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.
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  www.wizards.com/d20.
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  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction.
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2007 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.
  GRM7-04
  The Threat Within
  A One-Round D&D® LIVING GREYHAWKTM
  Gran March Regional Adventure
  Version 0.9
  by Michael J Roderick, Sr.
  Reviewers: Gran March Triad
  Circle Reviewer: Steven Conforti
  Playtesters: Daniel Buchmueller, Martin Shelby, Dave Lillethun, Stef Degenaar, Al Degenaar, Greg
  Gershowitz, Wayne Melnick, Laura Bush, Ryan White, Colleen Shelby, Rachel Roderick
  A serious crime took place just outside Shiboleth, and you have been assigned to the case. A Gran
  March Regional investigative adventure for APLs 2-8, and Part Three of the Homefront series.
  Note: This adventure will be of particular interest to Heironeans and Pathfinders.
  Resources: Complete Adventurer [Jesse Decker], Complete Arcane [Richard Baker], Complete Warrior
  [Andy Collins, David Noonan, Ed Stark], Races of the Dragon [Gwendolyn F.M. Kestrel, Jennifer Clark
  Wilkes, Kolja Raven Liquette], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor].
  
  GRM7-04 The Threat Within
  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, 2008.
  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.
  
  GRM7-04 The Threat Within
  Page 2
  Throughout this adventure, APLs categorize the
  level of challenge the PCs face. APLS are given in
  even-numbered increments. If the APL of your
  group falls on an odd number, ask them before the
  adventure begins whether they would like to play a
  harder or easier adventure. Based on their choice,
  use either the higher or the lower adjacent APL.
  APL also affects the amount of experience
  and gold a PC can gain at the end of the
  adventure. If a player character is three character
  levels or more either higher or lower than the APL
  at which this adventure is being played, that
  character receives only one-half of the experience
  points and gold for the adventure. This simulates
  the fact that either the PC was not challenged as
  much as normal or relied on help by higher-level
  characters to reach the objectives.
  Furthermore, a PC who is four or more levels
  higher than the highest APL supported by the
  adventure may not play the adventure.
  LIVING GREYHAWK adventures are designed for
  APL 2 and higher. Four or five 1st-level characters
  may find the challenge of an APL 2 adventure
  difficult. Suggest the following to these groups to
  help increase their chances of success:
  1. Enlist a sixth player.
  2. Advise characters to buy riding dogs to help
  protect them, and fight for them.
  TIME UNITS AND UPKEEP
  This is a standard one-round Regional adventure,
  set in the Gran March.  Characters native to the
  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 (bow
  making).  The player is allowed to Take 10 on this
  roll.
  More information about Lifestyle and Upkeep
  can be found in the “Lifestyle and Upkeep” section
  of Chapter 3 of the LIVING GREYHAWK Campaign
  Sourcebook.
  ADVENTURE BACKGROUND
  A spy for an unknown power broker has been
  traveling throughout Gran March gathering tactical
  and logistical information with the purpose of
  selling this information to foreigners unfriendly to
  the March. The spy was tracked and captured by
  pathfinders, and it was discovered that he had
  copies of documents that belonged to the Gran
  March military.  The bulk of these plans had to do
  with the new Gran March river patrol and blue
  water navy to aid the troops in the Principality of
  Ulek.
  One of the pathfinders was returning these
  documents to Shiboleth when Marist Serlyn, one
  of the leaders of this mercenary company, and
  some of his associates caught up with the
  pathfinder in Ghostgate. They killed him, stole the
  documents, and are surreptitiously trying to
  escape Gran March.
  What is worse is that Serlyn and his
  associates 
  have 
  dominated 
  Terlius 
  Jill, 
  a
  respectable Heironean in the town. Serlyn intends
  # 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
  
  GRM7-04 The Threat Within
  Page 3
  to use Terlius to divert attention while he and his
  men flee the area.
  Agents of Nolar Thotec have also learned of
  the spy ring and their control of the Heironean.
  They wish to embarrass the Church of Heironeous
  and are doing their best to expose Terlius Jill
  (although they do not wish to expose the magic
  effect he suffers from).
  The Gran March military has an inkling that
  there may be a spy ring gathering information
  within Gran March. They have decided that it
  would appear best to hide their realization of this
  knowledge from the spies. To that end, they have
  asked Special Constable Ferrule Garde to begin
  an investigation into the pathfinder’s death. He has
  turned to the PCs.
  ADVENTURE SUMMARY
  This adventure is meant to be an investigative
  adventure, so there are opportunities for players to
  draw the wrong conclusions and find dead ends.
  This is complicated by the fact that the villain is
  also trying to send the PCs on a wild goose chase.
  The summary that follows is the anticipated most
  likely path. However, each encounter gives
  suggestions on moving out of order or how to
  bring players back should they go completely off
  track.
  It is also possible for the PCs to ask exactly
  the right questions at the right time and play
  through the scenario quickly. This is acceptable as
  cleverness is its own reward, at least this time. If
  they manage to skip any encounter, be sure to
  adjust XP and gold accordingly.
  Introduction: The adventure begins with the
  characters summoned to meet Special Constable
  Ferrule Garde. He informs them that there has
  been a murder, and the investigation has been
  turned over to him. He is turning to the PCs for
  assistance, as he wants to make sure that
  everyone’s interests are equally served. He will
  send the PCs out to start the investigation.
  Encounter 1: Scene of the Crime – The PCs
  investigate the crime scene searching for clues as
  to the victim, killer, and motive.
  Encounter 2: All Around the Town – The
  PCs follow up on the leads they have, speaking
  with people in the village, and trying to find out
  what happened in the small room in the Inn. Their
  search finds an ally named Carlo and leads them
  to two primary suspects: a barmaid who is really a
  spy and a Heironean who was recently seen
  observing the victim.
  Encounter 3: Spies Like Her – If the PCs try
  to speak to “Alisanda”, she will attempt to flee. The
  PCs must capture her and find out what she
  knows.
  Encounter 4: Ready, Set, Drop! – The PCs
  go looking for Terlius Jill only to learn that he is not
  working alone.
  Encounter 5: A Man Named Jill – The PCs
  finally meet with Terlius Jill and learn the “truth”
  from him. At the same time, they also have to deal
  with Carlo or Terlius Jill as a fight breaks out.
  Encounter 6: Cold Reception– The PCs find
  Serlyn’s camp and find some nasty surprises left
  behind for them.
  Encounter 7: Hot Pursuit!– The PCs pursue
  Serlyn and his accomplices as they try to flee
  Gran March. If they arrive in time, there is a battle
  in which, hopefully, the PCs are able to stop
  Serlyn and preserve the plans of Gran March’s
  army.
  Conclusion: The PCs meet with Special
  Constable Ferrule Garde and Lt. Mortan Kulpak.
  Their success is measured and rewards are
  meted out.
  PREPARATION FOR PLAY
  Find out if any of the characters have played any
  scenarios involving Nolar Thotec (GRM4-01
  Homecoming, GRM5-02 Enemy of my Enemy,
  GRM5-07 Justice Be Done) or Ferrule Garde
  (GRM5-03 Pruning At the Root), or any members
  of the Teliz family (GRM7-02 Gullet, GRM7-05
  Currents). You may also wish to ask what regional
  meta-orgs PCs belong to (you are looking to see if
  there are any Corporation PCs at the table.)
  Important: Is the entire party non-Gran March
  PCs who do not know Ferrule Garde? If so, use
  the Alternate Introduction Read aloud text.
  Additionally, the DM should ask the PCs for
  one or more Sense Motive Checks. These can be
  used to sense the Dominate Person effect on
  Terlius Jill. (Only one check is needed, but asking
  for more than one is a good tactic for
  misdirection.)
  
  GRM7-04 The Threat Within
  Page 4
  INTRODUCTION
  If ALL the PCs are NOT from Gran March and if
  none of them have played GRM5-03 Pruning at
  the Root, use the ALTERNATE boxed text
  introduction.
  Additionally, PCs should take care of their
  introductions before the scenario starts. If any
  military PCs ask why they are in the area, they can
  be told that the Army of Security is nearby; they
  can determine how that has brought them here.
  Your recent travels have brought you to
  the village of Ghostgate, an outlying village of
  Shiboleth. It is a small town, and has seen
  better times. While still in good repair, many of
  the buildings throughout the town are vacant,
  creating the image of a town with more
  buildings than people. Still, the common room
  of the Shining Song, while not being crowded,
  is busy enough. Even better, the atmosphere is
  quite friendly. You hear friends bantering with
  each other in one corner, perhaps rehashing
  old jokes, while in another corner a large,
  pungent scythe-wielding soldier talks about
  his recent promotion.   All in all, it makes a
  near perfect atmosphere for lunch. Thus, it is
  mildly annoying when you notice an eager
  young soldier trying to get your attention.
  To PCs who know Ferrule Garde (from
  Pruning at the Root) he says, “Excuse me, sirs.
  The Special Constable sends his greetings and
  ordered me to deliver this letter to you. I was
  told to wait for your response. He snaps out a
  crisp salute.
  To Gran March PCs who do not know Ferrule
  Garde, he says, “Excuse me, sirs. I have orders
  to deliver this letter to some good folk
  resembling your description, and to wait upon
  your good pleasure for a response.” He snaps
  out a crisp salute.
  Give the players Player Handout #1. The
  young man, Contar (Male Human War1) if asked
  will tell anyone that he does not know the contents
  of the letter (true). He leaves when the PCs say
  they will meet with Ferrule Garde.
  Alternate Introduction: For PCs who are not
  native to the Gran March and who do not know
  Ferrule Garde, use the following text.
  Your recent travels have brought you to
  the village of Ghostgate, an outlying village of
  Shiboleth. Traveling here was quite easy, with
  only one minor incident. As you entered the
  town, there was a minor scuffle between some
  travelers who shared the road with you. It was
  just a minor incident – no real trouble – just a
  tense situation that could have gotten out of
  hand and anomalous to everything you have
  seen here.
  Ghostgate, on the other hand, is no
  anomaly. Like many places in Gran March, it is
  a small town. However, this small town has
  seen better times. While still in good repair,
  many of the buildings throughout the town are
  vacant, creating the image of a town with more
  buildings than people. Still, the common room
  of the Shining Song, while not being crowded,
  is busy enough. Even better, the atmosphere is
  quite friendly. You hear friends bantering with
  each other in one corner, perhaps rehashing
  old jokes, while in another corner a large,
  pungent scythe-wielding soldier talks about
  his recent promotion. All in all, it makes a near
  perfect atmosphere for lunch. Thus, it is mildly
  annoying when you notice an eager young
  soldier trying to get your attention. He walks
  over and introduces himself. “Excuse me,
  gentle sirs. I have been sent by Special
  Constable Ferrule Garde. He asked me to
  present this letter to you and await your
  pleasure for a response.”
  Give the players, Player Handout #2.
  Once the PCs agree to the meeting, read the
  appropriate text below.
  Ferrule Garde knows all the PCs:
  The young man who gave you the letter
  leads the way upstairs, down a hall, and
  knocks on a door. A tall, brawny human male
  opens the door. His brown and grey hair sits
  messy and unkempt on his shoulders. He has
  large shadows under his eyes. He obviously
  appears quite tired. He invites you into his
  office.  Ferrule’s “office” is really just a room
  at the inn. It is sparsely furnished, just a bed
  and small writing desk; and you see he is
  living and working out of a small open chest at
  the foot of the bed. You also see a non-
  descript human male in an Elven cloak
  standing in the corner of the room, his hood
  pulled up and his arms crossed. With a thin
  smile and a sigh, the Special Constable
  speaks, “Thank you for coming on such short
  notice. It is good to see that you are all doing
  well. I wish these were better circumstances,
  but unfortunately they are not. I contacted you
  as I need your assistance. As you can see, I do
  
  GRM7-04 The Threat Within
  Page 5
  not have an office in this town, and a crime has
  taken place. My resources here are limited and
  your help is needed. May I assume you are
  available and willing to help?
  Ferrule Garde knows some the PCs:
  The young man who gave you the letter
  leads the way upstairs, down a hall, and
  knocks on a door. A tall, brawny human male
  opens the door. His brown and grey hair sits
  messy and unkempt on his shoulders. He has
  large shadows under his eyes. He obviously
  appears quite tired. He invites you into his
  office.  Ferrule’s “office” is really just a room
  at the inn. It is sparsely furnished, just a bed
  and small writing desk; and you see he is
  living and working out of a small open chest at
  the foot of the bed. You also see a non-
  descript human male in an Elven cloak
  standing in the corner of the room, his hood
  pulled up and his arms crossed. With a thin
  smile and a sigh, the Special Constable
  speaks, “Thank you for coming on such short
  notice. Some of you I have met, and some I
  have not. Nevertheless, I am grateful to all of
  you for coming; I only wish we were speaking
  under better circumstances. I contacted you as
  I need your assistance. As you can see, I do
  not have an office in this town, and a crime has
  taken place. My resources here are limited and
  your help is needed. May I assume you are
  available and willing to help?
  Ferrule Garde knows none of the PCs:
  The young man who gave you the letter
  leads the way upstairs, down a hall, and
  knocks on a door. A tall, brawny human male
  opens the door. His brown and grey hair sits
  messy and unkempt on his shoulders. He has
  large shadows under his eyes. He obviously
  appears quite tired. He invites you into his
  office.  Ferrule’s “office” is really just a room
  at the inn. It is sparsely furnished, just a bed
  and small writing desk; and you see he is
  living and working out of a small open chest at
  the foot of the bed. You also see a non-
  descript human male in an Elven cloak
  standing in the corner of the room, his hood
  pulled up and his arms crossed. With a thin
  smile and a sigh, the Special Constable
  speaks, “Thank you for coming on such short
  notice. I heard about your restraint in the
  incident outside of town, and thought we
  should speak. I only wish our first meeting was
  taking place under better circumstances. I
  contacted you as I need your assistance. As
  you can see, I do not have an office in this
  town, and a crime has taken place. My
  resources here are limited and your help is
  needed. May I assume you are available and
  willing to help?
  Once the PCs agree to help:
  “Thank you. I thought that would be your
  answer. Let us get straight to the matter.
  Sometime in the past twenty four hours, a man
  was murdered at the Waterflower Bloom Inn. A
  crime of this type must be investigated
  immediately, but I have other urgent matters
  that I must attend to. I would like all of you to
  work together to find the killer and bring him to
  justice. Does this sound like a task you can
  accomplish?”
  Once the PCs agree, the Special Constable
  will relate the following information (as Garde
  understands 
  that 
  investigators 
  need 
  good
  information, it is not necessary to make the PCs
  ask questions to get this info. However, if possible,
  role-play giving the information out rather than just
  giving a recitation of facts.):
  - 
  The victim’s name: Trailblazer Artair
  Gazsi; he was a male human.
  - 
  The victim was found this morning by
  Larelus Springflower, the owner/operator
  of the Waterflower Bloom Inn. He has
  been told to expect investigators acting on
  behalf of the special constable.
  - 
  The victim was known to be a Pathfinder.
  According to the military, he was not on
  any assignment, therefore this matter was
  turned over to him.
  - 
  Garde is willing to make sure that any
  military characters are considered to be
  on duty. He turns to the man behind him
  who nods his head. (That man is
  Wayfinder Mortan Kulpak. He does not
  share his name, and if addressed, his
  terse response is, “Act as if I’m not here.” 
  A Profession (Soldier) check DC 12 will let
  PCs know this man has a military bearing,
  DC 15 indicates that he may be an officer
  or knight. Garde will see that the
  respective commands of any military PCs
  will be notified, and retired PCs will not be
  re-activated.
  - 
  Garde has the key to the victim’s room
  and will give it to the PC. He will strongly
  
  GRM7-04 The Threat Within
  Page 6
  suggest that they begin their investigation
  with the body as priests need to dispose
  of the remains.
  - 
  The PCs have license to question anyone
  in the village, however, they must be sure
  to respect the rights of Gran March
  citizens and soldiers. They must also
  uphold the law themselves during their
  investigation.
  - 
  The PCs are not vigilantes. So far as it is
  possible, they are to capture not kill the
  killer. Anyone arrested should be turned
  over to the Special Constable.
  - 
  If asked, Garde has chosen the PCs as he
  has 
  other 
  pressing 
  duties, 
  and 
  he
  considers 
  this 
  an 
  important 
  matter
  requiring immediate attention.
  - 
  If asked about compensation, Garde
  frowns and answers tersely, “If you solve
  the crime, you will be paid well.”
  - 
  If asked how he knew about the PCs, he
  response, “I saw you enter town, and I
  saw you downstairs earlier.”
  ENCOUNTER 1: THE SCENE
  OF THE CRIME
  This encounter deals with the room, the victim,
  and the Inn. While this scenario is a murder
  investigation and the PCs are looking for clues,
  this scenario is not a modern television crime
  drama series. As such, there are no forensics to
  speak of. If PCs try to take such a route in their
  investigation, they should be told that Forensics
  does not exist in the Living Greyhawk campaign.
  This encounter assumes the PCs examine the
  room before speaking with the innkeeper. If they
  speak to Larelus first, there may be questions they
  do not know to ask. If this occurs, Larelus will be
  available to speak to them after they finish with the
  room.
  Upon their arrival at the Inn, the text below
  should be read to the PCs.
  The Waterflower Bloom Inn is a very nice
  establishment and appears to cater to the
  wealthy. 
  It 
  is 
  not 
  quite 
  an 
  opulent
  establishment, but the three-storey inn is still a
  cut above most inns you’ve seen. A middle-
  aged human woman greets you at the door.
  “Hello. Are you the people my husband said to
  expect?”
  The woman is Serah Springflower. She can
  show the PCs to the room or introduce them to
  Larelus. If asked what happens, she will tell the
  PCs that she does not know as she was visiting
  family in Shiboleth the past few days and only
  returned this morning. Her husband told her what
  happened. All other questions she answers with “I
  don’t know.”
  Serah Springflower (LG Female Human Com 3)
  The Victim’s Room
  Artair Gazsi’s room is well-appointed;
  there is a large bed, a writing desk with
  wooden chair, an oaken wardrobe, and a large
  comfortable, plush chair. There is also a
  window. The luxurious  setting is marred by
  the body in the center of the room. The first
  thing to catch your attention, apart from the
  corpse, is the dried pool of blood that covers
  most of the floor and the short sword in it.
  Examining the room, PCs can learn some or all of
  the following:
  - 
  The door is locked when the PCs arrive. A
  Search DC 14 check will reveal that
  neither the door nor the lock have suffered
  any distress. The door is stout.
  - 
  The blood pool reaches almost to the
  door. Anyone examining the pool can tell
  that the door was opened after the blood
  had dried as the bottom of it scraped a
  small line in the dried blood. There are two
  of these small lines (one from the
  Innkeeper Larelus and one from Garde.)
  - 
  A Spot DC 16 or Search DC 13 will notice
  a partial heel mark in the blood over near
  the window.
  - 
  The window is closed but not latched.
  Searching the window reveals a bloody
  mark on the outside.
  - 
  Should the PCs climb out the window and
  onto the roof, they can find (Search DC
  10) marks from a grappling hook on the
  roof. At this time, there is no hook or rope
  there.
  - 
  The body is not in a sleeping position. The
  position of the sword makes it appear that
  it was dropped from the victim’s hand.
  - 
  A Heal check, DC 15, reveals that the
  victim was expertly stabbed twice: once in
  the kidney and once in the liver. He bled
  out quickly. Beating the DC by 5 will
  
  GRM7-04 The Threat Within
  Page 7
  reveal that the thickness of the blade
  versus how deep the blade penetrated is
  typical of a rapier.
  - 
  If they search the body, they find a small
  purse of 40 gold coins. Additionally, the
  room also has the gear typical of a
  pathfinder. It all appears to be military
  issue.
  - 
  PCs who search the desk, chest, chair,
  etc. can make an Intelligence check DC
  10 to notice that the contents have been
  rifled through. While there is nothing
  missing, there is no way to tell this.
  - 
  The PCs can make one or more search
  checks in the room. Beating the DCs
  below 
  gives 
  them 
  the 
  appropriate
  information. It is possible for them to get
  more than one piece of information off a
  single roll. The room is small, so only
  three people can search at a single time
  (no more than 2 people may assist the
  primary searcher).
  DC 13: The body was moved after it died.
  There is a smear of blood underneath it.
  DC 15: It appears that the killer took
  something off the body. There is a bloody
  handprint on the inside of the victim’s tunic.
  DC 21: There is a strange crystal-like
  substance near the window. A Knowledge
  nature DC 12 reveals the item to be mica. A
  Spellcraft check DC 17 also reveals the
  material to be mica – a spell component for a
  Glitterdust spell.
  DC 25: The PCs find a loose floorboard.
  Under the floorboard there is a note, player
  handout #3, as well as some notes on places
  the victim visited.
  PCs who choose to “Speak with Dead” can
  learn that Artair was sleeping when he heard
  someone enter his room. He woke, grabbed for
  his sword, and was blinded. He was stabbed,
  twice. Then he blacked out. If asked why he was
  stabbed, he can say that the killer took his
  document case. If they ask what was in the case,
  he will say documents. He was not sure what they
  were or whom they belonged to, but a thief stole
  them from a high-ranking officer’s office in
  Hookhill. Bear in mind that Artair’s ghost is not
  trying to assist the PCs in their investigation. His
  answers will be as cryptic as is typical of this spell.
  The Innkeeper
  Larelus Springflower (LN Male Wood Elf Com 4)
  Larelus Springflower looks like your typical
  wood elf, apart from being dressed in  human
  fashion. What is more, for an elf, he is a bit
  portly. He wrings his hands as he notices you
  approach. 
  “Terrible 
  business, 
  terrible
  business. Can you believe it? Here, in my inn!
  And what will I do if word gets out? The
  Special Constable said to be at your disposal,
  and I am; but I would be so grateful if you
  could also preserve my inn’s reputation.” He
  stands there, still wringing his hands.
  Larelus will do his best to answer PCs
  questions. When answering, keep in mind the fact
  that he has not seen or discovered any evidence
  in the room. Additionally, if given the chance, he
  will ask about damage to the room, the floor, the
  bed, etc. He is not insensitive to the murder; his
  shock is just expressing itself in this odd fashion.
  When did the victim arrive?
  “Three days ago. He said he would be staying
  here for two days. I went to check on him this
  morning, and well… you know.”
  Did the victim meet with anyone?
  “Not here, he didn’t. I always keep track of
  guests. It wouldn’t do to have people coming and
  going all the time, apart from paying guests that
  is.”
  When did you last see the victim alive?
  “I saw him last night. He was out  yesterday, in
  the town he said, and when he came back he had
  a small meal and went to his room. The next time I
  saw him was when I found him this morning. He
  had not come down, and I needed to wake him so
  that the help could clean his room.”
  Has anything like this ever occurred before?
  “Of course not. I’ve never even had a break in.
  We may be a small town, but we still believe in law
  and order here.”
  Have you been in the room? / Has anyone
  disturbed the scene?
  “No. I knew better than to go in. I locked the
  door to make sure no one could go in. I kept the
  key with me until the Special Constable arrived. I
  gave it to him.”
  Did you know the victim?
  “Not before he stayed here, I didn’t. He was a
  nice enough fellow though. Quiet, polite. A good
  guest.
  
  GRM7-04 The Threat Within
  Page 8
  Do you know anyone named Celia?
  “That name is not familiar. But the town has
  been growing lately, what with the new shipyard
  and all. So, I don’t know. But I don’t think so.”
  What new shipyards?
  “I know very little about them. I have heard
  that the army is building some boats to be used on
  the river.”
  Was anyone looking for the victim?
  (This question should only be answered if the
  PCs specifically ask if anyone was looking for the
  victim. Do not volunteer this information as it does
  not occur to Larelus that this is related to the
  murder.) “Hmmm…no. Well, not really. I mean, a
  woman came by, and she asked if the man was
  staying here.”
  Who was she?
  “I am not certain actually – she didn’t give her
  name.”
  What did she look like?
  “Well, she was a little less than average
  height, for a human. And her skin was quite
  tanned, and she had lovely eyes. She seemed to
  have a…well, worldly air to her. I couldn’t let her
  in, of course. This is a proper establishment.”
  Did she have any weapons or armor?
  “Well, I didn’t see any.”
  When did she stop by?
  “Yesterday, actually. Do you think she’s got
  something to do with this?”
  When she left, did you see which way she
  went?
  “I am sorry, but I wasn’t paying attention to
  that. It didn’t seem important at the time.”
  Development: If the PCs try to leave the Inn
  without investigation the room or speaking to
  Larelus, he will stop them as they leave and will
  ask if he can clean the room (if they haven’t
  looked it over) or he will stop them to see if they
  need anything from him (if they haven’t questioned
  him). This should be a clue to them that they need
  to examine the room and speak to Larelus.
  The PCs have two choices in front of them: to
  search for Celia / Alisanda or to see what Artair
  was investigating. Both of these possibilities are
  covered in Encounter 2: All Around the Town.
  ENCOUNTER 2: ALL
  AROUND THE TOWN
  This encounter assumes that the PCs will wish to
  visit the various places from the note under the
  victim’s bed in the search for Celia / Alisanda.
  There is also the possibility that the note was not
  found and that the PCs will try to Gather
  Information instead.
  Ghostgate is a small town of approximately
  1,500 people, but it could comfortably hold about
  2,700 before needing to expand. Most of the
  buildings are abandoned, although more people
  are moving into the area. The racial mix is skewed
  a bit more human than is typical of a Gran March
  town. (Human 83%, Elf 5%, Dwarf 5%, Halfling
  3%, Gnome 2%, Half-elf 1%, Other 1%) PCs
  asking why the town is half abandoned can learn
  the Legend of Old Rivergate at any tavern or
  either temple.
  If PCs ask about the “Dead Ghost” can be told
  about the tavern on the poorer side of town.
  The Legend of Old Rivergate
  Several centuries ago, Ghostgate was
  called Rivergate. Tales differ but the generally
  accepted account is that a very powerful priest
  of the Whispered One made his home in the
  town. This man led a secret cult of Whisperers
  who tried to secretly control the town.
  Fortunately for the town and Gran March,
  Knights of the Watch found him out, and
  exterminated the cult.
  The leader was so powerful, that he came back
  as a spirit and haunted the town. It is said that
  he would come out at night and terrorize the
  town, slaying whenever he could, and creating
  spirits subservient only to him. It was during
  this time that people started fleeing the town,
  referring to it as Ghostgate.
  The town may have become a true ghost town
  were it not for several powerful masters of
  Syrloch and Knights of the Watch. While the
  Knights held the spirits at bay, the masters
  crafted a mighty spell that opened a gate to the
  outer planes. The spirits were all sucked
  through, all but one… the man who started it
  all. Together and not without high cost, the
  Knights and the Masters of Syrloch fought and
  destroyed the spirit. Yet, even though he was
  gone, the town would forever after be known
  as Ghostgate.
  
  GRM7-04 The Threat Within
  Page 9
  The PCs can visit various locations trying to
  glean information about Celia / Alisanda. After
  they 
  have 
  been 
  to 
  two 
  locations, 
  Carlo
  approaches them with some “answers”.
  Locations: PCs may wish to visit any of the
  following locations:
  - 
  Refurbished dockside warehouse
  - 
  Shipyards
  - 
  Zilchus’ temple
  - 
  Dead Ghost Tavern
  - 
  Harvest Church
  - 
  Shining Song Tavern
  PCs visiting the Shining Song tavern (where
  the adventure started) learn nothing new. The
  same is true of a visit to the Harvest Church.
  However, count these visits as locations for
  determining when Carlo approaches them.
  Should the PCs wish to visit the Dead Ghost
  Tavern first, skip ahead to Encounter 3: Spies Like
  Her.
  Refurbished Dockside Warehouse
  Finding the dockside warehouses is fairly
  simple. You see several that are run down and
  even more than seem to be in such a state of
  ill-repair that you doubt they are being used at
  all. However, one of the warehouses appears
  to have been recently fixed up and painted.
  You see a few laborers working around the
  place, a dock man unloading the boat, a porter
  working in the warehouse, and a teamster
  arranging cargo on a wagon. You also see a
  man who is either the owner or foreman.
  Rollock the Foreman: Male Human Warrior 1
  / Expert 1.
  Carlson the Teamster: Male Human Rogue
  2.
  If the PCs try to speak to anyone, Rollock
  comes over. His initial attitude is indifferent. He will
  respond to questions as below. The answers
  below are all true to his knowledge.
  Did you know the victim?
  “Sorry, can’t say as I did. Name’s not familiar.”
  (If the PCs use Artair’s name, this is his response)
  “Hmmm… sounds like this fella who came
  round the other day asking questions about if we
  had seen some girl.” (This is his response if they
  describe his appearance.)
  Has anyone been here looking for a girl named
  Celia?
  “Well, some fella came by a few days ago
  asking about a girl. That may’ve been her name.
  Its been a busy few days so I don’t rightly
  remember.”
  Had you seen him before?
  “‘Fraid not.”
  What did he want to know?
  “Well, he asked if I knew about some girl, or if
  we had seen anything funny going on lately. I told
  him no to both. I also told him I’d been pretty busy
  what with the new carting business so I haven’t
  had much time to notice much.”
  Why would the victim have been asking you
  questions?
  “Well, there ya got me. I figured he figured me
  being by the docks and all that I’d see what goes
  on. I see a bit, but its pretty quiet around here,
  although I hear that a bunch of other warehouses
  been bought recently and that the Army’s doing
  something at the shipyard.”
  What are they doing?
  He shrugs. “Got me.”
  Why is this place look so new?
  “Well, town’s started growing again, what with
  the trouble in Shiboleth. I’ve heard that plenty of
  people are looking to get land around here.”
  Are you the owner here?
  “Nah. There’s a wealthy family in Shiboleth
  owns this place. I just live here and run it.”
  Any PC who is a member of the Corporation
  may make a Spot check DC 17 to notice that
  Carlson is making a hand sign while he works that
  IDs him as a member. If he thinks a PC has seen
  his sign, he tries to get to a private location, asking
  the foreman to go to the outhouse or get a quick
  bite of food or something. He will only speak with a
  Corporation PC.
  When asked questions, his answers to the
  above are roughly the same as Rollock was being
  forthright. His attitude is indifferent, and he is
  slightly suspicious of the PCs until they let him
  know why they are asking questions. The answers
  below are all true to his knowledge.
  Who are you?
  “Name’s Carlson.”
  What are you doing here?
  
  GRM7-04 The Threat Within
  Page 10
  “Moving goods.” If his attitude has been
  improved to friendly, he will volunteer more,
  “Transporting various items to Shiboleth.
  Who is the foreman?
  “No one really, some local yokel. Not
  associated at all, and without a clue to boot.”
  Without a clue as to what?
  “Well, anything really. Don’t notice much that
  one.” If his attitude is improved to friendly, he will
  volunteer more, “Blind to what we’re doing here.”
  Ever hear of Celia?
  “Only time was when that other guy was here.”
  Why’d you signal me?
  “Well, lots of people asking questions isn’t
  good for business. So, I figured I’d see if I could
  find out what’s going on. This seemed the best
  way.”
  What is going on at the warehouse here? (He
  will only answer this if friendly. If not friendly or
  better, he just says “working”.)
  “Well, with the problems in Shiboleth, its
  getting harder to safely move things around in the
  city. So, we got an import business here.”
  Seen anything suspicious?
  “You mean besides myself? No, there’s
  nothing going on here.”
  The warehouse is a dead end for the
  investigation. It does serve to make the PCs work
  for clues as well as to let them know that the town
  is growing and that there may be a Corporation
  presence here.
  The Shipyard
  The shipyard is along the river, right off a
  wide bend giving carpenters easy access to
  both the town and the river. Around the
  shipyard, you see that the workers are busy at
  work constructing a new stone wall. The
  finished part of it appears to be five feet high.
  At the front of the shipyard, carpenters are
  building a gate. You see two guards standing
  there.
  The 
  guards 
  have 
  orders 
  to 
  admit 
  no
  unauthorized people to the shipyard. If ordered to
  step aside, they will refuse but will offer to get the
  Petty Officer. The Senior Petty Officer will repeat
  the same: no one is to be admitted without orders
  in hand; he says his orders are from Knight
  Commodore Avasti.  He will allow no one to pass.
  All NPCs start as indifferent. If forced to get
  their immediate superior, the attitude of all NPCs
  at this location shifts to Unfriendly. PCs may also
  make a Diplomacy check DC 15 to make an NPC
  friendly. Doing so means that that particular PC is
  willing to get their immediate superior as a favor.
  NPCs will only answer questions if friendly or
  better or if they learn that the PCs are
  investigating the murder of a member of the Gran
  March 
  military. 
  They 
  answer 
  all 
  questions
  truthfully.
  Note:  Profession (Sailor) or Profession
  (Soldier) DC 10 or INT check DC 12, determines
  that a Marine is equivalent to Corporal in rank; a
  Senior Petty Officer is equivalent to Senior Staff
  Sergeant in rank; a Knight Commodore is
  equivalent to a Knight Colonel in rank.
  Some questions the PCs may ask are below:
  What rank are you and from what battle?
  “Marines. We’re on detached temporary duty
  from Red Division. That’s all we can say.”
  What is going on here / What is being built?
  “Can’t say exactly, excepting to say this is a
  military operation.”
  Why are the work gangs building a wall?
  “They’re Oarsmen, not work gangers, and
  they’re building it to keep people out, of course.”
  Why can they be here and we cannot?
  “They’re authorized and ordered; you folks
  ain’t. Sorry. Orders, you know.”
  Did you know the victim?
  “I don’t think so. His [name or description]
  doesn’t sound familiar.”
  Has anyone been here looking for a girl named
  Celia?
  “Not to my knowledge.”
  Have any soldiers been reported as missing or
  failed to report for duty?
  “Are you serious? Of course not. This isn’t the
  Yeoman militia, Greyhawk Mercenary Guild or
  Ketite cavalry, you know. We’re the River Guard.”
  The marines have no information about the
  murder; before the PCs arrived they had not heard
  about the murder nor do any of them recall the
  victim. This is another dead end, although it hints
  as to the importance of the shipyards, something
  the PCs may learn about in the conclusion.
  Zilchus’ temple
  If the PCs come here for healing & restoration
  after being wounded by the traps in encounter 6,
  they will be told by an acolyte that they have to
  
  GRM7-04 The Threat Within
  Page 11
  wait an hour or so to see the priestess as she has
  a meeting. Adjust the text below accordingly.
  The temple of Zilchus, god of money and
  patron of business, is a large structure,
  although not as large and imposing as you
  typical Heironean temple. The place appears to
  be 
  crafted 
  of 
  the 
  finest 
  stone 
  and is
  surrounded by a three foot tall, wrought iron
  fence. Between the fence – some fifty feet from
  the doors – and the temple is a large garden. A
  pathway of fitted smooth stone runs from the
  road to the doors, splitting and going around a
  fountain that appears to be spraying gold
  colored water into the air.
  Going in, you see that the temple has a
  solemn air to it. The walls are decorated with
  ornate carvings and statues, and the seats are
  all well appointed. The stained glass of the
  windows sheds many hues of colored light –
  gold, silver, platinum, ruby, and copper – onto
  the benches below. The centerpiece of the
  magnificent room is a huge white marble
  statue holding forth a full coin purse. You have
  the feeling of magnificence just short of
  wasteful ostentation.
   A petite, Oeridian woman in bejeweled
  vestments 
  approaches. 
  “Welcome,
  entrepreneurs, to the House of Abundance. I
  am Coinpriestess Dorothea. What business
  brings you here today?”
  Coinpriestess Dorothea, Initiate of the 2nd
  Circle: Female Human (Oeridian) Cleric 9.
  PCs may find visiting her fairly useless as
  Artair never visited the temple, nor has the
  priestess heard anything about the murders. She
  is also ignorant about military matters. She is
  willing to provide healing and spellcasting at the
  usual rates. She also knows the Legend of Old
  Rivergate.
  If asked why she is here, she simply responds
  that Zilchus has never abandoned the town,
  always planning to, in his great scheme, bring
  prosperity back to Ghostgate. She believes that
  prosperity will be returning soon.
  Carlo
  After visiting two locations, the PCs see Carlo.
  Read the text below as they are leaving the
  second location.
  As you go to leave, you notice a laborer
  approaching. “Excuse me, but I could not help
  but overhear some of your questions, and I
  thought I might be able to help. As you all
  looked quite serious, I felt the only good thing
  to do was see if I can help.” He stops, as if
  unsure what to say next, as if feeling awkward
  for approaching you at all.
  Carlo drank a Potion of Glibness just before
  approaching the party. His answers below are
  marked as true / false. In this encounter, Carlo is a
  non-combatant. Additionally, he is chaotic neutral
  and will not detect as evil. Finally, feel free to
  embellish the answers below if necessary in order
  to convince doubtful PCs to accept what he says
  at face value.
  APL 2
  Carlo, CN Male Human Fighter 2 / Rogue 1
  (Bluff +30).
  APL 4
  Carlo, CN Male Human Fighter 3 / Rogue 2
  (Bluff +30).
  APL 6
  Carlo, CN Male Human Fighter 4 / Rogue 2
  (Bluff +30).
  APL 8
  Carlo, CN Male Human Fighter 5 / Rogue 4
  (Bluff +30).
  Did you know the victim?
  “Not personally. What did he look like?” (His
  response to the description follows.) “He sounds
  familiar. I think he came by here.” (First answer is
  true. Second answer is false; Carlo has never
  seen the victim.)
  When did you see him last?
  “When he was here asking questions.” (False)
  What did he ask?
  “I’m sorry; I couldn’t hear that.” (True)
  Did you ever see him anywhere else?
  “No. Sorry.” (True)
  Could you tell what he was doing?
  “He was asking questions, I think, but I didn’t
  hear too well.” (False as he is not sure, although in
  reality true as that’s all the victim was doing.)
  What did you hear?
  “Something about spies and girls.” (False)
  Do you know anyone named Celia?
  “No. Sorry.” (False)
  
  GRM7-04 The Threat Within
  Page 12
  Do you know what it means, “her eyes do not
  match her face”?
  “What, like the barmaid at the Dead Ghost?”
  (Neither as it’s a question, not a statement.)
  You know a girl of this description?
  “Yea, sure. Her name is Alisanda. She’s
  Oeridian but she’s got the prettiest violet eyes.” (A
  Knowledge Geography check DC 10 reveals that
  Oeridian do not have violet eyes; but Suel do.)
  (True about the description and the cover identity,
  False as he knows her real name.)
  Carlo is willing to answer other questions as
  well, but once the PCs get the answers above,
  they are likely to say farewell to him.
  If and only if the PCs have not found the
  documents or learned about Alisanda / Celia from
  Larelus Springflower, Carlo will give them the info
  below:
  “Thinking about it, I did see him with a
  priest the other day. A Heironean I think. I
  don’t know if that helps.” (False.)
  What did he look like?
  “Well, he was mid to late thirties, tan, blue
  eyes, and some gray in this hair. Oh, and he was
  dressed in full plate mail.” (True)
  Where can we find him?
  “Probably at the chapel. (True, due to the
  qualifier ‘probably’.)
  If the PCs go back and visit Larelus, the
  Shipyards, or the Temple of Zilchus with Carlo’s
  description of Terlius Jill, they can be told that the
  description matches the priest: Valiant Jill. Those
  people can answer the questions below.
  Who is Valiant Jill?
  “Jill… Terlius Jill. Well, Warrior Valiant Terlius
  Jill Teliz actually; he’s a Heironean priest. Most
  people here follow the Harvest Church, although
  there is also a temple of the Zilchus as well.”
  Knowledge Religion DC 8 to know that Warrior
  Valiant is the most common ranking priest of
  Heironeous.
  Why is he called Terlius Jill?
  “Well, he and his brother were both named
  after their father, Terlius Teliz. So, everyone in
  town has always called them Terlius Jill and
  Terlius Dasi. Easier to know who we’re talking
  about that way.”
  Where can we find him?
  “I believe he lives on the other side of town,
  near the road to Shiboleth.
  Development: If the PCs wish to take Carlo’s
  tip, proceed to encounter 3: Spies Like Her. If they
  go to speak to Terlius Jill at his house, skip to
  encounter 4: Ready, Set, Drop! If they wish to
  speak to Terlius Jill at the chapel, skip ahead to
  encounter 5: A Man Named Jill.
  ENCOUNTER 3: SPIES LIKE
  HER
  Alisanda is the cover identity of Celia, a barmaid at
  the Dead Ghost Tavern. This scene has two
  elements the DM needs to be aware of. The first 
  is the role-playing aspect of the encounter. The
  PCs are able to pick up some significant
  information before meeting Celia/Alisanda. The
  second part of the encounter is the chase. DMs
  should familiarize themselves with the chase rules
  in the DMG, page 20. The encounter ends with the
  PCs catching or tracking Celia/Alisanda and
  getting 
  whatever 
  info 
  they 
  can 
  from 
  her.
  Celia/Alisanda will not offer combat under any
  circumstances.
  The Dead Ghost Tavern is your typical low-
  end tavern. The walls are crude boards, some
  of which appear to be badly seasoned, and
  most of the tables and chairs are mismatched.
  The room is thick with the scent of unwashed
  laborers, cheap ale, and other baser aromas.
  Several tables and places on the floor are bile-
  stained. The crowd here is fairly thin, maybe
  five people scattered in this dimly lit room. You
  see a large human standing behind the bar. He
  appears to be doing some kind of stock
  inventory as there are small casks, kegs,
  steins, crockery and cutlery on the bar. He
  looks up at you from behind this mess, and
  says, “Yea? What’ll it be?”
  The bartender’s name is Jayzen. He is a bit
  surly, mostly because his business has not been
  doing well lately. He begins as unfriendly to the
  PCs. Anyone who purchases a drink or offers
  payment gains a +2 circumstance bonus per 5
  gold (to a maximum of +8) to a Diplomacy check
  to improve his attitude. While unfriendly, he will
  answer questions with a shrug and surly, “I don’t
  know” or similar response.
  Jayzen LN Male Human War 1 / Exp 2,
  Craft (brewing) +8.
  Once the PCs get Jayzen to indifferent, he will
  answer questions and can provide any of the
  information below. The information given out
  
  GRM7-04 The Threat Within
  Page 13
  should be based upon the questions; he does not
  think to volunteer any information.
  - 
  He did not see the murder victim. In fact,
  he hadn’t heard that a murder took place.
  - 
  He has seen several newcomers in town
  the past week.
  - 
  The newcomers came to his tavern quite a
  bit, and bought only the cheapest drink.
  - 
  He caught the name of one: Marist Serlyn.
  - 
  With one exception, he has not seen the
  newcomers 
  since 
  the 
  day 
  before
  yesterday. The exception was that the one
  called Marist Serlyn stopped in yesterday
  and bought a stein of Jayzen’s home
  brew. He stayed less than five minutes
  and did not finish his drink.
  - 
  He has a barmaid named Alisanda who
  works for him when he needs someone.
  She is not in at the moment; she said she
  had an errand to run.
  Should the PCs manage to improve his
  attitude to friendly or better, Jayzen will provide
  the information above as well as that below:
  - 
  The “face not matching” sounds like
  something a patron said a few weeks ago
  about Alisanda, his barmaid.
  - 
  She is nearly pureblooded Oeridian, but
  has Suel eyes.
  - 
  Every time the newcomers were here,
  Alisanda waited on them.
  - 
  Alisanda cleared Serlyn’s table yesterday
  almost the moment Serlyn was out the
  door.
  The PCs may try to Gather Info instead of
  talking to Jayzen (or if they fail to improve his
  attitude). If they beat a DC 8+APL, they can learn
  the same information from the tavern patrons as if
  they had improved Jayzen’s attitude to indifferent.
  If they beat DC 13+APL, they can learn all of
  Jayzen’s info from the patrons. (The DC is higher
  at higher APLs as the surly crowd tends to find
  more powerful people intimidating and are less
  likely to talk to them.)
  In all cases, if they mention they are
  investigating a murder, people will ask where. If
  they mention the Waterflower Bloom Inn, they will
  not receive the favor from Larelus Springflower.
  Celia, 
  aka 
  Alisanda: 
  Female 
  Human
  (Oeridian) Rogue 2 (Bluff +7).
  Shortly after this, Celia/Alisanda arrives back
  at the inn.
  A lovely looking young woman comes out
  of the back room. She is not exceptionally tall,
  but she does seem striking, what with her olive
  colored skin, reddish brown hair and violet
  eyes. She walks to a table, converses for a
  moment with an older man, heads for the bar
  and fetches the man a large bottle of some
  kind of swill. She then walks over to you, “You
  folks having anything?”
  A Knowledge Geography check DC 10 reveals
  that she looks to be pure Oeridian with the
  exception of having eyes typical of the Suel. She
  will wait upon the PCs politely until they begin
  asking obvious questions related to the murder.
  Once they do, she will smile and ask them to wait
  a moment while she gets some food from the
  kitchen. She is actually going to flee out the back
  door. If they ask questions about Terlius Jill or
  Marist Serlyn, her reaction is the same.
  The PCs can make a Sense Motive check
  versus her Bluff +7 to realize she is about to flee.
  If they fail, they can make a Listen check DC 20.
  This check includes modifiers for the door,
  background 
  noise, 
  and 
  distance. 
  Success
  indicates that a door slammed in the other room –
  the kitchen.
  If they do not hear the noise, they do not get to
  pursue Celia/Alisanda. If they ask Jayzen about
  the kitchen or food, he tells them his cook isn’t in
  until later. Or they can wait a few minutes to
  realize that she isn’t coming back. If they try to find
  her, they can find the tracks outside the door and
  follow them out of town (Survival DC 10 as she is
  not trying to conceal her tracks).
  If the PCs pursue Celia/Alisanda, read either
  of the texts below, modifying as necessary.
  Alisanda’s speed is 30 feet per round. A PC with
  greater speed will automatically catch her after a
  few rounds. She will automatically escape a PC
  with less speed. PCs chasing her with a speed
  equal to hers should make opposed Dexterity
  checks with Alisanda receiving the following bonus
  (includes Dexterity and a circumstance bonus for
  having planned her escape route):
  APL 2: +3
  APL 4: +4
  APL 6: +4
  APL 8: +5
  
  GRM7-04 The Threat Within
  Page 14
  These bonuses account for her increased ability at
  higher APLs as well as her better knowledge of
  Ghostgate.
  Both of the texts below assume the PCs give
  chase. Feel free to pause a moment and let them
  state that they are pursuing.
  PCs who catch Celia/Alisanda:
  As you open the door to look out, you
  see the barmaid disappear around a corner.
  You quickly sprint after her, and she leads you
  on a merry chase. She weaves in and out of
  townsfolk, who seem to stare incredulously at
  the scene. She ducks in and out of alleys. At
  one point, as she runs past a fruit cart, she
  bumps it just the right way to tip it, spilling
  fruit in your path. However, her efforts are not
  enough, and you eventually catch her. Seeing
  she is caught, she stops running, and shouts,
  “I give up; don’t kill me!”
  PCs who do not catch Celia/Alisanda:
  As you open the door to look out, you see the
  barmaid disappear around a corner. You
  quickly sprint after her, and she leads you on a
  merry chase. She weaves in and out of
  townsfolk, who seem to stare incredulously at
  the scene. She ducks in and out of alleys. At
  one point, as she runs past a fruit cart, she
  bumps it just the right way to tip it, spilling
  fruit in your path. The fruit causes just enough
  of a distraction that as you round the next
  corner you realize she is gone. She has
  escaped.
  PCs may search for Tracks against a DC 10.
  Assuming they find them and follow, they can find
  signs of her falling, running into things, etc. It
  should be obvious that she is quite exhausted.
  The tracks go out of town. If the PCs follow, they
  find Celia/Alisanda hiding in some bushes. She is
  breathing very heavy and anyone beating a Listen
  DC 5 or a Spot DC 10 can find her. She
  surrenders without a fight.
  Regardless 
  of 
  how 
  they 
  catch 
  her,
  Celia/Alisanda can be questioned. At this point,
  she does not mind selling out Marist Serlyn or
  anything else. She just wants to avoid getting
  killed first, and second, if possible, avoid the work
  gangs. Some anticipated questions are below, and
  you may use your best judgment for other
  questions. Bear in mind that she does not know
  that Terlius Jill has been dominated, nor does she
  know who Marist Serlyn is working for. All her
  answers are true, unless otherwise noted.
  Celia / Alisanda will ask the PCs to release
  her if she cooperates. She will point out that she
  has committed no crime. Should the PCs wish to
  take her into custody, they can leave her with the
  Special Constable.
  Who are you?
  “I am Celia, of Furyondy. Here, I am known as
  Alisanda.”
  Why did you flee?
  “Well, it seemed like a good idea at the time,
  what with you all asking about crimes and such.
  Running seemed better than getting pinched.”
  Who are you working for?
  “A man named Marist Serlyn.”
  Who is Marist Serlyn?
  “I don’t know him well; he hired me in
  Furyondy and brought me here.”
  Who is he working for?
  “I don’t know; he made it a point to keep it
  secret. I knew better than to ask.”
  What kind of work does he have you doing?
  “Mostly watching for odd goings on in the
  town. Lately, he’s had me watching the work
  gangs, the army and the shipyards. I am to let him
  know what goes on where, and which files and
  battles pass through the town.”
  What can you tell us about him?
  “I know he is a spellcaster as well as a
  somewhat able man in a fight. He seemed smart
  and skilled.”
  Did you kill Trailblazer Artair Gazsi?
  “I’m a rumormonger not a killer. I think Serlyn
  did it, but I have no proof.”
  Why was the pathfinder killed?
  “I’m not sure. I thought I heard Serlyn say
  something about some papers, but I don’t know
  nothing about that.”
  Where is Serlyn now / When did you last see
  him?
  “Well, he was at the house of Terlius Jill.”
  Who is Terlius Jill?
  “He’s the priest of Heironeous who is helping
  Serlyn.”
  Where is Terlius Jill?
  “He’s usually at his house down near the edge
  of town, or at his chapel on the Shiboleth road.
  This 
  time 
  of 
  day, 
  he’s 
  usually 
  home.”
  (Celia/Alisanda can provide adequate directions to
  either location.)
  
  GRM7-04 The Threat Within
  Page 15
  The 
  PCs 
  may 
  get 
  the 
  feeling 
  that
  Celia/Alisanda is holding back (successful Sense
  Motive check). If they Intimidate her successfully,
  they can get the information below. This Intimidate
  check is not a normal check. They have to
  convince her that they are worse than Serlyn; they
  have to beat his Intimidate check. The difficulty of
  the check is 1d20+2+APL. This check takes
  Serlyn’s charisma and level into account.
  What are you holding back?
  “Serlyn trapped Terlius Jill’s house.”
  What is the trap?
  “There is a scythe attached to the front door.
  When you go in, it will drop down and slice into a
  prisoner who is tied up in the room.”
  Who is the prisoner?
  “Don’t know. Some poor sod who came to visit
  Terlius Jill.”
  How do we get past the trap?
  “I don’t know. I’m not good with those things.”
  Development: If the PCs go to find Terlius Jill at
  his house, advance to encounter 4: Ready, Set,
  Drop! If they go to the chapel, skip to encounter 5:
  A Man Named Jill.
  It is conceivable that the PCs will start
  searching for Marist Serlyn instead of Terlius Jill. If
  they do, they can make a Gather info check DC
  15. If they succeed, they will be told that a man of
  this description was seen knocking on Terlius Jill’s
  door the other day.
  ENCOUNTER 4: READY,
  SET, DROP!
  This encounter is a diversion setup by Serlyn to
  waste the time of anyone on his tracks. The trap
  here is harmless. Serlyn did this on purpose, to
  cause 
  anyone 
  who 
  finds 
  his 
  camp 
  to
  underestimate his ability (and fall for his traps
  there.) The trap here appears to be a poisoned
  scythe. The trap does real damage, but not to the
  PCs.
  There is a second entrance into the house that
  does not cause the scythe “trap” to go off. The
  PCs can go through the window which was not
  properly latched.
  Warrior Valiant Jill’s house is easy to find,
  and is just as was described to you, a small
  structure of perhaps two or three rooms,
  located thirty feet off the road. All the windows
  are shuttered, and the door is closed.
  Allow the  PCs to make a Spot check DC 20 to
  notice that one of the shutters is not properly
  latched. PCs CANNOT notice this from looking at
  the front of the building, only the side. A PC who
  examines all the windows will automatically notice
  the opening. If they peek in or try to open it, read
  the following:
  While the shutter is not properly latched
  shut, it is still jammed a bit, and you cannot
  completely open it without tearing it from the
  hinges. Looking in, you see a man who
  appears to be blindfolded, gagged, and bound
  to a chair in the center of the room. He seems
  to be struggling with the ropes around his
  wrists in a futile effort to free himself.
  If the PCs wish to enter through the window,
  they need to break the hinges.
  Rusted Iron Window Hinge: ¼ in. thick;
  hardness 5; hp 8; Break DC 17; both hinges
  must be destroyed to gain entry to the room.
  If the PCs wish to enter through the door, they
  risk setting off the trap. Bashing the door in, rather
  than opening it, still sets off the trap.
  Good Wooden Door: 1.5 in. thick;
  hardness 5; hp 15; Break DC 18.
  Trap: There is a fake trap here. It is attached
  to the door and goes off when the door is opened.
  The “trap” will also go off in the door is sufficiently
  disturbed, that is by attacking it or trying to break it
  down. Checking the door for traps does not affect
  the “trap” attached to the door.
  ALL APLs 
  Dropping Scythe: Search DC 21, Disable DC
  20; Mechanical; Touch Trigger (opening the
  door); repair reset; Attack +0 melee (2d4 /x4).
  As soon as the PCs enter through the
  doorway, the DM should request initiative rolls and
  read the text below (adjust if necessary if the PCs
  fail to disarm by 5 or more or if they saw the man
  through the window.):
  As the door opens, you see a man who
  appears to be blindfolded, gagged, and bound
  to a chair in the center of the room. He seems
  to be struggling with the ropes around his
  wrists in a futile effort to free himself. You also
  see a scythe attached to the ceiling that drops
  in a graceful arc from its position. It impales
  the man in the chair, entering through the back
  and poking out the chest. His head slumps
  
  GRM7-04 The Threat Within
  Page 16
  forward as his life’s blood begins spurting out.
  If he is not dead, he will be shortly.
  The PCs should make Spot checks, DC 14 to
  notice some greenish-black goo on the blade. The
  substance is the same that is inside a Tanglefoot
  bag, although it was poorly crafted and is
  ineffectual. A Craft (Alchemy) check DC 15 can
  identify the material, but impose a penalty of –1
  per 10 feet of distance, as if the PC were making a
  Spot check.
  The PCs have a number of
  rounds to save the man based upon the APL. If
  they do not stabilize him in that number of rounds,
  he bleeds out and dies.
  APL 2: 5 rounds
  APL 4: 4 rounds
  APL 6: 3 rounds
  APL 8: 2 rounds
  The PCs may search for traps if they wish, but
  they should be reminded that taking 20 when
  searching for traps takes approximately 2 minutes.
  You may assume that the victim’s “initiative” is 1.
  This will give most PCs 2 full rounds or more to
  help him. Finally, a PC casting Detect Poison will
  know that the goo is not poisonous.
  Assuming the PCs save the man and heal him
  to consciousness (or Speak with Dead if things go
  badly), he can tell them the following:
  - 
  His name is Heywood; he is an old friend
  of Terlius Jill’s.
  - 
  He came to visit his friend and was
  surprised when he opened the door to see
  three people here.
  - 
  He can describe Alisanda / Celia and
  Marist Serlyn, but he doesn’t know their
  names.
  - 
  When he came into the house, the man
  said or did something, and he passed out.
  When he awoke, he was bound and
  gagged in the chair.
  - 
  He overheard some of the conversation.
  Terlius Jill was silent. The woman said
  she was going back to the Dead Ghost
  Tavern. The man was going to meet his
  men outside town. The man told Terlius
  Jill to go wait at his chapel.
  - 
  He thought there was more, but he
  couldn’t hear the man clearly. He said
  something about Pathfinders.
  - 
  The man told him about the trap; he has
  been terrified all day.
  - 
  If asked, he has no idea where Marist
  Serlyn went.
  - 
  He has no idea why they would setup a
  trap to kill him.
  Treasure: At low APLs, if the PCs search the
  house, they find two scrolls Cure Light Wounds
  and one potion of Aid.
  APL 2 and 4: L: 0 gp, C: 0 gp, M: Potion of
  Aid, 2 scrolls of Cure Light Wounds. (33 gp).
  Development: If the PCs try to find Alisanda in
  town, go back to encounter 2: All Around the
  Town. If they head for the Dead Ghost Tavern, go
  back to encounter 3: Spies Like Her. If they go to
  the shrine, proceed to encounter 5: A Man Named
  Jill.
  If they try to search for Marist Serlyn at this
  point, all they can learn (with a Gather Info DC 15
  check) is that a man of his description was seen at
  the Dead Ghost Tavern and Terlius Jill’s house.
  ENCOUNTER 5: A MAN
  NAMED JILL
  This is a complex encounter that can go in multiple
  directions and has the potential to prematurely end
  the scenario. In general, the encounter will flow as
  follows:
  1) The PCs meet Terlius Jill and question
  him.
  2) The PCs determine that Terlius Jill is lying
  / under the effect of an enchantment.
  3) The PCs follow him (willingly or because
  he flees) in the opposite direction that
  Marist Serlyn is taking.
  4) Carlo (one of Nolar Thotec’s associates)
  intervenes to try to get the PCs headed in
  the right track.
  5) The PCs fight either Carlo or Terlius Jill
  (possibly both if they cannot choose a
  side.)
  6) The PCs head off after Serlyn or in the
  wrong direction. Heading in the wrong
  direction ends the scenario.
  Conditions: Terlius Jill Teliz is a fighter/cleric of
  Heironeous who has been dominated as per the
  spell Dominate Person (caster level 9). His usual
  
  GRM7-04 The Threat Within
  Page 17
  personality is atypical for a Heironean in that he
  emphasizes Heironeous’s aspects of chivalry,
  honor, daring and valor more than justice. As
  such, he is more approachable and less stern and
  austere than a typical priest of the Lord of Battles.
  Thus, he should be played as the type of person
  who wishes to lead by example and who wishes to
  inspire people to great deeds.
  However, while under the influence of
  Dominate Person he will present a false front and
  seek to waste as much of the PCs time as
  possible. He will disavow any knowledge of the
  murder.
  Some of his answers are true, to his
  knowledge. Because of this, his answers are
  marked as true/false. Additionally, if asked
  questions that are not included here, the DM
  should bear in mind the priorities below when
  answering.
  1) Do not reveal where Marist Serlyn went.
  2) Do not reveal the Dominate Person effect.
  3) Lead any investigation in the opposite
  direction that Serlyn went.
  4) Attack the PCs if and only if they have
  learned which direction Serlyn is heading
  and are following or attempting to follow
  him.
  While the Dominate Person effect is in
  operation, Marist Serlyn has a good idea what is
  happening. The priorities above represent what
  Serlyn wants. Because of this, it is not possible to
  change Terlius Jill’s attitude with either Diplomacy
  or Intimidation.
  PCs can try to use Diplomacy or Intimidate
  when 
  dealing 
  with 
  Carlo. 
  Although 
  he 
  is
  presenting 
  a 
  friendly 
  face, 
  he 
  should 
  be
  considered Hostile for the encounter.  If the PCs
  use these skills with Carlo, they need to do more
  than roll the dice; this is an important encounter
  and cannot be solved with a simple skill check.
  SUGGESTION: Do not draw the chapel
  unless a battle starts there as most players will
  automatically tend to assume a battle will take
  place as soon as a map is drawn.
  Finding the Chapel of Heironeous is
  simple. It is a small two-storey structure less
  than a mile outside town on the Shiboleth
  Road. It resembles a small guard tower as it is
  made of stone and has crenulations. The
  normal-sized, iron-reinforced wooden door
  appears quite sturdy and stands open.
  Once the PCs approach:
  You see a small worship area ahead, just
  past a smaller foyer. A large statue of the Lord
  of Battles dominates the chapel. As you walk
  in, you see that the place is empty, apart from
  the one man sitting in the left front pew facing
  the altar. You notice that he is in his mid to late
  thirties, has a tan complexion, blue eyes, and
  salt and pepper brown hair. He is dressed in
  full plate mail, has a long sword strapped to
  his side and a shield leaning against the pew
  where he sits. A holy symbol of Heironeous
  hangs around his neck. He apparently hears
  you as he turns and smiles, “The Lord of
  Battles bless you, supplicants. What may I do
  for you?”
  The man is Terlius Jill Teliz. If asked for his
  name, he introduces himself as Valiant Jill. While
  dominated, he will answer questions as below.
  Should the PCs detect the effect and cancel it, his
  answers will change. Marist Serlyn has limited the
  information Terlius Jill has just in case the
  enchantment is broken. This means that most of
  Terlius’s answers will be truthful, so far as he
  knows; and since he is a Heironean, he tends to
  answer with authority. Additionally, he has already
  long since failed his second save to act against his
  nature; Marist Serlyn is firmly in control at this
  point.
  Why are you called Valiant Jill?
  “Well, I am a Warrior Valiant of Heironeous,
  and the common usage of the title is to be called
  Valiant.  I am also one of the sons of Terlius Teliz.
  My brother is Terlius Dasi Teliz and I am Terlius
  Jill Teliz. People in town here grew up calling us
  Terlius Dasi and Terlius Jill. So, Warrior Valiant
  Terlius Jill Teliz has been shortened to just Valiant
  Jill. No one means any disrespect by it.” (True)
  What rank are you?
  “In the Church, I am a Warrior Valiant. Before
  mustering out of the army, I was a Sergeant in the
  19th. I entered the church as a man of the armor
  after mustering out.” (True)
  What do you know about the murder?
  “I had not known that anyone was killed? Who
  was it?” (True; Serlyn did not tell him about the
  murder.)
  Do you know a man named Artair Gazsi?
  “I do not recall meeting anyone of that name.”
  (True; they’ve never met.)
  
  GRM7-04 The Threat Within
  Page 18
  Do you know who Artair Gazsi is?
  “No.” (False.)
  Have you been at the Waterflower Bloom Inn
  recently?
  “Yes; I’ve been there before. It’s a very nice
  place actually. Why?” (True.)
  Why were you there?
  “In the course of my duties, I visit various
  places to see if any of the faithful are there and
  need to speak to me. (True.)
  Have you had any visitors recently?
  “Of course. I am a priest.” (True.)
  Have you met a man named Marist Serlyn?
  “The name is not familiar, but it is possible I
  did before I mustered out. I met many people.”
  (False.)
  When did you muster out?
  “Just last year actually. I thought of staying in,
  but I felt the Lord of Battles call very strongly, and
  decided to clothe myself in his holy armor.” (True.)
  Did you know the trap was set?
  “No.” (False. If detected in the lie and asked
  about it, he will continue to prevaricate by saying,
  “Well, I knew an army friend was coming to put it
  in. I had not known he had also set it up when he
  put the trap in place. I thought I could set it to go
  off later.” This is also false.)
  Why was the trap set in your home?
  “There has been increased crime in the town
  lately, and I did not want anyone stealing any holy
  items. I thought this trap would incapacitate a thief
  rather than killing him. I considered this to be very
  merciful.” 
  (Partially 
  true. 
  Crime 
  has 
  been
  increasing; the rest is false.)
  Did you help set the trap?
  “No. I know nothing about traps.” (True. Serlyn
  had him watch. Also true as he said nothing ‘about
  traps’ as opposed to nothing about the trap. A
  clever PC can ferret out a lie here if they push.)
  What is Serlyn’s plan?
  “I do not know.” (True. Serlyn withheld his
  plans from Terlius Jill.)
  Do you know a girl named Celia/Alisanda?
  “No, that name is unfamiliar to me.” (Partial lie.
  He heard Serlyn call her Celia. He does not know
  her as Alisanda. If caught in this lie, he will say he
  got the names mixed up.)
  Do you know a man named Carlo?
  “I do not think so, but again, I met many
  people in the Army and in service to the church.”
  (True.)
  Which way did Serlyn go?
  “He took the road towards Shiboleth.” (False)
  Can you help us?
  “Yes, of course. I will get my gear and we can
  head out as soon as you wish.” (Partially false. He
  is not helping, but he will head out with them as
  soon as they want him to.)
  Why are you lying to us?
  “Each of us must follow orders. I have mine. I
  can say no more.” (True, although not the way the
  PCs may think. His orders are from Serlyn. He is
  also correct when he says he CAN say no more,
  as he is currently incapable of saying more.
  Additionally, this answer may lead to some of the
  questions below.)
  At this point, if the PCs have not actually
  requested a Sense Motive check or if they cannot
  tell when he is lying, assess the results of the
  Sense Motive check that was made when the mod
  started. If the PCs beat the DC 15 Sense Motive
  check, they should be told that Terlius Jill appears
  to be under the influence of some enchantment.
  (Important: Do not announce the DC of the check
  as some players may realize that this is a
  Dominate Person spell.) Upon realizing there is
  something going on, PCs may wish to Detect
  Magic.
  A 
  Detect 
  Magic 
  spell 
  will 
  reveal 
  the
  information below. Remember that the information
  is based upon the spellcaster concentrating and
  succeeding at Spellcraft checks. Additionally,
  Detect Magic reveals auras, magical items, and
  types of magic, not the effects themselves. If
  Terlius 
  Jill 
  notices 
  the 
  PC 
  casting 
  and
  concentrating, he will do his best to distract that
  PC (by talking, leaving, etc. He will not initiate
  combat.)
  APL 2: Two auras: moderate enchantment effect
  (Dominate 
  Person) 
  Spellcraft 
  DC 
  20, 
  faint
  abjuration magical item (Potion Protection from
  Arrows) Spellcraft DC 17.
  APL 4: Five Auras: moderate enchantment effect
  (Dominate 
  Person) 
  Spellcraft 
  DC 
  20, 
  faint
  abjuration magical item (Potion Protection from
  Arrows) Spellcraft DC 17, faint conjuration magical
  item (Potion Cure Light Wounds) Spellcraft DC 16,
  faint transmutation magical item (Haste) Spellcraft
  DC 18, faint abjuration magical item (Full Plate +1)
  Spellcraft DC 17.
  
  GRM7-04 The Threat Within
  Page 19
  APL 6: Seven Auras: moderate enchantment
  effect (Dominate Person) Spellcraft DC 20, faint
  abjuration magical item (Potion Protection from
  Arrows) Spellcraft DC 17, faint conjuration magical
  item (Potion Cure Light Wounds) Spellcraft DC 16,
  faint transmutation magical item (Haste) Spellcraft
  DC 18, faint abjuration magical item (Full Plate +1)
  Spellcraft DC 17, strong transmutation magical
  item (Potion Barkskin +4) Spellcraft DC 17, faint
  transmutation 
  magical 
  item 
  (Longsword 
  +1)
  Spellcraft DC 17.
  APL 8: Eight Auras: moderate enchantment effect
  (Dominate 
  Person) 
  Spellcraft 
  DC 
  20, 
  faint
  abjuration magical item (Potion Protection from
  Arrows) Spellcraft DC 17, faint transmutation
  magical item (Haste) Spellcraft DC 18, faint
  abjuration magical item (Full Plate +1) Spellcraft
  DC 17, strong transmutation magical item (Potion
  Barkskin +4) Spellcraft DC 17, faint transmutation
  magical item (Longsword +1) Spellcraft DC 17,
  faint conjuration magical item (Wand Cure Light
  Wounds) 
  Spellcraft 
  DC 
  16, 
  moderate
  transmutation magical item (Gauntlets of Ogre
  Power) Spellcraft DC 18.
  Should the PCs discover these effects, they
  may attempt to Dispel Magic, Break Enchantment,
  etc., Caster Level check versus DC 20 to get rid of
  the 
  Dominate 
  Person. 
  (A 
  Protection 
  from
  Evil/Good/Law/Chaos 
  will 
  also 
  temporarily
  suppress the domination effect.) If Terlius Jill sees
  what the PCs are doing, he will ask them to stop
  and will explain that he has an extended Heroism
  effect on his person which he prefers to keep. As
  he knows this is a lie, it is a Sense Motive check
  versus his Bluff +0 if the PCs do not believe him.
  This may open up a new line of questions.
  What effect are you under?
  ”I 
  have 
  an 
  extended 
  Heroism 
  spell
  functioning.” (False.)
  Why did you lie about the enchantment effect?
  “I cannot say.” (True; he is not currently able
  to say.)
  Who ordered you to lie?
  “I cannot say.” (True; he is not currently able
  to say.)
  You cannot tell us or you do not wish to tell us
  who gave you these orders?
  (There are two answers to this question. Allow
  the PCs to dig the answer out.)
  “I cannot tell you.” (True).
  “I do not wish to tell you.” (False.)
  Are you being coerced or magically forced not
  to tell us?
  “No.” (False.)
  Is not lying against the tenets of Heironeous?
  “There are times when a lie in service to the
  greater good is acceptable. This is one of those
  times.” (False.)
  The PCs may eventually get to a point where
  they know he is lying. If it appears they have hit
  this dead end, Terlius will, because of his orders,
  try to draw them out of town heading the wrong
  direction.
  Suddenly, 
  Valiant 
  Jill 
  stiffens 
  and
  collapses. He appears to be unconscious for a
  brief moment, and then he wakes with a start.
  “What.. who.. what’s going on here? Who are
  you?” 
  Wait, 
  you 
  already 
  introduced
  yourselves. Something happened… I was… By
  the Sword and Axe, I was ensorcelled. Quickly,
  we must pursue the blackguard responsible.
  TO ARMS!” he finishes with a shout.
  Terlius Jill is still under the Dominate Person
  effect. The effect can still be magically detected
  and can still be determined with a Sense Motive
  DC 15. He is trying to convince the PCs that he is
  fine so that he can lead them out of town heading
  west. If asked questions, his responds, “There is
  no time. The villain is escaping.” (True.) If the
  PCs still do not believe him, he will try to flee in a
  westerly direction.
  At this point, one of two things happens: the
  PCs pursue Terlius Jill when he attempts to flee or
  they follow him willingly. Read the text below
  based on the circumstance.
  Should the PCs try to block him, he will go
  upstairs and jump off the ledge, taking damage
  normally (2d6).
  If they follow willingly:
  Valiant Jill leads you out of town at a brisk
  pace. You are about twenty minutes west of
  town when you see a man pursuing you,
  running quickly. “Stop”, he calls out. “You’re
  going the wrong way. Terlius Jill is a traitor
  and is leading you astray.”
  If they are pursuing:
  Terlius Jill flees as fast as he can, but
  encumbered as he is by his full plate mail, he
  cannot go very quickly. You will need no help
  to catch him. So, it is surprising when a man
  steps out from behind some trees and blocks
  Terlius Jill’s path. Valiant Jill runs into him,
  
  GRM7-04 The Threat Within
  Page 20
  and both men go flying. “Quick, seize the
  traitor”, the man shouts at you.
  The man is Carlo, and if PCs spoke to him in
  Encounter 2: All Around the Town, they instantly
  recognize him. If they did not, he drank his potion
  of Glibness when he saw that the PCs were
  questioning Terlius Jill. If they question him about
  how he knows, all he will say is, “I have my own
  resources, my own investigation methods, and
  my orders. That man is leading you astray. I
  found a campsite on the far side of town and
  tracks leading towards the Sheldomar River.
  You must hurry if you would catch those that
  flee.” Carlo can also answer questions as in
  Encounter 2: All Around the Town.
  If the PCs appear to believe him and go to
  head off to follow Serlyn, Terlius Jill will attack
  them. If they do not, Terlius attacks Carlo to
  silence him. The PCs must intervene. Once
  combat starts, Carlo will fight to kill Terlius Jill, and
  vice versa. Carlo is not willing to out and out
  murder the priest as he does not wish to be
  arrested himself. It is possible the PCs will have to
  fight both combatants in a three-way fight.
  Finally, it is possible that the PCs break the
  enchantment on Terlius Jill. If they do, read the
  text below. They can break the enchantment
  themselves or pay a cleric of Zilchus at the temple
  there (Terlius Jill will not willingly go to the temple).
  She 
  can 
  cast 
  Dispel 
  Magic 
  and 
  Break
  Enchantment at the usual costs for such spells.
  (An 
  influence 
  point 
  is 
  required 
  for 
  Break
  Enchantment, regardless of success.) The PCs
  must pay for these from their own funds, if they
  choose this route. This same cleric can cast these
  for the PCs, but she is limited to one of each spell
  for the entire scenario (one of which may be used
  on Terlius Jill.) PCs using a spell for themselves
  must pay the cost before the spell is resolved and
  must have the funds to pay for the spellcasting.
  They cannot use funds they have not yet received
  in this scenario. Additionally, this casting cannot
  be saved as a favor or used after the scenario has
  ended. They can also temporarily suppress the
  spell with Protection from Evil.
  Without fanfare, the spell is cast, and you
  see a hard look appear in Terlius Jill’s eyes.
  This is quickly followed by a haunted look. He
  turns to you and in a quiet voice, “Thank you
  for ridding me of that vile enchantment, and
  please do not hold me in dishonor.” He draws
  his sword and throws it at your feet. “Take this
  and use it against that blackguard, Marist
  Serlyn. It would restore my honor to know my
  blade was the one used to slay him. I would go
  with you myself, but I must turn myself in to
  the authorities. Take these as well, they may
  be useful.” He hands you some potions. “May
  the Lord of Battles bless you as you go forth
  and fight. Marist Serlyn is heading southeast. I
  believe he intends to cross the Sheldomar
  river and leave Gran March. You must hurry if
  you are to catch him. He had a camp outside
  town. Hopefully, you can track him from
  there.” He gives you detailed directions to the
  camp, and turns, dejectedly, to leave.
  Should the PCs break the enchantment, they
  have beaten this encounter and Carlo will not
  make an appearance. However, they may have
  implicated – possibly without meaning to – Terlius
  Jill in the murder. If the PCs have implicated
  Terlius Jill, they cannot receive the AR favor from
  the Church of Heironeous. If they do not implicate
  him, they do not receive the AR favor from Nolar
  Thotec. Please note: A PC can only receive one of
  these favors, not both. Additionally, if they assault
  Terlius Jill (doing lethal damage) even in self-
  defense, their AR is affected.
  Finally, a map of the chapel is provided,
  although it is unlikely there will be a combat there,
  unless the PCs start one. The combat is most
  likely to ensue outside the chapel in the open. No
  map is provided of the area outside the town.
  APL 2 (EL 3)
  Terlius Jill, Male Human Fighter 2 / Cleric 1:
  hp 31; see Appendix 1.
  Carlo, Male Human Fighter 2 / Rogue 1: hp
  22; see Appendix 1.
  APL 4 (EL 5)
  Terlius Jill, Male Human Fighter 3 / Cleric 2:
  hp 50; see Appendix 2.
  Carlo, Male Human Fighter 3 / Rogue 2: hp
  35; see Appendix 2.
  APL 6 (EL 7)
  Terlius Jill, Male Human Fighter 4 / Cleric 2:
  hp 68; see Appendix 3.
  Carlo, Male Human Fighter 4 / Rogue 2: hp
  48; see Appendix 3.
  APL 8 (EL 9)
  Terlius Jill, Male Human Fighter 5 / Cleric 4:
  hp 90; see Appendix 4.
  
  GRM7-04 The Threat Within
  Page 21
  Carlo, Male Human Fighter 5 / Rogue 4: hp
  62; see Appendix 4.
  Tactics: At all APLs, Carlo’s goal is to get the
  PCs to go after Serlyn without exposing the
  enchantment on Terlius Jill. He will concentrate
  his attacks on Terlius Jill, trying to do sneak attack
  damage wherever possible in order to put him out
  of the fight. If he feels his own life is threatened,
  he will drink his potion of invisibility and attack
  whomever he feels is the most danger to him if he
  feels he can put that person out of the fight. If not,
  he goes after a weak target and tries to flee after
  putting them out of the fight.
  Terlius wishes to silence Carlo quickly. He will
  Power Attack full at every opportunity. Against
  PCs, he will battle tactically, using spells and
  potions to drag out the combat. His goal is to
  make it as difficult as possible for the PCs to follow
  Serlyn. At higher APLs, he is willing to coup de’
  grace a person affected by Hold Person if it
  appears that would prevent the PCs pursuit of the
  real mastermind.
  Carlo will not coup de grace Terlius Jill unless
  he can do so without getting caught. He will
  volunteer to bring Terlius Jill to the Special
  Constable for the PCs. If the PCs agree, Carlo will
  kill Terlius Jill when the two of them are alone.
  Treasure: There are two sets of treasure. The
  first is in case the PCs fight Terlius Jill and take his
  equipment. The second set is in case the PCs
  fight Carlo and take his items. It is possible for
  them to gain items from both.
  Terlius Jill’s Treasure:
  APL 2: L: masterwork full plate mail,
  masterwork heavy steel shield, masterwork
  longsword 178 gp, C: 11 gp, M: Potion
  Protection from Arrows 10/magic. (25 gp).
  APL 4: L: masterwork heavy steel shield,
  masterwork longsword 41 gp, C: 11 gp, M:
  Full Plate Mail+1, Potion Protection from
  Arrows 10/magic, Potion Cure Light Wounds,
  Potion of Haste  (313 gp).
  APL 6: L: Masterwork Heavy Steel Shield 15
  gp, C: 11 gp, M: Full 
  Plate Mail+1,
  Longsword+1, Potion Protection from Arrows
  10/magic, Potion Cure Light Wounds, Potion
  of Haste, Potion Barkskin+4  (580 gp).
  APL 8: L: Masterwork Heavy Steel Shield 15
  gp, C: 28 gp, M: Full 
  Plate Mail+1,
  Longsword+1, Potion Protection from Arrows
  10/magic, Potion of Haste, Potion Barkskin+4,
  Gauntlets Ogre Power, Wand of Cure Light
  Wounds (972 gp).
  Carlo’s Treasure:
  APL 2: L: Two Masterwork Longswords,
  Masterwork Scale Mail, Tanglefoot Bag 74 gp,
  C: 0 gp, M: Brooch of Shielding (60 points
  left), Potion of Invisibility, Two Potions of Cure
  Light Wounds, Potion of Bull’s Strength  (133
  gp).
  APL 4: L: Two Masterwork Longswords,
  Tanglefoot Bag 57 gp, C: 13 gp, M:
  Breastplate +1, Brooch of Shielding (60 points
  left), Potion of Invisibility, Potion of Cure
  Moderate Wounds Caster Level 10, (295 gp).
  APL 6: L: Tanglefoot Bag 4 gp, C: 5 gp, M:
  Two Longswords +1, Breastplate +1, Brooch
  of Shielding (60 points left), Potion of
  Invisibility, Potion of Cure Light Wounds
  Caster Level 5  (606 gp).
  APL 8: L: 0 gp, C: 0 gp, M: Two Longswords
  +1, Mithril Breastplate +1, Brooch of Shielding
  (60 points left), Potion of Invisibility, Potion of
  Cure Serious Wounds Caster Level 9   (1019
  gp).
  Development: This encounter ends in one of
  two ways:
  1) Terlius Jill convinces the PCs to head in the
  wrong direction. Read one of the texts below and
  then 
  proceed 
  to 
  conclusion: 
  The 
  Threat
  Unanswered.
  If Terlius Jill did not accompany the PCs:
  You spend several hours pursuing the
  villain Terlius Jill told you about. The sun
  eventually sets as it begins to rain, and you
  have seen no one. The next day, you return to
  town to speak to Terlius only to learn that he
  was under the influence of a Dominate Person
  spell; now he has been freed. He tells you that
  Marist Serlyn and his men had a camp outside
  town. Going there, you find the camp cold and
  abandoned. Any tracks were washed away in
  the night’s rain. Your investigation is over; the
  only thing left to do is report to Special
  Constable Ferrule Garde.
  If Terlius Jill went with the PCs:
  You spend several hours pursuing the
  villain Terlius Jill told you about. The sun
  eventually sets as it begins to rain, and you
  have seen no one. The next day, you are
  woken by Terlius Jill. He confesses to you that
  
  GRM7-04 The Threat Within
  Page 22
  he was under the influence of a Dominate
  Person spell; now he has been freed. He tells
  you that Marist Serlyn and his men had a camp
  outside town. Going there, you find the camp
  cold and abandoned. Any tracks were washed
  away in the night’s rain. Your investigation is
  over; the only thing left to do is report to
  Special Constable Ferrule Garde.
  2) The PCs pursue Serlyn. Proceed to encounter
  6: Cold Reception.
  ENCOUNTER 6: COLD
  RECEPTION
  Serlyn’s campsite was abandoned less than an
  hour ago. He suspects someone may be after him
  so he has trapped the campsite. There are two
  traps.
  Following the directions you were given,
  you easily find the camp. It is not very large,
  perhaps thirty foot square. In the center there
  is a fire pit. The camp does not appear to be
  occupied.
  Assuming PCs search the campsite, they can
  find the following:
  Search DC 9: There are footprints all around the
  camp. The ground is soft, so the PCs can probably
  track the culprits. (The tracks exit the camp by
  passing through the area where the tripwire is. If
  the PCs wish to follow the tracks, ask for a
  marching order before they hit the Poisoned Darts
  Trap.)
  Search DC 12: Evidence that three people (four at
  APLs 4-8) stayed at the campsite. A Survival
  check DC 10 reveals that the camp was
  abandoned about an hour ago.
  Search DC 15: There is an empty document case
  strewn in some bushes nearby. There is a small
  rapier-like puncture in the document case and a
  bloodstain.  (The trap goes off when anyone
  approaches within 5’ feet of the case. Assume that
  the PCs do not setoff the trap until they approach
  and pickup the case.)
  ALL APLs 
  Mental Alarm; Proximity trigger (Alarm, 5 ft.
  area covering the case); spell effect (alerts
  Serlyn that someone is at the camp); no reset.
   As per a 3/22/2007 FAQ, Alarm is no longer a
  magical trap.
  As the PCs leave the camp, unless they have
  searched for a trap, they hit the tripwire. Before
  they do, ask them for a marching order.
  As you are leaving the camp, you feel the
  tension of a very thin tripwire against your
  ankle. You hear a thhwipping sound as
  something shoots at you.
  Poisoned crossbow bolts shoot at each 5’
  square that touches the tripwire.
  APL 2 (EL 4)
  Poisoned Bolts (2 per 5’ square): Search
  DC 25, Disable DC 25; Mechanical; Location
  trigger (tripwire attached to document case);
  repair reset; Attack +5 ranged, (1d4 + poison);
  poison (Small centipede poison, Injury DC 11,
  1d2 Dex  / 1d2 Dex), multiple targets (2 darts
  per square).
  APL 4 (EL 6)
  Poisoned Bolts (1 per 5’ square): Search
  DC 27, Disable DC 27; Mechanical; Location
  trigger (tripwire attached to document case);
  repair reset; Attack +14 ranged, (1d4 +
  poison); poison (Large scorpion venom, Injury
  DC 18 1d6 Str  / 1d6 Str).
  APL 6 (EL 8)
  Poisoned Bolts (2 per 5’ square): Search
  DC 29, Disable DC 29; Mechanical; Location
  trigger (tripwire attached to document case);
  repair reset; Attack +18 ranged, (1d4 +
  poison); poison (Giant Wasp, Injury DC 18,
  1d6 Dex / 2d6 Dex), multiple targets (2 darts
  per square).
  APL 8 (EL 10)
  Poisoned Bolts (2 per 5’ square): Search
  DC 31, Disable DC 31; Mechanical; Location
  trigger (tripwire attached to document case);
  repair reset; Attack +22 ranged, (1d4 +
  poison); poison (Huge Spider poison, Injury
  DC 16, 1d8 Str  / 1d8 Str), multiple targets (2
  darts per square).
  Development: If the PCs wish to follow
  Serlyn, proceed to encounter 7: Hot Pursuit. If they
  do not, the adventure is over.
  ENCOUNTER 7: HOT
  PURSUIT
  Before this encounter begins, the DM needs to
  decide if Marist Serlyn is with his men or if he has
  
  GRM7-04 The Threat Within
  Page 23
  already escaped. If the PCs spent an inordinate
  amount of time, he will have left his men behind to
  cover his escape. He will have gotten away. If the
  PCs did any of the following, then the party will
  only face Serlyn’s men. Adjust gold and XP
  accordingly.
  1) Waited at the temple to get healing after
  springing the trap;
  2) Waited at the temple to get healing after
  fighting either/both Carlo and/or Terlius
  Jill.
  Additionally, if the PCs setoff the Alarm trap,
  then Serlyn and his men have prepared an
  ambush.
  To track Serlyn and his men requires a
  Survival check DC 9 as the ground is near the
  river and soft and there are three or more people.
  If the PCs move at full speed, the check is at –5.
  PCs can move at double speed at a –20 to the
  check. PCs may take 10 on this check.
  Assuming the PCs are able to make the
  check, ask them for a marching order. If they try to
  move stealthily, ask for a Hide check as they are
  traveling. If the lead PC is at least twenty feet
  ahead of the party, only he needs to make the
  check. Additionally, a PC ahead of the party has a
  chance to spring or foil the ambush. If their Hide
  check beats the Spot AND their Spot check beats
  the Hide DC of the villains, that person can
  surprise the ambushers. If a PC ahead of the party
  fails to make the Hide check, they will be attacked
  once they are within thirty feet. They can make a
  Spot check to avoid being surprised.
  If the PCs setoff the Alarm Trap in encounter
  6, Serlyn and his men have prepared an Ambush.
  They are well hidden, but allow the PCs the
  chance to Spot them (opposed check.) If the
  Alarm Trap was not set off, give the PCs a chance
  to surprise Serlyn. This can be done with a
  successful Move Silently check.
  If the battle begins as an Ambush, regardless
  of surprise, Serlyn and his men have moved into
  position. Additionally, they have drank a number of
  potions (equal to the APL) in order to prepare
  themselves for the fight; these preparations
  always include the invisibility potion. Serlyn begins
  the fight having already cast invisibility on himself
  (or having drunk his potion of Invisibility at APL 2
  or having cast Greater Invisibility at APL 8). If the
  PCs avoided the Alarm trap, Serlyn and his men
  are traveling together with he two casters up front
  and the thugs about twenty feet behind them.
  Ambushed
  The trail is easy to follow: the ground is
  soft, and you are following several people.
  Their path is closely mirroring the progress of
  the river. It appears you are about thirty
  minutes behind them. Thus, it is quite
  surprising when you hear the telltale twang of
  bowstrings. You have just walked into an
  ambush.
  Not Ambushed
  The trail is easy to follow: the ground is
  soft, and you are following several people.
  Their path is closely mirroring the progress of
  the river. It appears you are about thirty
  minutes behind them. Ahead, you see several
  people traveling. They seem to be constantly
  scanning the horizon as if watching for
  pursuit. One of them seems to be urging the
  others on to greater speed.
  (Read this section if the PCs do NOT surprise
  Serlyn and his men.) One of them men turns and
  happens to spot you. “Marist!” he calls out.
  The man who had been urging them on turns,
  curses, and draws a rapier. “Well, seems we’ve
  been found after all, lads. Let’s get to work.”
  With a nod, the others ready weapons and
  prepare for a fight.
  APL 2 (EL 5)
  Marist Serlyn, Male Human Beguiler 3: hp
  16; see Appendix 1.
  Serlyn’s Thugs, Male Human Rogue 1 (2):
  hp 5; see Appendix 1.
  APL 4 (EL 7)
  Marist Serlyn, Male Human Beguiler 5: hp
  26; see Appendix 2.
  Serlyn’s Thugs, Male Human Rogue 1 /
  Ranger 1 (2): hp 12; see Appendix 2.
  Korlar, Male Human Warmage 2: hp 10; see
  Appendix 2.
  APL 6 (EL 9)
  Marist Serlyn, Male Human Beguiler 6: hp
  36; see Appendix 3.
  Serlyn’s Thugs, Male Human Rogue 2 /
  Ranger 2  (2): hp 24; see Appendix 3.
  Korlar, Male Human Warmage 4: hp 21; see
  Appendix 3.
  
  GRM7-04 The Threat Within
  Page 24
  APL 8 (EL 11)
  Marist Serlyn, Male Human Beguiler 9: hp
  47; see Appendix 4.
  Serlyn’s Thugs, Male Human Rogue 4 /
  Ranger 2 (2): hp 34; see Appendix 4.
  Korlar, Male Human Warmage 6 hp 31; see
  Appendix 4.
  Tactics: Serlyn has schooled his men well on how
  to work together. His rogues are to concentrate
  their attacks on enemy spellcasters first. If that is
  not possible, they should try to work together to
  team up and flank opponents. While they do this,
  Serlyn casts his spells to try to remove the biggest
  physical threats. At higher APLs, the Thugs will try
  to get into positions to coup de grace their
  opponents.
  Specific tactics are below. IMPORTANT: AT ALL
  APLS, IF MARIST SERLYN GOES DOWN, ONE OF HIS MEN
  WILL TRY TO GRAB THE STOLEN DOCUMENTS AND
  ESCAPE. IF TWO OF SERLYN’S MEN GO DOWN, HE WILL
  TRY TO CAST INVISIBILITY IN ORDER TO TRY TO ESCAPE.
  This tactic takes precedence over all others.
  Should it appear that the PCs will be successful in
  their pursuit. Serlyn will throw the documents away
  and cast Silence on himself. If he does this, the
  PCs can recover the documents, but have no
  chance to pursue Serlyn.
  APL 2: The Thugs try to shoot at the PCs
  while they have surprise, then they take cover
  behind the boulder. They are trying to lure fighters
  away from any spellcasting types.
  Serlyn will also try to remove strong fighter
  types with Sleep and Color Spray. The rogues will
  then try to take out spellcasters. They will move
  towards them in order to flank and sneak attack as
  much as possible. If forced into Melee combat,
  Serlyn will feint when possible, and then attack.
  He will cast Distract Assailant as a swift action
  when his allies are in a position to benefit from the
  PCs being flat-footed.
  APL 4: The Thugs try to shoot at the PCs
  while they have surprise, then they take cover
  behind the boulder. They are trying to lure fighters
  away from any spellcasting types. They target
  humans first when possible.
  Serlyn will also try to remove strong fighter
  types with Glitterdust and Color Spray. The rogues
  will then try to take out spellcasters. They will
  move towards them in order to flank and sneak
  attack as much as possible. If forced into Melee
  combat, Serlyn will feint when possible, and then
  attack. He will cast Distract Assailant as a swift
  action when his allies are in a position to benefit
  from the PCs being flat-footed.
  Korlar will focus his attacks on any active
  fighters. After that, he goes after the person
  dealing the most damage.
  APL 6: The Thugs try to shoot at the PCs
  while they have surprise, then they take cover
  behind the boulder. They are trying to lure fighters
  away from any spellcasting types. They target
  humans first when possible.
  Serlyn will also try to remove strong fighter
  types with Glitterdust and Hold Person. The
  rogues will then try to take out spellcasters. They
  will move towards them in order to flank and sneak
  attack as much as possible. If forced into Melee
  combat, Serlyn will feint when possible, and then
  attack. He will cast Distract Assailant as a swift
  action when his allies are in a position to benefit
  from the PCs being flat-footed.
  Korlar will focus his attacks on any active
  fighters. After that, he goes after the person
  dealing the most damage.
  APL 8: The Thugs try to shoot at the PCs
  while they have surprise, then they take cover
  behind the boulder. They are trying to lure fighters
  away from any spellcasting types. They target
  humans first when possible. If anyone gets close
  to them, they throw their Elemental gems. As they
  know the duration of the gem’s spell, they do not
  throw both gems at the same time. The second
  thug will wait 5 rounds before tossing his gem.
  Serlyn will also try to remove strong fighter
  types 
  with 
  Glitterdust, 
  Hold 
  Person, 
  and
  Confusion. The rogues will then try to take out
  spellcasters. They will move towards them in order
  to flank and sneak attack as much as possible. If
  forced into Melee combat, Serlyn will feint when
  possible, and then attack. He will cast Distract
  Assailant as a swift action when his allies are in a
  position to benefit from the PCs being flat-footed.
  Korlar will focus his attacks on any active
  fighters. After that, he goes after the person
  dealing the most damage. His preferred attacks
  are Scorching Ray and Fireball (including his
  Necklace).
  Treasure:
  APL 2: L: Mithral Chain shirt, two masterwork
  studded 
  leather, 
  three 
  rapiers, 
  three
  shortbows 133 gp, C: 33 gp, M: Three Potions
  Cure Light Wounds, two Potions Invisibility,
  two potions Barkskin +2, Potion 
  Fox’s
  
  GRM7-04 The Threat Within
  Page 25
  Cunning, Potion Protection from Arrows
  10/magic, Potion Shield of Faith +2 (167 gp).
  APL 4: L: Light Crossbow, Morningstar,
  masterwork rapier, masterwork short bow, two
  rapiers, Mithral Chainshirt, masterwork chain
  shirt, two masterwork studded leather armor,
  two shortbows 230 gp, C: 39 gp, M: Four
  potions Cure Light Wounds, two Potions
  Invisibility, Scroll Mage Armor, two potions 
  Barkskin +2, two potions  Haste, two potions
  Shield of Faith +3, two potions  Shield of Faith
  +2, Memento Magica 1, Potion Aid, Potion
  Cat’s Grace, Potion Fox’s Cunning, Potion
  Protection from Arrows 10/magic, Wand
  Lesser Orb of Acid, caster level 3 (5 charges)
  (569 gp).
  APL 6: L: Light Crossbow, Morningstar,
  masterwork rapiers, masterwork short bow,
  two shortbows, two rapiers 66 gp, C: 13 gp, M:
  three Chain Shirt+1, Mithral Chain Shirt +1,
  four potions Cure Light Wounds, three Potions
  Invisibility, Memento Magica 1, two potions 
  Barkskin +2, two potions  Haste, two potions
  Shield of Faith +3, two potions  Shield of Faith
  +2, two Potions Aid, two Potions Cat’s Grace,
  Potion 
  Fox’s 
  Cunning, 
  three 
  Potions
  Protection from Arrows 10/magic, Potion
  Heroism, Wand Lesser Orb of Acid, caster
  level 3 (5 charges) (1219 gp).
  APL 8: L: Light Crossbow, Morningstar,
  masterwork rapiers, masterwork short bow,
  two shortbows, two rapiers 66 gp, C: 100 gp,
  M: three Chain Shirt+1, Mithral Chain Shirt +1,
  three Potions Invisibility,  two potions 
  Barkskin +2, two potions  Haste, two potions
  Shield of Faith +3, two potions  Shield of Faith
  +2, two Potions Aid, two Potions Cat’s Grace,
  Potion 
  Fox’s 
  Cunning, 
  three 
  Potions
  Protection from Arrows 10/magic, Potion
  Heroism, two Elemental gems (Air), Memento
  Magica 1, Memento Magica 2, Necklace of
  Fireballs type 1, Wand Lesser Orb of Acid,
  caster level 3 (5 charges), Wand Scorching
  Ray (7 charges) (2284 gp)
  CONCLUSION
  There are four possible conclusions:
  1) The PCs solved the murder, defeated
  Serlyn, 
  and 
  recovered 
  the 
  stolen
  documents: read The Threat Exposed.
  2) The PCs solved the murder and recovered
  the documents, but Serlyn escaped: read
  The Threat Escaped.
  3) The PCs solved the murder and captured
  or 
  defeated 
  Serlyn’s 
  men, 
  but 
  the
  documents were not recovered: read The
  Threat Uncovered.
  4) The PCs failed to capture Marist Serlyn or
  retrieve the documents: read The Threat
  Unanswered.
  The DM should ask the PCs if they report
  everything that occurred during their investigation,
  including Terlius Jill’s behavior. If not, adjust the
  text below as necessary, leaving out any
  references to suspicious Heironeous.
  Additionally, most of the information that
  Wayfinder Kulpak shares, he shares only with
  active duty Gran March PCs. Adjust the texts
  below as necessary to indicate that he pulls active
  duty PCs aside and gives confidential information
  only to them.
  Finally, if the PCs read the documents, read
  the following text:
  You open and peruse the documents,
  learning 
  that 
  the 
  Gran 
  March 
  army 
  is
  expanding the River Guard to include a blue-
  water capability: ten longboats capable of river
  and coastal operations; a few of these
  longships are due to arrive in Ghostgate within
  a couple weeks.  The entire 2nd Flotilla of
  Longships will base out of Ghostgate once the
  Jewel River operations are completed.
  Players can be given Player Handout #4 if
  they wish to see some of the details for these
  plans summarized.
  CONCLUSION: THE THREAT
  EXPOSED
  If the PCs solved the murder, defeated Serlyn and
  recovered the stolen documents, read this text:
  Ferrule Garde invites you once again into
  his room. Standing with him, again, is the
  practically non-descript human wearing an
  elven cloak. Ferrule, looking much less tired
  now, stands and clasps each of your hands.
  “Friends, please come in. We have been
  following your investigation, and you did quite
  well. Allow me to introduce Wayfinder Mortan
  Kulpak of the Pathfinders.  I am sure you have
  questions. I think it would be best if Wayfinder
  Kulpak explained what was truly at stake
  here.” He pauses and allows the Pathfinder to
  speak. Kulpak, in a quiet voice addresses you
  all, “The Special Constable is correct – in
  
  GRM7-04 The Threat Within
  Page 26
  stopping Marist Serlyn and recovering the
  documents he stole, you have done well. In
  fact, you may have foiled a serious threat to
  the security of Gran March. What I am about to
  tell you, I tell you in strictest confidence. You
  should not discuss these details with anyone.
  We 
  believe 
  that 
  Marist 
  Serlyn 
  and 
  his
  associates were here spying for Turrosh Mok.
  We believe they stole the documents at his
  behest. I cannot delve too deeply into our
  plans, obviously, but I can say that your
  accomplishment here was vital, vital, for the
  safety of Gran March. Turrosh Mok seeks to
  disrupt our work against him in the Principality
  of Ulek. This was an attempt to do that; I can
  say no more than that. In the weeks and
  months ahead, I may be contacting some of
  you to assist us further. We can discuss that at
  a later date, however. I will be in touch.” With
  that, he stands, salutes and leaves. Ferrule
  Garde also expresses his gratitude, letting you
  know that he will also be in contact in the
  future, although he does ask one other thing of
  you: to keep an eye on any suspicious
  Heironeans in the next few weeks, as there
  have been other reports of strange behavior,
  and no apparent enchantments.
  CONCLUSION: THE THREAT ESCAPED
  If the PCs solved the murder and recovered
  the documents but Serlyn escaped, read this text:
  Ferrule Garde invites you once again into
  his room. Standing with him, again, is the
  practically non-descript human wearing an
  elven cloak. Ferrule, looking much less tired
  now, stands and clasps each of your hands.
  “Friends, please come in. We have been
  following 
  your 
  investigation, 
  and 
  you
  successfully solved the crime. Allow me to
  introduce Wayfinder Mortan Kulpak of the
  Pathfinders.  I am sure you have questions. I
  think it would be best if Wayfinder Kulpak
  explained what was truly at stake here.” He
  pauses and allows the Pathfinder to speak.
  Kulpak, in a quiet voice addresses you all,
  “Thank you, Special Constable, and you are
  correct, the murder was solved. Unfortunately,
  they failed to foil a serious threat to the
  security of Gran March. What I am about to tell
  you, I tell you in strictest confidence. You
  should not discuss these details with anyone.
  We 
  believe 
  that 
  Marist 
  Serlyn 
  and 
  his
  associates were here spying for Turrosh Mok.
  We believe they stole the documents at his
  behest. I cannot delve too deeply into our
  plans, obviously, but I can say that your
  accomplishment here was vital, vital, for the
  safety of Gran March. Turrosh Mok seeks to
  disrupt our work against him in the Principality
  of Ulek. This was an attempt to do that; I can
  say no more than that. In the weeks and
  months ahead, I may be contacting some of
  you to assist us further. We can discuss that at
  a later date, however. I will be in touch.” With
  that, he stands, salutes and leaves. Ferrule
  Garde also expresses his gratitude, letting you
  know that he will also be in contact in the
  future although he does ask one other thing of
  you: to keep an eye on any suspicious
  Heironeans in the next few weeks, as there
  have been other reports of strange behavior,
  and no apparent enchantments.
  CONCLUSION: THE THREAT
  UNCOVERED
  If the PCs solved the murder, defeated
  Serlyn’s men, but failed to recover the stolen
  documents, read this text:
  Ferrule Garde invites you once again into
  his room. Standing with him, again, is the
  practically non-descript human wearing an
  elven cloak. Ferrule, looking much less tired
  now, stands and greets each of you. “Friends,
  please come in. We have been following your
  investigation, and wish to thank you for your
  help. Allow me to introduce Wayfinder Mortan
  Kulpak of the Pathfinders.  I am sure you have
  questions. I think it would be best if Wayfinder
  Kulpak explained what was truly at stake
  here.” He pauses and allows the Pathfinder to
  speak. Kulpak, in a quiet voice addresses you
  all, “Thank you, Special Constable, and you
  are 
  correct, 
  the 
  murder 
  was 
  solved.
  Unfortunately, they failed to foil a serious
  threat to the security of Gran March. We
  believe that Marist Serlyn and his men were
  here spying; unfortunately, you were not able
  to discover whom they were working for.
  Additionally, 
  we 
  are 
  not 
  certain 
  which
  documents 
  they 
  escaped 
  with. 
  This
  investigation will take a great deal of time. In
  the weeks and months ahead, I may be
  contacting some of you to assist us further.
  We can discuss that at a later date, however. I
  will be in touch.” With that, he stands, salutes
  and leaves. Ferrule Garde looks grim and
  mentions he has much work to do. He says he
  may also contact you in the future although he
  
  GRM7-04 The Threat Within
  Page 27
  does ask one other thing of you: to keep an
  eye on any suspicious Heironeans in the next
  few weeks, as there have been other reports of
  strange 
  behavior, 
  and 
  no 
  apparent
  enchantments.
  CONCLUSION: THE THREAT
  UNANSWERED
  If the PCs did not stop Serlyn or keep the
  documents from being stolen, read this text:
  Ferrule Garde invites you once again into
  his room. Standing with him, again, is the
  practically non-descript human wearing an
  elven 
  cloak. 
  Ferrule 
  looks 
  even 
  more
  exhausted than last time. He greets you
  perfunctorily, 
  and 
  thanks 
  you 
  for 
  your
  assistance, although you get the feeling he
  says it only to be polite. He takes your report,
  asking only a few questions. Finally, he lets
  you know that he may be in touch should he
  have questions during his own investigation.
  He looks at the other man who simply looks at
  all of you and says in a low, hard voice, “That
  will be all. Dismissed.”
  CAMPAIGN
  CONSEQUENCES
  DMs for ConCarolinas 2007 (or for games played
  in June 2007), should send a completed Critical
  Event Summary to the convention coordinator or
  to the Triad Directly.
  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 Terlius Jill or Carlo. (The PCs can only
  earn XP for fighting both if they do not pursue
  Marist Serlyn.)
  APL 2: 75 xp.
  APL 4: 115 xp.
  APL 6: 150 xp.
  APL 8: 190 xp.
  Encounter 6
  Defeat or Survive the Traps.
  APL 2: 125 xp.
  APL 4: 185 xp.
  APL 6: 250 xp.
  APL 8: 310 xp.
  Encounter 7
  Defeat Marist Serlyn’s troops.
  APL 2: 190 xp.
  APL 4: 285 xp.
  APL 6: 380 xp.
  APL 8: 475 xp.
  Story Award
  Prevent Marist Serlyn from escaping.
  APL 2: 40 xp.
  APL 4: 60 xp.
  APL 6: 80 xp.
  APL 8: 100 xp.
  Discretionary Roleplaying Award
  APL 2: 20 xp.
  APL 4: 30 xp.
  APL 6: 40 xp.
  APL 8: 50 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,
  
  GRM7-04 The Threat Within
  Page 28
  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 1:
  All APLs: L: 0 gp, C: 7 gp, M: -(0 gp).
   Encounter 4:
  APL 2: L: 0 gp, C: 0 gp, M: Potion of Aid, 2
  scrolls of Cure Light Wounds. (33 gp).
  APL 4: L: 0 gp, C: 0 gp, M: Potion of Aid, 2
  scrolls of Cure Light Wounds. (33 gp).
   Encounter 5:
  Terlius Jill’s Treasure:
  APL 2: L: masterwork full plate mail,
  masterwork heavy steel shield, masterwork
  longsword 178 gp, C: 11 gp, M: Potion
  Protection from Arrows 10/magic. (25 gp).
  APL 4: L: masterwork heavy steel shield,
  masterwork longsword 41 gp, C: 11 gp, M:
  Full Plate Mail+1, Potion Protection from
  Arrows 10/magic, Potion Cure Light Wounds,
  Potion of Heroism  (313 gp).
  APL 6: L: Masterwork Heavy Steel Shield 15
  gp, C: 11 gp, M: Full Plate Mail+1,
  Longsword+1, Potion Protection from Arrows
  10/magic, Potion Cure Light Wounds, Potion
  of Heroism, Potion Barkskin+4  (580 gp).
  APL 8: L: Masterwork Heavy Steel Shield 15
  gp, C: 28 gp, M: Full Plate Mail+1,
  Longsword+1, Potion Protection from Arrows
  10/magic, 
  Potion 
  of 
  Heroism, 
  Potion
  Barkskin+4, Gauntlets Ogre Power, Wand of
  Cure Light Wounds (972 gp).
  Carlo’s Treasure:
  APL 2: L: Two Masterwork Longswords,
  Masterwork Scale Mail, Tanglefoot Bag 74 gp,
  C: 5 gp, M: Brooch of Shielding (60 points
  left), Potion of Invisibility, Two Potions of Cure
  Light Wounds, Potion of Bull’s Strength  (133
  gp).
  APL 4: L: Two Masterwork Longswords,
  Tanglefoot Bag 57 gp, C: 29 gp, M:
  Breastplate +1, Brooch of Shielding (60 points
  left), Potion of Invisibility, Two Potions of Cure
  Moderate Wounds, Potion of Bull’s Strength
  (287 gp).
  APL 6: L: Tanglefoot Bag 4 gp, C: 5 gp, M:
  Two Longswords +1, Breastplate +1, Brooch
  of Shielding (60 points left), Potion of
  Invisibility, 2x Potion of Cure Light Wounds 
  (594 gp).
  APL 8: L: Tanglefoot Bag 4 gp, C: 77 gp, M:
  Two Longswords +1, Mithril Breastplate +1,
  Brooch of Shielding (60 points left), Potion of
  Invisibility, Potion of Cure Serious Wounds,
  Potion Bull’s Strength   (969 gp).
  
  GRM7-04 The Threat Within
  Page 29
   Encounter 7:
  APL 2: L: Mithral Chain shirt, two masterwork
  studded 
  leather, 
  three 
  rapiers, 
  three
  shortbows 133 gp, C: 33 gp, M: Three Potions
  Cure Light Wounds, two Potions Invisibility,
  two potions 
  Barkskin 
  +2, 
  Potion Fox’s
  Cunning, Potion Protection from Arrows
  10/magic, Potion Shield of Faith +2 (167 gp).
  APL 4: L: Light Crossbow, Morningstar,
  masterwork rapier, masterwork short bow, two
  rapiers, Mithral Chainshirt, masterwork chain
  shirt, two masterwork studded leather armor,
  two shortbows 230 gp, C: 39 gp, M: Four
  potions Cure Light Wounds, two Potions
  Invisibility, Scroll Mage Armor, two potions 
  Barkskin +2, two potions  Haste, two potions
  Shield of Faith +3, two potions  Shield of Faith
  +2, Memento Magica 1, Potion Aid, Potion
  Cat’s Grace, Potion Fox’s Cunning, Potion
  Protection from Arrows 10/magic, Wand
  Lesser Orb of Acid, caster level 3 (5 charges)
  (569 gp).
  APL 6: L: Light Crossbow, Morningstar,
  masterwork rapiers, masterwork short bow,
  two shortbows, two rapiers 66 gp, C: 13 gp, M:
  three Chain Shirt+1, Mithral Chain Shirt +1,
  four potions Cure Light Wounds, three Potions
  Invisibility, Memento Magica 1, two potions 
  Barkskin +2, two potions  Haste, two potions
  Shield of Faith +3, two potions  Shield of Faith
  +2, two Potions Aid, two Potions Cat’s Grace,
  Potion 
  Fox’s 
  Cunning, 
  three 
  Potions
  Protection from Arrows 10/magic, Potion
  Heroism, Wand Lesser Orb of Acid, caster
  level 3 (5 charges) (1219 gp).
  APL 8: L: Light Crossbow, Morningstar,
  masterwork rapiers, masterwork short bow,
  two shortbows, two rapiers 66 gp, C: 100 gp,
  M: three Chain Shirt+1, Mithral Chain Shirt +1,
  three Potions Invisibility,  two potions 
  Barkskin +2, two potions  Haste, two potions
  Shield of Faith +3, two potions  Shield of Faith
  +2, two Potions Aid, two Potions Cat’s Grace,
  Potion 
  Fox’s 
  Cunning, 
  three 
  Potions
  Protection from Arrows 10/magic, Potion
  Heroism, two Elemental gems (Air), Memento
  Magica 1, Memento Magica 2, Necklace of
  Fireballs type 1, Wand Lesser Orb of Acid,
  caster level 3 (5 charges), Wand Scorching
  Ray (7 charges) (2284 gp).
  Total Possible Treasure (Maximum Reward
  Allowed)
  APL 2: L: 311 gp, C: 84 gp, M: 333 gp – Total:
  721 gp (450 gp).
  APL 4: L: 287 gp, C: 59 gp, M: 915 gp – Total:
  1254 gp (650 gp).
  APL 6: L: 81 gp, C: 32 gp, M: 1825 gp – Total:
  1931 gp (900 gp).
  APL 8: L: 81 gp, C: 135 gp, M: 3303 gp –
  Total: 3512 gp (1,300 gp).
  ITEMS FOR THE
  ADVENTURE RECORD
  Special
  Gratitude of the Church of Heironeous: For
  revealing the enchantment effect on Terlius Jill
  and keeping him alive, you have received an
  influence point with the Church of Heironeous.
  Favor of Nolar Thotec: For implicating Terlius Jill
  in the murder and in the theft of Gran March
  property, this PC has gained the favor of Nolar
  Thotec. If you have previously gained the Enmity
  of Nolar Thotec, this favor cancels that (mark
  both as used).
  Espionage Duty: Active duty Pathfinders may use
  military TUs for any scenario taking place in the
  Pomarj, Celene, Wild Coast, Welkwood or Gnarly
  Forest, though the end of Y598.
  Gratitude 
  of 
  Larelus 
  Springflower: 
  For
  preserving 
  his 
  inn’s 
  reputation, 
  Larelus
  Springflower will give you free Rich lifestyle in
  scenarios starting or ending in Ghostgate.
  Thanks of the Special Constables: This favor
  can be used for one of two things: it can be used
  as an influence point with the Special Constables,
  or to gain access to the Spymaster prestige class.
  Military Commendation: For recovering the
  documents belonging to the Gran March Military,
  this Active Duty or veteran PC has received a
  commendation.
  Pathfinder 
  Gratitude: 
  For 
  assisting 
  the
  Pathfinders in gaining justice for one of their own,
  they have offered to provide you special training or
  special access. This PC now has access to the
  alternate class feature from PH2: Distracting
  
  GRM7-04 The Threat Within
  Page 30
  Attack (Ranger)  or Access (Regional) to Goggles
  of Night (cross off choice not selected).
  Disfavor of the Teliz Family: For killing Terlius
  Jill Teliz, this PC has earned the disfavor of the
  Teliz family. This favor cancels any previously
  earned favors of the Teliz family and may have
  other future effects.  This includes favors from
  Captain Teliz.
  Favor of the Knight Commodore Avanti:  The
  character may transfer to the River Guard even if
  they lack the profession (sailor) ranks needed. 
  They must resolve such lack before they can be
  promoted.  Characters that are already members
  of the River 
  Guard 
  receive 
  an 
  additional
  commendation instead.
  Item Access
  APL 2:
  • 
  Mithral Chain Shirt (Adventure; DMG)
  • 
  Brooch of Shielding (Adventure; DMG)
  • 
  Potion 
  of 
  Urchin’s 
  Spines 
  (Adventure;
  Stormwrack)
  APL 4: (All of APL 2 plus the following)
  • 
  Mithral Chain Shirt +1 (Adventure; DMG)
  • 
  Wand Lesser Orb of Acid, Caster Level 3
  (Adventure; Spell Compendium, 2250 gp)
  • 
  Memento Magica, 1st level spell (Adventure,
  Races of the Dragon)
  APL 6: (All of APL 2-4 plus the following)
  • 
  Potion of Barkskin +4 (Adventure, DMG)
  • 
  Mithral Breastplate +1 (Adventure, DMG)
  • 
  Necklace of Fireballs, Type 1 (Adventure,
  DMG)
  APL 8: (All of APL 2-6 plus the following)
  • 
  Pearl of Power, 3rd level (Adventure, DMG)
  • 
  Memento Magica, 2nd level spell (Adventure,
  Races of the Dragon)
  • 
  Wand of Scorching Ray (Adventure; DMG)
  
  GRM7-04 The Threat Within
  Page 31
  APPENDIX 1 – APL 2
  ENCOUNTER 5                                        
  T E R L I U S  J I LL
  CR 3
  Male Human Fighter 2 / Cleric 1
  LG Medium Humanoid
  Init +1; Senses Listen +1, Spot +1
  Aura Good
  Languages Common
  AC 21, touch 11, flat-footed 20
  (+0 size, +1 Dex, +0 class, +8 armor, +2 shield, +0
  deflection, +0 insight, +0 natural)
  hp 26 (3 HD)
  Fort +5, Ref +1; Will +3
  Speed 20 ft. in MW Full Plate (4 squares), base
  movement 30 ft.,
  Melee masterwork longsword +6 (1d8+2 19-20/x2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +2; Grp +4
  Atk Options Power Attack, Cleave
  Combat Gear Masterwork Full Plate, Masterwork Heavy
  Steel 
  Shield, 
  Masterwork 
  Longsword, 
  Potion
  Protection from Arrows 10/magic
  Cleric Spells Prepared (CL 1st):
  1st—Doom, Divine Favor, Magic WeaponD
  0—Guidance, Resistance, Virtue
  D: Domain spell. Deity: Heironeous; Domains: War, Law
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
  SQ Turn Undead
  Feats Power Attack, Toughness, Cleave, Improved
  Toughness, Weapon Focus (Longsword)
  Skills Concentration +3, Climb +0, Diplomacy +0,
  Handle Animal +0, Heal +2, Intimidate +4, Jump –3,
  Ride +5
  Possessions combat gear plus 65 gp
  Sources Improved Toughness (Complete Warrior)
  C ARLO
  CR 3
  Male Human Fighter 2 / Rogue 1
  CN Medium Humanoid
  Init +6; Senses Listen +1, Spot +1
  Aura
  Languages Common
  AC 17, touch 14, flat-footed 14
  (+0 size, +2 Dex, +0 class, +4 armor, +1 shield, +0
  deflection, +0 insight, +0 natural)
  hp 22 (3 HD)
  Fort +4 , Ref +4, Will +1
  Speed 20 ft. in masterwork scale mail (4 squares), base
  movement 30 ft.;
  Melee masterwork longsword +6 (1d8+2 19-20/x2) or
  two masterwork longswords +4 (1d8+2 19-20/x2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +2; Grp +4
  Atk Options Quick Draw, Sneak attack +1d6
  Combat Gear 2x Masterwork Longsword, Masterwork
  scale mail, Tanglefoot bag,
  Abilities Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8
  SQ Sneak Attack +1d6, Trapfinding
  Feats Quick Draw, Two Weapon Fighting, Two Weapon
  Defense, Improved Initiative, Oversized Two Weapon
  Fighting
  Skills Climb+2, Intimidate +2, Jump +2, Ride +5, Sleight
  of Hand +4, Swim -1, Tumble +3
  Possessions combat gear plus Brooch of shielding (60
  points of damage left), potion of Invisibility, 2x potion
  Cure Light Wounds, Potion of Bull’s Strength, 29 gp
  Description
  Sources Oversized Two weapon Fighting (Complete
  Adventurer)
  ENCOUNTER 7                                        
  M ARI S T S E R L Y N
  CR 3
  Male Human Beguiler 3
  NE Medium Human
  Init +1; Senses Listen +0, Spot +0
  Aura
  Languages Common, Suloise, Ur-Flan
  AC 15, touch 12 flat-footed 13
  (+0 size, +1 Dex, +0 class, +4 armor, +0 shield, +0
  deflection, +0 insight, +0 natural)
  Miss Chance
  hp 16 (3 HD)
  Fort +2, Ref +2, Will +3
  Weakness
  Speed 30 ft. in mithral chain shirt (6 squares), base
  movement 30 ft.;
  Melee Rapier  +0 (1d6-1 18-20/x2) and
  Ranged Short bow +2 (1d6 /x3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +1 Grp +1
  Atk Options Combat Expertise, Improved Feint
  Special Actions
  Combat Gear Mithral Chain shirt, Rapier, Short bow,
  Potion Cure Light Wounds, Potion Shield of Faith +2,
  Potion Fox’s Cunning
  Beguiler Spells Known (CL 3rd):
  1st 
  (6/day)—Charm 
  Person, 
  Color 
  Spray,
  Comprehend Languages, Detect Secret Doors,
  Disguise 
  Self, 
  Distract 
  Assailant, 
  Expeditious
  Retreat, Hypnotism, Mage Armor, Obscuring Mist,
  Rouse, 
  Silent 
  Image, 
  Sleep, 
  Undetectable
  Alignment, Whelm
  0 (5/day)— Dancing Lights, Daze, Detect Magic,
  Ghost Sound, Message, Open/Close, Read Magic
  �Already cast
  Abilities Str 8, Dex 13, Con 12, Int 15, Wis 10, Cha 14
  SQ Trapfinding, Armored Mage, Cloaked Casting +1,
  Surprise 
  Casting, 
  Advanced 
  Learning 
  (Distract
  Assailant)
  Feats Combat Expertise, Improved Feint, Enlarge Spell
  
  GRM7-04 The Threat Within
  Page 32
  Skills Balance +4, Bluff +8, Concentration +5, Craft
  (Trapmaking) +3, Decipher Script +3, Diplomacy +6,
  Disable Device +3, Disguise +5, Forgery +5, Gather
  Info +4, Hide +6, Intimidate +3, Jump +1, Knowledge
  (Local-Sheldomar) +6, Listen +0, Move Silently +2,
  Open Lock +2, Search +2, Sense Motive +4, Sleight
  of Hand +2, Spellcraft +4, Spot +0, Tumble +3, Use
  Magic Device +3,
  possessions combat gear plus 150 gp, Scroll Dominate
  Person, Scroll Alarm, Potion Invisibility
  S E R L Y N’ S  T H U G S
  CR 1
  Male Human Rogue 1
  NE Medium Human
  Init +5 Senses Listen +2 Spot +2
  Aura
  Languages Common
  AC 14, touch 11, flat-footed 13
  (+0 size, +1 Dex, +0 class, +3 armor, +0 shield, +0
  deflection, +0 insight, +0 natural)
  hp 5 (1 HD)
  Fort +0, Ref +3, Will -1
  Speed 30 ft. in masterwork studded leather armor (6
  squares), base movement 30 ft.,
  Melee rapier +1 (1d6+1 18-20/x2) and
  Ranged short bow +1 (1d6 /x3
  Space 5 ft.; Reach 5 ft.
  Base Atk +0; Grp +1
  Atk Options Sneak Attack +1d6
  Special Actions
  Combat Gear Rapier, Short bow, masterwork studded
  leather, potion invisibility, potion cure light wounds,
  Potion Barkskin +2
  Abilities Str 12, Dex 13, Con 11, Int 10, Wis 8, Cha 9
  SQ Trapfinding
  Feats Improved Initiative, Dodge ,
  Skills Balance +4, Disable Device +3, Escape Artist +4,
  Hide +5,Jump +5, Listen +2, Move Silently +4, Open
  Lock +3, Sense Motive +1, Sleight of Hand +3, Spot
  +2, Tumble +5,
  Possessions combat gear plus  25 gp
  Description
  
  GRM7-04 The Threat Within
  Page 33
  APPENDIX 2 – APL 4
  ENCOUNTER 5                                        
  T E R L I U S  J I LL
  CR 5
  Male Human Fighter 3 / Cleric 2
  LG Medium Human
  Init +1; Senses Listen +1, Spot +1
  Aura Good
  Languages Common
  AC 22, touch 11, flat-footed 21
  (+0 size, +1 Dex, +0 class, +9 armor, +2 shield, +0
  deflection, +0 insight, +0 natural)
  hp 42 (6 HD)
  Fort +5, Ref +2; Will +5
  Weakness
  Speed 20 ft. in Full Plate Mail +1 (6 squares), base
  movement 30 ft.;
  Melee masterwork longsword +9 (1d8+3 19-20/x2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +4; Grp +7
  Atk Options Power Attack, Cleave
  Combat Gear Full Plate +1, Masterwork Heavy Steel
  Shield, Masterwork Longsword, Potion Protection
  from Arrows 10/magic, Potion Cure Light Wounds,
  Potion Heroism
  Cleric Spells Prepared (CL 2nd):
  1st—Command, 
  Doom, 
  Divine 
  Favor, 
  Magic
  WeaponD
  0—Guidance, Virtue, Resistance, Read Magic
  D: Domain spell. Deity: Heironeous. Domains: Law, War
  �Already cast
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8
  SQ Turn Undead
  Feats Power Attack, Toughness, Cleave Improved
  Toughness, Weapon Focus (Longsword)
  Skills Concentration +5, Climb +2, Diplomacy +0,
  Handle Animal +0, Heal +3, Intimidate +4, Jump -2,
  Ride +7
  Possessions combat gear plus 65 gp
  Sources Improved Toughness (Complete Warrior)
  C ARLO
  CR 5
  Male Human Fighter 3 / Rogue 2
  CN Medium Human
  Init +7; Senses Listen +3, Spot +2
  Aura
  Languages Common
  AC 20, touch 14, flat-footed 17
  (+0 size, +3 Dex, +0 class, +6 armor, +1 shield, +0
  deflection, +0 insight, +0 natural)
  Miss Chance
  hp 35 (5 HD);
  Fort +4 , Ref +7, Will +2
  Weakness
  Speed 20 ft. in Breastplate +1 (6 squares), base
  movement 30 ft.;
  Melee Longsword 
  +7 
  (1d8+2 
  19-20/x2) 
  or 
  two
  Longswords +5/+5 (1d8+2 19-20/x2
  Space 5 ft.; Reach 5 ft.
  Base Atk +4; Grp +6
  Atk Options Quick Draw, Two weapon Fighting
  Combat Gear Two masterwork longswords, Breastplate
  +1, Brooch of Shielding (60 points), Potion Invisibility,
  Tanglefoot Bag
  Abilities Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8
  SQ Sneak Attack +1d6, Trapfinding, Evasion
  Feats Quick Draw, Two Weapon Fighting, Two Weapon
  Defense, Improved Initiative, Oversized Two Weapon
  Fighting
  Skills Balance +2, Climb +2, Handle Animal +1
  ,Intimidate +2, Jump +6, Listen +3, Ride +6, Sleight
  of Hand +5, Swim -1, Tumble +10
  Possessions combat gear plus Potion Cure Moderate
  Wounds (Caster Level 10)
  Sources Oversized Two weapon Fighting (Complete
  Adventurer)
  ENCOUNTER 7                                        
  M ARI S T S E R L Y N
  CR 5
  Male Human Beguiler 5
  NE Medium Human
  Init +2; Senses Listen +0, Spot +0
  Aura
  Languages Common, Suloise, Ur-Flan
  AC 16, touch 12 flat-footed 14
  (+0 size, +2 Dex, +0 class, +4 armor, +0 shield, +0
  deflection, +0 insight, +0 natural)
  Miss Chance
  hp 26 (5 HD)
  Fort +2, Ref +3, Will +4
  Weakness
  Speed 30 ft. in mithral chain shirt (6 squares), base
  movement 30 ft.;
  Melee Rapier  +2 (1d6-1 18-20/x2) and
  Ranged Short bow +5 (1d6 /x3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +2 Grp +2
  Atk Options Combat Expertise, Improved Feint
  Special Actions
  Combat Gear Mithral Chain shirt, masterwork Rapier,
  masterwork Short bow, Potion Cure Light Wounds,
  Potion Shield of Faith +2, Potion Fox’s Cunning,
  Potion Cat’s Grace
  Beguiler Spells Known (CL 5th):
  2nd (5/day)—Blinding Color Surge, Blur, Daze
  Monster, Detect Thoughts, Fog Cloud, Glitterdust,
  Hypnotic Pattern, Invisibility, Knock, Minor Image,
  
  GRM7-04 The Threat Within
  Page 34
  Mirror Image, Misdirection, See Invisibility, Silence,
  Spider Climb, Stay the Hand, Touch of Idiocy,
  Vertigo, Whelming Burst
  1st 
  (7/day)—Charm 
  Person, 
  Color 
  Spray,
  Comprehend Languages, Detect Secret Doors,
  Disguise 
  Self, 
  Distract 
  Assailant, 
  Expeditious
  Retreat, Hypnotism, Mage Armor, Obscuring Mist,
  Rouse, 
  Silent 
  Image, 
  Sleep, 
  Undetectable
  Alignment, Whelm
  0 (6/day)— Dancing Lights, Daze, Detect Magic,
  Ghost Sound, Message, Open/Close, Read Magic
  �Already cast
  Abilities Str 10, Dex 14, Con 12, Int 15, Wis 10, Cha 14
  SQ Trapfinding, Armored Mage, Cloaked Casting +1,
  Surprise 
  Casting, 
  Advanced 
  Learning 
  (Distract
  Assailant), Silent Spell
  Feats Combat Expertise, Improved Feint, Enlarge Spell
  Skills Balance +5, Bluff +10, Concentration +9, Craft
  (Trapmaking) +3, Decipher Script +3, Diplomacy +8,
  Disable Device +3, Disguise +8, Forgery +5, Gather
  Info +4, Hide +10, Intimidate +3, Jump +1,
  Knowledge (Local-Sheldomar) +6, Listen +0, Move
  Silently +3, Open Lock +3, Search +2, Sense Motive
  +6, Sleight of Hand +3, Spellcraft +6, Spot +0,
  Tumble +4, Use Magic Device +3,
  possessions combat gear plus 50 gp, Memento Magica
  1, Scroll Dominate Person, Scroll Alarm
  S E R L Y N’ S  T H U G S
  CR 2
  Male Human Rogue 1 / Ranger 1
  NE Medium Human
  Init +5 Senses Listen +3 Spot +3
  Aura
  Languages Common
  AC 14, touch 11, flat-footed 13
  (+0 size, +1 Dex, +0 class, +3 armor, +0 shield, +0
  deflection, +0 insight, +0 natural)
  hp 11 (2 HD)
  Fort +2, Ref +5, Will -1
  Speed 30 ft. in masterwork studded leather armor (6
  squares), base movement 30 ft.,
  Melee rapier +2 (1d6+1 18-20/x2) and
  Ranged short bow +2 (1d6 /x3
  Space 5 ft.; Reach 5 ft.
  Base Atk +1; Grp +2
  Atk Options Sneak Attack +1d6, Favored Enemy
  (Human)
  Special Actions
  Combat Gear Rapier, Short bow, masterwork studded
  leather, potion invisibility, potion cure light wounds,
  Potion Barkskin+2, Potion Haste, Potion Shield of
  Faith +3
  Abilities Str 12, Dex 13, Con 11, Int 10, Wis 8, Cha 9
  SQ Trapfinding , Favored Enemy (Human), Track, Wild
  Empathy,
  Feats Improved Initiative, Dodge ,
  Skills Balance +4, Disable Device +3, Escape Artist +4,
  Hide +6, Jump +5, Listen +3, Move Silently +5, Open
  Lock +4, Sense Motive +1, Sleight of Hand +3, Spot
  +3, Survival +2, Tumble +5,
  Possessions combat gear plus 75 gp
  K O R L AR
  CR 2
  Male Human Warmage 2
  NE Medium Human
  Init +1; Senses Listen +2, Spot +2
  Aura
  Languages Common, Suloise
  AC 15, touch 11, flat-footed 14
  (+0 size, +1 Dex, +0 class, +4 armor, +0 shield, +0
  deflection, +0 insight, +0 natural)
  Miss Chance
  hp 10 (2 HD);
  Fort +1, Ref +1, Will +3
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.;
  Melee morningstar +0 (1d8-1 /x2);
  Ranged Light Crossbow +2 (1d8 19-20/x2);
  Space 5 ft.; Reach 5 ft.
  Base Atk +1; Grp +0
  Atk Options  Point Blank Shot, Precise Shot
  Combat Gear Morningstar, Light crossbow, Wand
  Lesser Orb of Acid (Caster Level 3) 5 charges,
  masterwork chain shirt, Potion Invisibility, Potion
  Shield of Faith+2, Potion Heroism, Potion Aid, Potion
  Cure Light Wounds
  Warmage Spells Known (CL 2nd):
  1st (5/day)—Accuracy, Burning Hands, Chill Touch,
  Fist of Stone, Hail of Stone, Magic Missile, Orb of
  Acid, Lesser, Orb of Cold, Lesser, Orb of Electricity,
  Lesser, Orb of Fire, Lesser, Orb of Sound, Lesser,
  Shocking Grasp, True Strike
  0 (6/day)— Acid Splash, Disrupt Undead, Light, Ray
  of Frost
  �Already cast
  Abilities Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 15
  SQ Armored Mage (light), Warmage Edge
  Feats Point Blank Shot, Precise Shot
  Skills Concentration +6, Intimidate +4, Knowledge
  (Arcana) +7, Listen +2, Spellcraft +9, Spot +2,
  Possessions combat gear plus 32 gp
  Description
  
  GRM7-04 The Threat Within
  Page 35
  APPENDIX 3 – APL 6
  ENCOUNTER 5                                        
  T E R L I U S  J I LL
  CR 7
  Male Human Fighter 4 / Cleric 3
  LG Medium Human
  Init +1; Senses Listen +1, Spot +1
  Aura  Good
  Languages Common
  AC 22, touch 11, flat-footed 21
  (+0 size, +1 Dex, +0 class, +9 armor, +2 shield, +0
  deflection, +0 insight, +0 natural)
  hp 59 (7 HD)
  Fort +7, Ref +3; Will +5
  Weakness
  Speed 20 ft. in Full Plate Mail +1 (6 squares), base
  movement 30 ft.;
  Melee longsword +11 (1d8+6 19-20/x2) and Longsword
  +6  (1d8+6 19-20/x2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +6; Grp +9
  Atk 
  Options 
  Power 
  Attack, 
  Cleave, 
  Weapon
  Specialization 
  (Longsword), 
  Power 
  Critical
  (Longsword)
  Combat Gear Full Plate +1, Masterwork Heavy Steel
  Shield, Longsword +1, Potion Protection from Arrows
  10/magic, 
  Potion 
  Cure 
  Light 
  Wounds, 
  Potion
  Heroism, Potion Barkskin +4
  Clerical Spells Prepared (CL 3rd):
  2nd—Hold Person, Spiritual WeaponD
  1st—Command, 
  Doom, 
  Divine 
  Favor, 
  Magic
  WeaponD
  0— Guidance, Virtue,  Resistance, Read Magic
  D: Domain spell. Deity: Heironeous. Domains: Law, War
  �Already cast
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8
  SQ Turn Undead
  Feats Power Attack, Toughness, Cleave Improved
  Toughness, Weapon Focus (Longsword), Weapon
  Specialization 
  (Longsword), 
  Power 
  Critical
  (Longsword)
  Skills Concentration +8, Climb +2, Diplomacy +0,
  Handle Animal +0, Heal +3, Intimidate +4, Jump +1,
  Ride +7
  Possessions combat gear plus 65g
  Sources Improved Toughness (Complete Warrior),
  Power Critical (Complete Warrior)
  C ARLO
  CR 7
  Male Human Fighter 4 / Rogue 3
  CN Medium Human
  Init +7; Senses Listen +3, Spot +2
  Aura
  Languages Common
  AC 20, touch 14, flat-footed 17
  (+0 size, +3 Dex, +0 class, +6 armor, +1 shield, +0
  deflection, +0 insight, +0 natural)
  hp 48 (7 HD);
  Fort +6, Ref +7, Will +3
  Weakness
  Speed 20 ft. in Breastplate +1 (6 squares), base
  movement 30 ft.;
  Melee Longsword +10 (1d8+3 19-20/x2) or Full Attack
  Longsword +8 / +8 / +3 (1d8+3 19-20/x2
  Space 5 ft.; Reach 5 ft.
  Base Atk +6; Grp +8
  Atk Options Quick Draw, Two weapon Fighting , Flick
  of the Wrist
  Combat Gear Two longswords +1, Breastplate +1,
  Brooch of Shielding (60 points), Potion Invisibility,
  Tanglefoot Bag, Potion Cure Light Wounds (caster
  level 5)
  Abilities Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8
  SQ Sneak Attack +2d6, Trapfinding, Evasion
  Feats Quick Draw, Two Weapon Fighting, Two Weapon
  Defense, Improved Initiative, Oversized Two Weapon
  Fighting, 
  Flick 
  of 
  the 
  Wrist, 
  Weapon 
  Focus
  (Longsword)
  Skills Balance +2Climb+3, Escape Artist+4, Handle
  Animal +1, Intimidate +3, Jump +6, Listen +3 Ride
  +6, Sleight of Hand +5, Search +2, Spot +2, Swim -1,
  Tumble +12
  Possessions combat gear plus
  Sources Flick of the Wrist (Complete Warrior)
  ENCOUNTER 7                                        
  M ARI S T S E R L Y N
  CR 7
  Male Human Beguiler 7
  NE Medium Human
  Init +2; Senses Listen +0, Spot +0
  Aura
  Languages Common, Suloise, Ur-Flan
  AC 17, touch 12 flat-footed 15
  (+0 size, +2 Dex, +0 class, +6 armor, +0 shield, +0
  deflection, +0 insight, +0 natural)
  Miss Chance
  hp 36 (7 HD)
  Fort +2, Ref +3, Will +4
  Weakness
  Speed 30 ft. in mithral chain shirt +1 (6 squares), base
  movement 30 ft.;
  Melee Rapier +3 (1d6-1 18-20/x2) and
  Ranged Short bow +6 (1d6 /x3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +3 Grp +3
  Atk Options Combat Expertise, Improved Feint
  Special Actions
  
  GRM7-04 The Threat Within
  Page 36
  Combat Gear Mithral Chain shirt +1, masterwork
  Rapier, masterwork Short bow, Potion Cure Light
  Wounds, Potion Shield of Faith +2, Potion Fox’s
  Cunning, Potion Cat’s Grace, Potion Protection from
  Arrows 10/Magic, Potion Aid
  Beguiler Spells Known (CL 7th):
  3rd 
  (4/day)—Arcane 
  Sight, 
  Clairaudience/
  Clairvoyance, Cone of Dimness, crown of veils,
  deep 
  slumber, 
  dispel 
  magic, 
  displacement,
  glibness, 
  halt, 
  haste, 
  hesitate, 
  hold 
  person,
  inevitable defeat, invisibility sphere, legion of
  sentinels, 
  major 
  image, 
  nondetection, 
  slow,
  suggestion, vertigo field, zone of silence
  2nd (7/day)—Blinding Color Surge, Blur, Daze
  Monster, Detect Thoughts, Fog Cloud, Glitterdust,
  Hypnotic Pattern, Invisibility, Knock, Minor Image,
  Mirror Image, misdirection, See Invisibility, Silence,
  Spider Climb, Stay the Hand, Touch of Idiocy,
  Vertigo, Whelming Burst
  1st 
  (7/day)—Charm 
  Person, 
  Color 
  Spray,
  Comprehend Languages, Detect Secret Doors,
  Disguise 
  Self, 
  Distract 
  Assailant, 
  Expeditious
  Retreat, Hypnotism, Mage Armor, Obscuring Mist,
  Rouse, 
  Silent 
  Image, 
  Sleep, 
  Undetectable
  Alignment, Whelm
  0 (6/day)— Dancing Lights, Daze, Detect Magic,
  Ghost Sound, Message, Open/Close, Read Magic
  �Already cast
  Abilities Str 8, Dex 14, Con 12, Int 15, Wis 10, Cha 14
  SQ Trapfinding, Armored Mage, Cloaked Casting +1,
  Surprise 
  Casting, 
  Advanced 
  Learning 
  (Distract
  Assailant), Silent Spell, Surprise Casting (Move
  Action), Advanced Learning (Cone of Dimness)
  Feats Combat Expertise, Improved Feint, Enlarge Spell,
  Spell Focus (Enchantment)
  Skills Balance +5, Bluff +12, Concentration +11, Craft
  (Trapmaking) +3, Decipher Script +3, Diplomacy +11,
  Disable Device +3, Disguise +11, Forgery +5, Gather
  Info +4, Hide +12, Intimidate +3, Jump +1,
  Knowledge (Local-Sheldomar) +6, Listen +0, Move
  Silently +3, Open Lock +3, Search +2, Sense Motive
  +9, Sleight of Hand +3, Spellcraft +9, Spot +0,
  Tumble +4, Use Magic Device +3,
  possessions combat gear plus 50 gp, Memento Magica
  1, Scroll Dominate Person, Scroll Alarm
  S E R L Y N’ S  T H U G S
  CR 4
  Male Human Rogue 2 / Ranger 2
  NE Medium Human
  Init +6 Senses Listen +4 Spot +4
  Aura
  Languages Common
  AC 17, touch 12, flat-footed 15
  (+0 size, +2 Dex, +0 class, +5 armor, +0 shield, +0
  deflection, +0 insight, +0 natural)
  hp 22 (4 HD)
  Fort +3, Ref +8, Will -1
  Speed 30 ft. in Chain shirt +1 (6 squares), base
  movement 30 ft.,
  Melee rapier +4 (1d6+1 18-20/x2) and
  Ranged short bow +5 (1d6 /x3) or
  Full Attack Ranged short bow +3 and short bow +3
  (1d6 /x3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +3; Grp +4
  Atk Options Sneak Attack +1d6, Rapid Shot, Favored
  Enemy (Human), Point Blank Shot
  Special Actions
  Combat Gear Rapier, Short bow, Chainshirt +1, potion
  invisibility, 
  potion 
  cure 
  light 
  wounds, 
  Potion
  Barkskin+2, Potion Haste, Potion Shield of Faith +3,
  Potion Protection Arrows 10/Magic
  Abilities Str 12, Dex 14, Con 11, Int 10, Wis 8, Cha 9
  SQ Trapfinding, Favored Enemy (Human), Track, Wild
  Empathy, Evasion, Combat Style: Archery
  Feats Improved Initiative, Dodge , Point Blank Shot
  Skills Balance +8, Disable Device +3, Escape Artist +5,
  Hide +9, Jump +7, Listen +4, Move Silently +9, Open
  Lock +5, Sense Motive +1, Sleight of Hand +4, Spot
  +4, Survival +6, Tumble +11,
  Possessions combat gear
  K O R L AR
  CR 4
  Male Human Warmage 4
  NE Medium Human
  Init +1; Senses Listen +3, Spot +3
  Aura
  Languages Common, Suloise
  AC 16, touch 11, flat-footed 15
  (+0 size, +1 Dex, +0 class, +5 armor, +0 shield, +0
  deflection, +0 insight, +0 natural)
  Miss Chance
  hp 21 (4 HD);
  Fort +2, Ref +2, Will +4
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.;
  Melee morningstar +1 (1d8-1 /x2);
  Ranged Light Crossbow +3 (1d8 19-20/x2);
  Space 5 ft.; Reach 5 ft.
  Base Atk +2; Grp -1
  Atk Options Point Blank Shot, Precise Shot, Weapon
  Focus (Ranged Spell)
  Combat Gear Morningstar, Light crossbow, Wand
  Lesser Orb of Acid (Caster Level 3) 5 charges, chain
  shirt +1, Potion Invisibility, Potion Shield of Faith+2,
  Potion Heroism, Potion Aid, Potion Cure Light
  Wounds, Potion Cat’s Grace
  Warmage Spells Known (CL 4th):
  2nd (4/day)—Blades of Fire, Continual Flame, Fire
  Trap, Fireburst, Flaming Sphere, Ice Knife, Melf’s
  Acid Arrow, Pyrotechnics, Scorching Ray, Shatter,
  Whirling Blade
  1st (7/day)—Accuracy, Burning Hands, Chill Touch,
  Fist of Stone, Hail of Stone, Magic Missile, Orb of
  Acid, Lesser, Orb of Cold, Lesser, Orb of Electricity,
  Lesser, Orb of Fire, Lesser, Orb of Sound, Lesser,
  Shocking Grasp, Sonic Blast, True Strike
  0 (6/day)— Acid Splash, Disrupt Undead, Light, Ray
  of Frost
  �Already cast
  
  GRM7-04 The Threat Within
  Page 37
  Abilities Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 16
  SQ Armored Mage (light), Warmage Edge, Advanced
  Learning (Sonic Blast)
  Feats Point Blank Shot, Precise Shot, Weapon Focus
  (Ranged Spell)
  Skills Concentration +8, Intimidate +7, Knowledge
  (Arcana) +7, Listen +3, Spellcraft +11, Spot +3,
  Possessions combat gear plus 32 gp
  Description
  
  GRM7-04 The Threat Within
  Page 38
  APPENDIX 4 – APL 8
  ENCOUNTER 5                                        
  T E R L I U S  J I LL
  CR 9
  Male Human Fighter 5 / Cleric 4
  LG Medium Human
  Init +1; Senses Listen +1, Spot +1
  Aura  Good
  Languages Common
  AC 22, touch 11, flat-footed 21
  (+0 size, +1 Dex, +0 class, +9 armor, +2 shield, +0
  deflection, +0 insight, +0 natural)
  hp 80 (9 HD)
  Fort +7, Ref +3; Will +6
  Weakness
  Speed 20 ft. in Full Plate Mail +1 (6 squares), base
  movement 30 ft.;
  Melee longsword +14 (1d8+7 17-20/x2) and Longsword
  +9  (1d8+7 17-20/x2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +8; Grp +13
  Atk 
  Options 
  Power 
  Attack, 
  Cleave, 
  Weapon
  Specialization 
  (Longsword), 
  Power 
  Critical
  (Longsword), Improved Critical (Longsword)
  Combat Gear Full Plate +1, Masterwork Heavy Steel
  Shield, Longsword +1, Potion Protection from Arrows
  10/magic, Potion Heroism, Potion Barkskin +4,
  Gauntlets of Ogre Power;
  Clerical Spells Prepared (CL 4th):
  2nd—Aid, Hold Person, Spiritual WeaponD
  1st—Bless, Command, Doom, Divine Favor, Magic
  WeaponD
  0— Guidance, Virtue,  Resistance, Read Magic
  D: Domain spell. Deity: Heinroneous. Domains: Law,
  War
  �Already cast
  Abilities Str 18*, Dex 13, Con 15, Int 10, Wis 12, Cha 8
   (*Includes Gauntlets)
  SQ Turn Undead
  Feats Power Attack, Toughness, Cleave Improved
  Toughness, Weapon Focus (Longsword), Weapon
  Specialization 
  (Longsword), 
  Power 
  Critical
  (Longsword)Improved Critical (Longsword)
  Skills Concentration +11, Climb +3, Diplomacy +0,
  Handle Animal +0, Heal +3, Intimidate +4, Jump +5,
  Ride +7
  Possessions combat gear plus Wand Cure Light
  Wounds, 165 gp
  Sources Improved Toughness (Complete Warrior),
  Power Critical (Complete Warrior)
  C ARLO
  CR 9
  Male Human Fighter 5 / Rogue 4
  CN Medium Human
  Init +8; Senses Listen +3, Spot +2
  Aura
  Languages Common
  AC 22, touch 14, flat-footed 17
  (+0 size, +4 Dex, +0 class, +6 armor, +2 shield, +0
  deflection, +0 insight, +0 natural)
  hp 62 (7 HD);
  Fort +6, Ref +9, Will +3
  Weakness
  Speed 30 ft. in Mithral Breastplate +1 (6 squares), base
  movement 30 ft.;
  Melee Longsword +12 (1d8+3 19-20/x2) or Full Attack
  Longsword +10 / +10 / +5 (1d8+3 19-20/x2
  Space 5 ft.; Reach 5 ft.
  Base Atk +8; Grp +10
  Atk Options Quick Draw, Two weapon Fighting , Flick
  of the Wrist
  Combat Gear Two longswords +1, Mithral Breastplate
  +1, Brooch of Shielding (60 points), Potion Invisibility,
  Tanglefoot Bag, Potion Cure Light Wounds
  Abilities Str 14, Dex 17, Con 13, Int 10, Wis 12, Cha 8
  SQ Sneak Attack +2d6, Trapfinding, Evasion
  Feats Quick Draw, Two Weapon Fighting, Two Weapon
  Defense, Improved Initiative, Oversized Two Weapon
  Fighting, 
  Flick 
  of 
  the 
  Wrist, 
  Weapon 
  Focus
  (Longsword)
  Skills Balance +5Climb+7, Decipher Script +1, Disable
  Device +1, Escape Artist +14 , Handle Animal
  +1Intimidate +3, Jump +10, Listen +3 Ride +6,
  Sleight of Hand +8, Search +2, Spot +2, Swim +5,
  Tumble +17
  Possessions combat gear plus
  Description
  Sources Flick of the Wrist (Complete Warrior),
  Improved Two Weapon Defense (Complete Warrior)
  ENCOUNTER 7                                        
  M ARI S T S E R L Y N
  CR 9
  Male Human Beguiler 9
  NE Medium Human
  Init +2; Senses Listen +0, Spot +0
  Aura
  Languages Common, Suloise, Ur-Flan
  AC 17, touch 12 flat-footed 15
  (+0 size, +2 Dex, +0 class, +6 armor, +0 shield, +0
  deflection, +0 insight, +0 natural)
  Miss Chance
  hp 47 (9 HD)
  Fort +4, Ref +5, Will +6
  Weakness
  Speed 30 ft. in mithral chain shirt +1 (6 squares), base
  movement 30 ft.;
  Melee Rapier +4 (1d6-1 18-20/x2) and
  Ranged Short bow +7 (1d6 /x3)
  Space 5 ft.; Reach 5 ft.
  
  GRM7-04 The Threat Within
  Page 39
  Base Atk +4 Grp +4
  Atk Options Combat Expertise, Improved Feint
  Special Actions
  Combat Gear Mithral Chain shirt +1, masterwork
  Rapier, masterwork Short bow, Potion Cure Light
  Wounds, Potion Shield of Faith +2, Potion Fox’s
  Cunning, Potion Cat’s Grace, Potion Protection from
  Arrows 10/Magic, Potion Aid
  Beguiler Spells Known (CL 9th):
  4th (4/day)—Charm Monster, confusion, crushing
  despair, freedom of movement, greater invisibility,
  greator mirror image, locate creature, mass whelm,
  phantom battle, rainbow pattern, solid fog
  3rd 
  (6/day)—Arcane 
  Sight, 
  Clairaudience/
  Clairvoyance, Cone of Dimness, crown of veils,
  deep 
  slumber, 
  dispel 
  magic, 
  displacement,
  glibness, 
  halt, 
  haste, 
  hesitate, 
  hold 
  person,
  inevitable defeat, invisibility sphere, legion of
  sentinels, 
  major 
  image, 
  nondetection, 
  slow,
  suggestion, vertigo field, zone of silence
  2nd (7/day)—Blinding Color Surge, Blur, Daze
  Monster, Detect Thoughts, Fog Cloud, Glitterdust,
  Hypnotic Pattern, Invisibility, Knock, Minor Image,
  Mirror Image, misdirection, See Invisibility, Silence,
  Spider Climb, Stay the Hand, Touch of Idiocy,
  Vertigo, Whelming Burst
  1st 
  (7/day)—Charm 
  Person, 
  Color 
  Spray,
  Comprehend Languages, Detect Secret Doors,
  Disguise 
  Self, 
  Distract 
  Assailant, 
  Expeditious
  Retreat, Hypnotism, Mage Armor, Obscuring Mist,
  Rouse, 
  Silent 
  Image, 
  Sleep, 
  Undetectable
  Alignment, Whelm
  0 (6/day)— Dancing Lights, Daze, Detect Magic,
  Ghost Sound, Message, Open/Close, Read Magic
  �Already cast
  Abilities Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 14
  SQ Trapfinding, Armored Mage, Cloaked Casting +1,
  Surprise 
  Casting, 
  Advanced 
  Learning 
  (Distract
  Assailant), Silent Spell, Surprise Casting (Move
  Action), Advanced Learning (Cone of Dimness),
  Cloaked Casting (+2 to overcome SR)
  Feats Combat Expertise, Improved Feint, Enlarge Spell,
  Spell Focus (Enchantment), Persuasive
  Skills Balance +5, Bluff +16, Concentration +13, Craft
  (Trapmaking) +4, Decipher Script +4, Diplomacy +14,
  Disable Device +4, Disguise +14, Forgery +6, Gather
  Info +4, Hide +14, Intimidate +5, Jump +1,
  Knowledge (Local-Sheldomar) +7, Listen +0, Move
  Silently +3, Open Lock +3, Search +3, Sense Motive
  +12, Sleight of Hand +3, Spellcraft +15, Spot +0,
  Tumble +4, Use Magic Device +3,
  possessions combat gear plus 450 gp, Memento
  Magica 1, Memento Magica 2, Scroll Dominate
  Person, Scroll Alarm
  S E R L Y N’ S  T H U G S
  CR 6
  Male Human Rogue 4 / Ranger 2
  NE Medium Human
  Init +6 Senses Listen +5 Spot +5
  Aura
  Languages Common
  AC 17, touch 12, flat-footed 15
  (+0 size, +2 Dex, +0 class, +5 armor, +0 shield, +0
  deflection, +0 insight, +0 natural)
  hp 32 (6 HD)
  Fort +4, Ref +9, Will +0
  Speed 30 ft. in chain shirt +1 (6 squares), base
  movement 30 ft.,
  Melee rapier +6 (1d6+1 18-20/x2) and
  Ranged short bow +7 (1d6 /x3) or
  Full Attack Ranged short bow +5and short bow +5 (1d6
  /x3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +5; Grp +6
  Atk Options Sneak Attack +2d6, Rapid Shot, Favored
  Enemy (Human), Point Blank Shot, Precise Shot,
  Uncanny Dodge
  Special Actions
  Combat Gear Rapier, Short bow, Chainshirt +1, potion
  invisibility, 
  potion 
  cure 
  light 
  wounds, 
  Potion
  Barkskin+2, Potion Haste, Potion Shield of Faith +3,
  Potion Protection Arrows 10/Magic, Elemental Gem
  (Air)
  Abilities Str 12, Dex 14, Con 11, Int 10, Wis 8, Cha 9
  SQ Trapfinding, Favored Enemy (Human), Track, Wild
  Empathy, Evasion, Combat Style (Archery), Trap
  Sense +1, Uncanny Dodge
  Feats Improved Initiative, Dodge , Point Blank Shot,
  Precise Shot
  Skills Balance +8, Disable Device +5, Escape Artist
  +10, Hide +10 , Jump +7, Listen +5, Move Silently
  +10, Open Lock +5, Sense Motive +1, Sleight of
  Hand +3, Spot +5, Survival +6, Tumble +12,
  Possessions combat gear plus 50 gp
  K O R L AR
  CR 6
  Male Human Warmage 6
  NE Medium Human
  Init +1; Senses Listen +4, Spot +4
  Aura
  Languages Common, Suloise
  AC 16, touch 11, flat-footed 15
  (+0 size, +1 Dex, +0 class, +5 armor, +0 shield, +0
  deflection, +0 insight, +0 natural)
  Miss Chance
  hp 31 (6 HD);
  Fort +3, Ref +3, Will +5
  Speed 30 ft. in masterwork chain shirt (6 squares), base
  movement 30 ft.;
  Melee morningstar +2 (1d8-1 /x2);
  Ranged Light Crossbow +4 (1d8 19-20/x2);
  Space 5 ft.; Reach 5 ft.
  Base Atk +3; Grp -2
  Atk Options Point Blank Shot, Precise Shot, Weapon
  Focus (Ranged Spell), Ranged Spell Specialization
  Combat Gear Morningstar, Light crossbow, Wand
  Lesser Orb of Acid (Caster Level 3) 5 charges, chain
  shirt +1, Potion Invisibility, Potion Shield of Faith+2,
  Potion Heroism, Potion Aid, Potion Cure Light
  
  GRM7-04 The Threat Within
  Page 40
  Wounds, Potion Cat’s Grace, Necklace of Fireballs,
  Type 1, Wand Scorching Ray (7 charges)
  Warmage Spells Known (CL 6th):
  3rd (4/day)—Fire Shield, Fireball, Flame Arrow, Gust
  of Wind, Ice Storm, Lightning Bolt, Poison, Ring of
  Blades, Sleet Storm, Stinking Cloud
  2nd (6/day)—Blades of Fire, Continual Flame, Fire
  Trap, Fireburst, Flaming Sphere, Ice Knife, Melf’s
  Acid Arrow, Pyrotechnics, Scorching Ray, Shatter,
  Whirling Blade
  1st (7/day)—Accuracy, Burning Hands, Chill Touch,
  Fist of Stone, Hail of Stone, Magic Missile, Orb of
  Acid, Lesser, Orb of Cold, Lesser, Orb of Electricity,
  Lesser, Orb of Fire, Lesser, Orb of Sound, Lesser,
  Shocking Grasp, Sonic Blast, True Strike
  0 (6/day)— Acid Splash, Disrupt Undead, Light, Ray
  of Frost
  �Already cast
  Abilities Str 8, Dex 13, Con 12, Int 14, Wis 10, Cha 16
  SQ Armored Mage (light), Warmage Edge, Advanced
  Learning (Sonic Blast), Advanced Learning (Rainbow
  Blast)
  Feats Point Blank Shot, Precise Shot, Weapon Focus
  (Ranged Spell), Ranged Spell Specialization
  Skills Concentration +10, Intimidate +9, Knowledge
  (Arcana) +7, Listen +4, Spellcraft +13, Spot +4,
  Possessions combat gear plus 52 gp
  Description
  
  GRM7-04 The Threat Within
  Page 41
  DM AID: MAP #1 – TERLIUS JILL’S HOUSE
  
  GRM7-04 The Threat Within
  Page 42
  DM AID: MAP #2 – CHAPEL TO HEIRONEOUS
  
  GRM7-04 The Threat Within
  Page 43
  DM AID: MAP #3 – CAMPSITE
  
  GRM7-04 The Threat Within
  Page 44
  DM AID: MAP #4 – AMBUSH SITE
  DM AID: MAP #4 – HOT PURSUIT
  Marist Serlyn and his associates are traveling in non “fireball formation”. A fireball should not be able to
  catch more than two NPC combatants at the same time, unless a metamagic feat has been applied to it.
  
  GRM7-04 The Threat Within
  Page 45
  DM AID: NEW RULES
  NEW CLASSES
  BEGUILER (PLAYER’S HANDBOOK TWO)
  Class Skills
  Skill points: 6 + Int modifier per level, x4 at 1st level
  Appraise, Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Disable Device, Disguise,
  Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (arcana), Knowledge (local), Listen
  Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Speak Language,
  Spellcraft, Spot, Swim, Tumble, Use Magic Device.
  Class Features
  Weapon and Armor Proficiency: Beguilers are proficient with all simple weapons plus the hand
  crossbow, rapier, short bow, and short sword.  Beguilers are proficient with light armor, but not with
  shields.
  Spells: A beguiler casts arcane spells, which are drawn from the beguiler spell list.  When you gain
  access to a new level of spells, you automatically know all the spells for that level on the beguiler’s spell
  list.  You can cast any spell you know without preparing it ahead of time.  Essentially your spell list is the
  same as your spells known list.  You also have the option of adding to your existing spell list through your
  advanced learning class feature as you increase in level.
  To cast a beguiler spell, you must have an Intelligence score of 10 + the spell’s level (Int 10 for 0-
  level spells, Int 11 for 1st-level spells and so forth).  The Difficulty Class for a saving throw against a
  beguiler’s spell is 10 + the spell’s level + the beguiler’s Int modifier.  Like other spellcasters, a beguiler
  can cast only a certain number of spells of each spell level per day.  The base daily allotment is given on
  Table 1-1.  In addition, you receive bonus spells for a high Intelligence score.
  A beguiler need not prepare spells in advance.  You can cast any spell you know at any time,
  assuming you have not yet used up your spells per day for that spell level.
  Armored Mage: Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can
  cause your spells to fail if those spells have a somatic component.  A beguiler’s limited focus and
  specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict
  yourself to light armor.   This training does not extend to any other from of armor, nor does this ability
  apply to spells gained from other spellcasting classes.
  Trapfinding:  Beguilers can use the Search skill to locate traps when the task has a Difficulty Class
  higher than 20.  Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden.  Finding a
  magic trap has a DC of 25 + the level of the spell used to create it.
  Beguilers can use the Disable Device skill to disarm magic traps.  A magic trap typically has a DC of
  25 + the level of the spell used to create it.
  A beguiler who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure
  out how it works, and bypass it (with his allies) without disarming it.
  Cloaked Casting (Ex): Starting at 2nd level, a beguiler’s spells become more effective when cast against
  an unwary foe.  You gain a +1 bonus to the spell’s save DC when you cast a spell that targets any foe
  who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).
  At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected
  target.
  At 14th level, the bonus to your spell’s save DC increases to +2.
  At 20th level, you become able to automatically overcome the spell resistance of any affected target.
  Surprise Casting (Ex): Starting at 2nd level, when you successfully use the Bluff skill to feint in combat,
  your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it
  or the next spell you cast.  You must remain in melee with the target, and the attack must be made or the
  spell cast on or before your next turn.  The target is not considered flat-footed and therefore can make
  attacks of opportunity against you if you do not cast defensively.
  At 6th level, you gain the ability to feint in combat as a move action instead of a standard action.  If
  you have the Improved Feint feat, you can now feint in combat as a swift action.
  
  GRM7-04 The Threat Within
  Page 46
  Advanced Learning (Ex): At 3rd level, you can add a new spell to your list, representing the result of
  personal study and experimentation.  The spell must be a sorcerer/wizard spell of the enchantment or
  illusion school and of a level no higher than that of the highest-level spell you already know. Once a new
  spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.
  You gain another new spell at 7th, 11th, 15th, and 19th level.
  Silent Spell: At 5th level, you gain Silent Spell as a bonus feat.
  Still Spell: At 10th level, you gain Still Spell as a bonus feat.
  Spells per Day
  Level
  Base
  Attack
  Bonus
  Fort
  Save
  Ref
  Sav
  e
  Will
  Save Special
  0
  1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  1st
  +0
  +0
  +0
  +2
  Armored mage,
  trapfinding
  5
  3
  –
  –
  –
  –
  –
  –
  –
  –
  2nd
  +1
  +0
  +0
  +3
  Cloaked casting (+1 DC),
  surprise casting
  6
  4
  –
  –
  –
  –
  –
  –
  –
  –
  3rd
  +1
  +1
  +1
  +3
  Advanced learning
  6
  5
  –
  –
  –
  –
  –
  –
  –
  –
  4th
  +2
  +1
  +1
  +4
  -
  6
  6
  3
  –
  –
  –
  –
  –
  –
  –
  5th
  +2
  +1
  +1
  +4
  Silent Spell
  6
  6
  4
  –
  –
  –
  –
  –
  –
  –
  6th
  +3
  +2
  +2
  +5
  Surprise casting (move
  action)
  6
  6
  5
  3
  –
  –
  –
  –
  –
  –
  7th
  +3
  +2
  +2
  +5
  Advanced learning
  6
  6
  6
  4
  –
  –
  –
  –
  –
  –
  8th
  +4
  +2
  +2
  +6
  Cloaked casting (+2 to
  overcome SR)
  6
  6
  6
  5
  3
  –
  –
  –
  –
  –
  9th
  +4
  +3
  +3
  +6
  -
  6
  6
  6
  6
  4
  –
  –
  –
  –
  –
  10th
  +5
  +3
  +3
  +7
  Still Spell
  6
  6
  6
  6
  5
  3
  –
  –
  –
  –
  11th
  +5
  +3
  +3
  +7
  Advanced learning
  6
  6
  6
  6
  6
  4
  –
  –
  –
  –
  12th
  +6/+1
  +4
  +4
  +8
  -
  6
  6
  6
  6
  6
  5
  3
  –
  –
  –
  13th
  +6/+1
  +4
  +4
  +8
  -
  6
  6
  6
  6
  6
  6
  4
  –
  –
  –
  14th
  +7/+2
  +4
  +4
  +9
  Cloaked casting (+2 DC)
  6
  6
  6
  6
  6
  6
  5
  3
  –
  –
  15th
  +7/+2
  +5
  +5
  +9
  Advanced learning
  6
  6
  6
  6
  6
  6
  6
  4
  –
  –
  16th
  +8/+3
  +5
  +5
  +10
  -
  6
  6
  6
  6
  6
  6
  6
  5
  3
  –
  17th
  +8/+3
  +5
  +5
  +10
  -
  6
  6
  6
  6
  6
  6
  6
  6
  4
  –
  18th
  +9/+4
  +6
  +6
  +11
  -
  6
  6
  6
  6
  6
  6
  6
  6
  5
  3
  19th
  +9/+4
  +6
  +6
  +11
  Advanced learning
  6
  6
  6
  6
  6
  6
  6
  6
  6
  4
  20th
  +10/+5 +6
  +6
  +12
  Cloaked casting
  (overcomes SR)
  6
  6
  6
  6
  6
  6
  6
  6
  6
  5
  Beguiler Spell List
  0 Level: dancing lights, daze, detect magic, ghost sound, message, open/close, read magic.
  1st Level: charm person, color spray, comprehend languages, detect secret doors, disguise self,
  expeditious retreat, hypnotism, mage armor, obscuring mist, rouse, silent image, sleep, undetectable
  alignment, whelm.
  
  GRM7-04 The Threat Within
  Page 47
  2nd Level: blinding color surge, blur, daze monster, detect thoughts, fog cloud, glitterdust, hypnotic
  pattern, invisibility, knock, minor image, mirror image, misdirection, see invisibility, silence spider climb,
  stay the hand, touch of idiocy, vertigo, whelming burst.
  3rd Level: arcane sight, clairaudience/clairvoyance, crown of veils, deep slumber, dispel magic,
  displacement, glibness, halt, haste, hesitate, hold person, inevitable defeat, invisibility sphere, legion of
  sentinels, major image, nondetection, slow, suggestion, vertigo field, zone of silence.
  4th Level: charm monster, confusion, crushing despair, freedom of movement, greater invisibility, greater
  mirror image, locate creature, mass whelm, phantom battle, rainbow pattern, solid fog.
  5th Level: break enchantment, dominate person, feeblemind, friend to foe, hold monster, incite riot, mind
  fog, Rary’s telepathic bond, seeming, sending, swift etherealness.
  6th Level: greater dispel magic, mass suggestion, mislead, overwhelm, repulsion, shadow walk, true
  seeing, veil.
  7th Level: ethereal jaunt, greater arcane sight, mass hold person, mass invisibility, phase door, power
  word blind, project image, spell turning.
  WARMAGE (CA P10-14)
  Some spellcasters care for only one thing: war. They dream of steel and mighty blasts of devastating
  magic, the march of troops, and the unleashed destruction found on battlefields everywhere. Graduates
  of special arcane war colleges, those known as warmages are drilled only and utterly in the casting of
  spells most useful for laying down destruction, confusing an enemy, or screening an allied action. The
  utilitarian spells used by wizards and sorcerers have little importance to a warmage's way of thinking.
  What are support casters for, after all? A warmage cares only for success on the battlefield, or, in some
  cases, in the series of smaller campaigns favored by adventuring companies.
  Adventures: Warmages sign up for stints with adventuring companies that require straightforward,
  military-style blasting magic. Warmages hone and develop their arts through action rather than study, so
  without prolonged use of their powers in combat they cannot reach the pinnacle of their profession. Good-
  aligned warmages are concerned with rebuffing the movements of warlike groups-who better to blast into
  smoking ruin than those who have it coming? Evil-aligned warmages feel no constraints on who might
  become the targets of their spells. They adventure to gain destructive power.
  Characteristics: Warm ages access their magic peculiarly, at least compared to the way wizards,
  sorcerers, and clerics do. A warmage selects his spells from a limited pool of know 1edge that rarely
  changes. Early in their difficult training, warmage instill deep within themselves the knowledge of all the
  spells they will ever need. Warmages know fewer spells than wizards and even sorcerers, but the spells
  they do know are enhanced.
  Warmages do not need to study spellbooks, but they do need to prepare their spells each day by
  pending time to call up the knowledge from their unconscious minds. Warmages do not specialize in
  schools of magic the way wizards can.
  In their training, warmages also learn a few mundane warlike skills. They develop proficiency with
  some weapons and armor, learning to use such items without incurring a risk of arcane spell failure.
  Alignment: Because all alignments must be prepared to fight for their causes, warmages might be
  found among virtually any army that use spellcasting as artillery on the battlefield.
  Religion: Some warmages favor Boccob (deity of magic), while others follow Wee Jas (deity of death
  and magic). Many warmages revere no deity at all.
  Background: Warmages are chosen (or apply) to attend special arcane war colleges. Such colleges
  are not for the weak of spirit. The rigors of both body and mind bear little resemblance to the
  apprenticeship undergone by regular wizards, or the self-taught fumbling of sorcerers. Warmage colleges
  are more similar to boot camp sponsored by large nation-states. Throughout their training, warmages are
  forced to wear ponderous garments (meant to familiarize their bodies with the limitations of movement in
  armor) while drilling constantly with spells, most of which are too high in level to be cast by the student.
  This vigorous drilling instills the spells in a warmage's unconscious mind, 0 that as he grow in power
  Later in life, those spells become available for his use without his needing a spellbook.
  After their training, warmages share a deep feeling of camaraderie with their fellow students and
  continue to feel a slight affection for any well-run military outfit.
  
  GRM7-04 The Threat Within
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  Races: Most warmages are humans or half-elves. But the toughness of spirit needed to survive a
  term at an arcane war college can manifest itself in any of the common races. It is rare for savage
  humanoids to be accepted into a war college, though some of the more organized societies might set up
  their own war colleges for arcane spellcasters.
  Other classes: Warmages and they have little in common with sorcerers and wizards, who learn
  their' craft without the rigors or discipline of a warmage's apprenticeship. In fact, warmages are likely to
  be 'more comfortable with the regimented classes-those that appreciate military training - such as
  paladins, monks, and fighters.
  Role: The warmage's spell selection is already determined. He is the ranged magical artillery that
  military troops rely on, or the center of a smaller adventuring company's offensive power. An adventuring
  company with a warmage should strongly consider including a second spellcaster, such as a bard, cleric,
  druid, or even a wizard, to complement the warmage's offensive focus with defensive and utilitarian
  abilities.
  Game Rule Information
  Warmages have the following game statistics.
  Abilities: Charisma determines how powerful a spell a warmage can cast, how many spells a warm
  age can cast per day, and how hard those spells are to resist (see Spells, below). A warmage's
  Intelligence bonus is added to damage dealt by spells through his warmage edge ability. Like a sorcerer
  or wizard, a warmage benefits from high Dexterity and Constitution scores.
  Alignment: Any.
  Hit Die: d6.
  Class Skills
  The warmage's class skills (and the key ability for each skill) are Concentration (Can), Craft (1m),
  Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Profession (Wis), and Spellcraft
  (Int).
  Skill Points at 1st Level: (2 + 1m modifier) X 4.
  Skill Points at Each Additional Level: 2 + Int modifier.
  Class Features
  All the following are class features of the warmage.
  Weapon and Armor Proficiency: Warmages are proficient with all simple weapons, light armor, and
  light shields. At 8th level, a warmage gains proficiency with medium armor (see Armored Mage, below).
  Spells: A warmage casts arcane spells (the same type of spells available to sorcerers and wizards),
  which are drawn fro01 the warmage spell list given below. He can cast any spell he knows without
  preparing it ahead of time the way a cleric or wizard must. When a warmage gains access to a new level
  of spells, he automatically knows all the spells for that level listed on the warmage's spell list. Essentially,
  his spell list is the same as his spells known list. Warmages also have the option of adding to their
  existing spell list through their advanced learning ability as they increase in level (see below). See page
  90 for the Warmage's spell list.
  To cast a spell, a warmage must have a Charisma score of 10 + the spell's level (Cha 10 for o-level
  spells, Cha 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a
  warmage's spell is 10 + the spell's level + the warmage's Charisma modifier. Like other spellcasters, a
  warmage can cast only a certain number of spells of each spell level per day. His base daily spell
  allotment is given on Table 1-1: The Warmage. In addition, he receives bonus spells for a high Charisma
  score (see Table 1-1, page 8 of the Player’s Handbook).
  Unlike a cleric or a wizard, a warmage need not prepare his spells in advance. He can cast any spell
  he knows at any time, assuming he has not yet used up his spells per day for that spell level.
  Armored Mage (Ex): Normally, armor of any type interferes with an arcane spel1caster's gestures,
  which can cause his spells to fail (if those spells have somatic components). A warmage's limited focus
  and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light
  armor and light shields. This training does not extend to medium or heavier armors, nor to heavy shields.
  Nor does this ability apply to spells gained from a different spell casting class.
  At 8th level, a warmage learns to use medium armor with no chance of arcane spell failure.
  
  GRM7-04 The Threat Within
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  Warmage Edge (Ex): A warmage is specialized in dealing damage with his spells. Whenever a
  warmage casts a spell that deals hit point damage, he adds his Intelligence bonus (if any) to the amount
  of damage dealt. For instance, if a 1st-level warmage with 17 Intelligence casts magic missile, he deals
  ld4+1 points of damage normally, plus an extra 3 points of damage due to his Intelligence bonus. The
  bonus from the warmage edge special ability applies only to spells that he casts as a warmage, not to
  those he might have by virtue of levels in another class.
  A single spell can never gain this extra damage more than once per casting. For instance, a fireball
  deals the extra damage to all creatures in the area it affects. However, if a 3rd-level warmage casts
  magic missile and produces two missiles, only one of them (of the warmage's choice) gains the extra
  damage, even if both missiles are directed at the same target. If a spell deals damage for more than 1
  round, it deals this extra damage in each round.
  Scrolls scribed by a warmage do not gain in any benefit from warmage edge. Scrolls activated by a
  warmage also gain no benefit from warmage edge. The same is true for most other magic items, such as
  wands and potions. However, staffs activated by a warmage use not only the warmage's caster level but
  also gain the benefits of the warmage edge, if applicable.
  Advanced Learning (Ex): At 3d, 6th, 11th, and 16th level, a warmage can add a new spell to his list,
  representing the result of personal study and experimentation. The spell must be a wizard spell of the
  evocation school, and of a level no higher than that of the highest-level spell the warmage already knows.
  Once a new spell is selected, it is forever added to that warmage's spell list and can be cast just like any
  other spell on the warmage's list.
  Sudden Empower: At 7th level, a warmage gains Sudden Empower (described in Chapter 3) as a
  bonus feat. If he already has the feat, he can choose a different metamagic feat.
  Sudden Enlarge: At 10th level, a warm age gains Sudden Enlarge (described in Chapter 3) as a
  bonus feat. If he already has the feat, he can choose a different metamagic feat.
  Sudden Widen: At 15th level, a warmage gains Sudden Widen (described in Chapter 3) as a bonus
  feat. If he already has the feat, he can choose a different metamagic feat.
  Sudden Maximize: At 20th level a warmage gains Sudden Maximize (described in Chapter 3) as a
  bonus feat. If he already has the feat, he can choose a different metamagic feat.
  Warmage Spells
  0-level (cantrips): Acid Splash, Disrupt Undead, Light, Ray of Frost.
  1st: Accuracy, Chill Touch, Fist of Stone, Magic Missile, Orb of Acid, Lesser, Orb of Cold, Lesser,
  Orb of Electricity, Lesser, Orb of Fire, Lesser, Orb of Sound, Lesser, Shocking Grasp, True Strike.
  2nd: Blades of Fire, Continual Flame, Fire Trap, Fireburst, Flaming Sphere, Ice Knife, Melf's Acid
  Arrow, Pyrotechnics, Scorching Ray, Shatter, Whirling Blade.
  3rd: Fire Shield, Fireball, Gust of Wind, Ice Storm, Lightning Bolt, Poison, Ring of Blades, Sleet
  Storm, Stinking Cloud,
  4th: Blast of Flame, Evard's Black Tentacles, Orb of Acid, Orb of Cold, Orb of Electricity, Orb of Fire,
  Orb of Force, Orb of Sound, Phantasmal Killer, Shout, Wall of Fire,.
  5th: Arc of Lightning, Cloudkill, Cone of Cold, Fire Shield, Mass, Fireburst, Greater, Flame Strike,
  Prismatic Ray.
  6th: Acid Fog, Blade Barrier, Circle of Death, Disintegrate, Fire Seeds, Otiluke's Freezing Sphere,
  Tenser's Transformation.
  7th: Delayed Blast Fireball, Earthquake, Finger of Death, Fire Storm, Mordenkainen's Sword,
  Prismatic Spray, Sunbeam, Waves of Exhaustion.
  8th: Horrid Wilting, Incendiary Cloud, Polar Ray, Prismatic wall, Scintillating Pattern, Shout, Greater,
  Sunburst.
  9th: Elemental Swarm, Implosion, Meteor Swarm, Prismatic Sphere, Wail of the Banshee, Weird.
  Table 1-2: The Warmage
  Spells per Day
  Level
  Base
  Attack
  Bonus
  Fort
  Save
  Ref
  Sav
  e
  Will
  Save Special
  0
  1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  1st
  +0
  +0
  +0
  +2
  Armored mage (light),
  warmage edge
  5
  3
  –
  –
  –
  –
  –
  –
  –
  –
  
  GRM7-04 The Threat Within
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  2nd
  +1
  +0
  +0
  +3
  6
  4
  –
  –
  –
  –
  –
  –
  –
  –
  3rd
  +1
  +1
  +1
  +3
  Advanced learning
  6
  5
  –
  –
  –
  –
  –
  –
  –
  –
  4th
  +2
  +1
  +1
  +4
  6
  6
  3
  –
  –
  –
  –
  –
  –
  –
  5th
  +2
  +1
  +1
  +4
  6
  6
  4
  –
  –
  –
  –
  –
  –
  –
  6th
  +3
  +2
  +2
  +5
  Advanced learning
  6
  6
  5
  3
  –
  –
  –
  –
  –
  –
  7th
  +3
  +2
  +2
  +5
  Sudden Empower
  6
  6
  6
  4
  –
  –
  –
  –
  –
  –
  8th
  +4
  +2
  +2
  +6
  Armored mage (medium)
  6
  6
  6
  5
  3
  –
  –
  –
  –
  –
  9th
  +4
  +3
  +3
  +6
  6
  6
  6
  6
  4
  –
  –
  –
  –
  –
  10th
  +5
  +3
  +3
  +7
  Sudden Enlarge
  6
  6
  6
  6
  5
  3
  –
  –
  –
  –
  11th
  +5
  +3
  +3
  +7
  Advanced learning
  6
  6
  6
  6
  6
  4
  –
  –
  –
  –
  12th
  +6/+1
  +4
  +4
  +8
  6
  6
  6
  6
  6
  5
  3
  –
  –
  –
  13th
  +6/+1
  +4
  +4
  +8
  6
  6
  6
  6
  6
  6
  4
  –
  –
  –
  14th
  +7/+2
  +4
  +4
  +9
  6
  6
  6
  6
  6
  6
  5
  3
  –
  –
  15th
  +7/+2
  +5
  +5
  +9
  Sudden Widen
  6
  6
  6
  6
  6
  6
  6
  4
  –
  –
  16th
  +8/+3
  +5
  +5
  +10
  Advanced learning
  6
  6
  6
  6
  6
  6
  6
  5
  3
  –
  17th
  +8/+3
  +5
  +5
  +10
  6
  6
  6
  6
  6
  6
  6
  6
  4
  –
  18th
  +9/+4
  +6
  +6
  +11
  6
  6
  6
  6
  6
  6
  6
  6
  5
  3
  19th
  +9/+4
  +6
  +6
  +11
  6
  6
  6
  6
  6
  6
  6
  6
  6
  4
  20th
  +10/+5 +6
  +6
  +12
  Sudden Maximize
  6
  6
  6
  6
  6
  6
  6
  6
  6
  5
  NEW FEATS
  Flick of the Wrist (Complete Warrior)
  With a single motion, you can draw a light weapon and make a devastating attack.
  Prerequisites: Dex 17, Sleight of Hand 5 ranks, Quick Draw.
  Benefits: If you draw a light weapon and make a melee attack with it in the same round, you catch
  your opponent flat-footed (for the purpose of this attack only). You may use this feat only once per round
  and once per opponent during any single combat encounter.
  Improved Toughness (Complete Warrior)
  You are significantly tougher than normal.
  Prerequisites: Base Fortitude save bonus +2.
  Benefits: You gain a number oh tit points equal to your current Hit Dice. Each time you gain a HD
  (such as by gaining a level) you gain 1 additional hit point. If you lose a HD (such as by losing a level),
  you lose 1 hit point permanently.
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats.
  Improved Two Weapon Defense (Complete Warrior)
  You gain a significant defensive advantage while fighting with two weapons.
  Prerequisite: Dex 17, Two Weapon Defense, Two Weapon Fighting, base attack bonus +6..
  Benefit: When wielding two weapons (not including natural weapons or unarmed strikes), you gain a
  +2 shield bonus to your Armor Class.
  When you are fighting defensively or using the total defense action, this shield bonus increases to +4.
  Special: A fighter may select Improved Two Weapon Defense as one of his bonus fighter feats.
  Oversized Two Weapon Fighting (Complete Adventurer)
  You are adept at wielding larger than normal weapons in your off hand.
   
  Prerequisite: Str 13, Two-Weapon Fighting.
  Benefit: When wielding a one-handed weapon in your off hand, you take penalties for fighting with
  two weapons as if you were wielding a light weapon in your off hand (see page 160 of the Player’s
  Handbook.
  Special: A fighter may select Improved Two Weapon Defense as one of his bonus fighter feats.
  
  GRM7-04 The Threat Within
  Page 51
  Power Critical (Complete Warrior)
  Choose one weapon, such as a longsword or a greataxe. With that weapon, you know how to hit where it
  hurts.
  Prerequisites: Weapon focus with weapon, base attack bonus +4.
  Benefits: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.
  Special: A fighter may select Power Critical as one of his fighter bonus feats. You can gain the
  Power Critical multiple times. Each time you take the feat, it may be with a different weapon or the same
  weapon. If you take it with the same weapon, the effects of the feats stack.
  Ranged Spell Specialization (Complete Arcane)
  You deal more damage with ranged touch attack spells.
  Prerequisite: Weapon Focus (ranged spell), caster level 4th.
  Benefit: Damage-dealing spells that require a ranged touch attack roll gain a +2 bonus on the
  damage they deal. This extra damage applies only to the first successful attack of spells that create
  multiple rays or missiles, or to the first round of damage for spells that deal damage over multiple rounds
  on a single successful attack (such as Melf’s Acid Arrow). Because you must be able to strike precisely,
  the extra damage applies only to targets within 30’ Only spells that deal hit point damage can be affected
  by this feat.
  NEW ITEMS
  Memento Magica (Races of the Dragon)
  Sorcerers, bards and all spontaneous spellcasters of all sorts can benefit from a memento magica.
  Effect: A memento magica is a great aid to spontaneous spellcasters such as sorcerers, bard, and
  favored souls (see Complete Divine page 6), much as a pearl of power is to casters who prepare spells.
  Once per day on command, a memeto magica enables its possessor to regain any one spell slot that she
  had previously used that day. The spell slot is available just as if a spell had not been cast. A memento
  magica can only recall a spell slot of the level it was created to hold. Different mementos magica exist for
  recalling one spell slot per day of each level from 21st through 9th.
  Strong Transmutation; CL 17th; Craft Wondrous Item, creator must be able to spontaneously cast
  spells of the spell level to be recalled; Price 1,500 gp (1st), 6,000 gp (2nd), 13,500 gp (3rd), 24,000 gp
  (4th), 37,500 gp (5th), 54,000 gp (6th), 73,500 gp (6th), 73,500 gp (7th), 96,000 gp (8th), 121,500 (9th).;
  Weight -.
  NEW SPELLS
  Accuracy (CA p96)
  Transmutation
  Level: Warmage 1, wu jen 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Touch
  Targets: One thrown weapon/level touched or one projectile weapon touched
  Duration: 10 min./level
  Saving Throw: Will negates (harmless, object)
  Spell Resistance: Yes (harmless object)
  When you cast this spell, you enhance one or more thrown weapons or one projectile weapon to
  improve its chance of hitting distant targets. For the duration of the spell, the range increment for the
  affected weapon or weapons is doubled.
  Material Component: Ink used to scribe a mystical character on each weapon affected by the spell.
  Blades of Fire (Spell Compendium p31)
  Conjuration (Creation) [Fire]
  
  GRM7-04 The Threat Within
  Page 52
  Level: Ranger 2, sorcerer/wizard 2, warmage 2
  Components: V
  Casting Time: 1 swift action
  Range: Touch
  Targets: Up to two melee weapons you are wielding
  Duration: 1 round
  Saving Throw: None
  Spell Resistance: No
  Flames sheathe your melee weapons, harming neither you nor the weapons but possibly burning
  your opponents. Your melee weapons each deal an extra 1d6 points of fire damage. This damage stacks
  with any energy damage your weapons already deal.
  Blinding Color Surge (Players Handbook Two)
  Illusion (Glamour)
  Level: Beguiler 2, sorcerer/wizard 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: You and one creature
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  You strip the color from your body and gear, turn it into a lance of energy, and hurl it at a target.  When
  you cast this spell you target a creature with the colors stripped from your form.  The target must make a
  Will save or be blinded for 1 round.
  You also gain the benefit of invisibility, for the duration of this spell, even if the target creature
  succeeds on its save or if its spell resistance protects it.
  Focus: A small prism.
  Cone of Dimness (Spell Compendium p50)
  Illusion (Phantasm) [Mind-Affecting]
  Level: Sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: 60 ft.
  Area: Cone-shaped burst
  Duration: 1 round/level
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  Creatures in the cone must succeed on a Will save or believe darkness has engulfed them, rendering
  them blinded. A creature that makes its initial Will save suffers no ill effects.
  A creature that fails its initial save can attempt a new saving throw each round until it succeeds or the
  spell expires. Failing the subsequent saving throws results in continued blindness. Success on a later
  save means the creature feels its vision beginning to clear, although its vision remains dim and hazy for
  the remainder of the spell. This results in a 20% miss chance for any attack the creature makes.
  Crown of Veils (Players Handbook Two)
  Illusion (Figment)
  Level: Bard 2, beguiler 3, sorcerer/wizard 3
  Components: V, S, F
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level (D) or until discharged
  
  GRM7-04 The Threat Within
  Page 53
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  This spell creates a magic crown infused with illusion magic.  The spell’s recipient gains a +2 bonus
  on Disguise and Hide checks.
  As an immediate action, the creature wearing the crown of veils can discharge its magic to gain a +8
  competence bonus on a single Disguise or Hide check.  The spell ends after the wearer uses the crown
  in this manner.
  The crown occupies space on the body as a headband, hat, or helm.  If the crown is removed, the
  spell immediately ends.
  Focus: A brass hoop 6 inches in diameter.
  Distract Assailant (Spell Compendium p69)
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Assassin 1, sorcerer/wizard 1
  Components: V, S, M
  Casting Time: 1 swift action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  The subject of this spell is distracted, flinching at blows that seem to come from the shadows. A
  creature affected by this spell is flat-footed until the beginning of its next turn.
  Material Component: The dried wing of a fly.
  Fireburst (Spell Compendium p93)
  Evocation [Fire)
  Level: Sorcerer/wizard 2, warmage2
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 5 ft.
  Effect: Burst of fire extending 5 ft. from you
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  Fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 5 feet of
  you. All creatures and objects within that area, except for you and any creatures or objects that share
  your space, take 1d8 points of fire damage per caster level (maximum 5d8).
  Material Component: A bit of sulfur.
  Fist of Stone (Spell Compendium p94)
  Transmutation [Earth]
  Level: Sorcerer/wizard 1, warmage 1
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 minute
  You transform one of your hands into a mighty fist of living stone, gaining a +6 enhancement bonus
  to Strength for purposes of attacks, grapple checks, or breaking and crushing items. In addition, you gain
  the ability to make one natural slam attack as a standard action, dealing 1d6 points of damage plus your
  new Strength bonus (or 1-1/2 times your Strength bonus if you make no other attacks that round). au can
  make the slam attack as a natural secondary attack with the normal -5 penalty (or -2 penalty if you have
  the Multiattack feat; See page 304 of the Monster Manual) as part of a full attack action. However, you
  
  GRM7-04 The Threat Within
  Page 54
  cannot gain more than one slam attack per round with this spell due to a high base attack bonus (+6 or
  higher).
  Your fist undergoes no change in size or form, remaining as flexible and responsive as it would
  normally be while under the spell's effect.
  Material Component: A pebble inscribed with a stylized fist design.
  Hail of Stone (Spell Compendium p108)
  Conjuration (Creation) [Earth]
  Level: Wu jen 1 (earth), warmage 1
  Components: V, S, M
  Casting Time: 1 round
  Range: Medium (100 ft. + 10 ft./level)
  Area: Cylinder (5-ft. radius, 40 ft. high)
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: Yes
  You create a rain of stones that deals 1d4 points of damage per caster level (maximum 5d4) to
  creatures and objects within the area.
  Material Component: A piece of jade worth 5 gp.
  Halt (Players Handbook Two)
  Transmutation
  Level: Bard 3, beguiler 3, duskblade 3, sorcerer/wizard 3
  Components: V
  Casting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One creature
  Duration: 1 round
  Saving Throw: Will negates
  Spell Resistance: Yes
  The subject creature’s feet (or whatever pass for its feet) become momentarily stuck to the floor.  The
  creature must stop moving, and cannot move farther in its current turn.  This spell has no effect on
  creatures that are not touching the ground (such as flying creatures), and the subject can still use a
  standard action (if it has one available in this round) to move by means of teleportation magic.
  You can cast this spell even when it’s not your turn; however, you must cast it before your opponent
  finishes its movement on its current turn to gain the benefit.
  Hesitate (Players Handbook Two)
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Bard 3, beguiler 3, cleric 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 immediate action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level (D); see text
  Saving Throw: Will negates; see text
  Spell Resistance: Yes
  You fill a subject with doubts and misgivings, making it believe it is inferior to you.  On a failed save,
  the subject can take no action other than a move action on its current turn.  Hesitate confers no special
  bonuses for attackers attempting to hit the subject; the subject still defends itself.  If you attack the
  affected creature, the spell ends immediately.
  Each round, as a swift action at the start of its turn, the subject can attempt a new saving throw to
  end the effect.  If the save succeeds, the subject can then act normally.
  You can cast this spell even when it’s not your turn; however, you must cast it at the start of your
  opponent’s turn to gain the benefit.
  
  GRM7-04 The Threat Within
  Page 55
  Ice Knife (Spell Compendium p119)
  Conjuration (Creation) [Cold]
  Level: Assassin 2, Wu Jen 2 (water), Warmage 2
  Components: S, M
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Effect: One icy missile
  Duration: Instantaneous
  Saving Throw: See text
  Spell Resistance: Yes
  A magical shard of ice blasts from your hand and speeds to its target. You must succeed on a normal
  ranged attack to hit (with a +2 bonus on the attack roll for every two caster levels). If it hits, an ice knife
  deal 2d8 points of cold damage plus 2 points of Dexterity damage (no Dexterity damage on a successful
  Fortitude save). Creatures that have immunity to cold damage also take no Dexterity damage
  automatically.
  A knife that misses creates a shower of ice crystals in a 10-foot-radius burst (see Missing with a
  Thrown Weapon, page 158 of the Player’s Handbook, to determine where the shard hits). The icy burst
  deals ld8 points of cold damage to all creatures within the area of the effect (Reflex half).
  Material Component: A drop of water or piece of ice.
  Inevitable Defeat (Players Handbook Two)
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Beguiler 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: One creature
  Duration: 1 round/level
  Saving Throw: None and Will negates; see text
  Spell Resistance: Yes
  You draw a cloud over the subject’s mind, dealing 3d6 points of nonlethal damage.  No saving throw
  is allowed against this effect.  Each round on its turn, the subject must succeed on a Will save or take
  another 3d6 points of nonlethal damage.  If the saving throw is successful, the damage for that round is
  negated and the spell ends.
  Legion of Sentinels (Players Handbook Two)
  Illusion (Shadow)
  Level: Beguiler 3, sorcerer/wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 10-ft.-radius emanation centered on a point in space
  Duration: 1 round/level
  Saving Throw: None
  Spell Resistance: No
  A ghostly, incorporeal swordfighter appears in each square covered by this spell’s area.  A
  swordfighter can share a space with another creature or object.  Each swordfighter threatens the squares
  adjacent to it and can make one attack of opportunity per round.  The swordfighters do not hinder
  movement, block terrain, or block line of effect.  They can flank an opponent with each other and with
  your allies.
  Each swordfighter has hit points equal to twice your caster level and an Armor Class of 25.  It makes
  saving throws or checks with a bonus equal to your caster level.
  Material Component: A pewter swordfighter miniature figure.
  
  GRM7-04 The Threat Within
  Page 56
  Mirror Image, Greater (Players Handbook Two)
  Illusion (Figment)
  Level: Bard 4, beguiler 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 immediate action
  Range: Personal; see text for mirror image (PH 254)
  Target: You
  Duration: 1 minute/level (D)
  This spell functions like mirror image, except that an additional image is created in each round after
  the first, up to a maximum of eight concurrent images.  If all images are destroyed the spell ends.
  This spell also differs from mirror image in that you can cast this spell even when it’s not your turn.
  Orb of Acid, Lesser (Spell Compendium p150)
  Conjuration (Creation) [Acid]
  Level: Sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2Ievels)
   Effect: One orb of acid
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Your quick, precise movements culminate in your open palm facing your target. An orb of dark green
  acid flies from your hand.
  An orb of acid about 2 inches across shoots from your palm at its target, dealing ld8 points of acid
  damage. You must succeed on a ranged touch attack to hit your target.
  For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd
  level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher.
  Orb of Cold, Lesser (Spell Compendium p151)
  Conjuration (Creation) [Cold]
  Level: Sorcerer/wizard 1, warmage 1
  Effect: One orb of cold
  This spell functions like lesser orb of acid, except that it deals cold damage.
  Orb of Electricity, Lesser (Spell Compendium p151)
  Conjuration (Creation) [Electricity]
  Level: Sorcerer/wizard 1, warmage 1
  Effect: One orb of electricity
  This spell functions like lesser orb of acid, except that it deals electricity damage.
  Orb of Fire, Lesser (Spell Compendium p151)
  Conjuration (Creation) [Fire]
  Level: Sorcerer/wizard 1, warmage 1
  Effect: One orb of fire
  This spell functions like lesser orb of acid, except it deals fire damage.
  Orb of Sound, Lesser (Spell Compendium p151)
  Conjuration (Creation) [Sonic]
  Level: Sorcerer/wizard 1, warmage 1
  Effect: One orb of sonic energy
  This spell functions like lesser orb of acid, except it deals 1d6 points of sonic damage, plus an
  additional ld6 points of damage per two caster levels beyond 1st: 2d6 at 3rd level, 3d6 at 5th level, 4d6 at
  7th level, and the maximum of 5d6 at 9th level or higher.
  
  GRM7-04 The Threat Within
  Page 57
  Phantom Battle (Players Handbook Two)
  Illusion (Figment)
  Level: Bard 3, beguiler 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: 1 round/level
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell creates the illusion of a fierce battle.  Your enemies move cautiously and pass up the
  opportunity to strike their foes, since the roar and confusion of the battle distracts them.
  All creatures within the area of the spell that fail their saving throws cannot make attacks of
  opportunity.  In addition, all creatures within the area are considered flanked.  A creature ignores these
  effects when it leaves the spell’s area.  If a creature reenters the spell’s area after leaving it, the creature
  can attempt another save to resist the spell if its initial save failed.  A creature that enters the area for the
  first time after the spell is cast must also make a saving throw to resist the effect.
  A phantom battle spell produces noise appropriate to a mob of creatures locked in battle. Anyone in
  the battle can plainly see that the conjured fighters are no threat, since they strike solely at other phantom
  warriors, but the din, tumult, and confusion make it difficult to focus on the true foes at hand.  A creature
  that succeeds on its save can still see the spectral outline of the illusion, but is able to block out the
  distraction and fight as normal.
  When you cast this spell, you can choose for it not to affect a number of allies you designate
  as less than or equal to your caster level.
  Rainbow Blast (Spell Compendium p165)
  Evocation [Light]
  Level: Sorcerer / Wizard 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: 120 ft.
  Area: 120-ft. line
  Duration: Instantaneous
  Saving Throw: Reflex half
  Spell Resistance: Yes
  From your splayed fingers shoots a beam of mixed energy and multihued lights. The beam burns and
  freezes, sizzles and screams.
  This spell is a wide-spectrum blast of radiant energy composed of all five energy types. Rainbow
  Blast deals 1d6 points of damage from each of the five energy types (acid, cold, electricity, fire and
  sonic), for a total of 5d6 points of damage. Creatures apply resistance to energy separately for each type
  of damage.
  As you gain in levels, the damage die increases in size. At 7th level the spell deals 5d8 points of
  damage, at 9th level it deals 5d10 points of damage, and at 11th level it deals 5d12 points of damage –
  one die for each of the five energy types.
  Focus: A small clear gem or crystal prism worth at least 50 gp.
  Ring of Blades (Spell Compendium p177)
  Conjuration (Creation)
  Level: Cleric 3, warmage 3
  Components: V, S, M
  Casting Time: 1 standard action
  Range: Personal
  Target: You
  Duration: 1 min./level
  
  GRM7-04 The Threat Within
  Page 58
  This spell conjures a horizontal ring of swirling metal blades around you. The ring extends 5 feet from
  you, into any squares adjacent to your space, and it moves with you as you move. Each round on your
  turn, starting when you cast the spell, the blades deal 1d6 points of damage +1 point per caster level
  (maximum +10) to all creatures in the affected area.
  The blades conjured by a lawful aligned cleric are cold iron, those conjured by a chaotic-aligned cleric
  are silver, and those conjured by a cleric who is neither lawful nor chaotic are steel.
  Material Component: A small dagger.
  Rouse (Players Handbook Two)
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Beguiler 1, duskblade 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 10-ft.-radius burst
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  With a loud snap of your fingers, you cause any sleeping creatures in the spell’s area to awaken.
  This spell has no effect on creatures that are unconscious due to being reduced to negative hit points
  or that have taken nonlethal damage in excess of their current hit points.
  Stay the Hand (Players Handbook Two)
  Enchantment (Charm) [Mind-Affecting]
  Level: Bard 1, beguiler 2, cleric 2, sorcerer/wizard 2
  Components: V
  Casting Time: 1 immediate action
  Range: Medium (100 ft. + 10 ft./level)
  Target: One humanoid
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  If the target creature fails it save against stay the hand, it refrains from attacking you or targeting you
  with spells for the remainder of the current round.
  You can cast this spell during an opponent’s turn after the opponent announces its intention to attack
  you or target you with a spell.  If the opponent becomes subject to this spell, it can choose a new target to
  attack, but it takes a -4 circumstance penalty on its attack roll due to the sudden change of intentions at
  the last second.  Likewise, the subject of the spell can redirect a spell that had been targeted on you, but
  must succeed on a Concentration check (DC 15 + the spell’s level) or the spell is wasted.
  Vertigo (Players Handbook Two)
  Illusion (Phantasm) [Fear, Mind-Affecting]
  Level: Bard 2, beguiler 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: 1 round/level (D)
  Saving Throw: Will disbelief
  Spell Resistance: No
  The subject of this spell becomes dizzy as the ground seems to drop away beneath its feet.  The
  subject must succeed on a DC 10 Balance check at the start of each turn to take a move action.
  If it fails, it cannot move.  If it fails the check by 5 or more, it falls prone.  While affected, the subject
  also takes a -2 penalty on attack rolls and saving throws.  Airborne creatures receive a +4 bonus on
  saves against this spell and do not need to make the Balance checks.
  
  GRM7-04 The Threat Within
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  Vertigo Field (Players Handbook Two)
  Illusion (Pattern)
  Level: Beguiler 3, sorcerer/wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Area: 20-ft.-radius spread
  Duration: 1 round/level
  Saving Throw: Fortitude partial; see text
  Spell Resistance: Yes
  This spell creates a field of illusory magic that hampers the movement and sense of any creature that
  enters it.  The area within the field counts as difficult terrain.  Attacks made through or from inside the
  field have a 20% miss chance.  A creature that begins its turn inside the field must make a Fortitude save
  of become nauseated for 1 round.  Once a creature fails this save, it does not need to make another save
  against this effect.
  When you cast this spell, you can choose for this nauseating effect not to apply to a number of allies
  you designate less than or equal to your caster level.  Those allies still treat the vertigo field as difficult
  terrain and have the 20% miss chance on attacks.
  Whelm (Players Handbook Two)
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Beguiler 1, sorcerer/wizard 1
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One living creature
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You launch a magical assault that wears at the target’s mind, dealing 1d6 points of nonlethal damage
  if it fails its saving throw.
  For every two caster levels beyond 1st, you deal an extra 1d6 points of nonlethal damage to the
  subject, to a maximum of 5d6 at 9th level.
  Whelm, Mass (Players Handbook Two)
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Beguiler 4, sorcerer/wizard 4
  Components: V, S
  Casting Time: 1 standard action
  Range: Close (25 ft. + 5 ft./2 levels)
  Targets: One living creature/level
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  This spell functions like whelm, except that it affects multiple targets and it deals 1d6 points of
  nonlethal damage per caster level to each subject, to a maximum of 10d6 at 10th level.
  Whelming Blast (Players Handbook Two)
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Beguiler 2, sorcerer/wizard 2
  Components: V, S
  Casting Time: 1 standard action
  Range: 30 ft.
  Area: Cone-shaped burst
  
  GRM7-04 The Threat Within
  Page 60
  Duration: Instantaneous
  Saving Throw: Will negates
  Spell Resistance: Yes
  You assail the mental faculties of creatures in the area, dealing 1d6 points of nonlethal damage per
  two caster levels (maximum 5d6 at 10th level) to each creature that fails its save.
  Whirling Blade (Spell Compendium p238)
  Transmutation
  Level: Bard 2, sorcerer/wizard 2, warmage 2
  Components: V, S, F
  Casting Time: 1 standard action
  Range: 60 ft.
  Effect: 60-ft. line
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  As you cast this spell, you hurl a single slashing weapon at your foes, magically striking at all
  enemies along a line to the extent of the spell's range. You make a normal melee attack, just as if you
  attacked with the weapon in melee, against each foe in the weapon's path, but you can choose to
  substitute your Intelligence or Charisma modifier (as appropriate for your spellcasting class) for your
  Strength modifier on the weapon's attack rolls and damage rolls. Even if your base attack bonus would
  normally give you multiple attack rolls, a whirling blade gets only one attack (at your best attack bonus)
  against each target. The weapon deals damage just as if you had swung it in melee, including any
  bonuses you might have from ability scores or feats.
  No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your
  hand after attempting the last of its attacks.
  Focus: A slashing melee weapon that the caster hurls.
  
  GRM7-04 The Threat Within
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  PLAYER HANDOUT #1 – LETTER FROM FERRULE GARDE
  Friends,
  Please see me immediately about an urgent matter. I am
  lodging upstairs at the Shining Song. Come up as soon as you are
  able.
  Special Constable,
  Ferrule Garde
  
  GRM7-04 The Threat Within
  Page 62
  PLAYER HANDOUT #2 – LETTER FROM FERRULE GARDE
  Good folk,
  Your presence at last night’s incident was commendable and has
  been noticed. Please see me immediately about an urgent matter.
  I am lodging upstairs at the Shining Song. Come up as soon as
  you are able.
  Special Constable,
  Ferrule Garde
  
  GRM7-04 The Threat Within
  Page 63
  PLAYER HANDOUT #3 – NOTES FOUND HIDDEN IN THE
  FLOOR
  Artair,
  Be careful in Ghostgate. We believe there is
  another spy there; her name is Celia. All our
  informant could tell us is that “her eyes do not
  match her face”. We do not know what this means.
  You may take a day or two in town to see if she
  reveals her presence at all, if you feel it
  prudent. Do not spend too much time there as
  getting the documents back to Shiboleth is of
  crucial importance.
  - Wayfinder Mortan Kulpak
  [Underneath the letter, in a different hand, you see the following:]
  Shipyards in danger?
        Shipyard Increased activity, but all in order.
  Zilchan Temple
  Refurbished dockside warehouse Dead End.
  Dead Ghost
  
  GRM7-04 The Threat Within
  Page 64
  PLAYER HANDOUT #4 – STOLEN DOCUMENTS FOUND ON
  SERLYN
  [The following is a summary of the stolen documents.]
  Two of the 2nd Flotilla’s ships will arrive in Ghostgate by the end of this month.  The remaining 2nd flotilla ships
  and 3rd flotilla  will be in position after the Jewel River campaign.
  1st Fleet  -Flagship
  GMS Sheldomar
  2nd Flotilla – Command Ship
  GMS Gwelchen
  GMS Hookhill
  GMS Shiboleth
  GMS Proman
  GMS Orlane
  3rd Flotilla – Command Ship
  GMS Berlikyn
  GMS Ander’s Falls
  GMS Cragmor
  GMS Buxton’s Crossing
  GMS Traziada
  The home port for the 2nd Flotilla and Fleet HQ will be Ghostgate.  The 3rd Flotilla will be stationed at a port
  designated by the Principality of Ulek.  Facilities for repair, maintenance and bivouacking of troops would be
  needed in Ghostgate and PoU. 
   
  Each longship has following complement:
  Eight files of marines (40 Marines and 8 NCOs, six of whom are Marine Sergeants and two who are
  Marine Staff Sergeants)
  Four files of mariners (20 Mariners and 4 NCOs, three of whom are Senior Mariners and one Petty
  Officer)
  Four files of oarsmen (20 Oarsmen and 4 Senior Oarsmen)
  A Marine Lieutenant commands the marine contingent
  A Mariner Lieutenant commands the mariner and oarsmen contingents
  A Captain commands the ship with a Petty Officer as staff.
  All present GRM Keelboats will be organized into the 1st flotilla. 
  Home port for Blue Division will be located at Ghost Gate.  
  Home port for 1st Flotilla HQ, Red and Green Division will be located at port constructed near Lortenford. 
  Yellow Division represents scattered keelboats.  One of the division located at Traziada.  One of the division is
  located near Fort Tribulation.  Two of the division are on Realstream. 
  Each 1st Flotilla Keelboat will be updated to the following complement as forces become trained in the
  following order: Green, Yellow, Red, Blue Division.  Experienced keelboat personnel will be transferred to the
  longships. 
  One file of oarsmen
  (five Oarsmen and a Senior Oarsman)
  One file of mariners
  (five Mariners and a Senior Mariner)
  Two files of marines
  (ten Marines and two Marine Sergeants)
  A Lieutenant in command with a Petty Officer as staff.
  
  GRM7-04 The Threat Within
  Page 65
  
  GRM7-04 The Threat Within
  Page 66
  CRITICAL EVENT SUMMARY: GRM7-04 THE THREAT WITHIN
  For use only at ConCarolinas2007 or before June 30, 2007
  1. Was Marist Serlyn captured or killed? 
  Yes
  No
  2.
  Were the military documents recovered?
  Yes
  No
  3. Did the PCs review the recovered military documents?
  Yes
  No
  If so, list player names/PC names here:
  Who else did they report the contents of the documents to?
  4.
  Was Terlius Jill implicated in the murder?
  Yes
  No
  5.
  Was Celia/Alisanda allowed to go free?
  Yes
  No
  6.
  Did the PCs fail to protect the reputation of Larelus Springflower?
  Yes
  No
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences,
  results that may not fit the above, etc):
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/597/Normal Scenarios/GRM7-04 - The Threat Within (APL 2-8)/GRM7-04 - The Threat Within.pdf