near Fort Tribulation in the 
  Rushmoors to Shiboleth to get some additional 
  research materials for a new project. He asks the 
  PCs if they will escort him to Shiboleth and then 
  on to Fort Tribulation. 
  Encounter Two – The Road Goes Ever On: 
  Plajin and the PCs join the caravan. The PCs get 
  some exposure to a military caravan and what is 
  expected of them. Active-duty and veterans get 
  assigned as additional guards for the journey and 
  the party gets assigned to cover the rear of the 
  caravan. 
  Encounter Three – Desperate Hobgoblins: A 
  band of hobgoblin raiders recently defecting from 
  the Pomarj attacks the rear of the caravan at 
  sunset. They are desperate for a score and are 
  taking unreasonable chances. 
  Encounter Four – What’s in the Box?: The party 
  gets to Shiboleth and Plajin guides them to where 
  they are picking up the package: the chief Pholtian 
  temple known as the Blinding Spire. Unfortunately, 
  Casten has swapped the package with one that is 
  booby-trapped with a needle trap in the box’s lock.  
  Encounter Five – Three Box Monte: The poison 
  incident has drawn much attention. A Cuthbertine 
  priest, Billet Themlin (pronounced TIM-len), comes 
  over to taunt the Pholtians subtly for allowing 
  someone to get poisoned in their own temple. 
  After he leaves, Billet Themlin will wait for the 
  party to leave the Blinding Spire and will use this 
  opportunity to contact the party secretly and tell 
  them that the Cuthbertines have a copy of the 
  documents and are willing to give them to Plajin as 
  they seem to indicate a location of a site dedicated 
  GRM5-IS1 The Whispered Path 
   
  Page 3 
  
  to Vecna. This transcends any ongoing debate the 
  followers of St. Cuthbert have with the followers of 
  Pholtus, though they still don’t want the Pholtians 
  to get any credit for it. Because their spy inside of 
  the Blinding Spire is too important to expose, the 
  Cuthbertines do not want to get any public credit 
  for it either. Pholtian PCs will obviously have some 
  serious decisions to make.  
  Encounter Six – With a Little Help from My 
  Friends: At the advice of the Cuthbertines, the 
  PCs are going back to Fort Tribulation via the 
  Rushmoors instead of the main military road. 
  Plajin suggests getting a guide to help them and 
  finds a family of Clan Cattail rangers who owe him 
  a favor.  
  Encounter Seven – Back to the Rushmoors: 
  This trip exposes the party to several conditions 
  common to the Rushmoors as described in earlier 
  modules. 
  Encounter Seven – Something Scaly This Way 
  Comes: The party meets some hungry lizardfolk 
  pushed out by the increase in bullywugs. 
  Encounter Eight – A Flock of Stirges: The next 
  day, the PCs get to fight another common denizen 
  of the Rushmoors. 
  Encounter Nine – Plajin’s Discovery: The next 
  day, Plajin tells the party that he has finished 
  looking over the documents and has found that a 
  major piece to his project is in a small shrine near 
  their current location. They quickly get to the 
  shrine which is guarded by an animated object 
  and a pit trap. The shrine is now used as a 
  storage cache for Clan Otter, Clan Cattail’s tribal 
  rivals. While it has some treasure, it does not have 
  the artifact described in the documents. That was 
  moved some time in the past. 
  Encounter Ten – Fort Tribulation: The PCs and 
  Plajin, disappointed with the results at the shrine, 
  return to his home at Fort Tribulation. There, they 
  find that the Fort is on alert as Elandril Jaxob, 
  Plajin’s grand-niece, has been kidnapped. A single 
  note is left behind: “Plajin, give us what you found 
  and she is yours.” The Warden of Fort Tribulation 
  is expecting an attack from some of the local 
  humanoids and cannot spare the troops to 
  conduct a search of the swamps for her.  
  Encounter Eleven – The Search: The PCs with 
  their guide Gurgel search for a trail to the 
  kidnappers. They find one a short distance from 
  the fort. Casten, however, has set numerous traps 
  and undead guards on the way to his lair. The 
  party encounters the first of these.  
  Encounter Twelve – The Ambush: Continuing 
  on the trail the next day, the PCs get ambushed by 
  zombies, created by Casten. 
  Encounter 
  Thirteen 
  – 
  The 
  End 
  of 
  the 
  Whispered Path: The party catches up with 
  Casten the next day in his makeshift shrine to 
  Vecna. He has created more undead guards from 
  a now-spent wand of animate dead. 
  Conclusion: The PCs are rewarded from the loot 
  found at Casten’s camp upon rescuing Elandril 
  and go on to further adventures. 
  Preparation for Play 
  This scenario is designed for beginning 1st-level 
  characters. Although new characters from any 
  Living Greyhawk region can play this scenario, 
  you as a Judge may be called to assist players in 
  developing appropriate characters for the Gran 
  March region. Feel free to use the guidelines in 
  Appendix Three as an aid. 
  Introduction 
  The PCs are currently in Lortenford, the baronial 
  seat of Barony Dieren. Read the following to the 
  party: 
  Welcome to Lortenford, the baronial seat for 
  Barony Dieren. Here you could cross over the 
  Lort River to the east and enter the Duchy of 
  Ulek, a country ruled by elves. Many of the 
  residents in this Barony are elves who have 
  relatives across the river.  
  You find yourself part of a military caravan that 
  is about to leave for Shiboleth. That great city, 
  so recently ravaged by an earthquake and fire, 
  is the main southern entrance to Gran March. 
  Looking south from its hilltops you will be able 
  to see Keoland across the Sheldomar River.If 
  the wind is right, the musky stench of the 
  Rushmoors to Shiboleth’s west can engulf the 
  city. Military caravans often allow civilian 
  travelers to accompany them, although the 
  master of the caravan usually asks these 
  travelers to assist in the defense of the 
  caravan. 
  As 
  the 
  caravan 
  was 
  getting 
  organized 
  yesterday, you all met one another and shared 
  your stories from the road. Some of you here 
  are new recruits to the Gran March military, 
  fresh from basic training with the Elector’s file 
  and heading to their permanent assignments. 
  GRM5-IS1 The Whispered Path 
   
  Page 4 
  
  For some, this is your last assignment as 
  Mustering Day, the first day of Richfest, is 
  soon which ends your service commitment, 
  unless the Commandant decides to extend it 
  again as he did in 595. But for most of you, the 
  caravan is the safest way of getting from one 
  place to another.  
  At this point, have each player give a brief 
  description of their PC.  
  The characters are about to leave town with a 
  military caravan heading west to Shiboleth. Those 
  PCs not associated with the military (see Appendix 
  Three for who is exempt from service) should have 
  some reason why they are traveling this road. In 
  order to give the PCs an idea of the local 
  geography, give out PC Handouts One and Two. 
  Handout One is a map of Gran March. Player 
  handout Two is general knowledge that most Gran 
  March citizens know about the lands they are 
  traveling. 
  Encounter One: Save Our 
  Sage 
  After the players have introduced their characters 
  and looked over the handouts, read the following 
  to them. 
  The caravan master has gathered you all at the 
  front of the caravan. Your group is assigned to 
  the rear of the caravan and, as he is already 
  ordering wagons and mounts into formation, 
  everyone else is moving to their assignments. 
   
  The PCs at this point will start to move 
  towards the rear of the caravan. In doing so, they 
  pass by a small alley. As they do so, have each 
  player roll a Listen check for their PCs at DC 10. 
  Those who succeed get to hear the following: 
  As you near the back of the caravan, you hear 
  a deep and painful groan coming from an alley 
  you just passed, followed by the familiar 
  sounds of melee combat. 
   
  The PCs, of course, will want to investigate 
  and double back to the alley. When they get there, 
  read the following: 
  In the middle of the alley, you see two rough-
  looking male humans attacking an old man 
  with saps. Though unarmored, the old man is 
  trying to defend himself with his quarterstaff, 
  but the two thugs appear to be too quick for 
  him. They look like they are about to make 
  short work of their new target. In addition to 
  the saps, the hooligans have rapiers and light 
  crossbows that they can use as well. 
   
  Use Map One to set up this encounter. The 
  PCs will be entering from the open end of the 
  alley. 
   
  Creatures: The old man is Plajin the Elder, a 
  sage who lives at Fort Tribulation just inside of the 
  Dim Forest. He was in Lortenford doing a small bit 
  of research and was going to join up with the 
  caravan to Shiboleth. Plajin took a wrong turn 
  (Knowledge (geography) is not one of his skills) 
  and 
  ended 
  up 
  being 
  ambushed 
  by 
  two 
  Corporation 
  “associates” 
  named 
  Grint 
  and 
  Russleman. 
   
  Plajin the Elder: male human Exp6, 5 hp 
  (max 22 hp, all damage subdual); see Appendix 
  One. 
  APL 2 (EL 3) 
  Grint and Russleman: male human Rog1; 5 
  hp each; see Appendix Two. 
   
  Tactics: As the PCs enter the alley, give Grint 
  and Russleman a chance to make Spot and Listen 
  checks to notice the PCs and avoid surprise. If the 
  PCs are not using Hide or Move Silently, the DCs 
  for each check are DC 10, modified by the highest 
  armor modifier of the PCs. Otherwise, have each 
  PC make Hide and Move Silently checks and then 
  have the two thugs roll against the worst rolls of 
  the PCs. Either way, the PCs are not surprised. 
  Use the map in Appendix Five for the setup in the 
  alley. 
   
  Initially, Grint and Russleman flank Plajin and 
  are beating him into submission with their saps. 
  They have gotten in some pretty good shots 
  during their surprise round and have beaten Plajin 
  in initiative (Plajin rolled a 1 for Initiative giving him 
  an Initiative of 0 for this combat). Once stronger 
  opposition arrives, they will try to fight their way 
  past the PCs. First round, they will drop the saps, 
  load their crossbows, and fire at the first one in the 
  alley. They will reload and fire each round until 
  someone gets into melee range. At that point, they 
  will drop crossbows, draw rapiers, and try for 
  flanking attacks.  
   
  Treasure: The only treasure available is what 
  gear Grint and Russleman have on them. This is 
  listed on their stat block and totaled in the 
  Treasure Summary. PCs might want to hold onto 
  the masterwork rapiers; allow them to do so for the 
  duration of the adventure. 
  GRM5-IS1 The Whispered Path 
   
  Page 5 
  
   
  Development: When the PCs save Plajin, he 
  will be very grateful. When they ask him who he is 
  and what he is doing, Plajin will tell them that he is 
  a sage of the Rushmoors on his way to Shiboleth 
  with the caravan for some important papers that 
  have impact in his current research. If asked for 
  further explanations, he will state that he thinks he 
  may have found the location of a centuries-old 
  artifact in the Rushmoors and needs the papers to 
  confirm his earlier research. He now realizes that 
  he is a bit out of his element here in Lortenford 
  and would appreciate someone looking out for him 
  while they are in the caravan. 
   
  Some parties might have questions about 
  what to do with the rogues at this point. Gran 
  March law indicates that the two rogues are guilty 
  of assaulting a commoner which is a Low Law 
  offense. The punishment for Low Law offenses is 
  a fine, a limited term of imprisonment in the Work 
  Battalions, or both. This is not an offense where 
  the death penalty applies so the party cannot kill 
  them except in self-defense.  Also, if the PCs loot 
  the two rogues on the streets of Lortenford, they 
  would be guilty of stealing from a commoner, 
  which is also a Low Law offense. If they are 
  caught looting the rogues, they could also be 
  arrested. Finally, torture is illegal in Gran March; it 
  is also considered to be a Low Law offense. 
  Active-duty 
  military 
  personnel 
  and 
  veterans 
  automatically know these points; other PCs can 
  make an untrained Knowledge (local [Sheldomar 
  Valley]) check at DC 10 to know this as well. 
   
  Some of the Baronial troops will at this point 
  arrive and take the two rogues to jail. If any PC 
  used stealth or sneak attack abilities, the two 
  rogues will note this and pass it on to other 
  Corporation members who will contact the PC in 
  Shiboleth at Encounter Six. Otherwise, the 
  caravan master will make his last call to mount up 
  and the caravan will leave Lortenford. Take the 
  party to Encounter Two. 
  Encounter Two: The Road 
  Goes Ever On 
  After rescuing Plajin the Elder from being mugged 
  and joining up with the caravan in Encounter One, 
  the caravan master starts the caravan on its way 
  to the city of Shiboleth. 
  The caravan master rides his sturdy mount. He 
  is a clean-cut Oeridian male whose military 
  tabard indicates that he is a cavalry Lieutenant 
  who has his holy symbol of Heironeous 
  prominently displayed. His cloak has the clasp 
  of an owl. He guides his mount down the 
  caravan line and back to the front. After this, 
  he yells “Mount up and head out” and the 
  caravan slowly begins its trek to Shiboleth. 
   
  The caravan master has at his disposal the 
  equivalent of two cavalry Files (16 troops, 
  consisting of new troops fresh from basic and 
  troops heading back to Shiboleth for mustering 
  out. His NCO is Sergeant Malik Gimbleshaft, a 
  tough little halfling on a warpony. Throughout the 
  first part of the journey Gimbleshaft rides 
  throughout, sizing up anyone (including the PCs) 
  who could help guard the caravan. PCs can note 
  this behavior with a DC 5 Spot check. 
   
  At the first rest stop, read the following: 
  Eventually, the caravan stops to water the 
  horses and a male halfling Sergeant on a 
  warpony rides up to your group. Without 
  dismounting, he points to each PC and 
  motions them to break out from the caravan 
  and yells in a surprisingly savage bass voice, 
  “Form up on the side of the road and be quick 
  about it”.  
   
  Note any active-duty or veteran PC who does 
  not immediately break ranks; Gimbleshaft will 
  quickly dress down the slow-to-move PCs. Judges 
  can feel free to be creative in Gimbleshaft’s stern 
  and uncompromising demeanor. With obvious 
  civilians and characters from out of region, the 
  halfling will be less abusive, but still stern enough 
  to remark “There is no such thing as a free ride 
  when you ride with the soldiers of Gran 
  March.” Once the PCs are assembled, read the 
  following: 
  The halfling calls you to attention and marches 
  you over to where the caravan master is 
  standing beside his horse. He then goes on to 
  water his own horse. The caravan master then 
  turns to you. 
  “Greetings, I am Watcher Lieutenant Yevin 
  Syncler, 
  Expeditious 
  Vigil, 
  on 
  temporary 
  assignment to guide this caravan to Shiboleth. 
  As you may have noticed, we are a bit short-
  handed in terms of guards. This is not a 
  problem, however, for you are with us.  
   
  At this point, Watcher Lieutenant Syncler 
  looks around at the PCs in order to put together a 
  File. All active-duty PCs (including veterans for 
  this scenario) will have their Gran March tabards 
  on, indicating their rank. How he selects the leader 
  of the file goes as follows: 
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  • 
  As active-duty PCs who are fighters or 
  paladins start out as Corporals after basic 
  training, the Lieutenant will take the PCs who 
  are Corporals and select the PC who appears 
  to be the best rider to lead the File.  
  • 
  If there are no PC Corporals who ride, he will 
  select the Corporal who looks tough, but smart 
  (best 
  Strength 
  score 
  with 
  no 
  negative 
  Intelligence modifiers).  
  • 
  If there are no Corporals, the Lieutenant will 
  select the best rider or the toughest Soldier or 
  Combat Specialist (best Strength score with 
  no negative Intelligence modifiers) to lead.  
  • 
  If there are no Gran March soldiers in the 
  PCs, he will select the toughest PC (best 
  Strength score with no negative Intelligence 
  modifiers) to lead the File.  
   
  After reviewing the party to find who is suitable 
  for leading the file, read the following to them. 
  “Those of you in the service of Gran March are 
  now a File under my command. You will be 
  designated as File C. Those of you who are not 
  Gran March soldiers are free to do as you will, 
  but then again we are also free not to have you 
  as part of our caravan. Thus, it is in both of our 
  interests for you to work in this newly created 
  File. Your File will be responsible for guarding 
  the rear of the caravan. You will be responsible 
  for keeping this part of the caravan safe. We 
  have a few extra mounts that we can spare for 
  you if you need them, but those who are not 
  trained to ride can take position on a wagon.” 
  He then points to <<PC selected to lead >> and 
  says, “<<PC’s name with rank if any >> will 
  lead File C. Do not let us down.” 
   
  Once 
  Watcher 
  Lieutenant 
  Syncler 
  has 
  activated the PC’s File and determined which PC 
  is in charge, he will dismiss them with the 
  following: 
  “Sergeant Gimbleshaft is the senior NCO of 
  this detachment. Any questions should go 
  through your File leader who will bring them 
  up to Sergeant Gimbleshaft. Stay sharp. We 
  may be in civilization, but there can always be 
  dangers about.” With that, Watcher Lieutenant 
  Syncler gives a Gran March salute and orders, 
  “For Commandant and Country!” After the PCs 
  return the salute, he barks out, “Dismissed!” 
   
  Gimbleshaft will then march back to the PCs 
  while his horse is watering and direct them to their 
  new mounts. There is a selection of light horses 
  and ponies for the players to choose. A Handle 
  Animal, Knowledge (nature), or Ride check at DC 
  10 will tell the party, however, that none of these 
  mounts are war-trained. Gimblestaff will confirm 
  this if asked. When asked, Gimbleshaft will note 
  that these mounts are on their way to the 
  Herdmaster’s Guild for war training. Small 
  characters with riding dogs will be allowed to keep 
  those as their mounts.  
   
  PCs may elect to drive or ride in the rear 
  wagon as an option for those unable to ride well. 
  The wagon is a standard open-topped, four-
  wheeled wagon pulled by two light horses (not 
  war-trained). The cargo in the rear of the wagon is 
  covered by a tarp tied down to the wagon’s sides. 
  If the PCs choose to look in the wagon, they will 
  find bags of flour; the more valuable cargo is in the 
  wagons at the center of the caravan. 
   
  Players who have other questions should 
  collected them and have the PC who is in charge 
  of the File present them to Gimbleshaft. He will 
  answer any reasonable questions in a curt, no-
  nonsense fashion and unreasonable questions 
  with a quick dressing down of the PC in charge. 
  Judges can use their discretion as to what 
  constitutes a good dressing down for the party. 
  Going outside of the chain of command (Soldier 
  PCs questioning Gimbleshaft directly, for example) 
  will also result in a dressing down. Give just a few 
  minutes for questions before having Lieutenant 
  Syncler order the caravan into a traveling 
  formation, at which point the PCs are to return to 
  the rear of the caravan as guards. 
   
  If there are any Heironean PCs in the party 
  openly wearing their holy symbol, Watcher 
  Lieutenant Syncler will catch up with them during 
  the evening meal after they stop for the night. He 
  will ask them if they wish to have a small 
  devotional service to the Invincible. If the PCs 
  agree, Syncler and the majority of his troops will 
  gather with the PC after dinner to have the 
  service. If time permits, allow the Heironean PC to 
  role play this out; otherwise, just end the 
  encounter briefly. 
   
  Creatures: The caravan master is Watcher 
  Lieutenant 
  Yevin 
  Syncler, 
  Expeditious 
  Vigil. 
  Watcher Syncler is a low-level Knight of the 
  Watch, an order of knighthood dedicated to 
  protecting 
  the 
  Sheldomar 
  Valley. 
  He 
  was 
  previously in command of 2nd Squadron, 1st Pride 
  of the 18th Battle which serves as combat support 
  to the Principality of Ulek Army fighting the evil 
  humanoid raiders from the Pomarj. He is 
  transferring to the 1st Squadron, 1st Pride of the 3rd 
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  Battle garrisoned at Shiboleth after being out in 
  the field for two years. He was weary from the 
  relative standoff that the Principality of Ulek has 
  with its warring neighbor and figures he can sit 
  around at garrison just as well as he can sit 
  around in some foreign country. While he was 
  mustering the caravan in Lortenford, however, 
  Lieutenant Syncler received word that his old unit, 
  the 18th Battle, had been involved in a major 
  offensive 
  against 
  the 
  Pomarj 
  after 
  his 
  reassignment. He fully appreciates the irony of his 
  decision. 
  Watcher 
  Lieutenant 
  Yevin 
  Syncler, 
  Expeditious Vigil: male human Pal6; hp 54. 
   
  The 
  NCO 
  assisting 
  Watcher 
  Lieutenant 
  Syncler is Pride Sergeant Malik Gimbleshaft. His 
  small size often makes him the butt of jokes in the 
  cavalry ranks so he feels that he has to be tougher 
  and meaner than the others. He is stern, but fair 
  as long as the troops under his charge respect his 
  rank. He shares his CO’s view on the situation in 
  the Principality of Ulek. 
  Sergeant Malik Gimbleshaft: male halfling 
  Ftr4; hp 36. 
   
  The other soldiers are Gran March regular 
  cavalry. All of them have the rank of Soldier and 
  serve as two makeshift cavalry Files. 
  Gran March Cavalry Soldiers: male or 
  female human War1, hp 6 each. 
   
  Development: The caravan will come to a 
  stop for the night and make camp. Gimbleshaft will 
  eventually ride to the rear and ask the PC in 
  charge for a watch billet. Ask the PCs for a watch 
  list at this point. Though this may cause some 
  paranoia in the party, the first day and night pass 
  without any attacks. The second day, however, the 
  rear of the caravan will be attacked by some very 
  desperate hobgoblins in Encounter Three. 
  Encounter Three: Desperate 
  Hobgoblins 
  After getting their caravan assignments and 
  traveling the first day in Encounter Three, the PCs 
  will have their section of the caravan attacked by 
  hobgoblins early in the morning. 
  The next morning, after morning prayers, 
  Gimbleshaft comes around and orders File C 
  (your File) to cover up the latrine dug by File B 
  last night. It is a dirty job, but one quickly 
  done. You then enjoy a quick breakfast, before 
  Lieutenant Syncler orders the caravan to head 
  out. You continue on to Shiboleth.  
   
  Use Map Two for this encounter and have the 
  PCs at this point place themselves on mounts or 
  on the rear wagon. At mid-morning, the caravan 
  will come across a small band of hobgoblins that 
  will attack them at first at the first opportunity. 
  Read the following to the party: 
  The morning’s travel seems to be quite 
  pleasant. The sun is shining and you are 
  making good time. 
   
  As the hobgoblins will wait until the rear 
  passes by them, have each PC make a Spot 
  check at DC 13. Read the following to each PC 
  who made the check: 
  You notice a small movement in the bushes. It 
  seemed to be from something larger than a 
  bird or a squirrel.  
   
  After that, read the following for everyone who 
  missed the check: 
  At once, the bushes explode with hobgoblins 
  on either side pitching their javelins. 
   
  At this point, run a surprise round for the 
  hobgoblins and those PCs who made their Spot 
  check, followed by regular combat. If none of the 
  PCs are surprised, go directly to combat rounds.  
   
  Creatures: The hobgoblins are raiders who 
  have worked their way through the Ulek states 
  and across the Lort River. They had heard rumors 
  that military caravans moving between Shiboleth 
  and Lortenford were vulnerable (this is true as the 
  route between the two cities is not rated as a full 
  military road and thus has some places where an 
  ambush could be staged). Jherag, their leader, is 
  smarter than your average hobgoblin and will wait 
  to attack the section he feels is weakest. In this 
  case, he selects the rear which the PCs guard. 
  APL 2 (EL 5) 
  Jherag: male hobgoblin Ftr2; hp 18; see 
  Appendix Two. 
  Hobgoblins (6): hp 6 each; see Monster 
  Manual page 153. 
   
  Tactics: The hobgoblins will launch an initial 
  attack with javelins, trying to attack riders on 
  horseback first to avoid getting trampled by 
  horses. They will then either fire another volley of 
  javelins if the PCs have not advanced or go to 
  their swords and close to melee range. After the 
  surprise round (if any), Jherag himself will move 
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  over to the end wagon, kill the driver, and try to 
  drive the wagon off as he is the only hobgoblin 
  able to drive a wagon. If a PC is driving the 
  wagon, Jherag will attack that PC first. If an NPC 
  is driving, treat him as an unarmored and unarmed 
  commoner (AC 10, hp 3) whom Jherag try to kill 
  quickly. Once he has control of the wagon, he will 
  yell in Goblin for the hobgoblins to break off and 
  jump into the wagon. Once all living hobgoblins 
  are in the wagon, Jherag will try to drive it away 
  from the caravan. Obviously, fighting Jherag 
  before or while he is trying to drive the wagon will 
  slow down his progress.  
   
  The other Files will eventually hear the battle 
  at the end of the caravan and will ride to 
  investigate. Give the PCs a maximum of five 
  rounds of combat (not including the surprise 
  round) before the other soldiers show up. If that 
  happens, just box text the remainder of this 
  encounter, with the combined force of the PCs and 
  the soldiers making short work of the hobgoblins. 
   
  Treasure: Someone attempting to use the 
  Track feat (Survival DC 15) to follow their trail to 
  their camp will find various looted items, gold, and 
  gems. These, in addition to the gear possessed by 
  the hobgoblins, are listed in the Treasure 
  Summary. 
   
  Development: Any captured hobgoblins will 
  not have much to give up. They will say that they 
  are from the Pomarj in search of wealth and 
  adventure. 
  Watcher 
  Lieutenant 
  Syncler 
  and 
  Sergeant Gimbleshaft will ride up and survey the 
  damage. If the PCs were able to defeat the 
  hobgoblins without any help, Syncler will put a 
  commendation into the file of any military 
  personnel and a recommendation to squire for the 
  Knights of the Watch or the Knights of Dispatch to 
  any likely candidates. Likewise, Gimbleshaft will 
  give the PCs new respect and not ride them as 
  hard if additional interaction occurs. 
   
  After defeating the hobgoblins, the rest of the 
  trip to Shiboleth goes without any problems. The 
  PCs will have a chance to recover spells and to 
  heal for a couple of days before arriving at 
  Shiboleth and going through Encounter Four. 
  Encounter Four: What’s in 
  the Box? 
  After surviving the ambush in Encounter Three, 
  the PCs and Plajin arrive in Shiboleth. Plajin’s 
  package is at the Blinding Spire, the main temple 
  of Pholtus in Gran March. Read the following upon 
  their arrival in the city: 
  After five more days of travel, the caravan 
  reaches the bustling city of Shiboleth. Watcher 
  Lieutenant Syncler disbands the caravan and 
  dismisses you from service, thanking you for a 
  job well done.  
  Once you are released, Plajin the Elder comes 
  up and says, “Come, let’s go pick up my 
  package.” With that, he starts hobbling his way 
  to the northeast part of the city. 
  Once the PCs decide to follow Plajin, read the 
  following: 
  As you follow Plajin, he leads you close to the 
  part of Shiboleth so recently devastated by 
  earthquake. You can clearly see the thirty foot 
  drop that has cleaved the city in twain. What 
  was once buildings below you are now piles of 
  rubble, though you can clearly see workmen 
  beginning to make new structures out of the 
  old. 
  Soon you close on a building that dominates 
  this part of the city. Once at the impressive 
  structure, you enter a paved courtyard across 
  from a massive tower, five stories in height. 
  The walls are made of white marble and 
  granite. A bright flame rests at the top of the 
  tower. Its fiery brilliance rivals the noonday 
  sun above. The reflections of the sun and the 
  tower’s flame bounces around the many large 
  windows of the tower, illuminating the entire 
  courtyard so that it appears to be the resting 
  place of light. This tower can surely be none 
  other than the Blinding Spire, the primary 
  temple of Pholtus in Gran March. 
  There is a large white double door partially 
  open on the first floor that is the entrance to 
  the massive cathedral. Plajin immediately 
  heads to the door. 
  Once the PCs decide to follow Plajin through the 
  door, read the following: 
  Just inside the door, there is a young, blond, 
  female cleric openly displaying her Pholtian 
  holy symbol and seated at a small desk. She 
  says to you, “Greetings, you who visit the 
  Blinding Spire, one of the glorious way 
  stations on the One True Path. I am Sister 
  Nitsugee of the Glimmering Light, the keeper 
  of this gate for the day. What purpose do you 
  have in this place of goodness and truth?” 
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  Page 9 
  
  Plajin quickly responds. ”I am Plajin from Fort 
  Tribulation, a seeker of knowledge. Word 
  reached me that a package is here for me that 
  will aid me in my research. Do you of the One 
  True Path have such a package for me?” 
  Sister Nitsugee looks around her desk and 
  says, “Yes! I have it right here. Though 
  normally we do not serve as couriers or 
  keepers of goods, the package is stamped 
  from the Halls of Purity in Hookhill so its 
  contents must surely be for good. Take it with 
  the blessings of Pholtus.” With that, she hands 
  Plajin a simple lock box with a seal near the 
  lock. 
   
  Trap: The box itself is a duplicate swapped in 
  by Casten so that he could have the real 
  documents for himself. The box is empty, but its 
  lock has a poison needle trap. Quick-thinking PCs 
  will want to check the box before Plajin opens it. 
  Though he thinks that they are a bit paranoid, 
  Plajin consents to the PCs examining the box and 
  opening it first.  
  APL 2 (EL 4) 
  Poison Needle Trap: CR 4; mechanical; 
  touch trigger; repair reset; lock bypass (Open 
  Lock DC 30); Atk +17 melee (1 plus poison, 
  needle); poison (giant wasp venom, DC 18 
  Fortitude save resists (poison only), 1d6 
  Dex/1d6 Dex); Search DC 16; Disable Device 
  DC 16. 
   
  Creatures: Sister Nitsugee is a young cleric of 
  the One True Path. She is a true believer, very 
  fervent in her faith and quick to correct anyone she 
  sees as breaking from Pholtus’ teachings. 
  Nitsugee is well versed in the teachings of her 
  faith, but struggles from time to time in its 
  applications. She gets particularly flustered when 
  she has to step outside of her faith’s protocols, 
  such as when someone gets poisoned in the main 
  hall of the Blinding Spire.  
  Sister Nitsugee of the Glimmering Light: 
  female human Clr2 of Pholtus; hp 12; Diplomacy 
  +6, Sense Motive +5. 
  If she thinks things are happening which she 
  does not know how to handle, she will call for the 
  nearest high level cleric. On the day of the PC’s 
  visit, that will be Brother Ploellin, who normally 
  ministers to followers out of his house on 
  Shiboleth’s suburbs, but is here this day to fill his 
  yearly administrative obligation. He is a bit 
  different than what many PCs perceive as the 
  Pholtian stereotype. He is kind with whatever 
  recriminations he may see to make done in a 
  gentle, but firm manner. Ploellin is a complete 
  gentleman in dealing with those outside of the 
  faith. 
  Brother Ploellin of the Gleaming Light: 
  male human Clr7 of Pholtus; hp 42; see Appendix 
  One. 
   
  Treasure: The box is completely empty. This 
  should give the PCs a clue that there has been a 
  switch. 
   
  Development: If the PCs did not try to stop 
  Plajin the Elder from opening the box, he will set 
  off the trap and more than likely get poisoned as a 
  result. If he or a PC gets poisoned from the box, 
  Sister Nitsugee will call immediately for a higher 
  level cleric, Brother Ploellin. Ploellin will first 
  attempt to do a Heal check to stave off the 
  secondary damage from the poison and then cast 
  a lesser restoration spell or a restoration spell. 
  The Pholtians know that it looks bad to have 
  someone poisoned in their temple and will want to 
  clean up the mess as soon as possible. The 
  standard rate for casting a lesser restoration is 60 
  gp and the rate for casting a restoration spell is 
  380 gp. If the PCs still have the gear from the 
  rogues in Encounter One (unlikely) or from the 
  hobgoblins in Encounter Three, they can trade 
  some of that for the cost of casting either spell; 
  this will come from the over-the-cap funds at the 
  end of the adventure. However, a Diplomacy 
  check at DC 15 and some good roleplaying (feel 
  free to give up to a +5 circumstance bonus to the 
  check for good roleplaying) by the PCs can 
  convince the Pholtians that the problems caused 
  by having a victim who is lying on the floor of their 
  temple and who was poisoned by a box given by 
  one of their clerics far outweigh any cost and the 
  Photians will then cast any spells for free. Ploellin 
  will agree to this logic quite willingly; Nitsugee will 
  have her frustration quite apparent on her face. 
  END OF ROUND ONE 
  Encounter Five: Three Box 
  Monte 
  Having found out that Plajin’s box was a trap in 
  Encounter Four, the PCs are standing in the 
  entryway to the Blinding Spire. If Plajin or one of 
  the PCs were poisoned by the trap, a cleric of 
  Pholtus, Brother Ploellin, will be trying to heal the 
  victim. 
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  The opening of the box has caused a great 
  commotion in the Binding Spire. Never has 
  anyone tried to poison someone in the great 
  temple on the One True Path. 
  A loud male voice then exclaims jovially, 
  “Having a little trouble there, followers of the 
  Blinding Light!” The source of the voice is a 
  middle-aged male Oeridian. From the look of 
  his club and his holy symbol, he looks to be a 
  cleric of Saint Cuthbert. 
  Sister Nitsugee shouts, “Nothing we cannot 
  handle, Cuthbertine! I assume that you come 
  here in peace. You know the Commandant’s 
  will that our two faiths should work together.” 
  “Rest assured, stroller on the One True Path, 
  that my business here is completed and that I 
  do wish to do anything that might . . . enflame 
  the situation. I, Billet Themlin, swear by Saint 
  Cuthbert himself. I merely saw the trouble that 
  you have here in the Blinding Spire and wish 
  to offer assistance. As you noted yourself, this 
  IS the will of the Commandant. Still, as you 
  have this matter handled, I shall take my leave 
  of you. Good day!” All the while, he is beaming 
  and after he says this, he takes leave of the 
  Blinding Spire. 
   
  Any Pholtians present obviously are disturbed 
  at Billet Themlin’s appearance. Have any PCs with 
  Knowledge (history), Knowledge (local [Sheldomar 
  Valley]), or Knowledge (religion) make a check.  
  DC 5 – The followers of Saint Cuthbert and those 
  of Pholtus are bitter rivals. 
  DC 10 – The Commandant of Gran March has 
  forced them to work together so long as both 
  groups are recognized as official Churches. 
  DC 15+ – The “enflame the situation” jab that Billet 
  Themlin 
  mentions 
  refers 
  to 
  the 
  Pembroke 
  Massacre, where several overzealous Pholtians 
  locked a group of Cuthbertines inside a small 
  shrine and burned it to the ground. It is considered 
  to be one of the most violent episodes in their 
  ongoing rivalry and the one that caused the 
  Commandant at the time to force them to settle 
  their dispute publicly. 
   
  After they leave the Blinding Spire, Billet 
  Themlin will meet them again outside the walls of 
  the Pholtian temple. Read the following: 
  As you exit the gates to the Blinding Spire, you 
  see the Cuthbertine cleric Billet Themlin just 
  outside. He hails you as you approach. 
  “I am quite sorry that you had such misfortune 
  with the crawlers of the One True Path. 
  Sometimes I think that Light they worship truly 
  does blind them. Will you join me so that I may 
  bless you? Of course, if you are one of the One 
  True Path, I completely understand how you 
  wish to follow your own light.” 
  Suspecting that the Billet has something up his 
  sleeve, Plajin the Elder will definitely take him up 
  on his offer. If any PCs do the same, read the 
  following: 
  Billet Themlin takes you down a less crowded 
  portion of the street. He looks around and then 
  gives Plajin a box. Plajin looks at him in 
  surprise. “What is this?” 
  Themlin explains, “We have been aware of 
  your research for quite a while as we have 
  eyes that are not so blind in the Blinding Spire. 
  While they were not looking, we had a hired 
  man inside of the Spire copied the documents. 
  We felt that this was too important to be left 
  only to the Pholtians. We then returned the 
  documents to the box. I came by to make sure 
  you got the originals, but I was surprised as 
  you to find the box had been swapped with a 
  poisoned one. We therefore ask that you take 
  this copy with the blessings of Saint Cuthbert. 
  We also ask that you do not reveal our 
  involvement in this matter. Our eyes in the 
  Blinding Spire are too important to be 
  blinded.” 
   
  The box is unlocked, untrapped, and contains 
  handwritten notes. Plajin will concur that these are 
  indeed legitimate copies of what he needs. 
  Assuming the PCs allow Plajin to keep the box, 
  Billet Themlin continues as follows: 
  “I would suggest that you find another way 
  back to Fort Tribulation. Whoever is opposing 
  you knows that you will return and probably by 
  the 
  quickest 
  way 
  possible. 
  You 
  should 
  probably go through the swamps at least in 
  part so as to throw them off your trail.” With 
  that, Billet Themlin puts his holy symbol in his 
  right hand, raises his arms, and says very 
  loudly, “May the Cudgel of Saint Cuthbert 
  protect you on your holy and lawful quest!” He 
  then leaves you. 
   
  Creatures: Billet Themlin is a relative low-
  level cleric of St. Cuthbert. He is a known critic of 
  the Pholtians and has in the past been a patron of 
  adventurers working either in the interests of the 
  Cuthbertines or against the interests of the 
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  Page 11 
  
  Pholtians. He is a polite man and never directly 
  insults the Pholtians or their faith. He is not above, 
  however, making backhanded comments or 
  innuendo. He has some skill in Bluff only to 
  obfuscate his commentary. 
  Billet Themlin: male human Clr4 of St. 
  Cuthbert; hp 24; Bluff +5, Sense Motive +5; 
   
  Development: Pholtian PCs may or may not 
  participate in Themlin’s blessing. Either way, they 
  will be very suspicious of Plajin and accompanying 
  PCs who return with the box. If time permits, have 
  the players roleplay this out. If not, judges can tell 
  these PCs that they can always report what they 
  know to the Blinding Spire after getting Plajin back 
  to Fort Tribulation. At this point, the PCs may be 
  looking for some help in getting back to the fort 
  which will lead them to Encounter Six. 
  Encounter Six: With a Little 
  Help From My Friends 
  After the suggestion from Billet Themlin to proceed 
  back to Fort Tribulation in a way off the main roads 
  in Encounter Five, Plajin the Elder will suggest 
  finding someone who can help them get back to 
  Fort Tribulation quickly. If the party likes this idea, 
  he will take them to the Heartstone Fire tavern 
  where they will meet members of the Moadra 
  family, members of the Flan barbarian tribe known 
  as Clan Cattail who, as part of providing for the 
  Clan, take on freelance scouting work. Also, any 
  rogues who show their skills in Encounter One will 
  get contacted by a member of The Corporation. 
   
  Once the party is done with Billet Themlin, 
  read the following: 
  After Billet Themlin takes his leave of you, 
  Plajin turns to you and says, “I might know 
  some people here in Shiboleth who can help 
  us get back to the Fort while bypassing the 
  main trade route. I can take you to where they 
  stay while they are in Shiboleth if you are 
  interested.”  
   
  Assuming that the PCs are interested, read 
  the following boxed text to them: 
  Plajin leads you through the streets of 
  Shiboleth to the Heartstone Fire tavern on the 
  western end of town. This establishment is 
  rustic in appearance, with dried swamp moss 
  strands strung like garland on the support 
  beams and numerous stuffed heads of swamp 
  creatures hanging from the walls. It does not 
  look exceptionally dingy or dirty, however. The 
  clientele is a bit more rural than one would 
  expect in such a cosmopolitan city as 
  Shiboleth and there are a larger than average 
  number of Flan people among the patrons. The 
  signs are handwritten in both Common and 
  Flan.  
  The bartender, a sturdy Flan male, asks in 
  heavily accented Common, “What business do 
  ye have ‘ere?”  
  Plajin yells back, “I am looking for any of the 
  Moadra family of Clan Cattail! Are any of them 
  in here today?” 
  “You’re lucky! Four of ‘em are having a bit of a 
  sit down in the back. I’d be careful if I was ye! 
  They ‘ave just come back from the moors and 
  always a bit ansy after a run!” The bartender 
  then points towards the back tables. 
  Plajin flips a silver piece to the bartender and 
  heads back to the back tables. 
   
  The Heartstone Fire is owned by Nygel Rhys, 
  a Flan expatriate from Geoff. It is Rhys who is 
  tending bar when the party enters the tavern. He 
  used what resources he brought out from Geoff 
  when the giants invaded and set up a tavern. He 
  deliberately seeks out Flan as customers, both 
  refugees and Flan tribal folk from the Rushmoors. 
  He decorates the tavern with trophies brought to 
  him by customers. 
  Main Plot: Meeting the Cattails 
   
  Assuming the party follows Plajin, read the 
  following: 
  You make your way to the back tables and find 
  four Flan tribal folk sitting at a table. They all 
  share some physical characteristics so they 
  must be of the same family. All are dressed in 
  dark brown cloaks that have seen much wear.  
  Plajin walks over and says, “Greetings, 
  Cattails! I, Plajin the Elder, hereby call on you 
  to honor your debt to me by providing me a 
  scout to get me back to Fort Tribulation 
  though the Rushmoors.” 
  The elder Flan, a strong male in his mid-
  twenties, responds softly, “We honor your 
  debt, but wonder why you would spend it in 
  such a way. Seems to be a waste of our talents 
  and your debt.”  
  “I need to go back through the swamps. The 
  main roadways are not safe for me right now.” 
  GRM5-IS1 The Whispered Path 
   
  Page 12 
  
  “Ah, well, if it is a safe passage you need, my 
  siblings and I can do that, but you only need 
  one of us, seeing as how you already have 
  some guards of your own. Who do you need 
  so that we can honor our debt?” 
   
  Go ahead and make introductions with 
  Bu’a’da and the rest of his siblings. Further 
  information about Clan Cattail can be found in 
  Appendix Three. Their stat blocks give their 
  physical descriptions. Each ranger has a different 
  personality and will react to the PCs accordingly. 
  All of them start out as Friendly, however, due to 
  their past association with Plajin.  
   
  Bu’a’da is the responsible one, the elder 
  brother. He will be direct with his questioning, 
  particularly if one of his siblings is chosen. He is a 
  bit quick-tempered and, though he is Friendly, this 
  attitude can change with an off-hand remark 
  against himself, his skills, his family, or his clan. 
   
  Teek’ma’ki will take a calmer and studied 
  approach with the party as would be expected 
  from the oldest sister and follower of Ehlonna. 
  Where Bu’a’da will demand details in an almost 
  interrogational manner, she will ask in a matter-of-
  fact fashion. She exudes the confidence of the 
  attractive person, but balances that confidence 
  with the patience of one familiar with the circle of 
  life. 
   
  Reek’ma’ki will be the quiet one. She will only 
  ask questions if it looks like the party will choose 
  her. She will, however, answer questions in a quiet 
  and subdued manner. 
   
  Toov’a’da is the trickster. He will not resist 
  introducing a pun or making a play on words. This 
  will probably make him an irritant to most parties 
  so that they will only choose him if they are 
  desperate for additional arcane support. 
  Subplot: “Someone’s Been Watching 
  Your Handiwork, Old Man!” 
   
  This subplot only comes into play if a PC who 
  is a rogue used some of their skills in defeating the 
  thugs Grint and Russleman in Encounter One and 
  if said PC is not of Lawful Good. At some 
  appropriate point while the PCs are in the 
  Heartstone Fire, pull those PCs aside and read 
  the following: 
  While you are waiting around the Heartstone 
  Fire, you notice that two patrons have focused 
  their attentions on you. One is a male halfling 
  in leathers; the other is an attractive human 
  female in finery. The halfling ever so slightly 
  motions you over.  
  If the PCs go over there, read the following: 
  The halfling says to you in low tones, “We 
  have heard about what you did to our 
  associates in Lortenford. Our business does 
  not bear you any malice for that and are 
  impressed with your abilities. However, realize 
  that you should not ply any of your “trade” 
  without our permission. We will be watching 
  you for awhile to see if you have what it takes 
  for us to do more business with you in the 
  future. You do well in the next couple of weeks 
  and we will let you in. We will know how well 
  you succeed.”  
  Neither the halfling nor the human will answer any 
  more questions and will show their displeasure if 
  the PCs do not leave. 
   
  Creatures: While each of the Cattails here are 
  Clan Protectors and good trackers, they each 
  have a different secondary class. Wise players will 
  thus pick the Cattail that supplements any classes 
  they do not have. For example, if the party does 
  not have a cleric, they may want to choose 
  Teek’ma’ki to be their guide. The descriptions of 
  each sibling should be sufficient for the players to 
  make a decision. 
   
  Parties also have the choice of not taking an 
  Cattail guide. Plajin should make one last appeal 
  in this case to have one. If they still don’t want a 
  guide, let them go on without one. 
  Bu’a’da of the Rushmoors: male human 
  Rgr1/Bbn1; hp 23; see Appendix One. 
  Reek’ma’ki of the Rushmoors: female human 
  Rgr1/Rog1; hp 19; see Appendix One. 
  Teek’ma’ki of the Rushmoors: female human 
  Rgr1/Clr1; hp 20; see Appendix One. 
  Toov'a'da of the Rushmoors: male human 
  Rgr1/Sor1; hp 17; see Appendix One. 
   
  In the Corporation subplot, the halfling is 
  Humal Yewberry, a Brother in The Corporation, 
  the organized crime family and thieves’ guild in 
  Gran Mach. The woman is Yazelle, a cleric of 
  Olidammara who is also a member of The 
  Corporation. Yazelle has cast stilled and silent 
  version of detect good and detect law in order to 
  determine if their candidate is Lawful Good. 
  Humal Yewberry: male halfling Rog5; hp 23; Bluff 
  +8, Diplomacy +8, Sense Motive +6 
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  Page 13 
  
  Yazelle: female human Clr5 of Olidammara; hp 
  30; Bluff +8, Diplomacy +8. 
   
  Development: Once the party has selected 
  their guide, proceed to Encounter Seven. 
  Encounter Seven: Back to 
  the Rushmoors 
  Whether or not the party acquired a scout in 
  Encounter Seven, Plajin will want to press on to 
  Fort Tribulation. If the party got a guide, read the 
  following: 
  Your guide then gets up from the table and 
  says, “Well, kin, I reckon I need to be off with 
  these fine folk. See you soon.” He/she then 
  addresses you. “I can see from your demeanor 
  that you will need to be leaving soon. Let’s go 
  get some provisions and then head out.” Your 
  guide then gestures for you to exit and you 
  leave the Heartstone Fire to go get any 
  provisions you need for your journey through 
  the swamp. 
   
  Otherwise, read the following: 
  As you walk away from the Cattails’ table, 
  Plajin whispers to you. “I wish you would have 
  allowed me to get one of the Cattails to guide 
  us through the Rushmoors. I only hope you 
  know what you are doing.” You then exit the 
  Heartstone Fire to go get any provisions you 
  need for your journey through the swamp. 
   
  Give the party an opportunity to get some 
  small items like rations and tools suitable for a 
  swamp journey. From the encounter with the 
  hobgoblins, they should have about 400 gp each 
  in loot and coin. They can spend up to that plus 
  whatever they had after character creation and 
  should note what they spent on their AR. After that 
  is done, read the following: 
  You start out on your journey, with Plajin 
  passing the time on your trek, by reading his 
  notes or making notes of his own while you 
  walk. Within an hour of your journey from 
  Shiboleth, you reach the swamp known as the 
  Rushmoors. Patches of high land are dotted 
  among areas of boggy mud and water. The 
  rushes after which the swamp is named whip 
  at the face and hands, leaving welts where 
  they hit. Biting insects of every type and 
  variety have decided that adventurer must be 
  their favorite food. It is also unbelievably 
  humid, making the heat even worse.  
   
  The travel from Shiboleth to Fort Tribulation 
  takes ten days using the most direct route through 
  the Rushmoors. However, each hour of travel, the 
  person serving as guide for the party (either a 
  Cattails NPC  or one of the PCs) must make a 
  Survival check at DC 5 to avoid getting lost (Plajin 
  has a rough map of the area in his notes). This 
  means eight checks per day of travel. Information 
  on getting lost in the wilderness can also be found 
  in the Dungeon Master’s Guide (pg 86).  
   
  Trap: Each day the party is out, run them 
  through one encounter from the list below, with the 
  exception of the Heat/Humidity encounter; always 
  run them through that encounter everyday. Play 
  up the environment, but do not overwhelm the 
  characters, as the environment does not make 
  that interesting an adversary.  
  Look at the Swamp Terrain (Dungeon Master’s 
  Guide pg 88) for details on features. It includes 
  details 
  on 
  bogs, 
  undergrowth, 
  quicksand, 
  hedgerows, and more. In some parts of the 
  Rushmoors, the terrain is so watery that it is 
  considered the Aquatic terrain (Dungeon Master’s 
  Guide pg 92-3) due to streams and ponds. Other 
  details regarding the swamp are outlined below: 
  Heat/Humidity: So long as it is not the winter 
  season, creatures in the swamp must deal with 
  the heat and humidity of the area. Twice a day, 
  every character must make a Fortitude check DC 
  10 (DC 12 if summer season). See the table below 
  for modifiers that affect the Fortitude check. Any 
  character that fails takes 1d4 points of nonlethal 
  damage. 
  Condition 
  Modifier 
  Previously failed check 
  -1 (cumulative) 
  Wearing heavy clothing or 
  medium armor 
  -2 
  Wearing heavy armor 
  -4 
  Creature is Cold subtype 
  -4 
  Ranks in Survival skill (self 
  only) 
  +1 per rank 
  Survival 
  check 
  (helping 
  others) 
  +1 
  per 
  point 
  above 
  DC 
  15 
  (minimum +1) 
   
  Quicksand: The lead character has found a patch 
  of quicksand. Use the rules for quicksand found 
  on p. 88 of the DMG to resolve the encounter. 
  GRM5-IS1 The Whispered Path 
   
  Page 14 
  
  Bog Hole: One of the characters, determined at 
  random, must make a Reflex save at DC 15 or fall 
  into a bog hole and be immersed in water over 
  their head. The character must make a Swim 
  check at DC 10. Any character possessing the 
  Swim skill automatically saves the character in 
  question. If no one possesses the skill or cannot 
  make the roll, the Character suffers 1d3 points of 
  nonlethal damage but the character does not 
  drown. 
  Infected Bugs: The party has encountered a 
  swarm of infected mosquitoes. If the travelers 
  have protection against insects of some kind or a 
  natural armor bonus of +1 or greater, the 
  mosquitoes cannot affect them. The travelers that 
  encounter these infected bugs have a chance to 
  contract a malarial disease called Swamp Fever 
  (see below). A Heal check can be used in place of 
  a Fortitude save, but this will need to be done 
  immediately after the party encounters the swarm. 
  One day’s rest can recover the immediate Con 
  damage. Swamp fever is not a normal disease, 
  however, as it can reoccur later unless the PC 
  receives a remove disease spell. See the Swamp 
  Fever note at the end.  
  Infected Leeches: The party has run into infected 
  leeches. If the travelers have some kind of 
  protection against leeches or a natural armor 
  bonus of +1 or greater, the leeches cannot affect 
  them. The travelers that encounter these have a 
  chance to contract Filth Fever (see Dungeon 
  Master’s Guide pg 292). The leeches can be 
  detected on a Spot check at DC 10 and can be 
  easily removed. If they are not removed, make 
  another infection check every day until they are 
  removed. 
  Diseas
  e 
  Infectio
  n 
  D
  C 
  Incubatio
  n 
  Damag
  e 
  Filth 
  Fever 
  Injury 
  12 
  1d3 days 
  1d3 
  Dex, 
  1d3 Con 
  Swamp 
  Fever 
  Injury 
  14 
  1 day 
  1 Con, -
  - 
    
   
  Development: This encounter sets up basic 
  environmental issues for other encounter set in 
  the Rushmoors during this scenario. On day three 
  of their trek, the party encounters the crocodiles in 
  Encounter Eight. They encounter the stirges in 
  Encounter Nine on day six and late in day six, 
  Plajin makes his discovery in Encounter Ten. 
  Encounter Eight: Something 
  Scaly This Way Comes 
  On the third day of their travels through the 
  Rushmoors, the party encounters four hungry 
  lizardfolk. Have each party member (including any 
  NPCs) roll a Spot check at DC 13. If the party says 
  that they are moving quietly, have each party 
  member also make a Move Silently check. The 
  lizardfolk will then roll an opposed Spot check 
  against the worst Move Silently check from the 
  PCs. If the PCs were not moving quietly or if all of 
  the PCs miss their Spot checks, the lizardfolk 
  automatically succeed in noticing the party’s 
  approach. 
   
  If any PC makes the Spot check, read the 
  following: 
  As you walk around the swamp on your third 
  day of traveling, you notice some movement 
  from a set of bushes to your left.  
   
  If the lizardfolk notice the party and any of the 
  party has spotted them, read the following: 
  Three lizardfolk spring up from behind the 
  bushes. They look hungry and impatient. One 
  of them speaks to you in bad Common, “You 
  surrender; we not kill you!” 
   
  If all PCs fail the Spot check, read the 
  following: 
  As you walk around the swamp on your third 
  day of traveling, three lizardfolk quickly 
  emerge 
  from 
  neatly-camouflaged 
  blinds 
  hidden in a set of bushes to your left. They 
  look hungry and impatient as they pitch their 
  javelins at you. 
   
  Creatures: These lizardfolk are part of a 
  hunting party decimated by the ever encroaching 
  bullywugs. The lizardfolk are hungry because the 
  bullywugs have taken the best game. They are 
  also angry because they keep pushing the 
  lizardfolk out of the Rushmoors. Thus, their initial 
  attitudes are Unfriendly. As per the PH, the DC on 
  a Diplomacy check to take a group from Unfriendly 
  to Indifferent is DC 15, from Indifferent to Friendly 
  is DC 15, and from Indifferent all the way to 
  Friendly is DC 25. Feeding the lizardfolk will grant 
  a +5 circumstance bonus to all Diplomacy checks 
  with these lizardfolk. 
   
  Their names are Sstixil, Hassti, and Gragnak. 
  Gragnak is the leader for now and will do the 
  talking for the group as he is the only one who has 
  any knowledge of Common. This lack of language 
  GRM5-IS1 The Whispered Path 
   
  Page 15 
  
  proficiency does not affect any Diplomacy checks, 
  but instead make all negotiations go twice as long. 
  Those PCs who speak Draconic and who are 
  doing the negotiations will have no such delay. 
  Gragnak will try to bluff his way into getting the 
  PCs to surrender, which should fail miserably as 
  each lizardfolk only has Bluff +0. Failing to bluff 
  the party, Gragnak will be open to Diplomacy 
  attempts. The party should be given up to three 
  attempts to change the attitudes of the lizardfolk to 
  represent any negotiations they do.  
   
  If the party can get the lizardfolk to an attitude 
  of Indifferent, they will be allowed to pass without 
  incident. If the party manages to get the lizardfolk 
  to Friendly, Gragnak will tell the PCs that 
  bullywugs from the eastern part of the swamp are 
  coming into the area in droves. A scouting party of 
  these bullywugs attacked these lizardfolk which is 
  why they are hungry. Gragnak will also inform the 
  PCs that they encountered the bullywugs very 
  close to Fort Tribulation.  
  APL 2 (EL 4) 
  Lizardfolk (3): hp 13 each; Bluff +0, Sense 
  Motive +0; see Monster Manual page 169. 
   
  Tactics: If the lizardfolk manage to get total 
  surprise, they will attack perceiving that the party is 
  weak and / or incompetent. They will also attack if 
  the negotiations take their attitudes to Hostile. 
  Once they begin to attack, PCs can still take a full-
  round action to renegotiate with them, but there 
  will be a -10 penalty on the check for a total DC of 
  30 to go from Hostile to Unfriendly. 
   
  The lizardfolk will open up with their javelins 
  for one round if they have the opportunity to do so; 
  they only have one javelin each left. They will then 
  use clubs and gang up on the nearest PC. Once 
  that PC is unconscious, they will move on the next 
  closest PC. If the clubs appear to be ineffective 
  against a PC, they will drop the clubs and use 
  claws. 
   
  Treasure: The equipment that the lizardfolk 
  have is of such poor quality that it would not fetch 
  any price on the market. Gragnak, however, has a 
  gem taken from a crocodile he defeated earlier in 
  the trip. A search of the bodies (if the PCs fought 
  the lizardfolk) will quickly find this gem, whose 
  value is listed in the Treasure Summary. 
   
  Development: The party may want to stop 
  and heal up. Day six of their journey, however, will 
  lead them into the stirges in Encounter Nine. 
  Encounter Nine: A Flock of 
  Stirges 
  Having survived the crocodiles in Encounter Eight, 
  the party faces dangers of a different sort the next 
  day of travel. Have each party member (including 
  any NPCs) roll a Spot check at DC 19. If anyone 
  makes the check, read the following: 
  The sixth day progresses normally, well, as 
  normally as things go in the Rushmoors. Plajin 
  is again either reading or making notes as you 
  walk. As you begin to cross a fairly clear 
  marshy field, you notice six small forms flying 
  towards you. It appears that you will get to act 
  while they attack. 
   
  If everyone fails the check, read the following: 
  The sixth day progresses normally, well, as 
  normally as things go in the Rushmoors. Plajin 
  is again either reading or making notes as you 
  walk. As you begin to cross a fairly clear 
  marshy field, you notice six small forms flying 
  towards you. It appears that they will close 
  with you before you can react. 
   
  Creatures: The party is being attacked by six 
  bloodsucking stirges. Like the crocs the day 
  before, these creatures are just hungry. Plajin, 
  knowing the threat, will not attack the creatures, 
  but will be writing into his notebook for the duration 
  of the combat so that his final thoughts will not be 
  lost if he dies. 
  APL 2 (EL 4) 
  Stirges (6): hp 5 each; see Monster Manual 
  page 236. 
   
  Tactics: The stirges have to spend their first 
  action closing the 20 feet between themselves and 
  the party. If they have complete surprise on the 
  party, they will spend the surprise round moving 
  into the party. Otherwise, they will have to use 
  their move action in the first round to do so. Each 
  stirge will target a separate party member (NPCs 
  included). Then, they will follow standard stirge 
  tactics, including leaving after doing four points of 
  Constitution damage. 
   
   
  Development: The party may want to stop 
  and heal up. While they are resting, either Plajin 
  will announce his discovery or the PCs will find his 
  notes on his dead body. Either case will lead them 
  to Encounter Ten. 
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  Page 16 
  
  Encounter Ten: Plajin’s 
  Discovery 
  While the party is cleaning up and healing after the 
  stirges are defeated, Plajin will announce that he 
  has figured out the site of an ancient shrine to the 
  Whispered One which has been the object of his 
  current research. Fortunately, if he has done his 
  research correctly, the party is only about an hour 
  away from the site. Plajin then insists that they 
  need to check out the site. If the party balks at 
  this, have the Cattails scout tell them that s/he is 
  sworn to protect Plajin and will go where he goes, 
  leaving the party behind in the Rushmoors all 
  alone.  
  As you recover from the stirges’ attack, Plajin 
  looks up from his notes and exclaims, “I found 
  it! I found the old shrine of Vecna that I had 
  been searching for. And it’s only an hour’s 
  walk from where we are! This was the whole 
  point of my research: to find this site so that 
  Warden Trigorn can send troops to destroy it. 
  We need to find it so that I can tell Trigorn 
  about it when we get to the fort!” 
   
  There, of course, is a distinct possibility that 
  Plajin did not survive. In that case, read the 
  following: 
  As you prepare Plajin’s body for travel, you 
  notice that his notebook is open to his last 
  entries. Quickly scrawled in the journal are the 
  words: “I found it! I found the old shrine of 
  Vecna that I had been searching for. And it’s 
  only an hour’s walk from where we are! This 
  was the whole point of my research: to find 
  this site so that Warden Trigorn can send 
  troops to destroy it. We need to find it so that 
  we can tell Trigorn about it when we get to the 
  fort!” The last few words trail off as apparently 
  Plajin died while finishing it. His map is also 
  open. It marks a new trail west of your current 
  path with an X marking a location you can only 
  assume to be the shrine. 
   
  Assuming that the party goes on to the shrine, 
  read the following: 
  You walk for about an hour until you find, 
  hidden beneath untold years of swamp moss 
  growth, the broken ruins of a small building 
  made of stone. The front wall of the ruins has a 
  symbol of a bony hand clutching a single eye 
  and is ajar. Inside the structure, you see a 
  wooden statue of a grotesque skeletal form. 
  The statue is missing its left eye and its left 
  hand. 
   
  Trap: On either side of the statue are two pit 
  traps. They are not really traps, but hidden caches 
  that Vecnan clergy who knew how to deactivate 
  the statue dug to hid their treasure. Outlaws later 
  figured out how to deactivate the statue and the 
  traps and started using the pits for the same 
  purpose. Still, they are deep and PCs can get hurt 
  by falling into them.  
  APL 2 (EL 4 with animated statue) 
  Pit Trap (2): CR 1; mechanical, location 
  trigger; manual reset; DC 20 Reflex save 
  avoids; 20 ft. deep (2d6, fall); Search DC 20; 
  Disable Device DC 20. 
   
  Creatures: Flanked by the pit traps is a 
  wooden statue. It pocked with insect holes and rot, 
  but is still an active animated statue. While the 
  statue is a representation of Vecna and is missing 
  an eye and a hand, it can still slam targets. It will 
  attack if someone trips off either of the pit traps or 
  if touched (after all, it is supposed to be guarding 
  whatever is in the pits).  
   
  The statue does have a command word 
  (“kadisharx”) to stop it carved into the base; PCs 
  can notice this in combat with a Spot check at DC 
  15. They will not get close enough to do a Search 
  before the statue attacks. Those who can speak 
  Infernal can stop it right away using the word. 
  Those who have Decipher Script can do this at a 
  DC 20; even though it is a smaller bit of text, the 
  pronunciation must still be worked through. 
  Deciphering this single word takes a full round.  
  APL 2 (EL 4 with trap) 
  Wooden 
  Animated 
  Statue: 
  Medium 
  construct, hp 35; see Appendix Two. 
   
  Tactics: The statue knows about the pit traps 
  and will not go over them, but is not intelligent 
  enough to bull rush a target into a trap. It will 
  continue to slam targets until there are none 
  standing. 
   
   
  Treasure: Each pit has coins and gems in the 
  bottom. The value of the treasure is listed in the 
  Treasure Summary. There is nothing else here; 
  the clerics of Vecna removed any secrets here 
  long ago. 
   
  Development: Having become monetarily 
  richer but no more knowledgeable on the 
  Whispered One, the party can return to the trail 
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  Page 17 
  
  and head to Fort Tribulation and Encounter 
  Eleven. 
  END OF ROUND TWO 
  Encounter Eleven: Fort 
  Tribulation 
  After the party finds the shrine, it will take them 
  less than four days to get to Fort Tribulation. You 
  can assume that the trails are well used by those 
  in and around the fort so tracking automatically 
  succeeds. 
  After the relative disappointment in the find, 
  you head back towards the Fort and Plajin’s 
  home therein. You get lost a couple of times 
  which take a couple of days to regain the trail, 
  but eventually you find obvious hunting trails 
  used by soldiers and Flan tribal folk alike. You 
  eventually get to the wooden walls of Fort 
  Tribulation, headquarters for what control 
  Gran March has over this part of the swamp. 
  The guards at the gate challenge you and ask 
  for your name, occupation, and business with 
  the fort. 
   
  Once the party has identified themselves, read 
  the following (modified if the party has somehow 
  managed to lose Plajin): 
  The guards perk up when they recognize Plajin 
  among you. “You need to go to the Warden’s 
  office. Immediately!”  
   
  The 
  guards 
  will 
  not 
  give 
  any 
  further 
  explanation, as they really don’t know anything. 
  Once the party decides to go to see the Warden, 
  read the following: 
  The office for the Warden of the Rush March is 
  a fairly simple cabin made from cypress and 
  palmetto logs. Of course, compared to many of 
  the buildings in Fort Tribulation, it is a fairly 
  impressive structure. The door is slightly 
  open, and once you are near the door, a male 
  voice sternly says, “Enter. I have been 
  expecting you. Please introduce yourselves as 
  you enter.” 
  In the office are two humans. Sitting behind an 
  ornate desk is a human male in his thirties with 
  dark-brown 
  hair 
  and 
  piercing 
  eyes 
  that 
  examine each of you as you enter. He is 
  wearing fine chainmail underneath a tabard 
  bearing the Gran March shield and flourishes 
  indicating that he is the Warden of the 
  Rushmoors, Vitness Tragorn. The other person 
  in the room in front of the desk is an attractive 
  woman in her thirties with long red hair and 
  green eyes. Her countenance shows stress 
  and tension.  
   
  The next passage will need to be modified if 
  Plajin is killed: 
  The Warden then says, “I am Vitness Tragorn, 
  Warden of the Rush March.” Gesturing to the 
  woman, he continues, “This is Trina Multer, 
  owner of Trina’s House of Hospitality and a 
  respected business owner in the fort.” 
  Turning to the sage, the Warden says, “Plajin, I 
  have to give you some bad news. After 
  working for Trina at her tavern last night, your 
  niece Elandril was kidnapped. We know this 
  because of this note.” Trina then reads a note 
  in her hand. 
  “’To Plajin the Elder, sage of the Ur-Flan, While 
  we have the box, you can figure out what it 
  means. We know the Cuthbertines have given 
  you a copy; their inside man made a tasty 
  sacrifice for our god once he exposed his 
  secrets. Find the relic that the notes in the box 
  describe and you will have your loved one 
  back. When you have the relic, go due west 
  from the fort. After an hour’s travel, you will 
  find a freshly-cut trail which will bring you to 
  me. Do not send any soldiers; she will 
  certainly die if we see one Marcher tabard 
  coming for us. For the Whispered One.’” 
  Plajin stammers, “But, we went where the 
  notes told us to go. We found an old temple of 
  the Whispered One and defeated its guardian. 
  We only found hijacked supplies and gems left 
  by bandits. We did not find any relics.” 
  The Warden thinks this over before replying. 
  “Well, for these villains to have done this, they 
  would have to be close by the fort and 
  probably would not be that hard to find. Most 
  folks who come here are not exactly the best at 
  covering their tracks in the swamp. However, I 
  cannot spend any soldiers to search for her in 
  the next few days. We have had some word 
  from our friends the Cattails that the bullywugs 
  are about to make another run at the fort. I will 
  need everyone here to mount a defense 
  adequate not only to repel the raiders, but to 
  hurt them so that they will not want to attack 
  the fort again.” 
  Plajin looks at the Warden, “Then Elandril is to 
  be sacrificed to these fiends?” 
  GRM5-IS1 The Whispered Path 
   
  Page 18 
  
  “I cannot help you until the raid is over or until 
  we determine that they will not attack. 
  However, you appear to have some stalwart 
  companions of your own. Perhaps you can 
  implore them to help you.”  
   
  Creatures: The full descriptions of Tragorn 
  and Multer are in Appendix One. Use them as aids 
  for any roleplaying done in this encounter. 
  Knight Warden Vitness Tragorn: male human 
  Ftr8; hp 72; see Appendix One. 
  Trina Multer: female human Brd6; hp 32; see 
  Appendix One. 
   
  Development: If the party decides that they 
  are up to trying to find Elandril, start them 
  searching with Encounter Twelve. If they choose 
  not to go, Tragorn will not send any soldiers out 
  until the next day. Casten will then kill Elandril in 
  frustration and leave the dead body near the fort. 
  Encounter Twelve: The 
  Search 
  Given that Elandril has a limited time to live and 
  that the PCs have nothing with which to bargain, 
  Plajin will urge them to go and rescue his niece. 
  The directions on the ransom note are clear 
  At last, Plajin plainly states, “There is little 
  hope then of saving Elandril. Tragorn cannot 
  spare the soldiers to hunt for her. I have 
  nothing with which to bargain for her life. My 
  only hope is you, my recent companions, who 
  have kept me safe through the treacherous 
  swamp. Will you go and try to rescue my 
  niece?” 
   
  If there is a Cattail guide with the party, said 
  guide will readily agree to join the rescue so that 
  Plajin could then owe the Cattails for the service. 
  Plajin, knowing his limitations, stays behind. 
  Assuming that the PCs agree to join in as well, 
  read the following to them once they are ready to 
  leave: 
  You quickly leave the safety of the fort on a 
  westward course for the swamp. There is not 
  much time to get to these villains before they 
  realize that you don’t have anything to offer, 
  except for the wounds you will give him from 
  your weapons. After an hour’s travel, you 
  eventually find the trail as described in the 
  ransom. Even to an untrained eye, it is obvious 
  that the path was freshly made. It leads 
  through a clear, but muddy field of bulrushes 
  and cattails towards a small copse of trees. 
   
  This last round will take less than a day; do 
  not 
  bother 
  repeating 
  the 
  Rushmoors 
  environmental effects from Encounter Seven. On 
  the way, the party finds one of many pit traps 
  Casten uses as security. 
   
  Trap: Casten had his undead minions digging 
  out pit traps all around his encampment. He then 
  conceals them very well. 
  APL 2 (EL 3) 
  Well-Camouflaged 
  Pit 
  Trap: 
  CR 
  3; 
  mechanical; location trigger; repair reset; DC 
  20 Reflex save avoids; 10 ft. deep (1d6, fall); 
  Search DC 27; Disable Device DC 25. 
   
  Development: The trail continues on to 
  Encounter Thirteen. If the party turns back now, 
  Tragorn will not send any soldiers out until the 
  next day. Casten will then kill Elandril in frustration 
  and leave the dead body near the fort. 
  Encounter Thirteen: The 
  Ambush 
  Hot on the trail to Casten, the party meets his next 
  wave of defense: newly created zombies. Read 
  the following to the party: 
  After defeating the well-camouflaged pit trap, 
  you quickly make your way across the muddy 
  plain. As you get close to the next copse of 
  trees, from the tree line you see six vaguely 
  human forms shambling out from the trees and 
  crossing the plain before you. Some of them 
  are clad in rags of common folk while others of 
  them have some tattered barbarian skins as 
  clothing. 
   
  Randomly place the six zombies at least thirty 
  feet from the lead character. The field is full of 
  mud and muck; there is no running or charging 
  through it. If one of the Cattail guides are present, 
  they will recognize the barbarian zombies as 
  fellow clan members of Clan Cattail. 
   
  Creatures: Using some of the last remaining 
  charges from his wand, Casten has created six 
  zombies from outlaws and Flan tribal folk he has 
  captured and killed over the past several months. 
  APL 2 (EL 4) 
  Human Commoner Zombies (6): hp 16 
  each; see Monster Manual page 266. 
  GRM5-IS1 The Whispered Path 
   
  Page 19 
  
   
  Tactics: By the time the party meets up with 
  the zombies, they will be uncontrolled and 
  attacking their nearest targets.  
   
  Treasure: If the party searches the dead 
  zombie bodies, they will find that one of the outlaw 
  zombies has a muck-covered dagger at its hip that 
  Casten overlooked when creating it. Once 
  cleaned, the PCs will find it to be a masterwork 
  dagger. If the zombies get turned, the zombie will 
  drop the dagger in its retreat. This is part of the 
  Treasure Summary section. 
   
  Development: The trail continues on to 
  Encounter Fourteen. If the party turns back now, 
  Tragorn will not send any soldiers out until the 
  next day. Casten will then kill Elandril in frustration 
  and leave the dead body near the fort. 
  Encounter Fourteen: The End 
  of the Whispered Path 
  The party will eventually follow the trail of the 
  zombies who ambushed them in Encounter 
  Thirteen. Given that the party could come in either 
  stealthy or forcefully, the judge should adapt the 
  boxed text of this encounter to fit the party’s 
  method of attack. The basic boxed text assumes 
  that the party will send scouts ahead and then 
  report back. It reads as follows:  
  You eventually follow the trail though the 
  swamp to a small hillock above the muck and 
  mud. Posted evenly around the patch of dry 
  land are six skeletons, obviously animated by 
  foul necromantic magic. At the center of the 
  hillock is a crudely carved altar embossed with 
  the hand and eye symbol of the Whispered 
  One. Tied atop the altar is the unconscious 
  form of Elandril, her tunic parted to expose her 
  sternum. Behind the altar is a fairly attractive 
  human male of mixed Oeridian-Flan descent, 
  clad in full plate and clerical vestments. He has 
  a small bone wand in his hand. 
   
  The hillock is surrounded on all sides with 
  muck so there is no running or charging through it. 
  There are plenty of vines and grasses on and 
  around the hillock for druids to use for entangle 
  spells.  
   
  Creatures: Lemda Casten is a cleric of Vecna 
  who wants to use what he believes Plajin the Elder 
  has found in the Rushmoors. Plajin, however, 
  found nothing as indicated  
  APL 2 (EL 5) 
  Lemda Casten: male human Clr3, hp 20; see 
  Appendix Two. 
  Wolf Skeletons (2): hp 16 each; see Monster 
  Manual page 226. 
  Human Warrior Skeletons (6): hp 9 each; 
  see Monster Manual page 226. 
   
  Tactics: Casten created the skeletons after 
  he sent the zombies far away from him. Thus the 
  zombies were uncontrolled when they attacked 
  the party. The skeletons have orders to attack 
  anyone approaching the hillock. Casten is just 
  about out of bodies and skeletons; the wolf 
  skeletons are the last ones he has.  
   
  Once the attack begins, Casten will first cast 
  sanctuary on himself, trusting that the skeletons 
  will keep the party at bay. His next actions for the 
  duration of that spell will be as follows: 
   
  1st round - Animate the two wolf skeletons and 
  order them to attack the intruders 
   
  2nd round – Cast bless. 
   
  3rd round – Cast bull’s strength.  
   
   
  After that, Casten will continue to cast buffing 
  spells from either from memory or from scrolls until 
  attacked. He will then use the light crossbow 
  against targets at range or the +1 mace against 
  melee opponents. He has securely tied Elandril to 
  the altar (two full rounds to untie) so using her as a 
  hostage is not available to him.  
   
  The effect of all of this should be that the party 
  engages the human skeletons first, then the wolf 
  skeletons, and finally Casten himself. 
   
  Treasure: All of his gear is listed in the 
  Treasure Summary section. 
   
  Development: If Casten defeats the PCs, he 
  will kill Elandril and then quickly depart.  
  Conclusion 
  You return with Elandril after your thorough 
  defeat of the evil Vecnan priest. The trip back 
  to Fort Tribulation seems quicker and the day 
  seems brighter. As you arrive back at the Fort, 
  you see that there has indeed been a fierce 
  battle here. Gran March soldiers, some with 
  minor wounds, are rummaging through dead 
  bullywugs and then throwing the corpses onto 
  a bonfire. Warden Tragorn is on his trusted 
  black stallion, overseeing the damage caused 
  GRM5-IS1 The Whispered Path 
   
  Page 20 
  
  by the attack, when he sees you coming into 
  the Fort’s clearing. He smiles when he sees 
  Elandril in your midst. 
   
  If successful, the party returns with Elandril to 
  many accolades. While the party was gone, there 
  was a small raid by bullywugs against the fort and 
  the soldiers there would have been pressed to 
  defend it if they had gone to search for Elandril 
  instead of the party. As it was, Warden Tragorn 
  was very happy that the party took care of this 
  business, notifies Hookhill of their exploits, and 
  soon the powers that be in Gran March will reward 
  the PCs as noted on the AR. 
   
  If any of the PCs speak Flan and one of the 
  Cattail 
  scouts 
  escorted 
  the 
  party 
  to 
  Fort 
  Tribulation, that Cattail will offer membership in 
  Clan Cattail as they have proven themselves 
  worthy combatants. If the PC meets the minimum 
  requirements for joining Clan Cattail at the end of 
  this adventure, allow that PC to join and note any 
  expenditures on this AR. 
   
  Finally, if Yewberry and Yazelle talked with 
  any PCs in Encounter Six and the party was 
  successful 
  in 
  returning 
  Elandril, 
  Trina 
  will 
  approach those PCs before they leave. She will 
  tell them that Yewberry sends his regards and that 
  they have done well enough to join the “family”. If 
  the PC meets the minimum requirements for 
  joining The Corporation at the end of this 
  adventure, allow that PC to join and note any 
  expenditures on this AR. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter One: Save Our Sage 
  Defeat Grint and Russleman. 
   
  APL 2: 90 xp. 
  Encounter Three: Desperate Hobgoblins 
  Defeat the hobgoblins 
   
  APL 2: 150 xp. 
  Encounter Four: What’s in the Box? 
  Defeat or take damage from the trap 
   
  APL 2: 120 xp. 
  Encounter Eight: Something Scaly This 
  Way Comes. 
  Defeat or successfully negotiate with the lizardfolk. 
   
  APL 2: 120 xp. 
  Encounter Nine: A Flock of Stirges 
  Defeat the stirges. 
   
  APL 2: 120 xp. 
  Encounter Ten: Plajin’s Discovery 
  Defeat the animated wooden statue and defeat or 
  take damage from the pit traps. 
   
  APL 2: 120 xp. 
  Encounter Twelve: The Search 
  Defeat or take damage from the trap 
   
  APL 2: 90 xp. 
  Encounter Thirteen: The Ambush 
  Defeat the zombies. 
   
  APL 2: 120 xp. 
  Encounter Fourteen: The End of the 
  Whispered Path 
  Defeat Casten and his skeletal creations. 
   
  APL 2: 150 xp. 
  Discretionary roleplaying award 
   
  APL 2: 270 xp. 
  Total possible experience 
   
  APL 2: 1350 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 
  GRM5-IS1 The Whispered Path 
   
  Page 21 
  
  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 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter One: Save Our Sage 
  APL A: L: 88.67 gp, C: 50 gp, M: 0 gp. 
  Encounter Three: Desperate Hobgoblins 
  APL A: L: 163.75 gp, C: 247.58 gp, M: 0 gp. 
  Encounter Eight: Something Scaly This 
  Way Comes 
  APL A: L: 0 gp, C: 50 gp, M: 0 gp. 
  Encounter Ten: Plajin’s Discovery 
  APL A: L: 150 gp, C: 350 gp, M: 0 gp. 
  Encounter Thirteen: The Ambush 
  APL A: L: 25.17 gp, C: 0 gp, M: 0 gp. 
  Encounter Fourteen: The End of the 
  Whispered Path 
  APL A: L: 168.17 gp, C: 100 gp, M: +1 heavy 
  mace (192.67 gp), scroll of entropic shield 
  (2.08 gp), scroll of expeditious retreat (2.08 
  gp), scroll of shield (2.08 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 595.76 gp, C: 797.58 gp, M: 198.91 
  gp – Total: 1592.25 gp (1350 gp). 
  Items for the Adventure 
  Record 
  Special 
  Commendation of Watcher Lieutenant Yevin 
  Syncler, Expeditious Vigil: For bravery in 
  defending a military caravan from hobgoblin 
  raiders, Watcher Lieutenant Syncler has given a 
  military commendation to you if you are active-
  duty Gran March military personnel or a veteran of 
  the Gran March military.  
  Recommendation of Watcher Lieutenant Yevin 
  Syncler, Expeditious Vigil: Furthermore, if you 
  are a human, a dwarf, or a half-elf, Watcher 
  Lieutenant Syncler gives you a recommendation to 
  join either the Knights of the Watch or the Knights 
  of Dispatch. 
  Sponsorship of _______ of Clan Cattail: If the 
  party had one of the Cattails help them in this 
  scenario and if the party was successful in most of 
  their objectives, _______ will sponsor any PC who 
  either speaks Flan or is of at least 50% Flan 
  extraction to be adopted into Clan Cattail. Judges 
  should fill the blanks here with the first name of the 
  Cattail who adventured with the party. Adoption 
  will cost one additional TU for the ceremony. 
  Swamp Fever: You have contracted Swamp 
  Fever during an adventure into the Rushmoors. 
  Once during each game session, the Judge must 
  ask you to roll 1d20. If the roll is a 1, the character 
  has suffered a relapse of the disease. The 
  infected hero loses one temporary point of 
  Constitution per day, until the victim makes a 
  Fortitude saving throw (DC 14), at which point the 
  episode stops. The hero then recovers the 
  Constitution damage at the normal rate. A 
  GRM5-IS1 The Whispered Path 
   
  Page 22 
  
  successful Heal check (DC 15) allows the infected 
  hero a second saving throw each day to attempt to 
  recover from the disease. The disease is 
  permanent until a remove disease spell is cast on 
  the PC (at that time cross this effect off of the 
  character’s AR). 
  Success against the Whispered One: You were 
  one of those successful against the machinations 
  of one of Vecna’s followers. Warden Tragorn has 
  sent word to Hookhill of the party’s success and 
  as a result, you have gained influence with certain 
  organizations. Members and clergy of a Major 
  Church 
  (Heironeous, 
  Harvest 
  Church, 
  St. 
  Cuthbert, Pholtus, Zilchus, Fharlanghn, Phyton, or 
  Obad-Hai), Graduates of Syrloch, and active-duty 
  members of the Gran March military receive one 
  Influence Point with each of their respective 
  organizations.  
  Item Access 
  Not allowed in introductory scenarios. 
   
  GRM5-IS1 The Whispered Path 
   
  Page 23 
  
  Appendix One – Important NPCs
  Encounter One        
  Plajin The Elder: male human Exp6; CR 1; 
  Medium humanoid; HD (6d6)-6; hp 22; Init -1; 
  Spd 30 ft.; AC 9, touch 9, flat-footed 9 (-1 Dex); 
  Base Atk/Grp: +4/+3; Atk +3 melee (1d6-1, 
  quarterstaff); 
  Full 
  Atk 
  +3 
  melee 
  (1d6-1, 
  quarterstaff); AL NG; SV Fort +1, Ref +1, Will 
  +9; Str 8, Dex 8, Con 8, Int 19, Wis 15, Cha 12. 
   
  Skills and Feats: Craft (alchemy) +13, 
  Decipher Script +13, Diplomacy +12, Gather 
  Information +10, Knowledge (history) +16, 
  Knowledge 
  (nobility 
  and 
  royalty) 
  +13, 
  Knowledge (religion) +13, Knowledge (local 
  [Sheldomar Valley MR]) +13, Listen +4, Perform 
  (act) +3, Perform (oratory) +3, Profession (sage) 
  +11, Speak Language +9, Spot +4; Alertness, 
  Combat Expertise, Iron Will, Light Armor 
  Proficiency, Simple Weapon Proficiency, Skill 
  Focus (Knowledge (history)) .  
   
  Possessions: backpack, seven days of trail 
  rations, bedroll, courtier's outfit, quarterstaff, 
  waterskin. 
   
  Physical Description: Plajin is an older 
  mixed-race human male approximately 65 years 
  old. He is bald with a beard that is mostly white 
  with few strands of red. Age has degraded 
  further his already thin form; he looks like a 
  strong wind could blow him away. He is a 
  pleasant man and a good spinner of yarns. His 
  eyes shine brightly with the intellect within. 
  (Originally developed for 3.0 by Jeff Kahrs; 
  updated to 3.5 by Will Dover) 
  Encounter Five        
    
  Brother Ploellin (pronounced PLOH-lin) of 
  the Gleaming Light: male human Clr7 of 
  Pholtus, CR7; Medium humanoid; HD (7d8); hp 
  42; Init +1; Spd 20 ft.; AC 16, touch 11, flat-
  footed 15 (+1 Dex, +4 armor, +1 shield); Base 
  Atk/Grp: +5/+6; Atk +6 melee (1d8+1, light flail) 
  or +6 ranged (1d8/19-20, light crossbow); Full 
  Atk +6 melee (1d8+1, light flail) or +6 ranged 
  (1d8/19-20, light crossbow); SA Turn undead; 
  AL LG; SV Fort +5, Ref +3, Will +8; Str 12, Dex 
  13, Con 10, Int 12, Wis 16, Cha 11. 
   
  Skills and Feats: Diplomacy +4, Heal +13, 
  Knowledge (history) +4, Listen +5, Knowledge 
  (the planes) +4, Knowledge (religion) +14, 
  Spellcraft +11, Spot +5; Alertness, Extra 
  Turning, Scribe Scroll, Skill Focus (Knowledge 
  (religion)); 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/1+1: 
  Base DC = 13 + spell level): 0 – create water, 
  detect poison, guidance, purify food and water, 
  read magic, resistance; 1st – bless, bless water, 
  divine favor, * protection from evil, sanctuary, 
  shield of faith; 2nd – augury, * detect thoughts, 
  lesser restoration, shield other, zone of truth; 3rd 
  – * clairaudience/clairvoyance, daylight, remove 
  disease, searing light; 4th – * divination, 
  restoration.  
   
  * - Domain Spell; Deity: Pholtus; Domains: 
  Good – Ploellin casts good spells at +1 caster 
  level. Knowledge – All Knowledge skills are 
  class skills for Ploellin. He also casts divination 
  spells at +1 caster level.  
   
  Possessions: light flail, light crossbow, 10 
  crossbow bolts, chain shirt, small wooden 
  shield, cleric’s vestments, healer’s kit, vial of ink, 
  ink pen, 3 sheets of paper, belt pouch, 
  waterskin. 
   
  Physical Description: Ploellin is a stout, 
  portly man with a good sense of humor and 
  booming voice. He did a little adventuring in his 
  youth (he is well past middle aged) and loves to 
  tell the tales of his days spreading Pholtus’ word 
  throughout the Flanaess. He is compassionate 
  and cooperative toward people he deems to be 
  good folk. He is kind and caring to those that he 
  holds dearest to him and to the members of his 
  church and priestly order. 
  (Originally developed for 3.0 by Nicholas Tulach 
  in ADP1-08 A Plea from Beyond the Grave and 
  adapted by the Gran March Triad; updated to 
  3.5 by Will Dover) 
  Encounter Six          
  Bu’a’da of the Rushmoors: male human 
  Rgr1/Bbn1; CR 2; Medium humanoid; HD 
  (1d8)+(1d12)+2; hp 16; Init +2; Spd 40 ft.; AC 
  16, touch 12, flat-footed 14 (+2 Dex, +4 armor); 
  Base Atk/Grp: +2/+4; Atk +4 ranged (1d8/x3, 
  longbow) 
  or 
  +4 
  melee 
  (1d8+2/19-20, 
  longsword); 
  Full 
  Atk 
  +4 
  ranged 
  (1d8/x3, 
  longbow) 
  or 
  +4 
  melee 
  (1d8+2/19-20, 
  longsword); SA Favored Enemy (animal) +2, 
  Rage (Ex) 1 times/day (6 rounds), Rage 
  bonuses, CON +4, Willpower +2, AC -2, HP 4; 
  GRM5-IS1 The Whispered Path 
   
  Page 24 
  
  SQ Wild Empathy (Ex); AL NG; SV Fort +6, Ref 
  +5, Will +1; Str 14, Dex 14, Con 12, Int 12, Wis 
  12, Cha 12. 
   
  Skills and Feats: Climb +3, Handle Animal 
  +3, Hide +6, Intimidate +6, Jump +7, Knowledge 
  (geography) +4, Knowledge (nature) +7, Listen 
  +5, Move Silently +6, Spot +5, Survival +6, 
  Swim +3; Light Armor Proficiency, Martial 
  Weapon Proficiency, Medium Armor Proficiency, 
  Point 
  Blank 
  Shot, 
  Precise 
  Shot, 
  Shield 
  Proficiency, Simple Weapon Proficiency, Track. 
   
  Possessions: longbow, longsword, mithral 
  shirt, traveler's outfit. 
   
  Physical Description: The oldest of the 
  Moadra children at age 26, Bu’a’da is about 6’ 3” 
  and 220#. He has the red hair and weathered 
  features typical of Flan tribesmen. He is easily 
  the strongest of his brothers and sisters. He is 
  not a dumb barbarian and uses his rage only as 
  needed. He is a Clan Protector. 
  Reek’ma’ki of the Rushmoors: female human 
  Rgr1/Rog1; CR 2; Medium humanoid; HD 
  (1d8)+(1d6)+2; hp 12; Init +2; Spd 30 ft.; AC 16, 
  touch 12, flat-footed 14 (+2 Dex, +4 armor); 
  Base Atk/Grp: +1/+3; Atk +3 ranged (1d8/x3, 
  longbow) or +3 melee (1d8+2/19-20, longsword; 
  Full Atk +3 ranged (1d8/x3, longbow) or +3 
  melee (1d8+2/19-20, longsword); SA Favored 
  Enemy (Animal) +2, Sneak Attack +1d6; SQ 
  Trapfinding , Wild Empathy (Ex); AL NG; SV 
  Fort +3, Ref +7, Will +1; Str 14, Dex 14, Con 12, 
  Int 12, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +3, Disable Device 
  +3, Handle Animal +3, Hide +6, Jump +3, 
  Knowledge (geography) +4, Knowledge (nature) 
  +7, Listen +5, Move Silently +6, Open Lock +4, 
  Spot +5, Survival +6, Swim +3; Light Armor 
  Proficiency, Martial Weapon Proficiency, Point 
  Blank Shot, Precise Shot, Shield Proficiency, 
  Simple Weapon Proficiency, Track.  
   
  Possessions: longbow, longsword, mithral 
  shirt, traveler's outfit. 
   
  Physical Description: Reek’ma’ki is an 
  attractive Flan female standing a mere 5 feet tall 
  and weighing only about 100#. She is slender 
  and moves with grace. Her features are tanned, 
  but not weathered, indicating that she spends 
  more time indoors (or at night) than the rest of 
  her family. She is the youngest Moadra at age 
  18 and just became a Clan Protector. She is not 
  a member of the Corporation as she has never 
  practiced her second profession outside of the 
  Rushmoors. 
  Teek’ma’ki of the Rushmoors: female human 
  Rgr1/Clr1; CR 2; Medium humanoid; HD 
  (1d8)+(1d8)+3; hp 13; Init +2; Spd 40 ft.; AC 16, 
  touch 12, flat-footed 14 (+2 Dex, +4 armor); 
  Base Atk/Grp: +1/+3; Atk +3 ranged (1d8/x3, 
  longbow) 
  or 
  +3 
  melee 
  (1d8+2/19-20, 
  longsword); 
  Full 
  Atk 
  +3 
  ranged 
  (1d8/x3, 
  longbow) 
  or 
  +3 
  melee 
  (1d8+2/19-20, 
  longsword); SA Favored Enemy (Animal) +2, 
  Turn Undead (Su); SQ Aura (Ex), Spontaneous 
  Casting, Wild Empathy (Ex); AL NG; SV Fort +5, 
  Ref +5, Will +3; Str 14, Dex 14, Con 12, Int 12, 
  Wis 12, Cha 12. 
   
  Skills and Feats: Climb +3, Handle Animal 
  +3, Heal +3, Hide +6, Jump +7, Knowledge 
  (geography) +4, Knowledge (nature) +7, Listen 
  +5, Move Silently +6, Spellcraft +3, Spot +5, 
  Survival +6, Swim +3; Heavy Armor Proficiency, 
  Light 
  Armor 
  Proficiency, 
  Martial 
  Weapon 
  Proficiency, Medium Armor Proficiency, Point 
  Blank Shot, Precise Shot, Shield Proficiency, 
  Simple Weapon Proficiency, Track.  
   
  Cleric Spells Prepared: (3/2+1; Base DC = 
  11 + Spell Level): 0 - detect poison, guidance, 
  light; 1st - bless, endure elements, expeditious 
  retreat*.  
  * - Domain Spell; Deity: Ehlonna; Domains: 
  Animal - You can use speak with animals once 
  per day as a spell-like ability. Add Knowledge 
  (nature) to your list of cleric class skills. Celerity 
  - Your land speed is faster than the normal for 
  your race by +10 feet. This benefit is lost if you 
  are wearing medium or heavy armor or carrying 
  a medium or heavy load.  
   
  Possessions: longbow, longsword, mithral 
  shirt, traveler's outfit. 
   
  Physical Description: Teek’ma’ki is the 
  second oldest of the Moadra brood at age 22. 
  While just as attractive as her sister Reek’ma’ki, 
  Teek’ma’ki has a more studied and calmer 
  appearance. She is as athletic as her older 
  brother Bu’a’da and can easily match him in a 
  foot race due to the blessings of her deity. She 
  is 5’ 8” tall and weighs 125#. Like the rest of her 
  siblings, Teek’ma’ki is a Clan Protector. 
  Toov'a'da of the Rushmoors: male human 
  Rgr2/Sor1; CR 3; Medium humanoid; HD 
  (1d8)+(1d4)+3; hp 10; Init +2; Spd 30 ft.; AC 16, 
  touch 12, flat-footed 14 (+2 Dex, +4 armor); 
  Base Atk/Grp: +1/+3; Atk +3 ranged (1d8/x3, 
  GRM5-IS1 The Whispered Path 
   
  Page 25 
  
  longbow) or +3 melee (1d8+2/19-20, longsword; 
  Full Atk: +3 ranged (1d8/x3, longbow) or +3 
  melee (1d8+2/19-20, longsword); SA Favored 
  Enemy (animal) +2; SQ Summon Familiar, Wild 
  Empathy (Ex); AL NG; SV Fort +3, Ref +5, Will 
  +3; Str 14, Dex 14, Con 12, Int 12, Wis 12, Cha 
  12. 
   
  Skills and Feats: Climb +3, Concentration 
  +3, Handle Animal +3, Hide +6, Jump +3, 
  Knowledge (geography) +4, Knowledge (nature) 
  +7, Listen +5, Move Silently +6, Spellcraft +3, 
  Spot +5, Survival +5, Swim +3; Light Armor 
  Proficiency, Martial Weapon Proficiency, Point 
  Blank Shot, Precise Shot, Shield Proficiency, 
  Simple Weapon Proficiency, Track.  
   
  Sorcerer Spells Known: (5/4; Base DC = 11 
  + Spell Level): 0 - detect magic, detect poison, 
  prestidigitation, read magic; 1st - arrow mind, 
  magic missile;  
   
  Possessions: longbow, longsword, mithral 
  shirt, traveler's outfit, shortsword. 
   
  Physical 
  Description: 
  Toov'a'da 
  is 
  the 
  younger brother of Bu’a’da at age 20 and, while 
  they share the Flan features of the Moadra line, 
  the two could not be more different. He is 6 feet 
  tall, but weighs only 160#. While just as strong 
  as his brother, Toov'a'da is wirier in appearance. 
  He is a bit of a practical joker. This wears thin 
  around the rest of Clan Cattail, even though he 
  is a Clan Protector himself. 
  Encounter Eleven  
   
   
   
  Knight Warden Vitness Tragorn: male human 
  Ftr8; CR 8; Medium humanoid; HD (8d10)+16; 
  hp 72; Init +6; Spd 20 ft.; AC 18, touch 12, flat-
  footed 16 (+2 Dex, +6 armor); Base Atk/Grp: 
  +8/+9; 
  Atk 
  +11 
  melee 
  (1d8+3/19-20, 
  +2 
  longsword); Full Atk +11/+6 melee (1d8+3 /19-
  20, +2 longsword); AL LG; SV Fort +7, Ref +4, 
  Will +5; Str 12, Dex 16, Con 14, Int 14, Wis 12, 
  Cha 16. 
   
  Skills and Feats: Climb +0, Diplomacy +5, 
  Gather Information +5, Handle Animal +7, 
  Intimidate +5, Jump -5, Listen +3, Profession 
  (administrator) +4, Profession (soldier) +3, Ride 
  +14, Spot +3, Swim -3; Alertness, Blind Fight, 
  Combat Reflexes, Heavy Armor Proficiency, 
  Improved Initiative, Iron Will, Light Armor 
  Proficiency, 
  Martial 
  Weapon 
  Proficiency, 
  Medium Armor Proficiency, Mounted Combat, 
  Ride By Attack, Shield Proficiency, Simple 
  Weapon Proficiency, Spirited Charge, Tower 
  Shield Proficiency .  
   
  Possessions: +1 chainmail, +2 longsword, 
  amulet of health +2, cloak of charisma +2, 
  headband of intellect +2, noble's outfit.  
   
  Physical Description: Vitness is a thirty-three 
  year old human male. He is the son of an 
  influential merchant in Hookhill and also a war 
  hero. He served his army tour in Geoff and, 
  when his commanding officer was slain by a 
  giant, he rallied the troops and not only 
  managed to save all of his remaining men, but 
  also destroyed two encampments of humanoids 
  during the retreat. Because of this action and his 
  father’s influence, Vitness was given the post of 
  Warden of the Rush March, a position he has 
  taken with vigor and vision. His current project 
  involves draining some of the land around the 
  fort and offering it to refugee families to settle in. 
  Vitness has dark brown hair and piercing brown 
  eyes. He is charismatic and kind, although he 
  brooks no lack of discipline and is sometimes 
  given too much to his projects. He stands at 6 ft. 
  2 in. and weighs about 180 pounds. 
  Three 
  years 
  ago, 
  Vitness 
  knighted 
  by 
  Commandant Vrianian into the Knights of the 
  March for his service both on the battlefield and 
  in the Rushmoors project. However, his relations 
  with the Commandant have soured somewhat 
  over 
  the 
  intervening 
  years. 
  Vitness 
  has 
  repeatedly warned him about the increasing 
  number of incidents in the Rushmoors and, from 
  the Warden’s perspective; his warnings have 
  fallen on deaf ears. He, in response, did not 
  support Commandant Vrianian during the recent 
  election. 
  (Originally developed for 3.0 by Jeff Kahrs; 
  updated to 3.5 by Will Dover) 
  Trina Multer: female human Brd6; CR 6; 
  Medium humanoid; HD (6d6)+6; hp 32; Init +2; 
  Spd 30 ft.; AC 16, touch 13, flat-footed 14 (+2 
  Dex, +3 armor, +1 deflection); Base Atk/Grp: 
  +4/+3; Atk +3 melee (1d6-1/19-20, shortsword); 
  Full Atk +3 melee (1d6-1/19-20, shortsword); SQ 
  Bardic knowledge (+8), Bardic music 6/day, 
  Countersong (Su), Fascinate (Sp), Inspire 
  Competence (Su), Inspire Courage (Su) +1, 
  Suggestion (Sp); AL CG; SV Fort +3, Ref +9, 
  Will +5; Str 8, Dex 14, Con 12, Int 14, Wis 10, 
  Cha 17. 
   
  Skills and Feats: Bluff +12, Diplomacy +16, 
  Disguise +5, Gather Information +12, Hide +11, 
  Intimidate +5, Knowledge (local [Sheldomar 
  GRM5-IS1 The Whispered Path 
   
  Page 26 
  
   
  Possessions: dagger, entertainer’s outfit. 
  Valley MR]) +11, Listen +2, Perform (dance) 
  +12, Perform (oratory) +12, Profession (hostess) 
  +9, Sense Motive +9, Spot +2; Alertness, 
  Dodge, Light Armor Proficiency, Lightning 
  Reflexes, Shield Proficiency, Simple Weapon 
  Proficiency, 
  Versatile 
  Performer 
  (comedy, 
  woodwind instruments).  
   
  Physical Description: Elandrel is a human in 
  her late teens who is fascinated with the 
  adventurers who travel through Fort Tribulation. 
  She has worked for Trina for a little over six 
  years and has recently started training with her 
  as a bard. Elandrel is a good dancer and 
  performs well with woodwinds, but she still has a 
  lot to learn about other bardic skills. She is nice, 
  charming, pretty, and flirtatious. She has long 
  blonde hair and crystal blue eyes. 
   
  Bard Spells Known: (3/4/3: Base DC = 13 + 
  spell level): 0 - dancing lights, daze, light, 
  mending, prestidigitation, read magic; 1st - 
  charm 
  person, 
  expeditious 
  retreat, 
  sleep, 
  unseen servant; 2nd - cat's grace, invisibility, 
  silence.  
  (Originally developed for 3.0 by Jeff Kahrs; 
  updated to 3.5 by Will Dover) 
   
  Possessions: bracers of armor +3, ring of 
  protection +1, shortsword, traveler's outfit. 
   
  Physical Description: Trina runs a house of 
  hospitality at the fort. She is a human female, 
  approximately fifty years old, around ft. 5 in. and 
  120 pounds with long red hair and green eyes. 
  She looks about twenty years younger and, 
  though some rumors attribute this to magic, it is 
  all naturally achieved. Trina was an adventuring 
  bard until her party was wiped out in a cavern 
  beneath the Lortmils. She does not talk about 
  this although she is said to still bear scars from 
  her final fight. She retired and opened the 
  brothel in Fort Tribulation. It is widely rumored 
  that she and Vitness are lovers and that he 
  seeks her council on most matters. 
  (Originally developed for 3.0 by Jeff Kahrs; 
  updated to 3.5 by Will Dover) 
  Encounter Fourteen 
   
   
   
  Elandrel Jaxob: female human Brd1: Medium 
  humanoid; HD 1d6; hp 4; Init +1; Spd 30 ft.; AC 
  11, touch 11, flat-footed 10 (+1 Dex); Base 
  Atk/Grp: +0/+0; Atk +0 melee (1d4/19-20, 
  dagger); Full Atk +0 melee (1d4/19-20, dagger); 
  SQ Bardic knowledge (+1), Bardic music 1/day, 
  Countersong (Su), Fascinate (Sp), Inspire 
  Courage (Su) +1;AL NG; SV Fort +0, Ref+3, Will 
  +1; Str 10, Dex 13, Con 10, Int 10, Wis 8, Chr 
  14. 
   
  Skills and Feats: Bluff +6, Diplomacy +6, 
  Gather Information +6, Perform (dance) +6, 
  Perform (woodwind instruments) +6, Profession 
  (hostess) +3, Profession (waitress) +3; Dodge, 
  Mobility, Simple Weapon Proficiency. 
   
  Bard Spells Known: (2: Base DC = 12 + 
  spell level): 0 - light, mending, prestidigitation, 
  read magic. 
  GRM5-IS1 The Whispered Path 
   
  Page 27 
  
  Appendix One – APL 2
  Encounter One        
   
  Grint and Russleman: Male human Rog1; CR 
  1; Medium humanoid; HD 1d6+3; hp 9; Init +3 
  (Dex); Spd 30 ft. AC 16, touch 13, flat-footed 13 
  (+3 Dex, +3 armor); BAB/Grp +0/+0; Atk +0 
  melee (1d6 nonlethal, sap) or +1 melee (1d6/18-
  20, masterwork rapier) or +3 ranged (1d8, light 
  crossbow), Full Atk +0 melee (1d6 nonlethal, 
  sap) or +1 melee (1d6/18-20, masterwork 
  rapier) or +3 ranged (1d8, light crossbow); SA 
  Sneak Attack +1d6; SQ Trapfinding; AL CE; SV 
  Fort +3, Ref +5, Will -1; Str 10, Dex 17, Con 16, 
  Int 13, Wis 8, Cha 6.  
   
  Skills and Feats: Balance +7, Escape Artist 
  +7, Hide +7, Jump +4, Listen +3, Move Silently 
  +7, Search +5, Spot +3, Tumble +7, Use Magic 
  Device +2; Dodge, Combat Expertise. 
   
  Possessions: 10 crossbow bolts, light 
  crossbow, 
  masterwork 
  rapier, 
  masterwork 
  studded leather armor, sap, 300 gp in coin and 
  gems. 
  Encounter Three  
   
   
   
  Jherag: male hobgoblin Ftr2; CR 3; Medium 
  humanoid; HD (2d10)+6; hp 19; Init +2; Spd 30 
  ft.; AC 16, touch 12, flat-footed 14 (+2 Dex, +4 
  armor); Base Atk/Grp: +2 / +5 ; Atk +4 ranged 
  (1d6+3, javelin) or +7 melee (2d6+4 /19-20, 
  masterwork greatsword); Full Atk: +4 ranged 
  (1d6+3, javelin) or +7 melee (2d6+4/19-20, 
  masterwork greatsword); AL LE; SV Fort +6, Ref 
  +2, Will +0; Str 16, Dex 14, Con 16, Int 10, Wis 
  10, Cha 12. 
   
  Skills and Feats: Handle Animal +3, Hide 
  +3, Intimidate +6, Move Silently +4, Ride +1; 
  Cleave, Heavy Armor Proficiency, Light Armor 
  Proficiency, 
  Martial 
  Weapon 
  Proficiency, 
  Medium Armor Proficiency, Power Attack, Shield 
  Proficiency, Simple Weapon Proficiency, Tower 
  Shield Proficiency, Weapon Focus (greatsword). 
   
  Skills: Hobgoblins have a +4 racial bonus 
  on Move Silently checks.  
   
  Possessions: 
  chain 
  shirt, 
  3 
  javelins, 
  masterwork greatsword, traveler's outfit. 
  Hobgoblins (6): hp 6 each; see Monster 
  Manual page 153. 
  Encounter Eight 
   
   
   
   
  Lizardfolk (4): hp 13 each; Bluff +0, Sense 
  Motive +0; see Monster Manual page 169. 
  Encounter Nine 
   
   
   
   
  Stirges (6): hp 5 each; see Monster Manual 
  page 236. 
  Encounter Ten 
   
   
   
   
  Wooden Animated Statue: CR 2; Medium 
  construct; HD 2d10+20; hp 35; Init +0; Spd 40 
  ft., swim 20 ft.; AC 14, touch 10, flat-footed 14 
  (+4 natural); Base Atk/Grp: +1/+2; Atk +2 melee 
  (1d6+1, slam); Full Atk +2 melee (1d6+1, slam); 
  Space/Reach: 5ft./5 ft.; SQ Construct traits, 
  Darkvision 60 ft., Hardness 3 (Ex), Improved 
  Speed (Ex), Low-light Vision; AL N; SV Fort +0, 
  Ref +0, Will -5; Str 12, Dex 10, Con –, Int –, Wis 
  1, Cha 1. 
   
  Skills and Feats: n/a. 
   
  Hardness (Ex): An animated object has the 
  same hardness it had before it was animated. 
  This statue is made of somewhat decayed and 
  distressed wood so it has a hardness of 3. 
   
  Possessions: None. 
  Encounter Thirteen 
   
   
   
  Human Commoner Zombies (6): hp 16 each; 
  see Monster Manual page 266. 
  Encounter Fourteen 
   
   
   
  Lembda Casten: male human Clr3; CR 3; 
  Medium humanoid; HD (3d8)+3; hp 20; Init +5; 
  Spd 20 ft.; AC 19, touch 11, flat-footed 18 (+1 
  Dex, +8 armor); Base Atk/Grp: +2/+2; Atk +3 
  melee (1d4+1/19-20, +1 dagger) or +4 ranged 
  (1d8/19-20, light crossbow) or +3 melee (1d4, 
  masterwork dagger) or +3 ranged (1d4/19-20, 
  thrown masterwork dagger); Full Atk +3 melee 
  (1d8+1/19-20, +1 heavy mace) or +4 ranged 
  (1d8/19-20, light crossbow) or +3 melee (1d8 , 
  masterwork dagger) or +4 ranged (1d4+1/19-20, 
  thrown 
  masterwork 
  dagger); 
  SA 
  Rebuke 
  Undead (Su); SQ Aura (Ex), Spontaneous 
  Casting; AL NE; SV Fort +4, Ref +2, Will +5; Str 
  10, Dex 12, Con 12, Int 14, Wis 14, Cha 14. 
  GRM5-IS1 The Whispered Path 
   
  Page 28 
  
   
  Skills 
  and 
  Feats: 
  Concentration 
  +7, 
  Knowledge (arcana) +8, Knowledge (history) +8, 
  Knowledge (religion) +8, Spellcraft +10 ; 
  Combat Casting, Heavy Armor Proficiency, 
  Improved Initiative, Light Armor Proficiency, 
  Medium Armor Proficiency, Shield Proficiency, 
  Simple 
  Weapon 
  Proficiency, 
  Spell 
  Focus 
  (necromancy).  
   
  Cleric Spells Prepared: (4/3+1/2+1; Base 
  DC = 12 + Spell Level): 0 - detect magic, read 
  magic, resistance, virtue; 1st - bless, * Nystul's 
  magic aura, sanctuary, shield of faith; 2nd - 
  bull's strength, calm emotions, * detect thoughts.  
   
  * - Domain Spell; Deity: Vecna; Domains: 
  Knowledge - All knowledge skills are class skills. 
  You cast divinations at +1 caster level. Magic - 
  Use scrolls, wands, and other devices with spell 
  completion or spell trigger activation as a wizard 
  of one-half your cleric level (at least 1st level). 
  For the purpose of using a scroll or other magic 
  device, if you are also a wizard, actual wizard 
  levels and these effective wizard levels stack.  
   
  Possessions: +1 heavy mace, 10 crossbow 
  bolts, light crossbow, masterwork full plate, 
  masterwork dagger, scroll of entropic shield, 
  scroll of expeditious retreat, scroll of shield, 
  silver holy symbol (Vecna), cleric's vestments, 
  1,200 gp in coin and gems . 
  Wolf Skeletons (2): hp 16 each; see Monster 
  Manual page 226. 
  Human Warrior Skeletons (6): hp 9 each; see 
  Monster Manual page 226. 
   
  GRM5-IS1 The Whispered Path 
   
  Page 29 
  
  Appendix Three – Gran March Character Development 
  In order to assist players in developing appropriate characters for Gran March, this appendix lists some 
  important issues to consider. 
  Military Service: All males in Gran March must either have completed or are currently in military service. 
  Females, non-residents, wood elves from the Dim Forest, and those males either mentally or physically 
  unfit for service (being older than Middle Age for the PC’s race, for example) are exempt from active duty. 
  There are, however, many females and Dim Forest elves who serve. 
  Males who are not mentally or physically fit, however, typically do their service in the Work Battalions, 
  also known by commoners as the Work Gangs. They perform many of the civil engineering tasks for the 
  nation, such as building roads or draining swamps. A number of skilled artisans also are assigned to the 
  work gangs and, because of temperamental and religious requirements, most druids also end up there. In 
  addition, a number of monasteries dedicated to peaceful pursuits accept whole tasks to perform in order 
  to gain exemption for their acolytes (i.e., they staff and command their own work battalions).  
  Thus, players of eligible PCs need to make a choice. They can start their PC as an active duty soldier in 
  the Gran March military, as a veteran, as someone exempt from military service, or as someone who 
  worked in the Work Battalions. Active duty PCs must reserve 39 of their annual TUs for their military 
  service obligation. These are called “military TUs”. If a Gran March Regional scenario or Sheldomar 
  Valley Metaregional scenario is designated as a “military” scenario, an active-duty military PC can spend 
  the TUs for the scenario from the pool of military TUs. On the positive side, military PCs have some item 
  access and other benefits that other PCs do not have. See the Gran March Military documents for details. 
  Veteran PCs, on the other hand, do not have any restrictions on their TUs. They do not, however, gain 
  any of the benefits of active-duty PCs. They are also subject to reactivation in a Gran March regional 
  scenario, putting them subject to military orders for the duration of the scenario. 
  Females, Dim Forest elves, and those older than Middle Age are exempt from service. Your PC can still 
  serve if desired, though. Non-residents (those PCs from regions other than Gran March) are also exempt, 
  but if the PC changes region to Gran March and is a male capable of serving, the PC has one year (52 
  TUs) to sign up with the military. Otherwise, the PC must change regions at the next opportunity to do so. 
  Those exempt from military service, however, are expected to render any aid or assistance to the military 
  as needed. 
  In order to have served in the Work Battalions, a PC must be physically unfit (in game terms, the PC have 
  a minimum total net modifier from physical attributes (Str, Dex, Con) of less than +0), be mentally unfit 
  (having a minimum total net modifier from mental attributes (Int, Wis, Chr) less than -2), be a druid, or be 
  a monk. If the PC is male and does not meet any of the above requirements, he must either be a veteran 
  or on active duty. 
  Service Branch: Active-duty and veteran PCs are assigned to some specific duty in the Gran March 
  military. This assignment is typically based on class, skill, and feat selection. Players of active-duty or 
  veteran PCs should select one of the areas below as their branch of service (PCs who qualify in multiple 
  areas have a choice in assignment): 
  • 
  Infantry – Fighters, Paladins, and Marshals. 
  • 
  Cavalry – PCs with ranks in Ride and the Mounted Combat feat. 
  • 
  Archery – PCs with the Point Blank Shot feat. 
  • 
  Spellcaster Corps – Wizards, Sorcerers, Warmages, and Favored Souls. 
  • 
  Scouts – Monks, Rogues, and Rangers who have Hide and Move Silently. 
  • 
  Musicians Corps – Bards and other PCs who have ranks in Perform. 
  • 
  Teamsters 
  • 
  Cooks 
  GRM5-IS1 The Whispered Path 
   
  Page 30 
  
  • 
  Engineers 
  In addition, active-duty PCs who start out as Fighters, Paladins, or Marshals have a starting rank of 
  Corporal and have a faster promotion rate. 
  Service Assignment: To serve as an aid both for assigning active-duty 1st-level characters and for 
  providing some background for veteran characters, here is a list of field-duty Battles and their locations 
  (1st-level PCs are not likely to be in garrison or in any of the elite units): 
  Battle Nickname 
  Area of Operation 
  4th
  The Baklunish Regret 
  Northern Gran March border 
  5th
  The Realstream Guard 
  Western Gran March border 
  6th
  Rock of the Cragmors 
  Eastern Gran March border 
  7th
  The Spears of the Sheldomar 
  Southern Gran March border 
  8th
   
  Army of Retribution - Geoff 
  9th
  The Muddogs 
  Rush March 
  10th
  The Shadow Rangers 
  Dim March 
  11th
   
  Army of Retribution - Geoff 
  12th
  The Wheel of the March 
  Patrolling between Hookhill and Shiboleth 
  14th
   
  Army of Retribution - Geoff 
  15th
   
  Army of Judgment - Geoff 
  16th
   
  Army of Retribution - Geoff 
  18th
  The Enders of Dispute 
  Combat Support – Principality of Ulek  
  19th
  Defenders of the Hall 
  Army of Judgment - Geoff 
  20th
  The Roadway Guardians 
  Patrolling between Buxton’s Crossing and Orlane 
  21st
   
  Army of Judgment - Geoff 
  22nd
   
  Army of Retribution - Geoff 
  23rd
  The Pomarj Scourge 
  Combat Support – Principality of Ulek 
  24th
   
  Army of Judgment - Geoff 
  25th
   
  Army of Retribution - Geoff 
  26th
   
  Army of Retribution - Geoff 
  27th
  The Spears of Ulek 
  Combat Support – Principality of Ulek 
  28th
   
  Army of Judgment - Geoff 
  29th
   
  Army of Judgment - Geoff 
  30th
   
  Army of Judgment - Geoff 
  32nd
   
  Patrolling Rush March and Keoland border 
  33rd
   
  Patrolling Dim March and Bissel border 
   
  Choice of Deity: There are seven faiths that are generally recognized as Major Churches in Gran March. 
  They are the Church of Heironeous, the Harvest Church (representing the Oeridian agricultural gods 
  Merikka, Atroa, Sotillon, Wenta, and Telchur), the Church of Saint Cuthbert, the Church of Pholtus, the 
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  Church of Fharlanghn, the Church of Phyton, and the Church of Obad-Hai. Clerics, druids, paladins, and 
  other divine casting classes can select an appropriate deity from any listed above and feel confident that 
  they are appropriate for the region. The same goes for any good dwarven, elven, gnomish, or halfling 
  deity. Most other good gods are treated neutrally in Gran March. The Flan pantheon, however, with the 
  exception of Obad-Hai (including Pelor) are considered to be cults due to the Ur-Flan’s connection with 
  the Whispered One. 
  Arcane Spellcasters: All arcane spellcasters (in region or out of region) are required to register with the 
  Commandant’s College of Applied Martial Arcane Arts (commonly known as Syrloch). A Registrant of 
  Syrloch has no real obligation, but can be called into government service in case of emergency. PCs who 
  meet the requirements for Graduate level in Syrloch can apply for that status at the end of this adventure. 
  Clan Cattail: If the party thought to have one of the Cattails as a scout and were successful in this 
  scenario, that Cattail will sponsor any suitable PCs to be adopted into their tribe, Clan Cattail, and thus 
  enable them to aid in the defense of the Clan as Clan Protectors. To become a Cattail Protector, a person 
  must: 
  • 
  Be either: 
  o 
  at least 50% Flan extraction, and born or adopted as a child into the clan, or: 
  o 
  adopted or married into the clan as an adult. (To be adopted as an adult, a character 
  must have a Cattails Protector sponsoring them, and they must be accepted by a 
  majority vote of the Council members. Each PC Clan Council Member will have a vote, 
  and the remainder of the Council abstracted by granting each of the Triad members of 
  Gran March a vote. Flan extraction and the ability to speak Flan both greatly increase 
  your chance of adoption.) Adoption takes 1 TU to undergo the Ceremony of the Turning, 
  as detailed in the Important Dates section. A character marrying a Cattail would follow 
  the same guidelines as adoption for acceptance into the Cattail Clan metaorg. 
  • 
  Speak the Flan language. 
  • 
  Have at least one level of one of the following classes, (preferably within the first 2 levels): Barbarian, 
  Cleric1, or Druid2, or Ranger. 
  • 
  Have Gran March as your character’s home region. If you also wish Gran March citizenship, you 
  must perform or have performed your civic duty (either in their Work Gangs or their Military). 
  Citizenship, however, is not a prerequisite for clan membership. 
  • 
  Membership in the Cattail Clan entails that each Protector come home for some period of time 
  throughout the year. For regular Protectors, this costs 4 TUs per year. They use 2 TU of this time to 
  attend two annual gatherings of the clan, held during the first weeks of Planting and at the end of the 
  year. These TUs can not be paid from a Military TU pool. Protectors spend the additional 2 TUs to 
  hunt dangerous prey in the Rushmoors and generally defending the clan. These additional TUs may 
  be drawn from the military pool, as part of the treaty grants that some Cattails are routinely 
  transferred to the Rushmoors for ‘pacification’ duties throughout the year. When you join the Cattail 
  Clan, note your membership on an AR and deduct the TU cost on that same AR. After that, deduct 
  the TU on the first AR of a new year that you maintain membership in the Cattail Clan. 
                                              
   
  1 The only deities currently accepted by the Cattail Clan are Beory, Ehlonna, Mayaheine, Obad-hai, and Pelor. However, due to the 
  chaotic nature of the Cattails, Mayaheine is not widely accepted. 
  2 Some Cattail druids follow the Flan Old Faith, similar to the druids of Geoff. This is a role-playing guideline, not a requirement. 
  Morwenna the Fair of Geoff describes the Old Faith as “not really a church, nor is it much concerned with Good and Evil or Law and 
  Chaos. Guided by Druids, the Old Faith is concerned with the cycle of birth, life, death, and rebirth. This cycle is inherent in the 
  physical world around us, perhaps most obviously in the seasons.” See the Geoff metaorg and religious documents for details. 
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  • 
  A Protector is expected to support the clan while as a mercenary or adventuring through the 
  mechanism of the Support Payment. For NPC Cattails, this represents half of their earnings, and is 
  paid throughout the year. PCs who are Protectors, being the successful adventurers they are, send 
  500 Lions (gp), which is paid at the end of each year and is noted on their first AR of the new year in 
  the Items Bought section as “Cattail Clan Support Payment”. 
  The Corporation: Rogues and their ilk may want to join the Corporation as a result of this scenario: In 
  order for a character to gain The Corporation’s attention and thus be allowed to work with them as an 
  affiliate, a character must: 
  • 
  Possess two ranks in any one of the following skills: Diplomacy, Intimidate, Sense Motive. 
  • 
  Possess two ranks of Bluff. 
  • 
  Possess two ranks in any one of the following skills: Craft (trapmaking), Disable Device, Disguise, 
  Forgery, Knowledge (dungeoneering), Open Lock, Slight of Hand. 
  • 
  Be of any alignment other than Lawful Good. 
  Spellcasters who have access to 1st-level spells can substitute this ability for either requirement 1 or 
  requirement 3. PCs with the Track feat and the favored enemy special ability can substitute those for 
  either requirement 1 or requirement 3. Non-spellcasters can substitute the rank of Corporal in the Army 
  for requirement 1 or requirement 3. Those PCs who meet two of the three exemptions (for example, 
  being a Ranger and a Corporal in the military or being a Ranger / Cleric) can waive both requirements. 
  Requirements 2 and 4 are mandatory.  
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  Appendix Four – Judge’s Map of Southern Gran March 
   
   
  1 – Encounter One 
  2 – Encounter Two 
  3 – Encounter Three 
  4 – Encounter Four and Five 
  5 – Encounter Six 
  6 – Encounter Seven 
  7 – Encounter Eight 
  8 – Encounter Nine 
  9 – Encounter Ten 
  10 – Encounter Eleven 
  11 – Encounter Twelve and Thirteen 
  12 – Encounter Fourteen 
   
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  Appendix Five – Map for Encounters One and Three 
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  Appendix Five – Map for Encounters Eight and Nine 
   
   
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  Appendix Six – Map for Encounters Ten and Thirteen  
   
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  Appendix Seven – Map for Encounter Fourteen 
   
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  Appendix Eight – “Where have I seen this before?” 
  This scenario is built on what has gone on before. As such, there are numerous NPCs and places that 
  have been described in past scenarios, all the way back to Year One. Rather than having a Judge 
  develop a headache from trying to remember just where so-and-so NPC came from, this Appendix lists 
  the past references by encounter: 
  Encounter One 
  Plajin the Elder originally appeared in GRM1-01 Into the Rushmoors and was the patron for the original 
  adventurers then as well. 
  Lortenford has seen a lot more action in the past year, with GRM4-01 Homecoming starting there and 
  GRM4-08 Getting the Point in the End set there as well. 
  Encounter Five 
  The Blinding Spire was first mentioned in GRM1-07 The Lesser of Two Goods. As the original description 
  for the cathedral was set in a nighttime setting, the description for this scenario has been modified for use 
  in daytime activities. 
  Brother Ploellin of the Gleaming Light made his initial appearance in ADP1-08 Plea from Beyond the 
  Grave. In the Core version of this Adaptable, Ploellin was a priest of Rao; but, as we do not have many 
  worshippers of this deity in Gran March, he became a cleric of Pholtus in our adaptation. His calm 
  personality was a stark contrast to the Pholtians in GRM1-07 and could be one of the first Pholtian clergy 
  to adopt a less radical and evangelical approach. 
  Encounter Six 
  Billet Themlin first appeared as the foil to the Pholtians’ plans in GRM1-07 The Lesser of Two Goods. 
  Encounter Eleven 
  Warden Trigorn and Trina Multer were originally in GRM1-01 Into the Rushmoors. Warden Trigorn has 
  also appeared in a couple of other Gran March regionals, most recently GRM5-05 Familiar Territory. 
  Encounter Fourteen 
  Elandrel Jaxob was originally in GRM1-01 Into the Rushmoors. 
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  Player Handout One – Map of Gran March 
   
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  Player Handout Two – Major Areas in Southern Gran March 
  Lortenford 
  Lortenford is the baronial seat of Barony Dieren. Though the Barony itself has a large population of high 
  elves, Baron Giere Dieren is human, like most of the Gran March nobility. The Elector of Lortenford itself, 
  Elector Alasenor En'Tianos is an elf. The 6th and 7th Battles come through this city during their border 
  patrol duties as do most of the merchant caravans from the Ulek states. In addition to its merchant traffic, 
  Lortenford is primarily known for wine, silk, and dyes. Due to the number of elves residing here, 
  Lortenford and Barony Dieren are also well-known for the quality of arcane casters born here. For more 
  details on Barony Dieren and the elves that live there, consult the Gran March Dieren Elves 
  metacampaign document. (Written by Will Dover, with additional material provided by George Harris.) 
  Shiboleth 
  Shiboleth is a town of just under 6,000 people in the southeastern part of Gran March. Shiboleth is the 
  seat of the Barony of Shiboleth, and its ruler is Baron Germike Doulanfon. Although small as compared to 
  other walled cities in the Flanaess, Shiboleth is second only to Hookhill in size in the Gran March. 
  Shiboleth serves as an important station for trade goods headed north out of the Sheldomar Valley and 
  south into Keoland. Shiboleth is also the northern terminus of the Sheldomar Pike, which runs through the 
  Ulek states. As such, Shiboleth has a plethora of inns and shops that cater to travelers for a city of its 
  size. All of the major churches have a temple in Shiboleth, but the Churches of Pholtus, St. Cuthbert, and 
  Zilchus are the strongest and have their largest temples in the city. In recent history, Shiboleth is known 
  for producing the last two Commandants of Gran March. The current Commandant of Gran March, 
  Magnus Vrianian, and former Commandant Petros Gwalchen were both reared here. Recently, Shiboleth 
  has was struck by a terrible earthquake. There are many rumors that it was magical and not a natural 
  event. Many of the poor in the city died in the event or the ensuing fires. The town remains full of many 
  soldiers attempting to help in the reconstruction of the wounded city. (Written by Russ Timm, with 
  additional material by Will Dover and John Richardson.) 
  Fort Tribulation 
  The Warden of the Rush March, Lord Vitness Tragorn, has his seat at Fort Tribulation. He has been 
  assigned the 9th Battle, commanded by Knight Colonel Nicoli Jinx, to assist in the pacification and control 
  of the swamp. These soldiers rarely travel more than one day’s ride (about 10 miles) out from the fort 
  unless on a specific mission. The fort itself is made of wood palisades approximately 200 feet on each 
  side. There is an iron-bound double gate. Inside there are barracks and a smithy as well as a number of 
  civilian shops. These offer supplies to those who would enter the moor. Trina’s House of Hospitality 
  provides a place to find guides and companionship of a more professional nature. Shallow bottom 
  paddleboats are also available for purchase. Recently the fort was attacked by a large force of bullywugs 
  from the swamps and almost overwhelmed. The valiant defense of the fort was accomplished not only by 
  the soldiers, but by local native Flan and many adventurers. The fort lies about one week’s travel 
  southwest of Shiboleth. (Written by Jeff Kahrs, with additional material by Will Dover, James Lell and 
  John Richardson.) 
  The Rushmoors 
  The Rushmoors is a fetid, dangerous place overflowing with foul monsters, Flan barbarians, evil outlaws, 
  and terrible diseases. The Rushmoors is a thriving, ecologically balanced, wetland filled with unique flora 
  and fauna. Oddly, both of these disparate views are correct. In reality, the Rushmoors is both deadly and 
  beautiful and contains both hazards and rewards for Gran March.  
  The moor sits at a lowland point at one end of the Lort table. All the rain that falls in greater Gran March 
  eventually makes it way into the depression. At one end, the water is contained by the Sheld Ridge (the 
  same highland that gives the Sheldamar its source) and, at the other, it drains into the Javan. This drain 
  keeps the area from forming into a large lake. There are numerous rises throughout the depression, 
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  which form small islands in the muck. No small numbers of these are inhabited by lizard men, outlaws, 
  goblins, or simply those who wish isolation from society. There are also a few tribes of Flan barbarians 
  residing on the edges of the swamp. Because the whole swamp lies in a depression, an inversion layer 
  frequently traps the air inside creating a humid, stagnant climate with temperatures that can rise well 
  above those of surrounding lands. The average temperature in summer is 95 degrees and in winter, it is 
  75. The average year round humidity is above 90. Overall, approximately 1,500 humans live and work in 
  the Rushmoors with the vast majority of those living within one day’s ride of Fort Tribulation in the 
  southeast corner or just south of Orlane. It is estimated that 1,500 humanoids inhabit the unexplored 
  areas of the swamp. Local tales tell that the swamp was once the home of Vecna and was cursed to 
  become a foul swamp after his demise. It is rumored that many artifacts of the Whispered One can be 
  found deep in the Rushmoors. (Written by Jeff Kahrs, with additional material by Will Dover and John 
  Richardson.) 
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  Player Handout Three – Bu’a’da 
  To be given to the players if they choose Bu’a’da as their guide so that they can play this PC in combat. 
  Bu’a’da of the Rushmoors: male human Rgr1/Bbn1; CR 2; Medium humanoid; HD (1d8)+(1d12)+2; hp 
  16; Init +2; Spd 40 ft.; AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor); Base Atk/Grp: +2/+4; Atk +4 
  ranged (1d8/x3, longbow) or +4 melee (1d8+2/19-20, longsword); Full Atk +4 ranged (1d8/x3, longbow) 
  or +4 melee (1d8+2/19-20, longsword); SA Favored Enemy (animal) +2, Rage (Ex) 1 times/day (6 
  rounds), Rage bonuses, CON +4, Willpower +2, AC -2, HP 4; SQ Wild Empathy (Ex); AL NG; SV Fort +6, 
  Ref +5, Will +1; Str 14, Dex 14, Con 12, Int 12, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +3, Handle Animal +3, Hide +6, Intimidate +6, Jump +7, Knowledge 
  (geography) +4, Knowledge (nature) +7, Listen +5, Move Silently +6, Spot +5, Survival +6, Swim +3; 
  Light Armor Proficiency, Martial Weapon Proficiency, Medium Armor Proficiency, Point Blank Shot, 
  Precise Shot, Shield Proficiency, Simple Weapon Proficiency, Track. 
   
  Possessions: longbow, longsword, mithral shirt, traveler's outfit. 
   
  Physical Description: The oldest of the Moadra children at age 26, Bu’a’da is about 6’ 3” and 220#. 
  He has the red hair and weathered features typical of Flan tribesmen. He is easily the strongest of his 
  brothers and sisters. He is not a dumb barbarian and uses his rage only as needed. He is a Clan 
  Protector. 
   
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  Player Handout Four – Reek’ma’ki 
  To be given to the players if they choose Reek’ma’ki as their guide so that they can play this PC in 
  combat. 
  Reek’ma’ki of the Rushmoors: female human Rgr1/Rog1; CR 2; Medium humanoid; HD (1d8)+(1d6)+2; 
  hp 12; Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor); Base Atk/Grp: +1/+3; Atk +3 
  ranged (1d8/x3, longbow) or +3 melee (1d8+2/19-20, longsword; Full Atk +3 ranged (1d8/x3, longbow) or 
  +3 melee (1d8+2/19-20, longsword); SA Favored Enemy (Animal) +2, Sneak Attack +1d6; SQ 
  Trapfinding , Wild Empathy (Ex); AL NG; SV Fort +3, Ref +7, Will +1; Str 14, Dex 14, Con 12, Int 12, Wis 
  12, Cha 12. 
   
  Skills and Feats: Climb +3, Disable Device +3, Handle Animal +3, Hide +6, Jump +3, Knowledge 
  (geography) +4, Knowledge (nature) +7, Listen +5, Move Silently +6, Open Lock +4, Spot +5, Survival +6, 
  Swim +3; Light Armor Proficiency, Martial Weapon Proficiency, Point Blank Shot, Precise Shot, Shield 
  Proficiency, Simple Weapon Proficiency, Track.  
   
  Possessions: longbow, longsword, mithral shirt, traveler's outfit. 
   
  Physical Description: Reek’ma’ki is an attractive Flan female standing a mere 5 feet tall and weighing 
  only about 100#. She is slender and moves with grace. Her features are tanned, but not weathered, 
  indicating that she spends more time indoors (or at night) than the rest of her family. She is the youngest 
  Moadra at age 18 and just became a Clan Protector. She is not a member of the Corporation as she has 
  never practiced her second profession outside of the Rushmoors. 
   
   
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  Player Handout Five – Teek’ma’ki 
  To be given to the players if they choose Teek’ma’ki as their guide so that they can play this PC in 
  combat. 
  Teek’ma’ki of the Rushmoors: female human Rgr1/Clr1; CR 2; Medium humanoid; HD (1d8)+(1d8)+3; 
  hp 13; Init +2; Spd 40 ft.; AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor); Base Atk/Grp: +1/+3; Atk +3 
  ranged (1d8/x3, longbow) or +3 melee (1d8+2/19-20, longsword); Full Atk +3 ranged (1d8/x3, longbow) 
  or +3 melee (1d8+2/19-20, longsword); SA Favored Enemy (Animal) +2, Turn Undead (Su); SQ Aura 
  (Ex), Spontaneous Casting, Wild Empathy (Ex); AL NG; SV Fort +5, Ref +5, Will +3; Str 14, Dex 14, Con 
  12, Int 12, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +3, Handle Animal +3, Heal +3, Hide +6, Jump +7, Knowledge (geography) 
  +4, Knowledge (nature) +7, Listen +5, Move Silently +6, Spellcraft +3, Spot +5, Survival +6, Swim +3; 
  Heavy Armor Proficiency, Light Armor Proficiency, Martial Weapon Proficiency, Medium Armor 
  Proficiency, Point Blank Shot, Precise Shot, Shield Proficiency, Simple Weapon Proficiency, Track.  
   
  Cleric Spells Prepared: (3/2+1; Base DC = 11 + Spell Level): 0 - detect poison, guidance, light; 1st - 
  bless, endure elements, expeditious retreat*.  
  * - Domain Spell; Deity: Ehlonna; Domains: Animal - You can use speak with animals once per day as a 
  spell-like ability. Add Knowledge (nature) to your list of cleric class skills. Celerity - Your land speed is 
  faster than the normal for your race by +10 feet. This benefit is lost if you are wearing medium or heavy 
  armor or carrying a medium or heavy load.  
   
  Possessions: longbow, longsword, mithral shirt, traveler's outfit. 
   
  Physical Description: Teek’ma’ki is the second oldest of the Moadra brood at age 22. While just as 
  attractive as her sister Reek’ma’ki, Teek’ma’ki has a more studied and calmer appearance. She is as 
  athletic as her older brother Bu’a’da and can easily match him in a foot race due to the blessings of her 
  deity. She is 5’ 8” tall and weighs 125#. Like the rest of her siblings, Teek’ma’ki is a Clan Protector. 
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  Player Handout Six – Toov'a'da 
  To be given to the players if they choose Toov’a’da as their guide so that they can play this PC in combat. 
  Toov'a'da of the Rushmoors: male human Rgr2/Sor1; CR 3; Medium humanoid; HD (1d8)+(1d4)+3; hp 
  10; Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor); Base Atk/Grp: +1/+3; Atk +3 
  ranged (1d8/x3, longbow) or +3 melee (1d8+2/19-20, longsword; Full Atk: +3 ranged (1d8/x3, longbow) or 
  +3 melee (1d8+2/19-20, longsword); SA Favored Enemy (animal) +2; SQ Summon Familiar, Wild 
  Empathy (Ex); AL NG; SV Fort +3, Ref +5, Will +3; Str 14, Dex 14, Con 12, Int 12, Wis 12, Cha 12. 
   
  Skills and Feats: Climb +3, Concentration +3, Handle Animal +3, Hide +6, Jump +3, Knowledge 
  (geography) +4, Knowledge (nature) +7, Listen +5, Move Silently +6, Spellcraft +3, Spot +5, Survival +5, 
  Swim +3; Light Armor Proficiency, Martial Weapon Proficiency, Point Blank Shot, Precise Shot, Shield 
  Proficiency, Simple Weapon Proficiency, Track.  
   
  Sorcerer Spells Known: (5/4; Base DC = 11 + Spell Level): 0 - detect magic, detect poison, 
  prestidigitation, read magic; 1st - arrow mind, magic missile;  
   
  Possessions: longbow, longsword, mithral shirt, traveler's outfit, shortsword. 
   
  Physical Description: Toov'a'da is the younger brother of Bu’a’da at age 20 and, while they share the 
  Flan features of the Moadra line, the two could not be more different. He is 6 feet tall, but weighs only 
  160#. While just as strong as his brother, Toov'a'da is wirier in appearance. He is a bit of a practical joker. 
  This wears thin around the rest of Clan Cattail, even though he is a Clan Protector himself. 
   
   
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  Player Handout Seven – Ransom Note 
  To Plajin the Elder, sage of the Ur-Flan,  
  While we have the box, you can figure out what it means. We know the 
  Cuthbertines have given you a copy. Find the relic that the notes in the box 
  describe and you will have your loved one back. When you have the relic, go due 
  west from the fort. After an hour’s travel, you will find a freshly-cut trail which 
  will bring you to me. Do not send any soldiers; she will certainly die if we see one 
  Marcher tabard coming for us.  
  For the Whispered One. 
   
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Gran March/GRM5-A01 - Whispered Path.pdf