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
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  www.wizards.com/d20.
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  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction.
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the
  adventure author or authors.
  Visit the LIVING GREYHAWK website at www.rpga.com.
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at pjf@cetlink.net.  For
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com.
  GRM6-04
  Curtains Drawn Around
  A One-Round D&D® LIVING GREYHAWKTM
  Gran March Regional Adventure
  Version 0.6
  by Ed Podsiad and Sean Flaherty
  Reviewer: Gran March Triad
  Circle Reviewer: Steven Conforti
  Playtesters: Bill Dimmick Joe Masdon, Sherrie Masdon, Eric Pelkey, Josh Pelkey, Nick Perch, Jason
  Swanson, Russ Yates, Ryan White, Melissa White, Mark Liberman, Jack Lucas.
  Watcher Corum Valstier has been kidnapped by some unknown enemy of Gran March masquerading as
  a fellow knight. The fiend has brazenly called out the Knights of the Watch, the Church of Heironeous,
  and heroes of Gran March at large challenging them to catch him if they can. Following the creature's trail
  should be no problem as it begins a cross country trek from Orlane to points east leaving a trail of chaos 
  in its wake. Catching it and rescuing Valstier, however, may prove more challenging.
  A Gran March regional adventure for APLs 6-12, and Part 4 of the Outsiders In series.
  Note: This module will be of significant interest to members of the Knights of the Watch, Church of
  Heironeous, and those who have participated in the other elements of the Outsiders In story arc (GRM5-
  01 The Commandant's Parlor, GRM5-04IN The Lich Queen's Vengeance, GRM5-08 Up a Winding Stair).
  
  GRM6-04 Curtains Drawn Around
  Page 1
  RPGA SANCTIONED PLAY
  Most likely you ordered this adventure as part of
  an RPGA even from the RPGA website, or you
  received it from your senior gamemaster. To play
  this adventure as part of the LIVING GREYHAWK
  campaign—a worldwide, ongoing D&D campaign
  set in the GREYHAWK setting—you must sanction it
  as part of an RPGA event. This event could be as
  elaborate as a big convention, or as simple as a
  group of friends meeting at the DM’s house.
  To sanction an RPGA event, you must be at
  least a HERALD-LEVEL gamemaster. The person
  who sanctions the event is called the senior
  gamemaster, and is in charge of making sure the
  event is sanctioned before play, runs smoothly on
  the date sanctioned, and then reported back to the
  RPGA in a timely manner. The person who runs
  the game is called the table Dungeon Master (or
  usually just DM). Sometimes (and almost all the
  time in the cases of home events) the senior
  gamemaster is also the table DM. You don’t have
  to be a HERALD-LEVEL GM to run this adventure if
  you are not the senior GM.
  By sanctioning and reporting this adventure
  you accomplish a couple of things. First it is an
  official game, and you can use the AR to advance
  your LIVING GREYHAWK character. Second player
  and DMs gain rewards for sanctioned RPGA play
  if they are members of the DUNGEONS & DRAGONS
  REWARDS program. Playing this adventure is worth
  two (2) points.
  This adventure retires from RPGA-sanctioned
  play on December 31, 2007.
  To learn more about the LIVING GREYHAWK
  character creation and development, RPGA event
  sanctioning, and DUNGEONS & DRAGONS REWARDS,
  visit the RPGA website at www.rpga.com.
  PLAYERS READ NO
  FARTHER
  If you are planning on playing this adventure, stop
  reading now. The rest of the information in this
  adventure is for the DM only. If you read farther
  than this section, you’ll know too much about its
  challenges, which kills the fun. Also, if you’re
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point
  makes you ineligible to do so.
  PREPARING FOR PLAY
  To get the most out of this adventure, you need
  copies of the following D&D books: Player’s
  Handbook, Dungeon Master’s Guide, and the
  Monster Manual.
  Throughout this adventure, text in bold italics
  provides player information for you to paraphrase
  or read aloud when appropriate. Sidebars contain
  important information for you, including special
  instruction on running the adventure. Information
  on nonplayer characters (NPCs) and monsters
  appear in abbreviated form in the adventure text.
  Full information on NPCs and monsters are given
  in the Appendices.
  Along with this adventure you’ll find a RPGA Table
  Tracking sheet. If you’re playing this adventure as
  part of an RPGA-sanctioned event, complete and
  turn in this sheet to your senior GM directly after
  play. You’ll also find a LIVING GREYHAWK
  Adventure Record (AR).
  LIVING GREYHAWK LEVELS
  OF PLAY
  Because players bring their own characters to
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s
  challenges are proportionate to the modified
  average character level of the PCs participating in
  the adventure. To determine this modified Average
  Party Level (APL) follow the steps below:
  1. Determine the character level for each of the
  PCs participating in the adventure.
  2. If PCs bring animals that have been trained for
  combat (most likely dogs trained for war),
  other than those brought by virtue of a class
  ability (such as animal companions, familiars
  paladin’s mounts) or the warhorse of a
  character with the Mounted Combat feat, use
  the sidebar chart to determine the number of
  levels you add to the sum of step one. Add
  each character’s animals separately. A single
  PC may only bring four or fewer animals of
  this type, and animals with different CRs are
  added separately.
  3. Sum the results of step 1 and 2, and divide by
  the number of characters playing in the
  adventure. Round to the nearest whole
  number.
  4. If you are running a table of six PCs, add one
  to that average.
  
  GRM6-04 Curtains Drawn Around
  Page 2
  Throughout this adventure, APLs categorize the
  level of challenge the PCs face. APLS are given in
  even-numbered increments. If the APL of your
  group falls on an odd number, ask them before the
  adventure begins whether they would like to play a
  harder or easier adventure. Based on their choice,
  use either the higher or the lower adjacent APL.
  APL also affects the amount of experience
  and gold a PC can gain at the end of the
  adventure. If a player character is three character
  levels or more either higher or lower than the APL
  at which this adventure is being played, that
  character receives only one-half of the experience
  points and gold for the adventure. This simulates
  the fact that either the PC was not challenged as
  much as normal or relied on help by higher-level
  characters to reach the objectives.
  Furthermore, a PC who is four or more levels
  higher than the highest APL supported by the
  adventure may not play the adventure.
  LIVING GREYHAWK adventures are designed for
  APL 2 and higher. Four or five 1st-level characters
  may find the challenge of an APL 2 adventure
  difficult. Suggest the following to these groups to
  help increase their chances of success:
  1. Enlist a sixth player.
  2. Advise characters to buy riding dogs to help
  protect them, and fight for them.
  TIME UNITS AND UPKEEP
  This is a standard one-round Regional adventure,
  set in Gran March.  Characters native to Gran
  March pay one Time Unit per round, all others pay
  two Time Units per round.
  Adventurer’s Standard Upkeep costs 12 gp
  per Time Unit.  Rich Upkeep costs 50 gp per Time
  Unit.  Luxury Upkeep costs 100 gp per Time Unit.
  Characters that fail to pay at least Standard
  Upkeep will retain temporary ability damage until
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell
  component pouches and healer’s kits, and may
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this
  adventure.
  A character who does not pay for at least
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the
  character possesses four or more ranks in the
  Survival skill and succeeds at a Survival check
  (DC 20), the character will heal temporary ability
  damage as if he or she paid for Standard Upkeep,
  may refill spell component pouches and healer’s
  kits, and may restock up to 20 arrows or bolts if
  the character has at least four ranks in Craft
  (bowmaking).  The player is allowed to Take 10 on
  this roll.
  More information about Lifestyle and Upkeep
  can be found in the “Lifestyle and Upkeep” section
  of Chapter 3 of the LIVING GREYHAWK Campaign
  Sourcebook.
  ADVENTURE BACKGROUND
  The Outsiders In series began with GRM5-01 The
  Commandant’s Parlor in which heroes of Gran
  March discover yet another plot to assassinate the
  Commandant. This time the assassins attempted
  to capture the Commandant, not just kill him a fate
  from which he had proven to be 
  easily
  resurrected. The source of the plot was revealed
  by a githzerai prisoner as a shadowy figure known
  as Maimbua. PCs thwarted the plan to hold the
  Commandant prisoner on the Astral Plane with
  assistance of elite members of the 1st Battle and
  the Commandant himself.
  In the process, numerous citizens of Gran March
  took possession of githyanki silver swords and in
  an effort to reclaim these, the githyanki Lich
  Queen launches a counter assault on Gran March,
  which was the battle interactive GRM5-IN04 The
  Lich 
  Queen’s 
  Vengeance. 
  Knight 
  Colonel
  Thero’kay’s 34th Provisional Battle drove off the
  incursion 
  at 
  Haradaragh 
  with 
  considerable
  assistance 
  from 
  the 
  adventuring 
  populace
  gathered there. Rumors surfaced that one of the
  # of Animals
  Mundane
  Animals Effect
  on APL
  1
  2
  3
  4
  1/4 & 1/6
  0
  0
  0
  1
  1/3 & 1/2
  0
  0
  1
  1
  1
  1
  1
  2
  3
  2
  2
  3
  4
  5
  3
  3
  4
  5
  6
  4
  4
  6
  7
  8
  5
  5
  7
  8
  9
  6
  6
  8
  9
  10
  CR of Animal
  7
  7
  9
  10
  11
  
  GRM6-04 Curtains Drawn Around
  Page 3
  commanding generals of the incursion was also
  the mysterious Maimbua.
  A few months later, a wave of plagues swept
  across the northwestern portions of Gran March.
  The source of these plagues was identified
  eventually as an undead minion of this same
  Maimbua hidden deep within the ruins thought to
  be Haradaragh. Upon the creatures destruction,
  an image of Maimbua appeared to its killers,
  threatening even more dire retribution and
  punishment for Gran March and Magnus Vrianian
  personally.
  Maimbua has now returned to Gran March to
  cause the Commandant and his Knight of the
  Watch allies personal pain, cause some chaos in
  the southern part of the country, and take  his
  pursuers on a journey that provides clues to the
  Commandant’s transgression. Maimbua’s plan is
  to kidnap and eventually murder a venerable and
  highly regarded Knight of the Watch, Corum
  Valstier. Watcher Valstier is like a second father to
  most of the Knights in Gran March and sponsored
  many of the first PC Knights into the organization.
  In addition to Valstier’s murder, Maimbua plans to
  sell or otherwise distribute numerous cursed items
  in an effort to harm some of the people the Knights
  are sworn to protect. Most importantly though,
  Maimbua is setting the PCs on a journey in which
  each encounter is an allegory of some element of
  the Commandant’s crime against Maimbua’s
  master.
  ADVENTURE SUMMARY
  After a failed attempt to capture the Commandant
  of Gran March, and several attempts to sow chaos
  throughout the country, Maimbua is now trying to
  sow discord among the ranks of the Knights of the
  Watch who removed the previous Commandant.
  He has also become frustrated enough with his
  previous failures that he is beginning to see the
  need to turn reveal some of the truth behind his
  grudge in an attempt to turn meddling PCs against
  the Commandant. To that end he has captured
  Corum Valstier a high ranking Knight and
  respected member of the Gran March community.
  In so doing he has killed and trapped the soul of
  Erik Thunder, a Knight of the Dispatch. Maimbua
  has sent letters to those individuals that have
  thwarted him in the past, daring them to try to find
  Valstier. In addition he has invited visitors to Gran
  March to participate in the discovery of clues to a
  tale that could impune Vrianian’s reputation.
  Introduction 1A:
  Knights of the Watch, Church of Heironeous
  members and those friendly with these two groups
  receive a summons to the Temple of Heironeous
  where they are informed of Corum Valstier’s
  kidnapping. The Knights of the Watch and Church
  of Heironeous need the PCs help in locating
  Valstier. The church will give the PCs a copy of
  the kidnapper’s letter.
  Introduction 1B:
  All others receive a letter from a hired courier
  written by the kidnapper, explaining Valtstier’s
  predicament and further taunting the PCs that they
  will be unable to locate him before he is killed. The
  content of this letter varies slightly depending upon
  whether the PC in question has participated in
  thwarting Maimbua’s earlier schemes or not.
  Encounter One:
  It is suggested in the letter that certain clues will
  be found Valstier’s residence in Orlane. When the
  PCs travel there, they will find Valstier’s house in
  perfect order. If the PCs search they can find
  momentos of Valstier’s history in the Knights of the
  Watch, a confession of Erik Thunder, a clue to the
  identity of the kidnapper, a more detail invitation to
  chase him with some explanation of his motives
  and a strange magical item that retains only a bit
  of it’s former power. Additionally, people living
  nearby will indicate that a curtained carriage
  stopped by Valstier’s house not long ago, but they
  were unable to see anyone enter or leave the
  house, though they did hear quite a ruckus. PCs
  may also hear rumors of someone in a curtained
  carriage selling magic items at a ridiculously low
  price.
  Encounter Two:
  When leaving Valstier’s house, they will hear an
  explosion down the street. This is a spell weaver’s
  disk detonating. A member of the Corporation
  purchased it from the curtained carriage and was
  playing with it in a local tavern when it exploded
  killing him and several bar patrons. A friend of his,
  also a Corporation member, was in the outhouse
  when it exploded and was spared. He has another
  of the disks himself which he will hand over to the
  PCs when they realize it was the disk that
  exploded. About the time the PCs take possession
  of it, its owners will return to claim it.
  If a PC member of The Coporation is able to
  identify him as a Corporation member via
  Corpspeak, he will indicate to him they should find
  whoever is responsible and ‘pay them back in
  
  GRM6-04 Curtains Drawn Around
  Page 4
  kind’. He will tell the PCs that the carriage rider
  indicated he was heading to Buxton’s Crossing.
  Encounter Three:
  In Buxton’s Crossing, the PCs will most likely stop
  into a local inn to find out if the curtained carriage
  has been through town yet. They will also
  overhear a conversation regarding a local bully
  and criminal who has recently begun doing many
  good deeds, though they believe it to be just
  another one of his cons. They will discover that the
  bully bought something from the curtained
  carriage.
  Encounter Four:
  When the PCs go to the bully for information, they
  will discover that after buying a new hat, he had a
  ‘revelation’ and now only wants to help people. He
  will assist the PCs by telling them that the
  curtained carriage left for Proman if the PCs can
  help convince the locals that the bully has mended
  his evil ways.
  Encounter Five:
  When the PCs arrive in Proman, they will
  immediately notice that there is trouble. Several
  panicked townsfolk run past them, and when
  questioned, indicate that ‘skeletal elves’ appeared
  out of nowhere and begun attacking townsfolk at
  random. PCs can follow the sounds of fighting and
  will come upon a Gran March officer wielding a
  silver bastard sword surrounded by several
  githyanki.
  After the battle, the officer will inform the PCs that
  he purchased the sword from a curtained carriage
  that had come through not long ago, as he wanted
  a relic from the fighting in Haradaragh. He will
  thank the PCs for saving him and will inform them
  that the curtained carriage is heading to Traziada
  in Barony Manthus.
  Encounter Six:
  The PCs arrive in Traziada, and upon questioning
  the locals, they will indicate that they saw the
  curtained carriage ride through town not some
  minutes ago. They will direct the PCs to the other
  side of town, and the PCs will suddenly find
  carriage tracks that lead them to a clearing around
  a statue of a former commandant. The carriage
  will be there, waiting silently. Upon arriving at the
  scene, Maimbu will speak telepathically to the PCs
  and inform them of the reason for the kidnapping
  of 
  Valstier 
  and 
  his 
  attempt 
  to 
  have 
  the
  Commandant deposed. He will taunt the PCs,
  inviting them to his home plane. He will drop a
  scroll, empty a sack of ‘magic items’, toss several
  ‘beans’ to the ground which will spawn monsters,
  and then planeshift the entire carriage away.
  Conclusion:
  Upon defeating the last of their foes, the PCs will
  find the scroll is of a specialized form of planeshift
  that will transport the PCs to a specific point in
  another plane, but it is not known which plane it
  points to. The magic items are of vary type and
  are all cursed, bonding with the first poor soul to
  touch one. Each PC can only receive one cursed
  magic item. After informing the Knights of the
  Watch, Church of Heironeous or any other
  authorities, they will be asked to pursue this
  curtained carriage to whatever the destination of
  the planeshift scroll is.
  PREPARATION FOR PLAY
  Prior to beginning play, the GM will want to
  familiarize themselves with several rules items and
  information about the PCs as follows:
  • 
  Determine if any of the PCs are members
  of or friendly to the Knights of the Watch,
  or the Church of Heironeous. These PCs
  will receive Introduction A and Player
  Handout 1.
  • 
  Determine if any of the PCs are members
  of The Corporation.
  • 
  Determine if any PCs have played GRM5-
  01 The Commandant's Parlor, GRM5-
  04IN The Lich Queen's Vengeance,
  GRM5-08 Up a Winding Stair. These PCs
  will receive Introduction B and Player
  Handout 2. All other PCs will receive
  Introduction B and Player Handout 3.
  • 
  The following skill checks and saving
  throws should be rolled in advance from
  every player: Spot check x3, Listen check
  x3, Will save x3
  • 
  No divination spell will allow a PC to
  locate 
  Maimbua’s 
  black 
  carriage 
  or
  anything or anyone within it (including
  Maimbua and Corum Valstier), as it is
  protected by a host of powerful magics.
  This includes, but is not limited to Scry,
  Locate Object, Locate Creature, and
  Sending.
  • 
  Some higher level PCs may want to use
  spells such as Teleport to move from town
  to town. In this case, assume that
  
  GRM6-04 Curtains Drawn Around
  Page 5
  Maimbua knows that he is dealing with
  more powerful adventurers, and is using
  his own Greater Teleport ability to move,
  always staying one step ahead of the
  PCs. If the PCs somehow gain information
  that allows them to skip entire encounters
  (or do so out of sheer luck), they will not
  receive experience points or treasure for
  the encounters that were skipped.
  • 
  Maimbua’s black carriage, as well as the
  beasts who pull it, never leaves any tracks
  unless Maimbua wills it to. At no point will
  PCs ever find any tracks from the carriage
  or horses until Encounter 6.
  • 
  This module makes use of several cursed
  magic items that may affect or bind to a
  character who so much as even picks one
  up. Because of this, the GM must inquire
  as to who specifically picks up which items
  and where they are stored throughout the
  entire module, whether the item is cursed
  or not. Maintaining this line of questioning
  throughout the module will prevent players
  from meta-gaming about which items are
  cursed and which are not. All curses
  should be adjudicated using the relevant
  rules for removal of the curse for each
  specific item as outlined in the DMG.
  INTRODUCTION 1A:
  FRIENDS OF THE JUST
  The following introduction is for those PCs that are
  members or friends of the Church of Heironeous
  or the Knights of the Watch.
  A warm, late spring morning in Orlane finds
  you in the market of the town.  The city has
  now been fully rebuilt through the business
  savvy of Chancellor Houseman since the giant
  invasion in CY 592. As you review the wares of
  merchants and farmer’s alike, a preteen boy in
  ill-fitting chainmail approaches you. “Excuse
  me, sir [or madam] the priest asked me to find
  you and give you this.” Saying this, boy hands
  you a letter sealed with two unmistakable
  sigils: a lightning bolt clenched in a strong
  right fist and shield with a rampant owl
  emblazoned upon it.
  The note is simple and urgent. It is from
  Watcher Seil Prygen, Intrepid Fox and he is
  requesting your immediate attendance at the
  small chapel to Heironeous maintained by the
  20th Battle at their headquarters.
  Reaching the chapel, you see that Watcher
  Prygen is a dark-haired priest of Heironeous in
  addition to being a Knight of the Watch. His
  blue eyes flash with insight and cunning as he
  greets you and several others entering the
  sanctuary by name.
  “I would normally stand on formality and take
  a moment to properly introduce myself, but
  time is of the essence and a greater life than
  mine is at stake. At dawn today, copies of this
  letter were simultaneously delivered to every
  stronghold of the Knights of the Watch in Gran
  March and Arweth.”
  Players should be given Player Handout One at
  this time.
  He continues as you read, “because of the
  Order’s 
  strong 
  ties 
  to 
  the 
  Church 
  of
  Heironeous, we have enlisted the aid of the
  faithful and their allies. In summary, Watcher
  Corum Valstier who was like a second father to
  generations of knights has been kidnapped by
  someone calling themselves Maimbua and
  daring us to try to catch him. As we speak
  Knights of the Watch are mustering from every
  corner to track down this fiend, but you are
  here now and we would like to request your
  aid.”
  If the PCs agree to cooperate, Watcher Prygen
  can supply the following additional information:
  • 
  Watcher 
  Valstier 
  was 
  the 
  unofficial
  historian for the Knights of the Watch. He
  has been writing a history of the order for
  several years.
  • 
  He 
  was 
  the 
  sponsor 
  for 
  several
  generations 
  of 
  Knights 
  and 
  several
  notable military officers.
  • 
  His full title is Watcher Corum Valstier
  Most Gallant Hippogriff.
  • 
  He has lived in Orlane for the last several
  decades since his retirement from active
  service to the Knights.
  • 
  When the letters regarding Valstier’s
  kidnapping 
  were 
  received, 
  Watcher
  Prygen 
  was 
  contacted 
  via 
  several
  sendings to check in on his fellow
  Watcher.
  • 
  The letters were all delivered by hired
  couriers who were paid in strange silver
  coins. They were given the letters the
  
  GRM6-04 Curtains Drawn Around
  Page 6
  previous evening by men of varying
  description in several Gran March cities.
  • 
  When Watcher Prygen reached Valstier’s
  cottage, he found no signs of a struggle
  but only another copy of the letter and
  Dispatcher Erik Thunder’s lifeless body.
  He clearly died in intense physical and
  spiritual pain.
  • 
  If the PCs wish to examine Thunder’s
  corpse Prygen will take them to it in a
  different part of the chapel where it is
  being prepared for burial.
  • 
  Watcher Prygen has determined that
  Dispatcher Thunder either cannot or does
  not wish to speak with the living or return
  to life. No spells requiring access to the
  soul will work on Thunder including, but
  not limited to speak with dead, raise dead,
  reincarnation and resurrection.
  • 
  Dispatcher Thunder’s corpse is intact save
  for the carved message and a small
  dagger wound on his back at the base of
  the neck.
  • 
  A message was carved into Thunder’s
  flesh in Infernal. Prygen has taken the
  liberty of translating the message. Based
  on his healing checks, Prygen has
  determined that Thunder himself carved
  the message before he died while under
  some kind of compulsion. Player Handout
  #4 is a transcription of this message into
  Common.
  Thunder’s confession requires some explanation.
  In GRM5-02 Enemy of My Enemy, Erik Thunder
  did in fact misguidedly fear a union of liberated
  Geoff and Veluna against the Gran March and the
  Knights of the Watch. He sought counsel with
  some of his fellow knights and his friend and
  spiritual advisor Aliam Nestor. Nestor convinced
  him that treating with the giants, despite going
  against everything the Knights of the Dispatch
  believe, was the right choice. Unfortunately Nestor
  is one of many aliases of the infamous Nolar
  Thotec, a cleric of Hextor hoping to embarrass the
  knights.
  In the course of GRM5-02 Thotec blackmailed a
  druid into thwarting PCs attempting to prevent
  Thunder’s emissary from reaching the giants. This
  druid had in his possession a letter indicating
  Thotec’s desire for the mission to succeed and
  when the letter made its way back to Thunder he
  realized his folly.
  Later in CY 595 Hugo of Geoff, The Grandiose
  Imperial Wyvern of the Knights of the Watch, held
  a convocation with the senior knights. What
  transpired there is secret even from most knights,
  but an order went out from there that all knights
  were to search their souls for folly and weakness,
  be evaluated by three of their brethren and
  recommit themselves to the order or be cast out.
  Thunder already knew he failed to measure up but
  through his rank and some deception was able to
  hide from the inquest.
  Thotec is no fool and realizes his potential
  exposure with Thunder still alive. Maimbua has
  been searching for allies against Gran March and
  in pursuit of a lever against the Knights of the
  Watch discovered Thunder’s duplicity. While
  Thotec and Maimbua have not met they are very
  aware of each other’s actions and Thotec has
  facilitated Maimbua’s efforts from a distance in the
  hope that Thunder’s death would result. Maimbua
  recognized the machinations of another master of
  darkness and has obliged Thotec while serving his
  own needs.
  Once he has answered all relevant questions from
  the PCs, Watcher Prygen will provide them with
  directions to Valstier’s cottage and ask them to
  proceed with haste.
  INTRODUCTION 1B: TAUNTS
  OF THE TIGER
  The following introduction is for all PCs that did not
  receive the first introduction
  A warm, late spring morning in Orlane finds
  you in the market of the town.  The city has
  now been fully rebuilt through the business
  savvy of Chancellor Houseman since the giant
  invasion in CY 592. As you review the wares of
  merchants and farmer’s alike, a young boy in
  ragged clothing approaches. “Excuse me, sir
  [or madam] that man asked me to find you and
  give you this.” Saying this the boy hands you a
  letter and turns to point at someone. He cocks
  his head curiously and says, “Well, he was
  right there a minute ago. I hope the silver he
  gave me doesn’t disappear too.”
  Players should be given Player Handout Two or
  Three as appropriate at this time.
  The boy does not know anything about the
  contents of the letter. He will describe the stranger
  as a human man with a scruffy beard and fine
  clothes. If the PCs ask to see the silver, the boy
  
  GRM6-04 Curtains Drawn Around
  Page 7
  will become suspicious of their motives. If they
  push the issue he will attempt to run off. If he is
  caught and/or forced to show the coin, it is indeed
  a strange silver piece with the words, “By
  Vlaakith’s Might.” A DC 20 Knowledge (Planes)
  check tells the PC that Vlaakith is the Lich Queen
  that rules over the githyanki race with an iron
  hand. If the PC has played GRM5-01 The
  Commandant’s Parlor or GRM5-04IN The Lich
  Queen’s Vengeance, they will receive a +5
  circumstance bonus to this roll.
  An attempt at Gathering Information will take 1
  hour, cost 5 gp and yield the following: (give all
  information up to the DC check indicated)
  • 
  DC 5: A strange carriage pulled by black
  horses was seen in Orlane just
  yesterday. Its owner was obviously
  very wealthy.
  • 
  DC 10: A cloaked man wearing fine clothes
  was selling magic items from the
  carriage. I hear the magic items were
  going for dirt cheap prices! I wish I
  had been around to get one.
  • 
  DC 15: The carriage had the symbol of the
  Knights of the Watch on its doors, so I
  figured the Knights were just trying to
  help out the community by selling
  some of their gear at low prices. Say
  what you will about the Knights but
  they are very giving.
  • 
  DC 20: My brother says the carriage stopped
  at Corum Valstier’s house, but that’s
  nothing new. There’s always some
  high fillutin’ Knight or another stopping
  by his place.
  • 
  DC 25: The carriage left Valstier’s house after
  being there for only 10 minutes. It took
  the road east out of town.
  • 
  DC 30: I think the magic items that the Knight
  of the Watch carriage was selling are
  cursed. My cousin bought one and
  he’s been acting strangely ever since.
  Many people in Orlane know where Valstier lives
  and will gladly give directions.
  If any Corporation PCs use their contacts to get
  more information about either Valstier or the
  carriage, they are directed to see Perin Tunghan,
  boss of the local gang The Wheat Street Warriors.
  He can usually be found at The Crying Giant
  Tavern. Coincidentally, the directions to The
  Crying Giant take the PCs right past Valstier’s
  House.
  Encourage the PCs to at least investigate
  Valstier’s residence. If they do so, proceed to
  Encounter 1.
  ENCOUNTER 1: KNIGHT
  FALL
  A well kept rock lined path leads through a
  small copse of elm trees. After a short bend in
  the path, you see a small cottage. Approaching
  the door to the house you see that it is closed
  and two armed men are standing guard on the
  porch. Both wear chainmail and carry halberds
  and longswords. Their tabards display the
  argent owl symbol of the Knights of the Watch.
  The guards are low-ranking Knights of the Watch,
  Thorian Tapek, Courageous Vigil and Razen
  Ennegan, Intrepid Vigil. They are both 18 years
  old and fresh out of the military, having spent most
  of their military career fighting giants in Geoff.
  They have been instructed to stand watch on
  Valstier’s house until relieved. These young
  Knights are very respectful of everyone, especially
  other Knights. PCs who played GRM2-03 Midnight
  Dawn may recognize Thorian Tapek as Corum
  Valstier’s young protégé from that module. He will
  know any PCs who participated in his rescue by
  sight and name and be openly friendly to them
  (providing a +5 circumstance bonus to the
  diplomacy checks below).
  They have been instructed not to allow anyone but
  government officials or other Knights of the Watch
  to enter the premises. They will freely allow PC
  members of the Knights of the Watch or Dispatch
  to enter the house. Any active duty member of the
  military can make a DC 10 Diplomacy to check to
  enter the house to have a look around. Other PCs
  must make a DC 30 Diplomacy check to be
  allowed entry. A PC showing the guards their letter
  from Maimbua receives a +10 circumstance bonus
  to this roll. Alternatively, a PC may make a Bluff or
  Disguise roll to gain entry, or enter surreptitiously
  without the Watchers’ knowledge. The guard’s
  stats are located in Appendix 1. Keep in mind that
  both guards will get an opposed roll and, since
  they trust each other implicitly, will back the other’s
  instincts with regards to deception.
  The guards cannot be bribed, and under no
  circumstances will both guards leave their post. If
  the PCs are rude, belligerent or disrespectful to
  
  GRM6-04 Curtains Drawn Around
  Page 8
  the Knights, their attitude will immediately shift to
  Unfriendly and they will deny entrance to the
  house to that PC and anyone obviously associated
  with them. Any PC caught trying to enter the
  house will provoke a similar attitude change, and,
  additionally, one Knight will use his signal whistle
  to summon a patrol, then both will attempt to
  subdue the perpetrator using non-lethal force. A
  cavalry patrol of 8 soldiers on horseback will arrive
  within 2d10 rounds. Unless the PC takes special
  measures to avoid capture (simply running away
  will not work) assume that the patrol apprehends
  them and throws them in the stockade for a
  minimum of 4 days. Give that player his AR as his
  adventure is now over. If the PC avoids capture,
  he is now Wanted per the AR.
  Entering Valstier’s home you find the knight’s
  cottage in nearly perfect order. The furnishings
  are austere and there is nothing of great value,
  although the walls are hung with a variety of
  portraits of knights and several shelves are
  covered with mementos of quests long
  complete. One room looks to have once been a
  large library, but now it’s book shelves lie
  nearly barren and dust covered.
  A Search check will reveal the following:
  • 
  DC 5: A portrait of two young looking Knights
  of the Watch with an older knight. A
  Knowledge (nobility) check DC 15 will
  determine that the older man is
  Valstier, DC20 will indicate that one of
  the younger men is Magnus Vrianian
  and a DC25 will indicate that the other
  is Petros Gwalchen.
  • 
  DC 10: A replica of a bridge is prominently
  displayed on one of the empty book
  cases. The inscription on it reads, “To
  Watcher Corum Valstier from the
  grateful people of Orlane. You are the
  bridge from our past to the future.”
  • 
  DC 15: In a desk drawer are copies of 
  dozens of letters of recommendation
  to squire to the Knights of the Watch
  across a span of five decades.
  Notable among these are a letter for
  Commandants Petros and Vrianian.
  • 
  DC 20: Burned into the floor beneath a fine
  rug is a message from Maimbua. See
  Player Handout Five. Decoding the
  map is relatively simple. The first line
  is a somewhat odd introduction. The
  second clearly refers to Thunder’s
  body that was left in the cottage. The
  third 
  seems 
  to 
  be 
  without 
  a
  geographic component and should be
  interpreted as meaning Orlane. A
  Knowledge (geography) check DC 10
  will reveal that the fourth seems to
  indicate a man in Buxton’s Crossing.
  A Knowledge (geography) check DC
  15 will reveal that the fifth seems to
  indicate 
  spoils 
  of 
  a 
  battle 
  in
  Promanshire (A Knowledge (history)
  DC10 will reveal that there have been
  no significant battles there in modern
  history). A Knowledge (geography)
  check DC 20 will reveal that the sixth
  seems 
  to 
  indicate 
  something 
  in
  Barony Manthus at the feet of the
  Lortmils.of which Traziada is the
  capital city
  • 
  DC 25: A metal rod hidden under the simple
  sofa. It is 10 inches long and about 1
  inch in diameter and covered with
  intricately etched arcane sigils. A DC
  25 Knowledge (planes) check will
  indicate that this metal is actually
  Astral Driftmetal and is found only on
  the Astral Plane, while a DC 25
  Knowledge (arcana) check will reveal
  that the runes relate to magic dealing
  with curses and the storage of
  magical power. A detect magic spell
  will reveal a ‘dim’ lingering aura on the
  rod, and a DC 22 Spellcraft check will
  reveal that the aura is of the
  Transmutation school. The rod is all
  that remains of a bane rod, a device of
  Maimbua’s own creation that can
  store a variety of malicious spells and
  release them with but a thought, from
  any distance. This device is what gave
  Maimbua the edge over Valstier and
  Erik Thunder. He had a summoned
  Invisible Stalker carry the rod into the
  house, then released it’s energy, in
  this case a stored greater bestow
  curse that reduced the Strength of
  everyone 
  in 
  the 
  room 
  to 
  1,
  permanently.
  The “map” above is the first of many clues that
  may allow the PCs to piece together the nature of
  Maimbua’s grudge against the Commandant. They
  are outlined here and in each encounter that
  includes one for completeness:
  
  GRM6-04 Curtains Drawn Around
  Page 9
  1. A Knight of the Watch (Thunder), through
  hubris, is unknowingly duped by his
  enemies.
  2. An outsider (spellweaver) comes for a
  dearly held magic item that was stolen
  from it.
  3. A person (Dyrain) committed to his way of
  life is given a gift that turns him irrevocably
  from his path and the community around
  him shuns him.
  4. Another outsider (githyanki) comes for a
  dearly held magic item that was stolen
  from its kindred.
  5. A Commandant (Treyn) with a secret is
  honored by the people of his home,
  despite having an illegitimate child.
  While the GM should not tie together what these
  clues mean in combination, players should have a
  chance to learn each clues independent meaning
  in order to make the journey have purpose. Allow
  them to draw their own conclusions.
  As the PCs leave Valstier’s house, proceed to
  Encounter 2.
  ENCOUNTER 2: FREE
  LUNCH?
  You make your way down the elm lined path to
  the main road when the sound of a loud
  explosion reaches your ears. You quickly
  discover the source of the disturbance is a
  small tavern not one hundred yards distant. Its
  windows and shutters have been blown out
  and wisps of smoke curl into the sky. The door
  has been blown off its hinges and a badly
  burned man staggers out into the street. A
  woman shrieks and several townsfolk rush to
  his aid.
  The tavern is The Crying Giant Tavern and the
  burned man is Darin, the tavern owner. He has
  been badly burned but is still alive. Several other
  patrons and staff are not so lucky. If the PCs enter
  the tavern they will find a scene of destruction.
  Seven male patrons and two female serving
  girls are clearly dead. The tavern is in
  shambles, chairs and tables are smashed and
  blackened from the blast and blood and body
  parts are splashed liberally about the room.
  Small fires smolder here and there and the
  entire place looks as if it has just been
  ‘fireballed’.
  Suddenly, a young man with short blonde hair
  and scruffy beard wearing commoners clothes
  and an embroided cloak bursts through the
  back door. His face pales visibly and he rushes
  over to one of the dead men. Gathering him up
  in his arms, you can hear him whispering
  “Dub, no”.
  The tavern is in no danger of catching fire. If
  questioned, the man will tearfully related his story.
  “The name’s Perin. Me and Dubne came here
  to The Crying Giant for some breakfast. I had
  just left to go to the outhouse and Dub was
  fiddling with a magic amulet we had just
  bought yesterday. I heard the explosion and
  rushed back in.”
  Perin reverently lays the body of his comrade
  down on the blood soaked floor, “Perhaps, we
  could take this conversation outside, I’m
  feeling a little…ill”. He stands and makes his
  way out the front door, pausing in the street to
  violently wretch.
  PCs with the Corporate Speak language need to
  make a Spot check DC20 to notice some script in
  Corporate Speak hidden among the embroidery of
  his cloak conveying two concepts, “Elder” and
  “Brother.” For non-Corporation PCs, the spot
  check and a Decipher Script check DC30 will
  reveal this information. Perin, once satisfied by the
  PCs motives, will ask them to avenge Dubne’s
  death by hunting down the carriage. He will assure
  the PCs that he will make it worth their while.
  It is easy to locate the scorched amulet lying on
  the floor next to Dubne’s body. If questioned
  regarding it, Perin will say that they each
  purchased one of the amulets from a wealthy
  looking man riding in a black carriage. The man
  said that, when activated, the amulets would
  increase their health and agility. The man was
  selling them at cut rate prices, but the carriage had
  the symbol of the Knights of the Watch on it, so he
  figured it was just a really good deal. The man has
  his own amulet around his neck, which he will
  gladly hand over to the PCs for inspection.
  The amulets are 6 inch diameter disks of an
  unknown, apparently indestructible metal. Perin’s
  amulet glows with color that slowly shifts through
  the spectrum. A detect magic spell will reveal a
  Dim lingering aura on the burnt amulet and a
  Strong aura on Perin’s amulet, while DC 18
  Spellcraft checks will identify the auras as from the
  Transmutation school.
  
  GRM6-04 Curtains Drawn Around
  Page 10
  A Knowledge (planes) check DC 25 will reveal that
  the disks are actually chromatic disks, powerful
  magical devices created by the Spell Weavers, an
  enigmatic, 
  six-armed 
  race 
  of 
  powerful
  spellcasters. Maimbua acquired several of the
  disks and sold them under false pretenses to
  individual’s that he believed could and would
  attempt to activate their power (usually by the Use
  Magic Device skill). When anyone except a Spell
  Weaver attempts to activate the device, it
  explodes and deals 4d10 points of damage to
  everything with 30 feet (no saving throw).
  Unfortunately for the PCs, a pair of Spell Weavers
  are currently tracking the location of these disks
  so that they can be retrieved and the thief properly
  punished. Depending on the APL, the Spell
  Weavers will send their minions against the PCs,
  or do battle against the PCs themselves.
  The spell weavers are flying invisibly overhead,
  and once they spot Perin in the street handing his
  amulet over to one of the PCs, they will begin
  preparing for their attack.
  APL 6 (EL 6)
  Phase Spider (1), hp 49; see Monster
  Manual, page 207.
  Hellhound (1), hp 27, see Monster Manual,
  page 151.
  APL 8 (EL 8)
  Phase Spiders (3), hp 49 each; see Monster
  Manual, page 207.
  APL 10 (EL 10)
  Spell Weaver (1), hp 60; see Appendix 4.
  APL 12 (EL 12)
  Spell Weaver (2), hp 60 each; see Appendix
  5.
  After the Spell Weavers or their minions attack,
  Perin will run back into the destroyed tavern to
  hide until the battle ends. Assuming that the PCs
  survive the encounter, he will tell them that the
  man in the carriage mentioned that he had to
  leave straight away to go to Buxton’s Crossing,
  and left town heading in that direction.
  If at some point PCs discuss the implications of
  the “six armed” spellweavers with regard to
  Maimbua’s map, allow an Intelligence Check
  DC15 to discern item two of the allegory:
  The allegory of the Commandant’s deed that has
  resulted in Maimbua’s grudge is outlined here and
  in 
  each 
  encounter 
  that 
  includes 
  one 
  for
  completeness:
  1. A Knight of the Watch (Thunder) through
  hubris is unknowingly duped by his
  enemies.
  2. An outsider (spellweaver) comes for a
  dearly held magic item that was stolen
  from it.
  3. A person (Dyrain) committed to his way of
  life is given a gift that turns him irrevocably
  from his path and the community around
  him shuns him.
  4. Another outsider (githyanki) comes for a
  dearly held magic item that was stolen
  from its kindred.
  5. A Commandant (Treyn) with a secret is
  honored by the people of his home,
  despite an illegitimate child.
  While the GM should not tie together what these
  clues mean in combination, players should have a
  chance to learn the independent meaning of each
  clue in order to make the journey have purpose.
  Allow them to draw their own conclusions.
  If the PCs go to see Perin before going to
  Valstier’s house, these same events will occur as
  they approach the tavern.
  ENCOUNTER 3: THE CHASE
  IS ON
  The sight of The Smiling Fox Tavern greets
  you as you enter Buxton’s Crossing in search
  of your quarry and the kidnapped Watcher.
  People and horses make their way though the
  crossroads of the March busily going about
  their daily tasks. There is no sign of the black
  carriage you seek or the chaos Maimbua
  threatened to spread in his wake.
  If the PCs question general townsfolk regarding
  the whereabouts of the black curtained carriage, a
  Gather Information check will cost 5 gp, take 1
  hour of time and yield the following results: (give
  all information up to the DC check indicated)
  • 
  DC 5: A strange carriage pulled by black
  horses was seen in Buxton’s Crossing just
  yesterday. Its owner was obviously very
  wealthy.
  • 
  DC 10: A cloaked man wearing fine
  clothes was selling magic items from the
  
  GRM6-04 Curtains Drawn Around
  Page 11
  carriage. I hear the prices were really
  good. Don’t seem right to me.
  • 
  DC 15: The carriage had the symbol of the
  Knights of the Watch on its doors. I saw
  Dyrain Eden talking to whoever was
  inside, I figured he was finally in trouble,
  but nope, they let him walk away.
  • 
  DC 20: I’m pretty sure Dyrain Eden bought
  something from that black, curtained
  carriage. He’s been acting funny ever
  since. Like somebody put the fear of
  Hieroneous in him.
  Alternatively, if the PCs go to the local watering
  hole, The Wagon Wheel Inn, they can ask
  questions of the barman, Sefig. He will give the
  above information on a successful Diplomacy
  check of the corresponding DC. PCs will get a +2
  circumstance modifier if they are active-duty
  members of the military, and a +2 circumstance
  modifier if they are identifiable as Knights of the
  Watch (both modifiers can apply).
  Additionally, the PCs have a chance to overhear a
  conversation between four older men in one
  corner of the tavern. A DC 15 Listen check will
  allow a PC to identify the words “black carriage”
  spoken by one of the men at that table.
  If the PCs converse with the men they can relate
  the following:
  • 
  Their names are Yanni, Thelan, Andrell,
  and Bena. 
  They 
  are 
  carpenters 
  in
  Buxton’s Crossing.
  • 
  Yanni saw the black, curtained carriage
  just yesterday afternoon. It was leaving
  the home of Dyrain Eden’s, a well known
  bully, thug and part time criminal, but
  Yanni wasn’t sure where it went after that.
  • 
  Thelan will say that Dyrain Eden has been
  acting strangely ever since. He usually
  comes by the tavern and harasses
  everyone in it, bullying someone out of a
  drink or meal, but not today.
  • 
  Andrell lives three houses down from
  Dyrain Eden and says that he’s planted
  flowers and painted the door, and even
  cleaned up all the trash in the yard, too.
  • 
  Bena has a story to top all of those. Last
  night, while he was eating dinner, there
  was a knock at the door. When Bena
  answered it, it was Dyrain Eden. He went
  on about how he sorry for stealing Bena’s
  mule. He even gave him 2 gold pieces to
  make up for it. He suspects Dyrain must
  have been hit in the head with a rock.
  The men will gladly give directions to Dyrain
  Eden’s house.
  ENCOUNTER 4: CHANGE OF
  HEART
  Dyrain Eden’s house is a ramshackle affair that
  has obviously been patched in several places
  quite recently. A window box holds freshly
  planted flowers and a new coat of soft blue
  paint glistens on the door emblazoned with the
  lightning bolt of Heironeous. A light-hearted
  whistling can be heard within, the notes easily
  recognizable as a popular Gran March anthem.
  If the PC’s knock, Dyrain will answer the door and
  gladly welcome them inside. It is obvious that the
  house has recently been cleaned from top to
  bottom. Dyrain is a younger, heavily built man
  wearing freshly patched cotton pants and shirt, as
  well as a new, floppy brimmed fishing hat and a
  dirty apron. He will offer tea and some freshly
  baked cookies that he just made. In addition to
  these confections, Dyrain also has some fine
  carpenter’s tools out and is crafting cribs and
  children’s furniture for the local Hospitaler’s
  orphanage.
  If questioned about the black carriage, Dyrain will
  admit that he did buy his new fishing hat from the
  gentleman in the carriage, but that was all. He
  tried the hat on then and there and came home.
  He will also inform the PCs that he saw the
  carriage leave and it was on the road out of town
  that leads to the town of Proman.
  When questioned about his strange activity,
  Dyrain will simply say that he has turned over a
  new leaf, and wants to try to right the wrongs of
  his past. He wants the townsfolk to believe that he
  is no longer his old self and would like the PCs to
  help convince the townsfolk that he’s no longer the
  ruffian he once was.
  Unknown to Dyrain, the hat he purchased was a
  helm of opposite alignment. He had originally
  intended to rob the owner of the carriage, but
  when he put on the helm, his alignment of Chaotic
  Evil changed to Lawful Good. Dyrain thoroughly
  enjoys his new outlook on life. If a PC wants to
  inspect the helm, he will gladly allow them to do
  so.
  
  GRM6-04 Curtains Drawn Around
  Page 12
  Should a PC be so foolish as to place the helm on
  his head, he must make an immediate DC 15 Will
  save. If successful, there is no adverse affect, but
  the save must be repeated every time the helm is
  taken off and put back on again. If the PC fails the
  saving throw, their alignment will instantly change
  to the exact opposite of the spectrum. If the PC
  has a neutral component to his alignment, that will
  randomly become one of the four extremes (law,
  chaos, good or evil, as appropriate). If this makes
  a PC with an unplayable alignment (Chaotic Evil or
  Lawful Evil) the DM should provide the PCs with
  opportunities to correct their new alignment within
  the encounter.  However should the PC end the
  scenario with an evil alignment or take evil actions
  during the scenario, void the AR and submit
  Character Sheets of the affected PC to the triad
  for resolution. [SS1]
  If the PCs agree to help Dyrain Eden, have them
  make a Diplomacy check to represent each group
  of townsfolk they attempt to convince. A DC 20
  check indicates the townspeople believe the PCs
  tale about Dyrain’s ‘reformed ways’. Five such
  successful checks will have convinced enough
  townsfolk for word to get around.
  If at some point PCs discuss the implications of
  the “man of faith” (Dyrain) with regard to
  Maimbua’s map, allow an Intelligence Check
  DC15 to discern item three of the allegory:
  The allegory of the Commandant’s deed that has
  resulted in Maimbua’s grudge is outlined here and
  in 
  each 
  encounter 
  that 
  includes 
  one 
  for
  completeness:
  1. A Knight of the Watch (Thunder) through
  hubris is unknowingly duped by his
  enemies.
  2. An outsider (spellweaver) comes for a
  dearly held magic item that was stolen
  from it.
  3. A person (Dyrain) committed to his way of
  life is given a gift that turns him irrevocably
  from his path and the community around
  him shuns him.
  4. Another outsider (githyanki) comes for a
  dearly held magic item that was stolen
  from its kindred.
  5. A Commandant (Treyn) with a secret is
  honored by the people of his home,
  despite an illegitimate child.
  While the GM should not tie together what these
  clues mean in combination, players should have a
  chance to learn the independent meaning of each
  clue in order to make the journey have purpose.
  Allow them to draw their own conclusions.
  ENCOUNTER 5: ASTRAL
  MARAUDERS
  Making your way to an inn recommended to
  you by the guards at the gate, You have been
  in the town of Proman for less than ten
  minutes when you hear a commotion ahead.
  Several citizens flee out of a blacksmith’s
  shop, yelling ‘undead elves are attacking’!
  The ‘undead elves’ are actually a group of
  githyanki alerted to the presence of a silver sword
  in Proman by Maimbua. If the PCs enter the
  blacksmith’s shop, read the following:
  Two of what must be the ‘undead elves’ stand,
  swords drawn, though their forms are blurry
  and out of focus. They face a Gran March
  Quiver’s Lieutenant, who bleeds from several
  wounds. The Lieutenant, his back against a
  wall, defends himself with a silvery bastard
  sword in an awkward two-handed grip. Behind
  the counter of the shop, over the body of what
  is presumably the blacksmith.
  APL 6 (EL 10)
  Githyanki Fighters (2): hp 59 each; see
  Appendix 2.
  Githyanki Wizard (1): hp 32; see Appendix 2.
  APL 8 (EL 12)
  Githyanki Fighters (2): hp 84 each; see
  Appendix 3.
  Githyanki Wizard (1): hp 48; see Appendix 3.
  APL 10 (EL 14)
  Githyanki Fighters (2): hp 105 each; see
  Appendix 4.
  Githyanki Wizard (1): hp 60; see Appendix 4.
  APL 12 (EL 16)
  Githyanki Fighters (2): hp 135 each; see
  Appendix 5.
  Githyanki Wizard (1): hp 72; see Appendix 5.
  After the battle, assuming that he lives or is
  returned to life, Lieutenant Iain Ensis, currently in
  the Archery Quiver of the 12th Battle, will
  graciously thank the PCs for helping him. He will
  tell them that he bought the sword because he
  
  GRM6-04 Curtains Drawn Around
  Page 13
  wanted a trophy from the fighting in Haradaragh,
  but has been stationed here the entire time. When
  a black curtained carriage came through late last
  night, he thought it was his lucky day. The
  gentleman was selling an inexpensive silvery
  sword. The carriage had the emblem of the
  Knights of the Watch on the door, so he assumed
  that everything must be on the up and up. He will
  say that the cloaked gentleman mentioned that he
  was heading to Traziada in Barony Manthus next,
  which seemed odd, since Traziada is so much
  smaller than, say, Ander’s Falls.
  Treasure: If the PCs explain the implications of
  owning the weapon, he will be dismayed and tell
  them that he no longer wants it. If a PC offers to
  take it off his hands, he will gladly give it to them.
  If at some point PCs discuss or the implications of
  the “spoils of war” (githyanki silver swords) with
  regard to Maimbua’s map, allow an Intelligence
  Check DC15 to discern item four of the allegory:
  The allegory of the Commandant’s deed that has
  resulted in Maimbua’s grudge is outlined here and
  in 
  each 
  encounter 
  that 
  includes 
  one 
  for
  completeness:
  1. A Knight of the Watch (Thunder) through
  hubris is unknowingly duped by his
  enemies.
  2. An outsider (spellweaver) comes for a
  dearly held magic item that was stolen
  from it.
  3. A person (Dyrain) committed to his way of
  life is given a gift that turns him irrevocably
  from his path and the community around
  him shuns him.
  4. Another outsider (githyanki) comes for a
  dearly held magic item that was stolen
  from its kindred.
  5. A Commandant (Treyn) with a secret is
  honored by the people of his home,
  despite an illegitimate child.
  While the GM should not tie together what these
  clues mean in combination, players should have a
  chance to learn the independent meaning of each
  clue in order to make the journey have purpose.
  Allow them to draw their own conclusions.
  ENCOUNTER 6:
  CONFRONTATION
  Wearily, you enter the small town of Traziada,
  wondering what round of bizarre goings on
  you will find next. A small tap room on the
  edge of town called Stonewalker’s Rest seems
  a good enough place to quench your parched
  throats and take you out of the glaring heat of
  the noonday sun.
  The 
  owner 
  of 
  Stonewalker’s 
  Rest, 
  Seidoc
  Stonewalker, an aging dwarf, is sitting on the
  porch of his establishment, as he has no patrons
  at this time. If questioned about the black carriage,
  he will idly comment that a black carriage rolled
  past here less than 10 minutes ago. If questioned
  where it is was heading, Seidoc will point down the
  road to the center of town, saying he didn’t know
  where it was going, but it was going there in an
  awful hurry, and he will point out the wheel and
  hoof tracks in the dusty roadway that carriage left
  behind.
  A DC 8 Survival check will allow anyone with or
  without the Track feat to follow the tracks through
  town.
  The tracks will pass through the town of Traziada
  and will follow an infrequently used road up a
  small, wooded hill. When the PCs reach the top of
  the hill, read the following:
  The light woods that embraced the road part at
  the top of the hill, revealing a clearing
  approximately 100 feet in diameter. In the
  center of the clearing, at the apex of the hill,
  sits a 12 foot tall statue of man wearing an
  ornate but old-fashioned suit of platemail, one
  hand grasping a sword which is pointed to the
  sky. The discoloration of the statue and lichen
  that clings to it tells you that this statue has
  been here for many, many years.
  A DC 20 Knowledge (History) check reveals that
  the statue is that of former Gran March
  Commandant Treyn. He was the third or fourth to
  follow 
  the 
  universally 
  loathed 
  Commandant
  Berlikyn and was of little historical note save that
  he was born in Traziada. The few histories that
  mention him indicate that during his youth he was
  ensorcelled by a dryad in the dim forest and sired
  a child by her.
  Directly opposite the statue from you sits the
  infamous black carriage that you have been
  hunting. It’s wood is black and polished to a
  high sheen, apparently immune to the road
  
  GRM6-04 Curtains Drawn Around
  Page 14
  dust which now covers you in thin coating of
  powder. Two massive horses, black as night,
  pull the vehicle, though now they stand quiet.
  Black curtains line the windows of the
  carriage, drawn tight. There is no sign of the
  carriages occupant, 
  and 
  strangely, 
  there
  seems to be no driver.
  This is the location that Maimbua has chosen for
  his confrontation with the PCs. Here he plans to
  have his minions kill them, but knowing how
  resourceful and lucky many adventurers are, he
  has a back up plan in place.
  He observed the PCs approach using an arcane
  eye positioned in the tree tops, and has activated
  a special twenty foot cube of force that he owns
  for protection. He has also cast shapechange and
  assumed the form of a balor.
  As the PCs approach, he will address them using
  the balor’s telepathic ability. Read the following:
  Suddenly, a deep, bestial voice fills each of
  your heads at the same instant.
  “Welcome, my little pawns. I see you decided
  to take me up on my challenge.” The voice
  emits a low, growling laugh. “Alas, our
  meeting must be short, but your efforts must
  not go unrewarded.” The door to the carriage
  swings open and a 12-foot-tall demon with
  dark red skin and massive leathery bat wings
  steps out, though it seems to be too large even
  for the massive black carriage. Tucked into its
  belt is a gigantic flaming sword, and it carries
  a simple leather bag in its right hand, while the
  other clutches something small in its fist.
  Something within the bag seems to struggle
  and cry weakly.
  A DC 30 Knowledge (Planes) check will identify
  the beast as a balor, a powerful demon from the
  lower planes.
  The debilitated form of Watcher Corum Valstier
  stumbles 
  from 
  the 
  carriage 
  behind 
  the
  creature. “Do you seek this knight of the
  waste?” It laughs again in your head and takes
  on a singsong tone. Valstier flails weakly
  against the legs of the beast, but has no effect.
  “If you survive you may continue our merry
  little chase on my terms and in my worlds.”
  With speed belying his age and injuries,
  Valstier snatches the creature’s flaming sword
  from its belt and brings it to bear against his
  foe. Maimbua is unphased and unharmed. He
  bats Valstier aside as an afterthought and the
  sword falls clattering into the floor of the
  carriage before the monster continues.
  “If you prove to be the weaklings I suspect you
  are, then you will die in this meaningless hovel
  and this knight will follow soon after. Follow
  me, my little pawns, and find out who your
  beloved Commandant truly is! By Magnus’
  hand, my deeds are done!” With that, he rakes
  the soft flesh of Valstier’s neck and blood
  begins to slowly flow as he throws the body of
  Valstier back into the carriage. Almost at the
  same moment the creature tosses the contents
  of its left hand to the ground; several tiny
  beans.
  The beans suddenly grow and contort into the
  shapes of several hideous monsters, while the
  beast that was addressing you clambers back
  into his carriage. As the monsters move to
  attack the carriage vanishes from sight, but a
  final thought plays through your mind, “When
  you come, tell them Maimbua sent you…” The
  fiend tosses the leather sack to the ground and
  several weapons and items spill out onto the
  ground.
  If a player attempts to attack the carriage and
  interrupt the boxed text, their attack will likely be
  stopped by the cube of force that separates the
  carriage from the PC. Have the PC mark off the
  spell or arrows and continue the boxed text from
  there. Maimbua’s entire speech and the actions he
  takes will take approximately 3 combat rounds, so
  allow the PCs that time to cast spells on
  themselves, but only if they think to do so.
  The beans are magic and will sprout different
  monsters at different APLs:
  APL 6 (EL 9)
  Red Slaad (2): hp 58 each; see Monster
  Manual, page 228.
  APL 8 (EL 11)
  Blue Slaad (3): hp 72 each; see Monster
  Manual, page 229.
  APL 10 (EL 13)
  Green Slaad (4): hp 81 each; see Monster
  Manual, page 230.
  APL 12 (EL 15)
  Gray Slaad (3): hp 98 each; see Monster
  Manual, page 231.
  Green Slaad (4): hp 81 each; see Monster
  Manual, page 230.
  
  GRM6-04 Curtains Drawn Around
  Page 15
  Tactics: APL 6: The Red Slaad approach to
  battle is quite straightforward, charge and pounce
  the nearest or most dangerous looking foe, and
  attack it until it is unconscious and move on to the
  next. They will use their stunning croak when able
  to affect the most number of opponents. The Red
  Slaad do not coordinate their attacks in any way.
  APL 8: The Blue Slaad will open with chaos
  hammer, and then hold person on an obvious
  warrior type if not engaged in melee by then. The
  Blue Slaad prefer to let their enemies come to
  them so they can make use of their devastating
  full attack actions. They will use telekinesis on
  spellcasters if not currently engaged in melee and
  attempt to grapple them.
  APL 10: The Green Slaad will use it’s area of
  effect spells to damage its opponents, particularly
  chaos hammer and fireball. It will use deeper
  darkness to help protect itself against melee
  attacks and dispel law to attempt to dispel any
  negative spell effects on itself. The slaad will
  coordinate their attacks to maximum potential.
  APL 12: The Gray Slaad will use their fly ability to
  attempt to get away from melee and then use
  power word stun to disable as many PCs as
  possible. One Gray Slaad will use its animate
  object ability on the statue of the former
  Commandant to animate it and direct it to attack
  the PCs. They will then use area of effect spells to
  deal damage, like chaos hammer and lightning
  bolt, concentrating their attacks on any PC able to
  threaten them. The statue is a Huge Animated
  Object with Hardness of 10. See Monster Manual
  page 14 for more information.
  Treasure: After the battle, the PCs can inspect the
  leather bag thrown down by Maimbua. It contains
  two identical books, two identical stones, and two
  identical swords. This is a mixture of cursed and
  normal magical items. They are: a vacuous
  grimoire, a Boccob’s blessed book, a stone of
  good luck, a stone of weight, a cursed -2 sword,
  and a +1 bane (evil outsider) longsword. The bag
  also contains a single scroll. A DC 27 Spellcraft
  check or a read magic spell will identify the spell
  on the scroll as being Plane Shift, though it seems
  specifically keyed to a particular location. What
  plane it leads to, however, is unknown.
  The first person picking up one of the magic items
  has a 50% chance of picking up the cursed item.
  Roll randomly when PCs declare who taking which
  items. All of the cursed items are bound to a
  specific PC and may not be removed without
  specific actions. See the section Items Found on
  the Adventure Record for more information.
  If at some point PCs discuss or the implications of
  the “Commandant’s crimes” (Treyn) with regard to
  Maimbua’s map, allow an Intelligence Check
  DC15 to discern item five of the allegory. This
  check is only relevant if the PCs successfully
  made the Knowledge (history) check regarding
  Treyn):
  The allegory of the Commandant’s deed that has
  resulted in Maimbua’s grudge is outlined here and
  in 
  each 
  encounter 
  that 
  includes 
  one 
  for
  completeness:
  1. A Knight of the Watch (Thunder) through
  hubris is unknowingly duped by his
  enemies.
  2. An outsider (spellweaver) comes for a
  dearly held magic item that was stolen
  from it.
  3. A person (Dyrain) committed to his way of
  life is given a gift that turns him irrevocably
  from his path and the community around
  him shuns him.
  4. Another outsider (githyanki) comes for a
  dearly held magic item that was stolen
  from its kindred.
  5. A Commandant (Treyn) with a secret is
  honored by the people of his home,
  despite an illegitimate child.
  While the GM should not tie together what these
  clues mean in combination, players should have a
  chance to learn the independent meaning of each
  clue in order to make the journey have purpose.
  Allow them to draw their own conclusions.
  CONCLUSION
  It is likely and expected that the PCs will relay their
  findings to the appropriate officials. Knights of the
  Watch and Church of Heironeous officials will  be
  alarmed to find out that Valstier has been
  kidnapped and will ask that the PC’s make
  themselves available if a rescue mission is
  needed.
  Some PCs may want to pay for spellcasters to
  remove any cursed items from their possession,
  see the Temple Influence Points and NPC
  Spellcasting 
  Document
  
  GRM6-04 Curtains Drawn Around
  Page 16
  (GM_Temple_Influence1.pdf) 
  for 
  relevant
  information on the cost of such activies.
  Word of Valstier’s capture does not go without
  notice by the Commandant and his officer’s.
  Several days after their return from Traziada, the
  PCs have the following experience.
  Two men in the uniforms of officers in Gran
  March’s army approach you shortly before
  dusk. “Pardon me. I am Captain Callwin, would
  you be so kind as to follow us. We’d like to
  speak with you.” A journey of several minutes
  takes you to a nearby barracks. The Captain
  opens a door to a darkened room and ushers
  you in, closing it behind you.
  A single candle burns in the darkness, resting
  in a simple iron holder on a work desk. A
  bearded man in a Gran March military uniform
  with no rank insignia, nods at you grimly and
  greets you by name. “I am an officer with the
  Internal Vigilance unit. Knight Colonel Javert
  asked me to speak with you regarding the
  recent kidnapping of Watcher Valstier…” as
  his sentence trails off, it is clear to you that the
  man expects a full and detailed account.
  The End
  EXPERIENCE POINT
  SUMMARY
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the experience award.  Award the total
  value (objectives plus roleplaying) to each
  character.
  Encounter 2
  Defeat the guardians of the spell weaver disks.
  APL 6: 180 xp.
  APL 8: 240 xp.
  APL 10: 300 xp.
  APL 12: 360 xp.
  Encounter 4
  Assist the bully Dyrain Eden in convincing the
  people of Buxton’s Crossing of his reformed ways.
  APL 6: 90 xp.
  APL 8: 113 xp.
  APL 10: 135 xp.
  APL 12: 158 xp.
  Encounter 5
  Defeat the githyanki kill team.
  APL 6: 270 xp.
  APL 8: 330 xp.
  APL 10: 390 xp.
  APL 12: 450 xp.
  Encounter 6
  Defeat the slaadi.
  APL 6: 270 xp.
  APL 8: 330 xp.
  APL 10: 390 xp.
  APL 12: 450 xp.
  Story Award
  Inform the Knights of the Watch and relevant
  authorities of Maimbua’s plans.
  APL 6: 90 xp.
  APL 8: 112 xp.
  APL 10: 135 xp.
  APL 12: 157 xp.
  Total possible experience
  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.
  
  GRM6-04 Curtains Drawn Around
  Page 17
  The coin total is the number of gold pieces each
  character gains if they take the coin available.  A
  normal adventuring party can usually gather this
  wealth in a round or so.  If for some reason, they
  pass up this treasure, the coin total is subtracted
  from the encounter totals given below.
  Next, the magic items are listed.  Magic item
  treasure is the hardest to adjudicate, because they
  are varied and because characters may want to use
  them during the adventure.  Many times characters
  must cast identify, analyze dweomer or similar spell
  to determine what the item does and how to
  activate it.  Other times they may attempt to use the
  item blindly.  If the magic item is consumable (a
  potion, scroll, magic bolts, etc.) and the item is used
  before the end of the adventure, its total is
  subtracted from the adventure totals below.
  Once you have subtracted the value for
  unclaimed treasure from each encounter add it up
  and that is the number of gold pieces a characters
  total and coin value increase at the end of the
  adventure.  Write the total in the GP Gained field of
  the adventure certificate.  Because this is a
  Regional 
  adventure, 
  characters 
  may 
  spend
  additional Time Units to practice professions or
  create items immediately after the adventure so this
  total may be modified by other circumstances.
  L = Looted gear from enemy; C = Coin, Gems,
  Jewelry, and other valuables; M = Magic Items.
   Encounter 2:
  APL 10: L: 83 gp, C: 0 gp, M: two cure serious
  wounds potions (62 gp each), potion of
  remove blindness/deafness (62 gp each), ring
  of counterspells (333 gp), amulet of health +2
  (333 gp).
  APL 12: L: 166 gp, C: 0 gp, M: four cure
  serious wounds potions (62 gp each), two
  potion of remove blindness/deafness (62 gp
  each), two rings of counterspells (333 gp), two
  amulet of health +2 (333 gp).
   Encounter 5:
  APL 6: L: 0 gp, C: 0 gp, M: two +2 great sword
  (185 gp each), two +2 breastplate (112 gp
  each), two ring of protection +1 (166 gp each),
  two sets gauntlets of ogre power (333 gp
  each), four potions of cure moderate wounds
  (25 gp each), headband of intellect +2 (333
  gp), cloak of resistance +1 (83 gp), scroll of
  bloodstar (58 gp), scroll of blast of force (12
  gp each) , githyanki silver sword (695 gp)
  APL 8: L: 0 gp, C: 0 gp, M: two +1 great sword
  (185 gp each), two +1 breastplate (112 gp
  each), two ring of protection +1 (166 gp each),
  two sets gauntlets of ogre power (333 gp
  each), three amulets of health +2 (333 gp
  each), three cloaks of resistance +2 (333 gp
  each), four potions of cure moderate wounds
  (25 gp each), headband of intellect +2 (333
  gp), scroll of bloodstar (58 gp), scroll of blast
  of force (12 gp),  githyanki silver sword (695
  gp)
  APL 10: L: 0 gp, C: 0 gp, M: two +2 great
  sword (695 gp each), two +2 breastplate (362
  gp each), two ring of protection +1 (166 gp
  each), two sets gauntlets of ogre power (333
  gp each), three amulet of health +2 (333 gp
  each), three cloaks of resistance +2 (333 gp
  each), four potions of cure moderate wounds
  (25 gp each), headband of intellect +4 (1333
  gp), gloves of dexterity +2 (333 gp), scroll of
  bloodstar (58 gp), scroll of blast of force (12
  gp), githyanki silver sword (695 gp)
  APL 12: L: 0 gp, C: 0 gp, M: two +2 great
  sword (695 gp each), two +2 breastplate (362
  gp each), two ring of protection +1 (166 gp
  each), two belts of giant strength +4 (1333 gp
  each), two amulet of health +4 (1333 gp each)
  amulet of health +2 (333 gp), three cloaks of
  resistance +2 (333 gp each), four potions of
  cure critical wounds (116 gp each), headband
  of intellect +4 (1333 gp), gloves of dexterity +2
  (333 gp), scroll of bloodstar (58 gp), scroll of
  blast of force (12 gp ), githyanki silver sword
  (695 gp)
   Encounter 6:
  ALL APLs: L: 0 gp, C: 0 gp, M: Boccob’s
  blessed book (1041 gp), stone of good luck
  (1666 gp), +1 bane (evil outsider) longsword
  (692 gp).
  Total Possible Treasure (Maximum Reward
  Allowed)
  APL 6: L: 0 gp, C: 0 gp, M: 5,939 gp – Total:
  900 gp
  APL 8: L: 0 gp, C: 0 gp, M: 8,187 gp – Total:
  1,300 gp
  APL 10: L: 83 gp, C: 0 gp, M: 11,832 gp –
  Total: 2,300 gp
  APL 12: L: 166 gp, C: 0 gp, M: 17,050 gp –
  Total: 3,330 gp
  
  GRM6-04 Curtains Drawn Around
  Page 18
  ITEMS FOR THE
  ADVENTURE RECORD
  Special
  ο Possessor of a Githyanki Silver Sword: This
  PC has taken possession of a githyanki silver
  sword.  Although its original owner was slain, its
  disappearance has not gone unnoticed by his kin
  on the Astral Plane.  In any future encounter with
  githyanki during which the PC has the sword in his
  possession, the githyanki will make slaying this PC
  and recovery of their sword a top priority.  It is
  possible they may also send a party to reclaim this
  blade at a later date.
  ο Favor of Dyrain Eden: For helping Dyrain
  redeem himself with the folk of Buxton’s Crossing,
  this PC has earned his favor.
  ο Invitation to Another World: This PC has been
  challenged by Maimbua to pursue him across the
  planes and to discover the source of his vendetta
  against Commandant Magnus Vrianian.
  ο 
  Influence 
  Point 
  with 
  the 
  Church 
  of
  Heironeous: For service to the church in tracking
  Valstier’s captor and reporting what transpired,
  this PC has earned an Influence Point with the
  Church of Heironeous.
  ο Favor of Elder Brother Perin: For pursuing the
  murder of one of Perin’s associates, Perin will use
  his connections within the Corporation to provide
  this PC with additional access (Frequency:
  Regional) to one of the items this PC has access
  to on the Item Access list below.  If this PC is a
  member of the Corporation, they gain additional
  access to three items instead of a single one. 
  Circle the item(s) on the list below that you choose
  to gain additional access to.
  ο Valstier’s Library: For investigating the
  disappearance of Corum Valstier, the Knights of
  the Watch give this PC access to Valstier’s library.
   This PC gains access (Frequency: Any) to
  purchase one, and only one, of the following
  (circle the item selected): manual of bodily health
  +1, manual of gainful exercise +1, manual of
  quickness in action +1, tome of clear thought +1,
  tome of leadership and influence +1, tome of
  understanding +1.
  ο Favor of Thorian Tapek, Courageous Vigil: In
  return for pursuing Watcher Valstier’s captor, this
  PC has earned influence with Thorian and,
  through him, the Knights of the Watch. 
  Alternatively, a human, dwarven, or half-elven PC
  can use this Favor to gain Watcher Tapek’s
  recommendation to squire to the order.
  τ Cursed!: This PC has taken possession of one
  or more cursed items (circle the ones this PC
  took): stone of weight (loadstone), cursed -2
  sword, vacuous grimoire.  The curses on these
  items take effect immediately; mark these items as
  REMOVED when the curse on each of them is
  broken (as per the item description in the
  Dungeon Master’s Guide).
  τ Wanted!: This PC has committed actions that
  are considered illegal in Gran March and would
  result in the PC being sentenced to hard labor. 
  This PC was able to elude capture, but his or her
  name and description have been circulated
  throughout Gran March by the Army and the
  Knights of the Watch.  If this PC is ever observed
  inside the borders of Gran March by military
  personnel or law-abiding citizens, they will be
  arrested and removed from play for a certain
  number of TUs; contact the Gran March triad for
  details of this punishment.
  Item Access
  APL 6:
  • 
  +1 
  Bane 
  (Evil 
  Outsider) 
  Longsword
  (Adventure; DMG)
  • 
  Arcane Scroll of Blast of Force (CL 5th;
  Adventure; SpC)
  • 
  Arcane Scroll of Bloodstar (CL 7th;
  Adventure; SpC)
  • 
  Boccob’s 
  Blessed 
  Book 
  (Adventure;
  Dungeon Master’s Guide)
  • 
  Githyanki Silver Sword (Adventure; MM,
  Price: 8,530 gp)
  • 
  Stone of Good Luck (Adventure; Dungeon
  Master’s Guide)
  APL 8 (all of APL 6 plus the following):
  • 
  Cloak of Resistance +2 (Adventure;
  Dungeon Master’s Guide)
  APL 10 (all of APLs 6, 8 plus the following):
  • 
  +2 
  Breastplate 
  (Adventure; 
  Dungeon
  Master’s Guide)
  • 
  +2 
  Greatsword 
  (Adventure; 
  Dungeon
  Master’s Guide)
  
  GRM6-04 Curtains Drawn Around
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  • 
  Ring 
  of 
  Counterspells 
  (Adventure;
  Dungeon Master’s Guide)
  • 
  Staff 
  of 
  Fire 
  (Adventure; 
  Dungeon
  Master’s Guide)
  APL 12 (all of APLs 6, 8, 10 plus the following):
  • 
  Cloak of Resistance +3 (Adventure;
  Dungeon Master’s Guide)
  • 
  Headband of Intellect +4 (Adventure;
  Dungeon Master’s Guide)
  • 
  Ring 
  of 
  Protection 
  +2 
  (Adventure;
  Dungeon Master’s Guide)
  
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  APPENDIX 1 – NPC STATISTICS
  ENCOUNTER 1                                        
  DM Note: Use the same stat block for both guards
  in Encounter 1.
  Thorian Tapek or Razen Ennegan, Male Suel
  Human Ftr6: Medium Humanoid (Human); CR 6;
  HD 6d10+12; hp 52; Init +5; Spd 20 ft. (4 squares);
  AC 16 (+1 Dex, +5 chainmail), touch 11, flat-
  footed 15; Base Atk/Grp: +6/+8; Atk +10 melee
  (1d10+5,20/x3, mw halberd); Full Atk +10/+5
  melee (1d10+5,20/x3, mw halberd); AL LG; SV
  Fort +7, Ref +3, Will +3; Str 14, Dex 12, Con 14,
  Int 12, Wis 12, Cha 12.
  Skills & Feats: Craft (armorsmithing) +3, Craft
  (weaponsmithing) +3, Diplomacy +4, Handle
  Animal +6, Listen +6, Ride +12, Spot +6;
  Alertness, Improved Initiative Mounted Combat,
  Power Attack, Cleave, Quick Draw, Weapon
  Focus 
  (Halberd), 
  Weapon 
  Specialization
  (Halberd).
  Possesions: mw halberd, mw longsword,
  chainmail, dagger.
  ENCOUNTER 5                                        
  Lieutenant Iain Ensis: Male Oeridian Human Ftr8:
  Medium Humanoid (Human); CR 8; HD 8d10+16;
  hp 68; Init +8; Spd 30 ft. (6 squares); AC 20 (+4
  Dex, +5 chain shirt +1, +1 deflection), touch 15,
  flat-footed 16; Base Atk/Grp: +8/+9; Atk +10 melee
  (1d10+2; 19-20/x2, +1 bastard sword) or +14
  ranged (1d8+4,19-20/x3, +1 composite longbow
  mighty (+1 str)); Full Atk +10/+5 Two-handed 
  (1d10+2;19-20/x2,  +1 bastard sword), +14/+9
  ranged (1d8+4,19-20/x3, +1 composite longbow
  mighty (+1 str)); AL LG; SV Fort +9, Ref +7, Will
  +3; Str 12, Dex 18, Con 14, Int 12, Wis 10, Cha
  10.
  Skills & Feats: Climb +6, Handle Animal +6,
  Intimidate +11, Jump +5, Ride +17, Swim +4;
  Improved 
  Critical 
  (Longbow, 
  Composite),
  Improved Initiative, Point Blank Shot, Far Shot,
  Precise Shot, Rapid Shot, Manyshot, Weapon
  Focus 
  (Longbow, 
  Composite), 
  Weapon
  Specialization (Longbow, Composite)
  Possessions: +1 mighty (str +1) composite
  longbow, githyanki silver sword (+1 bastard
  sword), cloak of resistance +1, ring of protection
  +1, chain shirt +1.
  
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  APPENDIX 2 – APL 6
  ENCOUNTER 5                                        
  Githyanki Fgt6: Medium Humanoid (Extraplanar);
  CR 7; HD 6d10+18; hp 59; Init +6; Spd 20 ft. (4
  squares); AC 19 (+2 Dex, +6 +1 breastplate, +1
  deflection), touch 13, flat-footed 17; Base Atk/Grp:
  +6/+10; 
  Atk 
  +12 
  melee 
  (2d6+9/19-20, 
  +1
  greatsword); Full Atk +12/+7 melee (2d6+9/19-20,
  +1 greatsword); SA Psionics; SQ Darkvision 60 ft.,
  SR 11; AL CE; SV Fort +7, Ref +4, Will +4; Str 18,
  Dex 15, Con 16, Int 10, Wis 10, Cha 8.
  Skills & Feats: Ride +10, Jump +12; Cleave,
  Dodge, Improved Initiative, Iron Will, Power
  Attack, Weapon Focus (greatsword), Weapon
  Specialization (greatsword).
  Psionics (Sp): 3/day – Daze (DC 9), Mage
  Hand, Blur, Dimension Door; CL 6.
  Possesions: +1 greatsword, +1 breastplate,
  ring of protection +1, gauntlets of ogre power[SS2].
  Githyanki Wiz6: Medium Humanoid (Extraplanar);
  CR 7; HD 6d4+18; hp 32; Init +6; Spd 30 ft. (6
  squares); AC 16 (+2 Dex, +4 mage armor), touch
  12, flat-footed 14; Base Atk/Grp: +3/+3; Atk +3
  melee (1d6, quarterstaff); Full Atk +3 melee (1d6,
  quarterstaff); SA Psionics; SQ Darkvision 60 ft.,
  SR 11; AL CE; SV Fort +6, Ref +5, Will +6; Str 10,
  Dex 14, Con 16, Int 18, Wis 10, Cha 8.
  Skills & Feats: Concentration +15, Knowledge
  (arcana) +13, Knowledge (the planes) +13,
  Knowledge 
  (religion) 
  +13, 
  Spellcraft 
  +13;
  Empower Spell, Improved Initiative, Scribe Scroll,
  Skill 
  Focus 
  (Concentration), 
  Spell 
  Focus
  (evocation)
  Psionics (SP): 3/day – Daze (DC 9), Mage
  Hand, Blur, Dimension Door; CL 6.
  Wizard Spells Prepared (4/4/4/3, save DC = 14 +
  spell level,  *15 + spell level for evocations) 0 –
  dancing 
  lights, 
  ghost 
  sound, 
  message,
  prestidigitation; 1st – enlarge person, mage armor,
  shocking grasp*, burning hands*; 2nd – flaming
  sphere*, glitterdust, scorching ray*, invisibility; 3rd
  – fireball*, empowered shocking grasp*, haste
  DM Note: spells marked through are pre-cast and
  currently in effect.
  Possessions: quarterstaff, potion of cure
  moderate wounds x4, headband of intellect +2,
  cloak of resistance +1, arcane scroll of blast of
  force (CL 5th), arcane scroll of bloodstar (CL 7th).
  Tactics: The githyanki are here to recover the
  silver sword. One fighter will focus his attacks on
  the Gran March Lieutenant unless he takes more
  than half his hit points in damage, at which point
  he will focus on the most dangerous foes. The
  other fighter and the wizard will attempt to delay
  the PCs. Once the githyanki have killed the
  Lieutenant and taken his sword, they will all
  planeshift away.
  The that the githyanki wizard begins combat
  invisible. He will cast haste first, then use his best
  spells to disable or kill the PCs.
  Note that some PCs be a Possessor of a
  Githyanki Silver Sword already from previous
  modules. The githyanki will make a point to focus
  their attacks on these individuals in an attempt to
  bring them down and retrieve their silver sword as
  well.
  
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  APPENDIX 3 – APL 8
  ENCOUNTER 5                                        
  Githyanki Fgt8: Medium Humanoid (Extraplanar);
  CR 9; HD 8d10+32; hp 84; Init +6; Spd 20 ft. (4
  squares); AC 19 (+2 Dex, +6 +1 breastplate, +1
  deflection), touch 13, flat-footed 18; Base Atk/Grp:
  +8/+12; 
  Atk 
  +15 
  melee 
  (2d6+9/19-20, 
  +1
  greatsword); Full Atk +15/+10 melee (2d6+9/19-
  20, +1 greatsword); SA Psionics; SQ Darkvision
  60 ft., SR 13; AL CE; SV Fort +12, Ref +6, Will +6;
  Str 18, Dex 15, Con 18, Int 10, Wis 10, Cha 8.
  Skills & Feats: Ride +12, Jump +14; Cleave,
  Dodge, Greater Weapon Focus (greatsword),
  Improved Initiative, Iron Will, Power Attack,
  Weapon 
  Focus 
  (greatsword), 
  Weapon
  Specialization (greatsword)
  Psionics (Sp): 3/day – Daze (DC 9), Mage
  Hand, Blur, Dimension Door; CL 8
  Possessions: +1 greatsword, +1 breastplate,
  ring of protection +1, gauntlets of ogre power[SS3],
  cloak of resistance +2, amulet of health +2[SS4]
  Githyanki Wiz8: Medium Humanoid (Extraplanar);
  CR 9; HD 8d4+32; hp 48; Init +6; Spd 30 ft. (6
  squares); AC 16 (+2 Dex, +4 mage armor), touch
  12, flat-footed 14; Base Atk/Grp: +4/+4; Atk +4
  melee (1d6, quarterstaff); Full Atk +4 melee (1d6,
  quarterstaff); SA Psionics; SQ Darkvision 60 ft.,
  SR 13; AL CE; SV Fort +8, Ref +6, Will +8; Str 10,
  Dex 14, Con 18, Int 19, Wis 10, Cha 8.
  Skills & Feats: Concentration +18, Knowledge
  (arcana) +15, Knowledge (the planes) +15,
  Knowledge 
  (religion) 
  +15, 
  Spellcraft 
  +15;
  Empower Spell, Improved Initiative, Scribe Scroll,
  Skill 
  Focus 
  (Concentration), 
  Spell 
  Focus
  (evocation).
  Psionics (SP): 3/day – Daze (DC 9), Mage
  Hand, Blur, Dimension Door; CL 8.
  Wizard Spells Prepared (4/5/4/4/3, save DC = 14
  + spell level,  *15 + spell level for evocations) 0 –
  dancing 
  lights, 
  ghost 
  sound, 
  message,
  prestidigitation; 1st – enlarge person, mage armor,
  shocking grasp*, burning hands*, grease; 2nd –
  flaming 
  sphere*, 
  glitterdust, 
  scorching 
  ray*,
  invisibility; 3rd – fireball*, empowered shocking
  grasp*, haste, empowered ray of enfeeblement; 4th
  – Evard’s black tentacles, empowered scorching
  ray*, greater invisibility
  DM Note: spells marked through are pre-cast and
  currently in effect.
  Possessions: quarterstaff, potion of cure
  moderate wounds x4, headband of intellect +2,
  cloak of resistance +2, amulet of health +2[SS5],
  arcane scroll of blast of force (CL 5th), arcane
  scroll of bloodstar (CL 7th).
  Tactics: The githyanki are here to recover the
  silver sword. One fighter will focus his attacks on
  the Gran March Lieutenant unless he takes more
  than half his hit points in damage, at which point
  he will focus on the most dangerous foes. The
  other fighter and the wizard will attempt to delay
  the PCs. Once the githyanki have killed the
  Lieutenant and taken his sword, they will all
  planeshift away.
  The that the githyanki wizard begins combat
  invisible. He will cast haste first, then use his best
  spells to disable or kill the PCs.
  Note that some PCs be a Possessor of a
  Githyanki Silver Sword already from previous
  modules. The githyanki will make a point to focus
  their attacks on these individuals in an attempt to
  bring them down and retrieve their silver sword as
  well.
  
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  APPENDIX 4 – APL 10
  ENCOUNTER 2                                        
  Spell Weaver: 
  CR 
  10 
  Medium 
  monstrous
  humanoid; HD 10d8; hp 60; Init +3; Spd 30 ft.; AC
  18, touch 13, flat-footed 15; Base Atk +10; Grp +9;
  Atk +9 melee (1d3-1, slam); Full Atk +9 melee
  (1d3-1, 2 slams); SA spell-like abilities, spells; SQ
  chromatic disk, darkvision 60 ft., immunity to mind
  effects, shielded mind, spell weaving, SR 21,
  telepathy; AL N; SV Fort +2, Ref +10, Will +10; Str
  9, Dex 16, Con 11, Int 18, Wis 17, Cha 16.
  Skills and Feats:  Knowledge (arcana) +17,
  Knowledge (the planes) +17, Listen +16, Spellcraft
  +19, Spot +16, Use Magic Device +16; Empower
  Spell, Enlarge Spell, Extend Spell, Heighten Spell,
  Spell 
  Focus 
  (abjuration)B, 
  Spell 
  Focus
  (evocation)B, Spell PenetrationB.
  Spell-like Abilities:  Always active – see
  invisibility; at will – detect magic, invisibility; 1/day
  – plane shift. Caster level 12th; save DC 13 + spell
  level.
  Chromatic Disk:  A spell weaver is never
  without its chromatic disk. This 6-inch diameter
  indestructible chromatic disk glows with colors that
  slowly shift through the spectrum. This object
  stores 10 additional spell levels of energy that the
  creature can tap and use as it wishes – the spell
  weaver could, for example, cast two extra 5th-level
  spells in a day, or 3 3rd-level spells and a 1st-level
  spell, or any other combination of extra spell levels
  that adds up to ten, so long as no single spell is
  higher than 5th level. (For this purpose, two 0-level
  spells are equivalent to one 1st-level spell.) To tap
  this spell energy, a spell weaver must hold the
  chromatic disk in at least one of its hands. The
  disk automatically recharges itself to full power
  every night, at midnight. A spell powered by the
  disk is cast as though the caster has the Spell
  Focus feat for the spell in question.
  Only a spell weaver can utilize a chromatic
  disk. Should any other creature pick one up and
  try to tap its energy (by employing the Use Magic
  Device skill, for instance), it explodes, dealing
  4d10 points of damage to everything within a 30-
  foot radius.
  Immunity to Mind-Affecting Effects:  Because
  its alien mind functions differently than those of
  other creatures, a spell weaver is immune to all
  mind-affecting spells and effects.
  Shielded Mind (Ex): Attempts by creatures of
  other races to communicate telepathically with a
  spell weaver, or to read its mind, always fail. A
  creature making such an attempt must succeed at
  a Will save (DC 17) or be affected as if by a
  confusion spell (caster level equals the spell
  weaver’s effective sorcerer level) for 1d6 days.
  This effect can be dispelled or removed with a
  heal effect.
  Spell Weaving (Ex): These monsters are
  infamous for their ability to cast more than one
  spell at a time. Casting a spell occupies a number
  of the spell weaver’s arms equal to the spell’s level
  (maximum 6th). A spell weaver can cast more than
  one spell simultaneously, as long as the sum of
  the spell levels is six or less.  It could, for example,
  cast one 6th-level spell, one 4th-level and one 2nd-
  level spell, one 3rd-level and three 1st-level spells,
  six 1st-level spells, or any combination of spells
  whose levels add up to six or less. (A single 0-
  level spell occupies one arm.)
  Telepathy 
  (Su): 
  Spell 
  weavers 
  can
  communicate with each other telepathically at a
  range of up to 1,000 miles.
  Possessions:  Potion of Cure Serious Wounds
  x2, Potion of Remove Blindness/Deafness, Ring of
  Counterspells (Greater Dispel Magic), Amulet of
  Health +2, 2 pinches of Diamond Dust (250 gp
  each), staff of fire (15 charges).
  Spells Known (9/5/5/4/3/2/1): 0-level – acid
  splash, arcane mark, detect poison, read magic,
  dancing lights, ray of frost*, ghost sound, mage
  hand, prestidigitation; 1st – mage armor, magic
  missile*, 
  obscuring 
  mist, 
  shield, 
  ray 
  of
  enfeeblement; 2nd – glitterdust, web, resist energy,
  mirror image, false life; 3rd – arcane sight, fireball*,
  displacement, fly; 4th – stoneskin, evard’s black
  tentacles, dimension door; 5th – feeblemind, wall of
  force*; 6th – greater dispel magic*.
  Spells Per Day (6/5/5/5/6/5/3; save DC 13 +
  spell level, 14 + spell level for abjuration and
  evocation schools, marked with *; caster level
  12th).
  Tactics: 
  Before 
  making 
  themselves
  known, the Spell Weaver(s) will cast preparatory
  spells in this order: Invisibility, Mage Armor,
  Empowered False Life* [(1d10+12)x1.5 temporary
  hit points], Resist Energy 30 (Fire), Resist Energy
  
  GRM6-04 Curtains Drawn Around
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  30 (Acid), Stoneskin* [DR10/adamantine, 120 pts
  of protection], Mirror Image* [1d4+4 images], Fly
  [fly speed 60’, perfect maneuverability], Shield,
  Displacement** [note: mirror images also receive
  50% miss chance from displacement]. Spells
  marked with an asterisk (*) are cast using the
  Spell Weaver’s Chromatic Disk, and therefore do
  not use up any Spells per Day. The remaining
  spells are cast normally and the above profile
  reflects this. **This spell is not cast until the round
  before the Spell Weaver attacks. Invisibility will be
  recast as necessary.
  Immediately Prior To Combat: The Spell
  Weaver’s have been alerted to the location of the
  Chromatic 
  Disks 
  by 
  Maimbua 
  and 
  have
  investigated the situation thoroughly. They will wait
  until sighting their prey before casting their round
  per level spells, then commence their attack on
  the following round, hopefully catching the holder
  of the disk and his companions by surprise. Note
  that the Spell Weaver’s are constantly under the
  effects of a see invisible spell, so they will be able
  to see the location of any invisible PCs or
  familiars.  On the round before the Spell Weaver’s
  attack, they will be 220 feet in the air above the
  target PC.  PCs have a chance (DC 29 [DC 0 + 5
  for listener distracted, + 22 for distance, + 2 for
  being in a bustling city during the day] Listen
  check, +1 for every additional 10’ the listener is
  from the PC holding the disk) to detect the Spell
  Weaver(s) casting their final preparatory spell
  (Displacement). During that same round they will
  fly down 120 feet so that they are 50 feet directly
  above the holder of the disk.
  Round 1: Evard’s Black Tentacles positioned
  to catch as many PCs and NPCs as possible,
  along with a glitterdust against any PCs with
  obvious ranged weaponry.
  Round 2: Empowered fireball positioned to
  catch as many PCs and NPCs as possible; along
  with a magic missile against the holder of the
  Chromatic Disk. 
  Round 3: Feeblemind against any caster that
  has escaped the evard’s black tentacles, ray of
  enfeeblement against any melee or ranged
  weaponry wielding PC that has escaped the
  evard’s black tentacles; or empowered fireball
  positioned to catch as many PCs and NPCs as
  possible, along with a magic missile against the
  holder of the Chromatic Disk if no PCs have
  escaped the evard’s black tentacles.
  Round 4+: The spell weaver will attempt to
  neutralize any PC that directly attacks it, while
  simultaneously attempting to kill the holder of the
  Chromatic Disk. If no PCs are able to effectively
  attack the spell weaver, it will use empowered
  fireballs and normal fireballs, along with magic
  missiles directed at the disk holder to inflict as
  much damage as possible, along with feeblemind
  spells to eliminate any spellcasters. When the
  holder of the Chromatic Disk is rendered
  unconscious or dead, the spell weaver will fly
  down to retrieve the disk, using walls of force and
  evard’s black tentacles to immobilize any PCs
  nearby and prevent them from attacking the spell
  weaver. Once it retrieves the Chromatic Disk, it
  will fly directly away from any opposition and use
  its plane shift ability to escape. PCs will receive
  only half of the normal experience point reward for
  this encounter if this occurs. If the spell weaver is
  seriously wounded at any time, it will use its
  invisibility ability and fly to a different position,
  where it will consume one or more potions of cure
  serious wounds and recast any buff spells (such
  as mirror image, stoneskin, etc) before returning to
  the fray.
  ENCOUNTER 5                                        
  Githyanki 
  Fgt10: 
  Medium 
  Humanoid
  (Extraplanar); CR 11; HD 10d10+40; hp 105; Init
  +6; Spd 20 ft. (4 squares); AC 20 (+2 Dex, +7 +2
  breastplate, +1 deflection), touch 13, flat-footed
  18; Base Atk/Grp: +10/+14; Atk +18 melee
  (2d6+10/17-20, +2 greatsword); Full Atk +18/+13
  melee 
  (2d6+10/17-20, 
  +2 
  greatsword); 
  SA
  Psionics; SQ Darkvision 60 ft., SR 15; AL CE; SV
  Fort +13, Ref +7, Will +7; Str 18, Dex 15, Con 18,
  Int 10, Wis 10, Cha 8.
  Skills & Feats: Ride +14, Jump +16; Cleave,
  Dodge, Great Cleave, Greater Weapon Focus
  (Greatsword), Improved Critical (greatsword),
  Improved Initiative, Iron Will, Power Attack,
  Weapon 
  Focus 
  (greatsword), 
  Weapon
  Specialization (greatsword).
  Psionics (Sp): 3/day – daze (dc 9), mage
  hand, blur, dimension door, telekinesis; 1/day –
  plane shift; CL 12.
  Possessions: +2 greatsword, +2 breastplate,
  ring of protection +1, gauntlets of ogre power[SS6],
  cloak of resistance +2, amulet of health +2[SS7].
  Githyanki 
  Wiz10: 
  Medium 
  Humanoid
  (Extraplanar); CR 11; HD 10d4+40; hp 60; Init +6;
  Spd 30 ft. (6 squares); AC 17 (+3 Dex, +4 mage
  armor), touch 13, flat-footed 14; Base Atk/Grp:
  +5/+5; Atk +5 melee (1d6, quarterstaff); Full Atk
  +5 melee (1d6, quarterstaff); SA Psionics; SQ
  
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  Darkvision 60 ft., SR 15; AL CE; SV Fort +9, Ref
  +8, Will +9; Str 10, Dex 16, Con 18, Int 21, Wis 10,
  Cha 8.
  Skills & Feats: Concentration +20, Knowledge
  (arcana) +18, Knowledge (the planes) +18,
  Knowledge 
  (religion) 
  +18, 
  Spellcraft 
  +18;
  Empower Spell, Greater Spell Focus (evocation),
  Heighten Spell, Improved Initiative, Scribe Scroll,
  Skill 
  Focus 
  (concentration), 
  Spell 
  Focus
  (evocation)
  Psionics (Sp): 3/day – daze (dc 9), mage
  hand, blur, dimension door, telekinesis; 1/day –
  plane shift; CL 12.
  Wizard Spells Prepared (4/6/5/4/4/3, save DC =
  15 + spell level,  *17 + spell level for evocations) 0
  – 
  dancing 
  lights, 
  ghost 
  sound, 
  message,
  prestidigitation; 1st – enlarge person, mage armor,
  shocking 
  grasp*, 
  burning 
  hands*, 
  ray 
  of
  enfeeblement, ray of enfeeblement; 2nd – flaming
  sphere*, glitterdust, heightened grease, scorching
  ray*, invisibility; 3rd – fireball*, 
  empowered
  shocking grasp*, haste, empowered ray of
  enfeeblement; 4th – greater invisibility, empowered
  scorching ray*, Evard’s black tentacles, Otiluke’s
  Resilient Sphere; 5th – empowered fireball*,
  heightened fireball*, feeblemind.
  DM Note: spells marked through are pre-cast and
  currently in effect.
  Possessions: quarterstaff, potion of cure
  serious wounds x4, headband of intellect +4[SS8],
  cloak of resistance +2, gloves of dexterity +2[SS9],
  amulet of health +2[SS10], arcane scroll of blast of
  force (CL 5th), arcane scroll of bloodstar (CL 7th),
  staff of fire (15 charges).
  Tactics: The githyanki are here to recover the
  silver sword. One fighter will focus his attacks on
  the Gran March Lieutenant unless he takes more
  than half his hit points in damage, at which point
  he will focus on the most dangerous foes. The
  other fighter and the wizard will attempt to delay
  the PCs. Once the githyanki have killed the
  Lieutenant and taken his sword, they will all
  planeshift away.
  The that the githyanki wizard begins combat
  invisible. He will cast haste first, then use his best
  spells to disable or kill the PCs.
  Note that some PCs be a Possessor of a
  Githyanki Silver Sword already from previous
  modules. The githyanki will make a point to focus
  their attacks on these individuals in an attempt to
  bring them down and retrieve their silver sword as
  well.
  
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  APPENDIX 5 – APL 12
  ENCOUNTER 2                                        
  Spell Weavers (2): CR 10 Medium monstrous
  humanoid; HD 10d8; hp 60; Init +3; Spd 30 ft.;
  AC 18, touch 13, flat-footed 15; Base Atk +10;
  Grp +9; Atk +9 melee (1d3-1, slam); Full Atk +9
  melee (1d3-1, 2 slams); SA spell-like abilities,
  spells; SQ chromatic disk, darkvision 60 ft.,
  immunity to mind effects, shielded mind, spell
  weaving, SR 21, telepathy; AL N; SV Fort +2,
  Ref +10, Will +10; Str 9, Dex 16, Con 11, Int 18,
  Wis 17, Cha 16.
  Skills and Feats:  Knowledge (arcana) +17,
  Knowledge (the planes) +17, Listen +16,
  Spellcraft +19, Spot +16, Use Magic Device
  +16; Empower Spell, Enlarge Spell, Extend
  Spell, Heighten Spell, Spell Focus (abjuration)B,
  Spell Focus (evocation)B, Spell PenetrationB.
  Spell-like Abilities:  Always active – see
  invisibility; at will – detect magic, invisibility;
  1/day – plane shift. Caster level 12th; save DC
  13 + spell level.
  Chromatic Disk:  A spell weaver is never
  without its chromatic disk. This 6-inch diameter
  indestructible chromatic disk glows with colors
  that slowly shift through the spectrum. This
  object stores 10 additional spell levels of energy
  that the creature can tap and use as it wishes –
  the spell weaver could, for example, cast two
  extra 5th-level spells in a day, or 3 3rd-level spells
  and a 1st-level spell, or any other combination of
  extra spell levels that adds up to ten, so long as
  no single spell is higher than 5th level. (For this
  purpose, two 0-level spells are equivalent to one
  1st-level spell.) To tap this spell energy, a spell
  weaver must hold the chromatic disk in at least
  one of its hands. The disk automatically
  recharges itself to full power every night, at
  midnight. A spell powered by the disk is cast as
  though the caster has the Spell Focus feat for
  the spell in question.
  Only a spell weaver can utilize a chromatic
  disk. Should any other creature pick one up and
  try to tap its energy (by employing the Use
  Magic Device skill, for instance), it explodes,
  dealing 4d10 points of damage to everything
  within a 30-foot radius.
  Immunity 
  to 
  Mind-Affecting 
  Effects: 
  Because its alien mind functions differently than
  those of other creatures, a spell weaver is
  immune to all mind-affecting spells and effects.
  Shielded Mind (Ex): Attempts by creatures
  of other races to communicate telepathically
  with a spell weaver, or to read its mind, always
  fail. A creature making such an attempt must
  succeed at a Will save (DC 17) or be affected as
  if by a confusion spell (caster level equals the
  spell weaver’s effective sorcerer level) for 1d6
  days. This effect can be dispelled or removed
  with a heal effect.
  Spell Weaving (Ex): These monsters are
  infamous for their ability to cast more than one
  spell at a time. Casting a spell occupies a
  number of the spell weaver’s arms equal to the
  spell’s level (maximum 6th). A spell weaver can
  cast more than one spell simultaneously, as
  long as the sum of the spell levels is six or less. 
  It could, for example, cast one 6th-level spell,
  one 4th-level and one 2nd-level spell, one 3rd-
  level and three 1st-level spells, six 1st-level
  spells, or any combination of spells whose levels
  add up to six or less. (A single 0-level spell
  occupies one arm.)
  Telepathy 
  (Su): 
  Spell 
  weavers 
  can
  communicate with each other telepathically at a
  range of up to 1,000 miles.
  Possessions: 
  Potion 
  of 
  Cure 
  Serious
  Wounds 
  x2, 
  Potion 
  of 
  Remove
  Blindness/Deafness, 
  Ring 
  of 
  Counterspells
  (Greater Dispel Magic), Amulet of Health +2, 2
  pinches of Diamond Dust (250 gp each), staff of
  fire (15 charges).
  Spells Known (9/5/5/4/3/2/1): 0-level – acid
  splash, arcane mark, detect poison, read magic,
  dancing lights, ray of frost*, ghost sound, mage
  hand, prestidigitation; 1st – mage armor, magic
  missile*, 
  obscuring 
  mist, 
  shield, 
  ray 
  of
  enfeeblement; 2nd – glitterdust, web, resist
  energy, mirror image, false life; 3rd – arcane
  sight, fireball*, displacement, fly; 4th – stoneskin,
  evard’s black tentacles, dimension door; 5th –
  feeblemind, wall of force*; 6th – greater dispel
  magic*.
  Spells Per Day (6/5/5/5/6/5/3; save DC 13 +
  spell level, 14 + spell level for abjuration and
  evocation schools, marked with *; caster level
  12th).
  
  GRM6-04 Curtains Drawn Around
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  Tactics: Before making themselves known,
  the Spell Weaver(s) will cast preparatory spells
  in 
  this 
  order: 
  Invisibility, 
  Mage 
  Armor,
  Empowered 
  False 
  Life* 
  [(1d10+12)x1.5
  temporary hit points], Resist Energy 30 (Fire),
  Resist 
  Energy 
  30 
  (Acid), 
  Stoneskin*
  [DR10/adamantine, 120 pts of protection], Mirror
  Image* [1d4+4 images], Fly [fly speed 60’,
  perfect maneuverability], Shield, Displacement**
  [note: mirror images also receive 50% miss
  chance from displacement]. Spells marked with
  an asterisk (*) are cast using the Spell Weaver’s
  Chromatic Disk, and therefore do not use up any
  Spells per Day. The remaining spells are cast
  normally and the above profile reflects this.
  **This spell is not cast until the round before the
  Spell Weaver attacks. Invisibility will be recast
  as necessary.
  Immediately Prior To Combat: The Spell
  Weaver’s have been alerted to the location of
  the Chromatic Disks by Maimbua and have
  investigated the situation thoroughly. They will
  wait until sighting their prey before casting their
  round per level spells, then commence their
  attack on the following round, hopefully catching
  the holder of the disk and his companions by
  surprise. Note that the Spell Weaver’s are
  constantly under the effects of a see invisible
  spell, so they will be able to see the location of
  any invisible PCs or familiars.  On the round
  before the Spell Weaver’s attack, they will be
  220 feet in the air above the target PC.  PCs
  have a chance (DC 29 [DC 0 + 5 for listener
  distracted, + 22 for distance, + 2 for being in a
  bustling city during the day] Listen check, +1 for
  every additional 10’ the listener is from the PC
  holding the disk) to detect the Spell Weaver(s)
  casting 
  their 
  final 
  preparatory 
  spell
  (Displacement). During that same round they
  will fly down 120 feet so that they are 50 feet
  directly above the holder of the disk.
  Round 
  1: 
  Evard’s 
  Black 
  Tentacles
  positioned to catch as many PCs and NPCs as
  possible, along with a glitterdust against any
  PCs with obvious ranged weaponry.
  Round 2: Empowered fireball positioned to
  catch as many PCs and NPCs as possible;
  along with a magic missile against the holder of
  the Chromatic Disk. 
  Round 3: Feeblemind against any caster
  that has escaped the evard’s black tentacles,
  ray of enfeeblement against any melee or
  ranged weaponry wielding PC that has escaped
  the evard’s black tentacles; or empowered
  fireball positioned to catch as many PCs and
  NPCs as possible, along with a magic missile
  against the holder of the Chromatic Disk if no
  PCs have escaped the evard’s black tentacles.
  Round 4+: The spell weaver will attempt to
  neutralize any PC that directly attacks it, while
  simultaneously attempting to kill the holder of
  the Chromatic Disk. If no PCs are able to
  effectively attack the spell weaver, it will use
  empowered fireballs and normal fireballs, along
  with magic missiles directed at the disk holder to
  inflict as much damage as possible, along with
  feeblemind spells to eliminate any spellcasters.
  When the holder of the Chromatic Disk is
  rendered unconscious or dead, the spell weaver
  will fly down to retrieve the disk, using walls of
  force and evard’s black tentacles to immobilize
  any PCs nearby and prevent them from
  attacking the spell weaver. Once it retrieves the
  Chromatic Disk, it will fly directly away from any
  opposition and use its plane shift ability to
  escape. PCs will receive only half of the normal
  experience point reward for this encounter if this
  occurs. If the spell weaver is seriously wounded
  at any time, it will use its invisibility ability and fly
  to a different position, where it will consume one
  or more potions of cure serious wounds and
  recast any buff spells (such as mirror image,
  stoneskin, etc) before returning to the fray.
  ENCOUNTER 5                                        
  Githyanki 
  Fgt12: 
  Medium 
  Humanoid
  (Extraplanar); CR 13; HD 12d10+60; hp 135; Init
  +6; Spd 20 ft. (4 squares); AC 21 (+2 Dex, +7
  +2 breastplate, +2 deflection), touch 14, flat-
  footed 19; Base Atk/Grp: +12/+17; Atk +21
  melee (2d6+13/17-20, +2 greatsword); Full Atk
  +21/+16/11 
  melee 
  (2d6+13/17-20, 
  +2
  greatsword); SA Psionics; SQ Darkvision 60 ft.,
  SR 17; AL CE; SV Fort +15, Ref +8, Will +8; Str
  20, Dex 15, Con 20, Int 10, Wis 10, Cha 8.
  Skills & Feats: Ride +16, Jump +19; Cleave,
  Dodge, Great Cleave, Greater Weapon Focus
  (Greatsword), Greater Weapon Specialization
  (Greatsword), Improved Critical (Greatsword),
  Improved Initiative, Iron Will, Mobility, Power
  Attack, Weapon Focus (Greatsword), Weapon
  Specialization (Greatsword).
  Psionics (Sp): 3/day – daze (dc 9), mage
  hand, blur, dimension door, telekinesis; 1/day –
  plane shift; CL 12.
  
  GRM6-04 Curtains Drawn Around
  Page 28
  Possessions: +2 greatsword, +2 breastplate,
  ring of protection +2, belt of giant strength
  +4[SS11], cloak of resistance +2[SS12], amulet of
  health +4[SS13].
  Githyanki 
  Wiz12: 
  Medium 
  Humanoid
  (Extraplanar); CR 13; HD 12d4+48; hp 72; Init
  +6; Spd 30 ft. (6 squares); AC 17 (+3 Dex, +4
  mage armor), touch 13, flat-footed 14; Base
  Atk/Grp: +6/+6; Atk +6 melee (1d6, quarterstaff);
  Full Atk +6 melee (1d6, quarterstaff); SA
  Psionics; SQ Darkvision 60 ft., SR 17; AL CE;
  SV Fort +10, Ref +9, Will +10; Str 10, Dex 16,
  Con 18, Int 22, Wis 10, Cha 8.
  Skills 
  & 
  Feats: 
  Concentration 
  +22,
  Knowledge (arcana) +21, Knowledge (the
  planes) 
  +21, 
  Knowledge 
  (religion) 
  +21,
  Knowledge (nature) +7 Spellcraft +21; Empower
  Spell, Greater Spell Focus (evocation), Heighten
  Spell, Improved Initiative, Maximize Spell, Scribe
  Scroll, Skill Focus (concentration), Spell Focus
  (evocation).
  Psionics (Sp): 3/day – daze (dc 9), mage
  hand, blur, dimension door, telekinesis; 1/day –
  plane shift; CL 12.
  Wizard Spells Prepared (4/6/6/5/4/4/3, save DC
  = 16 + spell level,  *18 + spell level for
  evocations) 0 – dancing lights, ghost sound,
  message, prestidigitation; 1st – enlarge person,
  mage armor, shocking grasp*, burning hands*,
  ray of enfeeblement, ray of enfeeblement; 2nd –
  flaming 
  sphere*, 
  glitterdust, 
  glitterdust,
  heightened grease, scorching ray*, invisibility;
  3rd – fireball*, empowered shocking grasp*,
  haste, slow, empowered ray of enfeeblement; 4th
  – greater invisibility, empowered scorching ray*,
  Evard’s black tentacles, Otiluke’s Resilient
  Sphere; 5th – empowered fireball*, heightened
  fireball*, feeblemind, maximized scorching ray;
  6th – chain lightning*, acid fog, maximized
  fireball*.
  DM Note: spells marked through are pre-cast
  and currently in effect.
  Possessions: quarterstaff, potion of cure
  serious wounds x4, headband of intellect +4,
  cloak of resistance +2, gloves of dexterity
  +2[SS14], amulet of health +2[SS15], arcane scroll
  of blast of force (CL 5th), arcane scroll of
  bloodstar (CL 7th), staff of fire (15 charges).
  Tactics: The githyanki are here to recover the
  silver sword. One fighter will focus his attacks on
  the Gran March Lieutenant unless he takes
  more than half his hit points in damage, at which
  point he will focus on the most dangerous foes.
  The other fighter and the wizard will attempt to
  delay the PCs. Once the githyanki have killed
  the Lieutenant and taken his sword, they will all
  planeshift away.
  The that the githyanki wizard begins combat
  invisible. He will cast haste first, then use his
  best spells to disable or kill the PCs.
  Note that some PCs be a Possessor of a
  Githyanki Silver Sword already from previous
  modules. The githyanki will make a point to
  focus their attacks on these individuals in an
  attempt to bring them down and retrieve their
  silver sword as well.
  
  GRM6-04 Curtains Drawn Around
  Page 29
  PLAYER HANDOUT #1 – MAIMBUA’S LETTER
  To all Knights of the Waste,
  You and your order are a farce. I have
  taken one of your own and I will kill him
  unless 
  restitution 
  is 
  made 
  and 
  your
  dishonored brother is removed from his
  post, stripped of his title and slain. If
  he will not pay his debts then another of
  your number will pay them in blood.
  I have taken the one known as Corum
  Valstier and when I reach the Lortmils I
  will spill his aged blood upon their
  ancient roots. You have little time to meet
  my demands. As you are without honor and
  courage I look forward to tearing open his
  wrinkled neck with my fangs.
  The choice is yours, Valstier or Vrianian.
  Maimbua
  
  GRM6-04 Curtains Drawn Around
  Page 30
  PLAYER HANDOUT #2 – MAIMBUA’S TAUNT
  Misguided interloper,
  Twice you have thwarted my plans for
  revenge 
  upon 
  Magnus 
  Vrianian 
  and 
  his
  people. There will not be a third. This
  time, though, I invite your attempt. It
  will give me some sport and as the knights
  will, no doubt, turn to their betters for
  aid, I thought to invite you for them. Take
  no pride in this as I hold the knights in
  the lowest of esteem. Their lackeys I
  respect even less.
  I have kidnapped one of their number named
  Corum Valstier. I journey to the Lortmils
  with his withered husk spreading chaos and
  discord in my wake. When I get there I
  believe I shall eat him and make a weapons
  rack of his bones. You should come, too, as
  the truth you find on the road may turn you
  to my side and, if not, I prefer my meat
  fresh. I shall see you anon, unless you are
  clever enough to be cowards too. Catch me
  if you can.
  Maimbua
  PS I’ve left you a gift at Valstier’s home.
  
  GRM6-04 Curtains Drawn Around
  Page 31
  PLAYER HANDOUT #3 – MAIMBUA’S TEMPT
  Newcomer to the War,
  Thus far you are an uninformed bystander in
  my war on Magnus Vrainian. Now, I invite
  you to become a participant and choose
  sides. It will give me some sport and as
  the knights will, no doubt, turn to their
  betters for aid, I thought to invite you
  for them. Take no pride in this as I hold
  the knights in the lowest of esteem. Their
  lackeys I respect even less.
  I have kidnapped one of their number named
  Corum Valstier. I journey to the Lortmils
  with his withered husk spreading chaos and
  discord in my wake. When I get there I
  believe I shall eat him and make a weapons
  rack of his bones. You should come, too, as
  the truth you find on the road may turn you
  to my side and, if not, I prefer my meat
  fresh. I shall see you anon, unless you are
  clever enough to be cowards too. Catch me
  if you can.
  Maimbua
  PS I’ve left you a gift at Valstier’s home.
  
  GRM6-04 Curtains Drawn Around
  Page 32
  PLAYER HANDOUT #4 – ERIK THUNDER’S CONFESSION
  I, Erik Thunder, of weak mind and soon to
  be 
  flayed 
  flesh 
  hereby 
  set 
  forth 
  my
  confession. I have been weighed in the
  balance and found wanting. I have known of
  my failure for nearly a year and have
  hidden it even from you my brother knights
  of the waste. Even Hugo’s request did not
  move me to reveal my weakness. Only the
  powers of the great Maimbua can cause me to
  cleanse myself.
  I 
  was 
  duped 
  somehow 
  into 
  sending
  Dispatchers to treat with the giants of
  Sterich. I feared a union of Geoff and
  Veluna against Gran March and the waste.
  The knight I sent was aided along her path
  by forces of evil and a letter made its way
  to me proving that I have been a pawn of
  Nolar Thotec in this matter.
  Like many knights before me I was misguided
  by my own arrogance and fooled by powers
  greater than I. My actions have brought
  shame to me and those I meant to serve and
  in the end I am a useless pawn. I go now to
  the sleepless death I deserve.
  
  GRM6-04 Curtains Drawn Around
  Page 33
  PLAYER HANDOUT #5 – MAIMBUA’S MAP
  I will not chase my tail, though you may
  chase my tale of woe. You may not know it
  but the old one I took knows.
  Find here another duped knight of the
  waste, what he thought, what he did, and
  what he thought he did in haste.
  Six arms will show you the price of theft,
  a disc will tell you what was left.
  In the Crossing find a man of faith I made,
  for faith is a thing easily swayed.
  To the Shire for spoils of war go, but the
  rights of conquest can bring more woe.
  In Manthus at the feet you’ll find a
  Commandant stands for all time, and I alone
  avenge his crimes.
  
  GRM6-04 Curtains Drawn Around
  Page 34
  DM AID: NEW RULES
  NEW SPELLS
  Blast of Force (Spell Compendium)
  Evocation
  Level: Force 3, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: Ray
  Duration: Instantaneous
  Saving Throw: Fortitude partial
  Spell Resistance: Yes
  Drawing upon magic in its purest form, you send invisible energy whistling through the air to batter
  your foe..
  You must succeed on a ranged touch attack with the ray to strike a target. A blast of force deals 1d6
  points of damage per two caster levels (maximum 5d6). In addition, a successful hit forces the subject to
  make a Fortitude save or be knocked prone (size and stability modifiers apply to the saving throw as if the
  spell were a bull rush).
  Bloodstar (Spell Compendium)
  Conjuration (Creation)
  Level: Sorcerer/wizard 4
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Effect: A bloodstar
  Duration: 1 round/level
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  In a ruby flash a blood-colored, glowing crystal appears near your foes to suck the blood from their
  wounds.
  You create a magic construct called a bloodstar that shoots from your hand and haovers in the air
  anywhere within the limit of the range (each round, you can move the bloodstar anywhere within range
  with a standard action spent concentration on the new position). The bloodstar pulses with ruby light
  (providing illumination in a 20-foot radius). Any creature initially designate within 10 feet of the bloodstar
  that takes damage from any source must make a saving throw. On a failed save, the victim takes 1 point
  of Constitution damage. Each time victims are damaged, they can attempt new saves.
  The bloodstar cannot be attacked or harmed by physical attacks.
  Focus: A ruby worth at least 30 gp..
  
  GRM6-04 Curtains Drawn Around
  Page 35
  CRITICAL EVENT SUMMARY: GRM6-04 CURTAINS DRAWN
  AROUND
  For use only at Queens Con or before June 15, 2005.
  1. Did the PCs redeem Dyrain Eden with the people of Buxton’s Crossing? 
  Yes
  No
  2.
  Did the PCs reach any conclusions about Vrianian?
  Yes
  No
  If so, what did they conclude and who did they notify:
  3.
  Who did the PCs tell about Valstier’s kidnapping and Maimbua taking him to another plane?
  List NPS or organizations here:
  4.
  Did the PCs cooperate with the officers from Internal Vigilance?
  Yes
  No
  5.
  Did any PC attempt to lie to the officer from Internal Vigilance?
  Yes
  No
  If so, list whom here:
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences,
  results that may not fit the above, etc):
  
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