0% found this document useful (0 votes)
38 views

GRM6-I2 Exigency (3E)

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
38 views

GRM6-I2 Exigency (3E)

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 23

GRM6-I2

Exigency
A One-Round D&D® LIVING GREYHAWKTM
Gran March Regional Introductory Adventure
Version 1.0

by P. Dennis Waltman
Reviewer: Gran March Triad Circle Reviewer: Steven Conforti
Playtesters: Billy Crouch, Linda Crouch, John Ashton, Steve Pochini, Mike Powell, Cheree Dyling, Peter
McLaughlin

Sometimes things are best not disturbed. Some things are best left asleep. Some people’s thirst for
knowledge or loot knows no bounds. These three facts make an unsettling combination that falls to
others to resolve. A Gran March regional introductory adventure for 1st level characters only

®
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of
Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit
www.wizards.com/d20.
®
This is an official RPGA play document. To find out more about the RPGA and to learn more on how you can sanction and run
DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.

DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon
Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is
protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction.
Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the
adventure author or authors.

Visit the LIVING GREYHAWK website at www.rpga.com.


For questions specific to this document and your region please e-mail your triad point of contact (POC) at [email protected]. For
LIVING GREYHAWK campaign questions email [email protected].
RPGA SANCTIONED PLAY PREPARING FOR PLAY
To get the most out of this adventure, you need
Most likely you ordered this adventure as part of
copies of the following D&D books: Player’s
an RPGA even from the RPGA website, or you
Handbook, Dungeon Master’s Guide, and the
received it from your senior gamemaster. To play
Monster Manual.
this adventure as part of the LIVING GREYHAWK
campaign—a worldwide, ongoing D&D campaign Throughout this adventure, text in bold italics
set in the GREYHAWK setting—you must sanction it provides player information for you to paraphrase
as part of an RPGA event. This event could be as or read aloud when appropriate. Sidebars contain
elaborate as a big convention, or as simple as a important information for you, including special
group of friends meeting at the DM’s house. instruction on running the adventure. Information
on nonplayer characters (NPCs) and monsters
To sanction an RPGA event, you must be at
appear in abbreviated form in the adventure text.
least a HERALD-LEVEL gamemaster. The person
Full information on NPCs and monsters are given
who sanctions the event is called the senior
in the Appendices.
gamemaster, and is in charge of making sure the
event is sanctioned before play, runs smoothly on Along with this adventure you’ll find a RPGA Table
the date sanctioned, and then reported back to the Tracking sheet. If you’re playing this adventure as
RPGA in a timely manner. The person who runs part of an RPGA-sanctioned event, complete and
the game is called the table Dungeon Master (or turn in this sheet to your senior GM directly after
usually just DM). Sometimes (and almost all the play. You’ll also find a LIVING GREYHAWK
time in the cases of home events) the senior Adventure Record (AR).
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.
LIVING GREYHAWK LEVELS
By sanctioning and reporting this adventure OF PLAY
you accomplish a couple of things. First it is an Because players bring their own characters to
official game, and you can use the AR to advance LIVING GREYHAWK games, this adventure’s
your LIVING GREYHAWK character. Second player challenges are proportionate to the modified
and DMs gain rewards for sanctioned RPGA play average character level of the PCs participating in
if they are members of the DUNGEONS & DRAGONS the adventure. To determine this modified Average
REWARDS program. Playing this adventure is worth Party Level (APL) follow the steps below:
two (2) points.
1. Determine the character level for each of the
This adventure retires from RPGA-sanctioned PCs participating in the adventure.
play on December 31, 2007.
2. If PCs bring animals that have been trained for
To learn more about the LIVING GREYHAWK combat (most likely dogs trained for war),
character creation and development, RPGA event other than those brought by virtue of a class
sanctioning, and DUNGEONS & DRAGONS REWARDS, ability (such as animal companions, familiars
visit the RPGA website at www.rpga.com. paladin’s mounts) or the warhorse of a
character with the Mounted Combat feat, use
PLAYERS READ NO the sidebar chart to determine the number of
levels you add to the sum of step one. Add
FARTHER each character’s animals separately. A single
PC may only bring four or fewer animals of
If you are planning on playing this adventure, stop
this type, and animals with different CRs are
reading now. The rest of the information in this
added separately.
adventure is for the DM only. If you read farther
than this section, you’ll know too much about its 3. Sum the results of step 1 and 2, and divide by
challenges, which kills the fun. Also, if you’re the number of characters playing in the
playing this adventure as part of an RPGA- adventure. Round to the nearest whole
sanctioned event, reading beyond this point number.
makes you ineligible to do so.
4. If you are running a table of six PCs, add one
to that average.

GRM6-I2 Exigency Page 1


Throughout this adventure, APLs categorize the Unit per round, all others pay two Time Units per
level of challenge the PCs face. APLS are given in round.
even-numbered increments. If the APL of your
Adventurer’s Standard Upkeep costs 12 gp
group falls on an odd number, ask them before the
per Time Unit. Rich Upkeep costs 50 gp per Time
adventure begins whether they would like to play a
Unit. Luxury Upkeep costs 100 gp per Time Unit.
harder or easier adventure. Based on their choice,
Characters that fail to pay at least Standard
use either the higher or the lower adjacent APL.
Upkeep will retain temporary ability damage until
APL also affects the amount of experience the next adventure, must buy new spell
and gold a PC can gain at the end of the component pouches and healer’s kits, and may
adventure. If a player character is three character suffer other in-game penalties (or possibly gain in-
levels or more either higher or lower than the APL game benefits) as may be detailed in this
at which this adventure is being played, that adventure.
character receives only one-half of the experience
A character who does not pay for at least
points and gold for the adventure. This simulates
Standard Upkeep may also avoid the above-
the fact that either the PC was not challenged as
described penalties by living off the wild. If the
much as normal or relied on help by higher-level
character possesses four or more ranks in the
characters to reach the objectives.
Survival skill and succeeds at a Survival check
Furthermore, a PC who is four or more levels (DC 20), the character will heal temporary ability
higher than the highest APL supported by the damage as if he or she paid for Standard Upkeep,
adventure may not play the adventure. may refill spell component pouches and healer’s
kits, and may restock up to 20 arrows or bolts if
Mundane # of Animals the character has at least four ranks in Craft
Animals Effect (bowmaking). The player is allowed to Take 10 on
on APL this roll.
1 2 3 4

1/4 & 1/6 0 0 0 1 More information about Lifestyle and Upkeep


can be found in the “Lifestyle and Upkeep” section
1/3 & 1/2 0 0 1 1 of Chapter 3 of the LIVING GREYHAWK Campaign
1 1 1 2 3
Sourcebook.
CR of Animal

2 2 3 4 5
ADVENTURE BACKGROUND
3 3 4 5 6
Ever since the Gran March army discovered a set
4 4 6 7 8 of ruins in the Rushmoors, there have been others
who thought perhaps they might strike it rich on
5 5 7 8 9
smaller but no less elaborate complexes. These
6 6 8 9 10 people realized that work in the Rushmoors could
be a dangerous thing, but to their minds as long as
7 7 9 10 11
they made the profit and others took the risk, there
was not a problem.
LIVING GREYHAWK adventures are designed for These ‘investors’ came upon apparently like-
APL 2 and higher. Four or five 1st-level characters minded inquisitive people, and a business was
may find the challenge of an APL 2 adventure formed. The ‘like-minded’ folks were actually
difficult. Suggest the following to these groups to Vecna-worshipers, and their interest in the
help increase their chances of success: marshes was in objects of a past time that might
1. Enlist a sixth player. help bring that time again. They knew of some
possible sites to check.
2. Advise characters to buy riding dogs to help
protect them, and fight for them. The main investors convinced some scholarly
types and investigators of an opportunity to study
and make a profit (but not as much the investors
TIME UNITS AND UPKEEP would get). A few groups of investigators were
This is a standard one-round Regional organized and potential sites on the edge of the
introductory adventure, set in Gran March. Rushmoors investigated. The Vecna-worshipers
Characters native to Gran March pay one Time ensured that some of their people might be around

GRM6-I2 Exigency Page 2


for security, and to liberate any important supplies from Orlane, but three of them are
documents for their own cause. looking again at the three buildings. Rory is one of
them. When he left that morning he was fine.
One such group of people included a young
man named Rory Kalar. Rory is a half-elf of Suel Then Rory is spotted coming towards the
descent in the third year of his military service as a camp. He carries a heavy backpack with him and
Support Specialist (Artisan). He took several is making good time across the mushy, slippery
weeks of leave off to help out with a find not too ground. A bit more than half the distance to the
deep in the Rushmoors. Aside from his artisan camp a hobgoblin steps from the reeds, and sets
skills, he is good at History and languages, and he loose an arrow, which strikes Rory in the back and
has been a big help at the site. There are three Rory goes down. Three more hobgoblins break
large buildings, and the camp has been going from the reeds and head towards Rory. The
through one slowly, measuring and recording characters likewise move to Rory as well, and
everything, before stripping it bare. having a shorter distance some of there get to
Rory first.
Rory never knew his father. His father died
when Rory was two years old. The traditional About the time the hobgoblins get to Rory,
services, in the cemetery at Tamlin, on the about two rounds after the first of the PCs do,
anniversary of his father’s death have always been seven goblins break from the reeds. Knowing that
very depressing. This year he had planned to tell seven more are coming in a minute (short legs),
his mother that this was the last year he would the characters battle the three hobgoblins when
attend. the archer puts away his bow and makes the long
trek to join the battle.
Unfortunately, this magnificent find caused
Rory to forget altogether, and this has made his Retreating, withdrawing, and good tactics get
mother very upset. the characters closer to the base camp, and
allows them to dispatch the hobgoblins and use
missile fire to decimate the goblins. Azar joins
ADVENTURE SUMMARY them at this point and the actual fighting is
The characters find themselves in a quaint small anticlimactic.
inn in a quaint small village when they catch the Questioning Rory once he is awakened,
edge of a conversation between a woman and a probably with his own potions or scrolls, the
knight. The woman wants the Knight to find her characters learn that Rory and the others (who are
son, and the knight wants to help, but he has presumed dead; and are dead) came upon
obligations. another site, and this one had all sorts of stuff in it,
Once on the ground floor, the knight sees the that he took. Upon leaving they were attacked by
characters as a solution of a problem, and asks goblins and only one javelin hit Rory. Rory ran.
the characters if they would help the woman with He almost got to the camp, when he felt himself hit
her son’s problem. If they do, the Watcher would with something, and then he woke here.
consider he owed them a personal favor. Shortly after speaking to Rory, an old
The woman, Melody Kalar, tells the characters hobgoblin comes out of the marsh, past the reed
that her son missed the anniversary of his father’s wall. He walks very slowly with a cane the entire
death, which he had never done so before, and distance. When he gets close, the characters see
she is worried. Her son, Rory, is working at a that he wears a symbol like that on the skull, and
camp where they are investigating three old that he seems to be a ghost. This hobgoblin,
buildings on the edge of the marsh. She would named Yrthol, speaks of great danger if the Skull
like to know her son was all right. Assuming the is not returned to the mound from which it was
characters agree, she gives them directions to taken. The sacrifices he does not care for, and
where she thinks Rory is. indeed those left in the mound could be their
reward. If the characters wait until the next day,
A little more than an hour away from the they will find that he marked the trail to the mound.
village, there is a camp of almost a dozen tents.
This base camp is roughly 600 feet from the start The next day the characters follow a trail of
of the Rushmoors, at the point marked by a wall of brown cloth strips. They find a warning from the
tall reeds. The characters meet Azar, who lets ghost about those acting against the return of the
them know that most of the people are gone to get skull, and what appears to be the cane and bag
that the ghost had been using. Beyond that they

GRM6-I2 Exigency Page 3


come to a strip of land between two ponds, a of morning Raul told you that the only food
perfect place for traps or ambush. The characters available is the bread and cheese, but that
either swim around the narrow path or disarm the lunch was only an hour or two away.
traps.
The relative quiet of the inn is broken by a
Then they come to the mound with the open woman’s pleading voice coming from upstairs.
door, and a wolf skeleton. The fight is tougher “Please,” she says, “Please save my son, I
than usual for a wolf skeleton, but the ghost’s club know that something is wrong, please help
is quite helpful in the fight. me.” Her voice is melancholy and weary.”
The skull placed back in the mound, along A male voice answers her, “I am sorry my lady,
with the cane, the characters return first to the but I have a task I am sworn to do. When that
base camp and then the village to reunite the task is done I would assist you. As I said, that
mother with her son. assistance must wait until later this day, or
more likely, on the morrow.” This voice is
INTRODUCTION strong with diction very precise, gruff and
almost no tone change in his speech.
In the mid-morning, the Jolly Dancer Inn, like
Then there are sounds of people descending
the village of Tamlin, is small, cramped, and
the stairs, and in due time you see a older Suel
nearly empty. The inhabitants of the village
woman, dressed in homespun brown dress, and
are clearly out in their fields or tending their
looking not much different from the old women in
animals during the first part of the day. It
many a village. Behind her walks a very old male
seems visitors did not often arrive in this
dwarf. He wears half-plate, carries a shield and
corner of Barony Farvale, a day east of Orlane. pair of dwarven axes on his back. On the front of
The Jolly Dancer’s small common room holds his armor is a black shield decoration, with a silver
ten tables, and only seven rooms to rent. Why owl upon it.
you find yourselves at a small table, in a small Knowledge (local - Sheldomar Valley
inn, at a small village just north of the metaregion) DC 7 or Knowledge (local -
Rushmoors is probably an interesting story in Velverdyva metaregion) DC 12: [Knowledge
itself. That will need to wait for another time. checks of DC 10 and less may be made
At this time of morning, most of the tables still untrained], to know the symbol of the Knights of
have chairs and other things piled upon them. the Watch. Any active military characters without
Only a single table is free of such things, and a negative intelligence modifier know this
around this table you see…… automatically.
Character Introductions should occur now. The dwarf, upon reaching the ground floor,
asks the women to wait a moment, and then
DM NOTE: In the character introductions walks towards your table.
please encourage more information than “Ben is a
fighter and he has a long sword and bow.” If the “Greetings,” he addresses you all. “I am
players do not describe their armor, specific race Watcher Grim Holderherk, Somber Bat. I
(Flan, Oeridian, Baklunish, Suel for humans, wonder if I might take a few moments of your
Lightfoot, Tallfellow, Deep for halflings, etc.), and time. Whom am I speaking to?”
any weapons they carry, ask. Also, this would be
(pause a little bit to allow the player characters
a good time to look over a character’s equipment,
to respond, and continue regardless of their
both to make sure they are not encumbered more
response, if they are giving names take down who
than the player thinks, and to get a look at how
provided names and who did not.)
many arrows/bolts the characters have for their
missile weapons. “I am under an obligation that will likely take
all my time this day, and yet this woman has
When introductions are completed, continue.
need of assistance. Is it possible that you
The proprietor, a half-elf who told you upon might assist her in her time of need, perhaps
entering that his name was Raul, has left a as a favor to me?
pitcher of ale, a pitcher of water, two loaves of
There are a number of responses that might
bread and a chunk of yellow cheese, along
occur, and the text below should help the DM
with metal mugs for each of you. At this time answer these questions:

GRM6-I2 Exigency Page 4


CHARACTERS MAY ASK FOR regards speaking to the family of one who
PAYMENT, THEN RESPOND: has fallen in battle.
If the characters do not agree, the game is
“If the personal favor of a retired
over.
Apexmaster, and a Knight of the Watch, is
not coin enough for you, I could give you Watcher Holderherk walks to the waiting
money to do this, if that is what you woman. “These heroes (if most did not take
needed. Would a 100 gold lions per person money) or people (if most did take money) have
be enough to get you to do this honorable agreed to help you with your concern. If my
deed? business completes before I anticipate, I too
Sense Motive (DC 10): Holderherk is will join them.
saddened by the need to make such an offer. The old woman, who was very sad before,
Persons making this Sense Motive check may brightens a little, and gives you all a small
make an Intelligence check DC 5. If made, smile. She moves to your table. “Good Day, I
the character knows that this dwarf is likely to am Melody Kalar. I think, no I know, my son is
remember this situation for a long time. in trouble.”
“So who among you must I pay to do this She’ll take a seat at the table, and Raul will
honorable task?” bring a mug of well water for her. Grim will wait
Holderherk then gives them the money up nearby. She addresses her comments to any Suel
front. As he does so, he asks each person male at the table. Failing that, she will address
their name, and writes down that he paid them Centaurs, Dwarves, Elves, Half-orcs, and Gnomes
100 gold pieces. He’ll indicate that it is (in that order) before addressing Halflings,
important to have good recordkeeping. Each Oeridian, Flan or Baklunish (in that order). Half-
person who asks for the money to do this, he orcs or half-elves of Sueloise descent count as
will say as he gives the money, “Are you sure I Suel.
must pay you to do this?” Anyone who turns “My son, Rory, is home on leave from the
down the money at that time is treated as if military. He is a respected Support Specialist.
they did not ask for money. He has been nearby assisting friends of his
DM Note: The whole party does not have to just south of here. Yesterday was the
take payment or not take payment. It is anniversary of his father’s, and my husband’s,
possible that some characters at the same death. Rory doesn’t recall much of his father,
table will get the Dwarf’s favor and others but he has never missed the ceremony. In the
might get his distrust. past he has taken leave just to be here for the
ceremony. I fear something bad has happened
to him. Please, find my son, and bring him or
CHARACTERS ASK WHAT THE his remains back to me.” All of her speech
WOMAN’S PROBLEM IS: was with a mournful character, but that last
“I do not know all of the details. It seems line caused real tears to fall.
her son was to have returned for a family If the player characters ask for something in
ceremony. It was nothing the son would return for doing this, she will reply that she has
have missed. So she believes that he has nothing to give. She could perhaps work as their
come to trouble. As I understand it, he is servant for a while to pay them back for their
at a camp of people at the edge of the service.
Rushmoors proper a couple hours away.
Even dwarven children sometimes miss If the characters have been paid by Grim, he
family gatherings when they have found will interrupt that they have been compensated. If
something very interesting to do. they did not ask Grim for money but accept the
servant work of the mother, then they are treated
as if they required money from Grim.
CHARACTERS ASK WHAT PREVENTS
HIM FROM HELPING HER: ALL APLS:

Much I cannot tell you because of the Raul, Male Human (Flan) Human Exp4: hp
Honor of my Order. Suffice it to say, that it 14

GRM6-I2 Exigency Page 5


Watcher Grim Holderherk, Somber Bat, that Rory Kalar was one of them (Hanra Cole,
Male Dwarf Ftr8/Exp3: hp 97. Juniper Aka are the others)
Melody Kalar, Female Human (Suel) Com5: Rory had returned to base camp each night,
hp 19. but had not mentioned any ceremony.
Azar, if asked, is a Corporal in the 15th Battle,
ENCOUNTER 1: BASE CAMP and his leave is up in four days. The others in
camp are all Support Specialists in the army, also
The directions given by Melody Kalar were 15th Battle.
simple. Go south along a trail until you come
to three large trees in a line and then head See DM Aid: Map #1 The Base Camp for a
west. In the relatively open terrain, it was easy map of the base camp. Some tents have their
to spot the three large oak trees. The way west flaps open (white opening) and some tents are
was also easy as much traffic had begun to closed (solid black line).
mark a trail across the grassland. DM Note: If this game is being run in a fixed
The ground was quiet soft and the actual time slot, do not take too much time, and move
marsh and swampland of the actual into Encounter 2. However if this game is being
Rushmoors was a far bow shot to the south. A run in a flexible length time slot, then do not cut
half hour after turning west, a camp of eleven this encounter short too quickly.
tents came into view. All APLs
As you approach, a call comes out, visitors to Azar Taloan, Male Human (Baklunish), Ftr1:
the east. And you see a few people come out hp 11; see Appendix 1.
of tents and watch your approach. One
Baklunish man walks up to greet you. Miscellaneous Others, Male and Female
Human Exp1: hp 7 each.

There are a half dozen people here, most have ENCOUNTER 2: VISITORS
been reading books or cleaning items made of
wood and silver. A shout, “Rory comes,” breaks your
conversation. Azar turns to the call, and
The current camp leader, Azar Taloan, is a
motions to you to follow as he walks to the
Baklunish man, 5’7” tall, with the golden skin of his
south part of the camp. Once there, you see a
race. He is in his early twenties. He wears
young half-elf moving quickly, but not running,
chainmail and carries a long spear and long
to the camp. He is halfway between the
sword. He will explain that a group of his friends
swamp and the camp.
and associates discovered an interesting set of old
stone buildings in the Rushmoors. This is the DM Note: Pause a moment to see if any of the
base camp. They generally go into the swamps player characters want to do anything. Don’t
during the day, and then come back outside of it to encourage interrupting the box text, but if they
sleep and eat a hot meal. want to do something, roll initiative, and go in
initiative order. At this point, Rory is 300 feet from
He will explain that the main leader of this
the camp. He will double move for one more
expedition, Simon Takrey, is back in Orlane
round before being shot when 240 feet from the
getting supplies and gathering some more people
camp.
to help out. A lot of the current dwellers and
assistance are going to run out of leave, and have Otherwise continue with the box text.
to return to the military duty.
A few times he slips a little, but he keeps his
If asked about discoveries, he will proudly say feet, and continues to move quickly to the
they have found three things that they needed to camp. As he closes you can see a rather full
send to Syrloch, and everyone helping had made backpack on his back. Then from the reeds
about 200 gold pieces per share, from selling steps a hobgoblin, he sights an arrow, and
things found or as a reward from Syrloch. shoots Rory from 360 feet away. The arrow
Presently there were only three people strikes the Half-Elf in the back and he falls
investigating the buildings, and he would confirm prone.

GRM6-I2 Exigency Page 6


The Blue, Red and Green will delay so they may the hobgoblins, they will respond they want their
move together. These three will go at the slowest ancestor and the tomb-raider. If the player
of their initiative rolls. They will first act in the turn characters give them Rory and the pack, then the
Angra shoots Rory if there is an early initiative, or hobgoblins will leave. Skip to Encounter 4. Group
in the turn following the shooting if full box text is two will leave as well.
completed.
Ground Conditions
Abe, Bar, and Ciz will delay so they may move
The ground is soft, slippery and mushy. It is
together. Dade, Elk, Fire and Gog will delay so
difficult terrain, and most creatures cannot charge
they may move together.
or run upon it.

GROUP ONE However, war horses are used to carrying


riders on unsettled ground. With a Handle Animal
APL 2 (EL 3) check (DC 12), a rider can get their war horse to
Angra, Male Hobgoblin Ftr1: hp 12; see attempt a charge. After traveling half the distance
Appendix 1. to the target, the HORSE must make a Balance
check (DC 10). If the Horse fails by 4 or less, he
Blue, Red, Green, Male Hobgoblins; hp 6 moves no further and the charge is canceled (no
each; see Monster Manual, page 153. attack). If the Horse fails by 5 or more, the Horse
Falls and unless the Rider makes a DC 5 Ride
If the player characters are not already in
check (include armor check penalty) the rider
initiative, then roll initiative
takes 1D6 lethal damage (otherwise it is 1D6 non-
Rory is disabled (at -1 hp), and manages to lethal damage). A successful Balance check
stabilize the first round (if by some miracle the results in a successful charge. This must be
PCs manage to stop Angra from shooting Rory, attempted for each charge. A character with 4
then Rory falls and knocks himself unconscious). ranks between Handle Animal and Ride skills will
He is 360 feet from the reed wall. know that their warhorse has a possibility to
charge, if the horse can keep its feet.
In the round that Rory falls, Blue, Red and
Green will only be able to take a single move in
the open (the rest was in the swamp). These RORY
hobgoblins have 2 long swords each, but no In Rory’s large full backpack, he has two books, a
javelins left. skull with a large gold mediation embedded at the
Tactics for Group 1: top of the head, two gold candlesticks, and a silver
wine-cup. There are also silver and gold coins
Once in the open, Blue, Red and Green will filling in the spaces. The backpack weighs 30
double move to get to Rory. They will either fight pounds.
the player characters there, or one of them will
take three rounds getting Rory’s backpack, one On his belt he has two scrolls, and in a belt-
round to look inside, and then the three of them pouch labeled healing potions, he has 2-4 potions.
will return to the reeds. There is another belt pouch labeled acid. Inside
are three vials of acid.
Angra will remain at the reeds with his bow. If
any player characters engage his warriors with 2 potions if there are 6 player characters
missile fire, he will shoot at them. Otherwise he 3 potions if there are 5 player characters
will not waste arrows at that far range. The
likeliness that he hits is low at that range. Once his 4 potions if there are 4 player characters
people get to Rory, he will put away his bow Each of the scrolls is a scroll of cure light
(move action) and advance drawing two short wounds, (CL 3rd). Each of the potions is a potion
swords as he does so. of cure light wounds (CL 3rd).
All hobgoblins will attack Elves and Half-Elves The medallion is gold with face made of oak
first if there is a choice between who they attack. leaves and acorns impressed upon it. The
They will not take foolish maneuvers to strike at medallion is magical, with necromancy (strong)
elves or half-elves. and enchantment (moderate). The enchantments
It is possible that the player characters will try are to keep the spirit tied to the skull and prevent
to negotiate. If they speak Common or Goblin to the Spirit from wandering or being reborn.

GRM6-I2 Exigency Page 7


The Skull is cursed. That anyone who has it DM Aid #4: Timeline Reference for First Fight
in their possession “too long” will receive a lasting provides a round by round breakdown of where
curse upon them. That curse is that they will the goblins and hobgoblins could be in this
never self-stabilize when they are bleeding of encounter.
wounds. The curse can be removed by a 9th level
or higher neutral divine caster with Remove
Curse. The curse will only be applied if the Friendly NPCs
characters keep the skull at the end of the game.
Rory Kalar, Male Half-Elf Exp2: hp 10; see
Knowledge (religion) DC 15 to know the oak Appendix 1.
man is the holy symbol is Obad-Hai (the Flan god
of Nature). Worshipers of the other Standard Azar Taloan, Baklunish Human Male Ftr1:
Gran March Churches (Harvest Church, hp 11; see Appendix 1.
Fharlanghn, Phyton, Saint Cuthbert, Pholtus, Camp Tactics: Once the hobgoblins are
Heironeous, or Zilchus) only need a Knowledge spotted, the camp begins to gather the valuable
(religion) DC 5. (Note that Knowledge checks for items, and then nine rounds later (if the
DCs 10 or less may be done untrained) hobgoblins/goblins are not there yet), all but Azar
will leave camp.
GROUP TWO Azar will join the player characters once the
Five rounds after Angra steps from the reed wall other camp members have left. See Appendix 1
and shoots Rory, Group Two breaks the reed wall for details on Azar.
on their initiative and moves a single move. They Rory Kalar: Rory is at -1 hit point. He has 10
will avoid any entangle that reaches into the hit points total. If revived during battle, he will play
swamp. dead (unless the party agrees to give him to the
Note that goblins have a move of 20, and their hobgoblins).
double move is only 40. Developments: If the characters do not revive
Group Two just want the skull, wine cup and Rory, or do not save his life, and they retain the
candle sticks. If possible they will go for the pack skull, skip to Encounter 4. If the characters do not
on Rory if the player characters are busy. revive Rory, or do not save his life and the goblins
Otherwise they will fight. have the skull, skip to Encounter 5.
If the player characters talk with the goblins
after the hobgoblins are dead or disabled, the ENCOUNTER 3: RORY’S
goblins do not want Rory, only the four items. If
asked why, they will say that they are from the
STORY
ancestor’s tomb and things would be bad if they When Rory is revived, he is very glad the PCs
did not get them. saved him from the evil goblins after him. If he
A Diplomacy check (DC 15) could convince does not have his objects, his first concern will be
them to only take the skull, but they will fight to get whether he dropped them or not. He will use
at least the ancestor’s skull back. Sense Motive to determine if they tell him lies,
because he is afraid someone might try and take
APL 2 (EL 3) them.
Abe, Bar, Ciz, Dade, Elk, Fire, Gog Male Azar, if still alive, can assure Rory that the
goblin: hp 5 each (see Monster Manual, page player characters saved his life and fought off
133). hordes of goblins. Rory will be calmer about the
characters after that.
The goblins have already expended their
javelins at the grave robbers (Rory and the If the player characters have not already
others), but have picked up an extra small morning dipped into Rory’s potion and scroll supply, Rory
star each. will offer it to them. If no one is able to read the
scrolls, then Rory will offer to try for them. He has
Also note that once the goblins break the reed
a total bonus of +9 when he does Use Magic
wall, it is at least nine double move rounds for the
Device on scrolls. He needs a DC 21 to use the
goblins to reach the site where Rory fell.
scrolls. On a natural 1 he cannot use the scroll for
24 hours.

GRM6-I2 Exigency Page 8


RORY’S STORY Developments: As the player characters
begin to leave the base camp, either back to the
Rory begins, “Hanra, Juniper and I were village or towards the reed wall, move to the next
arriving to the buildings to start our day of Encounter. If the player characters or Rory still
study, when Juniper spied a swamp deer. have the Skull, go to Encounter 4. If the neither
We’ve been on rations waiting for the supplies the player characters nor Rory have the skull, go
from Orlane, so we thought fresh meat was a to Encounter 5.
good thing. “
Juniper shot at it, but only wounded it. We ENCOUNTER 4: OR DIE
followed it to a mound, where a second shot
killed it. When we moved the deer we found a TRYING
door. We cleared the sod off it to reveal an old This encounter is used after the goblin attacks the
bronze door. PCs or Rory and they retain possession of the
Upon opening the door there was a sharp skull. If this is not the case, go to Encounter 5.
smell of damp and the smell before a storm. A very old hobgoblin steps across the reed
Inside was a low table with candle sticks on wall and stands. He has no weapon, but bears
either side of a skull with a medallion. There a shoulder bag. He begins to walk towards the
were baskets of gold and silver coins in front base camp, using a cane to steady his gait.
of the table, and the two books. There was a His hair is white and skin very wrinkled. He
wine cup behind the skull on the table. walks slowly forward, head up and looking
Juniper cast a Detect Magic spell and said the intently. He seems very calm.
skull and medallion were magical.
Yrthol is taking single moves to the player
Leaving the mound we saw a very old characters’ position.
hobgoblin watching us. He didn’t have any
weapons. If he had tried something we could
have killed him and he knew it. ATTACKING YRTHOL
Going back to the buildings, a bunch of other If any characters cast a spell while he is in the
hobgoblins, and goblins, cast javelins at us. open, readies or fires a missile weapon in his
Fharlanghn must have been watching out for direction, or does Yrthol damage then read the
following:
me, because I was hit with only one javelin. I
ran as fast I could to the camp. I don’t know Suddenly more seventeen goblins step from
what happened to Hanra and Juniper. I think the reed wall on either side of the old
maybe the javelins dropped them. hobgoblin’s path. They each have javelins at
If Azar is around to hear this story, he will the ready and they seem ready to close if
return to the base camp, and begin disassembling needed.
the tents and packing things up. If player APL2 (EL 5)
characters ask him why he is doing this, he will
say, I doubt if we are going back in there any time Male Goblin (17): hp 5; see Monster Manual,
soon. page 133.

Rory would guess there were about a dozen Each goblin has a small morning star, small
hobgoblins and two dozen goblins, plus the old leather armor, small javelin, and 10 gold pieces.
one, back towards the buildings. If the player characters hit Yrthol’s AC 7,
Each gold candle stick is an art object worth unless the damage is magical or magic in nature,
50 gp. The silver cup is also worth 50 gp. The it passes through his body without effect. Magical
two books are not spell books, but they are in weapon attacks or magical spells have a 50%
runes, Common words and odd scripts. A chance to be ignored (incorporeal).
Decipher Script (DC 15) check can tell they speak If someone shot Yrthol with spell or missile
of the Whispered One (Vecna). If the check meets weapon, he will shake his head and move forward
DC 20 can tell they speak of people who follow again. A second successful hit (even if it is not
Vecna. These items belong to Rory and the successful damage), will make Yrthol sad, and he
consortium of investors. He will not give them up will descend into the ground. Then the goblins will
without a fight (in which Azar would join him). rush to attack.

GRM6-I2 Exigency Page 9


If the characters flee completely, they can out tomb. It needs to be returned to the place of
run the goblins. The goblins will instead begin honor, and the spirits will not allow those that
raiding nearby farms and ranches and generally let the place be raided to return it. The one
causing trouble. who took it cannot return. He is safe as long
as he does not enter the swamps.
Under no circumstances will Yrthol attack the
PCs. He will not defend himself either, nor use any I need you to return the skull to the rightful
ghostly powers. He is AC 7, has 104 hit points, place. You may keep the sacrifices that had
and is a ghost. been made to it, but the skull must return.
What say you, to doing this deed of honor?
AVOIDING YRTHOL If the characters all refuse to do this task, or
If the characters do not attack Yrthol, but also want more reward, continue with this text:
don’t let him close within 60 feet (by backing up), “You must do this thing,” the old hobgoblin
after five rounds of the player characters moving continues, “ If the ancestors are not appeased
back, Yrthol will wave them towards him, and then they will walk the marsh, when they walk
advance for another five rounds. If the player the marsh they will awaken other things best
characters still do not let him approach, he will left asleep, and then my people will have to ask
sink into the ground, and the goblins will move to for protection from those who follow the
attack. Whispered One, and the price will be high.
When Yrthol is within 100 feet, give all player
You may keep the candlesticks, cup, gold and
characters a Spot check (DC 15). A successful
silver. I could have demanded its return, but it
check realizes that his feet are more going into the
is fairly spent if you return the skull to its
ground than treading upon it. Each turn Yrthol
rightful place.
single moves 30 feet, the player characters get
another check to see this. If the characters still refuse to do this task or
want more reward, continue with this text:
Any character who sees the feet action may
make a Knowledge (religion) check (DC 12), to “You do not know what you are doing, but
realize that Yrthol is incorporeal. A DC 15 check such is the way of youth,” the old hobgoblin
will reveal he is likely a ghost. continues. “You must understand that my
people must retrieve the skull, or die trying.”
After any combat, or a party retreat, this game
is over. Is this your last word?” he asks, raising his
arms above his head. The goblins advance 20
CONVERSING WITH YRTHOL feet into the open and seem poised to
continue.
If the characters do not attack Yrthol and allow him
within 60 feet, he will speak to them. When Yrthol A last refusal will have Yrthol descend into the
is within 100 feet, give all player characters a Spot ground, and the goblins attack. The adventure is
check, DC 15. A successful check realizes that over at the end of this encounter if the 17 goblins
his feet are more going into the ground than attack. Azar will help (if still alive) with this attack.
treading upon it. Each turn Yrthol single moves 30 If any of the characters agree to do this
feet, the player characters get another check to mission, at any point before the goblins attack:
see this.
“So there is some wisdom left among the
Any character who sees the feet action, may youth of the world,” the old hobgoblin says. “I
make a knowledge (religion) check at DC 12, to am Yrthol, watcher over the sacred sites. My
realize that Yrthol is incorporeal. A DC 15 check people will tie strips of cloth that will lead you
will reveal he is likely a ghost. to the mound. I suggest you rest the night,
Once the characters are within 60 feet of recover from your ordeal, and after dawn,
Yrthol, a DC 16 Spot check can see a small replace the cursed skull back upon the table
medallion around his neck with the same symbol within the mound. My people will keep
that is on the medallion. denizens of the marsh from disturbing your
sleep.
The old hobgoblin speaks, “You have
something that belongs to my tribe. It was not
proper for the half-elves to raid the ancestors’

GRM6-I2 Exigency Page 10


My cane is sometimes effective against the If the spell or missile fire hits his AC 7, also
woken dead. It will be left for your use, if you read the following:
decide to take it.”
The attack passes through the old hobgoblin,
And after those words, Yrthol turns and slowly which stops and shakes his head back and
walks back to the reed wall. When he enters forth, and continues moving forward.
the marsh, the goblins retreat.
DM Note: Roll the 50% chance to ignore the
Developments: If the party successfully damage if the attack was magical in nature. If
converses with Yrthol, go to Encounter 6. Yrthol does not ignore the damage, it still appears
Otherwise, this game is over. The characters may to pass though him.
want to go into the Rushmoors and look for the
If there is a second successful hit with missile
mound or the buildings. They may start to do so.
fire (even if not magical) or magic spell, or the PCs
They will see the old hobgoblin ghost again, this
backup not allowing Yrthol within 60 feet to speak
time with six Flan (one with a cold Fire Shield
with him, or the PCs refuse Yrthol twice, then
active on him), and six hobgoblins. The hobgoblin
Yrthol to go into the ground, and return home.
ghost will point the characters out to the others.
The characters will flee or die. If the players don’t At this point the adventure could be over for
flee, have one of the Flan cast an extended ice the characters. It is possible that they will try to go
storm [Druid 9] on them. to the sacred mound. If they decide to do so, go
to Encounter Six. Instead of cloth strips, the
DM Note: If the characters leave the game at this
characters will need to track the goblins back to
point ask what the characters will do with the skull.
the mound (Survival check DC 10). While they do
If they destroy or bury the skull at this location,
not have the skull to replace, if they “quiet” the
they are fine, but if they take the skull elsewhere,
spirits, then the others might be able to return the
then they get the skull curse.
skull.

ENCOUNTER 5: A CHANCE CONVERSING WITH YRTHOL


TO DO RIGHT If the characters do not hit Yrthol twice and allow
him with 60 feet, he will speak to them. When
This encounter is used if after the events in
Yrthol is within 100 feet, give all player characters
Encounter Two, the goblins or hobgoblins possess
a Spot check (DC 15). A successful check
the skull. If this is not the case, you should do
realizes that his feet are more going into the
Encounter 4 instead.
ground than treading upon it. Each turn Yrthol
A very old hobgoblin steps across the reed single moves 30 feet, the player characters get
wall and stands. He has no weapon, but bears another check to see this.
a shoulder bag. He begins to walk towards the
Any character who sees the feet action may
base camp, using a cane to steady his gait.
make a Knowledge (religion) check (DC 12), to
His hair is white and skin very wrinkled. He
realize that Yrthol is incorporeal. A DC 15 check
walks slowly forward, head up and looking will reveal he is likely a ghost.
intently. He seems very calm.
Once the characters are within 60 feet of
Yrthol is taking single moves to the player Yrthol, a Spot check (DC 16) can see a small
characters position. medallion around his neck with the same symbol
that is on the medallion.
ATTACKING YRTHOL
The old hobgoblin speaks, “It was not proper
If any characters cast a spell while he is in the for the half-elves to raid the ancestors’ tomb.
open, readies or fires a missile weapon in his It needs to be returned to the place of honor,
direction without hitting his AC 7, read the and the spirits will not allow those that let the
following: place be raided to return it. The one who took
The old hobgoblin stops, and waves you cannot return. He is safe as long as he does
towards him while shaking his head back and not enter the swamps.
forth. I need you to return the skull to the rightful
place. You may keep the sacrifices that had

GRM6-I2 Exigency Page 11


been made to it, but the skull must return. 10). While they do not have the skull to replace, if
What say you, to doing this deed of honor? they “quiet” the spirits, then the others might be
able to return the skull.
If the characters all refuse to do this task, or
want more reward, continue with this text:
“You must do this thing,” the old hobgoblin
ENCOUNTER 6: MAKING
continues, “ If the ancestors are not appeased THINGS RIGHT
then they will walk the marsh, when they walk
the marsh they will awaken other things best DM Note: If it looks like the characters are not
left asleep, and then my people will have to ask going to rest for the night before going into the
for protection from those who follow the swamp, inquire if the characters are going to rest
Whispered One, and the price will be high. for the night before going into this encounter. The
PCs do not have to do this, but it would make
You may have the candlesticks, cup, gold and things better for them.
silver; it fair spent if you return the skull to its
rightful place. DM Note: If the characters did not make the deal
with Yrthol in Encounter 5, they might be
If the PCs refuse again, Yrthol will descend attempting to go into the swamp on their own.
into the ground, and return home. Delete the references to the cloth tied on the trees.
At this point the adventure could be over for Neither Rory nor Azar will go into the
the characters. It is possible that they will try to go Rushmoors with the characters. They will agree
to the sacred mound. If they decide to do so, go to watch over any animals people have for when
to Encounter Six. Instead of cloth strips, the they return.
characters will need to track the goblins back to
the mound, Survival DC 10. While they do not The occasional chitter of insects greets your
have the skull to replace, if they “quiet” the spirits, entry into the marsh. The reed wall parts
then the others might be able to return the skull. easily as if it wanted you to enter. Ten feet past
the reed wall is a brown piece of cloth, tied to a
If any of the characters agree to do this tall reed. Every seventy feet, or so, another
mission, even as Yrthol starts to descend into the strip of brown cloth leads you away from the
ground: waist deep waters, and along a relatively dry
“So there is some wisdom left among the path.
youth of the world,” the old hobgoblin says. “I Thirty such pieces of cloth, spaced every
am Yrthol, watcher over the sacred sites. My hundred to seventy feet, leads to a familiar
people will tie strips of cloth that will lead you looking cane, and shoulder bag. There is also
to the mound. I suggest you rest the night, a rolled animal hide, tied closed with a leather
recover from your ordeal, and after dawn, strip, about twelve inches and the diameter of
replace the cursed skull back upon the table the roll is about and inch thick.
within the mound. The people will keep
denizens of the marsh from disturbing your Opening the animal hide reveals a message
sleep. written into the skin (Player Handout #1 – Animal
Hide Message). If the characters do not have the
My cane is sometimes effective against the Skull, the bag also contains the Skull. The bag
woken dead. It will be left for your use, if you also contains a smaller bag of flour.
decide to take it. The Skull will be with the
cane” DM Note: Determine which character is going
to carry the cane, and which character carries the
And with those words, Yrthol turns and slowly Skull. The Cane is a +1 club.
walks back to the reed wall.
Developments: If the party successfully IF THE CHARACTERS DECIDE TO
converses with Yrthol, go to Encounter 6. LEAVE
Otherwise, this game may over. It is possible that
they will try to go to the sacred mound. If they At this point the characters might decide to leave,
decide to do so, go to Encounter Six. Instead of they can do so. If they take the skull with them out
cloth strips, the characters will need to track the of the swamp, the will receive its curse.
goblins back to the mound (Survival check DC Otherwise, there is nothing else that impedes

GRM6-I2 Exigency Page 12


them leaving. Go to Back to the Base Camp or Each 5-foot square a character enters, that
Village in this game. character must make a Fortitude save DC 10
or be Sickened. Failure of five such fortitude
When the characters decide to continue, read the
saves in a single day also makes the
text below.
character fatigued. The sickened condition
remains for a day after exposure. Characters
BEYOND THE CANE AND MESSAGE sickened by the mummy lilies get bright red
The strips of brown cloth continue at intervals rashes all over their bodies, hands and face.
of seventy to hundred feet for another twenty These rashes cause intense itching and the
times. Then, between the near brown cloth character quickly is feverish. Characters that
and the far one a 100 feet further, is a black make a saving throw versus the Mummy Lilies
cloth piece half way between. Ahead, you see still have an itchy feeling on their skin
the trail narrows to five feet wide, with a large indicating something happening.
pool of water on both sides for at least fifty On the map, #1 is the Acid Trap, #2 is the
feet, before with path widens. Young trees Poison Dart Trap.
crowd the edge of both pools. Red and green
lily pads float on either side of this causeway. These traps can also be avoided by making
Swim checks in the eight foot deep water for sixty
There, water appears to be more than five feet (or more) feet Or the characters might choose to
deep, black and murky. If they measure the water, attempt a swim after they passed one or more
it is eight feet deep. There are also two traps along traps. This is calm water so the Swim DC is 10.
this narrow causeway trail (see DM Aid: Map #2 –
Path Between the Ponds for a map). DM Note: Armor Check Penalties are doubled
against swimming score. Encumbrance Penalties
Five feet on either side of the causeway there apply to swimming if they are more than the Armor
are red and green lily-pad-like water plants Check Penalties.
(essentially the squares adjacent to the
causeway). Survival DC 10, Profession DM Note: The characters may think to cut
(Herbalist) DC 5, Profession (Guide) DC 10, down the young trees and make floatation aids for
Bardic Lore DC 10, or Knowledge (Nature) DC themselves. After making sure the characters
11 can tell the characters, before they enter they have the tools and materials for cutting down the
contact the plants, that the plants (Mummy Lilies) trees and making the floatation aids, the
cause a rapid severe-poison-ivy-like reaction that characters can construct aids that could give up to
lasts for a day or more to those that touch them a +3 circumstance bonus to swimming the ponds.
and that an overdose of exposure causes further If the characters make a DC 10 Carpentry (could
complications. A Ranger, Scout or Druid can also be taken as Craft or Profession) or Profession
determine this information with a DC 10 (Sailor) check add two to the bonus provided
Intelligence check. It would be impossible to be in (maximum +5). You will need to decide how
those squares without touching the plants effective the PCs floatation devices are based on
tools and materials.
APL 2 (EL 4)
A Survival check (DC 10) will note that the
Acid Trap: CR 1; mechanical; proximity water is relatively clean. A Spot check (DC 15) will
trigger; manual reset; Atk +6 ranged touch note that there seems to not be leeches and such
(1D6 Acid; within 5 feet takes 1 splash); swimming in the water.
Search DC 11, Disable Device DC 11.
Poison Dart Trap: CR 1; mechanical; location ENCOUNTER 7: IF YOU KILL
trigger; multiple target (its square and one
land square on either side of the square); IT YOU CAN ENTER
manual reset; Atk +7 ranged (1d3/x2 plus Following twenty more brown pieces of cloth
poison, small dart); poison (small centipede every seventy to a hundred feet, and ahead
poison, DC 10 Fortitude save resists (poison you see a mound rising from the marsh.
only), 1D2 Dex/1D2 Dex); Search DC 11; Facing you is the gaping hole, with the open
Disable Device DC 16 bronze door on the ground below it. The
(+1 EL for Additional Hazards) mound is fifty feet across and a little more than
ten feet at its highest point.
Mummy Lilies

GRM6-I2 Exigency Page 13


Just above the door, as if waiting for you, INSIDE THE MOUND
stands a bleached white skeleton of a wolf.
The inside surface is covered with thousands
See DM Aid #3 – The Mound for a map. of smooth fist-sized stones imbedded in the
The wolf will attack anyone who approaches dirt. The floor is paved in large reddish
within fifty feet of the door, or anyone that attacks flagstones. It is only five feet from floor to
it. It will fight until destroyed. As long as it is within ceiling, so the tallest might have to stoop
a hundred feet of the Mound, the advanced wolf within the mound. At the center of this cavity,
skeleton has +3 Turn Resistance. The wolf will is a short reddish stone table with a clear
only go more than a hundred feet from the mound imprint where the skull should be placed.
if while at that edge, it is attacked from beyond Behind the table, there are three reddish
that distance. leather pouches that almost match the
flagstone color
If someone places the skull on the table inside
the mound, the wolf will break off who ever is The skull can be placed any place in the room for
attacking it, and go after the current wielder of the the party to be successful. The spot on the stone
shaman’s club. If no one has the club it will table is where it is meant to be.
continue to fight until everyone is unconscious, at Inside the three leather bags are platinum and
which point it will pick up the club and flee. gems that Rory and his friends missed. There is
In the event that the fight leaves all characters enough gems and platinum here for approximately
dead or unconscious, the wolf will return to 300 gold pieces to each character.
position (if the skull is outside the mound) or flee
with the club (if the skull is inside the mound).
If the skull was returned, Yrthol will have led BACK TO BASE CAMP
Azar and Rory to their bodies where those that
stabilized would be taken back to the base camp When the characters get back to base camp, the
(the dead they bury). original experts have returned from running away.
They are helping Azar pack up the camp.
If the skull was not returned, then the PCs will
die in the swamp. Rory has left to go see his family. He had
forgotten the anniversary of his father’s death was
the previous day, and he will go apologize to his
APL 2 mother.
EL 2
Advanced Skeletal Wolf; hp 19 (see
Appendix 1) CONCLUSION
Once the wolf is dead, Yrthol will reappear If Rory survived, it is likely the characters will
from the ground. He will thank the party for their return to the village and Rory’s Mother. She is
assistance, and tell them they may have as much thankful to the characters that they found her Rory
as they can carry from the sacrifices of gold, coin and made sure he was safe.
and gems within the sacred place.
With Rory not investigating buildings in the
He will tell the party that the treasure hunters Rushmoors, the two of them are moving back to
should probably not return for a season or two. Orlane. Melody invites the characters to stay at
The people will still be upset, and some have her house the next time they are in Orlane.
already joined with the followers of the Whispered
One over this episode. The Knight is not in the village, no one has
seen him since he left, heading west.
He will ask that they leave his cane in the
sacred room, and close the bronze door. He will If Rory is alive at game end, the characters
not force them to do, but he will say he will not be get the Favor of Melody Kalar.
pleased.
If any characters accepted the mission without
accepting money from Watcher Holderherk, they
will receive the Favor of Watcher Holderherk.

GRM6-I2 Exigency Page 14


If any character required money from Watcher Story Award
Holderherk to do this mission, they receive the
Disfavor of the Dwarven Knights. Save Rory’s Life

If the characters did not take the Club +1 for APL 2: 60 xp.
themselves, but did return the skull, they get the
Favor of Autumn Circle.
If the characters took the Skull, they receive Discretionary Roleplaying Award
the Curse of the Skull. APL 2: 30 xp.

Total possible experience


The End APL 2: 450 xp.

TREASURE SUMMARY
EXPERIENCE POINT
During an adventure, characters encounter
SUMMARY treasure, usually finding it in the possession of their
To award experience for this adventure, add up foes. Every encounter that features treasure has a
the values for the objectives accomplished. Then “treasure” section within the encounter description,
assign the experience award. Award the total giving information about the loot, coins, and magic
value (objectives plus roleplaying) to each items that make up the encounter’s treasure.
character. The loot total is the number of gold pieces each
character gains if the foes are plundered of all their
Encounter 2
earthly possessions. Looting the bodies takes at
Defeat the hobgoblins. least 10 minutes per every 5 enemies, and if the
characters cannot take the time to loot the bodies,
APL 2: 90 xp.
they do not gain this gold. If you feel it is
reasonable that characters can go back to loot the
Defeat the goblins. bodies, and those bodies are there (i.e., not carted
off by dungeon scavengers, removed from the
APL 2: 90 xp. scene by the local watch, and so on), characters
may return to retrieve loot. If the characters do not
Encounter 4 loot the body, the gold piece value for the loot is
subtracted from the encounter totals given below.
Defeat the goblins.
The coin total is the number of gold pieces each
APL 2: 150 xp. character gains if they take the coin available. A
normal adventuring party can usually gather this
OR wealth in a round or so. If for some reason, they
pass up this treasure, the coin total is subtracted
Encounter 6 from the encounter totals given below.
Take damage, disable, or bypass the traps. Next, the magic items are listed. Magic item
APL 2: 120 xp 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
Encounter 7
to determine what the item does and how to
Defeat the wolf skeleton. activate it. Other times they may attempt to use the
item blindly. If the magic item is consumable (a
APL 2: 60 xp. potion, scroll, magic bolts, etc.) and the item is used
before the end of the adventure, its total is
subtracted from the adventure totals below.

GRM6-I2 Exigency Page 15


Once you have subtracted the value for retired Apexmaster he still has influence in the
unclaimed treasure from each encounter add it up Mountaineers. He can recommend this character
and that is the number of gold pieces a characters to the Mountaineers. 2) He is a Knight of the
total and coin value increase at the end of the Watch, and if the character is human, dwarf or
adventure. Write the total in the GP Gained field of half-elf, and when they meet the requirements for
the adventure certificate. Because this is a that organization, he will sponsor them as a squire
Regional adventure, characters may spend in the Knights of the Watch or the Knights of
additional Time Units to practice professions or Dispatch. 3) He is a retired military officer, but he
create items immediately after the adventure so this still knows people in service. He can recommend
total may be modified by other circumstances. this character at the next Promotion Review Board
for a promotion to the next higher non-
L = Looted gear from enemy; C = Coin, Gems,
commissioned rank. For other Sheldomar Valley
Jewelry, and other valuables; M = Magic Items.
militaries, he will write a letter of recommendation,
but they may or may not take his recommendation
seriously.
Encounter 1:
Favor of Melody Kalar: This character may stay
APL 2: L: 0 gp, C: 100 gp, M: 0 gp. at Melody’s house anytime a game starts or
(only characters that accept money) completes in the city of Orlane. This provides free
Standard Lifestyle.
Encounter 2:
Disfavor of the Dwarven Knights: The word of
APL 2: L: 76 gp, C: 9 gp, M: 0 gp. your dishonor has spread among the Dwarven
Knights of the Watch and the Knights of Dispatch.
(the loot in backpack belongs to Rory and the
Anytime in a game a Dwarven Knight would
investors, not the PCs, regardless what the
normally be Friendly to you, they are Neutral
ghost says)
instead. NPC Dwarven Knights will not sponsor
Encounter 4: or recommend this character in the knighthood
should they ever join.
APL 2: L: 27 gp, C: 29 gp, M: 0 gp.
Favor of the Autumn Circle: For the actions in
OR aiding a congregation of Obad-Hai worshipers,
Encounter 6: this character has gained an influence point with
the Church of Obad-Hai. As long as this character
APL 2: L: 0 gp, C: 300 gp, M: +1 club (192 is a member of the Obad-Hai religion meta-org,
gp). this favor converts to a Permanent Influence Point
Total Possible Treasure (Maximum Reward (which renews at the start of each year).
Allowed) Curse of the Skull: This character is under the
grave curse for disturbing the rest of ancestors
APL 2: L: 76 gp, C: 409 gp, M: 192 gp – Total:
and handling the remains too long. Whenever this
677 gp (450 gp).
character is disabled (at negative hit points) they
DM Note: If the characters completed the will not stabilize on their own. Characters with the
mission, did not take the money from the Die Hard feat do not automatically stabilize but get
knight and left the club behind, they get 385 a 20% chance to do so. This curse may only be
gp (and get the associated favors). removed by a 9th level or higher neutral divine
caster with Remove Curse.
ITEMS FOR THE Favor of Azar Taloan: It is not clear what the
favor of a Corporal is worth, but you have his
ADVENTURE RECORD favor.
Special Item Access
Favor of Apexmaster Watcher Grim None allowed in introductory scenarios.
Holderherk, Somber Bat: Grim owes you a
personal favor. This may be redeemed in one of
three ways. Once one of these has been
redeemed, cross out the entire favor: 1) As a

GRM6-I2 Exigency Page 16


APPENDIX 1 – APL 2

Sheldomar Valley Metaregion) +8, Use Magic


ENCOUNTER 1 Device +9; Skill Focus (Craft (weaponsmith)).
Azar Taloan, Male Human (Baklunish) Ftr1: Possessions: backpack, two books, two
Medium Humanoid; CR 1; HD 1d10+1; hp 11; Init candlesticks, silver cup, sickle, 50 gp, 500 sp.
+1; Spd 30 ft; AC 16, touch 11, flat 15 (+5 armor,
+1 Dex); Base Atk/Grp: +1/+3; Atk +4 melee (1d8, ENCOUNTER 4
long sword) or +4 melee (1d8, long spear); Full
Male Goblins (17): hp 5 each (see Monster
Atk +4 melee (1d8, long sword) or +4 melee (1d8,
Manual, page 133).
long spear); AL CG; SV Fort +3, Ref +1, Will +2;
STR 14, Dex 12, Con 12, Int 12, Wis 14, Cha 12.
Skills and Feats: Listen +6, Sense Motive +4, ENCOUNTER 6
Spot +6, Swim +6; Alertness, Endurance, Die Advanced Wolf Skeleton: Medium Undead; CR
Hard. 2; HD 3d12; hp 19; Init +9; Spd 50 ft; AC 17, touch
Languages: Common 15, flat 12 (+2 natural, +5 Dex); Base Atk/Grp:
Possessions: chainmail, long spear, +1/+5; Atk +5 melee (1d6+4, bite); Full Atk +5
longsword, 50 gp. melee (1d6+4, bite); SQ DR 5/bludgeoning,
ENCOUNTER 2 darkvision 60 ft., immunity to cold, undead traits;
AL N; SV Fort +1, Ref +6, Will +5; Str 18, Dex 20,
Angra, Male Hobgoblin Ftr1: Medium Humanoid; Con -, Int -, Wis 14, Cha 3.
CR 1; HD 1d10+2; hp 12; Init +3; Spd 30 ft; AC 17, Skills and Feats: Improved Initiative, Combat
touch 13, flat 14 (+4 armor, +3 Dex); Base Reflexes.
Atk/Grp: +1/+1; Atk +4 melee (1d6, short sword) or
+6 ranged (1d8, masterwork long bow); Full Atk
+4 melee (1d6, short sword) or +6 ranged (1d8,
masterwork long bow); SQ darkvision 60 feet; AL
LN; SV Fort +4, Ref +3, Will +2; STR 10, Dex 16,
Con 15, Int 10, Wis 14, Cha 11.
Skills and Feats: Hide +3, Spot +2, Listen +2,
Intimidate +2, Swim +4; Weapon Finesse,
Weapon Focus: Long Bow.
Languages: Common, Flan, Goblin.
Possessions: chain shirt, three short swords,
masterwork longbow, 60 arrows.
Blue, Red, Green, Male Hobgoblins War1; hp 6,
each; see Monster Manual, page 153.
Abe, Bar, Ciz, Dade, Elk, Fire, Gog, Male Goblin
War1: hp 5; see Monster Manual, page 133.
Rory Kalar, Male Half-Elf Exp2: Medium
Humanoid; CR 1; HD 2d6; hp 10; Init +2; Spd 30
ft; AC 14, touch 12, flat 12 (+2 armor, +2 Dex);
Base Atk/Grp: +1/+1; Atk +1 melee (1d6, sickle);
Full Atk +1 melee (1d6, sickle); AL CN; Fort +0,
Ref +2, Will +3; Str 10, Dex 14, Con 10, Int 16,
Wis 10, Cha 14.
Skills and Feats: Bluff +7, Craft (weaponsmith)
+11, Decipher Script +8, Handle Animal +7,
Knowledge (history) +8, Knowledge (architecture
and engineering) +8, Knowledge (local -

GRM6-I2 Exigency Page 17


DM AID: MAP #1 – THE BASE CAMP

GRM6-I2 Exigency Page 18


DM AID: MAP #2 – PATH BETWEEN PONDS

GRM6-I2 Exigency Page 19


DM AID: MAP #3 – THE MOUND

GRM6-I2 Exigency Page 20


DM AID #4: TIMELINE REFERENCE FOR FIRST FIGHT

Round Action 14 Three Hobgoblins search Rory or fight.


1 Rory Breaks from Reed Wall Archer double moves to Rory [210 feet
from Rory]
2 Rory Double Moves
Seven Goblins double moves [220 feet
3 Rory Double Moves
from Rory]
4 Rory Double Moves
15 Three Hobgoblins fight.
5 Rory Double Moves
Archer double moves to Rory [150 feet
6 Rory Double Moves & is shot by from Rory]
Hobgoblin and falls unconscious 360 feet
Seven Goblins double moves [180 feet
from reed wall
from Rory]
Three hobgoblins single move out of
Azar Taloan moves to join PCs
reed wall [330 feet from Rory]
16 Three Hobgoblins fight and probably are
Base Camp People Begin Packing Up
dead.
7 Three Hobgoblins double moves [270
Archer double moves to Rory [90 feet
feet from Rory]
from Rory]
Archer Hobgoblin stays back and shoots
Seven Goblins double moves [140 feet
arrows at those who shoot at his
from Rory]
hobgoblins.
17 Archer double moves to Rory [30 feet
8 Three Hobgoblins double moves [210
from Rory]
feet from Rory]
Seven Goblins double moves [100 feet
9 Three Hobgoblins double moves [150
from Rory]
feet from Rory]
18 Archer single moves to Rory and fights
10 Three Hobgoblins double moves [90 feet
from Rory] Seven Goblins double moves [60 feet
from Rory]
11 Three Hobgoblins double moves [30 feet
from Rory] 19 Archer fights
Seven Goblins single moves out of reed Seven Goblins double moves [20 feet
wall [340 feet from Rory] from Rory]
12 Three Hobgoblins single move and fight, 20 Archer & remains of 7 goblins
or single move and begin to search Rory.
Archer puts away bow, single moves to
And this assumes the characters never
Rory [330 feet from Rory]
retreat in their defense, or that they do
Seven Goblins double moves [300 feet not move Rory’s body.
from Rory]
13 Three Hobgoblins search Rory or fight.
Archer double moves to Rory [270 feet
from Rory]
Seven Goblins double moves [260 feet
from Rory]

GRM6-I2 Exigency Page 21


PLAYER HANDOUT #1– ANIMAL HIDE MESSAGE
Greetings,

I have taken control of an apprentice shaman so I


might make this message to you. You should find
what you need with this message, along with my old
cane. I figure you might find it useful to swing as a
club if things get real bad in the times ahead. I would
like the cane back, so leave it in the mound when you
are done.

What I have feared has come to pass. The fear of the


ancient ancestors loose has driven some of the tribe
to the followers of the Whispered One. Those
followers have decided that it is best that the Skull not
be returned so the whole tribe would turn to them.
They work for the spread of Bad Things, so in this we
should both hate. So be on the lookout for places on
the trail that might be a good ambush or a bad place
to have problems.

Please mark the mound with the flour when you are
successful.

Yrthol
By the hand of Grighal Tombat

GRM6-I2 Exigency Page 22

You might also like