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GRM6-04 - Curtains Drawn Around (3E)

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0% found this document useful (0 votes)
23 views

GRM6-04 - Curtains Drawn Around (3E)

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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GRM6-04

Curtains Drawn Around


A One-Round D&D® LIVING GREYHAWKTM
Gran March Regional Adventure
Version 0.6

by Ed Podsiad and Sean Flaherty


Reviewer: Gran March Triad Circle Reviewer: Steven Conforti
Playtesters: Bill Dimmick Joe Masdon, Sherrie Masdon, Eric Pelkey, Josh Pelkey, Nick Perch, Jason
Swanson, Russ Yates, Ryan White, Melissa White, Mark Liberman, Jack Lucas.

Watcher Corum Valstier has been kidnapped by some unknown enemy of Gran March masquerading as
a fellow knight. The fiend has brazenly called out the Knights of the Watch, the Church of Heironeous,
and heroes of Gran March at large challenging them to catch him if they can. Following the creature's trail
should be no problem as it begins a cross country trek from Orlane to points east leaving a trail of chaos
in its wake. Catching it and rescuing Valstier, however, may prove more challenging.
A Gran March regional adventure for APLs 6-12, and Part 4 of the Outsiders In series.
Note: This module will be of significant interest to members of the Knights of the Watch, Church of
Heironeous, and those who have participated in the other elements of the Outsiders In story arc (GRM5-
01 The Commandant's Parlor, GRM5-04IN The Lich Queen's Vengeance, GRM5-08 Up a Winding Stair).
®
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of
Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit
www.wizards.com/d20.
®
This is an official RPGA play document. To find out more about the RPGA and to learn more on how you can sanction and run
DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.

DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon
Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is
protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction.
Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the
adventure author or authors.

Visit the LIVING GREYHAWK website at www.rpga.com.


For questions specific to this document and your region please e-mail your triad point of contact (POC) at [email protected]. For
LIVING GREYHAWK campaign questions email [email protected].
RPGA SANCTIONED PLAY PREPARING FOR PLAY
To get the most out of this adventure, you need
Most likely you ordered this adventure as part of
copies of the following D&D books: Player’s
an RPGA even from the RPGA website, or you
Handbook, Dungeon Master’s Guide, and the
received it from your senior gamemaster. To play
Monster Manual.
this adventure as part of the LIVING GREYHAWK
campaign—a worldwide, ongoing D&D campaign Throughout this adventure, text in bold italics
set in the GREYHAWK setting—you must sanction it provides player information for you to paraphrase
as part of an RPGA event. This event could be as or read aloud when appropriate. Sidebars contain
elaborate as a big convention, or as simple as a important information for you, including special
group of friends meeting at the DM’s house. instruction on running the adventure. Information
on nonplayer characters (NPCs) and monsters
To sanction an RPGA event, you must be at
appear in abbreviated form in the adventure text.
least a HERALD-LEVEL gamemaster. The person
Full information on NPCs and monsters are given
who sanctions the event is called the senior
in the Appendices.
gamemaster, and is in charge of making sure the
event is sanctioned before play, runs smoothly on Along with this adventure you’ll find a RPGA Table
the date sanctioned, and then reported back to the Tracking sheet. If you’re playing this adventure as
RPGA in a timely manner. The person who runs part of an RPGA-sanctioned event, complete and
the game is called the table Dungeon Master (or turn in this sheet to your senior GM directly after
usually just DM). Sometimes (and almost all the play. You’ll also find a LIVING GREYHAWK
time in the cases of home events) the senior Adventure Record (AR).
gamemaster is also the table DM. You don’t have
to be a HERALD-LEVEL GM to run this adventure if
you are not the senior GM.
LIVING GREYHAWK LEVELS
By sanctioning and reporting this adventure OF PLAY
you accomplish a couple of things. First it is an Because players bring their own characters to
official game, and you can use the AR to advance LIVING GREYHAWK games, this adventure’s
your LIVING GREYHAWK character. Second player challenges are proportionate to the modified
and DMs gain rewards for sanctioned RPGA play average character level of the PCs participating in
if they are members of the DUNGEONS & DRAGONS the adventure. To determine this modified Average
REWARDS program. Playing this adventure is worth Party Level (APL) follow the steps below:
two (2) points.
1. Determine the character level for each of the
This adventure retires from RPGA-sanctioned PCs participating in the adventure.
play on December 31, 2007.
2. If PCs bring animals that have been trained for
To learn more about the LIVING GREYHAWK combat (most likely dogs trained for war),
character creation and development, RPGA event other than those brought by virtue of a class
sanctioning, and DUNGEONS & DRAGONS REWARDS, ability (such as animal companions, familiars
visit the RPGA website at www.rpga.com. paladin’s mounts) or the warhorse of a
character with the Mounted Combat feat, use
PLAYERS READ NO the sidebar chart to determine the number of
levels you add to the sum of step one. Add
FARTHER each character’s animals separately. A single
PC may only bring four or fewer animals of
If you are planning on playing this adventure, stop
this type, and animals with different CRs are
reading now. The rest of the information in this
added separately.
adventure is for the DM only. If you read farther
than this section, you’ll know too much about its 3. Sum the results of step 1 and 2, and divide by
challenges, which kills the fun. Also, if you’re the number of characters playing in the
playing this adventure as part of an RPGA- adventure. Round to the nearest whole
sanctioned event, reading beyond this point number.
makes you ineligible to do so.
4. If you are running a table of six PCs, add one
to that average.

GRM6-04 Curtains Drawn Around Page 1


Mundane # of Animals
Animals Effect
on APL
1 2 3 4

1/4 & 1/6 0 0 0 1

1/3 & 1/2 0 0 1 1


Throughout this adventure, APLs categorize the March pay one Time Unit per round, all others pay
level of challenge
1 the
1 PCs 1 face.
2 APLS3 are given in two Time Units per round.
even-numbered increments. If the APL of your
Adventurer’s Standard Upkeep costs 12 gp
CR of Animal

2 an odd
group falls on 2 number,
3 4ask them
5 before the
per Time Unit. Rich Upkeep costs 50 gp per Time
adventure begins
3 whether
3 4 they
5 would
6 like to play a
Unit. Luxury Upkeep costs 100 gp per Time Unit.
harder or easier adventure. Based on their choice,
4 higher 4 or the
6 lower
7 adjacent
8 Characters that fail to pay at least Standard
use either the APL.
Upkeep will retain temporary ability damage until
APL also5 affects
5 the
7 amount
8 9of experience the next adventure, must buy new spell
and gold 6a PC can 6
gain
8
at
9
the
10
end of the component pouches and healer’s kits, and may
adventure. If a player character is three character suffer other in-game penalties (or possibly gain in-
levels or more
7 either
7 higher
9 or10lower
11 than the APL game benefits) as may be detailed in this
at which this adventure is being played, that adventure.
character receives only one-half of the experience
A character who does not pay for at least
points and gold for the adventure. This simulates
Standard Upkeep may also avoid the above-
the fact that either the PC was not challenged as
described penalties by living off the wild. If the
much as normal or relied on help by higher-level
character possesses four or more ranks in the
characters to reach the objectives.
Survival skill and succeeds at a Survival check
Furthermore, a PC who is four or more levels (DC 20), the character will heal temporary ability
higher than the highest APL supported by the damage as if he or she paid for Standard Upkeep,
adventure may not play the adventure. may refill spell component pouches and healer’s
kits, and may restock up to 20 arrows or bolts if
the character has at least four ranks in Craft
(bowmaking). The player is allowed to Take 10 on
this roll.
More information about Lifestyle and Upkeep
can be found in the “Lifestyle and Upkeep” section
of Chapter 3 of the LIVING GREYHAWK Campaign
Sourcebook.

ADVENTURE BACKGROUND
The Outsiders In series began with GRM5-01 The
Commandant’s Parlor in which heroes of Gran
March discover yet another plot to assassinate the
Commandant. This time the assassins attempted
to capture the Commandant, not just kill him a fate
from which he had proven to be easily
resurrected. The source of the plot was revealed
by a githzerai prisoner as a shadowy figure known
LIVING GREYHAWK adventures are designed for as Maimbua. PCs thwarted the plan to hold the
APL 2 and higher. Four or five 1st-level characters Commandant prisoner on the Astral Plane with
may find the challenge of an APL 2 adventure assistance of elite members of the 1st Battle and
difficult. Suggest the following to these groups to the Commandant himself.
help increase their chances of success: In the process, numerous citizens of Gran March
1. Enlist a sixth player. took possession of githyanki silver swords and in
an effort to reclaim these, the githyanki Lich
2. Advise characters to buy riding dogs to help Queen launches a counter assault on Gran March,
protect them, and fight for them. which was the battle interactive GRM5-IN04 The
Lich Queen’s Vengeance. Knight Colonel
TIME UNITS AND UPKEEP Thero’kay’s 34th Provisional Battle drove off the
incursion at Haradaragh with considerable
This is a standard one-round Regional adventure, assistance from the adventuring populace
set in Gran March. Characters native to Gran gathered there. Rumors surfaced that one of the

GRM6-04 Curtains Drawn Around Page 2


commanding generals of the incursion was also Knights of the Watch, Church of Heironeous
the mysterious Maimbua. members and those friendly with these two groups
receive a summons to the Temple of Heironeous
A few months later, a wave of plagues swept
where they are informed of Corum Valstier’s
across the northwestern portions of Gran March.
kidnapping. The Knights of the Watch and Church
The source of these plagues was identified
of Heironeous need the PCs help in locating
eventually as an undead minion of this same
Valstier. The church will give the PCs a copy of
Maimbua hidden deep within the ruins thought to
the kidnapper’s letter.
be Haradaragh. Upon the creatures destruction,
an image of Maimbua appeared to its killers, Introduction 1B:
threatening even more dire retribution and
All others receive a letter from a hired courier
punishment for Gran March and Magnus Vrianian
written by the kidnapper, explaining Valtstier’s
personally.
predicament and further taunting the PCs that they
Maimbua has now returned to Gran March to will be unable to locate him before he is killed. The
cause the Commandant and his Knight of the content of this letter varies slightly depending upon
Watch allies personal pain, cause some chaos in whether the PC in question has participated in
the southern part of the country, and take his thwarting Maimbua’s earlier schemes or not.
pursuers on a journey that provides clues to the
Encounter One:
Commandant’s transgression. Maimbua’s plan is
to kidnap and eventually murder a venerable and It is suggested in the letter that certain clues will
highly regarded Knight of the Watch, Corum be found Valstier’s residence in Orlane. When the
Valstier. Watcher Valstier is like a second father to PCs travel there, they will find Valstier’s house in
most of the Knights in Gran March and sponsored perfect order. If the PCs search they can find
many of the first PC Knights into the organization. momentos of Valstier’s history in the Knights of the
In addition to Valstier’s murder, Maimbua plans to Watch, a confession of Erik Thunder, a clue to the
sell or otherwise distribute numerous cursed items identity of the kidnapper, a more detail invitation to
in an effort to harm some of the people the Knights chase him with some explanation of his motives
are sworn to protect. Most importantly though, and a strange magical item that retains only a bit
Maimbua is setting the PCs on a journey in which of it’s former power. Additionally, people living
each encounter is an allegory of some element of nearby will indicate that a curtained carriage
the Commandant’s crime against Maimbua’s stopped by Valstier’s house not long ago, but they
master. were unable to see anyone enter or leave the
house, though they did hear quite a ruckus. PCs
may also hear rumors of someone in a curtained
ADVENTURE SUMMARY carriage selling magic items at a ridiculously low
After a failed attempt to capture the Commandant price.
of Gran March, and several attempts to sow chaos
Encounter Two:
throughout the country, Maimbua is now trying to
sow discord among the ranks of the Knights of the When leaving Valstier’s house, they will hear an
Watch who removed the previous Commandant. explosion down the street. This is a spell weaver’s
He has also become frustrated enough with his disk detonating. A member of the Corporation
previous failures that he is beginning to see the purchased it from the curtained carriage and was
need to turn reveal some of the truth behind his playing with it in a local tavern when it exploded
grudge in an attempt to turn meddling PCs against killing him and several bar patrons. A friend of his,
the Commandant. To that end he has captured also a Corporation member, was in the outhouse
Corum Valstier a high ranking Knight and when it exploded and was spared. He has another
respected member of the Gran March community. of the disks himself which he will hand over to the
In so doing he has killed and trapped the soul of PCs when they realize it was the disk that
Erik Thunder, a Knight of the Dispatch. Maimbua exploded. About the time the PCs take possession
has sent letters to those individuals that have of it, its owners will return to claim it.
thwarted him in the past, daring them to try to find
If a PC member of The Coporation is able to
Valstier. In addition he has invited visitors to Gran
identify him as a Corporation member via
March to participate in the discovery of clues to a
Corpspeak, he will indicate to him they should find
tale that could impune Vrianian’s reputation.
whoever is responsible and ‘pay them back in
Introduction 1A:

GRM6-04 Curtains Drawn Around Page 3


kind’. He will tell the PCs that the carriage rider scroll, empty a sack of ‘magic items’, toss several
indicated he was heading to Buxton’s Crossing. ‘beans’ to the ground which will spawn monsters,
and then planeshift the entire carriage away.
Encounter Three:
Conclusion:
In Buxton’s Crossing, the PCs will most likely stop
into a local inn to find out if the curtained carriage Upon defeating the last of their foes, the PCs will
has been through town yet. They will also find the scroll is of a specialized form of planeshift
overhear a conversation regarding a local bully that will transport the PCs to a specific point in
and criminal who has recently begun doing many another plane, but it is not known which plane it
good deeds, though they believe it to be just points to. The magic items are of vary type and
another one of his cons. They will discover that the are all cursed, bonding with the first poor soul to
bully bought something from the curtained touch one. Each PC can only receive one cursed
carriage. magic item. After informing the Knights of the
Watch, Church of Heironeous or any other
Encounter Four:
authorities, they will be asked to pursue this
When the PCs go to the bully for information, they curtained carriage to whatever the destination of
will discover that after buying a new hat, he had a the planeshift scroll is.
‘revelation’ and now only wants to help people. He
will assist the PCs by telling them that the
curtained carriage left for Proman if the PCs can
PREPARATION FOR PLAY
help convince the locals that the bully has mended Prior to beginning play, the GM will want to
his evil ways. familiarize themselves with several rules items and
Encounter Five: information about the PCs as follows:

When the PCs arrive in Proman, they will • Determine if any of the PCs are members
immediately notice that there is trouble. Several of or friendly to the Knights of the Watch,
panicked townsfolk run past them, and when or the Church of Heironeous. These PCs
questioned, indicate that ‘skeletal elves’ appeared will receive Introduction A and Player
out of nowhere and begun attacking townsfolk at Handout 1.
random. PCs can follow the sounds of fighting and • Determine if any of the PCs are members
will come upon a Gran March officer wielding a of The Corporation.
silver bastard sword surrounded by several
githyanki. • Determine if any PCs have played GRM5-
01 The Commandant's Parlor, GRM5-
After the battle, the officer will inform the PCs that 04IN The Lich Queen's Vengeance,
he purchased the sword from a curtained carriage GRM5-08 Up a Winding Stair. These PCs
that had come through not long ago, as he wanted will receive Introduction B and Player
a relic from the fighting in Haradaragh. He will Handout 2. All other PCs will receive
thank the PCs for saving him and will inform them Introduction B and Player Handout 3.
that the curtained carriage is heading to Traziada
in Barony Manthus. • The following skill checks and saving
throws should be rolled in advance from
Encounter Six: every player: Spot check x3, Listen check
The PCs arrive in Traziada, and upon questioning x3, Will save x3
the locals, they will indicate that they saw the • No divination spell will allow a PC to
curtained carriage ride through town not some locate Maimbua’s black carriage or
minutes ago. They will direct the PCs to the other anything or anyone within it (including
side of town, and the PCs will suddenly find Maimbua and Corum Valstier), as it is
carriage tracks that lead them to a clearing around protected by a host of powerful magics.
a statue of a former commandant. The carriage This includes, but is not limited to Scry,
will be there, waiting silently. Upon arriving at the Locate Object, Locate Creature, and
scene, Maimbu will speak telepathically to the PCs Sending.
and inform them of the reason for the kidnapping
of Valstier and his attempt to have the • Some higher level PCs may want to use
Commandant deposed. He will taunt the PCs, spells such as Teleport to move from town
inviting them to his home plane. He will drop a to town. In this case, assume that

GRM6-04 Curtains Drawn Around Page 4


Maimbua knows that he is dealing with Reaching the chapel, you see that Watcher
more powerful adventurers, and is using Prygen is a dark-haired priest of Heironeous in
his own Greater Teleport ability to move, addition to being a Knight of the Watch. His
always staying one step ahead of the blue eyes flash with insight and cunning as he
PCs. If the PCs somehow gain information greets you and several others entering the
that allows them to skip entire encounters sanctuary by name.
(or do so out of sheer luck), they will not
receive experience points or treasure for “I would normally stand on formality and take
the encounters that were skipped. a moment to properly introduce myself, but
time is of the essence and a greater life than
• Maimbua’s black carriage, as well as the mine is at stake. At dawn today, copies of this
beasts who pull it, never leaves any tracks letter were simultaneously delivered to every
unless Maimbua wills it to. At no point will stronghold of the Knights of the Watch in Gran
PCs ever find any tracks from the carriage March and Arweth.”
or horses until Encounter 6.
Players should be given Player Handout One at
• This module makes use of several cursed this time.
magic items that may affect or bind to a
He continues as you read, “because of the
character who so much as even picks one
Order’s strong ties to the Church of
up. Because of this, the GM must inquire
Heironeous, we have enlisted the aid of the
as to who specifically picks up which items
and where they are stored throughout the faithful and their allies. In summary, Watcher
entire module, whether the item is cursed Corum Valstier who was like a second father to
or not. Maintaining this line of questioning generations of knights has been kidnapped by
throughout the module will prevent players someone calling themselves Maimbua and
from meta-gaming about which items are daring us to try to catch him. As we speak
cursed and which are not. All curses Knights of the Watch are mustering from every
should be adjudicated using the relevant corner to track down this fiend, but you are
rules for removal of the curse for each here now and we would like to request your
specific item as outlined in the DMG. aid.”
If the PCs agree to cooperate, Watcher Prygen
INTRODUCTION 1A: can supply the following additional information:

FRIENDS OF THE JUST • Watcher Valstier was the unofficial


historian for the Knights of the Watch. He
The following introduction is for those PCs that are has been writing a history of the order for
members or friends of the Church of Heironeous several years.
or the Knights of the Watch.
• He was the sponsor for several
A warm, late spring morning in Orlane finds generations of Knights and several
you in the market of the town. The city has notable military officers.
now been fully rebuilt through the business
savvy of Chancellor Houseman since the giant • His full title is Watcher Corum Valstier
invasion in CY 592. As you review the wares of Most Gallant Hippogriff.
merchants and farmer’s alike, a preteen boy in • He has lived in Orlane for the last several
ill-fitting chainmail approaches you. “Excuse decades since his retirement from active
me, sir [or madam] the priest asked me to find service to the Knights.
you and give you this.” Saying this, boy hands
you a letter sealed with two unmistakable • When the letters regarding Valstier’s
sigils: a lightning bolt clenched in a strong kidnapping were received, Watcher
right fist and shield with a rampant owl Prygen was contacted via several
emblazoned upon it. sendings to check in on his fellow
Watcher.
The note is simple and urgent. It is from
Watcher Seil Prygen, Intrepid Fox and he is • The letters were all delivered by hired
requesting your immediate attendance at the couriers who were paid in strange silver
small chapel to Heironeous maintained by the coins. They were given the letters the
20th Battle at their headquarters.

GRM6-04 Curtains Drawn Around Page 5


previous evening by men of varying Later in CY 595 Hugo of Geoff, The Grandiose
description in several Gran March cities. Imperial Wyvern of the Knights of the Watch, held
a convocation with the senior knights. What
• When Watcher Prygen reached Valstier’s transpired there is secret even from most knights,
cottage, he found no signs of a struggle but an order went out from there that all knights
but only another copy of the letter and were to search their souls for folly and weakness,
Dispatcher Erik Thunder’s lifeless body. be evaluated by three of their brethren and
He clearly died in intense physical and recommit themselves to the order or be cast out.
spiritual pain. Thunder already knew he failed to measure up but
• If the PCs wish to examine Thunder’s through his rank and some deception was able to
corpse Prygen will take them to it in a hide from the inquest.
different part of the chapel where it is Thotec is no fool and realizes his potential
being prepared for burial. exposure with Thunder still alive. Maimbua has
• Watcher Prygen has determined that been searching for allies against Gran March and
Dispatcher Thunder either cannot or does in pursuit of a lever against the Knights of the
not wish to speak with the living or return Watch discovered Thunder’s duplicity. While
to life. No spells requiring access to the Thotec and Maimbua have not met they are very
soul will work on Thunder including, but aware of each other’s actions and Thotec has
not limited to speak with dead, raise dead, facilitated Maimbua’s efforts from a distance in the
reincarnation and resurrection. hope that Thunder’s death would result. Maimbua
recognized the machinations of another master of
• Dispatcher Thunder’s corpse is intact save darkness and has obliged Thotec while serving his
for the carved message and a small own needs.
dagger wound on his back at the base of
the neck. Once he has answered all relevant questions from
the PCs, Watcher Prygen will provide them with
• A message was carved into Thunder’s directions to Valstier’s cottage and ask them to
flesh in Infernal. Prygen has taken the proceed with haste.
liberty of translating the message. Based
on his healing checks, Prygen has
determined that Thunder himself carved INTRODUCTION 1B: TAUNTS
the message before he died while under OF THE TIGER
some kind of compulsion. Player Handout
#4 is a transcription of this message into The following introduction is for all PCs that did not
Common. receive the first introduction
Thunder’s confession requires some explanation. A warm, late spring morning in Orlane finds
In GRM5-02 Enemy of My Enemy, Erik Thunder you in the market of the town. The city has
did in fact misguidedly fear a union of liberated now been fully rebuilt through the business
Geoff and Veluna against the Gran March and the savvy of Chancellor Houseman since the giant
Knights of the Watch. He sought counsel with invasion in CY 592. As you review the wares of
some of his fellow knights and his friend and merchants and farmer’s alike, a young boy in
spiritual advisor Aliam Nestor. Nestor convinced ragged clothing approaches. “Excuse me, sir
him that treating with the giants, despite going [or madam] that man asked me to find you and
against everything the Knights of the Dispatch give you this.” Saying this the boy hands you a
believe, was the right choice. Unfortunately Nestor letter and turns to point at someone. He cocks
is one of many aliases of the infamous Nolar his head curiously and says, “Well, he was
Thotec, a cleric of Hextor hoping to embarrass the right there a minute ago. I hope the silver he
knights. gave me doesn’t disappear too.”
In the course of GRM5-02 Thotec blackmailed a Players should be given Player Handout Two or
druid into thwarting PCs attempting to prevent Three as appropriate at this time.
Thunder’s emissary from reaching the giants. This
The boy does not know anything about the
druid had in his possession a letter indicating
contents of the letter. He will describe the stranger
Thotec’s desire for the mission to succeed and
as a human man with a scruffy beard and fine
when the letter made its way back to Thunder he
clothes. If the PCs ask to see the silver, the boy
realized his folly.

GRM6-04 Curtains Drawn Around Page 6


will become suspicious of their motives. If they Tavern. Coincidentally, the directions to The
push the issue he will attempt to run off. If he is Crying Giant take the PCs right past Valstier’s
caught and/or forced to show the coin, it is indeed House.
a strange silver piece with the words, “By
Encourage the PCs to at least investigate
Vlaakith’s Might.” A DC 20 Knowledge (Planes)
Valstier’s residence. If they do so, proceed to
check tells the PC that Vlaakith is the Lich Queen
Encounter 1.
that rules over the githyanki race with an iron
hand. If the PC has played GRM5-01 The
Commandant’s Parlor or GRM5-04IN The Lich ENCOUNTER 1: KNIGHT
Queen’s Vengeance, they will receive a +5
circumstance bonus to this roll. FALL
An attempt at Gathering Information will take 1 A well kept rock lined path leads through a
hour, cost 5 gp and yield the following: (give all small copse of elm trees. After a short bend in
information up to the DC check indicated) the path, you see a small cottage. Approaching
the door to the house you see that it is closed
• DC 5: A strange carriage pulled by black and two armed men are standing guard on the
horses was seen in Orlane just porch. Both wear chainmail and carry halberds
yesterday. Its owner was obviously and longswords. Their tabards display the
very wealthy. argent owl symbol of the Knights of the Watch.
• DC 10: A cloaked man wearing fine clothes The guards are low-ranking Knights of the Watch,
was selling magic items from the Thorian Tapek, Courageous Vigil and Razen
carriage. I hear the magic items were Ennegan, Intrepid Vigil. They are both 18 years
going for dirt cheap prices! I wish I old and fresh out of the military, having spent most
had been around to get one. of their military career fighting giants in Geoff.
• DC 15: The carriage had the symbol of the They have been instructed to stand watch on
Knights of the Watch on its doors, so I Valstier’s house until relieved. These young
figured the Knights were just trying to Knights are very respectful of everyone, especially
help out the community by selling other Knights. PCs who played GRM2-03 Midnight
some of their gear at low prices. Say Dawn may recognize Thorian Tapek as Corum
what you will about the Knights but Valstier’s young protégé from that module. He will
they are very giving. know any PCs who participated in his rescue by
sight and name and be openly friendly to them
• DC 20: My brother says the carriage stopped (providing a +5 circumstance bonus to the
at Corum Valstier’s house, but that’s diplomacy checks below).
nothing new. There’s always some
They have been instructed not to allow anyone but
high fillutin’ Knight or another stopping
government officials or other Knights of the Watch
by his place.
to enter the premises. They will freely allow PC
• DC 25: The carriage left Valstier’s house after members of the Knights of the Watch or Dispatch
being there for only 10 minutes. It took to enter the house. Any active duty member of the
the road east out of town. military can make a DC 10 Diplomacy to check to
enter the house to have a look around. Other PCs
• DC 30: I think the magic items that the Knight must make a DC 30 Diplomacy check to be
of the Watch carriage was selling are allowed entry. A PC showing the guards their letter
cursed. My cousin bought one and from Maimbua receives a +10 circumstance bonus
he’s been acting strangely ever since. to this roll. Alternatively, a PC may make a Bluff or
Disguise roll to gain entry, or enter surreptitiously
without the Watchers’ knowledge. The guard’s
Many people in Orlane know where Valstier lives stats are located in Appendix 1. Keep in mind that
and will gladly give directions. both guards will get an opposed roll and, since
If any Corporation PCs use their contacts to get they trust each other implicitly, will back the other’s
more information about either Valstier or the instincts with regards to deception.
carriage, they are directed to see Perin Tunghan, The guards cannot be bribed, and under no
boss of the local gang The Wheat Street Warriors. circumstances will both guards leave their post. If
He can usually be found at The Crying Giant the PCs are rude, belligerent or disrespectful to

GRM6-04 Curtains Drawn Around Page 7


the Knights, their attitude will immediately shift to body that was left in the cottage. The
Unfriendly and they will deny entrance to the third seems to be without a
house to that PC and anyone obviously associated geographic component and should be
with them. Any PC caught trying to enter the interpreted as meaning Orlane. A
house will provoke a similar attitude change, and, Knowledge (geography) check DC 10
additionally, one Knight will use his signal whistle will reveal that the fourth seems to
to summon a patrol, then both will attempt to indicate a man in Buxton’s Crossing.
subdue the perpetrator using non-lethal force. A A Knowledge (geography) check DC
cavalry patrol of 8 soldiers on horseback will arrive 15 will reveal that the fifth seems to
within 2d10 rounds. Unless the PC takes special indicate spoils of a battle in
measures to avoid capture (simply running away Promanshire (A Knowledge (history)
will not work) assume that the patrol apprehends DC10 will reveal that there have been
them and throws them in the stockade for a no significant battles there in modern
minimum of 4 days. Give that player his AR as his history). A Knowledge (geography)
adventure is now over. If the PC avoids capture, check DC 20 will reveal that the sixth
he is now Wanted per the AR. seems to indicate something in
Barony Manthus at the feet of the
Entering Valstier’s home you find the knight’s
Lortmils.of which Traziada is the
cottage in nearly perfect order. The furnishings
capital city
are austere and there is nothing of great value,
although the walls are hung with a variety of • DC 25: A metal rod hidden under the simple
portraits of knights and several shelves are sofa. It is 10 inches long and about 1
covered with mementos of quests long inch in diameter and covered with
complete. One room looks to have once been a intricately etched arcane sigils. A DC
large library, but now it’s book shelves lie 25 Knowledge (planes) check will
nearly barren and dust covered. indicate that this metal is actually
Astral Driftmetal and is found only on
A Search check will reveal the following:
the Astral Plane, while a DC 25
• DC 5: A portrait of two young looking Knights Knowledge (arcana) check will reveal
of the Watch with an older knight. A that the runes relate to magic dealing
Knowledge (nobility) check DC 15 will with curses and the storage of
determine that the older man is magical power. A detect magic spell
Valstier, DC20 will indicate that one of will reveal a ‘dim’ lingering aura on the
the younger men is Magnus Vrianian rod, and a DC 22 Spellcraft check will
and a DC25 will indicate that the other reveal that the aura is of the
is Petros Gwalchen. Transmutation school. The rod is all
that remains of a bane rod, a device of
• DC 10: A replica of a bridge is prominently Maimbua’s own creation that can
displayed on one of the empty book store a variety of malicious spells and
cases. The inscription on it reads, “To release them with but a thought, from
Watcher Corum Valstier from the any distance. This device is what gave
grateful people of Orlane. You are the Maimbua the edge over Valstier and
bridge from our past to the future.” Erik Thunder. He had a summoned
• DC 15: In a desk drawer are copies of Invisible Stalker carry the rod into the
dozens of letters of recommendation house, then released it’s energy, in
to squire to the Knights of the Watch this case a stored greater bestow
across a span of five decades. curse that reduced the Strength of
Notable among these are a letter for everyone in the room to 1,
Commandants Petros and Vrianian. permanently.

• DC 20: Burned into the floor beneath a fine The “map” above is the first of many clues that
rug is a message from Maimbua. See may allow the PCs to piece together the nature of
Player Handout Five. Decoding the Maimbua’s grudge against the Commandant. They
map is relatively simple. The first line are outlined here and in each encounter that
is a somewhat odd introduction. The includes one for completeness:
second clearly refers to Thunder’s

GRM6-04 Curtains Drawn Around Page 8


1. A Knight of the Watch (Thunder), through Suddenly, a young man with short blonde hair
hubris, is unknowingly duped by his and scruffy beard wearing commoners clothes
enemies. and an embroided cloak bursts through the
back door. His face pales visibly and he rushes
2. An outsider (spellweaver) comes for a
over to one of the dead men. Gathering him up
dearly held magic item that was stolen
in his arms, you can hear him whispering
from it.
“Dub, no”.
3. A person (Dyrain) committed to his way of
The tavern is in no danger of catching fire. If
life is given a gift that turns him irrevocably
questioned, the man will tearfully related his story.
from his path and the community around
him shuns him. “The name’s Perin. Me and Dubne came here
4. Another outsider (githyanki) comes for a to The Crying Giant for some breakfast. I had
dearly held magic item that was stolen just left to go to the outhouse and Dub was
from its kindred. fiddling with a magic amulet we had just
bought yesterday. I heard the explosion and
5. A Commandant (Treyn) with a secret is rushed back in.”
honored by the people of his home,
despite having an illegitimate child. Perin reverently lays the body of his comrade
down on the blood soaked floor, “Perhaps, we
While the GM should not tie together what these could take this conversation outside, I’m
clues mean in combination, players should have a feeling a little…ill”. He stands and makes his
chance to learn each clues independent meaning way out the front door, pausing in the street to
in order to make the journey have purpose. Allow violently wretch.
them to draw their own conclusions.
PCs with the Corporate Speak language need to
As the PCs leave Valstier’s house, proceed to make a Spot check DC20 to notice some script in
Encounter 2. Corporate Speak hidden among the embroidery of
his cloak conveying two concepts, “Elder” and
ENCOUNTER 2: FREE “Brother.” For non-Corporation PCs, the spot
check and a Decipher Script check DC30 will
LUNCH? reveal this information. Perin, once satisfied by the
PCs motives, will ask them to avenge Dubne’s
You make your way down the elm lined path to death by hunting down the carriage. He will assure
the main road when the sound of a loud the PCs that he will make it worth their while.
explosion reaches your ears. You quickly
discover the source of the disturbance is a It is easy to locate the scorched amulet lying on
small tavern not one hundred yards distant. Its the floor next to Dubne’s body. If questioned
windows and shutters have been blown out regarding it, Perin will say that they each
and wisps of smoke curl into the sky. The door purchased one of the amulets from a wealthy
has been blown off its hinges and a badly looking man riding in a black carriage. The man
burned man staggers out into the street. A said that, when activated, the amulets would
woman shrieks and several townsfolk rush to increase their health and agility. The man was
his aid. selling them at cut rate prices, but the carriage had
the symbol of the Knights of the Watch on it, so he
The tavern is The Crying Giant Tavern and the figured it was just a really good deal. The man has
burned man is Darin, the tavern owner. He has his own amulet around his neck, which he will
been badly burned but is still alive. Several other gladly hand over to the PCs for inspection.
patrons and staff are not so lucky. If the PCs enter
the tavern they will find a scene of destruction. The amulets are 6 inch diameter disks of an
unknown, apparently indestructible metal. Perin’s
Seven male patrons and two female serving amulet glows with color that slowly shifts through
girls are clearly dead. The tavern is in the spectrum. A detect magic spell will reveal a
shambles, chairs and tables are smashed and Dim lingering aura on the burnt amulet and a
blackened from the blast and blood and body Strong aura on Perin’s amulet, while DC 18
parts are splashed liberally about the room. Spellcraft checks will identify the auras as from the
Small fires smolder here and there and the Transmutation school.
entire place looks as if it has just been
‘fireballed’.

GRM6-04 Curtains Drawn Around Page 9


A Knowledge (planes) check DC 25 will reveal that in each encounter that includes one for
the disks are actually chromatic disks, powerful completeness:
magical devices created by the Spell Weavers, an
1. A Knight of the Watch (Thunder) through
enigmatic, six-armed race of powerful
hubris is unknowingly duped by his
spellcasters. Maimbua acquired several of the
enemies.
disks and sold them under false pretenses to
individual’s that he believed could and would 2. An outsider (spellweaver) comes for a
attempt to activate their power (usually by the Use dearly held magic item that was stolen
Magic Device skill). When anyone except a Spell from it.
Weaver attempts to activate the device, it
3. A person (Dyrain) committed to his way of
explodes and deals 4d10 points of damage to
life is given a gift that turns him irrevocably
everything with 30 feet (no saving throw).
from his path and the community around
Unfortunately for the PCs, a pair of Spell Weavers him shuns him.
are currently tracking the location of these disks
4. Another outsider (githyanki) comes for a
so that they can be retrieved and the thief properly
dearly held magic item that was stolen
punished. Depending on the APL, the Spell
from its kindred.
Weavers will send their minions against the PCs,
or do battle against the PCs themselves. 5. A Commandant (Treyn) with a secret is
honored by the people of his home,
The spell weavers are flying invisibly overhead,
despite an illegitimate child.
and once they spot Perin in the street handing his
amulet over to one of the PCs, they will begin While the GM should not tie together what these
preparing for their attack. clues mean in combination, players should have a
chance to learn the independent meaning of each
APL 6 (EL 6)
clue in order to make the journey have purpose.
Phase Spider (1), hp 49; see Monster Allow them to draw their own conclusions.
Manual, page 207.
If the PCs go to see Perin before going to
Hellhound (1), hp 27, see Monster Manual,
Valstier’s house, these same events will occur as
page 151.
they approach the tavern.
APL 8 (EL 8)
Phase Spiders (3), hp 49 each; see Monster ENCOUNTER 3: THE CHASE
Manual, page 207.
IS ON
APL 10 (EL 10)
The sight of The Smiling Fox Tavern greets
Spell Weaver (1), hp 60; see Appendix 4. you as you enter Buxton’s Crossing in search
APL 12 (EL 12) of your quarry and the kidnapped Watcher.
People and horses make their way though the
Spell Weaver (2), hp 60 each; see Appendix crossroads of the March busily going about
5. their daily tasks. There is no sign of the black
After the Spell Weavers or their minions attack, carriage you seek or the chaos Maimbua
Perin will run back into the destroyed tavern to threatened to spread in his wake.
hide until the battle ends. Assuming that the PCs If the PCs question general townsfolk regarding
survive the encounter, he will tell them that the the whereabouts of the black curtained carriage, a
man in the carriage mentioned that he had to Gather Information check will cost 5 gp, take 1
leave straight away to go to Buxton’s Crossing, hour of time and yield the following results: (give
and left town heading in that direction. all information up to the DC check indicated)
If at some point PCs discuss the implications of • DC 5: A strange carriage pulled by black
the “six armed” spellweavers with regard to horses was seen in Buxton’s Crossing just
Maimbua’s map, allow an Intelligence Check yesterday. Its owner was obviously very
DC15 to discern item two of the allegory: wealthy.
The allegory of the Commandant’s deed that has • DC 10: A cloaked man wearing fine
resulted in Maimbua’s grudge is outlined here and clothes was selling magic items from the

GRM6-04 Curtains Drawn Around Page 10


carriage. I hear the prices were really mule. He even gave him 2 gold pieces to
good. Don’t seem right to me. make up for it. He suspects Dyrain must
have been hit in the head with a rock.
• DC 15: The carriage had the symbol of the
Knights of the Watch on its doors. I saw The men will gladly give directions to Dyrain
Dyrain Eden talking to whoever was Eden’s house.
inside, I figured he was finally in trouble,
but nope, they let him walk away.
ENCOUNTER 4: CHANGE OF
• DC 20: I’m pretty sure Dyrain Eden bought
something from that black, curtained
HEART
carriage. He’s been acting funny ever Dyrain Eden’s house is a ramshackle affair that
since. Like somebody put the fear of has obviously been patched in several places
Hieroneous in him. quite recently. A window box holds freshly
Alternatively, if the PCs go to the local watering planted flowers and a new coat of soft blue
hole, The Wagon Wheel Inn, they can ask paint glistens on the door emblazoned with the
questions of the barman, Sefig. He will give the lightning bolt of Heironeous. A light-hearted
above information on a successful Diplomacy whistling can be heard within, the notes easily
check of the corresponding DC. PCs will get a +2 recognizable as a popular Gran March anthem.
circumstance modifier if they are active-duty If the PC’s knock, Dyrain will answer the door and
members of the military, and a +2 circumstance gladly welcome them inside. It is obvious that the
modifier if they are identifiable as Knights of the house has recently been cleaned from top to
Watch (both modifiers can apply). bottom. Dyrain is a younger, heavily built man
Additionally, the PCs have a chance to overhear a wearing freshly patched cotton pants and shirt, as
conversation between four older men in one well as a new, floppy brimmed fishing hat and a
corner of the tavern. A DC 15 Listen check will dirty apron. He will offer tea and some freshly
allow a PC to identify the words “black carriage” baked cookies that he just made. In addition to
spoken by one of the men at that table. these confections, Dyrain also has some fine
carpenter’s tools out and is crafting cribs and
If the PCs converse with the men they can relate children’s furniture for the local Hospitaler’s
the following: orphanage.
• Their names are Yanni, Thelan, Andrell, If questioned about the black carriage, Dyrain will
and Bena. They are carpenters in admit that he did buy his new fishing hat from the
Buxton’s Crossing. gentleman in the carriage, but that was all. He
tried the hat on then and there and came home.
• Yanni saw the black, curtained carriage
He will also inform the PCs that he saw the
just yesterday afternoon. It was leaving
carriage leave and it was on the road out of town
the home of Dyrain Eden’s, a well known
that leads to the town of Proman.
bully, thug and part time criminal, but
Yanni wasn’t sure where it went after that. When questioned about his strange activity,
Dyrain will simply say that he has turned over a
• Thelan will say that Dyrain Eden has been new leaf, and wants to try to right the wrongs of
acting strangely ever since. He usually his past. He wants the townsfolk to believe that he
comes by the tavern and harasses is no longer his old self and would like the PCs to
everyone in it, bullying someone out of a help convince the townsfolk that he’s no longer the
drink or meal, but not today. ruffian he once was.
• Andrell lives three houses down from Unknown to Dyrain, the hat he purchased was a
Dyrain Eden and says that he’s planted helm of opposite alignment. He had originally
flowers and painted the door, and even intended to rob the owner of the carriage, but
cleaned up all the trash in the yard, too. when he put on the helm, his alignment of Chaotic
• Bena has a story to top all of those. Last Evil changed to Lawful Good. Dyrain thoroughly
night, while he was eating dinner, there enjoys his new outlook on life. If a PC wants to
was a knock at the door. When Bena inspect the helm, he will gladly allow them to do
answered it, it was Dyrain Eden. He went so.
on about how he sorry for stealing Bena’s

GRM6-04 Curtains Drawn Around Page 11


Should a PC be so foolish as to place the helm on chance to learn the independent meaning of each
his head, he must make an immediate DC 15 Will clue in order to make the journey have purpose.
save. If successful, there is no adverse affect, but Allow them to draw their own conclusions.
the save must be repeated every time the helm is
taken off and put back on again. If the PC fails the
saving throw, their alignment will instantly change
ENCOUNTER 5: ASTRAL
to the exact opposite of the spectrum. If the PC MARAUDERS
has a neutral component to his alignment, that will
randomly become one of the four extremes (law, Making your way to an inn recommended to
chaos, good or evil, as appropriate). If this makes you by the guards at the gate, You have been
a PC with an unplayable alignment (Chaotic Evil or in the town of Proman for less than ten
Lawful Evil) the DM should provide the PCs with minutes when you hear a commotion ahead.
opportunities to correct their new alignment within Several citizens flee out of a blacksmith’s
the encounter. However should the PC end the shop, yelling ‘undead elves are attacking’!
scenario with an evil alignment or take evil actions The ‘undead elves’ are actually a group of
during the scenario, void the AR and submit githyanki alerted to the presence of a silver sword
Character Sheets of the affected PC to the triad in Proman by Maimbua. If the PCs enter the
for resolution. [SS1] blacksmith’s shop, read the following:
If the PCs agree to help Dyrain Eden, have them Two of what must be the ‘undead elves’ stand,
make a Diplomacy check to represent each group swords drawn, though their forms are blurry
of townsfolk they attempt to convince. A DC 20 and out of focus. They face a Gran March
check indicates the townspeople believe the PCs Quiver’s Lieutenant, who bleeds from several
tale about Dyrain’s ‘reformed ways’. Five such wounds. The Lieutenant, his back against a
successful checks will have convinced enough wall, defends himself with a silvery bastard
townsfolk for word to get around.
sword in an awkward two-handed grip. Behind
If at some point PCs discuss the implications of the counter of the shop, over the body of what
the “man of faith” (Dyrain) with regard to is presumably the blacksmith.
Maimbua’s map, allow an Intelligence Check
APL 6 (EL 10)
DC15 to discern item three of the allegory:
Githyanki Fighters (2): hp 59 each; see
The allegory of the Commandant’s deed that has
Appendix 2.
resulted in Maimbua’s grudge is outlined here and
in each encounter that includes one for Githyanki Wizard (1): hp 32; see Appendix 2.
completeness:
APL 8 (EL 12)
1. A Knight of the Watch (Thunder) through
hubris is unknowingly duped by his Githyanki Fighters (2): hp 84 each; see
enemies. Appendix 3.

2. An outsider (spellweaver) comes for a Githyanki Wizard (1): hp 48; see Appendix 3.
dearly held magic item that was stolen APL 10 (EL 14)
from it.
Githyanki Fighters (2): hp 105 each; see
3. A person (Dyrain) committed to his way of Appendix 4.
life is given a gift that turns him irrevocably
from his path and the community around Githyanki Wizard (1): hp 60; see Appendix 4.
him shuns him. APL 12 (EL 16)
4. Another outsider (githyanki) comes for a Githyanki Fighters (2): hp 135 each; see
dearly held magic item that was stolen Appendix 5.
from its kindred.
Githyanki Wizard (1): hp 72; see Appendix 5.
5. A Commandant (Treyn) with a secret is
honored by the people of his home, After the battle, assuming that he lives or is
despite an illegitimate child. returned to life, Lieutenant Iain Ensis, currently in
the Archery Quiver of the 12th Battle, will
While the GM should not tie together what these graciously thank the PCs for helping him. He will
clues mean in combination, players should have a tell them that he bought the sword because he

GRM6-04 Curtains Drawn Around Page 12


wanted a trophy from the fighting in Haradaragh,
but has been stationed here the entire time. When
ENCOUNTER 6:
a black curtained carriage came through late last CONFRONTATION
night, he thought it was his lucky day. The
gentleman was selling an inexpensive silvery Wearily, you enter the small town of Traziada,
sword. The carriage had the emblem of the wondering what round of bizarre goings on
Knights of the Watch on the door, so he assumed you will find next. A small tap room on the
that everything must be on the up and up. He will edge of town called Stonewalker’s Rest seems
say that the cloaked gentleman mentioned that he a good enough place to quench your parched
was heading to Traziada in Barony Manthus next, throats and take you out of the glaring heat of
which seemed odd, since Traziada is so much the noonday sun.
smaller than, say, Ander’s Falls. The owner of Stonewalker’s Rest, Seidoc
Treasure: If the PCs explain the implications of Stonewalker, an aging dwarf, is sitting on the
owning the weapon, he will be dismayed and tell porch of his establishment, as he has no patrons
them that he no longer wants it. If a PC offers to at this time. If questioned about the black carriage,
take it off his hands, he will gladly give it to them. he will idly comment that a black carriage rolled
past here less than 10 minutes ago. If questioned
If at some point PCs discuss or the implications of where it is was heading, Seidoc will point down the
the “spoils of war” (githyanki silver swords) with road to the center of town, saying he didn’t know
regard to Maimbua’s map, allow an Intelligence where it was going, but it was going there in an
Check DC15 to discern item four of the allegory: awful hurry, and he will point out the wheel and
The allegory of the Commandant’s deed that has hoof tracks in the dusty roadway that carriage left
resulted in Maimbua’s grudge is outlined here and behind.
in each encounter that includes one for A DC 8 Survival check will allow anyone with or
completeness: without the Track feat to follow the tracks through
1. A Knight of the Watch (Thunder) through town.
hubris is unknowingly duped by his The tracks will pass through the town of Traziada
enemies. and will follow an infrequently used road up a
2. An outsider (spellweaver) comes for a small, wooded hill. When the PCs reach the top of
dearly held magic item that was stolen the hill, read the following:
from it. The light woods that embraced the road part at
3. A person (Dyrain) committed to his way of the top of the hill, revealing a clearing
life is given a gift that turns him irrevocably approximately 100 feet in diameter. In the
from his path and the community around center of the clearing, at the apex of the hill,
him shuns him. sits a 12 foot tall statue of man wearing an
ornate but old-fashioned suit of platemail, one
4. Another outsider (githyanki) comes for a hand grasping a sword which is pointed to the
dearly held magic item that was stolen sky. The discoloration of the statue and lichen
from its kindred. that clings to it tells you that this statue has
5. A Commandant (Treyn) with a secret is been here for many, many years.
honored by the people of his home, A DC 20 Knowledge (History) check reveals that
despite an illegitimate child. the statue is that of former Gran March
While the GM should not tie together what these Commandant Treyn. He was the third or fourth to
clues mean in combination, players should have a follow the universally loathed Commandant
chance to learn the independent meaning of each Berlikyn and was of little historical note save that
clue in order to make the journey have purpose. he was born in Traziada. The few histories that
Allow them to draw their own conclusions. mention him indicate that during his youth he was
ensorcelled by a dryad in the dim forest and sired
a child by her.
Directly opposite the statue from you sits the
infamous black carriage that you have been
hunting. It’s wood is black and polished to a
high sheen, apparently immune to the road

GRM6-04 Curtains Drawn Around Page 13


dust which now covers you in thin coating of sword falls clattering into the floor of the
powder. Two massive horses, black as night, carriage before the monster continues.
pull the vehicle, though now they stand quiet.
“If you prove to be the weaklings I suspect you
Black curtains line the windows of the are, then you will die in this meaningless hovel
carriage, drawn tight. There is no sign of the and this knight will follow soon after. Follow
carriages occupant, and strangely, there me, my little pawns, and find out who your
seems to be no driver. beloved Commandant truly is! By Magnus’
hand, my deeds are done!” With that, he rakes
This is the location that Maimbua has chosen for
the soft flesh of Valstier’s neck and blood
his confrontation with the PCs. Here he plans to
begins to slowly flow as he throws the body of
have his minions kill them, but knowing how
Valstier back into the carriage. Almost at the
resourceful and lucky many adventurers are, he
same moment the creature tosses the contents
has a back up plan in place.
of its left hand to the ground; several tiny
He observed the PCs approach using an arcane beans.
eye positioned in the tree tops, and has activated
a special twenty foot cube of force that he owns The beans suddenly grow and contort into the
for protection. He has also cast shapechange and shapes of several hideous monsters, while the
assumed the form of a balor. beast that was addressing you clambers back
into his carriage. As the monsters move to
As the PCs approach, he will address them using attack the carriage vanishes from sight, but a
the balor’s telepathic ability. Read the following: final thought plays through your mind, “When
Suddenly, a deep, bestial voice fills each of you come, tell them Maimbua sent you…” The
your heads at the same instant. fiend tosses the leather sack to the ground and
several weapons and items spill out onto the
“Welcome, my little pawns. I see you decided ground.
to take me up on my challenge.” The voice
If a player attempts to attack the carriage and
emits a low, growling laugh. “Alas, our
interrupt the boxed text, their attack will likely be
meeting must be short, but your efforts must
stopped by the cube of force that separates the
not go unrewarded.” The door to the carriage
carriage from the PC. Have the PC mark off the
swings open and a 12-foot-tall demon with
spell or arrows and continue the boxed text from
dark red skin and massive leathery bat wings
there. Maimbua’s entire speech and the actions he
steps out, though it seems to be too large even
takes will take approximately 3 combat rounds, so
for the massive black carriage. Tucked into its
allow the PCs that time to cast spells on
belt is a gigantic flaming sword, and it carries
themselves, but only if they think to do so.
a simple leather bag in its right hand, while the
other clutches something small in its fist. The beans are magic and will sprout different
Something within the bag seems to struggle monsters at different APLs:
and cry weakly.
APL 6 (EL 9)
A DC 30 Knowledge (Planes) check will identify
Red Slaad (2): hp 58 each; see Monster
the beast as a balor, a powerful demon from the
Manual, page 228.
lower planes.
APL 8 (EL 11)
The debilitated form of Watcher Corum Valstier
stumbles from the carriage behind the Blue Slaad (3): hp 72 each; see Monster
creature. “Do you seek this knight of the Manual, page 229.
waste?” It laughs again in your head and takes
APL 10 (EL 13)
on a singsong tone. Valstier flails weakly
against the legs of the beast, but has no effect. Green Slaad (4): hp 81 each; see Monster
“If you survive you may continue our merry Manual, page 230.
little chase on my terms and in my worlds.”
With speed belying his age and injuries, APL 12 (EL 15)
Valstier snatches the creature’s flaming sword Gray Slaad (3): hp 98 each; see Monster
from its belt and brings it to bear against his Manual, page 231.
foe. Maimbua is unphased and unharmed. He
bats Valstier aside as an afterthought and the Green Slaad (4): hp 81 each; see Monster
Manual, page 230.

GRM6-04 Curtains Drawn Around Page 14


Tactics: APL 6: The Red Slaad approach to specific actions. See the section Items Found on
battle is quite straightforward, charge and pounce the Adventure Record for more information.
the nearest or most dangerous looking foe, and
If at some point PCs discuss or the implications of
attack it until it is unconscious and move on to the
the “Commandant’s crimes” (Treyn) with regard to
next. They will use their stunning croak when able
Maimbua’s map, allow an Intelligence Check
to affect the most number of opponents. The Red
DC15 to discern item five of the allegory. This
Slaad do not coordinate their attacks in any way.
check is only relevant if the PCs successfully
APL 8: The Blue Slaad will open with chaos made the Knowledge (history) check regarding
hammer, and then hold person on an obvious Treyn):
warrior type if not engaged in melee by then. The
The allegory of the Commandant’s deed that has
Blue Slaad prefer to let their enemies come to
resulted in Maimbua’s grudge is outlined here and
them so they can make use of their devastating
in each encounter that includes one for
full attack actions. They will use telekinesis on
completeness:
spellcasters if not currently engaged in melee and
attempt to grapple them. 1. A Knight of the Watch (Thunder) through
hubris is unknowingly duped by his
APL 10: The Green Slaad will use it’s area of
enemies.
effect spells to damage its opponents, particularly
chaos hammer and fireball. It will use deeper 2. An outsider (spellweaver) comes for a
darkness to help protect itself against melee dearly held magic item that was stolen
attacks and dispel law to attempt to dispel any from it.
negative spell effects on itself. The slaad will
3. A person (Dyrain) committed to his way of
coordinate their attacks to maximum potential.
life is given a gift that turns him irrevocably
APL 12: The Gray Slaad will use their fly ability to from his path and the community around
attempt to get away from melee and then use him shuns him.
power word stun to disable as many PCs as
4. Another outsider (githyanki) comes for a
possible. One Gray Slaad will use its animate
dearly held magic item that was stolen
object ability on the statue of the former
from its kindred.
Commandant to animate it and direct it to attack
the PCs. They will then use area of effect spells to 5. A Commandant (Treyn) with a secret is
deal damage, like chaos hammer and lightning honored by the people of his home,
bolt, concentrating their attacks on any PC able to despite an illegitimate child.
threaten them. The statue is a Huge Animated
Object with Hardness of 10. See Monster Manual While the GM should not tie together what these
page 14 for more information. clues mean in combination, players should have a
chance to learn the independent meaning of each
Treasure: After the battle, the PCs can inspect the clue in order to make the journey have purpose.
leather bag thrown down by Maimbua. It contains Allow them to draw their own conclusions.
two identical books, two identical stones, and two
identical swords. This is a mixture of cursed and
normal magical items. They are: a vacuous
grimoire, a Boccob’s blessed book, a stone of CONCLUSION
good luck, a stone of weight, a cursed -2 sword,
and a +1 bane (evil outsider) longsword. The bag It is likely and expected that the PCs will relay their
also contains a single scroll. A DC 27 Spellcraft findings to the appropriate officials. Knights of the
check or a read magic spell will identify the spell Watch and Church of Heironeous officials will be
on the scroll as being Plane Shift, though it seems alarmed to find out that Valstier has been
specifically keyed to a particular location. What kidnapped and will ask that the PC’s make
plane it leads to, however, is unknown. themselves available if a rescue mission is
needed.
The first person picking up one of the magic items
has a 50% chance of picking up the cursed item. Some PCs may want to pay for spellcasters to
Roll randomly when PCs declare who taking which remove any cursed items from their possession,
items. All of the cursed items are bound to a see the Temple Influence Points and NPC
specific PC and may not be removed without Spellcasting Document

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(GM_Temple_Influence1.pdf) for relevant APL 12: 158 xp.
information on the cost of such activies.
Encounter 5
Word of Valstier’s capture does not go without
notice by the Commandant and his officer’s. Defeat the githyanki kill team.
Several days after their return from Traziada, the APL 6: 270 xp.
PCs have the following experience. APL 8: 330 xp.
Two men in the uniforms of officers in Gran APL 10: 390 xp.
March’s army approach you shortly before APL 12: 450 xp.
dusk. “Pardon me. I am Captain Callwin, would Encounter 6
you be so kind as to follow us. We’d like to
speak with you.” A journey of several minutes Defeat the slaadi.
takes you to a nearby barracks. The Captain APL 6: 270 xp.
opens a door to a darkened room and ushers APL 8: 330 xp.
you in, closing it behind you. APL 10: 390 xp.
A single candle burns in the darkness, resting APL 12: 450 xp.
in a simple iron holder on a work desk. A Story Award
bearded man in a Gran March military uniform
with no rank insignia, nods at you grimly and Inform the Knights of the Watch and relevant
greets you by name. “I am an officer with the authorities of Maimbua’s plans.
Internal Vigilance unit. Knight Colonel Javert APL 6: 90 xp.
asked me to speak with you regarding the APL 8: 112 xp.
recent kidnapping of Watcher Valstier…” as APL 10: 135 xp.
his sentence trails off, it is clear to you that the APL 12: 157 xp.
man expects a full and detailed account.
Total possible experience
APL 6: 900 xp.
The End APL 8: 1,125 xp.
APL 10: 1,350 xp.
APL 12: 1,575 xp.

EXPERIENCE POINT
TREASURE SUMMARY
SUMMARY
During an adventure, characters encounter
To award experience for this adventure, add up treasure, usually finding it in the possession of their
the values for the objectives accomplished. Then foes. Every encounter that features treasure has a
assign the experience award. Award the total “treasure” section within the encounter description,
value (objectives plus roleplaying) to each giving information about the loot, coins, and magic
character. items that make up the encounter’s treasure.
Encounter 2 The loot total is the number of gold pieces each
character gains if the foes are plundered of all their
Defeat the guardians of the spell weaver disks.
earthly possessions. Looting the bodies takes at
APL 6: 180 xp. least 10 minutes per every 5 enemies, and if the
APL 8: 240 xp. characters cannot take the time to loot the bodies,
APL 10: 300 xp. they do not gain this gold. If you feel it is
APL 12: 360 xp. reasonable that characters can go back to loot the
bodies, and those bodies are there (i.e., not carted
Encounter 4 off by dungeon scavengers, removed from the
Assist the bully Dyrain Eden in convincing the scene by the local watch, and so on), characters
people of Buxton’s Crossing of his reformed ways. may return to retrieve loot. If the characters do not
loot the body, the gold piece value for the loot is
APL 6: 90 xp. subtracted from the encounter totals given below.
APL 8: 113 xp.
APL 10: 135 xp.

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The coin total is the number of gold pieces each APL 8: L: 0 gp, C: 0 gp, M: two +1 great sword
character gains if they take the coin available. A (185 gp each), two +1 breastplate (112 gp
normal adventuring party can usually gather this each), two ring of protection +1 (166 gp each),
wealth in a round or so. If for some reason, they two sets gauntlets of ogre power (333 gp
pass up this treasure, the coin total is subtracted each), three amulets of health +2 (333 gp
from the encounter totals given below. each), three cloaks of resistance +2 (333 gp
each), four potions of cure moderate wounds
Next, the magic items are listed. Magic item
(25 gp each), headband of intellect +2 (333
treasure is the hardest to adjudicate, because they
gp), scroll of bloodstar (58 gp), scroll of blast
are varied and because characters may want to use
of force (12 gp), githyanki silver sword (695
them during the adventure. Many times characters
gp)
must cast identify, analyze dweomer or similar spell
to determine what the item does and how to APL 10: L: 0 gp, C: 0 gp, M: two +2 great
activate it. Other times they may attempt to use the sword (695 gp each), two +2 breastplate (362
item blindly. If the magic item is consumable (a gp each), two ring of protection +1 (166 gp
potion, scroll, magic bolts, etc.) and the item is used each), two sets gauntlets of ogre power (333
before the end of the adventure, its total is gp each), three amulet of health +2 (333 gp
subtracted from the adventure totals below. each), three cloaks of resistance +2 (333 gp
each), four potions of cure moderate wounds
Once you have subtracted the value for
(25 gp each), headband of intellect +4 (1333
unclaimed treasure from each encounter add it up
gp), gloves of dexterity +2 (333 gp), scroll of
and that is the number of gold pieces a characters
bloodstar (58 gp), scroll of blast of force (12
total and coin value increase at the end of the
gp), githyanki silver sword (695 gp)
adventure. Write the total in the GP Gained field of
the adventure certificate. Because this is a APL 12: L: 0 gp, C: 0 gp, M: two +2 great
Regional adventure, characters may spend sword (695 gp each), two +2 breastplate (362
additional Time Units to practice professions or gp each), two ring of protection +1 (166 gp
create items immediately after the adventure so this each), two belts of giant strength +4 (1333 gp
total may be modified by other circumstances. each), two amulet of health +4 (1333 gp each)
amulet of health +2 (333 gp), three cloaks of
L = Looted gear from enemy; C = Coin, Gems,
resistance +2 (333 gp each), four potions of
Jewelry, and other valuables; M = Magic Items.
cure critical wounds (116 gp each), headband
Encounter 2: of intellect +4 (1333 gp), gloves of dexterity +2
(333 gp), scroll of bloodstar (58 gp), scroll of
APL 10: L: 83 gp, C: 0 gp, M: two cure serious blast of force (12 gp ), githyanki silver sword
wounds potions (62 gp each), potion of (695 gp)
remove blindness/deafness (62 gp each), ring
of counterspells (333 gp), amulet of health +2 Encounter 6:
(333 gp).
ALL APLs: L: 0 gp, C: 0 gp, M: Boccob’s
APL 12: L: 166 gp, C: 0 gp, M: four cure blessed book (1041 gp), stone of good luck
serious wounds potions (62 gp each), two (1666 gp), +1 bane (evil outsider) longsword
potion of remove blindness/deafness (62 gp (692 gp).
each), two rings of counterspells (333 gp), two
amulet of health +2 (333 gp). Total Possible Treasure (Maximum Reward
Allowed)
Encounter 5:
APL 6: L: 0 gp, C: 0 gp, M: 5,939 gp – Total:
APL 6: L: 0 gp, C: 0 gp, M: two +2 great sword 900 gp
(185 gp each), two +2 breastplate (112 gp
each), two ring of protection +1 (166 gp each), APL 8: L: 0 gp, C: 0 gp, M: 8,187 gp – Total:
two sets gauntlets of ogre power (333 gp 1,300 gp
each), four potions of cure moderate wounds APL 10: L: 83 gp, C: 0 gp, M: 11,832 gp –
(25 gp each), headband of intellect +2 (333 Total: 2,300 gp
gp), cloak of resistance +1 (83 gp), scroll of
bloodstar (58 gp), scroll of blast of force (12 APL 12: L: 166 gp, C: 0 gp, M: 17,050 gp –
gp each) , githyanki silver sword (695 gp) Total: 3,330 gp

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can use this Favor to gain Watcher Tapek’s
ITEMS FOR THE recommendation to squire to the order.
ADVENTURE RECORD τ Cursed!: This PC has taken possession of one
Special or more cursed items (circle the ones this PC
took): stone of weight (loadstone), cursed -2
ο Possessor of a Githyanki Silver Sword: This sword, vacuous grimoire. The curses on these
PC has taken possession of a githyanki silver items take effect immediately; mark these items as
sword. Although its original owner was slain, its REMOVED when the curse on each of them is
disappearance has not gone unnoticed by his kin broken (as per the item description in the
on the Astral Plane. In any future encounter with Dungeon Master’s Guide).
githyanki during which the PC has the sword in his
possession, the githyanki will make slaying this PC τ Wanted!: This PC has committed actions that
and recovery of their sword a top priority. It is are considered illegal in Gran March and would
possible they may also send a party to reclaim this result in the PC being sentenced to hard labor.
blade at a later date. This PC was able to elude capture, but his or her
name and description have been circulated
ο Favor of Dyrain Eden: For helping Dyrain throughout Gran March by the Army and the
redeem himself with the folk of Buxton’s Crossing, Knights of the Watch. If this PC is ever observed
this PC has earned his favor. inside the borders of Gran March by military
personnel or law-abiding citizens, they will be
ο Invitation to Another World: This PC has been
arrested and removed from play for a certain
challenged by Maimbua to pursue him across the
number of TUs; contact the Gran March triad for
planes and to discover the source of his vendetta
details of this punishment.
against Commandant Magnus Vrianian.
ο Influence Point with the Church of Item Access
Heironeous: For service to the church in tracking APL 6:
Valstier’s captor and reporting what transpired,
this PC has earned an Influence Point with the • +1 Bane (Evil Outsider) Longsword
Church of Heironeous. (Adventure; DMG)

ο Favor of Elder Brother Perin: For pursuing the • Arcane Scroll of Blast of Force (CL 5th;
murder of one of Perin’s associates, Perin will use Adventure; SpC)
his connections within the Corporation to provide • Arcane Scroll of Bloodstar (CL 7th;
this PC with additional access (Frequency: Adventure; SpC)
Regional) to one of the items this PC has access
to on the Item Access list below. If this PC is a • Boccob’s Blessed Book (Adventure;
member of the Corporation, they gain additional Dungeon Master’s Guide)
access to three items instead of a single one.
• Githyanki Silver Sword (Adventure; MM,
Circle the item(s) on the list below that you choose
Price: 8,530 gp)
to gain additional access to.
• Stone of Good Luck (Adventure; Dungeon
ο Valstier’s Library: For investigating the
Master’s Guide)
disappearance of Corum Valstier, the Knights of
the Watch give this PC access to Valstier’s library.
This PC gains access (Frequency: Any) to
APL 8 (all of APL 6 plus the following):
purchase one, and only one, of the following
(circle the item selected): manual of bodily health • Cloak of Resistance +2 (Adventure;
+1, manual of gainful exercise +1, manual of Dungeon Master’s Guide)
quickness in action +1, tome of clear thought +1,
tome of leadership and influence +1, tome of
understanding +1. APL 10 (all of APLs 6, 8 plus the following):
ο Favor of Thorian Tapek, Courageous Vigil: In • +2 Breastplate (Adventure; Dungeon
return for pursuing Watcher Valstier’s captor, this Master’s Guide)
PC has earned influence with Thorian and,
through him, the Knights of the Watch. • +2 Greatsword (Adventure; Dungeon
Alternatively, a human, dwarven, or half-elven PC Master’s Guide)

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• Ring of Counterspells (Adventure;
Dungeon Master’s Guide)
• Staff of Fire (Adventure; Dungeon
Master’s Guide)

APL 12 (all of APLs 6, 8, 10 plus the following):


• Cloak of Resistance +3 (Adventure;
Dungeon Master’s Guide)
• Headband of Intellect +4 (Adventure;
Dungeon Master’s Guide)
• Ring of Protection +2 (Adventure;
Dungeon Master’s Guide)

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APPENDIX 1 – NPC STATISTICS

ENCOUNTER 1
DM Note: Use the same stat block for both guards
in Encounter 1.
Thorian Tapek or Razen Ennegan, Male Suel
Human Ftr6: Medium Humanoid (Human); CR 6;
HD 6d10+12; hp 52; Init +5; Spd 20 ft. (4 squares);
AC 16 (+1 Dex, +5 chainmail), touch 11, flat-
footed 15; Base Atk/Grp: +6/+8; Atk +10 melee
(1d10+5,20/x3, mw halberd); Full Atk +10/+5
melee (1d10+5,20/x3, mw halberd); AL LG; SV
Fort +7, Ref +3, Will +3; Str 14, Dex 12, Con 14,
Int 12, Wis 12, Cha 12.
Skills & Feats: Craft (armorsmithing) +3, Craft
(weaponsmithing) +3, Diplomacy +4, Handle
Animal +6, Listen +6, Ride +12, Spot +6;
Alertness, Improved Initiative Mounted Combat,
Power Attack, Cleave, Quick Draw, Weapon
Focus (Halberd), Weapon Specialization
(Halberd).
Possesions: mw halberd, mw longsword,
chainmail, dagger.

ENCOUNTER 5
Lieutenant Iain Ensis: Male Oeridian Human Ftr8:
Medium Humanoid (Human); CR 8; HD 8d10+16;
hp 68; Init +8; Spd 30 ft. (6 squares); AC 20 (+4
Dex, +5 chain shirt +1, +1 deflection), touch 15,
flat-footed 16; Base Atk/Grp: +8/+9; Atk +10 melee
(1d10+2; 19-20/x2, +1 bastard sword) or +14
ranged (1d8+4,19-20/x3, +1 composite longbow
mighty (+1 str)); Full Atk +10/+5 Two-handed
(1d10+2;19-20/x2, +1 bastard sword), +14/+9
ranged (1d8+4,19-20/x3, +1 composite longbow
mighty (+1 str)); AL LG; SV Fort +9, Ref +7, Will
+3; Str 12, Dex 18, Con 14, Int 12, Wis 10, Cha
10.
Skills & Feats: Climb +6, Handle Animal +6,
Intimidate +11, Jump +5, Ride +17, Swim +4;
Improved Critical (Longbow, Composite),
Improved Initiative, Point Blank Shot, Far Shot,
Precise Shot, Rapid Shot, Manyshot, Weapon
Focus (Longbow, Composite), Weapon
Specialization (Longbow, Composite)
Possessions: +1 mighty (str +1) composite
longbow, githyanki silver sword (+1 bastard
sword), cloak of resistance +1, ring of protection
+1, chain shirt +1.

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APPENDIX 2 – APL 6

cloak of resistance +1, arcane scroll of blast of


ENCOUNTER 5 force (CL 5th), arcane scroll of bloodstar (CL 7th).
Githyanki Fgt6: Medium Humanoid (Extraplanar); Tactics: The githyanki are here to recover the
CR 7; HD 6d10+18; hp 59; Init +6; Spd 20 ft. (4 silver sword. One fighter will focus his attacks on
squares); AC 19 (+2 Dex, +6 +1 breastplate, +1 the Gran March Lieutenant unless he takes more
deflection), touch 13, flat-footed 17; Base Atk/Grp: than half his hit points in damage, at which point
+6/+10; Atk +12 melee (2d6+9/19-20, +1 he will focus on the most dangerous foes. The
greatsword); Full Atk +12/+7 melee (2d6+9/19-20, other fighter and the wizard will attempt to delay
+1 greatsword); SA Psionics; SQ Darkvision 60 ft., the PCs. Once the githyanki have killed the
SR 11; AL CE; SV Fort +7, Ref +4, Will +4; Str 18, Lieutenant and taken his sword, they will all
Dex 15, Con 16, Int 10, Wis 10, Cha 8. planeshift away.
Skills & Feats: Ride +10, Jump +12; Cleave, The that the githyanki wizard begins combat
Dodge, Improved Initiative, Iron Will, Power invisible. He will cast haste first, then use his best
Attack, Weapon Focus (greatsword), Weapon spells to disable or kill the PCs.
Specialization (greatsword).
Note that some PCs be a Possessor of a
Psionics (Sp): 3/day – Daze (DC 9), Mage Githyanki Silver Sword already from previous
Hand, Blur, Dimension Door; CL 6. modules. The githyanki will make a point to focus
Possesions: +1 greatsword, +1 breastplate, their attacks on these individuals in an attempt to
ring of protection +1, gauntlets of ogre power[SS2]. bring them down and retrieve their silver sword as
well.
Githyanki Wiz6: Medium Humanoid (Extraplanar);
CR 7; HD 6d4+18; hp 32; Init +6; Spd 30 ft. (6
squares); AC 16 (+2 Dex, +4 mage armor), touch
12, flat-footed 14; Base Atk/Grp: +3/+3; Atk +3
melee (1d6, quarterstaff); Full Atk +3 melee (1d6,
quarterstaff); SA Psionics; SQ Darkvision 60 ft.,
SR 11; AL CE; SV Fort +6, Ref +5, Will +6; Str 10,
Dex 14, Con 16, Int 18, Wis 10, Cha 8.
Skills & Feats: Concentration +15, Knowledge
(arcana) +13, Knowledge (the planes) +13,
Knowledge (religion) +13, Spellcraft +13;
Empower Spell, Improved Initiative, Scribe Scroll,
Skill Focus (Concentration), Spell Focus
(evocation)
Psionics (SP): 3/day – Daze (DC 9), Mage
Hand, Blur, Dimension Door; CL 6.
Wizard Spells Prepared (4/4/4/3, save DC = 14 +
spell level, *15 + spell level for evocations) 0 –
dancing lights, ghost sound, message,
prestidigitation; 1st – enlarge person, mage armor,
shocking grasp*, burning hands*; 2nd – flaming
sphere*, glitterdust, scorching ray*, invisibility; 3rd
– fireball*, empowered shocking grasp*, haste
DM Note: spells marked through are pre-cast and
currently in effect.
Possessions: quarterstaff, potion of cure
moderate wounds x4, headband of intellect +2,

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APPENDIX 3 – APL 8

DM Note: spells marked through are pre-cast and


ENCOUNTER 5 currently in effect.
Githyanki Fgt8: Medium Humanoid (Extraplanar); Possessions: quarterstaff, potion of cure
CR 9; HD 8d10+32; hp 84; Init +6; Spd 20 ft. (4 moderate wounds x4, headband of intellect +2,
squares); AC 19 (+2 Dex, +6 +1 breastplate, +1 cloak of resistance +2, amulet of health +2[SS5],
deflection), touch 13, flat-footed 18; Base Atk/Grp: arcane scroll of blast of force (CL 5th), arcane
+8/+12; Atk +15 melee (2d6+9/19-20, +1 scroll of bloodstar (CL 7th).
greatsword); Full Atk +15/+10 melee (2d6+9/19-
20, +1 greatsword); SA Psionics; SQ Darkvision
60 ft., SR 13; AL CE; SV Fort +12, Ref +6, Will +6; Tactics: The githyanki are here to recover the
Str 18, Dex 15, Con 18, Int 10, Wis 10, Cha 8. silver sword. One fighter will focus his attacks on
Skills & Feats: Ride +12, Jump +14; Cleave, the Gran March Lieutenant unless he takes more
Dodge, Greater Weapon Focus (greatsword), than half his hit points in damage, at which point
Improved Initiative, Iron Will, Power Attack, he will focus on the most dangerous foes. The
Weapon Focus (greatsword), Weapon other fighter and the wizard will attempt to delay
Specialization (greatsword) the PCs. Once the githyanki have killed the
Lieutenant and taken his sword, they will all
Psionics (Sp): 3/day – Daze (DC 9), Mage planeshift away.
Hand, Blur, Dimension Door; CL 8
The that the githyanki wizard begins combat
Possessions: +1 greatsword, +1 breastplate, invisible. He will cast haste first, then use his best
ring of protection +1, gauntlets of ogre power[SS3], spells to disable or kill the PCs.
cloak of resistance +2, amulet of health +2[SS4]
Note that some PCs be a Possessor of a
Githyanki Wiz8: Medium Humanoid (Extraplanar); Githyanki Silver Sword already from previous
CR 9; HD 8d4+32; hp 48; Init +6; Spd 30 ft. (6 modules. The githyanki will make a point to focus
squares); AC 16 (+2 Dex, +4 mage armor), touch their attacks on these individuals in an attempt to
12, flat-footed 14; Base Atk/Grp: +4/+4; Atk +4 bring them down and retrieve their silver sword as
melee (1d6, quarterstaff); Full Atk +4 melee (1d6, well.
quarterstaff); SA Psionics; SQ Darkvision 60 ft.,
SR 13; AL CE; SV Fort +8, Ref +6, Will +8; Str 10,
Dex 14, Con 18, Int 19, Wis 10, Cha 8.
Skills & Feats: Concentration +18, Knowledge
(arcana) +15, Knowledge (the planes) +15,
Knowledge (religion) +15, Spellcraft +15;
Empower Spell, Improved Initiative, Scribe Scroll,
Skill Focus (Concentration), Spell Focus
(evocation).
Psionics (SP): 3/day – Daze (DC 9), Mage
Hand, Blur, Dimension Door; CL 8.
Wizard Spells Prepared (4/5/4/4/3, save DC = 14
+ spell level, *15 + spell level for evocations) 0 –
dancing lights, ghost sound, message,
prestidigitation; 1st – enlarge person, mage armor,
shocking grasp*, burning hands*, grease; 2nd –
flaming sphere*, glitterdust, scorching ray*,
invisibility; 3rd – fireball*, empowered shocking
grasp*, haste, empowered ray of enfeeblement; 4th
– Evard’s black tentacles, empowered scorching
ray*, greater invisibility

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APPENDIX 4 – APL 10

Shielded Mind (Ex): Attempts by creatures of


ENCOUNTER 2 other races to communicate telepathically with a
Spell Weaver: CR 10 Medium monstrous spell weaver, or to read its mind, always fail. A
humanoid; HD 10d8; hp 60; Init +3; Spd 30 ft.; AC creature making such an attempt must succeed at
18, touch 13, flat-footed 15; Base Atk +10; Grp +9; a Will save (DC 17) or be affected as if by a
Atk +9 melee (1d3-1, slam); Full Atk +9 melee confusion spell (caster level equals the spell
(1d3-1, 2 slams); SA spell-like abilities, spells; SQ weaver’s effective sorcerer level) for 1d6 days.
chromatic disk, darkvision 60 ft., immunity to mind This effect can be dispelled or removed with a
effects, shielded mind, spell weaving, SR 21, heal effect.
telepathy; AL N; SV Fort +2, Ref +10, Will +10; Str Spell Weaving (Ex): These monsters are
9, Dex 16, Con 11, Int 18, Wis 17, Cha 16. infamous for their ability to cast more than one
Skills and Feats: Knowledge (arcana) +17, spell at a time. Casting a spell occupies a number
Knowledge (the planes) +17, Listen +16, Spellcraft of the spell weaver’s arms equal to the spell’s level
+19, Spot +16, Use Magic Device +16; Empower (maximum 6th). A spell weaver can cast more than
Spell, Enlarge Spell, Extend Spell, Heighten Spell, one spell simultaneously, as long as the sum of
Spell Focus (abjuration)B, Spell Focus the spell levels is six or less. It could, for example,
(evocation) , Spell PenetrationB.
B cast one 6th-level spell, one 4th-level and one 2nd-
level spell, one 3rd-level and three 1st-level spells,
Spell-like Abilities: Always active – see six 1st-level spells, or any combination of spells
invisibility; at will – detect magic, invisibility; 1/day whose levels add up to six or less. (A single 0-
– plane shift. Caster level 12th; save DC 13 + spell level spell occupies one arm.)
level.
Telepathy (Su): Spell weavers can
Chromatic Disk: A spell weaver is never communicate with each other telepathically at a
without its chromatic disk. This 6-inch diameter range of up to 1,000 miles.
indestructible chromatic disk glows with colors that
slowly shift through the spectrum. This object Possessions: Potion of Cure Serious Wounds
stores 10 additional spell levels of energy that the x2, Potion of Remove Blindness/Deafness, Ring of
creature can tap and use as it wishes – the spell Counterspells (Greater Dispel Magic), Amulet of
weaver could, for example, cast two extra 5th-level Health +2, 2 pinches of Diamond Dust (250 gp
spells in a day, or 3 3rd-level spells and a 1st-level each), staff of fire (15 charges).
spell, or any other combination of extra spell levels Spells Known (9/5/5/4/3/2/1): 0-level – acid
that adds up to ten, so long as no single spell is splash, arcane mark, detect poison, read magic,
higher than 5th level. (For this purpose, two 0-level dancing lights, ray of frost*, ghost sound, mage
spells are equivalent to one 1st-level spell.) To tap hand, prestidigitation; 1st – mage armor, magic
this spell energy, a spell weaver must hold the missile*, obscuring mist, shield, ray of
chromatic disk in at least one of its hands. The enfeeblement; 2nd – glitterdust, web, resist energy,
disk automatically recharges itself to full power mirror image, false life; 3rd – arcane sight, fireball*,
every night, at midnight. A spell powered by the displacement, fly; 4th – stoneskin, evard’s black
disk is cast as though the caster has the Spell tentacles, dimension door; 5th – feeblemind, wall of
Focus feat for the spell in question. force*; 6th – greater dispel magic*.
Only a spell weaver can utilize a chromatic Spells Per Day (6/5/5/5/6/5/3; save DC 13 +
disk. Should any other creature pick one up and spell level, 14 + spell level for abjuration and
try to tap its energy (by employing the Use Magic evocation schools, marked with *; caster level
Device skill, for instance), it explodes, dealing 12th).
4d10 points of damage to everything within a 30-
foot radius. Tactics: Before making themselves
known, the Spell Weaver(s) will cast preparatory
Immunity to Mind-Affecting Effects: Because spells in this order: Invisibility, Mage Armor,
its alien mind functions differently than those of Empowered False Life* [(1d10+12)x1.5 temporary
other creatures, a spell weaver is immune to all hit points], Resist Energy 30 (Fire), Resist Energy
mind-affecting spells and effects.

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30 (Acid), Stoneskin* [DR10/adamantine, 120 pts simultaneously attempting to kill the holder of the
of protection], Mirror Image* [1d4+4 images], Fly Chromatic Disk. If no PCs are able to effectively
[fly speed 60’, perfect maneuverability], Shield, attack the spell weaver, it will use empowered
Displacement** [note: mirror images also receive fireballs and normal fireballs, along with magic
50% miss chance from displacement]. Spells missiles directed at the disk holder to inflict as
marked with an asterisk (*) are cast using the much damage as possible, along with feeblemind
Spell Weaver’s Chromatic Disk, and therefore do spells to eliminate any spellcasters. When the
not use up any Spells per Day. The remaining holder of the Chromatic Disk is rendered
spells are cast normally and the above profile unconscious or dead, the spell weaver will fly
reflects this. **This spell is not cast until the round down to retrieve the disk, using walls of force and
before the Spell Weaver attacks. Invisibility will be evard’s black tentacles to immobilize any PCs
recast as necessary. nearby and prevent them from attacking the spell
weaver. Once it retrieves the Chromatic Disk, it
Immediately Prior To Combat: The Spell
will fly directly away from any opposition and use
Weaver’s have been alerted to the location of the
its plane shift ability to escape. PCs will receive
Chromatic Disks by Maimbua and have
only half of the normal experience point reward for
investigated the situation thoroughly. They will wait
this encounter if this occurs. If the spell weaver is
until sighting their prey before casting their round
seriously wounded at any time, it will use its
per level spells, then commence their attack on
invisibility ability and fly to a different position,
the following round, hopefully catching the holder
where it will consume one or more potions of cure
of the disk and his companions by surprise. Note
serious wounds and recast any buff spells (such
that the Spell Weaver’s are constantly under the
as mirror image, stoneskin, etc) before returning to
effects of a see invisible spell, so they will be able
the fray.
to see the location of any invisible PCs or
familiars. On the round before the Spell Weaver’s
attack, they will be 220 feet in the air above the ENCOUNTER 5
target PC. PCs have a chance (DC 29 [DC 0 + 5 Githyanki Fgt10: Medium Humanoid
for listener distracted, + 22 for distance, + 2 for (Extraplanar); CR 11; HD 10d10+40; hp 105; Init
being in a bustling city during the day] Listen +6; Spd 20 ft. (4 squares); AC 20 (+2 Dex, +7 +2
check, +1 for every additional 10’ the listener is breastplate, +1 deflection), touch 13, flat-footed
from the PC holding the disk) to detect the Spell 18; Base Atk/Grp: +10/+14; Atk +18 melee
Weaver(s) casting their final preparatory spell (2d6+10/17-20, +2 greatsword); Full Atk +18/+13
(Displacement). During that same round they will melee (2d6+10/17-20, +2 greatsword); SA
fly down 120 feet so that they are 50 feet directly Psionics; SQ Darkvision 60 ft., SR 15; AL CE; SV
above the holder of the disk. Fort +13, Ref +7, Will +7; Str 18, Dex 15, Con 18,
Round 1: Evard’s Black Tentacles positioned Int 10, Wis 10, Cha 8.
to catch as many PCs and NPCs as possible, Skills & Feats: Ride +14, Jump +16; Cleave,
along with a glitterdust against any PCs with Dodge, Great Cleave, Greater Weapon Focus
obvious ranged weaponry. (Greatsword), Improved Critical (greatsword),
Round 2: Empowered fireball positioned to Improved Initiative, Iron Will, Power Attack,
catch as many PCs and NPCs as possible; along Weapon Focus (greatsword), Weapon
with a magic missile against the holder of the Specialization (greatsword).
Chromatic Disk. Psionics (Sp): 3/day – daze (dc 9), mage
Round 3: Feeblemind against any caster that hand, blur, dimension door, telekinesis; 1/day –
has escaped the evard’s black tentacles, ray of plane shift; CL 12.
enfeeblement against any melee or ranged Possessions: +2 greatsword, +2 breastplate,
weaponry wielding PC that has escaped the ring of protection +1, gauntlets of ogre power[SS6],
evard’s black tentacles; or empowered fireball cloak of resistance +2, amulet of health +2[SS7].
positioned to catch as many PCs and NPCs as
possible, along with a magic missile against the Githyanki Wiz10: Medium Humanoid
holder of the Chromatic Disk if no PCs have (Extraplanar); CR 11; HD 10d4+40; hp 60; Init +6;
escaped the evard’s black tentacles. Spd 30 ft. (6 squares); AC 17 (+3 Dex, +4 mage
armor), touch 13, flat-footed 14; Base Atk/Grp:
Round 4+: The spell weaver will attempt to +5/+5; Atk +5 melee (1d6, quarterstaff); Full Atk
neutralize any PC that directly attacks it, while +5 melee (1d6, quarterstaff); SA Psionics; SQ

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Darkvision 60 ft., SR 15; AL CE; SV Fort +9, Ref
+8, Will +9; Str 10, Dex 16, Con 18, Int 21, Wis 10,
Cha 8.
Skills & Feats: Concentration +20, Knowledge
(arcana) +18, Knowledge (the planes) +18,
Knowledge (religion) +18, Spellcraft +18;
Empower Spell, Greater Spell Focus (evocation),
Heighten Spell, Improved Initiative, Scribe Scroll,
Skill Focus (concentration), Spell Focus
(evocation)
Psionics (Sp): 3/day – daze (dc 9), mage
hand, blur, dimension door, telekinesis; 1/day –
plane shift; CL 12.
Wizard Spells Prepared (4/6/5/4/4/3, save DC =
15 + spell level, *17 + spell level for evocations) 0
– dancing lights, ghost sound, message,
prestidigitation; 1st – enlarge person, mage armor,
shocking grasp*, burning hands*, ray of
enfeeblement, ray of enfeeblement; 2nd – flaming
sphere*, glitterdust, heightened grease, scorching
ray*, invisibility; 3rd – fireball*, empowered
shocking grasp*, haste, empowered ray of
enfeeblement; 4th – greater invisibility, empowered
scorching ray*, Evard’s black tentacles, Otiluke’s
Resilient Sphere; 5th – empowered fireball*,
heightened fireball*, feeblemind.
DM Note: spells marked through are pre-cast and
currently in effect.
Possessions: quarterstaff, potion of cure
serious wounds x4, headband of intellect +4[SS8],
cloak of resistance +2, gloves of dexterity +2[SS9],
amulet of health +2[SS10], arcane scroll of blast of
force (CL 5th), arcane scroll of bloodstar (CL 7th),
staff of fire (15 charges).
Tactics: The githyanki are here to recover the
silver sword. One fighter will focus his attacks on
the Gran March Lieutenant unless he takes more
than half his hit points in damage, at which point
he will focus on the most dangerous foes. The
other fighter and the wizard will attempt to delay
the PCs. Once the githyanki have killed the
Lieutenant and taken his sword, they will all
planeshift away.
The that the githyanki wizard begins combat
invisible. He will cast haste first, then use his best
spells to disable or kill the PCs.
Note that some PCs be a Possessor of a
Githyanki Silver Sword already from previous
modules. The githyanki will make a point to focus
their attacks on these individuals in an attempt to
bring them down and retrieve their silver sword as
well.

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APPENDIX 5 – APL 12

those of other creatures, a spell weaver is


ENCOUNTER 2 immune to all mind-affecting spells and effects.
Spell Weavers (2): CR 10 Medium monstrous Shielded Mind (Ex): Attempts by creatures
humanoid; HD 10d8; hp 60; Init +3; Spd 30 ft.; of other races to communicate telepathically
AC 18, touch 13, flat-footed 15; Base Atk +10; with a spell weaver, or to read its mind, always
Grp +9; Atk +9 melee (1d3-1, slam); Full Atk +9 fail. A creature making such an attempt must
melee (1d3-1, 2 slams); SA spell-like abilities, succeed at a Will save (DC 17) or be affected as
spells; SQ chromatic disk, darkvision 60 ft., if by a confusion spell (caster level equals the
immunity to mind effects, shielded mind, spell spell weaver’s effective sorcerer level) for 1d6
weaving, SR 21, telepathy; AL N; SV Fort +2, days. This effect can be dispelled or removed
Ref +10, Will +10; Str 9, Dex 16, Con 11, Int 18, with a heal effect.
Wis 17, Cha 16.
Spell Weaving (Ex): These monsters are
Skills and Feats: Knowledge (arcana) +17, infamous for their ability to cast more than one
Knowledge (the planes) +17, Listen +16, spell at a time. Casting a spell occupies a
Spellcraft +19, Spot +16, Use Magic Device number of the spell weaver’s arms equal to the
+16; Empower Spell, Enlarge Spell, Extend spell’s level (maximum 6th). A spell weaver can
Spell, Heighten Spell, Spell Focus (abjuration)B, cast more than one spell simultaneously, as
Spell Focus (evocation)B, Spell PenetrationB. long as the sum of the spell levels is six or less.
Spell-like Abilities: Always active – see It could, for example, cast one 6th-level spell,
invisibility; at will – detect magic, invisibility; one 4th-level and one 2nd-level spell, one 3rd-
1/day – plane shift. Caster level 12th; save DC level and three 1st-level spells, six 1st-level
13 + spell level. spells, or any combination of spells whose levels
add up to six or less. (A single 0-level spell
Chromatic Disk: A spell weaver is never occupies one arm.)
without its chromatic disk. This 6-inch diameter
indestructible chromatic disk glows with colors Telepathy (Su): Spell weavers can
that slowly shift through the spectrum. This communicate with each other telepathically at a
object stores 10 additional spell levels of energy range of up to 1,000 miles.
that the creature can tap and use as it wishes – Possessions: Potion of Cure Serious
the spell weaver could, for example, cast two Wounds x2, Potion of Remove
extra 5th-level spells in a day, or 3 3rd-level spells Blindness/Deafness, Ring of Counterspells
and a 1st-level spell, or any other combination of (Greater Dispel Magic), Amulet of Health +2, 2
extra spell levels that adds up to ten, so long as pinches of Diamond Dust (250 gp each), staff of
no single spell is higher than 5th level. (For this fire (15 charges).
purpose, two 0-level spells are equivalent to one
1st-level spell.) To tap this spell energy, a spell Spells Known (9/5/5/4/3/2/1): 0-level – acid
weaver must hold the chromatic disk in at least splash, arcane mark, detect poison, read magic,
one of its hands. The disk automatically dancing lights, ray of frost*, ghost sound, mage
recharges itself to full power every night, at hand, prestidigitation; 1st – mage armor, magic
midnight. A spell powered by the disk is cast as missile*, obscuring mist, shield, ray of
though the caster has the Spell Focus feat for enfeeblement; 2nd – glitterdust, web, resist
the spell in question. energy, mirror image, false life; 3rd – arcane
sight, fireball*, displacement, fly; 4th – stoneskin,
Only a spell weaver can utilize a chromatic evard’s black tentacles, dimension door; 5th –
disk. Should any other creature pick one up and feeblemind, wall of force*; 6th – greater dispel
try to tap its energy (by employing the Use magic*.
Magic Device skill, for instance), it explodes,
dealing 4d10 points of damage to everything Spells Per Day (6/5/5/5/6/5/3; save DC 13 +
within a 30-foot radius. spell level, 14 + spell level for abjuration and
evocation schools, marked with *; caster level
Immunity to Mind-Affecting Effects: 12th).
Because its alien mind functions differently than

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Tactics: Before making themselves known, fireball positioned to catch as many PCs and
the Spell Weaver(s) will cast preparatory spells NPCs as possible, along with a magic missile
in this order: Invisibility, Mage Armor, against the holder of the Chromatic Disk if no
Empowered False Life* [(1d10+12)x1.5 PCs have escaped the evard’s black tentacles.
temporary hit points], Resist Energy 30 (Fire),
Round 4+: The spell weaver will attempt to
Resist Energy 30 (Acid), Stoneskin*
neutralize any PC that directly attacks it, while
[DR10/adamantine, 120 pts of protection], Mirror
simultaneously attempting to kill the holder of
Image* [1d4+4 images], Fly [fly speed 60’,
the Chromatic Disk. If no PCs are able to
perfect maneuverability], Shield, Displacement**
effectively attack the spell weaver, it will use
[note: mirror images also receive 50% miss
empowered fireballs and normal fireballs, along
chance from displacement]. Spells marked with
with magic missiles directed at the disk holder to
an asterisk (*) are cast using the Spell Weaver’s
inflict as much damage as possible, along with
Chromatic Disk, and therefore do not use up any
feeblemind spells to eliminate any spellcasters.
Spells per Day. The remaining spells are cast
normally and the above profile reflects this. When the holder of the Chromatic Disk is
**This spell is not cast until the round before the rendered unconscious or dead, the spell weaver
Spell Weaver attacks. Invisibility will be recast will fly down to retrieve the disk, using walls of
as necessary. force and evard’s black tentacles to immobilize
any PCs nearby and prevent them from
Immediately Prior To Combat: The Spell
attacking the spell weaver. Once it retrieves the
Weaver’s have been alerted to the location of
Chromatic Disk, it will fly directly away from any
the Chromatic Disks by Maimbua and have
opposition and use its plane shift ability to
investigated the situation thoroughly. They will
escape. PCs will receive only half of the normal
wait until sighting their prey before casting their
experience point reward for this encounter if this
round per level spells, then commence their
occurs. If the spell weaver is seriously wounded
attack on the following round, hopefully catching
at any time, it will use its invisibility ability and fly
the holder of the disk and his companions by
to a different position, where it will consume one
surprise. Note that the Spell Weaver’s are
or more potions of cure serious wounds and
constantly under the effects of a see invisible
recast any buff spells (such as mirror image,
spell, so they will be able to see the location of
stoneskin, etc) before returning to the fray.
any invisible PCs or familiars. On the round
before the Spell Weaver’s attack, they will be
220 feet in the air above the target PC. PCs ENCOUNTER 5
have a chance (DC 29 [DC 0 + 5 for listener Githyanki Fgt12: Medium Humanoid
distracted, + 22 for distance, + 2 for being in a (Extraplanar); CR 13; HD 12d10+60; hp 135; Init
bustling city during the day] Listen check, +1 for +6; Spd 20 ft. (4 squares); AC 21 (+2 Dex, +7
every additional 10’ the listener is from the PC +2 breastplate, +2 deflection), touch 14, flat-
holding the disk) to detect the Spell Weaver(s) footed 19; Base Atk/Grp: +12/+17; Atk +21
casting their final preparatory spell melee (2d6+13/17-20, +2 greatsword); Full Atk
(Displacement). During that same round they +21/+16/11 melee (2d6+13/17-20, +2
will fly down 120 feet so that they are 50 feet greatsword); SA Psionics; SQ Darkvision 60 ft.,
directly above the holder of the disk. SR 17; AL CE; SV Fort +15, Ref +8, Will +8; Str
Round 1: Evard’s Black Tentacles 20, Dex 15, Con 20, Int 10, Wis 10, Cha 8.
positioned to catch as many PCs and NPCs as Skills & Feats: Ride +16, Jump +19; Cleave,
possible, along with a glitterdust against any Dodge, Great Cleave, Greater Weapon Focus
PCs with obvious ranged weaponry. (Greatsword), Greater Weapon Specialization
Round 2: Empowered fireball positioned to (Greatsword), Improved Critical (Greatsword),
catch as many PCs and NPCs as possible; Improved Initiative, Iron Will, Mobility, Power
along with a magic missile against the holder of Attack, Weapon Focus (Greatsword), Weapon
the Chromatic Disk. Specialization (Greatsword).
Round 3: Feeblemind against any caster Psionics (Sp): 3/day – daze (dc 9), mage
that has escaped the evard’s black tentacles, hand, blur, dimension door, telekinesis; 1/day –
ray of enfeeblement against any melee or plane shift; CL 12.
ranged weaponry wielding PC that has escaped
the evard’s black tentacles; or empowered

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Possessions: +2 greatsword, +2 breastplate, point he will focus on the most dangerous foes.
ring of protection +2, belt of giant strength The other fighter and the wizard will attempt to
+4[SS11], cloak of resistance +2[SS12], amulet of delay the PCs. Once the githyanki have killed
health +4[SS13]. the Lieutenant and taken his sword, they will all
planeshift away.
Githyanki Wiz12: Medium Humanoid
(Extraplanar); CR 13; HD 12d4+48; hp 72; Init The that the githyanki wizard begins combat
+6; Spd 30 ft. (6 squares); AC 17 (+3 Dex, +4 invisible. He will cast haste first, then use his
mage armor), touch 13, flat-footed 14; Base best spells to disable or kill the PCs.
Atk/Grp: +6/+6; Atk +6 melee (1d6, quarterstaff);
Note that some PCs be a Possessor of a
Full Atk +6 melee (1d6, quarterstaff); SA
Githyanki Silver Sword already from previous
Psionics; SQ Darkvision 60 ft., SR 17; AL CE;
modules. The githyanki will make a point to
SV Fort +10, Ref +9, Will +10; Str 10, Dex 16,
focus their attacks on these individuals in an
Con 18, Int 22, Wis 10, Cha 8.
attempt to bring them down and retrieve their
Skills & Feats: Concentration +22, silver sword as well.
Knowledge (arcana) +21, Knowledge (the
planes) +21, Knowledge (religion) +21,
Knowledge (nature) +7 Spellcraft +21; Empower
Spell, Greater Spell Focus (evocation), Heighten
Spell, Improved Initiative, Maximize Spell, Scribe
Scroll, Skill Focus (concentration), Spell Focus
(evocation).
Psionics (Sp): 3/day – daze (dc 9), mage
hand, blur, dimension door, telekinesis; 1/day –
plane shift; CL 12.
Wizard Spells Prepared (4/6/6/5/4/4/3, save DC
= 16 + spell level, *18 + spell level for
evocations) 0 – dancing lights, ghost sound,
message, prestidigitation; 1st – enlarge person,
mage armor, shocking grasp*, burning hands*,
ray of enfeeblement, ray of enfeeblement; 2nd –
flaming sphere*, glitterdust, glitterdust,
heightened grease, scorching ray*, invisibility;
3rd – fireball*, empowered shocking grasp*,
haste, slow, empowered ray of enfeeblement; 4th
– greater invisibility, empowered scorching ray*,
Evard’s black tentacles, Otiluke’s Resilient
Sphere; 5th – empowered fireball*, heightened
fireball*, feeblemind, maximized scorching ray;
6th – chain lightning*, acid fog, maximized
fireball*.
DM Note: spells marked through are pre-cast
and currently in effect.
Possessions: quarterstaff, potion of cure
serious wounds x4, headband of intellect +4,
cloak of resistance +2, gloves of dexterity
+2[SS14], amulet of health +2[SS15], arcane scroll
of blast of force (CL 5th), arcane scroll of
bloodstar (CL 7th), staff of fire (15 charges).
Tactics: The githyanki are here to recover the
silver sword. One fighter will focus his attacks on
the Gran March Lieutenant unless he takes
more than half his hit points in damage, at which

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PLAYER HANDOUT #1 – MAIMBUA’S LETTER

To all Knights of the Waste,

You and your order are a farce. I have


taken one of your own and I will kill him
unless restitution is made and your
dishonored brother is removed from his
post, stripped of his title and slain. If
he will not pay his debts then another of
your number will pay them in blood.
I have taken the one known as Corum
Valstier and when I reach the Lortmils I
will spill his aged blood upon their
ancient roots. You have little time to meet
my demands. As you are without honor and
courage I look forward to tearing open his
wrinkled neck with my fangs.

The choice is yours, Valstier or Vrianian.

Maimbua

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PLAYER HANDOUT #2 – MAIMBUA’S TAUNT

Misguided interloper,
Twice you have thwarted my plans for
revenge upon Magnus Vrianian and his
people. There will not be a third. This
time, though, I invite your attempt. It
will give me some sport and as the knights
will, no doubt, turn to their betters for
aid, I thought to invite you for them. Take
no pride in this as I hold the knights in
the lowest of esteem. Their lackeys I
respect even less.
I have kidnapped one of their number named
Corum Valstier. I journey to the Lortmils
with his withered husk spreading chaos and
discord in my wake. When I get there I
believe I shall eat him and make a weapons
rack of his bones. You should come, too, as
the truth you find on the road may turn you
to my side and, if not, I prefer my meat
fresh. I shall see you anon, unless you are
clever enough to be cowards too. Catch me
if you can.

Maimbua

PS I’ve left you a gift at Valstier’s home.

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PLAYER HANDOUT #3 – MAIMBUA’S TEMPT

Newcomer to the War,


Thus far you are an uninformed bystander in
my war on Magnus Vrainian. Now, I invite
you to become a participant and choose
sides. It will give me some sport and as
the knights will, no doubt, turn to their
betters for aid, I thought to invite you
for them. Take no pride in this as I hold
the knights in the lowest of esteem. Their
lackeys I respect even less.
I have kidnapped one of their number named
Corum Valstier. I journey to the Lortmils
with his withered husk spreading chaos and
discord in my wake. When I get there I
believe I shall eat him and make a weapons
rack of his bones. You should come, too, as
the truth you find on the road may turn you
to my side and, if not, I prefer my meat
fresh. I shall see you anon, unless you are
clever enough to be cowards too. Catch me
if you can.

Maimbua

PS I’ve left you a gift at Valstier’s home.

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PLAYER HANDOUT #4 – ERIK THUNDER’S CONFESSION

I, Erik Thunder, of weak mind and soon to


be flayed flesh hereby set forth my
confession. I have been weighed in the
balance and found wanting. I have known of
my failure for nearly a year and have
hidden it even from you my brother knights
of the waste. Even Hugo’s request did not
move me to reveal my weakness. Only the
powers of the great Maimbua can cause me to
cleanse myself.
I was duped somehow into sending
Dispatchers to treat with the giants of
Sterich. I feared a union of Geoff and
Veluna against Gran March and the waste.
The knight I sent was aided along her path
by forces of evil and a letter made its way
to me proving that I have been a pawn of
Nolar Thotec in this matter.
Like many knights before me I was misguided
by my own arrogance and fooled by powers
greater than I. My actions have brought
shame to me and those I meant to serve and
in the end I am a useless pawn. I go now to
the sleepless death I deserve.

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PLAYER HANDOUT #5 – MAIMBUA’S MAP

I will not chase my tail, though you may


chase my tale of woe. You may not know it
but the old one I took knows.
Find here another duped knight of the
waste, what he thought, what he did, and
what he thought he did in haste.
Six arms will show you the price of theft,
a disc will tell you what was left.
In the Crossing find a man of faith I made,
for faith is a thing easily swayed.
To the Shire for spoils of war go, but the
rights of conquest can bring more woe.
In Manthus at the feet you’ll find a
Commandant stands for all time, and I alone
avenge his crimes.

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DM AID: NEW RULES
NEW SPELLS
Blast of Force (Spell Compendium)
Evocation
Level: Force 3, sorcerer/wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Drawing upon magic in its purest form, you send invisible energy whistling through the air to batter
your foe..
You must succeed on a ranged touch attack with the ray to strike a target. A blast of force deals 1d6
points of damage per two caster levels (maximum 5d6). In addition, a successful hit forces the subject to
make a Fortitude save or be knocked prone (size and stability modifiers apply to the saving throw as if the
spell were a bull rush).

Bloodstar (Spell Compendium)


Conjuration (Creation)
Level: Sorcerer/wizard 4
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A bloodstar
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
In a ruby flash a blood-colored, glowing crystal appears near your foes to suck the blood from their
wounds.
You create a magic construct called a bloodstar that shoots from your hand and haovers in the air
anywhere within the limit of the range (each round, you can move the bloodstar anywhere within range
with a standard action spent concentration on the new position). The bloodstar pulses with ruby light
(providing illumination in a 20-foot radius). Any creature initially designate within 10 feet of the bloodstar
that takes damage from any source must make a saving throw. On a failed save, the victim takes 1 point
of Constitution damage. Each time victims are damaged, they can attempt new saves.
The bloodstar cannot be attacked or harmed by physical attacks.
Focus: A ruby worth at least 30 gp..

GRM6-04 Curtains Drawn Around Page 34


CRITICAL EVENT SUMMARY: GRM6-04 CURTAINS DRAWN
AROUND
For use only at Queens Con or before June 15, 2005.
1. Did the PCs redeem Dyrain Eden with the people of Buxton’s Crossing? Yes No

2. Did the PCs reach any conclusions about Vrianian?


Yes No
If so, what did they conclude and who did they notify:

3. Who did the PCs tell about Valstier’s kidnapping and Maimbua taking him to another plane?
List NPS or organizations here:

4. Did the PCs cooperate with the officers from Internal Vigilance?
Yes No

5. Did any PC attempt to lie to the officer from Internal Vigilance?


Yes No
If so, list whom here:

Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences,
results that may not fit the above, etc):

GRM6-04 Curtains Drawn Around Page 35

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