0% found this document useful (0 votes)
39 views27 pages

GRM4-02 On The Royal Road To Hookhill (3E)

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
39 views27 pages

GRM4-02 On The Royal Road To Hookhill (3E)

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 27

GRM4-02

On the Royal Road to


Hookhill
A One-Round D&D LIVING GREYHAWK®
Gran March Regional Adventure
Version 1.1

by P. John Freeman
Playtested by Charles Millar, Jenna Moore, Jeremy H. Pace, Scott Tillotson, and Daniel Wheeler

You are tasked to escort an important dignitary across Gran March for an important meeting. A more tedious
task could not be imagined, but at least you are out of harm’s way and can earn some coin. This scenario
counts as Gran March military time. A Gran March Regional adventure for APLs 2-12, and Part Two of the For
Commandant and Country series (begun with GRM4-01 Homecoming).

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.
Some of the text in this scenario is written so that you may
Introduction present it as written to the players, while other text is for
your eyes only. Text for the players will be in gray boxes.
This is an RPGA® Network scenario for the Dungeons & It’s strongly recommended that you paraphrase the player
Dragons® game. A four-hour time block has been allocated text instead of reading it aloud. Some of this text is general
for each round of this scenario, but the actual playing time and must be adapted to the specific situation or to actions
will be closer to three and a half hours. The rest of the time of the PCs.
is spent in preparation before game play, and scoring after
the game. The following guidelines are here to help you This is a LIVING GREYHAWK Adventure. As a LIVING
with both the preparation and voting segment of the game. adventure it is expected that players bring their own
Read this page carefully so that you know and can characters with them. If players do not have a LIVING
communicate to your players the special aspects of playing GREYHAWK character generated, get a copy of the
an RPGA scenario. current LIVING GREYHAWK character generation
guidelines, and a character sheet from your convention
Preparation coordinator or the RPGA Web site, and then have any
players without a character create one. Once all players
First you should print this scenario. This scenario was have a LIVING GREYHAWK character, play can begin.
created to support double-sided printing, but printing it
single sided will work as well. There is enough room along Along with the other materials that you are assumed to
the inside margin to bind the adventure, if you desire. have in order to run a D&D game, it is also recommended
that you have a copy of the LIVING GREYHAWK
Read this entire adventure at least once before you run Gazetteer.
your game. Be sure to familiarize yourself with any special
rules, spells, or equipment presented in the adventure. It Living Greyhawk Levels of Play
may help to highlight particularly important passages.
Because players bring their own characters to LIVING
When you run an RPGA D&D adventure we assume that GREYHAWK games, this adventure’s challenges are
you have access to the following books: the Player’s proportioned to the average character level of the PCs
Handbook, the Dungeon Master’s Guide, and the Monster participating in the adventure. To determine the Average
Manual. We also assume that you have a set of dice (at least Party Level (APL):
one d4, d6, d8, d10, d12, and d20), some scrap paper, a
pencil, an RPGA scoring packet, and your sense of fun. It is 1. Determine the character level for each of the PCs
also a good idea to have a way to track movement during participating in the adventure.
combat. This can be as simple as a pad of graph paper and a 2. If PCs bring animals that have been trained for
pencil, as handy as a vinyl grid map and chits, or as combat (most likely being war horses, dogs trained
elaborate as resin dungeon walls and miniatures. for war), other than those brought by virtue of a class
Instruct the players either to prepare their characters now, ability (i.e. animal companions, familiars paladin’s
or wait until you read the introduction, depending on the mounts, etc) use the sidebar chart to determine the
requirements of the scenario as described in the number of levels you add to the sum above. Add each
introduction. character’s animals separately. A single PC may only
bring four or fewer animals of this type, and animals
Keep in mind that you must have at least four players (not with different CRs are added separately.
counting the DM), for the game session to be a sanctioned
RPGA event. As well, you cannot have more than six 3. Sum the results of 1 and 2, and divide by the number
players participating in the game. of characters playing in the adventure. Round to the
nearest whole number.
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 4. If you are running a table of six PCs, add one to that
should have the player’s name at the bottom, and the average.
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.

GRM4-02 On the Royal Road to Hookhill Page 2


Mundane # of Animals
Time Units and Upkeep
Animals Effect on
APL
This is a standard one-round Regional adventure, set in
1 2 3 4 Gran March. Characters native to Gran March pay one
Time Unit per round, all others pay two Time Units per
1/4 & 1/6 0 0 0 1
round. Adventurer’s Standard Upkeep costs 12 gp per
1/3 & 1/2 0 0 1 1 Time Unit. Rich Upkeep costs 50 gp per Time Unit.
Luxury Upkeep costs 100 gp per Time Unit.
1 1 1 2 3

2 2 3 4 5 Author’s Acknowledgements
CR of Animal

3 3 4 5 6
I wish to thank the members of the Gran March Triad,
present and past, for setting up a great environment to
4 4 6 7 8 create in. I also wish to thank all those authors who have
inspired me over the years; not just in Living Greyhawk,
5 5 7 8 9 but in all the works of fantasy that provide such
6 6 8 9 10
enjoyment and escape.
I thank the editors and playtesters who helped me put
7 7 9 10 11
this into a better format than the rough version I started
with.
By following these four steps, you will have determined
Also, I thank my wife and daughter for their love and
the APL. Throughout this adventure, APLs categorize the
support over the years in all my endeavors, be they
level of challenge the PCs will face. APLS are given in
gaming or otherwise.
even-numbered increments. If the APL of your group
falls on an odd number, ask them before the adventure Have fun!
begins whether they would like to play a harder or easier
adventure. Based on their choice, use either the higher or P. John Freeman
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.

GRM4-02 On the Royal Road to Hookhill Page 3


At this point, Gwalchen will believe he can trust the PCs
Adventure Background and share a great secret, which is not going to be a secret
for long.
This adventure takes place three weeks after the events of
GRM4-01 Homecoming, in which the characters meet The final evening before the caravan reaches Hookhill,
an individual who is returning to his home in Gran the forces opposing it, whomever they may be, make a
March from abroad. Gwalchen Wynnavwynn, whom the final, desperate assault on the caravan, attacking from
characters helped in that scenario, has sent his wife away cover of darkness.
from Gran March in hopes of keeping her safe from the
influences threatening the country while he gathers Introduction
heroes to help him get to the bottom of the threat lurking
in the shadows of Gran March. Winter is at an end, and The PCs are recruited for this mission in a variety of
spring is just around the corner. Already, the birds that fashions. Military PCs are told that they are being sent
have migrated elsewhere for the cold season are on a special mission to escort a visiting dignitary from
returning, bringing back the signs of life that had been Shiboleth to Hookhill. One of two spins can be taken
missing through the bitter cold of winter. Gwalchen, here, depending on player preference for his or her
now confident that his family is safe from the hidden character concept. Either the military character is being
enemy, has resolved to meet with Commandant Vrianian given a cushy assignment as a reward for good service, or
in hopes of warning him of the danger that hides in his alternatively a malcontented military character can be
midst. To ensure that he arrives safely in Hookhill, he told the job is a punishment for misbehaving or making a
sends word out to the heroes who saved his wife three mistake that could put fellows at risk in combat; that is,
weeks before (GRM4-01 Homecoming), requesting that the PC is being given a boring job well away from any
they escort him and his caravan to Hookhill. Gwalchen real danger.
sends letters by way of courier to summon these heroes
to meet him at the Inn of the Four Winds in Shiboleth. If the PC is a Gran March military veteran, the character
In case he is unable to reach all of the heroes who helped is contacted by the local militia representative and asked
him three weeks ago, he uses some of his contacts to officially to undertake the job. A veteran PC will not be
locate potentially trustworthy Marchers who can bolster re-activated for this job, though he or she will be paid
his retinue as he travels to Hookhill. This adventure (active military PCs do not receive any pay for this
counts as military time for those characters that are active beyond their normal military pay).
members of the Gran March military. If the PC is neither active military nor a veteran, then he
or she is contacted discretely by a courier, who asks the
Adventure Summary character to meet for an assignment. The PC is told his or
her exploits have brought them to someone’s attention,
Military PCs are assigned to escort Gwalchen and requests specific services of the character. If the PC
Wynnavwynn from his home in Shiboleth though some declines this invitation, then the adventure is over for
of the calmest areas of Gran March to an important that character. It is up to the GM to be flexible in
meeting in Hookhill. Those military PCs who have recruiting the PCs for the module.
influence with Gwalchen Wynnavwynn from GRM4-01
If the PC met Gwalchen in GRM4-01 Homecoming
Homecoming have come specifically to Gwalchen’s
then they will be contacted with a note thanking them
attention because of their heroic efforts in rescuing his
for getting him to Shiboleth safely and rescuing his wife
wife, Leonora. Those who have not played GRM4-01
from the clutches of Nolar Thotec. After commending
Homecoming have come to Gwalchen’s attention the PC for bravery and valor, he requests his help again
through the recommendation of some of Gwalchen’s and that the PC meet his personal aide, Karvane, at the
close and trusted friends in some of the highest echelons Inn of the Four Winds in Shiboleth at noon. If the PC is
of Gran March military command. Suffice it to say, active military, he or she will also receive a set of orders
Gwalchen knows considerably more about the PCs than instructing him or her to muster at the Inn of the Four
the PCs know about him. Winds in Shiboleth on the last day of Coldeven.
While traveling, PCs will have the opportunity to interact The courier or militia representative does not know
with Gwalchen’s aides, but not Gwalchen himself - at much about what the PCs are being recruited to do. They
least, not initially. can only offer the following information:
After several boring days of travel, the caravan is set upon
by starving wolves looking for an easy meal. • The PC is to serve as an escort for a visiting noble or
dignitary (the courier is unclear).
Several days later, the caravan becomes mired in the mud,
and the PCs will trigger a trap, which awaken undead • The PC will be compensated for his or her time; each
who attack the caravan. character is to be paid 50 gp plus expenses.

GRM4-02 On the Royal Road to Hookhill Page 4


• The PC is to report to the Inn of the Four Winds in see immediately that you are not the only person to
Shiboleth on the last day of Coldeven (which is far have been invited for this task. The maître d'
enough away for the PC to make it easily on time.) informs you that your host will be along shortly, and
you should make yourself comfortable.
• The noble dignitary is traveling from Shiboleth to
Hookhill, possibly by way of Proman. Presumably, This is the opportunity for the PCs to introduce
this is because the noble dignitary has business in themselves if they have not traveled here together.
one or both towns (the courier has no idea). After a short time, the door opens, and a powerfully
built man with arms thick as tree trunks enters the
• The PC will not be the only member of the escorting
room. He wears a flowing royal blue robe over a
party.
polished suit of armor. At his side is a sheathed
When the PCs arrive in Shiboleth, go to Encounter One. longsword held prominently in a position that is
telling of his profession, since the way it hangs from
his waist lends itself to quick and easy access for
Encounter One: At the Inn of immediate use.
the Four Winds Any PC who makes a DC 10 Profession (soldier) check, a
Upon arriving in Shiboleth, you ask around and are DC 15 Knowledge (local - Sheldomar Valley Metaregion)
given directions to the Inn of the Four Winds. The check, or a DC 20 Knowledge (nobility and royalty)
Inn borders a district where the affluent live and is a check will immediately recognize the rhythmic gait of a
well-maintained establishment. Upon entering, you man who has marched in many formations – perhaps
notice that comparing it to a tavern does not do it indicating years of experience. His bearing is that of a
justice, for you detect the smell of well-prepared disciplined man. Karvane is a middle aged human, with
exotic food immediately upon entering. cropped, graying hair, though his face bears no wrinkles,
and his spry movement suggests a man much younger.
PCs who are crude in mannerism and nature will
immediately feel out of place, while PCs who are refined  Karvane: male human Ftr12; hp 99; see Appendix
or polished will immediately recognize this as a very One.
elegant restaurant with a nice hotel upstairs. The impressive man acknowledges your presence
The time for the noon meal is quickly approaching, immediately and makes eye contact as though he
and numerous affluent people herd through the recognizes your gathering. Nodding to each of you,
doors to a large, open room on the first floor of this the man sits across the table and begins speaking
elegant, polished four-floor establishment for a taste without preamble, “Thank you for coming. My
of some of the finest sweetmeats and confections to master has requested your aid as guides on a
be had in Gran March. A well-trained staff of business trip he has planned for some time. Some
servants bustles about to provide their guests with of you, he requested by name quite specifically, and
the very best service to be had. A suave, somewhat some of you were recommended to him by
gaunt gentleman with sunken cheekbones and a acquaintances of his to whose attention you have
stiff posture glides toward you with the grace of a come. My name is Karvane, and my master is
nimble dancer. When he comes within speaking Gwalchen Wynnavwynn, whom I believe some of
distance, he asks you with a refined manner: “May I you might have already met.” Karvane pauses,
be of service?” reading your reactions and noting them as if for
future reference.
This is the maître d', a middle aged human, who will
clearly give greater deference to characters who Karvane continues, “My master is traveling from
demonstrate good breeding in their mannerisms, Shiboleth to Hookhill, though he has business in
etiquette, and sense of propriety. Faced with crudity and Proman to attend to on the way. He has requested
uncouth characters, he is likely to be visibly the [number of characters] of you to escort him to
uncomfortable and find a smooth means of minimizing ensure his safety should the caravan run into
his interaction with them. If military characters show trouble. His security is my primary concern, and
their orders or tell him that they were instructed to though at first I admit that I objected to allowing
report here, he will escort them to a private room on the just any soul to serve in this capacity, I have to agree
second floor of the restaurant. that we do need trusted men and women who have
established themselves as trustworthy in my
There is a large, open room on the ground floor, and master’s eyes, and I ask for your acceptance of this
private serving rooms on the second floor. The building mission.”
itself is 4 stories tall; the third and fourth floors are the
rooms and suites for the overnight guests. Military characters, of course, will point out that they
have been ordered to perform this mission. Karvane will
You are ushered into a private suite, where a large respond frankly that if they were requested, it is very
tray of well-prepared food is placed on a table. You likely because they have demonstrated loyalty to the

GRM4-02 On the Royal Road to Hookhill Page 5


March or trustworthiness or noteworthiness in some • Karvane does not expect any trouble on the trip, but
other capacity. Characters might be inquisitive of other he has learned over the years that it is better to be
matters, and if asked to provide further details, he will well prepared than caught off guard.
provide the following information:
• Non-military characters will be paid 50 gp at the end
• Gwalchen is an Elector. He has been away from of their service; military characters are expected to
Gran March on personal endeavors and has only receive only their military pay.
recently returned when he heard distressing news
that affects his familial holdings in Gran March. • The entire trip should take approximately one week.
• Gwalchen is traveling to Hookhill for some On a successful Sense Motive check on Karvane (DC 20 +
important meetings. Karvane does not know the APL), they will sense that he is holding back some
details and does not believe that the characters need additional information. The PC’s impression is that he is
to know either. very loyal to his master and does not wish to divulge all
the masters’ secrets. All the information given about the
• Gwalchen is stopping in Proman because it is on the assignment is absolutely true as far as Karvane knows. If
way (see DM Aids: Map #1). Karvane believes that pressed, Karvane will reveal that he does not share the
Gwalchen is checking on some financial holdings same level of trust for the PCs that his master has, and he
there. does not necessarily agree with Gwalchen’s choice to use
outsiders as part of his escort, but he follows his master’s
• Karvane and some of the master’s other servants and orders. He does not necessarily resent the characters
advisors will be making the trip as well. individually but wishes that the master would allow his
normal guards to accompany the caravan. Karvane will
• The caravan will consist of the master’s carriage and
depart after answering the PCs’ questions, for he needs to
supply wagons.
make preparations for the trip.
• The characters will ride ahead of the caravan as The characters have the afternoon free to wander around
supplemental guards. In this, Karvane is most Shiboleth and can purchase any basic items they might
adamant; he wants to protect his master and will need out of the PH. The caravan will provide food,
expect the same from the party. Characters with supplies for the horses, water, bedrolls, and basic items
horses are expected to bring them. If the characters (flint and steel, etc.).
do not have horses, they are given a writ to pick up
light riding horses at a local stable at Gwalchen’s Some characters might try to gather information around
expense. It is clear that Karvane is extremely loyal to town about their new employers. If characters make a
Gwalchen and will protect him with his life, if successful Gather Information check (DC 15), inquiring
necessary. soldiers in the garrison of Shiboleth about Karvane, they
will be told that Karvane was a highly decorated Battle
• Gwalchen has been quiet lately, and Karvane expects Commander during the Greyhawk Wars, with numerous
the characters not to disturb him unless he speaks to commendations and medals for being instrumental in
them first. He might have matters on his mind, but victories in the liberation of Sterich. He did campaign in
Karvane does not discuss such things with his Geoff as well, in the latter operations right before the
master unless his master brings it up first. abdication of the former Commandant, Petros. They will
also find out that Karvane is believed to have been in the
• Gwalchen will pay for all mundane supplies, 1st Battle as his last assignment.
including foodstuffs and items for a long journey,
but not weapons. The characters will have the On a successful Gather Information check about
opportunity to purchase basic weapons and any Gwalchen Wynnavwynn (DC 20), characters find that
additional basic items from the Players Handbook in Gwalchen is a family name of some prominence in
Shiboleth. They are to be ready to leave at first light Shiboleth. Their prominence is quite significant in this
tomorrow. A room has been secured for them at the city as longtime producers of some of the noblest
Inn of the Four Winds tonight. Electors in Gran March. Gwalchen was once an Elector,
but they will be reluctant to say more, especially if PCs
• Karvane understands that the reason certain PCs have informed them that Gwalchen is their employer. If
were requested by name is that they earned characters make a successful Sense Motive check (DC 15
Gwalchen’s trust. + APL), they will find that the soldiers are apparently
• Karvane believes that the Army sent active duty conspiring to keep some information that they obviously
military personnel because Gwalchen made a special know about Gwalchen to themselves. Older soldiers can
request, invoking his rights as a noble and an Elector relate battles that Gwalchen has led them on during his
to do so. Even if he did not make an official request, military days, when he commanded a Battle of his own.
his master is clearly worthy of a military escort. If a second Sense Motive check (DC 20 + APL) is made,
the PC will gather that the people they are talking to are
trying to respect Gwalchen’s desire for privacy.

GRM4-02 On the Royal Road to Hookhill Page 6


The party should meet at the north gate of Shiboleth at one day to the trip, as the road turns back to Buxton’s
sunrise. Crossing before heading almost due east back to Proman.
As dawn breaks, you arrive at the gate, where During the trip, have the PCs describe their regular
Karvane can be seen riding atop a large carriage. evening preparations (watches, etc.). There are plenty of
There is a supply wagon and two horses being pulled places to stop alongside the main road, and there is
behind it. The wagon is drawn by two riding horses actually an Inn at the junction of the main road north of
and driven by a weathered man. Karvane gestures Shiboleth, where it turns back towards Buxton’s
for you to come closer. “This is Alquash,” he says Crossing. Karvane will want to stop here for the first
enthusiastically, patting the smaller man on the evening unless the PCs make a compelling case
back, “wagon driver and cook extraordinaire.” He otherwise, in which case he will consider the characters’
points to the weathered man, and it is clear that the alternate suggestions. A room will be provided at the Inn
two are long time comrades, evidenced by the man’s for each two characters. There is no Inn between
somewhat toothless smile in return. Buxton’s Crossing and Proman, though there are
numerous campsites at the road’s edge.
 Alquash: male human Ftr4; hp 33; see Appendix One.
If the caravan turns northeast at the road junction, it will
“The master, one of his business advisors, and a take approximately 2½ days to make it to Proman.
family friend of his are in the carriage upon which I Otherwise, it will take almost 4 days to make it to Proman
ride, beside its driver, Garn.” Karvane clasps the on the main road.
shoulder of the younger man beside him. “You
should ride ahead of the caravan, for we shall look to The first day of travel is uneventful. There are
you as our scouting eyes and ears. We can travel no occasional stops for meals and breaks to allow for
faster than the draw horses of the supply wagon the stretching of legs and answering the call of
driven by Alquash, but it should be a steady enough nature. The characters occasionally catch glimpses
pace.” You can see a longbow atop the carriage of Gwalchen and his traveling companions during
clearly visible and within easy reach of Karvane, and these times. Gwalchen is an enigmatic figure. His
his sword rests at his side. You also note a light long, shock white hair flows smoothly to his broad
crossbow beside the supply wagon driver. The shoulders, resting on a velvet cloak held by a clasp
caravan makes ready to depart. bearing the golden lightning symbol of Heironeous.
His eyes suggest a man of many years of wisdom,
 Garn: male human Rgr4; hp 27; see Appendix One. but his physique and carriage demonstrate a man
who has kept his body in excellent working
Encounter Two: The Road from condition, impressive for any man in his prime. He
occasionally catches the eye of one of the guards [the
Shiboleth PCs] and nods at them in acknowledgement. The
caravan pulls in at the Proman Junction Inn at the
Have the PCs describe, in detail, how they will ride in junction of the main road and the road to Proman.
relation to the carriage and supply wagon. The carriage
rides first, and the PCs are expected to ride ahead of it.  Gwalchen Wynnavwynn: male human
Karvane will be uncomfortable if all of the PCs ride Ftr11/KnW4/Pal3; hp 189.
further than line of sight from the caravan, though he
does not mind if some of them are out of sight for tactical The party sleeps at the Proman Junction Inn without
reasons. Part of what he expects from the party, though incident. Sleeping arrangements have been made ahead
he does not expect any trouble, is for them to be visible, of time, and the PCs have three rooms with two beds
which usually serves to deter most highwaymen. each apportioned for their use. They can divide the
rooms as they fit, but if Karvane overhears bickering and
If the PCs are powerful enough to suggest a magical form disagreement about who gets which rooms, he will settle
of travel or some enhanced method of traveling (teleport, it quickly by assigning two PCs each to their own rooms.
flying, etc.), Karvane will decline. If pressed for a reason,
he will indicate that his master wishes to see the At dawn on the following day, Gwalchen emerges and
countryside and does not wish to travel in such a fashion. takes a healthy swig of water from a canteen. Then, he
begins stretching outside the inn for twenty minutes
while his servants begin waking and preparing for the
Reviewing the map, the caravan is to travel out of following day’s journey. If there are any characters awake
Shiboleth on the main road, then turn northeast, leaving at this time, they will see him begin to run on the side of
the main road about one day out of Shiboleth, where the the road toward Proman.
main road turns back to the northwest. This is a fairly
common shortcut from Shiboleth to Proman. If the PCs Each morning at dawn, Gwalchen insists on conducting a
strongly object, Karvane will discuss the matter privately rigorous exercise routine, with an alternating program of
with his master in the carriage out of earshot of the PCs muscular conditioning and aerobic exercise. PCs will be
and defer to their judgment. This will add approximately expected to maintain security while he conducts his

GRM4-02 On the Royal Road to Hookhill Page 7


regimen. On even-numbered calendar days, Gwalchen ahead of the caravan if any PC lingers around the carriage
jogs alongside the caravan for three to four miles, or supply wagon too long. In the evening, Karvane will
depending on the terrain. Afterward, the caravan must set up a tent for Gwalchen and his advisors. The PCs will
stop while he performs personal field hygiene to make not be allowed to speak to Gwalchen, though they will
himself presentable to those with whom he must deal in note that his traveling companions are all human males.
close quarters confined to the carriage. On odd calendar At lunch and dinner meals, a tent is set up for Gwalchen
days, he works feverishly at strengthening his upper and his companions to eat in. During the day, it is only to
body, torso, and legs through various calisthenics and provide light shelter from the elements, but it is a full
practicing form training with a special longsword that tent in the evenings (the tents are stored on the supply
has been weighted so as to make every movement require wagon). Breakfast is a light fare, and eaten in the
enough effort to test every muscle he must use to move carriage.
the sword. Those who observe these exercises will note
the fluidity of his motion with the sword and the They can talk to Alquash the wagon driver, though. They
incredible shape he is in, not just for a man of his age, but can also talk to Garn in the evenings, when the day’s
for a man of any age. chores are finished. Both men do not necessarily initiate
conversation, though they are easy enough to talk with if
PCs can attempt to follow him, and if they do, they will the PC speaks to them first.
find that Gwalchen maintains a brisk pace in his running
routine. Unless the PC is in particularly good physical The PCs might be able to learn the following, with
condition, he or she will find it a challenge to keep up appropriate questioning:
with the man. • Alquash is a veteran of the cooking unit of the
Karvane will confront the PCs about Gwalchen’s desire to Gran March Army, having served more than 20
maintain excellent physical health and scold them for not years before mustering out. He has worked
protecting him if they do not maintain a guard on him with Karvane for many years, but was hired by
while he conducts his daily regimen. Any suggestion Gwalchen only a few months ago, when
that Gwalchen forego a workout on any day will be met Gwalchen returned to Gran March from some
with violent resistance. This is one thing on which he business abroad. Gwalchen is a decent man,
absolutely will not budge, and any suggestion to the who pays a fair wage for fair days’ work, which is
contrary will get an outright negative response. There is good enough for Alquash. Alquash will take an
no Diplomacy check that will get Gwalchen to change his immediate liking to any character who has any
mind on this. His physical health and condition are a ranks in Craft (cooking).
great obsession to him, one that he might never shake. • Garn is a former Cavalry soldier, also having
Karvane will intervene if any argument ensues on this recently been hired by Gwalchen when he
matter and simply state that this routine of his master’s is returned to Gran March. He did not know
a challenge that the characters will just have to work Karvane before being hired but generally
around or overcome. If PCs decide to join Gwalchen in respects him. He finds Gwalchen to be a good
his exercise routine, Karvane will remind the characters employer as well. He has not encountered any
that they are to perform security functions, not act as trouble on the routes with Gwalchen since he
exercise companions for his master. has been hired, though he has encountered
If the PCs do not protest and the caravan goes off the trouble in times past while on patrol. He is also
main road, read the following: charged with caring for the horses, and will
tend to their needs in the evenings.
Turning off the main road, you see a well-trodden
path heading across the open fields to the • Karvane is tight-lipped, and it is evident to the
Northeast. Clearly, you are not the first party to take PCs that his primary concern is for his master’s
this shortcut. safety. He adds little to the previous
information provided. In the evening, he sleeps
If the PCs insist the caravan stay on the main road, read
watch outside the master’s tent. He does not
the following:
introduce the master’s aides, and interacts little
Following the main road, you turn northwest, with the PCs on this part of the trip. He is
heading towards the familiar streets of Buxton’s clearly serving as a bodyguard for Gwalchen and
Crossing. his aides.
If the PCs travel to Buxton’s Crossing, they will also be Alquash is a very good cook. In the evening, he prepares
able to stay at an Inn there and purchase basic supplies, as dinner for Gwalchen first, then brings the same fare to
in Shiboleth. the PCs. The food is not elegant, insofar as he is cooking
in the wilderness, but it is very good nonetheless.
The trip should be monotonous. Karvane and the
carriage driver Garn are difficult to talk to during the day.
Karvane will mention that he would prefer them to ride

GRM4-02 On the Royal Road to Hookhill Page 8


Encounter Three: When APL 8 (EL 9)
Animals Attack  Dire Wolves (9): hp 50 each; see Monster Manual.

If the party took the shortcut to Proman, they will travel APL 10 (EL 11)
for one day uneventfully. They will camp for the night,
with the usual watch plan, and then morning will bring  Advanced Dire Wolves (9): hp 108 each; see
another day of Gwalchen insisting on a rigorous exercise Appendix One.
routine, this time with a weighted sword designed to test
his muscular strength while he practices his form. APL 12 (EL 1513
Gwalchen demonstrates a fluid motion and surpassing
skill that impresses the most able and skilled fighters in  Advanced Dire Wolves (9): hp 162 each; see
the party, though his insistence on attending to his Appendix One.
personal training at the break of day each morning can be
an annoyance to those who have been assigned to protect Tactics: In the first round of combat, all horses not
him on the journey to Hookhill. trained for combat will be spooked. Any character riding
on a mount that is not war trained must make a
Alquash has prepared another excellent breakfast successful Ride check (DC 15) or Handle Animal check
for the whole caravan party. Eggs prepared in a (DC 10) to keep the horse from bolting. Remember that
perfect, light, fluffy, scramble, crisp bacon with a making this check is a standard action and thus hampers
minimum of grease, and rolls so light they almost the character’s ability to fight on the back of the horse
float. while trying to calm it.
Have the PCs describe again their positions relative to Although the pack cannot speak, they do have a pack
the caravan; Karvane does not mind if they ride out of mentality and are driven by hunger and near-starvation.
sight of the caravan, as long as at least half of the PCs are They will act as one, attacking as a pack. At all APLs, the
near the caravan at any given point. wolves’ tactics are the same. They will either attack any
creatures near where they break out of the woods, or they
Three hours of travel pass uneventfully. Have each PC
will break up into two approximately equal sized groups.
make a Listen check (DC 10 + APL). Any PC who makes
The groups will then circle around the rest of the caravan
the Listen check will not be surprised. The Listen check
and attack the nearest targets. The pack animals, once
is calculated by range from the caravan, so it should be
broken into groups, will attack jointly on a single target.
adjusted relative to the party’s distance from the caravan.
If a character has not attacked an animal, then the pack
You hear a sound to your left (west) and turn to see a animal will attack the character’s horse first, sensing it as
pack of canines – dogs or wolves, you’re sure, the easier target. A successful attack on a non-trained
moving at high speed towards you. The sound mount will cause it to become panicked, and the
increases until it rises in a crescendo of howling. character riding it must make a Ride check (DC 20) or
Handle Animal check (DC 20) to keep it under control;
At all APLs, the wolves come out of the woods 220 feet the DC is modified by the damage taken, and +5 if the
from the party. As the wolves approach, it will take a horse has seen another horse go down to the pack
Spot check (DC 20 + APL) or a Handle Animal check (DC previously. If a character dismounts, a pack will turn its
10 + APL, +2 if the PC has the wild empathy ability) to attention to him, charging and flanking him. The pack
notice that the wolves’ ribs are poking out as they charge, will then attack and attempt to trip the character; when
and some appear to be foaming at the mouth and he is down, the rest of the pack will then attack him.
displaying an appearance of a lack of grooming. This is
because the animals are starved and desperate. At APL The advanced dire wolves will use the Power Attack feat
12, it is very obvious that the huge dire wolves are to subtract –5 from their attack roll and gain +10 damage
starved, so the Spot check is actually easier when they on their bite attack (this is not reflected in the Attack
appear (+5 to roll). bonus nor the bite damage as listed), since the bite attack
is treated as a two-handed weapon for this purpose.
APL 2 (EL 3) However, if a wolf tries a trip attack, it might forego the
Power Attack to increase its chance of success – in the
 Wolves (2): hp 15 each; see Monster Manual. pack mentality, the first one trips, and then the rest bite
and attack a prone, more helpless foe.
APL 4 (EL 5) Because the animals are attacking out of desperation and
 Wolves (5): hp 15 each; see Monster Manual. hunger, they will not respond to any wild empathy
checks, although they will still respond to magical
calming effects.
APL 6 (EL 7)
It will be necessary for PCs to control their horses if the
 Wolves (9): hp 15 each; see Monster Manual. pack approaches them or if they successfully attack one

GRM4-02 On the Royal Road to Hookhill Page 9


of the horses. The caravan driver and cook will be able to If the PCs locate the pen, it appears at first that someone
control their animals, though they will stop immediately. brought the animals out here for hunting, but something
Karvane will stand up in the top of the coach and draw happened to the animals’ master so that he could not
his longbow. He will shoot any animal that comes within return. The animals became starved and finally broke out
60 feet of the main coach. If any animals get to the coach, of their pen, setting on the nearest source of food they
he will dismount and draw his longsword while shouting could smell or hear.
orders to Garn the wagon driver and Alquash to “stand
fast”. Alquash will draw a light crossbow and shoot if any PCs making successful Knowledge (engineering) checks
animals come within 80 feet of him; he will not shoot if (DC 10 + APL) or Survival checks (DC 15 + APL) can tell
another character is involved in melee combat (he does that this was a crude, man-made wooden pen where there
not have Precise Shot) unless a character calls for him to are several animal prints (the size of the pen varies,
shoot. Garn will control the horses on the main coach. depending on the number of animals encounters; it is
Garn and Alquash will only call for help if the animals set large enough to hold all of them). It appears to have been
upon them. However, the PCs should remember that abandoned, and the animals must have escaped when it
they have been hired to protect the caravan, and it is collapsed. If a PC makes a DC 20 + APL Disable Device
presumed they will take the brunt of the attack. check and declares that they are looking at the site with
that skill (do not suggest this skill to the PCs), then they
Review the rules for mounted combat prior to this will note that this is not the case. It will appear that the
encounter. If a PC dismounts his horse, it may bolt – in pen was made to look as if it has been abandoned but was
which case some of the pack may pursue it, sensing an actually broken or shattered in some fashion. If the same
easy kill. PC makes a Survival check (DC 15 + APL) and has ranks
in Disable Device, then he or she gets a +2 bonus to the
There is nothing from the wolves’ carcasses to suggest Disable Device check. Under no circumstance will there
that they are anything other than a pack of starved be any humanoid tracks found leaving from the pen.
animals as evidenced by their drawn ribs. Characters can
make DC 10 Knowledge (nature) checks or DC 15 If the PCs locate the pen and return to the caravan,
Knowledge (local - Sheldomar Valley Metaregion) checks Karvane will suggest that the animals were left by an
to determine that animal attacks are not unheard of, unfortunate hunter who met his demise and believe it.
though they are unusual in this area. The wolves are However, if the party determines that it was deliberately
native to the region, but there is plenty of food to be had disabled, he will be very troubled and insist that the party
in Gran March so starving animals is almost unheard of remain close to the caravan from that point forward.
in a region as prosperous as this.
After the combat, the party might have fewer animals
Karvane will confirm that everyone is okay and enter the than they did previously. In this case, the PCs will be
carriage to speak with Gwalchen and his traveling allowed to ride on the food wagon with Alquash. If more
companions. After confirming that they are okay, he will than two PCs have lost horses, there is no room on the
convey his thanks and the thanks of his master to the supply wagon for more than three people, so some of the
party and suggest that they move on a little ways before characters will have to double up on their horses (small
stopping for lunch. He does not think it prudent to characters may easily ride with Medium characters),
remain in the area where the animals’ corpses are, as provided the animal is not encumbered to the point of
other scavengers might come along. restricting its movement. There is more than adequate
space on the supply wagon for the party’s gear. If a PC
If the PCs insist on backtracking the animals into the has lost a horse, and wishes to replace it in Proman, they
wooded area they emerged from, they may stumble on a will be expected to do so out of their own funds.
discovery. It will take one Survival check using the Track
feat (DC 15 + APL) to follow the tracks to their point of After an appropriate amount of traveling, the caravan
origin. It will also take the characters around 5 minutes arrives in Proman.
and around one mile to the west of the point of attack.
Karvane will be against having the party leave the caravan
for any length of time, so a Diplomacy check (10 + APL) Encounter Four: A Visit to
will be required for him to approve this. In any case, he Proman
will not want more than half of the party to leave the
caravan for any reason. Crossing a final small bend in the road, you see the
outline of Proman. Beyond it, you can almost see
The PCs will ride through the brush and light woods and the outline of mountains in the distance.
finally arrive at a clearing:
The mountains are the beginnings of the Cragmors,
Breaking through the brush, you see a clearing which are approximately 15-20 miles from Proman.
ahead. This is clearly the point where the animals
began their charge. You see what appear to be the As the Caravan pulls into Proman, Karvane calls a
remains of a very crude pen, though it has mostly halt and indicates that you will be staying here the
collapsed. rest of the day and into the evening, as his master

GRM4-02 On the Royal Road to Hookhill Page 10


has business to conduct here. He tells you that you once they have cleared the mountains to save at least two
can purchase any supplies you desire, and that you days off their trip. This shortcut will re-connect with the
are staying at the Inn of the Silent Hills, which is main road into Hookhill about 1½ days ride south of
located near the business district. Hookhill. Going to Buxton’s Crossing again will take at
least two days longer.
If characters decide to follow Gwalchen around to ensure
his safety and to find out more about this man, Gwalchen Any PC with Knowledge (local - Sheldomar Valley
will not object and in fact will make it easy for characters Metaregion) can confirm that the shortcut is a fairly
to keep him in his sights. He will stop in at a local common way for folks to travel. The way has a little more
trading post to conduct some business with respectable risk of being waylaid by highwaymen than the main road,
Herdmasters regarding family business relating to some but there is actually a path worn by the folks traveling
head of cattle and land trading, and then he will speak that way. If the caravan took the main road from
with some rather affluent dwarves about mineral trades, Shiboleth to Proman, then he will point out that they
the primary industry of Proman, as it is near the Lortmils. have already lost time. If the PCs are extraordinarily
adamant, then he will consult with Gwalchen, out of
earshot of the party, and they will grudgingly agree.
The Inn of the Silent Hills, where the party is being put
up for the night, offers a stable for their horses. The first day’s travel takes the party on the main road, and
then onto the shortcut (which is clearly visible as a well
Allow the PCs to move around town easily. If they wish traveled path), for several hours.
to gather information, they will find no rumors of note,
though they might find some of the same general rumors Read the following if the party cuts the corner:
heard in Shiboleth. In fact, since Proman is so far
removed from the Western border of the March, the PCs Traveling to the Northwest, you can see the
will find that the locals are very interested in any news of mountain ranges to the East in the distance. Their
the Giants (in Geoff). outlines are imposing, even from a vast distance.

The PCs will be put up in the Inn of the Silent Hills that If the PCs insist on staying on the main road, read the
evening. They can eat dinner there, though Gwalchen following:
will eat in his room with his aides and traveling Heading to Buxton’s Crossing again, you find little
companions. traffic on the road to Proman. The miles seem to
At some point, the PCs will turn in. They have absolutely roll by, and the road quickly becomes almost
no reason to suspect or feel anything is amiss, but they hypnotic in its endless progression. The skies above
should be allowed to set watches if they want (in their darken with clouds pregnant with rain. In the late
rooms, of course). afternoon after the noon meal, rain falls heavily,
soaking most of the caravan’s supplies and everyone
After a very relaxed afternoon and a good dinner, riding beside the wagons. You can barely see beyond
you return to your room and settle in for the your noses, and that takes effort.
evening. Throughout the night, your dreams are
troubled but not by any particular vision. Waking in Making camp in the steady rain proves to be a
the morning, you find that your night’s sleep was somewhat daunting task. It is hard to keep focused
not as restful as you would have wished. on the tasks at hand, as the weather makes every
task dreary and time-consuming.
Characters who awaken at dawn again will experience
firsthand Gwalchen’s obsession with his physical fitness, Have the party identify what watches they are keeping,
as they will see him stretch and run again, as he has done but advise them that visibility and hearing are reduced
on alternating days since the trip began. greatly because of the rain, which causes double range
penalties for Listen and Spot checks. Make some rolls
Karvane meets the party downstairs first thing in the during the evening, but the PCs will hear only
morning and indicates that the caravan will be ready to suggestions of sounds; the night passes uneventfully.
depart as soon as the PCs have breakfast. Gwalchen and
his traveling companions will have breakfast in a separate The next morning, you wake to a blanket of fog
room. covering the landscape. The rain has moved on but
left a thick layer of fog over the landscape. The road
is exceedingly muddy from the rain the day before.
Encounter Five: Day of the The remainder of the morning’s travel is uneventful,
You stop for lunch, and enjoy yet another culinary
Living Dead masterpiece in Alquash’s exquisite cooking.
Upon leaving Proman, Karvane will indicate that they are Have the PCs describe their marching order again. The
to follow the main road back to Buxton’s Crossing, then fog obscures vision beyond 30 feet along the trail and
they will take a shortcut about one days’ travel in. They road, doubling Spot check penalties for regular, lowlight
will leave the road and go northwest, cutting the corner and darkvision. The morning air is slightly chilly

GRM4-02 On the Royal Road to Hookhill Page 11


because of the fog, but the sun will burn the fog away by and the undead are +1 to all rolls. See DM Aids: Map #2
late morning. for a detailed diagram of the pit trap. If the trap is
triggered:
If the PCs have insisted on traveling the main road, they
will arrive in Buxton’s Crossing at the end of the second Rising out of the hole filled with mud and muck are
day. If they agreed to cut the corner, then they will be things that can only be classified as the stuff of
more than halfway to Hookhill from Proman by the end nightmares. The figures move about, freeing
of the second day. Parties who go to Buxton’s Crossing themselves from the dirt, and move to attack.
will be put up again in an Inn for the night and allowed
to purchase basic supplies. It will take a Knowledge (religion) check (DC 10 + APL)
to identify the foes as undead, because they are covered
Because of the muddy ground, Gwalchen’s tent is not set in mud when they first rise. Any character who is a cleric
up for lunch, and he eats in his carriage with his traveling or paladin may add a +2 circumstance bonus to this roll.
companions. Karvane stays very close to his master’s It will be obvious to the characters what the foes are once
carriage, and it is obvious that he is staying closer than they begin attacking.
usual because of the animal attacks.
The two undead will attempt to flank the closest target
After lunch, the PCs will have the opportunity to speak and beat it to unconsciousness before going to the next
with Alquash, who takes a little longer than usual to put target. This allows them to concentrate their attacks
out his fire and put his cooking implements away. while avoiding area attacks.
As the caravan prepares to move, the PCs are expected to
take up their point of protection again. If the PCs are APL 2 (EL 4)
taking any special precautions, have them describe them  Deeper Pit Trap: CR 1; mechanical; location trigger;
in detail again. Karvane is reasonably tolerant of any manual reset; hidden switch bypass (Search DC 25); DC
precaution that seems to increase Gwalchen’s safety, but 15 Reflex save avoids; 20 ft. deep (2d6, fall); multiple
not any that unreasonably slows the caravan. targets (first target in each of two adjacent 5-ft. squares);
About an hour and a half later, the party will see a marker Search DC 20; Disable Device DC 23.
telling them that they are now 30 miles from Hookhill
 Ghouls (2): hp 18 each; see Monster Manual.
(or, if the PCs insisted on taking the road to Buxton’s
Crossing and succeeded in convincing Karvane to agree,
telling them they are halfway to Hookhill (from Buxton’s APL 4 (EL 6)
Crossing). The marker will indicate the PCs should make
 Spiked Pit Trap: CR 3; mechanical; location trigger;
it to the north road to Hookhill from Buxton’s Crossing
manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6,
within an hour (still approximately one days’ journey in
fall); multiple targets (first target in each of two adjacent
total). Any PC who makes an Intelligence check (DC 10
5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per
+ APL) and asks about it will remember seeing a similar
target for 1d4+2 each); Search DC 21; Disable Device DC
marker when they first entered the trail from Proman,
20.
about the same distance from the other road.
Approximately 5 minutes after passing the marker, the  Wights (2): hp 36 each; see Monster Manual.
main carriage will run into a rut or ditch in the road. It
will disable the front right wheel and require some time APL 6 (EL 8)
to fix. However, the trap is not the ditch, but is directly
adjacent to it, buried in the mud.  Spiked Pit Trap: CR 5; mechanical; location trigger;
manual reset; DC 25 Reflex save avoids; 40 ft. deep (4d6,
The trap is a relatively simple pit trap that increases in fall); multiple targets (first target in each of two adjacent
lethality by APL. However, it has a stone lid covered in 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per
mud and muck that covers the top of the pit. The lid is target for 1d4+4 each); Search DC 21; Disable Device DC
treated as a large stone door (4 in. thick, Hardness 8, 60 20.
hp, Lift/Break DC 28). It is covered in muck, so there is a
penalty of -1 per 2 APLs (-1 at APL 2, -2 at APL 4, etc.) on  Mummies (2): hp 75 each; see Monster Manual.
any lift checks that involve actual grabbing of the lid.
APL 8 (EL 10)
As the lid closes on the trap, it opens up a shallow pit
with stairs leading out of it. Inside of this shallow pit is a  Venomous Spiked Pit Trap: CR 7; mechanical;
pair of undead creatures (as shown below in their stat location trigger; manual reset; DC 25 Reflex save avoids;
blocks). The undead will climb the small stairs and attack 40 ft. deep (4d6, fall); multiple targets (first target in each
any creatures nearby. An unhallow spell has been cast in of two adjacent 5-ft. squares); pit spikes (Atk +10 melee,
this area, making the undead more difficult to turn. A 1d4 spikes per target for 1d4+4 plus poison each); poison
prayer spell is linked to the unhallow spell so that the PCs (medium spider venom poison (DC 14, 1d4 Str / 1d4 Str);
are –1 to all rolls while within radius of effect of the trap Search DC 21; Disable Device DC 20.

GRM4-02 On the Royal Road to Hookhill Page 12


 Mummies, Mnk2 (2): hp 87 each; see Appendix One. them that they will be fatigued if they do so – unless they
possess the Endurance feat. Karvane keeps a very close
APL 10 (EL 12) eye on Gwalchen’s tent, which is put in a defensible spot
off the roadside.
 Poisonous Spiked Pit Trap: CR 9; mechanical;
At some point, the party will turn in for the night.
location trigger; manual reset; DC 25 Reflex save avoids;
40 ft. deep (4d6, fall); multiple targets (first target in each A large, armed force of assassins, bent on killing
of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, Gwalchen will attack the caravan. It is up to the PCs to
1d4 spikes per target for 1d4+4 plus poison each); poison stop them by any means necessary; the assassins will
(nitharit poison (DC 13, 0 / 3d6 Con); Search DC 21; fight fanatically to the death. They will only flee if it
Disable Device DC 20. becomes obvious they cannot succeed in their mission.
 Mummies, Mnk4 (2): hp 99 each; see Appendix One. DM Note: This is the final combat of the module, and
the foes are desperate, deadly, and attacking to stop
APL 12 (EL 14) Gwalchen at any cost. They see him (rightly or wrongly)
as a threat to whatever plans they have in motion. As
 Very Poisonous Spiked Pit Trap: CR 11; such, they are risking an open assault with some of their
mechanical; location trigger; manual reset; DC 25 Reflex best killers. The assassins will divide their number and
save avoids; 40 ft. deep (4d6, fall); multiple targets (first have one or two attack the far side of the camp, disabling
target in each of two adjacent 5-ft. squares); pit spikes Karvane and burning Gwalchen’s tent and attacking
(Atk +10 melee, 1d4 spikes per target for 1d4+4 plus several rounds after the first wave attack the PCs. The
poison each); poison (dragon bile poison (DC 26, 3d6 Str attacks on the PCs are a feint to draw them away from the
/ 0); Search DC 21; Disable Device DC 20. camp; though they are no less deadly for it. The assassins
have coated their weapons with poison and will fight to
 Mummies, Mnk6 (2): hp 111 each; see Appendix the death, as they are fanatics (well-trained, but still
One. fanatics). They attack with stealth (and invisibility where
During the combat, Karvane will shoot from the top of noted), trying to flank and sneak-attack any PCs they can.
the carriage, dismounting to fight with a longsword if the The assassins attack at night.
undead approach the carriage. He can be heard shouting The assassins will reach a point around 70 feet from the
orders to Garn and Alquash and shouting encouragement edge of camp. With Gwalchen’s tent on the other side,
to his master inside the carriage (and advising him of they will send two of their number around there to attack
what is going on – and imploring him to remain in the three rounds after the rest of the forces attack the PCs on
carriage). Garn and Alquash will pull out light crossbows watch. It is presumed that they have watched the party
and shoot at any undead within a clear line of sight. from a great distance and learned all that they can about
After the combat, the PCs still must fix the wagon wheel, them from watching for over ½ hour (which PCs wear
which will take approximately one hour. Garn will be in armor, robes, etc. – the assassins know that an arcane
charge of this, but any PC with ranks in Knowledge spellcaster is more likely to have a poor Fort save, for
(architecture and engineering) can assist with a DC 5 + example). Also, where there are assassins, they will have
APL check, or with ranks in Disable Device (DC 10 + APL the opportunity to study the PCs for multiple rounds
to have useful knowledge – the ability to break things prior to attacking and will use their death attack on those
includes some knowledge of how to repair them). The PCs who are walking on watch. They will try to attack
main spokes will need to be replaced, which will take the these specific PCs with flanking, invisibility or some type
remainder of the afternoon. of surprise to use the death attack within three rounds of
completing study of their foes. The assassins will move
in (invisibly, if possible), sneak-attacking any PCs they
Encounter Six: The Long Night encounter.
After having the rest of the afternoon to talk with him, As soon as the other assassins attack the tent, Karvane
the PCs will share a late lunch with Petros. will yell out a warning. In this encounter, Garn and
Alquash remain in their small tent out of the action.
The rest of the afternoon is uneventful, though your Gwalchen will draw his sword and make ready to attack
senses are now sharpened to be truly vigilant. You whoever enters his tent first – he is defending his
find a safe spot to stop for the evening, and are traveling companions, and the PCs are the hired and
certain to reach Hookhill tomorrow. assigned guards, after all. Though Gwalchen could
The party should explain very carefully how they are probably handle this encounter, the PCs are the heroes
setting up watches for the evening. Do not alert the PCs here, and the focus of the action should be on them (also,
by asking them again how they plan to sleep or keep he will want to protect the innocents traveling with him).
watch, but presume they are doing the same as they have If the PCs do not make it to Gwalchen’s tent within 5
previously unless they state otherwise. Also, note which rounds of Karvane’s warning, then Karvane will be
PCs are sleeping in medium or heavier armor and remind dropped (Strength drain), and the assassins will set fire to

GRM4-02 On the Royal Road to Hookhill Page 13


Gwalchen’s tent to force him out. The tent will burn for discussion with his master, objecting to something. He is
three more rounds before Gwalchen has to abandon it. heard to say “I do not agree master; there is too much
This is designed to see if the PCs will split their forces or risk…”, and similar comments. After a few moments, he
not. If the PCs do not move to help Gwalchen then he will bow his head, and say, “As you wish, Master”.
will kill one of the attackers on him (8 rounds later) and
the others will flee into the night. All of the assassins Karvane returns to you and says “My master would like to
have goggles or potions that allow them to see in the speak with you, by your leave.” It is clear from his face
dark. Because of the waning moon, the normal penalties that he does not approve of this decision. “Garn and I
for Spot checks are doubled for any PC without either will work on the wagon while you talk. Alquash can
low-light vision or darkvision. prepare some light fare for the master’s companions, and
you are welcome to it after your talk.” A Sense Motive
(DC 10 + APL) will indicate that Karvane is moving a
APL 2 (EL 5) distance away so that the PCs can talk with his master
 Hextorite Assassins (4): male human Rog1; hp 6 freely.
each; see Appendix One. If the PCs ask what about, Karvane will say “That is for
my master to say, not I.” If the PCs agree to see
APL 4 (EL 7) Gwalchen, read the following to the players:
 Hextorite Assassins (4): male human Rog3; hp 16 The tent opens, and a middle-aged man with shock
each; see Appendix One. white hair steps out. His presence is at once
commanding and reassuring. He speaks with a
powerful voice, but in soft tones: “My friends, it has
APL 6 (EL 9) been a long ride, in many ways, and I would speak
 Hextorite Assassins (4): male human Rog5; hp 27 with you openly. I have a confession to make, and
each; see Appendix One. you have demonstrated your capacity for
trustworthiness.”
APL 8 (EL 11) If the PCs have already met him in GRM4-01
Homecoming, he will acknowledge this, thanking them
 Hextorite Assassins (4): male human Rog5/Asn2; hp for the help they provided in that adventure.
37 each; see Appendix One.
The man carries a longsword at one side and an axe
APL 10 (EL 13) on the other, and walks with the authority of
someone who knows how to use them. He walks a
 Hextorite Assassins (4): male human Rog5/Asn4; hp distance away from the tent and looks to you to
48 each; see Appendix One. follow him.
He moves about 50 ft from the tent and leans against a
APL 12 (EL 15) stump, as if gathering his thoughts. When the PCs are
 Hextorite Assassins (4): male human Rog5/Asn6; hp around him, he speaks.
58 each; see Appendix One. “My friends, you have proven yourself many times,
The assassins are fanatic and will fight to the death. and you have my gratitude. I begin by apologizing
However, it is possible that a party might be able to to you for a deception, which I felt necessary for the
capture one of the assassins alive: if so, they may desire to safety of my family and those I care about. If it had
question them. Karvane and Gwalchen will allow this. been known that I had returned sooner, I feared
However, the assassin will resist all attempts to make him danger to them. Karvane has served me loyally for
talk except for magical attempts. If he is successfully many years and was glad to continue the deception,
charmed or enchanted, any assassin will know only the since he believed it would help him protect me.
identity of their target, and that they received their However, I cannot remain hidden away forever,
orders in a mysterious fashion from a man in the robes of especially when I believe there is a threat to the
a barrister. They can provide no further details on their entire March. The time has come for the truth, and I
employer. will not use a false name any longer. My name is
Petros Gwalchen, but you may call me Petros.

Encounter Seven: A Truth Gran March PCs will know Petros as the former
Commandant of the Gran March, who left the post of
Revealed Commandant without warning. (Out-of-region PCs
might know this, too.) The PCs will probably have many
As soon as the chaos of the fight is resolved, Karvane is questions, which Petros will do his best to answer. It is
summoned to Gwalchen’s tent. The PCs can overhear impossible to anticipate them all, but some of the main
(Listen check DC 10 + APL) him having a heated ones are listed below. The GM may improvise reasonable

GRM4-02 On the Royal Road to Hookhill Page 14


responses from the questions listed below, but should not Commandant lightly. I believe he serves in troubled
add anything not clearly implied from the comments. times. There are threats both outside and within our
borders. Our sons should not be sent lightly to
For most PCs, especially regional ones, and active and foreign lands to fight the wars of other nations.
former military ones, this should be an extremely Gran March must concern itself with its own
dramatic, once-in-a-lifetime meeting, and its impact on security. But, he rules in his fashion, as is the nature
the PCs should not be understated. Petros is a living of the office.”
legend in the Gran March, as the former leader of the
entire realm. He was beloved by the populace and had • Do you plan to become Commandant again? Do
risen through the ranks of the Army to become its you plan to usurp Vrianian? Answer: “No. I have
commander prior to his election to Commandant. no such plans. That is not why I have returned.”
During his approximately four year tenure as Petros will bristle at such a question, as it is
Commandant, the realm prospered as never before. extremely rude. “I do not know what the future
There were even rumors that the Gran March might, holds for the Commandant’s chair; that is not for me
under his leadership, declare itself independent from the to say. I will do whatever I can to help Gran March,
King of Keoland; such rumors were derailed by the and now that means offering myself as a defender of
giants’ invasion of Geoff. Petros himself is a near-epic the man who holds that position today.”
level character. If the PCs are very rude, or completely
disrespectful, then the talk can be cut short. Petros is, • Why did you put forth this deception as to your
among other things, a noble and should be treated as identity? Answer: “I despise deception, but I have
such. put them forth only for great necessity. I have
allowed deceptions in the past for military reasons,
• Why did you leave Gran March? Answer: “I left and this time I have done so to protect my family. I
Gran March as part of an agreement with the do not wish to continue it any longer, and you have
Knights of the Watch. It was the most difficult earned the right to both my trust and the truth.”
decision I have ever made, but the fate of our realm
was at stake.” The PCs should have another opportunity to talk with
Petros after the attack. He will be still a little evasive
• Why did you return? Answer: “I had an encounter about what he is planning to discuss with the
with Heironeous himself, and he told me that I must Commandant (such things are private between leaders,
return to Gran March because a terrible threat is after all), but otherwise very open and friendly. He will
facing our realm.” mention his wife and daughters; one daughter is studying
in Sterich, the other two daughters are married – one to
• What is the threat? Answer: “I do not know. In an officer, and one to a retired officer who now works in
my dreams, it is portrayed as a shadow casting across Shiboleth (yes, he has grandchildren as well). His wife is
the length and breadth of the land.” visiting his daughter in Sterich after being kidnapped by
• Why are you going to Hookhill? Answer: “I am Nolar Thotec in GRM4-01 Homecoming; that is why
going to tell the Commandant of my visit from she didn’t accompany him on the trip.
Heironeous. I do not know what it means, exactly, Petros will also, if asked nicely, recount some of the
but I must tell him of it. There is also a matter of harrowing tales and exploits of his youth. He has some
courtesy, since I have returned to the land for the very interesting stories from his time as a solider in the
first time in many years. I would inform him of my Army.
return and offer him what advice I have to give. I
only pray he will listen to it.” Petros will display an extraordinary amount of nationalist
pride (as he should), but will also express the opinion that
• Are you from Shiboleth? Answer: “Yes, my family the Armies of the March should not be fighting battles in
is originally from Shiboleth, and majority of our other lands. In particular, he will indicate that the March
holdings are in that area, as is most of my family.” army in Geoff is far too large (Geoff should handle their
own battles); the Army is better served to fortify the
• Why did you travel under the name “Gwalchen?” borders of the March.
Answer: It is a family name by which I have not
been known since I became Commandant. I could Petros will also (if asked) indicate that the road through
not take a chance of the shadow from my dreams the Dim Forest is a bad idea in his military opinion. The
falling on my family before I had seen to their safety. road will provide access for supplies, but also an easy
Also, there are those who believe that I might have entrance into the Gran March, he will point out. The
designs on becoming Commandant again – and traditional allies of the Gran March, the elves of the dim,
using the name Petros openly would invoke those are divided over the road, so it has brought strife where
concerns.” none was needed.

• What do you think of Vrianian’s leadership? Petros’s traveling companions are two of his advisors, and
Answer: “I would not cast aspersions on the a family friend – also a noble – who is traveling to

GRM4-02 On the Royal Road to Hookhill Page 15


Hookhill on business and to accompany Petros. They do This conversation continues, and the PCs may participate
not interact with the PCs in the adventure, though if a PC in it if they wish. The following are typical comments
tries to address them, they are courteous to them; their that might come up:
stats are not given the Appendix.
• Knight: “Trust is a difficult thing to regain
once tossed aside”. Petros: “It was never my
Encounter Eight: Journey’s End intent to betray anyone’s trust, but I was
ordered away by the highest power.”
After the attack of the assassins, the party will make it
through the rest of the evening without incident (though • Knight: “The Knights were your most
you can have them roll a few more Spot and Listen valuable ally, yet you refused to pay us any
checks to keep them on their toes). Karvane and Petros heed.” Petros: “The needs of Gran March
will thank the PCs numerous times for their heroism and were always first and foremost on my
bravery. mind.”
With the rise of the sun, you seem to feel a renewed • Knight: “Have you returned to cause more
sense of purpose. You see the familiar outline of trouble for the Knights?” Petros: “My
buildings in the distance. Hookhill looms large in business and what I have to say are for the
the distance. A retinue of armed men on horseback Commandant’s ears only. If he chooses to
rides towards your party. share that with you, so be it. I do not, nor
The eight riders approach your camp. Petros steps have I ever, intentionally caused any
out of his tent and calmly gestures to the riders. trouble to the Knights.”
The riders are in full dress uniform. With a DC 5 • Knight: “Many in the order are far more
Profession (soldier) check, the character will recognize displeased with you than I.” Petros: “I
the riders as Knights of the Watch) Any PC who is in cannot change what has passed, but I will
training to be (or is actively) a Knight of the Watch will meet with the other Knights to talk things
automatically recognize the riders. over if they desire it.”
The riders stop some 15 yards from the camp, and • Knight: “I am to understand that our order
one rider moves forward slowly. He raises his hand nearly lost interests in Bissel as a result of
for the rest of the riders to wait in place. He your inaction and poor judgment.” Petros:
dismounts and moves forward to meet Petros. “I did what I believed was right with the
The PCs may approach if they wish. Karvane walks a few tools given me by great Heironeous. I did
feet behind Petros, ordering the rest of the camp to my best to defend Gran March.”
remain where they are. Discussion regarding a tense past between the Knights of
the Watch and Petros continue for a few moments,
The lead Knight looks at Petros, and his lip curls in a
although the PCs may participate in the exchange if they
slight sneer. He speaks in a slow tone: “So, old man,
wish. It is clear that Petros is being diplomatic, and the
you have returned?” Gesturing to himself and his
Knights are being rude and standoffish, though in a
companions, he continues, “I must admit, we did
diplomatic fashion. It will be noticed by any PC (Sense
not think you would have the nerve to do so. We
Motive DC 5 + APL, +2 to the roll if the PC is a member
have been sent here by the Commandant – who has
of the Knights of the Watch or squiring to be a member)
not left his post, as have others in the past – to
that all of the Knight’s questions focus on how Petros
provide you with an official escort. Do you wish to
treated the Knights, and the betrayal they felt when he
ride on the back of my horse? I can carry the reins
left. For example, the Knight never once asks Petros
for you.”
“How is your family? How were your travels?”
At this comment, Karvane will stiffen up, but a gesture
from Petros will silence whatever he was about to say. It Petros will cut off any PC if they are overly rude, but the
is obvious to any PC listening to the conversation that Knights of the Watch show marginal respect for the
the tone of the knight is very cool and somewhat entire party. They will say things to the PCs such as: “Do
detached. you know the true nature of the man with whom you
travel?” “Be careful, for if you give him your trust, he will
Petros steps forward, salutes the man, and says, “I abuse it.” Karvane will not speak once Petros waves him
see that old insults, be they real or imagined, are not back.
easily forgotten. I explained to those of the order
The Knights of the Watch are especially concerned if any
why it was vital that I depart, but I do not see the
PC is squiring to be a Knight of the Watch, and one of
need to repeat it here today. My business is with the
the riders will take that PC aside, to speak with him
Commandant, though I welcome his offer of an
privately. He will inform that character to be very careful
escort.”
in placing any trust in Petros, for he (the Knight) feels

GRM4-02 On the Royal Road to Hookhill Page 16


that Petros betrayed the order when he left the post of
Commandant in the fashion that he did. If the PC
Conclusion
presses the Knight, he will advise the character that the Sitting in the warm comfort of the Inn, you cannot
Knights had lost confidence in Petros and told him of the help but reflect on the trip you have just taken in
same before he left. He will suggest that any other reason most auspicious company. Whatever fate has in
Petros might have given for abdicating the store for Gran March, you are certain that Petros
Commandant’s seat is “either fabricated or grossly will be in touch again, and you can be assured that if
exaggerated.” He will indicate that Petros was aware of he comes calling, it will not be a mere social one.
the Knights’ decision not to support him any longer only
if the character asks.
The entire encounter should leave the PCs with a less-
than-favorable impression of the Knights of the Watch, The End
or at least of the unit in front of them. In this meeting,
Petros is by far the more humble of the two parties.
If a PC continues to be overly rude after being warned by
Experience Point Summary
Petros, the Knight of the Watch will order him to receive To award experience for this adventure, add up the values
a demerit if he is an active member of the military; the for the objectives accomplished. Then assign the
Knights do have military standing to do this. Under no experience award. Award the total value (objectives plus
circumstances will the Knights of the Watch or Petros roleplaying) to each character.
draw weapons on each other. A Sense Motive check (DC
5 + APL) will reveal that the Knights dislike Petros Encounter Three
(possibly because they feel he let them down in the past), Defeat the wolves
but they will not draw swords on him; they simply wish APL 2 – 90 xp.
to confront and possibly insult him. APL 4 – 150 xp.
APL 6 – 210 xp.
If a PC moves to attack a Knight, Petros and Karvane will APL 8 – 270 xp.
order him to stand down, subduing him or her if possible APL 10 – 330 xp.
(an obvious magical attack counts as an attack for this APL 12 – 390 xp.
purpose). If the PC does not obey the order, Petros and
Karvane will stand back, although the other seven Encounter Five
Knights on horseback will draw bows and shoot at the Disarm or survive the trap
attacking character. The main Knight will simply hold APL 2 – 120 xp.
up his shield in a full defensive posture. If the PC attacks APL 4 – 180 xp.
for one round after being ordered not to, he or she will be APL 6 – 240 xp.
punished immediately (see Jailed! in the Treasure APL 8 – 300 xp.
Summary). APL 10 – 360 xp.
APL 12 – 420 xp.
After a few moments, the Knights will make ready to
escort the party into Hookhill to the Commandant. Encounter Six
Defeat the assassins
As he turns to leave, Petros thanks each character for APL 2 – 150 xp.
their assistance and salutes any active military characters APL 4 – 210 xp.
– unless the character attacked the Knight, in which case APL 6 – 270 xp.
he simply looks disappointed. His gratitude is obvious, APL 8 – 330 xp.
and it appears he is gathering his inner strength for the APL 10 – 390 xp.
upcoming meeting with the Commandant. The PCs APL 12 – 450 xp.
receive the Favor of Petros (see the Treasure Summary).
Discretionary Roleplaying Award
The PCs are not allowed to accompany the carriage, but Judge may allocate up to the following for good role-
instead Karvane asks the party to ride with the supply playing
wagon. Karvane instructs the party to meet him at an Inn APL 2 – 90 xp.
later that evening, and he will provide them with their APL 4 – 135 xp.
share of any supplies or spoils they might have gathered, APL 6 – 180 xp.
and Petros will pay for their rest for the evening, their APL 8 – 225 xp.
wounds tended to, and they will receive payment for APL 10 – 270 xp.
their services. Karvane himself drives the main carriage APL 12 – 315 xp.
into town, and Garn moves to the supply wagon with
Alquash. The other occupants of the main carriage will Total Possible Experience
be dropped off in town before the meeting with the APL 2 – 450 xp.
Commandant. APL 4 – 675 xp.

GRM4-02 On the Royal Road to Hookhill Page 17


APL 6 – 900 xp. APL 4: L: 0 gp; C: 0 gp; M: 0 gp.
APL 8 – 1,125 xp. APL 6: L: 0 gp; C: 0 gp; M: 0 gp.
APL 10 – 1,350 xp. APL 8: L: 0 gp; C: 0 gp; M: 2 rings of protection +1 (167
APL 12 – 1,575 xp. gp each), 2 bracers of armor +1 (83 gp each), 2 monk’s belts
(1,063 gp each).
APL 10: L: 0 gp; C: 0 gp; M: 2 rings of protection +2 (667
Treasure Summary gp each), 2 bracers of armor +2 (333 gp each), 2 monk’s belts
During an adventure, characters encounter treasure, (1,063 gp each).
usually finding it in the possession of their foes. Every APL 12: L: 0 gp; C: 0 gp; M: 2 rings of protection +3
encounter that features treasure has a “treasure” section (1,500 gp each), 2 bracers of armor +3 (750 gp each), 2
within the encounter description, giving information monk’s belts (1,063 gp each).
about the loot, coins, and magic items that make up the Encounter Six:
encounter’s treasure.
APL 2: L: 216 gp; C: 0 gp; M: 4 potions of cat’s grace (25
The loot total is the number of gold pieces each character gp each), 4 potions of darkvision (25 gp each), 4 mithral
gains if the foes are plundered of all their earthly chain shirts (92 gp each).
possessions. Looting the bodies takes at least 10 minutes APL 4: L: 112 gp; C: 0 gp; M: 4 potions of cat’s grace (25
per every 5 enemies, and if the characters cannot take the gp each), 4 potions of darkvision (25 gp each), 4 +1 mithral
time to loot the bodies, they do not gain this gold. If you chain shirts (175 gp each), 4 +1 short swords (193 gp each), 4
feel it is reasonable that characters can go back to loot the rings of protection +1 (167 gp each).
bodies, and those bodies are there (i.e., not carted off by APL 6: L: 126 gp; C: 0 gp; M: 4 potions of cat’s grace (25
dungeon scavengers, removed from the scene by the local gp each), 4 potions of darkvision (25 gp each), 4 +1 mithral
watch, and so on), characters may return to retrieve loot. If chain shirts (175 gp each), 4 +1 short swords (193 gp each), 4
the characters do not loot the body, the gold piece value for rings of protection +1 (167 gp each), 4 cloaks of resistance +1
the loot is subtracted from the encounter totals given (83 gp each), 4 gloves of dexterity +2 (333 gp each), 4 wands
below. of obscuring mist – 1st level caster (63 gp each).
The coin total is the number of gold pieces each character APL 8: L: 204 gp; C: 0 gp; M: 4 potions of cat’s grace (25
gains if they take the coin available. A normal adventuring gp each), 8 potions of invisibility (25 gp each), 4 goggles of
party can usually gather this wealth in a round or so. If for night (1,000 gp each), 4 +1 mithral chain shirts (175 gp
some reason, they pass up this treasure, the coin total is each), 8 +1 short swords (193 gp each), 4 rings of protection +2
subtracted from the encounter totals given below. (667 gp each), 4 cloaks of resistance +1 (83 gp each), 4 gloves
of dexterity +2 (333 gp each), 4 wands of obscuring mist – 1st
Next, the magic items are listed. Magic item treasure is the level caster (63 gp each).
hardest to adjudicate, because they are varied and because APL 10: L: 204 gp; C: 0 gp; M: 4 potions of cat’s grace (25
characters may want to use them during the adventure. gp each), 4 rings of invisibility (1,667 gp each), 4 goggles of
Many times characters must cast identify, analyze dweomer or night (1,000 gp each), 4 +1 mithral chain shirts (175 gp
similar spell to determine what the item does and how to each), 8 +1 short swords (193 gp each), 4 rings of protection +2
activate it. Other times they may attempt to use the item (667 gp each), 4 cloaks of resistance +1 (83 gp each), 4 gloves
blindly. If the magic item is consumable (a potion, scroll, of dexterity +4 (1,333 gp each), 4 wands of obscuring mist – 1st
magic bolts, etc.) and the item is used before the end of the level caster (63 gp each), 4 boots of striding and springing (458
adventure, its total is subtracted from the adventure totals gp each).
below. APL 12: L: 204 gp; C: 0 gp; M: 4 potions of cat’s grace (25
Once you have subtracted the value for unclaimed treasure gp each), 4 rings of invisibility (1,667 gp each), 4 goggles of
from each encounter add it up and that is the number of night (1,000 gp each), 4 +1 mithral chain shirts (175 gp
gold pieces a characters total and coin value increase at the each), 8 +1 shock short swords (693 gp each), 4 rings of
end of the adventure. Write the total in the GP Gained protection +2 (667 gp each), 4 cloaks of resistance +2 (333 gp
field of the adventure certificate. Because this is a Regional each), 4 gloves of dexterity +4 (1,333 gp each), 4 wands of
scenario, characters may spend additional Time Units to obscuring mist – 1st level caster (63 gp each), 4 boots of striding
practice professions or create items immediately after the and springing (458 gp each).
adventure so this total may be modified by other Total Possible Treasure (Maximum Reward
circumstances. Allowed)
L: Looted gear from enemy
APL 2: L: 216 gp; C: 0 gp; M: 568 gp – Total: 784 gp
C: Coin, Gems, Jewelry, and other valuables (450 gp).
APL 4: L: 112 gp; C: 0 gp; M: 2,340 gp – Total: 2,452
M: Magic Items (sell value) gp (650 gp).
Encounter Five: APL 6: L: 126 gp; C: 0 gp; M: 4,256 gp – Total: 4,382
gp (900 gp).
APL 2: L: 0 gp; C: 0 gp; M: 0 gp.

GRM4-02 On the Royal Road to Hookhill Page 18


APL 8: L: 204 gp; C: 0 gp; M: 13,754 gp – Total: 13,958 one military commendation for purposes of determining
gp (1,300 gp). advancement and military promotion and may have other
APL 10: L: 204 gp; C: 0 gp; M: 27,554 gp – Total: uses in the future. Additionally, the PC may use the
27,758 gp (2,300 gp). favor to gain access (Frequency: Adventure) to purchase
APL 12: L: 204 gp; C: 0 gp; M: 33,991 gp – Total: the holy weapon special ability as an upgrade to a single
34,195 gp (3,300 gp). melee weapon. This favor may be used during any Gran
March Regional scenario, and the favor should be
marked used at that time (once used for this purpose, the
Items for the Adventure Record favor is gone).

Item Access  Jailed!


For openly attacking a Knight of the Watch, the
APL 2: character has been jailed for assault on an official of Gran
March. The character is incarcerated for 2 TUs, as Petros,
™ Mithral Chain Shirt (Adventure, DMG) in his gratitude, works the legal system with his own
influence to have the character released. Otherwise, the
penalties would be much stiffer. If the character has the
APL 4 (APL 2 Items plus): Enmity of Nolar Thotec, this incarceration period is
™ +1 Mithral Chain Shirt (Adventure, DMG) doubled, as the mysterious figure works to delay the
process at every turn. If this PC was an active member of
the Gran March army, this assault also results in
APL 6 (APL 2, 4 Items plus): demotion of one full rank.

™ Gloves of Dexterity +2 (Adventure, DMG)


™ Wand of Obscuring Mist (Adventure, 1st level caster,
DMG)

APL 8 (APL 2, 4, 6 Items plus):


™ Goggles of Night (Adventure, DMG)
™ Monk’s Belt +2 (Adventure, DMG)
™ Ring of Protection +2 (Adventure, DMG)

APL 10 (APL 2, 4, 6, 8 Items plus):


™ Boots of Striding and Springing (Adventure, DMG)
™ Bracers of Armor +2 (Adventure, DMG)
™ Gloves of Dexterity +4 (Adventure, DMG)
™ Ring of Invisibility (Adventure, DMG)

APL 12 (APL 2, 4, 6, 8, 10 Items plus):


™ +1 Shock Short Sword (Adventure, DMG)
™ Bracers of Armor +3 (Adventure, DMG)
™ Cloak of Resistance +2 (Adventure, DMG)
™ Ring of Protection +3 (Adventure, DMG)

Special
 Favor of Petros
For helping him, the former Commandant of Gran
March is grateful to you. This favor can be counted as

GRM4-02 On the Royal Road to Hookhill Page 19


Appendix One: NPCs
(1d8, light crossbow); Full Atk +8 melee (1d8+2,
All APLs longsword) or +6 ranged (1d8, light crossbow); AL NG;
Karvane: male human Ftr12; CR 12, medium SV Fort +7, Ref +2, Will +3; Str 14, Dex 12, Con 12, Int
humanoid (human); HD 12d10+12: hp 99; Init +5, Spd 12, Wis 15, Cha 12.
20 ft., AC 25 (touch 13, flatfooted 24); Base Atk +12; Skills and Feats: Handle Animal + 8, Ride +10,
Grp +17; Atk +21 melee (1d8+9/17-20, +2 ghost touch Profession: Soldier +6, Climb +6, Profession (cook) +8,
longsword) or Full Atk +21/+16/+11 melee (1d8+9/17- Craft (kitchenware +2) (+4 with masterwork tools);
20, +2 ghost touch longsword), +13/+8/+3 ranged; AL Combat Reflexes, Great Fortitude , Improved
NG. SV Fort +9, Ref +5, Will +5; Str 20, Dex 12, Con 12, Initiative, Point Blank Shot, Skill Focus (Profession
Int 14, Wis 12, Cha 10. (cook)), Weapon Focus (longsword),
Skills and Feats: Handle Animal +10, Ride +14, Possessions: Studded leather armor, longsword
Intimidate +5, Climb +10, Jump +11, Swim +11, Craft: (masterwork), light crossbow, buckler, masterwork
Weaponsmith +8, Profession: Soldier +9, Sense Motive: artisan tools for crafting kitchen utensils.
+6, Diplomacy +9, Knowledge: Nobility +3; Cleave, Alquash is 55 years old and looks very weather-
Combat Expertise, Combat Reflexes, Endurance, beaten. He served in the Army as a cook for 30 years,
Greater Weapon Focus (longsword), Greater Weapon with his last several years under Karvane. Karvane
Specialization (longsword).Improved Critical actually had him temporarily assigned to the 1st Battle
(longsword), Improved Disarm, Improved Initiative, for the last year of his service. Alquash is a pleasant
Improved Sunder, Power Attack, Weapon Focus man who enjoys nothing so much as preparing food
(longsword), Weapon Specialization (longsword), and swapping tales and recipes with other folks who
Possessions: Gauntlets of ogre power (Str +2), +2 ghost like cooking. He crafts his own kitchen tools and is
touch longsword, +2 banded mail of light fortification), +2 capable of amazing feats of culinary ability. He is
heavy wooden shield (Darkwood), ring of protection +2, ring aware of Petros’s identity but honors his desire for
of sustenance. privacy. Despite his years around nobility while
Karvane is 43 years old. He served in the regular cooking for the 1st battle, Alquash is still a commoner
Army for 20 years. He was afforded many honors and in his mannerisms. He finds Petros the most
then transferred to the 1st Battle: The Commandant’s approachable noble he’s ever met but still realizes the
Own. It was here he first met Petros and came to difference between noble and commoner and
respect him immensely, as both men were soldier’s maintains that distance. He does have some war
first. When Petros left the position of Commandant, stories of his early years on the front line and will
Karvane left the 1st Battle shortly thereafter, retiring gladly speak with anyone in the army about them. He
with full military honors. Since the army had been his is approachable and good-natured.
life, he had no real family to speak of, so he spent some Garn: male human Rgr4; CR 4, medium humanoid
time as a mercenary; he found this work distasteful and (human); HD 4d8+4; hp 27; Init +5; Spd 30 ft.; AC 17
was considering offering his services to train new (touch 12, flatfooted 15); Base Atk +4; Grp +6; Atk +7
recruits in the army when Petros returned and melee (1d8+2/19-20, masterwork longsword) or +7
contacted Karvane, who was glad to return to his ranged (1d8/x3, masterwork composite longbow) SA
master’s side. Karvane appears well muscled and works Favored Enemy (Giants), Wild Empathy, Combat Style
out regularly. His skill with a longsword is nothing (Two Weapon Fighting), Animal Companion. SQ
short of amazing, though he can wield almost any Spells; AL NG; SV Fort +5, Ref +6, Will +3; Str 14, Dex
weapon with great ability. Over the years, he 14, Con 12, Int 12, Wis 15, Cha 10.
recognized the need for a different set of skills as he Skills and Feats: Craft (wagonsmith) +6, Handle
served in the 1st Battle, so he developed those. His one Animal +7, Jump +4, Knowledge (dungeoneering) +6,
constant has been his love of crafting weapons, and he Knowledge (geography) +6, Knowledge (nature) +10,
has a small forge at his disposal on Petros’s estate in Listen +5, Profession (soldier) +4, Ride +11, Search +4,
Shiboleth. Spot +5, Survival +9; Endurance, Improved Initiative,
Karvane is loyal to Petros, and his primary concern Mounted Combat, Ride by Attack, Track, Virtual Feat
is for his safety. He respects Petros’s wishes, even Two-Weapon Fighting (when in light Armor).
when he does not agree with them. It seems he Spells: (1; save DC 12 + spell level) - speak with
seldom sleeps (he wears a ring of sustenance) and is animals.
always alert and vigilant. He does not tolerate any Possessions: Chain shirt, buckler, masterwork
behavior that might put Petros’s safety at risk. longsword, masterwork dagger (off-hand weapon),
Alquash: male human Ftr4; CR 4, medium humanoid masterwork composite longbow.
(human); HD 4d10+4; hp 33; Init +5; Spd 30 ft.; AC 15 Garn is 25 years old and realizes that he is, by far,
(touch 11, flatfooted 14); Base Atk +4; Grp +6; Atk +8 the youngest of Petros’s employees on this trip. He
melee (1d8+2, masterwork longsword) or +6 ranged occasionally acts a bit nervous because of this age

GRM4-02 On the Royal Road to Hookhill Page 20


difference but is otherwise easy to talk to. He spends a short sword: medium spider venom (Injury, Fort save
great deal of time tending to the needs of the animals, DC 14, 1d4 Str, secondary 1d4 Str).
and his primary focus (after his immediate job as
carriage driver) is on their needs when the caravan APL 6
stops. He will cast his speak with animals spell in the
evening to make sure the horses’ needs are being met. Encounter Six
Although he has an animal companion, it is not
Hextorite Assassins (4): male human rog5; CR 5,
present with him on this trip. He served in the Army
medium humanoid (human); HD 5d6+5; hp 27; Init +8,
(Calvary) for 7 years and mustered out around 3 years
Spd 30 ft.; AC 20 (+4 Dex, +5 mithral shirt, +1 ring),
ago. He is from Shiboleth (not married, no children),
touch 15, flat-footed 16; Atk +6 melee (1d6+3, +1 short
and has family there. He was hired by Karvane, and
sword) or +8 ranged (1d8, light crossbow); Space/Reach
shows him great respect because of it. He is hesitant to
5ft./5ft.; SA sneak attack +3d6, SQ trapfinding, evasion,
talk to anyone because he is shy, but he will be more
trap sense +1, uncanny dodge; AL NE; SV Fort +3, Ref
comfortable around anyone whom he perceives shares
+9, Will +2; Str 14, Dex 19, Con 12, Int 14, Wis 10, Cha
his love of animals. Because he drives the main
8.
carriage, he is not accessible during the day - only
Skills and Feats: Balance +11, Climb +3, Disable
when the caravan stops.
Device +10, Disguise +4, Escape Artist +12, Hide +12,
Jump +9, Knowledge: Local (Meta-Region) +3, Listen
APL 2 +8, Move Silently +12, Open Lock +12, Spot +8,
Encounter Six Tumble +14, Use Magic Device +4,Use Rope +5.
Combat Expertise, Improved Trip, Improved Initiative.
Hextorite Assassins (4): male human rog1; CR 1; Possessions: Masterwork light crossbow, 20 bolts, +1
medium humanoid (human); HD 1d6+1; hp 6; Init +3, mithral chain shirt, potion of cat’s grace, potion of darkvision,
Spd 30 ft.; AC 17 (+3 Dex, +4 mithral shirt), touch 13, +1 short sword, ring of protection +1, gloves of dexterity +2,
flat-footed 14; Atk +3 melee (1d6+2, masterwork short cloak of resistance +1, 2 tanglefoot bags, 2 thunderstones,
sword) +4 ranged (1d8, light crossbow); Space/Reach wand of obscuring mist (1st level caster), Has poison on
5ft./5ft.; SA sneak attack +1d6, trapfinding; AL NE; SV short sword: medium spider venom (Injury, Fort Save
Fort +1, Ref +5, Will +0; Str 14, Dex 16, Con 12, Int 14, DC 14, 1d4 Str, secondary 1d4 Str).
Wis 10, Cha 8.
Skills and Feats: Balance +7, Disable Device +6, APL 8
Disguise +3, Escape Artist +7, Hide +7, Jump +6, Listen
+4, Move Silently +7, Open Lock +7, Spot +4, Tumble Encounter Five
+7; Combat Expertise, Improved Trip.
Mummy Monks (2): male mummy Mnk2; CR 7;
Possessions: Masterwork light crossbow, 20 bolts,
medium undead; HD 8d12+2d8+3; hp 87; Init +0; Spd
masterwork short sword, mithral chain shirt, potion of
20 ft.; AC 24, flatfooted 24, touch 13; Base Atk +5; Grp
cat’s grace, Has poison on short sword: black adder
+12; Atk +12 melee (1d6+7, slam) or +10/+10 melee
venom (Injury, Fort Save: DC 11: 1d6 Con, secondary
(1d6+7, flurry of blows); Full Atk +12 melee (1d6+7,
1d6 Con), potion of darkvision.
slam) or +10/+10 melee (1d6+7, flurry of blows); SA
despair, flurry of blows, mummy rot, stunning fist
APL 4 attack 4/day (DC 17); SQ damage reduction 5/–,
Encounter Six evasion, undead traits, vulnerability to fire; darkvision
60 ft.; AL LE; SV Fort +9, Ref +5, Will +11; Str 24, Dex
Hextorite Assassins (4): male human rog3; CR 3; HD 10, Con *, Int 6, Wis 14, Cha 15.
3d6 + 3; hp 16; Init +7, Spd 30 ft.; AC 19 (+3 Dex, +5 Skills and Feats: Concentration +2, Escape Artist +2,
Leather Armor, +1 Ring), touch 14, flat-footed 16; Atk Hide +7, Listen +8, Move Silently +7, Spot +8;
+5 melee (1d6+3, +1 short sword), +6 ranged (1d8, light Alertness, Deflect Arrows, Great Fortitude, Improved
crossbow); Space/Reach 5ft./5ft.; SA sneak attack +2d6; Unarmed Strike, Power Attack, Stunning Fist,
SQ trapfinding, evasion, trap sense +1; AL NE; SV Fort Toughness.
+2, Ref +6, Will +1; Str 14, Dex 16, Con 12, Int 14, Wis Evasion (Ex): If the mummy monk makes a
10, Cha 8. successful Reflex saving throw against an attack that
Skills and Feats: Balance +10, Climb +3, Disable normally deals half damage on a successful save, it
Device +8, Disguise +4, Escape Artist +9, Hide +9, Jump instead takes no damage. Evasion can be used only if a
+9, Listen +6, Move Silently +9, Open Lock +9, Spot +6, monk is wearing light armor or no armor. A helpless
Tumble +11, Use Rope +4. Combat Expertise, monk does not gain the benefit of evasion.
Improved Trip, Improved Initiative. Despair (Su): At the mere sight of a mummy, the
Possessions: Masterwork light crossbow, 20 bolts, +1 viewer must succeed on a DC 16 Will save or be
mithral chain shirt, potion of cat’s grace, potion of darkvision, paralyzed with fear for 1d4 rounds. Whether or not the
+1 short sword, ring of protection +1, Has poison on +1 save is successful, that creature cannot be affected

GRM4-02 On the Royal Road to Hookhill Page 21


again by the same mummy’s despair ability for 24 thunderstones, 2 potions of invisibility, wand of obscuring
hours. The save DC is Charisma-based. mist (1st level caster), goggles of night. Has poison on short
Mummy Rot (Su): Supernatural disease—slam, swords: wyvern poison (Injury, Fort Save: DC 17, 2d6
Fortitude DC 16, incubation period 1 minute; damage Con, secondary 2d6 Con).
1d6 Con and 1d6 Cha. The save DC is Charisma-based.
Unlike normal diseases, mummy rot continues Spells known: (2; Save DC 12 + spell level) 1st –
until the victim reaches Constitution 0 (and dies) or is jump, obscuring mist, true strike.
cured as described below.
Mummy rot is a powerful curse, not a natural APL 10
disease. A character attempting to cast any conjuration
(healing) spell on a creature afflicted with mummy rot
Encounter Three
must succeed on a DC 20 caster level check, or the Dire Wolves, advanced (9): CR 5, large animal; HD
spell has no effect on the afflicted character. 12d8+48; hp 108; Init +6, Spd 50 ft.; AC 14, touch 11,
To eliminate mummy rot, the curse must first be flat-footed 12; Base Atk +9; Grp +21; Atk +16 melee
broken with break enchantment or remove curse (1d8+12, bite); Full Atk +16 melee (1d8+12, bite),
(requiring a DC 20 caster level check for either spell), Space/Reach 10ft/5ft; SA trip; SQ low-light vision,
after which a caster level check is no longer necessary scent AL N; SV Fort +12, Ref +10, Will +8; Str 26, Dex
to cast healing spells on the victim, and the mummy 15, Con 18, Int 2, Wis 12, Cha 10.
rot can be magically cured as any normal disease. Skills and Feats: Hide +2, Listen +9, Move Silently
An afflicted creature who dies of mummy rot +6, Spot +9, Survival +6; Alertness, Run, Track*,
shrivels away into sand and dust that blow away into Weapon Focus (Bite), Improved Initiative, Power
nothing at the first wind. Attack (Bite)
Undead Traits: Darkvision out to 60 feet. Trip (Ex): A dire wolf that hits with a bite attack
Immunity to poison, magic sleep effects, paralysis, can attempt to trip the opponent (+16 check modifier)
stunning, disease, and death effects. Not subject to as a free action without making a touch attack or
critical hits, non-lethal damage, ability drain, or energy provoking an attack of opportunity. If the attempt
drain. Immunity to any effect that requires a Fortitude fails, the opponent cannot react to trip the dire wolf.
save (unless the effect also works on objects or is *Dire wolves have a +4 racial bonus on Survival
harmless). Not at risk of death from massive damage, checks when tracking by scent.
but destroyed when reduced to 0 hit points or lower.
Not affected by raise dead or reincarnate spells or Encounter Five
abilities. Mummy Monks (2): male mummy Mnk 4; CR 9;
Possessions: bracers of armor +1, monk's belt, ring of medium undead; HD 8d12+4d8+3; hp 99 each; Init +0;
protection +1. Spd 30 ft.; AC 26, flat-footed 26, touch 14; Base Atk +7;
Encounter Six Grp +14; Atk +14 melee (1d6+7, slam); Full Atk +14
melee (1d6+7, slam) or +12/+12 melee (1d6+7, flurry of
Hextorite Assassins (4): male human Rog5/Asn2; CR blows); SA despair, flurry of blows, ki strike (Magic),
7, medium-sized humanoid (human), HD 7d6+7, hp 37, mummy rot, stunning fist attack 6/day (DC 18); SQ
Init +8, Spd 30 ft; AC 21 (+4 Dex, +5 mithral shirt, +2 damage reduction 5/–, evasion, slow fall (20), still
ring), touch 16, flat-footed 17, Base Atk +5; Grp +7; Atk mind, undead traits, vulnerability to fire, darkvision 60
+8 melee (1d6+3, +1 short sword) or +9 ranged (1d6, ft.; AL LE; SV Fort +10, Ref +6, Will +12; Str 25, Dex 10,
shortbow); Full Atk +6/+6 melee (1d6+3, +1 short Con *, Int 6, Wis 14, Cha 15.
sword) or +9 ranged (1d6, shortbow); Space/Reach Skills and Feats: Concentration +2, Escape Artist +4,
5ft/5ft; SA sneak attack +4d6, death attack, poison use, Hide +8, Listen +8, Move Silently +8, Spot +8;
spells; SQ trapfinding, evasion, trap sense +1, uncanny Alertness, Cleave, Deflect Arrows, Great Fortitude,
dodge, +1 save vs. poison; AL NE; SV Fort +3, Ref +12, Improved Unarmed Strike, Power Attack, Stunning
Will +2; Str 14, Dex 19, Con 12, Int 14, Wis 10, Cha 8. Fist, Toughness.
Evasion (Ex): At 2nd level or higher if a monk
Skills and Feats: Balance +11, Climb +3, Disable
makes a successful Reflex saving throw against an
Device +12, Disguise +4, Escape Artist +13, Hide +13,
attack that normally deals half damage on a successful
Jump +9, Knowledge: Local (Meta-Region) +3, Listen
save, she instead takes no damage. Evasion can be used
+10, Move Silently +14, Open Lock +14, Spot +9,
only if a monk is wearing light armor or no armor. A
Tumble +15, Use Magic Device +4,Use Rope +5.
helpless monk does not gain the benefit of evasion.
Combat Expertise, Improved Trip, Improved Initiative,
Fast Movement (Ex): At 3rd level, a monk gains an
Two Weapon Fighting.
enhancement bonus to her speed, as shown on Table:
Possessions: masterwork composite shortbow (+2 Str The Monk. A monk in armor or carrying a medium or
bonus), 20 arrows, +1 mithral chain shirt, potion of cat’s heavy load loses this extra speed.
grace, two +1 short swords, +2 ring of protection, gloves of
dexterity +2, cloak of resistance +1, 2 tanglefoot bags, 2

GRM4-02 On the Royal Road to Hookhill Page 22


Still Mind (Ex): A monk of 3rd level or higher gains ring), touch 18, flat-footed 17; Base Atk +6; Grp +8; Atk
a +2 bonus on saving throws against spells and effects +9 melee (1d6+3, short sword) or +13 ranged (1d6,
from the school of enchantment. shortbow); Full Atk +7/+7/+2 melee (1d6+3, short
Ki Strike (Su): At 4th level, a monk’s unarmed sword) or +13/+8 ranged (1d6, shortbow);
attacks are empowered with ki. Her unarmed attacks Space/Reach 5ft/5ft; SA sneak attack +5d6, death
are treated as magic weapons for the purpose of dealing attack, poison use, spells; SQ trapfinding, evasion, trap
damage to creatures with damage reduction. sense +1, uncanny dodge, +2 save vs. poison; AL NE;
Slow Fall (Ex): At 4th level or higher, a monk SV Fort +3, Ref +12, Will +2; Str 14, Dex 22, Con 12, Int
within arm’s reach of a wall can use it to slow her 14, Wis 10, Cha 8.
descent. When first using this ability, she takes damage Skills and Feats: Balance +14, Climb +3, Disable
as if the fall were 20 feet shorter than it actually is. The Device +14, Disguise +4, Escape Artist +17, Hide +18,
monk’s ability to slow her fall (that is, to reduce the Jump +9, Knowledge: Local (Meta-Region) +3, Listen
effective distance of the fall when next to a wall) +10, Move Silently +18, Open Lock +18, Spot +11,
improves with her monk level until at 20th level she Tumble +18, Use Magic Device +4,Use Rope +7. Blind
can use a nearby wall to slow her descent and fall any Fight, Combat Expertise, Improved Trip, Improved
distance without harm. Initiative, Two Weapon Fighting.
Despair (Su): At the mere sight of a mummy, the Possessions: Masterwork composite shortbow (+2
viewer must succeed on a DC 16 Will save or be Str bonus), 20 Arrows, +1 mithral chain shirt, potion of
paralyzed with fear for 1d4 rounds. Whether or not the cat’s grace, two +1 short swords, ring of protection +2, gloves
save is successful, that creature cannot be affected of dexterity +4, cloak of resistance +1, 2 tanglefoot bags, 2
again by the same mummy’s despair ability for 24 thunderstones, ring of invisibility, wand of obscuring mist
hours. The save DC is Charisma-based. (1st level caster), boots of striding and springing, goggles of
Mummy Rot (Su): Supernatural disease—slam, night. Has poison on short swords: deathblade poison
Fortitude DC 16, incubation period 1 minute; damage (Injury, Fort Save: DC 20, 1d6 Con, secondary 2d6
1d6 Con and 1d6 Cha. The save DC is Charisma-based. Con).
Unlike normal diseases, mummy rot continues Spells known (4/2; Save DC 12 + spell level): 1st –
until the victim reaches Constitution 0 (and dies) or is disguise self, jump, obscuring mist, true strike; 2nd – darkness,
cured as described below. invisibility, spider climb.
Mummy rot is a powerful curse, not a natural
disease. A character attempting to cast any conjuration APL 12
(healing) spell on a creature afflicted with mummy rot
must succeed on a DC 20 caster level check, or the Encounter Three
spell has no effect on the afflicted character.
Dire Wolf, Advanced (9): CR 7, large animal; HD
To eliminate mummy rot, the curse must first be
18d8 + 72; hp 162; Init +6, Spd 50 ft.; AC 14, touch 11,
broken with break enchantment or remove curse
flat-footed 12; Base Atk +13; Grp +25; Atk +20 melee
(requiring a DC 20 caster level check for either spell),
(Bite, 2d6 +12); Space/Reach: 10ft/5ft; SA trip; SQ low-
after which a caster level check is no longer necessary
light vision, scent; AL N; SV Fort +15, Ref +13, Will
to cast healing spells on the victim, and the mummy
+10; Str 27, Dex 15, Con 18, Int 2, Wis 12, Cha 10.
rot can be magically cured as any normal disease.
Skills and Feats: Hide +4, Listen +11, Move Silently
An afflicted creature who dies of mummy rot
+8, Spot +11, Survival +10; Alertness, Run, Track*,
shrivels away into sand and dust that blow away into
Weapon Focus (Bite), Improved Initiative, Power
nothing at the first wind.
Attack, Diehard, Improved Natural Attack.
Undead Traits: Darkvision out to 60 feet.
Trip (Ex): A dire wolf that hits with a bite attack
Immunity to poison, magic sleep effects, paralysis,
can attempt to trip the opponent (+20 check modifier)
stunning, disease, and death effects. Not subject to
as a free action without making a touch attack or
critical hits, non-lethal damage, ability drain, or energy
provoking an attack of opportunity. If the attempt
drain. Immunity to any effect that requires a Fortitude
fails, the opponent cannot react to trip the dire wolf.
save (unless the effect also works on objects or is
*Dire wolves have a +4 racial bonus on Survival
harmless). Not at risk of death from massive damage,
checks when tracking by scent.
but destroyed when reduced to 0 hit points or lower.
Not affected by raise dead or reincarnate spells or Encounter Five
abilities.
Possessions: bracers of armor +2, monk's belt, ring of Mummy Monks: male mummy Mnk 6; CR 11;
protection +2. medium undead; HD 8d12+6d8+3; hp 111 each; Init +0;
Spd 40 ft.; AC 29, flat-footed 29, touch 16; Base Atk +8;
Encounter Six Grp +15; Atk: +15 melee (1d6+7, slam) or +13/+13
melee (1d6+7, flurry of blows); Full Atk: +15 melee
Hextorite Assassin (4): male human rog5/asn4; CR 9,
(1d6+7, slam) or +13/+13 melee (1d6+7, flurry of
medium-sized humanoid (human), HD 9d6+9, hp 48,
blows); SA despair, evasion, flurry of blows, ki strike
Init +10, Spd 40 ft; AC 23 (+6 Dex, +5 mithral shirt, +2
(magic), mummy rot, stunning fist attack 8/day (DC

GRM4-02 On the Royal Road to Hookhill Page 23


19); SQ damage reduction 5/–, purity of body, slow fall critical hits, non-lethal damage, ability drain, or energy
(30), still mind, undead traits, vulnerability to fire, drain. Immunity to any effect that requires a Fortitude
darkvision 60 ft.; AL LE; SV Fort +11, Ref +7, Will +13; save (unless the effect also works on objects or is
Str 25, Dex 10, Con *, Int 6, Wis 14, Cha 15. harmless). Not at risk of death from massive damage,
Skills and Feats: Concentration +2, Escape Artist +4, but destroyed when reduced to 0 hit points or lower.
Hide +10, Listen +8, Move Silently +10, Spot +8; Not affected by raise dead or reincarnate spells or
Alertness, Cleave, Deflect Arrows, Great Fortitude, abilities.
Improved Trip, Improved Unarmed Strike, Power Possessions: bracers of armor +3, monk's belt, ring of
Attack, Stunning Fist, Toughness. protection +3.
Evasion (Ex): If the mummy monk makes a
successful Reflex saving throw against an attack that Encounter Six
normally deals half damage on a successful save, it Rogue Assassin (4): male human rog5/asn6; CR 11,
instead takes no damage. Evasion can be used only if a medium-sized humanoid (human), HD 11d6+11, hp 58;
monk is wearing light armor or no armor. A helpless Init +10, Spd 40 ft; AC 23 (+6 Dex, +5 mithral shirt, +2
monk does not gain the benefit of evasion. ring), touch 18, flat-footed 17; Base Atk 7; Grp +9; Atk
Fast Movement (Ex): The mummy monk gains an +10 melee (1d6+3 plus 1d6 electrical, +1 shock short
enhancement bonus to its speed. sword) or +14 ranged (1d6, shortbow); Full Atk
Still Mind (Ex): The mummy monk has a +2 bonus +8/+8/+3 melee (1d6+3 plus 1d6 electrical, +1 shock
on saving throws against spells and effects from the short sword) or +14 ranged (1d6, shortbow);
school of enchantment. Space/Reach 5ft/5ft; SA sneak attack +6d6, death
Ki Strike (Su): The mummy monk’s unarmed attack, poison use, spells; SQ trapfinding, evasion, trap
attacks are empowered with ki. Its unarmed attacks are sense +1, uncanny dodge, +3 save vs. poison, improved
treated as magic weapons for the purpose of dealing uncanny dodge; AL NE; SV Fort +4, Ref +13, Will +3;
damage to creatures with damage reduction. Str 14, Dex 22, Con 12, Int 14, Wis 10, Cha 8.
Slow Fall (Ex): The mummy monk within arm’s Skills and Feats: Balance +14, Climb +3, Disable
reach of a wall can use it to slow its descent. When first Device +16, Disguise +4, Escape Artist +19, Hide +20,
using this ability, it takes damage as if the fall were 20 Jump +9, Knowledge: Local (Meta-Region) +3, Listen
feet shorter than it actually is. +12, Move Silently +20, Open Lock +20, Spot +13,
Purity of Body (Ex): The mummy monk has Tumble +18, Use Magic Device +4,Use Rope +7; Blind
immunity to all diseases except for supernatural and Fight, Combat Expertise, Improved Trip, Improved
magical diseases. Initiative, Two Weapon Fighting.
Despair (Su): At the mere sight of a mummy, the Possessions: Masterwork composite shortbow (+2
viewer must succeed on a DC 16 Will save or be Str bonus), 20 bolts, +1 mithral chain shirt, potion of cat’s
paralyzed with fear for 1d4 rounds. Whether or not the grace, two +1 shocking short swords, +2 ring of protection,
save is successful, that creature cannot be affected gloves of dexterity +4, cloak of resistance +2, 2 tanglefoot
again by the same mummy’s despair ability for 24 bags, 2 thunderstones, ring of invisibility, wand of
hours. The save DC is Charisma-based. obscuring mist (1st level caster), boots of striding and
Mummy Rot (Su): Supernatural disease—slam, springing, goggles of night. Has poison on short swords:
Fortitude DC 16, incubation period 1 minute; damage deathblade poison (Injury, Fort save DC 20, 1d6 Con,
1d6 Con and 1d6 Cha. The save DC is Charisma-based. secondary 2d6 Con) on one and purple worm poison
Unlike normal diseases, mummy rot continues on the other (Injury, Fort save DC 24, 1d6 Str,
until the victim reaches Constitution 0 (and dies) or is secondary 2d6 Str).
cured as described below. Spells known (4/4/1; save DC 12 + spell level): 1st
Mummy rot is a powerful curse, not a natural – disguise self, jump, obscuring mist, true strike; 2nd – alter
disease. A character attempting to cast any conjuration self, darkness, invisibility, spider climb; 3rd – deeper darkness,
(healing) spell on a creature afflicted with mummy rot false life, magic circle against good.
must succeed on a DC 20 caster level check, or the
spell has no effect on the afflicted character.
To eliminate mummy rot, the curse must first be
broken with break enchantment or remove curse
(requiring a DC 20 caster level check for either spell),
after which a caster level check is no longer necessary
to cast healing spells on the victim, and the mummy
rot can be magically cured as any normal disease.
An afflicted creature who dies of mummy rot
shrivels away into sand and dust that blow away into
nothing at the first wind.
Undead Traits: Darkvision out to 60 feet.
Immunity to poison, magic sleep effects, paralysis,
stunning, disease, and death effects. Not subject to

GRM4-02 On the Royal Road to Hookhill Page 24


DM Aids: Map #1 - The Route from Shiboleth to Hookhill

GRM4-02 On the Royal Road to Hookhill Page 25


DM Aids: Map #2 – Pit Trap Diagram

GRM4-02 On the Royal Road to Hookhill Page 26


Critical Event Summary

1. Did the party discover the pens where the wolves were kept? If so, did they figure out that the pens were
deliberately opened to release the wolves?

2. Did any Hextorite assassins get away from the party? How many?

3. Did anyone in the party attack the Knights of the Watch in Encounter 8? If so, who? Were they jailed, and
did they also have the Enmity of Nolar Thotec?

Please send all results to Michael D. Moore at [email protected].

GRM4-02 On the Royal Road to Hookhill Page 27

You might also like