TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. 
   
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at pjf@cetlink.net.  For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com. 
  GRM5-04 
   
   
   
   
   
  The Lines are Blurred 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Gran March Regional Adventure 
  Version 1.1 
   
  by Daniel Wheeler 
  Reviewers: John Richardson, Gran March Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Sean Flaherty, Andrew Garbade, David Haller, Mark Liberman, and Wayne Melnick 
   
   
  Released from his binding prison, an ancient wraith sweeps across the March leaving death and undeath in his wake.  Is 
  all this chaos and destruction part of some nefarious plan?  A Gran March regional adventure for APLs 2-12 and Part 
  Two of the Occluded Whispers series. 
   
  
  GRM5-04 The Lines are Blurred 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  GRM5-04 The Lines are Blurred 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, set in 
  Gran March.  Characters native to Gran March pay one 
  Time Unit per round, all others pay two Time Units per 
  round. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  SPECIAL THANKS 
  As with all things, this adventure, and the one before it in 
  which I forgot to list my thanks since I was new to 
  writing, wouldn’t have been possible without lots of help. 
  Thanks to the following: 
  • 
  Nick and Doug for helping me not look dumb on 
  the Knights of the Watch material. 
  • 
  Lyman and Earl for inspiring me by being the best 
  DMs I have ever had. 
  • 
  Pete Winz for help with the Shadowhunters. 
  • 
  Joe Masdon for forcing me to look objectively and 
  think as a storyteller, not just as a writer. 
  • 
  John Richardson for being patient with my writing 
  style and offering advice on direction and plot. 
  • 
  And last, but not least, Jamie for putting up with me 
  under all circumstances and continually allowing me 
  to go out and enjoy DUNGEONS & DRAGONS. 
  ADVENTURE BACKGROUND 
  What Happened Before 
   
  Over a thousand years ago, Vecna ruled his 
  Occluded Empire as a terrifying and powerful Lich-King. 
   He infused his Lieutenant Kas the Bloody-Handed with 
  unnaturally long life and gave to him a black blade, said 
  to be as dark as the Whispered One’s heart.  Kas heard 
  whispers of treachery in his ear when he gripped the 
  blade and eventually used it to slay Vecna.  Both traitor 
  and king were destroyed in the process.  Eventually, time 
  forgot the black blade and the severed hand and eye that 
  it took from Vecna.  Little was written about another 
  display of treachery in that age, one filled with incredible 
  patience and bad timing. 
   
  Under Kas’ command was an order of death knight 
  blackguards.  These death knights were instrumental in 
  Vecna’s control of his empire.  When his power was at its 
  height, Vecna ordered the disbanding of the order 
  because of fears that they had more loyalty to the Bloody-
  Handed than to himself.  Ironically, it was a member of 
  this order that discovered a man named Malkisharn was 
  studying the infusion of arcane and divine magic.  
  Malkisharn was biding his time and gathering 
  knowledge in hopes of taking control of Vecna’s 
  kingdom when Kas finally revealed his treachery.  
  Malkisharn had been studying Kas through powerful 
  divinations for many years, patiently awaiting the right 
  moment to act.   Instead, he was slain in his sleep by the 
  death knight, who still felt loyalty to Vecna and Kas (and 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  GRM5-04 The Lines are Blurred 
   
  Page 3 
  was 
  unaware 
  of 
  Kas’s 
  impending 
  treachery).  
  Malkisharn’s soul would not leave the Prime Material 
  Plane, however.  Over the course of years, he gathered 
  strength and transformed his spirit into a wraith, fully 
  aware of his past and retaining all of his magical powers.  
  With his undead powers perfected, he set out on the 
  Sheldomar Valley with misguided vengeance on his 
  mind. 
   
  Malkisharn had the ability to transform a living 
  person into a wraith with a single touch and had already 
  created an army of nearly 1,000 undead creatures when a 
  group of clerics and paladins gathered at a wayward 
  Pholtan temple in the desperate realization that they had 
  to stop him before his army grew too powerful to defeat.  
  The battle between undead and the powers of the 
  Blinding Light was something of legend, with both sides 
  giving and taking losses until only a handful of paladins 
  and clerics and Malkisharn himself remained.  The 
  Pholtan heroes managed to bind Malkisharn inside a 
  large ruby, which was placed in a cave deep in the 
  Lortmil Mountains.  Realizing that Malkisharn had 
  extensive knowledge of Vecna, they left a single way to 
  free him should this knowledge ever become needed.  
  Only the blood of an innocent Flan could disable the 
  protective wards on the cave and release Malkisharn 
  from the gem. 
   
  Thirty years ago, a young man named Martin came 
  in possession of Malkisharn’s journal, which was thought 
  to have been burned by the Blackguard when Malkisharn 
  was killed in his sleep.  Martin secretly served Vecna but 
  realized through reading the journal that being able to 
  infuse arcane magic into his studies would make him 
  more powerful.  He also realized that if he could control 
  Malkisharn, he could create an army of incorporeal 
  undead to do his bidding.  Over the next 10 years, he 
  searched and researched for information regarding 
  Malkisharn and devoted his life to the eventual release of 
  the wraith.  He was able to kidnap a member of the same 
  Pholtan Temple that fought to stop Malkisharn and 
  tortured the poor woman until she did his bidding. Still 
  controlling her, he forced her to steal a tome from the 
  Temple that revealed information about how to bypass 
  the wards on Malkisharn’s prison. 
   
  Twenty years ago, Martin crafted an amulet that 
  would allow him to focus his power of subversion.  He 
  found a Flan farmer and his wife who had a newborn 
  child, killed them, and took the baby.  He bound the 
  child to the amulet so that they could not be separated 
  until his nefarious plan was complete, and then left the 
  baby on the doorstep of that same Pholtan Temple.  He 
  realized that the best way to have a pure young man by 
  Pholtus’ standards would be to raise him in the tradition 
  of the Blinding Light.  Martin then waited until that 
  child, Gryntus, was old enough to complete the task that 
  released Malkisharn and allow Martin to form a wraith 
  army for the purpose of conquering the Sheldomar 
  Valley. Unfortunately for Martin, adventurers killed him 
  after Malkisharn was released. Although he has now 
  risen as a ghost, he is too weak to control Malkisharn and 
  merely exists now as a weak lackey, although his strength 
  is beginning to build. 
  What Happened in GRM4-07 A Lack of Focus 
   
  In the first part of this series, the PCs traveled to 
  Barony Cragmor and discovered the body of a Gran 
  March courier. They investigated how he died and who 
  killed him. Following leads, they found out that a young 
  member of the Church of Pholtus had been misled and 
  used to help release Malkisharn.  
   
  Malkisharn, and the spirit of his releaser, Martin, are 
  now traveling from Rock’s Face in the Barony Cragmor 
  to the Dim Forest on the west border of Gran March. 
  Ultimately Malkisharn plans to use this trip to persuade 
  those who are searching for him that he is establishing a 
  base of operations in the Dim Forest. His ultimate plan is 
  actually to return to Barony Cragmor and raise an undead 
  army from the people recently killed in attacks near 
  Ander’s Fall. He is hoping that this feint will keep his 
  enemies occupied searching the Dim until his army is 
  ready to reclaim as much of Gran March as possible for 
  Vecna. 
  Nytania 
   
  Nytania is a cleric of Corellon and a loyal servant of 
  the Elven powers who has been secretly living in various 
  parts of the Dim Forest for the last 20 years. She is half-
  fey, born to a nymph druid mother and an elven ranger. 
  Although she harbors extreme amounts of anger toward 
  the Gran March for building a road through her home 
  and killing her father, she believes that her homeland is 
  in danger if she does not do something about the undead 
  that will soon be settling in the Dim. She has performed 
  some divinations and with the help of her god she knows 
  of Malkisharn’s plans to build an undead army but does 
  not know where for sure so she assumes it will be in the 
  Dim. She assisted the original clerics who imprisoned 
  Malkisharn 40 years ago and is the only person alive who 
  knows all the proper parts of the ritual to re-imprison 
  him. 
  ADVENTURE SUMMARY 
  Malkisharn has devised an elaborate feint in hopes of 
  drawing the attention of those looking for him into a 
  fruitless search of the Dim Forest while he returns to 
  Barony Cragmor to build an undead army. If all goes well, 
  the PCs will discover this deception in the final 
  encounter. 
  Introduction  
   
  The PCs are in the Gran March capital of Hookhill 
  when they pass by the Commandant’s Keep and see 
  Elector Zahdrian Kraznik outside. He is standing on a 
  pedestal addressing a crowd, speaking angrily of Elector 
  Housemann and blaming him for a severe problem -- 
  ignoring the two powerful undead. He will ask for “loyal” 
  
  GRM5-04 The Lines are Blurred 
   
  Page 4 
  volunteers. They will also talk with a member of the First 
  Battle who will tell the PCs that the Commandant is well 
  aware of the situation and would appreciate any help the 
  PCs can give to Elector Kraznik. 
  Encounter 1 
   
  The party travels to Buxton’s Crossing where they 
  will meet a member of the Shadowhunters who is 
  missing some men. He sent a report to the only person 
  he trusted, Elector Kraznik, and hopes the PCs are the 
  help he asked for. He will give the PCs a map to guide 
  them in following his men. 
  Encounter 2 
   
  Traveling further west toward the Dim Forest the 
  PCs will spot a farmhouse under attack by various undead 
  – the remains of some of the Shadowhunter’s men. Based 
  on evidence on the former soldier’s dead bodies it will be 
  clear that they must head deeper into the Dim.  
  Encounter 3 
   
  While approaching Fort Endurance, the PCs will 
  find the fort has been attacked by a large force, over 200 
  undead, according to the soldiers. Unbeknownst to them 
  this was a group of 20 undead augmented by illusions to 
  make them seem like a larger force and allow the two 
  master undead to deceive those watching them. 
  Encounter 4 
   
  Shortly after leaving Fort Endurance, no matter what 
  direction they head, the party will be approached by 
  Nytania, a half-fey cleric who is a self-appointed protector 
  of the Dim. She was one of the original clerics sent to 
  help fight Malkisharn. She offers some advice to the 
  party and tells them what she has foreseen of 
  Malkisharn’s plans, and implores them to hurry further 
  into the Dim as time is critical at this point. 
  Encounter 5 
   
  While heading toward the location Nytania 
  described, the party will be attacked by forest creatures 
  under the control of Malkisharn. 
  Encounter 6 
   
  The party travels deeper into the Dim and is attacked 
  by a force of undead. This move is to convince the party 
  into thinking Malkisharn’s interests lie primarily in the 
  Dim when he is really returning to Ander’s Falls to make 
  use of all the recently dead bodies there. The party will 
  also find some dead bodies, one of them a Shadowhunter. 
  On his body they will find evidence that this move is a 
  feint and that Malkisharn is returning east. 
  Conclusion 
   
  The party should realize by this point that neither 
  Martin nor Malkisharn are in the Dim and should be 
  making all haste to report back to some authority. 
  PREPARATION FOR PLAY 
  The DM Aid: New Rules Items contains anything that is 
  used in this adventure that is neither detailed in the core 
  rulebooks nor detailed in the stat blocks in the 
  Appendices.  If you see something unfamiliar, check the 
  DM Aid for details. 
  INTRODUCTION 
  You find yourself in the city of Hookhill on a fine 
  summer afternoon. Up ahead you see a large crowd 
  gathering outside of the Elector’s Keep. They appear 
  to be agitated rather than enjoying the glorious 
  weather. As you approach you see a young man 
  standing on a few crates, speaking loudly and 
  addressing the crowd. He is speaking with 
  excitement and passion. A man who can only be a 
  bodyguard stands close by him. 
   
  “You may not know me, but I am Elector 
  Zahdrian Kraznik from Barony Cragmor. I am 
  brought here by my grave concern for the safety of 
  my people and all the people of Gran March. Several 
  months ago two horrible monsters were freed from 
  their prison to wander the land. Although many 
  people in the Barony have searched for them they 
  have only been able to find the hideous undead left 
  in their wake. I have sent several requests to the 
  Chancellor 
  of 
  the 
  March, 
  Elector 
  Nashyr 
  Housemann. He has sent no aid or any response at 
  all. Although I have been able to enlist the aid of the 
  Shadowhunters, we need more help. I have come 
  here to try and talk to the Commandant himself, but 
  was told he was away and I would have to talk to 
  Housemann. After waiting two days to see him I was 
  allowed only a few minutes with him then was 
  politely told to leave and that the situation was 
  already under control and that I was over-reacting. I 
  am here now to seek help from the people, the only 
  resource left to me now. Will anyone here help those 
  unfortunates in Barony Cragmor? Are there any 
  heroes left in our country?” 
   
  Elector Zahdrian Kraznik is speaking out against 
  Elector Housemann both as a political push and because 
  he truly believes a dire problem is being ignored. In fact, 
  Housemann is upset Kraznik did not go through the 
  proper chain of command about this incident and is 
  purposely ignoring Kraznik. There is other history 
  between these two men as well. 
   
  Back when Kraznik had problems with undead in 
  his Barony (the events surrounding and following GRM4-
  07 A Lack of Focus) Housemann was one of the only 
  electors to vote against sending troops to search the area 
  – he correctly reasoned that standard Gran March troops 
  were unequipped to handle undead. Kraznik, being 
  young and hot-headed took this as a personal attack 
  against him and his Barony and wrote many letters to 
  
  GRM5-04 The Lines are Blurred 
   
  Page 5 
  other electors slamming Housemann – letters that all got 
  back to Housemann thanks to his influence with other 
  electors. In addition, Kraznik was very vocal in the last 
  election speaking against Elector Housemann, almost to 
  the point of making personal attacks rather than 
  compelling reasons on why not to vote for Housemann. 
  All these reasons have caused the current build-up of 
  bitterness and tension between these two men. 
   
  Kraznik is trying to stir up the crowd and get them 
  to see his side of the current situation when he notices 
  the PCs. If a PC approaches to volunteer that participated 
  in GRM4-07 A Lack of Focus, Kraznik immediately assumes 
  the PC is volunteering to help: 
   
  “I greet you hero, I remember your deeds in my 
  Barony and I again thank you for that. Your desire to 
  help my people is almost overwhelming. I thank 
  you.” 
   
  Although the Elector is well aware that Gran March 
  citizens must heed his call for help, he will resist 
  ordering them to help. He may point out that he can 
  require them to do this in a polite way, but will hope they 
  will choose to participate. If they do not, he will turn 
  away and ask more of the crowd to volunteer. Only at 
  APLs 2 and 4 will he mention that there is some money 
  (400 gp per PC) for helping. For any PC that chooses not 
  to volunteer, the adventure is over. 
   
  If the PCs agree to help him and no one interjects, 
  he will continue: 
   
  “The Shadowhunters tell me that there is a 
  heinous undead enemy traveling at this moment 
  from Cragmor across the center of our country. I 
  fear that if this scourge reaches the Dim Forest, it 
  might find allies there that we do not yet know 
  about. You need to travel with all haste to Buxton’s 
  Crossing and meet with Raneld Cartman, a leader of 
  the Shadowhunters. He has extensive knowledge of 
  undead and has been in communication with me 
  regarding this issue. I wish you good luck and 
  Godspeed. He is waiting for you.” 
   
  Since he believes time of the essence, the Elector 
  will offer the use of light riding horses or dogs to the PCs.  
   
  At this point allow the players to describe their PCs 
  to one another. As they talk, Kraznik takes his leave and a 
  member of the First Battle will approach the party from 
  inside the Commandant’s Keep and ask them to proceed 
  to Buxton’s Crossing.  She can share the following: 
  • 
  She will identify herself as Lieutenant Watcher 
  Melody Melerin, Vicious Mink. 
  • 
  She will explain to the party that the Commandant 
  does indeed know about the undead and wishes 
  them to gather information about the situation.  
  • 
  She will also explain that the Commandant is 
  concerned that two of the electors are squabbling 
  like this.  
  • 
  The Watcher asks the PCs to look into this discretely 
  and do what Elector Kraznik asked and meet with 
  the Shadowhunter in Buxton’s Crossing.  
  • 
  If asked why the Commandant won’t see Kraznik 
  she will tell the PCs that Kraznik must follow the 
  chain of command with such things and he had to 
  see Housemann first.  
  All APLs 
  � Elector Zahdrian Kraznik: Male Human 
  Ftr2/Ari6; see Appendix 1. 
  � Lieutenant Watcher Melody Melerin, Vicious 
  Mink: 
  Female 
  Human 
  (Oeridian) 
  Clr15 
  of 
  Heironeous: see Appendix 1. 
  ENCOUNTER 1: ON TO 
  BUXTON’S CROSSING 
  The trip to Buxton’s Crossing is uneventful. It usually 
  takes three or four days, depending on the speed the PCs 
  travel: 
   
  A rapid and uneventful trip leads you to 
  Buxton’s Crossing. As you get near the gates, a man 
  riding a large white horse approaches you from 
  inside the town. He is dressed in shining white and 
  gold robes and has a large symbol of Pholtus 
  embossed onto a shield that hangs from his saddle. 
  He has a severe and stern look about him and upon 
  nearing you he says nothing, but sits on his mount 
  staring. He looks at each of you in turn, obviously 
  searching for hints of evil. After he has paused on 
  each of you, he smiles slightly to himself and finally 
  greets you, “I am Raneld Cartman of the Hunters of 
  the Plains. I gather that you are here at Elector 
  Kraznik’s request?” 
   
  Hunter Cartman is using his detect evil and detect 
  undead abilities on each of the PCs, which may come into 
  play in a moment. The following is background 
  information on the Shadowhunters: 
  • 
  The Shadowhunters are a group of “concerned 
  citizens” who take responsibility for keeping Gran 
  March citizens free from the scourge of undead. 
  • 
  There is friction between the Shadowhunters and 
  many in Gran March government. The Hunters have 
  acted hastily in the past, breaking laws in their 
  enthusiasm to eradicate undead. 
  • 
  The churches of Pholtus and Pelor are strong 
  supporters of the Shadowhunters. 
  
  GRM5-04 The Lines are Blurred 
   
  Page 6 
  • 
  Many Gran March electors have some hard feelings 
  due to the embarrassment caused by this “vigilante” 
  group usurping the authority of the government and 
  eliminating threats where the government would 
  not. 
   
  Hunter Cartman received word of how decisively 
  Elector Kraznik acted against the undead problem in the 
  Lortmils (earlier in this series). He was sent to the 
  Lortmils to try and find the undead. For several weeks 
  they were able to follow the trail of Malkisharn, but it 
  soon grew cold. Since that time the Shadowhunters have 
  found a number of undead turning up all across Gran 
  March in a direct line toward Buxton’s Crossing. 
  Recently they have found undead on the western side of 
  Buxton’s Crossing heading toward the Dim Forest (see 
  DM Aid: Map of Gran March). 
   
  When the party and Hunter Cartman are finished 
  with introductions and formalities, he will turn to any 
  PCs that detect as evil or undead and ask them why they 
  detect that way. Just about any answer he will respond 
  with: 
   
  “Then I suggest you go to the Halls of Purity in 
  Hookhill and get that fixed. Please, tell them that I 
  sent you.” 
   
  He will also continue, or say the following: 
   
  “In the past few weeks, a number of my men 
  have disappeared. I would be concerned over one of 
  them not reporting back, but now six men are 
  missing. I am gravely worried. Two of them were 
  scheduled to return from a patrol near the Dim two 
  weeks ago. The other four went after them and I 
  have heard nothing back since they left and I fear 
  the worst. Although I have some skill as a tracker, I 
  cannot abandon my post now. I can give you a map; 
  it shows the last patrol routes of the missing men. I 
  hope you can find them. Each has a tattoo like this.” 
  He bears his arm and shows a tattoo on his forearm 
  of a sun with a sword through it. “Pholtus’ blessing 
  upon you, and may you walk in the blinding light – I 
  have a feeling we’re going to need heroes like you 
  before this is all over.” 
   
  With that he gives the party the aforementioned 
  patrol map. There is no map handout, but it shows a 
  wandering path that leads from homestead to homestead 
  north of the road between Buxton’s Crossing and the 
  Dim Forest. 
   
  Note that Raneld is not a typical Pholtan; he has 
  worked with many clerics of Pelor, and while he still 
  thinks their religion is a cult he respects their dedication 
  toward eradicating evil and undead and has quite a few 
  Pelorite friends within the Shadowhunters.  
  All APLs 
  � 
  Raneld 
  Cartman: 
  Male 
  Human 
  Rgr1/Pal4/Hunter of the Dead2; see Appendix 1. 
  ENCOUNTER 2: UNDEAD 
  HOME ON THE RANGE 
  With the map, it is an easy two day trip before this 
  encounter: 
   
  You have followed the map for two days and 
  seen little sign of undead or the missing 
  Shadowhunters. It is late afternoon and something 
  in the air has changed in the past few minutes. You 
  have not spotted any animal life and the winds seem 
  to have calmed so there is no breeze at all. There is a 
  farmhouse about 100 feet off the road, and 
  illuminated by torchlight on the porch you see a 
  man open the front door and start approaching you. 
   
  See DM Aid: Map #1 for the setup on this encounter. 
  All three of these men bear the tattoo indicting they are 
  Cartman’s men. The PCs will be suspicious and can 
  probably identify the approaching creature as an undead. 
   The EL of this combat has been increased by 1 to reflect 
  the preparation of the undead at higher APLs and the 
  additional armor on the ghasts at lower APLs. 
  APL 2 (EL 5) 
  � Ghast (1): hp 39; see Monster Manual, page 119. 
  � Ghouls (2): hp 18 each; see Monster Manual, page 
  119. 
  APL 4 (EL 7) 
  � Ghasts (3): hp 39 each; see Monster Manual, page 
  119. 
  APL 6 (EL 9) 
  � Vampires, Male Human Ftr4 (2): hp 39 each; 
  see Appendix1. 
  APL 8 (EL 11) 
  � Vampires, Male Human Ftr4 (2): hp 39 each; 
  see Appendix1. 
  � Vampire, Male Human Clr6 of Vecna (1): hp 
  59; see Appendix1. 
  APL 10 (EL 13) 
  � Vampires, Male Human Ftr6 (2): hp 59 each; 
  see Appendix1. 
  � Vampire, Male Human Clr8 of Vecna (1): hp 
  78; see Appendix1. 
  APL 12 (EL 15) 
  � Vampires, Male Human Ftr8 (2): hp 78 each; 
  see Appendix1. 
  � Vampire, Male Human Clr10 of Vecna (1): hp 
  98; see Appendix1. 
   
  Tactics: 
  
  GRM5-04 The Lines are Blurred 
   
  Page 7 
   
  APLs 2 & 4: The undead will simply charge their 
  closest targets, trying to fulfill their desire to kill living 
  things.  The ghasts are wearing mithral chain shirts, 
  raising their AC by 4. 
   
  APL 6: The two vampire fighters will try to stay 
  beyond turning range and use their bows to attack those 
  with holy symbols first and then close into melee range 
  to use their level drain slam attacks. 
   
  APL 8: The vampire cleric has cast deathwatch, resist 
  energy (fire), and magic circle against good on himself. 
  Desecrate has also been cast on the corner of the front 
  porch where the first vampire fighter steps out. The 
  cleric’s first action will likely be to use briar web to try and 
  stop any obvious clerics.  The archers will try to stay out 
  of range of clerics who can turn them and attack anyone 
  with a holy symbol first. 
   
  APL 10: The vampire cleric has cast deathwatch, 
  protection from energy (fire), resist energy (acid), resist energy 
  (sonic), protection from arrows, freedom of movement and 
  magic circle against good on himself. The two vampire 
  fighters have resist energy (fire) cast on them. Desecrate is 
  cast on the corner of the front porch where the first 
  vampire fighter steps out. The cleric’s first action will be 
  to cast recitation (+3 to him and his allies since all of them 
  worship Vecna). The archers will try to stay out of range 
  of clerics who can turn them and attack anyone with a 
  holy symbol first. 
   
  APL 12: The vampire cleric has cast deathwatch, 
  protection from energy (fire), resist energy (acid), resist energy 
  (sonic), protection from arrows, freedom of movement and 
  magic circle against good on himself. The two vampire 
  fighters have resist energy (fire) cast on them. Unhallow 
  and desecrate have been cast on the corner of the front 
  porch where the first vampire fighter steps out. The 
  cleric’s first actions will likely be to use flame strike to try 
  and stop any obvious clerics or to cast recitation (+3 to him 
  and his allies since all of them worship Vecna). The 
  archers will try to stay out of range of clerics who can 
  turn them and attack anyone with a holy symbol first.  
   
  Treasure: The possessions of the undead are the 
  only treasure here. 
   
  Developments: On the body of one of the undead 
  (it doesn’t matter which one) there is a scroll case. If the 
  PCs decide to search the bodies, distribute Player Handout 
  #1 (the contents of the scroll case). This is a note asking 
  Hunter Cartman to send some of his men to Fort 
  Endurance. The commander of the Fort does not know 
  about the note; it was sent by a corporal who says he 
  found desiccated animal corpses in the forest. 
   
  The party may choose to return to Hunter Cartman 
  with the bodies or news of his dead men or continue on 
  to Fort Endurance. If they return to Cartman, he will ask 
  them to continue to the Fort and investigate what is 
  happening there. 
  ENCOUNTER 3: ALL QUIET AT 
  THE FORT 
  At this point the party should be headed in the direction 
  of Fort Endurance, deep within the Dim Forest. It is one 
  days travel further:  
   
  Your journey following the undead attack at the 
  farmstead has been quiet – almost as quiet as the 
  moment of silence that preceded that attack. The 
  trail you are on is strangely devoid of animal life. 
  You leave behind the town of Foredge and enter the 
  Dim Forest, the clear path of the military road 
  giving you plenty of room to spot would-be 
  ambushers. About an hour from the Fort you see a 
  military patrol on the road ahead. They have clearly 
  spotted you and are moving toward your position. 
  When your group and the patrol are within 50’ of 
  each other they nervously call for you to stop and a 
  Combat Specialist with a holy symbol of Heironeous 
  murmurs a few words and then appears to 
  concentrate on you for a moment. After a few 
  seconds he nods slightly to the sergeant on his right 
  and the man motions for you to come closer. 
   
  The cleric of Heironeous had cast detect undead while 
  the PCs were approaching, and he was concentrating on 
  the group to make sure they are not undead. If any PC in 
  the group does detect as undead, the sergeant on the 
  right will draw a crossbow as the PCs approach and shout 
  for them to not move and to explain themselves. It 
  should not be difficult for an afflicted PC to explain 
  himself, so any roleplaying will get them out of trouble. 
  For dice-oriented players, a DC 10 Diplomacy check will 
  suffice. The following recent events at the Fort can be 
  gathered from the patrol: 
  • 
  The patrol will tell the party that Fort Endurance 
  was attacked by a group of over 200 undead 
  approximately 6 hours ago, and after fighting off the 
  first wave, the undead retreated.  
  • 
  They are out on patrol looking for any remnants 
  with orders to observe and then destroy any undead 
  they find.  
   
  The PCs can continue on to the fort or search for 
  clues outside. In reality, the undead force numbered 
  under 10, but was augmented by illusionary magic from 
  Malkisharn and Martin.  
   
  If any PCs wish to try and track the origin or 
  destination of the attacking force, they may. A Survival 
  check by someone with the Track feat will reveal the 
  following: 
  DC 10: The undead came from deeper within the 
  Dim. 
  DC 15: Approximately 6 undead seemed to escape, 
  possibly more were incorporeal. 
  
  GRM5-04 The Lines are Blurred 
   
  Page 8 
  DC 20: Most of the attack on the Fort was 
  accomplished by illusionary combatants. 
   
  A few bodies of the real undead remain; the PCs can 
  find the remains of 2 or 3 each of the following: 
  mummies, wights, and vampires. If searched, one of the 
  undead bears the tattoo of the Shadowhunters. 
   
  Upon arrival at the Fort, the PCs will have to explain 
  their presence to the Duty Officer, Lt. Rutterhouse. He 
  can tell them about the attack and can tell them how to 
  find Corporal Braxton. If the PCs wish to talk to the 
  commander of the Fort, he can arrange that, too. 
   
  Corporal Braxton, the man who sent the note to 
  Hunter Cartman, is currently off-duty and sleeping in his 
  quarters. Braxton will tell the PCs that ten days ago he 
  found several desiccated animals with the life sucked out 
  of them. They were two wolves. He knew that this meant 
  that undead might be in the area. Since he hopes one day 
  to become a Shadowhunter, he sent the note to Hunter 
  Cartman. Unfortunately he sent out the note without 
  consulting any of his superiors. Corporal Braxton will 
  also tell of a force of 200 undead that attacked and how it 
  is a miracle that no one from the fort died and how only 
  their training saved the day. He completely believed the 
  illusion. Any mention of the note to a superior officer 
  will get the corporal punished with extra duty for not 
  following the chain of command and not reporting the 
  desiccated animal corpses. 
   
  The current Gran March commander in charge at 
  Fort Endurance is Gault Stalmir, Dim March Warden. He 
  will be glad to talk with the PCs and is interested in 
  hearing about any information they have to offer. Note 
  the following details about Warden Stalmir: 
  • 
  He is a clearly intelligent and capable man and has 
  his doubts about the attack on his Fort earlier.  
  • 
  He is reasonably sure the attack was a ruse or an 
  illusion of some kind and will point to the fact that 
  no lives were lost and none of his men were even 
  wounded, as well as several inconsistencies in the 
  actions and movements of the undead, such as when 
  he shot one with his bow he was certain the arrow 
  should have hit it but it registered no reaction. 
  • 
  He will ask the PCs to keep the possibility of illusion 
  in mind as they continue to investigate the current 
  situation. 
  • 
  If there are any obvious spellcasters in the party he 
  will ask them if they can somehow divine 
  information regarding the current situation, and will 
  offer to pay for any costly material components. 
   
  The PCs will be able to fill water skins, pick up 
  rations, and replenish standard ammunition, but the fact 
  that the Fort has been attacked has the quartermaster 
  nervous and he refuses to allow anything else out of his 
  stores. The night at the Fort will be a quiet and 
  uneventful one. If the PCs have some way of divining 
  information, they may find out that Martin (but not 
  Malkisharn) passed 10 miles north of the Fort heading 
  deeper within the Dim Forest. If they do not figure out 
  where the undead were headed, a scout returns to the fort 
  at about 4:00 AM from the northwest and reports he saw 
  a humanoid figures shambling north through the Dim, 
  but he did not want to get closer in fear of being spotted. 
  This information should be enough motivation that the 
  party will want to head northwest at this point, but nudge 
  them in that direction if they are not already heading that 
  way by having more reports of undead activity from 
  deeper within the Dim Forest. 
  ENCOUNTER 4: BEAUTY IN 
  THE DIM? 
  The PCs most likely will want to leave early in the 
  morning to follow the trail of Martin and Malkisharn. 
  Time is of the essence here; do everything possible to 
  make the PCs feel that way. Have people get bad feelings, 
  have soldiers ask why they haven’t departed yet, etc. After 
  the PCs have traveled 5 miles northwest: 
   
  Your travel has gone well and based on the 
  freshness of the few tracks you can find you are 
  moving faster than the undead. Suddenly, out of the 
  corner of your eye you catch movement and see an 
  Elven woman riding a beautiful chestnut stallion. 
  She is riding toward you as if she fully expected to 
  meet you. 
   
  The elf in question is Nytania. The following are 
  important details about her: 
  • 
  Nytania is a half-fey half-elven cleric who has made 
  it her mission to protect the Dim from undead who 
  might defile it.  
  • 
  She realized that she has no hope of defeating 
  Martin or Malkisharn on her own, so she prayed to 
  her Elven Pantheon in hopes of a solution.  
  • 
  She was told to wait for the party that she now 
  stands before and aid them as best as she can.  
  • 
  As she approaches the party she will pull the cowl 
  back on her cloak and reveal her astonishing beauty.  
  • 
  If at any point during the encounter a PC acts hostile 
  toward her she will use her various enchantment 
  spells and spell-like abilities (such as charm person or 
  suggestion) to make them less of a threat. 
  • 
  If she feels she is mortally threatened she runs, 
  riding on her unicorn companion (it is disguised as a 
  horse for this encounter). 
  • 
  She is aware that some undead under the control of 
  Malkisharn have passed by Fort Endurance deeper 
  into the Dim Forest in the past few days 
  
  GRM5-04 The Lines are Blurred 
   
  Page 9 
  • 
  She does not know where Malkisharn or Martin are, 
  as they seem to have some way of hiding their 
  location from her. She is fairly certain that one of 
  them is a powerful wizard, possibly an illusionist. 
  • 
  If anyone in the party acts hostile toward her, she 
  says, “Go back to your dogs in Hookhill, I have 
  no further use for you” before riding off into the 
  dim. It will take a Diplomacy check (20 + APL) to 
  sway her back to being helpful at this point. 
  • 
  She believes the undead that are moving further into 
  the Dim are heading for a rally point and their 
  purpose is to start an undead army capable of large-
  scale hit-and-run tactics. She will direct the party to 
  continue northwest (or head that way if they are not 
  already) and search for signs of Malkisharn and 
  Martin. She will point out the location on a map or 
  draw one on parchment if the PCs have either handy 
  • 
  She will tell the PCs that she was present when 
  Malkisharn was originally trapped, although she 
  does not reveal the information surrounding that 
  event. She knows something of the ritual to trap the 
  evil wraith again and needs time to prepare a gem to 
  do so.  
  • 
  She offers any party without a caster capable of 
  casting death ward or restoration a wand of restoration 
  (CL 7th), although she does not know how many 
  charges are left on it (she made it a long time ago - 
  there are 8 remaining). She will take the wand back 
  when she next sees the PCs. 
   
  Possible PC questions for Nytania: 
   
  Q: “Who are you?” 
   
  “I am a protector of this forest, you may call me 
  Nytania.” 
   
  Q: “Why are you here?” 
   
  “It has been revealed to me through prayer that 
  you are the best hope for stopping Malkisharn. I am 
  here to assist you.” 
   
  Q: “Why don’t you travel with us/help us directly?” 
   
  “I fought Malkisharn once long ago and he 
  thinks I am dead – that is a possible advantage. It 
  would be better if I used my knowledge of him to 
  help you fight him rather than face him directly” 
   
  Q: “Is there any other way you can help us or any 
  other information you can offer?” 
   
  “I must prepare a gem to help trap him a second 
  time, I am hoping you can slow him down enough 
  or learn enough about him to help me perform the 
  ritual. That is all I can offer right now.” 
   
  If the party has agreed to help her, she will wish 
  them Corellon’s blessing. With that, she tells them to 
  make all haste for the location within the Dim, and 
  beware of ambushes set for them, as Malkisharn knows 
  they are coming. 
  All APLs 
  � Nytania: Female Half-fey Half-elf Clr12/Seeker 
  of the Misty Isle5 of Corellon Larethian; see 
  Appendix 1. 
  ENCOUNTER 5: UNEXPECTED 
  AMBUSHERS? 
  The PCs will probably be on their guard now. If they 
  have someone scouting, you may need to modify the 
  below text. When the PCs have traveled another eight 
  miles: 
   
  The Dim Forest is growing darker the further 
  you head into it and keeping track of your exact 
  location is growing more difficult. The ambient 
  forest sounds of wind and animals have returned, 
  however, a pleasant change from the eerie stillness 
  and silence of a few days ago. There is a small 
  amount of light coming in from the massive 
  overhead canopy ahead, probably the closest thing 
  to a clearing in this section of the Dim. 
   
  At this point have the PCs set themselves up in a 
  marching order no closer than 30 ft. from the “clearing.” 
  Give each PC a Listen and Spot check (DC 13 + APL) to 
  detect the animals ahead. If they fail both checks, they do 
  not get to act in the surprise round. 
   
  These animals have all been dominated (as per the 
  spell) by Martin and Malkisharn to attack the party. A 
  Survival or Handle Animal check (DC 13 + APL) or 
  Knowledge (nature) check (DC 10 + APL) will allow the 
  PCs to realize the animals are not acting normally. 
   
  See DM Aid: Map #2 for the setup to this encounter. 
  APL 2 (EL 4) 
  � Wolves (4): hp 15 each; see Monster Manual, page 
  283. 
  APL 4 (EL 6) 
  � Wolverines (2): hp 30 each; see Monster Manual, 
  page 283. 
  � Dire Boar (1): hp 58; see Monster Manual, page 63. 
  APL 6 (EL 8) 
  � Bears, Brown (4): hp 54 each; see Monster 
  Manual, page 269. 
  APL 8 (EL 10) 
  � Bears, Brown (3): hp 54 each; see Monster 
  Manual, page 269. 
  � Dire Bears (2): hp 111 each; see Monster Manual, 
  page 63. 
  
  GRM5-04 The Lines are Blurred 
   
  Page 10 
  APL 10 (EL 12) 
  � Dire Bears (2): hp 111 each; see Monster Manual, 
  page 63. 
  � Fhorges (2): hp 120 each; see Appendix 1. 
  APL 12 (EL 14) 
  � Fhorges, Advanced (3): hp 171 each; see 
  Appendix 1. 
   
  Although the fhorges are extraplanar these are not 
  summoned creatures. They were once the pets of a crazy 
  druid in the forest who released them just before his 
  death. 
   
  Tactics: The animals are dominated and attack 
  almost mindlessly. They will attack the largest targets 
  first, switching to smaller targets if the larger targets 
  prove hard to hit. 
   
  Developments: Characters able to track can follow 
  medium humanoid tracks that are here. A Search or 
  Survival check DC 10 allows the PCs to follow the half-
  dozen or so medium humanoid tracks to the north, to the 
  final encounter. 
  ENCOUNTER 6: 
  DIVERSIONARY TACTICS 
  After another 10 miles (the party may camp if they wish) 
  the PCs are now getting close to the location mentioned 
  to them by Nytania. Martin and Malkisharn are well-
  aware of this and have a final group of undead to further 
  convince the PCs of their diversion. Again, you should be 
  prepared for PCs to scout ahead. They can see the dead 
  bodies, the skeletons, zombies, and vampire spawn, but 
  the incorporeal undead are more difficult to detect. 
  When the PCs reach the location of the ambush: 
   
  You have traveled quite a distance already and 
  since the animal attack the signs of undead have 
  been growing. The forest seems different now, as if 
  what little light can normally get through the 
  canopy is being sucked up by an unearthly darkness. 
  With a crackle and a mass of swirling shadow, you 
  are suddenly face-to-face with a group of undead, 
  obviously bound on killing you. Ahead you see four 
  bodies on the ground and many undead moving 
  toward you. 
   
  With that combat starts with neither side having 
  surprise. The bodies are actually dead bodies. See DM Aid: 
  Map #3 for the setup of this encounter. 
  APL 2 (EL 4) 
  � Zombies, Human Commoner (4): hp 21 each; 
  see Monster Manual, page 266. 
  � Skeletons, Wolf (2): hp 18 each; see Monster 
  Manual, page 226. 
  APL 4 (EL 6) 
  � Zombies, Bugbear (2): hp 57 each; see Monster 
  Manual, page 267. 
  � Vampire Spawn: hp 39 each; see Monster Manual, 
  page 253. 
  APL 6 (EL 8) 
  � Zombies, Ogre (4): hp 75 each; see Monster 
  Manual, page 267. 
  � Wraith (1): hp 45; see Monster Manual, page 258. 
  APL 8 (EL 10) 
  � Skeletons, Ettin (4): hp 90 each; see Monster 
  Manual, page 227. 
  � Wraiths (2): hp 45 each; see Monster Manual, page 
  258. 
  APL 10 (EL 12) 
  � Skeletons, Cloud Giant (3): hp 153 each; see 
  Monster Manual, page 227. 
  � Shadows, Greater (2): hp 81 each; see Monster 
  Manual, page 221. 
  APL 12 (EL 14) 
  � Skeletons, Cloud Giant (4): hp 153 each; see 
  Monster Manual, page 227. 
  � Wraiths, Dread (2): hp 144 each; see Monster 
  Manual, page 258. 
   
  Tactics: This is a diversionary scouting party for 
  Malkisharn. They will try to eliminate the PCs or at least 
  keep them occupied as long as possible. 
   
  Developments: This group of undead, under the 
  control of Malkisharn, is meant to throw off the PCs and 
  make them think that more undead are gathering in this 
  area to form a larger group. The corporeal undead 
  deliberately marched over the same area repeatedly to try 
  and fool any would-be trackers into thinking a greater 
  number were in the area. 
   
  At the end of the battle the PCs will find the bodies 
  of three humans and an elf. One of them bears the tattoo 
  of the Shadowhunters. Searching them will yield a piece 
  of parchment with writing on it (Player Handout #2). This 
  should clue the PCs in on the fact that this is a feint by 
  Malkisharn. 
   
  Treasure: Most of the undead bear no items.  The 
  PCs can recover (at the appropriate APLs): clubs from the 
  human commoner zombies, morningstars and javelins 
  from the bugbear zombies, large greatclubs and large 
  javelins from the ogre zombies or ettin skeletons, or 
  gargantuan morningstars from the cloud giant skeletons. 
   
  The PCs can also recover the following items (from 
  Libris Mortis) on the remains of the Shadowhunter: 
  
  GRM5-04 The Lines are Blurred 
   
  Page 11 
  APL 2: 10 priests’ bullets 
  APL 4: holy water sprinkler 
  APL 6: goggles of lifesight 
  APL 8: +1 ghost ward chain shirt 
  APL 10: globe of sunlight 
  APL 12: rod of defiance 
  CONCLUSION 
  As the PCs travel back to either the Fort or Buxton’s 
  Crossing, they will run into Nytania. She will want to 
  read the note and know where this place is in the east. 
  She will tell the PCs that she will head east now to look 
  for Malkisharn. She tells the PCs that when she finds 
  them, she will call them.   She reclaims her wand at this 
  point, but, in return, she grants the PCs her favor; PCs 
  gain the Favor of Nytania reward on the AR. 
   
  If the PCs return to Fort Endurance, Warden Stalmir 
  will see them immediately. He will read the letter and 
  believe it to be real. He will ask the PCs to return the 
  letter to Cartman and he will agree to send out scouts to 
  make sure no more undead are close to the Fort. He will 
  also tell the PCs that he will send a message to the 
  Commandant by the next courier detailing what the PCs 
  have discovered. 
   
  If they return to Hunter Cartman, he will tell them 
  the letter is real and that he believes that the undead are 
  heading back to Barony Cragmor. He will have the 
  Shadowhunters search for them there. 
   
  If they return to Elector Kraznik or Lieutenant 
  Watcher Melerin, they will be thanked profusely and the 
  information will be passed on up the chain of command 
  to both the Commandant and Elector Housemann. 
   
  Treasure: Elector Kraznik will insist that the March 
  pay PCs at APL 2 and 4; each PC receives 400 gp.  At 
  higher APLs, the March will not pay the adventurers. 
   
  Active-duty military PCs who took the mission from 
  Elector Kraznik receive the Gran March Military 
  Commendation reward on the AR.  PCs who reported 
  back to Hunter Cartman about the fate of his missing 
  men receive the Favor of the Shadowhunters reward 
  on the AR.  For PCs who made sure that the 
  Commandant was informed about the true target of 
  Malkisharn and Martin, either directly or through a 
  trusted line of communication (such as the Elector, the 
  Lieutenant Watcher, or the Warden), award them the 
  Favor of the Commandant on the AR. 
   
  Be sure to proceed to Gift of the Gnome below 
  before concluding the adventure. 
  GIFT OF THE GNOMES 
  At the conclusion of the adventure, after the characters 
  have rested up and spent a night or two in a warm bed, 
  each PC is visited individually by a gnome hailing from 
  the Yatil Mountains. The gnome knows the identity of 
  the character, and the read-aloud text below can be 
  paraphrased to include that information. Read the 
  following to the players: 
   
  Your last adventure complete, you spend a few 
  days resting and relaxing, enjoying what comforts 
  civilization offers. One day, as you are out walking 
  about, a well-worn gnome traveler dressed in an 
  earthen robe with stitching of gold waves you down. 
  As he approaches, his face beams with the delight of 
  your attention. 
   
  “Good adventurer, I thank you for a moment of 
  your precious time. Allow me to introduce myself. 
  My name is Clegin, Master Illusionist of Gnome 
  Vale. The Laird Gwaylar, our headman, has sent me 
  to search for worthies that may be willing to aid our 
  cause. Having heard of your recent exploits, I must 
  say, I am quite impressed by your actions. You must 
  be one of the stalwarts spoke of in the foretellings of 
  our Chief Cleric. Thus, I have this gift for you, if you 
  will accept it.” 
   
  Clegin pulls a polished gemstone from one of 
  his robe pockets. The gem has a symbol of arcane 
  power etched in its face. “Please, take this. It is now 
  but an interesting bauble, but I have the power to 
  enchant it into something that would be of greater 
  use than exchange for mere coin. When the time is 
  right, you might find yourself on the path to my 
  home, and then, as is foretold, you will aid my 
  people who have been beset upon by evils thought 
  vanquished. If you are successful in your task to be, I 
  shall reward you by awakening the arcane power 
  within the gem I offer. I and my people thank you 
  for all you’ve done, and all you’ve yet to accomplish.” 
   
  If the character accepts the gemstone: 
   
  Clegin hands you the gemstone. The same smile 
  plays upon his face as when he first greeted you. “I 
  have others to seek out. Soon, our paths shall cross 
  again, brave one.” He turns from you, and walks 
  down the street, disappearing in the crowd. 
   
  If the character does not accept the gemstone: 
   
  A look of confusion furrows Clegin’s brow. “I 
  am certain you are the one spoken of, yet you do not 
  accept my gift? Are you sure you would not 
  reconsider?” 
   
  Give the player another chance to think it over. If 
  they accept, read the acceptance text above. If they 
  continue to decline, read the following: 
  
  GRM5-04 The Lines are Blurred 
   
  Page 12 
   
  Clegin resigns himself to a slow smile. “Gift or 
  no, our paths shall meet again. I am certain that 
  something can be arranged at a later time. I must 
  leave now; I have others to seek out. Good day to 
  you, brave one.” He turns from you, and walks down 
  the street, disappearing in the crowd. 
   
  Characters can make a DC 20 Knowledge 
  (geography) skill check to know that Gnome Vale is a 
  very isolated community of gnomes located deep within 
  the Yatil Mountains.  
   
  Clegin has more errands to run, and can’t sit and 
  chat any longer with the character. If pressed for more 
  information, he simply says that all will be revealed in 
  due time. 
   
  If a character accepts the gift, they receive the 
  Gnome Vale Yellow Gemstone reward listed on the 
  AR. If they refuse, cross this item off the AR. Its purpose 
  will become known at a later time. 
   
  If a character already has a gemstone, they may 
  receive a second (or third) gemstone if it is of a different 
  color than the ones already possessed by the character. A 
  character may not possess more than one of the same 
  color gemstone. 
   
   
  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 2 
  Defeat the undead 
   
  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 5 
  Defeat the dominated forest creatures 
   
  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 6 
  Defeat the undead 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
   
  APL 10: 360 xp. 
   
  APL 12: 420 xp. 
  Story Award 
  Report to an agent of the Commandant about the lack of 
  undead in the Dim Forest and/or the report from 
  Warden Stalmir 
   
  APL 2: 50 xp. 
   
  APL 4: 75 xp. 
   
  APL 6: 100 xp. 
   
  APL 8: 125 xp. 
   
  APL 10: 150 xp. 
   
  APL 12: 175 xp. 
  Discretionary roleplaying award 
   
  APL 2: 40 xp. 
   
  APL 4: 60 xp. 
   
  APL 6: 80 xp. 
   
  APL 8: 100 xp. 
   
  APL 10: 120 xp. 
   
  APL 12: 140 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 xp. 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  
  GRM5-04 The Lines are Blurred 
   
  Page 13 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter 2: 
  APL 2: L: 92 gp, C: 0 gp, M: 0 gp. 
  APL 4: L: 276 gp, C: 0 gp, M: 0 gp. 
  APL 6: L: 0 gp, C: 0 gp, M: 2 +1 composite longbows (+6 
  Str bonus) (250 gp each), 2 +1 mithral chain shirts (175 
  gp each), 2 cloaks of resistance +1 (83 gp each). 
  APL 8: L: 0 gp, C: 0 gp, M: 2 +1 composite longbows (+6 
  Str bonus) (250 gp each), 2 +1 mithral chain shirts (175 
  gp each), 3 cloaks of resistance +1 (83 gp each), +1 dagger 
  (192 gp), +1 full plate (221 gp), +1 heavy steel shield (98 
  gp), wand of fireball (CL 5th, 10 charges) (188 gp). 
  APL 10: L: 0 gp, C: 0 gp, M: 2 +1 composite longbows (+6 
  Str bonus) (250 gp each), 2 +1 mithral chain shirts (175 
  gp each), cloak of resistance +1 (83 gp), 2 cloaks of 
  resistance +2 (333 gp each), +1 dagger (192 gp), +2 full 
  plate (471 gp), +2 heavy steel shield (348 gp), wand of 
  fireball (CL 8th, 5 charges) (150 gp), arcane scroll of 
  glitterdust (CL 3rd) (13 gp), arcane scroll of touch of idiocy 
  (CL 3rd) (13 gp), divine scroll of owl’s wisdom (CL 3rd) 
  (13 gp). 
  APL 12: L: 0 gp, C: 0 gp, M: 2 +1 composite longbows (+6 
  Str bonus) (250 gp each), 2 +2 mithral chain shirts (425 
  gp each), cloak of resistance +2 (333 gp), 2 cloaks of 
  resistance +3 (750 gp each), +1 dagger (192 gp), +3 full 
  plate (888 gp), +3 heavy steel shield (764 gp), wand of 
  fireball (CL 10th, 5 charges) (188 gp), arcane scroll of 
  glitterdust (CL 3rd) (13 gp), arcane scroll of touch of idiocy 
  (CL 3rd) (13 gp), divine scroll of owl’s wisdom (CL 3rd) 
  (13 gp). 
  Encounter 6: 
  APL 2: L: 22 gp, C: 0 gp, M: 0 gp. 
  APL 4: L: 24 gp, C: 0 gp, M: 0 gp. 
  APL 6: L: 24 gp, C: 0 gp, M: goggles of lifesight (167 gp). 
  APL 8: L: 24 gp, C: 0 gp, M: goggles of lifesight (167 gp), 
  +1 ghost ward chain shirt (354 gp). 
  APL 10: L: 37 gp, C: 0 gp, M: goggles of lifesight (167 
  gp), +1 ghost ward chain shirt (354 gp), globe of sunlight 
  (500 gp). 
  APL 12: L: 42 gp, C: 0 gp, M: goggles of lifesight (167 
  gp), globe of sunlight (500 gp), rod of defiance (1,083 gp). 
  Conclusion: 
  APL 2: L: 0 gp, C: 400 gp, M: 0 gp. 
  APL 4: L: 0 gp, C: 400 gp, M: 0 gp. 
  APL 6: L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 8: L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 10: L: 0 gp, C: 0 gp, M: 0 gp. 
  APL 12: L: 0 gp, C: 0 gp, M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 114 gp, C: 400 gp, M: 0 gp – Total: 514 gp 
  (450 gp). 
  APL 4: L: 300 gp, C: 400 gp, M: 0 gp – Total: 700 gp 
  (650 gp). 
  APL 6: L: 24 gp, C: 0 gp, M: 1,183 gp – Total: 1,207 gp 
  (900 gp). 
  APL 8: L: 24 gp, C: 0 gp, M: 2,319 gp – Total: 2,343 gp 
  (1,300 gp). 
  
  GRM5-04 The Lines are Blurred 
   
  Page 14 
  APL 10: L: 37 gp, C: 0 gp, M: 3,820 gp – Total: 3,857 
  gp (2,300 gp). 
  APL 12: L: 42 gp, C: 0 gp, M: 7,358 gp – Total: 7,400 
  gp (3,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Gran March Military Commendation:  This 
  commendation is given to active-duty Gran March 
  Military PCs who responded to Elector Kraznik’s request 
  to assist Shadowhunter Cartman. 
  � Favor of the Shadowhunters: For helping the 
  Shadowhunters learn the fate of their missing men, they 
  offer you access (Frequency: Regional) to purchase any of 
  the following: wand of lesser restoration (CL 3rd), divine scroll 
  of lesser restoration (CL 3rd), potion of lesser restoration, wand of 
  restoration (CL 7th), divine scroll of restoration (CL 7th). 
  � Favor of Nytania: For agreeing to assist her with her 
  plan to destroy Malkisharn, Nytania offers you access 
  (Frequency: Regional) to purchase any of the following 
  upgrades: death ward armor special ability (Complete 
  Arcane), skillful weapon special ability (Complete Arcane), 
  light fortification armor/shield special ability, animated 
  shield special ability, ghost touch armor/shield/weapon 
  special ability, bane (undead) weapon special ability. 
  � Favor of the Commandant: For looking into the 
  undead problem and helping discover that Malkisharn 
  and Martin are not in the Dim Forest, the Commandant 
  offers you access to training; you gain access to the 
  following feats (from Libris Mortis): Divine Accuracy, 
  Energize Spell, Enduring Life, Lasting Life, Requiem, 
  Vampire Hunter.  Furthermore, if this PC is a cleric or 
  paladin of Heironeous, they also gain access to the feat 
  Spurn Death’s Touch (from Libris Mortis). 
  � Gnome Vale Yellow Gemstone: A gnome calling 
  himself Clegin presented you with a well-cut, human’s 
  palm-sized gemstone colored yellow. Upon the face is 
  etched a symbol of arcane magic signifying the school of 
  abjuration; there is also a lingering aura of this magic 
  upon the gemstone. If sold, it will fetch 50 gp. You do not 
  have to pay for this item. You may only possess one 
  Gnome Vale yellow gemstone. 
  Item Access 
  APL 2: 
  • 
  Mithral Chain Shirt (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Priests’ Bullets (Adventure; Libris Mortis) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Holy Water Sprinkler (Adventure; Libris Mortis) 
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  +1 Composite Longbow (+6 Str bonus) (Adventure; 
  Dungeon Master’s Guide) 
  • 
  +1 Mithral Chain Shirt (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Goggles of Lifesight (Adventure; Libris Mortis) 
  • 
  Large Greatclub (Adventure; Dungeon Master’s Guide) 
  • 
  Large Javelin (Adventure; Dungeon Master’s Guide) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  +1 Ghost Ward Chain Shirt (Adventure; Libris Mortis) 
  • 
  Wand of Fireball (CL 5th; Adventure; Dungeon Master’s 
  Guide) 
  APL 10 (all of APLs 2, 4, 6, 8 plus the following): 
  • 
  +2 Full Plate (Adventure; Dungeon Master’s Guide) 
  • 
  +2 Heavy Steel Shield (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Cloak of Resistance +2 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Gargantuan Morningstar (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Globe of Sunlight (Adventure; Libris Mortis) 
  • 
  Wand of Fireball (CL 8th; Adventure; Dungeon Master’s 
  Guide) 
  APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): 
  • 
  +2 Mithral Chain Shirt (Adventure; Dungeon Master’s 
  Guide) 
  • 
  +3 Full Plate (Adventure; Dungeon Master’s Guide) 
  • 
  +3 Heavy Steel Shield (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Cloak of Resistance +3 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Rod of Defiance (Adventure; Libris Mortis) 
  • 
  Wand of Fireball (CL 10th; Adventure; Dungeon Master’s 
  Guide) 
   
   
  
  GRM5-04 The Lines are Blurred 
   
  Page 15 
  APPENDIX 1 – ALL APLS 
   
  INTRODUCTION 
   
   
   
   
  Zahdrian Kraznik: Male Human Ftr2/Ari6; CR 7; 
  Medium Humanoid (Human); HD 2d10+6d8+16; hp 63; 
  Init +4; Spd 30 ft.; AC 15, touch 10, flat-footed 15 (+5 
  armor); Base Atk/Grp: +6/+8; Atk +9 melee (1d8+4 and 
  1d6 electricity/19-20, +1 shock longsword); Full Atk +9/+4 
  melee (1d8+4 and 1d6 electricity/19-20, +1 shock 
  longsword); AL N; SV Fort +7, Ref +2, Will +8; Str 14, Dex 
  10, Con 14, Int 13, Wis 12, Cha 15. 
   
  Skills and Feats: Bluff +12, Diplomacy +16, Gather 
  Information +8, Handle Animal +7, Intimidate +11, 
  Knowledge 
  (architecture 
  and 
  engineering) 
  +3, 
  Knowledge (geography) +3, Knowledge (history) +3, 
  Knowledge (local – Sheldomar Valley metaregion) +2, 
  Knowledge (nobility and royalty) +3, Knowledge 
  (religion) +2, Ride +13, Sense Motive +11, Swim +3; 
  Close-Quarters Fighting*, Improved Initiative, Iron Will, 
  Leadership, Negotiator, Persuasive.  *Complete Warrior. 
   
  Languages: Common, Keoish. 
   
  Possessions: +1 light fortification mithral chain shirt, +1 
  shock longsword. 
   
  Description: 
  Elector 
  Kraznik 
  is 
  a 
  savvy 
  but 
  occasionally headstrong and stubborn political leader 
  who may have bitten off more than he can chew in the 
  current situation. He truly believes he is doing the right 
  thing about the undead in the area but does not have all 
  of the information that others above him may have. 
  Lieutenant Watcher Melody Melerin, Vicious Mink: 
  Female Human (Oeridian) Clr15 of Heironeous; CR 15; 
  Medium Humanoid (Human); HD 15d8+30; hp 113; Init 
  +0; Spd 30 ft.; AC 23, touch 10, flat-footed 23 (+9 armor, 
  +4 shield); Base Atk/Grp: +11/+13; Atk +15 melee 
  (1d8+3/x3, +1 adamantine battleaxe); Full Atk +15/+10/+5 
  melee (1d8+3/x3, +1 adamantine battleaxe); SA spells, turn 
  undead 3/day; SQ spontaneous casting, aura; AL LG; SV 
  Fort +11 (+14), Ref +7 (+10), Will +16 (+19); Str 14, Dex 
  10, Con 14, Int 10, Wis 19 (25), Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +18, 
  Craft 
  (armorsmithing) 
  +4, 
  Craft 
  (weaponsmithing) 
  +4, 
  Diplomacy +10, Heal +14, Jump +1, Knowledge (religion) 
  +4, Profession (soldier) +7, Ride +5, Speak Language +1, 
  Spellcraft +2; Blind-Fighting, Combat Casting, Craft 
  Magic Arms and Armor, Craft Wondrous Item, 
  Leadership, 
  Lightning 
  Reflexes, 
  Martial 
  Weapon 
  Proficiency (battleaxe)B, Quicken Spell, Weapon Focus 
  (battleaxe)B. 
   
  Languages: Common, Dwarven. 
   
  Cleric Spells Prepared (6/7+1/7+1/7+1/5+1/5+1/4+1/ 
  3+1/1+1; save DC 17 + spell level): 0 – detect magic x2, detect 
  poison, light, mending, purify food and water; 1st – comprehend 
  languages, detect evil, divine favor, remove fear, sanctuary, shield 
  of faith x2, protection from evilD; 2nd – align weapon, calm 
  emotions, remove paralysis, resist elements x2, silence, status, 
  spiritual weaponD; 3rd – dispel magic, magic vestmentD x2, 
  invisibility purge, magic circle against evil x2, speak with dead, 
  water breathing; 4th – air walk, death ward, freedom of 
  movement, greater magic weapon x2, divine powerD; 5th – flame 
  strikeD x2, quickened divine favor, quickened shield of faith, 
  righteous might x2; 6th – find the path, heal x2, hero’s feast, 
  blade barrierD; 7th – dictum, greater restoration, holy wordD, 
  resurrection; 8th  – greater spell immunity, holy auraD. 
   
  DDomain Spell.  Domains: Good (good spells at +1 
  CL), War. 
   
  Possessions: +1 moderate fortification full plate, +2 
  animated heavy steel shield, +1 adamantine battleaxe, ring of 
  blinking, boots of striding and springing, vest of resistance +3, 
  periapt of wisdom +6, strand of prayer beads, metamagic rod 
  (extension, lesser), metamagic rod (extension), Heward’s handy 
  haversack. 
  ENCOUNTER 1 
   
   
   
   
  Raneld Cartman: Male Human Rgr1/Pal4/Hunter of 
  the Dead2; CR 7; Medium Humanoid (Human); HD 
  3d8+4d10+14; hp 59; Init +1; Spd 30 ft.; AC 16, touch 11, 
  flat-footed 15 (+1 Dex, +5 armor); Base Atk/Grp: +7/+10; 
  Atk +11 melee (1d8+5/19-20, +1 ghost touch longsword); 
  Full Atk +11/+6 melee (1d8+5/19-20, +1 ghost touch 
  longsword); SA favored enemy (undead +2), turn undead 
  5/day as Clr2, paladin spells (CL 2nd), smite evil 1/day (+2 
  attack, +4 damage) and smite undead 1/day (+1 attack, +2 
  damage) and 2 additional smites per day, hunter of the 
  dead spells (CL 2nd); SQ wild empathy, aura of good, detect 
  evil, divine grace, lay on hands 8 hp/day, aura of courage, 
  divine health, detect undead at will; AL LG; SV Fort +13, 
  Ref +6, Will +4; Str 16, Dex 12, Con 14, Int 10, Wis 12, 
  Cha 12 (14).  Complete Warrior, page 42. 
   
  Skills and Feats: Concentration +6, Handle Animal +6, 
  Heal +7, Knowledge (geography) +4, Knowledge 
  (religion) +8, Ride +7, Spot +5, Survival +5; Extra 
  Smiting*, Improved Turning, Power Attack, Sacred 
  Vengeance*, TrackB.  *Complete Warrior. 
   
  Languages: Common. 
   
  Paladin Spells Prepared (1; save DC 11 + spell level): 1st 
  – bless weapon. 
   
  Hunter of the Dead Spells Prepared (2; save DC 11 + 
  spell level): 1st – cure light wounds, hide from undead. 
   
  Possessions: +1 ghost touch longsword, +1 chain shirt, cloak 
  of charisma +2. 
   
  Description: Hunter of the Plains Raneld Cartman is a 
  steadfast enemy of undead everywhere and a faithful 
  servant of Pholtus first and Gran March second. He has a 
  no-nonsense attitude toward matters of duty and is slow 
  to give his friendship and trust. 
  ENCOUNTER 4 
   
   
   
   
  Nytania: Female Half-Fey/Half-Elf Clr12/Seeker of the 
  Misty Isle5 of Corellon Larethian; CR 18; Medium Fey 
  
  GRM5-04 The Lines are Blurred 
   
  Page 16 
  (Augmented Humanoid (Elf)); HD 15d8+15; hp 102; Init 
  +2; Spd 30 ft., fly 60 ft. (g00d); AC 28, touch 16, flat-footed 
  26 (+2 Dex, +7 armor, +5 shield, +4 deflection); Base 
  Atk/Grp: +12/+12; Atk +13 melee (1d8+1/19-20, +1 bane 
  (undead) ghost touch longsword) or +13 melee (1d8+1, +1 
  ghost touch disrupting heavy mace) or +21 ranged (1d8+1/x3, 
  +1 seeking holy composite longbow); Full Atk +13/+8/+3 
  melee (1d8+1/19-20, +1 bane (undead) ghost touch 
  longsword) or +13/+8/+3 melee (1d8+1, +1 ghost touch 
  disrupting heavy mace) or +21/+16/+11 ranged (1d8+1/x3, 
  +1 seeking holy composite longbow); SA spell-like abilities, 
  spells (add 4 Seeker levels to Clr levels), turn undead; SQ 
  spontaneous casting, aura, low-light vision, immune to 
  enchantment 
  spells 
  and 
  effects, 
  half-elf 
  traits, 
  swiftfooted, surefooted, Corellon’s perception, DR 
  5/iron; AL CG; SV Fort +13 (+17), Ref +10 (+14), Will +17 
  (+21); Str 10, Dex 12 (14), Con 12, Int 14, Wis 20 (26), Cha 
  18 (24).  Complete Divine, page 61. 
   
  Skills and Feats: Concentration +24, Diplomacy +9, 
  Gather Information +9, Heal +17, Listen +14, Knowledge 
  (geography) +11, Knowledge (nature) +5, Knowledge 
  (religion) +16, Search +8, Spellcraft +12, Spot +25, 
  Survival +25; Augment Healing*, Craft Magic Arms and 
  Armor, Craft Wondrous Items, Leadership, Skill Focus 
  (Concentration), Zen Archery**.  *Complete Divine, 
  **Complete Warrior. 
   
  Languages: Common, Elven, Sylvan, Celestial. 
   
  Fly (Ex): Nytania has butterfly wings which grant 
  her a fly speed of 60 ft. with good maneuverability. 
   
  Spell-like Abilities (Sp): At will – charm person; 
  3/day – detect law, protection from law; 1/day – confusion, 
  glitterdust, hold monster, hypnotism, lesser geas, mass 
  invisibility, mass suggestion, sleep, suggestion.  Caster level 
  15th; DC 17 + spell level. 
   
  Swiftfooted (Ex): At 4th level, the seeker can ignore 
  the normal -5 penalty for accelerated movement when 
  she uses the following skills: Balance, Climb, Hide, Move 
  Silently, and Survival (for following tracks). Her penalty 
  for accelerated tumbling is reduced from -10 to -5. 
   
  Surefooted (Ex): As a side effect of the seeker of the 
  Misty Isle’s keen senses, she is always searching the 
  terrain around her. Accordingly, she has a preternatural 
  sense of minute details in the landscape she can use to 
  her advantage. She can ignore the DC modifiers on 
  Balance, Move Silently, and Tumble checks derived from 
  the surface or terrain. 
   
  Corellon’s Perception (Ex): A 5th-level seeker of 
  the Misty Isle has sight and hearing far beyond a normal 
  elf’s, and she has attuned her senses to repetitively sweep 
  her immediate area. She gains a +5 racial bonus on Listen, 
  Search and Spot checks. Furthermore, she can attempt to 
  spot or hear something she failed to notice previously 
  once per round per skill as a free action (such attempts 
  are ordinarily move actions). 
   
  Cleric Spells Prepared (6/7+1/7+1/7+1/6+1/5+1/4+1/ 
  4+1/3+1; save DC 18 + spell level): 0 – create water x3, detect 
  magic x2, purify food and drink; 1st – bless, bless water, detect 
  undead, divine favor, endure elements, lesser vigor*, 
  longstriderD, sanctuary; 2nd – calm emotions, consecrate, deific 
  vengeance*, locate objectD, resist energy, sound burst, spiritual 
  weapon, zone of truth; 3rd – briar web*, dispel magic x2, flyD, 
  mass lesser vigor*, prayer, protection from energy, water 
  breathing; 4th – death ward, freedom of movement, holy smiteD, 
  recitation*, restoration x2, tongues; 5th – break enchantment, 
  commune, dispel evil, hallow, teleportD, true seeing; 6th – find 
  the pathD, greater dispel magic x2, heal, heroes’ feast; 7th – 
  control weather, greater restoration, holy wordD, mass spell 
  resistance, regenerate; 8th – dimensional lock, fire storm, holy 
  aura, mind blankD.  *Complete Divine. 
   
  DDomain Spell.  Domains: Good (good spells at +1 
  CL), Protection (Su, touch grants +12 resistance bonus on 
  next saving throw, standard action, abjuration effect, 1 hr 
  duration, 1/day), Travel (Su, instantaneous freedom of 
  movement for 12 rounds each day). 
   
  Possessions: +1 bane (undead) ghost touch longsword, +1 
  ghost touch disrupting heavy mace, +1 seeking holy composite 
  longbow, +3 death ward mithral chain shirt*, +3 heavy 
  darkwood shield, periapt of wisdom +6, cloak of charisma +6, 
  gloves of dexterity +2, ring of protection +4, vest of resistance 
  +4**.  *Libris Mortis, **Complete Arcane. 
   
  Description: Nytania is a half-elf/half-nymph cleric 
  who has lived in the Dim Forest for almost 90 years. She 
  was one of the original clerics sent to stop Malkisharn, 
  having worked with clerics of the Elven pantheon long 
  ago she volunteered to go fight the undead menace when 
  she heard about it. Her father was recently killed by Gran 
  March forces, mistaking him to be a member of the Free 
  Band. Between this event and building a road through 
  the Dim Forest she is extremely unhappy with Gran 
  March, but she feels there is almost always an alternative 
  toward fighting or violence and is willing to work with 
  less gung-ho/patriotic members of Gran March to fight 
  Malkisharn. 
  
  GRM5-04 The Lines are Blurred 
   
  Page 17 
  APPENDIX 2 – APL 6 
   
  ENCOUNTER 2 
   
   
   
   
  Vampire, Male Human Ftr4: CR 6; Medium Undead 
  (Augmented Humanoid (Human)); HD 4d12+4; hp 39; 
  Init +9; Spd 30 ft.; AC 26, touch 15, flat-footed 21 (+5 
  armor, +5 Dex, +6 natural); Base Atk/Grp: +4/+10; Atk 
  +10 melee (1d6+9 and energy drain, slam) or +11 ranged 
  (1d8+9/x3, +1 composite longbow (+6 Str bonus)); Full Atk 
  +10 melee (1d6+9 and energy drain, slam) or +11 ranged 
  (1d8+9/x3, +1 composite longbow (+6 Str bonus)) or +9/+9 
  ranged (1d8+9/x3, +1 composite longbow (+6 Str bonus)); SA 
  blood drain, children of the night, dominate, create 
  spawn, energy drain; SQ alternate form, DR 10/silver and 
  magic (Su), fast healing 5, gaseous form, cold resistance 
  10 (Ex), electricity resistance 10 (Ex), spider climb, +4 
  turn resistance (Ex), undead traits, darkvision 60 ft.; AL 
  NE; SV Fort +4 (+5), Ref +8 (+9), Will +4 (+5); Str 22, Dex 
  20, Con –, Int 12, Wis 16, Cha 12. 
   
  Skills and Feats: Bluff +9, Climb +13, Hide +13, Jump 
  +13, Listen +13, Move Silently +13, Ride +12, Search +9, 
  Sense Motive +11, Spot +13; AlertnessB, Combat 
  ReflexesB, DodgeB, Improved InitiativeB, Improved 
  Toughness*, Lightning ReflexesB, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus (composite 
  longbow), Weapon Specialization (composite longbow).  
  *Complete Warrior. 
   
  Languages: Common. 
   
  Skills: Vampires have a +8 racial bonus on Bluff, 
  Hide, Listen, Move Silently, Search, Sense Motive, and 
  Spot checks. 
   
  Blood Drain (Ex): A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the vampire 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action. (If the base creature is 
  not terrestrial, this power might summon other creatures 
  of similar power.) These creatures arrive in 2d6 rounds 
  and serve the vampire for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes. This is similar to 
  a gaze attack, except that the vampire must use a standard 
  action, and those merely looking at it are not affected. 
  Anyone the vampire targets must succeed on a Will save 
  or fall instantly under the vampire’s influence as though 
  by a dominate person spell (caster level 12th). The ability 
  has a range of 30 feet.  Save DC 13. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn (see the Vampire Spawn entry) 1d4 days 
  after burial.  
   
  If the vampire instead drains the victim’s 
  Constitution to 0 or lower, the victim returns as a spawn 
  if it had 4 or less HD and as a vampire if it had 5 or more 
  HD. In either case, the new vampire or spawn is under 
  the command of the vampire that created it and remains 
  enslaved until its master’s destruction. At any given time 
  a vampire may have enslaved spawn totaling no more 
  than twice its own Hit Dice; any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved 
  may create and enslave spawn of its own, so a master 
  vampire can control a number of lesser vampires in this 
  fashion. A vampire may voluntarily free an enslaved 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points. A vampire can use its energy drain ability once 
  per round.  Save DC 13. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast by a 
  12th-level character, except that the vampire does not 
  regain hit points for changing form and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It can 
  remain in that form until it assumes another or until the 
  next sunrise. (If the base creature is not terrestrial, this 
  power might allow other forms.) 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. If 
  reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. (It can travel up to nine miles in 2 hours.) Any 
  additional damage dealt to a vampire forced into gaseous 
  form has no effect. Once at rest in its coffin, a vampire is 
  helpless. It regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
   
  Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster level 
  5th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Possessions: +1 composite longbow (+6 Str bonus), +1 
  mithral chain shirt, cloak of resistance +1. 
  
  GRM5-04 The Lines are Blurred 
   
  Page 18 
  APPENDIX 3 – APL 8 
   
  ENCOUNTER 2 
   
   
   
   
  Vampire, Male Human Ftr4: CR 6; Medium Undead 
  (Augmented Humanoid (Human)); HD 4d12+4; hp 39; 
  Init +9; Spd 30 ft.; AC 26, touch 15, flat-footed 21 (+5 
  armor, +5 Dex, +6 natural); Base Atk/Grp: +4/+10; Atk 
  +10 melee (1d6+9 and energy drain, slam) or +11 ranged 
  (1d8+9/x3, +1 composite longbow (+6 Str bonus)); Full Atk 
  +10 melee (1d6+9 and energy drain, slam) or +11 ranged 
  (1d8+9/x3, +1 composite longbow (+6 Str bonus)) or +9/+9 
  ranged (1d8+9/x3, +1 composite longbow (+6 Str bonus)); SA 
  blood drain, children of the night, dominate, create 
  spawn, energy drain; SQ alternate form, DR 10/silver and 
  magic (Su), fast healing 5, gaseous form, cold resistance 
  10 (Ex), electricity resistance 10 (Ex), spider climb, +4 
  turn resistance (Ex), undead traits, darkvision 60 ft.; AL 
  NE; SV Fort +4 (+5), Ref +8 (+9), Will +4 (+5); Str 22, Dex 
  20, Con –, Int 12, Wis 16, Cha 12. 
   
  Skills and Feats: Bluff +9, Climb +13, Hide +13, Jump 
  +13, Listen +13, Move Silently +13, Ride +12, Search +9, 
  Sense Motive +11, Spot +13; AlertnessB, Combat 
  ReflexesB, DodgeB, Improved InitiativeB, Improved 
  Toughness*, Lightning ReflexesB, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus (composite 
  longbow), Weapon Specialization (composite longbow).  
  *Complete Warrior. 
   
  Languages: Common. 
   
  Skills: Vampires have a +8 racial bonus on Bluff, 
  Hide, Listen, Move Silently, Search, Sense Motive, and 
  Spot checks. 
   
  Blood Drain (Ex): A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the vampire 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action. (If the base creature is 
  not terrestrial, this power might summon other creatures 
  of similar power.) These creatures arrive in 2d6 rounds 
  and serve the vampire for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes. This is similar to 
  a gaze attack, except that the vampire must use a standard 
  action, and those merely looking at it are not affected. 
  Anyone the vampire targets must succeed on a Will save 
  or fall instantly under the vampire’s influence as though 
  by a dominate person spell (caster level 12th). The ability 
  has a range of 30 feet.  Save DC 13. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn (see the Vampire Spawn entry) 1d4 days 
  after burial.  
   
  If the vampire instead drains the victim’s 
  Constitution to 0 or lower, the victim returns as a spawn 
  if it had 4 or less HD and as a vampire if it had 5 or more 
  HD. In either case, the new vampire or spawn is under 
  the command of the vampire that created it and remains 
  enslaved until its master’s destruction. At any given time 
  a vampire may have enslaved spawn totaling no more 
  than twice its own Hit Dice; any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved 
  may create and enslave spawn of its own, so a master 
  vampire can control a number of lesser vampires in this 
  fashion. A vampire may voluntarily free an enslaved 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points. A vampire can use its energy drain ability once 
  per round.  Save DC 13. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast by a 
  12th-level character, except that the vampire does not 
  regain hit points for changing form and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It can 
  remain in that form until it assumes another or until the 
  next sunrise. (If the base creature is not terrestrial, this 
  power might allow other forms.) 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. If 
  reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. (It can travel up to nine miles in 2 hours.) Any 
  additional damage dealt to a vampire forced into gaseous 
  form has no effect. Once at rest in its coffin, a vampire is 
  helpless. It regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
   
  Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster level 
  5th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Possessions: +1 composite longbow (+6 Str bonus), +1 
  mithral chain shirt, cloak of resistance +1. 
  Vampire, Male Human Clr6 of Vecna: CR 8; Medium 
  Undead (Augmented Humanoid (Human)); HD 6d12+6; 
  hp 59; Init +6; Spd 30 ft.; AC 30, touch 12, flat-footed 28 
  
  GRM5-04 The Lines are Blurred 
   
  Page 19 
  (+9 armor, +3 shield, +2 Dex, +6 natural); Base Atk/Grp: 
  +4/+7; Atk +7 melee (1d6+4 and energy drain, slam) or +8 
  melee (1d4+4/19-20, +1 dagger); Full Atk +7 melee (1d6+4 
  and energy drain, slam) or +8 melee (1d4+4/19-20, +1 
  dagger) or +8 melee (1d4+4/19-20, +1 dagger) and +2 melee 
  (1d6+4 and energy drain, slam); SA blood drain, children 
  of the night, dominate, create spawn, energy drain, spells, 
  rebuke undead 7/day; SQ alternate form, DR 10/silver 
  and magic (Su), fast healing 5, gaseous form, cold 
  resistance 10 (Ex), electricity resistance 10 (Ex), spider 
  climb, +4 turn resistance (Ex), undead traits, darkvision 
  60 ft., aura, spontaneous casting; AL NE; SV Fort +5 (+6), 
  Ref +6 (+7), Will +10 (+11); Str 16, Dex 14, Con –, Int 12, 
  Wis 20, Cha 18. 
   
  Skills and Feats: Bluff +12, Concentration +16, Hide 
  +10, Knowledge (religion) +10, Listen +15, Move Silently 
  +10, Search +9, Sense Motive +13, Spellcraft +11, Spot 
  +15; AlertnessB, Combat Casting, Combat ReflexesB, 
  DodgeB, 
  Domain 
  Spontaneity** 
  (Evil), 
  Improved 
  InitiativeB, Improved Toughness*, Lightning ReflexesB, 
  Skill Focus (Concentration).  *Complete Warrior, 
  **Complete Divine. 
   
  Languages: Common. 
   
  Skills: Vampires have a +8 racial bonus on Bluff, 
  Hide, Listen, Move Silently, Search, Sense Motive, and 
  Spot checks. 
   
  Blood Drain (Ex): A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the vampire 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action. (If the base creature is 
  not terrestrial, this power might summon other creatures 
  of similar power.) These creatures arrive in 2d6 rounds 
  and serve the vampire for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes. This is similar to 
  a gaze attack, except that the vampire must use a standard 
  action, and those merely looking at it are not affected. 
  Anyone the vampire targets must succeed on a Will save 
  or fall instantly under the vampire’s influence as though 
  by a dominate person spell (caster level 12th). The ability 
  has a range of 30 feet.  Save DC 17. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn (see the Vampire Spawn entry) 1d4 days 
  after burial.  
   
  If the vampire instead drains the victim’s 
  Constitution to 0 or lower, the victim returns as a spawn 
  if it had 4 or less HD and as a vampire if it had 5 or more 
  HD. In either case, the new vampire or spawn is under 
  the command of the vampire that created it and remains 
  enslaved until its master’s destruction. At any given time 
  a vampire may have enslaved spawn totaling no more 
  than twice its own Hit Dice; any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved 
  may create and enslave spawn of its own, so a master 
  vampire can control a number of lesser vampires in this 
  fashion. A vampire may voluntarily free an enslaved 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points. A vampire can use its energy drain ability once 
  per round.  Save DC 17. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast by a 
  12th-level character, except that the vampire does not 
  regain hit points for changing form and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It can 
  remain in that form until it assumes another or until the 
  next sunrise. (If the base creature is not terrestrial, this 
  power might allow other forms.) 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. If 
  reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. (It can travel up to nine miles in 2 hours.) Any 
  additional damage dealt to a vampire forced into gaseous 
  form has no effect. Once at rest in its coffin, a vampire is 
  helpless. It regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
   
  Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster level 
  5th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Cleric Spells Prepared (5/5+1/4+1/3+1; save DC 15 + 
  spell level): 0 – inflict minor wounds x4, resistance; 1st – bless, 
  deathwatch, protection from goodD, resurgence*, sanctuary, 
  shield of faith; 2nd – death knell, descecrateD, hold person, silence, 
  resist energy; 3rd – briar web*, dispel magicD, magic circle 
  against good, prayer.  *Complete Divine. 
   
  DDomain Spell.  Domains: Evil (evil spells at +1 CL), 
  Magic (use spell completion or spell trigger activation 
  items as wizard of half Clr level). 
   
  Possessions: +1 dagger, +1 full plate, +1 heavy steel shield, 
  cloak of resistance +1, wand of fireball (CL 5th, 10 charges). 
  
  GRM5-04 The Lines are Blurred 
   
  Page 20 
  APPENDIX 4 – APL 10 
   
  ENCOUNTER 2 
   
   
   
   
  Vampire, Male Human Ftr6: CR 8; Medium Undead 
  (Augmented Humanoid (Human)); HD 6d12+6; hp 59; 
  Init +9; Spd 30 ft.; AC 26, touch 15, flat-footed 21 (+5 
  armor, +5 Dex, +6 natural); Base Atk/Grp: +6/+12; Atk 
  +12 melee (1d6+9 and energy drain, slam) or +13 ranged 
  (1d8+9/x3, +1 composite longbow (+6 Str bonus)); Full Atk 
  +12/+7 melee (1d6+9 and energy drain, slam) or +13/+8 
  ranged (1d8+9/x3, +1 composite longbow (+6 Str bonus)) or 
  +11/+11/+6 ranged (1d8+9/x3, +1 composite longbow (+6 Str 
  bonus)); SA blood drain, children of the night, dominate, 
  create spawn, energy drain; SQ alternate form, DR 
  10/silver and magic (Su), fast healing 5, gaseous form, 
  cold resistance 10 (Ex), electricity resistance 10 (Ex), 
  spider climb, +4 turn resistance (Ex), undead traits, 
  darkvision 60 ft.; AL NE; SV Fort +5 (+7), Ref +9 (+11), 
  Will +5 (+7); Str 22, Dex 20, Con –, Int 12, Wis 16, Cha 12. 
   
  Skills and Feats: Bluff +9, Climb +15, Hide +13, Jump 
  +15, Listen +13, Move Silently +13, Ride +14, Search +9, 
  Sense Motive +11, Spot +13; AlertnessB, Blind-Fight, 
  Combat 
  ReflexesB, 
  DodgeB, 
  Far 
  Shot, 
  Improved 
  InitiativeB, Improved Toughness*, Lightning ReflexesB, 
  Point Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus (composite longbow), Weapon Specialization 
  (composite longbow).  *Complete Warrior. 
   
  Languages: Common. 
   
  Skills: Vampires have a +8 racial bonus on Bluff, 
  Hide, Listen, Move Silently, Search, Sense Motive, and 
  Spot checks. 
   
  Blood Drain (Ex): A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the vampire 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action. (If the base creature is 
  not terrestrial, this power might summon other creatures 
  of similar power.) These creatures arrive in 2d6 rounds 
  and serve the vampire for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes. This is similar to 
  a gaze attack, except that the vampire must use a standard 
  action, and those merely looking at it are not affected. 
  Anyone the vampire targets must succeed on a Will save 
  or fall instantly under the vampire’s influence as though 
  by a dominate person spell (caster level 12th). The ability 
  has a range of 30 feet.  Save DC 14. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn (see the Vampire Spawn entry) 1d4 days 
  after burial.  
   
  If the vampire instead drains the victim’s 
  Constitution to 0 or lower, the victim returns as a spawn 
  if it had 4 or less HD and as a vampire if it had 5 or more 
  HD. In either case, the new vampire or spawn is under 
  the command of the vampire that created it and remains 
  enslaved until its master’s destruction. At any given time 
  a vampire may have enslaved spawn totaling no more 
  than twice its own Hit Dice; any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved 
  may create and enslave spawn of its own, so a master 
  vampire can control a number of lesser vampires in this 
  fashion. A vampire may voluntarily free an enslaved 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points. A vampire can use its energy drain ability once 
  per round.  Save DC 14. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast by a 
  12th-level character, except that the vampire does not 
  regain hit points for changing form and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It can 
  remain in that form until it assumes another or until the 
  next sunrise. (If the base creature is not terrestrial, this 
  power might allow other forms.) 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. If 
  reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. (It can travel up to nine miles in 2 hours.) Any 
  additional damage dealt to a vampire forced into gaseous 
  form has no effect. Once at rest in its coffin, a vampire is 
  helpless. It regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
   
  Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster level 
  5th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Possessions: +1 composite longbow (+6 Str bonus), +1 
  mithral chain shirt, cloak of resistance +2. 
  Vampire, Male Human Clr8 of Vecna: CR 10; Medium 
  Undead (Augmented Humanoid (Human)); HD 8d12+8; 
  hp 78; Init +6; Spd 30 ft.; AC 32, touch 12, flat-footed 30 
  
  GRM5-04 The Lines are Blurred 
   
  Page 21 
  (+10 armor, +4 shield, +2 Dex, +6 natural); Base Atk/Grp: 
  +6/+9; Atk +9 melee (1d6+4 and energy drain, slam) or 
  +10 melee (1d4+4/19-20, +1 dagger); Full Atk +9/+4 melee 
  (1d6+4 and energy drain, slam) or +10/+5 melee 
  (1d4+4/19-20, +1 dagger) or +10/+5 melee (1d4+4/19-20, 
  +1 dagger) and +4 melee (1d6+4 and energy drain, slam); 
  SA blood drain, children of the night, dominate, create 
  spawn, energy drain, spells, rebuke undead 7/day; SQ 
  alternate form, DR 10/silver and magic (Su), fast healing 
  5, gaseous form, cold resistance 10 (Ex), electricity 
  resistance 10 (Ex), spider climb, +4 turn resistance (Ex), 
  undead traits, darkvision 60 ft., aura, spontaneous casting; 
  AL NE; SV Fort +6 (+7), Ref +6 (+7), Will +11 (+12); Str 
  16, Dex 14, Con –, Int 12, Wis 21, Cha 18. 
   
  Skills and Feats: Bluff +12, Concentration +18, Hide 
  +10, Knowledge (religion) +12, Listen +15, Move Silently 
  +10, Search +9, Sense Motive +13, Spellcraft +13, Spot 
  +15; AlertnessB, Combat Casting, Combat ReflexesB, 
  DodgeB, 
  Domain 
  Spontaneity** 
  (Evil), 
  Improved 
  InitiativeB, Improved Toughness*, Lightning ReflexesB, 
  Skill Focus (Concentration).  *Complete Warrior, 
  **Complete Divine. 
   
  Languages: Common. 
   
  Skills: Vampires have a +8 racial bonus on Bluff, 
  Hide, Listen, Move Silently, Search, Sense Motive, and 
  Spot checks. 
   
  Blood Drain (Ex): A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the vampire 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action. (If the base creature is 
  not terrestrial, this power might summon other creatures 
  of similar power.) These creatures arrive in 2d6 rounds 
  and serve the vampire for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes. This is similar to 
  a gaze attack, except that the vampire must use a standard 
  action, and those merely looking at it are not affected. 
  Anyone the vampire targets must succeed on a Will save 
  or fall instantly under the vampire’s influence as though 
  by a dominate person spell (caster level 12th). The ability 
  has a range of 30 feet.  Save DC 18. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn (see the Vampire Spawn entry) 1d4 days 
  after burial.  
   
  If the vampire instead drains the victim’s 
  Constitution to 0 or lower, the victim returns as a spawn 
  if it had 4 or less HD and as a vampire if it had 5 or more 
  HD. In either case, the new vampire or spawn is under 
  the command of the vampire that created it and remains 
  enslaved until its master’s destruction. At any given time 
  a vampire may have enslaved spawn totaling no more 
  than twice its own Hit Dice; any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved 
  may create and enslave spawn of its own, so a master 
  vampire can control a number of lesser vampires in this 
  fashion. A vampire may voluntarily free an enslaved 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points. A vampire can use its energy drain ability once 
  per round.  Save DC 18. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast by a 
  12th-level character, except that the vampire does not 
  regain hit points for changing form and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It can 
  remain in that form until it assumes another or until the 
  next sunrise. (If the base creature is not terrestrial, this 
  power might allow other forms.) 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. If 
  reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. (It can travel up to nine miles in 2 hours.) Any 
  additional damage dealt to a vampire forced into gaseous 
  form has no effect. Once at rest in its coffin, a vampire is 
  helpless. It regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
   
  Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster level 
  5th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Cleric Spells Prepared (6/6+1/4+1/4+1/3+1; save DC 15 
  + spell level): 0 – inflict minor wounds x4, resistance x2; 1st – 
  bless, deathwatch, protection from goodD, resurgence* x2, 
  sanctuary, shield of faith; 2nd – death knell, descecrateD, hold 
  person, silence, resist energy; 3rd – briar web*, dispel magicD, 
  magic circle against good, prayer, protection from energy; 4th – 
  freedom of movement, poison, recitation*, unholy blightD.  
  *Complete Divine. 
   
  DDomain Spell.  Domains: Evil (evil spells at +1 CL), 
  Magic (use spell completion or spell trigger activation 
  items as wizard of half Clr level). 
   
  Possessions: +1 dagger, +2 full plate, +2 heavy steel shield, 
  cloak of resistance +1, wand of fireball (CL 8th, 5 charges), arcane 
  scroll of glitterdust (CL 3rd), arcane scroll of protection from 
  arrows (CL 3rd)¸ divine scroll of resist energy (fire) (CL 3rd), 
  divine scroll of resist energy (acid) (CL 3rd), divine scroll of resist 
  energy (sonic) (CL 3rd), arcane scroll of touch of idiocy (CL 3rd), 
  divine scroll of owl’s wisdom (CL 3rd). 
  
  GRM5-04 The Lines are Blurred 
   
  Page 22 
  ENCOUNTER 5 
   
   
   
   
  Fhorge: CR 9; Large Animal (Extraplanar); HD 12d8+63; 
  hp 120; Init +4; Spd 40 ft; AC 17, touch 9, flat-footed 17 (-
  1 size, +8 natural); Base Atk/Grp: +9/+22; Atk +18 melee 
  (1d8+13/19-20, bite); Full Atk +18 melee (1d8+13/19-20, 
  bite); Space/Reach: 10 ft./5 ft.; SA double damage on 
  charge, improved grab, rage, worry; SQ ferocity, low-light 
  vision, scent; AL N; SV Fort +13, Ref +8, Will +6; Str 29, 
  Dex 10, Con 21, Int 2, Wis 15, Cha 10.  Fiend Folio, page 
  72. 
   
  Skills and Feats: Hide -4, Listen +10, Spot +9; 
  Improved Critical (bite), Improved Initiative, Toughness, 
  Track, Weapon Focus (bite). 
   
  Description: The fhorge is a fierce hunter of the 
  Outlands. A cousin to the dire boars of the Material 
  Plane, the fhorge is tougher, meaner, and deadlier. 
  Fhorges claim no territory as their own; instead they 
  roam the land and follow whatever source of food is most 
  plentiful at the time.  An adult forge stands 5 feet tall at 
  the shoulder, and its muscular body slopes down toward 
  its smaller hindquarters like its boar cousins. It has a coat 
  of brown, black, or gray fur and small, beady eyes. The 
  fhorge’s most distinguishing trait is its head, or more 
  specifically its mouth. Like a crocodile’s the mouth of a 
  fhorge dominates it gnarled face. Large enough to engulf 
  a human, the mouth bristles with large razor-sharp teeth 
  and a set of four tusks.  The bizarre musculature of a 
  fhorge’s jaw fascinates those with interest in the animal 
  world – but those who have survived a fhorge encounter 
  have less flattering things to say about it. 
   
  Tactics: A fhorge’s strategy in a fight is simple: Shake 
  it until it’s dead. The creature charges into battle initially, 
  grabs hold of its prey in its cavernous mouth, and shakes 
  it until either the creature dies or the fhorge is slain by 
  another foe. 
   
  Improved Grab (Ex): If a fhorge hits an opponent 
  that is at least one size category smaller that itself with a 
  bite attack, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack of 
  opportunity (grapple bonus +22). If it gets a hold, it also 
  worries on the same round. Thereafter, the fhorge has the 
  option to conduct the grapple normally, or simply use its 
  bite to hold the opponent (-20 penalty on grapple check, 
  but the fhorge is not considered to be grappled). In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals worry damage. 
   
  Rage (Ex): A fhorge that takes damage in combat 
  flies into a berserk rage on its next turn and bites madly 
  until either it or its opponent is dead. The fhorge gains a 
  +4 bonus to Strength, a +4 bonus to Constitution, and a 
  +2 morale bonus on Will saves, but takes a -2 penalty to 
  Armor Class. The following changes are in effect as long 
  as the rage lasts: HD 12d8+87; hp 134; AC 15, touch 7, 
  flat-footed 15; Base Ark/Grp +9/+24; Full Attack bite +21 
  melee; Damage bite 1d8+15; SV Fort +15, Will +8, Str 33, 
  Con 25. A fhorge cannot end its rage voluntarily. 
   
  Worry (Ex): A fhorge that successfully gets a hold 
  on an opponent with its improved grab ability shakes the 
  victim violently back and forth. This attack deals bite 
  damage each round until the victim breaks free, the 
  fhorge is slain, or the victim dies. 
   
  Ferocity (Ex): A fhorge is such a tenacious 
  combatant that it continues to fight without penalty even 
  while disabled or dying. 
   
  Scent (Ex): A fhorge can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
  
  GRM5-04 The Lines are Blurred 
   
  Page 23 
  APPENDIX 5 – APL 12 
   
  ENCOUNTER 2 
   
   
   
   
  Vampire, Male Human Ftr8: CR 10; Medium Undead 
  (Augmented Humanoid (Human)); HD 8d12+8; hp 78; 
  Init +9; Spd 30 ft.; AC 27, touch 15, flat-footed 22 (+6 
  armor, +5 Dex, +6 natural); Base Atk/Grp: +8/+14; Atk 
  +14 melee (1d6+9 and energy drain, slam) or +15 ranged 
  (1d8+9/19-20/x3, +1 composite longbow (+6 Str bonus)); Full 
  Atk +14/+9 melee (1d6+9 and energy drain, slam) or 
  +15/+10 ranged (1d8+9/19-20/x3, +1 composite longbow (+6 
  Str bonus)) or +13/+13/+8 ranged (1d8+9/19-20/x3, +1 
  composite longbow (+6 Str bonus)); SA blood drain, children 
  of the night, dominate, create spawn, energy drain; SQ 
  alternate form, DR 10/silver and magic (Su), fast healing 
  5, gaseous form, cold resistance 10 (Ex), electricity 
  resistance 10 (Ex), spider climb, +4 turn resistance (Ex), 
  undead traits, darkvision 60 ft.; AL NE; SV Fort +6 (+9), 
  Ref +9 (+12), Will +5 (+8); Str 22, Dex 21, Con –, Int 12, 
  Wis 16, Cha 12. 
   
  Skills and Feats: Bluff +9, Climb +17, Hide +13, Jump 
  +17, Listen +13, Move Silently +13, Ride +16, Search +9, 
  Sense Motive +11, Spot +13; AlertnessB, Blind-Fight, 
  Combat ReflexesB, DodgeB, Far Shot, Improved Critical 
  (composite longbow), Improved InitiativeB, Improved 
  Toughness*, Lightning ReflexesB, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus (composite 
  longbow), Weapon Specialization (composite longbow).  
  *Complete Warrior. 
   
  Languages: Common. 
   
  Skills: Vampires have a +8 racial bonus on Bluff, 
  Hide, Listen, Move Silently, Search, Sense Motive, and 
  Spot checks. 
   
  Blood Drain (Ex): A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the vampire 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action. (If the base creature is 
  not terrestrial, this power might summon other creatures 
  of similar power.) These creatures arrive in 2d6 rounds 
  and serve the vampire for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes. This is similar to 
  a gaze attack, except that the vampire must use a standard 
  action, and those merely looking at it are not affected. 
  Anyone the vampire targets must succeed on a Will save 
  or fall instantly under the vampire’s influence as though 
  by a dominate person spell (caster level 12th). The ability 
  has a range of 30 feet.  Save DC 15. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn (see the Vampire Spawn entry) 1d4 days 
  after burial.  
   
  If the vampire instead drains the victim’s 
  Constitution to 0 or lower, the victim returns as a spawn 
  if it had 4 or less HD and as a vampire if it had 5 or more 
  HD. In either case, the new vampire or spawn is under 
  the command of the vampire that created it and remains 
  enslaved until its master’s destruction. At any given time 
  a vampire may have enslaved spawn totaling no more 
  than twice its own Hit Dice; any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved 
  may create and enslave spawn of its own, so a master 
  vampire can control a number of lesser vampires in this 
  fashion. A vampire may voluntarily free an enslaved 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points. A vampire can use its energy drain ability once 
  per round.  Save DC 15. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast by a 
  12th-level character, except that the vampire does not 
  regain hit points for changing form and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It can 
  remain in that form until it assumes another or until the 
  next sunrise. (If the base creature is not terrestrial, this 
  power might allow other forms.) 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. If 
  reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. (It can travel up to nine miles in 2 hours.) Any 
  additional damage dealt to a vampire forced into gaseous 
  form has no effect. Once at rest in its coffin, a vampire is 
  helpless. It regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
   
  Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster level 
  5th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Possessions: +1 composite longbow (+6 Str bonus), +2 
  mithral chain shirt, cloak of resistance +3. 
  
  GRM5-04 The Lines are Blurred 
   
  Page 24 
  Vampire, Male Human Clr10 of Vecna: CR 12; 
  Medium Undead (Augmented Humanoid (Human)); HD 
  10d12+10; hp 98; Init +6; Spd 30 ft.; AC 34, touch 12, flat-
  footed 32 (+11 armor, +5 shield, +2 Dex, +6 natural); Base 
  Atk/Grp: +7/+10; Atk +10 melee (1d6+4 and energy drain, 
  slam) or +11 melee (1d4+4/19-20, +1 dagger); Full Atk 
  +10/+5 melee (1d6+4 and energy drain, slam) or +11/+6 
  melee (1d4+4/19-20, +1 dagger) or +11/+6 melee 
  (1d4+4/19-20, +1 dagger) and +5 melee (1d6+4 and energy 
  drain, slam); SA blood drain, children of the night, 
  dominate, create spawn, energy drain, spells, rebuke 
  undead 7/day; SQ alternate form, DR 10/silver and magic 
  (Su), fast healing 5, gaseous form, cold resistance 10 (Ex), 
  electricity resistance 10 (Ex), spider climb, +4 turn 
  resistance (Ex), undead traits, darkvision 60 ft., aura, 
  spontaneous casting; AL NE; SV Fort +7 (+9), Ref +7 (+9), 
  Will +12 (+14); Str 16, Dex 14, Con –, Int 12, Wis 21, Cha 
  18. 
   
  Skills and Feats: Bluff +12, Concentration +20, Hide 
  +10, Knowledge (religion) +14, Listen +15, Move Silently 
  +10, Search +9, Sense Motive +13, Spellcraft +15, Spot 
  +15; AlertnessB, Combat Casting, Combat ReflexesB, 
  DodgeB, 
  Domain 
  Spontaneity** 
  (Evil), 
  Improved 
  Counterspell, 
  Improved 
  InitiativeB, 
  Improved 
  Toughness*, 
  Lightning 
  ReflexesB, 
  Skill 
  Focus 
  (Concentration).  *Complete Warrior, **Complete Divine. 
   
  Languages: Common. 
   
  Skills: Vampires have a +8 racial bonus on Bluff, 
  Hide, Listen, Move Silently, Search, Sense Motive, and 
  Spot checks. 
   
  Blood Drain (Ex): A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, dealing 
  1d4 points of Constitution drain each round the pin is 
  maintained. On each such successful attack, the vampire 
  gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can call 
  forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 
  3d6 wolves as a standard action. (If the base creature is 
  not terrestrial, this power might summon other creatures 
  of similar power.) These creatures arrive in 2d6 rounds 
  and serve the vampire for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes. This is similar to 
  a gaze attack, except that the vampire must use a standard 
  action, and those merely looking at it are not affected. 
  Anyone the vampire targets must succeed on a Will save 
  or fall instantly under the vampire’s influence as though 
  by a dominate person spell (caster level 12th). The ability 
  has a range of 30 feet.  Save DC 19. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rises as a 
  vampire spawn (see the Vampire Spawn entry) 1d4 days 
  after burial.  
   
  If the vampire instead drains the victim’s 
  Constitution to 0 or lower, the victim returns as a spawn 
  if it had 4 or less HD and as a vampire if it had 5 or more 
  HD. In either case, the new vampire or spawn is under 
  the command of the vampire that created it and remains 
  enslaved until its master’s destruction. At any given time 
  a vampire may have enslaved spawn totaling no more 
  than twice its own Hit Dice; any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires or vampire spawn. A vampire that is enslaved 
  may create and enslave spawn of its own, so a master 
  vampire can control a number of lesser vampires in this 
  fashion. A vampire may voluntarily free an enslaved 
  spawn in order to enslave a new spawn, but once freed, a 
  vampire or vampire spawn cannot be enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels. For each 
  negative level bestowed, the vampire gains 5 temporary 
  hit points. A vampire can use its energy drain ability once 
  per round.  Save DC 19. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action. This ability is similar to a polymorph spell cast by a 
  12th-level character, except that the vampire does not 
  regain hit points for changing form and must choose 
  from among the forms mentioned here. While in its 
  alternate form, the vampire loses its natural slam attack 
  and dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It can 
  remain in that form until it assumes another or until the 
  next sunrise. (If the base creature is not terrestrial, this 
  power might allow other forms.) 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. If 
  reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape. It must 
  reach its coffin home within 2 hours or be utterly 
  destroyed. (It can travel up to nine miles in 2 hours.) Any 
  additional damage dealt to a vampire forced into gaseous 
  form has no effect. Once at rest in its coffin, a vampire is 
  helpless. It regains 1 hit point after 1 hour, then is no 
  longer helpless and resumes healing at the rate of 5 hit 
  points per round. 
   
  Gaseous Form (Su): As a standard action, a vampire 
  can assume gaseous form at will as the spell (caster level 
  5th), but it can remain gaseous indefinitely and has a fly 
  speed of 20 feet with perfect maneuverability. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Cleric Spells Prepared (6/6+1/5+1/4+1/4+1/3+1; save 
  DC 15 + spell level): 0 – inflict minor wounds x4, resistance 
  x2; 1st – bless, deathwatch, protection from goodD, resurgence* 
  x2, sanctuary, shield of faith; 2nd – death knell, descecrateD, hold 
  person, silence x2, resist energy; 3rd – briar web*, dispel magicD, 
  magic circle against good, prayer, protection from energy; 4th – 
  freedom of movement, poison, recitation* x2, unholy blightD; 5th 
  – flame strike, slay living, spell resistanceD, unhallow. 
  *Complete Divine. 
   
  DDomain Spell.  Domains: Evil (evil spells at +1 CL), 
  Magic (use spell completion or spell trigger activation 
  items as wizard of half Clr level). 
  
  GRM5-04 The Lines are Blurred 
   
  Page 25 
   
  Possessions: +1 dagger, +3 full plate, +3 heavy steel shield, 
  cloak of resistance +2, wand of fireball (CL 10th, 5 charges), 
  arcane scroll of glitterdust (CL 3rd), arcane scroll of protection 
  from arrows (CL 3rd)¸ divine scroll of resist energy (fire) (CL 3rd), 
  divine scroll of resist energy (acid) (CL 3rd), divine scroll of resist 
  energy (sonic) (CL 3rd), arcane scroll of touch of idiocy (CL 3rd), 
  divine scroll of owl’s wisdom (CL 3rd). 
  ENCOUNTER 5 
   
   
   
   
  Fhorge, Advanced: CR 11; Huge Animal (Extraplanar); 
  HD 15d8+108; hp 171; Init +3; Spd 40 ft; AC 18, touch 7, 
  flat-footed 18 (-2 size, -1 Dex, +11 natural); Base Atk/Grp: 
  +11/+32; Atk +23 melee (2d6+19/19-20, bite); Full Atk 
  +23 melee (2d6+19/19-20, bite); Space/Reach: 15 ft./10 ft.; 
  SA double damage on charge, improved grab, rage, worry; 
  SQ ferocity, low-light vision, scent; AL N; SV Fort +16, 
  Ref +8, Will +8; Str 37, Dex 8, Con 25, Int 2, Wis 15, Cha 
  10.  Fiend Folio, page 72. 
   
  Skills and Feats: Hide -7, Listen +11, Spot +11; 
  Improved Critical (bite), Improved Initiative, Large and 
  In Charge*, Toughness, Track, Weapon Focus (bite).  
  *Draconomicon. 
   
  Description: The fhorge is a fierce hunter of the 
  Outlands. A cousin to the dire boars of the Material 
  Plane, the fhorge is tougher, meaner, and deadlier. 
  Fhorges claim no territory as their own; instead they 
  roam the land and follow whatever source of food is most 
  plentiful at the time.  An adult forge stands 5 feet tall at 
  the shoulder, and its muscular body slopes down toward 
  its smaller hindquarters like its boar cousins. It has a coat 
  of brown, black, or gray fur and small, beady eyes. The 
  fhorge’s most distinguishing trait is its head, or more 
  specifically its mouth. Like a crocodile’s the mouth of a 
  fhorge dominates it gnarled face. Large enough to engulf 
  a human, the mouth bristles with large razor-sharp teeth 
  and a set of four tusks.  The bizarre musculature of a 
  fhorge’s jaw fascinates those with interest in the animal 
  world – but those who have survived a fhorge encounter 
  have less flattering things to say about it. 
   
  Tactics: A fhorge’s strategy in a fight is simple: Shake 
  it until it’s dead. The creature charges into battle initially, 
  grabs hold of its prey in its cavernous mouth, and shakes 
  it until either the creature dies or the fhorge is slain by 
  another foe. 
   
  Improved Grab (Ex): If a fhorge hits an opponent 
  that is at least one size category smaller that itself with a 
  bite attack, it deals normal damage and attempts to start a 
  grapple as a free action without provoking an attack of 
  opportunity (grapple bonus +32). If it gets a hold, it also 
  worries on the same round. Thereafter, the fhorge has the 
  option to conduct the grapple normally, or simply use its 
  bite to hold the opponent (-20 penalty on grapple check, 
  but the fhorge is not considered to be grappled). In either 
  case, each successful grapple check it makes during 
  successive rounds automatically deals worry damage. 
   
  Rage (Ex): A fhorge that takes damage in combat 
  flies into a berserk rage on its next turn and bites madly 
  until either it or its opponent is dead. The fhorge gains a 
  +4 bonus to Strength, a +4 bonus to Constitution, and a 
  +2 morale bonus on Will saves, but takes a -2 penalty to 
  Armor Class. The following changes are in effect as long 
  as the rage lasts: HD 15d8+138; hp 201; AC 16, touch 5, 
  flat-footed 16; Base Atk/Grp +11/+34; Atk/Full Atk +25 
  melee (2d6+22/19-20, bite); SV Fort +18, Will +10, Str 41, 
  Con 29. A fhorge cannot end its rage voluntarily. 
   
  Worry (Ex): A fhorge that successfully gets a hold 
  on an opponent with its improved grab ability shakes the 
  victim violently back and forth. This attack deals bite 
  damage each round until the victim breaks free, the 
  fhorge is slain, or the victim dies. 
   
  Ferocity (Ex): A fhorge is such a tenacious 
  combatant that it continues to fight without penalty even 
  while disabled or dying. 
   
  Scent (Ex): A fhorge can detect approaching 
  enemies, sniff out hidden foes, and track by sense of 
  smell. 
  
  GRM5-04 The Lines are Blurred 
   
  Page 26 
  DM AID – MAP OF GRAN MARCH 
   
   
   
  
  GRM5-04 The Lines are Blurred 
   
  Page 27 
  DM AID – MAP #1 
   
   
   
  
  GRM5-04 The Lines are Blurred 
   
  Page 28 
  DM AID – MAP #2 
   
   
   
  
  GRM5-04 The Lines are Blurred 
   
  Page 29 
  DM AID – MAP #3 
   
   
   
  
  GRM5-04 The Lines are Blurred 
   
  Page 30 
  DM AID – NEW RULES ITEMS 
  NEW FEATS 
  Augment Healing (Complete Divine) 
   
  Prerequisite: Heal 4 ranks. 
   
  Benefit: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you 
  cast. 
  Close-Quarters Fighting (Complete Warrior) 
   
  You are skilled at fighting close range and resisting grapple attempts. 
   
  Prerequisites: BAB +3. 
   
  Benefit: You gain an attack of opportunity whenever an enemy attempts to grapple you, even if the enemy has a 
  feat or special ability that would normally bypass the attack. If you deal damage with this attack, the enemy fails to start 
  the grapple unless it has the Improved Grapple feat or a special ability such as improved grab. If the enemy has such an 
  ability, you may add the damage you deal as a bonus on your opposed check to resist being grappled. This feat does not 
  give you extra attacks of opportunity during a round or allow you to make an attack of opportunity when you would be 
  denied one for being surprised, helpless or in a similar situation. 
   
  For example, an ogre attempts to grapple Tordek.  Tordek gains an attack of opportunity, hits, and causes damage.  
  Since the ogre does not have any sort of grappling special ability or feat, it fails to start a grapple.  Then an ankheg – a 
  creature with the improved grab special ability – attempts to grapple Tordek.  He takes an attack of opportunity, hits, 
  and deals 10 points of damage to the creature.  Tordek than adds +10 to his opposed check to resist being grappled. 
   
  Normal: Creatures with Improved Grapple, improved grab, or similar feats or special abilities do not provoke 
  attacks of opportunity when they attempt to start a grapple. 
   
  Special: A fighter may select Close-Quarters Fighting as one of his fighter bonus feats. 
  Domain Spontaneity (Complete Divine) 
    
  You are so familiar with one of your domains that you can convert other prepared spells into spells from that 
  domain. 
   
  Prerequisites: Ability to turn or rebuke undead. 
   
  Benefit: Each time you take this feat, choose a domain that you have access to. You may now convert prepared 
  divine spells into any spell from that domain. You expend a spell of equal or higher level, as well as expending one of 
  your daily turn undead attempts. This works just as good clerics spontaneously cast prepared spells as cure spells. 
   
  Special: You can take this feat multiple times. Each time you take the feat, it applies to a new domain. 
  Extra Smiting (Complete Warrior) 
   
  You can make more smite attacks. 
   
  Prerequisites: Smite ability, BAB +4. 
   
  Benefit: When you take this feat, you gain two extra attempts to smite per day. Use whatever smite ability you 
  have (the paladin’s smite evil ability or the hunter of the dead’s ability to smite undead, for example). 
   
  Special: You can take this feat multiple times. Its effects stack. 
  Improved Toughness (Complete Warrior) 
   
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to you current Hit Dice. Each time you gain a HD (such as by 
  gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats. 
  Large and In Charge (Draconomicon) 
   
  You can prevent opponents from closing inside your reach. 
   
  Prerequisites: Natural reach of 10 feet or more, size Large or larger. 
   
  Benefit: When you make a successful attack of opportunity against an opponent that is moving inside your 
  threatened area, you can force the opponent back to the 5-foot space it was in before it provoked the attack of 
  opportunity.  After you hit with your attack of opportunity, make an opposed Strength check against your opponent.  
  You gain a +4 bonus for each size category larger than your opponent you are, and an additional +1 bonus for each 5 
  points of damage you dealt with your attack of opportunity.  If you win the opposed check, your opponent is pushed 
  back 5 feet into the space it just left.  An opponent you push cannot move any farther in this round. 
  
  GRM5-04 The Lines are Blurred 
   
  Page 31 
  Sacred Vengeance (Complete Warrior) 
   
  You can channel energy to deal extra damage against undead in melee. 
   
  Benefit: As a free action, spend on of your turn undead attempts to add 2d6 points of damage to all your successful 
  melee attacks against undead until the end of the current round. 
  Zen Archery (Complete Warrior) 
   
  Your intuition guides your hand when you use a ranged weapon. 
   
  Prerequisites: Wis 13, BAB +1. 
   
  Benefit: You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack roll. 
  NEW ITEMS 
  Death Ward Armor Special Ability (Complete Arcane) 
   
  Once per day, someone wearing armor enhanced by this special ability who is struck with a death effect (death 
  spells, magical death effects, energy drain, and any negative energy effects such as those from inflict spells or chill touch) 
  can ignore the effect.  Moderate Necromancy; CL 7th; Craft Magic Arms and Armor, death ward, Price: +1 bonus. 
  Vest of Resistance (Complete Arcane) 
   
  These garments offer magic protection in the form of a +1 to +5 bonus on all saving throws.  Faint abjuration; CL: 
  5th; Prerequisites: Craft Wondrous Item, resistance, creator’s CL must be at least three times the vest’s bonus; Market Price: 
  1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight: 1 lb. 
  NEW SPELLS 
  Briar Web (Complete Divine) 
  Transmutation 
  Level: Clr 3, Drd 2, Rgr 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Plants in a 20 ft. radius spread 
  Duration: 1 minute/level 
  Saving Throw: Reflex negates; see text 
  Spell Resistance: No 
   
  This spell causes grasses, weeds, bushes, and even trees to grow thorns and then wrap and twist around creatures in 
  or entering the area. Creatures that make their save against this spell are unaffected other than having to move at half 
  speed within the area of effect. If a creature fails its initial saving throw, it has three options: stay perfectly still, attempt 
  to break free from the thorns, or continue to act normally. 
   
  A creature that fails its save but stands perfectly still is entangled (-2 attack, -4 Dexterity), but experiences no other 
  effect and takes no damage.  Anyone entangled in this way loses the entangled condition if they leave the area of the 
  spell. 
   
  Each round in which a creature remains in the area, it may spend a full round action extricating themselves from 
  the thorns.  Doing so allows for a new saving throw.  If successful, the creature is unaffected by the thorns except it may 
  only move at half speed in the area of the spell.  Successfully breaking free in this way is the only thing a character can 
  do that does not cause thorn damage to the character.  A failed attempt to break free deals the normal 2d6 thorn piercing 
  damage.  
   
  Those that attempt actions (such as attack, cast a spell with a somatic component, or move) take 2d6 points of 
  piercing damage from the thorns.  A creature that tries to cast a spell must also make a Concentration check (DC 15 + 
  spell level + damage dealt) or lose the spell. 
   
  The plants provide cover.  A creature 5 feet away has cover.  Creatures separated by 20 or more feet of briar webs 
  have total cover. 
  Deific Vengeance (Complete Divine) 
  Conjuration (Summoning) 
  Level: Clr 2, Purification 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: Instantaneous  
  
  GRM5-04 The Lines are Blurred 
   
  Page 32 
  Saving Throw: Will half 
  Spell Resistance: Yes 
   
  When you cast this spell, you call out to a deity, listing the crimes of your target and urging the deity to punish the 
  miscreant. (The target’s alignment is irrelevant to the success of the spell.) The divine power of the angry deity imposes 
  the punishment in the form of a sharp, spiritual blow to the target. This attack hits automatically and deals 1d6 points of 
  damage per two caster levels (maximum 5d6), or 1d6 points per caster level (maximum 10d6) if the target is undead. A 
  successful Will saving throw reduces the damage by half. 
  Recitation (Complete Divine) 
  Conjuration (Creation) 
  Level: Clr 4, Purification 3  
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 60 ft. 
  Area: All allies and foes within a 60-ft.-radius burst centered on you 
  Duration: 1 round/level  
  Saving Throw: None 
  Spell Resistance: Yes 
   
  By reciting a sacred passage or declaration, you invoke your deity’s blessing upon yourself and your allies while 
  causing confusion and weakness among your enemies. The spell affects all allies and foes within the spell’s area at the 
  moment you cast it. Your allies gain a +2 luck bonus on attack rolls and saving throws, or a +3 luck bonus if they worship 
  the same patron deity as you. Enemies suffer a -2 luck penalty on attack rolls and saving throws. After casting the spell, 
  you are free to take further actions during the spell’s duration as you see fit. 
   
  Divine Focus: In addition to your holy symbol, this spell requires a sacred text as divine focus. 
  Resurgence (Complete Divine) 
  Abjuration 
  Level: Blackguard 1, Clr 1, Pal 1  
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  By laying hands on a creature and saying a brief prayer, you can convince a higher power to grant a second chance 
  to one of your allies. The target of a resurgence spell can make a second attempt to save against an ongoing spell, spell-like 
  ability, or supernatural ability, such as dominate person, a chaos beast’s corporeal instability, or the sickening effect (but 
  not the damage) from unholy blight. If the target of resurgence is subject to more than one ongoing magic effect, the target 
  chooses one of them to retry the save against. If the subject succeeds at the saving throw on the second attempt, the 
  effect ends immediately. Resurgence never restores hit points or ability score damage, but it does eliminate any 
  conditions such as shaken, fatigued, or nauseated, that were caused by the spell, spell-like ability, or supernatural ability. 
  If a spell, spell-like ability, or supernatural ability doesn’t allow a save (such as power word stun), the resurgence won’t 
  help the subject recover. 
  Vigor, Lesser (Complete Divine) 
  Conjuration (Healing) 
  Level: Clr 1, Drd 1 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Living creature touched 
  Duration: 10 rounds + 1 round/level (max 15 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  With a touch of your hand, you boost the subject’s life energy, granting him or her the fast healing ability for the 
  duration of the spell.  The subject heals 1 hit point per round of such damage until the spells ends and is automatically 
  stabilized if he or she begins dying from hit point loss during that time.  Lesser vigor does not restore hit points lost from 
  starvation, thirst, suffocation, nor does it allow a creature to regrow or attach lost body parts.  The effects of multiple 
  
  GRM5-04 The Lines are Blurred 
   
  Page 33 
  vigor spells do not stack; only the highest-level effect applies.  Applying a second vigor spell of equal level extends the 
  first spell’s duration by the full duration of the second spell. 
  Vigor, Mass Lesser (Complete Divine) 
  Conjuration (Healing) 
  Level: Clr 3, Drd 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Target: One creature/two levels, no two of which can be more than 30 ft. apart 
  Duration: 10 rounds + 1 round/level (max 25 rounds) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  You invoke healing energy over a group of creatures, granting each the fast healing ability for the duration of the 
  spell.  Each subject heals 1 hit point per round of such damage and is automatically stabilized if he or she begins dying 
  from hit point loss during that time.  Mass lesser vigor does not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not 
  stack; only the highest-level effect applies.  Applying a second vigor spell of equal level extends the first spell’s duration 
  by the full duration of the second spell. 
   
  
  GRM5-04 The Lines are Blurred 
   
  Page 34 
  PLAYER HANDOUT #1 
   
  Hunter Cartman, 
  There is a great need for some of your men at Fort 
  Endurance, please send someone with all possible haste as there 
  are signs of undead here the past few days. When your men 
  arrive have them report to me as soon as possible. 
   
  Yours in the Light, 
  Corporal Braxton 
   
  
  GRM5-04 The Lines are Blurred 
   
  Page 35 
  PLAYER HANDOUT #2 
   
  Please get this message to Hunter Cartman in Buxton’s Crossing. 
   
   
  Hunter Cartman,  
   
  I was captured by undead at the edge of the Dim after a great battle. I do 
  not know why they keep me alive. There are others alive too, but they 
  are farmers from outside the Dim and one elf who cannot speak. The 
  leader of the undead is a wraith named Malkisharn. He keeps telling his 
  minions that they are to lead the fighters into the Dim. He wants us to 
  believe he is forming an army here. But sir, I heard him speaking to 
  someone he called Martin. He said this is all a feint and his plan was to 
  return to the east where no one would be looking for him. He said that 
  many people died there and it would be easy to find what he needs. He left 
  this morning and I do not think that I will survive very long, these 
  undead look hungrily at us all. 
   
  May the Sunfather protect our souls, 
  Jalon Helfreich 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Gran March/GRM5-04 - Lines Are Blurred.pdf