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. 
   
  NYR5-07 
   
   
   
   
   
   
  A Return to Heartland 
   
  A One-Round D&D LIVING GREYHAWK®
  Kingdom of Nyrond Regional Adventure 
  Version 1.0 
   
  by John D. Jenks 
  Triad Reviewer: Tom Kee 
   
   
  You have returned to Heartland, that small town near the center of Nyrond. The locals greet you by 
  name, the sky is bright and beautiful, and all is right with the world. Time for some of Myrroi’s chicken and 
  dumplings, a mug of Aeslip’s best ale, a cheery fire, and boastful tales among friends. Part two of the 
  Heartland Saga. A scenario for APLs 2-6 (character levels 1-8). 
  
  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. 
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  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 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. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and DM fill out the RPGA Tracking 
  Sheet. The DM 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. 
  A Return to Heartland 
   
  Page 2 
  
  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 free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in the Kingdom of Nyrond. Characters native to 
  the Kingdom of Nyrond 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. 
   
  A Return to Heartland 
   
  Page 3 
  
  Adventure Background 
  The Heartland Saga began in NYR5-S04 – A 
  Murder 
  in 
  Heartland. 
  In 
  this 
  introductory 
  adventure, Gosen Beourn killed several people in 
  the town before finally being stopped by a group of 
  adventurers. 
   
  Unknown to the PCs at that time, Gosen was 
  in the employ of another resident of the town, 
  Bursus Cebras. Bursus was using Gosen as the 
  nighttime guard at a hidden Flan tomb outside of 
  town. While he was left alone with only his fears 
  and his imagination to keep him company, a 
  continuous rhythmic scratching sound slowly 
  eroded Gosen’s mind. Gosen never did find the 
  source of this scratching before he finally snapped 
  and started killing residents of the town who were 
  also making similar scratching sounds. 
   
  Bursus has distanced himself from the PCs, in 
  case they decide to follow up on the source of 
  Gosen’s troubles. However, he has a persona of 
  the friendly and magnanimous town resident to 
  maintain, so from time to time he may have run 
  into the PCs. In these instances he has been his 
  friendly and personable self – completely without 
  suspicion. And in truth, he is not an evil man, just 
  greedy. Far from being the dilettante living off of 
  an inheritance and distant investments, Bursus 
  has been using hired help to loot ancient tombs 
  and sell the contents to unscrupulous buyers. 
  Periodically, one of his buyers will send him items 
  in trade for something he recovers for them. These 
  packages always arrive for him care of the 
  Heartland Inn, where he frequently dines. He also 
  routinely receives similar packages from his agent, 
  a man skilled in identifying and setting prices on 
  tomb artifacts. 
   
  The story this time opens with the PCs 
  returning to the Heartland Inn and sitting down for 
  a late lunch. It is likely that the PCs have been 
  receiving several small gifts from the townsfolk for 
  their actions in the previous scenario. If none of 
  the PCs participated in that scenario, then one of 
  the PCs is to receive an innocent package from 
  someone known to them (perhaps a new set of 
  clothes, a warm pair of socks, or the like). 
   
  As tends to happen in such adventures, the 
  package tag for the PC has gotten switched with 
  the one going to Bursus from his agent. Unknown 
  to both parties, they each have the other’s 
  package. Bursus immediately leaves with his 
  package, while the PCs probably open theirs. 
  Adventure Summary 
  The story opens in the common room of the 
  Heartland Inn. The PCs sit down with their friends 
  from the town and have a late lunch prepared by 
  Myrroi. 
  Introduction 
  – 
  Welcome 
  Back; 
  and 
  Introduction Two – A Taste of Home: 
  The PCs receive a package supposedly from 
  someone they know. Inside they find a small 
  collection of ancient figurines – perhaps pieces 
  from a game. The package was intended for 
  Bursus Cebras, but was mixed up by the delivery 
  boy. The PCs are inadvertently cursed by their 
  interaction with the figurines, although this comes 
  into play much later. Bursus returns for his 
  package, everyone has a good laugh, and the 
  PCs retire for the evening. 
  Encounter One – The Vision: 
  That night, as the PCs rest, the curse comes into 
  play. Their collective imaginations create a 
  monster, which attacks them in their room(s). The 
  PCs then find that they are unable to sleep easily 
  and awaken the next morning fatigued. 
  Encounter Two – The Search: 
  By this point the PCs are likely suspecting the 
  mistaken package. They head for Bursus’ house 
  only to find that he has left town on one of his 
  many business trips. The PCs can break in, get 
  the key from the maid, or otherwise attempt entry. 
  They run into a trap when trying to get past the 
  only locked door in the house. Past this door, they 
  find some mysterious notes, part of a map, and a 
  journal offering clues. 
  Encounter Three – The Trail Out of Town: 
  The PCs now head off to find the dig site 
  mentioned in the journal. All they have is a scrap 
  of a map, but it seems to show a site just on the 
  other side of the local hill. They run into a couple 
  of Bursus’ thugs standing guard, and can then 
  head into the tomb. 
  Encounter Four – The Tomb: 
  The tomb is fairly typical, a few short dead-end 
  passages, an outer chamber, and then a final 
  resting place. The PCs find Bursus and one of his 
  agents discussing a new tunnel that doesn’t seem 
  to match. The PCs have a short battle, and then 
  Bursus agrees to turn over the figurines and tell 
  them how to break the curse – if only they will let 
  him go. 
  A Return to Heartland 
   
  Page 4 
  
  Encounter X – The Ongoing Nightmare: 
  This is an additional encounter if all the PCs fail 
  their Will saves on nights after the first. It serves 
  as an additional motivator if the PCs fail to follow 
  the scenario. It is optional in that the PCs may 
  finish the scenario within one day, or not all the 
  PCs will fail their saves on subsequent nights. It is 
  also possible that the PCs will cast Remove Curse 
  (at higher APLs) and simply rid themselves of the 
  curse before it can have a further effect. 
  Conclusion: 
  The PCs make their decision and live with the 
  consequences. And what about that new tunnel? 
  Preparation for Play 
  Included with your packet is a map of the town and 
  a simple key that will help you keep the PCs 
  oriented and on track. The scenario is fairly 
  straightforward, so there is little else required to 
  properly show your PCs a grand adventure. The 
  only question you need ask your players is which 
  characters have participated in NYR5-S04, as 
  they 
  will 
  be 
  remembered 
  and 
  recognized 
  throughout the town. 
  Introduction – Welcome Back 
  There are two different introductory paragraphs. 
  The first is for characters that have previously 
  played in NYR5-S04 – A Murder in Heartland. The 
  second is for those characters that have not 
  participated in that introductory scenario. 
  For PCs that have played NYR5-S04: 
  So you have returned to Heartland, a nice 
  enough little town. Very little has changed 
  since you were here last. Gosen’s house still 
  stands empty. Vivena seems to have recovered 
  somewhat and is now looking forward to the 
  birth of her child. Several of the residents wave 
  their greetings to you, and a few even call out 
  your name and ask you to dinner if you have 
  time later this week. But for now, your 
  destination is clear; the Heartland Inn, and 
  Myrroi’s chicken and dumplings. She is always 
  glad to see you, and keen to hear of your 
  adventures. Her father, Georgot, runs a fine 
  establishment – with big feather beds and a 
  hearty 
  home-cooked 
  breakfast 
  always 
  included. 
  Once the PCs have reacquainted themselves with 
  the town, you can proceed to the next section 
  Introduction Two – A Taste of Home. 
   
  For PCs that have not played NYR5-S04: 
  This seems to be a quaint little town. Fairly 
  typical for this part of Nyrond, towns like this 
  popped up all over. All they seemed to need 
  was a crossroads and a source of water; in 
  this case, apparently, wells were the answer. 
  After the usual routine of asking around for a 
  place to stay for the evening, you were 
  directed to a place with the simple name of 
  ‘The Heartland Inn.’ You spoke with the 
  proprietor, a fellow by the name of Georgot, 
  and arranged quarters. He then invited you to 
  have a late lunch in the common room. His 
  daughter has apparently made one of her 
  specialties – chicken and dumplings. He also 
  promised cool ale and a cheery fire. 
  Allow the PCs to conduct whatever arrangements 
  they want. Room and food prices are included in 
  upkeep, unless the PCs want something truly 
  unusual. In this case, refer to the Player’s 
  Handbook for appropriate pricing. 
   
  Once the PCs have seated themselves in the 
  common room and placed their order, proceed to 
  the next section Introduction Two – A Taste of 
  Home. It is possible that you’ll get some stubborn 
  PCs that absolutely refuse to eat or drink with 
  others. If this is the case, the townsfolk will simply 
  assume they are unfriendly and wish to be left 
  alone. They will then ignore those PCs unless 
  directly interacted with. They will always remain 
  polite, but will attempt to avoid future encounters. 
  The people of Heartland are friendly and outgoing 
  and PCs that play nicely with others will have the 
  best time. 
  Introduction Two – A Taste of 
  Home 
  A good way to start this part of the introduction is 
  to draw out the entire inn (see DM Map #1 – The 
  Inn) on the battlemap; including the sleeping 
  rooms, the kitchen, the common room, and the 
  upstairs rooms. This way the PCs can’t be sure 
  when 
  combat 
  is 
  scheduled, 
  and 
  will 
  not 
  immediately be on the defensive. 
  Seating yourself at the only available table, 
  you realize that the common room is rather 
  crowded. It seems that the promise of chicken 
  A Return to Heartland 
   
  Page 5 
  
  and dumplings have drawn out a large number 
  of the townsfolk. Many of them nod their 
  greetings, and then dig back into their food. 
  The proprietor’s other daughter, Tynia, is 
  playing a simple tune on an old but well 
  polished lute. While not ready for the Oerth 
  Theater, her music is lively and many of the 
  patrons are tapping their feet in time with the 
  rhythm. 
   
  You all end up packed in together, and the 
  jovial nature of the town soon has you making 
  introductions with your tablemates. 
  Let the PCs introduce themselves. If you have a 
  party that likes interaction with NPCs, have Myrroi 
  come over and take their order. Myrroi will 
  shamelessly flirt with any male PCs, will cajole 
  them into having her chicken dish, and will 
  excitedly listen to any tales of adventure the PCs 
  happen to impart – especially if those PCs 
  participated in the introductory scenario. 
   
  If your PCs are less gregarious, then simply 
  read the next paragraph – which describes the 
  other patrons (PCs that have been here in the 
  introductory scenario should also be given the 
  parenthetical name to go with the description). 
  Looking around the room, you take in the 
  locals. The far table, closest to the kitchen, has 
  a rather harried family, all the children 
  apparently just out of school, judging by the 
  stack of books on the floor (the Mildan family, 
  see area M on the town key). The family is 
  attempting 
  to 
  listen 
  to 
  three 
  or 
  four 
  simultaneous discussions of the children’s’ 
  day at school, although it is obvious these 
  sorts of discussions come up all the time, it is 
  equally obvious that the parents are only half-
  heartedly listening – the glazed expressions of 
  those with many kids upon their faces. 
   
  The second table, closest to the young 
  woman playing the lute, boasts an eclectic 
  group consisting of an elf with a peg-leg, a 
  dwarf in schoolmaster garb, and a human 
  couple with their teenage daughter (the elf 
  Aeslip, dwarf Olagh, and the Prestad family, see 
  areas G, I, and L of the town key). The daughter 
  is busy questioning both the elf and dwarf on 
  the art of brewing, although it is only the 
  typical zeal of an intelligent child that prompts 
  the questions. 
   
  The third table, and the only one remaining 
  but your own, features two well dressed 
  gentlemen – one elderly, the other relatively 
  young – an equally well dressed elderly 
  woman, and another couple dressed in 
  servant’s attire (Sir Koonth’s family, and Bursus 
  Cebras; see areas D and Q of the town key). The 
  elderly gentleman is busy explaining about the 
  weather of some thirty or thirty-five years ago. 
  No one is paying him any attention, but he 
  natters on regardless. The elderly woman is 
  asking the other gentleman about his book, 
  and when he holds it up, you can see that it is 
  a book of history – something to do with Flan 
  burial practices. 
  Quite the collection of people. As most PCs are 
  supremely interested in NPCs with books (or with 
  the books themselves), it is likely that one or more 
  of the PCs will want to introduce themselves or at 
  least try and strike up a conversation with Bursus. 
  At this point in time, he’s really not interested, but 
  will politely chat with them. If asked about his 
  book, he will simply state that it struck his fancy 
  when he was in a shop in Rel Mord, and that he’s 
  still reading it. 
   
  About this point, the PCs’ food should arrive. 
  Myrroi will sternly direct the PCs to take their seats 
  and behave themselves. She’ll even go so far as 
  to give them all napkins and tell them to take their 
  elbows off the table. It is all in fun, but she tries 
  hard to be a proper hostess, and the townsfolk 
  respond in kind. 
   
  After the PCs have finished their meal, the 
  common room has cleared out somewhat. The 
  Mildans left earlier, and the Prestads soon exit as 
  well. Aeslip (the elf) drinks himself nearly 
  unconscious, and then his friend Olagh (the dwarf) 
  steers him home. The Koonth family remains until 
  the late evening, the old Knight enjoying his 
  memories and giving his wife time to be ‘seen’ as 
  the Lady she is. Bursus will retreat to an armchair 
  near the fire and delve into his book, seemingly 
  completely absorbed in it to the exclusion of all 
  others (takes 10 on his Bluff check, see Appendix 
  One if the PCs attempt to Sense Motive on him). 
   
  Just before the remainder of the PCs retire, a 
  tired delivery boy with the Royal Mail Service will 
  arrive. 
  Entering the common room is an older teen 
  dressed in the livery of the Royal Mail Service. 
  He’s obviously tired, but seems interested in 
  delivering his packages before retiring to one 
  of the inn’s rooms. First he glances at the 
  package under his left arm, and checks the tag 
  tucked into the string ties. Nodding to himself, 
  he then checks the package under his right 
  A Return to Heartland 
   
  Page 6 
  
  arm and checks that tag as well. Proceeding 
  first to the gentleman with his book, he hands 
  over the first package. The gentleman (Bursus if 
  they have learned his name) thanks him, hands 
  over a silver ‘shield,’ picks up his package, 
  and then walks out with a hearty farewell for 
  Myrroi and Tynia, who both giggle at his 
  remarks. 
   
  The delivery boy then walks to your table 
  and asks if any of you are (insert the name of 
  the most friendly and gregarious PC). After 
  gaining your affirmation, he leaves the second 
  package with you, waiting patiently for his tip. 
  He’ll leave in a huff if ignored, but otherwise will 
  accept any coin the PCs pass his direction. He 
  knows nothing of importance, merely delivering 
  the packages as addressed. Unknown to him, a 
  minor mishap took place before he even received 
  the packages. The previous deliverer allowed both 
  packages to get wet, and the ink on the addresses 
  was smudged. While she attempted to correct this 
  by making new address tags, she made a mistake 
  and switched the tags. 
  Looking at your package, you can see that the 
  tag with your name, and “c/o Heartland Inn, 
  Heartland” is a replacement. The package 
  obviously got wet at some point and the 
  address smudged beyond recognition. Part of 
  the original address is barely visible, although 
  you can only make out the “c/o” and what 
  might be a name just above it. The package is 
  wrapped in cheap brown vellum, and secured 
  with a simple twine binding. 
  Detection for magic will reveal a faint aura of 
  necromancy if the PCs make their Spellcraft check 
  against a DC of 20 (18, plus a –2 circumstance 
  penalty for the age of the original casting and the 
  unusual synergistic effects of all of the figurines in 
  close proximity. The package does not radiate evil 
  or any other unusual auras. 
   
  Hopefully the PCs will open the package. If 
  they refuse, Bursus will return about an hour later, 
  explain the confusion, and switch the packages 
  back. He will be very friendly the entire time, and 
  will not be actively hiding anything (successful 
  Sense Motive checks against his bluff will reveal 
  only that he might know something more about the 
  package). He doesn’t yet know what the package 
  contains (although he has his suspicions), and so 
  he has no reason to be overly evasive. If the PCs 
  explain about the magical aura, we will simply 
  state that he was expecting a rare set of unguents, 
  and that his supplier often has them enhanced 
  with a Gentle Repose spell for the long trip. The 
  PCs will likely learn nothing further (short of 
  attacking Bursus on the spot, and without 
  evidence or provocation), and Bursus will retreat 
  to his home for the evening. 
   
  At this point, the scenario can proceed in two 
  directions. If the PCs did nothing with the package 
  (not even detect magic) and simply let it sit while 
  waiting for Bursus to return and make the switch, 
  then the scenario ends. They apparently don’t 
  have the curiosity required to be adventurers, and 
  earn no experience or gold for their participation. 
   
  If the PCs at least examined the package 
  (Detect Magic, checking for evil, opening it to see 
  the contents, etc), then the curse activates 
  anyway, and the PCs are hooked into the scenario 
  regardless of their further actions. 
   
  Obviously if the PCs open the package and 
  handle the contents, the curse activates. If, and 
  only if, the PCs have opened the package, read 
  the following: 
  The package contains a half dozen small 
  unguent jars topped with carved animal heads. 
  The stoppers are not sealed, and the jars 
  themselves seem to be empty – any contents 
  they once held long since dried up. They do 
  not appear particularly valuable, and there is 
  no explanation for their presence. Quite the 
  mystery, indeed. 
  The PCs will not be able to learn much from the 
  jars. A Knowledge (history) check (DC 12) will 
  reveal that they are unguent jars often used in 
  ancient flan burials, but there are no particularly 
  distinguishing marks on the jars. The lack of 
  contents suggests they have never been used, but 
  were extras – perhaps to be used in a 
  commoner’s burial. 
   
  Once the objects are touched, the curse is 
  delivered. Identifying the curse requires touching 
  the objects – an Identify spell will not work through 
  the wrappers. And since the curse will have been 
  delivered by that point, there is nothing left to 
  Identify. 
   
  At some point during their examination of the 
  objects, 
  Bursus 
  should 
  return 
  and 
  begin 
  apologizing for the confusion. 
  “Ah good, I’m glad I could find you. Apparently 
  there was some sort of mix up with our 
  packages.” This comes from the younger well-
  dressed gentleman (Bursus) you saw earlier. 
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  “I’m thinking the tags got switched when 
  whomever was delivering them let them get 
  wet. Whoever it was remembered enough of 
  our addresses to readdress them, but must 
  have put the wrong tag on the right package.” 
   
  “Terribly sorry about that, imagine my 
  surprise when I opened my package and found 
  your item, and a note explaining that you had 
  left it behind. I think the best thing is simply to 
  swap, and pretend that this mix-up never 
  happened. I’ll even buy you all another round if 
  you would like.” 
  Again, Bursus is not attempting to hide information 
  from the PCs. He certainly won’t mention his 
  artifact thievery, or anything else related to his 
  business. But he truly doesn’t know that the PCs 
  have been affected with the curse, or even what 
  the objects are at this point, as the note the PCs 
  will find in Encounter Two has not yet arrived or 
  been read by Bursus.  He will find it upon his 
  return home after making the switch, and is the 
  reason he leaves in a rush. 
   
  The item being returned to the PCs is 
  something very minor, like gloves, a change of 
  clothing, or a package of trail rations. The precise 
  identity of the item is unimportant to the scenario. 
  Simply pick some low value item the PC(s) could 
  conceivably have forgotten at the previous night’s 
  inn, or been sent from home. Bursus has not 
  tampered with these personal objects in any way, 
  there is no damage, and no malevolent effects are 
  tied to them. 
   
  The Curse: the figurines were stolen from the 
  Flan tomb found in Encounter Four. Bursus’ agent 
  had them sent to Bursus as proof of the tomb’s 
  wealth. Both Bursus and the agent can easily 
  avoid the curse, as they know the proper 
  incantations to avoid it. While it only works once, it 
  serves very well as a motivator for the PCs. The 
  curse is fairly simple. Each night (or whenever the 
  recipient attempts to rest), they will be plagued by 
  extremely vivid visions. On all nights but the first, 
  the recipients are allowed a Will save against a 
  DC of 15. Otherwise, their visions manifest as a 
  true horror. The PCs will awaken as the creature 
  their collective subconscious creates is given form 
  and substance. The results of the first night are 
  always set, and are described in Encounter One – 
  The Vision. Following that night, refer to Encounter 
  X – The Ongoing Nightmare. 
   
  After the PCs have made the exchange for their 
  original item, Bursus will leave and head home. He 
  discovers the note (Encounter Two – The Search, 
  Player Handout #2), panics, and uses a scroll of 
  teleportation (with his Use Magic Device skill) to 
  leave his house and reach the tomb site 
  (Encounter Three – The Trail Out of Town). The 
  PCs are welcome to follow him home, but nothing 
  further happens, he does not act suspicious (since 
  he doesn’t know anything at this point, additional 
  Sense Motive checks will not help). Truly, the PCs 
  should be left in the dark. Once the PCs have 
  decided to bed down for the evening, proceed to 
  Encounter One – The Vision. 
  Encounter One: The Vision 
  This encounter requires that the PCs be in their 
  rooms (or at least encamped somewhere taking 
  their rest). Make sure everyone is positioned in 
  whatever room or area they wish to take. If they 
  want to set a watch schedule, they can, but 
  nothing happens until the vision takes place. Once 
  you begin reading the vision, the PCs are going to 
  start asking questions. Ignore these questions and 
  continue with the read-aloud text. 
  The Heartland Inn is quite comfortable. Big 
  soft beds, plenty of rooms, large deep tubs 
  and fluffy towels. All the comforts of home. 
  You and your companions settle down for a 
  welcome rest. Peace and quiet descend. 
  Pause now, and make sure you have all the PCs 
  attention: 
  The high priest lifts the unguent jars. He 
  speaks the words calling the power of the 
  gods into each one. As each is blessed, they 
  are placed into the crypt beside the body of 
  your 
  husband. 
  The 
  warding 
  had 
  been 
  expensive, but your husband had been a slave 
  dealer, and much hated for it. Without the 
  warding, his tomb would soon be looted and 
  the body stolen before his soul could fully 
  leave and find the realm of the gods. This is 
  the only way. 
   
  The high priest finishes his chanting and 
  turns to you. “Speak now the name of the 
  guardian. What beast would you summon to 
  safeguard this place?” 
   
  Without hesitation, you answer. 
  Give the PCs another long pause. They should be 
  very attentive at this point. They are also probably 
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  asking many questions. Continue to ignore them 
  and read the next section. 
  You open your eyes. You have no idea what 
  the vision was about, but you hear the echo of 
  the woman’s response. Not a word so much as 
  a remnant of a feeling. Then you realize, you 
  are not alone. 
   
  The curse has summoned the ancient horror 
  spoken by the slave master’s wife so long ago. 
  This creature appears wherever there is the 
  greatest concentration of PCs (if they each have 
  their own room, then pick one room at random). 
  Georgot and his two daughters have rooms 
  upstairs and will remain hidden throughout the 
  fight. The delivery boy from the introduction will 
  dive out of his window at the first sign of trouble 
  and run away. 
   
  APL 2 (EL 3) 
  Otyugh: hp 36; see Monster Manual page 204. 
  APL 4 (EL 4) 
  Belker: hp 38; see Monster Manual page 27. 
  APL 6 (EL 6) 
  Destrachan: hp 60; see Monster Manual page 
  49. 
   
  The EL for this encounter is adjusted downwards 
  because the creature summoned is at something 
  of a disadvantage inside the confines of the inn.   
  • 
  The otyugh loses the advantage of its natural 
  reach given the many corners providing cover, 
  it cannot gain the advantage of surprise, and 
  the filth fever is easily cured at the Shrine of 
  Heironeous. 
  • 
  The belker is bound by the summoning magic 
  and cannot assume smoke form, cannot flee 
  the combat, and loses its advantage of 
  surprise (according to the boxed text). 
  • 
  The destrachan cannot use the material 
  version of its destructive harmonics attack as 
  the wife’s original intent was to protect her 
  husband’s corpse – not to have it destroyed 
  by the very creature she summoned to protect 
  it. 
  Once the creature is killed, it dissolves into smoke 
  and vanishes. If the PCs survive, they will likely 
  want to chase after Bursus right away. This is fine; 
  simply head to the next encounter, but none of the 
  PCs received adequate rest (unless they were 
  wearing a ring of sustenance), and should be 
  treated as if Fatigued (DMG pg 301). If they 
  attempt to finish their rest, they find themselves 
  unable to do so. Elves fall out of trance and other 
  races find they are too agitated to sleep. There 
  may be magical cures for their condition, but 
  otherwise the PCs must face the next day 
  fatigued. 
   
  PCs that are worried about damage to the Inn 
  should be reassured. Georgot is just glad the 
  creature is dead, and will talk about “finally 
  needing to add that new coat of paint.” If the PCs 
  do something truly stupid like burn down the entire 
  building, then they will lose access to the “Friend 
  of the Town” favor on the AR, and will owe 
  damages (please report this to the Nyrond Triad 
  by emailing triad@nyrond.org). 
   
  Encounter Two: The Search 
  The most likely method for the PCs to take is to 
  head over to Bursus’ house and learn the 
  information there. The house is easy enough to 
  find (area Q on the town key). When they arrive, 
  they will find it locked, but when has that ever 
  stopped a group of adventurers before? 
   
  There are three ways to gain entry. They can 
  either attempt to pick the lock (or bypass it with 
  spells such as Knock or Dimension Door). If this 
  route is taken, the door has a good lock (DC 30), 
  while the door itself is a strong wooden door.  
  Locked Strong Wooden Door: Good Lock 
  (Open DC 30); 2-in. thick; Hardness 5; 20 hp; 
  Break DC 25. 
  The PCs could force their way in, breaking a 
  window, chopping through the door, or otherwise 
  forcibly damaging the building. This will work, 
  although the townsfolk will report the PCs for 
  Breaking and Entering, which has its own 
  penalties as outlined in the Nyrond Judge 
  Guidelines. 
   
  If the PCs first check with any of the townsfolk 
  about gaining entry, they will be directed to the 
  Totteno Farm (area T on the town key) or the 
  schoolhouse (area F, but only during midday 
  school hours), where they can speak with young 
  Druna. Druna often works at the Bursus house as 
  a maid, and has a key the PCs can use to get 
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  inside. But she takes her job very seriously and 
  will only give up the key if convinced that it is a 
  matter of life and death. 
   
  Diplomacy or Intimidate will work equally well 
  – treat Druna as Unfriendly in this regard, and she 
  will only give up the key if her attitude changes to 
  Friendly (DC 25) or better. This can be a difficult 
  check to make, but the PCs may all aid each 
  other, and they can get a circumstance bonus for 
  any of the following conversational topics: 
  • 
  +4 – if the PCs show off their injuries from the 
  fighting or mention any damage to the 
  Heartland Inn. 
  • 
  +2 – if the PCs explain about their vision and 
  the idea of a curse that needs to be removed. 
  • 
  +2 – if the PCs agree not to harm or attack 
  Bursus, but are only entering to find out where 
  he went so that they can ask him about the 
  curse. 
  • 
  +2 – if the PCs bring up the concept of 
  “secrets” or otherwise try and learn something 
  about Bursus before they ask for the key. 
  Druna knows about the locked door in the 
  house, and she’s very curious to learn about 
  what it guards, but once she gets locked into 
  thinking about her job, she’ll focus exclusively 
  on that and forget her curiosity. 
  Unless the PCs are using Intimidation, they cannot 
  change Druna’s attitude below unfriendly. She 
  really doesn’t dislike the PCs; she just doesn’t 
  want to lose her job. 
   
  The PCs cannot take 20 on this check, but 
  they can attempt it multiple times without penalty. 
  However, if they have failed a check, they need to 
  present a new argument each time they try to 
  change Druna’s attitude. Use failed checks as a 
  way to promote better role-playing. You can also 
  add an additional +2 circumstance bonus if the 
  PCs are especially clever or flashy in their 
  arguments (the use of illusions to demonstrate 
  what they fought is a good example). 
   
  Area Q – Bursus Cebras’ Home 
  This is a nice two-story house on the eastern 
  side 
  of 
  town. 
  It 
  is 
  surrounded by an 
  understated flower garden, which compliments 
  the bright yellow paint and blue trim, and a 
  small vegetable garden in back. There are a 
  number of windows looking into the lower 
  floor. A quick perusal shows a kitchen, dining 
  room, sitting room, and office. The bedrooms 
  must be on the second floor. No one currently 
  appears to be home, no smoke rises from the 
  chimneys, and the rooms are all dark. There 
  are a few upstairs windows, but these too are 
  dark, and you see no movement. Apparently 
  there is only one door leading inside. 
  The front door is locked with a good lock (see 
  above), and the windows are all shut and latched. 
  There is no easy way to climb to the second floor, 
  but some enterprising PCs may attempt it. The 
  curtains in all the second floor rooms are drawn – 
  with the exception of the master bedroom (#9). 
  The glass window leading into the private office 
  (#13) is especially thick, is not designed to open, 
  and should be difficult to break (Strength check 
  DC 20 – feel free to require Balance checks or to 
  impose circumstance penalties if the PC making 
  the attempt is not optimally situated to do so). 
   
  Once the PCs make it inside (either by 
  bypassing the lock, picking it, or obtaining the key 
  from Druna), you can refer to the following map 
  descriptions as the PCs explore Bursus’ House 
  (DM Map #2 – Bursus’ House). 
   
  1. Entryway 
  You find yourself just inside the front door. 
  This is a simple entry hallway. Fairly obvious 
  muddy footprints lead to a side door near the 
  front door. Opposite the front door is an open 
  doorway leading into the formal dining room. 
  The scuffmarks lead to #6, the mudroom and 
  stairs up. 
  2. Sitting Room 
  This is a fairly typical sitting room common 
  among the upper middle class. There is a cozy 
  sofa near the fire, and a small table and chairs 
  for less intimate, friendly conversations. 
  There is nothing of particular interest in this room. 
  The fireplace has been recently used, as Bursus 
  often entertains one family or another from the 
  town. 
  3. Dining Room 
  In the midst of this fancy formal dining room is 
  an impressive carved table; its smooth, 
  polished oak long darkened from age and use. 
  Two small doors lead into what must be the 
  kitchen. 
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  They do indeed lead into the kitchen. The fireplace 
  in the dining room has not been recently used, as 
  it tends to stay plenty warm from the kitchen. 
  4. Kitchen 
  Aside from the two large fireboxes, the most 
  impressive part of this room is the massive 
  picture window and the enormous woodblock 
  table. One of the fireboxes has been converted 
  into a bread oven, while the other has a slate 
  platform for holding the numerous pots 
  currently hanging from hooks in the ceiling. 
  The kitchen is obviously well appointed, often 
  used, and fully stocked. Bursus likes to cook, and 
  often invites friends from the town over for one of 
  his specialties. He and Myrroi have a friendly 
  rivalry going on, although so far Myrroi seems to 
  be winning – something Bursus acknowledges by 
  eating over at the inn whenever he gets a chance. 
  5. Downstairs Office 
  This is a very tidy little office, with nothing but 
  a single chair and desk between you and the 
  window looking over the outside garden. 
  The PCs will find dozens of papers referencing 
  numerous investments along with some general 
  correspondence and other innocuous items. There 
  is nothing incriminating in this room, as Bursus is 
  very careful to take anything relating to his art 
  smuggling up to his private office. This way, if 
  Druna gets curious while cleaning up, she will find 
  nothing of particular interest. 
  6. Mudroom and Stairs Up 
  A sturdy set of stairs leads up, while a space 
  near the bottom holds various coats, boots 
  and other foul weather gear. 
  There is nothing of interest here either. The stairs 
  are very well made and do not creak when trod 
  upon. 
  7. Upstairs Landing 
  At the top of the stairs is a small landing. A 
  high window lets light into this area. 
  This is merely closed off space to keep the noises 
  of the lower floors muted, and to keep down drafts 
  in the winter. 
  8. Picture Gallery 
  This small hall-like area is decorated with 
  several portraits. Most are quite old, and all 
  bear a resemblance to Bursus, so perhaps 
  they are family members. A curtained window 
  looks over the yard. 
  These are all members of Bursus’ family, although 
  most are deceased. The few that still live are 
  located far from Nyrond, in Bursus’ home country 
  of Ket. There is nothing of interest in this area. The 
  door leading into #13 is locked and trapped (see 
  #13 for details). 
  9. Master Bedroom 
  This lavish bedroom features a canopy bed, a 
  large, iron, claw-footed tub, and an oversized 
  wardrobe. The fireplace near the bed is well 
  stocked with chopped wood and kindling, and 
  a set of bedclothes hangs nearby. 
  The PCs will find only clothing, bath items, and 
  other assorted items in this room. There is nothing 
  else of interest. 
  10. Upstairs Hall 
  This short hallway leads from the picture 
  gallery to the two guest bedrooms. 
  Pretty much an empty hallway, with nothing of 
  interest. 
  11. Guest Bedroom 
  This is a small guest bedroom, and not often 
  used judging by the musty smell and the lack 
  of a window. The room does not look to have 
  been used anytime in the recent past. 
  Which is true, Bursus rarely has a need for this 
  room, and it is usually kept closed. Druna comes 
  in to dust and change the sheets once a season, 
  but unless Bursus is housing several guests, the 
  room is typically empty. 
  12. Guest Bedroom 
  A large guest bedroom, this room features a 
  nice window overlooking the vegetable garden. 
  Pretty similar to room #11, except that this room 
  has a window. It is used from time to time, but not 
  in the last several months. Bursus has been very 
  busy of late, and has not entertained overnight 
  guests in quite a while. 
  13. Private Office 
  The door into this room is locked and trapped. The 
  PCs will first need to bypass or disarm the trap 
  before they can enter this room. The trap can also 
  be disarmed with Bursus’ key, but that key is with 
  him at the tomb site (see Encounter Four – The 
  Tomb). 
  A Return to Heartland 
   
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  APL 2 (EL 2) 
  Burning Hands Trap: CR 2; magic device; 
  touch trigger (opening door without proper key); 
  automatic reset; spell effect (Burning Hands, 
  3rd-level wizard, 3d4 fire, DC 14 Reflex save 
  half damage); Search DC 26; Disable Device 
  DC 24; Cost 600 gp, 40 xp. 
  APL 4 (EL 4) 
  Empowered Burning Hands Trap: CR 4; 
  magic device; touch trigger (opening door 
  without proper key); automatic reset; spell effect 
  (Empowered Burning Hands, 5th-level wizard, 
  7d4 points fire, DC 15 Reflex save half damage); 
  Search DC 26; Disable Device DC 26; Cost 
  3,000 gp, 250 xp. 
  APL 6 (EL 6) 
  Maximized, Empowered Burning Hands Trap: 
  CR 6; magic device; touch trigger (opening door 
  without proper key); automatic reset; spell effect 
  (Maximized, Empowered, Burning Hands, 5th-
  level wizard, 20 points + (5d4)/2 fire, DC 17 
  Reflex save half damage); Search DC 28; 
  Disable Device DC 28; Cost 4,500 gp, 340 xp. 
   
  All APLs 
  Locked Strong Wooden Door: Good Lock 
  (Open DC 30); 2-in. thick; Hardness 5; 20 hp; 
  Break DC 25. 
   
  Once the PCs make it past the door, they can 
  peruse this private office. 
  Finally getting past the door, you gaze upon a 
  large office space. A large map of the Kingdom 
  covers most of one wall, with several black 
  pins decorating the wilderness far from most 
  towns. One pin is relatively close to the town 
  of Heartland, and is colored purple. Several red 
  pins are arranged in a line just outside the 
  border of the map, apparently awaiting use. 
   
  A small rolling screen is pushed against 
  the opposite wall. A crude hand-drawn map 
  has been tacked to this screen. 
   
  Another massive table fills most of the 
  room, covered in miscellaneous bills of sale to 
  persons mentioned only in code. A few 
  volumes on the Flan language, books of 
  history, and collections of historical theses, 
  are loosely stacked on the edge of the table 
  nearest the wall. 
   
  A pair of comfortable chairs are pushed 
  against the table, and an equally comfortable 
  sofa sits near another fireplace. 
  The map tacked to the screen is included as 
  Player Handout #1 – The Map. If the PCs ask for 
  the location of the dig site, it is several hours east 
  of town, past the big hill on the town map. They 
  can find it without difficulty, so no handout or 
  judge’s map of the area is required. 
   
  Upon examination (either by stating they are 
  searching the fireplace, or by making a DC10 
  Search check), the PCs can tell that the fireplace 
  has been recently used. The remains of several 
  notes can be found within. Most are burned 
  beyond recognition, but one scrap is still legible 
  and is included as Player Handout #2 – The 
  Burned Fragment. 
   
  The bills of sale are to several prominent art 
  merchants and private collectors. They are all 
  coded, and are beyond the scope of this scenario. 
  Simply providing this information to the authorities 
  will be enough to slow the illegal Flan art trade. 
   
  The PCs do not find the figurines, or anything 
  allowing them to remove the curse. There seems 
  to be only one course of action remaining, which is 
  to go after Bursus at the tomb site. Once the PCs 
  make the decision to go, jump to Encounter Three 
  – The Trail Out of Town. 
   
  Encounter Three: The Trail 
  Out of Town 
  The PCs will need to head east out of town. The 
  site alluded to by the purple pin is several hours 
  outside of town. Assuming your PCs did not waste 
  much time in town, they should reach the site near 
  sundown. If they wish to rest or otherwise attempt 
  to regain spells, have them all roll Will saves 
  against a DC of 15. If at least half of the group fails 
  this roll, they get an additional encounter 
  (Encounter 
  X 
  – 
  The 
  Ongoing 
  Nightmare). 
  Otherwise, their rest is uneventful. 
   
  The trail is relatively easy to hike. There are 
  no recent tracks (Bursus uses a teleportation 
  effect to reach the site), should the PCs decide to 
  make tracking checks. 
   
  By this point, Bursus is aware that the 
  figurines might have been cursed (as is obvious 
  A Return to Heartland 
   
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  from the scrap of burned paper recovered as 
  Player Handout #2). He has sent two of his goons 
  to beat up anyone coming towards the site. 
  However, he failed to give them good orders to 
  simply scare off the PCs. Instead, the goons will 
  be a bit lethal with their attacks. 
   
  On the judge’s map of the trail (DM Map #3 – 
  The Trail), the goons are hiding at the two ‘X’ 
  marks. They have each taken 10 on their hide 
  checks, and are waiting with loaded repeating 
  crossbows for the PCs arrival. The PCs first get a 
  chance to spot the goons at the trail bend (marked 
  on the map). This is also where the goons get their 
  first shot at the PCs. The goons will fire their first 
  volley, using their Rapid Shot feat if possible. Note 
  that at higher APLs, the crossbow bolts might be 
  poisoned. 
   
  Both sides must make Spot checks (opposed 
  by the other’s Hide check) to see the other group. 
  PCs that are not hidden are automatically seen 
  when the group first reaches the trail bend. The 
  distance is within the normal Spot range, so no 
  penalties are imposed. If the PCs are traveling at 
  night, they get an additional –2 penalty on their 
  spot checks to see the goons. 
   
  APL 2 (EL 4) 
  Goons (2): hp 17 each; see Appendix One. 
  APL 4 (EL 6) 
  Goons (2): hp 33 each; see Appendix One. 
  APL 6 (EL 8) 
  Goons (2): hp 48 each; see Appendix One. 
   
  The goons will fire their crossbows for as long as 
  possible. If the PCs close to within melee distance, 
  they will opt to avoid attacks of opportunity and will 
  reluctantly switch to their short swords. While they 
  are in their sniping positions, they have cover from 
  the PCs ranged attacks, but gain no benefit 
  against melee attacks. 
   
  Once the goons are defeated, the PCs can 
  loot the bodies with no further disturbances. The 
  tomb is about 10 minutes further down the trail. 
   
  APL 2: Loot – 395 gp, Coin – 10 gp, Magic – 0 gp. 
  APL 4: Loot – 395 gp, Coin – 10 gp, Magic – two 
  cloaks of resistance +1, two amulets of natural 
  armor +1 333 gp. 
  APL 6: Loot – 2 gp, Coin – 10 gp, Magic – +1 
  studded leather armor (2), cloak of resistance +1 
  (2), amulet of natural armor +1 (2), +1 short sword 
  (2), +1 repeating heavy crossbow (2), 1,395 gp. 
   
  Encounter Four: The Tomb 
  The ancient Flan tomb is little more than a small 
  series of tunnels carved into a nearby rock 
  outcropping. Most of the objects once stored 
  within have been looted over the centuries, but a 
  few pieces of art still remain in the final chamber. 
  This is also the place where Bursus can be found 
  having a discussion with one of his agents. 
   
  Refer to the included map (DM Map #4 – The 
  Tomb) for the following room descriptions. 
   
  1. Entrance Passage 
  The entrance to the tomb is exactly where you 
  would expect it to be based on the map in 
  Bursus’ private office. There are plenty of 
  signs of passage about; horses, wagons, even 
  drag marks. The tomb has likely been 
  plundered, but based on the thugs you fought 
  on the trail, and the clues you’ve discovered, 
  there seems to be nothing to do but explore 
  the tomb. 
  Once the PCs enter the tomb proper, continue 
  with the following description. 
  The air is dusty and dry. You can tell that this 
  passage once contained colorful frescos, but 
  looters, vandals, and the passage of time have 
  destroyed them. The floor is covered in 
  tracked-in mud and scattered trash. This place 
  has been used as a temporary shelter from 
  time to time. 
  There is nothing of interest in the entrance 
  passage, although PCs that search will find the 
  remains of old campsites, a bit of rotten food, and 
  other junk. 
  2. First Room 
  This room has also seen better days. Long ago 
  looted, even the murals of colored glass have 
  been chipped away – although a few small 
  fragments of glass stubbornly remain. A heavy 
  stone door, once hidden and, judging by the 
  fresher tool marks, apparently much more 
  recently breached, still mostly blocks the only 
  other exit. 
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  PCs that insist on searching will find more trash, 
  mostly shoved into the corners and out of the main 
  path. A few bits of colored glass can still be found 
  embedded in the walls, but the murals they once 
  formed are unrecognizable. The door was opened 
  in the last year by one of Bursus’ scouts. When he 
  found that the passages beyond were apparently 
  untouched, he contacted Bursus. The smuggler 
  and his hired men have slowly been stripping this 
  tomb of valuables. 
  3. God’s Devotion 
  Your instincts in the previous room were right. 
  This chamber is far less violated than the 
  others explored so far. While all immediately 
  valuable items have been cleaned out, the 
  frescos are still bright and legible, no trash or 
  debris litters the floor, and you can get a hint 
  of how grand the whole tomb must have been 
  when first constructed. 
  If the PCs study the murals, they can see that they 
  tell the life story of an ancient Flan priest. He was 
  something of a minor holy man, and buried with 
  honors after his death, although the manner of his 
  death is not shown. However interesting the story 
  is, it is unimportant to the current adventure. 
   
  There are two doors leading out. The one 
  leading to area 4 is open and the light from a torch 
  can be seen through it, although the torch itself is 
  out of sight around a corner. The door leading to 
  area 5 is closed. 
  4. Lesser Tomb 
  As you round the corner, you can see that a 
  single half-used torch has been attached to the 
  far wall of a burial chamber. While the tomb 
  itself seems undisturbed, there are a number 
  of niches in the wall above the tomb that look 
  strangely empty. The side walls of this 
  chamber are also covered in frescos, but of a 
  slightly different style and quality than those in 
  the previous chamber. 
  This is the tomb seen in the PCs vision. The 
  frescos tell the story of the slave master, and how 
  he was buried here for protection against those 
  that might desecrate his corpse. The wife, whose 
  eyes the PCs viewed the scene through, is not 
  present, and it appears the burial chamber was 
  only designed for one occupant. The niches above 
  the burial chamber are six in number, and used to 
  contain the figurines examined by the PCs in the 
  opening scene. 
  5. Greater Tomb 
  The inner door to this room is open, although the 
  outer door is closed when the PCs first arrive. The 
  outer door is extremely well balanced and opens 
  with but a whisper, although the PCs will still need 
  to make successful Move Silently rolls if they wish 
  to surprise the occupants. 
   
  Bursus is waiting for the return of his goons, 
  and is therefore considered to be actively listening 
  when the PCs arrive. He gets his Listen check 
  against the PCs Move Silently check to avoid 
  being surprised. PCs not actively moving quietly or 
  carrying light sources automatically fail to surprise 
  Bursus. 
  This room is obviously the grand burial 
  chamber alluded to in the previous chamber. 
  The room is mostly undisturbed, but the far left 
  corner from your doorway is marred by what 
  looks like recent tunneling. 
  If the PCs rush right in or fail their Move Silently 
  checks: 
  There are also two men standing near the 
  tunnel. One is the well-dressed gentleman you 
  are here to find, Bursus, while the other is 
  Suloise, wearing robes, and waving his arms in 
  the beginning of a spell. 
  If the PCs successfully Move Silently: 
  There are also two men standing near the 
  tunnel, apparently locked in a conversation 
  about it. They have their backs to you, but you 
  recognize the better dressed of the pair as 
  Bursus. The other is unknown to you, but 
  wears the garb of a wizard. 
   
   
  If the PCs rush right into combat, roll initiative 
  normally. Bursus and his agent will engage the 
  PCs to the best of their ability, but neither wishes 
  to fight to the death. Should things appear 
  hopeless, 
  both 
  will 
  surrender 
  and 
  throw 
  themselves on the PCs mercy. 
   
  If the PCs walk in with the intent of 
  negotiating, Bursus mistakenly believes that they 
  are there to arrest him for theft and smuggling, 
  and will attempt to surprise attack the PCs. Again, 
  he is not evil, but he is greedy and self-centered 
  enough to feel this is a viable option. 
   
  If the PCs were lucky enough to Move Silently, 
  they gain surprise on the pair, and can use this to 
  their advantage. 
   
  A Return to Heartland 
   
  Page 14 
  
  APL 2 (EL 4) 
  Bursus: hp 20; see Appendix One. 
  Mage Agent Skali: hp 9; see Appendix One. 
  Cat familiar: hp 4; see Appendix One. 
  APL 4 (EL 6) 
  Bursus: hp 37; see Appendix One. 
  Mage Agent Skali: hp 17; see Appendix One. 
  Cat familiar: hp 8; see Appendix One. 
  APL 6 (EL 8) 
  Bursus: hp 58; see Appendix One. 
  Mage Agent Skali: hp 25; see Appendix One. 
  Cat familiar: hp 12; see Appendix One. 
   
  Tactics: Bursus will rely on his quick reflexes to try 
  and get in an initial sneak attack against the 
  toughest looking fighter. He will then move to try 
  and keep from being flanked, while still allowing 
  his agent to try and move into a flanking position 
  of his own. 
   
  The agent will open up with a Shield spell, and 
  will then move to help flank – providing Bursus 
  with additional sneak attacks. He will rely on touch 
  spells as much as possible, using his cat familiar 
  to deliver them. If cornered, he will trust in his 
  mobility feat to get out of immediate danger and 
  will then cover his retreat with Color Spray or 
  another area effect spell. 
   
  Bursus has the figurines on his person, and is 
  willing to exchange them, along with knowledge of 
  how to remove the curse, for his freedom. 
   
  APL 2: Loot – 645 gp, Coin – 10 gp, Magic – 0 gp. 
  APL 4: Loot – 1,645 gp, Coin – 10 gp, Magic – two 
  cloaks of resistance +1, two amulets of natural 
  armor +1, +1 short sword 750 gp. 
  APL 6: Loot – 2 gp, Coin – 10 gp, Magic – +1 
  mithral chain shirt, cloak of resistance +1 (2), 
  amulet of natural armor +1 (2), +1 short sword, +1 
  ring of protection (2), 2,475 gp. 
   
  The chamber is mostly intact, with a number of 
  unusual and ancient Flan artifacts. They cannot be 
  sold without proper contacts (such as those 
  possessed by Bursus), but they are of great 
  historical interest, and knowledge of the tomb is 
  enough for PCs to gain entrance into a number of 
  Nyrond regional meta-orgs (see the AR for 
  details). 
   
  The chamber’s walls bear frescos similar to 
  those in the other rooms, although these are 
  darker and gloomier. They tell the story of the 
  death of the priest buried here. It seems he was 
  one of those tasked to trap a powerful succubus 
  that had been plaguing their lands. While the 
  entrapment was ultimately successful, the priest 
  fell during the last barrage of spells launched by 
  the succubus. For those that participated in the 
  Queen Xenia plotline from years 3 and 4, the 
  succubus depicted here is the same Reala Nadir 
  appearing in those scenarios. 
   
  The priest has been dead for several 
  hundreds of years, and there is little left of his 
  corpse. There are no other curses laid on any of 
  the tomb’s other contents, and the PCs can 
  examine the area without fear. 
  6. Unusual Tunnel 
  As you examine the tunnel, you can see that it 
  appears somehow incomplete, and yet at the 
  same time totally alien. It is a curved and 
  smooth tunnel of perfectly circular cross 
  section. The walls appear to have been created 
  by the action of acid or some similar 
  mechanism. Several sections of the tunnel 
  collapsed when it intersected this chamber, 
  and the debris now lies scattered near the 
  opening. Both ends of the tunnel are sealed 
  shut with both rock and some sort of 
  crystalline mortar making an impenetrable 
  barrier. 
  Whatever 
  caused 
  the 
  tunnel 
  is 
  unknown, and for now remains a mystery. 
  The tunnel is not recognizable at this point in time. 
  While those with ranks in Knowledge (the planes) 
  might feel a bit of recognition (with a successful 
  DC 20 check), the purpose of the tunnel, and the 
  tunnel maker, is revealed in a later scenario. The 
  tunnel cannot be followed, as it was started in-
  place, the tunnel maker then intersected the 
  chamber, realized the tunnel was not as secure as 
  anticipated, and then abandoned it. The “mortared 
  off” areas are actually caused by the reaction of 
  the acids used to create the tunnel, and are in 
  reality solid rock. The tunnel is only as long as 
  pictured on the map, and does not go anywhere. 
   
  If Bursus or the Agent are still alive, and 
  questioned about the tunnel, they are just as much 
  in the dark as the PCs. Neither was present when 
  the tunnel was formed. They left the tomb 
  A Return to Heartland 
   
  Page 15 
  
  guarded, but the guard has disappeared. If the 
  PCs have played NYR5-S04, the guard would be 
  Gosen Beourn, who featured prominently in that 
  scenario. If the PCs have not played in that 
  scenario, the missing guard is unimportant and will 
  not reappear. 
   
  Once the PCs have finished their exploration 
  of the tomb, you can go to the Conclusion. 
   
  Encounter X – The Ongoing 
  Nightmare 
  This encounter should only be used if the PCs fail 
  to follow up on the curse and decide to do other 
  things instead. On each night (or rest period) have 
  the PCs roll a Will save. If they all succeed against 
  a DC of 15, nothing happens. If even one PC fails, 
  another creature out of their vision will appear and 
  attack. Roll initiative normally. 
   
  APL 2 (EL special) 
  Otyugh: hp 36; see Monster Manual page 204. 
  APL 4 (EL special) 
  Belker: hp 38; see Monster Manual page 27. 
  APL 6 (EL special) 
  Destrachan: hp 60; see Monster Manual page 
  49. 
   
  Again, continue to use this encounter as many 
  times as is required to get the PCs back on track. 
  This encounter is not worth additional xp to the 
  PCs, as it is directly related to the curse that they 
  are choosing to ignore. Therefore it is not included 
  in the total ELs for the scenario. 
   
   
  Conclusion 
  Once the PCs have recovered the figurines, they 
  can easily remove the curse by returning them to 
  the niches in the slave master’s burial chamber. 
   
  If Bursus was captured, the PCs can turn him 
  over to the authorities. He will be held in prison for 
  several days, fined heavily, and then released as a 
  non-violent offender. A few weeks later, he will sell 
  his house and move from Heartland. Bursus’ 
  agent, if he remains alive, will leave the smuggling 
  trade and return to his former career as a tutor in 
  the Duchy. The PCs will likely never see him 
  again. 
   
  If Bursus was killed, his house is claimed by 
  the crown and eventually sold. The outcome of 
  this will be addressed in later scenarios set in the 
  Heartland area. 
   
  The End 
   
  Critical Events Summary 
  The following questions should be answered on 
  the Nyrond web site: 
  • 
  Did the PCs return the figurines to the burial 
  chamber? 
  • 
  Was Bursus killed or captured? 
  • 
  Was the location of the tomb revealed to any 
  official 
  group 
  (such 
  as 
  for 
  meta-org 
  membership)? 
   
  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 One – The Vision 
  Experience objective – defeat the summoned 
  creature. 
   
  APL2  
   
   
   
  90 xp 
   
  APL4  
   
   
   
  120 xp 
   
  APL6  
   
   
   
  180 xp 
  Encounter Two – The Search 
  Experience objective – survive or bypass the trap 
  on the door. 
   
  APL2  
   
   
   
  60 xp 
   
  APL4  
   
   
   
  120 xp 
   
  APL6  
   
   
   
  180 xp 
  A Return to Heartland 
   
  Page 16 
  
  Encounter Three – The Trail Out of Town 
  Experience objective – defeat the goon ambush. 
   
  APL2  
   
   
   
  120 xp 
   
  APL4  
   
   
   
  180 xp 
   
  APL6  
   
   
   
  240 xp 
  Encounter Four – The Tomb 
  Experience objective – defeat Bursus and his ally. 
   
  APL2  
   
   
   
  120 xp 
   
  APL4  
   
   
   
  180 xp 
   
  APL6  
   
   
   
  240 xp 
   
  Story and discretionary roleplaying award 
  Objective(s) met – learn of the art smuggling 
  operation, and removal of the curse by returning 
  the figurines. 
   
  APL2  
   
   
   
  60 xp 
   
  APL4  
   
   
   
  75 xp 
   
  APL6  
   
   
   
  50 xp 
   
   
   
  Total possible experience: 
   
  APL2  
   
   
   
  450 xp 
   
  APL4  
   
   
   
  675 xp 
   
  APL6  
   
   
   
  900 xp 
   
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes. Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions. Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold. If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available. A normal adventuring party can usually 
  gather this wealth in a round or so. If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure. Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it. Other times they may attempt to 
  use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. Because this is a 
  Regional 
  scenario, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so 
  this total may be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter Three: 
   
  APL 2: Loot – 395 gp, Coin – 10 gp, Magic – 0 
  gp. 
   
  APL 4: Loot – 395 gp, Coin – 10 gp, Magic – 
  two cloaks of resistance +1, two amulets of natural 
  armor +1 333 gp. 
   
  APL 6: Loot – 2 gp, Coin – 10 gp, Magic – +1 
  studded leather armor (2), cloak of resistance +1 
  (2), amulet of natural armor +1 (2), +1 short sword 
  (2), +1 repeating heavy crossbow (2), 1,395 gp. 
   
  Encounter Four: 
   
  APL 2: Loot – 645 gp, Coin – 10 gp, Magic – 0 
  gp. 
  A Return to Heartland 
   
  Page 17 
  
  APL 4: Loot – 1,645 gp, Coin – 10 gp, Magic – two 
  cloaks of resistance +1, two amulets of natural 
  armor +1, +1 short sword 750 gp. 
   
  APL 6: Loot – 12 gp, Coin – 10 gp, Magic – +1 
  mithral chain shirt, cloak of resistance +1 (2), 
  amulet of natural armor +1 (2), +1 short sword, +1 
  ring of protection (2), 2,475 gp. 
  Total Possible Treasure 
  APL 2: L: 1,040 gp; C: 20 gp; M: 0 gp 
  Total available:  
   
   
  450 gp 
  APL 4: L: 2,040 gp; C: 20 gp; M: 1,083 gp 
  Total available:  
   
   
  650 gp 
  APL 6: L: 14 gp; C: 20 gp; M: 3,870 gp 
  Total available:  
   
   
  900 gp 
   
  Items for the Adventure 
  Record 
   
  It was good for something: by revealing the 
  tomb’s location to the proper authorities, you have 
  earned their favor. You may join any one of the 
  following Nyrond regional meta-orgs on a special 
  probationary 
  basis, 
  whether 
  you 
  meet 
  the 
  membership requirements or not: 
  Rel Mord University 
  Patrons of the Arcane Wanderer 
  Licensed Adventurer 
  This period of special membership is free, but all 
  TU costs still apply. This membership is only good 
  for one calendar year from the date on which this 
  scenario is played, after that time all normal costs 
  and membership requirements apply as usual. 
  Thanks of the Town: you continue to make 
  friends in the town of Heartland. You are granted 
  free Normal upkeep in any scenario beginning 
  primarily in the Heartland area. If you also possess 
  the Thanks of the Town favor from NYR5-S04, the 
  upkeep granted is Rich rather than Normal. 
  A feeling of something more: While you can’t 
  place your finger on it, the presence of the tunnel 
  tells you there is something else destined to 
  happen in Heartland. This heightened sense of 
  awareness that the unexpected can crop up in 
  ordinary seeming circumstances grants you a one-
  time +10 Insight bonus to a single initiative roll. 
  The bonus can be taken after the result of the roll 
  is determined. Cross off this reward when used. 
  Item Access 
  APL 2: 
  Hand of the Mage (Adventure, DMG 900 gp) 
  Brooch of Shielding (Adventure, DMG, 1,500 gp) 
  APL 4: (all of APL 2 plus the following): 
  Mithral Chain Shirt (Adventure, DMG, 1,100 gp) 
  Immovable Rod (Adventure, DMG, 5,000 gp) 
  APL 6: (all of APLs 2-4 plus the following): 
  +1 Mithral Chain Shirt (Adventure, DMG, 2,100 
  gp) 
   
  New Rules Items 
  Danger Sense: This feat allows you to re-roll one 
  initiative roll per day. 
  Jack of All Trades: This feat allows you to make a 
  roll against any skill as though you were trained in 
  it (treated as having at least 1/2 rank in any skill) 
  Quick Reconnoiter: This feat allows you to make 
  one free Spot or Listen check each round, and 
  active Spot or Listen checks are move-equivalent 
  actions. It also adds +2 to Initiative rolls 
   
  A Return to Heartland 
   
  Page 18 
  
  Appendix One – APL 2 
  Encounter Three  
   
   
   
  Goons (2): Male Human (Oeridian) Rgr2; 
  Medium Humanoid; CR 2; HD 2d8+4; hp 17; Init 
  +3; Spd 30 ft/x4; AC 16 (+3 armor, +3 Dex), 
  touch 13, flat-footed 13; Base Atk +2; Grapple 
  +4; 
   
  Atk +6 Two-handed ranged (1d10; 19-20/x2, 
  Masterwork repeating heavy crossbow), or +5 
  One-handed 
  melee 
  (1d6+2; 
  19-20/x2, 
  Masterwork short sword); 
   
  AL NE; SV Fort +5, Ref +6, Will +0; Str 
  14(+2), Dex 16(+3), Con 14(+2), Int 10(+0), Wis 
  10(+0), Cha 10(+0); 
   
  Skills and Feats: Climb +7, Handle Animal 
  +5, Hide +8, Knowledge (nature) +7, Move 
  Silently +8, Spot +5, Survival +5; Exotic Weapon 
  Proficiency (Crossbow, Repeating Heavy), Point 
  Blank Shot 
   
  Favored Enemy: Elves 
   
  Equipment: Masterwork Repeating Heavy 
  Crossbow, 
  Masterwork 
  Short 
  Sword, 
  Masterwork Studded Leather, 10 bolts in two 5-
  packs 
   
  Encounter Four 
   
   
   
   
  Mage Agent Skali: Male Human (Suel) Wiz2; 
  Medium Humanoid; CR 2; HD 2d4+2; hp 9; Init 
  +2; Spd 30 ft/x4; AC 17 (+4 armor, +2 Dex, +1 
  deflection), touch 13, flat-footed 15; Base Atk 
  +1; Grapple +0; 
   
  Atk +1 One-handed melee (1d4-1; 19-20/x2, 
  Masterwork dagger); 
   
  AL CN; SV Fort +2, Ref +3, Will +5; Str 8(-
  1), Dex 14(+2), Con 12(+1), Int 16(+3), Wis 
  12(+1), Cha 12(+1); 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +6, 
  Knowledge (arcana) +8, Knowledge (history) +8, 
  Knowledge (nobility) +8, Knowledge (religion) 
  +8, Spellcraft +10; Combat Casting, Dodge 
   
  Equipment: 
  +1 
  Ring 
  of 
  Protection, 
  Masterwork Dagger, +1 Cloak of Resistance, 
  Hand of the Mage, Brooch of Shielding 
   
  Spells Prepared (4/3; base DC = 13 + spell 
  level): 0 — [detect magic, light, prestidigitation, 
  ray of frost]; 1st –[mage armor, shield, shocking 
  grasp]; 
   
  Cat Familiar: Female Cat; Tiny Animal; CR -; 
  HD 2d8; hp 4; Init +2; Spd 20 ft/x4; AC 19 (+4 
  armor, +2 Dex, +2 size, +1 natural), touch 14, 
  flat-footed 17; Base Atk +1; Grapple –11; 
   
  Atk +5/+5 melee (1d2-4; 20/x2, 2 claws) 
  AND +0 melee (1d3-4; 20/x2, bite) 
   
  AL CN; SV Fort +2, Ref +4, Will +4; Str 3(-
  4), Dex 15(+2), Con 10(+0), Int 6(-2), Wis 
  12(+1), Cha 7(-2); 
   
  Skills and Feats: Balance +10, Climb +8, 
  Hide +16, Jump +10, Listen +3, Move Silently 
  +8, Spot +3; Improved evasion, Share spells, 
  Empathic link, Weapon Finesse, Stealthy, Low-
  light vision, Scent 
   
  Bursus Cebras: Male Human (Oeridian) Rog3; 
  Medium Humanoid; CR 3; HD 3d6+6; hp 20; Init 
  +8; Spd 30 ft/x4; AC 16 (+4 armor, +2 Dex), 
  touch 12, flat-footed 14; Base Atk +2; Grapple 
  +3; 
   
  Atk +4 One-handed melee (1d6+2; 19-
  20/x2, +1 Short Sword); 
   
  AL N; SA 2d6 Sneak Attack; SV Fort +3, Ref 
  +5, Will +2; Str 12(+1), Dex 14(+2), Con 14(+2), 
  Int 14(+2), Wis 12(+1), Cha 10(+0); 
   
  Skills and Feats: Appraise +8, Gather 
  Information +6, Hide +7, Knowledge (history) +5, 
  Listen +7, Move Silently +7, Search +8, Sense 
  Motive +7, Spot +7, Tumble +7, Use Magic 
  Device +6; Improved Initiative, Jack of All 
  Trades, Quick Reconnoiter 
   
  Equipment: +1 Short Sword, Masterwork 
  Chain Shirt 
   
  A Return to Heartland 
   
  Page 19 
  
   
  Appendix One – APL 4
  Encounter Three  
   
   
   
  Goons (2): Male Human (Oeridian) Ftr2/Rgr2; 
  Medium Humanoid; CR 4; HD 2d8+2d10+8; hp 
  33; Init +7; Spd 30 ft/x4; AC 16 (+3 armor, +3 
  Dex), touch 13, flat-footed 13; Base Atk +4; 
  Grapple +6; 
   
  Atk +8 Two-handed ranged (1d10; 19-20/x2, 
  Masterwork repeating heavy crossbow), or 
  +6/+6 Two-handed ranged (1d10; 19-20/x2, 
  Masterwork repeating heavy crossbow, Rapid 
  Shot), or +7 One-handed melee (1d6+3; 19-
  20/x2, +1 Short Sword); 
   
  AL NE; SV Fort +8, Ref +6, Will +0; Str 
  14(+2), Dex 17(+3), Con 14(+2), Int 10(+0), Wis 
  10(+0), Cha 10(+0); 
   
  Skills and Feats: Climb +7, Handle Animal 
  +5, Hide +13, Knowledge (nature) +7, Move 
  Silently +8, Spot +6, Survival +5; Exotic Weapon 
  Proficiency (Crossbow, Repeating Heavy), Point 
  Blank Shot, Precise Shot, Rapid Shot, Skill 
  Focus (Hide) 
   
  Favored Enemy: Elves 
   
  Equipment: Masterwork Repeating Heavy 
  Crossbow, 
  +1 
  Short 
  Sword, 
  Masterwork 
  Studded Leather, 10 bolts in two 5-packs 
   
  Encounter Four 
   
   
   
   
  Mage Agent Skali: Male Human (Suel) Wiz4; 
  Medium Humanoid; CR 4; HD 4d4+4; hp 17; Init 
  +2; Spd 30 ft/x4; AC 17 (+4 armor, +2 Dex, +1 
  deflection), touch 13, flat-footed 15; Base Atk 
  +2; Grapple +1; 
   
  Atk +2 One-handed melee (1d4; 19-20/x2, 
  +1 dagger); 
   
  AL CN; SV Fort +3, Ref +4, Will +6; Str 8(-
  1), Dex 14(+2), Con 12(+1), Int 17(+3), Wis 
  12(+1), Cha 12(+1); 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +8, 
  Knowledge (arcana) +10, Knowledge (history) 
  +10, Knowledge (nobility) +10, Knowledge 
  (religion) +10, Spellcraft +12; Combat Casting, 
  Dodge, Mobility 
   
  Equipment: +1 Ring of Protection, +1 
  Dagger, +1 Cloak of Resistance 
   
  Spells Prepared (4/4/3; base DC = 13 + 
  spell 
  level): 
  0 
  — 
  [detect 
  magic, 
  light, 
  prestidigitation, ray of frost]; 1st –[mage armor, 
  shield, shocking grasp x2]; 2nd –[Melf’s acid 
  arrow x2, mirror image]; 
   
  Cat Familiar: Female Cat; Tiny Animal; CR -; 
  HD 4d8; hp 8; Init +2; Spd 20 ft/x4; AC 19 (+4 
  armor, +2 Dex, +2 size, +1 natural), touch 14, 
  flat-footed 17; Base Atk +2; Grapple –10; 
   
  Atk +6/+6 melee (1d2-4; 20/x2, 2 claws) 
  AND +1 melee (1d3-4; 20/x2, bite) 
   
  AL CN; SV Fort +2, Ref +4, Will +5; Str 3(-
  4), Dex 15(+2), Con 10(+0), Int 7(-2), Wis 
  12(+1), Cha 7(-2); 
   
  Skills and Feats: Balance +10, Climb +8, 
  Hide +16, Jump +10, Listen +3, Move Silently 
  +8, Spot +3; Improved evasion, Deliver Touch 
  Spells, Share spells, Empathic link, Weapon 
  Finesse, Stealthy, Low-light vision, Scent 
   
  Bursus Cebras: Male Human (Oeridian) Rog5; 
  Medium Humanoid; CR 5; HD 5d6+15; hp 37; 
  Init +8; Spd 30 ft/x4; AC 17 (+4 armor, +2 Dex, 
  +1 deflection), touch 12, flat-footed 15; Base Atk 
  +3; Grapple +4; 
   
  Atk +5 One-handed melee (1d6+2; 19-
  20/x2, +1 Short Sword); 
   
  AL N; SA 3d6 Sneak Attack; SV Fort +5, Ref 
  +7, Will +3; Str 12(+1), Dex 14(+2), Con 16(+3), 
  Int 14(+2), Wis 12(+1), Cha 10(+0); 
   
  Skills and Feats: Appraise +10, Gather 
  Information +8, Hide +10, Knowledge (history) 
  +6, Listen +9, Move Silently +10, Search +10, 
  Sense Motive +9, Spot +9, Tumble +10, Use 
  Magic Device +8; Improved Initiative, Jack of All 
  Trades, Quick Reconnoiter 
   
  Equipment: +1 Short Sword, Mithral Chain 
  Shirt, +1 Cloak of Resistance, +1 Ring of 
  Protection, +2 Amulet of Health, Immovable Rod 
   
  A Return to Heartland 
   
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  Appendix One – APL 6
  Encounter Three  
   
   
   
  Goons (2): Male Human (Oeridian) Ftr3/Rgr3; 
  Medium Humanoid; CR 6; HD 3d8+3d10+12; hp 
  48; Init +7; Spd 30 ft/x4; AC 19 (+5 armor, +3 
  Dex, +1 natural), touch 13, flat-footed 16; Base 
  Atk +6; Grapple +8; 
   
  Atk +10 Two-handed ranged (1d10+1; 19-
  20/x2, +1 Repeating Heavy Crossbow), or +9 
  One-handed melee (1d6+3; 19-20/x2, +1 Short 
  Sword); 
   
  Full 
  Atk 
  +10/+5 
  Two-handed 
  ranged 
  (1d10+1; 
  19-20/x2, 
  +1 
  Repeating 
  Heavy 
  Crossbow), 
  or 
  +8/+8 
  Two-handed 
  ranged 
  (1d10+1; 
  19-20/x2, 
  +1 
  Repeating 
  Heavy 
  Crossbow, Rapid Shot), or +9/+4 One-handed 
  (1d6+3; 19-20/x2, +1 Short Sword); 
   
  AL NE; SV Fort +9, Ref +8, Will +3; Str 
  14(+2), Dex 17(+3), Con 14(+2), Int 10(+0), Wis 
  10(+0), Cha 10(+0); 
   
  Skills and Feats: Climb¹ +9, Handle Animal 
  +5, Hide¹ +15, Knowledge (nature) +8, Move 
  Silently¹ +8, Spot¹ +8, Survival¹ +6; Exotic 
  Weapon 
  Proficiency 
  (Crossbow, 
  Repeating 
  Heavy), Improved Initiative, Point Blank Shot, 
  Precise Shot, Rapid Shot, Skill Focus (Hide) 
   
  Favored Enemy: Elves 
   
  Equipment: +1 Repeating Heavy Crossbow, 
  +1 Short Sword, +1 Amulet of Natural Armor, +1 
  Cloak of Resistance, +1 Chain Shirt, 10 bolts in 
  two 5-packs 
  Encounter Four 
   
   
   
   
  Mage Agent Skali: Male Human (Suel) Wiz6; 
  Medium Humanoid; CR 6; HD 6d4+4; hp 25; Init 
  +2; Spd 30 ft/x4; AC 19 (+4 armor, +3 Dex, +1 
  natural, +1 deflection), touch 14, flat-footed 16; 
  Base Atk +3; Grapple +2; 
   
  Atk +3 One-handed melee (1d4; 19-20/x2, 
  +1 dagger); 
   
  AL CN; SV Fort +4, Ref +6, Will +7; Str 8(-
  1), Dex 16(+3), Con 12(+1), Int 17(+3), Wis 
  12(+1), Cha 12(+1); 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +10, 
  Knowledge (arcana) +12, Knowledge (history) 
  +12, Knowledge (nobility) +12, Knowledge 
  (religion) +12, Spellcraft +14; Combat Casting, 
  Dodge, Mobility, Spell Focus (Evocation), Craft 
  Wondrous Item 
   
  Equipment: +1 Ring of Protection, +1 
  Dagger, +1 Cloak of Resistance, Brooch of 
  Shielding, +2 Gloves of Dexterity, Hand of the 
  Mage 
   
  Spells Prepared (4/4/4/3; base DC = 13 + 
  spell level, 14+spell level for Evocation): 0 — 
  [detect magic, light, prestidigitation, ray of frost*]; 
  1st –[mage armor, shield, shocking grasp x2]; 2nd 
  –[Melf’s acid arrow x2, mirror image x2]; 3rd –
  [Haste, Lightning Bolt*, Vampiric Touch]; 
  * Evocation Spell 
  Cat Familiar: Female Cat; Tiny Animal; CR -; 
  HD 6d8; hp 12; Init +2; Spd 20 ft/x4; AC 19 (+4 
  armor, +2 Dex, +2 size, +1 natural), touch 14, 
  flat-footed 17; Base Atk +3; Grapple –9; 
   
  Atk +7/+7 melee (1d2-4; 20/x2, 2 claws) 
  AND +2 melee (1d3-4; 20/x2, bite) 
   
  AL CN; SV Fort +2, Ref +4, Will +6; Str 3(-
  4), Dex 15(+2), Con 10(+0), Int 8(-1), Wis 
  12(+1), Cha 7(-2); 
   
  Skills and Feats: Balance +10, Climb +8, 
  Hide +16, Jump +10, Listen +3, Move Silently 
  +8, Spot +3; Improved evasion, Deliver Touch 
  Spells, Share spells, Empathic link, Weapon 
  Finesse, Stealthy, Low-light vision, Scent, Speak 
  with Master 
  Bursus Cebras: Male Human (Oeridian) Rog8; 
  Medium Humanoid; CR 8; HD 8d6+24; hp 58; 
  Init +8; Spd 30 ft/x4; AC 20 (+5 armor, +3 Dex, 
  +2 deflection), touch 13, flat-footed 17; Base Atk 
  +6; Grapple +7; 
   
  Atk +8 One-handed melee (1d6+3; 19-
  20/x2, +2 Short Sword); 
   
  AL N; SA 5d6 Sneak Attack; SV Fort +7, Ref 
  +11, Will +6; Str 12(+1), Dex 16(+3), Con 
  16(+3), Int 14(+2), Wis 12(+1), Cha 10(+0); 
   
  Skills and Feats: Appraise +13, Gather 
  Information +11, Hide +13, Knowledge (history) 
  +7, Listen +12, Move Silently +13, Search +13, 
  Sense Motive +12, Spot +12, Tumble +14, Use 
  Magic Device +11; Danger Sense, Improved 
  Initiative, Jack of All Trades, Quick Reconnoiter 
   
  Equipment: +2 Short Sword, +1 Mithral 
  Chain Shirt, +2 Cloak of Resistance, +2 Ring of 
  A Return to Heartland 
   
  Page 21 
  
  Protection, +2 Amulet of Health, +2 Gloves of 
  Dexterity, Immovable Rod 
   
  A Return to Heartland 
   
  Page 22 
  
  DM Map #1 – The Heartland Inn 
   
   
   
   
   
   
  A Return to Heartland 
   
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  DM Map #2 – Bursus’ House 
   
   
  A Return to Heartland 
   
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  DM Map #3 – The Trail 
   
   
  A Return to Heartland 
   
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  DM Map #4 – The Tomb 
   
   
  A Return to Heartland 
   
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  DM’s Map of Heartland 
   
   
   
  A Return to Heartland 
   
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  Map Key for Heartland 
  Heartland (Hamlet): Conventional; AL LG; 100 gp; Assets 520 gp; Population 130; Mixed (Humans 79% 
  [Oeridian 60%, mixed 40%], Halfling 9%, Elf 0.8%, Half-Orc 1.5%, Gnome 1%, Dwarf .9%).  
      Authority Figures: Mayor Georgot Satinne (LN male human Expert 2/Ftr1); Knight Commander, Sir 
  Varduun Koonth (LG elderly male human Ftr9). 
      Important Characters: Rohrn Fyrad (LG female human Clr5/Ftr1 [Heironeous]); Olagh Tunnelwalker (N 
  male dwarf Wiz4); Aeslip Symantine (CG male elf [high] Rog4). 
   
  Refer to the previous map letters for the following encounter areas. The (blue) round dots represent wells. 
  The (purple) squares represent openings into the ground, and do not feature in this scenario, nor should 
  they be mentioned to the PCs at this time. 
   
  A. Heartland Travelers’ Inn – original settlement of the area. Once nothing more than a simple rest 
  stop for travelers headed between Rel Mord and the northern lands, a small town grew up around 
  this inn. The town gets its name from the inn. The proprietor, Georgot Satinne (40), is also the 
  mayor of the town – although the position carries little real power. His wife died last year from the 
  KOI while away from town visiting family. Their only son was with her and also succumbed, 
  although their two daughters Myrroi (17, and quite the cook) and Tynia (12 and a fledging bard) 
  had remained behind with Georgot and survived. They help out around the inn, although Myrroi is 
  starting to look for a husband. Tynia is happy remaining at the inn for now. 
   
  B. “The Center Of It All” General Store – second town building. The general store is built around a 
  smithy built to service the many travelers that arrived at the inn. The store is an offshoot of this 
  building. Georgot’s sister-in-law Simonarri Ergon (37) once managed the store, but has become 
  increasingly withdrawn since the death of her sister. Now her son, Timorus (20), manages it in 
  her place, and does a rather respectable job of it. Should things get out of hand, his father, Bann 
  Ergon (38), still manages the smithy and watches over the customers. 
   
  C. Garrison Fortlet – not much more than a sturdy watchtower, the fortlet is hardly ever used, except 
  on rare occasions when the townsfolk have one of their infrequent town meetings. Several years 
  back the kingdom maintained a small garrison from the Ninth Legion here, but King Lynwerd’s 
  reorganization removed nearly all troops from the area. The fortlet is still well supplied and 
  maintained by Sir Varduun Koonth, an elderly and retired knight of the realm. Any royal or military 
  meta-org members will find the place quite accommodating (free normal upkeep). 
   
  D. Koonth Manor – Sir Varduun (75) resides here, along with a few servants and retainers. Having 
  fallen in love with the area (and with one of the townsfolk) years ago, Sir Varduun retired here 
  when he stepped down from active duty. Quite senile and locked in the past, he believes it is 
  always 561 CY, the year he was promoted to Knight Commander by King Archbold. His wife 
  Olviette (66), manservant Simsh (58), and maid/nurse Kantie (47) also reside at the manor full 
  time. 
   
  E. Burned Husk – Once intended as a stables for the fortlet, it was never completed and remained 
  empty for many years. Used as a no-cost alternative to the inn, it played host to hundreds of 
  drifters, vagabonds and ne’er-do-wells over the years. That all changed about three years ago 
  when a fire set by one of these travelers got out of control and burned the majority of the building. 
  Only this small corner (about the size of a single room) remains, and even it is heavily damaged. 
  A Return to Heartland 
   
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  F. Heartland School – A simple, single-room schoolhouse. Olagh Tunnelwalker (55), a dwarven 
  graduate of Rel Mord University, is the teacher. He resides at area G. 
   
  G. Olagh Tunnelwalker’s House – A young dwarf, Olagh is unusual in that he lives far away from his 
  family and clan. He will not speak about it, being a rather close-lipped and shy fellow. He is also 
  something of a fledgling mage – a possible tutor for the PCs in the future. 
   
  H. Chapel of Heironeous – the town’s house of worship. Overseen by Rohrn Fyrad (42), a seriously 
  devout warrior woman. She is a bit biased towards other women, and has accepted only female 
  altar attendants. Currently the position is filled by Myral Prestad, who lives at area I. 
   
  I. 
  Ayrlyn Prestad’s Home – a wealthy merchant in his late forties, and often away from town on 
  business. His wife Forna (38, and quite the gossip), and daughter Myral (15, and aiming to enter 
  the priesthood of Heironeous), both live here as well. Myral is in school during the midday, has 
  chores at other times, and performs her religious duties whenever she can. 
   
  J. Olma’s Home – Olma is an old widow (65) and busybody. She has an opinion on everything, but 
  her eyesight and hearing are so poor that she’ll not be of much use to the PCs. She also makes 
  up stories, and can often been found having a cup of tea with Forna Prestad. 
   
  K. Vivena Torer’s Home – Vivena (22) lost her husband in the recent fighting at Rel Mord, and is 
  treated quite well by the townsfolk. She is still in mourning, but her stunning good looks 
  guarantee that she will find another husband whenever she is interested. She is also several 
  weeks pregnant, but has only started to figure this out. Her siblings manage a farm at area M. 
   
  L. Aeslip Symantine’s Brewery – Aeslip is a mature (175) but spry elf. He attempted adventuring in 
  his youth, but discovered the joys of alcohol long before he realized fame and fortune. He is 
  missing one leg below the knee, but gets along famously on his wooden peg leg. He will not talk 
  about his misfortune unless the PCs join him in a drink (he samples nearly as much of his 
  product as he sells to the inn). Then he will tell a fanciful tale about battling a bullette near Kerrinn 
  – quite embellished, but nearly all true. After the loss of the leg, he settled here and took up the 
  art of brewing – using grain from the local farmers. 
   
  M. Terrus Mildan’s Farmstead – A simple farm growing grain and other staples. Terrus (35); his wife 
  Myrna (33); daughters Niri (14), Sprinu (12) and Gursi (6); and sons Repti (10) and Wurn (8); all 
  work and live on this farm. The children are all fairly young, and can all be found at the 
  schoolhouse during the midday. Otherwise their homework and chores keep them quite busy and 
  mostly out of trouble. Myrna is also the older sister of Vivena Torer (see area K), and can often 
  be found visiting and consoling the young woman. 
   
  N. Mongrelmen Encampment – Three mongrelmen have erected a semi-permanent shelter out near 
  this grove of trees. They are escapees from a late experimental program conducted under 
  Sewarndt’s regime. They are not evil, and would prefer to be left alone, but they keep a very low 
  profile as most of the townsfolk are scared of the group. This does not apply to Timorus and 
  Bann Ergon, who treat them with respect and keep the general store open late one night each 
  week so that the leader of the trio can trade for goods. The three have each forgotten or left 
  A Return to Heartland 
   
  Page 29 
  
  behind their old names and have taken grandiose names as replacements – mostly out of spite of 
  their current condition. Kobolodus is their leader and the brains of the group (intelligent rogue). 
  Orctavius is the groups’ muscle, dumb as a post, and totally devoted to Kobolodus. Goblimina is 
  Kobolodus’ mate and a fledging druid. She is also several months pregnant. Their names are 
  hints as to their general appearance. 
   
  O. Varion Silvus’s Farm – A young couple just getting started, Varion (23) and Cerna (21) Silvus 
  established this farm after fleeing Rel Mord during the early days of the coup. So far they’ve 
  managed to grow mostly dirt and rocks, but they are having fun and truly enjoying the hard work. 
   
  P. Harbaw Leaftender’s Farmstead – The only Halfling family in town, the Leaftenders grow the 
  typical grains and staples, but also do a brisk business in pipe weed. They number twelve. 
  Harbaw (66) and Sophe (60), and their ten kids: Dren (m, 22), Fertu (f, 20), Gorbav (m, 18), 
  Deblis (m, 17), Arven (f, 17 and Deblis’ twin), Arbold (m, 16), Miira (f, 14), Mamina (f, 12), Tarv 
  (m, 10), and little Xenia (f, 5 – and named in honor of the queen). 
   
  Q. Bursus Cebras’ House – A rather well to do gentleman, Bursus (30) is rather well liked by 
  everyone in town. He is friendly, open, and nice to everyone. He has a friendly rivalry going with 
  Myrroi over cooking, as he dabbles in making gourmet meals. So far Myrroi seems to be winning 
  the rivalry, judging by how often Bursus eats at the Inn. He’s also made a number of no-interest 
  loans when people have needed a bit of help. He lives mostly alone, having only a maid (see 
  area T) come in and tidy up when he is out of town “managing his affairs elsewhere”. Most 
  people in town simply assume he inherited his money and needs to check on investments in Rel 
  Mord or in the Duchy of Urnst. In reality, Bursus is something of a thief and smuggler. Once a 
  minor adventurer, he learned fairly rapidly that some collectors would pay good money for 
  ancient artifacts and art objects. Abandoning the adventuring lifestyle, he pretended to settle 
  down and spend his “inheritance.” His trips out of town are to visit various hidden Flan tombs with 
  some hired (and easily cowed) muscle, and recover whatever artifacts he can sell. One of these 
  hired workers was featured as the main villain of the first scenario, while Bursus himself is the 
  “villain” of the second. 
   
  R. Malbeth Legba’s Home – Malbeth (40) is an unusual fellow. Born blind, he was sent as a child to 
  live at the Monastery of the Broken Rocks. Unable to maintain the rigorous training expected of 
  those monks, he eventually made his way out to Brackenmoor Monastery where he spent most 
  of his life. He amassed quite the collection of herbal knowledge and was prepared to spend his 
  remaining years in the swamp. However, word reached him concerning his mother who was 
  dying of a wasting illness. He arrived and spent several years caring for her – but was unable to 
  heal her, nor were the prayers of Rohrn (area H) any more effective. Malbeth has remained 
  behind following his mother’s death, and tends an eclectic herb garden, treating the locals of 
  minor ailments too trivial for full clerical healing. 
   
  S. Morb the Horsetender – Morb (28) is a very simple man, rather slow on the uptake, and not 
  particularly friendly to anyone. He loves horses though, and cares for them as if they were his 
  own children. Anyone that also loves horses can engage him in conversation, and find him to be 
  very knowledgeable. He lives alone, although there are usually three or four horses present and 
  being cared for. Most of the townsfolk bring him their horses for farrier work. 
   
  T. Sumph Totteno’s Farm – Another of the working farms, the Totteno family grows potatoes and 
  other root vegetables. Sumph (44) and his wife Roona (41) have four children: Tomad (m, 24), 
  Sumph Jr. (m, 22), Jorn (m, 18), and Druna (f, 14). Druna is the youngest, and the only one still in 
  A Return to Heartland 
   
  Page 30 
  
  school, where she can be found during the midday. From time to time, she goes to Bursus’ home 
  (area Q), where she does light maid duties for extra coins. Bursus has left a key with the family, 
  which lets her into the main house, but certain rooms are still off limits (and locked). Bursus is 
  never home when Druna acts as the maid. Being the typical inquisitive young girl, she has 
  explored as much of the house as she has access to, and discovered nothing unusual or 
  criminal. He also has the family over for festivals, treating them all to a gourmet meal (Bursus is 
  quite the cook it seems). 
   
  U. Pront Avap’s Farm – Normally a quiet farmstead, this is the scene of the first murder. Pront (39) 
  and his three children normally live here, Pront’s wife having died giving birth to their third child. 
  The eldest are twins, Matag (m, 16) and Girne (f, 16), about to graduate from school, and looking 
  forward to adult life. The youngest, Aslad (m, 9), was something of a troublemaker (his father let 
  him get away with too much out of deference to his dead wife), and frequently skipped school to 
  collect bugs and otherwise act like the typical nine-year-old. He was killed in the introductory 
  scenario NYR5-S04. 
   
  V. Town Grain Silo – The town’s grain silo is simply a way of storing the grain the town grows before 
  it is shipped off to Rel Mord for sale. The silo is typically only in use during the harvest season, 
  standing empty most other times. About once or twice a season the factor for one of the 
  merchant houses will arrive, set prices, and check on the status of the silo. If harvest is in 
  process, he will also purchase the produce and arrange for transport. 
   
  W. Ernya’s Sewing – Ernya, an old spinster (61), and her elderly bed-ridden father (82) lived in this 
  house. The PCs should be steered away from this house, as it could contain spoilers for the 
  introductory scenario NYR5-S04. PCs that have already played in that scenario will know the 
  story. 
   
  X. Gosen Beourn’s Home – This house is currently empty and unused. The town will keep the PCs 
  distracted from exploring this area. It does not feature in this scenario, and giving more 
  information would represent a spoiler for NYR5-S04. 
   
  Y. Gige Somnam’s Vineyard – Gige (34), his wife Pulte (36), and their four hired hands: Lam (24), 
  Shett (23), Forgh (25), and Eadur (30) grow a wide variety of grapes in fields heading up the 
  nearby hill. They mostly sell these in Mowbrenn, but they do make a few bottles of wine for local 
  consumption. 
   
  Z. Dulaman’s Mine – Dulaman Bretan (56) is something of an old coot. He has spent the last thirty 
  years “working” what he calls his mine. In reality, it is little more than a small cave where he 
  spends his time drinking and having imaginary conversations with Brightmane, his equally 
  ancient mule. From time to time he comes back into town for supplies, taking a wide circuitous 
  route, “so no one can follow him,” even though everyone knows where he is most of the time. 
  He’s harmless, but can be played for laughs. 
  A Return to Heartland 
   
  Page 31 
  
  Player Handout #1 – The Map 
   
   
  A Return to Heartland 
   
  Page 32 
  
  Player Handout #2 – The Burned Fragment 
   
   
  A Return to Heartland 
   
  Page 33 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Nyrond/NYR5-07 - Return to Heartland.pdf