TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form 
  without permission of the author.  To learn more about the Open Gaming License and the d20 system license, please 
  visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, 
  Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario 
  is intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  GRMN4-01 
   
   
   
   
   
   
  A Week in the Life 
   
  A One-Round D&D LIVING GREYHAWK®  
  Gran March Introductory Regional Adventure 
  Version 1 
  Round 1 
  by Edward Tostanoski 
  Playtested by Kevin Schuster, Brian Schuster, Mike Schuster, Joseph Matthews, Bill Dimmick, Joe Merlette, and 
  Ian Shields. 
   
  It is a month before Richfest, and the Weaning is underway.  Warriors about to muster out of the military mix with 
  recruits in their last two months of basic training.  The barracks talk is about graduation, reassignment, and life as a 
  veteran.  What could spoil this beautiful summer morning?  An adventure for 1st level characters that are either 
  active duty members or veterans of the Gran March military. 
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons 
  & Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly important 
  passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
  That said, you as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, the 
  players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase 
  the player text instead of reading it aloud. Some of this 
  text is general and must be adapted to the specific 
  situation or to actions of the player characters. 
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score 
  its games. Consult your convention coordinator to 
  determine which method to use for this scenario: 
  1. No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You 
  fill in the top of the grid. That is all. No one is 
  rated. This method is used for people who are just 
  playing for fun. 
  2. Partial scoring: The players rate the game master 
  and the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for 
  players. This method is used when there is no 
  competition, but the event coordinator wants 
  information on how the game masters are 
  performing, or the game master wants feedback on 
  his or her own performance. 
  3. Voting: Players and game masters complete the 
  entire packet, including voting for best player. If 
  this method is used, be sure to allow about 15-20 
  minutes for the players to briefly describe their 
  characters to the other players, and about 5-10 
  minutes for voting. This method is used when the 
  players want to know who played the “best” 
  amongst the group, or when the adventure is run in 
  tournament format with winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
  A Week in the Life 
  Round 1 
  Page 2 
  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  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. 
  # 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 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the sidebar chart to 
  determine the number of levels you add to the sum 
  above. Add each character’s animals separately. A 
  single PC may only bring four or fewer animals of 
  this type, and animals with different CRs are added 
  separately. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to 
  that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like to 
  play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower 
  than the APL this adventure is being played at, that 
  character 
  will 
  receive only half 
  of the experience 
  points 
  awarded 
  for the adventure. 
  This simulates the 
  face that either 
  your 
  character 
  was 
  not 
  as 
  challenged 
  as 
  normal, or relied 
  on help by higher-
  level characters to 
  reach 
  the 
  objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 
  2 and higher. Three or four, or sometimes even five 1st-
  level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help 
  even the score. 
  1. Attempt to create a table of six 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 free action (spoken command) that may 
  be attempted each round. If an animal loses half or 
  more hp in a single round it flees, unless another 
  check is successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Gran March.  Characters native to Gran March pay one 
  Time Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
  Adventure Background 
  Founded by King Tavish IV of Keoland in CY 483, 
  Gran March is a land of citizen soldiers with dangers 
  A Week in the Life 
  Round 1 
  Page 3 
  
  on every side.  Borders of swamp, mountain, forest, and 
  plain surround a rich agricultural heartland.  The well-
  trained, disciplined army and deep reserves protect the 
  Sheldomar Valley from humanoids and Baklunish 
  raiders.  For the past 10 years, the invasion by giants of 
  Gran March’s western neighbor Geoff has added to the 
  burdens placed upon the Commandant. 
  Adventure Summary  
  This adventure is designed to immerse the players in 
  the Gran March military.  This runs just prior to them 
  either becoming active duty soldiers or them mustering 
  out as veterans. 
  Recruits are paired with retirees in their last two 
  months of training.  This pairing is called the Weaning. 
   Their remaining time is not spent just learning from 
  their mentor, however.  A big test awaits those with 
  exceptional skills and leadership potential (i.e., player 
  characters). 
  The PCs are in Elector Timmor Ellthorn’s training 
  battle in Carern.  There, the PCs will be tested by 
  Mistress Aerin Bevin of Syrloch in the Test of 
  Knowledge.  During this test, Aerin surreptitiously 
  casts a training monster (a variant of shadow 
  conjuration) of some goblins, and then an ogre, to 
  ambush the party.  The real test is their reaction to this 
  assault.  If they pass, they are rewarded by being 
  assigned to caravan duty on a beer run.  If they fail, 
  they are assigned guard duty. 
  The caravan goes to Hookhill and back.  Along the way 
  they deliver a package to a Pathfinder.  While in 
  Hookhill they escort a sage from Syrloch to the 
  Warrior’s Hall to Heironeous.  They then return to 
  Carern with the beer.  On the journey back, they come 
  upon a herd of horses under attack. 
  Guard duty is mostly boring, except for the delivery of 
  a message from the Dim Forest sylvan elves.  The 
  players are then sent on a roving patrol, where they 
  come upon a herd of horses under attack. 
  Swift action will save the rancher’s horses from a worg 
  and three wolves, which have migrated from the nearby 
  forest. 
  Introduction 
   “Alright recruits, form up for announcements!” 
  bellows Line Sergeant Helmskert into the sultry 
  morning air.  As you fall into line, you reflect in 
  wonder that “recruit”, in this context, could be such a 
  sweet word. 
  All active duty military characters have spent the last 
  eleven months in training.  The first six of these were 
  brutal, where you were called “oozes, grubs, fungi, 
  and weeds.”  During this time you were broken down 
  by the tyrannical Elector’s file through hard work, 
  marching, and constant discipline.  Punishment of the 
  group when an individual failed created teamwork, 
  and hearty food combined with intense physical 
  activity built muscle and endurance. 
  The next four months were where you first got to 
  touch weapons and trained heavily in their use.  
  While being called ‘goblins, apes, and jackals’, at 
  least you began to feel like fighters. 
  Over the last month and lasting through the end of 
  this training year, you have been joined by retiring 
  soldiers in a process called the Weaning.  For these 
  last four weeks, you have been called “warrior and 
  recrui,” and have been filled with intense individual 
  training, where the experienced Mentors impart their 
  wisdom upon their Weanlings.  The duty is light, and 
  the atmosphere positive, as Richfest and the future are 
  just a month away. 
  Encounter One 
  “File Two mess tent cleanup, File Four has first, File 
  Six has second, and File Eight is on the third guard 
  shift,” continues sergeant Helmskert.  “Finally, 
  Elector Ellthorn has an announcement.” 
  With this, he takes a step back, and Elector Timmor 
  Ellthorn steps to the front of the formation.  The lord 
  is over 60, still relatively fit and rules his lands mildly 
  and is quick to lend a hand when needed.  “Men and 
  ladies of Gran March, it is my pleasure this morning 
  to recognize a few of you for your exceptional 
  abilities.   When I call your names,  step forward.”   
  Call out each player character’s name if they are 
  recruits or NPC names followed by PC names if they 
  are veterans.  The NPCs in question are Weanlings to 
  the Mentor PCs, who are therefore responsible for their 
  continued conduct and training.  See appendix A for 
  these names.   
  “My file, and your superiors, have been noting your 
  progress in training and recognize some potential.  
  Today, you will undergo a Test to see if that potential 
  is useful to the March.  Please follow me.  For the 
  rest, you are dismissed.”  After these words, he turns 
  and walks to his command tent on the side of the 
  training field. 
  “For Commandant …” shouts Line Sergeant 
  Helmskerk, and the NPC troops reply, “and 
  Country!” 
  A Week in the Life 
  Round 1 
  Page 4 
  
  The PCs are expected to do the same.  If they do not, 
  prompt them to do so with a reminder that it is standard 
  to respond in kind.  If the PC still does not realize this 
  expectation, the Line Sergeant will have a few choice 
  words with the PCs regarding their conduct and that 
  this does not exempt them from maintaining discipline. 
  You have heard of these Tests.  Each of them was 
  different, difficult, and secret. Those who passed 
  gained patronage in the military, while those who fail 
  lost nothing but the opportunity. 
  This Test is being used to evaluate these recruits’ 
  potential for leadership and advanced combat duties.  
  Having player character levels and built on 28 points, 
  the players (and their Weanlings, NPCs built on 25 
  points) make good candidates. 
  Elector Ellthorn leads them to his command tent, a 15 
  ft. wide by 20 ft. long structure flying his personal 
  crest and the flag of Gran March.  Inside, he directs 
  the players and Weanlings to surround a central table 
  covered with papers. 
  “Yours will be the Test of Knowledge.  You have one 
  hour to learn and remember all you can about the 
  following 
  subjects: 
   
  Gran 
  March 
  military 
  organization, geography, and religion.  When your 
  time is up, a soldier will lead you to your Proctor.  
  Good luck.” 
  The players are given 5 minutes to review the Gran 
  March map, the first four pages of the Military Metaorg 
  document, and the introduction to the Gran March 
  Religion Metaorg document (these are copied as Player 
  Handouts 1 through 3).  If asked, they can use paper 
  and pencils to organize their thoughts, but they cannot 
  use their notes during the questioning. 
  They are then led back through the training field near 
  the Quartermaster’s tent, where they are directed to 
  stand in line in front of the tent.  Out of the tent comes 
  the Proctor, a tall, thin woman of middle age.  Proctor 
  Bevin is dressed in the dark blue uniform robes of the 
  Spellcaster Corps, with red flames and gray monsters 
  embroidering the gown.  Her prematurely gray hair is 
  drawn back in a tight bun.  Players can make 
  Knowledge (arcana) check (DC 15) or Knowledge 
  (local – Sheldomar Valley) check (DC 20) to recognize 
  her as a  Mistress of the Syrloch School of Battle). 
  Mistress 
  Aerin 
  Bevin: 
  female 
  human 
  Tra10; 
  possessions include metamagic rod of silence. 
  Proctor Bevin begins to speak in a quiet voice, “On 
  behalf of Syrloch and Gran March, I begin this Test 
  of Knowledge.  Each question I ask will have at least 
  eight correct answers.  Each of you must supply me 
  with a different correct answer.  This is the first 
  question:  Name an enlisted rank in the Gran March 
  military?” 
  For each of the following questions, the player 
  characters answer in order.  The order is determined by 
  each character’s skill modifier (skill rank plus ability 
  modifier) in different skills.  Characters with the higher 
  modifier answer before the others.  If there is a tie, use 
  a second skill modifier as a tiebreaker (with higher 
  modifiers answering first), followed by a random die 
  roll. 
  For this first question, order the players by their skill in 
  Profession (soldier), with ties broken by whoever has a 
  higher skill at Knowledge (history), and then a die roll. 
  Though any Weanlings present are actually answering 
  the questions, as the Mentor player characters are 
  allowed to advise them, we will use the Mentor’s skills 
  to determine order and the player must answer the 
  question on the Weanling’s behalf.  This is why the 
  Weanlings’ relevant skills are not listed in Appendix A. 
    
  Here’s an example with six PC’s, four active and two 
  veterans.  The active are Al’Ak, Bocco, Celeste, and 
  Dugmar.  The veterans are Ehlon (with Weanling 
  Recruit Mallus Tevridian) and Farlang (with 
  Weanling Recruit Crystal Lawton). 
  Al’Ak; Pro(soldier) +3; Know(history) +2; d20 Roll - 
  Bocco; Pro(soldier) -; Know(history) +4; d20 Roll 14 
  Celeste; Pro(soldier) -; Know(history) +4; d20 Roll 5 
  Dugmar; Pro(soldier) -; Know(history) -; d20 Roll 11 
  Ehlon; Pro(soldier) +1; Know(history) +1; d20 Roll - 
  Farlang; Pro(soldier) -; Know(history) -; d20 Roll 20 
  They would answer the first question in the order 
  Al’Ak, Ehlon, Bocco, Celeste, Farlang, and finally 
  Dugmar.  Reorder for every question. 
  Correct answers are below.  Take note if any player’s 
  character chooses a tough answer (those with asterisks), 
  leaving an easier answer for the characters after them.  
  As they answer correctly, strike through their answer so 
  you know what is left.  Follow this pattern with the 
  other questions. 
  Question One: Name an enlisted Rank in the Gran 
  March Military. 
  Answers: 
  Recruit, Soldier, Corporal, Support Specialist*, Combat 
  Specialist, Sergeant, Staff Sergeant*, Line (Pride, 
  Quiver) Sergeant, Senior Staff Sergeant*, Senior Army 
  Sergeant* 
  A Week in the Life 
  Round 1 
  Page 5 
  
  Question Two: Name a Religion among the Eight 
  Standard Gran March Churches.   
  Order the players by Knowledge (religion), break ties 
  with Knowledge (local – Sheldomar Valley), then a die 
  roll. 
  Farlanghan*, The Harvest Church Gods, Heironeous, 
  Obad-Hai*, Pholtus, Phyton*, St. Cuthbert, Zilchus* 
  Question Three: Name a major city, town, or fort in 
  Gran March.   
  Order players with Knowledge (geography), break ties 
  with any business Profession, then Knowledge (local – 
  Sheldomar Valley), then a die roll. 
  Ander’s Falls*, Buxton’s Crossing, Cragmor*, Fort 
  Endurance, Fort Tribulation, Hochhoch, Hookhill, 
  Ironwall Keep*, Lortenford*, Orlane, Proman*, Red 
  Arbor*, Shibboleth, Traziada* 
  Between questions, Proctor Bevin stands still, only 
  noting whether an answer is correct or incorrect, and 
  only moving to note the name of the player who 
  answers a correct tough answer or to play with a small 
  bag held with the quill in her left hand.  All players that 
  answer at least one of the tough answers, leaving some 
  easy answers for his or her remaining players, have 
  displayed good teamwork skills.  Give them the 
  Commendation for Promotion at the end of the module 
  for this act, and for any other obvious display of 
  teamwork or leadership during the fights.  Limit one 
  per player. 
  Before the test began, Mistress Bevin cast a 
  hallucinatory terrain over the training field.  From 
  inside the field, you see no change, but if you leave the 
  field and look back, you see a thick forest with heavy 
  undergrowth, obscuring all activity within. 
  Question Four:  Name a Province in Gran (Arrrgh!) 
  Proctor Bevin doubles over and drops to the ground, 
  her hands clutching an arrow lodged in her stomach. 
  From out of the quartermaster’s supply tent spring 
  eleven goblins, pouring from rents made in its side 
  and out its entrance, past the remaining archer who 
  shot the arrow.  Half wield Small longbows and slung 
  Small shortswords. The others wield more typical 
  morningstars and light shields.   
  First, have everyone roll initiative, with the bow and 
  shieldbearer goblins in two groups.  Give the higher of 
  your two initiative rolls to the goblin bow group.  Then 
  have the players make Listen checks DC 20.  Any who 
  succeed get to act in the surprise round, delaying their 
  initiative until after the goblin bow group.  As their 
  surprise action, one goblin archer fires from the tent, 
  while the rest of them, move up to 5 ft. out of the tent.  
  The shieldbearer group will move up to 10 ft. out of the 
  tent, guarding the bowmen and attacking the PC’s. 
  Note first that the PCs, while in formation, are 
  squeezed two to a square, and thus are –4 to attack rolls 
  and AC.  Moving out of a squeezed square costs normal 
  movement, but moving through a friendly squeezed 
  square costs 2 squares of movement. 
  Note second that these goblins and the ogre that follows 
  are summoned by Proctor Bevin in silence by the spell 
  training monster V (see appendix A for details).  80% 
  of the damage they inflict is nonlethal.  Do not inform 
  the players of this unless they ask and make a free 
  action Heal check (DC 15) after they are hurt or a 
  standard action Heal check (DC 15) on another PC.  If 
  they perform a standard action Heal check (DC 15) on 
  the Proctor, they will note she is in no danger of dying, 
  and she will wink at the PC, then slump back to the 
  ground.  
  Goblin Aggressors (EL 4) 
  Goblin Archers (6): CR 1/3; with Small longbow and 
  Small shortsword; hp 5 each; AC 14 (+1 size, +1 Dex, 
  +2 leather), Atk +2 melee (1d4/19-20, shortsword) or 
  +3 ranged (1d6/x3, longbow); see 3.5 Monster Manual 
  page 133 . 
  Goblin Shieldbearers (6): CR 1/3; hp 5 each; AC 16 
  (+1 Dex, +1 size, +1 light shield, +3 studded leather), 
  touch 12, flat-footed 15; see 3.5 Monster Manual page 
  133 except for below. 
  Tactics:  The goblin archers avoid melee combat and 
  shoot at any player characters not involved in melee.  If 
  there are no open targets, they drop their bows, draw 
  their swords, and attack.  The goblin shieldbearers just 
  attack, flanking where possible.  They both fight until 
  dropped, yelling their tactics to each other in Goblin.  
  They fight relentlessly until a player character drops, 
  but don’t strike downed foes. 
  If there are any NPC Weanlings, they surround and 
  protect the downed Proctor, then evacuate her from 
  combat and try to get some help.  The fight is up to the 
  player characters.  They have a 10 for initiative. 
  As soon as the players have downed at least nine of the 
  goblins, they hear more noise coming from the 
  quartermaster’s tent.  At the top initiative of the next 
  round, out comes an ogre, bent upon smashing what 
  players remain with his huge greatclub. 
  Ogre (EL 4) 
  Ogre (1): CR 3; hp 29, see 3.5 Monster Manual page 
  199.   
  A Week in the Life 
  Round 1 
  Page 6 
  
  Tactics:  Just charge and smash any player left 
  standing, then continue until downed. 
  Immediately after the ogre is defeated, they hear an 
  even louder sound coming from the tent, with massive 
  footfalls.  Then … nothing.  Any remaining goblins 
  fade away as Proctor Bevin announces that the Test of 
  Knowledge is complete. 
  If the players defeat both enemies, they have passed 
  with high marks.  If they were felled by the ogre after 
  defeating the goblins, allowing the weanlings to carry 
  the Proctor to safety, they have passed the test.  In 
  either of these cases, proceed to Encounter Two.  If 
  they were defeated by the goblins or fled either 
  encounter instead of standing and falling with their 
  teammates, they have failed the test.  Proceed to 
  Encounter Seven.  If some fled while others stayed, the 
  Dungeon Master makes the call, as the group as a 
  whole passes or fails. 
  Encounter Two 
  If the players pass the test (remember, they pass for 
  defeating just the goblins), Proctor Bevin nods slightly 
  to their group, then leaves the players standing (or 
  unconscious) in the practice field as they are, and 
  informs Elector Ellthorn of the results.  The Elector 
  returns with two clerics, one of Heironeous and the 
  other of St. Cuthbert.  Chuckling and smiling 
  approvingly as they work, they cure the players of any 
  remaining lethal and non-lethal damage, and then fall 
  behind the Elector as he says, 
  “Congratulations, recruits and soldiers, for passing.  
  The Test of Knowledge is not one of questions and 
  answers, but of knowing your abilities, knowing your 
  surroundings, knowing your fellow soldiers, and 
  knowing your level of courage.  Your reward is 
  twofold.  First, you are assigned to caravan duty.  
  Your first mission is to travel to Hookhill and back.  
  Your job will be to guard a shipment of horses to the 
  capitol, then to protect a shipment of beer and food on 
  the way back.  These supplies will be used for our 
  Richfest festivities here at Carern. 
  The second reward is much more far-reaching. You 
  have been noticed by the Gran March military.  Be 
  assured I, as the highest ranking representative in 
  Carern, will be watching you in the future.  Don’t let 
  me or your fellow soldiers down.” 
  With that, he directs the highest ranking party member 
  (use as a tiebreaker being a Fighter, then a Paladin, then 
  a Ranger, then a Cleric, then a die roll) to take charge 
  of the newly formed guard file, and take them to the 
  quartermaster for supplies, then report to the wrangler.  
  The NPC Weanlings, having not fought, will not 
  accompany the player characters. 
  The wrangler is Teamster Amir ibn Khazid, a 
  Baklunish Support Specialist.  At just over 5 ft, he is 
  lean, swarthy, and handsome, displaying warm, 
  generous feelings to his animal charges and cool 
  professionalism to other soldiers.  His family has been 
  raising horses within Barony Malthinius for over one 
  hundred years, yet hostility to his kind runs deep in 
  Gran March. 
  Teamster Khazid lets the players make all the security 
  arrangements, as his whole focus is organizing the 
  seven other men and women of his file, their four 
  wagons, and the two hundred horse herd for travel. 
  Just before your caravan leaves, your file is given a 
  sealed message by an unfamiliar Pathfinder.  “Give 
  this only to Wayfinder Tremaine at Hookhill.  Tell no 
  one you have this, and don’t allow it to be copied or to 
  leave your possession.” 
  The message is in a sealed scroll tube.  A Nystul’s 
  magic aura prevents the two arcane marks, one placed 
  upon the wax seal binding the message and the other 
  across the seal between the scroll cap and tube, from 
  showing under detect magic.  If a player casts identify 
  and makes a Will save (DC 11), he notices all three 
  spells.  Tampering with either location destroys the 
  mark.  Mundane inspection reveals only a sealed scroll 
  tube.  Once the players stow the scroll, their journey 
  begins. 
  Your journey begins at Carern, your home for the last 
  eleven months.  It is a town surrounded by ranches, 
  located near the Dim Forest south of Ironwall Keep 
  and Hookhill.  A dirt road leads through fenced 
  pastures, where herds of horses, sheep, cattle, and 
  swine graze on the lush grass.  Copses of light woods 
  dot the fields, providing shade from the hot summer 
  sun.  It takes a day and a half to reach Ironwall Keep, 
  where Teamster Khazid releases the herd to the vast 
  stockades around the keep.  You then travel the rest of 
  the day on a fine, military road to Hookhill.  Teamster 
  Keller is an accomplished cook with fresh, plentiful 
  ingredients and spices, so you have had the best meals 
  in ages. 
  All too soon, however, your journey ends as you reach 
  the populous city of Hookhill.  Teamster Khazid says 
  as you arrive, “We will arrange the loading of 
  supplies.  You report to the commander of the 2nd 
  Battle for assignment during your three days in 
  town.”  He then lowers his voice and continues, 
  “Don’t get drunk when you’re off duty.  This is a big 
  city, and they play rough with recruits.  Have fun, and 
  A Week in the Life 
  Round 1 
  Page 7 
  
  I’ll see you here at the West Gate at dawn in three 
  days.” 
  Here, they will have two tasks.  They must find and 
  deliver the message to Wayfinder Trevaine.  They must 
  also report to Knight Colonel Jorn Envian, commander 
  of the 2nd Battle, where they will be assigned courier 
  duties while in town.  As couriers, they will visit the 
  Warrior’s Hall to Heironeous and Syrloch. 
  Encounter Three 
  Wayfinder Trevaine does not have an office or official 
  residence.  It will take a Gather Information check (DC 
  15) to locate the bar he frequents in the evenings.  This 
  is the Smiling Fox Tavern.  If the players make a 
  Gather Information check (DC 25) (in this case, all the 
  other players may assist the lead Gatherer.  See the 
  Player’s Handbook, pg. 62, for instructions on 
  Cooperation), and no one rolls a 1, their actions are not 
  noticed by Trevaine.  Otherwise, he is told by friends 
  ahead of time of the players’ interest in him and acts 
  accordingly.   
  Wayfinder Trevaine is 6 ft. 2in. tall, with short black 
  hair and trimmed mustache and goatee.  He meets with 
  his contacts here throughout the night, holding court at 
  a dark corner table of the tavern.  Five minutes after the 
  players arrive at the tavern, his latest agent leaves him 
  alone at his table.  If the players don’t approach, have 
  him try to Spot (+12 skill) the players (Ask the players 
  for a Bluff or Hide roll, take the worst.)  If he notices 
  the players, or knew of their arrival because the players 
  did not make a Gather Information check at DC 25, he 
  will subtly wave them over. 
  When given the message, Trevaine (who has a level of 
  sorcerer) will tap it with a wand (of dispel magic, 
  targeting the Nystul’s magic aura), then use detect 
  magic to confirm the two arcane marks weren’t 
  tampered with.  He will read the contents and seal the 
  scroll back into the tube.  Turning to the players, he 
  will ask, “Are you curious about the contents?” 
  If the players say no, he will respond, “Very well, loyal 
  soldiers.  You have fulfilled your task.  Good evening.” 
   Dismissed, the players can return to their courier or 
  off-duty activity.  Proceed to Encounter Four. 
  If they say yes, he will respond by saying, “Then I will 
  tell you what is not secret.  The mission of the 10th 
  Battle is the pacification of the Dim March, a large 
  territory that includes the Dim Forest.  Needless to say, 
  the sylvan elves who consider the Dim Forest their 
  home take umbrage at this classification and our troops. 
  Some elves, calling themselves the Free Band, have 
  violently resisted the building of the military road 
  between Buxton’s Crossing and Orlane.  Most sylvan 
  elves, realizing the greater combined threats of the 
  Shadow Dragon and his shade minions, and the giants 
  occupying Geoff, are neutral to us.  This message 
  confirms a rumor we have heard.  The elves are rallying 
  under a war leader, or cantea.  Who and why we don’t 
  yet know, but we must learn.  While they are enemies 
  of our enemies at present, times change.  Gran March 
  must be prepared.  Good work, soldiers and recruits.” 
  Wayfinder 
  Trevaine 
  then 
  dismisses 
  the 
  player 
  characters.  The players can return to their courier or 
  off-duty activity.  Proceed to Encounter Four. 
  Encounter Four 
  Reporting to Knight Colonel Jorn Envian is simple, as 
  any soldier can direct the players to his office in town.  
  Walking up a few marble steps into a rich, immaculate 
  building flying the flags of Gran March and the 2nd 
  Battle, you are led into a briefing room, where you wait 
  for a few minutes, then called to attention by an 
  orderly. 
  Knight Colonel Jorn Envian is 5 ft. 5 in. tall and 
  weighs 220 lbs.  His girth is tucked into a pristine, 
  fancy uniform, with an embellished rapier belted 
  smartly to his straining belt.  What hair he has left is 
  trimmed neatly to one inch, and covers only the sides 
  and back of his shiny head.  Pale skinned and grey-
  blond, the man is obviously living well in his fifties.   
  While remaining at attention, Knight Colonel Jorn 
  Envian waves a perfunctory salute and says, 
  “Yes, yes, good to have you chaps from the outskirts 
  here.  Quaint little town, Cavern. (pronounced ca-
  VERN, instead of Carern, pronounced care-URN)  Ah 
  well, to matters at hand.  I expect you to stay out of 
  trouble while you are within Hookhill.  Sergeant 
  Magnus will see to your accommodations.  As I’m 
  sure you’re well aware, my men and I are frightfully 
  busy preparing for the capitol’s upcoming Richfest 
  festivities.  Therefore, I am assigning you to the 
  sergeant’s care during your stay here.  Do whatever 
  he needs.  Good day.”  With that, the Knight Colonel 
  spins 
  on 
  his 
  heel, 
  flourishing 
  a 
  perfumed 
  handkerchief over his nose, and struts out of the 
  room. 
  Note:  Any talking in the ranks, correction of his 
  grammar, or insinuating remark that Envian notices 
  from a player enrages the Knight Colonel.  Unless the 
  offending player grovels, he puts the player character 
  “on notice,” and continues once he has regained silence 
  and his composure.  The player character has just 
  earned the Enmity of Knight Colonel Jorn Envian, 
  A Week in the Life 
  Round 1 
  Page 8 
  
  which will be explained in the Special section of the 
  Treasure Summary. 
  You’re left with a sergeant, a well-fed man over 40, 
  over 6 ft. tall, and over 300 lbs.  In a deep voice he 
  says, “I am Sergeant Gustavas Magnus.  I … am a 
  busy man.  Report to my office, here in this building, 
  every morning at dawn for duty.  Other that that, 
  consider yourself off-duty.  Dismissed.” 
  If the players belt out “For Commandant and Country!” 
  Sergeant Magnus will be startled for a second, then 
  repeat.  Otherwise, his eyes say “leave now!”  If 
  reminded that he is to arrange accommodations, he will 
  glare at the player characters and give them empty 
  quarters in a cavalry barracks over the stalls that reek of 
  the smell of manure.  If the players instead use their 
  own initiative, they can get clean infantry barracks or 
  even assignment to a tavern room like the Smiling Fox 
  on the 2nd Battle’s tab.  Let the players use Bluff, 
  Diplomacy, or Profession (soldier) skills DC 10 as 
  appropriate. 
  Encounter Five 
  The next morning, Sergeant Malthus orders the 
  players to pick something up from a historian residing 
  at Syrloch and deliver it ‘wherever he wants’.  “Don’t 
  ask me why it takes the important time of Gran March 
  soldiers to accomplish what the Courier’s Guild can 
  do,” he mutters under his breath.  From out of 
  nowhere you hear the Colonel’s voice  screech, 
  “Sergeant Malthus!” He says, “Coming, Knight 
  Colonel!” and hurries out the room.  As he leaves, 
  you hear him mutter, “Damn toady sorcerer and his 
  message spells.” 
  An eccentric historian named Plaijin the Elder needs an 
  escort for a wagon full of his precious research 
  materials from Syrloch back to his quarters in the 
  Warrior’s Hall.  He is accompanied by his niece, 
  Elandrel Jaxob.   
  This is a pure role-playing encounter, designed just to 
  show the PCs some of the sights in Gran March and 
  introduce them to some important NPCs.   
  Syrloch is four miles south outside of Hookhill. 
  As you approach Syrloch from the north, you see in 
  the distance a collection of taverns, libraries, 
  craftsmen’s shops, and supply stores.  Beyond these 
  are five free-standing towers, four smaller ones in 
  each of the cardinal directions about two hundred 
  yards away from a large central tower.  Within the 
  grounds of this area are two manor-type houses.    
  The exterior towers are the residences for the Deans 
  of the Schools of Battle, General Magic, Crafting, and 
  Sorcery.  The central tower is reserved for the 
  Archdean, Kaema Thuldir.  The manor houses are 
  respectively the General College and Graduate School 
  of Syrloch. 
  Elandrel and Plaijin can be found outside the General 
  College building loading the last chest of his materials 
  onto their wagon.  Elandrel is a human of eighteen 
  years, who is nice, charming, pretty, and flirtatious.  
  She has long, blonde hair and crystal blue eyes.  Her 
  uncle Plaijin is a human over 60 years old, with a 
  kindly face and demeanor.  He is also renowned 
  [Knowledge (history) check DC 10] as the foremost 
  historian of the Knights of the Watch, including its 
  founder Trilesiman. 
  Elandrel Jaxob: female Human Com2;  Chr 14.   
    Skills: Gather Information +5. 
  Plaijin the Elder: male Human Exp6;  Int 19. 
   Skills: 
  Knowledge 
  (geography) 
  +9, 
  Knowledge 
  (history) +9, Knowledge (local – Sheldomar Valley) 
  +9, Knowledge (nobility/royalty) +9, Profession (sage) 
  +9. 
  Plaijin has spent the last month at Syrloch supervising 
  the creation of several copies of his life’s work.  These 
  copies are to be sent to the rulers of every kingdom in 
  the Sheldomar Valley.  Included are an encyclopedic 
  fifteen-volume history of the Sheldomar and a 
  biography of Trilesiman entitled Letters to Anaxallom, 
  made possible by the recovery of documents by other 
  adventurers three years ago. 
  Now, he is returning with the originals back to his 
  quarters in the Warrior’s Hall in Hookhill.  To honor 
  his contribution to history and due to his friendship 
  with Commandant Vitness Tragorn, commander of Ft. 
  Tribulation, he is afforded military courtesies such as 
  your escort. 
  Feel free to use this to tell the players all you know of 
  the Knights of the Watch and the geography/history of 
  the area.  Plaijin loves to talk.  Elandrel, on the other 
  hand, loves to hear about adventuring, so will ask for 
  and listen intently to any tales the players have to share. 
  The trip back to Hookhill has no hazard, but feel free to 
  have the players roll Spot and Listen checks, just to 
  keep them on their toes. 
  Arriving in the religious district of Hookhill, you see 
  beside the imposing Cathedral Valorous another large 
  structure.  This is the Warrior’s Hall to Heironeous 
  (see map for description), which combines the 
  A Week in the Life 
  Round 1 
  Page 9 
  
  functions of a museum, veteran’s hall, and retirement 
  home.    
  As you halt the wagon in front, several old soldiers step 
  out from the building, hail Plaijin, and proceed to help 
  unload his gear, taking it inside the main entrance.  
  Beyond the entrance hall, you see to your left, in the 
  open plaza, more old soldiers practicing individual 
  and unit combat.  Around the hall extends a line of 
  statues exhibiting the uniforms and gear of many 
  heroes.  At several of these statues, Plaijin and his 
  men stop, open the chests they carry, and return either 
  a book to podiums in front of the marble men and 
  women, or armor, equipment, or weapons, which they 
  place upon the statues themselves.  Plaijin himself, 
  tears in his eyes, places his biography on a new 
  podium in front of an ancient statue, saying, “You 
  have given so much to Gran March and the 
  Sheldomar, Trilesiman.  Thank you.” 
  With this act, the player characters’ job is complete, 
  and they can enjoy this and the next two days without 
  any further duties from Sergeant Magnus.  If they were 
  courteous and respectful to Elandrel and Plaijin, they 
  will receive the Favor of Plaijin the Elder. 
  Encounter Six 
  After three days at the capitol, Teamster Khazid’s 
  wagons are full, and it is time to return to Carern.  The 
  weather on the two-day journey, while still hot, is 
  punctuated by sudden, violent thunderstorms in the 
  evenings.  This is the home leg of the journey, so feel 
  free to ask for Listen and Spot checks each evening and 
  morning to maintain suspense.  Use the last set rolled 
  for the encounter below. 
  It is the second day of travel, late in the afternoon, 
  and storm clouds are gathering on the horizon.  On 
  either side of your path are fences outlining the 
  familiar horse ranches that fill the western part of the 
  province of Malthinius, home to Carern.  Copses of 
  woods dot these fields, used as shade by the horse 
  herds and for firewood by the ranchers.  A small herd 
  of sturdy, dark, heavy warhorses grazes to your right, 
  while to your left a larger herd of riding horses rest in 
  the shade of one of the these copses.  Suddenly, you 
  hear an almost human scream as they bolt from their 
  shelter. 
  If anyone made a Spot check (DC 12), they notice a 
  foal is down at the edge of the woods. Four canine 
  forms surround the foal, and the mother is gathering her 
  courage to strike back.  With a Listen check (DC 12), 
  they hear the weak bleating of the foal, indicating that it 
  is mortally wounded.  Making either of these checks 
  allows that player to join the action this round.  
  Otherwise, the worg, wolves, mother horse, and players 
  who notice the fight for a round before the players who 
  do not notice can join. 
  Everyone roll initiative.  Roll for the worg, the wolves 
  as a group, and the horse.  The players are 120 ft away 
  from the copse, with a shoulder high split-rail fence 
  along the road for protection.  It is a Strength check 
  (DC 12) and a full-round action to move enough rails 
  aside for a horse to pass, or you can jump the fence 
  with a Ride check (DC 15) and a 20-ft. running start.  
  The copse is composed of several hardwood trees 
  spaced apart, providing only limited cover (+2 AC 
  within, and +4 AC if firing through, the copse). 
  Look at each player’s character sheets and note their 
  skill modifier(s) in Knowledge (arcana), Knowledge 
  (nature), or Wild Empathy.  Secretly roll the relevant 
  skill when the character is within 60 ft. of the worg.  
  On a Knowledge (aracana) check (DC 14), they know 
  the pack leader is a worg, not a wolf, a magical beast 
  with a powerful bite and the ability to trip.  A DC 19 
  check reveals that the worg has darkvision, lowlight 
  vision, and scent.  A DC 24 check reveals it is fast (50 
  ft.), cunning (Int 6), and usually neutral evil. 
  With Knowledge (nature) or Wild Empathy, a DC 12 
  check reveals that the pack leader is not a wolf, and the 
  wolves have bites and the trip ability.  A DC 17 check 
  reveals the wolves have lowlight vision and scent, and 
  are fast (speed 50 ft.).  With a DC 22 check, inform the 
  player that wolves only follow a strong pack leader.  
  When the leader is downed or driven off, the wolves 
  flee. 
  Wolves (EL 4)  
  Worg, female (1): CR 2; hp 30; see 3.5 Monster 
  Manual page 256. 
  Description:  5 ft long, weighs 300 lbs.  Smoke grey 
  pelt with bloodshot red eyes. 
  Wolves (3): CR 1; hp 15, 14, 13; see 3.5 Monster 
  Manual page 283. 
  Horse, Light War, mom (1): hp 19; see 3.5 Monster 
  Manual page 273.  Incensed, the mother horse attacks 
  until wounded and at half or less hit points herself. 
  Tactics: The worg is a one of a mated pair that has 
  taken leadership of a local wolf pack.  With their 
  almost human cunning, they have plagued the local 
  ranchers, striking the herds at unexpected locations and 
  times.  Today, she is unlucky, as she did not notice the 
  player characters approach while she stalked the herd.  
  If wounded to less than half her hit points and given a 
  A Week in the Life 
  Round 1 
  Page 10 
  
  clear path, she will attempt to retreat and escape, 
  reuniting with her mate and the rest of their pack.  As 
  her mate was battling the ranchers, this will result in 
  their mutual escape. 
  Five minutes after this encounter, five horsemen, who 
  are the ranchers that own these herds, will meet the 
  characters.  If the characters killed the female worg, the 
  ranchers will reward each character with 50 gp and an 
  Influence Point with the Herdsmasters’ Guild.  If they 
  prevented the death of the mother horse, the ranchers 
  will give 50 more gold pieces each. 
  If they just drive off the female worg, they will be 
  given 10 gold pieces each for every wolf killed (plus 50 
  more gold pieces each if the mare is saved), but no 
  Influence. 
  Treasure: loot (0 gp), coin-(0-100 gp). 
  Development: If the female worg gets away, she and 
  her litter of pups cause more trouble for the ranches in 
  this area for years to come. 
  After this encounter, the players arrive safely back to 
  camp. 
  Encounter Seven 
  If the players failed the Test of Knowledge, they and 
  their weanling NPCs have been assigned guard duty 
  this week.  They are organized into a temporary file, 
  assigned an NPC Corporal (if there is no PC of 
  Corporal or higher rank), and given second watch.  
  This means they watch the camp with four hours on, 
  eight hours off rotation, starting each noon and 
  midnight. 
  Their post during watch is to split among each of four 
  20 ft. tall wooden guard towers that overlook the camp 
  and its buildings.  A 60-foot clearing of knee-high 
  brush and stumps surrounds the camp.  The towers 
  provide a +10 circumstance bonus to Spot checks, a +5 
  circumstance bonus to Listen checks, and the cleared 
  area imposes a –5 penalty to Hide checks unless the 
  hider is prone. 
  As there is 150 ft. between towers (see the map of 
  Camp Carern; the towers are in each corner), at night 
  there are large gaps of shadowed and darkened areas 
  unless addressed by the players. 
  Encourage the players to describe how they set up their 
  watches, including setting out additional torches, 
  setting tripwire alarms (use Survival skill roll to set 
  Search DC), hiding animal companions, familiars, or 
  player characters in areas between the towers, etc. 
  During their fourth night on duty, a band of sylvan 
  elves from the nearby Dim Forest attempt to enter the 
  camp.  They are friends of Elector Ellthorn and merely 
  want to test the readiness of the latest batch of recruits, 
  as well as talk with him about the year’s events.  This is 
  an annual ritual and is another chance for the players to 
  show they are exceptional.   
  The elves attempt to sneak through the somewhat 
  overgrown area between two towers an hour after the 
  midnight shift change.  
  Elven Scouts (EL 4) 
  Elven scouts (4): 2 male, 2 female sylvan elf Rgr2; 
  CR 2; Medium humanoid (elf); HD 2d8; hp 13; Init +3; 
  Spd 30 ft; AC 16, touch 13, flat-footed 13; Base Atk 
  +2; Grp +4; Atk +4 melee (1d8+2/19-20, longsword) or 
  +6 ranged (1d8+2/x3, masterwork composite longbow 
  [(2 
  Str)); 
  Full 
  Atk 
  +4/+4 
  ranged 
  (1d8+2/x3, 
  masterwork composite longbow (+2 Str bonus)); SA -; 
  SQ lowlight vision, favored enemy goblins +2; AL CG; 
  SV Fort +3, Ref +6, Will +1; Str 14, Dex 17, Con 11, 
  Int 10, Wis 12, Cha 8.  
   
  Skills and Feats: Climb +4, Heal +3 (+5 with 
  healer’s kit), Hide +15, Knowledge (nature) +5, Listen 
  +5, Move Silent +15, Search +3, Spot +5, Survival +6; 
  Rapid Shot, Stealthy, Track. 
   
  Combat Style (Ex): These rangers have selected 
  archery.  They gain the Rapid Shot feat without the 
  normal prerequisites. 
  A Week in the Life 
  Round 1 
  Page 11 
  
   
  Possessions: 
  Masterwork 
  studded 
  leather, 
  longsword, masterwork composite longbow (+2 Str 
  bonus), 30 normal arrows, 10 cold iron arrows, boots of 
  elvenkind, cloak of elvenkind, 2 potions of cure light 
  wounds. 
   
  Description: Heian, Hemo, Felosian, and Lia are 
  all members of the Liadon clan.  They are of average 
  height and weight for sylvan elves, and the least is over 
  a hundred years old. 
  Tactics:  The Liadon cousins are all familiar with each 
  others’ abilities and this area.  They will take 10 on 
  Hide and Move Silent checks, moving slowly, 
  Searching for tripwires, and using Spot for hidden 
  sentries.  If they make it past the line between the 
  towers unheard and unseen, they divide into pairs and 
  circle around behind and hail two of the towers. 
  Give player three chances to notice the elves.  The first 
  chance is while they are 50 ft away from the line 
  between the two towers.  The second is right on the 
  line, and the last is as they approach each tower.  In all 
  these cases, the elves Hide and Move Silent rolls, 
  taking 10, are base 25 + distance – circumstance, unless 
  the players create a distracting environment, like riling 
  up the ant mounds in the area. 
  Development: If the players hear or spot the elves and 
  challenge them, the elves stand, bow to the one that 
  noticed them, and ask if they can speak to “the human 
  lord of this ground nest”.  They draw no weapons, only 
  attack in self-defense, and do not allow their weapons 
  to be taken.  When Elector Ellthorn arrives, he praises 
  the player characters for “catching these squirrelly 
  ruffians” in Common and converses with the elves in 
  Elven.  If any players can understand Elven, then they 
  hear the following information as it comes up in their 
  conversation.   
  The mission of the 10th Battle is the pacification of the 
  Dim March, a large territory that includes the Dim 
  Forest.  Needless to say, the sylvan elves who consider 
  the Dim Forest their home take umbrage at this 
  classification and our troops. Some elves, calling 
  themselves the Free Band, violently resisted the 
  building of the military road between Buxton’s 
  Crossing and Orlane, but heroic citizens of the March 
  routed them and captured their leader, Olowyn.  Most 
  sylvan elves, realizing the greater combined threats of 
  the Shadow Dragon and his shade minions and the 
  giants occupying Geoff, are neutral to us.  This 
  message confirms a rumor we have heard.  The elves 
  are rallying under a war leader, or cantea.  Who and 
  why we don’t yet know, but we must learn.  While they 
  are enemies of our enemies at present, times change.  
  Gran March must be prepared.  Good work, soldiers 
  and recruits. 
  Elector Ellthorn then reassigns the player characters to 
  become a roving cavalry patrol for the local ranchers, 
  as there are reports of wolves attacking their herds.  
  Run the players through Encounter Six, describing their 
  three days of meeting local ranchers, following tracks, 
  and eventually meeting the female worg and her three 
  wolf followers.  If any player characters make a 
  Survival (DC 18) check to Track the wolves, they 
  encounter them 100 ft. away, just as they attack the 
  foal.  Otherwise, use the same scenario in Encounter 
  Six. 
  If they fail to spot the elves and are hailed by the 
  sneaky sylvans instead, then they remain on guard duty 
  for the next three days.  During this time, the sergeant 
  tells tales of Syrloch and Hookhill (allowing you to 
  give the players some of the background information 
  from Encounters Three through Five), but otherwise 
  their adventure is over. 
  Conclusion 
  Reward an active duty (not veteran) PC that showed 
  leadership and courage during either the Test of 
  Knowledge, the Elf Encounter, or the Horse Rescue 
  with a reward, Graduated with Distinction.  This 
  reward is given at the GM’s discretion, though he is 
  welcome to ask for player opinion. 
  Thus ends a week in the life of a member of the Gran 
  March military.  I want to acknowledge Nick Perch for 
  creating Carern, Elector Timmor Ellthorn, and Mallus 
  Tevridian, as well as the Gran March Religions 
  Document, Jeffrey W. Kahrs for Elandrel Jaxob and 
  Plaijin the Elder, Lee Pickler for the Syrloch document, 
  and the Gran March Triad for writing the Gran March 
  Military document, and all their work on our metaorgs. 
  The End 
  Experience Point Summary 
  Encounter One: Goblins 
  Defeating the goblins:  120 xp 
  Encounter One: Ogre 
  Defeating the ogre:  120 xp 
  Encounter Six: Worg and Wolves 
  Defeating the worg and wolves:  120 xp 
  A Week in the Life 
  Round 1 
  Page 12 
  
  Story Award 
  Deliver the Pathfinder message (Encounter Three) or 
  Catch the Elves (Encounter Seven): 
  30 xp 
  Discretionary roleplaying award 
  60xp 
  Total possible experience:  
   
  450 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the 
  local watch, and so on), characters may return to retrieve 
  loot.  If the characters do not loot the body, the gold 
  piece value for the loot is subtracted from the encounter 
  totals given below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  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. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Six:  Reward from Ranchers 
   
  APL 2: L: 0 gp; C: 0 gp; M: 0-100 gp 
  Total Possible Treasure 
  APL 2: L: 0 gp; C: 0 gp; M: 100 gp  - Total: 100 
  gp 
  Special 
  This module is intentionally light on monetary rewards, 
  but heavy on favors and influence. 
  Commendation for Promotion:  For looking out for 
  your fellow soldiers during the question and answer 
  part of the Test of Knowledge, you have earned this 
  recommendation.  You are the stuff Gran March is 
  looking for in its leaders.  While you are not actually 
  promoted, this commendation will go into your 
  promotion record and will be taken into account when 
  it comes time for your next review.  Keep up the good 
  work. 
  Enmity of Knight Colonel Jorn Envian:  You have 
  caught the unfavorable attention of a powerful man 
  who never forgets a slight.  As his other job within the 
  military is as a member of the Promotions Review 
  Board, any future attempt at promotion by your 
  character will require spending three additional IPs 
  with the Gran March Military and/or Favors with an 
  officer of Captain’s rank or higher to proceed, in 
  addition to all the promotions regular requirements. 
  Favor from Elector Ellthorn:  For scoring “high marks” 
  in the Test of Knowledge by defeating the ogre, the 
  Elector will use his considerable resources to arrange 
  for you the purchase of a single, useful item from the 
  following list.  This favor can be used at the end of any 
  Gran March regional module, and once used, this favor 
  is gone. 
    Choose one (any only one) of the following: 
    Mithral Chain Shirt. 
    Wand of cure light wounds, caster level 1. 
  A Week in the Life 
  Round 1 
  Page 13 
  
    Wand of magic missile, caster level 1. 
  Favor of Plaijin the Elder:  For being respectful to your 
  elders, you earn the sage’s favor.  In a future regional 
  module near Hookhill, he will provide all he knows 
  concerning his fields of study.  These include history, 
  geography, and the Knights of the Watch.  For each of 
  these fields, his skill modifier is +9.  As long as the 
  player displays good manners to Plaijin and his niece 
  Elandrel, this favor is reusable. 
  Graduated with Distinction:  For showing individual 
  courage, initiative, and leadership, you have earned this 
  reward upon your graduation.  This is considered a 
  Military Commendation for promotion.  Gran March 
  expects a lot from you, soldier.  For Commandant and 
  Country!  (rewarded only to eligible Active Duty PC’s.)  
  Influence Point with the Gran March Military (to each 
  player if they pass the Test of Knowledge): For 
  success, you have earned this point of Influence.  See 
  the latest version of Gran March Military (currently 
  3.3) document for details on its use. 
  Influence Point with the Herdsman’s Guild (to each 
  player): For slaying the female worg, a dangerous 
  monster that has preyed upon ranchers and their herds, 
  you are given this influence.  Its use is described in the 
  GranMarch_Herdmasters.pdf document, which can be 
  found in the files section of the GranMarch yahoo 
  group. 
  Items for the Adventure Record 
  Item Access 
  APL 2: none 
   
   
  A Week in the Life 
  Round 1 
  Page 14 
  
  Appendix A: Dramatis Personae and Spells 
  Here are some Weanlings for use in Encounter One and Seven.  Choose as many as you need, in the order they’re 
  presented.  Remember, the Test of Knowledge uses the Mentor player character’s skills, not the weanlings. 
  Recruit Mallus Tevridian; male Human Ari1: Listen +2, Spot +2, Mounted Combat, Ride-by Attack; Mallus, 
  like all the other weanlings, is fifteen.  He is the son of a local rancher.  Brown hair and eyes, cocky, 5’ 6”. 
  Recruit Crystal Lawton; female Human War1; Listen +1, Spot +3; Improved Shield Bash, Weapon 
  Focus(longsword); Daughter of Lawton the Elder, a rancher who worked for Mallus father before he was killed.  
  Raised last two years with Mallus.  Short auburn hair, shorter temper, 5’0”. 
  Recruit ‘Squirrel’ Kendy; male Human War1; Listen +5, Spot +5; Agile, Alertness; Son of a local hunter, he is 
  small, but has amazing senses.  Dark brown hair, grey eyes, 4’11”. 
   Recruit Janos ibn Amir; male Human War1; Listen +3, Spot +1; Animal Affinity, Skill Focus(Handle Animal); 
  Baklunish son of Teamster Khazid (see Encounter Two).  Black hair and eyes, dark brown skin, proud, 4’ 8”. 
  Recruit Hurkyll, male Human Ftr1; Listen -1, Spot -1; Improved Bull Rush, Power Attack, Skill Focus(Heal); 
  Son of farmers, he is a gentle giant.  Crew cut blonde hair, blue eyes, 5’11”. 
  Recruit Kareena Malthin, female half-elf; Listen +4, Spot +4; Negotiator; Daughter of a local general store 
  merchant.  Long blonde hair, blue-green eyes, 4’ 2”. 
  New Spell: 
  Created by Mistress Aerin Bevin of Syrloch for training new troops, training monster V is a variation of shadow 
  conjuration and summon monster V.  It requires the feat Subdual Substitution to learn, and is only available (with 
  Triad Approval) by Masters of Syrloch.  Details are below: 
  Training MonsterV 
  Illusion(Shadow) [see text] 
  Level: Sor/Wiz 5 
  Components: V, M 
  Casting Time: 1 round 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: One or more summoned creatures 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
  This spell summons a very realistic shadow facsimile of a creature or creatures native to this plane (typically an 
  animal, beast, giant, humanoid, or monstrous humanoid). It appears where you designate and acts immediately, on 
  your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can 
  direct it not to attack, to attack particular enemies, or to perform other actions. 
  The spell conjures one or more creatures whose total CR will not exceed 4. You choose which kind of creature(s) to 
  summon, and you can change that choice each time you cast the spell. 
  A training monster cannot use spell-like or supernatural abilities, nor can it cast spells of any kind.  Creatures cannot 
  be summoned into an environment that cannot support them. 
  Training monsters are real, not figments.  They are tactile, yet composed of shadow, therefore they act as normal 
  creatures in every way except as follows.  Any attack from them that causes damage will only be 20% normal 
  damage, with the rest being subdual.  Divide each amount of damage by five, roundind down, to a minimum of one 
  real point.  The remaining damage is nonlethal.  Anyone who asks can make a Heal Check DC 15 to notice some 
  damage is nonlethal.  Any ability drain or damage will all be temporary, will never reduce a characteristic below 1, 
  and will disappear when the spell ends. 
   
  Material Component: A tiny bag containing a miniature representation or representations of the summoned 
  monster(s). 
  A Week in the Life 
  Round 1 
  Page 15 
  
  Appendix B: Maps 
  Encounter One and Seven map:  Diagram of the Carern training camp. 
  A Week in the Life 
  Round 1 
  Page 16 
  
  Encounter Five:  Top and side views of the exterior of the Warrior’s Hall to Heironeous. 
   
  Interior blueprint of the Warrior’s Hall. 
  A Week in the Life 
  Round 1 
  Page 17 
  
  Encounter Six map:  Endangered herd. 
   
  A Week in the Life 
  Round 1 
  Page 18 
  
  Player Handout #1 
  Photocopy up to six copies of each of these handouts as study materials prior to the Test of Knowledge: 
  A Week in the Life 
  [Round #1] 
  Page 19 
   
   
  
  A Week in the Life 
  [Round #1] 
  Page 20 
   
  
  Player Handout #2 
  Gran March Religions Document (excerpt from Introduction). 
  Introduction 
   
  There are five meta-organizations that form the basis of the Gran March Religions.  These meta-organizations are 
  the heart with which the Eight Standard Churches, the Merciful Order and many lesser groups are built.  These 
  meta-organizations are: the Congregation, the Chaplains, the Prelates, the Champions, and the Hospitalers.  These 
  organizations make up the body of the religious organizations.   
  Time Unit expenditures for the Religious Meta-Orgs may only use military time units when the specific religion 
  allows the expenditure. The Summary at the end of this document will illuminate when the use of military time units 
  is acceptable. Generally it is not acceptable. 
  The Chaplain and Champion Meta-Organizations require the participant spend at least six months in the 
  Congregation Meta-Organization.  Likewise, the Prelate Meta-Organization requires the participant spend at least 
  twelve months in either the Champion or Chaplain Meta-Organizations.  Persons who belonged to the Religious 
  Meta-Organizations previously released (Heironeous, Pholtus, Zilchus, and Harvest Church) may count time spent 
  prior to 1/1/2004 in those organizations towards time requirements required by this document (either the six-month 
  or twelve-month requirements). 
  Donations 
  Some meta-organizations require a percentage of money earned to be given to their church.  These percentages are 
  cumulative.   For example: If one is a member of the Full Congregation and the Chaplain Meta-Organizations, one 
  is paying 5% for Full Congregation, and 5% for Chaplains, for a total 10% donation of all money earned. 
  Time Unit Costs 
  Annual and one-time Time Unit (TU) Costs are also cumulative.  For example: if one is a member of the Full 
  Congregation and the Chaplain Meta-Orgs one would be required to spend 2 TU for the Full Congregation annually, 
  plus an additional 2 TU annually for the Chaplain Meta-Org. 
  Standard Gran March Religions 
  The Eight Standard Grand March Churches are  The Harvest Church Gods (Atroa, Merikka, Sotillion, Telchur, 
  Velnius, and Wenta), Heironeous, Pholtus, Zilchus, St. Cuthbert, Phyton, Obad-hai, and Fharlanghn).  
  These represent the Churches that have established church hierarchies and political influence in the March. 
  Accepted Religions 
  Besides the Standard Churches there a number of Churches that do not have the political influence nor the power to 
  have established hierarchies.  These are faiths whose clergy are considered to be truthful in any court proceeding, 
  unless proven otherwise.  This shows a level of acceptance that the government has for these faiths.  To a varying 
  degree this acceptance is also shown by the populace (urban people are less tolerant; rural people are more tolerant). 
   The Accepted Religions of the Gran March are: Allitur, Beory, Berei, Blredd, Boccob, Bralm, Celestian, 
  Cyndor, Daern, Delleb, Ehlonna, Fortubo, Geshtai, Jascar, Johydee, Joramy, Kelanen, Keoghtum, Kord, 
  Lendor, Lydia, Mayaheine, Norebo, Osprem, Pelor, Phaulkon, Rao, Ulaa, Xerbo, and Zodal 
   
   
  Player Handout #3 
  Excerpt from the Gran March Military meta-organization document. 
  A Week in the Life 
  [Round #1] 
  Page 21 
   
  
  Gran March Military General Organization Version 4.0 
  Protectors of the Commandant, of the country, and of the region 
   
  Part I of a Gran March Meta-campaign Organization written by the Gran March Triad 
   
  Organization Alignment(s)   
   
  Any non-evil 
  PC Organization: 
  Yes 
   
  For Commandant and Country, I do solemnly swear that I will serve with true faith and 
  allegiance in the Gran March military, that I will support and defend Gran March against 
  all enemies foreign or domestic, that I take this obligation freely without reservation or 
  purpose of evasion, and that I will discharge my duty well and faithfully, by my honor 
  and by my god. 
  Oath of Induction, Gran March Military. 
   
  Gran March is a militaristic state whose primary historical purpose is the protection of the Sheldomar Valley from 
  invasion by either humanoids or Baklunish forces. It should come as no surprise that the military dominates Gran 
  March society. The populace is phenomenally patriotic and service to the state is seen as both honorable and 
  desirable. This document covers Gran March Military organization by describing military service, unit composition, 
  troop dispositions, tactical doctrine, and military justice. It further details the effects of the military service 
  requirements on PCs in the campaign.   
  General Organization Notes 
   
  Organization 
   
  The organization of the Gran March Military can best be described in terms of its implementation of military service 
  and the composition of its units. How each of these facets contributes to military organization is described below: 
   
  MILITARY SERVICE 
   
  • 
  Conscription 
  All able-bodied male citizens of Gran March are drafted into government service when they reach the age 
  of majority, which is 15 for humans (for demi-humans, it is the lowest starting age given in the Player’s 
  Handbook). The vast majority of these conscripts are placed in the military. Those who may be physically 
  unsuited are put to work in clerical (office work) positions. Those unfit by reason of temperament are 
  placed in the work battalions building roads and draining swamps. Only those who are so impaired that 
  service of any kind would be impossible are released. This includes the severely crippled, the blind, and the 
  severely mentally retarded. It is an indication of the intense patriotism of the population that even those 
  that fall into this category often beg to be found able. The tale is told round many a hearth of the blind bard 
  Riccman whose song is said to have turned the tide at the battle of Habler’s Pass.  
   
  Females are given the option of service but are not conscripted. Female conscription has become a hot 
  topic among the ranking officers, but given that young females provide the backbone of the workforce, this 
  A Week in the Life 
  [Round #1] 
  Page 22 
   
  
  is unlikely to occur in the near future. 
   
  The Gran March government considers citizens who do not make themselves available for service to be 
  traitors and will punish them by death unless they can show good cause for their actions. Non-citizens 
  entering Gran March for an extended period are given a choice. Males of suitable age (falling below the 
  limit for middle age for their race as published in the Player’s Handbook) must either report for service the 
  next Mustering Day (see the Important Dates Section) or they and their families must move on as soon as 
  practical. Those who do serve (and their families) become citizens by virtue of this service. 
   
  By treaty, sylvan elves of the Dim Forest are exempt from conscription. However, they are permitted to 
  join voluntarily and many do so in order to receive training and the other benefits of service. 
   
  • 
  Basic Training 
  The first year of a conscript’s service is spent in basic training, which is conducted by the Electors’ troops 
  (see below).  This involves training in all forms of combat (foot, mounted, and archer) as well as classes in 
  literacy, military history and protocol, tactics, and logistics. There is also a great deal of drill. During this 
  period, those recruits who show special talent are noted. At the end of one year, those recruits are sent for 
  further training in their specialty.  The military is always on the lookout for those who show magical 
  aptitude (whether indicated by a special relationship with one of the gods or by an ability to channel other 
  types of magic) and all recruits undergo a test for this. 
   
  Nobles undergo a modified training as it is assumed that they already possess fundamental training in 
  fighting. Therefore, their training focuses more heavily on tactics and logistics.  
   
  The upshot of all this is that all soldiers can read, can ride, and can command in battle in extremis. This 
  serves to give commanders a great deal of flexibility on the battlefield 
   
  On the Mustering Day following basic training, the conscript is assigned to the unit that best fits his or her 
  skills.  
   
  Soldiers assigned to the Spellcaster Corps undergo an additional year of training before being assigned to 
  regular duty.  They are also required to serve an additional year in their initial enlistment term (not to 
  exceed the seven year maximum) in order that the army may receive full benefit from this additional 
  training investment. 
   
  • 
  Ranks 
  Commoners make up the enlisted ranks, which include: 
   
  o 
  Recruit 
  o 
  Soldier 
  o 
  Corporal 
  o 
  Sergeant 
  o 
  Staff Sergeant 
  o 
  Line (Pride, Quiver) Sergeant 
  o 
  Senior Staff Sergeant 
  o 
  Senior Army Sergeant.  
   
  The officer corps consists of the following ranks: 
   
  o 
  Lieutenant 
  o 
  Captain 
  o 
  Knight Colonel 
  o 
  Knight Field Marshall 
  A Week in the Life 
  [Round #1] 
  Page 23 
   
  
   
  In the officer ranks, the occasional talented commoner can rise to the rank of Lieutenant. Although not 
  unheard of, it is very rare for a commoner to rise to the level of Captain. All Colonels are knights (although 
  not necessarily of the Watch or Dispatch). If an army is required, a Knight Field Marshall is appointed. 
  This is considered a great honor. 
  • 
  Awards 
  Awards for valor in increasing order are The Baronial Medal of Valor (BMV) (5 sp/year), The 
  Commandant’s Shield (CS) (3 gp/year), The Sword of the March (SM) (10 gp/year), and The Sign of 
  Trilesimain (20 gp/year) (this is only given posthumously). These awards also provide permanent influence 
  points (IPs) with each BMV providing one IP, each CS providing 2 IPs, and each SM providing 3 IPs. 
  Furthermore, awards increase the fame of the individual. If a PC has any of the above awards except for 
  the Sign of Trilesimain, said PC is considered to have “Great Renown” for the purpose of gather cohorts 
  and followers in Gran March as noted in the DMG. Obviously, the Sign of Trilesimain does not provide 
  IPs or renown as it is awarded posthumously. 
   
  • 
  Pensions 
  The families of those killed in battle receive a pension of 30 gp annually. Those who are injured in service 
  so badly that they cannot work receive a pension of 25 gp annually. The various awards also include 
  pensions, which are cumulative with those above. Therefore the family of a recipient of the Sign of 
  Trilesimain receives 50 gp annually from the state.  
   
  • 
  Reserves 
  All former military personnel are considered to be in the reserves for “as long as they may profitably 
  serve.” Reservists who maintain residences in Gran March are organized into local groups called militias; 
  so-called “adventurers” who have no permanent home need not join a militia unit. Besides providing call-
  up duties and maintenance of military training, these also serve as social clubs. Also, Graduates of Syrloch 
  are reserve personnel and will be called up after the militias. 
   
  UNIT COMPOSITION 
   
  The military organizes its smaller units by function with three main branches. These branches are as follows: 
   
  • 
  Infantry 
  The average infantryman wears leather armor and wields a longspear as his main weapon, with a short 
  sword for close-in combat. A unit of eight infantrymen is called a File. One of these eight is a Corporal 
  who is upgraded to studded leather armor. 
   
  Six Files form a Platoon. The senior Corporal of each Platoon is promoted to Sergeant. A Sergeant is 
  armed with a greataxe or greatclub, carries a crossbow, and is protected by scale mail. The Platoon is led 
  by a Lieutenant riding a light war-horse, wearing chainmail, and armed with a long sword and shield. All 
  together, a Platoon has 49 men. 
   
  Two Platoons form a Pikeline. In addition to these, a Pikeline has one Line Sergeant (armed as Sergeant) 
  and is led by a Captain (armed as Lieutenant). Therefore, each Pikeline is composed of 100 men. 
   
  Note that this basic structure is followed for both cavalry and archery units. 
   
  • 
  Cavalry: The average cavalryman rides a warhorse. He wears chainmail and fights with long sword, 
  crossbow, and heavy lance (sized appropriately). In cavalry units, neither Corporals nor Sergeants are 
  A Week in the Life 
  [Round #1] 
  Page 24 
   
  
  armed in a significantly different manner from the common trooper. A Captain is usually in full plate armor 
  and his horse (a heavy warhorse) is also armored unless the tactical situation demands otherwise. 
   
  Cavalry platoons are called Squadrons. Two Squadrons form a Pride. Cavalry Prides are defined as light, 
  medium, or heavy. This designation is based on tactical necessity. Light units posses all unarmored, fast 
  horses. They are used for scouting or harassing enemy encampments. Medium cavalry is used for most 
  jobs. In a medium unit, the horses are heavier (if slower) and the Captain’s horse is armored. If battle is 
  imminent, especially if the other side has a concentration of archers, all horses can be armored. This makes 
  the unit “heavy.” All cavalry Prides are capable of fighting in any given mode although some do prefer one 
  over the others.  The Captain of a Pride is assisted by a Pride Sergeant, instead of a Line Sergeant. 
   
  • 
  Archery: Archers are armored with leather. They are issued light maces for hand-to-hand combat although 
  they are trained to avoid this. Where they shine is in the use of their longbows. A Corporal wears studded 
  leather armor and a Sergeant has scale mail. Officers are armed and mounted in a fashion similar to their 
  counterparts in the infantry.  
   
  An archery platoon is called a Half Quiver. Two Half Quivers form a Full Quiver (or simply, a Quiver). 
  The Captain of a Pride is assisted by a Quiver Sergeant, instead of a Line Sergeant.  
  Pikeline / Pride / Quiver 
  CO – CPT
  1
  st Platoon /  
  2
  nd Platoon /  
  Squadron / Half Quiver
  Squadron / Half Quiver
  File A 
  File A 
  1 SGT 7 SOL
  File B 
  File B 
  1 CPL 7 SOL
  File C 
  File C 
  File D 
  File D 
  File E 
  File E 
  File F 
  File F 
   
   
  A Week in the Life 
  [Round #1] 
  Page 25 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/594/Intro mods/GRMi4-01 - A Week in the Life/GRMi4-01 - A Week in the Life.pdf