TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at pjf@cetlink.net.  For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com. 
  GRM6-08 
   
   
   
   
  Coming Home 
  A One-Round D&D® LIVING GREYHAWKTM  
  Gran March Regional Adventure 
  Version 1.1 
   
  by Pete Winz and M. Sean Molley 
  Reviewer: Gran March Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Greg Gershowitz, Joe Masdon, Sherrie Masdon, Josh Pelkey, Nick Perch 
   
   
   
  All Lortenford celebrates the return of a favorite son.  Captain Trellheim Ennister has come home and brings along his 
  bride-to-be, but do the pealing bells perhaps signal something more foul afoot?  Sometimes coming home is more 
  difficult than one foresees.  A Gran March regional adventure for APLs 2-12. 
   
  Note: This adventure will be of particular interest to members of the Gran March military. 
   
   
  
  GRM6-08 Coming Home 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  GRM6-08 Coming Home 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Gran March.  Characters native to Gran March pay one 
  Time Unit per round, all others pay two Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  Lieutenant Trellheim Ennister first appeared in the 
  adventure Caravan Duty, in which he commanded 
  caravan guards escorting a shipment of supplies bound 
  for the front in the war against the giants in Geoff.  While 
  the caravan traveled through the Dim Forest, a large force 
  of goblins attacked and made off with a wagon full of 
  alchemist’s fire.  The PCs recovered the stolen wagon and 
  uncovered a clue to the identity of the instigator of the 
  theft – a note signed only “K.”   
  Lt. Ennister appeared again in the adventure The Patrol.  
  That adventure was removed from play due to 
  irregularities in the review process but the events therein 
  are considered part of campaign history and so PCs who 
  played it participated in the events therein even if they 
  received no rewards for doing so.  At that time, the PCs 
  were sent on a mission to patrol the Dim Forest.  They 
  captured a wizened kobold named Kenningamek, who 
  carried a number of coded scrolls and claimed to be a 
  mere messenger for the Warlord of the Dim Forest.  Lt. 
  Ennister dispatched a file to escort Kenningamek and 
  copies of the messages to Fort Endurance.  He ordered 
  the PCs to scout out an alleged enemy encampment 
  while he and the remainder of his command completed 
  the patrol route.  The PCs found the enemy camp 
  recently abandoned and discovered on their way to the 
  rendezvous point that the file escorting Kenningamek 
  had been destroyed by magical fire.  Upon reaching the 
  rendezvous, they found the remainder of Lt. Ennister’s 
  command slaughtered.  Lt. Ennister’s headless body had 
  been nailed to a tree and used for target practice.  Using 
  information they found in the Lieutenant’s journal, they 
  were able to find the coded messages and set out to Fort 
  Endurance.  The PCs encountered Kenningamek once 
  again as he ordered his minions to attack and kill them 
  before teleporting away.  The PCs defeated them, 
  delivered the coded messages to Warden Gault Stalmir, 
  and returned Ennister’s body to his family in Lortenford. 
   Lt. Ennister was returned to life and was promoted to 
  Captain. 
  Capt. Ennister appeared again in When Sunlight Turns to 
  Ashes (the Year 3 Dragon*Con battle interactive).  
  Kenningamek’s failure to stop the road through the Dim 
  Forest left his previous giant benefactors less than 
  pleased with him and so he sought a new patron.  
  Kenningamek found employment with one of the 
  original Death Knights, Rezinar (who had appeared in 
  the Battle of Orlane interactive in Year 2).    Rezinar seeks 
  to establish a new Occluded Empire under his own rule.   
  Ancient prophecies indicate that one who is of the blood 
  of Kas who had died and been brought back to life under 
  a particular astrological conjunction could be used to 
  unlock a cache of magic of inestimable power.  Although 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  GRM6-08 Coming Home 
   
  Page 3 
  he does not know it, Captain Ennister is of that bloodline 
  and his death and return to life occurred under the 
  conjunction.  Rezinar sought to capture Captain Ennister 
  to complete his ritual, but was thwarted by the PCs at the 
  battle interactive. 
  Rezinar is becoming impatient to achieve his rise to 
  power and seeks once again to capture Capt. Ennister in 
  order to complete his ritual.  He has found out that 
  Ennister has retired from the Gran March Army and has 
  returned to Lortenford to marry and settle down.  
  Kenningamek has been dispatched with elite forces 
  under his command to bring Capt. Ennister back. 
  ADVENTURE SUMMARY 
  Introduction – The PCs are either invited to a wedding (if 
  they know Capt. Ennister from one of his previously 
  mentioned appearances), have heard about a big party in 
  Lortenford and decided to attend, or are simply passing 
  through.  The streets are filled with people drinking and 
  making merry. Bells begin to ring, but not in celebration. 
   The PCs hear screams. The wedding party is under 
  attack.   
  Encounter 1 – The PCs have a chance to intervene 
  against some of the attackers or to help get the women 
  and children to safety. 
  Encounter 2 – When the battle is done, Capt. Ennister 
  tells the PCs that his wife and brother have been taken 
  and he has other responsibilities to see to first.  He asks 
  the PCs to follow the raiders to mark their trail.   
  Encounter 3 – The trail leads to a teleport circle guarded 
  by demons.  If the PCs choose not to follow, the 
  adventure ends. 
  Encounter 4 – The PCs find themselves in a stone room 
  with a single passage leading out. At the end of the 
  hallway is a large chamber with a great number of 
  enemies.  If the PCs do not attack, they overhear a 
  conversation between Kenningamek and Rezinar.  Their 
  minions made a mistake in taking Ennister’s brother – 
  they need Capt. Ennister.  But perhaps the situation can 
  be salvaged if Capt. Ennister will give himself up in 
  return for his bride and brother. If the PCs choose to 
  attack, they will almost certainly be captured and will be 
  sent as messengers to Capt. Ennister (resulting in 
  Conclusion C). Kenningamek and Rezinar leave the 
  fighting to their minions.  
  Encounter 5 – Lt. Ennister and Nihrsicca are taken to a 
  cell, escorted by ranger-classed hobgoblins with animal 
  companions.  The PCs may choose to either attack the 
  guards or wait for them to leave in order to free the 
  prisoners. 
  Encounter 6 – The PCs must find the exit.  If they have 
  not previously defeated the guards from Encounter 5, 
  they encounter them on their way out.  
  Encounter 7 – The PCs likely trigger an alarm as they exit 
  the caverns.  Once they are out, the PCs find themselves 
  somewhere in the Dim Forest. If the alarm has sounded, 
  Lt. Ennister decides he must create a decoy trail to give 
  the rest enough of a lead to make it to safety. If some PCs 
  either accompany him or convince him to let them 
  undertake the decoy mission in his place, they must use 
  survival and stealth skills to avoid capture.  Capture 
  results in Conclusion B or C, depending on whether Lt. 
  Ennister is with them. 
  Encounter 8 – The PCs encounter Worolan Ethelos, who 
  offers to lead them to Fort Endurance if they are lost.  If 
  they go to Fort Endurance, they are debriefed.  Military 
  PCs who report the location of Kenningamek’s lair up the 
  chain of command receive a Commendation.   
  Conclusion – There are three possible outcomes 
  depending on whether the PCs are successful in rescuing 
  the prisoners and whether any of them are captured. 
  A) If the PCs are able to rescue both Lt. Ennister and 
  Nihrsicca, Capt. Ennister will not fall into the hands of 
  Kenningamek and Rezinar.  Capt. Ennister’s father, who 
  has been brought to life using a raise dead spell while the 
  PCs were pursuing the raiders, will be grateful (PCs will 
  receive an Elector’s Influence Point). 
  B) If any PCs are captured but Lt. Ennister and 
  Nihrsicca are rescued, captured PCs will be rescued at a 
  later date, suffering TU loss. Capt. Ennister’s father will 
  be grateful (PCs will receive an Elector’s Influence Point). 
  C) If Lt. Ennister or Nihrsicca remain in captivity, Capt. 
  Ennister will turn himself in to Rezinar and 
  Kenningamek (forwarding the Death Knight’s plot).  If 
  any PCs are captured as well, they will be used as 
  messengers to convey the hostage exchange offer.  
  Elector Ennister will not grant the PCs any favors as a 
  result (no Influence Point will be awarded). 
  PREPARATION FOR PLAY 
  Check to see if the PCs have played the following 
  adventures to determine whether they know some of the 
  NPCs who appear in this adventure. 
  Caravan Duty – Capt. Ennister, Feodor Birkit 
  Under Siege – Worolan Ethelos 
  The Patrol – Capt. Ennister, Worolan Ethelos 
  When Sunlight Turns to Ashes – Capt. Ennister 
  Any PCs who know Capt. Ennister from previous play 
  should be given Player Handout #1 (The Wedding 
  Invitation). 
  INTRODUCTION 
  Determine whether PCs who have received wedding 
  invitations intend to attend the ceremony itself or only 
  
  GRM6-08 Coming Home 
   
  Page 4 
  the celebration that follows.  Tell those that attend the 
  ceremony that it is a beautiful event with many 
  important citizens of Gran March in attendance.  After 
  the ceremony is over, Captain Ennister invites the PCs to 
  join the celebratory crowds along the main street 
  through town while he shakes the hands of all the nobles 
  in attendance before they retire to the keep of the Baron. 
   Capt. Ennister tells them that he’ll catch up with them 
  later. 
  For PCs that are not invited to the wedding, find out if 
  they would come to Lortenford if they were told of a big 
  wedding party with free food and drink. If not, tell them 
  that personal business or travel has happened to take 
  them to Lortenford today and that traffic is unusually 
  heavy.  When the PCs are ready to begin, read or 
  paraphrase the following: 
  The autumn sun shines out of the clear sky upon the 
  cobbled streets of Lortenford, which are filled with 
  people dressed in all manner of festive garb.  
  Everyone is drinking and dancing.  As you press 
  through the crowd, a bell begins to ring to the north 
  and others around the city join in until it seems that 
  every bell in town must be ringing at once.  A great 
  cheer goes up from the people as mugs, cups, and 
  bottles are all raised in toasts.  The bells quiet down 
  enough that you can hear some of them from nearby 
  folk, “To the happy couple!”  “The Captain and his 
  fair bride!” 
  A thickset man in the parade dress uniform of the 
  Tarlington Horse Archers is leading a horse nearby.  
  At the cheers and toasts, he gets a somewhat 
  dejected look and says in a gravelly voice, “Oh, well, 
  too late once again.  At least he won’t be able to dock 
  my pay.”  He breaks into a sardonic grin and you 
  notice that his throat bears a large, puckered scar.  
  The man shrugs and ties his horse to a nearby 
  hitching post before taking an offered mug. 
  This is Corporal Feodor Birkit, who some of the PCs may 
  have met in Caravan Duty (where he took a goblin 
  crossbow bolt in the throat, but his life was saved by PCs 
  who administered first aid before he bled to death).  He 
  recognizes any PCs who participated in the events in 
  Caravan Duty at once and asks how they have been.  As 
  the PCs may recall, his tour of duty was almost up when 
  they met before and he retired to his family horse farm in 
  Barony Malthinius.  He is married and has two children 
  already (a 3-year-old boy and a 1-year-old girl).  He hoped 
  to attend Capt. Ennister’s wedding and is a little 
  disappointed that he was not in time for the ceremony. 
  If any PCs he does not know ask him about the reason for 
  the people in the streets, he explains that the son of a 
  local Elector, Captain Trellheim Ennister, is marrying the 
  daughter of Elector Iboremar Dwilald from Hookhill and 
  a holiday has been declared.  He had hoped to attend the 
  ceremony since he served under Capt. Ennister on 
  caravan guard duty through the Dim Forest before the 
  road was completed.  He points to his scar and says that it 
  was courtesy of a goblin ambusher who shot him during 
  that duty.  “I lived, the gobbo didn’t,” he says with a grin. 
  The locals are also happy to explain the circumstances of 
  the celebration, praising their local hero quite profusely 
  in the process. While none of them are aware of any of 
  his particular military exploits, they are all certain that he 
  is a great hero and some will even make stories up if the 
  PCs press for details.  Drinks are pressed into hands and 
  the townsfolk propose another toast for the happy 
  couple. 
  ENCOUNTER 1: THE ASSAULT 
  After the PCs have a chance to interact a little with the 
  celebrants, proceed with the following. 
  The celebration is in full swing when you hear a bell 
  ringing from the north once again, but this time, 
  none of the other bells in town join in.  The 
  celebrants seem slightly confused by this and look 
  about uncertainly.  A murmur arises in the distance 
  and seems to move toward you in a wave.  Soon you 
  can make out the shouts that are being passed from 
  one group to the next, “To arms! To arms! The 
  wedding party is under attack!”  The crowd begins to 
  scatter.   
  Allow the PCs a round of action before proceeding.  It is 
  possible that PCs will use some means to get above the 
  crowd to see what’s going on (fly spell, pegasus mount, 
  etc.).  If they do, tell them that they can see a lot of 
  activity far away at the Temple Square, but that there are 
  several knots of activity converging on the streets nearby 
  – one of them appears to be heading directly toward their 
  location. 
  Suddenly, you see three goblins become visible 
  coming down a street from the north.  They wade 
  into the crowd with weapons swinging.  A man 
  armed with a butcher knife attempts to defend his 
  family.  While they flee to safety, a goblin thrusts a 
  sword into him and he goes down holding a 
  spurting wound in his side.  A woman runs by with a 
  scalp wound pouring blood across her face, 
  screaming the name “Cindal!” again and again. 
  Judging by the screams and chaotic movement 
  further up and down the street, there must be more 
  attackers nearby. 
  DM Map #1 gives a possible layout for the street scene at 
  the time the goblins appear.  Feel free to draw anything 
  you like, but make sure to insert some defenseless 
  citizens into the mix. 
  Corporal Birkit immediately goes to his horse and 
  mounts it.  If the PCs are not already organizing a 
  defense, he shouts orders to the locals to get the women 
  and children rounded up and for the men to get ready to 
  defend them.  He orders some of the men to prepare a 
  barricade from the tables bearing food and drink and 
  
  GRM6-08 Coming Home 
   
  Page 5 
  orders others to gather whatever weapons they can from 
  nearby buildings.  He defers to PCs if they are in uniform 
  showing higher rank than his own or if they appear to be 
  particularly authoritative and sensible.  The PCs can 
  choose to attack or to set up a defense (see Tactics below). 
  If anyone attempts to approach the wounded man, the 
  goblins see this as an attempt at organized resistance and 
  attack.  The man is at –6 hp currently (if the PCs seem 
  interested in his condition, roll standard stabilization 
  checks each round; if not, just describe him expiring 
  quietly after four rounds).  The woman is hysterical.  
  She’s looking for her six-year-old daughter, who got 
  separated from her in the confusion.  PCs who attempt to 
  locate the girl may attempt spot checks each round at 
  DC20 to find her in the confusion. 
  APL 2 (EL 4) 
  � Male Goblin Rogue2: hp 11; see Appendix 1. 
  � Male Hobgoblin Fighter1 (x2): hp 12; see 
  Appendix 1. 
  APL 4 (EL 6) 
  � Male Goblin Rogue4: hp 24; see Appendix 2. 
  � Male Hobgoblin Fighter2 (x2): hp 19; see 
  Appendix 2. 
  APL 6 (EL 8) 
  � Male Goblin Rogue6: hp 35; see Appendix 3. 
  � Male Hobgoblin Fighter4 (x2): hp 34; see 
  Appendix 3. 
  APL 8 (EL 10) 
  � Male Goblin Rogue8: hp 46; see Appendix 4. 
  � Male Hobgoblin Fighter6 (x2): hp 49; see 
  Appendix 4. 
  APL 10 (EL 12) 
  � Male Goblin Rogue10: hp 57; see Appendix 5. 
  � Male Hobgoblin Fighter8 (x2): hp 64; see 
  Appendix 5. 
  APL 12 (EL 14) 
  � Male Goblin Rogue12: hp 68; see Appendix 5. 
  � Male Hobgoblin Fighter10 (x2): hp 79; see 
  Appendix 5. 
   
  Tactics: If the PCs do not choose to attack 
  immediately, the goblins’ tactics can be seen after two 
  rounds of observation.  They are not committing to an all-
  out attack but rather seem to be attacking in a fashion to 
  maximize panic and disorder while keeping close to 
  routes of escape.  They do not continue to attack their 
  victims until they’re dead, but rather strike them once or 
  twice to inflict visible wounds and then allow them to 
  flee.  They look to the north frequently as if awaiting 
  reinforcements or a signal of some kind. 
  These goblins and hobgoblins have been tasked with 
  creating a distraction while the primary attack is 
  conducted against the wedding party itself.  Their second 
  priority is to stop any counterattacks that appear to be 
  forming.  If they see any organized opposition that is not 
  purely defensive, they will become serious about their 
  attacks in order to break it before it becomes too much of 
  a threat to their overall mission. 
  If the goblins are attacked or move against the PCs 
  because they appear to be organizing a counterattack, the 
  goblins work together to concentrate on single foe at a 
  time.  One fighter attempts to trip while the other waits 
  for the opportunity to attack the prone foe (if the first 
  fighter fails to trip, the second will also attempt to trip 
  the chosen foe).  Once a foe is prone, the fighters will 
  Power Attack if they have that feat at the given APL. The 
  rogue attempts to move into a flanking position without 
  exposing himself to too many attackers at once. 
   
  Treasure: See individual NPC entries by APL in the 
  Appendices and the Treasure Summary at the end of the 
  adventure. 
   
  Developments: If the PCs take up a purely 
  defensive position, they will find that the goblins do not 
  attack them directly.  After 5 rounds, a horn sounds and 
  the goblins begin to withdraw.  If the PCs do attack and 
  overwhelm their foes, they will be able to move toward 
  the wedding party itself, where a pitched battle is raging. 
   In this case, describe scenes of destruction and mayhem 
  as the PCs advance.  Because of their original distance 
  from the action, they will not be able to arrive in time to 
  stop the goblins from taking Capt. Ennister’s brother and 
  wife prisoner.   
  If the PCs attempt to teleport to the Temple Square 
  immediately, they are delayed for a round by an anticipate 
  teleport spell.  After their arrival, they are engaged by one 
  of the strike teams if they have not already defeated one 
  (use the same combatants as before).  
  ENCOUNTER 2: KIDNAPPED! 
  After the battle is over, a call goes out. 
  A voice shouts out, “Attention!  Attention!  All able-
  bodied men are to gather in the temple square.  All 
  soldiers and militia members are hereby activated 
  for duty.  Equip yourselves and report immediately.” 
  The call to arms is repeated as the crier moves up the 
  street. 
  The temple square is a scene of carnage even beyond that 
  of the street where the PCs had been previously.  The 
  goblins here were under orders to kill as many as quickly 
  as possible. There are many dead people in fancy dress 
  and not a few goblins and hobgoblins as well.  Soldiers in 
  Gran March uniform are collecting the dead. The 
  
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  wounded have already been taken elsewhere for 
  treatment. 
  A sergeant approaches the PCs and tells them that the 
  Captain would like to speak with them.  If they go, 
  proceed with the following. 
  You are escorted to what would appear to be a 
  temporary command post inside the Temple of 
  Heironeous.  There, you see a tall blonde, blue-eyed 
  man in torn formal garb with a ceremonial sword 
  belted to his waist.  Although he is covered in blood, 
  little of it appears to be his.  He is listening as a 
  priest of Heironeous speaks, “I can bring your father 
  back from the Battle Lord’s realm immediately, if 
  you like, but it is traditional to speak with him on 
  the other side beforehand to determine his will in 
  the matter.  I can do the same for your brother 
  tomorrow.” 
  “Let it be done as you suggest.  Thank you,” he 
  responds.  He turns to you as the sergeant whispers 
  something in his ear. 
  Capt. Ennister’s reaction to the PCs will depend on 
  whether he knows them and how they responded to the 
  threat in Encounter 1.  If he knows the PCs, he greets 
  them warmly and tells them he is very glad to see them.  
  If the PCs attacked and defeated the foes from Encounter 
  1, he will compliment them on their quick and decisive 
  action and tell them that he has an additional favor to 
  request.  If they acted purely defensively and did not 
  engage the foe, he will be slightly cold toward them but 
  will remain polite.  If this is the case, he has some 
  questions about their bravery, but they are the best 
  candidates he can call upon at the moment and cowardice 
  should not interfere in the mission he has for them.  
  After a little interaction based on his opinion of the PCs, 
  proceed with the following. 
  “I have a request to make and I have little time. The 
  attacking forces have taken my wife and one of my 
  brothers.  We were unable to prevent their 
  withdrawal to the north.  I have sent word to alert 
  the Baronial Pride and am gathering members of my 
  militia company, the 1st Lortenford Reserve 
  Squadron, but I need to make sure that they can be 
  tracked in the mean time.  I ask you to set out in 
  pursuit immediately.  Try to keep them in sight and 
  mark your trail.  They do not have much of a head 
  start, but I fear that they may obscure their trail 
  while our forces gather.  
  Do not grow overbold, the enemies that remain are 
  very capable and I don’t believe that a small force 
  such as yours would be able to overcome them.  I 
  thought I saw an old nemesis of mine among them.  
  A wizened kobold who goes by the name 
  Kenningamek.  If you see him, do not engage him 
  under any circumstances.  He once slew an entire 
  File under my command with a single spell.   
  Will you do this for me?”  
  Capt. Ennister is prepared to answer some questions, but 
  doesn’t want to waste time.  He believes that so long as 
  the goblins do not take the time to conceal their trail, it 
  should be easy to follow them and if the PCs start out 
  immediately, they should be able to get close enough for 
  visual contact before the goblins have time to do so.  
  There are quite a few goblins and some of them are 
  wounded, so he believes it should be pretty easy to follow 
  their trail for the moment.  If the PCs have no trackers 
  and express concern about their ability to follow the 
  attackers, he will offer the use of a hunting dog.  He also 
  offers horses if the PCs need them (riding horses and 
  ponies are the only mounts he has available at the 
  moment, however).  He estimates that sufficient forces 
  should gather and organize within about two hours, so 
  the PCs should be careful not to be detected and should 
  anticipate that it will take at least that much time for 
  their allies to catch up.   
  Here are some answers to questions that the PCs may ask. 
  What happened?  The ceremony had been completed 
  and he was at the head table talking to his father when 
  the attack came.  The goblins appeared to be well 
  organized and moved immediately to capture his wife 
  and brother, who were dancing together at the time.  He, 
  his family, and the Elector’s File moved to engage, but 
  were not able to stop the kidnappers from escaping with 
  their prisoners.  His father and oldest brother were killed 
  in the battle, but the priests say that they can be raised. 
  Why were your wife and brother taken captive? Capt. 
  Ennister has no idea.  He fought against Kenningamek’s 
  minions while he was in the army, and was killed in 
  action once, but he doesn’t see any reason why 
  Kenningamek would do this. 
  Are you commanding us to go?  Capt. Ennister says 
  that he has no authority to command the PCs.  He is the 
  fourth son of the Elector and even if his father declines to 
  return to life, he has brothers ahead of him in the line of 
  succession.  He is a Captain of the local militia and when 
  the Lieutenant of the Elector’s File activated all able-
  bodied men, he assumed temporary command as the 
  highest ranking officer present.  However, as soon as the 
  Baronial Pride arrives, he will no longer be in command 
  and so he does not wish to take any actions that might be 
  seen as overstepping his authority.  Requesting 
  volunteers for a scouting mission should not be a 
  problem. 
  Are we being paid? Capt. Ennister gives the PC who 
  asks this question a look of pure disdain and says that he 
  is sure that his father, the Elector, will be most grateful 
  for their assistance but that if they follow his 
  instructions, they should be in little danger.   
  When the PCs are ready to go, proceed to Encounter 3. 
  
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  ENCOUNTER 3: INTO THE 
  UNKNOWN 
  No tracking check is actually required to follow the trail 
  out of town. 
  The trail leaving the temple square is obvious 
  despite the paved streets. Streaks of blood and 
  dropped loot mark the path plainly enough that you 
  can follow at high speed.  Once you leave Lortenford 
  itself, the trail remains clear as it cuts through a 
  field of wheat toward a copse of trees atop a small 
  hill.  You can see a couple of straggling goblins 
  moving into the cover of the trees in the distance.  
  They are moving quickly and are not looking behind 
  them. 
  The trees that the goblins moved into are 500 feet away. A 
  number of demons left as a rear guard hide in the trees 
  near the bottom of the hill (the demons are Rezinar’s 
  contribution to the mission).  
  APL 2 (EL 3) 
  � Dretch (x2): hp 13; see Monster Manual, page 42. 
  APL 4 (EL 5) 
  � Dretch (x4): hp 13; see Monster Manual, page 42. 
  APL 6 (EL 7) 
  � Babau: hp 66; see Monster Manual, page 40. 
  � Dretch (x3): hp 13; see Monster Manual, page 42. 
  APL 8 (EL 9) 
  � Babau (x3): hp 66; see Monster Manual, page 40. 
  APL 10 (EL 11) 
  � Hezrou: hp 138; see Monster Manual, page 44. 
  APL 12 (EL 13) 
  � Glabrezu: hp 174; see Monster Manual, page 43. 
   
  Tactics: The demons look for a fire-breathing 
  dragon tattoo on the right cheek of their potential 
  victims.  They attack anyone who does not have one.  
  They are charged with guarding the hill, so they will not 
  pursue fleeing victims for more than 1 round after they 
  leave the hill itself. 
   
  Treasure: None. 
   
  Developments: After the PCs have defeated the 
  demons, they may observe the hill more closely.  They 
  see nothing unusual about the area and even can hear the 
  sounds of birds and small animals going about their 
  normal lives.  There is a small clearing at the top of the 
  hill, but they cannot see or hear the goblins.  A Track 
  check (DC 7) reveals that the trail ends abruptly at the 
  edge of the clearing. 
  Kenningamek cast teleport circle here in the clearing and 
  he and the goblins have gone through it into his lair.  
  Since the spell has no obvious signs, the PCs have no 
  indication of where the goblins have gone.  Anyone 
  entering the teleport circle is transported immediately to 
  the spell’s destination (go to Encounter 4).  If the PCs do 
  not enter and seem at a loss as to what to do next, have a 
  squirrel enter the spell’s area and disappear.   
  Kenningamek has left the spell active so that stragglers 
  may still make it back.  He doesn’t expect many, but those 
  in the attacking force are some of his best and most loyal 
  followers, so he wants to give them a chance to rejoin 
  him.  However, he estimates that it will not be safe to 
  leave the spell running for more than 20 minutes after 
  his main force enters.  Of course, short of divinations, the 
  PCs have no way of knowing this. 
  Once all of the PCs have entered the teleport circle, 
  proceed to the next encounter.  If any PCs decline to 
  enter, the adventure ends for them. Calculate their 
  experience and rewards based on the encounters they 
  have completed thus far and give them their AR. 
  ENCOUNTER 4: THE PLAN 
  EXPLAINED 
   
  You find yourselves in a roughly carved circular 
  stone room 30 feet across and 30 feet high.  
  Continual flame spells cast upon protecting points 
  of rock light the room dimly.  The only exit is a 
  stone opening 20 feet tall and 10 feet wide.  You can 
  hear the sounds of a loud, but somewhat distant 
  discussion coming through the exit. 
  Map #2 (Kenningamek’s Lair) shows the general layout of 
  the complex.  The teleport circle takes the PCs to the 
  chamber at the end of the passage labeled “D.”  The 
  passage out of the arrival chamber extends for 
  approximately 40 feet before opening into an even larger 
  chamber.   
  Kenningamek and Rezinar are discussing the kidnapping 
  mission results in the next room.  It will take a Listen 
  check (DC 30) to be able to make out their conversation 
  from within this room (see below for details on the 
  conversation, but you will need to skip any visual 
  information). 
  The PCs can observe the main cavern from the entrance 
  with little chance of being spotted, provided that they 
  don’t do anything foolish.  This area is used by 
  Kenningamek as an audience chamber and has been set 
  up to provide lighting and acoustics that favor seeing and 
  hearing those at the focal point, where he and Rezinar 
  stand now.  If the PCs are near the entrance to the large 
  cavern, they can see and hear everything (no checks 
  required). 
  
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  If the PCs decide to interrupt the read-aloud text, they 
  may do so, but the consequences could be severe (see the 
  optional combat information below). 
  The room ahead is roughly 70 feet in diameter and 
  has a ceiling over 40 feet high.  The floor slopes 
  upward gently from where you stand to the side 
  opposite.  Continual flame spells light the area.  
  There are few at your end of the chamber, leaving 
  this area dim and shadowy, but there are plenty at 
  the other end, making it very easy to see what is 
  happening there.  Two figures stand within the 
  brightly lit area, with over a dozen more gathered 
  around at a respectful distance. The two figures are a 
  study in contrasts.  The one to the right is over 6 feet 
  tall and dressed in black armor. Its face is a 
  blackened skull covered with strips of shriveled, 
  rotting flesh.  It has two red pinpoints for eyes.  It is 
  missing its left hand.  The figure on the left is a 
  kobold who is relatively tall for his race, standing 
  over 2.5 feet high.  His leathery skin hangs loosely 
  upon his frame, indicating his advanced years. 
  Any PCs who played The Patrol will recognize the second 
  figure as Kenningamek. 
  “It is a minor setback,” says the kobold, sounding 
  much like a yapping dog. 
  The other speaks in a deep, crackling voice that 
  sends a chill down your spine, “Minor setback?!  I 
  told you, we need the heir of Kas!  This one has the 
  right blood, but he is not the scion of prophecy. 
  “I could lop off his head and raise him, if that’s all it 
  takes.” 
  “No!  The stars are no longer right and will not be 
  again for another century.  He cannot serve as the 
  vessel.  He is useless to me!” 
  The kobold wrings his hands and speaks in a 
  placating tone, “Far from it! I am sure that the one 
  you require would exchange himself for these two.  
  Humans are so sentimental.” 
  “Very well.  See to it at once!” 
  The skeletal figure exits through a nearby archway.  
  The kobold turns to the others standing near him. 
  “You three, take the prisoners to the holding cells, 
  then continue your regular patrols,” he says, 
  pointing to three hobgoblins who have [dogs at APL 
  2; wolves at APL 4, 6, or 8; or dire wolves at APL 10 or 12] 
  with them.  “You others may go rest.  Tomorrow you 
  will take messages to my armies to tell them that it 
  is time to gather.  Make it clear that I expect them all 
  to arrive here within the week.  You have failed me 
  once, do not fail me again!” 
  The kobold turns and goes out through a small 
  passageway to the left.  The three guards prod their 
  prisoners toward an exit on your right while the 
  other goblins leave through an archway on the 
  opposite side of the cavern. 
  After the others are gone, the guards with the 
  prisoners stop.  One of them growls something in a 
  guttural language and kicks the male prisoner 
  viciously.  One of the others holds out a hand and 
  speaks.  They exchange some words and then all of 
  the hobgoblins join in the beating while the female 
  prisoner cowers in fear nearby. 
  Any PCs who speak goblin can hear the exchange under 
  the same rules as above.  The first hobgoblin said to Lt. 
  Ennister, “It’s all your fault.  All you humans look alike.”  
  The second hobgoblin says, “The boss needs it alive.”  The 
  first responds, “True, but we can beat it until it’s almost 
  dead, can’t we?”  “Well, maybe not that bad, but we can 
  always say it tried to get away.” 
  If the PCs intervene after everyone but the guards are 
  gone, proceed to Encounter 5. If the PCs do not 
  intervene, the guards beat Lt. Ennister for a bit and then 
  one of them takes the prisoners down to the cells while 
  the other two wait by the entrance (location C on Map 
  #2).  It takes about two minutes for the guard to lock up 
  the prisoners and return.  The guards then start on their 
  patrol route (see Encounter 5). 
  DM Map #2 (Kenningamek’s Lair) shows the general 
  layout of the cavern.  The following is a key to that map. 
  Passage A – This is the passage used by Kenningamek.  
  It is so narrow that any creature of size medium is 
  squeezed and creatures of size large or greater may not 
  pass.   
  Passage B – This is the passage used by Rezinar.  
  Passage C – This is the passage through which the 
  prisoners are taken. 
  Passage D – This passage leads to the arrival chamber. 
  Passage E – This passage leads out of the cavern to the 
  outside world. 
  Passage F – This passage leads to the goblin barracks. 
  OPTIONAL COMBAT 
  If the PCs decide to attack at any time prior to the 
  departure of Kenningamek, Rezinar, and the majority of 
  their minions, they will face an almost overwhelming 
  force.   
  Be certain to ask if the PCs are certain they wish to do 
  this, before beginning this combat.  If after this inquiry 
  the players back down from interrupting box text, then 
  continue with that text.  Otherwise, if they are certain 
  they want to do this, continue. 
  APL 2 (EL 9) 
  � Male Goblin Rogue2 (x3): hp 11; see Appendix 1. 
  
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  � Male Hobgoblin Fighter2 (x4): hp 19; see 
  Appendix 1. 
  � Male Hobgoblin Ranger2 (x3): hp 16; see 
  Appendix 1. 
  � Dog (x3): hp 6; see Monster Manual, page 271. 
  APL 4 (EL 11) 
  � Male Goblin Rogue4 (x3): hp 24; see Appendix 2. 
  � Male Hobgoblin Fighter4 (x4): hp 34; see 
  Appendix 2. 
  � Male Hobgoblin Ranger4 (x3): hp 29; see 
  Appendix 2. 
  � Wolf Animal Companion (x3): hp 26; see 
  Appendix 2. 
  APL 6 (EL 13) 
  � Male Goblin Rogue6 (x3): hp 35; see Appendix 3. 
  � Male Hobgoblin Fighter6 (x4): hp 49; see 
  Appendix 3. 
  � Male Hobgoblin Ranger6 (x3): hp 42; see 
  Appendix 3. 
  � Wolf Animal Companion (x3): hp 39; see 
  Appendix 3. 
  APL 8 (EL 15) 
  � Male Goblin Rogue8 (x3): hp 46; see Appendix 4. 
  � Male Hobgoblin Fighter8 (x4): hp 64; see 
  Appendix 4. 
  � Male Hobgoblin Ranger8 (x3): hp 55; see 
  Appendix 4. 
  � Dire Wolf Animal Companion (x3): hp 45; see 
  Monster Manual, page 65 and Appendix 4. 
  APL 10 (EL 17) 
  � Male Goblin Rogue10 (x3): hp 57; see Appendix 
  5. 
  � Male Hobgoblin Fighter10 (x4): hp 79; see 
  Appendix 5. 
  � Male Hobgoblin Ranger10 (x3): hp 68; see 
  Appendix 5. 
  � Dire Wolf Animal Companion (x3): hp 45; see 
  Monster Manual, page 65 and Appendix 5. 
  APL 12 (EL 19) 
  � Male Goblin Rogue12 (x3): hp 68; see Appendix 
  5. 
  � Male Hobgoblin Fighter12 (x4): hp 94; see 
  Appendix 5. 
  � Male Hobgoblin Ranger12 (x3): hp 81; see 
  Appendix 6. 
  � Dire Wolf Animal Companion (x3): hp 68; see 
  Appendix 6. 
   
  Tactics: Kenningamek and Rezinar leave the 
  fighting to their minions, who they believe to be more 
  than up to the task.  Kenningamek instructs them to 
  capture the PCs so that they can carry the message to 
  Capt. Ennister.  He says that he needs at least one alive 
  and more or less in one piece but one will be sufficient.  
  Kenningamek and Rezinar take their leave at this point.  
  The goblins try to make maximum use of flanking and 
  tripping to place their foes at a disadvantage. 
   
  Treasure: See individual NPC entries by APL in the 
  Appendices and the Treasure Summary at the end of the 
  adventure. 
   
  Developments: If the PCs choose to rescue the 
  prisoners, go to Encounter 5.  If they choose to leave 
  immediately without a rescue, go to Encounter 6. If they 
  attack the assembled forces and somehow prevail, go to 
  Encounter 6 but paraphrase from this point on because 
  there is no pursuit even if the alarm spell is triggered.  If 
  they are captured, go to Conclusion C. 
  ENCOUNTER 5: JAILBREAK 
  The PCs can choose to attack immediately or to wait until 
  the guards leave for their patrol.  It takes about 2 minutes 
  for the guard to lock up the prisoners and emerge from 
  the passage again. From there, the guard patrol proceeds 
  to the exit to the outside (Passage E on Map #2) and then 
  returns to the center of the main cavern after 2 minutes.   
  Continual flames cast upon knobs of rock every 20 feet 
  light the roughly hewn passage that leads down to the 
  cell area.  The passage is only about 5 feet wide and 8 feet 
  high.  It curves to the right and slopes downward sharply, 
  so visibility is limited to 20 feet.  Dire wolves in the 
  passage are squeezed. 
  Each prisoner is locked in a separate cell.  If the PCs have 
  not gotten the keys from the guards, they will need to 
  pick the lock or break the door. 
  � Locked Strong Wooden Door: 2 in. thick, 
  hardness 5, hp 20, break DC 25, open locks DC 25. 
  If the PCs free the prisoners without fighting the guards 
  and do not have an alternate means to leave the caverns, 
  they will still need to get past the patrolling guards to 
  reach the exit.  The patrol route runs between the exit 
  and the center of the audience chamber, taking about 2 
  minutes to complete the route.   
  APL 2 (EL 5) 
  � Male Hobgoblin Ranger2 (x3): hp 16; see 
  Appendix 1. 
  � Dog (x3): hp 6; see Monster Manual, page 271. 
  
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  APL 4 (EL 7) 
  � Male Hobgoblin Ranger4 (x3): hp 29; see 
  Appendix 2. 
  � Wolf Animal Companion (x3): hp 26; see 
  Appendix 2. 
  APL 6 (EL 9) 
  � Male Hobgoblin Ranger6 (x3): hp 42; see 
  Appendix 3. 
  � Wolf Animal Companion (x3): hp 39; see 
  Appendix 3. 
  APL 8 (EL 11) 
  � Male Hobgoblin Ranger8 (x3): hp 55; see 
  Appendix 4. 
  � Dire Wolf Animal Companion (x3): hp 45; see 
  Monster Manual, page 65 and Appendix 4. 
  APL 10 (EL 13) 
  � Male Hobgoblin Ranger10 (x3): hp 68; see 
  Appendix 5. 
  � Dire Wolf Animal Companion (x3): hp 45; see 
  Monster Manual, page 65 and Appendix 5. 
  APL 12 (EL 15) 
  � Male Hobgoblin Ranger12 (x3): hp 81; see 
  Appendix 6. 
  � Dire Wolf Animal Companion (x3): hp 68; see 
  Appendix 6. 
   
  Tactics: The guards prefer to fight in somewhat 
  open ground so that they can establish flanking positions 
  with their animal companions.  They have their animal 
  companions attack first, hoping that the opponent will be 
  tripped and easier to hit. 
   
  Treasure: See individual NPC entries by APL in the 
  Appendices and the Treasure Summary at the end of the 
  adventure. 
   
  Developments: The sequence of events starts with 
  the guards in the main chamber near the entrance to the 
  cell chamber (Passage C on Map #2).  After the guards 
  finish beating Lt. Ennister, one guard with his animal 
  companion takes the prisoners down to the cells while 
  the other two guards wait above.  Once the prisoners are 
  locked up, the guards proceed on their patrol route 
  (going back and forth between the exit to the cavern at 
  the end of Passage E and the center of the main cavern).  
  The guards carry keys to the cells.  If the PCs choose to 
  wait until the guards leave, they will need to find another 
  way to open the doors.  Each prisoner is in a separate cell. 
  ENCOUNTER 6: EXIT 
  The PCs need to find the way out of the cavern complex.  
  If they observed the meeting between Kenningamek and 
  Rezinar, they may be able to guess which passage leads 
  out by a process of elimination.  They can use Track 
  checks in front of each of the exits to see what kind of 
  traffic has gone through each. 
  Passage A – Track DC 21 reveals that a single small 
  humanoid has passed out through here recently. Track 
  DC 22 reveals that it has come and gone this way several 
  times over the last 24 hours.  
  Passage B – Track DC 20 reveals that a single medium-
  sized humanoid in metal armor has passed out through 
  here recently. Track DC 21 reveals that it has come and 
  gone this way several times over the last 24 hours. 
  Passage C – Track DC 18 reveals that a small group of 
  humanoids accompanied by some wolves passed out 
  through here recently and that fewer humanoids and the 
  same number of wolves came back.  
  Passage D – Track DC 17 reveals that a large group of 
  humanoids along with some wolves passed into the large 
  cavern from here but there are no tracks leading out 
  unless the PCs made some. 
  Passage E – Track DC 18 reveals that a small group of 
  humanoids accompanied by some wolves have passed in 
  and out through here frequently over the last 24 hours.  
  Passage F – Track DC 17 reveals that many humanoids 
  and a number of wolves have passed through here in each 
  direction over the last 24 hours. 
  If the PCs explore passages A or B, they find that each 
  extends for 30 feet, ending in a locked iron door. 
  � Locked Iron Door: 2 in. thick, hardness 10, hp 
  60, break DC 28, open locks DC 30. 
  Passage A leads to the personal quarters of Kenningamek 
  and passage B leads to the personal quarters of Rezinar.  
  Both NPCs have left the complex to put elements of their 
  plan in motion.  They have not left anything valuable 
  here. 
  If the PCs proceed down Passage F, they find the 
  humanoids from Encounter 4 (minus the guards on 
  patrol) fast asleep.  These guards do not awaken unless 
  they are attacked, the alarm sounds (see below), or they 
  are otherwise provoked. 
  Passage E is the exit passage. It extends about 40 feet and 
  widens from a 10-foot diameter at the cavern end to a 20-
  foot diameter exit.   Unlike the rest of the complex, there 
  are no continual flame spells in this passage, but light 
  passing through the camouflage netting that covers the 
  exit provides dim light throughout. The patrol group 
  goes down this passage to within about 5 feet of the exit 
  and then turns around and goes back into the complex 
  
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  (PCs making a Track check DC 18 can see that the patrols 
  turn just before the opening).   
  Have the PCs make a Spot check (DC 20).  A successful 
  check reveals a small hole 15 feet up on the right wall 10 
  feet from the opening.  The hole is a 1-foot diameter 
  passage extending 30 feet to connect to the barracks 
  room (acting as a sound conduit, see below). 
  The camouflage netting has an audible alarm spell cast 
  upon it (18th level caster).   If the alarm is triggered, the 
  humanoids in the barracks room awaken, but their orders 
  are to set up a defense in the main cavern (under the 
  assumption that the alarm indicates an attack from 
  outside rather than someone from inside escaping).  The 
  PCs get a two-minute head start before the pursuit is 
  organized.  Even if the PCs have left the dead bodies of 
  the prisoners in plain sight, the guards have their orders 
  and will follow them until given new ones. 
  If the PCs exit through this passage and make their way 
  overland to civilization, they can report the location of 
  Kenningamek’s lair to the Gran March authorities 
  (activated veterans and members of the Gran March 
  military receive a Commendation for doing so). 
  If the PCs trip the alarm, proceed to Encounter 7.  If they 
  manage to bypass it, proceed to Encounter 8. 
  ENCOUNTER 7: PURSUIT 
  The PCs emerge from the cavern to find themselves on 
  the side of a hill in a heavily forested area.  The trees are 
  huge and their branches meet overhead to form a canopy 
  through which very little light penetrates.  Even PCs who 
  have never been to the Dim Forest before can recognize 
  the place from the descriptions they’ve heard in stories or 
  tavern tales. The PCs have a two-minute head start before 
  the pursuit begins.  If the PCs seem to be at a loss for 
  what to do, Lt. Ennister takes command and tells 
  everyone that they need to move away as quickly as 
  possible, preferably to the east, as he believes that this 
  would be the shortest route out.  Anyone with 5 ranks of 
  Survival can automatically tell in which direction true 
  north lies.  The Lieutenant has no idea which direction is 
  east, but he will choose a direction and proceed with 
  confidence if no one else seems to know which way to 
  go.   After the PCs have gotten moving, proceed with the 
  following. 
  You have pushed hard to put as much distance as 
  you can between yourselves and the caverns from 
  which you escaped, but the unintelligible shouts 
  and the howling of wolves from your pursuers have 
  been gaining ground with each passing minute.   
  You reach a small stream and Lt. Ennister holds up a 
  hand for you to stop. 
  “We cannot evade them forever.  They know this 
  ground and we do not.  Their dogs have undoubtedly 
  found our scent and they can see much better than 
  we can in this infernal dark.  The rest of you follow 
  this stream while I lead them away.  You at least may 
  escape if I can distract them long enough.  Take 
  Nihrsicca back to my brother.”  
  He turns to his sister in law, “I wish you and 
  Trellheim many happy years together. Fare well.”  
  The PCs may attempt to convince Lt. Ennister that they 
  would be better decoys.  He will gladly accept any 
  volunteers who wish to accompany him (telling them 
  that he is sure that his brother will appreciate their 
  sacrifice), but the PCs will need to succeed in a DC 20 
  diplomacy check to convince him not to go.  If they can 
  make a case that they are better able to evade the enemy 
  through skills or spells, give them a +2 circumstance 
  bonus on their check.  If they mention that they 
  overheard the leaders saying that he and Nihrsicca were 
  to be traded for Capt. Ennister so that the leaders could 
  carry out some nefarious plot, give them an additional +2 
  circumstance bonus.  If they are lower-ranked members 
  of the military and suggest that it is necessary for the 
  superior officer to report or that it is their duty to 
  facilitate his escape over their own, give them another 
  additional +2 circumstance bonus on their check.  You 
  may also apply additional circumstance bonuses as you 
  see fit (arguments that appeal to his sense of duty and to 
  logical tactics will help, but arguments that appeal to his 
  personal sense of self-preservation do not).  If a PC who 
  outranks him (Lieutenant with four years in grade, or 
  higher rank) gives him an order, he will comply.   Lt. 
  Ennister is willing to pause for a little discussion, but not 
  much.  It is imperative that they keep moving or 
  everyone will be captured.  Let the PCs state their case 
  and make the check and then move on. 
  Use the humanoids from the optional combat in 
  Encounter 4 as the pursuers.  If Lt. Ennister acts alone as 
  a decoy, he is captured. If the PCs are with him, allow 
  them to work together to hide from the pursuit (use the 
  PCs’ Hide and Move Silent checks rather than having 
  him roll separately).  The pursuers are spread out, so it is 
  only necessary to fool the hobgoblin rangers and their 
  animal companions.  The PCs may attempt to conceal 
  their trail (making the Track check DC 20 instead of DC 
  15).  If the trackers make their checks, they close with 
  the PCs. Roll Spot and Listen checks for each ranger and 
  his animal companion opposed by the worst PC Hide and 
  Move Silent checks.  If the PCs have some magical or 
  supernatural means by which they can cause a break in 
  the trail (dimension door, druid trackless step ability, etc.), 
  they can evade capture without having to make any 
  checks.   
  If the pursuers catch up to the PCs and detect them, they 
  offer to take them alive, but if the PCs resist, their 
  remains will be fed to the dogs, never to be found. If the 
  PCs want to fight and there is insufficient time to run the 
  combat, tell the PCs out of character that the opposing 
  force is overwhelming and that it is not possible for them 
  to escape. 
  
  GRM6-08 Coming Home 
   
  Page 12 
  If Lt. Ennister is captured, use Conclusion C.  If the PCs 
  are captured but Lt. Ennister escapes, use Conclusion B.  
  If no one is captured, use Conclusion A.   
  As the PCs with Nihrsicca make their way downstream, 
  proceed to Encounter 8. 
  ENCOUNTER 8: A GUIDE IS 
  FOUND 
  If any PCs were part of the decoy attempt, they need to 
  make a DC 15 Survival check to avoid getting lost. If the 
  PCs are not lost, they are able to rejoin their comrades 
  before nightfall.  If not, they need to set up separate 
  camps. 
  The sounds of pursuit have not been heard for hours 
  but it is starting to get very, very dark. 
  Before long, only PCs with darkvision can see well 
  enough to press on safely.  If the PCs insist on 
  continuing, Nihrsicca stubs her toe and falls down into 
  the stream, complaining bitterly.  When the PCs decide 
  to set up camp, have them choose watches and ask if they 
  start a fire.  If they do, describe flickering shadows 
  moving on the edge of the firelight.  If not, describe 
  sounds of movement from around the perimeter.  Play up 
  the spookiness if there is time remaining, but no 
  encounters occur. 
  The next day, after the PCs set out again, proceed with 
  the following. 
  Ahead, standing on the bank of the stream, waving 
  to catch your attention, stands an elf armed with 
  longsword and longbow.   
  “Greetings!  You appear to be a long way from home.” 
  This is Worolan Ethelos.  He originally appeared as a 
  wounded elf who warned of a planned attack on a work 
  gang in Under Siege (some PCs saved his life by healing 
  his wounds).  He also appeared in The Patrol, where he 
  guided some PCs to the location of a courier and his 
  guards (the courier was Kenningamek).  If any PCs 
  encountered him in either of those adventures, he 
  recognizes them.  
  If the PCs appear lost, Worolan offers to guide them to 
  Fort Endurance.  He is going there to report on some of 
  the activity he has seen while scouting.  Many goblins 
  and orcs are gathering.  It looks like they are preparing 
  for war.   
  If the PCs indicate that some of their friends were 
  separated from them and may have been captured, he 
  tells them to remain here for a day and he will see if he 
  can round up any stragglers.  If the separated PCs have 
  been captured, Worolan will tell the remaining PCs of 
  their fate. 
  If the PCs go to Fort Endurance, a Lieutenant takes their 
  initial report, but quickly realizes that this is important 
  enough to call to the attention of Warden Gault Stalmir.  
  If the PCs are able to relate enough detail that can be 
  used to identify the location of Kenningamek’s lair, he is 
  quite excited and very grateful.  He issues a 
  Commendation for all Gran March military members.  
  He arranges for transportation back to Lortenford. 
  If the PCs choose not to go to Fort Endurance, but do 
  report the location of Kenningamek’s lair to members of 
  the Gran March nobility, government, or military, 
  military PCs receive a Commendation. 
  CONCLUSION 
  There are three possible conclusions, depending on 
  whether the PCs are able to avoid being captured and 
  whether they are able to rescue both Nihrsicca and Lt. 
  Irskol Ennister. 
  CONCLUSION A  
  (Everyone Escapes) 
  Capt. Ennister and his father, the Elector, greet the PCs 
  warmly upon their return to Lortenford.  The Elector 
  promises that he will be forever grateful to the PCs for 
  their assistance (the PCs receive the “Elector’s Influence 
  Point” reward). 
  CONCLUSION B  
  (PCs Captured, But NPCs Rescued) 
  Capt. Ennister and his father, the Elector, greet the PCs 
  warmly upon their return to Lortenford.  The Elector 
  promises that he will be forever grateful to the PCs for 
  their assistance (the PCs receive the “Elector’s Influence 
  Point” reward). 
  Since captured PCs in this situation have no trade or 
  messenger value, Kenningamek holds them against 
  possible future need.  They are eventually freed when the 
  Gran March army attacks his stronghold.  Such PCs 
  should receive the “Captured by Kenningamek” effect on 
  the AR.  
  CONCLUSION C 
  (NPCs Not Rescued) 
  If the PCs are sent back to Lortenford to carry 
  Kenningamek’s offer to exchange the prisoners for Capt. 
  Ennister, they are not greeted as warmly.  The Elector is 
  grateful for their service, but is so displeased with the 
  overall state of affairs that he does not remember them 
  fondly.  Capt. Ennister goes through with the exchange 
  and what becomes of him will be determined later. 
  If any PCs return to Lortenford without the prisoners 
  because they fled without attempting to rescue them or 
  did not go through the teleport circle in pursuit, the Elector 
  will eventually find out and these PCs receive the 
  
  GRM6-08 Coming Home 
   
  Page 13 
  “Displeasure of Elector Thorgier Ennister.”  This should 
  not affect other PCs who did not show what the Elector 
  would consider cowardice. 
   
   
  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 1 
  Defeat the goblins. 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Encounter 3 
  Defeat the goblins. 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  APL 10: 330 xp. 
   
  APL 12: 390 xp. 
  Encounter 4 
  Defeat the optional combat. 
   
  APL 2: 270 xp. 
   
  APL 4: 330 xp. 
   
  APL 6: 390 xp. 
   
  APL 8: 450 xp. 
   
  APL 10: 510 xp. 
   
  APL 12: 570 xp. 
  Encounter 5  
  Defeat the hobgoblin rangers (cannot be awarded in 
  addition to experience for Encounter 4). 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
   
  APL 10: 390 xp. 
   
  APL 12: 450 xp. 
  Story Award 
  Keeping Lt. Ennister from being recaptured by 
  Kenningamek’s minions (by either avoiding the alarm 
  spell, convincing him not to join the decoy party, or 
  successfully evading capture). 
   
  APL 2: 90 xp. 
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  
  GRM6-08 Coming Home 
   
  Page 14 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 1: 
  APL 2: L: 118 gp, C: 34 gp, M: potion of shield of faith +2 
  (x4) (4 gp ea.), potion of shield of faith +3 (25 gp), 
  silversheen (x2) (20 gp ea.), +1 studded leather (98 gp). 
  APL 4: L: 118 gp, C: 217, M: potion of shield of faith +3 
  (x4) (25 gp ea.), potion of shield of faith +4 (x2) (50 gp 
  ea.), silversheen (x2) (20 gp ea.), +1 studded leather (98 
  gp). 
  APL 6: L: 414 gp, C: 147 gp, M: potion of shield of faith 
  +3 (x2) (25 gp ea.), potion of shield of faith +4 (50 gp), 
  silversheen (x2) (20 gp ea.), +1 spiked chain (x2) (194 gp 
  ea.). 
  APL 8: L: 414 gp, C: 497 gp, M: potion of shield of faith 
  +4 (x5) (50 gp ea.), silversheen (x4) (20 gp ea.), +1 spiked 
  chain (x2) (194 gp ea.), gloves of dexterity +2 (333 gp). 
  APL 10: L: 64 gp, C: 255 gp, M: potion of shield of faith 
  +5 (x6) (75 gp ea.), silversheen (x4) (20 gp ea.), +1 spiked 
  chain (x2) (194 gp ea.), gauntlets of ogre power (x2) (333 
  gp ea.), +1 light fortification mithral breastplate (633 gp), 
  gloves of dexterity +2 (333 gp), goggles of minute seeing 
  (104 gp). 
  APL 12: L: 64 gp, C: 438 gp, M: potion of shield of faith 
  +5 (x5) (75 gp ea.), silversheen (x4) (20 gp ea.), +1 bane 
  (human) spiked chain (x2) (694 gp ea.), gauntlets of ogre 
  power (x2) (333 gp ea.), +1 light fortification mithral 
  breastplate (633 gp), gloves of dexterity +4 (1,333 gp), 
  goggles of minute seeing (104 gp). 
  Encounter 4: 
  APL 2: L: 468 gp, C: 328 gp, M: potion of shield of faith 
  +3 (x11) (25 gp ea.), potion of shield of faith +4 (x6) (50 
  gp ea.), silversheen (x4) (20 gp ea.), +1 studded leather 
  (x3) (98 gp ea.). 
  APL 4: L: 359 gp, C: 778 gp, M: potion of shield of faith 
  +3 (x4) (25 gp ea.), potion of shield of faith +4 (x6) (50 gp 
  ea.), potion of shield of faith +5 (x6) (75 gp ea.), 
  silversheen (x8) (20 gp ea.), +1 studded leather (x3) (98 
  gp ea.). 
  APL 6: L: 1,330 gp, C: 1,632 gp, M: potion of shield of 
  faith +4 (x11) (50 gp ea.), potion of shield of faith +5 (x6) 
  (75 gp ea.), silversheen (x8) (20 gp ea.), +1 spiked chain 
  (x4) (194 gp ea.), +1 longsword (x3) (193 gp ea.). 
  APL 8: L: 1,253 gp, C: 998 gp, M: potion of shield of faith 
  +4 (x3) (50 gp ea.), potion of shield of faith +5 (x14) (75 
  gp ea.), silversheen (x8) (20 gp ea.), +1 spiked chain (x4) 
  (194 gp ea.), gauntlets of ogre power (x4) (333 gp ea.), 
  gloves of dexterity +2 (x3) (333 gp ea.), +1 longsword (x3) 
  (193 gp ea.), +1 short sword (x3) (192 gp ea.), dust of 
  appearance (x3) (150 gp ea.). 
  APL 10: L: 203 gp, C: 1,773 gp, M: potion of shield of 
  faith +5 (x20) (75 gp ea.), silversheen (x8) (20 gp ea.), +1 
  bane (human) spiked chain (x4) (694 gp ea.), gauntlets of 
  ogre power (x4) (333 gp ea.), +1 light fortification mithral 
  breastplate (x3) (633 gp ea.), gloves of dexterity +2 (x3) 
  (333 gp ea.), goggles of minute seeing (x3) (104 gp ea.), 
  +1 longsword (x3) (193 gp ea.), +1 short sword (x3) (192 
  gp ea.), dust of appearance (x3) (150 gp ea.), amulet of 
  mighty fists +1 (x3) (500 gp ea.). 
  APL 12: L: 203 gp, C: 557 gp, M: potion of shield of faith 
  +5 (x17) (75 gp ea.), silversheen (x8) (20 gp ea.), +1 bane 
  (human) spiked chain (x4) (694 gp ea.), belt of giant 
  strength +4 (x4) (1,333 gp ea.), +1 light fortification 
  mithral breastplate (x3) (633 gp ea.), gloves of dexterity +4 
  (x3) (1,333 gp ea.), goggles of minute seeing (x3) (104 gp 
  ea.), +1 flaming longsword (x3) (693 gp ea.), +1 frost 
  short sword (x3) (692 gp ea.), dust of appearance (x3) 
  (150 gp ea.), amulet of mighty fists +1 (x3) (500 gp ea.). 
  Encounter 5: 
  APL 2: L: 200 gp, C: 0 gp, M: potion of shield of faith +4 
  (x6) (50 gp ea.). 
  APL 4: L: 200 gp, C: 350 gp, M: potion of shield of faith 
  +5 (x6) (75 gp ea.). 
  APL 6: L: 121 gp, C: 500 gp, M: potion of shield of faith 
  +5 (x6) (75 gp ea.), +1 longsword (x3) (193 gp ea.). 
  APL 8: L: 44 gp, C: 500 gp, M: potion of shield of faith +5 
  (x6) (75 gp ea.), +1 longsword (x3) (193 gp ea.), +1 short 
  sword (x3) (192 gp ea.), dust of appearance (x3) (150 gp 
  ea.). 
  APL 10: L: 44 gp, C: 800 gp, M: potion of shield of faith 
  +5 (x6) (75 gp ea.), +1 longsword (x3) (193 gp ea.), +1 
  short sword (x3) (192 gp ea.), dust of appearance (x3) 
  (150 gp ea.), amulet of mighty fists +1 (x3) (500 gp ea.). 
  APL 12: L: 44 gp, C: 300 gp, M: potion of shield of faith 
  +5 (x6) (75 gp ea.), +1 flaming longsword (x3) (693 gp 
  ea.), +1 frost short sword (x3) (692 gp ea.), dust of 
  appearance (x3) (150 gp ea.), amulet of mighty fists +1 
  (x3) (500 gp ea.). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  Please note that the opponents in Encounter 5 are 
  included in the optional combat in Encounter 4 and 
  treasure cannot be awarded from both encounters.  The 
  totals below reflect this. 
  APL 2: L: 586 gp, C: 362 gp, M: 1128 gp – Total: 2076 
  gp (450 gp). 
  
  GRM6-08 Coming Home 
   
  Page 15 
  APL 4: L: 477 gp, C: 995 gp, M: 1642 gp – Total: 3114 
  gp (650 gp). 
  APL 6: L: 1744 gp, C: 1779 gp, M: 3043 gp – Total: 
  6566 gp (900 gp). 
  APL 8: L: 1667 gp, C: 1495 gp, M: 7083 gp – Total: 
  10,245 gp (1,300 gp). 
  APL 10: L: 267 gp, C: 2028 gp, M: 14,622 gp – Total: 
  16,917 gp (2,300 gp). 
  APL 12: L: 267 gp, C: 995 gp, M: 26,397 gp – Total: 
  27,659 gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Elector’s Influence Point: You have earned the 
  gratitude of Elector Thorgier Ennister for your service to 
  his family.  This Influence Point may be used per the 
  current Gran March rules governing the use of Elector’s 
  Influence Points.  If the PC also earned Captured by 
  Kenningamek, this Influence Point may be used twice.  
  Mark this Influence as USED when it has been spent. 
  � Military Commendation: For your efforts in 
  locating the lair of Kenningamek, scourge of the Dim 
  Forest, you have been awarded a Commendation. 
  � Captured by Kenningamek: You have been the 
  long-term guest of the self-styled Warlord of the Dim 
  Forest.  While his ministrations left no permanent marks 
  on your flesh, they almost certainly left permanent 
  impressions upon your psyche.  This adventure costs an 
  additional 4 TUs to represent your time in captivity.  If 
  you do not have sufficient TUs remaining in this 
  campaign year, subtract the excess TUs at the beginning 
  of the next campaign year.  Your imprisonment grants 
  you access to acquire the Badge of Bondage feat (Dragon 
  #315). 
  � Displeasure of Elector Thorgier Ennister: For your 
  failure to assist his family in time of need, Elector 
  Thorgier Ennister bears you great enmity.  This has no in-
  game effect at present, but may have implications in 
  future adventures. 
  Item Access 
  APL 2: 
  • 
  Silversheen (Adventure; Dungeon Master’s Guide) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Potion of Shield of Faith +5 (Adventure; Dungeon Master’s 
  Guide) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Mithral Breastplate (Adventure; Dungeon Master’s Guide) 
   
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  Dust of Appearance (Adventure; Dungeon Master’s Guide) 
   
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  +1 Bane (Human) Spiked Chain (Adventure; Dungeon 
  Master’s Guide) 
  • 
  +1 Light Fortification Mithral Breastplate (Adventure; 
  Dungeon Master’s Guide) 
  • 
  Amulet of Mighty Fists +1 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Goggles of Minute Seeing (Adventure; Dungeon Master’s 
  Guide) 
   
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  • 
  +1 Flaming Longsword (Adventure; Dungeon Master’s 
  Guide) 
  • 
  +1 Frost Short Sword (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Belt of Giant Strength +4 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Gloves of Dexterity +4 (Adventure; Dungeon Master’s 
  Guide) 
   
   
   
   
   
  
  GRM6-08 Coming Home 
   
  Page 16 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 1 
   
   
   
   
  Male Goblin Rogue2: Small Humanoid (Goblinoid); CR 
  2; HD 2d6+2; hp 11; Init +3; Spd 30 ft.; AC 18, touch 14, 
  flat-footed 15 (+3 Dex, +1 size, +4 +1 studded leather); Base 
  Atk/Grp: +1/-2; Atk +4 melee (1d4+1, masterwork rapier); 
  Full Atk +4 melee (1d4+1, masterwork rapier); SA Sneak 
  attack +1d6; SQ Darkvision 60 ft.; AL NE; SV Fort +1, Ref 
  +6, Will +0; Str 13, Dex 16, Con 13, Int 12, Wis 10, Cha 6. 
   
  Skills & Feats: Disable Device +8, Escape Artist +8, 
  Hide +12, Listen +5, Move Silently +12, Open Lock +10, 
  Search +6, Spot +5, Tumble +8; Dodge. 
   
  Evasion (Ex): see Player’s Handbook p. 50. 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: +1 studded leather, masterwork rapier, 
  masterwork thieves’ tools, shield of faith +3 potion, 155 gp. 
   
  Description: Standing about 3-1/2 feet tall with red 
  skin and eyes, this goblin is unusual in that he has a 
  tattoo of a dragon breathing fire on his right cheek. 
  Male 
  Hobgoblin 
  Fighter1: 
  Medium 
  Humanoid 
  (Goblinoid); CR 1; HD 1d10+2; hp 12; Init +3; Spd 20 ft.; 
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 breastplate); 
  Base Atk/Grp: +1/+3; Atk +4 melee (2d4+3, masterwork 
  spiked chain); Full Atk +4 melee (2d4+3, masterwork 
  spiked chain); SA none; SQ Darkvision 60 ft.; AL LE; SV 
  Fort +4, Ref +3, Will +0; Str 15, Dex 16, Con 14, Int 13, 
  Wis 10, Cha 8. 
   
  Skills & Feats: Hide +1, Listen +2, Move Silently +3, 
  Spot +2; Combat Expertise, Exotic Weapon Proficiency 
  (spiked chain). 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: breastplate, masterwork spiked chain, 
  silversheen, shield of faith +2 potion (x2), 25 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  ENCOUNTER 4 
   
   
   
   
  Male Goblin Rogue2: Small Humanoid (Goblinoid); CR 
  2; HD 2d6+2; hp 11; Init +3; Spd 30 ft.; AC 18, touch 14, 
  flat-footed 15 (+3 Dex, +1 size, +4 +1 studded leather); Base 
  Atk/Grp: +1/-2; Atk +4 melee (1d4+1, masterwork rapier); 
  Full Atk +4 melee (1d4+1, masterwork rapier); SA Sneak 
  attack +1d6; SQ Darkvision 60 ft.; AL NE; SV Fort +1, Ref 
  +6, Will +0; Str 13, Dex 16, Con 13, Int 12, Wis 10, Cha 6. 
   
  Skills & Feats: Disable Device +8, Escape Artist +8, 
  Hide +12, Listen +5, Move Silently +12, Open Lock +10, 
  Search +6, Spot +5, Tumble +8; Dodge. 
   
  Evasion (Ex): see Player’s Handbook p. 50. 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: +1 studded leather, masterwork rapier, 
  masterwork thieves’ tools, shield of faith +3 potion, 155 gp. 
   
  Description: Standing about 3-1/2 feet tall with red 
  skin and eyes, this goblin is unusual in that he has a 
  tattoo of a dragon breathing fire on his right cheek. 
  Male 
  Hobgoblin 
  Fighter2: 
  Medium 
  Humanoid 
  (Goblinoid); CR 2; HD 2d10+4; hp 19; Init +3; Spd 20 ft.; 
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 breastplate); 
  Base Atk/Grp: +2/+4; Atk +5 melee (2d4+3, masterwork 
  spiked chain); Full Atk +5 melee (2d4+3, masterwork 
  spiked chain); SA none; SQ Darkvision 60 ft.; AL LE; SV 
  Fort +5, Ref +3, Will +0; Str 15, Dex 16, Con 14, Int 13, 
  Wis 10, Cha 8. 
   
  Skills & Feats: Hide +1, Listen +2, Move Silently +3, 
  Spot +2; Combat Expertise, Exotic Weapon Proficiency 
  (spiked chain), Improved Trip. 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: breastplate, masterwork spiked chain, 
  silversheen (x2), shield of faith +3 potion (x2), 375 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  Male 
  Hobgoblin 
  Ranger2: 
  Medium 
  Humanoid 
  (Goblinoid); CR 2; HD 2d8+4; hp 16; Init +3; Spd 30 ft.; 
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 masterwork 
  studded leather); Base Atk/Grp: +2/+4; Atk +5 melee 
  (1d8+2, masterwork longsword); Full Atk +3 melee 
  (1d8+2, masterwork longsword) and +3 melee (1d6+1, 
  masterwork short sword); SA none; SQ Darkvision 60 ft.; 
  AL LE; SV Fort +5, Ref +6, Will +2; Str 14, Dex 16, Con 14, 
  Int 10, Wis 14, Cha 8. 
   
  Skills & Feats: Handle Animal +4, Hide +8, Listen +9, 
  Move Silently +12, Spot +9, Survival +7; Alertness, Track, 
  Two-Weapon Fighting. 
   
  Favored Enemy (Ex): +2 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks and +2 weapon 
  damage vs. humans. 
   
  Wild Empathy (Ex): see Player’s Handbook p. 47. 
   
  Languages: Common, Goblin. 
   
  Possessions: masterwork studded leather, masterwork 
  longsword, masterwork short sword, shield of faith +4 
  potion (x2), 0 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  ENCOUNTER 5 
   
   
   
   
  Male 
  Hobgoblin 
  Ranger2: 
  Medium 
  Humanoid 
  (Goblinoid); CR 2; HD 2d8+4; hp 16; Init +3; Spd 30 ft.; 
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 masterwork 
  studded leather); Base Atk/Grp: +2/+4; Atk +5 melee 
  (1d8+2, masterwork longsword); Full Atk +3 melee 
  (1d8+2, masterwork longsword) and +3 melee (1d6+1, 
  
  GRM6-08 Coming Home 
   
  Page 17 
  masterwork short sword); SA none; SQ Darkvision 60 ft.; 
  AL LE; SV Fort +5, Ref +6, Will +2; Str 14, Dex 16, Con 14, 
  Int 10, Wis 14, Cha 8. 
   
  Skills & Feats: Handle Animal +4, Hide +8, Listen +9, 
  Move Silently +12, Spot +9, Survival +7; Alertness, Track, 
  Two-Weapon Fighting. 
   
  Favored Enemy (Ex): +2 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks and +2 weapon 
  damage vs. humans. 
   
  Wild Empathy (Ex): see Player’s Handbook p. 47. 
   
  Languages: Common, Goblin. 
   
  Possessions: masterwork studded leather, masterwork 
  longsword, masterwork short sword, shield of faith +4 
  potion (x2), 0 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
   
   
  
  GRM6-08 Coming Home 
   
  Page 18 
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 1 
   
   
   
   
  Male Goblin Rogue4: Small Humanoid (Goblinoid); CR 
  4; HD 4d6+8; hp 24; Init +3; Spd 30 ft.; AC 18, touch 14, 
  flat-footed 15 (+3 Dex, +1 size, +4 +1 studded leather); Base 
  Atk/Grp: +3/+0; Atk +8 melee (1d4+1, masterwork 
  rapier); Full Atk +8 melee (1d4+1, masterwork rapier); SA 
  Sneak attack +2d6; SQ Darkvision 60 ft.; AL NE; SV Fort 
  +3, Ref +7, Will +1; Str 13, Dex 16, Con 14, Int 12, Wis 10, 
  Cha 6. 
   
  Skills & Feats: Disable Device +10, Escape Artist +10, 
  Hide +14, Listen +7, Move Silently +14, Open Lock +12, 
  Search +8, Spot +7, Tumble +10; Dodge, Weapon Finesse. 
   
  Evasion (Ex): see Player’s Handbook p. 50. 
   
  Trap Sense +1 (Ex): see Player’s Handbook p. 50. 
   
  Uncanny Dodge (Ex): see Player’s Handbook p. 50. 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: +1 studded leather, masterwork rapier, 
  masterwork thieves’ tools, shield of faith +4 potion (x2), 555 
  gp. 
   
  Description: Standing about 3-1/2 feet tall with red 
  skin and eyes, this goblin is unusual in that he has a 
  tattoo of a dragon breathing fire on his right cheek. 
  Male 
  Hobgoblin 
  Fighter2: 
  Medium 
  Humanoid 
  (Goblinoid); CR 2; HD 2d10+4; hp 19; Init +3; Spd 20 ft.; 
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 breastplate); 
  Base Atk/Grp: +2/+4; Atk +5 melee (2d4+3, masterwork 
  spiked chain); Full Atk +5 melee (2d4+3, masterwork 
  spiked chain); SA none; SQ Darkvision 60 ft.; AL LE; SV 
  Fort +5, Ref +3, Will +0; Str 15, Dex 16, Con 14, Int 13, 
  Wis 10, Cha 8. 
   
  Skills & Feats: Hide +1, Listen +2, Move Silently +3, 
  Spot +2; Combat Expertise, Exotic Weapon Proficiency 
  (spiked chain), Improved Trip. 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: breastplate, masterwork spiked chain, 
  silversheen (x2), shield of faith +3 potion (x2), 375 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  ENCOUNTER 4 
   
   
   
   
  Male Goblin Rogue4: Small Humanoid (Goblinoid); CR 
  4; HD 4d6+8; hp 24; Init +3; Spd 30 ft.; AC 18, touch 14, 
  flat-footed 15 (+3 Dex, +1 size, +4 +1 studded leather); Base 
  Atk/Grp: +3/+0; Atk +8 melee (1d4+1, masterwork 
  rapier); Full Atk +8 melee (1d4+1, masterwork rapier); SA 
  Sneak attack +2d6; SQ Darkvision 60 ft.; AL NE; SV Fort 
  +3, Ref +7, Will +1; Str 13, Dex 16, Con 14, Int 12, Wis 10, 
  Cha 6. 
   
  Skills & Feats: Disable Device +10, Escape Artist +10, 
  Hide +14, Listen +7, Move Silently +14, Open Lock +12, 
  Search +8, Spot +7, Tumble +10; Dodge, Weapon Finesse. 
   
  Evasion (Ex): see Player’s Handbook p. 50. 
   
  Trap Sense +1 (Ex): see Player’s Handbook p. 50.  
   
  Uncanny Dodge (Ex): see Player’s Handbook p. 50. 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: +1 studded leather, masterwork rapier, 
  masterwork thieves’ tools, shield of faith +4 potion (x2), 555 
  gp. 
   
  Description: Standing about 3-1/2 feet tall with red 
  skin and eyes, this goblin is unusual in that he has a 
  tattoo of a dragon breathing fire on his right cheek. 
  Male 
  Hobgoblin 
  Fighter4: 
  Medium 
  Humanoid 
  (Goblinoid); CR 4; HD 4d10+8; hp 34; Init +3; Spd 20 ft.; 
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 breastplate); 
  Base Atk/Grp: +4/+7; Atk +9 melee (2d4+7, +1 spiked 
  chain); Full Atk +9 melee (2d4+7, +1 spiked chain); SA 
  none; SQ Darkvision 60 ft.; AL LE; SV Fort +6, Ref +4, 
  Will +1; Str 16, Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills & Feats: Hide +2, Listen +3, Move Silently +3, 
  Spot +3; Combat Expertise, Exotic Weapon Proficiency 
  (spiked chain), Improved Trip, Weapon Focus (spiked 
  chain), Weapon Specialization (spiked chain). 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: breastplate, +1 spiked chain, silversheen, 
  shield of faith +3 potion, 225 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  Male 
  Hobgoblin 
  Ranger4: 
  Medium 
  Humanoid 
  (Goblinoid); CR 4; HD 4d8+8; hp 29; Init +3; Spd 30 ft.; 
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 masterwork 
  studded leather); Base Atk/Grp: +4/+6; Atk +7 melee 
  (1d8+2, masterwork longsword); Full Atk +5 melee 
  (1d8+2, masterwork longsword) and +5 melee (1d6+1, 
  masterwork short sword); SA none; SQ Darkvision 60 ft.; 
  AL LE; SV Fort +6, Ref +7, Will +3; Str 15, Dex 16, Con 14, 
  Int 10, Wis 14, Cha 8. 
   
  Skills & Feats: Handle Animal +6, Hide +10, Listen 
  +11, Move Silently +14, Spot +11, Survival +9; Alertness, 
  Endurance, Natural Bond (CAd), Track, Two-Weapon 
  Fighting.  CAdComplete Adventurer. 
   
  Favored Enemy (Ex): +2 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks and +2 weapon 
  damage vs. humans. 
   
  Wild Empathy (Ex): see Player’s Handbook p. 47. 
   
  Animal Companion (Ex): see Player’s Handbook p. 
  36. 
   
  Languages: Common, Goblin. 
   
  Ranger Spells Prepared (1, save DC = 12 + spell level): 
  1st – longstrider. 
  
  GRM6-08 Coming Home 
   
  Page 19 
   
  Possessions: masterwork studded leather, masterwork 
  longsword, masterwork short sword, shield of faith +5 
  potion (x2), 700 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  Wolf Animal Companion: Medium Animal; HD 4d8+8; 
  hp 26; Init +3; Spd 50 ft.; AC 17, touch 13, flat-footed 14 
  (+3 Dex, +4 natural); Base Atk/Grp: +3/+5; Atk +5 melee 
  (1d6+3, Bite); Full Atk +5 melee (1d6+3, Bite); SA Trip; 
  SQ low-light vision, scent; AL N; SV Fort +6, Ref +7, Will 
  +2; Str 15, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills & Feats: Hide +4, Listen +5, Move Silently +4, 
  Spot +5, Survival +2 (+6 when tracking by scent); 
  Alertness, Track, Weapon Focus (bite). 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+2 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the opponent 
  cannot react to trip the wolf. 
   
  Link (Ex): see Player’s Handbook p. 36. 
   
  Share Spells (Ex): see Player’s Handbook p. 36. 
   
  Evasion (Ex): see Player’s Handbook p. 36. 
  ENCOUNTER 5 
   
   
   
   
  Male 
  Hobgoblin 
  Ranger4: 
  Medium 
  Humanoid 
  (Goblinoid); CR 4; HD 4d8+8; hp 29; Init +3; Spd 30 ft.; 
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 masterwork 
  studded leather); Base Atk/Grp: +4/+6; Atk +7 melee 
  (1d8+2, masterwork longsword); Full Atk +5 melee 
  (1d8+2, masterwork longsword) and +5 melee (1d6+1, 
  masterwork short sword); SA none; SQ Darkvision 60 ft.; 
  AL LE; SV Fort +6, Ref +7, Will +3; Str 15, Dex 16, Con 14, 
  Int 10, Wis 14, Cha 8. 
   
  Skills & Feats: Handle Animal +6, Hide +10, Listen 
  +11, Move Silently +14, Spot +11, Survival +9; Alertness, 
  Endurance, Natural Bond (CAd), Track, Two-Weapon 
  Fighting.  CAdComplete Adventurer. 
   
  Favored Enemy (Ex): +2 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks and +2 weapon 
  damage vs. humans. 
   
  Wild Empathy (Ex): see Player’s Handbook p. 47. 
   
  Animal Companion (Ex): see Player’s Handbook p. 
  36. 
   
  Languages: Common, Goblin.  
   
  Ranger Spells Prepared (1, save DC = 12 + spell level): 
  1st – longstrider. 
   
  Possessions: masterwork studded leather, masterwork 
  longsword, masterwork short sword, shield of faith +5 
  potion (x2), 700 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  Wolf Animal Companion: Medium Animal; HD 4d8+8; 
  hp 26; Init +3; Spd 50 ft.; AC 17, touch 13, flat-footed 14 
  (+3 Dex, +4 natural); Base Atk/Grp: +3/+5; Atk +5 melee 
  (1d6+3, Bite); Full Atk +5 melee (1d6+3, Bite); SA Trip; 
  SQ low-light vision, scent; AL N; SV Fort +6, Ref +7, Will 
  +2; Str 15, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills & Feats: Hide +4, Listen +5, Move Silently +4, 
  Spot +5, Survival +2 (+6 when tracking by scent); 
  Alertness, Track, Weapon Focus (bite). 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+2 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the opponent 
  cannot react to trip the wolf. 
   
  Link (Ex): see Player’s Handbook p. 36. 
   
  Share Spells (Ex): see Player’s Handbook p. 36. 
   
  Evasion (Ex): see Player’s Handbook p. 36. 
   
   
  
  GRM6-08 Coming Home 
   
  Page 20 
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 1 
   
   
   
   
  Male Goblin Rogue6: Small Humanoid (Goblinoid); CR 
  6; HD 6d6+12; hp 35; Init +3; Spd 30 ft.; AC 19, touch 14, 
  flat-footed 16 (+3 Dex, +1 size, +5 mithral breastplate); 
  Base Atk/Grp: +4/+1; Atk +9 melee (1d4+1, masterwork 
  rapier); Full Atk +9 melee (1d4+1, masterwork rapier); SA 
  Sneak attack +3d6; SQ Darkvision 60 ft.; AL NE; SV Fort 
  +4, Ref +8, Will +2; Str 13, Dex 16, Con 14, Int 12, Wis 10, 
  Cha 6. 
   
  Skills & Feats: Disable Device +12, Escape Artist +12, 
  Hide +16, Listen +9, Move Silently +16, Open Lock +14, 
  Search +10, Spot +9, Tumble +12; Dodge, Mobility, 
  Weapon Finesse. 
   
  Evasion (Ex): see Player’s Handbook p. 50. 
   
  Trap Sense +2 (Ex): see Player’s Handbook p. 50.  
   
  Uncanny Dodge (Ex): see Player’s Handbook p. 50. 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: mithral breastplate, masterwork rapier, 
  masterwork thieves’ tools, shield of faith +4 potion, 430 gp. 
   
  Description: Standing about 3-1/2 feet tall with red 
  skin and eyes, this goblin is unusual in that he has a 
  tattoo of a dragon breathing fire on his right cheek. 
  Male 
  Hobgoblin 
  Fighter4: 
  Medium 
  Humanoid 
  (Goblinoid); CR 4; HD 4d10+8; hp 34; Init +3; Spd 20 ft.; 
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 breastplate); 
  Base Atk/Grp: +4/+7; Atk +9 melee (2d4+7, +1 spiked 
  chain); Full Atk +9 melee (2d4+7, +1 spiked chain); SA 
  none; SQ Darkvision 60 ft.; AL LE; SV Fort +6, Ref +4, 
  Will +1; Str 16, Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills & Feats: Hide +2, Listen +3, Move Silently +3, 
  Spot +3; Combat Expertise, Exotic Weapon Proficiency 
  (spiked chain), Improved Trip, Weapon Focus (spiked 
  chain), Weapon Specialization (spiked chain). 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: breastplate, +1 spiked chain, silversheen, 
  shield of faith +3 potion, 225 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  ENCOUNTER 4 
   
   
   
   
  Male Goblin Rogue6: Small Humanoid (Goblinoid); CR 
  6; HD 6d6+12; hp 35; Init +3; Spd 30 ft.; AC 19, touch 14, 
  flat-footed 16 (+3 Dex, +1 size, +5 mithral breastplate); 
  Base Atk/Grp: +4/+1; Atk +9 melee (1d4+1, masterwork 
  rapier); Full Atk +9 melee (1d4+1, masterwork rapier); SA 
  Sneak attack +3d6; SQ Darkvision 60 ft.; AL NE; SV Fort 
  +4, Ref +8, Will +2; Str 13, Dex 16, Con 14, Int 12, Wis 10, 
  Cha 6. 
   
  Skills & Feats: Disable Device +12, Escape Artist +12, 
  Hide +16, Listen +9, Move Silently +16, Open Lock +14, 
  Search +10, Spot +9, Tumble +12; Dodge, Mobility, 
  Weapon Finesse. 
   
  Evasion (Ex): see Player’s Handbook p. 50. 
   
  Trap Sense +2 (Ex): see Player’s Handbook p. 50.  
   
  Uncanny Dodge (Ex): see Player’s Handbook p. 50. 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: mithral breastplate, masterwork rapier, 
  masterwork thieves’ tools, shield of faith +4 potion, 430 gp. 
   
  Description: Standing about 3-1/2 feet tall with red 
  skin and eyes, this goblin is unusual in that he has a 
  tattoo of a dragon breathing fire on his right cheek. 
  Male 
  Hobgoblin 
  Fighter6: 
  Medium 
  Humanoid 
  (Goblinoid); CR 6; HD 6d10+12; hp 49; Init +3; Spd 20 ft.; 
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 breastplate); 
  Base Atk/Grp: +6/+9; Atk +11 melee (2d4+7, +1 spiked 
  chain); Full Atk +11/+6 melee (2d4+7, +1 spiked chain); SA 
  none; SQ Darkvision 60 ft.; AL LE; SV Fort +7, Ref +5, 
  Will +2; Str 16, Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills & Feats: Hide +3, Listen +4, Move Silently +3, 
  Spot +4; Combat Expertise, Dodge, Exotic Weapon 
  Proficiency (spiked chain), Improved Trip, Mobility, 
  Weapon Focus (spiked chain), Weapon Specialization 
  (spiked chain). 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: breastplate, +1 spiked chain, silversheen (x2), 
  shield of faith +4 potion (x2), 1375 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  Male 
  Hobgoblin 
  Ranger6: 
  Medium 
  Humanoid 
  (Goblinoid); CR 6; HD 6d8+12; hp 42; Init +3; Spd 30 ft.; 
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 masterwork 
  studded leather); Base Atk/Grp: +6/+8; Atk +9 melee 
  (1d8+3, +1 longsword); Full Atk +7/+2 melee (1d8+3, +1 
  longsword) and +7/+2 melee (1d6+1, masterwork short 
  sword); SA none; SQ Darkvision 60 ft.; AL LE; SV Fort +7, 
  Ref +8, Will +4; Str 15, Dex 16, Con 14, Int 10, Wis 14, 
  Cha 8. 
   
  Skills & Feats: Handle Animal +8, Hide +12, Listen 
  +13, Move Silently +16, Spot +13, Survival +11; Alertness, 
  Combat Reflexes, Endurance, Improved Two-Weapon 
  Fighting, Natural Bond (CAd), Track, Two-Weapon 
  Fighting.  CAdComplete Adventurer. 
   
  Favored Enemy (Ex): +4 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks and +4 weapon 
  damage vs. humans; +2 bonus on Bluff, Listen, Sense 
  Motive, Spot, and Survival checks and +2 weapon damage 
  vs. elves. 
   
  Wild Empathy (Ex): see Player’s Handbook p. 47. 
   
  Animal Companion (Ex): see Player’s Handbook p. 
  36. 
   
  Languages: Common, Goblin.  
  
  GRM6-08 Coming Home 
   
  Page 21 
   
  Ranger Spells Prepared (2, save DC = 12 + spell level): 
  1st – longstrider, resist energy. 
   
  Possessions: masterwork studded leather, +1 longsword, 
  masterwork short sword, shield of faith +5 potion (x2), 1000 
  gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  Wolf Animal Companion: Medium Animal; HD 
  6d8+12; hp 39; Init +3; Spd 50 ft.; AC 19, touch 13, flat-
  footed 16 (+3 Dex, +6 natural); Base Atk/Grp: +4/+7; Atk 
  +8 melee (1d6+4, Bite); Full Atk +8 melee (1d6+4, Bite); 
  SA Trip; SQ low-light vision, scent; AL N; SV Fort +7, Ref 
  +8, Will +3; Str 16, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills & Feats: Hide +4, Listen +6, Move Silently +4, 
  Spot +6, Survival +2 (+6 when tracking by scent); 
  Alertness, Improved Trip, Track, Weapon Focus (bite). 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+7 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the opponent 
  cannot react to trip the wolf. 
   
  Link (Ex): see Player’s Handbook p. 36. 
   
  Share Spells (Ex): see Player’s Handbook p. 36. 
   
  Evasion (Ex): see Player’s Handbook p. 36. 
   
  Devotion (Ex): see Player’s Handbook p. 36. 
  ENCOUNTER 5 
   
   
   
   
  Male 
  Hobgoblin 
  Ranger6: 
  Medium 
  Humanoid 
  (Goblinoid); CR 6; HD 6d8+12; hp 42; Init +3; Spd 30 ft.; 
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 masterwork 
  studded leather); Base Atk/Grp: +6/+8; Atk +9 melee 
  (1d8+3, +1 longsword); Full Atk +7/+2 melee (1d8+3, +1 
  longsword) and +7/+2 melee (1d6+1, masterwork short 
  sword); SA none; SQ Darkvision 60 ft.; AL LE; SV Fort +7, 
  Ref +8, Will +4; Str 15, Dex 16, Con 14, Int 10, Wis 14, 
  Cha 8. 
   
  Skills & Feats: Handle Animal +8, Hide +12, Listen 
  +13, Move Silently +16, Spot +13, Survival +11; Alertness, 
  Combat Reflexes, Endurance, Improved Two-Weapon 
  Fighting, Natural Bond (CAd), Track, Two-Weapon 
  Fighting.  CAdComplete Adventurer. 
   
  Favored Enemy (Ex): +4 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks and +4 weapon 
  damage vs. humans; +2 bonus on Bluff, Listen, Sense 
  Motive, Spot, and Survival checks and +2 weapon damage 
  vs. elves. 
   
  Wild Empathy (Ex): see Player’s Handbook p. 47. 
   
  Animal Companion (Ex): see Player’s Handbook p. 
  36. 
   
  Languages: Common, Goblin.  
   
  Ranger Spells Prepared (2, save DC = 12 + spell level): 
  1st – longstrider, resist energy. 
   
  Possessions: masterwork studded leather, +1 longsword, 
  masterwork short sword, shield of faith +5 potion (x2), 1000 
  gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  Wolf Animal Companion: Medium Animal; HD 
  6d8+12; hp 39; Init +3; Spd 50 ft.; AC 19, touch 13, flat-
  footed 16 (+3 Dex, +6 natural); Base Atk/Grp: +4/+7; Atk 
  +8 melee (1d6+4, Bite); Full Atk +8 melee (1d6+4, Bite); 
  SA Trip; SQ low-light vision, scent; AL N; SV Fort +7, Ref 
  +8, Will +3; Str 16, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills & Feats: Hide +4, Listen +6, Move Silently +4, 
  Spot +6, Survival +2 (+6 when tracking by scent); 
  Alertness, Improved Trip, Track, Weapon Focus (bite). 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+7 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity.  If the attempt fails, the opponent 
  cannot react to trip the wolf. 
   
  Link (Ex): see Player’s Handbook p. 36. 
   
  Share Spells (Ex): see Player’s Handbook p. 36. 
   
  Evasion (Ex): see Player’s Handbook p. 36. 
   
  Devotion (Ex): see Player’s Handbook p. 36. 
   
   
   
  
  GRM6-08 Coming Home 
   
  Page 22 
  APPENDIX 4 – APL 8 
   
  ENCOUNTER 1 
   
   
   
   
  Male Goblin Rogue8: Small Humanoid (Goblinoid); CR 
  8; HD 8d6+16; hp 46; Init +4; Spd 30 ft.; AC 20, touch 15, 
  flat-footed 16 (+4 Dex, +1 size, +5 mithral breastplate); 
  Base Atk/Grp: +6/+3; Atk +12 melee (1d4+1, masterwork 
  rapier); Full Atk +12/+7 melee (1d4+1, masterwork 
  rapier); SA Sneak attack +4d6; SQ Darkvision 60 ft.; AL 
  NE; SV Fort +4, Ref +9, Will +2; Str 13, Dex 19, Con 14, 
  Int 12, Wis 10, Cha 6. 
   
  Skills & Feats: Disable Device +14, Escape Artist +15, 
  Hide +19, Listen +11, Move Silently +19, Open Lock +17, 
  Search +12, Spot +11, Tumble +15; Dodge, Mobility, 
  Weapon Finesse. 
   
  Evasion (Ex): see Player’s Handbook p. 50. 
   
  Trap Sense +2 (Ex): see Player’s Handbook p. 50.  
   
  Uncanny Dodge (Ex): see Player’s Handbook p. 50.  
   
  Improved Uncanny Dodge (Ex): see Player’s 
  Handbook p. 50. 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: mithral breastplate, masterwork rapier, 
  gloves of dexterity +2, masterwork thieves’ tools, shield of 
  faith +4 potion, 230 gp. 
   
  Description: Standing about 3-1/2 feet tall with red 
  skin and eyes, this goblin is unusual in that he has a 
  tattoo of a dragon breathing fire on his right cheek. 
  Male 
  Hobgoblin 
  Fighter6: 
  Medium 
  Humanoid 
  (Goblinoid); CR 6; HD 6d10+12; hp 49; Init +3; Spd 20 ft.; 
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 breastplate); 
  Base Atk/Grp: +6/+9; Atk +11 melee (2d4+7, +1 spiked 
  chain); Full Atk +11/+6 melee (2d4+7, +1 spiked chain); SA 
  none; SQ Darkvision 60 ft.; AL LE; SV Fort +7, Ref +5, 
  Will +2; Str 16, Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills & Feats: Hide +3, Listen +4, Move Silently +3, 
  Spot +4; Combat Expertise, Dodge, Exotic Weapon 
  Proficiency (spiked chain), Improved Trip, Mobility, 
  Weapon Focus (spiked chain), Weapon Specialization 
  (spiked chain). 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: breastplate, +1 spiked chain, silversheen (x2), 
  shield of faith +4 potion (x2), 1375 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  ENCOUNTER 4 
   
   
   
   
  Male Goblin Rogue8: Small Humanoid (Goblinoid); CR 
  8; HD 8d6+16; hp 46; Init +4; Spd 30 ft.; AC 20, touch 15, 
  flat-footed 16 (+4 Dex, +1 size, +5 mithral breastplate); 
  Base Atk/Grp: +6/+3; Atk +12 melee (1d4+1, masterwork 
  rapier); Full Atk +12/+7 melee (1d4+1, masterwork 
  rapier); SA Sneak attack +4d6; SQ Darkvision 60 ft.; AL 
  NE; SV Fort +4, Ref +9, Will +2; Str 13, Dex 19, Con 14, 
  Int 12, Wis 10, Cha 6. 
   
  Skills & Feats: Disable Device +14, Escape Artist +15, 
  Hide +19, Listen +11, Move Silently +19, Open Lock +17, 
  Search +12, Spot +11, Tumble +15; Dodge, Mobility, 
  Weapon Finesse. 
   
  Evasion (Ex): see Player’s Handbook p. 50. 
   
  Trap Sense +2 (Ex): see Player’s Handbook p. 50.  
   
  Uncanny Dodge (Ex): see Player’s Handbook p. 50.  
   
  Improved Uncanny Dodge (Ex): see Player’s 
  Handbook p. 50. 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: mithral breastplate, masterwork rapier, 
  gloves of dexterity +2, masterwork thieves’ tools, shield of 
  faith +4 potion, 230 gp. 
   
  Description: Standing about 3-1/2 feet tall with red 
  skin and eyes, this goblin is unusual in that he has a 
  tattoo of a dragon breathing fire on his right cheek. 
  Male 
  Hobgoblin 
  Fighter8: 
  Medium 
  Humanoid 
  (Goblinoid); CR 8; HD 8d10+16; hp 64; Init +3; Spd 20 ft.; 
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 breastplate); 
  Base Atk/Grp: +8/+12; Atk +14 melee (2d4+9, +1 spiked 
  chain); Full Atk +14/+9 melee (2d4+9, +1 spiked chain); SA 
  none; SQ Darkvision 60 ft.; AL LE; SV Fort +8, Ref +5, 
  Will +2; Str 19, Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills & Feats: Hide +3, Listen +5, Move Silently +4, 
  Spot +5; Combat Expertise, Dodge, Exotic Weapon 
  Proficiency (spiked chain), Improved Trip, Mobility, 
  Spring Attack, Weapon Focus (spiked chain), Weapon 
  Specialization (spiked chain). 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: breastplate, +1 spiked chain, gauntlets of ogre 
  power, silversheen (x2), shield of faith +5 potion (x2), 575 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  Male 
  Hobgoblin 
  Ranger8: 
  Medium 
  Humanoid 
  (Goblinoid); CR 8; HD 8d8+16; hp 55; Init +3; Spd 30 ft.; 
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 masterwork 
  studded leather); Base Atk/Grp: +8/+11; Atk +12 melee 
  (1d8+4, +1 longsword); Full Atk +10/+5 melee (1d8+4, +1 
  longsword) and +10/+5 melee (1d6+2, +1 short sword); SA 
  none; SQ Darkvision 60 ft.; AL LE; SV Fort +8, Ref +9, 
  Will +4; Str 16, Dex 16, Con 14, Int 10, Wis 14, Cha 8. 
   
  Skills & Feats: Handle Animal +10, Hide +14, Listen 
  +15, Move Silently +18, Spot +15, Survival +13; Alertness, 
  Combat Reflexes, Endurance, Improved Two-Weapon 
  Fighting, Natural Bond (CAd), Track, Two-Weapon 
  Fighting.  CAdComplete Adventurer. 
   
  Favored Enemy (Ex): +4 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks and +4 weapon 
  damage vs. humans; +2 bonus on Bluff, Listen, Sense 
  
  GRM6-08 Coming Home 
   
  Page 23 
  Motive, Spot, and Survival checks and +2 weapon damage 
  vs. elves. 
   
  Wild Empathy (Ex): see Player’s Handbook p. 47. 
   
  Animal Companion (Ex): see Player’s Handbook p. 
  36.  
   
  Woodland Stride (Ex): see Player’s Handbook p. 48.  
   
  Swift Tracker (Ex): see Player’s Handbook p. 48. 
   
  Languages: Common, Goblin.  
   
  Ranger Spells Prepared (2/1, save DC = 12 + spell level): 
  1st – longstrider, resist energy; 2nd – barkskin. 
   
  Possessions: masterwork studded leather, +1 longsword, 
  +1 short sword, shield of faith +5 potion (x2), dust of 
  appearance, 1000 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  Dire Wolf Animal Companion: hp 45; see Monster 
  Manual, page 65. 
   
  Link (Ex): see Player’s Handbook p. 36. 
   
  Share Spells (Ex): see Player’s Handbook p. 36. 
  ENCOUNTER 5 
   
   
   
   
  Male 
  Hobgoblin 
  Ranger8: 
  Medium 
  Humanoid 
  (Goblinoid); CR 8; HD 8d8+16; hp 55; Init +3; Spd 30 ft.; 
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 masterwork 
  studded leather); Base Atk/Grp: +8/+11; Atk +12 melee 
  (1d8+4, +1 longsword); Full Atk +10/+5 melee (1d8+4, +1 
  longsword) and +10/+5 melee (1d6+2, +1 short sword); SA 
  none; SQ Darkvision 60 ft.; AL LE; SV Fort +8, Ref +9, 
  Will +4; Str 16, Dex 16, Con 14, Int 10, Wis 14, Cha 8. 
   
  Skills & Feats: Handle Animal +10, Hide +14, Listen 
  +15, Move Silently +18, Spot +15, Survival +13; Alertness, 
  Combat Reflexes, Endurance, Improved Two-Weapon 
  Fighting, Natural Bond (CAd), Track, Two-Weapon 
  Fighting.  CAdComplete Adventurer. 
   
  Favored Enemy (Ex): +4 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks and +4 weapon 
  damage vs. humans; +2 bonus on Bluff, Listen, Sense 
  Motive, Spot, and Survival checks and +2 weapon damage 
  vs. elves. 
   
  Wild Empathy (Ex): see Player’s Handbook p. 47. 
   
  Animal Companion (Ex): see Player’s Handbook p. 
  36.  
   
  Woodland Stride (Ex): see Player’s Handbook p. 48.  
   
  Swift Tracker (Ex): see Player’s Handbook p. 48. 
   
  Languages: Common, Goblin.  
   
  Ranger Spells Prepared (2/1, save DC = 12 + spell level): 
  1st – longstrider, resist energy; 2nd – barkskin. 
   
  Possessions: masterwork studded leather, +1 longsword, 
  +1 short sword, shield of faith +5 potion (x2), dust of 
  appearance, 1000 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  Dire Wolf Animal Companion: hp 45; see Monster 
  Manual, page 65. 
   
  Link (Ex): see Player’s Handbook p. 36. 
   
  Share Spells (Ex): see Player’s Handbook p. 36. 
   
   
  
  GRM6-08 Coming Home 
   
  Page 24 
   APPENDIX 5 – APL 10 
   
  ENCOUNTER 1 
   
   
   
   
  Male Goblin Rogue10: Small Humanoid (Goblinoid); 
  CR 10; HD 10d6+20; hp 57; Init +4; Spd 30 ft.; AC 21, 
  touch 15, flat-footed 17 (+4 Dex, +1 size, +6 +1 light 
  fortification mithral breastplate); Base Atk/Grp: +7/+4; Atk 
  +13 melee (1d4+1, masterwork rapier); Full Atk +13/+8 
  melee (1d4+1, masterwork rapier); SA Sneak attack +5d6; 
  SQ Darkvision 60 ft.; AL NE; SV Fort +5, Ref +11, Will +3; 
  Str 13, Dex 19, Con 14, Int 12, Wis 10, Cha 6. 
   
  Skills & Feats: Disable Device +16, Escape Artist +17, 
  Hide +21, Listen +13, Move Silently +21, Open Lock +19, 
  Search +14, Spot +13, Tumble +15; Dodge, Mobility, 
  Spring Attack, Weapon Finesse. 
   
  Evasion (Ex): see Player’s Handbook p. 50. 
   
  Trap Sense +3 (Ex): see Player’s Handbook p. 50.  
   
  Uncanny Dodge (Ex): see Player’s Handbook p. 50.  
   
  Improved Uncanny Dodge (Ex): see Player’s 
  Handbook p. 50. 
   
  Crippling Strike (Ex): See Player’s Handbook p. 51. 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: +1 light fortification mithral breastplate, 
  masterwork rapier, goggles of minute seeing, gloves of dexterity 
  +2, masterwork thieves’ tools, shield of faith +5 potion (x2), 
  380 gp. 
   
  Description: Standing about 3-1/2 feet tall with red 
  skin and eyes, this goblin is unusual in that he has a 
  tattoo of a dragon breathing fire on his right cheek. 
  Male 
  Hobgoblin 
  Fighter8: 
  Medium 
  Humanoid 
  (Goblinoid); CR 8; HD 8d10+16; hp 64; Init +3; Spd 20 ft.; 
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 breastplate); 
  Base Atk/Grp: +8/+12; Atk +14 melee (2d4+9, +1 spiked 
  chain); Full Atk +14/+9 melee (2d4+9, +1 spiked chain); SA 
  none; SQ Darkvision 60 ft.; AL LE; SV Fort +8, Ref +5, 
  Will +2; Str 19, Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills & Feats: Hide +3, Listen +5, Move Silently +4, 
  Spot +5; Combat Expertise, Dodge, Exotic Weapon 
  Proficiency (spiked chain), Improved Trip, Mobility, 
  Spring Attack, Weapon Focus (spiked chain), Weapon 
  Specialization (spiked chain). 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: breastplate, +1 spiked chain, gauntlets of ogre 
  power, silversheen (x2), shield of faith +5 potion (x2), 575 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  ENCOUNTER 4 
   
   
   
   
  Male Goblin Rogue10: Small Humanoid (Goblinoid); 
  CR 10; HD 10d6+20; hp 57; Init +4; Spd 30 ft.; AC 21, 
  touch 15, flat-footed 17 (+4 Dex, +1 size, +6 +1 light 
  fortification mithral breastplate); Base Atk/Grp: +7/+4; Atk 
  +13 melee (1d4+1, masterwork rapier); Full Atk +13/+8 
  melee (1d4+1, masterwork rapier); SA Sneak attack +5d6; 
  SQ Darkvision 60 ft.; AL NE; SV Fort +5, Ref +11, Will +3; 
  Str 13, Dex 19, Con 14, Int 12, Wis 10, Cha 6. 
   
  Skills & Feats: Disable Device +16, Escape Artist +17, 
  Hide +21, Listen +13, Move Silently +21, Open Lock +19, 
  Search +14, Spot +13, Tumble +15; Dodge, Mobility, 
  Spring Attack, Weapon Finesse. 
   
  Evasion (Ex): see Player’s Handbook p. 50. 
   
  Trap Sense +3 (Ex): see Player’s Handbook p. 50.  
   
  Uncanny Dodge (Ex): see Player’s Handbook p. 50.  
   
  Improved Uncanny Dodge (Ex): see Player’s 
  Handbook p. 50. 
   
  Crippling Strike (Ex): See Player’s Handbook p. 51. 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: +1 light fortification mithral breastplate, 
  masterwork rapier, goggles of minute seeing, gloves of dexterity 
  +2, masterwork thieves’ tools, shield of faith +5 potion (x2), 
  380 gp. 
   
  Description: Standing about 3-1/2 feet tall with red 
  skin and eyes, this goblin is unusual in that he has a 
  tattoo of a dragon breathing fire on his right cheek. 
  Male Hobgoblin Fighter10: Medium Humanoid 
  (Goblinoid); CR 10; HD 10d10+20; hp 79; Init +3; Spd 20 
  ft.; AC 18, touch 13, flat-footed 15 (+3 Dex, +5 
  breastplate); Base Atk/Grp: +10/+14; Atk +16 melee 
  (2d4+9, +1 bane (human) spiked chain); Full Atk +16/+11 
  melee (2d4+9, +1 bane (human) spiked chain); SA none; SQ 
  Darkvision 60 ft.; AL LE; SV Fort +9, Ref +6, Will +3; Str 
  19, Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills & Feats: Hide +4, Listen +6, Move Silently +4, 
  Spot +6; Combat Expertise, Dodge, Exotic Weapon 
  Proficiency (spiked chain),  Improved Critical (spiked 
  chain), Improved Trip, Mobility, Spring Attack, Weapon 
  Focus (spiked chain), Weapon Specialization (spiked 
  chain), Whirlwind Attack. 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: breastplate, +1 bane (human) spiked chain, 
  gauntlets of ogre power, silversheen (x2), shield of faith +5 
  potion (x2), 1175 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  Male Hobgoblin Ranger10: Medium Humanoid 
  (Goblinoid); CR 10; HD 10d8+20; hp 68; Init +3; Spd 30 
  ft.; AC 16, touch 13, flat-footed 13 (+3 Dex, +3 masterwork 
  studded leather); Base Atk/Grp: +10/+13; Atk +14 melee 
  (1d8+4, +1 longsword); Full Atk +12/+7 melee (1d8+4, +1 
  longsword) and +12/+7 melee (1d6+2, +1 short sword); SA 
  none; SQ Darkvision 60 ft.; AL LE; SV Fort +9, Ref +10, 
  Will +5; Str 16, Dex 16, Con 14, Int 10, Wis 14, Cha 8. 
   
  Skills & Feats: Handle Animal +12, Hide +16, Listen 
  +17, Move Silently +20, Spot +17, Survival +15; Alertness, 
  
  GRM6-08 Coming Home 
   
  Page 25 
  Combat 
  Reflexes, 
  Endurance, 
  Improved 
  Critical 
  (longsword), Improved Two-Weapon Fighting, Natural 
  Bond (CAd), Track, Two-Weapon Fighting.  CAdComplete 
  Adventurer. 
   
  Favored Enemy (Ex): +4 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks and +4 weapon 
  damage vs. humans; +4 bonus on Bluff, Listen, Sense 
  Motive, Spot, and Survival checks and +4 weapon damage 
  vs. elves; +2 bonus on Bluff, Listen, Sense Motive, Spot, 
  and Survival checks and +2 weapon damage vs. dwarves. 
   
  Wild Empathy (Ex): see Player’s Handbook p. 47. 
   
  Animal Companion (Ex): see Player’s Handbook p. 
  36.  
   
  Woodland Stride (Ex): see Player’s Handbook p. 48.  
   
  Swift Tracker (Ex): see Player’s Handbook p. 48. 
   
  Evasion (Ex): see Player’s Handbook p. 48. 
   
  Languages: Common, Goblin.  
   
  Ranger Spells Prepared (2/2, save DC = 12 + spell level): 
  1st – longstrider, resist energy; 2nd – barkskin, protection from 
  energy. 
   
  Possessions: masterwork studded leather, +1 longsword, 
  +1 short sword, shield of faith +5 potion (x2), dust of 
  appearance, 1,600 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  Dire Wolf Animal Companion: hp 45; see Monster 
  Manual, page 65. 
   
  Link (Ex): see Player’s Handbook p. 36. 
   
  Share Spells (Ex): see Player’s Handbook p. 36. 
   
  Possessions: amulet of mighty fists +1. 
  ENCOUNTER 5 
   
   
   
   
  Male Hobgoblin Ranger10: Medium Humanoid 
  (Goblinoid); CR 10; HD 10d8+20; hp 68; Init +3; Spd 30 
  ft.; AC 16, touch 13, flat-footed 13 (+3 Dex, +3 masterwork 
  studded leather); Base Atk/Grp: +10/+13; Atk +14 melee 
  (1d8+4, +1 longsword); Full Atk +12/+7 melee (1d8+4, +1 
  longsword) and +12/+7 melee (1d6+2, +1 short sword); SA 
  none; SQ Darkvision 60 ft.; AL LE; SV Fort +9, Ref +10, 
  Will +5; Str 16, Dex 16, Con 14, Int 10, Wis 14, Cha 8. 
   
  Skills & Feats: Handle Animal +12, Hide +16, Listen 
  +17, Move Silently +20, Spot +17, Survival +15; Alertness, 
  Combat 
  Reflexes, 
  Endurance, 
  Improved 
  Critical 
  (longsword), Improved Two-Weapon Fighting, Natural 
  Bond (CAd), Track, Two-Weapon Fighting.  CAdComplete 
  Adventurer. 
   
  Favored Enemy (Ex): +4 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks and +4 weapon 
  damage vs. humans; +4 bonus on Bluff, Listen, Sense 
  Motive, Spot, and Survival checks and +4 weapon damage 
  vs. elves; +2 bonus on Bluff, Listen, Sense Motive, Spot, 
  and Survival checks and +2 weapon damage vs. dwarves. 
   
  Wild Empathy (Ex): see Player’s Handbook p. 47. 
   
  Animal Companion (Ex): see Player’s Handbook p. 
  36.  
   
  Woodland Stride (Ex): see Player’s Handbook p. 48.  
   
  Swift Tracker (Ex): see Player’s Handbook p. 48. 
   
  Evasion (Ex): see Player’s Handbook p. 48. 
   
  Languages: Common, Goblin.  
   
  Ranger Spells Prepared (2/2, save DC = 12 + spell level): 
  1st – longstrider, resist energy; 2nd – barkskin, protection from 
  energy. 
   
  Possessions: masterwork studded leather, +1 longsword, 
  +1 short sword, shield of faith +5 potion (x2), dust of 
  appearance, 1,600 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  Dire Wolf Animal Companion: hp 45; see Monster 
  Manual, page 65. 
   
  Link (Ex): see Player’s Handbook p. 36. 
   
  Share Spells (Ex): see Player’s Handbook p. 36. 
   
  Possessions: amulet of mighty fists +1. 
   
  
  GRM6-08 Coming Home 
   
  Page 26 
  APPENDIX 6 – APL 12 
   
  ENCOUNTER 1 
   
   
   
   
  Male Goblin Rogue12: Small Humanoid (Goblinoid); 
  CR 12; HD 12d6+24; hp 68; Init +6; Spd 30 ft.; AC 23, 
  touch 17, flat-footed 17 (+6 Dex, +1 size, +6 +1 light 
  fortification mithral breastplate); Base Atk/Grp: +9/+6; Atk 
  +17 melee (1d4+1, masterwork rapier); Full Atk +17/+12 
  melee (1d4+1, masterwork rapier); SA Sneak attack +6d6; 
  SQ Darkvision 60 ft.; AL NE; SV Fort +6, Ref +14, Will +4; 
  Str 13, Dex 22, Con 14, Int 12, Wis 10, Cha 6. 
   
  Skills & Feats: Disable Device +18, Escape Artist +21, 
  Hide +25, Listen +15, Move Silently +25, Open Lock +23, 
  Search +16, Spot +15, Tumble +21; Combat Reflexes, 
  Dodge, Mobility, Spring Attack, Weapon Finesse. 
   
  Evasion (Ex): see Player’s Handbook p. 50. 
   
  Trap Sense +4 (Ex): see Player’s Handbook p. 50.  
   
  Uncanny Dodge (Ex): see Player’s Handbook p. 50.  
   
  Improved Uncanny Dodge (Ex): see Player’s 
  Handbook p. 50. 
   
  Crippling Strike (Ex): See Player’s Handbook p. 51. 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: +1 light fortification mithral breastplate, 
  masterwork rapier, goggles of minute seeing, gloves of dexterity 
  +4, masterwork thieves’ tools, shield of faith +5 potion, 280 
  gp. 
   
  Description: Standing about 3-1/2 feet tall with red 
  skin and eyes, this goblin is unusual in that he has a 
  tattoo of a dragon breathing fire on his right cheek. 
  Male Hobgoblin Fighter10: Medium Humanoid 
  (Goblinoid); CR 10; HD 10d10+20; hp 79; Init +3; Spd 20 
  ft.; AC 18, touch 13, flat-footed 15 (+3 Dex, +5 
  breastplate); Base Atk/Grp: +10/+14; Atk +16 melee 
  (2d4+9, +1 bane (human) spiked chain); Full Atk +16/+11 
  melee (2d4+9, +1 bane (human) spiked chain); SA none; SQ 
  Darkvision 60 ft.; AL LE; SV Fort +9, Ref +6, Will +3; Str 
  19, Dex 16, Con 14, Int 13, Wis 10, Cha 8. 
   
  Skills & Feats: Hide +4, Listen +6, Move Silently +4, 
  Spot +6; Combat Expertise, Dodge, Exotic Weapon 
  Proficiency (spiked chain),  Improved Critical (spiked 
  chain), Improved Trip, Mobility, Spring Attack, Weapon 
  Focus (spiked chain), Weapon Specialization (spiked 
  chain), Whirlwind Attack. 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: breastplate, +1 bane (human) spiked chain, 
  gauntlets of ogre power, silversheen (x2), shield of faith +5 
  potion (x2), 1175 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  ENCOUNTER 4 
   
   
   
   
  Male Goblin Rogue12: Small Humanoid (Goblinoid); 
  CR 12; HD 12d6+24; hp 68; Init +6; Spd 30 ft.; AC 23, 
  touch 17, flat-footed 17 (+6 Dex, +1 size, +6 +1 light 
  fortification mithral breastplate); Base Atk/Grp: +9/+6; Atk 
  +17 melee (1d4+1, masterwork rapier); Full Atk +17/+12 
  melee (1d4+1, masterwork rapier); SA Sneak attack +6d6; 
  SQ Darkvision 60 ft.; AL NE; SV Fort +6, Ref +14, Will +4; 
  Str 13, Dex 22, Con 14, Int 12, Wis 10, Cha 6. 
   
  Skills & Feats: Disable Device +18, Escape Artist +21, 
  Hide +25, Listen +15, Move Silently +25, Open Lock +23, 
  Search +16, Spot +15, Tumble +21; Combat Reflexes, 
  Dodge, Mobility, Spring Attack, Weapon Finesse. 
   
  Evasion (Ex): see Player’s Handbook p. 50. 
   
  Trap Sense +4 (Ex): see Player’s Handbook p. 50.  
   
  Uncanny Dodge (Ex): see Player’s Handbook p. 50.  
   
  Improved Uncanny Dodge (Ex): see Player’s 
  Handbook p. 50. 
   
  Crippling Strike (Ex): See Player’s Handbook p. 51. 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: +1 light fortification mithral breastplate, 
  masterwork rapier, goggles of minute seeing, gloves of dexterity 
  +4, masterwork thieves’ tools, shield of faith +5 potion, 280 
  gp. 
   
  Description: Standing about 3-1/2 feet tall with red 
  skin and eyes, this goblin is unusual in that he has a 
  tattoo of a dragon breathing fire on his right cheek. 
  Male Hobgoblin Fighter12: Medium Humanoid 
  (Goblinoid); CR 12; HD 12d10+24; hp 94; Init +3; Spd 20 
  ft.; AC 18, touch 13, flat-footed 15 (+3 Dex, +5 
  breastplate); Base Atk/Grp: +12/+18; Atk +20 melee 
  (2d4+12, +1 bane (human) spiked chain); Full Atk 
  +20/+15/+10 melee (2d4+12, +1 bane (human) spiked 
  chain); SA none; SQ Darkvision 60 ft.; AL LE; SV Fort +10, 
  Ref +7, Will +4; Str 22, Dex 16, Con 14, Int 13, Wis 10, 
  Cha 8. 
   
  Skills & Feats: Hide +5, Listen +7, Move Silently +4, 
  Spot +7; Cleave, Combat Expertise, Dodge, Exotic 
  Weapon Proficiency (spiked chain),  Improved Critical 
  (spiked chain), Improved Trip, Mobility, Power Attack, 
  Spring Attack, Weapon Focus (spiked chain), Weapon 
  Specialization (spiked chain), Whirlwind Attack. 
   
  Languages: Common, Draconic, Goblin. 
   
  Possessions: breastplate, +1 bane (human) spiked chain, 
  belt of giant strength +4, silversheen (x2), shield of faith +5 
  potion (x2), 125 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  Male Hobgoblin Ranger12: Medium Humanoid 
  (Goblinoid); CR 12; HD 12d8+24; hp 81; Init +3; Spd 30 
  ft.; AC 16, touch 13, flat-footed 13 (+3 Dex, +3 masterwork 
  
  GRM6-08 Coming Home 
   
  Page 27 
  studded leather); Base Atk/Grp: +12/+15; Atk +16 melee 
  (1d8+4 + 1d6 fire, +1 flaming longsword); Full Atk 
  +14/+9/+2 melee (1d8+4 + 1d6 fire, +1 flaming longsword) 
  and +14/+9/+2 melee (1d6+2 + 1d6 cold, +1 frost short 
  sword); SA none; SQ Darkvision 60 ft.; AL LE; SV Fort 
  +10, Ref +11, Will +6; Str 17, Dex 16, Con 14, Int 10, Wis 
  14, Cha 8. 
   
  Skills & Feats: Handle Animal +14, Hide +18, Listen 
  +19, Move Silently +22, Spot +19, Survival +17; Alertness, 
  Combat 
  Reflexes, 
  Endurance, 
  Improved 
  Critical 
  (longsword), Improved Two-Weapon Fighting, Natural 
  Bond (CAd), Power Attack, Track, Two-Weapon Fighting. 
   CAdComplete Adventurer. 
   
  Favored Enemy (Ex): +4 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks and +4 weapon 
  damage vs. humans; +4 bonus on Bluff, Listen, Sense 
  Motive, Spot, and Survival checks and +4 weapon damage 
  vs. elves; +2 bonus on Bluff, Listen, Sense Motive, Spot, 
  and Survival checks and +2 weapon damage vs. dwarves. 
   
  Wild Empathy (Ex): see Player’s Handbook p. 47. 
   
  Animal Companion (Ex): see Player’s Handbook p. 
  36.  
   
  Woodland Stride (Ex): see Player’s Handbook p. 48.  
   
  Swift Tracker (Ex): see Player’s Handbook p. 48.  
   
  Evasion (Ex): see Player’s Handbook p. 48. 
   
  Languages: Common, Goblin.  
   
  Ranger Spells Prepared (2/2/1, save DC = 12 + spell 
  level): 1st – longstrider, resist energy; 2nd – barkskin, protection 
  from energy; 3rd – summon nature’s ally III. 
   
  Possessions: masterwork studded leather, +1 flaming 
  longsword, +1 frost short sword, shield of faith +5 potion (x2), 
  dust of appearance, 600 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  Dire Wolf Animal Companion: Large Animal; HD 
  8d8+32; hp 68; Init +3; Spd 50 ft.; AC 18, touch 13, flat-
  footed 15 (+3 Dex, +5 natural); Base Atk/Grp: +6/+19; Atk 
  +16 melee (1d8+13, bite, amulet of mighty fists +1); Full Atk 
  +16/+11 melee (1d8+13, bite, amulet of mighty fists +1); SA 
  Trip; SQ Low-light vision, scent; AL N; SV Fort +10, Ref 
  +9, Will +3; Str 26, Dex 16, Con 18, Int 2, Wis 12, Cha 10. 
   
  Skills & Feats: Hide +1, Listen +8, Move Silently +4, 
  Spot +8, Survival +2 (+6 when tracking by scent); 
  Alertness, Run, Track, Weapon Focus (bite). 
   
  Trip (Ex): A dire wolf that hits with a bite attack can 
  attempt to trip the opponent (+12 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the wolf. 
   
  Link (Ex): see Player’s Handbook p. 36. 
   
  Share Spells (Ex): see Player’s Handbook p. 36. 
   
  Evasion (Ex): see Player’s Handbook p. 36. 
   
  Possessions: amulet of mighty fists +1. 
  ENCOUNTER 5 
   
   
   
   
  Male Hobgoblin Ranger12: Medium Humanoid 
  (Goblinoid); CR 12; HD 12d8+24; hp 81; Init +3; Spd 30 
  ft.; AC 16, touch 13, flat-footed 13 (+3 Dex, +3 masterwork 
  studded leather); Base Atk/Grp: +12/+15; Atk +16 melee 
  (1d8+4 + 1d6 fire, +1 flaming longsword); Full Atk 
  +14/+9/+2 melee (1d8+4 + 1d6 fire, +1 flaming longsword) 
  and +14/+9/+2 melee (1d6+2 + 1d6 cold, +1 frost short 
  sword); SA none; SQ Darkvision 60 ft.; AL LE; SV Fort 
  +10, Ref +11, Will +6; Str 17, Dex 16, Con 14, Int 10, Wis 
  14, Cha 8. 
   
  Skills & Feats: Handle Animal +14, Hide +18, Listen 
  +19, Move Silently +22, Spot +19, Survival +17; Alertness, 
  Combat 
  Reflexes, 
  Endurance, 
  Improved 
  Critical 
  (longsword), Improved Two-Weapon Fighting, Natural 
  Bond (CAd), Power Attack, Track, Two-Weapon Fighting. 
   CAdComplete Adventurer. 
   
  Favored Enemy (Ex): +4 bonus on Bluff, Listen, 
  Sense Motive, Spot, and Survival checks and +4 weapon 
  damage vs. humans; +4 bonus on Bluff, Listen, Sense 
  Motive, Spot, and Survival checks and +4 weapon damage 
  vs. elves; +2 bonus on Bluff, Listen, Sense Motive, Spot, 
  and Survival checks and +2 weapon damage vs. dwarves. 
   
  Wild Empathy (Ex): see Player’s Handbook p. 47. 
   
  Animal Companion (Ex): see Player’s Handbook p. 
  36.  
   
  Woodland Stride (Ex): see Player’s Handbook p. 48.  
   
  Swift Tracker (Ex): see Player’s Handbook p. 48.  
   
  Evasion (Ex): see Player’s Handbook p. 48. 
   
  Languages: Common, Goblin.  
   
  Ranger Spells Prepared (2/2/1, save DC = 12 + spell 
  level): 1st – longstrider, resist energy; 2nd – barkskin, protection 
  from energy; 3rd – summon nature’s ally III. 
   
  Possessions: masterwork studded leather, +1 flaming 
  longsword, +1 frost short sword, shield of faith +5 potion (x2), 
  dust of appearance, 600 gp. 
   
  Description: Standing about 6-1/2 feet tall with red-
  orange skin, dark reddish-brown hair, and a red nose, this 
  hobgoblin is unusual in that he has a tattoo of a dragon 
  breathing fire on his right cheek. 
  Dire Wolf Animal Companion: Large Animal; HD 
  8d8+32; hp 68; Init +3; Spd 50 ft.; AC 18, touch 13, flat-
  footed 15 (+3 Dex, +5 natural); Base Atk/Grp: +6/+19; Atk 
  +16 melee (1d8+13, bite, amulet of mighty fists +1); Full Atk 
  +16/+11 melee (1d8+13, bite, amulet of mighty fists +1); SA 
  Trip; SQ Low-light vision, scent; AL N; SV Fort +10, Ref 
  +9, Will +3; Str 26, Dex 16, Con 18, Int 2, Wis 12, Cha 10. 
   
  Skills & Feats: Hide +1, Listen +8, Move Silently +4, 
  Spot +8, Survival +2 (+6 when tracking by scent); 
  Alertness, Run, Track, Weapon Focus (bite). 
   
  Trip (Ex): A dire wolf that hits with a bite attack can 
  attempt to trip the opponent (+12 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the wolf. 
   
  Link (Ex): see Player’s Handbook p. 36. 
   
  Share Spells (Ex): see Player’s Handbook p. 36. 
   
  Evasion (Ex): see Player’s Handbook p. 36. 
  
  GRM6-08 Coming Home 
   
  Page 28 
   
  Possessions: amulet of mighty fists +1. 
   
   
   
  
  GRM6-08 Coming Home 
   
  Page 29 
  APPENDIX 7 – ALL APLS 
   
  ENCOUNTER 4/5 
   
   
   
   
  Lt. Irskol Ennister, Male Human Fighter3: Medium 
  Humanoid (human); CR 3; HD 3d10; hp 21; Init +2; Spd 
  30 ft.; AC 12, touch 12, flat-footed 10 (+2 Dex); Base 
  Atk/Grp: +3/+5; Atk +5 melee (1d3+2, fist); Full Atk +3 
  melee (1d3+2, fist); SA none; SQ none; AL LG; SV Fort +3, 
  Ref +3, Will +1; Str 14, Dex 14, Con 10, Int 10, Wis 10, 
  Cha 16. 
   
  Skills & Feats: Handle Animal +9, Ride +10; Mounted 
  Combat, Power Attack, Ride-by Attack, Spirited Charge, 
  Trample. 
   
  Languages: Common. 
   
  Possessions: None. 
   
  Description: Lt. Irskol Ennister is an undistinguished 
  officer in the 3rd Battle (garrison duty).  He has not 
  progressed as far in rank as most of his peers who became 
  officers at the same time.  He is slightly jealous of his 
  more successful younger brother, but not to such a 
  degree that he would do anything to harm him in any 
  way.  He is more of the opinion that Trellheim was lucky 
  in being put into a spot where his natural talents were 
  able to shine and that if he had been in similar 
  circumstances, his quality would also have been 
  recognized and rewarded.  He does not go out of his way 
  to seek such opportunities, however.  His superior 
  officers say that he lacks initiative but is a steady leader in 
  extreme circumstances. 
  Irskol is a naturally good-natured fellow and likes to get 
  along with people.  He is ready with a compliment, but 
  not unusually witty.  He is very aware of his station and 
  talks down somewhat to those beneath him, but does not 
  do so with malice.  Deep down, he believes that being 
  born the son of an Elector shows that he has better blood 
  and being made an officer is a demonstration of that fact 
  (not recognizing that the second is a direct result of the 
  first and not a sign of particular merit).  He is a somewhat 
  popular with his men in that he shows concern for them 
  and does not seek to put them at excessive risk. 
  He doesn’t actively seek glory, but he occasionally 
  fantasizes about being situations in which he is the hero. 
  He does not fear death overmuch and is willing to 
  sacrifice himself when it comes down to it, but he would 
  prefer to avoid harm as much as possible. 
   
   
  
  GRM6-08 Coming Home 
   
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  DM AID: MAP #1 – LORTENFORD STREET 
   
   
   
   
  
  GRM6-08 Coming Home 
   
  Page 31 
  DM AID: MAP #2 – KENNINGAMEK’S LAIR 
   
   
   
   
  
  GRM6-08 Coming Home 
   
  Page 32 
   PLAYER HANDOUT #1 – THE WEDDING INVITATION 
   
  I have the pleasure to announce my upcoming marriage to Nihrsicca Dwilald, daughter of Elector Iboremar Dwilald of 
  Hookhill.  In honor of our previous association and the great assistance you have rendered to me in the past, I would 
  humbly request your presence at the ceremony to commence at high sun in Lortenford on the 22nd of Patchwall. 
  I hope this missive finds you in time that you might accept my invitation.  Even if you are not able to attend the 
  ceremony itself (or find such events to be too boring to bear), please come for the celebration that follows.  My father 
  has hired many musicians and intends to open his cellars, so it promises to be quite a lively time. 
  Capt. Trellheim Ennister, Ret. 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/596/Normal Scenarios/GRM6-08 - Coming Home (APL 2-12)/GRM6-08 - Coming Home.pdf