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
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  www.wizards.com/d20.
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction.
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the
  adventure author or authors.
  Visit the LIVING GREYHAWK website at www.rpga.com.
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com.  For
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com.
  GRM7-09
  The Lost and the Found
  A One-Round D&D® LIVING GREYHAWKTM
  Gran March Regional Adventure
  Version 0.9.0
  by Thorin Palladino
  Reviewers: Gran March Triad
  Circle Reviewer: Steven Conforti
  Playtesters: Albert Degenaar, Stef Degenaar, Michael J. Roderick Sr., Dave Brainard, Jason I. Gonding
  Madness has been sweeping Gran March. Otherwise peaceful citizens are attacking their neighbors for
  no reason. Can you discover the cause before it is too late?  A Gran March Regional adventure for APLs
  2-8, and part seven of the Homefront series. This adventure is also related, though not directly a part of,
  the Outsiders In series..
  Resources: Complete Arcane (Baker), Complete Warrior (Collins, Noonan, Stark), Fiend Folio (Cagle,
  Decker, Jacobs, Mona, Sernett, Thomasson, Wyatt), Miniatures Handbook (Donais, Elias, Heinsoo,
  Tweet), Monster Manual III, Monster Manual IV, Players Handbook 2 (Noonan), Spell Compendium.
  
  GRM7-09 The Lost and the Found
  Page 1
  RPGA® SANCTIONED PLAY
  Most likely you ordered this adventure as part of
  an RPGA even from the RPGA website, or you
  received it from your senior gamemaster. To play
  this adventure as part of the LIVING GREYHAWK
  campaign—a worldwide, ongoing D&D campaign
  set in the GREYHAWK setting—you must sanction it
  as part of an RPGA event. This event could be as
  elaborate as a big convention, or as simple as a
  group of friends meeting at the DM’s house.
  To sanction an RPGA event, you must be at
  least a HERALD-LEVEL gamemaster. The person
  who sanctions the event is called the senior
  gamemaster, and is in charge of making sure the
  event is sanctioned before play, runs smoothly on
  the date sanctioned, and then reported back to the
  RPGA in a timely manner. The person who runs
  the game is called the table Dungeon Master (or
  usually just DM). Sometimes (and almost all the
  time in the cases of home events) the senior
  gamemaster is also the table DM. You don’t have
  to be a HERALD-LEVEL GM to run this adventure if
  you are not the senior GM.
  By sanctioning and reporting this adventure
  you accomplish a couple of things. First it is an
  official game, and you can use the AR to advance
  your LIVING GREYHAWK character. Second player
  and DMs gain rewards for sanctioned RPGA play
  if they are members of the DUNGEONS & DRAGONS
  REWARDS program. Playing this adventure is worth
  two (2) points.
  This adventure retires from RPGA-sanctioned
  play on December 31, 2008.
  To learn more about the LIVING GREYHAWK
  character creation and development, RPGA event
  sanctioning, and DUNGEONS & DRAGONS REWARDS,
  visit the RPGA website at www.rpga.com.
  PLAYERS READ NO
  FARTHER
  If you are planning on playing this adventure, stop
  reading now. The rest of the information in this
  adventure is for the DM only. If you read farther
  than this section, you’ll know too much about its
  challenges, which kills the fun. Also, if you’re
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point
  makes you ineligible to do so.
  PREPARING FOR PLAY
  To get the most out of this adventure, you need
  copies of the following D&D books: Player’s
  Handbook, Dungeon Master’s Guide, and the
  Monster Manual.
  Throughout this adventure, text in bold italics
  provides player information for you to paraphrase
  or read aloud when appropriate. Sidebars contain
  important information for you, including special
  instruction on running the adventure. Information
  on nonplayer characters (NPCs) and monsters
  appear in abbreviated form in the adventure text.
  Full information on NPCs and monsters are given
  in the Appendices.
  Along with this adventure you’ll find a RPGA Table
  Tracking sheet. If you’re playing this adventure as
  part of an RPGA-sanctioned event, complete and
  turn in this sheet to your senior GM directly after
  play. You’ll also find a LIVING GREYHAWK
  Adventure Record (AR).
  LIVING GREYHAWK LEVELS
  OF PLAY
  Because players bring their own characters to
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s
  challenges are proportionate to the modified
  average character level of the PCs participating in
  the adventure. To determine this modified Average
  Party Level (APL) follow the steps below:
  1. Determine the character level for each of the
  PCs participating in the adventure.
  2. If PCs bring animals that have been trained for
  combat (most likely dogs trained for war),
  other than those brought by virtue of a class
  ability (such as animal companions, familiars
  paladin’s mounts) or the warhorse of a
  character with the Mounted Combat feat, use
  the sidebar chart to determine the number of
  levels you add to the sum of step one. Add
  each character’s animals separately. A single
  PC may only bring four or fewer animals of
  this type, and animals with different CRs are
  added separately.
  3. Sum the results of step 1 and 2, and divide by
  the number of characters playing in the
  adventure. Round to the nearest whole
  number.
  4. If you are running a table of six PCs, add one
  to that average.
  
  GRM7-09 The Lost and the Found
  Page 2
  Throughout this adventure, APLs categorize the
  level of challenge the PCs face. APLS are given in
  even-numbered increments. If the APL of your
  group falls on an odd number, ask them before the
  adventure begins whether they would like to play a
  harder or easier adventure. Based on their choice,
  use either the higher or the lower adjacent APL.
  APL also affects the amount of experience
  and gold a PC can gain at the end of the
  adventure. If a player character is three character
  levels or more either higher or lower than the APL
  at which this adventure is being played, that
  character receives only one-half of the experience
  points and gold for the adventure. This simulates
  the fact that either the PC was not challenged as
  much as normal or relied on help by higher-level
  characters to reach the objectives.
  Furthermore, a PC who is four or more levels
  higher than the highest APL supported by the
  adventure may not play the adventure.
  LIVING GREYHAWK adventures are designed for
  APL 2 and higher. Four or five 1st-level characters
  may find the challenge of an APL 2 adventure
  difficult. Suggest the following to these groups to
  help increase their chances of success:
  1. Enlist a sixth player.
  2. Advise characters to buy riding dogs to help
  protect them, and fight for them.
  TIME UNITS AND UPKEEP
  This is a standard one-round Regional adventure,
  set in the Gran March.  Characters native to the
  Gran March pay one Time Unit per round, all
  others pay two Time Units per round.
  Adventurer’s Standard Upkeep costs 12 gp
  per Time Unit.  Rich Upkeep costs 50 gp per Time
  Unit.  Luxury Upkeep costs 100 gp per Time Unit.
  Characters that fail to pay at least Standard
  Upkeep will retain temporary ability damage until
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell
  component pouches and healer’s kits, and may
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this
  adventure.
  A character who does not pay for at least
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the
  character possesses four or more ranks in the
  Survival skill and succeeds at a Survival check
  (DC 20), the character will heal temporary ability
  damage as if he or she paid for Standard Upkeep,
  may refill spell component pouches and healer’s
  kits, and may restock up to 20 arrows or bolts if
  the character has at least four ranks in Craft
  (bowmaking).  The player is allowed to Take 10 on
  this roll.
  More information about Lifestyle and Upkeep
  can be found in the “Lifestyle and Upkeep” section
  of Chapter 3 of the LIVING GREYHAWK Campaign
  Sourcebook.
  ADVENTURE BACKGROUND
  The Outsiders In series began with GRM5-01 The
  Commandant’s Parlor in which heroes of Gran
  March discover yet another plot to assassinate the
  Commandant. This time the assassins attempted
  to capture the Commandant, not just kill him, a
  fate from which he had proven to be easily
  resurrected. The source of the plot was revealed
  by a githzerai prisoner as a shadowy figure known
  as Maimbua. PC’s thwarted the plan to hold the
  Commandant prisoner on the Astral Plane with the
  assistance of elite members of the 1st Battle and
  the Commandant himself.
  In the process, numerous citizens of Gran
  March took possession of githyanki silver swords,
  and in an effort to reclaim them, the githyanki Lich
  Queen launched a counter assault on Gran
  March, which was the battle interactive GRM5-
  IN04 The Lich Queen’s Vengeance. Knight
  Colonel Thero’kay’s 34th Provisional Battle drove
  off the incursion at Haradaragh with considerable
  assistance 
  from 
  the 
  adventuring 
  populace
  gathered there. Rumors surfaced that one of the
  # of Animals
  Mundane
  Animals Effect
  on APL
  1
  2
  3
  4
  1/4 & 1/6
  0
  0
  0
  1
  1/3 & 1/2
  0
  0
  1
  1
  1
  1
  1
  2
  3
  2
  2
  3
  4
  5
  3
  3
  4
  5
  6
  4
  4
  6
  7
  8
  5
  5
  7
  8
  9
  6
  6
  8
  9
  10
  CR of Animal
  7
  7
  9
  10
  11
  
  GRM7-09 The Lost and the Found
  Page 3
  commanding generals of the incursion was also
  the mysterious Maimbua.
  A few months later, a wave of plagues swept
  across the northwestern portions of Gran March.
  The source of these plagues was identified
  eventually as an undead minion of this same
  Maimbua hidden deep within the ruins thought to
  be Haradaragh. Upon the creature’s destruction,
  an image of Maimbua appeared to its killers,
  threatening even more dire retribution and
  punishment for Gran March and Magnus Vrianian
  personally.
  Maimbua returned to Gran March to cause the
  Commandant and his Knight of the Watch allies
  personal pain, cause some chaos in the southern
  part of the country, and provide clues to the
  Commandant’s transgression. He kidnaps the
  venerable and highly respected Knight of the
  Watch Corum Valstier. As part of his taunts,
  Maimbua distributed several cursed items. Some
  were to give hints as to the nature of the
  Commandant’s crime; others were merely to sow
  fear and chaos.
  Two groups are aware of the cursed items and
  strive to collect them. The groups are: Aliam
  Nestor seeks the items as evidence to prosecute
  Maimbua for his crimes against Gran March. The
  other group is the Brotherhood 
  ADVENTURE SUMMARY
  Encounter one:
  The adventure starts en media res. As the PC’s
  are traveling down the road to Orlane (for
  whatever reason), a woman bursts out of the
  woods chased by a deranged man. The man has
  been corrupted by one of the cursed items he
  purchased from Maimbua.
  Encounter two:
  The woman asks the PC’s to go back to her house
  with her to check on the rest of her family. What
  awaits them is a gruesome scene of wanton
  slaughter - no one at the house is left alive. A little
  investigation reveals than the man started acting a
  little strangely ever since he purchased his lucky
  owl pendant from some guy in a curtained
  carriage some months ago.
  Encounter Three:
  The PC’s escort the woman to her sister in Orlane.
  They have another chance to ask questions and
  discover the information in encounter two.
  Encounter Four:
  An agent of Magistrate Nestor enlists the aid of the
  PC’s in recovering suspected cursed items
  distributed by Maimbua. He believes that these
  items are behind the strange behavior in Orlane.
  He knows of two people who purchased items
  from Maimbua that he has not yet contacted,
  Joffer Wills and Tyllen.
  Encounter Five:
  The pendant belongs to the deranged farmer that
  they killed. If the PC’s took the item they can skip
  this encounter, if not they have to go back and get
  it.  The pendant is still where ever the PC’s left it.
  Encounter Six:
  The dagger belongs to Norri the smith. He is
  willing to give up the item with a little persuasion.
  Encounter Seven:
  When the PC’s speak to Tyllen they find the
  brooch that he purchased from Maimbua was
  taken by a Sgt Jarrik. He then tells the PC’s that
  Karetha has an item purchased from the black
  coach.
  Encounter Eight:
  The Fifth Ring of Hell belongs to a priestess of
  Zilchus who will not give it up willingly. This ring
  was not sold by Maimbua - it is a red herring that
  happens to be an evil item of some power. She is
  under the very first stage of its curse. It is possible
  to steal the item from her, but no amount of talk
  will convince her to give it up. If attacked at home
  there are innocent family members to get in the
  way.
  Encounter Nine:
  Late the second day a man approaches the PC’s
  and tells them that he knows of someone else who
  has an item from the man in the black coach.
  When the PC’s go to investigate this claim they
  find that the owner of the item is dead along with
  his whole family, his neighbors, and even their
  pets. Inside the cottage awaits a Yugoloth that
  was summoned by consuming the life force of the
  sacrifices. The tip was a setup.
  Encounter Ten:
  On the path back to Orlane the other group that
  has been collecting cursed items intercepts the
  PC’s. They demand all cursed items that the PC’s
  have recovered and in exchange will let them go.
  
  GRM7-09 The Lost and the Found
  Page 4
  Conclusion: The PC’s turn over the items and
  decide if anyone wants to keep the ring.
  PREPARATION FOR PLAY
  Prior to beginning play the GM will want to
  familiarize himself with the following:
  • 
  Determine if any of the characters
  have 
  played 
  GRM6-04 
  Curtains
  Drawn 
  Around. 
  Such 
  characters
  receive a +2 circumstance bonus to
  Gather Information checks to find
  information about the cursed items
  and the people who own them (they
  know who to ask).
  • 
  There is a particularly important item
  in the game that might attach itself to
  a character.  Have each character roll
  three Will and Fort saves at the start
  of the game.  Use the Will saves for
  whoever carries Hell’s Fifth Ring.
  • 
  Determine if any of the characters
  have the Hellbreaker AR and if they
  have Hellbreaker itself. The AR covers
  what happens when there is more
  than one sword at the table (only one
  can be real).
  DM Note:  The cursed items (except for Hell’s
  Fifth Ring) are not cursed in the normal way.  They
  take time with the characters being having the
  items on their person.  In time, with NPCs, fiendish
  qualities begin to come out.
  INTRODUCTION
  The journey from Paletree to Orlane has been
  an easy one.  The residents had had a problem
  with dire _________
  APL 2: rats
  APL 4: badgers
  APL 6: wolves
  APL 8: lions
  Yesterday you were successful in dealing with
  the issue.  You have a 100 gold pieces each in
  your pockets and the delights of Orlane to
  spend them in.  Your fellow adventures in this
  mission are with you on this road….
  Character introductions are in order.  Please have
  the players also describe what the others might
  have seen them do when fighting dire animals.
  When 
  character 
  introduction 
  and 
  talk 
  is
  completed, and the players have chosen all of
  their spells (for those who must) continue on into
  Encounter 1.
  Treasure:
  ALL APLs   L: 0 gp, C: 100 gp, M (0 gp).
  ENCOUNTER 1: A CHANCE
  ENCOUNTER
  You are only a couple of hours from Orlane,
  coming from the west, when sounds of
  something wrong interrupt your planning of
  your evening. You hear the shriek of a woman
  followed by an incoherent bellow of rage. The
  sounds of creatures crashing through the
  underbrush and the sobbing of a woman are
  getting closer.
  Joffer Wills has finally been overcome by the
  cursed pendant that he purchased from Maimbua.
  He is now a fiendish creature who has gone
  berserk and slaughtered his entire family, except
  for his wife. He is now chasing her down to finish
  the job.
  The exact situation depends on the PC
  actions. The tree line starts 60 ft. from the road
  and the thick underbrush between the trees
  counts as rough terrain (half-movement). Visibility
  is limited within the woods. Anything with more
  than 25 ft. of intervening woods has concealment
  and anything with more than 50 ft. of intervening
  woods has total concealment. Joffer starts 90 ft.
  into the woods; it takes 3 rounds for Joffer and his
  wife to emerge from the woods if the PC’s simply
  wait.
  No matter what, when the PC’s catch sight of
  Joffer he is 10 ft. behind his wife. She acts
  immediately before him in initiative order. She runs
  to hide behind the nearest PC. He mindlessly
  hacks anything between him and her.
  Griselda Wills, Female Oeridian Commoner
  1: hp 3
  Creatures: Joffer Wills is a man who has
  been horribly twisted by his ‘lucky charm’. He is
  drenched with the blood of his family and is
  irrevocably mad.
  
  GRM7-09 The Lost and the Found
  Page 5
  APL 2 (EL 4)
  Joffer Wills, Male Fiendish Human Warrior
  4: hp 30 see Appendix 1
  APL 4 (EL 6)
  Joffer Wills, Male Fiendish Human Warrior
  6: hp 50 see Appendix 2 
  APL 6 (EL 8)
  Joffer Wills, Male Fiendish Human Warrior
  8: hp 66 see Appendix 3 
  APL 8 (EL 10)
  Joffer Wills, Male Fiendish Human Warrior
  10: hp 84 see Appendix 4
  DM Note:  The charm person spell has no effect
  on Joffer. He has just killed most of his family,
  being his new best friend only makes you a priority
  target.  Should a calm emotions be used on him
  he may not be as angry but he is still completely
  crazy and it is likely to make him less loud in his
  actions.
  Development: Should Joffer be captured he will
  attempt to escape his bonds and attack anyone
  nearby. He will go for a weapon if possible, but will
  use his hands and teeth if necessary. Nothing
  short of a miracle or wish spell can reverse the
  curse at this point.
  DM Note:  Joffer has Elite Array and less than
  normal equipment.  This is a +1 and -1 to CR that
  is counted into the ELs above. At APL’s 6 and 8
  he has an additional -1 to his CR due to even
  more deficient equipment and lack of tactical
  flexibility.
  Tactics: Joffer mindlessly attacks the closest
  target in melee. He charges when possible, and
  the only concession he makes to sound tactics is
  adjusting his Power Attack feat as appropriate.
  Immediately after the fight Griselda begs the
  PC’s to return to her home and see if any of her
  family can be saved. She does not want to wait for
  everyone to heal up and catch their breath. She is
  terrified and frantic with worry that one of her
  children may be alive but badly hurt. She will wait
  no more than 5 rounds before heading back
  herself, alone if necessary.
  Treasure:
  APL 2 L: 2 gp, C: 0 gp, M: cursed pendant (0
  gp).
  APL 4 L: 27 gp, C: 0 gp, M: +1 vest of
  resistance (83 gp), cursed pendant (0 gp).
  APL 6 L: 1 gp, C: 0 gp, M: +1 vest of
  resistance (83 gp), cursed pendant (0 gp), +1
  battleaxe (192 gp)
  APL 8 L: 1 gp, C: 0 gp, M: +1 vest of
  resistance (83 gp), cursed pendant (0 gp), +1
  battleaxe (192 gp)
  The pendant is a small silver disk with the
  Gran March emblem on one side and a
  stylized owl on the other. Describe this only if
  the PC’s take any interest in the pendant
  specifically or in the body beyond just looting
  it.  If appraised the pendant has a value of 50
  gp as jewelry.
  Technically all of Joffer’s stuff belongs to
  Griselda. If asked, she wants nothing that is
  on his body. Otherwise she doesn’t even
  notice what happens to him unless the PC’s
  make a point of drawing her attention.
  Development: If the PC’s don’t want to help
  out a woman in obvious distress all is not lost as
  long as they continue to Orlane. Have the
  innkeeper relate the troubles that the town is
  having and suggest that the PC’s speak to the
  town magistrate.
  ENCOUNTER 2: AFTERMATH
  The Wills family homestead would be a
  pastoral ideal if not for the eviscerated body
  lying in the field and the body of a small child
  pinned to the barn door by a pitchfork.
  There are nine dead bodies scattered about farm,
  three in the house, four in the barn including the
  one pinned to the door, and two outside including
  the one seen in the field. Joffer started in the
  house killing his daughter-in-law, infant grand
  daughter, and infant son. He then called the rest of
  the family into the barn and started killing them
  there. He killed his eldest son (husband to the
  woman killed in the house), his eldest daughter,
  his field hand, and his youngest son (pinned to the
  door). Griselda and the middle two children made
  a break for it and got outside. The daughter is the
  body seen in the field. The middle son, Jarrath, is
  not readily visible, but was killed just inside the
  wood line (DC 10 Search check and 1 hour to find,
  reduce by 2 minutes for every point DC is
  exceeded).
  
  GRM7-09 The Lost and the Found
  Page 6
  To piece together the sequence of events
  outlined above requires a DC 20 Heal or Survival
  (Track) check.
  Griselda immediately rushes into the house to
  find the infant children. When she finds them she
  becomes even more frantic. She then goes to the
  barn and when she realizes that one of her
  children is unaccounted for she hysterically
  implores the PC’s to help find her son Jarrath.
  Whether the PC’s help or not she runs around
  screaming his name until his body is found.
  After Jarrath’s body has been found it is
  possible to talk with Griselda. She is still half mad
  with grief, so she is not as helpful as she could be.
  She will tell what she knows about the attack if
  asked:
  It, it, it was horrible (sob), I was working in
  the field when Joffer bellowed for everyone to
  get into the barn. When I got there I saw his
  axe. It was covered in blood (sob). When I
  asked what happened he just, just, he just
  started killing them (hysterical sob). He was
  killing our children (more sobbing). My oldest
  boy, Tarrak, grabbed him and told the rest of
  us to run. Heironeous forgive me, but I ran
  (hysterical sob), I ran and left my children to
  die! 
  She will also mention that she has a sister in
  Orlane. She cannot bear the thought of staying in
  the house overnight. She asks if the PC’s will
  escort her to her sister’s house. If she can be
  calmed down and is asked about her husband she
  has the following information:
  • 
  His name was Joffer Wills.
  • 
  He was a corporal in the 15th battle and
  fought in the liberation of Geoff.
  • 
  He started acting strange shortly after he
  bought his lucky pendant. His temper
  grew shorter and shorter, and he became
  more and more violent. He also never took
  his pendant off.
  • 
  He purchased the pendant from a Knight
  of the Watch.
  If asked if she knows anyone else who might
  have purchased a ‘lucky charm’ from a Knight of
  the Watch Griselda recalls that Norri the smith
  purchased a dagger.
  Griselda can be calmed down with a DC 30
  Diplomacy check or a calm emotions spell.
  Treasure: None, unless the PC’s loot the
  house. Should they be so callous here is what
  they find:
  APL All L: 40 gp, C: 10 gp, M: 0 gp
  Development: If the PC’s do not escort
  Griselda to her sister’s skip to encounter 4.
  Encounter 4, the Offer, will have to be modified
  slightly. Have the innkeeper relate that there has
  been a rash of neighbors attacking neighbors. He
  suggests that the PC’s speak to the town
  magistrate.
   ENCOUNTER 3: REUNION
  As you finally reach Orlane something seems
  wrong. There are fewer people on the streets
  than there should be. And those that are out
  hurry from place to place. No one seems to be
  socializing.
  If any character has Hellbreaker he knows that
  the Hellscepter is somewhere in town (DM Note:
  This is not the sword detecting Hell’s Fifth Ring)
  Griselda’s sister, Breena, is horrified to learn
  of the tragedy that befell her sister. She quickly
  thanks the PC’s and gets her sister settled in.
  Breena invites the PC’s in for a bit, but explains
  that she has no room to accommodate so many
  people. She wants to know what happened so that
  she knows how to deal with her sister. When she
  hears the story she is appropriately aghast. She
  relates that Joffer has a patriotic citizen and good
  husband and father. She has no idea what could
  have caused him to go berserk like that, though he
  has been acting strange since he got his lucky
  pendant. There have been several people acting
  more violently than usual in the past couple of
  months. Since the PC’s are already involved
  Breena asks them to report what they know to the
  North Orlane magistrate. And maybe the PC’s can
  help get to the bottom of this.
  If the PC’s think to ask Griselda about her
  husband now that she is a little calmer, she relates
  all of the info from encounter 2.
  Development: None.
  ENCOUNTER 4: THE OFFER
  THE NORTH MAGISTRATE
  Orlane is big enough to have three city
  magistrates and the large neighboring areas
  would have magistrates as well (roughly 1000
  
  GRM7-09 The Lost and the Found
  Page 7
  people per magistrate).  The North Magistrate
  covers north Orlane and the territory between
  Paletree and Orlane (and the farm).    If the PCs
  go to a different Magistrate, then the staff at the
  others would send them to the North Magistrate. 
  The farm is in his jurisdiction. 
  The Magistrate’s staff is attentive and
  understanding.  They ask a series of detailed
  questions about the events at hand and record
  your answers.  Given that the murderer is
   dead
  or (depending on actual events)
  in custody
  they indicate they will assign a constable
  to the issue and proceed.  An inquest will be
  held in the next few days and you are
  requested not to leave Barony Farvale until
  you can testify at that event.  The senior
  assistant Magistrate asks you to wait a few
  minutes and escorts you to a room with
  refreshments and soft chairs.
  If the characters tell the Magistrate’s people
  about item they think caused Joffer’s attack, they
  will get an “all in due time” type response.  The
  bureaucracy has taken over the case.  The
  general opinion will be that items might influence
  people but that people are responsible for their
  own actions.
  After a short wait, the door opens and a
  short Oeridian man enters.  He is wearing no
  armor and bears no weapons.
  “Good Day, “ the Oeridian begins.  “I am
  Constable Haspin.  I am a constable out of the
  fifth Hookhill district and I need your aid. 
  There is a foul creature plotting the downfall of
  Gran March.  I have been tasked to gather
  evidence against it, but time and geography
  have shown that I cannot do it alone.  Will you
  help me?”
  The PCs may ask for more information or agree, in
  either case continue
  Haspin continues, “The fiend Maimbua has
  been responsible for many of the troubles of
  Gran March in recent years.   Among these
  was the distribution of several cursed items
  while disguised as a Knight of the Watch, in a
  black carriage.  My task is to gather
  information related to these cursed items and
  the 
  items 
  themselves 
  as 
  evidence. 
  Unfortunately these items are spread across
  Gran March and the effects of the cursed items
  on their owners are difficult to predict.  I have
  discovered some of clues to items here in
  Orlane and have information to investigate in
  other cities.  I would like you to determine what
  you can of these items and gather them up, if
  possible.  This would be used as evidence
  against the fiend when he comes to trial.”
  If asked about getting a writ or official
  standing to do this:
  “Only a Magistrate has the power to issue
  a writ of confiscation in his district.   Many feel
  that attempting prosecution against such a
  fiend is an unlikely circumstance and the local
  Magistrates have declined to allow such tools
  to gather the evidence.  I can however, write a
  letter, naming you all as my assistants in this
  matter.  Listing some facts that are known
  about the items we seek, and that we are
  looking to gather them as evidence.”
  If asked about getting paid for this,
  what will he give them if they do this:
  “I can offer you little except the honor to
  fight against Gran March enemies, though in
  this case in the courts rather than on the
  battlefield.  Magistrate Nestor has approved
  my use of additional personnel and he will be
  very appreciative of your help.  He is a
  powerful nobleman with many more resources
  than I.”
  If asked about getting the item when
  the person has already used it and needs a
  spell:
  “I 
  am 
  looking 
  for 
  information 
  and
  testimony about the items and the items
  themselves.  Getting the former while knowing
  the location of the latter is better than nothing
  at all.”
  (and then possibly go into the payment speech)
  Haspin has been conducting an investigation
  for a few days. He has found a few of the cursed
  items. Some of what he has found includes a pair
  of boots, a belt, and a hat; all black with a stylized
  white owl unlike the owl for the Knights of the
  Watch.  There are still two people that he has
  discovered that may have purchased items from
  Maimbua that he has not yet talked to. These
  people are Jofffer Wills, the farmer that the PC’s
  just killed, and Tyllen, a ne’er-do-well. Haspin is
  
  GRM7-09 The Lost and the Found
  Page 8
  fairly certain that no more than five more of these
  items were distributed in Orlane.
  What do we do with them?
  When the PC’s have confiscated all of the
  cursed items they are to turn them over to
  Lieutenant Arless at the 13th Battle Headquarters.
  He will then see that they get to Haspin. Under no
  circumstances are they to leave Barony Farvale
  until after the inquest is over in a few days They
  may be needed as witnesses in any trial or
  hearing that comes from their evidence.
  THE THIRTEEN BATTLE
  HEADQUARTERS
  If the PCs come to the 13th Battle on this matter
  they will be directed to the North Magistrate.  If
  they ask about Joffer a Staff Sergeant Tolan will
  look up his name and tell the PCs that Joffer is a
  veteran of the 15th Battle and took part in the
  liberation of Geoff.
  THE TEMPLES OF ORLANE
  If people come to report the circumstance to the
  temples the clergy will ask that they take the
  matter to the Magistrate.  If they have a prisoner,
  they would again suggest that they take the
  person to the Magistrate.
  KNOCKING ON DOORS
  Searching for the items beyond talking to the
  named NPC’s is a matter of randomly knocking on
  doors and talking to people. This is abstracted to a
  Gather Information roll. Each roll takes two hours
  and reveals the following (give all information up to
  the highest DC attained):
  • 
  DC 19: No new information. Just
  names that were already investigated
  or provided by Haspin.
  • 
  DC 20: Norri the smith mentioned
  something about getting a dagger
  from a Knight.
  Gather Information info for Joffer is given in
  encounter five. Gather Information info for Norri is
  given in encounter six.
  LOCATE OBJECT
  Trying to find other cursed item by using the
  locate objects spell to find items with the
  distinctive owl motif will not work. Unless they
  know exactly what the item looks like the spell
  fails. Trying to use the distinctive insignia will
  locate the ones in the PC’s possession unless
  they are wrapped in lead. Even then, no other
  items are within range.
  ENCOUNTER 5: JOFFER’S
  PENDANT
  The body is just as you left it. It is the work of
  just a few moments to retrieve the pendant:
  A Gather Information check about Joffer takes one
  hour and reveals the following (give all information
  up to the highest DC attained):
  • 
  DC 10: Joffer Wills lives on a farm
  with his family a little ways outside of
  Orlane.
  • 
  DC 15: He mustered out as a corporal
  in the 15 Battle after fighting the giants
  in Geoff.
  • 
  DC 20: He hasn’t been acting right
  since Valstier was kidnapped. It was
  about that time that he started wearing
  his owl pendant.
  Treasure: None, unless the PC’s loot the
  house. Should they be so callous here is what
  they find:
  APL All L: 40 gp, C: 10 gp, M: cursed pendant
  (0 gp).
  Note- The PC’s can gain this treasure only
  once. If they looted the farm in encounter 2 they
  cannot loot it again.
  Development: 
  This 
  encounter 
  may 
  be
  skipped if the PC’s took the pendant after their first
  encounter with Joffer.
  Should the PC’s decide to ask Griselda about
  any further questions refer back to encounter 2.
  ENCOUNTER 6: THE SMITH
  A Gather Information check about Norri takes one
  hour and reveals the following (give all information
  up to the highest DC attained):
  • 
  DC 5: Norri is one of the resident smiths.
  • 
  DC 10: His specialization is decorative
  work. He is an active member of
  Fellowship of Ironmongers.
  
  GRM7-09 The Lost and the Found
  Page 9
  • 
  DC 15 He never served in the military. He
  earned his citizenship through the guild.
  He is too nearsighted for military service.
  • 
  DC 20: He bought something from that
  black Knights coach.
  Norri the smith is easy to find. He is, as
  expected, at his smithy. Norri is a large
  muscular man of obvious Flan descent. “What
  can I do for you folks?” he asks in a booming
  voice.
  Norri so far has not succumbed to the curse at
  all; mostly because he has had almost no contact
  with the dagger since he purchased it. He knows
  that the dagger is magical, so he will not sell it for
  less than 900 +100 per APL gp, which is far more
  than he paid for it. He can be talked out of the
  dagger with a successful Diplomacy check, DC 30
  (indifferent to helpful).
  All he knows about the dagger is that he
  bought it from a Knight of the Watch in a black
  carriage. If asked when, it was about the time the
  Crying Giant blew up. He had put the dagger away
  in its box and forgotten about it.
  The dagger is in the living quarters above his
  smithy in a lead lined box; he does not have it with
  him.  If people are interested in buying the dagger
  and they show him they have the money
  necessary, he will go up to get the dagger to show
  it to them.  He will keep the dagger in the box that
  it came in.
  Robbing
  If the PCs attack Norri, unless PCs asked to
  purchase it and see it first, he does not have it with
  him.  DMs should inform the players that there are
  people around and assaulting will get them
  reported for the crime and will possibly bring
  others. DMs should also remind the PCs that most
  men have served in the Gran March military.  Norri
  has an AC 12 and 14 hit points.  He will fight until
  knocked unconscious or killed.
  Unless Norri is prevented from calling out,
  1D6 of assisting townspeople (see appendix 5) will
  arrive within 5 rounds.  Another half APL townsfolk
  will arrive every 1d4+1 rounds.  After 10 townsfolk
  have been dispatched they will stop coming and
  wait for the military which will take several minutes
  to arrive.
  Characters that fight Norri and/or assisting
  townspeople will be wanted by the Orlane
  authorities, but this will be resolved at game end. 
  Likewise if they manage to kill any of the NPCs.
  Stealing
  The characters could also sneak into his
  house later (or with care at this time) and find the
  dagger for themselves.  It requires a DC 15 search
  check and requires two minutes to find.  A DC 15
  Hide and Move Silently check would also be
  needed to avoid being seen entering and exiting
  the building.  If a sneaking PC is seen, then only
  that character loses the Discretion favor.
  Showing him the Constable’s Letter or
  telling him they need it for evidence in a trial
  If 
  the 
  characters 
  received 
  Constable’s
  Haspin’s letter and they show it to him, he will turn
  over the box in return for a receipt signed (or
  marked) by all of them.
  Norri, Male Flan Expert2 Warrior1: hp 15
  see Appendix 5
  Assisting Townsfolk,  Expert1 Warrior1: hp
  12 see Appendix 5
  Treasure:
  All APL’s L: 0 gp, C: 0 gp, M: cursed dagger (0
  gp).
  The dagger is silver with the hilt formed of a
  white owl (not the KotW owl).
  Development: The PC’s may have committed
  crimes which will result in them being wanted at
  they end of the adventure.
  ENCOUNTER 7: ONE
  MISERABLE CLUE
  Tyllen: Male human commoner 1; Bluff +4; (3
  hp). Detects as faint evil.
  Tyllen looks as run down as his home. He is
  filthy as well as rude and surly. He is still angry
  about the group that ‘stole’ his brooch. Because
  he is so contrary he will not share any information
  about the group that took his brooch unless the
  PC’s do at least one of the following:
  o 
  Change his attitude from unfriendly to
  friendly.
  o 
  Promise harm to the ‘thieves’.
  o 
  Pay him at least 25 gp per APL.
  If convinced he tells the PC’s that it was a
  group of soldiers led by a sergeant Jarrik. They
  didn’t have any writs, just big swords and a
  
  GRM7-09 The Lost and the Found
  Page 10
  willingness to use their fists. He also provides
  descriptions of the ‘thieves’. The brooch is a small
  silver disk an owl embossed on it.
  Whether or not the PC’s convince him to
  cooperate, as a parting shot he asks them why
  they are not harassing Karetha the merchant. She
  bought a ring the black coach.
  Tyllen is lying about Karetha. She acquired
  the ring from him and he now regrets it, so he is
  trying to get the PC’s to take the ring from her. The
  ring is a cold iron ring encrusted with rubies. 
  If the PCs return and ask about him saying
  Karetha got the ring from the carriage he will admit
  that he found the ring on a dead body that had
  been run over by a carriage.  He doesn’t know
  why he sold it, so he figures she used sorcery on
  him to get it.
  If Tyllen is shown the letter, he can rat out
  Norri as well. All he asks is that they mention to
  this Nestor or Haspin fellow that he helped them.
  Treasure: None
  Development: None.
  ENCOUNTER 8: THE
  GREEDY CLERIC
  This encounter has many possible solutions. The
  PC’s must get the ring from Karetha, but she will
  not give it up willingly. Some possible ways to
  acquire the ring are: pick her pocket, mug her, or
  con her out of it. No Bluff, Diplomacy, or Intimidate
  roll will convince her to hand the ring over,
  however, nor will she sell it.
  Note that Karetha has not yet put on the ring;
  she just carries it with her all the time.  She has
  not had a good occasion to wear such a gaudy
  ring, so she has not put it on.  Still the curse of
  possession has taken a hold of her and she will
  not give up the ring willingly.
  The simplest option is to use Slight of Hand to
  lift it from her. Should no one in the party have that
  skill it is possible to hire someone to do it for them.
  To find a suitable person requires a DC 22+APL
  Knowledge (local-MR Sheldomar Valley) check,
  and 50 x APL gp. Members of The Corporation
  receive a +8 to this roll. The hireling will succeed
  automatically.
  Mugging her is relatively easy, but is very
  likely to get the PC’s in serious trouble with the
  law. She spends most of her time in her shop and
  is rarely alone. Either her husband or oldest child
  is in the shop with her, and customers are
  constantly coming in and out. Her home is above
  the shop, and she shares it with her husband and
  three children. Unless the PC’s take precautions
  to ensure that she is alone in the shop there will
  be 1d3 patrons as well as her husband or son.
  Any commotion will bring (the APL number) helpful
  townspeople every 2d4 rounds. The townsfolk
  stop coming after 10 of them are dispatched and
  will wait for the military (who take long enough for
  PCs to escape).
  Running 
  a 
  con 
  requires 
  the 
  most
  improvisation. If the PC’s can come up with a good
  scam let them run with it and make the appropriate
  checks. Some basic guidelines are:
  • 
  No Bluff, Diplomacy, or Intimidate roll will
  convince her to give away the ring.
  • 
  She will not sell the ring for any price.
  • 
  She will not wager the ring or use it as
  collateral except if she thinks it is a sure
  thing. Generally, attitude must be helpful.
  • 
  She can be convinced to allow others to
  examine the ring, but only in while it is in
  her hand (Sense Motive DC 20 to tell she
  is compelled not to allow it out of her
  possession; this is less than the normal
  DC 25 because it is so blatant). Attitude
  must be at least friendly.
  • 
  She is a true follower of Zilchus, and thus
  is always open to ideas that will get her
  more money.
  One last option is to convince her that the ring
  is cursed and take her to a priest to get the curse
  removed.  This requires a DC 20+APL Diplomacy
  check with the following additional modifiers:
  Person claiming the item is curse is a Member
  of the Zilchus, Pholtus, Phyton, or Harvest
  Church meta-organization:  +4 bonus
  Person is a Paladin (Karetha will require a
  demonstration of lay hands as proof): +2
  bonus
  Person is a Knight of the Watch or Dispatch:
  +2 bonus (squire gets +1 instead)
  Person speaking is in Military with:
  Corporal rank: +1 bonus
  Sergeant or Staff Sergeant rank: +2 bonus
  Pride Sergeant or higher noncom: +3 bonus
  
  GRM7-09 The Lost and the Found
  Page 11
  Officer rank:  +0 bonus
  Per 50 
  gold 
  pieces 
  of 
  encouragement
  provided: +1 bonus (maximum +5).
  The PCs must also agree to pay for the Remove
  Curse spell, at 150 gp.  Karetha really doesn’t
  want the ring, but it forces her to want it.  She will
  fail her will save.
  Once the remove curse is cast and Karetha gives
  up the ring she will hand it to the caster of Remove
  Curse.  If this is an NPC cleric, the PCs will need
  to make a Diplomacy check DC 20 or suitable
  Bluff check to get the cleric to hand over the ring. 
  If the PCs decide to take the ring, use the generic
  clergy NPC in Appendix 5 as the opponent.  There
  are two such NPCs at the Church of Heironeous,
  three such at the Pelor Church or four at the
  Merrika Church, and eight such at the Blinding
  Spire.  If the PCs die in this fight that church will
  not cast Raise Dead on them.  Assaulting the
  clergy will result in warrants for their arrest.
  Note: allowing the church to keep Hell’s Fifth Ring
  does meet the requirements for giving it to one of
  the Churches, and qualifies the PCs for the
  Curious Trinket AR item.
  Casting enchantment spells on her probably
  will not work. Charm person will not get her to give
  up the ring. Suggestion may work. Simply handing
  the ring over is considered contrary to her nature
  as is selling the ring. Suggestion might facilitate
  conning her out of the ring depending on the
  wording and situation. Dominate person will not
  work (see the ring description). Karetha will press
  charges for any spells cast on her unless the
  curse is removed (assuming she knows she was
  cast upon).
  Karetha acquired Hell’s Fifth Ring when Tyllen
  approached her and offered to sell it for a
  ridiculously low price. At first she thought it was
  stolen, but there were no reports of such a unique
  piece of jewelry missing. While she did not believe
  his sob story of a beloved rich aunt, the deal was
  too good to pass up. She knows nothing of a black
  coach.
  Creatures: Karetha is an attractive woman of
  mixed ancestry. She has no interest in fighting and
  cries for help while trying to fend off attackers. Her
  main concern is getting away.  .
  All APL’s (EL 2)
  Karetha, Female Human Cleric 2: hp 14 see
  Appendix 5
  Assisting Townsfolk,  Expert 1 Warrior1: hp
  12 see Appendix 5
  Tactics: Karetha is far more interested in
  escaping than in killing anyone. She uses spells
  that are most likely to remove an opponent from a
  fight completely, such as cause fear or command.
  If she has to do damage, she spontaneously casts
  inflict spells.
  Treasure: Should the PC’s manage to lift the
  curse from her she uses her contacts to bring
  favor to the character with the Church of Zilchus.
  The treasure listed below is only if the PC’s defeat
  her in combat and take time to loot the body. 
  Hell’s Fifth Ring is a thick cold iron ring with inset
  rubies around the band.  It does not detect as
  magical.  If someone puts on the ring, they are not
  able to remove it (The ring doesn’t give any
  powers until at the end of the game.
  All APL’s L: 45 gp, C: 13 gp, M: potion of cure
  light wounds (4gp), Hell’s Fifth Ring, (0 gp).
  Development:
  If anyone puts on the ring, they are unable to
  remove it.  See the epilog on how Hellbreaker can
  be used to destroy the ring.  Other than
  Hellbreaker nothing can harm the ring.  Note that
  one of the powers of Hell’s Fifth Ring is a powerful
  non-detection, so even Hellbreaker doesn’t know
  what the Ring is. (The intent is not that the ring be
  destroyed in this game.  However Hellbreaker will
  be detecting the Hellscepter in Orlane so the PCs
  may come to the conclusion (which of course
  means there is more of the Hellscepter in town).
  The ring covers the joint for the finger, so
  removing the finger is not an option.  Removing
  the hand will remove the ring, but the hand cannot
  be restored.
  DM Note:  Find out who is carrying the ring and on
  each successive day have them make a DC 17
  +APL (+1 DC per day) Will save to avoid bonding
  with it (never wanting to part with it like Karetha
  had).  If the saving throw is ever failed then that
  PC gets the ring entry on the AR.  If the PCs leave
  the ring in an inn room, or other precaution then
  no one must roll.  Divinations or Auguries will
  imply resting for the night is prudent.
  
  GRM7-09 The Lost and the Found
  Page 12
  ENCOUNTER 9: THEY ARE
  ALL DEAD
  This encounter takes place about a day after the
  encounter with Joffer. The exact time is not
  important, but all other leads must be exhausted
  and it should be no earlier than the day after the
  encounter with Joffer. 
  DM Note:  Getting the PCs to rest for the day is
  the intent here.  They will have exhausted the
  clues.  They can return the items to Lt. Arless and
  he will ask them to sleep on what they know and
  ask around the city for other clues for another day,
  before calling it quits.
  As the day of searching for cursed items is
  closing and you start to think of dinner a shifty
  looking man approaches you. “I hear you
  people are looking for items from that black
  carriage.” He looks around for eavesdroppers
  and continues in a hushed voice, “I know
  where you can find one.” He then pauses as if
  waiting for something from you.
  The shifty man is Thom. He has been hired by
  sergeant Jarrik to deliver this tip to the PC’s. He is
  hoping to get a reward for the tip from the PC’s
  too. The man who purchased a cloak from the
  black coach is named Kenner. He has a small
  farm an hour or two west of Orlane. If asked why
  he is offering this information he says that he was
  hoping for a reward (+5 to his Bluff check because
  this is mostly true).
  Thom does not know who hired him, but he
  can provide a description of sergeant Jarrik if
  pressed. He denies being hired unless threatened.
  He does not know why he was hired to offer the
  tip.
  Thom Human Expert 3, Bluff 8 (12 hp)
  Assuming that the PC’s eventually investigate
  Thom’s tip, read the below read aloud text. The
  farm is three miles away connected by a cart path.
  As you approach the farm it is immediately
  apparent that something is wrong. There are
  no people or signs of human activity. In fact
  there is no sign of animals, neither the
  domesticated nor the wild ones.
  Kenner invited some of his neighbors over for
  dinner last night and poisoned them and his
  family. While they were incapacitated he sacrificed
  his guests, his family, and every other warm
  blooded animal that he could reach in some ritual
  that called a yugoloth (or two at APL 8). The
  yugoloth then killed him and made a nest of the
  bodies. There it waits for fresh victims.
  As you approach the farmstead the stench
  of death hangs in the air. The only sign of
  living creatures are all of the flies buzzing
  around.
  Should the PC’s investigate the barn all they
  find is all of the livestock dead. Everything from
  the draft horses down to the chickens and
  barnyard cats has been killed. Some were killed
  cleanly, but it is obvious that some were tortured
  to death. There is still a faint aura of evil lingering
  over the barn from the calling ritual.
  The house has all of its windows closed and
  shuttered. The door is closed, but not locked or
  barred. There are bodies, bits of bodies, and
  pieces of furniture strewn all about and a big pile
  of bodies and furniture in the center of the floor.  
  At APL 2, the yugoloth hides behind the pile; At
  APL 4 the Corruptor stands on the pile, as does
  the mezzoloth at APL 6.  At APL 8, one mezzoloth
  stands at the pile and the other is the other corner
  of the room (see map).
  It is likely the characters will fight the
  yugoloth(s) before they get to investigate the
  room.
  Conditions: Inside the house only-
  Treat the pile as rough terrain. It is big enough
  for a small creature to hide behind. The
  surrounding floor requires a DC 5 Balance check
  to move at half speed and a DC 15 Balance check
  to move at more than half speed.  One cannot
  charge over the pile or along its edge. 
  All of the windows are closed and shuttered
  and no lamps are lit. Visibility is limited to 10 ft.
  with shadowy illumination out to 20 ft. These
  figures double for each door and window open on
  that floor. Opening a window (and shutters) is a
  full round action that provokes an attack of
  opportunity. Opening or closing a door requires a
  move 
  action 
  that 
  provokes 
  an 
  attack 
  of
  opportunity.  Characters bringing in their own light
  will have their own light effects.
  At APL 8, the cloudkill spell cannot move
  through the walls unless a window or door on that
  wall is open.
  Window shutters 1in. thick; hardness 5; hp 8;
  Break DC 16;
  Door 1½ in. thick; hardness 5; hp 15; Break
  DC 18
  
  GRM7-09 The Lost and the Found
  Page 13
  Creatures: 
  Various 
  yugoloths. 
  These
  creatures are here to cause maximum carnage.
  Despite the description of being summoned, they
  are not considered summoned for any game
  purposes (they were called). They can summon
  others of their kind, use dimensional travel, and
  can affect creatures protected by the various
  Protection from Evil type spells, though those
  allies they summon (if they are successful) are
  indeed blocked by Protection from Evil type
  spells..
  APL 2 (EL 3)
  Skeroloth: hp 27; see Appendix 1
  APL 4 (EL 5)
  Corruptor of Fate: hp 58; see Appendix 2
  APL 6 (EL 7)
  Mezzoloth: hp 98; see invisible has been pre-
  cast. see Appendix 3
  APL 8 (EL 9)
  Mezzoloth (2): hp 98; see invisible has been
  pre-cast. see Appendix 4
  Tactics:
  APL 2 The skeroloth starts out hidden behind
  the mound of bodies and furniture. It waits until it
  can full attack a lightly armored character, can
  catch at least two people with its burning hands, or
  it has been spotted, to initiate combat. After its
  initial attack it tries to flee upstairs to set up
  another ambush. It tries to stay out of melee
  unless it has the drop on a foe.
  APL 4 The corruptor of fate waits sitting on the
  pile of corpses. It moves to block the door so that
  only one opponent at a time can face it. If the PC’s
  back away to engage it with ranged attacks it
  steps back into the house so that it has full cover,
  but can attack creatures that come through the
  door.
  Initially it splits its attacks to ensure that
  everyone is affected by its curse. Then it
  concentrates on whichever character presents the
  greatest threat. If it falls below 20 hit points it
  focuses on killing the weakest character (generally
  either an arcane caster or the one it has done the
  most damage to). As long as it thinks that it is
  winning, the corruptor taunts the PC’s while
  attacking. If it thinks that it may lose it starts
  hurling insults.
  APL 6 The mezzoloth does not have its
  cloudkill ability! It starts off with a dispel magic,
  targeted if someone is obviously buffed, or area
  otherwise. Once everyone is inside it casts
  darkness and moves so that it can guard the door
  when people try to leave. If it is feeling pressed it
  will teleport upstairs and attempt to summon help
  (the newcomer doesn’t have cloudkill either). See
  invisible has been pre-cast.
  APL 8 The mezzoloths try to get the PC’s into
  the house. Once they get as many as they think
  are coming in they cast cloudkill, then one closes
  the door and stands in the doorway to prevent
  escape, while the other blocks the stairs. When
  either mezzoloth is below half hit points both try to
  summon reinforcements [Only ONE reinforcement
  can possibly appear, regardless of how many
  successes are rolled]. As much as possible the
  mezzoloths try to fight within a cloudkill spell,
  recasting as necessary. See invisible has been
  pre-cast.
  Should the PC’s decide to simply burn the
  house down with the yugoloth inside there is no
  reason that it should not work. This will destroy the
  house, the cloak, and all of the bodies. The
  yugoloths are immune to the smoke (poison) and
  have fire resistance 10, and so are unlikely to be
  hurt by the fire. They will simply exit the house in a
  time 
  and 
  direction 
  that 
  they 
  deem 
  most
  advantageous to ambush the party.  Note that
  burning down the house is a crime and so they will
  be wanted (as per the end of the game).
  AFTER THE BATTLE
  If the PC’s decide to investigate exactly what
  happened in the house it takes two hours and a
  Heal check to find out the following (give all
  information up to the highest DC attained- except
  for DC 10):
  o 
  DC 10: They were all killed by the
  thing in the house.
  o 
  DC 20: They were dead before being
  torn apart.
  o 
  DC 23: The cloak wearer was alive
  when torn apart. Despite the gore that
  covers the rest of the place, there is
  not a spot of blood on the cloak.
  o 
  DC 25: Everybody but the cloak
  wearer was killed with a knife.
  o 
  DC 30: The victims were drugged
  before being set upon with the knife.
  There is still a faint aura of evil lingering over the
  house from the summoning ritual.
  
  GRM7-09 The Lost and the Found
  Page 14
  The cloak is found automatically if the PC’s
  investigate the causes of death. If not it takes a
  DC 25 Search check and 1 minute to find it.
  One of the torsos belongs to a human
  Templar Valiant (his tabard is mostly intact) of the
  Church of Heironeous. This body has an odd
  piece of metal sticking out of a bad torso wound.
  The metal is a 1.5" x 1.5" x 0.5" lead square with a
  faint line around its edge.  Searching [Search DC
  10] or prying with a weapon can pry the halves
  apart to reveal a gold symbol, a hand grasping
  arrows facing down (DC 10 Knowledge [Religion]
  to recognize it as the symbol of Hextor.
  Treasure:
  APL 2 L: 0 gp, C: 0 gp, M: cursed cloak (0 gp).
  APL 4 L: 32 gp, C: 0 gp, M: +1studded leather
  armor (97 gp), cursed cloak (0 gp).
  APL 6 L: 2 gp, C: 0 gp, M: +1 trident (192 gp),
  cursed cloak (0 gp).
  APL 8 L: 4 gp, C: 0 gp, M: 2 +1 tridents (192
  gp each), cursed cloak (0 gp).
  The cloak is made of black leather from some
  unknown 
  creature 
  with 
  a 
  white 
  owl
  embroidered on it.
  Development: None. If the PC’s are hesitant
  to head out immediately remind them that
  someone else is also looking for these items.
  There are no consequences for delaying, but the
  players should believe otherwise.
  ENCOUNTER 10: THE
  OPPOSITION
  This encounter takes place on the trail back to
  Orlane from Kenner’s farm. Jarrik and his crew are
  waiting on that path for the PC’s. They have no
  light source, and are hiding but not taking much
  effort in it (Spot DC 10 + 1 per 10 feet distance).
  Unless spotted earlier they make their presence
  known when the lead PC gets within 60 ft.
  A sergeant of the 15th Battle steps into the
  road and holds his hand up. “Hold! You have
  some items that do not belong to you. Turn
  them over to me and no longer meddle in the
  affairs of your betters. ”
  He is a Suel man with white hair and a
  prominent nose; his three companions stand
  nearby, obviously ready for a fight.
  Jarrik is perfectly willing to let the PC’s go if
  they hand over the items that they have collected,
  but he would prefer a fight. If the PC’s continue the
  parley he becomes more and more arrogant and
  condescending, hoping to provoke them. The rest
  of his team is waiting for his cue to start the fight,
  but will not hesitate if they perceive some threat. 
  Spell casting after Jarrik has demanded the items
  constitutes such a threat.  So does any of the
  party’s animals or familiars moving in their
  direction.
  Creatures: A large Suel man who is heavily
  tattooed and armed with a greataxe, and has
  several other weapons on his body. A smallish
  Suel man in heavy armor; he is obviously in
  charge of this group. He is armed with a longbow,
  but has melee weapons available. An extremely
  attractive Suel woman is clad in robes bearing
  arcane symbols. She wears a spiked gauntlet, but
  that is obviously not her true weapon. The last is a
  man of mixed heritage who bears the nine blades
  of Kelanen. He wears heavy armor and wields a
  silver greatsword.
  APL 2 (EL 5)
  Branach, Male Suel Barb 1: hp 11 see
  Appendix 1
  Jarrik, Male Suel Marshal 1: hp 7 see
  Appendix 1
  Mirren, Female Suel Sor 1: hp 5 see
  Appendix 1
  Skoth, Male Human Cleric 1: hp 7 see
  Appendix 1
  At the start of the fight Jarrik has the Motivate
  Dexterity aura active.
  APL 4 (EL 7)
  Branach, Male Suel Barb 3: hp 32 see
  Appendix 2
  Jarrik, Male Suel Marshal 2/Bard 1: hp 19
  see Appendix 2
  Mirren, Female Suel Sor 3: hp 15 see
  Appendix 1
  Skoth, Male Human Cleric 3: hp 21 see
  Appendix 1
  At the start of the fight Jarrik has the Motivate
  Dexterity and Hardy Troops auras active.
  APL 6 (EL 9)
  Branach, Male Suel Barb 5: hp 53 see
  Appendix 3
  
  GRM7-09 The Lost and the Found
  Page 15
  Jarrik, Male Suel Marshal 3/Bard 2: hp 31
  see Appendix 3
  Mirren, Female Suel Sor 5: hp 23 see
  Appendix 3
  Skoth, Male Human Cleric 5: hp 34 see
  Appendix 3
  At the start of the fight Jarrik has the Motivate
  Dexterity and Hardy Troops auras active.
  APL 8 (EL 11)
  Branach, Male Suel Barb 5/Occult Slayer 2:
  hp 68 see Appendix 4
  Jarrik, Male Suel Marshal 4/Bard 3: hp 48
  see Appendix 4
  Mirren, Female Suel Sor 7: hp 48 see
  Appendix 4
  Skoth, Male Human Cleric 7: hp 48 see
  Appendix 4
  At the start of the fight Jarrik has the Motivate
  Dexterity and Hardy Troops auras active.
  Tactics: This is a well organized and trained
  team. They adapt their tactics to the situation at
  hand. They target the most dangerous opponent
  first and concentrate attacks. Branach rages and
  wades into melee. Jarrik hangs back and directs
  the combat. He attacks with alchemical items or
  his bow as appropriate. Mirren buffs the party and
  relies on Infernal Sorcerer Howl for offense (if
  there is cavalry, casting glitterdust on the horses
  and riders is an option on the hope that one of
  each pair might fail save) . As it only affects
  opponents she uses it freely, even when her allies
  are in the path. Skoth moves into melee.
  Treasure: 
  APL 2 L: 328 gp, C: 40 gp, M: field provisions
  box (166 gp), 2 oil of magic weapon (4 gp
  each), 4 potion of cure light wounds (4 gp
  each), 4 magic sleeping bags (83 gp each),
  scroll of benign transposition (2 gp), 3 scrolls
  of magic missile (2 gp each), cursed +1 silver
  greatsword (0 gp), cursed belt (0 gp), cursed
  brooch  (0 gp), cursed gloves (0 gp). Total
  (530 gp)
  APL 4 L: 543 gp, C: 46 gp M: +1 greataxe
  (193 gp), field provisions box (166 gp), horn of
  volume (83 gp), 2 oil of magic weapon (4 gp
  each), 4 potion of cure light wounds (4 gp
  each), 4 magic sleeping bags (83 gp each),
  scroll of benign transposition (2 gp), 3 scrolls
  of magic missile (2 gp each), cursed +1 silver
  greatsword (0 gp), cursed belt (0 gp), cursed
  brooch  (0 gp), cursed gloves (0 gp). Total
  (806 gp)
  APL 6 L: 481 gp, C: 66 gp, M: +1 full plate
  (220 gp), +1 greataxe (193 gp), +1 vest of
  resistance (83 gp), field provisions box (166
  gp), horn of volume (83 gp), metamagic rod of
  extend (lesser) (250 gp), 2 oil of magic
  weapon (4 gp each), 4 potion of cure light
  wounds (4 gp each), 4 magic sleeping bags
  (83 gp each), scroll of benign transposition (2
  gp), scroll of sonic weapon (12 gp), scroll of
  spark of life (31 gp), cursed +1 silver
  greatsword (0 gp), cursed belt (0 gp), cursed
  brooch  (0 gp), cursed gloves (0 gp). Total
  (1396 gp)
  APL 8 L: 352 gp, C: 93 gp, M: +2 cloak of
  charisma (333 gp), 2 +1 full plate (220 gp
  each), gauntlets of ogre power (333 gp), +1
  greataxe (193 gp), 3 +1 vest of resistance (83
  gp each), field provisions box (166 gp), horn of
  volume (83 gp), metamagic rod of extend
  (lesser) (250 gp), 2 oil of magic weapon (4 gp
  each), 4 potion of cure light wounds (4 gp
  each), potion of lesser restoration (25 gp), 4
  magic sleeping bags (83 gp each), scroll of
  benign transposition (2 gp), scroll of cure
  critical wounds (58 gp), scroll of shadowblast
  (58 gp), scroll of mass snake’s swiftness (31
  gp), scroll of sonic weapon (12 gp), scroll of
  spark of life (31 gp), wand of false life (15
  charges) 
  (281 
  gp), 
  cursed 
  +1 
  silver
  greatsword (0 gp), cursed belt (0 gp), cursed
  brooch  (0 gp), cursed gloves (0 gp). Total
  (2901 gp)
  The brooch matches Tyllen’s description
  of his brooch. The belt is a made of black
  leather and has a sliver buckle a white owl
  embossed on it.  The sword is silver with owls
  etched on the blade. The gloves are black with
  a white owl on each palm. Describe these
  items only if the PC’s take any interest in them
  specifically or in the bodies beyond just
  looting.
  Tucked away in a pouch is a list of items
  to be found in Orlane. Player’s Handout #2.
  Development: Markings.  There are tattoos
  giving evidence to the nature of these attackers. 
  Brannach, Mirren and Jarrik have a tattoo on their
  lower back of three roses inside a triangle of
  vines.  Skoth has the Kelanen holy symbol (the 9
  bladed star) tattooed on the bottom of each foot). 
  Mirren, Skoth and Jarrik both have a tattoo on
  
  GRM7-09 The Lost and the Found
  Page 16
  their left shoulder of a dagger, scimitar and short
  sword in parallel (hilts lined up).
  Knowledge (religion) DC 10: The tattoos on
  the bottom of the feet are the holy symbol of
  Kelanen, a Hero God of Swords.
  Knowledge (religion) DC 20: To note that the
  roses and triangle is a symbol relative to the
  Garden of Men (a Wastri organization that
  believes that the impure races should be
  segregated rather than killed [Apartheid not
  genocide].
  Knowledge (local –Sheldomar Valley MR)
  DC 15:  The twin tattoos of the Kelanen holy
  symbols are common among members of the
  Swords of Kelanen.  An organization once
  dedicated to bringing Chaos and Evil to Gran
  March because it has too much Good and Order.
  Knowledge (local –Sheldomar Valley MR)
  DC 20:  The parallel swords is a common tattoo
  among 
  members 
  of 
  the 
  Brotherhood; 
  and
  organization that combined several organizations
  against the policies of Gran March into one group
  of brothers.  Note: if the PC is a Corporation
  member they would also know with this roll the
  Brotherhood and Corporation are in a gang war
  (and that the Corporation is losing).
  CONCLUSION
  For saving Griselda’s life, characters get the
  Gratitude of Breena.
  If the characters removed the curse from Karetha,
  they get the Favor of Karetha.
  CONCLUSION: SUCCESS
  Use this conclusion if the PC’s turn any of the
  items in without being wanted for a crime.
   Lieutenant Arless greets you upon your
  entrance to the 13th Battle HQ.  “Thank you for
  recovering these. They will be most helpful in
  the prosecution of Maimbua. Gran March owes
  you a debt of gratitude and I will do my best to
  see you rewarded.  Magistrate Nestor is sure to
  give you your just rewards as well.  . Now tell
  me what you know about them…”
  DM Note:  If there is time left in the slot, let the
  characters tell, in characters, things they know
  about the item.  Otherwise skip this section.
  Characters get the Favor of Lieutenant Arless,
  and access to Oil of enlarge weapon, Oil of
  undead bane weapon , Potion of disobedience,
  Wand of healer’s vision (at each appropriate
  APL) through Magistrate Nestor’s contacts.
  .
  Note that Lieutenant Arless will cast a detect
  magic on the cursed items.  Since Hell’s Fifth Ring
  is not magical, he will not take it as one of the
  cursed items (the PCs get credit for trying to turn it
  in as an item in experience).  And oddly enough
  no one will buy it.  The PCs can leave it
  somewhere or one PC can take it.
  CONCLUSION: WANTED
  Use this conclusion if the PC’s are wanted
  criminals (but not murderers) when they turn any
  of the items in.
  Lieutenant Arless greets you upon your
  entrance to the 13th Battle HQ, but then he
  frowns and continues, “It is good that you
  found the items, but not without quite a bit of
  law breaking I understand.  If it were up to me
  you would spend a long time in the work
  gangs, but Magistrate Nestor in his sending
  spell spoke on your behalf and you will not be
  charged.  I believe the Magistrate intends to
  reward you as well, but I will do not such thing.
  Characters gain access to Oil of enlarge
  weapon, Oil of undead bane weapon , Potion of
  disobedience, Wand of healer’s vision (at each
  appropriate APL) through Magistrate Nestor’s
  contacts.
  CONCLUSION: WANTED MURDERS
  Use this conclusion if the PC’s are wanted
  murderers (likely they killed townspeople in getting
  items) when they turn the items in.
  You stand under heavy guard in Lieutenant
  Arless’s office. “You are a disgrace! Your
  blatant disrespect for the laws of the land is
  inexcusable. If it were up to me you would
  spend a lifetime in the work gangs. But, you
  have done Gran March a great service in
  recovering 
  these 
  items. 
  Others 
  have
  interceded on your behalf, so your reward for
  your service shall be not serving the rest of
  your life in a work gang. Now get out of my
  sight!
  These characters get the “Got Away with
  Murder” AR item and access to Oil of enlarge
  weapon, Oil of undead bane weapon , Potion of
  disobedience, Wand of healer’s vision (at each
  
  GRM7-09 The Lost and the Found
  Page 17
  appropriate APL) though Magistrate Nestor’s
  contacts.
  EPILOGUE
  The ring is part of an artifact.  It cannot be
  destroyed 
  except 
  by 
  Hellbreaker 
  (though
  Hellbreaker cannot detect its specific location, it
  knows the Hellscepter is within a mile; however, if
  they take the ring more than a mile away,
  Hellscepter still is detected within a mile; the intent
  here is for it not to be broken, but if they do, here
  are the rules).  The first strike with Hellbreaker
  cuts a groove in the ring and in Hellbreaker (which
  since it is adamantine and the ring is not should
  give a clue).  The second stroke breaks the ring
  and sword, but the sword reforms into a small
  short sword or medium dagger [player’s choice]
  (where before it was a small long sword) retaining
  all its former powers.  If someone is wearing the
  ring when it is broken that person loses the finger
  and 1 point of DEX and neither can be repaired
  short of Wish or Miracle.
  If a weapon other than Hellbreaker is used to
  break the ring then it must make a saving throw or
  be broken itself.  This is regardless of the material
  in the weapon.  Non-magic weapon break
  regardless.  If the wielder is prying off the ring with
  a weapon give the character wielding the weapon
  a DC 15 Listen or Spot check to hear the weapon
  creak just before it breaks, or see it begin to split
  just before it breaks.  Making the check let him/her
  know what they see and hear and if they go
  through with it, let their weapon break.  Just
  smashing the ring with a weapon gives no such
  chance to hear or see the ring’s resistance.
  DM Note:  It is not the intent of this game for
  Hellbreaker to be used on the Ring.  Hellbreaker is
  an item that in prophecy can destroy the
  Hellscepter and should player characters try to
  use Hellscepter on one of its rings the process
  should be consistent.  Players, at times, leap to
  conclusions that in this case would be right.
  If the characters do not turn over the ring to any of
  the churches or other organizations or leaves it
  someplace, then it goes to one member in the
  party.
  If no one put on the ring then use the following.
  For the character(s) that carried the ring in the
  game, secretly determine if their daily saving throw
  was made (First Day DC 17+APL, 2nd Day DC
  18+APL, 3rd day DC 19+APL and so forth.) If any
  of these characters failed a saving throw (and their
  character does not have the Hellbreaker AR;
  regardless whether they carried Hellbreaker in the
  game), then that character gets the ring; if there is
  a tie then a dice roll will need to suffice.
  If a character that put on the ring possesses the
  Hellbreaker AR, that is fine; well not fine, but
  within the intent.
  THE LEAD TRINKET
  Find out what the PCs do with the holy symbol of
  Hextor if they found it in the lead square. 
  If they turn it over to one of the Standard Gran
  March churches, other than Heironeous, they get
  the Curious Trinket item on AR.  Note that the
  Clergy at the Heironeous Temple in Orlane want
  nothing to do with the item and will tell them to
  take it elsewhere.  To turn it into a Church of
  Heironeous then, the PCs would have to travel to
  a different town. 
  Characters that get the Curious Trinket item on
  the AR also get access to Cord of Favor and the
  Crystal of Alacrity from the Church that they
  gave the trinket to.  These are on the AR.
  They can also get the Curious Trinket AR item if
  they turn over Hell’s Fifth Ring to any of the
  standard churches, but if they do both they still
  only get the one favor.
  Traveling outside of Barony Farvale
  Traveling to a different town violates the order not
  to leave Barony Farvale; remind them of this.  If
  character or characters do it anyway, then they
  are charged in connection with the murder of
  Joffer’s family and those that left town get the “Got
  Away with Murder” AR item.  For characters that
  must remain lawful, remind them that doing that is
  a chaotic act, and if they go through with it, write
  that they did a chaotic act on their AR, and the
  change of alignment towards Neutral.  An
  atonement spell would be required to shift it back.
  THE KNIGHTS OF THE WATCH
  There is no official presence of the Knights of the
  Watch in Orlane.  Two of the clergy at the Shining
  Spire are Knights of the Watch (both Beasts of the
  Earth); and inquiries among church members of
  most faiths would note that fact.  Both are
  members of the Shining Master’s bodyguard. 
  They do not wear open symbols of the Knights
  except a small shield pin; their symbols are all
  Pholtus.  If they are given either the Curious
  Trinket or Hell’s Fifth Ring for the Knighthood, they
  
  GRM7-09 The Lost and the Found
  Page 18
  will turn over both items to the Shining Master for
  his determination.  This will count as giving the
  items to the Church (the items may make their
  way to the Knights as well).
  West of Orlane is Arweth, the lands held by the
  Knights of the Watch.  Going to Arweth before the
  inquest constitutes leaving Barony Farvale for
  which no NPC will give permission.  The inquest
  will be delayed until after the end of this game.  If
  the PC or PCs travel to Arweth then see Traveling
  outside of Barony Farvale above.
  SYLOCH
  Syrloch also does not have a great presence here.
   A Master of Syrloch is a Mystic Theurge at the
  Shining Spire (Cl3 Wi3 MT9) and he serves as a
  Syrloch contact in Orlane.  Any general inquiries
  can find him at the Shining Spire or at a tavern
  nearby.  He can take possession of items for
  Syrloch (who will likely get them eventually; it is
  his intent that they will).  This counts as giving the
  items to the Church of Pholtus for the Curious
  Trinket AR item.
  CORPORATION
  Oddly enough, or perhaps not considering the
  Brotherhood activity, there are not many official
  contacts for the Corporation in Orlane at this time.
   The West Magistrate is a Brother but he does not
  make it easy for people to find him.  A diplomacy
  or intimidate DC 25 check will find people in
  Orlane that can direct them to the Magistrate.  He
  will take possession of the ring or trinket, but the
  PCs will not get the AR item.
  CAMPAIGN
  CONSEQUENCES
  Aside from the Critical Event summary at the end
  of this game, it is important to know if anyone kept
  Hell’s Fifth Ring and who did.  Whether the ring
  was destroyed and that Hellbreaker broke.
  The End
  EXPERIENCE POINT
  SUMMARY
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the experience award.  Award the total
  value (objectives plus roleplaying) to each
  character.
  Encounter 1 A Chance Encounter
  Objective: Defeat Joffer
  APL 2: 120 xp.
  APL 4: 180 xp.
  APL 6: 240 xp.
  APL 8: 300 xp.
  Encounter 8 The Greedy Cleric
  Objective: Obtain Ring without violence
  ALL APL: 60 xp.
  Encounter 9 They Are All Dead
  Objective: Defeat yugoloths
  APL 2: 90 xp.
  APL 4: 150 xp.
  APL 6: 210 xp.
  APL 8: 270 xp
  Encounter 10 The Opposition
  Objective: Defeat opponents
  APL 2: 150 xp.
  APL 4: 210 xp.
  APL 6: 270 xp.
  APL 8: 330 xp
  Story Award
  Per cursed item turned in to the proper authorities
  (Max 8).
  APL 2: 5 xp. (max 40)
  APL 4: 10 xp. (max 800)
  APL 6: 15 xp. (max 120)
  APL 8: 25 xp (max 200)
  Total possible experience
  APL 2: 460 (450) xp.
  APL 4: 680 (675) xp.
  
  GRM7-09 The Lost and the Found
  Page 19
  APL 6: 900 xp.
  APL 8: 1,160 (1,125) xp.
  TREASURE SUMMARY
  During 
  an 
  adventure, 
  characters 
  encounter
  treasure, usually finding it in the possession of their
  foes.  Every encounter that features treasure has a
  “treasure” section within the encounter description,
  giving information about the loot, coins, and magic
  items that make up the encounter’s treasure.
  The loot total is the number of gold pieces each
  character gains if the foes are plundered of all their
  earthly possessions.  Looting the bodies takes at
  least 10 minutes per every 5 enemies, and if the
  characters cannot take the time to loot the bodies,
  they do not gain this gold.  If you feel it is
  reasonable that characters can go back to loot the
  bodies, and those bodies are there (i.e., not carted
  off by dungeon scavengers, removed from the
  scene by the local watch, and so on), characters
  may return to retrieve loot.  If the characters do not
  loot the body, the gold piece value for the loot is
  subtracted from the encounter totals given below.
  The coin total is the number of gold pieces each
  character gains if they take the coin available.  A
  normal adventuring party can usually gather this
  wealth in a round or so.  If for some reason, they
  pass up this treasure, the coin total is subtracted
  from the encounter totals given below.
  Next, the magic items are listed.  Magic item
  treasure is the hardest to adjudicate, because they
  are varied and because characters may want to use
  them during the adventure.  Many times characters
  must cast identify, analyze dweomer or similar spell
  to determine what the item does and how to
  activate it.  Other times they may attempt to use the
  item blindly.  If the magic item is consumable (a
  potion, scroll, magic bolts, etc.) and the item is used
  before the end of the adventure, its total is
  subtracted from the adventure totals below.
  Once you have subtracted the value for
  unclaimed treasure from each encounter add it up
  and that is the number of gold pieces a characters
  total and coin value increase at the end of the
  adventure.  Write the total in the GP Gained field of
  the adventure certificate.  Because this is a
  Regional 
  adventure, 
  characters 
  may 
  spend
  additional Time Units to practice professions or
  create items immediately after the adventure so this
  total may be modified by other circumstances.
  L = Looted gear from enemy; C = Coin, Gems,
  Jewelry, and other valuables; M = Magic Items.
   Introduction:
  ALL APLs   L: 0 gp, C: 100 gp, M: (0 gp)
   Encounter 1: A Chance Encounter
  APL 2 L: 2 gp, C: 0 gp, M: cursed pendant (0
  gp).
  APL 4 L: 27 gp, C: 0 gp, M: cursed pendant (0
  gp).
  APL 6 L: 1 gp, C: 0 gp, M: +1 vest of
  resistance (83 gp), cursed pendant (0 gp), +1
  battleaxe (192 gp) Total (275 gp)
  APL 8 L: 1 gp, C: 0 gp, M: +1 vest of
  resistance (83 gp), cursed pendant (0 gp), +1
  battleaxe (192 gp). Total (275 gp)
    Encounter 2: Aftermath or Encounter 5:
  Joffer’s Pendant
  All APL’s L: 40 gp, C: 10 gp, M: 0 gp
   Encounter 6: The Dagger
  All APL’s L: 0 gp, C: 0 gp, M: cursed dagger (0
  gp).
   Encounter 8: The Greedy Cleric
  All APL’s L: 45 gp, C: 13 gp, M: potion of cure
  light wounds (4gp), +1 vest of resistance (83
  gp), Hell’s Fifth Ring (0 gp). Total (87 gp)
   Encounter 9: They Are All Dead
  APL 2 L: 0 gp, C: 0 gp, M: cursed cloak (0 gp).
  APL 4 L: 32 gp, C: 0 gp, M: +1studded leather
  armor (97 gp), cursed cloak (0 gp).
  APL 6 L: 2 gp, C: 0 gp, M: +1 trident (192 gp),
  cursed cloak (0 gp).
  APL 8 L: 4 gp, C: 0 gp, M: 2 +1 tridents (192
  gp each), cursed cloak (0 gp). Total (384 gp)
   Encounter 10: The Opposition
  APL 2 L: 328 gp, C: 40 gp, M: field provisions
  box (166 gp), 2 oil of magic weapon (4 gp
  each), 4 potion of cure light wounds (4 gp
  each), 4 magic sleeping bags (83 gp each),
  scroll of benign transposition (2 gp), 3 scrolls
  of magic missile (2 gp each), cursed +1 silver
  greatsword (0 gp), cursed belt (0 gp), cursed
  brooch  (0 gp), cursed gloves (0 gp). Total
  (530 gp)
  
  GRM7-09 The Lost and the Found
  Page 20
  APL 4 L: 543 gp, C: 46 gp M: +1 greataxe
  (193 gp), field provisions box (166 gp), horn of
  volume (83 gp), 2 oil of magic weapon (4 gp
  each), 4 potion of cure light wounds (4 gp
  each), 4 magic sleeping bags (83 gp each),
  scroll of benign transposition (2 gp), 3 scrolls
  of magic missile (2 gp each), cursed +1 silver
  greatsword (0 gp), cursed belt (0 gp), cursed
  brooch  (0 gp), cursed gloves (0 gp). Total
  (806 gp)
  APL 6 L: 481 gp, C: 66 gp, M: +1 full plate
  (220 gp), +1 greataxe (193 gp), +1 vest of
  resistance (83 gp), field provisions box (166
  gp), horn of volume (83 gp), metamagic rod of
  extend (lesser) (250 gp), 2 oil of magic
  weapon (4 gp each), 4 potion of cure light
  wounds (4 gp each), 4 magic sleeping bags
  (83 gp each), scroll of benign transposition (2
  gp), scroll of sonic weapon (12 gp), scroll of
  spark of life (31 gp), cursed +1 silver
  greatsword (0 gp), cursed belt (0 gp), cursed
  brooch  (0 gp), cursed gloves (0 gp). Total
  (1396 gp)
  APL 8 L: 352 gp, C: 93 gp, M: +2 cloak of
  charisma (333 gp), 2 +1 full plate (220 gp
  each), gauntlets of ogre power (333 gp), +1
  greataxe (193 gp), 3 +1 vest of resistance (83
  gp each), field provisions box (166 gp), horn of
  volume (83 gp), metamagic rod of extend
  (lesser) (250 gp), 2 oil of magic weapon (4 gp
  each), 4 potion of cure light wounds (4 gp
  each), potion of lesser restoration (25 gp), 4
  magic sleeping bags (83 gp each), scroll of
  benign transposition (2 gp), scroll of cure
  critical wounds (58 gp), scroll of shadowblast
  (58 gp), scroll of mass snake’s swiftness (31
  gp), scroll of sonic weapon (12 gp), scroll of
  spark of life (31 gp), wand of false life (15
  charges) 
  (281 
  gp), 
  cursed 
  +1 
  silver
  greatsword (0 gp), cursed belt (0 gp), cursed
  brooch  (0 gp), cursed gloves (0 gp). Total
  (2901 gp)
  Total Possible Treasure (Maximum Reward
  Allowed)
  APL 2: L: 415 gp, C: 163 gp, M: 617 gp –
  Total: 1195 gp (450 gp).
  APL 4: L: 687 gp, C: 169 gp, M: 990 gp –
  Total: 1856 gp (650 gp).
  APL 6: L: 569 gp, C: 189 gp, M: 1923 gp –
  Total: 2708 gp (900 gp).
  APL 8: L: 442 gp, C: 216 gp, M: 3374 gp –
  Total: 4005 gp (1,300 gp).
  ITEMS FOR THE
  ADVENTURE RECORD
  Special
  Got Away with Murder!: To all residents of
  Barony Farvale you start out at the Unfriendly level
  and can never get higher than Neutral.  You have
  a -8 penalty to Bluff and Gather Information in
  Barony Farvale.
  Favor of Lieutenant Arless:  Military and veteran
  characters get a promotion to Sergeant (or
  equivalent) regardless of current time in grade.  All
  Characters get regional access (not for CMI) to
  weapon enchantments of ki focus, merciful and
  bane (constructs).
  Favor of Karetha: Karetha uses her influence with
  the Zilchus church to provide you with regional
  access (not for CMI) to armor enhancements
  (MIC) of healing, commander and landing.
  Gratitude of Breena:  Breena opens her home to
  you as a guest.  Her fine meals grant you a +1
  bonus to Fortitude and Reflex saving throws for
  Gran March adventures.
  Curious Trinket:  Turning in the curiously placed
  holy symbol of Hextor (or the curious ring) to a
  Standard 
  Gran 
  March 
  church 
  other 
  than
  Heironeous gives you an influence point with that
  Faith ____________________
  Hellbreaker Broke:  In destroying the ring
  Hellbreaker broke and reformed into (circle one): a
  small short sword or a medium dagger.  It retained
  all of its purchased powers and all future powers
  cost 90% of the price on the AR.
  Finger or Hand Gone:  You lost a finger or hand
  (circle one) having Hell’s Fifth Ring removed and 1
  point of permanent Dexterity.  Neither can be
  restored except by Wish or Miracle.
  Hell’s Fifth Ring: You retained possession of the
  cold iron ring with inset rubies and in time you find
  yourself wearing it.  You will not give up this ring. 
  It now can only be removed by the wielder of the
  hellscepter.  Nothing can be detected about the
  ring, no magic, no evil, not even the gold or rubies.
    While possessing the ring you fail all saving
  throws versus touch and targeted spells cast by
  the Hellscepter.  You are under domination by the
  Hellscepter (CL 20), others can detect the
  moderate enchantment on you; the spell refreshes
  each dusk (will save DC 30) and at the start of a
  
  GRM7-09 The Lost and the Found
  Page 21
  new game you are under the domination. As yet
  you have received no commands.  An unarmed
  attack using the hand wearing the ring is
  considered an epic, magic, cold iron, lawful and
  evil weapon for purposes of bypassing DR.
  Item Access
  APL 2:
  • 
  Field provisions box (Adventure; Miniatures
  Handbook)
  • 
  Magic sleeping bag (Adventure; Miniatures
  Handbook)
  • 
  Arcane scroll of benign transposition [CL 1]
  (Adventure; SPC)
  • 
  Cord of Favor [Limit 1] (Regional; Magic Item
  Compendium) CT
  • 
  Dragon Mask [Limit 1] (Regional; Magic Item
  Compendium)
  • 
  Crystal of Alacrity [Limit 1] (Regional, Magic
  Item Compendium) CT
  • 
  Oil of enlarge weapon [CL 3] (Adventure,
  Complete Scoundrel)AN
  APL 4 (All of APL 2 plus)
  • 
  Horn of volume (Adventure; MH)
  • 
  Wand of healer’s vision [Limit 1] (Adventure,
  Complete Scoundrel) AN
  APL 6: (All of APL 2 and 4 plus)
  • 
  Arcane scroll of sonic weapon [CL 3]
  (Adventure; SPC)
  • 
  Divine scroll of spark of life [CL 5] (Adventure;
  SPC)
  • 
  Lesser metamagic rod of extend [Limit 1]
  (Adventure; Dungeon Master’s Guide)
  • 
  Potion of disobedience [CL 5] (Adventure,
  Complete Scoundrel)AN
  APL 8: (All of APL 2, 4, 6 plus)
  • 
  Blast Globe (Limit 1) (Adventure; Magic Item
  Compendium)
  • 
  Divine 
  scroll 
  of 
  shadowblast 
  [CL 
  7]
  (Adventure; Spell Compendium)
  • 
  Arcane scroll of mass snake’s swiftness [CL 5]
  (Adventure; Spell Compendium)
  • 
  Wand of false life [CL 3] (Adventure; Dungeon
  Master’s Guide)
  • 
  Oil of undead bane weapon [CL 9] (Adventure,
  Libris Mortis) AN
  
  GRM7-09 The Lost and the Found
  Page 22
  APPENDIX 1 – APL 2
  ENCOUNTER 1:
  J O F F E R  W I LLS
  CR 4
  Male Fiendish Human warrior 4
  NE Medium humanoid (extraplanar)
  Init +5; Senses Listen +0, Spot +0
  Aura Moderate Evil
  Languages Common
  AC 13, touch 11, flat-footed 12
  (+1 Dex, +2 armor)
  hp 30 (4 HD); DR 5/magic
  Resist cold 5, fire 5; SR 9
  Fort +7, Ref +3, Will +2
  Speed 30 ft. (6 squares),
  Melee MW battleaxe +8 (1d8+4) plus Power Attack
  Ranged dagger +5 (1d4+3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +4; Grp +7
  Atk Options
  Special Actions
  Combat Gear MW Battleaxe, dagger, leather armor
  Abilities Str 16, Dex 13, Con 14, Int 8, Wis 10, Cha
  12
  SQ Darkvision 60 ft., Smite good
  Feats Cleave, Improved Initiative, Power Attack
  Skills  Handle Animal+9, Profession (farmer) +4
  Possessions combat gear plus Cursed Pendant
  Smite Good (SU), Once per day the creature can
  make a normal melee attack to deal +4 extra
  damage to a good foe.
  Description A well built man of oeridean decent; he is
  currently covered in gore. He wields his axe in both
  hands and screams blasphemous obscenities as he
  hacks ferociously at anyone nearby. There is not a
  hint of sanity about him.
  Note: -1 EL for substandard equipment, +1 EL for elite
  array.
  ENCOUNTER 9
  S K E R O L O T H
  CR 3
  NE Small Outsider (Evil, Extraplanar, yugoloth)
  Init +7; Senses Darkvision 60 ft., Listen +6, Spot +6
  Aura Moderate Evil
  Languages Abyssal, Draconic, Infernal; telepathy 100
  ft.
  AC 20, touch 14, flat-footed 17
  (+1 size, +3 Dex, +6 natural)
  hp 27 (4 HD);
  Immune Acid, Poison
  Resist Cold 10; Electricity 10; Fire 10
  Fort +5, Ref +7, Will +5
  Speed 40 ft. (8 squares), burrow 20 ft.; climb 20 ft.
  Melee 4X claw +8 (1d3) plus 1d6 Sneak Attack
  Space 5 ft.; Reach 5 ft.
  Base Atk +4; Grp +0
  Spell-Like Abilities (CL 4th): DC 10+ spell level
  1st— burning hands (3/day), detect good (at will),
  expeditious retreat (3/day), jump (at will)
    0— daze (at will).
  �Already cast
  Abilities Str 11, Dex 16, Con 12, Int 5, Wis 8, Cha 11
  SQ Cringe, Sneak Attack, Summon yugoloth
  Feats Improved Initiative, Weapon Finesse
  Skills  Climb +15, Hide +18, Listen +6, Move Silently
  +14, Spot +6.
  Sneak Attack (EX) +1d6 damage when target is
  denied Dexterity bonus or is flanked.
  Cringe (SU) As a standard action, a skeroloth can
  cower in fear. This is a mind affecting effect. Any
  opponent attempting to strike or otherwise directly
  attack a cringing skeroloth, even with a targeted
  spell, must attempt a Will save (DC 12). If the save
  succeeds, the opponent can attack normally and is
  immune to the effect of that skeroloth’s cringing for
  one day. If the save fails, the opponent can’t follow
  through with the attack - that part of the attacker’s
  action is lost, and the attacker can’t directly attack
  that skeroloth for as long as it continues to cringe.
  If the skeroloth stops cringing and then cringes
  again, the opponent may attempt a new Will save
  to attack it.
  Summon Yugoloth (SP) Once per day a skeroloth
  can attempt to summon 1 skeroloth with a 40%
  chance of success.
  Description A hideous insectoid creature of obviously
  extraplanar origin.
  Sources Skeroloth (FF) pg 197
  ENCOUNTER 10 THE OPPOSITION      
  B RANACH                                                 CR
  1
  Male Suel Barbarian 1
  N Medium Humanoid (human)
  Init +7*; Senses Listen +5, Spot +1
  Languages Common
  AC 16, touch 11, flat-footed 15; rage
  (+1 Dex, +5 armor)
  hp 11 (13 with rage) (1 HD)
  Fort +4, Ref +1, Will +1 (+3 with rage)
  Speed 30 ft. in breastplate (6 squares), base
  movement 40 ft.
  Melee MW greataxe+4 (1d12+3/X3)
  Melee raging MW greataxe+4 (1d12+3/X3)
  Ranged javelin +2 (1d6+2) [1d6+4 with rage]
  
  GRM7-09 The Lost and the Found
  Page 23
  Space 5 ft.; Reach 5 ft.
  Base Atk +1; Grp +3 (+5 with rage)
  Special Actions Rage
  Combat Gear MW breastplate, MW greataxe, dagger,
  silver spiked gauntlet, cold iron spiked gauntlet, 3
  javelins, 2 tanglefoot bags, 2 alchemist fires, oil of
  magic weapon, potion of cure light wounds
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha
  8
  SQ Rage
  Feats Armor Proficiency (Light), Armor Proficiency
  (Heavy), Improved Initiative, Martial Weapon
  Proficiency, Shield Proficiency, Simple Weapon
  Proficiency, Track
  Skills  Knowledge (arcana) +2, Listen +5, Spellcraft
  +2, Survival +5, Swim +6
  Possessions MW breastplate, MW greataxe, dagger,
  silver spiked gauntlet, cold iron spiked gauntlet, 3
  javelins, 2 tanglefoot bags, 2 alchemist fires, oil of
  magic weapon, potion of cure light wounds,
  explorer’s outfit, backpack, everburning torch,
  waterskin, magic sleeping bag, heavy horse,
  saddle, saddlebags, bit & bridle, 35 gp.
  Rage (EX) 1/day; +4 to Str, +4 to Con, +2 to Will
  saves, -2 to AC for up to 7 rounds.
  Description A muscular, heavily tattooed, Suel man;
  he is heavily armed and armored.  He wears the
  insignia of a corporal in the 15th Battle.
  Branach is a simple man. His preferred method of
  attack is to charge the closest enemy, but he is willing
  to follow the instructions of Jarrik.
  * Includes +2 from Jarrik’s Motivate Dexterity
  aura.
  Sources magic sleeping bag (MH)
  J ARRI K                                                    CR
  1
  Male Suel Marshal 1
  NE Medium Humanoid (human)
  Init +3*; Senses Darkvision; Listen +0, Spot +0
  Aura Faint evil
  Languages Common, Flan, Giant, Oeridian
  AC 16, touch 11, flat-footed 15
  (+1 Dex, +5 armor)
  hp 7 (1 HD)
  Resist cold 5; fire 5
  Fort +3, Ref +2, Will +2
  Speed 20 ft. in breastplate (4 squares), base
  movement 30 ft.
  Melee greatsword +0 (2d6/19-20)
  Ranged MW longbow +2 (1d8/X3); Point Blank Shot
  Ranged thrown alchemicals +1 (varies); Point Blank
  Shot
  Space 5 ft.; Reach 5 ft.
  Base Atk +0; Grp +0
  Special Actions Marshal auras
  Combat Gear breastplate, MW longbow, 20 arrows,
  greatsword, 
  dagger, 
  3 
  tanglefoot 
  bags, 
  4
  thunderstones, 3 alchemist fires, 3 acid flasks, 3
  smokesticks, oil of magic weapon, potion of cure
  light wounds, cursed gloves.
  Abilities Str 10, Dex 12, Con 13, Int 14, Wis 8, Cha
  15
  SQ Motivate Dexterity
  Feats Armor Proficiency (Light), Armor Proficiency
  (Heavy), Armor Proficiency (Medium), Martial
  Weapon Proficiency, Point Blank Shot, Precise
  Shot, Skill Focus (Diplomacy), Shield Proficiency,
  Simple Weapon Proficiency,
  Skills  Diplomacy +10, Gather Information +7,
  Intimidate +7, Knowledge (history) +7, Knowledge
  (local) +7, Sense Motive +4.
  Possessions breastplate, MW longbow, 20 arrows,
  greatsword, 
  dagger, 
  3 
  tanglefoot 
  bags, 
  4
  thunderstones, 3 alchemist fires, 3 acid flasks, 3
  smokesticks, 5 tindertwigs, oil of magic weapon,
  potion of cure light wounds cursed gloves,
  explorer’s outfit, backpack, everburning torch,
  waterskin, magic sleeping bag, field provisions box,
  heavy horse, saddle, saddlebags, bit & bridle, 
  cursed hat, cursed brooch, 72 gp.
  Auras (EX) May project one minor and one major
  aura at a time. All bonuses are circumstance
  bonuses that do not stack. Activating an aura is a
  swift action. Auras affect all allies within 60 ft. who
  can hear the marshal. An ally must have an
  Intelligence score of 3 or higher and be able to
  understand the marshal’s language to gain the
  bonus. A marshal’s aura is dismissed if he is
  dazed, 
  unconscious, 
  stunned, 
  paralyzed, 
  or
  otherwise unable to be heard by his allies.
  Motivated Dexterity (EX) +2 bonus on Dexterity
  checks, Dexterity based skill checks, and Initiative
  checks.
  Description A smallish Suel man with white hair and
  a large nose. He wears the insignia of a sergeant of
  the 15th Battle and is armored in a breast plate
  adorned with the fist and lightning bolt of Heironeous,
  and armed with a greatsword and longbow. It is
  obvious that he is in command of this group.
  Jarrik is a competent leader and skilled tactician.
  He adapts the tactics of the team to what is
  appropriate for the situation. He has been corrupted
  by the cursed glove that he wears, and now relishes
  carnage. He will gladly sacrifice any of his troops to
  save his own life.
  * Includes +2 from Jarrik’s Motivate Dexterity
  aura.
  Jarrik is under stage 3 of the curse. That is
  where his darkvision and resistances come
  from.
  Sources Marshal (MH), field provisions box
  (MH), magic sleeping bag (MH)
  M I RRE N                                                  CR 1
  
  GRM7-09 The Lost and the Found
  Page 24
  Female Suel Sorcerer 1
  CN Medium Humanoid (human)
  Init +3*; Senses Darkvision, Listen +3, Spot +3
  Aura Faint evil
  Languages Common, Infernal
  AC 11, touch 11, flat-footed 10
  (+1 Dex)
  hp 5 (1 HD)
  Fort +5 (+2 against poison), Ref +2, Will +3; (+2
  against fire)
  Speed 30 ft.
  Melee spiked gauntlet -1 (1d4-1)
  Ranged MW light crossbow +2 (1d8/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +0; Grp -1
  Special Actions Infernal Sorcerer howl
  Combat Gear MW light crossbow, 20 bolts, spiked
  gauntlet, spell component pouch, 2 tanglefoot
  bags, 2 smokesticks, 2 alchemist fire, potion of
  cure light wounds, 3 scrolls of magic missile, scroll
  of magic weapon, scroll of benign transposition,
  cursed belt.
  Sorcerer Spells Known (CL 1st): DC 12+ spell level
  1st (4/day)— enlarge person, mage armor
  0 
  (5/day)— 
  daze, 
  detect 
  magic, 
  light,
  prestidigitation
  �Already cast
  Abilities Str 8, Dex 12, Con 14, Int 13, Wis 10, Cha
  15
  SQ Infernal Sorcerer Howl, Rat familiar
  Feats Alertness, Infernal Sorcerer Heritage, Infernal
  Sorcerer Howl, Simple Weapon Proficiency
  Skills  Concentration +7, Knowledge (arcana) +6,
  Spellcraft +6, Tumble +6*,
  Possessions MW light crossbow, 20 bolts, spiked
  gauntlet, spell component pouch, 2 tanglefoot
  bags, 2 smokesticks, 5 tindertwigs, 2 alchemist fire,
  potion of cure light wounds, 3 scrolls of magic
  missile, scroll of magic weapon, scroll of benign
  transposition, 
  cursed 
  belt, 
  traveler’s 
  outfit,
  backpack,  everburning torch, waterskin, magic
  sleeping bag, light horse, saddle, saddlebags, bit &
  bridle, 42 gp.
  Infernal Sorcerer Howl (Su) By expending one of
  your spell slots, you create a 30-foot cone of sonic
  energy. All opponents within the cone take 2d6
  points of damage per level of the spell slot
  expended. Each target can attempt a Fort save
  (DC 10+ level of the spell slot expended + your
  Cha modifier) for half damage.
  Rat Familiar (EX) +2 to Fortitude saves.
  L ADY
  Female  rat
  N Tiny magical beast
  Init N/A; Senses Lowlight Vision, Scent, Listen +1,
  Spot +1
  Languages
  AC 15, touch 14, flat-footed 13
  (+2 size, +2 Dex, +1 natural)
  hp 2 (1 HD)
  Fort +2, Ref +4, Will +3
  Speed 15 ft. in (3 squares), base movement 15 ft.,
  climb 15 ft.; swim 15 ft.
  Melee bite +4 (1d3-4)
  Space 2 1/2 ft.; Reach 0 ft.
  Base Atk +0; Grp -12
  Atk Options
  Abilities Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2
  SQ Improved Evasion, Share Spells, Empathic Link.
  Feats Weapon Finesse
  Skills Balance +12*, Climb +14*, Concentration +4,
  Hide +16*, Knowledge (Arcana) +2, Move Silently
  +12*, Spellcraft +2, Swim +12*, tumble +6*.
  Empathic Link (SU) The master has an empathic link
  with his familiar out to a distance of 1 mile. The
  master cannot see through the familiar’s eyes, but
  they can communicate empathically. Because of
  the limited nature of the link, only general
  emotional 
  content 
  (such 
  as 
  fear, 
  hunger,
  happiness, or curiosity) can be communicated.
  Note that the low Intelligence of a low level
  master’s familiar limits what the creature is able to
  communicate or understand, and even intelligent
  familiars see the world differently from humans, so
  misunderstanding are always possible.
  Because of the empathic link, the master has the
  same connection to an item or place that the
  familiar does. For instance, if his familiar has seen
  a room, the master can teleport into it as if he has
  seen it too.
  Improved Evasion (EX) No damage on successful
  reflex save, and half damage on a failed save.
  Share Spells (EX) Any spell that the wizard casts on
  himself may also affect the familiar. Animal
  companion must be within 5 ft., and effect ends if
  the familiar is ever more than 5 ft. from the master.
  The master may also cast spells with a target of
  ‘you’ on the familiar. A master and his familiar may
  share spells even if the spells normally do not
  affect creatures of the familiar’s type (magical
  beast).
  Description A strikingly attractive woman; she is
  garbed in robes marked with arcane runes. She wears
  the insignia of a combat specialist of the 15th Battle.
  While she carries a spiked gauntlet and crossbow it is
  obvious that physical weapons are not the real threat
  from her.
  Due to her infernal heritage she succumbed to
  the curse quite rapidly. She now delights in the pain of
  others. She is primarily a support caster, for offense
  she relies on he Infernal Sorcerer Howl.
  * Includes +2 from Jarrik’s Motivate Dexterity
  aura.
  Mirren is under stage 2 of the curse. That is
  where her darkvision comes from.
  Sources benign transposition (SPC), Infernal
  Sorcerer Heritage (PHB2), Infernal Sorcerer
  Howl (PHB2), magic sleeping bag (MH)
  
  GRM7-09 The Lost and the Found
  Page 25
  S K O T H
  CR 1
  Male Human Cleric 1
  N Medium Humanoid (human)
  Init +3*; Senses Darkvision, Listen +3, Spot +3
  Aura Faint evil
  Languages Common
  AC 16, touch 11, flat-footed 15
  (+1 Dex, +5 armor)
  hp 7 (1 HD)
  Fort +4, Ref +2, Will +5
  Weakness
  Speed 20 ft. in breastplate (4 squares), base
  movement 30 ft.
  Melee +1 silver greatsword +4 (2d6+3) plus Power
  Attack
  Ranged light crossbow +1 (1d8/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +0; Grp +2
  Special Actions Rebuke undead, spontaneous inflict
  Combat 
  Gear 
  breastplate, 
  +1 
  silver 
  cursed
  greatsword, light crossbow, 20 bolts, dagger, holy
  symbol, spell component pouch, potion of cure light
  wounds
  Cleric Spells Prepared (CL 1st):
  1st— cause fear, cure light wounds. D: Longstrider
  0— cure minor wounds, guidance, light
  D: Domain spell. Deity: Kelanen. Domains: Travel,
  War
  Abilities Str 14, Dex 12 Con 13 Int 10, Wis 15, Cha 8
  SQ Rebuke undead, Travel Domain
  Feats Armor Proficiency (Light), Armor Proficiency
  (Heavy), Armor Proficiency (Medium), Cleave,
  Martial Weapon Proficiency (greatsword), Power
  Attack, Skill Focus (Diplomacy), Shield Proficiency,
  Simple 
  Weapon 
  Proficiency, 
  Weapon 
  Focus
  (greatsword)
  Skills  Concentration +6, Knowledge (planes) +5,
  Sense Motive +5
  Possessions 
  breastplate, 
  +1 
  silver 
  cursed
  greatsword, light crossbow, 20 bolts, dagger, holy
  symbol, spell component pouch, potion of cure light
  wounds, traveler’s outfit, backpack, everburning
  torch, waterskin, magic sleeping bag, heavy horse,
  saddle, saddlebags, bit & bridle, 92 gp.
  Rebuke Undead (SU) 2X/day -1 to check. +0 turn
  damage
  Travel Domain (SU) For 1 round per day, you can act
  normally regardless of magical effects that impede
  movement as if you were affected by the spell
  freedom 
  of 
  movement. 
  This 
  effect 
  occurs
  automatically as soon as it applies, lasts until it
  runs out or is no longer needed, and can operate
  multiple times per day (up to 1 round)
  Description A large man of mixed heritage wields a
  greatsword and bears the sign of Kelanen.  He bears
  the insignia of a combat specialist of the 15th Battle.
  His sword appears to be made of silver and has
  a strange owl motif.
  He is a mercenary, and his true loyalty is to
  his art; swordsmanship. He prefers engaging in
  melee to healing his allies but will heal them if
  necessary, and certainly to prevent them from
  dying.
  * Includes +2 from Jarrik’s Motivate Dexterity
  aura.
  Skoth is under stage 2 of the curse. That is
  where his darkvision comes from.
  Sources magic sleeping bag (MH)
  
  GRM7-09 The Lost and the Found
  Page 26
  APPENDIX 2 – APL 4
  ENCOUNTER 1:
  J O F F E R  W I LLS
  CR 6
  Male Fiendish Human warrior 6
  NE Medium humanoid (extraplanar)
  Init +5; Senses Listen +0, Spot +0
  Aura Strong Evil
  Languages Common
  AC 13, touch 11, flat-footed 12
  (+1 Dex, +2 armor)
  hp 50 (6 HD); DR 5/magic
  Resist cold 5, fire 5; SR 11
  Fort +7, Ref +3, Will +2
  Speed 30 ft. (6 squares),
  Melee +1 battleaxe +10/+5 (1d8+5) plus Power Attack
  Ranged dagger +7 (1d4+3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +6/+1; Grp +9
  Atk Options
  Special Actions
  Combat Gear +1 Battleaxe, dagger, leather armor
  Abilities Str 16, Dex 13, Con 14, Int 8, Wis 10, Cha 12
  SQ Darkvision 60 ft., Smite good
  Feats Cleave, Improved Initiative, Improved Toughness,
  Power Attack
  Skills  Handle Animal+11, Profession (farmer) +5
  Possessions combat gear plus Cursed Pendant
  Smite Good (SU), Once per day the creature can make
  a normal melee attack to deal +6 extra damage to a
  good foe.
  Description A well built man of oeridean decent; he is
  currently covered in gore. He wields his axe in both
  hands and screams blasphemous obscenities as he
  hacks ferociously at anyone nearby. There is not a hint
  of sanity about him.
  Sources Improved Toughness, CW pg 101
  Note: -1 EL for substandard equipment, +1 EL for elite
  array.
  ENCOUNTER 9
  C O R R U P T O R  O F  F ATE
  CR 5
  Male  Corruptor of Fate
  NE Medium Outsider (evil, extraplanar, yugoloth)
  Init +8; Senses Darkvision, Listen +10, Spot +10
  Aura strong evil
  Languages Abyssal, Draconic, Infernal; telepathy 100
  ft.
  AC 18, touch 14, flat-footed 14; Dodge
  (+4 Dex, +4 armor)
  hp 58 (7 HD); regeneration/fast healing; DR
  Immune acid, energy drain, necromantic effects,
  negative energy effects, poison
  Resist cold 10, electricity 10, fire 10; SR 14
  Fort +8, Ref +9, Will +5
  Speed 30 ft. (6 squares)
  Melee MW short sword +12/+7 (1d6+2/19-20 plus
  bestow curse)
  Ranged composite shortbow +11/+6 (1d6/X3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +7; Grp +9
  Atk Options aligned strike (evil), bestow curse
  Special Actions corrupting gaze
  Combat Gear +1 studded leather armor, MW short
  sword, composite shortbow, 20 arrows
  Abilities Str 15, Dex 19, Con 17, Int 10, Wis 10, Cha 10
  SQ unluck
  Feats Dodge, Improved Initiative, Weapon Finesse
  Skills Balance +6, Disguise +10, Escape Artist +14,
  Hide +14, Jump +4, Listen +10, Move Silently +14,
  Sleight of hand +14, Spot +10, Tumble +14, Use
  Rope +4 (+6 involving bindings)
  Possessions +1 studded leather armor, MW short
  sword, composite shortbow, 20 arrows
  Bestow Curse (SU) As the bestow curse spell; at will;
  Will DC 16; caster level 7th
  This ability affects those touching or touched by a
  corruptor of fate or its weapons. A cursed subject
  must roll percentile dice on each turn. On a roll of 01-
  50, it can take no action. On a roll of 51-100, it can
  act normally. This is a necromantic effect. Undead
  are unaffected by a corruptor of fate’s bestow curse
  ability. The save DC is Constitution based.
  Corrupting Gaze (SU) A corruptor of fate can blast its
  enemies with a glance, at a range of 30 ft. Creatures
  that meet the corruptor’s gaze must succeed on a DC
  13 Fortitude save or take 1d6 points of damage and a
  -1 penalty to all attack rolls, skill checks, and saving
  throws for 1 minute. The save DC is Charisma based.
  Unluck (SU) Roll twice for attacks and damage against
  a corruptor of fate; the attacker must use the lower
  result. This is a mind affecting necromantic effect.
  Description A corpulent creature with sickly yellow skin
  wears black studded leather armor. It is armed with a
  short sword and a shorbow. As it attacks, a smell of
  brimstone emanates from its body and the faint sound of
  rolling dice can be heard.
  Sources MM 4 pg 190
  ENCOUNTER 10 THE OPPOSITION      
  B RANACH                                                 CR 3
  Male Suel Barbarian 3
  N Medium Humanoid (human)
  Init +7*; Senses Listen +7, Spot +1
  Languages Common
  AC 16, touch 11, flat-footed 15; rage
  
  GRM7-09 The Lost and the Found
  Page 27
  (+1 Dex, +5 armor)
  hp 32 (38 with rage) (3 HD) ; DR 1/-**
  Fort +5, Ref +2, Will +2 (+4 with rage)
  Speed 30 ft. in breastplate (6 squares), base movement
  40 ft.
  Melee +1 greataxe+6 (1d12+4/X3) plus Power Attack
  Melee raging +1 greataxe+8 (1d12+7/X3) plus Power
  Attack
  Ranged javelin +4 (1d6+2) [1d6+4 with rage]
  Space 5 ft.; Reach 5 ft.
  Base Atk +3; Grp +5 (+7 with rage)
  Special Actions Rage
  Combat Gear MW breastplate, +1 greataxe, dagger,
  silver spiked gauntlet, cold iron spiked gauntlet, 3
  javelins, 2 tanglefoot bags, 2 alchemist fires, oil of
  magic weapon, potion of cure light wounds
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8
  SQ Rage, Uncanny Dodge
  Feats Armor Proficiency (Light), Armor Proficiency
  (Heavy), 
  Improved 
  Initiative, 
  Martial 
  Weapon
  Proficiency, Power Attack, Shield Proficiency, Simple
  Weapon Proficiency, Track
  Skills  Knowledge (arcana) +3, Listen +7, Spellcraft +3,
  Survival +7, Swim +8
  Possessions MW breastplate, +1 greataxe, dagger,
  silver spiked gauntlet, cold iron spiked gauntlet, 3
  javelins, 2 tanglefoot bags, 2 alchemist fires, oil of
  magic weapon, potion of cure light wounds, explorer’s
  outfit, backpack, everburning torch, waterskin, magic
  sleeping bag, heavy horse, saddle, saddlebags, bit &
  bridle, 45 gp.
  Rage (EX) 1/day; +4 to Str, +4 to Con, +2 to Will saves,
  -2 to AC for up to 7 rounds.
  Uncanny Dodge (EX) He retains his Dexterity bonus to
  AC (if any) even if he is caught flat-footed or struck by
  an invisible attacker. However, he still loses his
  Dexterity bonus to AC if he is immobilized.
  Description A muscular, heavily tattooed, Suel man; he
  is heavily armed and armored.  He wears the insignia of
  a corporal in the 15th Battle.
  Branach is a simple man. His preferred method of
  attack is to charge the closest enemy, but he is willing to
  follow the instructions of Jarrik.
  * Includes +2 from Jarrik’s Motivate Dexterity aura.
  ** From Jarrik’s Hardy Soldiers aura.
  Sources magic sleeping bag (MH)
  J ARRI K                                                    CR 3
  Male Suel Marshal 2/Bard 1
  NE Medium Humanoid (human)
  Init +7*; Senses Darkvision; Listen +0, Spot +0
  Aura Moderate evil
  Languages Common, Flan, Giant, Oeridian
  AC 19, touch 11, flat-footed 18
  (+1 Dex, +8 armor)
  hp 19 (3 HD) ; DR 1/-**
  Resist cold 5; fire 5
  Fort +4, Ref +4, Will +5
  Speed 20 ft. in full plate (4 squares), base movement 30
  ft.
  Melee greatsword +1 (2d6/19-20)
  Ranged MW longbow +1 (1d8/X3); Point Blank Shot
  Ranged thrown alchemicals +2 (varies); Point Blank
  Shot
  Space 5 ft.; Reach 5 ft.
  Base Atk +1; Grp +1
  Special Actions Bardic Music, Marshal auras
  Combat Gear breastplate, MW longbow, 20 arrows,
  greatsword, dagger, horn of volume, 3 tanglefoot
  bags, 4 thunderstones, 3 alchemist fires, 3 acid
  flasks, 3 smokesticks, spell component pouch, oil of
  magic weapon, potion of cure light wounds, cursed
  gloves.
  Bard Spells Known (CL 1st): DC 12+ spell level
  0 (2/day)— flare, light, message, prestidigitation
  �Already cast
  Abilities Str 10, Dex 12, Con 13, Int 14, Wis 8, Cha 15
  SQ Bardic Knowledge, Bardic Music, Hardy Troops,
  Motivate Dexterity, Arcane Spell Failure 35%
  Feats Armor Proficiency (Light), Armor Proficiency
  (Heavy), Armor Proficiency (Medium), Improved
  Initiative, Martial Weapon Proficiency, Point Blank
  Shot, Precise Shot, Skill Focus (Diplomacy), Shield
  Proficiency, Simple Weapon Proficiency,
  Skills  Bluff +4, Diplomacy +14, Gather Information +9,
  Intimidate +9, Knowledge (history) +9, Knowledge
  (local) +9, Perform (oratory) +6, Sense Motive +6.
  Possessions MW full plate, MW longbow, 20 arrows,
  greatsword, dagger, horn of volume, 3 tanglefoot
  bags, 4 thunderstones, 3 alchemist fires, 3 acid
  flasks, 3 smokesticks, 5 tindertwigs, spell component
  pouch, oil of magic weapon, potion of cure light
  wounds cursed gloves, explorer’s outfit, backpack,
  everburning torch, waterskin, magic sleeping bag,
  field 
  provisions 
  box, 
  heavy 
  horse, 
  saddle,
  saddlebags, bit & bridle, cursed hat, cursed brooch
  82 gp.
  Auras (EX) May project one minor and one major aura
  at a time. All bonuses are circumstance bonuses that
  do not stack. Activating an aura is a swift action.
  Auras affect all allies within 60 ft. who can hear the
  marshal. An ally must have an Intelligence score of 3
  or higher and be able to understand the marshal’s
  language to gain the bonus. A marshal’s aura is
  dismissed if he is dazed, unconscious, stunned,
  paralyzed, or otherwise unable to be heard by his
  allies.
   Motivated Dexterity (EX) +2 bonus on Dexterity
  checks, Dexterity based skill checks, and Initiative
  checks. (Minor aura)
   Hardy Soldiers (EX) DR 1/- (Major aura)
  Bardic Knowledge (EX) He may make a special bardic
  knowledge check (+5) to see whether he knows some
  relevant information about local notable people,
  legendary items, or noteworthy places.
  Bardic Music (SU) 1/day he may Countersong,
  Fascinate, or Inspire Courage. See PHB pg 29
  
  GRM7-09 The Lost and the Found
  Page 28
  Description A smallish Suel man with white hair and a
  large nose. He wears the insignia of a sergeant of the
  15th Battle and is armored in full plate adorned with the
  fist and lightning bolt of Heironeous, and armed with a
  greatsword and longbow. It is obvious that he is in
  command of this group.
  Jarrik is a competent leader and skilled tactician.
  He adapts the tactics of the team to what is appropriate
  for the situation. He has been corrupted by the cursed
  glove that he wears, and now relishes carnage. He will
  gladly sacrifice any of his troops to save his own life.
  * Includes +2 from Jarrik’s Motivate Dexterity aura.
  ** From Jarrik’s Hardy Soldiers aura.
  Jarrik is under stage 3 of the curse. That is where
  his darkvision and resistances come from.
  Sources Marshal (MH), field provisions box (MH),
  horn of volume (MH), magic sleeping bag (MH)
  M I RRE N                                                  CR 3
  Female Suel Sorcerer 3
  CN Medium Humanoid (human)
  Init +3*; Senses Darkvision, Listen +3, Spot +3
  Aura Faint evil
  Languages Common, Infernal
  AC 15, touch 11, flat-footed 14
  (+1 Dex, +4 armor)- mage armor
  hp 15 (3 HD) ; DR 1/-**
  Fort +6 (+2 against poison), Ref +3, Will +4; (+2
  against fire)
  Speed 30 ft.
  Melee spiked gauntlet +0 (1d4-1)
  Ranged MW light crossbow +3 (1d8/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +1; Grp +0
  Special Actions Infernal Sorcerer howl
  Combat Gear MW light crossbow, 20 bolts, spiked
  gauntlet, spell component pouch, 2 tanglefoot bags, 2
  smokesticks, 2 alchemist fire, potion of cure light
  wounds, 3 scrolls of magic missile, scroll of magic
  weapon, scroll of benign transposition, cursed belt.
  Sorcerer Spells Known (CL 3rd): DC 12+ spell level
  1st (4/day)— enlarge person, mage armor
  0 (6/day)— daze, detect magic, light, prestidigitation,
  read magic
  �Already cast
  Abilities Str 8, Dex 12, Con 14, Int 13, Wis 10, Cha 15
  SQ Infernal Sorcerer Howl, Rat familiar
  Feats Alertness, Eschew Materials, Infernal Sorcerer
  Heritage, Infernal Sorcerer Howl, Simple Weapon
  Proficiency
  Skills  Concentration +9, Knowledge (arcana) +8,
  Spellcraft +10, Tumble +7*,
  Possessions MW light crossbow, 20 bolts, spiked
  gauntlet, spell component pouch, 2 tanglefoot bags, 2
  smokesticks, 5 tindertwigs, 2 alchemist fire, potion of
  cure light wounds, 3 scrolls of magic missile, scroll of
  magic weapon, scroll of benign transposition, cursed
  belt, traveler’s outfit, backpack, everburning torch,
  waterskin, magic sleeping bag, light horse, saddle,
  saddlebags, bit & bridle, 52 gp.
  Infernal Sorcerer Howl (Su) By expending one of your
  spell slots, you create a 30-foot cone of sonic energy.
  All opponents within the cone take 2d6 points of
  damage per level of the spell slot expended. Each
  target can attempt a Fort save (DC 10+ level of the
  spell slot expended + your Cha modifier) for half
  damage.
  Rat Familiar (EX) +2 to Fortitude saves.
   L ADY
   Female  rat
   N Tiny magical beast
   Init N/A; Senses Lowlight Vision, Scent, Listen +1,
  Spot +1
   Languages
   AC 20, touch 14, flat-footed 18
  (+2 size, +4 armor, +2 Dex, +2 natural)- shared mage
  armor
   hp 7 (3 HD) ; DR 1/-**
   Fort +2, Ref +4, Will +4
   Speed 15 ft. in (3 squares), base movement 15 ft.,
  climb 15 ft.; swim 15 ft.
   Melee bite +5 (1d3-4)
   Space 2 1/2 ft.; Reach 0 ft.
   Base Atk +1; Grp -11
   Atk Options
   Abilities Str 2, Dex 15, Con 10, Int 7, Wis 12, Cha 2
   SQ Improved Evasion, Share Spells, Empathic Link,
  Deliver Touch Spells.
   Feats Weapon Finesse
   Skills Balance +12*, Climb +14*, Concentration +6,
  Hide +16*, Knowledge (Arcana) +4, Move Silently
  +12*, Spellcraft +6, Swim +12*, tumble +7*.
   Empathic Link (SU) The master has an empathic link
  with his familiar out to a distance of 1 mile. The
  master cannot see through the familiar’s eyes, but
  they can communicate empathically. Because of the
  limited nature of the link, only general emotional
  content (such as fear, hunger, happiness, or
  curiosity) can be communicated. Note that the low
  Intelligence of a low level master’s familiar limits what
  the creature is able to communicate or understand,
  and even intelligent familiars see the world differently
  from humans, so misunderstanding are always
  possible.
  Because of the empathic link, the master has the
  same connection to an item or place that the familiar
  does. For instance, if his familiar has seen a room,
  the master can teleport into it as if he has seen it too.
   Improved Evasion (EX) No damage on successful
  reflex save, and half damage on a failed save.
   Share Spells (EX) Any spell that the wizard casts on
  himself 
  may 
  also 
  affect 
  the 
  familiar. 
  Animal
  companion must be within 5 ft., and effect ends if the
  familiar is ever more than 5 ft. from the master. The
  master may also cast spells with a target of ‘you’ on
  the familiar. A master and his familiar may share
  
  GRM7-09 The Lost and the Found
  Page 29
  spells even if the spells normally do not affect
  creatures of the familiar’s type (magical beast).
   Deliver Touch Spells (SU) If the master and familiar
  are in contact at the time the master casts a touch
  spell, he can designate his familiar as he “toucher.”
  The familiar can then deliver the touch spell just as
  the master could. As usual, if the master casts
  another spell before the touch is delivered, the touch
  spell dissipates.
  Description A strikingly attractive woman; she is garbed
  in robes marked with arcane runes. She wears the
  insignia of a combat specialist of the 15th Battle. While
  she carries a spiked gauntlet and crossbow it is obvious
  that physical weapons are not the real threat from her.
  Due to her infernal heritage she succumbed to the
  curse quite rapidly. She now delights in the pain of
  others. She is primarily a support caster, for offense she
  relies on he Infernal Sorcerer Howl.
  * Includes +2 from Jarrik’s Motivate Dexterity aura.
  ** From Jarrik’s Hardy Soldiers aura.
  Mirren is under stage 2 of the curse. That is where
  her darkvision comes from.
  Sources benign transposition (SPC), Infernal
  Sorcerer Heritage (PHB2), Infernal Sorcerer Howl
  (PHB2), magic sleeping bag (MH)
  S K O T H
  CR 3
  Male Human Cleric 3
  N Medium Humanoid (human)
  Init +3*; Senses Darkvision, Listen +3, Spot +3
  Aura Faint evil
  Languages Common
  AC 19, touch 11, flat-footed 18
  (+1 Dex, +8 armor)
  hp 21 (3 HD) ; DR 1/-**
  Fort +5, Ref +3, Will +6
  Speed 20 ft. in full plate (4 squares), base movement 30
  ft.
  Melee +1 silver greatsword +6 (2d6+3) plus Power
  Attack
  Ranged light crossbow +3 (1d8/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +2; Grp +4
  Special Actions Rebuke undead, spontaneous inflict
  Combat Gear MW full plate, +1 silver cursed
  greatsword, light crossbow, 20 bolts, dagger, holy
  symbol, spell component pouch, potion of cure light
  wounds
  Cleric Spells Prepared (CL 3rd): DC 12+ spell level
  2nd— cure moderate wounds, death knell. D: spiritual
  weapon
  1st— cause fear, cure light wounds protection from
  good. D: longstrider
  0— cure minor wounds, guidance, guidance, light
  D: Domain spell. Deity: Kelanen. Domains: Travel, War
  Abilities Str 14, Dex 12 Con 13 Int 10, Wis 15, Cha 8
  SQ Rebuke undead, Travel Domain
  Feats Armor Proficiency (Light), Armor Proficiency
  (Heavy), 
  Armor 
  Proficiency 
  (Medium), 
  Cleave,
  Quickdraw, Martial Weapon Proficiency (greatsword),
  Power Attack, Skill Focus (Diplomacy), Shield
  Proficiency, Simple Weapon Proficiency, Weapon
  Focus (greatsword)
  Skills  Concentration +8, Knowledge (planes) +7, Sense
  Motive +6
  Possessions 
  MW 
  full 
  plate, 
  +1 
  silver 
  cursed
  greatsword, light crossbow, 20 bolts, dagger, holy
  symbol, spell component pouch, potion of cure light
  wounds, traveler’s outfit, backpack, everburning
  torch, waterskin, magic sleeping bag, heavy horse,
  saddle, saddlebags, bit & bridle, 102 gp.
  Rebuke Undead (SU) 2X/day -1 to check. +2 turn
  damage
  Travel Domain (SU) For 3 rounds per day, you can act
  normally regardless of magical effects that impede
  movement as if you were affected by the spell
  freedom 
  of 
  movement. 
  This 
  effect 
  occurs
  automatically as soon as it applies, lasts until it runs
  out or is no longer needed, and can operate multiple
  times per day (up to 3 rounds)
  Description A large man of mixed heritage wields a
  greatsword and bears the sign of Kelanen.  He bears the
  insignia of a combat specialist of the 15th Battle.
  His sword appears to be made of silver and has a
  strange owl motif.
  He is a mercenary, and his true loyalty is to
  his art; swordsmanship. He prefers engaging in
  melee to healing his allies but will heal them if
  necessary, and certainly to prevent them from
  dying.
  * Includes +2 from Jarrik’s Motivate Dexterity aura.
  ** From Jarrik’s Hardy Soldiers aura.
  Sources magic sleeping bag (MH)
  Skoth is under stage 2 of the curse. That is where
  his darkvision comes from.
  Note- Skoth has the Quickdraw feat. He uses this
  to take one hand off of his sword as a free action
  in order to cast spells, and then grab the sword
  again 
  with 
  two 
  hands 
  as 
  a 
  free 
  action.
  
  GRM7-09 The Lost and the Found
  Page 30
  APPENDIX 3 – APL 6
  ENCOUNTER 1:
  J O F F E R  W I LLS
  CR 8
  Male Fiendish Human warrior 8
  NE Medium humanoid (extraplanar)
  Init +6; Senses Listen +0, Spot +0
  Aura Strong Evil
  Languages Common
  AC 14, touch 12, flat-footed 12
  (+2 Dex, +2 armor)
  hp 66 (8 HD); DR 5/magic
  Resist cold 10, fire 10; SR 13
  Fort +10, Ref +6, Will +4
  Speed 30 ft. (6 squares),
  Melee +1 battleaxe +12/+7 (1d8+5) plus Power Attack
  Ranged dagger +7 (1d4+3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +8/+3; Grp +11
  Atk Options
  Special Actions
  Combat Gear +1 Battleaxe, dagger, leather armor, +1
  vest of resistance
  Abilities Str 16, Dex 14, Con 14, Int 8, Wis 10, Cha 12
  SQ Darkvision 60 ft., Smite good
  Feats Cleave, Improved Initiative, Improved Toughness,
  Power Attack
  Skills  Handle Animal+13, Profession (farmer) +6
  Possessions combat gear plus Cursed Pendant
  Smite Good (SU), Once per day the creature can make
  a normal melee attack to deal +8 extra damage to a
  good foe.
  Description A well built man of oeridean decent; he is
  currently covered in gore. He wields his axe in both
  hands and screams blasphemous obscenities as he
  hacks ferociously at anyone nearby. There is not a hint
  of sanity about him.
  Sources Improved Toughness, CW pg 101
  Note: -1 EL for substandard equipment, +1 EL for elite
  array, and an additional -1 EL for being a strictly one
  dimensional threat.
  ENCOUNTER 9
  M E Z Z O L O T H
  CR 6
  NE Medium Outsider (evil, extraplanar, yugoloth)
  Init +5; Senses Darkvision, Listen +13, Spot +13
  Aura strong evil
  Languages Abyssal, Draconic, Infernal; telepathy 100
  ft.
  AC 21, touch 11, flat-footed 20
  (+1 Dex, +2 shield, +8 natural)
  hp 98 (10 HD); DR 10/good
  Immune Acid, Poison
  Resist cold 10, electricity 10, fire 10; SR 22
  Fort +12, Ref +8, Will +7
  Speed 40 ft. (8 squares)
  Melee +1 trident +15/+10 (1d8+4/19-20) plus Power
  Attack
  Melee 2X claw +13 (1d4+3)
  Ranged +t trident +13 (1d8+4/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +10; Grp +13
  Atk Options aligned strike (evil)
  Combat Gear +1 trident, heavy steel shield
  Spell-Like Abilities (CL 10th): DC 12+ spell level
  7th (2/day)— greater teleport (CL 14th)
  3rd (2/day)— dispel magic
  2nd (at will)— darkness, �desecrate, �see invisible
  1st (at will)— cause fear, produce flame
  �Already cast
  Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14
  SQ summon yugoloth
  Feats Improved Critical (trident), Improved Initiative,
  Power Attack, Weapon Focus (trident)
  Skills  Hide +14, Intimidate +15, Knowledge (the
  planes) +11, Listen +13, Move Silently +14, Spot +13
  Possessions +1 trident, heavy steel shield
  Summon Yugoloth (SP) Once per day a skeroloth can
  attempt to summon 1 skeroloth with a 40% chance of
  success.
  Description 
  This 
  insectoid 
  horror 
  stares 
  ahead
  unblinkingly through glowing red eyes. It hold a trident in
  its claws.
  The mezzoloth can cast see invisible at will, and
  does so. It starts the encounter with 50 minutes
  remaining duration on its last casting.
  Sources Mezzoloth, MM 3 pg 201
  ENCOUNTER 10
  B RANACH                                                 CR 5
  Male Suel Barbarian 5
  N Medium Humanoid (human)
  Init +8*; Senses Listen +9, Spot +1
  Languages Common
  AC 16, touch 11, flat-footed 15; rage
  (+1 Dex, +5 armor)
  hp 53 (63 with rage) (5 HD) ; DR 1/-**
  Fort +6, Ref +2, Will +2 (+4 with rage)
  Speed 30 ft. in breastplate (6 squares), base movement
  40 ft.
  Melee +1 greataxe+9 (1d12+5/X3) plus Power Attack
  Melee raging +1 greataxe+11 (1d12+8/X3) plus Power
  Attack
  Ranged MW composite longbow (+5) +3 (1d8+3/X3)
  
  GRM7-09 The Lost and the Found
  Page 31
  Ranged raging MW composite longbow (+5) +7
  (1d8+5/X3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +5; Grp +8 (+10 with rage)
  Special Actions Rage
  Combat Gear MW breastplate, +1 greataxe, dagger,
  silver spiked gauntlet, cold iron spiked gauntlet, MW
  composite longbow (+5), 20 arrows, 2 tanglefoot
  bags, 2 alchemist fires, oil of magic weapon, potion of
  cure light wounds
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8
  SQ Rage, Uncanny Dodge, Improved Uncanny Dodge
  Feats Armor Proficiency (Light), Armor Proficiency
  (Heavy), 
  Improved 
  Initiative, 
  Martial 
  Weapon
  Proficiency, Power Attack, Shield Proficiency, Simple
  Weapon Proficiency, Track
  Skills  Knowledge (arcana) +4, Listen +9, Spellcraft +4,
  Survival +9, Swim +10
  Possessions MW breastplate, +1 greataxe, dagger,
  silver spiked gauntlet, cold iron spiked gauntlet, MW
  composite longbow (+5), 20 arrows, 2 tanglefoot
  bags, 2 alchemist fires, oil of magic weapon, potion of
  cure light wounds, explorer’s outfit, backpack,
  everburning torch, waterskin, magic sleeping bag,
  heavy horse, saddle, saddlebags, bit & bridle, 75 gp.
  Rage (EX) 2/day; +4 to Str, +4 to Con, +2 to Will saves,
  -2 to AC for up to 7 rounds.
  Uncanny Dodge (EX) He retains his Dexterity bonus to
  AC (if any) even if he is caught flat-footed or struck by
  an invisible attacker. However, he still loses his
  Dexterity bonus to AC if he is immobilized.
  Improved Uncanny Dodge (EX) At 5th level a barbarian
  can no longer be flanked; he can react to opponents
  on opposite sides of him as easily as he can to a
  single attacker. This denies a rogue the ability to
  sneak attack the barbarian by flanking him, unless
  the attacker is at least 9th level.
  Description A muscular, heavily tattooed, Suel man; he
  is heavily armed and armored. He wears the insignia of
  a corporal in the 15th Battle.
  Branach is a simple man. His preferred method of
  attack is to charge the closest enemy, but he is willing to
  follow the instructions of Jarrik.
  * Includes +3 from Jarrik’s Motivate Dexterity aura.
  ** From Jarrik’s Hardy Soldiers aura.
  Sources magic sleeping bag (MH)
  J ARRI K                                                    CR 5
  Male Suel Marshal 3/Bard 2
  NE Medium Humanoid (human)
  Init +8*; Senses Darkvision; Listen +0, Spot +0
  Aura Moderate evil
  Languages Common, Flan, Giant, Oeridian
  AC 20, touch 11, flat-footed 19
  (+1 Dex, +9 armor)
  hp 37 (5 HD) ; DR 1/-**
  Resist cold 5; fire 5
  Fort +6, Ref +7, Will +7
  Speed 20 ft. in full plate (4 squares), base movement 30
  ft.
  Melee greatsword +4 (2d6/19-20)
  Ranged MW longbow +5 (1d8/X3); Point Blank Shot
  Ranged thrown alchemicals +4 (varies); Point Blank
  Shot
  Space 5 ft.; Reach 5 ft.
  Base Atk +3; Grp +3
  Special Actions Bardic Music, Marshal auras
  Combat Gear +1 full plate, MW longbow, 20 arrows,
  greatsword, dagger, horn of volume, 3 tanglefoot
  bags, 4 thunderstones, 3 alchemist fires, 3 acid
  flasks, 3 smokesticks, spell component pouch, +1
  vest of resistance, oil of magic weapon, potion of
  cure light wounds, cursed gloves.
  Bard Spells Known (CL 2nd): DC 13+ spell level
  1st (1/day)—feather fall, inspirational boost
  0 (3/day)— flare, ghost sound, light, message,
  prestidigitation
  �Already cast
  Abilities Str 10, Dex 12, Con 13, Int 14, Wis 8, Cha 16
  SQ Bardic Knowledge, Bardic Music, Hardy Troops,
  Motivate Dexterity, Arcane Spell Failure 35%
  Feats Armor Proficiency (Light), Armor Proficiency
  (Heavy), Armor Proficiency (Medium), Improved
  Initiative, Martial Weapon Proficiency, Point Blank
  Shot, Precise Shot, Skill Focus (Diplomacy), Shield
  Proficiency, Simple Weapon Proficiency,
  Skills  Bluff +9, Diplomacy +18, Gather Information +11,
  Intimidate +12, Knowledge (history) +11, Knowledge
  (local) +11, Perform (oratory) +7, Sense Motive +8.
  Possessions +1 full plate, MW longbow, 20 arrows,
  greatsword, dagger, horn of volume, 3 tanglefoot
  bags, 4 thunderstones, 3 alchemist fires, 3 acid
  flasks, 3 smokesticks, 5 tindertwigs, spell component
  pouch, +1 vest of resistance, oil of magic weapon,
  potion of cure light wounds cursed gloves, explorer’s
  outfit, backpack, everburning torch, waterskin, magic
  sleeping bag, field provisions box, heavy horse,
  saddle, saddlebags, bit & bridle, cursed hat, cursed
  brooch, 112 gp.
  Auras (EX) May project one minor and one major aura
  at a time. All bonuses are circumstance bonuses that
  do not stack. Activating an aura is a swift action.
  Auras affect all allies within 60 ft. who can hear the
  marshal. An ally must have an Intelligence score of 3
  or higher and be able to understand the marshal’s
  language to gain the bonus. A marshal’s aura is
  dismissed if he is dazed, unconscious, stunned,
  paralyzed, or otherwise unable to be heard by his
  allies.
   Motivate Dexterity (EX) +2 bonus on Dexterity checks,
  Dexterity based skill checks, and Initiative checks.
  (Minor aura)
   Motivate Strength (EX) +2 bonus on Strength checks,
  Strength based skill checks. (Minor aura)
   Hardy Soldiers (EX) DR 1/- (Major aura)
  Bardic Knowledge (EX) He may make a special bardic
  knowledge check (+5) to see whether he knows some
  
  GRM7-09 The Lost and the Found
  Page 32
  relevant information about local notable people,
  legendary items, or noteworthy places.
  Bardic Music (SU) 2/day he may Countersong,
  Fascinate, or Inspire Courage. See PHB pg 29
  Description A smallish Suel man with white hair and a
  large nose. He wears the insignia of a sergeant of the
  15th Battle and is armored in full plate adorned with the
  fist and lightning bolt of Heironeous, and armed with a
  greatsword and longbow. It is obvious that he is in
  command of this group.
  Jarrik is a competent leader and skilled tactician.
  He adapts the tactics of the team to what is appropriate
  for the situation. He has been corrupted by the cursed
  glove that he wears, and now relishes carnage. He will
  gladly sacrifice any of his troops to save his own life.
  * Includes +3 from Jarrik’s Motivate Dexterity aura.
  ** From Jarrik’s Hardy Soldiers aura.
  Jarrik is under stage 3 of the curse. That is where
  his darkvision and resistances come from.
  Sources Marshal (MH), field provisions box (MH),
  horn of volume (MH), inspirational boost (SPC),
  magic sleeping bag (MH)
  M I RRE N                                                  CR 5
  Female Suel Sorcerer 5
  CN Medium Humanoid (human)
  Init +4*; Senses Darkvision, Listen +3, Spot +3
  Aura Faint evil
  Languages Common, Infernal
  AC 15, touch 11, flat-footed 14
  (+1 Dex, +4 armor)- mage armor
  hp 23 (5 HD) ; DR 1/-**
  Fort +6 (+2 against poison), Ref +3, Will +5; (+2
  against fire)
  Speed 30 ft.
  Melee spiked gauntlet +1 (1d4-1)
  Ranged MW light crossbow +4 (1d8/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +2; Grp +1
  Special Actions Infernal Sorcerer howl
  Combat Gear MW light crossbow, 20 bolts, spiked
  gauntlet, spell component pouch, 2 tanglefoot bags, 2
  smokesticks, 2 alchemist fire, potion of cure light
  wounds, scroll of magic weapon, scroll of benign
  transposition, scroll of sonic weapon, metamagic rod
  of extend (lesser), cursed belt.
  Sorcerer Spells Known (CL 5th): DC 13+ spell level
  2nd (x/day)—burning sword, glitterdust
  1st (x/day)— enlarge person, mage armor, magic
  missile, obscuring mist
  0 (x/day)— detect magic, light, mage hand,
  open/close,  prestidigitation, read magic
  �Already cast
  Abilities Str 8, Dex 12, Con 14, Int 13, Wis 10, Cha 16
  SQ Infernal Sorcerer Howl, Rat familiar
  Feats Alertness, Eschew Materials, Infernal Sorcerer
  Heritage, Infernal Sorcerer Howl, Simple Weapon
  Proficiency
  Skills  Concentration +11, Knowledge (arcana) +10,
  Spellcraft +12, Tumble +9*,
  Possessions MW light crossbow, 20 bolts, spiked
  gauntlet, spell component pouch, 2 tanglefoot bags, 2
  smokesticks, 5 tindertwigs, 2 alchemist fire, potion of
  cure light wounds, scroll of magic weapon, scroll of
  benign 
  transposition, 
  scroll 
  of 
  sonic 
  weapon,
  metamagic rod of extend (lesser) cursed belt,
  traveler’s 
  outfit, 
  backpack, 
  everburning 
  torch,
  waterskin, magic sleeping bag, light horse, saddle,
  saddlebags, bit & bridle, 82 gp.
  Infernal Sorcerer Howl (Su) By expending one of your
  spell slots, you create a 30-foot cone of sonic energy.
  All opponents within the cone take 2d6 points of
  damage per level of the spell slot expended. Each
  target can attempt a Fort save (DC 10+ level of the
  spell slot expended + your Cha modifier) for half
  damage.
  Rat Familiar (EX) +2 to Fortitude saves.
   L ADY
   Female  rat
   N Tiny magical beast
   Init N/A; Senses Lowlight Vision, Scent, Listen +1,
  Spot +1
   Languages
   AC 20, touch 14, flat-footed 18
  (+2 size, +4 armor, +2 Dex, +2 natural)- shared mage
  armor
   hp 11 (5 HD) ; DR 1/-**
   Fort +2, Ref +4, Will +4
   Speed 15 ft. in (3 squares), base movement 15 ft.,
  climb 15 ft.; swim 15 ft.
   Melee bite +6 (1d3-4)
   Space 2 1/2 ft.; Reach 0 ft.
   Base Atk +1; Grp -11
   Abilities Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2
   SQ Improved Evasion, Share Spells, Empathic Link,
  Deliver Touch Spells, Speak with Master.
   Feats Weapon Finesse
   Skills Balance +13*, Climb +15*, Concentration +8,
  Hide +17*, Knowledge (Arcana) +7, Move Silently
  +13*, Spellcraft +9, Swim +13*, tumble +9*.
   Empathic Link (SU) The master has an empathic link
  with his familiar out to a distance of 1 mile. The
  master cannot see through the familiar’s eyes, but
  they can communicate empathically. Because of the
  limited nature of the link, only general emotional
  content (such as fear, hunger, happiness, or
  curiosity) can be communicated. Note that the low
  Intelligence of a low level master’s familiar limits what
  the creature is able to communicate or understand,
  and even intelligent familiars see the world differently
  from humans, so misunderstanding are always
  possible.
  Because of the empathic link, the master has the
  same connection to an item or place that the familiar
  does. For instance, if his familiar has seen a room,
  the master can teleport into it as if he has seen it too.
  
  GRM7-09 The Lost and the Found
  Page 33
   Improved Evasion (EX) No damage on successful
  reflex save, and half damage on a failed save.
   Share Spells (EX) Any spell that the wizard casts on
  himself 
  may 
  also 
  affect 
  the 
  familiar. 
  Animal
  companion must be within 5 ft., and effect ends if the
  familiar is ever more than 5 ft. from the master. The
  master may also cast spells with a target of ‘you’ on
  the familiar. A master and his familiar may share
  spells even if the spells normally do not affect
  creatures of the familiar’s type (magical beast).
   Deliver Touch Spells (SU) If the master and familiar
  are in contact at the time the master casts a touch
  spell, he can designate his familiar as he “toucher.”
  The familiar can then deliver the touch spell just as
  the master could. As usual, if the master casts
  another spell before the touch is delivered, the touch
  spell dissipates.
  Description A strikingly attractive woman; she is garbed
  in robes marked with arcane runes. She wears the
  insignia of a combat specialist of the 15th Battle. While
  she carries a spiked gauntlet and crossbow it is obvious
  that physical weapons are not the real threat from her.
  Due to her infernal heritage she succumbed to the
  curse quite rapidly. She now delights in the pain of
  others. She is primarily a support caster, for offense she
  relies on he Infernal Sorcerer Howl.
  * Includes +3 from Jarrik’s Motivate Dexterity aura.
  ** From Jarrik’s Hardy Soldiers aura.
  Mirren is under stage 2 of the curse. That is where
  her darkvision comes from.
  Sources benign transposition (SPC), burning
  sword (SPC), Infernal Sorcerer Heritage (PHB2),
  Infernal Sorcerer Howl (PHB2), magic sleeping
  bag (MH), sonic weapon (SPC)
  S K O T H
  CR 5
  Male Human Cleric 5
  N Medium Humanoid (human)
  Init +4*; Senses Darkvision, Listen +4, Spot +4
  Aura Faint evil
  Languages Common
  AC 19, touch 11, flat-footed 18
  (+1 Dex, +8 armor)
  hp 34 (5 HD) ; DR 1/-**
  Fort +6, Ref +3, Will +8
  Speed 30 ft. in full plate (6 squares), base movement 40
  ft. with longstrider
  Melee +1 silver greatsword +6 (2d6+3) plus Power
  Attack
  Ranged light crossbow +3 (1d8/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +3; Grp +5
  Special Actions Rebuke undead, spontaneous inflict
  Combat Gear full plate, +1 silver cursed greatsword,
  light crossbow, 20 bolts, dagger, holy symbol, spell
  component pouch, potion of cure light wounds
  Cleric Spells Prepared (CL 5th): DC 13+ spell level
  3rd—cure serious wounds, prayer. D: fly
  2nd— bull’s strength, cure moderate wounds, death
  knell. D: spiritual weapon
  1st— divine favor, doom, protection from good, shield
  of faith. D: longstrider�
  0— cure minor wounds, guidance, guidance, light
  D: Domain spell. Deity: Kelanen. Domains: Travel, War
  �Already cast
  Abilities Str 14, Dex 12 Con 13 Int 10, Wis 16, Cha 8
  SQ Rebuke undead, Travel Domain
  Feats Armor Proficiency (Light), Armor Proficiency
  (Heavy), 
  Armor 
  Proficiency 
  (Medium), 
  Cleave,
  Quickdraw, Martial Weapon Proficiency (greatsword),
  Power Attack, Skill Focus (Diplomacy), Shield
  Proficiency, Simple Weapon Proficiency, Weapon
  Focus (greatsword)
  Skills  Concentration +10, Knowledge (planes) +9,
  Sense Motive +7
  Possessions full plate, +1 silver cursed greatsword,
  light crossbow, 20 bolts, dagger, holy symbol, spell
  component pouch, potion of cure light wounds, scroll
  of 
  spark 
  of 
  life, 
  traveler’s 
  outfit, 
  backpack,
  everburning torch, waterskin, magic sleeping bag,
  heavy horse, saddle, saddlebags, bit & bridle, 132 gp.
  Rebuke Undead (SU) 2X/day -1 to check. +4 turn
  damage
  Travel Domain (SU) For 5 rounds per day, you can act
  normally regardless of magical effects that impede
  movement as if you were affected by the spell
  freedom 
  of 
  movement. 
  This 
  effect 
  occurs
  automatically as soon as it applies, lasts until it runs
  out or is no longer needed, and can operate multiple
  times per day (up to 5 rounds)
  Description A large man of mixed heritage wields a
  greatsword and bears the sign of Kelanen.  He bears the
  insignia of a combat specialist of the 15th Battle.
  His sword appears to be made of silver and has a
  strange owl motif.
  He is a mercenary, and his true loyalty is to
  his art; swordsmanship. He prefers engaging in
  melee to healing his allies but will heal them if
  necessary, and certainly to prevent them from
  dying.
  * Includes +3 from Jarrik’s Motivate Dexterity aura.
  ** From Jarrik’s Hardy Soldiers aura.
  Skoth is under stage 2 of the curse. That is where
  his darkvision comes from.
  Note- Skoth has the Quickdraw feat. He uses this
  to take one hand off of his sword as a free action
  in order to cast spells, and then grab the sword
  again with two hands as a free action.
  Sources magic sleeping bag (MH), spark of life
  (SPC)
  
  GRM7-09 The Lost and the Found
  Page 34
  APPENDIX 4 – APL 8
  ENCOUNTER 1:                 
  J O F F E R  W I LLS
  CR 10
  Male Fiendish Human warrior 10
  NE Medium humanoid (extraplanar)
  Init +6; Senses Listen +0, Spot +0
  Aura Strong Evil
  Languages Common
  AC 14, touch 12, flat-footed 12
  (+2 Dex, +2 armor)
  hp 84 (10 HD); DR 5/magic
  Resist cold 10, fire 10; SR 15
  Fort +11, Ref +7, Will +5
  Speed 30 ft. (6 squares),
  Melee +1 battleaxe +14/+9 (1d8+5) plus Power Attack
  Ranged dagger +7 (1d4+3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +13/+8; Grp +13
  Atk Options
  Special Actions
  Combat Gear +1 Battleaxe, dagger, leather armor, +1
  vest of resistance
  Abilities Str 16, Dex 14, Con 14, Int 8, Wis 10, Cha 12
  SQ Darkvision 60 ft., Smite good
  Feats Cleave, Improved Initiative, Improved Toughness,
  Power Attack
  Skills  Handle Animal+15, Profession (farmer) +7
  Possessions combat gear plus Cursed Pendant
  Smite Good (SU), Once per day the creature can make
  a normal melee attack to deal +10 extra damage to a
  good foe.
  Description A well built man of oeridean decent; he is
  currently covered in gore. He wields his axe in both
  hands and screams blasphemous obscenities as he
  hacks ferociously at anyone nearby. There is not a hint
  of sanity about him.
  Sources Improved Toughness, CW pg 101
  Note: -1 EL for substandard equipment, +1 EL for elite
  array, and an additional -1 EL for being a strictly one
  dimensional threat.
  ENCOUNTER 9
  M E Z Z O L O T H
  CR 6
  NE Medium Outsider (evil, extraplanar, yugoloth)
  Init +5; Senses Darkvision, Listen +13, Spot +13
  Aura strong evil
  Languages Abyssal, Draconic, Infernal; telepathy 100
  ft.
  AC 21, touch 11, flat-footed 20
  (+1 Dex, +2 shield, +8 natural)
  hp 98 (10 HD); DR 10/good
  Immune Acid, Poison
  Resist cold 10, electricity 10, fire 10; SR 22
  Fort +12, Ref +8, Will +7
  Speed 40 ft. (8 squares)
  Melee +1 trident +15/+10 (1d8+4/19-20) plus Power
  Attack
  Melee 2X claw +13 (1d4+3)
  Ranged +t trident +13 (1d8+4/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +10; Grp +13
  Atk Options aligned strike (evil)
  Combat Gear +1 trident, heavy steel shield
  Spell-Like Abilities (CL 10th): DC 12+ spell level
  7th (2/day)— greater teleport (CL 14th)
  5th (2/day)— cloudkill
  3rd (2/day)— dispel magic
  2nd (at will)— darkness, �desecrate, �see invisible
  1st (at will)— cause fear, produce flame
  �Already cast
  Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14
  SQ summon yugoloth
  Feats Improved Critical (trident), Improved Initiative,
  Power Attack, Weapon Focus (trident)
  Skills  Hide +14, Intimidate +15, Knowledge (the
  planes) +11, Listen +13, Move Silently +14, Spot +13
  Possessions +1 trident, heavy steel shield
  Summon Yugoloth (SP) Once per day a skeroloth can
  attempt to summon 1 skeroloth with a 40% chance of
  success.
  Description 
  This 
  insectoid 
  horror 
  stares 
  ahead
  unblinkingly through glowing red eyes. It hold a trident in
  its claws.
  The mezzoloth can cast see invisible at will, and
  does so. It starts the encounter with 50 minutes
  remaining duration on its last casting.
  Sources Mezzoloth, MM 3 pg 201
  ENCOUNTER 10     
  B RANACH                                                 CR 7
  Male Suel Barbarian 5/Occult Slayer 2
  N Medium Humanoid (human)
  Init +9*; Senses Listen +10, Spot +1
  Languages Common
  AC 16, touch 11, flat-footed 15; rage
  (+1 Dex, +5 armor)
  hp 68 (78 with rage) (7 HD) ; DR 1/-**
  Fort +6, Ref +2, Will +5 (+7 with rage); magical defense
  Speed 30 ft. in breastplate (6 squares), base movement
  40 ft.
  Melee +1 greataxe+13/+8 (1d12+7/X3) plus Power
  Attack
  Melee raging +1 greataxe+15/+7 (1d12+10/X3) plus
  Power Attack
  Ranged MW composite longbow (+6) +5/+0 (1d8+4/X3)
  
  GRM7-09 The Lost and the Found
  Page 35
  Ranged raging MW composite longbow (+6) +9/+4
  (1d8+6/X3)
  Space 5 ft.; Reach 5 ft.
  Base Atk +7; Grp +11 (+13 with rage)
  Special Actions Rage
  Combat Gear MW breastplate, +1 greataxe, gauntlets
  of ogre power,  dagger, silver spiked gauntlet, cold
  iron spiked gauntlet, MW composite longbow (+6), 20
  arrows, 2 tanglefoot bags, 2 alchemist fires, oil of
  magic weapon, potion of cure light wounds
  Abilities Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8
  SQ Rage, Uncanny Dodge, Improved Uncanny Dodge,
  Magical Defense, Weapon Bond, Mind over Magic,
  Vicious Strike.
  Feats Armor Proficiency (Light), Armor Proficiency
  (Heavy), Armor Proficiency (Medium), Improved
  Initiative, Martial Weapon Proficiency, Power Attack,
  Shield Proficiency, Simple Weapon Proficiency,
  Track, Weapon Focus (greataxe)
  Skills  Knowledge (arcana) +4, Listen +10, Spellcraft
  +4, Survival +11, Swim +10
  Possessions MW breastplate, +1 greataxe, gauntlets of
  ogre power,  dagger, silver spiked gauntlet, cold iron
  spiked gauntlet, MW composite longbow (+6), 20
  arrows, 2 tanglefoot bags, 2 alchemist fires, oil of
  magic weapon, potion of cure light wounds, explorer’s
  outfit, backpack, everburning torch, waterskin, magic
  sleeping bag, heavy horse, saddle, saddlebags, bit &
  bridle, 115 gp.
  Rage (EX) 2/day; +4 to Str, +4 to Con, +2 to Will saves,
  -2 to AC for up to 7 rounds.
  Uncanny Dodge (EX) He retains his Dexterity bonus to
  AC (if any) even if he is caught flat-footed or struck by
  an invisible attacker. However, he still loses his
  Dexterity bonus to AC if he is immobilized.
  Improved Uncanny Dodge (EX) At 5th level a barbarian
  can no longer be flanked; he can react to opponents
  on opposite sides of him as easily as he can to a
  single attacker. This denies a rogue the ability to
  sneak attack the barbarian by flanking him, unless
  the attacker is at least 9th level.
  Magical Defense (EX) +1 to all against spells or spell-
  like abilities.
  Weapon Bond (SU) An occult slayer must choose a
  weapon of at least masterwork quality (+1 greataxe)
  as the focus of her power. Upon making her
  selection, she immediately forms a bond with her
  hosen weapon that imbues it with the fore of her
  hatred of spellcasters. Thereafter, any successful
  attack she makes with that weapon against a
  spellcaster or creature with spell-like abilities deals an
  extra 1d6 points of damage.
  Mind Over Magic (SU) 1/day. An occult slyer can cause
  a spell or spell-like ability targeted against her to
  rebound onto the originator as a free action. This
  ability otherwise functions as the spell turning spell
  (caster level 7).
  Vicious Strike (EX) An occult slayer who readies an
  action to disrupt a spellcaster deals double damage if
  the attack hits.
  Description A muscular, heavily tattooed, Suel man; he
  is heavily armed and armored. He wears the insignia of
  a corporal in the 15th Battle.
  Branach is a simple man. His preferred method of
  attack is to charge the closest enemy, but he is willing to
  follow the instructions of Jarrik.
  * Includes +4 from Jarrik’s Motivate Dexterity aura.
  ** From Jarrik’s Hardy Soldiers aura.
  Sources magic sleeping bag (MH), Occult Slayer
  (CW)
  J ARRI K                                                    CR 7
  Male Suel Marshal 4/Bard 3
  NE Medium Humanoid (human)
  Init +9*; Senses Darkvision; Listen +0, Spot +0
  Aura Moderate evil
  Languages Common, Flan, Giant, Suel
  AC 20, touch 11, flat-footed 19
  (+1 Dex, +9 armor)
  hp 48 (7 HD) ; DR 1/-**
  Resist cold 5; fire 5
  Fort +8, Ref +7, Will +8
  Speed 20 ft. in full plate (4 squares), base movement 30
  ft.
  Melee MW greatsword +6 (2d6/19-20)
  Ranged MW longbow +7 (1d8/X3); Point Blank Shot
  Ranged thrown alchemicals +6 (varies); Point Blank
  Shot
  Space 5 ft.; Reach 5 ft.
  Base Atk +5; Grp +5
  Special Actions Bardic Music, Marshal auras
  Combat Gear +1 full plate, +2 cloak of charisma, MW
  longbow, 20 arrows, MW greatsword, dagger, horn of
  volume, heward’s handy haversack, 3 tanglefoot
  bags, 4 thunderstones, 3 alchemist fires, 3 acid
  flasks, 3 smokesticks, spell component pouch, +1
  vest of resistance, oil of magic weapon, potion of
  cure light wounds, cursed gloves.
  Bard Spells Known (CL 3rd): DC 14+ spell level
  1st (2/day)—feather fall, grease, inspirational boost
  0 (3/day)— flare, ghost sound, light, message,
  prestidigitation, open/close
  �Already cast
  Abilities Str 10, Dex 12, Con 13, Int 14, Wis 8, Cha 18
  SQ Bardic Knowledge, Bardic Music, Hardy Troops,
  Motivate Dexterity, Arcane Spell Failure 35%
  Feats Armor Proficiency (Light), Armor Proficiency
  (Heavy), Armor Proficiency (Medium), Improved
  Initiative, Martial Weapon Proficiency, Point Blank
  Shot, 
  Precise 
  Shot, 
  Quickdraw, 
  Skill 
  Focus
  (Diplomacy), Shield Proficiency, Simple Weapon
  Proficiency,
  Skills  Bluff +10, Diplomacy +22, Gather Information
  +17, Intimidate +15, Knowledge (history) +16,
  Knowledge (local) +16, Perform (oratory) +8, Sense
  Motive +10.
  
  GRM7-09 The Lost and the Found
  Page 36
  Possessions +1 full plate, +2 cloak of charisma, MW
  longbow, 20 arrows, greatsword, dagger, horn of
  volume, 3 tanglefoot bags, 4 thunderstones, 3
  alchemist fires, 3 acid flasks, 3 smokesticks, 5
  tindertwigs, spell component pouch, +1 vest of
  resistance, oil of magic weapon, potion of cure light
  wounds cursed gloves, explorer’s outfit, backpack,
  everburning torch, waterskin, magic sleeping bag,
  field provisions box (MH), heavy horse, saddle,
  saddlebags, bit & bridle, cursed hat, cursed brooch,
  152 gp.
  Auras (EX) May project one minor and one major aura
  at a time. All bonuses are circumstance bonuses that
  do not stack. Activating an aura is a swift action.
  Auras affect all allies within 60 ft. who can hear the
  marshal. An ally must have an Intelligence score of 3
  or higher and be able to understand the marshal’s
  language to gain the bonus. A marshal’s aura is
  dismissed if he is dazed, unconscious, stunned,
  paralyzed, or otherwise unable to be heard by his
  allies.
   Motivate Dexterity (EX) +2 bonus on Dexterity checks,
  Dexterity based skill checks, and Initiative checks.
  (Minor aura)
   Motivate Strength (EX) +2 bonus on Strength checks,
  Strength based skill checks. (Minor aura)
   Hardy Soldiers (EX) DR 1/- (Major aura)
  Bardic Knowledge (EX) He may make a special bardic
  knowledge check (+5) to see whether he knows some
  relevant information about local notable people,
  legendary items, or noteworthy places.
  Bardic Music (SU) 3/day he may Countersong,
  Fascinate, or Inspire Courage. See PHB pg 29
  Description A smallish Suel man with white hair and a
  large nose. He wears the insignia of a sergeant of the
  15th Battle and is armored in full plate adorned with the
  fist and lightning bolt of Heironeous, and armed with a
  greatsword and longbow. It is obvious that he is in
  command of this group.
  Jarrik is a competent leader and skilled tactician.
  He adapts the tactics of the team to what is appropriate
  for the situation. He has been corrupted by the cursed
  glove that he wears, and now relishes carnage. He will
  gladly sacrifice any of his troops to save his own life.
  * Includes +4 from Jarrik’s Motivate Dexterity aura.
  ** From Jarrik’s Hardy Soldiers aura.
  Jarrik is under stage 3 of the curse. That is where
  his darkvision and resistances come from.
  Sources Marshal (MH), field provisions box (MH),
  horn of volume (MH), inspirational boost (SPC),
  magic sleeping bag (MH)
  M I RRE N                                                  CR 7
  Female Suel Sorcerer 7
  CN Medium Humanoid (human)
  Init +5*; Senses Darkvision, Listen +3, Spot +3
  Aura Faint evil
  Languages Common, Infernal
  AC 17, touch 11, flat-footed 16
  (+1 Dex, +6 armor)- greater mage armor
  hp 32 (42 including false life) (7 HD) ; DR 1/-**
  Fort +8 (+2 against poison), Ref +5, Will +7; (+2
  against fire)
  Speed 30 ft.
  Melee spiked gauntlet +2 (1d4-1)
  Ranged MW light crossbow +5 (1d8/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +3; Grp +2
  Special Actions Infernal Sorcerer howl
  Combat Gear +1 vest of resistance, wand of false life
  (15 charges), MW light crossbow, 20 bolts, spiked
  gauntlet, spell component pouch, 2 tanglefoot bags, 2
  smokesticks, 2 alchemist fire, potion of cure light
  wounds, scroll of magic weapon, scroll of benign
  transposition, scroll of mass snake’s swiftness, scroll
  of sonic weapon, metamagic rod of extend (lesser),
  cursed belt.
  Sorcerer Spells Known (CL 7th): DC 13+ spell level
  3rd (4/day)—displacement, mage armor (greater)
  2nd (7/day) — blur, burning sword, glitterdust
  1st (7/day)— benign transposition, enlarge person,
  magic missile, obscuring mist, shield
  0 (6/day)— detect magic, disrupt undead, light, mage
  hand, open/close,  prestidigitation, read magic
  �Already cast
  Abilities Str 8, Dex 12, Con 14, Int 13, Wis 10, Cha 16
  SQ Infernal Sorcerer Howl, Rat familiar
  Feats Alertness, Arcane Mastery, Eschew Materials,
  Infernal Sorcerer Heritage, Infernal Sorcerer Howl,
  Simple Weapon Proficiency
  Skills  Concentration +13, Knowledge (arcana) +12,
  Spellcraft +14, Tumble +11*,
  Possessions +1 vest of resistance, wand of false life
  (15 charges), , heward’s handy haversack, MW light
  crossbow, 20 bolts, spiked gauntlet, spell component
  pouch, 
  2 
  tanglefoot 
  bags, 
  2 
  smokesticks, 
  5
  tindertwigs, 2 alchemist fire, potion of cure light
  wounds, scroll of magic weapon, scroll of benign
  transposition, scroll of mass snake’s swiftness, scroll
  of sonic weapon, metamagic rod of extend (lesser)
  cursed belt, traveler’s outfit, backpack, everburning
  torch, waterskin, magic sleeping bag, light horse,
  saddle, saddlebags, bit & bridle, 122 gp.
  Infernal Sorcerer Howl (Su) By expending one of your
  spell slots, you create a 30-foot cone of sonic energy.
  All opponents within the cone take 2d6 points of
  damage per level of the spell slot expended. Each
  target can attempt a Fort save (DC 10+ level of the
  spell slot expended + your Cha modifier) for half
  damage.
  Rat Familiar (EX) +2 to Fortitude saves.
   L ADY
   Female  rat
   N Tiny magical beast
   Init N/A; Senses Lowlight Vision, Scent, Listen +1,
  Spot +1
   Languages
  
  GRM7-09 The Lost and the Found
  Page 37
   AC 24, touch 14, flat-footed 20
  (+2 size, +6 armor, +2 Dex, +4 natural)- shared
  greater mage armor
   hp 16 (7 HD) ; DR 1/-**
   Fort +2, Ref +4, Will +6
   Speed 15 ft. in (3 squares), base movement 15 ft.,
  climb 15 ft.; swim 15 ft.
   Melee bite +7 (1d3-4)
   Space 2 1/2 ft.; Reach 0 ft.
   Base Atk +3; Grp -9
   Abilities Str 2, Dex 15, Con 10, Int 9, Wis 12, Cha 2
   SQ Improved Evasion, Share Spells, Empathic Link,
  Deliver Touch Spells, Speak with Master, Speak with
  animals of its own kind.
   Feats Weapon Finesse
   Skills Balance +14*, Climb +16*, Concentration +10,
  Hide +18*, Knowledge (Arcana) +9, Move Silently
  +14*, Spellcraft +11, Swim +14*, tumble +11*.
   Empathic Link (SU) The master has an empathic link
  with his familiar out to a distance of 1 mile. The
  master cannot see through the familiar’s eyes, but
  they can communicate empathically. Because of the
  limited nature of the link, only general emotional
  content (such as fear, hunger, happiness, or
  curiosity) can be communicated. Note that the low
  Intelligence of a low level master’s familiar limits what
  the creature is able to communicate or understand,
  and even intelligent familiars see the world differently
  from humans, so misunderstanding are always
  possible.
  Because of the empathic link, the master has the
  same connection to an item or place that the familiar
  does. For instance, if his familiar has seen a room,
  the master can teleport into it as if he has seen it too.
   Improved Evasion (EX) No damage on successful
  reflex save, and half damage on a failed save.
   Share Spells (EX) Any spell that the wizard casts on
  himself 
  may 
  also 
  affect 
  the 
  familiar. 
  Animal
  companion must be within 5 ft., and effect ends if the
  familiar is ever more than 5 ft. from the master. The
  master may also cast spells with a target of ‘you’ on
  the familiar. A master and his familiar may share
  spells even if the spells normally do not affect
  creatures of the familiar’s type (magical beast).
   Deliver Touch Spells (SU) If the master and familiar
  are in contact at the time the master casts a touch
  spell, he can designate his familiar as he “toucher.”
  The familiar can then deliver the touch spell just as
  the master could. As usual, if the master casts
  another spell before the touch is delivered, the touch
  spell dissipates.
   Speak with Animals of its Own Kind (EX) A familiar
  can communicate with animals of approximately the
  same type as itself (including dire varieties). Such
  communication is limited by the intelligence of the
  conversing creatures.
  Description A strikingly attractive woman; she is garbed
  in robes marked with arcane runes. She wears the
  insignia of a combat specialist of the 15th Battle. While
  she carries a spiked gauntlet and crossbow it is obvious
  that physical weapons are not the real threat from her.
  Due to her infernal heritage she succumbed to the
  curse quite rapidly. She now delights in the pain of
  others. She is primarily a support caster, for offense she
  relies on he Infernal Sorcerer Howl.
  * Includes +4 from Jarrik’s Motivate Dexterity aura.
  ** From Jarrik’s Hardy Soldiers aura.
  Mirren is under stage 2 of the curse. That is where
  her darkvision comes from.
  Sources benign transposition (SPC), burning
  sword (SPC), Infernal Sorcerer Heritage (PHB2),
  Infernal Sorcerer Howl (PHB2), magic sleeping
  bag (MH), sonic weapon (SPC)
  S K O T H
  CR 7
  Male Human Cleric 7
  N Medium Humanoid (human)
  Init +5*; Senses Darkvision, Listen +4, Spot +4
  Aura Faint evil
  Languages Common
  AC 20, touch 11, flat-footed 19
  (+1 Dex, +9 armor)
  hp 48 (7 HD) ; DR 1/-**
  Fort +7, Ref +4, Will +9
  Speed 30 ft. in full plate (6 squares), base movement 40
  ft. with longstrider
  Melee +1 silver greatsword +9 (2d6+3) plus Power
  Attack
  Ranged light crossbow +6 (1d8/19-20)
  Space 5 ft.; Reach 5 ft.
  Base Atk +5; Grp +7
  Special Actions Rebuke undead, spontaneous inflict
  Combat Gear +1 full plate, +1 vest of resistance, +1
  silver cursed greatsword, light crossbow, 20 bolts,
  dagger, holy symbol, spell component pouch, potion
  of cure light wounds, scroll of cure critical wounds,
  potion of lesser restoration
  Cleric Spells Prepared (CL 7th): DC 13+ spell level
  4th—divine power. D: dimension door
  3rd— cure serious wounds, prayer. D: fly
  2nd— aid, bull’s strength, death knell, spiritual
  weapon. D: spiritual weapon
  1st— divine favor, doom, protection from good,
  protection 
  from 
  good, 
  shield 
  of 
  faith. 
  D:
  longstrider�
  0— cure minor wounds, cure minor wounds,
  guidance, guidance, light
  D: Domain spell. Deity: Kelanen. Domains: Travel, War
  Abilities Str 14, Dex 12 Con 13 Int 10, Wis 16, Cha 8
  SQ Rebuke undead, Travel Domain
  Feats Armor Proficiency (Light), Armor Proficiency
  (Heavy), Armor Proficiency (Medium), Cleave, Divine
  Armor, Quickdraw, Martial Weapon Proficiency
  (greatsword), Power Attack, Skill Focus (Diplomacy),
  Shield Proficiency, Simple Weapon Proficiency,
  Weapon Focus (greatsword)
  
  GRM7-09 The Lost and the Found
  Page 38
  Skills  Concentration +12, Knowledge (planes) +11,
  Sense Motive +10
  Possessions +1 full plate, +1 vest of resistance, +1
  silver cursed greatsword, light crossbow, 20 bolts,
  dagger, holy symbol, spell component pouch, potion
  of cure light wounds, scroll of cure critical wounds,
  potion of lesser restoration, scroll of shadowblast,
  scroll of spark of life, traveler’s outfit, backpack,
  everburning torch, waterskin, magic sleeping bag,
  heavy horse, saddle, saddlebags, bit & bridle, 172 gp.
  Rebuke Undead (SU) 2X/day -1 to check. +6 turn
  damage
  Travel Domain (SU) For 7 rounds per day, you can act
  normally regardless of magical effects that impede
  movement as if you were affected by the spell
  freedom 
  of 
  movement. 
  This 
  effect 
  occurs
  automatically as soon as it applies, lasts until it runs
  out or is no longer needed, and can operate multiple
  times per day (up to 7 rounds)
  Description A large man of mixed heritage wields a
  greatsword and bears the sign of Kelanen.
  His sword appears to be made of silver and has a
  strange owl motif. He bears the insignia of a
  combat specialist of the 15th Battle.
  He is a mercenary, and his true loyalty is to
  his art; swordsmanship. He prefers engaging in
  melee to healing his allies but will heal them if
  necessary, and certainly to prevent them from
  dying.
  * Includes +4 from Jarrik’s Motivate Dexterity aura.
  ** From Jarrik’s Hardy Soldiers aura.
  Skoth is under stage 2 of the curse. That is where
  his darkvision comes from.
  Sources Divine Armor (PHB2), magic sleeping
  bag (MH), shadowblast (SPC), spark of life (SPC)
  Note- Skoth has the Quickdraw feat. He uses this
  to take one hand off of his sword as a free action
  in order to cast spells, and then grab the sword
  again 
  with 
  two 
  hands 
  as 
  a 
  free 
  action.
  Sources spark of life (SPC)
  
  GRM7-09 The Lost and the Found
  Page 39
  APPENDIX 5 – ALL APLS
  ENCOUNTER SIX:
  NORRI
  CR 2
  Male Human Expert 2 Warrior 1
  LN Medium Human (Flan)
  Init +1; Senses Listen +0, Spot +5
  Languages Common, Flan
  AC 12, touch 10, flat-footed 12
  (+0 Dex, +2 armor)
  hp 15 (2d6+1d8+0);
  Fort +2, Ref +1, Will +2
  Speed 30 ft. in light armor (6 squares), base movement
  30 ft.,
  Melee war hammer +3 (1d8+1/x3) or  unarmed strike +3
   (1d3+1/lnon-lethal or lethal)
  Space 5 ft.; Reach 5 ft.
  Base Atk +2 Grp +1
  Combat Gear leather apron/armor, war hammer
  equivalent, dagger
  Abilities Str 12, Dex 10, Con 11, Int 13, Wis 9, Cha 8
  Feats Skill Focus: Sense Motive, Combat Expertise,
  Improved Unarmed Strike.
  Skills  Craft (Armorsmith) +6, Craft (Blacksmith) +7,
  Bluff +3 , Craft (Weaponsmith) +6, Spot +5, Sense
  Motive +8, Ride+3, Appraise +5
  Possessions combat gear plus blacksmith tools, holy
  symbol of Zilchus.
  AS S I S T I N G  T O W N S P E O P L E
  CR 1
  Male Human Expert 1 Warrior 1
  LN Medium Human ()
  Init +1; Senses Listen +0, Spot +0
  Languages Common
  AC 13, touch 11, flat-footed 12
  (+1 Dex, +2 armor)
  hp 12 (1d6+1d8+2);
  Fort +3, Ref +1, Will +2
  Speed 30 ft. in light armor (6 squares), base movement
  30 ft.
  Melee rapier +1 (1d6-1/18-20 x2) or  dagger +2  (1d4-
  1/19-20 x2)
  Ranged light crossbow +2 (1d8/19-20 x2)
  Space 5 ft.; Reach 5 ft.
  Base Atk +1 Grp +0
  Combat Gear leather armor or equivalent, 50% have
  rapier, dagger, 50% have light crossbow, 30 bolts,
  Abilities Str 9, Dex 13, Con 12, Int 10, Wis 11, Cha 8
  Feats Weapon Finesse, Dodge,
  Skills Profession or Craft () +5, Jump +3,  Sense Motive
  +2, Ride+5, Appraise +2
  Possessions combat gear plus wooden holy symbol of
  either 50% Harvest Church or 50% Pholtus
  ENCOUNTER 8
  K ARE THA
    CR 2
  Female human cleric 2
  LN Medium Humanoid (human)
  Init +0; Senses Listen +2, Spot +2
  Aura moderate good
  Languages Common, Elvish, Flan
  AC 12, touch 10, flat-footed 12
  (+2 armor, )
  hp 14 (2 HD);
  Fort +5, Ref +1, Will +6
  Speed 30 ft. in leather (6 squares),
  Melee MW dagger +1 (1d4-1)
  Space 5 ft.; Reach 5 ft.
  Base Atk +1; Grp +0
  Atk Options
  Combat Gear MW leather armor, MW dagger, silver
  holy symbol, spell component pouch, +1 vest of
  resistance, potion of cure light wounds
  Cleric Spells Prepared (CL 2nd): DC 12+ spell level
  1st— Cause Fear, Cause Fear, Protection from
  Chaos. D: Command
  0— Create Water, Detect Magic, Detect Magic, Light
  D: Domain spell. Deity: Zilchus. Domains: Mind, Pact
  Abilities Str 8, Dex 10, Con 12, Int 14, Wis 15, Cha 13
  SQ Mind Domain, Pact Domain, Rebuke Undead,
  Spontaneous Inflict
  Feats 
  Skill 
  Focus 
  (Concentration), 
  Spell 
  Focus
  (Enchantment)
  Skills  Appraise +7, Concentration +9, Diplomacy +9,
  Knowledge (religion) +7, Sense Motive +8
  Possessions MW leather armor, MW dagger, silver
  holy symbol, spell component pouch, potion of cure
  light wounds, vial of ink, scroll case, 6 sheets of
  paper, ink pen, sealing wax, signet ring, courtier
  outfit, 50 gp in various jewelry, 30 gp cash, Hell’s
  Fifth Ring.
  Mind Domain (EX) +2 bonus on Bluff, Diplomacy, and
  Sense Motive Checks.
  Pact Domain (EX) Add Appraise, Intimidate, and Sense
  Motive to your list of cleric class skills.
  Rebuke Undead (SU) 5X/day +2 to check. +3 turn
  damage
  Description An attractive woman of middle height and
  mixed descent. She has brown hair, brown eyes, and a
  fair complexion. She is dressed in expensive clothes in
  the current fashion and exudes an aura of authority.
  Sources: Mind Domain (SPC), Pact Domain
  (SPC)
  
  GRM7-09 The Lost and the Found
  Page 40
  G E N E R I C  R E M O V E  C U R S E  C L E R I C
  CR 5
  Male Human Cleric 5
  Pholtus/Merrika  LG; Pelor NG; Heironeous LN*
  Medium Humanoid (human)
  Init +1; Senses Listen +4, Spot +4
  Aura Good except for Heironeous clerics
  Languages Common
  AC 15, touch 11, flat-footed 14
  (+1 Dex, +4 armor)
  hp 34 (5 HD) ;
  Fort +5, Ref +2, Will +7
  Speed 30 ft. in chain shirt (6 squares), base movement
  30 ft.
  Melee +1 morning star +6 (1D8+4)
  Ranged touch  tanglefoot bag +4
  Space 5 ft.; Reach 5 ft.
  Base Atk +3; Grp +5
  Combat Gear chainmail, +1 morning star; two
  tanglefoot bags, holy symbol, spell component pouch,
  Cleric Spells Prepared (CL 5th): DC 13+ spell level
  3rd—remove curse, remove blindness/deadness. D:
  already cast
  2nd— bull’s strength, lesser restoration, remove
  paralysis. D: already cast
  1st— divine favor, bless, protection from evil, shield
  of faith. D: already cast �
  0— detect magic, guidance, guidance, light
  Abilities Str 14, Dex 12 Con 13 Int 10, Wis 16, Cha 8
  Feats Armor Proficiency (Light), Armor Proficiency
  (Heavy), 
  Armor 
  Proficiency 
  (Medium), 
  Eschew
  Materials, Quick draw, Skill Focus (Diplomacy),
  Shield Proficiency, Simple Weapon Proficiency.
  Skills  Concentration +9, Diplomacy +10, Sense Motive
  +7
  Possessions combat gear and two extra wooden holy
  symbols.
  Rebuke Undead (SU) 2X/day -1 to check. +4 turn
  damage
  Travel Domain (SU) For 5 rounds per day, you can act
  normally regardless of magical effects that impede
  movement as if you were affected by the spell
  freedom 
  of 
  movement. 
  This 
  effect 
  occurs
  automatically as soon as it applies, lasts until it runs
  out or is no longer needed, and can operate multiple
  times per day (up to 5 rounds)
  Description A large man of mixed heritage in cassock
  of his faith.  He has a chain shirt underneath it, and
  comes armored with a morning star.
  * Note, if PCs fight these Heironean Clerics then
  replace remove paralysis and bless with cure
  spells.  They would convert to inflict spells. 
  Should the PCs get a chance to cut them open,
  they would find similar lead squares and holy
  symbols.
  
  GRM7-09 The Lost and the Found
  Page 41
  DM AID: MAP #1 – FIGHT WITH JOFFER
  5 feet per square.  Party is approximately at the word ROAD. 
  
  GRM7-09 The Lost and the Found
  Page 42
  DM AID: MAP #2 – FARMHOUSE SLAUGHTER
  Both the large squares on the top portion and the small squares for the bottom portion represent 5 feet
  House has three small chimneys, only a small creature could possibly fit and only then with DC 30
  Escape Artist check.
  
  GRM7-09 The Lost and the Found
  Page 43
  DM AID: MAP #3 – CONFISCATION FIGHT
  
  GRM7-09 The Lost and the Found
  Page 44
  DM AID: CHURCHES OF ORLANE
  Orlane has a chapel to all of the Standard Churches in Gran March (Obad-Hai, Zilchus, Saint Cuthbert,
  Ulaa, Harvest Church) but it also has formal temples, one is very large.  This section will describe these
  briefly and provide information on purchasing spells or items.
  DM Note:  Characters need to have the money available when they purchase the item.  Gold value over
  the cap can only be applied once such value has been obtained by the PCs.  Most of the value in this
  game is in the last encounters.  Items bought in game, and used in game, can qualify for use of the gold
  value over the maximum.  For example, if a character buys a cure light wounds potion at game start, they
  will need to deduct 50 gold from the money they earned in this game, even if by game end there is gold
  value over the maximum.
  The Gran March standard faiths are: Pholtus, Harvest Church, Saint Cuthbert, Heironeous, Phyton,
  Obad-Hai, Zilchus, Fharlanghn, and Ulaa (also Moradin, Garl Glittergold, Yondala, Corellon Larethian). 
  Where churches have a limitation according to the worship of the character, they just know.
  THE BLINDING SPIRE
  The Pholtans have relocated their main Church to Orlane.  Before the new construction began, the
  Orlane Temple of Pholtus was run by a lone druid and her family.  The tradition of such druids of Pholtus
  is continued in the members stationed at the Blinding Spire, which is quite new.
  The Blinding Spire is on the north outskirts of town.  It consists of six buildings including the large
  main temple building for services that can hold hundreds of people.  The Hands of Light monk
  organization has its main abbey here (the Hands of Light martial order is at the old Blinding Spire in
  Shiboleth, now called the Spire of the Martyrs).  There is a building without walls in a forest that holds a
  place for Druids and Rangers of Pholtus.
  Many open cleric/druid/paladin spell based oils, potions and scrolls in the DMG can be purchased
  here by worshipers of Pholtus (non-worshipers pay 50% more for items).  They will only have 1d4 items
  of these types of 300 gp and less, and 1d4-1 items 301+ gp available for purchase.    They also have one
  divine scroll of create food and water, and one divine scroll of sending available for purchase.
  All Standard Gran March Faith worshipers can purchase NPC spell casting from this church.  The
  spells are limited to open cleric and druid spells in the Player’s Handbook that do not cost experience
  points to cast, that are 5th level and less.  The cost is equal to the cost of the material component (if any)
  plus caster level times spell level times 10.  Fifth level spells require the expenditure of one applicable
  influence point  (Pholtus, Military, Nobility) in addition to the gold cost.  The maximum caster level
  available for purchasing spells is 9th for most people; members of the Church of Pholtus meta-org can get
  a caster level as high as 13th.
  TEMPLE OF MERRIKA
  It is a general fact that Harvest Churches are to all of the gods in that organization, not just one.  The
  Church in Orlane is an exception.    When it was burned down in 592 when Orlane was badly damaged, it
  was rebuilt and consecrated as a Merrika only temple again.   It is not large, only one Raise Dead spell
  could be cast per day, but the general spells of Restoration, Lesser Restoration, Remove Curse, Remove
  Blindness/Deafness, Remove Disease, Greater Magic Weapon (CL 8) and Delay Poison can purchased
  1d4 times per day at up to caster level 8.  The cost is equal to the cost of the material component (if any)
  plus caster level times spell level times 10.  They do not have any magic items for sale.
  
  GRM7-09 The Lost and the Found
  Page 45
  TEMPLE OF HEIRONEOUS
  This temple is not large, but it still encompasses one medium-sized and a couple smaller buildings.  And
  while it has several transient members of much higher level (i.e. PC members of the meta-org) its
  permanent staff is not that large.  Still all open Player’s Handbook clerical spells of 3rd level and less that
  do not cost experience points can be purchased at a price of the material component (if any) plus caster
  level times spell level times 10, up to 1d4 times per day at a maximum caster level of 8th.  Worshipers of
  Heironeous can get up to 4th level open Player’s Handbook clerical spells at the same rate.  They have no
  potions for sale, but characters could buy the one cure light wounds wand (full charged) they have
  available for sale.
  TEMPLE OF PELOR
  Non-standard churches are not allowed to have permanent structures in Gran March, and so the Temple
  of Pelor is a very large tent.  From time to time the Baron forces the Pelorites to move their tent to prove it
  is not a permanent structure.  All open Player’s Handbook clerical spells of 5th level and less that do not
  cost experience points can be purchased at a price of the material component (if any) plus caster level
  times spell level times 10, up to 2d3 times per day at a maximum caster level of 10th.  Fifth level spells,
  other than Raise Dead, require the expenditure of one applicable influence point  (Military or Nobility) in
  addition to the gold cost.  At this time, all one has to do is have the 5450 gold pieces to get a Raise Dead
  at the Temple of Pelor in Orlane.  The temple also has 4 cure light wounds potions, 4 cure light wounds
  scrolls, 1 make whole scroll, 1 water breathing scroll, and one repel vermin scroll for sale.
  
  GRM7-09 The Lost and the Found
  Page 46
  DM AID: NEW RULES
  NEW FEATS
  Arcane Mastery (Complete Arcane)
  You are quick and certain in your efforts to defeat the arcane defenses and spells of others.
  Prerequisite: Ability to cast arcane spells or use spell-like abilities (including invocations).
  Benefit: You can take 10 on caster level checks (as if the caster level check was a skill check).  You
  can use this feat even while under stress.
  Divine Armor (Players Handbook 2)
  You call upon your deity to protect you in your hour of need by wreathing you in divine power that
  wards off your enemies’ attacks.
  Prerequisite: Divine caster level 5th, ability to turn or rebuke undead.
  Benefit: As a swift action, you can expend a turn or rebuke undead attempt to gain damage
  reduction 5/- until the start of your next turn.
  Improved Toughness (Complete Warrior)
  You are significantly tougher than normal.
  Prerequisite: Base Fortitude save bonus +2.
  Benefit: You gain a number of hit points equal to you current Hit Dice. Each time you gain a HD
  (such as by gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level),
  you lose 1 hit point permanently.
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats.
  Infernal Sorcerer Heritage (Players Handbook 2)
  Your innate magic derives from infernal ancestors. Your blood is thick with their power, allowing you
  to exhibit a variety of abilities.
  Prerequisite: Sorcerer 1st level.
  Benefit: You gain a bonus on saves against fire and poison equal to the number of infernal sorcerer
  heritage feats you possess. When using a conjuration (summoning) spell to summon an evil outsider, you
  gain a +2 bonus to your caster level.
  Infernal Sorcerer Howl (Players Handbook 2)
  You channel the fury of your infernal ancestors into a thunderous roar that blasts your enemies with
  sonic power.
  Prerequisite: Infernal Sorcerer Heritage , sorcerer 1st level.
  Benefit: By expending one of your spell slots, you create a 30-foot cone of sonic energy. All
  opponents within the cone take 2d6 points of damage per level of the spell slot expended. Each target
  can attempt a Fort save (DC 10+ level of the spell slot expended + your Cha modifier) for half damage.
  NEW ITEMS
  Field provision Box (Miniatures Handbook)
  When opened, this well crafted wooden box produces enough basic food and water to feed up to
  fifteen humans or five horses, providing a full day’s sustenance. It can be used once per day.
  Faint conjuration; CL 5th; Craft Wondrous Item; create food and water; Price 2,000 gp.
  Horn of Volume (Miniatures Handbook)
  This horn lets the user be heard up to twice as far as she normally would be when speaking, singing,
  or using an ability that affects creatures that can hear the user.
  Faint illusion; CL 3rd; Craft Wondrous Item; ghost sound; Price 1,000 gp.
  
  GRM7-09 The Lost and the Found
  Page 47
  Magic Sleeping Bag (Miniatures Handbook)
  This woolen sleeping bag grants the user a comfortable and peaceful night’s sleep. While the user
  lies within. It provides the benefits of endure elements. With a night’s rest, the user also recovers 1 hit
  point per character level (in addition to hit points recovered normally). Getting into or out of a magic
  sleeping bag is a full round action.
  Faint conjuration and enchantment; CL 3rd; Craft Wondrous Item; endure elements, cure light
  wounds; Price 1,000 gp.
  NEW SPELLS
  Benign Transposition (Spell Compendium)
  Conjuration (Teleportation)
  Level: Sor/Wiz 1
  Components: V
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Targets: Two willing creatures of up to Large size
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  Calling out the arcane words, you suddenly stand where your companion was, and he has taken your
  place, outside the reach of his foes.
  Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within
  range. Objects carried by the creatures (up to the creatures’ maximum loads) go with them, but other
  creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks
  of opportunity.
  Burning Sword (Spell Compendium)
  Evocation (Fire)
  Level: Sor/Wiz 2
  Components: V,S
  Casting Time: 1 standard action
  Range: Touch
  Target: Weapon touched
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  By chopping your hand like and uttering the last few phrases of the spell, you cause the weapon
  you’ve touched to become wreathed in flickering blue flames.
  The flames from this spell shed azure light out to 30 ft. These flames do not harm the weapon or its
  wielder, but for the duration of the spell, it delivers fire damage in addition to its normal damage.
  The enchanted weapon deals an extra 1d6 points of fire damage on a successful hit. Also, on a
  critical hit the weapon deals additional fire damage based on the weapon’s critical multiplier: X2 +1d10;
  X3 +2d10; X4 +3d10.
  Inspirational Boost (Spell Compendium)
  Enchantment (Compulsion) [Mind-Affecting, Sonic]
  Level: Brd 1
  Components: V, S
  Casting Time: 1 swift action
  Range: Personal
  Target: You
  Duration: 1 round or special; see text
  
  GRM7-09 The Lost and the Found
  Page 48
  You concentrate on assisting your friends as you begin the short chant and simple hand-chopping
  motion necessary to cast the spell.  As you finish, the spell’s chant allows you to segue easily into
  bolstering your allies.
  While this spell is in effect, the morale bonus granted by your inspire courage bardic music increases
  by 1.  The effect lasts until your inspire courage effect ends. If you don’t begin to use your inspire courage
  ability before the beginning of your next turn, the spell’s effect ends.
  Mage Armor, Greater (Spell Compendium)
  Conjuration (Creation) [Force]
  Level: Sorcerer/Wizard 3
  Components: V, S
  Casting Time: 1 standard action
  Range: Touch
  Target: Creature touched
  Duration: 1 hour/level (D)
  Saving Throw: Will negates (harmless)
  Spell Resistance: No
  An invisible sheen of armor shaped force surrounds you.
  This spell functions like mage armor (PH 249), except that it requires no material component and its
  tangible field of force provides a +6 armor bonus to Armor Class.
  Shadowblast (Spell Compendium)
  Enchantment (Compulsion) [Mind-Affecting]
  Level: Cleric 4, druid 4
  Components: V,S,M
  Casting Time: 1 standard action
  Range: Long (400 ft. + 40 ft./level)
  Area: 20 ft.-radius spread
  Duration: Instantaneous
  Saving Throw: Fortitude negates
  Spell Resistance: Yes
  Light flashes bright and white for an instant in the area of this spell, dispersing portals to the Plane of
  Shadow and stunning the unnatural creatures that fear the light.
  Natives of the Plane of Shadow caught in a shadowblast are stunned for 1d6 rounds id they fail a
  Fortitude saving throw. Shadow natives that are also undead or vulnerable to light take an additional
  2d10 points of damage if they fail a second Fortitude save. Creatures that fail either Fortitude save
  cannot use spell-like or supernatural abilities to open any portal to the Plane of Shadows for 3d6 minutes.
  Shadowblast closes all portals, gates, and other openings to the Plane of Shadow in its area.
  Creatures on the other side of a portal are unaffected by shadowblast.
  Material Component: A handful of grave dirt, squeezed tightly and flung.
  Snake’s Swiftness, Mass (Spell Compendium)
  Transmutation
  Level: Drd 2, sorc/wiz 3
  Components: V, S, M/DF
  Casting Time: 1 standard action
  Range: Medium (100 ft. + 10 ft./level)
  Target: Allied creatures in a 20 ft. radius burst
  Duration: Instantaneous
  Saving Throw: Will negates (harmless)
  Spell Resistance: Yes (harmless)
  You hold the snake scales high overhead, and they evaporate in a flash of light. That radiance carries
  to every ally in your command—and as one, they unleash a volley of attacks.
  
  GRM7-09 The Lost and the Found
  Page 49
  The subjects can immediately make one melee or ranged attack. Taking this action doesn’t affect the
  subjects’ normal place in the initiative order. This is a single attack and follows the standard rules for
  attacking.
  This spell does not allow the subjects to make more than one additional attack in a round. If the
  subjects have already made an additional attack, due to a prior casting of this spell, from the haste spell,
  or from any other source, this spell fails for that subject.
  Arcane Material Component: A few scales from a snake
  Sonic Weapon (Spell Compendium)
  Evocation (Sonic)
  Level: Bard 2. Sor/Wiz 2
  Components: V
  Casting Time: 1 standard action
  Range: Touch
  Target: Weapon touched
  Duration: 1 minute/level
  Holding the weapon to your mouth, you whisper the spell’s arcane words, shrouding the weapon in
  visible sound like a thin sheen of water.
  While this spell is in effect, the affected weapon deals an extra 1d6 points of sonic damage with each
  successful attack. The sonic energy does not harm the weapon’s wielder. Bows, crossbows and slings
  that are affected by this spell bestow the sonic energy upon their ammunition.
  
  GRM7-09 The Lost and the Found
  Page 50
  PLAYER HANDOUT #1: CONSTABLE’S LETTER
  This letter is on parchment that has a slight rainbow effect in sunlight, not unlike the
  material used in military orders.  It has two wax seals and an illegible scribble of
  signature as well as the name spelled out.  The seals include the Gran March seal and
  another coat of arms too tiny to make out.
  To whom it may concern:
  The following group of people; (names listed here) are
  assisting me over the next few days in gathering
  evidence relative to the prosecution of an enemy
  of Gran March.   We are seeking items, possibly
  with an owl decoration, that are related to this
  prosecution.  In the Orlane area, there may be a
  pendant, silver dagger, silver broach and black
  cloak.
  Your assistance in this matter would be most
  appreciated,
  Your dedicated servant,
  Constable Artor Morgan Haspin
  5th District Hookhill; Magistrate Aliam Nestor
  
  GRM7-09 The Lost and the Found
  Page 51
  PLAYER HANDOUT #2 : JARRIK’S LIST
  List of items in to find in Barony
  Farvale
  A silver dagger. Last known owner: Unknown.
  A silver brooch. Last known owner: Tyllen in
  A black belt with owl: Last known owner Challa.
  A black cloak with a white owl embroidered on
  it. Last known owner: Kennet
  A solver greatsword with owl:  last known owner
  Uknown
  A pair of gloves with owl: last known owner
  Unknown
  Owl may look something like:
  
  GRM7-09 The Lost and the Found
  Page 52
  
  GRM7-09 The Lost and the Found
  Page 53
  CRITICAL EVENT SUMMARY: GRM7-09 THE LOST AND THE
  FOUND
  For use only conventions in the month of January 2008.
  1. Who ended up with Hell’s Fifth Ring? 
  Which Church, which organization, which PC, etc.
  2.
  How many cursed items did the PCs recover?
  3.
  Did the PCs discover the hidden Hextor holy symbol?
  Yes
  No
  4.
  Did Hellbreaker break?
  Yes
  No
  5.
  Were any PCs murderers of townspeople or clergy?
  Yes
  No
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences,
  results that may not fit the above, etc):
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/597/Normal Scenarios/GRM7-09 - The Lost and the Found (APL 2-8)/GRM7-09 - The Lost and the Found.pdf