TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 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 pjf@cetlink.net.  For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com. 
  GRM5-03 
   
   
   
   
   
  Pruning at the Root 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Gran March Regional Adventure 
  Version 1.2 
   
  by Will Dover 
  Reviewer: John Richardson  
  Circle Reviewer: Steven Conforti 
  Playtesters: Brooks Banks, Sean Flaherty, Ron Franke, Andrew Garbade, Ali Gonding, David Haller, David Hsu, Doug 
  LaVigne,  Mark Liberman, Ed Podsiad and Honey Saylor 
   
   
  The recent assassination attempt on the Commandant was indeed the last straw in Gran March. The Commandant has 
  called on all available resources in order to find them. Yet, there is another (and less forgiving) group that wants to see 
  the end to this band as well. Parties should be formed into lawful and non-lawful groups.  A Gran March regional 
  adventure for PCs of APLs 4-18, and Part Four of Shadow, Sun, and Sword series. 
  
  GRM5-03 Pruning at the Root 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  GRM5-03 Pruning at the Root 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Gran March.  Characters native to Gran March pay one 
  Time Unit per round, all others pay two Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp 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 
  After the attempts on Commandant Vrianian’s life in 
  GRM4-05 Operation Black Knight and GRM4-06 Harvest 
  Time, the Commandant has charged all forces currently 
  not engaged in hostilities to search for those responsible. 
  He has also appointed Special Constable Ferrule Garde 
  (he himself a victim in the last assassination attempt) to 
  coordinate the effort. Garde, in response, has apparently 
  buried himself in his search for anyone involved. At the 
  beginning of the adventure, he has recruited a group of 
  adventurers to assault what he believes is one of the last 
  hideouts of the assassins. 
   
  Meanwhile, the leader of The Corporation, the Great 
  Father, is highly aggravated over the public assassination. 
  In his opinion, the Grandmother of the Fist, the leader of 
  the assassins’ wing of the Corporation, has crossed the 
  line and he has ordered a second “Divestiture” that will 
  either expose or kill all involved in the Grandmother’s 
  rogue faction. The Great Father knows that Garde is 
  getting a group of law and order types together to make a 
  frontal assault on the Grandmother’s headquarters. In 
  hopes of catching her in a pincer move, the Great Father 
  asked his trusted associate, the Toecutter, to recruit 
  Corporate members, affiliates, and other like-minded folk 
  to attack the headquarters from a secret (and hopefully 
  less secure) entrance. 
   
  This adventure has two paths. The first is for law-
  oriented parties (Knights of the Watch, Heironeans, 
  Pholtans, Cuthbertites, and the like) and shall be 
  designated as the Law Path. The second path is for 
  Corporation members and those who are of a more 
  chaotic bent and shall be designated as the Corporate 
  Path. Judges will have to determine which path based on 
  the party’s make-up.  
   
  The introduction for the Law Path begins with the 
  PCs in the office of the Special Constables to meet with 
  Garde who gives them the information about the 
  headquarters, which is located in an underground 
  complex just inside the Dim Forest in the northern 
  section of Barony Malthinius. He has arranged with a 
  Master of Syrloch to teleport the party at the edge of the 
  Dim Forest with directions to the complex. The Law 
  party has orders to arrest whomever they find in the 
  complex but are authorized to use lethal force if attacked. 
   
  The introduction for the Corporate Path is similar. 
  The Toecutter has called the party to a warehouse in the 
  Dirt Quarter of Hookhill and lets them know the status 
  of the Divestiture. He explains that the Divestiture is 
  almost complete, but there are a few stragglers left in the 
  headquarters of the rogue faction found in the Dim 
  Forest. The Toecutter also makes the party aware that 
  Special Constable Garde is sending a group to make a 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  GRM5-03 Pruning at the Root 
   
  Page 3 
  frontal assault on the complex, which he considers to be a 
  fool’s errand. Instead, he knows of another way into the 
  complex that should be less secure. He has arranged for 
  another member of the Corporation to teleport the party 
  close to the secret entrance. The Corporate party has two 
  objectives: remove as much evidence of the Corporation’s 
  existence as they can before Garde’s forces get to it and to 
  disable (including killing if necessary to defend 
  themselves) any stragglers who will certainly attack them 
  when they make the assault. 
   
  Each party will encounter two different sets of trap 
  encounters. Then they will meet a Gran March scout who 
  is also secretly a member of the Corporation to either 
  fight or negotiate. Finally, the party will have a chance at 
  the real villains. Of course, the party may for some reason 
  choose to go the path of the other one. This is fine, of 
  course. The party, however, only receives the cap of xp 
  and gp for their APL. 
  ADVENTURE SUMMARY 
  Introduction 1(Law Path) 
   
  The adventurers start out in the offices of the Special 
  Constables in Hookhill. There, Special Constable Garde 
  gives them the situation and contracts them to aid in the 
  assault. He allows them two hours to get provisions and 
  other gear before getting them teleported to their 
  destination. 
  Introduction 2 (Corporate Path) 
   
  The adventurers start out in an abandoned 
  warehouse in the Dirt Quarter of Hookhill. There, the 
  Toecutter gives them the situation and contracts them to 
  aid in the assault. He allows them two hours to get 
  provisions and other gear before getting them teleported 
  to their destination. 
  Encounter 1: Making Ready (Both Paths) 
   
  The adventurers have an opportunity here to find 
  out more about where they are going and what can be 
  expected there. 
  Encounter 2: Getting Set (Law Path) 
   
  The party returns to Garde, who gives them last 
  minute instructions before the party gets teleported to 
  the edge of the Dim Forest. 
  Encounter 3: The Front Door (Law Path) 
   
  After tracking and searching the Dim for the secret 
  entrance described to them by Garde, the party finds it. It 
  does have a mild trap for the party, one or more alternate 
  energy fireballs. 
  Encounter 4: Spears and Arrows and Poison, 
  Oh, My! (Law Path) 
   
  After getting past the front door, the party has to 
  negotiate a hallway rigged with a spear trap coupled with 
  two snipers. 
  Encounter 5: Getting Set (Corporate Path) 
   
  The party returns to The Toecutter, who gives them 
  last minute instructions before the party gets teleported 
  to the edge of the Dim Forest. 
  Encounter 6: Taking a Dip (Corporate Path) 
   
  The party gets to enter the complex through the 
  drain of the stream providing water for the people inside. 
  There is a water trap within, made from blocking both 
  ends of the pipe with adamantine doors and then adding 
  scrags. 
  Encounter 7: Fumes (Corporate Path) 
   
  Once outside of the water pipe, the party works its 
  way up to the office of the Grandmother of the Fist and 
  can check for incriminating evidence (and plant their 
  own). One of the drawers is trapped. 
  Encounter 8: Confronting the Enemy? (Both 
  Paths) 
   
  The party ends up meeting a Gran March soldier 
  who is also a Corporation member. This soldier will be 
  coming in the opposite entrance than the party. He will 
  not surrender and must be convinced that the party poses 
  no threat to him. The party thus has the choice of either 
  fighting him, leaving him alone, or allowing him to join 
  them. A party on the Law Path may also choose to 
  backtrack along the Corporate Path to visit the office 
  below. If they do, they can pick up some information left 
  by the spy for them. 
  Encounter 9: The Last Line of Defense (Both 
  Paths) 
   
  The PCs will now run into the last few members of 
  the Fist wing of the Corporation. These stragglers have 
  set up an ambush for the PCs and at higher APLs the 
  Grandmother will be with them. Once they have 
  defeated her or run away, they are finished with their 
  mission. 
  Conclusion (Both Paths) 
   
  The PCs learn the results of their actions. 
  PREPARATION FOR PLAY 
  First, determine if the party is more likely to work for the 
  Special Constables (the Law Path) or if they are more 
  likely to work for the Corporation (the Corporate Path). 
  If the party follows the Law Path, go to Introduction 1. 
  Otherwise, go to Introduction 2. Here are some criteria 
  
  GRM5-03 Pruning at the Root 
   
  Page 4 
  for making this determination; DMs should use their 
  best judgment as to which category their tables belong: 
  • 
  Is the party predominately of lawful alignment? If 
  so, they are more than likely better suited for the 
  Law Path. 
  • 
  Does the party have members of generally lawful 
  institutions such as the Knights of the Watch, the 
  Knights of the Dispatch, the Church of Heironeous, 
  the Church of Pholtus, the Church of St. Cuthbert, 
  or the Church of Zilchus? If so, they are better suited 
  for the Law Path. 
  • 
  Is the majority of the party either active-duty 
  personnel or veterans of the Gran March military? If 
  so, they are more than likely better suited for the 
  Law Path. 
  • 
  Are there any members of The Corporation in the 
  party? If so, unless the party fits the other criteria 
  above, they are better suited for the Corporate Path. 
  However, Corporation PCs can participate in the 
  Law Path if there is no other option. See Encounter 1 
  for details on how to handle that eventuality. The 
  other 
  way, 
  having 
  lawful 
  PCs 
  on 
  the 
  Corporation Path, unless they are already part of 
  that group, is not allowed.  
  • 
  Does the party consist mainly of PCs from outside of 
  Gran March? If so, unless the party fits the other 
  criteria above, they are better suited for the 
  Corporate Path as the Toecutter will have recruited 
  them from outside of the country to avoid any local 
  complications. 
   
  DM Aid: NPC Personalities details the major NPCs 
  featured in this adventure.  It will assist in properly 
  running each NPC. 
  INTRODUCTION 1 
  (LAW PATH) 
  Introduction 1 is for the Law Path; DMs with Corporate 
  Path parties should go to Introduction 2. The PCs who 
  are here have come at Special Constable Garde’s request, 
  either because they have worked for him directly or 
  indirectly in the past or because of their reputation for 
  seeking justice. Read the following: 
   
  The morning finds you in the Hookhill offices 
  of the Special Constables. Most of you have never 
  been in the offices before, but it is as severe and 
  utilitarian as you would come to expect from a no-
  nonsense investigative organization. The waiting 
  room you are in has three simple benches in front of 
  a fourth bench where a Special Constable is 
  currently serving as desk officer. You are here 
  because Ferrule Garde, the Chief Special Constable, 
  has requested your presence. Some of you are here 
  by reputation. Others of you have worked for Garde 
  before, helping him stamp out the criminal 
  organization known as the Corporation. This band 
  of miscreants is known to have been involved in the 
  assassination attempts on Commandant Vrianian 
  last year. Partially because of his contract with the 
  Commandant, but also because he himself was a 
  victim in the last attempt, Garde has dedicated his 
  time and energy to one purpose: the discovery and 
  destruction of those behind these attacks. 
   
  The Constable asks for your name and 
  profession as you each enter the waiting room. He 
  then asks you to have a seat until called. 
   
  At this point, have each character state their name, 
  their profession, a description and any other information 
  they wish to share. After the introductions, read the 
  following: 
   
  After a few minutes, the door behind the 
  Constable at the desk opens. In the doorway stands 
  a tall, brawny human male. The hood of his green 
  cloak is over his forehead so that you can barely see 
  the brown and grey hair streaming down his 
  shoulders. After motioning you in, he takes stock of 
  each of you as you enter the room, as if sizing you up 
  for later. The man has an exquisite composite 
  longbow on his back and an ornate longsword 
  sheathed at his side. All else is obscured by his green 
  cloak. Either from your previous dealings or by 
  reputation, you recognize the man as Chief Special 
  Constable Ferrule Garde. After you have taken seats, 
  Garde begins to address you. 
  All APLs 
  � Special Constable Ferrule Garde: Male human 
  Rog2/Rgr8/Justicar4. 
   
  “Greetings, I trust that your travel to Hookhill 
  was uneventful and that you are fit and well rested. 
  We are about to put an end to those who would have 
  seen the end of our Commandant. Over the past few 
  months, we have carried out a precise and deliberate 
  purge of those who have been involved directly or 
  indirectly with the attempts on the Commandant’s 
  life. We have traced it to a group of assassins who 
  have taken on the old moniker “The Corporation”. 
  We believe that they have taken on this infamous 
  name in order to cash in on the fearful reputation 
  that that old organization once instilled in our 
  citizens.  
   
  “We do not believe that they are a wide scale 
  threat but instead consist of individual cells of 
  assassins. We do know, however, that they have a 
  central headquarters from which their leader, the 
  so-called Grandmother of the Fist, plots and 
  schemes. We have seriously decimated their 
  numbers in our purges and believe that only the last 
  remnants of the assassins remain at the base. 
  
  GRM5-03 Pruning at the Root 
   
  Page 5 
   
  “Our intelligence so far indicates that there are 
  several possible bases where this headquarters could 
  be. Your group is going to go to one of them. Your 
  mission is to determine if this is the base and if 
  these 
  are 
  the 
  people 
  responsible 
  for 
  the 
  assassination 
  attempts. 
  This 
  is 
  to 
  be 
  a 
  reconnaissance mission but it could turn into a very 
  dangerous combat assignment. It is important that 
  you do this as quickly as you can, we do not want 
  anyone inside to escape. Once you have scouted and 
  come safely out of the base, you need to return here. 
  Upon your return, we can ask the Commandant to 
  send the 4th and 10th Battles to the base to destroy it 
  completely and capture any assassins inside for trial. 
  Any questions?” 
   
  At this point, the party will want to ask for some 
  detail. Feel free to use the following Q&A to handle their 
  questions: 
   
  Q: Where are we going? 
   
  A: “Your destination is a complex hidden inside 
  a small mountain just inside the Dim Forest in 
  Barony Malthinius. It is about seven day’s ride from 
  here.” 
   
  Q: That seems a bit long. Any way we can get there 
  faster? 
   
  A: “I have asked the Commandant for Masters of 
  Syrloch trained in teleportation. They have been 
  scrying our contact in the area and have a good 
  working knowledge of the surroundings.  
   
  Q: Our contact? 
   
  A: “We have an operative in the area who has 
  found the entrance. He will not travel with you or 
  even contact you. He has done his job, now it is your 
  turn.” 
   
  Q: Why don’t you let us do the scrying and/or the 
  teleportation? 
   
  A: “This would take an additional hour that we 
  may not have. The Syrloch Masters are already at 
  work on the scrying so that they will be able to 
  teleport you to your destination. Plus, what they are 
  using for the scrying is evidence we may need at 
  trial. Without the scry, there is a chance that you 
  will not successfully execute the teleport and failure 
  is not an option for this mission.” 
   
  Of course, if the party has the greater teleport spell 
  available to them, they can use it from the description 
  that the Syrloch Masters give them from the scrying. Be 
  prepared to modify the answer to this question based on 
  party capabilities. 
   
  Q: Do we have time to prepare for the job? 
   
  A: “I assumed that you would want to prepare by 
  getting some materials from Hookhill. You have two 
  hours to do this. The longer we wait, the more 
  inaccurate the intelligence becomes.” 
  Q: Once you get us there, how do we get in? 
   
  A: “Our contact says the trail that leads to the 
  base is obvious. The details of how to get in once you 
  find it are unknown, but I have confidence in your 
  ability to find one once you get there.” 
   
  Q: What’s inside the base? 
   
  A: “Our intelligence on the interior is also very 
  sketchy. We know this organization is made up 
  assassins 
  and 
  other 
  like-minded 
  individuals, 
  though, so you should be prepared for any sort of 
  trickery they might have.” 
   
  Q: What do we do when we are inside? 
   
  A: “You are to find out if these are the people 
  responsible for assassinating the Commandant. You 
  are to try to capture some prisoners, but don’t risk 
  your lives to do so. We can always get their dead 
  tongues to talk later, so bring back any dead bodies 
  so that we may have some divinations cast upon 
  them. You are also to gather any evidence you might 
  find. Remember, we are not sure that this is indeed 
  the base of our enemies so you need to get what 
  information you can. If you could capture or kill 
  this ‘Grandmother’, so much the better.”  
   
  Q: Any ideas on how to get out? 
   
  A: “The same way you got in, I suppose. If you 
  return to where the wizards take you, you will be 
  picked up and returned here.” 
   
  Parties with the word of recall spell available to them 
  can use it to return. 
   
  Development: Once the PCs have finished their 
  questions, Garde will dismiss them, reminding them 
  again to return back to his office within two hours. 
  Proceed to Encounter 1. 
  INTRODUCTION 2 
  (CORPORATE PATH) 
  This introduction is for those parties more closely 
  aligned with The Corporation’s interest; those on the Law 
  Path should start with Introduction 1. If there are any 
  known lawful-types (such as Knights of the Watch, 
  Knights of Dispatch, Heironeans, Cuthbertites, etc.), they 
  will not be invited. Have those players start with another, 
  more appropriate, PC.  
   
  The PCs start out in a fairly unremarkable warehouse 
  in the Dirt Quarter of Hookhill. They are here at the 
  request of the Corporation agent known as the Toecutter. 
  He has called them because of their reputation, because 
  of their membership with that organization, or because of 
  perceived similarities between the Corporation goals and 
  their own. Read the following to the PCs: 
  
  GRM5-03 Pruning at the Root 
   
  Page 6 
   
  Early in the morning, you find yourselves at a 
  non-descript warehouse in the Dirt Quarter of 
  Hookhill. The inside of the fairly empty building is 
  as dingy and unremarkable as the outside. This is no 
  surprise, considering where you are. This area is the 
  slum of the otherwise law abiding and pristine 
  capital. You are here at the invitation of the one 
  known as “the Toecutter.” No one is certain who 
  exactly the Toecutter is, but he is certainly a major 
  player in criminal dealings in Hookhill, if not Gran 
  March. He has contacted you about handling “a 
  matter of mutual interest.” Each of you can find an 
  old crate on which to sit as you wait for him to arrive 
  and thus have the opportunity to greet each other 
  and share what you will about yourselves. 
   
  At this point, have each character describe their 
  character’s appearance, state their name and any other 
  information they wish to share. If they are members of 
  The Corporation, they do not have to share that fact with 
  the others. After the introductions, read the following: 
   
  “Well, ne’er ‘ave I seen wif my own eyes born 
  from me mom such a dull lot as you all! Ye best be 
  more about ye wits if ye are going to do the deed at 
  ‘and!”  
   
  With that you turn and see, standing behind 
  some boxes, a man with a rather fearsome 
  appearance. He stands almost six feet tall and looks 
  to be just past middle age. He wears a pair of short 
  swords with ivory skull pommels strapped to his 
  thighs. Thick slabs of dense muscle ripple beneath 
  his sleeveless tunic as he straightens with catlike 
  grace. His wide, adamantine-studded belt and ornate 
  bracers catch your eye, but your gaze is soon drawn 
  to his face. He has a number of deep scars on his 
  cheeks, one of which pulls the right side of his 
  mouth into an almost sardonic grin even while the 
  other side is set in a tight line. His left ear appears to 
  have been half chewed off. His hair has been cut 
  down to brown fuzz with tales of other past injuries 
  written in the scars across his scalp. His dark eyes 
  are regarding you with intense scrutiny and a small 
  amount of disappointment. Even those who do not 
  know him directly can see that he is indeed the 
  Toecutter. 
  All APLs 
  � The Toecutter: Male human Rog5/Ftr4/Rgr2/ 
  Shadowdancer2/Tempest5. 
   
  He walks around and among your group as he 
  speaks. “Well, now, ye all might ‘ave ‘eard or know 
  ‘bout the little family squabble we ‘ave o’er the last 
  couple o’ years. Some of our family ‘as been doin’ 
  things that’re bad fer business. Ye know that the 
  family business is not for drawin’ attention to, but 
  for keepin’ things quiet-like. We ‘ave been dealin’ 
  wif our wayward kin for the past few months an’ 
  we’re a-fixin’ to put in the last nail.  
   
  “Nothin’s simple in this life, though. We now 
  got that high-and-mighty Constable Garde lookin’ 
  high an’ low fer our kin and, wif that, he’s messin’ in 
  our other business. He’s lookin’ for a big fish and we 
  just ‘appen to ‘ave one. We ‘ave let it be known where 
  he can find the leader of our brethren, this 
  Gran’mudder, and he’s soon to be a-sendin’ some 
  boys and girls over there to straighten her out. What 
  we need ye to do is to get there before Garde’s folks 
  do and make it look like they ‘ave found their big 
  fish. Ye’ll have to move fast to beat them inside. We 
  ‘ave some documents and things to ‘bait the ‘ook’ so 
  to speak. All you need to do is get ready to go. We 
  would be in yer debt if you would handle this little 
  matter fer us.” 
   
  The PCs will obviously have some questions about 
  the job. Here are some of them with answers: 
   
  Q: Where are we going? 
   
  A: “Our kin is hold up in a mountain base just 
  inside the Dim in Barony Malthinius. It be about 
  sefen days’ travel from here.” 
   
  Q: That seems a bit long. Any way we can get there 
  faster? 
   
  A: “Yep, and ye will need to be faster too. Word is 
  that Garde is getting some teleports in to get his 
  folks in there right quick. Well, we ‘ave friends that 
  can do that sorta thing too. We will ‘ave them send 
  ye to the place.” 
   
  Q: Why don’t you let us do the scrying and/or the 
  teleportation? 
   
  A: “This’ld take an hour that we dinna have. Our 
  friends are already at work on finding the place so 
  that he’ll be able to teleport ye to the joint. Without 
  that, there is a chance that ye will not get there in 
  time.” 
   
  Of course, if the party has the greater teleport spell 
  available to them, they can use it from the description 
  that the Corporate spellcasters give them from their 
  scrying. Be prepared to modify the answer to this 
  question based on party capabilities. 
   
  Q: Do we have time to prepare for the job? 
   
  A: “We ‘ave managed to slow up the Constable’s 
  people. I figure ye have about two hours before we 
  need to get ye on yer way. Ye probably want to get 
  some things in town before ye go.” 
   
  Q: Once you get us there, how do we get in? 
   
  A: “There are two ways in. There is the front 
  door, but it is nasty to get by, last time I heard. No, 
  ye want to go in through the back way. There is an 
  underground river that works it way through the 
  base and goes out at the base of the hill. This is 
  where ye get in.” 
  
  GRM5-03 Pruning at the Root 
   
  Page 7 
   
  Q: Is that trapped? 
   
  A: “Ye really are daft. Of course it’s trapped, 
  though, I don’t know with what. I do know what the 
  front door is like, and you don’t want to mess wif 
  that.” 
   
  Q: No, really, we want to try the front door. Can you 
  tell us what is there? 
   
  A: “Ye be real fools for that, but it is some sort of 
  magical 
  energy 
  device 
  placed 
  in 
  the 
  most 
  inaccessible of places. It has been the death of many 
  an interloper not part of the family. Ye would need 
  quite a craftsman to jiggle that ‘andle.” 
   
  Q: Wait a minute! You are talking about going in 
  through water, right? I can’t swim and can’t hold my 
  breath very long either. 
   
  A: “Yeah, ye are going through the water. What 
  are ye, scared? Nevermind. We ‘ave friends who have 
  provided certain potions for that sort of thing. 
  Should last long enough to get you inside. Of course, 
  if ye can pull that sort of trick on ye own, ye are 
  welcome to do that.” 
   
  Q: What’s inside once we get out of the water? 
   
  A: “Don’t know. Never been there, meself. Ye 
  need to watch ye step. Ye knew that, right?” 
   
  Q: What do we do when we are inside? 
   
  A: “Ye put what I give ye in some easy-to-find 
  places and then get out. Ye are goin’ to get into a 
  fight or two, I am sure, so a dead body is a good place 
  to put some stuff. O’ course, if ye ‘ave a chance to get 
  the ol’ girl, take her out if ye can.”  
   
  Q: Any ideas on how to get out? 
   
  A: “Same way ye got in, I’d say. Otherwise, ye are 
  on ye own.” 
   
  Parties with the word of recall spell available to them 
  can use it to return. 
   
  Q: What if we run into Garde’s people? 
   
  A: Tell ‘em that ye are a bunch o’ adventurers 
  seeking out treasure. Tell ‘em that you found some 
  stuff that they may want to see and then send ‘em to 
  where ye planted the stuff. Tell ‘em anything to get 
  ‘em of yer backs. Don’t tell ‘em who ye are workin’ 
  fer or why. Get out the best ye can. Fight ‘em if ye 
  have no choice.” 
   
  If any PCs have or ever had the Favor of the 
  Toecutter from GRM3-01 The Toecutter, he will pull them 
  aside and say the following: 
   
  “Now, ye all know that mixin’ family bizness 
  and personal bizness has its problems, but I need ye 
  to check on something for me while ye are there. 
  These folks, I think, had my little girl killed. Her 
  name was Nydia Ramster. You might have met her; 
  she was doing work for us as a fake waitress over at 
  the Waybury Inn. She never knew she was mine, but 
  I tried to watch and guide her. She became one of 
  my best recruits. Those bloody vampire assassins 
  that our wayward kin hired to help pull of the 
  assassination killed her just to stir things up. What 
  a tragedy. If you find anything linking these folks to 
  her death, you give to me when you get back. I will 
  take care of the rest.” 
   
  PCs who played in GRM4-06 Harvest Time might 
  remember Nydia as the waitress killed by a vampire 
  assassin from Sterich. The assassin then posed as Nydia to 
  try to eliminate any adventurers who might have been in 
  Hookhill for the Commandant’s hearings and who might 
  have helped the Commandant when the assassination 
  occurred. 
   
  Development: Once the PCs have finished their 
  questions, The Toecutter will dismiss them, reminding 
  them again to return back to the warehouse within two 
  hours. Proceed to Encounter 1. 
  ENCOUNTER 1: MAKING 
  READY (BOTH PATHS) 
  Having finished their initial meeting with either Garde 
  or the Toecutter, the PCs now get to go into Hookhill for 
  additional gear and information. Each PC can buy any 
  gear to which they have access. They may also cast spells 
  or do anything else they choose with their two hours. 
  Corporation PCs on the Law Path 
   
  This is perfectly fine. During this encounter, pull the 
  Corporation PC aside. During their time in the town and 
  when they are out of view of the more lawful members of 
  their party, this PC gets a small note stuffed in his or her 
  pockets from a street urchin, who quickly scampers away 
  to get lost in the city crowds. The note gives the location 
  of a note drop in one of the shops in Hookhill. If any 
  Corporate PCs goes to the drop, they will find a package 
  containing some evidence left by the Toecutter about the 
  assassination attempts, blaming them on the assassins led 
  by the Grandmother of the Fist. The PC is to plant this 
  evidence so that the rest of the party finds it. This 
  evidence will lead anyone to believe that the 
  Grandmother’s organization is the only true Corporation 
  and thus conceal the rest of the group. If the PC never 
  leaves the other PCs, they will not be contacted. 
   
  A Corporation PC on the Law Path who succeeds at 
  both the Law and Corporate aspects of the mission is 
  eligible to receive the rewards for both Paths.  If any of 
  the other PCs find out that the Corporation PC has 
  planted evidence, they are expected to report the 
  Corporation PC to the authorities upon their return to 
  Hookhill.  Such a PC will be arrested unless they manage 
  to escape (in which case they will be fugitives from the 
  law).  PCs in either situation receive the special AR for 
  this adventure in addition to the standard one. 
  
  GRM5-03 Pruning at the Root 
   
  Page 8 
  Lawful PCs on the Corporate Path 
   
  Again, this is not permitted (as per Preparation for 
  Play). 
  Seeking Information 
   
  The PCs may want to make Gather Information 
  checks and/or Knowledge (local – Sheldomar Valley 
  Metaregion) checks.  Gather Information checks can be 
  assisted by other PCs; Knowledge (local – Sheldomar 
  Valley Metaregion) checks can only be assisted by PCs 
  having that skill. Feel free to use the information below 
  in providing answers: 
  FERRULE GARDE 
  Gather Information DC 15/Knowledge (local – 
  Sheldomar Valley Metaregion) DC 10: Garde is the 
  Chief Special Constable, which means he is responsible 
  for the contract they have with the Commandant. He is 
  responsible for investigating anything Vrianian wants. 
  Gather Information DC 20/Knowledge (local – 
  Sheldomar Valley Metaregion) DC 15: Garde was 
  killed in the last assassination attempt on Commandant 
  Vrianian (this is automatically known by any PC who 
  played in GRM4-06 Harvest Time). Since he was brought 
  back, he has been devoting all of his time and effort 
  towards finding the assassins and those backing them. 
  Gather Information DC 25/Knowledge (local – 
  Sheldomar Valley Metaregion) DC 20: Garde was 
  previously a freelance bounty hunter before joining the 
  Special Constables. He rose through the ranks quickly by 
  exposing criminal gangs in the early 580’s. He is a very 
  determined and capable pursuer. 
  THE TOECUTTER 
  The following information can only be gained by 
  Corporation members, Gran March PCs who have Rogue 
  levels, and those PCs who have previously encountered 
  The Toecutter such as in GRM3-01 The Toecutter or GRM4-
  06 Harvest Time. All other PCs will get blank stares or 
  nervous looks. 
  Gather Information DC 10/Knowledge (local – 
  Sheldomar Valley Metaregion) DC 10: The Toecutter 
  is a local enforcer who has an extremely nasty reputation 
  for preying upon thieves. He is known for cutting the 
  toes off of his victims. Corporation members know this 
  automatically and also that he is a member who only 
  preys on non-members. 
  Gather Information DC 15/Knowledge (local – 
  Sheldomar Valley Metaregion) DC 15: The Toecutter 
  has the respect of the entire Hookhill underworld. 
  Corporation members know that he is at least a Senior 
  Member, but no one knows if he has a Mendicant Order 
  or a Chapterhouse. He has also been asking about the 
  murder of Nydia Ramster. She was a waitress at the 
  Waybury Inn and was killed the night before the last 
  assassination attempt. 
  Gather Information DC 20/Knowledge (local – 
  Sheldomar Valley Metaregion) DC 20: The Toecutter 
  has also been investigating the assassination attempts. 
  Corporation members know that these attempts were 
  unsanctioned and are responsible for another Divestiture. 
  Senior members of The Corporation can find out that 
  The Toecutter is officially a Father within the Arm 
  branch, but seems to be in charge of a lot of special duties 
  as well. He considered Nydia Ramster to be a close 
  friend. 
  THE ASSASSINATION ATTEMPTS 
  Gather Information DC 10/Knowledge (local – 
  Sheldomar Valley Metaregion) DC 15: Two separate 
  groups attempted to assassinate Commandant Vrianian 
  last year. One successfully used poison and Vrianian was 
  raised from that. The second involved a beholder 
  petrifying Vrianian, but he has recovered fully from that 
  incident aside from some scarring resulting from damage 
  while he was a statue. 
  Gather Information DC 15/Knowledge (local – 
  Sheldomar Valley Metaregion) DC 20: Special 
  Constable Garde was one of the victims of the second 
  attempt. During the first attempt, former Commandant 
  Petros Gwalchen was kidnapped, but later recovered 
  during the events of the second attempt. Petros was 
  originally thought to be the mastermind of the first 
  attempt until he was found later. There was another 
  related murder of a waitress by vampires the night before. 
  Gather Information DC 20/Knowledge (local – 
  Sheldomar Valley Metaregion) DC 25: As he swore to 
  do, Garde has been conducting a secret war over the last 
  few months. In addition to hiring adventurers himself, 
  he has called on a number of favors. One of these favors 
  involved a high-ranking Knight of the Watch and the 
  celebration of Watcher Corem Valstier in Orlane at the 
  end of last year. 
   
  Development: This encounter should take about 
  twenty minutes or less of the round; DMs should start 
  moving the party along to either Encounter 2 for the Law 
  Path or Encounter 6 for the Corporate Path. Do not let 
  them plan for too long or they will not be able to finish 
  the adventure in the standard time allotted.  The second 
  murder was of Nydia Ramster, a barmaid at the Waybury 
  Inn.  A number of shady individual have been asking 
  around about this murder for the last few months. 
  ENCOUNTER 2: GETTING SET 
  (LAW PATH) 
  After getting additional gear and information in 
  Encounter 1, the Law Path PCs return back to the offices 
  of Ferrule Garde, Special Constable. Read the following: 
  
  GRM5-03 Pruning at the Root 
   
  Page 9 
   
  You return to the offices of the Special 
  Constables to find it cleared except for Garde, a 
  human male in robes, and an elven female. Both of 
  them openly bearing the badge of a Master of 
  Syrloch. Garde quickly addresses you once you are 
  all inside. 
   
  “I trust that you are now properly prepared. Do 
  you have any further questions?” 
   
  DMs should refer back to Introduction 1 if the PCs 
  have any additional questions. Once the questions are 
  complete, read the following: 
   
  Garde then says, “Now that you are ready, 
  Masters Jorn Nesilmeth and Galendial Amastacia, 
  conjurers specializing in teleportation, will now 
  deliver you to the Dim Forest to begin your search. 
  They have the ability to get you there without error.” 
  As Garde steps back, they begin casting and you 
  eventually wink out of existence. 
   
  Parties with greater teleport can do this with only the 
  description provided by the Syrloch Masters and can aid 
  in the teleportation but should be encouraged to save 
  their spell. The two casters are 15th-level conjurers. Each 
  of them thus can carry (in addition to themselves) five 
  Medium or smaller creatures for a total of ten. One Large 
  creature counts as two Medium creatures, one Huge 
  creature counts as two Large creatures, and so on. Thus, 
  space for familiars, mounts, and animal companions will 
  be limited.  
   
  Development: Once the teleportation is complete, 
  go to Encounter 3. 
  ENCOUNTER 3: THE FRONT 
  DOOR (LAW PATH) 
  The party gets to this encounter after the Syrloch Masters 
  teleport them to the Dim Forest. Read the following: 
   
  When you finish teleporting, the Syrloch 
  Masters cast again and they are gone. You now see 
  that you are indeed in the shadowy confines of the 
  Dim Forest. From the amount of light that you see 
  here, you can guess that you are fairly close to the 
  edge of the forest.  
   
  Even with the shadows within these woods, 
  someone with either Knowledge (geography) or 
  Knowledge (local – Sheldomar Valley Metaregion) can 
  determine that the party is in Barony Malthinius, just 
  inside the Dim Forest by making a DC 20 check. They 
  can determine this by noting the intensity of the 
  shadows here as well as where the sun is in the sky. 
   
  Players may wonder how the Syrloch Masters scryed 
  this location as scrying only works on people not places. 
  Any player who mentions their PC would be thinking 
  about this may roll a Spot check (DC 15 + the APL). If 
  they make the check, they will notice a human male 
  wearing some sort of field tabard over a chain shirt. If the 
  spotting PC is active-duty or a veteran or describes the 
  uniform for someone who is, the man will be identified 
  as a Pathfinder of indeterminate rank. The Pathfinder 
  fades into the Dim and is lost in the forest shadows. 
   
  For this encounter, refer to DM Aid: Map #1 and DM 
  Aid: Map #2. Read the following to them: 
   
  You eventually find your way to a large and 
  rocky hill, poking above the forest like a stony boil. 
  It has numerous shrubs and bushes dotting its 
  slopes. You can see that base at the far side of the 
  hill is at a much lower elevation than the side you 
  approach. You can also see that the terrain to get 
  down to the base on the other side appears to be 
  treacherous, falling almost straight down. All of the 
  slopes on this hill appear to be completely natural 
  with no construction around with one exception. 
  There appears to be a small shrine built into the 
  stone of the hillside. 
   
  At first glance it seems to be a shrine to Pelor and 
  Mayaheine. The shrine is a fake. Anyone who makes a 
  Knowledge (religion) check at DC 20 will note that there 
  are several inconsistencies that run counter to the dogma 
  and mythos of the Pelorite faith. If any of the PCs are 
  clerics of Pelor or Mayaheine they automatically make 
  this check. Also, anyone who holds an item possessed by 
  the spirit of Rhal ap Ogwen, the Pelorite cleric 
  assassinated in GRM4-03 Ripe for the Picking (the player 
  will have an AR noting this), the check automatically 
  succeeds due to Rhal’s enhanced knowledge and special 
  spiritual connection. The main entrance to the base is 
  hidden behind the fake shrine. A Search check at DC 30 
  will find the entrance. Take 20 is allowed here as are 
  multiple searchers assisting.  
   
  The secret door is an adamantine door covered with 
  a thin granite façade with the hinges built into the stone 
  hillside. It is also locked with an intricate lock system. 
  There are no traps on the door itself. 
  All APLs 
  � Adamantine Secret Door: 1 in. thick; hardness 
  20; hp 40; Break DC 28; intricate lock (Open Lock 
  DC 16 + the APL, Take 20 allowed). 
  Once the party bypasses the door, read the following: 
   
  The door opens into a hemispherical room 30 
  feet in diameter and 15 feet high at its highest point. 
  Most of the room appears to be finely hewn, perhaps 
  by dwarven or gnomish craftsmen. The curving 
  walls are very smooth as is the floor with very few 
  places for handholds. The floor appears to be made 
  of solid adamantine. 
   
  The walls are solid stone while the floor is actually 
  only a thin layer of adamantine. The floor is made of two 
  separate sections (see DM Aid: Map #1), an adamantine 
  
  GRM5-03 Pruning at the Root 
   
  Page 10 
  floor only about 1/8 inch thick and a stone subfloor that 
  is much thicker. 
  All APLs 
  � Adamantine Floor: 1/8 in. thick; hardness 20; hp 
  5; Break DC 28. 
  � Stone Subfloor: 3 in. thick; hardness 20; hp 120; 
  Break DC 28. 
   
  A PC making a Spot check will notice the following 
  features by DC: 
  • 
  DC 10 – The room has some sort of faint chemical 
  odor.  If this PC also has ranks in Craft (alchemy), 
  they can determine it is acidic in nature on a DC 15 
  Craft (alchemy) check. 
  • 
  DC 15 – The odor is acidic in nature. 
  • 
  DC 20 – The smoothness of the floor and walls 
  could not be done with tools alone, but possibly with 
  some magical or alchemical assistance.  
   
  Trap: The entire room is one big fireball trap which 
  throws acidic fireballs (and at higher APLs, fireballs of 
  other energies) into the room. At APL 18, all of the 
  devices throw maximized chain lightning spells with 
  different energy signatures instead that target whoever 
  steps on the floor as the primary target.  A maximized 
  chain lightning device will also get targets outside of the 
  room provided that the additional targets are within 30 
  feet of the primary target. 
   
  The devices that throw the fireballs and chain 
  lightnings are hidden at the top of the room. An alarm 
  spell covers the floor so that anyone stepping on the floor 
  sets off the trap. The devices automatically reset. Detect 
  magic will not reveal the existence of the devices in the 
  room as the devices and the floor are protected by recent 
  castings of heightened (to 9th-level) Nystul’s magic aura 
  (caster level 17); only if the caster makes a Will save at 
  DC 23 while casting an identify spell will the spells be 
  detected. If and only if the casting and save are successful 
  will the PC detect that the floor radiates faint abjuration 
  magic while the devices at the top radiate moderate (APL 
  4) to strong (all other APLs) evocation magic. 
   
  There are a few ways to get past this trap. The easiest 
  is to find the hidden switch (Search DC 25). The hidden 
  switch is on the wall four feet from the floor on the left 
  side next to the entrance and another in the same place 
  on the far side of the room. This switch basically flips the 
  entire floor so that the alarm surface is on the underside 
  of the room. This rotation is so slow that PCs on the floor 
  when it turns just slide down into the bottom for no 
  damage. Furthermore, as long as the searchers do not step 
  into the room, they can Take 20 on the search for the 
  switch. They must specify that they are not stepping into 
  the room during the search, however, to be able to do 
  this. Parties who detect the magic in the room, however, 
  might not think to search for a switch. Do not give them 
  any clues unless they are completely stumped. The floor 
  switches back after one minute. 
   
  Another way of defeating the trap is to disable the 
  magic devices at the top of the room. To do this, however, 
  will either require a rogue to go up to the top of the room 
  (by climbing, flying, etc.) or to have some ability to work 
  the thieves’ tools remotely (as an arcane trickster does). 
  Given the nature of the walls, the Climb check to reach 
  the top of the room is DC 25 (overhang or ceiling with 
  handholds but no footholds) if the trap has not been set 
  off. Climbing PCs should make this check about midway 
  (10 foot fall) and at the top (15 foot fall). If the trap has 
  been set off, however, the walls will be slippery so add 
  another +5 to the DC. If the climber only wants to climb 
  to circumnavigate the room, the Climb check is only DC 
  20.  
   
  Any other means of travel (including various spells) 
  that does not put pressure on the floor is also allowed. If 
  the party is stumped, allow them some time to devise an 
  adequate plan. Once the trap is deactivated or bypassed, 
  they can search for secret doors and find one directly 
  opposite the entrance (Search DC 20, Take 20 allowed). 
  All APLs 
  � Adamantine Secret Door: 1 in. thick; hardness 
  20; hp 40; Break DC 28; intricate lock (Open Lock 
  DC 16 + the APL, Take 20 allowed). 
   
  There is also another hidden switch to flip the floor 
  next to this secret door (Search DC 25). 
  APL 4 (EL 4) 
  � Acidball Trap: CR 4; magic device; proximity 
  trigger (alarm); automatic reset; hidden switch 
  bypass (Search DC 25); spell effect (energy 
  substitution (acid) fireball, 5th level wizard, 5d6 acid, 
  DC 14 Reflex save half damage); Search DC 28; 
  Disable Device DC 28. 
  APL 6 (EL 6) 
  � Heightened Acidball Trap: CR 6; magic device; 
  proximity trigger (alarm); automatic reset; hidden 
  switch bypass (Search DC 25); spell effect (energy 
  substitution (acid) fireball (heightened to 5th level), 
  9th level wizard, 9d6 acid, DC 17 Reflex save half 
  damage); Search DC 30; Disable Device DC 30. 
  APL 8 (EL 8) 
  � Delayed Blast Acidball Trap: CR 8; magic 
  device; proximity trigger (alarm); automatic reset; 
  hidden switch bypass (Search DC 25); spell effect 
  (energy substitution (acid) delayed blast fireball, 13th 
  level wizard, 13d6 acid, DC 20 Reflex save half 
  damage); Search DC 32; Disable Device DC 32. 
  APL 10 (EL 10) 
  � Delayed Blast Acidball Trap: CR 8; magic 
  device; proximity trigger (alarm); automatic reset; 
  
  GRM5-03 Pruning at the Root 
   
  Page 11 
  hidden switch bypass (Search DC 25); spell effect 
  (energy substitution (acid) delayed blast fireball, 13th 
  level wizard, 13d6 acid, DC 20 Reflex save half 
  damage); Search DC 32; Disable Device DC 32. 
  � Delayed Blast Coldball Trap: CR 8; magic 
  device; proximity trigger (alarm); automatic reset; 
  hidden switch bypass (Search DC 25); spell effect 
  (energy substitution (cold) delayed blast fireball, 13th 
  level wizard, 13d6 cold, DC 20 Reflex save half 
  damage); Search DC 32; Disable Device DC 32. 
  APL 12 (EL 12) 
  � Heightened Delayed Blast Acidball Trap: CR 
  10; magic device; proximity trigger (alarm); 
  automatic reset; hidden switch bypass (Search DC 
  25); spell effect (energy substitution (acid) delayed 
  blast fireball (heightened to 9th level), 17th level 
  wizard, 17d6 acid, DC 23 Reflex save half damage); 
  Search DC 34; Disable Device DC 34. 
  � Heightened Delayed Blast Coldball Trap: CR 
  10; magic device; proximity trigger (alarm); 
  automatic reset; hidden switch bypass (Search DC 
  25); spell effect (energy substitution (cold) delayed 
  blast fireball (heightened to 9th level), 17th level 
  wizard, 17d6 cold, DC 23 Reflex save half damage); 
  Search DC 34; Disable Device DC 34. 
  APL 14 (EL 14) 
  � Maximized Empowered Acidball Trap: CR 14; 
  magic device; proximity trigger (alarm); automatic 
  reset; hidden switch bypass (Search DC 25); spell 
  effect (maximized empowered energy substitution 
  (acid) fireball, 17th level wizard, 90 acid, DC 22 Reflex 
  save half damage); Search DC 33; Disable Device DC 
  33. 
  APL 16 (EL 16) 
  � Maximized Empowered Acidball Trap: CR 14; 
  magic device; proximity trigger (alarm); automatic 
  reset; hidden switch bypass (Search DC 25); spell 
  effect (maximized empowered energy substitution 
  (acid) fireball, 17th level wizard, 90 acid, DC 22 Reflex 
  save half damage); Search DC 33; Disable Device DC 
  33. 
  � Maximized Empowered Coldball Trap: CR 14; 
  magic device; proximity trigger (alarm); automatic 
  reset; hidden switch bypass (Search DC 25); spell 
  effect (maximized empowered energy substitution 
  (cold) fireball, 17th level wizard, 90 cold, DC 22 Reflex 
  save half damage); Search DC 33; Disable Device DC 
  33. 
  APL 18 (EL 18) 
  � Maximized Chain Acid Trap: CR 16; magic 
  device; proximity trigger (alarm); automatic reset; 
  hidden switch bypass (Search DC 25); spell effect 
  (maximized 
  energy 
  substitution 
  (acid) 
  chain 
  lightning, 17th level wizard, 102 acid to target nearest 
  center of trigger area plus 51 acid to each of up to 
  seventeen secondary targets, DC 23 Reflex save half 
  damage); Search DC 34; Disable Device DC 34. 
  � Maximized Chain Cold Trap: CR 16; magic 
  device; proximity trigger (alarm); automatic reset; 
  hidden switch bypass (Search DC 25); spell effect 
  (maximized 
  energy 
  substitution 
  (cold) 
  chain 
  lightning, 17th level wizard, 102 cold to target nearest 
  center of trigger area plus 51 cold to each of up to 
  seventeen secondary targets, DC 23 Reflex save half 
  damage); Search DC 34; Disable Device DC 34. 
   
  If the party wishes to try to find another entrance to 
  the base, they will need to search for it. Negotiating the 
  rough slope is a Climb check at DC 15; failure to make 
  the check results in a fall for 2d6 nonlethal damage. Go to 
  the midpoint of Encounter 7 to allow them to enter the 
  base through the hidden grate. 
   
  Development: If the party successfully disables the 
  trap, finds the secret door, and unlocks it, they will find a 
  15 foot by 15 foot magic elevator that raises and lowers by 
  pressing the indicated button. The magic device 
  controlling the elevator is not visible to those inside and 
  thus is not dispellable. This leads to the gauntlet hallway 
  in Encounter 4. 
  ENCOUNTER 4: SPEARS AND 
  ARROWS AND POISON, OH, 
  MY! (LAW PATH) 
  After the party deals with the trap in Encounter 3 and 
  goes down the elevator behind the secret door in that 
  room, they will find another trapped hallway backed by 
  sniping archers. For this encounter, refer to DM Aid: Map 
  #2. Read the following: 
   
  The elevator descends noisily for about ten 
  minutes and then comes to a gentle stop. 
   
  Dwarves with Stonecunning can determine that 
  they have gone down about 100 feet. Once they have 
  opened the elevator door, read the following: 
   
  You open the door to find a 25 foot wide hall 
  that extends about 60 feet. The hall is about 30 feet 
  high and crisscrossed with numerous cables 
  connecting small ten foot by five foot wide 
  platforms approximately twenty feet from the floor. 
  The bottom part of the corridor is well-lit by 
  permanently affixed everburning torches, but the 
  upper ten feet of the corridor is in shadow. There is 
  a door on the other end of the hallway. 
   
  Trap: The wooden door on the other end of the 
  hallway is locked and trapped. 
  
  GRM5-03 Pruning at the Root 
   
  Page 12 
  All APLs 
  � Trapped Strong Wooden Door: 2 in. thick; 
  hardness 5; hp 20; Break DC 25; lock (Open Lock DC 
  11 + the APL); trapped (see below). 
   
  The trap has up to three parts. First, a glitterdust spell 
  goes off in front of the door so that any hidden or 
  invisible PCs are made visible. Second, a fusillade of 
  spears come flying out, filling the 15 foot by 15 foot area 
  in front of the door. At APLs 8+, these spears are covered 
  with poison.  Finally, at APLs 10+, greater dispel magic 
  spells go off in order to neutralize any spells invaders 
  might have activated (this could make the PCs more 
  vulnerable to the poison on the spears above as the spell 
  triggers just before the spears). 
   
  Creatures: At the perches at the far end of the room 
  stand two snipers. They have a clear field of fire into the 
  corridor and plenty of shadows (considered to be 
  concealment at 20% miss chance) in which to hide. The 
  elevator makes plenty of noise so the snipers know 
  someone is coming. They have quaffed potions of 
  invisibility (marked through on the stat block as being 
  used) so they are at +40 to their Hide checks. As they 
  know that someone is coming, they are observing the 
  door so Hide checks are impossible unless the PC can 
  Hide in Plain Sight or is invisible. They will then wait 
  until they can catch them flatfooted by the door once the 
  trap goes off. Enemy spellcasters (particularly low-
  armored arcane ones) are top priority as are opposing 
  archers. 
   
  Once the trap goes off, the snipers start firing at 
  their targets. They have two arrows coated with drow 
  sleep poison and, at APLs 8+, two arrows coated with the 
  same poison found on the spears at that APL. They will 
  shoot the two sleep poison arrows first so that they can 
  move and shoot the sleeping target flatfooted later. They 
  will then move to other perches as necessary to get better 
  shots. They know their fate at the hands of either Gran 
  March justice or the Grandmother of the Fist if they fail 
  so they fight with no quarter and no surrender. They do 
  not want to be captured so each has two doses of dark 
  reaver powder (Fort DC 18, 2d6 Con/1d6 Con and 1d6 
  Str) in capsules. It takes a free action to swallow both 
  capsules and DMs can assume that they fail their Fort 
  saves and perish from the capsules. 
  APL 4 (EL 6) 
  � Glitterdust: CR 3; magic device; proximity 
  trigger (alarm, 10 ft. area covering the door) and 
  visual trigger (true seeing); automatic reset; hidden 
  lock bypass (Search DC 25, Open Lock DC 30); spell 
  effect (glitterdust, 3rd level wizard, DC 13 Will save 
  negates (blinding only)); multiple targets (10 ft. 
  radius spread); Search DC 27; Disable Device DC 27. 
  � Fusillade of Spears: CR 2; mechanical; 
  proximity trigger (alarm); repair reset; Atk +14 
  ranged (1d8, spear); multiple targets (1d6 spears per 
  target in a 15 ft. by 15 ft. area); Search DC 20; Disable 
  Device DC 15. 
  � Fist Sorcerer Snipers (2): Human Rog2/Sor1; 
  hp 12 each; see Appendix 1. 
  APL 6 (EL 8) 
  � Heightened Glitterdust: CR 4; magic device; 
  proximity trigger (alarm, 10 ft. area covering the 
  door) and visual trigger (true seeing); automatic reset; 
  hidden lock bypass (Search DC 25, Open Lock DC 
  30); spell effect (glitterdust (heightened to 3rd level), 
  5th level wizard, DC 14 Will save negates (blinding 
  only)); multiple targets (10 ft. radius spread); Search 
  DC 28; Disable Device DC 28. 
  � Fusillade of Spears: CR 4; mechanical; 
  proximity trigger (alarm); repair reset; Atk +21 
  ranged (1d8, spear); multiple targets (1d6 spears per 
  target in a 15 ft. by 15 ft. area); Search DC 20; Disable 
  Device DC 15. 
  � Fist Sorcerer Snipers (2): Human Rog4/Sor1; 
  hp 21 each; see Appendix 2. 
  APL 8 (EL 10) 
  � Heightened Glitterdust: CR 5; magic device; 
  proximity trigger (alarm, 10 ft. area covering the 
  door) and visual trigger (true seeing); automatic reset; 
  hidden lock bypass (Search DC 25, Open Lock DC 
  30); spell effect (glitterdust (heightened to 4th level), 
  7th level wizard, DC 16 Will save negates (blinding 
  only)); multiple targets (10 ft. radius spread); Search 
  DC 29; Disable Device DC 29. 
  � Fusillade of Poisoned Spears: CR 7; 
  mechanical; proximity trigger (alarm); repair reset; 
  Atk +21 ranged (1d8 plus poison, spear); poison 
  (medium spider venom, DC 14 Fort save resists, 1d4 
  Str/1d6 Str); multiple targets (1d6 spears per target 
  in a 15 ft. by 15 ft. area); Search DC 20; Disable 
  Device DC 20. 
  � 
  Fist 
  Sorcerer 
  Snipers 
  (2): 
  Human 
  Rog5/Sor1/Thief-Acrobat1; hp 30 each; see Appendix 
  3. 
  APL 10 (EL 12) 
  � Heightened Glitterdust: CR 6; magic device; 
  proximity trigger (alarm, 10 ft. area covering the 
  door) and visual trigger (true seeing); automatic reset; 
  hidden lock bypass (Search DC 25, Open Lock DC 
  30); spell effect (glitterdust (heightened to 5th level), 
  9th level wizard, DC 17 Will save negates (blinding 
  only)); multiple targets (10 ft. radius spread); Search 
  DC 30; Disable Device DC 30. 
  � Heightened Greater Dispel Magic: CR 8; 
  magic device; proximity trigger (alarm); no reset; 
  spell effect (greater dispel magic (heightened to 7th 
  level), 13th level wizard, area dispel); multiple targets 
  
  GRM5-03 Pruning at the Root 
   
  Page 13 
  (20 ft. radius burst); Search DC 32; Disable Device 
  DC 32. 
  � Fusillade of Poisoned Spears: CR 6; 
  mechanical; proximity trigger (alarm); repair reset; 
  Atk +21 ranged (1d8 plus poison, spear); poison 
  (large scorpion venom, DC 18 Fort save resists, 1d6 
  Str/1d6 Str); multiple targets (1d6 spears per target 
  in a 15 ft. by 15 ft. area); Search DC 15; Disable 
  Device DC 15. 
  � 
  Fist 
  Sorcerer 
  Snipers 
  (2): 
  Human 
  Rog6/Sor1/Thief-Acrobat2; hp 39 each; see Appendix 
  4. 
  APL 12 (EL 14) 
  � Heightened Glitterdust: CR 7; magic device; 
  proximity trigger (alarm, 10 ft. area covering the 
  door) and visual trigger (true seeing); automatic reset; 
  hidden lock bypass (Search DC 25, Open Lock DC 
  30); spell effect (glitterdust (heightened to 6th level), 
  11th level wizard, DC 19 Will save negates (blinding 
  only)); multiple targets (10 ft. radius spread); Search 
  DC 31; Disable Device DC 31. 
  � Heightened Greater Dispel Magic (2): CR 9; 
  magic device; proximity trigger (alarm); no reset; 
  spell effect (greater dispel magic (heightened to 8th 
  level), 15th level wizard, area dispel); multiple targets 
  (20 ft. radius burst); Search DC 33; Disable Device 
  DC 33. 
  � Fusillade of Poisoned Spears: CR 7; 
  mechanical; proximity trigger (alarm); repair reset; 
  Atk +21 ranged (1d8 plus poison, spear); poison 
  (purple worm poison, DC 24 Fort save resists, 1d6 
  Str/2d6 Str); multiple targets (1d6 spears per target 
  in a 15 ft. by 15 ft. area); Search DC 15; Disable 
  Device DC 15. 
  � 
  Fist 
  Sorcerer 
  Snipers 
  (2): 
  Human 
  Rog7/Sor1/Thief-Acrobat3; hp 57 each; see Appendix 
  5. 
  APL 14 (EL 16) 
  � Heightened Glitterdust: CR 8; magic device; 
  proximity trigger (alarm, 10 ft. area covering the 
  door) and visual trigger (true seeing); automatic reset; 
  hidden lock bypass (Search DC 25, Open Lock DC 
  30); spell effect (glitterdust (heightened to 7th level), 
  13th level wizard, DC 20 Will save negates (blinding 
  only)); multiple targets (10 ft. radius spread); Search 
  DC 32; Disable Device DC 32. 
  � Heightened Greater Dispel Magic (3): CR 10; 
  magic device; proximity trigger (alarm); no reset; 
  spell effect (greater dispel magic (heightened to 9th 
  level), 17th level wizard, area dispel); multiple targets 
  (20 ft. radius burst); Search DC 34; Disable Device 
  DC 34. 
  � Fusillade of Poisoned Spears: CR 8; 
  mechanical; proximity trigger (alarm); repair reset; 
  Atk +25 ranged (1d8 plus poison, spear); poison 
  (purple worm poison, DC 24 Fort save resists, 1d6 
  Str/2d6 Str); multiple targets (1d6 spears per target 
  in a 15 ft. by 15 ft. area); Search DC 15; Disable 
  Device DC 15. 
  � 
  Fist 
  Sorcerer 
  Snipers 
  (2): 
  Human 
  Rog8/Sor1/Thief-Acrobat4; hp 67 each; see Appendix 
  6. 
  APL 16 (EL 18) 
  � Heightened Glitterdust: CR 9; magic device; 
  proximity trigger (alarm, 10 ft. area covering the 
  door) and visual trigger (true seeing); automatic reset; 
  hidden lock bypass (Search DC 25, Open Lock DC 
  30); spell effect (glitterdust (heightened to 8th level), 
  15th level wizard, DC 22 Will save negates (blinding 
  only)); multiple targets (10 ft. radius spread); Search 
  DC 33; Disable Device DC 33. 
  � Heightened Greater Dispel Magic (4): CR 10; 
  magic device; proximity trigger (alarm); no reset; 
  spell effect (greater dispel magic (heightened to 9th 
  level), 17th level wizard, area dispel); multiple targets 
  (20 ft. radius burst); Search DC 34; Disable Device 
  DC 34. 
  � Fusillade of Poisoned Spears: CR 11; 
  mechanical; proximity trigger (alarm); repair reset; 
  Atk +25 ranged (1d8 plus poison, spear); poison 
  (purple worm poison, DC 24 Fort save resists, 1d6 
  Str/2d6 Str); multiple targets (1d6 spears per target 
  in a 15 ft. by 15 ft. area); Search DC 29; Disable 
  Device DC 24. 
  � 
  Fist 
  Sorcerer 
  Snipers 
  (2): 
  Human 
  Rog9/Sor1/Thief-Acrobat5; hp 78 each; see Appendix 
  7. 
  APL 18 (EL 20) 
  � Heightened Glitterdust: CR 10; magic device; 
  proximity trigger (alarm, 10 ft. area covering the 
  door) and visual trigger (true seeing); automatic reset; 
  hidden lock bypass (Search DC 25, Open Lock DC 
  30); spell effect (glitterdust (heightened to 9th level), 
  17th level wizard, DC 23 Will save negates (blinding 
  only)); multiple targets (10 ft. radius spread); Search 
  DC 34; Disable Device DC 34. 
  � Heightened Greater Dispel Magic (4): CR 10; 
  magic device; proximity trigger (alarm); no reset; 
  spell effect (greater dispel magic (heightened to 9th 
  level), 17th level wizard, area dispel); multiple targets 
  (20 ft. radius burst); Search DC 34; Disable Device 
  DC 34. 
  � Fusillade of Poisoned Spears: CR 16; 
  mechanical; proximity trigger (alarm); repair reset; 
  Atk +25 ranged (1d8 plus poison, spear); poison 
  
  GRM5-03 Pruning at the Root 
   
  Page 14 
  (black lotus extract, DC 20 Fort save resists, 3d6 
  Con/3d6 Con); multiple targets (1d6 spears per 
  target in a 15 ft. by 15 ft. area); Search DC 29; Disable 
  Device DC 29. 
  � 
  Fist 
  Sorcerer 
  Snipers 
  (2): 
  Human 
  Rog11/Sor1/Thief-Acrobat5; 
  hp 
  88 
  each; 
  see 
  Appendix 8. 
   
  Moving between perches using the cables involves 
  Balance checks or Climb checks. At APLs 4 and 6, the 
  cable is two inches wide so the Balance Check is DC 15. 
  At higher APLs, the cable is only one inch wide and thus 
  the check is DC 20. As the snipers have over five ranks in 
  Balance, they are not flatfooted when moving across the 
  cables. Climb checks on the cables are DC 15, but result 
  in generally slower movement and more opportunities to 
  be flatfooted, thus the snipers will do Balance checks 
  unless prevented from doing so. The cables are made of 
  steel at APLs 4 and 6 and adamantine at higher. 
  APLs 4 and 6 
  � Steel Cable: 2 in. thick; hardness 10; hp 30; AC 11 
  due to size; Break DC 26. 
  APLs 8 to 18 
  � Adamantine Cable: 1 in. thick; hardness 20; hp 
  40; AC 11 due to size; Break DC 28. 
   
  Getting up to the cables requires Climb checks as 
  well.  Each perch has a 30 foot knotted rope attached, but 
  all of them are currently pulled up. The Climb check for 
  the walls of the corridor is DC 25 due to the lack of 
  handholds. PCs equipped with rope and grappling hook 
  can hook a perch; the perch is AC 5 to hit. 
   
  Treasure: The party should have no trouble looting 
  the bodies of the snipers after their defeat. Their 
  equipment is listed in the Treasure Summary. 
   
  Development: After defeating the snipers and the 
  trap and opening the door, take the players onto 
  Encounter 8 (Encounters 5 to 7 are for the Corporate 
  Path).  
  ENCOUNTER 5: GETTING SET 
  (CORPORATE PATH) 
  After getting additional gear and information in 
  Encounter 1 the Corporate Path PCs return back to 
  warehouse. Read the following: 
   
  You return to the Dirt Quarter to find the 
  warehouse cleared except for the Toecutter, a 
  human male in robes, and an elven female. Both of 
  them are heavily cloaked and masked; only their 
  exposed ears and body shape give any clue as to their 
  identity. The Toecutter quickly addresses you once 
  you are all inside. 
   
  “I trust that ye are now properly prepared. Do ye 
  have any further questions?” 
   
  DMs should refer back to Introduction 2 if the PCs 
  have any additional questions. Once the questions are 
  complete, read the following: 
   
  The Toecutter then hands them each a potion 
  and says, “Drink this before ye hit the water so that 
  ye can breathe right.” He then proceeds to give you 
  directions to the water pipe and when finished says 
  “Now that ye’re ready, our friends here, conjurers 
  good at this teleport stuff, will take ye to the Dim. 
  They are able to do this right so no worries.” They 
  then begin to casting and you eventually wink out of 
  existence. 
   
  Parties with greater teleport can do this with only the 
  description provided by the Corporate spellcasters and 
  can aid in the teleportation but should be encouraged to 
  save their spells. The two casters are 15th-level conjurers. 
  Each of them thus can carry (in addition to themselves) 
  five Medium or smaller creatures for a total of ten. One 
  Large creature counts as two Medium creatures, one 
  Huge creature counts as two Large creatures, and so on. 
  Thus, 
  space 
  for 
  familiars, 
  mounts, 
  and 
  animal 
  companions will be limited.  
   
  Development: Once the teleportation is completed, 
  go to Encounter 6. 
  ENCOUNTER 6: TAKING A DIP 
  (CORPORATE PATH) 
  The party gets to this encounter after the Toecutter has 
  his “friends” teleport them to the Dim Forest. Read the 
  following: 
   
  When you finish teleporting, the two cloaked 
  Corporate wizards cast again and then disappear. 
  You can now see that you are indeed in the shadowy 
  confines of the Dim Forest. From the amount of 
  light that you see here, you can guess that you are 
  fairly close to the edge of the forest.  
   
  Even with the shadows within these woods, 
  someone with either Knowledge (geography) or 
  Knowledge (local – Sheldomar Valley Metaregion) can 
  determine that the party is in Barony Malthinius, just 
  inside the Dim Forest by making a DC 20 check. They 
  can determine this by noting the intensity of the 
  shadows here as well as where the sun is in the sky. 
   
  Players may wonder how the Corporate spellcasters 
  scryed this location as scrying only works on people not 
  places. Any player who mentions their PC would be 
  thinking about this may roll a Spot check (DC 20 + the 
  APL). If they make the check, they will notice a male elf 
  wearing some sort of cloak over a chain shirt. If the 
  spotting PC is an elf or describes the clothes for someone 
  who is, the elf will be identified as a Dim Forest wood elf. 
  The elf quickly fades into the forest shadows. 
  
  GRM5-03 Pruning at the Root 
   
  Page 15 
   
  By following the Toecutter’s directions, the party 
  will eventually find themselves at the hidden grate. For 
  this encounter, refer to DM Aid: Map #1 and DM Aid: Map 
  #3.  Read the following to them: 
   
  You eventually find your way to a large and 
  rocky hill. It has numerous shrubs and bushes 
  dotting its slopes. You can see that base at the far 
  side of the hill is at a much higher elevation than 
  the side you approach. You can also see that the 
  terrain to get up to the base on the other side 
  appears to be treacherous, almost straight up. All of 
  the slopes on this hill appear to be completely 
  natural with no construction around. 
   
  The grate to the underground water pipe is hidden 
  behind a couple of large shrubs and concealed with a 
  cloth that matches the rocky slope. A Search check at DC 
  30 will find the entrance. Take 20 is allowed here as are 
  multiple searchers assisting. If the party does not have 
  the Toecutter’s instructions on how to find the grate 
  (such as if a party on the Law Path decides to search for a 
  back door), there is an additional +5 to the DC for this 
  search. The pipe is a dwarven-made diversion of a natural 
  underground river which flows for miles underneath this 
  area of the Dim Forest. Dwarves will immediately note its 
  manufacture. 
   
  At this point, the party will probably drink the 
  potions provided by the Toecutter. They are, of course, 
  standard potions of water breathing. Each one lasts ten 
  hours. Parties may have casters capable of casting this 
  spell on their own; follow the rules for dividing up the 
  duration as per the spell description. Remember to take 
  into account familiars and animal companions. The pipe 
  itself has no illumination; everburning torches and 
  darkvision are the order of the day here. 
   
  Once they begin, read the following: 
   
  The pipe is about four feet in diameter so most 
  of you climb rather than swim through it. It is 
  completely full of water. There are plenty of 
  makeshift handholds and the current is not that 
  swift so you proceed easily, but slowly, upward. After 
  traveling what you guess is about 60 feet, you 
  eventually reach a point in the pipe where the grade 
  is not as steep, almost level. 
   
  Since the pipe is only 4’ across, it is likely the PCs 
  will be squeezed. Please refer to page 148 of the PHB for 
  rules on squeezing. 
   
  The climb to the level section of pipe takes about 
  half an hour due to trying to find suitable handholds in 
  the escalating pipe. The level section is 45 feet long. This 
  section of pipe is also made of adamantine but this is 
  revealed only on a Spot check at DC 18 + APL. 
   
  Trap: At the far end of the section is a ring that can 
  be used as a handhold. Grabbing that ring sets off the 
  traps.  
   
  The first trap (one that occurs at every APL) is a 
  variation of the water-filled room. Rather than filling the 
  pipe with water, adamantine walls close each end of the 
  pipe. The doors close at the rate of the onset delay of the 
  trap. Once the doors start to close, the PCs will be able to 
  send one Medium or smaller creature out either end 
  (providing they are close enough to an end) in the first 
  round. After that, until halfway through the cycle, Small 
  or smaller creatures can get out either end through the 
  narrowing opening one at a time. After the halfway point, 
  no other creatures will be able to exit. On an onset delay 
  of only one round, only one Medium creature can get out 
  either end.  
   
  Once closed, the doors will stay closed for twelve 
  hours unless a rogue (and only a rogue) makes a 
  successful Disable Device check at DC 25. Each failed 
  check, however, costs thirty minutes of time. If 
  unsuccessful, the duration of the closure will be longer 
  than the duration of the potions of water breathing; 
  drowning rules apply after that duration. Depending on 
  how water breathing spells were cast by PC spellcasters, 
  they may or may not drown. A knock spell will also open 
  the doors and the PCs are welcome to try and break the 
  doors down. 
  All APLs 
  � Adamantine Doors and Walls: 1 in. thick; 
  hardness 20; hp 40; Break DC 28. 
   
  The second part of the trap (at APL 6 or higher) starts 
  once the doors close. The bottom of the level section of 
  the pipe opens into a 45 foot by 45 foot by 10 foot high 
  room, completely submerged in water. The water’s 
  buoyancy negates any possible falling damage from 
  dropping to this room. Inside are one or more scrags (or 
  half-black dragon scrags at higher APLs).  The rate at 
  which the trapdoor opens does not allow the scrags to get 
  surprise so both parties are flatfooted until initiative. 
   
  The final trap (at APL 14 and higher) adds either an 
  acidball or acidic chain lightning trap that goes off any 
  round someone touches the floor of the room. The half-
  black dragon scrags (being immune to the acid) will try 
  whenever possible to touch the floor each round. The 
  acidball is centered on the room so going to the corners 
  will avoid the damage. The acidic chain lightning will target 
  the closest creature (PC or scrag) in the center of the 
  room and spread out from there. The caster level should 
  be sufficient to get a full party plus up to four scrags, 
  providing they are within 30 feet of the target. Again, the 
  half-black dragon scrags are immune to the acid. 
   
  There are hidden controls outside of either door to 
  open them early (Search DC 25). When the doors open, 
  the bottom of the pipe closes as well. There is an onset 
  delay of two rounds before the doors open, but the 
  mechanics of the door are loud enough so that PCs can 
  swim up to the pipe and be inside before it closes.  
  
  GRM5-03 Pruning at the Root 
   
  Page 16 
   
  Creatures: The scrags are pets of the Grandmother 
  of the Fist and they attack and eat anything that comes 
  into their space. The half-black dragon scrags are a bit 
  more stupid than expected (-2 to Int to bring their Int 
  back to the same as a regular scrag) but are stronger (+2 
  Str). They will use their acid blast targeting the opponent 
  they think is the strongest (armored fighters being the 
  preferred choice).  
   
  The scrags will, of course, engage anyone falling out 
  of the pipe. See the underwater combat rules on pages 92 
  – 93 of the DMG. You can consider the water in this room 
  to be calm, not flowing water (Swim DC 10) as the 
  adamantine doors block the water flow through the pipe. 
  Visibility through the water is 50 feet. 
  APL 4 (EL 6) 
  � Water-Filled Room: CR 6; mechanical; location 
  trigger; automatic reset; hidden switch bypass 
  (Search DC 25); multiple targets (all targets in a 4 ft. 
  by 45 ft. pipe); never miss; onset delay (5 rounds); 
  liquid; Search DC 25; Disable Device DC 25. 
  APL 6 (EL 8) 
  � Water-Filled Room: CR 5; mechanical; location 
  trigger; automatic reset; hidden switch bypass 
  (Search DC 25); multiple targets (all targets in a 4 ft. 
  by 45 ft. pipe); never miss; onset delay (5 rounds); 
  liquid; Search DC 20; Disable Device DC 25. 
  � Scrags (2): hp 63 each; see Monster Manual, page 
  247. 
  APL 8 (EL 10) 
  � Water-Filled Room: CR 7; mechanical; location 
  trigger; automatic reset; hidden switch bypass 
  (Search DC 25); multiple targets (all targets in a 4 ft. 
  by 45 ft. pipe); never miss; onset delay (3 rounds); 
  liquid; Search DC 20; Disable Device DC 25. 
  � Scrags (4): hp 63 each; see Monster Manual, page 
  247. 
  APL 10 (EL 12) 
  � Water-Filled Room: CR 9; mechanical; location 
  trigger; automatic reset; hidden switch bypass 
  (Search DC 25); multiple targets (all targets in a 4 ft. 
  by 45 ft. pipe); never miss; onset delay (1 round); 
  liquid; Search DC 20; Disable Device DC 25. 
  � Half-Black Dragon Scrags (4): hp 77 each; see 
  Appendix 4. 
  APL 12 (EL 14) 
  � Water-Filled Room: CR 11; mechanical; 
  location trigger; automatic reset; hidden switch 
  bypass (Search DC 25); multiple targets (all targets in 
  a 4 ft. by 45 ft. pipe); never miss; onset delay (1 
  round); liquid; Search DC 25; Disable Device DC 30. 
  � Half-Black Dragon Scrags Ftr2 (4): hp 102 
  each; see Appendix 5. 
  APL 14 (EL 16) 
  � Water-Filled Room: CR 12; mechanical; 
  location trigger; automatic reset; hidden switch 
  bypass (Search DC 25); multiple targets (all targets in 
  a 4 ft. by 45 ft. pipe); never miss; onset delay (1 
  round); liquid; Search DC 30; Disable Device DC 30. 
  � Heightened Delayed Blast Acidball Trap: CR 
  10; magic device; proximity trigger (alarm); 
  automatic reset; hidden switch bypass (Search DC 
  25); spell effect (energy substitution (acid) delayed 
  blast fireball (heightened to 9th level), 17th level 
  wizard, 17d6 acid, DC 23 Reflex save half damage); 
  Search DC 34; Disable Device DC 34. 
  � Half-Black Dragon Scrags Ftr4 (4): hp 128 
  each; see Appendix 6. 
  APL 16 (EL 18) 
  � Water-Filled Room: CR 12; mechanical; 
  location trigger; automatic reset; hidden switch 
  bypass (Search DC 25); multiple targets (all targets in 
  a 4 ft. by 45 ft. pipe); never miss; onset delay (1 
  round); liquid; Search DC 30; Disable Device DC 30. 
  � Maximized Chain Acid Trap: CR 16; magic 
  device; proximity trigger (alarm); automatic reset; 
  hidden switch bypass (Search DC 25); spell effect 
  (maximized 
  energy 
  substitution 
  (acid) 
  chain 
  lightning, 17th level wizard, 102 acid to target nearest 
  center of trigger area plus 51 acid to each of up to 
  seventeen secondary targets, DC 23 Reflex save half 
  damage); Search DC 34; Disable Device DC 34. 
  � Half-Black Dragon Scrags Ftr6 (4): hp 153 
  each; see Appendix 7. 
  APL 18 (EL 20) 
  � Water-Filled Room: CR 14; mechanical; 
  location trigger; automatic reset; hidden switch 
  bypass (Search DC 25); multiple targets (all targets in 
  a 4 ft. by 45 ft. pipe); never miss; onset delay (1 
  round); liquid; Search DC 35; Disable Device DC 35. 
  � Maximized Chain Acid Trap: CR 16; magic 
  device; proximity trigger (alarm); automatic reset; 
  hidden switch bypass (Search DC 25); spell effect 
  (maximized 
  energy 
  substitution 
  (acid) 
  chain 
  lightning, 17th level wizard, 102 acid to target nearest 
  center of trigger area plus 51 acid to each of up to 
  seventeen secondary targets, DC 23 Reflex save half 
  damage); Search DC 34; Disable Device DC 34. 
  � Half-Black Dragon Scrags Ftr8 (4): hp 179 
  each; see Appendix 8. 
   
  Treasure: Though the scrags are wearing some 
  armor at higher APLs, its large size, poor manufacture, 
  
  GRM5-03 Pruning at the Root 
   
  Page 17 
  and acidic damage make the sets very poor quality and 
  unable to be sold. 
   
  Development: Once they have defeated the traps 
  and scrags, the party can proceed up the pipe to 
  Encounter 7. 
  ENCOUNTER 7: FUMES 
  (CORPORATE PATH) 
   
  This encounter occurs after the party navigates the 
  pipe from Encounter 6. For this encounter, refer to DM 
  Aid: Map #1 and DM Aid: Map #3. It gives a brief 
  description of the rooms on this level which are 
  abandoned or collapsed save for the Office of Contracts. 
  There is one drawer here of interest. Read the following: 
   
  Once you leave the leveled section of pipe, it 
  turns up again for another 60 feet which is, again, 
  very easy to climb. The pipe opens up to a ten foot by 
  twenty foot pool in a small twenty foot by twenty 
  foot room with lots of buckets lying about. There is 
  an adamantine grate blocking any further passage 
  upward in the pipe. A door is on the wall opposite 
  the pool.  
   
  This room is fairly quiet so parties will probably want 
  to rest and heal here before moving on. The door is 
  unlocked. Once they are ready, read the following: 
   
  The door leads into a series of hallways with 
  multiple doors along the walls. What is behind each 
  door is different. Some just open into empty rooms, 
  stripped of anything useful. Some are filled with 
  stone and soil, obviously collapsed by someone to 
  hide any secrets. Some doors are unable to be 
  opened, with the reason why readily apparent from 
  the dust coming from underneath; the room beyond 
  is completely collapsed and thus blocking the use of 
  the door.  
   
  The PCs will want to search rubble and ruins to find 
  items of value. They will find nothing. Anything of value 
  from these rooms was already removed or is destroyed by 
  the weight of tons of collapsed stone. Once they see the 
  futility of this course of action, read the following: 
   
  Only one room remains intact. This 10 foot by 
  10 foot room appears to be a filing room with 
  various papers and scrolls in built-in bookcases and 
  cabinets in the walls. A single desk sits in the center 
  of the room. 
   
  It is possible that a party on the Law Path will come 
  into this room from the stairs. There are two options 
  here. If there is a Corporation member with them who 
  was given the documents by Toecutter, that PC will have 
  to make a Sleight of Hand check DC 15 to switch the 
  documents without being detected.  If a Corporation PC 
  is detected by the rest of his Law Path party making the 
  document switch, the other PCs will have to decide what 
  to do with him. Allow the PCs to roleplay this out, but if 
  the PC is turned over to Garde, he will be questioned and 
  assigned duty on the work gangs. Please note this on the 
  special AR. It is possible the PC will escape, if they do so, 
  note this also. If there are no Corporation members then 
  they will find (Search DC 15) the drawer in the desk 
  already open and the trap set off. In the desk drawer will 
  be false information that indicates that the Fist 
  organization was the entire Corporation, not just a part of 
  it. The information on Toecutter’s daughter will remain 
  in the drawer, but the papers incriminating Thotec will 
  be gone. 
   
  Trap: Anyone touching the drawers of the desk will 
  set off the gas trap (preceded by the greater dispel magic 
  devices at higher APLs). This gas trap fills the room while 
  the greater dispel magic devices attempt to negate any 
  magical protections the PCs may be using. APLs 16 and 
  18 also have acidball (and coldball) traps targeted on the 
  drawer. 
  APL 4 (EL 4) 
  � Asabi Mist Trap: CR 4; mechanical; touch 
  trigger; repair reset; gas; never miss, onset delay (3 
  rounds); poison (asabi mist, DC 12 Fort save resists, 
  1d4 Con/1d4 Con); multiple targets (all targets in a 
  10 ft. by 10 ft. room); Search DC 20; Disable Device 
  DC 20. 
  APL 6 (EL 6) 
  � Burnt Othur Vapor Trap: CR 6; mechanical; 
  touch trigger; repair reset; gas; never miss, onset 
  delay (3 rounds); poison (burnt othur fumes, DC 18 
  Fort save resists, 1 Con drain/3d6 Con); multiple 
  targets (all targets in a 10 ft. by 10 ft. room); Search 
  DC 15; Disable Device DC 22. 
  APL 8 (EL 8) 
  � Burnt Othur Vapor Trap: CR 8; mechanical; 
  touch trigger; repair reset; gas; never miss, onset 
  delay (3 rounds); poison (burnt othur fumes, DC 18 
  Fort save resists, 1 Con drain/3d6 Con); multiple 
  targets (all targets in a 10 ft. by 10 ft. room); Search 
  DC 22; Disable Device DC 26. 
  APL 10 (EL 10) 
  � Heightened Greater Dispel Magic: CR 8; 
  magic device; proximity trigger (alarm); no reset; 
  spell effect (greater dispel magic (heightened to 7th 
  level), 13th level wizard, area dispel); multiple targets 
  (20 ft. radius burst); Search DC 32; Disable Device 
  DC 32. 
  � Burnt Othur Vapor Trap: CR 8; mechanical; 
  touch trigger; repair reset; gas; never miss, onset 
  delay (3 rounds); poison (burnt othur fumes, DC 18 
  Fort save resists, 1 Con drain/3d6 Con); multiple 
  targets (all targets in a 10 ft. by 10 ft. room); Search 
  DC 22; Disable Device DC 26. 
  
  GRM5-03 Pruning at the Root 
   
  Page 18 
  APL 12 (EL 12) 
  � Heightened Greater Dispel Magic: CR 10; 
  magic device; proximity trigger (alarm); no reset; 
  spell effect (greater dispel magic (heightened to 9th 
  level), 17th level wizard, area dispel); multiple targets 
  (20 ft. radius burst); Search DC 34; Disable Device 
  DC 34. 
  � Burnt Othur Vapor Trap: CR 10; mechanical; 
  touch trigger; repair reset; gas; never miss, onset 
  delay (2 rounds); poison (burnt othur fumes, DC 18 
  Fort save resists, 1 Con drain/3d6 Con); multiple 
  targets (all targets in a 10 ft. by 10 ft. room); Search 
  DC 29; Disable Device DC 29. 
  APL 14 (EL 14) 
  � Heightened Greater Dispel Magic (2): CR 10; 
  magic device; proximity trigger (alarm); no reset; 
  spell effect (greater dispel magic (heightened to 9th 
  level), 17th level wizard, area dispel); multiple targets 
  (20 ft. radius burst); Search DC 34; Disable Device 
  DC 34. 
  � Atomized Black Lotus Extract Trap: CR 12; 
  mechanical; touch trigger; repair reset; gas; never 
  miss, onset delay (2 rounds); poison (atomized black 
  lotus extract, DC 20 Fort save resists, 3d6 Con /3d6 
  Con); multiple targets (all targets in a 10 ft. by 10 ft. 
  room); Search DC 29; Disable Device DC 29. 
  APL 16 (EL 16) 
  � Heightened Greater Dispel Magic (4): CR 10; 
  magic device; proximity trigger (alarm); no reset; 
  spell effect (greater dispel magic (heightened to 9th 
  level), 17th level wizard, area dispel); multiple targets 
  (20 ft. radius burst); Search DC 34; Disable Device 
  DC 34. 
  � Atomized Black Lotus Extract Trap: CR 12; 
  mechanical; touch trigger; repair reset; gas; never 
  miss, onset delay (2 rounds); poison (atomized black 
  lotus extract, DC 20 Fort save resists, 3d6 Con /3d6 
  Con); multiple targets (all targets in a 10 ft. by 10 ft. 
  room); Search DC 29; Disable Device DC 29. 
  � Maximized Empowered Acidball Trap: CR 14; 
  magic device; proximity trigger (alarm); automatic 
  reset; spell effect (maximized empowered energy 
  substitution (acid) fireball, 17th level wizard, 90 acid, 
  DC 22 Reflex save half damage); Search DC 33; 
  Disable Device DC 33. 
  APL 18 (EL 18) 
  � Heightened Greater Dispel Magic (4): CR 10; 
  magic device; proximity trigger (alarm); no reset; 
  spell effect (greater dispel magic (heightened to 9th 
  level), 17th level wizard, area dispel); multiple targets 
  (20 ft. radius burst); Search DC 34; Disable Device 
  DC 34. 
  � Atomized Black Lotus Extract Trap: CR 14; 
  mechanical; touch trigger; repair reset; gas; never 
  miss, onset delay (1 round); poison (atomized black 
  lotus extract, DC 20 Fort save resists, 3d6 Con /3d6 
  Con); multiple targets (all targets in a 10 ft. by 10 ft. 
  room); Search DC 29; Disable Device DC 34. 
  � Maximized Empowered Acidball Trap: CR 14; 
  magic device; proximity trigger (alarm); automatic 
  reset; spell effect (maximized empowered energy 
  substitution (acid) fireball, 17th level wizard, 90 acid, 
  DC 22 Reflex save half damage); Search DC 33; 
  Disable Device DC 33. 
  � Maximized Empowered Coldball Trap: CR 14; 
  magic device; proximity trigger (alarm); automatic 
  reset; hidden switch bypass (Search DC 25); spell 
  effect (maximized empowered energy substitution 
  (cold) fireball, 17th level wizard, 90 cold, DC 22 Reflex 
  save half damage); Search DC 33; Disable Device DC 
  33. 
   
  Inside the drawer there are numerous records of 
  various contracts. They are mostly in CorporateSpeak but 
  a few names and phrases are in Common. A Search check 
  at DC 18 + APL will find that there is a contract for what 
  appears to be the second assassination attempt on the 
  Commandant. The person who hired the assassins is not 
  mentioned directly, but there is mention of an agent 
  named Thotec from Shiboleth making the final details. 
  Those who have played GRM4-01 Homecoming might see 
  the similarities between this agent and Nolar Thotec, the 
  Magistrate in Shiboleth, but this by itself is not sufficient 
  for tying him into the assassination attempts. 
   
  A similar successful Search check will find more 
  notes regarding the second assassination attempt, only 
  these papers deal with the murder of Nydia Ramster. The 
  assassins learned that she was a close associate of the 
  Toecutter. PCs who played in GRM4-06 Harvest Time 
  might remember Nydia as the waitress killed by a 
  vampire assassin from Sterich. The assassin then posed as 
  Nydia to try to eliminate any adventurers who might 
  have been in Hookhill for the Commandant’s hearings 
  and who might have helped the Commandant when the 
  assassination occurred. If a party on the Law Path 
  happens to find this, give them a Knowledge (local – 
  Sheldomar Valley Metaregion) check at DC 15 to know 
  that the Toecutter is a shadowy figure from the Hookhill 
  underworld and that, regardless of his other activities, he 
  would be very interested in finding out about what 
  happened to Nydia.  
   
  Treasure: Once the party takes care of the trap in 
  the desk, they will find on a quick search (automatic 
  success once the trap is gone) that the desktop raises to 
  reveal a storage locker containing enough equipment to 
  fully supply two snipers as in Encounter 4. This 
  equipment is listed in the Treasure Summary. 
  
  GRM5-03 Pruning at the Root 
   
  Page 19 
   
  Development: Behind a built-in bookcase is a secret 
  door (Search DC 15) that leads to a spiral staircase leading 
  to the main hall and Encounter 8. 
  ENCOUNTER 8: 
  CONFRONTING THE ENEMY 
  (BOTH PATHS) 
   
  The party can get to this encounter either by going 
  through the traps in the Offices of Contracts in 
  Encounter 7 or by going through the traps and snipers in 
  Encounter 4.   For this encounter, refer to DM Aid: Map #1 
  and DM Aid: Map #4. 
  Corporate Path 
  The party is coming from the Office of Contracts in 
  Encounter 7 and now find themselves ascending a spiral 
  staircase leading to the main hall: 
   
  At the top of the staircase, you find a trapdoor in 
  the ceiling. It is unlocked and apparently untrapped. 
  When you open it, you find a large hall, 60 feet long 
  by 40 feet wide. It is lit by permanently affixed 
  everburning torches. This room also appears to have 
  nothing of value aside from the torches. Once 
  through the trapdoor, you notice the floorboards 
  creak with each step you take. There is a partially 
  opened door on the other side of the room. 
   
  Read the following after the PCs start moving 
  around the room: 
   
  Suddenly, as you are searching the room, the 
  door on the opposite wall opens and a single male 
  human staggers out. Both he and his equipment 
  appear to have large amounts of damage and the 
  strong odor coming from him has a definite acidic 
  tinge to it. What remains of his tabard indicates that 
  he is a Scout from the 4th Battle. He has a spiked 
  chain in his hands ready for any attack, but his face 
  and his condition show that he is really not ready 
  for a full confrontation. 
   
  The man is Agnar Momo, a Scout in the 4th Battle 
  who is also a member of the Corporation on the same 
  side as the Toecutter. While Agnar never stole from the 
  Gran March military, he did pass along information to 
  the Corporation. 
   
  Agnar, along with his Corporation compatriots the 
  Amazing Prestigo and Tura ap Branwyn, “arranged” to be 
  a part of a patrol for the 4th in order to help destroy the 
  Fist organization. However, unknown to Agnar, both 
  Prestigo and Tura had been recruited as operatives of the 
  Fist some months before. They both betrayed Agnar, 
  killing the rest of the patrol and almost killing Agnar 
  himself by “accidentally” setting off traps in the complex. 
  They then left Agnar for dead. He managed to fake the 
  appearance of being dead and then stumbled his way 
  through to this room. 
   
  This situation can go one of two ways. Quick 
  thinking players may try to negotiate their way out like 
  the Toecutter advised them to do. Refer to DM Aid: NPC 
  Personalities to get the details on Agnar’s personality.  
   
  The PCs, however, may end up attacking him. This is 
  no real fight, however, and Agnar will die quickly. In 
  combat, Agnar uses his Skirmish ability along with the 
  reach capabilities of his spiked chain to move and hit, 
  trying to stay just out of range.  
  Law Path 
   
  The party is coming from the traps and snipers in 
  Encounter 4 and now the party will be going through the 
  door at the end of the hallway and thus will have the 
  opportunity to do a little bit of searching. Read them the 
  following: 
   
  The door leads into a series of hallways with 
  multiple doors along the walls. What you find 
  behind each door is different. Some just open into 
  empty rooms, stripped of anything useful. Some are 
  filled with stone and soil, obviously collapsed by 
  someone to hide any secrets. A few doors are 
  unopenable, with the reason readily apparent from 
  the dust coming from underneath; the room beyond 
  is completely collapsed and thus blocking the use of 
  the door. 
   
  The PCs will want to search rubble and ruins to find 
  items of value. They will find nothing. Anything of value 
  from these rooms was already removed or is destroyed by 
  the weight of tons of collapsed stone. Once they see the 
  futility of this course of action, read the following: 
   
  You eventually find a partially open door 
  leading into a large hall, 60 feet long by 40 feet wide. 
  It is lit by everburning torches permanently affixed 
  to the walls. This room also appears to have nothing 
  of value. The floorboards creak with each step you 
  take. 
   
  All Move Silently checks in this room are -5. If 
  anyone tries to Move Silently into the room, make an 
  opposed check against Agnar’s Listen check. Agnar 
  automatically hears anyone not attempting to move 
  quietly in the room above him. 
   
  Once he hears someone, Agnar will ready his 
  defenses and then open the trapdoor. He will act 
  surprised to see anyone there.  
   
  Suddenly, as you are searching the room, from a 
  trapdoor in the floor, a single male human staggers 
  out. Both he and his equipment appear to have large 
  amounts of damage and the strong odor coming 
  from him has a definite acidic tinge to it. What 
  remains of his tabard indicates that he is a Scout 
  from the 4th Battle. He has a spiked chain in his 
  hands ready for any attack but his face and his 
  condition show that he is really not ready for a full 
  confrontation. 
  
  GRM5-03 Pruning at the Root 
   
  Page 20 
   
  The man is Agnar Momo, a Scout in the 4th Battle 
  who is also a member of the Corporation on the same 
  side as the Toecutter. While Agnar never stole from the 
  Gran March military, he did pass along information to 
  the Corporation. 
   
  Agnar, along with his Corporation compatriots the 
  Amazing Prestigo and Tura ap Branwyn, were sent here 
  by Toecutter in order to help plant information 
  indicating that the Fist organization was actually the 
  complete Corporation. However, unknown to Agnar or 
  Toecutter, both Prestigo and Tura had been recruited as 
  operatives of the Fist some months before. They both 
  betrayed Agnar, killing the rest of the party and almost 
  killing Agnar himself by “accidentally” setting off traps in 
  the complex. Agnar managed to fake the appearance of 
  being dead so they left him behind. He then found the 
  office and desk and planted the information as he was 
  told, burning the real documents and scattering the ashes 
  into the water pipe. He then stumbled his way up the 
  stairs to this room. 
   
  This situation can go one of two ways. Players may 
  arrest Agnar or they may ask him to join them. Agnar will 
  go along with either option rather than risk being killed 
  by the party or by the Grandmother’s minions and traps. 
  He will immediately ask the party for some healing. 
  Refer to DM Aid: NPC Personalities to get the details on 
  Agnar’s personality. 
  Both Paths 
  APL 4 
  � Agnar Momo: Human Scout1/Rog2; hp 18 
  (currently 1); see Appendix 1. 
  APL 6 
  � Agnar Momo: Human Scout3/Rog2; hp 31 
  (currently 1); see Appendix 2. 
  APL 8 
  � Agnar Momo: Human Scout5/Rog2; hp 45 
  (currently 1); see Appendix 3. 
  APL 10 
  � Agnar Momo: Human Scout7/Rog2; hp 61 
  (currently 1); see Appendix 4. 
  APL 12 
  � Agnar Momo: Human Scout9/Rog2; hp 72 
  (currently 1); see Appendix 5. 
  APL 14 
  � Agnar Momo: Human Scout11/Rog2; hp 85 
  (currently 1); see Appendix 6. 
  APL 16 
  � Agnar Momo: Human Scout13/Rog2; hp 99 
  (currently 1); see Appendix 7. 
  APL 18 
  � Agnar Momo: Human Scout15/Rog2; hp 112 
  (currently 1); see Appendix 8. 
   
  Development: If the negotiations are successful, 
  Agnar will agree to go with the party once properly 
  healed. He will aid in the last fight until dead as he has a 
  score to settle with Prestigo and Tura. Once all 
  preparations have been made, there is an unlocked door 
  on the opposite side of the room that takes the party 
  down a hallway and to Encounter 9. 
   
  If the PCs are from the Law Path, they may want to 
  check out Agnar’s story by going down the trapdoor. If 
  they do, they will find the Office of Contracts as 
  described in Encounter 7. The traps, however, will have 
  already been set off and the treasure there removed by 
  Prestigo and Tura. However, Agnar did plant some 
  “evidence” provided by the Toecutter that indicates that 
  this band of assassins is “The Corporation.” These papers 
  can be found with a Search check DC 15. 
  ENCOUNTER 9: THE LAST 
  LINE OF DEFENSE (BOTH 
  PATHS) 
   
  Both parties get to this encounter by going down the 
  hallway behind the door found in Encounter 8. For this 
  encounter, refer to DM Aid: Map #1 and DM Aid: Map #4.  
  Read the following to them after they have passed 
  through the door: 
   
  When you open the door, everburning torches 
  spring to life. The door leads you into a long hallway 
  with but a single door at the opposite end. As you 
  walk in the hallway, your footsteps echo with 
  resounding thuds no matter what you do. When you 
  get to the end, you eventually find that the door is 
  ajar.  
   
  The acoustical design of the hallway puts -20 
  penalties on all Move Silently checks. Looking through 
  the door only reveals a dark and foggy mass. There is no 
  light or sound emanating from behind the doorway. A 
  successful Spellcraft check at DC 25 will confirm that 
  this is the effect of the casting of a Mordenkainen’s private 
  sanctum spell (caster level 11). This spell does not prevent 
  light or noise from coming into the room so anyone 
  inside the room can see and hear things at the doorway. 
  Thus, they know that PCs have entered the hallway and 
  will begin spell preparation. Once a PC goes through the 
  door, read the following: 
   
  Behind the door, there is a small, roughly oval 
  cavern about 40 feet wide, 40 feet across, and 30 feet 
  high. The door comes out on a ledge about 10 feet 
  above the floor of the cavern. There are five other 
  ledges 20 feet above the floor at various points along 
  the cavern wall, but whatever is up there is 
  concealed by shadows. There are tight wires running 
  
  GRM5-03 Pruning at the Root 
   
  Page 21 
  between these five ledges. At the far end of the 
  cavern, you see an attractive female drow standing 
  with her arms crossed as if she were impatiently 
  waiting for someone. Waiting for you, perhaps? 
   
  If a PC is visible upon entering the room or the door 
  moved upon entry into the room, read the following: 
   
  She speaks, “You have done well to get this far. 
  You and your masters have decimated my people 
  and have put me on the run. I commend you for a 
  game well played. Your luck, however, has run out.” 
   
  Trap: The “drow” is really an effigy creature that has 
  the Grandmother’s likeness. On top of that is an amulet 
  that has a series of six programmed images. The images are 
  triggered by various things the PCs say or do. The images 
  gesture and speak like the real Grandmother would do. 
  Each spoken dialog takes a standard action so each such 
  Q&A takes one round. This delay is important so the real 
  Grandmother of the Fist can study her prey at higher 
  APLs. The first one goes off when the PCs enter the 
  cavern and says the above boxed text. Here are the others: 
  2nd Trigger 
   
  When someone asks who she is, the image says the 
  following: 
   
  My real name is not important as I have gone by 
  so many names. Besides, names have power and I am 
  not willing to give you that power so easily. You can 
  call me by my title: the Grandmother of the Fist. 
  3rd Trigger 
   
  When someone asks about the Grandmother of the 
  Fist, the image says the following: 
   
  I am the Fist that crushes your life. Though you 
  have cut off my fingers, I shall smite you with my 
  mighty palm. Then, The Corporation will be strong 
  once again under my leadership. 
  4th Trigger 
   
  When someone asks about the assassinations, the 
  image says the following: 
   
  We kill those who threaten The Corporation. 
  The Commandant and his lapdogs do not deserve to 
  rule this nation. We do for we are strong and 
  unwilling to put up with nonsense from our 
  neighbors. 
  5th Trigger 
   
  When someone enters the room, the image just 
  looks around sneering. This is the base action over which 
  all of the others overlay. It is ongoing when the PCs enter 
  the room; the other images go over it. The effect is that 
  the drow appears to ignore all other questions. 
  6th Trigger 
   
  When someone gets within 10 feet of the effigy 
  creature, the image says the following: 
   
  “Time’s up!” 
   
  This yell or the trap going off will set off the surprise 
  attacks from everyone else in the room. The effigy 
  creature itself has one order: when someone comes 
  within 10 feet of it or if attacked, it is to go full defensive. 
  Its main purpose is to attract PCs into moving forward 
  into the area covered by the alarm spell which triggers 
  the attached trap or traps, which should slow or 
  immobilize the PCs. The alarm spell trigger is on the first 
  five feet of steps of the stairs going down from the PC’s 
  platform. Disbelieving the images still shows the effigy 
  creature so players will then likely want to attack the 
  creature.  
   
  The PCs are free to launch their attack at any point 
  in this encounter but the DM needs to keep careful track 
  of any pre-cast spells. The NPC spellcasters had only one 
  round to pre-cast any spells before the PCs first enter the 
  room. 
   
  Those who are hit with the purple ray of the prismatic 
  spray at APLs 12 and above are transported to the Astral 
  Plane. The PCs can retrieve any transported comrades 
  through NPC spellcasting in Hookhill (see the 
  Conclusion). If the party cannot afford to retrieve their 
  lost comrades, those transported will eventually find a 
  way back to the Prime Material plane but it will cost 6 
  TUs and 1000 gp to do so, as per page 48 of the LGCS. 
  Note this on the AR.  
   
  Creatures: On the platforms is what remains of the 
  Grandmother of the Fist’s forces. There is Ulphatrix, her 
  drow cleric cohort; The Amazing Prestigo and his hawk 
  familiar who betrayed the scout Agnar Momo; Tura ap 
  Branwyn, a bounty hunter hired by the Grandmother and 
  also involved in the betrayal, and a number of remaining 
  sorcerer snipers who have the same equipment as their 
  comrades in Encounter 4. The snipers are on platforms 
  two and four; Ulphatrix and Tura are on platform three, 
  the center platform directly across from the PCs. Prestigo 
  and his familiar are on platform one, directly to the left of 
  the PCs when they enter the cavern. Tura’s animal 
  companion, when available, is on the ground hiding 
  behind a stalagmite. Also, at APL 14 or higher, the real 
  Grandmother of the Fist is hiding in the shadows on the 
  right of the PCs. At all APLs, Prestigo will have cast 
  greater invisibility on himself (lasting 9 rounds) via a wand, 
  which was spent in the process, and the rest of the NPCs 
  will have quaffed all potions and read any scrolls. Figure 
  that they start casting the round before the PCs enter the 
  room, so if the PCs allow the exchange to go to 
  completion, six rounds have past when the combat 
  begins. 
   
  Moving between perches using the cables involves 
  Balance checks or Climb checks. At APLs 4 and 6, the 
  cable is two inches wide so the Balance Check is DC 15. 
  
  GRM5-03 Pruning at the Root 
   
  Page 22 
  At higher APLs, the cable is only one inch wide and thus 
  the check is DC 20. As the snipers have over five ranks in 
  Balance, they are not flatfooted when moving across the 
  cables. Climb checks on the cables are DC 15, but result 
  in generally slower movement and more opportunities to 
  be flatfooted, thus the snipers will do Balance checks 
  unless prevented from doing so. The cables are made of 
  steel at APLs 4 and 6 and adamantine at higher. 
  APLs 4 and 6 
  � Steel Cable: 2 in. thick; hardness 10; hp 30; AC 11 
  due to size; Break DC 26. 
  APLs 8 to 18 
  � Adamantine Cable: 1 in. thick; hardness 20; hp 
  40; AC 11 due to size; Break DC 28. 
   
  Getting up to the cables requires Climb checks as 
  well. Each perch has a 30 foot knotted rope attached, but 
  all of them are currently pulled up. The Climb check for 
  the walls of the cave is DC 25 as the cavern has some 
  handholds, but they are slippery. PCs equipped with rope 
  and grappling hook can hook a perch; the perch is AC 5 
  to hit. 
  APL 4 (EL 8) 
  � Web Trap: CR 3; magic device; proximity trigger 
  (alarm); no reset; spell effect (web, 3rd level wizard, 
  DC 13 Reflex save negates); Search DC 27; Disable 
  Device DC 27. 
  � Grandmother of the Fist Effigy Construct: hp 
  23; see Appendix 1. 
  � Ulphatrix: Female Drow Clr2; hp 12; see 
  Appendix 1. 
  � The Amazing Prestigo: Male Human Sor3; hp 
  12; see Appendix 1. 
  � Tura ap Branwyn: Male Human Rgr3; hp 23; see 
  Appendix 1. 
  � Fist Sorcerer Snipers (2): Male Human 
  Rog2/Sor1; hp 12 each; see Appendix 1. 
  APL 6 (EL 10) 
  � Evard’s Black Tentacles Trap: CR 5; magic 
  device; proximity trigger (alarm); no reset; spell 
  effect (Evard’s black tentacles, 7th level wizard, Grp +15, 
  1d6+4 bludgeoning if grappled, 20 ft. radius spread); 
  Search DC 29; Disable Device DC 29. 
  � Grandmother of the Fist Effigy Construct: hp 
  23; see Appendix 2. 
  � Ulphatrix: Female Drow Clr3; hp 18; see 
  Appendix 2. 
  � The Amazing Prestigo: Male Human Sor6; hp 
  23; see Appendix 2. 
  � Tura ap Branwyn: Male Human Rgr5; hp 38; see 
  Appendix 2. 
  � Timor, Tura’s Animal Companion: male wolf; 
  hp 15; see Appendix 2. 
  � Fist Sorcerer Snipers (2): Male Human 
  Rog4/Sor1; hp 21 each; see Appendix 2. 
  APL 8 (EL 12) 
  � Empowered Evard’s Black Tentacles Trap: CR 
  7; magic device; proximity trigger (alarm); no reset; 
  spell effect (Evard’s black tentacles, 11th level wizard, 
  Grp +19, 1d6+4 x 1.5 bludgeoning if grappled, 20 ft. 
  radius spread); Search DC 31; Disable Device DC 31. 
  � Grandmother of the Fist Effigy Construct: hp 
  23; see Appendix 3. 
  � Ulphatrix: Female Drow Clr5; hp 30; see 
  Appendix 3. 
  � The Amazing Prestigo: Male Human Sor8; hp 
  30; see Appendix 3. 
  � Tura ap Branwyn: Male Human Rgr7; hp 53; see 
  Appendix 3. 
  � Timor, Tura’s Animal Companion: male wolf; 
  hp 30; see Appendix 3. 
  � Fist Sorcerer Snipers (2): Male Human 
  Rog5/Sor1/Thief-Acrobat1; hp 30 each; see Appendix 
  3. 
  APL 10 (EL 14) 
  � Extended Maximized Evard’s Black Tentacles 
  Trap: CR 9; magic device; proximity trigger (alarm); 
  no reset; spell effect (Evard’s black tentacles, 15th level 
  wizard, Grp +23, 10 bludgeoning if grappled, 20 ft. 
  radius spread); Search DC 33; Disable Device DC 33. 
  � Grandmother of the Fist Effigy Construct: hp 
  23; see Appendix 4. 
  � Ulphatrix: Female Drow Clr7; hp 42; see 
  Appendix 4. 
  � The Amazing Prestigo: Male Human Sor10; hp 
  38; see Appendix 4. 
  � Tura ap Branwyn: Male Human Rgr9; hp 68; see 
  Appendix 4. 
  � Timor, Tura’s Animal Companion: male wolf; 
  hp 30; see Appendix 4. 
  � Fist Sorcerer Snipers (2): Male Human 
  Rog6/Sor1/Thief-Acrobat2; hp 39 each; see Appendix 
  4. 
  
  GRM5-03 Pruning at the Root 
   
  Page 23 
  APL 12 (EL 16) 
  � 
  Empowered 
  Maximized 
  Evard’s 
  Black 
  Tentacles Trap: CR 10; magic device; proximity 
  trigger (alarm); no reset; spell effect (Evard’s black 
  tentacles, 17th level wizard, Grp +25, 15 bludgeoning if 
  grappled, 20 ft. radius spread); Search DC 34; Disable 
  Device DC 34. 
  � Prismatic Spray Trap: CR 8; magic device; 
  proximity trigger (alarm); automatic reset; spell 
  effect (prismatic spray, 13th level wizard, DC 20 Reflex, 
  Fort, or Will save, depending on effect); Search DC 
  32; Disable Device DC 32. 
  � Grandmother of the Fist Effigy Construct: hp 
  23; see Appendix 5. 
  � Ulphatrix: Female Drow Clr9; hp 54; see 
  Appendix 5. 
  � The Amazing Prestigo: Male Human Sor12; hp 
  45; see Appendix 5. 
  � Tura ap Branwyn: Male Human Rgr11; hp 83; 
  see Appendix 5. 
  � Timor, Tura’s Animal Companion: male wolf; 
  hp 30; see Appendix 5. 
  � Fist Sorcerer Snipers (2): Male Human 
  Rog7/Sor1/Thief-Acrobat3; hp 57 each; see Appendix 
  5. 
  APL 14 (EL 18) 
  � 
  Empowered 
  Maximized 
  Evard’s 
  Black 
  Tentacles Trap: CR 10; magic device; proximity 
  trigger (alarm); no reset; spell effect (Evard’s black 
  tentacles, 17th level wizard, Grp +25, 15 bludgeoning if 
  grappled, 20 ft. radius spread); Search DC 34; Disable 
  Device DC 34. 
  � Prismatic Spray Trap: CR 8; magic device; 
  proximity trigger (alarm); automatic reset; spell 
  effect (prismatic spray, 13th level wizard, DC 20 Reflex, 
  Fort, or Will save, depending on effect); Search DC 
  32; Disable Device DC 32. 
  � Grandmother of the Fist Effigy Construct: hp 
  23; see Appendix 6. 
  � Aeleona Ephandril, Grandmother of the Fist: 
  Female Drow Rog6/Asn8; hp 74; see Appendix 6. 
  � Ulphatrix: Female Drow Clr11; hp 66; see 
  Appendix 6. 
  � The Amazing Prestigo: Male Human Sor14; hp 
  53; see Appendix 6. 
  � Tura ap Branwyn: Male Human Rgr13; hp 98; 
  see Appendix 6. 
  � Timor, Tura’s Animal Companion: male wolf; 
  hp 45; see Appendix 6. 
  � Fist Sorcerer Snipers (2): Male Human 
  Rog8/Sor1/Thief-Acrobat4; hp 67 each; see Appendix 
  6. 
  APL 16 (EL 20) 
  � 
  Empowered 
  Maximized 
  Evard’s 
  Black 
  Tentacles Trap: CR 10; magic device; proximity 
  trigger (alarm); no reset; spell effect (Evard’s black 
  tentacles, 17th level wizard, Grp +25, 15 bludgeoning if 
  grappled, 20 ft. radius spread); Search DC 34; Disable 
  Device DC 34. 
  � Prismatic Spray Trap: CR 8; magic device; 
  proximity trigger (alarm); automatic reset; spell 
  effect (prismatic spray, 13th level wizard, DC 20 Reflex, 
  Fort, or Will save, depending on effect); Search DC 
  32; Disable Device DC 32. 
  � Grandmother of the Fist Effigy Construct: hp 
  23; see Appendix 7. 
  � Aeleona Ephandril, Grandmother of the Fist: 
  Female Drow Rog6/Asn10; hp 84; see Appendix 7. 
  � Ulphatrix: Female Drow Clr13; hp 78; see 
  Appendix 7. 
  � The Amazing Prestigo: Male Human Sor16; hp 
  60; see Appendix 7. 
  � Tura ap Branwyn: Male Human Rgr15; hp 113; 
  see Appendix 7. 
  � Timor, Tura’s Animal Companion: male dire 
  wolf; hp 50; see Appendix 7. 
  � Fist Sorcerer Snipers (2): Male Human 
  Rog9/Sor1/Thief-Acrobat5; hp 78 each; see Appendix 
  7. 
  APL 18 (EL 22) 
  � 
  Empowered 
  Maximized 
  Evard’s 
  Black 
  Tentacles Trap: CR 10; magic device; proximity 
  trigger (alarm); no reset; spell effect (Evard’s black 
  tentacles, 17th level wizard, Grp +25, 15 bludgeoning if 
  grappled, 20 ft. radius spread); Search DC 34; Disable 
  Device DC 34. 
  � Prismatic Spray Trap: CR 8; magic device; 
  proximity trigger (alarm); automatic reset; spell 
  effect (prismatic spray, 13th level wizard, DC 20 Reflex, 
  Fort, or Will save, depending on effect); Search DC 
  32; Disable Device DC 32. 
  � Grandmother of the Fist Effigy Construct: hp 
  23; see Appendix 8. 
  � Aeleona Ephandril, Grandmother of the Fist: 
  Female Drow Rog8/Asn10; hp 95; see Appendix 8. 
  
  GRM5-03 Pruning at the Root 
   
  Page 24 
  � Ulphatrix: Female Drow Clr15; hp 90; see 
  Appendix 8. 
  � The Amazing Prestigo: Male Human Sor18; hp 
  68; see Appendix 8. 
  � Tura ap Branwyn: Male Human Rgr17; hp 128; 
  see Appendix 8. 
  � Timor, Tura’s Animal Companion: male dire 
  wolf; hp 50; see Appendix 8. 
  � Fist Sorcerer Snipers (2): Male Human 
  Rog11/Sor1/Thief-Acrobat5; 
  hp 
  88 
  each; 
  see 
  Appendix 8. 
   
  Tactics: This is the last stand for the Fist 
  organization and they know it. Thus, the overall strategy 
  here is to hit their enemies fast and hard. They are 
  relying on the traps to slow down the PCs and hopefully 
  immobilize them. They will then attack any immobilized 
  targets first with everything they have. All spellcasters 
  will begin spell preparation as soon as the PCs enter the 
  hallway. They will continue silent spell casting when PCs 
  enter the room using the various metamagic rods, silent, if 
  available, and buff themselves in the most effective way 
  available for what they have at a particular APL. DMs 
  should feel free to do whatever buffs they feel are 
  necessary, given the list of spells.  
   
  The snipers will concentrate their initial attacks on 
  apparently low AC targets caught by the trap. Those 
  caught will be flatfooted and in range for their sneak 
  attacks. When in melee, they will swiftly cast critical strike 
  before the attack to get the extra d6 of damage and other 
  benefits. They will attack a single target until it is 
  neutralized. They will use the poisoned arrows and 
  Multishot, when available. 
   
  Tura ap Branwyn will initially attack any humans in 
  the first round with Multishot and then concentrate on 
  any humans leaving the trap. If anyone does manage to 
  get to her, she will immediately cast arrow mind and 
  continue the attack. If she is denied the use of her bow by 
  some means (running out of arrows, bow being sundered, 
  etc.), Tura will switch to two weapon fighting. At the first 
  opportunity, Tura will order his animal companion to 
  guard so anyone approaching her will be attacked. 
   
  Prestigo will attack with the most powerful area of 
  effect damaging spell against those still on the PC’s 
  platform during the first round as well as his most 
  damaging quickened spell when available. He will then 
  cast fly (via a potion if necessary) and try to stay mobile 
  throughout the rest of the combat. He will try to dispel 
  magic on any flying PCs and otherwise just move and fire 
  with the most damaging attacks possible. At APL 18, 
  however, he will cast time stop in the first round and 
  launch as many attacks as he can. While most attacks that 
  target individuals are unusable during a time stop, Prestigo 
  will cast those for which he can delay the effects until 
  after the time stop expires (delayed blast fireball) or that 
  targets an area and has a duration longer than the time stop 
  spell’s duration (cloudkill, Evard’s black tentacles, solid fog). 
  As Prestigo has no touch spells available, he sends his 
  familiar away from him only in extreme circumstances. 
   
  Ulphatrix will use her spells in support of the 
  snipers and attack anyone trying to get close to her 
  platform. She will cast her lower level buffing spells 
  using the metamagic rod, silent, lesser. At APL 14 and 
  higher, she will have already cast heroes’ feast on everyone 
  in the cavern and, if cornered, will try casting mislead 
  then drink her potion of fly and start moving. Finally, 
  when available, she will use the Profane Boost feat during 
  the first round and then cast her highest level mass inflict 
  spell maximized. 
   
  At APL 14 and higher, the party is also confronting 
  the real Grandmother of the Fist. She will use her time to 
  study a target for a later Death Attack. She will then try to 
  navigate her way for a clear attack on her target. She will 
  use her rapier and fight defensively if necessary and feint 
  when possible to catch targets flatfooted. If denied a 
  Death Attack, she will target arcane casters with her 
  magic bow. 
   
  Treasure: The only treasure available is found on 
  the NPCs. This listed in the Treasure Summary. 
   
  Development: If the PCs should happen to lose this 
  fight, the Fist NPCs will not spend time looting their 
  bodies as they are concerned that there might be other 
  Marcher forces in the complex. Instead, they will just 
  leave the bodies where they lay. Regardless of success or 
  failure, however, proceed on to the Conclusion. 
  CONCLUSION 
  Success - Law Path 
   
  Success means that the PCs have exposed the last 
  bastion of The Corporation (as far as they know anyway). 
  Even if the real organization still exists, the forces of law 
  and good have defeated the real threat to Gran March in 
  defeating the last of the rogue faction. Read the following 
  to them: 
   
  Upon your return to Garde with the intelligence 
  you have gathered, he calls for the Battles in the area 
  to converge on the mountain base. When he returns, 
  he thanks you for your help in getting rid of this 
  scourge on the nation. He also asks for any items or 
  treasure found so that it can be used as evidence 
  against the ones that will be captured at the base. 
  Before the week is out, however, you each receive 
  some of the treasure back as a reward for a job well 
  done and the gratitude of the Commandant as a 
  reward. 
   
  PCs gain the Favor of the Special Constables 
  reward on the AR. 
  
  GRM5-03 Pruning at the Root 
   
  Page 25 
  Success - Corporate Path 
   
  Success means that the PCs have managed once 
  again to preserve the secrecy of their organization.  
   
  When you return to Hookhill to meet with the 
  Toecutter, he is glad to see you and tells you in his 
  own rustic manner that you have succeeded and “the 
  family” is now once again safe. He then explains that 
  he must take most of the loot they have found as it 
  is, after all, family property, but he allows you to 
  keep a portion as a finder’s fee for a job well done. 
  When he does take his leave of you, the Toecutter 
  tells some of you that he may have a special job for 
  you in the future that might interest you. 
   
  PCs gain the A New Job reward on the AR. 
  Failure – Both Paths 
   
  If the PCs fail (either Path), Garde will assume that 
  the base was indeed the correct one and send in the 
  Battles. Soldiers there will then find the evidence that 
  the Toecutter had planted (by either the PCs or the 
  NPCs) and assume that the carriers of the documents 
  were conspirators. This was the fallback plan of the 
  Toecutter: to frame his agents if they were killed and thus 
  protect the secret with their lives. 
   
  If the PCs were on the Corporate Path, the soldiers 
  will bury their dead bodies in shallow graves and strip 
  them of their gear. The Toecutter will send people a 
  couple of days later to recover the bodies and will try to 
  get them raised if funds are available. Through sources, 
  he will also arrange for their gear to be “returned” to 
  them as well. 
   
  If the PCs were on the Law Path, Garde will have 
  told the soldiers to be on the lookout for them. The 
  soldiers will return the bodies along with their gear to 
  Hookhill after cleaning out the base. There, Garde will 
  arrange for them to be raised if funds are available. 
  Other Rewards and Costs 
   
  If any of the PCs thinks to look up the Toecutter and 
  give him what they found, they will earn a Favor of the 
  Toecutter reward on the AR.  PCs who thought to 
  recover adamantine from the walls, doors, and floors of 
  the complex gain the Harvested Adamantine reward 
  on the AR. 
   
  At higher APLs, some members of the party may 
  have had an unexpected trip to the Astral Plane via the 
  purple ray of the prismatic spray trap. For PCs on the Law 
  Path, they can get a 9th-level Heironean Cleric at 
  Cathedral Valorous in Hookhill to cast plane shift to 
  recover their lost companions. As each hit from the 
  purple ray can put a PC in a different location on the 
  Astral Plane, the cleric will have to find each one 
  separately and then plane shift back to the Prime Material 
  Plane. Thus, the cleric will charge for two castings of 
  plane shift. Each casting will cost 450 gp for a total of 900 
  gp for total recovery. PCs on the Corporate Path can ask 
  the Toecutter for assistance; he will locate a 9th-level 
  Cleric of Olidammara to do the job. The costs can come 
  from over-the-cap funds. 
   
  In any event, as far as the populace and the Gran 
  March government are concerned, the faction was just 
  one of many trying to capitalize on the mystique of The 
  Corporation. To those who know the real truth, however, 
  the secret is safe once again. Now, all that are left are 
  stragglers. 
   
   
  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. 
  LAW PATH 
  Encounter 3 
  Survive, Disarm, or Disable the Trap 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
   
  APL 14: 420 xp. 
   
  APL 16: 480 xp. 
   
  APL 18: 540 xp. 
  Encounter 4 
  Defeat the Snipers & Survive/Disarm/Disable the Trap 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
   
  APL 14: 480 xp. 
   
  APL 16: 540 xp. 
   
  APL 18: 600 xp. 
  CORPORATE PATH 
  Encounter 6 
  Defeat the Scrags & Survive/Disarm/Disable the Trap 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
  
  GRM5-03 Pruning at the Root 
   
  Page 26 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
   
  APL 14: 480 xp. 
   
  APL 16: 540 xp. 
   
  APL 18: 600 xp. 
  Encounter 7 
  Survive, Disarm, or Disable the Trap 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
   
  APL 14: 420 xp. 
   
  APL 16: 480 xp. 
   
  APL 18: 540 xp. 
  BOTH PATHS 
  Encounter 9 
  Defeat the Fist Personnel Present 
   
  APL 4: 240 xp. 
   
  APL 6: 300 xp. 
   
  APL 8: 360 xp. 
   
  APL 10: 420 xp. 
   
  APL 12: 480 xp. 
   
  APL 14: 540 xp. 
   
  APL 16: 600 xp. 
   
  APL 18: 660 xp. 
  Discretionary roleplaying award 
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
   
  APL 10: 270 xp. 
   
  APL 12: 315 xp. 
   
  APL 14: 360 xp. 
   
  APL 16: 405 xp. 
   
  APL 18: 450 xp. 
  Total possible experience 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
   
  APL 14: 1,800 xp. 
   
  APL 16: 2,025 xp. 
   
  APL 18: 2,250 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 4 (Law Path) or Encounter 7 
  (Corporate Path): 
  APL 4: L: 141 gp, C: 0 gp, M: 2 rings of feather falling 
  (183 gp each). 
  APL 6: L: 138 gp, C: 0 gp, M: 40 +1 arrows (3 gp each), 
  2 rings of feather falling (183 gp each). 
  APL 8: L: 253 gp, C: 0 gp, M: 40 +1 arrows (3 gp each), 
  2 rings of feather falling (183 gp each), 2 wands of 
  invisibility (CL 3, 10 charges) (75 gp each). 
  APL 10: L: 54 gp, C: 0 gp, M: 2 +1 composite shortbows 
  (+2 Str bonus) (210 gp each), 2 +1 mithral bucklers (180 
  gp each), 40 +1 arrows (3 gp each), 2 rings of feather 
  
  GRM5-03 Pruning at the Root 
   
  Page 27 
  falling (183 gp each), 2 wands of invisibility (CL 3, 25 
  charges) (188 gp each). 
  APL 12: L: 54 gp, C: 0 gp, M: 2 +1 bane (human) 
  composite shortbows (+2 Str bonus) (710 gp each), 2 +1 
  mithral bucklers (180 gp each), 40 +1 arrows (3 gp 
  each), 2 amulets of health +2 (333 gp each), 2 rings of 
  feather falling (183 gp each), 2 wands of invisibility (CL 
  3, 25 charges) (188 gp each). 
  APL 14: L: 54 gp, C: 0 gp, M: 2 +1 bane (human) 
  composite shortbows (+2 Str bonus) (710 gp each), 2 +1 
  mithral bucklers (180 gp each), 40 +1 arrows (3 gp 
  each), 2 amulets of health +2 (333 gp each), 2 sets of 
  gloves of dexterity +2 (333 gp each), 2 rings of feather 
  falling (183 gp each), 2 vests of resistance +3 (750 gp 
  each), 2 wands of invisibility (CL 3, 25 charges) (188 gp 
  each). 
  APL 16: L: 54 gp, C: 0 gp, M: 2 +1 bane (human) 
  composite shortbows (+2 Str bonus) (710 gp each), 2 +1 
  mithral bucklers (180 gp each), 40 +1 arrows (3 gp 
  each), 2 amulets of health +2 (333 gp each), 2 sets of 
  boots of elvenkind (208 gp each), 2 cloaks of elvenkind 
  (208 gp each), 2 dark blue rhomboid ioun stones (833 gp 
  each), 2 sets of gloves of dexterity +2 (333 gp each), 2 
  potions of resist energy 30/fire (92 gp each); 2 rings of 
  feather falling (183 gp each), 2 vests of resistance +3 (750 
  gp each), 2 wands of invisibility (CL 3, 25 charges) (188 
  gp each). 
  APL 18: L: 54 gp, C: 0 gp, M: 2 +1 bane (human) 
  composite shortbows (+2 Str bonus) (710 gp each), 2 +1 
  mithral bucklers (180 gp each), 40 +1 arrows (3 gp 
  each), 2 amulets of health +2 (333 gp each), 2 sets of 
  boots of elvenkind (208 gp each), 2 cloaks of elvenkind 
  (208 gp each), 2 dark blue rhomboid ioun stones (833 gp 
  each), 2 dwarf slaying arrows (190 gp each), 2 elf slaying 
  arrows (190 gp each), 2 human slaying arrows (190 gp 
  each), 2 sets of gloves of dexterity +2 (333 gp each), 2 
  potions of resist energy 30/fire (92 gp each); 2 rings of 
  feather falling (183 gp each), 2 vests of resistance +3 (750 
  gp each), 2 wands of invisibility (CL 3, 25 charges) (188 
  gp each). 
  Encounter 9: 
  APL 4: L: 622 gp, C: 0 gp, M: bracers of armor +1 (167 
  gp), potion of fly (63 gp), 2 rings of feather falling (183 gp 
  each). 
  APL 6: L: 483 gp, C: 0 gp, M: 40 +1 arrows (3 gp each), 
  +1 full plate (221 gp), +1 composite longbow (+2 Str 
  bonus) (217 gp), bracers of armor +2 (333 gp), periapt of 
  wisdom +2 (333 gp), 2 rings of feather falling (183 gp 
  each). 
  APL 8: L: 846 gp, C: 0 gp, M: 40 +1 arrows (3 gp each), 
  +1 full plate (221 gp), +1 light crossbow (195 gp), +1 
  composite longbow (+2 Str bonus) (217 gp), +1 mithral 
  buckler (180 gp), boots of elvenkind (208 gp), bracers of 
  armor +2 (333 gp), cloak of elvenkind (208 gp), periapt of 
  wisdom +2 (333 gp), potion of fly (63 gp), 2 rings of 
  feather falling (183 gp each), 2 rings of protection +1 (167 
  gp each), wand of invisibility (CL 3, 50 charges) (375 gp), 
  2 wands of invisibility (CL 3, 10 charges) (38 gp each). 
  APL 10: L: 325 gp, C: 0 gp, M: 40 +1 arrows (3 gp 
  each), +1 full plate (221 gp), +1 light crossbow (195 gp), 
  +1 composite longbow (+2 Str bonus) (217 gp), 2 +1 
  composite shortbows (+2 Str bonus) (215 gp each), 3 +1 
  mithral bucklers (180 gp each), +1 mithral chain shirt 
  (175 gp), boots of elvenkind (208 gp), bracers of armor +2 
  (333 gp), cloak of charisma +2 (333 gp), cloak of 
  elvenkind (208 gp), 2 periapts of wisdom +2 (333 gp 
  each), potion of fly (63 gp), potion of greater mage armor 
  (65 gp), 2 rings of feather falling (183 gp each), 2 rings of 
  protection +1 (167 gp each), wand of invisibility (CL 3, 50 
  charges) (375 gp), 2 wands of invisibility (CL 3, 25 
  charges) (188 gp each). 
  APL 12: L: 248 gp, C: 0 gp, M: 40 +1 arrows (3 gp 
  each), +1 bane (human) mighty composite longbow (+2 
  Str bonus) (717 gp), +1 full plate (221 gp), +1 light 
  crossbow (195 gp), +1 longsword (193 gp), 2 +1 composite 
  shortbows (+2 Str bonus) (215 gp each), 3 +1 mithral 
  bucklers (180 gp each), +1 mithral chain shirt (175 gp), 
  +1 short sword (193 gp), +1 whip (192 gp), 2 amulets of 
  health +2 (333 gp each), boots of elvenkind (208 gp), 
  bracers of armor +2 (333 gp), cloak of charisma +2 (333 
  gp), cloak of charisma +4 (1,333 gp), cloak of elvenkind 
  (208 gp), lesser bracers of archery (417 gp), 2 periapts of 
  wisdom +2 (333 gp), potion of fly (63 gp), potion of 
  greater mage armor (65 gp), 2 rings of feather falling (183 
  gp each), 2 rings of protection +1 (167 gp each), wand of 
  invisibility (CL 3, 50 charges) (375 gp), 2 wands of 
  invisibility (CL 3, 25 charges) (188 gp each). 
  APL 14: L: 248 gp, C: 0 gp, M: 60 +1 arrows (3 gp 
  each), +1 bane (human) mighty composite longbow (+2 
  Str bonus) (717 gp each), +1 bane (human) magebane 
  mithral rapier (1,526 gp), +1 bane (human) magebane 
  composite shortbow (+1 Str bonus) (1,540 gp), +1 light 
  crossbow (195 gp), +1 longsword (193 gp), 2 +1 composite 
  shortbows (+2 Str bonus) (215 gp each), 4 +1 mithral 
  bucklers (180 gp each), 2 +1 mithral chain shirts (175 gp 
  each), +1 short sword (193 gp), +1 skilled greatsword 
  (1,529 gp), +1 whip (192 gp), +2 mithral full plate (1,208 
  gp each), 3 amulets of health +2 (333 gp each), 2 sets of 
  boots of elvenkind (208 gp each), bracers of armor +2 (333 
  gp each), cloak of charisma +2 (333 gp), cloak of 
  charisma +4 (1,333 gp), 2 cloaks of elvenkind (208 gp 
  each), gloves of dexterity +2 (333 gp), lesser bracers of 
  archery (417 gp), 2 lesser rods of metamagic - silent (250 
  gp each), 2 periapts of wisdom +2 (333 gp each), potion 
  of fly (63 gp), potion of greater mage armor (65 gp), 2 
  rings of feather falling (183 gp each), 2 rings of protection 
  +1 (167 gp each), rod of metamagic - silent (917 gp), 3 
  vests of resistance +3 (750 gp each), wand of invisibility 
  (CL 3, 50 charges) (375 gp), 2 wands of invisibility (CL 3, 
  25 charges) (188 gp each). 
  APL 16: L: 248 gp, C: 0 gp, M: 60 +1 arrows (3 gp 
  each), +1 bane (human) adamantine longsword (918 gp), 
  
  GRM5-03 Pruning at the Root 
   
  Page 28 
  +1 bane (human) composite longbow (+2 Str bonus) (717 
  gp), +1 keen bane (human) magebane mithral rapier 
  (2,752 gp), +1 keen bane (human) magebane composite 
  shortbow (+1 Str bonus) (2,706 gp), +1 light crossbow 
  (195 gp), 2 +1 mighty composite shortbows (+2 Str bonus) 
  (215 gp each), 4 +1 mithral bucklers (180 gp each), 2 +1 
  mithral chain shirts (175 gp each), +1 short sword (193 
  gp), +1 whip (192 gp), +2 mithral full plate (1,208 gp), 
  +2 skilled greatsword (2,696 gp), 3 amulets of health +2 
  (333 gp each), belt of giant strength +4 (1,333 gp), 4 sets 
  of boots of elvenkind (208 gp each), bracers of armor +3 
  (750 gp each), cloak of charisma +2 (333 gp each), cloak 
  of charisma +4 (1,333 gp each), 4 cloaks of elvenkind 
  (208 gp each), 3 dark blue rhomboid ioun stones (833 gp 
  each), 4 sets of gloves of dexterity +2 (333 gp each), lesser 
  bracers of archery (417 gp each), lesser rod of metamagic - 
  empower (750 gp), 2 lesser rods of metamagic - silent (250 
  gp each), periapt of wisdom +2 (333 gp), periapt of 
  wisdom +4 (1,333 gp), potion of fly (63 gp each), potion 
  of greater mage armor (65 gp each), 2 potions of resist 
  energy 30/fire (183 gp each), 2 rings of feather falling 
  (183 gp each), 2 rings of protection +1 (167 gp each), rod 
  of metamagic - silent (917 gp), 3 vests of resistance +3 (750 
  gp each), wand of invisibility (CL 3, 50 charges) (375 gp), 
  2 wands of invisibility (CL 3, 25 charges) (188 gp each). 
  APL 18: L: 248 gp, C: 0 gp, M: 60 +1 arrows (3 gp 
  each), +1 bane (human) adamantine longsword (918 gp), 
  +1 bane (human) mighty composite longbow (+2 Str 
  bonus) (717 gp each), +1 keen bane (human) magebane 
  mithral rapier (2,752 gp), +1 keen bane (human) 
  magebane mighty composite shortbow (+1 Str bonus) 
  (2,706 gp), +1 light crossbow (195 gp), 2 +1 composite 
  shortbows (+2 Str bonus) (215 gp each), 4 +1 mithral 
  bucklers (180 gp each), 2 +1 mithral chain shirts (175 gp 
  each), +1 adamantine bane (giant) short sword (918 gp), 
  +1 whip (192 gp each), +2 mithral full plate (2,058 gp 
  each), +2 skilled greatsword (2,696 gp), 3 amulets of 
  health +2 (333 gp each), amulet of natural armor +5 
  (4,167 gp), belt of giant strength +4 (1,333 gp), 4 sets of 
  boots of elvenkind (208 gp each), bracers of armor +3 (750 
  gp), cape of the mountebank (840 gp each), cloak of 
  charisma +4 (1,333 gp), 4 cloaks of elvenkind (208 gp 
  each), 3 dark blue rhomboid ioun stones (833 gp each), 2 
  dwarf slaying arrows (380 gp each), dusty rose ioun stone 
  (417 gp), 2 elf slaying arrows (380 gp each), 2 sets of 
  gloves of dexterity +2 (333 gp each), 2 sets of gloves of 
  dexterity +4 (1,333 gp each), greater bracers of archery 
  (2,083 gp), 2 human slaying arrows (380 gp each), lesser 
  rod of metamagic - empower (750 gp), 2 lesser rods of 
  metamagic - silent (250 gp each), periapt of wisdom +2 
  (333 gp), periapt of wisdom +4 (1,333 gp), pink and green 
  ioun stone (667 gp), potion of fly (63 gp), potion of greater 
  mage armor (65 gp), 2 potions of resist energy 30/fire (183 
  gp each), 2 rings of feather falling (183 gp each), 2 rings 
  of protection +1 (167 gp each), rod of metamagic - silent 
  (917 gp), 3 vests of resistance +3 (750 gp each), wand of 
  greater invisibility (CL 7, 25 charges) (875 gp), wand of 
  invisibility (CL 3, 50 charges) (375 gp), 2 wands of 
  invisibility (CL 3, 25 charges) (188 gp each). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 4: L: 763 gp, C: 0 gp, M: 962 gp – Total: 1,725 gp 
  (650 gp). 
  APL 6: L: 621 gp, C: 0 gp, M: 2,174 gp – Total: 2,795 
  gp (900 gp). 
  APL 8: L: 1,099 gp, C: 0 gp, M: 3,974 gp – Total: 5,073 
  gp (1,300 gp). 
  APL 10: L: 379 gp, C: 0 gp, M: 6,718 gp – Total: 7,097 
  gp (2,300 gp). 
  APL 12: L: 302 gp, C: 0 gp, M: 13,093 gp – Total: 
  13,395 gp (3,300 gp). 
  APL 14: L: 302 gp, C: 0 gp, M: 25,655 gp – Total: 
  25,957 gp (6,600 gp). 
  APL 16: L: 302 gp, C: 0 gp, M: 38,886 gp – Total: 
  39,188 gp (9,900 gp). 
  APL 18: L: 302 gp, C: 0 gp, M: 48,861 gp – Total: 
  49,163 gp (17,000 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Harvested Adamantine: The PCs thought to recover 
  some adamantine from any of the doors they broke and 
  returned it to either the Special Constables (Law Path) or 
  the Toecutter (Corporate Path).  This PC has gained 
  access (Frequency: Regional – Gran March, Metaregional 
  – Sheldomar Valley) to purchase any one (and only one) 
  adamantine melee weapon at standard DMG/PH prices 
  (weapon chosen at time of purchase). Once this item is 
  purchased, mark this reward as USED, as the PC may 
  only use this access once. 
  � Favor of the Special Constables: For completing 
  her mission successfully (Law Path), this PC gains an 
  Influence Point with the Special Constables.  This 
  Influence Point can be used to join the Special 
  Constables, 
  provided 
  the 
  PC 
  meets 
  the 
  other 
  requirements; contact the Special Constables POC for 
  details.  Alternatively, the Influence Point can be spent to 
  gain access (Frequency: Regional) to purchase one (and 
  only one) of the following items or upgrades (circle item 
  selected): amulet of natural armor +3, belt of giant strength +4, 
  boots of speed, gauntlet of rust, gloves of dexterity +4, horseshoes 
  of speed, defending weapon special ability, merciful weapon 
  special ability.  Once this item/upgrade is purchased, 
  mark this reward as USED, as the PC may only use this 
  access once. 
  � A New Job: For completing her mission successfully 
  (Corporate Path), this PC gains assistance in promotion 
  in the Corporate ranks provided that the PC meets any 
  other requirements.  Non-members (even those from 
  
  GRM5-03 Pruning at the Root 
   
  Page 29 
  outside the Gran March region) can join the Corporation 
  as affiliates; this AR serves in place of the regional and 
  prior military service requirements.  Affiliates can get 
  promoted to full membership as this adventure meets the 
  “Make Your Bones” requirement.  Full members can 
  become senior members at half the cost and TU 
  expenditure due to the Toecutter’s assistance.  Existing 
  senior members can advance to the next level; contact the 
  Corporation POC for details. 
   
  This successful PC also gains access to special 
  training if they desire; for the cost of two additional TUs, 
  this PC receives special training and testing conducted by 
  the Corporation which fulfills the special requirements 
  of both the Nightsong Enforcer (CV) and the Nightsong 
  Infiltrator (CV) prestige classes and grants access to them 
  as well. 
  � Favor of the Toecutter: PCs receive this favor for 
  giving the Toecutter the information about the Nydia 
  Ramster murder.  This favor can be used in one of four 
  ways: 1) It can be used as a single Influence Point with 
  the Corporation; 2) It can be used to grant access 
  (Frequency: Adventure) to any single item available to PC 
  members in the Corporation for the standard price 
  (contact the Gran March triad for a list of available items); 
  3) It can be used to add a +20 circumstance bonus to any 
  single Gather Information check in the city of Hookhill 
  (representing the use of the Toecutter’s network of 
  informants); or 4) it can be used to remove any Enmity 
  of the Toecutter or more serious mark previously 
  obtained by the PC.  Any single use of any of the above 
  four options uses up this Favor (mark it as USED).  It is 
  possible that other uses for this Favor may appear in later 
  adventures. 
  The following items appear on a second, special AR for 
  this adventure: 
  � Convict: This PC has been convicted of obstruction of 
  justice while planting false evidence.  The PC will spend 
  the next 26 TUs assigned to the work gangs in the 
  Rushmoors as punishment.  The PC’s sentence will begin 
  immediately following this AR and must be served in its 
  entirety before the PC can again be played.  If the PC has 
  insufficient TUs to complete the sentence in the current 
  game year, the remainder of the TUs are carried over and 
  paid from next game year’s TUs at the beginning of the 
  year. 
   
  The sentence may be commuted from 26 to 13 TUs 
  by the expenditure of at least three points of Influence 
  with the Gran March Army, the Knights of the Watch or 
  Knights of the Dispatch, the Special Constables, and/or 
  Electors of Gran March.  At the Triad’s discretion, 
  sufficiently high-powered influence from other regions 
  may be permitted to fulfill the above requirements.  All 
  influence used in this fashion is permanently voided. 
   
  Circle the length of the PC’s sentence, after any 
  applicable influence has been applied: 
   
   
  13 TU 
   
  26 TU 
   
  Enter the number of TUs that this PC has remaining 
  in the current game year, following this adventure.  
  These TUs are the first to be forfeited by this PC while 
  serving his or her time on the Rushmoors work gang: 
  _________. 
   
  If the PC is unable to complete the entire sentence 
  with this game year’s TUs, then calculate and enter the 
  number of next game year’s TUs that must be forfeited by 
  this PC to serve out the remainder of his or her sentence: 
  _________. 
   
  Any Gran March military PC or veteran who takes 
  part in any sort of obstruction of justice will be stripped 
  of rank (see Stripped of Rank below), in addition to 
  serving time on the work gangs. 
  � Fugitive From Gran March Justice: This PC has 
  committed actions that would be considered serious 
  crimes in Gran March and would result in the PC being 
  sentenced to hard labor (see Convict above).  The PC was 
  able to evade capture, but his or her name and description 
  have been circulated throughout Gran March by the 
  Army and the Knights of the Dispatch.  If this PC is ever 
  observed inside the borders of Gran March by military 
  personnel or law-abiding citizens, then the PC will be 
  arrested and the above-named sentence will be carried 
  out. 
   
  This travel restriction applies to all Gran March 
  Regional 
  adventures 
  and 
  any 
  Sheldomar 
  Valley 
  Metaregional adventures that take place in or pass 
  through Gran March.  Even outside of Gran March, all 
  NPCs that are members of the Gran March Army or the 
  Knights of the Watch or Dispatch will know of this PC’s 
  actions, and will treat him or her as unfavorably as 
  circumstances permit. 
  � Stripped of Rank: This PC has been stripped of all 
  Gran March military rank and privileges as punishment 
  for aiding and abetting via obstruction of justice those 
  who assassinated the Commandant.  The PC may apply to 
  rejoin the military and once again work his or her way up 
  through the ranks, but all commendations and 
  recommendations for promotion earned up to this point 
  are considered null and void. This does not invalidate the 
  PC’s citizenship. 
  Item Access 
  APL 4 (all of the following): 
  • 
  Mithral Buckler (Adventure; DMG) 
  • 
  Ring of Feather Falling (Adventure; DMG) 
   
  APL 6 (all of APL 4 plus the following): 
  • 
  Bracers of Armor +2 (Adventure; DMG) 
   
  
  GRM5-03 Pruning at the Root 
   
  Page 30 
  APL 8 (all of APLs 4, 6 plus the following): 
  • 
  +1 Mithral Buckler (Adventure; DMG) 
  • 
  Boots of Elvenkind (Adventure; DMG) 
  • 
  Cloak of Elvenkind (Adventure; DMG) 
  • 
  Wand of Invisibility (3rd level caster; Adventure; DMG) 
   
  APL 10 (all of APLs 4, 6, 8 plus the following): 
  • 
  +1 Mithral Chain Shirt (Adventure; DMG) 
  • 
  Potion of Greater Mage Armor (5th level caster; Adventure; 
  Complete Arcane) 
   
  APL 12 (all of APLs 4, 6, 8, 10 plus the following): 
  • 
  +1 Bane (Human) Composite Shortbow, +2 Str Bonus 
  (Adventure; DMG) 
  • 
  Bracers of Archery, Lesser (Adventure; DMG) 
  • 
  Cloak of Charisma +4 (Adventure; DMG) 
  • 
  Vest of Resistance +1 (Adventure; Complete Arcane) 
   
  APL 14 (all of APLs 4, 6, 8, 10, 12 plus the following): 
  • 
  +1 Bane (Human) Composite Longbow, +2 Str Bonus 
  (Adventure; DMG) 
  • 
  +1 Bane (Human) Magebane Composite Shortbow, +1 Str 
  Bonus (Adventure; Complete Arcane) 
  • 
  +1 Bane (Human) Magebane Mithral Rapier (Adventure; 
  Complete Arcane) 
  • 
  +1 Skillful Greatsword (Adventure; Complete Arcane) 
  • 
  +2 Mithral Full Plate (Adventure; DMG) 
  • 
  Metamagic Rod, Silent (Adventure; DMG) 
  • 
  Metamagic Rod, Silent, Lesser (Adventure; DMG) 
  • 
  Potion of Shield of Faith +5 (Adventure; DMG) 
  • 
  Vest of Resistance +3 (Adventure; Complete Arcane) 
   
  APL 16 (all of APLs 4, 6, 8, 10, 12, 14 plus the following): 
  • 
  +1 Bane (Human) Adamantine Longsword (Adventure; 
  DMG) 
  • 
  +1 Keen Bane (Human) Magebane Composite Shortbow, 
  +1 Str Bonus (Adventure; Complete Arcane) 
  • 
  +1 Keen Bane (Human) Magebane Mithral Rapier 
  (Adventure; Complete Arcane) 
  • 
  +2 Skillful Greatsword (Adventure; Complete Arcane) 
  • 
  Belt of Giant Strength +4 (Adventure; DMG) 
  • 
  Bracers of Armor +3 (Adventure; DMG) 
  • 
  Ioun Stone, Dark Blue Rhomboid (Adventure; DMG) 
  • 
  Metamagic Rod, Empower, Lesser (Adventure; DMG) 
  • 
  Periapt of Wisdom +4 (Adventure; DMG) 
  • 
  Potion of Resist Energy (Fire) 30 (Adventure; DMG) 
   
  APL 18 (all of APLs 4, 6, 8, 10, 12, 14, 16 plus the 
  following): 
  • 
  +1 Bane (Giant) Adamantine Short Sword (Adventure; 
  DMG) 
  • 
  Amulet of Natural Armor +5 (Adventure; DMG) 
  • 
  Bracers of Archery, Greater (Adventure; DMG) 
  • 
  Cape of the Mountebank (Adventure; DMG) 
  • 
  Gloves of Dexterity +4 (Adventure; DMG) 
  • 
  Ioun Stone, Dusty Rose Prism (Adventure; DMG) 
  • 
  Ioun Stone, Pink and Green Sphere (Adventure; DMG) 
  • 
  Slaying Arrow, Dwarf (Adventure; DMG) 
  • 
  Slaying Arrow, Elf (Adventure; DMG) 
  • 
  Slaying Arrow, Human (Adventure; DMG) 
  • 
  Wand of Greater Invisibility (7th level caster; Adventure; 
  DMG) 
   
   
  
  GRM5-03 Pruning at the Root 
   
  Page 31 
  APPENDIX 1 – APL 4 
   
  ENCOUNTER 4 
   
   
   
   
  Fist Sorcerer Snipers (2): male human Rog2/Sor1; CR 
  3; Medium humanoid; HD (2d6)+(1d4); hp 12; Init +7; 
  Spd 30 ft.; AC 19, touch 15, flat-footed 16 (+3 Dex, +4 
  armor, +2 misc); Base Atk/Grp: +1/+3; Atk +5 ranged 
  (1d6+2/x3, masterwork composite shortbow (+2 Str 
  bonus)) or +4 melee (1d6+2/18-20, masterwork rapier); 
  Full Atk +5 ranged (1d6+2/x3, masterwork composite 
  shortbow (+2 Str bonus)) or +3/+3 ranged (1d6+2/x3, 
  masterwork composite shortbow (+2 Str bonus)) or +4 
  melee (1d6+2/18-20, masterwork rapier); SA Sneak 
  Attack +1d6, Spells; SQ Evasion), Summon Familiar, 
  Trapfinding; AL LE; SV Fort +0, Ref +6, Will +1; Str 14, 
  Dex 16, Con 10, Int 14, Wis 8, Cha 12. 
   
  Skills and Feats: Balance +10, Bluff +7, Climb +7, 
  Concentration +1, Diplomacy +3, Disguise +3, Hide +8, 
  Intimidate +3, Jump +9, Knowledge (local – Sheldomar 
  Valley Metaregion) +4, Listen +4, Move Silently +8, Open 
  Lock +5, Profession (criminal) +1, Search +7, Spot +4, 
  Tumble 
  +10; 
  Improved 
  Initiative, 
  Light 
  Armor 
  Proficiency, Point Blank Shot, Rapid Shot, Simple 
  Weapon Proficiency.  
   
  Sorcerer Spells Known: (5/4; base DC = 11 + spell level): 
  0 - detect magic, ghost sound, mage hand, resistance; 1st - arrow 
  mind*, critical strike*. *Complete Adventurer. 
   
  Possessions: 20 masterwork arrows (2 poisoned with 
  drow 
  poison 
  [Injury 
  DC 
  13, 
  Unconsciousness/Unconsciousness for 2d4 hours]), spell 
  component pouch, masterwork composite shortbow (+2 
  Str bonus), masterwork rapier, traveler's outfit, potion of 
  mage armor, potion of invisibility, potion of shield of faith +2, 
  ring of feather falling, arcane scroll of shield (CL 1). 
  ENCOUNTER 6 
   
   
   
   
  None. 
  ENCOUNTER 8 
   
   
   
   
  Agnar Momo: male human Scout1/Rog2; CR 3; Medium 
  humanoid; HD (1d8)+(2d6)+3; hp 18; Init +3; Spd 30 ft.; 
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 armor); Base 
  Atk/Grp: +1/+3; Atk +4 melee (2d4+3, masterwork spiked 
  chain) or +5 ranged (1d6+2/x3, masterwork composite 
  shortbow (+2 Str bonus)) or +3 melee (1d6+2/18-20, 
  rapier); Full Atk +4 melee (2d4+3, masterwork spiked 
  chain) or +5 ranged (1d6+2/x3, masterwork composite 
  shortbow (+2 Str bonus)) or +3 melee (1d6+2/18-20, 
  rapier); SA Skirmish +1d6, Sneak Attack +1d6; SQ 
  Evasion, Trapfinding; AL NG; SV Fort +1, Ref +8, Will +1; 
  Str 14, Dex 16, Con 12, Int 12, Wis 12, Cha 8; Complete 
  Adventurer, page 10. 
   
  Skills and Feats: Balance +11, Climb +4, Diplomacy +1, 
  Disable Device +0, Gather Information +0, Hide +9, Jump 
  +4, 
  Knowledge 
  (dungeoneering) 
  +5, 
  Knowledge 
  (geography) +5, Knowledge (local – Sheldomar Valley 
  Metaregion) +3, Move Silently +9, Open Lock +2, Search 
  +7, Sense Motive +7, Speak Language +1, Spot +7, Swim 
  +3, Tumble +9, Use Rope +4; Dodge, Exotic Weapon 
  Proficiency, Light Armor Proficiency, Mobility, Simple 
  Weapon Proficiency.  
   
  Skirmish (Ex): A scout relies on mobility to deal 
  extra damage and improve her defense. She deals an extra 
  1d6 points of damage on all attacks she makes during any 
  round in which she moves at least 10 feet. The extra 
  damage applies only to attacks taken during the scout’s 
  turn. This extra damage increases by 1d6 for every four 
  levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, 
  and 5d6 at 17th level).  The extra damage only applies 
  against living creatures that have a discernible anatomy. 
  Undead, constructs, oozes, plants, incorporeal creatures, 
  and creatures immune to extra damage from critical hits 
  are not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot. Scouts 
  can apply this extra damage to ranged attacks made while 
  skirmishing, but only if the target is within 30 feet.  At 
  3rd level, a scout gains a +1 competence bonus to Armor 
  Class during any round in which she moves at least 10 
  feet. The bonus applies as soon as the scout has moved 10 
  feet, and lasts until the start of her next turn. This bonus 
  improves by 1 for every four levels gained above 3rd (+2 
  at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).  A 
  scout loses this ability when wearing medium or heavy 
  armor or when carrying a medium or heavy load. If she 
  gains the skirmish ability from another class, the bonuses 
  stack. 
   
  Possessions: masterwork spiked chain, 20 masterwork 
  arrows, masterwork composite shortbow (+2 Str bonus), 
  mithral shirt, traveler's outfit, rapier. 
  ENCOUNTER 9 
   
   
   
   
  Grandmother of the Fist Effigy Construct: CR 2; 
  Medium construct; HD 1d10+20; hp 23; Init +7; Spd 45 
  ft., fly 75 ft. (average); AC 18, touch 14, flat-footed 16 (+2 
  Dex, +4 armor, +2 natural); Base Atk/Grp: +0/+5; Atk +5 
  melee (1d4+7, slam); Full Atk +5 melee (1d4+7, slam); SQ 
  DR 1/adamantine; AL CE; SV Fort +0, Ref +3, Will +0; Str 
  20, Dex 16, Con –, Int –, Wis 11, Cha 1; Complete Arcane, 
  page 151. 
   
  Skills and Feats: Improved Initiative. 
   
  Description: 
  Effigies 
  are 
  magically 
  animated 
  automatons built in the form other living creatures. They 
  are things of clockwork mechanisms and alchemy, 
  animated by an elemental spirit bound to their 
  mechanical shells. Magical artificers and artisans capable 
  of creating such complex devices are few and far 
  between, so effigies are not at all common. Unlike with 
  
  GRM5-03 Pruning at the Root 
   
  Page 32 
  most constructs, an effigy creature’s true nature is not 
  always immediately obvious. Some are quite lifelike, 
  revealing their true nature only after taking serious 
  damage. An observer must succeed on a DC 20 Spot 
  check to notice that the effigy is an automaton, not a 
  living creature of its type. Effigy creatures do only what 
  they are instructed to do by their creators. They draw no 
  conclusions of their own and follow orders explicitly 
  with no regard for their own safety. The commands given 
  them must be simple, such as “Remain here and attack 
  any elves who enter this room,” or “Follow and defend 
  against any who attack my party.” An effigy’s creator can 
  command it if the effigy is within 60 feet and can see and 
  hear him. If uncommanded, an effigy usually follows its 
  last instruction to the best of its ability, but it will defend 
  itself if attacked. An effigy’s creator can order the 
  creature to obey the orders of another individual (who 
  can in turn order the effigy to obey someone else), but 
  the effigy’s creator can always resume control over his 
  creation by commanding the effigy to obey him alone. 
  Damaged effigies can be repaired by means of any repair 
  spell (see Chapter 4, Complete Arcane) or by manual repair 
  in an appropriate workshop or laboratory. The individual 
  performing the repairs must have the Craft Construct 
  feat (see page 303 of the Monster Manual) or 10 ranks in 
  Knowledge (architecture and engineering), and must 
  spend 50 gp and 1 hour per hit point restored. 
  Ulphatrix: female drow Clr2; CR 3; Medium humanoid; 
  HD (2d8); hp 12; Init +3; Spd 20 ft.; AC 19, touch 13, flat-
  footed 16 (+3 Dex, +6 armor); Base Atk/Grp: +1/+1; Atk 
  +5 ranged (1d4/19-20, masterwork hand crossbow) or +2 
  melee (1d8, masterwork heavy mace) or +5 ranged 
  (1d8/19-20, masterwork light crossbow) or +2 melee 
  (1d6/18-20, masterwork rapier) or -2 melee (1d3, 
  masterwork whip); Full Atk +5 ranged (1d4/19-20, 
  masterwork hand crossbow) or +2 melee (1d8, 
  masterwork heavy mace) or +5 ranged (1d8/19-20, 
  masterwork light crossbow) or +2 melee (1d6/18-20, 
  masterwork rapier) or -2 melee (1d3, masterwork whip); 
  SA Spells, Rebuke Undead, Spell-like Abilities; SQ Aura, 
  Spontaneous Casting, Darkvision 120 ft., +2 racial bonus 
  to Will saves against spells and spell-like abilities, +2 
  racial bonus to saves against enchantment spells and 
  effects, +2 racial bonus on Listen, Search, and Spot 
  checks, detect secret doors, light blindness, immunity to 
  sleep spells and effects, SR 13 (11 + class levels); AL NE; 
  SV Fort +3, Ref +3, Will +6; Str 10, Dex 16, Con 10, Int 12, 
  Wis 16, Cha 14. 
   
  Skills and Feats: Bluff +5, Concentration +4, Disguise 
  +6, Listen +5, Search +3, Spellcraft +5, Spot +5; Combat 
  Casting, Exotic Weapon Proficiency (hand crossbow), 
  Heavy Armor Proficiency, Light Armor Proficiency, 
  Martial Weapon Proficiency (rapier, short sword), 
  Medium Armor Proficiency, Shield Proficiency, Simple 
  Weapon Proficiency.  
   
  Spell-Like Abilities (Sp): Drow can use the 
  following spell-like abilities once per day: dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Cleric Spells Prepared: (4/3+1; Base DC = 13 + Spell 
  Level): 0 - cure minor wounds, guidance (2), resistance; 1st - 
  bane, bless, protection from good*, shield of faith;  
   
  *Domain Spell; Deity: Lolth; Domains: Evil - You cast 
  evil spells at +1 caster level. Trickery - Bluff, Disguise and 
  Hide are class skills.  
   
  Possessions: masterwork banded mail, potion of fly, 10 
  poisoned crossbow bolts (drow poison [Injury DC 13, 
  Unconsciousness/Unconsciousness for 2d4 hours]), 
  masterwork hand crossbow, masterwork heavy mace, 
  masterwork light crossbow, 3 vials of drow poison, 
  masterwork rapier, silver holy symbol, cleric's vestments, 
  masterwork whip. 
  The Amazing Prestigo: male human Sor3; CR 3; 
  Medium humanoid; HD (3d4)+3; hp 12; Init +6; Spd 30 
  ft.; AC 14, touch 12, flat-footed 12 (+2 Dex, +1 armor, +1 
  shield); Base Atk/Grp: +1/+1; Atk +4 ranged (1d8/19-20, 
  masterwork light crossbow); Full Atk +4 ranged (1d8/19-
  20, masterwork light crossbow); SA Spells; SQ Summon 
  Familiar (hawk, +3 Spot in bright light); AL NE; SV Fort 
  +2, Ref +3, Will +3; Str 10, Dex 14, Con 12, Int 12, Wis 10, 
  Cha 16. 
   
  Skills and Feats: Bluff +6, Concentration +6, 
  Knowledge (arcana) +6, Perform (comedy) +4, Sense 
  Motive +2, Spellcraft +8, Spot +3; Combat Casting, 
  Improved Initiative, Point Blank Shot, Simple Weapon 
  Proficiency.  
   
  Sorcerer Spells Known: (6/6; base DC = 13 + spell level): 
  0 - dancing lights, detect magic, ghost sound, prestidigitation, 
  read magic; 1st - mage armor, magic missile, shield. 
   
  Possessions: 10 crossbow bolts, bracers of armor +1, 
  mithral buckler, masterwork light crossbow, entertainer's 
  outfit, potion of fly, spell component pouch. 
  Talon the Magnificent: male hawk familiar; Tiny 
  magical beast; HD 3d8; hp 6; Init +3; Spd 10 ft., Fly 
  60 ft.; AC 19, touch 15, flat-footed 16 (+2 size, +3 Dex, 
  +4 natural); Base Atk/Grp: +1/-9; Atk/Full Atk +6 
  melee (1d4-2 , talons); SA; SQ alertness, low-light 
  vision, deliver touch spells, empathic link, improved 
  evasion, share spells; AL NE; SV Fort +2, Ref +5, Will 
  +5; Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6. 
   
  Skills and Feats: Bluff +1, Concentration +5, Hide 
  +11, Listen +4, Knowledge (arcana) +3, Perform 
  (comedy) -1, Sense Motive +4, Spellcraft +5, Spot 
  +16; Alertness, Weapon FinesseB. 
  Tura ap Branwyn: female human Rgr3; CR 3; Medium 
  humanoid; HD (3d8)+6; hp 23; Init +3; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14 (+3 Dex, +4 armor); Base Atk/Grp: 
  +3/+5; Atk +7 ranged (1d8+2/x3, masterwork composite 
  longbow (+2 Str bonus)) or +6 melee (1d8+3/19-20, 
  masterwork longsword) or +6 melee (1d6+2/19-20, 
  masterwork short sword); Full Atk +7 ranged (1d8+2/x3, 
  masterwork composite longbow (+2 Str bonus)) or +5/+5 
  ranged (1d8+2/x3, masterwork composite longbow (+2 
  Str bonus)) or +6 melee (1d8+3/19-20, masterwork 
  longsword) or +4 melee (1d8+2/19-20, masterwork 
  longsword) and +4 melee (1d6+1/19-20, masterwork 
  short sword); SA favored enemy (human +2); SQ wild 
  
  GRM5-03 Pruning at the Root 
   
  Page 33 
  empathy, combat style (archery); AL LE; SV Fort +5, Ref 
  +6, Will +1; Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Handle Animal +5, Hide +9, 
  Knowledge (dungeoneering) +7, Listen +6, Move Silently 
  +9, Search +7, Spot +6, Survival +6; EnduranceB, Light 
  Armor Proficiency, Martial Weapon Proficiency, Point 
  Blank Shot, Precise Shot, Rapid ShotB, Shield Proficiency, 
  Simple Weapon Proficiency, TrackB, Two Weapon 
  Fighting. 
   
  Possessions: masterwork composite longbow (+2 Str 
  bonus), 20 arrows, masterwork longsword, masterwork 
  short sword, mithral shirt, traveler's outfit. 
  Fist Sorcerer Snipers (2): male human Rog2/Sor1; CR 
  3; Medium humanoid; HD (2d6)+(1d4); hp 12; Init +7; 
  Spd 30 ft.; AC 19, touch 15, flat-footed 16 (+3 Dex, +4 
  armor, +2 misc); Base Atk/Grp: +1/+3; Atk +5 ranged 
  (1d6+2/x3, masterwork composite shortbow (+2 Str 
  bonus)) or +4 melee (1d6+2/18-20, masterwork rapier); 
  Full Atk +5 ranged (1d6+2/x3, masterwork composite 
  shortbow (+2 Str bonus)) or +3/+3 ranged (1d6+2/x3, 
  masterwork composite shortbow (+2 Str bonus)) or +4 
  melee (1d6+2/18-20, masterwork rapier); SA Sneak 
  Attack +1d6, Spells; SQ Evasion), Summon Familiar, 
  Trapfinding; AL LE; SV Fort +0, Ref +6, Will +1; Str 14, 
  Dex 16, Con 10, Int 14, Wis 8, Cha 12. 
   
  Skills and Feats: Balance +10, Bluff +7, Climb +7, 
  Concentration +1, Diplomacy +3, Disguise +3, Hide +8, 
  Intimidate +3, Jump +9, Knowledge (local – Sheldomar 
  Valley Metaregion) +4, Listen +4, Move Silently +8, Open 
  Lock +5, Profession (criminal) +1, Search +7, Spot +4, 
  Tumble 
  +10; 
  Improved 
  Initiative, 
  Light 
  Armor 
  Proficiency, Point Blank Shot, Rapid Shot, Simple 
  Weapon Proficiency.  
   
  Sorcerer Spells Known: (5/4; base DC = 11 + spell level): 
  0 - detect magic, ghost sound, mage hand, resistance; 1st - arrow 
  mind*, critical strike*. *Complete Adventurer. 
   
  Possessions: 20 masterwork arrows (2 poisoned with 
  drow 
  poison 
  [Injury 
  DC 
  13, 
  Unconsciousness/Unconsciousness for 2d4 hours]), spell 
  component pouch, masterwork composite shortbow (+2 
  Str bonus), masterwork rapier, traveler's outfit, potion of 
  mage armor, potion of invisibility, potion of shield of faith +2, 
  ring of feather falling, arcane scroll of shield (CL 1). 
   
  
  GRM5-03 Pruning at the Root 
   
  Page 34 
  APPENDIX 2 – APL 6 
   
  ENCOUNTER 4 
   
   
   
   
  Fist Sorcerer Snipers (2): male human Rog4/Sor1; CR 
  5; Medium humanoid; HD (4d6)+(1d4); hp 21; Init +7; 
  Spd 30 ft.; AC 19, touch 15, flat-footed 19 (+3 Dex, +4 
  armor, +2 misc); Base Atk/Grp: +3/+5; Atk +7 ranged 
  (1d6+2/x3, masterwork composite shortbow (+2 Str 
  bonus)) or +6 melee (1d6+2/18-20, masterwork rapier); 
  Full Atk +7 ranged (1d6+2/x3, masterwork composite 
  shortbow (+2 Str bonus)) or +5/+5 ranged (1d6+2/x3, 
  masterwork composite shortbow (+2 Str bonus)) or +6 
  melee (1d6+2/18-20, masterwork rapier); SA Sneak 
  Attack +2d6, Spells; SQ Evasion, Summon Familiar, 
  Trapfinding, Trap Sense +1, Uncanny Dodge; AL LE; SV 
  Fort +1, Ref +7, Will +2; Str 14, Dex 17, Con 10, Int 14, 
  Wis 8, Cha 12. 
   
  Skills and Feats: Balance +13, Bluff +9, Climb +10, 
  Concentration +1, Diplomacy +3, Disguise +3, Hide +9, 
  Intimidate +3, Jump +12, Knowledge (local – Sheldomar 
  Valley Metaregion) +4, Listen +4, Move Silently +11, 
  Open Lock +5, Profession (criminal) +1, Search +9, Spot 
  +6, Tumble +13; Improved Initiative, Light Armor 
  Proficiency, Point Blank Shot, Rapid Shot, Simple 
  Weapon Proficiency. 
   
  Sorcerer Spells Known: (5/4; base DC = 11 + spell level): 
  0 - detect magic, ghost sound, mage hand, resistance; 1st - arrow 
  mind*, critical strike*. *Complete Adventurer. 
   
  Possessions: 20 +1 arrows (2 poisoned with drow poison 
  [Injury DC 13, Unconsciousness/Unconsciousness for 
  2d4 hours]), spell component pouch, masterwork 
  composite shortbow (+2 Str bonus), masterwork rapier, 
  traveler's outfit, potion of mage armor, potion of invisibility, 
  potion of shield of faith +2, ring of feather falling, arcane scroll of 
  shield (CL 1). 
  ENCOUNTER 6 
   
   
   
   
  Scrags (2): hp 63 each; see Monster Manual, page 247. 
  ENCOUNTER 8 
   
   
   
   
  Agnar Momo: male human Scout3/Rog2; CR 5; Medium 
  humanoid; HD (3d8)+(2d6)+5; hp 31; Init +4; Spd 40 ft.; 
  AC 17, touch 13, flat-footed 17 (+3 Dex, +4 armor); Base 
  Atk/Grp: +3/+5; Atk +6 melee (2d4+4, +1 spiked chain) or 
  +7 ranged (1d6+2/x3, masterwork composite shortbow 
  (+2 Str bonus)) or +6 melee (1d6+2/18-20, masterwork 
  rapier); Full Atk +6 melee (2d4+4, +1 spiked chain) or +7 
  ranged (1d6+2/x3, masterwork composite shortbow (+2 
  Str bonus)) or +6 melee (1d6+2/18-20, masterwork 
  rapier); SA Skirmish +1d6/+1AC, Sneak Attack +1d6; SQ 
  Evasion, Trapfinding, Fast Movement +10 ft., Trackless 
  Step, Battle Fortitude +1, Uncanny Dodge; AL NG; SV 
  Fort +3, Ref +9, Will +2; Str 14, Dex 16, Con 12, Int 13, 
  Wis 12, Cha 8; Complete Adventurer, page 10. 
   
  Skills and Feats: Balance +11, Climb +4, Diplomacy +1, 
  Disable Device +0, Escape Artist +5, Gather Information 
  +0, Hide +10, Jump +5, Knowledge (dungeoneering) +6, 
  Knowledge (geography) +6, Knowledge (local – 
  Sheldomar Valley Metaregion) +3, Listen +7, Move 
  Silently +10, Open Lock +2, Search +8, Sense Motive +8, 
  Speak Language +3, Spot +9, Swim +3, Tumble +10, Use 
  Rope +4; Dodge, Exotic Weapon Proficiency, Light 
  Armor 
  Proficiency, 
  Mobility, 
  Simple 
  Weapon 
  Proficiency.  
   
  Skirmish (Ex): A scout relies on mobility to deal 
  extra damage and improve her defense. She deals an extra 
  1d6 points of damage on all attacks she makes during any 
  round in which she moves at least 10 feet. The extra 
  damage applies only to attacks taken during the scout’s 
  turn. This extra damage increases by 1d6 for every four 
  levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, 
  and 5d6 at 17th level).  The extra damage only applies 
  against living creatures that have a discernible anatomy. 
  Undead, constructs, oozes, plants, incorporeal creatures, 
  and creatures immune to extra damage from critical hits 
  are not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot. Scouts 
  can apply this extra damage to ranged attacks made while 
  skirmishing, but only if the target is within 30 feet.  At 
  3rd level, a scout gains a +1 competence bonus to Armor 
  Class during any round in which she moves at least 10 
  feet. The bonus applies as soon as the scout has moved 10 
  feet, and lasts until the start of her next turn. This bonus 
  improves by 1 for every four levels gained above 3rd (+2 
  at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).  A 
  scout loses this ability when wearing medium or heavy 
  armor or when carrying a medium or heavy load. If she 
  gains the skirmish ability from another class, the bonuses 
  stack. 
   
  Battle Fortitude (Ex): At 2nd level, a scout gains a 
  ÷1 competence bonus on Fortitude saves and initiative 
  checks. This bonus increases to +2 at 11th level and +3 at 
  20th level. A scout loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Uncanny Dodge (Ex): Starting at 2nd level, a scout 
  cannot be caught flat-footed and reacts to danger before 
  her senses would normally allow her to do so. See the 
  barbarian class feature, page 26 of the Player’s Handbook. 
   
  Fast Movement (Ex): Starting at 3rd level, a scout’s 
  gains a ÷10 foot enhancement bonus to her base land 
  speed. At 11th level, this bonus increases to ÷20 feet. See 
  the monk class feature, page 41 of the Player’s Handbook.  
  A scout loses this benefit when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
   
  Trackless Step (Ex): Beginning at 3rd level, a scout 
  cannot be tracked in natural surroundings. See the druid 
  class feature, page 36 of the Player’s Handbook. 
  
  GRM5-03 Pruning at the Root 
   
  Page 35 
   
  Possessions: +1 spiked chain, 20 masterwork arrows, 
  masterwork composite shortbow (+2 Str bonus), mithral 
  shirt, traveler's outfit, masterwork rapier. 
  ENCOUNTER 9 
   
   
   
   
  Grandmother of the Fist Effigy Construct: CR 2; 
  Medium construct; HD 1d10+20; hp 23; Init +7; Spd 45 
  ft., fly 75 ft. (average); AC 18, touch 14, flat-footed 16 (+2 
  Dex, +4 armor, +2 natural); Base Atk/Grp: +0/+5; Atk +5 
  melee (1d4+7, slam); Full Atk +5 melee (1d4+7, slam); SQ 
  DR 1/adamantine; AL CE; SV Fort +0, Ref +3, Will +0; Str 
  20, Dex 16, Con –, Int –, Wis 11, Cha 1; Complete Arcane, 
  page 151. 
   
  Skills and Feats: Improved Initiative. 
   
  Description: 
  Effigies 
  are 
  magically 
  animated 
  automatons built in the form other living creatures. They 
  are things of clockwork mechanisms and alchemy, 
  animated by an elemental spirit bound to their 
  mechanical shells. Magical artificers and artisans capable 
  of creating such complex devices are few and far 
  between, so effigies are not at all common. Unlike with 
  most constructs, an effigy creature’s true nature is not 
  always immediately obvious. Some are quite lifelike, 
  revealing their true nature only after taking serious 
  damage. An observer must succeed on a DC 20 Spot 
  check to notice that the effigy is an automaton, not a 
  living creature of its type. Effigy creatures do only what 
  they are instructed to do by their creators. They draw no 
  conclusions of their own and follow orders explicitly 
  with no regard for their own safety. The commands given 
  them must be simple, such as “Remain here and attack 
  any elves who enter this room,” or “Follow and defend 
  against any who attack my party.” An effigy’s creator can 
  command it if the effigy is within 60 feet and can see and 
  hear him. If uncommanded, an effigy usually follows its 
  last instruction to the best of its ability, but it will defend 
  itself if attacked. An effigy’s creator can order the 
  creature to obey the orders of another individual (who 
  can in turn order the effigy to obey someone else), but 
  the effigy’s creator can always resume control over his 
  creation by commanding the effigy to obey him alone. 
  Damaged effigies can be repaired by means of any repair 
  spell (see Chapter 4, Complete Arcane) or by manual repair 
  in an appropriate workshop or laboratory. The individual 
  performing the repairs must have the Craft Construct 
  feat (see page 303 of the Monster Manual) or 10 ranks in 
  Knowledge (architecture and engineering), and must 
  spend 50 gp and 1 hour per hit point restored. 
  Ulphatrix: female drow Clr3; CR 4; Medium humanoid; 
  HD (3d8); hp 18; Init +3; Spd 20 ft.; AC 22, touch 13, flat-
  footed 19 (+3 Dex, +9 armor); Base Atk/Grp: +2/+2; Atk 
  +6 ranged (1d4/19-20, masterwork hand crossbow) or +3 
  melee (1d8, masterwork heavy mace) or +6 ranged 
  (1d8/19-20, masterwork light crossbow) or +3 melee 
  (1d6/18-20, masterwork rapier) or +3 melee (1d3, 
  masterwork whip); Full Atk +6 ranged (1d4/19-20, 
  masterwork hand crossbow) or +3 melee (1d8, 
  masterwork heavy mace) or +6 ranged (1d8/19-20, 
  masterwork light crossbow) or +3 melee (1d6/18-20, 
  masterwork rapier) or +3 melee (1d3, masterwork whip); 
  SA Spells, Rebuke Undead, Spell-like Abilities; SQ Aura, 
  Spontaneous Casting, Darkvision 120 ft., +2 racial bonus 
  to Will saves against spells and spell-like abilities, +2 
  racial bonus to saves against enchantment spells and 
  effects, +2 racial bonus on Listen, Search, and Spot 
  checks, detect secret doors, light blindness, immunity to 
  sleep spells and effects, SR 14 (11 + class levels); AL NE; 
  SV Fort +3, Ref +4, Will +6; Str 10, Dex 16, Con 10, Int 12, 
  Wis 16, Cha 14. 
   
  Skills and Feats: Bluff +6, Concentration +4, Disguise 
  +7, Listen +5, Search +3, Spellcraft +6, Spot +5; Combat 
  Casting, Exotic Weapon Proficiency (hand crossbow, 
  whip), 
  Heavy 
  Armor 
  Proficiency, 
  Light 
  Armor 
  Proficiency, Martial Weapon Proficiency (rapier, short 
  sword), Medium Armor Proficiency, Shield Proficiency, 
  Simple Weapon Proficiency.  
   
  Spell-Like Abilities (Sp): Drow can use the 
  following spell-like abilities once per day: dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Cleric Spells Prepared: (4/3+1/2+1; Base DC = 13 + 
  Spell Level): 0 - cure minor wounds, guidance (2), resistance; 
  1st - bane, bless, protection from good*, shield of faith; 2nd - calm 
  emotions, hold person, invisibility*. 
   
  *Domain Spell; Deity: Lolth; Domains: Evil - You cast 
  evil spells at +1 caster level. Trickery - Bluff, Disguise and 
  Hide are class skills.  
   
  Possessions: +1 full plate, potion of fly, 10 poisoned 
  crossbow 
  bolts 
  (drow 
  poison 
  [Injury 
  DC 
  13, 
  Unconsciousness/Unconsciousness for 2d4 hours]), 
  masterwork hand crossbow, masterwork heavy mace, 
  masterwork light crossbow, 3 vials of drow poison, 
  masterwork rapier, silver holy symbol, cleric's vestments, 
  masterwork whip. 
  The Amazing Prestigo: male human Sor6; CR 6; 
  Medium humanoid; HD (6d4)+6; hp 23; Init +6; Spd 30 
  ft.; AC 15, touch 12, flat-footed 13 (+2 Dex, +2 armor, +1 
  shield); Base Atk/Grp: +3/+3; Atk +6 ranged (1d8/19-20, 
  masterwork light crossbow); Full Atk +6 ranged (1d8/19-
  20, masterwork light crossbow); SA Spells; SQ Summon 
  Familiar (hawk, +3 Spot in bright light); AL NE; SV Fort 
  +3, Ref +4, Will +5; Str 10, Dex 14, Con 12, Int 12, Wis 10, 
  Cha 17. 
   
  Skills and Feats: Bluff +9, Concentration +9, 
  Diplomacy +5, Disguise +5, Intimidate +5, Knowledge 
  (arcana) +9, Perform (comedy) +4, Sense Motive +2, 
  Spellcraft +11, Spot +3; Combat Casting, Improved 
  Initiative, Point Blank Shot, Precise Shot, Simple 
  Weapon Proficiency.  
   
  Sorcerer Spells Known: (6/7/6/4; base DC = 13 + spell 
  level): 0 - dancing lights, daze, detect magic, ghost sound, mage 
  hand, prestidigitation, read magic; 1st – expeditious retreat, 
  mage armor, magic missile, shield; 2nd  – glitterdust, Melf’s acid 
  arrow; 3rd – fireball. 
   
  Possessions: 10 crossbow bolts, bracers of armor +2, 
  mithral buckler, masterwork light crossbow, entertainer's 
  outfit, potion of fly, spell component pouch. 
  
  GRM5-03 Pruning at the Root 
   
  Page 36 
  Talon the Magnificent: male hawk familiar; Tiny 
  magical beast; HD 6d8; hp 11; Init +3; Spd 10 ft., Fly 
  60 ft.; AC 20, touch 15, flat-footed 17 (+2 size, +3 Dex, 
  +5 natural); Base Atk/Grp: +3/-7; Atk/Full Atk +8 
  melee (1d4-2 , talons); SA; SQ alertness, low-light 
  vision, deliver touch spells, empathic link, improved 
  evasion, share spells, speak with master; AL NE; SV 
  Fort +2, Ref +5, Will +7; Str 6, Dex 17, Con 10, Int 8, 
  Wis 14, Cha 6. 
   
  Skills and Feats: Bluff +4, Concentration +8, 
  Diplomacy +0, Disguise +0, Hide +11, Intimidate +0, 
  Listen +4, Knowledge (arcana) +7, Perform (comedy) 
  -1, Sense Motive +4, Spellcraft +9, Spot +16; 
  Alertness, Weapon FinesseB. 
  Tura ap Branwyn: female human Rgr5; CR 5; Medium 
  humanoid; HD 5d8+10; hp 38; Init +3; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14 (+3 Dex, +4 armor); Base Atk/Grp: 
  +5/+7; Atk +9 ranged (1d8+3/x3, +1 composite longbow (+2 
  Str bonus)) or +8 melee (1d8+3/19-20, masterwork 
  longsword) or +8 melee (1d6+2/19-20, masterwork short 
  sword); Full Atk +9 ranged (1d8+3/x3, +1 composite 
  longbow (+2 Str bonus)) or +7/+7 ranged (1d8+3/x3, +1 
  composite longbow (+2 Str bonus)) or +8 melee (1d8+3/19-20, 
  masterwork longsword) or +6 melee (1d8+2/19-20, 
  masterwork longsword) and +6 melee (1d6+1/19-20, 
  masterwork short sword); SA favored enemy (giant +2, 
  human +4), spells; SQ wild empathy, combat style 
  (archery), animal companion; AL LE; SV Fort +6, Ref +7, 
  Will +2; Str 14, Dex 17, Con 14, Int 12, Wis 10 (12), Cha 8. 
   
  Skills and Feats: Handle Animal +7, Hide +11, 
  Knowledge (dungeoneering) +9, Listen +9, Move Silently 
  +11, Search +9, Spot +9, Survival +9; EnduranceB, Light 
  Armor Proficiency, Martial Weapon Proficiency, Point 
  Blank Shot, Precise Shot, Rapid ShotB, Shield Proficiency, 
  Simple Weapon Proficiency, TrackB, Two Weapon 
  Fighting. 
   
  Ranger Spells Prepared: (1; Base DC = 11 + Spell Level): 
  1st - arrow mind*.  *Complete Adventurer. 
   
  Possessions: +1 composite longbow (+2 Str bonus), 20 
  arrows, masterwork longsword, masterwork short sword, 
  mithral shirt, traveler's outfit, periapt of wisdom +2. 
  Timor, Tura's Animal Companion: male wolf; 
  Medium animal; HD 2d8+4; hp 15; Init +2; Spd 50 ft.; AC 
  14, touch 12, flat-footed 12 (+2 Dex, +2 natural); Base 
  Atk/Grp: +1/+2; Atk/Full Atk +3 melee (1d6+1, bite); SA 
  trip; SQ low-light vision, scent, link, share spells, bonus 
  tricks (1); AL N; SV Fort +5, Ref +5, Will +1; Str 13, Dex 
  15, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Listen +3, Move Silently +3, 
  Spot +3, Survival +1 (+5 tracking by scent); TrackB, 
  Weapon Focus (bite). 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity. If the attempt fails, the opponent 
  cannot react to trip the wolf. 
  Fist Sorcerer Snipers (2): male human Rog4/Sor1; CR 
  5; Medium humanoid; HD (4d6)+(1d4); hp 21; Init +7; 
  Spd 30 ft.; AC 19, touch 15, flat-footed 19 (+3 Dex, +4 
  armor, +2 misc); Base Atk/Grp: +3/+5; Atk +7 ranged 
  (1d6+2/x3, masterwork composite shortbow (+2 Str 
  bonus)) or +6 melee (1d6+2/18-20, masterwork rapier); 
  Full Atk +7 ranged (1d6+2/x3, masterwork composite 
  shortbow (+2 Str bonus)) or +5/+5 ranged (1d6+2/x3, 
  masterwork composite shortbow (+2 Str bonus)) or +6 
  melee (1d6+2/18-20, masterwork rapier); SA Sneak 
  Attack +2d6, Spells; SQ Evasion, Summon Familiar, 
  Trapfinding, Trap Sense +1, Uncanny Dodge; AL LE; SV 
  Fort +1, Ref +7, Will +2; Str 14, Dex 17, Con 10, Int 14, 
  Wis 8, Cha 12. 
   
  Skills and Feats: Balance +13, Bluff +9, Climb +10, 
  Concentration +1, Diplomacy +3, Disguise +3, Hide +9, 
  Intimidate +3, Jump +12, Knowledge (local – Sheldomar 
  Valley Metaregion) +4, Listen +4, Move Silently +11, 
  Open Lock +5, Profession (criminal) +1, Search +9, Spot 
  +6, Tumble +13; Improved Initiative, Light Armor 
  Proficiency, Point Blank Shot, Rapid Shot, Simple 
  Weapon Proficiency. 
   
  Sorcerer Spells Known: (5/4; base DC = 11 + spell level): 
  0 - detect magic, ghost sound, mage hand, resistance; 1st - arrow 
  mind*, critical strike*. *Complete Adventurer. 
   
  Possessions: 20 +1 arrows (2 poisoned with drow poison 
  [Injury DC 13, Unconsciousness/Unconsciousness for 
  2d4 hours]), spell component pouch, masterwork 
  composite shortbow (+2 Str bonus), masterwork rapier, 
  traveler's outfit, potion of mage armor, potion of invisibility, 
  potion of shield of faith +2, ring of feather falling, arcane scroll of 
  shield (CL 1). 
  
  GRM5-03 Pruning at the Root 
   
  Page 37 
  APPENDIX 3 – APL 8 
   
  ENCOUNTER 4 
   
   
   
   
  Fist 
  Sorcerer 
  Snipers 
  (2): 
  male 
  human 
  Rog5/Sor1/Thief-Acrobat1; CR 7; Medium humanoid; 
  HD (5d6)+(1d4)+(1d6); hp 30; Init +7; Spd 30 ft.; AC 20, 
  touch 15, flat-footed 20 (+3 Dex, +4 armor, +1 shield, +2 
  misc); Base Atk/Grp: +3/+5; Atk +7 ranged (1d6+2/x3, 
  masterwork composite shortbow (+2 Str bonus)) or +6 
  melee (1d6+2/18-20, masterwork rapier); Full Atk +7 
  ranged (1d6+2/x3, masterwork composite shortbow (+2 
  Str bonus)) or +5/+5 ranged (1d6+2/x3, masterwork 
  composite shortbow (+2 Str bonus)) or +6 melee 
  (1d6+2/18-20, masterwork rapier); SA Sneak Attack +3d6, 
  Spells; SQ Evasion, Summon Familiar, Trapfinding, Trap 
  Sense +1, Uncanny Dodge, Fast Acrobatics, Kip Up, 
  Steady Stance; AL LE; SV Fort +1, Ref +9, Will +2; Str 14, 
  Dex 17, Con 10, Int 14, Wis 8, Cha 12; Complete 
  Adventurer, page 83. 
   
  Skills and Feats: Balance +15, Bluff +10, Climb +12, 
  Concentration +1, Diplomacy +3, Disguise +3, Hide +13, 
  Intimidate +3, Jump +14, Knowledge (local – Sheldomar 
  Valley Metaregion) +4, Listen +4, Move Silently +13, 
  Open Lock +5, Profession (criminal) +1, Search +11, Spot 
  +8, Tumble +15, Use Rope +4; Improved Initiative, Light 
  Armor Proficiency, Point Blank Shot, Precise Shot, Rapid 
  Shot, Simple Weapon Proficiency. 
   
  Fast Acrobatics (Ex): The thief-acrobat can avoid 
  the normal penalties for accelerated movement while 
  using her acrobatic talents. She ignores the normal -5 
  penalty when making a Balance check while moving at 
  her full normal speed. She can climb half her speed as a 
  move action without suffering a -5 penalty on her Climb 
  check. Finally, she can tumble at her full speed without 
  taking the normal -10 penalty on her Tumble check. 
   
  Kip Up (Ex): A thief-acrobat can stand up from a 
  prone position as a free action that doesn't provoke 
  attacks of opportunity. This ability only works if the 
  thief-acrobat wears light or no armor and carries no more 
  than a light load. 
   
  Steady Stance (Ex): The thief-acrobat remains 
  stable when others have difficulty standing. He is not 
  considered flat-footed while balancing or climbing, and 
  may add his class level to Balance or Climb checks to 
  remain balancing or climbing when taking damage. 
   
  Sorcerer Spells Known: (5/4; base DC = 11 + spell level): 
  0 - detect magic, ghost sound, mage hand, resistance; 1st - arrow 
  mind*, critical strike*. *Complete Adventurer. 
   
  Possessions: 20 +1 arrows (2 poisoned with drow poison 
  [Injury DC 13, Unconsciousness/Unconsciousness for 
  2d4 hours] and 2 poisoned with medium spider venom 
  poison [Injury DC 14, 1d4 Str/1d4 Str]), spell component 
  pouch, masterwork composite shortbow (+2 Str bonus), 
  masterwork rapier, traveler's outfit, potion of mage armor, 
  potion of invisibility, potion of shield of faith +2, ring of feather 
  falling, arcane scroll of shield (CL 1), mithral buckler, wand of 
  invisibility (CL 3, 10 charges). 
  ENCOUNTER 6 
   
   
   
   
  Scrags (4): hp 63 each; see Monster Manual, page 247. 
  ENCOUNTER 8 
   
   
   
   
  Agnar Momo: male human Scout5/Rog2; CR 7; Medium 
  humanoid; HD (5d8)+(2d6)+7; hp 45; Init +4; Spd 40 ft.; 
  AC 17, touch 13, flat-footed 17 (+3 Dex, +4 armor); Base 
  Atk/Grp: +4/+6; Atk +7 melee (2d4+4, +1 adamantine 
  spiked chain) or +8 ranged (1d6+2/x3, masterwork 
  composite shortbow (+2 Str bonus)) or +7 melee 
  (1d6+2/18-20, masterwork rapier); Full Atk +7 melee 
  (2d4+4, +1 adamantine spiked chain) or +8 ranged 
  (1d6+2/x3, masterwork composite shortbow (+2 Str 
  bonus)) or +7 melee (1d6+2/18-20, masterwork rapier); 
  SA Skirmish +2d6/+1AC, Sneak Attack +1d6; SQ Evasion, 
  Trapfinding, Fast Movement +10 ft., Trackless Step, 
  Battle Fortitude +1, Uncanny Dodge; AL NG; SV Fort +3, 
  Ref +10, Will +2; Str 14, Dex 16, Con 12, Int 13, Wis 12, 
  Cha 8; Complete Adventurer, page 10. 
   
  Skills and Feats: Balance +13, Climb +4, Diplomacy +1, 
  Disable Device +0, Escape Artist +8, Gather Information 
  +0, Hide +11, Jump +5, Knowledge (dungeoneering) +8, 
  Knowledge (geography) +8, Knowledge (local – 
  Sheldomar Valley Metaregion) +3, Listen +9, Move 
  Silently +12, Open Lock +2, Search +10, Sense Motive +9, 
  Speak Language +4, Spot +10, Swim +3, Tumble +11, Use 
  Rope +4; Dodge, Exotic Weapon Proficiency, Light 
  Armor Proficiency, Mobility, Quick Draw, Simple 
  Weapon Proficiency, Spring AttackB.  
   
  Skirmish (Ex): A scout relies on mobility to deal 
  extra damage and improve her defense. She deals an extra 
  1d6 points of damage on all attacks she makes during any 
  round in which she moves at least 10 feet. The extra 
  damage applies only to attacks taken during the scout’s 
  turn. This extra damage increases by 1d6 for every four 
  levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, 
  and 5d6 at 17th level).  The extra damage only applies 
  against living creatures that have a discernible anatomy. 
  Undead, constructs, oozes, plants, incorporeal creatures, 
  and creatures immune to extra damage from critical hits 
  are not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot. Scouts 
  can apply this extra damage to ranged attacks made while 
  skirmishing, but only if the target is within 30 feet.  At 
  3rd level, a scout gains a +1 competence bonus to Armor 
  Class during any round in which she moves at least 10 
  feet. The bonus applies as soon as the scout has moved 10 
  feet, and lasts until the start of her next turn. This bonus 
  improves by 1 for every four levels gained above 3rd (+2 
  at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).  A 
  
  GRM5-03 Pruning at the Root 
   
  Page 38 
  scout loses this ability when wearing medium or heavy 
  armor or when carrying a medium or heavy load. If she 
  gains the skirmish ability from another class, the bonuses 
  stack. 
   
  Battle Fortitude (Ex): At 2nd level, a scout gains a 
  ÷1 competence bonus on Fortitude saves and initiative 
  checks. This bonus increases to +2 at 11th level and +3 at 
  20th level. A scout loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Uncanny Dodge (Ex): Starting at 2nd level, a scout 
  cannot be caught flat-footed and reacts to danger before 
  her senses would normally allow her to do so. See the 
  barbarian class feature, page 26 of the Player’s Handbook. 
   
  Fast Movement (Ex): Starting at 3rd level, a scout’s 
  gains a ÷10 foot enhancement bonus to her base land 
  speed. At 11th level, this bonus increases to ÷20 feet. See 
  the monk class feature, page 41 of the Player’s Handbook.  
  A scout loses this benefit when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
   
  Trackless Step (Ex): Beginning at 3rd level, a scout 
  cannot be tracked in natural surroundings. See the druid 
  class feature, page 36 of the Player’s Handbook. 
   
  Possessions: +1 adamantine spiked chain, 20 masterwork 
  arrows, masterwork composite shortbow (+2 Str bonus), 
  mithral shirt, traveler's outfit, masterwork rapier. 
  ENCOUNTER 9 
   
   
   
   
  Grandmother of the Fist Effigy Construct: CR 2; 
  Medium construct; HD 1d10+20; hp 23; Init +7; Spd 45 
  ft., fly 75 ft. (average); AC 18, touch 14, flat-footed 16 (+2 
  Dex, +4 armor, +2 natural); Base Atk/Grp: +0/+5; Atk +5 
  melee (1d4+7, slam); Full Atk +5 melee (1d4+7, slam); SQ 
  DR 1/adamantine; AL CE; SV Fort +0, Ref +3, Will +0; Str 
  20, Dex 16, Con –, Int –, Wis 11, Cha 1; Complete Arcane, 
  page 151. 
   
  Skills and Feats: Improved Initiative. 
   
  Description: 
  Effigies 
  are 
  magically 
  animated 
  automatons built in the form other living creatures. They 
  are things of clockwork mechanisms and alchemy, 
  animated by an elemental spirit bound to their 
  mechanical shells. Magical artificers and artisans capable 
  of creating such complex devices are few and far 
  between, so effigies are not at all common. Unlike with 
  most constructs, an effigy creature’s true nature is not 
  always immediately obvious. Some are quite lifelike, 
  revealing their true nature only after taking serious 
  damage. An observer must succeed on a DC 20 Spot 
  check to notice that the effigy is an automaton, not a 
  living creature of its type. Effigy creatures do only what 
  they are instructed to do by their creators. They draw no 
  conclusions of their own and follow orders explicitly 
  with no regard for their own safety. The commands given 
  them must be simple, such as “Remain here and attack 
  any elves who enter this room,” or “Follow and defend 
  against any who attack my party.” An effigy’s creator can 
  command it if the effigy is within 60 feet and can see and 
  hear him. If uncommanded, an effigy usually follows its 
  last instruction to the best of its ability, but it will defend 
  itself if attacked. An effigy’s creator can order the 
  creature to obey the orders of another individual (who 
  can in turn order the effigy to obey someone else), but 
  the effigy’s creator can always resume control over his 
  creation by commanding the effigy to obey him alone. 
  Damaged effigies can be repaired by means of any repair 
  spell (see Chapter 4, Complete Arcane) or by manual repair 
  in an appropriate workshop or laboratory. The individual 
  performing the repairs must have the Craft Construct 
  feat (see page 303 of the Monster Manual) or 10 ranks in 
  Knowledge (architecture and engineering), and must 
  spend 50 gp and 1 hour per hit point restored. 
  Ulphatrix: female drow Clr5; CR 6; Medium humanoid; 
  HD (5d8); hp 30; Init +3; Spd 20 ft.; AC 23, touch 14, flat-
  footed 20 (+3 Dex, +9 armor, +1 deflection); Base 
  Atk/Grp: +3/+3; Atk +7 ranged (1d4/19-20, masterwork 
  hand crossbow) or +4 melee (1d8, masterwork heavy 
  mace) or +7 ranged (1d8/19-20, masterwork light 
  crossbow) or +4 melee (1d6/18-20, masterwork rapier) or 
  +4 melee (1d3, masterwork whip); Full Atk +7 ranged 
  (1d4/19-20, masterwork hand crossbow) or +4 melee 
  (1d8, masterwork heavy mace) or +7 ranged (1d8/19-20, 
  masterwork light crossbow) or +4 melee (1d6/18-20, 
  masterwork rapier) or +4 melee (1d3, masterwork whip); 
  SA Spells, Rebuke Undead, Spell-like Abilities; SQ Aura, 
  Spontaneous Casting, Darkvision 120 ft., +2 racial bonus 
  to Will saves against spells and spell-like abilities, +2 
  racial bonus to saves against enchantment spells and 
  effects, +2 racial bonus on Listen, Search, and Spot 
  checks, detect secret doors, light blindness, immunity to 
  sleep spells and effects, SR 16 (11 + class levels); AL NE; 
  SV Fort +4, Ref +4, Will +7; Str 10, Dex 16, Con 10, Int 12, 
  Wis 17, Cha 14. 
   
  Skills and Feats: Bluff +7, Concentration +6, 
  Diplomacy +4, Disguise +10, Intimidate +4, Listen +5, 
  Search +3, Spellcraft +8, Spot +5; Combat Casting, Exotic 
  Weapon Proficiency (hand crossbow, whip), Heavy 
  Armor Proficiency, Light Armor Proficiency, Martial 
  Weapon Proficiency (rapier, short sword), Medium 
  Armor Proficiency, Shield Proficiency, Simple Weapon 
  Proficiency.  
   
  Spell-Like Abilities (Sp): Drow can use the 
  following spell-like abilities once per day: dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Cleric Spells Prepared: (5/4+1/3+1/2+1; Base DC = 13 + 
  Spell Level): 0 - cure minor wounds, guidance (2), inflict 
  minor wounds, resistance; 1st - bane, bless, entropic shield, 
  protection from good*, shield of faith; 2nd - calm emotions, hold 
  person, invisibility*, sound burst; 3rd - blessed aim**, dispel 
  magic, magic circle against good*.  **Complete Divine. 
   
  *Domain Spell; Deity: Lolth; Domains: Evil - You cast 
  evil spells at +1 caster level. Trickery - Bluff, Disguise and 
  Hide are class skills.  
   
  Possessions: +1 full plate, potion of fly, ring of protection +1, 
  10 poisoned crossbow bolts (drow poison [Injury DC 13, 
  Unconsciousness/Unconsciousness for 2d4 hours]), 
  masterwork hand crossbow, masterwork heavy mace, 
  masterwork light crossbow, 3 vials of drow poison, 
  
  GRM5-03 Pruning at the Root 
   
  Page 39 
  masterwork rapier, silver holy symbol, cleric's vestments, 
  masterwork whip. 
  The Amazing Prestigo: male human Sor8; CR 8; 
  Medium humanoid; HD (8d4)+8; hp 30; Init +6; Spd 30 
  ft.; AC 16, touch 12, flat-footed 14 (+2 Dex, +2 armor, +2 
  shield); Base Atk/Grp: +4/+4; Atk +7 ranged (1d8/19-20, 
  masterwork light crossbow); Full Atk +7 ranged (1d8/19-
  20, masterwork light crossbow); SA Spells; SQ Summon 
  Familiar (hawk, +3 Spot in bright light); AL NE; SV Fort 
  +3, Ref +4, Will +6; Str 10, Dex 14, Con 12, Int 12, Wis 10, 
  Cha 18. 
   
  Skills and Feats: Bluff +12, Concentration +11, 
  Diplomacy +6, Disguise +6, Intimidate +6, Knowledge 
  (arcana) +11, Perform (comedy) +5, Sense Motive +2, 
  Spellcraft +13, Spot +3; Combat Casting, Improved 
  Initiative, Point Blank Shot, Precise Shot, Simple 
  Weapon Proficiency.  
   
  Sorcerer Spells Known: (6/7/7/6/4; base DC = 14 + spell 
  level): 0 – acid splash, dancing lights, detect magic, ghost sound, 
  mage hand, open/close, prestidigitation, read magic; 1st – 
  enlarge person, expeditious retreat, mage armor, magic missile, 
  shield; 2nd  – blur, glitterdust, Melf’s acid arrow; 3rd – dispel 
  magic, fireball; 4th – Evard’s black tentacles. 
   
  Possessions: 10 crossbow bolts, bracers of armor +2, +1 
  mithral buckler, wand of invisibility (CL 3, 25 charges), 
  masterwork light crossbow, entertainer's outfit, potion of 
  fly, spell component pouch. 
  Talon the Magnificent: male hawk familiar; Tiny 
  magical beast; HD 8d8; hp 15; Init +3; Spd 10 ft., Fly 
  60 ft.; AC 21, touch 15, flat-footed 18 (+2 size, +3 Dex, 
  +6 natural); Base Atk/Grp: +4/-6; Atk/Full Atk +9 
  melee (1d4-2 , talons); SA; SQ alertness, low-light 
  vision, deliver touch spells, empathic link, improved 
  evasion, share spells, speak with master, speak with 
  animals of its kind; AL NE; SV Fort +2, Ref +5, Will 
  +8; Str 6, Dex 17, Con 10, Int 9, Wis 14, Cha 6. 
   
  Skills and Feats: Bluff +6, Concentration +10, 
  Diplomacy +0, Disguise +0, Hide +11, Intimidate +0, 
  Listen +4, Knowledge (arcana) +9, Perform (comedy) 
  -1, Sense Motive +4, Spellcraft +11, Spot +16; 
  Alertness, Weapon FinesseB. 
  Tura ap Branwyn: female human Rgr7; CR 7; Medium 
  humanoid; HD 7d8+14; hp 53; Init +3; Spd 30 ft.; AC 17, 
  touch 13, flat-footed 14 (+3 Dex, +4 armor); Base Atk/Grp: 
  +7/+9; Atk +11 ranged (1d8+3/x3, +1 composite longbow (+2 
  Str bonus)) or +7/+7 ranged (1d8+3/x3, +1 composite 
  longbow (+2 Str bonus)) or +10 melee (1d8+3/19-20, 
  masterwork longsword) or +10 melee (1d6+2/19-20, 
  masterwork short sword); Full Atk +11/+6 ranged 
  (1d8+3/x3, +1 composite longbow (+2 Str bonus)) or +9/+9/+4 
  ranged (1d8+3/x3, +1 composite longbow (+2 Str bonus)) or 
  +10/+5 melee (1d8+3/19-20, masterwork longsword) or 
  +8/+3 melee (1d8+2/19-20, masterwork longsword) and 
  +8 melee (1d6+1/19-20, masterwork short sword); SA 
  favored enemy (giant +2, human +4), spells; SQ wild 
  empathy, combat style (archery), animal companion, 
  improved combat style (archery), woodland stride; AL 
  LE; SV Fort +7, Ref +8, Will +3; Str 14, Dex 17, Con 14, 
  Int 12, Wis 10 (12), Cha 8. 
   
  Skills and Feats: Handle Animal +9, Hide +13 (+18), 
  Knowledge (dungeoneering) +11, Listen +11, Move 
  Silently +13 (+18), Search +11, Spot +11, Survival +11; 
  EnduranceB, Light Armor Proficiency, ManyshotB, 
  Martial Weapon Proficiency, Point Blank Shot, Precise 
  Shot, Quick Draw, Rapid ShotB, Shield Proficiency, 
  Simple Weapon Proficiency, TrackB, Two Weapon 
  Fighting. 
   
  Ranger Spells Prepared: (2; Base DC = 11 + Spell Level): 
  1st - arrow mind*, magic fang.  *Complete Adventurer. 
   
  Possessions: +1 composite longbow (+2 Str bonus), 20 
  arrows, masterwork longsword, masterwork short sword, 
  mithral chain shirt, traveler's outfit, periapt of wisdom +2, 
  boots of elvenkind, cloak of elvenkind. 
  Timor, Tura's Animal Companion: male wolf; 
  Medium animal; HD 4d8+8; hp 30; Init +3; Spd 50 ft.; AC 
  17, touch 13, flat-footed 14 (+3 Dex, +4 natural); Base 
  Atk/Grp: +3/+5; Atk/Full Atk +6 melee (1d6+3, bite); SA 
  trip; SQ low-light vision, scent, link, share spells, bonus 
  tricks (2), evasion; AL N; SV Fort +6, Ref +7, Will +2; Str 
  14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +4, Move Silently +4, 
  Spot +4, Survival +1 (+5 tracking by scent); Power Attack, 
  TrackB, Weapon Focus (bite). 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity. If the attempt fails, the opponent 
  cannot react to trip the wolf. 
  Fist 
  Sorcerer 
  Snipers 
  (2): 
  male 
  human 
  Rog5/Sor1/Thief-Acrobat1; CR 7; Medium humanoid; 
  HD (5d6)+(1d4)+(1d6); hp 30; Init +7; Spd 30 ft.; AC 20, 
  touch 15, flat-footed 20 (+3 Dex, +4 armor, +1 shield, +2 
  misc); Base Atk/Grp: +3/+5; Atk +7 ranged (1d6+2/x3, 
  masterwork composite shortbow (+2 Str bonus)) or +6 
  melee (1d6+2/18-20, masterwork rapier); Full Atk +7 
  ranged (1d6+2/x3, masterwork composite shortbow (+2 
  Str bonus)) or +5/+5 ranged (1d6+2/x3, masterwork 
  composite shortbow (+2 Str bonus)) or +6 melee 
  (1d6+2/18-20, masterwork rapier); SA Sneak Attack +3d6, 
  Spells; SQ Evasion, Summon Familiar, Trapfinding, Trap 
  Sense +1, Uncanny Dodge, Fast Acrobatics, Kip Up, 
  Steady Stance; AL LE; SV Fort +1, Ref +9, Will +2; Str 14, 
  Dex 17, Con 10, Int 14, Wis 8, Cha 12; Complete 
  Adventurer, page 83. 
   
  Skills and Feats: Balance +15, Bluff +10, Climb +12, 
  Concentration +1, Diplomacy +3, Disguise +3, Hide +13, 
  Intimidate +3, Jump +14, Knowledge (local – Sheldomar 
  Valley Metaregion) +4, Listen +4, Move Silently +13, 
  Open Lock +5, Profession (criminal) +1, Search +11, Spot 
  +8, Tumble +15, Use Rope +4; Improved Initiative, Light 
  Armor Proficiency, Point Blank Shot, Precise Shot, Rapid 
  Shot, Simple Weapon Proficiency. 
   
  Fast Acrobatics (Ex): The thief-acrobat can avoid 
  the normal penalties for accelerated movement while 
  using her acrobatic talents. She ignores the normal -5 
  
  GRM5-03 Pruning at the Root 
   
  Page 40 
  penalty when making a Balance check while moving at 
  her full normal speed. She can climb half her speed as a 
  move action without suffering a -5 penalty on her Climb 
  check. Finally, she can tumble at her full speed without 
  taking the normal -10 penalty on her Tumble check. 
   
  Kip Up (Ex): A thief-acrobat can stand up from a 
  prone position as a free action that doesn't provoke 
  attacks of opportunity. This ability only works if the 
  thief-acrobat wears light or no armor and carries no more 
  than a light load. 
   
  Steady Stance (Ex): The thief-acrobat remains 
  stable when others have difficulty standing. He is not 
  considered flat-footed while balancing or climbing, and 
  may add his class level to Balance or Climb checks to 
  remain balancing or climbing when taking damage. 
   
  Sorcerer Spells Known: (5/4; base DC = 11 + spell level): 
  0 - detect magic, ghost sound, mage hand, resistance; 1st - arrow 
  mind*, critical strike*. *Complete Adventurer. 
   
  Possessions: 20 +1 arrows (2 poisoned with drow poison 
  [Injury DC 13, Unconsciousness/Unconsciousness for 
  2d4 hours] and 2 poisoned with medium spider venom 
  poison [Injury DC 14, 1d4 Str/1d4 Str]), spell component 
  pouch, masterwork composite shortbow (+2 Str bonus), 
  masterwork rapier, traveler's outfit, potion of mage armor, 
  potion of invisibility, potion of shield of faith +2, ring of feather 
  falling, arcane scroll of shield (CL 1), mithral buckler, wand of 
  invisibility (CL 3, 10 charges). 
   
  
  GRM5-03 Pruning at the Root 
   
  Page 41 
  APPENDIX 4 – APL 10 
   
  ENCOUNTER 4 
   
   
   
   
  Fist 
  Sorcerer 
  Snipers 
  (2): 
  male 
  human 
  Rog6/Sor1/Thief-Acrobat2; CR 9; Medium humanoid; 
  HD (6d6)+(1d4)+(2d6); hp 39; Init +8; Spd 30 ft.; AC 24, 
  touch 16, flat-footed 24 (+4 Dex, +7 armor, +1 shield, +2 
  misc); Base Atk/Grp: +5/+7; Atk +10 ranged (1d6+3/x3, +1 
  composite shortbow (+2 Str bonus)) or +8 melee (1d6+2/18-
  20, masterwork rapier); Full Atk +10 ranged (1d6+3/x3, 
  +1 composite shortbow (+2 Str bonus)) or +8/+8 ranged 
  (1d6+3/x3, +1 composite shortbow (+2 Str bonus)) or +8 
  melee (1d6+2/18-20, masterwork rapier); SA Sneak 
  Attack +3d6, Spells; SQ Evasion, Summon Familiar, 
  Trapfinding, Trap Sense +2, Uncanny Dodge, Fast 
  Acrobatics, Kip Up, Steady Stance, Agile Fighting, Slow 
  Fall 20 ft; AL LE; SV Fort +2, Ref +12, Will +3; Str 14, Dex 
  18, Con 10, Int 14, Wis 8, Cha 12; Complete Adventurer, 
  page 83. 
   
  Skills and Feats: Balance +18, Bluff +13, Climb +14, 
  Concentration +1, Diplomacy +3, Disguise +3, Hide +16, 
  Intimidate +3, Jump +16, Knowledge (local – Sheldomar 
  Valley Metaregion) +4, Listen +4, Move Silently +16, 
  Open Lock +6, Profession (criminal) +1, Search +13, Spot 
  +11, Tumble +18, Use Rope +5; Improved Initiative, Light 
  Armor Proficiency, Point Blank Shot, Precise Shot, Rapid 
  Shot, Simple Weapon Proficiency, Weapon Focus 
  (shortbow). 
   
  Fast Acrobatics (Ex): The thief-acrobat can avoid 
  the normal penalties for accelerated movement while 
  using her acrobatic talents. She ignores the normal -5 
  penalty when making a Balance check while moving at 
  her full normal speed. She can climb half her speed as a 
  move action without suffering a -5 penalty on her Climb 
  check. Finally, she can tumble at her full speed without 
  taking the normal -10 penalty on her Tumble check. 
   
  Kip Up (Ex): A thief-acrobat can stand up from a 
  prone position as a free action that doesn't provoke 
  attacks of opportunity. This ability only works if the 
  thief-acrobat wears light or no armor and carries no more 
  than a light load. 
   
  Steady Stance (Ex): The thief-acrobat remains 
  stable when others have difficulty standing. He is not 
  considered flat-footed while balancing or climbing, and 
  may add his class level to Balance or Climb checks to 
  remain balancing or climbing when taking damage. 
   
  Agile Fighting (Ex): A whirling, spinning thief-
  acrobat becomes a devilishly difficult target. At 2nd level, 
  the thief-acrobat gains a +1 dodge bonus to AC. When 
  fighting defensively or using total defense, this bonus 
  becomes +2. At 4th level, these bonuses each increase by 
  +1 (to +2 and +3, respectively).  In addition, the thief-
  acrobat suffers no penalty to her AC or on her melee 
  attack rolls when kneeling, sitting, or prone.  This ability 
  only works if the thief-acrobat wears light or no armor 
  and carries no more than a light load. 
   
  Slow Fall (Ex): At 2nd level, a thief-acrobat within 
  arm's reach of a wall can use it to slow her descent. She 
  takes damage as if such fall were 20 feet shorter than it 
  actually is. At 4th level, the falling distance is effectively 
  reduced by 30 feet.  If the thief-acrobat has this ability 
  from another class, the distances stack to determine the 
  effective reduction of the falling distance. 
   
  Sorcerer Spells Known: (5/4; base DC = 11 + spell level): 
  0 - detect magic, ghost sound, mage hand, resistance; 1st - arrow 
  mind*, critical strike*. *Complete Adventurer. 
   
  Possessions: 20 +1 arrows (2 poisoned with drow poison 
  [Injury DC 13, Unconsciousness/Unconsciousness for 
  2d4 hours] and 2 poisoned with large scorpion venom 
  poison [Injury DC 18, 1d6 Str/1d6 Str]), spell component 
  pouch, +1 composite shortbow (+2 Str bonus), masterwork 
  rapier, traveler's outfit, potion of greater mage armor*, potion 
  of invisibility, potion of shield of faith +2, ring of feather falling, 
  arcane scroll of shield (CL 1), +1 mithral buckler, wand of 
  invisibility (CL 3, 25 charges). *Complete Arcane. 
  ENCOUNTER 6 
   
   
   
   
  Half-Black Dragon Scrags (4): male scrag; CR 7; Large 
  dragon; HD (6d10)+42; hp 77; Init +2; Spd 20 ft., Swim 40 
  ft., Fly 40 ft.; AC 20, touch 11, flat-footed 18 (-1 size, +2 
  Dex, +9 natural); Base Atk/Grp: +4/+19; Atk +14 melee 
  (1d6+11, claw); Full Atk +14/+14 melee (1d6+11, 2 claws) 
  and +9 melee (1d6+5, bite); SA Breath Weapon (Ex) 60' 
  Line of Acid 1/day 6d8 (DC23), Rend (Ex); SQ Can 
  breathe underwater, Darkvision 120 ft., Half-Dragon 
  Wings, Immunity to Acid (Ex), Low-light Vision, 
  Regeneration 5 (Ex), Scent (Ex); AL CE; SV Fort +12, Ref 
  +4, Will +3; Str 33, Dex 14, Con 25, Int 6, Wis 9, Cha 8. 
   
  Skills and Feats: Listen +5, Spot +6, Swim +19; 
  Alertness, Iron Will, Track. 
   
  Rend (Ex): If a scrag hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh. This 
  attack automatically deals an additional 2d6+16 points of 
  damage. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to a scrag. If a scrag loses a limb or body part, the 
  lost portion regrows in 3d6 minutes. The creature can 
  reattach the severed member instantly by holding it to 
  the stump. They regenerate only if mostly immersed in 
  water. Of course, half-black dragon scrags are immune to 
  acid and thus take normal damage from fire only. 
  ENCOUNTER 8 
   
   
   
   
  Agnar Momo: male human Scout7/Rog2; CR 9; Medium 
  humanoid; HD (7d8)+(2d6)+9; hp 61; Init +4; Spd 40 ft.; 
  AC 19, touch 14, flat-footed 19 (+3 Dex, +4 armor, +1 
  natural, +1 deflection); Base Atk/Grp: +6/+8; Atk +9 
  melee (2d4+4, +1 adamantine spiked chain) or +9 melee 
  (2d4+3, masterwork cold iron spiked chain) or +10 
  ranged (1d6+2/x3, masterwork composite shortbow (+2 
  
  GRM5-03 Pruning at the Root 
   
  Page 42 
  Str bonus)) or +9 melee (1d6+2/18-20, masterwork 
  rapier); Full Atk +9/+4 melee (2d4+4, +1 adamantine spiked 
  chain) or +9/+4 melee (2d4+3, masterwork cold iron 
  spiked chain) or +10/+5 ranged (1d6+2/x3, masterwork 
  composite shortbow (+2 Str bonus)) or +9/+4 melee 
  (1d6+2/18-20, 
  masterwork 
  rapier); 
  SA 
  Skirmish 
  +2d6/+2AC, Sneak Attack +1d6; SQ Evasion, Trapfinding, 
  Fast Movement +10 ft., Trackless Step, Battle Fortitude 
  +1, Uncanny Dodge, Flawless Stride; AL NG; SV Fort +4, 
  Ref +11, Will +3; Str 14, Dex 16, Con 12, Int 14, Wis 12, 
  Cha 8; Complete Adventurer, page 10. 
   
  Skills and Feats: Balance +14, Climb +4, Diplomacy +1, 
  Disable Device +1, Escape Artist +9, Gather Information 
  +0, Hide +14, Jump +5, Knowledge (dungeoneering) +10, 
  Knowledge (geography) +10, Knowledge (local – 
  Sheldomar Valley Metaregion) +4, Listen +10, Move 
  Silently +14, Open Lock +2, Search +13, Sense Motive 
  +12, Speak Language +5, Spot +12, Swim +3, Tumble +14, 
  Use Rope +4; Combat Expertise, Dodge, Exotic Weapon 
  Proficiency, Light Armor Proficiency, Mobility, Quick 
  Draw, Simple Weapon Proficiency, Spring AttackB.  
   
  Skirmish (Ex): A scout relies on mobility to deal 
  extra damage and improve her defense. She deals an extra 
  1d6 points of damage on all attacks she makes during any 
  round in which she moves at least 10 feet. The extra 
  damage applies only to attacks taken during the scout’s 
  turn. This extra damage increases by 1d6 for every four 
  levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, 
  and 5d6 at 17th level).  The extra damage only applies 
  against living creatures that have a discernible anatomy. 
  Undead, constructs, oozes, plants, incorporeal creatures, 
  and creatures immune to extra damage from critical hits 
  are not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot. Scouts 
  can apply this extra damage to ranged attacks made while 
  skirmishing, but only if the target is within 30 feet.  At 
  3rd level, a scout gains a +1 competence bonus to Armor 
  Class during any round in which she moves at least 10 
  feet. The bonus applies as soon as the scout has moved 10 
  feet, and lasts until the start of her next turn. This bonus 
  improves by 1 for every four levels gained above 3rd (+2 
  at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).  A 
  scout loses this ability when wearing medium or heavy 
  armor or when carrying a medium or heavy load. If she 
  gains the skirmish ability from another class, the bonuses 
  stack. 
   
  Battle Fortitude (Ex): At 2nd level, a scout gains a 
  ÷1 competence bonus on Fortitude saves and initiative 
  checks. This bonus increases to +2 at 11th level and +3 at 
  20th level. A scout loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Uncanny Dodge (Ex): Starting at 2nd level, a scout 
  cannot be caught flat-footed and reacts to danger before 
  her senses would normally allow her to do so. See the 
  barbarian class feature, page 26 of the Player’s Handbook. 
   
  Fast Movement (Ex): Starting at 3rd level, a scout’s 
  gains a ÷10 foot enhancement bonus to her base land 
  speed. At 11th level, this bonus increases to ÷20 feet. See 
  the monk class feature, page 41 of the Player’s Handbook.  
  A scout loses this benefit when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
   
  Trackless Step (Ex): Beginning at 3rd level, a scout 
  cannot be tracked in natural surroundings. See the druid 
  class feature, page 36 of the Player’s Handbook. 
   
  Flawless Stride (Ex): Starting at 6th level, a scout 
  can move through any sort of terrain that slows 
  movement such as undergrowth, rubble, and similar 
  terrain) at her normal speed and without taking damage 
  or suffering any other impairment.  This ability does not 
  let her move more quickly rough terrain that requires a 
  Climb or Swim check to navigate, nor can she move more 
  quickly through terrain or undergrowth that has been 
  magically manipulated to impede motion.  A scout loses 
  this benefit when wearing medium or heavy armor or 
  when carrying a medium or heavy load. 
   
  Possessions: +1 adamantine spiked chain, amulet of natural 
  armor +1, ring of protection +1, masterwork cold iron spiked 
  chain, 20 masterwork arrows, masterwork composite 
  shortbow (+2 Str bonus), mithral shirt, traveler's outfit, 
  masterwork rapier. 
  ENCOUNTER 9 
   
   
   
   
  Grandmother of the Fist Effigy Construct: CR 2; 
  Medium construct; HD 1d10+20; hp 23; Init +7; Spd 45 
  ft., fly 75 ft. (average); AC 18, touch 14, flat-footed 16 (+2 
  Dex, +4 armor, +2 natural); Base Atk/Grp: +0/+5; Atk +5 
  melee (1d4+7, slam); Full Atk +5 melee (1d4+7, slam); SQ 
  DR 1/adamantine; AL CE; SV Fort +0, Ref +3, Will +0; Str 
  20, Dex 16, Con –, Int –, Wis 11, Cha 1; Complete Arcane, 
  page 151. 
   
  Skills and Feats: Improved Initiative. 
   
  Description: 
  Effigies 
  are 
  magically 
  animated 
  automatons built in the form other living creatures. They 
  are things of clockwork mechanisms and alchemy, 
  animated by an elemental spirit bound to their 
  mechanical shells. Magical artificers and artisans capable 
  of creating such complex devices are few and far 
  between, so effigies are not at all common. Unlike with 
  most constructs, an effigy creature’s true nature is not 
  always immediately obvious. Some are quite lifelike, 
  revealing their true nature only after taking serious 
  damage. An observer must succeed on a DC 20 Spot 
  check to notice that the effigy is an automaton, not a 
  living creature of its type. Effigy creatures do only what 
  they are instructed to do by their creators. They draw no 
  conclusions of their own and follow orders explicitly 
  with no regard for their own safety. The commands given 
  them must be simple, such as “Remain here and attack 
  any elves who enter this room,” or “Follow and defend 
  against any who attack my party.” An effigy’s creator can 
  command it if the effigy is within 60 feet and can see and 
  hear him. If uncommanded, an effigy usually follows its 
  last instruction to the best of its ability, but it will defend 
  itself if attacked. An effigy’s creator can order the 
  creature to obey the orders of another individual (who 
  can in turn order the effigy to obey someone else), but 
  
  GRM5-03 Pruning at the Root 
   
  Page 43 
  the effigy’s creator can always resume control over his 
  creation by commanding the effigy to obey him alone. 
  Damaged effigies can be repaired by means of any repair 
  spell (see Chapter 4, Complete Arcane) or by manual repair 
  in an appropriate workshop or laboratory. The individual 
  performing the repairs must have the Craft Construct 
  feat (see page 303 of the Monster Manual) or 10 ranks in 
  Knowledge (architecture and engineering), and must 
  spend 50 gp and 1 hour per hit point restored. 
  Ulphatrix: female drow Clr7; CR 8; Medium humanoid; 
  HD (7d8); hp 42; Init +3; Spd 20 ft.; AC 23, touch 14, flat-
  footed 20 (+3 Dex, +9 armor, +1 deflection); Base 
  Atk/Grp: +5/+5; Atk +9 ranged (1d4/19-20, masterwork 
  hand crossbow) or +6 melee (1d8, masterwork heavy 
  mace) or +9 ranged (1d8+1/19-20, +1 light crossbow) or +6 
  melee (1d6/18-20, masterwork rapier) or +6 melee 
  (1d3+1, +1 whip); Full Atk +9 ranged (1d4/19-20, 
  masterwork hand crossbow) or +6 melee (1d8, 
  masterwork heavy mace) or +9 ranged (1d8+1/19-20, +1 
  light crossbow) or +6 melee (1d6/18-20, masterwork rapier) 
  or +6 melee (1d3+1, +1 whip); SA Spells, Rebuke Undead, 
  Spell-like Abilities; SQ Aura, Spontaneous Casting, 
  Darkvision 120 ft., +2 racial bonus to Will saves against 
  spells and spell-like abilities, +2 racial bonus to saves 
  against enchantment spells and effects, +2 racial bonus 
  on Listen, Search, and Spot checks, detect secret doors, 
  light blindness, immunity to sleep spells and effects, SR 
  18 (11 + class levels); AL NE; SV Fort +5, Ref +5, Will +8; 
  Str 10, Dex 16, Con 10, Int 12, Wis 17, Cha 14. 
   
  Skills and Feats: Bluff +9, Concentration +8, 
  Diplomacy +4, Disguise +11, Intimidate +4, Listen +5, 
  Search +3, Spellcraft +9, Spot +5; Combat Casting, Exotic 
  Weapon Proficiency (hand crossbow, whip), Extra 
  Turning, Heavy Armor Proficiency, Light Armor 
  Proficiency, Martial Weapon Proficiency (rapier, short 
  sword), Medium Armor Proficiency, Shield Proficiency, 
  Simple Weapon Proficiency.  
   
  Spell-Like Abilities (Sp): Drow can use the 
  following spell-like abilities once per day: dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Cleric Spells Prepared: (6/5+1/4+1/3+1/1+1; Base DC = 
  13 + Spell Level): 0 - cure minor wounds, detect magic, 
  guidance (2), inflict minor wounds, resistance; 1st - bane, bless, 
  divine favor, entropic shield, protection from good*, shield of 
  faith; 2nd - calm emotions, hold person, invisibility*, silence, 
  sound burst; 3rd - blessed aim**, dispel magic, magic circle 
  against good*, magic vestment; 4th – freedom of movement, 
  unholy blight*.  **Complete Divine. 
   
  *Domain Spell; Deity: Lolth; Domains: Evil - You cast 
  evil spells at +1 caster level. Trickery - Bluff, Disguise and 
  Hide are class skills.  
   
  Possessions: +1 full plate, potion of fly, ring of protection +1, 
  10 poisoned crossbow bolts (drow poison [Injury DC 13, 
  Unconsciousness/Unconsciousness for 2d4 hours]), 
  masterwork hand crossbow, masterwork heavy mace, +1 
  light crossbow, 3 vials of drow poison, masterwork rapier, 
  silver holy symbol, cleric's vestments, +1 whip. 
  The Amazing Prestigo: male human Sor10; CR 10; 
  Medium humanoid; HD (10d4)+10; hp 38; Init +6; Spd 30 
  ft.; AC 16, touch 12, flat-footed 14 (+2 Dex, +2 armor, +2 
  shield); Base Atk/Grp: +5/+5; Atk +8 ranged (1d8/19-20, 
  masterwork light crossbow); Full Atk +8 ranged (1d8/19-
  20, masterwork light crossbow); SA Spells; SQ Summon 
  Familiar (hawk, +3 Spot in bright light); AL NE; SV Fort 
  +4, Ref +5, Will +7; Str 10, Dex 14, Con 12, Int 12, Wis 10, 
  Cha 18 (20). 
   
  Skills and Feats: Bluff +15, Concentration +13, 
  Diplomacy +7, Disguise +7, Intimidate +7, Knowledge 
  (arcana) +13, Perform (comedy) +6, Sense Motive +2, 
  Spellcraft +15, Spot +3; Arcane Preparation*, Combat 
  Casting, Improved Initiative, Point Blank Shot, Precise 
  Shot, Simple Weapon Proficiency.  *Complete Arcane. 
   
  Sorcerer Spells Known: (6/8/7/7/6/4; base DC = 15 + 
  spell level): 0 – acid splash, dancing lights, detect magic, 
  disrupt undead, ghost sound, mage hand, prestidigitation, ray of 
  frost, read magic; 1st – enlarge person, expeditious retreat, mage 
  armor, magic missile, shield; 2nd  – blur, glitterdust, Melf’s acid 
  arrow, scorching ray; 3rd – dispel magic, fireball, hold person; 4th 
  – dimension door, Evard’s black tentacles; 5th – cloudkill. 
   
  Possessions: 10 crossbow bolts, bracers of armor +2, +1 
  mithral buckler, wand of invisibility (CL 3), masterwork light 
  crossbow, entertainer's outfit, potion of fly, spell 
  component pouch, cloak of charisma +2. 
  Talon the Magnificent: male hawk familiar; Tiny 
  magical beast; HD 10d8; hp 19; Init +3; Spd 10 ft., Fly 
  60 ft.; AC 22, touch 15, flat-footed 19 (+2 size, +3 Dex, 
  +7 natural); Base Atk/Grp: +5/-5; Atk/Full Atk +10 
  melee (1d4-2 , talons); SA; SQ alertness, low-light 
  vision, deliver touch spells, empathic link, improved 
  evasion, share spells, speak with master, speak with 
  animals of its kind; AL NE; SV Fort +3, Ref +6, Will 
  +9; Str 6, Dex 17, Con 10, Int 10, Wis 14, Cha 6. 
   
  Skills and Feats: Bluff +8, Concentration +12, 
  Diplomacy +0, Disguise +0, Hide +11, Intimidate +0, 
  Listen +4, Knowledge (arcana) +12, Perform 
  (comedy) -1, Sense Motive +4, Spellcraft +14, Spot 
  +16; Alertness, Weapon FinesseB. 
  Tura ap Branwyn: female human Rgr9; CR 9; Medium 
  humanoid; HD 9d8+18; hp 68; Init +4; Spd 30 ft.; AC 19, 
  touch 14, flat-footed 15 (+4 Dex, +5 armor); Base Atk/Grp: 
  +9/+11; Atk +14 ranged (1d8+3/x3, +1 composite longbow 
  (+2 Str bonus)) or +10/+10 ranged (1d8+3/x3, +1 composite 
  longbow (+2 Str bonus)) or +12 melee (1d8+3/19-20, 
  masterwork longsword) or +12 melee (1d6+2/19-20, 
  masterwork short sword); Full Atk +14/+9 ranged 
  (1d8+3/x3, +1 composite longbow (+2 Str bonus)) or 
  +12/+12/+7 ranged (1d8+3/x3, +1 composite longbow (+2 Str 
  bonus)) or +12/+7 melee (1d8+3/19-20, masterwork 
  longsword) or +10/+5 melee (1d8+2/19-20, masterwork 
  longsword) and +10/+5 melee (1d6+1/19-20, masterwork 
  short sword); SA favored enemy (giant +2, human +4), 
  spells; SQ wild empathy, combat style (archery), animal 
  companion, improved combat style (archery), woodland 
  stride, swift tracker, evasion; AL LE; SV Fort +8, Ref +10, 
  Will +4; Str 14, Dex 18, Con 14, Int 12, Wis 10 (12), Cha 8. 
  
  GRM5-03 Pruning at the Root 
   
  Page 44 
   
  Skills and Feats: Handle Animal +11, Hide +16 (+21), 
  Knowledge (dungeoneering) +13, Listen +13, Move 
  Silently +16 (+21), Search +13, Spot +13, Survival +13; 
  EnduranceB, Improved Two Weapon Fighting, Light 
  Armor 
  Proficiency, 
  ManyshotB, 
  Martial 
  Weapon 
  Proficiency, Point Blank Shot, Precise Shot, Quick Draw, 
  Rapid ShotB, Shield Proficiency, Simple Weapon 
  Proficiency, TrackB, Two Weapon Fighting. 
   
  Ranger Spells Prepared: (2; Base DC = 11 + Spell Level): 
  1st - arrow mind*, magic fang.  *Complete Adventurer. 
   
  Possessions: +1 composite longbow (+2 Str bonus), 20 
  arrows, masterwork longsword, masterwork short sword, 
  +1 mithral chain shirt, traveler's outfit, periapt of wisdom +2, 
  boots of elvenkind, cloak of elvenkind. 
  Timor, Tura's Animal Companion: male wolf; 
  Medium animal; HD 4d8+8; hp 30; Init +3; Spd 50 ft.; AC 
  17, touch 13, flat-footed 14 (+3 Dex, +4 natural); Base 
  Atk/Grp: +3/+5; Atk/Full Atk +6 melee (1d6+3, bite); SA 
  trip; SQ low-light vision, scent, link, share spells, bonus 
  tricks (2), evasion; AL N; SV Fort +6, Ref +7, Will +2; Str 
  14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +4, Move Silently +4, 
  Spot +4, Survival +1 (+5 tracking by scent); Power Attack, 
  TrackB, Weapon Focus (bite). 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity. If the attempt fails, the opponent 
  cannot react to trip the wolf. 
  Fist 
  Sorcerer 
  Snipers 
  (2): 
  male 
  human 
  Rog6/Sor1/Thief-Acrobat2; CR 9; Medium humanoid; 
  HD (6d6)+(1d4)+(2d6); hp 39; Init +8; Spd 30 ft.; AC 24, 
  touch 16, flat-footed 24 (+4 Dex, +7 armor, +1 shield, +2 
  misc); Base Atk/Grp: +5/+7; Atk +10 ranged (1d6+3/x3, +1 
  composite shortbow (+2 Str bonus)) or +8 melee (1d6+2/18-
  20, masterwork rapier); Full Atk +10 ranged (1d6+3/x3, 
  +1 composite shortbow (+2 Str bonus)) or +8/+8 ranged 
  (1d6+3/x3, +1 composite shortbow (+2 Str bonus)) or +8 
  melee (1d6+2/18-20, masterwork rapier); SA Sneak 
  Attack +3d6, Spells; SQ Evasion, Summon Familiar, 
  Trapfinding, Trap Sense +2, Uncanny Dodge, Fast 
  Acrobatics, Kip Up, Steady Stance, Agile Fighting, Slow 
  Fall 20 ft; AL LE; SV Fort +2, Ref +12, Will +3; Str 14, Dex 
  18, Con 10, Int 14, Wis 8, Cha 12; Complete Adventurer, 
  page 83. 
   
  Skills and Feats: Balance +18, Bluff +13, Climb +14, 
  Concentration +1, Diplomacy +3, Disguise +3, Hide +16, 
  Intimidate +3, Jump +16, Knowledge (local – Sheldomar 
  Valley Metaregion) +4, Listen +4, Move Silently +16, 
  Open Lock +6, Profession (criminal) +1, Search +13, Spot 
  +11, Tumble +18, Use Rope +5; Improved Initiative, Light 
  Armor Proficiency, Point Blank Shot, Precise Shot, Rapid 
  Shot, Simple Weapon Proficiency, Weapon Focus 
  (shortbow). 
   
  Fast Acrobatics (Ex): The thief-acrobat can avoid 
  the normal penalties for accelerated movement while 
  using her acrobatic talents. She ignores the normal -5 
  penalty when making a Balance check while moving at 
  her full normal speed. She can climb half her speed as a 
  move action without suffering a -5 penalty on her Climb 
  check. Finally, she can tumble at her full speed without 
  taking the normal -10 penalty on her Tumble check. 
   
  Kip Up (Ex): A thief-acrobat can stand up from a 
  prone position as a free action that doesn't provoke 
  attacks of opportunity. This ability only works if the 
  thief-acrobat wears light or no armor and carries no more 
  than a light load. 
   
  Steady Stance (Ex): The thief-acrobat remains 
  stable when others have difficulty standing. He is not 
  considered flat-footed while balancing or climbing, and 
  may add his class level to Balance or Climb checks to 
  remain balancing or climbing when taking damage. 
   
  Agile Fighting (Ex): A whirling, spinning thief-
  acrobat becomes a devilishly difficult target. At 2nd level, 
  the thief-acrobat gains a +1 dodge bonus to AC. When 
  fighting defensively or using total defense, this bonus 
  becomes +2. At 4th level, these bonuses each increase by 
  +1 (to +2 and +3, respectively).  In addition, the thief-
  acrobat suffers no penalty to her AC or on her melee 
  attack rolls when kneeling, sitting, or prone.  This ability 
  only works if the thief-acrobat wears light or no armor 
  and carries no more than a light load. 
   
  Slow Fall (Ex): At 2nd level, a thief-acrobat within 
  arm's reach of a wall can use it to slow her descent. She 
  takes damage as if such fall were 20 feet shorter than it 
  actually is. At 4th level, the falling distance is effectively 
  reduced by 30 feet.  If the thief-acrobat has this ability 
  from another class, the distances stack to determine the 
  effective reduction of the falling distance. 
   
  Sorcerer Spells Known: (5/4; base DC = 11 + spell level): 
  0 - detect magic, ghost sound, mage hand, resistance; 1st - arrow 
  mind*, critical strike*. *Complete Adventurer. 
   
  Possessions: 20 +1 arrows (2 poisoned with drow poison 
  [Injury DC 13, Unconsciousness/Unconsciousness for 
  2d4 hours] and 2 poisoned with large scorpion venom 
  poison [Injury DC 18, 1d6 Str/1d6 Str]), spell component 
  pouch, +1 composite shortbow (+2 Str bonus), masterwork 
  rapier, traveler's outfit, potion of greater mage armor*, potion 
  of invisibility, potion of shield of faith +2, ring of feather falling, 
  arcane scroll of shield (CL 1), +1 mithral buckler, wand of 
  invisibility (CL 3, 25 charges). *Complete Arcane. 
  
  GRM5-03 Pruning at the Root 
   
  Page 45 
  APPENDIX 5 – APL 12 
   
  ENCOUNTER 4 
   
   
   
   
  Fist 
  Sorcerer 
  Snipers 
  (2): 
  male 
  human 
  Rog7/Sor1/Thief-Acrobat3; CR 11; Medium humanoid; 
  HD (7d6)+(1d4)+(3d6)+11; hp 57; Init +8; Spd 30 ft.; AC 
  24, touch 16, flat-footed 24 (+4 Dex, +7 armor, +1 shield, 
  +2 misc); Base Atk/Grp: +7/+9; Atk +12 ranged 
  (1d6+3/x3, +1 bane (human) composite shortbow (+2 Str 
  bonus)) or +10 melee (1d6+2/18-20, masterwork rapier); 
  Full Atk +12/+7 ranged (1d6+3/x3, +1 bane (human) 
  composite shortbow (+2 Str bonus)) or +10/+10/+5 ranged 
  (1d6+3/x3, +1 bane (human) composite shortbow (+2 Str 
  bonus)) or +10/+5 melee (1d6+2/18-20, masterwork 
  rapier); SA Sneak Attack +4d6, Spells; SQ Evasion, 
  Summon Familiar, Trapfinding, Trap Sense +2, Uncanny 
  Dodge, Fast Acrobatics, Kip Up, Steady Stance, Agile 
  Fighting, Slow Fall 20 ft, Acrobatic Charge, Defensive 
  Roll; AL LE; SV Fort +4, Ref +12, Will +4; Str 14, Dex 18, 
  Con 10 (12), Int 14, Wis 8, Cha 12; Complete Adventurer, 
  page 83. 
   
  Skills and Feats: Balance +20, Bluff +15, Climb +16, 
  Concentration +2, Diplomacy +3, Disguise +3, Hide +18, 
  Intimidate +3, Jump +18, Knowledge (local – Sheldomar 
  Valley Metaregion) +4, Listen +5, Move Silently +18, 
  Open Lock +6, Profession (criminal) +1, Search +16, Spot 
  +13, Tumble +20, Use Rope +5; Improved Initiative, Light 
  Armor Proficiency, Point Blank Shot, Precise Shot, Rapid 
  Shot, Simple Weapon Proficiency, Weapon Focus 
  (shortbow). 
   
  Fast Acrobatics (Ex): The thief-acrobat can avoid 
  the normal penalties for accelerated movement while 
  using her acrobatic talents. She ignores the normal -5 
  penalty when making a Balance check while moving at 
  her full normal speed. She can climb half her speed as a 
  move action without suffering a -5 penalty on her Climb 
  check. Finally, she can tumble at her full speed without 
  taking the normal -10 penalty on her Tumble check. 
   
  Kip Up (Ex): A thief-acrobat can stand up from a 
  prone position as a free action that doesn't provoke 
  attacks of opportunity. This ability only works if the 
  thief-acrobat wears light or no armor and carries no more 
  than a light load. 
   
  Steady Stance (Ex): The thief-acrobat remains 
  stable when others have difficulty standing. He is not 
  considered flat-footed while balancing or climbing, and 
  may add his class level to Balance or Climb checks to 
  remain balancing or climbing when taking damage. 
   
  Agile Fighting (Ex): A whirling, spinning thief-
  acrobat becomes a devilishly difficult target. At 2nd level, 
  the thief-acrobat gains a +1 dodge bonus to AC. When 
  fighting defensively or using total defense, this bonus 
  becomes +2. At 4th level, these bonuses each increase by 
  +1 (to +2 and +3, respectively).  In addition, the thief-
  acrobat suffers no penalty to her AC or on her melee 
  attack rolls when kneeling, sitting, or prone.  This ability 
  only works if the thief-acrobat wears light or no armor 
  and carries no more than a light load. 
   
  Slow Fall (Ex): At 2nd level, a thief-acrobat within 
  arm's reach of a wall can use it to slow her descent. She 
  takes damage as if such fall were 20 feet shorter than it 
  actually is. At 4th level, the falling distance is effectively 
  reduced by 30 feet.  If the thief-acrobat has this ability 
  from another class, the distances stack to determine the 
  effective reduction of the falling distance. 
   
  Acrobatic Charge (Ex): A 3rd-level thief-acrobat 
  can charge in situations where others cannot. He may 
  charge over difficult terrain that normally slows 
  movement or allies blocking his path. This ability enables 
  him to charge across a cluttered battlefield, leap down 
  from a ledge, or to swing across a chasm to get to his 
  target. Depending on the circumstance, he may still need 
  to make appropriate checks (such as Jump, Tumble, or 
  Use Rope checks) to successfully move over the terrain. 
   
  Defensive Roll (Ex): Beginning at 3rd level, the 
  thief-acrobat can roll with a potentially lethal blow to 
  take less damage from it than she otherwise would. Once 
  per day, when she would be reduced to 0 or fewer hit 
  points by damage in combat, the thief-acrobat can 
  attempt to roll with the damage. To use this ability, the 
  thief-acrobat must attempt a Reflex saving throw (DC = 
  damage dealt). If the save succeeds, she takes only half 
  damage from the blow; if it fails, she takes full damage. 
  She must be aware of the attack and able to react to it in 
  order to execute her defensive roll -- if she is denied her 
  Dexterity bonus to AC, she can't use this ability. Evasion 
  does not apply to the defensive roll.  At 5th level, the 
  thief-acrobat may use this ability twice per day. 
   
  Sorcerer Spells Known: (5/4; base DC = 11 + spell level): 
  0 - detect magic, ghost sound, mage hand, resistance; 1st - arrow 
  mind*, critical strike*. *Complete Adventurer. 
   
  Possessions: 20 +1 arrows (2 poisoned with drow poison 
  [Injury DC 13, Unconsciousness/Unconsciousness for 
  2d4 hours] and 2 poisoned with purple worm poison 
  [Injury DC 24, 1d6 Str/2d6 Str]), spell component pouch, 
  +1 bane (human) composite shortbow (+2 Str bonus), 
  masterwork rapier, traveler's outfit, potion of greater mage 
  armor*, potion of invisibility, potion of shield of faith +2, ring of 
  feather falling, arcane scroll of shield (CL 1), +1 mithral buckler, 
  wand of invisibility (CL 3, 25 charges), amulet of health +2. 
  *Complete Arcane. 
  ENCOUNTER 6 
   
   
   
   
  Half-Black Dragon Scrag Fighters (4): male scrag Ftr2; 
  CR 9; Large dragon; HD (6d10)+(2d10)+56; hp 102; Init 
  +2; Spd 20 ft., Swim 40 ft., Fly 40 ft.; AC 26, touch 11, flat-
  footed 24 (-1 size, +2 Dex, +6 armor, +9 natural); Base 
  Atk/Grp: +6/+22; Atk +17 melee (1d6+12, claw); Full Atk 
  +17/+17 melee (1d6+12, 2 claws) and +12 melee (1d6+6, 
  bite); SA Breath Weapon (Ex) 60' Line of Acid 1/day 6d8 
  
  GRM5-03 Pruning at the Root 
   
  Page 46 
  (DC23), Rend (Ex); SQ Can breathe underwater, 
  Darkvision 120 ft., Half-Dragon Wings, Immunity to 
  Acid (Ex), Low-light Vision, Regeneration 5 (Ex), Scent 
  (Ex); AL CE; SV Fort +15, Ref +4, Will +3; Str 34, Dex 14, 
  Con 25, Int 6, Wis 9, Cha 8. 
   
  Skills and Feats: Intimidate +0, Listen +5, Spot +6, 
  Swim +18; Alertness, Cleave, Heavy Armor Proficiency, 
  Iron Will, Light Armor Proficiency, Martial Weapon 
  Proficiency, Medium Armor Proficiency, Power Attack, 
  Shield Proficiency, Simple Weapon Proficiency, Tower 
  Shield Proficiency, Track. 
   
  Rend (Ex): If a scrag hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh. This 
  attack automatically deals an additional 2d6+18 points of 
  damage. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to a scrag. If a scrag loses a limb or body part, the 
  lost portion regrows in 3d6 minutes. The creature can 
  reattach the severed member instantly by holding it to 
  the stump. They regenerate only if mostly immersed in 
  water. Of course, half-black dragon scrags are immune to 
  acid and thus take normal damage from fire only. 
   
  Possessions: large studded leather, large peasant's 
  outfit, oil of magic vestment +3. 
  ENCOUNTER 8 
   
   
   
   
  Agnar Momo: male human Scout9/Rog2; CR 11; 
  Medium humanoid; HD (9d8)+(2d6)+11; hp 72; Init +8; 
  Spd 40 ft.; AC 22, touch 15, flat-footed 22 (+3 Dex, +6 
  armor, +1 natural, +2 deflection); Base Atk/Grp: +7/+9; 
  Atk +10 melee (2d4+4, +1 adamantine spiked chain) or +10 
  melee (2d4+3, masterwork cold iron spiked chain) or +11 
  ranged (1d6+2/x3, masterwork composite shortbow (+2 
  Str bonus)) or +10 melee (1d6+2/18-20, masterwork 
  rapier); Full Atk +10/+5 melee (2d4+4, +1 adamantine 
  spiked chain) or +10/+5 melee (2d4+3, masterwork cold 
  iron spiked chain) or +11/+6 ranged (1d6+2/x3, 
  masterwork composite shortbow (+2 Str bonus)) or 
  +10/+5 melee (1d6+2/18-20, masterwork rapier); SA 
  Skirmish +3d6/+2AC, Sneak Attack +1d6; SQ Evasion, 
  Trapfinding, Fast Movement +10 ft., Trackless Step, 
  Battle Fortitude +1, Uncanny Dodge, Flawless Stride; AL 
  NG; SV Fort +5, Ref +12, Will +4; Str 14, Dex 16, Con 12, 
  Int 14, Wis 12, Cha 8; Complete Adventurer, page 10. 
   
  Skills and Feats: Balance +15, Climb +4, Diplomacy +1, 
  Disable Device +1, Escape Artist +9, Gather Information 
  +0, Hide +17, Jump +5, Knowledge (dungeoneering) +11, 
  Knowledge (geography) +11, Knowledge (local – 
  Sheldomar Valley Metaregion) +4, Listen +10, Move 
  Silently +17, Open Lock +2, Search +16, Sense Motive 
  +15, Speak Language +6, Spot +15, Swim +3, Tumble +17, 
  Use Rope +4; Combat Expertise, Dodge, Exotic Weapon 
  Proficiency, 
  Improved 
  InitiativeB, 
  Light 
  Armor 
  Proficiency, Mobility, Quick Draw, Simple Weapon 
  Proficiency, Spring AttackB.  
   
  Skirmish (Ex): A scout relies on mobility to deal 
  extra damage and improve her defense. She deals an extra 
  1d6 points of damage on all attacks she makes during any 
  round in which she moves at least 10 feet. The extra 
  damage applies only to attacks taken during the scout’s 
  turn. This extra damage increases by 1d6 for every four 
  levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, 
  and 5d6 at 17th level).  The extra damage only applies 
  against living creatures that have a discernible anatomy. 
  Undead, constructs, oozes, plants, incorporeal creatures, 
  and creatures immune to extra damage from critical hits 
  are not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot. Scouts 
  can apply this extra damage to ranged attacks made while 
  skirmishing, but only if the target is within 30 feet.  At 
  3rd level, a scout gains a +1 competence bonus to Armor 
  Class during any round in which she moves at least 10 
  feet. The bonus applies as soon as the scout has moved 10 
  feet, and lasts until the start of her next turn. This bonus 
  improves by 1 for every four levels gained above 3rd (+2 
  at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).  A 
  scout loses this ability when wearing medium or heavy 
  armor or when carrying a medium or heavy load. If she 
  gains the skirmish ability from another class, the bonuses 
  stack. 
   
  Battle Fortitude (Ex): At 2nd level, a scout gains a 
  ÷1 competence bonus on Fortitude saves and initiative 
  checks. This bonus increases to +2 at 11th level and +3 at 
  20th level. A scout loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Uncanny Dodge (Ex): Starting at 2nd level, a scout 
  cannot be caught flat-footed and reacts to danger before 
  her senses would normally allow her to do so. See the 
  barbarian class feature, page 26 of the Player’s Handbook. 
   
  Fast Movement (Ex): Starting at 3rd level, a scout’s 
  gains a ÷10 foot enhancement bonus to her base land 
  speed. At 11th level, this bonus increases to ÷20 feet. See 
  the monk class feature, page 41 of the Player’s Handbook.  
  A scout loses this benefit when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
   
  Trackless Step (Ex): Beginning at 3rd level, a scout 
  cannot be tracked in natural surroundings. See the druid 
  class feature, page 36 of the Player’s Handbook. 
   
  Flawless Stride (Ex): Starting at 6th level, a scout 
  can move through any sort of terrain that slows 
  movement such as undergrowth, rubble, and similar 
  terrain) at her normal speed and without taking damage 
  or suffering any other impairment.  This ability does not 
  let her move more quickly rough terrain that requires a 
  Climb or Swim check to navigate, nor can she move more 
  quickly through terrain or undergrowth that has been 
  magically manipulated to impede motion.  A scout loses 
  this benefit when wearing medium or heavy armor or 
  when carrying a medium or heavy load. 
   
  Camouflage (Ex): Beginning at 8th level, a scout 
  can use the Hide skill in any sort of natural terrain. See 
  the ranger class feature, page 48 of the Player’s Handbook. 
  She loses this benefit when wearing medium or heavy 
  armor or when carrying a medium or heavy load. 
   
  Possessions: +1 adamantine spiked chain, amulet of natural 
  armor +1, ring of protection +2, masterwork cold iron spiked 
  
  GRM5-03 Pruning at the Root 
   
  Page 47 
  chain, 20 masterwork arrows, masterwork composite 
  shortbow (+2 Str bonus), +2 mithral chain shirt, traveler's 
  outfit, masterwork rapier. 
  ENCOUNTER 9 
   
   
   
   
  Grandmother of the Fist Effigy Construct: CR 2; 
  Medium construct; HD 1d10+20; hp 23; Init +7; Spd 45 
  ft., fly 75 ft. (average); AC 18, touch 14, flat-footed 16 (+2 
  Dex, +4 armor, +2 natural); Base Atk/Grp: +0/+5; Atk +5 
  melee (1d4+7, slam); Full Atk +5 melee (1d4+7, slam); SQ 
  DR 1/adamantine; AL CE; SV Fort +0, Ref +3, Will +0; Str 
  20, Dex 16, Con –, Int –, Wis 11, Cha 1; Complete Arcane, 
  page 151. 
   
  Skills and Feats: Improved Initiative. 
   
  Description: 
  Effigies 
  are 
  magically 
  animated 
  automatons built in the form other living creatures. They 
  are things of clockwork mechanisms and alchemy, 
  animated by an elemental spirit bound to their 
  mechanical shells. Magical artificers and artisans capable 
  of creating such complex devices are few and far 
  between, so effigies are not at all common. Unlike with 
  most constructs, an effigy creature’s true nature is not 
  always immediately obvious. Some are quite lifelike, 
  revealing their true nature only after taking serious 
  damage. An observer must succeed on a DC 20 Spot 
  check to notice that the effigy is an automaton, not a 
  living creature of its type. Effigy creatures do only what 
  they are instructed to do by their creators. They draw no 
  conclusions of their own and follow orders explicitly 
  with no regard for their own safety. The commands given 
  them must be simple, such as “Remain here and attack 
  any elves who enter this room,” or “Follow and defend 
  against any who attack my party.” An effigy’s creator can 
  command it if the effigy is within 60 feet and can see and 
  hear him. If uncommanded, an effigy usually follows its 
  last instruction to the best of its ability, but it will defend 
  itself if attacked. An effigy’s creator can order the 
  creature to obey the orders of another individual (who 
  can in turn order the effigy to obey someone else), but 
  the effigy’s creator can always resume control over his 
  creation by commanding the effigy to obey him alone. 
  Damaged effigies can be repaired by means of any repair 
  spell (see Chapter 4, Complete Arcane) or by manual repair 
  in an appropriate workshop or laboratory. The individual 
  performing the repairs must have the Craft Construct 
  feat (see page 303 of the Monster Manual) or 10 ranks in 
  Knowledge (architecture and engineering), and must 
  spend 50 gp and 1 hour per hit point restored. 
  Ulphatrix: female drow Clr9; CR 10; Medium 
  humanoid; HD (9d8); hp 54; Init +3; Spd 20 ft.; AC 23, 
  touch 14, flat-footed 20 (+3 Dex, +9 armor, +1 deflection); 
  Base Atk/Grp: +6/+6; Atk +10 ranged (1d4/19-20, 
  masterwork hand crossbow) or +7 melee (1d8, 
  masterwork heavy mace) or +10 ranged (1d8+1/19-20, +1 
  light crossbow) or +7 melee (1d6/18-20, masterwork rapier) 
  or +7 melee (1d3+1, +1 whip); Full Atk +10 ranged 
  (1d4/19-20, masterwork hand crossbow) or +7/+2 melee 
  (1d8, masterwork heavy mace) or +10 ranged (1d8+1/19-
  20, +1 light crossbow) or +7/+2 melee (1d6/18-20, 
  masterwork rapier) or +7/+2 melee (1d3+1, +1 whip); SA 
  Spells, Rebuke Undead, Spell-like Abilities; SQ Aura, 
  Spontaneous Casting, Darkvision 120 ft., +2 racial bonus 
  to Will saves against spells and spell-like abilities, +2 
  racial bonus to saves against enchantment spells and 
  effects, +2 racial bonus on Listen, Search, and Spot 
  checks, detect secret doors, light blindness, immunity to 
  sleep spells and effects, SR 20 (11 + class levels); AL NE; 
  SV Fort +6 (+7), Ref +6 (+7), Will +11 (+12); Str 10, Dex 
  16, Con 10, Int 12, Wis 18 (20), Cha 14. 
   
  Skills and Feats: Bluff +11, Concentration +9, 
  Diplomacy +4, Disguise +13, Intimidate +4, Listen +7, 
  Search +3, Spellcraft +10, Spot +7; Combat Casting, 
  Divine Cleansing*, Exotic Weapon Proficiency (hand 
  crossbow, 
  whip), 
  Extra 
  Turning, 
  Heavy 
  Armor 
  Proficiency, Light Armor Proficiency, Martial Weapon 
  Proficiency (rapier, short sword), Medium Armor 
  Proficiency, 
  Shield 
  Proficiency, 
  Simple 
  Weapon 
  Proficiency.  *Complete Warrior. 
   
  Spell-Like Abilities (Sp): Drow can use the 
  following spell-like abilities once per day: dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Cleric Spells Prepared: (6/6+1/5+1/4+1/3+1/2+1; Base 
  DC = 15 + Spell Level): 0 - cure minor wounds, detect magic, 
  guidance (2), inflict minor wounds, resistance; 1st - bane, bless, 
  divine favor, entropic shield, protection from good*, sanctuary, 
  shield of faith; 2nd – bear’s endurance, calm emotions, hold 
  person, invisibility*, silence, sound burst; 3rd - blessed aim**, 
  dispel magic (2), magic circle against good*, magic vestment; 4th 
  – divine power, freedom of movement, greater magic weapon, 
  unholy blight*; 5th – dispel good*, divine agility**, flame strike.  
  **Complete Divine. 
   
  *Domain Spell; Deity: Lolth; Domains: Evil - You cast 
  evil spells at +1 caster level. Trickery - Bluff, Disguise and 
  Hide are class skills.  
   
  Possessions: +1 full plate, potion of fly, ring of protection +1, 
  10 poisoned crossbow bolts (drow poison [Injury DC 13, 
  Unconsciousness/Unconsciousness for 2d4 hours]), 
  masterwork hand crossbow, masterwork heavy mace, +1 
  light crossbow, 3 vials of drow poison, masterwork rapier, 
  silver holy symbol, cleric's vestments, +1 whip, periapt of 
  wisdom +2, vest of resistance +1*.  *Complete Arcane. 
  The Amazing Prestigo: male human Sor12; CR 12; 
  Medium humanoid; HD (12d4)+12; hp 45; Init +6; Spd 30 
  ft.; AC 16, touch 12, flat-footed 14 (+2 Dex, +2 armor, +2 
  shield); Base Atk/Grp: +6/+6; Atk +9 ranged (1d8/19-20, 
  masterwork light crossbow); Full Atk +9 ranged (1d8/19-
  20, masterwork light crossbow); SA Spells; SQ Summon 
  Familiar (hawk, +3 Spot in bright light); AL NE; SV Fort 
  +5, Ref +6, Will +8; Str 10, Dex 14, Con 12, Int 12, Wis 10, 
  Cha 19 (23). 
   
  Skills and Feats: Bluff +18, Concentration +15, 
  Diplomacy +8, Disguise +8, Intimidate +8, Knowledge 
  (arcana) +15, Perform (comedy) +7, Sense Motive +2, 
  Spellcraft +17, Spot +3; Arcane Preparation*, Combat 
  Casting, Improved Initiative, Point Blank Shot, Precise 
  
  GRM5-03 Pruning at the Root 
   
  Page 48 
  Shot, Quicken Spell, Simple Weapon Proficiency.  
  *Complete Arcane. 
   
  Sorcerer Spells Known: (6/8/8/7/7/5/3; base DC = 16 + 
  spell level): 0 – acid splash, dancing lights, detect magic, 
  disrupt undead, ghost sound, mage hand, prestidigitation, ray of 
  frost, read magic; 1st – enlarge person, expeditious retreat, mage 
  armor, magic missile, shield; 2nd  – blur, glitterdust, Melf’s acid 
  arrow, scorching ray; 3rd – dispel magic, fireball, fly, hold person; 
  4th – dimension door, Evard’s black tentacles, solid fog; 5th – 
  cloudkill, teleport; 6th – greater dispel magic. 
   
  Arcane Spells Prepared: (0/0/0/0/0/1/2; base DC = 16 + 
  spell level): 5th – quickened magic missile; 6th – quickened 
  glitterdust, quickened scorching ray. 
   
  Possessions: 10 crossbow bolts, bracers of armor +2, +1 
  mithral buckler, wand of invisibility (CL 3), masterwork light 
  crossbow, entertainer's outfit, spell component pouch, 
  cloak of charisma +4, potion of greater mage armor*.  *Complete 
  Arcane. 
  Talon the Magnificent: male hawk familiar; Tiny 
  magical beast; HD 12d8; hp 22; Init +3; Spd 10 ft., Fly 
  60 ft.; AC 23, touch 15, flat-footed 20 (+2 size, +3 Dex, 
  +8 natural); Base Atk/Grp: +6/-4; Atk/Full Atk +11 
  melee (1d4-2 , talons); SA; SQ alertness, low-light 
  vision, deliver touch spells, empathic link, improved 
  evasion, share spells, speak with master, speak with 
  animals of its kind, SR 17 (master’s level +5); AL NE; 
  SV Fort +4, Ref +7, Will +10; Str 6, Dex 17, Con 10, 
  Int 11, Wis 14, Cha 6. 
   
  Skills and Feats: Bluff +10, Concentration +14, 
  Diplomacy +0, Disguise +0, Hide +11, Intimidate +0, 
  Listen +4, Knowledge (arcana) +14, Perform 
  (comedy) -1, Sense Motive +4, Spellcraft +16, Spot 
  +16; Alertness, Weapon FinesseB. 
  Tura ap Branwyn: female human Rgr11; CR 11; 
  Medium humanoid; HD 11d8+22; hp 83; Init +4; Spd 30 
  ft.; AC 20, touch 15, flat-footed 16 (+4 Dex, +5 armor, +1 
  deflection); Base Atk/Grp: +11/+13; Atk +17 ranged 
  (1d8+3/x3, +1 composite longbow (+2 Str bonus)) or +13/+13 
  ranged (1d8+3/x3, +1 composite longbow (+2 Str bonus)) or 
  +11/+11/+11 ranged (1d8+3/x3, +1 composite longbow (+2 
  Str bonus)) or +14 melee (1d8+4/19-20, +1 longsword) or 
  +14 melee (1d6+3/19-20, +1 short sword); Full Atk 
  +17/+12/+7 ranged (1d8+3/x3, +1 composite longbow (+2 Str 
  bonus)) or +15/+15/+10/+5 ranged (1d8+3/x3, +1 composite 
  longbow (+2 Str bonus)) or +14/+9/+4 melee (1d8+4/19-20, 
  +1 longsword) or +12/+7/+2 melee (1d8+3/19-20, +1 
  longsword) and +12/+7 melee (1d6+2/19-20, +1 short 
  sword); SA favored enemy (dragon +2, giant +2, human 
  +6), spells; SQ wild empathy, combat style (archery), 
  animal companion, improved combat style (archery), 
  woodland stride, swift tracker, evasion, combat style 
  mastery (archery); AL LE; SV Fort +9, Ref +11, Will +4; 
  Str 14, Dex 18, Con 14, Int 12, Wis 10 (12), Cha 8. 
   
  Skills and Feats: Handle Animal +13, Hide +18 (+23), 
  Knowledge (dungeoneering) +15, Listen +15, Move 
  Silently +18 (+23), Search +15, Spot +15, Survival +15; 
  EnduranceB, Improved Precise ShotB, Improved Two 
  Weapon Fighting, Light Armor Proficiency, ManyshotB, 
  Martial Weapon Proficiency, Point Blank Shot, Precise 
  Shot, Quick Draw, Rapid ShotB, Shield Proficiency, 
  Simple Weapon Proficiency, TrackB, Two Weapon 
  Fighting. 
   
  Ranger Spells Prepared: (2/1; Base DC = 11 + Spell 
  Level): 1st – arrow mind*, magic fang; 2nd - barkskin.  
  *Complete Adventurer. 
   
  Possessions: +1 composite longbow (+2 Str bonus), 20 
  arrows, +1 longsword, +1 short sword, +1 mithral chain shirt, 
  traveler's outfit, periapt of wisdom +2, boots of elvenkind, cloak 
  of elvenkind, lesser bracers of archery, ring of protection +1. 
  Timor, Tura's Animal Companion: male wolf; 
  Medium animal; HD 4d8+8; hp 30; Init +3; Spd 50 ft.; AC 
  17, touch 13, flat-footed 14 (+3 Dex, +4 natural); Base 
  Atk/Grp: +3/+5; Atk/Full Atk +6 melee (1d6+3, bite); SA 
  trip; SQ low-light vision, scent, link, share spells, bonus 
  tricks (2), evasion; AL N; SV Fort +6, Ref +7, Will +2; Str 
  14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +3, Listen +4, Move Silently +4, 
  Spot +4, Survival +1 (+5 tracking by scent); Power Attack, 
  TrackB, Weapon Focus (bite). 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity. If the attempt fails, the opponent 
  cannot react to trip the wolf. 
  Fist 
  Sorcerer 
  Snipers 
  (2): 
  male 
  human 
  Rog7/Sor1/Thief-Acrobat3; CR 11; Medium humanoid; 
  HD (7d6)+(1d4)+(3d6)+11; hp 57; Init +8; Spd 30 ft.; AC 
  24, touch 16, flat-footed 24 (+4 Dex, +7 armor, +1 shield, 
  +2 misc); Base Atk/Grp: +7/+9; Atk +12 ranged 
  (1d6+3/x3, +1 bane (human) composite shortbow (+2 Str 
  bonus)) or +10 melee (1d6+2/18-20, masterwork rapier); 
  Full Atk +12/+7 ranged (1d6+3/x3, +1 bane (human) 
  composite shortbow (+2 Str bonus)) or +10/+10/+5 ranged 
  (1d6+3/x3, +1 bane (human) composite shortbow (+2 Str 
  bonus)) or +10/+5 melee (1d6+2/18-20, masterwork 
  rapier); SA Sneak Attack +4d6, Spells; SQ Evasion, 
  Summon Familiar, Trapfinding, Trap Sense +2, Uncanny 
  Dodge, Fast Acrobatics, Kip Up, Steady Stance, Agile 
  Fighting, Slow Fall 20 ft, Acrobatic Charge, Defensive 
  Roll; AL LE; SV Fort +4, Ref +12, Will +4; Str 14, Dex 18, 
  Con 10 (12), Int 14, Wis 8, Cha 12; Complete Adventurer, 
  page 83. 
   
  Skills and Feats: Balance +20, Bluff +15, Climb +16, 
  Concentration +2, Diplomacy +3, Disguise +3, Hide +18, 
  Intimidate +3, Jump +18, Knowledge (local – Sheldomar 
  Valley Metaregion) +4, Listen +5, Move Silently +18, 
  Open Lock +6, Profession (criminal) +1, Search +16, Spot 
  +13, Tumble +20, Use Rope +5; Improved Initiative, Light 
  Armor Proficiency, Point Blank Shot, Precise Shot, Rapid 
  Shot, Simple Weapon Proficiency, Weapon Focus 
  (shortbow). 
   
  Fast Acrobatics (Ex): The thief-acrobat can avoid 
  the normal penalties for accelerated movement while 
  using her acrobatic talents. She ignores the normal -5 
  penalty when making a Balance check while moving at 
  her full normal speed. She can climb half her speed as a 
  move action without suffering a -5 penalty on her Climb 
  
  GRM5-03 Pruning at the Root 
   
  Page 49 
  check. Finally, she can tumble at her full speed without 
  taking the normal -10 penalty on her Tumble check. 
   
  Kip Up (Ex): A thief-acrobat can stand up from a 
  prone position as a free action that doesn't provoke 
  attacks of opportunity. This ability only works if the 
  thief-acrobat wears light or no armor and carries no more 
  than a light load. 
   
  Steady Stance (Ex): The thief-acrobat remains 
  stable when others have difficulty standing. He is not 
  considered flat-footed while balancing or climbing, and 
  may add his class level to Balance or Climb checks to 
  remain balancing or climbing when taking damage. 
   
  Agile Fighting (Ex): A whirling, spinning thief-
  acrobat becomes a devilishly difficult target. At 2nd level, 
  the thief-acrobat gains a +1 dodge bonus to AC. When 
  fighting defensively or using total defense, this bonus 
  becomes +2. At 4th level, these bonuses each increase by 
  +1 (to +2 and +3, respectively).  In addition, the thief-
  acrobat suffers no penalty to her AC or on her melee 
  attack rolls when kneeling, sitting, or prone.  This ability 
  only works if the thief-acrobat wears light or no armor 
  and carries no more than a light load. 
   
  Slow Fall (Ex): At 2nd level, a thief-acrobat within 
  arm's reach of a wall can use it to slow her descent. She 
  takes damage as if such fall were 20 feet shorter than it 
  actually is. At 4th level, the falling distance is effectively 
  reduced by 30 feet.  If the thief-acrobat has this ability 
  from another class, the distances stack to determine the 
  effective reduction of the falling distance. 
   
  Acrobatic Charge (Ex): A 3rd-level thief-acrobat 
  can charge in situations where others cannot. He may 
  charge over difficult terrain that normally slows 
  movement or allies blocking his path. This ability enables 
  him to charge across a cluttered battlefield, leap down 
  from a ledge, or to swing across a chasm to get to his 
  target. Depending on the circumstance, he may still need 
  to make appropriate checks (such as Jump, Tumble, or 
  Use Rope checks) to successfully move over the terrain. 
   
  Defensive Roll (Ex): Beginning at 3rd level, the 
  thief-acrobat can roll with a potentially lethal blow to 
  take less damage from it than she otherwise would. Once 
  per day, when she would be reduced to 0 or fewer hit 
  points by damage in combat, the thief-acrobat can 
  attempt to roll with the damage. To use this ability, the 
  thief-acrobat must attempt a Reflex saving throw (DC = 
  damage dealt). If the save succeeds, she takes only half 
  damage from the blow; if it fails, she takes full damage. 
  She must be aware of the attack and able to react to it in 
  order to execute her defensive roll -- if she is denied her 
  Dexterity bonus to AC, she can't use this ability. Evasion 
  does not apply to the defensive roll.  At 5th level, the 
  thief-acrobat may use this ability twice per day. 
   
  Sorcerer Spells Known: (5/4; base DC = 11 + spell level): 
  0 - detect magic, ghost sound, mage hand, resistance; 1st - arrow 
  mind*, critical strike*. *Complete Adventurer. 
   
  Possessions: 20 +1 arrows (2 poisoned with drow poison 
  [Injury DC 13, Unconsciousness/Unconsciousness for 
  2d4 hours] and 2 poisoned with purple worm poison 
  [Injury DC 24, 1d6 Str/2d6 Str]), spell component pouch, 
  +1 bane (human) composite shortbow (+2 Str bonus), 
  masterwork rapier, traveler's outfit, potion of greater mage 
  armor*, potion of invisibility, potion of shield of faith +2, ring of 
  feather falling, arcane scroll of shield (CL 1), +1 mithral buckler, 
  wand of invisibility (CL 3, 25 charges), amulet of health +2. 
  *Complete Arcane. 
  
  GRM5-03 Pruning at the Root 
   
  Page 50 
  APPENDIX 6 – APL 14 
   
  ENCOUNTER 4 
   
   
   
   
  Fist 
  Sorcerer 
  Snipers 
  (2): 
  male 
  human 
  Rog8/Sor1/Thief-Acrobat4; CR 13; Medium humanoid; 
  HD (8d6)+(1d4)+(4d6)+13; hp 67; Init +9; Spd 30 ft.; AC 
  28, touch 20, flat-footed 28 (+5 Dex, +7 armor, +1 shield, 
  +5 misc); Base Atk/Grp: +9/+11; Atk +15 ranged 
  (1d6+3/x3, +1 bane (human) composite shortbow (+2 Str 
  bonus)) or +11/+11 ranged (1d6+3/x3, +1 bane (human) 
  composite shortbow (+2 Str bonus)) or +12 melee (1d6+2/18-
  20, masterwork rapier); Full Atk +15/+10 ranged 
  (1d6+3/x3, +1 bane (human) composite shortbow (+2 Str 
  bonus)) or +13/+13/+8 ranged (1d6+3/x3, +1 bane (human) 
  composite shortbow (+2 Str bonus)) or +12/+7 melee 
  (1d6+2/18-20, masterwork rapier); SA Sneak Attack +4d6, 
  Spells; SQ Evasion, Summon Familiar, Trapfinding, Trap 
  Sense +2, Uncanny Dodge, Fast Acrobatics, Kip Up, 
  Steady Stance, Agile Fighting, Slow Fall 30 ft, Acrobatic 
  Charge, Defensive Roll, Skill Mastery, Improved 
  Uncanny Dodge; AL LE; SV Fort +4 (+7), Ref +15 (+18), 
  Will +4 (+7); Str 14, Dex 19 (21), Con 10 (12), Int 14, Wis 
  8, Cha 12; Complete Adventurer, page 83. 
   
  Skills and Feats: Balance +23, Bluff +17, Climb +18, 
  Concentration +2, Diplomacy +3, Disguise +3, Hide +21, 
  Intimidate +3, Jump +20, Knowledge (local – Sheldomar 
  Valley Metaregion) +4, Listen +6, Move Silently +21, 
  Open Lock +7, Profession (criminal) +1, Search +18, Spot 
  +15, Tumble +23, Use Rope +7; Improved Initiative, Light 
  Armor Proficiency, Manyshot, Point Blank Shot, Precise 
  Shot, Rapid Shot, Simple Weapon Proficiency, Weapon 
  Focus (shortbow). 
   
  Fast Acrobatics (Ex): The thief-acrobat can avoid 
  the normal penalties for accelerated movement while 
  using her acrobatic talents. She ignores the normal -5 
  penalty when making a Balance check while moving at 
  her full normal speed. She can climb half her speed as a 
  move action without suffering a -5 penalty on her Climb 
  check. Finally, she can tumble at her full speed without 
  taking the normal -10 penalty on her Tumble check. 
   
  Kip Up (Ex): A thief-acrobat can stand up from a 
  prone position as a free action that doesn't provoke 
  attacks of opportunity. This ability only works if the 
  thief-acrobat wears light or no armor and carries no more 
  than a light load. 
   
  Steady Stance (Ex): The thief-acrobat remains 
  stable when others have difficulty standing. He is not 
  considered flat-footed while balancing or climbing, and 
  may add his class level to Balance or Climb checks to 
  remain balancing or climbing when taking damage. 
   
  Agile Fighting (Ex): A whirling, spinning thief-
  acrobat becomes a devilishly difficult target. At 2nd level, 
  the thief-acrobat gains a +1 dodge bonus to AC. When 
  fighting defensively or using total defense, this bonus 
  becomes +2. At 4th level, these bonuses each increase by 
  +1 (to +2 and +3, respectively).  In addition, the thief-
  acrobat suffers no penalty to her AC or on her melee 
  attack rolls when kneeling, sitting, or prone.  This ability 
  only works if the thief-acrobat wears light or no armor 
  and carries no more than a light load. 
   
  Slow Fall (Ex): At 2nd level, a thief-acrobat within 
  arm's reach of a wall can use it to slow her descent. She 
  takes damage as if such fall were 20 feet shorter than it 
  actually is. At 4th level, the falling distance is effectively 
  reduced by 30 feet.  If the thief-acrobat has this ability 
  from another class, the distances stack to determine the 
  effective reduction of the falling distance. 
   
  Acrobatic Charge (Ex): A 3rd-level thief-acrobat 
  can charge in situations where others cannot. He may 
  charge over difficult terrain that normally slows 
  movement or allies blocking his path. This ability enables 
  him to charge across a cluttered battlefield, leap down 
  from a ledge, or to swing across a chasm to get to his 
  target. Depending on the circumstance, he may still need 
  to make appropriate checks (such as Jump, Tumble, or 
  Use Rope checks) to successfully move over the terrain. 
   
  Defensive Roll (Ex): Beginning at 3rd level, the 
  thief-acrobat can roll with a potentially lethal blow to 
  take less damage from it than she otherwise would. Once 
  per day, when she would be reduced to 0 or fewer hit 
  points by damage in combat, the thief-acrobat can 
  attempt to roll with the damage. To use this ability, the 
  thief-acrobat must attempt a Reflex saving throw (DC = 
  damage dealt). If the save succeeds, she takes only half 
  damage from the blow; if it fails, she takes full damage. 
  She must be aware of the attack and able to react to it in 
  order to execute her defensive roll -- if she is denied her 
  Dexterity bonus to AC, she can't use this ability. Evasion 
  does not apply to the defensive roll.  At 5th level, the 
  thief-acrobat may use this ability twice per day. 
   
  Skill Mastery (Ex): A 4th-level thief-acrobat 
  becomes so certain in her mobility that she can take 10 
  on Balance, Climb, Jump, and Tumble skill checks even if 
  stress and distractions would normally prevent her from 
  doing so. 
   
  Sorcerer Spells Known: (5/4; base DC = 11 + spell level): 
  0 - detect magic, ghost sound, mage hand, resistance; 1st - arrow 
  mind*, critical strike*. *Complete Adventurer. 
   
  Possessions: 20 +1 arrows (2 poisoned with drow poison 
  [Injury DC 13, Unconsciousness/Unconsciousness for 
  2d4 hours] and 2 poisoned with purple worm poison 
  [Injury DC 24, 1d6 Str/2d6 Str]), spell component pouch, 
  +1 bane (human) composite shortbow (+2 Str bonus), 
  masterwork rapier, traveler's outfit, potion of greater mage 
  armor*, potion of invisibility, potion of shield of faith +5, ring of 
  feather falling, arcane scroll of shield (CL 1), +1 mithral buckler, 
  wand of invisibility (CL 3, 25 charges), amulet of health +2, 
  gloves of dexterity +2, vest of resistance +3*. *Complete 
  Arcane. 
  
  GRM5-03 Pruning at the Root 
   
  Page 51 
  ENCOUNTER 6 
   
   
   
   
  Half-Black Dragon Scrag Fighters (4): male scrag Ftr4; 
  CR 11; Large dragon; HD (6d10)+(4d10)+70; hp 128; Init 
  +2; Spd 20 ft., Swim 40 ft., Fly 40 ft.; AC 28, touch 11, flat-
  footed 26 (-1 size, +2 Dex, +8 armor, +9 natural); Base 
  Atk/Grp: +8/+24; Atk +20 melee (1d6+14, claw); Full Atk 
  +20/+20 melee (1d6+14, 2 claws) and +14 melee (1d6+6, 
  bite); SA Breath Weapon (Ex) 60' Line of Acid 1/day 6d8 
  (DC23), Rend (Ex); SQ Can breathe underwater, 
  Darkvision 120 ft., Half-Dragon Wings, Immunity to 
  Acid (Ex), Low-light Vision, Regeneration 5 (Ex), Scent 
  (Ex); AL CE; SV Fort +16, Ref +5, Will +4; Str 34, Dex 14, 
  Con 25, Int 6, Wis 9, Cha 8. 
   
  Skills and Feats: Intimidate +3, Listen +5, Spot +6, 
  Swim +18; Alertness, Cleave, Heavy Armor Proficiency, 
  Iron Will, Light Armor Proficiency, Martial Weapon 
  Proficiency, Medium Armor Proficiency, Power Attack, 
  Shield Proficiency, Simple Weapon Proficiency, Tower 
  Shield Proficiency, Track, Weapon Focus (claw), Weapon 
  Specialization (claw).  
   
  Rend (Ex): If a scrag hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh. This 
  attack automatically deals an additional 2d6+18 points of 
  damage. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to a scrag. If a scrag loses a limb or body part, the 
  lost portion regrows in 3d6 minutes. The creature can 
  reattach the severed member instantly by holding it to 
  the stump. They regenerate only if mostly immersed in 
  water. Of course, half-black dragon scrags are immune to 
  acid and thus take normal damage from fire only. 
   
  Possessions: large studded leather, large peasant's 
  outfit, oil of magic vestment +5. 
  ENCOUNTER 8 
   
   
   
   
  Agnar Momo: male human Scout11/Rog2; CR 13; 
  Medium humanoid; HD (11d8)+(2d6)+13; hp 85; Init +9; 
  Spd 50 ft.; AC 25, touch 15, flat-footed 25 (+3 Dex, +6 
  armor, +2 shield, +2 natural, +2 deflection); Base Atk/Grp: 
  +9/+11; Atk +12 melee (2d4+4, +1 adamantine spiked chain) 
  or +12 melee (2d4+3, masterwork cold iron spiked chain) 
  or +13 ranged (1d6+2/x3, masterwork composite 
  shortbow (+2 Str bonus)) or +12 melee (1d6+2/18-20, 
  masterwork rapier); Full Atk +12/+7 melee (2d4+4, +1 
  adamantine spiked chain) or +12/+7 melee (2d4+3, 
  masterwork cold iron spiked chain) or +13/+8 ranged 
  (1d6+2/x3, masterwork composite shortbow (+2 Str 
  bonus)) or +12/+7 melee (1d6+2/18-20, masterwork 
  rapier); SA Skirmish +3d6/+3AC, Sneak Attack +1d6; SQ 
  Evasion, Trapfinding, Fast Movement +20 ft., Trackless 
  Step, Battle Fortitude +2, Uncanny Dodge, Flawless 
  Stride, Blindsense 30 ft.; AL NG; SV Fort +6, Ref +13, 
  Will +4; Str 14, Dex 17, Con 12, Int 14, Wis 12, Cha 8; 
  Complete Adventurer, page 10. 
   
  Skills and Feats: Balance +17, Climb +4, Diplomacy +1, 
  Disable Device +1, Escape Artist +11, Gather Information 
  +0, Hide +19, Jump +5, Knowledge (dungeoneering) +11, 
  Knowledge (geography) +11, Knowledge (local – 
  Sheldomar Valley Metaregion) +4, Listen +15, Move 
  Silently +19, Open Lock +2, Search +18, Sense Motive 
  +17, Speak Language +7, Spot +17, Swim +3, Tumble +19, 
  Use Rope +4; Combat Expertise, Dodge, Exotic Weapon 
  Proficiency, Improved InitiativeB, Improved Trip, Light 
  Armor Proficiency, Mobility, Quick Draw, Simple 
  Weapon Proficiency, Spring AttackB.  
   
  Skirmish (Ex): A scout relies on mobility to deal 
  extra damage and improve her defense. She deals an extra 
  1d6 points of damage on all attacks she makes during any 
  round in which she moves at least 10 feet. The extra 
  damage applies only to attacks taken during the scout’s 
  turn. This extra damage increases by 1d6 for every four 
  levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, 
  and 5d6 at 17th level).  The extra damage only applies 
  against living creatures that have a discernible anatomy. 
  Undead, constructs, oozes, plants, incorporeal creatures, 
  and creatures immune to extra damage from critical hits 
  are not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot. Scouts 
  can apply this extra damage to ranged attacks made while 
  skirmishing, but only if the target is within 30 feet.  At 
  3rd level, a scout gains a +1 competence bonus to Armor 
  Class during any round in which she moves at least 10 
  feet. The bonus applies as soon as the scout has moved 10 
  feet, and lasts until the start of her next turn. This bonus 
  improves by 1 for every four levels gained above 3rd (+2 
  at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).  A 
  scout loses this ability when wearing medium or heavy 
  armor or when carrying a medium or heavy load. If she 
  gains the skirmish ability from another class, the bonuses 
  stack. 
   
  Battle Fortitude (Ex): At 2nd level, a scout gains a 
  ÷1 competence bonus on Fortitude saves and initiative 
  checks. This bonus increases to +2 at 11th level and +3 at 
  20th level. A scout loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Uncanny Dodge (Ex): Starting at 2nd level, a scout 
  cannot be caught flat-footed and reacts to danger before 
  her senses would normally allow her to do so. See the 
  barbarian class feature, page 26 of the Player’s Handbook. 
   
  Fast Movement (Ex): Starting at 3rd level, a scout’s 
  gains a ÷10 foot enhancement bonus to her base land 
  speed. At 11th level, this bonus increases to ÷20 feet. See 
  the monk class feature, page 41 of the Player’s Handbook.  
  A scout loses this benefit when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
   
  Trackless Step (Ex): Beginning at 3rd level, a scout 
  cannot be tracked in natural surroundings. See the druid 
  class feature, page 36 of the Player’s Handbook. 
   
  Flawless Stride (Ex): Starting at 6th level, a scout 
  can move through any sort of terrain that slows 
  movement such as undergrowth, rubble, and similar 
  terrain) at her normal speed and without taking damage 
  or suffering any other impairment.  This ability does not 
  let her move more quickly rough terrain that requires a 
  Climb or Swim check to navigate, nor can she move more 
  
  GRM5-03 Pruning at the Root 
   
  Page 52 
  quickly through terrain or undergrowth that has been 
  magically manipulated to impede motion.  A scout loses 
  this benefit when wearing medium or heavy armor or 
  when carrying a medium or heavy load. 
   
  Camouflage (Ex): Beginning at 8th level, a scout 
  can use the Hide skill in any sort of natural terrain. See 
  the ranger class feature, page 48 of the Player’s Handbook. 
  She loses this benefit when wearing medium or heavy 
  armor or when carrying a medium or heavy load. 
   
  Blindsense (Ex): At 10th level, a scout gains the 
  Blindsense ability out to 30 feet. This ability functions as 
  described on page 306 of the Monster Manual. 
   
  Possessions: +1 adamantine spiked chain, amulet of natural 
  armor +2, +1 mithral buckler, ring of protection +2, 
  masterwork cold iron spiked chain, 20 masterwork 
  arrows, masterwork composite shortbow (+2 Str bonus), 
  +2 glamered mithral chain shirt, traveler's outfit, 
  masterwork rapier. 
  ENCOUNTER 9 
   
   
   
   
  Grandmother of the Fist Effigy Construct: CR 2; 
  Medium construct; HD 1d10+20; hp 23; Init +7; Spd 45 
  ft., fly 75 ft. (average); AC 18, touch 14, flat-footed 16 (+2 
  Dex, +4 armor, +2 natural); Base Atk/Grp: +0/+5; Atk +5 
  melee (1d4+7, slam); Full Atk +5 melee (1d4+7, slam); SQ 
  DR 1/adamantine; AL CE; SV Fort +0, Ref +3, Will +0; Str 
  20, Dex 16, Con –, Int –, Wis 11, Cha 1; Complete Arcane, 
  page 151. 
   
  Skills and Feats: Improved Initiative. 
   
  Description: 
  Effigies 
  are 
  magically 
  animated 
  automatons built in the form other living creatures. They 
  are things of clockwork mechanisms and alchemy, 
  animated by an elemental spirit bound to their 
  mechanical shells. Magical artificers and artisans capable 
  of creating such complex devices are few and far 
  between, so effigies are not at all common. Unlike with 
  most constructs, an effigy creature’s true nature is not 
  always immediately obvious. Some are quite lifelike, 
  revealing their true nature only after taking serious 
  damage. An observer must succeed on a DC 20 Spot 
  check to notice that the effigy is an automaton, not a 
  living creature of its type. Effigy creatures do only what 
  they are instructed to do by their creators. They draw no 
  conclusions of their own and follow orders explicitly 
  with no regard for their own safety. The commands given 
  them must be simple, such as “Remain here and attack 
  any elves who enter this room,” or “Follow and defend 
  against any who attack my party.” An effigy’s creator can 
  command it if the effigy is within 60 feet and can see and 
  hear him. If uncommanded, an effigy usually follows its 
  last instruction to the best of its ability, but it will defend 
  itself if attacked. An effigy’s creator can order the 
  creature to obey the orders of another individual (who 
  can in turn order the effigy to obey someone else), but 
  the effigy’s creator can always resume control over his 
  creation by commanding the effigy to obey him alone. 
  Damaged effigies can be repaired by means of any repair 
  spell (see Chapter 4, Complete Arcane) or by manual repair 
  in an appropriate workshop or laboratory. The individual 
  performing the repairs must have the Craft Construct 
  feat (see page 303 of the Monster Manual) or 10 ranks in 
  Knowledge (architecture and engineering), and must 
  spend 50 gp and 1 hour per hit point restored. 
  Aeleona Ephandril, Grandmother of the Fist: female 
  drow Rog6/Asn8; CR 15; Medium humanoid; HD 
  (6d6)+(8d6)+14; hp 74; Init +9; Spd 30 ft.; AC 22, touch 
  15, flat-footed 22 (+5 Dex, +6 armor, +1 shield); Base 
  Atk/Grp: +10/+11; Atk +16 ranged (1d6+2 plus poison/x3, 
  +1 bane (human) magebane composite shortbow (+1 Str bonus)) 
  or +16 melee (1d6+2/18-20, +1 bane (human) magebane 
  mithral rapier); Full Atk +16/+11 ranged (1d6+2 plus 
  poison/x3, +1 bane (human) magebane composite shortbow 
  (+1 Str bonus)) or +16/+11 melee (1d6+2/18-20, +1 bane 
  (human) magebane mithral rapier); SA sneak attack +7d6, 
  death attack (DC 21), spells, spell-like abilities; SQ 
  trapfinding, evasion, trap sense +2, uncanny dodge, 
  poison use, +4 save against poison, improved uncanny 
  dodge, hide in plain sight, darkvision 120 ft., +2 racial 
  bonus to Will saves against spells and spell-like abilities, 
  +2 racial bonus to saves against enchantment spells and 
  effects, +2 racial bonus on Listen, Search, and Spot 
  checks, detect secret doors, light blindness, immunity to 
  sleep spells and effects, SR 25 (11 + class levels); AL LE; SV 
  Fort +5, Ref +16, Will +4; Str 12, Dex 19 (21), Con 12, Int 
  16, Wis 10, Cha 16. 
   
  Skills and Feats: Balance +8, Bluff +20, Diplomacy +7, 
  Disable Device +12, Disguise +22, Escape Artist +8, 
  Gather Information +11, Hide +22 (+27), Intimidate +22, 
  Jump +3, Knowledge (local – Sheldomar Valley 
  Metaregion) +5, Listen +2, Move Silently +22 (+27), Open 
  Lock +11, Profession (criminal) +2, Search +16, Sense 
  Motive +8, Speak Language +1, Spot +14, Tumble +17; 
  Combat Expertise, Combat Reflexes, Improved Feint, 
  Improved Initiative, Light Armor Proficiency, Simple 
  Weapon Proficiency, Weapon Finesse.  
   
  Spell-Like Abilities (Sp): Drow can use the 
  following spell-like abilities once per day: dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Assassin Spells Known: (4/4/4/1; Base DC = 13 + Spell 
  Level): 1st - feather fall, jump, obscuring mist, true strike; 2nd - 
  cat's grace, invisibility, spider climb, undetectable alignment; 3rd 
  - deeper darkness, false life, misdirection, nondetection; 4th - 
  dimension door, freedom of movement, greater invisibility. 
   
  Possessions: +1 bane (human) magebane composite 
  shortbow (+1 Str bonus), +1 bane (human) magebane mithral 
  rapier, +1 mithral buckler, +1 mithral chain shirt, 20 +1 
  poisoned 
  arrows 
  (drow 
  poison 
  [Injury 
  DC 
  13, 
  Unconsciousness/Unconsciousness for 2d4 hours]), 
  amulet of health +2, boots of elvenkind, cloak of elvenkind, 
  gloves of dexterity +2, noble's outfit, metamagic rod (silent). 
  Ulphatrix: female drow Clr11; CR 12; Medium 
  humanoid; HD (11d8); hp 66; Init +3; Spd 20 ft.; AC 24, 
  touch 14, flat-footed 21 (+3 Dex, +10 armor, +1 
  deflection); Base Atk/Grp: +8/+8; Atk +12 ranged 
  (1d4/19-20, masterwork hand crossbow) or +9 melee 
  (1d8, masterwork heavy mace) or +12 ranged (1d8+1/19-
  
  GRM5-03 Pruning at the Root 
   
  Page 53 
  20, +1 light crossbow) or +9 melee (1d6/18-20, masterwork 
  rapier) or +9 melee (1d3+1, +1 whip); Full Atk +12 ranged 
  (1d4/19-20, masterwork hand crossbow) or +9/+4 melee 
  (1d8, masterwork heavy mace) or +12 ranged (1d8+1/19-
  20, +1 light crossbow) or +9/+4 melee (1d6/18-20, 
  masterwork rapier) or +9/+4 melee (1d3+1, +1 whip); SA 
  Spells, Rebuke Undead, Spell-like Abilities; SQ Aura, 
  Spontaneous Casting, Darkvision 120 ft., +2 racial bonus 
  to Will saves against spells and spell-like abilities, +2 
  racial bonus to saves against enchantment spells and 
  effects, +2 racial bonus on Listen, Search, and Spot 
  checks, detect secret doors, light blindness, immunity to 
  sleep spells and effects, SR 22 (11 + class levels); AL NE; 
  SV Fort +7 (+8), Ref +6 (+7), Will +12 (+13); Str 10, Dex 
  16, Con 10, Int 12, Wis 18 (20), Cha 14 (16). 
   
  Skills and Feats: Bluff +13, Concentration +11, 
  Diplomacy +5, Disguise +15, Intimidate +5, Listen +7, 
  Search +3, Spellcraft +12, Spot +7; Combat Casting, 
  Divine Cleansing*, Exotic Weapon Proficiency (hand 
  crossbow, 
  whip), 
  Extra 
  Turning, 
  Heavy 
  Armor 
  Proficiency, Light Armor Proficiency, Martial Weapon 
  Proficiency (rapier, short sword), Medium Armor 
  Proficiency, 
  Shield 
  Proficiency, 
  Simple 
  Weapon 
  Proficiency.  *Complete Warrior. 
   
  Spell-Like Abilities (Sp): Drow can use the 
  following spell-like abilities once per day: dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Cleric Spells Prepared: (6/7+1/5+1/5+1/4+1/3+1/1+1; 
  Base DC = 15 + Spell Level): 0 - cure minor wounds, detect 
  magic, guidance (2), inflict minor wounds, resistance; 1st - bane, 
  bless, deathwatch, divine favor, entropic shield, protection from 
  good*, sanctuary, shield of faith; 2nd – bear’s endurance, calm 
  emotions, hold person, invisibility*, silence, sound burst; 3rd - 
  blessed aim**, dispel magic (2), invisibility purge, magic circle 
  against good*, magic vestment; 4th – divine power, freedom of 
  movement, greater magic weapon, spell immunity, unholy 
  blight*; 5th – dispel good*, divine agility**, dragon breath**, 
  flame strike; 6th – heroes’ feast, mislead*.  **Complete Divine. 
   
  *Domain Spell; Deity: Lolth; Domains: Evil - You cast 
  evil spells at +1 caster level. Trickery - Bluff, Disguise and 
  Hide are class skills.  
   
  Possessions: +2 mithral full plate, potion of fly, ring of 
  protection +1, 10 poisoned crossbow bolts (drow poison 
  [Injury DC 13, Unconsciousness/Unconsciousness for 
  2d4 hours]), masterwork hand crossbow, masterwork 
  heavy mace, +1 light crossbow, 3 vials of drow poison, 
  masterwork rapier, silver holy symbol, cleric's vestments, 
  +1 whip, periapt of wisdom +2, vest of resistance +1*, metamagic 
  rod (silent, lesser), cloak of charisma +2.  *Complete Arcane. 
  The Amazing Prestigo: male human Sor14; CR 14; 
  Medium humanoid; HD (14d4)+14; hp 53; Init +6; Spd 30 
  ft.; AC 16, touch 12, flat-footed 14 (+2 Dex, +2 armor, +2 
  shield); Base Atk/Grp: +7/+7; Atk +11 melee (2d6+1/19-
  20, +1 skillful greatsword) or +10 ranged (1d8/19-20, 
  masterwork light crossbow); Full Atk +11/+6 melee 
  (2d6+1/19-20, +1 skillful greatsword) or +10 ranged 
  (1d8/19-20, masterwork light crossbow); SA Spells; SQ 
  Summon Familiar (hawk, +3 Spot in bright light); AL NE; 
  SV Fort +5, Ref +6, Will +9; Str 10, Dex 14, Con 12, Int 12, 
  Wis 10, Cha 19 (23). 
   
  Skills and Feats: Bluff +20, Concentration +17, 
  Diplomacy +8, Disguise +8, Intimidate +8, Knowledge 
  (arcana) +17, Perform (comedy) +7, Sense Motive +2, 
  Spellcraft +19, Spot +3; Arcane Preparation*, Combat 
  Casting, Improved Initiative, Point Blank Shot, Precise 
  Shot, Quicken Spell, Simple Weapon Proficiency.  
  *Complete Arcane. 
   
  Sorcerer Spells Known: (6/8/8/7/7/6/4/2; base DC = 16 
  + spell level): 0 – acid splash, dancing lights, detect magic, 
  disrupt undead, ghost sound, mage hand, prestidigitation, ray of 
  frost, read magic; 1st – enlarge person, expeditious retreat, mage 
  armor, magic missile, shield; 2nd  – blur, glitterdust, Melf’s acid 
  arrow, scorching ray, web; 3rd –fireball, fly, haste, hold person; 
  4th – dimension door, Evard’s black tentacles, solid fog; 5th – 
  cloudkill, teleport, wall of force; 6th – chain lightning, greater 
  dispel magic; 7th – delayed blast fireball. 
   
  Arcane Spells Prepared: (0/0/0/0/0/1/2/1; base DC = 16 
  + spell level): 5th – quickened magic missile; 6th – 
  quickened glitterdust, quickened scorching ray; 7h – 
  quickened hold person. 
   
  Possessions: 10 crossbow bolts, bracers of armor +2, +1 
  mithral buckler, wand of invisibility (CL 3), masterwork light 
  crossbow, entertainer's outfit, spell component pouch, 
  cloak of charisma +4, potion of greater mage armor*, metamagic 
  rod (silent, lesser), +1 skillful greatsword*.  *Complete Arcane. 
  Talon the Magnificent: male hawk familiar; Tiny 
  magical beast; HD 14d8; hp 26; Init +3; Spd 10 ft., Fly 
  60 ft.; AC 24, touch 15, flat-footed 21 (+2 size, +3 Dex, 
  +9 natural); Base Atk/Grp: +7/-3; Atk/Full Atk +12 
  melee (1d4-2 , talons); SA; SQ alertness, low-light 
  vision, deliver touch spells, empathic link, improved 
  evasion, share spells, speak with master, speak with 
  animals of its kind, scry on familiar, SR 19 (master’s 
  level +5); AL NE; SV Fort +4, Ref +7, Will +11; Str 6, 
  Dex 17, Con 10, Int 12, Wis 14, Cha 6. 
   
  Skills and Feats: Bluff +12, Concentration +16, 
  Diplomacy +0, Disguise +0, Hide +11, Intimidate +0, 
  Listen +4, Knowledge (arcana) +17, Perform 
  (comedy) -1, Sense Motive +4, Spellcraft +19, Spot 
  +16; Alertness, Weapon FinesseB. 
  Tura ap Branwyn: female human Rgr13; CR 13; 
  Medium humanoid; HD 13d8+26; hp 98; Init +5; Spd 30 
  ft.; AC 21, touch 16, flat-footed 16 (+5 Dex, +5 armor, +1 
  deflection); Base Atk/Grp: +13/+15; Atk +20 ranged 
  (1d8+3/x3, +1 bane (human) composite longbow (+2 Str 
  bonus)) or +16/+16 ranged (1d8+3/x3, +1 bane (human)  
  composite longbow (+2 Str bonus)) or +14/+14/+14 ranged 
  (1d8+3/x3, +1 bane (human) composite longbow (+2 Str 
  bonus)) or +16 melee (1d8+4/19-20, +1 longsword) or +16 
  melee (1d6+3/19-20, +1 short sword); Full Atk +20/+15/+10 
  ranged (1d8+3/x3, +1 bane (human) composite longbow (+2 
  Str bonus)) or +18/+18/+13/+8 ranged (1d8+3/x3, +1 bane 
  (human) composite longbow (+2 Str bonus)) or +16/+11/+6 
  melee (1d8+4/19-20, +1 longsword) or +14/+9/+4 melee 
  (1d8+3/19-20, +1 longsword) and +14/+9/+4 melee 
  (1d6+2/19-20, +1 short sword); SA favored enemy (dragon 
  +2, giant +2, human +6), spells; SQ wild empathy, combat 
  
  GRM5-03 Pruning at the Root 
   
  Page 54 
  style (archery), animal companion, improved combat 
  style (archery), woodland stride, swift tracker, evasion, 
  combat style mastery (archery), camouflage; AL LE; SV 
  Fort +10, Ref +13, Will +5; Str 14, Dex 19 (21), Con 14, Int 
  12, Wis 10 (12), Cha 8. 
   
  Skills and Feats: Handle Animal +15, Hide +21 (+26), 
  Knowledge (dungeoneering) +17, Listen +17, Move 
  Silently +21 (+26), Search +17, Spot +17, Survival +17; 
  EnduranceB, Greater Two Weapon Fighting, Improved 
  Precise ShotB, Improved Two Weapon Fighting, Light 
  Armor 
  Proficiency, 
  ManyshotB, 
  Martial 
  Weapon 
  Proficiency, Point Blank Shot, Precise Shot, Quick Draw, 
  Rapid ShotB, Shield Proficiency, Simple Weapon 
  Proficiency, TrackB, Two Weapon Fighting. 
   
  Ranger Spells Prepared: (2/1/1; Base DC = 11 + Spell 
  Level): 1st – arrow mind*, longstrider; 2nd – barkskin; 3rd – 
  greater magic fang.  *Complete Adventurer. 
   
  Possessions: +1 bane (human) composite longbow (+2 Str 
  bonus), 20 arrows, +1 longsword, +1 short sword, +1 mithral 
  chain shirt, traveler's outfit, periapt of wisdom +2, boots of 
  elvenkind, cloak of elvenkind, lesser bracers of archery, ring of 
  protection +1, gloves of dexterity +2. 
  Timor, Tura's Animal Companion: male wolf; 
  Medium animal; HD 6d8+12; hp 45; Init +3; Spd 50 ft.; 
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural); Base 
  Atk/Grp: +4/+6; Atk/Full Atk +7 melee (1d8+3, bite); SA 
  trip; SQ low-light vision, scent, link, share spells, bonus 
  tricks (3), evasion, devotion; AL N; SV Fort +7, Ref +8, 
  Will +3; Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +4, Listen +4, Move Silently +4, 
  Spot +4, Survival +2 (+5 tracking by scent); Improved 
  Natural Attack (bite), Power Attack, TrackB, Weapon 
  Focus (bite). 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) as a free 
  action without making a touch attack or provoking an 
  attack of opportunity. If the attempt fails, the opponent 
  cannot react to trip the wolf. 
  Fist 
  Sorcerer 
  Snipers 
  (2): 
  male 
  human 
  Rog8/Sor1/Thief-Acrobat4; CR 13; Medium humanoid; 
  HD (8d6)+(1d4)+(4d6)+13; hp 67; Init +9; Spd 30 ft.; AC 
  28, touch 20, flat-footed 28 (+5 Dex, +7 armor, +1 shield, 
  +5 misc); Base Atk/Grp: +9/+11; Atk +15 ranged 
  (1d6+3/x3, +1 bane (human) composite shortbow (+2 Str 
  bonus)) or +11/+11 ranged (1d6+3/x3, +1 bane (human) 
  composite shortbow (+2 Str bonus)) or +12 melee (1d6+2/18-
  20, masterwork rapier); Full Atk +15/+10 ranged 
  (1d6+3/x3, +1 bane (human) composite shortbow (+2 Str 
  bonus)) or +13/+13/+8 ranged (1d6+3/x3, +1 bane (human) 
  composite shortbow (+2 Str bonus)) or +12/+7 melee 
  (1d6+2/18-20, masterwork rapier); SA Sneak Attack +4d6, 
  Spells; SQ Evasion, Summon Familiar, Trapfinding, Trap 
  Sense +2, Uncanny Dodge, Fast Acrobatics, Kip Up, 
  Steady Stance, Agile Fighting, Slow Fall 30 ft, Acrobatic 
  Charge, Defensive Roll, Skill Mastery, Improved 
  Uncanny Dodge; AL LE; SV Fort +4 (+7), Ref +15 (+18), 
  Will +4 (+7); Str 14, Dex 19 (21), Con 10 (12), Int 14, Wis 
  8, Cha 12; Complete Adventurer, page 83. 
   
  Skills and Feats: Balance +23, Bluff +17, Climb +18, 
  Concentration +2, Diplomacy +3, Disguise +3, Hide +21, 
  Intimidate +3, Jump +20, Knowledge (local – Sheldomar 
  Valley Metaregion) +4, Listen +6, Move Silently +21, 
  Open Lock +7, Profession (criminal) +1, Search +18, Spot 
  +15, Tumble +23, Use Rope +7; Improved Initiative, Light 
  Armor Proficiency, Manyshot, Point Blank Shot, Precise 
  Shot, Rapid Shot, Simple Weapon Proficiency, Weapon 
  Focus (shortbow). 
   
  Fast Acrobatics (Ex): The thief-acrobat can avoid 
  the normal penalties for accelerated movement while 
  using her acrobatic talents. She ignores the normal -5 
  penalty when making a Balance check while moving at 
  her full normal speed. She can climb half her speed as a 
  move action without suffering a -5 penalty on her Climb 
  check. Finally, she can tumble at her full speed without 
  taking the normal -10 penalty on her Tumble check. 
   
  Kip Up (Ex): A thief-acrobat can stand up from a 
  prone position as a free action that doesn't provoke 
  attacks of opportunity. This ability only works if the 
  thief-acrobat wears light or no armor and carries no more 
  than a light load. 
   
  Steady Stance (Ex): The thief-acrobat remains 
  stable when others have difficulty standing. He is not 
  considered flat-footed while balancing or climbing, and 
  may add his class level to Balance or Climb checks to 
  remain balancing or climbing when taking damage. 
   
  Agile Fighting (Ex): A whirling, spinning thief-
  acrobat becomes a devilishly difficult target. At 2nd level, 
  the thief-acrobat gains a +1 dodge bonus to AC. When 
  fighting defensively or using total defense, this bonus 
  becomes +2. At 4th level, these bonuses each increase by 
  +1 (to +2 and +3, respectively).  In addition, the thief-
  acrobat suffers no penalty to her AC or on her melee 
  attack rolls when kneeling, sitting, or prone.  This ability 
  only works if the thief-acrobat wears light or no armor 
  and carries no more than a light load. 
   
  Slow Fall (Ex): At 2nd level, a thief-acrobat within 
  arm's reach of a wall can use it to slow her descent. She 
  takes damage as if such fall were 20 feet shorter than it 
  actually is. At 4th level, the falling distance is effectively 
  reduced by 30 feet.  If the thief-acrobat has this ability 
  from another class, the distances stack to determine the 
  effective reduction of the falling distance. 
   
  Acrobatic Charge (Ex): A 3rd-level thief-acrobat 
  can charge in situations where others cannot. He may 
  charge over difficult terrain that normally slows 
  movement or allies blocking his path. This ability enables 
  him to charge across a cluttered battlefield, leap down 
  from a ledge, or to swing across a chasm to get to his 
  target. Depending on the circumstance, he may still need 
  to make appropriate checks (such as Jump, Tumble, or 
  Use Rope checks) to successfully move over the terrain. 
   
  Defensive Roll (Ex): Beginning at 3rd level, the 
  thief-acrobat can roll with a potentially lethal blow to 
  take less damage from it than she otherwise would. Once 
  per day, when she would be reduced to 0 or fewer hit 
  points by damage in combat, the thief-acrobat can 
  attempt to roll with the damage. To use this ability, the 
  
  GRM5-03 Pruning at the Root 
   
  Page 55 
  thief-acrobat must attempt a Reflex saving throw (DC = 
  damage dealt). If the save succeeds, she takes only half 
  damage from the blow; if it fails, she takes full damage. 
  She must be aware of the attack and able to react to it in 
  order to execute her defensive roll -- if she is denied her 
  Dexterity bonus to AC, she can't use this ability. Evasion 
  does not apply to the defensive roll.  At 5th level, the 
  thief-acrobat may use this ability twice per day. 
   
  Skill Mastery (Ex): A 4th-level thief-acrobat 
  becomes so certain in her mobility that she can take 10 
  on Balance, Climb, Jump, and Tumble skill checks even if 
  stress and distractions would normally prevent her from 
  doing so. 
   
  Sorcerer Spells Known: (5/4; base DC = 11 + spell level): 
  0 - detect magic, ghost sound, mage hand, resistance; 1st - arrow 
  mind*, critical strike*. *Complete Adventurer. 
   
  Possessions: 20 +1 arrows (2 poisoned with drow poison 
  [Injury DC 13, Unconsciousness/Unconsciousness for 
  2d4 hours] and 2 poisoned with purple worm poison 
  [Injury DC 24, 1d6 Str/2d6 Str]), spell component pouch, 
  +1 bane (human) composite shortbow (+2 Str bonus), 
  masterwork rapier, traveler's outfit, potion of greater mage 
  armor*, potion of invisibility, potion of shield of faith +5, ring of 
  feather falling, arcane scroll of shield (CL 1), +1 mithral buckler, 
  wand of invisibility (CL 3, 25 charges), amulet of health +2, 
  gloves of dexterity +2, vest of resistance +3*. *Complete 
  Arcane. 
   
  
  GRM5-03 Pruning at the Root 
   
  Page 56 
  APPENDIX 7 – APL 16 
   
  ENCOUNTER 4 
   
   
   
   
  Fist 
  Sorcerer 
  Snipers 
  (2): 
  male 
  human 
  Rog9/Sor1/Thief-Acrobat5; CR 15; Medium humanoid; 
  HD (9d6)+(1d4)+(5d6)+15; hp 78; Init +9; Spd 30 ft.; AC 
  28, touch 20, flat-footed 28 (+5 Dex, +7 armor, +1 shield, 
  +5 misc); Base Atk/Grp: +9/+11; Atk +16 ranged 
  (1d6+3/x3, +1 bane (human) composite shortbow (+2 Str 
  bonus)) or +12/+12 ranged (1d6+3/x3, +1 bane (human) 
  composite shortbow (+2 Str bonus)) or +12 melee (1d6+2/18-
  20, masterwork rapier); Full Atk +16/+11 ranged 
  (1d6+3/x3, +1 bane (human) composite shortbow (+2 Str 
  bonus)) or +14/+14/+9 ranged (1d6+3/x3, +1 bane (human) 
  composite shortbow (+2 Str bonus)) or +12/+7 melee 
  (1d6+2/18-20, masterwork rapier); SA Sneak Attack +5d6, 
  Spells; SQ Evasion, Summon Familiar, Trapfinding, Trap 
  Sense +3, Uncanny Dodge, Fast Acrobatics, Kip Up, 
  Steady Stance, Agile Fighting, Slow Fall 30 ft, Acrobatic 
  Charge, Defensive Roll, Skill Mastery, Improved 
  Uncanny Dodge, Improved Evasion; AL LE; SV Fort +5 
  (+8), Ref +15 (+18), Will +5 (+8); Str 14, Dex 19 (21), Con 
  10 (12), Int 14, Wis 8, Cha 12; Complete Adventurer, page 
  83. 
   
  Skills and Feats: Balance +25, Bluff +19, Climb +20, 
  Concentration +2, Diplomacy +3, Disguise +3, Hide +23 
  (+28), Intimidate +3, Jump +22, Knowledge (local – 
  Sheldomar Valley Metaregion) +4, Listen +7 (+9), Move 
  Silently +23 (+28), Open Lock +7, Profession (criminal) 
  +1, Search +20, Spot +17 (+19), Tumble +25, Use Rope +8; 
  Improved Initiative, Light Armor Proficiency, Manyshot, 
  Point Blank Shot, Power Critical (shortbow), Precise 
  Shot, Rapid Shot, Simple Weapon Proficiency, Weapon 
  Focus (shortbow). 
   
  Fast Acrobatics (Ex): The thief-acrobat can avoid 
  the normal penalties for accelerated movement while 
  using her acrobatic talents. She ignores the normal -5 
  penalty when making a Balance check while moving at 
  her full normal speed. She can climb half her speed as a 
  move action without suffering a -5 penalty on her Climb 
  check. Finally, she can tumble at her full speed without 
  taking the normal -10 penalty on her Tumble check. 
   
  Kip Up (Ex): A thief-acrobat can stand up from a 
  prone position as a free action that doesn't provoke 
  attacks of opportunity. This ability only works if the 
  thief-acrobat wears light or no armor and carries no more 
  than a light load. 
   
  Steady Stance (Ex): The thief-acrobat remains 
  stable when others have difficulty standing. He is not 
  considered flat-footed while balancing or climbing, and 
  may add his class level to Balance or Climb checks to 
  remain balancing or climbing when taking damage. 
   
  Agile Fighting (Ex): A whirling, spinning thief-
  acrobat becomes a devilishly difficult target. At 2nd level, 
  the thief-acrobat gains a +1 dodge bonus to AC. When 
  fighting defensively or using total defense, this bonus 
  becomes +2. At 4th level, these bonuses each increase by 
  +1 (to +2 and +3, respectively).  In addition, the thief-
  acrobat suffers no penalty to her AC or on her melee 
  attack rolls when kneeling, sitting, or prone.  This ability 
  only works if the thief-acrobat wears light or no armor 
  and carries no more than a light load. 
   
  Slow Fall (Ex): At 2nd level, a thief-acrobat within 
  arm's reach of a wall can use it to slow her descent. She 
  takes damage as if such fall were 20 feet shorter than it 
  actually is. At 4th level, the falling distance is effectively 
  reduced by 30 feet.  If the thief-acrobat has this ability 
  from another class, the distances stack to determine the 
  effective reduction of the falling distance. 
   
  Acrobatic Charge (Ex): A 3rd-level thief-acrobat 
  can charge in situations where others cannot. He may 
  charge over difficult terrain that normally slows 
  movement or allies blocking his path. This ability enables 
  him to charge across a cluttered battlefield, leap down 
  from a ledge, or to swing across a chasm to get to his 
  target. Depending on the circumstance, he may still need 
  to make appropriate checks (such as Jump, Tumble, or 
  Use Rope checks) to successfully move over the terrain. 
   
  Defensive Roll (Ex): Beginning at 3rd level, the 
  thief-acrobat can roll with a potentially lethal blow to 
  take less damage from it than she otherwise would. Once 
  per day, when she would be reduced to 0 or fewer hit 
  points by damage in combat, the thief-acrobat can 
  attempt to roll with the damage. To use this ability, the 
  thief-acrobat must attempt a Reflex saving throw (DC = 
  damage dealt). If the save succeeds, she takes only half 
  damage from the blow; if it fails, she takes full damage. 
  She must be aware of the attack and able to react to it in 
  order to execute her defensive roll -- if she is denied her 
  Dexterity bonus to AC, she can't use this ability. Evasion 
  does not apply to the defensive roll.  At 5th level, the 
  thief-acrobat may use this ability twice per day. 
   
  Skill Mastery (Ex): A 4th-level thief-acrobat 
  becomes so certain in her mobility that she can take 10 
  on Balance, Climb, Jump, and Tumble skill checks even if 
  stress and distractions would normally prevent her from 
  doing so. 
   
  Improved Evasion (Ex): Beginning at 5th level, the 
  thief-acrobat can avoid damage from certain attacks with 
  a successful Reflex save and take only half damage on a 
  failed save. See the monk class feature on page 42 of the 
  Player's Handbook. 
   
  Sorcerer Spells Known: (5/4; base DC = 11 + spell level): 
  0 - detect magic, ghost sound, mage hand, resistance; 1st - arrow 
  mind*, critical strike*. *Complete Adventurer. 
   
  Possessions: 20 +1 arrows (2 poisoned with drow poison 
  [Injury DC 13, Unconsciousness/Unconsciousness for 
  2d4 hours] and 2 poisoned with purple worm poison 
  [Injury DC 24, 1d6 Str/2d6 Str]), spell component pouch, 
  +1 bane (human) composite shortbow (+2 Str bonus), 
  masterwork rapier, traveler's outfit, potion of greater mage 
  
  GRM5-03 Pruning at the Root 
   
  Page 57 
  armor*, potion of invisibility, potion of resist energy (fire) 30, 
  potion of shield of faith +5, ring of feather falling, arcane scroll of 
  shield (CL 1), +1 mithral buckler, wand of invisibility (CL 3, 25 
  charges), amulet of health +2, gloves of dexterity +2, vest of 
  resistance +3*, potion of resist energy (fire) 30, lesser bracers of 
  archery, boots of elvenkind, cloak of elvenkind, dark blue 
  rhomboid ioun stone, . *Complete Arcane. 
  ENCOUNTER 6 
   
   
   
   
  Half-Black Dragon Scrag Fighters (4): male scrag Ftr6; 
  CR 13; Large dragon; HD (6d10)+(6d10)+84; hp 153; Init 
  +2; Spd 20 ft., Swim 40 ft., Fly 40 ft.; AC 28, touch 11, flat-
  footed 26 (-1 size, +2 Dex, +8 armor, +9 natural); Base 
  Atk/Grp: +10/+26; Atk +26 melee (1d6+18/19-20, claw); 
  Full Atk +26/+26 melee (1d6+18/19-20, claw) and +16 
  melee (1d6+6, bite); SA Breath Weapon (Ex) 60' Line of 
  Acid 1/day 6d8 (DC23), Rend (Ex); SQ Can breathe 
  underwater, Darkvision 120 ft., Half-Dragon Wings, 
  Immunity to Acid (Ex), Low-light Vision, Regeneration 5 
  (Ex), Scent (Ex); AL CE; SV Fort +17, Ref +6, Will +5; Str 
  35, Dex 14, Con 25, Int 6, Wis 9, Cha 8. 
   
  Skills and Feats: Intimidate +5, Listen +5, Spot +6, 
  Swim +18; Alertness, Cleave, Great Cleave, Heavy Armor 
  Proficiency, Improved Critical (claw), Iron Will, Light 
  Armor 
  Proficiency, 
  Martial 
  Weapon 
  Proficiency, 
  Medium Armor Proficiency, Power Attack, Shield 
  Proficiency, Simple Weapon Proficiency, Tower Shield 
  Proficiency, Track, Weapon Focus (claw), Weapon 
  Specialization (claw).  
   
  Rend (Ex): If a scrag hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh. This 
  attack automatically deals an additional 2d6+22 points of 
  damage. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to a scrag. If a scrag loses a limb or body part, the 
  lost portion regrows in 3d6 minutes. The creature can 
  reattach the severed member instantly by holding it to 
  the stump. They regenerate only if mostly immersed in 
  water. Of course, half-black dragon scrags are immune to 
  acid and thus take normal damage from fire only. 
   
  Possessions: large studded leather, large peasant's 
  outfit, oil of magic vestment +5, potion of magic fang +4. 
  ENCOUNTER 8 
   
   
   
   
  Agnar Momo: male human Scout13/Rog2; CR 15; 
  Medium humanoid; HD (13d8)+(2d6)+15; hp 99; Init 
  +10; Spd 50 ft.; AC 26, touch 16, flat-footed 26 (+4 Dex, +6 
  armor, +2 shield, +2 natural, +2 deflection); Base Atk/Grp: 
  +10/+12; Atk +13 melee (2d4+4, +1 adamantine spiked 
  chain) or +13 melee (2d4+3, masterwork cold iron spiked 
  chain) or +15 ranged (1d6+2/x3, masterwork composite 
  shortbow (+2 Str bonus)) or +13 melee (1d6+2/18-20, 
  masterwork rapier); Full Atk +13/+8 melee (2d4+4, +1 
  adamantine spiked chain) or +13/+8 melee (2d4+3, 
  masterwork cold iron spiked chain) or +15/+10 ranged 
  (1d6+2/x3, masterwork composite shortbow (+2 Str 
  bonus)) or +13/+8 melee (1d6+2/18-20, masterwork 
  rapier); SA Skirmish +4d6/+3AC, Sneak Attack +1d6; SQ 
  Evasion, Trapfinding, Fast Movement +20 ft., Trackless 
  Step, Battle Fortitude +2, Uncanny Dodge, Flawless 
  Stride, Blindsense 30 ft.; AL NG; SV Fort +7, Ref +15, 
  Will +7; Str 14, Dex 17 (19), Con 12, Int 14, Wis 12, Cha 8; 
  Complete Adventurer, page 10. 
   
  Skills and Feats: Balance +19, Climb +4, Diplomacy +1, 
  Disable Device +1, Escape Artist +14, Gather Information 
  +0, Hide +22, Jump +5, Knowledge (dungeoneering) +12, 
  Knowledge (geography) +12, Knowledge (local – 
  Sheldomar Valley Metaregion) +4, Listen +19, Move 
  Silently +22, Open Lock +3, Search +20, Sense Motive 
  +19, Speak Language +8, Spot +19, Swim +3, Tumble +22, 
  Use Rope +5; Combat Expertise, Combat Reflexes, 
  Dodge, Exotic Weapon Proficiency, Improved InitiativeB, 
  Improved Trip, Iron WillB, Light Armor Proficiency, 
  Mobility, Quick Draw, Simple Weapon Proficiency, 
  Spring AttackB.  
   
  Skirmish (Ex): A scout relies on mobility to deal 
  extra damage and improve her defense. She deals an extra 
  1d6 points of damage on all attacks she makes during any 
  round in which she moves at least 10 feet. The extra 
  damage applies only to attacks taken during the scout’s 
  turn. This extra damage increases by 1d6 for every four 
  levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, 
  and 5d6 at 17th level).  The extra damage only applies 
  against living creatures that have a discernible anatomy. 
  Undead, constructs, oozes, plants, incorporeal creatures, 
  and creatures immune to extra damage from critical hits 
  are not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot. Scouts 
  can apply this extra damage to ranged attacks made while 
  skirmishing, but only if the target is within 30 feet.  At 
  3rd level, a scout gains a +1 competence bonus to Armor 
  Class during any round in which she moves at least 10 
  feet. The bonus applies as soon as the scout has moved 10 
  feet, and lasts until the start of her next turn. This bonus 
  improves by 1 for every four levels gained above 3rd (+2 
  at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).  A 
  scout loses this ability when wearing medium or heavy 
  armor or when carrying a medium or heavy load. If she 
  gains the skirmish ability from another class, the bonuses 
  stack. 
   
  Battle Fortitude (Ex): At 2nd level, a scout gains a 
  ÷1 competence bonus on Fortitude saves and initiative 
  checks. This bonus increases to +2 at 11th level and +3 at 
  20th level. A scout loses this bonus when wearing 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Uncanny Dodge (Ex): Starting at 2nd level, a scout 
  cannot be caught flat-footed and reacts to danger before 
  her senses would normally allow her to do so. See the 
  barbarian class feature, page 26 of the Player’s Handbook. 
   
  Fast Movement (Ex): Starting at 3rd level, a scout’s 
  gains a ÷10 foot enhancement bonus to her base land 
  speed. At 11th level, this bonus increases to ÷20 feet. See 
  the monk class feature, page 41 of the Player’s Handbook.  
  A scout loses this benefit when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
  
  GRM5-03 Pruning at the Root 
   
  Page 58 
   
  Trackless Step (Ex): Beginning at 3rd level, a scout 
  cannot be tracked in natural surroundings. See the druid 
  class feature, page 36 of the Player’s Handbook. 
   
  Flawless Stride (Ex): Starting at 6th level, a scout 
  can move through any sort of terrain that slows 
  movement such as undergrowth, rubble, and similar 
  terrain) at her normal speed and without taking damage 
  or suffering any other impairment.  This ability does not 
  let her move more quickly rough terrain that requires a 
  Climb or Swim check to navigate, nor can she move more 
  quickly through terrain or undergrowth that has been 
  magically manipulated to impede motion.  A scout loses 
  this benefit when wearing medium or heavy armor or 
  when carrying a medium or heavy load. 
   
  Camouflage (Ex): Beginning at 8th level, a scout 
  can use the Hide skill in any sort of natural terrain. See 
  the ranger class feature, page 48 of the Player’s Handbook. 
  She loses this benefit when wearing medium or heavy 
  armor or when carrying a medium or heavy load. 
   
  Blindsense (Ex): At 10th level, a scout gains the 
  Blindsense ability out to 30 feet. This ability functions as 
  described on page 306 of the Monster Manual. 
   
  Possessions: +1 adamantine spiked chain, gloves of dexterity 
  +2, amulet of natural armor +2, +1 mithral buckler, ring of 
  protection +2, masterwork cold iron spiked chain, 20 
  masterwork arrows, masterwork composite shortbow (+2 
  Str bonus), +2 glamered mithral chain shirt, traveler's outfit, 
  masterwork rapier. 
  ENCOUNTER 9 
   
   
   
   
  Grandmother of the Fist Effigy Construct: CR 2; 
  Medium construct; HD 1d10+20; hp 23; Init +7; Spd 45 
  ft., fly 75 ft. (average); AC 18, touch 14, flat-footed 16 (+2 
  Dex, +4 armor, +2 natural); Base Atk/Grp: +0/+5; Atk +5 
  melee (1d4+7, slam); Full Atk +5 melee (1d4+7, slam); SQ 
  DR 1/adamantine; AL CE; SV Fort +0, Ref +3, Will +0; Str 
  20, Dex 16, Con –, Int –, Wis 11, Cha 1; Complete Arcane, 
  page 151. 
   
  Skills and Feats: Improved Initiative. 
   
  Description: 
  Effigies 
  are 
  magically 
  animated 
  automatons built in the form other living creatures. They 
  are things of clockwork mechanisms and alchemy, 
  animated by an elemental spirit bound to their 
  mechanical shells. Magical artificers and artisans capable 
  of creating such complex devices are few and far 
  between, so effigies are not at all common. Unlike with 
  most constructs, an effigy creature’s true nature is not 
  always immediately obvious. Some are quite lifelike, 
  revealing their true nature only after taking serious 
  damage. An observer must succeed on a DC 20 Spot 
  check to notice that the effigy is an automaton, not a 
  living creature of its type. Effigy creatures do only what 
  they are instructed to do by their creators. They draw no 
  conclusions of their own and follow orders explicitly 
  with no regard for their own safety. The commands given 
  them must be simple, such as “Remain here and attack 
  any elves who enter this room,” or “Follow and defend 
  against any who attack my party.” An effigy’s creator can 
  command it if the effigy is within 60 feet and can see and 
  hear him. If uncommanded, an effigy usually follows its 
  last instruction to the best of its ability, but it will defend 
  itself if attacked. An effigy’s creator can order the 
  creature to obey the orders of another individual (who 
  can in turn order the effigy to obey someone else), but 
  the effigy’s creator can always resume control over his 
  creation by commanding the effigy to obey him alone. 
  Damaged effigies can be repaired by means of any repair 
  spell (see Chapter 4, Complete Arcane) or by manual repair 
  in an appropriate workshop or laboratory. The individual 
  performing the repairs must have the Craft Construct 
  feat (see page 303 of the Monster Manual) or 10 ranks in 
  Knowledge (architecture and engineering), and must 
  spend 50 gp and 1 hour per hit point restored. 
  Aeleona Ephandril, Grandmother of the Fist: female 
  drow Rog6/Asn10; CR 17; Medium humanoid; HD 
  (6d6)+(10d6)+16; hp 84; Init +10; Spd 30 ft.; AC 23, touch 
  16, flat-footed 23 (+6 Dex, +6 armor, +1 shield); Base 
  Atk/Grp: +11/+14; Atk +18 ranged (1d6+2 plus 
  poison/19-20/x3, +1 keen bane (human) magebane composite 
  shortbow (+1 Str bonus)) or +18 melee (1d6+4/15-20, +1 keen 
  bane (human) magebane mithral rapier); Full Atk 
  +18/+13/+8 ranged (1d6+2 plus poison/19-20/x3, +1 keen 
  bane (human) magebane composite shortbow (+1 Str bonus)) or 
  +18/+13/+8 melee (1d6+4/15-20, +1 keen bane (human) 
  magebane mithral rapier); SA sneak attack +8d6, death 
  attack (DC 23), spells, spell-like abilities; SQ trapfinding, 
  evasion, trap sense +2, uncanny dodge, poison use, +5 
  save against poison, improved uncanny dodge, hide in 
  plain sight, darkvision 120 ft., +2 racial bonus to Will 
  saves against spells and spell-like abilities, +2 racial bonus 
  to saves against enchantment spells and effects, +2 racial 
  bonus on Listen, Search, and Spot checks, detect secret 
  doors, light blindness, immunity to sleep spells and 
  effects, SR 27 (11 + class levels); AL LE; SV Fort +6, Ref 
  +18, Will +5; Str 12 (16), Dex 20 (22), Con 12, Int 16, Wis 
  10, Cha 16. 
   
  Skills and Feats: Balance +9, Bluff +22, Diplomacy +7, 
  Disable Device +14, Disguise +24, Escape Artist +9, 
  Gather Information +11, Hide +24 (+29), Intimidate +24, 
  Jump +5, Knowledge (local – Sheldomar Valley 
  Metaregion) +5, Listen +2, Move Silently +24 (+29), Open 
  Lock +12, Profession (criminal) +2, Search +18, Sense 
  Motive +8, Speak Language +1, Spot +15, Tumble +19; 
  Combat Expertise, Combat Reflexes, Improved Feint, 
  Improved Initiative, Light Armor Proficiency, Point 
  Blank Shot, Simple Weapon Proficiency, Weapon 
  Finesse. 
   
  Spell-Like Abilities (Sp): Drow can use the 
  following spell-like abilities once per day: dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Assassin Spells Known: (4/4/4/3; Base DC = 13 + Spell 
  Level): 1st - feather fall, jump, obscuring mist, true strike; 2nd - 
  cat's grace, invisibility, spider climb, undetectable alignment; 3rd 
  - deeper darkness, false life, misdirection, nondetection; 4th - 
  dimension door, freedom of movement, greater invisibility, 
  poison. 
  
  GRM5-03 Pruning at the Root 
   
  Page 59 
   
  Possessions: +1 keen bane (human) magebane composite 
  shortbow (+1 Str bonus), +1 keen bane (human) magebane 
  mithral rapier, +1 mithral buckler, +1 mithral chain shirt, 20 
  +1 poisoned arrows (drow poison [Injury DC 13, 
  Unconsciousness/Unconsciousness for 2d4 hours]), 
  amulet of health +2, boots of elvenkind, cloak of elvenkind, 
  gloves of dexterity +2, noble's outfit, metamagic rod (silent), 
  belt of giant strength +4. 
  Ulphatrix: female drow Clr13; CR 14; Medium 
  humanoid; HD (13d8); hp 78; Init +3; Spd 20 ft.; AC 24, 
  touch 14, flat-footed 21 (+3 Dex, +10 armor, +1 
  deflection); Base Atk/Grp: +9/+9; Atk +13 ranged 
  (1d4/19-20, masterwork hand crossbow) or +10 melee 
  (1d8, masterwork heavy mace) or +13 ranged (1d8+1/19-
  20, +1 light crossbow) or +10 melee (1d6/18-20, masterwork 
  rapier) or +10 melee (1d3+1, +1 whip); Full Atk +13 ranged 
  (1d4/19-20, masterwork hand crossbow) or +10/+5 melee 
  (1d8, masterwork heavy mace) or +13 ranged (1d8+1/19-
  20, +1 light crossbow) or +10/+5 melee (1d6/18-20, 
  masterwork rapier) or +10/+5 melee (1d3+1, +1 whip); SA 
  Spells, Rebuke Undead, Spell-like Abilities; SQ Aura, 
  Spontaneous Casting, Darkvision 120 ft., +2 racial bonus 
  to Will saves against spells and spell-like abilities, +2 
  racial bonus to saves against enchantment spells and 
  effects, +2 racial bonus on Listen, Search, and Spot 
  checks, detect secret doors, light blindness, immunity to 
  sleep spells and effects, SR 24 (11 + class levels); AL NE; 
  SV Fort +8 (+11), Ref +7 (+10), Will +13 (+16); Str 10, Dex 
  16, Con 10, Int 12, Wis 19 (21), Cha 14 (16). 
   
  Skills and Feats: Bluff +15, Concentration +12, 
  Diplomacy +5, Disguise +17, Intimidate +5, Listen +7 
  (+9), Search +3, Spellcraft +13, Spot +7 (+9); Combat 
  Casting, Divine Cleansing*, Exotic Weapon Proficiency 
  (hand crossbow, whip), Extra Turning, Heavy Armor 
  Proficiency, Light Armor Proficiency, Martial Weapon 
  Proficiency (rapier, short sword), Medium Armor 
  Proficiency, Profane Boost**, Shield Proficiency, Simple 
  Weapon Proficiency.  *Complete Warrior.  **Complete 
  Divine. 
   
  Spell-Like Abilities (Sp): Drow can use the 
  following spell-like abilities once per day: dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Cleric 
  Spells 
  Prepared: 
  (6/7+1/6+1/5+1/5+1/4+1/2+1/1+1; Base DC = 15 + Spell 
  Level): 0 - cure minor wounds, detect magic, guidance (2), 
  inflict minor wounds, resistance; 1st - bane, bless, deathwatch, 
  divine favor, entropic shield, protection from good*, sanctuary, 
  shield of faith; 2nd – bear’s endurance, bull’s strength, calm 
  emotions, hold person, invisibility*, silence, sound burst; 3rd - 
  blessed aim**, dispel magic (2), invisibility purge, magic circle 
  against good*, magic vestment; 4th – death ward, divine power, 
  freedom of movement, greater magic weapon, spell immunity, 
  unholy blight*; 5th – dispel good*, divine agility**, dragon 
  breath**, flame strike (2); 6th – heroes’ feast, mass inflict 
  moderate wounds, mislead*; 7th – blasphemy*, mass inflict 
  serious wounds.  **Complete Divine. 
   
  *Domain Spell; Deity: Lolth; Domains: Evil - You cast 
  evil spells at +1 caster level. Trickery - Bluff, Disguise and 
  Hide are class skills.  
   
  Possessions: +2 mithral full plate, potion of fly, ring of 
  protection +1, 10 poisoned crossbow bolts (drow poison 
  [Injury DC 13, Unconsciousness/Unconsciousness for 
  2d4 hours]), masterwork hand crossbow, masterwork 
  heavy mace, +1 light crossbow, 3 vials of drow poison, 
  masterwork rapier, silver holy symbol, cleric's vestments, 
  +1 whip, periapt of wisdom +2, vest of resistance +3*, metamagic 
  rod (silent, lesser), cloak of charisma +2, dark blue rhomboid 
  ioun stone.  *Complete Arcane. 
  The Amazing Prestigo: male human Sor16; CR 16; 
  Medium humanoid; HD (16d4)+16; hp 60; Init +6; Spd 30 
  ft.; AC 17, touch 12, flat-footed 15 (+2 Dex, +3 armor, +2 
  shield); Base Atk/Grp: +8/+8; Atk +14 melee (2d6+2/19-
  20, +2 skillful greatsword) or +11 ranged (1d8/19-20, 
  masterwork light crossbow); Full Atk +14/+9/+4 melee 
  (2d6+2/19-20, +2 skillful greatsword) or +11 ranged 
  (1d8/19-20, masterwork light crossbow); SA Spells; SQ 
  Summon Familiar (hawk, +3 Spot in bright light); AL NE; 
  SV Fort +6, Ref +7, Will +10; Str 10, Dex 14, Con 12, Int 
  12, Wis 10, Cha 20 (24). 
   
  Skills and Feats: Bluff +23, Concentration +19, 
  Diplomacy +9, Disguise +9, Intimidate +9, Knowledge 
  (arcana) +19, Perform (comedy) +8, Sense Motive +2, 
  Spellcraft +21, Spot +3; Arcane Preparation*, Combat 
  Casting, Improved Initiative, Maximize Spell, Point 
  Blank Shot, Precise Shot, Quicken Spell, Simple Weapon 
  Proficiency.  *Complete Arcane. 
   
  Sorcerer Spells Known: (6/8/8/8/7/6/5/4/2; base DC = 
  17 + spell level): 0 – acid splash, dancing lights, detect magic, 
  disrupt undead, ghost sound, mage hand, prestidigitation, ray of 
  frost, read magic; 1st – enlarge person, expeditious retreat, mage 
  armor, magic missile, shield; 2nd  – blur, glitterdust, Melf’s acid 
  arrow, scorching ray, web; 3rd –fireball, fly, haste, hold person; 
  4th – dimension door, Evard’s black tentacles, mass enlarge 
  person, solid fog; 5th – cloudkill, teleport, wall of force, waves of 
  fatigue; 6th – chain lightning, disintegrate, greater dispel magic; 
  7th – delayed blast fireball, Mordenkainen’s sword; 8th – polar 
  ray. 
   
  Arcane Spells Prepared: (0/0/0/0/0/1/2/2/1; base DC = 
  17 + spell level): 5th – quickened magic missile; 6th – 
  quickened glitterdust, quickened scorching ray; 7th – 
  quickened haste, quickened hold person; 8th – quickened 
  Evard’s black tentacles. 
   
  Possessions: 10 crossbow bolts, bracers of armor +3, +1 
  mithral buckler, wand of invisibility (CL 3), masterwork light 
  crossbow, entertainer's outfit, spell component pouch, 
  cloak of charisma +4, potion of greater mage armor*, metamagic 
  rod (silent, lesser), metamagic rod (empower, lesser), +2 skillful 
  greatsword*.  *Complete Arcane. 
  Talon the Magnificent: male hawk familiar; Tiny 
  magical beast; HD 16d8; hp 30; Init +3; Spd 10 ft., Fly 
  60 ft.; AC 25, touch 15, flat-footed 22 (+2 size, +3 Dex, 
  +10 natural); Base Atk/Grp: +8/-2; Atk/Full Atk +13 
  melee (1d4-2 , talons); SA; SQ alertness, low-light 
  vision, deliver touch spells, empathic link, improved 
  evasion, share spells, speak with master, speak with 
  
  GRM5-03 Pruning at the Root 
   
  Page 60 
  animals of its kind, scry on familiar, SR 21 (master’s 
  level +5); AL NE; SV Fort +5, Ref +8, Will +12; Str 6, 
  Dex 17, Con 10, Int 13, Wis 14, Cha 6. 
   
  Skills and Feats: Bluff +14, Concentration +18, 
  Diplomacy +0, Disguise +0, Hide +11, Intimidate +0, 
  Listen +4, Knowledge (arcana) +19, Perform 
  (comedy) -1, Sense Motive +4, Spellcraft +21, Spot 
  +16; Alertness, Weapon FinesseB. 
  Tura ap Branwyn: female human Rgr15; CR 15; 
  Medium humanoid; HD 15d8+30; hp 113; Init +5; Spd 30 
  ft.; AC 23, touch 16, flat-footed 18 (+5 Dex, +5 armor, +1 
  deflection, +2 shield); Base Atk/Grp: +15/+17; Atk +22 
  ranged (1d8+3/x3, +1 bane (human) composite longbow (+2 
  Str bonus)) or +18/+18 ranged (1d8+3/x3, +1 bane (human) 
  composite longbow (+2 Str bonus)) or +16/+16/+16 ranged 
  (1d8+3/x3, +1 bane (human) composite longbow (+2 Str 
  bonus)) or +18 melee (1d8+4/19-20, +1 adamantine bane 
  (human) longsword) or +18 melee (1d6+3/19-20, +1 short 
  sword); Full Atk +22/+17/+12 ranged (1d8+3/x3, +1 bane 
  (human) 
  composite 
  longbow 
  (+2 
  Str 
  bonus)) 
  or 
  +20/+20/+15/+10 ranged (1d8+3/x3, +1 bane (human) 
  composite longbow (+2 Str bonus)) or +18/+13/+8 melee 
  (1d8+4/19-20, +1 adamantine bane (human) longsword) or 
  +16/+11/+6 melee (1d8+3/19-20, +1 adamantine bane 
  (human) longsword) and +16/+11/+6 melee (1d6+2/19-20, 
  +1 short sword); SA favored enemy (aberration +2, dragon 
  +2, giant +2, human +8), spells; SQ wild empathy, combat 
  style (archery), animal companion, improved combat 
  style (archery), woodland stride, swift tracker, evasion, 
  combat style mastery (archery), camouflage; AL LE; SV 
  Fort +11, Ref +14, Will +7; Str 14, Dex 19 (21), Con 14, Int 
  12, Wis 10 (14), Cha 8. 
   
  Skills and Feats: Handle Animal +17, Hide +23 (+28), 
  Knowledge (dungeoneering) +19, Listen +20, Move 
  Silently +23 (+28), Search +19, Spot +20, Survival +20; 
  EnduranceB, Greater Two Weapon Fighting, Improved 
  Buckler Defense, Improved Precise ShotB, Improved Two 
  Weapon Fighting, Light Armor Proficiency, ManyshotB, 
  Martial Weapon Proficiency, Point Blank Shot, Precise 
  Shot, Quick Draw, Rapid ShotB, Shield Proficiency, 
  Simple Weapon Proficiency, TrackB, Two Weapon 
  Fighting. 
   
  Ranger Spells Prepared: (3/2/1/1; Base DC = 12 + Spell 
  Level): 1st – arrow mind*, longstrider, resist energy; 2nd – 
  barkskin, cat’s grace; 3rd – greater magic fang; 4th – bane 
  bow**.  *Complete Adventurer.  **Complete Divine. 
   
  Possessions: +1 bane (human) composite longbow (+2 Str 
  bonus), 40 arrows, +1 adamantine bane (human) longsword, 
  +1 short sword, +1 mithral chain shirt, traveler's outfit, 
  periapt of wisdom +4, boots of elvenkind, cloak of elvenkind, 
  lesser bracers of archery, ring of protection +1, gloves of dexterity 
  +2, +1 mithral buckler. 
  Timor, Tura's Animal Companion: male dire wolf; 
  Large animal; HD 6d8+18; hp 50; Init +2; Spd 50 ft.; AC 
  14, touch 11, flat-footed 12 (-1 size, +2 Dex, +3 natural); 
  Base Atk/Grp: +4/+15; Atk/Full Atk +11 melee (1d8+10, 
  bite); SA trip; SQ low-light vision, scent, link, share 
  spells, bonus tricks (1); AL N; SV Fort +8, Ref +7, Will +6; 
  Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +0, Listen +7, Move Silently +4, 
  Spot +7, Survival +2 (+6 tracking by scent); Alertness, 
  Run, TrackB, Weapon Focus (bite). 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+11 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
  Fist 
  Sorcerer 
  Snipers 
  (2): 
  male 
  human 
  Rog9/Sor1/Thief-Acrobat5; CR 15; Medium humanoid; 
  HD (9d6)+(1d4)+(5d6)+15; hp 78; Init +9; Spd 30 ft.; AC 
  28, touch 20, flat-footed 28 (+5 Dex, +7 armor, +1 shield, 
  +5 misc); Base Atk/Grp: +9/+11; Atk +16 ranged 
  (1d6+3/x3, +1 bane (human) composite shortbow (+2 Str 
  bonus)) or +12/+12 ranged (1d6+3/x3, +1 bane (human) 
  composite shortbow (+2 Str bonus)) or +12 melee (1d6+2/18-
  20, masterwork rapier); Full Atk +16/+11 ranged 
  (1d6+3/x3, +1 bane (human) composite shortbow (+2 Str 
  bonus)) or +14/+14/+9 ranged (1d6+3/x3, +1 bane (human) 
  composite shortbow (+2 Str bonus)) or +12/+7 melee 
  (1d6+2/18-20, masterwork rapier); SA Sneak Attack +5d6, 
  Spells; SQ Evasion, Summon Familiar, Trapfinding, Trap 
  Sense +3, Uncanny Dodge, Fast Acrobatics, Kip Up, 
  Steady Stance, Agile Fighting, Slow Fall 30 ft, Acrobatic 
  Charge, Defensive Roll, Skill Mastery, Improved 
  Uncanny Dodge, Improved Evasion; AL LE; SV Fort +5 
  (+8), Ref +15 (+18), Will +5 (+8); Str 14, Dex 19 (21), Con 
  10 (12), Int 14, Wis 8, Cha 12; Complete Adventurer, page 
  83. 
   
  Skills and Feats: Balance +25, Bluff +19, Climb +20, 
  Concentration +2, Diplomacy +3, Disguise +3, Hide +23 
  (+28), Intimidate +3, Jump +22, Knowledge (local – 
  Sheldomar Valley Metaregion) +4, Listen +7 (+9), Move 
  Silently +23 (+28), Open Lock +7, Profession (criminal) 
  +1, Search +20, Spot +17 (+19), Tumble +25, Use Rope +8; 
  Improved Initiative, Light Armor Proficiency, Manyshot, 
  Point Blank Shot, Power Critical (shortbow), Precise 
  Shot, Rapid Shot, Simple Weapon Proficiency, Weapon 
  Focus (shortbow). 
   
  Fast Acrobatics (Ex): The thief-acrobat can avoid 
  the normal penalties for accelerated movement while 
  using her acrobatic talents. She ignores the normal -5 
  penalty when making a Balance check while moving at 
  her full normal speed. She can climb half her speed as a 
  move action without suffering a -5 penalty on her Climb 
  check. Finally, she can tumble at her full speed without 
  taking the normal -10 penalty on her Tumble check. 
   
  Kip Up (Ex): A thief-acrobat can stand up from a 
  prone position as a free action that doesn't provoke 
  attacks of opportunity. This ability only works if the 
  thief-acrobat wears light or no armor and carries no more 
  than a light load. 
   
  Steady Stance (Ex): The thief-acrobat remains 
  stable when others have difficulty standing. He is not 
  considered flat-footed while balancing or climbing, and 
  may add his class level to Balance or Climb checks to 
  remain balancing or climbing when taking damage. 
  
  GRM5-03 Pruning at the Root 
   
  Page 61 
   
  Agile Fighting (Ex): A whirling, spinning thief-
  acrobat becomes a devilishly difficult target. At 2nd level, 
  the thief-acrobat gains a +1 dodge bonus to AC. When 
  fighting defensively or using total defense, this bonus 
  becomes +2. At 4th level, these bonuses each increase by 
  +1 (to +2 and +3, respectively).  In addition, the thief-
  acrobat suffers no penalty to her AC or on her melee 
  attack rolls when kneeling, sitting, or prone.  This ability 
  only works if the thief-acrobat wears light or no armor 
  and carries no more than a light load. 
   
  Slow Fall (Ex): At 2nd level, a thief-acrobat within 
  arm's reach of a wall can use it to slow her descent. She 
  takes damage as if such fall were 20 feet shorter than it 
  actually is. At 4th level, the falling distance is effectively 
  reduced by 30 feet.  If the thief-acrobat has this ability 
  from another class, the distances stack to determine the 
  effective reduction of the falling distance. 
   
  Acrobatic Charge (Ex): A 3rd-level thief-acrobat 
  can charge in situations where others cannot. He may 
  charge over difficult terrain that normally slows 
  movement or allies blocking his path. This ability enables 
  him to charge across a cluttered battlefield, leap down 
  from a ledge, or to swing across a chasm to get to his 
  target. Depending on the circumstance, he may still need 
  to make appropriate checks (such as Jump, Tumble, or 
  Use Rope checks) to successfully move over the terrain. 
   
  Defensive Roll (Ex): Beginning at 3rd level, the 
  thief-acrobat can roll with a potentially lethal blow to 
  take less damage from it than she otherwise would. Once 
  per day, when she would be reduced to 0 or fewer hit 
  points by damage in combat, the thief-acrobat can 
  attempt to roll with the damage. To use this ability, the 
  thief-acrobat must attempt a Reflex saving throw (DC = 
  damage dealt). If the save succeeds, she takes only half 
  damage from the blow; if it fails, she takes full damage. 
  She must be aware of the attack and able to react to it in 
  order to execute her defensive roll -- if she is denied her 
  Dexterity bonus to AC, she can't use this ability. Evasion 
  does not apply to the defensive roll.  At 5th level, the 
  thief-acrobat may use this ability twice per day. 
   
  Skill Mastery (Ex): A 4th-level thief-acrobat 
  becomes so certain in her mobility that she can take 10 
  on Balance, Climb, Jump, and Tumble skill checks even if 
  stress and distractions would normally prevent her from 
  doing so. 
   
  Improved Evasion (Ex): Beginning at 5th level, the 
  thief-acrobat can avoid damage from certain attacks with 
  a successful Reflex save and take only half damage on a 
  failed save. See the monk class feature on page 42 of the 
  Player's Handbook. 
   
  Sorcerer Spells Known: (5/4; base DC = 11 + spell level): 
  0 - detect magic, ghost sound, mage hand, resistance; 1st - arrow 
  mind*, critical strike*. *Complete Adventurer. 
   
  Possessions: 20 +1 arrows (2 poisoned with drow poison 
  [Injury DC 13, Unconsciousness/Unconsciousness for 
  2d4 hours] and 2 poisoned with purple worm poison 
  [Injury DC 24, 1d6 Str/2d6 Str]), spell component pouch, 
  +1 bane (human) composite shortbow (+2 Str bonus), 
  masterwork rapier, traveler's outfit, potion of greater mage 
  armor*, potion of invisibility, potion of resist energy (fire) 30, 
  potion of shield of faith +5, ring of feather falling, arcane scroll of 
  shield (CL 1), +1 mithral buckler, wand of invisibility (CL 3, 25 
  charges), amulet of health +2, gloves of dexterity +2, vest of 
  resistance +3*, potion of resist energy (fire) 30, lesser bracers of 
  archery, boots of elvenkind, cloak of elvenkind, dark blue 
  rhomboid ioun stone, . *Complete Arcane. 
  
  GRM5-03 Pruning at the Root 
   
  Page 62 
   
  APPENDIX 8 – APL 18 
   
  ENCOUNTER 4 
   
   
   
   
  Fist 
  Sorcerer 
  Snipers 
  (2): 
  male 
  human 
  Rog11/Sor1/Thief-Acrobat5; CR 17; Medium humanoid; 
  HD (11d6)+(1d4)+(5d6)+17; hp 88; Init +10; Spd 30 ft.; AC 
  29, touch 21, flat-footed 29 (+6 Dex, +7 armor, +1 shield, 
  +5 misc); Base Atk/Grp: +11/+13; Atk +20 ranged 
  (1d6+4/x3, +1 bane (human) composite shortbow (+2 Str 
  bonus)) or +16/+16 ranged (1d6+4/x3, +1 bane (human) 
  composite shortbow (+2 Str bonus)) or +14/+14/+14 ranged 
  (1d6+4/x3, +1 bane (human) composite shortbow (+2 Str 
  bonus)) or +14 melee (1d6+2/18-20, masterwork rapier); 
  Full Atk +20/+15/+10 ranged (1d6+4/x3, +1 bane (human) 
  composite shortbow (+2 Str bonus)) or +18/+18/+13/+8 
  ranged (1d6+4/x3, +1 bane (human) composite shortbow (+2 
  Str bonus)) or +14/+9/+4 melee (1d6+2/18-20, masterwork 
  rapier); SA Sneak Attack +6d6, Spells; SQ Evasion, 
  Summon Familiar, Trapfinding, Trap Sense +3, Uncanny 
  Dodge, Fast Acrobatics, Kip Up, Steady Stance, Agile 
  Fighting, Slow Fall 30 ft, Acrobatic Charge, Defensive 
  Roll, 
  Skill 
  Mastery, 
  Improved 
  Uncanny 
  Dodge, 
  Improved Evasion; AL LE; SV Fort +5 (+8), Ref +17 (+20), 
  Will +5 (+8); Str 14, Dex 20 (22), Con 10 (12), Int 14, Wis 
  8, Cha 12; Complete Adventurer, page 83. 
   
  Skills and Feats: Balance +26, Bluff +19, Climb +20, 
  Concentration +2, Diplomacy +3, Disguise +3, Hide +24 
  (+29), Intimidate +3, Jump +22, Knowledge (local – 
  Sheldomar Valley Metaregion) +4, Listen +7 (+9), Move 
  Silently +24 (+29), Open Lock +8, Profession (criminal) 
  +1, Search +20, Spot +17 (+19), Tumble +26, Use Rope +9; 
  Improved Initiative, Light Armor Proficiency, Manyshot, 
  Point Blank Shot, Power Critical (shortbow), Precise 
  Shot, Rapid Shot, Simple Weapon Proficiency, Weapon 
  Focus (shortbow). 
   
  Fast Acrobatics (Ex): The thief-acrobat can avoid 
  the normal penalties for accelerated movement while 
  using her acrobatic talents. She ignores the normal -5 
  penalty when making a Balance check while moving at 
  her full normal speed. She can climb half her speed as a 
  move action without suffering a -5 penalty on her Climb 
  check. Finally, she can tumble at her full speed without 
  taking the normal -10 penalty on her Tumble check. 
   
  Kip Up (Ex): A thief-acrobat can stand up from a 
  prone position as a free action that doesn't provoke 
  attacks of opportunity. This ability only works if the 
  thief-acrobat wears light or no armor and carries no more 
  than a light load. 
   
  Steady Stance (Ex): The thief-acrobat remains 
  stable when others have difficulty standing. He is not 
  considered flat-footed while balancing or climbing, and 
  may add his class level to Balance or Climb checks to 
  remain balancing or climbing when taking damage. 
   
  Agile Fighting (Ex): A whirling, spinning thief-
  acrobat becomes a devilishly difficult target. At 2nd level, 
  the thief-acrobat gains a +1 dodge bonus to AC. When 
  fighting defensively or using total defense, this bonus 
  becomes +2. At 4th level, these bonuses each increase by 
  +1 (to +2 and +3, respectively).  In addition, the thief-
  acrobat suffers no penalty to her AC or on her melee 
  attack rolls when kneeling, sitting, or prone.  This ability 
  only works if the thief-acrobat wears light or no armor 
  and carries no more than a light load. 
   
  Slow Fall (Ex): At 2nd level, a thief-acrobat within 
  arm's reach of a wall can use it to slow her descent. She 
  takes damage as if such fall were 20 feet shorter than it 
  actually is. At 4th level, the falling distance is effectively 
  reduced by 30 feet.  If the thief-acrobat has this ability 
  from another class, the distances stack to determine the 
  effective reduction of the falling distance. 
   
  Acrobatic Charge (Ex): A 3rd-level thief-acrobat 
  can charge in situations where others cannot. He may 
  charge over difficult terrain that normally slows 
  movement or allies blocking his path. This ability enables 
  him to charge across a cluttered battlefield, leap down 
  from a ledge, or to swing across a chasm to get to his 
  target. Depending on the circumstance, he may still need 
  to make appropriate checks (such as Jump, Tumble, or 
  Use Rope checks) to successfully move over the terrain. 
   
  Defensive Roll (Ex): Beginning at 3rd level, the 
  thief-acrobat can roll with a potentially lethal blow to 
  take less damage from it than she otherwise would. Once 
  per day, when she would be reduced to 0 or fewer hit 
  points by damage in combat, the thief-acrobat can 
  attempt to roll with the damage. To use this ability, the 
  thief-acrobat must attempt a Reflex saving throw (DC = 
  damage dealt). If the save succeeds, she takes only half 
  damage from the blow; if it fails, she takes full damage. 
  She must be aware of the attack and able to react to it in 
  order to execute her defensive roll -- if she is denied her 
  Dexterity bonus to AC, she can't use this ability. Evasion 
  does not apply to the defensive roll.  At 5th level, the 
  thief-acrobat may use this ability twice per day. 
   
  Skill Mastery (Ex): A 4th-level thief-acrobat 
  becomes so certain in her mobility that she can take 10 
  on Balance, Climb, Jump, and Tumble skill checks even if 
  stress and distractions would normally prevent her from 
  doing so. 
   
  Improved Evasion (Ex): Beginning at 5th level, the 
  thief-acrobat can avoid damage from certain attacks with 
  a successful Reflex save and take only half damage on a 
  failed save. See the monk class feature on page 42 of the 
  Player's Handbook. 
   
  Sorcerer Spells Known: (5/4; base DC = 11 + spell level): 
  0 - detect magic, ghost sound, mage hand, resistance; 1st - arrow 
  mind*, critical strike*. *Complete Adventurer. 
  
  GRM5-03 Pruning at the Root 
   
  Page 63 
   
  Possessions: slaying arrow (elf), slaying arrow (dwarf), 
  slaying arrow (human), 20 +1 arrows (2 poisoned with drow 
  poison 
  [Injury 
  DC 
  13, 
  Unconsciousness/Unconsciousness for 2d4 hours] and 2 
  poisoned with black lotus extract poison [Contact DC 20, 
  3d6 Con/3d6 Con]), spell component pouch, +1 bane 
  (human) composite shortbow (+2 Str bonus), masterwork 
  rapier, traveler's outfit, potion of greater mage armor*, potion 
  of invisibility, potion of resist energy (fire) 30, potion of shield of 
  faith +5, ring of feather falling, arcane scroll of shield (CL 1), +1 
  mithral buckler, wand of invisibility (CL 3, 25 charges), amulet 
  of health +2, gloves of dexterity +2, vest of resistance +3*, potion 
  of resist energy (fire) 30, greater bracers of archery, boots of 
  elvenkind, cloak of elvenkind, dark blue rhomboid ioun stone, . 
  *Complete Arcane. 
  ENCOUNTER 6 
   
   
   
   
  Half-Black Dragon Scrag Fighters (5): male scrag Ftr8; 
  CR 15; Large dragon; HD (6d10)+(8d10)+98; hp 179; Init 
  +2; Spd 20 ft., Swim 40 ft., Fly 40 ft.; AC 29, touch 11, flat-
  footed 27 (-1 size, +2 Dex, +9 armor, +9 natural); Base 
  Atk/Grp: +12/+28; Atk +29 melee (1d6+19/19-20, claw); 
  Full Atk +29/+29 melee (1d6+19/19-20, 2 claws) and +18 
  melee (1d6+6, bite); SA Breath Weapon (Ex) 60' Line of 
  Acid 1/day 6d8 (DC23), Rend (Ex); SQ Can breathe 
  underwater, Darkvision 120 ft., Half-Dragon Wings, 
  Immunity to Acid (Ex), Low-light Vision, Regeneration 5 
  (Ex), Scent (Ex); AL CE; SV Fort +18, Ref +6, Will +5; Str 
  35, Dex 14, Con 25, Int 6, Wis 9, Cha 8. 
   
  Skills and Feats: Intimidate +7, Listen +5, Spot +6, 
  Swim +16; Alertness, Cleave, Great Cleave, Heavy Armor 
  Proficiency, Improved Critical (claw), Iron Will, Light 
  Armor 
  Proficiency, 
  Martial 
  Weapon 
  Proficiency, 
  Medium Armor Proficiency, Power Attack, Power 
  Critical (claw), Shield Proficiency, Simple Weapon 
  Proficiency, Tower Shield Proficiency, Track, Weapon 
  Focus (claw), Weapon Specialization (claw).  
   
  Rend (Ex): If a scrag hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh. This 
  attack automatically deals an additional 2d6+23 points of 
  damage. 
   
  Regeneration (Ex): Fire and acid deal normal 
  damage to a scrag. If a scrag loses a limb or body part, the 
  lost portion regrows in 3d6 minutes. The creature can 
  reattach the severed member instantly by holding it to 
  the stump. They regenerate only if mostly immersed in 
  water. Of course, half-black dragon scrags are immune to 
  acid and thus take normal damage from fire only. 
   
  Possessions: large chain shirt, large peasant's outfit, oil 
  of magic vestment +5, potion of magic fang +5, potion of resist 
  energy (sonic) 30, potion of resist energy (electricity) 30, potion of 
  resist energy (cold) 30. 
  ENCOUNTER 8 
   
   
   
   
  Agnar Momo: male human Scout15/Rog2; CR 17; 
  Medium humanoid; HD (15d8)+(2d6)+17; hp 112; Init 
  +11; Spd 50 ft.; AC 27, touch 17, flat-footed 27 (+5 Dex, +6 
  armor, +2 shield, +2 natural, +2 deflection); Base Atk/Grp: 
  +12/+14; Atk +15 melee (2d4+4/19-20, +1 keen adamantine 
  spiked chain) or +15 melee (2d4+3, masterwork cold iron 
  spiked chain) or +18 ranged (1d6+2/x3, masterwork 
  composite shortbow (+2 Str bonus)) or +15 melee 
  (1d6+2/18-20, masterwork rapier); Full Atk +15/+10/+5 
  melee (2d4+4/19-20, +1 keen adamantine spiked chain) or 
  +15/+10/+5melee (2d4+3, masterwork cold iron spiked 
  chain) or +18/+13/+8 ranged (1d6+2/x3, masterwork 
  composite shortbow (+2 Str bonus)) or +15/+10/+5 melee 
  (1d6+2/18-20, 
  masterwork 
  rapier); 
  SA 
  Skirmish 
  +4d6/+4AC, Sneak Attack +1d6; SQ Evasion, Trapfinding, 
  Fast Movement +20 ft., Trackless Step, Battle Fortitude 
  +2, Uncanny Dodge, Flawless Stride, Blindsense 30 ft., 
  Hide in Plain Sight; AL NG; SV Fort +8, Ref +17, Will +8; 
  Str 14, Dex 18 (20), Con 12, Int 14, Wis 12, Cha 8; 
  Complete Adventurer, page 10. 
   
  Skills and Feats: Balance +21, Climb +4, Diplomacy +1, 
  Disable Device +1, Escape Artist +19, Gather Information 
  +0, Hide +25, Jump +5, Knowledge (dungeoneering) +13, 
  Knowledge (geography) +13, Knowledge (local – 
  Sheldomar Valley Metaregion) +4, Listen +21, Move 
  Silently +25, Open Lock +4, Search +22, Sense Motive 
  +21, Speak Language +9, Spot +21, Swim +3, Tumble +25, 
  Use Rope +6; Combat Expertise, Combat Reflexes, 
  Dodge, Exotic Weapon Proficiency, Improved InitiativeB, 
  Improved Trip, Iron WillB, Light Armor Proficiency, 
  Mobility, Quick Draw, Simple Weapon Proficiency, 
  Spring AttackB.  
   
  Skirmish (Ex): A scout relies on mobility to deal 
  extra damage and improve her defense. She deals an extra 
  1d6 points of damage on all attacks she makes during any 
  round in which she moves at least 10 feet. The extra 
  damage applies only to attacks taken during the scout’s 
  turn. This extra damage increases by 1d6 for every four 
  levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, 
  and 5d6 at 17th level).  The extra damage only applies 
  against living creatures that have a discernible anatomy. 
  Undead, constructs, oozes, plants, incorporeal creatures, 
  and creatures immune to extra damage from critical hits 
  are not vulnerable to this additional damage. The scout 
  must be able to see the target well enough to pick out a 
  vital spot and must be able to reach such a spot. Scouts 
  can apply this extra damage to ranged attacks made while 
  skirmishing, but only if the target is within 30 feet.  At 
  3rd level, a scout gains a +1 competence bonus to Armor 
  Class during any round in which she moves at least 10 
  feet. The bonus applies as soon as the scout has moved 10 
  feet, and lasts until the start of her next turn. This bonus 
  improves by 1 for every four levels gained above 3rd (+2 
  at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).  A 
  scout loses this ability when wearing medium or heavy 
  armor or when carrying a medium or heavy load. If she 
  gains the skirmish ability from another class, the bonuses 
  stack. 
   
  Battle Fortitude (Ex): At 2nd level, a scout gains a 
  ÷1 competence bonus on Fortitude saves and initiative 
  checks. This bonus increases to +2 at 11th level and +3 at 
  20th level. A scout loses this bonus when wearing 
  
  GRM5-03 Pruning at the Root 
   
  Page 64 
  medium or heavy armor or when carrying a medium or 
  heavy load. 
   
  Uncanny Dodge (Ex): Starting at 2nd level, a scout 
  cannot be caught flat-footed and reacts to danger before 
  her senses would normally allow her to do so. See the 
  barbarian class feature, page 26 of the Player’s Handbook. 
   
  Fast Movement (Ex): Starting at 3rd level, a scout’s 
  gains a ÷10 foot enhancement bonus to her base land 
  speed. At 11th level, this bonus increases to ÷20 feet. See 
  the monk class feature, page 41 of the Player’s Handbook.  
  A scout loses this benefit when wearing medium or 
  heavy armor or when carrying a medium or heavy load. 
   
  Trackless Step (Ex): Beginning at 3rd level, a scout 
  cannot be tracked in natural surroundings. See the druid 
  class feature, page 36 of the Player’s Handbook. 
   
  Flawless Stride (Ex): Starting at 6th level, a scout 
  can move through any sort of terrain that slows 
  movement such as undergrowth, rubble, and similar 
  terrain) at her normal speed and without taking damage 
  or suffering any other impairment.  This ability does not 
  let her move more quickly rough terrain that requires a 
  Climb or Swim check to navigate, nor can she move more 
  quickly through terrain or undergrowth that has been 
  magically manipulated to impede motion.  A scout loses 
  this benefit when wearing medium or heavy armor or 
  when carrying a medium or heavy load. 
   
  Camouflage (Ex): Beginning at 8th level, a scout 
  can use the Hide skill in any sort of natural terrain. See 
  the ranger class feature, page 48 of the Player’s Handbook. 
  She loses this benefit when wearing medium or heavy 
  armor or when carrying a medium or heavy load. 
   
  Blindsense (Ex): At 10th level, a scout gains the 
  Blindsense ability out to 30 feet. This ability functions as 
  described on page 306 of the Monster Manual. 
   
  Hide in Plain Sight (Ex): Beginning at 14th level, a 
  scout can use the Hide skill in natural terrain even while 
  being observed. See the ranger class feature, page 48 of 
  the Player’s Handbook. A scout loses this benefit when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
   
  Possessions: +1 keen adamantine spiked chain, gloves of 
  dexterity +2, amulet of natural armor +2, +1 mithral buckler, 
  ring of protection +2, masterwork cold iron spiked chain, 20 
  masterwork arrows, masterwork composite shortbow (+2 
  Str bonus), +2 glamered mithral chain shirt, traveler's outfit, 
  masterwork rapier. 
  ENCOUNTER 9 
   
   
   
   
  Grandmother of the Fist Effigy Construct: CR 2; 
  Medium construct; HD 1d10+20; hp 23; Init +7; Spd 45 
  ft., fly 75 ft. (average); AC 18, touch 14, flat-footed 16 (+2 
  Dex, +4 armor, +2 natural); Base Atk/Grp: +0/+5; Atk +5 
  melee (1d4+7, slam); Full Atk +5 melee (1d4+7, slam); SQ 
  DR 1/adamantine; AL CE; SV Fort +0, Ref +3, Will +0; Str 
  20, Dex 16, Con –, Int –, Wis 11, Cha 1; Complete Arcane, 
  page 151. 
   
  Skills and Feats: Improved Initiative. 
   
  Description: 
  Effigies 
  are 
  magically 
  animated 
  automatons built in the form other living creatures. They 
  are things of clockwork mechanisms and alchemy, 
  animated by an elemental spirit bound to their 
  mechanical shells. Magical artificers and artisans capable 
  of creating such complex devices are few and far 
  between, so effigies are not at all common. Unlike with 
  most constructs, an effigy creature’s true nature is not 
  always immediately obvious. Some are quite lifelike, 
  revealing their true nature only after taking serious 
  damage. An observer must succeed on a DC 20 Spot 
  check to notice that the effigy is an automaton, not a 
  living creature of its type. Effigy creatures do only what 
  they are instructed to do by their creators. They draw no 
  conclusions of their own and follow orders explicitly 
  with no regard for their own safety. The commands given 
  them must be simple, such as “Remain here and attack 
  any elves who enter this room,” or “Follow and defend 
  against any who attack my party.” An effigy’s creator can 
  command it if the effigy is within 60 feet and can see and 
  hear him. If uncommanded, an effigy usually follows its 
  last instruction to the best of its ability, but it will defend 
  itself if attacked. An effigy’s creator can order the 
  creature to obey the orders of another individual (who 
  can in turn order the effigy to obey someone else), but 
  the effigy’s creator can always resume control over his 
  creation by commanding the effigy to obey him alone. 
  Damaged effigies can be repaired by means of any repair 
  spell (see Chapter 4, Complete Arcane) or by manual repair 
  in an appropriate workshop or laboratory. The individual 
  performing the repairs must have the Craft Construct 
  feat (see page 303 of the Monster Manual) or 10 ranks in 
  Knowledge (architecture and engineering), and must 
  spend 50 gp and 1 hour per hit point restored. 
  Aeleona Ephandril, Grandmother of the Fist: female 
  drow Rog8/Asn10; CR 19; Medium humanoid; HD 
  (8d6)+(10d6)+18; hp 95; Init +11; Spd 30 ft.; AC 24, touch 
  17, flat-footed 24 (+7 Dex, +6 armor, +1 shield); Base 
  Atk/Grp: +13/+16; Atk +23 ranged (1d6+3 plus 
  poison/19-20/x3, +1 keen bane (human) magebane composite 
  shortbow (+1 Str bonus)) or +21 melee (1d6+4/15-20, +1 keen 
  bane (human) magebane mithral rapier); Full Atk 
  +23/+18/+13 ranged (1d6+3 plus poison/19-20/x3, +1 keen 
  bane (human) magebane composite shortbow (+1 Str bonus)) or 
  +21/+16/+11 melee (1d6+4/15-20, +1 keen bane (human) 
  magebane mithral rapier); SA sneak attack +9d6, death 
  attack (DC 23), spells, spell-like abilities; SQ trapfinding, 
  evasion, trap sense +2, uncanny dodge, poison use, +5 
  save against poison, improved uncanny dodge, hide in 
  plain sight, darkvision 120 ft., +2 racial bonus to Will 
  saves against spells and spell-like abilities, +2 racial bonus 
  to saves against enchantment spells and effects, +2 racial 
  bonus on Listen, Search, and Spot checks, detect secret 
  doors, light blindness, immunity to sleep spells and 
  effects, SR 29 (11 + class levels); AL LE; SV Fort +6, Ref 
  +20, Will +5; Str 12 (16), Dex 20 (24), Con 12, Int 16, Wis 
  10, Cha 16. 
   
  Skills and Feats: Balance +10, Bluff +22, Diplomacy +7, 
  Disable Device +14, Disguise +24, Escape Artist +10, 
  Gather Information +11, Hide +25 (+30), Intimidate +24, 
  Jump +5, Knowledge (local – Sheldomar Valley 
  
  GRM5-03 Pruning at the Root 
   
  Page 65 
  Metaregion) +5, Listen +2, Move Silently +25 (+30), Open 
  Lock +13, Profession (criminal) +2, Search +18, Sense 
  Motive +8, Speak Language +1, Spot +15, Tumble +20; 
  Combat Expertise, Combat Reflexes, Improved Feint, 
  Improved Initiative, Light Armor Proficiency, Point 
  Blank Shot, Precise Shot, Simple Weapon Proficiency, 
  Weapon Finesse. 
   
  Spell-Like Abilities (Sp): Drow can use the 
  following spell-like abilities once per day: dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Assassin Spells Known: (4/4/4/3; Base DC = 13 + Spell 
  Level): 1st - feather fall, jump, obscuring mist, true strike; 2nd - 
  cat's grace, invisibility, spider climb, undetectable alignment; 3rd 
  - deeper darkness, false life, misdirection, nondetection; 4th - 
  dimension door, freedom of movement, greater invisibility, 
  poison. 
   
  Possessions: +1 keen bane (human) magebane composite 
  shortbow (+1 Str bonus), +1 keen bane (human) magebane 
  mithral rapier, +1 mithral buckler, +1 mithral chain shirt, 20 
  +1 poisoned arrows (drow poison [Injury DC 13, 
  Unconsciousness/Unconsciousness for 2d4 hours]), 
  amulet of health +2, boots of elvenkind, cloak of elvenkind, 
  gloves of dexterity +4, noble's outfit, metamagic rod (silent), 
  belt of giant strength +4, wand of greater invisibility (CL 7), 
  greater bracers of archery. 
  Ulphatrix: female drow Clr15; CR 16; Medium 
  humanoid; HD (15d8); hp 90; Init +3; Spd 20 ft.; AC 25, 
  touch 15, flat-footed 22 (+3 Dex, +10 armor, +1 deflection, 
  +1 insight); Base Atk/Grp: +11/+11; Atk +15 ranged 
  (1d4/19-20, masterwork hand crossbow) or +12 melee 
  (1d8, masterwork heavy mace) or +15 ranged (1d8+1/19-
  20, +1 light crossbow) or +12 melee (1d6/18-20, masterwork 
  rapier) or +12 melee (1d3+1, +1 whip); Full Atk +15 ranged 
  (1d4/19-20, masterwork hand crossbow) or +12/+7/+2 
  melee (1d8, masterwork heavy mace) or +15 ranged 
  (1d8+1/19-20, +1 light crossbow) or +12/+7/+2 melee 
  (1d6/18-20, masterwork rapier) or +12/+7/+2 melee 
  (1d3+1, +1 whip); SA Spells, Rebuke Undead, Spell-like 
  Abilities; SQ Aura, Spontaneous Casting, Darkvision 120 
  ft., +2 racial bonus to Will saves against spells and spell-
  like abilities, +2 racial bonus to saves against 
  enchantment spells and effects, +2 racial bonus on Listen, 
  Search, and Spot checks, detect secret doors, light 
  blindness, immunity to sleep spells and effects, SR 26 (11 
  + class levels); AL NE; SV Fort +9 (+12), Ref +8 (+11), Will 
  +14 (+17); Str 10, Dex 16, Con 10, Int 12, Wis 19 (21), Cha 
  14 (16). 
   
  Skills and Feats: Bluff +17, Concentration +14, 
  Diplomacy +5, Disguise +17, Hide +5, Intimidate +5, 
  Listen +7 (+9), Search +3, Spellcraft +15, Spot +7 (+9); 
  Combat Casting, Divine Cleansing*, Exotic Weapon 
  Proficiency (hand crossbow, whip), Extra Turning, Heavy 
  Armor Proficiency, Light Armor Proficiency, Martial 
  Weapon Proficiency (rapier, short sword), Medium 
  Armor Proficiency, Profane Boost**, Quicken Spell, 
  Shield 
  Proficiency, 
  Simple 
  Weapon 
  Proficiency.  
  *Complete Warrior.  **Complete Divine. 
   
  Spell-Like Abilities (Sp): Drow can use the 
  following spell-like abilities once per day: dancing lights, 
  darkness, faerie fire. Caster level equals the drow’s class 
  levels. 
   
  Cleric 
  Spells 
  Prepared: 
  (6/7+1/6+1/6+1/5+1/5+1/3+1/2+1/1+1; Base DC = 15 + 
  Spell Level): 0 - cure minor wounds, detect magic, guidance (2), 
  inflict minor wounds, resistance; 1st - bane, bless, deathwatch, 
  divine favor, entropic shield, protection from good*, sanctuary, 
  shield of faith; 2nd – bear’s endurance, bull’s strength, calm 
  emotions, hold person, invisibility*, silence, sound burst; 3rd – 
  bestow curse, dispel magic (3), invisibility purge, magic circle 
  against good*, magic vestment; 4th – death ward, divine power, 
  freedom of movement, greater magic weapon, spell immunity, 
  unholy blight*; 5th – dispel good*, divine agility**, dragon 
  breath**, flame strike (2), quickened inflict light wounds; 6th – 
  heroes’ feast, quickened hold person, mass inflict moderate 
  wounds, mislead*; 7th – blasphemy*, quickened blessed aim**, 
  mass inflict serious wounds; 8th – mass inflict critical wounds, 
  polymorph any object*.  **Complete Divine. 
   
  *Domain Spell; Deity: Lolth; Domains: Evil - You cast 
  evil spells at +1 caster level. Trickery - Bluff, Disguise and 
  Hide are class skills.  
   
  Possessions: +2 mithral full plate, potion of fly, ring of 
  protection +1, 10 poisoned crossbow bolts (drow poison 
  [Injury DC 13, Unconsciousness/Unconsciousness for 
  2d4 hours]), masterwork hand crossbow, masterwork 
  heavy mace, +1 light crossbow, 3 vials of drow poison, 
  masterwork rapier, silver holy symbol, cleric's vestments, 
  +1 whip, periapt of wisdom +2, vest of resistance +3*, metamagic 
  rod (silent, lesser), cape of the mountebank, pink and green 
  sphere ioun stone, dusty rose prism ioun stone, dark blue 
  rhomboid ioun stone.  *Complete Arcane. 
  The Amazing Prestigo: male human Sor18; CR 18; 
  Medium humanoid; HD (18d4)+18; hp 68; Init +6; Spd 30 
  ft.; AC 22, touch 12, flat-footed 20 (+2 Dex, +3 armor, +2 
  shield, +5 natural); Base Atk/Grp: +9/+9; Atk +15 melee 
  (2d6+2/19-20, +2 skillful greatsword) or +12 ranged 
  (1d8/19-20, masterwork light crossbow); Full Atk 
  +15/+10/+5 melee (2d6+2/19-20, +2 skillful greatsword) or 
  +12 ranged (1d8/19-20, masterwork light crossbow); SA 
  Spells; SQ Summon Familiar (hawk, +3 Spot in bright 
  light); AL NE; SV Fort +7, Ref +8, Will +11; Str 10, Dex 
  14, Con 12, Int 12, Wis 10, Cha 20 (24). 
   
  Skills and Feats: Bluff +25, Concentration +21, 
  Diplomacy +9, Disguise +9, Intimidate +9, Knowledge 
  (arcana) +21, Perform (comedy) +8, Sense Motive +2, 
  Spellcraft +23, Spot +3; Arcane Preparation*, Combat 
  Casting, Empower Spell, Improved Initiative, Maximize 
  Spell, Point Blank Shot, Precise Shot, Quicken Spell, 
  Simple Weapon Proficiency.  *Complete Arcane. 
   
  Sorcerer Spells Known: (6/8/8/8/7/6/5/5/2/2; base DC 
  = 17 + spell level): 0 – acid splash, dancing lights, detect magic, 
  disrupt undead, ghost sound, mage hand, prestidigitation, ray of 
  frost, read magic; 1st – enlarge person, expeditious retreat, mage 
  armor, magic missile, shield; 2nd  – blur, glitterdust, Melf’s acid 
  arrow, scorching ray, web; 3rd –fireball, fly, haste, hold person; 
  4th – dimension door, Evard’s black tentacles, mass enlarge 
  person, solid fog; 5th – cloudkill, teleport, wall of force, waves of 
  
  GRM5-03 Pruning at the Root 
   
  Page 66 
  fatigue; 6th – chain lightning, disintegrate, greater dispel magic; 
  7th – delayed blast fireball, mass hold person, Mordenkainen’s 
  sword; 8th – moment of prescience, polar ray; 9th – time stop. 
   
  Arcane Spells Prepared: (0/0/0/0/0/1/2/2/3/1; base DC 
  = 17 + spell level): 5th – quickened magic missile; 6th – 
  quickened glitterdust, quickened scorching ray; 7th – 
  quickened haste, quickened hold person; 8th – quickened 
  Evard’s black tentacles, quickened maximized magic missile, 
  maximized empowered fireball; 9th – quickened cloudkill. 
   
  Possessions: 10 crossbow bolts, bracers of armor +3, +1 
  mithral buckler, wand of invisibility (CL 3), masterwork light 
  crossbow, entertainer's outfit, spell component pouch, 
  cloak of charisma +4, potion of greater mage armor*, metamagic 
  rod (silent, lesser), metamagic rod (empower, lesser), +2 skillful 
  greatsword*, amulet of natural armor +5.  *Complete Arcane. 
  Talon the Magnificent: male hawk familiar; Tiny 
  magical beast; HD 18d8; hp 34; Init +3; Spd 10 ft., Fly 
  60 ft.; AC 26, touch 15, flat-footed 23 (+2 size, +3 Dex, 
  +11 natural); Base Atk/Grp: +9/-1; Atk/Full Atk +14 
  melee (1d4-2 , talons); SA; SQ alertness, low-light 
  vision, deliver touch spells, empathic link, improved 
  evasion, share spells, speak with master, speak with 
  animals of its kind, scry on familiar, SR 21 (master’s 
  level +5); AL NE; SV Fort +6, Ref +9, Will +13; Str 6, 
  Dex 17, Con 10, Int 14, Wis 14, Cha 6. 
   
  Skills and Feats: Bluff +16, Concentration +20, 
  Diplomacy +0, Disguise +0, Hide +11, Intimidate +0, 
  Listen +4, Knowledge (arcana) +22, Perform 
  (comedy) -1, Sense Motive +4, Spellcraft +24, Spot 
  +16; Alertness, Weapon FinesseB. 
  Tura ap Branwyn: female human Rgr17; CR 17; 
  Medium humanoid; HD 17d8+34; hp 128; Init +7; Spd 30 
  ft.; AC 25, touch 18, flat-footed 18 (+7 Dex, +5 armor, +1 
  deflection, +2 shield); Base Atk/Grp: +17/+19; Atk +27 
  ranged (1d8+4/x3, +1 bane (human) composite longbow (+2 
  Str bonus)) or +23/+23 ranged (1d8+4/x3, +1 bane (human) 
  composite longbow (+2 Str bonus)) or +21/+21/+21 ranged 
  (1d8+4/x3, +1 bane (human) composite longbow (+2 Str 
  bonus)) or +19/+19/+19/+19 ranged (1d8+4/x3, +1 bane 
  (human) composite longbow (+2 Str bonus)) or +20 melee 
  (1d8+4/19-20, +1 adamantine bane (human) longsword) or 
  +20 melee (1d6+3/19-20, +1 adamantine bane (giant) short 
  sword); Full Atk +27/+22/+17/+12 ranged (1d8+4/x3, +1 
  bane (human) composite longbow (+2 Str bonus)) or 
  +25/+25/+20/+15/+5 ranged (1d8+4/x3, +1 bane (human) 
  composite longbow (+2 Str bonus)) or +20/+15/+10/+5 melee 
  (1d8+4/19-20, +1 adamantine bane (human) longsword) or 
  +18/+13/+8/+3 melee (1d8+3/19-20, +1 adamantine bane 
  (human) longsword) and +18/+13/+8/+3 melee (1d6+2/19-
  20, +1 adamantine bane (giant) short sword); SA favored 
  enemy (aberration +2, dragon +2, giant +2, human +8), 
  spells; SQ wild empathy, combat style (archery), animal 
  companion, improved combat style (archery), woodland 
  stride, swift tracker, evasion, combat style mastery 
  (archery), camouflage, hide in plain sight; AL LE; SV Fort 
  +12, Ref +17, Will +7; Str 14, Dex 20 (24), Con 14, Int 12, 
  Wis 10 (14), Cha 8. 
   
  Skills and Feats: Handle Animal +17, Hide +25 (+30), 
  Knowledge (dungeoneering) +19, Listen +20, Move 
  Silently +25 (+30), Search +19, Spot +20, Survival +20; 
  EnduranceB, Greater Two Weapon Fighting, Improved 
  Buckler Defense, Improved Precise ShotB, Improved Two 
  Weapon Fighting, Light Armor Proficiency, ManyshotB, 
  Martial Weapon Proficiency, Point Blank Shot, Precise 
  Shot, Quick Draw, Rapid ShotB, Shield Proficiency, 
  Simple Weapon Proficiency, TrackB, Two Weapon 
  Fighting. 
   
  Ranger Spells Prepared: (3/3/2/1; Base DC = 12 + Spell 
  Level): 1st – arrow mind*, longstrider, resist energy; 2nd – 
  barkskin, cat’s grace, nature’s favor; 3rd – greater magic fang, 
  phantasmal decoy**; 4th – bane bow**.  *Complete 
  Adventurer.  **Complete Divine. 
   
  Possessions: +1 bane (human) composite longbow (+2 Str 
  bonus), 40 arrows, +1 adamantine bane (human) longsword, 
  +1 adamantine bane (giant) short sword, +1 mithral chain 
  shirt, traveler's outfit, periapt of wisdom +4, boots of elvenkind, 
  cloak of elvenkind, greater bracers of archery, ring of protection 
  +1, gloves of dexterity +4, +1 mithral buckler. 
  Timor, Tura's Animal Companion: male dire wolf; 
  Large animal; HD 6d8+18; hp 50; Init +2; Spd 50 ft.; AC 
  14, touch 11, flat-footed 12 (-1 size, +2 Dex, +3 natural); 
  Base Atk/Grp: +4/+15; Atk/Full Atk +11 melee (1d8+10, 
  bite); SA trip; SQ low-light vision, scent, link, share 
  spells, bonus tricks (1); AL N; SV Fort +8, Ref +7, Will +6; 
  Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +0, Listen +7, Move Silently +4, 
  Spot +7, Survival +2 (+6 tracking by scent); Alertness, 
  Run, TrackB, Weapon Focus (bite). 
   
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+11 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity. If the attempt fails, the 
  opponent cannot react to trip the wolf. 
  Fist 
  Sorcerer 
  Snipers 
  (2): 
  male 
  human 
  Rog11/Sor1/Thief-Acrobat5; CR 17; Medium humanoid; 
  HD (11d6)+(1d4)+(5d6)+17; hp 88; Init +10; Spd 30 ft.; AC 
  29, touch 21, flat-footed 29 (+6 Dex, +7 armor, +1 shield, 
  +5 misc); Base Atk/Grp: +11/+13; Atk +20 ranged 
  (1d6+4/x3, +1 bane (human) composite shortbow (+2 Str 
  bonus)) or +16/+16 ranged (1d6+4/x3, +1 bane (human) 
  composite shortbow (+2 Str bonus)) or +14/+14/+14 ranged 
  (1d6+4/x3, +1 bane (human) composite shortbow (+2 Str 
  bonus)) or +14 melee (1d6+2/18-20, masterwork rapier); 
  Full Atk +20/+15/+10 ranged (1d6+4/x3, +1 bane (human) 
  composite shortbow (+2 Str bonus)) or +18/+18/+13/+8 
  ranged (1d6+4/x3, +1 bane (human) composite shortbow (+2 
  Str bonus)) or +14/+9/+4 melee (1d6+2/18-20, masterwork 
  rapier); SA Sneak Attack +6d6, Spells; SQ Evasion, 
  Summon Familiar, Trapfinding, Trap Sense +3, Uncanny 
  Dodge, Fast Acrobatics, Kip Up, Steady Stance, Agile 
  Fighting, Slow Fall 30 ft, Acrobatic Charge, Defensive 
  Roll, 
  Skill 
  Mastery, 
  Improved 
  Uncanny 
  Dodge, 
  Improved Evasion; AL LE; SV Fort +5 (+8), Ref +17 (+20), 
  Will +5 (+8); Str 14, Dex 20 (22), Con 10 (12), Int 14, Wis 
  8, Cha 12; Complete Adventurer, page 83. 
   
  Skills and Feats: Balance +26, Bluff +19, Climb +20, 
  Concentration +2, Diplomacy +3, Disguise +3, Hide +24 
  
  GRM5-03 Pruning at the Root 
   
  Page 67 
  (+29), Intimidate +3, Jump +22, Knowledge (local – 
  Sheldomar Valley Metaregion) +4, Listen +7 (+9), Move 
  Silently +24 (+29), Open Lock +8, Profession (criminal) 
  +1, Search +20, Spot +17 (+19), Tumble +26, Use Rope +9; 
  Improved Initiative, Light Armor Proficiency, Manyshot, 
  Point Blank Shot, Power Critical (shortbow), Precise 
  Shot, Rapid Shot, Simple Weapon Proficiency, Weapon 
  Focus (shortbow). 
   
  Fast Acrobatics (Ex): The thief-acrobat can avoid 
  the normal penalties for accelerated movement while 
  using her acrobatic talents. She ignores the normal -5 
  penalty when making a Balance check while moving at 
  her full normal speed. She can climb half her speed as a 
  move action without suffering a -5 penalty on her Climb 
  check. Finally, she can tumble at her full speed without 
  taking the normal -10 penalty on her Tumble check. 
   
  Kip Up (Ex): A thief-acrobat can stand up from a 
  prone position as a free action that doesn't provoke 
  attacks of opportunity. This ability only works if the 
  thief-acrobat wears light or no armor and carries no more 
  than a light load. 
   
  Steady Stance (Ex): The thief-acrobat remains 
  stable when others have difficulty standing. He is not 
  considered flat-footed while balancing or climbing, and 
  may add his class level to Balance or Climb checks to 
  remain balancing or climbing when taking damage. 
   
  Agile Fighting (Ex): A whirling, spinning thief-
  acrobat becomes a devilishly difficult target. At 2nd level, 
  the thief-acrobat gains a +1 dodge bonus to AC. When 
  fighting defensively or using total defense, this bonus 
  becomes +2. At 4th level, these bonuses each increase by 
  +1 (to +2 and +3, respectively).  In addition, the thief-
  acrobat suffers no penalty to her AC or on her melee 
  attack rolls when kneeling, sitting, or prone.  This ability 
  only works if the thief-acrobat wears light or no armor 
  and carries no more than a light load. 
   
  Slow Fall (Ex): At 2nd level, a thief-acrobat within 
  arm's reach of a wall can use it to slow her descent. She 
  takes damage as if such fall were 20 feet shorter than it 
  actually is. At 4th level, the falling distance is effectively 
  reduced by 30 feet.  If the thief-acrobat has this ability 
  from another class, the distances stack to determine the 
  effective reduction of the falling distance. 
   
  Acrobatic Charge (Ex): A 3rd-level thief-acrobat 
  can charge in situations where others cannot. He may 
  charge over difficult terrain that normally slows 
  movement or allies blocking his path. This ability enables 
  him to charge across a cluttered battlefield, leap down 
  from a ledge, or to swing across a chasm to get to his 
  target. Depending on the circumstance, he may still need 
  to make appropriate checks (such as Jump, Tumble, or 
  Use Rope checks) to successfully move over the terrain. 
   
  Defensive Roll (Ex): Beginning at 3rd level, the 
  thief-acrobat can roll with a potentially lethal blow to 
  take less damage from it than she otherwise would. Once 
  per day, when she would be reduced to 0 or fewer hit 
  points by damage in combat, the thief-acrobat can 
  attempt to roll with the damage. To use this ability, the 
  thief-acrobat must attempt a Reflex saving throw (DC = 
  damage dealt). If the save succeeds, she takes only half 
  damage from the blow; if it fails, she takes full damage. 
  She must be aware of the attack and able to react to it in 
  order to execute her defensive roll -- if she is denied her 
  Dexterity bonus to AC, she can't use this ability. Evasion 
  does not apply to the defensive roll.  At 5th level, the 
  thief-acrobat may use this ability twice per day. 
   
  Skill Mastery (Ex): A 4th-level thief-acrobat 
  becomes so certain in her mobility that she can take 10 
  on Balance, Climb, Jump, and Tumble skill checks even if 
  stress and distractions would normally prevent her from 
  doing so. 
   
  Improved Evasion (Ex): Beginning at 5th level, the 
  thief-acrobat can avoid damage from certain attacks with 
  a successful Reflex save and take only half damage on a 
  failed save. See the monk class feature on page 42 of the 
  Player's Handbook. 
   
  Sorcerer Spells Known: (5/4; base DC = 11 + spell level): 
  0 - detect magic, ghost sound, mage hand, resistance; 1st - arrow 
  mind*, critical strike*. *Complete Adventurer. 
   
  Possessions: slaying arrow (elf), slaying arrow (dwarf), 
  slaying arrow (human), 20 +1 arrows (2 poisoned with drow 
  poison 
  [Injury 
  DC 
  13, 
  Unconsciousness/Unconsciousness for 2d4 hours] and 2 
  poisoned with black lotus extract poison [Contact DC 20, 
  3d6 Con/3d6 Con]), spell component pouch, +1 bane 
  (human) composite shortbow (+2 Str bonus), masterwork 
  rapier, traveler's outfit, potion of greater mage armor*, potion 
  of invisibility, potion of resist energy (fire) 30, potion of shield of 
  faith +5, ring of feather falling, arcane scroll of shield (CL 1), +1 
  mithral buckler, wand of invisibility (CL 3, 25 charges), amulet 
  of health +2, gloves of dexterity +2, vest of resistance +3*, potion 
  of resist energy (fire) 30, greater bracers of archery, boots of 
  elvenkind, cloak of elvenkind, dark blue rhomboid ioun stone, . 
  *Complete Arcane. 
  
  GRM5-03 Pruning at the Root 
   
  Page 68 
   
  DM AID – NEW RULES ITEMS 
  NEW FEATS 
  Arcane Preparation (Complete Arcane) 
   
  You can prepare an arcane spell ahead of time, just as a wizard does. 
   
  Prerequisite: Ability to cast arcane spells without preparation. 
   
  Benefit: Each day, you can use one or more of your spell slots to prepare spells you know, usually for the purpose 
  of applying a metamagic feat to the spell – but without an increase in its casting time. Preparing a spell uses a spell slot 
  of the appropriate level, and once prepared, that slot can’t be used for anything else until the prepared spell is cast. 
   
  Normal: Spellcasters who cast arcane spells without preparation (such as sorcerers and bards) who apply a 
  metamagic feat to a spell must cast it as a full-round action instead of a standard action. 
  Divine Cleansing (Complete Warrior) 
   
  You can channel energy to improve your allies’ ability to resist attacks against their vitality and health. 
   
  Prerequisites: Turn or rebuke undead ability. 
   
  Benefits: As a standard action, you can spend one of your turn or rebuke undead attempts to grant all allies 
  (including yourself) within a 60 ft. burst a +2 sacred bonus on Fort saves for a number of rounds equal to your Cha 
  modifier. 
  Energy Substitution (Complete Arcane) 
   
  You can modify an energy-based spell to use another type of energy instead. 
   
  Prerequisites: Knowledge (arcane) 5 ranks, any metamagic feat. 
   
  Benefits: Choose one type of energy (acid, cold, electricity, or fire). You can then modify any spell with an energy 
  descriptor to use the chosen type of energy instead. An energy substituted spell uses a spell slot of the spell’s normal 
  level. The spell’s descriptor changes to the new energy type – for example, a fireball spell composed of cold energy is an 
  evocation [cold] spell. 
   
  Special: You can gain this feat multiple times, choosing a different type of energy each time. 
  Improved Buckler Defense (Complete Warrior) 
   
  You can attack with an off-hand weapon while retaining a buckler’s shield bonus to your AC. 
   
  Prerequisites: Shield Proficiency. 
   
  Benefits: When you attack with a weapon in your off hand, you may still apply your buckler’s shield bonus to your 
  AC. 
   
  Normal: Without this feat, a character wielding a buckler shield who attacks with an off-hand weapon loses the 
  buckler’s shield bonus to AC until his next turn. 
   
  Special: A fighter may select Improved Buckler Defense as one of his fighter bonus feats. 
  Power Critical (Complete Warrior) 
   
  Choose one weapon, such as a longsword or a greataxe. With that weapon, you know how to hit where it hurts. 
   
  Prerequisites: Weapon Focus with weapon, base attack bonus +4.  
   
  Benefit: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat. 
   
  Special: 
  A 
  fighter 
  may 
  select 
  Power 
  Critical 
  as 
  one 
  of 
  his 
  fighter 
  bonus 
  feats.  
  You can gain Power Critical multiple times. Each time you take the feat, it may be with a different weapon or the same 
  weapon. If you take it with the same weapon, the effects of the feats stack.  
  Profane Boost (Complete Divine) 
   
  You can channel negative energy to increase the power of inflict wounds spells cast near you. 
   
  Prerequisites: Ability to rebuke undead. 
   
  Benefits: You can spend a rebuke attempt as standard action to place an aura of negative energy upon each creature 
  within a 60-ft. burst. Any inflict spell cast on one of these creatures before the end of your next turn is automatically 
  maximized, with no adjustment to the spell’s level or casting time. 
   
  Special: You can gain this feat multiple times, choosing a different type of energy each time. 
  
  GRM5-03 Pruning at the Root 
   
  Page 69 
  NEW ITEMS 
  Magebane Weapon Special Ability (Complete Arcane) 
   
  Weapons crafted with the magebane property are rightly feared by all arcane spellcasters. Against any creature with 
  arcane spells currently prepared or spell slots available to cast arcane spells without preparation, or against creatures 
  with the ability to use arcane spell-like abilities, a magebane weapon’s effective enhancement level is 2 better than 
  normal (so that a +1 longsword becomes a +3 longsword when wielded against arcane spellcasters) and deals an extra 2d6 
  points of damage. Magebane bows, crossbows, and slings bestow this ability upon their ammunition.  Moderate 
  conjuration; CL 8th; Craft Magic Arms and Armor, dispel magic; Price +1 bonus. 
  Skillful Weapon Special Ability (Complete Arcane) 
   
  Highly prized by many arcane spellcasters, a skillful weapon can be wielded without penalty by a character not 
  normally proficient with it. In addition, the wielder’s base attack bonus improves to a minimum of ¾ his level (as a 
  cleric of the same character level) when he attacks with a skillful weapon, though he gains no such bonus with any 
  other weapon, even if a skillful weapon is wielded at the same time.  The skillful special ability can be added only to 
  melee weapons.  Moderate transmutation; CL 11th; Craft Magic Arms and Armor, Tenser’s transformation; Price +2 bonus. 
  Vest of Resistance (Complete Arcane) 
   
  These garments offer magic protection in the form of a +1 to +5 bonus on all saving throws.  Faint abjuration; CL: 
  5th; Prerequisites: Craft Wondrous Item, resistance, creator’s CL must be at least three times the vest’s bonus; Market Price: 
  1,000 gp (+1), 9,000 gp (+3); Weight: 1 lb. 
  NEW SPELLS 
  Arrow Mind (Complete Adventurer) 
  Divination 
  Level: Ranger 1, Sorcerer/Wizard 1 
  Components: V, S, M 
  Casting Time: 1 immediate action 
  Range: Personal 
  Target: You 
  Duration: 1 min./level 
   
  You sharpen your senses and focus your mind on the use of a bow. While this spell is in effect and you are wielding 
  a longbow, shortbow, greatbow*, composite greatbow*, composite shortbow, or composite longbow, you threaten all 
  squares within your normal melee reach (5 feet if Small or Medium, 10 feet if Large) with your bow, allowing you to 
  make attacks of opportunity with arrows shot from the bow. In addition, you do not provoke attacks of opportunity 
  when you shoot a bow while you are in another creature’s threatened square. * See Complete Warrior. 
   
  Material Component: A flint arrowhead. 
  Bane Bow (Complete Divine) 
  Evocation 
  Level: Ranger 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Ranged weapon touched 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No 
   
  This spell allows you to channel divine power into any ranged weapon you choose. The weapon gains a +5 
  enhancement bonus on attack and damage rolls, plus the bane quality (+7 enhancement bonus on attack and damage 
  rolls, plus an additional 2d6 points of damage) against foes of a type you specify. You must choose one of your favored 
  enemy categories as the type that your bane bow is effective against. The spell is automatically cancelled 1 round after the 
  weapon leaves your hand. You cannot have more than one bane bow at a time.  If this spell is cast on a magic weapon, the 
  powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers 
  of the weapon inoperative for the duration of the spell. This spell is not cumulative with other spells that modify 
  weapons in some way.  This spell does not work on artifacts. 
   
  Note: A masterwork weapon’s bonus on attack rolls does not stack with a magic enhancement bonus on attacks. 
  Ammunition fired from a bane bow loses its magic qualities (taking those of the bane bow instead), but it retains its 
  material qualities for the purpose of overcoming damage reduction. For example, a bane bow can still shoot silver arrows 
  that bypass the damage reduction of lycanthropes.  
  
  GRM5-03 Pruning at the Root 
   
  Page 70 
  Blessed Aim (Complete Divine) 
  Divination 
  Level: Blackguard 2, Cleric 3, Paladin 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Effect: 60-ft. spread, centered on you 
  Duration: Concentration. 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  This spell grants a +2 morale bonus on all ranged attacks for your allies within the spread. 
  Critical Strike (Complete Adventurer) 
  Divination 
  Level: Assassin 1, Sorcerer/Wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  While this spell is in effect, your melee attacks are more likely to strike a foe’s vital areas. Whenever you make a 
  melee attack against a flanked foe or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, 
  your weapon’s threat range is doubled (as if under the effect of keen edge), and you gain a +4 insight bonus on rolls made 
  to confirm critical hits. The increased threat range granted by this spell doesn’t stack with any other effect that increases 
  your weapon’s threat range. Creatures immune to sneak attacks are immune to the extra damage dealt by your attacks. 
  Divine Agility (Complete Divine) 
  Transmutation 
  Level: Cleric 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living Creature Touched 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  Calling on the divine power of your patron, you imbue a living creature with agility and skill in combat.  You 
  confer the base Reflex save bonus of a rogue of your total character level, a +4 enhancement bonus to Dex, and the 
  Spring Attack feat on the target for the duration of the spell. 
  Dragon Breath (Complete Divine) 
  Evocation [Good or Evil] 
  Level: Cleric 5, Sorcerer/Wizard 5 
  Components: V, S, M/DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level. 
   
  You gain the ability to breathe a gout of energy that mimics a dragon’s breath as a standard action. Once you’ve used 
  the breath attack, you must wait 1d4 rounds before doing so again.  When you cast dragon breath, you choose one true 
  dragon whose breath you’re emulating.  If you choose a chromatic dragon, then dragon breath gains the evil descriptor. If 
  you choose a metallic dragon, then dragon breath gains the good descriptor. 
  Dragon 
  Breath 
  Saving Throw 
  Black 
  30-ft. line of acid, 1d8/2 caster levels (maximum 10d8) 
  Reflex half 
  Blue 
  30-ft. line of electricity, 1d8/2 caster levels (maximum 10d8) 
  Reflex half 
  Green 
  15-ft. cone of acid, 1d8/2 caster levels (maximum 10d8) 
  Reflex half 
  Red 
  15-ft. cone of fire, 1d8/2 caster levels (maximum 10d8) 
  Reflex half 
  
  GRM5-03 Pruning at the Root 
   
  Page 71 
  White 
  15-ft. cone of cold, 1d8/2 caster levels (maximum 10d8) 
  Reflex half 
  Brass 
  15-ft. cone of sleep, last 1d6 rounds 
  Will negates 
  Bronze 
  30-ft. line of electricity, 1d8/2 caster levels (maximum 10d8) 
  Reflex half 
  Copper 
  15-ft. cone of slow, last 1d6 rounds 
  Will negates 
  Gold 
  15-ft. cone of fire, 1d8/2 caster levels (maximum 10d8) 
  Reflex half 
  Silver 
  15-ft. cone of paralysis, last 1d6 rounds 
  Fort negates 
   
  Mage Armor, Greater (Complete Arcane) 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/Wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
   
  This spell functions like mage armor, except that its tangible field of force provides a +6 armor bonus to Armor 
  Class. 
   
  Material Component: A tiny platinum shield worth 25 gp. 
  Phantasmal Decoy (Complete Divine) 
  Illusion (Phantasm) [Mind-Affecting] 
  Level: Ranger 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One living creature 
  Duration: 1 round/level 
  Saving Throw: Will disbelief (if interacted with) 
  Spell Resistance: Yes 
   
  You create a phantasmal image of the subject’s most hated enemy by sifting through the subconscious mind of the 
  subject.  Only you and the spell’s subject can see the phantasmal creature, and the phantasm seems blurry and indistinct 
  to you.  A creature of Int 3 or lower automatically chases after a phantasmal decoy, and most intelligent creatures are 
  likely to do as well unless such action would be obviously foolish.  As a move action, you can move the phantasmal 
  decoy up to 60 feet in any direction.  Because it’s not real, the phantasmal decoy isn’t affected by terrain that slows 
  movement (although you can slow its progress voluntarily if you like to help maintain the façade of realism).  The target 
  gets a Will save if she successfully attacks the phantasmal decoy or moves adjacent to it. 
   
  
  GRM5-03 Pruning at the Root 
   
  Page 72 
  DM AID – NPC PERSONALITIES 
   
  THOSE WORKING FOR LAW 
  Ferrule Garde 
   
  Ferrule Garde is the premier Special Constable in Gran March. Special Constables are hired investigators trained in 
  the investigation of extraordinary crimes and the apprehension of difficult criminals. They operate in a guild-like 
  structure where members take on individual assignments but can call on the resources of the membership when 
  necessary. Garde has an exclusive contract with the Commandant to investigate any and all incidents that the 
  Commandant feels is important. Thus, he is the de facto chief law enforcement officer of Gran March. If asked, Garde 
  will say his vast array of gear comes from all of the criminals he has apprehended over the years. Garde is in his forties, 
  has grey eyes, and has brown and gray hair down to his shoulders. He is 74 inches tall and weighs 190 pounds. He has a 
  no-nonsense demeanor and does deal in trivialities.  
  THOSE WORKING FOR THE CORPORATION  
  The Toecutter (created by Pete Winz) 
   
  The Toecutter (no one knows his real name) stands almost six feet tall and looks to be just past middle age. He 
  wears a pair of short swords with ivory skull pommels strapped to his thighs. Thick slabs of dense muscle ripple beneath 
  his sleeveless tunic and he moves with catlike grace. His wide, adamantine-studded belt and ornate bracers catch the 
  eye, but his face draws more attention. He has a number of deep scars on his cheeks, one of which pulls the right side of 
  his mouth into an almost sardonic grin even while the other side is set in a tight line. His left ear appears to have been 
  half chewed off. His hair has been cut down to brown fuzz, and tales of other past injuries are written in the scars across 
  his scalp. But perhaps his most arresting feature is his dark eyes that seem to fix you like a needle through a bug in a 
  display case. Though his speech is quite coarse and lacks refinement, he has a keen mind and a discerning eye. He will 
  be jovial, but the threat of action is almost always present. 
   
  Any PCs who are members of the Corporation or who are Gran March residents with 2 or more rogue levels 
  recognize him immediately and know that he has an extremely nasty reputation for preying upon thieves (Corporation 
  members also know that he is a member and that he preys only upon non-members). It is said that he takes the smallest 
  toe from the right foot of his victims, but no one knows what he does with them. He has been around long enough to 
  head up a Chapter House if he was so inclined, but he seems to prefer to operate alone. He has connections with most of 
  the Hookhill underworld and is such an intimidating figure that most go out of their way to help him in whatever way 
  he asks. 
  THOSE WORKING BOTH SIDES OF THE STREET 
  Agnar Momo 
   
  Born near Ironwall Keep, Agnar has been in the Scouts of the 4th Battle since he mustered. He has a natural 
  aptitude for scouting which also drew the attention of The Corporation. Agnar was recruited and is now a full member. 
  He is not personable, but tries really hard to fit in. He has an interested in secrets, both in uncovering them and keeping 
  them for himself. This is what makes him a good scout and a good member of The Corporation. 
   
  His one flaw appears to be that he is overly trusting for a member of the Corporation. He assumes that anyone on 
  his team is working to accomplish whatever mission they have. Thus, he was a sitting duck for betrayal by Prestigo and 
  Tura. 
  THE BIG BAD 
  Aeleona Ephandril, the Grandmother of the Fist 
   
  Though not present at the Fist base at the time of this adventure, Ephandril’s leadership and influence are the 
  foundation of all that the PCs encounter. She goes beyond any stereotype of rogue, assassin, or even drow. An expatriate 
  from the drow realm due to her rejection of the capricious nature of drow advancement (meaning that she did not want 
  to take a chance on becoming a drider), Ephandril took what magic items she could steal and became an assassin for 
  various unsavory nobles in Sterich during the Greyhawk Wars. She even got involved in a small way with other outcast 
  drow in a plot to replace certain local officials in Istivin with drow in order to gain power in that city. When five of the 
  
  GRM5-03 Pruning at the Root 
   
  Page 73 
  drow impersonators were found dead, desiccated, and mutilated, Ephandril and her cohort Ulphatrix left Sterich in 
  disguise to seek their fortune in a more stable nation.  
   
  They eventually found their way to Hookhill and learned of The Corporation. Ephandril’s talents, nurtured in the 
  Underoerth and sharpened in Sterich, allowed her to advance rapidly in the Corporation’s ranks. She got the attention 
  of the leader of the Corporation. He then made the mistake of believing that, just because she knew and respected the 
  nature of a contract, she could be trusted with the security of the organization. Thus, after he had killed the previous 
  Grandfather of the Fist in a power struggle, he promoted Ephandril to Grandmother of the Fist. 
   
  Ephandril did do as she was told for the first year of her tenure. She started feeling like her talents for killing as 
  well as those in the Fist were being wasted as they were almost never called on to assassinate anyone. She also 
  questioned the prohibition on attacking military targets. Eventually, Ephandril felt like she would make a better leader 
  of The Corporation.  
   
  Learning from her predecessor that overt assault was a risky and deadly proposition, she decided to see if there 
  were others who felt the same as she. As successful drow are want to do, she would bide her time, gather strength, and 
  wait for the right moment to strike when her foe is at his weakest. Thus, she formed the rogue faction of The 
  Corporation. She would put herself in the leadership on the backs of others in the organization. She got some Corporate 
  bands to rob and infiltrate military targets. Unfortunately, Rhal ap Ogwen, one of her recruited associates, got captured 
  with military documents by some adventurers working for the 20th Battle. Thus, her plans began to unravel.  
   
  About that time, she learned of an unauthorized and unsanctioned plot to kill former Commandant Petros and 
  Commandant Vrianian. Her leader told her to stop the plot. She instead made a deal with the plotters. She would get 
  some of her people along with some outside connections to capture Vrianian and kill Special Constable Garde, who was 
  a thorn in her plans as well. Her people succeeded in killing Garde, but only succeeded in scaring Vrianian. Vrianian, in 
  retribution, resurrected Garde, who in turn swore to bring the assassins and their backers to justice or the grave. Garde 
  succeeded in pruning the outer elements 
  The Amazing Prestigo 
   
  While growing up in Shiboleth, young Ultan found that he had a natural aptitude for magic. The Gran March 
  military noticed this as well and trained him as a sorcerer. He served rather unremarkably in the 9th Battle and, upon 
  mustering out, went to work as a stage magician, officially changing his name to “The Amazing Prestigo”. His act 
  typically involves minor prestidigitation and minor animal acts with his familiar, Talon the Magnificent, smothered in 
  less than snappy patter. Prestigo is one of the few non-bards who are members of the Bardic Guild and they consider his 
  performances as rather crude in terms of showmanship. He is loud and boisterous so his audiences tend to agree with 
  the Guild. He therefore also contracts his services to whoever will pay him so long as no innocents get hurt. Prestigo is 
  only a Registrant of Syrloch and thus does not have many of the restrictions that Graduates have. Somewhere along the 
  line, Prestigo killed someone and found that he liked it. Thus, he eventually found his way into the Fist organization as 
  a traveling arcane assassin for hire, using his entertainment tours as a cover. 
  Tura ap Branwyn 
   
  A Geoff refugee, Tura has foregone military service in Gran March and is instead a bounty hunter for hire. She is 
  quite a stickler about her contracts and will want to eliminate any who stand in her way. Tura is not one for much 
  discussion, particularly if it takes too much time in a time-sensitive assignment. If it comes down to it, she will be the 
  first one to grow impatient in the final encounter and engage the PCs. 
  Ulphatrix, Clerical Follower of the Grandmother of the Fist 
   
  Unlike her friend and leader Aeleona Ephandril, Ulphatrix did pass the test of Lolth. She, however, was not one to 
  follow the caprice of her god, but wanted to use both law and chaos to gain evil. Lolth did not object and continued to 
  grant her power. The evil her servant would bring would also bring chaos in spite of Ulphatrix’s feelings to the contrary. 
   
  Ulphatrix saw Ephandril as the way to do evil for evil’s sake and became her follower. She followed her through her 
  exploits in Sterich and on into The Corporation. Ulphatrix also became one of the Fist. Ulphatrix’s loyalty to the one 
  who brought so much evil to Oerth is steadfast. Drow do not believe in love, but what Ulphatrix feels for her master is 
  the closest thing to that emotion that one drow can feel for another. Ulphatrix will die for Ephandril in order for the 
  evil to live on, even if she herself cannot. 
   
  
  GRM5-03 Pruning at the Root 
   
  Page 74 
  DM AID – MAP #1 
   
   
   
  
  GRM5-03 Pruning at the Root 
   
  Page 75 
  DM AID – MAP #2 
   
   
   
  
  GRM5-03 Pruning at the Root 
   
  Page 76 
  DM AID – MAP #3 
   
   
   
  
  GRM5-03 Pruning at the Root 
   
  Page 77 
  DM AID – MAP #4 
   
   
   
  Legend: 
  A 
   
  Grandmother of the Fist 
  E 
   
  Grandmother of the Fist Effigy Construct 
  P 
   
  The Amazing Prestigo 
  S1, S2 
  Fist Sorcerer Snipers 
  T 
   
  Tura ap Branwyn 
  U 
   
  Ulphatrix 
  W  
  Timor, Tura’s Wolf Companion 
   
   
   
  
  GRM5-03 Pruning at the Root 
   
  Page 78 
  CRITICAL EVENT SUMMARY: GRM5-03 PRUNING AT THE ROOT 
  1. 
  What Path (Law or Corporate) did the PCs follow and what was the table’s APL? 
   
   
  2. 
  For the Law Path Only: Did the party find any evidence that the Fist organization was the Corporation and 
  did they (in−character) believe that they finished the Corporation? 
   
   
  3. 
  For the Corporate Path Only: Did the party plant any of the evidence given to them by the Toecutter? 
   
   
  4. 
  Did any PCs die during this adventure? If so, who? 
   
   
  5. 
  For APL 14+ only: Did the Grandmother of the Fist escape? Was she killed? Was she captured and taken 
  back to Hochoch (either to Special Constable Garde or to the Toecutter)? 
   
   
  6. 
  Was Agnar Momo captured? Was he killed? Was he exposed as a Corporation member (especially by a 
  party on the Law Path)? 
   
   
  7. 
  Did any of the other named NPCs escape? Were any of them captured alive? 
   
   
  8. 
  Did any of the PCs contact The Toecutter about the evidence of Nydia Ramster’s murder? 
   
   
  9. 
  Did the players appear to have a good time? 
   
   
  10. List any player suggestions about how the adventure could be improved? 
   
   
  Please e-mail the results from this critical event summary to Will Dover (aeontrin@aol.com), or have your Senior 
  Gamemaster do so, for all tables run from April 15, 2005 to June 15, 2005. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Gran March/GRM5-03 - Pruning at the Root.pdf