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 
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  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at POC@yeomanry.net.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO8-05 
   
   
   
   
  Finders, Keepers 
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 1.0 
   
  by the Yeomanry Triad, past and present 
  Reviewers: Yeomanry Triad 
  Circle Reviewer: Steven Conforti 
  Playtesters: G. Havard Albright, Ralph Evans, Steve Gillis, Nic Helms, Dan Jenkins, Jason Milks, Chris 
  Williams, Harry Wise 
   
   
  It’s been several years since the disappearance of Freeholder Marius Lindon and the rise of Acting 
  Freeholder Melinda Windomere. Other than a statue found in the waters of the Javan near Longspear, 
  there has been no trace of the missing Freeholder. But help comes from mysterious places and only by 
  trusting the unknown can the Freeholder be rescued. A Yeomanry regional adventure for APLs 4-12, and 
  Part One of the End of the World As We Know It series. 
   
  Note: This adventure will be of particular interest to characters with the same moral outlook. 
   
  Resources: Magic Item Compendium [Andy Collins, et al], Monster Manual II [Ed Bonny, et al], title 
  [authors].
  
  YEO8-05 Finders, Keepers 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA event from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house. 
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the session Dungeon Master 
  (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You must be at 
  least a HERALD-LEVEL GM to run this adventure. 
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First, it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second, players 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  one (1) point. 
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual. 
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Information on 
  nonplayer 
  characters 
  (NPCs) 
  and 
  monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices. 
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK adventure 
  record (AR). You need one copy of this for each 
  participating player. 
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To calculate the Average Party 
  Level (APL), follow the process below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. Each PC 
  may bring one animal, plus any creatures 
  gained from class abilities to help in combat. 
  (PCs can bring more creatures but they 
  cannot help in combat). If you deem that the 
  animal bestows a significant benefit in combat 
  add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals 
  gained from class abilities and one standard 
  horse, warhorse, or riding dog for a PC with 
  Mounted Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  3. If you are running a table of six PCs, add one 
  to that average. 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs 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 
  
  YEO8-05 Finders, Keepers 
   
  Page 2 
  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 can gain at the end of the 
  adventure. A player character more than three 
  levels higher than the APL at which the adventure 
  is played cannot participate. If a player character 
  is more than two levels away from the APL at 
  which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. 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. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  These APL calculation rules reference version 7.0 
  of the Living Greyhawk Campaign Sourcebook. If 
  you are playing this adventure in 2008, check the 
  current version of the LGCS and follow any 
  updated rules presented within. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, 
  set in the Yeomanry. Characters native to the 
  Yeomanry pay one Time Unit per round, all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
  PREPARATION FOR PLAY 
  Is This a Military Adventure? 
   
  As Yeoman officials do NOT consider the 
  events of this adventure important to the defense 
  of the Yeomanry at the time the adventure takes 
  place, members of any branch of the Yeoman 
  military may NOT count the TUs spent on this 
  adventure toward any annual TU commitment 
  required by their enlistment. 
  Is This a Dustdigger Adventure? 
   
  As this adventure does significantly involve 
  archaeological matters, students in the Academy 
  of Lore may count this adventure toward any TUs 
  they must spend per year in study. See individual 
  certificates for more details. 
  Is This a Promotion-worthy Adventure? 
   
  Heroic deeds in the name of the Yeoman 
  military are NOT possible in this adventure. 
  ADVENTURE BACKGROUND 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the 
  Jotens and the Tors in the southwest corner of the 
  Sheldomar Valley. The moderately sized realm is 
  nearly surrounded by the Crystalmists and its 
  spurs, though its eastern border with Keoland is 
  generally regarded as the eastern bank of the 
  Javan across from the county of Cryllor. Its border 
  continues south to where the great river enters the 
  Hool Marshes and the lands of the Sea Princes. 
  The climate is hot nearly year-round in the central 
  valley, though the temperature moderates as one 
  approaches the foothills, particularly in late fall and 
  winter. The Yeomanry is a land populated 
  primarily by freemen farmers, who are mostly a 
  Suel-Flan mix. 
   
  The 
  Yeomanry 
  is 
  one 
  of 
  the 
  few 
  representative democracies in the Flanaess. Any 
  citizen of majority, who has carried the spear for 
  the nation, either now or in the past, is eligible to 
  elect a spokesman on his behalf from his 
  
  YEO8-05 Finders, Keepers 
   
  Page 3 
  community who serves in the Council of Common 
  Grosspokesmen in Loftwick. 
   
  The people of the Yeomanry are rural, 
  cloistered folk with little exposure to either 
  foreigners or magic. They are religious and 
  superstitious, yet reservedly friendly to travelers. 
  Many Yeomen have served in the Militia and are 
  stout defenders of their homes. 
   
  You can learn more about the Yeomanry at its 
  official website: http://www.yeomanry.net. 
  LOFTWICK 
  The capital of the Yeomanry League, Loftwick 
  stands high above the Yeoman Valley, at the 
  southernmost end of the High Crags, a spur of the 
  Jotens. Surrounded by high walls, and by higher 
  peaks, Loftwick is a commanding presence in the 
  western dales of the Yeoman Valley. Loftwick 
  serves as a trading center for the western League, 
  and extensive dockworks line the edge of the Wick 
  River, some few miles south of Loftwick. Loftwick 
  is 
  divided 
  into 
  numerous 
  wards 
  and 
  neighborhoods, including the Leatherworkers, 
  Goldsmiths, and Masons wards, identified by the 
  major guild in the ward, and other residential 
  neighborhoods including High Cross and Low 
  Cross, Five Points, and Death’s Privy. Among 
  Loftwick’s well-known landmarks are the Gnome 
  Clockworks, Blacksun Tower, the High Church of 
  Heironeous, and the Fellcrack.  
  BACKGROUND 
  Della, the Rogue-Queen of Monmurg (YEO1-04 
  Rogue Rescue), has it in for Acting Freeholder 
  Melinda Windomere after the way things ended. 
  She does not see leaving the Yeomanry as very 
  “profitable” either. Keoland is no more inviting and 
  returning to the Hold is out. Moving further north is 
  possible, but the further she goes, the fewer 
  contacts she’s likely to have. With the Rascals 
  established and answering to her, she already has 
  a network in place. 
   
  So, how is she to put a knife in Melinda’s 
  back? Well, the first step will be to take her down a 
  few notches. Setting up as the future Rogue-
  Queen of Longspear, Della seeks to discover the 
  fate of Marius herself. Her awareness that his 
  lackey was found in the river near here makes it a 
  worthy starting point for this quest. 
   
  Expanding 
  her 
  organization 
  into 
  other, 
  perhaps more lucrative, venues than she was able 
  to practice under Melinda’s watchful eye, Della 
  has taken control of some of the darker 
  information brokers in Longspear, employing a 
  new team of assassins and intimidators as she 
  expands 
  her 
  black-market 
  goods 
  business. 
  Through various means, she has discerned a 
  number of things that she finds useful. 
   
  First, Della knows that Asberdies is not dead. 
  She has discovered a handful of his agents and 
  noticed too many signs for her to not make this 
  deduction, quite correctly in fact. 
   
  Second, Della knows that Asberdies has 
  boltholes hidden throughout the Yeomanry. The 
  discovery of the bolthole in YEO4-06 By Brick and 
  Mortar and its extensive viewing apparati has 
  made national news for those who listen for such 
  things. 
   
  Third, Della has tracked the other medusa (the 
  one used to frame her) back to a money trail she 
  believes originates with either Asberdies himself in 
  one of his many alternate personas, or some high-
  up member of his organization. This has given 
  Della a personal reason to get involved—not only 
  did Melinda doubt her and betray her in the end, 
  but Asberdies, who orchestrated her fall, is equally 
  guilty and deserving of her wrath. 
   
  She has not yet tied Marius’ disappearance to 
  Asberdies directly, but she has begun to suspect 
  that the connection is there, and she has sought 
  out whatever means are available of finding both 
  Asberdies and what has become of Marius Lindon. 
   
  Recently, she has had a break. A mage that 
  Della knows to have been infected with the 
  construct-contagion plague has been observed 
  buying unusually large amounts of food each 
  month, enough for perhaps two or three people. 
  The reclusive mage in question lives alone and, 
  having succumbed to the contagion, is now fully a 
  construct, having no need for food. This unusual 
  situation may have been going on for quite some 
  time before coming to Della’s attention. 
   
  Making a few hasty conclusions, Della has, 
  rightly again, deduced that the mage in question is 
  likely transporting the food somewhere in order to 
  sustain some person or persons. She has 
  deduced that, considering the mage’s condition, 
  he may be acting, either knowingly or unwittingly, 
  at the behest of Asberdies, and that there is either 
  a bolthole or some other location to which this 
  wizard is magically transporting the food. 
   
  And that is where the party comes in. Della 
  has no idea where the bolthole is. She considers, 
  through some other investigation, that the wizard 
  
  YEO8-05 Finders, Keepers 
   
  Page 4 
  under observation in not capable of casting a 
  teleport spell, though he does seem adept enough 
  to use dimension doors to cover his tracks. She 
  considered taking him and making him talk, but 
  she fears, if she has so far avoided Asberdies’ 
  notice, that such an act would tip her hand too 
  early. A well-placed operative (a shadowdancer) 
  was able to observe and note the motions of the 
  construct wizard on three occasions. Della’s best 
  information indicates the mage is likely using 
  dimension door spells to move some distance 
  away, 
  perhaps 
  to 
  a 
  nearby 
  bolthole 
  or 
  teleportation device. Perhaps he drops the food off 
  at some other location and it is then transported by 
  some other means from there. However, they 
  have been able to enter that mage’s house while 
  he is gone, and have found and copied some 
  encoded documents. Up until now, however, the 
  code has been unbreakable, the messages 
  unreadable. 
   
  Other information has recently surfaced as 
  well. References to the bolthole that has been 
  discovered have been found in a variety of texts, 
  now that some of the riddles and clues have been 
  deciphered, and some other such locations, now 
  that such information is known to be hidden 
  therein, have been found in similar volumes. 
  These volumes are all housed deep inside the 
  University 
  at 
  Loftwick 
  and 
  are 
  considered 
  treasures of the state. 
   
  As this final piece came to her, Della 
  formulated her plan. She would not endanger 
  herself or her new networks. She would use her 
  old one to put old friends (and enemies) and 
  foolish adventurers up to the task. Should they 
  succeed, they would return Marius to Loftwick and 
  antagonize Melinda no end. Likewise, their 
  success should be a thorn in Asberdies’ side, and 
  one that he cannot discern the source of so easily. 
  Should they fail, Della has lost no operatives and 
  their knowledge of her involvement can be kept to 
  a minimum. A sage was “acquired” from the 
  University, and given the proper incentives, has 
  agreed to decipher the coded messages and find 
  the location of the most likely bolthole, should he 
  have the proper documents. The adventurers can 
  do that, as well. At least if they want their precious 
  Freeholder back… 
  ADVENTURE SUMMARY 
  Introduction—The PCs are invited to Longspear to 
  hear a job offer. They can Gather Information and 
  may learn that a sage is missing. 
   
  Encounter 1: Old Friends, New Neighbors—
  The PCs meet with Weldon, the contact from the 
  Rascals, and get the job. 
   
  Encounter 2: So What Do You Know?—The 
  basics of the University are spelled out here at the 
  beginning. 
   
  Encounter 3: Several Ways To Skin a Cat—
  The party attempts to get the books. PCs have a 
  number of ways to go about this: 
   
  Encounter 3A: Smiles Are Universal—The 
  Face Way - Talk the College of High Magic into 
  giving the books to you. 
   
  Encounter 3B: Taking What You Need—The 
  Sneaky Way - Break in and steal the books. 
   
  Encounter 3C: Turning Up the Heat—The 
  Tricky Way- Trick someone into giving you the 
  books. 
   
  Encounter 3D: The Debts We’re Owed—The 
  PCs cash in favors and influence to get the books. 
  A university administrative hearing may be held. 
   
  Encounter 4: A Locked Scent—Getting the 
  books back to Longspear. The party is attacked 
  along the way 
   
  Encounter 5: The New Face—Once the party 
  is secure in Longspear, they meet with Weldon 
  who passes them on to Bradley Copperton. They 
  can turn over the books to find their answer. 
   
  Encounter 6: Reading the Signs—After a wait 
  of some days, the PCs get the answer. 
   
  Encounter 7: To Seek and Not To Find—The 
  PCs return to Loftwick with the books and are 
  attacked. 
   
  Conclusion—The PCs return the books and 
  have either the likely location of the missing 
  Freeholder or nothing to show for their efforts. 
  INTRODUCTION 
  PCs are humbly invited to Weldon’s Hook, a bait & 
  tackle shop in Longspear that has just opened. 
  Each PC should receive either Player Handout #1 
  (if they have played any of the following Yeomanry 
  adventures: YEO1-04 Rogue Rescue, YEO3-03 
  Sticks & Stones, or YEO5-03 Break My Bones and 
  have not received the Enmity of the Rascals on 
  any of those ARs) or Player Handout #2 (if they 
  have not played any of the preceding adventures, 
  but 
  have 
  played 
  other 
  Yeomanry 
  regional 
  adventures). PCs who have never played a 
  Yeomanry regional before or who have received 
  
  YEO8-05 Finders, Keepers 
   
  Page 5 
  the Enmity of the Rascals are assumed to know 
  some other PC at the table, and, as the letters 
  provide, can be brought along to assist. 
   
  Some PCs may be suspicious and wish to 
  Gather 
  Information 
  about 
  the 
  shop 
  or 
  its 
  proprietor. Likewise, they may simply wish to see 
  the goings on about town. If so, allow them to 
  spend the evening before their meeting Gathering 
  Information. Each result includes the information 
  from the highest result. 
  Die Roll  
  Result 
  <10 
  “Sure been hot lately, ain’t it?” 
  10 
  “They still looking for ole’ Marius Lindon. 
  I doubt they’ll ever find the boy, myself.” 
  15 
  “Weldon? Don’t know anything about 
  him, but the Militia and University seem 
  a bit worked about that missing sage, 
  Eugen Cartlyn. He disappeared a week 
  or so ago after coming here 
  to 
  Longspear and they’ve found no sign of 
  him. I hear the University is hootin’ mad 
  about that. They think the Keewees got 
  him to work for them.” 
  20 
  “Danged thieves got my haul! Might as 
  well have. Took me three day’s o’ 
  catchin’ to get enough fish to buy up that 
  fabric for my wife! And danged thieves 
  stole it right out o’ our house! How ‘bout 
  that? Now what’s the Missus supposed 
  to make my daughter’s dress out of?” 
  25 
  “Weldon’s Hook? Yeah, I heard of the 
  place. 
  He 
  does 
  a 
  mighty 
  mean 
  business—got special ways of gathering 
  worms I think.” 
  30 
  “Yeah, I know that place, but I don’t 
  knows if I trusts Weldon—he seems to 
  be making too much money off bait, and 
  some of his friends ain’t the fisherman 
  type, if ya catch my drift?” 
  35 
  “Weldon? Yeah, he’s a good guy 
  though. What fella don’t like to romp 
  around now and then and get a little 
  rowdy? He’s just a good ole’ boy, you 
  know? Just a regular Rascal.” (The 
  informant 
  winks 
  and 
  moves 
  away 
  quickly afterwards.) 
   
  Reconnaissance on the shop will reveal little 
  from the outside—it appears to be a regular tackle 
  shop stuck in between two larger structures, 
  warehouses that are right along the river. Two 
  stories tall like most merchant shops, it appears 
  that the back of the building may even reach out 
  over the river as well, providing a private dock. 
  Magical means of scrying the building itself will 
  reveal nothing out of the ordinary. Magical scrying 
  of the two warehouses will reveal that both are 
  stacked with boxes, and that (if the scrier has a 
  way to detect such things) there are secret doors 
  attached to each side of the back room of the bait 
  shop into the warehouses on either side. Scrying 
  below the bait shop will reveal a collection of 
  various small chambers, all equally filled with 
  boxes and crates and other forms of cargo. 
  Weldon, the owner, can be observed casually 
  going about his day. He pulls up catfish traps, 
  checks a couple of lines, takes a stroll to dig up 
  earth for his worm box, spending great amounts of 
  time and patience assisting his apprentice, 
  Podrick, whom he, and apparently everyone else, 
  calls Pod. Weldon spends the evenings with his 
  wife, Gwen, and their young daughters, Sasha 
  (now 3) and Libby (now 7). Nothing indicates any 
  unusual activity. (Weldon is well aware that, 
  having sent the notes, he may fall under scrutiny, 
  and so is going out of his way to act normally, 
  cancelling all meetings of the Rascals in the area 
  for a few days while he deals with this business). 
  ENCOUNTER 1: OLD 
  FRIENDS, NEW NEIGHBORS 
  PCs meet with Weldon, the contact from the 
  Rascals, and get the job. 
   
  PCs may show up individually or as a group. 
  Either way, Weldon waits for all to be present 
  before he tells them anything about the notes he 
  sent. Weldon is a middle-aged man with thinning 
  brown hair. While not of the largest build, he 
  seems to move with a warrior’s mind- always 
  watching everyone and the entrances and exits, 
  even when apparently correcting Pod is his 
  stitching of a net. He welcomes each adventurer 
  by name, even if he has never met him before, 
  claiming to know of his feats of renown throughout 
  the land. He introduces them to ‘Pod,’ his dim-
  witted apprentice in the fishing and bait & tackle 
  profession. Once all are gathered together, 
  Weldon proceeds. 
   
  “So, we’re all here, now, eh? Well then,” 
  Weldon steps from where he has waited 
  behind the counter covered with various lures 
  and wooden crates of worms and heads to the 
  door. Turning the sign from OPEN to CLOSED, 
  he turns back to your assembled group. “I 
  think it’s time for lunch now a bit early today.” 
  
  YEO8-05 Finders, Keepers 
   
  Page 6 
  Winking, he wanders back behind the bar and 
  to a cricket cage, filled with the bugs’ 
  incessant sound. “Give me a hand with this, 
  would ya?” He stands to one side of the cage 
  and looks to heft it aside. 
   
  It is assumed that some character will help 
  him. It actually is simple enough for Weldon to 
  move on his own, but he enjoys getting the help 
  and pretending to be weaker than he is. (A simple 
  Sense Motive of DC 18 will recognize this fact—
  Weldon is effectively taking 10 on a Bluff check 
  here). 
   
  Once the cage is shifted to the side, 
  Weldon triggers a loose board on the floor and 
  reaches in, sticking out his tongue as he 
  reaches into the hidden cubby. Pulling on 
  something, there is a slight click as a section 
  of the wall swings back. “Ah, now we can have 
  a little privacy.” He motions for you to precede 
  him into the room. Inside, while there is no 
  ambush waiting, there is clearly quite a bit. 
  Boxes, barrels, crates, bundles, and every 
  manner of storage bin are piled throughout 
  this warehouse as far as the eye can see. 
   
  “Being a Rascal has its upside,” he winks, 
  and moves towards a table in the corner, 
  complete with a picnic basket, bottle of red 
  wine, and carafe of water. “I had my wife, 
  Gwen, make some extra servings, seeing as I 
  was expecting guests. Hope y’all are hungry.” 
  Weldon sets out to unloading sandwiches, a 
  variety of fruits, and a large ceramic bowl with 
  a napkin covering, which he removes to reveal 
  some chopped potato dish. Finally he pulls out 
  a small doll. “Hunh. Sasha’s sent along 
  another guest.” He sets the doll down beside 
  the spread of food. “Feel free to help yourself,” 
  he says, biting into an apple. 
   
  Over the course of dinner, your host 
  explains his situation to you. Weldon had a 
  rough time of it after the stuff with Della went 
  down and leadership of the Rascals got all 
  mixed up (He’s lying about something in this- 
  Sense Motive versus Weldon’s Bluff +8 if 
  someone is trying to Sense Motive on him), but 
  things have settled down now that Bradley is 
  in charge. Bradley is a character, a looker who 
  seems to have a way with everyone. He’s not a 
  bad fellow, and has kept the Rascals lucrative 
  this past year or so. Bradley is the one who 
  asked him to contact you—though indirectly. 
  He 
  directed 
  Weldon 
  to 
  gather 
  some 
  adventurers.  
   
  “To find a certain missing person,” he 
  says. “That’s what he told me, at least, and a 
  certain missing person that lots of people been 
  huntin’ for without having much success. He 
  says that there was some adventurers a few 
  years back what stumbled upon some kind of 
  wizard’s bolthole, and he thinks that the 
  missing fella is in the same kind of place. 
  (Again, he seems to know more than he’s saying 
  at this point- the same opposed roll) Well, he tells 
  me that there are three books, books like the 
  one that them adventurers used to find that 
  other bolthole, and Bradley says that if y’all 
  can get us those three books, we can prolly 
  figure out where this here missing person is 
  at.” 
   
  Pause to allow for the inevitable question: 
  Where are the books you need? 
   
  “Well, there’s the hitch. They’re located in 
  the Inner Sanctum or some such of the 
  University at Loftwick, in some warded and 
  locked up room that they won’t let anyone into 
  unless’n you’re on their College of High Magic 
  and 
  got 
  some 
  pull.” 
  Weldon 
  looks 
  up 
  hopefully. “Any of y’all got that? Well, whether 
  you do or whether you don’t, how you get them 
  books is up to y’all. I won’t be criticizing your 
  techniques, but it ain’t something the Rascals 
  are up to—we do little things to help the 
  economy. B&E on a magic school is more 
  y’all’s hook, then, ain’t it?” 
   
  Weldon can be a little more specific, and he 
  will share with the characters the following 
  information: 
  • 
  The titles of the books are: Libram of Lost 
  Tales, Codex Amoris Doloris, and The 
  Record of Isoada-Del. 
  • 
  They are kept in the Inner Sanctum of the 
  University. 
  • 
  The walls of the Inner Sanctum are lined 
  with lead and are paneled wood inside 
  and stone outside. They have apparently 
  also been shielded from scrying magics 
  placed on the area by high members of 
  the College. 
  • 
  Access is restricted to actual members of 
  the College of High Magic, and it requires 
  permission to gain access, and it is never 
  visited 
  alone. 
  Several 
  devious 
  and 
  malignant tomes are housed within, and 
  College 
  members 
  are 
  required 
  to 
  
  YEO8-05 Finders, Keepers 
   
  Page 7 
  supervise each other when perusing the 
  texts. 
  • 
  To Weldon’s knowledge, there is no way 
  to “borrow” the tomes, though adventurers 
  are 
  known 
  to 
  be 
  resourceful 
  and 
  persistent—maybe 
  something 
  can 
  be 
  arranged. He doesn’t know. 
  • 
  If pressed for whom the missing person is, 
  Weldon will try to be vague. If asked about 
  the missing sage, he seems confused—he 
  doesn’t know about any missing sage. If 
  the party seems unsure, Weldon will try to 
  hint, but to not say outright, who the 
  person is they can get information on the 
  location of, but will hint around it as much 
  as he can. “He’s the kind of fellow who 
  can MARRY-US, you understand? He the 
  sort that can LEND-ON demand from out 
  of the country’s coffers, if you catch my 
  drift?” If asked directly if this involves the 
  missing Freeholder, Weldon will wink and 
  say “Well, wouldn’t that be something if 
  someone found him, now?” (Weldon has 
  been told that there may be magical ways 
  of identifying those who speak certain 
  words or names and has been told to 
  avoid them.) 
  • 
  If pressed about his employer/sponsor, he 
  will try to avoid the topic. If asked outright 
  if he is working for Della, the medusa, he 
  will look them dead in the eye when he 
  answers. “You know what happened to 
  her as well as I do. No, I’m not working for 
  Della.” (This is not an outright lie- he also 
  knows that she was resurrected, but he 
  doesn’t answer to her directly, instead 
  dealing with her intermediary, Bradley.) 
  • 
  If pressed for payment for this, Weldon 
  smiles. “Look, this isn’t about the gold—
  this is about the good of the Yeomanry. 
  My employer gets back at Melinda, and 
  you get to be heroes of the country. Isn’t 
  that payment enough? If not, well, then 
  maybe 
  I 
  have 
  the 
  wrong 
  type 
  of 
  adventurers here…” 
  • 
  There is nothing special about the doll. It’s 
  his daughter’s doll that she’s had for years 
  and put into daddy’s lunchbox. He’ll let the 
  party examine it but become perturbed if 
  they attempt to tear it up. 
  • 
  (ONLY IF THEY ASK—If the party doesn’t 
  ask about this, then their guess is the best 
  they have if they try to acquire the books 
  through legal means.) As to getting the 
  books back, I’m not sure. They didn’t say 
  anything about that. I’m guessing the 
  books themselves are part of some trade 
  to get the information in them. Don’t know 
  for sure. (They are not going to get the 
  books back—Weldon doesn’t know this for 
  a fact, but could guess as much.) 
  Weldon the Rascal: Male Human Rog4 (Bluff 
  +8). 
   
  Development: Weldon is not pressed for 
  adventurers here. There are several others he’s 
  met over the years. If the party is uninterested, 
  then the adventure ends here for them. 
  ENCOUNTER 2: SO WHAT 
  DO YOU KNOW? 
  Finding out about the books and the situation. 
   
  PCs will need to travel from Longspear to 
  Loftwick, an uneventful journey whatever route 
  they take. They may wish to gather information on 
  the texts and the situation at the University as well. 
  Each text requires a separate roll, revealing 
  various aspects of its subject matter. 
  LIBRAM OF LOST TALES 
  PCs may attempt any of the following skill checks: 
  Knowledge 
  (Local-Sheldomar), 
  Knowledge 
  (History), Bardic Knowledge. Members of the 
  following meta-orgs gain a +2 circumstance bonus 
  on any rolls they make: Academy of Lore, College 
  of High Magic, Conservatory of the Arts. 
  ROLL REVEALS…. 
  10  
  This is a book of fairy tales and myths 
  from before the fall of the Suloise empire. 
  Its 
  stories 
  are 
  commonly 
  part 
  of 
  Sheldomar children’s tales, though some 
  aspects have changed slightly. 
  15  
  The book was around during the reign of 
  Asberdies and has survived the millennia 
  remarkably well. 
  20   
  The book was part of the general display 
  at 
  the 
  University 
  library, 
  but 
  was 
  sequestered a few years ago. Copies of 
  the text are available in various abridged 
  forms throughout the Yeomanry. 
  25  
  The book was pulled from common 
  circulation, as it is now believed to have 
  been written by Asberdies himself. 
  
  YEO8-05 Finders, Keepers 
   
  Page 8 
  CODEX AMORIS DOLORIS 
  PCs may attempt any of the following skill checks: 
  Knowledge 
  (Local-Sheldomar), 
  Knowledge 
  (Arcane), 
  Knowledge 
  (Religion), 
  Bardic 
  Knowledge. Members of the following meta-orgs 
  gain a +2 circumstance bonus on any rolls they 
  make: Academy of Lore, Church of Seven Faiths, 
  College of High Magic. 
  ROLL REVEALS…. 
  15  
  The book was taken out of public view 
  shortly after its discovery by the Academy 
  of Lore some decades ago. Knowledge of 
  the ghastly images and words it contains 
  seem to have been spread by those 
  disturbed 
  individuals 
  who 
  found 
  it, 
  rumored to have never slept soundly 
  again. 
  20   
  The book details diabolical and horrific 
  acts to be performed upon victims, and is 
  written as a first-hand testimonial of the 
  practices. Its pages are written in the 
  blood of the victims. The author is 
  believed to have been one of Asberdies’ 
  many executioners or assassins. 
  25  
  The book was locked away at the request 
  of the Church of Seven Faiths, which, at 
  the time, believed it to contain vile 
  necromantic magic with the potential of 
  infecting any who merely peruse it. To 
  appease the Church, the book was placed 
  in the Inner Sanctum. 
  30  
  The 
  College 
  of 
  High 
  Magic 
  has 
  investigated it since then, but has found 
  no magical spells within. They find it 
  disturbing, but not evil in itself. 
  THE RECORD OF ISOADA-DEL 
  PCs may attempt any of the following skill checks: 
  Knowledge (History), Knowledge (Arcane), Bardic 
  Knowledge. Members of the following meta-orgs 
  gain a +2 circumstance bonus on any rolls they 
  make: Academy of Lore, College of High Magic, 
  Conservatory of the Arts. 
  ROLL REVEALS…. 
  10  
  The book is a text that deals with the 
  adventures and misadventures of a rogue 
  by the name of Isoada-Del, who lived and 
  died centuries ago. 
  15  
  The book is considered to be primarily a 
  work of fiction and, until about two years 
  ago, was a common text for the pleasure 
  readings at the University. Apparently, 
  around that time, it was removed from the 
  public readings list and placed in the Inner 
  Sanctum. 
  20  
  The book was locked away due to the 
  work’s author. Though originally thought to 
  be an actual person, the author’s name is 
  now known to have been a penname used 
  by Asberdies himself. 
  25  
  The College of High Magic believes the 
  novel to be some sort of advanced code, 
  but have unable to find any key to break 
  the cipher. 
   
  All of the above information is what PCs 
  already know. If they seek to investigate the books 
  further, such as through using Gather Information 
  checks at the pubs near the University, they can 
  use that skill separately on the same tables, but 
  with a -4 penalty (since they are seeking specific 
  information about specific texts from a very small 
  group of people who know about them). 
   
  If the PCs wish to investigate the layout of the 
  University, they will be able to. Though there is a 
  light campus security (active militiamen serving 
  one of the easiest posts), they are used to 
  adventurers 
  meeting 
  with 
  professors, 
  and 
  Dustdiggers dressed the same way. Proceeding 
  into the Library itself, however, is a different 
  matter. 
   
  The University itself is a number of smaller 
  structures (dorms, classrooms, labs, business 
  offices) at different points around a central block of 
  buildings. The central block’s four buildings each 
  face a different direction and have several exits 
  facing outwards and only one or two facing 
  inwards. Each building is at least 240 feet long, 60 
  feet deep, with three or four floors. Towers and 
  spires rise above these three or four floors up to a 
  height of almost 100 feet. The west-facing building 
  is the Academy of Lore, looking across the 
  Crystalmists to the lost Suel Empire. The building 
  facing south is the Administrative and classroom 
  facilities of the University, which is open to all of 
  the Yeomanry who qualify. The building facing 
  east, towards the rest of the Sheldomar and the 
  countries of Oerth, is the College of High Magic. 
  (To the east of the University is the Blacksun 
  Tower, formerly Asberdies’ seat of power and now 
  the administrative offices of the Yeomanry 
  Government.) To the north is the University at 
  Loftwick Library. (The Conservatory of the Arts, 
  another part of the University, is situated two 
  
  YEO8-05 Finders, Keepers 
   
  Page 9 
  blocks away in a building that also houses the 
  main auditorium and theatre.) 
   
  Inside these four buildings is a courtyard that 
  houses the Inner Sanctum, where relics and texts 
  removed from the public eye are stored. This is 
  where the books have been moved. 
   
  The Inner Sanctum itself is not a large 
  building. It is designed like a mausoleum, with a 
  single entrance descending beneath a mostly solid 
  stone building with ivy and mold growing green up 
  its sides. It is well known that the building is 
  painted in lead on the inside and that the interior 
  rooms are paneled in thick wood. The entire 
  building was placed under a dimensional lock that 
  has been made permanent—a task accomplished 
  by the Circle of Eight at the request, with the 
  assistance, and under the funding of its local 
  member, Theodain Eraison. The interior is only a 
  few small antechambers before the large central 
  vault. 
   
  There are no tales on the streets of people 
  breaking into the Inner Sanctum, either because 
  none who have tried have ever lived to tell about it 
  or because its never been tried before. Books 
  have been stolen before, but never by anyone who 
  broke into the Inner Sanctum without permission—
  at least that anyone knows. The local rogues 
  consider the University off-limits and tend to avoid 
  it—magical traps are much harder to detect than 
  the mundane ones. 
   
  Members of the University at any level can 
  appeal to see the texts of the inner sanctum. In 
  this case, use the procedure outlined below to 
  schedule one administrative appointment to get 
  permission to see the books of the Inner Sanctum. 
  If the characters are planning to take the books 
  without permission, this is an important opportunity 
  for reconnaissance. 
  ENCOUNTER 3: SEVERAL 
  WAYS TO SKIN A CAT 
  There are a number of paths the party might take 
  in its attempt to get into the Inner Sanctum and 
  retrieve the books. Allow the party to discuss its 
  ideas without comment or interference. Let them 
  decide the course of action they will take. 
   
  Four possible paths are considered:  
  A) Trying to use Diplomacy to talk the 
  University into giving the party the books. 
  B) Trying to steal the books by breaking into 
  the Inner Sanctum and taking them. 
  C) Trying to blackmail, pressure, or intimidate 
  someone else into going in and get the 
  books for the party. 
  D) Trying to pull in all the influence and 
  favors the PCs have acquired to have the 
  University hand over the texts. 
   
  It is quite possible (and even likely) that 
  players may decide on a mix of these strategies or 
  on another, unmentioned, course of action. In 
  these cases, use the following paths as examples 
  and guidelines. It is not intended that the books be 
  impossible to get at this point, just that the manner 
  in which they are acquired will matter (for instance, 
  never touch the book that says “Where To Find 
  It”—ask a mephit instead). 
  3A: SMILES ARE UNIVERSAL 
  A: The Face Way - Talk the College of High Magic 
  into giving the books to you. 
   
  If the PCs choose to try to talk their way into 
  acquiring the books, this is the path they will most 
  likely follow. They will have to make appointments, 
  meet 
  with 
  subordinates, 
  plead 
  their 
  case 
  endlessly, and finally make their case before the 
  University Administrative Hearing. PCs who have 
  never 
  been 
  to 
  the 
  Yeomanry 
  and 
  lack 
  connections, but who feel compelled to do the 
  right thing are likely to forced down this track. 
  While not impossible, it is highly improbable that 
  the University will hand over the books to 
  someone off the street whom they do not know. As 
  such, almost everyone the PCs meet should be 
  gruff and somewhat hostile, even if they’ve met 
  him before, as what they are asking is extremely 
  odd and perhaps detrimental to the University. 
   
  No matter the rolls, this path takes time to 
  convince the right people. As such, it adds a 2 TU 
  cost to the adventure for all who attempt to get the 
  books by this means, as the party spends time in 
  Loftwick trying to get through the bureaucratic red 
  tape. There is no time limit for the adventure, and 
  Weldon did not specify that the books had to be 
  recovered by any set time, so other than taking 
  longer this way, there is no penalty in the 
  adventure itself for choosing this path. 
   
  The actual role-playing here is left up to the 
  DM. As much Administrative hassle as possible 
  should be forced in front of the PCs. Their ability to 
  persevere is their mostly likely key to success. 
  Force them to role-play the sessions as much as 
  
  YEO8-05 Finders, Keepers 
   
  Page 10 
  possible, 
  paying 
  careful 
  attention 
  to 
  their 
  demeanor and reactions. The basic pattern should 
  go: 
  Appointment, 
  Administrative 
  wait, 
  Administrator, repeat. After three successful loops 
  through this procedure, the party will receive their 
  University Administrative Hearing. 
  MAKING APPOINTMENTS 
   
  This is the first step (and the most likely 
  repeated). 
  Below 
  are 
  names 
  and 
  quick 
  descriptions for at least 
  five administrative 
  assistants that can be used to detain and 
  otherwise harass the PCs. PCs will need to make 
  at least three appointments to get an administrator 
  to actually request the University Administrative 
  Hearing. To get past any of these roadblocks, PCs 
  will need to get past a Diplomacy check of DC 30 
  (moving from Indifferent to Helpful—the characters 
  have an implausible request to pass on that the 
  boss will likely not like needs to be changed to a 
  belief that the party needs to get the books). 
  Intimidate will not work on these individuals—they 
  will simply call for security and flee. PCs may only 
  attempt each appointment once (each PC cannot 
  try separately—they now know what you’re asking 
  for and will respond the same way). If an attempt 
  to make an appointment fails, another try can be 
  made with a different administrative assistant 
  (going above or around the obstructing individual). 
  If two attempts to schedule meetings are failed, 
  the PCs will be unable to proceed further by this 
  path and must choose some other way to acquire 
  the books. 
  Administrative Assistants 
  Pamela: Female Human Commoner2. Heavy-
  set blonde assistant. +2 for flirting with her if 
  opposite sex human, -2 for commenting on her 
  weight. 
  Cyrus: 
  Male 
  Human 
  Expert3. 
  Scrawny, 
  balding assistant. +2 for being direct and to 
  the point, -2 for beating around the bush. 
  Wobstoy: 
  Male 
  Halfling 
  Commoner2. 
  Hamhock-bearded barefoot assistant. +2 for 
  bringing him a snack, -2 for commenting on 
  his size. 
  Gwendellian: Female Elf Expert2. Waifish elf 
  assistant. +2 for speaking in elven, -2 for 
  flirting with her. 
  Astron: Male Dwarf Wizard1. Dour-faced, red-
  haired assistant. +2 for breaking out liquor, -2 
  for speaking dwarven. 
  ADMINISTRATIVE WAIT 
   
  Assuming the PCs are able to make an 
  appointment, they will then need to wait until an 
  appointment 
  is 
  available. 
  Each 
  time 
  an 
  appointment is made, roll 1d10. On a roll of 1 to 8, 
  that is how many hours the characters will have to 
  wait to make their appeal. On a 9 or 10, the 
  characters will have to wait at least a day. Reroll 
  the d10 and determine how far into tomorrow the 
  appointment is. Repeat the roll, adding a day each 
  time a 9 or a 10 is rolled until an open appointment 
  is found. Pester the PCs with the delays, asking 
  them how they are spending their days, what they 
  are doing with the time while they wait, and, 
  without drawing out play at the table, make them 
  feel the endless bureaucracy. 
  ADMINISTRATORS 
   
  Dealing with the Administrators is similar to 
  dealing 
  with 
  the 
  Assistants 
  to 
  get 
  the 
  appointments. 
  These 
  individuals 
  must 
  be 
  convinced that releasing the books to the PCs will 
  be for the good of the Yeomanry. Unlike the 
  assistants, they have to actually call for the 
  Hearing, and, as such, require a different level of 
  conversion. The Administrators begin Hostile to 
  the idea of releasing the books to these unknown 
  PCs. Two of the three Administrators must be 
  shifted to Friendly or better (DC 35). The third 
  must be at least Indifferent (DC 25) after the 
  meeting. The Administrators, like their assistants, 
  have 
  different 
  reasons 
  for 
  bonuses 
  and 
  penalties—what convinces one Administrator may 
  anger another. If necessary, the PCs can move 
  through all five Administrators (should they be 
  unable to convince two of them), but after that, 
  there will be no further Administrators willing to 
  talk to them about it—the faculty staff rooms are 
  already aware of what the PCs want. If the PCs 
  are able to get at least three of the Administrators 
  to the levels indicated, they are able to get 
  scheduled a University Administrative Hearing. 
  Administrators 
  Yavos, the Deputy Director of Library 
  Acquisitions: Male Dwarf Expert3. Black-
  bearded dwarf with eyes barely visible. +2 for 
  promising to return the books, -2 if unsure of 
  their return. 
  Carendeilla, 
  the 
  Dustdigger 
  Library 
  Attache: Female Human Rogue8. Dusty-
  leathered explorer assigned to desk duty for a 
  while. +2 if the characters have played YEO1-
  01 Masking the Truth or YEO3-IN1 Masking 
  the Truth, -2 if the party is flirtatious. 
  
  YEO8-05 Finders, Keepers 
   
  Page 11 
  Dasid Ventner, Dean of Historical Studies: 
  Male Half-elven Expert6. Bookish, frazzle-
  haired scholar. +2 if the party indicates that 
  the books involve Asberdies’ boltholes, -2 if 
  the party is not somewhat patronizing of his 
  position. 
  Kriry Dantolene, Assistant to the Director 
  of University Dispensations: Female Gnome 
  Wizard4. Dainty, but tomboyish gnome. +2 if 
  the party indicates that the knowledge gained 
  could outweigh the value of the books, -2 if the 
  party is overly serious and shows no sense of 
  humor. 
  Yeloci of the Hillmen, Professor of Ancient 
  Suel 
  Culture 
  and 
  the 
  Post-migration 
  Period: Male Human Wizard3/Cleric2. Large, 
  white-haired bear of a man. +2 if the PCs 
  speak Flan, -2 if the PCs focus on the rescue 
  over the discovery of ancient knowledge. 
  UNIVERSITY ADMINISTRATIVE HEARING 
   
  For this section, see the same part under “3D: 
  The Debts We’re Owed.” PCs who proceed to that 
  section from here and not through section 3D do 
  not receive the Influence bonus to their roll. 
  3B: TAKING WHAT YOU 
  NEED 
  B: The Sneaky Way - Break in and steal the book. 
   
  PCs with inherently sneaky streaks or no other 
  recourse, whether they have tried them all or not, 
  may decide they will simply attempt to steal the 
  books from the Inner Sanctum of the University. 
  This will actually prove to be much easier than it 
  would seem, as University security is rather lax. A 
  description of the basic layout of the inner 
  courtyard is followed by information of specific 
  security measures that are in place. 
  THE INNER COURTYARD 
   
  While supposedly secure, the Inner Courtyard, 
  up until now, has been the de facto short cut from 
  building to building for both students and faculty, 
  despite the fact that this is against University 
  policy. The courtyard measures 150 feet to a side, 
  and the Inner Sanctum is a mausoleum-like 
  structure at its center. The courtyard is entirely 
  enclosed by the buildings that surround it. 
  Security: 
   
  The walls of the University are brick and easily 
  climbable by those with skill (Climb DC 23 due to 
  ample hand-holds providing a +2 modifier). The 
  University itself is supposedly closed from dusk 
  until dawn, but the Library functions as a late night 
  study hall and meeting place for groups like the 
  Astrology Association, and the Academy of Lore 
  often has evening presentations and discussions. 
  Getting into the inner courtyard will not be difficult, 
  even through the interior doors, as long the PCs 
  look appropriate (large weapons, any armor, big 
  bags, ninja-type dress, etc., will likely raise 
  alarms). 
  THE INNER SANCTUM 
   
  The Inner Sanctum itself is 45-feet to a side, 
  with only a single entrance facing south. The walls 
  are at least 20 feet thick, lined interiorly with lead 
  an inch thick, over which a wood-panel wall a foot 
  thick insulates the room and protects the items 
  and visiting scholars from lead poisoning. The 
  entire area is shielded under a permanent 
  dimension lock, as explained earlier. 
  Security: 
   
  The doors are locked with a good quality lock 
  (Open Lock DC 30). They are made of marble as 
  well, and work on counter-levers in the sidewalls. 
  THE INTERIOR ROOMS 
   
  A shaft leads down into a 25-ft. by 25-ft. 
  antechamber with several reading desks and 
  chairs spread around. Continual flames dance in a 
  number of sconces along the wall and a single 
  passage descends yet further. 
   
  The second room is smaller, only 15-ft. to a 
  side, and books, scrolls, papers, tomes, and all 
  manner of written texts line the walls. At the center 
  of the room is a podium with a large book, its 
  covering apparently made of some porous rock, its 
  pages encased in amber. On its cover, written in 
  Common, is “Where To Find It.” 
  Security: 
   
  There are a few security measures here. 
  While there are some restricted texts (and several 
  spellbooks) in this room, none of the texts wanted 
  are apparently present. The “Where To Find It” 
  book is a trap with a fire trap spell. Also within the 
  room hidden behind one of the shelves is a secret 
  door (Search DC 30) with an amazing lock (Open 
  Lock DC 40). The real treasures are hidden further 
  in. (NOTE: The ELs for the traps are included in 
  the ELs for the monsters in the Inner Library. The 
  two 
  encounters 
  together 
  act 
  as 
  a 
  single 
  Encounter.) 
  
  YEO8-05 Finders, Keepers 
   
  Page 12 
  APL 4 (EL 1) 
  Fire Trapped Book: Search DC 27; magic; 
  opening book trigger; see Appendix 1. 
  APL 6 (EL 1) 
  Fire Trapped Book: Search DC 27; magic; 
  opening book trigger; see Appendix 2. 
  APL 8 (EL 4) 
  Fire Trapped Book: Search DC 29; magic; 
  opening book trigger; see Appendix 3. 
  APL 10 (EL 4) 
  Fire Trapped Book: Search DC 29; magic; 
  opening book trigger; see Appendix 4. 
  APL 12 (EL 7) 
  Heightened Fire Trapped Book: Search DC 
  32; magic; opening book trigger; see Appendix 
  5. 
  THE HIDDEN LIBRARY 
   
  Past the storage library lies the hidden library, 
  along with its guardians. Activating the trap in the 
  previous room or not using the proper key to open 
  the lock to this room alerts the elementals, and 
  they prepare to defend the Inner Library. The 
  hidden library is 25-ft. by 25-ft. and 50 feet high, 
  with numerous tomes about it on shelves and 
  tables. 
  APL 4 (EL 3) 
   
  Air Mephit: hp 18; see Monster Manual, page 
  180. 
  APL 6 (EL 5) 
  Air Mephit (3): hp 18 each; see Monster 
  Manual, page 180. 
  APL 8 (EL 8) 
  Air Elemental, Huge: hp 144; see Monster 
  Manual, page 95. 
  APL 10 (EL 10) 
  Air Mephit (3): hp 18 each; see Monster 
  Manual, page 180. 
  Air Elemental, Greater: hp 189; see Monster 
  Manual, page 95. 
  APL 12 (EL 12) 
  Air Mephit (5): hp 18 each; see Monster 
  Manual, page 180. 
  Air Elemental, Elder: hp 216; see Monster 
  Manual, page 95. 
   
  Tactics: The elementals are effectively bound 
  to this site and fight tenaciously to preserve the 
  texts at all costs. They are not permitted to leave 
  the Inner Sanctum (they can proceed into other 
  rooms) and as such cannot sound an alarm until 
  someone else comes the next day. 
   
  Treasure: There is no stated treasure here, 
  but there are several spellbooks. Characters with 
  a less than reputable nature may be tempted to 
  take some of the books other than those they are 
  looking to take for the quest. If so, any character 
  who takes such a book receives both Wanted By 
  the Yeomanry and Take Something Extra on his 
  Adventure Record. 
   
  Development: If the PCs opt to get the books 
  in this manner, it is not as difficult as might be 
  expected, but the DM should play up the danger—
  students stopping to talk in the Inner Courtyard, a 
  suspicious militiaman called away at the last 
  moment, etc. 
  3C: TURNING UP THE HEAT 
  C: The Tricky Way- Trick someone into giving you 
  the books. 
   
  It is possible the PCs will consider persuading 
  someone else to get the book for them. There are 
  no rogues willing to break the unspoken pact with 
  the University, and PCs who pursue such a course 
  will likely encounter militia questioning. Roleplay 
  this out as needed. 
   
  There are, however, a few individuals who 
  owe the PCs favors, perhaps, or who can be 
  persuaded to retrieve the books for the PCs. 
  CHIEF LIBRARIAN HALADRAS 
   
  Chief 
  Librarian 
  Haladras 
  may 
  know, 
  remember, and feel indebted to the characters 
  (YEO4-06 By Brick and Mortar). He is perhaps the 
  hardest 
  to 
  convince, 
  as 
  he 
  is 
  ultimately 
  responsible for the books. Meeting with Chief 
  Librarian Haladras is not difficult if a PC at the 
  table has the favor. However, he is unwilling to 
  give the PCs the book and must be persuaded, 
  either by Diplomacy or Intimidate. The DC for 
  Diplomacy is 40 (Unfriendly to Helpful). The 
  Intimidate check is an opposed roll, with Chief 
  Librarian Haladras receiving +14 (+7 from level, +3 
  from Wisdom, +4 because he’s more afraid of 
  losing his job over the books than of the PCs). If 
  the PCs succeed at either roll, he will grudging 
  retrieve the books for the party. 
  IMALAS GERANTAN 
  
  YEO8-05 Finders, Keepers 
   
  Page 13 
   
  PCs who have played YEO7-01 A Curious 
  Diversion worked for Imalas, and he is well aware 
  that he is in their debt. However, he is unwilling to 
  give the party the book and must be persuaded, 
  either by Diplomacy or Intimidate. The DC for 
  Diplomacy is 30 (Indifferent to Helpful). The 
  Intimidate check is an opposed roll, with Imalas 
  Gerantan receiving +8 (+4 from level, +2 from 
  Wisdom, +2 because he’s more afraid of getting in 
  trouble than of the PCs really hurting him in any 
  way). If the PCs succeed at either roll, he will 
  grudgingly retrieve the books for the party. 
  KRUNOS THE CONJURER 
   
  Krunos is familiar to PCs who played YEO7-06 
  A Betrayal Most Foul. He feels some debt to the 
  PCs and less obligation to the University, making 
  him the easiest to persuade, if the hardest to 
  Intimidate. He is unwilling to give the party the 
  books and must be persuaded, either by 
  Diplomacy or Intimidate. The DC for Diplomacy is 
  20 (Friendly to Helpful). The Intimidate check is an 
  opposed roll, with Krunos receiving +15 (+11 from 
  level, +2 from Wisdom, +2 because he sees no 
  reason to fear the party). If the PCs succeed at 
  either roll, he will grudgingly retrieve the books for 
  the party. 
  THORANDER 
   
  PCs may have worked for Thorander, a 
  University administrator, in YEO7-04 Dusty Tomes 
  retrieving books taken from the Library. He owes 
  the PCs for this, but is also aware of the possible 
  consequences of giving the party the books. 
  However, he is wishy-washy enough to be 
  concerned with repaying the PCs as well. He is 
  unwilling to give the party the books and must be 
  persuaded, either by Diplomacy or Intimidate. If 
  the PCs have no Favor of Thorander, the DC for 
  Diplomacy is 40 (Unfriendly to Helpful). If the 
  characters have and spend the Favor of 
  Thorander, the DC for Diplomacy is 30 (Indifferent 
  to Helpful). If the characters have and spend the 
  Greater Favor of Thorander, the DC for 
  Diplomacy is 20 (Friendly to Helpful). The 
  Intimidate 
  check 
  is 
  an 
  opposed 
  roll, 
  with 
  Thorander receiving +11 (+6 from level, +1 from 
  Wisdom, +4 because he is more afraid of losing 
  face and his position than he is of the PCs). If the 
  PCs succeed at either roll, he will grudgingly 
  retrieve the books for the party. 
   
  There may be others the PCs may attempt to 
  persuade, but few will be willing to do such an act. 
  Adjudicate any other attempts at persuasion using 
  the guidelines given above. 
   
  If the PCs attempt to persuade or intimidate 
  more than three individuals and fail, all following 
  individuals receive a +2 bonus, as word spreads of 
  what they are asking for. 
   
  If PCs cannot find anyone else to force to do 
  the task, they are then forced to find another path 
  to getting the books. 
  3D: THE DEBTS WE’RE 
  OWED 
  Resourceful PCs may recall that there are several 
  people in Loftwick with lots of influence that owe 
  them 
  favors. 
  Based 
  on 
  previously 
  played 
  adventures, these PCs have favors and debts that 
  can be used to sway the local powers-that-be to 
  release the books to the party. Each favor or point 
  of influence can be expended for a certain amount 
  of ‘pull’. If the PCs can generate 25 or more points 
  of ‘pull’, they are able to at least force the issue to 
  a University Administrative Hearing. If they are 
  able to generate 50 or more points of ‘pull’, they 
  can get the books without further delay, having 
  knocked on enough doors and having enough of a 
  reputation to earn the trust of the University. 
   
  First, members of the following organizations 
  are granted ‘PULL’ due to their membership: 
   
  The University at Loftwick 
   
  +1 
   
  The Academy of Lore 
   
  +2 
   
  The College of High Magic  
  +3 
   
  These membership bonuses do not stack for 
  the individual PC—you only get the best bonus 
  available to you. These bonuses do stack for the 
  group—if more than one PC in the party is in 
  meta-organizations, then all of their relevant best 
  bonuses apply (i.e., a PC does not get both the 
  bonus for the University and the College of High 
  Magic, but the party does gain from having 2 
  members, one University and the other College, or 
  even both College.) 
   
  Next, PCs can increase their ‘pull’ by calling in 
  favors and influence. PCs can apply any given 
  favor only once (i.e., if multiple PCs have the 
  same favor, it does not stack). PCs can use only 
  favors they haven’t expended in some other way 
  (some favors granted access and are considered 
  spent once used in this way). If a favor had the 
  potential to be used more than once, it must still 
  be completely unused to count for the ‘pull’ bonus. 
  ALL favors and influence used to generate this 
  ‘pull’ are considered spent. 
  
  YEO8-05 Finders, Keepers 
   
  Page 14 
   
   
  PULL 
  FAVOR/INFLUENCE (SOURCE) 
   
  +3  
  Favor of the Mayor of Loftwick 
  (YEO2-07 Giants in the Earth) 
   
  +1  
  Influence 
  Point 
  with 
  the 
  Yeomanry 
  Army 
  (YEO2-07 
  Giants in the Earth) 
   
  +3  
  Influence 
  Point 
  with 
  Grosspokesman 
  Grummett 
  (YEO2-08 The Hole Truth) 
   
  +1  
  Influence with the Church of 
  Seven Faiths (YEO3-01 Guard 
  Dogs) 
   
  +3  
  Influence 
  Point 
  with 
  Grosspokesman 
  Elkington 
  (YEO3-02 In Darkness, Despair) 
   
  +5  
  Influence Point with the Council 
  of 
  Common 
  Grosspokesmen 
  (YEO3-03 Sticks & Stones) 
   
  +1  
  Influence 
  Point 
  with 
  the 
  Yeoman Border Guard (YEO3-
  06 The Rhythm of Drums) 
   
  +3  
  Influence 
  Point 
  with 
  the 
  Academy 
  of 
  Lore 
  (YEO1-01 
  Masking the Truth or YEO3-IS1 
  Masking the Truth) 
   
  +3  
  Influence 
  Point 
  with 
  Grosspokesman 
  Cale 
  Tadwhistle (YEO4-01 Flesh and 
  Spirit) 
   
  +3  
  Favor of the Grosspokesman 
  Jalandri Silbrendas (YEO4-06 
  By Brick and Mortar) 
   
  +5  
  Favor 
  of 
  Chief 
  Librarian 
  Haladras (YEO4-06 By Brick and 
  Mortar) 
   
  +3  
  Influence with the Dustdigger 
  College 
  (YEO4-07 
  Heart 
  of 
  Betrayal) 
   
  +1  
  Influence Point with Cpt. Tomar 
  Weilm (YEO5-05 Into the Scarlet 
  Flames) 
   
  +5  
  Favor 
  of 
  the 
  Yeomanry 
  Government (YEO5-07 Blighted 
  Souls) 
   
  +2  
  Influence with the Order of Free 
  Knights (YEO6-01 Night, Knight) 
   
  +3  
  Influence 
  point 
  with 
  the 
  Academy 
  of 
  Lore 
  (YEO6-02 
  Seeking Scarlet Glory) 
   
  +2  
  Favor of the Freeknights (YEO6-
  03 Of My Enemy) 
   
  +1  
  Favor of Professor Edmund 
  Guillory 
  (YEO6-05 
  The 
  Menagerie) 
   
  +3  
  Influence with the Academy of 
  Lore (YEO6-05 The Menagerie) 
   
  +3  
  Influence with the Academy of 
  Lore 
  (YEO7-01 
  A 
  Curious 
  Diversion) 
   
  +4  
  Favor 
  of 
  Stephon 
  Kelven 
  (YEO7-03 Another Bride, Another 
  Groom?) 
   
  +1  
  Favor of Thorander (YEO7-04 
  Dusty Tomes; cannot receive next 
  as well) 
   
  +2  
  Greater Favor of Thorander 
  (YEO7-04 Dusty Tomes; cannot 
  receive previous as well) 
   
  +1  
  Favor of Krunos and Friends 
  (YEO7-06 A Betrayal Most Foul) 
   
  It is possible there are other points of influence 
  that might be used. The DM is to determine how 
  appropriate they are to the matter and assign them 
  a relative value (+1 to +3). 
  UNIVERSITY ADMINISTRATIVE HEARING 
   
  Assuming the party has been unable to 
  directly receive the books in confidence (3D) or 
  that they’ve managed to withstand and penetrate 
  the bureaucracy (3A), they have managed to have 
  an administrative hearing scheduled. 
  Seven 
  Administrators sit on a panel, the number 
  indicating some seriousness to the matter. 
  Usually, only three sit in council, five in extreme 
  cases. Among the number are Chief Librarian 
  Haladras, an older and studious looking human 
  peering from behind a pair of spectacles, and 
  Dean of Student Affairs Professor-Father Ayrnold 
  Winthorpe, a smiling gnome with a large white 
  book in hand. Beyond that, the administrators are 
  unknown to the party, though it is clear they 
  represent more than just University staff. A woman 
  sits in a long cloak with what appear to be riding 
  leathers—a Dustdigger, most likely, while two 
  others, a woman and an elf male, are clearly 
  members of the College of High Magic. The other 
  two, 
  human 
  males 
  of 
  older 
  age, 
  are 
  
  YEO8-05 Finders, Keepers 
   
  Page 15 
  indeterminately either from the College or the 
  University staff. 
   
  You are ushered into a smaller auditorium 
  in the Conservatory of the Arts. The room is 
  comfortably large, with several tiers of steps 
  for seating. On the dais at the center of the 
  room sits a table with the seven administrators 
  waiting. This is your chance to plead your 
  case—success or failure hangs before you in 
  the next few moments. 
   
  Allow the PCs to plead their case before the 
  panel. All of the members begin with an initial 
  Attitude towards the idea of loaning the books of 
  Unfriendly. Each administrator must be won over 
  to Helpful (DC 40) or better. Players should 
  roleplay as much as possible and the DM should 
  question them as such a panel might—highly 
  suspicious and untrusting of such a procedure. 
  The PCs should make one Diplomacy roll against 
  each administrator separately. Five administrators 
  need to be convinced for the party to receive the 
  books. Several factors, including roleplaying, will 
  affect the PCs’ chances of success. 
  Calling in Favors 
   
  PCs who progressed here through the method 
  of calling in favors (3D) gain an immediate bonus 
  to all Diplomacy rolls of (total ‘pull’ generated/5). 
  Thus, if a party generated 45 points of ‘pull’, but 
  could not reach the 50 to get the books directly, 
  they make these rolls at +9 (45/5=9). Those who 
  proceeded here through path 3A do NOT receive 
  these bonuses, as their method of convening the 
  Hearing was completely different. 
   
  Two of the administrators can be persuaded 
  directly. If the PCs have the Favor of Chief 
  Librarian Haladras (YEO4-06 By Brick and 
  Mortar), one not used previously (i.e., another PC 
  at the table has the favor or the party arrived here 
  through 3A), and the favor is unused (it has three 
  uses possible), then the party may consider Chief 
  Librarian Haladras Helpful already, and consider 
  this one of their five successes. The favor, in this 
  case, is completely used. 
   
  Also, if someone in the party has the Reward 
  of the University at Loftwick (YEO7-02 Skin 
  Deep), which is an item favor, it can be used to 
  sway Professor-Father Ayrnold Winthorpe, the 
  gnome Dean of Student Affairs. If the University 
  need not fund the research the PC’s item requires, 
  or allow access to the knowledge, then it benefits 
  the University. Knowing full well the party’s 
  activities in the YEO7-02 Skin Deep, he will gladly 
  trust them with the texts if they will waive an un-
  received reward. This favor is then considered 
  used, 
  and 
  Professor-Father 
  Winthorpe 
  is 
  considered Helpful. 
   
  The other five administrators must be swayed 
  individually as must the two above if the party is 
  unable to use favors. 
  THE PANEL DISCUSSION 
  Once the PCs have determined any bonuses and 
  have swayed any of the panel they can already, 
  the following issues will convey bonuses and 
  penalties as indicated. If the PCs do not volunteer 
  the information, the panel will ask these things in 
  the form of questions. Apply the penalty or bonus 
  to each of the remaining panel members, using 
  the strongest answer the party puts forth when 
  they put forth more than one answer. 
  • 
  What are the books to be used for? 
  To find Marius Lindon 
   
  +2 
  To find Asberdies 
   
  -2 
  To find hidden boltholes  
  +1 
  • 
  When will we receive the information you 
  promise they contain? 
  As soon as we can get it to you +2 
  Within the week  
   
  -2 
  Maybe never 
   
   
  -4 
  • 
  Will the books be returned? (They do not 
  believe that releasing any books will result 
  in return, and are looking for honesty 
  here…) 
  We cannot say if they will be 
  +2 
  As soon as we are done  
  -1 
  Within a few weeks 
   
  -4 
   
  Development: It is possible the party will fail 
  to convince the University Administrative Hearing. 
  If so, they will be forced to seek another route to 
  obtain the books. 
  ENCOUNTER 4: A LOCKED 
  SCENT 
  Getting the books back to Longspear. 
   
  If the party obtained the books by any means 
  other than the University Administrative Hearing 
  (including by using enough ‘pull’ and avoiding the 
  hearing), the University, in examining the situation, 
  has decided it wants the books back. Elements 
  
  YEO8-05 Finders, Keepers 
   
  Page 16 
  with the University, without the approval of the 
  administration, have released trackers to retrieve 
  the books. Shortly after the PCs leave Loftwick, 
  the invisible stalkers find them. If necessary and 
  the party uses extreme magical means of 
  transportation, the invisible stalkers will follow the 
  PCs back into Longspear and attack them there. 
   
  The boxed text is written to assume the party 
  is camping out on the road to Longspear. If they 
  are somewhere else or travel in some other way, 
  adjust the boxed text accordingly. 
   
  Bedding down for the night two days’ ride 
  out of Longspear, you find the night clear and 
  pleasant, with several stars apparent. 
   
  Determine if the PCs have posted a watch. If 
  so, randomly determine during which watch period 
  (if 3 watch periods, roll a d3, if 4, roll a d4) the 
  attack comes. Anyone on watch during that period 
  receives a Listen Check (DC 25 at APLs 4, 6, and 
  8; DC 33 at APL 10; DC 41 at APL 12) to see if 
  they hear the invisible stalkers before they attack. 
  (The stalkers are invisible, hence no Spot checks. 
  They are taking 10 on their Move Silently checks, 
  hence the above listed DCs.) If a PC succeeds at 
  a Listen check, read him the following. 
   
  Your shift on watch seems uneventful, until 
  you begin to hear what can only be described 
  as the whooshing of the wind. However, there 
  is no wind, and none of the leaves on any of 
  the nearby trees move even a hair. 
   
  This PC (and any others who successfully 
  hear the stalkers) can act during the surprise 
  round. The stalkers will use the surprise round to 
  move next to any target they can. On the following 
  and subsequent rounds, they will attack and then 
  move away, moving within reach of another target. 
   
  Creatures: The party is under attack by 
  invisible stalkers (only 1 at APL 4). 
  APL 4 (EL 7) 
  Invisible Stalker: hp 60; see Monster Manual, 
  page 160. 
  APL 6 (EL 9) 
  Invisible Stalker (2): hp 60 each; see Monster 
  Manual, page 160. 
  APL 8 (EL 11) 
  Invisible Stalker (4): hp 60 each; see Monster 
  Manual, page 160. 
  APL 10 (EL 13) 
  Invisible Stalker, Advanced (4): hp 144 
  each; see Appendix 4. 
  APL 12 (EL 15) 
  Invisible Stalker, Advanced (4): hp 216 
  each; see Appendix 5. 
   
  Tactics: At all APLs the invisible stalkers will 
  attack until destroyed or until they destroy the 
  party, at which point they will retrieve the books 
  and leave. Should the party toss the books aside 
  before they or the stalkers are defeated, the 
  stalkers will break off combat, take the books, and 
  leave. While not mindless, the only way for the 
  stalkers to return home is to either retrieve the 
  books or be defeated and forced back to the 
  elemental plane of air. Either way, they have no 
  reason to break off contact as only by defeating 
  the party or being defeated can they return home. 
   
  Treasure: The invisible stalkers have no 
  treasure. 
  ENCOUNTER 5: THE NEW 
  FACE 
  Once the party is secure in Longspear, they meet 
  with Weldon who passes them on to Bradley 
  Copperton. 
   
  Your arrival in Longspear does not go 
  unnoticed, and Weldon sends his regards, 
  agreeing to meet you at your inn for dinner and 
  he will bring a friend. At the appointed time, 
  Weldon’s middle-aged frame and good-natured 
  grin leads the way for Weldon’s friend—a 
  younger man, in his mid-twenties perhaps, 
  with 
  long, 
  black 
  hair 
  and 
  a 
  handlebar 
  mustache, keen dark eyes, and a swarthiness 
  to his skin. This younger man is also grinning, 
  smiling like the cat that ate the canary. 
   
  “Hey folks! Good to see you again,” 
  Weldon shakes hands powerfully. “Let’s get 
  one of the private rooms for dinner and see 
  what’s what, eh?” 
   
  After arrangements have been made, and 
  all are settled around the large table, Weldon 
  introduces his companion. “Folks, this here’s 
  Bradley Copperton, one of the new Yeomanry 
  immigrants that’s so loyal to the spear.” 
   
  “Hey there,” the Rhennee man smiles 
  broadly. “I’m the one what put Weldon on to 
  hiring adventurers and what not.” Bradley’s 
  
  YEO8-05 Finders, Keepers 
   
  Page 17 
  accent is strange, but his rhythm and feel are 
  natural. Clearly wearing a red shirt beneath his 
  loose leathers, Bradley is one of the new 
  zealous types, apparently. “I’m one of the ones 
  what came out of the Hold through the Hool 
  with the help of them Trithereonites.” Bradley 
  looks around as if the others understand what 
  he is saying. 
   
  After exchanging pleasantries with the party 
  and demonstrating his extensive love for the 
  Yeomanry (true—this is a great land of opportunity 
  for all sorts) and pride in becoming a ‘Citizen 
  Through Service,’ having resided in the Yeomanry 
  long enough. (Also true—he is happy to be here 
  and considers the requirements for citizenship 
  almost ridiculously easy. He doesn’t understand 
  why the Keewees don’t simply export a few 
  hundred thousand peasants to the Yeomanry and 
  have them vote themselves back into the 
  Kingdom.) Bradley, though Lawful Evil, is not such 
  a bad person. He has played political games since 
  long before he left the Hold of the Sea Princes, 
  and he knew Della there. If the party asks about 
  her now, he will say that he has heard she was 
  slain by Melinda Windomere for crimes against the 
  state (true—this is what he heard). If confronted as 
  to whether he has seen Della or is working for her, 
  he will plead innocence to any further knowledge 
  of her (Bluff, take 10 as he prepared for this 
  question, so DC 30 for Sense Motive). 
   
  Bradley has come to collect the books. He has 
  a sage stashed away who has promised to 
  decipher the code used within them, and he has 
  simply waited for the right party to ‘liberate’ the 
  books. He expects the party to hand the books 
  over to him on the spot. He will be genuinely 
  surprised if the party does not. 
   
  He cannot allow the party to accompany the 
  books since he does not trust them. Once the 
  sage has deciphered the texts, he is willing to let 
  them meet the sage in question and, hopefully, 
  retrieve the books. Until then, he does not trust 
  them to either surrender the books to the sage or 
  not to interfere with the sage for some as yet 
  unclear reason. As such, and as per Della’s 
  orders, he is willing to discuss the intent to return 
  the books once the sage is finished. (Again, Bluff 
  with preparation for a Sense Motive DC of 30.) 
   
  Bradley is not desperate, but will pay the PCs 
  50gp x APL if they moan on about ‘expenses’ and 
  such, yet show a willingness to surrender the texts 
  (he understands the concept of greasing the 
  wheels and is not opposed to bribing the party to 
  give him the books—this isn’t payment as they 
  were never hired). If not pushed for money, he 
  may even offer this amount up front as “collateral” 
  for the books until the party can get them back  
  (true- he has no idea when that will be or how, but 
  they can keep the money until then). 
  Bradley Copperton: Male Human (Rhennee) 
  Bard13 
  (Bluff 
  +20, 
  Sense 
  Motive 
  +20, 
  Diplomacy +20). 
   
  Development: In this encounter, the party 
  meets the new face man and is expected to hand 
  over the books. If they are insistent, regardless of 
  Bradley’s appeal, to keep the books in their sight 
  at all times, Bradley will apologize for wasting their 
  time and ask them to quickly return the books to 
  the library, that he might have other, more 
  patriotic, individuals acquire the tomes. If the party 
  still sticks to their guns, then proceed to Encounter 
  7, and then the Conclusion: Nothing to Show, as 
  the party can still take the books back to Loftwick 
  and suffer the inevitable ambush on the way. 
  ENCOUNTER 6: READING 
  THE SIGNS 
  After a wait of some days, the PCs get the answer. 
   
  Several days pass without incident or 
  word. Weldon, either visited at his shop or on 
  one of his many visits to reassure, is ever 
  available, though Bradley is not. Four days 
  into the waiting, Bradley appears at the inn 
  door. “Hey, folks—y’all got a few minutes to 
  run an errand with me?” 
   
  Assuming the PCs come along, proceed. If 
  they are hesitant, or untrusting, Bradley will assure 
  them it is ‘worth their time.’ 
   
  Bradley leads the way back towards the 
  edge of town, away from the docks and the 
  majority of Longspear’s activity. In a dusty, 
  abandoned area of warehouses and unused 
  migrant worker sheds, he turns up towards a 
  small, boarded-up building. It is two stories 
  tall, and might have been a dwelling once long 
  ago, but seems to have been converted into 
  some kind of storage facility. Bradley leads the 
  way around to the back, unlocking the back 
  entrance, entering, and bidding the PCs to 
  follow. Once inside, Bradley looks out to see if 
  there are any obvious signs of being followed, 
  and closes and locks the door from the inside. 
  “Security purposes. Can’t be too careful. This 
  place is shielded as best we can afford, but 
  eyes can still betray even the best warded 
  
  YEO8-05 Finders, Keepers 
   
  Page 18 
  abode.” Leading the way through a workroom 
  kitchen with a large table covered in unwashed 
  plates and half-eaten meals, Bradley proceeds 
  further into the front of the building. “Eugen? 
  Eugen, where are you, good sir?” 
   
  PCs have a moment to look around as they 
  enter. The lock on the door is of excellent quality. 
  The house is in fact shielded with a dimension lock 
  (at least most of the front of the house is). A Spot 
  check (DC 15) notes that the arrangement of the 
  plates and chairs indicates only one person has 
  been eating here. 
   
  The front of the house is as strange as the 
  rest of it. Books, papers, and scrolls are piled 
  haphazardly about every piece of furniture and 
  in several bookshelves apparently recently 
  built for the purpose. Chalkboards are placed 
  in the window frames that are boarded from 
  the other side. Mugs sit as paperweights in a 
  dozen places over three rooms and a grey cat 
  peeks from behind a pile before deciding the 
  party is not interesting enough to watch, 
  turning its back on them and swishing its tail 
  as it moves behind another pile completely. A 
  coughing sound draws your attention as well 
  as Bradley’s to an elderly Suel man, long white 
  hair tied back in a ponytail, a frail, thin form 
  shaking as he coughs, with strong dark blue 
  eyes that burn with insight. Reaching for a 
  walking cane, the older man stands from the 
  chair he was using, placing the papers from 
  his lap into the momentarily vacant seat. 
   
  “Bradley! Good man, it gets better and 
  better! You’d never believe what I’ve found 
  now. But forgive my rudeness. I’m Eugen 
  Cartlyn, 
  a sage 
  of ancient 
  history and 
  languages, as well as a few other diverse 
  interests.” Sage Cartlyn bows a half-bow, 
  using the walking stick for support. 
   
  Allow the characters to interact with Sage 
  Cartlyn as they wish. The following information is 
  provided for direction with this conversation. 
  • 
  Are you the sage missing from the 
  University? 
   
  “Missing? I’m not missing—I’m right here!” 
  Eugen chuckles. “Forgive an old man his jokes. I 
  am that sage, though, as you see, I am truly not 
  missing to any but the University.” 
  • 
  Are you being held against your will? 
   
  “Oh no, no. I was taken by surprise when I 
  was first spirited away, but Bradley was there and 
  explained the need and the offer and the 
  opportunity. I have little access to the Inner 
  Sanctum with my position. The opportunity to 
  study these books, as well as this library already 
  prepared for me,” Eugen indicates the walls and 
  the vast array of works, “made this completely 
  voluntary before I ever got here. I wanted to 
  continue my research and Bradley is willing to 
  sponsor me. I have discussed it with him, and, 
  considering I finished the one task with which I 
  was charged, I can now leave at any time I wish. 
  But I see no reason to do so. I’m an old man with 
  old interests—the University is full of youngsters 
  always in a rush. Here, I can take my time and drift 
  from room to room as I please, studying as I 
  please and what I please. What more could a sage 
  ask?” 
  • 
  Have you found out where Marius Lindon 
  is located? 
   
  Eugen looks first at Bradley, who nods, before 
  he breaks into a large grin. “Well, not exactly, but 
  most likely. You see, once the coding was known 
  to be present in a variety of ancient texts, it was 
  simply a matter of identifying first the relevant texts 
  and then the appropriate passages. There is a 
  great deal of difficulty, of course, because 
  linguistic syntactical shifts over the millennia have 
  created a further encoding beyond the relatively 
  simple syllabic coding originally used. At the time, 
  this code would’ve been nearly impossible to 
  decipher, but Keoland used several similar ciphers 
  during the Giant Wars, and as an ally, we were 
  privy to them. Those codes were much more 
  complex, including complete lingual conversions 
  and duplexing, but yes, I believe I’ve been able to 
  decipher several of the texts’ notes regarding 
  locations. The mostly likely, so it seems from the 
  texts and other information, is the Ebon Spike.” 
  • 
  Where is Marius Lindon/the Ebon Spike? 
   
  “Well, I believe the Freeholder is at a place 
  called the Ebon Spike. It is a copy of the Black 
  Tower of Loftwick, only in reverse, it appears, and 
  was one of the old ruler’s hidden treasure vaults. 
  Considering that his idea of treasure would differ 
  from yours or mine, it takes little to surmise that 
  the most valuable current treasure, if it is still alive, 
  is the missing individual we were discussing—and 
  I don’t mean me. The Ebon Spike is listed as 
  ‘having walls of mountains and a moat of 
  swamps.’ I’m pretty sure that’s an area Bradley 
  may remember? The Hool has existed as it does 
  for several millennia, and the Crystalmists reach in 
  along a spire of mesas—walls of mountains. Of 
  course, it wasn’t this clear in the texts, but with 
  syllabic substitution and tonal variations, there is 
  
  YEO8-05 Finders, Keepers 
   
  Page 19 
  little else that could have been meant. There are 
  perhaps four other sites that are mentioned in the 
  coding in these texts, but none seem to be as 
  important, and none as clearly referenced as the 
  Spike.” 
  • 
  What ‘other information’ did you mean that 
  you have? 
   
  Eugen looks to Bradley, who will answer this 
  question. “We have identified what we believe to 
  be one of the old ruler’s construct servants—one 
  of those contaminated with the contagion. We 
  have observed him on several occasions buying 
  large purchases of food for travel and then using 
  dimension doors to travel southward out of the 
  city. In examining his papers while he is gone, our 
  ‘investigators’ found several letters from Newick 
  and Burn. While that by itself is not indicative of 
  much, it indicates a southerly involvement. Eugen 
  is working on copies of the letters now, but it is a 
  much more modern code, he says.” 
   
  Eugen adds, “I’ll get it with time, but modern 
  codes are always the hardest to crack. There may 
  have been something to the paper as well—or 
  hidden in another color or way.” Eugen seems to 
  puzzle this and then wanders about, searching the 
  shelves for a book on cryptography. “I’ll get it, 
  don’t you worry.” 
   
  Bradley smiles at the old man and continues, 
  “We’re not in a rush, Eugen. That’s why we didn’t 
  take the letters. Anyways, that can be dealt with 
  later. Passing on this information seemed to come 
  first. This was our deal wasn’t it, the location for 
  the books?” 
  • 
  Can we have the books back? 
   
  Eugen looks at Bradley. “I don’t see why not.” 
  The old man hobbles from room to room. After 
  about five minutes, he finds the Libram of Lost 
  Tales. Any PC who begins touching his piles or 
  messing with his books gets chased with his 
  walking cane. If they insist, he will hit them with 
  the cane for 1 point of subdual damage and 
  attempt to stare them down—this old man is not 
  afraid of death, and is thus not afraid of them. He 
  is more afraid of losing something he is working 
  on. 
   
  After about thirty minutes, Eugen finds The 
  Record of Isoada-Del. Eugen will search for 
  another hour if forced to, but cannot find the copy 
  of Codex Amoris Doloris. “It’s here somewheres. 
  I’ll get it back to the University when it shows up, 
  promise.” (Eugen is sincere in this- he would 
  return the book if he could find it. Bradley, 
  however, had it removed by one of the assistants 
  a day or two ago at Della’s request. He can 
  honestly claim that he didn’t take it, he doesn’t 
  have it, and he doesn’t know where it is.) 
  • 
  Do you want to leave this place? 
   
  Eugen laughs. “Absolutely not. And yet, 
  Bradley tells me we may be picking up the whole 
  shop soon…” 
   
  “That enough about that, Eugen,” Bradley 
  interrupts. “Yes, we may have to move you soon 
  to keep you safe. If these fellas were followed at 
  all, then they could’ve been followed here as well, 
  scrying and all. They may not know what’s inside, 
  but they might’ve seen us come in. Safety is the 
  number one issue here.” 
   
  Development: At this point, PCs are likely 
  suspicious Bradley is more than he says he is. He 
  is, as he says, leader of the Rascals. If asked for 
  whom he is working, he will invariably reply, “For 
  the good of the Yeomanry.” He will happily 
  concede to any accusation of being a government 
  agent for the Yeomanry, or just about any other 
  organization that works for the good of the 
  Yeomanry. 
  He 
  will 
  demonstrate 
  sincere 
  consternation at any character who implies that he 
  is somehow not working for the good of the 
  Yeomanry. He will laugh off any questions about 
  Della (Bluff +20, well rehearsed, so taking 10 = 
  Sense Motive DC 30). Either way, the PCs likely 
  have two of the three books back and an idea of 
  where is the bolthole that holds the missing 
  Freeholder. 
  ENCOUNTER 7: TO SEEK 
  AND NOT TO FIND 
  PCs pass to this encounter, either after refusing to 
  give the books to Bradley or after receiving the 
  information from the sage in Longspear. This 
  encounter happens in the streets of Loftwick in 
  broad daylight, just after the PCs enter the city. 
   
  The party has either acquired the information 
  at the cost of a text or is returning with all three 
  texts. Asberdies has learned of the library’s loss of 
  the books and is not pleased, as he realizes 
  someone is trying to decipher his own codes to 
  himself, written in the eons past. The fact that he 
  doesn’t know who bothers him even more. He 
  cannot yet identify who is messing with his toys, 
  but he can find where the books went, and try to 
  make sure the trail ends there. 
  
  YEO8-05 Finders, Keepers 
   
  Page 20 
   
  The entrance gate to Loftwick about a 
  quarter of a mile behind you, and the thought 
  of a good meal and bed before appealing to 
  Council of Grosspokesmen just beginning to 
  form in your mind, a solitary figure steps 
  forward. Wrapped in clothes that are too big 
  for him and carrying what appear to be two 
  rapiers that extend from the ends of his 
  overlong sleeves, the man speaks without 
  moving, his face shrouded in the cloak’s hood. 
  “You go no further.” The people on the streets 
  sense the danger and flee to the sideways and 
  alleys. 
   
  “Is this some registered duel?” says one 
  bystander as he ducks for cover. “Someone 
  call out the militia!” says another onlooker 
  peeking from around a corner. 
   
  (The/Another) cloaked man steps forward, 
  “They will not arrive soon enough.” With that 
  he attacks. 
   
  This encounter takes place along one of the 
  wide central thoroughfares that cross the city. The 
  road is twenty feet wide going in both directions, 
  with random alleys and side streets off of either 
  side. 
  APL 4 (EL 7) 
  Nimblewright: hp 75; see Appendix 1. 
  APL 6 (EL 9) 
  Nimblewright, 
  Advanced: 
  hp 
  112; 
  see 
  Appendix 2. 
  APL 8 (EL 11) 
  Nimblewright, Advanced (2): hp 112 each; 
  see Appendix 3. 
  APL 10 (EL 13) 
  Nimblewright, Advanced (4): hp 112 each; 
  see Appendix 4. 
  APL 12 (EL 15) 
  Nimblewright, Advanced (8): hp 112 each; 
  see Appendix 5. 
   
  Tactics: The nimblewrights take the time to 
  pre-cast haste and cat’s grace on themselves 
  before they attack. At APLs 6 - 12, the advanced 
  nimblewrights 
  also 
  cast 
  bull’s 
  strength 
  on 
  themselves. (They are +3 to hit, +6 to AC, +1 to all 
  saves, +2 more to Reflex saves, +30 ft. move, plus 
  an extra attack when using the full-attack option 
  above 
  the 
  listed 
  statistics. 
  The 
  advanced 
  nimblewrights are also +2 to damage.) 
   
  Remember that the combat-oriented feats with 
  which the nimblewrights are programmed include 
  Combat Expertise, Combat Reflexes, Spring 
  Attack, and Improved Disarm. They will attempt to 
  disarm 
  opponents 
  before 
  killing 
  them 
  with 
  Augmented Critical. 
   
  Treasure: 
  APL 4: L: 1 gp, C: 200 gp, M: boots of skating 
  (583 gp). 
  APL 6: L: 1 gp, C: 666 gp, M: boots of skating 
  (583 gp), bracers of repulsion (333 gp). 
  APL 8: L: 2 gp, C: 1,332 gp, M: 2 boots of 
  skating (583 gp each), 2 bracers of repulsion 
  (333 gp each), 2 goggles of lifesight (166 gp). 
  APL 10: L: 4 gp, C: 2,664 gp, M: 4 boots of 
  skating (583 gp each), 4 bracers of repulsion 
  (333 gp each), 4 goggles of lifesight (166 gp 
  each), 4 helms of battle (166 gp each). 
  APL 12: L: 8 gp, C: 5,328 gp, M: 8 boots of 
  skating (583 gp each), 8 bracers of repulsion 
  (333 gp each), 8 goggles of lifesight (166 gp 
  each), 8 helms of battle (166 gp each), 8 
  necklaces of warning (333 gp each). 
   
  Development: The nimblewrights are out to 
  slay the party, but are not willing to surrender 
  themselves to the militia. If the PCs can continue 
  the combat for more than a minute and a half (15 
  rounds), the nimblewrights will begin to break off 
  combat, one or two leaving each round, to avoid 
  the militia. 
  CONCLUSION 
  There are two possible conclusions. If the party 
  has returned with the likely location of Marius 
  Lindon and, possibly, two of the three books they 
  took, then proceed to THE CAT AND THE BAG. If 
  the party refused to turn the books over to Bradley 
  and returned with the books instead, proceed to 
  NOTHING TO SHOW. 
  CONCLUSION: THE CAT AND THE 
  BAG 
  The characters have discovered the likely location 
  of the missing Freeholder, Marius Lindon. 
   
  You start with the Militia and then the 
  Freeknight “debriefings,” but they feel more 
  like interrogations. You’ve told your story so 
  many times, your not sure you even remember 
  it straight yourself any more, and your tired of 
  it. It is about this time that Freeknight Aelfric 
  
  YEO8-05 Finders, Keepers 
   
  Page 21 
  Aelfsted comes to see you. “It seems, my 
  friends, that you’ve done the Yeomanry a great 
  service if this information is true. Border 
  Guards have been dispatched to search some 
  of what we consider the more likely mesas in 
  the area. If they find anything, we may need 
  your help again.” 
   
  If the PCs received the books illegally, either 
  through coercion or theft, and took any other texts, 
  the crime will be forgiven as long as the other texts 
  are returned. If no other texts were taken, but the 
  information of Marius was discovered AND two of 
  the three books were returned, the crime will also 
  be forgiven. If the books were stolen and 
  something else was taken and not returned, 
  inventory will eventually reveal the missing book 
  and the guardians will be able to say which PC 
  took it. That PC receives WANTED BY THE 
  YEOMANRY and TAKING SOMETHING EXTRA 
  on his AR. 
   
  If the PCs acquired the tomes through legal 
  means, either through meeting with enough 
  administrators or using enough ‘pull’, AND two of 
  the three texts were returned, the party receives 
  TAKING SOMETHING EXTRA as a reward, a gift 
  from the University at Loftwick for both returning 
  books they thereafter assumed forever lost and for 
  the task they have accomplished. The AR reads 
  the same way, whether they took something extra 
  illegally or were given the right as a reward. 
  CONCLUSION: NOTHING TO SHOW 
  The characters have NOT discovered the likely 
  location of Marius Lindon. 
   
  You start with the Militia and then the 
  Freeknight “debriefings,” but they feel more 
  like interrogations. You’ve told your story so 
  many times, your not sure you even remember 
  it straight yourself any more, and your tired of 
  it. It is about this time that Freeknight Aelfric 
  Aelfsted comes to see you. “It seems, my 
  friends, that we cannot corroborate your 
  stories. While there is a Weldon and a Bradley 
  who do know each other, and whom we do 
  know to be involved with the Rascals, there is 
  no indication that the house you mentioned 
  has ever been lived in—there are no locks on 
  the doors, no books or old sage running 
  around its various rooms. If it was Cartlyn, 
  he’s gone now. I’m sorry you have wasted your 
  time, but there are many wild goose chases 
  these days after the missing Freeholder, it 
  seems.” 
   
  If the PCs received the books illegally, either 
  through coercion or theft, and took any other texts, 
  the crime will be forgiven as long as the other texts 
  are returned. If no other texts were taken AND the 
  three books were returned, the crime will also be 
  forgiven, for the court will recognize the intent and 
  the lack of actual harm. If the books were stolen 
  and something else was taken and not returned, 
  inventory will eventually reveal the missing book 
  and the guardians will be able to say which PC 
  took it. That PC receives WANTED BY THE 
  YEOMANRY and TAKING SOMETHING EXTRA 
  on his AR. 
  EPILOGUE 
  This Epilogue assumes the party has discovered 
  the location of Marius Lindon. If not, do NOT read 
  the epilogue. 
   
  Placards and posters appear everywhere 
  almost overnight. Riders carry the word as fast 
  as horse can carry man and criers spread the 
  word from street to street. 
   
  “The call is issued—all Yeoman militia, 
  active and reserve, able to heed the call—
  marshal at the nearest site and await further 
  orders. Full mobilization within the Yeomanry. 
  Raise the Spear!” 
   
  There is much clamor as to what has lead 
  to the call. Some accuse Melinda Windomere 
  of trying to stage some sort of military coup, 
  while others insist that the Giants are acting 
  up again. Some say it’s the damnable drow, 
  causing trouble after that treaty we signed, and 
  a few, as with everything that happens these 
  days, say it has something to do with the 
  missing Freeholder. 
   
  As you stand in the gates of Loftwick and 
  look southward towards the rolling heartlands 
  of this country, you see the red and white 
  pennants of a thousand spears 
  already 
  answering the call here, repeated so many 
  times across the country, in every town, in 
  every homlet. Whatever this force moves 
  against need be wary. 
   
  The End 
   
  
  YEO8-05 Finders, Keepers 
   
  Page 22 
  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 3 
  Obtaining the books. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
   
  APL 10: 300 xp. 
   
  APL 12: 360 xp. 
  Encounter 4 
  Defeating the invisible stalkers. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp 
   
  APL 8: 330 xp 
   
  APL 10: 390 xp 
   
  APL 12: 450 xp 
  Encounter 7 
  Defeating the nimblewrights. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp 
   
  APL 8: 330 xp 
   
  APL 10: 390 xp 
   
  APL 12: 450 xp 
  Story Award 
  Discovering the location of the Ebon Spike. 
   
  APL 4: 100 xp. 
   
  APL 6: 140 xp 
   
  APL 8: 175 xp 
   
  APL 10: 210 xp 
   
  APL 12: 250 xp 
  Discretionary Roleplaying Award 
   
  APL 4: 35 xp. 
   
  APL 6: 40 xp 
   
  APL 8: 50 xp 
   
  APL 10: 60 xp 
   
  APL 12: 65 xp 
  Total possible experience 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
   
  APL 10: 1,350 xp. 
   
  APL 12: 1,575 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. 
  
  YEO8-05 Finders, Keepers 
   
  Page 23 
   
  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 
  adventure, 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 7: 
  APL 4: L: 1 gp, C: 200 gp, M: boots of skating 
  (583 gp). 
  APL 6: L: 1 gp, C: 666 gp, M: boots of skating 
  (583 gp), bracers of repulsion (333 gp). 
  APL 8: L: 2 gp, C: 1,332 gp, M: 2 boots of 
  skating (583 gp each), 2 bracers of repulsion 
  (333 gp each), 2 goggles of lifesight (166 gp). 
  APL 10: L: 4 gp, C: 2,664 gp, M: 4 boots of 
  skating (583 gp each), 4 bracers of repulsion 
  (333 gp each), 4 goggles of lifesight (166 gp 
  each), 4 helms of battle (166 gp each). 
  APL 12: L: 8 gp, C: 5,328 gp, M: 8 boots of 
  skating (583 gp each), 8 bracers of repulsion 
  (333 gp each), 8 goggles of lifesight (166 gp 
  each), 8 helms of battle (166 gp each), 8 
  necklaces of warning (333 gp each). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 4: L: 1 gp, C: 200 gp, M: 583 gp – Total: 
  784 gp (650 gp). 
  APL 6: L: 1 gp, C: 666 gp, M: 916 gp – Total: 
  1,583 gp (900 gp). 
  APL 8: L: 2 gp, C: 1,332 gp, M: 2,164 gp – 
  Total: 3,498 gp (1,300 gp). 
  APL 10: L: 4 gp, C: 2,664 gp, M: 4,992 gp – 
  Total: 7,660 gp (2,300 gp). 
  APL 12: L: 8 gp, C: 5,328 gp, M: 12,648 gp – 
  Total: 17,984 gp (3,300 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Taking Something Extra This PC took something 
  extra from the Inner Sanctum of the University at 
  Loftwick library. This something extra is presumed 
  to be some archaic spell book. This PC can 
  choose to either sell the book for 1,000 gp or 
  peruse it for personal use, in which case the 
  character receives access to one non-Closed spell 
  that they are already high enough level to cast 
  from 
  the 
  Player’s 
  Handbook 
  or 
  the 
  Spell 
  Compendium. The selected spell is to be listed 
  here:______________. 
  Wanted by the Yeomanry For stealing books 
  from the Inner Sanctum of the University at 
  Loftwick, this PC is wanted by the Yeomanry for 
  prosecution. All upkeep costs in the Yeomanry are 
  increased by one step for this PC, and no further 
  influence in the Yeomanry can be gained by this 
  PC. Any land owned by this PC is confiscated by 
  the government. Likewise, all Gather Information 
  rolls 
  made 
  in 
  the 
  Yeomanry 
  suffer 
  a 
  -4 
  circumstance penalty, as the PC must be more 
  surreptitious in gaining information. 
  Curse--Construct Contagion This PC suffered a 
  serious blow (one that was a critical hit, one for 
  massive damage, or one that put the PC’s hit point 
  total below zero) from an “infected” construct, and 
  has been cursed with construct contagion (it is not 
  a disease, despite the name and use of the word 
  infected). The constructs in this adventure cause 
  the iron version of this infection. The initial 
  infection causes random parts of the PC’s body to 
  transform into bits of iron metal. 
   
  The first stage grants a +2 natural armor 
  bonus and a -2 penalty to Cha. Each time this PC 
  is struck with a critical hit, a blow for massive 
  damage, or has his hp total reduced below zero, 
  they must make a Fort save (DC 12 + the APL this 
  adventure was played at). If they fail the save, 
  check one of the boxes below; this indicates the 
  contagion has advanced in intensity, transforming 
  more of your body into a construct (although you 
  do not assume the construct type yet). Each 
  advance further affects the abilities of the curse 
  victim. 
  � Second Stage: -2 penalty to Dex. 
  � Third Stage: -10 ft. penalty to Speed (-5 ft. for 
  Small PCs). 
  
  YEO8-05 Finders, Keepers 
   
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  � Fourth Stage: Healing spells cast on this PC are 
  only half as effective with regards to curing hp 
  damage. 
  � Final Stage: PC becomes a construct and is 
  removed from play – contact the Yeomanry Triad 
  (see below). 
  If the curse progresses through all four check 
  boxes, this PC is completely transformed by the 
  curse. At that point your PC is removed from play 
  until you receive documentation for the completed 
  transformation from the Yeomanry Triad. 
  This curse can currently only be removed by a 
  remove curse, break enchantment, miracle, or 
  wish spell from a caster of 17th level or higher. 
  However, there may be other means to remove 
  this curse that this PC may discover in future 
  Yeomanry adventures. 
  Item Access 
  APL 4 (all of the following): 
  Boots 
  of 
  Skating 
  (Adventure; 
  Magic 
  Item 
  Compendium; Limit 1) 
  APL 6 (all of APL 4 plus the following): 
  Bracers of Repulsion (Adventure; Magic Item 
  Compendium; Limit 1) 
  APL 8 (all of APLs 4, 6 plus the following): 
  Goggles of Lifesight (Adventure; Magic Item 
  Compendium; Limit 1) 
  APL 10 (all of APLs 4, 6, 8 plus the following): 
  Helm 
  of 
  Battle 
  (Adventure; 
  Magic 
  Item 
  Compendium; Limit 1) 
  APL 12 (all of APLs 4, 6, 8, 10 plus the following): 
  Necklace of Warning (Adventure; Magic Item 
  Compendium; Limit 1) 
   
   
   
  
  YEO8-05 Finders, Keepers 
   
  Page 25 
  APPENDIX 1 – APL 4 
   
  ENCOUNTER 3B 
   
   
   
   
  F I R E  T RA P P E D  B O O K 
  CR 2 
  Description The book is trapped with a fire trap spell 
  cast by a druid—anyone who opens the book 
  detonates the trap. 
  Search DC 27; Type magic 
  Trigger opening the book 
  Effect 1d4+3 fire damage in a 5-ft. radius, Reflex save 
  DC 14 for half 
  Duration instantaneous 
  Disarm 27 
  Dispel 14 
  ENCOUNTER 7 
   
   
   
   
   
  N I M BL E W R IG HT 
  CR 7 
  CN Medium Construct 
  Init +7; Senses Listen +3, Spot +3; 60- ft Darkvision 
  Languages Common, Elven, Dwarven  
  AC 24, touch 17, flat-footed 17 
   (+7 Dex, +7 natural) 
  hp 75 (10d10 HD); regeneration/fast healing; DR  
  Immune mind-affects, poison, stunning, disease, death 
  effects, critical hits, subdual damage, ability damage, 
  ability drain, energy drain, death from massive 
  damage 
  SR 27 
  Fort +3, Ref +10, Will +6 
  Weakness see Vulnerabilities 
  Speed 40 ft. in natural armor (8 squares), base 
  movement 40 ft.; 
  Melee 2 rapier-hands +11 (2d6+4/12-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +11 
  Atk Options Combat Expertise, Combat Reflexes, 
  Improved Disarm, Spring Attack 
  Special Actions Spell-like abilities, Tripping Thrust, 
  Augmented Critical 
  Combat Gear boots of skating 
  Spell-Like Abilities (CL 10th): 
   3rd—haste 
   2nd—alter self, cat’s grace 
   1st—entropic shield, feather fall 
  �Already cast 
  Abilities Str 19, Dex 24, Con --, Int 10, Wis 17, Cha 19  
  SQ Augmented Critical, Construct Traits, SR 27, 
  Vulnerabilities 
  Feats Combat Reflexes (B), Dodge (B), Combat 
  Expertise (B), Improved Disarm (B), Mobility (B), 
  Spring Attack (B)  
  Possessions combat gear plus traveling clothes, 
  backpack, 1200 gp 
  Tripping Thrust (Ex) A nimblewright’s rapier-hand 
  attacks are powerful enough to push over creatures 
  its own size or smaller. An opponent who is the target 
  of a successful critical hit from a nimblewright must 
  make a Reflex save (DC 19) or be knocked prone as 
  if tripped.  
  Augmented Critical (Ex) A nimblewright threatens a 
  critical hit on a natural attack roll of 12-20. On a 
  successful critical hit, its foe is subject to a tripping 
  thrust attack (see above). 
  Vulnerabilities A cold effect slows a nimblewright for 3 
  rounds, and a fire effect stuns it for 1 round. 
   
  Description 
  Nimblewrights 
  are 
  rapier-wielding 
  constructs 
  that 
  disguise 
  themselves 
  as 
  living 
  humanoids. An undisguised nimblewright appears as 
  a nondescript, steel-colored, mechanical human. 
  When disguised, it wears clothes and uses spells to 
  hide its true nature. In this way, it can appear as 
  almost any Medium-size humanoid it wishes to 
  become. 
  Sources Nimblewright (Monster Manual II); boots of 
  skating (Magic Item Compendium) 
   
   
   
   
   
  
  YEO8-05 Finders, Keepers 
   
  Page 26 
  APPENDIX 2 – APL 6 
   
  ENCOUNTER 3B 
   
   
   
   
  F I R E  T RA P P E D  B O O K 
  CR 2 
  Description The book is trapped with a fire trap spell 
  cast by a druid—anyone who opens the book 
  detonates the trap. 
  Search DC 27; Type magic 
  Trigger opening the book 
  Effect 1d4+3 fire damage in a 5-ft. radius, Reflex save 
  DC 14 for half 
  Duration instantaneous 
  Disarm 27 
  Dispel 14 
  ENCOUNTER 7 
   
   
   
   
  N I M BL E W R IG HT, AD V A NC E D 
  CR 9 
  CN Medium Construct 
  Init +7; Senses Listen +3, Spot +3; 60- ft Darkvision 
  Languages Common, Elven, Dwarven  
  AC 24, touch 17, flat-footed 17 
   (+7 Dex, +7 natural) 
  hp 112 (15d10 HD)  
  Immune mind-affects, poison, stunning, disease, death 
  effects, critical hits, subdual damage, ability damage, 
  ability drain, energy drain, death from massive 
  damage 
  SR 29 
  Fort +5, Ref +11, Will +7 
  Weakness see Vulnerabilities 
  Speed 40 ft. in natural armor (8 squares), base 
  movement 40 ft.; 
  Melee 2 rapier-hands +15 (2d6+5/12-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +16 
  Atk Options Combat Expertise, Combat Reflexes, 
  Improved Disarm, Spring Attack 
  Special Actions Spell-like abilities, Tripping Thrust, 
  Augmented Critical 
  Combat Gear boots of skating, bracers of repulsion 
  Spell-Like Abilities (CL 15th, at will): 
   3rd—haste 
   2nd—alter self, cat’s grace, bull’s strength 
   1st—entropic shield, feather fall 
  �Already cast 
  Abilities Str 20, Dex 24, Con --, Int 10, Wis 17, Cha 19  
  SQ Augmented Critical, Construct Traits, SR 29, 
  Vulnerabilities 
  Feats Combat Reflexes (B), Dodge (B), Combat 
  Expertise (B), Improved Disarm (B), Mobility (B), 
  Spring Attack (B)  
  Possessions combat gear plus traveling clothes, 
  backpack, 4000 gp 
  Tripping Thrust (Ex) A nimblewright’s rapier-hand 
  attacks are powerful enough to push over creatures 
  its own size or smaller. An opponent who is the target 
  of a successful critical hit from a nimblewright must 
  make a Reflex save (DC 20) or be knocked prone as 
  if tripped.  
  Augmented Critical (Ex) A nimblewright threatens a 
  critical hit on a natural attack roll of 12-20. On a 
  successful critical hit, its foe is subject to a tripping 
  thrust attack (see above). 
  Vulnerabilities A cold effect slows a nimblewright for 3 
  rounds, and a fire effect stuns it for 1 round. 
   
  Description 
  Nimblewrights 
  are 
  rapier-wielding 
  constructs 
  that 
  disguise 
  themselves 
  as 
  living 
  humanoids. An undisguised nimblewright appears as 
  a nondescript, steel-colored, mechanical human. 
  When disguised, it wears clothes and uses spells to 
  hide its true nature. In this way, it can appear as 
  almost any Medium-size humanoid it wishes to 
  become. 
  Sources Nimblewright (Monster Manual II); boots of 
  skating, 
  bracers 
  of 
  repulsion 
  (Magic 
  Item 
  Compendium) 
   
   
  
  YEO8-05 Finders, Keepers 
   
  Page 27 
  APPENDIX 3 – APL 8 
   
  ENCOUNTER 3B 
   
   
   
   
  F I R E  T RA P P E D  B O O K 
  CR 4 
  Description The book is trapped with a fire trap spell 
  cast by a wizard—anyone who opens the book 
  detonates the trap. 
  Search DC 29; Type magic 
  Trigger opening the book  
  Effect 1d4+7 fire damage in a 5-ft. radius, Reflex save 
  DC 18 for half 
  Duration instantaneous 
  Disarm 29 
  Dispel 19 
  ENCOUNTER 7 
   
   
   
   
  N I M BL E W R IG HT, AD V A NC E D 
  CR 9 
  CN Medium Construct 
  Init +7; Senses Listen +3, Spot +3; 60- ft Darkvision 
  Languages Common, Elven, Dwarven  
  AC 24, touch 17, flat-footed 17 
   (+7 Dex, +7 natural) 
  hp 112 (15d10 HD)  
  Immune mind-affects, poison, stunning, disease, death 
  effects, critical hits, subdual damage, ability damage, 
  ability drain, energy drain, death from massive 
  damage 
  SR 29 
  Fort +5, Ref +11, Will +7 
  Weakness see Vulnerabilities 
  Speed 40 ft. in natural armor (8 squares), base 
  movement 40 ft.; 
  Melee 2 rapier-hands +15 (2d6+5/12-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +16 
  Atk Options Combat Expertise, Combat Reflexes, 
  Improved Disarm, Spring Attack 
  Special Actions Spell-like abilities, Tripping Thrust, 
  Augmented Critical 
  Combat Gear boots of skating, bracers of repulsion, 
  goggles of lifesight 
  Spell-Like Abilities (CL 15th, at will): 
   3rd—haste 
   2nd—alter self, cat’s grace, bull’s strength 
   1st—entropic shield, feather fall 
  �Already cast 
  Abilities Str 20, Dex 24, Con --, Int 10, Wis 17, Cha 19  
  SQ Augmented Critical, Construct Traits, SR 29, 
  Vulnerabilities 
  Feats Combat Reflexes (B), Dodge (B), Combat 
  Expertise (B), Improved Disarm (B), Mobility (B), 
  Spring Attack (B)  
  Possessions combat gear plus traveling clothes, 
  backpack, 4000 gp 
  Tripping Thrust (Ex) A nimblewright’s rapier-hand 
  attacks are powerful enough to push over creatures 
  its own size or smaller. An opponent who is the target 
  of a successful critical hit from a nimblewright must 
  make a Reflex save (DC 20) or be knocked prone as 
  if tripped.  
  Augmented Critical (Ex) A nimblewright threatens a 
  critical hit on a natural attack roll of 12-20. On a 
  successful critical hit, its foe is subject to a tripping 
  thrust attack (see above). 
  Vulnerabilities A cold effect slows a nimblewright for 3 
  rounds, and a fire effect stuns it for 1 round. 
   
  Description 
  Nimblewrights 
  are 
  rapier-wielding 
  constructs 
  that 
  disguise 
  themselves 
  as 
  living 
  humanoids. An undisguised nimblewright appears as 
  a nondescript, steel-colored, mechanical human. 
  When disguised, it wears clothes and uses spells to 
  hide its true nature. In this way, it can appear as 
  almost any Medium-size humanoid it wishes to 
  become. 
  Sources Nimblewright (Monster Manual II); boots of 
  skating, bracers of repulsion, goggles of lifesight 
  (Magic Item Compendium) 
   
   
   
  
  YEO8-05 Finders, Keepers 
   
  Page 28 
  APPENDIX 4 – APL 10 
   
  ENCOUNTER 3B 
   
   
   
   
  F I R E  T RA P P E D  B O O K 
  CR 4 
  Description The book is trapped with a fire trap spell 
  cast by a wizard—anyone who opens the book 
  detonates the trap. 
  Search DC 29; Type magic 
  Trigger opening the book  
  Effect 1d4+7 fire damage in a 5-ft. radius, Reflex save 
  DC 18 for half 
  Duration instantaneous 
  Disarm 29 
  Dispel 19 
  ENCOUNTER 4 
   
   
   
   
  I N V I S I BL E  S TA L K ER, A D VA NC E D 
  CR 9 
  N Huge Elemental (Air, Extraplanar) 
  Init +8; Senses Listen +21, Spot +23, Darkvision 60ft 
  Languages Auran (understand Common)  
  AC 19, touch 14, flat-footed 15 
   (-2 size, +4 Dex, +7 natural) 
  hp 144 (16d8+64 HD) 
  Fort +7, Ref +15, Will +8 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft., fly 30 ft. (perfect); 
  Melee 2 slams +19 (3d6+8)  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +16; Grp +18 
  Abilities Str 26, Dex 18, Con 18, Int 14, Wis 16, Cha 11  
  SQ Elemental traits, natural invisibility, improved 
  tracking 
  Feats Combat Reflexes, Improved Initiative, Weapon 
  Focus (slam), Skill Focus (Spot), Power Attack 
  Skills Listen +21, Move Silently +23, Search +21, Spot 
  +23, Survival +2 (+4 following tracks) 
  Natural Invisibility (Su) This ability is constant, 
  allowing a stalker to remain invisible even when 
  attacking. This ability is inherent and not subject to 
  the invisibility purge spell. 
  Improved Tracking (Ex) An invisible stalker is a 
  consummate tracker and makes Spot checks instead 
  of the usual Survival checks to trace a creature’s 
  passage.  
  Description Invisible stalkers have an amorphous form. 
  A see invisibility spell shows only a dim outline of a 
  cloud, while a true seeing spell reveals a roiling cloud of 
  vapor. 
  ENCOUNTER 7 
   
   
   
   
  N I M BL E W R IG HT, AD V A NC E D 
  CR 9 
  CN Medium Construct 
  Init +7; Senses Listen +3, Spot +3; 60- ft Darkvision 
  Languages Common, Elven, Dwarven  
  AC 24, touch 17, flat-footed 17 
   (+7 Dex, +7 natural) 
  hp 112 (15d10 HD)  
  Immune mind-affects, poison, stunning, disease, death 
  effects, critical hits, subdual damage, ability damage, 
  ability drain, energy drain, death from massive 
  damage 
  SR 29 
  Fort +5, Ref +11, Will +7 
  Weakness see Vulnerabilities 
  Speed 40 ft. in natural armor (8 squares), base 
  movement 40 ft.; 
  Melee 2 rapier-hands +15 (2d6+5/12-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +16 
  Atk Options Combat Expertise, Combat Reflexes, 
  Improved Disarm, Spring Attack 
  Special Actions Spell-like abilities, Tripping Thrust, 
  Augmented Critical 
  Combat Gear boots of skating, bracers of repulsion, 
  goggles of lifesight, helm of battle 
  Spell-Like Abilities (CL 15th, at will): 
   3rd—haste 
   2nd—alter self, cat’s grace, bull’s strength 
   1st—entropic shield, feather fall 
  �Already cast 
  Abilities Str 20, Dex 24, Con --, Int 10, Wis 17, Cha 19  
  SQ Augmented Critical, Construct Traits, SR 29, 
  Vulnerabilities 
  Feats Combat Reflexes (B), Dodge (B), Combat 
  Expertise (B), Improved Disarm (B), Mobility (B), 
  Spring Attack (B)  
  Possessions combat gear plus traveling clothes, 
  backpack, 4000 gp 
  Tripping Thrust (Ex) A nimblewright’s rapier-hand 
  attacks are powerful enough to push over creatures 
  its own size or smaller. An opponent who is the target 
  of a successful critical hit from a nimblewright must 
  make a Reflex save (DC 20) or be knocked prone as 
  if tripped.  
  Augmented Critical (Ex) A nimblewright threatens a 
  critical hit on a natural attack roll of 12-20. On a 
  successful critical hit, its foe is subject to a tripping 
  thrust attack (see above). 
  Vulnerabilities A cold effect slows a nimblewright for 3 
  rounds, and a fire effect stuns it for 1 round. 
  Description 
  Nimblewrights 
  are 
  rapier-wielding 
  constructs 
  that 
  disguise 
  themselves 
  as 
  living 
  humanoids. An undisguised nimblewright appears as 
  a nondescript, steel-colored, mechanical human. 
  When disguised, it wears clothes and uses spells to 
  hide its true nature. In this way, it can appear as 
  almost any Medium-size humanoid it wishes to 
  become. 
  Sources Nimblewright (Monster Manual II); boots of 
  skating, bracers of repulsion, goggles of lifesight, 
  helm of battle (Magic Item Compendium) 
   
  
  YEO8-05 Finders, Keepers 
   
  Page 29 
  APPENDIX 5 – APL 12 
   
  ENCOUNTER 3B 
   
   
   
   
  H E I G H T EN E D  F I R E T R A P P E D BO O K 
  CR 7 
  Description The book is trapped with a fire trap spell 
  cast by a wizard using the Heighten Spell feat to 
  raise it to 7th level—anyone who opens the book 
  detonates the trap. 
  Search DC 32; Type magic 
  Trigger opening the book  
  Effect 1d4+13 fire damage in a 5-ft radius, Reflex DC 
  20 for half 
  Duration instantaneous 
  Disarm 32 
  Dispel 24 
  ENCOUNTER 4 
   
   
   
   
  I N V I S I BL E  S TA L K ER, A D VA NC E D 
  CR 11 
  N Huge Elemental (Air, Extraplanar) 
  Init +8; Senses Listen +31, Spot +33, Darkvision 60ft. 
  Languages Auran (understand Common)  
  AC 19, touch 14, flat-footed 15 
   (-2 size, +4 Dex, +7 natural) 
  hp 216 (24d8+96 HD) 
  Fort +8, Ref +17, Will +9 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft., fly 30 ft. (perfect); 
  Melee 2 slams +22 (3d6+8)  
  Space 15 ft.; Reach 15 ft. 
  Base Atk +19; Grp +21 
  Abilities Str 26, Dex 18, Con 18, Int 14, Wis 16, Cha 12  
  SQ Elemental traits, natural invisibility, improved 
  tracking 
  Feats Combat Reflexes, Improved Initiative, Weapon 
  Focus (slam), Skill Focus (Spot), Power Attack, 
  Alertness 
  Skills Listen +31, Move Silently +31, Search +29, Spot 
  +33, Survival +2 (+4 following tracks) 
  Natural Invisibility (Su) This ability is constant, 
  allowing a stalker to remain invisible even when 
  attacking. This ability is inherent and not subject to 
  the invisibility purge spell. 
  Improved Tracking (Ex) An invisible stalker is a 
  consummate tracker and makes Spot checks instead 
  of the usual Survival checks to trace a creature’s 
  passage.  
  Description Invisible stalkers have an amorphous form. 
  A see invisibility spell shows only a dim outline of a 
  cloud, while a true seeing spell reveals a roiling cloud of 
  vapor. 
  ENCOUNTER 7 
   
   
   
   
  N I M BL E W R IG HT, AD V A NC E D 
  CR 9 
  CN Medium Construct 
  Init +7; Senses Listen +3, Spot +3; 60- ft Darkvision 
  Languages Common, Elven, Dwarven  
  AC 24, touch 17, flat-footed 17 
   (+7 Dex, +7 natural) 
  hp 112 (15d10 HD)  
  Immune mind-affects, poison, stunning, disease, death 
  effects, critical hits, subdual damage, ability damage, 
  ability drain, energy drain, death from massive 
  damage 
  SR 29 
  Fort +5, Ref +11, Will +7 
  Weakness see Vulnerabilities 
  Speed 40 ft. in natural armor (8 squares), base 
  movement 40 ft.; 
  Melee 2 rapier-hands +15 (2d6+5/12-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +16 
  Atk Options Combat Expertise, Combat Reflexes, 
  Improved Disarm, Spring Attack 
  Special Actions Spell-like abilities, Tripping Thrust, 
  Augmented Critical 
  Combat Gear boots of skating, bracers of repulsion, 
  goggles of lifesight, helm of battle, necklace of 
  warning 
  Spell-Like Abilities (CL 15th, at will): 
   3rd—haste 
   2nd—alter self, cat’s grace, bull’s strength 
   1st—entropic shield, feather fall 
  �Already cast 
  Abilities Str 20, Dex 24, Con --, Int 10, Wis 17, Cha 19  
  SQ Augmented Critical, Construct Traits, SR 29, 
  Vulnerabilities 
  Feats Combat Reflexes (B), Dodge (B), Combat 
  Expertise (B), Improved Disarm (B), Mobility (B), 
  Spring Attack (B)  
  Possessions combat gear plus traveling clothes, 
  backpack, 4000 gp 
  Tripping Thrust (Ex) A nimblewright’s rapier-hand 
  attacks are powerful enough to push over creatures 
  its own size or smaller. An opponent who is the target 
  of a successful critical hit from a nimblewright must 
  make a Reflex save (DC 20) or be knocked prone as 
  if tripped.  
  Augmented Critical (Ex) A nimblewright threatens a 
  critical hit on a natural attack roll of 12-20. On a 
  successful critical hit, its foe is subject to a tripping 
  thrust attack (see above). 
  Vulnerabilities A cold effect slows a nimblewright for 3 
  rounds, and a fire effect stuns it for 1 round. 
  Description 
  Nimblewrights 
  are 
  rapier-wielding 
  constructs 
  that 
  disguise 
  themselves 
  as 
  living 
  humanoids. An undisguised nimblewright appears as 
  a nondescript, steel-colored, mechanical human. 
  When disguised, it wears clothes and uses spells to 
  hide its true nature. In this way, it can appear as 
  almost any Medium-size humanoid it wishes to 
  become. 
  
  YEO8-05 Finders, Keepers 
   
  Page 30 
  Sources Nimblewright (Monster Manual II); boots of 
  skating, bracers of repulsion, goggles of lifesight, 
  helm of battle, necklace of warning (Magic Item 
  Compendium) 
  
  YEO8-05 Finders, Keepers 
   
  Page 31 
  DM AID: NEW RULES 
  NEW ITEMS 
  Boots of Skating (Magic Item Compendium) 
   
  These white leather boots extend to mid-calf and lace up from toe to top. They sport two dull metal 
  edges that slant downward from the bottom of each side. 
   
  These boots allow you to slide along the ground as if on smooth ice. You can gracefully skate along 
  the ground, turn, or stop suddenly as desired. You gain a +10-foot enhancement bonus to your land 
  speed while wearing the boots. This is a continuous effect and requires no activation. 
   
  Skating up an incline removes the bonus to speed, while skating down a decline increases the boots’ 
  enhancement bonus to land speed by an additional 10 feet. 
   
  Faint (DC 15) transmutation; CL 3rd; Craft Wondrous Item, expeditious retreat or skate (EPH 132); 
  Price 7,000 gp; Weight 2 lb. 
  Bracers of Repulsion (Magic Item Compendium) 
   
  Each of these steel bracers bears an oval of smoky quartz carved with the image of an upraised 
  hand. 
   
  Bracers of repulsion produce an instantaneous wave of force that pushes back enemies. When you 
  activate the bracers, all enemies within 10 feet must succeed on a DC 19 Fortitude save or be pushed 5 
  feet away from you. Huge and larger creatures are unaffected by bracers of repulsion, though incorporeal 
  creatures can be affected. 
   
  This ability functions three times per day. They are activated by command as a swift action. 
   
  Moderate (DC 20) evocation; CL 11th; Craft Wondrous Item, Bigby’s forceful hand; Price 4,000 gp; 
  Weight —lb. 
  Goggles of Lifesight (Magic Item Compendium) 
   
  The lenses of these goggles are hewn from smoky quartz. A tiny hourglass decorates the upper 
  corner of each side of the frame. 
   
  When you activate these goggles, you automatically know whether any visible creature within 30 feet 
  is alive, dead, undead, or neither alive nor dead (such as a construct). This power can be blocked by any 
  effect that would prevent the effect of a detect undead spell. 
   
  This ability functions three times per day. They are activated by command as a standard action. 
   
  Moderate (DC 19) divination; CL 9th; Craft Wondrous Item, deathwatch; Price 2,000 gp; Weight 1 lb. 
  Helm of Battle (Magic Item Compendium) 
   
  This elegant mithral helm is light, yet sturdy. 
   
  A helm of battle is a useful tool if you favor tactical maneuvers over brute force. When you activate 
  the helm, you gain a +2 bonus on the next attack roll or ability check you make to attempt a bull rush, 
  disarm, overrun, sunder, or trip attempt during your turn. 
   
  This ability functions three times per day. They are activated by command as a swift action. 
   
  Moderate (DC 17) transmutation; CL 5th; Craft Wondrous Item, fox’s cunning; Price 2,000 gp; Weight 
  —lb. 
  Necklace of Warning (Magic Item Compendium) 
   
  This short necklace is composed of white jade and tiny sapphires. 
   
  A necklace of warning warns you of impending danger, granting you a +2 bonus to your flat-footed 
  AC (up to a maximum value equal to your normal AC). 
   
  Faint (DC 16) divination; CL 3rd; Craft Wondrous Item, augury; Price 4,000 gp; Weight 1 lb. 
   
   
  
  YEO8-05 Finders, Keepers 
   
  Page 32 
  PLAYER HANDOUT #1 – A LETTER FROM WELDON 
   
   
  Dearest friends! 
  I am pleased to hear you are in Longspear, and am proud to humbly 
  invite you to my new shop, Weldon’s Hook, located along the docks. 
  It’s not much different from the old place in Newick, but I do a lot 
  more business here. Gwen says hello and the kids are so much bigger, 
  I doubt they’ll remember you. 
  When you come, bring along some friends—you know the type. I 
  might have something of interest for y’all to tackle, if I’m right about 
  it being your line of work more than mine. 
   
   
   
   
   
   
  Your true friend,  
   
   
   
   
   
  Weldon of Longspear, formerly of Newick 
   
   
   
  
  YEO8-05 Finders, Keepers 
   
  Page 33 
  PLAYER HANDOUT #2 – A LETTER FOR ADVENTURERS 
   
   
  Adventurers! 
  Hail and be well met. We have not met directly, but I have heard much 
  of your wondrous deeds. I am pleased to hear you are in Longspear, 
  and am proud to humbly invite you to my new shop, Weldon’s Hook, 
  located along the docks. It’s not much of a shop, but I do a lot more 
  business here.  
  When you come, bring along some friends—you know the type. I 
  might have something of interest for y’all to tackle, if I’m right about 
  it being your line of work more than mine. 
   
   
   
   
   
   
  Humbly Yours,  
   
   
   
   
   
   
  Weldon of Longspear  
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/598/Normal Scenarios/YEO8-05 - Finders Keepers (APL 4-12)/YEO8-05 - Finders Keepers.pdf