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 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  NMR3-04 
   
   
   
   
   
   
  The Wealth of Nations 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Nyrond and Her Environs 
  Meta-Regional Adventure 
  Version 1 
  By T. Troy McNemar 
   
   
   
  The Temple of Zilchus in Radigast City is seeking honest adventurers to find valuable cargo that disappeared 
  during an important pilgrimage to Rel Mord.  An outdoor-based adventure for APLs 2-12. 
  
  The Wealth of Nations 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the DM records 
  the players and his or her RPGA numbers on the RPGA 
  scoring sheet and provides the sheet to the event 
  coordinator.  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  
  The Wealth of Nations 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Meta-Regional adventure, 
  set in the County of Urnst and Nyrond.  Characters 
  native to the County of Urnst, the Duchy of Urnst, 
  Nyrond, Ratik, and the Theocracy of the Pale pay one 
  Time Unit per round; all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
  
  The Wealth of Nations 
   
  Page 4 
  Adventure Background 
   
  Zilchus is the god of money, business, prestige, 
  power, and influence.  Although Zilchus is a member of 
  the Oerdian pantheon, he is commonly worshipped 
  throughout the Flaeness. 
   
  Temples of Zilchus provide important support for 
  business and commerce wherever they are located.  One 
  of the most important of these services is the exchange of 
  money.  Travelers with coins from other countries often 
  visit the local Temple of Zilchus to exchange their 
  foreign money for the local coin. 
   
  What the Temples of Zilchus do with the foreign 
  coins is varied.  The Temple of Zilchus of Radigast City in 
  the County of Urnst has been returning the coins of the 
  Kingdom of Nyrond to Nyrond for years and using the 
  coins to purchase goods that can be sold in the County.  
  This practice is usually discontinued in times of unrest 
  (such as during the Greyhawk Wars), and some within 
  Radigast City’s temple believe that recent events in Tenh 
  and Midmeadow are a good reason to temporarily shut 
  down the money caravans. 
   
  It is against this political backdrop that a group of 
  Tenhish bandits have robbed the most recent of the 
  Zilchan caravans to Nyrond.  Humel Crandt was a man of 
  some importance in Tenh prior to the invasion of 
  creatures from the ethereal plane.  He had been a minor 
  leader under the Stonehold, and had offered his daughter 
  to the clerics of Iuz so that she might be trained as one of 
  them. 
   
  The ethereal invasion drove the Crandt family from 
  Tenh.  Humel Crandt, his wife Aleesta, now-adult 
  daughter Katrice and son-in-law Yandert quickly crossed 
  the Theocracy of the Pale and found themselves in the 
  northwestern Kingdom of Nyrond.  They spent a great 
  deal of time in the Nyrondese city of Moewbrenn, and it 
  was there that Humel and Aleesta determined that their 
  best chance of regaining some of their lost money, power 
  and influence would be to pay tribute to Sewarndt, the 
  traitorous prince of Nyrond.  Having escaped Tenh with 
  almost no funds of their own, they decided to raise funds 
  to secure a place with Sewarndt by robbing travelling 
  merchants—especially those loyal to Nyrond’s King 
  Lynwerd I. 
   
  The most recent of the Zilchan caravans which 
  carried 10,000 gold Nyrondese nobles departed Radigast 
  City and was attacked twelve days later by the Crandt 
  family outside of the town of Kerrinn.  The ensuing 
  battle did not go well for either Zilchan or Crandt.  The 
  Crandts thought they had slaughtered all of the Zilchans, 
  but unbeknownst to them Olgar Talmot was able to hide 
  nearby although he soon died from a mortal wound 
  suffered during the battle. 
   
  The Zilchans were able to kill Humel Crandt and 
  seriously wound Yandert.  Moreover, Katrice was the 
  recipient of a nasty disease when she triggered a glyph of 
  warding while opening the chest that the Crandts found 
  with the caravan.  The Crandt family needed to recover 
  before they were able to travel to the Gnatmarsh, which 
  was the rumored location of the exiled prince.  
   
  The Crandt family recovered in the home of an 
  insane priest of Ralishaz named the Seneschal of Swine.  
  After five days, the Crandt family stole the Seneschal’s 
  horses and set forth for the Gnatmarsh, but briefly 
  stopped in the City of Beetu where they were given false 
  directions about how to find Prince Sewarndt. 
   
  On the day following the attack on the caravan, Aerl 
  Hart of the village of Kerrinn found the site of the battle. 
   He immediately reported it to Pendren Tornock, who is 
  the priest of Zilchus in the town of Kerrinn.  Pendren 
  used a sending scroll to notify Vicar Vondelia Hanturl of 
  the attack.  
   
  The adventure begins when the vicar attempts to 
  hire the PCs to recover the missing gold. 
  Adventure Summary  
  Introduction – You Can’t Take It with You 
  The PCs are in Radigast City exchanging foreign coins 
  for the local nobles.  They will be introduced to Vicar 
  Vondelia Hanturl who wishes to hire them in a likely 
  futile attempt to recover the gold missing after the heist 
  on the caravan. 
  Encounter One – Ordinary People 
  The PCs travel to the Nyrondese border town of Kerrinn 
  where they will meet a local who can take them to the 
  scene of the bandit attack. 
  Encounter Two – The Sting 
  The PCs investigate the site of the bandit attack.  When 
  examining the remnants of the wagons, they will be 
  attacked by a swarm of vermin.  They also may find the 
  body and last will of one of the caravan’s riders. 
  Encounter Three – One Flew over the Cuckoo’s Nest 
  The PCs encounter an insane cleric of Ralishaz who has 
  preserved the dead body of one of the bandits.  They may 
  learn some information from either the cleric or the body 
  about the bandits’ motivations and destination. 
  Encounter Four – On the Waterfront 
  
  The Wealth of Nations 
   
  Page 5 
  The PCs arrive in the town of Beetu, which is on the 
  northeast edge of the Gnatmarsh.  With proper 
  information gathering, they can find a person who 
  accepted the bandits’ money in exchange for false 
  directions to finding Prince Sewarndt. 
  Encounter Five – Wings 
  The Gnatmarsh is a hazardous place to travel and, unless 
  the PCs have taken appropriate precautions, they may 
  find themselves attacked by the infamous Gnatmarsh 
  mosquitoes. 
  Encounter Six – A Man for All Seasons 
  Arriving at the location where the bandits thought that 
  they would meet Sewarndt, the PCs encounter a 
  grotesque amalgamation of other adventurers.  The thing 
  will attack the PCs in a blind rage. 
  Encounter Seven – In the Heat of the Night 
  The bandits will watch the PCs battle with the cursed 
  thing and attack when at an inconvenient time. 
  Conclusion 
  If successful, the PCs will be rewarded and praised. 
  Introduction – You Can’t Take It 
  With You 
  This is a roleplaying encounter intended primarily to 
  give the PCs their hook for the mission. 
  When the players are ready to play, please read or 
  paraphrase the following: 
   
  You have done this so many times that it has 
  become second nature.  You possess coins from a 
  foreign land, and you need to exchange them for the 
  coin of the realm.  The Temples of Zilchus are always 
  willing to exchange foreign moneys, and they always 
  seem to give you a fair deal—a deal so fair that you 
  rarely notice the small fee that they charge for the 
  exchange.  It is just another expense like food and 
  lodging that an adventurer like yourself has come to 
  think of as part of your regular upkeep. 
   
  Today, you are exchanging your foreign coins for 
  the nobles and castles of the County of Urnst.  When 
  you arrived in Radigast City, you heard tell of a 
  merchant in the marketplace that was selling 
  protective rings for a mere 200 nobles and, although 
  you find that claim fairly unlikely, it might not hurt 
  to check out the marketplace and see if it offers 
  anything of interest. 
   
  Radigast City’s temple to the Oerdian god of 
  commerce is a magnificent structure located not far 
  from the Countess’ tower.  Inside, the décor is 
  opulent and no expense has been spared to make the 
  structure one of the most impressive in the capital 
  city. 
   
  While you are waiting to exchange your coins, 
  you are approached a young priestess dressed in 
  vibrant royal colors and wearing a gold holy symbol 
  about her neck.  “Would you please come with me?” 
  she asks.  “Vicar Vondelia Hanturl would like to 
  oversee your transaction personally.” 
   
  Any PC that doesn’t accompany the priestess—
  whose name is Poletta—is likely finished with the 
  adventure.   
   
  Any PC with Knowledge (Local) dedicated to the 
  County of Urnst who succeeds at a skill check (DC 15) or 
  a bard or cleric who hails from the County of Urnst will 
  know that Vicar Vondelia Hanturl is among the ten 
  highest ranking clerics of Zilchus in Radigast City’s 
  temple.  She often attends the city’s functions and is 
  generally well-regarded. 
  Assuming the PC accompanies the priestess, please read 
  or paraphrase the following: 
   
  The priestess walks you through the resplendent 
  common area  to a small room with a solid oak table 
  surrounded by comfortable chairs.  There are others 
  waiting as well.  “If you would please have a seat”, the 
  priestess states, “Vicar Hanturl will be with you 
  shortly.”  After supplying you with a pitcher of 
  pomegranate juice for refreshment, she leaves you 
  alone with the others waiting in the room. 
   
  A handsome middle-aged woman with Oerdian 
  features and wearing well-tailored vestments enters 
  and addresses each of you.  “Thank you for agreeing to 
  meet with me.  I know that your time is valuable and 
  I have no intention of wasting it.  I have a business 
  proposition for you and, if it does not interest you, 
  then I will make sure that the Temple conducts any 
  exchange of your moneys at the favorable rates that 
  we reserve for foreign dignitaries.  But I have a hunch 
  that my proposition will interest you.” 
   
  “I am Vicar Vondelia Hanturl, and I am a member 
  of the clergy at this temple.  Might I trouble you for 
  your names?” 
   
  At this time, have the PCs briefly introduce 
  themselves to Vicar Hanturl and to each other. 
  Vicar Vondelia Hanturl:  Female Human Clr8 (Zilchus). 
   Diplomacy +14. 
  
  The Wealth of Nations 
   
  Page 6 
   
  After such introductions, please read or paraphrase the 
  following: 
   
  “I asked my assistant to watch for individuals 
  who appeared might be reliable and honest 
  adventurers.  I fear that I have a problem that might 
  require your services.  Unfortunately, it is a sensitive 
  matter and I am going to have to establish some fairly 
  firm guidelines before I can even tell you about it.   
  So let me be blunt, if any of you attempt to turn the 
  situation to your own advantage and keep property 
  rightfully belonging to this temple, then I will have 
  no choice but to have you found and prosecuted as a 
  criminal.  If you do not believe that you can respect 
  the Temple’s rightful ownership of property, then I 
  would ask you to leave now.” 
   
  At this point, if any PC has a problem with the vicar’s 
  position, allow the player to swap out the PC for another 
  PC who might be more appropriate for the mission.  
  Otherwise 
  when 
  all 
  PCs 
  have 
  indicated 
  their 
  understanding of and agreement to the vicar’s terms, she 
  will continue. 
   
  “Excellent.   As you know, one of the functions of 
  our Temple is to exchange foreign moneys for local 
  coins.  What you might not know is what we do with 
  the foreign moneys.  When we have accumulated 
  enough coins of a friendly realm, we have our most 
  skilled and highly trusted clerics and warriors return 
  the coins to that nation.   They would typically use 
  the coins to purchase products in the foreign land 
  and return those goods here to be sold.” 
   
  “Thirteen days ago, one of our caravans left on 
  such a mission to take Nyrondese nobles and 
  purchase goods in the Kingdom of Nyrond.  They 
  intended to travel to Rel Mord to make the purchases, 
  but yesterday I learned that they were attacked and 
  killed outside the town of Kerrinn just on the other 
  side of the Nyrondese border.  I am told that the 
  entire caravan has been killed.” 
   
  “What I would like your group to do is to go to 
  Kerrinn, see if you can find the Nyrondese moneys 
  that they were escorting, and take whatever funds you 
  find to Chancellor Pitar Hondel at the Temple of 
  Zilchus in Rel Mord.” 
  The PCs likely have several questions for the vicar, so 
  answer them to the best of your ability using the 
  following questions and answers as guidelines.  She has 
  no reason to lie to the PCs, so any Sense Motive checks 
  will indicate that she appears to be telling the truth. 
  How much will you pay? 
   
  “The Temple of Zilchus values the service that you 
  would be providing to it.  Your group would be entitled 
  to keep [1% times APL] of all the funds that you recover.  
  The remaining funds should be delivered to the Temple 
  of Zilchus in Rel Mord.  Understand, of course, that we 
  hold no claim on anything that you might find other 
  than the moneys that the caravan oversaw.  And even if 
  you should not find the money, I will see that you are 
  paid a minimum amount for your trouble.” 
   
  The amount that she is offering is intended for the 
  whole group, and not per PC. 
   
  The vicar expects the PCs to ask for a larger 
  percentage of the gold, and she only intends the amount 
  offered as a starting position.  She will settle on 2½% 
  times the APL of any funds recovered.  As is discussed 
  below, she is willing to offer the PCs a minimum income 
  of (50 gp times APL). 
   
  Vicar Henturl is a highly-skilled negotiator, so be 
  sure to roleplay her as such.  She will attempt to 
  compliment the PC every time that she counters an offer 
  that she is unwilling to accept.  For example, she might 
  say something like, “Your services are certainly worth the 
  price you ask, but I fear that it is more than we can afford 
  to pay.  We could certainly afford to pay you _____ if that 
  would be acceptable.” 
  How much money was there? 
  “The caravan left here with approximately 10,000 in value 
  of Nyrond’s gold nobles.  I have no way of being certain 
  that you will find any of that.” 
  Note that this money is not entirely all gold nobles.  The 
  coins include sterlings (pp), shinepieces (ep), and shields 
  (sp). 
  How was the money carried? 
  “The caravan carried the money in a large chest 
  approximately two feet tall, two feet deep, and three feet 
  long.  The caravan also had a lot of other goods with it to 
  divert attention from the wagon.” 
  What makes you think that we will find anything? 
  The men and women who accompanied the caravan were 
  among the most dedicated and loyal Zilchans in the land. 
   I owe them my best attempt even if it comes to naught. 
  What if we don’t find the money at all? 
  “Unfortunately, that’s likely what will happen.  If you are 
  not able to recover any of the coins, I will see that each of 
  you are paid [50 times APL] nobles for making the 
  attempt.  And if you should only find a fraction of the 
  coins, I will make sure that you receive no less than [50 
  times APL] nobles for making the attempt.” 
  
  The Wealth of Nations 
   
  Page 7 
  What route did they plan to take? 
  “The normal route was almost directly a straight line 
  from Radigast City to Kerrin.  They tried to stick to the 
  roads where possible, but they also tried not to attract too 
  much attention to themselves.  Once they were in 
  Nyrond, my understanding is that they have to veer 
  south slightly to avoid the desolate lands around the 
  Barren Keep.” 
  How did you know that the party died outside of 
  Kerrinn? 
  “I received word via a sending spell from a priest of 
  Zilchus in that town’s temple.  One of the townspeople 
  discovered their bodies.” 
  What else do you know? 
  “Very little.  The sending spell can only convey a limited 
  amount of information.  I am certain that there are more 
  details to be learned in Kerrinn.” 
  What were the Zilchan’s names? 
  “There were a dozen men and women, led by Gandolyn 
  Pikar, a paladin in service to this temple.  His second in 
  command was a woman named Fridianna Alandor.  The 
  next in rank was Olgar Talmot, one of the few truly gifted 
  merchants that was in our service.  I should provide you a 
  list of the names.”   
  How far is it? 
  “I am told that it is approximately 200 miles from 
  Radigast City to the Franz River.  The town of Kerrinn 
  lies just beyond the Franz.  Rel Mord is perhaps another 
  250 to 300 miles after you have crossed the Franz.” 
  Why not send a group of Zilchans? 
  “Unfortunately, there are many voices in the temple that 
  wish to discontinue caravans to Nyrond because of the 
  unrest surrounding the city of Midmeadow and the 
  strange creatures that have invaded the Duchy of Tenh.  I 
  would prefer to handle this myself and avoid any 
  repercussions with others in this temple.” 
   
  When the players are ready to begin the journey, 
  please read or paraphrase the following: 
  When she senses that you have no further questions, 
  Vicar Henturl asks, “One last thing: I assume you 
  have your own transportation, do you not?  If not, I 
  can arrange to loan you some horses which you can 
  return to the Temple of Zilchus in Rel Mord when 
  your journey is complete.  I believe that your success 
  will depend on the utmost speed.” 
   
  The vicar can only loan light riding horses or ponies. 
   She does not have any war-trained mounts available. 
   
  The vicar will provide the PCs a list of names of the 
  caravan guards before they leave Radigast City.  The 
  players should be provided with Player Handout #1.  She 
  will also provide them with maps of the County of Urnst 
  and the Kingdom of Nyrond in the form of Player 
  Handout #2 and Player Handout #3. 
   
  When the PCs are ready to ride to the town of 
  Kerrinn, proceed to Encounter One. 
   
  Encounter One – Ordinary 
  People 
   
  This is a roleplaying encounter intended primarily to 
  let the PCs know what became of the caravan and to 
  introduce them to the person who can lead them to the 
  burial site.  The PCs will be spending the better part of an 
  evening among the townspeople of Kerrinn so feel free 
  to improvise appropriate roleplaying encounters. 
   
  If the characters are travelling to Kerrinn, please 
  read or paraphrase the following: 
   
  Travel across the lands of the County is rapid, 
  and only a brief rainstorm on the afternoon of the 
  fourth day interrupts the otherwise pleasant weather. 
   You stop at roadside inns or camp in the outdoors 
  every evening, and thankfully avoid any of the 
  undead creatures that are rumored to plague the 
  County’s lands. 
   
  Late afternoon on the sixth day, you ford the 
  Franz River and set foot on Nyrondese soil.  The small 
  town of Kerrinn is not far from the river’s bank and it 
  is perhaps an hour before dusk when you ride into 
  town. 
   
  Most of the town’s buildings appear to be homes, 
  but one of the buildings is clearly marked as a tavern. 
   A blacksmith shop and general store are across the 
  dirt road from the tavern, and perhaps 300 feet 
  further up the road rests the town’s lone temple.  The 
  depiction of hands clutching a bag of gold over the 
  two oaken doors reveals the temple to be dedicated to 
  Zilchus. 
   
  The players have a choice about how they would like 
  to approach the town.  The obvious choices are set forth 
  below, but the DM is encouraged to improvise any 
  unforeseen approach that the characters might wish to 
  take. 
  Temple of Zilchus 
  Pendren Tornock: Male human Clr3 (Zilchus). 
  
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  The temple’s sole occupant is Penden Tornock, the 
  town’s new priest of Zilchus.  He is a newcomer to the 
  town, having arrived six months ago after the death of 
  the previous priest.  He has not been well accepted by the 
  townspeople yet, and is trying very hard to meet with 
  their approval. 
   
  The town of Kerrinn is a somewhat prestigious 
  assignment for the young priest because it is located so 
  near the border.  Although the town is small, it is a 
  regular stop for travelers and rarely a day goes by when 
  Penden is not exchanging the nobles of Nyrond for the 
  nobles of the County of Urnst. 
   
  The temple has a large surplus of ducats (gps) from 
  Tenh, and Penden will ask hopefully if the PCs have need 
  of any ducats. 
   
  Penden knows little about the caravan.  They passed 
  through the town 8 days ago (the PCs have been riding 
  for 6 days).  The following day, their bodies of the caravan 
  guards were found on the outskirts of the Barrens.  (The 
  Barrens are the barren lands surrounding the Barren 
  Keep for dozens of miles.)  As soon as Penden was 
  notified, he used a scroll of sending to contact Vicar 
  Hendurl in Radigast City.  He met her during a 
  pilgrimage that he once made to Radigast City when he 
  himself was accompanying merchant caravans.  The 
  temple only had one scroll of sending available, and 
  Penden is not able to cast the spell under his own power.  
  Consequently, he has not been in communication with 
  anyone else regarding the matter. 
   
  If asked, Penden has no objection to the PCs casting 
  speak with dead on the corpses, but will ask that they not 
  disturb the bodies unnecessarily. 
   
  Penden will point the PCs to young Aerl Hart, who 
  can lead them to the bodies.  Penden has been there 
  himself to oversee the burial of the bodies, but does not 
  know the area well enough to be able to get there again.  
  Although he will point out Aerl’s home, he tells them 
  that Aerl and most of the other townspeople spend their 
  evenings in the tavern. 
   
  If the PCs need any healing after Encounter Two, 
  they can return to Prenden to have him heal them.  He 
  can only cast up to second level spells.  He will charge 30 
  nobles x spell level to cast any spells. 
   
  Additionally, the temple has several healing and 
  restorative scrolls including, but not limited to, two 
  scrolls of Remove Disease and two scrolls of Restoration.  
  If the PCs should need them after Encounter Two (and 
  only if they need them), Penden will be willing to sell 
  these scrolls for standard prices set forth for such scrolls 
  in the Dungeon Masters Guide.  He will cast them for 
  free if none of the PCs are able, but will have to succeed 
  at a caster level check to do so. 
  Tavern 
  Aerl Hart: Male Half-elf Rgr2, hp 15; See Appendix A. 
   
  The tavern is a common place for the townspeople to 
  gather in the evening.  After satisfying himself that the 
  PCs are not refugees from Tenh, the tavernkeeper Jeddun 
  will allow the PCs to spend the night in the common 
  room and stable their horses behind the building for 2 sp 
  each (including breakfast). 
   
  The tavern does not have a bard or minstrel and 
  mostly the townspeople entertain themselves with 
  conversation.  Any performance by any of the PCs will be 
  greatly appreciated.  Give any Perform check a +5 
  Circumstance bonus in determining how successfully it 
  is received.  (The patrons will not tip, but will be an 
  extremely appreciative audience.) 
   
  If the PCs ask about the bodies or inquire about Aerl, 
  the townspeople will point them towards Aerl who is 
  sitting at a table with some others.  The discovery of the 
  bodies is among the most interesting things that has ever 
  happened to Aerl, so he will be happy to tell the PCs 
  whatever he knows about the bodies. 
   
  Aerl does not know much.  The caravan appeared to 
  be heading around the Barrens maybe three hours ride to 
  the southeast.  Aerl was riding through the area on a 
  hunt, and saw carrion birds circling.  Investigating, he 
  discovered the bodies of eleven men and women.  All of 
  their horses were dead and their wagons had been 
  ransacked and their wheels destroyed.  At first, Aerl 
  thought that maybe a troll had done the damage.  But he 
  found several sets of human tracks that lead to a place 
  where the humans had been lurking and waiting to 
  spring on the caravan.  He found three sets of tracks 
  leading south and another set leading further into the 
  Barrens, but he did not see any need to try to chase down 
  a group of cutthroat bandits. 
   
  Aerl is willing to take the PCs to the site where the 
  bodies were found.  He’ll suggest leaving at dawn and 
  will not travel at night.  He can also draw the PCs a map 
  to the location, but will prefer the excitement of 
  accompanying the PCs himself. 
  General Store 
   
  A man named Harmon owns the general store.  He is 
  particularly proud of his stock, and the general store is 
  well stocked for such a remote location. 
   
  He knows nothing about the caravan that passed 
  through other than that the men and women were 
  
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  pleasant enough, and that they were clever hagglers and 
  one of them talked him into selling them a set of 
  saddlebags for much less than they were worth.  Harmon 
  also knows that Aerl found the bodies (Aerl has told 
  everyone in town), and can point them to the tavern to 
  find him. 
  Blacksmith 
   
  The blacksmith is an outstanding craftsman named 
  Lucius, and he did not meet any of the men or women of 
  the caravan.  He only knows that they passed through 
  because Aerl has told everyone in town.  He will point 
  them towards Aerl in the tavern. 
   
  When the PCs are prepared to leave for the gravesite 
  in the morning, proceed to Encounter Two. 
  Encounter Two – The Sting 
  Please read or paraphrase the following text, making 
  necessary changes if Aerl does not accompany the party: 
   
  In the morning, Aerl leads your party out of the 
  town  on horseback and into the plains of Nyrond.  
  The sun is high in the sky when the land starts to 
  become starker and the grass begins to thin. 
   
  Aerl rides on to where a ravine can be seen.  He 
  stops his horse a safe distance from the edge and 
  dismounts.  “This is where I found the tracks.  Three 
  sets leading off that way,” he says as he points to the 
  south.  “And one set leading off that way,” he says 
  pointing northeast. 
   
  “The fight was right over there, and the wagons 
  and the bodies were pushed down into that ravine.  
  When I brought Priest Tarnock out here, he and I 
  climbed down there and buried them.” 
   
  There has been no rain in this area since the caravan 
  party was slaughtered.  The trail to the south can be 
  picked up with a Track check (DC 22).  The trail to the 
  northeast can be picked up with a Track check (DC 23).  
  The PCs can also tell that perhaps 6 horses galloped off to 
  the east with a successful Track check (DC 21).  If none of 
  the PCs are capable of tracking, Aerl is capable of tracking 
  and will automatically make the check to follow the trail 
  to the northeast (but roll dice behind a screen for show). 
   
  Olgar Talmot made the trail to the northeast after he 
  lost his left arm in the ambush.  He was able to feign 
  death long enough to dash to a hiding place while the 
  bandits were tending to their own wounded and looting 
  the wagons.  Aerl and Penden did not follow the trail 
  because they incorrectly assumed that it was made by one 
  of the bandits. 
   
  If the PCs follow Olgar’s trail, they will find his 
  unburied body where it hid behind a rock about a half-
  mile away.  Animal scavengers have found the body.  He 
  obviously lost his left arm.  A Heal check (DC 15) will 
  reveal that he probably died from loss of blood from the 
  loss of his arm. 
   
  Olgar grabbed the caravan’s divine scroll of sending 
  as soon as the caravan was attacked.  Unfortunately, he 
  was not a spellcaster and could not use the scroll for its 
  intended purpose.  He did, however, write his last words 
  on it.  If they search his body, give the players Player 
  Handout #4. 
   
  If the PCs follow the trail to the south, they will soon 
  realize that it goes on for a very long way.  If asked Aerl 
  will tell the PCs that there is nothing off to the south 
  “except for that place where the crazy pig guy lives.”  If 
  pressed, he will tell the PCs that there is a “crazy holy 
  man about 10 miles south of here that thinks that he can 
  talk to pigs and hogs.”  If asked, he will give directions. 
   
  The ravine is 10 feet + (5 times APL) feet deep.  The 
  climb check to climb up and down the walls of the ravine 
  is DC 3+APL.  The PCs have arrived at a narrow point in 
  the ravine and it widens as it moves away from them.  
  (Draw the ravine in roughly a “V” shape with the PCs at 
  the point of the V.) 
   
  Before the PCs proceed into the ravine, give them a 
  Spot check (DC 20+APL) to realize that there are an 
  inordinate number of insects crawling in the bottom of 
  the ravine. 
   
  This combat may be difficult or impossible to win if 
  the PCs have no area of effect spells or alchemical or 
  other area of effect items.  If the PCs are completely 
  unable to affect the swarms, the swarms will not pursue 
  the PCs if the PCs escape the ravine. 
   
  If the PCs decide to go down into the ravine to 
  investigate the graves and the remnants of the wagons, 
  please read or paraphrase the following: 
   
  The climb down into the ravine is much less 
  difficult than it looked.  You are soon at the bottom, 
  standing amongst the broken wagons that used to be 
  the Zilchan caravan. 
   
  You start to hear a faint buzzing—a buzzing that 
  becomes steadily louder.  Looking around to 
  determine its source, you quickly realize that a cloud 
  of insects has risen from the ground and is rapidly 
  moving towards you. 
   
  The PCs are being attacked by swarms as described 
  below. The swarm will be approximately 60 feet from the 
  PCs when combat commences.  If Aerl has descended 
  
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  into the ravine with the PCs, he will dive for cover under 
  the wagons (effectively removing him from combat after 
  the first round and possibly killing him if a swarm attacks 
  his area).   
  APL 2 (EL 4) 
  Wasp Swarms (2): hp 22, 22; See Appendix 2 
  APL 4 (EL 6) 
  Wasp Swarms (4): hp 22, 22, 22, 22; See Appendix 2  
  APL 6 (EL 8) 
  Plague Ant Swarms (3): hp 65, 65, 65; See Appendix 2  
  APL 8 (EL 10) 
  Rapture Locust Swarms (4): hp 65, 65, 65, 65; See 
  Appendix 2  
  APL 10 (EL 12) 
  Bloodfiend Locust Swarms (4): hp 91, 91, 91, 91; See 
  Appendix 2  
  APL 12 (EL 14) 
  Bloodfiend Locust Swarms (6): hp 91, 91, 91, 91, 91, 91; 
  See Appendix 2 
   
  After the battle, the PCs will find nothing of value 
  among the wagons.  The bandits removed everything that 
  was valuable and broke everything else.  Any PC 
  examining the wagons can make an Intelligence check 
  (DC 5) to realize that the wagons had been burned 
  somehow prior to being pushed over the ravine.  
  (Alchemist’s fire at APLs 2 and 4, and a fireball spell at 
  APLs 6-12.) 
   
  The PCs will find eleven graves not far from the 
  ruined wagons where Aerl and Penden buried the 
  Zilchans.  The graves are shallow because of the harsh 
  land here on the edge of the Barrens.  If the PCs have not 
  yet found Olgar’s body, the DM might ask for an 
  Intelligence check (DC 10) to realize that twelve men 
  and women rode out from Radigast City with the 
  caravan. 
   
  Four of the caravan’s horses were killed in the raid 
  (those hitched to the two wagons), and Aerl and Penden 
  burnt them in a pyre using some of the wood of the 
  wagon.  The other horses panicked and ran after their 
  riders were killed.  The horses can be found after 2 days 
  searching, but such a search will cause the PCs to miss 
  the Crandt family in Encounter Seven. 
   
  If the PCs wish to return to Kerrinn, all relevant 
  information is located in Encounter One.  If the PCs 
  want to follow the trail to the south, Aerl will ride back to 
  Kerrinn and the PCs can proceed to Encounter Three. 
  Encounter Three – One Flew 
  Over the Cuckoo’s Nest 
  This is a role-playing encounter.  During this 
  encounter the PCs should learn both that the bandits are 
  headed toward the Gnatmarsh and that the bandits do 
  not have a large lead on the PCs. 
  The bandits’ trail becomes easier to follow as the PCs 
  proceed to the south.  This is mostly because Katrice, the 
  cleric daughter, collapsed approximately a mile south of 
  the ambush site because of a contagion spell cast on her 
  when she opened the chest containing the Zilchan gold 
  and triggered a glyph of warding.  Yandert was unable to 
  carry Humel’s body, Katrice’s body, and the gold so a 
  makeshift travois was made and the gold was dragged.  
  The bandits can be tracked by a Track check or Search 
  check (DC 9). 
   
  The trail leads south for approximately 10 miles to 
  the home of the Ralishazian cleric known only by the 
  name “Seneschal of Swine”. 
   
  Assuming that the PCs have followed the trail or 
  Aerl’s directions, please read or paraphrase the following: 
   
  The trail is not difficult to follow and, after 
  several hours, it leads to a small building in an open 
  plain.  Even from a distance, the house is strange.  A 
  three or four foot high split rail fence surrounds it.  
  The walls of the home are half-covered in splotches of 
  white wash, and the roof has collapsed in several 
  places leaving it riddled with large holes. 
   
  If the PCs investigate around the home beforehand, 
  they might find an open hole in the ground that is 
  approximately 3 feet wide by 6 feet long by 3 feet deep.  It 
  looks to have been recently dug. 
   
  The PCs may also find that horse tracks lead away in 
  a south southeasterly direction with a Track check of DC 
  9.  The horses apparently had been in this area for a 
  while.  The horses had belonged to the Seneschal.  They 
  were stolen by the Crandt family of bandits when they 
  left.  The Seneschal has not yet noticed that they are 
  missing. 
   
  When the PCs are ready to approach, please read or 
  paraphrase the following: 
   
  As you enter the gate, you can see that the door 
  to the building is wide open and that several chickens 
  seem to be pecking just inside the doorway.  
   
  You move closer and cannot help but see the 
  building’s interior.  The place is a wreck and it is 
  obvious that the animals took up residence in the 
  
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  home long ago.  You quickly count a boar, two sows, a 
  cow, and perhaps eight chickens. 
   
  A human male of indeterminate age stands in the 
  center of the room.  He is dressed in tattered rags and 
  is carrying on a conversation with a pig that is 
  standing atop a table.  Seated at the table is an 
  armored man who is well past middle age.  At first 
  you think the seated man is just remarkably still.  
  Then you realize that he is dead. 
   
  The home is a pigsty both figuratively and literally.  
  It is actually cleaner than normal because Lady Aleesta 
  used prestidigitation to clean it several times while her 
  daughter was recovering here.  It quickly reverted to a 
  mess after they departed. 
   
  The dead man is the late Lord Humel Crandt, 
  formerly of Tenh.  He is covered in dirt, but is otherwise 
  well persevered by the gentle repose spell.  As described 
  in the introduction, he was displaced from his land when 
  ether creatures attacked Tenh.  He and his family tried to 
  rob the Zilchan caravan, but he was killed during the 
  attack. 
   
  The living man is the Seneschal of Swine.  He 
  remembers no other name for himself. 
   
  The Seneschal of Swine has lived in the area for 
  years.  He was a devoted follower of Ralishaz, god of 
  chance, ill luck, misfortune and insanity.  In the past four 
  years, the Seneschal has had the ill luck and misfortune 
  to be driven to insanity. 
   
  The Seneschal believes that the boar and two sows 
  own the home, and that he is the manor’s caretaker.  He 
  considers the swine to be royalty, and does not believe 
  that he or the PCs are their social equals.  As such, the 
  Seneschal will decline to give the pigs’ names because the 
  PCs are unworthy of hearing them.  If tricked, their 
  names are Abner, Beatrice, and Candy. 
   
  The cow, however, is named Galbera.  The Seneschal 
  cannot tell the chickens apart. 
   
  The Seneschal constantly babbles nonsense often 
  using free association in determining the direction in 
  which to take his portion of the conversation.  His only 
  real concern is the comfort and safety of his swine and 
  his portion of the conversation will gradually return to 
  those topics. 
   
  When Katrice fell ill after the attack on the caravan, 
  Aleesta and Yandert brought her and her father here.  
  Her father Humel was dead by the time that the bandits 
  reached the home.  The three of them stayed in the home 
  for five days while Katrice recovered.  Humel was buried, 
  but not before the Seneschal cast Gentle Repose on his 
  body.  When the three living bandits left, the Seneschal 
  dug up Humel’s body and has been casting Gentle 
  Repose on it to keep it in good condition.  He is trying to 
  convince it to be the home’s chef. 
   
  The Seneschal will remember hosting the bandits 
  for a time because he remembers that one of them tried 
  to eat his masters’ food.  He is fuzzy on the details of 
  when they left, but will recall that the “pretty one” slept 
  on the floor for several days.  He believes his visitors left 
  “this morning”, but it has been at least two days. 
   
  If the PCs question the Seneschal for a long enough 
  period of time, he will suggest that they ask their 
  questions of the cook.  Fortunately, the Seneschal has 
  been granted the speak with dead spell by Ralishaz.  The 
  Seneschal will cast that spell if the PCs cannot.  The 
  Seneschal is 6
  th level and therefore will be able to ask 3 
  questions. 
   
  After speak with dead has been cast, Humel’s corpse 
  will be able to tell the PCs (through the Seneschal if he is 
  the caster) that his family was headed towards the 
  Gnatmarsh to attempt to use the stolen gold to 
  demonstrate their loyalty and willingness to serve King 
  Sewarndt.  Humel will know that the bandits are headed 
  to Beetu to try to find more information about finding 
  Sewarndt.  Any other questions can be answered by 
  referring to the bandits’ story in the Adventure 
  Background or improvisation. 
   
  The Seneschal can be talked into preparing healing 
  and restoration spells on the morning following the PCs 
  arrival, but will demand that the PCs demonstrate their 
  willingness to serve the masters.  Among the things that 
  he may ask is that the PCs massage the swine or read to 
  them. 
   
  When the PCs are ready to leave the Seneschal and 
  head towards the Gnatmarsh, proceed to Encounter Four. 
  Encounter Four –On the 
  Waterfront 
  Please read or paraphrase the following.  It will have to be 
  adjusted if the PCs did not leave directly from the 
  Seneschal’s home or if they are not headed overland 
  directly towards the Gnatmarsh. 
   
  With the Barrens behind you, travelling through 
  the fields of Western Nyrond is mostly an easy 
  journey.  You travel south for several days, setting up 
  camp in convenient spots wherever you can find 
  them.  A hard rain falls on the second evening since 
  leaving the Seneschal, and you have to abandon all 
  hope of following the bandits’ trail. 
  
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  During your third day of travel since leaving the 
  Seneschal’s home, you realize that the lush green 
  expanse to the west must be the Celadon Forest.  You 
  ride along the forest’s eastern edge for several more 
  days and eventually you realize that a city is on the 
  horizon. 
   
  Perhaps half an hour later, you find yourself 
  approaching the city.  You observe a number of armed 
  people outside the town and it is not long before they 
  have broken into several groups of four to six and 
  rode off.  You are almost cut off by one such mounted 
  group consisting of a male human in heavy armor, a 
  female dwarf in studded leather, a gnome in robes, 
  and a female elf wearing a holy symbol.  The elf 
  exclaims a quick “sorry” to you as they ride their 
  horses and ponies to the south. 
   
  Assuming that the PCs decide to enter the city, 
  continue to read or paraphrase the following: 
   
  Arriving at the gate, you are met by two guards.  
  After looking you over and informing you that the 
  use of weapons or spells to harm others is illegal 
  unless used in self-defense, one of the town 
  guardsmen informs you that you are in the city of 
  Beetu—capital city of the County of Brackenmoor.  
   
  One of the guards, Jacob, will recommend the 
  Unicorn’s Rest to the PCs as a place for them to stay 
  regardless of whether he is asked.  The innkeeper—who 
  is a male half-elf named Seldmar—pays him a handsome 
  kickback for any business that he generates. 
  Jacob:  Male Human War1. 
   
  If asked, the guards will tell the PCs that the people 
  that they saw outside the city were patrols in the service 
  of the County of Brackenmoor.  They patrol the area 
  looking for anything that is amiss and trying to keep a 
  watchful eye for ogres and other foul things that might 
  emerge from the Gnatmarsh. 
   
  If the PCs do not go to the Unicorn’s Rest, they will 
  be able to determine some information in other areas of 
  town.  The town guard who spoke to the PCs does not 
  remember any information about the bandits (he actually 
  did recommend the Unicorn’s Rest to them but does not 
  recall it), but many other residents will remember the 
  Crandt family.  If the PCs spread a few Nyrond nobles 
  around and succeed at a Gather Information check (DC 
  10), they will discover that a middle-aged woman, young 
  woman, and young man were asking some fairly 
  indiscrete questions about how to find Prince Sewarndt 
  in the Gnatmarsh.  None of the people that the PCs speak 
  to believe that Sewarndt is actually hiding out in the 
  Gnatmarsh.  If the PCs succeed at a Gather Information 
  check (DC 15), they will discover that the same two 
  women and man were seen leaving the city yesterday 
  morning and headed towards the Gnatmarsh. 
   
  The city has temples to all major gods who are 
  worshipped in Nyrond including Heironeous, Pelor, 
  Pholtus, Rao, and Zilchus.  The city also has a number of 
  temples and shrines to the elven and nature gods and 
  goddesses. 
   
  Should the PCs take the guard’s suggestion and head 
  towards the Unicorn’s Rest, they will be able to find out 
  even more information there.  Innkeeper Seldmar will 
  point them towards Gaellep, a roguish type who can 
  often be found in the common area of the inn. 
  Seldmar:  Male Half-elf Com3. 
  Gaellep:  Male Human Rog3.  Bluff +7 
   
  Gaellep is looking for a bribe before he will give any 
  information to the PCs.  He’ll ask for (5 times APL) 
  nobles, but will settle for half that.  He can also be bluffed 
  or intimidated with a check result equal to 15 + APL.  If 
  the PCs attempt to bluff or intimidate him and fail, he 
  will immediately leave.  If the PCs attempt to follow, he 
  will immediately head to the guardhouse.  Gaellep also 
  pays the town guard a small sum to look the other way at 
  certain times, and the guard will not want to see Gaellep 
  accosted. 
   
  If successfully bribed, bluffed or intimidated, 
  Gaellep will tell the PCs about his encounter with the 
  bandits.  He had overheard them asking about finding 
  Prince Sewarndt in the Gnatmarsh and knew that they 
  refused to believe that the Prince was not out there.  
  Consequently, he decided to play them a little bit.  He 
  eventually drew them a map to where he promised them 
  that they could find Prince Sewarndt.  The map involves 
  following a stream that he knew that they could easily 
  find.  Once the stream flowed into the Gnatmarsh, he 
  knew where there was a large hollow log that had been 
  there since he was a lad.  He told them that Sewardnt 
  would meet them there and even gave them a birdcall 
  that they were supposed to cry as they approached. 
   
  Gaellep is a braggart and is extremely pleased with 
  himself that he got 50 gold nobles for his forged map.  He 
  is a born storyteller and will stretch the story to its 
  breaking point in the telling.  He has been laughing all 
  day thinking about them out in the marsh calling like 
  birds. 
   
  When the PCs are leaving, Seldmar will ask them if 
  they are headed to the Gnatmarsh.  Once he finds out 
  that is their destination, he will recommend that they 
  buy some mosquito goo before they head into the swamp. 
   He will explain that the goo keeps away the skeeters of 
  
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  the swamp.  The goo is made by someone out in the thick 
  of the swamp named Seedie, and the Count’s men have 
  been bringing it back to Beetu to sell for a few years now. 
   He happens to have enough to sell to the PCs for 1 gold 
  noble each.  Each purchase provides enough goo for 5 
  doses. 
   
  Seldmar will also suggest PCs that the PCs leave 
  their mounts in his stables while they proceed into the 
  Gnatmarsh.  He will explain that the soft ground of the 
  Gnatmarsh is extremely treacherous for horses and 
  ponies. 
  Encounter Five – Wings 
   
  The PCs will arrive at the Gnatmarsh after hours 
  riding south of Beetu.  Note that the proximity of the 
  Gnatmarsh’s edge to Beetu will vary depending on which 
  map you are consulting.  Feel free to explain this away as 
  the bandits have gone to a small outcropping of the 
  Gnatmarsh that follows the stream that Gaellep may have 
  described to the PCs. 
   
  If the PCs have not received directions from Gaellep, 
  then they will have to succeed at a Track check or Search 
  check (DC 5) to follow the bandits’ trail.  The very soft 
  ground of the Gnatmarsh makes the tracking relatively 
  easy, but creatures with Scent will suffer a –10 
  Circumstance penalty to their check because of the wet 
  ground. 
   
  As the PCs proceed into the Gnatmarsh, the native 
  mosquitoes of the area will plague them unless they have 
  applied the mosquito goo, are natives of the County of 
  Brackenmoor, are members of the Brackenmoor 
  Monastery meta-organization, or are members of another 
  meta-organization that provides mosquito immunity.  
  The number of mosquitoes attacking will be equal to the 
  APL.  The encounters will be nuisance encounters and no 
  xp will be awarded for defeating the mosquitoes. 
  Gnatmarsh Mosquitoes: hp 2 each; See Appendix A. 
   
  The Gnatmarsh is an extremely hostile environment 
  for large mounts, and all Ride checks with respect to 
  large mounts made in the Gnatmarsh will receive a –10 
  Circumstance penalty.  If any Ride check does not exceed 
  –5, then the mount must succeed at a Reflex save (DC 10) 
  or take 2d6 damage and suffer a broken leg. 
  Encounter Six – A Man For All 
  Seasons  
   
  The bandits followed Gaellep’s directions, and 
  camped for last two nights at the site he described.  They 
  believe Sewarndt will be meeting them here eventually, 
  and they have but to wait until he arrives. 
   
  Shortly before the PCs arrived, an adventuring party 
  in the service of the County confronted the bandits. The 
  adventurers were a human male Oerdian fighter in full 
  plate armor, a female elven cleric of Corellon Larethian 
  wearing a chain shirt and carrying a bow, a female 
  dwarven rogue wearing studded leather armor, and a 
  gnome illusionist in dark robes covered with stars and 
  moons.  The party’s rogue attempted to activate a scroll of 
  alter self with her Use Magic Device skill and a terrible 
  mishap occurred.  The party was merged into one terrible 
  creature while the bandits escaped notice by using a mass 
  invisibility scroll. 
   
  The creature is enraged and will attack the PCs 
  furiously.  The PCs will need to be within 80 feet to see 
  the creature and, unless the PCs have taken precautions 
  to avoid being seen, it will automatically spot the PCs as it 
  is frantically looking for anything to attack.  Please read 
  or paraphrase the following: 
   
  Ahead of you, you see a lone figure standing.  You 
  only have to watch it briefly to realize that something 
  is terribly wrong.  The form of an elven woman with a 
  longbow, slowly morphs and becomes a robed 
  gnomish male carrying a small quarterstaff, and then 
  changes once again to become a female dwarf 
  carrying a rapier, and finally to a male dressed in 
  heavy metal armor and carrying a sword in two hands. 
   The thing notices your approach and, bellowing out a 
  scream, springs to attack. 
   
  The creature is 80 feet away from the PCs when 
  combat begins.  At APLs 4 and higher, it rages 
  immediately upon seeing the PCs. 
  APL 2 (EL 4) 
  Cursed, Amalgamated Thing: hp 36; See Appendix 1 
  APL 4 (EL 6) 
  Cursed, Amalgamated Thing: hp 59; See Appendix 1  
  APL 6 (EL 8) 
  Cursed, Amalgamated Thing: hp 96; See Appendix 1  
  APL 8 (EL 10) 
  Cursed, Amalgamated Thing: hp 136; See Appendix 1  
  APL 10 (EL 12) 
  Cursed, Amalgamated Thing: hp 162; See Appendix 1  
  APL 12 (EL 14) 
  Cursed, Amalgamated Thing: hp 184; See Appendix 1 
  
  The Wealth of Nations 
   
  Page 14 
  Development:  Depending on the APL of play, he Crandt 
  family of bandits will attack the PCs either shortly after, 
  immediately after or during the combat with the Thing.  
  See Encounter Seven for details. 
   
  PCs who succeed at a Spot check (DC 10+APL) will 
  recognize the portions of the cursed thing as the patrol 
  party that almost cut them off outside of Beetu. 
   
  Judges are encouraged to be flowery in describing 
  the thing’s attacks.  Describe how the dwarven woman 
  looks for the opportunity to make a precise strike, then 
  the thing morphs into the human who strikes with the 
  greatsword. 
   
  Although the creature is described as an entire 
  adventuring party, it is stated as if it were a wood elf 
  barbarian.  Should any questions arise about the thing’s 
  capabilities, treat it as if it were a wood elf barbarian. 
   
  A successful Knowledge (Arcana) or Spellcraft check 
  (DC 22) reveals that the creature is the result of a scroll 
  mishap.  A dispel magic or similar spell cast and a caster 
  level check of DC 10+APL will cause the creature to 
  unmerge (destroying its equipment as described below).  
  Each of the component adventurers will emerge from the 
  amalgamated creature with –5 hit points and in the  
  dying condition. 
   
  When the creature has died, the PCs will be able to 
  find the remnants of now-ruined papers on it that will 
  allow them to figure out that it was a regular patrol in the 
  service of the County of Brackenmoor. 
   
  All of the equipment used by the original adventures 
  has been ruined with the exception of Bracers of Health, 
  +2, at APL 8 and higher. 
   
  The PCs will be able to find the horses and ponies of 
  the patrol group if they spend three hours tracking the 
  patrol back to where they left their mounts. 
   
  During the combat, it is possible that the PCs will 
  spot the invisible bandits hiding nearby.  The DC is 
  35+APL; 
  which 
  includes 
  modifiers 
  for 
  distance, 
  distraction, invisibility, terrain, and Katrice’s use of Hide 
  skill to find an optimum hiding place. 
  Encounter Seven – In the Heat of 
  the Night 
  The bandits will attack the PCs either during or 
  immediately after the PCs battle with the cursed, 
  amalgamated thing.  At APL 2, the PCs have two rounds 
  before the bandits attack.  At APL 4, the PCs have one 
  round before the bandits attack, at APLs 6 and 8, the 
  bandits will attack immediately after the PCs have felled 
  the thing.  At APLs 10 and 12, the bandits will attempt to 
  join the combat when they think the PCs are about to fell 
  the thing (judge will have to use his best discretion about 
  in which round the bandits should attack).  The bandits 
  enter the combat at the top of the round as aware 
  newcomers; rules for new combatants joining the combat 
  are found on page 62 of the 3e Dungeon Master’s Guide. 
  APL 2 (EL 4) 
  Aleesta, Female Human Evo1: hp 8; See Appendix 1 
  Katrice, Female Human Clr1: hp 10; See Appendix 1 
  Yandert, Male Human War1: hp 10; See Appendix 1 
  Tactics:  Aleesta has precast shield on herself and Katrice 
  has cast protection from good on herself (5 rounds 
  remaining on each).  Yandert will attempt to attack the 
  arcane spellcasters first, the clerics second, and any 
  archers third.  Aleesta will attempt to disrupt spellcasting 
  with magic missile.  Katrice will attempt to stay 20 feet 
  away from Aleesta—close enough to heal but far enough 
  to stay out of most areas of effect. 
  APL 4 (EL 6) 
  Aleesta, Female Human Evo3: hp 15; See Appendix 1 
  Katrice, Female Human Clr3: hp 24; See Appendix 1 
  Yandert, Male Human Ftr3: hp 28; See Appendix 1  
  Tactics: Aleesta cast shield on herself  6 rounds before 
  her first round of combat and protection from arrows on 
  herself 5 rounds before her first round of combat.  
  Katrice cast protection from good on herself 6 rounds 
  before her first round of combat.  Yandert will attempt to 
  attack the arcane spellcasters first, the clerics second, and 
  any archers third.  Aleesta will attempt to disrupt arcane 
  spellcasters with blindness and spellcasting with magic 
  missile.  Katrice will attempt to stay 20 feet away from 
  Aleesta—close enough to heal but far enough to stay out 
  of most areas of effect. Katrice prefers to attack with 
  spells, but is not opposed to using her greatsword. 
  APL 6 (EL 8) 
  Aleesta, Female Human Evo5: hp 24; See Appendix 1 
  Katrice, Female Human Clr5: hp 38; See Appendix 1 
  Yandert, Male Human Ftr5: hp 44; See Appendix 1 
  Tactics: Aleesta cast see invisibility on herself 7 rounds 
  before her first round of combat, shield on herself 6 
  rounds before her first round of combat, and protection 
  from arrows on herself 5 rounds before her first round of 
  combat.  Katrice cast magic circle against good on herself 
  7 rounds before her first round of combat and magic 
  vestment on herself 2 hours ago.  Yandert will attempt to 
  
  The Wealth of Nations 
   
  Page 15 
  attack the arcane spellcasters first, the clerics second, and 
  any archers third.  Aleesta will cast slow then fireball 
  then attempt to disrupt arcane spellcasters with 
  blindness and spellcasting with magic missile.  Katrice 
  will attempt to stay 20 feet away from Aleesta—close 
  enough to heal but far enough to stay out of most areas of 
  effect.  Katrice prefers to attack with spells, but is not 
  opposed to using her greatsword. 
  APL 8 (EL 10) 
  Aleesta, Female Human Evo7: hp 32; See Appendix 1 
  Katrice, Female Human Clr7: hp 59; See Appendix 1 
  Yandert, Male Human Ftr7: hp 65; See Appendix 1  
  Tactics: Aleesta cast fly on Yandert 8 rounds before her 
  first round of combat, see invisibility on herself 7 rounds 
  before her first round of combat, shield on herself 6 
  rounds before her first round of combat, and protection 
  from arrows on herself 5 rounds before her first round of 
  combat.  Katrice cast greater magic weapon on Yandert’s 
  longsword 8 rounds before her first round of combat, 
  magic circle against good on herself 7 rounds before her 
  first round of combat and magic vestment on herself 2 
  hours ago.  Yandert will attempt to attack the arcane 
  spellcasters first, the clerics second, and any archers 
  third.  Aleesta will cast slow then fireball then attempt to 
  disrupt 
  arcane 
  spellcasters 
  with 
  blindness 
  and 
  spellcasting with magic missile.  Katrice will attempt to 
  stay 20 feet away from Aleesta—close enough to heal but 
  far enough to stay out of most areas of effect.  Katrice 
  prefers to attack with spells, but is not opposed to using 
  her greatsword. 
  APL 10 (EL 12) 
  Aleesta, Female Human Evo9: hp 40; See Appendix 1 
  Katrice, Female Human Clr9: hp 75; See Appendix 1 
  Yandert, Male Human Ftr9: hp 85; See Appendix 1  
  Tactics: Aleesta cast fly on Yandert 8 rounds before her 
  first round of combat, see invisibility on herself 7 rounds 
  before her first round of combat, shield on herself 6 
  rounds before her first round of combat, protection from 
  arrows on herself 5 rounds before her first round of 
  combat, and improved invisibility on herself 4 rounds 
  before her first round of combat.  Katrice cast greater 
  magic weapon on Yandert’s longsword 8 rounds before 
  her first round of combat, magic circle against good on 
  herself 7 rounds before her first round of combat, magic 
  vestment on herself 2 hours ago, and endure elements 
  (fire) on herself this morning.  Yandert will attempt to 
  attack the arcane spellcasters first, the clerics second, and 
  any archers third.  Aleesta will cast slow, then vary 
  casting evocation spells with attempts to disrupt arcane 
  spellcasters 
  with 
  feeblemind 
  and 
  blindness 
  and 
  spellcasting with magic missile.  Katrice prefers to attack 
  with spells, but is not opposed to using her greatsword. 
  APL 12 (EL 14) 
  Aleesta, Female Human Evo11: hp 59; See Appendix 1 
  Katrice, Female Human Clr11: hp 91; See Appendix 1 
  Yandert, Male Human Ftr11: hp 103; See Appendix 1 
  Tactics: Aleesta cast fly on Yandert 8 rounds before her 
  first round of combat, see invisibility on herself 7 rounds 
  before her first round of combat, shield on herself 6 
  rounds before her first round of combat, protection from 
  arrows on herself 5 rounds before her first round of 
  combat, and improved invisibility on herself 4 rounds 
  before her first round of combat.  Katrice cast greater 
  magic weapon on Yandert’s longsword 8 rounds before 
  her first round of combat, magic circle against good on 
  herself 7 rounds before her first round of combat, magic 
  vestment on herself and Yandert 2 hours ago, and endure 
  elements (fire) on herself and Yandert this morning.  
  Yandert will attempt to attack the arcane spellcasters first, 
  the clerics second, and any archers third.  Aleesta will 
  cast slow, then vary casting evocation spells with 
  attempts to disrupt arcane spellcasters with feeblemind 
  and blindness and spellcasting with magic missile.  
  Aleesta will also use her quickened spells for best 
  possible effect. Katrice will use mislead in the first round 
  of combat.  Katrice prefers to attack with spells, but is not 
  opposed to using her greatsword. 
   
  Yandert is wearing Olgar Talmot’s ring, and the PCs 
  will find it when they are searching the bandits’ bodies. 
  Conclusion 
   
  The PCs will be able to find the Zilchan gold nearby 
  after the bandits are defeated.  All 10,000 gold nobles of it 
  is there.  The PCs will be able to return it to Chancellor 
  Pitar Hondel in Rel Mord without further incident and 
  will receive the agreed-upon share.  (Vicar Henturl has 
  contacted Chancellor Hondel with the terms of her 
  agreement with the PCs.)  The PCs who return the gold 
  to Rel Mord and who are not involved in keeping any 
  portion of it will receive the Favor of the Temple of 
  Zilchus. 
   
  Chancellor Hondel is not the high priest of Rel 
  Mord’s temple of Zilchus, but he is high placed. 
   
  If any of the PCs should decide to attempt to keep 
  any portion or all of the money for themselves, they will 
  be automatically caught and convicted of theft.  They will 
  suffer the punishment and fine set forth on the 
  
  The Wealth of Nations 
   
  Page 16 
  Adventure Record—both of which must be paid 
  immediately. 
   
  If the PCs return the Legacy Ring of the Talmot to 
  the Temple of Zilchus in Rel Mord, they will receive the 
  Favor of the Talmot Family and a reward of 1,000 gp, but 
  the Legacy Ring of Talmot should be crossed off the 
  Adventure Record.  If the PCs keep the ring, then the 
  Favor of the Talmot Family should be crossed off the 
  Adventure Record. 
   
  Regardless of the PCs success or failure, the Temple 
  of Zilchus will offer to sell money belts to the PCs in 
  recognition of their service to the Temple.   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two – The Sting 
  Defeat the swarms 
   
  APL2 120 xp;  APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360 xp; APL12 420 xp 
  Encounter Six – A Man for All Seasons 
  Defeat or otherwise stop the cursed thing 
  APL2 120 xp;  APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360 xp; APL12 420 xp 
  Encounter Seven – In the Heat of the Night 
  Defeat the Crandt family of bandits  
  APL2 120 xp;  APL4 180 xp; APL6 240 xp;  
  APL8 300 xp; APL10 360 xp; APL12 420 xp 
  Story Award 
  Return the gold to the Temple in Rel Mord: 
  APL2 30 xp;  APL4 45 xp; APL6 60 xp; 
  APL8 75 xp; APL10 90 xp; APL12 105 xp 
  Discretionary roleplaying award 
  APL2 60 xp;  APL4 90 xp; APL6 120 xp; 
  APL8 150 xp; APL10 180 xp; APL12 210 xp 
  Total possible experience:  
   
  APL2 450 xp;  APL4 675 xp; APL6 900 xp; 
  APL8 1125 xp; APL10 1350 xp; APL12 1575 xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  
  The Wealth of Nations 
   
  Page 17 
  M:  Magic Items (sell value)  
  Encounter Two:  The Sting 
   
  APL 2: L: 0 gp; C: 0 gp; M: 50 gp 
   
  APL 4: L: 0 gp; C: 0 gp; M: 50 gp 
   
  APL 6: L: 0 gp; C: 0 gp; M: 50 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 50 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: 50 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: 50 gp 
  Encounter Six:  A Man for All Seasons 
   
  APL 2: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 333 gp 
   
  APL 10: L: 0 gp; C: 0 gp; M: 333 gp 
   
  APL 12: L: 0 gp; C: 0 gp; M: 333 gp 
  Encounter Seven: In the Heat of the Night 
   
  APL 2: L: 42 gp; C: 8 gp; M: 208 gp 
   
  APL 4: L: 71 gp; C: 8 gp; M: 296 gp 
   
  APL 6: L: 101 gp; C: 8 gp; M: 300 gp 
   
  APL 8: L: 108 gp; C: 8 gp; M: 417 gp 
   
  APL 10: L: 96 gp; C: 8 gp; M: 1,180 gp 
   
  APL 12: L: 96 gp; C: 8 gp; M: 1,830 gp 
  Conclusion: 
   
  APL 2: L: 0 gp; C: 83 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 167gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 250 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 333 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C: 417 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C: 500 gp; M: 0 gp 
  Note – The above amounts represent the maximum 
  amount that might have been negotiated with Vicar 
  Henturl.  The PCs may have settled for a lesser amount. 
  Total Possible Treasure 
  APL 2: L: 42 gp; C: 91 gp; M: 258 gp  - Total: 391 gp 
  APL 4: L: 71 gp; C: 175 gp; M: 346 gp  - Total: 592 gp 
  APL 6: L: 101 gp; C: 258 gp; M: 350 gp  - Total: 709 gp  
  APL 8: L: 108 gp; C: 341 gp; M: 800 gp  - Total: 1,249 
  gp 
  APL 10: L: 96 gp; C: 425 gp; M: 1,563 gp  - Total: 2,084 
  gp  
  APL 12: L: 96 gp; C: 508 gp; M: 2,213 gp  - Total: 2,817 
  gp 
  Special 
  Favor of the Temple of Zilchus – You have performed 
  an important service for the Temple of Zilchus, and have 
  found great favor with the church.  The church bestows 
  one of the following benefits upon you (and this favor 
  should be voided after one of the benefits is used): 
  • 
  A church elder will add the Ghost Touch ability to 
  any armor or weapon that already possesses at least a 
  +1 enhancement.  You must pay the difference in 
  market value between the existing item and the 
  newly upgraded one.  This need not be redeemed 
  immediately, but may only be used once. 
  • 
  A bishop of the church will teach you the Persistent 
  Spell feat.  This feat may be taken any time that a 
  meta-magic feat can be selected in normal play if all 
  prerequisites are met. 
  Favor of the Talmot Family – You have returned a 
  Talmot Family heirloom to the Talmot family.  In 
  addition to the monetary reward paid to you, the Talmot 
  family has made arrangements with the Temple of 
  Zilchus in Rel Mord to have the continual flame spell 
  cast upon any item of your choosing.  To redeem this 
  favor, you must pay 90 gp and designate the item upon 
  which the spell is cast below.  This favor may only be 
  used one time.  The item upon which the continual flame 
  spell is cast is: 
  __________________________________. 
  Money Belt – This cloth pouch is designed to be worn 
  under clothing and can hold up to 50 coins.  The Pick 
  Pocket check DC to take something from a money belt is 
  +5 higher than usual. 
  Market price: 4 gp; Frequency: Adventure. 
  Seedie’s Mosquito Goo – When applied to exposed skin, 
  this foul smelly, sticky green paste repels mosquitoes of 
  all types.  One dose lasts 24 hours, but is easily washed off 
  by a dip in the horse’s water trough, a good hard rain, or a 
  thorough dousing with wine.  5 doses per pouch. Expires 
  one year after received. 
  Caster Level:  0
  th; Prerequisites: Brew Goo, exotic plants 
  found only in the Gnatmarsh; Market Price: 1 gp per 
  pouch; Frequency: Adventure. 
  0  0  0  0  0 
  
  The Wealth of Nations 
   
  Page 18 
  Legacy Ring of Talmot – This Ring of Sustenance has 
  the holy symbol of Zilchus etched into the band on each 
  side of an elaborate setting encasing an emerald. 
  Caster Level:  5
  th; Prerequisites: Forge Ring, create food 
  and water; Market Price: 2,500 gp; Frequency: Adventure. 
  Convicted of Theft – You have illegally kept money 
  belonging to the Church of Zilchus, which is punishable 
  in the Kingdom of Nyrond as the crime of Theft.  If the 
  amount is less than 250 gp, the punishment is a month (4 
  TU) spent in jail, a fine equal to three times the amount 
  kept, and you must return the coins that were illegally 
  kept.  If the amount is equal to or more than 250 gp, the 
  punishment is two months (8 TU) spent in jail, a fine 
  equal to three times the amount kept, and you must 
  return the coins that were illegally kept.  If the amount is 
  more than 1,000 gp, the punishment is determined as if 
  more than 250 gp were kept, but will include the 
  chopping off of your hand.  If your hand is amputated, 
  you cannot use weapons that require the use of two 
  hands or an off-hand weapon other than a stump knife; 
  you suffer a permanent –2 penalty to Dexterity and a –5 
  penalty to any skills that require the use of your hands 
  such as Climb or Pick Pockets.  If you are unable to afford 
  to pay the fine, you must spend an additional month (4 
  TU) in jail for each 100 gp or fraction thereof that you 
  cannot afford to pay.  
  Items for the Adventure Record 
  Item Access 
  APLs 2-6: 
  • 
  Legacy Ring of Talmot (Adventure; 2,500 gp) 
  • 
  Divine Scroll of Sending (Adventure; 700 gp) 
  • 
  Money Belt (Adventure, 4 gp) 
  • 
  Seedie’s Mosquito Goo (Adventure, 1 gp) 
  APL 8 (all of APLs 2-6 plus the following) 
  • 
  Bracers of Health, +2 (Adventure, DMG) 
  APL 10 (all of APLs 2-8 plus the following) 
  • 
  +1 Mithral Chain Shirt, Slick (Adventure, DMG) 
  • 
  Bag of Holding (Bag I) (Adventure, DMG) 
  • 
  Arcane Scroll of Greater Magic Weapon (12
  th level 
  caster) (Adventure, 900 gp) 
  APL 12 (all of APLs 2-10 plus the following) 
  • 
  Goggles of Night (Adventure, DMG) 
   
  
  The Wealth of Nations 
   
  Page 19 
  Appendix I - NPCs 
   
  Encounter One – Ordinary People 
  Aerl Hart: Male Half-elf Rgr2; HD 2d10; hp 15; Init 
  +2; Spd 30 ft.; AC 14 (touch 12, flat-footed 12) [+2 
  Armor, +2 Dex]; Atk +4 melee (1d6+2, longsword); AL 
  NG; SV Fort +3, Ref +2, Will +2; Str 14, Dex 15, Con 11, 
  Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Listen +6, Knowledge (Nature) 
  +5, Spot +6, Wilderness Lore +8; Skill Focus 
  (Wilderness Lore). 
   
  Possessions: Leather Armor, Longsword, Club. 
  Encounter Three – One Flew Over the Cuckoo’s 
  Nest 
  All APLs 
  The Seneschal of Swine: Male Human Clr6 
  (Ralishaz); HD 6d8; hp 30; Init +1; Spd 30 ft.; AC 11 
  (touch 11, flat-footed 10) [+1 Dex]; Base Atk/Grapple: 
  +4/+5; Atk +5 melee (1d3+1, unarmed strike (subdual)); 
  AL CN; SV Fort +5, Ref +3, Will +7; Str 13, Dex 12, Con 
  11, Int 10, Wis 14, Cha 14. 
   
  Skills and Feats: Knowledge (Farm Animals) +1, 
  Knowledge (Religion) +9, Profession (Rancher) +9, 
  Ride +5; Mounted Combat (Pig), Lightning Reflexes, 
  Martial Weapon Proficiency (Heavy Lance), Ride-by 
  Attack. 
   
  Spells Prepared (5/4+1/4+1/2+1; base DC = 12 + 
  spell level): 0—[create water (x5)]; 1st—[protection 
  from law,* random action (x4)]; 2nd—[gentle repose, 
  shatter,* speak with animals (x3)]; 3rd—[meld into 
  stone, protection from elements,* speak with dead]. 
   
  *Domain spell. Domains: Chaos (cast chaos spells 
  at +1 caster level); Luck (luck reroll once per day)]. 
   
  Possessions: 1 boar, 2 sows, 1 cow, 12 chickens, 
  and a holy symbol of Ralishaz. 
   
  Encounter Five – Wings 
  All APLs 
  Gnatmarsh Mosquitoes:  CR ¼; Tiny Vermin; ¼d8; 
  hp 2 each; Init +2 (Dex); Spd 20 ft.; AC 14 (touch 14, 
  flat-footed 12) [+2 Dex, +2 size]; Base Atk/Grapple: +0/-
  13; Atk +4 melee [1d3-5, bite]; Reach 0 ft.; SA Blood 
  Drain; SQ Vermin; AL N; SV Fort +2, Ref +2, Will +0; 
  Str 1, Dex 15, Con 10, Int --, Wis 10, Cha 2. 
  Skills and Feats: Hide +17, Spot +7; Weapon Finesse 
  (Bite). 
  Blood Drain (Ex): On a successful bite, a Gnatmarsh 
  mosquito makes an opposed grapple check.  If the 
  grapple check succeeds, the bite deals 1 point of 
  temporary Constitution damage. 
   
  Encounter Six – A Man For All Seasons 
  APL 2 (EL 4) 
  Cursed, Amalgamated Thing: Multi-gendered, multi-
  raced, multi-classed horror; CR 4; Medium humanoid; 
  HD 4d12+8, hp 36; Init +1; Spd 20 ft.; AC 17 (touch 11, 
  flat-footed 
  17) 
  [+1 
  Dex, 
  +6 
  Armor]; 
  Base 
  Attack/Grapple: +4/+8; Atk +9 melee [1d8+6/19-20/x2, 
  longsword] or +5 ranged [1d6+4/x2, throwing axe]; SA 
  Berserk 2/day; SQ Uncanny Dodge (Dex bonus to AC), 
  Immunity to magic sleep spells, Enchantment 
  Resistance; AL N; SV Fort +6, Ref +2, Will +2; Str 18, 
  Dex 12, Con 15, Int 6, Wis 12, Cha 6. 
  Skills and Feats: Intimidate +5, Listen +10, Search +0, 
  Spot +3; Iron Will, Weapon Focus (Longsword). 
  Berserk (Ex):  The cursed, amalgamated thing will 
  automatically fly into a screaming blood frenzy when it 
  takes its first action in combat.  It temporarily gains +4 
  to Strength, +4 to Constitution, and a +2 morale bonus 
  on Will saves.  It suffers a –2 penalty to its Armor Class 
  when berserking.  This berserk nature will last for 
  seven rounds.  When in this blood frenzy, the cursed, 
  amalgamated thing has 44 hit points, a +11 melee 
  attack bonus with the longsword (doing 1d8+9 
  damage), does 1d6+6 damage when throwing an axe, 
  and has a +8 Fortitude Save and +4 Will Save (+6 versus 
  Enchantment spells).  Its AC will drop to 15 regular 
  and 9 touch.  
  Immunity to Magic Sleep Spells:  The cursed, 
  amalgamated thing is immune to magic sleep spells 
  and effects. 
  Enchantment Resistant: The cursed, amalgamated 
  thing gains a +2 circumstance bonus to Enchantment 
  spells and similar effects. 
   
  Possessions: Splint Mail, longsword, club, 10 
  throwing axes.  All of these items will be ruined if the 
  thing is slain. 
   
  Physical Description: The cursed amalgamated 
  thing continuously shifts back and forth in appearance, 
  morphing to look like the four adventurers that it was 
  created from.  Those adventurers are a human male 
  
  The Wealth of Nations 
   
  Page 20 
  Oerdian fighter in full plate armor, a female elven 
  cleric of Corellon Larethian wearing a chain shirt and 
  carrying a bow, a female dwarven rogue wearing 
  studded leather armor, and a gnome illusionist in dark 
  robes covered with stars and moons. 
   
  Note:  The stat block of the cursed, amalgamated 
  thing was created as if it were actually a 4
  th level wood 
  elf barbarian wearing splint mail.  Any questions about 
  its capabilities or limitations should be answered as if it 
  actually were such a character. 
   
  APL 4 (EL 6) 
  Cursed, Amalgamated Thing: Multi-gendered, multi-
  raced, multi-classed horror; CR 6; Medium humanoid; 
  HD 6d12+12, hp 59; Init +1; Spd 20 ft.; AC 19 (touch 
  11, flat-footed 19) [+1 Dex, +8 Armor]; Base 
  Attack/Grapple: +6/+10; Atk +11/6 melee [2d6+6/19-
  20/x2, greatsword] or +7 ranged [1d6+4/x2, throwing 
  axe]; SA Berserk 2/day; SQ Uncanny Dodge (Dex 
  bonus to AC), Uncanny Dodge (Can’t Be Flanked), 
  Immunity to magic sleep spells, Enchantment 
  Resistance; AL N; SV Fort +7, Ref +3, Will +3; Str 18, 
  Dex 12, Con 15, Int 6, Wis 12, Cha 6. 
  Skills and Feats: Intimidate +7, Listen +12, Search +0, 
  Spot +3; Instantaneous Rage, Iron Will, Weapon Focus 
  (Greatsword). 
  Berserk (Ex):  The cursed, amalgamated thing will 
  automatically fly into a screaming blood frenzy when it 
  is in the presence of another living creature.  It 
  temporarily gains +4 to Strength, +4 to Constitution, 
  and a +2 morale bonus on Will saves.  It suffers a –2 
  penalty to its Armor Class when berserking.  This 
  berserk nature will last for seven rounds.  When in this 
  blood frenzy, the cursed, amalgamated thing has 71 hit 
  points, a +13 melee attack bonus with the greatsword 
  (doing 2d6+9 damage), does 1d6+6 damage when 
  throwing an axe, and has a +9 Fortitude Save and +5 
  Will Save (+7 versus Enchantment spells).  Its AC will 
  drop to 17 regular and 9 touch.  
  Immunity to Magic Sleep Spells:  The cursed, 
  amalgamated thing is immune to magic sleep spells 
  and effects. 
  Enchantment Resistant:  The cursed, amalgamated 
  thing gains a +2 circumstance bonus to Enchantment 
  spells and similar effects. 
   
  Possessions: Full plate armor, greatsword, club, 10 
  throwing axes.  All of these items will be ruined when 
  the thing is slain. 
   
  Physical Description: The cursed amalgamated 
  thing continuously shifts back and forth in appearance, 
  morphing to look like the four adventurers that it was 
  created from.  Those adventurers are a human male 
  Oerdian fighter in full plate armor, a female elven 
  cleric of Corellon Larethian wearing a chain shirt and 
  carrying a bow, a female dwarven rogue wearing 
  studded leather armor, and a gnome illusionist in dark 
  robes covered with stars and moons. 
   
  Note:  The stat block of the cursed, amalgamated 
  thing was created as if it were actually a 6
  th level wood 
  elf barbarian wearing full plate armor and with the 
  Instantaneous Rage feat.  Any questions about its 
  capabilities or limitations should be answered as if it 
  actually were such a character. 
   
  APL 6 (EL 8) 
  Cursed, Amalgamated Thing: Multi-gendered, multi-
  raced, multi-classed horror; CR 8; Medium humanoid; 
  HD 8d12+24, hp 96; Init +1; Spd 20 ft.; AC 20 (touch 
  11, flat-footed 20) [+1 Dex, +9 Armor]; Base 
  Attack/Grapple: +8/+12; Atk +13/8 melee [2d6+6/19-
  20/x2, greatsword] or +9 ranged [1d6+4/x2, throwing 
  axe]; SA Berserk 3/day; SQ Uncanny Dodge (Dex 
  bonus to AC), Uncanny Dodge (Can’t Be Flanked), 
  Immunity to magic sleep spells, Enchantment 
  Resistance; AL N; SV Fort +9, Ref +3, Will +3; Str 18, 
  Dex 12, Con 16, Int 6, Wis 12, Cha 6. 
  Skills and Feats: Intimidate +9, Listen +14, Search +0, 
  Spot +3; Instantaneous Rage, Iron Will, Weapon Focus 
  (Greatsword). 
  Berserk (Ex):  The cursed, amalgamated thing will 
  automatically fly into a screaming blood frenzy when it 
  is in the presence of another living creature.  It 
  temporarily gains +4 to Strength, +4 to Constitution, 
  and a +2 morale bonus on Will saves.  It suffers a –2 
  penalty to its Armor Class when berserking.  This 
  berserk nature will last for eight rounds.  When in this 
  blood frenzy, the cursed, amalgamated thing has 112 
  hit points, a +15 melee attack bonus with the 
  greatsword (doing 2d6+9 damage), does 1d6+6 damage 
  when throwing an axe, and has a +11 Fortitude Save 
  and +5 Will Save (+7 versus Enchantment spells).  Its 
  AC will drop to 18 regular and 9 touch.  
  Immunity to Magic Sleep Spells:  The cursed, 
  amalgamated thing is immune to magic sleep spells 
  and effects. 
  Enchantment Resistant:  The cursed, amalgamated 
  thing gains a +2 circumstance bonus to Enchantment 
  spells and similar effects. 
  
  The Wealth of Nations 
   
  Page 21 
   
  Possessions: +1 Full plate armor, greatsword, club, 
  10 throwing axes.  All of these items will be ruined 
  when the thing is slain. 
   
  Physical Description: The cursed amalgamated 
  thing continuously shifts back and forth in appearance, 
  morphing to look like the four adventurers that it was 
  created from.  Those adventurers are a human male 
  Oerdian fighter in full plate armor, a female elven 
  cleric of Corellon Larethian wearing a chain shirt and 
  carrying a bow, a female dwarven rogue wearing 
  studded leather armor, and a gnome illusionist in dark 
  robes covered with stars and moons. 
   
  Note:  The stat block of the cursed, amalgamated 
  thing was created as if it were actually an 8
  th level wood 
  elf barbarian wearing full plate armor and with the 
  Instantaneous Rage feat.  Any questions about its 
  capabilities or limitations should be answered as if it 
  actually were such a character. 
  APL 8 (EL 10) 
  Cursed, Amalgamated Thing: Multi-gendered, multi-
  raced, multi-classed horror; CR 10; Medium humanoid; 
  HD 10d12+46, hp 136; Init +1; Spd 20 ft.; AC 22 (touch 
  12, flat-footed 22) [+1 Dex, +9 Armor, +1 Natural, +1 
  Deflection]; Base Attack/Grapple: +10/+14; Atk +16/11 
  melee [2d6+7/19-20/x2, greatsword] or +12 ranged 
  [1d6+4/x2, throwing axe]; SA Berserk 3/day; SQ 
  Uncanny Dodge (Dex bonus to AC), Uncanny Dodge 
  (Can’t Be Flanked), Uncanny Dodge (+1 versus traps), 
  Immunity to magic sleep spells, Enchantment 
  Resistance; AL N; SV Fort +11, Ref +4, Will +4; Str 18, 
  Dex 12, Con 16 (18), Int 6, Wis 12, Cha 6. 
  Skills and Feats: Intimidate +11, Listen +16, Search +0, 
  Spot +3; Dwarf’s Toughness, Instantaneous Rage, Iron 
  Will, Weapon Focus (Greatsword). 
  Berserk (Ex):  The cursed, amalgamated thing will 
  automatically fly into a screaming blood frenzy when it 
  is in the presence of another living creature.  It 
  temporarily gains +4 to Strength, +4 to Constitution, 
  and a +2 morale bonus on Will saves.  It suffers a –2 
  penalty to its Armor Class when berserking.  This 
  berserk nature will last for nine rounds.  When in this 
  blood frenzy, the cursed, amalgamated thing has 156 
  hit points, a +18 melee attack bonus with the 
  greatsword (doing 2d6+10 damage), does 1d6+6 
  damage when throwing an axe, and has a +13 Fortitude 
  Save and +6 Will Save (+8 versus Enchantment spells).  
  Its AC will drop to 20 regular and 10 touch.  
  Immunity to Magic Sleep Spells:  The cursed, 
  amalgamated thing is immune to magic sleep spells 
  and effects. 
  Enchantment Resistant: The cursed, amalgamated 
  thing gains a +2 circumstance bonus to Enchantment 
  spells and similar effects. 
   
  Possessions: +1 Full plate armor, +1 greatsword, 
  club, 10 masterwork throwing axes, Bracers of Armor, 
  +2, Ring of Protection, +1, Amulet of Natural Armor, 
  +1.  All of these items except the Bracers of Armor will 
  be ruined when the thing is slain. 
   
  Physical Description: The cursed amalgamated 
  thing continuously shifts back and forth in appearance, 
  morphing to look like the four adventurers that it was 
  created from.  Those adventurers are a human male 
  Oerdian fighter in full plate armor, a female elven 
  cleric of Corellon Larethian wearing a chain shirt and 
  carrying a bow, a female dwarven rogue wearing 
  studded leather armor, and a gnome illusionist in dark 
  robes covered with stars and moons. 
   
  Note:  The stat block of the cursed, amalgamated 
  thing was created as if it were actually an 10
  th level 
  wood elf barbarian wearing full plate armor and with 
  the Instantaneous Rage feat.  Any questions about its 
  capabilities or limitations should be answered as if it 
  actually were such a character. 
   
  APL 10 (EL 12) 
  Cursed, Amalgamated Thing: Multi-gendered, multi-
  raced, multi-classed horror; CR 12; Medium humanoid; 
  HD 12d12+54, hp 162; Init +1; Spd 20 ft.; AC 23 (touch 
  12, flat-footed 23) [+1 Dex, +10 Armor, +1 Natural, +1 
  Deflection]; Base Attack/Grapple: +12/+16; Atk 
  +18/13/8 melee [2d6+7/19-20/x2, greatsword] or +14 
  ranged [1d6+4/x2, throwing axe]; SA Berserk 4/day; 
  SQ Damage Reduction 2/-, Uncanny Dodge (Dex 
  bonus to AC), Uncanny Dodge (Can’t Be Flanked), 
  Uncanny Dodge (+1 versus traps), Immunity to magic 
  sleep spells, Enchantment Resistance; AL N; SV Fort 
  +12, Ref +5, Will +5; Str 18, Dex 12, Con 17 (19), Int 6, 
  Wis 12, Cha 6. 
  Skills and Feats: Intimidate +13, Listen +18, Search +0, 
  Spot +3; Dwarf’s Toughness, Greater Resiliency, 
  Instantaneous Rage, Iron Will, Weapon Focus 
  (Greatsword). 
  Berserk (Ex): The cursed, amalgamated thing will 
  automatically fly into a screaming blood frenzy when it 
  is in the presence of another living creature.  It 
  temporarily gains +4 to Strength, +4 to Constitution, 
  and a +2 morale bonus on Will saves.  It suffers a –2 
  penalty to its Armor Class when berserking.  This 
  berserk nature will last for nine rounds.  When in this 
  blood frenzy, the cursed, amalgamated thing has 186 
  
  The Wealth of Nations 
   
  Page 22 
  hit points, a +20 melee attack bonus with the 
  greatsword (doing 2d6+10 damage), does 1d6+6 
  damage when throwing an axe, and has a +14 Fortitude 
  Save and +7 Will Save (+9 versus Enchantment spells).  
  Its AC will drop to 20 regular and 10 touch.  
  Damage Reduction (Ex):  The thing can shrug off 
  some amount of injury from each blow or attack.  
  Subtract 2 from the damage that the thing takes each 
  time he is dealt damage.  Damage reduction can reduce 
  damage to 0, but not below 0. 
  Immunity to Magic Sleep Spells:  The cursed, 
  amalgamated thing is immune to magic sleep spells 
  and effects. 
  Enchantment Resistant:  The cursed, amalgamated 
  thing gains a +2 circumstance bonus to Enchantment 
  spells and similar effects. 
   
  Possessions: +1 Full plate armor, +1 greatsword, 
  club, 10 masterwork throwing axes, Bracers of Armor, 
  +2, Ring of Protection, +1, Amulet of Natural Armor, 
  +1.  All of these items except the Bracers of Armor will 
  be ruined when the thing is slain. 
   
  Physical Description: The cursed amalgamated 
  thing continuously shifts back and forth in appearance, 
  morphing to look like the four adventurers that it was 
  created from.  Those adventurers are a human male 
  Oerdian fighter in full plate armor, a female elven 
  cleric of Corellon Larethian wearing a chain shirt and 
  carrying a bow, a female dwarven rogue wearing 
  studded leather armor, and a gnome illusionist in dark 
  robes covered with stars and moons. 
   
  Note:  The stat block of the cursed, amalgamated 
  thing was created as if it were actually an 12
  th level 
  wood elf barbarian wearing full plate armor and with 
  the Instantaneous Rage feat.  Any questions about its 
  capabilities or limitations should be answered as if it 
  actually were such a character. 
   
  APL 12 (EL 14) 
  Cursed, Amalgamated Thing: Multi-gendered, multi-
  raced, multi-classed horror; CR 14; Medium humanoid; 
  HD 14d12+58, hp 184; Init +1; Spd 20 ft.; AC 25 (touch 
  13, flat-footed 25) [+1 Dex, +11 Armor, +2 Natural, +2 
  Deflection]; Base Attack/Grapple: +14/+18; Atk 
  +21/16/12 melee [2d6+8/19-20/x2, greatsword] or +16 
  ranged [1d6+4/x2, throwing axe]; SA Berserk 4/day; 
  SQ Damage Reduction 3/-, Uncanny Dodge (Dex 
  bonus to AC), Uncanny Dodge (Can’t Be Flanked), 
  Uncanny Dodge (+2 versus traps), Immunity to magic 
  sleep spells, Enchantment Resistance; AL N; SV Fort 
  +13, Ref +5, Will +5; Str 18, Dex 12, Con 17 (19), Int 6, 
  Wis 12, Cha 6. 
  Skills and Feats: Intimidate +15, Listen +20, Search +0, 
  Spot +3; Dwarf’s Toughness, Greater Resiliency, 
  Instantaneous Rage, Iron Will, Weapon Focus 
  (Greatsword). 
  Berserk (Ex):  The cursed, amalgamated thing will 
  automatically fly into a screaming blood frenzy when it 
  is in the presence of another living creature.  It 
  temporarily gains +4 to Strength, +4 to Constitution, 
  and a +2 morale bonus on Will saves.  It suffers a –2 
  penalty to its Armor Class when berserking.  This 
  berserk nature will last for nine rounds.  When in this 
  blood frenzy, the cursed, amalgamated thing has 202 
  hit points, a +23 melee attack bonus with the 
  greatsword (doing 2d6+11 damage), does 1d6+6 
  damage when throwing an axe, and has a +15 Fortitude 
  Save and +7 Will Save (+9 versus Enchantment spells).  
  Its AC will drop to 23 regular and 12 touch.  
  Damage Reduction (Ex): The thing can shrug off 
  some amount of injury from each blow or attack.  
  Subtract 3 from the damage that the thing takes each 
  time he is dealt damage.  Damage reduction can reduce 
  damage to 0, but not below 0. 
  Immunity to Magic Sleep Spells: The cursed, 
  amalgamated thing is immune to magic sleep spells 
  and effects. 
  Enchantment Resistant: The cursed, amalgamated 
  thing gains a +2 circumstance bonus to Enchantment 
  spells and similar effects. 
   
  Possessions: +2 Full plate armor, +2 greatsword, 
  club, 10 masterwork throwing axes, Bracers of Armor, 
  +2, Ring of Protection, +2, Amulet of Natural Armor, 
  +2.  All of these items except the Bracers of Armor will 
  be ruined when the thing is slain. 
   
  Physical Description: The cursed amalgamated 
  thing continuously shifts back and forth in appearance, 
  morphing to look like the four adventurers that it was 
  created from.  Those adventurers are a human male 
  Oerdian fighter in full plate armor, a female elven 
  cleric of Corellon Larethian wearing a chain shirt and 
  carrying a bow, a female dwarven rogue wearing 
  studded leather armor, and a gnome illusionist in dark 
  robes covered with stars and moons. 
   
  Note:  The stat block of the cursed, amalgamated 
  thing was created as if it were actually an 14
  th level 
  wood elf barbarian wearing full plate armor and with 
  the Instantaneous Rage feat.  Any questions about its 
  capabilities or limitations should be answered as if it 
  actually were such a character. 
  
  The Wealth of Nations 
   
  Page 23 
   
  Encounter Seven – In the Heat of the Night 
  APL 2 (EL 4) 
  Aleesta, Female Human Evo1; HD 1d4+4; hp 8; Init +2; 
  Spd 30 ft.; AC 12 (touch 12, flat-footed 10) [+2 Dex]; 
  Base Atk/Grapple: +0/+0; Atk +0 melee (1d6, 
  quarterstaff), +2 ranged (1d4, dagger); AL NE; SV Fort 
  +1, Ref +2, Will +4; Str 10, Dex 14, Con 12, Int 16, Wis 
  14, Cha 10. 
   
  Skills and Feats: Concentration +5, Knowledge 
  (Arcana) +7, Knowledge (History) +7, Knowledge 
  (Geography) +7, Knowledge (Tenh) +7, Spellcraft +7; 
  Combat Casting, Scribe Scroll, Toughness. 
   
  Spells Prepared (3/2+1; base DC = 13 + spell level): 
  0—[detect magic, light, ray of frost]; 1st—[magic 
  missile (x2), shield;]. 
   
  Possessions: 
  Quarterstaff, 
  2 
  Daggers, 
  Spell 
  Component Pouch, 47 gp. 
  Katrice, Female Human Clr1 (Iuz); HD 1d8+2; hp 10; 
  Init +1; Spd 20 ft.; AC 17 (touch 11, flat-footed 16) [+6 
  Armor, +1 Dex]; Base Atk/Grapple: +0/+1; Atk +1 
  melee (2d6+1, greatsword), +1 ranged (1d8, light 
  crossbow); AL CE; SV Fort +4, Ref +1, Will +5; Str 12, 
  Dex 12, Con 14, Int 12, Wis 16, Cha 10. 
   
  Skills and Feats: Bluff +4, Concentration +6, Hide 
  +5, Knowledge (Religion) +5, Spellcraft +5; Combat 
  Casting, Martial Weapon Proficiency (Greatsword). 
   
  Spells Prepared (3/2+1; base DC = 13 + spell level): 
  0—[create water, cure minor wounds (x2)]; 1st—[bane, 
  cure light wounds, protection from good*]. 
   
  *Domain spell. Domains: Evil (cast evil spells at +1 
  caster level); Trickery (bluff, disguise & hide are class 
  skills)]. 
   
  Possessions: Greatsword, Light Crossbow, 10 bolts, 
  Club, Banded Mail, Wooden Holy Symbol of Iuz, Spell 
  Component Pouch. 
  Yandert, Male Human War1; HD 1d8+2; hp 10; Init 
  +2; Spd 20 ft.; AC 18 (touch 12, flat-footed 16) [+4 
  Armor, +2 Shield, +2 Dex]; Base Atk/Grapple: +1/+4; 
  Atk +5 melee (1d8+3, longsword), +3 ranged (1d8, 
  longbow); AL CE; SV Fort +4, Ref +2, Will +2; Str 16, 
  Dex 14, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +1, Intimidate +4, Jump +1; 
  Iron Will, Weapon Focus (Longsword). 
   
  Possessions: Longsword, Longbow, 40 arrows, 
  Handaxe, Scale Mail, Large Wooden Shield, Legacy 
  Ring of Talmot. 
  Tactics:  Aleesta has precast shield on herself and 
  Katrice has cast protection from good on herself (5 
  rounds remaining on each).  Yandert will attempt to 
  attack the arcane spellcasters first, the clerics second, 
  and any archers third.  Aleesta will attempt to disrupt 
  spellcasting with magic missile.  Katrice will attempt to 
  stay 20 feet away from Aleesta—close enough to heal 
  but far enough to stay out of most areas of effect. 
   
  APL 4 (EL 6) 
  Aleesta, Female Human Evo3; HD 3d4+6; hp 15; Init 
  +6; Spd 30 ft.; AC 13 (touch 12, flat-footed 11) [+1 
  Armor, +2 Dex]; Base Atk/Grapple: +1/+1; Atk +1 
  melee (1d6, quarterstaff), +3 ranged (1d4, dagger); AL 
  NE; SV Fort +2, Ref +3, Will +5; Str 10, Dex 14, Con 12, 
  Int 16, Wis 14, Cha 10. 
   
  Skills and Feats: Concentration +7, Knowledge 
  (Arcana) +9, Knowledge (History) +9, Knowledge 
  (Geography) +9, Knowledge (Tenh) +9, Spellcraft +9; 
  Combat Casting, Improved Initiative, Scribe Scroll, 
  Toughness. 
   
  Spells Prepared (4/3+1/2+1; base DC = 13 + spell 
  level): 0—[detect magic, light, ray of frost, ray of frost]; 
  1st—[magic 
  missile 
  (x3), 
  shield]; 
  2
  nd—
  [blindness/deafness, flaming sphere, protection from 
  arrows]. 
   
  Possessions: 
  Quarterstaff, 
  2 
  Daggers, 
  Spell 
  Component Pouch, Bracers of Armor +1, Arcane Scroll 
  of Silent Image, 47 gp. 
  Katrice, Female Human Clr3 (Iuz); HD 3d8+6; hp 24; 
  Init +1; Spd 20 ft.; AC 17 (touch 11, flat-footed 16) [+6 
  Armor, +1 Dex]; Base Atk/Grapple: +2/+3; Atk +3 
  melee (2d6+1, greatsword), +3 ranged (1d8, light 
  crossbow); AL CE; SV Fort +5, Ref +4, Will +6; Str 12, 
  Dex 12, Con 14, Int 12, Wis 16, Cha 10. 
   
  Skills and Feats: Bluff +6, Concentration +8, Hide 
  +7, Knowledge (Religion) +7, Spellcraft +7; Combat 
  Casting, 
  Lightning 
  Reflexes, 
  Martial 
  Weapon 
  Proficiency (Greatsword). 
   
  Spells Prepared (4/3+1/2+1; base DC = 13 + spell 
  level): 0—[create water, cure minor wounds (x2), 
  light]; 1st—[bane, cure light wounds, doom, protection 
  from good*]; 2nd—[calm emotions, hold person, 
  invisibility*]. 
   
  *Domain spell. Domains: Evil (cast evil spells at +1 
  caster level); Trickery (bluff, disguise & hide are class 
  skills)]. 
   
  Possessions: Greatsword, Light Crossbow, 10 bolts, 
  Club, Banded Mail, Wooden Holy Symbol of Iuz, Spell 
  Component Pouch, Divine Scroll of Cure Light 
  Wounds. 
  Yandert, Male Human Ftr3; HD 3d10+6; hp 28; Init +6; 
  Spd 20 ft.; AC 18 (touch 12, flat-footed 16) [+4 Armor, 
  +2 Shield, +2 Dex]; Base Atk/Grapple: +3/+6; Atk +8 
  melee (1d8+3, longsword), +5 ranged (1d8, longbow); 
  
  The Wealth of Nations 
   
  Page 24 
  AL CE; SV Fort +5, Ref +5, Will +3; Str 16, Dex 14, Con 
  14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +3, Intimidate +6, Jump +3; 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Power Attack, Weapon Focus (Longsword). 
   
  Possessions: Masterwork Longsword, Longbow, 40 
  arrows, Handaxe, Scale Mail, Large Wooden Shield, 
  Legacy Ring of Talmot. 
  Tactics: Aleesta cast shield on herself  6 rounds before 
  her first round of combat and protection from arrows 
  on herself 5 rounds before her first round of combat.  
  Katrice cast protection from good on herself 6 rounds 
  before her first round of combat.  Yandert will attempt 
  to attack the arcane spellcasters first, the clerics 
  second, and any archers third.  Aleesta will attempt to 
  disrupt arcane spellcasters with blindness and 
  spellcasting with magic missile.  Katrice will attempt to 
  stay 20 feet away from Aleesta—close enough to heal 
  but far enough to stay out of most areas of effect. 
  Katrice prefers to attack with spells, but is not opposed 
  to using her greatsword. 
   
  APL 6 (EL 8) 
  Aleesta, Female Human Evo5; HD 5d4+8; hp 24; Init 
  +6; Spd 30 ft.; AC 13 (touch 12, flat-footed 11) [+1 
  Armor, +2 Dex]; Base Atk/Grapple: +2/+2; Atk +2 
  melee (1d6, quarterstaff), +4 ranged (1d4, dagger); AL 
  NE; SV Fort +2, Ref +3, Will +6; Str 10, Dex 14, Con 12, 
  Int 18, Wis 14, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +9, 
  Craft(Alchemy) 
  +12, 
  Knowledge 
  (Arcana) 
  +12, 
  Knowledge (History) +12, Knowledge (Geography) 
  +12, Knowledge (Tenh) +12, Spellcraft +12; Combat 
  Casting, Craft Wondrous Item, Improved Initiative, 
  Scribe Scroll, Toughness. 
   
  Spells Prepared (4/4+1/3+1/2+1; base DC = 14 + 
  spell level): 0—[detect magic, light, ray of frost, ray of 
  frost]; 1st—[enlarge, magic missile (x3), shield]; 2nd—
  [blindness/deafness, flaming sphere, protection from 
  arrows, see invisibility]; 3rd—[fireball, fly, slow]. 
   
  Possessions: 
  Quarterstaff, 
  2 
  Daggers, 
  Spell 
  Component Pouch, Bracers of Armor +1, Arcane Scroll 
  of Silent Image, Potion of Cure Light Wounds, 47 gp. 
  Katrice, Female Human Clr5 (Iuz); HD 5d8+10; hp 38; 
  Init +1; Spd 20 ft.; AC 17 (touch 11, flat-footed 16) [+6 
  Armor, +1 Dex]; Base Atk/Grapple: +3/+4; Atk +5 
  melee (2d6+1, greatsword), +4 ranged (1d8, light 
  crossbow); AL CE; SV Fort +6, Ref +4, Will +8; Str 12, 
  Dex 12, Con 14, Int 12, Wis 18, Cha 10. 
   
  Skills and Feats: Bluff +8, Concentration +10, Hide 
  +9, Knowledge (Religion) +9, Spellcraft +9; Combat 
  Casting, 
  Lightning 
  Reflexes, 
  Martial 
  Weapon 
  Proficiency (Greatsword). 
   
  Spells Prepared (5/4+1/3+1/2+1; base DC = 14 + 
  spell level): 0—[create water, cure minor wounds (x2), 
  detect magic, light]; 1st—[bane, change self,* cure 
  light wounds, doom, endure elements]; 2nd—[calm 
  emotions, hold person, invisibility*, sound burst]; 
  3rd—[dispel magic, magic circle against good*, magic 
  vestment]. 
   
  *Domain spell. Domains: Evil (cast evil spells at +1 
  caster level); Trickery (bluff, disguise & hide are class 
  skills)]. 
   
  Possessions: 
  Masterwork 
  Greatsword, 
  Light 
  Crossbow, 10 bolts, Club, Banded Mail, Wooden Holy 
  Symbol of Iuz, Spell Component Pouch, Divine Scroll 
  of Cure Light Wounds. 
  Yandert, Male Human Ftr5; HD 5d10+10; hp 44; Init 
  +6; Spd 20 ft.; AC 18 (touch 12, flat-footed 16) [+4 
  Armor, +2 Shield, +2 Dex]; Base Atk/Grapple: +5/+9; 
  Atk +11 melee (1d8+6, longsword), +7 ranged (1d8, 
  longbow); AL CE; SV Fort +6, Ref +5, Will +3; Str 18, 
  Dex 14, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +6, Intimidate +8, Jump +6; 
  Improved Initiative, Iron Will, Lightning Reflexes, 
  Power Attack, Weapon Focus (Longsword), Weapon 
  Specialization (Longsword). 
   
  Possessions: Masterwork Longsword, Longbow, 40 
  arrows, Handaxe, Club, Scale Mail, Large Wooden 
  Shield, Legacy Ring of Talmot. 
  Tactics: Aleesta cast see invisibility on herself 7 rounds 
  before her first round of combat, shield on herself 6 
  rounds before her first round of combat, and 
  protection from arrows on herself 5 rounds before her 
  first round of combat.  Katrice cast magic circle against 
  good on herself 7 rounds before her first round of 
  combat and magic vestment on herself 2 hours ago.  
  Yandert will attempt to attack the arcane spellcasters 
  first, the clerics second, and any archers third.  Aleesta 
  will cast slow then fireball then attempt to disrupt 
  arcane spellcasters with blindness and spellcasting 
  with magic missile.  Katrice will attempt to stay 20 feet 
  away from Aleesta—close enough to heal but far 
  enough to stay out of most areas of effect.  Katrice 
  prefers to attack with spells, but is not opposed to 
  using her greatsword. 
   
  APL 8 (EL 10) 
  Aleesta, Female Human Evo7; HD 7d4+10; hp 32; Init 
  +7; Spd 30 ft.; AC 14 (touch 13, flat-footed 11) [+1 
  Armor, +3 Dex]; Base Atk/Grapple: +3/+3; Atk +3 
  melee (1d6, quarterstaff), +6 ranged (1d4, dagger); AL 
  
  The Wealth of Nations 
   
  Page 25 
  NE; SV Fort +3, Ref +5, Will +7; Str 10, Dex 16, Con 12, 
  Int 18, Wis 14, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +11, 
  Craft(Alchemy) 
  +14, 
  Knowledge 
  (Arcana) 
  +14, 
  Knowledge (History) +14, Knowledge (Geography) 
  +14, Knowledge (Tenh) +14, Spellcraft +14; Combat 
  Casting, Craft Wondrous Item, Improved Initiative, 
  Scribe Scroll, Spell Focus (Evocation), Toughness. 
   
  Spells Prepared (4/5+1/4+1/3+1/2+1; base DC = 14 
  + spell level; DC = 16 + spell level for Evocation spells 
  (15 + spell level in 3.5e)): 0—[detect magic, light, ray of 
  frost, ray of frost]; 1st—[endure elements, enlarge, 
  magic missile (x3), shield]; 2nd—[blindness/deafness, 
  blur, flaming sphere, protection from arrows, see 
  invisibility]; 3rd—[blink, fireball, fly, slow]; 4th—[fear, 
  ice storm, rainbow pattern]. 
   
  Possessions: 
  Quarterstaff, 
  2 
  Daggers, 
  Spell 
  Component Pouch, Bracers of Armor +1, Arcane Scroll 
  of Silent Image, Potion of Cure Light Wounds, 47 gp. 
  Katrice, Female Human Clr7 (Iuz); HD 7d8+21; hp 59; 
  Init +1; Spd 20 ft.; AC 17 (touch 11, flat-footed 16) [+6 
  Armor, +1 Dex]; Base Atk/Grapple: +5/+6; Atk +8 
  melee (2d6+1, greatsword), +6 ranged (1d8, light 
  crossbow); AL CE; SV Fort +8, Ref +5, Will +9; Str 12, 
  Dex 12, Con 16, Int 12, Wis 18, Cha 10. 
   
  Skills and Feats: Bluff +10, Concentration +13, 
  Hide +11, Knowledge (Religion) +11, Spellcraft +11; 
  Combat Casting, Lightning Reflexes, Martial Weapon 
  Proficiency (Greatsword), Weapon Focus (Greatsword). 
   
  Spells Prepared (6/5+1/4+1/3+1/2+1; base DC = 14 
  + spell level): 0—[create water, cure minor wounds 
  (x2), detect magic(x2), light]; 1st—[bane, change self,* 
  cure light wounds(x2), doom, endure elements]; 2nd—
  [calm emotions, cure moderate wounds, hold person, 
  invisibility*, sound burst]; 3rd—[cure serious wounds, 
  dispel magic, magic circle against good*, magic 
  vestment]; 4th—[confusion*, cure critical wounds, 
  greater magic weapon]. 
   
  *Domain spell. Domains: Evil (cast evil spells at +1 
  caster level); Trickery (bluff, disguise & hide are class 
  skills)]. 
   
  Possessions: 
  Masterwork 
  Greatsword, 
  Light 
  Crossbow, 10 bolts, Club, Banded Mail, Wooden Holy 
  Symbol of Iuz, Spell Component Pouch, Divine Scroll 
  of Cure Light Wounds. 
  Yandert, Male Human Ftr7; HD 7d10+21; hp 65; Init 
  +6; Spd 20 ft.; AC 20 (touch 11, flat-footed 19) [+7 
  Armor, +2 Shield, +1 Dex]; Base Atk/Grapple: +7/+11; 
  Atk +13/8 melee (1d8+6, longsword), +9/4 ranged (1d8, 
  longbow); AL CE; SV Fort +8, Ref +6, Will +4; Str 18, 
  Dex 14, Con 16, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +8, Intimidate +10, Jump 
  +8; Cleave, Great Cleave, Improved Initiative, Iron 
  Will, Lightning Reflexes, Power Attack, Weapon Focus 
  (Longsword), Weapon Specialization (Longsword). 
   
  Possessions: Masterwork Longsword, Longbow, 40 
  arrows, Handaxe, Club, +1 Banded Mail, Masterwork 
  Large Wooden Shield, 2 Potions Cure Light Wounds, 
  Legacy Ring of Talmot. 
  Tactics: Aleesta cast fly on Yandert 8 rounds before her 
  first round of combat, see invisibility on herself 7 
  rounds before her first round of combat, shield on 
  herself 6 rounds before her first round of combat, and 
  protection from arrows on herself 5 rounds before her 
  first round of combat.  Katrice cast greater magic 
  weapon on Yandert’s longsword 8 rounds before her 
  first round of combat, magic circle against good on 
  herself 7 rounds before her first round of combat and 
  magic vestment on herself 2 hours ago.  Yandert will 
  attempt to attack the arcane spellcasters first, the 
  clerics second, and any archers third.  Aleesta will cast 
  slow then fireball then attempt to disrupt arcane 
  spellcasters with blindness and spellcasting with magic 
  missile.  Katrice will attempt to stay 20 feet away from 
  Aleesta—close enough to heal but far enough to stay 
  out of most areas of effect.  Katrice prefers to attack 
  with spells, but is not opposed to using her greatsword. 
   
  APL 10 (EL 12) 
  Aleesta, Female Human Evo9; HD 9d4+12; hp 40; Init 
  +7; Spd 30 ft.; AC 18 (touch 13, flat-footed 15) [+5 
  Armor, +3 Dex]; Base Atk/Grapple: +4/+4; Atk +4 
  melee (1d6, quarterstaff), +7 ranged (1d4, dagger); AL 
  NE; SV Fort +6, Ref +6, Will +8; Str 10, Dex 16, Con 12, 
  Int 20, Wis 14, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +13, 
  Craft(Alchemy) 
  +17, 
  Knowledge 
  (Arcana) 
  +17, 
  Knowledge (History) +17, Knowledge (Geography) 
  +17, Knowledge (Religion) +17, Knowledge (Tenh) 
  +17, Spellcraft +17; Combat Casting, Craft Wondrous 
  Item, Great Fortitude, Improved Initiative, Scribe 
  Scroll, Spell Focus (Evocation), Toughness. 
   
  Spells Prepared (4/6+1/5+1/4+1/3+1/2+1; base DC 
  = 15 + spell level; DC = 17 + spell level for Evocation 
  spells (16 + spell level in 3.5e)): 0—[detect magic, light, 
  ray of frost, ray of frost]; 1st—[endure elements(x2), 
  enlarge, 
  magic 
  missile 
  (x3), 
  shield]; 
  2nd—
  [blindness/deafness(x2), 
  blur, 
  flaming 
  sphere, 
  protection from arrows, see invisibility]; 3rd—[blink, 
  fireball, fly, lightning bolt, slow]; 4th—[dimension 
  door, ice storm, improved invisibility, rainbow 
  pattern]; 5th—[cone of cold, feeblemind, wall of force]. 
   
  Possessions: +1 Mithral Chain Shirt, Slick; 
  Quarterstaff, 2 Daggers, Spell Component Pouch, 
  Arcane Scroll of Silent Image, Potion of Cure Light 
  
  The Wealth of Nations 
   
  Page 26 
  Wounds, Bag of Holding (Type I), Arcane Scroll of 
  Greater Magic Weapon (12
  th level caster), 47 gp. 
   
  Note:  Aleesta has a 10% arcane spell failure check 
  to make when casting in her mithral chain shirt. 
  Katrice, Female Human Clr9 (Iuz); HD 9d8+27; hp 75; 
  Init +1; Spd 20 ft.; AC 17 (touch 11, flat-footed 16) [+6 
  Armor, +1 Dex]; Base Atk/Grapple: +6/+7; Atk +9/4 
  melee (2d6+1, greatsword), +7 ranged (1d8, light 
  crossbow); AL CE; SV Fort +11, Ref +6, Will +11; Str 12, 
  Dex 12, Con 16, Int 12, Wis 20, Cha 10. 
   
  Skills and Feats: Bluff +12, Concentration +15, 
  Hide +13, Knowledge (Religion) +13, Spellcraft +13; 
  Combat Casting, Great Fortitude, Lightning Reflexes, 
  Martial Weapon Proficiency (Greatsword), Weapon 
  Focus (Greatsword). 
   
  Spells Prepared (6/6+1/5+1/4+1/3+1/2+1; base DC 
  = 15 + spell level): 0—[create water, cure minor 
  wounds (x2), detect magic(x2), light]; 1st—[bane, 
  change self,* cure light wounds(x2), doom, endure 
  elements(x2)]; 2nd—[calm emotions, cure moderate 
  wounds, hold person(x2), invisibility*, sound burst]; 
  3rd—[cure serious wounds, dispel magic(x2), magic 
  circle 
  against 
  good*, 
  magic 
  vestment]; 
  4th—
  [confusion*, cure critical wounds, greater magic 
  weapon(x2)]; 5th—[greater command, slay living, 
  unholy blight*]. 
   
  *Domain spell. Domains: Evil (cast evil spells at +1 
  caster level); Trickery (bluff, disguise & hide are class 
  skills)]. 
   
  Possessions: 
  Masterwork 
  Greatsword, 
  Light 
  Crossbow, 10 bolts, Club, Banded Mail, Wooden Holy 
  Symbol of Iuz, Spell Component Pouch, Divine Scroll 
  of Cure Light Wounds, Divine Scroll of Cure Moderate 
  Wounds. 
  Yandert, Male Human Ftr9; HD 9d10+27; hp 85; Init 
  +6; Spd 20 ft.; AC 21 (touch 11, flat-footed 20) [+7 
  Armor, +3 Shield, +1 Dex]; Base Atk/Grapple: +9/+14; 
  Atk +16/11 melee (1d8+9, crit 17-20/x2, longsword), 
  +11/6 ranged (1d8, longbow); AL CE; SV Fort +11, Ref 
  +6, Will +4; Str 20, Dex 14, Con 16, Int 10, Wis 10, Cha 
  10. 
   
  Skills and Feats: Climb +11, Intimidate +12, Jump 
  +11; Cleave, Great Cleave, Great Fortitude, Improved 
  Critical, Improved Initiative, Iron Will, Lightning 
  Reflexes, Power Attack, Weapon Focus (Longsword), 
  Weapon Specialization (Longsword). 
   
  Possessions: Masterwork Longsword, Longbow, 40 
  arrows, Handaxe, Club, +1 Banded Mail, +1 Large 
  Wooden Shield, Potion Cure Light Wounds, Potion 
  Cure Moderate Wounds, Legacy Ring of Talmot. 
  Tactics: Aleesta cast fly on Yandert 8 rounds before her 
  first round of combat, see invisibility on herself 7 
  rounds before her first round of combat, shield on 
  herself 6 rounds before her first round of combat, 
  protection from arrows on herself 5 rounds before her 
  first round of combat, and improved invisibility on 
  herself 4 rounds before her first round of combat.  
  Katrice cast greater magic weapon on Yandert’s 
  longsword 8 rounds before her first round of combat, 
  magic circle against good on herself 7 rounds before 
  her first round of combat, magic vestment on herself 2 
  hours ago, and endure elements (fire) on herself this 
  morning.  Yandert will attempt to attack the arcane 
  spellcasters first, the clerics second, and any archers 
  third.  Aleesta will cast slow, then vary casting 
  evocation spells with attempts to disrupt arcane 
  spellcasters with feeblemind and blindness and 
  spellcasting with magic missile.  Katrice prefers to 
  attack with spells, but is not opposed to using her 
  greatsword. 
   
  APL 12 (EL 14) 
  Aleesta, Female Human Evo11; HD 11d4+25; hp 59; 
  Init +7; Spd 30 ft.; AC 18 (touch 19, flat-footed 16) [+5 
  Armor, +3 Dex, +1 Defl]; Base Atk/Grapple: +5/+5; Atk 
  +5 melee (1d6, quarterstaff), +8 ranged (1d4, dagger); 
  AL NE; SV Fort +7, Ref +6, Will +9; Str 10, Dex 16, Con 
  14, Int 20, Wis 14, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +16, 
  Craft(Alchemy) 
  +19, 
  Knowledge 
  (Arcana) 
  +19, 
  Knowledge (History) +19, Knowledge (Geography) 
  +19, Knowledge (Religion) +19, Knowledge (Tenh) 
  +19, Spellcraft +19; Combat Casting, Craft Wondrous 
  Item, Great Fortitude, Improved Initiative, Quicken 
  Spell, 
  Scribe 
  Scroll, 
  Spell 
  Focus 
  (Evocation), 
  Toughness. 
   
  Spells 
  Prepared 
  (4/6+1/5+1/5+1/4+1/3+1/1+1; 
  base DC = 15 + spell level; DC = 17 + spell level for 
  Evocation spells (16 + spell level in 3.5e)): 0—[detect 
  magic, light, ray of frost, ray of frost]; 1st—[endure 
  elements(x2), enlarge, magic missile (x3), shield]; 
  2nd—[blindness/deafness(x2), blur, flaming sphere, 
  protection from arrows(x2), see invisibility]; 3rd—
  [blink, fireball(x2), fly, lightning bolt, slow]; 4th—
  [dimension door, ice storm, improved invisibility(x2), 
  rainbow pattern]; 5th—[cone of cold, feeblemind, 
  magic missile (quickened), wall of force]; 6th—
  [blindness/deafness (quickened), chain lightning]. 
   
  Possessions: +1 Mithral Chain Shirt, Slick; 
  Quarterstaff, 2 Daggers, Spell Component Pouch, 
  Arcane Scroll of Silent Image, Potion of Cure Light 
  Wounds, Bag of Holding (Type I), Goggles of Night, +1 
  Ring of Protection, Arcane Scroll of Greater Magic 
  Weapon (12
  th level caster), 47 gp. 
  
  The Wealth of Nations 
   
  Page 27 
   
  Note:  Aleesta has a 10% arcane spell failure check 
  to make when casting in her mithral chain shirt. 
  Katrice, Female Human Clr11 (Iuz); HD 11d8+33; hp 
  91; Init +2; Spd 20 ft.; AC 17 (touch 11, flat-footed 16) 
  [+6 Armor, +1 Dex]; Base Atk/Grapple: +8/+10; Atk 
  +12/7 melee (2d6+3, greatsword), +10 ranged (1d8, 
  light crossbow); AL CE; SV Fort +12, Ref +7, Will +12; 
  Str 14, Dex 14, Con 16, Int 12, Wis 20, Cha 10. 
   
  Skills and Feats: Bluff +14, Concentration +17, 
  Hide +16, Knowledge (Religion) +15, Spellcraft +15; 
  Combat Casting, Great Fortitude, Lightning Reflexes, 
  Martial Weapon Proficiency (Greatsword), Weapon 
  Focus (Greatsword). 
   
  Spells 
  Prepared 
  (6/7+1/5+1/5+1/4+1/3+1/1+1; 
  base DC = 15 + spell level): 0—[create water, cure 
  minor wounds (x2), detect magic(x2), light]; 1st—
  [bane, change self,* cure light wounds(x2), doom, 
  endure elements(x3)]; 2nd—[calm emotions, cure 
  moderate wounds, hold person(x2), invisibility*, sound 
  burst]; 3rd—[cure serious wounds, dispel magic(x2), 
  magic circle against good*, magic vestment(x2)]; 4th—
  [confusion*, cure critical wounds, freedom of 
  movement, greater magic weapon(x2)]; 5th—[healing 
  circle, greater command, slay living, unholy blight*]; 
  6th—[harm, mislead*]. 
   
  *Domain spell. Domains: Evil (cast evil spells at +1 
  caster level); Trickery (bluff, disguise & hide are class 
  skills)]. 
   
  Possessions: 
  Masterwork 
  Greatsword, 
  Light 
  Crossbow, 10 bolts, Club, Banded Mail, Wooden Holy 
  Symbol of Iuz, Spell Component Pouch, Divine Scroll 
  of Cure Light Wounds, Divine Scroll of Cure Moderate 
  Wounds. 
  Yandert, Male Human Ftr11; HD 11d10+33; hp 103; 
  Init +7; Spd 20 ft.; AC 21 (touch 11, flat-footed 20) [+7 
  Armor, +3 Shield, +1 Dex]; Base Atk/Grapple: +11/+16; 
  Atk +18/13/8 melee (1d8+9, crit 17-20/x2, longsword), 
  +14/9/4 ranged (1d8, longbow); AL CE; SV Fort +12, 
  Ref +8, Will +6; Str 20, Dex 16, Con 16, Int 10, Wis 12, 
  Cha 10. 
   
  Skills and Feats: Climb +13, Intimidate +14, Jump 
  +13; Cleave, Great Cleave, Great Fortitude, Improved 
  Critical, Improved Initiative, Iron Will, Lightning 
  Reflexes, Power Attack, Quick Draw, Weapon Focus 
  (Longsword), Weapon Specialization (Longsword). 
   
  Possessions: Masterwork Longsword, Longbow, 40 
  arrows, Handaxe, Club, +1 Banded Mail, +1 Large 
  Wooden Shield, 3 Potions Cure Light Wounds, Legacy 
  Ring of Talmot. 
  Tactics: Aleesta cast fly on Yandert 8 rounds before her 
  first round of combat, see invisibility on herself 7 
  rounds before her first round of combat, shield on 
  herself 6 rounds before her first round of combat, 
  protection from arrows on herself 5 rounds before her 
  first round of combat, and improved invisibility on 
  herself 4 rounds before her first round of combat.  
  Katrice cast greater magic weapon on Yandert’s 
  longsword 8 rounds before her first round of combat, 
  magic circle against good on herself 7 rounds before 
  her first round of combat, magic vestment on herself 
  and Yandert 2 hours ago, and endure elements (fire) on 
  herself and Yandert this morning.  Yandert will 
  attempt to attack the arcane spellcasters first, the 
  clerics second, and any archers third.  Aleesta will cast 
  slow, then vary casting evocation spells with attempts 
  to disrupt arcane spellcasters with feeblemind and 
  blindness and spellcasting with magic missile.  Aleesta 
  will also use her quickened spells for best possible 
  effect. Katrice will use mislead in the first round of 
  combat.  Katrice prefers to attack with spells, but is not 
  opposed to using her greatsword. 
   
  
  The Wealth of Nations 
   
  Page 28 
  Appendix II – New Rules 
   
  New Feats from Masters of the Wild 
  Dwarf’s Toughness [General] 
  You are tougher than you were before. 
  Prerequisite: Base Fort save bonus +5. 
  Benefit:  You gain +6 hit points. 
  Special:  You may gain this feat multiple times. 
   
  Greater Resiliency [General] 
  Your extraordinary resilience to damage increases. 
  Prerequisite: Damage reduction as a class feature or 
  innate ability. 
  Benefit: Your damage reduction increases by +1/--.  If 
  it would normally rise thereafter with level, it does so 
  at its previous rate.  For example, a 15
  th-level barbarian 
  has damage reduction 2/--.  By taking this feat, he raises 
  it to 3/--.  Thereafter, it continues to rise by +1/-- at the 
  designated intervals: to +4/11 at 17
  th level, and to 5/-- at 
  20
  th level.  You may not take this feat more than once. 
  Instantaneous Rage [General] 
  You activate your rage instantly. 
  Prerequisite: Ability to rage. 
  Benefit: Your rage begins at any time you wish, even 
  when it’s not your turn or when you’re surprised.  You 
  can activate your rage in response to another’s action 
  after learning the result but before it takes effect.  
  Thus, you can gain the benefits of rage in time to 
  prevent or ameliorate an undesirable event.  For 
  example, you can gain the additional hit points that 
  rage grants just before a blow that would otherwise 
  cause you to fall unconscious, or better your chances of 
  making a successful saving throw against an incoming 
  spell. 
  Normal:  You enter a rage only during your turn.  
  Excerpts 
  From 
  General 
  Rules 
  Regarding 
  Extraplanar Subtype from Fiend Folio 
   
  Creatures that originate from a plane of existence 
  other than the Material Plane are marked with the 
  extraplanar subtype because this Living Greyhawk 
  adventure takes place on the Material Plane. 
   
  An extraplanar creature can be targeted with a 
  dismissal or banishment spell, suffers the full effects of 
  a blasphemy, dictum, holy word, or word of chaos spell 
  (based on its alignment), and can be called or 
  summoned by various spells including gate, the planar 
  ally or planar binding spells, and possibly summon 
  monster spells. 
  General Rules Regarding the Swarm Type or 
  Subtype from Fiend Folio 
   
  A swarm is a collection of Fine, Diminutive, or 
  Tiny creatures (usually creatures of the vermin type) 
  that acts as a single creature.  A swarm has the 
  characteristics of its type, except as noted here.  A 
  swarm has a single pool of Hit Dice and hit points, a 
  single initiative modifier, a single speed, and a single 
  Armor Class.  The swarm makes saving throws as a 
  single creature. 
   
  A single swarm occupies a square (if it is made up 
  of nonflying creatures) or a cube (of flying creatures) 5 
  feet on a side, but its reach is 0 feet, like its component 
  creatures.  In order to attack, it moves into an 
  opponent’s space, which provokes an attack of 
  opportunity.  It can occupy the same space of a creature 
  of any size, since it crawls all over its prey.  A swarm 
  can move through squares occupied by enemies and 
  vice versa without impediment, although the swarm 
  provokes an attack of opportunity if it does so.  A 
  swarm can move through cracks or holes large enough 
  for its component creatures. 
   
  A swarm of Diminutive creatures consists of 150 
  nonflying creatures or 625 flying creatures.  A swarm 
  of Fine creatures consists of 100,000 creatures, whether 
  they are flying or not.  Swarms of nonflying creatures 
  include many more creatures than could normally fit 
  in a 5-foot square based on their normal face, because 
  creatures in a swarm are packed tightly together and 
  generally crawl over each other and their prey when 
  moving or attacking.  Larger swarms are represented by 
  multiple swarms, or multiple five-foot squares.  A 
  swarm of 200,000 plague ants is 20 plague ant swarms, 
  each swarm occupying a 5-foot square.  A large swarm 
  is completely shapeable, though it usually remains 
  contiguous. 
   
  Swarm Traits: A swarm has no clear front or back 
  and no discernible anatomy, so it is not subject to 
  critical hits or flanking.  A swarm made up of Tiny 
  creatures takes half damage from slashing or piercing 
  weapons.  A swarm composed of Fine or Diminutive 
  creatures is immune to all weapon damage. 
  
  The Wealth of Nations 
   
  Page 29 
   
  Reducing a swarm to 0 hit points or fewer causes 
  the swarm to break up, though damage taken until that 
  point does not diminish its ability to attack or resist 
  attack.  Swarms are never staggered or reduced to a 
  dying state by damage.  Also, they cannot be tripped, 
  grappled, or bull rushed, and they cannot grapple 
  another. 
   
  A swarm is immune to any spell or effect that 
  targets a specific number of creatures (including 
  single-target spells such as disintegrate), with the 
  exception of mind-affecting effects if the swarm has 
  intelligence score and a hive mind.  A swarm has a –10 
  penalty on saving throws against spells or effects that 
  affect an area, such as many evocation spells or 
  grenadelike weapons.  If the area effect attack does not 
  allow a saving throw, the swarm takes double damage 
  instead. 
   
  Swarms made up of Diminutive or fine creatures 
  are susceptible to high winds such as those caused by a 
  gust of wind spell.  For purposes of determining the 
  effect of wind on a swarm, treat the swarm as a creature 
  of the same size as its constituent creatures.  For 
  example, a swarm of abyssal ants (Diminutive 
  creatures) can be blown away by a severe wind.  Wind 
  effects deal 1d6 damage of subdual damage to the 
  swarm per spell level (or Hit Dice of the originating 
  creature, in the case of effects such as an air elemental’s 
  whirlwind).  A swarm rendered unconscious by means 
  of subdual damage becomes disorganized and 
  dispersed, and does not re-form until its hit points 
  exceed its subdual damage. 
   
  Swarm Attack: Creatures with the swarm subtype 
  don’t make standard melee attacks.  Instead, they deal 
  automatic damage to any creature whose space they 
  occupy at the end of their move, with no attack roll 
  needed.  Swarm attacks are not subject to a miss chance 
  for concealment or cover.  A swarm’s statistics block 
  has “Swarm” on the Attacks line, with no attack bonus. 
   The Damage entry has “Swarm,” followed by a damage 
  range.  A swarm’s damage is based on its Hit Dice, as 
  shown below: 
  Swarm HD 
   
  Swarm Base Damage 
  1-5  
   
   
  1d6 
  6-10  
   
  2d6 
  11-15 
   
   
  3d6 
  16-20 
   
   
  4d6 
  21 or more 
   
  5d6 
   
   
  A swarm’s attacks are nonmagical, unless the 
  swarm’s description states otherwise.  Damage 
  reduction sufficient to reduce a swarm’s attack damage 
  to 0, being incorporeal, and other special abilities 
  usually make a creature immune (or at least resistant) 
  to damage from the swarm.  Some swarms also have 
  acid, poison, blood drain, or other special attacks in 
  addition to normal damage. 
   
  Swarms do not threaten creatures in their square, 
  and do not make attacks of opportunity with their 
  swarm attack.  However, they distract foes whose 
  squares they occupy, as described below. 
   
  Distraction (Ex): Any living creature vulnerable to 
  the swarm’s damage that begins its turn with a swarm 
  in its square is nauseated for 1 round; a Fortitude save 
  negates the effect (DC is 10 + 1/2 the creature’s HD + 
  Con modifier).  Spellcasting or concentrating on spells 
  within the area of a swarm requires a Concentration 
  check DC (20 + spell level).  Using a skill that involves 
  patience and concentration requires a Concentration 
  check (DC 20).  Each swarm described has its 
  distraction save DC given in its statistic block. 
   
  Swarms from Fiend Folio 
  Plague Ant Swarm 
  Medium Size Vermin (Swarm of Fine Creatures) 
  Hit Dice: 10d8+20 (65 hp) 
  Initiative: +3 
  Speed: 30 ft., climb 20 ft. 
  AC: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15 
  Base Attack/Grapple: +7/-- 
  Attack: Swarm 
  Full Attack: Swarm 
  Damage: Swarm 2d6 plus disease 
  Face/Reach: 5 ft./0 ft. 
  Special Attacks: Disease, distraction (DC 17), 
  wounding 
  Special Qualities: Swarm traits, vermin traits 
  Saves:  Fort +9, Ref +6, Will +3 
  Abilities: Str 1, Dex 16, Con 14, Int --, Wis 11, Cha 7 
  Skills: Climb +3 
  Feats: -- 
  Climate/Terrain: Warm land and underground 
  Organization: Solitary or army (3-8 swarms) 
  Challenge Rating: 5 
  Treasure: -- 
  Alignment: Always neutral 
  Advancement: --  
   
  Plague ants are large and particularly nasty relatives of 
  mundane army or harvester ants.  They are 4 inches 
  long, with bloated white bodies and bright orange eyes. 
  
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   Their mandibles are as long as their heads and have an 
  orange hue on the inside (cutting) edge. 
   
  As mindless creatures, plague ants do not speak or 
  understand any language. 
   
  COMBAT 
  Plague ants are a mindless force of nature and swarm 
  over everything in their path.  They operate based on 
  sophisticated instinct, with ants in the forefront of the 
  swarm’s approach carrying large chunks of food 
  (preferably bloody meat) back to the queen, who is 
  provided in the swarm’s bivouac by a shelter formed 
  from living ants. 
   
  Disease (Ex): Any creature that takes damage 
  from a plague ant swarm must succeed on Fortitude 
  save (DC 17) or contract red ache.  The incubation 
  period is 1d3 days, and the disease deals 1d6 points of 
  Strength damage. 
   
  Wounding (Ex): A wound resulting from a plague 
  ant swarm attack bleeds for an additional 1 point of 
  damage per round thereafter.  Multiple wounds from 
  such attacks result in cumulative bleeding loss (two 
  wounds for 2 points of damage per round, and so on).  
  The bleeding can be stopped only by a successful Heal 
  check (DC 1) or the application of any cure spell or 
  other healing spell (heal, healing circle, or the like). 
   
  Vermin Traits: A plague ant swarm is immune to 
  all mind-affecting effects (charms, compulsions, 
  phantasms, patterns, and morale effects).  It also has 
  darkvision (60-foot range). 
   
  Skills: Plague ant swarms have a +8 racial bonus 
  on Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened. 
   
  Locust Swarm, Bloodfiend 
  Medium Size Vermin (Extraplanar, Swarm of Fine 
  Creatures) 
  Hit Dice: 14d8+28 (91 hp) 
  Initiative: +4 
  Speed: 20 ft., fly 20 ft. (perfect) 
  AC: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15 
  Base Attack/Grapple: +10/-- 
  Attack: Swarm 
  Full Attack: Swarm 
  Damage: Swarm 3d6 plus energy drain 
  Face/Reach: 5 ft./0 ft. 
  Special Attacks: Distraction (DC 19), energy drain 
  Special Qualities: Reanimate, swarm traits, vermin 
  traits 
  Saves:  Fort +11, Ref +8, Will +5 
  Abilities: Str 1, Dex 18, Con 14, Int  --, Wis 13, Cha 11 
  Skills: -- 
  Feats: -- 
  Climate/Terrain:  Any land and underground (Abyss) 
  Organization: Solitary or plague (10-40 swarms) 
  Challenge Rating: 8 
  Treasure: -- 
  Alignment: Always chaotic evil 
  Advancement: --  
   
  Whereas the common locust poses a menace only to 
  plants and crops, deadlier strains, influenced by magic 
  or fiendish will, attempt to tear the flesh from any 
  creature they encounter.  These creatures, although too 
  small individually to pose a threat to most creatures, 
  can quickly engulf and devour unprepared victims. 
   
  COMBAT 
  Created to carry the horrors of the Abyss to other 
  planes, bloodfiend locusts feast not only on the flesh of 
  their victims, but on their very life force as well.  As a 
  swarm of bloodfiend locusts moves through a region, 
  those who fall prey to the creatures rise again in 
  twisted undead forms and are tainted not only by the 
  forces of undeath, but also by the evil of the Abyss 
  itself. 
  Energy Drain (Su): Living creatures hit by a 
  bloodfiend locust swarm gain one negative level.  If the 
  negative level has not been removed (with a spell such 
  as restoration) before one day has passed, the afflicted 
  opponent must succeed on a Fortitude save (DC 19) to 
  remove it. 
  Reanimate (Su): A humanoid or monstrous humanoid 
  killed by the energy drain attack of a bloodfiend locust 
  swarm rises 2d6 hours later as a fiendish vampire 
  spawn.  See the vampire spawn and the fiendish 
  template description in the Monster Manual. 
  Vermin Traits: A locust swarm is immune to all mind-
  affecting effects (charms, compulsions, phantasms, 
  patterns, and morale effects).  It also has darkvision 
  (60-foot range). 
   
  Locust Swarm, Rapture 
  Medium Size Vermin (Swarm of Fine Creatures) 
  Hit Dice: 10d8+20 (65 hp) 
  Initiative: +2 
  Speed: 20 ft., fly 20 ft. (perfect) 
  AC: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 
  Base Attack/Grapple: +7/-- 
  Attack: Swarm 
  Full Attack: Swarm 
  Damage: Swarm 2d6 
  Face/Reach: 5 ft./0 ft. 
  
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  Page 31 
  Special Attacks: Distraction (DC 17), hypnotic 
  pattern, rapture 
  Special Qualities: Swarm traits, vermin traits 
  Saves:  Fort +9, Ref +5, Will +3 
  Abilities: Str 1, Dex 14, Con 14, Int --, Wis 11, Cha 16 
  Skills: -- 
  Feats: -- 
  Climate/Terrain: Any 
  Organization: Solitary or plague (10-40 swarms) 
  Challenge Rating: 6 
  Treasure: -- 
  Alignment: Always neutral evil 
  Advancement: --  
   
  Normally harmless, locusts occasionally rise in 
  devastating forms.  A locust swarm contains 
  approximately 10,000 individual creatures, although 
  the swarm fights and reacts as one creature during 
  combat.  Seen from a distance, the swarm looks like a 
  dark black cloud, although most onlookers quickly 
  note the roiling motion of the insects that make up the 
  swarm. 
   
  The greatest threat that locust swarms pose is their 
  sheer size.  Often covering hundreds of acres, locust 
  swarms are usually encountered in great numbers, and 
  even powerful creatures can succumb to wave after 
  wave of swarming locusts. 
   
  COMBAT 
  Multihued wins and scintillating exoskeletons make 
  these deceptively beautiful creatures as fascinating as 
  they are dangerous.  Whereas many vermin swarms are 
  easy to avoid, even the most mobile creatures often fall 
  prey to the hypnotic colors produced by a swarm of 
  rapture locusts.  Victims stand motionless as they are 
  overcome by euphoria while the voracious locusts feast 
  on their bodies. 
   
  Hypnotic Pattern (Su): Anyone looking at a 
  swarm of rapture locusts is affected as if by a hypnotic 
  pattern spell cast by a 6
  th-level sorcerer.  Creatures can 
  make a Will saving throw (DC 15) to resist this effect.  
  This is a mind-affecting ability. 
   
  Rapture (Su): Any nonmindless creature that 
  takes damage from a rapture locust swarm must 
  succeed on a Will save (DC 18) or take no action for 1 
  full round.  Creatures so affected stand motionless.  
  This is a mind-affecting ability.  Enraptured creatures 
  are not distracted by the swarm’s attack, since they do 
  not even realize they are being harmed, but creatures 
  that succeed on a save against the swarm’s rapture are 
  distracted (see Distraction, above, in the general 
  discussion on swarms). 
   
  Vermin Traits: A locust swarm is immune to all 
  mind-affecting 
  effects 
  (charms, 
  compulsions, 
  phantasms, patterns, and morale effects).  It also has 
  darkvision (60-foot range). 
   
  Wasp Swarm 
  Medium Size Vermin (Swarm of Fine Creatures) 
  Hit Dice: 4d8+4 
  Initiative: +3 
  Speed: 10 ft., fly 60 ft. (average) 
  AC: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11 
  Base Attack/Grapple: +3/-- 
  Attack: Swarm 
  Full Attack: Swarm 
  Damage: Swarm 1d6 plus poison 
  Face/Reach: 5 ft./0 ft. 
  Special Attacks: Distraction (DC 13), poison 
  Special Qualities: Swarm traits, vermin traits 
  Saves:  Fort +5, Ref +4, Will +1 
  Abilities: Str 1, Dex 16, Con 13, Int --, Wis 10, 2 
  Skills: -- 
  Feats: -- 
  Climate/Terrain: Any temperate land 
  Organization: Swarm 
  Challenge Rating: 2 
  Treasure: -- 
  Alignment: Always neutral 
  Advancement: --  
   
  Wasps sometimes gather together in swarms and build 
  enormous nests that hang on trees, under the eaves of 
  buildings, and even in holes in the ground.  Because 
  wasps are rather surly and irritable insects, swarms of 
  wasps can be extremely dangerous. 
   
  Despite their maligned reputation, wasps are 
  valuable parts of the ecosystem, since they eat an 
  enormous amount of otherwise harmful insects. 
   
  COMBAT 
  Wasp swarms are often passive unless roused by loud 
  noises or violent motion.  A character can move 
  through a passive swarm safely if he makes a Move 
  Silently check (DC 20).  This works only if the 
  character does not attack the swarm, moves at half 
  speed, and does not make any sudden movements 
  (such as spellcasting). 
   
  When roused, wasps have an extremely painful 
  bite as well as a poisonous barb. 
   
  Poison (Ex): A wasp delivers poison equivalent 
  that of a Medium-size giant wasp (Fort DC 18 negates) 
  with each swarm attack.  Initial and secondary damage 
  are the same (1d6 Dex). 
  
  The Wealth of Nations 
   
  Page 32 
   
  Vermin Traits: A locust swarm is immune to all 
  mind-affecting 
  effects 
  (charms, 
  compulsions, 
  phantasms, patterns, and morale effects).  It also has 
  darkvision 
  (60-foot 
  range).
  
  The Wealth of Nations 
   
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  Judge’s Aid A 
  Timeline of Events. 
   
  13 days before Introduction 
  The caravan leaves Radigast City, headed towards Rel Mord. 
   
  2 days before Introduction 
  The caravan arrives in the Nyrondese border town of Kerrinn. 
   
  1 day before Introduction 
  The caravan is attacked by the Crandt family.  All caravan riders 
   
  are killed in the attack.  Humel Crandt is killed during the attack. 
   
  Katrice given magical disease by glyph of warding when she 
   
  opens trapped chest. 
   
  Day of Introduction 
  Aerl finds bodies and reports to Pendren.  Pendren uses magical 
   
  scroll of sending to notify vicar.  Vicar hires PCs.  Crandt family 
   
  arrives at home of Seneschal of Swine. 
   
  5 days after Introduction 
  Katrice regains consciousness and casts remove disease on 
   
  herself 
   
  6 days after Introduction 
  PCs arrive at Kerrinn (assuming no undue delay). 
   
  7 days after Introduction 
  PCs investigate the scene of the attack and arrive at home of  
   
  Seneschal of Swine (assuming no delay).  PCs set forth for the 
   
  Gnatmarsh. 
   
  11 days after Introduction 
  Crandt family arrives in Beetu and receives false information 
   
  about where to find Prince Sewarndt. 
   
  12 days after Introduction 
  Crandt family spends night in the Gnatmarsh. 
   
  13 days after Introduction 
  PCs arrive in Beetu (assuming no delay).  Crandt family spends 
   
  night in the Gnatmarsh. 
  
  The Wealth of Nations 
   
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  Player Handout #1 
  List of men and women who accompanied the caravan from Radigast City. 
   
  Gandolyn Pikar 
  Fridianna Alandor 
  Olgar Talmot 
  Sergen Tarisna 
  Bobto 
  Kimberra Klandon 
  Sabrinea Lodedon 
  Camberlin of Trigot 
  Phineot Penderst 
  Carzem Orlotten 
  Freyalein Kinbas 
  Elias the Fair
  
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  Player Handout #2 
  Map of the County of Urnst 
  
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  Player Handout #3 
  Map of Nyrond 
  
  The Wealth of Nations 
   
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  Player Handout #4 
  Final Words of Olgar Talmot (written on the back of a divine scroll). 
   
   The attack on our caravan was 
  savage 
  and 
  came 
  from 
  nowhere.  
  Before we knew it, the wagons had 
  been engulfed in fire and Sergen 
  was dead. 
   There were four assailants----two 
  men and two women.  I heard the 
  young woman cry out ‘‘Father’’ when 
  the older man died, so I suspect 
  that they were a family.  Refugees 
  from Tenh, no doubt. 
   Our men and women fought with 
  their hearts and souls, but the 
  suddenness and savageness of the 
  attack overcame us.  I feigned 
  death after my arm was severed, and 
  crawled into these bushes while 
  they were not looking. 
   The irony that I grabbed the 
  caravan’s Sending scroll, and am 
  unable to cast the spell!  If only 
  I could have gotten the scroll to 
  Bobto before he was killed.  But 
  any reinforcements that it brought 
  would only have been too late. 
  
  The Wealth of Nations 
   
  Page 38 
   
   I watched from hiding as they 
  looted the bodies of my comrades, 
  even taking my family ring from my 
  separated arm.  I curse them for 
  taking my family’s final reminder 
  of my Great Grandfather. 
   To whosoever finds this scroll, 
  know that the leader of the bandits 
  is slain and that I overheard one 
  of 
  them 
  saying 
  that 
  their 
  destination is the Gnatmarsh.  Why 
  they would go to that unnatural 
  place, I cannot fathom. 
   Please let my family know that I 
  am sorry that I failed them. 
     
   
   
   
   
   
  Olgar Talmot 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/NMR (Nyrond and her environs Metaregion)/NMR3-04 The Wealth of Nations (3E).pdf