TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
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  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at pjf@cetlink.net.  For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com. 
  GRM5-07 
   
   
   
   
  Justice Be Done 
  A One-Round D&D® LIVING GREYHAWKTM  
  Gran March Regional Adventure 
  Version 1.1 
   
  by M. Sean Molley 
  Based on an original idea by Josef C. Staufer 
   
  Reviewer: John Richardson, Gran March Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Brooks Banks, Taylor Davenport, Clint Fishback, Sean Flaherty, Mark Fricault, Alli Gonding, Mark 
  Liberman, Joe Masdon, Sherrie Masdon, Eric Pelkey, Josh Pelkey, Nick Perch, and Ryan White 
   
  Each year, young men and women from across Gran March mark their 15th birthdays and await the arrival of Mustering 
  Day with a mixture of anticipation and dread. Everyone, from the poorest commoner to the richest nobleman, 
  understands the necessity of serving Commandant and Country. The idea that an entire village would refuse to send its 
  children to the Army is simply unthinkable. And yet, that is exactly the situation that you are being asked to investigate. 
   A Gran March regional adventure for APLs 2-8. 
   
  Note: This adventure counts towards Military Duty; it does not count towards Caravan Duty. 
   
  
  GRM5-07 Justice Be Done 
   
  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, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  GRM5-07 Justice Be Done 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Gran March.  Characters native to Gran March pay one 
  Time Unit per round, all others pay two Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit.  Rich Upkeep costs 50 gp per Time Unit.  Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ACKNOWLEDGEMENTS 
  The original proposal that eventually became this 
  adventure was submitted by Chris Staufer and approved 
  by Michael D. Moore. Both of them contributed 
  significantly to the eventual outline that I was given to 
  work with when I agreed to write the final adventure. 
  Although I have changed the details to the point where 
  they are probably unrecognizable, I would nevertheless 
  like to acknowledge that Chris and Michael provided the 
  core concepts and the initial design of the adventure. In 
  particular, the idea of wondering what would happen if 
  an entire village failed to send anybody to Mustering Day 
  is what got me interested in this adventure in the first 
  place, and Chris deserves the credit for coming up with 
  that.  
   
  John Richardson came up with the location and 
  name of Tanner’s Ferry and provided a number of 
  additional suggestions to help smooth out the many plot 
  holes that invariably occur in an adventure that relies on 
  investigation and misdirection. John and Steven Conforti 
  also put up with my usual extended delays in submitting 
  the drafts of the adventure in a timely fashion and my 
  usual insistence on rewriting and “gold-plating” right up 
  until the last possible second. Thanks for putting up with 
  me, guys – I hope that the end result is worth the wait. 
   
  As one might imagine, I drew heavily on the military 
  metaorganization documents for Gran March when 
  developing this adventure. Although a lot of the details of 
  how the mustering process actually works aren’t 
  included, the level of detail of the information that is 
  included was more than sufficient to let me fill in the 
  blanks in what I hope is an appropriate fashion. Any 
  errors of fact regarding campaign canon are strictly my 
  own. Will Dover, Ed Podsiad, all of our Triad members 
  past and present, and many others deserve the credit for 
  fashioning the Gran March Army into the many-faceted 
  and interesting organization that it is today. The armed 
  forces are the single most defining characteristic of Gran 
  March and I am very pleased to have the opportunity to 
  explore that concept from a unique angle in this 
  adventure. 
   
  Finally, I wish to thank the two playtest groups, who 
  provided a ton of extremely valuable feedback. Many of 
  the plot holes and continuity issues that you (hopefully) 
  won’t find in this adventure were pointed out by the 
  playtesters. Any that remain, well, those are my fault. 
  ADVENTURE BACKGROUND 
  “Gran March is an exceptionally martial nation. At age 
  fifteen, all fit males enter mandatory conscription for a 
  period of up to seven years. Girls may join the rank and 
  # 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 
  
  GRM5-07 Justice Be Done 
   
  Page 3 
  file, as well, though this is something of a modern 
  development, and their participation is not seen as 
  mandatory (though several influential women in the 
  military hierarchy believe it should be). It is a testament 
  to the national pride of the nation’s young people that 
  many continue after their required service, and those 
  who do not are generally members of local militias.” 
  (Living Greyhawk Gazetteer, page 50). 
   
  Mustering Day is perhaps the single most important 
  holiday in the nation of Gran March. On this day, all 
  those soldiers who have completed their mandatory term 
  of service in the Army (or the work gangs for those who 
  are not deemed fit for service in the Army) are mustered 
  out, and a fresh batch of fifteen-year-old boys and girls are 
  mustered in to begin the process by which they will 
  become highly-trained soldiers in one of the most 
  formidable armed forces the world of Greyhawk has ever 
  known. It is, as one might imagine, both a day of great 
  national pride and a day of great national sadness, as 
  many hundreds of mothers (and fathers) watch their 
  children leave home to enter a life of discipline, service, 
  and danger. 
   
  During these troubled times in the Sheldomar 
  Valley and the world at large, ensuring a steady supply of 
  new recruits for the Army is more important than ever. 
  Failure to report for service is considered treason, and is 
  punishable by death. However, the nation’s leaders have 
  rarely had to resort to extreme measures to enforce the 
  conscription of the nation’s young men, if for no other 
  reason that all of their fathers (and many of their 
  mothers) are veterans. To try and prevent one’s own child 
  from serving Commandant and Country would be 
  shameful. The Army knows that it can count on each 
  community to police itself and ensure that all who are 
  supposed to show up on Mustering Day, do so.  
   
  But what would happen if an entire community 
  decided to defy the law and withhold its children from 
  military service? In this adventure, the PCs are charged 
  with investigating what seems to be that very situation. 
  The truth, of course, is rather more complicated… 
   
  Elector Nathaniel Celebrimbor (pronounced Kell-
  eh-BRIM-boar) of the village of Tanner’s Ferry has a 
  secret. Nathaniel always had aspirations that went far 
  beyond his family’s comparatively meager holdings. 
  When his father, Isgrimnor, died and Nathaniel gained 
  his inheritance, he quickly began spending money in 
  furtherance of his political ambitions. He spent a great 
  deal of time in Shiboleth and Hookhill, seeking to 
  advance his standing among the nobles of Gran March.  
   
  Unfortunately, Nathaniel simply did not have the 
  wealth, intelligence, charisma, political savvy, or 
  ruthlessness 
  to 
  achieve 
  his 
  goals. 
  Instead, 
  he 
  accomplished little more than to embarrass himself 
  politically and waste most of his inheritance. The turning 
  point came in 594 CY during the election for 
  Commandant. Nathaniel suffered from the delusion that 
  he would be a viable candidate, but he couldn’t find a 
  single other Elector who was even remotely interested in 
  supporting him. Door after door was slammed (however 
  politely) in his face, and when the field narrowed to two 
  (Vrianian and Housemann), Nathaniel finally had to 
  admit that he was finished.  
   
  That was when he met a man named Nolar Thotec, 
  who promised him power beyond his wildest imaginings 
  in exchange for service. Bereft of both funds and dignity, 
  Nathaniel eagerly embraced Nolar’s Hextorite teachings, 
  eventually becoming a cleric of Hextor himself. 
  Nathaniel never realized that Nolar Thotec had sought 
  him out for a reason. 
   
  In the area where Celebrimbor is Elector, between 
  the edge of the Oytwood and the Rushmoors, not far 
  from the Javan River, there once stood a temple 
  dedicated to the evil god Hextor. This temple was not 
  particularly large, nor was it especially noteworthy. No 
  terrible champions of evil used it as a base of operations, 
  no horrifying plagues of restless undead or legions of 
  marauding devils were unleashed from within its 
  chambers, and no earth-shattering rituals of purest 
  destruction were enacted atop its spires. Instead, this 
  temple’s utter lack of attention-grabbing, noteworthy 
  accomplishments in the service of Hextor made it the 
  ideal hiding place for a particular relic of the Herald of 
  Hell. When a powerful priest of Hextor found himself on 
  the run from the newly-formed Knights of the Watch in 
  the early 300s CY, he concealed the relic within the 
  temple’s altar, masked the location with ancient Ur-Flan 
  spells that would block divination magic – and then sent 
  all of the local priests and other followers of the Scourge 
  of Battle to their deaths in a fight some miles distant. He 
  then sunk the temple into the earth with powerful magic, 
  thereby ensuring that its location would be forgotten and 
  the relic would not fall into the hands of the worshippers 
  of Heironeous. 
   
  The plan was a success, and the relic (which is 
  actually one of a set of similar items) has lain 
  undiscovered for nearly three hundred years. Now, 
  however, Nolar Thotec has learned of its location, and he 
  has enlisted his new convert Nathaniel Celebrimbor to 
  recover the relic for him. The temple has to be excavated 
  in order for this to occur. To help with the manpower 
  problem, Nolar Thotec provided Nathaniel with some 
  contacts in an organization known as the Red Arrows, 
  which is dedicated to the downfall of Gran March (and 
  Commandant Vrianian in particular). To ensure that the 
  Red Arrows could operate with impunity as Nathaniel’s 
  henchmen, Nolar Thotec arranged for the Elector’s own 
  file to be transferred, their replacements murdered and 
  replaced by Red Arrows posing as Gran March soldiers.  
   
  In order to avoid arousing the attention of the Gran 
  March Army, which would surely hear rumors of a large 
  armed force traveling through the region, Nathaniel 
  knew that he would need to draw most of his laborers 
  from the local area. Fortunately, there were plenty of 
  suitable candidates for the task. In addition to the eight 
  
  GRM5-07 Justice Be Done 
   
  Page 4 
  Red Arrows themselves, Nathaniel hoped that he would 
  be able to kidnap some of the Flan barbarians from the 
  nearby Rushmoors and use them as slaves. The Elector 
  sent his “file” out with orders to bring back some 
  appropriate laborers. However, the Red Arrows chose to 
  take the path of least resistance. After all, kidnapping 
  Flan barbarians would be risky, since the swamp-dwellers 
  have proven to be more than capable of defending 
  themselves. As the thugs were debating their best course 
  of action (while Nathaniel waited impatiently back in 
  Tanner’s Ferry for their return), a solution to the problem 
  presented itself. 
   
  Heading north towards Orlane were six young men 
  and women from Tanner’s Ferry, accompanied by several 
  of their collective fathers and brothers. These young 
  people represented the village’s annual contribution to 
  the Gran March Army, and they were on their way to 
  Orlane for Mustering Day. It was a simple matter for the 
  Red Arrows to persuade them to share a camp with some 
  of their “fellow soldiers;” indeed, the villagers considered 
  it an honor. After drugging these unfortunates and 
  taking them captive, Nathaniel’s men proceeded to 
  return to Tanner’s Ferry, where the captives were put to 
  work digging out the ancient Hextorite temple.  
   
  Upon learning that the Red Arrows had kidnapped 
  some of his own villagers, Nathaniel was furious – not 
  because he is particularly concerned about the well-being 
  of his own people, but because he knew that the missing 
  recruits would be noticed by the Army sooner or later. 
  However, it was too late to change what had occurred; 
  the villagers couldn’t simply be freed, so Nathaniel 
  resigned himself to the idea of using “local labor” and 
  simply planned to finish the excavation as quickly as 
  possible. The village is in an out-of-the-way location, 
  receiving few visitors, and the excavation site is several 
  miles outside of town, just inside the edge of the 
  Oytwood. The ruse wouldn’t last forever, of course, but 
  Nathaniel figured that he only needed enough time to 
  complete the excavation and retrieve the relic, 
  whereupon he could throw off his guise of Elector 
  altogether and go to join his Hextorite master, who 
  would richly reward him for his efforts. 
   
  Just to be on the safe side, Nathaniel made contact 
  with his mentor Nolar Thotec and reported what had 
  happened. Nolar told Nathaniel not to worry, that he 
  would take care of covering up the disappearance by 
  using his many contacts within the military. Nolar did, in 
  fact, assemble a phony report stating that the recruits 
  from Tanner’s Ferry had mistakenly reported to 
  Shiboleth instead of Orlane, but in a bit of supreme irony, 
  the phony report got lost in the vast military bureaucracy 
  and never reached the Captain in Orlane who is 
  responsible for accounting for all of the new recruits in 
  his part of the country.  
   
  Thus, the project proceeded, with the ancient temple 
  being excavated by a combination of Red Arrows and 
  kidnapped villagers (mostly the villagers, with the Red 
  Arrows acting as “supervisors”). However, despite 
  Nathaniel’s efforts and beliefs, the operation is not a 
  complete secret. Two groups have realized that 
  something is not right with the delegation from Tanner’s 
  Ferry.  
   
  The first is a small number of refugees from Geoff 
  who have been hiding out in Gran March. They are afraid 
  of the Gran March Army, having seen what they consider 
  wartime atrocities committed by both sides in the battle. 
  They also believe that if they try to settle in any of the 
  country’s towns or villages, they will immediately be 
  conscripted and sent back to be slaughtered by the giants 
  in their homeland. (They’re not entirely incorrect; Gran 
  March does have a policy of conscription of able-bodied 
  males who reside in the region for more than a year and a 
  day.) Thus, they have simply been hiding out, trapping 
  and hunting for their food in the Oytwood and trying to 
  avoid contact with Gran March citizens. By pure 
  coincidence they happened to be camping nearby on the 
  night that the Red Arrows took the villagers captive.  
   
  When these men, who are all good at heart and very 
  much in favor of the cause of freedom, saw the teenagers 
  and other commoners being led in shackles through the 
  woods as prisoners of Gran March soldiers, they became 
  suspicious and followed the group back to Tanner’s Ferry, 
  where they discovered the excavation and enslavement. 
  They are afraid to go to the other villagers, thinking that 
  their story will not be given credence, and they are afraid 
  to go to the authorities, because obviously the Army is 
  already in on the kidnappings and furthermore they are 
  in the country illegally. Thus, they have taken to doing 
  what they can to harass the Hextorites. Their most 
  successful attack was made against a supply wagon that 
  Nolar Thotec had sent with additional digging supplies. 
  The Gyri have also engaged in several skirmishes with 
  the Red Arrows disguised as Gran March soldiers. 
  Nathaniel thinks that they are nothing more than 
  common brigands and has posted information in 
  Tanner’s Ferry warning the villagers about them, thus 
  making it even less likely that the Gyri would be able to 
  convince anyone of the truth of the situation. 
   
  The second group that has taken notice of the 
  missing recruits is, of course, the Army itself, and this is 
  what brings the PCs into the adventure. The Red Arrows’ 
  kidnapping of the villagers occurred about ten days 
  before the 1st of Richfest, better known as Mustering Day. 
  The group that was taken was expected in Orlane, as the 
  Army knew Tanner’s Ferry would be sending at least four 
  young men who had come of age and were due to report 
  for duty. Since they were waylaid on their way to Orlane, 
  they did not report as scheduled, and as a result, Tanner’s 
  Ferry went on the list of villages that the military reviews 
  each year to ensure that there are no seditious activities 
  among the general populace.  
   
  Although the country does not have a detailed 
  census of every citizen, records from past years of the 
  number of enlistees from each village along with 
  
  GRM5-07 Justice Be Done 
   
  Page 5 
  information about the locations and sizes of families of 
  active-duty soldiers help the Army to do a surprisingly 
  good job of estimating how many new recruits it will 
  receive each year and from where they will come. Every 
  Elector is also responsible for sending in a list each year 
  of all those children who will reach their fifteenth 
  birthday in the coming year. Whenever there is a 
  significant deviation from the expectations, the Army 
  dispatches a patrol to investigate. There are a handful of 
  such incidents during a typical year. Usually this just 
  involves someone who was delayed in travel or whose 
  mother needs a bit of extra persuading to give up her 
  “baby” to the military, but occasionally there have been 
  issues of a more serious nature, and the Army does not 
  take any possibility of treason lightly. If there were any 
  indications that Gran March did not require 100% 
  compliance with the mandatory conscription law, then 
  the entire stability of the nation would be called into 
  question, and no one in power has any intention of ever 
  letting that happen. 
   
  Because Tanner’s Ferry is not really a strategically 
  important village and because the number of missing 
  recruits is small (five or six at most), the Army does not 
  see the need to dispatch a large force of soldiers to 
  investigate the situation. There have been no recent 
  reports of unusual activity along the Javan or in the 
  Oytwood, and every active-duty soldier is urgently 
  needed due to the many deployments the Army is 
  currently supporting around the Sheldomar Valley. 
  Instead, a small team will be assembled and sent to the 
  village with orders to find out what’s going on and bring 
  any and all children of the appropriate age back to Orlane 
  to begin their tour of duty. The members of that team of 
  investigators will be the player characters. 
   
  Of course, what the PCs will discover is that the 
  situation is not at all what they might have expected, and 
  they must figure out the truth of what is really going on 
  and free the villagers from their enslavement. 
  ADVENTURE SUMMARY 
  This adventure involves an investigation, and as such 
  there are various places where the PCs might “go off the 
  reservation” and thereby deviate from the order of the 
  encounters as presented. The following summary is just 
  one path that the characters might take through the 
  adventure. If events unfold differently, it’s perfectly OK 
  to reorder the encounters and make other adjustments as 
  needed. The order in which the encounters are presented 
  assumes that the PCs do not figure out what is really 
  going on until after they have already been to Tanner’s 
  Ferry, met with the Elector, and sought out the “bandits” 
  who have been plaguing the village. If they become 
  suspicious earlier, or if they employ various spells that 
  might enable them to divine more information earlier 
  than expected, just go with the flow. Most of the 
  encounters have some alternatives in case the PCs don’t 
  follow the script. PCs are funny that way. 
   
  Introduction: The PCs are in Orlane for reasons of 
  their own devising. Military PCs are summoned to a 
  meeting with Captain Dorn Stelgaard of the 20th Battle, 
  who is responsible for the local administration of the 
  mustering process. (To minimize the distance that 
  recruits must travel, mustering centers are set up in 
  Orlane, Shiboleth, and Hookhill. This year, the 5th Battle 
  is responsible for Orlane, the 4th is responsible for 
  Hookhill, and the 17th is responsible for Shiboleth.) Non-
  military PCs are to be recruited by military PCs as 
  “civilian advisers.” 
   
  Encounter 1: Watcher Captain Stelgaard interviews 
  the PCs to determine their loyalty and willingness to deal 
  with potentially treasonous activities. After he is satisfied 
  that they can handle the mission, he explains the 
  situation with the missing recruits from Tanner’s Ferry. 
   
  Encounter 2: The PCs journey towards the 
  intersection of the Javan and Realstream Rivers. Tanner’s 
  Ferry is practically in Geoff although on the Gran March 
  side of the river; the closest city is actually Preston, 
  although there is no road linking them, and travelers to 
  Preston would need to go to Leilam’s Orchard and then 
  through Hochoch. Their arrival in Tanner’s Ferry is 
  uneventful, though if they are attentive they may 
  discover the remains of what seems to be a wrecked 
  wagon just outside the village, along with signs of a 
  struggle. 
   
  Encounter 3: In Tanner’s Ferry, the PCs can speak 
  with the villagers, who have no idea that their recruits 
  have gone missing. As far as anyone knows, the teenagers 
  left for Orlane (accompanied by several veterans who are 
  family members) a couple of weeks before Mustering 
  Day. The family members haven’t returned, which is a 
  little bit unexpected, but it hasn’t been long enough to 
  really alarm anyone. There are some bandits who have 
  been causing trouble, but the Elector and his File seem to 
  have the situation under control. 
   
  Encounter 4: The PCs should wish to speak with 
  the Elector himself, and he will be happy to meet with 
  them. His goal is to steer them in the direction of the 
  bandits, hoping that the PCs will find and defeat the 
  bandits, thereby eliminating a problem that has been 
  plaguing him and also conveniently providing him with 
  someone to blame for the disappearance of the missing 
  villagers. 
   
  Encounter 5: The PCs, with assistance from a 
  tracker provided by the Elector, find the bandits’ 
  campsite. This encounter could go a variety of ways 
  depending on how much the PCs believe the lies that the 
  Elector told them. There are clues that everything here is 
  not actually as it seems, but regardless of the outcome of 
  the fight, the PCs should want to talk to the Elector 
  again. 
   
  Encounter 6: Through various means, depending 
  on what they have done so far and whom they believe, 
  the PCs discover the location of the excavation that is 
  
  GRM5-07 Justice Be Done 
   
  Page 6 
  taking place outside of town. This either involves hearing 
  the truth from the Gyri “bandits,” getting it from one of 
  the “soldiers” working for the Elector, or various other 
  options. 
   
  Encounter 7: The PCs reach the site of the 
  excavation, where they find the enslaved villagers. Once 
  they have been freed, the villagers can relate that just 
  before the PCs arrived, the final seals on the outside of 
  the ancient temple were broken, and Nathaniel has 
  already gone inside. If the PCs didn’t fight them earlier, 
  the Red Arrows turn on them now. Depending on what 
  happened with the Gyri bandits, they might assist the 
  PCs. 
   
  Encounter 8: Inside the temple, the PCs must 
  contend with a puzzling room and an ancient trap in 
  order to reach the altar. Some or all of them may acquire a 
  curse that makes them more vulnerable to worshippers of 
  Hextor, which will put them at a disadvantage in the final 
  encounter. 
   
  Encounter 9: The PCs confront Nathaniel, who has 
  just retrieved the Hellscepter from the temple’s main 
  altar. Nolar Thotec arrives to take the relic and leaves the 
  PCs and Nathaniel to duke it out. 
   
  Conclusion: 
  Depending 
  on 
  what 
  the 
  PCs 
  discovered and their actions throughout the adventure, 
  there are various conclusions that can occur. Hopefully, 
  the PCs have rescued the villagers, figured out the truth 
  about the “bandits” and the “soldiers,” and defeated the 
  corrupt Elector. Nolar Thotec and the Hextorite relic will 
  most likely have to be dealt with another day, but the PCs 
  have still won a significant victory. 
  PREPARATION FOR PLAY 
  The PCs are going on this adventure at the direct request 
  of the Gran March Army, so characters who are active-
  duty members or veterans of the armed forces of the 
  March (or allied nations such as the Yeomanry with 
  whom Gran March has a treaty allowing for the sharing 
  of military forces) will count this adventure as military 
  time and receive their standard wages and any other 
  benefits as detailed in the appropriate meta-organization 
  document. 
   
  Before beginning the adventure, you should check 
  to see which Year Four and Year Five Gran March 
  regional adventures the PCs have been through. In 
  particular, you are looking for the following information, 
  but try not to reveal to the players exactly what it is you 
  seek: 
  • 
  Enmity 
  of 
  Nolar 
  Thotec 
  from 
  GRM4-01 
  Homecoming. 
  • 
  Vengeance 
  of 
  Nolar 
  Thotec 
  or 
  Extreme 
  Vengeance of Nolar Thotec from GRM4-IN1 The 
  Trial of Olowyn. 
  • 
  Gratitude of Nolar Thotec from GRM5-02 Enemy of 
  My Enemy. 
   
  Also, you should go ahead and get some skill checks 
  for each PC. Because a big chunk of the adventure’s 
  direction is based on how successfully Nathaniel lies to 
  the PCs, you don’t want to give anything away by calling 
  for die rolls. To maximize the obfuscation, get three of 
  each of the following: Hide, Listen, Move Silently, Sense 
  Motive, and Spot checks. The most important are the 
  Sense Motive checks, of course, but the others will 
  probably come in handy as well.  
   
  You can also get a few Will saves for each PC, if you 
  like; asking for Will saves at the start of an adventure is 
  an excellent technique for instilling fear and paranoia in 
  the players. 
  INTRODUCTION 
  When everyone is ready to begin, read or paraphrase the 
  following: 
   
  It is the first week of Reaping, and the city of 
  Orlane is even busier than usual. Aside from the 
  normal hustle and bustle of the civilian population 
  and the increased flow of Knights and soldiers and 
  equipment into Hochoch, there are green recruits 
  from all over the southwestern portion of Gran 
  March undergoing basic training. The cheerful, 
  intoxicating feeling of the many parties held around 
  Mustering Day has passed, and the newly-
  conscripted soldiers are just now beginning to get a 
  true understanding of what day-to-day life in the 
  Army is like.  
   
  Meanwhile, the local farmers are bringing in 
  the fall harvest, adding to the noise and confusion 
  in and around the city. Looking around, it’s hard to 
  see more than vague reminders that only three years 
  ago, almost everything here was burned and pillaged 
  by an invading army of giants. The rebuilding of 
  Orlane is truly an impressive accomplishment and a 
  testament to the resilience and determination of the 
  people of Gran March. 
   
  The weather is beautiful, with crisp fall air that 
  is just chilly enough in the morning to get you out 
  of bed with a spring in your step and just warm 
  enough during the day to keep you feeling that way.  
   
  Active-duty military characters and veterans (as well 
  as members of the armies of countries with whom Gran 
  March has a treaty, such as the Yeoman Militia) have 
  been summoned to a meeting with Captain Dorn 
  Stelgaard at the keep of the 5th battle. Such characters 
  should be given Player Handout #1. 
   
  There are several different ways that you can bring 
  non-military characters into the adventure. If time 
  permits, you can have the military characters meet with 
  Watcher Captain Stelgaard as detailed in Encounter 1, 
  
  GRM5-07 Justice Be Done 
   
  Page 7 
  and then have those PCs sent to recruit the non-military 
  PCs as “civilian advisers.” The military characters would 
  then interrogate the non-military characters in the same 
  fashion that the Captain interrogated them before 
  accepting them as part of the investigation team. (The 
  reason civilians would be sent on a mission like this at all 
  is because oftentimes, persuading “reluctant” recruits to 
  report for duty requires a very diplomatic and decidedly 
  non-military approach. The senior officers of the Army 
  feel that if a non-military person or two is along, that will 
  help soften the locals’ impression of soldiers dragging 
  children away to force them into the Army.) 
   
  If you would rather not go through a two-phase 
  introduction, or if there are no military PCs in the party 
  at all, then you can have all of the PCs report to Captain 
  Stelgaard at the same time, using Player Handout #2 for 
  the non-military characters. 
   
  If time is very tight or you don’t feel like having each 
  PC go through the “loyalty exam” individually, then you 
  can simply have all of the PCs report to Captain 
  Stelgaard, who will designate a leader (the highest-
  ranking military PC or the highest-level fighter-type if 
  there are no military PCs) and only put that PC through 
  the questioning process, making him or her responsible 
  for everyone else. It’s more fun if you have the time and 
  inclination to put each PC on the spot, though, and 
  hopefully provides a good roleplaying opportunity. 
   
  Regardless of how you get them there, those PCs 
  that head to the meeting with Captain Stelgaard should 
  proceed to Encounter 1. 
  ENCOUNTER 1: A TEST OF 
  LOYALTY 
  Key ideas of this encounter: The PCs report to 
  Watcher Captain Dorn Stelgaard, Faithful Wolverine, of 
  the 5th Battle. The Captain asks them some questions to 
  determine their loyalty and willingness to enforce the 
  laws of Gran March regarding conscription. Once he is 
  satisfied that they will do what needs to be done, he 
  explains the situation with the missing recruits from 
  Tanner’s Ferry and sends them on their way. 
   
  The 5th Battle is housed in a large keep on the 
  northwestern side of the city. A number of large 
  tents have been erected outside the keep to serve as 
  temporary barracks for the new recruits undergoing 
  basic training here. You are admitted to the office of 
  Watcher 
  Captain 
  Dorn 
  Stelgaard, 
  Faithful 
  Wolverine, with little difficulty. The Captain is a tall 
  human of obvious Suel descent, with blonde hair 
  and piercing blue eyes. He is clad in full plate mail 
  and wears a prominent holy symbol of Heironeous. 
  He studies you carefully for a moment. 
   
  Watcher Captain Stelgaard is a paladin of 
  Heironeous, and he scans each of the PCs with his detect 
  evil ability before greeting them. Any PC who radiates 
  evil will need to provide a very good explanation before 
  the Captain will agree to allow that PC to go on the 
  mission. 
  � Watcher Captain Dorn Stelgaard, Faithful 
  Wolverine: LG Male Suel Pal9 of Heironeous. 
   
  Roleplaying Notes: Watcher Captain Stelgaard is a 
  very loyal soldier and a devoted servant of the Invincible 
  Warrior and the Knights of the Watch. If he has a sense 
  of humor, nobody has been able to find it yet. He is 
  unfailingly polite, but stern, and speaks in clipped tones. 
  There’s a reason why this guy is trusted with tracking 
  down and finding potential traitors – he’s got the right 
  personality for the job. However, he isn’t a fool who sees 
  “insurgents” under every rock and shrub. He believes 
  that the law must be applied uniformly, but fairly and 
  justly, with the greater good always in mind. 
   
  Watcher Captain Stelgaard greets the PCs by name 
  (if he summoned them) or asks to be introduced to them 
  (if they were brought by other PCs, which may be the 
  case for non-military characters). Military PCs and 
  veterans can see that he has obviously been studying 
  their service records, as a series of file folders and papers 
  are stacked neatly on his desk, many of which bear 
  familiar names. The Captain will explain that he requires 
  a group of individuals to look into a delicate situation, 
  and that he needs to ask them a few questions before he 
  can decide whether or not they are right for the job.  
   
  This can be a lengthy roleplaying encounter or not, 
  depending on how much time is available and the 
  inclination of the players to discuss such matters at 
  length. For new players, this is a good opportunity to 
  introduce the major element of Gran March as a region – 
  the Army and its effect on all aspects of life. Ideally, each 
  PC should at least be asked one of the following 
  questions. If you have a bit of time, it’s helpful to decide 
  in advance which questions you will ask to which 
  characters, so that each character has to answer a question 
  that is at least somewhat uncomfortable. 
   
  To any character, preferably non-military: Are you 
  familiar with the laws concerning the mandatory 
  conscription of able-bodied men in Gran March? 
   
  (If the PC says yes, he asks the PC to explain the 
  laws. If the PC says no, he looks disgusted and asks if 
  anyone else does.) A good answer includes that all human 
  males must report for duty at age 15 (and males of other 
  races must report upon reaching their specific race’s age 
  of majority), that all females and certain non-human 
  males (such as the Dim Forest elves) have the option to 
  report but are not required to do so, that those who are 
  mentally unfit for the Army are sent to the work gangs, 
  and that failure to report is treason punishable by death. 
  The PC doesn’t have to recite every detail. The purpose of 
  this question is simply to establish what the law is in case 
  there are PCs (or players) who do not know the facts. 
  
  GRM5-07 Justice Be Done 
   
  Page 8 
   
  To a military PC or veteran who has ever received a 
  demerit: I see from your service record that you were 
  given a demerit. Why don’t you explain the 
  circumstances? 
   
  (Depending on the PC’s explanation of events, he 
  will follow up with pointed questions, such as the 
  following.) Do you have a general disregard for the lawful 
  orders of your superior officers? Do you believe that the 
  rules shouldn’t apply to you? Try to make this as 
  uncomfortable as you can without it turning hostile. The 
  Captain does not want to risk sending someone on the 
  mission who might have “issues” with military life. The 
  worst possible ambassador for the Army would be a 
  disgruntled soldier. 
   
  To any male character who is not a citizen of Gran 
  March: If you reside in this region for more than a 
  year and a day, you will become eligible for 
  conscription into the Gran March Army. Do you 
  believe that is a fair requirement to impose on those 
  who are not natives of this country? Will you report 
  as required if and when the circumstances dictate? 
   
  (The Captain isn’t looking to conscript anyone on 
  the spot… he just wants to get a sense for whether or not 
  the PC respects that the requirement of military service is 
  the law of the land in Gran March and must be followed 
  even by those who were not born here.) 
   
  To any character: Do you believe that Gran 
  March’s policy of conscripting all able-bodied males 
  is good or bad for the country? 
   
  (This is obviously a loaded question, but there really 
  are a lot of benefits to mandatory conscription. Apart 
  from the undeniable benefit of having an army with 
  which to defend itself, the country also gains an educated 
  and literate citizenry, a guarantee that every common 
  man has received basic military training and can 
  therefore defend his home and family, and a general 
  sense of law and order that other, more chaotic, nations 
  do not always enjoy.) 
   
  To any character: What benefits do you think the 
  Sheldomar Valley as a whole derives from the fact 
  that Gran March maintains such a large standing 
  army? 
   
  (This is an opportunity for someone to wax poetic 
  about how the Gran March is basically the police force of 
  the Sheldomar Valley, or for a pacifistic character to rail 
  against that same fact. Either way, the Captain simply 
  listens and takes notes.) 
   
  (To a character from Bissel, Geoff, or the Principality 
  of Ulek): Where do you think your country would be 
  today if it were not for the assistance and efforts of 
  the armed forces of Gran March? 
   
  (Again, no real right or wrong answer here, but there 
  are Battles stationed in two of those countries -- and the 
  troops in Bissel were removed only a short time ago and 
  no sooner had they left than Thornward was conquered 
  by invaders -- so there’s no arguing that they have had an 
  impact, whether for good or ill.) 
   
  To any character: If a woman is widowed, and her 
  only son reaches age 15, do you believe that she 
  should still send her son to the Army, even though 
  there will be no one left at home to care for her? 
   
  (The legally correct answer is yes, of course. If the 
  PC demurs, the Captain will point out that the widow is 
  not totally on her own. For example, she can expect to be 
  cared for by her community, even without her son at 
  home; she should also have her late husband’s pension 
  and any other benefits depending on whether he died in 
  the service or not. The point is that everyone has a duty 
  to serve, even if it causes hardship.) 
   
  To any character: What do you think would 
  happen if the nation adopted a policy that 
  individuals could buy their way out of the military 
  service requirement by paying a certain sum of gold? 
   
  (The Captain is looking for an answer that this 
  would be bad for the country; part of what makes Gran 
  March strong is that everyone, from the lowest 
  commoner to the highest noble, has to serve in the armed 
  forces, which puts everyone on an equal footing. Also, 
  allowing the rich to buy their way out of service would 
  cause resentment among those who could not afford to 
  pay, leading to the possibility of civil unrest. Matters 
  could be even worse if the fee was set low enough and 
  even those of the middle class were able to pay it, since if 
  too many people bought off their service requirement, 
  the Army might not have enough available soldiers to 
  fulfill its responsibilities.) 
   
  To any citizen of Gran March: Do you believe that 
  refusing to report for service should be classified as 
  treason and punishable by death? 
   
  (If the PC says yes, the Captain asks if the PC would 
  be willing to carry out the sentence personally. If the PC 
  says yes, the Captain asks if the PC would still be willing 
  to do it if the person to be executed were 15 years old and 
  a member of his own family. If the PC says no at any 
  point, the Captain presses the issue, asking the PC to 
  justify himself and explain why it isn’t treason, what he 
  thinks the punishment should be, and/or why it should 
  be anything less than death.) 
   
  To any character: Can you think of any 
  circumstances in which it would be justifiable for 
  an eligible citizen not to report for military service? 
   
  (Reasonable answers include natural disasters, an 
  attack on their homes, personal injury or grave illness, 
  etc. – as long as the character includes the proviso that 
  the individual should inform the authorities of the 
  situation and report for service as soon as he is fit for 
  duty. Any justification that includes letting someone out 
  of service altogether will cause the Captain to react with 
  disdain, but he does recognize that there are exigent 
  
  GRM5-07 Justice Be Done 
   
  Page 9 
  circumstances that could legitimately delay someone 
  from showing up on Mustering Day.) 
   
  To any character, ideally female: Do you believe 
  that conscription should be mandatory for females 
  as well as for males? 
   
  (Legally speaking, there’s no right or wrong answer 
  to this question, since females are allowed to volunteer 
  but not compelled to serve. Hopefully it sparks an 
  interesting discussion, though. If there are no females in 
  the party, but there are elves, you could change the 
  question to ask about whether Dim Forest elves should 
  be required to serve, since they are currently exempted 
  by treaty.) 
   
  After each PC has answered one or more questions, 
  the Captain will make a judgment about whether the PC 
  should be allowed to go on the mission or not. He will err 
  on the side of being generous here, since we want 
  everyone to be able to play the game. However, he’s not 
  above making pointed remarks, such as telling a 
  character who expressed a dislike of the mandatory 
  conscription that this mission might teach him a thing or 
  two. 
   
  Some characters (especially non-natives) may be 
  neither particularly patriotic nor particularly treasonous. 
  That’s fine, and the Captain will allow such characters to 
  go on the adventure as long as they agree to uphold the 
  laws of Gran March (and they don’t try to talk the recruits 
  out of serving). Since the mission consists of taking 
  citizens of Gran March to serve in the Army of Gran 
  March, that really shouldn’t be a problem for most 
  characters from other regions. 
   
  After Watcher Captain Stelgaard has finished 
  questioning the PCs, he will explain why he needs them. 
  Read or paraphrase the following: 
   
  “As you have no doubt figured out from my line 
  of questioning, I need a group of able – and loyal – 
  individuals to undertake a somewhat sensitive 
  mission. Every year, a small number of individuals 
  who are expected to report for military service fail to 
  do so. In accordance with the law, the Army sends 
  investigators to the affected villages to determine 
  the reason. I want you to travel to a village called 
  Tanner’s Ferry, which is on the very edge of our 
  border, where the Javan River meets the Oytwood. 
  We were expecting four or five new recruits from 
  Tanner’s Ferry, but none of them reported. It’s been 
  over a month and still no sign of them. 
   
  “I want to be clear that we expect you to resolve 
  this matter peacefully if at all possible. These are our 
  own citizens we’re talking about. Most of the time 
  when someone fails to report, the reason is benign – 
  an error in our records, a death or serious illness in 
  the family, a mother who can’t bear to let her baby 
  leave the house, or simply a delay in traveling to the 
  designated mustering site. It is my expectation that 
  you will find something along those lines and that 
  you will be able to bring the missing recruits back 
  here without further incident.  
   
  “However, occasionally there are seditious 
  activities that are discovered, and those must be 
  dealt with accordingly. Tanner’s Ferry is on the 
  border with Geoff, not far from Preston; although 
  the battle lines have shifted far away and that area is 
  pacified, to the best of our knowledge, you must be 
  alert for anything. If you encounter a situation that 
  is far beyond your capabilities, I do not expect you to 
  throw your lives away in attempting to apprehend 
  traitors – simply report back here and I will 
  dispatch whatever forces are necessary to enforce 
  the laws of Gran March.” 
   
  If there are any characters who have expressed 
  absolutely, unequivocally treasonous points of view and 
  refused to recant their position even under direct 
  questioning, the Watcher Captain will force the character 
  to swear a loyalty oath before Heironeous (administered 
  on the spot) or be arrested (if a citizen) or sent away (if 
  not a citizen). Hopefully it won’t come to that, but if it’s 
  clear that a character is just wildly inappropriate for this 
  adventure and the player has another character that 
  would be more philosophically compatible with this 
  mission, and the APL won’t be skewed, it wouldn’t be a 
  bad idea to let the player switch characters rather than 
  have to leave the table.  
   
  The Watcher Captain will answer whatever 
  questions he can; he has a list of the missing recruits, 
  which is Player Handout #3 (the handout also contains 
  some very basic information about the village of Tanner’s 
  Ferry). The Captain can relate at least the following 
  information: 
  • 
  There were four male children who should have 
  reached age fifteen this year and reported for duty. 
  There might also have been one or more female 
  children who decided to enlist, as that is becoming 
  more and more common these days, but there 
  wouldn’t have been any advance records kept since 
  females are not required to enlist. 
  • 
  Tanner’s Ferry is a fairly remote village, on the very 
  edge of Gran March where the Javan meets the 
  Oytwood. There’s not even a proper road leading to 
  the city. The quickest way to get there is to take the 
  military road from Orlane to Leilam’s Orchard and 
  then head south. 
  • 
  The village doesn’t get a lot of visitors, but it’s still 
  fairly good-sized, considering its location. They’re 
  largely self-sufficient, hunting and logging in the 
  Oytwood, with limited traffic from barges along the 
  Javan. Although the city of Preston is not far on the 
  other side of the river, there’s no easy way to get 
  across. There used be a ferry, but the military shut it 
  down in order to better control the entry and exit 
  points between Gran March and Geoff. Even when 
  
  GRM5-07 Justice Be Done 
   
  Page 10 
  the ferry was running, though, the main trade route 
  for Preston was still through Hochoch. 
  • 
  Tanner’s Ferry is named for an actual ferry that used 
  to carry people and goods across the Javan to 
  Preston, but the military shut it down when the 
  giants conquered most of Geoff. It would have been 
  destroyed during the siege of Preston a few years ago 
  anyway. The military road between Gran March and 
  Geoff leads through Hochoch and doesn’t go 
  anywhere near Tanner’s Ferry. 
  • 
  The new recruits were expected to arrive in Orlane 
  on Mustering Day (the first day of Richfest). 
  Recruits are assigned to units for basic training and 
  actually start their service one month later (the first 
  day of Reaping). There are three main locations 
  where recruits come – Orlane, Hookhill, and 
  Shiboleth – to minimize the travel distance and to 
  avoid concentrating everyone in a single city. 
  • 
  There has been no report at all from Tanner’s Ferry 
  regarding the missing recruits. Normally the Elector 
  (whose name is Nathaniel Celebrimbor; Watcher 
  Captain Stelgaard doesn’t know him personally) 
  should have sent word if there was going to be a 
  delay. The Electors are responsible for submitting a 
  list each year of the eligible male children who are 
  expected to come of age in the following year. Those 
  reports, along with information collected from 
  active-duty soldiers about their families and home 
  towns, is how the Army knows roughly how many 
  recruits to expect each year and where they’re 
  coming from. 
  • 
  Tanner’s Ferry is certainly not the only place where 
  investigators are being sent. There are a handful of 
  missing recruits from all across Gran March each 
  year. It’s a bit unusual for so many recruits from the 
  same village to go missing at once, though, which is 
  why the Captain is sending a larger group than 
  normal. Still, there’s been no report of trouble in the 
  area, so he doesn’t feel the need to start a full-blown 
  military operation to look for a handful of missing 
  teenagers. 
  • 
  The PCs are to resolve the situation peacefully if at 
  all possible. Assuming there is a reason why the 
  recruits didn’t report, the PCs are to assess the 
  validity of that reason and use their best judgment, 
  but the expected outcome is that the PCs will return 
  to Orlane with the missing soldiers-to-be in tow. The 
  Captain will be waiting for their report.  
  • 
  No 
  matter 
  what 
  they 
  discover, 
  under 
  no 
  circumstances are the PCs authorized to execute 
  anybody for treason (except in the course of 
  defending themselves, should that be necessary; if 
  they are attacked with lethal force they may use 
  lethal force to ensure their own safety and the safety 
  of any innocents). Anyone involved in seditious 
  activities should be arrested and brought back to 
  Orlane to face trial. Gran March is a lawful nation. 
   
  Development: After all questions have been asked 
  and answered, the Watcher Captain will wish the PCs 
  good luck and send them on their way. They can draw 
  basic supplies from the 5th Battle if needed, with the 
  exception of horses (which are in short supply right now 
  due to all the new recruits and the ongoing harvest). 
  Once the PCs are ready to depart, proceed to Encounter 
  2. 
  ENCOUNTER 2: ON THE ROAD 
  AGAIN 
  Key ideas of this encounter: The PCs make the 
  uneventful journey to Tanner’s Ferry, possibly asking 
  around in Leilam’s Orchard first. If they have been 
  paying attention to their surroundings, they may find a 
  wagon that has been crudely concealed and signs of a 
  struggle. If the party is on foot, it takes three days to get 
  to Leilam’s Orchard and another two days to get to 
  Tanner’s Ferry, arriving in the middle of the afternoon. If 
  the party is all mounted, the trip takes about half that 
  time. 
   
  The weather remains pleasant throughout. The PCs 
  can take the military road west out of Orlane to Leilam’s 
  Orchard, where they should turn southwest and travel 
  along an overgrown trail to Tanner’s Ferry. There’s no 
  military road to the village, although it’s clear that people 
  do pass along this trail from time to time, as evidenced by 
  wagon ruts and other signs of passage. (Alternatively, the 
  PCs might choose to travel all the way to the Javan River 
  and then follow the river, which will also take them to 
  the village eventually, but doing so will take somewhat 
  longer.) 
   
  Some or all of the PCs may have contacts in the town 
  of Leilam’s Orchard from past adventures, but asking 
  around there will net them little. Soldiers pass back and 
  forth between Orlane and Hochoch all the time, and of 
  course there were recruits from all over the place on the 
  roads around Mustering Day. Any number of groups that 
  passed through here could have matched the vague 
  description the PCs have to work with (“at least four boys 
  and maybe also some girls that were on their way to 
  Orlane”). A successful Gather Information check (DC 15) 
  would turn up the information that Elector Nathaniel 
  Celebrimbor and his personal file of soldiers passed 
  through here right around Mustering Day, but that’s not 
  unusual. The Elector has a house outside of Tanner’s 
  Ferry and he’s in and out of the area on a regular basis. He 
  certainly didn’t mention any missing recruits or other 
  problems, and he didn’t seem upset or disturbed. 
   
  There have not been any recent reports of trouble in 
  Tanner’s Ferry, and Leilam’s Orchard is definitely the 
  place that the residents of Tanner’s Ferry would come 
  first if they had serious trouble. There are always rumors 
  
  GRM5-07 Justice Be Done 
   
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  of bandits in the Oytwood, of course, especially with all 
  of those refugees from Geoff running around the last few 
  years. And then of course there’s the Rushmoors, where 
  the barbarians, swamp critters, frog-men and followers of 
  the Whispered One are constantly acting up in some 
  fashion or another. 
   
  Once they leave the military road, if the PCs are 
  actively searching for any signs of passage to and from 
  the village, they find ample evidence of travelers, but 
  nothing that is specifically relevant to their investigation. 
  The amount of time that has passed (over five weeks by 
  this point) has removed any signs of the recruits’ travel 
  northward or the Red Arrows’ travel southward. There 
  are no taverns or hostels between Leilam’s Orchard and 
  Tanner’s Ferry, and no campsites that look like they have 
  been used in the last week or so. Anything dating back to 
  the time when the recruits should have passed this way 
  would have been completely eradicated by the passage of 
  time and weather. 
   
  However, on their last day of travel, when they are 
  within a few miles of Tanner’s Ferry, if the PCs are 
  scouting, a successful Survival check (DC 20) reveals the 
  remains of a wagon. It appears that the wagon was 
  damaged in a fight of some sort – there are places where 
  arrows seem to have stuck into the wood, and one of the 
  wheels is shattered. The wagon itself has been looted and 
  dragged off the usual path of travel, but there are still a 
  few drag marks and footprints that the PCs can find. It 
  would appear that the wagon’s owner was robbed. The 
  cargo was somewhat unusual as well – the wagon is 
  empty, but a successful Search check (DC 15) in the area 
  turns up a broken shovel and a busted box that is labeled 
  “pick handles” in Common on the side (though the 
  contents are missing). It seems somewhat strange that 
  these types of mining supplies would be headed for 
  Tanner’s Ferry; as far as any of the PCs know or have been 
  told, there are no mines of any sort in the area. 
   
  Trying to back-track whoever might have attacked or 
  moved the wagon is futile, as too much time has passed 
  and efforts have been made to conceal any tracks leading 
  away. This attack was actually the work of the Gyri 
  “bandits” who have been keeping an eye on the enslaved 
  villagers for the last several weeks. The wagon was sent 
  by Nolar Thotec to bring extra supplies to the excavation 
  site, but the Gyri intercepted it and destroyed the 
  supplies in hopes of disrupting the work.  
   
  Development: Once the PCs have finished 
  examining the destroyed wagon (or if they fail to notice 
  it), they will arrive in Tanner’s Ferry. Proceed to 
  Encounter 3. 
  ENCOUNTER 3: AT THE FERRY 
  Key ideas of this encounter: The PCs arrive in the 
  village of Tanner’s Ferry and have the opportunity to talk 
  to some of the locals. Nobody is aware that the young 
  men and women failed to report for duty in Orlane. 
  There has been some trouble with bandits lately, but the 
  Elector and his men have everything under control. 
   
  Tanner’s Ferry looks much like any other small 
  village in Gran March. There are about thirty houses 
  scattered around a cleared central area with a large 
  fire pit. Other than a general store, there are no real 
  shops or inns, although you do see a blacksmith’s 
  anvil outside of one house and bundles of lumber 
  and cut timber are stacked outside of several others. 
  A small shrine pays homage to the Harvest Church.  
   
  A few children play in the warmth of the day, 
  watched over by an alert mother and a friendly-
  looking dog. There certainly doesn’t seem to be 
  anything to indicate that this placid scene is actually 
  a hotbed of treasonous activity against the lawful 
  government of the nation. 
   
  The villagers here don’t know much, so the town 
  isn’t laid out in any great detail. Tanner’s Ferry is home to 
  about 100 people. Most of the men make their living by 
  cutting timber in the Oytwood. It’s about a 20-minute 
  walk to the banks of the Javan, but since the military shut 
  the ferry down, few people go there (other than a handful 
  of fishermen). The current is too strong for swimming 
  and the river is too wide and deep to ford without the 
  ferry. The blacksmith’s anvil is mostly used for repairing 
  and sharpening axes. The general store carries a very 
  basic selection of the necessities of life (about what one 
  would expect to find in any frontier town). There is a 
  brewer, who makes basic mead and also distills some of 
  the berries found in the Oytwood into stronger liquor, 
  but there is no full-time public house, as the local 
  population isn’t large enough to support such a venture. 
   
  The people are cautious around strangers, simply 
  because of all the unrest in Geoff and the ever-present 
  possibility of something unpleasant coming out of the 
  forest or the not-too-distant Rushmoors, but everyone 
  here is friendly. Asking around, the PCs can determine 
  the following information. Feel free to roleplay this out 
  to a certain extent, but this isn’t a portion of the 
  adventure where you want to spend too much time if you 
  are running in a standard convention slot. 
  • 
  There were a total of six teenagers who were 
  reporting for duty from Tanner’s Ferry – the four 
  boys listed on Player Handout #3 and two girls who 
  had decided to enlist as well. 
  • 
  Nothing unusual surrounded their departure. The 
  town had a small going-away party for them about a 
  week before Mustering Day and then they left (on 
  foot). They had allotted five days to make the 
  journey to Orlane, figuring to arrive a day early and 
  partake of the festivities. 
  • 
  The six new recruits were accompanied by two 
  adults – veterans of the Army – to make sure that 
  they didn’t get into any trouble along the way. 
  
  GRM5-07 Justice Be Done 
   
  Page 12 
  • 
  The two adults haven’t returned yet, but that’s not 
  really surprising. One of them is an older brother 
  who mustered out last year and who had expressed 
  an interest in seeing Ander’s Falls because of some 
  dwarves from Barony Cragmor that he met during 
  his final year of service. The other is an older adult, a 
  widower who probably decided to stay in Orlane and 
  see if he could find a pretty farmer’s daughter to 
  marry and bring home. 
  • 
  It’s a little bit unusual that there were so many 
  children of the appropriate age in the same year in 
  such a small village, but… (blushing) well, we don’t 
  really talk about this sort of thing in public, you 
  understand, but there was this priestess of Wenta 
  who came through town, oh, I guess it must have 
  been about fifteen years ago, and she had some 
  very… enthusiastic ideas about certain rituals 
  pertaining to the fall harvest. I guess they must have 
  worked, because there sure were a lot of new babies 
  the following summer! We’ll be sending quite a few 
  kids from Tanner’s Ferry to the Army for the next 
  few years. 
  • 
  Nobody here has anything against the Army, the 
  Commandant, or the country. All of our fathers and 
  husbands are veterans, and a few of our mothers and 
  wives are too! When you live out in the middle of 
  nowhere, you place a high premium on personal 
  responsibility. Besides, the military training is good 
  for everybody. It’s not like we can make a living out 
  here by being soft.  
  • 
  If asked about the Knights of the Watch taking over 
  Arweth, everyone will tell the PCs that it seems like 
  a good idea and they will feel more secure with the 
  Knights as a neighbor. 
  • 
  Well… It is true that young Nick Tanner wasn’t too 
  happy about going to the Army, and who can blame 
  him, what with the ferry being shut down the way it 
  was. His father worked on the Javan for his whole 
  life, with his own father, who built the ferry with his 
  own two hands, you know. It wasn’t right, the way 
  the Army just came in and took away the family’s 
  livelihood like that, no matter what they said about 
  the risk of letting people in and out of Geoff. 
  • 
  One of the two girls who joined up, Susa, we all 
  knew that she’d enlist when she came of age. She 
  really wanted to be in the Army her whole life. 
  Always a tomboy, that one. The other girl, 
  Melisande, well, she wasn’t so keen on the idea, but 
  with her boyfriend Risla bound for the Army, she 
  wasn’t about to let him out of her sight! Quite a 
  couple, those two… no matter what anyone said or 
  did, they wouldn’t be separated, not for a moment. 
  (whispering) I almost think they might have run off 
  together rather than join the service. 
  • 
  We don’t see a lot of refugees from Geoff coming 
  through anymore, although we did until a year or so 
  ago. Occasionally we get somebody from Preston or 
  Hochoch, but the military road pretty much takes 
  everybody who crosses the border straight into 
  Orlane. We get the occasional goblin or other 
  wandering monster, but nothing that we can’t 
  handle. We keep our axes AND our wits sharp around 
  here. (Note: Since Geoff has recently opened up the 
  Downlands to settlement, the number of refugees 
  entering the country from Geoff has almost 
  completely stopped and in fact many of the Gyri 
  refugees who took shelter in Gran March during the 
  last few years are now returning to Geoff.) 
  • 
  Yeah, there are some bandits operating in the area… 
  it’s not too uncommon to have to deal with that sort 
  of thing in the Oytwood. Could be goblinoids cast 
  off from the giant armies, could be Gyri on the run, 
  could be elves… but the Elector said that he had 
  things under control, and apart from one tinker who 
  was ambushed and had his wagon stolen, there 
  hasn’t been any actual trouble here in the village. 
  The Elector’s men fought the bandits to a draw, with 
  several casualties on both sides, and they haven’t 
  been heard from since. The Elector gave the tinker 
  some money to replace his stolen goods and had his 
  personal file escort the man back to Leilam’s 
  Orchard. Don’t know where he would have gone 
  after that. (Note: The “tinker” was actually an agent 
  of the Red Arrows sent by Nolar Thotec. He 
  certainly didn’t tell the story of his attack to anyone 
  in Leilam’s Orchard, which is why the PCs didn’t 
  hear about it if they asked if there were any reports 
  of trouble in Tanner’s Ferry.) 
  • 
  You should probably talk to the Elector – he’s in 
  town, you know. He’s got a nice hunting cabin not 
  far from the village, where he stays a lot, especially 
  this time of year. I’m sure that he would be happy to 
  see you, especially if you’re offering to help out with 
  those bandits. You don’t think that they could be the 
  reason why our kids didn’t report for duty, do you? 
  They weren’t carrying anything of real value… and 
  certainly nothing that would be worth killing 
  somebody for! 
  • 
  The Elector’s a nice enough man, friendly to 
  everyone, doesn’t really hold himself apart from the 
  people or anything like that. He spent a lot of time 
  in Shiboleth recently; I guess it probably had 
  something to do with the election for Commandant 
  last year. His family had a lot of holdings in Orlane 
  but I suppose they must have lost most of it during 
  the attack a few years ago. It’s not my business to 
  know his business. 
   
  Assuming the PCs explain why they are here, the 
  villagers they talk to will be very concerned. They will 
  press the PCs for all the information they can get (which 
  isn’t much). The locals had no idea that the kids didn’t 
  
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  report for duty like they were supposed to. Nobody was 
  worried, but then why should they have worried? It 
  hadn’t been enough time to expect letters home, and the 
  adults who went had valid reasons for not coming back 
  right away. Besides, the Elector is in town, and if there 
  had been any trouble, surely he would have known about 
  it and said something. The villagers will encourage the 
  PCs to talk to the Elector and tell him what’s going on. 
  They can easily provide directions to his hunting lodge, 
  which is not far from the village (about a 30-minute 
  walk). There are other houses scattered around outside 
  the village proper; a fair number of the folks who live 
  here do so because they value their independence and 
  privacy, though most of the houses are built in the 
  central cluster for safety and convenience. 
   
  Nobody here has actually seen the bandits, but 
  they’ve certainly heard about the attack on the tinker. 
  Again, the Elector would have the most information, 
  because his soldiers have been trying to track down the 
  bandits for the last week or so, and the Elector personally 
  helped out the tinker who got robbed. 
   
  There aren’t a lot of details provided here about the 
  individual families from which the recruits were drawn. 
  That’s because it’s entirely possible that the PCs would go 
  off on a wild-goose chase and want to investigate each 
  family in detail to find out who might have had some 
  treasonous motives. The reality is that all the families are 
  humble and loyal and good. Establish this fact quickly 
  and conclusively so that the adventure doesn’t get bogged 
  down. With that said, there are a couple of red herrings 
  provided (Nick Tanner being bitter about the loss of his 
  family’s livelihood when the Army shut the ferry down, 
  and the couple who might have run off together rather 
  than join the service) so that you can sow a few seeds of 
  doubt in the PCs’ minds and make the investigation more 
  interesting. 
   
  Development: After the PCs have gotten what 
  information they can from the villagers, they will most 
  likely want to talk to the Elector. That meeting is detailed 
  in Encounter 4. If they decide to just go off into the 
  woods and start searching for the bandits, then you can 
  either skip directly to Encounter 5, or simply say that the 
  PCs search around for a while, give them some Survival 
  checks, and say that they don’t find anything. That will 
  most likely lead them back to the Elector as their next 
  best source of information, and thus to Encounter 4. 
  ENCOUNTER 4: A VISIT TO 
  THE ELECTOR 
  Key ideas of this encounter: The PCs talk to Elector 
  Nathaniel Celebrimbor (pronounced Kell-eh-BRIM-boar) 
  at his hunting lodge. He tries to steer them in the 
  direction of blaming the “bandits” for the missing 
  recruits and offers to send his men to help if the PCs will 
  track down and arrest or kill the bandits. 
   
  The Elector’s hunting lodge is a sturdy-looking, 
  single-story log cabin that looks as though it must 
  have been in the family for several generations. A 
  faint wisp of smoke rising from the chimney 
  indicates that someone is here, and the two soldiers 
  in Gran March livery rising to greet you from their 
  posts on either side of the door remove any other 
  doubt that Nathaniel Celebrimbor must be within. 
   
  This is one of those types of encounters that require 
  you to pull off a fairly significant deception. Showing the 
  bad guy to the PCs before they’re actually supposed to 
  fight him is a design decision wrought with peril. 
  Nevertheless, in this case it’s necessary, and the PCs 
  really don’t have much of a reason to suspect the Elector 
  of anything at this point. Still, it’s possible that the PCs 
  will decide on the spot that the Elector is the villain. See 
  the Troubleshooting section for some suggestions if this 
  occurs. 
   
  The two soldiers at the door will admit the PCs to see 
  the Elector without doing more than giving them a 
  cursory examination. He’s been expecting that someone 
  would show up sooner or later, and he’s already rehearsed 
  his story. Just to make sure, though, while the PCs are 
  talking with the door guards, the Elector will quaff an 
  elixir of glibness (gives him the benefits of the spell), giving 
  him a +30 bonus on his Bluff checks for the next hour 
  along with some resistances against divination magic that 
  would reveal the truth or falsehood of his words.  He also 
  wears a ring of mind shielding at all times, a legacy of the 
  many political clashes he’s been through. Most of the 
  Electors and other important people in Gran March wear 
  such items, so it’s not automatically unusual or 
  suspicious. 
   
  With the potion of glibness active, the Elector has a 
  minimum of +38 on his Bluff skill checks (at APL 2, and 
  it only goes up from there). Assuming he takes 10, the 
  PCs would have to succeed on a DC 48 Sense Motive 
  check to know when he is lying to them. (His “soldiers,” 
  on the other hand, are not nearly so glib; if the PCs are 
  smart enough to interrogate them, details may be found 
  in the Troubleshooting section.) Spells and abilities that 
  would detect the Elector’s alignment or thoughts fail 
  because of his ring of mind shielding. (If asked, he will 
  admit that he’s wearing such an item; after all, he has 
  access to state secrets and most of his peers purchased 
  them last year during the election, at the suggestion of 
  Commandant Vrianian himself.) 
   
  Elector Nathaniel Celebrimbor is a middle-aged 
  human of Oeridian descent. He appears to be in good 
  health and physically fit. He is wearing light hunting 
  leathers (leather armor) when the PCs are shown into his 
  presence. He is not carrying a weapon, but anyone who 
  looks around will see several crossbows and longspears 
  (good for boar hunting). There are also two more Gran 
  March soldiers present inside the hunting lodge. There is 
  nothing anywhere in the building that would suggest the 
  Elector is a follower of Hextor and although he does have 
  
  GRM5-07 Justice Be Done 
   
  Page 14 
  his divine focus with him, it is well-hidden beneath his 
  clothes. Even if the PCs sneak off to perform a 
  surreptitious search, they won’t find anything – no secret 
  basements filled with prisoners, no hidden shrines to 
  Hextor, nothing that would be even remotely 
  incriminating. Do your best to convince them that 
  everything is exactly what it seems to be. 
   
  After offering them something to drink (he has a 
  well-stocked liquor cabinet, including the local brew; 
  there are no poisons or other unpleasant surprises) the 
  Elector will ask the PCs why they have come to Tanner’s 
  Ferry. The very first question that the PCs are likely to 
  ask is whether or not the Elector has an “official 
  explanation” for the missing recruits. Of course, he 
  doesn’t, because his cover story is that he has no idea that 
  the villagers are even missing until the PCs tell him! As 
  far as he knows, they left the village and reported for duty 
  in Orlane, and this is the first he has heard otherwise. 
   
  Assuming they explain about the missing recruits, 
  the Elector will become very agitated (because he is so 
  concerned for the safety and well-being of his people). 
  He will immediately attempt to turn the PCs’ suspicions 
  on the bandits who have been operating in the area. Read 
  or paraphrase the following: 
   
  The Elector slams his fist into his palm. “Damn 
  it! I should have known those petty thieves wouldn’t 
  be able to leave well enough alone. I thought after 
  my men killed a couple of them that they had gotten 
  the idea and would move on in search of greener 
  pastures, but apparently I was mistaken. Such acts 
  cannot go unpunished, even if it weren’t my own 
  people at risk. I hope that it is not too 
  presumptuous of me to assume that you would be 
  interested in helping justice be done in this matter?” 
   
  The PCs will no doubt have plenty of questions for 
  the Elector. Keeping in mind his massive bonus on Bluff 
  checks, each of the pieces of information below can be 
  shared. For your reference, each is marked as being true, 
  partially true, or false. 
  • 
  “The children who left here – I suppose it’s wrong to 
  call them children, now that they are old enough to 
  serve Commandant and Country, but I’ve watched 
  them all grow up, you know – they were very excited 
  to be joining the Army. All of their fathers are 
  veterans, of course, and most of them have brothers 
  in the service. There were even two girls… er, I 
  mean, young women who had chosen to volunteer.” 
  (True; the Elector knows the names and family 
  details of the missing recruits, but nothing more 
  than what the PCs have already been told.) 
  • 
  “The bandit attack didn’t occur until a long while 
  after the group had already left for Orlane. Of 
  course, we had no idea that the recruits never made 
  it to report for duty. The bandits must have waylaid 
  them between here and Leilam’s Orchard.” (Partially 
  true – the attack on the wagon did come after the 
  villagers had already been taken, but they weren’t 
  taken by the “bandits” at all.) 
  • 
  “That poor tinker who was attacked – the bandits 
  stole most of his wares, but I replaced the value of 
  his goods and made sure he was escorted back to the 
  military road at Leilam’s Orchard.” (True as far as it 
  goes, but omitting the fact that he wasn’t a tinker 
  and he was bringing supplies for the secret 
  excavation project.) 
  • 
  “After the attack on the tinker, I had my men begin 
  patrolling more deeply into the Oytwood. About a 
  week ago, we found signs of where the bandits had 
  been camping, and we nearly caught them. It was a 
  pretty fierce battle, according to my men – we killed 
  two of the brigands, but at least four more of them 
  escaped, and I lost several of my own in the process.” 
  (True) 
  • 
  “The bandits we killed definitely had the look of 
  Gyri. I wouldn’t be surprised if they were driven 
  from their own homes by the giant army, and 
  instead of seeking an honest living in Orlane along 
  with all the others, they decided to turn to a life of 
  crime instead.” (Partially true. The men are indeed 
  refugees from Geoff, and they are indeed hiding out 
  from the authorities, but not because they are 
  criminals.) 
  • 
  “We never saw any signs of a struggle or indications 
  that our people had done anything other than follow 
  the trail to Leilam’s Orchard and from there take the 
  military road to Orlane. Your arrival is the first I’ve 
  heard of any problems.” (Totally false.) 
  • 
  “I’ll be happy to send my best tracker and most of my 
  men to help you if you’re willing to go after those 
  brigands. With any luck, you can find our children 
  and bring them back alive, or at least give those 
  bastards the punishment they so richly deserve!” 
  (Partially true. The Elector definitely wants to see 
  the bandits dealt with, since they’re harassing his 
  secret project and trying to free the villagers he’s 
  enslaved.) 
  • 
  “Of course, we don’t know exactly where they are 
  hiding, but we know where they have been sighted, 
  and I’m sure that they’ll be flushed out sooner or 
  later.” (False. The Elector actually used divination 
  magic to determine exactly where the brigands are 
  holed up. He just didn’t want to risk his remaining 
  forces in a frontal assault. With the addition of the 
  PCs to his own forces, he figures that the odds are far 
  enough in his favor that it’s worth the risk.) 
  Assuming that the PCs seem to be buying his story, 
  the Elector will offer them the use of four of his six 
  remaining soldiers. He originally had eight, but two were 
  killed in the earlier skirmish with the brigands and he 
  will want to keep two with him “in case these bandits are 
  just the vanguard of a much larger force – we’ll need 
  
  GRM5-07 Justice Be Done 
   
  Page 15 
  someone to send to Orlane for the Army!”, thus leaving 
  four soldiers to accompany the PCs. 
  � Elector Nathaniel Celebrimbor: LE Male 
  Oeridian Aristocrat/Cleric of Hextor; Bluff +38 or 
  better; see appropriate Appendix. 
  � Elector’s Guards (4): LE Male Human Rogues; 
  dressed as standard Gran March soldiers; see 
  appropriate Appendix. 
   
  Roleplaying Notes: The Elector is putting on a very 
  convincing show of being the concerned nobleman 
  looking out for the welfare of his citizens. Of course, the 
  truth is that HE’S the biggest threat to their welfare, but 
  with the assistance of his magical items, he hopes that 
  nobody will figure that out until it’s too late. He doesn’t 
  really need the PCs to be killed – he just needs them to 
  be distracted long enough for the excavation to be 
  completed. The “soldiers” are actually members of the 
  Red Arrows, but they are also all veterans of the Gran 
  March Army, so they know how they are supposed to act 
  and can play their parts convincingly. They make every 
  effort to be unobtrusive and let the Elector do all the 
  talking. 
   
  Troubleshooting: Nathaniel really just wants to get 
  the PCs to head off and take care of the bandits for him – 
  the work at the dig site is nearly complete, and if he can 
  use the PCs to deal with the pesky Gyri who have been 
  harassing his men and disrupting his work, then he’ll be 
  happy. If they do his dirty work and then consider their 
  job finished and leave town to file a report, then so much 
  the better.  
   
  Although there aren’t really any inconsistencies in 
  the Elector’s story (that the PCs have much hope of 
  knowing about, anyway) it’s still quite possible that they 
  will suspect there’s more going on here than meets the 
  eye. He will, of course, deny any and all connections that 
  the PCs might try to draw between himself or his men 
  and the missing recruits. The more they press him, the 
  more he will insist that the bandits must be responsible. 
  He won’t yell or engage in histrionics – that will just 
  make them more suspicious. Military PCs who are 
  Sergeants or below will automatically have to defer to his 
  rank, and he will order them to assist his men if that’s 
  what it takes.  
   
  The PCs shouldn’t be able to use Sense Motive to 
  pick up on any falsehoods and they shouldn’t be able to 
  use magic, either. Without any real evidence, if the PCs 
  try to arrest the Elector or use force against him, they will 
  be in the wrong legally (assaulting an Elector is not a 
  trivial offense). All you need to do is obscure the truth 
  long enough for the PCs to leave in search of the bandits, 
  because as soon as they’re gone, the Elector heads for the 
  dig site, and the next time the PCs see him will be in the 
  final encounter. 
   
  The biggest risk of the truth being discovered 
  actually isn’t with the Elector at all – it’s with his men. 
  The two guards at the front door (there are two more 
  guards inside the house) should fade into the woodwork 
  as quickly as possible. Treat the guards as part of the 
  boxed text and everything should be okay. However, if a 
  PC uses detect evil on one of the guards, there’s no 
  concealing the fact that the Red Arrows will indeed 
  detect as evil. The Elector (of course) has a convenient 
  explanation for this – the members of his file recently 
  went through a duty rotation in the Rushmoors, where 
  they were part of the unit of the 9th Battle that is guarding 
  a recently-discovered site of the Whispered One. While 
  they were there, they picked up some sort of curse, which 
  is affecting a lot of the soldiers who spend too much time 
  in the area. The curse manifested itself as a black ring 
  around one eye – it was very disturbing. Fortunately 
  there was a cleric who was able to remove the curse, but 
  the aura must still be persisting. Nathaniel is sure it will 
  fade sooner or later, and in the meantime, he can 
  certainly vouch for the trustworthiness of his own 
  soldiers. This entire story is true, except that these men 
  have not been there. PCs who are members of the 9th will 
  not recognize them. This will probably lead to trouble. 
   
  Another risk is that the PCs might use detect thoughts 
  on one of the guards. Should this occur, and the guard 
  fails his saving throw, the PC will be able to sense the 
  man’s surface thoughts, which might indicate that the 
  “soldier” isn’t really a soldier at all – but is concentrating 
  hard on trying to act like one. Should the PCs 
  immediately jump to the conclusion that the Elector’s 
  guards are actually the bad guys based on this sort of 
  evidence, he won’t hesitate to throw the Red Arrows 
  under the bus – he will side with the PCs, act completely 
  shocked, and turn the “traitor” over to them for 
  interrogation or whatever else they want. He will then 
  leave, saying that he doesn’t have the stomach for such 
  things, and head directly to the dig site once he’s clear of 
  the PCs. 
   
  Development: Assuming that the PCs agree to go 
  after the bandits, if they accept his offer of the use of his 
  men (and they have no real reason not to) then the four 
  guards from the hunting cabin will go with the PCs into 
  the Oytwood. The Elector waits until they are out of sight 
  and then leaves for the dig site, which is where his other 
  two guards are currently located. The PCs may refuse the 
  offer of assistance, saying that they can handle the 
  bandits themselves. If that happens, the PCs still go into 
  the Oytwood, but the guards accompany the Elector to 
  the dig site. Either way, tracking down and dealing with 
  the bandits is detailed in Encounter 5. 
   
  If things go off track and the PCs somehow discover 
  the location of the dig site, perhaps from interrogating 
  one of the Red Arrows, or even by faking like they’re 
  going to go after the brigands but actually trying to 
  follow the Elector stealthily, then you can jump directly 
  to Encounter 7. 
   
  If a fight actually breaks out between the PCs and 
  the Elector, his four guards on the scene will come to his 
  
  GRM5-07 Justice Be Done 
   
  Page 16 
  defense. His goal will be to have the soldiers fight a 
  delaying action while he casts obscuring mist from a scroll 
  or makes his escape in some other suitable fashion and 
  heads for the dig site. The PCs will most likely track him 
  after they have dealt with the guards, which again will 
  take them to Encounter 7. Stats for the Elector and the 
  Red Arrows can be found in the appropriate Appendix. 
  They aren’t repeated here since the goal is for there not to 
  be a fight in this encounter. 
  ENCOUNTER 5: ON THE 
  BANDITS’ TRAIL 
  Key ideas of this encounter: The PCs (possibly 
  accompanied by four of the Elector’s guards) track down 
  and confront the “bandits” that are believed to be 
  responsible for the disappearance of the missing villagers. 
   
  After leaving the Elector’s hunting lodge, it takes the 
  PCs about thirty minutes to reach the area where the 
  bandits were last sighted. Get a marching order, draw 
  some forested terrain on the battle map, and read or 
  paraphrase the following: 
   
  The Oytwood is not as ominously dark and 
  oppressive as the Dim Forest, but it’s still noticeably 
  different when you pass out from beneath the open 
  sky and find yourself surrounded by towering trees 
  on all sides. The temperature drops, not to the point 
  of being cold, but there is definitely a chill in the air. 
   
  Option 1: If the PCs are accompanied by the four 
  soldiers from the Elector’s file, one of the soldiers will 
  take the lead. The soldiers actually know exactly where 
  they’re going (they were briefed by the Elector, who used 
  divination magic to find the bandits’ lair several days ago) 
  but they put on a show of acting like they’re tracking. The 
  PCs can make Survival checks of their own, or they can 
  make checks to assist the lead soldier as he does the 
  “tracking.” If the PCs insist on making their own separate 
  checks, no matter what DCs they hit, tell them that they 
  just don’t see any tracks that look even remotely like 
  what they’re searching for. Either the Elector’s man is a 
  REALLY good tracker, or there’s something else going on.  
   
  Option 2: If the PCs are doing their own tracking, 
  then have them roll several Survival checks. It takes 
  them about an hour to pick up the first sign of the 
  brigands’ passage and requires a DC 22 check to succeed. 
   
  In any case, once the PCs are on the right trail, after 
  about 30 minutes of tracking through the woods, they 
  will encounter the refugees from Geoff. Due to the 
  limited visibility in the forest, the initial encounter 
  distance is about 200 feet. Start rolling Spot and Listen 
  checks for the PCs against the Hide and Move Silently 
  checks of the bandits (see the appropriate Appendix for 
  details) and start giving the brigands Spot and Listen 
  checks against the corresponding checks of the PCs (and 
  the Elector’s men, if they’re present). 
   
  If the PCs notice the brigands first, they see a 
  number of cloaked and hooded men carrying longbows 
  and creeping through the forest. It’s up to the PCs 
  whether to attempt to parley or simply attack. If the 
  Elector’s men are with the PCs, they will attack 
  immediately as soon as they are aware of the brigands – 
  they don’t want to give the PCs time to talk and possibly 
  figure out what’s really going on! 
   
  If the brigands notice the PCs first, the way the 
  encounter begins depends on whether the Elector’s men 
  are present or not. If the Elector’s men are present, the 
  brigands will attempt an ambush, attacking the false 
  soldiers first along with any PCs that are dressed in Gran 
  March military uniforms. (The Gyri have no reason to 
  believe that the PCs aren’t associated with the other 
  people dressed like Gran March soldiers, and those guys 
  are kidnapping and killing innocent people, so the 
  woodsmen will assume that the PCs are corrupt too.) If 
  the Elector’s men are not present, then the bandits will 
  attempt to parley. 
   
  If a conversation has any chance to ensue, it will start 
  with one of the bandits calling out: “So, more Gran 
  March kidnappers and thugs who call themselves 
  soldiers, eh? Well, we’ve no innocent women and 
  children for you to take, so you’ll have to settle up 
  with our arrows instead!” If a fight starts before there is 
  any chance to parley, then work this kind of talk in on 
  the bandits’ actions (it is a free action to speak). The PCs 
  should wonder why these supposed “brigands” are 
  accusing THEM of being the kidnappers and thugs! 
   
  The Elector’s men will do everything they can to 
  ensure that the bandits are killed (and of course will deny 
  the accusations made by the Gyri – after all, what else 
  would known thieves and bandits do other than try to 
  distract the lawful authorities?). If the PCs turn and side 
  with the bandits, the Red Arrows will fight to the death, 
  hoping to buy as much time as possible for Nathaniel to 
  complete his mission (and knowing the punishment that 
  awaits, if they are taken alive). 
   
  Creatures: This is a fight with a lot of NPCs 
  (assuming the PCs brought the Elector’s men). Don’t let 
  things bog down where you are rolling ten times as many 
  dice as the players. Try to keep the action fluid and 
  descriptive. Whichever side the PCs are fighting on 
  should win easily simply because of the strength of 
  numbers. If the PCs are attacking the bandits, then the 
  Elector’s soldiers assist them. If the PCs are attacking the 
  soldiers, then the bandits assist them. Either way, it 
  should be a fairly short fight. 
  APL 2 (EL 4) 
  � or � Elector’s Soldiers/Red Arrows (4): Male 
  Human Rog1; hp 6 each; see Appendix 1. 
  � or � Bandits/Gyri Refugees (4): Male Human 
  War2; hp 15 each; see Appendix 1. 
  
  GRM5-07 Justice Be Done 
   
  Page 17 
  APL 4 (EL 6) 
  � or � Elector’s Soldiers/Red Arrows (4): Male 
  Human Rog2; hp 12 each; see Appendix 2. 
  � or � Bandits/Gyri Refugees (4): Male Human 
  War2/Ftr1; hp 24 each; see Appendix 2. 
  APL 6 (EL 8) 
  � or � Elector’s Soldiers/Red Arrows (4): Male 
  Human Rog4; hp 24 each; see Appendix 3. 
  � or � Bandits/Gyri Refugees (4): Male Human 
  War2/Ftr3; hp 42 each; see Appendix 3. 
  APL 8 (EL 10) 
  � or � Elector’s Soldiers/Red Arrows (4): Male 
  Human Rog6; hp 36 each; see Appendix 4. 
  � or � Bandits/Gyri Refugees (4): Male Human 
  War2/Ftr5; hp 60 each; see Appendix 4. 
   
  Tactics: The Elector’s men will drink their potions of 
  aid if it looks as though the PCs aren’t going to charge 
  into melee with the bandits. If the PCs seem to be taking 
  care of business, the Elector’s men will save their potions 
  – in case they need them to fight the PCs later. They will 
  stay out of melee until there is an opportunity to kill one 
  of the brigands; their primary goal is to ensure that the 
  Gyri die and don’t get the chance to talk to the PCs. They 
  are unused to having to fight against trained opponents 
  (they spend most of their time kicking around people 
  who can’t fight back) so their tactics are not necessarily 
  ideal. 
   
  The Gyri will use standard tactics for bowmen – fire 
  and retreat, fire and retreat, and try to catch the enemy in 
  a crossfire if possible. They want to stay alive, but they 
  realize that they are badly outnumbered, so rather than 
  flee they will try to take out as many of the Gran March 
  soldiers (PC and NPC alike) as they can. Their tactics are 
  very well coordinated, as they have been fighting 
  together for quite a while now. 
   
  Talking to the Brigands: If the PCs get the 
  opportunity to actually talk to one of the supposed 
  bandits, most likely after the battle has ended, they can 
  learn the following information: 
   
  Note that the Elector’s men will insist on killing the 
  brigands (saying that kidnappers and traitors do not 
  deserve to be taken prisoner) and will do everything they 
  can to keep the PCs from actually talking to the men 
  from Geoff. This may lead the PCs to fight with the 
  soldiers immediately after having fought the bandits. 
  • 
  The “bandits” are not really bandits at all – they are 
  refugees from Geoff who were driven from their 
  homes by the giants. They recently entered Gran 
  March following the siege of Pregmere. 
  • 
  They saw a lot of war atrocities – on both sides – and 
  although they fled Geoff for the relative safety of 
  Gran March, they weren’t sure whether or not they 
  could trust anyone here. They had heard all sorts of 
  stories back in Geoff about how refugees were put 
  into the work gangs or enslaved or conscripted into 
  the army and sent right back to the front lines. 
  • 
  Before they could get to Orlane and learn the truth 
  of the situation (which is that although there is some 
  tension, the refugees are well-treated and permitted 
  to make new lives for themselves) they came upon a 
  group of Gran March soldiers who seemed to have 
  kidnapped and enslaved a number of local 
  commoners, including some boys and girls that were 
  just teenagers. This seemed to confirm everything 
  they had heard, although the way the prisoners were 
  being treated seemed strange even in light of the 
  wild rumors, so the Gyri decided to follow the group 
  and see where they went. 
  • 
  The soldiers dragged the villagers in chains through 
  the forest and took them to a site a few miles outside 
  of the village, where they shackled them to rocks 
  and forced them to dig. They seem to be excavating 
  some kind of ancient building, possibly a temple. 
  • 
  Fearful of going to the authorities (after all, a group 
  of Gran March soldiers were running around 
  enslaving children, as far as they knew) the refugees 
  nevertheless decided to lurk in the area and see what 
  they could do to free these oppressed civilians. They 
  didn’t really have a plan, but they engaged in several 
  skirmishes with the soldiers, with losses on both 
  sides. “We’d have taken them back to Geoff with us,” 
  attests the leader. “Better to face the giants and die 
  free than to stay here and be a slave in your own 
  home.” 
  • 
  About a week ago, while they were watching the dig 
  site, the Gyri noticed another man drive up with a 
  wagon. He was bringing more digging supplies and 
  tools to the excavation – a lot more. The refugees 
  assumed this meant that the soldiers were going to 
  go out and enslave even more of the innocent 
  villagers, so they decided to attack the wagon and 
  destroy the supplies. 
  • 
  The Gyri want to do the right thing (they are Chaotic 
  Good in alignment), but they are afraid of being 
  arrested / executed / imprisoned / you name it. The 
  PCs will need to negotiate some kind of deal with 
  these men that includes a promise of their safety. 
  (Escorting them to Orlane to join the other refugees 
  from Geoff would probably be ideal, but anything 
  that seems reasonable is fine.) If the PCs insist on 
  arresting the refugees or otherwise turning them 
  directly over to the Army, the Gyri will express their 
  willingness to fight to the death rather than be 
  thrown in some Gran March prison or enslaved on 
  some Gran March work gang. 
  
  GRM5-07 Justice Be Done 
   
  Page 18 
   
  The PCs will have to do some serious persuading to 
  convince the men from Geoff that these “soldiers” are not 
  the norm in Gran March and in fact this is an aberration 
  and a miscarriage of justice of the highest order. Good 
  roleplaying and Diplomacy checks should carry the day 
  here. Bonus points if the PCs mention Brother Geraint 
  Brownbaker, the priest of Pelor who tends to the refugees 
  outside of Orlane; one of these men has heard of him and 
  if the PCs know him and speak well of him, then they 
  must be ok. It will also help if any of the PCs are druids or 
  other followers of the Old Faith (including Pelor) 
  themselves. There’s no hard and fast DC here – just go 
  with the flow. 
   
  Treasure: The possessions of the Gyri or the Red 
  Arrows are the only treasure here. 
   
  Development: What happens next depends on 
  whom the PCs sided with and whether or not anybody 
  survived the battle other than the PCs. 
   
  If the PCs killed all of the “brigands” and any of the 
  Elector’s men survived, they will congratulate the PCs on 
  a job well done. They will offer to let the PCs loot the 
  bodies and search for the bandits’ actual lair while they 
  return to town and inform the Elector that the mission 
  was a success. As it turns out, the “lair” is nothing more 
  than a simple campsite that the bandits have been 
  maintaining. They have almost no supplies and there are 
  certainly no signs that the missing villagers were ever 
  here. This should clue the PCs in to the fact that they 
  have been misled, which should send them rushing back 
  to the village. Proceed to Encounter 6. 
   
  If the PCs sided with the brigands and killed the 
  Elector’s men, a search of the bodies will reveal that all of 
  the “soldiers” have tattoos of a red arrow on their chests. 
  Some of the PCs may recognize these tattoos as 
  belonging to an organization called the Red Arrows that 
  has been causing trouble in Gran March for at least the 
  last several years, including making assassination 
  attempts against Commandant Vrianian. The fact that 
  these men had infiltrated the Elector’s file (whether the 
  PCs suspect the Elector himself or not) should cause the 
  PCs to realize that things are not as they seem, which 
  should send them rushing back to the village. Proceed to 
  Encounter 6. 
   
  If the PCs have managed to figure out the location of 
  the dig site, either by talking to the Gyri or interrogating 
  one of the Red Arrows, and they want to head straight 
  there, bypassing the village, then proceed to Encounter 7. 
  ENCOUNTER 6: BACK TO THE 
  FERRY 
  Key ideas of this encounter: The PCs return to the 
  village, most likely suspicious that they’ve been misled. 
  There’s no sign of the Elector or his men, but one of the 
  villagers saw them leaving, and can point the PCs in the 
  right direction. 
  When the PCs arrive back in the village, the scene that 
  greets them depends on what happened in the previous 
  encounter. If the PCs killed the brigands, the Elector’s 
  men have already informed the villagers that the threat 
  has been dealt with and the PCs will be greeted as heroes 
  by the villagers. Of course, the villagers’ elation will turn 
  to confusion when the PCs report that they didn’t find 
  any sign of the missing teenagers or any evidence that 
  they had actually been kidnapped by the bandits. 
  If the PCs killed the Elector’s men and are coming out of 
  the woods with the “bandits” accompanying them, then 
  they’re going to have to do some fast talking to persuade 
  the villagers not to attack them! The villagers are a 
  mixture of warriors and commoners, but they all have 
  sharp timber axes, and they know how to use them. Don’t 
  let an actual fight break out here (if the PCs chop up the 
  commoners, it’s safe to say they’ve committed an evil act 
  and can be removed from play) but this can make for a 
  great roleplaying scene as the PCs try to explain that the 
  good guys were actually the bad guys and these bad guys 
  are actually good guys. Again, no hard and fast DCs – if 
  the PCs are trying to do the right thing, let them do it 
  (eventually… but make them sweat a bit first). 
  Either way, once the situation has been sorted out, if the 
  PCs ask, they can learn that the Elector left his hunting 
  lodge and passed by not too long ago (right after the PCs 
  left their meeting with him, in fact). If the PCs don’t have 
  any of the bandits with them or didn’t get directions from 
  the Gyri, then the villager who saw the Elector can point 
  them in the right direction to follow the Elector’s trail. 
  Development: The adventure could theoretically end 
  here, if the PCs killed the bandits and think that their job 
  is done. Of course, there’s still no sign of the missing 
  recruits and other villagers, and the PCs would 
  presumably want to report their great victory to the 
  Elector in person, so reaching a conclusion at this point is 
  very unlikely, but if it happens, it happens. Sometimes 
  we just don’t put the pieces together before it’s too late. 
  Proceed to the Conclusion. 
  Assuming that the PCs know they’ve been duped, 
  however, they should now have a means of locating the 
  excavation site, either with directions from the “bandits” 
  or by following the Elector’s trail with the villagers’ 
  assistance. Proceed to Encounter Seven. 
  ENCOUNTER 7: THE LOST 
  RECRUITS 
  Key ideas of this encounter: The PCs arrive at the site 
  that Elector Nathaniel Celebrimbor has been trying so 
  hard to conceal – the excavation of an ancient Hextorite 
  temple. Nathaniel himself has already entered the 
  temple, but the enslaved villagers are here, along with 
  some more Red Arrows. 
   
  The dig site is about three miles outside of the 
  village, so it should take the PCs no more than an hour to 
  
  GRM5-07 Justice Be Done 
   
  Page 19 
  get there (especially as they are probably feeling a great 
  sense of urgency). Read or paraphrase the following 
  when they arrive on the scene: 
   
  You have come upon what looks like a fairly 
  large archaeological dig site. Lying on the ground or 
  leaning wearily on their picks and shovels are a 
  number of very tired and bloody humans ranging in 
  age from mid-teens to adult. Standing guard over 
  them are two soldiers in the livery of Gran March. 
   
  It appears that whatever these people were 
  digging for, they have found it, as a tunnel opening 
  that looks very recently cleared leads downward into 
  darkness. 
   
  The two soldiers here are, of course, the two 
  remaining Red Arrows. Any other soldiers that the PCs 
  did not kill in Encounter 5 are also here, so in theory 
  there could be a maximum of six Red Arrows. They 
  immediately raise the alarm when they spot the PCs, 
  knowing that once the PCs have seen the haggard 
  villagers, there’s no possible explanation that could 
  prevent a fight. If any of the Gyri bandits survived the 
  earlier encounter and are accompanying the PCs, they 
  will definitely fight to defeat the slavers. 
  APL 2 (EL 2 to 5) 
  � Elector’s Soldiers/Red Arrows (min. 2, max. 
  6): Male Human Rog1; hp 6 each; see Appendix 1. 
  � Bandits/Gyri Refugees (max. 4): Male Human 
  War2; hp 15 each; see Appendix 1. 
  APL 4 (EL 4 to 7) 
  � Elector’s Soldiers/Red Arrows (min. 2, max. 
  6): Male Human Rog2; hp 12 each; see Appendix 2. 
  � Bandits/Gyri Refugees (max. 4): Male Human 
  War2/Ftr1; hp 24 each; see Appendix 2. 
  APL 6 (EL 6 to 9) 
  � Elector’s Soldiers/Red Arrows (min. 2, max. 
  6): Male Human Rog4; hp 24 each; see Appendix 3. 
  � Bandits/Gyri Refugees (max. 4): Male Human 
  War2/Ftr3; hp 42 each; see Appendix 3. 
  APL 8 (EL 8 to 11) 
  � Elector’s Soldiers/Red Arrows (min. 2, max. 
  6): Male Human Rog6; hp 36 each; see Appendix 4. 
  � Bandits/Gyri Refugees (max. 4): Male Human 
  War2/Ftr5; hp 60 each; see Appendix 4. 
   
  Note that if the PCs defeated all four of the Red 
  Arrows in Encounter 5 and none of the Gyri died, the 
  remaining two Red Arrows will be badly outnumbered. If 
  that is the case you should dispense with running the 
  actual combat (as it is just a formality) and say that the 
  Gyri woodsmen take out the two soldiers in the first 
  round of combat. Narrate some critical hits or other 
  excitement. The Gyri will tell the PCs to pursue 
  Nathaniel into the tunnel opening while they tend to the 
  battered villagers. (Of course, anything the PCs want to 
  do for the villagers is fine too, but even the teenagers will 
  tell the PCs to go after Nathaniel and come back for them 
  later).  
   
  If the PCs really want to take the time to chat, the 
  villagers can offer the following information: 
  • 
  The story of how they were abducted by the Elector’s 
  men under pretense of a shared campsite (see the 
  Adventure Background). 
  • 
  They have been here, digging up this ancient ruin, 
  ever since. The Gran March “soldiers” have been 
  bringing them bread and water and keeping them 
  guarded at all times. 
  • 
  Whatever is in this ruin, the Elector really wants it 
  badly. He even made a few of his own men get out 
  shovels and picks and start digging when he didn’t 
  think they were making enough progress. 
  • 
  Based on carvings and pieces of masonry they have 
  dug up, the villagers think that this place is probably 
  some kind of ancient Hextorite temple. 
  • 
  Elector Nathaniel has been very eager to see this site 
  dug out. Sometimes he talks to himself while he’s 
  watching the digging… almost like he’s arguing 
  with himself. From what the villagers have 
  overheard, there seems to be some kind of ancient 
  relic or other item of power inside that he really 
  wants to get his hands on. (Note: Nathaniel isn’t 
  really talking to himself… he’s exchanging sendings 
  with his patron, Nolar Thotec.) 
  • 
  The tunnel entrance was just opened up less than an 
  hour ago – and Nathaniel has already gone inside. 
  He opened up one of the supply crates and took out 
  some weapons and armor, including full plate that 
  looked like it had some kind of holy symbol on it. 
  The soldiers helped him put on the armor. He then 
  left the two soldiers out here to stand guard and 
  entered the tunnel alone. 
   
  Treasure: The possessions of the Red Arrows are the 
  only treasure here. 
   
  Development: The Gyri refugees won’t accompany 
  the PCs into the temple – but they will wait outside in 
  case there are any more Red Arrows around and to help 
  take care of the villagers. The villagers, of course, are in 
  no condition to fight anybody. The PCs will therefore 
  have to pursue Nathaniel themselves; when they do, 
  proceed to Encounter 8. 
  
  GRM5-07 Justice Be Done 
   
  Page 20 
  ENCOUNTER 8: INTO THE 
  DARKNESS BELOW 
  Key ideas of this encounter: The PCs enter the ancient 
  temple, which is clearly dedicated to Hextor. They must 
  bypass a trapped and somewhat puzzling room in order to 
  reach the center of the temple. 
   
  The 
  tunnel 
  that 
  the 
  villagers 
  have 
  been 
  painstakingly digging out stretches for several hundred 
  feet down into the darkness. Read or paraphrase the 
  following: 
   
  You can only imagine the amount of back-
  breaking work that the villagers had to go through 
  in order to excavate this long, narrow, deep tunnel. 
  After several hundred feet, you reach a stone slab 
  etched with characters that seem to writhe and 
  wriggle of their own accord. The slab is split in the 
  middle by a seam, forming a double door. One side 
  stands open; beyond is a flickering reddish light. 
   
  The carvings on the door are written in Infernal and 
  represent a prayer to Hextor. On a successful DC 15 
  Knowledge (religion) check the PCs recognize the prayer 
  as one that is commonly used at the entrance of 
  Hextorite temples. On a subsequent DC 25 Knowledge 
  (history), Bardic Knowledge, or Knowledge (local – 
  Sheldomar Valley metaregion) check the PCs realize that 
  there is no known temple of Hextor in this part of Gran 
  March. A DC 15 Craft (stonemason) check or 
  Stonecunning would estimate the age of the stone at 
  about three hundred years or so. 
   
  On the other side of the door is a narrow hallway 
  paved with red marble flagstones. As the PCs walk down 
  the hallway, balls of ghostly red witch-light spring into 
  being and then fade away as they pass. The entire area has 
  shadowy illumination (unless the PCs have brighter light 
  sources of their own). It’s clear that this temple was not 
  terribly large; there are a few doors leaving the hallway, 
  but the rooms beyond seem to be collapsed and crushed 
  beneath tons and tons of earth. It will take a long time to 
  fully excavate this site. At the end of the hallway is a steel 
  door, which is neither locked nor trapped. It opens by 
  turning a wheel valve in the center of the door and then 
  pushing the door forward (i.e. the door opens into the 
  next room). 
   
  Beyond the steel door is a strange room. The 
  room is circular and about thirty feet in diameter. 
  The walls are perfectly smooth and seem to be made 
  of the same steel as the door. Every five feet, there is 
  what looks like a handle set into the wall. There are 
  no other doors, and indeed there are no other signs 
  of seams or breaks in the wall whatsoever. 
   
  This room really consists of two layers – concentric 
  circles, one inside the other. The PCs are inside the inner 
  circle. There is only the one opening in the steel wall. By 
  grabbing the handles and turning, the PCs can actually 
  rotate the entire inner circle (which is the steel wall that 
  they see). However, as long as the door is open into the 
  room, it blocks the cylinder from rotating, which means 
  that the PCs cannot reveal the other doorway on the 
  opposite side. The only way to progress to the altar room 
  is to close the first door and then rotate the entire 
  chamber so that the opening in the steel wall comes 
  around to the far side, where it will reveal the other door. 
  If the PCs are struggling with figuring this out, note that 
  there is a little bit of movement that the steel cylinder 
  can follow until it bumps into the open door. (The 
  cylinder turns in either direction, but the door itself 
  passes through the opening, so it will always block the 
  cylinder from turning more than a few feet until the PCs 
  close it.) 
   
  As the inner chamber rotates, the PCs will be able to 
  see the wall of the outer chamber through the opening. 
  The walls are carved with more of the writhing Infernal 
  glyphs, which can be translated as a benediction to 
  Hextor to protect the sacred treasures within the altar 
  room and to punish any unbelievers with a terrible curse. 
  The final word of this prayer – naturally, the word “curse” 
  – is, in fact, a trapped glyph that will inflict a literal curse 
  upon the PCs. This final glyph is actually etched on the 
  other door on the far side of the cylinder, so it will 
  eventually be revealed no matter which direction the PCs 
  are turning the room. 
   
  Although they cannot avoid it entirely, the PCs 
  might have a chance to detect and disable the glyph 
  before it is triggered. As the chamber rotates, the 
  succession of Infernal characters are coming into view in 
  sequence, spelling out the text of the prayer. Try to get a 
  sense for how quickly the PCs are turning the cylinder 
  without being too obvious about it. If they are pushing as 
  fast as they can, then the curse-glyph will simply come 
  into view and be triggered. If they are turning it slowly, 
  perhaps to study the Hextorite runes, then they will 
  begin to see the glimmering edge of the curse-glyph 
  before it has been fully revealed, and thus have a chance 
  to disable it. Merely defacing the glyph isn’t sufficient, 
  unfortunately; it is a magical trap and can only be dealt 
  with by someone who can disable magical traps (or a 
  targeted dispel magic, which can suppress its effects 
  temporarily). Search and Disable Device DCs are 
  provided in case the PCs are cautious enough and have 
  someone with the necessary skills. 
   
  The cylinder itself is four inches thick and is lined 
  with lead, so detect magic and similar spells fail to pass 
  through it. Should the PCs want to hack their way 
  through the inner cylinder, it is made of steel (hardness 
  10, 120 hp to break through a section) with a thin sheet of 
  lead. Even if they sunder the inner cylinder, however, 
  there isn’t enough room to move between the inner and 
  outer cylinders, so their only real choice is to rotate the 
  room. A character in gaseous form could move between the 
  two cylinders, but the seal on the door to the altar room is 
  air-tight and cannot be bypassed in this fashion. 
  
  GRM5-07 Justice Be Done 
   
  Page 21 
  APLs 2 and 4 (EL 3) 
  � Ancient Hextorite Glyph: CR 3; magic device; 
  visual trigger; automatic reset; spell effect (weakened 
  version of bestow curse, 3rd-level cleric, DC 13 Will 
  negates); Search DC 27; Disable Device DC 27. 
  APLs 6 and 8 (EL 4) 
  � Ancient Hextorite Glyph: CR 4; magic device; 
  visual trigger; automatic reset; spell effect (bestow 
  curse, 5th-level cleric, DC 15 Will negates); Search DC 
  28; Disable Device DC 28. 
   
  When the glyph is triggered, it bursts with a wave of 
  red energy that fills the room. Everyone inside the 
  cylinder must succeed on a Will save (as detailed above) 
  or be afflicted with a special type of bestow curse spell. At 
  APL 2 and 4, the affected characters suffer a -2 penalty on 
  all attack rolls, saving throws, ability checks, and skill 
  checks. At APL 6 and 8, the penalty increases to -4. 
  Worshippers of Hextor are immune, but of course that 
  won’t apply to any of the PCs. The penalties from the 
  curse ONLY apply against worshippers of Hextor (and any 
  creatures they summon). The duration is permanent, and 
  this curse is noted on the Adventure Record (Ancient 
  Hextorite Curse). 
   
  The glyph resets after 1 minute, so if the PCs come 
  through in multiple groups and move quickly, they 
  might not all be exposed to it, or some of them might 
  have to save against it more than once. A successful save 
  does not render one immune to subsequent exposure. 
   
  Development: Once the cylinder has been rotated 
  and the glyph has been triggered (or dealt with in some 
  other fashion), the PCs can open the door. It’s the same as 
  the first door, made of steel with a valve in the center and 
  opening up into the cylinder (thus preventing the 
  cylinder from turning as long as it’s open, which could 
  make a retreat difficult for the PCs). When they open the 
  door and enter the room beyond, they have reached the 
  final confrontation; proceed to Encounter 9. 
  ENCOUNTER 9: THE ALTAR 
  ROOM 
  Key ideas of this encounter: The PCs have reached the 
  ancient Hextorite altar room. Nathaniel has already 
  retrieved the Hellscepter from its resting place, and 
  Nolar Thotec is here to retrieve it. After a bit of witty 
  banter, Nolar departs, leaving the PCs and Nathaniel to 
  settle accounts. 
   
  See DM Aid: Map #1 for this encounter. 
   
  When the PCs pass through the steel door from the 
  previous chamber, the hallway extends 20 feet and is 10 
  feet wide. On the far side is an open archway, through 
  which red light flickers brightly. The PCs can proceed 
  through the hallway and into the next chamber. The altar 
  room itself is octagonal, with each side of the octagon 
  being 20 feet in length. That makes the overall size of the 
  room 10 squares (50 feet) both from top to bottom and 
  from left to right. The altar is 10 feet from the far wall 
  (directly opposite the PCs). 
   
  Read or paraphrase the following as soon as the first 
  PC reaches the archway: 
   
  You enter what can only be the altar room of 
  this ancient temple. Statues and tapestries depicting 
  Hextor in all his terrible glory adorn all sides of this 
  large octagonal chamber. At the far side, some forty 
  feet away, stands a black basalt altar. Behind it are 
  two men clad in the distinctive vestments of the 
  clergy of the Herald of Hell. One of them is 
  obviously Elector Nathaniel Celebrimbor. The other 
  is a thin human of medium height whose face is 
  mostly covered with the hood of his long black 
  cloak. 
   
  Nathaniel, clearly the junior of the two priests, 
  jabs a finger in your direction. “Master! The 
  interlopers have found us!” 
   
  The other priest, who is carrying a large scepter 
  heavily adorned with rubies and other reddish-
  colored gemstones in his gloved hand, barely seems 
  to be listening. “Yes, yes… it doesn’t matter now… I 
  finally have it. After all these years, I finally have it.” 
   
  “But Master! Aren’t you going to destroy them?” 
   
  The following scene will play out whether the PCs 
  like it or not. However, if anybody wants to interrupt the 
  boxed text, go ahead and roll initiative. Assume that 
  Nolar Thotec has a repulsion spell active that will keep the 
  PCs pushed out to the edge of the room (they can get 10 
  feet beyond the archway into the room, but no more). 
  The effect can be resisted with a DC 28 Will save. 
  Nathaniel is unaffected because he does not try to move 
  towards Nolar during the dialogue. 
   
  Even outside of the repulsion, the PCs can still take 
  actions, but if any of them take any offensive actions or 
  draw his attention in any other way, Nolar will use a 
  greater command (“Halt”) against the PCs (treat this as 
  affected by Widen Spell, so it is cast from an 8th-level slot, 
  the DC is 25, and the area of effect is doubled, which 
  should cover all of the PCs). Both the repulsion and the 
  greater command will be dismissed when Nolar leaves the 
  area at the end of the boxed text. 
   
  If the repulsion and the greater command are not 
  strong enough to convince the PCs that they should not 
  be attacking Nolar Thotec at their level, then he can kick 
  off a blasphemy, but he will deliberately lower his caster 
  level so that the PCs are paralyzed but not killed. Assume 
  that any PCs so affected are only paralyzed for one 
  minute, with Nolar impatiently tapping his foot while he 
  waits for the duration to run out so that his “minions” can 
  have their “fair fight” against each other. (Don’t resort to 
  this option unless absolutely necessary.) 
  
  GRM5-07 Justice Be Done 
   
  Page 22 
   
  If the PCs are in initiative but not taking offensive 
  actions, then Nolar will take no actions other than 
  continuing with his speech, while on his own turns 
  Nathaniel will begin casting his own buff spells as well as 
  talking, so that he gets the benefit of one action for each 
  action the PCs take. In combat rounds, the conversation 
  below should probably take a total of three rounds to 
  complete, but feel free to make adjustments based on the 
  situation. 
   
  The black robed man raises his head and regards 
  you impassively. “Destroy them? Why should I 
  bother? They’re YOUR problem, not mine. Now that 
  I have the Hellscepter, I have no more need of this 
  place… or of you.” 
   
  Nathaniel seems staggered by the other’s words. 
  “But … I got you the relic! You can’t just leave me! 
  We had an arrangement!” 
   
  “Oh, I can, and I will. Since you obviously can’t 
  be trusted not to compromise your cover, seeing as 
  how these imbeciles managed to follow you here, I 
  don’t see much of a reason to keep you around any 
  longer. If they kill you, it will save me the trouble.”  
   
  If any of the PCs have either the Enmity or the 
  Gratitude of Nolar Thotec, then he says: “But… I do 
  recognize some of these would-be heroes...” 
   
  If any of the PCs have the Enmity of Nolar Thotec, 
  he looks at those PCs and sneers: “This is an excellent 
  opportunity for you to demonstrate your worth to 
  me as a servitor, Nathaniel. Killing these FOOLS 
  might make me reconsider your utter uselessness.” 
   
  If any of the PCs have the Gratitude of Nolar 
  Thotec, he looks at those PCs and sneers: “Some of your 
  so-called interlopers have been quite useful to me in 
  the past. I do so enjoy it when my SERVANTS fight it 
  out for a place of honor at my side.” 
   
  The black robed man raises the jeweled scepter 
  above his head. “Still… I think we should have a fair 
  fight. The odds are clearly not in your favor, 
  Nathaniel, and I’d like to try out my new toy.” The 
  cleric gestures with the relic and speaks what must 
  be a command word: “Tindalos.” Instantly, a wall of 
  fire springs up between you and the altar. From 
  within the flames, you see baleful yellow eyes open, 
  revealing a reddish-furred dog-like creature. 
   
  “NOW we have something interesting,” smiles 
  the cleric. “If I see you again, Nathaniel, then I’ll 
  know I misjudged you, and you’ll have the rewards I 
  promised as befits a CAPABLE servant of our lord 
  Hextor. If I don’t see you again, well, then I’m sure 
  the Scourge of Battle can find something useful to 
  do with your soul.” 
   
  At this point, it’s time to roll initiative if you haven’t 
  already. Once the fight starts for real, Nolar Thotec’s first 
  action is simply to cast word of recall and disappear to parts 
  unknown, leaving Nathaniel and the hell hounds to fight 
  the PCs. Just to be absolutely clear, when he departs, 
  Nolar won’t leave ANY lingering ill effects from anything 
  he did to the PCs, with the exception of the wall of fire 
  and the summoned creature(s). He’s letting the fight play 
  out as a “fair fight” for his own twisted amusement. 
  APL 2 (EL 5) 
  � Elector Nathaniel Celebrimbor: Male Oeridian 
  Aristocrat2/Clr2 of Hextor; hp 27; see Appendix 1. 
  � Hell Hound: hp 27; see Monster Manual, page 
  152. 
  APL 4 (EL 7) 
  � Elector Nathaniel Celebrimbor: Male Oeridian 
  Aristocrat2/Clr3 of Hextor; hp 34; see Appendix 2. 
  � Hell Hound (3): hp 27 each; see Monster Manual, 
  page 152. 
  APL 6 (EL 9) 
  � Elector Nathaniel Celebrimbor: Male Oeridian 
  Aristocrat2/Clr4 of Hextor; hp 41; see Appendix 3. 
  � Hell Hound, 8-HD Advanced (3): hp 60 each; 
  see Appendix 3. 
  APL 8 (EL 11)  
  � Elector Nathaniel Celebrimbor: Male Oeridian 
  Aristocrat2/Clr8 of Hextor; hp 68; see Appendix 4. 
  � Nessian Warhound: hp 117; see Monster Manual, 
  page 152. 
   
  Tactics: The effect created by Nolar Thotec has done 
  two things. First, it summoned the hell hound(s). Second, 
  it created an illusionary wall of fire that stretches the 
  width of the room (giving Nathaniel a round or two to 
  cast his prep spells unless the PCs are bold enough to 
  charge through it). The illusionary wall of fire (see page 
  298 in the Player’s Handbook for description) does not give 
  off any actual heat, but the PCs won’t know that unless 
  they get within 20 feet of it. It can be disbelieved on a 
  successful Will save (DC 16). It is located 5 feet from the 
  altar, so it appears 35 feet from the archway. 
   
  The hell hounds, on the other hand, are all too real, 
  and they will immediately attack the PCs on their 
  initiative, moving into range, opening with the breath 
  weapon, and then entering into melee. The effect that 
  summoned them is treated as if it had a CL 20th, so the 
  hounds will not disappear for two minutes, and 
  dispelling the summon monster effect should be practically 
  impossible for PCs at these APLs. 
   
  Nathaniel will cast spells to buff himself up if the 
  PCs give him time, and then he will enter combat, using 
  his heavy flail. This should be a difficult fight, but not an 
  impossible one. Don’t forget that some or all of the PCs 
  might be suffering from the curse, though, imposing a 
  
  GRM5-07 Justice Be Done 
   
  Page 23 
  penalty on their actions against Hextorites (i.e. all the 
  foes in this encounter). 
   
  Treasure: Besides the possessions of Nathaniel (and 
  the Nessian warhound at APL 8), there are a number of 
  valuable items stockpiled here in the altar room. 
   
  Development: Nolar Thotec, unfortunately, is gone, 
  and the ancient relic he sought is gone with him. What 
  evil he may be able to wreak with such an item is a matter 
  for future adventures. However, the PCs can take solace 
  in the fact that they have defeated the corrupt Elector 
  and rescued the kidnapped villagers.  They’ve also gained 
  knowledge of the relic (see the Knowledge of the 
  Hellscepter AR effect). Proceed to the Conclusion. 
  CONCLUSION 
  With Nathaniel and his Red Arrows defeated, the PCs 
  must now complete their original mission: returning the 
  missing recruits to the Gran March Army. Although the 
  villagers will be distressed over the PCs taking the 
  children immediately after such an ordeal, their orders 
  are clear. (As it happens, Watcher Captain Stelgaard 
  wouldn’t actually object if the PCs were to give the kids a 
  few days to rest and clean up, but this could make for an 
  interesting roleplaying moment). Despite everything 
  they have been through, none of the six teenagers has 
  reconsidered his or her desire to enlist (the boys have no 
  choice, but the girls haven’t changed their minds either). 
  Of course, the PCs have gained the gratitude of the town 
  of Tanner’s Ferry, which is also in need of a new Elector 
  (see Gratitude of Tanner’s Ferry AR effect). 
   
  When they get back to Orlane with the new recruits, 
  the PCs are sent to meet with Watcher Captain Dorn 
  Stelgaard again, who will expect a full report, including 
  all of the details of why the recruits did not report for 
  duty in a timely fashion. Upon learning of the temple of 
  Hextor, Watcher Captain Stelgaard will order a 
  detachment of the Spellcasting Corps consisting mostly 
  of clerics of Heironeous to leave immediately for the site 
  and see what they can learn (and destroy whatever is left). 
  The PCs receive a military commendation and an 
  influence point with the Temple of Heironeous for their 
  efforts, as well as the Captain’s recommendation (see 
  Military Commendation, Influence Point with the 
  Church of Heironeous, and Recommendation of 
  Watcher Captain Dorn Stelgaard AR effects). 
   
  If the PCs managed to capture Elector Nathaniel 
  Celebrimbor rather than kill him, the Captain will be 
  extremely pleased. Unfortunately, Nolar Thotec ensures 
  that his minion is unable to reveal any details about the 
  Hextorite presence in Gran March, as Nathaniel dies a 
  few days later while in military custody. (This isn’t the 
  first time a military prisoner has been assassinated while 
  being held in the keep at Orlane.) 
   
  The PCs must also decide what, if anything, should 
  be done with the refugees from Geoff. Though 
  technically they committed the crime of banditry, 
  considering that they were attacking an agent of the Red 
  Arrows, the military is willing to overlook that 
  transgression. Whatever deal the PCs made with the Gyri 
  will be honored, as long as it wasn’t too far out of line. 
  The most likely outcome is that the men will go to join 
  their fellows in the Downlands of Geoff.  
   
  As 
  for 
  Nolar 
  Thotec 
  and 
  the 
  Hellscepter, 
  unfortunately, there is no sign of either… for now. 
   
   
  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 5 
  Defeat the brigands or the Red Arrows. 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
  Encounter 7 
  Defeat the remaining Red Arrows and rescue the 
  villagers. 
   
  APL 2: 30 xp. 
   
  APL 4: 60 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 150 xp. 
  Encounter 8 
  Survive or disarm the trap. 
   
  APL 2: 60 xp. 
   
  APL 4: 90 xp. 
   
  APL 6: 120 xp. 
   
  APL 8: 120 xp. 
  Encounter 9 
  Defeat Nathaniel and the hell hound(s). 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
  
  GRM5-07 Justice Be Done 
   
  Page 24 
  Story Award 
  Negotiate with the Gyri refugees instead of killing them 
  outright.  This award can be given even if the PCs fought 
  the Gyri as long as they did not kill any of them. 
   
  APL 2: 45 xp. 
   
  APL 4: 65 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 110 xp. 
  Discretionary Roleplaying Award 
   
  APL 2: 45 xp. 
   
  APL 4: 70 xp. 
   
  APL 6: 90 xp. 
   
  APL 8: 115 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional 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 5: 
  Gyri possessions. PCs should not gain this loot if they 
  killed and looted the Red Arrows unless they kill 
  everyone in both groups. 
  APL 2: L: 344 gp, C: 0 gp, M: 4 +1 leather armors (97 gp 
  each). 
  APL 4: L: 344 gp, C: 0 gp, M: 4 +1 leather armors (97 gp 
  each), 4 potion of aids (25 gp each). 
  APL 6: L: 240 gp, C: 0 gp, M: 4 +1 leather armors (97 gp 
  each), 4 potion of aids (25 gp each), 4 +1 longswords (193 
  gp each). 
  APL 8: L: 4 gp, C: 0 gp, M: 4 +1 leather armors (97 gp 
  each), 4 potion of aids (25 gp each), 4 +1 longswords (193 
  gp each), 4 potions of cure serious wounds (63 gp each), 4 
  +1 composite longbows (+3 Str bonus) (225 gp each). 
  Encounters 5 and 7: 
  Red Arrows’ possessions. PCs should not gain this loot if 
  they killed and looted the Gyri unless they kill everyone 
  in both groups. 
  APL 2: L: 324 gp, C: 0 gp, M: 6 potions of aid (25 gp 
  each). 
  APL 4: L: 624 gp, C: 0 gp, M: 6 potions of aid (25 gp 
  each), 6 potions of shield of faith +4 (50 gp each). 
  APL 6: L: 356 gp, C: 0 gp, M: 6 potions of aid (25 gp 
  each), 6 potions of shield of faith +4 (50 gp each), 6 
  potions of cure moderate wounds (25 gp each), 6 +1 
  studded leathers (98 gp each). 
  APL 8: L: 104 gp, C: 0 gp, M: 6 potions of aid (25 gp 
  each), 6 potions of shield of faith +4 (50 gp each), 6 
  potions of cure moderate wounds (25 gp each), 6 +1 
  studded leathers (98 gp each), 6 +1 composite shortbows 
  (+1 Str bonus) (204 gp each), 6 +1 short swords (193 gp 
  each). 
  Encounter 9: 
  Nathaniel’s (and Nessian Warhound’s) possessions. 
  
  GRM5-07 Justice Be Done 
   
  Page 25 
  APL 2: L: 29 gp, C: 0 gp, M: +1 full plate (221 gp), 
  potion of cat’s grace (25 gp), ring of mind shielding (667 
  gp). 
  APL 4: L: 29 gp, C: 0 gp, M: +1 full plate (221 gp), 
  potion of cat’s grace (25 gp), ring of mind shielding (667 
  gp), cloak of resistance +1 (83 gp). 
  APL 6: L: 3 gp, C: 0 gp, M: +1 full plate (221 gp), potion 
  of cat’s grace (25 gp), ring of mind shielding (667 gp), 
  cloak of resistance +1 (83 gp), +1 heavy flail (193 gp). 
  APL 8: L: 3 gp, C: 0 gp, M: +1 full plate (221 gp), potion 
  of cat’s grace (25 gp), ring of mind shielding (667 gp), +1 
  heavy flail (193 gp), amulet of natural armor +2 (667 
  gp), +1 large chain shirt barding, quadruped (142 gp). 
  Altar room treasures. 
  APL 2: L: 0 gp, C: 0 gp, M: belt of one mighty blow (125 
  gp), bullet of sound (16 gp), magic sleeping bag (83 gp), 
  safewing emblem (21 gp). 
  APL 4: L: 0 gp, C: 0 gp, M: field provisions box (167 gp), 
  gloves of fortunate striking (167 gp), saw of prodigious 
  cutting (167 gp), spool of endless rope (167 gp), belt of one 
  mighty blow (125 gp), bullet of sound (16 gp), magic 
  sleeping bag (83 gp), safewing emblem (21 gp). 
  APL 6: L: 0 gp, C: 0 gp, M: armbands of might (342 gp), 
  lockpicking ring (375 gp), papyrus of deception (167 gp), 
  tunic of steady spellcasting (208 gp), field provisions box 
  (167 gp), gloves of fortunate striking (167 gp), saw of 
  prodigious cutting (167 gp), spool of endless rope (167 gp), 
  belt of one mighty blow (125 gp), bullet of sound (16 gp), 
  magic sleeping bag (83 gp), safewing emblem (21 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: belt of hidden pouches (417 
  gp), crossbow of reloading (528 gp), doorbreaker (359 gp), 
  ring of magic fang (500 gp), survival pouch (417 gp), 
  armbands of might (342 gp), lockpicking ring (375 gp), 
  papyrus of deception (167 gp), tunic of steady spellcasting 
  (208 gp), field provisions box (167 gp), gloves of fortunate 
  striking (167 gp), saw of prodigious cutting (167 gp), 
  spool of endless rope (167 gp), belt of one mighty blow (125 
  gp), bullet of sound (16 gp), magic sleeping bag (83 gp), 
  safewing emblem (21 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 697 gp, C: 0 gp, M: 1,696 gp – Total: 2,393 
  gp (450 gp). 
  APL 4: L: 997 gp, C: 0 gp, M: 2,847 gp – Total: 3,844 
  gp (650 gp). 
  APL 6: L: 599 gp, C: 0 gp, M: 5,642 gp – Total: 6,241 
  gp (900 gp). 
  APL 8: L: 111 gp, C: 0 gp, M: 12,206 gp – Total: 12,317 
  gp (1,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Ancient Hextorite Curse: You suffer the following 
  (circle the appropriate text and cross out the other text): 
  • 
  -2 penalty on all attack rolls, saving throws, skill 
  checks, and ability checks 
  • 
  -4 penalty on all attack rolls, saving throws, skill 
  checks, and ability checks 
   
  The above penalties only apply when you are 
  fighting, or otherwise working against, worshippers of 
  Hextor or their summoned or sworn allies. The curse is 
  permanent, but it may be by the following spells: wish, 
  miracle, remove curse (CL 15th or higher), break 
  enchantment (DC  26). 
  � Knowledge of the Hellscepter: You have gained 
  knowledge, however little, of an ancient Hextorite relic 
  known only as the Hellscepter. Though its location is 
  currently unknown, this information may come into play 
  in a future adventure. 
  � Influence Point with the Church of Heironeous: 
  For your efforts in discovering an ancient site of evil, you 
  have gained one Influence Point with the Church of 
  Heironeous in Gran March. Uses for this influence are 
  detailed in the Accepted Religions metaorganization 
  document. 
  � Gratitude of Tanner’s Ferry: Although Tanner’s 
  Ferry doesn’t have a lot to offer in the way of material 
  goods, they do have access to a variety of rare woods and 
  other special materials from within the Oytwood. You 
  may expend this favor (marking it as USED) in order to 
  gain access (Frequency: Adventure) to purchase a single 
  wooden item you have access to, which can then be made 
  from any one of the following special materials: 
  bronzewood (Arms & Equipment Guide), darkwood, or 
  wildwood (Races of the Wild). 
  � Recommendation of Watcher Captain Dorn 
  Stelgaard: Watcher Captain Dorn Stelgaard, Faithful 
  Wolverine, of the 5th Battle in Orlane has taken a special 
  notice of your diligence in determining the truth or 
  falsehood of accusations of treason. Should you attempt 
  to gain promotion through a Promotion / Review Board 
  interactive, Captain Stelgaard will speak on your behalf to 
  the officers. What benefits this may have will be revealed 
  at that time. 
  � Military Commendation: You have received a 
  commendation for your efforts on behalf of the Gran 
  March Army to locate and return missing recruits who 
  had failed to report for the start of their mandatory 
  enlistment. 
  
  GRM5-07 Justice Be Done 
   
  Page 26 
  Item Access 
  APL 2: 
  • 
  Belt of One Mighty Blow (Adventure; Miniatures 
  Handbook) 
  • 
  Bullet of Sound (Adventure; Miniatures Handbook; 
  Limit 10) 
  • 
  Magic Sleeping Bag (Adventure; Miniatures Handbook) 
  • 
  Ring of Mind Shielding (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Safewing Emblem (Adventure; Races of the Wild) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Field Provisions Box (Adventure; Miniatures Handbook) 
  • 
  Gloves of Fortunate Striking (Adventure; Miniatures 
  Handbook) 
  • 
  Saw of Prodigious Cutting (Adventure; Arms & 
  Equipment Guide) 
  • 
  Spool of Endless Rope (Adventure; Complete Adventurer) 
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Armbands of Might (Adventure; Complete Adventurer) 
  • 
  Lockpicking Ring (Adventure; Complete Adventurer) 
  • 
  Papyrus of Deception (Adventure; Complete Adventurer) 
  • 
  Tunic of Steady Spellcasting (Adventure; Complete 
  Adventurer) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  +2 Large Chain Shirt Barding, Quadruped (Adventure; 
  Dungeon Master’s Guide) 
  • 
  Amulet of Natural Armor +2 (Adventure; Dungeon 
  Master’s Guide) 
  • 
  Belt of Hidden Pouches (Adventure; Races of the Wild) 
  • 
  Crossbow 
  of 
  Reloading 
  (Adventure; 
  Miniatures 
  Handbook) 
  • 
  Doorbreaker (Adventure; Arms & Equipment Guide) 
  • 
  Ring of Magic Fang (Adventure; Arms & Equipment 
  Guide) 
  • 
  Survival Pouch (Adventure; Races of the Wild) 
   
  
  GRM5-07 Justice Be Done 
   
  Page 27 
  APPENDIX 1 – APL 2 
   
  ENCOUNTERS 5 AND 7 
   
   
   
  Red Arrow “Soldier”: Male Human Rog1; CR 1; 
  Medium Humanoid (Human); HD 1d6+2; hp 6; Init +7; 
  Spd 30 ft.; AC 16, touch 13, flat-footed 13 (+3 armor, +3 
  Dex); Base Atk/Grp: +0/+1; Atk +1 melee (1d6+1/19-20, 
  short sword) or +4 ranged (1d6+1/x3, masterwork 
  composite shortbow); Full Atk +1 melee (1d6+1/19-20, 
  short sword) or +4 ranged (1d6+1/x3, masterwork 
  composite shortbow); SA sneak attack +1d6; SQ 
  trapfinding; AL LE; SV Fort +2, Ref +5, Will +0; Str 12, 
  Dex 16, Con 14, Int 13, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +5, Disable Device +5, Hide +7, 
  Listen +4, Move Silently +7, Open Lock +7, Search +5, 
  Sleight of Hand +7, Spot +4, Tumble +7; Combat 
  Expertise, Improved Initiative. 
   
  Possessions: 2 short swords, masterwork studded 
  leather armor, masterwork composite shortbow (+1 Str 
  bonus), quiver with 20 arrows, soldier’s outfit and tabard, 
  potion of aid. 
   
  Physical Description: Red Arrow thugs who are 
  disguised as Gran March soldiers from the Elector’s file. 
  Each has a tattoo of a red arrow on his chest that can only 
  be discovered by removing or opening his uniform. 
  Gyri “Brigands”: Male Human War2; CR 1; Medium 
  Humanoid (Human); HD 2d8+4; hp 15; Init +1; Spd 30 
  ft.; AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex); 
  Base Atk/Grp: +2/+5; Atk +7 melee (1d8+4/19-20, 
  masterwork longsword) or +4 ranged (1d8+3/x3, 
  masterwork composite longbow); Full Atk +7 melee 
  (1d8+4/19-20, masterwork longsword) or +4 ranged 
  (1d8+3/x3, masterwork composite longbow); AL CG; SV 
  Fort +5, Ref +1, Will +1; Str 16, Dex 13, Con 14, Int 10, 
  Wis 12, Cha 9. 
   
  Skills and Feats: Climb +6, Jump +6, Ride +3, Swim +6; 
  Power Attack, Weapon Focus (longsword). 
   
  Possessions: masterwork longsword, +1 leather armor, 
  masterwork composite longbow (+3 Str bonus), quiver 
  with 20 arrows, explorer’s outfit. 
   
  Physical Description: Dressed to blend in well in the 
  woods; Gyri refugees who were driven from their homes 
  by the war with the giants. 
  ENCOUNTER 9 
   
   
   
   
  Elector Nathaniel Celebrimbor: Male Oeridian 
  Aristocrat2/Clr2 of Hextor; CR 3; Medium Humanoid 
  (Human); HD 4d8+4; hp 27; Init +3; Spd 20 ft.; AC 18, 
  touch 9, flat-footed 18 (-1 Dex, +9 armor); Base Atk/Grp: 
  +2/+4; Atk +6 melee (1d10+3/19-20, masterwork heavy 
  flail); Full Atk +6 melee (1d10+3/19-20, masterwork 
  heavy flail); SA smite 1/day, rebuke undead 4/day (+1, 
  2d6+3), spells; SQ aura, spontaneous casting; AL LE; SV 
  Fort +4, Ref -1, Will +8; Str 15, Dex 8, Con 12, Int 14, Wis 
  16, Cha 12. 
   
  Skills and Feats: Bluff +8, Concentration +10, 
  Diplomacy +3, Disguise +6, Forgery +5, Intimidate +10, 
  Knowledge (history) +4, Knowledge (local – Sheldomar 
  Valley metaregion) +4, Knowledge (religion) +4, Listen 
  +5, Ride +1, Sense Motive +5, Spellcraft +4, Spot +5; 
  Improved 
  Initiative, 
  Persuasive, 
  Skill 
  Focus 
  (Concentration), Weapon FocusB (heavy flail). 
   
  Cleric Spells Prepared (4/3+1; base DC = 13 + spell 
  level): 0—detect magic, inflict minor wounds, resistance, virtue; 
  1st—magic weapon*, bane, cause fear, shield of faith. 
   
  *Domain spell. Domains: Destruction (smite 1/day); 
  War (free Weapon Focus, proficiency). 
   
  Possessions: 
  silver 
  unholy 
  symbol 
  of 
  Hextor, 
  masterwork heavy flail, +1 full plate, 2 spiked gauntlets, 
  potion of cat’s grace, ring of mind shielding, elixir of glibness 
  (used in Encounter 4). 
   
  Physical Description: See Encounter 4. 
   
   
  
  GRM5-07 Justice Be Done 
   
  Page 28 
  APPENDIX 2 – APL 4 
   
  ENCOUNTERS 5 AND 7 
   
   
   
  Red Arrow “Soldier”: Male Human Rog2; CR 2; 
  Medium Humanoid (Human); HD 2d6+4; hp 12; Init +7; 
  Spd 30 ft.; AC 16, touch 13, flat-footed 13 (+3 armor, +3 
  Dex); Base Atk/Grp: +1/+2; Atk +3 melee (1d6+1/19-20, 
  masterwork short sword) or +5 ranged (1d6+1/x3, 
  masterwork composite shortbow); Full Atk +3 melee 
  (1d6+1/19-20, masterwork short sword) or +5 ranged 
  (1d6+1/x3, masterwork composite shortbow); SA sneak 
  attack +1d6; SQ trapfinding, evasion; AL LE; SV Fort +2, 
  Ref +6, Will +0; Str 12, Dex 16, Con 14, Int 13, Wis 10, 
  Cha 9. 
   
  Skills and Feats: Balance +5, Climb +6, Disable Device 
  +6, Hide +8, Jump +3, Listen +5, Move Silently +8, Open 
  Lock +8, Search +6, Tumble +8, Sleight of Hand +8, Spot 
  +5; Combat Expertise, Improved Initiative. 
   
  Possessions: 2 masterwork short swords, masterwork 
  studded leather armor, masterwork composite shortbow 
  (+1 Str bonus), quiver with 20 arrows, soldier’s outfit and 
  tabard, potion of aid, potion of shield of faith +4. 
   
  Physical Description: Red Arrow thugs who are 
  disguised as Gran March soldiers from the Elector’s file. 
  Each has a tattoo of a red arrow on his chest that can only 
  be discovered by removing or opening his uniform. 
  Gyri “Brigands”: Male Human War2/Ftr1; CR 2; 
  Medium Humanoid (Human); HD 2d8+1d10+6; hp 24; 
  Init +1; Spd 30 ft.; AC 14, touch 11, flat-footed 13 (+3 
  armor, +1 Dex); Base Atk/Grp: +3/+6; Atk +8 melee 
  (1d8+4/19-20, masterwork longsword) or +6 ranged 
  (1d8+3/x3, masterwork composite longbow); Full Atk +8 
  melee (1d8+4/19-20, masterwork longsword) or +6 
  ranged (1d8+3/x3, masterwork composite longbow); AL 
  CG; SV Fort +7, Ref +1, Will +1; Str 16, Dex 13, Con 14, 
  Int 10, Wis 12, Cha 9. 
   
  Skills and Feats: Climb +7, Jump +7, Ride +3, Swim +7; 
  Point Blank Shot, Power Attack, Weapon Focus 
  (longsword, longbowB). 
   
  Possessions: masterwork longsword, +1 leather armor, 
  masterwork composite longbow (+3 Str bonus), quiver 
  with 20 arrows, explorer’s outfit, potion of aid. 
   
  Physical Description: Dressed to blend in well in the 
  woods; Gyri refugees who were driven from their homes 
  by the war with the giants. 
  ENCOUNTER 9 
   
   
   
   
  Elector Nathaniel Celebrimbor: Male Oeridian 
  Aristocrat2/Clr3 of Hextor; CR 4; Medium Humanoid 
  (Human); HD 5d8+5; hp 34; Init +3; Spd 20 ft.; AC 18, 
  touch 9, flat-footed 18 (-1 Dex, +9 armor); Base Atk/Grp: 
  +3/+5; Atk +7 melee (1d10+3/19-20, masterwork heavy 
  flail); Full Atk +7 melee (1d10+3/19-20, masterwork 
  heavy flail); SA smite 1/day, rebuke undead 4/day (+1, 
  2d6+4), spells; SQ aura, spontaneous casting; AL LE; SV 
  Fort +5, Ref +1, Will +9; Str 15, Dex 8, Con 12, Int 14, Wis 
  16, Cha 12. 
   
  Skills and Feats: Bluff +8, Concentration +11, 
  Diplomacy +3, Disguise +6, Forgery +5, Intimidate +11, 
  Knowledge (history) +4, Knowledge (local – Sheldomar 
  Valley metaregion) +4, Knowledge (religion) +5, Listen 
  +5, Ride +1, Sense Motive +5, Spellcraft +5, Spot +5; 
  Improved 
  Initiative, 
  Persuasive, 
  Skill 
  Focus 
  (Concentration), Weapon FocusB (heavy flail). 
   
  Cleric Spells Prepared (4/3+1/2+1; base DC = 13 + spell 
  level): 0—detect magic, inflict minor wounds, resistance, virtue; 
  1st—magic weapon*, bane, cause fear, shield of faith; 2nd—
  spiritual weapon*, bull’s strength, sound burst. 
   
  *Domain spell. Domains: Destruction (smite 1/day); 
  War (free Weapon Focus, proficiency). 
   
  Possessions: 
  silver 
  unholy 
  symbol 
  of 
  Hextor, 
  masterwork heavy flail, +1 full plate, 2 spiked gauntlets, 
  potion of cat’s grace, ring of mind shielding, elixir of glibness 
  (used in Encounter 4), cloak of resistance +1. 
   
  Physical Description: See Encounter 4. 
   
   
  
  GRM5-07 Justice Be Done 
   
  Page 29 
  APPENDIX 3 – APL 6 
   
  ENCOUNTERS 5 AND 7 
   
   
   
  Red Arrow “Soldier”: Male Human Rog4; CR 4; 
  Medium Humanoid (Human); HD 4d6+8; hp 24; Init +7; 
  Spd 30 ft.; AC 17, touch 13, flat-footed 17 (+4 armor, +3 
  Dex); Base Atk/Grp: +3/+4; Atk +7 melee (1d6+1/19-20, 
  masterwork short sword) or +7 ranged (1d6+1/x3, 
  masterwork composite shortbow); Full Atk +7 melee 
  (1d6+1/19-20, masterwork short sword) or +7 ranged 
  (1d6+1/x3, masterwork composite shortbow); SA sneak 
  attack +2d6; SQ trapfinding, evasion, trap sense +1, 
  uncanny dodge; AL LE; SV Fort +3, Ref +7, Will +1; Str 
  12, Dex 17, Con 14, Int 13, Wis 10, Cha 9. 
   
  Skills and Feats: Balance +5, Climb +8, Disable Device 
  +8, Hide +10, Jump +3, Listen +7, Move Silently +10, 
  Open Lock +10, Search +8, Tumble +10, Sleight of Hand 
  +10, Spot +7; Combat Expertise, Improved Initiative, 
  Weapon Finesse. 
   
  Possessions: 2 masterwork short swords, +1 studded 
  leather armor, masterwork composite shortbow (+1 Str 
  bonus), quiver with 20 arrows, soldier’s outfit and tabard, 
  potion of aid, potion of shield of faith +4, potion of cure moderate 
  wounds. 
   
  Physical Description: Red Arrow thugs who are 
  disguised as Gran March soldiers from the Elector’s file. 
  Each has a tattoo of a red arrow on his chest that can only 
  be discovered by removing or opening his uniform. 
  Gyri “Brigands”: Male Human War2/Ftr3; CR 4; 
  Medium Humanoid (Human); HD 2d8+3d10+10; hp 42; 
  Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13 (+3 
  armor, +2 Dex); Base Atk/Grp: +5/+8; Atk +10 melee 
  (1d8+5/19-20, +1 longsword) or +9 ranged (1d8+3/x3, 
  masterwork composite longbow); Full Atk +10 melee 
  (1d8+5/19-20, +1 longsword) or +9 ranged (1d8+3/x3, 
  masterwork composite longbow) or +7/+7 ranged 
  (1d8+3/x3, masterwork composite longbow); AL CG; SV 
  Fort +8, Ref +3, Will +2; Str 16, Dex 14, Con 14, Int 10, 
  Wis 12, Cha 9. 
   
  Skills and Feats: Climb +9, Jump +9, Ride +6, Swim +7; 
  Point Blank Shot, Power Attack, Rapid ShotB, Weapon 
  Focus (longsword, longbowB). 
   
  Possessions: +1 longsword, +1 leather armor, masterwork 
  composite longbow (+3 Str bonus), quiver with 20 arrows, 
  explorer’s outfit, potion of aid. 
   
  Physical Description: Dressed to blend in well in the 
  woods; Gyri refugees who were driven from their homes 
  by the war with the giants. 
  ENCOUNTER 9 
   
   
   
   
  Elector Nathaniel Celebrimbor: Male Oeridian 
  Aristocrat2/Clr4 of Hextor; CR 5; Medium Humanoid 
  (Human); HD 6d8+6; hp 41; Init +3; Spd 20 ft.; AC 18, 
  touch 9, flat-footed 18 (-1 Dex, +9 armor); Base Atk/Grp: 
  +4/+6; Atk +8 melee (1d10+4/19-20, +1 heavy flail); Full 
  Atk +8 melee (1d10+4/19-20, +1 heavy flail); SA smite 
  1/day, rebuke undead 4/day (+1, 2d6+5), spells; SQ aura, 
  spontaneous casting; AL LE; SV Fort +6, Ref +3, Will +10; 
  Str 15, Dex 8, Con 12, Int 14, Wis 16, Cha 12. 
   
  Skills and Feats: Bluff +10, Concentration +12, 
  Diplomacy +3, Disguise +6, Forgery +5, Intimidate +11, 
  Knowledge (history) +4, Knowledge (local – Sheldomar 
  Valley metaregion) +4, Knowledge (religion) +5, Listen 
  +5, Ride +1, Sense Motive +5, Spellcraft +5, Spot +5; 
  Improved Initiative, Lightning Reflexes, Persuasive, Skill 
  Focus (Concentration), Weapon FocusB (heavy flail). 
   
  Cleric Spells Prepared (5/4+1/3+1; base DC = 13 + spell 
  level): 0—detect magic, guidance, inflict minor wounds, 
  resistance, virtue; 1st—inflict light wounds*, bane, cause fear, 
  divine favor, shield of faith; 2nd—spiritual weapon*, aid, bull’s 
  strength, sound burst. 
   
  *Domain spell. Domains: Destruction (smite 1/day); 
  War (free Weapon Focus, proficiency). 
   
  Possessions: silver unholy symbol of Hextor, +1 heavy 
  flail, +1 full plate, 2 spiked gauntlets, potion of cat’s grace, ring 
  of mind shielding, elixir of glibness (used in Encounter 4), 
  cloak of resistance +1. 
   
  Physical Description: See Encounter 4. 
  Hell Hound, 8-HD Advanced: Medium Outsider (Evil, 
  Extraplanar, Fire, Lawful); CR 5; HD 8d8+16; hp 60; Init 
  +5; Spd 40 ft.; AC 16, touch 11, flat-footed 15 (+1 Dex, +5 
  natural); Base Atk/Grp: +8/+9; Atk +9 melee (2d6+1 plus 
  1d6 fire, bite); Full Atk +9 melee (2d6+1 plus 1d6 fire, 
  bite); SA breath weapon, fiery bite; SQ darkvision 60 ft., 
  immunity to fire, scent, vulnerability to cold; AL LE; SV 
  Fort +8, Ref +7, Will +6; Str 13, Dex 13, Con 14, Int 6, Wis 
  10, Cha 6. 
   
  Skills and Feats: Hide +17, Jump +16, Listen +11, 
  Move Silently +17, Spot +11, Survival +11*; Improved 
  Initiative, Improved Natural Attack (bite), Run, Track. 
   
  Breath Weapon (Su): 10-foot cone, once every 2d4 
  rounds, damage 2d6 fire, Reflex DC 16 half. The save DC 
  is Constitution-based. 
   
  Fiery Bite (Su): A hell hound deals an extra 1d6 
  points of fire damage every time it bites an opponent, as 
  if its bite were a flaming weapon. 
   
  Skills: Hell hounds have a +5 racial bonus on Hide 
  and Move Silently checks. *They also receive a +8 bonus 
  on Survival checks when tracking by scent, due to their 
  keen sense of smell. 
   
   
  
  GRM5-07 Justice Be Done 
   
  Page 30 
  APPENDIX 4 – APL 8 
   
  ENCOUNTERS 5 AND 7 
   
   
   
  Red Arrow “Soldier”: Male Human Rog6; CR 6; 
  Medium Humanoid (Human); HD 6d6+12; hp 36; Init 
  +7; Spd 30 ft.; AC 17, touch 13, flat-footed 17 (+4 armor, 
  +3 Dex); Base Atk/Grp: +4/+5; Atk +8 melee (1d6+2/19-
  20, +1 short sword) or +8 ranged (1d6+2/x3, +1 composite 
  shortbow); Full Atk +8 melee (1d6+2/19-20, +1 short sword) 
  or +8 ranged (1d6+2/x3, +1 composite shortbow); SA sneak 
  attack +3d6; SQ trapfinding, evasion, trap sense +2, 
  uncanny dodge; AL LE; SV Fort +4, Ref +8, Will +4; Str 
  12, Dex 17, Con 14, Int 13, Wis 10, Cha 9. 
   
  Skills and Feats: Balance +5, Climb +10, Disable 
  Device +10, Hide +12, Jump +3, Listen +9, Move Silently 
  +12, Open Lock +12, Search +10, Tumble +12, Sleight of 
  Hand +12, Spot +9; Combat Expertise, Improved 
  Initiative, Iron Will, Weapon Finesse. 
   
  Possessions: +1 short sword, masterwork short sword, +1 
  studded leather armor, +1 composite shortbow (+1 Str bonus), 
  quiver with 20 arrows, soldier’s outfit and tabard, potion of 
  aid, potion of shield of faith +4, potion of cure moderate wounds. 
   
  Physical Description: Red Arrow thugs who are 
  disguised as Gran March soldiers from the Elector’s file. 
  Each has a tattoo of a red arrow on his chest that can only 
  be discovered by removing or opening his uniform. 
  Gyri “Brigands”: Male Human War2/Ftr5; CR 6; 
  Medium Humanoid (Human); HD 2d8+5d10+14; hp 60; 
  Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13 (+3 
  armor, +2 Dex); Base Atk/Grp: +7/+10; Atk +12 melee 
  (1d8+7/19-20, +1 longsword) or +11 ranged (1d8+6/x3, +1 
  composite longbow); Full Atk +12/+7 melee (1d8+7/19-20, 
  +1 longsword) or +11/+6 ranged (1d8+6/x3, +1 composite 
  longbow) or +9/+9/+4 ranged (1d8+6/x3, +1 composite 
  longbow); AL CG; SV Fort +9, Ref +3, Will +2; Str 16, Dex 
  14, Con 14, Int 10, Wis 12, Cha 9. 
   
  Skills and Feats: Climb +11, Jump +11, Ride +7, Swim 
  +8; Point Blank Shot, Power Attack, Rapid ShotB, Weapon 
  Focus (longsword, longbowB), Weapon Specialization 
  (longsword, longbowB). 
   
  Possessions: +1 longsword, +1 leather armor, +1 composite 
  longbow (+3 Str bonus), quiver with 20 arrows, explorer’s 
  outfit, potion of aid, potion of cure serious wounds. 
   
  Physical Description: Dressed to blend in well in the 
  woods; Gyri refugees who were driven from their homes 
  by the war with the giants. 
  ENCOUNTER 9 
   
   
   
   
  Elector Nathaniel Celebrimbor: Male Oeridian 
  Aristocrat2/Clr8 of Hextor; CR 9; Medium Humanoid 
  (Human); HD 10d8+10; hp 68; Init +3; Spd 20 ft.; AC 21, 
  touch 9, flat-footed 21 (-1 Dex, +10 armor, +2 natural); 
  Base Atk/Grp: +7/+10; Atk +14 melee (1d10+7/19-20, +1 
  heavy flail); Full Atk +14 melee (1d10+7/19-20, +1 heavy 
  flail); SA smite 1/day, rebuke undead 4/day (+3, 2d6+9), 
  spells; SQ aura, spontaneous casting; AL LE; SV Fort +8, 
  Ref +4, Will +12; Str 16, Dex 8, Con 12, Int 14, Wis 16, 
  Cha 12. 
   
  Skills and Feats: Bluff +13, Concentration +16, 
  Diplomacy +3, Disguise +6, Forgery +5, Intimidate +12, 
  Knowledge (history) +5, Knowledge (local – Sheldomar 
  Valley metaregion) +5, Knowledge (religion) +7, Listen 
  +5, Ride +1, Sense Motive +7, Spellcraft +8, Spot +5; 
  Improved Initiative, Lightning Reflexes, Persuasive, Skill 
  Focus (Bluff, Concentration), Weapon FocusB (heavy 
  flail). 
   
  Cleric Spells Prepared (6/5+1/4+1/4+1/2+1; base DC = 
  13 + spell level): 0—detect magic, guidance, inflict minor 
  wounds (x2), resistance, virtue; 1st—inflict light wounds*, bane, 
  cause fear, divine favor, entropic shield, shield of faith; 2nd—
  spiritual weapon*, aid, bull’s strength, resist energy, sound burst; 
  3rd—magic vestment*, cure serious wounds, dispel magic, 
  invisibility purge, magic circle against good; 4th—divine power*, 
  freedom of movement, spell immunity. 
   
  *Domain spell. Domains: Destruction (smite 1/day); 
  War (free Weapon Focus, proficiency). 
   
  Possessions: silver unholy symbol of Hextor, +1 heavy 
  flail (+3 with oil), +1 full plate (+2 with magic vestment), 2 
  spiked gauntlets, potion of cat’s grace, ring of mind shielding, 
  elixir of glibness (used in Encounter 4), cloak of resistance +1, 
  amulet of natural armor +2, oil of greater magic weapon +3. 
   
  Physical Description: See Encounter 4. 
   
   
  
  GRM5-07 Justice Be Done 
   
  Page 31 
  DM AID: MAP #1 – ENCOUNTER NINE 
   
   
   
  
  GRM5-07 Justice Be Done 
   
  Page 32 
  PLAYER HANDOUT #1 
   
  You are hereby summoned to attend a meeting with Watcher Captain Dorn Stelgaard, 
  Faithful Wolverine, of the 5th Battle. You will meet with Watcher Captain 
  Stelgaard in his offices in the 5th Battle’s headquarters in the city of Orlane on the 8th of 
  Reaping, CY 595. 
   
  You are to consider yourself on temporary assignment to the 5th Battle under Watcher 
  Captain Stelgaard’s command until such time as he releases you back to your normal duty 
  rotation. 
   
  Please review the following incidents to ensure that you can relate a consistent and coherent 
  account of them in response to any questions that Watcher Captain Stelgaard may ask you. 
   
  (Following is a list of all the demerits and “black marks” that have ever been placed in your personnel file, along with 
  the date of each incident. Basically, if any PC or NPC military officer ever made a negative report about you, or if you 
  have any certed demerits or other negative notations in the Play Notes section of any of your ARs, it is mentioned here. 
  If you do not have any such incidents in your past, then this paragraph and the previous paragraph are not present at 
  all.) 
   
  
  GRM5-07 Justice Be Done 
   
  Page 33 
  PLAYER HANDOUT #2 
   
  You are hereby requested to attend a meeting with Watcher Captain Dorn 
  Stelgaard, Faithful Wolverine, of the 5th Battle. You will meet with 
  Watcher Captain Stelgaard in his offices in the 5th Battle’s headquarters in the 
  city of Orlane on the 8th of Reaping, CY 595. 
   
  Your presence is requested pursuant to the possibility that you may be asked by 
  Watcher Captain Stelgaard to serve as a civilian adviser on a military mission of 
  great importance to the government of Gran March. 
   
  Please review the following incidents to ensure that you can relate a consistent and 
  coherent account of them in response to any questions that Watcher Captain 
  Stelgaard may ask you. 
   
  (Following is a list of any negative incidents that you have ever been involved with where a PC or NPC officer of the 
  Gran March Army would have filed a formal complaint about you. If you have any appropriate notations in the Play 
  Notes section of any of your Gran March regional ARs, or if you have any certs or AR notations that represent infamy or 
  a negative reaction by any member of the armed forces of Gran March, then it is listed here. If you do not have any such 
  incidents in your past, then this paragraph and the previous paragraph are not present at all.) 
   
  
  GRM5-07 Justice Be Done 
   
  Page 34 
  PLAYER HANDOUT #3 
   
  The following recruits were expected from the village of Tanner’s Ferry and did not 
  report for duty. All of them are human, male, and should have attained the age of 
  majority within the past year. 
  • Padrig Afon (son of Ioann Afon, a woodsman) 
  • Kevil Blornett (son of Mika Blornett, a brewer) 
  • Nichora “Nick” Tanner (son of Percival Tanner, who formerly operated the ferry 
  between Tanner’s Ferry and Geoff, current occupation unknown) 
  • Risla Whitetail (son of Duncan Whitetail, a woodsman) 
   
  MAP OF GRAN MARCH 
   
   
  Tanner’s Ferry 
  Leilam’s Orchard 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/GRM (Gran March)/GRM5-07 Justice Be Done (3E).pdf