TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  GRM4-03 
   
   
   
   
   
   
  Ripe for the Picking 
   
  A One-Round D&D LIVING GREYHAWK®  
  Gran March Regional Adventure 
  Version 1.0 
   
  by Will Dover 
  Playtested by Eric Burk, Andrew Garbade, Kristy Ockunzzi, Dennis Waltman, Derrel Weaver, and Ryan White 
   
   
  A military prisoner seeks atonement for past misdeeds, and what he confesses leads to a terrible secret.  Players are 
  encouraged to play GRM3-02 Rotting on the Vine   beforehand, and Military TUs may be used for this adventure.  A 
  Gran March Regional adventure for APLs 2-12, and Part Two of the Shadow, Sun, and Sword Series. 
   
   
  
  GRM4-03 Ripe for the Picking 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
   
   
   
   
   
   
   
  
  GRM4-03 Ripe for the Picking 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Gran March.  Characters native to Gran March pay one 
  Time Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit.  Rich Upkeep costs 50 gp per Time Unit.  
  Luxury Upkeep costs 100 gp per Time Unit. 
  
  GRM4-03 Ripe for the Picking 
   
  Page 4 
  Adventure Background 
  Rhal ap Ogwen is an expatriate cleric of Pelor from Geoff 
  of Flan extraction who fell in with a secret organization 
  of criminals known as The Corporation. Last year, in 
  order to become a full member, Rhal attempted to steal a 
  classified military dispatch. This theft was not a 
  sanctioned operation for The Corporation, but rather for 
  a disloyal faction dissatisfied with the current restrictions 
  on operations. Loyal citizens of the March captured him 
  in 
  his 
  attempt 
  to 
  flee 
  with 
  the 
  information. 
  Unfortunately, Corporate members who were part of that 
  posse made a copy of the dispatch and passed it on to The 
  Corporation using a mail drop (See GRM3-02 Rotting 
  on the Vine   for more details). In order to spread a 
  controlled amount of chaos, they leaked the information. 
  Now rumors flow about the Flan ultimatum concerning 
  the Gran March presence in the Rushmoors. 
  Over the past year, Rhal was sentenced to death by 
  beheading. Military officials, however, kept him in 
  custody in hopes of breaking him into revealing his 
  Corporate handlers. He is currently held in protective 
  custody in the dungeons below the keep in Orlane.  
  Rhal was allowed but one privilege during his 
  incarceration: he was allowed weekly meetings with a 
  Pelorite cleric named Geraint Brownbaker. Brownbaker 
  is one of the highest level clergy of the Fellowship of 
  Pelor and Mayaheine. While he has been known to 
  preach and minister to the Gyri refugee population of 
  Orlane, recently he has had visions that the Fellowship 
  should take a more active part in Gran March affairs, 
  particularly in resolving the issues with the Flan. Thus, 
  he has been taking time away from his ministry to 
  explore the Rushmoors and to try to establish a rapport 
  with the local tribes. 
  Adventure Summary 
  The PCs arrive in Orlane during Growfest, the holiday 
  prior to the growing season. The refugee camps now have 
  enough people where an organized celebration (albeit 
  small scale) will be there. The party has received letters 
  from Geraint Brownbaker inviting them to the 
  celebration as his guests. At the party, they will hear 
  various Gran March rumors. 
  Encounter One – The Festival:  
  This encounter introduces Orlane and its refugee 
  population to those who have not been here before and 
  serves as an opportunity for the PCs to gather 
  information in the form of rumors. 
  Encounter Two – Enter the Pelorite: 
  Eventually, Brownbaker sees the PCs and welcomes them 
  to his tent. There, he tells them the real reason they are 
  here: to witness Rhal ap Ogwen’s confession and 
  atonement (conducted by Brownbaker) before he is 
  beheaded for treason that evening. 
  Encounter Three – Confession is Good for the 
  Soul, but Bad for Your Health:  
  The PCs and Brownbaker go to visit Rhal ap Ogwen to 
  witness his confession, as are Captain Ramanche and 
  various representatives of the major churches. When 
  they arrive at his cell, the party finds Rhal dead on the 
  floor, poisoned from his last meal by the rival faction. He 
  does manage, though, to provide one last clue. 
  Encounter Four – Assassin’s Aftermath:  
  The PCs find the guard who was supposed to be on duty 
  stuffed into a hay bale, killed by the assassin. Various 
  other investigations reveal the location of a Corporate 
  Chapterhouse in Orlane hidden in The Rushing Range 
  Tavern. Furthermore, Corporate PCs get a message that 
  this Chapterhouse is in violation of the edict concerning 
  military thefts and to get everything they can from it. 
  This information leads to investigating the inn in 
  Encounter Five. 
  Encounter Five – The Inn as Cover:  
  They will find the Rushing Range closed with a 
  Hospitaler sign on the door saying the inn is closed 
  because of food poisoning. The sign is a forgery, an 
  excuse to close the inn while the Corporate members 
  make their escape. The PCs will find a secret door that 
  leads to a trapped door. The door leads down a set of stairs 
  into Encounter Six. 
  Encounter Six – That Statue! It Moved!:  
  The door in Encounter Five leads into a large 
  antechamber dominated by two large statues of Pelor and 
  Mayaheine. The statues are pieces of animated statuary 
  that will attack the party until they are destroyed.  
  Encounter Seven – Death Among Thieves:  
  A quick search of the complex finds little of value in the 
  rooms, save for what appears to be the Senior Brother’s 
  room. There, alerted by the trap, a husband and wife 
  clean up crew for the evil faction of The Corporation are 
  trying to remove evidence invisibly while planting 
  evidence that this was a Pelorite meeting place and will 
  attack the party when they enter the room. 
  Conclusion:  
  Depending on the outcome, the party will either increase 
  the trust and sympathy of the Pelorites in the local 
  population or cause more suspicion if they are dead and 
  the Pelorite materials are found. If successful, they may 
  gain 
  favors/influence 
  from 
  the 
  Pelorites, 
  the 
  Corporation, and/or the military. An out-of-game side 
  effect of this will be that the Pelorite/Mayaheine Meta-
  campaign Organization will become more organized to 
  defend themselves against further damage to their 
  reputation. This will result in a subsequent revision of 
  
  GRM4-03 Ripe for the Picking 
   
  Page 5 
  that organization, depending on the results of this 
  scenario. 
  Introduction 
  In preparation for this scenario, DMs should get the 
  following information from the players: 
  Find out if any of the PCs at the table have played the 
  first part of this series, Rotting on the Vine. If they 
  have, find out if they have any Influence Points resulting 
  from that scenario. 
  Find out the alignment of each PC. 
  Find out if any PCs are members or clergy of the cult of 
  Pelor. 
  Find out if any PCs are active-duty military, veterans, or 
  Graduates of Syrloch (the Gran March academy for 
  arcane spellcasters). 
  Finally, find out if any PCs are members of The 
  Corporation. 
  DMs should probably do this secretly on an index card or 
  some other means so that the other party members are 
  not necessarily aware of each other’s affiliation, 
  particularly those who are members of The Corporation. 
  Once this is done, read the following to the players: 
  You are all on the road to Orlane in Barony Farvale. 
  The road as of late has been relatively quiet and so 
  far your journey has been without incident. As you 
  travel west, you can see that the prosperity and 
  agricultural bounty associated with this Barony is in 
  full swing as farmers are tilling their fields for 
  spring planting and herdsmen are looking after 
  their large flocks.  
  At this point, have each player introduce his or her PC to 
  the rest of the party. Make sure they give descriptions 
  that would indicate to which groups (such as the 
  military) they belong. 
  As you approach the town, you see a flurry of 
  domestic activity. It has been quite a while since you 
  have visited Orlane and the town looks better than 
  ever. The townsfolk have rebuilt most of the 
  buildings razed in the giant attack almost two years 
  ago. The streets are bustling with vendors peddling 
  their wares. 
  Most of you are here because of the beginning of 
  Growfest, the start of the growing season. In fact, a 
  Pelorite priest named Geraint Brownbaker has 
  invited some of you this year as the Gyri refugees are 
  going to have a small feast of their own. Rumors 
  have come back from across the Geoff border of the 
  recent advances by the giants, but rather than be 
  despondent over the fate of their homeland, the 
  refugee community instead decided to have a 
  celebration of new life.  
  The PCs who have not played Rotting on the Vine can 
  make up a reason for being in Orlane. Any reasonable 
  suggestion will work out here. 
  Encounter One: The Festival 
  All along the streets, there are notices (written in 
  both Common and Flan) for the refugees’ festival.  
  The notices give the directions to the festival, which is on 
  the western side of town on the road to Hochoch.  
  Following the directions on the notices, you find 
  yourselves in a small tent city. Those of you who 
  were here last year note that the refugee camps have 
  grown. However, the tents appear to be freshly 
  beaten, and there are handmade decorations strung 
  around and between them. The people here are 
  dressed in the best they have. There are a few pigs 
  roasting on spits and large platters of breads and 
  vegetables on tables scattered in the compound. 
  Casks of various forms of alcoholic beverages are 
  also freely available. 
  There are plenty of folks milling about, most of them 
  enjoying the food and drinking. These people appear to 
  be mostly refugees, but there are a few townsfolk here as 
  well. 
  The food and drink are free, and most are taking 
  advantage of it. If asked, the partygoers will say that the 
  food and drink were donations from the local farmers 
  who have been blessed this past year with a bountiful 
  harvest. Brownbaker had asked for donations from the 
  community, and they responded graciously. Because of 
  the friendly atmosphere, folks are quick to talk about the 
  news (mostly rumors) that they have heard. Feel free to 
  use the rumors below in making conversation (DC 10 on 
  a Gather Information check): 
  • 
  “Yep, I hear the troops are finally going to 
  behead that Rhal ap Ogwen. Don’t know why 
  they have taken so long to do so. Last I heard, 
  Gran March justice was supposed to be swift 
  and final.” 
  • 
  “We might as well drink and be merry now, for 
  the giants are coming soon. The way I hear it, 
  there is no Gyri army anymore; the giants just 
  snuffed it out.” 
  • 
  “Those 
  scaly, 
  slimy 
  critters 
  from 
  the 
  Rushmoors are just waiting to make a meal of 
  us all. Bad enough the giants are on our 
  doorstep; we also have to worry about the 
  lizardfolk and the bullywugs too.” 
  • 
  “Did you hear? Ex-Commandant Petros is back 
  from wherever it was he went. They say he’s 
  been touched by Heironeous, but that sounds 
  like a bunch of hooey to me.” 
  
  GRM4-03 Ripe for the Picking 
   
  Page 6 
  • 
  “Petros back in Gran March? I doubt it. Sounds 
  to me like the Watchers sent him packing, 
  never to return.” 
  • 
  “My brother’s fighting with the Army of 
  Retribution. He sent me a letter saying how 
  they were held back from fighting the giants at 
  Gorna. Why would the Commandant do that?” 
  • 
  “My uncle told me about the undead the 
  Mountaineers fought up in the Lortmils. He 
  thinks they got them all. I don’t.” 
  The following rumors about Brother Brownbaker come 
  out only if the PCs ask about him; those who have never 
  encountered him before probably will not think to ask 
  about him. 
  • 
  “Yeah, I’m pretty sure Brother Brownbaker is 
  around here. He certainly won’t miss this, even 
  with him going out and about as of late.” 
  • 
  “Brother Brownbaker has been gone a lot of the 
  time this year. Sure, he always arranges for 
  some cleric to come and help us out while he’s 
  away, but it’s not the same as if he had been 
  here.” 
  Development: This encounter serves to provide players 
  background on the current issues in Gran March. Thus, 
  when they meet Brownbaker, the party will be well-
  informed. 
  Encounter Two: Enter the 
  Pelorite 
  If there are PCs in the party who have played Rotting on 
  the Vine and have influence with the Pelorites, read the 
  following: 
  After an hour or so of eating, drinking, and 
  conversation, you hear a loud and booming voice 
  over the crowd, “Greetings, good and noble travelers. 
  I am glad to see that my invitations found their way 
  to you so that you can enjoy our feast.” The speaker 
  looks not unlike the rest of the refugees, with his 
  reddish hair flowing in an uneven mass past his 
  shoulders and his ruddy beard growing long and 
  unkempt off of his tanned face. You quickly 
  recognize him as Geraint Brownbaker, minister of 
  Pelor to the refugees here. 
  If no one at the table has played Rotting on the Vine, 
  read the following to them: 
  After an hour or so of eating, drinking, and 
  conversation, you hear a loud and booming voice 
  over the crowd, “Greetings to all. I hate to disrupt 
  this revelry, but I have need of good and honest folk 
  to assist me in a righteous endeavor. If you help, I, 
  Geraint Brownbaker, can assure you that the 
  blessings of Pelor will shine upon you.” The speaker 
  looks not unlike the rest of the refugees, with his 
  reddish hair flowing in an uneven mass past his 
  shoulders and his ruddy beard growing long and 
  unkempt off of his tanned face.  
  For these people, Brownbaker will wait to see if anyone 
  in the party volunteers. If no one does, he will kneel 
  down in silent prayer. When he arises, he will come to 
  the party, introduce himself again, and tell them, “Pelor’s 
  light has led me to you. Will you help me in my time of 
  need?” 
  At this point (regardless of whether the party knows him 
  or not), Brownbaker will come and sit with the party. He 
  will engage in polite conversation, asking each party 
  member how they are doing, etc. He will be quite 
  reticent about his own activities, quickly dismissing them 
  with phrases like “I only go where Pelor’s light shines the 
  way.” He will eventually get to the real reason he has 
  asked them here. 
  “Brothers and sisters, I am glad you are here and I 
  am certain you will be willing to help me out. As you 
  may have heard, Rhal ap Ogwen, a former priest of 
  my faith, is to be executed this evening because of 
  treacherous 
  acts 
  against 
  the 
  Gran 
  March 
  government. He is truly guilty of these crimes; there 
  is no doubt as to that. Rhal accepts this fate; 
  however, he has remained silent about the details of 
  his crimes, specifically any associates he may have 
  had help him. The Gran March soldiers have 
  interrogated him for many months, but the only one 
  he has seen fit to talk to is me.  
  “However, like the drowning man looking for some 
  branch to grab, Rhal has reconsidered his earlier 
  silence. He is willing to confess what he knows in 
  exchange for an atonement spell, cast by me. He has 
  also asked that there be witnesses to his confession 
  and atonement so that word may reach his family 
  (who may still be alive in Geoff) of his redemption. 
  “What I need from you is to be witnesses to his 
  confession and atonement. Truly, there will be Gran 
  March officials there as well, but they will not have 
  the chance or inclination to spread the word about 
  Rhal’s absolution. Will you come with me so that 
  you may bear witness to these wonderful events?” 
  If 
  asked 
  about 
  payment 
  or 
  other 
  recompense, 
  Brownbaker will shrug and say that “witnesses of the 
  truth do not need compensation; the knowledge of the 
  truth is valued coin indeed.” For those reluctant to help 
  him, Brownbaker will mention that they will get to meet 
  some of the more important folk in Orlane, people that 
  would be good to know in the PC’s line of work. 
  The ceremony will begin at five in the afternoon 
  (approximately an hour after the party completes this 
  encounter). If they accept, Brownbaker will ask them to 
  wait here while he makes the final preparations for the 
  atonement. During this time, the party can feel free to 
  ask around about anything dealing with Rhal’s execution. 
  
  GRM4-03 Ripe for the Picking 
   
  Page 7 
  Use the rumors in Encounter One to aid in your 
  responses to the party’s questions. 
  � Geraint Brownbaker: male human (Flan) Clr10; hp 
  68; see Appendix One. 
  Development: Through playing the various motivations 
  of the party (including altruism and goodness), 
  Brownbaker should be able to convince the party to come 
  with him into Encounter Three. If not, skip to Encounter 
  Four; this encounter can handle that eventuality. 
  Encounter Three: Confession is 
  Good for the Soul, but Bad for 
  Your Health 
  If the party accepted Brownbaker’s request to witness 
  Rhal’s confession, read the following to them: 
  After about an hour, Brownbaker meets again with 
  you and gestures for you to follow him. He then 
  leads you east on the western road until you reach 
  Orlane’s center, where you veer onto the northern 
  road to the hill on which stands the Keep of Orlane, 
  headquarters to the 20th Battle.  
  The guards allow you entrance with little more than 
  a request for identification. Brownbaker then leads 
  you to the building that serves as offices of the 
  Headquarters Unit for the 20th Battle. After you 
  knock, there is a modicum of silence before you hear 
  a loud “Enter” from inside. Once you enter, you see a 
  well-groomed officer wearing Captain’s rank seated 
  at a desk by the door. He has light brown hair and a 
  goatee, obviously cut by a fine barber.  
  The man is Captain Velladen Ramanche. Those who have 
  played Eyes on Orlane, Rotting on the Vine, or 
  Training Camp will quickly recognize him. He quickly 
  foregoes the usual military protocol as he was expecting 
  some civilians for this ceremony. He says: 
  “Well, Brother Brownbaker, I trust you are ready for 
  this. The other witnesses are here as well. I have a 
  couple of duties to perform, and then we will be 
  about this unpleasant business. If you would step 
  into this side office, I will be back with you 
  momentarily.” 
  Ramanche will insist on this, albeit politely. Once the 
  PCs agree, read the following: 
  There are four people in the side office. The first is a 
  small bookish halfling who appears to be poring 
  over paperwork at a small desk while he is waiting. 
  He mumbles softly to himself as he makes his notes. 
  This halfling is Hospitaler Dispatcher Narek Vollstrom. 
  He is the Chief Dispatcher for the Hospitaler unit 
  stationed here in Orlane and was Rhal’s boss before his 
  incarceration. Vollstrom is here as a witness for the 
  Hospitalers to ensure that Rhal is treated fairly. Though 
  his actions were treacherous, Rhal was still a Hospitaler. 
  Vollstrom will not engage in any conversation except 
  with those who are members of the Hospitalers; as 
  always, he is busy going over paperwork for the next day’s 
  caravans.  PCs who played Rotting on the Vine will 
  know him as the halfling who sent them out to find Rhal 
  in the first place. 
  An old man in his nineties is seated near the 
  window. His hands are gnarled with arthritis and he 
  appears to be a bit unsteady, using a halberd to 
  balance himself. Still, he is dressed in studiously 
  polished chain mail draped with a sash and 
  longsword at his side. The sash has the device of the 
  Knights of the Watch. 
  The old man is Watcher Corem Valstier, Most Gallant 
  Hippogriff, retired. He currently resides in Orlane and 
  PCs who have played Midnight Dawn will remember him 
  as the Watcher whose books they rescued during the 
  Battle of Orlane. While retired, Valstier still performs the 
  occasional non-combat duty for the Knights. He will 
  freely converse with anyone willing to talk with him, 
  with special attention paid to Knights of the Watch or 
  Dispatch and those who had helped him previously. 
  Another old man is looking over what appears to be 
  the Battle’s bulletin boards. He is wearing clerical 
  robes with the Gran March military insignia of a 
  Combat Specialist of the 12th Battle sewn on it. As he 
  turns in response to your entrance, the holy symbol 
  of Pholtus hanging around his neck swings limply 
  with the motion of his head. 
  This old man is Master Ferin, a combat specialist with the 
  12th Battle. PCs who have played the introductory 
  module Pilgrimage will be familiar with this cleric of 
  Pholtus, as will any military personnel serving in the 
  12th Battle out of Buxton’s Crossing. The Church of 
  Pholtus has asked Master Ferin to act as a witness to these 
  affairs. Given his status in the military, it was easy for him 
  to arrange to be here. He is friendly to most, but this 
  demeanor is a bit strained with those who have the 
  Infamy of Pholtus from the Year One Gran March Regional 
  scenario The Lesser of Two Goods (providing he 
  recognizes the PC as having the infamy). He will not 
  demonstrate an overt malice, but rather an unsettling 
  discomfort that is almost imperceptible.  A Sense Motive 
  check (DC 20) will detect any strain. Master Ferin will be 
  quite cooperative with those of the Pholtan faith, those of 
  the 12th Battle, and those with whom he has worked 
  with previously. 
  The fourth person in the room is a tall, brawny 
  human male standing in a corner of the room 
  opposite the door. His green cloak is over his 
  forehead so that you can barely see the brown and 
  grey hair streaming down his shoulders. He takes 
  stock of each of you as you enter the room, as if 
  sizing you up for later. The man has an exquisite 
  composite longbow on his back and an ornate 
  
  GRM4-03 Ripe for the Picking 
   
  Page 8 
  longsword sheathed at his side. All else is obscured 
  by his green cloak. 
  A successful Knowledge (local - Sheldomar Valley 
  Metaregion) check at DC 15 will identify the man as 
  Ferrule Garde, Special Constable for the Commandant of 
  Gran March. He will not engage in conversation with 
  anyone aside from a simple greeting. He is a direct man, 
  wanting to get to this business, straight away. 
  Allow the PCs to interact with the NPCs, except for 
  Garde who will distance himself from them. Players can 
  ask questions of the NPCs, but they only know the 
  rumors from Encounter One. Feel free to rephrase these 
  rumors to suit the personality of each NPC. If this 
  scenario is to be played in a four-hour slot, you should 
  limit the interaction to about 15 to 20 minutes before 
  reading the following: 
  After talking with the other witnesses for a short 
  while, Captain Ramanche returns and says, “The 
  prisoner has received his last meal, so we should go 
  and get this atonement over with so as not to torture 
  the poor devil any further.” He then escorts you to 
  the dungeons below the keep where prisoners are 
  kept. Various Gran March soldiers walk the halls. 
  Some are on guard duty; others are cooks from the 
  20th Battle collecting empty food trays from the 
  cells.  
  Suddenly, you hear a loud gasp that sounds like the 
  final rattle of the newly dead from one of the cells. 
  You all rush to the cell where, upon opening the 
  door, you find a prisoner face down on the floor. His 
  index finger appears to be pointing to some 
  scrawling in the dust. Captain Ramanche turns the 
  body over to reveal its face. The dead man is Rhal ap 
  Ogwen. 
  Use DM Aids: Map #1 for the layout of the cell, 
  including the position of Rhal’s body. If you remove the 
  squares containing the bed and the body and assume that 
  Brownbaker, Garde, and Ramanche take up three more 
  squares, you can see that there is only room for four more 
  PCs to be in there as well. You will need to determine 
  which four got in there first. 
  From this point, Garde will ask Captain Ramanche to seal 
  this room so that there can be a thorough investigation. 
  There are, however, a few pieces of evidence in this room 
  that the PCs will notice: 
  • 
  There appears to have been no struggle in the 
  room. (Spot check DC 15 to notice this.) 
  • 
  The scrawling on the floor is a single word in 
  Flan: “Rushing.” If no one speaks that language, 
  Captain Ramanche will translate it. 
  • 
  The food tray is still in the room. (Spot check 
  DC 15 to notice this.) If a PC has detect poison 
  memorized and cast it on the tray, that PC will 
  find the remnants of dark reaver powder (DC 
  18, 2d6 Con damage / 1d6 Con + 1d6 Str 
  damage) and id moss (DC 14, 1d4 Int damage / 
  2d6 Int damage), the exact poisons being 
  determined with a successful Wisdom or Craft 
  (alchemy) check at DC 20 as noted in the 
  description of the spell. Rhal was given the 
  equivalent of two doses of each in his food. If no 
  one has that spell memorized, Garde will cast it 
  on the tray and announce the results as if he had 
  made the check. Corporate PCs may have heard 
  rumors of Corporate traitors being eliminated 
  this way on a Knowledge (local – Sheldomar 
  Valley Metaregion) check at DC 20, but only if 
  they know the exact nature of the poison. 
  Give the players about five minutes to get these checks 
  out of the way before Ramanche closes off the room.  
  Players might want to try some of the following spells in 
  this situation: 
  • 
  Detect magic – no magic. 
  • 
  Detect evil – no evil. 
  • 
  Detect poison – only on the tray above. 
  • 
  Detect undead – Give the caster a Spot check at 
  DC 25 to notice a spectral form going ethereal 
  off of the body. This is because the atonement 
  spell was never completed and Rhal’s spirit is 
  going to Pelor for judgment. See Encounter 
  Four for this judgment. 
  • 
  Revivify – Rhal has been dead for too long for 
  this spell to work. 
  • 
  Raise dead / resurrection – fails automatically. See 
  Encounter Four for details.  
  • 
  Speak with dead – According to the spell 
  description, this spell deals with the mental 
  impressions left on the corpse rather than the 
  actual spirit. However, the use of the id moss 
  poison has reduced the effective Int of the 
  corpse to 1 so any questions will be answered as 
  an idiot. Thus, other than the fact that Rhal got 
  poisoned, there will be no useful information to 
  be gained here. Rhal’s spirit, on the other hand, 
  still has its full Int score as a result of his visit to 
  his deity. See Encounter Four for details. 
  On a successful Listen check (DC 10), a PC in the cell can 
  hear Brother Brownbaker mumble, “If only I had thought 
  to pray for that new spell and then gotten here quicker . . 
  .” If asked about it, Brownbaker will say that he had 
  learned the prayer for a new spell that could raise the 
  dead, but it had certain restrictions on it that would not 
  have worked here. If pressed further, Brownbaker will 
  say that now is not the time to be discussing research. 
  � Geraint Brownbaker: male human (Flan) Clr10; hp 
  68; see Appendix One. 
  
  GRM4-03 Ripe for the Picking 
   
  Page 9 
  � Captain Velladen Ramanche: male human 
  (Oeridian/Flan) Ftr8; hp 66; see Appendix One. 
  � Hospitaler Dispatcher Narek Vollstrom: male 
  halfling Exp8; hp 36; see Appendix One. 
  � 
  Watcher 
  Corem 
  Valstier, 
  Most 
  Gallant 
  Hippogriff: male human Pal10; hp 95; see Appendix 
  One. 
  � Master Ferin: male human Clr9; hp 41; see Appendix 
  One. 
  � Special Constable Ferrule Garde: male human 
  Rog2/Rgr8/Jstcr4; hp 87; see Appendix One. 
  Development: Captain Ramanche immediately returns 
  with a Pikeline of troops to stand guard over the cell. 
  Constable 
  Garde 
  remains 
  inside 
  beginning 
  his 
  investigation. Brownbaker and the other witnesses wait 
  with the rest of the party outside in the hall.  
  Encounter Four: Assassin’s 
  Aftermath 
  After Captain Ramanche returns with the troops to 
  guard the cell, he barks out orders to other soldiers 
  to find out who delivered Rhal’s last meal. 
  Ramanche then has a few whispered words with 
  Brother Brownbaker, after which he then pulls you 
  aside and talks with you. 
  “Well, this has become quite a mess, particularly 
  while that martinet Garde is around. Personally, I 
  would love to solve this thing before Mr. High-and-
  Mighty. It would certainly reflect well for the 20th. 
  Brother Brownbaker seems to think pretty highly of 
  you. Would you be willing to start investigating 
  some of this?” 
  Feel free to modify the above boxed text if anyone in the 
  party has worked for Captain Ramanche before; he would 
  be well aware of their capabilities. At this point, 
  Ramanche will try to diplomatically convince the party 
  (particularly the veterans and active-duty personnel) to 
  do the work. If pressed, he says that, more than likely, 
  Garde will send a courier (or use some other magical 
  means) to contact Hookhill to get the 20th Battle’s 
  cooperation in his investigation. Ramanche says, 
  however, he can form up a detachment outside of the 
  normal chain of command that can act independently of 
  normal Battle operations. If the party agrees, he will 
  immediately activate all reserve personnel present to 
  investigate the assassination. 
  The party will undoubtedly try many different 
  investigative methods at their disposal. Some of these are 
  as follows:  
  • 
  Find the Cook – Obviously, someone delivered 
  the poison, so searching for the cook who 
  brought it is a primary goal. Upon asking 
  around, the party will find out that the cook is a 
  human 
  Support 
  Specialist 
  named 
  Hrisc 
  Mahntop. They will find Mahntop’s body in the 
  cavalry stables in a hay bale. The light is pretty 
  poor here (see below as to why this is), but the 
  party can still investigate the body. Mahntop 
  was killed by a quick slice of his carotid artery 
  (Heal check DC 10), an hour or so before the 
  poisoning (Heal check DC 20). A speak with dead 
  spell will show that he had nothing to do with 
  the poisoning and that he was attacked from 
  behind so that he could not see his assailant. If 
  asked about “Rushing,” however, the spell will 
  reveal that Mahntop frequented The Rushing 
  Range Tavern after work. A Gather Information 
  check at the keep (DC 10) will also reveal this 
  information to parties who do not have access to 
  speak with dead. 
  • 
  Check out Rhal’s Body – This is impossible due 
  to the number of guards around the cell. 
  • 
  Beat the Streets – This consists of Gather 
  Information checks. Have them make one 
  assisted Gather Information check for this: 
  o 
  DC 5 – There is an inn called The 
  Rushing Range Tavern in the eastern 
  part of Orlane. 
  o 
  DC 10 – The Rushing Range has only 
  been in Orlane since CY 583. It 
  managed to avoid getting damaged 
  during the Battle of Orlane. 
  o 
  DC 15 – Its owner, Talchek Vris, is 
  supposed to be a bard, but no one has 
  seen him perform. Ever. 
  o 
  DC 20 – They have had some problems 
  with the food as of late. Their new 
  cook seems to be less than capable. 
  o 
  DC 25 – Occasionally, the inn gets 
  large deliveries of goods from all over 
  the Sheldomar Valley. Sometimes, 
  these deliveries come at night. 
  These nuggets should cause most parties to be suspicious 
  enough to investigate the inn, leading to Encounter Five. 
  During their investigation, two other events should 
  happen as follows: 
  Event One – Corporate Contact 
  If members of The Corporation are present in the party, 
  pull those players aside and say that each of their PCs, 
  while walking the streets of Orlane gathering 
  information, had a message stuffed into their pockets by a 
  street urchin. Give them Player Handout #1. This will 
  give them the sanction of The Corporation to investigate 
  another Chapterhouse. Corporate PCs thus add a secret 
  
  GRM4-03 Ripe for the Picking 
   
  Page 10 
  +5 circumstance bonus to the Gather Information check 
  above. 
  Event 2 – Ghostly Connection 
  The reason why Rhal ap Ogwen cannot be raised, 
  resurrected, or even spoken with is that he is now a 
  special ghost courtesy of the deity Pelor. Rhal’s spirit has 
  been given one last chance to atone for his misdeeds on 
  Oerth by aiding in the investigation of his own murder. 
  As a ghost, Rhal has the Malevolence ability. However, 
  Pelor has seen fit to limit this ability to possessing objects 
  only for two reasons. First, possession of a living being is 
  very close to an evil act and that is not something Pelor is 
  willing to condone. Second, having Rhal serve as an 
  object is an act befitting his crimes. After all, Rhal was a 
  tool for those who would seek to frame Pelor’s followers. 
  During the investigative phase of this encounter, Rhal’s 
  ghost will possess an object on a PC. This can occur at 
  two points: if the party goes to investigate the dead body 
  found in the cavalry stables or when the party starts 
  beating the streets for information. Rhal’s choice of PC 
  follows the following criteria: 
  • 
  1st choice – Clr of Pelor 
  • 
  2nd choice – Pal of Pelor 
  • 
  3rd choice – Follower of Pelor 
  • 
  4th choice – Clr, Pal, or Follower of Mayaheine 
  • 
  5th choice – Any NG character 
  • 
  6th choice – Any CG character 
  • 
  7th choice – Any LG character 
  If Rhal’s spirit cannot find anyone fitting any of the 
  above categories, choose a PC at random. Rhal’s spirit will 
  possess an item as noted on the item AR (see the Treasure 
  Summary). Note that Rhal cannot possess an item that is 
  already intelligent, either by creation or by infusion by 
  another spirit. 
  On a Spot check (DC 18 + APL), the selected PC will 
  notice a ghostly form in the shadows that will then 
  funnel itself down to an item in the PC’s possession. In 
  any event, Rhal attempts to telepathically contact the PC 
  to convince that PC of his good intentions. Hand the 
  player of the selected PC the item AR containing Rhal’s 
  capabilities. Rhal does know where his Corporate 
  contacts were: The Rushing Range Tavern. 
  Development: The party’s investigation should make 
  them suspicious enough to want to check out The 
  Rushing Range Tavern and thus go on to Encounter Five.  
  Encounter Five: The Inn as 
  Cover 
  If the party decides to investigate The Rushing Range 
  Tavern, read the following: 
  The sun is setting in the west as you travel on the 
  east road towards The Rushing Range Tavern. The 
  sky is darkening to the northeast; it looks like a 
  storm will hit Orlane soon. You eventually come to 
  an average looking tavern, like many you have 
  frequented before. Unlike others, this one has a 
  notice tacked on the door. It bears the stamp of the 
  Hospitalers and says “This dining establishment is 
  closed due to rats.” 
  Those who want to get more information on the storm 
  can make a Survival check. At DC 5, they will know a 
  storm will hit Orlane some time this evening. At DC 10, 
  they will know that it will be a very strong storm with a 
  large amount of precipitation. At DC 15, they will know 
  that it will be in Orlane in two hours and will be strong 
  enough to wash out wagon ruts, let alone footprints. 
  The notice is a forgery. A successful Forgery check (DC 
  15) will detect this forgery as will checking back to Chief 
  Dispatcher Vollstrom of the Hospitalers. Checking with 
  Vollstrom, however, takes about an hour, which affects 
  Encounter Seven (see below). Of course, the party can 
  save time by guessing that it is a forgery and proceeding 
  on. 
  If the PCs look around the outside of the building, they 
  may spot the tracks of several wagons and people on a 
  successful Search (or Survival for PCs with the Track feat) 
  check (DC 10, because of the firm ground and the 
  number of wagons and people).  If a PC with the Track 
  feat succeeds on the above Survival check at DC 15, the 
  PC can tell that these tracks are twelve hours old, and the 
  party can follow the tracks for about an hour when they 
  run across the storm. The storm has been raging here for 
  six hours. Furthermore, the ground has gotten harder 
  and the people have started covering their tracks. Thus, 
  the DC will be going up to 30 + APL. It will take the party 
  about an hour before they encounter the rain. Therefore, 
  if they choose to go back, it will take two hours round 
  trip.  
  The door to the Inn is locked (Open Lock DC 15) and not 
  trapped. It has hardness 5, hp 15, and a Break DC 18. 
  Once inside, read the following: 
  The inside of the Inn appears not to have been 
  cleaned in a day or so. Dirty mugs and plates are on 
  the tables. The windows are also covered with small 
  drapes. When you take a step, the wooden 
  floorboards creak as if they were much older than 
  they possibly could be. There are two doors near the 
  bar. 
  See DM Aids: Map #2 for the details of the Rushing 
  Range. Searching the bar (area 1) reveals nothing except 
  that the owners and staff left in a hurry. The door itself 
  leads to a small office (area 2), which has been ransacked. 
  A Search check here reveals a secret door on the back 
  corner. This door leads to a 5 ft. wide x 7 ft. high x 20 ft. 
  long hallway leading to a door. This door is trapped as 
  noted below; if the trap is set off, three blades come out 
  
  GRM4-03 Ripe for the Picking 
   
  Page 11 
  from the floorboards (as shown on the diagram on Map 
  1), dicing and slicing any intruders in the hallway. 
  DM NOTE: You should map out the ground level so that 
  players will have to place their PC miniatures/tokens on 
  the board for determining who is in the trap area. 
  APL 2 (EL 4) 
  � Whirling Blades Trap: CR 4; mechanical; touch 
  trigger; automatic reset – immediately; hidden lock (DC 
  20 to find, DC 20 to unlock); +10 melee (6d6, blades); 
  multiple targets (5 ft. x 20 ft. hall); Search DC 20; Disable 
  Device DC 20.  
  APL 4 (EL 6) 
  � Whirling Blades Trap: CR 6; mechanical; touch 
  trigger; automatic reset – immediately; hidden lock (DC 
  22 to find, DC 22 to unlock); +10 melee (6d6, blades);  
  multiple targets (5 ft. x 20 ft. hall); Search DC 25; Disable 
  Device DC 25.  
  APL 6 (EL 8) 
  � Whirling Blades Trap: CR 8; mechanical; touch 
  trigger; automatic reset – immediately; hidden lock (DC 
  24 to find, DC 24 to unlock); +15 melee (8d6, blades); 
  multiple targets (5 ft. x 20 ft. hall); Search DC 25; Disable 
  Device DC 25.  
  APL 8 (EL 10) 
  � Whirling Blades Trap: CR 10; mechanical; touch 
  trigger; automatic reset – immediately; hidden lock (DC 
  26 to find, DC 26 to unlock); +15 melee (8d6, blades); 
  multiple targets (5 ft. x 20 ft. hall); Search DC 30; Disable 
  Device DC 30.  
  APL 10 (EL 12) 
  � Whirling Blades Trap: CR 12; mechanical; touch 
  trigger; automatic reset – immediately; hidden lock (DC 
  26 to find, DC 26 to unlock); +15 melee (8d6, blades); 
  poison (fang dragon venom (DC 15, 1 Con permanent 
  drain / 0); multiple targets (5 ft. x 20 ft. hall); Search DC 
  30; Disable Device DC 30.  
  APL 12 (EL 14) 
  � Whirling Blades Trap: CR 14; mechanical; touch 
  trigger; automatic reset – immediately; hidden lock (DC 
  26 to find, DC 26 to unlock); +15 melee (12d6, blades); 
  poison (fang dragon venom (DC 15, 1 Con permanent 
  drain / 0); multiple targets (5 ft. x 20 ft. hall); Search DC 
  30; Disable Device DC 30.  
  Development: If the party disables the trap, the door 
  opens to reveal a long stairway leading underground to 
  the chamber in Encounter Six. 
  Encounter Six: That Statue! It 
  Moved! 
  Once the party proceeds underground from Encounter 
  Five, the stairs lead to a small landing adjoining a large 
  chamber as shown on DM Aids: Map #2. When they 
  reach the landing, read the following: 
  At the landing, there is a finished opening into a 
  large room fifteen feet high. It appears to be a chapel 
  dedicated to Pelor and Mayaheine. It has several 
  tapestries dedicated to the Flan pantheon. At the 
  back of the room are two statues. One appears to 
  represent 
  Pelor, 
  while 
  the 
  other 
  represents 
  Mayaheine. 
  The 
  Chapterhouse 
  had 
  orders 
  from 
  the 
  rogue 
  Corporation faction not only to vacate their base, but to 
  make it look like the base really housed a cult of Pelor 
  and Mayaheine. The tapestries were smuggled in from 
  Geoff. However, the rogues did not have a good 
  understanding of how to set up a temple so the rogue 
  faction called on a couple of hired assassins (one of whom 
  is a cleric) to setup the “temple” properly. However, there 
  are flaws still in the façade. A Knowledge (religion) check 
  at DC 13 + APL will see the setup for what it is. Those of 
  the Flan pantheon gain a +2 circumstance bonus to see 
  this; those who are clergy of either Pelor or Mayaheine 
  gain a +5 circumstance bonus. 
  This room also has a spy hole in the western wall from 
  the room used in Encounter Seven. This hole is hidden 
  well (Spot or Search check at DC 25 + APL). 
  Use DM Aids: Map #3 for the layout of this room. The 
  height in this room is 10 ft., still within reach of the 
  guardians of the room. The guardians can be deactivated 
  by saying “Friend” in CorporateSpeak. This code word 
  can be found at the base of the Pelorite statue. Naturally, 
  Corporation members will be tempted to use it if the 
  ensuing battle goes against them. If they do use the code 
  word, indicate this breach in security on the AR. 
  The statues here are different by APL. At APL 2, the Pelor 
  statue is an animated statue that simply attacks when 
  someone gets within 20 ft. of it. Seeing as how the door is 
  near that statue, it is almost impossible to avoid setting it 
  off. Its tactics are simply to slam the closest target and 
  keep slamming until all intruders leave or are dead. At 
  APL 4, both statues are animated and use similar tactics. 
  At APL 6, the Pelor statue is a modified and advanced 
  form of a caryatid column. It has one flaw, however; it 
  cannot turn into a column. However, its articulation 
  points are hidden in the same manner as if it were 
  capable of turning into a column (use the same checks as 
  noted in the description). The Pelor statue also uses a +2 
  heavy mace instead of the standard magical bastard sword. 
  Its tactics are first to sunder the weapon of the closest 
  target and then beat that target to death before going on 
  to the next one. At APL 8, both statues are caryatid 
  
  GRM4-03 Ripe for the Picking 
   
  Page 12 
  columns that pick the closest target, sunder its weapons, 
  and beat it to death before going on to the next target. 
  At APL 10, the Pelor statue is a stone golem. It follows 
  similar tactics to its APL 2 cousin, but will turn and attack 
  anyone who has managed to damage it and concentrate 
  its attacks on it. This golem will also use slow every round 
  if possible until the entire party is slowed. At APL 12, 
  both statues are golems that will use similar tactics. 
  APL 2 (EL 3) 
  � Statue, Large Animated Object: terra-cotta 
  (Hardness 3); hp 53; see Monster Manual. 
  APL 4 (EL 5) 
  � Statues, Large Animated Objects (2): sandstone 
  (Hardness 5); hp 53 each; see Monster Manual. 
  APL 6 (EL 7) 
  � Caryatid Column, Advanced: hp 90; see Appendix 
  One. 
  APL 8 (EL 9) 
  � Caryatid Columns, Advanced (2): hp 90 each; see 
  Appendix One. 
  APL 10 (EL 11) 
  � Stone Golem: hp 128; see Monster Manual. 
  APL 12 (EL 13) 
  � Stone Golems (2): hp 128 each; see Monster Manual. 
  Development: Most parties will have a natural curiosity 
  to find out what is behind the far door. This will lead 
  them to Encounter Seven. If they are hesitant, have them 
  make a Search (or Survival for PCs with the Track feat) 
  check (DC 10) to find tracks in the dust near the door.  
  DC 19 on the above Survival check (for PCs with the 
  Track feat) will indicate that two individuals recently 
  (with the past six hours) have gone through the door. The 
  tracks do not show them leaving the door. 
  Encounter Seven: Death Among 
  Thieves 
  After finishing off the statues in Encounter Six, the party 
  will probably (if they are capable) go through the door in 
  the back of the room. DM Aids: Map #3  shows a couple 
  of other rooms on the way to the final encounter. These 
  rooms are locked (Open Lock DC 15) and not trapped. 
  Each door has hardness 5, hp 15, and a Break DC 18. 
  However, each door has a bell on the inside that rings 
  when the door is opened or breached. These, along with 
  the noise of battle from Encounter Six, serve as warning 
  for the couple in the last room. These extra rooms were 
  storerooms for smuggled booty which are now stripped 
  bare. These rooms are for making the party spend time 
  searching for traps, time with which the couple will use 
  for preparation. Checking both rooms should take no 
  longer than thirty minutes. 
  What happens in this encounter depends on how long in 
  game time it took the party to get to this point. If they 
  spent more than three hours to get to this encounter after 
  starting Encounter Five (because they rested or because 
  they wanted to spend extra time on other tasks), they will 
  miss the clean-up team, so read the following: 
  At the end of the hallway, there is an open door 
  leading into what appears to be a private chapel 
  dedicated to Pelor. Golden curtains cover every wall 
  of the fifteen-foot high room. The room is somewhat 
  dimly lit by an everburning torch hanging from a 
  fixture in the center of the room. There is a small 
  altar in the back of the room. On the altar are 
  various documents in Flan and stamped with seals 
  bearing the holy symbol of Pelor. There is no one 
  else in the room. 
  A Search of the room (DC 20) reveals a secret door. If the 
  party is arriving this late, the secret door only opens into 
  a closet. This room is also a setup like Encounter Six. A 
  Knowledge (religion) check at DC 13 + APL will see the 
  setup for what it is. Those of the Flan pantheon gain a +2 
  circumstance bonus to see this; those who are clergy of 
  either Pelor or Mayaheine gain a +5 circumstance bonus. 
  The papers indicate that the base was used by radical Gyri 
  Pelorites who were hoping to help their country by 
  stirring up trouble in Orlane and then eventually 
  blaming the problems on giant spies. The papers also 
  indicate that this would be one step further in the cult’s 
  plan to become a major church in Gran March by 
  supplanting one of the others. These are obviously 
  forgeries (Forgery DC 20 + APL to detect the forgery), but 
  the quality is good enough that it will convince people 
  for quite a while of the Pelorites’ apparent duplicity. Go 
  to the Conclusion. 
  If the party arrives two to three hours after they started 
  Encounter Five, read the following: 
  At the end of the hallway, there is an open door 
  leading into what appears to be a private chapel 
  dedicated to Pelor. Golden curtains cover every wall 
  of the room. The room is somewhat dimly lit by an 
  everburning torch hanging from a fixture in the 
  center of the room. There is a small altar in the back 
  of the room. Behind the altar is an attractive woman 
  in chain shirt and bastard sword. She is blond and in 
  her late twenties. She has a holy symbol around her 
  neck. The woman is apparently reading some 
  documents on the altar. 
  The woman will identify herself as Givelle, a cleric of 
  Mayaheine. She is in position G1 on DM Aids: Map #3. 
  She will say that she was investigating rumors of a 
  
  GRM4-03 Ripe for the Picking 
   
  Page 13 
  renegade group of Pelorites who were causing trouble. 
  She will attempt to Bluff her way out of it (and at higher 
  levels, she might succeed).  
  If the party makes it to this encounter in less than two 
  hours, read the following: 
  At the end of the hallway, there is an open door 
  leading into what appears to be a private chapel 
  dedicated to Pelor. The room is in disarray. The 
  golden curtains in this room appear to have been 
  hung in a rush. The room is somewhat dimly lit by 
  an everburning torch hanging from a fixture in the 
  center of the room. There is a small altar in the back 
  of the room. Examining the curtains is an attractive 
  woman in chain shirt and bastard sword. She is 
  blonde and in her late twenties. She has a holy 
  symbol around her neck.  
  The woman will identify herself as Givelle, a cleric of 
  Mayaheine. She is in position G1 on DM Aids: Map #3. 
  She will say that she was investigating rumors of a 
  thieves’ guild in Orlane posing as Pelorites in order to 
  swindle the good townsfolk. Potentially, this band of 
  rogues may have even succeeded in gaining military 
  information. She will again attempt to Bluff her way out 
  of it (and at higher levels, she might succeed).  
  What is really going on here is that the rogue faction of 
  The Corporation has ordered this Chapterhouse to clear 
  out and has ordered a clean-up team to go in afterward 
  and plant evidence of Pelorite involvement in recent 
  events. The team they sent in is a married couple of 
  killers recently arrived from Sterich who want to join 
  The Corporation and are ready to kill for that honor. 
  Givelle is actually Givelle the Widowmaker, an evil cleric 
  / fighter (and at higher APLs, blackguard) of Vecna who 
  specializes in infiltrating other temples to kill clergy. Her 
  husband Gravak appears to be a simple rogue / assassin 
  type, but he has one small secret: he is a natural wererat 
  who loves to infect others as a hobby. Gravak has already 
  had one success in Gran March: a young soldier named 
  Tom Gort from Willow’s Bend whom Gravak mugged in 
  Orlane while young Gort was on military leave (see 
  GRM3-07 Rustling in the Reeds for more details). He 
  did it for kicks in seeing how much chaos young Gort 
  would cause. 
  When the party enters the large area in Encounter Six 
  and engages the statues there, Gravak and Givelle will 
  hear them. The two rooms are adjacent to each other and 
  have hidden baffles that carry sounds from the large area 
  to this room. Furthermore, this room has a spy hole for 
  viewing into the other room. This hole is noted in 
  Encounter Six. The couple will have less than thirty 
  minutes (depending on how fast the party moves) so they 
  will immediately start casting any spells with a duration 
  increment of 10 minutes per level. Also, Gravak will hide 
  in the curtains as indicated on DM Aids: Map #3 
  (location G2) in order to try to get a sneak attack in. He 
  will also change into hybrid form and put on the hat of 
  disguise so that he will look like his human self. Thus, he 
  will be able to fool people into thinking he is only human 
  until he actually bites someone. Unless the party is being 
  stealthy, the couple will know that they are within ten 
  minutes of them when the party opens the door to the 
  second storeroom.  
  Finally, if Gravak or Givelle have reason to believe that 
  there will be invisible or stealthy opponents coming after 
  them, Gravak will activate the one trap for this room. It 
  causes no damage and thus does not affect the EL of the 
  encounter. The trap simply sets off a glitterdust spell in the 
  area near the door triggered by anyone moving through 
  the square. The trap detects its targets via a true seeing 
  spell and resets every round. It also causes an audible 
  alarm to sound. Anyone behind the curtain is protected 
  from the glitterdust. The switch for controlling the trap is 
  near Gravak at position G2. 
  All APLs (EL 0) 
  � Glitterdust Trap: CR 0; magic device; proximity 
  trigger (alarm, 10-ft. area) and visual trigger (true seeing);  
  automatic reset – immediately; hidden lock (DC 26 to 
  find, DC 26 to unlock); spell effect (glitterdust, 3rd-level 
  wizard, -40 to Hide checks and outlines invisible targets, 
  DC 13 Will save negates blindness, effect lasts three 
  rounds); multiple targets (10-ft.-radius spread); Search DC 
  20, Disable Device DC 20.  
  More than likely, Givelle’s bluff will not hold (a paladin’s 
  detect evil ability might display the deception, for 
  example). Once the bluff fails (or if the PCs just go in and 
  attack), start initiative. Gravak’s opening move will be to 
  catch the closest PC flat-footed and to make a sneak 
  attack with the rapier (or the assassin dagger at higher 
  APLs). If he is able to get off a full-attack against his flat-
  footed foe, Gravak will also attempt to bite to infect the 
  target with both lycanthropy and filth fever. Once he 
  does that, he will continue to attack his initial target, 
  finishing the target off with a bite attack unless 
  threatened in some other fashion. If, for some reason, 
  there is no target close to him when combat begins, he 
  will take a sneak attack with his composite shortbow. 
  What Givelle does differs by APL. At APL 2 – 6, she will 
  try to get off whatever defensive spells she can and fend 
  off attackers with her bastard sword. At higher APLs, she 
  will have her wand of fireball in hand and will open up 
  with it. If possible, she will try to sunder any weapon she 
  can. Also, at APL 4 – 12, she will use her wand of glitterdust 
  if she believes that there are invisible targets in the room. 
  If she appears to be at one third of her hit points, Givelle 
  will first use the wand of fireball to weaken her opposition 
  and then move so that she can escape though the secret 
  door that she and Gravak already discovered. Once the 
  fireball goes off, Gravak knows it is time to leave and will 
  make for the back wall. Gravak will also head for the door 
  if Givelle gets surrounded. Givelle will hold off the 
  opposition with the wand of fireball until Gravak gets 
  behind the curtain to open the secret door. She will then 
  
  GRM4-03 Ripe for the Picking 
   
  Page 14 
  drop the wand of fireball, pull out the wand of darkness, and 
  drop an area of darkness to cover their escape. 
  The secret door leads to a teleportation chamber that resets 
  every twelve hours after use. It teleports up to two people 
  to an abandoned vineyard previously owned by a druid 
  named Ulziah who has disappeared. Players who manage 
  to use this device and who have played Rotting on the 
  Vine will recognize the destination immediately. The 
  teleportation occurs immediately after someone enters the 
  room and the door closes. 
  APL 2 (EL 5) 
  � Gravak the Rat: male natural wererat Rog1; hp 14; see 
  Appendix One. 
  � Givelle the Widowmaker: female human Clr2/Ftr1; 
  hp 22; see Appendix One. 
  APL 4 (EL 7) 
  � Gravak the Rat: male natural wererat Rog3; hp 26; see 
  Appendix One. 
  � Givelle the Widowmaker: female human Clr3/Ftr2; 
  hp 37; see Appendix One. 
  APL 6 (EL 9) 
  � Gravak the Rat: male natural wererat Rog5; hp 35; see 
  Appendix One. 
  � Givelle the Widowmaker: female human Clr4/Ftr3; 
  hp 52; see Appendix One. 
  APL 8 (EL 11) 
  � Gravak the Rat: male natural wererat Rog5/Asn2; hp 
  56; see Appendix One. 
  � 
  Givelle 
  the 
  Widowmaker: 
  female 
  human 
  Clr4/Ftr3/BkG2; hp 78; see Appendix One. 
  APL 10 (EL 13) 
  � Gravak the Rat: male natural wererat Rog5/Asn4; hp 
  62; see Appendix One. 
  � 
  Givelle 
  the 
  Widowmaker: 
  female 
  human 
  Clr4/Ftr3/BkG4; hp 96; see Appendix One. 
  APL 12 (EL 15) 
  � Gravak the Rat: male natural wererat Rog5/Asn6; hp 
  74; see Appendix One. 
  � 
  Givelle 
  the 
  Widowmaker: 
  female 
  human 
  Clr4/Ftr3/BkG6; hp 115; see Appendix One. 
  Conclusion 
  If the party must retreat from the Inn without 
  encountering Gravak and Givelle, they can go back to 
  Captain Ramanche, who will pay them 25 x APL in gold 
  pieces for their losses and then will send in his troops to 
  clean out the place. If the statues are still around, this 
  fight will be bloody for the troops of the 20th Battle. In 
  any event, the soldiers will find the forged documents 
  implicating the Pelorites and rumors will spread that the 
  Pelorites are involved in crimes and espionage against 
  Gran March. Brownbaker can nullify this public relations 
  damage over time and the forgeries will eventually be 
  uncovered, but the reputation of the Pelorites and the 
  followers of Mayaheine will certainly be damaged.  
  If the PCs are successful, however, the good Captain will 
  pay them 50 x APL in gold pieces. The plot to implicate 
  the innocent Pelorites will be exposed. Also, the party has 
  uncovered the existence of a shadow organization 
  directly involved in espionage against the government. 
  PCs successful in uncovering the band of rogues and 
  spies in Orlane receive the Gratitude of the Gran March 
  Military (see the Treasure Summary).  PCs successful in 
  disproving any Pelorite involvement in the death of Rhal 
  receive the Gratitude of the Pelorites (see the Treasure 
  Summary).  All PCs gain the Witness for the Prosecution 
  effect for having witnessed the events surrounding Rhal’s 
  murder (see the Treasure Summary). 
  In either case, the repercussions of the PCs’ actions will 
  resound all the way to the court of the Commandant in 
  Hookhill. Rumors will start flying that he will want an 
  accounting for these events. Thus, anyone who entered 
  into the Inn will be called as Witnesses at a later date. As 
  for the items found on Gravak and Givelle, the Gran 
  March military will take custody of them in exchange for 
  a reasonable settlement (which will be reflected in the gp 
  cap for the scenario). Also, the value above the cap can be 
  used for getting NPC clerics to cast raise dead if needed. 
  Members of The Corporation who deliver information 
  about the assault on the Rushing Range back to the 
  Corporation will gain an Influence Point with them (see 
  the Treasure Summary). This information can be as 
  simple as the description of the clean-up team or copies 
  of the forged documents. Award this Influence Point 
  only if the PC actually makes such a report to the 
  Corporation. 
  Members who divulge Corporate secrets, however, will 
  gain a Death Mark (see the Treasure Summary). 
  As for Rhal’s spirit, he knows whether he has had success 
  or failure and that, unless he is permanently bound to the 
  possessed item, he will go to Pelor to meet his fate. He, 
  however, wants to stay on Oerth awhile longer. If he has 
  failed, Rhal will want to try again to redeem himself. If he 
  has succeeded, he realizes that, as a spirit possessing an 
  item of power, he has a unique opportunity to serve the 
  cause of good. While his life may have been wasted on 
  
  GRM4-03 Ripe for the Picking 
   
  Page 15 
  foolishness, his afterlife need not be that way. Rhal relays 
  all of this to his “owner” and then the owner will have to 
  choose whether or not to bind Rhal to the item 
  permanently (see the Treasure Summary). 
   
   
  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 Five 
  Defeat or survive the trap. 
   
  APL 2 – 120 xp. 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
   
  APL 12 – 420 xp. 
  Encounter Six 
  Defeat the statues. 
   
  APL 2 – 90 xp. 
   
  APL 4 – 150 xp. 
   
  APL 6 – 210 xp. 
   
  APL 8 – 270 xp. 
   
  APL 10 – 330 xp. 
   
  APL 12 – 390 xp. 
  Encounter Seven 
  Defeat Gravak and Givelle. 
   
  APL 2 – 150 xp. 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
   
  APL 12 – 450 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 2 – 90 xp. 
   
  APL 4 – 135 xp. 
   
  APL 6 – 180 xp. 
   
  APL 8 – 225 xp. 
   
  APL 10 – 270 xp. 
   
  APL 12 – 315 xp. 
  Total Possible Experience 
   
  APL 2 – 450 xp. 
   
  APL 4 – 675 xp. 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1125 xp. 
   
  APL 10 – 1350 xp. 
   
  APL 12 – 1575 xp. 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it.  Other times they may attempt to use the item 
  blindly.  If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Seven: 
   
  APL 2: L: 156 gp; C: 0 gp; M: elixir of hiding (21 gp),  
  elixir of sneaking (21 gp),  2 mithral chain shirts (92 gp each), 
  hat of disguise (150 gp), potion of invisibility (25 gp), ring of 
  protection +1 (167 gp), wand of darkness (3rd-level caster, 2 
  charges) (15 gp), wand of fireball (5th-level caster, 2 charges) (38 
  gp), wand of sleep (1st-level caster, 5 charges) (6 gp). 
  
  GRM4-03 Ripe for the Picking 
   
  Page 16 
   
  APL 4: L: 101 gp; C: 0 gp; M: elixir of hiding (21 gp),  
  elixir of sneaking (21 gp),  2 +1 mithral chain shirts (175 gp 
  each), hat of disguise (150 gp), potion of invisibility (25 gp), 2 
  rings of protection +1 (167 gp each), wand of darkness (3rd-level 
  caster, 2 charges) (15 gp), wand of glitterdust (3rd-level caster, 2 
  charges) (15 gp), wand of fireball (5th-level caster, 5 charges) (94 
  gp), wand of sleep (1st-level caster, 5 charges) (6 gp), amulet of 
  natural armor +1 (167 gp), +1 rapier (193 gp), +1 bastard 
  sword (195 gp). 
   
  APL 6: L: 63 gp; C: 0 gp; M: elixir of hiding (21 gp),  
  elixir of sneaking (21 gp),  2 +1 mithral chain shirts (175 gp 
  each), hat of disguise (150 gp), potion of invisibility (25 gp), 2 
  rings of protection +2 (667 gp each), wand of darkness (3rd-level 
  caster, 2 charges) (15 gp), wand of glitterdust (3rd-level caster, 2 
  charges) (15 gp), wand of fireball (8th-level caster, 5 charges) 
  (150 gp), wand of hold person (3rd-level caster, 5 charges) (38 
  gp), wand of sleep (1st-level caster, 5 charges) (6 gp), amulet of 
  natural armor +1 (167 gp), +1 rapier (193 gp), +1 bastard 
  sword (195 gp), 50 +1 arrows (196 gp), +1 darkwood composite 
  shortbow (+1 Str bonus) (206 gp). 
   
  APL 8: L: 63 gp; C: 0 gp; M: elixir of hiding (21 gp),  
  elixir of sneaking (21 gp),  2 +1 mithral chain shirts (175 gp 
  each), hat of disguise (150 gp), potion of invisibility (25 gp), 2 
  rings of protection +2 (667 gp each), wand of darkness (3rd-level 
  caster, 2 charges) (15 gp), wand of glitterdust (3rd-level caster, 2 
  charges) (15 gp), wand of fireball (8th-level caster, 5 charges) 
  (150 gp), wand of hold person (3rd-level caster, 5 charges) (38 
  gp), wand of sleep (1st-level caster, 5 charges) (6 gp), amulet of 
  natural armor +1 (167 gp), +1 mithral bane (human) rapier 
  (752 gp), +1 frost bastard sword (695 gp), 50 +1 arrows (196 
  gp), +1 darkwood composite shortbow (+1 Str bonus) (206 gp), 
  assassin’s dagger (1,525 gp), cloak of charisma +2 (333 gp), 
  headband of intellect +2 (333 gp), gloves of dexterity +2 (333 
  gp), periapt of wisdom +2 (333 gp), belt of endurance (833 gp), 
  potion of bull’s strength (25 gp), potion of barkskin +3 (50 gp). 
   
  APL 10: L: 63 gp; C: 0 gp; M:  elixir of hiding (21 gp),  
  elixir of sneaking (21 gp),  2 +1 mithral chain shirts (175 gp 
  each), hat of disguise (150 gp), potion of invisibility (25 gp), 2 
  rings of protection +2 (667 gp each), wand of darkness (3rd-level 
  caster, 2 charges) (15 gp), wand of glitterdust (3rd-level caster, 2 
  charges) (15 gp), wand of fireball (8th-level caster, 5 charges) 
  (150 gp), wand of hold person – heightened 4th level (7th-level 
  caster, 5 charges) (175 gp), wand of sleep (1st-level caster, 5 
  charges) (6 gp), amulet of natural armor +2 (667 gp), +1 
  mithral bane (human) rapier (752 gp), +1 frost bastard sword 
  (695 gp), 50 +1 arrows (196 gp), +1 darkwood composite 
  shortbow (+1 Str bonus) (206 gp), assassin’s dagger (1,525 gp), 
  cloak of charisma +2 (333 gp), headband of intellect +2 (333 
  gp), gloves of dexterity +2 (333 gp), periapt of wisdom +2 (333 
  gp), belt of endurance (833 gp), 2 rings of release (667 gp 
  each), potion of bull’s strength (25 gp), potion of barkskin +4 
  (75 gp). 
   
  APL 12: L: 63 gp; C: 0 gp; M:  elixir of hiding (21 gp),  
  elixir of sneaking (21 gp),  +1 mithral chain shirt (175 gp), +2 
  mithral chain shirt (425 gp), hat of disguise (150 gp), potion of 
  invisibility (25 gp), 2 rings of protection +3 (1,500 gp each), 
  wand of darkness (3rd-level caster, 2 charges) (15 gp), wand of 
  glitterdust (3rd-level caster, 2 charges) (15 gp), wand of fireball 
  (10th-level caster, 5 charges) (188 gp), wand of hold person – 
  heightened 4th level (7th-level caster, 5 charges) (175 gp), wand 
  of sleep (1st-level caster, 5 charges) (6 gp), amulet of natural 
  armor +3 (1,500 gp), +1 mithral bane (human) rapier (752 
  gp), +1 frost bastard sword (695 gp), 50 +1 arrows (196 gp), +1 
  darkwood composite shortbow (+1 Str bonus) (206 gp), 
  assassin’s dagger (1,525 gp), cloak of charisma +2 (333 gp), 
  headband of intellect +2 (333 gp), gloves of dexterity +2 (333 
  gp), periapt of wisdom +2 (333 gp), belt of endurance (833 gp), 
  2 rings of release (667 gp each), potion of bull’s strength (25 
  gp), potion of barkskin +5 (100 gp). 
  Conclusion: 
   
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp. 
   
  APL 4: L: 0 gp; C: 200 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 300 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 400 gp; M: 0 gp. 
   
  APL 10: L: 0 gp; C: 500 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 600 gp; M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 2: L: 156 gp; C: 100 gp; M: 627 gp – Total: 883 gp 
  (450 gp). 
   
  APL 4: L: 101 gp; C: 200 gp; M: 1,586 gp – Total: 1,887 
  gp (650 gp). 
   
  APL 6: L: 63 gp; C: 300 gp; M: 3,082 gp – Total: 3,445 
  gp (900 gp). 
   
  APL 8: L: 63 gp; C: 400 gp; M: 7,906 gp – Total: 8,369 
  gp (1,300 gp). 
   
  APL 10: L: 63 gp; C: 500 gp; M: 9,902 gp – Total: 
  10,465 gp (2,300 gp). 
   
  APL 12: L: 63 gp; C: 600 gp; M: 12,714 gp – Total: 
  13,377 gp (3,300 gp). 
  Items for the Adventure Record 
  Special 
  � Ring of Release: This silver ring allows the wearer to act 
  as if under the effect of a freedom of movement spell, once a 
  day, if attacked by any magic that restricts movement. 
  Once activated, the wearer can move and attack normally 
  for 70 minutes. The ring must be worn for 24 hours 
  before the wearer gains the benefit of the ring. Going 
  underwater does not activate the ring; it only activates 
  when the wearer is attacked as noted above. 
   
  Moderate abjuration; CL: 7th; Prerequisites: Forge Ring, 
  freedom of movement; Market Price: 8.000 gp; Weight: 0 lbs. 
  � Influence Point with the Corporation: This is given to any 
  PC that is a member of The Corporation who has 
  managed to return any information that points to the 
  rogue Corporate faction. This information could include 
  descriptions of the team in the tavern’s basement or 
  copies of the forged documents. 
  � Death Mark with the Corporation: This is given to any 
  PC that is a member of the Corporation who has divulged 
  publicly any secrets of the Corporation. This includes use 
  of CorporateSpeak in public as can happen in the statue 
  
  GRM4-03 Ripe for the Picking 
   
  Page 17 
  encounter. This PC has been given a Death Mark because 
  of the seriousness of the infraction. Players whose PCs 
  receive this must always present a copy of the 
  Corporation Members document to the table anytime 
  these PCs are played so that judges can effectively 
  administer the Death Mark. 
  � Gratitude of the Gran March Military: This is given to 
  both active-duty and reserve military PCs who have 
  managed to uncover the band of rogues and spies in 
  Orlane.  This gratitude has three effects.  First, you 
  receive one Influence Point with the Gran March 
  Military.  Mark this paragraph as USED when you use 
  the Influence Point. 
   
  Second, if you are active-duty, for your protection, 
  you are now on Diplomatic Duty. This means that you 
  can play in six rounds of out-of-region scenarios that 
  would normally cost you non-military time units. 
  However, as you will be on duty, this will cost you an 
  additional TU for each round of the scenarios. For 
  example, playing a one-round Core scenario will cost 
  three military TUs instead of two non-military TUs. Two-
  round scenarios cost six military-TUs. All six rounds 
  must be played in before the end of CY 594 (year four). 
  Once you have played all six rounds (or the end of CY 
  594 occurs), strike through this paragraph with the word 
  COMPLETED.  Note on the ARs for the six rounds of 
  out-of-region scenarios played that they are being 
  undertaken with respect to this Diplomatic Duty. 
   
  Third, if you are a reserve military PC (either a 
  veteran or a member of Syrloch), you now have one-time 
  access 
  to 
  purchase 
  an 
  upgrade 
  to 
  any 
  one 
  weapon/armor/shield you possess to a +2 or +3 
  enhancement bonus.  You may use the Gratitude in this 
  way after any Gran March regional adventure, and mark 
  this paragraph as USED when you have done so. 
  � Gratitude of the Pelorites: This is given to PCs who have 
  helped disprove any Pelorite involvement in the death of 
  Rhal. This gratitude has three effects. The first is an 
  Influence Point with the newly formed Fellowship of 
  Pelor and Mayaheine. While this Influence Point has no 
  value at this time, it may have value in the future.  Mark 
  this paragraph as USED when you use the Influence 
  Point. 
   
  The second is that, using certain knowledge gained 
  over the past year, Brother Geraint Brownbaker can now 
  upgrade items to use the holy, flaming, flaming burst, 
  daylight (A&EG), or sacred (A&EG) special abilities.  You 
  now have one-time access to purchase an upgrade to any 
  one weapon/armor/shield you possess with the holy 
  (weapon), flaming (weapon), flaming burst (weapon), 
  daylight (armor/shield), or sacred (armor/shield) special 
  ability.  You may use the Gratitude in this way after any 
  Gran March regional adventure, and mark this paragraph 
  as USED when you have done so. 
   
  The third is that Brother Brownbaker will share a 
  new divine spell with any divine spellcasters in your 
  party.  This PC may choose any divine spell (that has the 
  Light or Good descriptor or the Healing subschool AND 
  that they are of the correct class and level to cast) from 
  the Limited list in the LGCS or from this list of spells 
  from BoED: blood of the martyr, celestial brilliance, crown of 
  brilliance, crown of flame, ease pain, energetic healing, glory of 
  the martyr, refreshment, remove nausea, righteous might, tomb 
  of light.  The PC gains Core access to that spell.  List the 
  spell chosen here: ______________________________________________. 
  � Witness for the Prosecution: This is given to all PCs who 
  successfully complete this adventure. They are material 
  witnesses to the events surrounding the murder of Rhal 
  ap Ogwen and the exposure of the band of rogues and 
  spies in Orlane. Each PC will be called upon to give 
  truthful testimony on these matters at a later date. 
  � Rhal ap Ogwen (special AR) 
   
  Rhal ap Ogwen was a priest of Pelor who came to 
  Gran March from Geoff as a refugee. Disappointed and 
  disillusioned by how the war with the giants was 
  progressing, he fell in with a nefarious group of rogues 
  and committed treason against Gran March by stealing 
  classified information. While incarcerated and awaiting 
  his eventual beheading, Rhal was remorseful and wanted 
  to redeem himself in Pelor’s eyes, even though he knew 
  that such contrition would not spare his life and might 
  very well result in its end by the rogues. He intended to 
  divulge all he knew about the group of rogues as part of 
  an atonement spell. Before he could do so, however, he 
  was assassinated. His spirit then went to Pelor for 
  judgment, fully expecting to be turned away for his sins.  
  Pelor, however, had mercy on Rhal and sent his spirit 
  back to inhabit an item.  Thus, as Rhal was used as a tool 
  in life to bring dishonor to the faith of Pelor, he is now 
  being used as a tool in death to bring honor and glory to 
  the faith. 
   
  Rhal has possessed an item in your possession.  The 
  object Rhal selects to possess is chosen from the following 
  list, in order of his preference:  mace of Pelor, heavy mace 
  (the preferred weapon of Pelorites), mace, melee weapon, 
  armor, shield, ranged weapon, ring, other jewelry, article of 
  clothing, miscellaneous object.  He will not possess any 
  single-use items (like potions or scrolls) or charged items 
  (such as wands or staves).  Rhal’s possession of this item 
  transforms it into an intelligent item (as per the rules in the 
  DMG). 
   
  Rhal has the following stats when he first possesses 
  the item: Int 14, Wis 16, Cha 12.  He speaks and reads 
  Common, Flan, and Giant, and he can also communicate 
  telepathically with his wielder.  Rhal usually does not 
  speak, however, except telepathically with his owner. He 
  has 60 ft. darkvision and hearing.  Rhal’s alignment is 
  Neutral Good, so only users of good alignment can wield 
  Rhal without penalty (as per the rules in the DMG).  If Rhal 
  inhabits a weapon, that weapon counts as good-aligned 
  with respect to damage reduction (as a result of Pelor’s 
  blessing upon the weapon). 
   
  To make this possession permanent, you need a priest 
  of Pelor to help you incorporate a gold holy symbol of Pelor 
  into the construction of the item (thus making the item 
  count as a holy symbol of Pelor), a process that costs 5,445 
  
  GRM4-03 Ripe for the Picking 
   
  Page 18 
  gp total.  If the target item is a mace of Pelor, however, the 
  cost is 5,400 gp as the gold holy symbol is already a part of 
  the weapon. Otherwise, Rhal’s spirit departs back to Pelor 
  for judgment at the end of this adventure.  If this PC 
  already possesses another intelligent item, Rhal’s spirit 
  departs back to Pelor, unless the PC both pays the cost to 
  make the possession permanent and permanently disposes 
  of the other intelligent item (sells it, discards it, turns it 
  over to NPCs).  
   
  Rhal’s starting Ego is at least 6 (because of his mental 
  stats), but it might be higher, depending on the item 
  inhabited (as per the rules in the DMG).  His Ego will 
  increase as additional powers are added to the item he 
  possesses (see below). 
   
  Rhal’s special purpose is to defend the servants and 
  interests of Pelor. As long as you aid Rhal in this mission, 
  Rhal will allow you to add certain upgrades to this weapon. 
   Specifically, if Rhal has not attempted to control you in 
  three adventures to further his special purpose, you are 
  allowed to add an upgrade, but only one per any single 
  adventure.  However, these upgrades can only be added by 
  a cleric or paladin of Pelor in Gran March, so access to each 
  upgrade is considered Frequency: Regional.  As you are 
  assisting Rhal in his mission, Rhal will use his abilities of 
  his own volition (DM’s choice) to aid and protect you.  The 
  upgrades available are: 
   
  If possessing a weapon, Rhal can: 
  • 
  Grant himself access to the flaming weapon 
  special ability.  Cost of upgrade as per the DMG.  
  This adds one point to Rhal’s Ego. 
  • 
  Grant himself access to the flaming burst weapon 
  special ability.  Cost of upgrade as per the DMG.  
  This adds two points to Rhal’s Ego (or one if the 
  weapon already possessed the flaming weapon 
  special ability). 
  • 
  Grant himself access to the holy weapon special 
  ability.  Cost of upgrade as per the DMG.  This 
  adds two points to Rhal’s Ego. 
   
  If possessing armor or shield, Rhal can: 
  • 
  Grant himself access to the daylight armor or 
  shield special ability.  Cost of upgrade as per the 
  A&EG.  This adds two points to Rhal’s Ego. 
  • 
  Grant himself access to the sacred armor or shield 
  special ability.  Cost of upgrade as per the A&EG.  
  This adds two points to Rhal’s Ego. 
   
  If possessing any item, Rhal can: 
  • 
  Grant himself access to 10 ranks of Knowledge 
  (religion).  Cost of upgrade is 4,500 gp.  This adds 
  one point to Rhal’s Ego. 
  • 
  Grant himself access to 10 ranks of Knowledge 
  (local – Sheldomar Valley).  Cost of upgrade is 
  4,500 gp.  This adds one point to Rhal’s Ego. 
  • 
  Grant himself access to the ability to bless his allies 
  3/day.  Cost of upgrade is 900 gp.  This adds one 
  point to Rhal’s Ego. 
  • 
  Grant himself access to the ability to cast searing 
  light as a 9th level cleric 1/day.  Cost of upgrade is 
  9,720 gp.  This adds two points to Rhal’s Ego. 
  • 
  Grant himself access to the ability to cast flame 
  strike as a 9th level cleric 1/day.  Cost of upgrade is 
  16,200 gp.  This adds two points to Rhal’s Ego. 
   
  In addition to the above upgrades, the item Rhal 
  inhabits, if it was a standard magic item beforehand, can 
  be upgrade normally as per the rules in the LGCS. 
   
  After his encounter with his deity, Rhal is a fervent 
  advocate and defender of Pelor. You must tithe 10% of your 
  earnings to the Fellowship of Pelor and Mayaheine (the 
  Gran March group for Pelor).  If you do not, Rhal will not 
  use any of his upgrades to aid you until you have caught up 
  with your tithe.  If you go more than 4 TUs without paying 
  your tithe, Rhal will attempt to force a payment by making 
  an attempt to take dominance (as per the rules in the 
  DMG).  This is in addition to any other tithe that you make 
  to another deity.  Rhal does not care if you worship other 
  deities as long as you demonstrate honor and respect for 
  Pelor.  Followers of Pelor or Mayaheine only have to 
  contribute an extra 5% above and beyond your normal tithe 
  that you paid before Rhal’s possession of your item. 
   
  As good deeds and defense of the faith are Rhal’s 
  means to his own redemption, he will want to engage the 
  enemies of good at any opportunity.  If you do not attack 
  these enemies on your own, Rhal will attempt to control 
  you (as per the rules in the DMG).  If he fails to control you, 
  Rhal withdraws his abilities in a snit for one TU (essentially 
  for the rest of the current scenario). 
   
  If Rhal’s item were to be somehow destroyed (for 
  example, a possessed weapon gets sundered), his fate is 
  determined by the circumstance surrounding his 
  destruction. If he were destroyed in a battle against evil, 
  Pelor would look favorably on him; otherwise, Pelor is 
  likely to reject him.  Rhal will freely communicate this to 
  you when he takes final possession of your item.  It is also 
  possible that some future event (as noted in a Gran March 
  adventure) will result in Rhal’s spirit departing for his final 
  judgment with Pelor. 
   
  While Rhal is unique, more than once PC at a table 
  can possess and use an item inhabited by him in an 
  adventure, as long as both gained him prior to that 
  adventure. 
   
  Rhal’s Current Ego: 
    _____________ 
   
  Item Rhal is Possessing:  ______________________________________ 
  Item Access 
  APL 2: 
  � Elixir of Hiding (Adventure, DMG) 
  � Elixir of Sneaking (Adventure, DMG) 
  � Hat of Disguise (Adventure, DMG) 
  � Mithral Chain Shirt (Adventure, DMG) 
  � Rhal ap Ogwen (Adventure – Limit One, see above) 
  � Wand of Darkness (Adventure, 3rd level caster, DMG) 
  � Wand of Fireball (Adventure, 5th level caster, DMG) 
  � Wand of Sleep (Adventure, 1st level caster, DMG) 
  
  GRM4-03 Ripe for the Picking 
   
  Page 19 
   
  APL 4 (APL 2 Items plus): 
  � +1 Mithral Chain Shirt (Adventure, DMG) 
  � Wand of Glitterdust (Adventure, 3rd level caster, 
  DMG) 
   
  APL 6 (APL 2, 4 Items plus): 
  � +1 Darkwood Composite Shortbow (+1 Str bonus) 
  (Adventure, DMG) 
  � Ring of Protection +2 (Adventure, DMG) 
  � Wand of Fireball (Adventure, 8th level caster, DMG) 
  � Wand of Hold Person (Adventure, 3rd level caster, 
  DMG) 
   
  APL 8 (APL 2, 4, 6 Items plus): 
  � +1 Frost Bastard Sword (Adventure, DMG) 
  � +1 Mithral Bane (Human) Rapier (Adventure, 
  DMG) 
  � Assassin’s Dagger (Adventure, DMG) 
  � Belt of Endurance (Adventure, A&EG) 
  � Cloak of Charisma +2 (Adventure, DMG) 
  � Gloves of Dexterity +2 (Adventure, DMG) 
  � Headband of Intellect +2 (Adventure, DMG) 
  � Periapt of Wisdom +2 (Adventure, DMG) 
  � Potion of Barkskin +3 (Adventure, DMG) 
   
  APL 10 (APL 2, 4, 6, 8 Items plus): 
  � Amulet of Natural Armor +2 (Adventure, DMG) 
  � Potion of Barkskin +4 (Adventure, DMG) 
  � Ring of Release (Adventure, see above) 
  � Wand of Hold Person, Heightened 4th Level 
  (Adventure, 7th level caster, DMG) 
   
  APL 12 (APL 2, 4, 6, 8, 10 Items plus): 
  � +2 Mithral Chain Shirt (Adventure, DMG) 
  � Amulet of Natural Armor +3 (Adventure, DMG) 
  � Potion of Barkskin +5 (Adventure, DMG) 
  � Ring of Protection +3 (Adventure, DMG) 
  � Wand of Fireball (Adventure, 10th level caster, DMG) 
   
   
  
  GRM4-03 Ripe for the Picking 
   
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  Appendix One - NPCs 
   
  All APLs 
  Encounter Two 
  Geraint Brownbaker: male human Clr10;  CR 10; 
  Medium-sized humanoid; HD 10d8+10; hp 68; Init +4; 
  Spd 20 ft; AC 18 (touch 11, flat-footed 18); Base Atk: +7; 
  Grp: +7; Atk +8 ranged (1d8/19-20, masterwork light 
  crossbow) or +7 melee (1d8+1, +1 holy heavy mace); Full 
  Atk 
  +8/+3 
  ranged 
  (1d8/19-20, 
  masterwork 
  light 
  crossbow) or +8/+3 melee (1d8+1, +1 holy heavy mace); SA 
  spontaneous casting, turn undead 10 / day; AL: NG; SV: 
  Fort +7, Ref +3, Will +10; Str 10, Dex 10, Con 12, Int 12, 
  Wis 18, Cha 14. 
   
  Skills and Feats:  Concentration +7, Diplomacy +14, 
  Heal +14, Knowledge (religion) +11, Sense Motive +8, 
  Spellcraft +11; Combat Casting, Extra Turning, Improved 
  Initiative, Leadership, Spell Focus (Necromancy).  
   
  Possessions:  amulet of natural armor +1 , backpack, +1 
  mithral chainmail, masterwork light crossbow, healer's kit, 
  gold holy symbol of Pelor, +1 holy heavy mace, spell 
  component pouch, ring of protection +1, tattered cleric’s 
  vestments. 
   
  Spells Prepared (6/5+1/5+1/4+1/4+1/2+1; base DC = 
  14 + spell level): 0—cure minor wounds (x3), detect magic, 
  detect poison,  purify food and drink ],  1st—[bless,  comprehend 
  languages,  cure light wounds (x4)*;  2nd—aid (x2)*,  bull's 
  strength,  calm emotions,  cure moderate wounds (x2): 3rd—
  create food and water,  cure serious wounds (x2)*,  magic circle 
  against evil,  remove disease; 4th—cure critical wounds (x2)*,  
  greater magic weapon,  neutralize poison;  5th—healing circle*,  
  atonement, hallow. 
   
  * Domain Spell. Deity: Pelor; Domains:  Good (cast 
  good spells at +1 caster level.); Healing (cast healing 
  spells at +1 caster level.). 
   
  Description: Geraint Brownbaker may not be one of 
  the most powerful clergy of Pelor in Gran March, but he 
  is very influential with the Pelorite faithful, particularly 
  with Gyri refugees. Previously, his work involved aiding 
  in the ministry to those refugees and helping the 
  Hospitalers where possible. Over the past year, however, 
  Brownbaker has received visions relating to the growing 
  influence of the Pelorite faithful in local affairs. He has 
  disappeared for weeks at a time, secretly conferring with 
  Tar’a’mon, the leader of the Gwarcheidwad (a Flan tribe 
  dedicated to ensuring that the remnants of the evil, 
  which once ruled this land, do not surface). Over a year 
  ago, Tar’a’mon sent a message to the Commandant: “The 
  incursions have gone on too long. Things that should 
  remain buried are in danger of being revealed. This 
  cannot be allowed. No further incursions will be 
  tolerated, and the March has one year to abandon Fort 
  Tribulation.” Through Brownbaker’s diplomacy, however, 
  Tar’a’mon has stayed his hand for now, though recent 
  events in the western part of the Rushmoors may change 
  his mind (see GRM3-03 Shades of the Past and GRM3-07 
  Rustling in the Reeds for details of these events). 
   
  Brownbaker’s demeanor around the refugees is that 
  of a street preacher. His sermons are loud and emotional, 
  with a small touch of demagoguery mixed in for flavor. 
  One on one or in small groups, he is more sympathetic 
  and a good listener. Brownbaker is an excellent 
  negotiator and is not above an occasional little white lie, 
  as long as it furthers the causes of good and Pelor. 
   
  Geraint Brownbaker is in his early forties in average 
  physical shape. He has long, red hair and a beard, both of 
  which he keeps rather unkempt as the appearance helps 
  him provide a less-threatening image both to the refugees 
  and to the Gwarcheidwad. He typically wears a worn set 
  of clerical vestments over his armor, which makes him 
  look like less of a threat. 
  Encounter Three 
  Captain 
  Velladen 
  Ramanche: 
  male 
  human 
  (Oeridian/Flan) Ftr8; Medium-sized humanoid; HD 
  8d10+8; hp 66; Init +2; Spd 20 ft.; AC 21 (touch 13, flat-
  footed 19); Base Atk: +8; Grp: +11; Atk +12 (1d8+3/19-20, 
  +1 longsword); Full Atk +12 / +7 (1d8+3/19-20, +1 
  longsword); AL LG; SV Fort +7, Ref +5, Will +5; Str 15, Dex 
  14, Con 12, Int 14, Wis 10, Cha 12. 
   
  Skills and Feats: Sense Motive +5, Ride +15, Handle 
  Animal +9, Profession (soldier) +5, Jump +7, Swim +6, 
  Tumble +5; Iron Will, Mounted Combat, Ride-by-Attack, 
  Quick Draw, Spirited Charge, Leadership, Weapon Focus 
  (longsword), Weapon Specialization(longsword). 
   
  Possessions: ring of protection +1, +1 heavy lance, +1 
  longsword, +2 chainmail, +1 buckler. 
  Languages: Flan, common, elven. 
   
  Description: Captain Ramanche is 25 years of age but 
  has over 9 years of experience as an officer. He is an able 
  leader and an expert horseman. He is also a fine 
  swordsman. He has a light brown hair and a goatee. He 
  comes from wealthy merchant stock but definitely does 
  not come from a noble family. His previous positions in 
  the army were far from the battlefield. His family told 
  him that a safe place is where he wanted to be. He 
  realized that where he “really wanted to be” is on the 
  frontline being a true patriot of Gran March. He asked for 
  and was finally granted a transfer. He is assigned to the 
  Army of Retribution but is stationed in Orlane to ensure 
  that supplies reach the AOR in Hochoch. He is trying to 
  be the best officer he can and make a name for himself, 
  but would never disobey orders. He is persistent and 
  diligent at his duties. It is obvious that he has the respect 
  of the men under his command. 
   
  Recently, Captain Ramanche has become engaged 
  and has bought some land way to the north of Orlane 
  near his parents' place. He still works one or two weeks a 
  year teaching cavalry recruits advanced riding skills and 
  general recruits some basic riding skills, thus many 
  military PCs might have met him. Growing up in Orlane, 
  
  GRM4-03 Ripe for the Picking 
   
  Page 21 
  Vell befriended many sylvan elves from the Dim and has 
  a +4 to Diplomacy with those elves and has some 
  influence with a leader or two. His mother is originally 
  from Hochoch and he speaks Gyri Flan flawlessly. He 
  also can speak Elven with a Dim Forest accent and knows 
  their dialects and jargon. 
   
  Captain Ramanche is currently the Executive 
  Officer for the 20th Battle stationed in Orlane and is the 
  military representative to Rhal’s confession. Because he is 
  a staunch Heironean, he will be passing on any 
  unclassified information on to the Church of Heironeous 
  as well.  (Captain Ramanche was originally created by 
  Brandon Mann for GRM2-01 Eyes on Orlane.) 
  Hospitaler Dispatcher Narek Vollstrom: male 
  halfling Exp8;  CR 7; Small humanoid (halfling); HD 8d6; 
  hp 36; Init +2; Spd 15 ft; AC 20 (touch 16, flat-footed 18) 
  [+2 Dex; +4 Bracers of Armor, +3 ring of protection, +1 size]; 
  Base Atk: +8; Grp: +7; Atk: +7 melee (1d4-1/19-20, 
  masterwork dagger) or +11 thrown (1d4-1/19-20, 
  masterwork dagger); Full Atk: +7 / +2 melee (1d4-1/19-20, 
  masterwork dagger) or +11 / +6 thrown (1d4-1/19-20, 
  masterwork dagger); SA +1 on all saves, +1 to hit with 
  thrown weapons, +2 morale bonus vs. fear; AL LN; SV 
  Fort +3, Ref +5, Will +8; Str 9, Dex 14, Con 10, Int 17, Wis 
  12, Cha 14. 
   
  Skills 
  and 
  Feats:  
  Appraise 
  +14, 
  Bluff 
  +7, 
  Concentration +5, Diplomacy +19, Forgery +7, Gather 
  Information +13, Intimidate +9, Knowledge (local - 
  Sheldomar Valley Metaregion) +8, Listen +3, Profession 
  (bookkeeper) +14, Profession (scribe) +6, Sense Motive 
  +12, Speak Language +5; Leadership, Skill Focus 
  (Diplomacy, Profession (bookkeeper)). 
   
  Possessions:    bracers of armor +4 , 1000 gp, masterwork 
  dagger,  ink (1 oz. vial), magnifying glass,  small scholars’ 
  outfit, 100  sheets of paper, 1 pen (ink), ring of mind 
  shielding, ring of protection +3, merchant's scale, signet ring. 
   
  Description: Narek Vollstrom is a small bookish 
  halfling, currently serving as Chief Dispatcher for the 
  Gyri relief camp. He is middle-aged with black hair in 
  ringlets save for the bald spot on the crown of his head. 
  Narek is the Hospitaler representative to the confession 
  as Rhal committed most of his crimes while as a member 
  of the Merciful Order.  (Narek Vollstrom originally 
  appeared in GRM3-02 Rotting on the Vine.) 
  Watcher Corem Valstier, Most Gallant Hippogriff: 
  male human Pal10; CR 10; medium humanoid; HD 
  10d10(+20); hp 75 (95); Init +0; Spd 20 ft.; AC 18, flat-
  footed 18, touch 11; Base Atk +10; Grp +2; Atk +13 melee 
  (1d10+2/19-20x3, +2 halberd) or +11 melee (1d8/19-20, 
  masterwork 
  longsword); 
  Full 
  Atk +13/+8 melee 
  (1d10+2/19-20/x3, +2 halberd) or +11/+6 melee (1d8/19-
  20, masterwork longsword); SA Aura of courage, aura of 
  good, divine grace, divine health, lay on hands 30 hp/day, 
  remove disease 2/week, smite evil 3/day, special mount, 
  turn undead 6/day (turn level 7) (turn damage 2d6+10); 
  AL LG; SV Fort +10 (+12), Ref +6, Will +9; Str 10, Dex 10, 
  Con 10 (14), Int 14, Wis 16, Cha 16. 
   
  Skills and Feats: Concentration +12, Diplomacy +15, 
  Gather Information +8, Knowledge (History) +8, 
  Knowledge (Nobility and Royalty) +12, Knowledge 
  (religion) +12, Sense Motive +8; Improved Critical 
  (Halberd), Weapon Finesse, Weapon Focus (Halberd).  
   
  Possessions: amulet of health +4, +2 chainmail, +2 halberd, 
  masterwork longsword, noble's outfit, ring of protection +1. 
   
  Paladin Spells Prepared: (2/2; Base DC = 13 + Spell 
  Level): 1st - bless weapon, divine favor; 2nd - bull's strength, 
  zeal.  
   
  Description: This Knight of the Watch retired from 
  adventuring some 15 years ago and is over 90 years old. 
  His age has taken its toll; if he were to engage in combat, 
  he would have to depend on enhancement spells just to 
  get him to move quickly in his armor. Corem now uses 
  his well-used halberd more as a walking cane than a 
  weapon.  (Watcher Corem Valstier was introduced in 
  GRM2-03 Midnight Dawn by Jason McLain and 
  Michael Johnson. However, this is the first time we have 
  a stat block for him). 
  Master Ferin Male human Clr9; CR 9: Medium-size 
  humanoid (human); HD 9d8-18; hp 41; Init +0; Spd 30 
  (20) ft; AC 10 (touch 10, flat footed 10); Base Atk +6; Grp 
  +1; Atk +5/+0 melee (1d10-1/19-20x3); 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, 
  Heal +17, Knowledge (religion) +10, Sense Motive +9; 
  Extra Turning, Combat Casting, Iron Will, Divine 
  Cleansing, Heighten Turning. 
   
  Possessions: none 
   
  Description: 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, 
  
  GRM4-03 Ripe for the Picking 
   
  Page 22 
  and he is content to go to Pholtus.  (Master Ferin 
  originally appeared in GRMN3-01 Pilgrimage written 
  by Joe Masdon.) 
  Special Constable Ferrule Garde: male human 
  Rog2/Rgr8/Justicar4; CR 14; medium humanoid; HD 
  2d6+8d8+4d10; hp 87; Init +5; Spd 30 ft; AC 29, flat-
  footed 24, touch 17; Base Atk +13; Grp +14 (+16); Atk +20 
  ranged (1d8+6/19-20x3, +3 composite axiomatic seeking 
  longbow (+3)) or +17 melee (1d8+5/17-20, +2 keen defending 
  longsword); Full Atk +20/+15/+10 ranged (1d8+6/19-20x3, 
  +3 composite axiomatic seeking longbow (+3)) or +17/+12/+7 
  melee (1d8+5/17-20, +2 keen defending longsword); SA 
  Sneak Attack +3d6; SQ Evasion, trapfinding; AL LN; SV 
  Fort +12, Ref +17, Will +18; Str 12 (16), Dex  16 (20), Con 
  10, Int 14 (18), Wis 16, Cha 12 (16). 
   
  Skills and Feats: Balance +6, Bluff +17, Diplomacy +11, 
  Disable Device +14, Disguise +16, Forgery +10, Gather 
  Information +16, Heal +5, Hide +14, Intimidate +4, Jump 
  +4, Knowledge (local - Sheldomar Valley Metaregion) +8, 
  Knowledge (religion) +7, Listen +4, Move Silently +14, 
  Open Lock +7, Ride +8, Search +19, Sense Motive +13, 
  Speak Language +1, Spellcraft +9, Spot +14, Survival +6, 
  Swim +4, Tumble +9, Use Magic Device +13; Deceitful, 
  Improved Critical (Longbow), Leadership, Point Blank 
  Shot, Precise Shot, Rapid Shot, Skill Focus (Gather 
  Information), Track.  
   
  Possessions: amulet of natural armor +2, vest of resistance 
  +3, belt of giant strength +4, boots of speed, +2 glamered mithral 
  breastplate, +2 mithral buckler, cloak of charisma +4,  gloves of 
  dexterity +4, headband of intellect +4, +3 composite axiomatic 
  seeking longbow (+3), +2 keen defending longsword, traveler's 
  outfit, ring of mind shielding, ring of protection +2. 
   
  Spells Prepared: (2/1; Base DC = 13 + Spell Level): 1st 
  – detect poison x2; 2nd – owl’s wisdom.  
   
  Description: Ferrule Garde is the premier Special 
  Constable in Gran March. Special Constables are hired 
  investigators trained in the investigation of extraordinary 
  crimes and the apprehension of difficult criminals. They 
  operate in a guild-like structure where members take on 
  individual assignments but can call on the resources of 
  the membership when necessary. Garde has an exclusive 
  contract with the Commandant to investigate any and all 
  incidents that the Commandant feels is important. Thus, 
  he is the de facto chief law enforcement officer of Gran 
  March. If asked, Garde will say his vast array of gear 
  comes from all of the criminals he has apprehended over 
  the years. He is here in Orlane as a witness for the 
  Commandant himself. Garde is in his forties, has grey 
  eyes, and has brown and gray hair down to his shoulders. 
  He is 74 inches tall and weighs 190 pounds.  (This stat 
  block is abbreviated to show what is available to Garde for 
  this adventure; it does not contain the entirety of his 
  information.) 
  APL 2 
  Encounter Seven 
  Gravak the Rat (hybrid form): male human Rog1; CR 
  3; medium humanoid (shapechanger); HD 1d6+1d8+4; 
  hp 14; Init +9; Spd 30 ft; AC 21, flat-footed 16, touch 15; 
  Base Atk +0; Grp +1; Atk +5 melee (1d4+1/19-20, dagger) 
  or +5 ranged (1d4+1/19-20, dagger (thrown)) or +6 melee 
  (1d6+1/18-20, 
  masterwork 
  rapier) 
  or 
  +6 
  ranged 
  (1d6+1/x3, masterwork composite shortbow (+1 Str 
  bonus)); Full Atk +5 melee (1d4+1/19-20, dagger) and +0 
  melee (1d6 plus disease, bite) or +5 ranged (1d4+1/19-20, 
  dagger (thrown)) or +6 melee (1d6+1/18-20, masterwork 
  rapier) and +0 melee (1d6 plus disease, bite) or +6 ranged 
  (1d6+1/x3, masterwork composite shortbow (+1 Str 
  bonus)); SA Curse of lycanthropy, disease, sneak attack 
  +1d6; SQ alternate form, rat empathy, scent, trapfinding; 
  AL LE; SV Fort +4, Ref +9, Will +5; Str 12, Dex 20, Con 14, 
  Int 14, Wis 12, Cha 14. 
   
  Skills and Feats: Bluff +6, Climb +9, Disable Device +8, 
  Disguise +6, Hide +9, Knowledge (local - Sheldomar 
  Valley Metaregion) +4, Listen +5, Move Silently +9, Open 
  Lock +11, Search +6, Sleight of Hand +9, Spot +7, Swim 
  +9, Tumble +9; Alertness, Combat Reflexes, Improved 
  Initiative, Iron Will, Weapon Finesse.  
   
  Curse of Lycanthropy (Su): Any humanoid or giant hit 
  by a wererat’s bite attack in animal or hybrid form must 
  succeed on a DC 15 Fortitude save or contract 
  lycanthropy. 
   
  Disease (Ex): Filth fever; bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Alternate Form (Su): A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. 
   
  Rat Empathy (Ex): Communicate with rats and dire 
  rats, and +4 racial bonus on Charisma-based checks 
  against rats and dire rats. 
   
  Possessions: 20 arrows, potion of invisibility, mithral 
  chain shirt, dagger, hat of disguise, traveler's outfit, 
  masterwork rapier, masterwork composite shortbow (+1 
  Str bonus), masterwork thieves' tools. 
  Givelle the Widowmaker: male human Clr2/Ftr1; CR 
  3; medium humanoid; HD 2d8+1d10+3; hp 22; Init +0; 
  Spd 30 ft; AC 15, flat-footed 15, touch 11; Base Atk +2; 
  Grp +4; Atk +5 melee (1d4+2/19-20, masterwork dagger) 
  or +3 ranged (1d4+2/19-20, masterwork dagger (thrown)) 
  or +5 melee (1d8+2, masterwork heavy mace) or +6 melee 
  (1d10+3/19-20, masterwork bastard sword); Full Atk +5 
  melee (1d4+2/19-20, masterwork dagger) or +3 ranged 
  (1d4+2/19-20, masterwork dagger (thrown)) or +5 melee 
  (1d8+2/20, masterwork heavy mace) or +6 melee 
  (1d10+3/19-20, masterwork bastard sword); SQ +4 to 
  Concentration to use spell or spell-like ability, rebuke 
  undead 5/day (turn level 2) (turn damage 2d6+4), 
  spontaneous casting; AL LE; SV Fort +6, Ref +0, Will +5; 
  Str 14, Dex 10, Con 12, Int 12, Wis 14, Cha 14. 
   
  Skills and Feats: Concentration +6, Hide +0, 
  Knowledge (religion) +5, Move Silently +1, Spellcraft +6; 
  
  GRM4-03 Ripe for the Picking 
   
  Page 23 
  Combat Casting, Improved Sunder, Power Attack, 
  Weapon Focus (bastard sword).  
   
  Possessions: masterwork dagger, elixir of hiding, elixir of 
  sneaking, 2 silver holy symbols, masterwork heavy mace, 
  mithral chain shirt, traveler's outfit, ring of protection +1, 
  masterwork bastard sword, wand of darkness (3rd-level caster, 
  2 charges), wand of fireball (5th-level caster, 2 charges), wand of 
  sleep (1st-level caster, 5 charges). 
   
  Cleric Spells Prepared: (4/3+1; Base DC = 12 + Spell 
  Level): 0 - cure minor wounds, detect magic, guidance, inflict 
  minor wounds; 1st - bless, inflict light wounds, protection from 
  good*, shield of faith.  
   
  * Domain Spell; Deity: Vecna; Domains: Magic - Use 
  scrolls, wands, and other devices with spell completion or 
  spell trigger activation as a wizard of one-half your cleric 
  level (at least 1st level). For the purpose of using a scroll 
  or other magic device, if you are also a wizard, actual 
  wizard levels and these effective wizard levels stack. Evil - 
  You cast evil spells at +1 caster level.  
  APL 4 
  Encounter Seven 
  Gravak the Rat (hybrid form): male human Rog3; CR 
  5; medium humanoid (shapechanger); HD 3d6+1d8+8; 
  hp 26; Init +9; Spd 30 ft; AC 24, flat-footed 19, touch 16; 
  Base Atk +2; Grp +3; Atk +7 melee (1d4+1, 19-20/x2, 
  dagger) or +7 ranged (1d4+1, 19-20/x2, dagger (thrown)) 
  or +8 melee (1d6+2, 18-20/x2, +1 rapier) or +8 ranged 
  (1d6+2, 20/x3, masterwork composite shortbow (+1 Str 
  bonus)); Full Atk +7 melee (1d4+1, 19-20/x2, dagger) and 
  +2 melee (1d6 plus disease, bite) or +7 ranged (1d4+1, 19-
  20/x2, dagger (thrown)) or +8 melee (1d6+2, 18-20/x2, +1 
  rapier) and +2 melee (1d6 plus disease, bite) or +8 ranged 
  (1d6+2, 20/x3, masterwork composite shortbow (+1 Str 
  bonus)); SA Alternate form, curse of lycanthropy, disease, 
  evasion, rat empathy, scent, sneak attack +2d6, trap Sense 
  +1, trapfinding; AL LE; SV Fort +5, Ref +10, Will +6; Str 
  12, Dex 20, Con 14, Int 14, Wis 12, Cha 14. 
   
  Skills and Feats: Balance +9, Bluff +8, Climb +9, 
  Diplomacy +4, Disable Device +10, Disguise +10, Hide 
  +11, Intimidate +4, Jump +3, Knowledge (local - 
  Sheldomar Valley Metaregion) +4, Listen +9, Move 
  Silently +11, Open Lock +13, Search +8, Sleight of Hand 
  +11, Spot +7, Swim +9, Tumble +11; Alertness, Combat 
  Reflexes, Dodge, Improved Initiative, Iron Will, Weapon 
  Finesse.  
   
  Curse of Lycanthropy (Su): Any humanoid or giant hit 
  by a wererat’s bite attack in animal or hybrid form must 
  succeed on a DC 15 Fortitude save or contract 
  lycanthropy. 
   
  Disease (Ex): Filth fever; bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Alternate Form (Su): A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. 
   
  Rat Empathy (Ex): Communicate with rats and dire 
  rats, and +4 racial bonus on Charisma-based checks 
  against rats and dire rats. 
   
  Possessions: amulet of natural armor +1, +1 mithral chain 
  shirt, 20 arrows, dagger, traveler's outfit, potion of 
  invisibility, +1 rapier, ring of protection +1, masterwork 
  composite shortbow (+1 Str bonus), masterwork thieves' 
  tools, hat of disguise. 
  Givelle the Widowmaker: male human Clr3/Ftr2; CR 
  5; medium humanoid; HD 3d8+2d10+5; hp 37; Init +0; 
  Spd 30 ft; AC 16, flat-footed 16, touch 11; Base Atk +4; 
  Grp +6; Atk +7 melee (1d4+2/19-20, masterwork dagger) 
  or +5 ranged (1d4+2/19-20, masterwork dagger (thrown)) 
  or +7 melee (1d8+2, masterwork heavy mace) or +8 melee 
  (1d10+4/19-20, +1 bastard sword); Full Atk +7 melee 
  (1d4+2/19-20, masterwork dagger) or +5 ranged 
  (1d4+2/19-20, masterwork dagger (thrown)) or +7 melee 
  (1d8+2, masterwork heavy mace) or +8 melee (1d10+4/19-
  20, +1 bastard sword); SQ +4 to Concentration to use spell 
  or spell-like ability, rebuke undead 5/day (turn level 3) 
  (turn damage 2d6+5), spontaneous casting; AL LE; SV 
  Fort +7, Ref +1, Will +5; Str 14, Dex 10, Con 12, Int 12, 
  Wis 15, Cha 14. 
   
  Skills and Feats:  Bluff +3, Concentration +7, Hide +4, 
  Intimidate +3, Knowledge (religion) +6, Move Silently 
  +2, Spellcraft +7; Cleave, Combat Casting, Improved 
  Sunder, Power Attack, Weapon Focus (bastard sword).  
   
  Possessions: masterwork dagger, +1 mithral chain shirt, 
  elixir of hiding, elixir of sneaking, 2 silver holy symbols, 
  masterwork heavy mace, traveler's outfit, ring of protection 
  +1, +1 bastard sword, wand of darkness (3rd-level caster, 2 
  charges), wand of fireball (5th-level caster, 5 charges), wand of 
  glitterdust (3rd-level caster, 2 charges), wand of sleep (1st-level 
  caster, 5 charges). 
   
  Cleric Spells Prepared: (4/3+1/2+1; Base DC = 12 + 
  Spell Level): 0 - cure minor wounds, detect magic, guidance, 
  inflict minor wounds; 1st - bless, inflict light wounds, protection 
  from good*, shield of faith; 2nd - bull's strength, desecrate*, 
  silence.  
   
  * Domain Spell; Deity: Vecna; Domains: Magic - Use 
  scrolls, wands, and other devices with spell completion or 
  spell trigger activation as a wizard of one-half your cleric 
  level (at least 1st level). For the purpose of using a scroll 
  or other magic device, if you are also a wizard, actual 
  wizard levels and these effective wizard levels stack. Evil - 
  You cast evil spells at +1 caster level.  
  APL 6 
  Encounter Six 
  Advanced Caryatid Column: CR 7; Medium construct; 
  HD 10d10+20; hp 90; Init +3; Spd 30 ft.; AC 22, touch 13, 
  flat-footed 19; Base Atk +7; Grp +12; Atk +15 melee 
  (1d8+9, +2 heavy mace) or +12 melee (1d4+7, slam); Full 
  Atk +15 melee (1d8+9, +2 heavy mace) or +15 melee 
  (1d8+7, +2 heavy mace) and +12 melee (1d4+7, slam) or 
  +12/+12 melee (1d4+7, 2 slams); SQ Break weapon, 
  column form, construct traits, hardness 8, magic weapon; 
  AL N; SV Fort +3, Ref +6, Will -2; Str 20, Dex 16, Con —,  
  Int 6, Wis 1, Cha 1. 
  
  GRM4-03 Ripe for the Picking 
   
  Page 24 
   
  Skills and Feats:  Diplomacy -3, Sense Motive +4; 
  Combat Reflexes, Improved Sunder, Power Attack, 
  Weapon Focus (heavy mace) (B). 
   
  Break Weapon (Su): A caryatid column is imbued with 
  a super natural defense against weapon attacks. 
  Whenever a creature strikes a caryatid column with a 
  melee weapon, the weapon must succeed on a Fortitude 
  save (DC 13) or break and become useless, dealing no 
  damage to the caryatid column. As usual, a magic weapon 
  uses either the wielder’s save bonus or its own save 
  bonus, whichever is better.  Non-magic ranged weapons 
  automatically shatter upon hitting the caryatid column, 
  dealing no damage. Magic ranged weapons receive a 
  Fortitude save (DC 13) to resist this effect. 
   
  Column Form (Ex): When at rest (not commanded, or 
  waiting to fulfill a command), a caryatid column takes the 
  form of a simple column of stone. This column is about 2 
  feet in diameter, and it extends up to the ceiling of the 
  chamber or to a height of 25 feet, whichever is less. 
  Unless commanded otherwise, a caryatid column 
  remains in this form until attacked, and it even allows 
  creatures to climb it (Climb DC 15).  A caryatid column 
  in column form looks like a pillar in most respects. It 
  does not radiate magic, and true seeing does not reveal its 
  humanoid form. Careful examination the column (Search 
  check DC 25 reveals very faint and distorted lines that 
  make the pillar resemble a woman a sword. Anyone who 
  successfully makes a Knowledge (architecture and 
  engineering) check (DC 12) notes that the column serves 
  no structural purpose since it bears none of the ceiling’s 
  weight. A close examination of top of the column (Search 
  check DC 15) or a keen eye (Spot check DC 20) shows 
  that the column is not cemented or joined to the ceiling. 
  Dwarves and other creatures with Stonecunning receive 
  a free Search check as though actively looking when they 
  pass within 10 feet of a caryatid column.  Changing forms 
  is a free action, and a caryatid column change once per 
  round. 
   
  Construct Traits: A caryatid column is immune to 
  mind-affecting effects, and to poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, and 
  any effect that requires a Fortitude save unless it also 
  works on objects. The creature is not subject to critical 
  hits, nonlethal damage, ability damage, ability drain, 
  energy drain, or death from massive damage. It cannot 
  heal itself but can be healed through repair. It cannot be 
  raised or resurrected. A caryatid column has darkvision 
  (60-foot range). 
   
  Magic Weapon: A magic weapon is incorporated into 
  a caryatid column at the time of its creation. This weapon, 
  usually a +2 bastard sword, functions in all respects like a 
  normal magic weapon of its type, with one exception: 
  Whenever it is out of the caryatid column’s hands. it 
  reverts to stone and becomes a nonmagical sculpture. 
  Should the caryatid column then pick up the weapon, it 
  regains its normal form and magical qualities.  If a 
  caryatid column needs both hands free, it can stow its 
  weapon by simply pressing it against its side; the weapon 
  then with the caryatid column’s body and can be 
  retrieved by the caryatid column as any character would 
  draw a weapon. 
  Encounter Seven 
  Gravak the Rat (hybrid form): male human Rog5; CR 
  7; medium humanoid (shapechanger); HD 5d6+1d8+18; 
  hp 35; Init +9; Spd 30 ft; AC 25, flat-footed 25, touch 17; 
  Base Atk +3; Grp +4; Atk +8 melee (1d4+1, 19-20/x2, 
  dagger) or +8 ranged (1d4+1, 19-20/x2, dagger (thrown)) 
  or +9 melee (1d6+2, 18-20/x2, +1 rapier) or +9 ranged 
  (1d6+2/x3, +1 composite darkwood shortbow (+1 Str bonus)); 
  Full Atk +8 melee (1d4+1/19-20, dagger) and +3 melee 
  (1d6 plus disease, bite) or +8 ranged (1d4+1/19-20, dagger 
  (thrown)) or +9 melee (1d6+2, 18-20/x2, +1 rapier) and +3 
  melee (1d6 plus disease, bite) or +9 ranged (1d6+2/x3, +1 
  composite darkwood shortbow (+1 Str bonus)); SA Curse of 
  lycanthropy, disease, sneak attack +3d6; SQ Alternate 
  form, evasion, rat empathy, scent, trap sense +1, 
  trapfinding, uncanny dodge (Dex bonus to AC); AL LE; 
  SV Fort +5, Ref +11, Will +6; Str 13, Dex 20, Con 14, Int 
  14, Wis 12, Cha 14. 
   
  Skills and Feats: Balance +13, Bluff +10, Climb +9, 
  Diplomacy +4, Disable Device +10, Disguise +10, Escape 
  Artist +11, Hide +13, Intimidate +4, Jump +3, Knowledge 
  (local - Sheldomar Valley Metaregion) +4, Listen +9, 
  Move Silently +13, Open Lock +13, Search +8, Sleight of 
  Hand +11, Spot +11, Swim +9, Tumble +13; Alertness, 
  Combat Reflexes, Dodge, Improved Initiative, Iron Will, 
  Weapon Finesse.  
   
  Curse of Lycanthropy (Su): Any humanoid or giant hit 
  by a wererat’s bite attack in animal or hybrid form must 
  succeed on a DC 15 Fortitude save or contract 
  lycanthropy. 
   
  Disease (Ex): Filth fever; bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Alternate Form (Su): A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. 
   
  Rat Empathy (Ex): Communicate with rats and dire 
  rats, and +4 racial bonus on Charisma-based checks 
  against rats and dire rats. 
   
  Possessions: amulet of natural armor +1, 50 +1 arrows, +1 
  mithral chain shirt, dagger, hat of disguise, potion of 
  invisibility, traveler's outfit, +1 rapier, ring of protection +2, +1 
  composite darkwood shortbow (+1 Str bonus), masterwork 
  thieves' tools. 
  Givelle the Widowmaker: male human Clr4/Ftr3; CR 
  7; medium humanoid; HD 4d8+3d10+7; hp 52; Init +0; 
  Spd 30 ft; AC 17, flat-footed 17, touch 12; Base Atk +6; 
  Grp +8; Atk +9 melee (1d4+2/19-20, masterwork dagger) 
  or +7 ranged (1d4+2/19-20, masterwork dagger (thrown)) 
  or +9 melee (1d8+2, masterwork heavy mace) or +10 
  melee (1d10+4/19-20, +1 bastard sword); Full Atk +9/+4 
  melee (1d4+2/19-20, masterwork dagger) or +7/+2 ranged 
  (1d4+2/19-20, masterwork dagger (thrown)) or +9/+4 
  melee (1d8+2, masterwork heavy mace) or +10/+5 melee 
  (1d10+4/19-20, +1 bastard sword); SQ +4 to Concentration 
  to use spell or spell-like ability, rebuke undead 5/day 
  (turn level 4) (turn damage 2d6+6), spontaneous casting; 
  
  GRM4-03 Ripe for the Picking 
   
  Page 25 
  AL LE; SV Fort +8, Ref +2, Will +7; Str 14, Dex 10, Con 12, 
  Int 12, Wis 15, Cha 14. 
   
  Skills and Feats: Bluff +4, Concentration +8, Hide +5, 
  Intimidate +5, Knowledge (religion) +6, Move Silently 
  +2, Spellcraft +8; Cleave, Combat Casting, Exotic Weapon 
  Proficiency (bastard sword), Improved Sunder, Power 
  Attack, Weapon Focus (bastard sword).  
   
  Possessions: masterwork dagger, elixir of hiding, elixir of 
  sneaking, 2 silver holy symbols, masterwork heavy mace, 
  +1 mithral chain shirt, traveler's outfit, ring of protection +2, 
  +1 bastard sword, wand of darkness (3rd-level caster, 2 charges), 
  wand of fireball (8th-level caster, 5 charges), wand of glitterdust 
  (3rd-level caster, 2 charges), wand of hold person (3rd-level caster, 
  5 charges), wand of sleep (1st-level caster, 5 charges). 
   
  Cleric Spells Prepared: (5/4+1/3+1; Base DC = 12 + 
  Spell Level): 0 - cure minor wounds, detect magic, guidance, 
  inflict minor wounds, resistance; 1st - bless, inflict light wounds, 
  protection from good*, shield of faith; 2nd - bull's strength, 
  desecrate*, silence, spiritual weapon.  
   
  * Domain Spell; Deity: Vecna; Domains: Magic - Use 
  scrolls, wands, and other devices with spell completion or 
  spell trigger activation as a wizard of one-half your cleric 
  level (at least 1st level). For the purpose of using a scroll 
  or other magic device, if you are also a wizard, actual 
  wizard levels and these effective wizard levels stack. Evil - 
  You cast evil spells at +1 caster level.  
  APL 8 
  Encounter Six 
  Advanced Caryatid Column #1: CR 7; Medium 
  construct; HD 10d10+20; hp 90; Init +3; Spd 30 ft.; AC 22, 
  touch 13, flat-footed 19; Base Atk +7; Grp +12; Atk +15 
  melee (1d8+9, +2 heavy mace) or +12 melee (1d4+7, slam); 
  Full Atk +15 melee (1d8+9, +2 heavy mace) or +15 melee 
  (1d8+7, +2 heavy mace) and +12 melee (1d4+7, slam) or 
  +12/+12 melee (1d4+7, 2 slams); SQ Break weapon, 
  column form, construct traits, hardness 8, magic weapon; 
  AL N; SV Fort +3, Ref +6, Will -2; Str 20, Dex 16, Con —,  
  Int 6, Wis 1, Cha 1. 
   
  Skills and Feats:  Diplomacy -3, Sense Motive +4; 
  Combat Reflexes, Improved Sunder, Power Attack, 
  Weapon Focus (heavy mace) (B). 
   
  Break Weapon (Su): A caryatid column is imbued with 
  a super natural defense against weapon attacks. 
  Whenever a creature strikes a caryatid column with a 
  melee weapon, the weapon must succeed on a Fortitude 
  save (DC 13) or break and become useless, dealing no 
  damage to the caryatid column. As usual, a magic weapon 
  uses either the wielder’s save bonus or its own save 
  bonus, whichever is better.  Non-magic ranged weapons 
  automatically shatter upon hitting the caryatid column, 
  dealing no damage. Magic ranged weapons receive a 
  Fortitude save (DC 13) to resist this effect. 
   
  Column Form (Ex): When at rest (not commanded, or 
  waiting to fulfill a command), a caryatid column takes the 
  form of a simple column of stone. This column is about 2 
  feet in diameter, and it extends up to the ceiling of the 
  chamber or to a height of 25 feet, whichever is less. 
  Unless commanded otherwise, a caryatid column 
  remains in this form until attacked, and it even allows 
  creatures to climb it (Climb DC 15).  A caryatid column 
  in column form looks like a pillar in most respects. It 
  does not radiate magic, and true seeing does not reveal its 
  humanoid form. Careful examination the column (Search 
  check DC 25 reveals very faint and distorted lines that 
  make the pillar resemble a woman a sword. Anyone who 
  successfully makes a Knowledge (architecture and 
  engineering) check (DC 12) notes that the column serves 
  no structural purpose since it bears none of the ceiling’s 
  weight. A close examination of top of the column (Search 
  check DC 15) or a keen eye (Spot check DC 20) shows 
  that the column is not cemented or joined to the ceiling. 
  Dwarves and other creatures with Stonecunning receive 
  a free Search check as though actively looking when they 
  pass within 10 feet of a caryatid column.  Changing forms 
  is a free action, and a caryatid column change once per 
  round. 
   
  Construct Traits: A caryatid column is immune to 
  mind-affecting effects, and to poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, and 
  any effect that requires a Fortitude save unless it also 
  works on objects. The creature is not subject to critical 
  hits, nonlethal damage, ability damage, ability drain, 
  energy drain, or death from massive damage. It cannot 
  heal itself but can be healed through repair. It cannot be 
  raised or resurrected. A caryatid column has darkvision 
  (60-foot range). 
   
  Magic Weapon: A magic weapon is incorporated into 
  a caryatid column at the time of its creation. This weapon, 
  usually a +2 bastard sword, functions in all respects like a 
  normal magic weapon of its type, with one exception: 
  Whenever it is out of the caryatid column’s hands. it 
  reverts to stone and becomes a nonmagical sculpture. 
  Should the caryatid column then pick up the weapon, it 
  regains its normal form and magical qualities.  If a 
  caryatid column needs both hands free, it can stow its 
  weapon by simply pressing it against its side; the weapon 
  then with the caryatid column’s body and can be 
  retrieved by the caryatid column as any character would 
  draw a weapon. 
  Advanced Caryatid Column #2: CR 7; Medium 
  construct; HD 10d10+20; hp 90; Init +3; Spd 30 ft.; AC 22, 
  touch 13, flat-footed 19; Base Atk +7; Grp +12; Atk +15 
  melee (1d10+9/19-20, +2 bastard sword) or +12 melee 
  (1d4+7, slam); Full Atk +15 melee (1d10+9/19-20, +2 
  bastard sword) or +15 melee (1d10+7/19-20, +2 bastard 
  sword) and +12 melee (1d4+7, slam) or +12/+12 melee 
  (1d4+7, 2 slams); SQ Break weapon, column form, 
  construct traits, hardness 8, magic weapon; AL N; SV Fort 
  +3, Ref +6, Will -2; Str 20, Dex 16, Con —,  Int 6, Wis 1, 
  Cha 1. 
   
  Skills and Feats:  Diplomacy -3, Sense Motive +4; 
  Combat Reflexes, Improved Sunder, Power Attack, 
  Weapon Focus (bastard sword) (B). 
   
  Break Weapon (Su): A caryatid column is imbued with 
  a super natural defense against weapon attacks. 
  Whenever a creature strikes a caryatid column with a 
  
  GRM4-03 Ripe for the Picking 
   
  Page 26 
  melee weapon, the weapon must succeed on a Fortitude 
  save (DC 13) or break and become useless, dealing no 
  damage to the caryatid column. As usual, a magic weapon 
  uses either the wielder’s save bonus or its own save 
  bonus, whichever is better.  Non-magic ranged weapons 
  automatically shatter upon hitting the caryatid column, 
  dealing no damage. Magic ranged weapons receive a 
  Fortitude save (DC 13) to resist this effect. 
   
  Column Form (Ex): When at rest (not commanded, or 
  waiting to fulfill a command), a caryatid column takes the 
  form of a simple column of stone. This column is about 2 
  feet in diameter, and it extends up to the ceiling of the 
  chamber or to a height of 25 feet, whichever is less. 
  Unless commanded otherwise, a caryatid column 
  remains in this form until attacked, and it even allows 
  creatures to climb it (Climb DC 15).  A caryatid column 
  in column form looks like a pillar in most respects. It 
  does not radiate magic, and true seeing does not reveal its 
  humanoid form. Careful examination the column (Search 
  check DC 25 reveals very faint and distorted lines that 
  make the pillar resemble a woman a sword. Anyone who 
  successfully makes a Knowledge (architecture and 
  engineering) check (DC 12) notes that the column serves 
  no structural purpose since it bears none of the ceiling’s 
  weight. A close examination of top of the column (Search 
  check DC 15) or a keen eye (Spot check DC 20) shows 
  that the column is not cemented or joined to the ceiling. 
  Dwarves and other creatures with Stonecunning receive 
  a free Search check as though actively looking when they 
  pass within 10 feet of a caryatid column.  Changing forms 
  is a free action, and a caryatid column change once per 
  round. 
   
  Construct Traits: A caryatid column is immune to 
  mind-affecting effects, and to poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic effects, and 
  any effect that requires a Fortitude save unless it also 
  works on objects. The creature is not subject to critical 
  hits, nonlethal damage, ability damage, ability drain, 
  energy drain, or death from massive damage. It cannot 
  heal itself but can be healed through repair. It cannot be 
  raised or resurrected. A caryatid column has darkvision 
  (60-foot range). 
   
  Magic Weapon: A magic weapon is incorporated into 
  a caryatid column at the time of its creation. This weapon, 
  usually a +2 bastard sword, functions in all respects like a 
  normal magic weapon of its type, with one exception: 
  Whenever it is out of the caryatid column’s hands. it 
  reverts to stone and becomes a nonmagical sculpture. 
  Should the caryatid column then pick up the weapon, it 
  regains its normal form and magical qualities.  If a 
  caryatid column needs both hands free, it can stow its 
  weapon by simply pressing it against its side; the weapon 
  then with the caryatid column’s body and can be 
  retrieved by the caryatid column as any character would 
  draw a weapon. 
  Encounter Seven 
  Gravak 
  the Rat (hybrid form): male human 
  Rog5/Asn2; CR 9; medium humanoid (shapechanger); 
  HD 5d6+2d6+1d8+24; hp 56; Init +9; Spd 30 ft; AC 25, 
  flat-footed 25, touch 17; Base Atk +4; Grp +5; Atk +11 
  melee (1d4+3/19-20 plus poison, assassin’s dagger) or +11 
  ranged (1d4+3/19-20 plus poison, assassin’s dagger 
  (thrown)) or +9 melee (1d4+1/19-20, dagger) or +9 ranged 
  (1d4+1/19-20, dagger (thrown)) or +10 melee (1d6+2/18-
  20, +1 mithral bane (human) rapier) or +10 ranged 
  (1d6+2/x3, +1 composite darkwood shortbow (+1 Str bonus)); 
  Full Atk +11 melee (1d4+3/19-20 plus poison, assassin’s 
  dagger) and +4 melee (1d6 plus disease, bite) or +11 ranged 
  (1d4+3/19-20 plus poison, assassin’s dagger (thrown)) or +9 
  melee (1d4+1/19-20, dagger) and +4 melee (1d6 plus 
  disease, bite) or +9 ranged (1d4+1/19-20, dagger 
  (thrown)) or +10 melee (1d6+2/18-20, +1 mithral bane 
  (human) rapier) and +4 melee (1d6 plus disease, bite) or 
  +10 ranged (1d6+2/x3, +1 composite darkwood shortbow (+1 
  Str bonus)); SA Curse of lycanthropy, death attack (DC 
  14), disease, sneak attack +4d6; SQ +1 save against 
  poisons, alternate form, evasion, improved uncanny 
  dodge (can't be flanked except by a rogue of 11 level), 
  poison use, rat empathy, scent, trap sense +1, trapfinding, 
  uncanny dodge (Dex bonus to AC); AL LE; SV Fort +5, 
  Ref +14, Will +6; Str 13, Dex 20, Con 14, Int 14, Wis 12, 
  Cha 14. 
   
  Skills and Feats: Balance +13, Bluff +12, Climb +9, 
  Craft (Alchemy) +4, Diplomacy +4, Disable Device +14, 
  Disguise +12, Escape Artist +11, Hide +15, Intimidate +4, 
  Jump +3, Knowledge (local - Sheldomar Valley 
  Metaregion) +4, Listen +9, Move Silently +15, Open Lock 
  +13, Search +8, Sleight of Hand +11, Spot +11, Swim +9, 
  Tumble +13; Alertness, Armor Proficiency (Light), 
  Combat Reflexes, Dodge, Improved Initiative, Iron Will, 
  Mobility, Weapon Finesse.  
   
  Curse of Lycanthropy (Su): Any humanoid or giant hit 
  by a wererat’s bite attack in animal or hybrid form must 
  succeed on a DC 15 Fortitude save or contract 
  lycanthropy. 
   
  Disease (Ex): Filth fever; bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Alternate Form (Su): A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. 
   
  Rat Empathy (Ex): Communicate with rats and dire 
  rats, and +4 racial bonus on Charisma-based checks 
  against rats and dire rats. 
   
  Possessions: amulet of natural armor +1, 50 +1 arrows, 2 
  doses of deathblade poison (Injury DC 20, 1d6 Con / 2d6 
  Con), assassin’s dagger, +1 mithral chain shirt, dagger, potion 
  of invisibility, traveler's outfit, +1 mithral bane (human) 
  rapier, ring of protection +2, +1 composite darkwood shortbow 
  (+1 Str bonus), masterwork thieves' tools, hat of disguise. 
   
  Assassin Spells Known: (2; Base DC = 12 + Spell 
  Level): 1st - feather fall, jump, true strike. 
  Givelle the Widowmaker: male human Clr4/Ftr3/BkG 
  2; CR 9; medium humanoid; HD 4d8+3d10+2d10+9 (+18); 
  hp  69 (78); Init +0 (+1); Spd 30 ft; AC 17 (18), flat-footed 
  17, touch 12 (13); Base Atk +8; Grp +10; Atk +12 melee 
  (1d10+4/19-20, +1 frost bastard sword) or +11 melee 
  (1d4+3/19-20, masterwork dagger) or +9 (+10) ranged 
  
  GRM4-03 Ripe for the Picking 
   
  Page 27 
  (1d4+3/19-20, masterwork dagger (thrown)) or +11 melee 
  (1d8+2, masterwork heavy mace) ; Full Atk: +12/+7 melee 
  (1d10+4/19-20, +1 frost bastard sword) or +11/+6 melee 
  (1d4+3/19-20, masterwork dagger) or +9/+4 (+10/+5) 
  ranged (1d4+3/19-20, masterwork dagger (thrown)) or 
  +11/+6 melee (1d8+2, masterwork heavy mace); SA +4 to 
  Concentration to use spell or spell-like ability, aura of 
  evil, dark blessing, detect good, poison use, rebuke 
  undead 6/day (turn level 4) (turn damage 2d6+7), smite 
  good 1/day, spontaneous casting; AL LE; SV Fort +15 
  (+17), Ref +6, Will +12; Str 14, Dex 10 (12), Con 12 (14), 
  Int 12 (14), Wis 16 (18), Cha 14 (16). 
   
  Skills and Feats: Bluff +6, Concentration +11, 
  Diplomacy +4, Hide +6, Intimidate +8, Knowledge 
  (religion) +8, Move Silently +3, Spellcraft +9; Armor 
  Proficiency (Heavy), Armor Proficiency (Light), Armor 
  Proficiency (Medium), Cleave, Combat Casting, Divine 
  Might, Exotic Weapon Proficiency (bastard sword), 
  Improved Sunder, Power Attack, Shield Proficiency, 
  Tower Shield Proficiency, Weapon Focus (bastard 
  sword).  
   
  Possessions: cloak of charisma +2, gloves of dexterity +2, 
  headband of intellect +2, periapt of wisdom +2, belt of endurance 
  (A&EG, CL 9th, +2 enhancement bonus to Con and gain Great 
  Fortitude feat), +1 mithral chain shirt, masterwork dagger, 
  elixir of hiding, elixir of sneaking, 2 silver holy symbols, 
  masterwork heavy mace, traveler's outfit, ring of protection 
  +2, +1 frost bastard sword, wand of darkness (3rd-level caster, 2 
  charges), wand of fireball (8th-level caster, 5 charges), wand of 
  glitterdust (3rd-level caster, 2 charges), wand of hold person (3rd-
  level caster, 5 charges), wand of sleep (1st-level caster, 5 charges), 
  potion of bull’s strength, potion of barkskin +3. 
   
  Blackguard Spells Prepared: (2; Base DC = 14 + Spell 
  Level): 1st - cure light wounds, doom. 
   
  Cleric Spells Prepared: (5 / 4+1 / 3+1; Base DC = 14 + 
  Spell Level): 0 - cure minor wounds, detect magic, guidance, 
  inflict minor wounds, resistance; 1st - bless, divine favor, inflict 
  light wounds, protection from good*, shield of faith; 2nd – 
  desecrate*, hold person, silence, spiritual weapon. 
   
  *Domain Spell; Deity: Vecna; Domains: Magic - Use 
  scrolls, wands, and other devices with spell completion or 
  spell trigger activation as a wizard of one-half your cleric 
  level (at least 1st level). For the purpose of using a scroll 
  or other magic device, if you are also a wizard, actual 
  wizard levels and these effective wizard levels stack. Evil - 
  You cast evil spells at +1 caster level.  
  APL 10 
  Encounter Seven 
  Gravak the Rat: male human Rog5/Asn4; CR 11; 
  medium 
  humanoid 
  (shapechanger); 
  HD 
  5d6+4d6+1d8+20; hp 62; Init +9; Spd 30 ft; AC 26, flat-
  footed 26, touch 17; Base Atk +6; Grp +8; Atk +13 melee 
  (1d4+4/19-20 plus poison, assassin’s dagger) or +13 ranged 
  (1d4+4/19-20 plus poison, assassin’s dagger (thrown)) or +11 
  melee (1d4+2/19-20, dagger) or +11 ranged (1d4+2/19-20, 
  dagger (thrown)) or +12 melee (1d6+3/18-20, +1 mithral 
  bane (human) rapier) or +12 ranged (1d6+2/x3, +1 composite 
  darkwood shortbow (+1 Str bonus)); Full Atk +13/+8 melee 
  (1d4+4/19-20 plus poison, assassin’s dagger) or +13 melee 
  (1d4+4/19-20 plus poison, assassin’s dagger) and +6 melee 
  (1d6 plus disease, bite) or +13/+8 ranged (1d4+4/19-20 
  plus poison, assassin’s dagger (thrown)) or +11/+6 melee 
  (1d4+2/19-20, dagger) or +11 melee (1d4+2/19-20, 
  dagger) and +6 melee (1d6 plus disease, bite) or +11/+6 
  ranged (1d4+2/19-20, dagger (thrown)) or +12/+7 melee 
  (1d6+3/18-20, +1 mithral bane (human) rapier) or +12 
  melee (1d6+3/18-20, +1 mithral bane (human) rapier) and 
  +6 melee (1d6 plus disease, bite) or +12/+7 ranged 
  (1d6+2/x3, +1 composite darkwood shortbow (+1 Str bonus)); 
  SA +2 save against poisons, alternate form, curse of 
  lycanthropy, death attack (DC 16), disease, evasion, 
  improved uncanny dodge (can't be flanked except by a 
  rogue of 13 level), poison use, rat empathy, scent, sneak 
  attack +5d6, trap sense +1, trapfinding, uncanny dodge 
  (Dex bonus to AC); AL LE; SV Fort +6, Ref +15, Will +7; 
  Str 14, Dex 20, Con 14, Int 14, Wis 12, Cha 14. 
   
  Skills and Feats: Balance +13, Bluff +12, Climb +10, 
  Craft (Alchemy) +4, Diplomacy +4, Disable Device +16, 
  Disguise +16, Escape Artist +11, Hide +15, Intimidate +4, 
  Jump +4, Knowledge (local - Sheldomar Valley 
  Metaregion) +4, Listen +9, Move Silently +17, Open Lock 
  +13, Search +14, Sleight of Hand +11, Spot +11, Swim 
  +10, Tumble +13; Alertness, Combat Reflexes, Dodge, 
  Improved Initiative, Iron Will, Mobility, Spring Attack, 
  Weapon Finesse.  
   
  Curse of Lycanthropy (Su): Any humanoid or giant hit 
  by a wererat’s bite attack in animal or hybrid form must 
  succeed on a DC 15 Fortitude save or contract 
  lycanthropy. 
   
  Disease (Ex): Filth fever; bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Alternate Form (Su): A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. 
   
  Rat Empathy (Ex): Communicate with rats and dire 
  rats, and +4 racial bonus on Charisma-based checks 
  against rats and dire rats. 
   
  Possessions: 50 +1 arrows, amulet of natural armor +2, 
  assassin’s dagger, +1 mithral chain shirt, dagger, traveler's 
  outfit, 2 doses of deathblade poison (Injury DC 20, 1d6 
  Con / 2d6 Con), potion of invisibility, +1 mithral bane 
  (human) rapier, ring of protection +2, ring of release, +1 
  composite darkwood shortbow (+1 Str bonus), masterwork 
  thieves' tools, hat of disguise. 
   
  Assassin Spells Prepared: (4/2; Base DC = 12 + Spell 
  Level): 1st - feather fall, jump, spring sheath, true strike; 2nd - 
  cat's grace, darkness, spider climb.  
  Givelle 
  the 
  Widowmaker: 
  male 
  human 
  Clr4/Ftr3/BkG4; CR 11; medium humanoid; HD 
  4d8+3d10+4d10+11(+22); hp 85 (96); Init +0 (+1); Spd 30 
  ft; AC 17 (18), flat-footed 17, touch 12 (13); Base Atk +10; 
  Grp +12; Atk +14 melee (1d10+4 /19-20, +1 frost bastard 
  sword) or +13 melee (1d4+3/19-20, masterwork dagger) or 
  +11 (+12) ranged (1d4+3/19-20, masterwork dagger 
  (thrown)) or +13  melee (1d8+3, masterwork heavy mace); 
  Full Atk +14/+9 melee (1d10+4/19-20, +1 frost bastard 
  
  GRM4-03 Ripe for the Picking 
   
  Page 28 
  sword) or +14/+9 melee (1d4+3/19-20, masterwork 
  dagger) or +11/+6 (+12/+7) ranged (1d4+3/19-20, 
  masterwork dagger (thrown)) or +14/+9 melee (1d8+3, 
  masterwork heavy mace); SA +4 to Concentration to use 
  spell or spell-like ability, aura of despair, aura of evil, dark 
  blessing, detect good, poison use, rebuke undead 6/day 
  (turn level 6) (turn damage 2d6+9), Smite Good 1/day, 
  Sneak Attack +1d6, Spontaneous casting; AL LE; SV Fort 
  +16 (+18), Ref +7, Will +13; Str 14, Dex 10 (12), Con 12 
  (14), Int 12 (14), Wis 16 (18), Cha 14 (16). 
   
  Skills and Feats: Bluff +8, Concentration +12, 
  Diplomacy +7, Disguise +5, Hide +7, Intimidate +11, 
  Knowledge (religion) +8, Move Silently +3, Spellcraft +9; 
  Cleave, Combat Casting, Divine Might, Exotic Weapon 
  Proficiency (bastard sword), Improved Sunder, Power 
  Attack, Weapon Focus (bastard sword).  
   
  Possessions: cloak of charisma +2, gloves of dexterity +2, 
  headband of intellect +2, periapt of wisdom +2, belt of endurance 
  (A&EG, CL 9th, +2 enhancement bonus to Con and gain Great 
  Fortitude feat), +1 frost bastard sword, +1 mithral chain shirt, 
  masterwork dagger, elixir of hiding, elixir of sneaking, 2 
  silver holy symbols, masterwork heavy mace, traveler's 
  outfit, ring of protection +2, ring of release, wand of darkness 
  (3rd-level caster, 2 charges), wand of fireball (8th-level caster, 5 
  charges), wand of glitterdust (3rd-level caster, 2 charges), wand of 
  hold person (heightened to 4th level, 7th-level caster, 5 charges), 
  wand of sleep (1st-level caster, 5 charges), potion of bull’s strength, 
  potion of barkskin +4. 
   
  Blackguard Spells Prepared: (2 / 2; Base DC = 14 + 
  Spell Level): 1st - cure light wounds, doom; 2nd - darkness, 
  death knell. 
   
  Cleric Spells Prepared: (5/4+1/3+1; Base DC = 14 + 
  Spell Level): 0 - cure minor wounds, detect magic, guidance, 
  inflict minor wounds, resistance; 1st - bless, divine favor, inflict 
  light wounds, magic aura, protection from good, shield of faith; 
  2nd - desecrate, hold person, identify, silence, spiritual weapon.  
   
  * Domain Spell; Deity: Vecna; Domains: Magic - Use 
  scrolls, wands, and other devices with spell completion or 
  spell trigger activation as a wizard of one-half your cleric 
  level (at least 1st level). For the purpose of using a scroll 
  or other magic device, if you are also a wizard, actual 
  wizard levels and these effective wizard levels stack. Evil - 
  You cast evil spells at +1 caster level.  
  APL 12 
  Encounter Seven 
  Gravak 
  the Rat (hybrid form): male human 
  Rog5/Asn6; CR 13; medium humanoid (shapechanger); 
  HD 5d6+6d6+1d8+24; hp 74; Init +9; Spd 30 ft; AC 28, 
  flat-footed 28, touch 18; Base Atk +7; Grp +9; Atk +14 
  melee (1d4+4/19-20 plus poison, assassin’s dagger) or +14 
  ranged (1d4+4/19-20 plus poison, assassin’s dagger 
  (thrown)) or +12 melee (1d4+2/19-20, dagger) or +12 
  ranged (1d4+2/19-20, dagger (thrown)) or +13 melee 
  (1d6+3/18-20, +1 mithral bane (human) rapier) or +13 
  ranged (1d6+2/x3, +1 composite darkwood shortbow (+1 Str 
  bonus)); Full Atk +14/+9 melee (1d4+4/19-20 plus poison, 
  assassin’s dagger) or +14 melee (1d4+4/19-20 plus poison, 
  assassin’s dagger) and +7 melee (1d6 plus disease, bite) or 
  +14/+9 ranged (1d4+4/19-20 plus poison, assassin’s dagger 
  (thrown)) or +12/+7 melee (1d4+2/19-20, dagger) or +12 
  melee (1d4+2/19-20, dagger) and +6 melee (1d6 plus 
  disease, bite) or +12/+7 ranged (1d4+2/19-20, dagger 
  (thrown)) or +13/+8 melee (1d6+3/18-20, +1 mithral bane 
  (human) rapier) or +13 melee (1d6+3/18-20, +1 mithral 
  bane (human) rapier) and +7 melee (1d6 plus disease, bite) 
  or +13/+8 ranged (1d6+2/x3, +1 composite darkwood 
  shortbow (+1 Str bonus)); SA +3 save against poisons, 
  alternate form, curse of lycanthropy, death attack (DC 
  18), disease, evasion, improved uncanny dodge (can't be 
  flanked except by a rogue of 15 level), poison use, rat 
  empathy, scent, sneak attack +6d6, trap sense +1, 
  trapfinding, uncanny dodge (Dex bonus to AC); AL LE; 
  SV Fort +7, Ref +16, Will +8; Str 14, Dex 20, Con 14, Int 
  14, Wis 12, Cha 14. 
   
  Skills and Feats: Balance +13, Bluff +12, Climb +10, 
  Craft (Alchemy) +4, Diplomacy +4, Disable Device +16, 
  Disguise +16, Escape Artist +15, Hide +19, Intimidate +4, 
  Jump +4, Knowledge (local - Sheldomar Valley 
  Metaregion) +4, Listen +9, Move Silently +19, Open Lock 
  +13, Search +14, Sleight of Hand +11, Spot +11, Swim 
  +10, Tumble +17; Alertness, Armor Proficiency (Light), 
  Combat Reflexes, Dodge, Improved Initiative, Iron Will, 
  Mobility, Spring Attack, Weapon Finesse.  
   
  Curse of Lycanthropy (Su): Any humanoid or giant hit 
  by a wererat’s bite attack in animal or hybrid form must 
  succeed on a DC 15 Fortitude save or contract 
  lycanthropy. 
   
  Disease (Ex): Filth fever; bite, Fortitude DC 12, 
  incubation period 1d3 days, damage 1d3 Dex and 1d3 
  Con. The save DC is Constitution-based. 
   
  Alternate Form (Su): A wererat can assume a bipedal 
  hybrid form or the form of a dire rat. 
   
  Rat Empathy (Ex): Communicate with rats and dire 
  rats, and +4 racial bonus on Charisma-based checks 
  against rats and dire rats. 
   
  Possessions: 50 +1 arrows, amulet of natural armor +3, 
  assassin’s dagger, +1 mithral chain shirt, dagger, traveler's 
  outfit, 2 doses of deathblade poison (Injury DC 20, 1d6 
  Con / 2d6 Con), potion of invisibility, +1 mithral bane 
  (human) rapier, ring of protection +3, ring of release, +1 
  composite darkwood shortbow (+1 Str bonus), masterwork 
  thieves' tools, hat of disguise. 
   
  Assassin Spells Prepared: (4 / 4 / 1; Base DC = 12 + 
  Spell Level): 1st - feather fall, jump, spring sheath, true strike; 
  2nd - cat's grace, darkness, spider climb; 3rd - deeper darkness, 
  magic circle against good, nondetection. 
  Givelle 
  the 
  Widowmaker: 
  male 
  human 
  Clr4/Ftr3/BkG6; CR 13; medium humanoid; HD 
  4d8+3d10+6d10+13 (+26); hp 102 (115); Init +0 (+1); Spd 
  30 ft; AC 19 (20), flat-footed 19, touch 13 (14); Base Atk 
  +12; Grp +13; Atk: +16 melee (1d10+4 /18-20, +1 frost 
  bastard sword) or +15 melee (1d4+3/19-20, masterwork 
  dagger) or +13 (+14) ranged (1d4+3/19-20, masterwork 
  dagger (thrown)) or +15 melee (1d8+2, masterwork heavy 
  mace); Full Atk +16/+11/+6 melee (1d10+4/18-20, +1 frost 
  bastard sword) or +15/+10/+5 melee (1d4+3/19-20, 
  
  GRM4-03 Ripe for the Picking 
   
  Page 29 
  masterwork dagger) or +13/+8/+3 (+14/+9/+4) ranged 
  (1d4+3/19-20, 
  masterwork 
  dagger 
  (thrown)) 
  or 
  +15/+10/+5 melee (1d8+3, masterwork heavy mace); SA 
  +4 to Concentration to use spell or spell-like ability, aura 
  of despair, aura of evil, dark blessing, detect good, 
  fiendish servant, poison use, rebuke undead 6/day (turn 
  level 8) (turn damage 2d6+11), smite good 2/day, sneak 
  attack +1d6, spontaneous casting; AL LE; SV Fort +17 
  (+19), Ref +8, Will +14; Str 14, Dex 10 (12), Con 12 (14), 
  Int 13 (15), Wis 16 (18), Cha 14 (16). 
   
  Skills and Feats: Bluff +10, Concentration +13, 
  Diplomacy +8, Disguise +5, Hide +7, Intimidate +11, 
  Knowledge (religion) +9, Move Silently +4, Spellcraft +9; 
  Cleave, Combat Casting, Divine Might, Exotic Weapon 
  Proficiency (bastard sword), Improved Critical (bastard 
  sword), Improved Sunder, Power Attack, Weapon Focus 
  (bastard sword).  
   
  Possessions: cloak of charisma +2, gloves of dexterity +2, 
  headband of intellect +2, periapt of wisdom +2, belt of endurance 
  (A&EG, CL 9th, +2 enhancement bonus to Con and gain Great 
  Fortitude feat), +2 mithral chain shirt, masterwork dagger, 
  elixir of hiding, elixir of sneaking, 2 silver holy symbols, 
  masterwork heavy mace, traveler's outfit, ring of protection 
  +3, ring of release, +1 frost bastard sword, wand of darkness (3rd-
  level caster, 2 charges), wand of fireball (10th-level caster, 5 
  charges), wand of hold person (heightened to 4th level, 7th-level, 5 
  charges), wand of sleep (1st-level caster, 5 charges), potion of bull’s 
  strength, potion of barkskin +5, wand of glitterdust (3rd-level 
  caster, 2 charges). 
   
  Blackguard Spells Prepared: (2/2/2; Base DC = 14 + 
  Spell Level): 1st - cure light wounds, doom; 2nd - death knell, 
  inflict moderate wounds; 3rd - deeper darkness, protection from 
  energy. 
   
  Cleric Spells Prepared: (5/4+1/3+1; Base DC = 14 + 
  Spell Level): 0 - cure minor wounds, detect magic, guidance, 
  inflict minor wounds, resistance; 1st - bless, divine favor, inflict 
  light wounds, protection from good*, shield of faith; 2nd – 
  desecrate*, hold person, silence, spiritual weapon. 
   
  * Domain Spell; Deity: Vecna; Domains: Magic - Use 
  scrolls, wands, and other devices with spell completion or 
  spell trigger activation as a wizard of one-half your cleric 
  level (at least 1st level). For the purpose of using a scroll 
  or other magic device, if you are also a wizard, actual 
  wizard levels and these effective wizard levels stack. Evil - 
  You cast evil spells at +1 caster level.  
   
  
  GRM4-03 Ripe for the Picking 
   
  Page 30 
  DM Aids: Maps #1 and #2 
   
   
  
  GRM4-03 Ripe for the Picking 
   
  Page 31 
  DM Aids: Map #3 
   
  
  GRM4-03 Ripe for the Picking 
   
  Page 32 
  Player Handout #1 
  (Written in CorporateSpeak) 
   
  TO: All members and associates currently operating in 
  Orlane and Barony Farvale 
  FROM: The Corporation 
   
  The Chapterhouse stationed at The Rushing Range Tavern 
  in Orlane has been engaging in military sabotage and 
  espionage. As you know, this is unsanctioned by The 
  Corporation. All members of this Chapterhouse are to be 
  captured if encountered. Those members currently in 
  Orlane should go to The Rushing Range Tavern to ensure 
  that security is maintained. That is all. 
  
  GRM4-03 Ripe for the Picking 
   
  Page 33 
  Critical Event Summary: For Tables running April and May of 2004 
   
   
  1) Did the party complete the mission to the Inn? 
   
   
   
  2) If so, what did they do with the evidence against the Pelorites? 
   
   
   
  3) Also, if so, did they capture or kill Gravak and/or Givelle? 
   
   
   
  4) If the party was unsuccessful, was the evidence against the Pelorites found? 
   
   
   
  5) Did any Corporation member present divulge any Corporate Secrets? 
   
   
   
   
   
   
  If you run this scenario in April or May of 2004, please email the results of this sheet to Will Dover, Gran March Triad, 
  at aeontrin@aol.com by June 15, 2004. These results will affect the next scenario in the Shadow, Sun, and Sword plotline. 
  Thanks. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/594/Normal Scenarios/GRM4-03 - Ripe for the Picking (APL 2-12)/GRM4-03 - Ripe for the Picking.pdf