TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  GRM3-07 
   
   
   
   
   
   
  Rustling in the Reeds 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Gran March Regional Adventure 
  Version 1.1 
   
  by Jerald Eaker and James Lell 
   
  The military has hired you to escort a work-gang to newly uncovered ruins found in the Rushmoors.  A short trip, good 
  money, and a festival afterwards…what could go wrong?  A Gran March adventure for APLs 2-12, and Part One in the 
  “Whispers from the Swamp” series. 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  
  GRM3-07 Rustling in the Reeds 
   
  Page 3 
  # 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 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. 
   If players do not have 
  a 
  LIVING 
  GREYHAWK 
  character generated, 
  get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character generation 
  guidelines, 
  and 
  a 
  character sheet from 
  your 
  convention 
  coordinator or the 
  RPGA Web site, ant 
  then have any players 
  without a character 
  create on.  Once all 
  players 
  have 
  a 
  LIVING 
  GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are 
  given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask 
  them before the adventure begins whether they 
  would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more 
  either higher or lower than the APL this 
  adventure is being played at, that character will 
  receive only half of the experience points 
  awarded for the adventure. This simulates the 
  face that either your character was not as 
  challenged as normal, or relied on help by 
  higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are three things 
  that you can do to help even the score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Gran March.  Characters native to Gran March pay one 
  Time Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
   
  
  GRM3-07 Rustling in the Reeds 
   
  Page 4 
  Adventure Background 
  There were several events that led up to the current 
  situation.  The DM should beware of each separate event 
  as some of the information could be revealed by specific 
  NPCs throughout the scenario.  This scenario is the 
  sequel to GRM3-03 Shades of the Past. 
  Ancient Ruins 
  The ancient ruins that have been uncovered is actually an 
  ancient 
  temple 
  complex 
  devoted 
  to 
  Vecna.  
  Unfortunately, several earthquakes sank the temple and 
  imprisoned several servants inside.  Some killed 
  themselves while others went mad.  The high priest at 
  the time went insane and later became an undead servant 
  bent on escaping.  However, its prison seemed secure.  
  Over the centuries, its hatred to other entities has grown, 
  especially toward Iuz.  It now slumbers waiting to be 
  released. 
  Over the years, the swamp grew up around the top of the 
  temple.  Its evil was still permeating because many of the 
  sacrifices were made there.  A symbol to Vecna was even 
  located under the altar to curse the sacrifice and allow the 
  priest sacrificing to gain power in Vecna’s name.  The 
  island that formed became an unholy place that could 
  corrupt others. 
  Almost a century ago, a tribe of lizardfolk made the 
  surrounding swampland their home.  In the process, they 
  discovered this island.  While living in the area, one of 
  the lizardfolk came to the island and was corrupted, 
  causing problems within and without the tribe.  It was a 
  year before the tribe was able to put itself back into order. 
   The lizardfolk shaman declared the island a forbidden 
  place. 
  Thirty years ago, another member of the tribe became 
  seduced by the corrupting influence of the island.  The 
  corrupted tribe member killed the shaman and several 
  other members of the tribe before he was stopped.  A 
  druid took over as shaman of the tribe and spent years 
  creating a natural barrier on the outskirts of the island to 
  prevent the corruption from spreading. 
  Over half a year ago, a bullywug shaman found the island 
  and detected its power.  The bullywugs forced the 
  lizardfolk tribe out of the area and took the island for 
  their own.  As they began their first sacrifices, the Gran 
  March military came and either killed or drove off the 
  bullywug settlers.  They have since set up a camp there to 
  explore the ruins. 
  The Bullywug Explosion 
  The year of 592 brought an excessive amount of rain to 
  the Rushmoors.  This gave the bullywug population 
  within the swamp more food than usual through the 
  winter, causing a huge population growth.  At the same 
  time, a powerful bullywug savant called Xigglub arose 
  among the tribes and took them over for his master.  The 
  bullywugs started to revere him, almost like a deity.  
  Thus, six large tribes of bullywugs became somewhat 
  unified.  A lesser savant who follows the master savant’s 
  goals led each of these tribes.  These savants kept the 
  warring among the tribes to a minimum.  Their focus is 
  now on expanding their territories throughout the 
  Rushmoors. 
  At the beginning of 593 CY, the bullywug expansion 
  began in the Rushmoors.  One group, led by a savant 
  called Giggbligg discovered the old ruins.  They sensed 
  the power there and spent a month forcing the tribe of 
  lizardfolk out of the area and closer to the dry land of 
  Gran March.  It was then that the bullywugs made the 
  island their home. 
  A bullywug cleric determined he and his chosen could 
  gain more power through sacrifices on the island.  They 
  spent two months waiting for human sacrifices.  Finally, 
  several dozen bullywugs ambushed and captured a group 
  of Flan and the Gran March scouts that had come in 
  search of them. 
  The Gran March military came in and drove the 
  bullywug tribe off.  Giggbligg, in his obsession with the 
  power of the temple, has been watching the site and 
  observing the military forces, waiting for the perfect 
  moment to attack. 
  Guardian Flan 
  The Gwarcheidwad (gwar-Kah-EE-dwad), or “guardian” in 
  Flan, have devoted their lives to ensure that the remnants 
  of the evil, which once ruled this land, do not surface.  
  They have their left hand dyed black and a circle of black 
  henna around their left eye (this represents their 
  devotion to stop the remnants of the Whispered One).  
  They only speak Flan.  The tribe made contact with some 
  of the soldiers of the Gran March last year by warning 
  them of future incursions into the Rushmoors. 
  The Gwarcheidwad have given up trying to convince 
  Gran March to let things lie.  They realize that only force 
  will work and have been using guerilla tactics on the 
  military camp for a couple of months, but to no avail.  The 
  leadership have been planning a couple of assaults on the 
  Gran March military for a year now, but plans have been 
  delayed a bit with the bullywug explosion. 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 5 
  Finally, several of the tribe made a full assault on the 
  camp.  They still failed, but fled before things got too 
  ugly.  This is the first step in bigger things for the Flan. 
  As they head back to the rest of the tribe, they get 
  attacked by Krag (as a captured one), who commands the 
  fiendish tendriculos to kill them. 
  Gran March Lead-In 
  What started out as a rescue mission, has turned into an 
  exploration.  The Gran March military sent some men in 
  to rescue some missing scouts.  It came to their attention 
  that there were some ancient ruins found in the 
  Rushmoors, and they dispatched Captain Jinx with 2 files 
  and a work gang to guard and explore the place. 
  In the past five months, Captain Jinx has set up a slightly 
  fortified encampment near the ruins and spent several 
  months having the work gang build a dam around the 
  ruins.  Since then, the Flan have been attacking the dam 
  and the encampment at least once a week, slowing 
  progress.  In the past month they have drained some of 
  the water out of the new area, but it would’ve been more 
  had it not been for the attacks.  The top 10 feet of the 
  temple has been cleared and is above water.  The symbol 
  of Vecna on the top has been marked with logs placed 
  around it to prevent accidents.  Already, several of the 
  soldiers have the curse.  Captain Jinx has requested a 
  cleric be sent to remove the curse, but none has arrived 
  yet. 
  Captain Jinx has requested another work gang to speed 
  efforts, which is where the PCs come in.  The military 
  gets the PCs to “escort” a work gang they deem 
  expendable to the encampment. 
  The PCs will arrive at the camp after the assault by Flan. 
  Adventure Summary 
  Introduction 
  The adventure begins with the ordering or hiring of the 
  PCs to escort a fugitive work gang to the Rushmoors ruin 
  site.  The PCs are supposed to hand over the crew to 
  Captain Nicoli Jinx. 
  Encounter One 
  The PCs arrive in Willow’s Bend and can talk to any 
  NPCs; however, the Elector, Bard and Cleric in the town 
  wish to speak to the PCs. 
  Encounter Two 
  The PCs arrive at the encampment after a fresh attack by 
  Flan.  Captain Jinx welcomes you and asks for aid in 
  securing the site after the attack.  The PCs may meet 
  some of the soldiers and work crew at the site.  They also 
  learn of an AWOL soldier who slipped away during the 
  battle and the sighting of the half-orc druid leaving the 
  area after being told the site was off limits.  The PCs have 
  two choices.  A low APL table has the choice to go after 
  the AWOL soldier or help guard the site while the 
  Captain sends some men after him (go to either 
  Encounter Three or Encounter Seven).  A high APL table 
  has the choice to go after the druid or help guard the site 
  while the Captain and some men go after him (go to 
  either Encounter Three or Encounter Eleven). 
  Option One – Guarding the Site 
  Encounter Three 
  The PCs help watch the site and learn of an impending 
  bullywug attack.  They can also talk to the Flan prisoner. 
  Encounter Four 
  The bullywugs set a trap using one of the scouts. 
  Encounter Five 
  The bullywugs attack the encampment. 
  Encounter Six 
  Water elementals attack the encampment. 
  Option Two – Return the AWOL Soldier 
  Encounter Seven 
  The PCs go to the last known location of the AWOL 
  soldier to search for a trail or any information.  While 
  traveling they are ambushed by bullywugs. 
  Encounter Eight 
  The PCs follow the trail to Tom Gort’s home in Willow’s 
  Bend.  Information can be learned from Tom and also in 
  his son’s room. 
  Encounter Nine 
  The PCs arrive at the secret hideout of Tom Gort Jr.  It is 
  trapped, but pieces of information can be gathered to 
  determine an impending attack on a Keoish caravan.  The 
  PCs must choose to try to stop the caravan attack or go 
  after the AWOL soldier, before he gets away. 
  Encounter Ten-A 
  The PCs arrive at the start of an attack on a Keoish 
  caravan (three wagons with riders).  Four riders diverge 
  to attack the PCs.  The PCs’ success determines whether 
  the caravan survives or not. 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 6 
  Encounter Ten-B 
  The PCs track the AWOL soldier and catch up to him and 
  a companion or two.  They were waiting for another 
  person at a copse of trees.  They are on the lookout, so 
  surprise may be difficult. 
  Option Three – Capturing the Half-Orc Druid 
  Encounter Eleven 
  The PCs go to the spot the half-orc was last spotted and 
  encounter the awakened dire wolf K’org (the druid’s old 
  animal companion).  He offers to help the PCs stop Krag 
  because Krag has just slain his mate and cubs.  The dire 
  wolf is injured also. 
  Encounter Twelve 
  On the way to Krag’s grove, the PCs come across a once 
  large band of Flan being attacked by a fiendish 
  tendriculos and fiendish dire wolverine(s).  The PCs can 
  choose to help the few Flan remaining or leave them to 
  their fate. 
  Encounter Thirteen 
  The PCs arrive near Krag’s grove and encounter a dead 
  Flan tied to a tree and traps. 
  Encounter Fourteen 
  Inside the grove, Krag is trying to dig something up and 
  there is an apparent recent tree battle between fiendish 
  and normal treants.  There are still a few treants 
  remaining.  Krag will direct them to attack the intruders 
  with him 
  Conclusion 
  The PCs are rewarded by Captain Jinx with redeemable 
  favors.  Active (and reactivated) military are also given 
  commendations if their mission is successful.  Krag can 
  give a one-time redeemable favor to any PC willing to 
  speak on his behalf.  If the caravan is saved by the PCs, 
  they receive recognition with the Commandant for 
  keeping relations between Gran March and Keoland 
  positive.  Finally, if Gort’s son is returned (the AWOL 
  soldier), Tom Gort will offer a rare or unusual metal 
  option for armor or weapon. 
  DM Notes 
  This adventure is supposed to relay information about 
  the curse to the PCs, giving them the opportunity to 
  remove it if so desired (and they have not already done 
  so). 
  Also, any PC that has the Mark of the Eye curse will 
  begin to hear “whispers” when within a half mile of the 
  temple.  See the full curse in Appendix Four for details. 
  Also, there are overland maps of the general Gran March 
  area this adventure takes place in, as well as a small map 
  of Willow’s Bend in DM Aid #1. 
  Full Moon 
  The Full Moon occurs within this scenario.  Any PCs 
  inflicted with lycanthropy may change and cause 
  unpredictable results.  Check with the PCs to see if 
  anyone is inflicted with this curse. 
  Military Scenario 
  This scenario counts as a Gran March military scenario.  
  However, it is not limited to military characters. 
  Introduction 
  The adventure should begin with the PCs being ordered 
  or hired to escort a work gang of criminals to a military 
  site in the Rushmoors (their pay is equivalent to standard 
  upkeep for the scenario).  A corporal Vincen Liggot is in 
  charge of finding men to perform this job.  The corporal 
  wants to find military personnel, but will take 
  adventurers willing to be hired.  He will reactivate 
  veterans if necessary.  He will also warn the PCs not to 
  get too friendly with the work gang. 
  The PCs are supposed to report to Captain Nicoli Jinx at 
  the encampment to turn over the work gang.  Afterwards, 
  they can enjoy the local Harvest Festival in the small 
  town of Willow’s Bend.  The PCs are told to either speak 
  to Elector Arturo Gilbreth, if he is in town, or to a retired 
  scout, Jared Meex, to obtain directions to the military 
  encampment.  The corporal will give all this information 
  to the PCs and also make a note to tell them that it is a 
  army camp and that all non-military personnel are 
  allowed by the captain’s orders only.  Those chosen from 
  this assignment have permission because they are 
  working for the military.  The corporal can provide basic 
  supplies if needed (for purchase). 
  The work gang consists of 12 criminals (crimes include 
  theft, assault, and resisting arrest for the most part).  See 
  Appendix I for a list of some of the criminal work gang.  
  One of their own, Torok, keeps them in line and will help 
  the PCs with the work gang if possible.  They provide 
  little useful information.  The work gang is basically a 
  chain gang.  Manacles are provided but Torok doesn’t 
  require them since he won’t try to escape (of course the 
  PCs may still want him manacled, which he won’t object 
  to). 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 7 
  Note to DM:  There is no boxed text for the 
  introduction.  The DM will have to be flexible to bring 
  the PCs into the hook of escorting the work gang.  
  Appendix I has a list of work gang member names if 
  needed. 
  Encounter One: It’s Festival Time 
  Travel to Willow’s Bend takes two days while escorting 
  the work gang.  They do not try to escape during this 
  time. 
  You arrive at the small bustling town of Willow’s 
  Bend just a couple days after leaving Fort Endurance. 
   Although it is a small town, there appears to be a lot 
  of activity preparing for the Harvest festival, which 
  begins in a few days.  There are numerous tents being 
  erected, tables being set up, and booths in various 
  stages of readiness all in preparation for the festival.   
  Willow’s Bend is an otherwise plain village of only 
  twenty or so houses.  The main road bends around a 
  large, blackened tree stump at the center of the 
  village.  Several of the locals notice your arrival and 
  wave. 
  The PCs can find Elector Arturo Gilbreth at the center of 
  the festival organization.  He has “commandeered the inn 
  and is using it as the festival organization center.  Teams 
  of organizers and workers are cycling in and out of 
  Brelich’s Fortune at all hours.  Jared Meex is currently out 
  of town.  Other notable NPCs are the shopkeeper, 
  Zippora Cettina; the innkeeper, Brelich Goldtooth; the 
  local priest of Phyton, Talon Kessel; the blacksmith, Tom 
  Gort; a traveling bard, Darden Lithonich; and a priest of 
  Zilchus, Helmiphius the Bargainer.  Both the bard and 
  the priest are in the inn and will overhear any 
  conversation with the Elector.  This prompts the bard to 
  talk to the PCs.  The priest waits until after the bard is 
  done, or one of the PCs has left him, and wants to talk 
  also.  The rest of the people around town are local and out 
  of town farmers and their families. 
  Elector Arturo Gilbreth gladly speaks with the PCs and 
  gives them the directions to the campsite.  He also asks 
  them to have some fun at the harvest festival on their 
  return – it lasts a week.  He is still looking for a 
  prospective husband for his daughter and if he finds 
  someone, he pays extra attention to him. 
  Darden Lithonich wishes to talk to the PCs concerning 
  information they can obtain for him at the campsite.  
  Darden is more of a scholar than a minstrel.  Things that 
  he reveals or asks: 
  • 
  He will explain what he knows about the curse 
  (See Appendix Four for details).  He also 
  believes that the site may be a prison and that he 
  has references that the prisoner is a great 
  follower of the Whispered One.  If it is this 
  legend, he believes only someone cursed can 
  stop a ceremony that the servant will perform 
  when it is freed.  Darden doesn’t know details 
  about the servant or the ceremony but if he 
  could get confirmation on various site details, 
  he will go look it up. 
  • 
  He asks the PCs to describe the ruins when they 
  return, as well as any other details they may 
  notice. 
  • 
  He asks the PCs to ask Captain Jinx for 
  permission to visit the site for study. 
  Helmiphius the Bargainer wants to talk with the PCs.  He 
  knows the following: 
  • 
  He wants to try and see if the PCs will put in a 
  good word with Captain Jinx for him to visit the 
  site. 
  • 
  He was sent here by Zilchus and told to help in 
  protecting against the Whispered One. 
  • 
  He is willing to free anyone of the curse for a 
  small 100gp price.  However, he will also cure 
  anyone freely if he is allowed to help at the site, 
  including the Captain’s men. 
  • 
  He talked to the Captain but the Captain didn’t 
  really listen and dismissed him before he could 
  offer aid.  The Captain hasn’t returned to 
  Willow’s Bend since. 
  • 
  He has talked to the Elector, but the Elector 
  seems more interested in finding a husband for 
  his daughter and won’t interfere with the 
  Captain’s work. 
  • 
  He knows the site is dedicated to Vecna and 
  believes there is great evil there.  The curse is 
  proof of this. 
  Brelich Goldtooth, the innkeeper, is always a rumor-
  monger and knows the following: 
  • 
  Several of the soldiers at the site initially were 
  cursed and the local cleric, Talon, cannot cure it. 
  • 
  Marttik Suip stayed at the inn for 3 months 
  before moving on.  He hasn’t been seen since. 
  • 
  Krag Sathan stayed at the inn for a month 
  before leaving.  He too has not returned. 
  • 
  The scholar Darden Lithonich has been in town 
  around 5 weeks trying to get permission to see 
  
  GRM3-07 Rustling in the Reeds 
   
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  the site.  He will talk your ear off, but knows 
  about that curse. 
  • 
  The priest Helmiphius is quiet but helps where 
  he can.  He is trying to help out at the site as 
  some calling of Zilchus. 
  • 
  Business has been better with the troops to the 
  south. 
  • 
  Jared Meex has said a large band of bullywugs 
  has been spotted on the move.  Jared has left 
  town to see family in the Rushmoors. 
  • 
  Flan barbarians have been attacking the site, 
  trying to kill the soldiers.  They have only been 
  small hit and run tactics according to some of 
  the men who come here. 
  Except for Brelich, the rest of the NPCs are located in 
  Appendix I, but provide no real information at this time. 
  The trail to the military encampment is south of the 
  village beyond the paths leading to farms. 
  Encounter Two: The Temple Site 
  It takes a day and a half to get to the campsite now.  The 
  trip is made safely as the work gangs already at the site 
  have made a decently marked trail.  There are basic trail 
  signs along the way in the swamp making travel easier, 
  but following it means a basic 5-foot path.  It is also cooler 
  this time of year, which helps some with the bugs. 
  The campsite is made to be as defendable as possible.  The 
  stone wall around the perimeter was created through a 
  transmute mud to rock spell. 
  From the earthen wall out into the water and around the 
  ruins (by about 30 feet), a dam has been built.  There used 
  to be a 120-foot expanse of water between the shore and 
  the ruins, but since the draining has begun, it has 
  decreased to 100 feet.  It appears the draining is perhaps 
  one-fifth done with much more to do. 
  The roughly marked trail leading to the ruins in the 
  Rushmoors is easy to follow and is much safer than 
  blindly walking through the swamp.  Keeping the 
  complaining work gang members together and 
  moving delays you a bit, but you finally arrive at a 
  military camp with 30 some people. 
  The campsite itself stretches from the water’s edge 
  west of the ruins to 80 feet inland with a width of 150 
  feet from north to south at the water’s edge.  A 3-foot 
  stone wall has been erected around the perimeter of 
  the camp.  In the encampment are several rows of 
  tents and one large tent in the center used as an 
  operations office. 
  Further beyond is a pond with two stone structures 
  protruding from it.  The closer structure appears to be 
  a dam of sorts that has been set up with the intention 
  of draining the pond to its bottom.  The stone 
  structure near the center of the pond resembles the 
  top of a building, perhaps a ziggurat. 
  As you arrive, you notice the camp is recovering from 
  a recent attack.  Three dead bodies lay off to the side, 
  covered with sheets.  An Oeridian man in his early 
  forties is directing the men with some authority. 
  If one or more of the PCs have the Mark of the Eye curse, 
  read the following to them: 
  For the past few minutes you’ve had this feeling of 
  dread building.  Upon seeing the ziggurat you hear a 
  whispered voice in your ear. 
  If the PC understands Flan, then read the following: 
  After a minute of listening you can make out the 
  phrases “secrets are in the wind”, “all power has a 
  secret”, and “eyes are the knowledge of the soul”. 
  The PCs may notice Captain Nicoli Jinx as the man 
  directing the others.  The camp was attacked at dawn by a 
  group of Flan (see the background information).  There is 
  only one Flan body, a prisoner the soldiers captured in 
  the retreat.  The Captain allows no one, not even the PCs 
  to speak with the prisoner.  The PCs can only do that if 
  they decide to guard the camp.  One soldier and two of 
  the work gang were killed in the fight.  Many of the 
  other soldiers (all but 2 or 3) have various degrees of 
  injuries, but none are incapacitating or critical.  Even 
  some of the work gang members at the camp are 
  wounded (around 4 or 5).  If the PCs heal any of them, 
  make a quick note of it if you wish to determine the 
  number of people who survive the bullywug assault (see 
  Encounter Six). 
  The current number of soldiers at the site is equivalent to 
  three files (24 with Captain Jinx and minus the dead 
  soldier).  Two of them are actual files assigned to Captain 
  Jinx.  The third consists of a group of veterans that 
  Elector Gilbreth has assigned to the Captain to help in 
  the site’s defense.  The camp has been attacked in the past 
  few months with guerrilla tactics.  The dawn’s attack is 
  the biggest yet.  The current number of work gang 
  members is 10, after the two that just died.  With the 12 
  the PCs just brought, that comes to a total of 22.  Some of 
  the soldiers (4) and work gang members (3) are cursed 
  and come off as distracted.  None of the dead were 
  cursed.  See Appendix I for important soldiers and work 
  
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  gang members.  Those that are cursed are marked in that 
  section. 
  Captain Jinx will thank the PCs for bringing the work 
  gang to him and assign two men to take them.  He will 
  also relay the attack to them and ask them if they would 
  mind helping bring order back to the camp.  It will take a 
  full day to make sure everything is back in order.  If the 
  PCs just want to leave, then the scenario is over. 
  The PCs have the chance to try and convince Captain 
  Jinx to allow Helmiphius to help with the ruins.  A 
  Diplomacy check DC 25 will convince him (add a +5 
  circumstance bonus to the PCs roll if they mention the 
  free curing of his men).  Captain Jinx knows of Darden 
  and Helmiphius but thought they would get in the way 
  of his duty here. 
  While the PCs are working around the camp they can 
  learn about the various skirmishes with the Flan.  Also, if 
  any PC is so inclined, they can go to the ruins and 
  attempt to be cursed.  The work gang members recover 
  the remains of their pumping equipment and start 
  repairing it while also checking the dam. 
  At midday of the next day, when things are nearly settled, 
  two scouts return and report to Captain Jinx.  Captain 
  Jinx will then approach the PCs and tell them the 
  situation based upon their APL. 
  If the PCs are APL 2-6, then read the following: 
  Captain Jinx approaches you as the cleanup is 
  winding down.  “I have a situation here that could use 
  some good men (and women if appropriate).  I have a 
  scout who has gone AWOL.  His name is Tom Gort.  
  One of my men saw him sneaking off with a large bag 
  less than a mile away this morning.  Tom got the drop 
  on him and knocked the scout out so I just got the 
  news.  I don’t like one of my men going AWOL and 
  want him returned to me.  Are you willing to help?” 
  If the PCs are, read the following from Captain Jinx: 
  “Trying to find Scout Gort may require some tracking. 
   If you feel up to it you can go after him.  Otherwise, I 
  can send some of my men after him and you can 
  replace them on guard duty here at the encampment. 
   What do you feel like you are capable of?” 
  If the PCs are APL 8-12, then read the following: 
  Captain Jinx approaches you as the cleanup is 
  winding down.  “I have a situation here that could use 
  some good men (and women if appropriate).  A druid 
  named Krag has infiltrated the ruins against my 
  orders.  One of my men spotted a pillar of flame and 
  went to investigate.  He saw Krag kill a pack of dire 
  wolves and leave carrying something.  Krag is a half-
  orc that has been coming to the site every week.  I 
  have told and ordered him to not interfere but he is 
  persistent.  Up to now he hasn’t disobeyed my edict.  
  Worse, if what I believe is correct and he has gotten 
  into the ruins somehow, he may have released 
  something.  I believe that the something that my 
  scout reported is from the ruins and I want both it 
  and him returned.  I want to know how he got into 
  the ruins and he must face punishment. Are you 
  willing to help?” 
  If the PCs are, read the following from Captain Jinx: 
  “My man mentioned he saw Krag vanish which may 
  mean it will be difficult to find him.  I can personally 
  take a couple of men with me if you’d rather stay here 
  and guard the encampment while I am gone.  What 
  do you feel like you are capable of?” 
  Details on the Paths 
  If the PCs go on either “tracking” mission, the captain has 
  no men to spare to help.  It is up to them. 
  If the PCs choose to stay and guard the encampment, 
  Captain Jinx will determine the PCs’ rank and, if any are 
  above corporal, will place them in charge.  Usually 
  Corporal Jurgen Filiden is left in charge. (Note:  Corporal 
  Filiden is evil but is trying to reform.  Associating with 
  him for the time of this scenario will not interfere with 
  the paladin’s code.)  The corporal or captain can relay 
  how they have set up their defenses before.  The soldiers 
  guard the outer wall of the encampment (not the stone 
  structure).  It spreads the soldiers thin, so the work gang 
  members are usually left to defend inside if anyone gets 
  beyond the soldiers.  Finally, since the captain takes 
  Kruger Amden, the work gang leader, Kruger asks the 
  PCs to watch out for his men when they can.  This path 
  goes to Option One, Encounter Three. 
  If the PCs choose to go after Scout Tom Gort, they will be 
  given directions to his last known location.  The 
  directions are easy even if they are 2 hours away.  This 
  path goes to Option Two, Encounter Seven. 
  If the PCs choose to go after Krag, they will be given 
  directions to his last known location.  Krag was spotted 
  less than one hour ago.  This path goes to Option Three, 
  Encounter Eleven. 
  If the PCs do not wish to help at all, have Captain Jinx 
  dismiss them, have them leave, and end the scenario. 
  
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  Option One – Guarding the Site 
  This option consists of Encounters Three to Six. PCs who 
  choose to guard the encampment follow this option.  All 
  APLs may choose this option. 
  Encounter Three: Attack 
  Preparations 
  If the PCs stay and guard the encampment, that means 
  Captain Jinx must leave to try and capture the missing 
  druid.  He will have assigned someone else to be in 
  charge (either a PC or Corporal Filiden).  The captain 
  takes Kruger Amden, Corporal Marinian Veldersy, and 2 
  other soldiers with him.  
  Having chosen to stay and assist with the defense of 
  the camp your party gets right into the mission at 
  hand.  Watches are set and perimeter patrols assigned 
  as the waiting begins. 
  The captain has 4 scouts that usually work in shifts.  Two 
  of them will be out keeping watch. 
  The PCs may choose to interrogate the Flan prisoner at 
  this point.  The corporal will allow it if he is in charge (or 
  if the PCs are in charge, they have the right).  The Flan 
  barbarian can give the details about the attack from the 
  Flan perspective (see Adventure Background).  The Flan 
  will not willingly reveal the tribe’s last location and he 
  doesn’t know the leadership.  Otherwise, the DM is free 
  to role-play it however he wants. 
  � Faen: male human (Flan) Bbn1; AL N. 
  Late afternoon, one of Captain Jinx’s scouts tells either 
  Corporal Filiden, or the PC left in charge, that a force of 
  bullywugs are near. 
  If the Corporal is in charge, read the following: 
  Corporal Filiden hurries up to you.  “Men, a large 
  bullywug force is nearby and is preparing to attack.  
  Stay in the northern part of the camp and prepare for 
  an attack.”  The Corporal then barks orders to his men 
  and the work gangs as they prepare for an assault. 
  If one the PCs is left in charge, read the following: 
  One of the scouts comes up to you, saluting and 
  waiting 
  for 
  your 
  acknowledgement. 
   
  Once 
  acknowledged he speaks, “Sir, a large force of 
  bullywugs is gathering to the south, just a mile away.  
  I believe they are planning an assault.”  The soldier 
  waits for your response. 
  The PCs have 30 minutes before the assault begins.  
  Magic may help reveal the time or a close approximation. 
   The PC in charge can give orders to anyone left in camp, 
  but try to make sure the camp is protected from all sides. 
  Encounter Four: Bait 
  Shortly before nightfall, the bullywugs plan their attack.  
  The bullywug sorcerer captures one of the scouts and 
  uses him for bait.  Read the following: 
  As you prepare for an assault by bullywugs, one of the 
  scouts has not returned.  As some of the men discuss 
  his absence, the sound of a cry of pain breaks the 
  quiet.  It sounds like the scout is not too far off and 
  his pain is great.  The question is whether he can be 
  saved? 
  The captured scout (Corporal Gottlee Thomban) is being 
  tortured to draw off some of the army to investigate.  One 
  of his hands has been chopped off (current hp: 6) and he 
  is under the effects of a symbol of pain.  He has also been 
  tied to a tree.  Multiple traps have been set up for those 
  who wish to free him.  All the mechanical traps are set up 
  to trigger from loosening the ropes.  The magical traps 
  vary.  The burning hands and Melf’s acid arrow traps go 
  off if anything moves within 2 feet of the scout.  The 
  glyph of warding traps are on the tree above the scout’s 
  head.  He is located only 150 feet away from the camp. 
  APL 2 (EL 4) 
  � Burning Hands Trap: CR 2; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (burning 
  hands, 1st-level wizard, 1d4 fire, DC 11 Reflex save half 
  damage); Search DC 26; Disable Device DC 26. 
  � Javelin Trap: CR 2; mechanical; location trigger; 
  manual reset; Atk +16 ranged (1d6+4, javelin); Search DC 
  20; Disable Device DC 18. 
  APL 4 (EL 6) 
  � Glyph of Warding (Blast): CR 4; spell; spell trigger; 
  no reset; spell effect (glyph of warding [blast], 5th-level 
  cleric, 2d8 acid, DC 14 Reflex save half damage); multiple 
  targets (all targets within 5 ft.); Search DC 28; Disable 
  Device DC 28. 
  � Javelin Trap: CR 4; mechanical; location trigger; 
  manual reset; Atk +16 ranged (1d6+9, javelin); Search DC 
  20; Disable Device DC 25. 
  APL 6 (EL 8) 
  � Greater Glyph of Warding (Blast): CR 6; spell; spell 
  trigger; no reset; spell effect (greater glyph of warding 
  [blast], 16th-level cleric, 8d8 sonic, DC 19 Reflex save half 
  
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  damage); multiple targets (all targets within 5 ft.); Search 
  DC 31; Disable Device DC 31. 
  � Javelin Trap: CR 6; mechanical; location trigger; 
  manual reset; Atk +21 ranged (1d6+9, javelin); Search DC 
  25; Disable Device DC 25. 
  APL 8 (EL 10) 
  � Melf’s Acid Arrow Trap: CR 8; magic device; visual 
  trigger (true seeing); automatic reset; multiple traps (two 
  simultaneous Melf’s acid arrow traps); Atk +9 ranged 
  touch and +9 ranged touch; spell effect (Melf’s acid arrow, 
  18th-level wizard, 2d4 acid damage for 7 rounds); Search 
  DC 27; Disable Device DC 27. 
  � Fusillade of Spears (2): CR 6; mechanical; proximity 
  trigger; repair reset; Atk +21 ranged (1d8, spear); multiple 
  targets (1d6 spears per target in a 10-ft. by 10-ft. area); 
  Search DC 26; Disable Device DC 20. 
  APL 10 (EL 12) 
  � Melf’s Acid Arrow Trap (2): CR 8; magic device; 
  visual trigger (true seeing); automatic reset; multiple 
  traps (two simultaneous Melf’s acid arrow traps); Atk +9 
  ranged touch and +9 ranged touch; spell effect (Melf’s 
  acid arrow, 18th-level wizard, 2d4 acid damage for 7 
  rounds); Search DC 27; Disable Device DC 27. 
  � Fusillade of Spears (2): CR 8; mechanical; proximity 
  trigger; repair reset; Atk +21 ranged (1d8+3, spear); 
  multiple targets (1d6 spears per target in a 10-ft. by 10-ft. 
  area); Search DC 26; Disable Device DC 20. 
  APL 12 (EL 14) 
  � Melf’s Acid Arrow Trap (4): CR 8; magic device; 
  visual trigger (true seeing); automatic reset; multiple 
  traps (two simultaneous Melf’s acid arrow traps); Atk +9 
  ranged touch and +9 ranged touch; spell effect (Melf’s 
  acid arrow, 18th-level wizard, 2d4 acid damage for 7 
  rounds); Search DC 27; Disable Device DC 27. 
  � Fusillade of Spears (2): CR 10; mechanical; proximity 
  trigger; repair reset; Atk +26 ranged (1d8+6, spear); 
  multiple targets (1d6 spears per target in a 10-ft. by 10-ft. 
  area); Search DC 26; Disable Device DC 20. 
  Treasure: Corporal Thomban hid a spear he found before 
  he was captured.  He can tell the PCs about it or a Search 
  DC 18 can find it.  If the PCs do not come here while the 
  corporal is still alive, the bullywugs have found it when 
  they killed him. 
  APL 2: L: 0 gp; C: 0 gp; M: +1 spear (192 gp). 
  APL 4: L: 0 gp; C: 0 gp; M: +1 spear (192 gp). 
  APL 6: L: 0 gp; C: 0 gp; M: +1 spear (192 gp). 
  APL 8: L: 0 gp; C: 0 gp; M: +2 spear (692 gp). 
  APL 10: L: 0 gp; C: 0 gp; M: +2 spear (692 gp). 
  APL 12: L: 0 gp; C: 0 gp; M: +2 spear (692 gp). 
  If the scout is rescued, he will try and tell the PCs that 
  there is a huge force led by a strange looking bullywug.  
  (PCs who played GRM3-03 Shades of the Past may 
  recognize the description as a bullywug savant.)  Five 
  minutes after the scout’s screams begin, the bullywugs 
  attack the camp.  If the PCs decide not to investigate the 
  screams, then the scout is killed and traps removed. 
  Encounter Five: Bullywug 
  Assault 
  If the PCs make it back to camp before 5 minutes, then 
  the PCs have a chance to hear the approach of the 
  bullywugs, otherwise the PCs can hear the sounds of 
  battle and rush back to help.  Let all PCs roll a Listen 
  check and compare it to a base DC 10.  For every 6 points 
  the check is above the base DC, it gives the PCs one 
  additional round of preparation before the bullywugs 
  come into view (10-15 is 1 round, 16-21 is 2 rounds, 22-27 
  is 3 rounds, etc).  An NPC alerts the PCs 1 round ahead of 
  time if needed.  (Note: Because combat has not begun, a 
  ready action cannot be done.)  If the PCs are in camp 
  when the bullywugs arrive, read the following: 
  As they come into view, you see at least a hundred 
  bullywugs spring from the water at various points 
  around the dam.  The assault is on. 
  If the PCs are away when the battle begins, read the 
  following: 
  The sounds of battle can be heard back toward the 
  encampment.  You hear orders being shouted to keep 
  the men together and you know they may be in 
  trouble. 
  If the PCs are already in the camp, the majority of the 
  force begins the assault at the waters edge from inside the 
  encampment.  Others come from the other, non-water 
  side, but mainly as a diversionary tactic.  Start the 
  bullywugs approximately 30 to 40 feet away from the 
  closest PC. 
  If the PCs head back into camp after the battle begins, 
  start them at the other side of the wall and let them help 
  a soldier who is being ganged up by the bullywugs below. 
  APL 2 (EL 5) 
  � Bullywugs (3): hp 8 each; see Appendix II. 
  � Bullywug Sor1: hp 5; see Appendix II. 
  
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  APL 4 (EL 7) 
  � Bullywug War3 (3): hp 25 each; see Appendix II. 
  � Bullywug Sor3: hp 15; see Appendix II. 
  APL 6 (EL 9) 
  � Bullywug War5 (3): hp 41; see Appendix II. 
  � Bullywug Sor5: hp 26; see Appendix II. 
  APL 8 (EL 11) 
  � Bullywug War7 (3): hp 58 each; see Appendix II. 
  � Bullywug Sor7: hp 37; see Appendix II. 
  APL 10 (EL 13) 
  � Bullywug War9 (3): hp 81 each; see Appendix II. 
  � Bullywug Sor9: hp 54; see Appendix II. 
  APL 12 (EL 15) 
  � Bullywug War11 (3): hp 116 each; see Appendix II. 
  � Bullywug Sor11: hp 74; see Appendix II. 
  Tactics: The bullywugs listed are the ones that come for 
  the PCs.  They simply try to kill as many creatures as 
  possible.  The sorcerer will already have spells pre-cast on 
  himself and possibly the warriors he is with.  He will start 
  off putting up short duration defenses he may have (and 
  not have already cast) and then attack.  If all three 
  warriors drop and it does not appear favorable to the 
  sorcerer, he will try to flee. 
  Treasure: 
  APL 2: L: 245 gp; C: 0 gp; M: wand of summon monster I 
  (63 gp). 
  APL 4: L: 245 gp; C: 100 gp; M: wand of summon monster 
  I (63 gp). 
  APL 6: L: 245 gp; C: 150 gp; M: ring of protection +1 (167 
  gp), wand of summon monster I (63 gp). 
  APL 8: L: 245 gp; C: 200 gp; M: ring of protection +1 (167 
  gp), wand of summon monster I (63 gp). 
  APL 10: L: 245 gp; C: 250 gp; M: ring of protection +2 (667 
  gp), wand of summon monster II (375 gp). 
  APL 12: L: 245 gp; C: 500 gp; M: ring of protection +2 (667 
  gp), wand of summon monster III (938 gp). 
  After the battle, allow the PCs to help others or heal 
  them.  Make a note of the healing done for Encounter Six 
  if you’d like.  This attack may take longer for high APLs, 
  but try not to let on that they’ll be other attacks.  The next 
  attack begins 5 minutes after the start of this attack. 
  Encounter Six: Elemental Assault 
  The PCs have a chance to hear the elementals as well, but 
  since they are water elementals, it is harder.  Use the 
  same Listen mechanic as in Encounter Five, except for 
  two things.  First, the base Listen DC is 20 instead of 10 
  (20-25 is 1 round, 26-31 is 2 rounds, 32-37 is 3 rounds, 
  etc).  Second, only APLs 2-6 are warned by NPCs one 
  round in advance if the PCs do not make the check.  The 
  high APLs (8-12) get no forewarning unless the PCs hear 
  it themselves. 
  The battle appeared to be over and the soldiers in the 
  camp were beginning to tend to the wounded and 
  haul off the slain.  Just when everything started to 
  calm down the water itself springs up from beyond 
  the dam to advance on the encampment.  These 
  creatures of water come forward looking to flood the 
  encampment. 
  APL 2 (EL 3) 
  � Small Water Elementals (2): hp 14 each; see Monster 
  Manual. 
  APL 4 (EL 5) 
  � Medium Water Elementals (2): hp 33 each; see 
  Monster Manual. 
  APL 6 (EL 7) 
  � Large Water Elementals (2): hp 72 each; see Monster 
  Manual. 
  APL 8 (EL 9) 
  � Huge Water Elementals (2): hp 156 each; see 
  Monster Manual. 
  APL 10 (EL 11) 
  � Greater Water Elementals (2): hp 205 each; see 
  Monster Manual. 
  APL 12 (EL 13) 
  � Greater Water Elementals (4): hp 205 each; see 
  Monster Manual. 
  Treasure: None. 
  If the PCs survive the water elementals, then the assault 
  is over.  The DM can reference the chart below to see 
  how many people are alive in the camp.  The chart is 
  based on any healing done to the troops since they have 
  arrived (after the Flan attack or in between assaults).  The 
  
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  PCs can help the hurt and even raise the dead if they 
  have the ability.  Otherwise, they need to keep the camp 
  in order until the Captain returns. 
  If no healing was performed: 10% chance Captain Jinx 
  killed (because the Captain heals his men some before he 
  leaves or there would be even more casualties), 2d4+1 
  soldiers dead, and 2d4+3 work gang members dead. 
  If normal Heal checks DC 15 performed: 5% chance 
  Captain Jinx killed (because the Captain heals his men 
  some before he leaves or there would be even more 
  casualties), 1d8+1 soldiers dead, and 2d4+2 work gang 
  members dead. 
  If minor healing performed (up to 10 hit points healed 
  among 1-4 men):  1d4+3 soldiers dead, 1d6+3 work gang 
  members dead. 
  If minor healing performed (11-30 hit points healed 
  among 5-10 soldiers):  1d4+1 soldiers dead, 1d4+2 work 
  gang members dead. 
  If major healing performed (31+ hit points healed among 
  10+ men): 1d2+1 soldiers dead, 1d2+1 work gang 
  members dead. 
  If everyone was healed: 1d3-1 soldiers dead, 1d3-1 work 
  gang members dead. 
  With the attack over, go to the Conclusion. 
  Option Two – Returning the 
  AWOL Soldier 
  This option consists of Encounters Seven to Ten. PCs 
  who choose to go after Scout Tom Gort follow this 
  option.  Only APLs 2 to 6 may choose this option. 
  Encounter Seven: Finding the 
  Trail 
  By the time the PCs start, Tom is already 8 hours ahead of 
  the party.  Tom plans to head to his father’s house, get 
  something he left there without seeing his father, and 
  push his travel to the shack.  He meets Helga (and 
  possibly Ogar) and the caravan attackers at the shack and 
  gets 12 hours rest before moving on.  The attackers take 
  their horses and go north, while Helga and Tom head 
  south.  The attackers don’t go to the caravan spot until 1 
  hour before the timetable.  Tom and Helga also don’t 
  arrive at their meeting point until 1 hour beforehand. 
  The timetable looks like the following: 
  • 
  Tom travels 16 hours to the shack from the 
  place he knocked out the scout, only stopping at 
  his father’s house to pick up a personal item.  
  His father does not see him during this time 
  and Tom arrives at the shack in the morning.  
  Tom then turns over the sack of Gran March 
  uniforms to Helga. 
  • 
  Tom sleeps 8 hours. 
  • 
  Everyone leaves the shack at night, but do not 
  go to their destinations until the 2 mornings 
  later. 
  • 
  At midday, Tom and Helga meet Boris Jutsin 
  and leave into the Rushmoors (not to be found). 
   The Keoish caravan gets attacked. 
  If the PCs push it (as in no sleep), they have 18 hours 
  travel from the encampment to Willow’s Bend and 6 
  more hours to the shack from there (or 4 hours with a 
  map).  The PCs will arrive before dawn sometime, 
  missing Tom and everyone at the shack by 4 to 8 hours.  
  Normal travel follows the normal box text however.  
  (Note: This does not take into account hustling on the 
  land or any base speed other than 30 ft.) 
  The PCs are directed to the spot where Tom Gort Jr. was 
  last seen.  It takes the PCs 2 hours to get to that spot and 
  travel is basically in a 5-foot path to prevent missteps. 
  Arriving at the last known location of Tom Gort Jr, 
  the AWOL soldier, is quite easy.  There is not much of 
  interest except his footprints.  They appear to lead 
  back in the direction of Willow’s Bend. 
  As the PCs follow the trail, they will cross the pass of 2 
  bullywugs waiting to ambush any soldiers trying to flee.   
  A Spot check DC 18 + the APL will spot the bullywugs, 
  preventing surprise. 
  If the PCs spot the bullywugs, read the following: 
  As you continue following the trail, you see some 
  bullywugs jump out from among their hiding place in 
  the reeds.  It appears their ambush has failed, but they 
  are still intent on attacking. 
  If the bullywugs are not spotted, read the following: 
  As you continue following the trail, some bullywugs 
  jump out from among their hiding place in the reeds. 
   It appears you have fallen right into an ambush. 
  APL 2 (EL 5) 
  � Bullywugs (4): hp 8 each; see Appendix II. 
  APL 4 (EL 7) 
  � Bullywug War3 (4): hp 25 each; see Appendix II. 
  
  GRM3-07 Rustling in the Reeds 
   
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  APL 6 (EL 9) 
  � Bullywug War5 (4): hp 41 each; see Appendix II. 
  Treasure: 
  APL 2: L: 212 gp; C: 0 gp; M: 0 gp. 
  APL 4: L: 312 gp; C: 0 gp; M: 0 gp. 
  APL 6: L: 312 gp; C: 0 gp; M: 0 gp. 
  Following Tom’s tracks back to Willow’s Bend is easy and 
  only requires two Track checks DC 10.  The tracks lead to 
  his father’s house. 
  Encounter Eight: The Trail Leads 
  Home 
  The trail leads back toward Willow’s Bend.  If the PCs 
  track the trail back to town they will find that it leads to 
  the blacksmith’s house in Willow’s Bend.  By normal 
  traveling and resting, the PCs arrive here close to 
  midnight. 
  The sound of metal clanging on metal can be heard 
  and it appears that a light is on at the building the 
  tracks lead you toward.  As you move toward the 
  building you can make out a man hammering on a 
  wagon wheel by lamplight.  The man seems focused 
  on his work and does not seem to notice you. 
  The PCs can learn about Tom’s son if they speak with his 
  father.  Tom Sr. is simple man who served in the military 
  then retired as a blacksmith.  He is knowledgeable and 
  seems to have traveled a great deal during his days in the 
  military.  He is concerned about his son and would be 
  interested in anything that would help his boy.  Tom 
  knows the following:   
  • 
  Tom junior has been acting strange for the last 
  couple of months ever since he got that tattoo 
  around his eye. 
  • 
  Tom hasn’t been around for about a week. 
  • 
  Tom has been somewhat rude and hard to get 
  along with for the last couple of months.  He 
  even vanished for a full week last month.  (If 
  pressed for more details it was exactly a month 
  ago during the full moon.) 
  • 
  Tom has been hanging out with strangers 
  whenever he is in town.  He doesn’t pay 
  attention to many of the townsfolk he used to 
  know. 
  • 
  If the PCs seem concerned with the welfare of 
  Tom’s boy he will ask them to help get him out 
  of whatever trouble he is in.  If they could 
  promise to bring him back he’ll go and bring a 
  rough map he found in Tom’s room a couple of 
  days ago. 
  • 
  The Map gives the PCs a location about an hour 
  from town where Tom has been hanging out.  
  Finding Tom’s hideout without the map takes 
  three Survival checks, by someone with the 
  Track feat, at DC17. 
  Encounter Nine: The Hideout 
  and the Choice 
  Gort’s trail leads to a large shack (10-ft by 10-ft) in a copse 
  of trees where the PCs can find clues on what Tom and 
  his companion(s) are doing. By normal traveling the PCs 
  should arrive at the shack in mid-afternoon the day 
  before the assault and meeting occurs. 
  Tom’s trail (or Tom’s map) leads you to an old 
  boarded-up shack hidden in a copse of trees.  The 
  shack appears deserted from a distance, but closer 
  inspection could indicate otherwise. 
  After the PCs approach, read the following: 
  Closer inspection of the building through cracks in 
  the walls reveals that the shack is empty except for a 
  small table with an unlit candle sitting on it and a 
  ragged bed in the corner.  It looks pretty clean from 
  the outside. 
  There are lots of tracks around the shack, so many that it 
  is difficult to separate.  Lots of horses and humanoid 
  riders head north and two (or three at APL 4 or 6) 
  humanoids on foot head south. 
  The door to the shack is trapped.  It is not locked but 
  opening the door triggers the pit trap outside the door. 
  APL 2 (EL 2) 
  � Spiked Pit Trap: CR 2; mechanical; location trigger; 
  automatic reset; DC 20 Reflex save avoids; 20 ft. deep 
  (2d6, fall); multiple targets (first target in each of two 
  adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 
  spikes per target for 1d4+2 each); Search DC 18; Disable 
  Device DC 15. 
  APL 4 (EL 4) 
  � Spiked Pit Trap: CR 4; mechanical; location trigger; 
  automatic reset; DC 25 Reflex save avoids; 20 ft. deep 
  (2d6, fall); multiple targets (first target in each of two 
  adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 
  spikes per target for 1d4+5 each); Search DC 21; Disable 
  Device DC 20. 
  
  GRM3-07 Rustling in the Reeds 
   
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  APL 6 (EL 6) 
  � Spiked Pit Trap: CR 6; mechanical; location trigger; 
  manual reset; DC 25 Reflex save avoids; 40 ft. deep (4d6, 
  fall); multiple targets (first target in each of two adjacent 
  5-ft. squares); pit spikes (Atk +15 melee, 1d4 spikes per 
  target for 1d4+5 each); Search DC 21; Disable Device DC 
  20. 
  A Search check DC 10 + the APL will find two pieces of 
  paper which have been overlooked. 
  One of the papers the PCs find is a map of the trade road 
  between Orlane and Fort Endurance.  It depicts a group 
  of wagons with the heraldry of Keoland (lion) above 
  them traveling to Fort Endurance.  There is a picture of 
  the sun that denotes midday and a group of horsemen 
  riding in at the wagons.  A scribbling in common of 
  “leave one alive” is also on the map.  This is a planned 
  midday attack of a Keoish caravan.  A Decipher Script 
  check DC 20 or a Sense Motive check DC 28 can 
  determine that the map depicts an attack on a Keoish 
  caravan at midday. 
  The other piece of paper is a hastily written note.  It 
  appears to be a reminder to meet Boris Jutsin at the 
  easternmost edge of the Ghent farm at midday (the same 
  time as the caravan attack is planned). 
  Only one of these two options is possible.  If the PCs 
  decide to help the caravan, go to Encounter Ten-A.  If the 
  PCs decide to catch Tom Gort Jr at the meeting place, 
  then go to Encounter Ten-B. 
  Encounter Ten-A: Keolanders 
  Must Die 
  Following the plans to the attack point is easy, but the 
  PCs should arrive as the attack just starts, if they rest and 
  travel normally.  Tom Gort Jr. has stolen Gran March 
  uniforms and Helga has organized an attack on a Keoish 
  diplomatic caravan.  The plan is to kill all but a few of the 
  members of the caravan as Gran March soldiers.  They 
  plan to sell the rest to some goblins.  All this is in hope 
  that word gets back to Keoland and sours the relationship 
  between Keoland and Gran March. 
  Unless the PCs are hiding or exceptionally sneaky, they 
  will be spotted and attacked.  The PCs will begin the 
  encounter 200 feet away from the caravan as they emerge 
  from the trees and brush in the area.  The attackers are 
  150 feet away from the party and near enough to attack 
  the caravan. 
  You come upon a battle that has just begun.  A small 
  force of Gran March cavalry are attacking a Keoish 
  caravan 
  A Sense Motive check DC 15 (PCs may add +2 plus their 
  Profession (soldier) bonus if they are Gran March 
  military) will notice that the Gran March soldiers are 
  imposters.  If the attackers notice the PCs (or the PCs 
  attack or rush forward), read the following: 
  The attackers notice your approach and four of them 
  break away to deal with your interference.  All four 
  are riding on horses, but only two look war-trained. 
  APL 2 (EL 5) 
  � Georg and Mikhail: Male human Ftr1 (2); hp 9 each; 
  see Appendix II. 
  � Olga: Female human Wiz1; hp 5; see Appendix II. 
  � Frederick: Male human Brd1; hp 6; see Appendix II. 
  APL 4 (EL 7) 
  � Georg and Mikhail: Male human Ftr3 (2); hp 27 each; 
  see Appendix II. 
  � Olga: Female human Wiz3; hp 14; see Appendix II. 
  � Frederick: Male human Brd3; hp 18; see Appendix II. 
  APL 6 (EL 9) 
  � Georg and Mikhail: Male human Ftr5 (2); hp 45 each; 
  see Appendix II. 
  � Olga: Female human Wiz5; hp 23; see Appendix II. 
  � Frederick: Male human Brd5; hp 30; see Appendix II. 
  Tactics: The attackers want to kill the PCs so no 
  information will leak out except what they want known.  
  They will also not get their warhorses to attack.  They are 
  only war-trained to prevent being spooked. 
  Treasure: The treasure comes from looting the attackers: 
  APL 2: L: 127 gp; C: 5 gp; M: wand of magic missile [1
  st 
  level caster] (63 gp). 
  APL 4: L: 127 gp; C: 25 gp; M: wand of magic missile [3
  rd 
  level caster] (188 gp). 
  APL 6: L: 127 gp; C: 50 gp; M: wand of magic missile [5
  th 
  level caster] (313 gp). 
  Development: If the PCs fail, then the caravan is 
  destroyed.  Otherwise, the PCs can speak to the caravan 
  and escort them the rest of the way to Fort Endurance or 
  tell them to report it. 
  
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  Encounter Ten-B: Gort’s Curse 
  The PCs try to head off Gort before he escapes the PCs.  
  After an hour of following the trail of Gort and 
  companions (requiring a Survival check DC 17 by 
  someone with the Track feat to follow the trail), the PCs 
  will come to a clearing where Gort and his companions 
  are waiting in ambush (Spot check DC 15 + the APL to 
  notice the ambush).  If the PCs do not travel normally, 
  then it is possible that the PCs could set up an ambush.  If 
  the Spot check is made, no surprise is given. 
  You arrive at the outskirts of a farm.  There are lots of 
  bushes and trees around the area, but one gnarled 
  dead tree stands out.  You recognize this as the 
  meeting place but nobody is around. 
  If the PCs do not spot the ambush, read the following: 
  Suddenly, an arrow shoots out from some of the 
  bushes nearby and you see someone rushing across 
  the clearing to engage you. 
  If the PCs spot the ambush, read the following: 
  The rustling of some bushes alerts you to the 
  presence of others.  Their attempt at an ambush 
  failed, they burst out of the bushes and attack. 
  APL 2 (EL 5) 
  � Tom Gort Jr: Male human wererat Rgr2; hp 14; see 
  Appendix II. 
  � Helga: Female human Clr2; hp 18; see Appendix II. 
  APL 4 (EL 7) 
  � Tom Gort Jr: Male human wererat Rgr2; hp 14; see 
  Appendix II. 
  � Ogar: Male half-orc Bbn4; hp 42; see Appendix II. 
  � Helga: Female human Clr4; hp 33; see Appendix II. 
  APL 6 (EL 9) 
  � Tom Gort Jr: Male human wererat Rgr2; hp 14; see 
  Appendix II. 
  � Ogar: Male half-orc Bbn4; hp 42; see Appendix II. 
  � Helga: Female human Clr8; hp 63; see Appendix II. 
  Tactics: Helga is in charge of this group.  She is really a 
  worshipper of Vecna even though she is posing as a 
  priestess of Erythnul (her real holy symbol [left hand 
  clutching an eye] is covered on the inside of her shield – 
  a Search check DC 20 + the APL can find it IF the PCs 
  search).  She is the mastermind of the caravan attack also. 
  Tom Gort Jr. has not only been cursed while under 
  Captain Jinx but has also been afflicted with lycanthropy 
  from a wererat.  Once Tom gets injured, he will shift to 
  hybrid form and continue attacking with his bow or will 
  shift to rat form and attack with the bite.  This will 
  provide DR.  The DM has the flexibility to have the Mark 
  of the Eye curse affect Tom during the battle if they feel 
  the PCs appear outmatched.  It is up to the DM’s 
  discretion whether he feels the PCs have the tools or 
  ability to handle the encounter. 
  The attackers want to kill the PCs so no information will 
  leak out except what they want known.  If that does not 
  look possible Helga will flee or use anyone and anything 
  to get away. 
  Treasure: The treasure comes from looting the attackers: 
  APL 2: L: 121 gp; C: 0 gp; M: wand of inflict light wounds 
  [1
  st level caster] (63 gp). 
  APL 4: L: 303 gp; C: 17 gp; M: wand of inflict light 
  wounds [3
  rd level caster] (188 gp). 
  APL 6: L: 303 gp; C: 17 gp; M: wand of inflict light 
  wounds [5
  th level caster] (313 gp). 
  Once the PCs have killed or captured everyone, go to the 
  Conclusion.  Helga will not reveal her true purpose. 
  Option Three – Capturing the 
  Half-Orc Druid 
  This option consists of Encounters Eleven to Fourteen. 
  PCs who choose to go after Krag follow this option.  Only 
  APLs 8 to 12 may choose this option. 
  Encounter Eleven: Finding the 
  Impossible Trail 
  Getting to the last known location of Krag is easy.  
  Following a druid through the swamp is not.  The PCs 
  will encounter an awakened dire wolf, which is Krag’s 
  former animal companion.  They are supposed to follow 
  him to Krag’s grove. 
  The location to which the scout directed is near the 
  water’s edge.  The only tracks you see are the scout’s 
  which is not very surprising.  Without magical help it 
  looks like tracking Krag is impossible.  From the 
  corner of your eye you see movement, and a dire wolf 
  comes out from beyond some brush a good 50 feet 
  away.  Oddly enough, it speaks in the Common 
  tongue, “I can help you find Krag, yes?” 
  The awakened dire wolf is K’org, a former animal 
  companion of Krag.  Krag awakened him and they 
  remained on good terms.  K’org lives in the swamp after 
  
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  being attacked too often outside it.  He had a mate and 
  three cubs. 
  When Krag went into the ruins, he asked K’org to keep a 
  watch out for Gran March soldiers for him.  However, on 
  his return and unbeknownst to K’org, Krag was no longer 
  himself.  He threw a flame strike at K’org and his family, 
  killing the cubs and his mate.  K’org injured Krag before 
  he was felled by an inflict spell.  He was left for dead.  
  When K’org awakened (1 hour later), he searched around 
  and took care of his dead family.  Then he heard the PCs 
  approach.  Upon recognizing non-swamp people, he 
  believes the PCs are military people investigating the 
  magical attack. 
  � K’org: Awakened Dire Wolf Rog5: hp 100 (currently 
  1); see Appendix II. 
  Tactics: K’org wants revenge for his dead family and 
  believes Krag betrayed him.  He knows Krag has been 
  fanatical in his quest from some druidic artifact and 
  thinks he has put it above K’org’s family. 
  K’org will gladly aid the PCs by leading them to Krag’s 
  grove.  He will tell the PCs that they must hurry because 
  Krag will be leaving his grove for good now that he has 
  obtained the artifact (in reality, Krag will leave but not for 
  those reasons).  He also asks for some healing.  If he gets 
  healing, he will try and kill Krag during the final battle 
  with him.  He will not assist in anything else.  He also 
  does not know of the traps that Krag placed outside his 
  grove.  If K’org leads the PCs, he’ll make sure he is not 
  the only one up front, in case of an ambush. 
  If the PCs would rather just get directions and do not 
  want the wolf with them, then K’org will give the 
  directions and go to the grove and wait for them.  Unless 
  the PCs travel by some magical means, K’org should 
  arrive before them. 
  Encounter Twelve: A Flan Tribe 
  K’org leads (or directs) the PCs to Krag’s grove but on the 
  way they see/hear a battle between some Flan and a 
  (couple of) fiendish tendriculos: 
  The way to the grove is pretty clear for the most part.  
  You notice a couple of dead bullywugs, some dead 
  kobolds, and some dead lizardfolk on your way.  
  When you are about an hour’s time away (by foot), 
  you hear  (or see, if above) the screams of battle a 
  short distance away. 
  If the PCs investigate the screams, read the following: 
  Checking on the disturbance, you see one large plant 
  creature and a dire wolverine attacking a few Flan 
  barbarians.  You recognize the Flan as belonging to 
  the same tribe as those who attacked the military 
  camp.  Many of them have already fallen and only a 
  few still stand, attempting to fight off the creatures.  
  Without help, they will not have long. 
  Out of 18 original Flan, only 4 remain alive.  The PCs may 
  not wish to help the Flan but do have the option to do so. 
  � Flan Barbarians (4): male human (Flan) War2: hp 15 
  each; AL CG. 
  APL 8 (EL 10) 
  � Fiendish Tendriculos: hp 95; see Appendix II. 
  � Advanced Fiendish Dire Wolverine: hp 84; see 
  Appendix II. 
  APL 10 (EL 12) 
  � Advanced Fiendish Tendriculos: hp 168; see 
  Appendix II. 
  � Advanced Fiendish Dire Wolverine: hp 147; see 
  Appendix II. 
  APL 12 (EL 14) 
  � Advanced Fiendish Tendriculos: hp 168; see 
  Appendix II. 
  � Advanced Fiendish Dire Wolverines (3): hp 147 
  each; see Appendix II. 
  Treasure: The treasure comes from looting the Flan 
  barbarians: 
  All APLs: L: 162 gp (9 gp per Flan); C: 216 gp (12 gp per 
  Flan); M: 0 gp. 
  Development: If the PCs help the Flan, they can 
  improve relations between the Flan and the Gran March 
  military, but only if they let them go.  The Flan can give 
  information of the Flan’s version from the background 
  information.  The Flan only speak Flan and have a disdain 
  for the military. 
  Encounter Thirteen: Trail to the 
  Grove 
  K’org leads the PCs to a common trail that connects the 
  grove to a Flan tribe that Krag used to trade with.  The 
  following is read when the PCs are only 5 minutes travel 
  away. 
  The way to the grove has led to a rough path that 
  hasn’t been used in quite awhile.  K’org (or his 
  directions) has (have) been true.  Strapped to a tree 
  next to the trail up ahead is a Flan human, his head 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 18 
  limp against his chest.  There appear to be multiple 
  wounds on his body. 
  The trail near the tree is trapped.  There are three traps, 
  all triggered from the same area, which is the 5-foot 
  square on the trail before reaching the tree.  The traps 
  target overlapping 10-foot square areas, starting with 5 
  feet beyond the tree and continuing to 10 feet before 
  reaching the tree.  The first one targets the trail next to 
  the tree and the area around the tree (both 5-foot squares) 
  and the two 5-foot squares beyond the tree.  The second 
  trap targets the same two 5-foot squares of the tree and 
  the trail next to it plus the two 5-foot squares before the 
  tree.  The third trap targets the 10-foot square area 
  immediate before reaching the tree.  The traps are sprung 
  by trip-wire to which all three traps are intricately 
  connected.  Although all three traps can be found by a 
  single Search check, it still takes 3 Disable Device checks 
  to disarm each one separately due to how the wires are 
  connected. 
  APL 8 (EL 9) 
  � Fusillade of Spears (3): CR 6; mechanical; proximity 
  trigger; repair reset; Atk +21 ranged (1d8, spear); multiple 
  targets (1d6 spears per target in a 10-ft. by 10-ft. area); 
  Search DC 26; Disable Device DC 20. 
  APL 10 (EL 11) 
  � Fusillade of Spears (3): CR 8; mechanical; proximity 
  trigger; repair reset; Atk +21 ranged (1d8+3, spear); 
  multiple targets (1d6 spears per target in a 10-ft. by 10-ft. 
  area); Search DC 26; Disable Device DC 20. 
  APL 12 (EL 13) 
  � Fusillade of Spears (3): CR 10; mechanical; proximity 
  trigger; repair reset; Atk +26 ranged (1d8+6, spear); 
  multiple targets (1d6 spears per target in a 10-ft. by 10-ft. 
  area); Search DC 26; Disable Device DC 20. 
  The PCs can determine that the Flan is dead and has been 
  tied to the tree as a warning to travelers. 
  Encounter Fourteen: Inside the 
  Grove 
  Since K’org has been to the grove, Krag has erected a 10-
  foot tall thorny hedge around the outside.  Also, a recent 
  battle between a treant and some fiendish treants (and 
  various animated trees) shows the remains of several 
  uprooted trees. 
  Krag’s grove appears to be inside a thick hedge of 
  brush and trees.  Thorns protrude, making it a bit 
  difficult to pass.  Although not impassable, it takes 
  careful movement to not get pricked by any thorns 
  and it is slow passing no matter what. 
  The hedge is approximately 80-feet out from Krag’s grove, 
  which is only a 20-foot by 15-foot grouping of trees.  The 
  rest of the area between the grove and the hedge is soggy 
  ground, reducing land movement to half speed without 
  some special ability.  It is possible to sneak up on Krag 
  and the treants; however, Krag receives a +5 circumstance 
  modifier to Spot and Listen checks due to the magical 
  affinity he has with the grove. 
  Once inside the hedge (or looking over it) that Krag has 
  made to protect his grove, the PCs will notice the 
  following: 
  Inside the hedge, you see a normal grove of trees in 
  the center of a soggy mess.  Where once stood a proud 
  grove of a druid, there is now a site of defilement.  
  Several trees have been felled, completely uprooted 
  from the ground. 
  If Krag or the treants notice the PCs read the following: 
  Near the remaining trees, a half-orc completely 
  wrapped in leather and ropes stops his digging to 
  look at you.  As if through some unspoken command, 
  a darkened, shadowy tree (or trees) lumbers toward 
  you. 
  If the PCs surprise Krag and the treants, read the 
  following: 
  Near the remaining trees, a half-orc completely 
  wrapped in leather and ropes appears to be digging a 
  large hole.  He often looks up and around to see if 
  anyone is about. 
  Krag has defenders to help him with interlopers.  A tree 
  or three around him are actually fiendish treants.  The 
  PCs can recognize them for what they are with a Spot 
  check DC 15 (modify for distance), as their subtle 
  movements give them away.  The PCs can also determine 
  Krag is being dominated by something with a Sense 
  Motive check DC 25 (although the dominate DC is 
  usually 
  15, 
  the 
  close 
  interaction 
  between 
  the 
  raggamoffyn and Krag makes it more difficult). 
  The dire wolf will try to kill Krag if he made it here and 
  was healed.  Otherwise, he will only make one attempt, 
  and only when Krag is weak.  The two circumstances that 
  could change this are if Krag is released by the 
  raggamoffyn (K’org realizes Krag was possessed) or the 
  PCs successfully convince him to stop (full round action 
  Diplomacy check DC 30 – circumstance bonuses may 
  apply based on DM discretion). 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 19 
  Krag has buried some of his possessions here, including 
  his research, consisting of maps of the region and notes 
  on a druidic artifact without many details.  However, if 
  the PCs dig in this location they find nothing.  If asked 
  about it later, Krag is equally baffled, as he doesn’t know 
  what happened to his belongings.  Krag doesn’t really 
  know much about the druidic artifact except that it is in 
  the area and that it is supposed to be a staff.  He assumed 
  it would be located in the ruins but when he went in he 
  was assaulted by 4 of the raggamoffyns.  Krag killed one 
  but one of the others got him and dominated him. 
  APL 8 (EL 12) 
  � Advanced Fiendish Treant: hp 78; see Appendix II. 
  � Krag (captured one): Male half-orc Drd12; hp 90; see 
  Appendix II. 
  APL 10 (EL 13) 
  � Advanced Fiendish Treant (2): hp 78 each; see 
  Appendix II. 
  � Krag (captured one): Male half-orc Drd12; hp 90; see 
  Appendix II. 
  APL 12 (EL 15) 
  � Advanced Fiendish Treant (3): hp 156 each; see 
  Appendix II. 
  � Krag (captured one): Male half-orc Drd12; hp 90; see 
  Appendix II. 
  Tactics: The fiendish treants have recently used their 
  Animate Trees ability and there aren’t many of them left 
  in good enough condition to further animate.  They 
  therefore will just protect the captured one or the 
  raggamoffyn if they are able to.  If the PCs are finding the 
  combat easy, allow the treants to animate what trees 
  remain in the grove.  The captured one (Krag plus 
  raggamoffyn) begins by casting his call lighting (or call 
  lightning storm at APL 12), and will use it each round on 
  the PCs.  After that, it will use the other spells, its 
  glitterdust ability, or will fight melee.  The raggamoffyn 
  has used up its gate fiendish creature ability. 
  The captured one splits its damage it takes between the 
  raggamoffyn and Krag (remember that a captured one is 
  considered a construct and hence is immune to many 
  things that Krag would not normally be).  Once Krag 
  drops from exceeding his hit points, the raggamoffyn 
  appears as itself and will try to dominate the strongest 
  warrior around.  Otherwise, it’ll go after the closest PC.  If 
  unable to possess anyone, it will flee.  Obviously, Krag 
  will die if he drops to –10 hit points but otherwise he can 
  be saved. 
  Treasure: 
  The raggamoffyn is made up of normal items plus a rope 
  of climbing and a cloak of resistance (that has no effect 
  on it, but is +1 at APL 8, +3 at APL 10, +4 at APL 12) that 
  becomes treasure for the PCs, should they kill it. 
  APL 8: L: 0 gp; C: 0 gp; M: cloak of resistance +1 (83 gp), 
  rope of climbing (250 gp), +1 heavy wooden shield 
  (96 gp), +1 dragonhide banded mail (150 gp), +1 
  scimitar (193 gp), potion of barkskin +3 (50 gp), 2 
  potions of barkskin +4 (75 gp each), potion of 
  neutralize poison (63 gp), potion of water breathing 
  (63 gp). 
  APL 10: L: 0 gp; C: 0 gp; M: cloak of resistance +3 (750 
  gp), rope of climbing (250 gp), +1 heavy wooden 
  shield (96 gp), +1 dragonhide banded mail (150 gp), 
  +1 scimitar (193 gp), potion of barkskin +3 (50 gp), 2 
  potions of barkskin +4 (75 gp each), potion of 
  neutralize poison (63 gp), potion of water breathing 
  (63 gp). 
  APL 12: L: 0 gp; C: 300 gp; M: cloak of resistance +4 (1,333 
  gp), rope of climbing (250 gp), +1 heavy wooden 
  shield (96 gp), +1 dragonhide banded mail (150 gp), 
  +1 scimitar (193 gp), potion of barkskin +3 (50 gp), 2 
  potions of barkskin +4 (75 gp each), potion of 
  neutralize poison (63 gp), potion of water breathing 
  (63 gp). 
  Development: If Krag is rescued from the raggamoffyn, 
  he graciously thanks the PCs and apologizes to K’org.  He 
  knows he needs to return to the Captain for punishment, 
  and although he willingly went into the ruins, he asks 
  the PCs for their help in speaking on his behalf.  Any PC 
  who does this sacrifices his favor with Captain Jinx but 
  gains a favor with Krag.  It also reduces his sentence to 
  flogging. 
  The PCs should take his equipment back to Captain Jinx 
  but eventually Krag (or the Captain if no one spoke up 
  for Krag) will offer it to the PCs if he is able. 
  Krag will also tell Captain Jinx of the entrance he used to 
  enter the ruins. 
  Conclusion 
  If the Captain has to go track, he will fail in finding Krag, 
  the druid.  When he returns, minus 2 soldiers who get 
  eaten, he will address the PCs.  Otherwise, he addresses 
  the PCs when they return. 
  If the PCs convinced Captain Jinx of Helmiphius’s aid, 
  then he will ask the PCs to escort Helmiphius to the 
  
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  camp and Helmiphius will remove the curse on the 
  Captain’s men over time (he primarily does this in the 
  evening or with scrolls he has). 
  Captain Nicoli Jinx wants to thank the PCs for helping 
  him no matter which route they take.  He gives each PC a 
  favor, and will give active (or reactivated) Gran March 
  military personnel a commendation if they were 
  successful. 
  Captain Jinx thanks all of you for coming to his aid 
  when he asked.  He will help you in whatever way he 
  is able if you so ask.  He also asks you to stay just one 
  more day to help get his camp in order before leaving. 
  If the PCs failed, read the following: 
  It is with a heavy heart that Captain Jinx dismisses 
  you of duty. 
  If the PCs stay and guard the camp, the leader of the 
  work gangs, Kruger Amden, will provide a favor for 
  helping to protect his men. 
  If the PCs return Tom Gort Jr, the Captain will thank the 
  PCs and ask them to escort him to the Elector, who will 
  take care of his lycanthropy.  The PCs will also receive a 
  favor with Tom Gort (the blacksmith).  This favor is given 
  so long as Tom Gort Jr. is returned alive, whether or not 
  they talked to his father. 
  If the PCs saved the caravan, the word eventually is 
  received that they receive recognition from the 
  commandant.  In fact, if the PCs stay for the festival a 
  courier will arrive to find out who they are and tell them 
  of the recognition. 
  If the PCs help Krag and agree to speak on his behalf, 
  then Krag will allow them to purchase potions from him 
  any time they are in Gran March.  It requires using the 
  favor of Captain Jinx to convince the Captain to be 
  lenient on Krag and earn this favor.  He will also give up 
  his armor and weapon. 
  Any cursed PC can also get their curse removed if they 
  have not already.  It either costs them 100gp or it is free if 
  they convinced Captain Jinx to also the priest to help. 
  The PCs are then free to enjoy the Harvest Festival. 
   
   
  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. 
  Option One 
  Encounter Four 
  Survive or disarm the trap 
   
  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 Five 
  Defeat the bullywugs 
   
  APL 2 – 150 xp; 
   
  APL 4 – 210 xp; 
   
  APL 6 – 270 xp; 
   
  APL 8 – 330 xp; 
   
  APL 10 – 390 xp; 
   
  APL 12 – 450 xp. 
  Encounter Six 
  Defeat the water elementals 
   
  APL 2 – 90 xp; 
   
  APL 4 – 150 xp; 
   
  APL 6 – 210 xp; 
   
  APL 8 – 270 xp; 
   
  APL 10 – 330 xp; 
   
  APL 12 – 390 xp. 
  Option Two 
  Encounter Seven 
  Defeat the bullywugs 
   
  APL 2 – 150 xp; 
   
  APL 4 – 210 xp; 
   
  APL 6 – 270 xp. 
  Encounter Nine 
  Survive or disarm trap 
   
  APL 2 – 60 xp; 
   
  APL 4 – 120 xp; 
   
  APL 6 – 180 xp. 
  Encounter Ten-A or Ten-B 
  Defeat the caravan attackers OR Gort and companions 
   
  APL 2 – 150 xp; 
   
  APL 4 – 210 xp; 
   
  APL 6 – 270 xp. 
  Option Three 
  Encounter Twelve 
  Defeat fiendish tendriculos and dire wolverine(s) 
  
  GRM3-07 Rustling in the Reeds 
   
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  APL 8 – 300 xp; 
   
  APL 10 – 360 xp; 
   
  APL 12 – 420 xp. 
  Encounter Thirteen 
  Survive or disarm the traps 
   
  APL 8 – 270 xp; 
   
  APL 10 – 330 xp; 
   
  APL 12 – 390 xp. 
  Encounter Fourteen 
  Defeat the captured one and his fiendish treants 
   
  APL 8 – 330 xp; 
   
  APL 10 – 390 xp; 
   
  APL 12 – 450 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  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. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Option One 
  Encounter Four: 
   
  APL 2: L: 0 gp; C: 0 gp; M: 192 gp. 
   
  APL 4: L: 0 gp; C: 0 gp; M: 192 gp. 
   
  APL 6: L: 0 gp; C: 0 gp; M: 192 gp. 
   
  APL 8: L: 0 gp; C: 0 gp; M: 692 gp. 
   
  APL 10: L: 0 gp; C: 0 gp; M: 692 gp. 
   
  APL 12: L: 0 gp; C: 0 gp; M: 692 gp. 
  Encounter Five: 
   
  APL 2: L: 245 gp; C: 0 gp; M: 63 gp. 
   
  APL 4: L: 245 gp; C: 100 gp; M: 63 gp. 
   
  APL 6: L: 245 gp; C: 150 gp; M: 230 gp. 
   
  APL 8: L: 245 gp; C: 200 gp; M: 230 gp. 
   
  APL 10: L: 245 gp; C: 250 gp; M: 1,042 gp. 
   
  APL 12: L: 245 gp; C: 500 gp; M: 1,605 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) – Option One 
  APL 2: L: 245 gp; C: 0 gp; M: 255 gp - Total: 500 gp 
  (400 gp). 
  
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  APL 4: L: 245 gp; C: 100 gp; M: 255 gp - Total: 600 gp 
  (600 gp). 
  APL 6: L: 245 gp; C: 150 gp; M: 422 gp - Total: 817 gp 
  (800 gp). 
  APL 8: L: 245 gp; C: 200 gp; M: 922 gp - Total: 1,367 
  gp (1,250 gp). 
  APL 10: L: 245 gp; C: 250 gp; M: 1,734 gp - Total: 
  2,229 gp (2,100 gp). 
  APL 12: L: 245 gp; C: 500 gp; M: 2,297 gp - Total: 
  3,042 gp (3,000 gp). 
  Option Two 
  Encounter Seven: 
   
  APL 2: L: 212 gp; C: 0 gp; M: 0 gp. 
   
  APL 4: L: 312 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 312 gp; C: 0 gp; M: 0 gp. 
  Encounter Ten – A (if not Ten-B): 
   
  APL 2: L: 127 gp; C: 5 gp; M: 63 gp. 
   
  APL 4: L: 127 gp; C: 25 gp; M: 188 gp. 
   
  APL 6: L: 127 gp; C: 50 gp; M: 313 gp. 
  Encounter Ten – B (if not Ten-A): 
   
  APL 2: L: 121 gp; C: 0 gp; M: 63 gp. 
   
  APL 4: L: 303 gp; C: 17 gp; M: 188 gp. 
   
  APL 6: L: 303 gp; C: 17 gp; M: 313 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) – Option Two 
  APL 2: L: 339 gp; C: 5 gp; M: 63 gp - Total: 407 gp 
  (400 gp). 
  APL 4: L: 615 gp; C: 25 gp; M: 188 gp - Total: 828 gp 
  (600 gp). 
  APL 6: L: 615 gp; C: 50 gp; M: 313 gp - Total: 978 gp 
  (800 gp). 
  Option Three 
  Encounter Twelve: 
   
  All APLs: L: 162 gp; C: 216 gp; M: 0 gp. 
  Encounter Fourteen: 
   
  APL 8: L: 0 gp; C: 0 gp; M: 1,098 gp. 
   
  APL 10: L: 0 gp; C: 0 gp; M: 1,765 gp. 
   
  APL 12: L: 0 gp; C: 300 gp; M: 2,348 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) – Option One 
  APL 8: L: 162 gp; C: 216 gp; M: 1,098 gp - Total: 1,476 
  gp (1,250 gp). 
  APL 10: L: 162 gp; C: 216 gp; M: 1,765 gp - Total: 
  2,143 gp (2,100 gp). 
  APL 12: L: 162 gp; C: 516 gp; M: 2,348 gp - Total: 
  3,026 gp (3,000 gp). 
  Special 
  Note: The following favors/influence are possible in this 
  scenario, but the DM should note that the Favor of 
  Kruger Amden, the Favor of Tom Gort, the Boon of Krag, 
  and the Recognition from the Commandant are mutually 
  exclusive depending on the path the PCs took. The curse 
  is on a separate AR from the rest of these items. 
  � 
  Commendation 
  with 
  the 
  Military: 
   
  This 
  commendation is given to active-duty (or reactivated) 
  Gran March military PCs who succeeded in Captain 
  Nicoli Jinx’s special mission while in the Rushmoors. 
  � Favor of Captain Nicoli Jinx:  For helping the Captain 
  in the service he has asked, the PC receives this favor.  
  This favor can be used a single time as a substitute for an 
  Influence point with the Gran March military or the 
  Church of Heironeous.  In addition, there may be future 
  scenarios in which Captain Jinx appears where other uses 
  of the favor may be given.  A favor of the Captain may be 
  used after any Gran March regional adventure to gain 
  access to purchase an upgrade of any single weapon to +2 
  enhancement bonus, or with any one of these special 
  abilities: keen, merciful, mighty cleaving, or thundering.  
  Also, two of these favors may be combined to gain access 
  to purchase an upgrade of any single weapon to +3 
  enhancement bonus, or with any one of the following 
  special abilities: axiomatic or holy.  Once this favor is 
  used for any reason, mark it as such so it cannot be used 
  again. 
  � Favor of Kruger Amden:  For agreeing to help his 
  work gang and protect the encampment, the PC receives 
  a favor with Kruger Amden.  This allows the PC a one-
  time opportunity to purchase one item from the 
  following list immediately after playing any Gran March 
  regional: amulet of natural armor +2, boots of striding 
  and springing, druid’s vestment, or periapt of wisdom +2. 
   This favor will expire 1 year after the date on this AR.  
  Once this favor is used for any reason, mark it as such so 
  it cannot be used again. 
  � Favor of Tom Gort:  Tom Gort, the blacksmith of 
  Willow’s Bend, gives the PC this favor if they return his 
  son to the military alive.  This favor can be exchanged 
  after any Gran March regional adventure for the services 
  of Tom Gort.  Tom Gort can get the PC any masterwork 
  weapon or suit of armor made of mithral or adamantine 
  for cost but requires 1 TU of travel time to pick it up in 
  the Lortmils.  Likewise, this favor can be exchanged to 
  
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  instead gain access to purchase an upgrade to a suit of 
  armor or shield with one of the following: acid, cold, 
  electricity, 
  fire, 
  sonic 
  resistance, 
  or 
  moderate 
  fortification.  The upgrade also requires a 1 TU cost since 
  Tom cannot do it himself.  Once this favor is used for any 
  reason, mark it as such so it cannot be used again. 
  � Boon of Krag:  In exchange for aiding Krag with 
  Captain Jinx, and thus using a favor with the Captain, 
  Krag offers to make any of the following potions for the 
  PC to purchase after any Gran March regional adventure: 
  potions of barkskin +1 through +4, potion of water 
  breathing, potion of neutralize poison, or potions of 
  greater magic fang +1 through +3.  In addition, there may 
  be future scenarios in which Krag appears where other 
  uses of the favor may be given. 
  � Recognition from the Commandant:  For preventing 
  an attempt to discredit Gran March in the eyes of 
  Keoland and worsen ties, the PC gains recognition with 
  the Commandant.  This recognition can be used as 2 
  influence points with the Gran March military, or as a 
  recommendation to an organization that would accept 
  the Commandant’s endorsement. 
  � Special Interest of Elector Arturo Gilbreth:  This PC 
  has earned the notice of Elector Arturo Gilbreth as a 
  potential husband for his only daughter.  The elector will 
  keep an eye on the career of this PC as his daughter 
  comes of age. 
  The following appears on a separate AR: 
  � Mark of the Eye Curse: This PC has been cursed by 
  something or someone.  The physical appearance of the 
  curse is a blistered, black circlet around the left eye.  The 
  victim radiates magic (strong transmutation and strong 
  divination) but not evil. 
   
  The curse has three major drawbacks that the PC 
  must suffer.  First, the victim suffers a –1 circumstance 
  penalty to all Intelligence-based skill and ability checks 
  as the curse causes the PC difficulty in clear thought.  
  Second, the victim is more susceptible to Vecna’s will.  
  All attack, damage, ability, skill, and saving throw rolls 
  involving a follower of Vecna are at a –2 circumstance 
  penalty.  Finally, once per adventure, the victim is 
  inflicted by an intense headache that has the same effects 
  as spell touch of madness (Will save DC 17).  If the victim 
  fails their save, they are dazed for 17 rounds.  This always 
  occurs at the beginning of a combat of the DMs choosing. 
   [Note that spell immunity and other such spells will not 
  prevent this effect.] 
   
  With some irony, the curse also imbues the PC with 
  spell ability.  This ability functions as the imbue with 
  spell ability spell except that the spells available for the 
  victim are random as per the following charts and the 
  spells are good for the adventure for which they were 
  rolled.  The spell level is that of a 17
  th level caster.  At the 
  beginning of each adventure (in front of the DM), the 
  spells are determined and can be used once during that 
  adventure.  If any spell is used, it should be noted on the 
  AR that this ability of the curse was used. 
  Level 1 spells (roll 1d6) 
  Roll 
  Spell 
  1 
  cure light wounds 
  2 
  remove fear 
  3 
  detect magic (extended) 
  4 
  endure elements 
  5 
  detect secret doors 
  6 
  entropic shield 
   
  Level 2 spells (roll 1d6) 
  Roll 
  Spell 
  1 
  find traps 
  2 
  delay poison 
  3 
  resist energy 
  4 
  remove paralysis 
  5 
  undetectable alignment 
  6 
  cure moderate wounds 
  There are specific ways to remove this curse.  Dispel 
  magic will not remove the curse.  However, it will 
  suppress the effects of the imbue benefit and headache 
  for 1d4 rounds if successful.  Break enchantment will 
  remove the curse with a DC 28 check.  Greater dispel 
  magic can remove the curse with a dispel check against 
  caster level 17.  Limited wish (duplicating greater dispel 
  magic), miracle, or wish will remove the curse.  A remove 
  curse cast by a 17
  th level or higher caster will also remove 
  the curse.  It should be noted on the AR if the curse is 
  removed and who did the removing. 
  Touch of Madness As Presented In Defenders of the 
  Faith 
   
  Enchantment (Mind-Affecting) 
   
  Level: Madness 2 
   
  Components: V, S 
   
  Casting Time: 1 action 
   
  Range: Touch 
   
  Target: Creature touched 
   
  Duration: 1 round/level 
   
  Saving Throw: Will negates 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 24 
   
  Spell Resistance: Yes 
  You may daze one living creature by making a successful 
  touch attack.  If the target creature does not make a 
  successful Will save, its mind is clouded and it takes no 
  action for 1 round per caster level.  The dazed creature is 
  not stunned (so attackers get no special advantage against 
  it), but can’t move, cast spells, use mental abilities, and so 
  on. 
  Items for the Adventure Record 
  Item Access 
  APL 2: 
  � Wand of Summon Monster I (Adventure, 1
  st 
  level caster, DMG) 
  � Wand of Magic Missile (Adventure, 1
  st level 
  caster, DMG) 
  � Wand of Inflict Light Wounds (Adventure, 1
  st 
  level caster, DMG) 
  APL 4 (APL 2 Items plus): 
  � Wand of Magic Missile (Adventure, 3
  rd level 
  caster, DMG) 
  � Wand of Inflict Light Wounds (Adventure, 3
  rd 
  level caster, DMG) 
  APL 6 (APL 2, 4 Items plus): 
  � Wand of Magic Missile (Adventure, 5
  th level 
  caster, DMG) 
  � Wand of Inflict Light Wounds (Adventure, 5
  th 
  level caster, DMG) 
  APL 8 (APL 2, 4, 6 Items plus): 
  � +2 Spear (Adventure, DMG) 
  � +1 Dragonhide Banded Mail (Adventure, DMG) 
  � Potion of Barkskin +3 (Adventure, DMG) 
  � Potion of Barkskin +4 (Adventure, DMG) 
  � Potion of Neutralize Poison (Adventure, DMG) 
  � Potion of Water Breathing (Adventure, DMG) 
  � Rope of Climbing (Adventure, DMG) 
  APL 10 (APL 2, 4, 6, 8 Items plus): 
  � Ring of Protection +2 (Adventure, DMG) 
  � Wand of Summon Monster II (Adventure, 3
  rd 
  level caster, DMG) 
  � Cloak of Resistance +3 (Adventure, DMG) 
  APL 12 (APL 2, 4, 6, 8, 10 Items plus): 
  � Cloak of Resistance +4 (Adventure, DMG) 
  � Wand of Summon Monster III (Adventure, 5
  th 
  level caster, DMG) 
   
   
   
   
  
  GRM3-07 Rustling in the Reeds 
   
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  Appendix I: NPCs 
   
  Major Willow’s Bend NPCs  
  Elector Arturo Gilbreth: Male human Ftr/Ari 6/3; AL 
  NG; Bluff +6, Climb +1, Diplomacy +12, Handle Animal 
  +7, Jump +1, Profession (soldier) +7, Ride +12, Sense 
  Motive +6, Swim +4; speaks Common and Dwarven. 
   
  Physical Description: Arturo Gilbreth is a pudgy 
  Oeridian.  Since he never expected to be an elector, he 
  takes pride in his relationship with the common folk, and 
  rarely dresses the part he should.  Arturo is a friendly, 
  sometimes boisterous man.  When armored, he wears 
  magical breastplate with a large steel shield and carries a 
  flaming longsword. 
  The elector has his own estate located between Guilders 
  Folly and Willows Bend. He oversees several villages 
  within a large area. When not in Hookhill, he frequents 
  Willows Bend often, as it is the biggest farming village 
  around, and all the local festivals and auctions are held 
  there.  He likes to talk about his time in the military and 
  enjoys listening to others.  He is currently looking for an 
  appropriate husband for his daughter of 14, even though 
  she is unattractive.  If any of the PCs he meets are 
  nobility within Gran March, high in rank, or someone 
  with prestige (like a knight), Arturo will try to get to 
  know him and be on good terms to see if he is suitable for 
  his daughter. 
  Brelich Goldtooth, innkeeper: Male dwarf (hill) Brd3; 
  AL NG; Bluff +8, Decipher Script +5, Gather Information 
  +8, Listen +4, Sense Motive +2, Spot +2; speaks Common, 
  Dwarven, Gnome, Goblin, Halfing, and Orc. 
  Brelich is a hill dwarf from the Lortmils.  He is not really 
  gruff for a dwarf, having lived around humans the 
  majority of his life.  He has made his living entertaining 
  others for the most part and will pass on information he 
  knows, sometimes for a price. 
  Darden Lithonich: Male human (Oeridian) Brd10; AL 
  CG; Decipher Script +15, Diplomacy +18, Knowledge 
  (arcane) +15, Knowledge (history) +15, Knowledge 
  (religion) +15, Sense Motive +16, Spellcraft +19, Use 
  Magic Device +18; speaks Common, Draconic, Ancient 
  Suloise, and Flan. 
  Darden is primarily a historian and heard about these 
  ruins in his travels.  He has come to Willow’s Bend in the 
  hopes to view the site and observe things, but Captain 
  Jinx is not allowing him to visit the site. 
  Jared Meex, retired scout: Male human (flan) Rgr6; AL 
  N; Handle Animal +8, Hide +6, Knowledge (nature) +7, 
  Move Silently +5, Profession (soldier) +4, Spot +13, 
  Survival +11, Swim +3; speaks Common and Flan. 
   
  Physical Description: Jared Meex is a 6’1 retired flan 
  scout of 62 years.  Although older, he is fit except he is 
  missing his left arm.  He claims he lost it to a hydra in the 
  swamp and never could afford to have it regenerated.  
  Now, he no longer cares as he is used to it and is retired.  
  He is usually wearing magical leather, carries a magical 
  longsword, and has ring of invisibility. 
  Helmiphius the Bargainer, priest of Zilchus: Male 
  human (Oeridian) Clr11; AL N; Bluff +36, Diplomacy 
  +20, Disguise +29, Heal +15, Knowledge (religion) +9, 
  Spellcraft +11; speaks Common and Flan. 
  Helmiphius is a cleric of Zilchus from the city of 
  Greyhawk who claims to have been sent by his deity to 
  help the military with these ruins.  He has not been able 
  to convince Captain Jinx of his good intentions however. 
   Helmiphius will cure the Mark of the Eye curse from 
  any PC (for a price) or NPC (if he is allowed to visit the 
  ruins and aid the military). 
  Talon Kessel, priest of Phyton: Male human Clr 6; AL 
  NG; Concentration +6, Diplomacy +7, Heal +10, 
  Knowledge (nature) +6, Knowledge (religion) +5; speaks 
  Common. 
   
  Physical Description: Talon Kessel is a Oeridian in 
  his late 20’s with brown hair.  He is slightly thin for his 
  height.  He is usually nervous and fidgety. 
   
  Spells Prepared (5/5/5/4; base DC = 13 + spell level). 
   
  *Domain spell. Domains: [Plant (Rebuke or 
  command plant creatures as a evil cleric rebukes or 
  commands undead.  Use these abilities a total number of 
  times per day equal to 4. Knowledge (nature) is a class 
  skill.); Water (Turn of destroy fire creatures as a good 
  cleric turns undead.  Rebuke or command water 
  creatures as an evil cleric rebukes undead.  Use these 
  abilities a total number of times per day equal to 4.)]. 
  Other Village NPCs 
  Jo Goldkind, Goran Artous – farmers: male humans 
  War1. 
  The Goldkind and Artous farms are to the south, closer to 
  the Rushmoors.  They have restocked their livestock 
  since attacks a few months ago. 
  Radegund Leber, Kino Morada, Elias Idoru, Hessid 
  Ghent – farmers: male humans War1. 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 26 
  These are other local farmers in the area. 
  Harriette Portis, cook: female human Com1. 
  Harriette is the cook at Brelich’s Fortune.  Her food is 
  some of the best around, especially since Brelich provides 
  quality ingredients.  She and her son live in a backroom 
  at the inn. 
  Thaddeus Portis, stable boy: male human Com1. 
  Thaddeus is a 10-year-old stable boy and son of Harriette. 
   He loves the military and is impressed by soldiers who 
  pass through town. 
  Tom Gort, blacksmith: male human War4; AL: LN; 
  Climb 
  +8, 
  Craft 
  (armorsmithing) 
  +5, 
  Craft 
  (blacksmithing) +9, Craft (weaponsmithing) +5, Handle 
  Animal +5, Profession (soldier) +7, Ride +5; speaks 
  Common, Goblin, and Elven. 
  Tom is a well-muscled middle-aged man.  He is usually 
  friendly, although busy.  He has no peculiar traits, but he 
  does seem distracted at times. 
  Zippora Cettina, shopkeeper: female human Exp2; AL: 
  NG; Appraise +6, Craft (pottery) +6, Diplomacy +8, 
  Gather Information +4, Knowledge (local-Gran March) 
  +4, Listen +6, Profession (shopkeeper) +7, Ride +3, Sense 
  Motive +9, Spot +9; speaks Common and Halfling. 
  Zippora is an elderly human woman (around 60 years 
  old) who is a pretty good judge of character.  She is not 
  your typical salesperson, and rarely pressures anyone, 
  since Willow’s Bend is such a small town.  She has an 
  excellent memory. 
  Military Personnel 
  Captain Nicoli Jinx: Male human (Oeridian) Ftr6/Pal4; 
  AL: LG; Diplomacy +7, Handle Animal +16, Knowledge 
  (religion) +5, Profession (soldier) +9, Ride +16, Swim +11; 
  speaks Common and Goblin. 
  Captain Nicoli Jinx has been assigned to the military 
  camp investigating the ruins uncovered in the 
  Rushmoors.  Nicoli is a tough but fair captain and a 
  follower of Heironeous. 
  Corporal Gottlee Thomban: Male human Rng3; AL: CG. 
  (cursed) 
  Corporal Thomban was assigned to lead veterans by the 
  Elector.  They are helping to defend the area.  The 
  Corporal was retired and is around 50. 
  Corporal Jurgen Filiden: Male human Ftr3; AL: LE 
  (LN). 
  Corporal Filiden is a hard nose military man.  Some say 
  too hard, and he has the demerits to prove it.  Captain 
  Jinx is having a positive influence turning Jurgen from 
  his harsh ways. 
  Corporal Marinian Veldersy: Male human (Suel) Ftr2 
  AL: LN. 
  Corporal Veldersy is quiet and performs his duty to the 
  letter. 
  Sental Vuren, Kee Arkguard, Tallinn Mortinian, 
  Philip Krunden, Jules Lowen, Alan Carthan, Tom 
  Gellerian: Male human War 1; AL: varies. 
  Janice Winters, Jill Bunzel: Female human War1; AL: 
  LN. 
  Work Gang Members 
  Kruger Amdan: male human Drd7; AL N. 
  Kruger is the unofficial leader of the work gang.  He is 
  the one in charge of draining the pond. 
  Tethus Garon: male half-elf Rng1; AL: NG. 
  Opal Shine: female halfling Rng2; AL: CN. 
  Opal was sentenced to the work gang for theft.  She is 
  serving as a scout and assists in draining. 
  Arldag: male human Drd1; AL: LN. 
  Arldag is Kruger’s assistant and learning a lot under his 
  tutelage. 
  Pumm, “Digger”, Javier: male human Exp1; AL N. 
  These men are not smart enough for regular duty and so 
  are serving their time in the military on the work gang. 
  Work Gang Criminals 
  Torok: male half-orc Ftr 2; AL: LE. 
  Torok is in charge of the criminals and is trying to turn 
  his life around while on the work gang.  His original 
  crime was theft and assault. 
  Bregam, Stront, Thol: male half-orc War1; AL: NE. 
  These half-orcs were thugs and part of a gang in 
  Hookhill.  They also resisted arrest. 
  Bella: female half-orc War1; AL: NE. 
  Bella killed her husband in self-defense but is on the 
  work gang because she assaulted other soldiers and 
  resisted arrest. 
  Ventner Galdin, Sean Hauth, Dan Corst, Flanny 
  Morth: male human Exp1; AL: LE, NE, CE. 
  The rest of this work gang are here because they assaulted 
  other commoners. 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 27 
  Appendix II: Encounters 
   
  All creatures are assumed to have NO possessions unless 
  otherwise stated in their stat block. 
  Encounter Five: Bullywug Assault 
  Note: Some spells are pre-cast for the combat.  The stat 
  block has a version to reflect those changes and is labeled 
  as “enspelled”. 
  APL 2 (EL 5) 
  Bullywugs (3); CR 1; Medium-sized Humanoid (aquatic); 
  HD 1d8+3; hp 8 each; Init +0; Spd 20 ft., swim 30 ft.; AC 
  17, touch 10, flat-footed 17; Base Atk +1; Grp +1; Atk +2 
  melee (1d6, shortspear) or +2 ranged (1d6, shortspear); 
  Full Atk +2 melee (1d6, shortspear) or +2 ranged (1d6, 
  shortspear); Space/Reach 5 ft./5 ft.; SQ Marsh move; AL 
  CE; SV Fort +5, Ref +0, Will –1; Str 10, Dex 10, Con 16, 
  Int 8, Wis 8, Cha 8. 
  Skills and Feats: Hide +2 (+8 when in marsh), Listen +0, 
  Spot +0; Endurance. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW shortspears, MW studded leather 
  armor, light wooden shield. 
   
  Bullywug 
  Sor1 
  [normal]; 
  CR 
  2; 
  Medium-sized 
  Humanoid (aquatic); HD 1d4+3; hp 5; Init +2; Spd 20 ft., 
  swim 30 ft.; AC 15, touch 12, flat-footed 13; Base Atk +1; 
  Grp +1; Atk +1 melee (1d6/x3, shortspear) or +3 ranged 
  (1d6/x3, shortspear); Full Atk +1 melee (1d6/x3, 
  shortspear) 
  or 
  +3 
  ranged 
  (1d6/x3, 
  shortspear); 
  Space/Reach 5 ft./5 ft.; SA Spells; SQ Marsh move, 
  summon familiar; AL CE; SV Fort +3, Ref +2, Will +2; Str 
  10, Dex 14, Con 16, Int 10, Wis 10, Cha 15. 
  Skills and Feats: Bluff +6, Concentration +5, Hide +2 (+8 
  when in marsh), Listen +0, Spellcraft +2, Spot +0; Combat 
  Casting. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW shortspears, wand of summon 
  monster I. 
   
  Spells Known (5/4 [was 5/4]; base DC=12 + spell 
  level): 0 – acid splash, detect magic, ray of frost, read 
  magic; 1
  st –mage armor, magic missile. 
   
  Bullywug Sor1 [enspelled]; CR 2; Medium-sized 
  Humanoid (aquatic); HD 1d4+3; hp 5; Init +2; Spd 20 ft., 
  swim 30 ft.; AC 19, touch 12, flat-footed 17; Base Atk +1; 
  Grp +1; Atk +1 melee (1d6/x3, shortspear) or +3 ranged 
  (1d6/x3, shortspear); Full Atk +1 melee (1d6/x3, 
  shortspear) 
  or 
  +3 
  ranged 
  (1d6/x3, 
  shortspear); 
  Space/Reach 5 ft./5 ft.; SA Spells; SQ Marsh move, 
  summon familiar; AL CE; SV Fort +3, Ref +2, Will +2; Str 
  10, Dex 14, Con 16, Int 10, Wis 10, Cha 15. 
  Skills and Feats: Bluff +6, Concentration +5, Hide +2 (+8 
  when in marsh), Listen +0, Spellcraft +2, Spot +0; Combat 
  Casting. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW shortspears, wand of summon 
  monster I. 
   
  Spells Known (5/3 [was 5/4]; base DC=12 + spell 
  level): 0 – acid splash, detect magic, ray of frost, read 
  magic; 1
  st –mage armor, magic missile. 
   
  Note: Has mage armor already in effect. 
   
  APL 4 (EL 7) 
  Bullywug War3 [normal] (3); CR 3; Medium-sized 
  Humanoid (aquatic); HD 3d8+9; hp 25; Init +0; Spd 20 ft., 
  swim 30 ft.; AC 17, touch 10, flat-footed 17; Base Atk +3; 
  Grp +3; Atk +4 melee (1d6, shortspear) or +4 ranged (1d6, 
  shortspear); Full Atk +4 melee (1d6, shortspear) or +4 
  ranged (1d6, shortspear); Space/Reach 5 ft./5 ft.; SQ 
  Marsh move; AL CE; SV Fort +6, Ref +1, Will +2; Str 10, 
  Dex 10, Con 16, Int 8, Wis 8, Cha 8. 
  Skills and Feats: Hide +4 (+10 when in marsh), Listen +0, 
  Spot +0; Endurance, Iron Will. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW shortspears, MW studded leather 
  armor, light wooden shield. 
   
  Bullywug War3 [enspelled] (3); CR 3; Medium-sized 
  Humanoid (aquatic); HD 3d8+9; hp 25; Init +0; Spd 20 ft., 
  swim 30 ft.; AC 17, touch 10, flat-footed 17; Base Atk +3; 
  Grp +3; Atk +4 melee (1d6+1, shortspear) or +4 ranged 
  (1d6, shortspear); Full Atk +4 melee (1d6+1, shortspear) 
  or +4 ranged (1d6, shortspear); Space/Reach 5 ft./5 ft.; SQ 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 28 
  Marsh move; AL CE; SV Fort +6, Ref +1, Will +2; Str 10, 
  Dex 10, Con 16, Int 8, Wis 8, Cha 8. 
  Skills and Feats: Hide +4 (+10 when in marsh), Listen +0, 
  Spot +0; Endurance, Iron Will. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW shortspears, MW studded leather 
  armor, light wooden shield. 
   
  Note: Has magic weapon already in effect. 
   
  Bullywug 
  Sor3 
  [normal]; 
  CR 
  4; 
  Medium-sized 
  Humanoid (aquatic); HD 3d4+9; hp 15; Init +2; Spd 20 ft., 
  swim 30 ft.; AC 15, touch 12, flat-footed 13; Base Atk +1; 
  Grp +1; Atk +2 melee (1d6/x3, shortspear) or +4 ranged 
  (1d6/x3, shortspear); Full Atk +2 melee (1d6/x3, 
  shortspear) 
  or 
  +4 
  ranged 
  (1d6/x3, 
  shortspear); 
  Space/Reach 5 ft./5 ft.; SA Spells; SQ Marsh move, 
  summon familiar; AL CE; SV Fort +4, Ref +5, Will +3; Str 
  10, Dex 14, Con 16, Int 10, Wis 10, Cha 15. 
  Skills and Feats: Bluff +8, Concentration +7, Hide +2 (+8 
  when in marsh), Listen +0, Spellcraft +4, Spot +0; Combat 
  Casting, Lightning Reflexes. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW shortspears, wand of summon 
  monster I. 
   
  Spells Known (6/5 [was 6/5]; base DC=12 + spell 
  level): 0 – acid splash, detect magic, prestidigitation, ray 
  of frost, read magic; 1
  st – mage armor, magic missile, 
  magic weapon. 
   
  Bullywug Sor3 [enspelled]; CR 4; Medium-sized 
  Humanoid (aquatic); HD 3d4+9; hp 15; Init +2; Spd 20 ft., 
  swim 30 ft.; AC 19, touch 12, flat-footed 17; Base Atk +1; 
  Grp +1; Atk +2 melee (1d6/x3, shortspear) or +4 ranged 
  (1d6/x3, shortspear); Full Atk +2 melee (1d6/x3, 
  shortspear) 
  or 
  +4 
  ranged 
  (1d6/x3, 
  shortspear); 
  Space/Reach 5 ft./5 ft.; SA Spells; SQ Marsh move, 
  summon familiar; AL CE; SV Fort +4, Ref +5, Will +3; Str 
  10, Dex 14, Con 16, Int 10, Wis 10, Cha 15. 
  Skills and Feats: Bluff +8, Concentration +7, Hide +2 (+8 
  when in marsh), Listen +0, Spellcraft +4, Spot +0; Combat 
  Casting, Lightning Reflexes. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW shortspears, wand of summon 
  monster I. 
   
  Spells Known (6/1 [was 6/5]; base DC=12 + spell 
  level): 0 – acid splash, detect magic, prestidigitation, ray 
  of frost, read magic; 1
  st – mage armor, magic missile, 
  magic weapon. 
   
  Note: Has mage armor already in effect. 
   
  APL 6 (EL 9) 
  Bullywug War5 [normal] (3); CR 5; Medium-sized 
  Humanoid (aquatic); HD 5d8+15; hp 41; Init +0; Spd 20 
  ft., swim 30 ft.; AC 17, touch 10, flat-footed 17; Base Atk 
  +5; Grp +5; Atk +6 melee (1d6, shortspear) or +6 ranged 
  (1d6, shortspear); Full Atk +6 melee (1d6, shortspear) or 
  +6 ranged (1d6, shortspear); Space/Reach 5 ft./5 ft.; SQ 
  Marsh move; AL CE; SV Fort +7, Ref +1, Will +2; Str 10, 
  Dex 10, Con 17, Int 8, Wis 8, Cha 8. 
  Skills and Feats: Hide +4 (+10 when in marsh), Listen +0, 
  Spot +0; Endurance, Iron Will. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW shortspears, MW studded leather 
  armor, light wooden shield. 
   
  Bullywug War5 [enspelled] (3); CR 5; Medium-sized 
  Humanoid (aquatic); HD 5d8+15; hp 41; Init +0; Spd 20 
  ft., swim 30 ft.; AC 17, touch 10, flat-footed 17; Base Atk 
  +5; Grp +5; Atk +6 melee (1d6+1, shortspear) or +6 ranged 
  (1d6, shortspear); Full Atk +6 melee (1d6+1, shortspear) 
  or +6 ranged (1d6, shortspear); Space/Reach 5 ft./5 ft.; SQ 
  Marsh move; AL CE; SV Fort +7, Ref +1, Will +2; Str 10, 
  Dex 10, Con 17, Int 8, Wis 8, Cha 8. 
  Skills and Feats: Hide +4 (+10 when in marsh), Listen +0, 
  Spot +0; Endurance, Iron Will. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW shortspears, MW studded leather 
  armor, light wooden shield. 
   
  Note: Has magic weapon already in effect. 
   
  Bullywug 
  Sor5 
  [normal]; 
  CR 
  6; 
  Medium-sized 
  Humanoid (aquatic); HD 5d4+15; hp 26; Init +2; Spd 20 
  ft., swim 30 ft.; AC 16, touch 13, flat-footed 14; Base Atk 
  +3; Grp +3; Atk +3 melee (1d6/x3, shortspear) or +5 
  ranged (1d6/x3, shortspear); Full Atk +3 melee (1d6/x3, 
  shortspear) 
  or 
  +5 
  ranged 
  (1d6/x3, 
  shortspear); 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 29 
  Space/Reach 5 ft./5 ft.; SA Spells; SQ Marsh move, 
  summon familiar; AL CE; SV Fort +4, Ref +5, Will +4; Str 
  10, Dex 14, Con 16, Int 10, Wis 10, Cha 16. 
  Skills and Feats: Bluff +10, Concentration +8, Hide +2 (+8 
  when in marsh), Listen +0, Spellcraft +6, Spot +0; Combat 
  Casting, Lightning Reflexes. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW shortspears, ring of protection 
  +1, wand of summon monster I. 
   
  Spells Known (6/6/5 [was 6/6/5]; base DC=13 + spell 
  level): 0 – acid splash, detect magic, mending, 
  prestidigitation, ray of frost, read magic; 1
  st – expeditious 
  retreat, mage armor, magic missile, magic weapon; 2
  nd – 
  glitterdust, see invisibility. 
   
  Bullywug Sor5 [enspelled]; CR 6; Medium-sized 
  Humanoid (aquatic); HD 5d4+15; hp 26; Init +2; Spd 50 
  ft., swim 30 ft.; AC 20, touch 13, flat-footed 18; Base Atk 
  +3; Grp +3; Atk +3 melee (1d6/x3, shortspear) or +5 
  ranged (1d6/x3, shortspear); Full Atk +3 melee (1d6/x3, 
  shortspear) 
  or 
  +5 
  ranged 
  (1d6/x3, 
  shortspear); 
  Space/Reach 5 ft./5 ft.; SA Spells; SQ Marsh move, 
  summon familiar; AL CE; SV Fort +4, Ref +5, Will +4; Str 
  10, Dex 14, Con 16, Int 10, Wis 10, Cha 16. 
  Skills and Feats: Bluff +10, Concentration +8, Hide +2 (+8 
  when in marsh), Listen +0, Spellcraft +6, Spot +0; Combat 
  Casting, Lightning Reflexes. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW shortspears, ring of protection 
  +1, wand of summon monster I. 
   
  Spells Known (6/1/4 [was 6/6/5]; base DC=13 + spell 
  level): 0 – acid splash, detect magic, mending, 
  prestidigitation, ray of frost, read magic; 1
  st – expeditious 
  retreat, mage armor, magic missile, magic weapon; 2
  nd – 
  glitterdust, see invisibility. 
   
  Note: Has expeditious retreat, mage armor and see 
  invisibility already in effect. 
   
  APL 8 (EL 11) 
  Bullywug War7 [normal] (3); CR 7; Medium-sized 
  Humanoid (aquatic); HD 7d8+21; hp 58; Init +1; Spd 20 
  ft., swim 30 ft.; AC 17, touch 11, flat-footed 16; Base Atk 
  +8; Grp +8; Atk +9 melee (1d8+1/x3, spear) or +9 ranged 
  (1d8+1/x3, spear); Full Atk +9/+4 melee (1d8+1/x3, spear) 
  or +9/+4 ranged (1d8+1/x3, spear); Space/Reach 5 ft./5 ft.; 
  SQ Marsh move; AL CE; SV Fort +8, Ref +5, Will +3; Str 
  12, Dex 12, Con 17, Int 8, Wis 8, Cha 8. 
  Skills and Feats: Hide +1 (+7 when in marsh), Intimidate 
  +6, Listen -1, Spot -1; Endurance, Iron Will, Lightning 
  Reflexes. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW spears, MW studded leather 
  armor. 
   
  Bullywug War7 [enspelled] (3); CR 7; Large Humanoid 
  (aquatic); HD 7d8+21; hp 58; Init +0; Spd 20 ft., swim 30 
  ft.; AC 15, touch 9, flat-footed 15; Base Atk +9; Grp +13; 
  Atk +9 melee (2d6+4/x3, spear +1) or +8 ranged 
  (1d8+2/x3, spear); Full Atk +9/+4 melee (2d6+4/x3, spear 
  +1) or +8/+3 ranged (1d8+2/x3, spear); Space/Reach 10 
  ft./10 ft.; SQ Marsh move; AL CE; SV Fort +8, Ref +4, 
  Will +3; Str 14, Dex 10, Con 17, Int 8, Wis 8, Cha 8. 
  Skills and Feats: Hide +0 (+6 when in marsh), Intimidate 
  +6, Listen -1, Spot -1; Endurance, Iron Will, Lightning 
  Reflexes. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW spears, MW studded leather 
  armor. 
   
  Note: Has enlarge person, magic weapon, and 
  protection from energy (fire – 108 pts) already in effect. 
   
  Bullywug 
  Sor7 
  [normal]; 
  CR 
  8; 
  Medium-sized 
  Humanoid (aquatic); HD 7d4+21; hp 37; Init +2; Spd 20 
  ft., swim 30 ft.; AC 16, touch 13, flat-footed 14; Base Atk 
  +3; Grp +3; Atk +3 melee (1d6/x3, shortspear) or +5 
  ranged (1d6/x3, shortspear); Full Atk +3 melee (1d6/x3, 
  shortspear) 
  or 
  +5 
  ranged 
  (1d6/x3, 
  shortspear); 
  Space/Reach 5 ft./5 ft.; SA Spells; SQ Marsh move, 
  summon familiar; AL CE; SV Fort +7, Ref +6, Will +5; Str 
  10, Dex 14, Con 16, Int 10, Wis 10, Cha 17. 
  Skills and Feats: Bluff +12, Concentration +10, Hide +2 
  (+8 when in marsh), Listen +0, Spellcraft +6, Spot +0; 
  Combat Casting, Great Fortitude, Lightning Reflexes. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW shortspears, ring of protection 
  +1, wand of summon monster I. 
   
  Spells Known (6/7/7/5 [was 6/7/7/5]; base DC=13 + 
  spell level): 0 – acid splash, detect magic, mending, 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 30 
  message, prestidigitation, ray of frost, read magic; 1
  st – 
  enlarge person, expeditious retreat, mage armor, magic 
  missile, magic weapon; 2
  nd – glitterdust, mirror image, see 
  invisibility; 3
  rd – protection from energy, slow. 
   
  Bullywug Sor7 [enspelled]; CR 8; Medium-sized 
  Humanoid (aquatic); HD 7d4+21; hp 37; Init +2; Spd 50 
  ft., swim 30 ft.; AC 20, touch 13, flat-footed 18; Base Atk 
  +3; Grp +3; Atk +3 melee (1d6/x3, shortspear) or +5 
  ranged (1d6/x3, shortspear); Full Atk +3 melee (1d6/x3, 
  shortspear) 
  or 
  +5 
  ranged 
  (1d6/x3, 
  shortspear); 
  Space/Reach 5 ft./5 ft.; SA Spells; SQ Marsh move, 
  summon familiar; AL CE; SV Fort +7, Ref +6, Will +5; Str 
  10, Dex 14, Con 16, Int 10, Wis 10, Cha 17. 
  Skills and Feats: Bluff +12, Concentration +10, Hide +2 
  (+8 when in marsh), Listen +0, Spellcraft +6, Spot +0; 
  Combat Casting, Great Fortitude, Lightning Reflexes. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW shortspears, ring of protection 
  +1, wand of summon monster I. 
   
  Spells Known (6/2/2/1 [was 6/7/7/5]; base DC=13 + 
  spell level): 0 – acid splash, detect magic, mending, 
  message, prestidigitation, ray of frost, read magic; 1
  st – 
  enlarge person, expeditious retreat, mage armor, magic 
  missile, magic weapon; 2
  nd – glitterdust, mirror image, see 
  invisibility; 3
  rd – protection from energy, slow. 
   
  Note: Has expeditious retreat, mage armor, mirror 
  image (5), protection from energy (fire – 108 pts), and see 
  invisibility already in effect. 
   
  APL 10 (EL 13) 
  Bullywug War9 [normal] (3); CR 9; Medium-sized 
  Humanoid (aquatic); HD 9d8+36; hp 81; Init +1; Spd 20 
  ft., swim 30 ft.; AC 17, touch 11, flat-footed 16; Base Atk 
  +10; Grp +10; Atk +11 melee (1d8+1/19-20/x3, spear) or 
  +11 ranged (1d8+1/19-20/x3, spear); Full Atk +11/+6 
  melee (1d8+1/19-20/x3, spear) or +11/+6 ranged 
  (1d8+1/19-20/x3, spear); Space/Reach 5 ft./5 ft.; SQ 
  Marsh move; AL CE; SV Fort +10, Ref +6, Will +4; Str 12, 
  Dex 12, Con 18, Int 8, Wis 8, Cha 8. 
  Skills and Feats: Hide +1 (+7 when in marsh), Intimidate 
  +8, Listen -1, Spot -1; Endurance, Improved Critical 
  (spear), Iron Will, Lightning Reflexes. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW spears, MW studded leather 
  armor. 
   
  Bullywug War9 [enspelled] (3); CR 9; Large Humanoid 
  (aquatic); HD 9d8+36; hp 81; Init +0; Spd 20 ft., swim 30 
  ft.; AC 15, touch 9, flat-footed 15; Base Atk +13; Grp +17; 
  Atk +13 melee (2d6+7/19-20/x3, spear +1) or +9 ranged 
  (1d8+4/19-20/x3, 
  spear); 
  Full 
  Atk 
  +13/+8 
  melee 
  (2d6+7/19-20/x3, spear +1) or +9/+4 ranged (1d8+4/19-
  20/x3, spear); Space/Reach 10 ft./10 ft.; SQ Marsh move; 
  AL CE; SV Fort +10, Ref +5, Will +4; Str 18, Dex 10, Con 
  18, Int 8, Wis 8, Cha 8. 
  Skills and Feats: Hide +0 (+6 when in marsh), Intimidate 
  +8, Listen -1, Spot -1; Endurance, Improved Critical 
  (spear), Iron Will, Lightning Reflexes. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW spears, MW studded leather 
  armor. 
   
  Note: Has bull’s strength, enlarge person, magic 
  weapon, and protection from energy (fire – 120 pts) 
  already in effect. 
   
  Bullywug Sor9 [normal]; CR 10; Medium-sized 
  Humanoid (aquatic); HD 9d4+36; hp 54; Init +2; Spd 20 
  ft., swim 30 ft.; AC 17, touch 14, flat-footed 15; Base Atk 
  +4; Grp +4; Atk +4 melee (1d6/x3, shortspear), or +6 
  ranged (1d6/x3, shortspear); Full Atk +4 melee (1d6/x3, 
  shortspear), 
  or 
  +6 
  ranged 
  (1d6/x3, 
  shortspear); 
  Space/Reach 5 ft./5 ft.; SA Spells; SQ Marsh move, 
  summon familiar; AL CE; SV Fort +8, Ref +7, Will +8; Str 
  10, Dex 14, Con 16, Int 10, Wis 10, Cha 17. 
  Skills and Feats: Bluff +12, Concentration +12, Hide +2 
  (+8 when in marsh), Listen +0, Spellcraft +8, Spot +0; 
  Combat Casting, Great Fortitude, Iron Will, Lightning 
  Reflexes. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW shortspears, ring of protection 
  +2, wand of summon monster II. 
   
  Spells Known (6/7/7/7/4 [was 6/7/7/7/4]; base 
  DC=13 + spell level): 0 – acid splash, detect magic, light, 
  mending, message, prestidigitation, ray of frost, read 
  magic; 1
  st – expeditious retreat, mage armor, magic 
  missile, magic weapon, shield; 2
  nd – bull’s strength, 
  glitterdust, mirror image, see invisibility; 3
  rd – mass 
  enlarge person, protection from energy, slow; 4
  th – 
  crushing despair, lesser globe of invulnerability. 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 31 
   
  Bullywug Sor9 [enspelled]; CR 10; Medium-sized 
  Humanoid (aquatic); HD 9d4+36; hp 54; Init +2; Spd 50 
  ft., swim 30 ft.; AC 25, touch 14, flat-footed 23; Base Atk 
  +4; Grp +4; Atk +4 melee (1d6/x3, shortspear), or +6 
  ranged (1d6/x3, shortspear); Full Atk +4 melee (1d6/x3, 
  shortspear), 
  or 
  +6 
  ranged 
  (1d6/x3, 
  shortspear); 
  Space/Reach 5 ft./5 ft.; SA Spells; SQ Marsh move, 
  summon familiar; AL CE; SV Fort +8, Ref +7, Will +8; Str 
  10, Dex 14, Con 16, Int 10, Wis 10, Cha 17. 
  Skills and Feats: Bluff +12, Concentration +12, Hide +2 
  (+8 when in marsh), Listen +0, Spellcraft +8, Spot +0; 
  Combat Casting, Great Fortitude, Iron Will, Lightning 
  Reflexes. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW shortspears, ring of protection 
  +2, wand of summon monster II. 
   
  Spells Known (6/2/2/2/4 [was 6/7/7/7/4]; base 
  DC=13 + spell level): 0 – acid splash, detect magic, light, 
  mending, message, prestidigitation, ray of frost, read 
  magic; 1
  st – expeditious retreat, mage armor, magic 
  missile, magic weapon, shield; 2
  nd – bull’s strength, 
  glitterdust, mirror image, see invisibility; 3
  rd – mass 
  enlarge person, protection from energy, slow; 4
  th – 
  crushing despair, lesser globe of invulnerability. 
   
  Note: Has expeditious retreat, mage armor, mirror 
  image (6), protection from energy (fire – 120 pts), see 
  invisibility, and shield already in effect. 
   
  APL 12 (EL 15) 
  Bullywug War11 [normal] (3); CR 11; Medium-sized 
  Humanoid (aquatic); HD 11d8+44; hp 99; Init +1; Spd 20 
  ft., swim 30 ft.; AC 17, touch 11, flat-footed 16; Base Atk 
  +12; Grp +12; Atk +13 melee (1d8+1/19-20/x3, spear) or 
  +13 ranged (1d8+1/19-20/x3, spear); Full Atk +13/+8 
  melee (1d8+1/19-20/x3, spear) or +13/+8 ranged 
  (1d8+1/19-20/x3, spear); Space/Reach 5 ft./5 ft.; SQ 
  Marsh move; AL CE; SV Fort +11, Ref +6, Will +4; Str 12, 
  Dex 12, Con 18, Int 8, Wis 8, Cha 8. 
  Skills and Feats: Hide +1 (+7 when in marsh), Intimidate 
  +10, Listen -1, Spot -1; Endurance, Improved Critical 
  (spear), Iron Will, Lightning Reflexes. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW spears, MW studded leather 
  armor. 
   
  Bullywug War11 [enspelled] (3); CR 11; Large 
  Humanoid (aquatic); HD 11d8+66; hp 116; Init +0; Spd 20 
  ft., swim 30 ft.; AC 17, touch 9, flat-footed 15; Base Atk 
  +15; Grp +19; Atk +15 melee (2d6+7/19-20/x3, spear +1) 
  or +11 ranged (1d8+4/19-20/x3, spear); Full Atk +15/+10 
  melee (2d6+7/19-20/x3, spear +1) or +11/+6 ranged 
  (1d8+4/19-20/x3, spear); Space/Reach 5 ft./5 ft.; SQ 
  Marsh move; AL CE; SV Fort +11, Ref +5, Will +4; Str 18, 
  Dex 10, Con 22, Int 8, Wis 8, Cha 8. 
  Skills and Feats: Hide +0 (+6 when in marsh), Intimidate 
  +10, Listen -1, Spot -1; Endurance, Improved Critical 
  (spear), Iron Will, Lightning Reflexes. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW spears, MW studded leather 
  armor. 
   
  Note: Has bear’s endurance, bull’s strength, enlarge 
  person, magic weapon, and protection from energy (fire – 
  120 pts) already in effect. 
   
  Bullywug Sor11 [normal]; CR 12; Medium-sized 
  Humanoid (aquatic); HD 11d4+33; hp 58; Init +2; Spd 20 
  ft., swim 30 ft.; AC 17, touch 14, flat-footed 15; Base Atk 
  +5; Grp +5; Atk +5 melee (1d6/x3, shortspear) or +7 
  ranged (1d6/x3, shortspear); Full Atk +5 melee (1d6/x3, 
  shortspear) 
  or 
  +7 
  ranged 
  (1d6/x3, 
  shortspear); 
  Space/Reach 5 ft./5 ft.; SA Spells; SQ Marsh move, 
  summon familiar; AL CE; SV Fort +8, Ref +7, Will +10; 
  Str 10, Dex 14, Con 16, Int 10, Wis 10, Cha 17. 
  Skills and Feats: Bluff +12, Concentration +14, Hide +2 
  (+8 when in marsh), Listen +0, Spellcraft +10, Spot +0; 
  Combat Casting, Great Fortitude, Iron Will, Lightning 
  Reflexes. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW shortspears, ring of protection 
  +2, wand of summon monster III. 
   
  Spells Known (6/7/7/7/6/4 [was 6/7/7/7/6/4]; base 
  DC=13 + spell level): 0 – acid splash, daze, detect magic, 
  light, mending, message, prestidigitation, ray of frost, 
  read magic; 1
  st – expeditious retreat, mage armor, magic 
  missile, magic weapon, shield; 2
  nd – bull’s strength, 
  glitterdust, mirror image, see invisibility, Tasha’s hideous 
  laughter; 3
  rd – mass enlarge person, protection from 
  energy, slow, stinking cloud; 4
  th – crushing despair, 
  enervation, greater invisibility; 5
  th – cone of cold, hold 
  monster. 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 32 
   
  Bullywug Sor11 [enspelled]; CR 12; Medium-sized 
  Humanoid (aquatic); HD 11d4+55; hp 74; Init +2; Spd 50 
  ft., swim 30 ft.; AC 25, touch 14, flat-footed 23; Base Atk 
  +5; Grp +5; Atk +7 melee (1d6+2/x3, shortspear) or +7 
  ranged (1d6+2/x3, shortspear); Full Atk +7 melee 
  (1d6+2/x3, 
  shortspear) 
  or 
  +7 
  ranged 
  (1d6+2/x3, 
  shortspear); Space/Reach 5 ft./5 ft.; SA Spells; SQ Marsh 
  move, summon familiar; AL CE; SV Fort +8, Ref +7, Will 
  +10; Str 14, Dex 14, Con 20, Int 10, Wis 10, Cha 17. 
  Skills and Feats: Bluff +12, Concentration +14, Hide +2 
  (+8 when in marsh), Listen +0, Spellcraft +10, Spot +0; 
  Combat Casting, Great Fortitude, Iron Will, Lightning 
  Reflexes. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW shortspears, ring of protection 
  +2, wand of summon monster III. 
   
  Spells Known (6/1/0/2/2/4 [was 6/7/7/7/6/4]; base 
  DC=13 + spell level): 0 – acid splash, daze, detect magic, 
  light, mending, message, prestidigitation, ray of frost, 
  read magic; 1
  st – expeditious retreat, mage armor, magic 
  missile, magic weapon, shield; 2
  nd – bear’s endurance, 
  bull’s strength, glitterdust, mirror image, see invisibility; 
  3
  rd – mass enlarge person, protection from energy, slow, 
  stinking cloud; 4
  th – crushing despair, enervation, greater 
  invisibility; 5
  th – cone of cold, hold monster. 
   
  Note: Has bear’s endurance, bull’s strength, 
  expeditious retreat, greater invisibility, mage armor, 
  mirror image (6), protection from energy (fire – 120 pts), 
  see invisibility, and shield already in effect. 
   
  Encounter Seven: Bullywug Ambush 
  APL 2 (EL 5) 
  Bullywugs (4); CR 1; Medium-sized Humanoid (aquatic); 
  HD 1d8+3; hp 8; Init +0; Spd 20 ft., swim 30 ft.; AC 17, 
  touch 10, flat-footed 17; Base Atk +1; Grp +1; Atk +1 
  melee (1d6, shortspear) or +1 ranged (1d6, shortspear); 
  Full Atk +1 melee (1d6, shortspear) or +1 ranged (1d6, 
  shortspear); Space/Reach 5 ft./5 ft.; SQ Marsh move; AL 
  CE; SV Fort +5, Ref +0, Will –1; Str 10, Dex 10, Con 16, 
  Int 8, Wis 8, Cha 8. 
  Skills and Feats: Hide +2 (+8 when in marsh), Listen +0, 
  Spot +0; Endurance. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: MW shortspear, 2 shortspears, MW 
  studded leather armor, MW light wooden shield. 
   
  APL 4 (EL 7) 
  Bullywug War3 (4); CR 3; Medium-sized Humanoid 
  (aquatic); HD 3d8+9; hp 25; Init +0; Spd 20 ft., swim 30 ft.; 
  AC 17, touch 10, flat-footed 17; Base Atk +3; Grp +3; Atk 
  +4 melee (1d6, shortspear) or +4 ranged (1d6, shortspear); 
  Full Atk +4 melee (1d6, shortspear) or +4 ranged (1d6, 
  shortspear); Space/Reach 5 ft./5 ft.; SQ Marsh move; AL 
  CE; SV Fort +6, Ref +1, Will +2; Str 10, Dex 10, Con 16, 
  Int 8, Wis 8, Cha 8. 
  Skills and Feats: Hide +4 (+10 when in marsh), Listen +0, 
  Spot +0; Endurance, Iron Will. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW shortspears, MW studded leather 
  armor, MW light wooden shield. 
   
  APL 6 (EL 9) 
  Bullywug War5 (4); CR 5; Medium-sized Humanoid 
  (aquatic); HD 5d8+15; hp 41; Init +0; Spd 20 ft., swim 30 
  ft.; AC 17, touch 10, flat-footed 17; Base Atk +5; Grp +5; 
  Atk +6 melee (1d6, shortspear) or +6 ranged (1d6, 
  shortspear); Full Atk +6 melee (1d6, shortspear) or +6 
  ranged (1d6, shortspear); Space/Reach 5 ft./5 ft.; SQ 
  Marsh move; AL CE; SV Fort +7, Ref +1, Will +2; Str 10, 
  Dex 10, Con 17, Int 8, Wis 8, Cha 8. 
  Skills and Feats: Hide +6 (+12 when in marsh), Listen +0, 
  Spot +0; Endurance, Iron Will. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Possessions: 2 MW shortspears, MW studded leather 
  armor, MW light wooden shield. 
   
  Encounter Ten-A: Caravan Attack 
  Note: Some spells are pre-cast for the combat and still in 
  affect.  The stat blocks reflect those changes. 
  APL 2 (EL 5) 
  Georg and Mikhail: Male human Ftr1; CR 1; Medium-
  sized humanoid (human); HD 1d10+2; hp 9; Init +6; Spd 
  20 ft.; AC 18, touch 12, flat-footed 16; Base Atk +1; Grp +3; 
  Atk +3 melee (1d8+3/x3, lance) or +3 melee (1d8+2, 
  longsword) or +3 ranged (1d8, light crossbow); Full Atk 
  +3 melee (1d8+3/x3, lance) or +3 melee (1d8+2, 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 33 
  longsword) or +3 ranged (1d8, light crossbow); 
  Space/Reach 5 ft./5 ft.; AL NE; SV Fort +4, Ref +2, Will 
  +0; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 10.  
  Skills and Feats: Handle Animal +4, Intimidate +4, Ride 
  +6; Improved Initiative, Mounted Combat, Ride-by 
  Attack. 
   
  Possessions: light steel shield, MW chainmail, 
  longsword, dagger, lance, light warhorse w/riding saddle, 
  light crossbow, 10 bolts, Gran March cavalry uniform, 
  5gp. 
   
  Physical Description: They appear as typical Gran 
  March cavalry soldiers. 
   
  Olga: Female human Wiz1; CR 1; Medium-sized 
  humanoid (human); HD 1d4+2; hp 5; Init +6; Spd 30 ft.; 
  AC 12, touch 12, flat-footed 10; Base Atk +0; Grp +0; Atk 
  +0 melee (1d4, dagger) or +2 ranged (1d8, light crossbow); 
  Full Atk +0 melee (1d4, dagger) or +2 ranged (1d8, light 
  crossbow); Space/Reach 5 ft./5 ft.; AL NE; SV Fort +2, Ref 
  +2, Will +2; Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 
  10.  
  Skills and Feats: Concentration +6, Decipher Script +6, 
  Knowledge (arcane) +6, Knowledge (local-Gran March) 
  +6, Spellcraft +6; Combat Casting, Improved Initiative, 
  Scribe Scroll. 
   
  Possessions: wand of magic missile (1
  st level caster), 
  dagger, light crossbow, 10 bolts, Gran March combat 
  specialist uniform, riding horse w/riding saddle, 10gp. 
   
  Physical Description: She appears as a typical Gran 
  March combat specialist. 
   
  Spells Prepared (3/2; base DC=12 + spell level): 0 – 
  acid splash, daze, detect magic; 1 – color spray, ray of 
  enfeeblement. 
   
  Fredrick: Male human Brd1; CR 1; Medium-sized 
  humanoid (human); HD 1d6+2; hp 6; Init +2; Spd 30 ft.; 
  AC 15, touch 12, flat-footed 13; Base Atk +0; Grp +0; Atk 
  +0 melee (1d6, short sword) or +2 ranged (1d6, short 
  bow); Full Atk +0 melee (1d6, short sword) or +2 ranged 
  (1d6, short bow); Space/Reach 5 ft./5 ft.; AL NE; SV Fort 
  +2, Ref +4, Will +2; Str 10, Dex 14, Con 14, Int 10, Wis 10, 
  Cha 14.  
  Skills and Feats: Bluff +6, Disguise +6, Perform 
  (whistling) +6, Sense Motive +4, Tumble +6; Point Blank 
  Shot, Precise Shot. 
   
  Possessions: MW studded leather, short bow, 20 
  arrows, short sword, Gran March combat specialist 
  uniform , riding horse w/riding saddle, 10gp. 
   
  Physical Description: He appears as a typical Gran 
  March combat specialist. 
   
  Spells Known (2; base DC=12 + spell level): 0 – 
  detect magic, lullaby, message, read magic. 
   
  APL 4 (EL 7) 
  Georg and Mikhail: Male human Ftr3; CR 3; Medium-
  sized humanoid (human); HD 3d10+6; hp 27; Init +6; Spd 
  20 ft.; AC 18, touch 12, flat-footed 16; Base Atk +3; Grp +5; 
  Atk +5 melee (1d8+3/x3, lance) or +6 melee (1d8+2, 
  longsword) or +5 ranged (1d8, light crossbow); Full Atk 
  +5 melee (1d8+3/x3, lance) or +6 melee (1d8+2, 
  longsword) or +5 ranged (1d8, light crossbow); 
  Space/Reach 5 ft./5 ft.; AL NE; SV Fort +5, Ref +3, Will 
  +1; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 10.  
  Skills and Feats: Handle Animal +6, Intimidate +6, Ride 
  +10; Improved Initiative, Mounted Combat, Ride-by 
  Attack, Spirited Charge, Weapon Focus (longsword). 
   
  Possessions: light shield, MW chainmail, longsword, 
  dagger, lance, light warhorse w/riding saddle, light 
  crossbow, 10 bolts, Gran March cavalry uniform, 25gp. 
   
  Physical Description: They appear as typical Gran 
  March cavalry soldiers. 
   
  Olga: Female human Wiz3; CR 3; Medium-sized 
  humanoid (human); HD 3d4+6; hp 14; Init +6; Spd 30 ft.; 
  AC 12, touch 12, flat-footed 10; Base Atk +1; Grp +1; Atk 
  +1 melee (1d4, dagger) or +3 ranged (1d8, light crossbow); 
  Full Atk +1 melee (1d4, dagger) or +3 ranged (1d8, light 
  crossbow); Space/Reach 5 ft./5 ft.; AL NE; SV Fort +5, Ref 
  +3, Will +3; Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 
  10.  
  Skills and Feats: Concentration +8, Decipher Script +8, 
  Knowledge (arcane) +8, Knowledge (local-Gran March) 
  +8, Spellcraft +10; Combat Casting, Great Fortitude, 
  Improved Initiative, Scribe Scroll. 
   
  Possessions: wand of magic missile (3
  rd level caster), 
  dagger, light crossbow, 10 bolts, Gran March combat 
  specialist uniform, riding horse w/riding saddle, 50gp. 
   
  Physical Description: She appears as a typical Gran 
  March combat specialist. 
   
  Spells Prepared (4/3/2; base DC=12 + spell level): 0 – 
  acid splash (x2), daze, detect magic; 1 – color spray, ray of 
  enfeeblement, magic missile; 2 – flaming sphere, scare. 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 34 
   
  Fredrick: Male human Brd3; CR 3; Medium-sized 
  humanoid (human); HD 3d6+6; hp 18; Init +6; Spd 30 ft.; 
  AC 15, touch 12, flat-footed 13; Base Atk +1; Grp +1; Atk 
  +2 melee (1d6, short sword) or +4 ranged (1d6, short 
  bow); Full Atk +2 melee (1d6, short sword) or +4 ranged 
  (1d6, short bow); Space/Reach 5 ft./5 ft.; AL NE; SV Fort 
  +3, Ref +5, Will +3; Str 10, Dex 14, Con 14, Int 10, Wis 10, 
  Cha 14.  
  Skills and Feats: Bluff +8, Disguise +10, Perform 
  (whistling) +8, Sense Motive +6, Tumble +8; Improved 
  Initiative, Point Blank Shot, Precise Shot. 
   
  Possessions: MW studded leather, short bow, 20 
  arrows, short sword, Gran March combat specialist 
  uniform , riding horse w/riding saddle, 50gp. 
   
  Physical Description: He appears as a typical Gran 
  March combat specialist. 
   
  Spells Known (3/2; base DC=12 + spell level): 0 – 
  detect magic, lullaby, message, read magic, resistance; 1 – 
  charm person, cure light wounds, Tasha’s hideous 
  laughter. 
   
  APL 6 (EL 9) 
  Georg and Mikhail: Male human Ftr5; CR 5; Medium-
  sized humanoid (human); HD 5d10+10; hp 45; Init +6; 
  Spd 20 ft.; AC 18, touch 12, flat-footed 16; Base Atk +5; 
  Grp +7; Atk +7 melee (1d8+3/x3, lance) or +8 melee 
  (1d8+2, longsword) or +7 ranged (1d8, light crossbow); 
  Full Atk +7 melee (1d8+3/x3, lance) or +8 melee (1d8+2, 
  longsword) or +7 ranged (1d8, light crossbow); 
  Space/Reach 5 ft./5 ft.; AL NE; SV Fort +6, Ref +3, Will 
  +1; Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 10.  
  Skills and Feats: Handle Animal +6, Intimidate +8, Ride 
  +12, Swim +2; Improved Initiative, Mounted Combat, 
  Ride-by Attack, Spirited Charge, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Possessions: light shield, MW chainmail, longsword, 
  dagger, lance, light warhorse w/riding saddle, light 
  crossbow, 10 bolts, Gran March cavalry uniform, 50gp. 
   
  Physical Description: They appear as typical Gran 
  March cavalry soldiers. 
   
  Olga: Female human Wiz5; CR 5; Medium-sized 
  humanoid (human); HD 5d4+10; hp 34 [was 23]; Init +6; 
  Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base Atk +2; 
  Grp +2; Atk +2 melee (1d4, dagger) or +4 ranged (1d8, 
  light crossbow); Full Atk +2 melee (1d4, dagger) or +4 
  ranged (1d8, light crossbow); Space/Reach 5 ft./5 ft.; AL 
  NE; SV Fort +5, Ref +3, Will +4; Str 10, Dex 14, Con 14, 
  Int 15, Wis 10, Cha 10.  
  Skills and Feats: Concentration +10, Decipher Script +10, 
  Knowledge (arcane) +10, Knowledge (local-Gran March) 
  +10, Spellcraft +12; Combat Casting, Craft Wand, Great 
  Fortitude, Improved Initiative, Scribe Scroll. 
   
  Possessions: wand of magic missile (5
  th level caster), 
  dagger, light crossbow, 10 bolts, Gran March combat 
  specialist uniform, riding horse w/riding saddle, 100gp. 
   
  Physical Description: She appears as a typical Gran 
  March combat specialist. 
   
  Spells Prepared (4/4/3/1; base DC=12 + spell level): 0 
  – acid splash (x2), daze, detect magic; 1 – color spray, ray 
  of enfeeblement, magic missile (x2); 2 – false life, flaming 
  sphere, scare; 3 – fireball. 
   
  Note: Has false life in effect. 
   
  Fredrick: Male human Brd5; CR 5; Medium-sized 
  humanoid (human); HD 5d6+10; hp 30; Init +6; Spd 30 
  ft.; AC 15, touch 12, flat-footed 13; Base Atk +2; Grp +2; 
  Atk +2 melee (1d6, short sword) or +7 [was +6] ranged 
  (1d6, short bow); Full Atk +2 melee (1d6, short sword) or 
  +7 [was +6] ranged (1d6, short bow); Space/Reach 5 ft./5 
  ft.; AL NE; SV Fort +3, Ref +8 [was +6], Will +4; Str 10, 
  Dex 18 [was 14], Con 14, Int 10, Wis 10, Cha 14.  
  Skills and Feats: Bluff +10, Disguise +12, Perform 
  (whistling) +10, Sense Motive +8, Tumble +10; Improved 
  Initiative, Point Blank Shot, Precise Shot. 
   
  Possessions: MW studded leather, short bow, 20 
  arrows, short sword, Gran March combat specialist 
  uniform , riding horse w/riding saddle, 100gp. 
   
  Physical Description: He appears as a typical Gran 
  March combat specialist. 
   
  Spells Known (3/4/1 [was 3/4/2]; base DC=12 + spell 
  level): 0 – detect magic, lullaby, light, message, read 
  magic, resistance; 1 – charm person, cure light wounds, 
  Tasha’s hideous laughter, undetectable alignment; 2 – 
  cat’s grace, glitterdust, invisibility. 
   
  Note: Has cat’s grace in effect. 
   
  Encounter Ten-B: AWOL Soldier 
  Note:  Tom Gort Jr. is an afflicted lycanthrope, not a 
  natural one. 
  APL 2 (EL 5) 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 35 
  Tom Gort Jr (human form): Male wererat Rng2; CR 4; 
  Medium-sized humanoid (human, shapechanger); HD 
  2d8+6; hp 14; Init +6; Spd 30 ft.; AC 17, touch 12, flat-
  footed 15; Base Atk +2; Grp +4; Atk +4 melee (1d6+2/x3, 
  short sword) or +4 ranged (1d6+2/x3, short bow); Full 
  Atk +4 melee (1d6+2/x3, short sword) or +4 ranged 
  (1d6+2/x3, short bow); Space/Reach 5 ft./5 ft.; SQ 
  Alternate form, favored enemy (humanoid (goblinoid) 
  +2), rat empathy, low-light vision, scent, wild empathy; 
  AL LE; SV Fort +5, Ref +3, Will +2; Str 14, Dex 14, Con 12, 
  Int 10, Wis 14, Cha 14.  
  Skills and Feats: Handle Animal +7, Hide +7, Knowledge 
  (nature) +5, Listen +7, Move Silently +7, Spot +7, Survival 
  +7; Iron Will*, Point Blank Shot, Precise Shot, Rapid 
  Shot, Track, Weapon Finesse*. [*=bonus lycanthrope feat] 
   
  Alternate Form (Su): A lycanthrope can shift into 
  animal form as though using the polymorph spell on 
  itself, though its gear is not affected, it does not regain hit 
  points for changing form, and only the specific animal 
  form indicated for the lycanthrope can be assumed. It 
  does not assume the ability scores of the animal, but 
  instead adds the animal’s physical ability score modifiers 
  to its own ability scores. A lycanthrope also can assume a 
  bipedal hybrid form with prehensile hands and 
  animalistic features. 
  Changing to or from animal or hybrid form is a standard 
  action. 
  A slain lycanthrope reverts to its humanoid form, 
  although it remains dead. Separated body parts retain 
  their animal form, however. 
  Afflicted lycanthropes find this ability difficult to control 
  (see Lycanthropy as an Affliction, below), but natural 
  lycanthropes have full control over this power. 
   
  Low-Light Vision (Ex): A lycanthrope has low-light 
  vision in any form. 
   
  Rat Empathy (Ex): In any form, lycanthropes can 
  communicate and empathize with normal or dire rats. 
  This gives them a +4 racial bonus on checks when 
  influencing the animal’s attitude and allows the 
  communication of simple concepts and (if the animal is 
  friendly) commands, such as “friend,” “foe,” “flee,” and 
  “attack.” 
   
  Scent (Ex): A lycanthrope has the scent ability in any 
  form.  
   
  Possessions: MW studded leather, MW composite 
  shortbow (+2 Str bonus), 20 arrows, short sword. 
   
  Tom Gort Jr (rat form): Male wererat Rng2; CR 4; Small 
  humanoid (human, shapechanger); HD 2d8+8; hp 16; Init 
  +9; Spd 40 ft.; AC 18, touch 16, flat-footed 13; Base Atk +2; 
  Grp +0; Atk +7 melee (1d4+2 plus disease, bite); Full Atk 
  +7 melee (1d4+2 plus disease, bite); Space/Reach 5 ft./5 
  ft.; SA Curse of lycanthropy, disease; SQ Alternate form, 
  DR 10/silver, favored enemy (humanoid (goblinoid) +2), 
  rat empathy, low-light vision, scent, wild empathy; AL 
  LE; SV Fort +5, Ref +6, Will +2; Str 14, Dex 20, Con 14, 
  Int 10, Wis 14, Cha 14.  
  Skills and Feats: Climb +11, Handle Animal +7, Hide +14, 
  Knowledge (nature) +5, Listen +7, Move Silently +7, Spot 
  +7, Survival +7, Swim +13; Iron Will*, Point Blank Shot, 
  Precise Shot, Rapid Shot, Track, Weapon Finesse*. 
  [*=bonus lycanthrope feat] 
   
  Curse of Lycanthropy (Su): Any humanoid or giant 
  hit by a natural lycanthrope’s bite attack in animal or 
  hybrid form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. If the victim’s size is not within 
  one size category of the lycanthrope the victim cannot 
  contract lycanthropy from that lycanthrope. Afflicted 
  lycanthropes cannot pass on the curse of lycanthropy. 
   
  Alternate Form (Su): A lycanthrope can shift into 
  animal form as though using the polymorph spell on 
  itself, though its gear is not affected, it does not regain hit 
  points for changing form, and only the specific animal 
  form indicated for the lycanthrope can be assumed. It 
  does not assume the ability scores of the animal, but 
  instead adds the animal’s physical ability score modifiers 
  to its own ability scores. A lycanthrope also can assume a 
  bipedal hybrid form with prehensile hands and 
  animalistic features. 
  Changing to or from animal or hybrid form is a standard 
  action. 
  A slain lycanthrope reverts to its humanoid form, 
  although it remains dead. Separated body parts retain 
  their animal form, however. 
  Afflicted lycanthropes find this ability difficult to control 
  (see Lycanthropy as an Affliction, below), but natural 
  lycanthropes have full control over this power. 
   
  Disease (Ex): Filth fever; bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Low-Light Vision (Ex): A lycanthrope has low-light 
  vision in any form. 
   
  Rat Empathy (Ex): In any form, lycanthropes can 
  communicate and empathize with normal or dire rats. 
  This gives them a +4 racial bonus on checks when 
  influencing the animal’s attitude and allows the 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 36 
  communication of simple concepts and (if the animal is 
  friendly) commands, such as “friend,” “foe,” “flee,” and 
  “attack.” 
   
  Scent (Ex): A lycanthrope has the scent ability in any 
  form.  
   
  Tom Gort Jr (hybrid form): Male wererat Rng2; CR 4; 
  Medium-sized humanoid (human, shapechanger); HD 
  2d8+8; hp 16; Init +9; Spd 30 ft.; AC 17, touch 15, flat-
  footed 12; Base Atk +2; Grp +4; Atk +7 melee (1d6+2/x3, 
  short sword) or +7 ranged (1d6+2/x3, short bow); Full 
  Atk +7 melee (1d6+2/x3, short sword) or +7 ranged 
  (1d6+2/x3, short bow); Space/Reach 5 ft./5 ft.; SA Curse 
  of lycanthropy, disease; SQ Alternate form, DR 10/silver, 
  favored enemy (humanoid (goblinoid) +2), rat empathy, 
  low-light vision, scent, wild empathy; AL LE; SV Fort +5, 
  Ref +6, Will +2; Str 14, Dex 20, Con 14, Int 10, Wis 14, 
  Cha 14.  
  Skills and Feats: Climb +5, Handle Animal +7, Hide +10, 
  Knowledge (nature) +5, Listen +7, Move Silently +10, 
  Spot +7, Survival +7, Swim +5; Iron Will*, Point Blank 
  Shot, Precise Shot, Rapid Shot, Track, Weapon Finesse*. 
  [*=bonus lycanthrope feat] 
   
  Curse of Lycanthropy (Su): Any humanoid or giant 
  hit by a natural lycanthrope’s bite attack in animal or 
  hybrid form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. If the victim’s size is not within 
  one size category of the lycanthrope the victim cannot 
  contract lycanthropy from that lycanthrope. Afflicted 
  lycanthropes cannot pass on the curse of lycanthropy. 
   
  Alternate Form (Su): A lycanthrope can shift into 
  animal form as though using the polymorph spell on 
  itself, though its gear is not affected, it does not regain hit 
  points for changing form, and only the specific animal 
  form indicated for the lycanthrope can be assumed. It 
  does not assume the ability scores of the animal, but 
  instead adds the animal’s physical ability score modifiers 
  to its own ability scores. A lycanthrope also can assume a 
  bipedal hybrid form with prehensile hands and 
  animalistic features. 
  Changing to or from animal or hybrid form is a standard 
  action. 
  A slain lycanthrope reverts to its humanoid form, 
  although it remains dead. Separated body parts retain 
  their animal form, however. 
  Afflicted lycanthropes find this ability difficult to control 
  (see Lycanthropy as an Affliction, below), but natural 
  lycanthropes have full control over this power. 
   
  Disease (Ex): Filth fever; bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Low-Light Vision (Ex): A lycanthrope has low-light 
  vision in any form. 
   
  Rat Empathy (Ex): In any form, lycanthropes can 
  communicate and empathize with normal or dire rats. 
  This gives them a +4 racial bonus on checks when 
  influencing the animal’s attitude and allows the 
  communication of simple concepts and (if the animal is 
  friendly) commands, such as “friend,” “foe,” “flee,” and 
  “attack.” 
   
  Scent (Ex): A lycanthrope has the scent ability in any 
  form.  
   
  Helga: Female human Clr2; CR 2; Medium-sized 
  humanoid (human); HD 2d8+4; hp 18; Init +4; Spd 20 ft.; 
  AC 18, touch 10, flat-footed 18; Base Atk +1; Grp +2; Atk 
  +3 melee (1d8+2, morningstar); Full Atk +3 melee (1d8+2, 
  morningstar); Space/Reach 5 ft./5 ft.; AL NE; SV Fort +5, 
  Ref +0, Will +6; Str 12, Dex 10, Con 14, Int 10, Wis 16, 
  Cha 12.  
  Skills and Feats: Concentration +7, Knowledge (arcane) 
  +2, Knowledge (religion) +3, Spellcraft +5; Improved 
  Initiative, Toughness. 
   
  Possessions: wand of inflict light wounds (1
  st level 
  caster), heavy steel shield (w/ a symbol of Erythnul [half 
  demon/half boar mask] on it), MW banded mail, MW 
  morningstar. 
   
  Physical Description: Helga appears as a priestess of 
  Erythnul, even though she is a priestess of Vecna. 
   
  Spells Prepared (4/3+1; base DC=13 + spell level): 0 – 
  cure minor wounds, detect magic, resistance, virtue; 1 – 
  cure light wounds, divine favor, protection from good*, 
  shield of faith. 
   
  *Domain spell. Domains: Evil (granted power); 
  Knowledge (granted power). 
   
  APL 4 (EL 7) 
  Tom Gort Jr: see APL 2. 
   
  Ogar: Male half-orc Bbn4; CR 4; Medium-sized 
  humanoid (half-orc); HD 4d12+8; hp 42; Init +2; Spd 30 
  ft.; AC 17, touch 12, flat-footed 15; Base Atk +4; Grp +8; 
  Atk +8 melee (2d6+6, greatsword) or +7 melee (1d12+6, 
  greataxe) or +7 melee (1d6+4, short sword); Full Atk +8 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 37 
  melee (2d6+6, greatsword) or +7 melee (1d12+6, greataxe) 
  or +7 melee (1d6+4, short sword); Space/Reach 5 ft./5 ft.; 
  AL NE; SV Fort +6, Ref +3, Will +0; Str 19, Dex 14, Con 
  14, Int 10, Wis 8, Cha 6.  
  Skills and Feats: Climb +11, Intimidate +5, Intimidate +5, 
  Listen +6; Power Attack, Improved Sunder. 
   
  Possessions: MW breastplate, MW greatsword, 
  greataxe, short sword, 100gp. 
   
  Helga: Female human Clr4; CR 4; Medium-sized 
  humanoid (human); HD 4d8+8; hp 33; Init +4; Spd 20 ft.; 
  AC 18, touch 10, flat-footed 18; Base Atk +3; Grp +4; Atk 
  +5 melee (1d8+2, morningstar); Full Atk +5 melee (1d8+2, 
  morningstar); Space/Reach 5 ft./5 ft.; AL NE; SV Fort +7, 
  Ref +3, Will +8; Str 12, Dex 10, Con 14, Int 10, Wis 17, 
  Cha 12.  
  Skills and Feats: Concentration +9, Knowledge (arcane) 
  +4, Knowledge (religion) +3, Spellcraft +7; Improved 
  Initiative, Lightning Reflexes, Toughness. 
   
  Possessions: wand of inflict light wounds (3
  rd level 
  caster), heavy steel shield (w/ a symbol of Erythnul [half 
  demon/half boar mask] on it), MW banded mail, MW 
  morningstar. 
   
  Physical Description: Helga appears as a priestess of 
  Erythnul, even though she is a priestess of Vecna. 
   
  Spells Prepared (5/4+1/3+1; base DC=13 + spell 
  level): 0 – cure minor wounds, detect magic, mending, 
  resistance, virtue; 1 – bane, cure light wounds, divine 
  favor, protection from good*, shield of faith; 2 – aid, bull’s 
  strength, detect thoughts*, sound burst. 
   
  *Domain spell. Domains: Evil (granted power); 
  Knowledge (granted power). 
   
  APL 6 (EL 9) 
  Tom Gort Jr: see APL 2. 
   
  Ogar: see APL 4. 
   
  Helga: Female human Clr8; CR 8; Medium-sized 
  humanoid (human); HD 8d8+16; hp 63; Init +4; Spd 20 
  ft.; AC 18, touch 10, flat-footed 18; Base Atk +6; Grp +7; 
  Atk +8 melee (1d8+3, morningstar); Full Atk +8/+3 melee 
  (1d8+3, morningstar); Space/Reach 5 ft./5 ft.; AL NE; SV 
  Fort +9, Ref +4, Will +10; Str 12, Dex 10, Con 14, Int 10, 
  Wis 18, Cha 12.  
  Skills and Feats: Concentration +13, Knowledge (arcane) 
  +5, Knowledge (religion) +6, Spellcraft +13; Combat 
  Casting, 
  Improved 
  Initiative, 
  Lightning 
  Reflexes, 
  Toughness. 
   
  Possessions: wand of inflict light wounds (5
  th level 
  caster), heavy steel shield (w/ a symbol of Erythnul [half 
  demon/half boar mask] on it), MW banded mail, MW 
  morningstar. 
   
  Physical Description: Helga appears as a priestess of 
  Erythnul, even though she is a priestess of Vecna. 
   
  Spells Prepared (6/5+1/4+1/4+1/3+1; base DC=14 + 
  spell level): 0 – cure minor wounds (x2), detect magic, 
  mending, resistance, virtue; 1 – bane, cure light wounds, 
  divine favor, protection from good*, shield of faith (x2); 2 
  – aid, bull’s strength, detect thoughts*, hold person, 
  sound burst; 3 – bestow curse, contagion, cure serious 
  wounds, magic circle against good*, magic vestment; 4 – 
  cure critical wounds, divine power, greater magic 
  weapon, unholy blight*. 
   
  *Domain spell. Domains: Evil (cast evil spells at +1 
  caster level); Knowledge (cast divination spells at +1 
  caster level; all knowledge skills are class skills). 
   
  Encounter Eleven: Awakened Dire Wolf 
  K’org: Awakened Dire Wolf Rog5; CR 8; Large magical 
  beast; HD 8d8+24 (dire wolf) plus 5d6+15 (rogue); hp 100; 
  Init +2; Spd 50; AC 14, touch 11, flat-footed 12; Base Atk 
  +6; Grp +17; Atk +18 melee (1d8+10, bite); Full Atk +18 
  melee (1d8+10, bite); Space/Reach 10 ft/5ft; SA Sneak 
  attack +3d6, trip; SQ Darkvision 60 ft, evasion, low-light 
  vision, scent, tongues (permanent spell), trap sense +1, 
  trapfinding, uncanny dodge; AL N; SV Fort +10, Ref +12, 
  Will +4; Str 25, Dex 15, Con 17, Int 12, Wis 12, Cha 12. 
   
  Skills and Feats: Hide +0, Listen +12, Move Silently 
  +4, Search +10, Spot +15, Survival +4 (+8 by scent), 
  Tumble +11; Alertness, Dodge, Mobility, Run, Track*, 
  Weapon Focus (bite). 
   
  Trip (Ex): A dire wolf that hits with a bite attack can 
  attempt to trip its opponent (+11 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 dire wolf. 
   
  Skills: A dire wolf has a +2 racial bonus on Hide, 
  Listen, Move Silently, and Spot checks.  
   
  *It also has a +4 racial bonus on Survival checks 
  when tracking by scent. 
   
  
  GRM3-07 Rustling in the Reeds 
   
  Page 38 
  Encounter Twelve: Fiendish Tendriculos 
  APL 8 (EL 10) 
  Fiendish Tendriculos: CR 8; Huge Plant (extraplanar); 
  HD 9d8+54; hp 95; Init -1; Spd 20 ft.; AC 16, touch 7, flat-
  footed 16; Base Atk +6; Grp +23; Atk +13 melee (2d8+9, 
  bite); Full Atk +13 melee (2d8+9, bite) and +8 melee 
  (1d6+4, 2 tendrils); Space/Reach 15 ft./15 ft.; SA 
  Improved grab, paralysis, smite good, swallow whole; SQ 
  Darkvision 60 ft, cold and fire resistance 10, DR 5/magic, 
  low-light vision, plant traits, regeneration 10, SR 14; AL 
  NE; SV Fort +12, Ref +2, Will +4; Str 28, Dex 9, Con 22, 
  Int 3, Wis 8, Cha 3. 
  Skills and Feats: Hide +9, Listen +1, Move Silently +1, 
  Spot +1; Alertness, Iron Will, Power Attack, Stealthy. 
  Improved Grab (Ex): To use this ability, a tendriculos 
  must hit a creature at least one size smaller than itself 
  with its bite attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can try to swallow the opponent in the 
  following round. A tendriculos can also use its improved 
  grab ability on a tendril attack. If it wins the grapple 
  check, it establishes a hold, picks up the opponent, and 
  transfers it to the mouth as a free action, automatically 
  dealing bite damage. 
  Smite Good (Su): Once per day the creature can make a 
  normal melee attack to deal extra damage equal to its HD 
  total (maximum of +20) against a good foe. 
  Swallow Whole/Paralysis (Ex): A tendriculos can try to 
  swallow a grabbed opponent by making a successful 
  grapple check. Once inside the plant’s mass, the 
  opponent must succeed on a DC 20 Fortitude save or be 
  paralyzed for 3d6 rounds by the tendriculos’s digestive 
  juices, taking 2d6 points of acid damage per round. A new 
  save is required each round inside the plant. The save DC 
  is Constitution-based. A swallowed creature that avoids 
  paralysis can climb out of the mass with a successful 
  grapple check. This returns it to the plant’s maw, where 
  another successful grapple check is needed to get free. A 
  swallowed creature can also cut its way out by using a 
  light slashing or piercing weapon to deal 25 points of 
  damage to the tendriculos’s interior (AC 14). Once the 
  creature exits, the plant’s regenerative capacity closes the 
  hole; another swallowed opponent must cut its own way 
  out. A Huge tendriculos’s interior can hold 2 Large, 8 
  Medium, 32 Small, 128 Tiny, or 512 Diminutive or 
  smaller opponents.  
  Regeneration (Ex): Bludgeoning weapons and acid deal 
  normal damage to a tendriculos. A tendriculos that loses 
  part of its body mass can regrow it in 1d6 minutes. 
  Holding the severed portion against the mass enables it 
  to reattach instantly.  
   
  Advanced Fiendish Dire Wolverine: CR 7; Large 
  Animal (extraplanar); HD 8d8+48; hp 84; Init +5; Spd 30 
  ft., climb 10ft.; AC 18, touch 14, flat-footed 13; Base Atk 
  +6; Grp +18; Atk +14 melee (1d6+8, claw); Full Atk +14 
  melee (1d6+8, 2 claws) and +12 melee (1d6+4, bite); 
  Space/Reach 10 ft./5 ft.; SA Rage; SQ Darkvision 60 ft., 
  cold and fire resistance 10, DR 5/magic, low-light vision, 
  scent, SR 13; AL NE; SV Fort +12, Ref +11, Will +8; Str 26, 
  Dex 20, Con 22, Int 4, Wis 14, Cha 10. 
  Skills and Feats: Climb +16, Listen +8, Spot +11, Survival 
  +10; Alertness, Multiattack, Toughness, Track. 
  Rage (Ex): A dire wolverine that takes damage in combat 
  flies into a berserk rage on its next turn, clawing and 
  biting madly until either it or its opponent is dead. An 
  enraged 
  dire 
  wolverine 
  gains 
  +4 
  Strength, 
  +4 
  Constitution, and –2 AC. The creature cannot end its rage 
  voluntarily. 
  Smite Good (Su): Once per day the creature can make a 
  normal melee attack to deal extra damage equal to its HD 
  total (maximum of +20) against a good foe. 
  Skills: A dire wolverine has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
  Note: Has elite attributes. 
   
  APL 10 (EL 12) 
  Advanced Fiendish Tendriculos: CR 10; Huge Plant 
  (extraplanar); HD 16d8+96; hp 168; Init -1; Spd 20 ft.; AC 
  16, touch 7, flat-footed 16; Base Atk +12; Grp +29; Atk +19 
  melee (3d8+9, bite); Full Atk +19 melee (3d8+9, bite) and 
  +14 melee (1d6+4, 2 tendrils); Space/Reach 15 ft./15 ft.; 
  SA Improved grab, paralysis, smite good, swallow whole; 
  SQ Darkvision 60 ft, cold and fire resistance 10, DR 
  10/magic, low-light vision, plant traits, regeneration 10, 
  SR 21; AL NE; SV Fort +16, Ref +6, Will +6; Str 28, Dex 9, 
  Con 22, Int 3, Wis 8, Cha 3. 
  Skills and Feats: Hide +16, Listen +1, Move Silently +1, 
  Spot +1; Alertness, Improved Natural Attack (bite), Iron 
  Will, Lightning Reflexes, Power Attack, Stealthy. 
  Improved Grab (Ex): To use this ability, a tendriculos 
  must hit a creature at least one size smaller than itself 
  with its bite attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can try to swallow the opponent in the 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 39 
  following round. A tendriculos can also use its improved 
  grab ability on a tendril attack. If it wins the grapple 
  check, it establishes a hold, picks up the opponent, and 
  transfers it to the mouth as a free action, automatically 
  dealing bite damage. 
  Smite Good (Su): Once per day the creature can make a 
  normal melee attack to deal extra damage equal to its HD 
  total (maximum of +20) against a good foe. 
  Swallow Whole/Paralysis (Ex): A tendriculos can try to 
  swallow a grabbed opponent by making a successful 
  grapple check. Once inside the plant’s mass, the 
  opponent must succeed on a DC 20 Fortitude save or be 
  paralyzed for 3d6 rounds by the tendriculos’s digestive 
  juices, taking 2d6 points of acid damage per round. A new 
  save is required each round inside the plant. The save DC 
  is Constitution-based. A swallowed creature that avoids 
  paralysis can climb out of the mass with a successful 
  grapple check. This returns it to the plant’s maw, where 
  another successful grapple check is needed to get free. A 
  swallowed creature can also cut its way out by using a 
  light slashing or piercing weapon to deal 25 points of 
  damage to the tendriculos’s interior (AC 14). Once the 
  creature exits, the plant’s regenerative capacity closes the 
  hole; another swallowed opponent must cut its own way 
  out. A Huge tendriculos’s interior can hold 2 Large, 8 
  Medium, 32 Small, 128 Tiny, or 512 Diminutive or 
  smaller opponents.  
  Regeneration (Ex): Bludgeoning weapons and acid deal 
  normal damage to a tendriculos. A tendriculos that loses 
  part of its body mass can regrow it in 1d6 minutes. 
  Holding the severed portion against the mass enables it 
  to reattach instantly.  
   
  Advanced Fiendish Dire Wolverine: CR 10; Large 
  Animal (extraplanar); HD 14d8+84; hp 147; Init +5; Spd 
  30 ft., climb 10ft.; AC 20, touch 14, flat-footed 15; Base 
  Atk +10; Grp +22; Atk +18 melee (1d6+8, claw); Full Atk 
  +18 melee (1d6+8, 2 claws) and +16 melee (1d6+4, bite); 
  Space/Reach 10 ft./5 ft.; SA Rage; SQ Darkvision 60 ft., 
  cold and fire resistance 10, DR 10/magic, low-light vision, 
  scent, SR 19; AL NE; SV Fort +16, Ref +15, Will +12; Str 
  26, Dex 20, Con 22, Int 4, Wis 14, Cha 10. 
  Skills and Feats: Climb +16, Listen +7, Spot +17, Survival 
  +10; Alertness, Improved Natural Armor x2, Multiattack, 
  Toughness, Track. 
  Rage (Ex): A dire wolverine that takes damage in combat 
  flies into a berserk rage on its next turn, clawing and 
  biting madly until either it or its opponent is dead. An 
  enraged 
  dire 
  wolverine 
  gains 
  +4 
  Strength, 
  +4 
  Constitution, and –2 AC. The creature cannot end its rage 
  voluntarily. 
  Smite Good (Su): Once per day the creature can make a 
  normal melee attack to deal extra damage equal to its HD 
  total (maximum of +20) against a good foe. 
  Skills: A dire wolverine has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
  Note: Has elite attributes. 
   
  APL 12 (EL 14) 
  Advanced Fiendish Tendriculos: CR 10; Huge Plant 
  (extraplanar); HD 16d8+96; hp 168; Init -1; Spd 20 ft.; AC 
  16, touch 7, flat-footed 16; Base Atk +12; Grp +29; Atk +19 
  melee (3d8+9, bite); Full Atk +19 melee (3d8+9, bite) and 
  +14 melee (1d6+4, 2 tendrils); Space/Reach 15 ft./15 ft.; 
  SA Improved grab, paralysis, smite good, swallow whole; 
  SQ Darkvision 60 ft, cold and fire resistance 10, DR 
  10/magic, low-light vision, plant traits, regeneration 10, 
  SR 21; AL NE; SV Fort +16, Ref +6, Will +6; Str 28, Dex 9, 
  Con 22, Int 3, Wis 8, Cha 3. 
  Skills and Feats: Hide +16, Listen +1, Move Silently +1, 
  Spot +1; Alertness, Improved Natural Attack (bite), Iron 
  Will, Lightning Reflexes, Power Attack, Stealthy. 
  Improved Grab (Ex): To use this ability, a tendriculos 
  must hit a creature at least one size smaller than itself 
  with its bite attack. It can then attempt to start a grapple 
  as a free action without provoking an attack of 
  opportunity. If it wins the grapple check, it establishes a 
  hold and can try to swallow the opponent in the 
  following round. A tendriculos can also use its improved 
  grab ability on a tendril attack. If it wins the grapple 
  check, it establishes a hold, picks up the opponent, and 
  transfers it to the mouth as a free action, automatically 
  dealing bite damage. 
  Smite Good (Su): Once per day the creature can make a 
  normal melee attack to deal extra damage equal to its HD 
  total (maximum of +20) against a good foe. 
  Swallow Whole/Paralysis (Ex): A tendriculos can try to 
  swallow a grabbed opponent by making a successful 
  grapple check. Once inside the plant’s mass, the 
  opponent must succeed on a DC 20 Fortitude save or be 
  paralyzed for 3d6 rounds by the tendriculos’s digestive 
  juices, taking 2d6 points of acid damage per round. A new 
  save is required each round inside the plant. The save DC 
  is Constitution-based. A swallowed creature that avoids 
  paralysis can climb out of the mass with a successful 
  grapple check. This returns it to the plant’s maw, where 
  another successful grapple check is needed to get free. A 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 40 
  swallowed creature can also cut its way out by using a 
  light slashing or piercing weapon to deal 25 points of 
  damage to the tendriculos’s interior (AC 14). Once the 
  creature exits, the plant’s regenerative capacity closes the 
  hole; another swallowed opponent must cut its own way 
  out. A Huge tendriculos’s interior can hold 2 Large, 8 
  Medium, 32 Small, 128 Tiny, or 512 Diminutive or 
  smaller opponents.  
  Regeneration (Ex): Bludgeoning weapons and acid deal 
  normal damage to a tendriculos. A tendriculos that loses 
  part of its body mass can regrow it in 1d6 minutes. 
  Holding the severed portion against the mass enables it 
  to reattach instantly.  
   
  Advanced Fiendish Dire Wolverine (3): CR 10; Large 
  Animal (extraplanar); HD 14d8+84; hp 147; Init +5; Spd 
  30 ft., climb 10ft.; AC 20, touch 14, flat-footed 15; Base 
  Atk +10; Grp +22; Atk +18 melee (1d6+8, claw); Full Atk 
  +18 melee (1d6+8, 2 claws) and +16 melee (1d6+4, bite); 
  Space/Reach 10 ft./5 ft.; SA Rage; SQ Darkvision 60 ft., 
  cold and fire resistance 10, DR 10/magic, low-light vision, 
  scent, SR 19; AL NE; SV Fort +16, Ref +15, Will +12; Str 
  26, Dex 20, Con 22, Int 4, Wis 14, Cha 10. 
  Skills and Feats: Climb +16, Listen +7, Spot +17, Survival 
  +10; Alertness, Improved Natural Armor x2, Multiattack, 
  Toughness, Track. 
  Rage (Ex): A dire wolverine that takes damage in combat 
  flies into a berserk rage on its next turn, clawing and 
  biting madly until either it or its opponent is dead. An 
  enraged 
  dire 
  wolverine 
  gains 
  +4 
  Strength, 
  +4 
  Constitution, and –2 AC. The creature cannot end its rage 
  voluntarily. 
  Smite Good (Su): Once per day the creature can make a 
  normal melee attack to deal extra damage equal to its HD 
  total (maximum of +20) against a good foe. 
  Skills: A dire wolverine has a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb 
  checks, even if rushed or threatened. 
  Note: Has elite attributes. 
   
  Encounter 
  Fourteen: 
  Captured 
  One 
  and 
  Companions 
  Krag as the captured one is considered CR 10 for this 
  encounter because he has used up his wild shape ability 
  usage and almost all his spells.  The raggamoffyn was 
  given an additional ability for this scenario, but it has 
  been used up also. 
  APL 8 (EL 11) 
  Advanced Fiendish Treant: CR 10; Huge Plant 
  (extraplanar); HD 8d8+40; hp 78; Init -1; Spd 30 ft.; AC 20, 
  touch 7, flat-footed 20; Base Atk +6; Grp +23; Atk +13 
  melee (2d6+9, slam); Full Atk +13 melee (2d6+9, 2 slams); 
  Space/Reach 15 ft./15 ft.; SA Animate trees, double 
  damage against objects, smite good, trample 2d6+13; SQ 
  Darkvision 60 ft, cold and fire resistance 10, DR 
  10/shashing, DR 5/magic, low-light vision, plant traits, 
  vulnerability to fire, SR 13; AL NE; SV Fort +10, Ref +1, 
  Will +7; Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12. 
  Skills and Feats: Diplomacy +3, Hide –9, Intimidate +6, 
  Knowledge (nature) +6, Listen +10, Sense Motive +3, Spot 
  +11, Survival +10; Improved Sunder, Iron Will, Power 
  Attack. 
  Animate Trees (Sp): A treant can animate trees within 
  180 feet at will, controlling up to two trees at a time. It 
  takes 1 full round for a normal tree to uproot itself. 
  Thereafter it moves at a speed of 10 feet and fights as a 
  treant in all respects. Animated trees lose their ability to 
  move if the treant that animated them is incapacitated or 
  moves out of range. The ability is otherwise similar to 
  liveoak (caster level 12th). Animated trees have the same 
  vulnerability to fire that a treant has. 
  Double Damage against Objects (Ex): A treant or 
  animated tree that makes a full attack against an object or 
  structure deals double damage. 
  Smite Good (Su): Once per day the creature can make a 
  normal melee attack to deal extra damage equal to its HD 
  total (maximum of +20) against a good foe. 
  Trample (Ex): Reflex DC 23 half. The save DC is 
  Strength-based. Skills: *Treants have a +16 racial bonus 
  on Hide checks made in forested areas. 
   
  Krag 
  (captured 
  one): 
  Male 
  captured 
  half-
  orc/guttersnipe raggamoffyn Drd12; CR 14; Medium-
  sized construct; HD 12d8+16 and 20d10+30; hp 50 and 
  175; Init +1; Spd 30 ft.; AC 32, touch 10, flat-footed 32; 
  Base Atk +9; Grp +14; Atk +15 melee (1d6+6, scimitar); 
  Full Atk +15/+10 melee (1d6+6, scimitar); Space/Reach 5 
  ft./5 ft.; SQ Construct traits; AL NE; SV Fort +8, Ref +8, 
  Will +11; Str 21, Dex 11, Con 14, Int 12, Wis 16, Cha 8.  
  Skills and Feats: Concentration +7, Heal +12, Knowledge 
  (nature) +10, Knowledge (local-Rushmoors) +8, Listen +8, 
  Spellcraft +8, Spot +14, Survival +21, Swim +15; Brew 
  Potion, Improved Counterspell, Improved Initiative, 
  Natural Spell, Spell Penetration. 
   
  Possessions: +1 heavy wooden shield, +1 dragonhide 
  banded mail, +1 scimitar, potion of barkskin +3, 2 potions 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 41 
  of barkskin +4, potion of neutralize poison, potion of 
  water breathing. 
   
  Physical Description: As a captured one, Krag 
  appears as a half-orc completely covered in patch pieces 
  of leather and rope. 
   
  Spells Prepared (6/6/5/5/4/3/2; base DC=14 + spell 
  level): 0 – cure minor wounds (x3), detect magic, detect 
  poison, read magic; 1 – cure light wounds, detect snares 
  and pits, entangle, goodberry, longstrider, produce flame; 
  2 – barkskin, bear’s endurance, delay poison, lesser 
  restoration, spider climb; 3 – call lightning, cure 
  moderate wounds, neutralize poison, stone shape, water 
  breathing; 4 – cure serious wounds, dispel magic, 
  freedom of movement, ice storm; 5 – call lightning 
  storm, cure critical wounds, death ward; 6 – find the path, 
  wall of stone. 
   
  Construct Traits: A raggamoffyn is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it works on objects.  
  The creature is not subject to critical hits, subdual 
  damage, ability damage, ability drain, energy drain, or 
  death from massive damage.  It cannot heal itself but can 
  be healed through repair.  It cannot be raised or 
  resurrected.  A raggamoffyn has darkvision (60-foot 
  range). 
   
  Note: Has delay poison, longstrider and water 
  breathing already in effect. 
   
  Krag (normal): Male half-orc Drd12; CR 12; Medium-
  sized humanoid (half-orc); HD 12d8+24; hp 90; Init +1; 
  Spd 20 ft.; AC 21, touch 11, flat-footed 20; Base Atk +9; 
  Grp +11; Atk +12 melee (1d6+2, scimitar); Full Atk 
  +12/+7 melee (1d6+2, scimitar); Space/Reach 5 ft./5 ft.; 
  AL N; SV Fort +10, Ref +5, Will +12; Str 14, Dex 12, Con 
  14, Int 12, Wis 18, Cha 8.  
  Skills and Feats: Concentration +7, Heal +12, Knowledge 
  (nature) +10, Knowledge (local-Rushmoors) +8, Listen +8, 
  Spellcraft +8, Spot +14, Survival +21, Swim +15; Brew 
  Potion, Improved Counterspell, Improved Initiative, 
  Natural Spell, Spell Penetration. 
   
  Possessions: +1 heavy wooden shield, +1 dragonhide 
  banded mail, +1 scimitar, potion of barkskin +3, 2 potions 
  of barkskin +4, potion of neutralize poison, potion of 
  water breathing. 
   
  Physical Description: Krag appears as a half-orc in 
  banded mail made of some kind of strange scaly material. 
   
  Spells Prepared (6/6/5/5/4/3/2; base DC=14 + spell 
  level): 0 – cure minor wounds (x3), detect magic, detect 
  poison, read magic; 1 – cure light wounds, detect snares 
  and pits, entangle, goodberry, longstrider, produce flame; 
  2 – barkskin, bear’s endurance, delay poison, lesser 
  restoration, spider climb; 3 – call lightning, cure 
  moderate wounds, neutralize poison, stone shape, water 
  breathing; 4 – cure serious wounds, dispel magic, 
  freedom of movement, ice storm; 5 – call lightning 
  storm, cure critical wounds, death ward; 6 – find the path, 
  wall of stone. 
   
  Note: Has delay poison, longstrider and water 
  breathing already in effect. 
   
  Advanced Guttersnipe Raggamoffyn: CR 9; Large 
  Construct; HD 20d10+30; hp 175; Init +4; Spd 20 ft., fly 
  20 ft. (clumsy); AC 21, touch 9, flat-footed 21; Base Atk 
  +15; Grp +24; Atk +19 melee (1d8+5, slam); Full Atk +19 
  melee (1d8+5, slam); Space/Reach 10 ft./10 ft.; SA 
  Control host, glitterdust, improved grab, wrap; SQ 
  Construct traits, gate fiendish creature, immunities; AL 
  NE; SV Fort +8, Ref +8, Will +11; Str 21, Dex 11, Con --, 
  Int 10, Wis 16, Cha 17. 
  Skills and Feats: Hide +22, Move Silently +22; Dodge, 
  Great Fortitude, Improved Initiative, Iron Will, 
  Lightning Reflexes, Mobility, Stealth. 
   
  Control Host (Su): A raggamoffyn can attempt to 
  take control of any creature it has wrapped (see below).  
  This ability functions like the dominate monster spell 
  (caster level 18
  th; save DC 17).  As a free action, the 
  monster may relinquish control over its host by 
  physically and mentally disengaging itself from the 
  latter’s body.  Use the captured one template (see the 
  appendix) for a creature under the control of a 
  raggamoffyn. 
   
  Glitterdust (Sp): Once per day, a guttersnipe can use 
  glitterdust (caster level 5
  th; save DC 15). 
   
  Gate Fiendish Creature (Sp): Three times a week, 
  this cursed raggamoffyn has the ability to gate fiendish 
  plants or animals in to do its bidding for 1 hour. 
   
  Improved Grab (Ex): If a raggamoffyn hits an 
  opponent that is its own size or smaller with a slam 
  attack, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack of 
  opportunity (grapple bonus +24).  If it gets a hold, it can 
  attempt to wrap (see below) in the next round.  
  Alternatively, the raggamoffyn has the option to conduct 
  the grapple normally, or simply use its appendage to hold 
  the opponent (-20 penalty on grapple check, but the 
  raggamoffyn is not considered grappled).  In either case, 
  each successful grapple check it makes during successive 
  rounds automatically deals slam damage. 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 42 
   
  Wrap (Ex): With a successful grapple check, a 
  raggamoffyn can wrap itself around any foe it has already 
  grabbed with another successful grapple check.  The 
  monster forms a skintight layer around the wrapped 
  creature, covering it from head to toe but leaving enough 
  space for the creature to breathe through its mouth and 
  nose.  Attacks on such a target deal half their damage to 
  the monster and half to the wrapped creature.  An 
  affected creature can extract itself by making a successful 
  grapple check.  Once it has wrapped a creature, the 
  raggamoffyn can attempt to control it on its next action. 
   
  Construct Traits: A raggamoffyn is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it works on objects.  
  The creature is not subject to critical hits, subdual 
  damage, ability damage, ability drain, energy drain, or 
  death from massive damage.  It cannot heal itself but can 
  be healed through repair.  It cannot be raised or 
  resurrected.  A raggamoffyn has darkvision (60-foot 
  range). 
   
  Immunities (Ex): Guttersnipes are immune to spell 
  effects that produce light or darkness. 
   
  APL 10 (EL 13) 
  Advanced Fiendish Treant (3): CR 10; Huge Plant 
  (extraplanar); HD 8d8+40; hp 78; Init -1; Spd 30 ft.; AC 20, 
  touch 7, flat-footed 20; Base Atk +6; Grp +23; Atk +13 
  melee (2d6+9, slam); Full Atk +13 melee (2d6+9, 2 slams); 
  Space/Reach 15 ft./15 ft.; SA Animate trees, double 
  damage against objects, smite good, trample 2d6+13; SQ 
  Darkvision 60 ft, cold and fire resistance 10, DR 
  10/shashing, DR 5/magic, low-light vision, plant traits, 
  vulnerability to fire, SR 13; AL NE; SV Fort +10, Ref +1, 
  Will +7; Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12. 
  Skills and Feats: Diplomacy +3, Hide –9, Intimidate +6, 
  Knowledge (nature) +6, Listen +10, Sense Motive +3, Spot 
  +11, Survival +10; Improved Sunder, Iron Will, Power 
  Attack. 
  Animate Trees (Sp): A treant can animate trees within 
  180 feet at will, controlling up to two trees at a time. It 
  takes 1 full round for a normal tree to uproot itself. 
  Thereafter it moves at a speed of 10 feet and fights as a 
  treant in all respects. Animated trees lose their ability to 
  move if the treant that animated them is incapacitated or 
  moves out of range. The ability is otherwise similar to 
  liveoak (caster level 12th). Animated trees have the same 
  vulnerability to fire that a treant has. 
  Double Damage against Objects (Ex): A treant or 
  animated tree that makes a full attack against an object or 
  structure deals double damage. 
  Smite Good (Su): Once per day the creature can make a 
  normal melee attack to deal extra damage equal to its HD 
  total (maximum of +20) against a good foe. 
  Trample (Ex): Reflex DC 23 half. The save DC is 
  Strength-based. Skills: *Treants have a +16 racial bonus 
  on Hide checks made in forested areas. 
   
  Krag (captured one): see APL 8. 
   
  Krag (normal): see APL 8. 
   
  Advanced Guttersnipe Raggamoffyn: see APL 8. 
   
  APL 12 (EL 15) 
  Advanced Fiendish Treant (3): CR 12; Huge Plant 
  (extraplanar); HD 16d8+80; hp 156; Init -1; Spd 30 ft.; AC 
  20, touch 7, flat-footed 20; Base Atk +9; Grp +26; Atk +19 
  melee (2d6+9, slam); Full Atk +19 melee (2d6+9, 2 slams); 
  Space/Reach 15 ft./15 ft.; SA Animate trees, double 
  damage against objects, smite good, trample 2d6+13; SQ 
  Darkvision 60 ft, cold and fire resistance 10, DR 
  10/shashing, DR 10/magic, low-light vision, plant traits, 
  vulnerability to fire, SR 21; AL NE; SV Fort +10, Ref +1, 
  Will +7; Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12. 
  Skills and Feats: Diplomacy +3, Hide –9, Intimidate +6, 
  Knowledge (nature) +13, Listen +19, Sense Motive +3, 
  Spot +19, Survival +10; Improved Sunder, Iron Will, 
  Power Attack. 
  Animate Trees (Sp): A treant can animate trees within 
  180 feet at will, controlling up to two trees at a time. It 
  takes 1 full round for a normal tree to uproot itself. 
  Thereafter it moves at a speed of 10 feet and fights as a 
  treant in all respects. Animated trees lose their ability to 
  move if the treant that animated them is incapacitated or 
  moves out of range. The ability is otherwise similar to 
  liveoak (caster level 12th). Animated trees have the same 
  vulnerability to fire that a treant has. 
  Double Damage against Objects (Ex): A treant or 
  animated tree that makes a full attack against an object or 
  structure deals double damage. 
  Smite Good (Su): Once per day the creature can make a 
  normal melee attack to deal extra damage equal to its HD 
  total (maximum of +20) against a good foe. 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 43 
  Trample (Ex): Reflex DC 27 half. The save DC is 
  Strength-based. Skills: *Treants have a +16 racial bonus 
  on Hide checks made in forested areas. 
   
  Krag 
  (captured 
  one): 
  Male 
  captured 
  half-
  orc/guttersnipe raggamoffyn Drd12; CR 14; Medium-
  sized construct; HD 12d8+16 and 20d10+30; hp 90 and 
  175; Init +1; Spd 30 ft.; AC 32, touch 10, flat-footed 32; 
  Base Atk +9; Grp +14; Atk +15 melee (1d6+6, scimitar); 
  Full Atk +15/+10 melee (1d6+6, scimitar); Space/Reach 5 
  ft./5 ft.; SQ Construct traits; AL NE; SV Fort +8, Ref +8, 
  Will +11; Str 21, Dex 11, Con 14, Int 12, Wis 16, Cha 8.  
  Skills and Feats: Concentration +7, Heal +12, Knowledge 
  (nature) +10, Knowledge (local-Rushmoors) +8, Listen +8, 
  Spellcraft +8, Spot +14, Survival +21, Swim +15; Brew 
  Potion, Improved Counterspell, Improved Initiative, 
  Natural Spell, Spell Penetration. 
   
  Possessions: +1 heavy wooden shield, +1 dragonhide 
  banded mail, +1 scimitar, potion of barkskin +3, 2 potions 
  of barkskin +4, potion of neutralize poison, potion of 
  water breathing. 
   
  Physical Description: As a captured one, Krag 
  appears as a half-orc completely covered in patch pieces 
  of leather and rope. 
   
  Spells Prepared (6/6/5/5/4/3/2; base DC=14 + spell 
  level): 0 – cure minor wounds (x3), detect magic, detect 
  poison, read magic; 1 – cure light wounds, detect snares 
  and pits, entangle, goodberry, longstrider, produce flame; 
  2 – barkskin, bear’s endurance, delay poison, lesser 
  restoration, spider climb; 3 – call lightning, cure 
  moderate wounds, neutralize poison, stone shape, water 
  breathing; 4 – cure serious wounds, dispel magic, 
  freedom of movement, ice storm; 5 – call lightning 
  storm, cure critical wounds, death ward; 6 – find the path, 
  wall of stone. 
   
  Construct Traits: A raggamoffyn is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it works on objects.  
  The creature is not subject to critical hits, subdual 
  damage, ability damage, ability drain, energy drain, or 
  death from massive damage.  It cannot heal itself but can 
  be healed through repair.  It cannot be raised or 
  resurrected.  A raggamoffyn has darkvision (60-foot 
  range). 
   
  Note: Has delay poison, longstrider and water 
  breathing already in effect. 
   
  Krag (normal): see APL 8. 
   
  Advanced Guttersnipe Raggamoffyn: see APL 8. 
   
   
  
  GRM3-07 Rustling in the Reeds 
   
  Page 44 
  Appendix III: New Monsters 
   
  As presented in Monster Compendium: Monsters of 
  Faerun 
  Bullywug 
  Medium-Size Humanoid (Aquatic) 
  Hit Dice: 1d8+3 (7 hp) 
  Initiative: +0 
  Speed: 20 ft., swim 30 ft. 
  AC: 15 (+2 leather, +3 natural) 
  Attacks: Halfspear +1 melee; or halfspear +1 ranged 
  Damage: Halfspear 1d6; or halfspear 1d6 
  Special Qualities: Marsh move, summoning (clerics only) 
  Saves: Fort +5, Ref +0, Will -2 
  Abilities: Str 10, Dex 10, Con 16, Int 7, Wis 7, Cha 7 
  Skills: Hide +0*, Listen –2, Spot -2 
  Feats: Endurance 
  Climate/Terrain: Temperate and warm aquatic and marsh 
  Organization: Solitary (1), pad (4), float (8), or pond (16-
  48) 
  Challenge Rating: 1 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: By character class 
  Life as a bullywug is nasty, brutish, and wet.  Bullywugs 
  kill for sport, systematically destroy their own hunting 
  grounds, and make a religious fetish of summoning 
  monsters who may or may not stay within their control. 
   
  Bullywugs are frog-headed amphibious humanoids 
  with green, gray, or mottled yellow skin.  They have long, 
  flicking tongues that can barely fit themselves around a 
  form of stunted Common.  They stand 4 to 7 feet tall, 
  weigh 100 to 300 pounds, and fight with spears and other 
  sharp weapons they can poke out of the water.  
  Bullywugs make it a point of pride to wear at least leather 
  armor, even though swimming in armor isn’t easy. 
   
  Most bullywugs encountered outside their homes 
  are warriors; the information in the statistics block is for 
  one of 1
  st level (see Chapter 2 of the DUNGEON 
  MASTER’s Guide for more information about the warrior 
  class). 
  COMBAT 
  Bullywugs prefer to fight in or near water.  Whenever 
  possible, they use summoned monsters as the first wave 
  of attack.  In any given fight, there is therefore a 50% 
  chance that bullywugs will fight to their death, no matter 
  how stupid that seems, and a 50% chance that they will 
  flee for their lives when some of their number have 
  fallen, even if they could otherwise win the fight. 
   
  Marsh Move (Ex): Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
   
  Summoning (Sp): Bullywug clerics are notorious 
  for their powerful but unpredictable summoning 
  abilities.  When a bullywug cleric uses a summon 
  monster spell, there is a 50% chance that one more 
  monster than the spell would ordinarily summon will 
  appear.  In such cases, there is a 25% chance that the 
  summoned monsters will not be in the bullywug’s 
  control, rampaging and attacking at random.  It is not 
  uncommon for bullywugs that have summoned monsters 
  and failed to control them to spend all their efforts 
  fighting their own summoned creatures instead of 
  attacking their original foe. 
   
  Skills: *Bullywugs have a +6 racial bonus on Hide 
  checks when in marshes because of their skill at 
  camouflage. 
  BULLYWUG CHARACTERS 
  Bullywugs sometimes gain levels as barbarians.  The 
  biggest bullywug in the pond frequently is at least a 2
  nd-
  level barbarian. 
  Bullywug Society 
  Bullywugs hunt things, eat things, bully things, and 
  worship their noxious deities.  There are many bullywug 
  clerics; as many as 10% of bullywugs in some ponds have 
  one or more levels as a cleric.  Bullywug clerics can 
  choose from the domains of Chaos, Evil, and Water.  
  Bullywug clerics are more limited than those of other 
  races, and can only choose three types of spells: summon 
  monster spells (their culturally preferred choice), inflict 
  spells, and their domain spells. 
   
   
  
  GRM3-07 Rustling in the Reeds 
   
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  As presented in Monster Manual II 
  Guttersnipe Raggamoffyn 
  Medium-Size Construct 
  Hit Dice: 8d10+20 (64 hp) 
  Initiative: +1 
  Speed: 20 ft., fly 20 ft. (clumsy) 
  AC: 21 (touch 11, flat-footed 20) (+1 Dex, +10 natural) 
  Attacks: Slam +7 melee 
  Damage: Slam 1d6+1 
  Special Attacks: Control host, glitterdust, improved grab, 
  wrap 
  Special Qualities: Construct traits, immunities 
  Saves: Fort +2, Ref +3, Will +5 
  Abilities: Str 13, Dex 13, Con --, Int 10, Wis 16, Cha 17 
  Skills: Hide +14, Move Silently +14 
  Feats: Dodge, Mobility, Stealth 
  Climate/Terrain: Any 
  Organization: Solitary, pair, gang (3-4) 
  Challenge Rating: 5 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 9-16 HD (Medium-size); 17-24 (Large) 
  Raggamoffyns are mysterious constructs composed of 
  animated scraps and bits of cloth, metal, or other refuse 
  from civilized societies – particularly those where magic 
  is common.  Raggamoffyns tend to cluster together, 
  operating as much in secret as possible, taking control of 
  selected hosts to further their agendas. 
   
  Unlike other constructs, a raggamoffyn is not the 
  result of any deliberate act of creation.  Rather, it is 
  formed when leftover magical energy interacts with 
  inanimate objects.  The exact process is not well 
  understood, but it always results in one of four types of 
  raggamoffyn. 
   
  A raggamoffyn appears as an animated, ragtag 
  assortment of odds and ends, roughly humanoid in 
  shape.  The four types differ both in the kinds of refuse 
  that form their bodies and the powers they possess. 
   
  Guttersnipes are most prevalent around settlements 
  of dwarves, gnomes, and Halflings.  They form from 
  worn-out and discarded adventuring and construction 
  gear. 
   
  A guttersnipe appears as a whirling mound of frayed 
  rope, worn leather pieces, strings, belts, and swatches of 
  cloth.  Within this mass of material is a core made of 
  small gems, bits of glass, and glitter. 
  COMBAT 
  Above all, a raggamoffyn seeks to acquire a host that it 
  can dominate.  The creatures refrain from harming the 
  potential hosts as long as possible, so they work quickly 
  by rushing in with tough attacks.  A foe that is 
  successfully dominated is wrapped by the raggamoffyn, 
  which then uses its host to defend itself and other 
  raggamoffyns.  Raggamoffyns unleash their full attack 
  capabilities against foes that are resistant to their mind 
  control powers, fearing rightfully that an escaped foe will 
  warn others of the raggamoffyn’s existence. 
   
  Guttersnipes are content to lie in wait for suitable 
  hosts.  They save their glitterdust ability to dazzle foes 
  when they need to escape. 
   
  Control Host (Su): A raggamoffyn can attempt to 
  take control of any creature it has wrapped (see below).  
  This ability functions like the dominate monster spell 
  (caster level 18
  th; save DC 17).  As a free action, the 
  monster may relinquish control over its host by 
  physically and mentally disengaging itself from the 
  latter’s body.  Use the captured one template (see below) 
  for a creature under the control of a raggamoffyn. 
   
  Glitterdust (Sp): Once per day, a guttersnipe can use 
  glitterdust (caster level 5
  th; save DC 15). 
   
  Improved Grab (Ex): If a raggamoffyn hits an 
  opponent that is its own size or smaller with a slam 
  attack, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack of 
  opportunity (grapple bonus +7).  If it gets a hold, it can 
  attempt to wrap (see below) in the next round.  
  Alternatively, the raggamoffyn has the option to conduct 
  the grapple normally, or simply use its appendage to hold 
  the opponent (-20 penalty on grapple check, but the 
  raggamoffyn is not considered grappled).  In either case, 
  each successful grapple check it makes during successive 
  rounds automatically deals slam damage. 
   
  Wrap (Ex): With a successful grapple check, a 
  raggamoffyn can wrap itself around any foe it has already 
  grabbed with another successful grapple check.  The 
  monster forms a skintight layer around the wrapped 
  creature, covering it from head to toe but leaving enough 
  space for the creature to breathe through its mouth and 
  nose.  Attacks on such a target deal half their damage to 
  the monster and half to the wrapped creature.  An 
  affected creature can extract itself by making a successful 
  grapple check.  Once it has wrapped a creature, the 
  raggamoffyn can attempt to control it on its next action. 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 46 
   
  Construct Traits: A raggamoffyn is immune to 
  mind-affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it works on objects.  
  The creature is not subject to critical hits, subdual 
  damage, ability damage, ability drain, energy drain, or 
  death from massive damage.  It cannot heal itself but can 
  be healed through repair.  It cannot be raised or 
  resurrected.  A raggamoffyn has darkvision (60-foot 
  range). 
   
  Immunities (Ex): Guttersnipes are immune to spell 
  effects that produce light or darkness. 
   
  As presented in Monster Manual II 
  Captured One template 
  A captured one is a living creature that is under the 
  control of a raggamoffyn.  The raggamoffyn has access to 
  its host’s memories and draws on its host’s experiences.  
  The captured one eats, speaks, and lives all under the 
  direction of its raggamoffyn master. 
   
  Captured ones speak Common and whatever 
  languages the base creature speaks. 
   
  CREATING A CAPTURED ONE 
  “Captured one” is a template that can be added to a giant, 
  humanoid, monstrous humanoid, animal, beast, or 
  vermin (hereafter known as the “base creature”) that is 
  the same size or smaller than the dominating 
  raggamoffyn.  The creature’s type changes to construct.  
  Both the raggamoffyn’s and the base creature’s statistics 
  and special abilities are modified as noted here. 
   
   
  Hit Dice: A captured one maintains separate hit 
  point totals for each of its two parts. 
   
  Initiative: Same as raggamoffyn. 
   
  Speed: Same as base creature. 
   
  Armor Class: Use either the raggamoffyn’s natural 
  armor bonus or the base creature’s natural armor bonus 
  (if any), whichever is higher. 
   
  Attacks: Same as base creature, modified by new 
  ability modifiers. 
   
  Damage: Same as base creature. 
   
  Special Attacks: The raggamoffyn gains control over 
  all special attacks that the base creature possesses, 
  including 
  spells 
  and 
  spell-like 
  abilities. 
   
  The 
  raggamoffyn’s wrap and improved grab special attacks are 
  unavailable while it controls the host. 
   
  Special Qualities: Both the raggamoffyn and the 
  base creature retain any special qualities they had 
  previously. 
   
  Construct Traits: A captured one is immune to mind-
  affecting effects, poison, sleep, paralysis, stunning, 
  disease, death effects, necromantic effects, and any effect 
  that requires a Fortitude save unless it also works on 
  objects.  The creature is not subject to critical hits, 
  subdual damage, ability damage, ability drain, energy 
  drain, or death from massive damage.  The raggamoffyn 
  portion cannot heal itself but can be healed through 
  repair; the base creature portion heals normally.  It 
  cannot be raised or resurrected.  A captured one has 
  darkvision (60-foot range). 
   
  Senses (Ex): The raggamoffyn sees and hears 
  everything that the base creature is able to. 
   
  Shared Damage (Ex): An attack on a captured one 
  deals half its damage to the raggamoffyn and half to the 
  dominated creature. 
   
  Saves: A captured one uses the raggamoffyn’s base 
  Fortitude, Reflex, and Will saves. 
   
  Abilities: A captured one uses the Constitution, 
  Intelligence, and Charisma scores of the base creature 
  and the Strength, Dexterity, and Wisdom scores of the 
  raggamoffyn. 
   
  Skills: Same as base creature. 
   
  Feats: Same as base creature. 
   
  Climate/Terrain: Same as raggamoffyn. 
   
  Organization: Solitary, pair, or gang (3-4). 
   
  Challenge Rating: Same as base creature +2. 
   
  Treasure: Standard. 
   
  Alignment: Same as raggamoffyn. 
   
  Advancement: Same as base creature. 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 47 
  Appendix IV: New Rules 
  Mark of the Eye Curse 
   
  This PC has been cursed by something or someone.  The physical appearance of the curse is a blistered, black circlet 
  around the left eye.  The victim radiates magic (strong transmutation and strong divination) but not evil. 
   
  The curse has three major drawbacks that the PC must suffer.  First, the victim suffers a –1 circumstance penalty to 
  all Intelligence-based skill and ability checks as the curse causes the PC difficulty in clear thought.  Second, the victim is 
  more susceptible to Vecna’s will.  All attack, damage, ability, skill, and saving throw rolls involving a follower of Vecna 
  are at a –2 circumstance penalty.  Finally, once per adventure, the victim is inflicted by an intense headache that has the 
  same effects as spell touch of madness (Will save DC 17).  If the victim fails their save, they are dazed for 17 rounds.  
  This always occurs at the beginning of a combat of the DMs choosing.  [Note that spell immunity and other such spells 
  will not prevent this effect.] 
   
  With some irony, the curse also imbues the PC with spell ability.  This ability functions as the imbue with spell 
  ability spell except that the spells available for the victim are random as per the following charts and the spells are good 
  for the adventure for which they were rolled.  The spell level is that of a 17
  th level caster.  At the beginning of each 
  adventure (in front of the DM), the spells are determined and can be used once during that adventure.  If any spell is 
  used, it should be noted on the AR that this ability of the curse was used. 
  Level 1 spells (roll 1d6) 
  Roll 
  Spell 
  1 
  cure light wounds 
  2 
  remove fear 
  3 
  detect magic (extended) 
  4 
  endure elements 
  5 
  detect secret doors 
  6 
  entropic shield 
   
  There are specific ways to remove this curse.  Dispel magic will not remove the curse.  However, it will suppress the 
  effects of the imbue benefit and headache for 1d4 rounds if successful.  Break enchantment will remove the curse with a 
  DC 28 check.  Greater dispel magic can remove the curse with a dispel check against caster level 17.  Limited wish 
  (duplicating greater dispel magic), miracle, or wish will remove the curse.  A remove curse cast by a 17
  th level or higher 
  caster will also remove the curse.  It should be noted on the AR if the curse is removed and who did the removing. 
  Touch of Madness As Presented In Defenders of the Faith 
   
  Enchantment (Mind-Affecting) 
   
  Level: Madness 2 
   
  Components: V, S 
   
  Casting Time: 1 action 
   
  Range: Touch 
   
  Target: Creature touched 
   
  Duration: 1 round/level 
   
  Saving Throw: Will negates 
   
  Spell Resistance: Yes 
  You may daze one living creature by making a successful touch attack.  If the target creature does not make a successful 
  Will save, its mind is clouded and it takes no action for 1 round per caster level.  The dazed creature is not stunned (so 
  attackers get no special advantage against it), but can’t move, cast spells, use mental abilities, and so on. 
  Level 2 spells (roll 1d6) 
  Roll 
  Spell 
  1 
  find traps 
  2 
  delay poison 
  3 
  resist energy 
  4 
  remove paralysis 
  5 
  undetectable alignment 
  6 
  cure moderate wounds 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 48 
  DM Aid #1 
  Map of Gran March surrounding Willow’s Bend 
   
   
  Map of Willow’s Bend  
  Willow’s Bend is a small 
  farming community, as is 
  much of eastern province of 
  Farvale.  Twice a year (after 
  harvest 
  and 
  planting), 
  Willow’s Bend becomes a 
  bustling village of festivities 
  with a lot of the local 
  farmers visiting.  The rest of 
  the year it is just a small 
  village set up to handle local 
  auctions 
  or 
  livestock 
  trading.  Last year, the 
  Commandant appointed a 
  new Elector, because the 
  former elector and family 
  died 
  when 
  the 
  giants 
  attacked Orlane.  The new 
  Elector visits Willow’s Bend 
  at least once a week; living 
  only two- hours ride away. 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 49 
  DM Aid #2 
  Although no encounters occur on the top of the ruins, the PCs may wish to go and investigate them. 
  Ruin Description 
  Currently, the top of the ruins extends 10 feet 
  above the water.  It is a 25-foot square stone block 
  with a tunnel carved in the eastern side that goes 
  10 feet in and 10 feet up to the top.  Etched in the 
  wall of the pit is a crude ladder to the top.  The 
  stone is chipped and broken at various places 
  around the ruins.   
  The top is relatively flat.  There are the bottoms 
  of what used to be 8 columns symmetrically 
  aligned in a circle.  A stone carving of an eye is 
  located just within the circle to the south.  It is 
  this carving that transmits the “Mark of the Eye” 
  curse.  There is nothing else remarkable about 
  the structure. 
   
  Ruin Features 
  The top of the ruin has a permanent effect of 
  Unhallow upon it (use caster level of 25 if 
  needed).  Good clerics and paladins can feel the 
  evil of the place.  Any detect evil around the 
  around will stun the caster, and any detect magic 
  will reveal overwhelming evocation.  The magical 
  effect cannot be broken by break enchantment nor permanently dispelled (nor countered with a hallow).  Anti-magic 
  field will prevent its affect within the field and dispel magic could negate the affect for a limited time (as if it were a 
  permanent item).  The area cannot be made into hallow ground either, nor can the unhallow be canceled. 
  The southern portion of the area contains a large symbol of an eye carved into the stone.  Sacrifices were originally 
  performed upon an altar on this symbol.  Any non-evil living creature that touches that area (such as touching the altar 
  or standing right upon it) has the potential to be cursed (Will save DC 20) although the effects are not immediate (the 
  DM should try and not make it obvious that the save is related to the event).  With a failed save, the creature is cursed 
  and after 10 days will suffer the effects of it (the time delay was originated such that the cursed individual would not 
  know where he got this curse).  See Appendix Four for the description and effects of the “Mark of the Eye” curse. 
  The stone itself is protected from various magical effects including stone to mud, stone shape, passwall, etc.  It is one of 
  the reasons this temple has made a perfect tomb and prison. 
  
  GRM3-07 Rustling in the Reeds 
   
  Page 50 
  DM Aid #3 
   
  This DM Aid is to help show the layout of the military camp in the Rushmoors.  The description in Encounter Two may 
  be confusing to some and this visual aid should help. 
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/593/Normal Scenarios/GRM3-07 - Rustling in the Reeds (APL 2-12)/GRM3-07 - Rustling in the Reeds.pdf