TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  DYV3-08 
   
   
   
   
   
   
  A Cure for What Ails Ye 
   
  A 1-Round D&D LIVING GREYHAWK
  ®  
  Dyvers Regional Adventure 
  by James Poppe 
  Triad Edit: Matt Maddy & Phil Thompson 
  Circle Edit: Dave Christ 
   
  A request for aid comes from a strange source, one that doesn’t know why he’s asking for aid.  Will you help him out?  
  Part 1 of the Hidden Treasures Saga. An adventure for APLs 2-12  
  
  A Cure for What Ails Ye 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
   
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
   
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained for 
  war), other than those brought by virtue of a class ability 
  (i.e. animal companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number of levels 
  you add to the sum above. Add each character’s animals 
  separately. A single PC may only bring four or fewer 
  animals of this type, and animals with different CRs are 
  added separately. 
   
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
   
  If you are running a table of six PCs, add one to that 
  average. 
  
  A Cure for What Ails Ye 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
  2. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
   
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are considered 
  trained to attack. PCs who want their dogs to attack must 
  succeed at a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack that 
  round. This is a free action (spoken command) that may 
  be attempted each round. If an animal loses half or more 
  hp in a single round it flees, unless another check is 
  successful. 
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the 
  following chart to determine the number of 
  levels you add to the sum above. Add each 
  character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, 
  and animals with different CRs are added 
  separately 
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure – 
  round up. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have determined 
  the 
  APL. 
  Throughout 
  this 
  adventure, 
  APLs 
  categorize the level 
  of challenge the PCs 
  will face. APLS are 
  given 
  in 
  even-
  numbered 
  increments. If the 
  APL of your group 
  falls 
  on 
  an odd 
  number, ask them 
  before 
  the 
  adventure 
  begins 
  whether they would 
  like to play a harder 
  or easier adventure. 
  Based 
  on 
  their 
  choice, use either 
  the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Time Units and Upkeep 
  This is a standard 1-round Regional adventure, set in 
  Dyvers.  Characters native to Dyvers pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per round.  
  Rich Upkeep costs 50gp per round.  Luxury Upkeep costs 
  100gp per round. 
   
   
   
  
  A Cure for What Ails Ye 
   
  Page 4 
  The Current Effect of the Dock Fire 
  on the Populace of the Free and 
  Independent City of Dyvers 
   
  At this point in time, the Free and Independent City of 
  Dyvers is continues to from the massive fire in the dock 
  district. Although the Magister and Gentry have tried 
  their best to aid the displaced and shore up the economy, 
  prices have risen over time. (Any item purchased in this 
  scenario is 30% above normal value. The poor are present 
  almost everywhere except the Gentry District, and will 
  possibly ask the PCs for aid. Use this to add flavor during 
  the adventure, but don’t let it bog down the event. PCs 
  paying Rich and Luxury lifestyles receive reverse the 
  normal charisma modifiers from both the poor and the 
  gentry, unless they have aided the poor (Donated at least 
  3 GP per APL each) in Dyvers hour of need. 
   
  The newly created homeless are unruly and angry about 
  their situation, and are belligerent with anyone refusing 
  to aid the homeless.  They are also desperate enough to 
  mob anyone who seems to be extravagant in their 
  donation. 
   
  Using Divination Spells in This 
  Module 
   
  Due to the priesthood receiving numerous requests for 
  aid from the victims of the Dock District fire, they are 
  unable and unwilling to waste spell slots for divination 
  spells, since more readily useful ones can be cast. This is 
  because they feel the homeless are more worthy of their 
  efforts, and are to some extent afraid of the negative 
  publicity coming from helping the Gentry over the 
  common soul. 
   
  Using Judge’s Maps  
  Judge’s Map 1 is an aerial view of the Free and 
  Independent City of Dyvers. The map is divided and has 
  a grid overlaid on it. Along the west edge are letters and 
  along the south are numbers. At the top of each of the 
  other Judge’s Maps are the coordinates of where they fit 
  on Judge’s Map #1. 
   
  Adventure Summary and 
  Background 
  This event begins the Hidden Treasures story arc so some 
  information will not be provided as to keep the intrigue 
  of the story arc for future events.  Motivations, rationale 
  and machinations of the NPCs and villains within will be 
  revealed as the story arc unfolds.   
   
  'The Jackyll', an enterprising agent of evil unknown, has 
  begun to make his presence known in Dyvers.  
  Instructed to take whatever steps are necessary to keep 
  the authorities from interfering in his employers' plans, 
  the Jackyll kidnapped the head of the Dyvers 
  Constabulary's sole surviving relative, his 17-year-old 
  niece.  Directing the distraught Constable to keep his 
  silence or lose his last heir, the Jackyll has begun to make 
  his subtle touch upon the city.  This event covers the first 
  part of his exposed framework of deceit, destruction and 
  malfeasance. 
   
  Utilizing the abilities and resources of his employers, the 
  Jackyll recruited Zjas, a rogue priest of Incabulos to aid 
  him in setting this first cog in motion.  Proceeding with 
  the skills of the god of plagues and diseases, the Jackyll 
  has introduced a plague to local Rhennee encampments.  
  Hoping to infect the City of Sails, Zjas has managed to 
  mutate the disease to become highly infectious.  
  Recognizing the abilities of those who follow a divine 
  path, Zjas and the Jackyll made sure through diligence 
  and sacrifice to the Black Rider that this contagion was 
  the result of a continuing plague who's effects added to 
  the effort to reach the desired goal, death of any who 
  were infected and could not procure the needed divine 
  curing.  Aiding in their venture, Gavfel, an agent of Iuz 
  who seeks to replenish part of his lord's resources that 
  was lost in the failed attempt to properly punish the Free 
  and Independent City of Dyvers with the dock fire. 
   
  Recognizing the peril her people were in, one of the 
  Veths of the Rhennee used her prophetic abilities and 
  dispatched her children to report this plague to the 
  Dyvers officials, hoping that while her magics could not 
  heal all of her children, the vaunted Temple Circle and its 
  priests could.  Unfortunately for her, the Jackyll had been 
  unobtrusively watching the Rhennee just to make sure 
  something like this never came to fruition.  After all, it 
  would ruin over 6 months of work.   
   
  While the Rhennee attempted to get someone to listen to 
  their catastrophe, the Jackyll went to visit his old friend, 
  COL Tohmas Dolorrak of the Constabulary.  Issuing a 
  simplistic directive of "Crush this investigation or I 
  will bring you pieces of your niece", 'the Jackyll' 
  ensured the lack of response from the City of Sails or so 
  he thought. 
   
   
  A fresh deputy from the Academy, Riley Tlaferty, 
  listened to the plight of Rhennee and began a detailed 
  investigation.  Sensing something was out of place, 
  
  A Cure for What Ails Ye 
   
  Page 5 
  Deputy Tlaferty began to investigate the illness.  Nearly 
  contracting the disease himself, the deputy had managed 
  to start piecing together some of the puzzle.  This was 
  more than just a simple infection, this was a deliberate 
  attempt at mass extermination and whoever was doing it, 
  and they were re-introducing the disease to the Rhennee. 
    
  Beginning to write his report, Col. Dolorrak became 
  aware of his enterprising deputy's work.  Fearing for his 
  niece's safety, he shut down the investigation and 
  ordered Deputy Riley Tlaferty to hand over all of his 
  notes and never reveal his knowledge to anyone. He told 
  the deputy he would be handling the investigation and 
  did not want to bring alarm to the general populace. 
  Being the good loyal constable, Deputy Tlaferty handed 
  over his case file, destroyed his personal notes and was 
  immediately transferred to Wall Walker duty.  The 
  deputy knows something is wrong, but is unwilling to 
  accuse his superior of what Tlaferty fears most, that 
  Dolorrak is behind this. 
   
  When the deputy didn't return a week later, the Veth 
  recognized that someone or something has stopped the 
  investigation by the young Constable.  The affliction had 
  finally begun to strike at her and the other Veths in the 
  enclave.  Pulling together some of the last bits of her 
  strength, she divines the PCs names as agents who may 
  be able to save the Rhennee from this plague before she 
  succumbs to it.  Sending forth her personal Darkhagard 
  bodyguards, she instructs them to return with the PCs at 
  the table and not to take no as any answer. 
   
  Please make yourself familiar with Appendix 2.  It covers 
  the Jackyll's activities during this entire event. 
   
   
  Introduction: (Landing some Whales): 
  The 
  Darkhagard, realizing that their prophesized heroes of 
  the City of Sails may not appreciate being abducted 
  rather forcibly, decide to utilize some guile in gathering 
  the selected PCs at the table. The PCs may receive 
  different introductory handouts depending on which 
  meta-orgs they belong to. 
   
  Encounter One (Don’t Lose Your Head): The PCs 
  meet up just outside the city walls only to see a tragedy in 
  the making.  A young Rhennee child is about to be 
  accosted by a group of disgruntled former dockworkers 
  and their families.  Fortunately for the potential victim, 
  the Constabulary outpost spotted the trouble as well and 
  heading over to stop the bloodshed before it escalates 
  into a riot.  Unfortunately, the two Darkhagards saw the 
  mob and are more concerned about stopping the mob 
  with 
  extreme 
  prejudice 
  versus 
  patience 
  and 
  understanding. 
   
  Encounter Two (A Vision): Taking the PCs to meet 
  the Veth, the Darkhagard maintain their vigilance of 
  silence, saving thanks for those who stop the mob brawl 
  and spare the child from death.  After a brief attempt at 
  telling the PCs what she knows and checking the PCs for 
  potential she answers questions and ask them to hurry. 
   
  Encounter Three (Gathering Information): The 
  PCs get chances to encounter Deputy Riley Tlaferty, 
  Colonel Tohmas Dolorrak, a messenger boy, Makkxs, and 
  members of the Dyvers Temple Circle.  Each has 
  information useful to the PCs, if they recognize the 
  wealth of information each person possesses. 
   
  Encounter Four (Unlucky Survivor): A sea olven 
  female, Yevysse, is being treated for a similar illness.  
  When it is revealed that the PCs are trying to save the 
  Rhennee from their death sentence, the effects of the 
  Jackyll’s insidious scheming becomes more and more 
  apparent... He's harvesting the dead bodies of the 
  Rhennee.  The sea elf makes the offer to lead the PCs to 
  an unusual barge if she's given a true cure versus the 
  delaying "antidotes" from the cloaked human ('the 
  Jackyll). 
   
  Encounter Five (Charon’s Little Brother): After 
  finding the point where the sea elves have been 
  instructed to deposit the corpses, the PCs can investigate 
  the barge the corpses have been delivered to.  It is only 
  upon approaching boarding the barge that the PCs 
  discover the residents of the barge. 
   
  Encounter Six (Just a Small Thing): The teams that 
  actually remove the corpses from the barge are waiting 
  for the next delivery.  The barking from the kobold 
  guards becomes more excited if the PCs get too close 
  without enough stealth. 
   
  Encounter Seven (The Hammer Falls): Zjas and 
  Gavfel, alerted to the PCs meddling by the Jackyll, who 
  has been following the PCs since they left the Veth, 
  begin to move out and stop the adventurers before things 
  get out of hand. 
   
  Encounter Eight (Excellent Penmanship): After 
  defeating Zjas and Gavfel, the PC discover the lair that 
  currently houses their efforts.  Rhennee corpses, stacked 
  like cords of firewood, line the exterior of the shelter.  
  Inside the PCs find a handwritten note telling them to 
  come back to town, someone else needs their help. 
  
  A Cure for What Ails Ye 
   
  Page 6 
   
  Encounter 
  Nine: 
  (A 
  Proper 
  Cliffhanger): 
  Returning to town, the PCs go to the indicated location 
  from the handwritten, addressed notes for each of them, 
  only to find someone else is waiting for them there.  The 
  PCs trigger a trap and discover why the Constabulary was 
  kept from making a full investigation. 
   
  Conclusion: How well the PCs do dictates which 
  ending they receive. 
  • 
  Conclusion A: Success-If the PC defeat the 
  menace 
  • 
  Conclusion B: Partial Success-The PCs learn 
  enough to determine what caused the plague so 
  the priesthood of the Free and Independent 
  City of Dyvers can aid the Rhennee and sea 
  elves but do not save the day themselves. 
  • 
  Conclusion C: The Quest Failed-The PCs do 
  not save the day and do not find out what is 
  causing the plague 
  • 
  Conclusion D: You’re in Iuz’s Army Now-If 
  all the PCs die. 
   
  Epilogue: If the PCs save the day they are invited back 
  to the Rhennee encampment. 
   
  Critical Events Summary: PC actions affect the 
  campaign. Please take the time to fill this out and either 
  give it to the event coordinator or email it to 
  stroth69@hotmail.com with the subject being “A Cure 
  for What Ails Ye”. 
   
   
  Introduction: Landing Some 
  Whales 
  When the players sit down to the table ask them to write 
  down any Dyvers metaorgs their PCs belong to and three 
  spot checks (for use in Encounter 3A) on a piece of paper 
  and hand it to you. Also ask if anyone has played DYV2-5: 
  The King of Box Town. Look at the Adventure 
  Cert/Record for this event and take note of any PCs that 
  have the “Easy Mark” notated on the AC/AR. Use this 
  information for Encounter 4A. 
   
  Use Introductions A-E for PCs that are a member of the 
  following Dyvers metaorgs. 
   
  • 
  Any Temple (Use introduction A) 
  • 
  The Constabulary (Use introduction B) 
  • 
  The Dweomercrafters Guild (Use introduction C) 
  • 
  The Pit Fighters Guild (Use introduction D) 
  • 
  The Alliance (Use Introduction E) 
   
  Use Introduction F: Gathering the School for all other 
  PCs at the table 
  After the players have read their respective introductions 
  go to Encounter One. The PCs should be just entering 
  Tent Town outside the western most gates of the Free 
  and Independent City of Dyvers. 
   
   
  Encounter One: Don’t Lose Your 
  Head 
  Judges Note: It may be very likely that the PCs may 
  inadvertently or purposely break some of the city’s laws. 
  Please refer to Appendix #3 before running this 
  encounter.  
   
  Once the players are ready read the following. 
   
  Arriving outside the city gates, your guide bids you 
  safe journeys and returns to the sanctity of the city 
  proper.  Whoever those two gentlemen were, they 
  definitely spooked that fellow.  Looking around you 
  see more adventurers showing up, each with looks 
  upon their faces ranging from bewilderment to 
  concern that they face the unknown. 
   
  This is the time for PC introductions, if they don’t know 
  each other already.  Allow them ample time to talk and 
  discuss their summoning to this area.  As the 
  conversation begins to wear down, have everyone roll 
  Spot checks [DC is 5 + APL] to notice the following 
  scene. 
   
  As you ponder your current situation you see a 
  potential tragedy in the making.  A group of denizens 
  from Tent Town are beginning to gather.  It appears 
  something, or rather someone, has attracted their 
  attention. In their midst is a small Rhennee child (a 
  boy by the name of Mirthkan) attempting to purchase 
  foodstuffs.  The waif appears to be completely 
  unaware of the gathering closing in around him... 
   
  Immediately, go around the table and ask each player to 
  write down what they are doing upon description of this 
  scene.  If any players stop to discuss tactics and do not 
  give you an immediate answer they spend the first round 
  talking. 
   
  Those who look around the area may make a Spot check 
  [DC 12 + APL] to notice the squad of Constables who are 
  beginning to move to intercept the crowd.  The only 
  
  A Cure for What Ails Ye 
   
  Page 7 
  problem is that they might end up reaching the child a 
  few seconds after the crowd does.  It appears that they are 
  drawing non-lethal weapons to be used for crowd control 
  if needed. 
   
  The crowd is made up of twenty 1st level commoners. 
  Ten of them are carrying clubs while the others are 
  carrying makeshift weapons.  They immediately go prone 
  after the first subdual attack on them.  Should any of the 
  crowd be struck with a real damage attack, they riot and 
  turn on everyone present. 
   
  This encounter should end up going one of three ways. 
  • 
  The PCs attack the mob in force 
  • 
  The PCs manage to calm the mob down 
  • 
  The PCs ignore the problem 
   
  All APLs 
  �The Crowd of Homeless People, Com1 (20): hp  
   
  each; See Appendix One 
  �Constables (2), Rog3/F2: See Appendix One 
  �Rhennee Child, Com1: See Appendix One 
   
  • 
  Attacking the mob 
  This action creates a few problems for the PCs.  One, 
  they are almost assured to kill at least one of the 
  commoners unless caution is used. There is a squad 
  of six constables attempting to reach the situation 
  and keep it from escalating into a full-blown riot.  
  Should someone pull out a sharp sword and begin 
  hacking at displaced denizens of Dyvers, the 
  Constabulary immediately responds and attempts to 
  place the "criminal" under arrest.  Should a PC break 
  Dyvers law and escape the constabulary mark the 
  appropriate section of the Adventure Record. 
   
  • 
  Attempting to calm the crowd 
  Attempting to calm the crowd requires a Diplomacy 
  check (DC 10 + APL). A successful result  to get the 
  crowd to pause, if the result is [DC 14 + APL] 
  disperses the crowd.  Should the PCs fail, they may 
  have to deal with a very angry crowd of commoners. 
   Should the PCs be unable to make the dispersal DC 
  check, the Constabulary takes control of the 
  situation. 
   
  • 
  Ignoring the problem 
  IF Any PC decides to ignore the mob scene, mark 
  the "Enmity of the Darkhagards" on that PCs 
  Adventure Record.  Cowardice is not a positive trait 
  to the Rhennee.  Refusing to aid also eliminates any 
  chance of that player unlocking access to the 
  Prestige classes of Darkhagard and Veth for their 
  character. 
   
  Regardless of the actions the PCs take as the 
  Constabulary move into position to take control of the 
  situation after a few seconds. 
   
  Once the PCs have chosen a course of action paraphrase 
  the text below to meet the situation and read it aloud. 
   
  A battle cry can be heard from further deeper in Tent 
  Town.  Two swarthy individuals brandishing strange 
  double pronged spears approach the conflict.  We do 
  not tolerate you attacking our children...." Each of the 
  two men begins brandishing his weapon with fervor 
  and malice. 
   
  One of the Constables wearing a blue tabard with 
  gold trim looks your direction and speaks, "We've got 
  the 
  crowd 
  under 
  control... 
  get 
  those 
  two 
  troublemakers out of here before Tent Town explodes 
  like the docks did.  Take the child with you, I think 
  they'll leave if they see the kid is safe."  
   
  ALL APLS (EL 16) 
  �Darkhagard (2): hp 117, 117, See Appendix One 
   
  If the PCs agree to take the child away from the mob read 
  the following… 
   
  Smiling up at you, the Rhennee child blabbers 
  something in a strange tongue (Rhopen, the Rhenne 
  language) to you and raises his arms in your direction. 
   
  Mirthkan offers a quick thank you (for those who speak 
  Rhopan) and wants to be carried.  As long as the PCs 
  don't openly attack the Darkhagards, the event can 
  continue. 
   
  Read the following… 
   
  Leading the three Rhennee away from the near riot, 
  the two men are pleased to see that some of the land 
  dwellers care enough about their children not to be 
  uncivil about them.  One of the men clears his throat, 
  "Why are you here?  Most of your people were 
  unwilling to help us before..." 
   
  Quickly his companion interrupts. "Silence, that is 
  not our place.  We are supposed to find the ones the 
  Revered Mother asked for... she gave us the names of 
  those her visions told would help up.  Perhaps you 
  
  A Cure for What Ails Ye 
   
  Page 8 
  know of the Chosen...could help us find (as he lists 
  each of your names)?"  the other male asks. 
   
  If the PCs confirm that they match the names listed read 
  the following… 
   
  "Amazing?  The Lady Deep has blessed us even this 
  far from her reach... please hurry, follow us, there 
  isn't much time." the second continues.  Both men 
  appear to have a weight lifted from their shoulders.  
  When questioned about what do they mean, each 
  man will answer, "It is not our place to explain this, 
  the Revered Mother, she will explain what has 
  happened, what is happening and what will happen 
  should the Lady grant it to her.  Please there isn't 
  much time." 
   
  Go to Encounter Two: Bring Out Your Dead 
   
   
  Encounter Two: Bring out Your 
  Dead  
   
  Gathering the small child (or if the PCs failed to help 
  save the child the trampled remains of the Rhennee 
  child), your guides lead you to small skiff to take you 
  to their encampment outside the City of Sails.  The 
  men appear to relax considerably once they board the 
  skiff and indicate for you to do the same.  How the 
  skiff manages to stay afloat with the group of you is a 
  bit worrisome, but the Rhennee appear to be 
  undaunted.  The journey is quick to the encampment 
  and surprisingly safe.  They know these waters like a 
  mother knows the face of her child.  
   
  Upon reaching the banks of the encampment, you 
  immediately can surmise at least part of the reason 
  why you were summoned.  Rows of cots, hammocks 
  and even crates have sickly Rhennee draped over 
  them.  The few Rhennee who move to tend to the ill 
  show signs of being affected as well.  The smell 
  almost overwhelms you before your escorts turn to 
  ask you to follow them.  Their stoic visage is broken 
  by sight of them fighting back the tears welling in 
  their hardened eyes.  "The Revered Mother... she has 
  little time, please hurry and follow us, Chosens." 
   
  Any PC who wishes to make a Heal check can do so.  The 
  result determines how much the PC in question can 
  glean from the situation. 
   
  [DC 10] - The Rhennee are sick 
  [DC 15] - The illness is a disease of some sort, very 
  similar          to some of the plagues 
  [DC 20] - The illness appears to be highly contagious 
  [DC 22] - The illness shows signs of potentially  
   
  being fatal once the victim is infected 
  [DC 25] - There are signs of re-infection of the  
   
  Rhennee 
  [DC 35] - Somehow the illness is being re-introduced  
   
  to the Rhennee, each time its slightly different 
  The majority of the Rhennee the players pass are unable 
  to speak, or are highly feverish and delusional.  Allow the 
  PCs to examine the Rhennee if they wish, but it is 
  obvious there is little they can do for all of them.  Plus the 
  PCs probably would rather save the Veth/Revered 
  Mother versus the simple deckhand in hopes of getting 
  to the bottom of the situation.  After the curiosity has 
  been cleansed from the PCs, the Darkhagards lead the 
  PCs to the Veth. 
   
  Your guides take you deeper into the enclave.  
  Rhennee are laying everywhere and it seems that 
  there isn't enough space for all of them.  The few 
  nursemaids 
  are 
  completely 
  overwhelmed.  
  Occasionally, you see another man, with a very 
  similar weapon as your guides, cover up a still 
  Rhennee and heaves the body over his shoulder.  The 
  sorrow in his task is apparent as he moves away with 
  his heavy cargo. 
   
  The men stop outside an ornate tent.  "Please hurry, 
  she hasn't much time... the illness is moving to claim 
  her." Carefully they pull open the curtained entrance. 
  A withered woman lies upon a dais of cushions in the 
  center.  Feeling the brush of air upon her cheeks, a 
  groan escapes her lips as her eyes flutter open.  
   
  "Good, you came with the darkhagards.  The Lady 
  Deep said that you would be here before it was my 
  time," the woman says as she struggles to sit up.  “The 
  illness that ravages my body is winning, but my faith 
  holds it back for now. I must ask each of you to look 
  into my bowl before I begin.  Please tell me what you 
  see..." An earthen bowl, filled nearly to brim, sits to 
  the left of the woman.  "Please, look and see..." 
   
  Each PC has a chance to look into the bowl and see 
  whatever they want to see.  The Veth needs to find a 
  replacement and hopes that a Rhennee female arrives 
  and see something in the bowl.  This is simply a 
  roleplaying creativity section.  Use your judgement and 
  time management skills.   
   
  
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  Page 9 
  Reactions from the Veth 
  • 
  For PCs that see nothing 
  She sighs, and pats them on the cheek. As she speaks 
  there is a chance (25%) that she accidentally coughs 
  right in the PC’s face. A Reflex save [DC10] allows 
  them to see this coming and avoid it. 
   
  • 
  For PCs that try to be creative 
  She tries to encourage PCs that seem to see 
  something in the bowl as long as they speak in 
  metaphors and do not try and bluff. She has a +10 to 
  her Sense Motive check for PCs that try to bluff. 
  When the PC appears to be done the she sighs, and 
  pats them on the cheek. As she speaks there is a 
  chance (25%) that she accidentally coughs right in 
  the PC’s face. A Reflex save [DC10] allows them to 
  see this coming and avoid it. 
   
  • 
  For Female Rhennee PCs 
  Female Rhennee PCs receive a great deal of attention 
  from the Veth and she talks with them about their 
  goals and outlook on life. The Veth hopes the PC 
  will become a Veth themselves. 
   
  When all the PCs have had the opportunity to look in the 
  bowl read the following… 
   
  Wiping her mouth of the spittle, the woman speaks, 
  "Sorry about that test.... the Lady needs a new servant 
  and my children need a new guide.  You've seen how 
  my people have been ravaged by the malady that 
  affects us?  Once could hardly not notice. I need you 
  to find a way of stopping it before it kills us all.  
  We've asked the city (the Free and Independent City of 
  Dyvers) for help, but our efforts have been rebuked so 
  far.  Hopefully you can present a better image then 
  we Rhennee do to the leaders. We starting falling ill 
  about six months ago.  At first we were able to keep 
  the sickness contained.  Only a few fell victim to it.  
  As time passed, more of us became victims of the 
  sickness.  We were unable to keep it from spreading 
  to the entire enclave.  The city was asked for aid... 
  they were not willing to help save us.  More time 
  passed and my children started dying and others fell 
  ill to the sickness.  Only the Darkhagards have been 
  relatively free of the sickness and now even they are 
  starting to feel its affects.  We need your help... save 
  us before we all pass on to Lady Deep." 
   
  "Time is growing short for both my people and the 
  city. If you cannot help us or solve the sickness by the 
  second dawn from today, I will not be able to keep my 
  children from entering the city and spreading the 
  sickness among its residents.  My children are 
  desperate enough to try anything to be saved."  
   
  PCs can ask questions, please remember the time 
  intervals in this encounter.  What the Veth knows... 
   
  • 
  Deputy Constable Riley Tlaferty was the one the 
  only one from the city who cared to come to 
  their 'aid' 
  • 
  The deputy had been doing a great deal of 
  investigating  
  • 
  The deputy hasn't been seen for a couple of 
  moons 
  • 
  We have maybe three days before enough of us 
  die that the enclave is effectively cleared out 
   
  Judge’s Note: The Veth the PCs are brought before in 
  this encounter is extremely ill and passes out from the 
  strain of fighting the sickness after 45 minutes of real 
  time.  PCs who cure her of the sickness (it takes a Cure 
  Disease at the minimum) further gain her trust but she 
  gives no further information. The Veth, in her weakened 
  state, becomes re-infected almost immediately following 
  the PCs leaving. 
   
   
  All APLs 
  �The diseased Veth: female human (Rhennee) 
  Sor5/Veth7; hp 53 
   
  Catching the Disease 
  After spending five minutes of real-time existence in this 
  encounter and at every ten minute intervals after that, 
  have all PCs make a Fort save DC 13 + APL.  Failure 
  means the PCs have been infected with the same illness 
  as the Rhennee.  The only symptom the PCs experience 
  during this event is a slight tickle in the back of their 
  throats'.  Please remember to mark that was infected on 
  the ARs and whether or not they were cured by the end 
  of the event. 
   
  Go to Encounter Three: Keeping Your Wits 
   
   
  Encounter Three: Keeping Your 
  Wits 
  Judge’s Note: From this point on the module is time 
  sensitive as the second morning following the PCs talk 
  with the Veth the Rhennee that can sail will bring the 
  disease to the Free and Independent City of Dyvers. 
   
  
  A Cure for What Ails Ye 
   
  Page 10 
  About Encounters 3A-E 
  These are general information gathering encounters. The 
  PCs automatically activate Encounter 3A, but the others 
  are dependent upon their actions and ability to make 
  substantive leaps in logic. 
   
   
   
   
   
  Encounter 3A: Excuse me?  
   
  Affected by the sights of the stricken Rhennee, you 
  make your way back into Dyvers. The huddled masses 
  of Tent Town will probably be the next affected by 
  the contagion that, if not stopped, for the most part 
  may well wipe out the local Rhennee population in a 
  few short days.  Passing through the city gate, it takes 
  a moment to get reacclimated to the hustle and bustle 
  of the city.  Vendors hawking their ways, neighbors 
  talking about the latest gossip and children playing in 
  the street. 
   
  Attempting to make your way through the crowd, you 
  hear a small voice from your side as someone or 
  something is tugging on your garment, "'Pardon me.." 
   Looking down, you see a young, dirty-faced child 
  peering up at you.  "He told me to give this to you..."  
  The child smiles fearfully as he hands you a sealed 
  envelope. 
   
  Give Player Handout 1 to the players 
   
  Preferably the ‘boy’ offers the letter to a player who has a 
  negative influence point with the Alliance (DYV2-05 
  King of Box Town) for being a mark.  Failing to have a 
  'mark' at the table, he selects the person who has the least 
  amount of influence with the Alliance and under no 
  circumstances does he choose a PC with the money belt 
  and attached cert from the module DYV1-4: Fair Play.  
  Recognizing the 'perfect opportunity' to pad his pocket 
  and not worry about an unapproved action, the boy... who 
  serves as the Guildmaster of Pickpockets when he's not 
  in disguise... attempts to steal from the recipient of the 
  letter.  Allow the PC to make an opposed Spot check vs. 
  the Guildmaster's Pickpocket (Sleight of Hand) check.  
  Use the below modifiers depending on the APL of the 
  table.  The Guildmaster steals twice the difference 
  between the Pickpocket (Sleight of Hand) check and the 
  Spot check (needs to get a minimum check of 20 to get 
  anything. 
   
  APL 2:  
  Pickpocket +10 
  APL 4:  
  Pickpocket +14 
   
  APL 6:  
  Pickpocket +18 
  APL 8:   
  Pickpocket +22 
   
  APL 10:   
  Pickpocket +26 
   
  APL 12:   
  Pickpocket +28 
   
  If the PC(s) catch the attempt the ‘boy” starts to wail and 
  cry. A constabulary officer comes over to see what is the 
  matter and takes the ‘boy’ into custody. Yes the officer is 
  on the take also and owes the ‘lad’ a favor. 
  After making his attempt, the messenger smiles up at his 
  victim and waits for the obligatory tipping.  When 
  offered a tip, he'll reply with a devilish smile and a smirk 
  saying the following, "No tanks, all ready got paid."  
  The boy dashes back into the crowd away from the grasp 
  of the PCs and quickly out of sight.  Once he gets into the 
  crowd the PCs do not have a chance to catch the him as 
  he disappears from view.   
   
   
  Encounter 3B: Deputy Constable Riley 
  Tlaferty 
   
  Judge’s Note: A Gather Information check [DC 3] allows 
  the PCs to find the nearest Constabulary station. 
   
  Asking at any Constabulary station gets some response to 
  queries on where to find deputy Riley Tlaferty. The 
  deputy was re-assigned about 45 days ago.  A bribe of 
  5*APL gets the information immediately as does the 
  expenditure of a Constabulary influence point. The 
  deputy Constable Tlaferty has been reassigned to Wall 
  Walking duty by the South Gate. 
   
  If the PCs go to the south gate to talk with deputy 
  Constable Tlaferty read the following… 
   
  Finding the deputy has been a trying affair.  After 
  speaking (and/or paying) the right Constable, you’ve 
  discovered the young Riley Tlaferty had been given 
  the amazing position of Wall Walker along the South 
  Gate.  Arriving at the South Gate, the shift sergeant 
  indicates which Wall Walker is Tlaferty and says 
  make it quick as he isn’t getting paid to talk.  As you 
  move towards the Constable who is diligently 
  performing his duties, he spots you and gives you a 
  quick wave before continuing his job. 
   
  Riley Tlaferty is still trying to impress his superiors and 
  recover some of the prestige he lost when his 
  investigation was crushed.  If someone yells, up to him... 
  he'll jump down and talk to the PCs.  Riley isn't willing to 
  implicate or accuse Colonel Tohmas Dolarrak of 
  
  A Cure for What Ails Ye 
   
  Page 11 
  anything, but he does realize that most likely it was the 
  Colonel's order that ended his investigation.  Riley does 
  know the following... 
   
  • 
  He put two good weeks into investigating the 
  'sickness' 
  • 
  He received orders to cease his investigation 
  and destroy all of his personal records of it 
  • 
  He really doesn't want to talk about the 
  investigation, but feels guilty that he was unable 
  to complete his investigation 
  • 
  Once he discovers that PCs are trying to finish 
  his work, he'll gladly share information that 
  isn't going to be counterproductive to his career 
  as a Constable. 
  • 
  Within 48 hours, he was reassigned 
  • 
  He graduated top recruit in the first Academy 
  class 
  • 
  Multiple people are behind the sickness 
  • 
  He couldn't find any Rhennee corpses, graves or 
  cairns.  No missing boats either 
   
   
  Encounter 3C: Power Divided 
   
  Should the PCs go to question Colonel Dolarrak about 
  his involvement in the sickness, they find it is difficulty 
  to get in to see him.  PCs, without using some creative 
  means, are going to be waiting for two hours to see the 
  Colonel.  Each influence point spent with either the 
  Constabulary or Gentry reduces this time in half to a 
  minimum of 15 minutes.  No weapons, holy symbols or 
  spell component pouches are allowed within his office.   
   
  Dolorrak is curious to hear why the PCs are coming to 
  him, usually its the other way around.  Once the 
  Rhennee illness and the re-assignment of the Deputy 
  from the investigation are mentioned, he should be 
  treated as a hostile NPC as he appears to take offense to 
  those that try to tell him how to do his job.  The Colonel 
  does not attack the PCs, he has no need to, but it should 
  be made very clear to everyone that this probably isn't the 
  man to upset within the city. 
   
  During the investigation, allow the PCs to make a Sense 
  Motive check at [DC 15 + APL] if they ask.  Those that 
  succeed catch on to the physical clues that something 
  serious is bothering Dolorrak.  Asking the Colonel about 
  his discomfort only increases his tension.  Dolorrak could 
  reveal some of the following, during their talk.  Each 
  statement has a true or false after it. 
   
  • 
  I don't know who is behind the plagues - 
  True and False, he doesn't know, he has an idea, 
  but doesn't have any proof. 
  • 
  The Deputy was not authorized to begin an 
  investigation without his superiors' approval 
  - False, the constables can begin investigations, 
  and Deputy Tlaferty just chose the wrong one to 
  begin his career with. 
  • 
  I have no personal interest in the case - False, 
  he does, and his niece's safety depends on his 
  stopping Dvyers from getting too involved. 
  • 
  Nothing is wrong with me - True, it’s his niece 
  who's in trouble. 
   
  The Colonel abruptly ends the interview whenever the 
  judge feels the PCs are starting to get frustrated with the 
  complete lack of answers from Dolorrak.  Dolorrak makes 
  a comment about why isn't the Temple helping out the 
  Rhennee, at least they have the divine resources to spare. 
   Should any Constable PC push the Colonel with their 
  questions, please send an email to the Dyvers Triad Point 
  of Contact at stroth69@hotmail.com. In the email state 
  your RPGA#, the character’s name, the player’s RPGA # 
  and question asked.  The Colonel takes a special interest 
  in their career as a Constable.  It doesn't pay to question 
  your boss or accuse him of doing evil things. 
   
   
  Encounter 3D: Religion 
   
  PCs who decide to ask the houses of worship in the city 
  for assistance with this Rhennee plague are immediately 
  discounted as being delusional.  "If there was something 
  that terrible going on we would know something about 
  it." seems to be the most popular response.  At this point 
  the Temples also prove to be a dead end.  Unless of 
  course they are visited last or the PCs visit the temple of 
  Rao, then take the PCs straight to Encounter 5. 
   
   
  Encounter 3E: Secrets Untold 
   
  After reading your message from Makkxs of the Spice 
  Guild, you make your way to his place of business.  
  The fragrance from places spread across Oerth is as 
  pungent as ever.  The Spice Guild appears to have a 
  bit more security right now... rather large and 
  impressive security.  Strange, who would want to steal 
  a little oregano? 
   
  Getting the once over by the large guards at the door, 
  you find the cramped interior of the entry room more 
  stifling 
  than 
  before. 
   
  The 
  attendants, 
  while 
  
  A Cure for What Ails Ye 
   
  Page 12 
  recognizing your entrance, keep their attention 
  focused on the other patrons in the queue before you.  
   
  Once the PCs make reference to their note (Player 
  Handout 1), a clerk pulls a short rope that summons 
  Makkxs from his private office.  Quickly the Alliance 
  information contact comes from his back office to greet 
  the PCs. 
  "Greetings... I have your order in our back stockroom. 
   If you will follow me...." Makkxs says warmly.  
  Leading you back through the twisting tunnels of 
  Spice Guild Headquarters, you pass smaller offices, 
  each filled with clerks shuffling papers and weighing 
  various spices.  After traveling what feels like forever, 
  Makkxs parts a small nondescript curtain and offers 
  entrance into an ornate sitting room. 
   
  "Welcome to my home away from home... I like to 
  work in comfort.  
  "The tables are reversed 
  today, my friends, as I need information from you.  
  Associates of mine spotted you leaving the city with 
  those Rhennee men, I believe they are call 
  Darkhagards.... yes, that is correct.  I need to know 
  why.  I can pay you the standard fee for the 
  information, but I'd like to see if you could confirm a 
  few of the rumors I've heard recently.  If you can, He 
  offers to pay five Wheatsheafs (gp) per APL but will go as 
  high as 10 if the PCs make a successful Diplomacy check 
  (DC12 + APL). 
   
  If a PC was robbed in encounter 3A read the following.. 
    Oh you... (he points to the PC who the sneak thief stole 
  from), I believe this was yours.  At least it was before 
  that child took it from you.  My apologies, he wasn't 
  supposed to do that,"  Makkxs offers. 
   
  Makkxs tosses a money pouch (or whatever item was 
  stolen from the PC) to the PC. The money pouch 
  contains all of the money that was stolen, minus 12 
  Wheatsheaves (gp).  The PC should learn a valuable 
  lesson about making sure you've got a hand on your 
  money purse in Dyvers. 
   
  Once the haggling for information is done successfully 
  read the following… 
   
  "From what I know, time is of the essence to you.  
  Please tell me what you know and lets see what falls 
  into place." 
   
  Makkxs falls silent, offering positive nonverbal feedback 
  to any PC that steps forward and begins to explain.  PCs 
  who are reluctant to divulge information are given a 
  positive pep talk and confirmation that Makkxs really 
  needs to know, he has a few friends out there who might 
  be in trouble.  Once Makkxs has gathered most of the 
  information, he slumps into one of the remaining 
  chairs.... 
   
  "I was afraid of that... I haven't heard from my friends 
  for over a month.  I was hoping they were in a 
  occupied and had forgotten about me.  But it appears 
  they, too, have fallen victim to that scourge.   Would 
  you be willing to try and find out what happened to 
  them?  My hands are tied into another project right 
  now, one that requires my complete attention."  
  Makkxs asks.   
   
  Almost on cue, a voice can be heard from the 
  hall... "Boss, Boss... something is happening at the 
  Temple of Rao.  They found a really sick sea olven 
  female and she's babbling about a cure." 
   
  Turning to your group, Makkxs says, "My friends, will 
  you look into the situation at the temple of Rao for 
  me?  I would be eternally grateful for any assistance 
  you could give me.  Frankly, I just don't have the time 
  to go tracking down this lead."  With that, Makkxs 
  turns to curtain and pulls it aside quickly and speaks 
  to the messenger.  "Take these people to the temple of 
  Rao.  Twice your usual rate..." A greedy little grin is 
  revealed as the boy indicates for you to follow him. 
   
  Go to Encounter 4 
   
   
  Encounter Four: The Unlucky 
  Survivor 
   
  Following your guide through the streets of Dyvers, 
  the child appears to be quite adept and negotiating 
  the alleyways.  Due to the messenger's short cuts you 
  make good time.  A quick dash through a small 
  brewery and you've managed to avoid traveling 
  around an entire block.  Upon reaching the Temple of 
  Rao, the boy bows and gestures with one arm towards 
  the door of the Temple.  Of course, he's removed his 
  cap with the other hand and shakes the cap slightly in 
  front of him. 
   
  Give the PCs time to properly thank the messenger, and 
  read the following... 
   
  Upon entering the temple, you are greeted by a 
  young acolyte.  "Peace be with you, neighbors.  
  Welcome to the temple of Rao, what can we do for 
  you today?" asks the acolyte.  Assuming the PCs 
  mention the olven female  "Ah yes, she is under our 
  
  A Cure for What Ails Ye 
   
  Page 13 
  most diligent care.  Would you like to see her?  Please 
  leave your weapons and items of war behind, there 
  will be no use for here."  The acolyte waits for you to 
  divest yourself of your gear that could offend the 
  pacifists housed here. 
   
  Traveling down a hallway, the acolyte takes your 
  group down a flight of stairs heading to the basement 
  of the Temple.  "We're trying to keep her as cool as 
  possible until some of the priests know what is 
  causing this affliction.  Have you seen it?  It is like 
  nothing we've seen before.  Her body is ravaging 
  itself and the disease isn't responding to our efforts." 
  the acolyte mentions as you travel.  "Here we are... I 
  warn you, please do not interfere with our efforts.  
  We are starting to make progress." 
  Entering the small 20’ by 20’ room, you can see a bed 
  that has obviously been raised and team of four 
  priests each examining, pushing and prodding the 
  mass underneath some blankets. 
   
  As one the priest moves, you see a wretched form of a 
  sea olven female.  Suddenly as she starts gasping for 
  air... one the priest quickly casts as water fills a tub.  
  The priests lower her into the tub, giving her a place 
  to recover.  "Let us pull back and see what we can 
  figure out at this point," the lead priest suggests.  
  Heading towards the door, the priests for the first 
  time acknowledge your presence.  "Please step 
  outside with us... we're curious as to why you have 
  come here." 
   
  The priests are very interested in hearing what the PCs 
  know about what has been happening to the Rhennee.   
  It seems to be very familiar to what the sea elf is fighting 
  off.  Once the PCs and priests realize the connection 
  between the two, go to the following. 
   
  Startling you from your discussion, a crash from the 
  room beckons you.  The olven woman is reaching 
  into a pouch muttering something in a strange 
  tongue (elvish).  After finally getting what she’s 
  looking for pain wracks her body and she drops a vial 
  to the floor.  Crying out as the substance inside splash 
  out as the vial breaks on the stone floor, the woman 
  begins to lap up the remaining fluid, ignoring the 
  damage done by the shards of glass. 
   
  The woman is saying "cure, cure" in elvish. The damage 
  done by the broken vial is insignificant when compared 
  to the damage done by the disease.  Checking the 
  contents of the vial, the pungent smell is surprising for a 
  'cure'.  Anyone who makes either a Heal Check (DC 25) 
  or Alchemy (DC 17) recognizes the fluid as being a 
  derivative of a poison. 
   
  Two rounds after the vial breaks one of the priests makes 
  the healing check DC and speaks. 
   
  'A POISON?  Quick brothers let us call upon the 
  power of Rao’s grace. The eldest priest exclaims once 
  the discovery of the substance's origins has been 
  made.  Quickly going to work, the priests once again 
  immerse her into the tub of water.  Quickly calling 
  upon the power of Rao, the priests try to aid the 
  bedeviled creature but she begins to violent thrash 
  about within the tub.  Amazingly the she begins to 
  exhibit the same symptoms as the Rhennee whose 
  time had almost come. The elder priest steps in and 
  finishes his prayer to Rao in order to save this woman 
  so they might know who did this to her.  As the 
  power flows from him, the thrashing stops and the 
  woman’s troubles are immediately lifted.  Her skin 
  tone starts shifting back to where its natural colors 
  and her sunken face begins to fill out slightly. 
   
  "Praise Rao... she is saved..." the priest begins his 
  prayer of thanks until he is engulfed by the olven 
  woman who embraces him. 
   
  Judge’s Note: The olven woman speaks elven and 
  broken common. The text below is the elven translation. 
  She speaks this first and then uses broken common as the 
  priests do not understand elven. 
   
  "Thank you for saving me. The blessings of the deep 
  for the surface dwellers. Now you will save the rest of 
  my tribe?" She says quickly. 
   
  Yevesse, the sea olven female, was sent to try and find a 
  better cure than the "cure" she was using.  Getting 
  extremely lucky, she managed to run into a kindly old 
  sailor who summoned a passing priest to help him with 
  his new charge.  The priest, recognizing the trouble 
  Yevesse was in, immediately sent for aid from the temple 
  of Rao and here we are. 
   
  Yevesse is desperate to help her people out.  She will 
  reveal many things if asked. Remember to use broken 
  common since the priests do no understand common. 
   
  • 
  She received the ‘cure’ from a surface dweller 
  cloaked like a manta. 
  • 
  He told us to take the bodies from the island to 
  a strange barge in order to get the cure. 
  • 
  The cure tastes bad but it stops the pain. 
  
  A Cure for What Ails Ye 
   
  Page 14 
  • 
  The pain started shortly before the Manta swam 
  in. 
  • 
  I will show you the barge if you promise to help 
  my tribe. 
   
  After she tells what she knows the elder priest speaks. 
  "This is a rather disturbing situation," intones the elder 
  priest.  "I shall do my best to rally my fellow priests to 
  save these people.  I take it the Rhennee are similarly 
  afflicted?  It shall be a busy day for the priests in the 
  City of the Sails."  Upon hearing that her people will 
  be helped Yevesse hugs the elder priest. 
   
  The elder priest of Rao looks at the PCs and speaks. "I 
  cannot order you to do this, but will you go with 
  Yevesse to the barge she had told us about?  I believe 
  we might be able to determine who is responsible for 
  this."  the priest asks.  "I shall do my best to rally the 
  priesthood to aid the Rhennee in the morning... I 
  believe we have enough political power within this 
  city to convince the other Temples to assist us." 
   
  If the PCs agree to follow Yevesse go to Encounter 5.  
  Refusing to do so ends the event.  Asking for payment 
  leads to a stern lecture of responsibility from the High 
  Priest of Rao and most likely, a negative influence point 
  from the Temple Circle. 
   
   
  Encounter Five: Charon’s Little 
  Brother 
   
  Yevesse leads you along the shoreline of the 
  Velderdyva east of the city.  After pausing she speaks. 
  “Not much farther, it is hard to tell from surface, 
  nothing looks right."  She informs you that she must 
  enter the Nyr Dyv to be sure and then leaps into the 
  water.  As the sun begins to set, you wonder exactly 
  where has Yevesse gone, until she pops up 100’ ahead. 
   "See, do you see barge from here?" She points behind 
  her to a small shape floating on the water. 
   
  You can see what looks like the floating remains of a 
  beached Rhennee barge.  The low riding barge 
  appears to sit dangerously low in the water.  "The 
  barge... I must go back to my tribe, remember your 
  promise?"  She plaintively asks from the water's edge 
  and then sinks below the surface. There appears to be 
  piles of refuse strewn about the decking. What looks 
  to be a heavy rope leads from the barge and 
  disappears once it leaves the front rail only to re-
  appear on the shore leading into a dried river bed. 
   
  If the PCs decide to investigate the barge, continue with 
  the following.  Otherwise, the PCs will most likely head 
  into the dried riverbed. Proceed to Encounter 6 for those 
  who investigate the dried riverbed. 
   
  The barge is attached to a rope and may be pulled to the 
  shore. The rope attached to the front of the barge allows 
  the PCs to move the barge into shore.  It takes a Strength 
  check [DC 15] to move the barge 5’ in and for every point 
  about 15, the barge moves a foot closer.  The barge starts 
  out 45’ away. 
   
  If the PCs move out to the barge or pull it towards them 
  read the following when they get within 20 feet of it. 
   
   
  As you near the barge, the refuse shapes begin to take 
  forms.  It isn't until you are about 20’ away that you 
  can start to pick out (and smell) the remains of 
  humanoid bodies.  The 15’ by 20’ barge must have at 
  least 50+ corpses.  The Rhennee have been hit hard by 
  this plague.     
   
  If the PCs decide to board the barge read the following. 
   
  When you start to investigate the barge, a loud crash 
  erupts from the tattered remains of the cabin.  You're 
  no longer alone on the barge as the sound of barking 
  erupts from the shore....  
   
  Barge Description: 
  The barge is 15’ by 40’ with a ruined cabin located in the 
  back port side square (the remains of the cabin only cover 
  a 5’ by 5’ section).  There is a small 5’ wide path running 
  from aft to stern (front to back) everywhere else is 
  covered in Rhennee bodies.  Anyone in combat in one of 
  those sections must make a Balance check [DC 15] or go 
  prone.  Please remember the corpses are still infected 
  with the same illness as the rest of the Rhennee and they 
  need to make a Fort save [DC 13 + APL] after spending 
  five minutes of real-time on the barge. Failure means the 
  PCs have been infected with the same illness as the 
  Rhennee.  They need to make an additional save for every 
  ten minutes or real-time exposure they spend on the 
  barge. The only symptom the PCs experience during this 
  event is a slight tickle in the back of their throats. Mark 
  the Adventure Record for PCs that are infected and 
  whether or not they were cured by the end of the event. 
   
  The guardians of the barge attack on the round after the 
  PCs set foot on the barge unless they utter the words 
  "Black Rider" in Draconic.  The constructs are charged 
  with protecting the bodies. 
   
  
  A Cure for What Ails Ye 
   
  Page 15 
  The treasure for this encounter are the loose wheatsheafs 
  (gp) found by searching the dead bodies on the barge. 
   
  Tactical Notes for the Judge: 
  • 
  The animated object/golem(s)/Nimblewright(s) 
  are concealed under the piles of bodies. 
  • 
  None of these creatures can swim. The golem 
  and the Nimblwrights sink to the bottom if they 
  fall into water deep enough to submerge them 
  and the Wooden statue bobs on the surface.  
   
  APL 2: EL 4 
  �Animated Objects, Wooden Humanoid Statues, 
  medium-sized (2),: hp11, 11; see Monster Manual 
   
  APL 4: EL 6 
  �Flesh Golem: hp 32; see Monster Manual 
   
  APL 6: EL 8 
  �Flesh Golem (2): hp 77, 32; see Monster Manual 
   
  APL 8: EL 10 
  �Flesh Golem (2): hp 77, 77; see Monster Manual 
  �Nimblewright: hp 55; see Appendix One 
   
  APL10: EL 12 
  �Flesh Golem (2): hp 77, 77; see Monster Manual 
  �Nimblewright (4): hp 55, 55, 55, 55; see Appendix 
  One 
   
  APL12: EL 12 
  �Flesh Golem (2): hp 77, 77; see Monster Manual 
  �Nimblewright (4): hp 55, 55, 55, 55; see Appendix 
  One 
   
  Treasure:  
   
  APL2: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL4: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL6: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL8: L: 0 gp; C: 350 gp; M: 0 gp. 
   
  APL10: L: 0 gp; C: 550 gp; M: 0 gp. 
   
  APL12: L: 0 gp; C: 350 gp; M: 0 gp. 
   
  Keep track of how long the PCs stay on the barge.  The 
  sound of combat alerts the kobold guards and gives Zjas 
  and Gavfel’s them time to retreat and prepare. They move 
  two rounds into the tunnel opposite the one the PCs 
  enter in order to cast preparatory spells. 
   
   
  If the PCs investigate the dried riverbed go to Encounter 
  6. 
   
   
  Encounter Six: Just a Small Thing 
   
   
  Your entrance into the dried riverbed is 
  interrupted by the sounds of barking from your left. 
  Looking in that direction you see a cave. 
   
  If the PCs decide to explore the cave read the following. 
   
  As your eyes adjust to the darkness of the cave you 
  can make out the presence of a capistan that has been 
  planted in the middle of the canyon floor a mere 
  twenty feet ahead.  It appears the rope from the barge 
  leads to this capstan, especially since there is several 
  rows of rope already wrapped around it.  You'd swear 
  that there is a depression around the capstan and 
  what appears to be two wheel tracks behind it. 
   
  The capstan was the center point for an Unhallow spell.  
  As living creatures pass by it, an invisibility purge is 
  triggered.  The cave opening leads to a tunnel that goes 
  down about 20’ and then opens into another cave. The 
  cave is 40’ in diameter and the ceiling is 30’ high. At the 
  far end of the cave is a tunnel that leads to the surface 
  200’ east of the cave on the shoreline. Depending on the 
  APL, the denizens within the canyon will make differing 
  actions.  At APLs 8, 10 and 12, the entire cave is subject to 
  a desecrate as well. 
   
  Tactics 
  APLs 2 & 4 
  The kobolds are racing to get Zjas and Gavfel and aid 
  them in their battle with the PCs.  The kobolds start off 
  25 feet from the PCs, just beyond the capstan. 
   
  APLs 6 & 8 
  The kobolds are being mauled by shadows.  Zjas and 
  Gavfel both ordered the shadows in APL 6 and wraiths in 
  APL 8 to create allies for their upcoming fight.. 
   
  APLs 10 & 12 
  The kobolds are mauled by spectres to create allies for 
  their upcoming fight. Two of the spectres are hiding in 
  the capstan waiting to attack the PCs as they rush past it.  
  The wraiths target the frailer members of the party, 
  allowing the beefy ones to sneak by. 
   
  APLs 2 & 4: EL 4 
  �Kobolds  (2): hp 2, 2; see Monster Manual 
  �Olargh the Kobald Taskmaster Ftr3: hp 20; See 
  Appendix One 
   
  
  A Cure for What Ails Ye 
   
  Page 16 
  APL 6: EL 6 
  �Kobolds  (2): hp 2, 2; see Monster Manual 
  �Olargh the Kobald Taskmaster Ftr4: hp 26; See 
  Appendix One 
  �Shadows: hp 19; see Monster Manual 
   
  APL 8: EL 9 
  �Kobolds  (2): hp 2, 2; see Monster Manual 
  �Olargh the Kobald Taskmaster Ftr4: hp 26; See 
  Appendix One 
  �Wraiths (3): hp 32,32,32; see Monster Manual 
   
   
  APL10: EL 11 
  �Kobolds  (4): hp 2, 2, 2, 2; see Monster Manual 
  �Olargh the Kobald Taskmaster Ftr6: hp 32; See 
  Appendix One 
  �Spectres (3): hp 45, 45, 45; see Monster Manual 
   
  APL12: EL 12 
  �Kobolds  (4): hp 2, 2, 2, 2; see Monster Manual 
  �Olargh the Kobald Taskmaster Ftr6: hp 32; See 
  Appendix One 
  �Spectres (4): hp 45, 45, 45, 45; see Monster Manual 
   
  Treasure 
   
  APL2: L: 0 gp (the kobold items in this APL are very 
  shoddy but were functional at the start of the combat. 
  They have no resale value because of this); C: 0 gp; M: 0 
  gp. 
   
  APL4: L: 31 gp; C: 0 gp; M: 0 gp. 
   
  APL6: L: 31 gp; C:0 gp; M: 0 gp. 
   
  APL8: L: 31 gp; C: 0 gp; M: 0 gp. 
   
  APL10: L: 31 gp; C: 0 gp; M: 0 gp. 
   
  APL12: L: 31 gp; C: 0 gp; M: 0 gp. 
   
   
  Encounter Seven: The Hammer 
  Falls  
   
  As combat closes in encounter six the PCs find Zjas and 
  Gavful waiting for them at the other end of the cave after 
  the villains have prepared for them. When the battle in 
  encounter six is finished read the following as Zjas 
  speaks. 
   
  "We've been expecting you.  Time for you to join our 
  Rhennee friends... wait, it looks like some of you are 
  already blessed.  Excellent… my lord shall be most 
  pleased." Looking towards the sound of their voice 
  you see two robed figures become visible.  "You shall 
  not interrupt our work..." the other one intones, with 
  a voice dripping in malice.  Both figures begin 
  casting. 
   
  Zjas and Gavful are here to destroy the intruders. There is 
  zero discussion nor a chance to negotiate... they know the 
  PCs are here to stop them, thanks to the Jackyl telling 
  them.   
   
  APL 2: EL 4 
  �Zjas: male human Clr3: hp 24; see Appendix One. 
  �Gavfel: male human Wiz1(Necro): hp 5; see Appendix 
  One. 
  �Femur: animal, familiar: hp 2; see Appendix One. 
  APL 4: EL 6 
  �Zjas: male human Clr3: hp 24; see Appendix One. 
  �Gavfel: male human Wiz5(Necro): hp 21; see 
  Appendix One. 
  �Femur: animal, familiar: hp 10; see Appendix One. 
   
  APL 6: EL 8 
  �Zjas: male human Clr7: hp 51; see Appendix One. 
  �Gavfel: male human Wiz5(Necro): hp 21; see 
  Appendix One. 
  �Femur: animal, familiar: hp 10; see Appendix One. 
   
  APL 8: EL 10 
  �Zjas: male human Clr9: hp 65; see Appendix One. 
  �Gavfel: male human Wiz7(Necro): hp 29; see 
  Appendix One. 
  � Quan: quasit, familiar: hp 14; see Appendix One. 
   
  APL10: EL 12 
  �Zjas: male human Clr11: hp 79; see Appendix One. 
  �Gavfel: male human Wiz9(Necro): hp 37; see 
  Appendix One. 
  � Quan: quasit, familiar: hp 18; see Appendix One. 
   
  APL12: EL 14 
  �Zjas: male human Clr13: hp 93; see Appendix One. 
  �Gavfel: male human Wiz11(Necro): hp 45; see 
  Appendix One. 
  � Quan: quasit, familiar: hp 22; see Appendix One. 
    
  Treasure 
   
  APL2: L: 66 gp; C: 0 gp; M: 0 gp. 
   
  APL4: L: 66 gp; C: 0 gp; M: 0 gp. 
   
  APL6: L: 66 gp; C: 0 gp; M: +1 vest of resistance (83) 
   
  APL8: L: 66 gp; C: 0 gp; M: +2 vest of resistance (333 
  gp), +1 vest of resistance (83.5 gp). 
   
  APL10: L: 66 gp; C: 0 gp; M: +2 vest of resistance 
  (333 gp), +2 vest of resistance (333 gp). 
   
  APL12: L: 66 gp; C: 0 gp; M: +3 vest of resistance 
  (750 gp), +3 vest of resistance (750 gp). 
  
  A Cure for What Ails Ye 
   
  Page 17 
   
  Should the PCs defeat Zjas and Gavfel, they discover a 
  wagon path that leads down the tunnel to a small shack 
  about quarter of a mile down the shoreline.  No Search 
  check is needed, the wheels have created any easily 
  found path.  Go to Encounter 8. 
   
   
   
   
  Encounter Eight: Excellent 
  Penmanship 
   
  Following the wagon tracks find a fairly well traveled 
  path.  After roughly half an hour passes, you arrive at 
  the its end... a worn shack with more corpses stacked 
  like firewood.  The mangled door appears to be left 
  open as if someone left rapidly. 
   
  The shack contains nothing in means of traps, hidden 
  compartments, or treasure.  The single table that lines the 
  room has a bin filled with parchment ashes and neatly 
  folded and sealed envelopes with the PCs names on the 
  front of them, one for each PC.  Give Player Handout 2 to 
  the players. 
   
  For those PCs who want to explore the surrounding area, 
  there are numerous humanoid shambling tracks leading 
  to the southwest, but are lost after about day's travel as 
  the tracks cross well traveled roads.  The Rhennee 
  remains are still infected, but have not been converted 
  into undead yet.  Thankfully, the PCs stopped Zjas and 
  Gavfel before more could be created.  Looking around the 
  inside of the shack carefully, (PCs indicating they are 
  searching) leads the PCs to discover that there was 
  something else here, but it has been recently removed.  
  The Jackyl, after alerting Zjas and Gavfel about the PCs 
  and their abilities, left the notes for the PCs and cleaned 
  out all of the resources remaining from the efforts of the 
  two spellcasters... the various scrolls and material 
  components for the creation of undead and Gavfel's 
  spellbooks. 
   
  Ideally the PCs will return to the Spice Guild offices to 
  say 'hi' to Makkxs...The Jackyl's note has some menacing 
  undertones that should be obvious to all but the most 
  dense. Go to encounter 9. 
   
   
  Encounter Nine: A Proper 
  Cliffhanger 
   
  Your trip back to town is quick, sensing the tone of 
  the letter.  Before reaching the city gates, you see a 
  contingency of divine aid being led by some of the 
  local St. Cuthbert's warriors.  "Ho travelers... be you 
  the ones the Raoists sent with the olven girl?" the 
  leader bellows as you approach 
   
  The Priests in the Free and Independent city of Dyvers 
  have agreed to send relief to the Rhennee.  These divine 
  casters are merely the first wave in attempting to solve 
  the crisis. The relief teams aid will occur in time to save 
  the Veth and vast majority of her children.   
   
   If the PCs were successful in destroying Zjas and Gavfel, 
  three members of the relief force step forward and offer 
  to remove the contamination afflicted by the worshipper 
  of the Black Rider, i.e. cure the PCs of the disease.   
   
  If the PCs go to the Spice Guild read the following. 
  Otherwise the module is over. 
  Traveling through the quiet city it appears that the 
  quick mobilization of the divine practitioners within 
  Dyvers has caused some of its citizens to retire to the 
  relative safety of their homes.  Approaching the Spice 
  Guild, you see the Constabulary presence is becoming 
  more and more apparent.  Reaching the entrance to 
  the offices, you are greeted by a familiar sight... 
  Colonel Dolorrak is here and he has a very similar 
  envelope to yours in his hands. 
   
  "What brings you here?" the Colonel asks 
  somewhat hesitantly as a few of Constables move 
  closer, unsure of your motives. 
   
  The PCs have a chance to interact with an unnerved 
  Dolorrak before things could go bad. Those who decide 
  to parlay are rewarded with some more information. 
   
  • 
  I found this envelope on my desk after 
  coming back from dinner with one of the 
  Gentry families.  Dolorrak offers a very similar 
  looking envelope... his address reads "Tommy" 
  • 
  The note indicated that 'the Jackyl' was upset 
  with something and that I should come here 
  and wait for a group of people to show up 
  bearing similar envelopes.  Does your notes 
  provide more information than that?  If given 
  a copy of the PCs note or if its read to him, the 
  Colonel will become noticeably shaken, but 
  
  A Cure for What Ails Ye 
   
  Page 18 
  manage to quickly reclaim his marginal 
  composure. 
  • 
  Nothing is wrong... I wonder why 'the Jackyl' 
  wanted us here... oh dear lord... Dolorrak 
  immediately heads into the empty offices of the 
  Spice Guild 
   
  The PCs should follow Dolorrak into the Spice Guild.  If 
  the PCs don't, Dolorrak comes back out and ask if they 
  are coming.  Dolorrak leads the PCs back towards 
  Makkxs office.  Any PC who that observes the Colonel 
  sees apprehension fill his face for a moment then he 
  recovers his composure.  
   
  Once inside Makkss’ office, Dolorrak rushes into the 
  room, frantically searching for something.  As the PCs 
  look into the room they see the remains of a male human 
  in his mid forties splattered across the desk.  Upon seeing 
  the body, Dolorrak makes an examination of the remains 
  and announce that this cannot be Makkxs, the corpse is 
  missing a few important marks.  An envelope appears out 
  of nothingness with a comment of "My master sends his 
  tidings.... you should have known better, Dolorrak".  
  'The Jackyl's' shadow companion will flee the area after 
  leaving the note.  Give Players Handout 3 to the players.   
   
  After the players a chance to read the handout read the 
  following. 
   
  "No... it wasn't supposed.... Makkxs is better than... 
  why, why me?  I'm sorry Genni, by the gods, I am 
  sorry.  I failed you."  the Colonel emotes as the news 
  begins to sink in.  Wiping the tears from his eyes, 
  Dolorrak continues, "its probably too late for her, but 
  I need your help." 
   
  "The Jackyl kidnapped my niece, my last relative, 
  about six months ago.  I was told that if I wanted to 
  ever see her again, I had to do exactly what he said 
  and I couldn't enlist the aid of the city's resources to 
  find her. .  Makkxs had told me recently, he thought 
  he was close to figuring out what was going on.  He 
  said it had something do with some shipments 
  coming in from the Kron Hills.... that was this 
  morning.  Whatever he had, its gone and if 'the 
  Jackyl' could get in here and do that to Makkxs body 
  double, it means Makkxs has gone into hiding.  I've 
  got to find Genni... and I don't have anyone else to 
  turn to.  Whoever drug you into this mess, they didn't 
  know how far this went.  You're my last resort... if you 
  find out anything about Genni or those shipments 
  from the Kron Hills, will you please tell me?" 
   
  Dolarrak does not offer any more information. An 
  Intimidate check [DC 16 + APL] reveals the first item 
  listed below. For each point above the DC reveal an 
  additional piece of information. 
   
  • 
  Genni means everything to me... she was going 
  to become my apprentice  
  • 
  'The Jackyl' left me a present, Genni's left ear....  
  I did what I was told...  
  • 
  I ignored shipments into the city 
  • 
  I ordered shift changes to cover up smuggling 
  operations until this Rhennee plague started a 
  few weeks later.   
  • 
  It was either crush the young Deputy's 
  investigation or he'd deliver a bigger hunk with 
  him next time.... like an arm. 
  • 
  I transferred the deputy... and destroyed the 
  evidence.  
   
  Go to the conclusion 
   
   
  Conclusion 
   
  Once the PCs offer their answer give them time to wrap 
  up loose ends and then go to the conclusion that applies 
  • 
  If the PCs defeated the menace go to Conclusion A:  
  Success 
  • 
  If the PCs learned enough to help the priesthood 
  defeat the plague but did not defeat Zjas and Gavfel 
  go to Conclusion B: Partial Success. 
  • 
  If the PCs did not find out what was causing the 
  sickness go to Conclusion C: The Quest Failed 
   
   
  Conclusion A: Success 
   
   
  Your trip out of the Spice Guild is filled with some 
  confusion regarding the days event.  Someone has the 
  last relative of the head of the Constables held captive 
  and, apparently, can cause the information broker of 
  Dyvers to go into hiding.  At least, you saved any 
  enclave from extermination and found some new 
  friends in the water.   Your sense of pride swells until 
  you enter the shadow of a building... that's when you 
  swear you heard a maniacal laughter and a voice on 
  the wind whispering 'you're next'.    It had to be your 
  imagination... right? 
   
   
  The reports from the Temples Circle is rather 
  frightening.  It took most of the effort from the 
  affiliated churches to keep the Rhennee alive.  Not all 
  
  A Cure for What Ails Ye 
   
  Page 19 
  could be saved, but enough were that given time, they 
  will recover to full strength.  Many priests show signs 
  of the celebration that the Rhennee are in as they 
  begin to return to Dyvers in small groups.  Word has 
  spread among the poor that while they were 
  suffering, they tried to keep the plague from Dyvers 
  so that they might be spared from the Rhennee's near 
  fate.  Its strange to see Tent Town residents treating 
  the Rhennee with pride and understanding, wasn't it 
  a few days ago when those same residents tried to kill 
  a small child? 
   
  A few days later, a knock is heard at your front door.  
  The Revered Mother has entered Dyvers and found 
  your home.  "I don't have much time to stay and chat 
  as my children still are recovering from the sickness.  
  I wanted to thank you for your efforts.  I wouldn't be 
  alive without your help.  Because of your skill, I wish 
  to give you something the Lady Deep washed ashore 
  one day when I was much younger. A mage once 
  called “Stone Salve” when I showed it to him.  I will 
  not let my people forget what you did for us." 
  With that, the Veth leaves you standing in your 
  doorway.  Amazing that a woman who was that far 
  gone is able to move around the city that well. As she 
  leaves she speaks. “When you have the time come and 
  speak with the Darkhagard as they wish to hear of 
  your efforts first hand. You are always welcome 
  among my people.  
   
  For APLs 4, & 6 only: Shutting your door, you find a 
  pouch of gold sitting on your table.  Your efforts have not 
  been forgotten by the Darkhagard either. 
   
  TREASURE:  
   
  APL 2: L: 0gp; C: 0 gp, M: 1 ounce of Stone Salve 
  (333) gp 
   
  APL 4: L: 0 gp; C: 240 gp, M: 1 ounce of Stone Salve 
  (333) gp 
        APL 6: L: 0 gp; C: 130gp, M: 1 ounce of Stone Salve 
  (333) gp 
        APL 8: L: 0 gp; C: 0 gp, M: 3 ounces of Stone Salve 
  (666) gp 
   
  APL 10: L: 0 gp; C: 0 gp, M: 3 ounces of Stone Salve 
  (666) gp 
   
  APL 12: L: 0 gp, C: 0 gp, M: 1 ounce of Stone Salve 
  (333) gp 
   
  If the PCs wish to speak with the Darkhagard go to the 
  Epilogue. Otherwise the module is over. 
   
   
  Conclusion B: Partial Success 
   
  This occurs if the PCs were able to determine what 
  caused the plague and help direct the Temples to go to 
  the aid of the Rhennee and the sea elves.  Unfortunately, 
  it was those same PCs who couldn't stop Zjas and Gavfel. 
   
  Your return to home, battered and beaten, is painful.  
  These minions of evil were ready for you and quite 
  honestly, did all they could do to kill everyone of you. 
   Realizing that you're lucky to be alive were so many 
  others were not, you come across a small group you 
  remembered seeing from the initial team being sent 
  to the Rhennee enclave. 
   
  "What news do you have of the source of the plague?  
  Were not there more of you before you left on your 
  expedition?"  The leader asks, a warrior of St. 
  Cuthbert. 
   
  Giver the PCs have a chance to explain what happened. 
   
  The news of your defeat at the hands of the evil ones 
  horrifies the St. Cuthbertian, until a gleam of 
  religious zeal crosses his face.  "We shall destroy 
  them.  We'll bring them to justice with it be at the 
  end of my cudgel or the noose of the hangman's rope. 
   These two shall pay for their crimes.  Come men, and 
  be wary... those two sound to be tricky fellows." 
   
  Reports from the Temples Circle are rather 
  frightening.  It took most of the effort from the 
  affiliated churches to keep the Rhennee alive.  Not all 
  could be saved, but enough were that given time, they 
  shall recover to full strength.  Many priests show 
  signs of the celebration that the Rhennee are in as 
  they begin to return to Dyvers in small groups.  Word 
  has spread among the poor that while they were 
  suffering, they tried to keep the plague from Dyvers 
  so that they might be spared from the Rhennee's near 
  fate.  Its strange to see the Tent Town residents 
  treating the Rhennee with pride and understanding, 
  wasn't it a few days ago when those same residents 
  tried to kill a small child? 
   
  A few days later, a knock is heard at your front door.  
  The Revered Mother has entered Dyvers and found 
  your home.  "I don't have much time to stay and chat 
  as my children still are recovering from the sickness.  
  I wanted to thank you for your efforts.  I wouldn't be 
  alive without your help. Because of your skill, I wish 
  to give you something the Lady Deep washed ashore 
  one day when I was much younger. A mage once 
  
  A Cure for What Ails Ye 
   
  Page 20 
  called “Stone Salve” when I showed it to him.  I will 
  not let my people forget what you did for us." 
   
  With that, the Veth leaves you standing in your 
  doorway.  Amazing that a woman who was that far 
  gone is able to move around the city that well.  As she 
  leaves she speaks. “When you have the time come and 
  speak with the Darkhagard as they wish to hear of 
  your efforts first hand. You are always welcome 
  among my people.  
   
   
   
  TREASURE:  
  For APLs 4 & 6 only: Shutting your door, you find a 
  pouch of gold sitting on your table.  Your efforts have not 
  been forgotten by the Darkhagard either. 
   
  APL 2: L: 0 gp; C: 0 gp; M: 1 ounce of Stone Salve 
  (333 gp per character) 
   
  APL 4: L: 240 gp; C: 0 gp; M: 1 ounce of Stone Salve 
  (333 gp per character) 
   
  APL 6: L: 0 gp; C: 0 gp; M: 1 ounce of Stone Salve 
  (333 gp per character) 
   
  APL 8: L: 0 gp; C: 0 gp; M: 2 ounces of Stone Salve 
  (666 gp per character) 
   
  APL 10: L: 0 gp; C: 0 gp; M: 2 ounces of Stone Salve 
  (666 gp per character) 
   
  APL 12: L: 0 gp; C: 0 gp; M: 2 ounce of Stone Salve 
  (666 gp per character) 
   
  If the PCs wish to speak with the Darkhagard go to the 
  Epilogue. Otherwise the module is over.  
   
  Conclusion C: The Quest Failed 
   
  If the PCs failed to discover what was causing the 
  sickness. 
   
  You're thoughts turn inward as you think about what 
  happened. Your brooding is soon interrupted as the 
  Rhennee make good on the Veth’s prediction as they 
  try to enter the city and begin spreading their 
  sickness.  The priests are overwhelmed, but manage 
  to fight off the plague... it only takes them the better 
  part of month and wounds an already grieving city.  
   
   
  Epilogue: Returning to the 
  Rhennee 
   
  If the PCs wish to return to the Rhennee encampment 
  they see the once stricken people are beginning to rise 
  above their misfortune and the noble spirit of humanity 
  in triumph over evil is apparent. Robaja and Dukaran 
  quickly find the PCs and ask them to tell their tale. The 
  two Darkhagards personally thank the PCs and would be 
  honored to craft a Darkha for any Rhennee PCs that 
  would take the time to learn how to use it properly (they 
  have a feat open to learn how to use the exotic weapon). 
  Any female Rhennee PCs who showed promise when 
  speaking with the Veth in Encounter: 3 have the chance 
  to become a Veth themselves 
   
  The End 
   
  Experience Point Summary 
   To award experience for this adventure, add up the 
  values for the objectives accomplished.  Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 2: Don't Lose Your Head 
   
  For successfully saving the Rhennee child 
   
  APL 2: 
   
  25 xp 
   
  APL 4: 
   
  35 xp 
   
  APL 6: 
   
  45 xp 
   
  APL 8: 
   
  55 xp 
   
  APL 10: 
   
  70 xp 
   
  APL 12: 
   
  80 xp 
   
  Encounter 3: Vision 
   
  For actively participating in the Veth's quest to find a 
  replacement 
   
  APL 2: 
   
  20 xp 
   
  APL 4: 
   
  35 xp 
   
  APL 6: 
   
  45 xp 
   
  APL 8: 
   
  55 xp 
   
  APL 10: 
   
  70 xp 
   
  APL 12: 
   
  80 xp 
   
   
  Encounter 6: Charon's Little Brother 
   
  For defeating the constructs 
   
  APL 2:   
   
  120 xp 
   
  APL 4: 
   
  180 xp 
   
  APL 6:   
   
  240 xp 
   
  APL 8:   
   
  300 xp 
   
  APL 10: 
   
  360 xp 
   
  APL 12: 
   
  360 xp 
   
  Encounter 7: Just a Small Thing 
   
  For defeating the kobolds and/or undead  
   
  APL 2: 
   
  120 xp 
   
  APL 4: 
   
  120 xp 
   
  APL 6: 
   
  180 xp 
   
  APL 8: 
   
  270 xp 
  
  A Cure for What Ails Ye 
   
  Page 21 
   
  APL 10:  
   
  330 xp 
   
  APL 12: 
   
  360 xp 
   
  Encounter 8: The Hammer Falls 
   
  For defeating Zjas and Gavfel 
   
  APL 2: 
   
  120 xp 
   
  APL 4: 
   
  180 xp 
   
  APL 6: 
   
  240 xp 
   
  APL 8: 
   
  300 xp 
   
  APL 10: 
   
  360 xp 
   
  APL 12: 
   
  420 xp 
   
  Encounter 10: A Proper Cliffhanger 
   
  APL 2: 
   
  20 xp 
   
  APL 4: 
   
  30 xp 
   
  APL 6: 
   
  45 xp 
   
  APL 8: 
   
  55 xp 
   
  APL 10: 
   
  65 xp 
   
  APL 12: 
   
  80 xp 
   
  Roleplaying XP 
   
  APL 2: 
   
  0-25 xp 
   
  APL 4: 
   
  0-30 xp 
   
  APL 6: 
   
  0-45 xp 
   
  APL 8: 
   
  0-60 xp 
   
  APL 10: 
   
  0-65 xp 
   
  APL 12: 
   
  0-75 xp 
   
  Total Possible Experience:  
   
  APL 2: 
   
  450 xp 
   
  APL 4: 
   
  610 xp 
   
  APL 6: 
   
  840 xp 
   
  APL 8: 
   
  1,095 xp 
   
  APL 10: 
   
  1,320 xp 
   
  APL 12: 
   
  1,455 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
   
  Treasure Key: 
  L = Looted gear from the enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter 6 : Charon's Little Brother 
   
  APL 2: 
  L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 4: 
  L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 6:  
  L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 8: 
  L: 0 gp; C: 350 gp; M: 0 gp 
   
  APL 10:  
  L: 0 gp; C: 550 gp; M 0 gp 
   
  APL 12:  
  L: 0 gp; C: 350 gp; M 0 gp 
   
  Encounter 7: Just a Small Thing 
   
  APL 2: 
  L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 4:  
  L: 31 gp; C: 0 gp; M: 0 gp 
   
  APL 6:  
  L: 31 gp; C: 0 gp; M: 0 gp 
   
  APL 8:  
  L: 31 gp; C: 0 gp; M: 0 gp 
   
  APL 10:  
  L: 31 gp; C: 0 gp; M: 0 gp 
   
  APL 12:  
  L: 31 gp; C: 0 gp; M: 0 gp 
   
  Encounter 8: The Hammer Falls 
   
  APL 2: L: 66 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 66 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 66 gp; C: 0 gp; M: +1 vest of resistance (83 
  gp per character) 
  
  A Cure for What Ails Ye 
   
  Page 22 
   
  APL 8: L: 66 gp; C: 0 gp; M: +2 vest of resistance (333 
  gp per character) 
   
  APL 10: L: 66 gp; C: 0 gp; M: +2 vest of resistance 
  (333 gp per character) 
   
  APL 12: L: 66 gp; C: 0 gp; M: +3 vest of resistance 
  (750 gp per character) 
   
  Conclusions A or B 
   
  APL 2: L: 0 gp; C: 0 gp; M: 1 ounce of Stone Salve 
  (333 gp per character) 
   
  APL 4: L: 240 gp; C: 0 gp; M: 1 ounce of Stone Salve 
  (333 gp per character) 
   
  APL 6: L: 0 gp; C: 0 gp; M: 1 ounce of Stone Salve 
  (333 gp per character) 
   
  APL 8: L: 0 gp; C: 0 gp; M: 2 ounces of Stone Salve 
  (666 gp per character) 
   
  APL 10: L: 0 gp; C: 0 gp; M: 2 ounces of Stone Salve 
  (666 gp per character) 
   
  APL 12: L: 0 gp; C: 0 gp; M: 2 ounce of Stone Salve 
  (666 gp per character) 
   
  Adventure Totals: 
   
  APL 2:  
   
  399 gp 
   
  APL 4: 
   
  600 gp 
   
  APL 6:  
   
  645 gp 
   
  APL 8:  
   
  1,115 gp 
   
  APL 10:  
   
  1,315 gp 
   
  APL 12:  
   
  1,865 gp 
   
  Marking the Adventure Cert 
  • Circle “Unlocking the Veth” for Female Rhennee PCs 
  that finish with Conclusions A or B and go to the 
  Epilogue that wish to become Veth 
   
  • If the PCs do not assist the Rhennee child and leave 
  him to the mob circle the “Enmity of the Darkhagards 
   
  • Circle “Enmity of ‘the Jackyll’ for PCs that use 
  Conclusion A 
   
  • Circle Enmity of Colonel Tohmas Dolorrack if any of 
  the PCs are members of the constabulary and accuse their 
  superior of committing a crime 
   
  • Circle ‘Darkha’ for the PCs that finish with conclusion 
  A or B, go to the Epilogue, have the opportunity to learn 
  an exotic weapon feat and with to buy a Darka from the 
  Rhennee 
   
  •Circle the ‘Easy Mark’ if a PC got successfully pick 
  pocketed. If the PC also has the ‘Easy Mark’  area circled 
  on the Adventure Cert/Record for DYV2-5: The King of 
  Tent Town  they receive a –2 circumstance penalty vs. 
  Charisma based skills when dealing with members of the 
  Alliance 
   
  Adventure Cert Information 
  Unlocking of Veth: Your answer shows wisdom beyond 
  your age and the Lady Deep has blessed you with insight. 
   The Revered Mother will train you as her replacement, 
  so long as you meet the other requirements of this 
  prestige class. Frequency: Regional 
   
  Enmity of the Darkhagards:  For failing to aid the 
  Darkhagards in their attempt of saving the child, the 
  above named PC has earned the eternal contempt of the 
  Rhennee.  Your exploits will be spread by word of mouth 
  through the Rhennee across Oerth.  All Rhennee are 
  immediately be considered hostile when dealing with 
  this PC.' 
   
  Enmity of 'the Jackyl':  You'll pay for ruining this 
  venture. 
  Enmity of Colonel Tohmas Dolorrak: You shouldn't 
  have accused your superior of committing a crime.  Now 
  you're going to get all the nasty, bottom of the ladder jobs 
  in the Constabulary. 
   
  Darkha - The Rhenne have made this weapon to fit your 
  hands and given you the chance to purchase it.  Use it 
  well.  The darkha is a large, exotic melee weapon with the 
  following statistics: Restriction: This is only available to 
  PCs that have a feat slot available and take Exotic Weapon 
  Proficiency; Darkha. Cost 4 gp; Damage 1d8; Critical x3; 
  Range Increment 30 ft.; Weight 4 lbs.; Type Piercing. 
  Frequency: Adventure 
   
  Easy Mark: Some people seem to have all the bad luck. If 
  this PC also has the ‘Easy Mark’ area of the Adventure 
  Cert/ Record from the module DYV2-5 The King of Tent 
  Town they receive a –2 circumstance penalty vs. 
  Charisma based skills when dealing with Alliance 
  members. 
  
   
  A Cure for What Ails Ye 
   
  Page 23 
  Appendix One: NPCs and 
  Creatures 
   
  Encounter One: Don’t Lose Your Head 
   
  �Robaja and Dukaran: male Rhennee humans Ftr 
  3/Rog 3/ Darkhagard 8; CR 14; medium humanoid; 
  HD 11d10+3d6+42; hp 117; Init +4 (+4 Dex); Spd 30ft.; 
  AC 22 (+4 Dex, +2 deflection, +1 natural), touch 16, flat-
  footed 22; Atk +20/+15/+10 melee (1d8+8, +2 darkha, 
  x3 critical); SA Sneak +2d6, Prone Fighting, Increased 
  darkha range (36 ft), Superior Weapon Focus, Darkha 
  Mastery 1 and 2; SQ Evasion, Uncanny Swim, Instant 
  Stand, Uncanny Dodge (Dex bonus to AC); AL-CG; 
  Saves Fort.+14, Ref. +7, Will +4; Str 16, Dex 16 (18), 
  Con 16, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Innuendo +7, Move Silently +15, 
  Pick Locks +20, Profession (boater) +10, Sense Motive 
  +10, Spot +10, Tumble +15; Combat Reflexes, Exotic 
  Weapon Proficiency (darkha), Weapon Focus (darkha), 
  Dodge, Mobility, Expert Tactician, Improved Trip, 
  Knock-down. 
   
  Equipment: +2 darkha, +2 studded leather, +2 vest 
  of resistance, +2 ring of protection, +2 gloves of 
  dexterity, +1 amulet of natural armor, masterwork 
  thieves' tools. 
   
  Tactics: (if the PCs are dumb enough to fight 
  them):  The Rhennee immediately move into flanking 
  positions on a single PC and strike at him hoping to 
  trigger their Knock-down feat.  Once they get the PC 
  on the ground, they'll both waylay the grounded PC.  
  Considering their 10' reach with the darkha (25' reach 
  for possible trip attempts), they aren't concerned about 
  PCs attempting to move away or enter combat.  
  However their goal is to get the PCs to help them and 
  not to start a fight with the PCs. 
   
  �Rhennee Child: male Rhennee human Com 1; CR 
  1/2; small humanoid; HD 1d4; hp 4; Init +0; Spd 30 ft.; 
  AC 11 (touch 11, flat-footed 11); Atk +0 melee (1d3 
  subdual, open hand slap); SA none; SQ none; AL- N; 
  Saves Fort. +0, Ref. +0, Will +0; Str 11, Dex 11, Con 11, 
  Int 8, Wis 8, Cha 12. 
   
  Skills and Feats: Run. 
   
  Possessions: small pouch, ratty clothing, 3 sp. 
   
  �Angry Mob: mixed Dyvers residents Com 1; CR 1/2; 
  medium humanoid; HD 1d4+2; hp 6; Init +2 (+2 Dex); 
  Spd 30 ft; AC 12 (touch 12, flat-footed 10); Atk +1 
  melee (1d4+1, makeshift weapons); SA none; SQ none; 
  AL - varies; Saves Fort. +2, Ref. +2, Will +1; Str 13, Dex 
  14, Con 13, Int 9, Wis 12, Cha 10. 
   
  Skills and Feats: Alertness. 
   
  Equipment: bad attitude, hostility towards the 
  Rhennee, makeshift weapons and tattered clothing. 
   
  �Constables (recruits) (6): mixed Dyvers officials 
  Rog 3/Ftr2; CR 5; medium humanoids; HD 
  3d6+2d10+5; hp 31; Init +7 (+3 Dex, +4 Improved 
  Initiative); AC 19 (touch 14, flat-footed 19); Atks +6 
  melee (1d6+2, +1 rapier, 18-20); SA Sneak       +3d6; SQ 
  Evasion, Uncanny Dodge (Cannot be flanked); AL- LN; 
  Saves: Fort.+3, Ref +7, Will +2; Str 12, Dex 16, Con 13, 
  Int 14, Wis 10, Cha 8. 
   
  Skills and Feats: Appraise +10, Disable Device 
  +12, Hide +11, Listen +8, Move Silent +11, Open Locks 
  +13, Search +10, Spot +8, Tumble +11, Use Magic 
  Device +7; Improved Initiative, Shield Proficiency, 
  Alertness, Dodge, Mobility 
   
  Equipment: Recruit Constabulary tabard, +1 
  buckler, +1 studded leather, +1 rapier, masterwork 
  manacles, whistles. 
   
  Tactics: The Recruits attempt to delay vastly 
  superior forces and take lessers into custody.  They'll 
  use swarm tactics and Close Quarter Battle techniques 
  (don't over expose yourself, be careful, etc.) when 
  dealing with the PCs regardless.  These Recruits are 
  suffering under the reigns of the new Academy... their 
  careers are effectively over, so they don't have much to 
  lose.  They can be bribed, at roughly 150% of the fines 
  that would be enforced. 
   
  Encounter Five: Charon's Little Brother 
   
  APL 8: EL 10 
  �Nimblewright: medium-sized Construct; CR 7; HD 
  10d10; hp 55; Init +7; Spd 40; AC 24, touch 17, flat-
  footed 17; Base Atk +7; Grapple +11; Atk +11 melee 
  (2d6+4 [12-20], rapier-hands);  Full Atk +11/+11 melee 
  (2d6+4 [12-20], rapier-hands); Space/Reach 5ft./5 ft.; 
  SA Spell-like abilities, tripping thrust,; SQ Augmented 
  critical, construct traits, SR 27, vulnerabilities; AL CN; 
  SV Fort +3, Ref +10, Will +6; Str 19, Dex 24, Con -, Int 
  10, Wis 17, Cha 19 
   
  Skills and Feats: Combat Reflexes, Dodge, 
  Expertise, Improved Disarm, Mobility, Spring Attack 
   
  Spell-like Abilities: At will - alter self, cat's grace, 
  entropic shield, feather fall, haste.  Caster level 10th, 
  save DC 14+spell level. 
   
  Tripping Thrust (Ex): A nimblewright's rapier-
  hand attacks are powerful enough to push over 
  creatures its own size or smaller.  An opponent is the 
  target of a successful critical hit from a nimblewright 
  must make a Reflex save (DC 19) or be knocked prone 
  if tripped. 
  
   
  A Cure for What Ails Ye 
   
  Page 24 
   
  Augmented Critical (Ex): A nimblewright 
  threatens a critical hit on a natural attack roll of 12-20.  
  On a successful critical hit, its foe is subject to a 
  tripping thrust (see above). 
   
  Construct Traits: A nimblewright is immune to 
  mind-affecting 
  effect, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage.  It 
  cannot heal itself but it can be healed through repair. It 
  cannot be raised or resurrected.  A nimblewright has 
  darkvision (60-foot range). 
   
  Vulnerabilities: 
  A 
  cold 
  effect 
  slows 
  a 
  nimblewright for 3 rounds, and a fire effect stuns it for 
  a round. 
   
  APL 10 & 12: EL 12  
  �Nimblewright: medium-sized Construct; CR 7; HD 
  10d10; hp 55; Init +7; Spd 40; AC 24, touch 17, flat-
  footed 17; Base Atk +7; Grapple +11; Atk +11 melee 
  (2d6+4 [12-20], rapier-hands);  Full Atk +11/+11 melee 
  (2d6+4 [12-20], rapier-hands); Space/Reach 5ft./5 ft.; 
  SA Spell-like abilities, tripping thrust,; SQ Augmented 
  critical, construct traits, SR 27, vulnerabilities; AL CN; 
  SV Fort +3, Ref +10, Will +6; Str 19, Dex 24, Con -, Int 
  10, Wis 17, Cha 19 
   
  Skills and Feats: Combat Reflexes, Dodge, 
  Expertise, Improved Disarm, Mobility, Spring Attack 
   
  Spell-like Abilities: At will - alter self, cat's grace, 
  entropic shield, feather fall, haste.  Caster level 10th, 
  save DC 14+spell level. 
   
  Tripping Thrust (Ex): A nimblewright's rapier-
  hand attacks are powerful enough to push over 
  creatures its own size or smaller.  An opponent is the 
  target of a successful critical hit from a nimblewright 
  must make a Reflex save (DC 19) or be knocked prone 
  if tripped. 
   
  Augmented Critical (Ex): A nimblewright 
  threatens a critical hit on a natural attack roll of 12-20.  
  On a successful critical hit, its foe is subject to a 
  tripping thrust (see above). 
   
  Construct Traits: A nimblewright is immune to 
  mind-affecting 
  effect, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage.  It 
  cannot heal itself but it can be healed through repair. It 
  cannot be raised or resurrected.  A nimblewright has 
  darkvision (60-foot range). 
   
  Vulnerabilities: 
  A 
  cold 
  effect 
  slows 
  a 
  nimblewright for 3 rounds, and a fire effect stuns it for 
  a round. 
   
  Encounter Six: Just a Small Thing 
   
  APL 2 & 4: EL 4 
  �Olargh the Kobald Taskmaster: Male Kobold Ftr3: 
  Small Humanoid (Reptilian); HD 3d10; hp 20; Init + 7 
  (Dex, Improved Initiative); Spd 30; AC 17 (Flatfooted: 
  14, Touch: 14); Atk +3 melee (1d8-2 Shortspear), +7 
  ranged (1d8 Light Crossbow); SQ: Darkvision (Ex), 
  Light sensitivity (Ex); AL LE; SV Fort + 3, Ref + 4, Will 
  + 1; Str 6, Dex 16, Con 10, Int 10, Wis 10, Cha 10. 
   
  Skill and Feats: Climb + 2, Craft (Trapmaking) + 
  0, Hide + 7, Listen +2, Move Silently +2, Profession 
  (Miner) + 2, Search + 2, Spot +2, Use Rope + 6, 
  Alertness, Blind-Fight, Dodge, Improved Initiative, 
  Weapon Focus: Halfspear. 
    
  Equipment: Halfspear; Bolts, crossbow (5); Bolts, 
  crossbow (5); Crossbow, light, Leather Armor 
   
  Background: Olargh led his outcast band of 
  Kobalds here following a vision that he believes 
  Incabulos sent him. They are fanatical and will lend 
  their lives to their god’s cause. Olargh’s band was 
  chased away from kobald society for their worship of 
  Incabulos. 
   
  APLs 6: EL 6  
  �Olargh the Kobald Taskmaster: Male Kobold Ftr4: 
  Small Humanoid (Reptilian); HD 4d10; hp 26; Init + 7 
  (Dex, Improved Initiative); Spd 30; AC 17 (Flatfooted: 
  14, Touch: 14); Atk +4 melee (1d8-2 Shortspear), +8 
  ranged (1d8 Light Crossbow); Q: Darkvision (Ex), 
  Light sensitivity (Ex); AL LE; SV Fort + 4, Ref + 4, Will 
  + 1; Str 7, Dex 16, Con 10, Int 10, Wis 10, Cha 10. 
   
  Skill and Feats: Climb + 3, Craft (Trapmaking) + 
  0, Hide + 7, Listen +2, Move Silently +2, Profession 
  (Miner) + 2, Search + 2, Spot +2, Use Rope + 6, Blind-
  Fight, Combat Reflexes, Dodge, Improved Initiative, 
  Weapon Focus: Halfspear. 
    
  Equipment: Halfspear; Bolts, crossbow (5); Bolts, 
  crossbow (5); Crossbow, light, Leather Armor 
   
  Background: Olargh led his outcast band of 
  Kobalds here following a vision that he believes 
  Incabulos sent him. They are fanatical and will lend 
  their lives to their god’s cause. Olargh’s band was 
  chased away from kobald society for their worship of 
  Incabulos. 
   
  APL 8: EL 9 
  �Olargh the Kobald Taskmaster: Male Kobold Ftr4: 
  Small Humanoid (Reptilian); HD 4d10; hp 26; Init + 7 
  
   
  A Cure for What Ails Ye 
   
  Page 25 
  (Dex, Improved Initiative); Spd 30; AC 17 (Flatfooted: 
  14, Touch: 14); Atk +4 melee (1d8-2 Shortspear), +8 
  ranged (1d8 Light Crossbow); Q: Darkvision (Ex), 
  Light sensitivity (Ex); AL LE; SV Fort + 4, Ref + 4, Will 
  + 1; Str 7, Dex 16, Con 10, Int 10, Wis 10, Cha 10. 
   
  Skill and Feats: Climb + 3, Craft (Trapmaking) + 
  0, Hide + 7, Listen +2, Move Silently +2, Profession 
  (Miner) + 2, Search + 2, Spot +2, Use Rope + 6, Blind-
  Fight, Combat Reflexes, Dodge, Improved Initiative, 
  Weapon Focus: Halfspear. 
    
  Equipment: Halfspear; Bolts, crossbow (5); Bolts, 
  crossbow (5); Crossbow, light, Leather Armor 
   
  Background: Olargh led his outcast band of 
  Kobalds here following a vision that he believes 
  Incabulos sent him. They are fanatical and will lend 
  their lives to their god’s cause. Olargh’s band was 
  chased away from kobald society for their worship of 
  Incabulos. 
   
  APLs 10: EL 11  
  �Olargh the Kobald Taskmaster: Male Kobold Ftr6: 
  Small Humanoid (Reptilian); HD 6d10; hp 32; Init + 7 
  (Dex, Improved Initiative); Spd 30; AC 17 (Flatfooted: 
  14, Touch: 14); Atk +5 melee (1d8-2, Shortspear), +8 
  ranged (1d8, Light Crossbow); Q: Darkvision (Ex), 
  Light sensitivity (Ex); AL LE; SV Fort + 5, Ref + 5, Will 
  + 2; Str 7, Dex 16, Con 10, Int 10, Wis 10, Cha 10. 
   
  Skill and Feats: Climb + 3, Craft (Trapmaking) + 
  0, Hide + 7, Listen +2, Move Silently  +2, Profession 
  (Miner) + 2, Search + 2, Spot +2, Use Rope + 6, 
  Alertness, Blind-Fight, Combat Reflexes, Dodge, 
  Improved Initiative, Weapon Focus: Halfspear. 
    
  Equipment: Halfspear; Bolts, crossbow (5); Bolts, 
  crossbow (5); Crossbow, light, Leather Armor 
   
  Background: Olargh led his outcast band of 
  Kobalds here following a vision that he believes 
  Incabulos sent him. They are fanatical and will lend 
  their lives to their god’s cause. Olargh’s band was 
  chased away from kobald society for their worship of 
  Incabulos. 
   
  APL 12: EL 12 
  �Olargh the Kobald Taskmaster: Male Kobold Ftr6: 
  Small Humanoid (Reptilian); HD 6d10; hp 32; Init + 7 
  (Dex, Improved Initiative); Spd 30; AC 17 (Flatfooted: 
  14, Touch: 14); Atk +5 melee (1d8-2, Shortspear), +8 
  ranged (1d8, Light Crossbow); Q: Darkvision (Ex), 
  Light sensitivity (Ex); AL LE; SV Fort + 5, Ref + 5, Will 
  + 2; Str 7, Dex 16, Con 10, Int 10, Wis 10, Cha 10. 
   
  Skill and Feats: Climb + 3, Craft (Trapmaking) + 
  0, Hide + 7, Listen +2, Move Silently  +2, Profession 
  (Miner) + 2, Search + 2, Spot +2, Use Rope + 6, 
  Alertness, Blind-Fight, Combat Reflexes, Dodge, 
  Improved Initiative, Weapon Focus: Halfspear. 
    
  Equipment: Halfspear; Bolts, crossbow (5); Bolts, 
  crossbow (5); Crossbow, light, Leather Armor 
   
  Background: Olargh led his outcast band of 
  Kobalds here following a vision that he believes 
  Incabulos sent him. They are fanatical and will lend 
  their lives to their god’s cause. Olargh’s band was 
  chased away from kobald society for their worship of 
  Incabulos. 
   
  Encounter 8 - The Hammer Falls 
   
  APL 2: EL 4 
  �Zjas: male human Clr3 (Incabulos); CR 3; Medium-
  sized Humanoid (human); HD 3d8+6; hp 24; Init +0; 
  Spd 20; AC 17 (Chainmail, Large Wooden Shield) 
  (Flatfooted: 17, Touch: 10); Atk +4 melee (1d6+2, 
  quarterstaff); +2 ranged (1d8 Light Crossbow); AL NE; 
  SV Fort +5, Ref +1, Will +6; Str 14, Dex 10, Con 14, Int 
  10, Wis 16, Cha 10 
   
  Skills and Feats: Concentration + 7, Heal + 6, 
  Knowledge (nature) + 3, Spellcraft + 4, Scribe Scroll, 
  Spell Focus: Necromancy, Reach Spell 
   
  Spells Prepared (Clr 4/3/2; Base DC 13 + spell 
  level, Necromancy 15 + spell level);: 0–Detect Magic 
  x2, Resistance, Inflict Minor Wounds* ; 1st – Doom*, 
  Entropic Shield, Magic Weapon, Inflict Light 
  Wounds*; 2nd - Darkness, Sound Burst, Death Knell* 
   
  *Domain Spell.  
   
  Domains: Death and, Destruction  
   
  Equipment: Chainmail, Large Wooden Shield, 
  Light Crossbow, Case w 5 bolts, Masterwork 
  Quarterstaff, Silver Holy Symbol. 
   
  �Gavfel: Male Human Nec1: Medium Humanoid; 
  HD 1d4+1 (Wizard) ; hp 5; Init + 1; Spd 30; AC 11 (Dex) 
  (Flatfooted: 10, Touch: 11); Atk +-1 melee (1d4-1, 
  dagger, 19-20), +1 ranged (1d4-1, dagger, 19-20); AL CE; 
  SV Fort + 1, Ref + 1, Will + 3; STR 8, DEX 12, CON 12, 
  INT 18, WIS 12, CHA 9. 
   
  Skill and Feats: Alchemy + 8, Concentration + 5, 
  Knowledge (arcana) + 8, Knowledge (religion) + 8, 
  Listen + 4, Scry + 8, Spellcraft + 8, Spot + 4, Scribe 
  Scroll, Spell Focus: Enchantment, Spell Focus: 
  Necromancy. 
   
  Spells Prepared (3/2; Base DC 14 + spell level, 
  Necromancy and Enchantment DC 16 + spell level); 0 - 
  Daze (2), Read Magic; 1st - Cause Fear, Mage Armor, 
  Magic Missile 
   
  Equipment: Robes, spell component pouch, 
  empty scroll case. 
   
  
   
  A Cure for What Ails Ye 
   
  Page 26 
  �Femur:  Bat, Animal Familiar: CR 0.1; Diminutive 
  Animal ; HD 1/4d8 ( Animal) ; hp 2; Init + 2; Spd 5, Fly, 
  Good 40; AC 17; Atk -1 base melee, + 6 base ranged; SQ: 
  Blindsight (Ex); AL N; SV Fort + 2, Ref + 4, Will + 2; 
  STR 1, DEX 15, CON 10, INT 1, WIS 14, CHA 10. 
  Skills: Hide + 14, Listen + 9, Move Silently + 5, Spot + 9. 
   
  Blindsight (Ex): Bats can "see" by emitting high-
  frequency sounds, inaudible to most other creatures 
  that allow them to locate objects and creatures within 
  120 feet.  A silence spell negates this and forces the bat 
  to rely on its weak vision, which has a maximum range 
  of 10 feet. 
   
  Alertness: The presence of the familiar sharpens 
  its master's senses. While the familiar is within arm's 
  reach, the master gains Alertness. 
   
  Share Spells: At the master's option, he may have 
  any spell he casts on himself also affect his familiar.  
  The familiar must be within 5 feet at the time.  If the 
  spell has a duration other than instantaneous, the spells 
  stops affecting the familiar if it moves farther than 5 
  feet away.  The spell's effect will not be restored even if 
  the familiar returns to the master before the duration 
  would otherwise have ended.  Additionally, the master 
  may cast a spell with a target of "You" on his familiar (as 
  a Touch range spell) instead of on himself.  The master 
  and familiar can share spells even if the spells normally 
  do not affect creatures of the familiar's type (magical 
  beast). 
   
  Empathic Link: The master has an empathic link 
  with the familiar out of a distance of up to one mile.  
  The master cannot see through the familiar's eyes, but 
  the two of them can communicate telepathically.  Note 
  that the low intelligence of a low-level master's familiar 
  limits what it is able to communicate or understand, 
  and even intelligent familiars see the world differently 
  from humans.  This is a supernatural ability.  Because 
  of the empathic link between the familiar and the 
  master, the master has the same connection to an item 
  or a place that the familiar does.  For example, if his 
  familiar has seen a room, a master can teleport into that 
  room as if he has seen it too. 
   
  APL 4: EL 6 
  �Zjas: male human Clr3 (Incabulos); CR 3; Medium-
  sized Humanoid (human); HD 3d8+6; hp 24; Init +0; 
  Spd 20; AC 17 (Chainmail, Large Wooden Shield) 
  (Flatfooted: 17, Touch: 10); Atk +4 melee (1d6+2, 
  quarterstaff); +2 ranged (1d8 Light Crossbow); AL NE; 
  SV Fort +5, Ref +1, Will +6; Str 14, Dex 10, Con 14, Int 
  10, Wis 16, Cha 10 
   
  Skills and Feats: Concentration + 7, Heal + 6, 
  Knowledge (nature) + 3, Spellcraft + 4, Scribe Scroll, 
  Spell Focus: Necromancy, Reach Spell 
   
  Spells Prepared (Clr 4/3/2; Base DC 13 + spell 
  level, Necromancy 15 + spell level);: 0–Detect Magic 
  x2, Resistance, Inflict Minor Wounds* ; 1st – Doom*, 
  Entropic Shield, Magic Weapon, Inflict Light 
  Wounds*; 2nd - Darkness, Sound Burst, Death Knell* 
   
  *Domain Spell.  
   
  Domains: Death and, Destruction  
   
  Equipment: Chainmail, Large Wooden Shield, 
  Light Crossbow, Case w 5 bolts, Masterwork 
  Quarterstaff, Silver Holy Symbol. 
   
  �Gavfel: Male Human Wiz5: Medium Humanoid ; 
  HD 5d4+5 ( Wizard) ; hp 21; Init + 1 (Dex); Spd 30; AC 
  11 (Flatfooted: 10, Touch: 11); Atk +1 melee (1d4-1, 
  dagger), +3 ranged (1d4-1, dagger); AL CE; SV Fort + 2, 
  Ref + 2, Will + 5; Str 8, Dex 12, Con 12, Int 18, Wis 12, 
  Cha 8 
   
  Skill and Feats: Alchemy + 12, Concentration + 9, 
  Knowledge (arcana) + 12, Knowledge (religion) + 12, 
  Knowledge (The Planes) + 12, Scry + 12, Spellcraft + 12, 
  Greater Spell Focus: Necromancy, Scribe Scroll, Spell 
  Focus: Enchantment, Spell Focus: Necromancy, 
  Empower Spell. 
   
  Spells Prepared: (4/5/4/3; Base DC 14 + spell 
  level, Enchantment DC 16 + spell level, Necromancy 
  18 + spell level); 0 - Daze (2), Read Magic, Resistance; 
  1st - Cause Fear, Mage Armor, Magic Missile, Shield, 
  Sleep; 2nd - Flaming Sphere, Protection from Arrows, 
  Scare, Tasha's Hideous Laughter; 3rd - Hold Person, 
  Slow, Vampiric Touch. 
   
  Equipment: Robes, spell component pouch, 
  empty scroll case. 
   
  Precast Spells: Gavfel is under the effects of Zjas' 
  endurance. He has precast mage armor on himself and 
  Femur when his familiar was close enough to benefit 
  from it. 
   
  �Femur, Bat, Animal Familiar: CR 1/10; Diminutive 
  Animal ; HD 1/4d8 (Animal) ; hp 10; Init + 2; Spd 5, 
  Fly, Good 40; AC 16 (+4 size, +2 Dex); Atk + 1 base 
  melee, + 8 base ranged; SQ: Blindsight (Ex); AL N; SV 
  Fort + 2, Ref + 4, Will + 2; STR 1, DEX 15, CON 10, 
  INT 1, WIS 14, CHA 10. 
   
  Skills:  Listen + 9, Move Silently + 5, Spot + 9. 
   
  Blindsight (Ex): Bats can "see" by emitting high-
  frequency sounds, inaudible to most other creatures 
  that allow them to locate objects and creatures within 
  120 feet.  A silence spell negates this and forces the bat 
  to rely on its weak vision, which has a maximum range 
  of 10 feet. 
   
  Alertness: The presence of the familiar sharpens 
  its master's senses. While the familiar is within arm's 
  reach, the master gains Alertness. 
  
   
  A Cure for What Ails Ye 
   
  Page 27 
   
  Share Spells: At the master's option, he may have 
  any spell he casts on himself also affect his familiar.  
  The familiar must be within 5 feet at the time.  If the 
  spell has a duration other than instantaneous, the spells 
  stops affecting the familiar if it moves farther than 5 
  feet away.  The spell's effect will not be restored even if 
  the familiar returns to the master before the duration 
  would otherwise have ended.  Additionally, the master 
  may cast a spell with a target of "You" on his familiar (as 
  a Touch range spell) instead of on himself.  The master 
  and familiar can share spells even if the spells normally 
  do not affect creatures of the familiar's type (magical 
  beast). 
   
  Empathic Link: The master has an empathic link 
  with the familiar out of a distance of up to one mile.  
  The master cannot see through the familiar's eyes, but 
  the two of them can communicate telepathically.  Note 
  that the low intelligence of a low-level master's familiar 
  limits what it is able to communicate or understand, 
  and even intelligent familiars see the world differently 
  from humans.  This is a supernatural ability.  Because 
  of the empathic link between the familiar and the 
  master, the master has the same connection to an item 
  or a place that the familiar does.  For example, if his 
  familiar has seen a room, a master can teleport into that 
  room as if he has seen it too. 
   
  Touch: If the master is 3rd level or higher, the 
  familiar can deliver touch spells for the master. When 
  the master casts a touch spell, the familiar can be 
  designated as the "touchier." (The master and the 
  familiar have to be in contact at the time of casting.) 
  The familiar can then deliver the touch spell just as the 
  master could. As normal, if the master casts another 
  spell, the touch spell dissipates.  
   
  Speak with Master: The familiar and master can 
  communicate verbally as if they were using a common 
  language. Other creatures do not understand the 
  communication with out magical help.  
   
  APL 6: EL 8 
  �Zjas: male human Clr 7 (Incabulos); CR 7; Medium-
  sized Humanoid (human); HD 7d8+14; hp 51; Init +0; 
  Spd 20; AC 17 (Chainmail, Large Wooden Shield) 
  (Touch 10, Flat-footed 17); Atk +7 melee (1d6+4, +2 
  quarterstaff); +5 ranged (1d8 Light Crossbow), AL NE; 
  SV Fort +8, Ref +3, Will +9; Str 14, Dex 10, Con 14, Int 
  10, Wis 17, Cha 10 
   
  Skill and Feats:: Concentration + 7, Heal + 11, 
  Knowledge (nature) + 3, Spellcraft +9, Extra Smiting, 
  Reach Spell, Scribe Scroll, Spell Focus: Necromancy 
   
  Spells Prepared (6/5+1/4+1/3+1/1+1; Base DC 13 
  + spell level, Necromancy 15 + spell level); 0 - Detect 
  Magic (2), Guidance (2), Inflict Minor Wounds (2); 1st 
  - Cure Light Wounds, Deathwatch, Doom (2), Entropic 
  Shield, Inflict Light Wounds*; 2nd - Calm Emotions, 
  Endurance, Hold Person; Sound Burst, Death Knell*; 
  3rd - Bestow Curse, Invisibility Purge, Protection from 
  Elements, Contagion*; 4th - Greater Magic Weapon, 
  Reach Death Knell*. 
   
  *Domain Spell 
   
  Domains: Death and Destruction  
   
  Precast Spells: On Zjas: Invisibility Purge (35 ft. 
  radius), Greater Magic Weapon, Protection from 
  Elements (fire). 
   
  On Gavfel - Endurance 
   
  Equipment: Chainmail, Large Wooden Shield, 
  Light Crossbow, Case w/5 bolts,  Masterwork 
  Quarterstaff, Silver Holy Symbol. 
   
  �Gavfel: Male Human Wiz5: Medium Humanoid ; 
  HD 5d4+5 ( Wizard) ; hp 21; Init + 1 (Dex); Spd 30; AC 
  11 (Flatfooted: 10, Touch: 11); Atk +1 melee (1d4-1, 
  dagger), +3 ranged (1d4-1, dagger); AL CE; SV Fort + 2, 
  Ref + 2, Will + 5; Str 8, Dex 12, Con 12, Int 18, Wis 12, 
  Cha 8 
   
  Skill and Feats: Alchemy + 12, Concentration + 9, 
  Knowledge (arcana) + 12, Knowledge (religion) + 12, 
  Knowledge (The Planes) + 12, Scry + 12, Spellcraft + 12, 
  Greater Spell Focus: Necromancy, Scribe Scroll, Spell 
  Focus: Enchantment, Spell Focus: Necromancy, 
  Empower Spell. 
   
  Spells Prepared: (4/5/4/3; Base DC 14 + spell 
  level, Enchantment DC 16 + spell level, Necromancy 
  18 + spell level); 0 - Daze (2), Read Magic, Resistance; 
  1st - Cause Fear, Mage Armor, Magic Missile, Shield, 
  Sleep; 2nd - Flaming Sphere, Protection from Arrows, 
  Scare, Tasha's Hideous Laughter; 3rd - Hold Person, 
  Slow, Vampiric Touch. 
   
  Equipment: Robes, spell component pouch, 
  empty scroll case. 
   
  Precast Spells: Gavfel is under the effects of Zjas' 
  endurance. He has precast mage armor on himself and 
  Femur when his familiar was close enough to benefit 
  from it. 
   
  �Femur, Bat, Animal Familiar: CR 1/10; Diminutive 
  Animal ; HD 1/4d8 (Animal) ; hp 10; Init + 2; Spd 5, 
  Fly, Good 40; AC 16 (+4 size, +2 Dex); Atk + 1 base 
  melee, + 8 base ranged; SQ: Blindsight (Ex); AL N; SV 
  Fort + 2, Ref + 4, Will + 2; STR 1, DEX 15, CON 10, 
  INT 1, WIS 14, CHA 10. 
   
  Skills:  Listen + 9, Move Silently + 5, Spot + 9. 
   
  Blindsight (Ex): Bats can "see" by emitting high-
  frequency sounds, inaudible to most other creatures 
  that allow them to locate objects and creatures within 
  120 feet.  A silence spell negates this and forces the bat 
  
   
  A Cure for What Ails Ye 
   
  Page 28 
  to rely on its weak vision, which has a maximum range 
  of 10 feet. 
   
  Alertness: The presence of the familiar sharpens 
  its master's senses. While the familiar is within arm's 
  reach, the master gains Alertness. 
   
  Share Spells: At the master's option, he may have 
  any spell he casts on himself also affect his familiar.  
  The familiar must be within 5 feet at the time.  If the 
  spell has a duration other than instantaneous, the spells 
  stops affecting the familiar if it moves farther than 5 
  feet away.  The spell's effect will not be restored even if 
  the familiar returns to the master before the duration 
  would otherwise have ended.  Additionally, the master 
  may cast a spell with a target of "You" on his familiar (as 
  a Touch range spell) instead of on himself.  The master 
  and familiar can share spells even if the spells normally 
  do not affect creatures of the familiar's type (magical 
  beast). 
   
  Empathic Link: The master has an empathic link 
  with the familiar out of a distance of up to one mile.  
  The master cannot see through the familiar's eyes, but 
  the two of them can communicate telepathically.  Note 
  that the low intelligence of a low-level master's familiar 
  limits what it is able to communicate or understand, 
  and even intelligent familiars see the world differently 
  from humans.  This is a supernatural ability.  Because 
  of the empathic link between the familiar and the 
  master, the master has the same connection to an item 
  or a place that the familiar does.  For example, if his 
  familiar has seen a room, a master can teleport into that 
  room as if he has seen it too. 
   
  Touch: If the master is 3rd level or higher, the 
  familiar can deliver touch spells for the master. When 
  the master casts a touch spell, the familiar can be 
  designated as the "touchier." (The master and the 
  familiar have to be in contact at the time of casting.) 
  The familiar can then deliver the touch spell just as the 
  master could. As normal, if the master casts another 
  spell, the touch spell dissipates.  
   
  Speak with Master: The familiar and master can 
  communicate verbally as if they were using a common 
  language. Other creatures do not understand the 
  communication with out magical help.  
   
  APL 8: EL 10 
  �Zjas: male human Clr 9 (Incabulos); CR 9; 
  9d8+18(+36); hp 65; Init +0; Spd 20; AC 17 (Chainmail, 
  Large Wooden Shield) (Touch 10, Flat-footed 17); Atk 
  +8/+3 melee (1d6+11, +2 spikes quarterstaff); +6/+1 
  ranged (1d8 Light Crossbow); AL NE; SV Fort +9, Ref 
  +4, Will +11; Str 14, Dex 10, Con 14, Int 10, Wis 18, 
  Cha 10 
   
  Skills and Feats: Concentration + 12, Heal + 11, 
  Knowledge (nature) + 3.5, Spellcraft + 11.  
  Feats: Combat Casting, Extra Smiting, Greater Spell 
  Focus: Necromancy, Reach Spell, Scribe Scroll , Spell 
  Focus: Necromancy. 
   
  Spells Prepared:(6/5+1/5+1/4+1/3+1/1+1; Base 
  DC 14 + spell level, Necromancy 18 + spell level); 0 -  
  Detect Magic (2), Guidance (2), Inflict Minor Wounds 
  (2); 1st - Cure Light Wounds, Deathwatch, Doom (2), 
  Entropic Shield, Inflict Light Wounds*; 2nd - Calm 
  Emotions, Endurance (2), Hold Person; Sound Burst, 
  Death Knell*; 3rd - Bestow Curse, Invisibility Purge, 
  Protection from Elements, Spikes, Contagion*; 4th - 
  Divine Power, Poison, Recitation, Reach Death Knell*; 
  5th - Spell Resistance, Slay Living*. 
   
  *Domain Spell 
  Domains: Death  and Destruction Equipment: 
  Chainmail, 
  Large 
  Wooden 
  Shield, 
  Light 
  Crossbow, Case w/5 bolts, +1 Vest of Resistance, 
  Masterwork Quarterstaff, Silver Holy Symbol. 
   
  Precast spells: On Zjas: endurance, invisibility 
  purge (covers 45 foot radius), protection from elements 
  (fire), spikes, spell resistance. 
   
  On Gavfel: endurance. 
   
  From scroll magic vestment (8th level caster) on 
  Full plate 
   
  �Gavfel: Male Human Nec7: Medium Humanoid ; 
  HD 7d4+7 ( Wizard) ; hp 29; Init + 1; Spd 30; AC 11 
  (Flatfooted: 10, Touch: 11); Atk +2  melee (1d4-1, 
  dagger); +4 ranged (1d4-1, dagger);; AL CE; SV Fort + 3, 
  Ref + 3, Will + 6; Str 8, Dex 12, Con 12, Int 19, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Alchemy + 14, Concentration + 
  11, Knowledge (arcana) + 14, Knowledge (religion) + 
  14, Knowledge (The Planes) + 14, Scry + 14, Spellcraft + 
  14, Empower Spell, Greater Spell Focus: Necromancy, 
  Improved Familiar, Scribe Scroll , Spell Focus: 
  Enchantment, Spell Focus: Necromancy. 
   
  Spells Known: 4/6/5/4/3; Base DC 16 + spell 
  level, Enchantment DC 18 + spell level, Necromancy 
  20 + spell level);  0 - Daze (2), Read Magic, Resistance; 
  1st - Cause Fear, Mage Armor, Magic Missile (3), 
  Shield; 2nd - Flaming Sphere, Fox's Cunning, 
  Protection from Arrows, Scare, Tasha's Hideous 
  Laughter; 3rd - Haste, Hold Person, Slow, Vampiric 
  Touch; 4th - Confusion, Enervation, Fear. 
   
  Equipment:: +1 vest of resistance, Robes, spell 
  component pouch, empty scroll case. 
   
  Precast spells: Gavfel is under the effects of Zjas' 
  endurance. He has precast Mage Armor, Shield and 
  Fox’s Cunning on himself and when Quan his familiar 
  was close enough to benefit from it. 
   
  
   
  A Cure for What Ails Ye 
   
  Page 29 
  �Quan: quasit familiar; CR 2; Small outsider; HD 3d8; 
  hp 14; Init +3 (Dex); Spd 20 (50 fly-perfect); AC 18 (+2 
  size, +4 natural, +3 Dex), (Touch 14, Flat-footed 16); 
  Atks +8 melee (1d3-1 + poison, 2 claws) +3 melee (1d4-
  1, bite); SA Spell-like abilities, Poison; SQ Damage 
  Reduction 5/Silver, SR 5, Poison Immunities, Fire 
  Resistance 20, Alternate Form, Regeneration 2, 
  Alertness, Improved Evasion, Share Spells, Empathic 
  Link, Touch, Speak with Master, Speak with Animals 
  of its Type; AL CE; SV Fort +3, Ref +3, Will +5; Str 10, 
  Dex 10, Con 10, Int 9, Wis 11, Cha 11. 
   
  Skills and Feats: none 
   
  Spell-like Abilities: At will - detect good, detect 
  magic and invisibility (self only); 1/day - cause fear (as 
  the spell, except that its area is a 30-foot radius from the 
  quasit.  These abilities are as the spells cast by a 6th-
  level sorcerer (save DC 10 + spell level).  Once per 
  week a quasit can use commune to ask six questions 
  (this is otherwise as the spell cast by a 12th-level cleric). 
   
  Poison (Ex): Claw, Fortitude save (DC 13); initial 
  damage 1d4 temporary Dexterity, secondary damage 
  2d4 temporary Dexterity. 
   
  Alternate Form (Su): A quasit can assume other 
  forms at will as a standard action.  This ability 
  functions as polymorph self cast by a 12-th level 
  sorcerer, except that any individual quasit can assume 
  only one or two forms no large than Medium-size.  
  Common forms include bat, monstrous centipede, 
  road, and wolf.  Quan's forms are bat and toad. 
   
  Regeneration (Ex):  Quasits take normal damage 
  from acid, and from holy and blessed weapons. 
   
  Alertness: The presence of the familiar sharpens 
  its master's senses. While the familiar is within arm's 
  reach, the master gains Alertness. 
   
  Share Spells: At the master's option, he may have 
  any spell he casts on himself also affect his familiar.  
  The familiar must be within 5 feet at the time.  If the 
  spell has a duration other than instantaneous, the spells 
  stops affecting the familiar if it moves farther than 5 
  feet away.  The spell's effect will not be restored even if 
  the familiar returns to the master before the duration 
  would otherwise have ended.  Additionally, the master 
  may cast a spell with a target of "You" on his familiar (as 
  a Touch range spell) instead of on himself.  The master 
  and familiar can share spells even if the spells normally 
  do not affect creatures of the familiar's type (magical 
  beast). 
   
  Empathic Link: The master has an empathic link 
  with the familiar out of a distance of up to one mile.  
  The master cannot see through the familiar's eyes, but 
  the two of them can communicate telepathically.  Note 
  that the low intelligence of a low-level master's familiar 
  limits what it is able to communicate or understand, 
  and even intelligent familiars see the world differently 
  from humans.  This is a supernatural ability.  Because 
  of the empathic link between the familiar and the 
  master, the master has the same connection to an item 
  or a place that the familiar does.  For example, if his 
  familiar has seen a room, a master can teleport into that 
  room as if he has seen it too. 
   
  Touch: If the master is 3rd level or higher, the 
  familiar can deliver touch spells for the master. When 
  the master casts a touch spell, the familiar can be 
  designated as the "touchier." (The master and the 
  familiar have to be in contact at the time of casting.) 
  The familiar can then deliver the touch spell just as the 
  master could. As normal, if the master casts another 
  spell, the touch spell dissipates.  
   
  Speak with Master: The familiar and master can 
  communicate verbally as if they were using a common 
  language. Other creatures do not understand the 
  communication with out magical help.  
   
  Speak with Animals of its Type: The familiar can 
  communicate with animals of approximately the same 
  type 
  as 
  itself 
  (including 
  dire 
  variants). 
  The 
  communication is limited by the Intelligence of the 
  conversing creatures.  
   
  APL 10: EL 12 
  �Zjas: male human Clr 11 (Incabulos); CR 11; 
  11d8+22 (+44); hp 79; Init +0; AC 17 (Chainmail, Large 
  Wooden Shield) (Touch 10, Flat-footed 17); Atk +10/+6 
  melee (1d6+12, +2 spikes quarterstaff); +7/+2 ranged 
  (1d8 Light crossbow);  AL NE; SV Fort +10, Ref +4, 
  Will +12; Str 14, Dex 10, Con 14, Int 10, Wis 18, Cha 
  10. 
   
  Skills and Feats: Concentration + 13, Heal + 13, 
  Knowledge (nature) + 4, Spellcraft + 13, Combat 
  Casting, 
  Extra 
  Smiting, 
  Greater 
  Spell 
  Focus: 
  Necromancy, Scribe Scroll , Spell Focus: Necromancy. 
   
  Spells Prepared: (6/6+1/5+1/5+1/4+1/2+ 1/1+1; 
  Base DC 14 + spell level, Necromancy 18 + spell level); 
  0 -  Detect Magic (2), Guidance (2), Inflict Minor 
  Wounds (2); 1st - Cure Light Wounds (2), Deathwatch, 
  Doom (2), Entropic Shield, Inflict Light Wounds*; 2nd 
  - Calm Emotions, Endurance (2), Hold Person; Sound 
  Burst, Death Knell*; 3rd - Bestow Curse, Invisibility 
  Purge, 
  Protection 
  from 
  Elements 
  (2), 
  Spikes, 
  Contagion*; 4th - Divine Power, Poison, Recitation, 
  Spell Immunity, Reach Death Knell*; 5th - Spell 
  Resistance (2), Slay Living*.; 6th - Harm (2)*. 
   
  * Domain Spell 
   
  Domains: Death and Destruction 
  Equipment: Chainmail, Large Wooden Shield, Light 
  Crossbow, Case w/5 bolts, +2 Vest of Resistance, 
  Masterwork Quarterstaff, Silver Holy Symbol. 
  
   
  A Cure for What Ails Ye 
   
  Page 30 
   
  Precast spells: On Zjas: Endurance, Invisibility 
  Purge, Protection from Elements (fire), Protection 
  from Elements (electrical), Spikes (on quarterstaff), 
  Spell Resistance, Spell Immunity (Judge’s choice at the 
  start of the encounter 
   
  On Gavfel: Endurance, Spell Resistance. 
   
  From scroll: Magic Vestments on Zjas’ Chainmail 
  (8th lvl caster) 
   
  �Gavfel: Male Human Nec9: Medium Humanoid; 
  HD 9d4+9 ( Wizard) ; hp 37; Init + 1; Spd 30; AC 11 
  (Flatfooted: 10, Touch: 11); Atk +3 melee (1d4-1, 
  dagger), +5 ranged (1d4-1, dagger); AL CE; SV Fort + 6, 
  Ref + 6, Will + 9; Str 8, Dex 12, Con 12, Int 20, Wis 12, 
  Cha 8. 
   
  Skills and Feats: Alchemy +16,  
  Concentration 
  +13, 
  Knowledge 
  (arcana) 
  +16, 
  Knowledge (religion) + 16, Knowledge (The Planes) + 
  16, Scry + 16, Spellcraft + 16, Empower Spell, Greater 
  Spell Focus: Enchantment, Greater Spell Focus: 
  Necromancy, Improved Familiar, Scribe Scroll , Spell 
  Focus: Enchantment, Spell Focus: Necromancy. 
   
  Spells Known:) (4/7/6/5/4/3; Base DC 17 + spell 
  level, Necromancy and Enchantment DC 21 + spell 
  level); 0 - Daze (3), Read Magic; 1st - Cause Fear, Mage 
  Armor, Magic Missile (4), Shield; 2nd - Flaming 
  Sphere, False Life, Fox's Cunning, Protection from 
  Arrows, Scare, Tasha's Hideous Laughter; 3rd - Haste 
  (2), Hold Person, Slow, Vampiric Touch; 4th - 
  Confusion (2), Enervation, Fear; 5th - Magic Jar, Mind 
  Fog, Empowered Vampiric Touch. 
   
  Equipment:: Robes, spell component pouch, 
  empty scroll case. 
   
  Precast Spells: Gavfel is under the effects of Zjas' 
  endurance. He has precast Mage Armor, Shield False 
  Life and Fox’s Cunning on himself and when Quan his 
  familiar was close enough to benefit from it. 
    
  �Quan: quasit familiar; CR 3; Small outsider; HD 3d8; 
  hp 18; Init +3 (Dex); Spd 20 (50 fly-perfect); AC 18 (+2 
  size, +5 natural, +3 Dex), (Touch 14, Flat-footed 16); 
  Atks +8 melee (1d3-1 + poison, 2 claws) +3 melee (1d4-
  1, bite); SA Spell-like abilities, Poison; SQ Damage 
  Reduction 5/Silver, SR 5, Poison Immunities, Fire 
  Resistance 20, Alternate Form, Regeneration 2, 
  Alertness, Improved Evasion, Share Spells, Empathic 
  Link, Touch, Speak with Master, Speak with Animals 
  of its Type,  
  AL CE; SV Fort +3, Ref +3, Will +6; Str 10, Dex 10, Con 
  10, Int 10, Wis 11, Cha 11. 
   
  Spell-like Abilities: At will - detect good, detect 
  magic and invisibility (self only); 1/day - cause fear (as 
  the spell, except that its area is a 30-foot radius from the 
  quasit.  These abilities are as the spells cast by a 6th-
  level sorcerer (save DC 10 + spell level).  Once per 
  week a quasit can use commune to ask six questions 
  (this is otherwise as the spell cast by a 12th-level cleric). 
   
  Poison (Ex): Claw, Fortitude save (DC 13); initial 
  damage 1d4 temporary Dexterity, secondary damage 
  2d4 temporary Dexterity. 
   
  Alternate Form (Su): A quasit can assume other 
  forms at will as a standard action.  This ability 
  functions as polymorph self cast by a 12-th level 
  sorcerer, except that any individual quasit can assume 
  only one or two forms no large than Medium-size.  
  Common forms include bat, monstrous centipede, 
  road, and wolf.  Quan's forms are bat and toad. 
   
  Regeneration (Ex):  Quasits take normal damage 
  from acid, and from holy and blessed weapons. 
   
  Alertness: The presence of the familiar sharpens 
  its master's senses. While the familiar is within arm's 
  reach, the master gains Alertness. 
   
  Share Spells: At the master's option, he may have 
  any spell he casts on himself also affect his familiar.  
  The familiar must be within 5 feet at the time.  If the 
  spell has a duration other than instantaneous, the spells 
  stops affecting the familiar if it moves farther than 5 
  feet away.  The spell's effect will not be restored even if 
  the familiar returns to the master before the duration 
  would otherwise have ended.  Additionally, the master 
  may cast a spell with a target of "You" on his familiar (as 
  a Touch range spell) instead of on himself.  The master 
  and familiar can share spells even if the spells normally 
  do not affect creatures of the familiar's type (magical 
  beast). 
   
  Empathic Link: The master has an empathic link 
  with the familiar out of a distance of up to one mile.  
  The master cannot see through the familiar's eyes, but 
  the two of them can communicate telepathically.  Note 
  that the low intelligence of a low-level master's familiar 
  limits what it is able to communicate or understand, 
  and even intelligent familiars see the world differently 
  from humans.  This is a supernatural ability.  Because 
  of the empathic link between the familiar and the 
  master, the master has the same connection to an item 
  or a place that the familiar does.  For example, if his 
  familiar has seen a room, a master can teleport into that 
  room as if he has seen it too. 
   
  Touch: If the master is 3rd level or higher, the 
  familiar can deliver touch spells for the master. When 
  the master casts a touch spell, the familiar can be 
  designated as the "touchier." (The master and the 
  familiar have to be in contact at the time of casting.) 
  The familiar can then deliver the touch spell just as the 
  master could. As normal, if the master casts another 
  spell, the touch spell dissipates.  
   
  Speak with Master: The familiar and master can 
  communicate verbally as if they were using a common 
  
   
  A Cure for What Ails Ye 
   
  Page 31 
  language. Other creatures do not understand the 
  communication with out magical help.  
   
  Speak with Animals of its Type: The familiar can 
  communicate with animals of approximately the same 
  type 
  as 
  itself 
  (including 
  dire 
  variants). 
  The 
  communication is limited by the Intelligence of the 
  conversing creatures.  
   
  APL 12: EL 14 
  �Zjas: male human Clr 13 (Incabulos); CR 13; 
  13d8+26; hp 93; Init +0; AC 17 (Chainmail, Large 
  Wooden Shield) (Touch 10, Flat-footed 17); Atk +11/+6 
  melee (1d6+12, +2 spikes quarterstaff); +9/+4 ranged 
  (1d8 Light Crossbow); AL NE; SV Fort +13, Ref +9, 
  Will +15; Str 14, Dex 10, Con 14, Int 10, Wis 19, Cha 
  10. 
   
  Skills and Feats: Concentration + 15, Heal + 15, 
  Knowledge (nature) + 4, Spellcraft + 15; Lightning 
  Reflexes, Scribe Scroll, Spell Focus: Necromancy, 
  Reach Spell, Extra Smiting, Greater Spell Focus: 
  Necromancy. 
   
  Spells 
  Prepared: 
  (6/6+1/6+1/5+1/4+1/3+1/ 
  2+1/1+1; Base DC 16 + spell level, Necromancy 20 + 
  spell level); 0 -  Detect Magic (2), Guidance (2), Inflict 
  Minor Wounds (2); 1st - Cure Light Wounds (2), 
  Deathwatch, Doom (2), Entropic Shield, Inflict Light 
  Wounds*; 2nd - Calm Emotions, Endurance (2), Hold 
  Person; Owl's Wisdom, Sound Burst, Death Knell*; 3rd 
  - Bestow Curse, Invisibility Purge, Protection from 
  Elements (2), Spikes, Contagion*; 4th - Divine Power, 
  Poison, Recitation, Spell Immunity, Reach Death 
  Knell*; 5th - Spell Resistance (2), Slay Living (2)*.; 6th - 
  Antilife 
  Shell, 
  Harm 
  (2)*; 
  7th 
  - 
  Blasphemy, 
  Disintegration*. 
   
  *Domain Spell 
    
  Domains: Death: Death and Destruction 
   
  Equipment: Chainmail, Large Wooden Shield, 
  Light Crossbow, Case w/5 bolts, +3 Vest of Resistance, 
  Masterwork Quarterstaff, Silver Holy Symbol. 
   
  Precast spells: On Zjas: Endurance, Owl's 
  Wisdom, Invisibility Purge, Protection from Elements 
  (fire), Protection from Elements (electrical), Spikes (on 
  quarterstaff), Spell Resistance, Spell Immunity (three 
  of your choice at the start of the encounter) 
   
  On Gavfel: Endurance, Spell Resistance. 
   
  From scroll: Magic Vestments on Chainmail (6th 
  lvl caster) 
   
  �Gavfel: Male Human Nec11: Medium Humanoid ; 
  HD 11d4+11 ( Wizard) ; hp 45; Init + 1 (Dex); Spd 30; 
  AC 11 (Flatfooted: 10, Touch: 11); Atk +4 base melee, 
  +6 base ranged; AL CE; SV Fort + 6, Ref + 6, Will + 10; 
  Str 8, Dex 12, Con 12, Int 18, Wis 12, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Skills: Alchemy + 18, 
  Concentration + 15, Knowledge (arcana) + 18, 
  Knowledge (religion) + 18, Knowledge (The Planes) + 
  18, Scry + 18, Spellcraft + 18, Craft Wondrous Items, 
  Empower Spell, Greater Spell Focus: Enchantment, 
  Greater Spell Focus: Necromancy, Improved Familiar, 
  Scribe Scroll , Spell Focus: Enchantment, Spell Focus: 
  Necromancy. 
   
  Spells Prepared: (4/7/6/6/5/4/2; Base DC 17 + 
  spell level, Necromancy and Enchantment DC 21 + 
  spell level); 0 - Daze (3), Read Magic; 1st - Cause Fear, 
  Mage Armor, Magic Missile (4), Shield; 2nd - Flaming 
  Sphere, False Life, Fox's Cunning, Protection from 
  Arrows, Scare, Tasha's Hideous Laughter; 3rd - Haste 
  (2), Hold Person, Empowered Magic Missile, Slow, 
  Vampiric Touch; 4th - Confusion (2), Enervation (2), 
  Fear; 5th - Magic Jar, Mind Fog, Teleport, Empowered 
  Vampiric Touch; 6th - Circle of Death, Geas. 
   
  Equipment: Robes, spell component pouch, 
  empty scroll case. 
   
  Precast Spells: Gavfel is under the effects of Zjas' 
  endurance. He has precast Mage Armor, Shield False 
  Life and Fox’s Cunning on himself and when Quan his 
  familiar was close enough to benefit from it. 
   
  �Quan: quasit familiar; CR2; Small outsider; HD 3d8; 
  hp 22; Init +3; Spd 20 (50 fly-perfect); AC 18 (+2 size, +6 
  natural, +3 Dex)  (Touch 14, Flat-footed 16); Atks +8 
  melee (1d3-1 + poison, 2 claws) +3 melee (1d4-1, bite); 
  SA Spell-like abilities, Poison; SQ Damage Reduction 
  5/Silver, SR 16, Poison Immunities, Fire Resistance 20, 
  Alternate Form, Regeneration 2, Alertness, Improved 
  Evasion, Share Spells, Empathic Link, Touch, Speak 
  with Master, Speak with Animals of its Type, AL CE; 
  SV Fort +3, Ref +3, Will +7; Str 10, Dex 10, Con 10, Int 
  11, Wis 11, Cha 11. 
   
  Spell-like Abilities: At will - detect good, detect 
  magic and invisibility (self only); 1/day - cause fear (as 
  the spell, except that its area is a 30-foot radius from the 
  quasit.  These abilities are as the spells cast by a 6th-
  level sorcerer (save DC 10 + spell level).  Once per 
  week a quasit can use commune to ask six questions 
  (this is otherwise as the spell cast by a 12th-level cleric). 
   
  Poison (Ex): Claw, Fortitude save (DC 13); initial 
  damage 1d4 temporary Dexterity, secondary damage 
  2d4 temporary Dexterity. 
   
  Alternate Form (Su): A quasit can assume other 
  forms at will as a standard action.  This ability 
  functions as polymorph self cast by a 12-th level 
  sorcerer, except that any individual quasit can assume 
  only one or two forms no large than Medium-size.  
  Common forms include bat, monstrous centipede, 
  road, and wolf.  Quan's forms are bat and toad. 
  
   
  A Cure for What Ails Ye 
   
  Page 32 
   
  Regeneration (Ex):  Quasits take normal damage 
  from acid, and from holy and blessed weapons. 
   
  Alertness: The presence of the familiar sharpens 
  its master's senses. While the familiar is within arm's 
  reach, the master gains Alertness. 
   
  Share Spells: At the master's option, he may have 
  any spell he casts on himself also affect his familiar.  
  The familiar must be within 5 feet at the time.  If the 
  spell has a duration other than instantaneous, the spells 
  stops affecting the familiar if it moves farther than 5 
  feet away.  The spell's effect will not be restored even if 
  the familiar returns to the master before the duration 
  would otherwise have ended.  Additionally, the master 
  may cast a spell with a target of "You" on his familiar (as 
  a Touch range spell) instead of on himself.  The master 
  and familiar can share spells even if the spells normally 
  do not affect creatures of the familiar's type (magical 
  beast). 
   
  Empathic Link: The master has an empathic link 
  with the familiar out of a distance of up to one mile.  
  The master cannot see through the familiar's eyes, but 
  the two of them can communicate telepathically.  Note 
  that the low intelligence of a low-level master's familiar 
  limits what it is able to communicate or understand, 
  and even intelligent familiars see the world differently 
  from humans.  This is a supernatural ability.  Because 
  of the empathic link between the familiar and the 
  master, the master has the same connection to an item 
  or a place that the familiar does.  For example, if his 
  familiar has seen a room, a master can teleport into that 
  room as if he has seen it too. 
   
  Touch: If the master is 3rd level or higher, the 
  familiar can deliver touch spells for the master. When 
  the master casts a touch spell, the familiar can be 
  designated as the "touchier." (The master and the 
  familiar have to be in contact at the time of casting.) 
  The familiar can then deliver the touch spell just as the 
  master could. As normal, if the master casts another 
  spell, the touch spell dissipates.  
   
  Speak with Master: The familiar and master can 
  communicate verbally as if they were using a common 
  language. Other creatures do not understand the 
  communication with out magical help.  
   
  Speak with Animals of its Type: The familiar can 
  communicate with animals of approximately the same 
  type 
  as 
  itself 
  (including 
  dire 
  variants). 
  The 
  communication is limited by the Intelligence of the 
  conversing creatures. 
  
   
  A Cure for What Ails Ye 
   
  Page 33 
  Appendix Two: The Jackyl’s Actions during the event 
   
   
  Encounters 1-2: 
  The Jackyl is watching the Rhennee enclave, making sure that no one is attempting to stop his nefarious plan.  'The 
  Jackyl' remains here until the PCs arrive. 
   
  Encounter 3: 
  Upon witnessing the PCs enter the enclave, the Jackyl moves into position to eavesdrop on the various conversations.  
  Listening to the pitch from the Veth, the Jackyl will move to follow the PCs from this point on.... making sure to stay 
  out of the range of most detection based spells.  His shadow companion takes a  more direct approach of following the 
  PCs staying just out of reach and not making himself a threat. 
   
  Encounter 4: 
  The Jackyl influences the head of Pickpockets Guild to take his action and manages to tag along as they visit each 
  opportunity for information.  He makes it a point to appear very briefly when only the Colonel's eyes can see, just to 
  remind him of what the consequences are if the Colonel chooses to ignore his instructions.  The Jackyl penetrates the 
  inner sanctum of Makkxs and listen in on the exchange of information.  As the PCs follow the young messenger, the 
  Jackyl has his shadow companion trail the PCs as he turns his efforts to gathering intelligence on the PCs and their 
  tactics.  
   
  Encounter 5: 
  The Jackyl is busy using his influence to determine what he can about the PCs.  
   
  Encounter 6-7-8: 
  The Jackyl beats the PCs to the shack, alert Zjas and Gavfel about the incoming PCs and provides them with a very 
  basics of a profile of each PC.  At higher APLs, Zjas and Gavfel utilize their spells to keep the PCs at a disadvantage.  
  After Zjas and Gavfel leave to confront the PCs, the Jackyl gathers up all the material resources that could be of use to 
  the PCs besides the special notes he leaves for everyone.  The shadow companion leaves the note for the Colonel 
  slightly after this last encounter. 
   
  Encounter 9: 
  The Jackyl' enters Maxxks' sanctum, meets Maxxks and kills his body double. Maxxks, who flees the Jackyl, doesn't have 
  time to gather his notes on the disappearance of Genni, goes into hiding.  Looking for the information about himself, 
  the Jackyl finds it, disposes of it and leaves his trademark card for the Colonel. 
   
  Encounter 10: 
  Watching the PCs and the Colonel stumble over the remains, the Jackyl leaves the scene... knowing that he has new 
  people to watch and stop, all of which makes the game that much more enjoyable for him. 
   
   
  
   
  A Cure for What Ails Ye 
   
  Page 34 
  Appendix Three: Crime and Punishment-Dyvers Law
   
  How Fines and Punishment Work- If found guilty of 
  a crime, a PC pays the fine listed by the offense and the 
  fine and the penalties (if any) are recorded on the 
  adventure cert. The penalties listed are doubled for 
  repeat offenders.   
     If a PCs gold has been depleted, but they are still 
  unable to pay the fine, the PCs items are sold off.  If 
  there is a choice on what to sell the player makes it. 
     If a PC is guilty of a crime, send the player’s name, 
  RPGA#, PC name and offense to jcts@iland.net 
   
  Lawyers-For non-murder cases that do not involve a 
  Guildmaster, a noble, or a member of the Gentry, a 
  lawyer may be obtained to absolve the PC of guilt. The 
  cost for such assistance is 150% of the fine and 1 TU for 
  in region PCs. The cost of out of region PCs is 200% of 
  the fine and 2 TUs. 
   
  Frivolous Lawsuits- Most NPCs Have better things to 
  do with their time, and don’t bother pursuing frivolous 
  lawsuits. PCs that are found to be the instigator of a 
  frivolous lawsuit face the same penalty as Unlawful 
  Imprisonment. 
   
  Imprisonment-If your PC is imprisoned, they gain no 
  coin or other benefit until released.  
   
  Assault- The fine is 5 GP. Also, if weapons were used, 
  the weapons are confiscated.  
   
  Bards- While it’s not illegal to be a Bard, performing 
  inside of a building without a license is.  The fine is 10 
  GP. 
   
  Breaking and Entering- If the offender is part of the 
  Footpads Guild, then a 100 GP fine and 1 TU in Jail. If 
  they are not part of the Footpads Guild, then a 250 GP 
  fine and 2 TU in jail. 
   
  Destruction of Private Property- The fine is 150% of 
  the cost of the property. Optionally, the PC may spend 
  one TU in jail per 50 GP of the fine. 
   
  Destruction of Public Property- The fine is 200% of 
  the cost of the property.  Optionally, the PC may spend 
  one TU in jail per 50 GP of the fine. 
   
  Drawing Weapons- Not a lot of people know this, but 
  drawing a weapon in the city is against the law.  The 
  fine is 2 GP, plus One (1) TU doing Civic Duties. If you 
  can prove that it was self-defense then the fine is 1 GP. 
   
  Drunk and Disorderly- The fine is two TU in jail and 
  1 GP. 
   
  Endangering Innocents- The fine is 4 GP per 
  innocent endangered. 
   
  Endangering the Public or Property by Spell 
  Casting- If the caster is a member of one of the Guilds, 
  then the fine is 100 GP per spell level. If the caster is 
  not a member of one of the Guilds, then it is 250 GP 
  per spell level.  Please note that this is the charge used 
  against PC’s who are caught casting banned spells.  (To 
  find out what spells are banned, check the feats and 
  spells section.) 
   
  Manslaughter (Accidental Death)- Adjudicated by 
  the triad acting as an in character “court”.  Outcomes 
  could lead to as many as 208 TUs in prison. 
   
  Murder (Intentional Death)- This is an evil act. The 
  character should be taken into custody by the judge, 
  and then turned over to the triad. The character is 
  removed form play. This is not to be used in matters of 
  self-defense. 
   
  Operating a Business Without a Permit- This is a 500 
  GP fine, plus the confiscation of the Business.  It will 
  be turned over to the Merchants Guild for their 
  disposal. 
   
  Poaching-This fine is 100 GP and One (1) TU in jail 
   
  Theft-Petty- (Up to 100 GP of value) If the accused is a 
  member of the Alliance, then the fine is 10% of the 
  value. If the accused is NOT a member of the Alliance, 
  then the watch gets to have fun, and the fine is 200% of 
  the value, as well as one (1) TU doing civic duties. 
   
  Theft-Grand- (Over 100 GP of Value) The Fine is 200% 
  the cost of the item, and One (1) TU per 100 GP value 
  in jail. 
   
  Unlawful Imprisonment-The fine is two TU in jail 
  and 300 GP. 
   
  Unlawful Killing of a Gelatinous Cube in the 
  Sewers- The fine is 500 GP, plus the PC must spend an 
  additional 4 TU to capture a new one. 
   
  
   
  A Cure for What Ails Ye 
   
  Page 35 
  Appendix Four: New Material 
   
                                                           Feats 
   
  Extra Slot: You can cast an extra spell. 
   
  Prerequisite: Spellcaster level 4th+. 
   
  Benefit: You gain one extra spell slot in your daily 
  allotment.  This extra slot can be at any level up to one 
  level lower than the highest-level spell you can cast.  
  For example, a 4th-level sorcerer gains either an 0-level 
  or 1st-level slot, allowing him to cast any known spell 
  of the chosen level one more time each day.  A 4th-
  level wizard can prepare any extra 0-level or 1st-level 
  spell she knows.  Once selected, the extra spell slot 
  never migrates up or down in level. 
   
  Extra Smiting: You can make more smite attacks. 
   
  Prerequisites: Class level 4+, smite ability. 
   
  Benefit: When you take this feat, you gain one 
  additional attempt to smite per day.  Use whatever 
  smite ability you have (for example, that of a paladin, a 
  holy liberator, or a cleric with the Destruction 
  domain).  You can take this feat multiple times 
   
  Reach Spell: You can cast touch spells without 
  touching the recipient. 
   
  Benefit: You may cast a spell that normally has a 
  range of "touch" at any distance up to 30 feet.  The spell 
  effectively becomes a ray, so you must succeed at a 
  ranged touch attack to bestow the spell upon the 
  recipient.  A reach spell uses up a spell slot two levels 
  higher than the spell's actual level. 
   
                                                         Spells 
   
  Recitation 
  Conjuration (Creation) 
  Level: Clr 4 
  Components: V, S, DF 
  Casting Times: 1 action 
  Range: 60 ft. 
  Area: All allies and foes within a 60-ft radius burst 
  center on you 
  Duration: 1 round / level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  By reciting a sacred passage or declaration, you invoke 
  your deity's blessing upon yourself and your allies 
  whiles causing confusion and weakness among your 
  enemies.  This spell affects all allies and foes within the 
  spell's area of at the moment you cast it.  you allies gain 
  a +2 luck bonus on all attack rolls and saving throws, or 
  a +3 luck bonus if they worship the same patron deity 
  as you.  Enemies suffer a -2 luck penalty on attack rolls 
  and saving throws.  After casting the spell, you are free 
  to take further actions during the spell's duration as 
  you see fit. 
  Divine Focus: In addition to your holy symbol, this 
  spell requires a sacred text as a divine focus. 
   
  Spikes 
  Transmutation 
  Level: Clr 3, Drd 3 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Touch 
  Target: Wooden Weapon touched 
  Duration: 1 hour / level 
  Saving Throw: None 
  Spell Resistance: No 
   
  As brambles, except that the affected weapon gains a +2 
  enchantment bonus on its attacks, and its threat range 
  is doubled. 
   
  Brambles 
  Transmutation 
  Level: Clr 2, Drd 2 
  Components: V, S, M 
  Casting Time: 1 action 
  Range: Touch 
  Target: Wooden Weapon touched 
  Duration: 1 round / level 
  Saving Throw: None 
  Spell Resistance: No 
   
  Small magical thorns or spikes protrude from the 
  surface of a wooden weapon, such as a club, great club, 
  nunchaku, or quarterstaff.  For the duration of the 
  spell, the weapon deals both piercing and bludgeoning 
  damage.  It gains a +1 enhancement bonus on its 
  attacks and deals an additional +1 point damage per 
  caster level (Maximum +10).  This spell works only on 
  melee weapons with a wooden striking surface.  For 
  instance, it does not work on a bow, an arrow or a metal 
  mace. 
   
  Material component: A small thorn. 
   
   
   
   
  
   
  A Cure for What Ails Ye 
   
  Page 36 
                                        Prestige Classes 
   
  Rhennee Prestige Classes  [From the Living 
  Greyhawk Journal} 
   
  DARKHAGARD: 
  Only those Rhennee men who have exhibited a high 
  degree of skill and vigor are considered for 
  membership in the Darkhagard.   A Darkhagard has 
  devoted himself to defending the Rhennee way of life. 
  He sees all landfolk as threats to his continued 
  existence, and has left behind his mundane duties 
  aboard the barge to keep a constant vigil against 
  outside forces.  To this end, he pursues weapon 
  mastery and seamanship with equal ardor, honing his 
  dual crafts so that his people will not have to fear 
  giving up their nomadic lifestyle at the demand of a 
  foreign prince.  Being bound by any sovereign rule 
  would be tantamount to death. 
   
   
  Hit Die: d10 
   
  REQUIREMENTS 
   
  To qualify to become a member of the Darkhagard, 
  a character must fulfill all the following criteria: 
   
  Race and Sex: Rhennee male 
   
  Base Attack Bonus: +5 
   
  Feats: Exotic Weapon Proficiency (darkha), 
  Weapon Focus (darkha) 
   
  Profession (Boater): 4 ranks 
   
  Sneak Attack: +1d6 
   
  Special: Must have been blooded in a battle with a 
  hostile lake creatures (dragon turtle, giant lamprey, 
  etc.) 
   
  CLASS SKILLS 
   
  The Darkhagard’s class skills (and the key ability 
  for each skill) are Balance (Dex), Intuit Direction 
  (Wis), Knowledge (navigation) (Int), Profession 
  (Boater) (Int), Spot (Wis), Swim (Str), Use Rope (Dex).  
  See Chapter 4: Skills in the Player’s Handbook for skill 
  descriptions.  
   
  Skill Points at Each Level: 2+Int modifier. 
   
  CLASS FEATURES 
   
  Weapon and Armor Proficiency: A Darkhagard 
  is proficient in all simple and martial weapons, with all 
  types of armor and shields. 
   
  Prone Fighting (Ex): Having spent countless 
  hours training with their darkhas, the Darkhagard 
  suffer no penalties to melee attack using a darkha 
  while prone.  Further, opponents fighting a prone 
  Darkhagard enjoy no melee attack bonuses due to his 
  prone status. 
  Bonus Languages: In their travels, the Darkhagard 
  come into contact with various merchants from other 
  cultures, and have picked up some of their speech.  
  This gives the Darkhagard an edge in dealing with 
  trading partners and potential enemies. 
   
  Each time the Darkhagard achieves a bonus 
  language, choose one tongue from the Player’s 
  Handbook or the LIVING Greyhawk Gazetteer.  The 
  Darkhagard can read and write in this language as if he 
  had acquired it in the usual manner.  The language 
  must be one with which the darkhagard has had some 
  contact. 
   
  Darkha Specialization (Ex): The Darkhagard 
  gains Weapon Specialization (per the feat) with the 
  darkha, giving him a +2 damage bonus with that 
  weapon. 
   
  Increased Range (Ex): Each time this ability is 
  acquired, a Darkhagard may add 25% to the base range 
  increment when hurling his darkha. 
   
  Uncanny Swim (Ex): On a successful Swim 
  check, a Darkhagard may swim one-half of his speed as 
  a move equivalent action or his full speed as a full-
  round 
  action 
  (failure 
  indicating 
  no 
  progress).  
  Furthermore, members of the Darkhagard suffer a 
  Swim penalty of only -1 per 10 pounds of gear they 
  carry. 
   
  Superior Weapon Focus (Ex): Stacking on top of 
  any existing Weapon Focus bonus, this ability grants 
  the Darkhagard an additional +1 to attack rolls with the 
  darkha. 
   
  Instant Stand (Ex): Naturally agile and trained 
  for combat, a Darkhagard has learned to leap to his feet 
  from a prone position as a free action. 
   
  Darkha Mastery 1 (Ex): Through arduous 
  practice with his weapon and rope, the Darkhagard has 
  mastered his weapon to the degree that it can be 
  considered to have reach, allowing him to make melee 
  attacks against enemies within 10 ft.  Further, he may 
  swing the darkha and strike with the blunt haft of the 
  weapon, inflicting subdual damage at a to hit penalty of 
  only -2. 
   
  Darkha Mastery 2 (Ex): The darkhagard has 
  mastered his darkha and rope to the degree that he can 
  make trip attacks with it against enemies within 20 ft.  
  If tripped during his own trip attempt, the Darkhagard 
  may drop the weapon to avoid being tripped. 
   
  Hold Breath (Ex): Having conditioned his lungs 
  and learned how to control his respiration, a 
  Darkhagard may hold his breath for a number of 
  rounds equal to three times his Constitution score. 
   
  Water Tracking (Su): The most difficult skill for a 
  Darkhagard to master, the ability to creatures on water 
  
   
  A Cure for What Ails Ye 
   
  Page 37 
  poses a mighty challenge to even the most veteran 
  seaman.  In effect, this allows members of the 
  Darkhagard to follow a creature’s trail across the 
  surface of the Nyr Dyv, as per the Track feat.  In a 
  sense, the Darkhagard consults the water itself, reading 
  signs and  
  portents from waves and ripples.  In this manner, the 
  Darkhagard may track a creature that has not even 
  broken the surface.  The base DC for such checks is 25, 
  and the usual modifiers for Track checks apply.  This is 
  a supernatural ability. 
   
  Darkhagard: 
  Class 
  Level
  Base 
  Attack
   Bonus
  Fort Save
  Ref Save
  Will Save
  Special
  1 
  +1
  +2
  +0
  +0
  Prone Fighting
  2 
  +2
  +3
  +0
  +0
  Bonus Language, 
  Darkha Specialization
  3 
  +3
  +3
  +1
  +1
  Increased Range (33 ft.)
  4 
  +4
  +4
  +1
  +1
  Uncanny Swim,
  Improved Weapon Focus
  5 
  +5
  +4
  +1
  +1
  Instant Stand
  6 
  +6
  +5
  +2
  +2
  Bonus Language,
  Darkha Mastery 1
  7 
  +7
  +5
  +2
  +2
  Increased Range (36 ft.)
  8 
  +8
  +6
  +2
  +2
  Bonus Language, 
  Darkha Mastery 2
  9 
  +9
  +6
  +3
  +3
  Hold Breath
  10 
  +10
  +7
  +3
  +3
  Water Tracking
   
   
  VETH: 
  As the only trusted spellcaster among the bargefolk, 
  the vetha are able to exert a subtle though powerful 
  influence on the Rhennee lords.  None truly know 
  where their magic originates; most believe that the 
  vetha are born with a tenuous yet vital link to the 
  homeland of Rhop.  They tend to phrase their counsel 
  in riddles, and are often accused of being intentionally 
  obtuse. 
   
   
  Hit Die: d4 
   
  REQUIREMENTS: 
   
  To qualify to become a veth, a character must 
  fulfill the following criteria. 
   
  Race, Sex, and Age: Rhennee female, aged 35 of 
  older. 
   
  Feat: Craft Wondrous Item. 
   
  Heal: 4 ranks 
   
  Scry: 8 ranks 
   
  Special: The ability to cast arcane spells without 
  the need of memorization or spellbooks. 
   
   
   
   
  Class Skills 
   
  The veth’s class skills (and the key ability for each 
  skill) are Innuendo (Wis), Knowledge (Nyr Dyv) (Int), 
  Scry (Int), Spellcraft (Int), Use Magic Device (Cha).  
  See Chapter 4: Skills in the Player’s Handbook for skill 
  descriptions. 
   
  Skill Points at Each Level 4+ Int modifier. 
   
  Class Features 
   
  Weapon and Armor Proficiency: A veth is 
  proficient with all simple weapons, though she is not 
  proficient with any type of armor or shield, as such 
  things tend to interfere with spellcasting. 
   
  Spells: Beginning at 1st level, a veth gains the 
  ability to cast a small number of arcane spells.  To cast a 
  spell, the veth must have a Charisma score of at least 10 
  + the spell’s level, so a veth with a Charisma of 10 or 
  lower cannot cast these spells.  Veth bonus spells are 
  based on Charisma and saving throws against these 
  spells have a DC of 10 + spell level + Charisma 
  modifier.  When the veth gets “0” spells of a given 
  
   
  A Cure for What Ails Ye 
   
  Page 38 
  level, such as 0 1st-level spells at 1st level, the veth gets 
  only bonus spells.  A veth without a bonus spell for 
  that level cannot yet cast a spell of that level.  The veth 
  spell list appears below.  The number of spells of a 
  given level that a veth might know from the list is 
  given in the “Veth Spells Known” sidebar below.  A 
  veth casts spells just as a sorcerer does. 
   
  Improved Caster Level: When determining the 
  caster level for one of her spells, the veth adds both her 
  veth levels and her levels in one of her other 
  spellcasting classes (in the case of multiple spellcasting 
  classes, she adds her veth levels to whichever level is 
  highest). 
  Reading the Lake: The vetha are trained to empathize 
  with the waters of the Nyr Dyv and its tributaries, 
  seeing in their disposition some glimmer of the future. 
   Each evening under a clear sky, the veth can survey 
  the waters of a river or lake and make a limited 
  prediction on the future of one passenger on her barge. 
   The veth’s knowledge is usually vague, clouded in 
  metaphor and obscure imagery.  If a successful Scry 
  check (DC 25) is made, the veth can foresee a general 
  event of the next 10 days, based on the DM’s intentions 
  for the next few gaming sessions (or, in the case of the 
  LIVING GREYHAWK campaign, the contents of the 
  scenario being played).  The prediction only indicates 
  the potential outcome and does not guarantee the 
  result.  If the Scry check is failed, no information can 
  be gained concerning the subject for the next month, 
  as the mists of the future have proven too think.  A 
  veth may consult the waters only once each night. 
   
  Hex Mastery: All vetha are instructed in the art of 
  bestowing curses and manipulating the minds and 
  emotions of their enemies.  Each time the veth 
  achieves a new level in Hex Mastery, she adds to her 
  effective caster level when casting the following spells: 
  bestow curse, cause fear, charm person, charm 
  monster, confusion, contagion, hypnotism and scare. 
   
  Bonus Languages: In their travels, the vetha 
  comes into contact with various merchants from other 
  cultures, and have picked up some of their speech.  
  This gives the veth an edge in dealing with trading 
  partners and potential enemies.  Each time the vetha 
  achieves a bonus language, choose one tongue from the 
  Player’s Handbook or the LIVING GREYHAWK 
  Gazetteer.  The veth can read and write in this language 
  as if she had acquired it in the usual method.  The 
  language must be one with which the veth has had 
  some contact. 
   
  Master Healer: As a veteran in the arts of 
  medicine, a veth has greatly refined her talents as a 
  healer.  She doubles the hit points of damage she may 
  restore with long-term care, as per the Heal skill. 
   
  Greater Eyebite: Upon reaching 10th level, a veth 
  may use a gaze attack, as per the spell eyebite, two 
  times per day.  This is a spell-like ability.  The caster 
  level for the spell is the caster’s class level in Veth.
   
  Veth: 
  Level
  Base 
  Attack 
  Bonus
  Fort. 
  Save
  Ref. 
  Save
  Will 
  Save
  Special
  Spells per day
  1st
  2nd
  3rd
  4th
  1 
  +0
  +0
  +0
  +2
  Reading the Lake,
  Improved Caster Level
  3 
  -
  -
  -
  2 
  +1
  +0
  +0
  +3
  Hex Mastery +1
  4 
  -
  -
  -
  3 
  +1
  +1
  +1
  +3
  Bonus Language
  5 
  -
  -
  -
  4 
  +2
  +1
  +1
  +4
  Hex Mastery +2
  6 
  3 
  -
  -
  5 
  +2
  +1
  +1
  +4
  Master Healer
  6 
  4 
  -
  -
  6 
  +3
  +2
  +2
  +5
  Hex Mastery +3
  6 
  5 
  3 
  -
  7 
  +3
  +2
  +2
  +5
  Bonus Language
  6 
  6 
  4 
  -
  8 
  +4
  +2
  +2
  +6
  Hex Mastery +4
  6 
  6 
  5 
  3 
  9 
  +4
  +3
  +3
  +6
  Bonus Language
  6 
  6 
  6 
  4 
  10 
  +5
  +3
  +3
  +7
  Greater Eyebite
  6 
  6 
  6 
  5 
   
   
   
  
   
  A Cure for What Ails Ye 
   
  Page 39 
   
   
  Spells per Day: These are arcane spells.  (see the 
  Player’s Handbook, Chapter 12) that are prepared and 
  cast just as a sorcerer casts her spells.  If the entry is “-” 
  for a given level of spells, the character cannot cast any 
  spells of that level regardless of bonus spells.  If a 
  character has “0” spells of a given level, the character 
  can cast bonus spells of that level.  If the entry is a 
  number, the character can cast that many spells plus 
  any bonus spells.  Bonus spells for vetha are based on 
  Charisma, and a veth must have a Charisma of at least 
  10+ 
  a 
  spell’s 
  level 
  to 
  cast 
  that 
  spell.
   
  VETH’s SPELLS KNOWN 
   
  Level
  1st
  2nd
  3rd
  4th
  1 
  2*
  -
  -
  -
  2 
  3 
  -
  -
  -
  3 
  3 
  2*
  -
  -
  4 
  4 
  3 
  -
  -
  5 
  4 
  3 
  -
  -
  6 
  4 
  4 
  2*
  -
  7 
  4 
  4 
  3 
  -
  8 
  4 
  4 
  3 
  -
  9 
  4 
  4 
  4 
  2*
  10 
  4 
  4 
  4 
  3 
   
   
   
  *Provided the Veth has sufficient Charisma to have a bonus spell at this level. 
   
  VETH SPELL LIST: 
  1st-level: alarm, animate rope, cause fear, change self, 
  chill touch, color spray, comprehend languages, 
  endure elements, hypnotism, identify, mage armor, 
  magic weapon, message, Nystul’s magical aura, Nystul’s 
  undetectable aura, obscuring mist, and protection from 
  chaos. 
   
  2nd-level: alter self, arcane lock, blur, bull’s strength, 
  cat’s grace, continual flame, darkness, darkvision, 
  detect thoughts, endurance, fog cloud, invisibility, 
  knock, locate object, minor image, misdirection, 
  obscure object and protection from arrows. 
   
  3rd-level: clairaudience/clairvoyance, dispel magic, 
  greater magic weapon, gust of wind, hold person, 
  lightning bolt, magic circle against chaos, magic circle 
  against evil, magic circle against good, magic circle 
  against law, major image, nondetection, protection 
  from elements, sleet storm, slow, stinking cloud, 
  suggestion and tongues. 
   
   
   
  4th-level: arcane eye, bestow curse, charm monster, 
  confusion, contagion, detect scrying, dream, emotion, 
  enervation, Evard’s black tentacles, fear, improved 
  invisibility, lesser geas, locate creature, mind fog, 
  minor creation, phantasmal killer and remove curse. 
   
  
   
  A Cure for What Ails Ye 
   
  Page 40 
  Appendix Five: Nimblewrights 
  from the Monster Manual 2 
   
  NIMBLEWRIGHT 
  Medium-size Construct 
  Hit Dice: 10d10 (55 hp) 
  Initiative: +7 
  Speed: 40 ft. 
  AC: 24 (+7 Dex, +7 natural), touch 17, flat-footed 17 
  Attacks: 2 rapier-hands +11 melee 
  Damage: Rapier-hands 2d6+4/12-20 
  Face/Reach: 5 ft. by 5 ft. / 5 ft. 
  Special Attacks: Spell-like abilities, tripping thrust 
  Special Qualities: Augmented critical, construct traits, 
  SR 27, vulnerabilities 
  Saves: Fort +3, Ref +10, Will +6 
  Abilities: Str 19, Dex 24, Con --, Int 10, Wis 17, Cha 19 
  Feats:  Combat Reflexes, Dodge, Expertise, Improved 
  Disarm, Mobility, Spring Attack 
   
  Climate/Terrian: Any land or underground 
  Organization: Solitary 
  Challenge Rating: 7 
  Treasure: Standard 
  Alignment: Always Chaotic 
  Advancement: 11-15 HD (Medium-size), 16-30 HD 
  (Large) 
   
  Nimblewrights are rapier-wielding constructs that 
  disguise themselves as living humanoids.  They often 
  serve as hired bodyguards, but many are employed to 
  infiltrate organizations and secret societies or spy on 
  individuals.  Unlike most constructs, a nimblewright is 
  created with intelligence and a distinct personality that 
  allows for intuitive thinking and responsiveness.  Like 
  a golem, a nimblewright is a powerful creation that 
  combines awesome magic with elemental forces.  Its 
  animating force is a spirit from the Elemental Plane of 
  Water.  The process of creation a nimblewright binds 
  the unwilling spirit to the artificial body and subjects it 
  to the will of the creator. 
   
  An undisguised nimblewright appears as a steel-
  colored mechanical human.  When disguised, it wears 
  clothes and uses spells to hide its true nature.  In this 
  way, it can appear as almost any Medium-size 
  humanoid it wishes to become. 
   
  Nimblewrights speak Common, Elven, and 
  Dwarven. 
   
  COMBAT 
  A nimblewright is an extremely dexterous combatant.  
  In battle, it brings to bear all of its special fighting 
  skills to deprive opponents of their weapons prior to 
  running them through.  If a nimblewright has ample 
  warning of a fight, it enhances its combat skills with 
  cat's grace and haste before joining melee. 
   
  The monster fights with two rapiers that are 
  actually part of its body.  These rapiers are treated as 
  natural weapons.  When not in use, the weapons fold 
  into its forearms.  A nimblewright can fully deploy 
  both rapiers as a free action. 
   
  Spell-like Abilities: At will - alter self, cat's grace, 
  entropic shield, feather fall, haste.  Caster level 10th, 
  save DC 14+spell level. 
   
  Tripping Thrust (Ex): A nimblewright's rapier-
  hand attacks are powerful enough to push over 
  creatures its own size or smaller.  An opponent is the 
  target of a successful critical hit from a nimblewright 
  must make a Reflex save (DC 19) or be knocked prone 
  if tripped. 
   
  Augmented Critical (Ex): A nimblewright 
  threatens a critical hit on a natural attack roll of 12-20.  
  On a successful critical hit, its foe is subject to a 
  tripping thrust (see above). 
   
  Construct Traits: A nimblewright is immune to 
  mind-affecting 
  effect, 
  poison, 
  sleep, 
  paralysis, 
  stunning, disease, death effects, necromantic effects, 
  and any effect that requires a Fortitude save unless it 
  also works on objects.  The creature is not subject to 
  critical hits, subdual damage, ability damage, ability 
  drain, energy drain, or death from massive damage.  It 
  cannot heal itself but it can be healed through repair. It 
  cannot be raised or resurrected.  A nimblewright has 
  darkvision (60-foot range). 
   
  Vulnerabilities: 
  A 
  cold 
  effect 
  slows 
  a 
  nimblewright for 3 rounds, and a fire effect stuns it for 
  a round. 
   
  CONSTRUCTION 
  A nimblewright's body is a hollow humanoid shell 
  made of flexible precious metal alloys weighing 500 
  pounds.  It costs 35,000 gp to create, which includes 
  15,000 gp for the body.  Assembling the body requires a 
  successful Craft (sculpting) or Profession (mason) 
  check (DC 16).  the creator must be 18th level and able 
  to cast arcane spells.  Completing the ritual drains 1600 
  xp from the creator and requires the geas/quest, haste, 
  limited wish, and polymorph any object spells.  
  
   
  A Cure for What Ails Ye 
   
  Page 41 
   Judge’s Map #1 
   
  Note: each square is 200 feet by 200 feet. 
   
  
   
  A Cure for What Ails Ye 
   
  Page 42 
  Player Introduction A: A Desperate Plea 
   
   
   
   
   
   
  A gentle touch on your shoulder interrupts your preparations for your daily tidings with your divine guide.  "I'm 
  sorry, gentle priest, but their is an individual at the gates who asked for your presence," a young acolyte offers as an 
  apology.  "I tried to tell them that you might be at prayers, but they would not listen.  They made it pretty clear they 
  wanted you and wanted you right now.  Should I tell them you'll be with them shortly?" 
   
   
  Assuming you've given the acolyte a positive answer, the acolyte leaves quickly to complete his mission before he 
  misses his daily prayers.  While the prayers are important, someone is rather insistent that you speak with them first.  
  Heading toward the front vestibule of the church, you see a man pacing the waiting area, rather impatiently.  "Ahh.... 
  you've agreed to meet with me.  I've been asked to offer to you a desperate plea for aid.  Two gentlemen asked for me to 
  find you and deliver you to Tent Town within 2 hours.... lets go." 
   
   
  "What?  Why should you follow me?  I don't know, honestly.  The two men were very determined to get you out 
  there.  They said something about needing the wisdom of the old catfish as he avoids the lines and nets of the 
  fisherman.  Then they mentioned your name, specifically." 
   
   
  "To be honest, I have no idea why they want you.  They choose not to reveal that to me.  I know that they made it 
  very clear to me that they needed someone of divine aid to help them.  When I started to question them more, one 
  became angry and the other pleaded with me, just get the priest... you do not want to be involved more than you already 
  are." 
   
   
  "Yeah, I took them at face value.  That last line was said with enough emotion that I knew I wanted to complete the 
  task and get myself out of whatever mess you have to be in." 
   
   
  "Oh yeah, that was their word for it... 'a desperate plea'.  I didn't want to know anymore, so come on.  We are 
  wasting time, go round up your gear, finish your prayers and lets get to Tent Town before I get dragged in anymore." 
   
   
   
  "Did I recognize anything abut these two individuals?  Yeah, they were BIG and didn't seem real comfortable in 
  Tent Town.  Almost like they wanted to hide from someone." 
  
   
  A Cure for What Ails Ye 
   
  Page 43 
   
  Player Introduction B: Follow Your Orders 
   
   
   
   
  A gruff voice bellows from somewhere just behind your right eye, "Get yer butt out of the rack.  Someone has a 
  complaint to file and asked fer ya.  Wake up, ya useless maggot."  Opening the left eye, you see the shining mug of 
  morning watch Sergeant.  "Morning, sunshine... get up and take the man's complaint.  Yer on duty, maggot." 
   
   
  Rolling out of your bed, you manage to quickly dress into your gear and tabard.  You wished you wouldn't have 
  agreed to taken that extra night shift duty, nothing ever happens in Dyvers after the sun sets... at least nothing you 
  could find.  Bleary eyed from the lack of sleep, you enter the holding room containing the citizen with a grievance.  
  "Good, Good... you're here.  Can we go so I can *ahem* show you the crime scene?  Trust me, I can explain better from 
  there.” the man offers. 
   
   
  Before you can voice any potential objections, your friendly neighborhood Sergeant provides his advice, "Sounds 
  like a good idea... consider it an order." 
   
   
  Your informant leads you away from the Constabulary station and begins to tell you his story. "I'm sorry about 
  that... really, I was just asked to fetch you to Tent Town.  Two really big men asked that I find you and bring you back to 
  them.  Really weird guys too, I couldn't get a good look at their faces, but one had a very faint Rhopan accent.  Almost 
  like he was trying to conceal it but wasn't very good job at." 
   
   
  "Uh-huh, yep... I remember them saying something like find you and then they went into some story about 
  needing the determination of the trout at spawning season.  Whatever that means... really weird people." your guide 
  explains as travel towards Tent Town. 
   
   
  "I don't think those two were up to no good... when I started to get a bit hesitant about coming to find you, one of 
  the two looked like he was ready to cry... almost as if you were something special.  I wonder why they wanted you... oh 
  well, its not my concern.  I'm just supposed to get you to Tent Town and they said they’d explain everything to you.  Did 
  you really expect me to drag you into some ambush?  Especially since I was JUST in a Constabulary station... I may be a 
  bit of a shady character, but I'm not a stupid fellow."                     
   
  
   
  A Cure for What Ails Ye 
   
  Page 44 
  Player Introduction C: Knowledge is Power 
   
   
   
   
   
  "Excuse me, sir... but there is a man at the front desk who has a need of your skills." a young apprentice whispers, 
  interrupting your studies into the ancient tomes.  Curious, usually those who aren't members are not given such 
  treatment. 
   
   
  "Before you ask, he said he needed your specialized areas of expertise. Since he asked specifically for you, I didn’t 
  want to be the one who turned away a potential patron. I hope that's ok."  The novice wizard offers on the way down to 
  the front desk. 
   
   
  With your eyes adjusting to the morning sun, you reach the front desk and find a nondescript man waiting very 
  patiently for someone arrival.  Hearing your footfalls on the steps, the man rises and begins to speak.  "I know I'm 
  probably interrupting something very important with your studies, but I need you to come walk with me as I explain 
  my proposition.   Do you have everything you need?  Its not very safe in the streets this early in the morning." 
   
   
  After gathering your gear, your newfound benefactor leads you away from the Dweomercrafters Guild towers and 
  toward Tent Town.  "I should probably be honest with you now. I was asked to come gather you, so that you can meet 
  the two men who asked me to find you.  They said, I think, we need the knowledge and power of the rivers of time.   I 
  have no idea what that meant, do you?" 
   
   
  "Anyway they were real eager for me to fetch whatever that was, so I asked what they wanted again... and they said 
  your name.  Bring you to Tent Town and they would take care of the rest.  So I am and then I'm going to have a drink... 
  My brain hurts just thinking about what they were trying to say." 
   
   
  "I asked why you... and they both looked like I was breaking the neck of their puppy.  Really sad fellows... its as if 
  you're their last chance for something.  I hope you were studying the right books...  good luck." 
  
   
  A Cure for What Ails Ye 
   
  Page 45 
   
  Player Introduction D: Boot to the Head 
   
   
   
   
  *THUMP* The sounds of boots kicking at your sleeping arrangement aren't exactly the way the priest suggested 
  you heal after the bout last night, but can you expect more from one of your trainers?  "Someone's here to look at ya for a 
  future match... be sharp and comb your hair to cover that bruise.  We can't having you look like someone beat up on ya," 
  your trainer laughs.  You remember how "easy" last nights bout was supposed to be right when the great club nearly 
  broke your neck.  He'll pay for those remarks... 
   
   
  Wincing as you stand up, you swear that if you ever listen to that washed fighter tell you how to dodge another 
  padded weapon, you show him how effective the duck and weave tactic is against a sharp blade.  "Perfect... I want to go 
  introduce him to his next opponent," a voice sounds from inside.  "Can you have him dressed in his gear within 15 
  minutes?  I put down a deposit to insure against injury from my fighter... no need, good.. I want to see if either of these 
  two can intimidate the other, it’s going to be quite the match." 
   
   
  Gathering up your gear, you can't imagine being shown another fighter just to see if you were scared of him... its 
  unbecoming a fighter of your status, its not like your fighting your next door neighbor in a pasture like some of those 
  farm boys have to be doing.  Your soon to be opponents trainer begins to lead you out of town towards Tent Town.  
  "Listen, that's a complete line I told your trainer.  I don't have any fighters, nor do I want to use you as an intimidation 
  tool.  Two very big men asked me to come find the strength of tides,  Apparently, they meant you... because your name 
  was mentioned when I asked them what exactly that tides thing was." 
   
   
  "Yep... since these men were kind of spooky and spoke with a funny accent, I decided I'd better do what they asked. 
   All I had to was bring you to Tent Town and they would take care of the rest.  So here we are and I wish you luck." 
   
  
   
  A Cure for What Ails Ye 
   
  Page 46 
  Player Introduction E: Secret, secret, I’ve got a secret 
   
   
   
  Your sleep is disturbed by a gentle shake of your shoulder.  Opening your eyes, you find a small bottle laying atop 
  your packed adventuring gear.  Strange, you didn’t pack everything last night.  Examining the bottle, you find a small 
  “A” inscribed into the stopper.  Looks like someone has work for you to do. 
   
   
  Inside the bottle is a small note.  “Two operatives have gone missing in the Rhennee enclave.  Find out what 
  happened to them.  You’ll meet a team heading out to the enclave most likely in Box Town early this morning.  Be 
  warned, the residents of Tent Town are in a foul mood regarding the Rhennee.  Be safe, and come back with 
  information.” 
   
   
  Seems pretty straight forward…for Dyvers.  Somehow, you doubt how straight forward anything could be 
  regarding this organization.  More likely, you’re just the next available person to figure out what’s going on with the 
  Rhennee and why the Alliance has lost two members. 
   
   
  Stepping outside your door, you hear a whispered “good luck, I think you’ll need it”.   
  
   
  A Cure for What Ails Ye 
   
  Page 47 
   
  Player Introduction F: Gathering the School 
   
   
   
   
   
   
  "Good morning, mind if I join you this morning?" a voice asks as you begin to start your breakfast.  Looking over 
  your shoulder, you see a very polite, well-dressed traveler who smiles as you give them once over.  Not waiting for 
  answer, the gentleman slides into the seat across from you.  "Great, I'll make this quick.  I've been asked to find, and I 
  want to get this right..." 
   
   
  Your new tablemate begins rifling through his pockets until he finds a scrap of parchment.  "Ah, here it is.  I was 
  asked to find those who stand before the waves like reeds.  I know, more divination mumbo-jumbo, but when I started 
  to laugh at that suggestion, the two individuals named you, specifically.  I know, it was kind of freaky, but since these 
  guys seemed to be rather insistent that I find you and bring you to Tent Town, I wasn't about to argue with them.  
  Especially since they really didn't find my laughing at their prophetic phrase funny.  I think one of them wanted to 
  throttle me and since I like looking this pretty, I decided I better do what they asked." 
   
   
  "What do they want?  I have absolutely no idea.  I think they wanted me to find you because they are afraid of the 
  City of Sails.  It kind of looked like crowds scared them.  Not my concern, I've found you and since I need you to come 
  with me to Tent Town, I'm paying for breakfast.  Please, can we go now?  The sooner we get there, the sooner I can 
  forget about reeds and waves and travel somewhere safe, like Veluna." 
   
   
  "If I thought this was going to be an ambush or something, don't you think I would warn you ahead of time?  
  Leading competent people into ambushes is dumb thing, someone always manages to survive, so I've been told and they 
  always want payback for losing friends.  If I see something fishy, I'll let you know... so long as you agree to do the same.  
  Ok?  So can we go?" 
   
   
  
   
  A Cure for What Ails Ye 
   
  Page 48 
  Player’s Handout #1 
   
   
   
  Greetings, your order of Gypsy flower has finally 
  arrived.  Please stop by and pick it up at your 
  earliest convenience. 
   
   
  Makkxs of the Spice Guild 
  
   
  A Cure for What Ails Ye 
   
  Page 49 
   
  PLAYER HANDOUT 2 
   
   You're really starting to get under my skin.  
  Why don't you go say hi to Makkxs?  Make sure 
  you say hi for me too.  After all, he taught me 
  everything I know.  Another thing, stop 
  meddling in affairs that don't concern you... I 
  don't want to show up in your home to explain it 
  to you.  You're such smart people... you'll 
  understand, just like Dolorrak does. 
   
       THE JACKYLL 
  
   
  A Cure for What Ails Ye 
   
  Page 50 
   
  PLAYER HANDOUT 3 
   
  Tommy (and his new friends), 
   
   
   Tommy, I told you not to get others 
  involved... look what happened to poor 
  Makkxs.  I had to make him dead.  I really 
  don't like to make people dead... so it’s your 
  fault I did this.  Tell your new friends I going 
  to be watching them too.  The same deal 
  applies to you, applies to them.  If they try to 
  find Genni, she'll have to be made dead too. 
  Smile Tommy, I left a memento for you... 
   
     
   
   
   
  THE JACKYLL 
   
  (enclosed in the letter is a severed ear) 
  
   
  A Cure for What Ails Ye 
   
  Page 51 
  Player Handout 4 
   
  This is provided in case the PCs refuse to assist Dolorrak in the final encounter 
   
  Tommy… Tommy, 
   
   What am I going to do with you?  I told don’t let 
  anyone else get involved… and you go and drag 
  Makkxs into this.  Shame, shame… I guess I’ll 
  have to go make him pay for your crimes.  Too 
  bad, I really liked him. 
     
   
   
   
  THE JACKYLL 
  
   
  A Cure for What Ails Ye 
   
  Page 52 
  Critical Events Summary 
    
  Circle the appropriate answer for each question 
   
   
   
  • Did the PCs save Mirthkan?    
   
   
   
  Yes 
   
   No 
   
  • Were any of the PCs successfully pick pocketed?     
  Yes      
  No 
    
  •  Did the PCs agree to help Yevesse?  
   
   
  Yes   
   
    No 
   
  • Which conclusion did the PCs use?  
   
   A   
   
   B    
   
  C     
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/593/Normal Scenarios/DYV3-08 - A Cure for What Ails Ye (APL 2-12)/DYV3-08 - A Cure for What Ails Ye.pdf