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.  
   
  GRM3-02 
   
   
   
   
   
   
  Rotting on the Vine 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Gran March Regional Adventure 
  Version 1.0 
   
  by Will Dover 
   
   
  The Hospitalers need clever investigators to find one of their clerics, who may have been infected with the plague.  
  Military TUs may be used for this scenario.  A Gran March regional adventure for APLs 2-10 and Part One in the 
  “Shadow, Sun, and Sword” series. 
  
  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.  
  GRM3-02 Rotting on the Vine 
   
  Page 2 
  
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  # 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 
  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. 
  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. 
  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. 
  Living Greyhawk Levels of Play 
   
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  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. 
  GRM3-02 Rotting on the Vine 
   
  Page 3 
  
  Adventure Summary 
  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). 
  The adventure begins with the PCs arriving in Orlane 
  with a refugee caravan from Hochoch that is being 
  escorted by Hospitalers. If they are Hospitalers, they 
  could be finishing up their yearly service. If they are 
  military personnel (either active-duty or veterans), they 
  could be coming back to the area for some rest and 
  relaxation. Otherwise, the PCs are just along for the ride. 
  They notice that the city is beginning to recover from the 
  fierce battle waged here last year. As the caravan draws 
  near the Hospitaler relief camp, however, a man, 
  obviously delirious with fever, runs into the party while 
  being chased by Hospitaler Physicians and starts 
  ineffectively attacking the party. Once the party subdues 
  the ill man, the Physician in charge thanks the PCs for 
  their help. If the PCs ask the physicians what is going on, 
  the Physician tells them that some guards may have been 
  exposed to plague and that a search is going on for a 
  missing cleric who may have been exposed as well. At 
  this point, the Physician notes that, as the PCs are 
  adventurers, the Dispatcher for this camp might need 
  them to find Rhal. A PC with Heal can try to determine if 
  this is truly plague, but this is not an easy task (and 
  increasingly difficult as the APL increases). 
  Adventure Background 
  Rhal ap Ogwen, an expatriate cleric of Pelor from Geoff 
  and of Flan extraction, is irritated by the strict militarism 
  of Gran March because of his personal views on freedom 
  and individuality. Originally neutral good, he joined the 
  Hospitalers as there was no organized church of Pelor in 
  his new home. As the giant occupation continued and as 
  the Gran March army appeared to be firmly ensconced in 
  his homeland, however, Rhal became more disillusioned 
  with the Gran March way of life. Thus, when the 
  Corporation contacted him for healing services, he had 
  no problems helping these individuals who were 
  working outside the oppressive system. 
  When the party reaches his tent, the Chief Dispatcher 
  does ask them to help find Rhal ap Ogwen as he is rather 
  short-handed. If they agree, he gives them an oral vaccine 
  against the supposed plague and tells them some basic 
  information about Rhal. He tells them that Rhal is an 
  expatriate cleric of Pelor from Geoff who has worked for 
  several years as a physician. He had been seen lately 
  hanging out with Couriers assigned to the 20th Battle, 
  trying to find out word about his family and friends in 
  Geoff. He also has a tent here in the camp, but that looks 
  like it has been tossed. 
  Soon Rhal became a Lay Brother with the Corporation, 
  providing healing services to the membership. From his 
  post in Orlane, he eventually started passing on 
  information he learned from talking with Hospitaler 
  Refugee Counselors. With his continued criminal 
  association, he became more and more chaotic in his 
  views. Eventually, he was up for consideration for full 
  membership in The Corporation.  
  To “make his bones,” Rhal came up with a rather unique 
  plan. He cultivated contacts with Couriers riding the 
  roads of Gran March and soon gained access to a 
  classified dispatch going to the Army of Retribution 
  dealing with the situation at Fort Tribulation. Once he 
  had the dispatch, he arranged with the Office of 
  Dispatchers to join a caravan to Shiboleth, administered a 
  slightly debilitating disease resembling the plague to 
  some caravan guards so that the caravan would return 
  back to Orlane and then faked his own disappearance so 
  as to look like he himself was also exposed and wandered 
  off in delirium. He would then head off to an old 
  Corporate bolt-hole that was once an old smugglers den 
  found near the Javan River on the property of a vineyard 
  ran by an old druid of Baklunish heritage named Ulziah. 
  While the grounds and most of the buildings were 
  devastated during the Battle of Orlane, the secret 
  bolthole remained more or less intact under Ulziah’s 
  “special” greenhouse filled with assassin vines. 
  Those in military service may want to contact the 20th 
  Battle. When they do, the Battle’s executive officer, 
  Captain Ramanche, will pull the military PCs aside and 
  make them aware of Rhal’s possible treachery. They will 
  then be reactivated with the express purpose of 
  recovering Rhal and the dispatch. They are to take 
  extreme care in bringing Rhal back alive for 
  interrogation before sentence. 
  Those PCs with connections to the cult of Pelor will find 
  that there is a local priest named Geraint Brownbaker 
  that is influential in the movement to establish a church. 
  If there are unbelievers present, he will speak nothing 
  but nice things about Brother Rhal. He will, however, try 
  to get members of the Pelor faithful aside to tell them 
  that Rhal has been rather vocal of late about the strict 
  Gran March military. He then asks any followers to 
  GRM3-02 Rotting on the Vine 
   
  Page 4 
  
  The PCs follow this hidden passage and find it to be 
  supported by somewhat weakened timbers. Along the 
  way, there is a trap that does two things. First, it sets off a 
  silent alarm to the bolthole to let anyone in there know 
  that the front-end has been breached. Second, it collapses 
  the end of the hallway near the cellar, blocking the 
  escape route. 
  investigate to see if Rhal has done anything to disgrace 
  the cult’s efforts toward legitimacy and to report back to 
  him so that appropriate measures can be taken 
  (specifically, distancing the cult from Rhal by portraying 
  him as a fallen priest). 
  The PCs will eventually want to check out Rhal’s tent. It 
  has been thoroughly trashed as he tried to make it such as 
  if he were in complete delirium. However, he 
  accidentally left one clue as to his whereabouts: a wine 
  label from Ulziah’s vineyard. Corporation members will 
  also recognize on the label a Corporate glyph meaning 
  “safe house.” Given the nature of Rhal’s mission, 
  Corporate associates have been watching the tent to 
  insure that the mission remains secret. Thus, as the party 
  leaves the tent, they will notice a mysterious note lying 
  beside the tent door. To the uninformed, it looks like a 
  piece of poorly written doggerel. To Corporate PCs who 
  make Innuendo checks, however, the message is clear: if 
  possible, retrieve the package if Rhal fails, deliver it to 
  The Corporation, and protect the secrecy of The 
  Corporation above all. Rhal is not to be killed; if he talks, 
  other assets will insure Corporate secrecy (meaning that 
  Rhal will be killed if he talks). This last part is not directly 
  stated, but savvy PCs will draw that conclusion. 
  Afterward, it is an easy matter find the way to Ulziah’s 
  vineyard from the locals. They, however, warn that the 
  old druid was very protective of his privacy. It was 
  rumored that he had a large beast helping guard the 
  grounds. 
  At the end of this passage, the PCs will find the traitor 
  Rhal in the Corporate bolthole. If the alarm goes off in 
  the passage, Rhal will have time to prepare spells and 
  quaff potions in the bolthole. Rhal, thinking that this is a 
  part of his test, will stand his ground as long as he can 
  and then run out the entrance on the opposite side, 
  tripping the other cave-in as he leaves. Thus, the party 
  could end up being trapped in a cave-in if they fail. The 
  debris is easily moved, however, so that they can clear it 
  out within a number of hours equal to the APL x 6 (so 
  that potential victims of mummy rot can get cured). 
  Depending on the results of the final encounter and the 
  party make-up, several outcomes can occur. 
  In addition, the party will receive an Influence Point or 
  commendation from one of the involved parties (the 
  Hospitalers, the military, The Corporation, or the cult of 
  Pelor) upon success. Also, any PCs who survive the cave-
  in can be considered to meet the special requirement for 
  Dungeon Delver. Finally, any PC suffering from mummy 
  rot or needing a raise dead spell will be healed/raised free 
  of charge by the Hospitalers. 
  Introduction 
  The PCs arrive at Ulziah’s vineyard where they find it 
  mostly overrun, with unkempt vines running all over the 
  property. There is one building left standing: an old 
  greenhouse. As they traverse the trail to the greenhouse, 
  however, Ulziah’s old watchdog, a two-headed wolfish 
  beast, attacks the intruders. After defeating the watchdog, 
  the party makes its way to the greenhouse, where they 
  find the aforementioned assassin vines, which were 
  Ulziah’s secret ingredient for his wines. 
  In preparation for this scenario, DMs should get the 
  following information from the players: 
  • 
  Find out if any of the PCs at the table have 
  played Eyes on Orlane and/or Midnight 
  Dawn. Those that have will feel more at home 
  in this scenario. 
  • 
  Find out the alignment of each PC. 
  After defeating the vines, a search of the area will find 
  two things of interest. One is a box stamped with Gran 
  March military markings containing six vials of 
  alchemist’s fire and six vials of acid (important for low-
  level parties to get past the next encounter). The other is 
  a trapdoor leading to the cellar. There, the PCs find 
  numerous large casks and boxes. One box contains one of 
  Ulziah’s ancient Baklunish relatives, pressed into service 
  as a guardian by his descendent. This descendent is a 
  mummy who remembers the sorcerer training of his life 
  at higher APLs. After defeating the guardian, the PCs will 
  find a passage hidden beside the mummy’s resting place 
  to the hallway. 
  • 
  Find out if any PCs are members or clergy of the 
  cult of Pelor. 
  • 
  Find out if any PCs are members of the 
  Hospitalers. 
  • 
  Find out if any PCs are active-duty military, 
  veterans, or Graduates of Syrloch (the Gran 
  March academy for arcane spellcasters). 
  • 
  Finally, find out if any PCs are members of the 
  Corporation. 
  DMs should probably do this secretly on an index card or 
  some other means so that the other party members are 
  GRM3-02 Rotting on the Vine 
   
  Page 5 
  
  not necessarily aware of each other’s affiliation, 
  particularly those who are members of the Corporation. 
  Once this is done, read the following to the players: 
  The road to Orlane from Hochoch is a different place 
  than last year. Then, refugees from Orlane were 
  fleeing to the Gyri city when giants and other 
  humanoids overran the town in an overnight sneak 
  attack. Fortunately, the army of Gran March quickly 
  retook Orlane. Unfortunately, everywhere along the 
  road shows signs of that fateful week, even as the 
  good people o  Orlane rebuild their lands and their 
  lives. 
  f
  .
  l
  , 
  i
   
  i
  Now, this thoroughfare has its normal flow of 
  refugees from Geoff restored, with most refugee 
  caravans escorted by guards of the Merciful Order of 
  Hospitalers. This order is a group of altruists 
  dedicated to helping the sick, the refugees, and the 
  religious pilgrims that come through this nation. You 
  see the Hospitaler arm bands of the guards as they 
  ride through and around the edges of the caravan. 
  Each of you has your own reasons for traveling along 
  with the caravan  For some, you are fulfilling your 
  duty as a member of the Hospitalers. For those of you 
  in the military, you are on leave and are with the 
  caravan merely as a convenience. For the rest of you, 
  you are like other intelligent folk; you travel in 
  numbers so that all feel secure. Only a fool travels 
  alone, especially after the events of last year where 
  some say even the dead rose to take part in those evil 
  deeds. Regardless of why you are traveling with this 
  caravan, over the course of the journey, you have 
  come together to share company and stories of your 
  lives of adventure. 
  At this point, have the players introduce their characters 
  by providing a description. If there are any Hospitalers in 
  the party, be sure that they mention their armband in 
  their description and what their role is in the Merciful 
  Order. If they ask, they are just finishing up their service 
  commitment when the adventure begins. 
  Encounter One: With Crazy Eyes 
  and Laughter 
  Once the players have made their introductions, read the 
  following: 
  After a couple of days of travel, you reach the western 
  edge of Orlane by early morning. The town is in a 
  frenzy of fixing the old buildings that could be saved 
  and building new ones to rep ace those buildings that 
  are beyond repair. You also notice that there are 
  several healers from the Hospitalers as well as clergy 
  from other faiths approaching the caravan from their 
  tents along the western road. 
  Have each player roll a Listen check (DC 10) and then 
  read the following to those who made it: 
  Suddenly, you hear maniacal laughter coming from 
  the side of the road. Turning to the direction of the 
  laughter, you see a big, strapping man wearing a 
  simple gown. His eyes bulge out of their sockets with 
  the stare that can only come from the insane. His face 
  is flushed and dripping with sweat as one caught in 
  the delirium of fever. He approaches your group at a 
  run laugh ng all the way. Others wearing Hospitaler 
  armbands are chasing the man, but it is obvious that 
  he will get to you before they can get to h m. 
  Those who made their Listen check have a surprise round 
  in which to act. Put the feverish man 20’ from the party 
  and the Hospitalers about 100’ back behind him.  
  Creatures: The feverish man is Humbult, a strong man of 
  Oeridian heritage. Humbult is but a mere guard in the 
  service of the Hospitalers who is quite delirious from his 
  illness. He rambles on about this and that, never making 
  any sense, but always causing a commotion 
  Tactics: He will strike blows at the first party member he 
  reaches, but in his condition all blows are ineffective. 
  They either miss wildly with the man’s flailing or have no 
  damage due to his relative lack of strength. The DM 
  should roll some dice to give the feeling of combat, but 
  should not inflict any damage to the PCs. The DM should 
  also ask for a fake Fort save from a PC that is hit, giving 
  the PCs the illusion that there is disease present. One 
  good hit from a weapon should take him down with ease. 
  All APLs (no EL): 
  � Humbult: male human Rgr2; hp 2; See Appendix I.  
  Development: Most groups of PCs will have at least one 
  PC of good alignment who will try to intervene by 
  disabling Humbult (grappling or sleep spells are good for 
  this, in addition to subdual attacks). If they do not, have 
  Humbult ineffectively pummel the closest PC to force 
  the PCs into action.  It should be clear that PCs have no 
  need to use lethal force on Humbult.  If they do, modify 
  the text in this and the next encounter to reflect disgust 
  on the part of officials with the PCs’ extreme behavior. 
  Once they have captured or subdued Humbult, the group 
  of Hospitalers approaches. Read the following to the 
  party: 
  One of the Hospitalers approaches you as his 
  companions help to restrain the subdued man. 
  “Thanks you for your help in retrieving young 
  GRM3-02 Rotting on the Vine 
   
  Page 6 
  
  Humbult here. Wh e he probably would not have 
  hurt anyone, he could have easily hurt himself in his 
  delusions. My name is Tympus, cleric o  Sotillon and 
  a volunteer Physician with the Merciful Order. You 
  have done a good service for the Orlane community. 
  In fact, we have a situation in which your services 
  may prove to be valuable.” 
  il
  f
  l
  i  
  i
  i
  Tympus then goes on to say that the Hospitalers are 
  missing one of their Physicians and that the Hospitaler 
  Dispatcher in charge of the Orlane relief effort is looking 
  for a group to go find this man. If asked, Tympus can 
  answer the following: 
  • 
  Humbult is a Hospitaler Guard who helps 
  protect caravans traveling across the region. 
  • 
  Humbult appears to have some sort of plague. 
  The other Guards in his caravan are also 
  affected. 
  • 
  The missing man is Rhal ap Ogwen. 
  • 
  Rhal is a cleric in the “cult of Pelor” (he will use 
  those words as, like many Marchers, Tympus 
  sees the Pelorites as a fringe movement). 
  • 
  Rhal was with Humbult and the other patients 
  in a relief caravan heading back to Shiboleth for 
  supplies. When the Guards started showing 
  symptoms, he ordered the caravan master to 
  turn around and head back to the Orlane camp. 
  It was the closest Hospitaler unit. Plus, if the 
  disease were serious, going to Shiboleth could 
  cause the disease to spread across the entire 
  Valley. 
  • 
  When the caravan returned to Orlane, the 
  Hospitalers quarantined the Guards and Rhal 
  headed back to his tent to rest. That was the last 
  time Tympus saw Rhal.  
  � Tympus: male human Clr3; hp 21.  
  PCs with the Heal skill can examine Humbult. With a 
  DC of 10 on a Heal check, they can obviously see that this 
  man has some sort of respiratory illness resembling the 
  plague. However, if they make a Heal check at DC 25 + 
  the APL, they will remember that there are other minor 
  diseases that resemble plague, but that are not life-
  threatening. Hospitaler Physicians get a +2 circumstance 
  bonus to this check. They can then describe the cure to 
  Tympus, who will then hurry off with Humbult in tow to 
  check out this cure in the small medical library at camp. 
  PCs who are interested in following him to camp will 
  have no trouble doing so. PCs with remove disease can 
  easily cure Humbult, who will promptly collapse under 
  exhaustion and will need to be taken back to camp for 
  rest, thus providing another path into camp.  
  At this point, the PCs will want to check with the 
  Dispatcher in charge of the Orlane relief camp and go on 
  to Encounter Two. 
  Encounter Two: Being 
  Dispatched 
  The Orlane relief camp is only about 100 yards south of 
  the west road back to Hochoch so the PCs can find it 
  with no trouble. If they ask anyone in the camp, that 
  person can easily tell them where the Chief Dispatcher’s 
  tent is. When they get there, read the following: 
  As you approach the tent, you see under the low 
  hanging tarp covering its entrance a bookish little 
  halfling, pouring over books and papers with fierce 
  intensity. You hear him mumble to himself, “Now, 
  this simply will not do. The Shibo eth caravan must 
  leave here so that we get the supplies on time. Now, 
  how can I speed this up . . .” and his words drift back 
  into soft mumbling. 
  Creatures: The Dispatcher is named Narek Vollstrom. If 
  the PCs wait on him to finish, it will take about ten 
  minutes before the Dispatcher notices them. If anyone 
  interrupts him, he will grow angry, at which point Narek 
  will say the following: 
  “How rude of you! Can’t you see that I need to finish 
  this so that the supplies can come through?”  
  A Diplomacy check at DC 15, however, will calm Narek 
  down. Mentioning the missing cleric will drop the DC by 
  5; having a Hospitaler do the talking will drop it by 5 as 
  well.  Once Narek has calmed down, read the following: 
  “Well, now, since you mention it, we can certainly 
  use the help. My name is Narek Vollstrom and I am 
  currently serving as Chief Dispatcher for this relief 
  camp. My problem s that one of our Physic ans has 
  disappeared. His name is Rhal ap Ogwen, a cleric of 
  Pelor. He, along with some Guards, was on a caravan 
  to Shiboleth when the Guards started showing signs 
  of plague. Rhal then ordered the Head Teamster for 
  the caravan to head back to Orlane so that the guards 
  could be treated. Rhal had hoped to be able to heal 
  the Guards after a day of rest, but when we went to 
  get him this morning at his tent, we found it in 
  complete disarray. I sent out what Guards we had 
  available to try to follow his tracks, but it has not 
  rained here in some time and the Guards had no luck 
  in following h s trail. Maybe you, as seasoned 
  adventurers, could succeed where our Guards failed.” 
  GRM3-02 Rotting on the Vine 
   
  Page 7 
  
  • 
  Clerics casting commune spells only get yes / 
  no answers so this is also not so damaging to the 
  plot. We want the PCs to eventually figure out 
  that he is a traitor, that he is carrying the 
  dispatch, and that he is at the vineyard. 
  Upon further questioning, Narek can provide the 
  following answers in addition to the answers that 
  Tympus knew in Encounter One: 
  • 
  Rhal is a Gyri refugee who lost his parents when 
  the giants took over. He believes that they are 
  still alive in Geoff and often mentions that he 
  wishes the military “would go and clean out that 
  giant scum.” 
  • 
  Scrying will have no effect as they will not have 
  access to any of Rhal’s personal effects (see 
  Encounter Five for details). 
  • 
  Rhal was always helpful around the camp and 
  very knowledgeable about various non-magical 
  drugs and potions to help the sick. 
  • 
  As no PCs have ever visited Ulziah’s vineyard, 
  teleport spells are not an option. 
  Encounter Three: The Military 
  Option 
  • 
  (If asked if Rhal associated with anyone) 
  Because he was constantly in search of word 
  about his parents, he would often ask caravans 
  from Hochoch for word about them. He even 
  went so far in his search for information that he 
  started hanging out with the couriers and scouts 
  attached with the 20
  th Battle. Other than that, he 
  spent much of his time alone in his tent.  
  Active-duty and veteran PCs will probably want to follow 
  the lead of Rhal’s association with the 20
  th Battle. PCs 
  who have played Eyes on Orlane, Midnight Dawn, or 
  the Battle of Orlane interactive know where the Battle 
  is stationed. It is a keep on the north end of Orlane. If 
  they do not know where the Battle is, anyone they ask 
  will tell them. As the party heads towards the keep, read 
  the following: 
  • 
  Surprisingly, for one so morose, Rhal was not 
  one to take to drinking; as far as anyone knows, 
  he is a teetotaler.  
  You head east into Orlane where you can take the 
  north road to the keep where the 20
  th Battle is 
  stationed. As you approach the town center, you see 
  the familiar sign of the Golden Grain Inn  This tavern
  is well known in this Barony as the oldest 
  establishment in Orlane, dating back to when the 
  town was founded.  
  • 
  The following of Pelor (note the non-use of the 
  word “cult”) fluctuates with the number of 
  refugees staying at the camp. A Pelorite street 
  cleric named Brownbaker ministers to them, 
  although he is not currently a member of the 
  Merciful Order. Brownbaker can often be found 
  wandering around the refugee tents, looking for 
  the Pelorite faithful. 
   
  .
   
  t
  f
  f
  i
  l
  -
  Up the street from the Inn towards the west, you see 
  workers rebuilding several blocks of shops and 
  warehouses. While several buildings stand tall with 
  new paint, o hers still show the damage o  battle. In 
  fact, it looks like one of the giants set off a large 
  amount o  alchemist fire that leveled these buildings 
  at one point during the battle. The scorch marks and 
  burnt timbers testify to this destruction. You can even 
  see the burnt sign of a tavern called The Goose Nest 
  ly ng on the side of the road. Fortunately, as you ook 
  further down the western street, you can see a new 
  establishment called The New Goose Nest at the 
  western edge of the new construction. 
  Narek can also give directions to Rhal’s tent. If asked 
  what he can offer, Narek will give each PC a potion that 
  grants limited immunity to the plague. (This has no effect 
  in the scenario, but is used to show the appropriate 
  Hospitaler response to such diseases). He will also offer 
  each PC a reward (25 gp x the APL) if they succeed in 
  finding Rhal and bring him back, dead or alive (though 
  Narek expects that the PCs will not harm him aside from 
  what is necessary to subdue him). 
  Development: Higher APLs may present the judge 
  problems in maintaining the secrets behind this 
  adventure: 
  Turning up the north road, you cross a footbridge that 
  appears to have been freshly painted a dark maroon 
  color. On the other side, you notice children playing 
  happily next to a two story building, which only 
  appears to have sustained minor damage in the battle. 
  On the hill up head stands the Keep of Orlane, 
  headquarters to the 20
  th Battle. It is an easy walk this 
  • 
  Clerics casting divination spells can get vague 
  and cryptic answers to questions. This is not so 
  crushing to the plot. For example, if a PC 
  successfully asks the question “Where is Rhal?” 
  the DM can respond with “The vines, the vines, 
  the fruit is in the vines.” 
  GRM3-02 Rotting on the Vine 
   
  Page 8 
  
  day, unlike the desperation filled flight of earlier 
  days.  
  -
  t
  i
  i
  Those PCs who have played Eyes on Orlane and/or 
  Midnight Dawn will easily recognize the landmarks 
  from their previous encounters. Those who have played 
  either of those modules or the Battle of Orlane 
  interactive will easily find the scouting office inside the 
  Keep; those who have not will only have to ask a soldier 
  to direct them. 
  Inside the keep, the sight of road-weary scouts and 
  couriers make it easy to see where the Headquarters 
  Unit is. After you knock, there is a modicum of 
  silence before you hear a loud “En er” from inside. 
  Once you enter, you see a Captain seated at a desk by 
  the door. He has light brown hair and a goatee, 
  obviously cut by a fine barber. He looks at you, 
  awaiting the proper greeting. 
  The man is Captain Velladen Ramanche. Those who have 
  played Eyes on Orlane will quickly recognize him and 
  his new rank. He has distinguished himself quite well, 
  both in the Battle of Orlane and in other engagements 
  against the giants. If there are any active-duty PCs in the 
  party, he waits for the proper greeting from the soldiers. 
  Otherwise, he will ask the party to state their business. 
  He also greets those PCs whom he has met previously. 
  While Ramanche’s normal duty assignment is the liaison 
  for the 20
  th Battle to the Herdmaster’s Guild, he has been 
  temporarily assigned to the 20
  th Battle’s Headquarters 
  Unit as Executive Officer and thus oversees the day-to-
  day operations of the unit.  
  � Captain Velladen Ramanche: male human Ftr8; hp 
  55; See Appendix I.  
  Upon hearing about Rhal’s disappearance, he will 
  suddenly get very concerned. If there are any non-
  veterans in the party, he will ask them to leave. Once 
  they have, he relates the following: 
  “Soldiers, we are in a bit of mess here. One of our 
  couriers, Kelbain of Hookhill, noticed yesterday that 
  an important dispatch bound for the Army of 
  Retribution was stolen from his pouch. We have been 
  quietly asking all of Kelbain’s associates about the 
  missing document. None of them were able to help 
  and a search of their residences yielded nothing as 
  well. Your missing man was one of Kelbain’s cohorts 
  that we have not been able to question. It was our 
  understanding that he was with a Hospitaler caravan 
  bound for Shiboleth and so we had not worried too 
  much about him. The fact that he has returned early 
  and s now missing makes him one of our prime 
  suspects. Given the sensitive nature of the document 
  stolen, we cannot make as forceful an inquiry as we 
  may want to do. I need you to find this man and bring 
  h m here for questioning. If he is our thief, you will 
  need to secure the document as well. As we are 
  concerned that Rhal may be part of a larger spy ring, 
  we need him brought in alive at all costs.” 
  Ramanche cannot offer any more information about Rhal 
  than this. He immediately activates all reservists in the 
  party and establishes a chain of command per the Gran 
  March Military document. He further stresses that the 
  thief of this document is a traitor to Gran March and thus 
  this mission could become a “threatened” situation if the 
  suspect resists. It is otherwise considered to be a “non-
  threatened” mission. 
  The PCs may then want to talk with the scouts and 
  couriers hanging out at the keep. They can reveal the 
  following: 
  • 
  Kelbain went in to talk to Captain Ramanche 
  this morning. He then went on to carry a 
  dispatch to Hochoch so he is not available for 
  questioning. 
  • 
  They know of Rhal. In fact, the last time they 
  saw him was a couple of days ago when he gave 
  Kelbain a bottle of wine from Ulziah’s vineyard. 
  This is strange as no one has seen Ulziah or his 
  wine since before the Battle last year. 
  • 
  Ulziah was a small winemaker who ran a 
  vineyard northwest of Orlane about six hours’ 
  journey from town. (The party also gets 
  directions to the vineyard). 
  • 
  Nobody has seen Ulziah since the Battle. The 
  soldiers at the keep think that the giants killed 
  him. 
  Development: This charge of treason should give most 
  parties more reason to suspect Rhal and thus they are 
  likely to want to search his tent in Encounter Five. 
  Encounter Four: Shining Light 
  into the Situation 
  PCs with connections to the cult of Pelor may wish to 
  seek out the Pelorite cleric Geraint Brownbaker. If they 
  do, read the following as they search the refugee camp for 
  the street preacher: 
  You start your search of the refugee camp for this 
  Pelorite cleric. You notice that your steps seem 
  quicker as if time was racing against you. After 
  quickly navigating among the rough and worn tents, 
  you start to hear some loud oratory come from some 
  place nearby. As you follow the sounds, you 
  GRM3-02 Rotting on the Vine 
   
  Page 9 
  
  • 
  Brownbaker had been rather concerned about 
  how Rhal would fit in Gran March. He seemed 
  to have a lot of ideas about freedom and 
  individuality. The few Marchers to whom he 
  mentioned these ideas scoffed and mocked 
  Rhal. This is the true reason why he kept to 
  himself. 
  eventually come across a group of refugees listening 
  to a speaker standing atop an o d military-issue crate. 
  The speaker looks not unlike his audience, with his 
  reddish hair flowing in an uneven mass past his 
  shoulders and his ruddy beard growing long and 
  unkempt off of his tanned face.  
  l
   
  . 
  He continues to speak, “Brothers and sisters, I know 
  that your flight from the enemy has been long. I 
  know that your plight is dire in this new land. Yet, I 
  am here to tell you, brothers and sisters, that my Lord 
  Pelor ensures that the sun rises another day, that the 
  sun gives you warmth and life, and that its rays will 
  banish all evil in your life if you but have a little faith
  As sure as my name is Geraint Brownbaker, that faith, 
  small as it is, will see you through the day.” At that 
  point, the crowd claps and many “Praise Pelor” 
  exclamations ring out. 
  • 
  For 
  a 
  while, 
  Rhal 
  would 
  seek 
  the 
  companionship of Brownbaker, but recently he 
  started becoming more reclusive. About the 
  only time he was known to get away from the 
  camp was to go up to the keep to visit the scouts 
  and couriers. The remainder of the time he 
  spent in his tent. 
  • 
  If the PCs mention that Rhal is a suspect in the 
  theft of government property or even that he 
  may be in some trouble, Brownbaker will shake 
  his head and sigh. While he would have said 
  earlier that it was unlikely that Rhal would have 
  done such a thing, his erratic and distant 
  behavior might mean that he was up to 
  something. If so, he asks the PCs if they would 
  try to do what they can to distance Rhal from 
  the fledgling church of Pelor. Brownbaker 
  explains that the movement to secure a 
  permanent church in this country is only just 
  begun. If a cleric of the church were found to be 
  involved in something sinister, this would 
  surely set back the efforts in gaining acceptance. 
  Brownbaker asks them essentially to help the 
  church to distance itself from Rhal if he has 
  committed wrongdoing. If they do so, the PCs 
  will have the gratitude of the church. 
  The sermon goes on for another five minutes with a 
  similar response from the crowd. He then steps off of the 
  crate and a line forms from the crowd for those seeking 
  the blessings of Pelor from the priest. The PCs are free to 
  join the line or wait until Brownbaker finishes his 
  blessings. If approached and asked about Rhal ap Ogwen, 
  he can tell them the following: 
  • 
  Rhal ap Ogwen is a refugee from Geoff. He said 
  that he had ministered to a small parish in his 
  hometown near Gorna until the giants took 
  over. He lived with his parents until he fled to 
  Gran March. 
  • 
  Rhal, when he was not treating the sick, kept to 
  himself. He was not unfriendly, mind you, just 
  distant. 
  • 
  Brownbaker can also confirm that Rhal was a 
  staunch teetotaler. 
  � Geraint Brownbaker: male human Clr9; hp 57; See 
  Appendix I.  
  • 
  Brownbaker had heard about Rhal’s missing 
  family. He knew that Rhal missed them deeply 
  and had searched high and low for them. He has 
  even gone so far as to hang out with the military 
  in hopes of hearing something from the front 
  lines. 
  Development: The clues that Brownbaker is able to give 
  them should give most parties more of a reason to suspect 
  Rhal and thus they are likely to want to search his tent in 
  Encounter Five. 
  Encounter Five: The Search Is 
  On 
  If any of the PCs mentions that they are a cleric or 
  paladin of Pelor, Brownbaker will get all excited, 
  especially if the PCs mention that they are searching for 
  Rhal. He will offer to give the Pelorites a special blessing 
  to help them find the missing cleric. Unfortunately, the 
  special blessing can only be given in private and gestures 
  them to his tent, which serves as a makeshift chapel. 
  Once inside, the cleric reveals in whispers the following: 
  The PC will eventually want to inspect Rhal’s tent either 
  because of the Chief Dispatcher’s remarks or those of 
  Geraint Brownbaker. The tent is on the southern edge of 
  the camp.  
  You find Rhal’s encampment easy enough. As you 
  look inside, you find that what everyone had told you 
  is true: the tent is thoroughly ransacked, not by the 
  GRM3-02 Rotting on the Vine 
   
  Page 10 
  
  deliberateness of thieves, but by the randomness of a 
  diseased mind. Several sets of male clothing have 
  been thrown hither and yon in the tent. A small field 
  desk has been turned over and the papers previously 
  on it are scattered all around the tent. 
  DC 12 
  Nobody has seen Ulziah since the Battle. Most 
  folks think that the giants killed him. 
  DC 15 
  Most people think that Ulziah was a powerful 
  druid from his tendency to distance himself 
  from people (except when making a sale) and 
  his affinity to plants. 
  Rhal has tried to cover his absence by making everyone 
  in camp think that he came down with plague. To 
  maintain the deception, he has ransacked his own tent. 
  Rhal, however, made a couple of mistakes, found on a DC 
  20 Search check: 
  DC 20 
  Nobody ever heard of Ulziah getting assaulted, 
  robbed, or even harassed in any way. Many 
  people were scared that he would turn the 
  plants on them if they tried. 
  • 
  First, his bedroll is gone, something that 
  everyone else who has visited here has failed to 
  notice. 
  DC 25 
  There were also stories of how Ulziah tamed 
  some wild and exotic beast to serve as his guard 
  dog. No one ever saw such a beast on their few 
  visits to the vineyard, though. 
  • 
  Second, there is a wine label lying on the 
  ground near his overturned desk. The label is 
  for “Ulziah’s Berry Wine” vintage CY 588. The 
  label itself has a distinct set of symbols running 
  along its border. Anyone in The Corporation 
  will quickly recognize it as the symbol for “safe 
  house.” This information should be given to 
  Corporate PCs secretly. Bards may find this out 
  on a Bardic Knowledge check, as can anyone 
  with Knowledge (streetwise). The DC for either 
  check is 20. 
  Development: The party’s next step should be to go to 
  the vineyard in Encounter Six. They may want to wait 
  around to change out spells based on the above-
  information. However, Rhal is only going to stay in the 
  bolt-hole one more day and then he will head out to find 
  a Corporate connection in some other Marcher town.  
  Judges should advise the PCs that they might be better 
  served going after Rhal immediately.  If they choose to 
  wait a day, they have very little chance to get to him 
  before he leaves the vineyard. 
  If there are Corporation PCs present, there is one other 
  piece of information available to them. Once they have 
  finished searching the tent and begin to leave, the PC 
  will notice a rather large sheet of paper that appears to 
  have blown against the tent door. It certainly was not 
  there when they entered the tent. Give the PCs Player 
  Handout #1. If a Corporation PC makes an Innuendo 
  roll at DC 10, give them (and only them) Player 
  Handout #2. 
  Encounter Six: Thrown to the 
  Wolf 
  The PC will eventually find the wine label in Rhal’s tent 
  (or make the connection to the vineyard from NPC 
  comments) and this will lead them to Ulziah’s vineyard. 
  The trip takes most of the remainder of the day. As the 
  party approaches the abandoned vineyard, read the 
  following to them: 
  Some PCs at higher APLs may want to use scrying to find 
  Rhal. He was smart in this regard, however; none of the 
  items are his personal effects. He bought them in 
  Hochoch on his last visit there and stored them in a 
  newly bought trunk until this occasion. The wine label is 
  also a recent acquisition. 
  You travel most of the day with the trails leading you 
  past farms where the farmers are rebuilding barns and 
  fencing. While much of the pastoral landscape is back 
  to its antebellum state, there are still some reminders 
  of how much damage the giants and their lackeys did 
  to the countryside. Large indentations that could 
  have only been caused by giant feet occasionally pock 
  the plains. 
   
  In any event, when they find the wine label, the party 
  will want some more information on Ulziah and his 
  vineyard. Questioning the locals and the refugees will 
  take a couple of hours and place the time of the 
  encounter at or around mid-day. Gather Information 
  checks made by PCs reveal the following information: 
  Eventually, you reach what was once a small vineyard 
  and winery with a broken sign that has a symbol like 
  the one on the wine label. In Common, the sign also 
  has the simple words “Ulziah’s Vineyard.” Through 
  the broken-down fence, you can see that virtually all 
  of the vines have been trampled and most of the 
  buildings are destroyed, obviously trampled by giants. 
  The remains of a large manor house appear several 
  DC 10 
  Ulziah was a small winemaker who ran a 
  vineyard northwest of Orlane about six hours’ 
  journey from town. (The party also gets 
  directions to the vineyard). 
  GRM3-02 Rotting on the Vine 
   
  Page 11 
  
  APL 10 (EL 9) 
  hundred yards distant, completely burnt to the 
  ground. Only one building remains more or less 
  intact. It is a small greenhouse towards the northwest 
  corner o  the property. The path to it still has large 
  and ill-attended shrubbery lining the trail. There 
  appears to be nothing stirring here except the 
  occasionally buzz of insects. 
  � Advanced Two-headed Pyro Fiendish Worg: hp 113; 
  see Appendix II. 
  f
  Tactics: The guard dog will lie in wait and attack what it 
  perceives as the weakest party member. It will use its 
  surprise round to fire its breath weapons (if it has them) 
  and use its first full round action to close in and attack its 
  target with both heads. If there are flying PCs available, it 
  will use its breath weapon on them instead if they are 
  close enough. If there are invisible or silently moving 
  PCs present, the guard dog’s scent capability should be 
  sufficient for use with its breath weapons (if available). 
  Closer inspection of the sign will show the same 
  Corporation mark as noted earlier. It will also show a 
  family crest. Those who possess Knowledge (nobility and 
  royalty) can determine that the crest is Ketish in origin 
  on a DC 15 check and of a major lineage that was thought 
  to have died out decades ago on a DC 30 check. Those 
  with Knowledge (heraldry) get a +5 circumstance bonus 
  to their check. 
  Treasure: At APL 4 and higher, the guard dog has 
  barding which increases its AC. 
  The path to the greenhouse is the only clear way to get 
  there. The areas outside of the path are overgrown and 
  full of potholes (possibly from giant footprints). Thus, all 
  movement is halved with no run or charge possible. 
  APL 2: L: 0 gp; C: 0 gp; M: 0 gp. 
  APL 4: L: 2 gp; C: 0 gp; M: 0 gp. 
  APL 6: L: 17 gp; C: 0 gp; M: 0 gp. 
  APL 8: L: 0 gp; C: 0 gp; M: +1 studded leather barding 
  (100 gp). 
  Creatures: Halfway along the path shown on DM Aid 
  #1, Ulziah’s “guard dog” (which has so far managed to 
  avoid capture or death) is lying under one of the large 
  shrubs as indicated on Map One. Unless the PCs are 
  approaching the greenhouse stealthily, the guard dog 
  automatically hears their approach and readies himself 
  for an ambush. Otherwise, the guard dog must make the 
  appropriate Listen and Spot check to detect the 
  approaching PCs as per normal. Once a PC is within 30 
  feet, the guard dog will automatically detect them by 
  scent (unless they are somehow able to hide their scent).  
  If the PCs state that they are being watchful on their 
  approach to the greenhouse, they get Spot checks against 
  the guard dog’s Hide check. 
  APL 10: L: 0 gp; C: 0 gp; M: +1 studded leather barding 
  (100 gp). 
  Development: Some of the greenhouse encounters 
  could tax parties to the point that they will want to return 
  to Orlane for rest and healing. Rhal will only wait at 
  Encounter Ten for one more day and then move on. 
  Thus, parties can miss him and miss the bulk of the 
  treasure award. The path continues on to the greenhouse 
  and Encounter Seven. 
  Encounter Seven: Vines Make 
  the Sweetest Wine 
  As the PCs approach the greenhouse shown on Map One, 
  read the following: 
  APL 2 (EL 3) 
  � Two-headed Wolf: hp 33; see Appendix II. 
  You approach the only intact greenhouse left 
  standing in the vineyard. There is but a single door 
  leading into the 30 ft. by 60 ft. structure with a sign 
  posted on it. The sign reads in several languages, 
  including Common, “Keep out – wine research in 
  progress.” You can see from outside that vines cover 
  all of the walls o  the structure up to and across the 
  ceiling. Obviously, the vines have not been pruned in
  quite some time.  
  APL 4 (EL 3) 
  � Two-headed Wolf: hp 33; see Appendix II. 
  APL 6 (EL 5) 
  f
   
   
  � Two-headed Fiendish Worg: hp 59; see Appendix II. 
  APL 8 (EL 8) 
  The greenhouse itself has glass walls and doors that are 
  quite easy to break. Anyone who is Medium or larger 
  automatically breaks through the ceiling if they climb up 
  there: 
  � Advanced Two-headed Pyro Fiendish Worg: hp 78; 
  see Appendix II. 
  � Glass Walls/Doors: 1 in. thick; hardness 1; hp 2; 
  Break DC 13; Climb DC 20. 
  GRM3-02 Rotting on the Vine 
   
  Page 12 
  
  Beneath the trap door, an old wooden staircase leads 
  down into an abandoned cellar. The smell of old dust 
  and mold come up from the opening. 
  Creatures: Hidden among the normal vines are one or 
  more assassin vines.  
  APL 2 (EL 3) 
  The stairs are very creaky; PCs must make a Move 
  Silently check (DC 18 + (2 x the APL)) to move silently 
  down them. Someone could try to jump past the stairs, 
  but the floorboards at the landing are just as creaky. It 
  takes a move-equivalent action to move down the stairs, 
  thus the creature inside the cellar has at least one round 
  to prep before attacking the party if he has any warning 
  of their presence. Read the following once any PC 
  reaches the bottom: 
  � Assassin Vine: hp 33; see Monster Manual. 
  APL 4 (EL 5) 
  � Assassin Vines (2): hp 33 each; see Monster Manual. 
  APL 6 (EL 6) 
  � Assassin Vines (3): hp 33 each; see Monster Manual. 
  The room appears to be an old storage cellar 
  supported by numerous stone pillars. The heigh  of 
  the room is eight feet. From the dim light brought in 
  from outside, the cellar appears to contain various 
  gardening paraphernalia, including o d manure and 
  compost for fertilizer.  
  APL 8 or 10 (EL 7) 
  t
  l
  � Assassin Vines (4): hp 33 each; see Monster Manual. 
  Tactics: The assassin vines are on the positions indicated 
  by the numbers on Map One. The assassin vines wait 
  until a PC is within 20 ft. before attacking. Unless the PC 
  makes a Spot, Wilderness Lore, or Knowledge (plants or 
  herbs) check (DC 20), the vines will have surprise. They 
  will then entangle the entire area. 
  This room is depicted in DM Aid #2, Map Two. 
  The room is completely dark except where the light from 
  the trapdoor illuminates. The illumination is fully lit in 
  the five-foot squares near and including the stairs and 
  dimly lit ten feet from the stairs. Low-light vision gives 
  another 15 feet of dimly lit vision. Darkvision gives a 
  complete view of the room.  
  Treasure: Under the pot containing assassin vine #1 as 
  shown on the map, there is a small chest stamped as 
  property of the Gran March military. With all of the 
  greenery around the area, it will take a successful Search 
  check (DC 20) to find it, although parties can take 20 if 
  they choose to do so. Inside of the small chest are six 
  flasks of alchemist fire and six flasks of acid. It is 
  especially important that low-level parties find this chest 
  as it will make Encounter Eight significantly more 
  survivable for low-level parties. 
  At APL 6 or higher, all of the cellar surfaces are covered 
  with heat-sensitive phosphorescent spores. These were a 
  part of Ulziah’s druidic experiments now unattended. 
  Basically, any being that generates heat above 70 degrees 
  F (most humanoids) causes the spores to glow when that 
  being comes within six inches of a surface. Thus, 
  invisible 
  opponents 
  have 
  their 
  general 
  location 
  immediately visible, perfect for targeting with area-effect 
  spells. 
  All APLs: L: 15 gp; C: 0 gp; M: 0 gp. 
  Development: On a successful Search check (DC 20) in 
  the northwest corner of the greenhouse, the PCs will 
  find a large trap door that apparently leads down into a 
  cellar (and Encounter Eight). 
  On the opposite wall five feet from the opposite door 
  described below, there is a large sarcophagus, seven feet 
  long by three feet wide by two feet tall. The outer edge of 
  the sarcophagus is just outside of the low-light vision 
  range. It has numerous carvings all over it. Those who 
  can read Ancient Baklunish will recognize the carvings as 
  funeral blessings. In the blessings is written, “Here lies 
  Ahkantha, court magician to Ket. May he protect in death 
  as he has in life.” The Baklunish crest noted on the sign 
  outside is also carved on the sarcophagus.  Describe the 
  sarcophagus as a large box to the PCs until they deduce 
  what it is for themselves. 
  � Wooden Trapdoor: 1 in. thick; hardness 5; hp 10; 
  Break DC 18. 
  As noted in Encounter Seven, parties that return back to 
  Orlane to rest for too long end up missing Rhal in 
  Encounter Ten.  
  Encounter Eight: The Ancient 
  Guardian 
  Creatures: The large sarcophagus is the resting place of 
  Ahkantha, one of Ulziah’s mummified ancestors. Ulziah 
  had retrieved Ahkantha from the old family crypts in 
  Ket. Ulziah managed to control him through a magic 
  Once the party decides to go down the trap door found in 
  Encounter Seven, read the following: 
  GRM3-02 Rotting on the Vine 
   
  Page 13 
  
  APL 6: L: 0 gp; C: 10 gp; M: ring of protection +1 (167 gp), 
  wand of magic missile (3
  rd level caster) (188 gp). 
  amulet for controlling undead, but this amulet 
  disappeared along with Ulziah during the Battle of 
  Orlane. 
  APL 8: L: 0 gp; C: 10 gp; M: ring of protection +2 (667 gp), 
  wand of magic missile (5
  th level caster) (313 gp). 
  APL 2 (EL 3) 
  APL 10: L: 0 gp; C: 10 gp; M: ring of protection +2 (667 
  gp), wand of lightning bolt (6
  th level caster) (1,125 
  gp). 
  � Ahkantha, Male Mummy: hp 45; see Monster 
  Manual. 
  Development: A search of the room (Search DC 20) once 
  the party destroys Ahkantha reveals a concealed stone 
  door behind the sarcophagus. It is locked (Open Lock DC 
  20). The door opens into a passageway (leading the PCs to 
  Encounter Nine). 
  APL 4 (EL 5) 
  � Ahkantha, Male Mummy Sor2: hp 63; see Appendix 
  II. 
  APL 6 (EL 6) 
  Encounter Nine: An Alarming 
  Cave-In 
  � Ahkantha, Male Mummy Sor3: hp 66; see Appendix 
  II. 
  The party gets to this encounter through the concealed 
  stone door in Encounter Eight. Read the following as 
  they are traversing the passageway. 
  APL 8 (EL 8) 
  � Ahkantha, Male Mummy Sor5: hp 72; see Appendix 
  II. 
  This roughhewn passage winds around underneath 
  the vineyard property like a snake.  Its width varies 
  between five and ten feet wide and its height varies 
  by the same degree.  The passage also varies in 
  elevation as well.  It is supported by wooden planks 
  and timbers. 
  APL 10 (EL 10) 
  � Ahkantha, Male Mummy Sor7: hp 78; see Appendix 
  II. 
  Tactics: If Ahkantha hears the battle upstairs, he waits 
  outside of his sarcophagus for someone to get on the 
  stairs.  At APL 2, he waits near one of the support pillars; 
  otherwise, he will be behind the sarcophagus, which will 
  give him half cover. At APL 4 and above, as soon as he can 
  hear the battle upstairs (typically a Listen check at DC 
  10), he will cast mage armor on himself.  There is enough 
  room in the sarcophagus for him to use somatic 
  components. If there is time, he will also cast bull’s 
  strength, haste, blur, endure elements or resist elements 
  (depending on APL), and shield (where available).  After 
  that time, at higher APLs, Ahkantha will use his wand to 
  attack foes at range and his negative energy ray spells for 
  healing if necessary. 
  A dwarf with Stonecunning can tell that the passage runs 
  as close as six feet and as deep as twenty feet. A dwarf can 
  also determine that the support timbers have been 
  stressed severely (possibly by Giants and other extremely 
  large creatures trampling the vineyard above). Any PC 
  with Knowledge (geology) or Knowledge (engineering) 
  can make the same determination on the timbers (DC 
  20). The total length of the passage is 1,000 feet, but the 
  total distance from the cellar to the bolthole is quite less.  
  Trap: At 500 feet from the cellar, there is a tripwire that 
  does two things. First, it collapses the tunnel 250 feet 
  from the cellar entrance. This could cause damage, but 
  only if a PC is directly under it (which is highly unlikely 
  given the location of the tripwire). This collapse makes 
  the passageway completely impassible. The second effect 
  is that it sets off an alarm bell in the bolthole at 
  Encounter Ten, which gives Rhal time to prepare for his 
  “guests.” 
  At APL 2, his despair ability only affects PCs for one 
  round. Consider this a pre-rolled number. At higher 
  APLs, however, use the 1d4 result as specified by the 
  Monster Manual.  
  Treasure: At all APLs, Ahkantha has a small precious 
  stone worth 60 gp (10 gp per PC). He also has wands and 
  rings at higher APLs: 
  APL 2 (EL 3) 
  � Collapsing Ceiling: CR 3; mechanical; location 
  trigger (tripwire); no reset; Atk +10 melee (4d6, falling 
  stone); multiple targets (all within 10 feet of collapse 
  point); Search (DC 16); Disable Device (DC 16). 
  APL 2: L: 0 gp; C: 10 gp; M: 0 gp. 
  APL 4: L: 0 gp; C: 10 gp; M: ring of protection +1 (167 gp), 
  wand of magic missile (1
  st level caster) (63 gp). 
  GRM3-02 Rotting on the Vine 
   
  Page 14 
  
  APL 4 (EL 4) 
  � Collapsing Ceiling: CR 4; mechanical; location 
  trigger (tripwire); no reset; Atk +15 melee (4d6, falling 
  stone); multiple targets (all within 10 feet of collapse 
  point); Search (DC 20); Disable Device (DC 20). 
  APL 6 (EL 5) 
  � Collapsing Ceiling: CR 5; mechanical; location 
  trigger (tripwire); no reset; Atk +15 melee (6d6, falling 
  stone); multiple targets (all within 10 feet of collapse 
  point); Search (DC 22); Disable Device (DC 22). 
  APL 8 (EL 7) 
  � Collapsing Ceiling: CR 7; mechanical; location 
  trigger (tripwire); no reset; Atk +15 melee (6d6, falling 
  stone); multiple targets (all within 10 feet of collapse 
  point); Search (DC 25); Disable Device (DC 25). 
  APL 10 (EL 9) 
  � Collapsing Ceiling: CR 9; mechanical; location 
  trigger (tripwire); no reset; Atk +20 melee (8d6, falling 
  stone); multiple targets (all within 10 feet of collapse 
  point); Search (DC 27); Disable Device (DC 27). 
  Development: The collapse of the passage will take a 
  number of hours equal to the APL x 6 to clear, either 
  through the removal of rubble from the cave-in or from 
  finding and clearing a hole close to the surface. If the PCs 
  continue, the passage leads them to the bolthole 
  (Encounter Ten). 
  Encounter Ten: The Traitor 
  At APL 2 to 6, read the following when the party reaches 
  the end of the passage: 
  At the end of the passage is an open door. 
  Otherwise, read the following: 
  At the end of the passage is a closed door. 
  This closed door is protected by a glyph of warding cast 
  by Rhal the night before. He had heard rumors of 
  monsters living in the vineyard and wanted to give them 
  a nasty surprise if they should come knocking on his 
  door. He cast it to allow followers of Pelor to pass, 
  thinking that most creatures meaning him harm would 
  not follow Pelor. 
  APL 8 (EL 5) 
  � Glyph of Warding (Blast): CR 5; spell; spell trigger; 
  no reset; spell effect (glyph of warding [blast], 7
  th level 
  cleric, Reflex save [DC 16] half damage, 3d8 fire); 
  multiple targets (all targets within 5 feet); Search (DC 28); 
  Disable Device (DC 28). 
  APL 10 (EL 6) 
  � Glyph of Warding (Blast): CR 6; spell; spell trigger; 
  no reset; spell effect (glyph of warding [blast], 9
  th level 
  cleric, Reflex save [DC 16] half damage, 4d8 fire); 
  multiple targets (all targets within 5 feet); Search (DC 28); 
  Disable Device (DC 28). 
  The room beyond the door is depicted in DM Aid #2, 
  Map Three. 
  If the party did not set off the alarm in Encounter Nine, 
  read the following: 
  The door leads into a small room illuminated with 
  torches in sconces at the far corners and the sides of 
  the room. It has a set of bunk beds and a large chest 
  in the room. Lying in the bottom bunk, obviously 
  asleep is the man you seek, Rhal ap Ogwen. 
  If they set off the glyph of warding but did not set off the 
  alarm, read this: 
  The door leads into a small room illuminated with 
  torches in sconces at the far corners and the sides of 
  the room. It has a set of bunk beds and a large chest 
  in 
  the 
  room. 
  The 
  room 
  otherwise 
  looks 
  unremarkable. 
  Otherwise, read this: 
  The door leads into a small room illuminated with 
  torches in sconces at the far corners and the sides of 
  the room. It has a set of bunk beds and a large chest 
  in the room, both of which are turned over and 
  formed into a makeshift barricade. 
  If Rhal has made it behind the chest for cover, have the 
  party make Spot checks. If any succeed read the passage 
  below; after this, Rhal gets a surprise round against those 
  who failed. 
  Behind this crude wall is the man you seek, Rhal ap 
  Ogwen. He has a light crossbow aimed at you. 
  Creatures: Knowing from Corporate rumors that no one 
  could enter the vineyard entrance to the bolthole without 
  Ulziah’s protection and live, Rhal instead made for the 
  river entrance, where smugglers used to bring their cargo 
  in before the Battle of Orlane. The Corporation knew 
  about the trap at the river entrance and how to bypass it, 
  so Rhal had no problems entering from this entrance. 
  GRM3-02 Rotting on the Vine 
   
  Page 15 
  
  APL 2 (EL 3) 
  � Rhal ap Ogwen, Male Human Clr2/Rog1: hp 19; see 
  Appendix II. 
  APL 4 (EL 5) 
  � Rhal ap Ogwen, Male Human Clr4/Rog1: hp 33; see 
  Appendix II. 
  APL 6 (EL 7) 
  � Rhal ap Ogwen, Male Human Clr6/Rog1: hp 46; see 
  Appendix II. 
  APL 8 (EL 8) 
  � Rhal ap Ogwen, Male Human Clr7/Rog1: hp 53; see 
  Appendix II. 
  APL 10 (EL 10) 
  � Rhal ap Ogwen, Male Human Clr9/Rog1: hp 66; see 
  Appendix II. 
  Tactics: If the party sets off the alarm in Encounter Nine, 
  Rhal will start casting any long-term (duration > one 
  hour) enhancement spells. Given that the party has 500 ft 
  to cross to get to him, he has plenty of time. He will then 
  turn over the bunks and the chest to make a primitive 
  barricade, drink his antitoxin, preload his crossbow with 
  a poisoned bolt, and hide behind it, listening to the 
  party’s approach. If he hears the party set off the glyph of 
  warding but the PCs did not set off the alarm, he will 
  jump out of bed and head for the chest for cover.  
  The first chance he gets, he will quaff his potion of haste 
  and then either fire his crossbow or cast a spell. His 
  typical casting pattern is flame strike (if available) as his 
  opening salvo, hold person (if available) or cause fear on a 
  fighter or rogue PC, silence (if available) on an non-
  poisoned bolt head and then fire it at a spellcaster, bless 
  or greater magic weapon (if available) if he is having 
  problems hitting targets, and other defensive and healing 
  spells as needed. After three rounds of combat or when 
  he thinks he is losing, he will try to retreat to the back 
  entrance and close the door behind him. He will then 
  intentionally trip a collapsing ceiling trap (similar to 
  Encounter Nine), which will block the door and thus 
  enable his escape.  The tripwire is at 50 feet from the 
  door, and it activates a collapse 10 feet from the door. 
  APL 2 (EL 3) 
  � Collapsing Ceiling: CR 3; mechanical; location 
  trigger (tripwire); no reset; Atk +10 melee (4d6, falling 
  stone); multiple targets (all within 10 feet of collapse 
  point); Search (DC 16); Disable Device (DC 16). 
  APL 4 (EL 4) 
  � Collapsing Ceiling: CR 4; mechanical; location 
  trigger (tripwire); no reset; Atk +15 melee (4d6, falling 
  stone); multiple targets (all within 10 feet of collapse 
  point); Search (DC 20); Disable Device (DC 20). 
  APL 6 (EL 5) 
  � Collapsing Ceiling: CR 5; mechanical; location 
  trigger (tripwire); no reset; Atk +15 melee (6d6, falling 
  stone); multiple targets (all within 10 feet of collapse 
  point); Search (DC 22); Disable Device (DC 22). 
  APL 8 (EL 7) 
  � Collapsing Ceiling: CR 7; mechanical; location 
  trigger (tripwire); no reset; Atk +15 melee (6d6, falling 
  stone); multiple targets (all within 10 feet of collapse 
  point); Search (DC 25); Disable Device (DC 25). 
  APL 10 (EL 9) 
  � Collapsing Ceiling: CR 9; mechanical; location 
  trigger (tripwire); no reset; Atk +20 melee (8d6, falling 
  stone); multiple targets (all within 10 feet of collapse 
  point); Search (DC 27); Disable Device (DC 27). 
  The passageway itself winds its way to the Javan River 
  about 1,000 feet from the bolthole. This passageway is full 
  of turns and twists like the passageway between the cellar 
  and the bolthole. Anyone using a dimension door spell to 
  bypass the cave-in will end up in solid rock in all 
  likelihood. 
  Treasure: Rhal has been stocking up on gear for quite a 
  while so the PCs will gain much treasure by looting his 
  body: 
  APL 2: L: 65 gp; C: 0 gp; M: +1 buckler (97 gp), +1 mithral 
  chain shirt (175 gp), potion of haste (63 gp). 
  APL 4: L: 39 gp; C: 0 gp; M: +1 mithral buckler (180 gp), 
  +1 masterwork mithral chain shirt (188 gp), +1 heavy 
  mace (193 gp), ring of protection +1 (167 gp), potion 
  of haste (63 gp). 
  APL 6: L: 11 gp; C: 0 gp; M: +1 mithral buckler (180 gp), 
  +1 masterwork mithral chain shirt (188 gp), +1 heavy 
  mace (193 gp), +1 light crossbow (195 gp), ring of 
  protection +2 (667 gp), potion of haste (63 gp). 
  APL 8: L: 11 gp; C: 0 gp; M: +1 mithral buckler (180 gp), 
  +1 masterwork mithral chain shirt (188 gp), +1 heavy 
  mace (193 gp), +1 light crossbow (195 gp), ring of 
  GRM3-02 Rotting on the Vine 
   
  Page 16 
  
  • 
  Rhal escapes and eventually the Fort Tribulation 
  situation becomes public knowledge due to 
  Corporate revelation. 
  protection +2 (667 gp), amulet of natural armor +1 
  (167 gp), potion of haste (63 gp). 
  APL 10: L: 11 gp; C: 0 gp; M: +1 mithral buckler (180 gp), 
  +1 masterwork mithral chain shirt (188 gp), +1 heavy 
  mace (193 gp), +1 light crossbow (195 gp), ring of 
  protection +3 (1,500 gp), amulet of natural armor +1 
  (167 gp), potion of haste (63 gp). 
  • 
  Rhal is defeated, but a Corporate PC manages to 
  secure at least a copy of the dispatch to deliver 
  to The Corporation with results stated above. 
  The PC (if otherwise eligible) fulfills his “make 
  your bones” requirement or gains an associate 
  membership to The Corporation.  
  Development: The conclusion of this encounter has a 
  couple of different possibilities. If Rhal successfully 
  escapes, both entrances to the cavern are collapsed. The 
  party has about six days worth of air before succumbing, 
  which should be enough time to clear a hole to the 
  surface (see Encounter Nine).  
  • 
  Rhal is defeated, but his disgrace is kept quiet 
  for now. The situation with regard to the Flan 
  and Pelor issues remains unchanged. 
  • 
  Rhal’s disgrace is made public by the PCs 
  (neither the military nor The Corporation will 
  do so at this point) and distrust of the Gyri 
  refugees, the cult of Pelor, and the Flan in 
  general increases. 
  If the party defeats Rhal, they have a few decisions to 
  make: 
  • 
  If Rhal was taken alive, Corporate PCs will want 
  to ensure his silence. An Innuendo check (DC 
  15) will deliver any messages to Rhal secretly. 
  Rhal will then shut up for the way home. 
  • 
  If there are Pelorites in the party, Rhal’s disgrace 
  can be made to look like the cult of Pelor 
  defeated an internal threat to Gran March. 
  While distrust of the Gyri and the Flan may 
  increase, the cult of Pelor is shown to be loyal to 
  the Commandant, regardless of political cost, 
  thus increasing its value to Gran March. 
  • 
  Corporate PCs will also have to decide what to 
  do with the secret dispatch. Given that it is now 
  quite dark; the party may want to camp out 
  either in the bolthole or outside. This may give 
  these PCs an opportunity to copy the dispatch 
  down on paper and then deliver the copy to a 
  Corporate message drop afterward. If they out 
  and out steal it, there will be complications, 
  particularly if anyone else in the party knows 
  that the dispatch exists. This also puts military 
  PCs who are also Corporation members or 
  associates in a dilemma: who do they serve: the 
  Commandant or The Corporation? 
  In addition, the party will receive an Influence Point or 
  commendation from one of the involved parties (the 
  Hospitalers, the military, The Corporation, or the cult of 
  Pelor) depending upon success. If Rhal is brought back to 
  the Hospitaler relief camp (dead or alive), the Chief 
  Dispatcher will honor his agreement with the party and 
  pay them.  Also, any PCs who survive the cave-in can be 
  considered to meet the special requirement for Dungeon 
  Delver. Finally, any PC suffering from mummy rot or 
  needing a raise dead spell will be healed/raised free of 
  charge by the Hospitalers. 
  • 
  Finally, there is the whole matter of the 
  followers of Pelor. If the party does not handle 
  this part delicately, the Pelorites’ reputation in 
  Gran March suffers. If they remain silent, 
  nothing changes. If they mention that a Pelorite 
  is a traitor, both the Gyri and the Pelorites suffer 
  as the typical Marcher will be suspicious of 
  them from here on out. The best way for 
  Pelorites to handle this is to tell the truth: a Gyri 
  Pelorite decided to act treacherously against 
  Gran March, but loyal Pelorites acted to stop 
  him. This will cause problems for Gyri refugees, 
  but the stock of the followers of Pelor will 
  increase in the Commandant’s eyes. 
  Treasure: The reward from the Chief Dispatcher: 
  APL 2: L: 0 gp; C: 50 gp; M: 0 gp. 
  APL 4: L: 0 gp; C: 100 gp; M: 0 gp. 
  APL 6: L: 0 gp; C: 150 gp; M: 0 gp. 
  APL 8: L: 0 gp; C: 200 gp; M: 0 gp. 
  APL 10: L: 0 gp; C: 250 gp; M: 0 gp 
   
   
  The End 
  Conclusion 
  Experience Point Summary 
  Depending on the results of the final encounter and the 
  party make-up, several outcomes can occur as follows: 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  GRM3-02 Rotting on the Vine 
   
  Page 17 
  
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Six 
  Defeat the two-headed “guard dog” 
   
  APL 2 – 90 xp; 
   
  APL 4 – 90 xp; 
   
  APL 6 – 150 xp; 
   
  APL 8 – 210 xp; 
   
  APL 10 – 270 xp. 
  Encounter Seven 
  Defeat the assassin vine(s)  
   
  APL 2 – 90 xp; 
   
  APL 4 – 150 xp; 
   
  APL 6 – 180 xp; 
   
  APL 8 – 210 xp; 
   
  APL 10 – 210 xp. 
  Encounter Eight 
  Defeat Ahkantha the mummy 
   
   
  APL 2 – 90 xp; 
   
  APL 4 – 150 xp; 
   
  APL 6 – 180 xp; 
   
  APL 8 – 240 xp; 
   
  APL 10 – 300 xp. 
  Encounter Ten 
  Defeat Rhal 
   
   
  APL 2 – 90 xp; 
   
  APL 4 – 150 xp; 
   
  APL 6 – 210 xp; 
   
  APL 8 – 240 xp; 
   
  APL 10 – 300 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 2 – 90 xp; 
   
  APL 4 – 135 xp; 
   
  APL 6 – 180 xp; 
   
  APL 8 – 225 xp; 
   
  APL 10 – 270 xp. 
  Total Possible Experience 
   
  APL 2 – 450 xp; 
   
  APL 4 – 675 xp; 
   
  APL 6 – 900 xp; 
   
  APL 8 – 1,125 xp; 
   
  APL 10 – 1,350 xp. 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  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. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Six: 
   
  APL 2: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL 4: L: 2 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 17 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 0 gp; M: 100 gp. 
  GRM3-02 Rotting on the Vine 
   
  Page 18 
  
   
  APL 10: L: 0 gp; C: 0 gp; M: 100 gp. 
  Encounter Seven: 
   
  All APLs: L: 15 gp; C: 0 gp; M: 0 gp. 
  Encounter Eight: 
   
  APL 2: L: 0 gp; C: 10 gp; M: 0 gp. 
   
  APL 4: L: 0 gp; C: 10 gp; M: 230 gp. 
   
  APL 6: L: 0 gp; C: 10 gp; M: 355 gp. 
   
  APL 8: L: 0 gp; C: 10 gp; M: 980 gp. 
   
  APL 10: L: 0 gp; C: 10 gp; M: 1,792 gp. 
  Encounter Ten: 
   
  APL 2: L: 65 gp; C: 0 gp; M: 335 gp. 
   
  APL 4: L: 39 gp; C: 0 gp; M: 791 gp. 
   
  APL 6: L: 11 gp; C: 0 gp; M: 1,486 gp. 
   
  APL 8: L: 11 gp; C: 0 gp; M: 1,653 gp. 
   
  APL 10: L: 11 gp; C: 0 gp; M: 2,319 gp. 
  Conclusion: 
   
  APL 2: L: 0 gp; C: 50 gp; M: 0 gp. 
   
  APL 4: L: 0 gp; C: 100 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 150 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 200 gp; M: 0 gp. 
   
  APL 10: L: 0 gp; C: 250 gp; M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 82 gp; C: 60 gp; M: 335 gp  - Total: 477 gp 
  (400 gp). 
  APL 4: L: 71 gp; C: 110 gp; M: 1,021 gp  - Total: 1,202 
  gp (600 gp). 
  APL 6: L: 26 gp; C: 160 gp; M: 1,841 gp  - Total: 2,027 
  gp (800 gp). 
  APL 8: L: 26 gp; C: 210 gp; M: 2,733 gp  - Total: 2,969 
  gp (1,250 gp). 
  APL 10: L: 26 gp; C: 260 gp; M: 4,211 gp  - Total: 4,497 
  gp (2,100 gp). 
  Special 
  � Make Your Bones 
   
  This is available only to PCs who are associate 
  members of The Corporation and who have managed to 
  return either the original of the classified dispatch or a 
  copy of it. This PC is an accomplice in a secret crime that 
  benefits The Corporation. Given the nature of this crime, 
  this fulfills the “Make Your Bones” requirement for full 
  membership in The Corporation.  Other requirements 
  for membership are found in The Corporation 
  metacampaign document. 
  � Influence Point: The Corporation 
   
  This is given to any PC that is a member of The 
  Corporation who has managed to return either the 
  original of the classified dispatch or a copy. 
  � Influence Point: Gran March Military 
   
  This is given to both active-duty and reserve military 
  PCs who have managed to retrieve the classified dispatch 
  and capture the traitor Rhal ap Ogwen, either dead or 
  alive. 
  � Influence Point: Hospitalers 
   
  This is given to PCs who have found and returned 
  Rhal ap Ogwen, either dead or alive. 
  � Influence Point: Pelorites 
   
  This is given to PCs who have managed to protect 
  the reputation of the followers of Pelor from this scandal. 
  While this Influence Point has no value at this time, it 
  may have value in the future. 
  � Cave-in Survivor 
   
  This is awarded to a PC who survived being trapped 
  below ground for several hours (or days at higher APLs). 
  This fulfills the special requirement for the Dungeon 
  Delver prestige class. 
  Items for the Adventure Record 
  Item Access 
  APL 2: 
  � Potion of Haste (Adventure, DMG) 
  � +1 Mithral Chain Shirt (Adventure, DMG) 
  APL 4 (APL 2 Items plus): 
  � +1 Masterwork Mithral Chain Shirt (Adventure, 
  DMG) 
  � +1 Mithral Buckler (Adventure, DMG) 
  � Wand of Magic Missile (Adventure, 1
  st level 
  caster, DMG) 
  APL 6 (APL 2, 4 Items plus): 
  � Ring of Protection +2 (Adventure, DMG) 
  � Wand of Magic Missile (Adventure, 3
  rd level 
  caster, DMG) 
  APL 8 (APL 2, 4, 6 Items plus): 
  GRM3-02 Rotting on the Vine 
   
  Page 19 
  
  � +1 S udded Leather Barding (Adventure, DMG) 
  t
  � Wand of Magic Missile (Adventure, 5
  th level 
  caster, DMG) 
  APL 10 (APL 2, 4, 6, 8 Items plus): 
  � Ring of Protection +3 (Adventure, DMG) 
  � Wand of Lightning Bolt (Adventure, 6
  th level 
  caster, DMG) 
   
  GRM3-02 Rotting on the Vine 
   
  Page 20 
  
   
  Physical Description: Captain Ramanche is 25 years 
  of age but has over 9 years of experience as an officer. He 
  is an able leader and an expert horseman. He is also a fine 
  swordsman. He has a light brown hair and a goatee. He 
  comes from wealthy merchant stock but definitely does 
  not come from a noble family. His previous positions in 
  the army were far from the battlefield. His family told 
  him that a safe place is where he wanted to be. He 
  realized that where he “really wanted to be” is on the 
  frontline being a true patriot of Gran March. He asked for 
  and was finally granted a transfer. He is assigned to the 
  Army of Retribution but is stationed in Orlane to ensure 
  that supplies reach the AOR in Hochoch. He is trying to 
  be the best officer he can and make a name for himself, 
  but would never disobey orders. He is persistent and 
  diligent at his duties. It is obvious that he has the respect 
  of the men under his command.  
  Appendix I: 
  Encounters at All APLs 
  Encounter One: 
  Humbult: Male human Rgr2; CR 0; Medium Humanoid 
  (Human); HD 2d10+4, hp (currently) 2 (max) 20; Init +2 
  (Dex); Spd 30 ft; AC 11 (touch 11, flat-footed 10) [+1 Dex]; 
  Atk: None; AL LN; SV Fort +2, Ref +1, Will +2; Str 14, 
  Dex 14, Con 14, Int 10, Wis 14, Cha 10. 
  Encounter Two: 
  Hospitaler Dispatcher Narek Vollstrom: Male Halfling 
  Exp 8; CR 7; Small Humanoid (Halfling); HD 8d6; hp 34; 
  Init +2 (Dex); Spd 15 ft; AC 20 (touch 16, flat-footed 18) 
  [+2 Dex; +4 bracers, +3 ring, +1 size]; Atk: +7/+2 melee 
  (1d4-1/19-20, masterwork dagger) or +11/+6 thrown 
  (1d4-1/19-20, masterwork dagger); SA +1 to hit with 
  thrown weapons; SQ +1 on all saves, +2 morale bonus vs. 
  fear; AL: LN; SV: Fort +3, Ref +5, Will +8; Str 9, Dex 14, 
  Con 10, Int 17, Wis 12, Cha 14. 
   
  Recently, Captain Ramanche has become engaged 
  and has bought some land way to the north of Orlane 
  near his parents' place. He still works one or two weeks a 
  year teaching cavalry recruits "advanced riding skills" and 
  general recruits some basic riding skills, thus many 
  military PCs may have meet him. Growing up in Orlane, 
  Vell befriended many sylvan elves from the Dim and has 
  a +4 to Diplomacy with those elves and has some 
  influence with a leader or two. His mother is originally 
  from Hochoch and he speaks Gyri Flan flawlessly. He 
  also can speak Elven with a dim forest accent and knows 
  their dialects and jargon. 
   
  Skills 
  and 
  Feats:  
  Appraise 
  +14, 
  Bluff 
  +7, 
  Concentration +5, Diplomacy +19, Forgery +7, Gather 
  Information +13, Intimidate +9, Knowledge (local) +8, 
  Listen +3, Profession (bookkeeper) +14, Profession 
  (scribe) +6, Sense Motive +12, Speak Language 5 ranks; 
  Leadership, 
  Skill 
  Focus 
  (diplomacy, 
  profession 
  (bookkeeper)). 
   
   
  Possessions:   bracers of armor +4, 1,000 gp, 
  masterwork dagger, ink (1 oz. vial), magnifying 
  glass, outfit (scholar's/small), 100 sheets of paper, 1 pen 
  (ink), ring of mind shielding, ring of protection +3, 
   merchant's scale,  signet ring. 
  (Captain Ramanche was originally created by Brandon 
  Mann for Eyes on Orlane.) 
  Encounter Four: 
  Geraint Brownbaker: male human Clr9; CR 9; Medium-
  sized humanoid; HD (9d8)+9; hp 57; Init +4 (Improved 
  Initiative); Spd 20 ft; AC 18 (touch 11, flatfooted 18) [+6 
  armor, +1 amulet, +1 ring]; Atk +7/+2 ranged (1d8/19-20, 
  masterwork light crossbow) or +7/+2 melee (1d8+1, +1 
  heavy mace); SA spells. spontaneous casting, turn undead 
  9/day; AL: NG; SV: Fort +7, Ref +3, Will +10; Str 10, Dex 
  10, Con 12, Int 12, Wis 18, Cha 14.
  Encounter Three: 
  Captain 
  Velladen 
  Ramanche: 
  Male 
  Human 
  (Oeridian/Flan) Ftr8: Medium Humanoid (Human); HD 
  8d10+8; hp 55; Init +2 (Dex); Spd 20 ft.; AC 21 (touch 13, 
  flat-footed 19) [+2 Dex, +7 armor, +1 shield, +1 ring]; Atk 
  +12/+7 melee (1d8+3/19-20, +1 longsword); AL LG; SV 
  Fort +7, Ref +5, Will +5; Str 15, Dex 14, Con 12, Int 14, 
  Wis 10, Cha 12. 
   
   
  Skills and Feats:  Concentration +7, Diplomacy +14, 
  Heal +14, Knowledge (religion) +11, Spellcraft +11; 
  Combat Casting, Extra Turning, Improved Initiative, 
  Leadership, Spell Focus (necromancy).  
   
  Skills and Feats: Sense Motive +5, Ride +15, Handle 
  Animal +9, Profession (soldier) +5, Jump +7, Swim +6, 
  Tumble +5; Iron Will, Mounted Combat, Ride-by-Attack, 
  Quick Draw, Spirited Charge, Leadership, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Possessions:  amulet of natural armor +1, backpack, 
  +1 mithral chainmail, masterwork light crossbow, 
  healer's kit, gold holy symbol of Pelor, +1 heavy mace, 
  spell component pouch, ring of protection +1, tattered 
  cleric’s vestments. 
   
  Possessions: +1 ring of protection, +1 heavy lance, +1 
  longsword, +2 chainmail, +1 buckler. 
   
  Languages: Flan, Common, Elven. 
   
  Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; base DC = 
  14 + spell level, 16 + spell level for necromancy spells): 
  GRM3-02 Rotting on the Vine 
   
  Page 21 
  
  0—[cure minor wounds (x3), detect magic, detect 
  poison, purify food and drink], 1
  st—[bless, comprehend 
  languages, cure light wounds (x4)*], 2
  nd—[aid (x2)*, bull's 
  strength, calm emotions, cure moderate wounds (x2)], 
  3
  rd—[create food and water, cure serious wounds 
  (x2)*, magic circle against evil, remove disease], 4
  th—
  [cure 
  critical 
  wounds 
  (x2)*, greater 
  magic 
  weapon, neutralize poison], 5
  th—[healing circle*, raise 
  dead]. 
   
  * Domain Spell. Deity: Pelor; Domains:  Good (cast 
  good spells at +1 caster level.); Healing (cast healing 
  spells at +1 caster level.). 
  Appendix II: Encounters by APL 
  APL 2 
  Encounter Six: 
  Two-headed wolf:  CR 3; medium magical beast; HD 
  4d8+12; hp 33; Init +6 (Dex, Improved Init); Spd 50 ft.; 
  AC 15 (touch 12, flat-footed 13) [+2 Dex, +3 natural]; Atk 
  +6 melee [1d6+1, 2 bites]; SA trip; SQ scent, darkvision 90 
  ft; AL N; SV Fort +7, Ref +6, Will +2; Str 13, Dex 15, Con 
  17, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +6, Listen+8, Move Silently +6, 
  Search -2, Spot +6, Wilderness Lore +1 (+5 by scent); 
  Combat Reflexes, Improved Initiative, Weapon Finesse 
  (bite). 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent as a free action without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the wolf. 
   
  Physical Description: The two-headed wolf looks 
  exactly as its name describes. 
  Encounter Ten: 
  Rhal ap Ogwen: male human (Flan) Clr2/Rog1; CR 3; 
  medium humanoid (human); HD 2d8+1d6+3; hp 19; Init 
  +6 (Dex, Improved Init); Spd 30 ft.; AC 19 (touch 12, 
  flatfooted 17) [+2 Dex, +5 armor, +2 shield]; Atk +4 
  ranged (1d8/19-20, masterwork light crossbow) or +2 
  melee (1d8, masterwork heavy mace); SA sneak attack 
  +1d6, spells, turn undead; SQ spontaneous casting; AL 
  CG; SV Fort +4, Ref +4, Will +5; Str 10, Dex 14, Con 12, 
  Int 14, Wis 14, Cha 12. 
   
  Skills and Feats:  Diplomacy +6, Disable Device +3, 
  Heal +7, Hide +4, Innuendo +5, Knowledge (arcana) +4, 
  Knowledge (religion) +7, Move Silently +4, Open Lock 
  +4, Profession (criminal) +2, Profession (herbalist) +4, 
  Search +3, Speak Language +1, Spellcraft +6; Extra 
  Turning, Improved Initiative, Point Blank Shot. 
   
  Possessions:   antitoxin, 5 masterwork bolts, 5 
  poisoned masterwork bolts (carrion crawler brain juice, 
  Fort save [DC 13] avoids, paralysis 2d6 min/-), +1 buckler, 
   +1 mithral chain shirt, masterwork light crossbow, 
  masterwork heavy mace, explorer’s outfit, potion of haste. 
   
  Spells Prepared:  (4/3+1; base DC = 12 + spell level) 0-
  [cure minor wounds (x2), detect magic, inflict minor 
  wounds]; 1
  st-[bless, cause fear, cure light wounds*, shield 
  of faith].  
   
  *Domain Spell; Deity: Pelor; Domains:  Healing (You 
  cast healing spells at +1 caster level.), Sun (Once per day 
  you can perform a greater turning against undead in 
  place of a regular turning (or rebuking). Undead 
  creatures that are affected are destroyed.) 
  APL 4 
  Encounter Six: 
  Two-headed wolf:  CR 3; medium magical beast; HD 
  4d8+12; hp 33; Init +6 (Dex, Improved Init); Spd 50 ft.; 
  AC 17 (touch 12, flat-footed 15) [+2 Dex, +3 natural, +2 
  armor]; Atk +6 melee [1d6+1, 2 bites]; SA trip; SQ scent, 
  darkvision 90 ft; AL N; SV Fort +7, Ref +6, Will +2; Str 13, 
  Dex 15, Con 17, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +6, Listen+8, Move Silently +6, 
  Search -2, Spot +6, Wilderness Lore +1 (+5 by scent); 
  Combat Reflexes, Improved Initiative, Weapon Finesse 
  (bite). 
   
  Possessions: leather barding. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent as a free action without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the wolf. 
   
  Physical Description: The two-headed wolf looks 
  exactly as its name describes. 
  Encounter Eight: 
  Ahkantha: male mummy Sor2; CR 5; medium undead; 
  HD 6d12+2d4+3; hp 63; Init –1 (Dex); Spd 20 ft; AC 18 
  (touch 10, flatfooted 18) [-1 Dex, +1 ring, +8 natural]; Atk 
  +7 melee (1d6+4 and mummy rot, slam); SA despair, 
  mummy rot, spells; SQ undead; fire vulnerability, 
  resistant to blows, damage reduction 5/+1, darkvision 60'; 
  AL: LE; SV Fort +2, Ref +1, Will +10; Str 17, Dex 8, Con -, 
  Int 6, Wis 14, Cha 15. 
   
  Skills and Feats:  Concentration +2, Hide +8, 
  Knowledge (arcana) –1, Listen +9, Move Silently +8, 
  Spellcraft –1, Spot +9; Alertness, Toughness. 
  GRM3-02 Rotting on the Vine 
   
  Page 22 
  
   
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed at a Will save (DC 16) or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected again 
  by that mummy’s despair ability for one day. 
   
  Mummy Rot (Su): Supernatural disease – slam, 
  Fortitude save (DC 20), incubation period 1 day; damage 
  1d6 temporary Constitution.  Unlike normal diseases, 
  mummy rot continues until the victim reaches 
  Constitution 0 (and dies) or receives a remove disease 
  spell or similar magic. An afflicted creature that dies 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind unless both a remove disease 
  and raise dead are cast on the remains within 6 rounds. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
   
  Resistant to Blows (Ex): Physical attacks deal only 
  half damage to mummies. Apply this effect before 
  damage reduction. 
   
  Fire Vulnerability (Ex): A mummy takes double 
  damage from fire attacks unless a save is allowed for half 
  damage. A successful save halves the damage and a failure 
  doubles it. 
   
  Possessions:   rotting noble's outfit, precious gem, 
  ring of protection +1, wand of magic missile (1
  st level 
  caster). 
   
  Spells Known: (6/5; base DC = 12 + spell level): 0—
  [detect magic, flare, mage hand, prestidigitation, read 
  magic], 1
  st—[mage armor, negative energy ray]. 
  Encounter Ten: 
  Rhal ap Ogwen: male human (Flan) Clr4/Rog1; CR 5; 
  medium humanoid (human); HD 4d8+1d6+3; hp 33; Init 
  +6 (Dex, Improved Init); Spd 30 ft.; AC 20 (touch 13, 
  flatfooted 18) [+2 Dex, +5 armor, +2 shield, +1 ring]; Atk 
  +6 ranged (1d8/19-20, masterwork light crossbow) or +4 
  melee (1d8+1, +1 heavy mace); SA sneak attack +1d6, 
  spells, turn undead; SQ spontaneous casting; AL CG; SV 
  Fort +5, Ref +5, Will +6; Str 10, Dex 14, Con 12, Int 14, 
  Wis 15, Cha 12. 
   
  Skills and Feats:  Concentration +7, Diplomacy +6, 
  Disable Device +3, Heal +8, Hide +4, Innuendo +5, 
  Knowledge (arcana) +5, Knowledge (religion) +7, Move 
  Silently +4, Open Lock +4, Profession (criminal) +2, 
  Profession (herbalist) +4, Search +3, Speak Language +1, 
  Spellcraft +8; Extra Turning, Improved Initiative, Point 
  Blank Shot. 
   
  Possessions:   antitoxin, 5 masterwork bolts, 5 
  poisoned masterwork bolts (carrion crawler brain juice, 
  Fort save [DC 13] avoids, paralysis 2d6 min/-), +1 mithral 
  buckler,  +1 masterwork mithral chain shirt, masterwork 
  light crossbow, +1 heavy mace, explorer’s outfit, potion of 
  haste, ring of protection +1. 
   
  Spells Prepared:  (5/4+1/3+1; base DC = 12 + spell 
  level) 0-[cure minor wounds (x2), detect magic, inflict 
  minor wounds, purify food and water], 1
  st-[bless, cause 
  fear, cure light wounds*, entropic shield, inflict light 
  wounds]; 2
  nd-[bull’s strength, cure moderate wounds*, 
  hold person, silence].  
   
  *Domain Spell; Deity: Pelor; Domains:  Healing (You 
  cast healing spells at +1 caster level.), Sun (Once per day 
  you can perform a greater turning against undead in 
  place of a regular turning (or rebuking). Undead 
  creatures that are affected are destroyed.) 
  APL 6 
  Encounter Six: 
  Two-headed fiendish worg:  CR 5; medium magical 
  beast; HD 6d10+18; hp 59; Init +6 (Dex, Improved Init); 
  Spd 50 ft.; AC 18 (touch 12, flat-footed 16) [+2 Dex, +3 
  natural, +3 armor]; Atk +9 melee [1d6+4, 2 bites]; SA 
  smite good, trip; SQ cold and fire resistance 10, DR 5/+1, 
  darkvision 90 ft, scent; SR 12; AL N; SV Fort +8, Ref +7, 
  Will +3; Str 17, Dex 15, Con 17, Int 6, Wis 14, Cha 10. 
   
  Skills and Feats: Hide +9, Listen+10, Move Silently 
  +9, Search +0, Spot +11, Wilderness Lore +2 (+6 by scent); 
  Alertness, Combat Reflexes, Improved Initiative. 
   
  Possessions: masterwork studded leather barding. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal attack to deal additional damage equal to 
  its HD total (maximum of +20) against an good foe. 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent as a free action without 
  making a touch attack or provoking an attack of 
  opportunity. If the attempt fails, the opponent cannot 
  react to trip the wolf. 
   
  Physical Description: The two-headed worg looks 
  exactly as its name describes with reddish fur and 
  glowing eyes. 
  Encounter Eight: 
  Ahkantha: male mummy Sor3; CR 6; medium undead; 
  HD 6d12+3d4+5; hp 66; Init –1 (Dex); Spd 20 ft; AC 18 
  (touch 10, flatfooted 18) [-1 Dex, +1 ring, +8 natural]; Atk 
  +7 melee (1d6+4 and mummy rot, slam); SA despair, 
  mummy rot, spells; SQ undead; fire vulnerability, 
  resistant to blows, damage reduction 5/+1, darkvision 60'; 
  AL: LE; SV Fort +3, Ref +2, Will +10; Str 17, Dex 8, Con -, 
  Int 6, Wis 14, Cha 15. 
   
  Skills and Feats:  Concentration +3, Hide +8, 
  Knowledge (arcana) -1, Listen +9, Move Silently +8, 
  GRM3-02 Rotting on the Vine 
   
  Page 23 
  
  Spellcraft -1, Spot +9; Alertness, Combat Casting, 
  Toughness. 
   
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed at a Will save (DC 16) or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected again 
  by that mummy’s despair ability for one day. 
   
  Mummy Rot (Su): Supernatural disease – slam, 
  Fortitude save (DC 20), incubation period 1 day; damage 
  1d6 temporary Constitution.  Unlike normal diseases, 
  mummy rot continues until the victim reaches 
  Constitution 0 (and dies) or receives a remove disease 
  spell or similar magic. An afflicted creature that dies 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind unless both a remove disease 
  and raise dead are cast on the remains within 6 rounds. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
   
  Resistant to Blows (Ex): Physical attacks deal only 
  half damage to mummies. Apply this effect before 
  damage reduction. 
   
  Fire Vulnerability (Ex): A mummy takes double 
  damage from fire attacks unless a save is allowed for half 
  damage. A successful save halves the damage and a failure 
  doubles it. 
   
  Possessions:   rotting noble's outfit, precious gem, 
  ring of protection +1, wand of magic missile (3
  rd level 
  caster). 
   
  Spells Known: (6/6; base DC = 12 + spell level): 0—
  [detect magic, flare, mage hand, ray of frost, read magic], 
  1
  st—[mage armor, negative energy ray, shield]. 
  Encounter Ten: 
  Rhal ap Ogwen: male human (Flan) Clr6/Rog1; CR 7; 
  medium humanoid (human); HD 6d8+1d6+7; hp 46; Init 
  +6 (Dex, Improved Init); Spd 30 ft.; AC 21 (touch 14, 
  flatfooted 19) [+2 Dex, +5 armor, +2 shield, +2 ring]; Atk 
  +7 ranged (1d8/19-20, +1 light crossbow) or +5 melee 
  (1d8+1, +1 heavy mace); SA sneak attack +1d6, spells, turn 
  undead; SQ spontaneous casting; AL CG; SV Fort +6, Ref 
  +6, Will +7; Str 10, Dex 14, Con 12, Int 14, Wis 15, Cha 
  12. 
   
  Skills and Feats:  Concentration +9, Diplomacy +8, 
  Disable Device +3, Heal +8, Hide +6, Innuendo +5, 
  Knowledge (arcana) +5, Knowledge (religion) +7, Move 
  Silently +5, Open Lock +5, Profession (criminal) +2, 
  Profession (herbalist) +4, Search +3, Speak Language +1, 
  Spellcraft +8; Extra Turning, Improved Initiative, Point 
  Blank Shot, Precise Shot. 
   
  Possessions:   antitoxin, 5 masterwork bolts, 5 
  poisoned masterwork bolts (carrion crawler brain juice, 
  Fort save [DC 13] avoids, paralysis 2d6 min/-), +1 mithral 
  buckler,  +1 masterwork mithral chain shirt, +1 light 
  crossbow, +1 heavy mace, explorer’s outfit, potion of 
  haste, ring of protection +2. 
   
  Spells Prepared:  (5/4+1/4+1/2+1; base DC = 12 + 
  spell level) 0-[cure minor wounds (x2), detect magic, 
  inflict minor wounds, purify food and water], 1
  st-[bless, 
  cause fear, cure light wounds*, entropic shield, inflict 
  light wounds]; 2
  nd-[bull’s strength, cure moderate 
  wounds*, hold person, silence, sound burst]; 3
  rd-[cure 
  serious wounds, remove blindness, searing light*].  
   
  *Domain Spell; Deity: Pelor; Domains:  Healing (You 
  cast healing spells at +1 caster level.), Sun (Once per day 
  you can perform a greater turning against undead in 
  place of a regular turning (or rebuking). Undead 
  creatures that are affected are destroyed.) 
  APL 8 
  Encounter Six: 
  Advanced two-headed pyro fiendish worg:  CR 8; 
  medium magical beast (fire); HD 8d10+24; hp 78; Init +6 
  (Dex, Improved Init); Spd 50 ft.; AC 19 (touch 12, flat-
  footed 17) [+2 Dex, +3 natural, +4 armor]; Atk +11 melee 
  [1d6+4, 2 bites]; SA breath weapon, smite good, trip; SQ 
  fire subtype, cold and fire resistance 15, DR 5/+2, 
  darkvision 90 ft, scent; SR 16; AL NE; SV Fort +9, Ref +8, 
  Will +3; Str 17, Dex 15, Con 17, Int 6, Wis 14, Cha 10. 
   
  Skills and Feats: Hide +11, Listen+10, Move Silently 
  +11, Search +0, Spot +11, Wilderness Lore +2 (+6 by 
  scent); Alertness, Combat Reflexes, Improved Initiative, 
  Power Attack. 
   
  Possessions: +1 studded leather barding. 
   
  Breath Weapon (Ex): These creatures can breathe 
  jets of fire 10 feet high, 10 feet wide and 20 feet long. All 
  heads breathe once every 1d4 rounds, and each jet deals 
  3d6 points of fire damage per head. A successful Reflex 
  save (DC 14) halves the damage. 
   
  Fire Subtype (Ex): This creature is immune to fire 
  damage and takes a -10 penalty on saves against cold 
  attacks. If a cold attack does not allow a saving throw, the 
  creature takes double damage instead. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal attack to deal additional damage equal to 
  its HD total (maximum of +20) against an good foe. 
   
  Trip (Ex): A two-headed pyro fiendish worg that hits 
  with a bite attack can attempt to trip the opponent as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the pyro fiendish worg. 
   
  Physical Description: The two-headed pyro fiendish 
  worg looks exactly as its name describes with reddish fur 
  and glowing eyes. 
  GRM3-02 Rotting on the Vine 
   
  Page 24 
  
  Encounter Eight: 
  Ahkantha: male mummy Sor5; CR 8; medium undead; 
  HD 6d12+5d4+3; hp 72; Init –1 (Dex); Spd 20 ft; AC 19 
  (touch 11, flatfooted 19) [-1 Dex, +2 ring, +8 natural]; Atk 
  +8 melee (1d6+4 and mummy rot, slam); SA despair, 
  mummy rot, spells; SQ undead; fire vulnerability, 
  resistant to blows, damage reduction 5/+1, darkvision 60'; 
  AL: LE; SV Fort +3, Ref +2, Will +11; Str 17, Dex 8, Con -, 
  Int 6, Wis 14, Cha 16. 
   
  Skills and Feats:  Concentration +6, Hide +8, 
  Knowledge (arcana) -1, Listen +9, Move Silently +8, 
  Spellcraft -1, Spot +9; Alertness, Combat Casting, 
  Toughness. 
   
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed at a Will save (DC 18) or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected again 
  by that mummy’s despair ability for one day. 
   
  Mummy Rot (Su): Supernatural disease – slam, 
  Fortitude save (DC 20), incubation period 1 day; damage 
  1d6 temporary Constitution.  Unlike normal diseases, 
  mummy rot continues until the victim reaches 
  Constitution 0 (and dies) or receives a remove disease 
  spell or similar magic. An afflicted creature that dies 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind unless both a remove disease 
  and raise dead are cast on the remains within 6 rounds. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
   
  Resistant to Blows (Ex): Physical attacks deal only 
  half damage to mummies. Apply this effect before 
  damage reduction. 
   
  Fire Vulnerability (Ex): A mummy takes double 
  damage from fire attacks unless a save is allowed for half 
  damage. A successful save halves the damage and a failure 
  doubles it. 
   
  Possessions:   rotting noble's outfit, precious gem, 
  ring of protection +2, wand of magic missile (5
  th level 
  caster). 
   
  Spells Known: (6/7/5; base DC = 13 + spell level): 
  0—[detect magic, flare, mage hand, prestidigitation, ray 
  of frost, read magic], 1
  st—[endure elements, mage armor,
  negative energy ray, shield]; 2
   
  nd—[blur, bull's strength]. 
  Encounter Ten: 
  Rhal ap Ogwen: male human (Flan) Clr7/Rog1; CR 8; 
  medium humanoid (human); HD 7d8+1d6+8; hp 53; Init 
  +6 (Dex, Improved Init); Spd 30 ft.; AC 22 (touch 14, 
  flatfooted 20) [+2 Dex, +5 armor, +2 shield, +2 ring, +1 
  natural armor]; Atk +8 ranged (1d8/19-20, +1 light 
  crossbow) or +6 melee (1d8+1, +1 heavy mace); SA sneak 
  attack +1d6, spells, turn undead; SQ spontaneous casting; 
  AL CG; SV Fort +6, Ref +6, Will +8; Str 10, Dex 14, Con 
  12, Int 14, Wis 16, Cha 12. 
   
  Skills and Feats:  Concentration +9, Diplomacy +8, 
  Disable Device +3, Heal +9, Hide +6, Innuendo +6, 
  Knowledge (arcana) +5, Knowledge (religion) +7, Move 
  Silently +5, Open Lock +5, Profession (criminal) +3, 
  Profession (herbalist) +5, Search +3, Speak Language +1, 
  Spellcraft +8; Extra Turning, Improved Initiative, Point 
  Blank Shot, Precise Shot. 
   
  Possessions:   antitoxin, 5 masterwork bolts, 5 
  poisoned masterwork bolts (carrion crawler brain juice, 
  Fort save [DC 13] avoids, paralysis 2d6 min/-), +1 mithral 
  buckler,  +1 masterwork mithral chain shirt, +1 light 
  crossbow, +1 heavy mace, explorer’s outfit, potion of 
  haste, ring of protection +2, amulet of natural armor +1. 
   
  Spells Prepared:  (6/5+1/4+1/3+1/1+1; base DC = 13 
  + spell level) 0-[cure minor wounds (x2), detect magic, 
  inflict minor wounds, purify food and water, resistance], 
  1
  st-[bless, cause fear, cure light wounds*, divine favor, 
  entropic shield, inflict light wounds]; 2
  nd-[bull’s strength, 
  cure moderate wounds*, hold person, silence, sound 
  burst]; 3
  rd-[bestow curse, cure serious wounds, magic 
  vestment, searing light*]; 4
  th-[cure critical wounds*, 
  freedom of movement].  
   
  *Domain Spell; Deity: Pelor; Domains:  Healing (You 
  cast healing spells at +1 caster level.), Sun (Once per day 
  you can perform a greater turning against undead in 
  place of a regular turning (or rebuking). Undead 
  creatures that are affected are destroyed.) 
  APL 10 
  Encounter Six: 
  Advanced two-headed pyro fiendish worg:  CR 9; large 
  magical beast (fire); HD 10d10+50; hp 113; Init +5 (Dex, 
  Improved Init); Spd 50 ft.; AC 19 (touch 10, flat-footed 
  18) [-1 size, +1 Dex, +5 natural, +4 armor]; Atk +16 melee 
  [1d8+10, 2 bites]; SA breath weapon, smite good, trip; SQ 
  fire subtype, cold and fire resistance 15, DR 5/+2, 
  darkvision 90 ft, scent; SR 20; AL NE; SV Fort +12, Ref +8, 
  Will +4; Str 25, Dex 13, Con 21, Int 6, Wis 14, Cha 10. 
   
  Skills and Feats: Hide +11, Listen+10, Move Silently 
  +11, Search +0, Spot +11, Wilderness Lore +2 (+6 by 
  scent); Alertness, Cleave, Combat Reflexes, Improved 
  Initiative, Power Attack. 
   
  Possessions: +1 studded leather barding. 
   
  Breath Weapon (Ex): These creatures can breathe 
  jets of fire 10 feet high, 10 feet wide and 20 feet long. All 
  heads breathe once every 1d4 rounds, and each jet deals 
  3d6 points of fire damage per head. A successful Reflex 
  save (DC 16) halves the damage. 
  GRM3-02 Rotting on the Vine 
   
  Page 25 
  
   
  Fire Subtype (Ex): This creature is immune to fire 
  damage and takes a -10 penalty on saves against cold 
  attacks. If a cold attack does not allow a saving throw, the 
  creature takes double damage instead. 
   
  Smite Good (Su): Once per day the creature can 
  make a normal attack to deal additional damage equal to 
  its HD total (maximum of +20) against an good foe. 
   
  Trip (Ex): A two-headed pyro fiendish worg that hits 
  with a bite attack can attempt to trip the opponent as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the pyro fiendish worg. 
   
  Physical Description: The two-headed pyro fiendish 
  worg looks exactly as its name describes with reddish fur 
  and glowing eyes. 
  Encounter Eight: 
  Ahkantha: male mummy Sor7; CR 10; medium undead; 
  HD 6d12+7d4+3; hp 78; Init –1 (Dex); Spd 20 ft; AC 19 
  (touch 11, flatfooted 19) [-1 Dex, +2 ring, +8 natural]; Atk 
  +9 melee (1d6+4 and mummy rot, slam); SA despair, 
  mummy rot, spells; SQ undead; fire vulnerability, 
  resistant to blows, damage reduction 5/+1, darkvision 60'; 
  AL: LE; SV Fort +4, Ref +3, Will +12; Str 17, Dex 8, Con -, 
  Int 6, Wis 14, Cha 16. 
   
  Skills and Feats:  Concentration +6, Hide +8, 
  Knowledge (arcana) +0, Listen +9, Move Silently +8, 
  Spellcraft +0, Spot +9; Alertness, Combat Casting, Extend 
  Spell, Toughness. 
   
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed at a Will save (DC 19) or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected again 
  by that mummy’s despair ability for one day. 
   
  Mummy Rot (Su): Supernatural disease – slam, 
  Fortitude save (DC 20), incubation period 1 day; damage 
  1d6 temporary Constitution.  Unlike normal diseases, 
  mummy rot continues until the victim reaches 
  Constitution 0 (and dies) or receives a remove disease 
  spell or similar magic. An afflicted creature that dies 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind unless both a remove disease 
  and raise dead are cast on the remains within 6 rounds. 
   
  Undead: Immune to mind-influencing effects, 
  poison, sleep, paralysis, stunning, and disease. Not 
  subject to critical hits, subdual damage, ability damage, 
  energy drain, or death from massive damage. 
   
  Resistant to Blows (Ex): Physical attacks deal only 
  half damage to mummies. Apply this effect before 
  damage reduction. 
   
  Fire Vulnerability (Ex): A mummy takes double 
  damage from fire attacks unless a save is allowed for half 
  damage. A successful save halves the damage and a failure 
  doubles it. 
   
  Possessions:   rotting noble's outfit, precious gem, 
  ring of protection +2, wand of lightning bolt (6
  th level 
  caster). 
   
  Spells Known: (6/7/7/5; base DC = 13 + spell level): 
  0—[daze, detect magic, flare, mage hand, prestidigitation, 
  ray of frost, read magic], 1
  st—[endure elements, mage 
  armor, magic missile, negative energy ray, shield]; 2
  nd—
  [blur, bull's strength, resist elements]; 3
  rd—[dispel magic, 
  haste]. 
  Encounter Ten: 
  Rhal ap Ogwen: male human (Flan) Clr9/Rog1; CR 10; 
  medium humanoid (human); HD 9d8+1d6+10; hp 66; 
  Init +6 (Dex, Improved Init); Spd 30 ft.; AC 23 (touch 15, 
  flatfooted 21) [+2 Dex, +5 armor, +2 shield, +3 ring, +1 
  natural armor]; Atk +10/+5 ranged (1d8/19-20, +1 light 
  crossbow) or +7/+2 melee (1d8+1, +1 heavy mace); SA 
  sneak attack +1d6, spells, turn undead; SQ spontaneous 
  casting; AL CG; SV Fort +7, Ref +7, Will +9; Str 10, Dex 
  14, Con 12, Int 14, Wis 16, Cha 12. 
   
  Skills and Feats:  Concentration +9, Diplomacy +8, 
  Disable Device +4, Heal +9, Hide +6, Innuendo +7, 
  Knowledge (arcana) +5, Knowledge (religion) +9, Move 
  Silently +6, Open Lock +6, Profession (criminal) +3, 
  Profession (herbalist) +5, Search +3, Speak Language +1, 
  Spellcraft +9; Extra Turning, Improved Initiative, Point 
  Blank Shot, Precise Shot, Weapon Focus (light crossbow). 
   
  Possessions:   antitoxin, 5 masterwork bolts, 5 
  poisoned masterwork bolts (carrion crawler brain juice, 
  Fort save [DC 13] avoids, paralysis 2d6 min/-), +1 mithral 
  buckler,  +1 masterwork mithral chain shirt, +1 light 
  crossbow, +1 heavy mace, explorer’s outfit, potion of 
  haste, ring of protection +3, amulet of natural armor +1. 
   
  Spells Prepared:  (6/5+1/5+1/4+1/2+1/1+1; base DC 
  = 13 + spell level) 0-[cure minor wounds (x2), detect 
  magic, inflict minor wounds, purify food and water, 
  resistance], 1
  st-[bless, cause fear, cure light wounds*, 
  divine favor, entropic shield, inflict light wounds]; 2
  nd-
  [bull’s strength, cure moderate wounds*, hold person, 
  silence, sound burst, spiritual weapon]; 3
  rd-[bestow curse, 
  cure serious wounds, magic vestment, remove blindness, 
  searing light*]; 4
  th-[cure critical wounds*, freedom of 
  movement, greater magic weapon]; 5
  th-[flame strike 
  (x2)*].  
   
  *Domain Spell; Deity: Pelor; Domains:  Healing (You 
  cast healing spells at +1 caster level.), Sun (Once per day 
  you can perform a greater turning against undead in 
  place of a regular turning (or rebuking). Undead 
  creatures that are affected are destroyed.) 
  GRM3-02 Rotting on the Vine 
   
  Page 26 
  
  Appendix III: 
  Spells from Tome & Blood 
  Negative Energy Ray (from Tome & Blood) 
  Necromancy 
  Level: Sor/Wiz 1 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: Instantaneous 
  Saving Throw: Will half (see text) 
  Spell Resistance: Yes 
   A ray of negative energy projects from your pointing 
  finger.  You must succeed at a ranged touch attack with 
  the ray to deal damage to a target.  The ray deals 1d6 
  points of damage to a living creature. 
   For every two extra levels of experience past 1
  st, you 
  deal an extra 1d6 points of damage.  You deal 2d6 at 3
  rd 
  level, 3d6 at 5
  th level, 4d6 at 7
  th level, and a maximum of 
  5d6 points of damage at 9
  th level or higher. 
   Since undead are powered by negative energy, this 
  spell cures them of a like amount of damage, rather 
  than harming them. 
   
  Material Component: A mirror, which you break.
   
    
  GRM3-02 Rotting on the Vine 
   
  Page 27 
  
  DM Aid #1: Map of Vineyard Grounds 
   
  GRM3-02 Rotting on the Vine 
   
  Page 28 
  
  DM Aid #2: Maps of Vineyard Underground 
  GRM3-02 Rotting on the Vine 
   
  Page 29 
  
  Player Handout #1:  Piece of Paper Found at Rhal’s Tent Door 
   
  The weak little sparrow flies from the nest. 
  The weak little sparrow struggles in its flight. 
  The weak little sparrow tries harder than the rest. 
  The weak little sparrow tries hard to be light. 
  The weak little sparrow is falling and sinking. 
  The weak little sparrow’s flight is seen by all. 
  The weak little sparrow, oh, what was he thinking? 
  The weak little sparrow is silent in its fall. 
  GRM3-02 Rotting on the Vine 
   
  Page 30 
  
  Player Handout #2:  Translation of Coded Piece of Paper 
   
  The weak little sparrow flies from the nest. 
  The associate is trying to make his bones. 
   
  The weak little sparrow struggles in its flight. 
  The associate is close to being discovered. 
   
  The weak little sparrow tries harder than the rest. 
  The associate is trying desperately to reach a safe house. 
   
  The weak little sparrow tries hard to be light. 
  The associate is traveling light, carrying only what he needs to finish the 
  assignment. 
   
  The weak little sparrow is falling and sinking. 
  The associate is failing the assignment and must be relieved of his package. 
   
  The weak little sparrow’s flight is seen by all. 
  The associate’s failure may make The Corporation more visible. 
   
  The weak little sparrow, oh, what was he thinking? 
  The associate is unaware of his failure. 
   
  The weak little sparrow is silent in its fall. 
  The associate must not reveal anything about us if he fails. Shut him up, but do 
  not kill him. 
  GRM3-02 Rotting on the Vine 
   
  Page 31 
  
  GRM3-02 Rotting on the Vine 
   
  Page 32 
  Rotting on the Vine 
  Critical Events Summary 
  For Tables running April, May, and June of 2003 
   
  1) Did Rhal escape? 
   
   
   
  2) If he did not escape, was Rhal killed? 
   
   
   
  3) Did The Corporation receive either the original or a copy of the secret dispatch? 
   
   
   
  4) Did the PCs return the secret dispatch to the military? 
   
   
   
  5) Did the PCs publicly reveal that Rhal the traitor was a cleric with the cult of Pelor?  
  Were any of the PCs worshippers of Pelor? 
   
   
   
  6) Did the PCs publicly reveal that Rhal the traitor was a refugee from Geoff?  Were 
  any of the PCs from Geoff? 
   
   
   
  If you run this scenario in April, May, or June of 2003, please email the results of this sheet to Will Dover, Gran March 
  Triad, at aeontrin@aol.com by July 15, 2003. These results will affect the next scenario in the Shadow, Sun, and Sword 
  plotline. Thanks. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/593/Normal Scenarios/GRM3-02 - Rotting on the Vine (APL 2-10)/GRM3-02 - Rotting on the Vine.pdf