TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  GRM4-02 
   
   
   
   
   
  On the Royal Road to 
  Hookhill 
   
  A One-Round D&D LIVING GREYHAWK®  
  Gran March Regional Adventure 
  Version 1.1 
   
  by P. John Freeman 
  Playtested by Charles Millar, Jenna Moore, Jeremy H. Pace, Scott Tillotson, and Daniel Wheeler  
   
   
   
  You are tasked to escort an important dignitary across Gran March for an important meeting.  A more tedious 
  task could not be imagined, but at least you are out of harm’s way and can earn some coin.  This scenario 
  counts as Gran March military time.  A Gran March Regional adventure for APLs 2-12, and Part Two of the For 
  Commandant and Country series (begun with GRM4-01 Homecoming). 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the PCs. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
   
   
   
   
   
   
   
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 2 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  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 12 gp per 
  Time Unit.  Rich Upkeep costs 50 gp per Time Unit.  
  Luxury Upkeep costs 100 gp per Time Unit. 
  Author’s Acknowledgements 
   
   
  I wish to thank the members of the Gran March Triad, 
  present and past, for setting up a great environment to 
  create in.  I also wish to thank all those authors who have 
  inspired me over the years; not just in Living Greyhawk, 
  but in all the works of fantasy that provide such 
  enjoyment and escape. 
  I thank the editors and playtesters who helped me put 
  this into a better format than the rough version I started 
  with. 
  Also, I thank my wife and daughter for their love and 
  support over the years in all my endeavors, be they 
  gaming or otherwise. 
  Have fun! 
  P. John Freeman 
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 3 
  
  Adventure Background 
  This adventure takes place three weeks after the events of 
  GRM4-01 Homecoming, in which the characters meet 
  an individual who is returning to his home in Gran 
  March from abroad.  Gwalchen Wynnavwynn, whom the 
  characters helped in that scenario, has sent his wife away 
  from Gran March in hopes of keeping her safe from the 
  influences threatening the country while he gathers 
  heroes to help him get to the bottom of the threat lurking 
  in the shadows of Gran March.  Winter is at an end, and 
  spring is just around the corner.  Already, the birds that 
  have migrated elsewhere for the cold season are 
  returning, bringing back the signs of life that had been 
  missing through the bitter cold of winter.  Gwalchen, 
  now confident that his family is safe from the hidden 
  enemy, has resolved to meet with Commandant Vrianian 
  in hopes of warning him of the danger that hides in his 
  midst.  To ensure that he arrives safely in Hookhill, he 
  sends word out to the heroes who saved his wife three 
  weeks before (GRM4-01 Homecoming), requesting that 
  they escort him and his caravan to Hookhill.  Gwalchen 
  sends letters by way of courier to summon these heroes 
  to meet him at the Inn of the Four Winds in Shiboleth.  
  In case he is unable to reach all of the heroes who helped 
  him three weeks ago, he uses some of his contacts to 
  locate potentially trustworthy Marchers who can bolster 
  his retinue as he travels to Hookhill.  This adventure 
  counts as military time for those characters that are active 
  members of the Gran March military. 
  Adventure Summary 
  Military 
  PCs 
  are 
  assigned 
  to 
  escort 
  Gwalchen 
  Wynnavwynn from his home in Shiboleth though some 
  of the calmest areas of Gran March to an important 
  meeting in Hookhill.  Those military PCs who have 
  influence with Gwalchen Wynnavwynn from GRM4-01 
  Homecoming have come specifically to Gwalchen’s 
  attention because of their heroic efforts in rescuing his 
  wife, Leonora.    Those who have not played GRM4-01 
  Homecoming have come to Gwalchen’s attention 
  through the recommendation of some of Gwalchen’s 
  close and trusted friends in some of the highest echelons 
  of Gran March military command.  Suffice it to say, 
  Gwalchen knows considerably more about the PCs than 
  the PCs know about him. 
  While traveling, PCs will have the opportunity to interact 
  with Gwalchen’s aides, but not Gwalchen himself - at 
  least, not initially. 
  After several boring days of travel, the caravan is set upon 
  by starving wolves looking for an easy meal. 
  Several days later, the caravan becomes mired in the mud, 
  and the PCs will trigger a trap, which awaken undead 
  who attack the caravan. 
  At this point, Gwalchen will believe he can trust the PCs 
  and share a great secret, which is not going to be a secret 
  for long. 
  The final evening before the caravan reaches Hookhill, 
  the forces opposing it, whomever they may be, make a 
  final, desperate assault on the caravan, attacking from 
  cover of darkness. 
  Introduction 
  The PCs are recruited for this mission in a variety of 
  fashions.  Military PCs are told that they are being sent 
  on a special mission to escort a visiting dignitary from 
  Shiboleth to Hookhill.  One of two spins can be taken 
  here, depending on player preference for his or her 
  character concept.  Either the military character is being 
  given a cushy assignment as a reward for good service, or 
  alternatively a malcontented military character can be 
  told the job is a punishment for misbehaving or making a 
  mistake that could put fellows at risk in combat; that is, 
  the PC is being given a boring job well away from any 
  real danger. 
  If the PC is a Gran March military veteran, the character 
  is contacted by the local militia representative and asked 
  officially to undertake the job.  A veteran PC will not be 
  re-activated for this job, though he or she will be paid 
  (active military PCs do not receive any pay for this 
  beyond their normal military pay). 
  If the PC is neither active military nor a veteran, then he 
  or she is contacted discretely by a courier, who asks the 
  character to meet for an assignment.  The PC is told his or 
  her exploits have brought them to someone’s attention, 
  and requests specific services of the character.  If the PC 
  declines this invitation, then the adventure is over for 
  that character.  It is up to the GM to be flexible in 
  recruiting the PCs for the module. 
  If the PC met Gwalchen in GRM4-01 Homecoming 
  then they will be contacted with a note thanking them 
  for getting him to Shiboleth safely and rescuing his wife 
  from the clutches of Nolar Thotec.  After commending 
  the PC for bravery and valor, he requests his help again 
  and that the PC meet his personal aide, Karvane, at the 
  Inn of the Four Winds in Shiboleth at noon.  If the PC is 
  active military, he or she will also receive a set of orders 
  instructing him or her to muster at the Inn of the Four 
  Winds in Shiboleth on the last day of Coldeven. 
  The courier or militia representative does not know 
  much about what the PCs are being recruited to do.  They 
  can only offer the following information:  
  • 
  The PC is to serve as an escort for a visiting noble or 
  dignitary (the courier is unclear). 
  • 
  The PC will be compensated for his or her time; each 
  character is to be paid 50 gp plus expenses. 
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 4 
  
  • 
  The PC is to report to the Inn of the Four Winds in 
  Shiboleth on the last day of Coldeven (which is far 
  enough away for the PC to make it easily on time.) 
  • 
  The noble dignitary is traveling from Shiboleth to 
  Hookhill, possibly by way of Proman.  Presumably, 
  this is because the noble dignitary has business in 
  one or both towns (the courier has no idea). 
  • 
  The PC will not be the only member of the escorting 
  party. 
  When the PCs arrive in Shiboleth, go to Encounter One. 
  Encounter One: At the Inn of 
  the Four Winds 
  Upon arriving in Shiboleth, you ask around and are 
  given directions to the Inn of the Four Winds.  The 
  Inn borders a district where the affluent live and is a 
  well-maintained establishment.  Upon entering, you 
  notice that comparing it to a tavern does not do it 
  justice, for you detect the smell of well-prepared 
  exotic food immediately upon entering. 
  PCs who are crude in mannerism and nature will 
  immediately feel out of place, while PCs who are refined 
  or polished will immediately recognize this as a very 
  elegant restaurant with a nice hotel upstairs. 
  The time for the noon meal is quickly approaching, 
  and numerous affluent people herd through the 
  doors to a large, open room on the first floor of this 
  elegant, polished four-floor establishment for a taste 
  of some of the finest sweetmeats and confections to 
  be had in Gran March.  A well-trained staff of 
  servants bustles about to provide their guests with 
  the very best service to be had.  A suave, somewhat 
  gaunt gentleman with sunken cheekbones and a 
  stiff posture glides toward you with the grace of a 
  nimble dancer.  When he comes within speaking 
  distance, he asks you with a refined manner: “May I 
  be of service?” 
  This is the maître d', a middle aged human, who will 
  clearly give greater deference to characters who 
  demonstrate good breeding in their mannerisms, 
  etiquette, and sense of propriety.  Faced with crudity and 
  uncouth characters, he is likely to be visibly 
  uncomfortable and find a smooth means of minimizing 
  his interaction with them.  If military characters show 
  their orders or tell him that they were instructed to 
  report here, he will escort them to a private room on the 
  second floor of the restaurant.   
  There is a large, open room on the ground floor, and 
  private serving rooms on the second floor.  The building 
  itself is 4 stories tall; the third and fourth floors are the 
  rooms and suites for the overnight guests. 
  You are ushered into a private suite, where a large 
  tray of well-prepared food is placed on a table.  You 
  see immediately that you are not the only person to 
  have been invited for this task.  The maître d' 
  informs you that your host will be along shortly, and 
  you should make yourself comfortable. 
  This is the opportunity for the PCs to introduce 
  themselves if they have not traveled here together. 
  After a short time, the door opens, and a powerfully 
  built man with arms thick as tree trunks enters the 
  room.  He wears a flowing royal blue robe over a 
  polished suit of armor.  At his side is a sheathed 
  longsword held prominently in a position that is 
  telling of his profession, since the way it hangs from 
  his waist lends itself to quick and easy access for 
  immediate use. 
  Any PC who makes a DC 10 Profession (soldier) check, a 
  DC 15 Knowledge (local - Sheldomar Valley Metaregion) 
  check, or a DC 20 Knowledge (nobility and royalty) 
  check will immediately recognize the rhythmic gait of a 
  man who has marched in many formations – perhaps 
  indicating years of experience.  His bearing is that of a 
  disciplined man.  Karvane is a middle aged human, with 
  cropped, graying hair, though his face bears no wrinkles, 
  and his spry movement suggests a man much younger.   
  � Karvane: male human Ftr12; hp 99; see Appendix 
  One. 
  The impressive man acknowledges your presence 
  immediately and makes eye contact as though he 
  recognizes your gathering.  Nodding to each of you, 
  the man sits across the table and begins speaking 
  without preamble, “Thank you for coming. My 
  master has requested your aid as guides on a 
  business trip he has planned for some time.  Some 
  of you, he requested by name quite specifically, and 
  some of you were recommended to him by 
  acquaintances of his to whose attention you have 
  come.  My name is Karvane, and my master is 
  Gwalchen Wynnavwynn, whom I believe some of 
  you might have already met.”  Karvane pauses, 
  reading your reactions and noting them as if for 
  future reference. 
  Karvane continues, “My master is traveling from 
  Shiboleth to Hookhill, though he has business in 
  Proman to attend to on the way.  He has requested 
  the [number of characters] of you to escort him to 
  ensure his safety should the caravan run into 
  trouble.  His security is my primary concern, and 
  though at first I admit that I objected to allowing 
  just any soul to serve in this capacity, I have to agree 
  that we do need trusted men and women who have 
  established themselves as trustworthy in my 
  master’s eyes, and I ask for your acceptance of this 
  mission.” 
  Military characters, of course, will point out that they 
  have been ordered to perform this mission. Karvane will 
  respond frankly that if they were requested, it is very 
  likely because they have demonstrated loyalty to the 
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 5 
  
  March or trustworthiness or noteworthiness in some 
  other capacity. Characters might be inquisitive of other 
  matters, and if asked to provide further details, he will 
  provide the following information: 
  • 
  Gwalchen is an Elector.  He has been away from 
  Gran March on personal endeavors and has only 
  recently returned when he heard distressing news 
  that affects his familial holdings in Gran March. 
  • 
  Gwalchen is traveling to Hookhill for some 
  important meetings.  Karvane does not know the 
  details and does not believe that the characters need 
  to know either.  
  • 
  Gwalchen is stopping in Proman because it is on the 
  way (see DM Aids: Map #1).  Karvane believes that 
  Gwalchen is checking on some financial holdings 
  there.  
  • 
  Karvane and some of the master’s other servants and 
  advisors will be making the trip as well. 
  • 
  The caravan will consist of the master’s carriage and 
  supply wagons. 
  • 
  The characters will ride ahead of the caravan as 
  supplemental guards.  In this, Karvane is most 
  adamant; he wants to protect his master and will 
  expect the same from the party.  Characters with 
  horses are expected to bring them.  If the characters 
  do not have horses, they are given a writ to pick up 
  light riding horses at a local stable at Gwalchen’s 
  expense. It is clear that Karvane is extremely loyal to 
  Gwalchen and will protect him with his life, if 
  necessary. 
  • 
  Gwalchen has been quiet lately, and Karvane expects 
  the characters not to disturb him unless he speaks to 
  them first.  He might have matters on his mind, but 
  Karvane does not discuss such things with his 
  master unless his master brings it up first. 
  • 
  Gwalchen will pay for all mundane supplies, 
  including foodstuffs and items for a long journey, 
  but not weapons.  The characters will have the 
  opportunity to purchase basic weapons and any 
  additional basic items from the Players Handbook in 
  Shiboleth.  They are to be ready to leave at first light 
  tomorrow.  A room has been secured for them at the 
  Inn of the Four Winds tonight. 
  • 
  Karvane understands that the reason certain PCs 
  were requested by name is that they earned 
  Gwalchen’s trust. 
  • 
  Karvane believes that the Army sent active duty 
  military personnel because Gwalchen made a special 
  request, invoking his rights as a noble and an Elector 
  to do so.  Even if he did not make an official request, 
  his master is clearly worthy of a military escort. 
  • 
  Karvane does not expect any trouble on the trip, but 
  he has learned over the years that it is better to be 
  well prepared than caught off guard. 
  • 
  Non-military characters will be paid 50 gp at the end 
  of their service; military characters are expected to 
  receive only their military pay. 
  • 
  The entire trip should take approximately one week. 
  On a successful Sense Motive check on Karvane (DC 20 + 
  APL), they will sense that he is holding back some 
  additional information.  The PC’s impression is that he is 
  very loyal to his master and does not wish to divulge all 
  the masters’ secrets.  All the information given about the 
  assignment is absolutely true as far as Karvane knows.  If 
  pressed, Karvane will reveal that he does not share the 
  same level of trust for the PCs that his master has, and he 
  does not necessarily agree with Gwalchen’s choice to use 
  outsiders as part of his escort, but he follows his master’s 
  orders.  He does not necessarily resent the characters 
  individually but wishes that the master would allow his 
  normal guards to accompany the caravan.  Karvane will 
  depart after answering the PCs’ questions, for he needs to 
  make preparations for the trip. 
  The characters have the afternoon free to wander around 
  Shiboleth and can purchase any basic items they might 
  need out of the PH.  The caravan will provide food, 
  supplies for the horses, water, bedrolls, and basic items 
  (flint and steel, etc.). 
  Some characters might try to gather information around 
  town about their new employers.  If characters make a 
  successful Gather Information check (DC 15), inquiring 
  soldiers in the garrison of Shiboleth about Karvane, they 
  will be told that Karvane was a highly decorated Battle 
  Commander during the Greyhawk Wars, with numerous 
  commendations and medals for being instrumental in 
  victories in the liberation of Sterich.  He did campaign in 
  Geoff as well, in the latter operations right before the 
  abdication of the former Commandant, Petros.  They will 
  also find out that Karvane is believed to have been in the 
  1st Battle as his last assignment. 
  On a successful Gather Information check about 
  Gwalchen Wynnavwynn (DC 20), characters find that 
  Gwalchen is a family name of some prominence in 
  Shiboleth.  Their prominence is quite significant in this 
  city as longtime producers of some of the noblest 
  Electors in Gran March.  Gwalchen was once an Elector, 
  but they will be reluctant to say more, especially if PCs 
  have informed them that Gwalchen is their employer.  If 
  characters make a successful Sense Motive check (DC 15 
  + APL), they will find that the soldiers are apparently 
  conspiring to keep some information that they obviously 
  know about Gwalchen to themselves.  Older soldiers can 
  relate battles that Gwalchen has led them on during his 
  military days, when he commanded a Battle of his own.  
  If a second Sense Motive check (DC 20 + APL) is made, 
  the PC will gather that the people they are talking to are 
  trying to respect Gwalchen’s desire for privacy. 
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 6 
  
  The party should meet at the north gate of Shiboleth at 
  sunrise.   
  As dawn breaks, you arrive at the gate, where 
  Karvane can be seen riding atop a large carriage.  
  There is a supply wagon and two horses being pulled 
  behind it.  The wagon is drawn by two riding horses 
  and driven by a weathered man.  Karvane gestures 
  for you to come closer.  “This is Alquash,” he says 
  enthusiastically, patting the smaller man on the 
  back, “wagon driver and cook extraordinaire.”  He 
  points to the weathered man, and it is clear that the 
  two are long time comrades, evidenced by the man’s 
  somewhat toothless smile in return. 
  � Alquash: male human Ftr4; hp 33; see Appendix One. 
  “The master, one of his business advisors, and a 
  family friend of his are in the carriage upon which I 
  ride, beside its driver, Garn.”  Karvane clasps the 
  shoulder of the younger man beside him.  “You 
  should ride ahead of the caravan, for we shall look to 
  you as our scouting eyes and ears.  We can travel no 
  faster than the draw horses of the supply wagon 
  driven by Alquash, but it should be a steady enough 
  pace.”  You can see a longbow atop the carriage 
  clearly visible and within easy reach of Karvane, and 
  his sword rests at his side.  You also note a light 
  crossbow beside the supply wagon driver. The 
  caravan makes ready to depart. 
  � Garn: male human Rgr4; hp 27; see Appendix One. 
  Encounter Two: The Road from 
  Shiboleth 
  Have the PCs describe, in detail, how they will ride in 
  relation to the carriage and supply wagon.  The carriage 
  rides first, and the PCs are expected to ride ahead of it.  
  Karvane will be uncomfortable if all of the PCs ride 
  further than line of sight from the caravan, though he 
  does not mind if some of them are out of sight for tactical 
  reasons.  Part of what he expects from the party, though 
  he does not expect any trouble, is for them to be visible, 
  which usually serves to deter most highwaymen. 
  If the PCs are powerful enough to suggest a magical form 
  of travel or some enhanced method of traveling (teleport, 
  flying, etc.), Karvane will decline. If pressed for a reason, 
  he will indicate that his master wishes to see the 
  countryside and does not wish to travel in such a fashion. 
    
  Reviewing the map, the caravan is to travel out of 
  Shiboleth on the main road, then turn northeast, leaving 
  the main road about one day out of Shiboleth, where the 
  main road turns back to the northwest.  This is a fairly 
  common shortcut from Shiboleth to Proman.  If the PCs 
  strongly object, Karvane will discuss the matter privately 
  with his master in the carriage out of earshot of the PCs 
  and defer to their judgment.  This will add approximately 
  one day to the trip, as the road turns back to Buxton’s 
  Crossing before heading almost due east back to Proman. 
  During the trip, have the PCs describe their regular 
  evening preparations (watches, etc.).  There are plenty of 
  places to stop alongside the main road, and there is 
  actually an Inn at the junction of the main road north of 
  Shiboleth, where it turns back towards Buxton’s 
  Crossing.  Karvane will want to stop here for the first 
  evening unless the PCs make a compelling case 
  otherwise, in which case he will consider the characters’ 
  alternate suggestions.  A room will be provided at the Inn 
  for each two characters.  There is no Inn between 
  Buxton’s Crossing and Proman, though there are 
  numerous campsites at the road’s edge. 
  If the caravan turns northeast at the road junction, it will 
  take approximately 2½ days to make it to Proman.  
  Otherwise, it will take almost 4 days to make it to Proman 
  on the main road. 
  The first day of travel is uneventful.  There are 
  occasional stops for meals and breaks to allow for 
  the stretching of legs and answering the call of 
  nature.  The characters occasionally catch glimpses 
  of Gwalchen and his traveling companions during 
  these times. Gwalchen is an enigmatic figure.  His 
  long, shock white hair flows smoothly to his broad 
  shoulders, resting on a velvet cloak held by a clasp 
  bearing the golden lightning symbol of Heironeous. 
   His eyes suggest a man of many years of wisdom, 
  but his physique and carriage demonstrate a man 
  who has kept his body in excellent working 
  condition, impressive for any man in his prime.  He 
  occasionally catches the eye of one of the guards [the 
  PCs] and nods at them in acknowledgement.  The 
  caravan pulls in at the Proman Junction Inn at the 
  junction of the main road and the road to Proman. 
   
  � 
  Gwalchen 
  Wynnavwynn: 
   
  male 
  human 
  Ftr11/KnW4/Pal3; hp 189. 
  The party sleeps at the Proman Junction Inn without 
  incident.  Sleeping arrangements have been made ahead 
  of time, and the PCs have three rooms with two beds 
  each apportioned for their use.  They can divide the 
  rooms as they fit, but if Karvane overhears bickering and 
  disagreement about who gets which rooms, he will settle 
  it quickly by assigning two PCs each to their own rooms. 
  At dawn on the following day, Gwalchen emerges and 
  takes a healthy swig of water from a canteen.  Then, he 
  begins stretching outside the inn for twenty minutes 
  while his servants begin waking and preparing for the 
  following day’s journey.  If there are any characters awake 
  at this time, they will see him begin to run on the side of 
  the road toward Proman. 
  Each morning at dawn, Gwalchen insists on conducting a 
  rigorous exercise routine, with an alternating program of 
  muscular conditioning and aerobic exercise.  PCs will be 
  expected to maintain security while he conducts his 
  GRM4-02 On the Royal Road to Hookhill 
   
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  regimen.  On even-numbered calendar days, Gwalchen 
  jogs alongside the caravan for three to four miles, 
  depending on the terrain.  Afterward, the caravan must 
  stop while he performs personal field hygiene to make 
  himself presentable to those with whom he must deal in 
  close quarters confined to the carriage.  On odd calendar 
  days, he works feverishly at strengthening his upper 
  body, torso, and legs through various calisthenics and 
  practicing form training with a special longsword that 
  has been weighted so as to make every movement require 
  enough effort to test every muscle he must use to move 
  the sword.  Those who observe these exercises will note 
  the fluidity of his motion with the sword and the 
  incredible shape he is in, not just for a man of his age, but 
  for a man of any age.   
  PCs can attempt to follow him, and if they do, they will 
  find that Gwalchen maintains a brisk pace in his running 
  routine.  Unless the PC is in particularly good physical 
  condition, he or she will find it a challenge to keep up 
  with the man.   
  Karvane will confront the PCs about Gwalchen’s desire to 
  maintain excellent physical health and scold them for not 
  protecting him if they do not maintain a guard on him 
  while he conducts his daily regimen.  Any suggestion 
  that Gwalchen forego a workout on any day will be met 
  with violent resistance.  This is one thing on which he 
  absolutely will not budge, and any suggestion to the 
  contrary will get an outright negative response.  There is 
  no Diplomacy check that will get Gwalchen to change his 
  mind on this.  His physical health and condition are a 
  great obsession to him, one that he might never shake.  
  Karvane will intervene if any argument ensues on this 
  matter and simply state that this routine of his master’s is 
  a challenge that the characters will just have to work 
  around or overcome.  If PCs decide to join Gwalchen in 
  his exercise routine, Karvane will remind the characters 
  that they are to perform security functions, not act as 
  exercise companions for his master. 
  If the PCs do not protest and the caravan goes off the 
  main road, read the following: 
  Turning off the main road, you see a well-trodden 
  path heading across the open fields to the 
  Northeast.  Clearly, you are not the first party to take 
  this shortcut. 
  If the PCs insist the caravan stay on the main road, read 
  the following: 
  Following the main road, you turn northwest, 
  heading towards the familiar streets of Buxton’s 
  Crossing. 
  If the PCs travel to Buxton’s Crossing, they will also be 
  able to stay at an Inn there and purchase basic supplies, as 
  in Shiboleth. 
  The trip should be monotonous.  Karvane and the 
  carriage driver Garn are difficult to talk to during the day. 
   Karvane will mention that he would prefer them to ride 
  ahead of the caravan if any PC lingers around the carriage 
  or supply wagon too long.  In the evening, Karvane will 
  set up a tent for Gwalchen and his advisors.  The PCs will 
  not be allowed to speak to Gwalchen, though they will 
  note that his traveling companions are all human males.  
  At lunch and dinner meals, a tent is set up for Gwalchen 
  and his companions to eat in.  During the day, it is only to 
  provide light shelter from the elements, but it is a full 
  tent in the evenings (the tents are stored on the supply 
  wagon).  Breakfast is a light fare, and eaten in the 
  carriage. 
  They can talk to Alquash the wagon driver, though.  They 
  can also talk to Garn in the evenings, when the day’s 
  chores are finished.  Both men do not necessarily initiate 
  conversation, though they are easy enough to talk with if 
  the PC speaks to them first. 
  The PCs might be able to learn the following, with 
  appropriate questioning: 
  • 
  Alquash is a veteran of the cooking unit of the 
  Gran March Army, having served more than 20 
  years before mustering out.  He has worked 
  with Karvane for many years, but was hired by 
  Gwalchen only a few months ago, when 
  Gwalchen returned to Gran March from some 
  business abroad.  Gwalchen is a decent man, 
  who pays a fair wage for fair days’ work, which is 
  good enough for Alquash.  Alquash will take an 
  immediate liking to any character who has any 
  ranks in Craft (cooking). 
  • 
  Garn is a former Cavalry soldier, also having 
  recently been hired by Gwalchen when he 
  returned to Gran March.  He did not know 
  Karvane before being hired but generally 
  respects him.  He finds Gwalchen to be a good 
  employer as well.  He has not encountered any 
  trouble on the routes with Gwalchen since he 
  has been hired, though he has encountered 
  trouble in times past while on patrol.  He is also 
  charged with caring for the horses, and will 
  tend to their needs in the evenings. 
  • 
  Karvane is tight-lipped, and it is evident to the 
  PCs that his primary concern is for his master’s 
  safety.  He adds little to the previous 
  information provided.  In the evening, he sleeps 
  watch outside the master’s tent.  He does not 
  introduce the master’s aides, and interacts little 
  with the PCs on this part of the trip.  He is 
  clearly serving as a bodyguard for Gwalchen and 
  his aides. 
  Alquash is a very good cook.  In the evening, he prepares 
  dinner for Gwalchen first, then brings the same fare to 
  the PCs.  The food is not elegant, insofar as he is cooking 
  in the wilderness, but it is very good nonetheless. 
  GRM4-02 On the Royal Road to Hookhill 
   
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  Encounter Three: When 
  Animals Attack 
  If the party took the shortcut to Proman, they will travel 
  for one day uneventfully.  They will camp for the night, 
  with the usual watch plan, and then morning will bring 
  another day of Gwalchen insisting on a rigorous exercise 
  routine, this time with a weighted sword designed to test 
  his muscular strength while he practices his form.  
  Gwalchen demonstrates a fluid motion and surpassing 
  skill that impresses the most able and skilled fighters in 
  the party, though his insistence on attending to his 
  personal training at the break of day each morning can be 
  an annoyance to those who have been assigned to protect 
  him on the journey to Hookhill. 
  Alquash has prepared another excellent breakfast 
  for the whole caravan party.  Eggs prepared in a 
  perfect, light, fluffy, scramble, crisp bacon with a 
  minimum of grease, and rolls so light they almost 
  float.   
  Have the PCs describe again their positions relative to 
  the caravan; Karvane does not mind if they ride out of 
  sight of the caravan, as long as at least half of the PCs are 
  near the caravan at any given point. 
  Three hours of travel pass uneventfully. Have each PC 
  make a Listen check (DC 10 + APL).  Any PC who makes 
  the Listen check will not be surprised.  The Listen check 
  is calculated by range from the caravan, so it should be 
  adjusted relative to the party’s distance from the caravan. 
  You hear a sound to your left (west) and turn to see a 
  pack of canines – dogs or wolves, you’re sure, 
  moving at high speed towards you.  The sound 
  increases until it rises in a crescendo of howling. 
  At all APLs, the wolves come out of the woods 220 feet 
  from the party.  As the wolves approach, it will take a 
  Spot check (DC 20 + APL) or a Handle Animal check (DC 
  10 + APL, +2 if the PC has the wild empathy ability) to 
  notice that the wolves’ ribs are poking out as they charge, 
  and some appear to be foaming at the mouth and 
  displaying an appearance of a lack of grooming.  This is 
  because the animals are starved and desperate.  At APL 
  12, it is very obvious that the huge dire wolves are 
  starved, so the Spot check is actually easier when they 
  appear (+5 to roll). 
  APL 2 (EL 3) 
  � Wolves (2):  hp 15 each; see Monster Manual. 
  APL 4 (EL 5) 
  � Wolves (5):  hp 15 each; see Monster Manual. 
  APL 6 (EL 7) 
  � Wolves (9):  hp 15 each; see Monster Manual. 
  APL 8 (EL 9) 
  � Dire Wolves (9):  hp 50 each; see Monster Manual. 
  APL 10 (EL 11) 
  � Advanced Dire Wolves (9):  hp 108 each; see 
  Appendix One. 
  APL 12 (EL 1513 
  � Advanced Dire Wolves (9):  hp 162 each; see 
  Appendix One. 
  Tactics: In the first round of combat, all horses not 
  trained for combat will be spooked.  Any character riding 
  on a mount that is not war trained must make a 
  successful Ride check (DC 15) or Handle Animal check 
  (DC 10) to keep the horse from bolting.  Remember that 
  making this check is a standard action and thus hampers 
  the character’s ability to fight on the back of the horse 
  while trying to calm it. 
  Although the pack cannot speak, they do have a pack 
  mentality and are driven by hunger and near-starvation.  
  They will act as one, attacking as a pack.  At all APLs, the 
  wolves’ tactics are the same.  They will either attack any 
  creatures near where they break out of the woods, or they 
  will break up into two approximately equal sized groups.  
  The groups will then circle around the rest of the caravan 
  and attack the nearest targets.  The pack animals, once 
  broken into groups, will attack jointly on a single target.  
  If a character has not attacked an animal, then the pack 
  animal will attack the character’s horse first, sensing it as 
  the easier target.  A successful attack on a non-trained 
  mount will cause it to become panicked, and the 
  character riding it must make a Ride check (DC 20) or 
  Handle Animal check (DC 20) to keep it under control; 
  the DC is modified by the damage taken, and +5 if the 
  horse has seen another horse go down to the pack 
  previously.  If a character dismounts, a pack will turn its 
  attention to him, charging and flanking him.  The pack 
  will then attack and attempt to trip the character; when 
  he is down, the rest of the pack will then attack him. 
  The advanced dire wolves will use the Power Attack feat 
  to subtract –5 from their attack roll and gain +10 damage 
  on their bite attack (this is not reflected in the Attack 
  bonus nor the bite damage as listed), since the bite attack 
  is treated as a two-handed weapon for this purpose.  
  However, if a wolf tries a trip attack, it might forego the 
  Power Attack to increase its chance of success – in the 
  pack mentality, the first one trips, and then the rest bite 
  and attack a prone, more helpless foe. 
  Because the animals are attacking out of desperation and 
  hunger, they will not respond to any wild empathy 
  checks, although they will still respond to magical 
  calming effects. 
  It will be necessary for PCs to control their horses if the 
  pack approaches them or if they successfully attack one 
  GRM4-02 On the Royal Road to Hookhill 
   
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  of the horses.  The caravan driver and cook will be able to 
  control their animals, though they will stop immediately. 
   Karvane will stand up in the top of the coach and draw 
  his longbow.  He will shoot any animal that comes within 
  60 feet of the main coach.  If any animals get to the coach, 
  he will dismount and draw his longsword while shouting 
  orders to Garn the wagon driver and Alquash to “stand 
  fast”.  Alquash will draw a light crossbow and shoot if any 
  animals come within 80 feet of him; he will not shoot if 
  another character is involved in melee combat (he does 
  not have Precise Shot) unless a character calls for him to 
  shoot.  Garn will control the horses on the main coach.  
  Garn and Alquash will only call for help if the animals set 
  upon them.  However, the PCs should remember that 
  they have been hired to protect the caravan, and it is 
  presumed they will take the brunt of the attack. 
  Review the rules for mounted combat prior to this 
  encounter.  If a PC dismounts his horse, it may bolt – in 
  which case some of the pack may pursue it, sensing an 
  easy kill. 
  There is nothing from the wolves’ carcasses to suggest 
  that they are anything other than a pack of starved 
  animals as evidenced by their drawn ribs.  Characters can 
  make DC 10 Knowledge (nature) checks or DC 15 
  Knowledge (local - Sheldomar Valley Metaregion) checks 
  to determine that animal attacks are not unheard of, 
  though they are unusual in this area.  The wolves are 
  native to the region, but there is plenty of food to be had 
  in Gran March so starving animals is almost unheard of 
  in a region as prosperous as this.   
  Karvane will confirm that everyone is okay and enter the 
  carriage to speak with Gwalchen and his traveling 
  companions.  After confirming that they are okay, he will 
  convey his thanks and the thanks of his master to the 
  party and suggest that they move on a little ways before 
  stopping for lunch.  He does not think it prudent to 
  remain in the area where the animals’ corpses are, as 
  other scavengers might come along. 
  If the PCs insist on backtracking the animals into the 
  wooded area they emerged from, they may stumble on a 
  discovery.  It will take one Survival check using the Track 
  feat (DC 15 + APL) to follow the tracks to their point of 
  origin.  It will also take the characters around 5 minutes 
  and around one mile to the west of the point of attack.  
  Karvane will be against having the party leave the caravan 
  for any length of time, so a Diplomacy check (10 + APL) 
  will be required for him to approve this.  In any case, he 
  will not want more than half of the party to leave the 
  caravan for any reason. 
  The PCs will ride through the brush and light woods and 
  finally arrive at a clearing: 
  Breaking through the brush, you see a clearing 
  ahead.  This is clearly the point where the animals 
  began their charge.  You see what appear to be the 
  remains of a very crude pen, though it has mostly 
  collapsed. 
  If the PCs locate the pen, it appears at first that someone 
  brought the animals out here for hunting, but something 
  happened to the animals’ master so that he could not 
  return.  The animals became starved and finally broke out 
  of their pen, setting on the nearest source of food they 
  could smell or hear. 
  PCs making successful Knowledge (engineering) checks 
  (DC 10 + APL) or Survival checks (DC 15 + APL) can tell 
  that this was a crude, man-made wooden pen where there 
  are several animal prints (the size of the pen varies, 
  depending on the number of animals encounters; it is 
  large enough to hold all of them).  It appears to have been 
  abandoned, and the animals must have escaped when it 
  collapsed.  If a PC makes a DC 20 + APL Disable Device 
  check and declares that they are looking at the site with 
  that skill (do not suggest this skill to the PCs), then they 
  will note that this is not the case.  It will appear that the 
  pen was made to look as if it has been abandoned but was 
  actually broken or shattered in some fashion.  If the same 
  PC makes a Survival check (DC 15 + APL) and has ranks 
  in Disable Device, then he or she gets a +2 bonus to the 
  Disable Device check.  Under no circumstance will there 
  be any humanoid tracks found leaving from the pen. 
  If the PCs locate the pen and return to the caravan, 
  Karvane will suggest that the animals were left by an 
  unfortunate hunter who met his demise and believe it.  
  However, if the party determines that it was deliberately 
  disabled, he will be very troubled and insist that the party 
  remain close to the caravan from that point forward. 
  After the combat, the party might have fewer animals 
  than they did previously. In this case, the PCs will be 
  allowed to ride on the food wagon with Alquash.  If more 
  than two PCs have lost horses, there is no room on the 
  supply wagon for more than three people, so some of the 
  characters will have to double up on their horses (small 
  characters may easily ride with Medium characters), 
  provided the animal is not encumbered to the point of 
  restricting its movement.  There is more than adequate 
  space on the supply wagon for the party’s gear.  If a PC 
  has lost a horse, and wishes to replace it in Proman, they 
  will be expected to do so out of their own funds. 
  After an appropriate amount of traveling, the caravan 
  arrives in Proman. 
  Encounter Four: A Visit to 
  Proman 
  Crossing a final small bend in the road, you see the 
  outline of Proman.  Beyond it, you can almost see 
  the outline of mountains in the distance. 
  The mountains are the beginnings of the Cragmors, 
  which are approximately 15-20 miles from Proman. 
  As the Caravan pulls into Proman, Karvane calls a 
  halt and indicates that you will be staying here the 
  rest of the day and into the evening, as his master 
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 10 
  
  has business to conduct here.  He tells you that you 
  can purchase any supplies you desire, and that you 
  are staying at the Inn of the Silent Hills, which is 
  located near the business district. 
  If characters decide to follow Gwalchen around to ensure 
  his safety and to find out more about this man, Gwalchen 
  will not object and in fact will make it easy for characters 
  to keep him in his sights.  He will stop in at a local 
  trading post to conduct some business with respectable 
  Herdmasters regarding family business relating to some 
  head of cattle and land trading, and then he will speak 
  with some rather affluent dwarves about mineral trades, 
  the primary industry of Proman, as it is near the Lortmils. 
    
  The Inn of the Silent Hills, where the party is being put 
  up for the night, offers a stable for their horses. 
  Allow the PCs to move around town easily. If they wish 
  to gather information, they will find no rumors of note, 
  though they might find some of the same general rumors 
  heard in Shiboleth.  In fact, since Proman is so far 
  removed from the Western border of the March, the PCs 
  will find that the locals are very interested in any news of 
  the Giants (in Geoff). 
  The PCs will be put up in the Inn of the Silent Hills that 
  evening.  They can eat dinner there, though Gwalchen 
  will eat in his room with his aides and traveling 
  companions. 
  At some point, the PCs will turn in.  They have absolutely 
  no reason to suspect or feel anything is amiss, but they 
  should be allowed to set watches if they want (in their 
  rooms, of course). 
  After a very relaxed afternoon and a good dinner, 
  you return to your room and settle in for the 
  evening.  Throughout the night, your dreams are 
  troubled but not by any particular vision.  Waking in 
  the morning, you find that your night’s sleep was 
  not as restful as you would have wished. 
  Characters who awaken at dawn again will experience 
  firsthand Gwalchen’s obsession with his physical fitness, 
  as they will see him stretch and run again, as he has done 
  on alternating days since the trip began. 
  Karvane meets the party downstairs first thing in the 
  morning and indicates that the caravan will be ready to 
  depart as soon as the PCs have breakfast.  Gwalchen and 
  his traveling companions will have breakfast in a separate 
  room. 
  Encounter Five: Day of the 
  Living Dead 
  Upon leaving Proman, Karvane will indicate that they are 
  to follow the main road back to Buxton’s Crossing, then 
  they will take a shortcut about one days’ travel in.  They 
  will leave the road and go northwest, cutting the corner 
  once they have cleared the mountains to save at least two 
  days off their trip.  This shortcut will re-connect with the 
  main road into Hookhill about 1½ days ride south of 
  Hookhill.  Going to Buxton’s Crossing again will take at 
  least two days longer.  
  Any PC with Knowledge (local - Sheldomar Valley 
  Metaregion) can confirm that the shortcut is a fairly 
  common way for folks to travel.  The way has a little more 
  risk of being waylaid by highwaymen than the main road, 
  but there is actually a path worn by the folks traveling 
  that way.  If the caravan took the main road from 
  Shiboleth to Proman, then he will point out that they 
  have already lost time.  If the PCs are extraordinarily 
  adamant, then he will consult with Gwalchen, out of 
  earshot of the party, and they will grudgingly agree. 
  The first day’s travel takes the party on the main road, and 
  then onto the shortcut (which is clearly visible as a well 
  traveled path), for several hours. 
  Read the following if the party cuts the corner: 
  Traveling to the Northwest, you can see the 
  mountain ranges to the East in the distance.  Their 
  outlines are imposing, even from a vast distance. 
  If the PCs insist on staying on the main road, read the 
  following: 
  Heading to Buxton’s Crossing again, you find little 
  traffic on the road to Proman.  The miles seem to 
  roll by, and the road quickly becomes almost 
  hypnotic in its endless progression. The skies above 
  darken with clouds pregnant with rain.  In the late 
  afternoon after the noon meal, rain falls heavily, 
  soaking most of the caravan’s supplies and everyone 
  riding beside the wagons.  You can barely see beyond 
  your noses, and that takes effort.   
  Making camp in the steady rain proves to be a 
  somewhat daunting task.  It is hard to keep focused
  on the tasks at hand, as the weather makes every 
  task dreary and time-consuming. 
   
  Have the party identify what watches they are keeping, 
  but advise them that visibility and hearing are reduced 
  greatly because of the rain, which causes double range 
  penalties for Listen and Spot checks.  Make some rolls 
  during the evening, but the PCs will hear only 
  suggestions of sounds; the night passes uneventfully. 
  The next morning, you wake to a blanket of fog 
  covering the landscape.  The rain has moved on but 
  left a thick layer of fog over the landscape.  The road 
  is exceedingly muddy from the rain the day before.  
  The remainder of the morning’s travel is uneventful, 
  You stop for lunch, and enjoy yet another culinary 
  masterpiece in Alquash’s exquisite cooking. 
  Have the PCs describe their marching order again.  The 
  fog obscures vision beyond 30 feet along the trail and 
  road, doubling Spot check penalties for regular, lowlight 
  and darkvision.  The morning air is slightly chilly 
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 11 
  
  because of the fog, but the sun will burn the fog away by 
  late morning.  
  If the PCs have insisted on traveling the main road, they 
  will arrive in Buxton’s Crossing at the end of the second 
  day.  If they agreed to cut the corner, then they will be 
  more than halfway to Hookhill from Proman by the end 
  of the second day.  Parties who go to Buxton’s Crossing 
  will be put up again in an Inn for the night and allowed 
  to purchase basic supplies. 
  Because of the muddy ground, Gwalchen’s tent is not set 
  up for lunch, and he eats in his carriage with his traveling 
  companions.  Karvane stays very close to his master’s 
  carriage, and it is obvious that he is staying closer than 
  usual because of the animal attacks. 
  After lunch, the PCs will have the opportunity to speak 
  with Alquash, who takes a little longer than usual to put 
  out his fire and put his cooking implements away. 
  As the caravan prepares to move, the PCs are expected to 
  take up their point of protection again.  If the PCs are 
  taking any special precautions, have them describe them 
  in detail again.  Karvane is reasonably tolerant of any 
  precaution that seems to increase Gwalchen’s safety, but 
  not any that unreasonably slows the caravan. 
  About an hour and a half later, the party will see a marker 
  telling them that they are now 30 miles from Hookhill 
  (or, if the PCs insisted on taking the road to Buxton’s 
  Crossing and succeeded in convincing Karvane to agree, 
  telling them they are halfway to Hookhill (from Buxton’s 
  Crossing).  The marker will indicate the PCs should make 
  it to the north road to Hookhill from Buxton’s Crossing 
  within an hour (still approximately one days’ journey in 
  total).  Any PC who makes an Intelligence check (DC 10 
  + APL) and asks about it will remember seeing a similar 
  marker when they first entered the trail from Proman, 
  about the same distance from the other road. 
  Approximately 5 minutes after passing the marker, the 
  main carriage will run into a rut or ditch in the road.  It 
  will disable the front right wheel and require some time 
  to fix.  However, the trap is not the ditch, but is directly 
  adjacent to it, buried in the mud. 
  The trap is a relatively simple pit trap that increases in 
  lethality by APL. However, it has a stone lid covered in 
  mud and muck that covers the top of the pit. The lid is 
  treated as a large stone door (4 in. thick, Hardness 8, 60 
  hp, Lift/Break DC 28). It is covered in muck, so there is a 
  penalty of -1 per 2 APLs (-1 at APL 2, -2 at APL 4, etc.) on 
  any lift checks that involve actual grabbing of the lid.  
  As the lid closes on the trap, it opens up a shallow pit 
  with stairs leading out of it. Inside of this shallow pit is a 
  pair of undead creatures (as shown below in their stat 
  blocks). The undead will climb the small stairs and attack 
  any creatures nearby.  An unhallow spell has been cast in 
  this area, making the undead more difficult to turn.  A 
  prayer spell is linked to the unhallow spell so that the PCs 
  are –1 to all rolls while within radius of effect of the trap 
  and the undead are +1 to all rolls.  See DM Aids: Map #2 
  for a detailed diagram of the pit trap.   If the trap is 
  triggered: 
  Rising out of the hole filled with mud and muck are 
  things that can only be classified as the stuff of 
  nightmares.  The figures move about, freeing 
  themselves from the dirt, and move to attack. 
  It will take a Knowledge (religion) check (DC 10 + APL) 
  to identify the foes as undead, because they are covered 
  in mud when they first rise.  Any character who is a cleric 
  or paladin may add a +2 circumstance bonus to this roll.  
  It will be obvious to the characters what the foes are once 
  they begin attacking. 
  The two undead will attempt to flank the closest target 
  and beat it to unconsciousness before going to the next 
  target. This allows them to concentrate their attacks 
  while avoiding area attacks. 
  APL 2 (EL 4) 
  � Deeper Pit Trap: CR 1; mechanical; location trigger; 
  manual reset; hidden switch bypass (Search DC 25); DC 
  15 Reflex save avoids; 20 ft. deep (2d6, fall); multiple 
  targets (first target in each of two adjacent 5-ft. squares); 
  Search DC 20; Disable Device DC 23.  
  � Ghouls (2): hp 18 each; see Monster Manual. 
  APL 4 (EL 6) 
  � Spiked Pit Trap: CR 3; mechanical; location trigger; 
  manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, 
  fall); multiple targets (first target in each of two adjacent 
  5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per 
  target for 1d4+2 each); Search DC 21; Disable Device DC 
  20. 
  � Wights (2): hp 36 each; see Monster Manual. 
  APL 6 (EL 8) 
  � Spiked Pit Trap: CR 5; mechanical; location trigger; 
  manual reset; DC 25 Reflex save avoids; 40 ft. deep (4d6, 
  fall); multiple targets (first target in each of two adjacent 
  5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per 
  target for 1d4+4 each); Search DC 21; Disable Device DC 
  20.   
  � Mummies (2): hp 75 each; see Monster Manual. 
  APL 8 (EL 10) 
  � Venomous Spiked Pit Trap: CR 7; mechanical; 
  location trigger; manual reset; DC 25 Reflex save avoids; 
  40 ft. deep (4d6, fall); multiple targets (first target in each 
  of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 
  1d4 spikes per target for 1d4+4 plus poison each); poison 
  (medium spider venom poison (DC 14, 1d4 Str / 1d4 Str); 
  Search DC 21; Disable Device DC 20.  
  GRM4-02 On the Royal Road to Hookhill 
   
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  � Mummies, Mnk2 (2): hp 87 each; see Appendix One. 
  APL 10 (EL 12) 
  � Poisonous Spiked Pit Trap: CR 9; mechanical; 
  location trigger; manual reset; DC 25 Reflex save avoids; 
  40 ft. deep (4d6, fall); multiple targets (first target in each 
  of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 
  1d4 spikes per target for 1d4+4 plus poison each); poison 
  (nitharit poison (DC 13, 0 / 3d6 Con); Search DC 21; 
  Disable Device DC 20.  
  � Mummies, Mnk4 (2): hp 99 each; see Appendix One. 
  APL 12 (EL 14) 
  � Very Poisonous Spiked Pit Trap: CR 11; 
  mechanical; location trigger; manual reset; DC 25 Reflex 
  save avoids; 40 ft. deep (4d6, fall); multiple targets (first 
  target in each of two adjacent 5-ft. squares); pit spikes 
  (Atk +10 melee, 1d4 spikes per target for 1d4+4 plus 
  poison each); poison (dragon bile poison (DC 26, 3d6 Str 
  / 0); Search DC 21; Disable Device DC 20. 
  � Mummies, Mnk6 (2): hp 111 each; see Appendix 
  One. 
  During the combat, Karvane will shoot from the top of 
  the carriage, dismounting to fight with a longsword if the 
  undead approach the carriage.  He can be heard shouting 
  orders to Garn and Alquash and shouting encouragement 
  to his master inside the carriage (and advising him of 
  what is going on – and imploring him to remain in the 
  carriage).  Garn and Alquash will pull out light crossbows 
  and shoot at any undead within a clear line of sight. 
  After the combat, the PCs still must fix the wagon wheel, 
  which will take approximately one hour.  Garn will be in 
  charge of this, but any PC with ranks in Knowledge 
  (architecture and engineering) can assist with a DC 5 + 
  APL check, or with ranks in Disable Device (DC 10 + APL 
  to have useful knowledge – the ability to break things 
  includes some knowledge of how to repair them).  The 
  main spokes will need to be replaced, which will take the 
  remainder of the afternoon. 
  Encounter Six: The Long Night 
  After having the rest of the afternoon to talk with him, 
  the PCs will share a late lunch with Petros. 
  The rest of the afternoon is uneventful, though your 
  senses are now sharpened to be truly vigilant.  You 
  find a safe spot to stop for the evening, and are 
  certain to reach Hookhill tomorrow.   
  The party should explain very carefully how they are 
  setting up watches for the evening.  Do not alert the PCs 
  by asking them again how they plan to sleep or keep 
  watch, but presume they are doing the same as they have 
  previously unless they state otherwise.  Also, note which 
  PCs are sleeping in medium or heavier armor and remind 
  them that they will be fatigued if they do so – unless they 
  possess the Endurance feat.  Karvane keeps a very close 
  eye on Gwalchen’s tent, which is put in a defensible spot 
  off the roadside. 
  At some point, the party will turn in for the night. 
  A large, armed force of assassins, bent on killing 
  Gwalchen will attack the caravan.  It is up to the PCs to 
  stop them by any means necessary; the assassins will 
  fight fanatically to the death.  They will only flee if it 
  becomes obvious they cannot succeed in their mission. 
  DM Note: This is the final combat of the module, and 
  the foes are desperate, deadly, and attacking to stop 
  Gwalchen at any cost.  They see him (rightly or wrongly) 
  as a threat to whatever plans they have in motion.  As 
  such, they are risking an open assault with some of their 
  best killers.  The assassins will divide their number and 
  have one or two attack the far side of the camp, disabling 
  Karvane and burning Gwalchen’s tent and attacking 
  several rounds after the first wave attack the PCs.  The 
  attacks on the PCs are a feint to draw them away from the 
  camp; though they are no less deadly for it.  The assassins 
  have coated their weapons with poison and will fight to 
  the death, as they are fanatics (well-trained, but still 
  fanatics).  They attack with stealth (and invisibility where 
  noted), trying to flank and sneak-attack any PCs they can. 
   The assassins attack at night. 
  The assassins will reach a point around 70 feet from the 
  edge of camp.  With Gwalchen’s tent on the other side, 
  they will send two of their number around there to attack 
  three rounds after the rest of the forces attack the PCs on 
  watch.  It is presumed that they have watched the party 
  from a great distance and learned all that they can about 
  them from watching for over ½ hour (which PCs wear 
  armor, robes, etc. – the assassins know that an arcane 
  spellcaster is more likely to have a poor Fort save, for 
  example).  Also, where there are assassins, they will have 
  the opportunity to study the PCs for multiple rounds 
  prior to attacking and will use their death attack on those 
  PCs who are walking on watch.  They will try to attack 
  these specific PCs with flanking, invisibility or some type 
  of surprise to use the death attack within three rounds of 
  completing study of their foes.  The assassins will move 
  in (invisibly, if possible), sneak-attacking any PCs they 
  encounter. 
  As soon as the other assassins attack the tent, Karvane 
  will yell out a warning.  In this encounter, Garn and 
  Alquash remain in their small tent out of the action.  
  Gwalchen will draw his sword and make ready to attack 
  whoever enters his tent first – he is defending his 
  traveling companions, and the PCs are the hired and 
  assigned guards, after all.  Though Gwalchen could 
  probably handle this encounter, the PCs are the heroes 
  here, and the focus of the action should be on them (also, 
  he will want to protect the innocents traveling with him). 
   If the PCs do not make it to Gwalchen’s  tent within 5 
  rounds of Karvane’s warning, then Karvane will be 
  dropped (Strength drain), and the assassins will set fire to 
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 13 
  
  Gwalchen’s tent to force him out. The tent will burn for 
  three more rounds before Gwalchen has to abandon it.  
  This is designed to see if the PCs will split their forces or 
  not.  If the PCs do not move to help Gwalchen then he 
  will kill one of the attackers on him (8 rounds later) and 
  the others will flee into the night.  All of the assassins 
  have goggles or potions that allow them to see in the 
  dark.  Because of the waning moon, the normal penalties 
  for Spot checks are doubled for any PC without either 
  low-light vision or darkvision. 
  APL 2 (EL 5) 
  � Hextorite Assassins (4): male human Rog1; hp 6 
  each; see Appendix One. 
  APL 4 (EL 7) 
  � Hextorite Assassins (4): male human Rog3; hp 16 
  each; see Appendix One. 
  APL 6 (EL 9) 
  � Hextorite Assassins (4): male human Rog5; hp 27 
  each; see Appendix One. 
  APL 8 (EL 11) 
  � Hextorite Assassins (4): male human Rog5/Asn2; hp 
  37 each; see Appendix One. 
  APL 10 (EL 13) 
  � Hextorite Assassins (4): male human Rog5/Asn4; hp 
  48 each; see Appendix One. 
  APL 12 (EL 15) 
  � Hextorite Assassins (4): male human Rog5/Asn6; hp 
  58 each; see Appendix One. 
  The assassins are fanatic and will fight to the death. 
  However, it is possible that a party might be able to 
  capture one of the assassins alive: if so, they may desire to 
  question them.  Karvane and Gwalchen will allow this.  
  However, the assassin will resist all attempts to make him 
  talk except for magical attempts.  If he is successfully 
  charmed or enchanted, any assassin will know only the 
  identity of their target, and that they received their 
  orders in a mysterious fashion from a man in the robes of 
  a barrister.  They can provide no further details on their 
  employer. 
  Encounter Seven:  A Truth 
  Revealed 
  As soon as the chaos of the fight is resolved, Karvane is 
  summoned to Gwalchen’s tent.  The PCs can overhear 
  (Listen check DC 10 + APL) him having a heated 
  discussion with his master, objecting to something.  He is 
  heard to say “I do not agree master; there is too much 
  risk…”, and similar comments.  After a few moments, he 
  will bow his head, and say, “As you wish, Master”. 
  Karvane returns to you and says “My master would like to 
  speak with you, by your leave.”  It is clear from his face 
  that he does not approve of this decision.  “Garn and I 
  will work on the wagon while you talk.  Alquash can 
  prepare some light fare for the master’s companions, and 
  you are welcome to it after your talk.”  A Sense Motive 
  (DC 10 + APL) will indicate that Karvane is moving a 
  distance away so that the PCs can talk with his master 
  freely. 
  If the PCs ask what about, Karvane will say “That is for 
  my master to say, not I.”  If the PCs agree to see 
  Gwalchen, read the following to the players: 
  The tent opens, and a middle-aged man with shock 
  white hair steps out.  His presence is at once 
  commanding and reassuring.  He speaks with a 
  powerful voice, but in soft tones: “My friends, it has 
  been a long ride, in many ways, and I would speak 
  with you openly.  I have a confession to make, and 
  you 
  have 
  demonstrated 
  your 
  capacity 
  for 
  trustworthiness.”   
  If the PCs have already met him in GRM4-01 
  Homecoming, he will acknowledge this, thanking them 
  for the help they provided in that adventure. 
   
   
  The man carries a longsword at one side and an axe 
  on the other, and walks with the authority of 
  someone who knows how to use them.  He walks a 
  distance away from the tent and looks to you to 
  follow him. 
  He moves about 50 ft from the tent and leans against a 
  stump, as if gathering his thoughts.  When the PCs are 
  around him, he speaks. 
  “My friends, you have proven yourself many times, 
  and you have my gratitude.  I begin by apologizing 
  to you for a deception, which I felt necessary for the 
  safety of my family and those I care about.  If it had
  been known that I had returned sooner, I feared 
  danger to them.  Karvane has served me loyally for 
  many years and was glad to continue the deception, 
  since he believed it would help him protect me.  
  However, I cannot remain hidden away forever, 
  especially when I believe there is a threat to the 
  entire March.  The time has come for the truth, and I 
  will not use a false name any longer.  My name is 
  Petros Gwalchen, but you may call me Petros. 
  Gran March PCs will know Petros as the former 
  Commandant of the Gran March, who left the post of 
  Commandant without warning.  (Out-of-region PCs 
  might know this, too.)  The PCs will probably have many 
  questions, which Petros will do his best to answer.  It is 
  impossible to anticipate them all, but some of the main 
  ones are listed below.  The GM may improvise reasonable 
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 14 
  
  responses from the questions listed below, but should not 
  add anything not clearly implied from the comments. 
  For most PCs, especially regional ones, and active and 
  former military ones, this should be an extremely 
  dramatic, once-in-a-lifetime meeting, and its impact on 
  the PCs should not be understated.  Petros is a living 
  legend in the Gran March, as the former leader of the 
  entire realm.  He was beloved by the populace and had 
  risen through the ranks of the Army to become its 
  commander prior to his election to Commandant.  
  During 
  his 
  approximately 
  four 
  year 
  tenure 
  as 
  Commandant, the realm prospered as never before.  
  There were even rumors that the Gran March might, 
  under his leadership, declare itself independent from the 
  King of Keoland; such rumors were derailed by the 
  giants’ invasion of Geoff.  Petros himself is a near-epic 
  level character.  If the PCs are very rude, or completely 
  disrespectful, then the talk can be cut short.  Petros is, 
  among other things, a noble and should be treated as 
  such. 
  • 
  Why did you leave Gran March?  Answer:  “I left 
  Gran March as part of an agreement with the 
  Knights of the Watch.  It was the most difficult 
  decision I have ever made, but the fate of our realm 
  was at stake.” 
  • 
  Why did you return?  Answer:  “I had an encounter 
  with Heironeous himself, and he told me that I must 
  return to Gran March because a terrible threat is 
  facing our realm.” 
  • 
  What is the threat?  Answer:  “I do not know.  In 
  my dreams, it is portrayed as a shadow casting across 
  the length and breadth of the land.” 
  • 
  Why are you going to Hookhill?  Answer:  “I am 
  going to tell the Commandant of my visit from 
  Heironeous.  I do not know what it means, exactly, 
  but I must tell him of it.  There is also a matter of 
  courtesy, since I have returned to the land for the 
  first time in many years.  I would inform him of my 
  return and offer him what advice I have to give.  I 
  only pray he will listen to it.” 
  • 
  Are you from Shiboleth?  Answer:  “Yes, my family 
  is originally from Shiboleth, and majority of our 
  holdings are in that area, as is most of my family.” 
  • 
  Why did you travel under the name “Gwalchen?” 
   Answer:  It is a family name by which I have not 
  been known since I became Commandant.  I could 
  not take a chance of the shadow from my dreams 
  falling on my family before I had seen to their safety. 
   Also, there are those who believe that I might have 
  designs on becoming Commandant again – and 
  using the name Petros openly would invoke those 
  concerns.” 
  • 
  What do you think of Vrianian’s leadership?  
  Answer:  “I would not cast aspersions on the 
  Commandant lightly.  I believe he serves in troubled 
  times.  There are threats both outside and within our 
  borders.  Our sons should not be sent lightly to 
  foreign lands to fight the wars of other nations.  
  Gran March must concern itself with its own 
  security.  But, he rules in his fashion, as is the nature 
  of the office.” 
  • 
  Do you plan to become Commandant again?  Do 
  you plan to usurp Vrianian?  Answer:  “No.  I have 
  no such plans.  That is not why I have returned.”  
  Petros will bristle at such a question, as it is 
  extremely rude.  “I do not know what the future 
  holds for the Commandant’s chair; that is not for me 
  to say.  I will do whatever I can to help Gran March, 
  and now that means offering myself as a defender of 
  the man who holds that position today.” 
  • 
  Why did you put forth this deception as to your 
  identity?  Answer:  “I despise deception, but I have 
  put them forth only for great necessity.  I have 
  allowed deceptions in the past for military reasons, 
  and this time I have done so to protect my family.  I 
  do not wish to continue it any longer, and you have 
  earned the right to both my trust and the truth.” 
  The PCs should have another opportunity to talk with 
  Petros after the attack.  He will be still a little evasive 
  about what he is planning to discuss with the 
  Commandant (such things are private between leaders, 
  after all), but otherwise very open and friendly.  He will 
  mention his wife and daughters; one daughter is studying 
  in Sterich, the other two daughters are married – one to 
  an officer, and one to a retired officer who now works in 
  Shiboleth (yes, he has grandchildren as well).  His wife is 
  visiting his daughter in Sterich after being kidnapped by 
  Nolar Thotec in GRM4-01 Homecoming; that is why 
  she didn’t accompany him on the trip. 
  Petros will also, if asked nicely, recount some of the 
  harrowing tales and exploits of his youth.  He has some 
  very interesting stories from his time as a solider in the 
  Army. 
  Petros will display an extraordinary amount of nationalist 
  pride (as he should), but will also express the opinion that 
  the Armies of the March should not be fighting battles in 
  other lands.  In particular, he will indicate that the March 
  army in Geoff is far too large (Geoff should handle their 
  own battles); the Army is better served to fortify the 
  borders of the March.   
  Petros will also (if asked) indicate that the road through 
  the Dim Forest is a bad idea in his military opinion.  The 
  road will provide access for supplies, but also an easy 
  entrance into the Gran March, he will point out.  The 
  traditional allies of the Gran March, the elves of the dim, 
  are divided over the road, so it has brought strife where 
  none was needed. 
  Petros’s traveling companions are two of his advisors, and 
  a family friend – also a noble – who is traveling to 
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 15 
  
  Hookhill on business and to accompany Petros.  They do 
  not interact with the PCs in the adventure, though if a PC 
  tries to address them, they are courteous to them; their 
  stats are not given the Appendix. 
  Encounter Eight: Journey’s End 
  After the attack of the assassins, the party will make it 
  through the rest of the evening without incident (though 
  you can have them roll a few more Spot and Listen 
  checks to keep them on their toes).  Karvane and Petros 
  will thank the PCs numerous times for their heroism and 
  bravery. 
  With the rise of the sun, you seem to feel a renewed 
  sense of purpose.  You see the familiar outline of 
  buildings in the distance.  Hookhill looms large in 
  the distance.  A retinue of armed men on horseback 
  rides towards your party. 
  The eight riders approach your camp.  Petros steps 
  out of his tent and calmly gestures to the riders. 
  The riders are in full dress uniform.  With a DC 5 
  Profession (soldier) check, the character will recognize 
  the riders as Knights of the Watch) Any PC who is in 
  training to be (or is actively) a Knight of the Watch will 
  automatically recognize the riders.  
  The riders stop some 15 yards from the camp, and 
  one rider moves forward slowly. He raises his hand 
  for the rest of the riders to wait in place.  He 
  dismounts and moves forward to meet Petros. 
  The PCs may approach if they wish.  Karvane walks a few 
  feet behind Petros, ordering the rest of the camp to 
  remain where they are. 
  The lead Knight looks at Petros, and his lip curls in a 
  slight sneer.  He speaks in a slow tone: “So, old man, 
  you have returned?”  Gesturing to himself and his 
  companions, he continues, “I must admit, we did 
  not think you would have the nerve to do so. We 
  have been sent here by the Commandant – who has 
  not left his post, as have others in the past – to 
  provide you with an official escort.  Do you wish to 
  ride on the back of my horse?  I can carry the reins 
  for you.” 
  At this comment, Karvane will stiffen up, but a gesture 
  from Petros will silence whatever he was about to say.  It 
  is obvious to any PC listening to the conversation that 
  the tone of the knight is very cool and somewhat 
  detached. 
  Petros steps forward, salutes the man, and says, “I 
  see that old insults, be they real or imagined, are not 
  easily forgotten.  I explained to those of the order 
  why it was vital that I depart, but I do not see the 
  need to repeat it here today.  My business is with the 
  Commandant, though I welcome his offer of an 
  escort.” 
  This conversation continues, and the PCs may participate 
  in it if they wish.  The following are typical comments 
  that might come up: 
  • 
  Knight: “Trust is a difficult thing to regain 
  once tossed aside”.  Petros: “It was never my 
  intent to betray anyone’s trust, but I was 
  ordered away by the highest power.” 
  • 
  Knight: “The Knights were your most 
  valuable ally, yet you refused to pay us any 
  heed.”  Petros: “The needs of Gran March 
  were always first and foremost on my 
  mind.” 
  • 
  Knight: “Have you returned to cause more 
  trouble for the Knights?”  Petros: “My 
  business and what I have to say are for the 
  Commandant’s ears only.  If he chooses to 
  share that with you, so be it.  I do not nor 
  have I ever, intentionally caused any 
  trouble to the Knights.” 
   
   
  , 
   
  • 
  Knight: “Many in the order are far more 
  displeased with you than I.”  Petros: “I 
  cannot change what has passed, but I will 
  meet with the other Knights to talk things 
  over if they desire it.”  
  • 
  Knight: “I am to understand that our order 
  nearly lost interests in Bissel as a result of 
  your inaction and poor judgment.”  Petros:  
  “I did what I believed was right with the 
  tools given me by great Heironeous.  I did 
  my best to defend Gran March.” 
  Discussion regarding a tense past between the Knights of 
  the Watch and Petros continue for a few moments, 
  although the PCs may participate in the exchange if they 
  wish.  It is clear that Petros is being diplomatic, and the 
  Knights are being rude and standoffish, though in a 
  diplomatic fashion.  It will be noticed by any PC (Sense 
  Motive DC 5 + APL, +2 to the roll if the PC is a member 
  of the Knights of the Watch or squiring to be a member) 
  that all of the Knight’s questions focus on how Petros 
  treated the Knights, and the betrayal they felt when he 
  left.  For example, the Knight never once asks Petros 
  “How is your family?  How were your travels?” 
  Petros will cut off any PC if they are overly rude, but the 
  Knights of the Watch show marginal respect for the 
  entire party.  They will say things to the PCs such as:  “Do 
  you know the true nature of the man with whom you 
  travel?”  “Be careful, for if you give him your trust, he will 
  abuse it.”  Karvane will not speak once Petros waves him 
  back. 
  The Knights of the Watch are especially concerned if any 
  PC is squiring to be a Knight of the Watch, and one of 
  the riders will take that PC aside, to speak with him 
  privately.  He will inform that character to be very careful 
  in placing any trust in Petros, for he (the Knight) feels 
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 16 
  
  that Petros betrayed the order when he left the post of 
  Commandant in the fashion that he did.  If the PC 
  presses the Knight, he will advise the character that the 
  Knights had lost confidence in Petros and told him of the 
  same before he left.  He will suggest that any other reason 
  Petros 
  might 
  have 
  given 
  for 
  abdicating 
  the 
  Commandant’s seat is “either fabricated or grossly 
  exaggerated.”  He will indicate that Petros was aware of 
  the Knights’ decision not to support him any longer only 
  if the character asks. 
  The entire encounter should leave the PCs with a less-
  than-favorable impression of the Knights of the Watch, 
  or at least of the unit in front of them.  In this meeting, 
  Petros is by far the more humble of the two parties. 
  If a PC continues to be overly rude after being warned by 
  Petros, the Knight of the Watch will order him to receive 
  a demerit if he is an active member of the military; the 
  Knights do have military standing to do this.  Under no 
  circumstances will the Knights of the Watch or Petros 
  draw weapons on each other.  A Sense Motive check (DC 
  5 + APL) will reveal that the Knights dislike Petros 
  (possibly because they feel he let them down in the past), 
  but they will not draw swords on him; they simply wish 
  to confront and possibly insult him. 
  If a PC moves to attack a Knight, Petros and Karvane will 
  order him to stand down, subduing him or her if possible 
  (an obvious magical attack counts as an attack for this 
  purpose).  If the PC does not obey the order, Petros and 
  Karvane will stand back, although the other seven 
  Knights on horseback will draw bows and shoot at the 
  attacking character.  The main Knight will simply hold 
  up his shield in a full defensive posture.  If the PC attacks 
  for one round after being ordered not to, he or she will be 
  punished immediately (see Jailed! in the Treasure 
  Summary). 
  After a few moments, the Knights will make ready to 
  escort the party into Hookhill to the Commandant. 
  As he turns to leave, Petros thanks each character for 
  their assistance and salutes any active military characters 
  – unless the character attacked the Knight, in which case 
  he simply looks disappointed.  His gratitude is obvious, 
  and it appears he is gathering his inner strength for the 
  upcoming meeting with the Commandant.  The PCs 
  receive the Favor of Petros (see the Treasure Summary). 
  The PCs are not allowed to accompany the carriage, but 
  instead Karvane asks the party to ride with the supply 
  wagon.  Karvane instructs the party to meet him at an Inn 
  later that evening, and he will provide them with their 
  share of any supplies or spoils they might have gathered, 
  and Petros will pay for their rest for the evening, their 
  wounds tended to, and they will receive payment for 
  their services.  Karvane himself drives the main carriage 
  into town, and Garn moves to the supply wagon with 
  Alquash.  The other occupants of the main carriage will 
  be dropped off in town before the meeting with the 
  Commandant. 
  Conclusion 
  Sitting in the warm comfort of the Inn, you cannot 
  help but reflect on the trip you have just taken in 
  most auspicious company.  Whatever fate has in 
  store for Gran March, you are certain that Petros 
  will be in touch again, and you can be assured that if 
  he comes calling, it will not be a mere social one. 
   
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Three 
  Defeat the wolves 
   
  APL 2 – 90 xp. 
   
  APL 4 – 150 xp. 
   
  APL 6 – 210 xp. 
   
  APL 8 – 270 xp. 
   
  APL 10 – 330 xp. 
   
  APL 12 – 390 xp. 
  Encounter Five 
  Disarm or survive the trap 
   
  APL 2 – 120 xp. 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
  Encounter Six 
  Defeat the assassins 
   
  APL 2 – 150 xp. 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 2 – 90 xp. 
   
  APL 4 – 135 xp. 
   
  APL 6 – 180 xp. 
   
  APL 8 – 225 xp. 
   
  APL 10 – 270 xp. 
   
  APL 12 – 315 xp. 
  Total Possible Experience 
   
  APL 2 – 450 xp. 
   
  APL 4 – 675 xp. 
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 17 
  
   
  APL 6 – 900 xp. 
   
  APL 8 – 1,125 xp. 
   
  APL 10 – 1,350 xp. 
   
  APL 12 – 1,575 xp. 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it.  Other times they may attempt to use the item 
  blindly.  If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Five: 
   
  APL 2: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 0 gp; M: 2 rings of protection +1 (167 
  gp each), 2 bracers of armor +1 (83 gp each), 2 monk’s belts 
  (1,063 gp each). 
   
  APL 10: L: 0 gp; C: 0 gp; M: 2 rings of protection +2 (667 
  gp each), 2 bracers of armor +2 (333 gp each), 2 monk’s belts 
  (1,063 gp each). 
   
  APL 12: L: 0 gp; C: 0 gp; M: 2 rings of protection +3 
  (1,500 gp each), 2 bracers of armor +3 (750 gp each), 2 
  monk’s belts (1,063 gp each). 
  Encounter Six: 
   
  APL 2: L: 216 gp; C: 0 gp; M: 4 potions of cat’s grace (25 
  gp each), 4 potions of darkvision (25 gp each), 4 mithral 
  chain shirts (92 gp each). 
   
  APL 4: L: 112 gp; C: 0 gp; M: 4 potions of cat’s grace (25 
  gp each), 4 potions of darkvision (25 gp each), 4 +1 mithral 
  chain shirts (175 gp each), 4 +1 short swords (193 gp each), 4 
  rings of protection +1 (167 gp each). 
   
  APL 6: L: 126 gp; C: 0 gp; M: 4 potions of cat’s grace (25 
  gp each), 4 potions of darkvision (25 gp each), 4 +1 mithral 
  chain shirts (175 gp each), 4 +1 short swords (193 gp each), 4 
  rings of protection +1 (167 gp each), 4 cloaks of resistance +1 
  (83 gp each), 4 gloves of dexterity +2 (333 gp each), 4 wands 
  of obscuring mist – 1st level caster (63 gp each). 
   
  APL 8: L: 204 gp; C: 0 gp; M: 4 potions of cat’s grace (25 
  gp each), 8 potions of invisibility (25 gp each), 4 goggles of 
  night (1,000 gp each), 4 +1 mithral chain shirts (175 gp 
  each), 8 +1 short swords (193 gp each), 4 rings of protection +2 
  (667 gp each), 4 cloaks of resistance +1 (83 gp each), 4 gloves 
  of dexterity +2 (333 gp each), 4 wands of obscuring mist – 1st 
  level caster (63 gp each). 
   
  APL 10: L: 204 gp; C: 0 gp; M: 4 potions of cat’s grace (25 
  gp each), 4 rings of invisibility (1,667 gp each), 4 goggles of 
  night (1,000 gp each), 4 +1 mithral chain shirts (175 gp 
  each), 8 +1 short swords (193 gp each), 4 rings of protection +2 
  (667 gp each), 4 cloaks of resistance +1 (83 gp each), 4 gloves 
  of dexterity +4 (1,333 gp each), 4 wands of obscuring mist – 1st 
  level caster (63 gp each), 4 boots of striding and springing (458 
  gp each). 
   
  APL 12: L: 204 gp; C: 0 gp; M: 4 potions of cat’s grace (25 
  gp each), 4 rings of invisibility (1,667 gp each), 4 goggles of 
  night (1,000 gp each), 4 +1 mithral chain shirts (175 gp 
  each), 8 +1 shock short swords (693 gp each), 4 rings of 
  protection +2 (667 gp each), 4 cloaks of resistance +2 (333 gp 
  each), 4 gloves of dexterity +4 (1,333 gp each), 4 wands of 
  obscuring mist – 1st level caster (63 gp each), 4 boots of striding 
  and springing (458 gp each). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 2: L: 216 gp; C: 0 gp; M: 568 gp – Total: 784 gp 
  (450 gp). 
   
  APL 4: L: 112 gp; C: 0 gp; M: 2,340 gp – Total: 2,452 
  gp (650 gp). 
   
  APL 6: L: 126 gp; C: 0 gp; M: 4,256 gp – Total: 4,382 
  gp (900 gp). 
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 18 
  
   
  APL 8: L: 204 gp; C: 0 gp; M: 13,754 gp – Total: 13,958 
  gp (1,300 gp). 
   
  APL 10: L: 204 gp; C: 0 gp; M: 27,554 gp – Total: 
  27,758 gp (2,300 gp). 
   
  APL 12: L: 204 gp; C: 0 gp; M: 33,991 gp – Total: 
  34,195 gp (3,300 gp). 
  Items for the Adventure Record 
  Item Access 
  APL 2: 
  � Mithral Chain Shirt (Adventure, DMG) 
   
  APL 4 (APL 2 Items plus): 
  � +1 Mithral Chain Shirt (Adventure, DMG) 
   
  APL 6 (APL 2, 4 Items plus): 
  � Gloves of Dexterity +2 (Adventure, DMG) 
  � Wand of Obscuring Mist (Adventure, 1st level caster, 
  DMG) 
   
  APL 8 (APL 2, 4, 6 Items plus): 
  � Goggles of Night (Adventure, DMG) 
  � Monk’s Belt +2 (Adventure, DMG) 
  � Ring of Protection +2 (Adventure, DMG) 
   
  APL 10 (APL 2, 4, 6, 8 Items plus): 
  � Boots of Striding and Springing (Adventure, DMG) 
  � Bracers of Armor +2 (Adventure, DMG) 
  � Gloves of Dexterity +4 (Adventure, DMG) 
  � Ring of Invisibility (Adventure, DMG) 
   
  APL 12 (APL 2, 4, 6, 8, 10 Items plus): 
  � +1 Shock Short Sword (Adventure, DMG) 
  � Bracers of Armor +3 (Adventure, DMG) 
  � Cloak of Resistance +2 (Adventure, DMG) 
  � Ring of Protection +3 (Adventure, DMG) 
  Special 
  � Favor of Petros  
   
  For helping him, the former Commandant of Gran 
  March is grateful to you.  This favor can be counted as 
  one military commendation for purposes of determining 
  advancement and military promotion and may have other 
  uses in the future.   Additionally, the PC may use the 
  favor to gain access (Frequency: Adventure) to purchase 
  the holy weapon special ability as an upgrade to a single 
  melee weapon.  This favor may be used during any Gran 
  March Regional scenario, and the favor should be 
  marked used at that time (once used for this purpose, the 
  favor is gone). 
  � Jailed!  
   
  For openly attacking a Knight of the Watch, the 
  character has been jailed for assault on an official of Gran 
  March.  The character is incarcerated for 2 TUs, as Petros, 
  in his gratitude, works the legal system with his own 
  influence to have the character released.  Otherwise, the 
  penalties would be much stiffer.  If the character has the 
  Enmity of Nolar Thotec, this incarceration period is 
  doubled, as the mysterious figure works to delay the 
  process at every turn.  If this PC was an active member of 
  the Gran March army, this assault also results in 
  demotion of one full rank. 
   
   
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 19 
  
  Appendix One:  NPCs
  All APLs 
  Karvane: male human Ftr12; CR 12, medium 
  humanoid (human); HD 12d10+12: hp 99;  Init +5, Spd 
  20 ft., AC 25 (touch 13, flatfooted 24);  Base Atk +12; 
  Grp +17; Atk +21 melee (1d8+9/17-20, +2 ghost touch 
  longsword) or Full Atk +21/+16/+11 melee (1d8+9/17-
  20, +2 ghost touch longsword), +13/+8/+3 ranged; AL 
  NG. SV Fort +9, Ref +5, Will +5; Str 20, Dex 12, Con 12, 
  Int 14, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +10, Ride +14, 
  Intimidate +5, Climb +10, Jump +11, Swim +11, Craft: 
  Weaponsmith +8, Profession: Soldier +9, Sense Motive: 
  +6, Diplomacy +9, Knowledge: Nobility +3; Cleave, 
  Combat Expertise, Combat Reflexes, Endurance, 
  Greater Weapon Focus (longsword), Greater Weapon 
  Specialization 
  (longsword).Improved 
  Critical 
  (longsword), Improved Disarm, Improved Initiative, 
  Improved Sunder, Power Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword),  
   
  Possessions: Gauntlets of ogre power (Str +2), +2 ghost 
  touch longsword, +2 banded mail of light fortification), +2 
  heavy wooden shield (Darkwood), ring of protection +2, ring 
  of sustenance. 
   
  Karvane is 43 years old.  He served in the regular 
  Army for 20 years.  He was afforded many honors and 
  then transferred to the 1st Battle: The Commandant’s 
  Own.  It was here he first met Petros and came to 
  respect him immensely, as both men were soldier’s 
  first.  When Petros left the position of Commandant, 
  Karvane left the 1st Battle shortly thereafter, retiring 
  with full military honors.  Since the army had been his 
  life, he had no real family to speak of, so he spent some 
  time as a mercenary; he found this work distasteful and 
  was considering offering his services to train new 
  recruits in the army when Petros returned and 
  contacted Karvane, who was glad to return to his 
  master’s side.  Karvane appears well muscled and works 
  out regularly.  His skill with a longsword is nothing 
  short of amazing, though he can wield almost any 
  weapon with great ability.  Over the years, he 
  recognized the need for a different set of skills as he 
  served in the 1st Battle, so he developed those.  His one 
  constant has been his love of crafting weapons, and he 
  has a small forge at his disposal on Petros’s estate in 
  Shiboleth. 
   
  Karvane is loyal to Petros, and his primary concern 
  is for his safety.  He respects Petros’s wishes, even 
  when he does not agree with them.  It seems he 
  seldom sleeps (he wears a ring of sustenance) and is 
  always alert and vigilant.  He does not tolerate any 
  behavior that might put Petros’s safety at risk. 
  Alquash: male human Ftr4; CR 4, medium humanoid 
  (human); HD 4d10+4; hp 33;  Init +5;  Spd 30 ft.; AC 15 
  (touch 11, flatfooted 14); Base Atk +4; Grp +6; Atk +8 
  melee (1d8+2, masterwork longsword) or +6 ranged 
  (1d8, light crossbow); Full Atk +8 melee (1d8+2, 
  longsword) or +6 ranged (1d8, light crossbow);  AL NG; 
  SV Fort +7, Ref +2, Will +3; Str 14, Dex 12, Con 12, Int 
  12, Wis 15, Cha 12. 
   
  Skills and Feats: Handle Animal + 8, Ride +10, 
  Profession: Soldier +6, Climb +6, Profession (cook) +8, 
  Craft (kitchenware +2) (+4 with masterwork tools); 
  Combat 
  Reflexes, 
  Great Fortitude , Improved 
  Initiative, Point Blank Shot, Skill Focus (Profession 
  (cook)), Weapon Focus (longsword),  
   
  Possessions: Studded leather armor, longsword 
  (masterwork), light crossbow, buckler, masterwork 
  artisan tools for crafting kitchen utensils. 
   
  Alquash is 55 years old and looks very weather-
  beaten.  He served in the Army as a cook for 30 years, 
  with his last several years under Karvane.  Karvane 
  actually had him temporarily assigned to the 1st Battle 
  for the last year of his service.  Alquash is a pleasant 
  man who enjoys nothing so much as preparing food 
  and swapping tales and recipes with other folks who 
  like cooking.  He crafts his own kitchen tools and is 
  capable of amazing feats of culinary ability.  He is 
  aware of Petros’s identity but honors his desire for 
  privacy.  Despite his years around nobility while 
  cooking for the 1st battle, Alquash is still a commoner 
  in his mannerisms.  He finds Petros the most 
  approachable noble he’s ever met but still realizes the 
  difference between noble and commoner and 
  maintains that distance.  He does have some war 
  stories of his early years on the front line and will 
  gladly speak with anyone in the army about them.  He 
  is approachable and good-natured. 
  Garn: male human Rgr4; CR 4, medium humanoid 
  (human); HD 4d8+4; hp 27; Init +5;  Spd 30 ft.; AC 17 
  (touch 12, flatfooted 15); Base Atk +4; Grp +6; Atk +7 
  melee (1d8+2/19-20, masterwork longsword) or +7 
  ranged (1d8/x3, masterwork composite longbow) SA 
  Favored Enemy (Giants), Wild Empathy, Combat Style 
  (Two Weapon Fighting), Animal Companion.  SQ 
  Spells;  AL NG;  SV Fort +5, Ref +6, Will +3; Str 14, Dex 
  14, Con 12, Int 12, Wis 15, Cha 10. 
   
  Skills and Feats: Craft (wagonsmith) +6, Handle 
  Animal +7, Jump +4, Knowledge (dungeoneering) +6, 
  Knowledge (geography) +6, Knowledge (nature) +10, 
  Listen +5, Profession (soldier) +4, Ride +11, Search +4, 
  Spot +5, Survival +9; Endurance, Improved Initiative, 
  Mounted Combat, Ride by Attack, Track, Virtual Feat 
  Two-Weapon Fighting (when in light Armor). 
   
  Spells: (1; save DC 12 + spell level) - speak with 
  animals. 
   
  Possessions: Chain shirt, buckler, masterwork 
  longsword, masterwork dagger (off-hand weapon), 
  masterwork composite longbow. 
   
  Garn is 25 years old and realizes that he is, by far, 
  the youngest of Petros’s employees on this trip.  He 
  occasionally acts a bit nervous because of this age 
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 20 
  
  difference but is otherwise easy to talk to.  He spends a 
  great deal of time tending to the needs of the animals, 
  and his primary focus (after his immediate job as 
  carriage driver) is on their needs when the caravan 
  stops.  He will cast his speak with animals spell in the 
  evening to make sure the horses’ needs are being met.  
  Although he has an animal companion, it is not 
  present with him on this trip.  He served in the Army 
  (Calvary) for 7 years and mustered out around 3 years 
  ago.  He is from Shiboleth (not married, no children), 
  and has family there.  He was hired by Karvane, and 
  shows him great respect because of it.  He is hesitant to 
  talk to anyone because he is shy, but he will be more 
  comfortable around anyone whom he perceives shares 
  his love of animals.  Because he drives the main 
  carriage, he is not accessible during the day - only 
  when the caravan stops.
  APL 2 
  Encounter Six 
  Hextorite Assassins (4): male human rog1; CR 1; 
  medium humanoid (human); HD 1d6+1; hp 6; Init +3, 
  Spd 30 ft.; AC 17 (+3 Dex, +4 mithral shirt), touch 13, 
  flat-footed 14; Atk +3 melee (1d6+2, masterwork short 
  sword) +4 ranged (1d8, light crossbow); Space/Reach 
  5ft./5ft.; SA sneak attack +1d6, trapfinding; AL NE; SV 
  Fort +1, Ref +5, Will +0; Str 14, Dex 16, Con 12, Int 14, 
  Wis 10, Cha 8. 
   
  Skills and Feats: Balance +7, Disable Device +6, 
  Disguise +3, Escape Artist +7, Hide +7, Jump +6, Listen 
  +4, Move Silently +7, Open Lock +7, Spot +4, Tumble 
  +7; Combat Expertise, Improved Trip. 
   
  Possessions: Masterwork light crossbow, 20 bolts, 
  masterwork short sword, mithral chain shirt, potion of 
  cat’s grace, Has poison on short sword: black adder 
  venom (Injury, Fort Save: DC 11: 1d6 Con, secondary 
  1d6 Con), potion of darkvision. 
  APL 4 
  Encounter Six 
  Hextorite Assassins (4): male human rog3; CR 3; HD 
  3d6 + 3; hp 16; Init +7, Spd 30 ft.; AC 19 (+3 Dex, +5 
  Leather Armor, +1 Ring), touch 14, flat-footed 16; Atk 
  +5 melee (1d6+3, +1 short sword), +6 ranged (1d8, light 
  crossbow); Space/Reach 5ft./5ft.; SA sneak attack +2d6; 
  SQ  trapfinding, evasion, trap sense +1; AL NE; SV Fort 
  +2, Ref +6, Will +1; Str 14, Dex 16, Con 12, Int 14, Wis 
  10, Cha 8. 
   
  Skills and Feats: Balance +10, Climb +3, Disable 
  Device +8, Disguise +4, Escape Artist +9, Hide +9, Jump 
  +9, Listen +6, Move Silently +9, Open Lock +9, Spot +6, 
  Tumble +11, Use Rope +4. Combat Expertise, 
  Improved Trip, Improved Initiative. 
   
  Possessions: Masterwork light crossbow, 20 bolts, +1 
  mithral chain shirt, potion of cat’s grace, potion of darkvision, 
  +1 short sword, ring of protection +1, Has poison on +1 
  short sword: medium spider venom (Injury, Fort save 
  DC 14, 1d4 Str, secondary 1d4 Str). 
  APL 6 
  Encounter Six 
  Hextorite Assassins (4): male human rog5; CR 5, 
  medium humanoid (human); HD 5d6+5; hp 27; Init +8, 
  Spd 30 ft.; AC 20 (+4 Dex, +5 mithral shirt, +1 ring), 
  touch 15, flat-footed 16; Atk +6 melee (1d6+3, +1 short 
  sword) or +8 ranged (1d8, light crossbow); Space/Reach 
  5ft./5ft.; SA sneak attack +3d6, SQ trapfinding, evasion, 
  trap sense +1, uncanny dodge; AL NE; SV Fort +3, Ref 
  +9, Will +2; Str 14, Dex 19, Con 12, Int 14, Wis 10, Cha 
  8. 
   
  Skills and Feats: Balance +11, Climb +3, Disable 
  Device +10, Disguise +4, Escape Artist +12, Hide +12, 
  Jump +9, Knowledge: Local (Meta-Region) +3, Listen 
  +8, Move Silently +12, Open Lock +12, Spot +8, 
  Tumble +14, Use Magic Device +4,Use Rope +5. 
  Combat Expertise, Improved Trip, Improved Initiative. 
   
  Possessions: Masterwork light crossbow, 20 bolts, +1 
  mithral chain shirt, potion of cat’s grace, potion of darkvision, 
  +1 short sword, ring of protection +1, gloves of dexterity +2, 
  cloak of resistance +1, 2 tanglefoot bags, 2 thunderstones, 
  wand of obscuring mist (1st level caster), Has poison on 
  short sword: medium spider venom (Injury, Fort Save 
  DC 14, 1d4 Str, secondary 1d4 Str). 
  APL 8 
  Encounter Five 
  Mummy Monks (2): male mummy Mnk2; CR 7; 
  medium undead; HD 8d12+2d8+3; hp 87; Init +0; Spd 
  20 ft.; AC 24, flatfooted 24, touch 13; Base Atk +5; Grp 
  +12; Atk +12 melee (1d6+7, slam) or +10/+10 melee 
  (1d6+7, flurry of blows); Full Atk +12 melee (1d6+7, 
  slam) or +10/+10 melee (1d6+7, flurry of blows); SA 
  despair, flurry of blows, mummy rot, stunning fist 
  attack 4/day (DC 17); SQ damage reduction 5/–, 
  evasion, undead traits, vulnerability to fire; darkvision 
  60 ft.; AL LE; SV Fort +9, Ref +5, Will +11; Str 24, Dex 
  10, Con *, Int 6, Wis 14, Cha 15. 
   
  Skills and Feats: Concentration +2, Escape Artist +2, 
  Hide +7, Listen +8, Move Silently +7, Spot +8; 
  Alertness, Deflect Arrows, Great Fortitude, Improved 
  Unarmed Strike, Power Attack, Stunning Fist, 
  Toughness.  
   
  Evasion (Ex): If the mummy monk makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, it 
  instead takes no damage. Evasion can be used only if a 
  monk is wearing light armor or no armor. A helpless 
  monk does not gain the benefit of evasion. 
   
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 16 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 21 
  
  again by the same mummy’s despair ability for 24 
  hours. The save DC is Charisma-based. 
   
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 16, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
   
  Unlike normal diseases, mummy rot continues 
  until the victim reaches Constitution 0 (and dies) or is 
  cured as described below.  
   
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
   
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
   
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
   
  Undead Traits:  Darkvision out to 60 feet.  
  Immunity to poison, magic sleep effects, paralysis, 
  stunning, disease, and death effects.  Not subject to 
  critical hits, non-lethal damage, ability drain, or energy 
  drain.  Immunity to any effect that requires a Fortitude 
  save (unless the effect also works on objects or is 
  harmless).  Not at risk of death from massive damage, 
  but destroyed when reduced to 0 hit points or lower.  
  Not affected by raise dead or reincarnate spells or 
  abilities. 
   
  Possessions: bracers of armor +1, monk's belt, ring of 
  protection +1. 
  Encounter Six 
  Hextorite Assassins (4): male human Rog5/Asn2; CR 
  7, medium-sized humanoid (human), HD 7d6+7, hp 37, 
  Init +8, Spd 30 ft; AC 21 (+4 Dex, +5 mithral shirt, +2 
  ring), touch 16, flat-footed 17, Base Atk +5; Grp +7; Atk 
  +8 melee (1d6+3, +1 short sword) or +9 ranged (1d6, 
  shortbow); Full Atk +6/+6 melee (1d6+3, +1 short 
  sword) or +9 ranged (1d6, shortbow); Space/Reach 
  5ft/5ft; SA sneak attack +4d6, death attack, poison use, 
  spells; SQ trapfinding, evasion, trap sense +1, uncanny 
  dodge, +1 save vs. poison; AL NE; SV Fort +3, Ref +12, 
  Will +2; Str 14, Dex 19, Con 12, Int 14, Wis 10, Cha 8. 
  Skills and Feats: Balance +11, Climb +3, Disable 
  Device +12, Disguise +4, Escape Artist +13, Hide +13, 
  Jump +9, Knowledge: Local (Meta-Region) +3, Listen 
  +10, Move Silently +14, Open Lock +14, Spot +9, 
  Tumble +15, Use Magic Device +4,Use Rope +5. 
  Combat Expertise, Improved Trip, Improved Initiative, 
  Two Weapon Fighting. 
  Possessions: masterwork composite shortbow (+2 Str 
  bonus), 20 arrows, +1 mithral chain shirt, potion of cat’s 
  grace, two +1 short swords, +2 ring of protection, gloves of 
  dexterity +2, cloak of resistance +1, 2 tanglefoot bags, 2 
  thunderstones, 2 potions of invisibility, wand of obscuring 
  mist (1st level caster), goggles of night.  Has poison on short 
  swords: wyvern poison (Injury, Fort Save: DC 17, 2d6 
  Con, secondary 2d6 Con). 
  Spells known:  (2; Save DC 12 + spell level) 1st – 
  jump, obscuring mist, true strike. 
  APL 10 
  Encounter Three 
  Dire Wolves, advanced (9): CR 5, large animal; HD 
  12d8+48; hp 108; Init +6, Spd 50 ft.; AC 14, touch 11, 
  flat-footed 12; Base Atk +9; Grp +21; Atk +16 melee 
  (1d8+12, bite); Full Atk +16 melee (1d8+12, bite), 
  Space/Reach 10ft/5ft; SA trip; SQ low-light vision, 
  scent AL N; SV Fort +12, Ref +10, Will +8; Str 26, Dex 
  15, Con 18, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +2, Listen +9, Move Silently 
  +6, Spot +9, Survival +6; Alertness, Run, Track*, 
  Weapon Focus (Bite), Improved Initiative, Power 
  Attack (Bite) 
   
  Trip (Ex): A dire wolf that hits with a bite attack 
  can attempt to trip the opponent (+16 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 dire wolf. 
   
  *Dire wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Encounter Five 
  Mummy Monks (2): male mummy Mnk 4; CR 9; 
  medium undead; HD 8d12+4d8+3; hp 99 each; Init +0; 
  Spd 30 ft.; AC 26, flat-footed 26, touch 14; Base Atk +7; 
  Grp +14; Atk +14 melee (1d6+7, slam); Full Atk +14 
  melee (1d6+7, slam) or +12/+12 melee (1d6+7, flurry of 
  blows); SA despair, flurry of blows, ki strike (Magic), 
  mummy rot, stunning fist attack 6/day (DC 18); SQ 
  damage reduction 5/–, evasion, slow fall (20), still 
  mind, undead traits, vulnerability to fire, darkvision 60 
  ft.; AL LE; SV Fort +10, Ref +6, Will +12; Str 25, Dex 10, 
  Con *, Int 6, Wis 14, Cha 15. 
   
  Skills and Feats: Concentration +2, Escape Artist +4, 
  Hide +8, Listen +8, Move Silently +8, Spot +8; 
  Alertness, Cleave, Deflect Arrows, Great Fortitude, 
  Improved Unarmed Strike, Power Attack, Stunning 
  Fist, Toughness.  
   
  Evasion (Ex): At 2nd level or higher if a monk 
  makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save, she instead takes no damage. Evasion can be used 
  only if a monk is wearing light armor or no armor. A 
  helpless monk does not gain the benefit of evasion. 
   
  Fast Movement (Ex): At 3rd level, a monk gains an 
  enhancement bonus to her speed, as shown on Table: 
  The Monk. A monk in armor or carrying a medium or 
  heavy load loses this extra speed. 
  GRM4-02 On the Royal Road to Hookhill 
   
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  Still Mind (Ex): A monk of 3rd level or higher gains 
  a +2 bonus on saving throws against spells and effects 
  from the school of enchantment. 
   
  Ki Strike (Su): At 4th level, a monk’s unarmed 
  attacks are empowered with ki. Her unarmed attacks 
  are treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
   
  Slow Fall (Ex): At 4th level or higher, a monk 
  within arm’s reach of a wall can use it to slow her 
  descent. When first using this ability, she takes damage 
  as if the fall were 20 feet shorter than it actually is. The 
  monk’s ability to slow her fall (that is, to reduce the 
  effective distance of the fall when next to a wall) 
  improves with her monk level until at 20th level she 
  can use a nearby wall to slow her descent and fall any 
  distance without harm. 
   
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 16 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. The save DC is Charisma-based. 
   
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 16, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
   
  Unlike normal diseases, mummy rot continues 
  until the victim reaches Constitution 0 (and dies) or is 
  cured as described below.  
   
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
   
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
   
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
   
  Undead Traits:  Darkvision out to 60 feet.  
  Immunity to poison, magic sleep effects, paralysis, 
  stunning, disease, and death effects.  Not subject to 
  critical hits, non-lethal damage, ability drain, or energy 
  drain.  Immunity to any effect that requires a Fortitude 
  save (unless the effect also works on objects or is 
  harmless).  Not at risk of death from massive damage, 
  but destroyed when reduced to 0 hit points or lower.  
  Not affected by raise dead or reincarnate spells or 
  abilities. 
   
  Possessions: bracers of armor +2, monk's belt, ring of 
  protection +2. 
  Encounter Six 
  Hextorite Assassin (4): male human rog5/asn4; CR 9, 
  medium-sized humanoid (human), HD 9d6+9, hp 48, 
  Init +10, Spd 40 ft; AC 23 (+6 Dex, +5 mithral shirt, +2 
  ring), touch 18, flat-footed 17; Base Atk +6; Grp +8; Atk 
  +9 melee (1d6+3, short sword) or +13 ranged (1d6, 
  shortbow); Full Atk +7/+7/+2 melee (1d6+3, short 
  sword) 
  or 
  +13/+8 
  ranged 
  (1d6, 
  shortbow);  
  Space/Reach 5ft/5ft; SA sneak attack +5d6, death 
  attack, poison use, spells; SQ trapfinding, evasion, trap 
  sense +1, uncanny dodge, +2 save vs. poison; AL NE; 
  SV Fort +3, Ref +12, Will +2; Str 14, Dex 22, Con 12, Int 
  14, Wis 10, Cha 8. 
  Skills and Feats: Balance +14, Climb +3, Disable 
  Device +14, Disguise +4, Escape Artist +17, Hide +18, 
  Jump +9, Knowledge: Local (Meta-Region) +3, Listen 
  +10, Move Silently +18, Open Lock +18, Spot +11, 
  Tumble +18, Use Magic Device +4,Use Rope +7. Blind 
  Fight, Combat Expertise, Improved Trip, Improved 
  Initiative, Two Weapon Fighting. 
  Possessions: Masterwork composite shortbow (+2 
  Str bonus), 20 Arrows, +1 mithral chain shirt, potion of 
  cat’s grace, two +1 short swords, ring of protection +2, gloves 
  of dexterity +4, cloak of resistance +1, 2 tanglefoot bags, 2 
  thunderstones, ring of invisibility, wand of obscuring mist 
  (1st level caster), boots of striding and springing, goggles of 
  night.  Has poison on short swords: deathblade poison 
  (Injury, Fort Save: DC 20, 1d6 Con, secondary 2d6 
  Con). 
  Spells known (4/2; Save DC 12 + spell level):  1st – 
  disguise self, jump, obscuring mist, true strike; 2nd – darkness, 
  invisibility, spider climb. 
  APL 12 
  Encounter Three 
  Dire Wolf, Advanced (9): CR 7, large animal; HD 
  18d8 + 72; hp 162; Init +6, Spd 50 ft.; AC 14, touch 11, 
  flat-footed 12; Base Atk +13; Grp +25; Atk +20 melee 
  (Bite, 2d6 +12); Space/Reach: 10ft/5ft; SA trip; SQ low-
  light vision, scent; AL N; SV Fort +15, Ref +13, Will 
  +10; Str 27, Dex 15, Con 18, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +4, Listen +11, Move Silently 
  +8, Spot +11, Survival +10; Alertness, Run, Track*, 
  Weapon Focus (Bite), Improved Initiative, Power 
  Attack, Diehard, Improved Natural Attack. 
   
  Trip (Ex): A dire wolf that hits with a bite attack 
  can attempt to trip the opponent (+20 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 dire wolf. 
   
  *Dire wolves have a +4 racial bonus on Survival 
  checks when tracking by scent. 
  Encounter Five 
  Mummy Monks: male mummy Mnk 6; CR 11; 
  medium undead; HD 8d12+6d8+3; hp 111 each; Init +0; 
  Spd 40 ft.; AC 29, flat-footed 29, touch 16; Base Atk +8; 
  Grp +15; Atk: +15 melee (1d6+7, slam) or +13/+13 
  melee (1d6+7, flurry of blows); Full Atk: +15 melee 
  (1d6+7, slam) or +13/+13 melee (1d6+7, flurry of 
  blows); SA despair, evasion, flurry of blows, ki strike 
  (magic), mummy rot, stunning fist attack 8/day (DC 
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 23 
  
  19); SQ damage reduction 5/–, purity of body, slow fall 
  (30), still mind, undead traits, vulnerability to fire, 
  darkvision 60 ft.; AL LE; SV Fort +11, Ref +7, Will +13; 
  Str 25, Dex 10, Con *, Int 6, Wis 14, Cha 15. 
   
  Skills and Feats: Concentration +2, Escape Artist +4, 
  Hide +10, Listen +8, Move Silently +10, Spot +8; 
  Alertness, Cleave, Deflect Arrows, Great Fortitude, 
  Improved Trip, Improved Unarmed Strike, Power 
  Attack, Stunning Fist, Toughness.  
   
  Evasion (Ex): If the mummy monk makes a 
  successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, it 
  instead takes no damage. Evasion can be used only if a 
  monk is wearing light armor or no armor. A helpless 
  monk does not gain the benefit of evasion. 
   
  Fast Movement (Ex): The mummy monk gains an 
  enhancement bonus to its speed. 
   
  Still Mind (Ex): The mummy monk has a +2 bonus 
  on saving throws against spells and effects from the 
  school of enchantment. 
   
  Ki Strike (Su): The mummy monk’s unarmed 
  attacks are empowered with ki. Its unarmed attacks are 
  treated as magic weapons for the purpose of dealing 
  damage to creatures with damage reduction. 
   
  Slow Fall (Ex): The mummy monk within arm’s 
  reach of a wall can use it to slow its descent. When first 
  using this ability, it takes damage as if the fall were 20 
  feet shorter than it actually is.  
   
  Purity of Body (Ex): The mummy monk has 
  immunity to all diseases except for supernatural and 
  magical diseases. 
   
  Despair (Su): At the mere sight of a mummy, the 
  viewer must succeed on a DC 16 Will save or be 
  paralyzed with fear for 1d4 rounds. Whether or not the 
  save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 
  hours. The save DC is Charisma-based. 
   
  Mummy Rot (Su): Supernatural disease—slam, 
  Fortitude DC 16, incubation period 1 minute; damage 
  1d6 Con and 1d6 Cha. The save DC is Charisma-based. 
   
  Unlike normal diseases, mummy rot continues 
  until the victim reaches Constitution 0 (and dies) or is 
  cured as described below.  
   
  Mummy rot is a powerful curse, not a natural 
  disease. A character attempting to cast any conjuration 
  (healing) spell on a creature afflicted with mummy rot 
  must succeed on a DC 20 caster level check, or the 
  spell has no effect on the afflicted character. 
   
  To eliminate mummy rot, the curse must first be 
  broken with break enchantment or remove curse 
  (requiring a DC 20 caster level check for either spell), 
  after which a caster level check is no longer necessary 
  to cast healing spells on the victim, and the mummy 
  rot can be magically cured as any normal disease. 
   
  An afflicted creature who dies of mummy rot 
  shrivels away into sand and dust that blow away into 
  nothing at the first wind. 
   
  Undead Traits:  Darkvision out to 60 feet.  
  Immunity to poison, magic sleep effects, paralysis, 
  stunning, disease, and death effects.  Not subject to 
  critical hits, non-lethal damage, ability drain, or energy 
  drain.  Immunity to any effect that requires a Fortitude 
  save (unless the effect also works on objects or is 
  harmless).  Not at risk of death from massive damage, 
  but destroyed when reduced to 0 hit points or lower.  
  Not affected by raise dead or reincarnate spells or 
  abilities. 
   
  Possessions: bracers of armor +3, monk's belt, ring of 
  protection +3. 
  Encounter Six 
  Rogue Assassin (4):  male human rog5/asn6; CR 11, 
  medium-sized humanoid (human), HD 11d6+11, hp 58; 
   Init +10, Spd 40 ft; AC 23 (+6 Dex, +5 mithral shirt, +2 
  ring), touch 18, flat-footed 17; Base Atk 7; Grp +9; Atk 
  +10 melee (1d6+3 plus 1d6 electrical, +1 shock short 
  sword) or +14 ranged (1d6, shortbow); Full Atk 
  +8/+8/+3 melee (1d6+3 plus 1d6 electrical, +1 shock 
  short 
  sword) 
  or 
  +14 
  ranged 
  (1d6, 
  shortbow); 
  Space/Reach 5ft/5ft; SA sneak attack +6d6, death 
  attack, poison use, spells; SQ trapfinding, evasion, trap 
  sense +1, uncanny dodge, +3 save vs. poison, improved 
  uncanny dodge; AL NE; SV Fort +4, Ref +13, Will +3; 
  Str 14, Dex 22, Con 12, Int 14, Wis 10, Cha 8. 
  Skills and Feats: Balance +14, Climb +3, Disable 
  Device +16, Disguise +4, Escape Artist +19, Hide +20, 
  Jump +9, Knowledge: Local (Meta-Region) +3, Listen 
  +12, Move Silently +20, Open Lock +20, Spot +13, 
  Tumble +18, Use Magic Device +4,Use Rope +7; Blind 
  Fight, Combat Expertise, Improved Trip, Improved 
  Initiative, Two Weapon Fighting. 
  Possessions: Masterwork composite shortbow (+2 
  Str bonus), 20 bolts, +1 mithral chain shirt, potion of cat’s 
  grace, two +1 shocking short swords, +2 ring of protection, 
  gloves of dexterity +4, cloak of resistance +2, 2 tanglefoot 
  bags, 2 thunderstones, ring of invisibility, wand of 
  obscuring mist (1st level caster), boots of striding and 
  springing, goggles of night.  Has poison on short swords: 
  deathblade poison (Injury, Fort save DC 20, 1d6 Con, 
  secondary 2d6 Con) on one and purple worm poison 
  on the other (Injury, Fort save DC 24, 1d6 Str, 
  secondary 2d6 Str). 
   
  Spells known (4/4/1; save DC 12 + spell level): 1st 
  – disguise self, jump, obscuring mist, true strike; 2nd – alter 
  self, darkness, invisibility, spider climb; 3rd – deeper darkness, 
  false life, magic circle against good. 
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 24 
  
  DM Aids: Map #1 - The Route from Shiboleth to Hookhill 
   
   
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 25 
  
  DM Aids: Map #2 – Pit Trap Diagram 
   
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 26 
  
  Critical Event Summary 
   
  1. 
  Did the party discover the pens where the wolves were kept?  If so, did they figure out that the pens were 
  deliberately opened to release the wolves? 
   
   
   
   
   
  2. 
  Did any Hextorite assassins get away from the party?  How many? 
   
   
   
   
   
   
  3. 
  Did anyone in the party attack the Knights of the Watch in Encounter 8?  If so, who?  Were they jailed, and 
  did they also have the Enmity of Nolar Thotec? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Please send all results to Michael D. Moore at mayhawk@mindspring.com. 
  GRM4-02 On the Royal Road to Hookhill 
   
  Page 27 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/594/Normal Scenarios/GRM4-02 - On the Royal Road to Hookhill (APL 2-12)/GRM4-02 - On the Royal Road to Hookhill.pdf