TEXT: YEO5-IS1 
   
   
   
  Here Comes the Bride 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 1.3 
   
  by Beverly Eldred 
  Playtesters: Griff Eldred, Tod Underhill, Brian Ducker, Chris Gorsuch,  
  Preston Eldred, Brock Sides, Mike Smith and Karon Smith. 
   
  Looking for work?  Travel...see the Yeomanry.  Simply walk a woman from one town to another and get 
  paid for it.  No experience required.  A Yeomanry regional adventure for first level characters, and Part 1 
  of the Brides Series. 
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast and the author.  To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc., in the US and other countries.  This material is 
  protected under the copyright laws of the United States of America.  Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. and the author. This product is a 
  work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, 
  Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com. 
  
  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 record-
  keeping 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. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  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 judge) 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 judge 
  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 bold italics. 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. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet.  The judge should complete the top of the 
  form and list his name and RPGA number.  The 
  players should each list their name and RPGA 
  number.  After the form is filled out it should be 
  given to the Event Coordinator. 
  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, and then have any players without a 
  character create one.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above 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. 
  YEO5-IS1  Here Comes the Bride 
   
  Page 1 
  
  LIVING GREYHAWK Levels of Play  
   
  # 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 
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to 
  the average character level of 
  the PCs participating in the 
  adventure. To determine the 
  Average Party Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating 
  in 
  the 
  adventure. 
  2. If PCs bring animals that 
  have 
  been 
  trained 
  for 
  combat (most likely being 
  war horses, dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc.) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added 
  separately. 
   
  Nevertheless, 
  if 
  a 
  character has the Mounted Combat feat, he 
  may bring a single warhorse, light or heavy, 
  with him in the adventure and it will not count 
  toward the APL calculation. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  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 
  and gold a PC may gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character will receive only one-half of the 
  experience points for the adventure.  Further, if the 
  PC is three character levels or more lower than 
  the APL at which this adventure is being played, 
  that PC will receive one-half 
  gold for the adventure as 
  well.  This simulates the fact 
  that either the PC was not 
  challenged 
  as 
  much 
  as 
  normal or relied on help by 
  higher-level 
  characters 
  to 
  reach the objectives. 
   
  Further, a PC who is four 
  or more levels higher than 
  the highest APL supported 
  by the adventure may not 
  play the scenario unless the 
  highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK 
  adventures are designed for 
  APL 2 and higher. Four or 
  five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there 
  are two things that the group can do to help even 
  the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a move action (spoken 
  command) that may be attempted each round. 
  If the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in the Yeomanry.  Characters native to the 
  Yeomanry pay one Time Unit per round, all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  YEO5-IS1  Here Comes the Bride 
   
  Page 2 
  
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  scenario. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ABOUT THE YEOMANRY____________  
  The Yeomanry is situated in a valley between the 
  Jotens and the Tors in the southwest corner of the 
  Sheldomar Valley.  The moderately sized realm is 
  nearly surrounded by the Crystalmists and its 
  spurs, though its eastern border with Keoland is 
  generally regarded as the eastern bank of the 
  Javan across from the county of Cryllor.  Its border 
  continues south to where the great river enters the 
  Hool Marshes and the lands of the Sea Princes.  
  The climate is hot nearly year-round in the central 
  valley, though the temperature moderates as one 
  approaches the foothills, particularly in late fall and 
  winter.  The Yeomanry is a land populated 
  primarily by freemen farmers, who are mostly a 
  Suel-Flan mix. 
   
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of 
  majority who has carried the spear for the nation, 
  either now or in the past, is eligible to elect a 
  spokesman on his behalf from his community who 
  serves in the Council of Common Grosspokesmen 
  in Loftwick.   
   
  The people of the Yeomanry are rural, cloistered 
  folk with little exposure to either foreigners or 
  magic.  They are religious and superstitious, yet 
  reservedly friendly to travelers. 
   
  Is This a Military Module? 
   
  PCs in the militia or army are not considered 
  activated for this adventure. 
   
  Is This a Dustdigger Module? 
  No. 
   
  Loftwick 
  The capital of the Yeomanry League, Loftwick 
  stands high above the Yeoman Valley, at the 
  southernmost end of the High Crags, a spur of the 
  Jotens. Surrounded by high walls, and by higher 
  peaks, Loftwick is a commanding presence in the 
  western dales of the Yeoman Valley. Loftwick 
  serves as a trading center for the western League, 
  and extensive dockworks line the edge of the Wick 
  River, some few miles south of Loftwick. 
  Loftwick is divided into numerous wards and 
  neighborhoods, including the Leatherworkers, 
  Goldsmiths and Masons wards, identified by the 
  major guild in the ward, and other residential 
  neighborhoods including High Cross and Low 
  Cross, Five Points, and Death’s Privy. Among 
  Loftwick’s well-known landmarks are the Gnome 
  Clockworks, Blacksun Tower, the High Church of 
  Heironeous, and the Fellcrack. 
  Westburn
  The city of Westburn is far more accurately called 
  a fortress — more by necessity than by design. 
  The construction of the city proves this time and 
  again, with layers of defense built over, around, 
  and on top of pre-existing structures that did not 
  survive the stresses of Westburn’s dangerous 
  neighbor, the tunnel near Dark Gate. Only one 
  defensive measure shows a deliberate or well-
  maintained aspect: the Wall. This bulwark, a thick 
  network of scaffolds and sheet stone, is designed 
  to withstand tremendous force through the 
  ingenious use of silt-filled ‘chambers’ within the 
  rock. Solid panels of buttressing on the outside 
  and inside hold the chambers together and when 
  ruptured, the silt absorbs so much force that a 
  breach is almost impossible to cause. Heavily-
  reinforced foundations house the waypoints 
  around Westburn where brave guardsmen watch 
  from ground level and combat invaders when they 
  first reach the city. Above these, crenellations 
  protect archers who provide cover fire and 
  warnings 
  should 
  the 
  ground 
  defense 
  fail. 
  Designed by dwarves hailing from the mountains 
  south of Westburn, the Wall provides excellent 
  protection for both the citizenry and dwarven 
  interests. These interests culminate in the 
  organization that designed and finances the Wall, 
  the Earth Guild. 
  YEO5-IS1  Here Comes the Bride 
   
  Page 3 
  
  Adventure Summary 
  INTRODUCTION: We begin the scenario with the 
  PC’s in Loftwick, hopefully looking for some work.  
  Jarrad has put out a notice in the Inn seeking 
  guards to escort Chelsea. 
  ENCOUNTER 1: PC’s meet Jarrad and he 
  explains his situation and offers to hire them to 
  escort Chelsea from Westburn to Loftwick.  
  Someone has threatened to harm her if she goes 
  through with the wedding! 
  ENCOUNTER 2: The PC’s run into some trouble 
  on their way south...some hungry spiders waiting 
  on the edge of the nearby forest. 
  ENCOUNTER 3: The PC’s arrive in Westburn and 
  find Chelsea’s home just in time to see her being 
  drug from the residence by a group of thugs.  
  Combat should ensue. 
  ENCOUNTER 4: The PC’s travel back to Loftwick. 
   About just outside town, they are ambushed by 
  another group seeking to kidnap Chelsea. 
  CONCLUSION:  The PC’s get Chelsea safely to 
  Jarrad. 
   
  Preparation for Play 
  Introduction 
  The scene opens here with the PC’s lounging 
  around an Inn in Loftwick.  They’ve been here 
  several days now, and have gotten into a routine 
  of having dinner and swapping tall tales with a 
  regular group.  The PC’s should go ahead and 
  make character introductions and get a bit of a feel 
  for one another before you read the opening text 
  below. 
  Once again you find yourselves sitting around 
  the Inn, talking about the reputation you plan 
  to have someday when you are a renowned 
  adventurer.  If only you could get started! 
  You’ve finally quit checking the notice board 
  every day, hoping for a break.  It’s so annoying 
  that all the jobs require some sort of 
  experience.  How are you ever supposed to 
  GET experience? 
  Wait...what is that?  It looks like a new posting. 
   Perhaps you should give that old board one 
  more look? 
  The PC’s should take the bait here and read the 
  notice.  If they do not, have a barmaid walk by 
  commenting that she “can’t believe that fellow 
  thinks he will find adventurers on such short 
  notice”.  When questioned, she directs them to the 
  notice, Player Handout #1. 
  Jarrad has left directions to his home with the 
  barmaid, so all the PC’s need to do is ask her. 
   
  Encounter 1: The Job 
  [Encounter One text goes here. Repeat this type 
  of layout for each encounter. An encounter is split 
  up into x subsections, below are the subsections, 
  their descriptions, and the order in which they 
  should appear. Remove this paragraph and the 
  following descriptions of the subsections.] 
  Text that should be read aloud should use the 
  “Read Aloud Text” style.  It provides a distinct 
  format that will set it off from the other text in the 
  scenario. 
  Following the directions you were given, you 
  make your way to the home of Jarrad Udric.   
  It’s 
  a 
  nice 
  looking 
  house, 
  though 
  not 
  extravagant.  As you approach the door it is 
  flung open, as though someone is expecting 
  you. 
  A well dressed man stand there appraising 
  you.  He appears to be quite stocky and has 
  curly brown hair that is worn a bit long.  You 
  can’t help but notice that his nose looks 
  slightly bent, as though it had been broken in 
  the past and didn’t quite heal straight.  His 
  brown eyes look you up and down and then he 
  speaks.  “What can I do for you?” 
   
  Here is the basic run-down of what he will say 
  in response to the PC’s questions: 
  • 
  He is looking to hire a group of persons to 
  go to Westburn and fetch his bride-to-be 
  and bring her safely here. 
  • 
  He can not go and get her himself 
  because he is so busy planning for the 
  wedding and making sure everything is 
  ready. 
  • 
  He feels that she needs guards for two 
  reasons.  One is that she is very much a 
  “city girl” and is not accustomed to much 
  travel.  Also, he has received a threat 
  against her life if they go through with the 
  wedding. 
  YEO5-IS1  Here Comes the Bride 
   
  Page 4 
  
  • 
  The threat was a note slipped under 
  Chelsea’s door during the night a few 
  days ago.  He has kept the note as 
  evidence and will show it to the PC’s if 
  asked.  He wants to keep it though. 
  • 
  “Chelsea is an angel.  She’s the love of 
  my life, and the only thing that matters to 
  me is her safety.” 
  • 
  He says he does not know who would 
  care if they wed and who could possibly 
  be threatening to harm her.  Neither one 
  of them have any other family.  Though it 
  could possibly be some distant relation to 
  her previous husband. 
  • 
  Chelsea’s husband Charles died quite a 
  few years back.  (He was ill...no foul play 
  was suspected).  He didn’t have any close 
  relations and the two of them never had 
  any children. 
  • 
  He is willing to pay the group 20 gold 
  pieces each for bringing her safely here.  
  He would prefer to pay it all after she is 
  safely delivered, but should a PC request 
  it, he will pay half now and half when they 
  return.  In addition, he’ll put out a good 
  word for them in town. 
  • 
  He would prefer it if the PC’s set out at 
  once (first thing in the morning if they 
  come at night or right away if they come to 
  him in the daytime).  It is a 3 day journey 
  to Westburn, and the wedding is in only 7 
  days.  If for some reason they do not 
  seem inclined to leave at once, he asks 
  them when they will be leaving.  (just ask 
  once and no more, otherwise paranoid 
  players will become suspicious without 
  reason.) 
   
  Once the PC’s have their questions satisfied 
  and agree to take the job, read the following: 
  “I thank you for accepting this job.  Please, 
  bring her safely to me.  She must not be 
  harmed.” 
  At this point, the PC’s can pick up any necessities 
  they may need for their 3-day journey.  Jarrad 
  does not provide any supplies or mounts.  He 
  simply does not have the time to make such 
  arrangements.  If pressed, he will offer the PC’s 
  half gold up front if he has not already.  If asked, 
  he will also provide the PC’s with a note containing 
  his seal. 
  Encounter 2: The Way South 
  Make sure to get a marching order as soon as 
  they leave town. 
  The road south to Westburn is a nice one and 
  well traveled.  You pass other travelers on the 
  road occasionally, and even stop to have lunch 
  with a farmer carting some vegetables to town. 
   Your day is a nice peaceful one, with perfect 
  weather to top it off.  As you travel through the 
  afternoon, a forested area appears on your left, 
  breaking the monotony of the farmlands and 
  meadows which continue on your right.   Soon, 
  the sun begins to set and you realize you need 
  to find a place to make camp. 
  At this time, the PC’s are on the road and on one 
  side lies some woods and the other is open 
  meadow.  Unless the PC’s do something very 
  unusual, they will have an interesting night.  Since 
  this is an intro mod, if the players do not think of it 
  themselves, ask if they would like to set watches 
  and help them work out a schedule. 
  Have each watch roll Spot and Listen checks.  Any 
  animals present and awake can do so also.  The 
  first watch will hear and see nothing.  Second 
  watch will hear the following with a DC 15 Listen 
  check: 
  You 
  hear 
  what 
  sounds 
  like 
  purposeful 
  movement in the nearby forest.  It doesn’t 
  sound very close though, and maybe it’s just 
  the wind on the other side of the woods.      
  This is primarily to scare the PC’s a little bit and 
  also to prepare them for an encounter in the 
  morning.  The third watch passes uneventfully, 
  though ask the PC’s to make Spot and Listen 
  checks. 
  In the morning, make sure they have a marching 
  order as they continue south.  (Be aware of DM 
  Map #1 if you draw out the road to start the day.) 
  After a couple hours of travel, you suddenly 
  hear a scream of terror off into the woods on 
  your left. 
  Assuming the PC’s dash into the woods: 
  About 30 feet into the woods you see what 
  must have been the source of the scream.  A 
  human shaped mass is struggling inside of 
  what looks like a sticky white net.  A spider is 
  on the other side of the mass, moving toward it 
  as you approach. 
  YEO5-IS1  Here Comes the Bride 
   
  Page 5 
  
  If they PC’s choose to get involved, roll initiative 
  normally.  (See DM Map #1).  If the PC’s choose 
  to leave and immediately turn and go back to the 
  road, they may leave without incident.  Of course 
  they do not get the XP or treasure from this 
  encounter. 
  The 2 Hunter Spiders lurking above in the trees 
  will ready their action to jump down and attempt to 
  grapple the first PC that passes beneath their tree. 
  **If the PC being aimed for makes a DC 17 spot 
  check (address this to those making the check): 
  You glance up just in time to see a spider 
  leaping down on you. 
    The PC is not flat-footed and may react normally, 
  including taking an AOO on the spider as it moves 
  in for the grapple. 
  **If the PC does not make the spot check: 
  A spider leaps down on you from above! 
  The PC is flat-footed with regards to that spider.  
  He is denied his Dex and does not get an AOO on 
  the spider as he attempts to grapple. 
  APL 1 (EL 3) 
  Monstrous Spider, Medium (3): hp 11 each; see 
  Monster Manual, p.288.  (The spider on the 
  ground is a web spinner and the 2 in the trees are 
  hunters.) 
   
   
  Tactics: The spiders are hunting for food.  
  The Hunters will attempt to grapple a PC, and bite 
  him if they get the drop on the party.  If he 
  succeeds, on the next round, he will attempt to 
  take the PC up to his web.  If and when all out 
  combat begins, the web spinner spider will use his 
  throwing webs to snare himself some extra meals, 
  only moving to bite when all threatening parties 
  are webbed.  The spiders all will attack with his 
  bite until a PC stops struggling (either by 
  becoming unconscious or trying to fake it), then it 
  will attempt to take that PC up to his web to eat.  
  Remember the spiders are hunting for food.  Their 
  goal is to subdue with their poison and then take 
  their breakfast away for eating.  Should a PC be 
  taken up to the web, his comrades can still save 
  him!   The PC’s can pursue him up the trees to the 
  web.  See the Monster Manual entry for some info 
  on the webs and use your imagination for the rest! 
   Make the rescue attempt a fun but scary 
  adventure for the party. 
   
  Treasure: If the PC’s search the web with a 
  DC 10 search check, they will find 6 gold coins, 2 
  small black gems (worth 120gp), a small 
  freshwater pearl (worth 8gp), 3 smokesticks, a 
  carved bone statuette (worth 40gp), a potion of 
  reduce person – items left by previous unfortunate 
  guests of the spiders. 
  APL 1: L: 30 gp, C: 174 gp, M: potion of 
  reduce person (21 gp each). 
   
  Development: If the PC’s cut the unknown 
  victim free of the webs during combat, he’ll run a 
  little ways away and hide behind a tree.  When 
  combat is over (or when he is released if it is after 
  combat), he will thank the PC’s profusely for 
  saving his life.  He knows nothing about anything 
  and has nothing to offer for a reward.  He was just 
  a traveler walking north up the road and stepped 
  off into the woods to take a leak.  He is grateful 
  and eager to get back on the road to the safety of 
  town. 
  Once the creature is defeated by killing it, 
  subduing it, offering it other prey (they could feed it 
  a dog or something), or they run away and go 
  around it (no xp for running away and going 
  around it), they continue their journey south. 
  The rest of your day’s travel is thankfully 
  uneventful.  As the time to make camp 
  approaches, you are probably glad to find 
  yourself in open farmland, with no woods in 
  sight. 
  This night will pass uneventfully, but have the PC’s 
  make Spot and Listen checks anyway to keep 
  them on their toes. 
  Next day passes uneventfully as well, and they 
  arrive at the outskirts of Westburn in the late 
  afternoon. 
  Encounter 3: The Bride 
  Following the directions you were given, you 
  make your way through town.  Finally you 
  arrive at what seems to be the correct part of 
  town.  Very large, very lavish homes can be 
  seen in this area. 
  You spot the correct house and just as you 
  approach it, the door flies open and out come 
  two men forcibly leading a woman between 
  them.  One has a strong grip on her arm and is 
  towing her out the door and the other is giving 
  her a push from behind with his club. 
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  No matter what time the PC’s arrive or how quickly 
  they traveled, they arrive just in time to see this 
  occurring.  The woman does meet the description 
  the PC’s were given of Chelsea if they ask.  If they 
  PC’s do not immediately interfere, the thugs start 
  dragging her toward a nearby wagon.  Chelsea 
  struggles and calls out, “Help me, please 
  someone help me!”. 
  Once the PC’s try to speak to them or interfere, 
  the thugs brandish weapons at the PC’s, 
  instructing them to mind their own business.  They 
  will continue dragging her toward the wagon 
  unless stopped.  At this point, Openad is basically 
  grappling Chelsea (holding her with his left arm 
  and brandishing a sap in his right) and Edhel is 
  stepping out the door behind them with his club 
  and shield out. 
  APL 1 (EL 3) 
  Openad (War3): hp 24; see Appendix 1. 
  Edhel (War2): hp 13; see Appendix 1. 
   
  If combat begins, Openad releases Chelsea with a 
  shove in the direction of her house, figuring once 
  he has dealt with the PC’s he can just go in and 
  get her again.  Chelsea will indeed run for her 
  house when released.   
   
   
  Tactics: These thugs have been hired to 
  kidnap Chelsea.  They are usually marketplace 
  hoodlums, extorting “protection” money wherever 
  possible.  They are being well paid for this 
  kidnapping, but not well paid enough to go to jail 
  or die.  The only thing that will catch Openad’s 
  attention is the offer of gold pieces, otherwise he 
  will fight.  It takes an offer of at least 100 gold 
  pieces to convince him to give up and leave.  
  Openad is the brains of the outfit and will try and 
  beat the PC’s unconscious.  He has no intention of 
  killing anyone, that is not his style.  He’s never had 
  to murder anyone before and doesn’t intend to risk 
  it now.  Edhel is younger and not so wise in his 
  choices.  He doesn’t really care if the PC’s live or 
  die and swings his club for lethal damage.  If 
  things start to go badly against him in combat 
  Openad will attempt to flee, leaving Edhel holding 
  the bag. 
   
  Treasure: Available on the bodies here is the 
  equipment listed in the statblock for each. 
  Anything marked  -in wagon is only found if the 
  PC’s search the wagon sitting at the edge of the 
  road nearby.  This is not obviously the thugs 
  wagon unless the PC’s stood and observed the 
  thugs a bit before getting involved, so don’t 
  volunteer this windfall. 
  APL 1: L: 530 gp, C: 15 gp, M: potion of CLW 
  (4 gp each). 
  If they search and take the wagon they get an 
  additional: 
  APL 1: L: 124 gp, C: 0 gp, M: none. 
   
  Development: If the PC’s manage to take 
  Edhel alive and question him, he only knows that 
  Openad hired  him to help out with this special job. 
   Normally he works for him in the protection 
  money racket.  He doesn’t know who hired 
  Openad. 
  If the PC’s manage to take Openad alive and 
  question him, he clams up.  He refuses to answer 
  questions as he has been paid to keep his mouth 
  shut.  For an attempt at diplomacy to work, the 
  check must take him from hostile to friendly (a DC 
  35 check).  An easier way to get him to talk would 
  be: an offer of more money coupled with a 
  promise of release (that he believes) or a 
  successful Intimidate check (see PHB p.76) will 
  get him to reveal the following (use as answers to 
  the appropriate questions): 
  • 
  He was hired to kidnap Chelsea. 
  • 
  The 
  man 
  who 
  hired 
  him 
  was 
  an 
  “associate” named Zun who approached 
  him about the job three days ago. 
  • 
  Zun is a Suel human with blond hair and 
  blue eyes, got a scar above his left 
  eyebrow. 
  • 
  He doesn’t know how to reach him.  Zun 
  said he would be in touch in a few days.  
  He was just supposed to take the woman 
  to an abandoned house in town and wait. 
  • 
  He has no idea why the man wanted 
  Chelsea kidnapped. 
  • 
  He doesn’t normally do this kind of work; 
  he usually runs a protection operation with 
  the local merchants.  He is obviously not 
  much good at this type of thing and just 
  wants to go back to his regular business. 
   
  If the PC’s are all defeated: 
   
  Any PC not killed in combat, but knocked 
  unconscious instead, awake to find themselves in 
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  the care of some healers in Westburn the 
  following morning.  They can ask around and find 
  out that luckily a couple of town guardsmen 
  stumbled upon the thug(s) forcing Chelsea into 
  their wagon and were able to rescue her.  They 
  got the PC’s to the healers and set out to escort 
  Chelsea to Loftwick themselves.  Mod over. 
   
  If the PC’s are successful, either killing, subduing, 
  or forcing the thugs to run away: 
  The woman you saw before comes rushing out 
  of the house.  She is older than you expected, 
  at least 15 years older than Jarrad, perhaps 
  more and a little on the chubby side.  She is 
  well dressed, though a bit ruffled looking, with 
  brown eyes and short red hair.  “Oh, thank you 
  so much!  I don’t know what I would have done 
  if you had not come along.  Those awful men.” 
   She shudders.  “I foolishly opened the door 
  right up to them, thinking they were sent here 
  by my betrothed, Jarrad.” 
  Assuming the PC’s offer the information that they 
  are here to escort her, go to Encounter 4: The 
  Way North. 
  If they do not speak up and say this, Chelsea 
  gives them a big thank you, 10 gold pieces each in 
  reward money and goes back into her house and 
  bars the door.  If the PC’s knock on the door and 
  introduce themselves properly and tell her why 
  they are here, go to Encounter 4. 
  Encounter 4: The Way North 
  “Oh!  You are the group Jarrad sent?  
  Wonderful!  Oh wait, I’m not very good at 
  this...maybe I should ask you for some proof?” 
  If the PC’s show her either Jarrad’s seal or offer a 
  plausible story including a description of the man, 
  she will happily agree to allow them to escort her.  
  “It is almost evening now.  I have plenty of 
  rooms in my house for you all to stay here if 
  you like, and we can leave in the morning.  I 
  know I would certainly feel safer with you here. 
   And I bet you’d like to have a nice meal for a 
  change...my cook is absolutely wonderful.” 
  Chelsea does indeed have 3 spare bedrooms in 
  her home, in addition to her own.  She welcomes 
  the PC’s into her home, but does not insist upon it. 
   If the PC’s wish, they can go stay at the Inn 
  instead.  If they stay with Chelsea, she will have 
  her cook make them a fabulous dinner and they 
  will sleep in very comfy beds.  She is very 
  traditional and insists that females and males in 
  the party sleep in separate rooms.  The cook will 
  also make them a wonderful breakfast before they 
  set out in the morning.  The PC’s can set a watch 
  if they wish, but there are no more attacks and the 
  night passes peacefully. 
  Morning comes and after another fabulous 
  meal prepared by Chelsea’s cook you are 
  ready to set off on the journey back to 
  Loftwick. 
  The weather continues to be lovely and you 
  pass many other travelers on the road.  
  Chelsea is fascinated by all that you see and 
  hear on the journey and reveals to you that she 
  has never been more than an hour’s walk 
  outside of Westburn in her entire life.  She has 
  obviously lead a very sheltered life. 
  After several days of uneventful travel, you are 
  finally approaching Loftwick.  You can see it 
  just ahead in the distance. 
  Just as you are about to let Chelsea know the 
  good news, you spot something moving in the 
  bushes. 
  See DM Map #2. 
  The ambushers have taken 20 on hide checks and 
  are hiding in the bushes.  Determine the distance 
  at which the PC’s spot them.  [(Spot roll – hide) x 2 
  = # of 5’ squares away they are when they notice 
  them.]  If it is less then 60’, they will be surprised.  
  Once the PC’s get within 60’ of Zun, he fires his 
  crossbow and combat begins with the PC’s being 
  surprised.  Enda will also get to fire off a spell 
  before the regular initiative will begin, as she is 
  readied for Zun’s shot.  Taking 20, Zun has a 15 
  on hide because of Guidance, and Enda has a 22. 
   The 2 thugs Burnam and Aghard both have a 22, 
  because their tower shields are on the ground at 
  this point. 
   
  APL 1 (EL 4) 
  Zun (Ftr2): hp 23; see Appendix 1. 
  Enda (Ade2): hp 13; see Appendix 1. 
  Burnam (War1): hp 8; see Appendix 1. 
  Aghard (War1): hp 8; see Appendix 1. 
   
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  Tactics: This group has been hired to ambush 
  the party as they get close to Loftwick.  They have 
  been instructed to fight the party as they wish, but 
  to leave at least one party member alive.  If they 
  are winning, they will knock the last party member 
  unconscious and leave with the woman. 
  They have hidden in an area with quite a few 
  bushes and scrub foliage, so no charging will be 
  possible.  5’ steps are possible though. 
  Zun is the boss here, and wades into melee 
  combat, confident of his skills.  His crossbow is 
  loaded and ready, and he takes his first action to 
  potshot any obvious spellcaster or someone else 
  without armor in the party.  Once at least one PC 
  approaches, he drops the crossbow, pulls his 
  mace as a free action (quickdraw feat) and as a 
  move action readies his shield.  He will use his 
  CMW potion as a last resort to save himself or 
  Enda. 
  Enda tries to avoid melee combat.  She stands 
  behind her group, trying to hit the characters with 
  Sleep and Cause Fear.  She has pre-cast 
  Guidance on Zun to help his hide check.  If Zun 
  goes down, she tries to stabilize him with a Cure 
  Minor but she doesn’t care about the other two.  
  She will only use her scrolls if absolutely 
  necessary (she doesn’t want to lose money on this 
  job!), for example using the CLW scroll or CMW 
  potion on either herself or Zun to prevent death or 
  the Obscuring Mist to try and flee, etc.  She will 
  fight with her mace or sling if necessary. 
  Burnam and Aghard are just hired meat.  They are 
  supposed to stand between Enda and combat.  
  Once combat begins, they spend their first actions 
  to pick up and ready their tower shields and 
  swords.  They will melee fight when someone 
  comes close, but otherwise they will use their 
  tower shields to step in front of Enda, standing 
  with the tower shields directly next to each other 
  and provide her full cover and try to keep the PC’s 
  away from her.  They will fight to unconsciousness 
  as long as Enda is alive, knowing she can heal 
  them later.  If she falls unconscious herself or dies, 
  they will run once they have lost 75% of their hit 
  points or if Zun goes down as well. 
  It would take a lot of gold to stop this group from 
  attacking.  Zun will entertain offers of 200 gold or 
  more, unless Enda has been killed, in which case 
  no amount of money will convince him to walk 
  away. 
   
  Treasure: Available on the bodies here is the 
  equipment listed in the statblock for each. 
  Anything marked  -at campsite or  -in tent is only 
  found if the PC’s think to try and track down the 
  camp, find it and search it. 
  APL 1: L: 1407 gp, C: 18 gp, M: potion of 
  CMW (25 gp each), potion of CMW (25 gp 
  each), scroll of bless (2 gp each), scroll of 
  CLW (2 gp each), scroll of command (2 gp 
  each), scroll of obscuring mist (2 gp each). 
  If they find and search the camp they get an 
  additional: 
  APL 1: L: 13 gp, C: 0 gp, M: none. 
  And Player Handout #2. 
  Development: If the PC’s lose, any PC’s left 
  merely unconscious will awaken in Loftwick the 
  next day.  They can ask around town and discover 
  that Chelsea is missing and that Jarrad has hired 
  another group of people to rescue her.  Mod over. 
   
  If the PC’s are successful and have any captives 
  to question, they get much the same information 
  as in Encounter 3.  Give them information based 
  on who they question. 
  • 
  Burnam and Aghard know absolutely 
  nothing.  Zun hired them to help keep 
  Enda safe during the ambush. 
  • 
  The group has been camped nearby 
  awaiting the PC’s arrival. 
  • 
  Zun was the only one to have contact with 
  their employer, and he does not have a 
  name or physical description.  It was a 
  man in a cloak that did not give his name 
  or reveal his face. 
  • 
  Enda is Zun’s girlfriend and he wanted her 
  to be safe during the ambush so he hired 
  a couple of local boys to stand in front of 
  her. 
  • 
  They were supposed to take the woman to 
  this abandoned house in Loftwick and wait 
  for instructions.  (He can give directions to 
  the place, but should the PC’s insist on 
  going there, they will find nothing but a 
  boarded up abandoned house.) 
  • 
  Yes, he did hire the thugs in Westburn, 
  figuring two shots at doing the job were 
  better than one. 
  If the PC’s wish to try and find the campsite of the 
  kidnappers, it takes a DC 14 Track check to follow 
  them. 
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  You follow the tracks of the group that 
  ambushed you for about half a mile and then 
  you come across a small campsite.  You see 
  two tents set up with a doused campfire 
  between them. 
  If the PC’s search the campsite, in one of the tents 
  they’ll find a backpack with some supplies 
  including silk rope, a tindertwig, a note (Players 
  Handout #2) and a couple of sunrods.  There is 
  also a small sack of rations in each tent. 
  Just as the PC’s are finishing their search of the 
  campsite, a squad of town guards approach. 
  “You there, halt!” the captain calls out to your 
  group.  “Keep your hands where I can see 
  them and explain yourselves at once.” 
  The guard is here because they have received 
  reports of a suspicious group skulking about just 
  outside of town.  Really make the PC’s sweat 
  here.  The guards believe this to be their campsite 
  and are expecting troublemakers.  A good story 
  (the truth will do nicely) and a diplomacy check is 
  called for here (at the DM’s discretion, Chelsea 
  can speak up on behalf of the party, detailing their 
  brave deeds to give them a +5 to this check): 
  **A diplomacy check of DC 15 or better: 
  “Well then, move on along about yer business 
  and from now on, leave th’ criminals to us.  
  We’ll be watching ya.” 
  The guards take all the equipment found at the 
  campsite as possible evidence, as well any 
  prisoners and bodies.  They still eye the PC’s 
  suspiciously, but they allow them to leave with 
  Chelsea. 
  **A diplomacy check of DC 25 or better: 
  “Sounds like ya’ll have been through th’ 
  ringer!  Sure are some brave souls indeedy.  
  We’ll head back inta town and start up a report 
  on th’ incident.” 
  If there are prisoners left alive, follow that with: 
  “We’ll take this here scum off’n your hands 
  and escort them to jail.  Help yerself to any of 
  this junk ya want.  Let us know if ya need 
  anything else while ya in town.” 
  The guards basically treat the PC’s as heroes for 
  saving Chelsea’s life.  Any dead bad guys are left 
  “for th’ buzzards”.  Any dead or unconscious PC’s, 
  the guards will be happy to help carry into 
  Loftwick. 
   
   
  Conclusion 
  At last you reach your destination, the safety 
  of the city of Loftwick.  Heading straight for 
  Jarrad’s home, you all breathe a sigh of relief.  
  He rushes out to meet you as you approach 
  his door. 
  “Chelsea my dear!  I was so worried!”  They 
  embrace tightly.  He seems very pleased to 
  have her here safe at last.  After a few 
  moments, they finally separate.  “I can’t thank 
  you enough for what you have done.  Did you 
  have any trouble?” 
  Give the pc’s a few minutes to recount their tale.  If 
  asked, Jarrad does not recognize any of the 
  attackers and has no idea what any of them could 
  have to do with him or Chelsea. 
  “Oh my!  It was even more dangerous than I 
  thought.  You have certainly earned your pay 
  and our undying gratitude.  Here is the gold I 
  owe you, and you’ll find that your favorite Inn 
  will be running a tab for you tonight to be 
  billed entirely to me.  Go and relax and enjoy 
  yourselves, you deserve it.” 
  Jarrad pays them whatever he still owes them in 
  full, and he has indeed made arrangements to 
  cover their bar tab for the evening, for all the ale 
  they care to drink. 
   
  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 Two 
  Defeat the Spiders 
   
  APL 1: 90 xp. 
  Encounter Three 
  Defeat the thugs 
   
  APL 1: 90 xp. 
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  Encounter Four 
  Defeat the ambushers 
   
  APL 1: 120 xp. 
  Track down the thug camp  
   
  APL 1: 30 xp. 
  Successfully negotiate with the guards 
   
  APL 1: 30 xp. 
  Story Award 
  Safely deliver Chelsea – the bride 
   
  APL 1: 30 xp. 
  Discretionary roleplaying award 
   
  APL 1: 90 xp. 
  Total possible experience 
   
  APL 1: 480 xp (max 450) 
   
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter One: 
  APL 1: L: 0 gp, C: 120 gp, M: none. 
  Encounter Two:   
  APL 1: L: 30 gp, C: 174 gp, M: potion of 
  reduce person (21 gp each). 
  Encounter Three:   
  APL 1: L: 530 gp, C: 15 gp, M: potion of CLW 
  (4 gp each). 
  If they search and take the wagon they get an 
  additional: 
  APL 1: L: 124 gp, C: 0 gp, M: none. 
  Encounter Four:   
  APL 1: L: 1407 gp, C: 18 gp, M: potion of 
  CMW (25 gp each), potion of CMW (25 gp 
  each), scroll of bless (2 gp each), scroll of 
  CLW (2 gp each), scroll of command (2 gp 
  each), scroll of obscuring mist (2 gp each). 
  If they find and search the camp they get an 
  additional: 
  APL 1: L: 13 gp, C: 0 gp, M: none. 
   
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 1: L: 328 gp each, C: 55 gp each, M: 83 
  gp each – Total: 466 gp (450 gp). 
   
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  Items for the Adventure 
  Record 
   
  Special 
  Favor of Jarrad Udric 
  For escorting Chelsea safely to him in Loftwick, 
  Jarrad is very grateful.  He is willing to make sure 
  the PC’s future stays in Loftwick are comfortable.  
  The PC is granted free standard upkeep during 
  adventures that take place primarily in or around 
  Loftwick for one year from the date this favor was 
  granted.  Date: _______________ 
   
  Influence with the Merchants of Westburn 
  For getting rid of the leader of the thugs involved 
  in the protection racket, the merchants of 
  Westburn are extremely grateful.  This PC has an 
  Influence Point with the Merchants of Westburn.  
  This influence may be of some value to the PC in 
  the future.  Contact the Yeomanry Triad for further 
  details.  This influence is gained only if Openad is 
  killed or if he is turned over to the Westburn watch 
  AND the PC’s specifically mention the protection 
  racket to either the Westburn Watch or the 
  merchants themselves. 
   
  Item Access 
  none 
   
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  Appendix One – APL 1
  Encounter Three  
   
   
   
  Openad; Human War3, male: CR 2; Size M; HD 3d8+3; hp 
  24; Init +0; Spd 20 ft (base 30 ft); AC 14, touch 10, FF 14; 
  BAB +3; Grapple +5; Atk: +7 melee (1d6 + 2, Sap MW), or 
  +5 melee (1d3 + 2, Unarmed); SV Fort +4, Ref +1, Will +2; 
  AL N; Str 14, Dex 10, Con 12, Int 8, Wis 13, Cha 15. 
  Languages spoken: Common 
  Skills and Feats: Climb +2, Intimidate +11, Jump +2, Spot 
  +3, Swim +1; Armor Proficiency (Heavy), Armor Proficiency 
  (Light), Armor Proficiency (Medium), Martial Weapon 
  Proficiency, Shield Proficiency, Simple Weapon Proficiency, 
  Skill Focus, Toughness, Weapon Focus. 
  Possessions: 10 gp, Sap mw, Flask, Wagon, Silk rope (50 
  ft.) – in wagon, Heavy horse – with wagon, Bit and bridle – 
  on horse, Scale mail mw, Belt pouch, Potion of cure light 
  wounds. 
   
  Edhel; Human War2, male: CR 1; Size M; HD 2d8; hp 13; 
  Init +0; Spd 20 ft (base 30 ft); AC 18, touch 10, FF 18; BAB 
  +2; Grapple +3; Atk: +4 melee (1d6 + 1, Club), +3 melee 
  (1d3 + 1, Unarmed); SV Fort +3, Ref +0, Will +0; AL CN; Str 
  12, Dex 10, Con 10, Int 8, Wis 10, Cha 8. 
  Languages spoken: Common 
  Skills and Feats: Climb -3, Intimidate +2, Jump -2, Swim -3; 
  Armor Proficiency (Heavy), Armor Proficiency (Light), Armor 
  Proficiency 
  (Medium), 
  Endurance, 
  Martial 
  Weapon 
  Proficiency, Shield Proficiency, Simple Weapon Proficiency, 
  Weapon Focus. 
  Possessions: 5 gp, Belt pouch, Heavy wooden mw shield, 
  Banded mail mw, Club. 
  Encounter Four 
   
   
   
   
  Zun; Human Ftr2, male: CR 2; Size M; HD 2d10+4; hp 23; 
  Init +4; Spd 20 ft (base 30 ft); AC 19, touch 10, FF 19; BAB 
  +2; Grapple +4; Atk: +5 melee (1d8 + 2, Mace, heavy MW), 
  +3 ranged (1d10/crit 19-20, Crossbow, heavy MW), +4 
  melee (1d3 + 2, Unarmed); AL N; SV Fort +5, Ref +0, Will 
  +1; Str 14, Dex 10, Con 15, Int 12, Wis 13, Cha 8. 
  Languages spoken: Common, Draconic 
  Skills and Feats: Climb -4, Handle Animal +3, Intimidate +1, 
  Jump -2, Open Lock +1, Ride +3, Swim -3; Armor 
  Proficiency (Heavy), Armor Proficiency (Light), Armor 
  Proficiency (Medium), Blind-Fight, Improved Initiative, Martial 
  Weapon Proficiency, Quick Draw, Shield Proficiency, Simple 
  Weapon Proficiency, Toughness. 
  Possessions: 5 gp, Belt pouch, Thieves' tools, Potion of 
  cure moderate wounds, Tindertwig, Half-plate mw, Heavy 
  mw mace, Heavy mw crossbow, Heavy wooden shield, Tent 
  – at campsite, Backpack – in tent, 2 Sunrods – in tent, Silk 
  rope (50 ft.) – in tent. 
   
  Enda 2; Human Ade2, female: CR 1; Size M; HD 2d6; hp 
  13; Init +6; Spd 30 ft; AC 12, touch 12, FF 10; BAB +1; 
  Grapple +2; Atk: +3 ranged (1d4, Sling), +3 melee (1d6 + 1, 
  Mace, light MW); AL CN; SV Fort +0, Ref +2, Will +5; Str 12, 
  Dex 14, Con 10, Int 13, Wis 15, Cha 8. 
  Languages spoken: Common, Infernal 
  Skills and Feats: Concentration +2, Handle Animal +0, Heal 
  +3, Survival +3, Knowledge (Arcana) +3, Knowledge 
  (Geography) +2, Knowledge (History) +2, Knowledge 
  (Nature) +2, Knowledge (Nobility) +2, Knowledge (Planes) 
  +2, Knowledge (Religion) +2, Listen +5, Spellcraft +3, Spot 
  +5, Knowledge (Local - Sheld Valley) +2; Improved Initiative, 
  Simple Weapon Proficiency, Still Spell. 
  Ade Spells Prepared (3/2): (DC = 12 + spell level): 0--Cure 
  minor wounds, Ghost sound, Guidance, 1--Cause fear, 
  Sleep. 
  Possessions: 7 gp, Light mw mace, Sling, Belt pouch, 
  Bullets (10), Elixir of vision, Potion of endure elements, 
  Potion of cure moderate wounds, Scroll of bless (div), Scroll 
  of cure light wounds (div), Scroll of command (div), Scroll of 
  obscuring mist (div), Spell component pouch, Silver holy 
  symbol, Toad familiar. 
   
  Burnam & Aghard; Human War1, male: CR 1; Size M; HD 
  1d8; hp 8; Init +0; Spd 20 ft (base 30 ft); AC 17, touch 10, FF 
  17; BAB +1; Grapple +1; Atk: +2 melee (1d6/crit 19-20, 
  Sword, short MW), +1 melee (1d3, Unarmed); AL CN; SV 
  Fort +2, Ref +0, Will +0; Str 11, Dex 10, Con 10, Int 10, Wis 
  10, Cha 10. 
  Languages spoken: Common 
  Skills and Feats: Intimidate +4, Listen +2, Spot +2; Armor 
  Proficiency (Heavy), Armor Proficiency (Light), Armor 
  Proficiency (Medium), Martial Weapon Proficiency, Shield 
  Proficiency, Simple Weapon Proficiency, Stealthy, Tower 
  Shield Proficiency. 
  Possessions: 3 gp, Tower shield, Studded leather mw, 
  Short mw sword, Belt pouch. 
  YEO5-IS1  Here Comes the Bride 
   
  Page 13 
  
   Judge Aids 
   
   
  YEO5-IS1  Here Comes the Bride 
   
  Page 14 
  
   
  YEO5-IS1  Here Comes the Bride 
   
  Page 15 
  
  Player Handout #1 
  A note found on the notice board: 
   
   
  Urgently Needed: a group of 4‐6 persons willing to 
  travel to Westburn and back to escort the lovely lady 
  Chelsea to her wedding. 
   
  No experience is required. 
   
  Please see Jarrad Udric. 
  YEO5-IS1  Here Comes the Bride 
   
  Page 16 
  
  Player Handout #2 
   
  A note found at the thugs campsite 
   
   
  Here is your advance payment.  You will receive 
  the rest after the attack. I will meet you where 
  we have planned. 
   
  Remember, you must leave at least one of the 
  bodyguards alive.  I don’t care what you do with 
  the rest. 
   
  Under no circumstances are you to harm the 
  woman.  She must be untouched. 
   
   
  � 
  YEO5-IS1  Here Comes the Bride 
   
  Page 17 
  
  Player Handout #3 
  The threatening note slipped under Chelsea’s door: 
   
   
   
  If you get 
  married,  
  you will die! 
  YEO5-IS1  Here Comes the Bride 
   
  Page 18 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/YEO (Yeomanry)/YEO5-IS1 - Here Comes the Bride (3E).pdf