TEXT: �
  GRM2-06
  �
  �
  �
  �
  THE PATROL
  �
  ����������������������������������
  ������������������������������
  ����������
  �
  �
  �
  by Pete Winz
  ���������������������������������������������������������������������
  ���
  �
  �
  �
  �
  Sometimes it's all about getting back alive.  This scenario is intended only for those who serve in the Gran March military
  (active duty, activated veterans, or foreign soldiers on detached duty). An adventure for characters levels 1 - 10.
  �
  �
  �
  �
  ������ ��� ���� ��������� ��������� �� ��������� ������ �������� ��� ��� ����� ������ ���� ����� �������� ���� ���� ���� ��������� �� �������� �����
  �����������������������������������������������������������������������������������������
  �
  �
  ��������������������������������������������������������������������������������������������������������������������������������������������
  ����������������������������������������������������������������������������������������������������������������������
  �
  �
  ��������� ������������������������������������������������������������������������������������������� ����������������������������������
  ������������������������������������������������������������������������������������������������������������������������������������������������������
  ��������������������������������������������������������������������������
  
  The Patrol 
  Round 1 
  Page 1 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. Most sanctioned events delegate a four-
  hour time block for each round of this scenario, with the 
  actual playing time being around three hours. The rest of 
  the time is spent in preparation before game play, reward 
  distribution 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, 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 
  running the event. Take time to review 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’s also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session to be 
  a sanctioned RPGA event. 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 what character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. But, 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.  
   
  Text that appears in bold italics is player 
  information, which you may read aloud or paraphrase as 
  appropriate.  Text in appendixes contains important DM 
  notes for you, offering insight to issues particular to the 
  adventure.  Monster and non-player character (NPC) 
  statistics are provided with each encounter in abbreviated 
  form.  Full monster statistics for standard monsters are 
  provided in the Monster Manual, while statistics for 
  unusual monsters and unique individuals are profiled in 
  the Appendix at the end of the adventure.  You should 
  review all of these statistics before the game starts to 
  refresh your memory of the creature’s abilities. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill in 
  the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for 
  fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other 
  players. The game master rates the scenario and 
  completes personal and event information, but does 
  not rate the players as a team or vote for players. This 
  method is used when there is no competition, but the 
  event coordinator wants information on how the 
  game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes. 
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while 
  you determine treasure and experience awards for the 
  scenario.  
   
  After voting, give the Scoring Packet to your 
  event coordinator. 
  
  The Patrol 
  Round 1 
  Page 2 
  This is a LIVING GREYHAWK Adventure. As a Living™ 
  adventure, it is expected that players will 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 
  Website 
  (www.wizards.com/rpga), 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 campaigns, this adventure’s challenges are 
  proportioned to the average character level of the 
  character participating in the adventure. To determine 
  the Average Party Level (APL):  
   
  1) Determine the character level for each character 
  participating in the adventure. 
   
  2) If characters bring animals that have been 
  trained for combat (usually war horses and riding 
  dogs), other than those brought by virtue of a class 
  ability (such as animal companions, familiars, a 
  paladin’s mount, and so forth) use the following chart 
  to determine that number of levels you add to the sum 
  above.  Add each character’s animals separately.  A 
  single character may only bring four or fewer animals of 
  this type, and animals with different CRs are added 
  separately. 
   
       CR          1  
  2 
     3 
      4 
   
  ¼ and 1/6 
  0 
  0 
  0 
  1  
  1/3 and ½ 
  0 
  0 
  1 
  1 
         1  
  1 
  1 
  2 
  3 
         2  
  2 
  3 
  4 
  5 
         3  
  3 
  4 
  5 
  6 
         4  
  4 
  5 
  6 
  7 
   
   
  3) Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure – round 
  up. 
   
  4) If you are running a table of six characters, add 
  one to that average. 
   
  By following these four steps, you have determined the 
  modified APL.  Throughout this adventure, APLs 
  categorize the level of challenge that the characters 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 an adventure.  If your character is 
  three character levels or more either higher or lower 
  than the APL that this adventure is being played at, that 
  character receives only half of the experience points 
  awarded for the adventure.  This simulates the fact that 
  either that your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher.  Three or four, or sometimes even 
  five 1st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure.  If 
  your group is APL 1 there are three things that you can 
  do to help even the score. 
   
  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.  Characters who want their 
  dog to attack they must succeed at a Handle Animal or 
  Charisma check (DC 10).  Failure indicates that the 
  animal will not attack that round.  This is usually a free 
  action (see DUNGEON MASTER’S Guide Chapter 2: 
  Characters) 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. 
   
  3) A group of APL 1 adventurers who desire an 
  extra hand can “enlist an iconic.”  The stats for the 1st-
  level versions of Tordek, Mialee, Lidda and Jozan are 
  given at the end of each adventure.  The group may 
  pick one of these characters to join them on this 
  adventure.  The DM controls that NPC. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure set in 
  Gran March.  In-region characters pay one Time Unit to 
  participate in the adventure.  Adventures’ Standard 
  Upkeep costs 12 gp.  Rich Upkeep costs 50gp, and 
  Luxury Upkeep costs 100gp.  Out-of-region characters 
  pay double these amounts. 
   
  Note:  In Gran March adventures, any active member of 
  the military or reactivated veteran receives Adventurer’s 
  Standard upkeep at no charge.  They also collect their 
  military pay for each time unit of the adventure, which 
  like profession checks is not limited by the adventure 
  treasure cap. 
   
  Adventure Summary and 
  Background 
   
  Gran March has suffered a number of attacks on its 
  home soil over the past year.  Evidence has pointed to 
  backing by the giants across the Realstream in Geoff, 
  
  The Patrol 
  Round 1 
  Page 3 
  but each of the attacks has been made through the Dim 
  Forest.  The Army of Gran March has decided that it is 
  time to put a stop to these incursions and seeks to find 
  the paths by which the enemy forces have traveled into 
  Gran March and close them.   
   
  The PCs are dispatched as part of a long-range 
  reconnaissance in force.  The PCs are assigned to a 
  cavalry Squadron that is tasked with deep exploration 
  of the Dim Forest in the hope of finding information 
  that will allow the Army to block reinforcements of the 
  enemy over the Realstream and to possibly locate the 
  enemy’s command and control centers (it’s assumed 
  that there are several). 
   
  Introduction – The PCs are assigned to their Squadron 
  and receive their mission objectives. 
   
  Encounter 1 (Courier) – The PCs are called in to a 
  meeting between the Squadron commander and a Dim 
  Forest elf they may have met previously, Worolan 
  Ethelos.  Worolan has information that a courier 
  carrying messages for the leader of the humanoid forces 
  is nearby.  He was on his way to recruit some elves to 
  capture the courier when he encountered signs of the 
  Gran March forces.  He is concerned that he’ll miss the 
  courier and requests assistance from the Squadron 
  Lieutenant.  The PCs are assigned to follow Worolan 
  and capture the courier, who is accompanied by orcish 
  guards.  
   
  Encounter 2 (Scouting) – The PCs are tasked with 
  scouting out information about a nearby enemy 
  encampment.  There are a number of traps to bypass in 
  order to get to a place where they can safely spy upon 
  the camp, but they find it deserted.   
   
  Encounter 3 (Mop-up) – When they reach the site where 
  they are to rendezvous with the main force, they find 
  that goblinoids have overwhelmed the camp.  The battle 
  is over, but a number of goblinoids have lingered to 
  loot.  All of the other soldiers are dead or severely 
  injured and all of the mounts are missing, save three 
  that have been injured to unconsciousness.  The 
  Lieutenant is dead but has left information to help the 
  PCs recover certain important papers to be delivered to 
  the Warden at all costs.  The PCs will find that there are 
  a number of wounded who are alive but unable to move 
  on their own. 
   
  Encounter 4 (Scavengers) – The smell of blood on the 
  battlefield draws the attention of some of the denizens 
  of the Dim Forest (ranging from krenshar at lowest 
  APLs to advanced shadows at the highest). 
   
  Encounter 5 (Final Attack) – The humanoids make one 
  last attempt to stop the PCs from returning to Fort 
  Endurance.  The PCs see the courier they captured just 
  before the battle is joined, but there is no sign of him 
  afterwards. 
   
  Conclusion – The PCs report. 
   
  Introduction 
   
  You first need to make sure that all of the PCs are active 
  members of the Gran March Army or might otherwise be 
  brought into service as activated veterans or members of 
  foreign military organizations that have soldier exchange 
  programs with Gran March (such as the Yeomanry).  If 
  the PC is not somehow under orders of the Gran March 
  Army, he or she won’t be sent on this mission – NO 
  CIVILIANS!  The scenario is written to support PCs of 1st 
  level, so players are welcome to start a new character in 
  order to qualify to play this scenario. 
   
  The next point to address is chain of command.  Request 
  the rank of each PC and determine who is the most 
  senior.  The PCs will be put into a File together and the 
  highest-ranking soldier will be put in command of that 
  File.  The agreement with the Yeomanry authorizes an 
  exchange of troops between the countries but Yeomanry 
  soldiers will not be part of the normal chain of command. 
  Ignore their rank for the purposes of choosing a File 
  leader. 
   
  Third, it is quite possible that one of the PCs at your table 
  might be a Lieutenant.  If this is the case, that PC will be 
  put in command of the entire Squadron and you will 
  need to brief him apart from the others.  Give him the 
  same info as appears below, plus the information that is 
  listed as classified.  He will then need to brief the other 
  PCs on the mission. 
   
  If no Lieutenant is present at the table, the PCs will serve 
  under Lieutenant Ennister, the officer from “Caravan 
  Duty.”  Determine which PCs have participated in that 
  adventure and their level of success in carrying out their 
  mission in that scenario – Lieutenant Ennister will 
  remember them.  
   
  Finally, another NPC from a previous scenario makes an 
  appearance here as well – Worolan Ethelos, an elven 
  warrior.  Find out whether any of the PCs participated in 
  “Under Siege” and if so, whether they assisted the 
  wounded elf in that scenario (i.e., they or another PC used 
  a spell or magic item to heal some or all of his wounds).  
  This will come up in Encounter 1. 
   
  When you’ve gotten the preliminaries out of the way, you 
  can proceed to the Introduction text. 
   
  Recent attacks against Gran March have resulted in 
  reactivation of many veterans and numerous 
  reassignments of active-duty personnel, often 
  
  The Patrol 
  Round 1 
  Page 4 
  without apparent rhyme or reason.  You have been 
  ordered to report to Lieutenant Ennister at Fort 
  Endurance.  You arrive at the fort to find it a much-
  changed place.  Signs of last year’s attack have 
  mostly been wiped away and the hill is a beehive of 
  activity as troops move about the camp that has 
  sprung up outside the fort itself.  As you approach, 
  a patrol stops you, asks your business, and quickly 
  directs you to Lieutenant Ennister’s camp.  You find 
  a number of individuals waiting outside the 
  Lieutenant’s tent. 
   
  Have each player describe his or her PC to the other 
  players.  Allow the PCs a chance to introduce themselves 
  and chat, and then proceed. 
   
  The tent flap opens and you see a tall, blonde man 
  dressed in fine quality, but well-worn, chain mail.  
  He appears not to have shaved for many days and 
  the wind carries a scent that tells you he has not 
  bathed for a much longer time.  He greets you with a 
  ready smile and beckons you into the tent. 
   
  Lieutenant Ennister has changed considerably from the 
  formal, hidebound character the PCs may know from 
  “Caravan Duty.”  Shortly after the time of that scenario, 
  the 23rd Cavalry Squadron was once again brought to full 
  strength and has since been assigned to patrol duties in 
  the Dim Forest.  At the time of the attack on Fort 
  Endurance, his unit was caught in the advancing wave of 
  goblin attackers and he and a handful of his men were the 
  only survivors (Sergeant Anthorn didn’t make it, but 
  Corporal Birkit did and has since completed his term of 
  service and retired).  The long patrols and several near-
  death experiences have taken a good deal of starch out of 
  this once formal young officer.  He won’t brook outright 
  disrespect, but he has relaxed considerably from the 
  martinet that the PCs may remember serving under 
  previously. 
   
  “Welcome, welcome!  Please pardon my appearance 
  and odor.  I’ve just returned from an extended patrol 
  and haven’t had time to freshen up yet.  After a 
  month out there in the woods, I’m really looking 
  forward to a hot bath and a good shave.  I’ve got my 
  Sergeant lining that up for me, but he was so kind 
  as to rustle up a cask of cool ale first.  Care to join 
  me in a mug?” 
   
  At this point, he will pause to greet by name any PCs who 
  completed the “Caravan Duty” mission successfully.  He 
  will tell them that he’s glad they’re here because he will 
  definitely need some men of skill and determination on 
  this one.  Once that’s out of the way and everyone has 
  settled down, he’ll proceed with the mission briefing. 
   
  “All right, let me get down to brass tacks and tell 
  you what we’re about to get into here.  As you are 
  no doubt aware, there have been some serious 
  attacks mounted against us through the Dim Forest 
  in the last year.  The Warden has had us going on 
  some fairly extended patrols to see if we can find 
  out where the enemy is based, but we’ve had little 
  luck to this point.  He has ordered us to penetrate 
  further into the Dim Forest than we’ve gone before.  
  He’s received extra troops following the attack last 
  year and he’s sending out a lot patrols all at once.   
   
  Our mission is to find the enemy, map out his 
  routes of travel and attack, and if possible, locate 
  his command and control centers.  The Warden is 
  convinced that there are several, given that the orcs 
  and goblins tend to have inter-tribal conflicts if 
  they’re cooped up together for too long.  This is a 
  reconnaissance in force.  We’re traveling in 
  numbers for protection against the denizens of the 
  Dim, but we’re to avoid conflict with humanoid 
  forces as much as possible.   
   
  If we encounter small scouting parties, we are 
  allowed to attack, but we are to avoid detection as 
  much as possible.  The idea is to find out as much 
  as we can about the enemy while not giving him any 
  useful information in return.  Of course, if we’re 
  attacked, that all goes out the window and we’re to 
  use best judgment as to how to carry out as much 
  of the mission as possible – to return alive with as 
  much intelligence as we’ve been able to gather. 
   
  Here is a map showing the route we’ll be taking. 
   
  Give the PCs Player Handout #1. 
   
  There is a landmark at the far edge of the previously 
  patrolled area – a lightning-struck tree.  The 
  extended patrols will be using it as a launching 
  point.  It will also serve as a rendezvous site for 
  anyone who becomes lost or separated.  We’ll be 
  zigzagging around an arc, in order to cover a wider 
  area.  We’re expected back in 15 days and will be 
  considered overdue at 17 days. 
   
  You’ve been assigned to me as specialist troops to 
  deal with unusual situations.  I’m sure we’ll see a 
  few and I’m equally sure that you’re up to the task 
  or you wouldn’t be here. To keep things as regular 
  as possible for the rest of my men, I’ll be keeping 
  you together in one File and retaining my normal 
  chain of command.  I’ll be putting [insert name of 
  highest ranking PC here] in charge.  I realize that this 
  may cause some irregularities in the chain of 
  command, but I think it will be easiest this way.  We 
  may need to travel fast, so the unit will be equipped 
  as light cavalry.  The terrain is good for horses, 
  although it will be difficult to mount a proper charge 
  with all the trees about.  If you don’t already have a 
  war-trained mount, I’ll have the Sergeant find one 
  for you – regular mounts get spooked too easily in 
  the Dim.  We’ll be leaving tomorrow.  If you require 
  
  The Patrol 
  Round 1 
  Page 5 
  any special equipment, head up to the fort and 
  requisition whatever you need.  Any questions? 
   
  The PCs will each be loaned a light warhorse or riding 
  dog if they don’t already have one.  If this will boost the 
  APL to a level the PCs prefer not to face, allow them the 
  option to choose a mount that will not fight but counts as 
  war-trained as far as the rules on spooking are concerned. 
   Additional equipment from the Player’s Handbook is 
  available for loan, provided that it is what you would 
  consider standard military equipment (no exotic weapons 
  or expensive items). 
   
  There’s not a whole lot more that the Lieutenant can tell 
  the PCs about their mission.  He’s seen a lot of trouble on 
  his Dim Forest patrols over the last year, but most of the 
  denizens of the forest will stay away from large, well-
  armed, and well-organized groups of men, unless they’re 
  really, really hungry.  He shares the “classified” 
  information below only as he sees necessary to ensure the 
  success of the mission – if PCs ask direct questions and 
  seem to have reasonable need to know, use that 
  information as you see fit. 
   
  Lieutenant Ennister gladly discusses his experiences since 
  the PCs saw him last.  If anyone asks about Sergeant 
  Anthorn, he looks very sad for a moment, almost ready to 
  cry.  He describes Sergeant Anthorn’s heroic death 
  standing off nearly 100 goblins so that the rest of the 
  Squadron could escape the armies marching to lay siege 
  to Fort Endurance.  He was posthumously awarded the 
  Sign of Trilesimain.  Lieutenant Ennister has been by to 
  visit his widow and young child.  The boy is the spitting 
  image of his father and seems set to follow in his 
  footsteps. If the boy is even half the man his father was, 
  the March will be well served indeed. 
   
  If anyone asks about Corporal Birkit, Lieutenant Ennister 
  cheers up considerably.  He tells them that Feodor 
  survived his wound and served out the rest of his term.  
  He was one of the few who survived the goblin siege 
  forces.  Lieutenant Ennister heard that he’s back on his 
  horse farm in Malthinius, and doing well. 
   
  Classified Information:  The 23rd Cavalry Squadron is at 
  full strength except for the short File made up by the PCs. 
   It has five other Files, each with seven Soldiers (War 1) 
  and one Corporal (War 2).  There is also Sergeant Delak 
  (War 3).  Even 1st level PCs have skills and abilities 
  lacking in the usual Soldier of the March, thus their 
  assignment as a sort of Special Forces unit for the mission. 
   
  The Lieutenant’s orders are to collect the specified 
  intelligence with as little contact with the enemy as 
  possible – it’s better that the enemy doesn’t know that 
  the Warden has discovered his secrets.  The Warden is 
  certain that there are multiple enemy encampments.  
  He’s also convinced that there is a single leader acting 
  to coordinate the various humanoid tribes.  The patrol is 
  to go about 90 miles into the forest, all the way to the 
  Realstream river.  Any encampments and trails are to be 
  marked on a map for the final report, but evidence of a 
  unifying “warlord” is to be rushed back immediately.  
  Commanders should ensure that the Warden receives 
  this important information by using multiple methods 
  to deliver it (i.e., immediately send one file with an 
  initial report and retain a second copy of any 
  information found for later delivery with the final 
  report). 
   
  Encounter 1: Courier 
   
  You should frequently remind the PCs about what the 
  Dim Forest is like to help set the tone for the adventure.  
  The forest canopy is so thick that very little light 
  penetrates to the ground below; leaving the forest in a 
  state of perpetual twilight while the sun is overhead and 
  plunging it into total darkness when it is not.  The air is 
  heavy with moisture, with fogs springing up in the cool 
  hours of morning. In summer, the heat is oppressive, 
  despite the shade.  There is very little undergrowth 
  because of the low light.  There are many small animals 
  and some larger ones, but they are mostly heard rather 
  than seen.  The forest itself is composed of many 
  extremely old trees spaced far enough apart to make 
  horse travel relatively easy, but between the size of the 
  trunks, the number of trees, and the low light conditions, 
  visual range is limited to about 100 feet in most places. 
   
  If any PCs participated in “Under Siege” and assisted the 
  wounded elf in that scenario, they recognize the elf in the 
  following description (and are recognized in turn). 
   
  The last week has been a lot less exciting than one 
  might expect of travel deep into the Dim Forest.  
  You have seen nothing more dangerous than a doe 
  and found no signs of the humanoids you seek.  
  You’ve found several promising trails, but they’ve 
  proven to be used by nothing aside from the 
  aforementioned deer and other game.  You are 
  traveling just behind the Lieutenant when you see 
  an elf step out from behind a tree just ahead of you. 
   
  This is Worolan Ethelos (War 4).  He nods to the 
  Lieutenant and greets any PCs that helped him in “Under 
  Siege.”   
   
  “Hello soldiers of the March!  It is good to see you 
  here now.  Perhaps we can once again be of aid to 
  each other.  I need to speak of an opportunity to 
  strike a blow against our common foes.” 
   
  Lieutenant Ennister orders the Squadron to halt and set 
  up a temporary camp while he confers with Worolan.  It 
  
  The Patrol 
  Round 1 
  Page 6 
  won’t be long after they step into his tent before he 
  summons the PCs to join them. 
   
  “It seems that I have a mission for you.  I’ll let 
  Worolan here tell his story again.  If it proves true, 
  we might be in for some very good luck indeed!” 
   
  Worolan explains that he and some of his fellow sylvan 
  elves have been scouting the area, trying to determine 
  much the same things that the Warden wishes to know.  
  He has found a goblin camp nearby (a little over a days 
  travel away).  The camp is pretty large (several hundred 
  goblins) and is well patrolled.  He found a way that 
  someone could get close and still maintain concealment, 
  but he thinks that the goblins may have set some traps in 
  the area.   
   
  Yesterday he happened upon a small group of orcs 
  accompanying a kobold and overheard enough to find 
  out that the kobold is a messenger of some type.  The orcs 
  are also guarding a large chest that is a payment intended 
  for a goblin tribal leader.  There were too many for 
  Worolan to hope to overcome on his own and he was on 
  his way to find help when he stumbled upon the Gran 
  March soldiers.  This is good because now there’s hope 
  that they can catch the messenger before he reaches the 
  goblin camp.  In fact, if they leave soon, they should be 
  able to reach the orcs and kobold before they break camp, 
  making it easier to find them and keep any from 
  escaping.   
   
  Lieutenant Ennister is eager to have the PCs take on the 
  mission – it’s the break he’s been looking for.  He also 
  mentions that after they catch the courier and return with 
  any information or prisoners that they are able to find, he 
  wants them to scout the goblin camp.  He listens to any 
  reservations that the PCs might have, but indicates that 
  he has heard of Worolan before, knows him to be a friend 
  of the March, and believes that undertaking this mission 
  is the best chance to accomplish what the Warden sent 
  him to do.  In the end, he orders the PCs to go if they 
  don’t seem eager to do so already.  If they are eager, he is 
  quite pleased, saying, “I knew I had the right men.  
  Excellent!” 
   
  The orcs and kobold have been traveling by night and 
  sleeping by day.  It is now near noon and the humanoids 
  are encamped about four hours travel away (Worolan 
  had almost given up hope of finding someone to help in 
  time to get back before the humanoids struck camp and 
  became much more difficult to find again).   Worolan asks 
  the PCs if they wish to make a plan, since they form the 
  majority of the fighting force and he is not familiar with 
  their tactics or abilities.  He tells them that his preferred 
  weapon is the bow and that he is a fair shot.  Worolan 
  joins a melee if it looks necessary to save the life of a 
  companion, but prefers to attack with his bow from cover 
  if possible.   
   
  APL 2 (EL 2) 
  Orcs (4): hp 4 each; see Monster Manual page 146. 
   
  APL 4 (EL 5) 
  Orcs (6): Male orc Brb 1; hp 12 each; see Appendix I. 
   
  APL 6 (EL 7) 
  Orcs (6): Male orc Brb 2; hp 19 each; see Appendix I. 
   
  APL 8 (EL 8) 
  Orcs (6): Male orc Brb 3; hp 26 each; see Appendix I. 
   
  APL 10 (EL 10) 
  Orcs (6): Male orc Brb 5; hp 40 each; see Appendix I. 
   
  All APLs (EL 20) 
  Kenningamek: 
  Male 
  half-dragon/half-kobold 
  Rog 
  3/Sor 6/Arcane Trickster 9; hp 92; see Appendix II. 
   
  Tactics: The orcs are unaware of the importance of their 
  courier, but they are aware of the importance of the 
  cargo and the consequences for surviving its loss.  They 
  sleep with their weapons drawn, so they may attack 
  adjacent foes in the round in which they awake.  They 
  fight to the death to defend the chest they guard, going 
  into a rage and using their Power Attack to their full 
  base attack bonus.   
   
  Kenningamek cowers and begs for mercy.  This is, of 
  course, an act.  He knows that it would be simple for 
  him to destroy any ordinary Gran March military unit, 
  but he’s curious as to why they’re out here.  He thinks 
  that he can be captured for a time, learn what he needs 
  to know about why the soldiers are here, what they 
  know already, and what their plans are. It will then be a 
  simple matter to escape and order some of his minions 
  to make sure that the soldiers never report their 
  findings back to their commanding officers. He is not 
  overly concerned about the loss of gold or minions – 
  they can be replaced.  Intelligence about his enemy’s 
  activity and plans is much more valuable. 
   
  Treasure: The chest contains an amount of gold that 
  varies depending on which APL is used for the 
  encounter:  APL 2 – 300 gp; APL 4 – 500 gp; APL 6 – 900 
  gp; APL 8 – 1,6000 gp; APL 10 – 2,800 gp.  Kenningamek 
  is carrying a leather satchel containing several scroll 
  tubes and a leather pouch full of sparkly sand (Appraise 
  check at DC 20 to recognize it as 1,000 gp worth of 
  diamond dust, or Spellcraft check at DC 13 to recognize 
  what it is without knowing its value).  The scroll tubes 
  contain coded messages. 
   
   
  APL 2: L: 28 gp; C: 500 gp; M: 0 
   
  APL 4: L: 42 gp; C: 700 gp; M: 0 
   
  APL 6: L: 42 gp; C: 1,100 gp; M: 0 
  
  The Patrol 
  Round 1 
  Page 7 
   
  APL 8: L: 42 gp; C: 1,800 gp; M: 0 
   
  APL 10: L: 42 gp; C: 3,000 gp; M: 0 
   
  Development: The PCs should be able to defeat the orcs 
  and capture Kennigamek.  Worolan is happy to let the 
  Gran March soldiers take any prisoners but is interested 
  in hearing anything that can be learned from 
  questioning them.  Lieutenant Ennister is very pleased 
  that the PCs have captured the courier and decides that 
  for the purposes of dividing the spoils of war, the PCs’ 
  File will be considered to have been operating 
  independently of the rest of the unit (i.e., the PCs don’t 
  have to share with the rest of the Squadron).  He asks 
  them to be present for the interrogation, in case 
  anything the prisoner says does not ring true with what 
  they’ve observed. He suggests that perhaps if the PCs 
  do most of the questioning (and threatening), he can 
  step in as a “friend” to the poor kobold and use his 
  relative kindness to get him to open up if they reach an 
  impasse. 
    
  Kenningamek thinks of it as a game, but he is wary of 
  any chance that someone might discover his true 
  identity and ability.  While being questioned, he casts 
  detect thoughts using his Extend Spell, Silent Spell, Still 
  Spell, and Eschew Materials feats.  If he suspects that 
  his captors have any idea of his true nature, he escapes 
  as soon as possible (teleport using Silent Spell, preferably 
  when left alone for even an instant) and then send his 
  troops after the soldiers to eradicate them completely.  
  You need to adjust the descriptions of the events that 
  follow slightly to indicate that they’re a result of the 
  prisoner’s escape and attempts to recapture him rather 
  than simply sending him back to Fort Endurance. 
   
  Kennignamek talks in a sing-song, pidgin Common, 
  attempting to play the part of an elderly kobold who is 
  frightened of the soldiers.  He claims to know nothing, 
  but caves at the first threat.  Remember that his 
  extended nondetection likely prevents most of the 
  divinations that the PCs can use to aid in interrogation 
  (DC 30 caster level check to over come it). 
   
  If asked about the messages, he identifies which scroll 
  tubes were to be given to which tribal leaders (one for 
  Harigga, leader of the goblins on this side of the river; 
  two for Worotigan, leader of a large band of orcs on the 
  other side; and one for Nalaburr, leader of a smaller orc 
  band on the other side as well), but claims to be unable 
  to read a map to point out where the camps are located. 
   He gives directions to the nearby camp (and Worolan 
  confirms that they are accurate).  No matter how much 
  he is threatened, he refuses to guide the PCs across the 
  river (“Kill me now, hurt less than I get killed later.”).  
  He pretends ignorance of the message codes. 
   
  If asked for details about Harigga’s camp, he describes 
  it as a bunch of huts built close to a cliff near the river 
  about a day from here.  There are about 200 goblins 
  there, all warriors – no females or young.  Worolan 
  confirms that this is accurate.  
   
  If asked about the diamond dust he was carrying, he 
  says that it’s pretty sand he got from a dead guy after a 
  battle.  “Kenningamek have sand back?  It fun to play 
  with!”   
   
  If asked about the humanoid warlord, he says that the 
  warlord doesn’t let anyone see him or know what he 
  looks like (true).  It is said that he’s a very powerful 
  spellcaster (also true).  He’s been known to execute 
  anyone who fails him in very painful, public ways, to 
  make sure no one crosses him (very true).  Kennigamek 
  asks to be protected from the warlord because even 
  saying as much as he has already warrants flaying alive 
  or worse.  He claims to not know more than that. 
   
  After the interrogation is finished, Lieutenant Ennister 
  once again thanks the PCs.  He tells them that his orders 
  indicate that he must send the prisoner and messages 
  back to Fort Endurance immediately.  He might 
  normally ask the PCs to take on that task, but he feels 
  that they are better utilized in scouting the nearby 
  humanoid camp.  Lieutenant Ennister plans to take the 
  remaining troops and complete the rest of the planned 
  patrol route.  He directs the PCs to rendezvous with the 
  main body at the rally point mentioned in their mission 
  briefing (the lightning-struck tree).  It should take the 
  PCs a little more than a day to reach the enemy camp 
  and it’s about four days travel from there to the 
  rendezvous site since they’ll be able to travel directly 
  rather than zigzagging, so the Lieutenant expects them 
  to arrive in about five or six days.  See DM Aid #1 for a 
  map of the area showing the locations of the Gran 
  March camp, the goblin camp, and the rendezvous site. 
   
  Kenningamek, through the use of his detect thoughts, 
  monitors the PCs’ briefing and knows the entire plan, 
  even knowing that Lieutenant Ennister is keeping some 
  of the coded messages as insurance against loss of the 
  escort File and where Lieutenant Ennister plans to go on 
  his patrol route.  Kenningamek goes willingly with the 
  soldiers taking him to Fort Endurance (riding double in 
  front of the Corporal), but kills them all after requesting a 
  rest stop a couple of hours after leaving camp.  While the 
  PCs are making their way to the goblin camp, he teleports 
  to a safe place close by, where he has previously left 
  emergency supplies (including more diamond dust).  
  There, he writes some new orders, which he delivers to 
  Harigga in the guise of the messenger.  The orders say 
  that the Gran March soldiers have intercepted his 
  payment but that he can catch them by using the river to 
  move ahead. 
   
  When the PCs are ready to go, proceed to Encounter 2.  
   
  
  The Patrol 
  Round 1 
  Page 8 
   
  Encounter 2: Scouting 
   
  The journey to the goblin camp takes a day and a 
  quarter.  On the first day, Worolan takes the PCs to a 
  safe place about two hours away from the goblin camp. 
   Ask the PCs if they wish to set watches.  Worolan only 
  needs to trance for four hours and so is happy to stand a 
  double watch to allow the PCs more time to sleep.  
  When they awaken, proceed with the following. 
   
  Worolan escorts you to the area where he thinks 
  you should be able to penetrate closest to the 
  enemy camp without being detected.  You see a 
  ravine cutting into the rising ground ahead.  
  Worolan speaks. 
   
  “This ravine leads up to the top of a cliff.  The goblin 
  camp is on the other side.  I scouted as closely as I 
  could from the open side, but they had too many 
  patrols for me to get close enough to count their 
  numbers.   It is a long hike to come around to this 
  side of the cliff, so they don’t send patrols here 
  often.  I tried climbing up several ways around here, 
  but it seems that the ravine is the only clear path to 
  the top.  The goblins know this too, I guess, 
  because when I tried to go that way before, I set off 
  a rock fall that I’m sure they could hear from the 
  other side.  It was purposefully set up.  I left quickly 
  and haven’t been back since.  
   
  I have to return to my people to tell them what I’ve 
  found.  Good luck to you on your mission and I 
  hope we can help each other again one day soon.”  
   
  Worolan gives a passable Gran March salute and 
  moves off into the trees. 
   
  The ravine varies anywhere from 5 to 15 feet wide and 
  10 to 20 feet deep.  It is cut through the earth down to 
  the bedrock in places and is filled with loose dirt, rock, 
  and detritus.  The ravine climbs at an approximate 15-
  degree slope for a distance of 800 feet (vertical rise of 
  200 feet). 
   
  This encounter is basically a series of traps that the PCs 
  find as they make their way up the ravine. The effects of 
  the traps vary by APL, so use the appropriate 
  descriptions and effects listed by APL below. 
   
  Trap 1 – This is the rockslide trap mentioned previously.  
  It has already been sprung and the pile of loose stones 
  simply represents a climbing hazard.  Have the PCs 
  attempting to cross it make Climb checks at DC 10 (they 
  can take 10, but that won’t help anyone in heavy armor 
  without some Strength or climbing skill).  Having 
  someone climb ahead and secure a rope for the others to 
  use reduces the Climb DC to 5.  If someone fails by less 
  than 5, describe the loud noise that echoes up the ravine 
  as they slip and dislodge a pile of rocks during their 
  climb.  If they fail by 5 or more, they take 1d6 points of 
  damage as they fall down the pile of loose rocks (making 
  an even louder noise). 
   
  No EL is assigned to this trap because it represents a very 
  low threat of damage or expended resources to a savvy 
  party. 
   
  Trap 2 – Halfway up the ravine is an area where it 
  narrows to only 5 feet wide.  A clump of brush and 
  timber has washed down into the ravine and wedged in 
  the rocks at this point, completely blocking the ravine.  
  There is a narrow opening at the very bottom, where 
  runoff from rains has washed away the blockage in a 2-3 
  foot wide path.  The tunnel is about 10 feet long and 1-2 
  feet high, so anyone trying to pass through it must crawl 
  on their bellies (making them an easy target for the arrow 
  trap that lies 7 feet ahead).  It is possible to climb the 15-
  foot high walls to get around the blockage, but they’re 
  fairly smooth here (DC 25). 
   
  APL 2 (EL 1) 
  �Arrow Trap: CR1: mechanical; proximity trigger; 
  manual reset; Atk +10 ranged (1d6/x3, arrow); Search 
  (DC 20), Disable Device (DC 20). 
   
  APL 4 (EL 2) 
  �Poisoned Arrow Trap: CR2: mechanical; proximity 
  trigger; manual reset; Atk +10 ranged (1d6/x3, arrow 
  plus poison); poison (greenblood oil, Fortitude save [DC 
  13] resists, 1 Con/1d2 Con); Search (DC 22), Disable 
  Device (DC 20). 
   
  APL 6 (EL 3) 
  �Poisoned Arrow Trap: CR3: mechanical; proximity 
  trigger; manual reset; Atk +15 ranged (1d6/x3, arrow 
  plus poison); poison (medium-size spider venom, 
  Fortitude save [DC 14] resists, 1d4 Str/1d6 Con); Search 
  (DC 22), Disable Device (DC 20). 
   
  APL 8 (EL 4) 
  �Poisoned Arrow Trap: CR4: mechanical; proximity 
  trigger; manual reset; Atk +15 ranged (1d6/x3, arrow 
  plus poison); poison (large scorpion venom, Fortitude 
  save [DC 18] resists, 1d6 Str/1d6 Con); Search (DC 22), 
  Disable Device (DC 20). 
   
  APL 10 (EL 5) 
  �Poisoned Arrow Trap: CR5: mechanical; proximity 
  trigger; manual reset; Atk +20 ranged (1d6/x3, arrow 
  plus poison); poison (deathblade, Fortitude save [DC 
  20] resists, 1d6 Con/2d6 Con); Search (DC 22), Disable 
  Device (DC 20). 
   
  
  The Patrol 
  Round 1 
  Page 9 
  Trap 3 – This trap is located 100 feet short of the top of 
  the ravine.  At this point, the ravine again narrows to 
  about 5 feet wide.  The walls are not very steep (Climb 
  DC 10) and are 10 feet high.  At low APLs, there is a 
  simple pit trap, but at higher APLs there are also 
  deadfall traps on either side where loose rocks fall on 
  the PCs attempting to climb the walls to avoid the pit, 
  possibly sweeping them into it.  The pit is 10 feet across 
  at all APLs. 
   
  APL 2 (EL 1) 
  �Deeper Pit Trap: CR1: mechanical; location trigger; 
  manual reset; hidden switch bypass (Search [DC 25]); 
  Reflex saving throw (DC 15) avoids; 20 ft. deep (2d6, 
  fall); Search (DC 20), Disable Device (DC 23). 
   
  APL 4 (EL 2) 
  �Deeper Pit Trap: CR2: mechanical; location trigger; 
  manual reset; hidden switch bypass (Search [DC 25]); 
  Reflex saving throw (DC 15) avoids; 40 ft. deep (4d6, 
  fall); Search (DC 20), Disable Device (DC 23). 
   
  APL 6 (EL 3) 
  �Deeper Spiked Pit Trap: CR3: mechanical; location 
  trigger; manual reset; hidden switch bypass (Search [DC 
  25]); Reflex saving throw (DC 20) avoids; 40 ft. deep 
  (4d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per 
  target for 1d4+4 each); Search (DC 20), Disable Device 
  (DC 23). 
   
  APL 8 (EL 4) 
  �Deeper Spiked Pit Trap: CR3: mechanical; location 
  trigger; manual reset; hidden switch bypass (Search [DC 
  25]); Reflex saving throw (DC 20) avoids; 40 ft. deep 
  (4d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per 
  target for 1d4+4 each); Search (DC 20), Disable Device 
  (DC 23). 
   
  �Deadfall Trap (one to either side): CR1: mechanical; 
  location trigger; manual reset; Reflex saving throw (DC 
  20) avoids being knocked into the pit; 1d6, falling rocks; 
  Search (DC 20), Disable Device (DC 23). 
   
  APL 10 (EL 5) 
  �Deeper Spiked Pit Trap: CR3: mechanical; location 
  trigger; manual reset; hidden switch bypass (Search [DC 
  25]); Reflex saving throw (DC 20) avoids; 40 ft. deep 
  (4d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per 
  target for 1d4+4 each); Search (DC 20), Disable Device 
  (DC 23). 
   
  �Deadfall Trap (one to either side): CR2: mechanical; 
  location trigger; manual reset; Reflex saving throw (DC 
  22) avoids being knocked into the pit; 2d6, falling rocks; 
  Search (DC 20), Disable Device (DC 23). 
   
  Development:  Once the PCs make it to the top of the 
  ravine, they will be able to observe the camp at the base 
  of the cliff below.  They can see many huts and other 
  crude shelters, but it’s obvious from the lack of 
  movement and the smoldering embers in the fire pits 
  that the place has been totally abandoned, and quite 
  recently at that.  The PCs may decide to then search the 
  camp itself.  They find signs that the inhabitants didn’t 
  take everything with them, but they didn’t leave behind 
  anything of real value that can be easily transported – it 
  appears that the inhabitants were in a bit of a hurry to 
  leave but not so much so that they were disorganized.   
  See DM Aid #1 for the route taken by the goblins. 
   
  The PCs may decide to try to track the goblins from the 
  camp.  Their trail is very easy to follow due to the sheer 
  number of goblins involved (200+ goblins would mean 
  a DC somewhere near –50 despite the firm ground at 
  the start of the trail and the time since it was made).  
  The trail goes straight to the banks of the Realstream (a 
  half hour walking time), where it is apparent that the 
  goblins boarded some rafts and boats (again, the 
  numbers make tracking pretty simple).  The Realstream 
  is about 10 feet deep and 150 feet wide at this point.  It 
  flows fairly swiftly here (5 feet per second), so 
  swimming PCs find themselves swept a good distance 
  downstream from their starting point (the exact distance 
  depends on their movement rate and the success of their 
  Swim checks – the water is relatively calm, DC 10).  
  Forcing a horse to swim across requires either Handle 
  Animal to lead it (DC 15) or Ride (DC 15).  Remember to 
  include the weight modifiers for any load carried in the 
  horse’s Swim check. 
   
  The PCs find no corresponding tracks on the other side of 
  the river, no matter how far up or downstream they may 
  travel.  The goblins have taken their boats downstream 
  for an entire day (over 40 miles) and have disembarked 
  on the same side of the river from which they started (see 
  DM Aid #1) 
   
  When the PCs decide to head for the rendezvous point, 
  proceed to Encounter 3. 
   
  Encounter 3: Mop Up 
   
  The PCs need to take the most direct route if they wish 
  to keep Lieutenant Ennister from waiting. They find 
  something interesting on the way, a couple of hours 
  travel from the previous army encampment.   
   
  Ahead of you is a rather strange sight.  An area 
  where the undergrowth and leaf litter have been 
  burned black in a more or less perfect circle about 
  30 feet in diameter.  The trees in that area have had 
  their bark deeply burned to a height of about 20 feet. 
   
  
  The Patrol 
  Round 1 
  Page 10 
  If the PCs stop to investigate, they can determine a 
  number of things. 
   
  A Wilderness Lore or Knowledge (Nature) check at DC 
  12 allows the PCs to determine that although the fire 
  was quite hot, it was of extremely short duration and 
  only the high moisture content of the forest here kept it 
  from spreading. 
   
  A Spellcraft check at DC 23 positively identifies the 
  effect as that of a fireball – one cast by a high-level caster 
  (maximum damage dice). 
   
  A Search check at DC 10 turns up 8 longswords, metal 
  parts from 8 crossbows, 8 horse bits, and many scraps of 
  chain mail.  The metal shows signs of being exposed to 
  extreme heat – the swords and armor have lost their 
  temper and the crossbow parts still have bits of charred 
  wood attached here and there.  If the check is successful 
  at DC 20, a scrap of cloth is found.  It is burnt and torn 
  but enough of a Gran March coat of arms is left to 
  identify it as part of a soldier’s tabard.  No unit or rank 
  insignia remain, however (it is of the same color scheme 
  as the 23rd Cavalry Squadron, if anyone asks). 
   
  A Tracking check at DC 10 indicates that a lot of 
  scavengers have been all over this area over the last four 
  days; DC 15 also reveals that there were somewhere 
  between 5 and 10 bodies here before the scavengers 
  arrived; DC 20 reveals all of the above plus the tracker 
  finds a set of small humanoid footprints leaving the 
  area, turning to face it, and then disappearing. 
   
  After riding about two hours, Kenningamek requested a 
  rest stop (“Old kobold no hold it as long as he used to.  
  You want keep going okay by me, but hope you got 
  extra dry clothes.”).  While the soldiers waited for him 
  to finish his business, he cast a fireball using his Silent 
  Spell, Still Spell, and Eschew Materials feats.  All of the 
  soldiers died immediately.  He then cast teleport get to 
  the goblin camp to give them their marching orders The 
  goblins have been instructed in a coded message from 
  the warlord to attack Lieutenant Ennister and his men. 
   
  When the PCs are ready to proceed, tell them that the 
  rest of their journey to the rendezvous is uneventful and 
  proceed with the following. 
   
  As you approach the rendezvous site, the scent of 
  blood and burnt flesh can be sensed wafting in the 
  light breeze moving through the trees. 
   
  Pause briefly for PC reactions.  They may choose to 
  charge or to attempt to approach with stealth.  There are 
  goblinoids still in the camp looting and they will attack 
  any PCs they see, but could be surprised by a cautious 
  approach. 
   
  As you come to the campsite, you find a scene of 
  carnage.  Piles of goblin bodies surround the low 
  hillock on which the lightning-struck tree stands, 
  but there are many men in Gran March Army 
  uniforms lying among them.  The only figures you 
  see standing are a few goblinoids rifling through the 
  pockets of the dead and dying soldiers. 
   
  If the PCs approach at full charge, the goblinoids hear 
  them coming and stop what they’re doing to meet the 
  attack.  If the PCs are stealthy, the goblinoids continue 
  searching for loot until they have reason to know that the 
  PCs are there (make Listen and Spot checks for the 
  goblinoids as appropriate).  If the PCs wait and watch for 
  a bit before attacking, they hear one of the soldiers let out 
  a moan as his pockets are rifled.  The goblinoid stops his 
  looting and prepares to issue a coup de grace against the 
  wounded, but still living, soldier.  Allow the PCs a chance 
  to intervene, but if they do not, reduce the number of 
  wounded left by one. 
   
  APL 2 (EL 2) 
  Goblins (8): hp 4 each; see Monster Manual page 107. 
   
  APL 4 (EL 5) 
  Hobgoblins (8): hp 5 each; see Monster Manual page 119. 
   
  APL 6 (EL 6) 
  Bugbears (4): hp 16 each; see Monster Manual page 27. 
   
  APL 8 (EL 8) 
  Bugbears (8): hp 16 each; see Monster Manual page 27. 
   
  APL 10 (EL 11) 
  Bugbears (8): Male bugbear Rog 2; hp 38 each; see 
  Appendix I. 
   
  Tactics:  The goblinoids start out scattered widely over 
  the 100-ft. diameter campsite.  When attacked, they throw 
  their javelins and close with their enemies, trying to aid 
  each other in flanking when possible.  They also attempt 
  to remain as spread out as possible to avoid being caught 
  in area-effect spells. 
   
  Treasure: The treasure in this Encounter is the arms and 
  armor of the goblinoids.  Treasure is per PC. 
   
   
  APL 2: L: 27.2 gp; C: 0 gp; M: 0 
   
  APL 4: L: 36 gp; C: 0 gp; M: 0 
   
  APL 6: L: 8 gp; C: 0 gp; M: 0 
   
  APL 8: L: 16 gp; C: 0 gp; M: 0 
   
  APL 10: L: 661.6 gp; C: 0 gp; M: 0 
   
  Development:  There are many Gran March soldiers 
  who have stabilized on their own or whose wounds 
  were bound before the goblins prevailed and thus are 
  still alive.  The number varies by APL, as follows. 
  
  The Patrol 
  Round 1 
  Page 11 
   
  APL 2 – 1 Corporal at –6 hp, 1 soldier at –6 hp, 2 soldiers 
  at –4 hp 
   
  APL 4 – 1 Corporal at –8 hp, 3 soldiers at –6 hp, 4 soldiers 
  at –4 hp 
   
  APL 6 – 1 Corporal at –8 hp, 4 soldiers at –6 hp, 7 
  soldiers at –4 hp 
   
  APL 8 – 1 Corporal at –8 hp, 6 soldiers at –6 hp, 5 soldiers 
  at –4 hp 
   
  APL 10 – 1 Corporal at –9 hp, 4 soldiers at –8 hp, 7 
  soldiers at –6 hp 
   
  Lieutenant Ennister’s body has been pinned to the tree 
  with javelins and his head is missing (taken as a trophy to 
  give to the warlord).  The horses have all been taken or lie 
  dead, except for three that have self-stabilized (at –8, –6, 
  and –4 hp).  A search of the camp reveals that the looting 
  is far from complete – the PCs can re-equip any soldiers 
  that they can return to consciousness.  They also find that 
  although Lieutenant Ennister’s tent has been rifled and no 
  valuables remain, his journal is still there. The final entry 
  can be found in Player Handout #2. 
   
  If the PCs search the latrine, they find a leather satchel 
  with the coded messages Lieutenant Ennister kept in 
  reserve.  If the PCs left the chest of gold from Encounter 1 
  behind when they went on their scouting mission, they 
  find it here as well.  If they also left their mounts behind, 
  they are missing.  Paladin bonded mounts escape their 
  captors (and even bring the other PC’s mounts with them 
  when they do). 
   
  After the PCs have had a chance to organize the 
  survivors but before they’re ready to leave the site, 
  proceed to Encounter 4. 
   
  Encounter 4: Scavengers 
   
  You notice movement at the edges of the campsite – 
  shadows flicker among the trees. 
   
  The sounds and smells of battle have brought forth some 
  Dim Forest residents looking for a little bite to eat. 
   
  APL 2 (EL 2) 
  Krenshar (2): hp 11 each; see Monster Manual page 125. 
   
  APL 4 (EL 4) 
  Krenshar (4): hp 11 each; see Monster Manual page 125. 
   
  APL 6 (EL 6) 
  Owlbears (2): hp 47 each; see Monster Manual page 148. 
   
  APL 8 (EL 8) 
  Owlbears (4): hp 47 each; see Monster Manual page 148. 
   
  APL 10 (EL 11) 
  Shadows, advanced (5): hp 36 each; see Appendix I. 
   
  Tactics: The kenshar are interested in feeding without a 
  fight if possible – they move to attack unconscious 
  soldiers but turn on any PCs that try to intervene.  If 
  allowed to feed without interference, each krenshar 
  takes a single soldier and leave.  The owlbears see the 
  PCs as competition for their food and move to attack 
  them immediately.  The shadows also attack moving 
  PCs in preference to unconscious soldiers.  At APL 10, 
  they approach through the ground, with only their 
  heads sticking out so they can see (giving them nine-
  tenths cover). 
   
  Development: The rendezvous site is about 45 miles 
  from Fort Endurance.  It takes three days to travel that 
  distance.  You should determine what watches the PCs 
  set each night, if any.  The first day and night pass 
  uneventfully, but you should keep them on edge by 
  describing strange sounds they hear and movement 
  they catch out of the corner of their eyes.   
   
  If the PCs decide to Track the goblins leaving the battle 
  site, the trail is extremely easy to follow for about three 
  hours (DC 0), after which the goblins split into groups 
  (DC 5 to determine that there are 15 groups, each 5-10 
  strong, and that 5 of them are accompanied by 5-10 
  mounts each).  Locating the specific tracks of their own 
  mounts is much more difficult (DC 25 if they’re all 
  horses, DC 20 if there is a distinctive track in the group 
  such as a dog or other special mount), but if they take 
  the trouble to do so, they find they all went with the 
  same group (the goblins left them on the common lead 
  on which they found them). 
   
  When they set up camp on the third night, proceed to 
  Encounter 5. 
   
  Encounter 5: Final Attack 
    
  The attack comes at about 2:00 in the morning, so you 
  should have the PCs on watch at that time make 
  opposed Spot/Hide and Listen/Move Silently checks.  
  Kenningamek is leading a group of trusted minions to 
  the PCs, so use his Spot and Listen stats to perform the 
  checks (see Appendix I).  No boxed text is provided 
  because the way the encounter develops depends 
  entirely on the relative success of the detection checks.  
  Regardless of how the combat starts, the PCs see the 
  little, wizened kobold point them out and shout in clear 
  common totally unlike that he used before, “Kill them 
  all!”  He then leaves the scene (preferably by immediate 
  
  The Patrol 
  Round 1 
  Page 12 
  teleport, but through whatever means necessary if this is 
  not possible). 
   
  APL 2 (EL 4) 
  Nitka: Male goblin Rog1; hp 6; see Appendix I. 
   
  Rugakk & Hroggoth: Male orc Brb1; hp 14 each; see 
  Appendix I. 
   
  Gomarg: Male orc Clr1 (Gruumsh); hp 9; see Appendix 
  I. 
   
  APL 4 (EL 6) 
  Nitka: Male goblin Rog2; hp 14; see Appendix I. 
   
  Rugakk & Hroggoth: Male orc Brb2; hp 23 each; see 
  Appendix I. 
   
  Gomarg: Male orc Clr2 (Gruumsh); hp 15; see Appendix 
  I. 
   
  APL 6 (EL 8) 
  Nitka: Male bugbear Rog2; hp 38; see Appendix I. 
   
  Rugakk & Hroggoth: Male orc Brb4; hp 41 each; see 
  Appendix I. 
   
  Gomarg: Male orc Clr4 (Gruumsh); hp 27; see Appendix 
  I. 
   
  APL 8 (EL 10) 
  Nitka: Male bugbear Rog4; hp 54; see Appendix I. 
   
  Rugakk & Hroggoth: Male orc Brb6; hp 59 each; see 
  Appendix I. 
   
  Gomarg: Male orc Clr6 (Gruumsh); hp 39; see Appendix 
  I. 
   
  APL 10 (EL 12) 
  Nitka: Male bugbear Rog6; hp 66; see Appendix I. 
   
  Rugakk & Hroggoth: Male orc Brb8; hp 77 each; see 
  Appendix I. 
   
  Gomarg: Male orc Clr8 (Gruumsh); hp 51; see Appendix 
  I. 
   
  Tactics:  Buffing spells with long durations (e.g., bull’s 
  strength and greater magic weapon) have been cast while the 
  attackers were well out of audible range.  If the attackers 
  can see that they’ve been detected but are able to act 
  before watchers can give an alarm, they act as best they 
  can to silence the watchers.  If an alarm is raised, they use 
  ranged weapons and spells before closing.  If they can 
  sneak up without being detected, they use their more 
  powerful melee attacks. 
   
  Treasure: The treasure in this Encounter is the arms and 
  armor of Kenningamek’s minions.  Treasure is per PC. 
   
   
  APL 2: L: 113.8 gp; C: 0 gp; M: 0 
   
  APL 4: L: 113.8 gp; C: 0 gp; M: 0 
   
  APL 6: L: 148.4 gp; C: 0 gp; M: 0 
   
  APL 8: L: 148.4 gp; C: 0 gp; M: 0 
   
  APL 10: L: 148.4 gp; C: 0 gp; M: 0 
   
  Conclusion 
   
  The PCs report to the Warden of the Dim March, who is 
  very interested in their information.  If they return with 
  the coded messages that Lieutenant Ennister hid, they 
  are each awarded a Baronial Medal of Valor.  If they 
  return with Lieutenant Ennister’s body, he is resurrected 
  and he puts them in for Commendations.  If they don’t 
  bring back the body but do return with his journal, the 
  recommendation he wrote there is sufficient to get them 
  the Commendation they deserve.  If they don’t return 
  with either the body or the journal, but do return with 
  half or more of the survivors listed for their APL in 
  Encounter 3 still alive, they receive a Commendation.  
  Only one Commendation is awarded to each PC, 
  regardless of how many of the above criteria they meet. 
   All PCs who meet the criteria for both a Commendation 
  and the Baronial Medal of Valor should be awarded 
  both. 
   
  Treasure: If the PCs return with Lieutenant Ennister’s 
  body, his father, the Elector, rewards each with 100 gp 
  in cash. 
   
   
  All APLs – L: 0 gp; C: 100 gp; M: 0 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter 1: Courier 
  Defeat the orcs 
   
  APL 2   
   
   
   
    60 xp 
   
  APL 4   
   
   
   
  150 xp 
   
  APL 6   
   
   
   
  210 xp 
  
  The Patrol 
  Round 1 
  Page 13 
   
  APL 8   
   
   
   
  240 xp 
   
  APL 10  
   
   
   
  300 xp 
   
  Encounter 2: Scouting 
  Each trap defeated 
   
  APL 2  
  30 xp 
   
  APL 4  
  60 xp 
   
  APL 6  
  90 xp 
   
  APL 8  
  120 xp 
   
  APL 10  
  150 xp 
   
  Encounter 3: Mop-Up 
  Defeat the goblinoids 
   
  APL 2  
  60 xp 
   
  APL 4  
  150 xp 
   
  APL 6  
  180 xp 
   
  APL 8  
  240 xp 
   
  APL 10  
  330 xp 
   
  Encounter 4: Scavengers 
  Defeat the scavengers 
   
   
  APL 2  
  60 xp 
   
  APL 4  
  120 xp 
   
  APL 6  
  180 xp 
   
  APL 8  
  240 xp 
   
  APL 10  
  330 xp. 
   
  Encounter 5: Final Attack 
  Defeating Kenningamek’s minions 
   
   
  APL 2  
  120 xp 
   
  APL 4  
  180 xp 
   
  APL 6  
  240 xp 
   
  APL 8  
  300 xp 
   
  APL 10  
  360 xp 
   
  Role-Playing Award 
   
  APL 2  
  30 xp 
   
  APL 4  
  60 xp 
   
  APL 6  
  90 xp 
   
  APL 8  
  120 xp 
   
  APL 10  
  150 xp 
   
  Total possible experience 
   
  APL 2  
  300 xp 
   
  APL 4  
  600 xp 
   
  APL 6  
  900 xp 
   
  APL 8  
  1,200 xp 
   
  APL 10  
  1,500 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 spells 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 
  treasures from each encounter add it up and that is the 
  number of gold pieces a character's total and coin value 
  increases at the end of the adventure.  Write the total in 
  the GP Gained field of the Adventure Certificate. 
   
  No matter what they actually recover from the module, 
  they may only keep piles of gold pieces.  Note that it is 
  possible (though unlikely, due to time pressure in the 
  module) that the PCs could recover more than the 
  allowed value from the module.  In this case, the excess 
  is confiscated by the Office of Strategic Resource 
  Management. 
   
  Note: Any pay collected by active members of the Gran 
  March military is not affected by the maximum treasure 
  cap of the adventure and may be collected even if it 
  would place the character over the treasure cap for the 
  adventure. 
   
  Encounter 1: Courier 
  Recover chest of money, diamond dust and orc 
  equipment. 
   
  
  The Patrol 
  Round 1 
  Page 14 
   
  APL 2: L: 28 gp; C: 500 gp; M: 0 
   
  APL 4: L: 42 gp; C: 700 gp; M: 0 
   
  APL 6: L: 42 gp; C: 1,100 gp; M: 0 
   
  APL 8: L: 42 gp; C: 1,800 gp; M: 0 
   
  APL 10: L: 42 gp; C: 3,000 gp; M: 0 
   
  Encounter 5: Final Attack 
  Recover the arms and armor of Kenningamek’s minions. 
   
   
  APL 2: L: 569 gp; C: 0 gp; M: 0 
   
  APL 4: L: 569 gp; C: 0 gp; M: 0 
   
  APL 6: L: 742 gp; C: 0 gp; M: 0 
   
  APL 8: L: 742 gp; C: 0 gp; M: 0 
   
  APL 10: L: 742 gp; C: 0 gp; M: 0 
   
  Conclusion 
   
  All APLs – L: 0 gp; C: 100 gp; M: 0 
   
  Adventure Maximums 
   
  APL 2: 300gp 
   
  APL 4: 600gp 
   
  APL 6: 1,000gp 
   
  APL 8: 1,700gp 
   
  APL 10: 2,900gp 
   
  Special (On Adventure Certificate) 
  �Comendation: In recognition of exceptional 
  bravery during an extended operation into hostile 
  territory this character is awarded a 
  commendation. 
   
  �Baronial Medal of Valor:  For valor above and 
  beyond the call of duty in the recovery of valuable 
  coded messages from the enemy this character is 
  awarded the Baronial Medal of Valor.
  
  The Patrol 
  Round 1 
  Page 15 
  Appendix I: Enemies & Monsters 
  Encounter 1: Courier 
  APL 4 (EL 4) 
  Orcs (6): Male orc Brb1; CR 1; Medium-size 
  humanoid (orc); HD 1d12; hp 12 each; Init +0; Spd 
  30ft.; AC 14 (10 touch, 14 flatfooted); Atk +3 melee 
  (1d12+3, greataxe); SA: Rage 1/day; SQ: Darkvision 
  60’, light sensitivity; AL CE; SV Fort +2, Ref +0, Will -
  1; Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills & Feats: Climb +2, Jump, +2, Listen +5, Spot 
  +1; Alertness, Power Attack. 
   
  Possessions: scale mail, greataxe. 
   
  APL 6 (EL 6) 
  Orcs (6): Male orc Brb2; CR 2; Medium-size 
  humanoid (orc); HD 2d12; hp 19 each; Init +0; Spd 
  30ft.; AC 14 (10 touch, 14 flatfooted); Atk +4 melee 
  (1d12+3, greataxe); SA: Rage 1/day; SQ: Darkvision 
  60’, light sensitivity, uncanny dodge; AL CE; SV Fort 
  +3, Ref +0, Will -1; Str 15, Dex 10, Con 11, Int 9, Wis 8, 
  Cha 8. 
   
  Skills & Feats: Climb +3, Jump +3, Listen +6, Spot 
  +1; Alertness, Power Attack. 
   
  Possessions: scale mail, greataxe. 
   
  APL 8 (EL 8) 
  Orcs (6): Male orc Brb3; CR 3; Medium-size 
  humanoid (orc); HD 3d12; hp 26 each; Init +0; Spd 
  30ft.; AC 14 (10 touch, 14 flatfooted); Atk +6 melee 
  (1d12+3, greataxe); SA: Rage 1/day; SQ: Darkvision 
  60’, light sensitivity, uncanny dodge; AL CE; SV Fort 
  +3, Ref +1, Will +1; Str 15, Dex 10, Con 11, Int 9, Wis 
  8, Cha 8. 
   
  Skills & Feats: Climb +4, Jump +4, Listen +7, Spot 
  +1; 
  Alertness, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (greataxe). 
   
  Possessions: scale mail, greataxe. 
   
  APL 10 (EL 10) 
  Orcs (6): Male orc Brb5; CR 5; Medium-size 
  humanoid (orc); HD 5d12; hp 40 each; Init +0; Spd 
  30ft.; AC 14 (10 touch, 14 flatfooted); Atk +9 melee 
  (1d12+4, greataxe); SA: Rage 2/day; SQ: Darkvision 
  60’, light sensitivity, uncanny dodge; AL CE; SV Fort 
  +4, Ref +1, Will +1; Str 16, Dex 10, Con 11, Int 9, Wis 
  8, Cha 8. 
   
  Skills & Feats: Climb +7, Jump +7, Listen +9, Spot 
  +1; 
  Alertness, 
  Power 
  Attack, 
  Weapon 
  Focus 
  (greataxe). 
   
  Possessions: scale mail, greataxe. 
   
   
   
   
  Encounter 3: Mop-Up 
  APL 10 (EL 11) 
  Bugbears (8): Male bugbear Rog2; CR 5; Medium-size 
  humanoid (goblinoid); HD 3d8+9+2d6+6; hp 38; Init 
  +3; Spd 30ft.; AC 22 (13 touch, 19 flatfooted); Atk +9 
  melee (1d6+5/18-20, masterwork rapier) or Atk +6 
  ranged (1d6+5, javelin); SA: Sneak Attack +1d6; SQ: 
  Darkvision 60ft., evasion; AL CE; SV Fort +4, Ref +8, 
  Will +4; Str 20, Dex 16, Con 16, Int 10, Wis 12, Cha 6. 
   
  Skills & Feats: Climb +9, Disable Device +5, Hide 
  +9, Listen +9, Move Silently +12, Search +5, Spot +9, 
  Tumble +6; Alertness, Iron Will. 
   
  Possessions: masterwork chain shirt, masterwork 
  large wooden shield, masterwork rapier, javelins x4. 
   
  Encounter 4: Scavengers 
  APL 10 (EL 11) 
  Shadows, advanced (5): CR 5; Medium-size undead 
  (incorporeal); HD 6d12; hp 36; Init +2; Spd 30ft., fly 
  40ft. (good); AC 13 (13 touch, 11 flatfooted); Atk +5 
  melee (1d6 temporary Strength, incorporeal touch); 
  SA: Strength damage, create spawn; SQ: Undead, 
  incorporeal, +2 turn resistance; AL CE; SV Fort +2, 
  Ref +4, Will +6; Str –, Dex 14, Con –, Int 6, Wis 12, Cha 
  13. 
   
  Skills & Feats: Hide +8, Intuit Direction +5, Listen 
  +10, Spot +10; Dodge. 
   
  Possessions: none. 
   
  Encounter 5: Final Attack 
  APL 2 (EL 4) 
  Nitka: Male goblin Rog1; CR 1; Small humanoid 
  (goblinoid); HD 1d6+2; hp 8; Init +1; Spd 30ft.; AC 18 
  (14 touch, 14 flatfooted); Atk +2 melee (1d8+1, 
  morningstar) or +3 ranged (1d4+1, dart); SA: Sneak 
  Attack 1d6; SQ: Darkvision 60’; AL NE; SV Fort +2, 
  Ref +5, Will +1; Str 12, Dex 16, Con 14, Int 14, Wis 12, 
  Cha 6. 
   
  Skills & Feats: Climb +5, Disable Device +6, Hide 
  +7, Intuit Direction +5, Jump +5, Listen +5, Move 
  Silently +11, Search +6, Spot +5, Tumble +7; Dodge. 
   
  Possessions: 
  masterwork 
  studded 
  leather, 
  masterwork morningstar, darts x4. 
   
  Rugakk & Hroggoth: Male orc Brb1; CR 1; Medium-
  size humanoid (orc); HD 1d12+2; hp 14; Init +1; Spd 
  30ft.; AC 17 (12 touch, 15 flatfooted); Atk +6 melee 
  (1d12+7, greataxe) or +3 ranged (1d6+6, javelin); SA: 
  Rage 1/day; SQ: Darkvision 60’; AL CE; SV Fort +4, 
  Ref +2, Will -1; Str 20, Dex 14, Con 14, Int 10, Wis 8, 
  Cha 6. 
   
  Skills & Feats: Climb +5, Hide +2, Intuit Direction 
  +3, Listen +3; Power Attack. 
  
  The Patrol 
  Round 1 
  Page 16 
   
  Possessions: Breastplate, greataxe, javelin x4. 
   
  Gomarg: 
  Male 
  orc 
  Clr1; 
  CR 1; Medium-size 
  humanoid (orc); HD 1d8+1; hp 9; Init -1; Spd 20ft.; AC 
  14 (9 touch, 14 flatfooted); Atk +2 melee (1d8+1, 
  longspear); 
  SA: 
  Spells, 
  strength 
  domain; 
  SQ: 
  Darkvision 60’, war domain; AL CE; SV Fort +4, Ref –
  1, Will +5; Str 12, Dex 8, Con 12, Int 10, Wis 16, Cha 
  10. 
   
  Skills & Feats: Concentration +5, Spellcraft +4; 
  Combat 
  Casting, 
  Martial 
  Weapon 
  Proficiency 
  (longspear), Weapon Focus (longspear). 
   
  Possessions: Breastplate, longspear. 
   
  Spells prepared (3/2+1, DC = 13 + spell level):  0—[cure 
  minor wounds, detect magic, detect poison]; 1st—[bless, 
  cure light wounds, magic weapon*]; *Indicates a domain 
  spell. 
   
  APL 4 (EL 6) 
  Nitka: Male goblin Rog2; CR 2; Small humanoid 
  (goblinoid); HD 2d6+4; hp 14; Init +1; Spd 30ft.; AC 
  18 (14 touch, 14 flatfooted); Atk +3 melee (1d8+1, 
  morningstar) or +4 ranged (1d4+1, dart); SA: Sneak 
  Attack 1d6; SQ: Darkvision 60’, evasion; AL NE; SV 
  Fort +2, Ref +6, Will +1; Str 12, Dex 16, Con 14, Int 14, 
  Wis 12, Cha 6. 
   
  Skills & Feats: Climb +6, Disable Device +7, Hide 
  +8, Intuit Direction +6, Jump +6, Listen +6, Move 
  Silently +12, Search +7, Spot +6, Tumble +8; Dodge. 
   
  Possessions: masterwork studded leather, 
  masterwork morningstar, dart x4. 
   
  Rugakk & Hroggoth: Male orc Brb2; CR 2; Medium-
  size humanoid (orc); HD 2d12+4; hp 23; Init +1; Spd 
  30ft.; AC 17 (12 touch, 15 flatfooted); Atk +7 melee 
  (1d12+7, greataxe) or +4 ranged (1d6+5, javelin); SA: 
  Rage 1/day; SQ: Darkvision 60’, uncanny dodge; AL 
  CE; SV Fort +5, Ref +2, Will -1; Str 20, Dex 14, Con 14, 
  Int 10, Wis 8, Cha 6. 
   
  Skills & Feats: Climb +6, Hide +3, Intuit Direction 
  +4, Listen +4; Power Attack. 
   
  Possessions: Breastplate, greataxe, javelin x4. 
   
  Gomarg: 
  Male 
  orc 
  Clr2; 
  CR 2; Medium-size 
  humanoid (orc); HD 2d8+2; hp 15; Init -1; Spd 20ft.; 
  AC 14 (9 touch, 14 flatfooted); Atk +3 melee (1d8+1, 
  longspear); 
  SA: 
  Spells, 
  strength 
  domain; 
  SQ: 
  Darkvision 60’, war domain; AL CE; SV Fort +5, Ref –
  1, Will +6; Str 12, Dex 8, Con 12, Int 10, Wis 16, Cha 
  10. 
   
  Skills & Feats: Concentration +6, Spellcraft +5; 
  Combat 
  Casting, 
  Martial 
  Weapon 
  Proficiency 
  (longspear), Weapon Focus (longspear). 
   
  Possessions: Breastplate, longspear. 
   
  Spells prepared (4/3+1, DC = 13 + spell level):  0—[cure 
  minor wounds x2, detect magic, detect poison]; 1st—[bane, 
  bless, cure light wounds, magic weapon*]; *Indicates a 
  domain spell. 
   
  APL 6 (EL 8) 
  Nitka: Male bugbear Rog2; CR 5; Medium-size 
  humanoid (goblinoid); HD 3d8+9+2d6+6; hp 38; Init 
  +3; Spd 30ft.; AC 22 (13 touch, 19 flatfooted); Atk +9 
  melee (1d6+5/18-20, masterwork rapier) or Atk +6 
  ranged (1d6+5, javelin); SA: Sneak Attack +1d6; SQ: 
  Darkvision 60ft., evasion; AL CE; SV Fort +4, Ref +8, 
  Will +4; Str 20, Dex 16, Con 16, Int 10, Wis 12, Cha 6. 
   
  Skills & Feats: Climb +9, Disable Device +5, Hide 
  +9, Listen +9, Move Silently +12, Search +5, Spot +9, 
  Tumble +6; Alertness, Iron Will. 
   
  Possessions: masterwork chain shirt, masterwork 
  large wooden shield, masterwork rapier, javelin x4. 
   
  Rugakk & Hroggoth: Male orc Brb4; CR 4; Medium-
  size humanoid (orc); HD 4d12+8; hp 41; Init +1; Spd 
  30ft.; AC 17 (12 touch, 15 flatfooted); Atk +9 (+11) 
  melee (1d12+7 [+10], greataxe) or +6 ranged (1d6+5 
  [+7], javelin); SA: Rage 2/day; SQ: Darkvision 60’, 
  uncanny dodge; AL CE; SV Fort +6, Ref +3, Will +0; 
  Str 21(25), Dex 14, Con 14, Int 10, Wis 8, Cha 6. 
   
  Skills & Feats: Climb +8 (+10), Hide +5, Intuit 
  Direction +6, Listen +6; Cleave, Power Attack. 
   
  Possessions: Breastplate, greataxe, javelin x4. 
   
  Gomarg: 
  Male 
  orc 
  Clr4; 
  CR 4; Medium-size 
  humanoid (orc); HD 4d8+4; hp 27; Init -1; Spd 20ft.; 
  AC 14 (9 touch, 14 flatfooted); Atk +5 (+6) melee 
  (1d8+1[+2], longspear); SA: Spells, strength domain; 
  SQ: Darkvision 60’, war domain; AL CE; SV Fort +6, 
  Ref +2, Will +7; Str 12 (15), Dex 8, Con 12, Int 10, Wis 
  17, Cha 10. 
   
  Skills & Feats: Concentration +8, Spellcraft +7; 
  Combat Casting, Lightning Reflexes, Martial Weapon 
  Proficiency (longspear), Weapon Focus (longspear). 
   
  Possessions: Breastplate, longspear. 
   
  Spells prepared (5/4+1/3+1, DC = 13 + spell level):  0—
  [cure minor wounds x3, detect magic, detect poison]; 1st—
  [bane, bless, cure light wounds x2, magic weapon*]; 2nd—
  [bull’s strength*, bull’s strength x2, silence]; *Indicates a 
  domain spell.  Spells that have been marked through 
  have been pre-cast. 
   
  APL 8 (EL 10) 
  Nitka: Male bugbear Rog4; CR 7; Medium-size 
  humanoid (goblinoid); HD 3d8+9+4d6+12; hp 52; Init 
  +3; Spd 30ft.; AC 22 (13 touch, 19 flatfooted); Atk +11 
  (+13) melee (1d6+5 (+7)/18-20, masterwork rapier) or 
  Atk +8 ranged (1d6+5, javelin); SA: Sneak Attack 
  +2d6; SQ: Darkvision 60ft., evasion, uncanny dodge; 
  AL CE; SV Fort +5, Ref +9, Will +4; Str 20 (25), Dex 17, 
  Con 16, Int 10, Wis 12, Cha 6. 
  
  The Patrol 
  Round 1 
  Page 17 
   
  Skills & Feats: Climb +11 (+13), Disable Device +7, 
  Hide +11, Listen +11, Move Silently +14, Search +7, 
  Spot +11, Tumble +8; Alertness, Dodge, Iron Will. 
   
  Possessions: masterwork chain shirt, masterwork 
  large wooden shield, masterwork rapier, javelins x4. 
   
  Rugakk & Hroggoth: Male orc Brb6; CR 6; Medium-
  size humanoid (orc); HD 6d12+12; hp 59; Init +1; Spd 
  30ft.; AC 17 (12 touch, 15 flatfooted); Atk +11/+6 
  (+13/+8) melee (1d12+7 [+10], greataxe) or +8 ranged 
  (1d6+5 [+7], javelin); SA: Rage 2/day; SQ: Darkvision 
  60’, uncanny dodge; AL CE; SV Fort +6, Ref +3, Will 
  +0; Str 21(25), Dex 14, Con 14, Int 10, Wis 8, Cha 6. 
   
  Skills & Feats: Climb +10 (+12), Hide +7, Intuit 
  Direction +8, Listen +8; Cleave, Great Cleave, Power 
  Attack. 
   
  Possessions: Breastplate, greataxe, javelin x4. 
   
  Gomarg: 
  Male 
  orc 
  Clr6; 
  CR 6; Medium-size 
  humanoid (orc); HD 6d8+6; hp 39; Init -1; Spd 20ft.; 
  AC 14 (16) (9 touch, 14 [16] flatfooted); Atk +6 (+7) 
  melee (1d8+1[+2], longspear); SA: Spells, strength 
  domain; SQ: Darkvision 60’, war domain; AL CE; SV 
  Fort +7, Ref +3, Will +8; Str 12 (15), Dex 8, Con 12, Int 
  10, Wis 17, Cha 10. 
   
  Skills & Feats: Concentration +8, Spellcraft +7; 
  Combat Casting, Lightning Reflexes, Martial Weapon 
  Proficiency (longspear), Spell Focus (transmutation), 
  Weapon Focus (longspear). 
   
  Possessions: Breastplate (+2), longspear. 
   
  Spells prepared (5/4+1/4+1/3+1, DC = 13 + spell level, 
  +2 if Transmutation):  0—[cure minor wounds x3, detect 
  magic, detect poison]; 1st—[bane, bless, cure light wounds 
  x2, magic weapon*]; 2nd—[bull’s strength*, bull’s strength 
  x3, silence]; 3rd—[blindness x2, dispel magic, magic 
  vestment*];*Indicates a domain spell.  Spells that have 
  been marked through have been pre-cast. 
   
  APL 10 (EL 12) 
  Nitka: Male bugbear Rog6; CR 9; Medium-size 
  humanoid (goblinoid); HD 3d8+9+6d6+18; hp 66; Init 
  +3; Spd 30ft.; AC 22 (13 touch, 19 flatfooted); Atk +12 
  (+14) melee (1d6+5 (+7)/18-20, masterwork rapier) or 
  Atk +9 ranged (1d6+5, javelin); SA: Sneak Attack 
  +3d6; SQ: Darkvision 60ft., evasion, uncanny dodge; 
  AL CE; SV Fort +6, Ref +10, Will +5; Str 20 (25), Dex 
  17, Con 16, Int 10, Wis 12, Cha 6. 
   
  Skills & Feats: Climb +13 (+15), Disable Device +9, 
  Hide +13, Listen +13, Move Silently +16, Search +9, 
  Spot +13, Tumble +10; Alertness, Dodge, Iron Will, 
  Mobility. 
   
  Possessions: masterwork chain shirt, masterwork 
  large wooden shield, masterwork rapier, javelin x4. 
   
  Rugakk & Hroggoth: Male orc Brb8; CR 6; Medium-
  size humanoid (orc); HD 8d12+16; hp 77; Init +1; Spd 
  30ft.; AC 17 (12 touch, 15 flatfooted); Atk +14/+9 
  (+18/+13) melee (1d12+9 [+14], greataxe) or +10 
  ranged (1d6+6 [+8], javelin); SA: Rage 3/day; SQ: 
  Darkvision 60’, uncanny dodge; AL CE; SV Fort +6, 
  Ref +3, Will +0; Str 22(26), Dex 14, Con 14, Int 10, Wis 
  8, Cha 6. 
   
  Skills & Feats: Climb +13 (+15), Hide +9, Intuit 
  Direction +10, Listen +10; Cleave, Great Cleave, 
  Power Attack. 
   
  Possessions: Breastplate, greataxe (+2), javelin x4. 
   
  Gomarg: 
  Male 
  orc 
  Clr8; 
  CR 8; Medium-size 
  humanoid (orc); HD 8d8+8; hp 51; Init -1; Spd 20ft.; 
  AC 14 (16) (9 touch, 14 [16] flatfooted); 
  Atk +8/+3 (+9/+4) melee (1d8+1[+2], longspear); SA: 
  Spells, strength domain; SQ: Darkvision 60’, war 
  domain; AL CE; SV Fort +8, Ref +3, Will +9; Str 12 
  (15), Dex 8, Con 12, Int 10, Wis 18, Cha 10. 
   
  Skills & Feats: Concentration +10, Spellcraft +9; 
  Combat Casting, Lightning Reflexes, Martial Weapon 
  Proficiency (longspear), Spell Focus (transmutation), 
  Weapon Focus (longspear). 
   
  Possessions: Breastplate (+2), longspear. 
   
  Spells prepared (6/5+1/4+1/4+1/3+1, DC = 14 + spell 
  level, +2 if Transmutation):  0—[cure minor wounds x4, 
  detect magic, detect poison]; 1st—[bane, bless, cure light 
  wounds x2, magic weapon*, shield of faith]; 2nd—[bull’s 
  strength*, bull’s strength x3, silence]; 3rd—[blindness x2, 
  dispel magic x2, magic vestment*]; 3rd—[greater magic 
  weapon x2, spell immunity*]; *Indicates a domain spell. 
   Spells that have been marked through have been pre-
  cast. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Patrol 
  Round 1 
  Page 18 
  Appendix II: Kenningamek 
   
  Kenningamek, Half-Dragon (red)/Half-Kobold Rog 
  3/Sor 6/Arcane Trickster 9: CR 20; Small dragon; HD 
  3d8+6 + 15d6+30; hp 114; Init +7; Spd 30 ft; AC 23 
  (touch 14, flat-footed 23); Atk +11/+6 melee (1d4+2, 
  bite) and +6/+1 melee (1d3+1, 2 claws); SA Breath 
  weapon (cone of fire, 30 feet, once per day, damage 
  6d10, Reflex half DC19); SQ Darkvision 60 ft., fire 
  immunity, immune to sleep and paralysis, light 
  sensitivity, low-light vision, sneak attack +6d6, 
  evasion, uncanny dodge; AL CE; SV Fort +8, Ref +14, 
  Will +12; Str 14, Dex 16, Con 14, Int 14, Wis 10, Cha 
  22. 
   
  Skills and Feats: Climb +9, Hide +10, Listen +10, 
  Move Silently +13, Open Lock +8, Search +7, Spot 
  +10, Tumble +8; Alertness, Combat Casting, Eschew 
  Materials, Extend Spell, Improved Initiative, Silent 
  Spell, Still Spell. 
   
  Spells Known  (6/6/6/6/6/6/4 but has already 
  cast 1 2nd and 1 4th level; base DC = 16 + spell level): 
  0—daze, detect magic, detect poison, ghost sound, mage 
  hand, mending, prestidigitation, read magic, resistance; 
  1st—charm person, expeditious retreat, mage armor, ray of 
  enfeeblement, shield; 2nd—alter self, bull’s strength, cat’s 
  grace, detect thoughts, invisibility; 3rd—blink, fireball, 
  haste, nondetection*; 4th—bestow curse, charm monster, 
  improved invisibility, stoneskin*; 5th—dominate person, 
  passwall, teleport; 6th—chain lightning, eyebite, true 
  seeing; 7th—limited wish, insanity. 
   
  *Spell that requires a costly material component 
  (diamond dust in both cases). 
   
  Kenningamek knew he was different from his 
  littermates almost from the day he was born.  His 
  scales were a deeper red, he was physically stronger 
  than the others, and he could easily dominate them.  
  He was always the leader, whatever the activity.  On 
  the other hand, he resented the authority of the adults 
  and acted out often, playing cruel pranks and 
  breaking the rules at every opportunity.  When he 
  reached adolescence, he manifested the power to 
  breath fire and his mother told him of the powerful 
  stranger 
  who 
  had 
  visited 
  their 
  tribe, 
  who 
  impregnated her and then left.   
   
  The other kobolds feared and ostracized him, so he 
  sought his fortune elsewhere.  He became a spy and 
  honed his skills, learning of his inherent spell abilities 
  and developing them to aid in his trade.  He prefers 
  stealth and deception to open attack, but his cruel 
  streak sometimes gets the better of him and causes 
  him to throw caution to the wind in order to have a 
  bit of fun at the expense of others (often at the cost of 
  their lives).  He is much older than kobolds normally 
  become, largely because of his draconic heritage.  His 
  skin lies loose upon his bones, but he is still quite 
  spry and strong.  His service to the giants and others 
  has earned him a great degree of trust, and wealth.  
  He is currently in command of a large number of 
  humanoids tasked with neutralizing the Gran March 
  forces supporting the retaking of Geoff. 
   
  Kennigamek likes to deliver his orders to his 
  underlings himself while playing the part of a meek 
  messenger.  He does this to get an honest appraisal of 
  the morale and capabilities of his leaders and men, 
  and because he’d get bored if he just sat around all 
  the time.  He made it clear by early (rather grisly) 
  example that his messengers were to be treated with 
  utmost respect.  He has a few trusted associates who 
  know a bit of his true identity and abilities, but he 
  hides as much as he can from even them.  None know 
  of his fire breathing – he wishes to hold that as a 
  trump card just in case.  When he travels on his 
  message delivery rounds, he leaves all of his magical 
  items behind – they would be inappropriate to a mere 
  messenger.  He also avoids casting spells as much as 
  possible, limiting himself to starting the day with 
  mage armor and nondetection (each cast using the 
  Extend Spell feat).  He pretends to be praying to 
  Kurtulmak, god of kobolds, for blessing and good 
  luck and counts on the ignorance of his guards not to 
  recognize the spell casting that he mixes with his 
  prayers. 
   
  He used to deliver his messages in plain common, but 
  one of his followers ignored his orders and did not 
  immediately destroy the message, allowing it to fall 
  into enemy hands.  Fortunately for the transgressor, 
  he was already dead by the time his mistake was 
  discovered.  Kenningamek has since created a code 
  and has made sure that his leaders have memorized it 
  rather than committing it to paper. 
  
  The Patrol 
  Round 1 
  Page 19 
  Appendix III: New Rules 
  IMPROVED SUNDER AS PRESENTED IN SWORD AND FIST 
  You are adept at placing your attacks precisely where you want them to land. 
  Prerequisites:  Base attack bonus +2, Sunder. 
  Benefit: When you strike an opponent’s weapon, you inflict double damage. 
  
  The Patrol 
  Round 1 
  Page 20 
  DM Aid #1 – Map of Area Showing Routes of Travel 
   
  
  The Patrol 
  Round 1 
  Page 21 
  DM Aid #2 – Map of Ambush Site 
   
   
   
   
  
  The Patrol 
  Round 1 
  Page 22 
  Player Handout #1 – Route Map 
   
   
   
  
  The Patrol 
  Round 1 
  Page 23 
  Player Handout #2 – Lieutenant Ennister’s Final Journal Entry 
   
  A large force of goblins, hobgoblins, and bugbears has laid siege to our camp.  The attacks have been constant for the last 
  four hours but our lines have held.  Still, we have already taken heavy casualties and it seems inevitable that the 
  Squadron will be overwhelmed.  I suspect that the scouting party I sent to investigate Worolan’s goblin camp were 
  discovered and have met a fate worse than our own.  They were good men and their loss is unfortunate.  I would like all 
  to have a commendation added to their records; their service under my command warrants this at a minimum.  I also 
  recommend the posthumous award of the Commandant’s Shield to Sergeant Delak, who fell as he single-handedly 
  sealed a breach in our line during the first attack.  Had he fought less bravely, reinforcements would never have arrived 
  in time and I would not have the leisure to write this.  All of the men have fought bravely and without complaint and all 
  deserve the highest praise I might offer. 
   
  In regard to the coded messages I saved from the captured courier as a safeguard against the loss of the File I sent back 
  to report immediately – I have buried a satchel in the latrine.  I believe that it should be safe against looting there.  If 
  anyone friendly to the March should find this journal, please give it to someone in the Army.  The landmarks mentioned 
  in the entries here should be able to lead you to the place where we fell, so that this vital information might be used to 
  stop the menace that threatens the March. 
   
  I go now to rejoin my men.  I only pray that I might fight as well and as bravely as they have done. 
   
  For Commandant and Country! 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/592/Normal Scenarios/GRM2-06 - The Patrol (APL 2-10)/GRM2-06 - The Patrol.pdf