TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form 
  without permission of the author.  To learn more about the Open Gaming License and the d20 system license, please 
  visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, 
  Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario 
  is intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  GRMN3-01 
   
   
   
   
   
  Pilgrimage 
   
  A One-Round D&D LIVING GREYHAWK®  
  Gran March Regional Introductory Scenario 
  Version 1.0 
  Round 1 
  by Joe Masdon 
   
   
  A man with a malevolent past has been bathed in the Blinding Light and has taken the first step on the One True 
  Path.  The next steps of his path lead him on a pilgrimage from Buxton’s Crossing to the Halls of Purity in 
  Hookhill.  The Church of Pholtus asks you to aid him walking the physical path that he might survive long enough 
  to learn if his future holds redemption. An introductory scenario for parties consisting of 1st-level characters ONLY.
  
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
  That said, you as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, the 
  players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons 
  & Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase 
  the player text instead of reading it aloud. Some of this 
  text is general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Preparation  
   
   
   
   
  Time Units and Upkeep 
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
  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. 
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly important 
  passages.  
  Adventure Background 
  The Church of Pholtus in Gran March is facing a crisis. 
   Many years ago, it was growing rapidly and on its 
  way, its leaders believed, to being a dominant force in 
  Gran March politics.  The well-documented events of 
  the Penbroke Massacre of CY 570 erased all of the 
  political progress the church had made and slowed its 
  growth to a trickle.  To its credit, few members of the 
  church left the faith over that incident.  Most regarded 
  it as a failure of mortal vessels to lovingly and properly 
  apply the message of Pholtus.  Other Gran March 
  citizens have not been so generous.  While even the 
  lay-members of the faithful of Pholtus are among the 
  most devout worshippers anywhere, the church saw 
  little growth for many years.  The leadership of the 
  Church tended to the needs of Gran March, preached 
  selfless devotion, and avoided the scrutiny of the 
  Commandant in hopes that Penbroke would be 
  forgotten in time. 
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Such horrors are rarely forgotten.  Citizens who fear the 
  degree of devotion that Pholtus inspires in his followers 
  constantly remind the Pholtans in Gran March of the 
  transgressions of those few at Penbroke.  Shining 
  Master Orden Maxwell, leader of the Gran March 
  Church is frustrated by the stigma that looms over 
  every action the Pholtans take in Gran March.  While 
  he has been able to suffer suppression quietly for many 
  years, recent events have forced him to once again 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
  Pilgrimage 
   
  Page 2 
  
  make an effort to bring the Blinding Light to the needy 
  masses. 
  In recent years, the influx of refugees from Geoff has 
  been both a source of growth and a cause for concern 
  for the Church.  Many of the refugees entering Gran 
  March have had their homes and faith destroyed and 
  are in desperate need of order and faith in their lives.  
  The clergy of Pholtus offers both physical and spiritual 
  support to those needy people.  The refugees that find 
  the path to Pholtus readily embrace the security and 
  order the faith brings and are often among the most 
  fanatical worshippers of an already devout following.  
  However, many of the refugees that are forced to leave 
  their homes behind bring their faith with them.  Many 
  new religions, Pelor among them, are growing in Gran 
  March, much faster than the existing churches are 
  growing.  Shining Master Orden Maxwell has issued 
  instructions to his clerics that the time has come for the 
  Church of Pholtus to reassert itself.  The time of 
  preaching against other faiths is past, the Shining 
  Master teaches.  The way to truly reach new followers 
  is to reach out and provide aid.  The Shining Master is a 
  very wise man and he knows that many people resent 
  aid, even while accepting it.  In words to his immediate 
  subordinates he said,  
  “While many look to Pholtus and some look to other, 
  lesser entities for aid, there are those that are full of 
  mortal pride and become angered when given aid, even 
  as they beg for it.  Soldiers, arcane casters and 
  adventurers in particular pride themselves on their 
  fierce ability to support themselves without any need 
  for divine guidance.  Sadly, many of these wandering 
  individuals go on to be leaders of towns, knighthoods 
  and guilds.  To reach these potential followers and 
  supporters and show them what is missing in their lives 
  requires a different approach.  The church must appeal 
  to these individuals for help when the church has need. 
   Exposure to Pholtus and the One True Path will 
  certainly make a favorable impression if the faithful are 
  humble and devout.  These wandering souls will see 
  how Pholtus tends to the needs of his followers.  
  Pholtus and his faithful will then be present in their 
  minds when the time comes that they find themselves in 
  need.  If these people turn to the Church when they feel 
  that they are in need, they will come to realize that only 
  the One True Path will always provide for their needs.  
  In the end, many will come to understand that Pholtus 
  is their only salvation from an eternity of torment and 
  those souls will be saved.  Bringing lost souls to the 
  One True Path is our holiest mission, and one long 
  neglected.” 
  Despite the obvious political overtones of his statement, 
  the Shining Master is not interested in using deception 
  to increase the Church’s influence among adventurers 
  and soldiers.  He has given strict orders that 
  adventurers, soldiers and others that are hired by the 
  Church are to be employed for legitimate reasons, and 
  are not to be treated badly.  The main focus of this 
  effort is to be targeted at adventurers and soldiers just 
  beginning their dangerous careers.  Those that advance 
  through too many dangers before coming to Pholtus 
  often begin to have delusions of their own divinity and 
  are beyond help. 
  The Pilgrims of Purity   
  There are a surprising number of clerics of other gods 
  that convert to the One True Path.  Clerics and paladins 
  who turn to Pholtus spend time in contemplation and 
  atonement as Pilgrims of Purity.  A compound in 
  Hookhill houses these special followers of Pholtus, and 
  few followers of the Blinding Light ever enter its halls. 
   Those that emerge with newfound devotion to Pholtus 
  are unbending in their convictions, and often show 
  others the way to the One True Path.  
  Adventure Summary  
  The only church of Pholtus in Buxton’s Crossing is a 
  small medical building overseen by Combat Specialist 
  (Master) Ferin.  Master Ferin is a considerable oddity 
  in the army and the Church of Pholtus as well.  He is 
  very old (77) for a human and has been in the military 
  for 62 years.  He was made a Combat Specialist when 
  his training was complete and has refused every 
  promotion since.  He has advanced in the Church of 
  Pholtus to the Order of the Shinig Light, but he seeks to 
  go no further there either.  While just a Combat 
  Specialist, he is afforded considerable freedoms in the 
  exercise of his duties.  He is more often called by his 
  ecclesiastical title of Master than his military title of 
  Combat Specialist, a very unusual situation.  He is part 
  of the headquarters unit, as his advanced age prevents 
  him from operating in the field except in dire 
  emergencies, usually involving undead.  His lifelong 
  faith in Pholtus is unshakable.  One week ago, he 
  awoke to find a man, rain-soaked and bleeding, 
  huddled on the shrine altar.  The man was shivering 
  badly and burning with fever.  Upon inspection, Master 
  Ferin noted that the man wore the symbol of Erythnul, 
  god of slaughter.  Taken aback for a moment, Master 
  Ferin did not immediately heal the man.  He was 
  preparing to summon the elector’s file when the man 
  sputtered out the words, “Please, Pholtus save me.”  
  Master Ferin turned back to the man and examined him 
  with the power of the Blinding Light.  While there was 
  once evil in him, Pholtus cleansed away the shadows 
  and revealed the truth to Master Ferin; There was no 
  longer evil in the man, just deep regret and an aching 
  Pilgrimage 
   
  Page 3 
  
  need to make things right.  Master Ferin washed away 
  the fever and wounds with the power of Pholtus.  While 
  the man slept, Master Ferin summoned the elector’s 
  file. They discovered the following: 
  • 
  The man’s name is Belgrum. 
  • 
  He has been a cleric of Erythnul, and worse, a 
  Ravager.  (For details on the Ravagers, see Sword 
  and Fist, pages 33-34 and 50-52.) 
  • 
  He is from the Bone March.  
  • 
  He does not know how he got here.  He has no 
  memory of traveling to Gran March, much less to 
  the center of it. 
  • 
  Over the past year, as Erythnul has demanded 
  greater slaughter from him, he has felt his faith and 
  power waning. 
  • 
  His last memory was of a slaughter in a village 
  along the southern reaches of the Bone March.  He 
  was poised to strike down a helpless woman and 
  she turned to him, peaceful and serene.  She wore 
  the symbol of the full moon, partially eclipsed by a 
  smaller crescent moon.  His rage left him and 
  confusion filled the void.  It was the first time 
  Belgrum had seen this symbol and it seized him 
  like a tornado.  The woman reached out to him and 
  said, “You walk the wrong path.  Another life has 
  been chosen for you.”  Before he could respond, 
  another of his band struck down the woman from 
  behind.  He recalls turning on his evil band, cutting 
  into them with desperate fury, needing to stop the 
  slaughter in the only way he knew how.  He was 
  cut many times, and should have died.  As he fell, 
  there was a blinding light and he heard himself 
  saying, “Save me Pholtus.”  Then he was with 
  Master Ferin. 
  • 
  He is repentant of his faith in Erythnul.  He wants 
  to do good, but has no idea how.  Violence and 
  slaughter are the only ways he knows how to deal 
  with confrontation and people.  He has no social 
  skills that do not involve killing.  Rather than cause 
  more harm, he plans to keep to himself until the 
  clerics of Pholtus can teach him. 
  • 
  He seeks to follow the One True Path 
  Other notable information: 
  Being a cleric of Erythnul is not presently against the 
  law in Gran March, but adventurers or soldiers have 
  usually killed those that have been encountered here. 
  While the 12th battle regularly patrols the road between 
  Buxton’s Crossing and Hookhill, it does not provide 
  escort duty.  Generally, no more than 24 hours passes 
  between patrols of different files of the 12th battle 
  along this road. 
  Caravans frequently make the trip from Buxton’s 
  Crossing to Hookhill. 
  Humanoids from the Dim are becoming increasingly 
  bold in approaching the main road.  This is not causing 
  a huge problem for travelers.  The road is so far from 
  the Forest that raiding bands are discovered quickly and 
  usually tracked down and killed by cavalry long before 
  making it back to the forest.  Attacks still happen, 
  though, so travelers need to be wary. 
  Master Ferin thinks that having Belgrum travel with a 
  caravan is a very bad idea.  Camping with a caravan is 
  not such a bad idea as long as Belgrum can be kept 
  away from most curious stares. 
  Master Ferin thinks that this is an excellent opportunity 
  to introduce Pholtus to some young adventurers.  While 
  he could have booked passage for Belgrum on a 
  caravan going to Hookhill, he has chosen instead to 
  employ other escorts: the PCs.  Additionally, Belgrum 
  is in a difficult transition stage right now, and Master 
  Ferin is afraid that he is too vulnerable to simply load 
  on a wagon.  He could entreat the elector to provide 
  Belgrum with an armed escort, given the normally 
  dangerous conditions a follower of Erythnul would 
  present.  While Master Ferin wants some protection for 
  Belgrum as he makes his pilgrimage to Hookhill, he 
  really does not want it to be a forced escort.  Belgrum 
  must make the journey of his own free will. 
  DM Summary 
  Master Ferin will approach the PCs in Buxton’s 
  Crossing.  He will ask them to aid the Church of 
  Pholtus on a very special mission.  Those that agree 
  will be introduced to Belgrum, and told of his past, and 
  his hopeful future. 
  Belgrum will show some interest in the PCs and their 
  faith.  He will ask them of their beliefs and actions.  
  Because they are all first level, most of this will be the 
  character history from the player’s imagination. 
  The PCs will encounter an army patrol on the road.  
  One of the cavalry soldiers will recognize Belgrum’s 
  markings as those of a Ravager.  The army will 
  question the PCs.  One of the soldiers is a follower of 
  St. Cuthhbert, and is unconvinced that Pholtus is much 
  better than Erythnul.   
  The first night will be spent sleeping with the safety of 
  caravans if the PCs wish.  If the PCs sleep with the 
  other travelers, then a group of goblins tries to rob 
  supplies from the entire group and the PCs can get 
  Pilgrimage 
   
  Page 4 
  
  involved.  If the PCs choose to make their own camp, 
  the goblin band attacks them.  
  The morning of the last day on the road, a woman 
  wearing the symbol of Heironeous will approach the 
  group with a warning about a murderer on the road.  
  When she discovers Belgrum, she will demand that the 
  PCs surrender him to her.  If the PCs surrender him, he 
  is hauled off and killed.  If the PCs refuse, she group 
  will reveal herself as a Ravager and attack the party.  
  Belgrum will not fight, but will try to place himself in 
  the path of any PC who is in grave danger.  If a PC 
  falls, Belgrum will try his very best to heal the PC with 
  the power of the Blinding Light.  Success is not 
  guaranteed.  
  Introduction 
  It is a quiet day in Buxton’s Crossing.  Caravans 
  going north to Hookhill and south to Shiboleth left 
  early this morning.  The great amounts of dust 
  kicked up by the wagons and riders has long since 
  died down and business in Buxton’s Crossing is 
  continuing as usual.  Moving through the market, 
  you see an elderly man moving to the center of the 
  market square.  The old man is dressed in flowing 
  white robes with gold and silver trim.  On the robes 
  is a silver full moon, partially eclipsed by a smaller, 
  crescent moon.  Beside him is a younger man 
  carrying a large wooden crate.  The young man sets 
  the crate on the ground, turns and assists the elderly 
  man stand upon the crate.  Some folks milling about 
  stop and turn expectantly, awaiting the cleric’s 
  words.  But he does not speak.  First he closes his 
  eyes and seems to be saying a prayer.  He opens his 
  eyes and scans the crowd.  His kindly face scans the 
  crowd and stops: on you.   
  Pick a PC.  He will motion for the PC to approach.  He 
  will continue to do this until he has chosen all of the 
  PCs.  He has asked Pholtus for guidance, and whether 
  he has received divine guidance or made the choices on 
  his own wisdom remains to be seen. 
  “Lost and wandering souls need the aid of those 
  with strong spirits and blindingly bright potential.  I 
  am Master Ferin of the Shining Light.  Blessed 
  Pholtus has placed our Paths alongside for a brief 
  time.  Will you aid me?” 
  If the PCs agree to at least listen, Master Ferin will step 
  down very gently, thank the man who helped him with 
  the crate.  The man bows reverently.  Master Ferin will 
  reach out for a nearby PC’s arm for assistance walking. 
   If the PCs all recoil from the Pholtan, he will hobble 
  along on his own.  Make it clear that he is just old and 
  has trouble walking.  He will take them to the shrine of 
  Pholtus.  PCs, especially Gran March military, might 
  notice that Master Ferin wears the stripe of a soldier 
  and the decoration of a combat specialist on his Pholtan 
  robes (See appendix 2 for more details on Master 
  Ferin).   
  “Youth; the time of exploration and adventure.  
  Also the time of very difficult decisions with so little 
  experience to call upon.  Your life stands before you, 
  envision your future and choose accordingly.“ 
  PCs will almost certainly need to rebuff the old man’s 
  words.  He lets them, patiently letting them tell him 
  how much they have seen, or even that they are older 
  even than him (some elves or dwarves possibly), and 
  seen things that even he could not imagine.  Once they 
  have done so: 
  “If your decisions have led you here, it is my hope 
  that you are content with the path you have walked 
  up until now.  If not, it is never too late to find a 
  True Path.  I need your help with one who has 
  chosen poorly in nearly all paths he has walked.  His 
  life has been a ceaseless blur of hatred and carnage. 
   He has sinned against his fellow man and has 
  committed crimes abominable before the sight of all. 
   This man, this poor lost man, has finally felt the 
  weight of his transgressions and has collapsed 
  beneath their weight.  His redemption lies before 
  him, but he will need help on the first steps of this 
  long, narrow path.” 
  The party has reached the field hospital/Shrine to 
  Pholtus and Master Ferin enters, bringing the PCs with 
  him.  Across the small building, kneeling before the 
  altar of Pholtus, is a large man with a freshly shaven 
  head (Belgrum).  His back is to the party.  Ferin calls to 
  him, and the man slowly stands and turns toward the 
  party.  He is wearing simple white robes with silver 
  lining, marking him as a supplicant of Pholtus.  PCs 
  with any ranks in knowledge - religion will recognize 
  the robes even before the man turns around.  His face is 
  ornately tattooed in a horrifying, grinning skull that 
  covers his face like a mask, with blasphemous symbols 
  etched into his skin.  Any number of skills will identify 
  the tattoos as the markings of a Ravager of Erythnul 
  (religion, history knowledge, etc, all DC 5).  The 
  Ravagers are known and feared throughout the land as 
  compassionless devotees of slaughter and terror.  They 
  serve Erythnul, god of slaughter.  Although they have 
  not been encountered in Gran March as yet, their 
  reputation for senseless brutality precedes them. 
  If a PC attacks Belgrum, Belgrum will not fight back.  
  Master Ferin will implore the others to help him stop it, 
  resorting to hold spells and commands if need be.  It is 
  not likely that a fight will happen here, but there is no 
  Pilgrimage 
   
  Page 5 
  
  Encounter One 
  way to predict what histories players have built into 
  their PCs.  Any PC whose history involves the 
  Ravagers will almost certainly have just cause for 
  attacking a known Ravager.  Assuming the option of 
  continuing is available: 
  The road from Buxton’s Crossing to Hookhill is well 
  patrolled by the 12th Battle.  The ancient road north 
  is 
  an 
  absolute 
  marvel 
  of 
  engineering 
  and 
  persistence.  It is 30’ wide and has been scrapped 
  level, and paved with fine rocks to keep the road 
  firm even during the rainy season.  The road 
  stretches from Thornward in Bissel (north) to Niole 
  Dra in Keoland (south), through the center of Gran 
  March.  Bridges cover all the streams along the road 
  and small tolls are collected at each bridge based on 
  the number of wagons in your caravan.  You will 
  encounter toll bridges manned by soldiers every 15 
  – 25 miles, but you have been told that pedestrians 
  and mounts are not taxed.  The road is very well 
  traveled and by lunchtime, you have already passed 
  a handful of wagons going south.  You were told as 
  you left Buxton’s Crossing to be wary of goblins and 
  their ilk, but none of the caravans you passed have 
  mentioned any trouble.  It seems that the 
  inhabitants of the Dim Forest are becoming rather 
  bold in their forays out toward the main trade road. 
   The sky is clear and the air is crisp with the 
  promise of planting season.  As the day progresses, 
  you come to a toll bridge, exchange pleasant 
  greetings with the soldiers and continue without 
  problems.  Belgrum has been quiet during the walk 
  thus far.  He has the cowl of his pilgrim’s robe 
  pulled over his head and walks with eyes downcast. 
  “Belgrum here was once one of the worst defilers 
  and butchers of his fellow man to walk Oerth.  Six 
  days ago he came into my care.  He is not sure 
  exactly how he arrived, but that is a tale for him to 
  tell if you wish.  What is of greatest import is his 
  desire to change his life.  He seeks to find the One 
  True Path, and spend his life trying to make amends 
  for the untold horrors in which he has engaged.  His 
  Path will take him on a pilgrimage to the Halls of 
  Purity in Hookhill.  There he will be cleansed and 
  instructed in the ways of Pholtus, so he might serve 
  his fellow man that he has wronged so deeply.  Will 
  you assist him on this journey?” 
  The PCs will know that it is a three-day trip by foot to 
  Hookhill. 
  PCs making a religion or Gran March knowledge check 
  (DC 10) know that in the Halls of Purity is a compound 
  where clerics of other religions that convert to Pholtus 
  are helped to understand their True Path, and become 
  clerics of Pholtus. 
  Master Ferin will compensate the PCs for their time (25 
  gp each) with additional payment upon arrival.  
  Additional payment will reflect the success of getting 
  Belgrum to Hookhill intact. 
  PCs have the option of approaching Belgrum or talking 
  with each other.  If no one talks to Belgrum, after a 
  while he will turn toward a PC and ask them: 
  Belgrum does not detect as evil, and is wearing no 
  magic. 
  Master Ferin has spoken at great length with the local 
  magistrate about the situation.  Belgrum has broken no 
  laws in Gran March.  Although Master Ferin has not 
  extended asylum to Belgrum, Magistrate Hargett is not 
  willing to take Belgrum away from the Church of 
  Pholtus at this time.  He is trusting Master Ferin to see 
  to Belgrum’s pilgrimage.  He has not provided any 
  guarantee of safe passage. 
  “How does one wipe away the blood of the past?” 
  Belgrum is trying to find answers, both from outside 
  sources and from within.  He will talk with any PC who 
  will talk back.  He is a dark, dangerous man, despite his 
  recent conversion.  In large part, the details of his past 
  are a blank slate for a DM to create.  He has done 
  incredibly horrible things in his past, limited only by 
  the DM’s unsavory imagination and the sensibilities of 
  the players at the table.  DMs should be sensitive to the 
  ages of the players at the table and also the general 
  level of discomfort concerning evil deeds.  Belgrum 
  will certainly not gloat about the things he has done, 
  but he will also not lie.  He will not glorify his deeds, 
  and will be saddened if those deeds in some way 
  impress any of the PCs.  He is very matter-of-fact 
  concerning his past, and is not yet ready to express the 
  grief for what he has done.  He knows that he will be 
  ashamed soon, and he hopes to learn remorse and pity.  
  He knows in his heart that Pholtus has shown him the 
  One True Path, but is not yet to the point where he is 
  Master Ferin will send a letter with the PCs, imploring 
  all soldiers and citizens of Gran March to allow this 
  man passage on his pilgrimage to Hookhill.  Most of 
  the soldiers of the 12th battle know who Master Ferin 
  is, and probably will not know the PCs, so perhaps the 
  letter will help.  It is a plea from a member of the 
  Pholtan Church, not a plea from an army representative. 
   He trusts the PCs to intervene on Belgrum’s behalf if 
  needed.  Violence, of course, is not a solution.  
  Pilgrimage 
   
  Page 6 
  
  trying to convert others.  In fact, he is still questioning 
  his epiphany and its meaning.  He is certain that he will 
  not return to evil, and that his Path from here forward 
  must lead to Pholtus.  Other than that, he is eager to 
  hear other views on faith.  If anyone tries to persuade 
  him away from Pholtus, he will listen, but it is not 
  going to happen.  If a PC tries to shock him by telling 
  him of the Penbroke Massacre, he will be interested to 
  hear about it, asking for details.  He will accept this 
  with stoic grace, saddened for the loss of life.  It will 
  not change his opinion on his current Path at this time, 
  but he will consider the information and what lessons 
  he should learn from it.  He has a very good wisdom, 
  but his entire value system has recently changes, and he 
  is trying to determine what thoughts and feelings are 
  appropriate. 
  Encounter Two 
  At some point during the day that the party leaves 
  Buxton’s Crossing, they will cross paths on the road 
  with a file of cavalry soldiers from the 12th battle.  The 
  soldiers are going toward Buxton’s Crossing.  The PCs 
  will see the cavalry file coming long before the two 
  actually meet.  This will give any PCs that want to duck 
  off the road and try to hide in the shallow grass 
  alongside the road a chance to do so.  The soldiers are 
  flying the banner of Gran March, which will be 
  apparent nearly ½ mile away.  Belgrum is walking 
  along, cowl over his head, and hands together before 
  him, looking every bit the part of a pilgrim. 
  Far ahead of you, on the road, you see a group of 
  mounted men coming toward you.  They are less 
  than a mile away, but you can tell that they fly a 
  banner of some sort. 
   
  Let PCs react. 
  As they draw closer, you recognize the red, blue and 
  silver shield of Gran March on their banner.  They 
  appear to be cavalry, all wearing chain mail and 
  armed with lances and long swords.  As they see 
  you, they wave a greeting. 
  The soldiers ride casually up to the party.  The leader of 
  the file, Corporal Stowe, will be polite, but obviously 
  curious about what is bound to be an unusually mixed 
  group that is traveling without any wagons or goods.  
  He will address any soldier PCs directly and will talk in 
  amiable terms.  If there are no soldier PCs, he will 
  speak with whoever addresses him.  The other soldiers, 
  all men, will be looking at the party, especially any 
  charming, attractive females.  Corporal Stowe will ask 
  them their business, though in a polite way, and will 
  warn them of sporadic goblin attacks over the next 30 
  miles of road.  The soldiers will recognize the robes 
  Belgrum is wearing as those of a Pholtan, and think 
  nothing is unusual.  From the soldiers’ vantage point 
  (horseback), they cannot see much of Belgrum’s face 
  unless they make an effort.  However, one of the 
  soldiers (Soldier Trian) is a follower of St. Cuthbert.  
  He will be looking at Belgrum very closely because he 
  is suspicious of Pholtans.  If a charming female PC 
  attempts to distract Soldier Trian, he can be lured away 
  by polite conversation (DC 5, charisma bonus and any 
  applicable skill a PC is attempting to apply).  
  Otherwise, Soldier Trian notices the tattoos on 
  Belgrum’s face under the cowl.  He does not know 
  what they are, but they are tremendously fierce, and 
  worth reporting he feels.  He will slide up to the 
  Corporal and tell him in low tones what he has seen.  
  PCs can certainly hear what is being said if they are 
  close (DC 5 listen).  If it goes this far and the PCs have 
  not offered an explanation for their unusual companion, 
  Corporal Stowe will address Belgrum directly: 
  “Follower of Pholtus, remove your cowl.” 
  Belgrum will do so, revealing his facial markings.  The 
  soldiers do not draw weapons at this time, but all 
  appear a bit concerned and confused.  They are looking 
  to each other to see if anyone knows what these 
  marking mean.  Unless the PCs jump in, after one 
  round of silent debate, one of the other soldiers has a 
  flash of memory.  One of them will offer up that these 
  markings look like something he has heard about a 
  group of murderers and butchers called the Ravagers.  
  They can recall that the Ravagers are religious zealots 
  that serve an evil deity, but they are not sure which evil 
  deity.  At that, recognition dawns and the cavalry 
  soldiers all drop back about 5’ and lances start to be 
  lowered.  During all this time, Belgrum will make no 
  aggressive action.  The PCs have plenty of opportunity 
  to talk their way through this.  The soldiers will only 
  arrest the party if the PCs make absolutely no effort to 
  explain themselves and Belgrum.  Being diplomatic, 
  giving the Corporal the letter from Master Ferin, or 
  simply telling the truth for the most part will all avoid 
  any conflict.  The PCs could choose to provoke a fight 
  if they wish.  This is obviously the wrong approach, but 
  one that is available.  The soldiers defend themselves if 
  attacked.  Belgrum makes no aggressive move. 
  Here are some points that the soldiers will reference if 
  PCs discuss the situation with them: 
  • 
  While there is some freedom of religion in Gran 
  March, worship of some gods is a High Crime, and 
  being a cleric is a Great Crime, punishable by 
  death (after a trial, not here on the road).  If 
  someone mentions that the Ravagers are followers 
  Pilgrimage 
   
  Page 7 
  
  Encounter Three 
  of Erythnul, the soldiers will recall that Erythnul is 
  not on the list of prohibited religions (he is not).  
  Despite the numerous warnings you have received, 
  the road has been goblin-free thus far.  As night 
  begins to fall, you see signs of campfires far ahead.  
  There have been signs on the road over the last few 
  miles that you are approaching a caravan, and the 
  fires ahead are likely from the caravan’s camp. 
  • 
  Worshipping a god of slaughter is probably reason 
  enough to be taken before a magistrate for 
  questioning.  PCs can point out that he already has 
  been before a magistrate. 
  • 
  Gran March magistrates are not generally in the 
  habit of punishing people for crimes they commit 
  elsewhere, unless there is clear evidence that the 
  public is threatened.  PCs could point out that 
  Belgrum has passed numerous tests to prove his 
  sincerity. 
  The PCs can choose to either approach the camping 
  caravan and request permission to share fires and safety 
  of numbers, or camp on their own.  The caravan is at 
  least one mile ahead of them when they spot it.  If the 
  PCs choose to approach the caravan, go to Encounter 
  3a.  If they camp on their own, go to Encounter 3b. 
  • 
  The Church of Pholtus certainly has enough 
  influence and respect that none of these soldiers 
  want to take a stand against what is going on 
  (assuming the PCs are honest with them).   
  Encounter 3a 
  If the PCs approach the caravan, a mercenary guard 
  leader greets them.  The guard is happy to share camp 
  space with the PCs (safety in numbers) assuming the 
  PCs are being civil.  The caravan has 6 wagons, and 
  numerous teamsters and guards.  Belgrum will not 
  approach anyone on the caravan, and no one will bother 
  him.  Night will fall without incident.  The mercenaries 
  are keeping a guard.  The PCs may choose to keep a 
  guard or not.  The mercenary leader positions the PCs 
  on the south side of the encampment.  Horses and 
  wagons are on the north.   
  Belgrum will not be extremely outgoing here.  He has 
  hated soldiers all of his life and is putting all of that 
  behind him.  He will state that he used to follow 
  Erythnul and ride with the Ravagers, but now wants to 
  follow the One True Path of Pholtus.  He will not lie at 
  any time, not even to agree with a story the PCs might 
  be concocting.  He will not become angry with anyone 
  for any reason. 
  If the PCs choose to start a fight with the soldiers: 
  Cavalry Soldiers (8): Male human Ftr1; CR 1: 
  Medium-size humanoid (human); HD 1d10+2 hp 10 
  each; Init +1 Spd 30 ft; AC 16 (touch 11, flat footed 
  15); Atk +4 melee(1d8+2/19-20 x2, long sword) or +3 
  melee (1d8+2/x3, lance): AL LG: SV Fort +4, Ref +2, 
  Will +0; Str 14, Dex 15, Con 14, Int 12, Wis 10, Cha 
  10. 
  During the night (call it second watch), a band of 8 
  goblins will attempt to sneak into the camp, loot 
  whatever they can get from the wagons, and sneak back 
  off.  Four of the goblins have been given the duty of 
  sneaking around to the south end of camp and waiting 
  there to cause a diversion if someone spots the sneak-
  thieves in the north.  Goblins are very poor at following 
  direction, however.  Two of the goblins on the south 
  side of camp (the PC side) will spot something shiny 
  among the PCs’ possessions (DM decision), and are 
  going to try to get it.  The DM should try to make it 
  something near the edge of the camp rather than in the 
  center, just to keep the goblins from looking too stupid. 
   Role opposed spot and listen check (any PCs on guard) 
  to hide and move silently checks (2 goblins) to see 
  where the goblins are detected.  The DM should apply 
  circumstance bonus to PC spot checks if the goblins 
  have to do something really foolish, like move past a 
  PC on guard to steal a backpack.  When the goblins are 
  discovered, the DM should have goblins discovered at 
  the other side of camp as well.  Shouting should begin 
  from the PCs and from the rest of the caravan as well.  
  There should be enough havoc and chaos from waking 
  NPCs (and PCs) shouting and swinging weapons all 
  around to make it seem like there are far more than just 
  Skills and Feats: Climb +5, Handle Animal +3, Jump 
  +5 Profession (soldier) +2, Ride +6, Mounted Combat, 
  Weapon Focus –Long Sword, Dodge. 
   
  Possessions: Light war horse, heavy lance, long 
  sword, chain mail. 
  The soldiers only fight the PCs who fight them.  They 
  are really only worried about Belgrum unless a PC 
  makes aggressive moves.  If such an unlikely event 
  occurs, the DM should determine if the entire group is 
  taken back to Buxton’s Crossing, or just the ones who 
  picked the fight with the soldiers.  The DM should try 
  to avoid punishing the entire group for the role-playing 
  choices of one or two players.  If the PCs kill off the 
  patrol, the DM must adapt accordingly. 
  As long as the PCs remain civil with the soldiers, the 
  soldiers will return the civility.  None of the soldiers is 
  more than 21 years old, but they have seen a lot of 
  combat and are not likely to overreact to indignant PCs. 
  Pilgrimage 
   
  Page 8 
  
  8 goblins.  Once fighting breaks out, the goblins fight 
  for two rounds, then run.   
  Goblins (4): Male goblins: CR 1/4 ; Small-size 
  humanoid (goblinoids); HD 1d8; hp 4 each; init +1; 
  Spd 30 ft; AC 15 (touch 12, flat-footed 14); Atk +1 
  melee (1d8-1/ x2, morning star) or +3 ranged (1d6-1, 
  javelin); SA none; SQ Darkvision 60 ft; AL NE; SV 
  Fort +2, Ref +1, Will +0; Str 8, Dex 13, Con 11, Int 10, 
  Wis 11, Cha 8. 
  Skills and Feats: Hide +6, Listen +3, Move Silently +4, 
  Spot +3; Alertness.  
  Once the chaos has died down, a cleric of Sotillion will 
  be visiting everyone who was injured to see if healing 
  is needed.  She will have 4 cure light wounds spells left 
  for PCs (1d8 + 3). 
  Encounter 3b 
  If the PCs choose to make camp separate from the 
  caravan, the goblins spying on this area will see them.  
  The goblins will decide that the PCs make an easier 
  target than the large caravan.  They will try to sneak up 
  on the camp (during second watch) and ambush the 
  PCs.  Have PCs on watch make opposed listen and spot 
  checks against the goblin’s hide and move silent 
  checks.  The DM needs to adjust circumstance 
  modifiers for the darkness, light sources and low-light 
  or darkvision as applicable.  For simplicity sake, 
  assume that the goblins are being very careful but that 
  every round at least one of them makes some noise.  
  The DC to spot and/or hear them is a 9 every round.  
  The goblins move 10’ closer every round.  The PCs can 
  begin making checks when the goblins are at 150 feet.  
  Remember, for every 10’ away the goblins are, the 
  listen and spot checks suffer a –1 cumulative penalty.  
  For the first check at 150 feet, the listen is at –15.  If a 
  PC yells a warning to his sleeping companions, the 
  goblins stop sneaking and charge on the next round.  
  After about half their number fall, the rest of the 
  goblins break and run. 
  Goblins (8): Male goblins: CR 1/4 ; Small-size 
  humanoid (goblinoids); HD 1d8; hp 4 each; init +1; 
  Spd 30 ft; AC 15 (touch 12, flat-footed 14); Atk +1 
  melee (1d8-1/ x2, morning star) or +3 ranged (1d6-1, 
  javelin); SA none; SQ Darkvision 60 ft; AL NE; SV 
  Fort +2, Ref +1, Will +0; Str 8, Dex 13, Con 11, Int 10, 
  Wis 11, Cha 8. 
  Skills and Feats: Hide +6, Listen +3, Move Silently +4, 
  Spot +3; Alertness.  
  The guards from the caravan will hear the disturbance, 
  and come to check on the PCs.  They will have a cleric 
  of Sotillion with them.  If needed, any PCs who are 
  injured will be healed and the guards will invite the 
  PCs to move their camp to be with the caravan to 
  discourage the goblins from returning.  Whatever the 
  PCs do, the rest of the night is uneventful. 
  Encounter Four 
  On the morning following the goblin encounter, the 
  PCs will pass the caravan that was camped either with 
  them or just ahead of them.  The PCs are moving faster 
  than the caravan.  Just after lunch, the PCs will 
  encounter a woman on the road.  Ask for their travel 
  formation and adjust the encounter to allow for distance 
  between party members.  If there is time left in the 
  round and the PCs have been actively engaging 
  Belgrum in discussion on faith and choices, allow for 
  more of it before this encounter. 
  A rider on a fast war-mount is riding briskly toward 
  the party.  The horse is not charging, but the rider 
  appears to be in a fair hurry.   
  Allow the PCs to take whatever actions they feel are 
  appropriate. 
  As the rider gets closer, you can see that it is a 
  woman.  She is wearing chain mail and carrying a 
  large mace.  She is carrying no banner, but she is 
  wearing the symbol of Heironeous.  She is young, 
  tall and built like a soldier.  Her long blonde hair is 
  tied back and her face is more handsome than 
  pretty.  As she approaches your group, she calls, 
  “Hail travelers, I am Rachelle, warrior of 
  Heironeous.  I bring a warning!  There is a 
  dangerous man that is traveling this road.  He will 
  likely be in disguise, but his face bears the evil in his 
  soul.  Have you seen a man, heavily tattooed, and 
  likely covered in the blood of innocents?”  She is 
  searching your group with her eyes from a distance 
  as she speaks.  She appears to be anxious. 
  Allow the PCs to interact with her.  Her name is given 
  as Rachelle.  Belgrum will say nothing as long as the 
  PCs are interacting with Rachelle.  He keeps his eyes 
  cast down.  From horseback, she cannot see his face, 
  but her suspicions will grow quickly.  If the PCs are 
  trying to mislead her or draw out the conversation, she 
  will inform them that the man she seeks is a multiple 
  murderer of women and children, and not to be trusted. 
   He is remorseless and evil throughout, and has been 
  known to use trickery to deceive his victims before 
  killing them.  She will be sensing motive on the party 
  when she says this, looking for some sign that the party 
  knows something.  If asked, she will tell the PCs that 
  she was told of the Beast’s coming in a dream.  
  Eventually, she will uncover the truth about Belgrum, 
  whether it is because he looks up at her or the PCs 
  Pilgrimage 
   
  Page 9 
  
  come clean.  When she uncovers Belgrum, her mood 
  becomes less anxious and more predatory. 
  The truth about Rachelle: 
  • 
  She is a Ravager 
  “So, Belgrum the Beast has been found.  Nice 
  company you travel with, soulless monster.  Do they 
  know of your past?  Have they heard the screams of 
  your victims?  Have they felt the savage agony of the 
  mercy you show innocent children?”  She turns to 
  you, “Give him to me before he can betray you and 
  murder you in your sleep.  I don’t know what ruse 
  he plays at, but it is only time before he feasts on 
  your blood.” 
  • 
  She is not a powerful Ravager, but her skill at 
  disguise lets her move among the populace more 
  easily than other Ravagers. 
  • 
  She is the only Ravager presently in Gran March.  
  She serves as a scout for the Ravagers, moving 
  through inhabited areas, assessing the populace 
  and reporting to her superiors.  She plans to report 
  to her superiors that Gran March is best avoided 
  for now.  The Ravagers rely on terror and the 
  ability to wipe out entire villages.  Her experience 
  with March villagers is that most of them are 
  veterans who maintain military arms in their 
  homes.  Terror and slaughter would not come easy 
  in Gran March. 
  She is trying to persuade the PCs to give Belgrum to 
  her without a fight.  She will argue whatever point will 
  get the PCs to turn him over to her.  If the PCs do so, 
  she takes him away and butchers him out of their sight. 
   Belgrum goes with her without a fight, and he dies the 
  same way.  He suspects the truth about Rachelle and as 
  he is taken away, he tells the PCs to flee as quickly as 
  they can.  Less than an hour after Rachelle kills 
  Belgrum, she returns for the PCs. 
  • 
  She is not eager to make her report to her 
  superiors.  She is certain that if she can follow up 
  her report with the news that she single-handedly 
  eliminated the rogue Ravager, she will not be 
  punished for the report. 
  If the PCs do not surrender Belgrum, at some point 
  during the discussion, Rachelle will stop talking to the 
  PCs and attack Belgrum.  If she detects the PCs stalling 
  for time and trying to move into combat positions, she 
  will immediately attack Belgrum.  She will likely be 
  building herself into what appears to be anger, so the 
  PCs will probably not be surprised when she attacks 
  Belgrum.  She will charge past the PCs and slam into 
  Belgrum, sneak attacking and trampling him.  Assume 
  that her initiative beats Belgrum’s, that both she and her 
  horse hit (roll dice anyway) and that he is knocked 
  prone by the horse.  She will likely provoke attacks of 
  opportunity as she rides by, as her initial target is 
  Belgrum alone.  PCs will almost certainly move 
  themselves between Belgrum and Rachelle in an 
  attempt to block her.  She will attempt to trample those 
  PCs to get to Belgrum.  PCs have the option of moving 
  aside to avoid being trampled and will still get attacks 
  of opportunity on Rachelle if their initiative is before 
  hers.  Belgrum will not defend himself. 
  • 
  Her “dream” was a magical sending from a cleric 
  of Erythnul in The Bone March.. 
  • 
  Divination is not the strongest ability of 
  Erythnulian clerics, so information on Belgrum’s 
  whereabouts 
  has 
  not 
  been 
  very 
  accurate.  
  Interpreting 
  divinations 
  more 
  complex 
  than 
  “destroy” have proven very difficult for Erythnul’s 
  clerics.   
  • 
  Although they have been able to find Belgrum, 
  they have no idea what he has been doing since he 
  turned on his fellow Ravagers in the Bone March.  
  Rachelle only knows that he is traveling along the 
  road north, and is probably in disguise.  She is 
  making guesses on the rest of his behavior.  She 
  has no reason to suspect that he has embraced 
  Pholtus.  All they know is that he has turned on the 
  Ravagers, and is refusing Erythnul’s blessings, so 
  they are working to silence him. 
  After her initial charge on Belgrum, if she is still alive, 
  she turns and wipes her hand across her face.  The 
  makeup is partially wiped away, revealing bits of a 
  grinning skull face tattooed across her own face.   
  • 
  If detected, Rachelle is chaotic evil. 
  • 
  She is wearing make-up to disguise her skull-mask 
  facial tattoo.  She was very careful this morning, 
  but it is a warm afternoon and she has been riding. 
   She has not checked the make up recently.  It is 
  possible that PCs will be able to spot something 
  unusual with her facial make-up.  Make opposed 
  disguise/spot checks if anyone states that they are 
  suspicious of her.  Any PC who specifically states 
  that he is trying to see if she has any facial tattoos 
  should get a bonus to his spot. 
  “The Beast, on his belly like one of his gutless 
  victims.  Death is too good for you.” 
  She will dismount and charge Belgrum.  Seeing that he 
  is unarmed, she is confident that Belgrum cannot put up 
  much of a fight and she wants to kill him as closely as 
  she possibly can.  The party can intercede or not.  
  Either way, Rachelle will eventually try to kill the PCs 
  as well.  
  Pilgrimage 
   
  Page 10 
  
  Rachelle: Female human Rog7/Rav1; CR 8: Medium-
  size humanoid (human); HD 7d6+7 1d10+1 hp 35; Init 
  +5 Spd 30 (20) ft; AC 16 (touch 12, flat footed 16); Atk 
  +8/+3 melee(1d8+1/x2, morning star): AL CE: SV Fort 
  +5, Ref +6, Will +3; Str 13, Dex 12, Con 12, Int 12, 
  Wis 12, Cha 14. 
  You arrive in Hookhill, the capital of Gran March, 
  with Belgrum safely at your side.  A high, strong 
  wall surrounds the city of 7,500 and you can see 
  more walled fortifications within.  Inside the city 
  you find your way to the Halls of Purity.  High walls 
  of purist marble are adorned with white and silver 
  fixtures.  The high sun gleams blindingly off the 
  pure walls, making it difficult to look directly at 
  your destination.  Once inside, Guiding Light 
  Cassandra Nemmener, who seems to be very 
  important, given how others are reacting, greets 
  you.   
  Skills and Feats: Bluff +8, Climb +5, Disguise +12, 
  Gather Information +12, Intimidate +7, Jump +6, 
  Listen +6, Knowledge (religion) +4, Read Lips +11, 
  Ride +6, Sense Motive 11, Spot +6, Search +11, 
  Wilderness Lore +5, Dirty Fighting, Improved 
  Initiative, Power Attack, Sunder. 
  “Thank you for your assistance in bringing light to 
  this dark and wandering man.  You will be 
  compensated for your diligence and exemplary 
  performance.  More importantly, you have the 
  gratitude of the Blinding Light.”  With that she 
  takes Belgrum by the hand and walks him into the 
  shining Halls.    He turns back to you and says, 
  “Thank you. ”  Then he turns, and resumes walking 
  his Path. 
   
  Possessions: Light warhorse, masterwork chain 
  mail, +1 ring of deflection. 
   
  Belgrum is still in tremendous inner conflict.  He will 
  not take aggressive action, but if things are going badly, 
  he will actively try to place himself in front of PCs so 
  Rachelle attacks him, not the PCs.  During the fight, if a 
  PC is badly hurt or knocked to negative hit points while 
  defending Belgrum, he will attempt to reach that PC.  If 
  possible, allow him to use other PCs as cover from 
  attacks of opportunity, or move the fight away from the 
  fallen PC.  He will cradle that PC’s head and pray to 
  Pholtus for help and guidance.  Pholtus will answer in 
  the form of a first level spell, cure light wounds 
  (1d8+5).  This will stun Belgrum, as he has never 
  channeled positive divine energy.   
  Conclusion 2 
  If the PCs fail to get Belgrum to Hookhill, the clerics of 
  Pholtus will be very disappointed at the loss of a 
  Pilgrim.  If the PCs lost Belgrum to soldiers, the clerics 
  will be a little annoyed that the PCs could not even get 
  Belgrum past the least challenge.  They will thank the 
  PCs and offer a small amount of pay for the PCs 
  efforts.  If the PCs lost Belgrum by surrendering him to 
  Rachelle, the clerics will be aghast with the PCs, and 
  offer nothing in the way of thanks and little payment.   
  Even though Rachelle is much higher level than the 
  PCs, she is not a powerful combatant.  She will be 
  hoping to catch Belgrum flat-footed and kill him with a 
  sneak attack.  She really has no chance of success with 
  a single attack, but she does not know that.  Because at 
  least her first two attacks will be aimed at Belgrum, she 
  will not be able to catch any PCs flat-footed or flank 
  them, so she will not be able to do sneak attack damage 
  to a PC.  Because she will prefer attacking Belgrum, the 
  PCs will hopefully be able to subdue or kill her without 
  any losses.  If the PCs capture her, she will spew the 
  typical venom about Erythnul’s vengeance and then 
  refuse to speak further. 
  You arrive in Hookhill, the capital of Gran March.  
  A high, strong wall surrounds the city of 7,500 and 
  you can see more walled fortifications within.  Inside 
  the city you find your way to the Halls of Purity.  
  High walls of purist marble are adorned with white 
  and silver fixtures.  The high sun gleams blindingly 
  off the pure walls, making it difficult to look directly 
  at your destination.  Once inside, the clerics are 
  rather distressed to learn the news of Belgrum’s 
  fate.   They are clearly disappointed at the loss of a 
  pilgrim.  You are given additional payment for your 
  efforts and are sent on your way. As you depart, you 
  cannot shake the feeling that your failure to help 
  Belgrum find his Path might have changed the 
  direction of your own path.    
  Conclusion 1 
  If the PCs get Belgrum to Hookhill safely, Cassandra 
  Nemmener, the high priestess of the Halls of Purity will 
  be very pleased with them.  She will reward the PCs 
  with blessings and some material wealth.  If Belgrum 
  was killed in the fight with Rachelle, but the PCs tried 
  to save him, Cassandra will be saddened, but grateful 
  for the PCs’ efforts.  Modify the text accordingly to 
  reflect Belgrum’s death.   
   
  The End 
  Pilgrimage 
   
  Page 11 
  
  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. 
  Experience Point Summary 
  Encounter One 
  Learn about the Ravagers and Belgrum’s past and 
  challenge Belgrum’s apparent change of heart.  75 xp 
  Encounter Two 
  Diplomatically avoid any conflict with the cavalry 
  patrol.  
   
   
   
  75 xp 
  Encounter Three 
  Defeat the Goblins 
   
   
  60 xp 
  Encounter Four  
  Defeat Rachelle  
   
   
  150 xp 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may be 
  modified by other circumstances. 
  Story Award 
  Objective(s) met: Belgrum safely delivered to the Halls 
  of Purity in Hookhill  
   
   
   45 xp 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Discretionary roleplaying award 
  Introduction 
  Judge may allocate up to the following for good 
  role-playing 
   
   
   
  45 xp 
   
  L: 0 gp; C: 25 gp; M: 0 gp 
   
  Total possible experience:   
   
  450 xp 
  Encounter Three:   
  Treasure Summary 
   
  L: 5 gp; C: 0 gp; M: 0 gp 
  Encounter Four:   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  L: 40 gp; C: 30 gp; M: 200 gp 
  Conclusion 1: 
  L: 0 gp; C: 100 gp; M: 0 gp 
  or 
  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. 
  Conclusion 2: 
  L: 0 gp; C: 25 gp; M: 0 gp 
   
  Total Possible Treasure 
  L:45 gp; C: 155 gp; M: 200 gp  - Total: 400 gp 
  Special 
  If the module ends with Conclusion 1: 
  Favourable Influence with the Church of Pholtus  
  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. 
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  Appendix 1 
  The Penbroke Massacre – Excerpt from the Church of Pholtus in Gran March Meta-Organization Document 
   
  Twenty-three years ago there was a great and powerful sermon delivered by Yoseph Jahsyr. He railed against the 
  forces of Chaos and those who used the appearance of Law to mask their assistance to the Forces of Chaos that 
  worked against Law, and thus against the brethren of Pholtus. Not known as a fearsome orator or well skilled word-
  crafter, Yoseph Jahsyr penned an impressively powerful sermon and on that day he was spectacular in his delivery. 
  At the end of his sermon he denounced the Church of St. Cuthbert as being the prime church that claimed to be of 
  Law, but in reality promoted the ascendancy of Chaos through the embracing of their destructive domain. 
  The young and old left the Church fired up and eager to show their allegiance to Pholtus. They marched down the 
  street and into the countryside pronouncing their faith to Pholtus and the power of his law. What began as a mob of 
  the faithful as distance stretched, became a gathering of the devout that had time to spend on such a march. Those 
  with duties and businesses had mostly gone back to what they should be doing. 
  In the village of Penbroke the local church of St. Cuthbert was holding a service in advance of a wedding to be held 
  the following rest day. The voices raised to honor St. Cuthbert along with the fiery reminder of Yoseph Jahsyr’s 
  words enraged the mob of Pholtians, and they surrounded the Church of St. Cuthbert. When those inside would not 
  come out to face the Truth of Pholtus, this mob boarded up the exits to the Church, and set the Church on fire. The 
  children of Penbroke, along with not a few elders as well, died in the flame. There were no survivors on the inside 
  of the Church. A few of the Pholtians realized what the mob planned to do, and they tried to stop the madness and in 
  some cases lost their lives or were knocked unconscious. Nevertheless the role of Pholtus in Gran March was 
  forever stained. Right thinking Pholtians knowing that what had been done in the name of the Ultimate Law was 
  indeed the 
  Ultimate Evil or perhaps even worse the Ultimate Chaos. Many of the offenders were turned into the authorities by 
  the Fellowship of Pholtus, but the clergy was not allowed on any official roundups which took place. For a little 
  while it looked as if the larger congregation of St. Cuthbert would rise up with the destruction for which their God is 
  known in mind, but such plans require organization and time. The Commandant intervened quickly, and the twenty-
  one primary offenders were quickly tried and executed. Others who looked on but did nothing were charged with 
  lesser offenses or not charged at all, much to the dismay of the Church of St. Cuthbert. The Commandant called the 
  leadership of Pholtus to hear his demands, and they were many. Either the Church of Pholtus must change the way 
  they talk about the other recognized churches of the Gran March, or the church would be outlawed, and the 
  leadership executed for crimes against Gran March. Not a few clergy would rather be outlaws and worship truly if 
  not legally. However the leadership agreed with the demands, and no longer would the Church of Pholtus rail 
  against the gods or churches of the Gran March. The clergy could still rail against the outside churches, plus those 
  of an extreme evil or chaotic nature, but the accepted churches of the March should not appear in denouncing 
  sermons, or else the Church of Pholtus in Gran March would be removed. A few disgruntled church members 
  refused such a decree and they were exiled. The Shining Master and his allies were forced to resign in dismay, and a 
  new Shining Master took up the requirements of the March in the liturgy of the faithful. 
  The Accepted Churches of the March, according to the agreement with the Commandant, are the following: Rao, 
  Heironeous, St. Cuthbert, Ulaa, Zilchus, Allitur, Atroa, Phyton, Sotillon, Vlenius, Wenta, St. Gwen, and Merrika. 
  While there are still older clergy who recall the old ways, twenty years of teaching the new way of Pholtus has 
  taken its toll upon the followers of Pholtus. They are generally more accepting of other gods and churches. Evil has 
  proved more politically correct to denounce in Gran March, and many have taken that road. The faithful hold ideals 
  to fight Chaos and Evil in general rather than work against Gods and Churches in specific. Some followers of 
  Pholtus even see the other gods as part of the natural order that Pholtus represents and they have good relations with 
  them. Still the Church of St. Cuthbert has held a grudge against the Church of Pholtus and looks at every turn to trip 
  up the church in its agreement with the Commandant. 
   
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  Appendix 2 
   
  Belgrum “The Beast”. Formerly Cleric/Ravager of Erythnul: Male human Clr7/Rav2; CR 9: Medium-size 
  humanoid (human); HD 7d8+14, 2d10+4 hp 79; Init +1 Spd 30 (20) ft; AC 11 (touch 11, flat footed 10); Atk +9/+4 
  melee (unarmed – will not attack anyone or anything during this module): AL LG (formerly CE): SV Fort +10, Ref 
  +3, Will +8; Str 14, Dex 12, Con 14, Int 12, Wis 16, Cha 10. 
  Skills and Feats: Concentration +10, Climb +6, Intimidate +9, Knowledge (religion) +4, Ride +5, Swim +6, 
  Wilderness Lore +7, Dirty Fighting, Power Attack, Sunder, Cleave. 
   
  Possessions: none. 
  Belgrum’s history is sufficiently detailed in the Adventure Summary for a DM to run him in this module.  DM’s 
  should keep in mind that Belgrum has been a horrific monster for all of his life.  He only recently came into the 
  Blinding Light and he has no concept of how to perform good acts.  At this point, he has determined that his most 
  correct course of action is to do as little as possible, and therefore hopefully minimize the risk doing harm.  All of 
  his instincts are for overwhelming, blinding violence, and he now can feel that all of that is wrong.  He has a whole 
  lifetime of behavior to unlearn.  He trusts Pholtus, and Master Ferin.  Because Master Ferin has chosen to entrust 
  the PCs with his transport, Belgrum feels a sense of trust toward the PCs.  He is not stupid, and he is not subject to 
  abusive manipulation by the PCs.  Any PC who toys with him might unwittingly trigger a negative response.  He 
  will absolutely not attack anyone, PC or NPC during this module, but allowing a PC to catch a glimpse of the 
  monster behind the mask might remind them that his conversion to good is only just beginning (Intimidate +9). 
  Master Ferin Male human Clr9; CR 9: Medium-size humanoid (human); HD 9d8-18 hp 18; Init +0 Spd 30 (20) ft; 
  AC 10 (touch 10, flat footed 10); Atk +5/+0 melee (BAB +6/+1, but with STR penalties - he will not attack anyone 
  or anything during this module): AL LG: SV Fort +4, Ref +3, Will +13; Str 8, Dex 10, Con 6, Int 12, Wis 20, Cha 
  15. 
  Skills and Feats: Concentration +8, Diplomacy +11, Healing +17, Knowledge – Religion +10, Sense Motive +9. 
  Extra Turning, Combat Casting, Iron Will, Divine Cleansing, Heighten Turning. 
   
  Possessions: none 
  Master Ferin is something of an institution in Gran March.  He found Pholtus early in life (9), and joined the church 
  at 12.  He enlisted in the army in 531 CY and was assigned to duty as a Combat Specialist.  He discovered that 
  military life suited him very well, and it meshed comfortably with the teachings of Pholtus.  He spent his first tour 
  of duty as a field healer with a taste for destroying undead when it appeared.  He earned numerous commendations 
  and when he re-enlisted for the first time, he was offered a promotion.  He politely declined, saying that he had no 
  intention of making a career out of the army; he had other duties to take care of soon.  Sixty-two years later, Master 
  Ferin is still making plans for what to do when he leaves the service of Gran March.  Only he knows how many 
  promotions he has declined.  He continues to be offered promotions because his superiors all know that he would be 
  insulted if he did not have the opportunity every few years to decline.  Although his health prevents him from 
  serving in the field, he is an exceptional field surgeon and hundreds of veterans owe their lives to his efforts.  Some 
  years ago, he transitioned from wearing a Gran March soldier uniform with Pholtan symbols to wearing Pholtan 
  robes with a soldier’s stripe.  His superiors approved it, and no one really questions it.  There is actually a rumor 
  that he was discharged a decade ago and no one had the heart to tell him, so they just keep paying him. He is kindly 
  and loves people.  He knows that his time is short and he is content to go to Pholtus.   
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/593/Intro mods/GRMi3-01 - Pilgrimage/GRMi3-01 - Pilgrimage.pdf