TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  GRM3-04 
   
   
   
   
   
   
  A Night in Birnham Woods 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Gran March Regional Adventure 
  Version 1.0 
   
  by George Harris 
   
   
  A trip through the countryside takes a detour when adventurers are needed to solve a string of murders in a small town. 
   Can they solve the crimes before more murders take place?  A Gran March regional adventure for APLs 2-12. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  After voting, give the Scoring Packet to your event 
  coordinator.  
  GRM3-04 A Night in Birnham Woods 
   
  Page 2 
  
  # 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 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are 
  given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask 
  them before the adventure begins whether they 
  would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or 
  the lower adjacent APL. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. 
   If players do not have 
  a 
  LIVING 
  GREYHAWK 
  character generated, 
  get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character generation 
  guidelines, 
  and 
  a 
  character sheet from 
  your 
  convention 
  coordinator or the 
  RPGA Web site, ant 
  then have any players 
  without a character 
  create on.  Once all 
  players 
  have 
  a 
  LIVING 
  GREYHAWK character, play can begin. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more 
  either higher or lower than the APL this 
  adventure is being played at, that character will 
  receive only half of the experience points 
  awarded for the adventure. This simulates the 
  face that either your character was not as 
  challenged as normal, or relied on help by 
  higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are three things 
  that you can do to help even the score. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Gran March.  Characters native to Gran March pay one 
  Time Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  GRM3-04 A Night in Birnham Woods 
   
  Page 3 
  
  Is It a Full Moon?  
  Since the hazards of lycanthropy are a current part of the 
  LIVING GREYHAWK campaign, it may be necessary to 
  determine if this adventure takes place during a full 
  moon.  For game purposes, the full moon lasts three days 
  of each month. For a given scenario that does not state 
  the phase of the moon, roll 1d10 before play begins. On a 
  result of 1, the first day of the scenario is a night of the 
  full moon (roll 1d3 to determine where in the sequence 
  of three nights it falls). 
  Adventure Background 
  This adventure pits the PCs against a necromancer who 
  has caused the release of an extremely powerful undead 
  creature, a banshee.  The necromancer, Mjieffis, has 
  stolen the skeletal remains of a baby, Jarnet, and used 
  them to force the dead mother, Brenwith, back into the 
  material world as a vengeful banshee.  As long as Mjieffis 
  controls the skeletal remains of Jarnet, Brenwith cannot 
  rest and will walk the world as a banshee under Mjieffis’ 
  control. Unlike a normal banshee, Brenwith wishes to 
  find a final rest and only kills under the direct orders of 
  the necromancer.  If the PCs successfully rescue and 
  return her child’s remains to her, Brenwith will leave the 
  material world once again. 
  The necromancer originally created the banshee simply 
  to study it.  However, he noticed on a visit into town that 
  the Magistrate for Birnham is an old rival of his, one who 
  was responsible for catching the necromancer in illegal 
  activities.  Mjieffis is now using the banshee to slay 
  villagers and frame the Magistrate for the murders. 
  This scenario uses a freeform encounter matrix.  The PCs 
  are on a quest to find the murderer.  They can investigate 
  locations and NPCs in any order as they choose, pursuing 
  whatever course they believe will lead them to the 
  murderer.  A number of NPCs are provided to help the 
  PCs’ investigation and can be used to steer them back on 
  course if they get hopelessly lost in the process.  There 
  are some time constraints on this process as certain NPCs 
  will be slain at certain times during the adventure.  If the 
  PCs do not question these NPCs before they are 
  murdered, the information these NPCs possess may very 
  well be lost.  The investigation should run the course of 
  two days, but could take several more than that. 
  In order to resolve the adventure successfully, the PCs 
  have to accomplish two things: 
  1. 
  Either return the baby’s skeletal remains to its 
  tomb or to its mother, Brenwith the banshee.  
  In either case, Brenwith returns to her tomb 
  with her baby’s remains and stays there.  At this 
  point the immediate problem is solved, 
  although the area near the tomb remains 
  haunted and dangerous. 
  2. 
  After Brenwith and the baby have returned to 
  the tomb as mentioned above, the PCs can 
  arrange to consecrate the tomb.  When this is 
  accomplished, the area is returned completely 
  to normal.  The trees and plants will begin to 
  return to life in the area, animals will return as 
  well, and the unnatural fog will lift.  Brenwith 
  will be permanently laid to rest.  If the PCs don’t 
  do 
  or 
  suggest 
  doing 
  this, 
  eventually 
  Kadwynmedia the Druidess will suggest the 
  idea. 
  Adventure Summary 
  Introduction 
  The PCs are at the Lost Sheep Inn in the small town of 
  Birnham.  Deputy Gromar Cynnion asks the PCs to 
  investigate some suspicious deaths.  He informs them 
  that the Elector and his family have been murdered.  The 
  PCs can gather information at the tavern, now or at a later 
  time. 
  Encounter One – Magistrate’s House 
  Deputy introduces the PCs to the Magistrate and his 
  family.  The Magistrate asks the PCs to investigate, as he 
  stands to inherit both title and property from the Elector. 
  Encounter Two – Elector’s House 
  PCs go to the Elector’s house so they can investigate the 
  murders.  The bodies have already been removed to the 
  town’s mortuary, but, otherwise, the house is as it was at 
  the time of the murders. 
  Encounter Three – Mortuary 
  PCs go to the mortuary to examine the bodies. 
  Encounter Four – Herbalist/Midwife 
  PCs speak to the herbalist/midwife, who has some useful 
  information. 
  Encounter Five – Banshee in Town 
  At certain times during the adventure, the banshee 
  strikes at other townspeople, as per the orders of the 
  necromancer. 
  Encounter Six – Crazy Druidess 
  Kadwynmedia, the sister of the woman became the 
  banshee, has a great deal of information relevant to the 
  GRM3-04 A Night in Birnham Woods 
   
  Page 4 
  
  “I’m Gromar, the deputy for the town.  The 
  townspeople are very upset, and they are about to 
  lynch the Magistrate.  They think that he killed his 
  cousin, and they are very upset.  People need to see 
  that the crime will be investigated independently for 
  them to be patient enough not to grab the Magistrate 
  immediately. I’m afraid that they might not trust me 
  to investigate, as I’m the Magistrate’s wife’s brother, 
  but they would probably trust someone from outside 
  of town like yourselves.  Can you help us?“ 
  case.  Unfortunately, she is insane and thus will have 
  trouble conveying this information to the PCs. 
  Encounter Seven – Banshee’s Tomb 
  The necromancer has sent some lizardfolk he recently 
  befriended to ambush anyone investigating Brenwith’s 
  tomb. 
   
  f
  Encounter Eight – Entrance to Necromancer’s Lair 
  Mjieffis has trapped the entrance to his lair to kill anyone 
  attempting to enter and to provide himself with a 
  warning of approaching trouble. 
  If the PCs agree to help, then the deputy will take the 
  PCs to the Magistrate’s house to meet the Magistrate 
  (proceed to Encounter One).  The PCs should introduce 
  themselves on the walk to the Magistrate’s house.   
  Encounter Nine – Necromancer’s Lair 
  The PCs confront the necromancer’s forces and can 
  attempt to recover the skeletal remains of Jarnet.  Once 
  the PCs have the remains, the banshee is freed from 
  Mjieffis’ control. 
  The PCs can also gather some information at the tavern, 
  either at this time or if they come back later.  The 
  following information/rumors can be found by Gather 
  Information checks (give one rumor for each point the 
  check beats DC 10 + the APL): 
  Conclusion 
  The Druidess will meet the PCs somewhere along the 
  path back to town.  Now that her sister is at rest, 
  Kadwynmedia regains her senses and can advise the PCs 
  to complete the task by consecrating the tomb.  She gives 
  the PCs some items as thanks for their efforts. 
  • 
   Two cousins’ sons were competing for the same 
  girl.  (True) 
  • 
  The Magistrate’s son (Conwris) was sleeping 
  with the Elector’s servant (Shalen).  (False) 
  • 
  The Elector (the Magistrate’s cousin) was having 
  an affair with his servant.  (True) 
  Introduction 
  The PCs are in the Lost Sheep Inn in the small town of 
  Birnham.   There are a number of reasons why the PCs 
  might be in town.  Birnham is in the Barony Harvon 
  where the Dim Forest meets the Rushmoors.  Soldiers on 
  patrol from both the 10
  th Battle (Pacification of the Dim 
  March) and the 9
  th Battle (Pacification of the Rush 
  March) often stop in the town for a night of relaxation 
  while on the far most reach of their patrol.  Soldiers on 
  Caravan Duty might travel through the town to pick up 
  supplies.  (Birnham has abundant supplies of sheep and 
  rice.)  This would be a good time to have the PC 
  introduce themselves.  The tavern at the inn serves 
  standard tavern food.  The special is a stew made with 
  mutton and rice. 
  • 
  Elves used to live outside of town.  (True) 
  • 
  A man came through town two months ago, but 
  bought more stuff than just what a standard 
  traveler would normally buy.  (True; it was the 
  necromancer) 
  The tavern girl, Palenda Kedion, can confirm some of the 
  information.  Both Birnham cousins’ sons were 
  competing for her hand in marriage 15 years old 
  (although she is still not married) so she knows the first 
  rumor is true.  The cousins’ sons were very friendly, and 
  they had a friendly rivalry for her.  Both were soon going 
  to join the military (Or some other organization), and she 
  wouldn’t agree to marry either until they returned.  She 
  will discount the second rumor as being the product of 
  overactive imaginations.  She will be aware of the other 
  rumors, but is unable to confirm or deny them.  
  While the PCs are in the tavern, there is a commotion 
  outside.  The door to the tavern opens and a man bursts 
  into the tavern.  He heads straight for the PCs and asks 
  for their help.   
  Encounter One: Magistrate’s 
  House 
  � Gromar Cynnion: male human Com1. 
  Gromar is the Town Deputy and Pelena Birnham’s 
  brother.  He also serves other roles in the town: 
  gravedigger, carpenter, stonemason, undertaker, and 
  mortician. 
  Deputy Gromar escorts you to a nice manor house, a 
  few hundred yards outside of town.  There is an angry 
  mob o  people outside of the house.  Some are yelling 
  that there is a cover-up, that justice won’t be served, 
  GRM3-04 A Night in Birnham Woods 
   
  Page 5 
  
  and that the magistrate stands to benefit from the 
  murders.  Deputy Gromar talks to the people in an 
  attempt to calm them down. 
  The Magistrate or any of the NPCs can give directions to 
  the Elector’s (his cousin’s) house, can give directions to 
  all places in town, and can also provide information on 
  the general relationships among the people in the town 
  (see DM Aid #1).   
  When the PCs arrive at the house, there is an angry mob 
  of people outside of the house.  Deputy Gromar Cynnion 
  will introduce the PCs to the townspeople, and let them 
  know that they are here to investigate the murders.  He 
  will specifically point out any Gran March military 
  officers or sergeants.  He also makes the crowd aware of 
  any clerics, paladins, druids, or rangers of official Gran 
  March religions.  Gromar will successfully calm the mob, 
  given time, but the PCs are welcome to chip in to the 
  effort; a successful Diplomacy check (DC 16 + the APL) 
  enables the PCs to successfully calm the mob themselves. 
  If the PCs question the Magistrate about any enemies he 
  has, or the Elector might have had, he will remember 
  (after a lot of thought), about the discovery, arrest, and 
  eventual escape (some years back) of Mjieffis, who was 
  engaged in illegal necromantic activities.  The Magistrate 
  has in his time served justice on many, but he does not 
  think that any of the people who he sentenced would 
  want to frame him for murder. 
  DMs should role-play the Magistrate as being very 
  sincere about this – he and the Elector have been well-
  liked men overall, and though Mjieffis was arrested, he 
  was not due to be executed and so it will take some time 
  for the Magistrate to remember the incident. 
  Once inside the house, Deputy Gromar Cynnion will 
  introduce the PCs to the following NPCs: 
  � Magistrate Donwyn Birnham: 37 years old.   
  � Pelena Birnham: Magistrate’s wife; 33 years old.   
  If asked, the Magistrate will give the PCs a writ for their 
  investigation.  He deputizes them to investigate the 
  murders of Elector Birnham and his family.  He warns 
  the PCs that they must still follow all of the laws of the 
  Gran March. 
  � Conwris Birnham: Magistrate’s Son; 14 years old; 
  enlisting in the military in less than 1 year. 
  Magistrate Donwyn Birnham will speak to the PCs after 
  being introduced to them by the deputy: 
  Encounter Two: Elector’s House 
  “I want to thank you for agreeing to help me by 
  investigating this crime.  Several people have died, 
  including my cousin, Harel Birnham, the Elector, 
  Lorwyn Birnham, the Elector’s son, and Shalen Tullis, 
  the Elector’s maid.  The townspeople suspect me or 
  my family, because I stand to inherit all of my 
  cousin’s property and titles, now that his entire family 
  is deceased.” 
  The deputy will escort the PCs to the Elector’s house, the 
  murder scene.  It is the nicest house in town.  It is a 
  manor house for a working farm.  There are rice fields 
  between the house and the bayou, which is only a few 
  hundred yards from the manor.  Gromar will unlock the 
  doors for the PCs.  As he lets the PCs into the house, he 
  will tell them: 
  The Magistrate and his family seem genuinely upset 
  about the murders, which can be confirmed with a 
  successful Sense Motive check (DC 10 + the APL). 
  “I’ve already taken the bodies to the local mortuary in
  the back of my shop.  The house is a real mess.  Let 
  me know when you have fin shed investigating the 
  house, and I will send someone to clean the blood up. 
   I’ve already searched the house, and all I found 
  regarding the crime was a large knife.  I took it with 
  the bodies back to the mortuary.  I really don’t want 
  to go in there again, as it really turns my stomach.” 
   
   
   
  i
  The Magistrate will tell the PCs that it appears that his 
  cousin and his entire family was murdered.  It happened 
  on the same night, and all three appeared to be murdered 
  with the same knife.  The Magistrate will also tell the PCs 
  about the “murder weapon”, the knife.  He does not 
  realize that it is a knife from his house.  The knife is 
  stored at the mortuary.  The knife isn’t actually the 
  “murder weapon,” but the PCs won’t be aware of this yet 
  (more than likely). 
  As the PCs enter the house, they will notice a sickly 
  sweet smell of blood.  The bodies were only in the house 
  for a day before they were found, so there is no smell of 
  decayed flesh.  In the sitting room of the house are the 
  three pools of blood where the bodies were found.  There 
  are also 3 roughly body shaped patterns in the blood, as 
  the blood pooled around the bodies. 
  There is a cutting block in the kitchen that is missing a 
  knife.  The knife that was found at the murder scene will 
  fit in this hole. If the Magistrate or his family is 
  confronted with evidence that the murder knife is from 
  their house, they will be shocked and horrified.   
  A closer examination (Heal check DC 15 or Search check 
  DC 20) will show that there are no blood splatters in the 
  room where the bodies were found.  PCs may realize 
  GRM3-04 A Night in Birnham Woods 
   
  Page 6 
  
  The victims are: 
  (don’t tell them directly) that if the Elector’s family was 
  actually killed here by slitting their throats, then there 
  would be splatters, as the blood from the throat wound 
  would spurt out.  The fact that this did not occur is a fair 
  indication that the victims were dead before their throat 
  was cut. 
  • 
  Body #1: Lorwyn Birnham; Elector’s son; 14 
  years old; was to join the military in less than 
  one year. 
  • 
  Body #2: Harel Birnham; Elector; was also the 
  Magistrate’s cousin; 40 years old. 
  In fact, the victims were slain by the banshee’s wail.  The 
  banshee passed into the house and slew all three 
  members of the household.  Moments later, one of the 
  lizardfolk was sent into the house in gaseous form (via a 
  potion) to stage the scene.  They planted a knife stolen 
  days earlier from the Magistrate’s house, after using it to 
  cut the throats of the victims.  The lizardfolk than used 
  another potion to sneak back out of the house. 
  • 
  Body #3: Shalen Tullis; Elector’s servant; was 
  pregnant with Harel’s daughter; 19 years old. 
  The PCs would have to look very closely to discover that 
  there is a slight trickle of dried blood that had come out 
  of each of the victims’ ears.  (Search check DC 25 or Heal 
  check DC 20).  If the PCs say that they want to do an 
  autopsy, treat that as taking 20 on the check.  Also, if they 
  do an autopsy, they may discover that Shalen was 
  pregnant (Heal check DC 30 if the body is not sliced 
  open, Heal check DC 20 or Search check DC 25 if it is). 
  In addition to the sitting room being in shambles 
  (another thing the lizardfolk did to stage the scene), with 
  furniture turned over and a broken desk, the rest of the 
  house looks like it has been rifled through, but, 
  otherwise, undamaged.  If the PCs search for signs of 
  forced entry, they find no signs of it.  If they ask Gromar, 
  he can confirm that when he arrived at the house, the 
  front door was locked from the inside so the method of 
  entry of the killer is very unclear (the lizardfolk was 
  supposed to unlock the door before leaving, but forgot to 
  do so). 
  If the PCs notice the dried blood coming out of the ears, 
  they should be able to determine that the victims were 
  subjected to some kind of sound attack.  Have the PCs 
  use any applicable skills to determine what monsters 
  might kill by sound.  If someone suggests a banshee, then 
  have him or her use make an appropriate Knowledge 
  check (arcana, religion, undead, history [elven], etc.) at 
  DC 25 to determine the likelihood of this being the case.  
  If the PCs make a Spellcraft check (DC 22), they can 
  determine that the deaths are consistent with a sonic 
  death attack spell such as blasphemy or wail of the 
  banshee. 
  Encounter Three: Mortuary 
  As Gromar brings you to the mortuary you notice a 
  shrine to Merikka a short distance away.  As you enter 
  the mortuary, you are aware of the faint scent of 
  decaying flesh.  You notice the three bodies lying out 
  on three large tables.  A knife is on a smaller table 
  next to the bodies. 
  The “murder weapon” (the knife) is also stored here as 
  the town is not large enough for a jail with an evidence 
  room. 
  If the PCs wish to use a speak with dead spell, they can 
  find that all of the victims got a brief glimpse of a 
  horrible ghost-like woman (the banshee) before they 
  heard a terrible baying sound, like some animal that was 
  terribly wounded (the banshee’s wail).  All of the victims 
  are also aware of the servant’s unborn child, and that the 
  Elector is the father.  The Elector’s spirit will vaguely 
  remember the incident with Mjieffis, if directly asked 
  about it. 
  Deputy Gromar’s shop is in town next to the shrine of 
  Merikka.  The shop has a main room with two back 
  rooms.  The main room is a neat workshop with items of 
  Gromar’s work on display.  One of the back rooms is a 
  cluttered workshop that also functions as a makeshift 
  mortuary.  The other back rooms are Deputy Gromar’s 
  living quarters. 
  All of the bodies are in the mortuary, as they have not 
  been buried yet.  They have been here for less than a day, 
  but are starting to emit a smell of decay. Deputy Gromar 
  is also the town carpenter.  He has a room in the back of 
  his carpentry shop that is also used as the town mortuary. 
   The easiest thing that any PC could observe is that the 
  bodies have had their throats slit (Spot DC 5).  The bodies 
  look normal other than that their faces are contorted in 
  horror (Spot DC 10).   They seem to have died of fright  
  (Spot DC 20, Heal DC 15, or Knowledge (undead) DC 
  15). 
  Gromar knows the following information, but he will not 
  make ANY connection between it and the murders.  The 
  PCs must specifically ask about elves to gain the 
  following information: 
  • 
  Gromar’s brother, Meyrwon, married an elf, 
  Brenwith, who lived outside of town. 
  • 
  Meyrwon died in the Giant War in Geoff. 
  GRM3-04 A Night in Birnham Woods 
   
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  • 
  Brenwith had a child, but both she and the child 
  died some years ago. 
  � Heronwy Traita: midwife; herbalist; priestess of 
  Merikka; 
  Healing 
  +5; 
  Knowledge 
  (religion) 
  +3; 
  Profession (herbalist) +8.   
  • 
  Gromar built Brenwith a tomb and made the 
  marker for it.  (He can give directions to the site, 
  and it’s not the local cemetery). 
  Heronwy has the following information, but she will 
  only confirm the first piece of information (she won’t 
  volunteer it), and she will only provide the second if she 
  is asked about elves.  She will provide the third and 
  fourth items if asked directly: 
  • 
  Kadwynmedia, Brenwith’s sister, may still live 
  outside of town, but he has not heard from her 
  in many years.  (He can give them general 
  directions to her abode). 
  • 
  Shalen was pregnant. 
  • 
  An elf (Brenwith), who lived outside of town, 
  bore a child (Jarnet) some years ago, but they 
  both died. 
  DM Note: Gromar is scheduled to die the 1
  st evening that 
  the PCs are in town (as per the necromancer’s orders).  
  He is not aware of this though (see the list in Encounter 
  Five). 
  • 
  Heronwy 
  also 
  knows 
  where 
  the 
  elf’s 
  (Brenwith’s) home was. 
  Gromar is also aware of the story of Brenwith’s death and 
  will share the following if asked about it: 
  • 
  Kadwynmedia (an elven druidess, also the sister 
  of Brenwith) may still live outside of town, but 
  she has not heard from the druidess in many 
  years.  She knows the location of her cave. 
  Brenwith was a sylvan elf who fell in love and married a 
  human ranger, Meyrwon Cynnion.  Meyrwon had to 
  leave to go to fight in the giant war in Geoff.  Brenwith 
  was very despondent.  Only a month after Meyrwon had 
  left, Brenwith received a letter telling her that he had 
  died.  Shortly thereafter, she was overjoyed to learn that 
  she was carrying his child.  She loved the child, Jarnet, 
  with all of her heart, partially because Jarnet was the only 
  physical connection she felt was still left between her 
  and her beloved Meyrwon.  Shortly after the child was 
  born, her cottage was attacked by humanoids.  The 
  humanoids killed Brenwith and her baby.  Her sister, 
  Kadwynmedia, discovered the attack, but was too grief 
  stricken to do anything other than to get someone else 
  (Gromar) to build a tomb for the two and leave a marker 
  there. 
  The town is approximately 4 miles from Brenwith’s tomb 
  (her tomb is not in the cemetery).  The banshee cannot 
  enter the shrine.  The banshee can, however, wail from 
  outside and affect those inside.  A cleric from the Harvest 
  Church comes to town once a month and for church 
  holidays.  Otherwise, Heronwy teaches the tenants of the 
  church, and she also gives classes on herbs and healing. 
  DM Note: Heronwy is scheduled to die the 2
  nd evening 
  that the PCs are in town (as per the necromancer’s 
  orders).  She is not aware of this though (see the list in 
  Encounter Five). 
  Encounter Five: The Banshee in 
  Town 
  If the PCs are at a loss for where to go, or need more info, 
  Gromar will suggest that they visit the Shrine of Merikka 
  as he thinks highly of Heronwy and knows she is an 
  intelligent and caring woman who may be able to help 
  the PCs. 
  The PCs should be subtly discouraged from trying to 
  prevent the banshee via direct confrontation from killing 
  its targets.  A banshee is too powerful a creature for the 
  PCs in this adventure to fight.  If they insist on doing so, 
  give them every opportunity to flee the encounter once 
  they realize what they are up against.  The banshee has 
  not been ordered to kill the PCs so it will avoid doing so 
  if it can.  Whenever possible, events should be modified 
  slightly so as to avoid direct interaction between the PCs 
  and the banshee.  This could mean rearranging the order 
  of the deaths while the PCs are in town.  The PCs should 
  hear the banshee, but be too late to do anything.  They 
  may catch glimpses of her, but she will go underground 
  to avoid the PCs. 
  Encounter Four: 
  Herbalist/Midwife 
  This shrine to Merikka is a medium-sized building that 
  looks like it could hold the population of the town 
  during services, but just barely.  Beside the shrine is a 
  small herb garden with many herbs that are commonly 
  found in the Gran March, and a few that are not.  The 
  town cemetery is behind the shrine.  The cemetery is 
  unusual because all of the tombs are above ground.  The 
  cemetery is dominated by a mausoleum that has the 
  name “Birnham” on it.   
  The necromancer is controlling the banshee, and she 
  must do what he commands.  She does not like to kill, so 
  GRM3-04 A Night in Birnham Woods 
   
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  Kadwynmedia had a disagreement with Brenwith over 
  Brenwith marrying a human (Meyrwon).  Kadwynmedia 
  was totally against the mixed marriage.  When she heard 
  the news that Meyrwon had died she was of two feelings. 
   She was sorry that her sister’s lover had died, but she felt 
  some vindication that the romance had come to a bad end 
  because of a human’s typically short lifespan.  When 
  Brenwith and the baby (Jarnet) were killed, she was so 
  grief-stricken that she became unable to function 
  normally.  She was able to hire someone to entomb her 
  sister and child, but she was too brokenhearted at the 
  time to go to the tomb.  When the necromancer came 
  and dug up the child to turn Brenwith into a banshee, 
  Kadwynmedia knew exactly what had happened, and she 
  went almost totally insane at that point.  She cannot now 
  hold a coherent conversation, but will recite riddles 
  about what happened to her sister.  Read the lament 
  below to the PCs below and give out Player Handout #1. 
   (Note that the word, sidhe, is pronounced as SHEE.  It 
  means, fairy, fey, or elf.)  Under no circumstance should 
  Kadwynmedia be able to help the PCs until after Jarnet is 
  returned to either Brenwith (the banshee) or to their 
  tomb.  Until that point in time, she cannot provide any 
  druidic assistance to the PCs.  If the PCs need more help, 
  you can user her to give riddles. 
  she will take particular care not to harm any innocent 
  bystanders (anyone not specifically targeted by the 
  necromancer) including the PCs.  She will protect herself 
  if the PCs try to kill her. 
  The banshee will kill one NPC a night for the entire 
  duration that the PCs are in town.  She will continue to 
  kill all of the NPCs on the list until she is either 
  successful, or the necromancer has commanded her 
  otherwise. 
  Order of death, as ordered by the necromancer: 
  1. 
  Gromar Cynnion 
  2. 
  Heronwy Traita 
  3. 
  Palenda Kedion 
  4. 
  Conwris Birnham 
  5. 
  Pelena Birnham 
  6. 
  Kadwynmedia 
  If the PCs kill or believe that they have killed the 
  banshee, then have the town throw a party for them the 
  next night.  The banshee cannot actually die until her 
  child’s bones are returned.  Much like a ghost, this 
  banshee will arise every night just at sunset after being 
  “slain” by the PCs. 
  Kadwynmedia’s Lament 
  In the bayou dark and quiet,  
  All APLs (EL 17) 
  The birds were startled from their riot.   
  Low ones fear the death in the air.   
  � Brenwith the Banshee: hp 234; see Appendix I. 
  The bayou weeps for her and listens to her despair. 
  There you find the precious soiled.   
  Encounter Six: Crazy Druidess 
  Guarded by the tree so spoiled. 
  Thrice the brinded cat hath whined.   
  After many hours of traveling through swampy forest, 
  you reach an area that could be called an overgrown 
  clearing.  At least the clearing seems to be a few feet 
  above the level of the swamp, so it is dry.  At the 
  opposite end of the clearing is a small hill.  There 
  appears to be an entrance built into the side of the 
  hill. 
  Thrice the sister cries, "'Tis time, 'tis time."   
  When sidhe whines, listen not to her cries,  
  Her whines will bring you to your quick demise.   
  You seek the one who commands her pains.   
  He sits and waits and time he bides. 
  When Pelor’s glory runs and hides,  
  Sidhe follows it to find his reigns. 
  The clearing leads to the lair/home of the banshee’s 
  sister, Kadwynmedia.  She is quite insane due to her 
  sister’s current predicament.  She will help the PCs by 
  giving them her lament (see below), which contains 
  several clues in it.  If the PCs need additional 
  information, she can tell them what she knows, but the 
  information will be given in riddles in a singsong like 
  fashion (DM’s discretion).  It should be difficult for the 
  PCs to get any information from her other than what is in 
  her lament. 
  Despair his charm, this angel dark, 
  His evil spell for her he harks,  
  Return the one that's on her lips. 
  He was, from his mother's tomb, untimely ripped. 
  Kadwynmedia knows the following things (which are 
  expressed in the lament): 
  • 
  Her sister’s wail can kill. 
  • 
  She knows where her sister’s tomb site is. 
  • 
  She knows that her sister wails because her 
  son’s body has been stolen. 
  � Kadwynmedia, Female Elf Drd10 of Ehlonna: hp 
  53. 
  GRM3-04 A Night in Birnham Woods 
   
  Page 9 
  
  • 
  She knows the general area where her sister 
  first heads at sunset.  (General direction of 
  necromancer’s lair.) 
  If the PCs convey to Kadwynmedia that they are going to 
  help her sister, she will offer them each a little charm bag 
  with some wax inside.  This wax is only effective for this 
  scenario and will melt into worthlessness once the 
  adventure ends.  If the wax is placed into a PC’s ears, the 
  PC is considered deafened for as long as it remains there. 
   They suffer all the penalties of the deafened condition, 
  but are immune to the banshee’s wail. 
  If the PCs return the child’s bones to its mother or the 
  tomb, Kadwynmedia will become sane again.  Her grief 
  will be eased.  She will heal the PCs in any way possible at 
  this point and may offer them a reward (see the 
  conclusion). 
  Encounter Seven: Banshee’s 
  Tomb 
  As you approach the tomb, you have a difficult time 
  making out landmarks as the fog surrounds you.  It 
  seems to be getting denser as you get closer to where 
  you think the tomb should be.  The bayou also seems 
  to be becoming quieter.  You smell the odor of 
  decaying vegetation.  In the distance, you can see the 
  vague outline o  something manmade in the fog. It is 
  eerily silent. 
  f
   
   
  As the PCs approach the tomb, they will notice a light fog 
  begins about one mile from the tomb (and covers all of 
  the area within that one-mile radius).  As the PCs get 
  closer to the tomb, they may wish to know the exact 
  effects of the fog.  They are as follows: 
  • 
  Targets within 30 feet have no concealment. 
  • 
  Targets between 30 and 60 feet away have 
  concealment. 
  • 
  Targets further than 60 feet have total 
  concealment. 
  The PCs will also note that there is absolutely no breeze 
  within one mile of the tomb and that the forest is eerily 
  silent.  The rotting smell of death seems to permeate 
  everything.  As they get closer to the tomb, the smell gets 
  stronger, the swampy forest becomes more silent, and the 
  fog grows denser.  When they get to the tomb, 
  everything seems be covered with death and is 
  disfigured.  At the tomb, the fog feels nearly solid (but it 
  still behaves like normal fog). 
  The tomb is under a large oak tree, but the tree is terribly 
  disfigured.  There are no leaves on it at all.  It looks as if it 
  had been burned in place.  The branches almost seem to 
  be grabbing at the air over the tomb.  The sadness of the 
  place is evident in everything that the PCs can see, hear, 
  touch or smell.  The tomb site is on a small peninsula  
  (approximately 100 ft. x 30 ft. of land surrounded by 
  water).  The tree is near the end of the peninsula.  The 
  tomb is small (5’ x 5’ x 10’) with a marker on it.  Around 
  the tomb appears to be the foundation for a house that 
  once stood on the site.  Inside the tomb is the stone 
  sarcophagus in which Brenwith and Jarnet were buried.   
    
  On the tomb, the PCs will find something etched on a 
  marker atop the tomb, written in Sylvan: 
  Brenwith 
  453 CY – 588 CY 
  Jarnet 
  586 CY – 588 CY 
  If the PCs exhume the tomb, Brenwith’s skeleton, her 
  burial clothes, and the burial clothes of a small child are 
  the only items in the sarcophagus, now (Search DC 15).  
  The skeleton appears very slender with long fingers and 
  toes (elven).  The PCs can also notice that the door of the 
  tomb has been disturbed somewhat recently (Spot DC 12 
  + the APL). 
  Combat:  This battle should take place when the PCs 
  have arrived at the tomb.  Some lizardfolk have been sent 
  by the necromancer to guard the tomb site.  He does not 
  want anyone to figure out the secret of the banshee’s 
  appearance.  Mjieffis has used his gifts and charms to 
  convince the lizardfolk to help him.  He has told them 
  that their people will be better off without the 
  townspeople nearby.  He has used the draining of the 
  Rushmoors near Fort Tribulation to convince them that 
  the townspeople will ruin this section of the swamp. 
  The lizardfolk hide at the water’s edge beneath fog and 
  water as circumstances permit.  They will try to ambush 
  the PCs.  The ambushers remain totally still and silent 
  while waiting for the PCs to move onto the peninsula.  
  Unless the PCs have the means to avoid the concealment 
  effects of the fog, they will have to be within 60 feet of an 
  ambusher to have a reasonable chance of noticing them 
  (the PCs make opposed Spot checks to the ambushers’ 
  Hide checks, who get a +40 bonus to their Hide checks if 
  more than 60 feet away and the fog is still providing 
  concealment).  Assuming no one spots the lizardfolk, the 
  PCs get to make Listen checks when the lizardfolk attack 
  to avoid being surprised.  The lizardfolk wait to attack 
  until the most opportune moment. 
  Lizardfolk rogues (if present) will attempt to sneak attack 
  on the first round (either ranged or melee).  They will 
  then either tumble into flanking positions or attempt to 
  continue to hide (sniping at the PCs) depending on the 
  circumstances.  The lizardfolk druid (if present) and 
  GRM3-04 A Night in Birnham Woods 
   
  Page 10 
  
  APL 12 (EL 14) 
  ranger(s) will attempt to buff their animal companions 
  with spells such as animal growth, magic fang, and 
  greater magic fang.  If they notice an arcane spellcaster, 
  they will cast summon swarm immediately after casting 
  animal growth.  If they notice someone in heavy armor or 
  with a large weapon, they will cast heat metal.   
  � Lizardfolk Rog7 (2): hp 64 each; see Appendix I. 
  � Lizardfolk Rgr9: hp 105; see Appendix I. 
  � Lizardfolk Drd11: hp 98; see Appendix I. 
  � Giant Crocodile, Animal Companion: hp 63; see 
  Monster Manual. 
  The ritual that Mjieffis used to create the banshee has 
  resulted in a permanent unhallow spell (11
  th level caster) 
  coming into being on the tree.  An invisibility purge spell 
  is tied to the unhallow spell.  Once the banshee has been 
  given her child back, this effect will be dispelled. 
  � Crocodiles, Animal Companions (2): hp 25 each; 
  see Monster Manual. 
  Treasure:  The possessions of the NPCs are the only 
  treasure here. 
  APL 2 (EL 4) 
  APL 2:  L: 0 gp; C: 0 gp; M: 3 +1 chain shirts (104 gp each). 
  � Lizardfolk Rgr1 (3): hp 27 each; see Appendix I. 
  APL 4:  L: 0 gp; C: 0 gp; M: 2 +1 chain shirts (104 gp each), 
  +1 hide armor (97 gp), potion of cure moderate 
  wounds (25 gp). 
  APL 4 (EL 6) 
  APL 6:  L: 0 gp; C: 0 gp; M: 2 +1 chain shirts (104 gp each), 
  2 potions of jump (4 gp each), +1 hide armor (97 gp), 
  potion of cure moderate wounds (25 gp), necklace of 
  prayer beads (bead of blessing) (125 gp), potion of 
  hiding (13 gp). 
  � Lizardfolk Rgr1 (2): hp 27 each; see Appendix I. 
  � Lizardfolk Drd3: hp 38; see Appendix I. 
  � Crocodile, Animal Companion: hp 25; see 
  Monster Manual. 
  APL 8:  L: 0 gp; C: 0 gp; M: 2 +2 studded leather (348 gp 
  each), +1 chain shirt (104 gp), 2 potions of jump (4 gp 
  each), 2 potions of bull’s strength (25 gp), +1 hide 
  armor (97 gp), potion of cure moderate wounds (25 
  gp), necklace of prayer beads (bead of blessing) (125 
  gp), potion of hiding (13 gp). 
  APL 6 (EL 8) 
  � Lizardfolk Rgr3 (2): hp 46 each; see Appendix I. 
  � Lizardfolk Drd5: hp 53; see Appendix I. 
  � Giant Crocodile, Animal Companion: hp 63; see 
  Monster Manual. 
  APL 10:  L: 0 gp; C: 0 gp; M: 2 +2 studded leather (348 gp 
  each), +1 chain shirt (104 gp), 2 potions of jump (4 gp 
  each), 2 potions of bull’s strength (25 gp each), +1 
  hide armor (97 gp), potion of cure moderate wounds 
  (25 gp), necklace of prayer beads (bead of blessing) 
  (125 gp), potion of hiding (13 gp), potion of heroism 
  (75 gp). 
  APL 8 (EL 10) 
  � Lizardfolk Rog3 (2): hp 37 each; see Appendix I. 
  � Lizardfolk Rgr5: hp 66; see Appendix I. 
  APL 12:  L: 0 gp; C: 0 gp; M: 2 +2 studded leather (348 gp 
  each), +1 chain shirt (104 gp), 2 potions of jump (4 gp 
  each), 2 potions of bull’s strength (25 gp each), +1 
  hide armor (97 gp), potion of cure moderate wounds 
  (25 gp), necklace of prayer beads (bead of blessing) 
  (125 gp), potion of hiding (13 gp), potion of heroism 
  (75 gp). 
  � Lizardfolk Drd7: hp 68; see Appendix I. 
  � Giant Crocodile, Animal Companion: hp 63; see 
  Monster Manual. 
  APL 10 (EL 12) 
  � Lizardfolk Rog5 (2): hp 51 each; see Appendix I. 
  Development: PCs with the Track feat may be able to 
  follow the tracks of the lizardfolk back to the lair of the 
  necromancer (Wilderness Lore DC 12 + the APL); this 
  trip takes two hours.  If the PCs are unable to follow the 
  tracks, they can follow the moans of the banshee as she 
  moves from her tomb to the necromancer’s lair each 
  evening (she rises at sunset and immediately heads to the 
  necromancer’s lair for her orders); this trip takes one 
  hour.  Finally, there is an overgrown path that leads to 
  � Lizardfolk Rgr7: hp 85; see Appendix I. 
  � Lizardfolk Drd9: hp 83; see Appendix I. 
  � Giant Crocodile, Animal Companion: hp 63; see 
  Monster Manual. 
  � Crocodile, Animal Companion: hp 25; see 
  Monster Manual. 
  GRM3-04 A Night in Birnham Woods 
   
  Page 11 
  
  the west.  PCs who follow this circuitous path for six 
  hours will eventually reach the lair of the necromancer. 
  Encounter Eight: Entrance to 
  Necromancer’s Lair 
  After traveling for several miles from the banshee’s 
  tomb, you reach the entrance to a cave, but upon 
  closer inspection, you are able to determine that there 
  has been some poorly disguised traffic through the 
  cave.   
  The fastest ways to find the necromancer’s lair is to 
  follow the banshee from her tomb to the lair as she is 
  awakened at sunset or to follow the tracks of the 
  lizardfolk.  The slowest way is to follow the path leading 
  away from the tomb.  Please consult DM Aid #2 for a 
  map of the lair. 
  All doors in the lair are of stone: 
  � Stone Door: 4 in. thick; hardness 8; hp 60; Break DC 
  28. 
  After the entrance (A), there is a small cave (B) with a 10-
  foot ceiling.  At the back of this cave is a concealed door 
  (C) that can be found on a successful Search check (DC 
  20 + the APL).  After the concealed door is a rough-hewn 
  tunnel (D) about 5 ft. wide and 8 ft. high that is roughly 
  30 ft. in length.  This leads to the open door (E) to the 
  trapped room (F), which has a 20-foot ceiling. 
  The necromancer has a trap guarding this room in his 
  lair.  This room looks like a natural cavern, but there is 
  another concealed door (H) at the back of the cavern that 
  can be found on a successful Search check (DC 12 + the 
  APL).  At APLs 8 and above, the concealed door is sealed 
  by an arcane lock.  The doorknob on the concealed door 
  is a stone of alarm, which will alert Mjieffis to the PCs 
  presence.  In addition, there is a trap in the room. 
  Trap: The trap protecting the room is a mechanical trap 
  that will drop the ceiling on the PCs.  The location trigger 
  (G) is just in front of the second concealed door (H).  The 
  trigger will cause the door into this room (E) to close 
  immediately and then, after a certain delay (determined 
  by the APL, will cause the rough tunnel (D) to collapse 
  and the ceiling of the cavern (F) to drop.  The 
  necromancer has a way out of his lair that he believes the 
  party will not be able to follow him through, air vents 
  that are only 3 inches in diameter (M).  These air vents 
  are hidden and are very hard to see (Search DC 40).  He 
  wants to trap the party in his lair while he makes his 
  escape in gaseous form. 
  Each PC can be subjected to only one of the two traps 
  below (depending on their location a certain number of 
  rounds after the trap is set off).  Disarming either trap 
  disarms both traps.  Anyone caught in the collapsing 
  tunnel will have to be dug out (see the Cave-In and 
  Collapse rules in the DMG). 
  APL 2 (EL 4) 
  � Collapsing Tunnel Trap: CR 2; mechanical; location 
  trigger (pressure plate); no reset; never miss; onset delay 
  (3 rounds); tunnel collapses (2d6, crush); multiple targets 
  (all targets within the tunnel); Search (DC 20); Disable 
  Device (DC 16). 
  � Dropping Ceiling Trap: CR 2; mechanical; location 
  trigger (pressure plate); no reset; never miss; onset delay 
  (3 rounds); ceiling drops (2d6, crush); multiple targets (all 
  targets within the room); Search (DC 20); Disable Device 
  (DC 16). 
  APL 4 (EL 6) 
  � Collapsing Tunnel Trap: CR 4; mechanical; location 
  trigger (pressure plate); no reset; never miss; onset delay 
  (2 rounds); tunnel collapses (4d6, crush); multiple targets 
  (all targets within the tunnel); Search (DC 20); Disable 
  Device (DC 20). 
  � Dropping Ceiling Trap: CR 4; mechanical; location 
  trigger (pressure plate); no reset; never miss; onset delay 
  (2 rounds); ceiling drops (4d6, crush); multiple targets (all 
  targets within the room); Search (DC 20); Disable Device 
  (DC 20). 
  APL 6 (EL 8) 
  � Collapsing Tunnel Trap: CR 6; mechanical; location 
  trigger (pressure plate); no reset; never miss; onset delay 
  (2 rounds); tunnel collapses (6d6, crush); multiple targets 
  (all targets within the tunnel); Search (DC 25); Disable 
  Device (DC 20). 
  � Dropping Ceiling Trap: CR 6; mechanical; location 
  trigger (pressure plate); no reset; never miss; onset delay 
  (2 rounds); ceiling drops (6d6, crush); multiple targets (all 
  targets within the room); Search (DC 25); Disable Device 
  (DC 20). 
  APL 8 (EL 10) 
  � Collapsing Tunnel Trap: CR 8; mechanical; location 
  trigger (pressure plate); no reset; never miss; onset delay 
  (2 rounds); tunnel collapses (8d6, crush); multiple targets 
  (all targets within the tunnel); Search (DC 25); Disable 
  Device (DC 25). 
  � Dropping Ceiling Trap: CR 8; mechanical; location 
  trigger (pressure plate); no reset; never miss; onset delay 
  GRM3-04 A Night in Birnham Woods 
   
  Page 12 
  
  � Glyph of Warding (Spell): CR 5; spell; spell trigger; 
  no reset; spell effect (dispel magic, 11
  th level cleric); 
  Search (DC 28); Disable Device (DC 28). 
  (2 rounds); ceiling drops (8d6, crush); multiple targets (all 
  targets within the room); Search (DC 25); Disable Device 
  (DC 25). 
  Beyond the closed door is the necromancer’s chamber 
  (K), which has a 20-foot ceiling and is lit by 2 
  everburning torches.  It contains a few large coffins 
  where the vampire and vampire spawn rest.  At lower 
  APLs, the vampire and some of the vampire spawn may 
  be off on missions elsewhere (in which case they don’t 
  appear in this scenario).  At all APLs, Mjieffis has cast an 
  unhallow spell on the coffin (as 11
  th level caster), and, at 
  APL 10 and 12, he has also case a desecrate spell on the 
  same coffin (as 11
  th level caster). 
  APL 10 (EL 12) 
  � Collapsing Tunnel Trap: CR 10; mechanical; location 
  trigger (pressure plate); no reset; never miss; onset delay 
  (2 rounds); tunnel collapses (10d6, crush); multiple 
  targets (all targets within the tunnel); Search (DC 30); 
  Disable Device (DC 25). 
  � Dropping Ceiling Trap: CR 10; mechanical; location 
  trigger (pressure plate); no reset; never miss; onset delay 
  (2 rounds); ceiling drops (10d6, crush); multiple targets 
  (all targets within the room); Search (DC 30); Disable 
  Device (DC 25). 
  � Mjieffis, Male Human Clr11/Nec1: hp 78. 
  The necromancer is a coward and will attempt to flee 
  once he realizes the PCs have found his lair.  He has 
  taken many precautions to ensure his escape.  The 
  collapsing tunnel is likely to trap the PCs in his lair for a 
  while.  Either the trap being set off or the stone of alarm 
  is likely to warn him of the PCs arrival.  This should give 
  him time to bolster the undead (they are all considered to 
  have 11 HD for the purpose of being turned for the next 
  10 rounds) and give them orders before fleeing the lair 
  via word of recall (to the lair of his master) or gaseous 
  form, as appropriate.  Mjieffis will flee as soon as the PCs 
  are about to confront him (let them get a glimpse of him 
  disappearing).  Under no circumstances should the PCs 
  be given the opportunity to fight Mjieffis. 
  APL 12 (EL 14) 
  � Collapsing Tunnel Trap: CR 12; mechanical; location 
  trigger (pressure plate); no reset; never miss; onset delay 
  (2 rounds); tunnel collapses (12d6, crush); multiple 
  targets (all targets within the tunnel); Search (DC 30); 
  Disable Device (DC 30). 
  � Dropping Ceiling Trap: CR 12; mechanical; location 
  trigger (pressure plate); no reset; never miss; onset delay 
  (2 rounds); ceiling drops (12d6, crush); multiple targets 
  (all targets within the room); Search (DC 30); Disable 
  Device (DC 30). 
  Treasure:  The only treasure here is the stone of alarm, 
  which is on the concealed door. 
  Mjieffis has been experimenting with creating many 
  different types of undead.  He does this to gain additional 
  power for himself and for his master.  He had heard of 
  the incident involving Brenwith’s death and wanted to 
  see if he could bring a fairly powerful undead about by 
  performing a particular ceremony.  He is thinking of 
  expanding his territory.  He wants a bigger and quieter 
  area to do his research.  He thinks that this village may be 
  just the spot.  He hopes he can either scare off or kill all 
  of the villagers with the banshee without anyone 
  discovering that he is behind all of this.  If he succeeds 
  then he will have a large area of peace and quiet where he 
  can do his research. 
  All APLs:  L: 0 gp; C: 0 gp; M: stone of alarm (83 gp). 
  Encounter Nine: Necromancer’s 
  Lair 
  Please consult DM Aid #2 for a map of the lair.  Beyond 
  the concealed door (H) is a long hallway (I) about 10 ft. 
  wide and 10 ft. high that is roughly 40 ft. in length.  The 
  hallway ends in a closed door (J) that is guarded by glyphs 
  at APL 10 or 12.  The blast glyph targets the first non-
  undead creature to pass through the door: 
  When he discovered that the Magistrate of the town is an 
  old enemy of his, Mjieffis’ plans altered slightly.  They 
  had served together in the Gran March military.  The 
  Magistrate did not recognize Mjieffis when they passed 
  each other in town weeks ago.  The necromancer is now 
  trying to frame the Magistrate for all of the murders. 
  � Glyph of Warding (Blast): CR 5; spell; spell trigger; 
  no reset; spell effect (glyph of warding [blast], 11
  th level 
  cleric, Reflex save [DC 18] half damage, 5d8 acid); Search 
  (DC 28); Disable Device (DC 28). 
  The spell glyph targets the second non-undead creature 
  to pass through the door: 
  By the time the PCs reach the final chamber in the lair, 
  the banshee will have already received orders from the 
  necromancer and left on her mission.  Thus the PCs will 
  GRM3-04 A Night in Birnham Woods 
   
  Page 13 
  
  � Pheran, Male Human Vampire Mnk7/Sor1: hp 
  72; see Appendix I. 
  not have to fight her.  She returns the instant the PCs 
  have the remains of Jarnet. 
  � Devourer: hp 108; see Monster Manual. 
  Jarnet’s skeletal remains are in the necromancer’s lair.  
  The bones can be found relatively easily after the battle in 
  the final chamber (K), but not so easily if attempted 
  during the battle (Search DC 20 + the APL).  Along with 
  the bones, the PCs can find an unfinished letter from 
  Mjieffis to his master (Player Handout #2). 
  Treasure: The possessions of the necromancer’s forces 
  are the only treasure here (other than the everburning 
  torches).   
  APL 2:  L: 0 gp; C: 0 gp; M: 2 everburning torches (8 gp 
  each). 
  If the vampire is present, he will attempt to stun his 
  opponents on the first attack and the follow up with 
  additional unarmed attacks/slams.   If there is time before 
  the battle, he will cast mage armor, change self, and
  shield on himself (change self to not look like undead). 
  APL 4:  L: 0 gp; C: 0 gp; M: 2 everburning torches (8 gp 
  each). 
  APL 6:  L: 0 gp; C: 0 gp; M: 2 everburning torches (8 gp 
  each). 
   
  APL 8:  L: 0 gp; C: 0 gp; M: 2 everburning torches (8 gp 
  each). 
  APL 2 (EL 4) 
  APL 10:  L: 0 gp; C: 0 gp; M: 2 everburning torches (8 gp 
  each), wand of magic missile (3
  rd level caster) (188 
  gp), cloak of resistance +1 (83 gp), scroll of change 
  self (2 gp). 
  � Vampire Spawn: hp 36; see Monster Manual. 
  APL 4 (EL 6) 
  APL 12:  L: 0 gp; C: 0 gp; M: 2 everburning torches (8 gp 
  each), wand of magic missile (3
  rd level caster) (188 
  gp), cloak of resistance +1 (83 gp), scroll of change 
  self (2 gp). 
  � Vampire Spawn (2): hp 36 each; see Monster 
  Manual. 
  APL 6 (EL 8) 
  Conclusion 
  � Vampire Spawn (3): hp 36 each; see Monster 
  Manual. 
  The investigation should run the course of two days, but 
  could take several more than that. 
  � Wraith: hp 45; see Monster Manual. 
  In order to resolve the adventure successfully, the PCs 
  have to accomplish two things: 
  APL 8 (EL 10) 
  � Vampire Spawn (3): hp 36 each; see Monster 
  Manual. 
  1. 
  Either return the baby’s skeletal remains to its 
  tomb or to its mother, Brenwith the banshee.  
  In either case, Brenwith returns to her tomb 
  with her baby’s remains and stays there.  At this 
  point the immediate problem is solved, 
  although the area near the tomb remains 
  haunted and dangerous. 
  � Wraith: hp 45; see Monster Manual. 
  � Mohrg: hp 126; see Monster Manual. 
  APL 10 (EL 12) 
  � Vampire Spawn (3): hp 36 each; see Monster 
  Manual. 
  2. 
  After Brenwith and the baby have returned to 
  the tomb as mentioned above, the PCs can 
  arrange to consecrate the tomb.  When this is 
  accomplished, the area is returned completely 
  to normal.  The trees and plants will begin to 
  return to life in the area, animals will return as 
  well, and the unnatural fog will lift.  Brenwith 
  will be permanently laid to rest.  If the PCs don’t 
  do 
  or 
  suggest 
  doing 
  this, 
  eventually 
  Kadwynmedia the Druidess will suggest the 
  idea. 
  � Wraith: hp 45; see Monster Manual. 
  � Mohrg: hp 126; see Monster Manual. 
  � Pheran, Male Human Vampire Mnk7/Sor1: hp 
  72; see Appendix I. 
  APL 12 (EL 14) 
  � Vampire Spawn (3): hp 36 each; see Monster 
  Manual. 
  If the PCs inform the townsfolk about the banshee and 
  the necromancer, they will believe them and stop 
  harassing the Magistrate.  Either the Magistrate or one of 
  � Wraith: hp 45; see Monster Manual. 
  � Mohrg: hp 126; see Monster Manual. 
  GRM3-04 A Night in Birnham Woods 
   
  Page 14 
  
   
  APL 4 – 180 xp; 
  the deceased Birnhams (if the PCs help to pay for their 
  resurrection; the son will agree to a resurrection but his 
  father will only agree to one if all three of them are 
  brought back from the dead) will become the next 
  Elector and will owe the PCs a favor (see Treasure 
  Summary). 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp; 
   
  APL 12 – 420 xp. 
  Encounter Eight 
  Treasure: Kadwynmedia will also thank the PCs for their 
  help.  She will give them her favor (see Treasure 
  Summary).  She will also, at higher APL, offer the PCs the 
  following possessions of her deceased sister:  
  Survive or disable the traps 
   
  APL 2 – 120 xp; 
   
  APL 4 – 180 xp; 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
  APL 2:  L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL 10 – 360 xp; 
  APL 4:  L: 0 gp; C: 0 gp; M: bag of holding type I (208 gp). 
   
  APL 12 – 420 xp. 
  APL 6:  L: 0 gp; C: 0 gp; M: bag of holding type I (208 gp). 
  APL 8:  L: 0 gp; C: 0 gp; M: bag of holding type I (208 gp). 
  Encounter Seven 
  APL 10:  L: 0 gp; C: 0 gp; M: bag of holding type I (208 
  gp), +1 bane (undead) longsword (1,526 gp). 
  Defeat the necromancer’s forces 
   
  APL 2 – 120 xp; 
  APL 12:  L: 0 gp; C: 0 gp; M: bag of holding type I (208 
  gp), +1 bane (undead) longsword (1,526 gp). 
   
  APL 4 – 180 xp; 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
   
  APL 10 – 360 xp; 
   
   
  APL 12 – 420 xp. 
  The End 
  Conclusion 
  Return Jarnet’s skeleton to the banshee or the tomb 
  Experience Point Summary 
   
  APL 2 – 30 xp; 
   
  APL 4 – 45 xp; 
  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. 
   
  APL 6 – 60 xp; 
   
  APL 8 – 75 xp; 
   
  APL 10 – 90 xp; 
   
  APL 12 – 105 xp. 
  Encounter Two 
  Total Possible Experience 
  Discover that the Elector’s household had their throats 
  slit after they were slain 
   
  APL 2 – 450 xp; 
   
  APL 4 – 675 xp; 
   
  APL 2 – 30 xp; 
   
  APL 6 – 900 xp; 
   
  APL 4 – 45 xp; 
   
  APL 8 – 1,125 xp; 
   
  APL 6 – 60 xp; 
   
  APL 10 – 1,350 xp; 
   
  APL 8 – 75 xp; 
   
  APL 12 – 1,575 xp. 
   
  APL 10 – 90 xp; 
   
  APL 12 – 105 xp. 
  Treasure Summary 
  Encounter Three 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  Discover the Elector’s household was slain by a sonic 
  attack 
   
  APL 2 – 30 xp; 
   
  APL 4 – 45 xp; 
   
  APL 6 – 60 xp; 
   
  APL 8 – 75 xp; 
   
  APL 10 – 90 xp; 
  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 
   
  APL 12 – 105 xp. 
  Encounter Seven 
  Defeat the lizardfolk 
   
  APL 2 – 120 xp; 
  GRM3-04 A Night in Birnham Woods 
   
  Page 15 
  
   
  APL 10: L: 0 gp; C: 0 gp; M: 289 gp. 
  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. 
   
  APL 12: L: 0 gp; C: 0 gp; M: 289 gp. 
  Conclusion: 
   
  APL 2: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL 4: L: 0 gp; C: 0 gp; M: 208 gp. 
   
  APL 6: L: 0 gp; C: 0 gp; M: 208 gp. 
  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. 
   
  APL 8: L: 0 gp; C: 0 gp; M: 208 gp. 
   
  APL 10: L: 0 gp; C: 0 gp; M: 1,734 gp. 
   
  APL 12: L: 0 gp; C: 0 gp; M: 1,734  gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  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. 
  APL 2: L: 0 gp; C: 0 gp; M: 411 gp - Total: 411 gp (400 
  gp). 
  APL 4: L: 0 gp; C: 0 gp; M: 637 gp - Total: 637 gp (600 
  gp). 
  APL 6: L: 0 gp; C: 0 gp; M: 783 gp - Total: 783 gp (800 
  gp). 
  APL 8: L: 0 gp; C: 0 gp; M: 1,425 gp - Total: 1,425 gp 
  (1,250 gp). 
  APL 10: L: 0 gp; C: 0 gp; M: 3,299 gp - Total: 3,299 gp 
  (2,100 gp). 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  APL 12: L: 0 gp; C: 0 gp; M: 3,299 gp - Total: 3,299 gp 
  (3,000 gp). 
  Special 
  � Favor of the Elector of Birnham 
  For clearing the name of the Magistrate, and possibly for 
  helping with the resurrection of the Elector and his 
  family, the Elector of Birnham is in your debt.  This favor 
  can be redeemed for one Influence Point with the 
  Harvest Church.  Other uses may be made available in 
  the future.   Contact the Gran March Triad for details. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  � Favor of Kadwynmedia 
  M:  Magic Items (sell value)  
  The druidess can produce certain items for the PC to 
  thank them for helping her sister reach her final resting 
  place.  What she offers depends on the APL played at: 
  Encounter Seven: 
   
  APL 2: L: 0 gp; C: 0 gp; M: 312 gp. 
  • 
  APL 2 or 4:  The druidess will provide the PC 
  with access to enough darkwood to produce any 
  single weapon or shield of the PCs choosing.  
  The PC still must pay for the cost of the item. 
   
  APL 4: L: 0 gp; C: 0 gp; M: 330 gp. 
   
  APL 6: L: 0 gp; C: 0 gp; M: 476 gp. 
   
  APL 8: L: 0 gp; C: 0 gp; M: 1,118 gp. 
   
  APL 10: L: 0 gp; C: 0 gp; M: 1,193 gp. 
  • 
  APL 6 or 8:  As above and the druidess will grant 
  access to upgrade any single weapon, shield, or 
  piece of armor to a +2 enhancement bonus.  The 
  PC must pay for the cost of the upgrade (the 
  difference in price between the original item 
  and the upgraded item). 
   
  APL 12: L: 0 gp; C: 0 gp; M: 1,193 gp. 
  Encounter Eight: 
   
  All APLs: L: 0 gp; C: 0 gp; M: 83 gp. 
  Encounter Nine: 
  • 
  APL 10 or 12:  As above and the druidess will 
  grant access to upgrade any single weapon to a 
  +3 enhancement bonus or with any of the 
  following special abilities: flaming burst, icy 
  burst, shocking burst or any single shield or 
   
  APL 2: L: 0 gp; C: 0 gp; M: 16 gp. 
   
  APL 4: L: 0 gp; C: 0 gp; M: 16 gp. 
   
  APL 6: L: 0 gp; C: 0 gp; M: 16 gp. 
   
  APL 8: L: 0 gp; C: 0 gp; M: 16 gp. 
  GRM3-04 A Night in Birnham Woods 
   
  Page 16 
  
  piece of armor to a + 3 enhancement bonus or 
  with any of the following special abilities: cold 
  resistance, fire resistance, lightning resistance, 
  acid resistance, sonic resistance.  The PC must 
  pay for the cost of the upgrade (the difference in 
  price between the original item and the 
  upgraded item). 
  Once the favor is used to get/upgrade the item in 
  question, it should be marked as being consumed. 
  Items for the Adventure Record 
  Item Access 
  APL 2: 
  � Everburning Torch (Adventure, DMG) 
  � Stone of Alarm (Adventure, DMG) 
  APL 4 (APL 2 Items plus): 
  � Bag of Holding Type I (Adventure, DMG) 
  APL 6 (APL 2, 4 Items plus): 
  � Necklace of Prayer Beads (bead of blessing) 
  (Adventure, DMG) 
  APL 8 (APL 2, 4, 6 Items plus): 
  � +2 S udded Leather Armor (Adventure, DMG) 
  t
  APL 10 (APL 2, 4, 6, 8 Items plus): 
  � Potion of Heroism (Adventure, DMG) 
  � Wand of Magic Missile (3
  rd Level Caster, 
  Adventure, DMG) 
  APL 12 (APL 2, 4, 6, 8, 10 Items plus): 
  � +1 Bane (Undead) Longsword (Adventure, 
  DMG) 
   
   
  GRM3-04 A Night in Birnham Woods 
   
  Page 17 
  
  Appendix I: NPCs 
  Encounter Five 
  All APLs 
  Brenwith the Banshee: CR 17; medium undead (incorporeal); HD 26d12; hp 234; Init +7; Spd Fly 80 ft. (good); AC 16 
  (touch 16, flat-footed 13) [+3 Dex, +3 deflection]; Atk +16 melee (1d8/19-20 plus 1d4 Charisma drain, incorporeal touch); 
  SA charisma drain, horrific appearance, wail; SQ detect living, incorporeal subtype, stunt plants, undead traits; SR 28; 
  AL CN; SV Fort +8, Ref +11, Will +19; Str --, Dex 17, Con --, Int 16, Wis 15, Cha 17. 
   
  Skills and Feats: Balance +5, Hide +13, Intuit Direction +7, Jump +2, Listen +24, Scry +13, Search +23, Spot +24, 
  Tumble +16; Alertness, Blind-Fight, Combat Reflexes, Dodge, Expertise, Improved Critical (incorporeal touch), 
  Improved Initiative, Iron Will, Mobility, Spring Attack. 
   
  Charisma Drain (Su): An individual struck by a banshee must make a Fortitude save (DC 26) or permanently lose 
  1d4 points of Charisma (or 2d4 points on a critical hit).  The banshee heals 5 points of damage (10 on a critical hit) 
  whenever it drains Charisma, gaining any excess as temporary hit points. 
   
  Horrific Appearance (Su): Any living creature within 60 feet that views a banshee must make a successful 
  Fortitude save (DC 26) or permanently lose 1d4 points of Strength, 1d4 points of Dexterity, and 1d4 points of 
  Constitution.  A creature that successfully saves against this effect cannot be affected by the same banshee's horrific 
  appearance for 24 hours. 
   
  Wail (Su): During the night, a banshee can loose a deadly wail.  This attack can slay up to eighteen living creatures 
  within a 30-foot spread centered on the banshee, or within a 60-foot cone extending from the banshee, at the creature's 
  option.  A successful Fortitude save (DC 26) negates the effect.  Once a banshee wails, it must wait 1d4 rounds before it 
  can do so again, and it can wail no more than three times per day. 
   
  Detect Living (Sp): This ability functions like the commune with nature spell, except that it detects only living 
  creatures and the range is one-half mile.  The banshee can use detect living up to three times per day. 
   
  Incorporeal Subtype: Only other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and 
  supernatural abilities can harm a banshee.  The creature has a 50% chance to ignore any damage from a corporeal source, 
  except for force effects or attacks made with ghost touch weapons.  A banshee can pass through solid objects, but not 
  force effects, at will.  Its attacks ignore natural armor, armor, and shields, but defection bonuses and force effects work 
  normally against them.  A banshee always moves silently and cannot be heard with Listen checks if it doesn't wish to be. 
   
  Stunt Plants (Su): Once per day, a banshee can stunt all normal plants within a one-half mile radius.  This ability 
  otherwise functions like the stunt version of a diminish plants spell (caster level 18th). 
   
  Undead Traits: A banshee is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death 
  effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects.  It is not subject 
  to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage.  A banshee 
  cannot be raised, and resurrection works only if it is willing.  The creature has darkvision (60-foot range.) 
   
  Description: A banshee is the spirit of a strong-willed, selfish individual of a humanoid race.  Because of its rage at 
  the loss of its own life, it delights in bringing death to any living creature it encounters.  This creature appears as a 
  translucent image of the form it held in life.  With the passage of time, the banshee's image tends to become blurred and 
  indistinct, though the creature remains recognizable as a humanoid.  The very presence of a banshee creates a pall over 
  the landscape.  Its ability to stunt the growth of plants combined with its deadly wail eventually reduces the 
  surrounding territory to blasted heath and wasteland.  Largely for this reason, many cultures consider a sudden blight 
  upon the land to be an omen of death.  A banshee speaks the languages that it knew in life. 
   
  Combat:  Banshees hate all living things with an unholy fury, and they readily attack anyone foolish enough to 
  trespass within their territories.  A banshee typically uses its horrific appearance to drive off less powerful foes, then 
  employs its howling wail one or more times to damage any who remain.  Finally it finishes off the intruders with its 
  Charisma drain in melee.  If overmatched, the creature flees into the earth, usually to a grave-like lair that it maintains 
  beneath the surface. 
  GRM3-04 A Night in Birnham Woods 
   
  Page 18 
  
  Encounter Seven 
  APL 2 
  Lizardfolk Rgr1: CR 2; medium-sized humanoid (aquatic, reptilian); HD 2d8+1d10+9; hp 27; Init +3; Spd 30 ft.; AC 23 
  (touch 13, flat-footed 20) [+3 Dex, +5 natural, +5 armor]; Atk +5 melee (1d4+3, 2 claws) and +3 melee (1d4+1, bite), or +5 
  ranged (1d6+3, javelin); SA favored enemy (human) +1; AL N; SV Fort +5, Ref +6, Will +0; Str 16, Dex 16, Con 16, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Balance +7, Hide +4, Jump +9, Listen +1, Spot +1, Swim +11, Wilderness Lore +1; Ambidexterity, 
  Dodge, Multiattack, Track, Two-Weapon Fighting. 
   
  Possessions: +1 chain shirt, 3 javelins. 
  APL 4 
  Lizardfolk Rgr1: CR 2; medium-sized humanoid (aquatic, reptilian); HD 2d8+1d10+9; hp 27; Init +3; Spd 30 ft.; AC 23 
  (touch 13, flat-footed 20) [+3 Dex, +5 natural, +5 armor]; Atk +5 melee (1d4+3, 2 claws) and +3 melee (1d4+1, bite), or +5 
  ranged (1d6+3, javelin); SA favored enemy (human) +1; AL N; SV Fort +5, Ref +6, Will +0; Str 16, Dex 16, Con 16, Int 10, 
  Wis 10, Cha 10. 
   
  Skills and Feats: Balance +7, Hide +4, Jump +9, Listen +1, Spot +1, Swim +11, Wilderness Lore +1; Ambidexterity, 
  Dodge, Multiattack, Track, Two-Weapon Fighting. 
   
  Possessions: +1 chain shirt, 3 javelins. 
  Lizardfolk Drd3: CR 4; medium-sized humanoid (aquatic, reptilian); HD 2d8+3d8+10; hp 38; Init +2; Spd 30 ft.; AC 21 
  (touch 12, flat-footed 19) [+2 Dex, +5 natural, +4 armor]; Atk +6 melee (1d4+3, 2 claws) and +4 melee (1d4+1, bite), or +5 
  ranged (1d6+3, javelin); SA spells; SQ animal companion, nature sense, woodland stride, trackless step; AL N; SV Fort 
  +5, Ref +6, Will +5; Str 16, Dex 14, Con 14, Int 10, Wis 15, Cha 12. 
   
   
   
  Skills and Feats: Balance +6, Concentration +6, Handle Animal +5, Jump +9, Spellcraft +4, Swim +11; Blind-Fight, 
  Multiattack. 
   
  Possessions: +1 hide armor, 3 javelins, spell components, potion of cure moderate wounds. 
   
  Spells Prepared (4/3/2; base DC = 12 + spell level): 0–[cure minor wounds x2, light, purify food and drink]; 1
  st–[cure 
  light wounds, entangle, magic fang]; 2
  nd–[resist elements, summon swarm]. 
  APL 6 
  Lizardfolk Rgr3: CR 4; medium-sized humanoid (aquatic, reptilian); HD 2d8+3d10+15; hp 46; Init +3; Spd 30 ft.; AC 23 
  (touch 13, flat-footed 20) [+3 Dex, +5 natural, +5 armor]; Atk +7 melee (1d4+3, 2 claws) and +5 melee (1d4+1, bite), or +7 
  ranged (1d6+3, javelin); SA favored enemy (human) +1; AL N; SV Fort +6, Ref +7, Will +1; Str 16, Dex 16, Con 16, Int 10, 
  Wis 11, Cha 10. 
  Skills and Feats: Balance +7, Hide +5, Jump +9, Listen +2, Move Silently +4, Spot +3, Swim +11, Wilderness Lore +4; 
  Ambidexterity, Dodge, Multiattack, Track, Two-Weapon Fighting. 
   
  Possessions: +1 chain shirt, 3 javelins, potion of jump. 
  Lizardfolk Drd5: CR 6; medium-sized humanoid (aquatic, reptilian); HD 2d8+5d8+14; hp 53; Init +6; Spd 30 ft.; AC 21 
  (touch 12, flat-footed 19) [+2 Dex, +5 natural, +4 armor]; Atk +7 melee (1d4+3, 2 claws) and +5 melee (1d4+1, bite), or +6 
  ranged (1d6+3, javelin); SA spells, wildshape 1/day; SQ animal companion, nature sense, woodland stride, trackless step, 
  resist nature’s lure; AL N; SV Fort +6, Ref +6, Will +6; Str 16, Dex 14, Con 14, Int 10, Wis 15, Cha 12. 
  Skills and Feats: Balance +6, Concentration +8, Handle Animal +9, Jump +9, Spellcraft +6, Swim +11; Blind-Fight, 
  Improved Initiative, Multiattack. 
   
  Possessions: +1 hide armor, 3 javelins, spell components, potion of cure moderate wounds, potion of hiding, 
  necklace of prayer beads (bead of blessing). 
   
  Spells Prepared (5/4/3/1; base DC = 12 + spell level): 0–[cure minor wounds x2, detect magic, light, purify food and 
  drink]; 1
  st–[cure light wounds x2, entangle, obscuring mist]; 2
  nd–[heat metal, resist elements, summon swarm]; 3
  rd–
  [greater magic fang]. 
  APL 8 
  Lizardfolk Rog3: CR 4; medium-sized humanoid (aquatic, reptilian); HD 2d8+3d6+15; hp 37; Init +7; Spd 30 ft.; AC 23 
  (touch 13, flat-footed 23) [+3 Dex, +5 natural, +5 armor]; Atk +6 melee (1d4+3, 2 claws) and +1 melee (1d4+1, bite), or +6 
  GRM3-04 A Night in Birnham Woods 
   
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  ranged (1d6+3, javelin); SA sneak attack +2d6; SQ evasion, uncanny dodge (Dex bonus to AC); AL N; SV Fort +4, Ref +9, 
  Will +1; Str 16, Dex 17, Con 16, Int 10, Wis 10, Cha 8. 
   
   
   
   
   
  Skills and Feats: Balance +8, Bluff +0, Hide +7, Jump +10, Listen +2, Move Silently +7, Search +1, Spot +3, Swim +13, 
  Tumble +8; Dodge, Improved Initiative. 
   
  Possessions: +2 studded leather, 3 javelins, potion of jump, potion of bull’s strength. 
  Lizardfolk Rgr5: CR 6; medium-sized humanoid (aquatic, reptilian); HD 2d8+5d10+21; hp 66; Init +3; Spd 30 ft.; AC 23 
  (touch 13, flat-footed 20) [+3 Dex, +5 natural, +5 armor]; Atk +9 melee (1d4+3, 2 claws) and +7 melee (1d4+1, bite), or 
  +9/+4 ranged (1d6+3, javelin); SA favored enemy (human) +2, favored enemy (elf) +1; AL N; SV Fort +7, Ref +7, Will +1; 
  Str 16, Dex 16, Con 16, Int 10, Wis 11, Cha 10. 
  Skills and Feats: Balance +7, Hide +6, Jump +9, Listen +5, Move Silently +4, Spot +5, Swim +11, Wilderness Lore +6; 
  Ambidexterity, Dodge, Mobility, Multiattack, Track, Two-Weapon Fighting. 
   
  Possessions: +1 chain shirt, 3 javelins. 
  Lizardfolk Drd7: CR 8; medium-sized humanoid (aquatic, reptilian); HD 2d8+7d8+18; hp 68; Init +6; Spd 30 ft.; AC 21 
  (touch 12, flat-footed 19) [+2 Dex, +5 natural, +4 armor]; Atk +9 melee (1d4+3, 2 claws) and +7 melee (1d4+1, bite), or 
  +8/+3 ranged (1d6+3, javelin); SA spells, wildshape 3/day; SQ animal companion, nature sense, woodland stride, 
  trackless step, resist nature’s lure; AL N; SV Fort +7, Ref +7, Will +8; Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 12. 
  Skills and Feats: Balance +6, Concentration +10, Handle Animal +10, Jump +9, Spellcraft +7, Swim +11, Wilderness 
  Lore +7; Blind-Fight, Improved Initiative, Multiattack, Silent Spell. 
   
  Possessions: +1 hide armor, 3 javelins, spell components, potion of cure moderate wounds, potion of hiding, 
  necklace of prayer beads (bead of blessing). 
   
  Spells Prepared (6/5/4/3/1; base DC = 13 + spell level): 0–[cure minor wounds x3, detect magic, light, purify food 
  and drink]; 1
  st–[cure light wounds x2, entangle, magic fang, obscuring mist]; 2
  nd–[barkskin, charm person or animal, 
  heat metal, summon swarm]; 3
  rd–[cure moderate wounds, greater magic fang, protection from elements]; 4
  th–[flame 
  strike]. 
  APL 10 
  Lizardfolk Rog5: CR 6; medium-sized humanoid (aquatic, reptilian); HD 2d8+5d6+21; hp 51; Init +7; Spd 30 ft.; AC 23 
  (touch 13, flat-footed 23) [+3 Dex, +5 natural, +5 armor]; Atk +7 melee (1d4+3, 2 claws) and +2 melee (1d4+1, bite), or +7 
  ranged (1d6+3, javelin); SA sneak attack +3d6; SQ evasion, uncanny dodge (Dex bonus to AC); AL N; SV Fort +4, Ref 
  +10, Will +1; Str 16, Dex 17, Con 16, Int 10, Wis 10, Cha 8. 
  Skills and Feats: Balance +8, Bluff +0, Hide +12, Jump +10, Listen +3, Move Silently +12, Search +1, Spot +5, Swim 
  +13, Tumble +11; Dodge, Improved Initiative, Mobility. 
   
  Possessions: +2 studded leather, 3 javelins, potion of jump, potion of bull’s strength. 
  Lizardfolk Rgr7: CR 8; medium-sized humanoid (aquatic, reptilian); HD 2d8+7d10+27; hp 85; Init +3; Spd 30 ft.; AC 23 
  (touch 13, flat-footed 20) [+3 Dex, +5 natural, +5 armor]; Atk +11 melee (1d4+3, 2 claws) and +9 melee (1d4+1, bite), or 
  +11/+6 ranged (1d6+3, javelin); SA favored enemy (human) +2, favored enemy (elf) +1; AL N; SV Fort +8, Ref +8, Will 
  +3; Str 16, Dex 16, Con 16, Int 10, Wis 12, Cha 10. 
  Skills and Feats: Balance +7, Hide +7, Jump +9, Listen +7, Move Silently +6, Spot +7, Swim +11, Wilderness Lore +7; 
  Ambidexterity, Dodge, Mobility, Multiattack, Spring Attack, Track, Two-Weapon Fighting. 
   
  Possessions: +1 chain shirt, 3 javelins, potion of heroism. 
   
  Spells Prepared (2; base DC = 11 + spell level): 1
  st–[magic fang x2]. 
  Lizardfolk Drd9: CR 10; medium-sized humanoid (aquatic, reptilian); HD 2d8+9d8+22; hp 83; Init +6; Spd 30 ft.; AC 21 
  (touch 12, flat-footed 19) [+2 Dex, +5 natural, +4 armor]; Atk +10 melee (1d4+3, 2 claws) and +8 melee (1d4+1, bite), or 
  +9/+4 ranged (1d6+3, javelin); SA spells, wildshape (3/day, Large); SQ animal companion, nature sense, woodland stride, 
  trackless step, resist nature’s lure, venom immunity; AL N; SV Fort +8, Ref +8, Will +9; Str 16, Dex 14, Con 14, Int 10, 
  Wis 16, Cha 12. 
   
  Skills and Feats: Animal Empathy +6, Balance +6, Concentration +11, Handle Animal +11, Intuit Direction +4, 
  Jump +9, Spellcraft +7, Swim +11, Wilderness Lore +7; Blind-Fight, Improved Initiative, Multiattack, Silent Spell. 
   
  Possessions: +1 hide armor, 3 javelins, spell components, potion of cure moderate wounds, potion of hiding, 
  necklace of prayer beads (bead of blessing). 
  GRM3-04 A Night in Birnham Woods 
   
  Page 20 
  
   
  Spells Prepared (6/5/5/4/2/1; base DC = 13 + spell level): 0–[cure minor wounds x3, detect magic, light, purify food 
  and drink]; 1
  st–[cure light wounds x2, entangle, magic fang, obscuring mist]; 2
  nd–[barkskin, charm person or animal, 
  heat metal, resist elements, summon swarm]; 3
  rd–[cure moderate wounds x2, greater magic fang, protection from 
  elements]; 4
  th–[flame strike, freedom of movement]; 5
  th–[animal growth]. 
  APL 12 
  Lizardfolk Rog7: CR 8; medium-sized humanoid (aquatic, reptilian); HD 2d8+7d6+27; hp 64; Init +8; Spd 30 ft.; AC 24 
  (touch 14, flat-footed 24) [+4 Dex, +5 natural, +5 armor]; Atk +9 melee (1d4+3, 2 claws) and +7 melee (1d4+1, bite), or 
  +10/+5 ranged (1d6+3, javelin); SA sneak attack +4d6; SQ evasion, uncanny dodge (Dex bonus to AC, can’t be flanked); 
  AL N; SV Fort +5, Ref +12, Will +2; Str 16, Dex 18, Con 16, Int 10, Wis 10, Cha 8. 
   
   
  Skills and Feats: Balance +9, Bluff +0, Hide +15, Jump +10, Listen +9, Move Silently +15, Search +1, Spot +9, Swim 
  +13, Tumble +14; Dodge, Improved Initiative, Mobility, Multiattack. 
   
  Possessions: +2 studded leather, 3 javelins, potion of jump, potion of bull’s strength. 
  Lizardfolk Rgr9: CR 10; medium-sized humanoid (aquatic, reptilian); HD 2d8+9d10+33; hp 105; Init +3; Spd 30 ft.; AC 
  23 (touch 13, flat-footed 20) [+3 Dex, +5 natural, +5 armor]; Atk +13 melee (1d4+3, 2 claws) and +11 melee (1d4+1, bite), 
  or +13/+8 ranged (1d6+3, javelin); SA favored enemy (human) +2, favored enemy (elf) +1; AL N; SV Fort +9, Ref +9, Will 
  +4; Str 16, Dex 16, Con 16, Int 10, Wis 12, Cha 10. 
  Skills and Feats: Balance +7, Hide +7, Jump +9, Listen +9, Move Silently +8, Spot +9, Swim +11, Wilderness Lore +9; 
  Ambidexterity, Dodge, Mobility, Multiattack, Spring Attack, Track, Two-Weapon Fighting. 
   
  Possessions: +1 chain shirt, 3 javelins, potion of heroism. 
   
  Spells Prepared (2; base DC = 11 + spell level): 1
  st–[magic fang x2]. 
  Lizardfolk Drd11: CR 12; medium-sized humanoid (aquatic, reptilian); HD 2d8+11d8+26; hp 98; Init +6; Spd 30 ft.; AC 
  21 (touch 12, flat-footed 19) [+2 Dex, +5 natural, +4 armor]; Atk +12 melee (1d4+3, 2 claws) and +10 melee (1d4+1, bite), 
  or +11/+6 ranged (1d6+3, javelin); SA spells, wildshape (4/day, Large, Tiny); SQ animal companion, nature sense, 
  woodland stride, trackless step, resist nature’s lure, venom immunity; AL N; SV Fort +9, Ref +8, Will +10; Str 16, Dex 14, 
  Con 14, Int 10, Wis 17, Cha 12. 
   
  Skills and Feats: Animal Empathy +10, Balance +6, Concentration +11, Handle Animal +11, Intuit Direction +6, 
  Jump +9, Knowledge (nature) +2, Spellcraft +7, Swim +11, Wilderness Lore +7; Blind-Fight, Improved Initiative, 
  Maximize Spell, Multiattack, Silent Spell. 
   
  Possessions: +1 hide armor, 3 javelins, spell components, potion of cure moderate wounds, potion of hiding, 
  necklace of prayer beads (bead of blessing). 
   
  Spells Prepared (6/6/5/5/3/2/1; base DC = 13 + spell level): 0–[cure minor wounds x3, detect magic, light, purify 
  food and drink]; 1
  st–[cure light wounds x3, endure elements, entangle, obscuring mist]; 2
  nd–[animal messenger, 
  barkskin, charm person or animal, heat metal, summon swarm]; 3
  rd–[cure moderate wounds x2, greater magic fang x2, 
  protection from elements]; 4
  th–[cure serious wounds, flame strike, freedom of movement]; 5
  th–[animal growth, ice 
  storm]; 6
  th–[summon nature’s ally VI]. 
  Encounter Nine 
  APL 10 or 12 
  Pheran: male human vampire Mnk7/Sor1; CR 10; medium-sized undead; HD 8d12; hp 72; Init +8; Spd 50 ft.; AC 24 
  (touch 18, flat-footed 20) [+4 Dex, +6 natural, +1 monk, +3 Wis]; Atk +11/+8 melee (1d8+6, unarmed strike/slam); SA 
  spells, stunning attack 7/day (DC 16), domination, energy drain, blood drain, children of the night, create spawn; SQ 
  evasion, still mind, slow fall 30 ft., purity of body, wholeness of body, leap of the clouds, damage reduction 15/+1, turn 
  resistance +4, cold and electricity resistance 20, gaseous form, spider climb, alternate form, fast healing; AL CE; SV Fort 
  +6, Ref +12, Will +13; Str 22, Dex 18, Con -, Int 14, Wis 16, Cha 18. 
   
  Skills and Feats: Alchemy +3, Balance +8, Bluff +13, Climb +7, Concentration +10, Diplomacy +5, Escape Artist +5, 
  Hide +23, Jump +9, Knowledge (arcana) +4, Listen +23, Move Silently +23, Scry +3, Search +10, Sense Motive +11, 
  Spellcraft +3, Spot +14, Tumble +15; Alertness, Combat Reflexes, Deflect Arrows, Dodge, Improved Initiative, Improved 
  Trip, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Stunning Fist, Weapon Focus 
  (unarmed strike). 
   
  Possessions: wand of magic missile (3
  rd level caster), cloak of resistance +1, scroll of change self. 
  GRM3-04 A Night in Birnham Woods 
   
  Page 21 
  
   
  Spells Prepared (5/4; base DC = 14 + spell level): 0–[dancing lights, detect magic, open/close, read magic]; 1
  st–[mage 
  armor, shield]. 
   
  Domination (Su):  A vampire can crush an opponent’s will just by looking onto his eyes.  This is similar to a gaze 
  attack, except that the vampire must take a standard action, and those merely looking at it are not affected.  Anyone the 
  vampire targets must make a Will save (DC 18) or fall instantly under the vampire’s influence as though by a dominate 
  person spell cast by a 12
  th level sorcerer.  The ability has a range of 30 feet. 
   
  Energy Drain (Su):  Living creatures struck by a vampire’s slam attack suffer 2 negative levels. 
   
  Blood Drain (Ex):  A vampire can suck blood with its fangs by making a successful grapple check.  If it pins the 
  foe, it drains blood, inflicting 1d4 points of permanent Con drain each round the pin is maintained. 
   
  Children of the Night (Su):  Vampires command the lesser creatures of the world and once per day can call forth 
  a pack of 4d8 dire rats, a swarm of 10d10 bats, or a pack of 3d6 wolves as a standard action.  These creatures arrive in 2d6 
  rounds and serve the vampire for up to 1 hour. 
   
  Create Spawn (Su):  A humanoid or monstrous humanoid slain by a vampire’s energy drain attack rises as a 
  vampire  spawn 1d4 days after burial.  If the vampire instead drains the victim’s Con to 0r less, the victim returns as a 
  spawn if it had 4 or fewer HD and as a vampire if it had 5 or more HD.  In either case, the new vampire or vampire 
  spawn is under the command of the vampire that created it and remains enslaved until its master’s death. 
   
  Gaseous Form (Su):  As a standard action, a vampire can assume gaseous form at will, as the spell cast by a 5
  th level 
  sorcerer, but can remain gaseous indefinitely and has a fly speed of 20 ft. (perfect).  It will only go gaseous if reduced to 
  0 hp (see below). 
   
  Spider Climb (Ex):  A vampire can climb sheer surfaces as thought with a spider climb spell. 
   
  Alternate Form (Su):  A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action.  
  This ability is similar to a polymorph self spell cast by a 12
  th level sorcerer, except that it is limited to the forms above.  It 
  can remain in that form until it assumes another or until the next sunrise. 
   
  Fast Healing (Ex):  A vampire heals 5 points of damage each round so long as it has at least 1 hit point.  If reduced 
  to 0 hp or lower, it automatically assumes gaseous form and attempts to escape to its coffin.  Once at rest, it rises to 1 hit 
  point in 1 hour, then resumes healing at the rate of 5 hit points per round. 
       Vampire Weaknesses: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. 
  Similarly, they recoil from a mirror or a strongly presented, holy symbol. These things don’t harm the vampire-they 
  merely keep it at bay. Vampires are also unable to cross running water, although they can be carried over it while resting 
  in their coffins or aboard a ship. They are utterly unable to enter a home or other building unless invited in by someone 
  with the authority to do so. They may freely enter public places, since these are by definition open to all.  
       Slaying a Vampire: Simply reducing a vampire’s hit points to 0 or below incapacitates but doesn’t destroy it. However, 
  certain attacks can slay vampires.  Exposing any vampire to direct sunlight disorients it: It can take only partial actions 
  and is destroyed utterly on the next round if it cannot escape. Similarly, immersing a vampire in running water robs it 
  of one-third of its hit points each round until it is destroyed at the end of the third round. 
  Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is 
  removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy 
  wafers (or their equivalent). 
   
   
  GRM3-04 A Night in Birnham Woods 
   
  Page 22 
  
  DM Aid #1: Town Relations 
  Donwyn Birnham (Male human War1; Magistrate) – 37 years old.   
  Pelena Birnham (Female human Com1; Magistrate’s Wife) – 33 years old.   
  Conwris Birnham (Male human Com1; Magistrate’s Son) – 14 years old.   
  Gromar Cynnion (Male human Com 1; Local Handyman; Pelena Birnham’s Brother) – Deputy, Gravedigger, 
  Carpenter, Stonemason, Undertaker, Mortician.  First to die after the PCs arrive.  Also made the tomb for Brenwith and 
  Jarnet.  45 years old.   
  Heronwy Traita (Female human Com1; Midwife - Herbalist of Beory) – Second to die after PCs arrive.  42 years old.   
  Lorwyn Birnham (Male human Com1; Elector’s Son, Body #1) – First to Die.  14 years old.  (577 CY – 591 CY) 
  Harel Birnham (Male human Com1; Elector, Body #2) – Second to Die.  He was also the Magistrate’s cousin.  40 years 
  old.  (551 CY – 591 CY) 
  Shalen Tullis (Female human Com1; Elector’s Servant, Body #3) – Third to Die.  She was pregnant with Harel’s 
  daughter.  19 years old.  (572 CY - 591 CY) 
  Wanera Birnham (Female human Com1; Elector’s Wife) – Died during childbirth many years ago (14 years ago).  (556 
  CY - 577 CY) 
  Palenda Kedion (Female human Com1; Tavern Girl) – Eligible Bachlorette.  Both Birnham cousins’ sons were 
  competing for her hand in marriage.  15 years old.   
  Meyrwon Cynnion (Male human Rgr4; Brenwith’s husband) - Gromar’s brother.  Died many years ago in the war.  (550 
  CY – 585 CY) 
  Kadwynmedia (Female Elf Drd5; Banshee’s Sister - Sylvan Elf)  - 138 years old.   
  Brenwith (Female Sylvan Elf Com1) – (453 CY – 588 CY); Became the banshee. 
  Jarnet (Male Half Sylvan Elf Com1- Brenwith’s Son): (586 CY – 588 CY) 
   
  GRM3-04 A Night in Birnham Woods 
   
  Page 23 
  
  DM Aid #2: Map 
   
   
  GRM3-04 A Night in Birnham Woods 
   
  Page 24 
  
  Player Handout #1 
  Kadwynmedia’s Lament 
   
  In the bayou dark and quiet, 
  The birds were startled from their riot. 
  Low ones fear the death in the air. 
  The bayou weeps for her and listens to her despair. 
  There you find the precious soiled. 
  Guarded by the tree so spoiled. 
  Thrice the brinded cat hath whined. 
  Thrice the sister cries, "'Tis time, 'tis time." 
  When sidhe whines, listen not to her cries, 
  Her whines will bring you to your quick demise. 
  You seek the one who commands her pains. 
  He sits and waits and time he bides. 
  When Pelor’s glory runs and hides, 
  Sidhe follows it to find his reigns. 
  Despair his charm, this angel dark, 
  His evil spell for her he harks, 
  Return the one that's on her lips. 
  He was, from his mother's tomb, untimely ripped. 
  GRM3-04 A Night in Birnham Woods 
   
  Page 25 
  
  GRM3-04 A Night in Birnham Woods 
   
  Page 26 
  Player Handout #2 
  Unfinished Letter 
   
  Master, 
  So far the experiments have been a success.  I have been 
  able to create two intelligent undead using the rituals 
  that you have provided for me.  I believe that it is almost 
  time to start the second phase of the experiments. 
  The Magistrate is suffering dearly for his acts against 
  me. 
  I will let … 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/593/Normal Scenarios/GRM3-04 - A Night in Birnham Woods (APL 2-12)/GRM3-04 - A Night in Birnham Woods.pdf