TEXT: Brendingund’s Bride
  A Two-Round Continuous D&D Core LIVING GREYHAWK™ Adventure
  version 1
  by Sean Flaherty and John Richardson
  Auldon Brendingund is getting married, and you have been chosen to escort the groom to Hardby. All’s not
  bliss, though. Even though Bendingund fortunes are in the black, his luck is still foul. Bleak swamps, a dwar-
  ven laird, and that strange necklace all stand in the way of the nuptials. Will your aid determine whether
  Brendingund stays a bachelor or not? A core adventure for characters level 1-6.
  DUNGEONS & DRAGONS, D&D, GREYHAWK, ROLE PLAYING GAMES ASSOCIATION and RPGA are registered trademarks owned by Wizards of the Coast,
  Inc. LIVING GREYHAWK and the D20 system logo are trademarks owned by Wizards of the Coast, Inc. All Wizards characters, character names, and
  the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. Any reproductions or unauthorized use of material or artwork
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc.  This scenario is intended for organized play use
  only and may not be reproduced without approval of the RPGA Network. 
  © 2001 Wizards of the Coast, Inc. All rights reserved. 
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  GETTING STARTED
  Brendingund’s Bride
  1
  T
  his 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 clos-
  er to three 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 com-
  municate 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 par-
  ticularly 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 require-
  ments of the scenario as described in the introduction. 
  Keep in mind that you must have at least four players (not
  counting the DM), for the game session to be a sanctioned RPGA
  event. As well, you cannot have more than seven players partici-
  pating 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 rule books during cer-
  tain times of play. For example, the players are not free to consult
  the DUNGEON MASTER’s Guide when confronted with a trap or haz-
  ard, 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.
  Scoring
  After the players have completed the scenario or the time allot-
  ted to run the scenario has run out, the players and DM score the
  game. The RPGA has three ways to score its games. Consult your
  convention coordinator to determine which method to use for
  this scenario:
  1-No-vote scoring: The players write their names and RPGA 
  numbers on the scoring packet grid. You fill in the top of the
  grid. That is all. No one is rated. This method is used for 
  people who are just playing for fun.
  2-Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide personal 
  information, but don’t vote for other players. The game 
  master rates the scenario and completes personal and event 
  information, but does not rate the players as a team or vote for
  players. This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game master wants 
  feedback on his or her own performance.
  3-Voting: Players and game masters complete the entire packet, 
  including voting for best player. If this method is used, be 
  sure to allow about 15-20 minutes for the players to briefly 
  describe their characters to the other players, and about 5-10
  minutes for voting. This method is used when the players 
  want to know who played the “best” amongst the group, or 
  when the adventure is run in tournament format with 
  winners and prizes. 
  When using voting, rank the players in order of your voting
  choice while they are completing their forms, so that you are not
  influenced by their comments on your abilities. It’s a good idea to
  have the players vote while you determine treasure and experi-
  ence awards for the scenario. 
  After voting, give the Scoring Packet to your event coordina-
  tor.
  
  GETTING STARTED
  Brendingund’s Bride
  2
  T
  his is a LIVING GREYHAWK Adventure. As a LIVING™ adven-
  ture, it is expected that players will bring their own charac-
  ters with them. If players do not have a LIVING GREYHAWK char-
  acter generated, get a copy of the current LIVING GREYHAWK char-
  acter generation guidelines, a character sheet, and a LIVING
  GREYHAWK log sheet from your convention coordinator or the
  RPGA Web site, and then have any players without a character
  create one. Once all players have a LIVING GREYHAWK character,
  play can begin. 
  Along with the other materials 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 Tier Structure
  Because players bring their own characters to LIVING GREYHAWK
  campaigns, this adventure is tiered. Basically, the challenges in this
  adventure are proportioned to the average character level of the
  characters participating in the adventure. To determine the tier that
  you will use to run this adventure, add the character levels of all the
  characters. In addition, add the levels of any cohorts or animals
  according to the values on their certificates. Cross-reference the
  total and the number of players participating in the game using the
  chart below to determine the tier used for this adventure.
  4 players
  5 players
  6 players
  7 players
  Lvl Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4th 
  T2:
  13-22
  14-24
  15-26
  16-28
  6th 
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated is the highest level of character allowed to
  play this adventure. Characters of levels higher than the highest
  level shown for the highest tier cannot be played.
  Is it a Full Moon?
  Since the hazards of lycanthropy are a current part of the LIVING
  GREYHAWK campaign, it may be necessary to determine if this
  adventure takes place during a full moon. For game purposes, the
  full moon lasts three days of each month. For a given scenario that
  does not state the phase of the moon, roll 1d10 before play begins.
  On a result of 1, the first day of the scenario is a night of the full
  moon (roll 1d3 to determine where in the sequence of three nights
  it falls).
  Lifestyle
  At the beginning of every scenario, each PC is required to
  pay upkeep costs matching the level of lifestyle they wish to
  maintain. The lifestyles, and the effects that each has on play,
  are:
  Destitute
  You have no living space, and must carry all your
  gear everywhere. You eat poor quality food. You
  wear a peasant outfit, your only change of clothes.
  Poor
  You sleep in poor accommodations, and eat poor
  quality food. You wear a peasant outfit, and have
  two sets of clothing.
  Common
  You have common lodgings, and eat common
  quality food. You have normal clothing for your
  profession (adventuring); nothing fancy. You prob-
  ably have two or three sets of clothing.
  High
  You stay in good quality lodgings, and eat good
  quality food. You wear anything in value up to
  courtier’s outfits, and generally buy a new set of
  clothing every two weeks.
  Luxury
  You have luxurious accommodations (twice the
  cost of good accommodations), and you eat excel-
  lent foods. You can throw a banquet for your
  friends every day, and frequently do. You wear
  clothing up to the value of noble’s outfit, and buy
  a new set of clothes every week. 
  Lifestyles come with bonuses or penalties to Diplomacy,
  Intimidate, Disguise, and Bluff skill checks. These penalties,
  shown below, should be applied at the DM’s discretion, and can
  sometimes backfire—for example, a PC with a poor lifestyle
  would not have a penalty when talking to a beggar, but would
  when talking to a city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of street thugs, where
  a PC with a destitute lifestyle might not.
  DMs are encouraged to role-play these reactions whenever
  possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
  0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  
  THE ADVENTURE
  Brendingund’s Bride
  3
  Running this Event
  This adventure is designed to run during two four-hour time
  slots. As such, it costs 4 Time Units to play. All of the experience
  and magic are given at the end of the second round. It is suggest-
  ed that this adventure run for three and a one-half hours, stops
  and the players vote, if that option is chosen. Play can then con-
  tinue. The break between rounds can occur at almost any place in
  the adventure.
  DM’s Introduction
  Brendingund History
  Almost a year has passed since Auldon Brendingund was saved
  by a band of adventurers from bankruptcy and an ugly death at
  the hands of his creditors (those events occurred in the LIVING
  GREYHAWK adventure COR1-02 The Reckoning). Those adventur-
  ers retrieved a valuable family heirloom, the Necklace of the Forlorn
  Cairn, from the Cairn Hills. The necklace is worth 20,000 gp and
  has several magical properties, many of which even Auldon does
  not know about. However, one power of the necklace of which
  Auldon is very aware is that it magically returns to him if it is
  removed. 
  Auldon has used this property of the Necklace of the Forlorn
  Cairn to rebuild his family’s fortune. He has sold the necklace to
  several merchants that were visiting Greyhawk and, more recent-
  ly, he has traveled widely in the civilized regions surrounding the
  Nyr Dyv and the Woolly Bay to sell it. Auldon rarely sells the
  necklace for its full value so most buyers assume it’s stolen. This
  helps Auldon rationalize taking advantage of the buyers because
  in his mind they have tried to cheat him. Because the seemingly
  illicit nature of the transaction, few of Auldon’s marks are willing
  to report him to local authorities when the necklace disappears,
  though many have cursed him to their deities.
  Initially Auldon could not control the time the Necklace took
  to return to him after he sold it, but it always did return, usually
  after no more than a half-hour. Lately though, the necklace has
  become more attuned to Auldon over the past now and can
  remain where Auldon for places it up to a full day. In addition,
  Auldon has also learned to control the return of the Necklace to
  some extent. If he removes it he can instantly summon it over
  any distance with a single thought (free action) at any time.
  Another effect of the necklace growing more attuned to Auldon
  is that it can no longer be removed by a simple remove curse spell.
  The necklace also emits an aura that causes servants of Iuz the
  Old to fear its wearer and avoid him. 
  Having rebuilt his family fortune and reestablished his mer-
  chant standing, Auldon quickly fell back into his old habits
  including gambling, which nearly destroyed him. His irresponsi-
  bility has had two consequences: First, Auldon was forced to sell
  the necklace too many times in the first few months he possessed
  it, which brought the attention of the Greyhawk Thieves’ Guild.
  Second, because he recognized his penchant to spend money,
  Auldon fulfilled his promise to the adventurers who retrieved
  the Necklace of the Forlorn Cairn for him and hired a man to man-
  age the Brendingund family business. Sadly, this man is actually
  a member of the Thieves’ Guild who has every intention of taking
  great advantage of Auldon and the necklace.
  Recent Events
  Since being hired to manage Auldon’s affairs six months ago,
  Bwirse has proven indispensable. Under his direction, and with
  some help from the Thieves’ Guild, the Brendingund Merchant
  House’s investments have become very profitable. Auldon still
  sells the Necklace of the Forlorn Cairn from time to time, but this is
  mostly either to pay his personal debts or when Bwirse instructs
  him to do so. Auldon trusts Bwirse implicitly and has allowed
  him to hire several men to serve as clerks and bodyguards. Bwirse
  earned this trust when he killed a thief that was trying to rob
  them while Auldon and he were on a trip to Urnst. 
  There is tension building in Brendingund’s Clerksburg home
  because of Bwirse’s presence. Jemar, Auldon’s butler and the last
  of his family’s original servants, does not like or trust Bwirse and
  is threatened by Bwirse and his men. Because of the revitalization
  of the Brendingund family fortune, Jemar has re-staffed the fam-
  ily home and is very territorial of all things domestic. Bwirse is
  amused by Jemar and his behavior, but plans to kill him if the
  issue becomes problematic.
  Recently, Bwirse decided that the Brendingund Merchant
  House needed a base of operation nearer to the Woolly Bay. To
  this end, Bwirse worked to arrange Auldon’s marriage to a
  woman whose family owns docks in Hardby. Since only women
  can own property inside city’s walls, Bwirse’s goal is to have some
  of the family dock space included as part of the woman’s dowry—
  on paper the docks would be owned by Brendingund’s bride, in
  reality it would be controlled by Bwise and his master. In return
  for this arrangement, Auldon will naturally lavish wealth upon
  his new in-laws. Several weeks ago Auldon, Bwirse, and Jemar
  journeyed to Hardby to meet the bride and her family and arrive
  at an agreement. While they were in Hardby, Auldon purchased
  an ancient trunk that was liberated from a band of humanoids in
  the Abbor Alz. Auldon dispatched Bwirse back to Greyhawk to
  investigate the origin of the trunk, while he journey to
  Greysmere to meet another buyer for the Necklace and Jemar
  remained in Hardby to coordinate wedding preparations.
  Round One SSynopsis
  This adventure begins with the PCs in the Black Dragon Inn in
  the Clerkburg quarter of Greyhawk. A servant dressed in the liv-
  ery of the Brendingund house (a silver pile of coins resting on a
  red parchment on a black field) comes in and solicits adventurers
  for a journey to Greysmere where they are to meet his master and
  escort him to his wedding in Hardby. The PCs are selected, but
  have to report to the Brendingund home for review by Bwirse.
  After measuring up to Bwirse’s scrutiny, the PCs are instructed to
  
  THE ADVENTURE
  Brendingund’s Bride
  4
  leave upon the hour via a wagon that will take them to Lord
  Cregewyn’s manor south of Greyhawk. There the PCs meet the
  man who will guide them across the Mistmarch to Greysmere.
  When the PCs reach Lord Cregewyn’s manor they will be
  shown to the inn and introduced to Hewolan, a talkative ranger
  who will serve as guide through the Mistmarsh. The next day
  Hewolan will help the PCs load their gear into canoes and lead
  them toward the marsh. As he guides the PCs upriver and
  through the marsh, Hewolan teaches the PCs about the marsh
  and the creatures that live in it if the PCs choose to listen to him.
  Three days into their journey, the PCs and Hewolan are attacked
  by undead as they portage between flows in the marsh. After two
  more days, a tragedy occurs: A giant crocodile attacks the canoes,
  flipping Hewolan’s canoe, devouring the ranger, and leaving the
  PCs to fend for themselves in the wild.
  That evening the PCs will see a light moving in the distance.
  If they follow the light or head toward it the will-o-wisp will lead
  them into a pit of vipers, if not it will attack until it provokes an
  emotional response from them. The next morning the PCs can
  continue south toward Greysmere. Observant PCs will notice
  lizardfolk watching them at periodic intervals. When they camp
  for the night, the PCs are approached by the lizardfolk, and if
  their demands are met the lizardfolk will direct the PCs out of
  the Mistmarsh. PCs unable to come to terms with the lizardfolk
  will have to fight a running battle with them until they discover
  the way out of the marsh.
  When the PCs finally escape the marsh and reach Greysmere,
  the are greeted by Auldon who has been expecting them for
  some time. That evening the PCs and Auldon are invited to din-
  ner with the Lord of Greysmere. The following morning, Auldon
  sells the Necklace of the Forlorn Cairn and he and the PCs depart for
  his wedding in Hardby.
  Players’ Introduction
  It is a stormy Goodmonth morning in the Free City of Greyhawk,
  but the Black Dragon Inn is dry, warm, and reasonably hospitable.
  As the rain continues to pound angrily against the roof of the inn,
  a young man in red and black livery ducks in out of the storm and
  quickly climbs onto a tabletop. The crowd grows quiet as the boy
  begins to speak. His voice cracks periodically in sharp contrast to
  his bluster. 
  “I am Pasco, manservant to the Brendingund family. If that
  noble name means something to you, we have business. If not, my
  apologies for disturbing your meal.”
  The PCs can be in the Black Dragon for any one of several rea-
  sons: a drink, a meal, to meet friends, to watch for famous adven-
  turers that are rumored to frequent the inn, or simply to duck out
  of the rain. Pasco is a recently hired servant who is extremely
  excited about working for the Brendingund family. He is just
  over fifteen years old and is the epitome of youthful enthusiasm.
  Although as a house servant Pasco answers to Jemar, in Jemar’s
  absence he is taking instructions from Bwirse who has ordered
  him to the Black Dragon Inn to find six or seven adventurers to
  journey to Greysmere, pick up Auldon and escort him and safely
  to Hardby. 
  In game mechanics terms this means that Pasco is looking for
  PCs with the Favor of the Brendingund merchant house. He will
  speak with these PCs first, however, if he does not have enough
  adventurers to meet Bwirse’s order he will take whomever he can
  find. Pasco only knows that the adventurers are going to pick up
  Auldon and escort him to his wedding. He will tell the PCs that
  they need to come across the street to the Brendingund home to
  meet with Bwirse for instructions and final approval. Have each
  PC describe their appearance as they begin to talk to Pasco.
  Encounter 1: An Offer
  Splashing into the rain, Pasco leads the PCs quickly down the
  street, past the Gem and Stone Cutters’ Guild, and up the front
  steps of the Brendingund home. The three-story manor is in
  excellent repair. The stonework of the first floor shows signs of
  recent improvement and the wood of the upper stories appears
  freshly painted. Standing at the top of the slick marble stairs are
  imposing twin mahogany doors with pure silver knockers pol-
  ished to what would be a blinding shine on a day not so overcast.
  Pasco opens the doors and shows the PCs inside where wet
  cloaks are quickly taken up by more liveried staff and towels are
  made available. He then leads them through a finely appointed
  sitting room with a roaring fire and a beautiful rug of Kettite
  design to another set of double doors. He knocks briefly and
  then opens them revealing Auldon’s study.
  The double doors open to reveal a study lined with bookshelves on
  three walls and a marble fireplace on the fourth. A small secretary
  piled with ledgers stands against one wall, but a fine wooden desk
  dominates the room with a plush high-back chair behind it.
  Dwarfed in the chair, which was obviously designed with a larger
  person in mind, rests a scholarly looking man of average height. He
  has close-cut brown hair, a narrow nose, and a scholar’s robes hang
  loosely on a too-thin frame. 
  Bwirse, male human Rog5: CR 5; Medium-size humanoid
  (human); HD 5d6; hp 24; Init +7; Spd 30 ft.; AC 13 (Touch 13, Flat-
  footed 10); Atk +6 melee (1d4/19-20, dagger), +6 ranged (1d4/19-20,
  dagger); AL NE; SV Fort +4, Ref +7, Will +4; Str 12, Dex 16, Con 10,
  Int 13, Wis 12, Chr 12. (5 ft. 8 in. tall)
  Skills and Feats: Appraise +5, Bluff +9, Climb +2, Decipher Script
  +9, Disable Device +5, Disguise +4, Escape Artist +5, Forgery +5,
  Gather Information +5, Hide +5, Innuendo +5, Listen +5, Move
  Silently +5, Open Locks +5, Profession (Merchant) +5, Read Lips +5,
  Search +5, Sense Motive +5, Spot +5, Tumble +5, Use Magical Device
  +7; Improved Initiative, Iron Will, Weapon Finesse (dagger).
  
  THE ADVENTURE
  Brendingund’s Bride
  5
  Possessions: 2 daggers, merchants outfit, ledgers, scrolls (all are
  just paperwork, none are magical).
  Physical Description and Motivations: Bwirse is a scholarly look-
  ing male human of average height. He has close-cut brown hair
  and is lean to the point of looking a little sickly. Bwirse is in his
  mid-thirties, but actually looks a little oder. He tries to keep his
  movements in line with his older, feeble appearance saving his
  speed and dexterity for surprise when necessary. As Auldon's
  business manager Bwirse is in the perfect situation. He will do
  nothing that risks blowing his cover and will be respectful, if
  detached, when dealing with PCs. Play him as close to an absent-
  minded intellectual as possible. Bwirse speaks Common and
  Gnome.
  When the PCs enter, Bwirse rises to greet them and introduce
  himself as the administrator of Auldon’s business dealings. After
  full introductions, he explains that he is looking for adventurers
  to undertake a confidential mission for Auldon Brendingund.
  Bwirse asks the PCs to convince him that they are trustworthy.
  Any PCs with the Favor of the Brendingund Merchant House is
  immediately accepted. PCs unknown to the family will have to
  present their qualifications (Bluff or Diplomacy DC 10, make
  sure to give a up to a +2 bonus or –2 penalty for the quality of role-
  playing when as the character sells his or herself—characters
  who fail can retry—the PCs should eventually succeed, but use
  these rolls to gauge their success, and determine Bwirse’s reac-
  tions to their qualifications). Once all the PCs are deemed accept-
  able, Bwirse will disclose that Auldon has gone to Greysmere to
  transact some business there and will be leaving with a consider-
  able sum of wealth. This requires him to have an escort from
  Greysmere to his wedding in Hardby. In order to arrive in
  Hardby in time for the wedding date, the PCs will have to reach
  Auldon quickly. This will require them to journey directly
  through the Mistmarsh, a wetland to the southeast of Greyhawk,
  rather than around it. Bwirse has arranged for a ranger guide
  familiar with the territory to see them through the Mistmarsh
  from Lord Cregewyn’s manor. Space in the wagon of a farmer
  leaving for the manor in the morning has also been acquired for
  the PCs. There is no pay for this mission, but it is an opportunity
  for travel fraught with potential danger. Adventurers thrive on
  this kind of thing, right?
  Encounter 2: 
  Lord Cregewyn’s Manor
  Bwirse asks the PCs to leave as soon as possible but can wait an
  hour for the PCs to gather their belongings. Bwirse then intro-
  duces the PCs to a farmer named Erwedweep who has made
  space in his wagon to take them on the bumpy journey to Lord
  Cregewyn’s Manor, unless the PCs want to follow him on horse.
  The journey takes most of the day in the pouring rain, and it is
  approaching dark when the wagon rolls to a stop in front of the
  manor’s inn. The manor house itself can be seen at the top of a
  nearby hill, and nearly a score of farms are scattered around the
  nearby countryside.
  Entering the inn you are greeted with the smell of cooking stew.
  Three men and two women, a.ll probably local farmers and crafts-
  folk, are scattered about the common room. All of these people are
  focused on a man in leather armor and a shortsword at his hip who
  stands in front of the inn’s large stone hearth speaking in an ani-
  mated voice and gesturing meaningfully with a large wooden spoon:
  “And if you stick them around the collarbone, missing their
  blackened hearts, all they do is bark curses in their nasty goblin
  tongue and…oh hello…”
  As the PCs enter, Hewonlan stops speaking and ask if they are the
  team from Greyhawk who he is to guide through the marsh.
  When the PCs indicate that is the case he will beckon them to a
  table near him, turn to give the stew another good stirring, and
  serve some to the PCs. Shortly thereafter, the innkeeper will
  enter with ale and bread to add to the meal. 
  Hewonlan explains that he helps out around the inn because
  he is a relative of Lord Cregewyn and likes to keep an eye on his
  liege’s holdings. He is actually Cregewyn’s nephew, but is not wel-
  come in the manor house because of some family conflicts.
  Hewonlan is very talkative, friendly, and never rude no matter
  how disrespectfully he is treated. He attempts to draw the PCs
  into conversations about their lives, families, goals, and mission.
  He is also be particularly interested in what the PCs know about
  traveling in the wilderness and wetlands, and shares some of his
  expertise if the PCs are interested.
  As the night wears on, he tells the PCs they can stay in the
  common room with him for free if they wish. He will continue
  to talks for as long as the PCs wish, and the innkeeper will keep
  the complimentary ale flowing. If the PCs want lodgings other
  than the common room, they are available for the price of 3 sp a
  night. Each of those private rooms has two beds.
  If a PC stays awake to hear, near midnight Cregewyn’s con-
  versation turns toward his own story. He explains to the PCs that
  his father was the eldest son of the previous Lord Cregewyn and
  had little interest in the affairs of the family’s estate.
  Unfortunately, his father was more interested in riding and fish-
  ing, so when “grand pappy” Cregewyn passed on Hewonlan’s
  uncle inherited the lands and title. Hewonlan’s father was
  thrilled and retired to a life of recreation on the pension provid-
  ed for him in the will, but Hewonlan was forced to fend for him-
  self. Since his father died three years ago, he has had nothing but
  the marsh and a darkwood fishing rod his father left him. In
  telling this story Hewonlan becomes somber for the first time
  since meeting the PCs. He finishes by saying that he has a good
  life and one that he likes, but that he can’t help but feel he was
  meant for something more, even if being Lord Cregewyn isn’t
  that much.
  
  THE ADVENTURE
  Brendingund’s Bride
  6
  Encounter 3: On the Water
  Note: It is important to roleplay with the PCs as much as possible
  during this encounter. They need the information in here to sur-
  vive the marsh.
  Hewonlan will wake the PCs at dawn the morning after their
  arrival at the Cregewyn manor. Despite last night’s ale, conversa-
  tion and the early hour, he seems remarkably refreshed and in
  high spirits. As soon as the PCs are able to pack their things,
  Hewonlan will lead them on a quick march down to the river
  where three three-man canoes are waiting. 
  The morning breaks clear and cool. After a quick breakfast,
  Hewonlan readies you for the road ahead. 
  Your march through the early morning dew comes to an abrupt
  halt at the river where three sizable canoes have been drawn up on
  the bank and turned upside down. Hewonlan turns to you and
  says, “There should be room for all of your gear and all of us in these
  three. You figure out who and what goes where. I’ll be in the point
  boat and you may want to put someone else in there with me to
  learn something.”
  The tapered hulls of the canoes are almost 20 feet long with room
  for three PCs or fewer PCs and each can carry about 300 lbs. of
  equipment if carrying two people, and about 50 lbs. if carrying
  three. Make the PCs indicate who will be riding where and what
  space is being allocated to their gear. For simplicity, most equip-
  ment that you can imagine fitting in a canoe will fit, but keep
  track of the location of equipment, it may become important at
  times. Before everyone boards and they push off, Hewonlan will
  declare his intent to teach them as much about the marsh as they
  can possibly learn. 
  Lesson One, given as Hewonlan and the PCs load the canoes, is
  that no one without gills should wear armor heavier than leather.
  As Hewonlan and the PCs make their way onto the river, he
  will explain that they will have to paddle against the river current
  for almost two days before they reach the marsh,
  which should give them a chance to get used to boat
  life. Over the course of the two days it takes to reach
  the first portage in Mistmarsh, Hewonlan will teach
  them several more lessons to prepare them for the
  troubles they may encounter in the marsh. 
  Lesson Two is how to paddle and steer a canoe.
  Hewonlan will explain that paddling has to be bal-
  anced or the canoe will turn. If one person is pad-
  dling, they should alternate sides to keep the canoe
  straight or paddle repeatedly on a side to which they
  wish to turn. If two people are paddling, they should
  paddle on opposite sides of the canoe with the same
  force and speed, if possible. The person in the rear
  steers by paddling on the side they wish to turn
  toward and using his paddle as a rudder.  If three peo-
  ple paddle, one person paddles on each side and the
  person in the rear alternates sides and steers. The
  final component of this lesson is Hewonlan’s warn-
  ing that on a river or other water with current you
  are moving even if you aren’t paddling. There is no
  game mechanic for paddling and steering; it is
  assumed that the PCs can pick this up unless they
  feel otherwise.
  The first night on the river, Hewonlan has the
  PCs pull the canoes onto the riverbank and make
  camp. Mid-day the second day on the water, the
  canoes reach the marsh proper and the flow of the
  river all but ceases to affect their journey. However,
  Hewonlan will take the opportunity to teach the PCs
  another lesson. 
  Lesson Three is how to find the flows of current
  Cregewyn Manor
  Map 1: Greyhawk to Hardby 
  Through the Mistmarsh
  
  THE ADVENTURE
  Brendingund’s Bride
  7
  once you are in the marsh. He will toss a bag of sawdust to one PC
  in each canoe and then take a large pinch out of his own bag and
  cast it into the water. He will tell the PCs to watch the dust. If it
  swirls or stands, paddle on one hundred strokes and try again. If
  it flows with the wind toss more dust on the other side of the
  canoe. If the dust flows without the wind, follow it. If you run out
  of dust you can use the crusted leaves of dead marsh plants. The
  flows are important because if one becomes lost in the marsh
  they will eventually lead out into one of the tributaries of the Ery
  River.
  The second night the PCs are in the marsh Hewonlan guides
  the PCs to a small stand of trees in the marsh telling them that
  sleeping is another important skill. 
  Lesson Four is how to sleep on the water. Hewonlan will teach
  them the proper way to tie their boats off on the trees and show
  them how to get comfortable in their canoes. He will recom-
  mend that they stay as low in their boats as possible, even when
  on watch to avoid attracting attention from night creatures. He
  will also suggest that the PCs sleep with their heads toward the
  ends of the canoes. That way if they are awakened in the night
  they can sit up and see the other people in their canoe as well as
  anything behind those people.
  At dawn the next day, Hewonlan will give the PCs Lesson Five,
  how to hunt in the marsh. The PCs will awake to the sound of a
  splash as the ranger pulls a shortspear with a wriggling fish
  impaled on it out of the water and into the boat. He will explain
  that the key is to find the clearest water possible and the put the
  head of the spear in the water, wait for a fish to swim near, and
  then stab away. He will also show the PCs how to shoot from the
  canoe with a short bow (-2 circumstance penalty to attack rolls),
  and teach them how to gage where a shot bird falls. Hewonlan
  will point out that a wise wetland hunter will wait until he finds
  land to cook his food. Fires in the canoes are risky.
  At noon of that day, the PCs in the canoe with Hewonlan will
  notice, if he or she succeeds a Spot check (DC 10), that the ranger
  is staring off and into the water rather intently. If asked why, he
  will point to a reptilian head that sticks above the reeds. The eyes
  are clearly watching them. The head sinks down into the reeds
  almost immediately. 
  This gives a chance for Lesson Six, denizens of the marsh. He
  will tell the PCs that most creatures in the marsh, like the lizard-
  folk they just saw, are not good or bad, they are just trying to sur-
  vive. The key is to not let your guard down and watch out for your
  comrades. Those who forget this lesson are usually eaten by the
  ones that haven’t.
  Unfortunately, there are some creatures that are pure evil.
  These are creatures of darkness and must be guarded against at all
  time. If the PCs inquire about dangers in the marsh Hewonlan
  will mention that there are a variety of nasty creatures that live
  there including ghouls, shadows, poisonous snakes, a mad druid,
  lizardfolk, giant crocodiles, and other creatures it is better not to
  name. 
  As the evening of the third day of their trip arrives,
  Hewonlan directs the PCs to a muddy island rising from the
  marsh. He will explain that this island and a shallow muddy area
  that are not passable on the water separate the flow of the marsh
  that they have been travelling on from the main flow through the
  Mistmarsh. Hewonlan will tell them that reaching the flow that
  leads into Greysmere will require another portage in about three
  days.
  Once they reach the island Hewonlan will have the PCs land
  the boats and empty them of their gear. Despite being called an
  island, the ground is covered with plants and mud nearly six
  inches deep. A clear path through the plants leads nearly a mile
  and a half across the island to the main flow, but the mud on the
  path is just as deep and thick. Hewonlan will have two PCs stay
  and guard the gear while he and the others move the boats to the
  middle of the island when there is a makeshift campsite. Then he
  will leave two PCs with the boats while he and the others fetch
  the gear. Use this dividing of the PCs as an opportunity to make
  them nervous.
  Encounter 4: Ghoul Attack
  Only PCs awake during the midnight watch will have a chance
  see and hear the ghouls before they attack the portage camp
  (Spot, DC 10). 
  Half the night has passed and the moon hangs low in the sky cast-
  ing strange shadows through among and reflecting pale light on the
  distant marsh waters. As you watch from your mud-caked camp,
  several shadowy forms come staggering out of the darkness.
  Since Hewonlan’s last visit, several undead have made a home of
  the portage island because of the traffic it sees from time to time.
  The corporal undead burrow into the deeper mud near the banks
  of the island during the day and hunt the portage camp for trav-
  elers each night. Half of the undead are deceased humans the
  others lizardfolk. Adjust armor classes of the PCs to account for
  armor they have removed while in the marsh or in order to sleep.
  Hewonlan, male human Rng3: CR 3; Medium-size humanoid
  (human); HD 3d10; hp 33; Init +6; Spd 30ft.; AC 15 (Touch 12,
  Flat-footed 13); Atk +5 melee (1d6/19-20, shortsword); SA
  Favored enemy (goblinoids +1); AL CG; SV Fort +5, Ref +3, Will
  +3; Str 12, Dex 14, Con 14, Int 10, Wis 14, Chr 12. (5 ft. 11 in. tall).
  Skills and Feats: Animal Empathy +3, Balance +4, Climb +4,
  Hide +4, Intuit Direction +8, Spot +4, Swim +6, Wilderness Lore
  +8; Ambidexterity, Two Weapon Fighting, Track, Improved
  Initiative, Dodge, Expertise, Weapon Focus (shortsword).
  Possessions: Studded leather armor, knife, shortsword, halfs-
  pear, short bow, 20 arrows, quiver, fishing gear, bag of sawdust.
  
  THE ADVENTURE
  Brendingund’s Bride
  8
  Tier 1 (EL 3)
  Ghouls (3): hp 20, 19, 16; see Monster Manual, page 97.
  Tier 2 (EL 5)
  Ghouls (5): hp 20, 19 (x2), 17, 16; see Monster Manual, page 97.
  Tier 3 (EL 7)
  Ghouls (3): hp 20, 19, 16; see Monster Manual, page 97.
  Shadows (2): hp 27, 25; see Monster Manual, page 161. 
  Encounter 5: Crikey Mate!
  The morning after defeating the undead at the portage,
  Hewonlan leads the PCs into the next flow in the marsh. He and
  the PCs travel for two uneventful days (i.e., five days into the
  journey), mooring at trees each evening without further event.
  Hewonlan turns the boats south during the late afternoon of the
  second day, and a giant crocodile surprisingly attacks Hewonlan’s
  boat with catastrophic results. 
  Without warning, a sudden splash resounds in the stillness of the
  marsh as Hewonlan and the contents of his canoe are spilled out
  into the marsh. “Paddle, paddle for all you are worth! It’s a giant
  croc!” your guide screams looking nervously at the water, a knife in
  his hand. “Find a portage to the southern flow tomorrow morning,
  you will see…” As he utters the instructions an enormous reptilian
  head erupts from the water biting into Hewonlan. It rolls, dragging
  the ranger under.
  Have the PCs roll initiative immediately. The PCs first concern
  should be rescuing any of their comrades who have been
  dumped into the water with Hewonlan. Any PC in the boat with
  Hewonlan must succeed at a Swim checks (DC 10) in order to
  make it to another boat (assume that PCs thrown in the water are
  20 feet from another canoe). If they fail, they make no progress.
  If they fail by 5 or more, they go under water. Be sure to enforce
  armor check penalties. If a PC goes underwater, he can hold his
  breath for a number of rounds equal to twice his Constitution
  score. After this period of time, he must make a Constitution
  check (DC 10) every round in order to continue holding his
  breath. Each round the DC increases by 1. When he fails, he falls
  unconscious (0 hp). In the following round he drops to –1 hp. In
  the third round, he is dead.
  The PCs may be concerned about Hewolan himself, but sav-
  ing him is a lost cause. If they dive into the water, the PCs can see
  nothing. The attack has stirred up the silt so sight more than one
  foot is impossible. Any heavy gear in the overturned canoe is on
  the bottom, 15 feet below. The PCs have 3 rounds to rescue any
  other PCs or gear they wish, after which an almost 20-foot long
  crocodile surfaces and climbs onto an island 50 yards away with
  ranger parts in its mouth and begins chewing vigorously. If the
  PCs attack the crocodile with range weapons, it will withdraw
  deeper into the island’s muddy foliage. If the PCs move close to
  the island or attempt to engage the crocodile in melee combat,
  the crocodile returns to the water and the PCs hear (Listen, DC
  10) three additional large, loud splashes. Give the PCs every
  opportunity to flee, but if they refuse to leave let them fight the
  four giant crocodiles. In any case the three crocodiles will enter
  the water in sight of the PCs after five rounds. Again, allow the
  PCs to flee.
  All Tiers (EL 8)
  Giant Crocodiles (4): hp 70, 68, 65, 59; see Monster Manual,
  page 195. 
  If the PCs paddle southward there will be no pursuit or further
  encounters until they have moored for the night.
  Encounter 6: Will-o’-Wisp
  The sun has been down for several hours when a light appears mov-
  ing across a long narrow island a few hundred yards distant. It
  looks like it could be a lantern moving towards you. It rises slowly
  twice, as if someone was signaling you, or someone else, and then
  the light begins to move away slowly.
  If the PCs paddle over to the island to investigate, they will dis-
  cover that it is a narrow strip of muddy earth no more than 10 or
  12 feet wide at any point. As the PCs approach the light it will
  begin to accelerate away from them at a speed that will require
  them to run to keep up. The will-o’-wisp has a double move of 100
  feet, and it will go as fast as possible in order to force the PCs run
  to check up. PCs choosing to run and follow the light will have to
  travel quickly for 4 rounds to catch up. At the end of that race
  they need to succeed at a Reflex save (DC 25) to avoid falling into
  a water-filled pit the will-o’-wisp is leading them to. The darkness
  and the speed make it practically impossible to spot (at least 10
  ranks in Spot, DC 35). PCs who are not running will reach the pit
  in sixteen rounds, they will have a chance to Spot it (DC 15) and
  will have an easier time avoiding it (DC 15). Once the pit is spot-
  ted, and the person who spots the pit communicates the find
  with his or her fellow PC, the chance of falling in greatly reduces
  (DC 10), but is still possible, due to the darkness and the murky
  terrain. If no PC falls into the pit they reach the end of the island
  in 5 more rounds and see the light still 500 feet (at least five
  rounds) off hovering over the water.
  The 6-foot deep pit is filled with 30 tiny vipers most of which
  will flee, but any PC entering the pit will be attacked by four
  water moccasins (tiny viper) which will attempt a bite attack
  once and then swim away.
  
  THE ADVENTURE
  Brendingund’s Bride
  9
  All Tiers (EL 1):
  Water moccasins (4): hp 1 each; see Monster Manual page 203
  If the PCs do not react to the will-o’-wisp when it first appears, it
  will shadow the PCs until they find a place to camp. It waits until
  the PCs camp and attacks one of the PCs who is awake, float over
  the water taunting them and then fly toward the island with the
  snake pit. If the PCs try to ignore the wisp after it attacks one of
  them it will attack periodically until the PCs follow it or it has
  created panic and the fear of being killed and in the PCs. The goal
  of the will-o’-wisp is not to kill any PC, but to feed on their nega-
  tive emotions and fear. If it has not accomplished this, it leaves an
  hour before the dawn of the next day.
  All Tiers (EL 6):
  Will-o’-wisp: hp 54; see Monster Manual, page 183.
  Encounter 7: Finding the Folk
  The day after their encounter with the wisp, the PCs will likely
  continue south (Intuit Direction, 15, or succeed at a general
  Intelligence or Wilderness Lore check DC 15, as the PCs search
  for clues on which direction is south) looking for the portage
  Hewonlan mentioned before his death. Unfortunately,
  Hewonlan overestimated the PCs ability to make good time with-
  out him and it will actually be late afternoon (or maybe longer, if
  they get lost) before they are in the right area to search for the
  portage. If the PCs begin looking for the portage at midmorning,
  have them attempt Wilderness Lore or Search checks (whichev-
  er is better) to try and find it. They will of course fail, because
  they are in the wrong place. If the PCs choose to take 20, they will
  still fail, but it will set them back an additional half-hour. 
  During this time members of the local tribe of lizardfolk will
  observe the PCs. These lizardfolk sentries can be seen if the PCs
  succeed at a Spot check, DC 20. If the sentries know they are
  spotted, the will attempt to flee. If the PCs attack a lizardfolk sen-
  tries, at least one will fight valiantly and to the death while one
  other swims to warn his people. There will be two lizardfolk sen-
  tries in Tier 1, and four in both Tier 2 and Tier 3. Use the statistics
  for standard lizardfolk found in the Monster Manual, page 128.
  When the PCs do reach the right area in the afternoon (or
  even later if they have been taking 20), it will take a successful
  Wilderness Lore check (DC 25) to find the landing for the
  portage. If the PCs cannot find the portage or do not reach it,
  they will have to camp on the water for the night. The longer they
  search the more late they become for their rendezvous at
  Greysmere. If the PCs reach the portage to the south flow, they
  will find that it contains a rough campsite.
  After watching the PCs all day, the lizardfolk have deter-
  mined that they are looking for the portage. Most humanoid trav-
  elers in this area use the portage. If the PCs attacked the sentries
  then a lizardfolk hunting party attacks the PCs at their camp,
  whether on the portage or in the water. If the PCs have not
  attacked the sentries, then two member of the hunting party will
  approach the PCs when they reach the lizardfolk camp. The
  lizardfolk have fallen on hard times since a group of undead
  killed their leader and several warriors. Food has been scarce, and
  their new chief is young and desperate to prove himself. He has
  determined that he will do this by either trading with the PCs for
  food and weapons or killing them and taking what he wants.
  Unfortunately none of the lizardfolk speak any language other
  than Draconic, so the PCs must overcome this barrier. If the PCs
  are forced to resort to purely nonverbal communication roleplay
  this as much as possible. The lizardfolk leader and his shaman are
  intelligent, but have only their life in the marsh for frame of ref-
  erence. If they are unable to get several days of food from the PCs
  after a few minutes, they leave in frustration and then have the
  hunting party attack. They can always eat the humans. 
  If the communication barrier can be overcome, the lizardfolk
  offer to show the PCs the way to the portage and the south flow
  in exchange for as much food as possible. In addition, if there is
  a masterwork steel weapon in evidence among the PCs the lizard-
  folk chief, Batul, carefully attempts to examine it and test it in the
  air. He then tries to give his shield to the PC who owns the
  weapon in exchange for his shield. The chieftain’s shield is a +1
  large shield made from the polished whole shell of a giant turtle.
  If combat between the PCs and the lizardfolk occurs and the
  battle is going poorly, the lizardfolk chieftain and the shaman dis-
  engage, leave the area, returning the next night with a larger
  hunting party. The PCs have to fight a running battle with hunt-
  ing parties increased by three lizardfolk every day for the dura-
  tion of their time in the marsh.
  Tier 1 (EL 5):
  Lizardfolk (3): hp 14, 12, 11; see Monster Manual, page 128.
  Urbug, lizardfolk shaman, Clr1: CR 2; Medium-size
  humanoid; HD 3d8+3; hp 21; Init +0; Spd 30 ft.; AC 17 (Touch 10,
  Flat-footed 17); Atk +2 melee (1d10+1, greatclub) and +0 melee
  (1d4, bite) or +2 melee (1d4+1, 2 claws) and +0 melee (1d4, bite);
  AL N; SV Fort +1, Ref +3, Will +2; Str 13, Dex 10, Con 13, Int 9,
  Wis 14, Chr 10. 
  Skills and Feats: Balance +4, Concentration +2, Jump +7,
  Swim +9; Multiattack, Combat casting.
  Possessions: large shield, great club.
  Spells Prepared: (3/3) 0–light, purify food and drink, virtue;
  1st–detect undead, calm animals, obscuring mist. 
  Batul, lizardfolk chief Ftr1: CR 2; Medium-size humanoid;
  HD 2d8+4, 1d10+2; hp 24; Init +0; Spd 30 ft.; AC 20 (Touch 12,
  Flat-footed 18); Atk +5 melee (1d10+3, greatclub) and +2 melee
  (1d4+1, bite) or +5 melee (1d4+3, claws) and +2 melee (1d4+1
  bite); AL N; SV Fort +1, Ref +3, Will +0; Str 17, Dex 10, Con 14,
  
  THE ADVENTURE
  Brendingund’s Bride
  10
  Int 9, Wis 10, Chr 10. 
  Skills and Feats: Balance +4, Jump +7, Swim +9; Dodge,
  Multiattack, Weapon focus (great club).
  Possessions: +1 large shell shield, great club, 50 gp emerald.
  Tier 2 (EL 7):
  Lizardfolk (6): hp 14 (x3), 12 (x2), 11; see Monster Manual, page
  128.
  Urbug, lizardfolk shaman, Clr2: CR 3; Medium-size
  humanoid; HD 4d8+4; hp 28; Init +0; Spd 30 ft.; AC 17 (Touch 10,
  Flat-footed 17); Atk +3 melee (1d10+1, greatclub) and +1 melee
  (1d4, bite), or +3 melee (1d4+1, 2 claws) +1 melee (1d4, bite); AL
  N; SV Fort +1, Ref +3, Will +2; Str 13, Dex 10, Con 13, Int 9, Wis
  14, Chr 10. 
  Skills and Feats: Balance +4, Concentration +4, Jump +7, Swim
  +9; Multiattack, Combat casting.
  Possessions: large shield, great club.
  Spells Prepared: (4/4) 0–light x2, purify food and drink, virtue;
  1st–detect undead, entangle, obscuring mist, sanctuary. 
  Batul, lizardfolk chief Ftr2: CR 3; Medium-size humanoid; HD
  2d8+2d10+4; hp 34; Init +0; Spd 30 ft.; AC 20 (Touch 12, Flat-foot-
  ed 18); Atk +7 melee (1d10+4, greatclub) and +4 melee (1d4+1,
  bite) or +6 melee (1d4+3, 2 claws) and +4 melee (1d4+1, bite); AL
  N; SV Fort +1, Ref +3, Will +0; Str 17, Dex 10, Con 14, Int 9, Wis
  10, Chr 10. 
  Skills and Feats: Balance +4, Jump +7, Swim +9; Dodge, Power
  attack, Multiattack, Weapon focus (great club).
  Possessions: +1 large shell shield, great club, 50 gp emerald.
  Tier 3 (EL 9):
  Lizardfolk (10): hp 15, 14 (x2), 12 (x3), 11 (x4); see Monster
  Manual, page 128.
  Urbug, lizardfolk shaman, Clr3: CR 4; Medium-size
  humanoid; HD 3d8+3; hp 21; Init +0; Spd 30 ft.; AC 17 (Touch 10,
  Flat-footed 17); Atk +4 melee (1d10+1, greatclub) and +2 melee
  (1d4, bite), or +4 melee (1d4+1, 2 claws) +2 melee (1d4, bite); AL
  N; SV Fort +1, Ref +3, Will +2; Str 13, Dex 10, Con 13, Int 9, Wis
  14, Chr 10. 
  Skills and Feats: Balance +4, Concentration +2, Jump +7, Swim
  +9; Multiattack, Combat casting.
  Possessions: large shield, great club.
  Spells Prepared: (4/4/3) 0–light, purify food and drink, virtue;
  1st–detect undead, entangle, obscuring mist; 2nd–bull’s strength, hold
  person, hold animal. 
  Batul, lizardfolk chief Ftr3: CR 4; Medium-size humanoid; HD
  2d8+4, 3d10+6; hp 44; Init +0; Spd 30 ft.; AC 20 (Touch 12, Flat-
  footed 18); Atk +8 melee (1d10+4, greatclub) and +5 melee
  (1d4+1, bite) or +7 melee (1d4+3, 2 claws) and +5 melee (1d4+1,
  bite); AL N; SV Fort +1, Ref +3, Will +0; Str 17, Dex 10, Con 14,
  Int 9, Wis 10, Chr 10. 
  Skills and Feats: Balance +4, Jump +7, Swim +9; Dodge, Power
  attack, Cleave, Multiattack, Weapon focus (great club).
  Possessions: +1 large shell shield, great club, 50 gp emerald.
  If the PCs are friendly with the lizardfolk, they can proceed to the
  portage and the south flow the next morning and will emerge
  from the marsh in one day since they are now moving with the
  flow. If the PCs are fighting the lizardfolk, they are forced off
  course by their battles and it takes them three days to emerge
  from the marsh. Two days of walking along the riverbank or four
  days paddling upstream brings the PCs safely to Greysmere. The
  PCs need to decide what option or combination of options they
  take.
  Encounter 8: Arrival in Greysmere
  The flow you followed out of the marsh became a small river flow-
  ing into the hills that sprung up around you and has now ended in
  a lake below a narrow trail that switchbacks up the steep rocky hill-
  side ending on a narrow ledge before a large stone gate several hun-
  dred feet above you. You can barely make out three figures on the
  ledge, two shorter stout figures on either side of the gate and a taller
  figure that looks as if it’s pacing back and forth nervously before the
  gate. With some effort should be able to make the gate by dinner-
  time.
  The total time the PCs took on the journey will impact Auldon’s
  reaction to them. The fastest possible trip would take ten days
  (one day from Greyhawk to the manor, three days to the first
  portage, two days until Hewonlan was killed, one day to the
  south portage, one day to get out of the marsh and two days to
  Greysmere), but it is possible for the PCs to have taken fourteen
  (or more if they distracted themselves somehow). If the PCs
  arrive ten or eleven days after they left Greyhawk, Auldon will be
  pleased to see them, but concerned about making it to Hardby in
  time for the wedding. If the PCs took twelve to fourteen days to
  arrive he will be irritated and complain vocally about the risk of
  not making it to Hardby in time for the wedding. If the PCs took
  more than fourteen days, he will be furious and revoke any favors
  of the Brendingund Merchant House held by PCs in the party. 
  When the PCs reach the ledge and the stone gate, Auldon
  quickly ushers them past the two dwarf guards outside the gate
  and their fifteen fellows within. He takes them into the caverns
  that make up Greysmere and show them to the rooms they are
  sharing. Auldon Brendingund is a heavy-set human in his mid-
  forties with thinning black hair and a patchy goatee. His new-
  looking clothing is richly appointed and is cut to minimize his
  ever-widening figure. PCs who have met Auldon before note that
  he appears to have gained some girth, but that he looks very tired.
  Now that he has rebuilt the Brendingund fortune, Auldon
  
  THE ADVENTURE
  Brendingund’s Bride
  11
  attempts to put on airs from time to time, but most of the time he
  forgets and treats the PCs as equals or superiors.
  Greysmere is an isolated dwarven community of several hun-
  dred dwarves that rarely have contact with the outside world, but
  do occasionally trade with nearby Greyhawk. The headman of
  Greysmere is Fionor the Rude, a retired adventurer who person-
  ally welcomes travelers to his community and insists that they
  dine with him. Auldon and the PCs are scheduled to have such a
  dinner the evening that the PCs arrive. Auldon warns the PCs
  that Fionor comes by his nickname honestly and is one of the
  most offensive people they will ever meet. He cautions them to
  be polite since Fionor is buying some merchandise from him and
  they must not jeopardize the deal. Auldon also answers any ques-
  tions the PCs have and them lead them through the caverns to
  dinner. 
  Some PCs who met Auldon before may suspect what he is
  doing. If they confront him he tells them that they are here to
  protect him, he will worry about business that they can’t possibly
  understand. They may point out that they are not being paid.
  Auldon tell them if all they want is money, he will pay 100 gp
  (lump sum, not each) for them to accompany him. If the PCs
  accept this, they forfeit the favor at the end of the scenario. If a
  detect evil is cast, Auldon nor the necklace detect as evil, the neck-
  lace shields itself and its wearer from all detect spells as a nonde-
  tection spell (DC 25 for successful detections).
  Rows of stone tables and beautifully carved limestone pillars fill the
  dining hall of Fionor the Rude, headman of Greysmere. As you are
  shown to your seats at the head table, an angry looking dwarf in
  full plate storms in, throws a halberd on the table, bangs his way
  into the high back stone chair at the center of the table and turns to
  Auldon saying, “I see your friends finally made it, griffon breath.
  Perhaps we can finally do business and you can get your harpy lick-
  ing face out of my halls.”
  Fionor’s entrance is just a prelude of things to come. He spends
  the entire dinner (of blind trout filets and cavern grown fungus)
  alternately telling his grossest tales, sickest jokes, belching, and
  insulting the PCs and Auldon. Fionor picks one PC in particular
  to whom to be abusive. Chose either the most suspicious PC in
  the group or the one most beyond reproach (e.g., the half-orc or
  the paladin of Pholtus) for Fionor to abuse. He completely refus-
  es to speak with elves; he does not like “their kind”. After several
  hours, Fionor drinks himself into unconsciousness at which time
  Auldon tells the PCs they can leave safely.
  Day breaks with a light mist hanging over the lake below
  Greysmere and the mounts Auldon procured for you shuffle nerv-
  ously as you prepare to leave. As Auldon and Fionor emerge from a
  room just inside the fortresses stone gate, Fionor thrusts his fist
  holding something shiny into his a pocket of the leather vest that
  has replaced his armor.  Auldon smiles down at the headman and
  
  THE ADVENTURE
  Brendingund’s Bride
  12
  Fionor shouts to some dwarves to bring up the ponies with the pay-
  ment. Turning to you Auldon says, “Well, that’s done. Let’s go to
  Hardby and get me married.” Auldon then leads his mount out the
  gate and down the switchback trail away from Greysmere.
  Round Two Synopsis
  After selling the necklace and leaving Greysmere, Auldon and
  the PCs travel for two days before being set upon by a troop of
  dwarves from Greysmere. When Fionor discovered the necklace
  missing the night of Auldon’s departure, he dispatched this com-
  pany to retrieve the necklace and his payment as a lesson to
  Auldon and his thieving associates. The dwarves are adamant in
  their demands and the PCs either have to let them take the neck-
  lace and the money or subdue them.
  After resolving the problem with the dwarves the PCs and
  Auldon continue their travel to Hardby for two more days before
  reaching the Abbor-Alz where they stumble onto a battle
  between some humanoids and Kenecca, the surviving member
  of a small caravan. During the battle the humanoids avoid and
  even show fear around Auldon because of the power of the
  Necklace and Kenecca observes this. Kenecca is masquerading as
  a biographer priest of Delleb, but he is actually a servant of Vecna.
  He uses his powers of persuasion and magic to try and discern
  the nature of the necklace and then to steal it. 
  Once he is rescued by the PCs, Kenecca thanks them and asks
  if he may travel with them to Hardby. Along the road to Hardby
  Kenecca speaks with each of the PCs to try and ferret out their
  individual secrets and those of the other members of the group,
  specifically Auldon. Two more days will bring the travelers to
  Hardby at which point Auldon suggests that Kenecca show the
  PCs around while he attends to wedding preparations. Kenecca
  warns the PCs about the dangers of Hardby, directs them to trade
  town to do some shopping, and arranges to meet them in the
  evening. Kenecca then reports what he has discovered to his mas-
  ter, a blackguard now in the service of Vecna and the two of them
  concoct a plan to use the PCs to steal the Necklace from Auldon. 
  The PCs have the opportunity to buy some exotic items in
  Trade Town before meeting Kenecca at a tavern called the Sign of
  the Tarnished Idol. Kenecca meets the PCs and tells them what
  Auldon has been doing with the Necklace. Kenecca tells them he
  fears the necklace is evil and tries to persuade the PCs to get
  Auldon to give up the Necklace or at least not wear it while he is
  getting married. At midnight a strange ritual occurs in the Sign
  of the Tarnished Idol, if the PCs participate there is no problem,
  but if they do not a brawl ensues that will end up getting them
  jailed. 
  The next morning Jemar comes to retrieve the PCs either
  from their rooms or the jail and express concerns about a man
  named Kenecca who visited Auldon and his bride to be the pre-
  vious day. The PCs have an opportunity to speak with Auldon
  before the wedding. When they speak with Auldon he listen to
  what they have to say and then decides to leave the Necklace in
  an office near the wedding site. During the wedding, Kenecca
  steals the necklace and retreats to the Sign of the Tarnished Idol
  to meet his master. The PCs pursue him there and reclaim the
  Necklace.
  Players’ Introduction
  A full two days of travel have passed since you left Greysmere with
  the merchant Auldon Brendingund. He has proven to be a jovial
  friendly fellow, if not a bit naïve, and riding across the Greyhawk
  plain is clearly superior to the journey through the Mistmarsh. As
  you begin to make camp for the evening it appears that this half of
  your work for Auldon may be easy bordering on boring.
  Encounter 9: Dwarves Arrive 
  The sun has been down for two hours when the thundering of
  hooves draws the attention of those of you on watch. Those who
  were trying to sleep are woken as the pounding of many hoofs echo
  through the ground. In the moonlight a company of ponies with
  dwarven riders can be seen charging your direction.
  The evening after the PCs departure from Greysmere, Auldon
  summoned the Necklace of the Forlorn Cairn back to him. The
  dwarves, not checking on their new treasure before that time,
  have assumed the merchant bilked them.  Auldon, after sum-
  moning it back hides it in the belongings of the PC that Fionor
  picked on during dinner dinner (opposed check: Brendingund’s
  Pick Pocket against the PC’s Spot. The PC will usually suffer a –5
  penalty for being inattentive, and Auldon gains a +2 bonus due to
  Bluff synergy). When the dwarves arrive, they are angry and
  tired. They have ridden non-stop to catch the PCs and retrieve
  the Necklace. Fionor has also instructed them to bring back the
  10,000 gp he paid Auldon as punishment and a lesson to the mer-
  chant. The leader of the dwarves is named Mizad and he will not
  negotiate. He simply rides up and demands that everyone drop
  their weapons and prepare to be searched. If the PCs do not com-
  ply with the dwarves desire to search the camp and take what
  they want, he orders the attack. 
  If the camp is searched and the Necklace is discovered
  (Search, DC 15), Auldon allows the dwarves to take it, but he will
  not part with the gold, although he is willing to refund 1000 gp
  of the price due to the “carelessness” of the men he has hired. He
  will apologize profusely, but remind the dwarves that Fionor
  brought it on himself by picking on the PC. The dwarves will
  want to take the PC back as their prisoner. Auldon will intervene
  if no one else does and get the dwarves to grudgingly accept if the
  PC apologizes. 
  If a fight occurs it would be best if the PCs could subdue the
  dwarves without killing them. To assist in this remind them that
  
  THE ADVENTURE
  Brendingund’s Bride
  13
  any weapon can be used to do subdual damage by taking a –4
  penalty on the attack role. In addition, be sure to keep track of
  the dwarves’ hit points up to –10 before declaring them dead.
  Along the same lines, the dwarves will attack to subdue until one
  of them is attacked with non-subdual damage.
  This encounter may provoke the PCs to ask Auldon some
  hard questions. Auldon will maintain his innocence. He will try
  to deflect all comments toward the PC who “stole” the Necklace.
  Under no circumstance will he reveal how he sells the Necklace.
  Auldon Brendigund, male human Exp7: CR 6; Medium-size
  humanoid (human); HD 7d6+7; hp 40; Init +0; Spd 30; AC 14
  (Touch 10, Flat-footed); Atk +4 melee (1d6–1, club) or +4 melee
  (1d4/19-20, dagger), or +5 ranged (1d4/19-20, dagger); AL CN; SV
  Fort +4, Ref +2, Will +7; Str 9, Dex 10, Con 13, Int 15, Wis 10, Cha
  16; (5 ft. 11 in. tall).
  Skills and Feats: Appraise +12, Bluff +15, Diplomacy +13,
  Gather Information +10, Innuendo +2, Knowledge (commerce)
  +8, Pick Pockets +12; Ride +2, Sense Motive +10, Use Magical
  Device +5, Iron Will, Great Fortitude, Skill Focus (Bluff).
  Possessions: Dagger, club, chain shirt, and robes.
  Tier 1 (EL 6):
  Dwarves Ftr1 (4): CR 1; Medium-size humanoid (dwarf); HD
  1d10+2; hp 10; Init +0; Spd 30 ft.; AC 15 (Touch 11, Flat-footed
  14); Atk +4 melee (1d10+2/x3, dwarven waraxe); SQ Dwarven
  traits; AL N; SV Fort +4, Ref +1, Will +0; Str 14, Dex 12, Con 14,
  Int 10, Wis 10, Chr 10. 
  Skills and Feats: Appraise +2, Craft (metal working) +2, Listen
  +4, Spot +4; Exotic Weapon Proficiency (dwarven waraxe),
  Weapon Focus (dwarven waraxe).
  Possessions: Studded leather armor, dwarven waraxe, small
  wooden shield, war pony, 3 gp.
  Mizad, male dwarf Ftr3: CR 3; Medium-size humanoid
  (dwarf); HD 3d10+2; hp 30; Init +0; Spd 30 ft.; AC 18 (Touch 11,
  Flat-footed 17); Atk +6 melee (1d10+2/x3, dwarven waraxe); SQ
  Dwarven traits; AL N; SV Fort +5, Ref +2, Will +1; Str 14, Dex 12,
  Con 14, Int 10, Wis 10, Chr 10. 
  Skills and Feats: Appraise +2, Craft (metal working) +2, Listen
  +6, Spot +6; Dodge, Power Attack, Exotic Weapon Proficiency
  (dwarven waraxe), Weapon Focus (dwarven waraxe).
  Possessions: Breastplate, dwarven waraxe, large steel shield, war
  pony, 5 gp.
  Tier 2 (EL 7):
  Dwarves Ftr2 (5): CR 2; Medium-size humanoid (dwarf); HD
  2d10+2; hp 20; Init +0; Spd 30 ft.; AC 15 (Touch 11, Flat-footed
  14); Atk +5 melee (1d10+2/x3, dwarven waraxe); SQ Dwarven
  traits; AL N; SV Fort +5, Ref +1, Will +0; Str 14, Dex 12, Con 14,
  Int 10, Wis 10, Chr 10. 
  Skills and Feats: Appraise +2, Craft (metal working) +2, Listen
  +5, Spot +5; Power Attack, Exotic Weapon Proficiency (dwarven
  waraxe), Weapon Focus (dwarven waraxe).
  Possessions: Studded leather armor, dwarven waraxe, small
  wooden shield, war pony, 3 gp.
  Mizad Fgt4: CR 4; Medium-size humanoid (dwarf); HD 3d10+2;
  hp 30; Init +0; Spd 30 ft.; AC 18 (Touch 11, Flat-footed 17); Atk +7
  melee (1d10+4/x3, dwarven waraxe); SQ Dwarven traits; AL N;
  SV Fort +6, Ref +2, Will +1; Str 14, Dex 12, Con 14, Int 10, Wis 10,
  Chr 10. 
  Skills and Feats: Appraise +2, Craft (metal working) +2, Listen
  +7, Spot +7; Dodge, Power attack, Exotic Weapon Proficiency
  (dwarven waraxe), Weapon Focus (dwarven waraxe), Weapon
  Specialization (dwarven waraxe).
  Possessions: Breastplate, dwarven waraxe, large steel shield, war
  pony, 5 gp.
  Tier 3 (EL 9):
  Dwarves Ftr3 (5): CR 1; Medium-size humanoid (dwarf); HD
  1d10+2; hp 10; Init +0; Spd 30 ft.; AC 15 (Touch 11, Flat-footed
  14); Atk +6 melee (1d10+2/x3, dwarven waraxe); SQ Dwarven
  traits; AL N; SV Fort +5, Ref +2, Will +1; Str 14, Dex 12, Con 14,
  Int 10, Wis 10, Chr 10. 
  Skills and Feats: Appraise +2, Craft (metal working) +2, Listen
  +6, Spot +6; Exotic Weapon Proficiency (dwarven waraxe),
  Weapon Focus (dwarven waraxe).
  Possessions: Studded leather armor, dwarven waraxe, small
  wooden shield, war pony, 3 gp.
  Mizad, male dwarf Ftr5: CR 5; Medium-size humanoid
  (dwarf); HD 3d10+2; hp 30; Init +0; Spd 30 ft.; AC 18 (Touch 11,
  Flat-footed 17); Atk +8 melee (1d10+4/x3, dwarven waraxe); SQ
  Dwarven traits; AL N; SV Fort +6, Ref +2, Will +1; Str 14, Dex 12,
  Con 14, Int 10, Wis 10, Chr 10. 
  Skills and Feats: Appraise +2, Craft (metal working) +2, Listen
  +8, Spot +8; Dodge, Power attack, Exotic Weapon Proficiency
  (dwarven waraxe), Weapon Focus (dwarven waraxe).
  Possessions: breastplate, dwarven waraxe, large steel shield, war
  pony, 5 gp.
  Encounter 10: The Abbor-Alz
  The PCs and Auldon travel for two more days before reaching the
  edge of the hills known as the Abbor-Alz at the southern edge of
  the Plain of Greyhawk. They are able to spend these two evenings
  at manor inns on the banks of the Neen River that crisscrosses
  this part of the plain. Midday on the third day after the encounter
  with the dwarves brings Auldon and the PCs into the Abbor-Alz
  proper on the trail leading through to Hardby.
  It has been several hours since this morning when you witnessed
  the fascinating sight of the Sky Men of the Mountaineer Militia
  
  THE ADVENTURE
  Brendingund’s Bride
  14
  flying overhead on griffons. But that was hours ago and now the
  hills seem a lonely and deserted place. As your trail crests the next
  hill, you are greeted with the closing scenes of a battle. In the val-
  ley below you a lone human is attempting to hold out against sev-
  eral humanoid attackers. A few other humans and a pair of draft
  horses lie dead around a wagon in the center of the trail.
  The human is Kenecca, a priest of Vecna who is traveling the
  Abbor-Alz in search of an ancient magical map rumored to be in
  the area. He is masquerading as biographer and an acolyte (low-
  level) priest of Delleb. He uses this ruse to get people to open up
  to him and share their secrets, which he promptly uses against
  them. This disguise is also convenient because Delleb and Vecna
  share several domains. Kenecca is under the effects of an unde-
  tectable alignment spell. He casts this spell each night at moonrise
  when Vecna grants him spells.
  Kenecca was travelling with a tinker and his family through
  the Abbor-Alz both for safety and the amusement that digging up
  and exposing their family quarrels was providing. Unfortunately,
  they were attacked by a band of troglodytes that proved too much
  for the tinker and his sons to drive off. While troglodytes do not
  normally attack by day, these were drawn out by their obsession
  with steel. Kenecca feels no loss at the deaths, but wishes they
  had killed a few more of the humanoids before they died. He was
  planning to cast sanctuary and simply walk away while the
  troglodytes loot the wagon, however he will likely change those
  plans if the PCs defeat the trogs. 
  Kenecca, male human Clr7: CR 7; Medium-size humanoid
  (human); HD 7d8; hp 46 (currently 40); Init +6; Spd 30 ft.; AC 13
  (Touch 12, Flat-footed 11); Atk +5 melee (1d6, quarterstaff); SA
  Spells; AL N; SV Fort +5, Ref +4, Will +9; Str 10, Dex 14, Con 11,
  Int 13, Wis 18, Chr 17. 
  Skills and Feats: Alchemy +3, Bluff +8, Diplomacy +5, Disguise
  +4, Gather Information +5, Heal +5, Innuendo +5, Intimidate +5,
  Intuit Direction +5, Sense Motive +7, Spot +5; Improved
  Initiative, Combat Casting, Dodge, Brew Potion.
  Possessions: Leather armor, six darts, quarter staff, two journals,
  inks, quills, holy symbol of Delleb, holy symbol of Vecna, Bracers
  of armor +1, wand of magic missiles (1st-level caster; 50 charges), and
  a potion of cure light wounds.
  Spells Prepared: (6/6/5/4/3; Spell DC = 14 + spell level) 0–cure
  minor wounds (x2), detect magic (x2), detect poison, light; 1st–detect
  secret doors*, comprehend languages, cure light wounds, doom, sanctuary
  (x2); 2nd–detect thoughts*, enthrall, hold person, speak with animals,
  undetectable alignment; 3rd–clairaudience/clairvoyance*, bestow curse,
  cure serious wounds, speak with plants; 4th–divination*, tongues,
  divine power.
  *Domain Spells (Domains: Knowledge—all Knowledge skills are
  class skills, cast divination at +1 caster level; Magic—use scrolls,
  wands, and other devices with spell completion or spell trigger acti-
  vation as a 3rd-level wizard). 
  Kenneca is a short and chubby human in his late forties with
  only a ring of fuzzy, gray hair on his head. He appears every bit
  the scholar and intellectual. His lively friendliness and energy
  are remarkable in a man his age and his pragmatic good spirits are
  a contrast to Auldon’s forced attempts at appearing to be a leader
  instead of a tired middle-aged man.
  It is important that in the battle with the troglodytes one or
  more of the trogs approach Auldon and then flee from him, to
  engage with other targets. This is due to the Necklace. As stated
  earlier, the Necklace of the Forlorn Cairn causes followers of Iuz to
  fear and avoid its wearer. Kenecca will notice this, as well as being
  able to sense the aura in small measure and the combination will
  cause him seek out the source of the emanations. Since Kenecca
  wants people to believe he is low level, he will cast no spells over
  second level unless he believes he is in extreme danger.
  Tier 1 (EL 5):
  Troglodytes (5): hp 17, 16 (x2), 15, 14; see Monster Manual page
  179.
  Tier 2 (EL 7):
  Troglodytes Bbn1 (6): CR 2; Medium-size humanoid (reptilian);
  HD 2d8+1d12+6; hp 27; Init –1; Spd 30 ft.; AC 17 (Touch 9,
  Flatfooted 18); Atk +2 melee (1d8/x3, longspear) or +2 melee
  (1d4, 2claws) and +0 melee (1d4, bite) or +2 ranged (1d6, javelin);
  SA Rage Stench, darkvision 90 ft.; AL CE; SV Fort +7, Ref -1, Will
  +2; Str 10, Dex 9, Con 14, Int 8, Wis 10, Chr 10. 
  Skills and Feats: Balance +4, Jump +7, Swim +9; Multiattack,
  Weapon Focus (javelin), Iron Will.
  Special Attacks—Rage (Ex): 1/day—hp 33; AC 15 (Touch 7,
  Flat-footed 18); Atk +4 melee 1d8+3/x3, longspear) or +4 melee
  (1d4+2 claws) and +2 melee (1d4+1, bite) or +4 ranged (1d6+2,
  javelin).
  Stench (Ex): When a troglodyte is angry or frightened, it
  secretes an oily, musklike chemical that nearly every form of ani-
  mal life finds offensive. All creatures (except troglodytes) within
  30 feet of the trog must succeed at a Fortitude save (DC 13) or be
  overcome with nausea. This lasts for 10 rounds and deals 1d6
  points of temporary Strength damage. 
  Possessions: Longspear, 2 javelins, 15 steel coins.
  Tier 3 (EL 9):
  Troglodytes Bbn2 (6): CR 3; Medium-size humanoid (reptilian);
  HD 2d8+2d12+8; hp 37; Init –1; Spd 30 ft.; AC 17 (Touch 9, Flat-
  footed 18); Atk +3 melee (1d8/x3, longspear) or +3 melee (1d4,
  2claws) and +1 melee (1d4, bite) or +3 ranged (1d6, javelin); SA
  Rage, stench, darkvision 90 ft.; AL CE; SV Fort +8, Ref -1, Will +2;
  Str 10, Dex 9, Con 14, Int 8, Wis 10, Chr 10. 
  Skills and Feats: Balance +4, Jump +7, Swim +9; Multiattack,
  Weapon Focus (javelin), Iron Will.
  Special Attacks—Rage (Ex): 1/day—hp 45; AC 15 (Touch 7,
  
  THE ADVENTURE
  Brendingund’s Bride
  15
  Flat-footed 18); Atk +5 melee 1d8+3/x3, longspear) or +5 melee
  (1d4+2 claws) and +3 melee (1d4+1, bite) or +5 ranged (1d6+2,
  javelin). 
  Stench (Ex): When a troglodyte is angry or frightened, it
  secretes an oily, musklike chemical that nearly every form of ani-
  mal life finds offensive. All creatures (except troglodytes) within
  30 feet of the trog must succeed at a Fortitude save (DC 13) or be
  overcome with nausea. This lasts for 10 rounds and deals 1d6
  points of temporary Strength damage. 
  Possessions: longspear, 2 javelins, 15 steel coins.
  After the battle with the troglodytes, Kenecca will introduce
  himself and offer what healing he can to the PCs. However, in
  order to maintain his cover, under no circumstances will he cast
  as more than one second level spell per day in front of the PCs
  and no spells above second level. Because he is a priest of Vecna,
  Kenecca cannot spontaneously cast healing spells. As a result he
  has learned to memorize a few each day to avoid revealing his
  nature. After performing what healing he is willing to, Kenecca
  will inquire where Auldon and the PCs are traveling and ask if he
  can accompany them. 
  Encounter 11: Stories of Lives
  The PCs, Auldon and Kenneca will travel toward Hardby on the
  trail through the Abbor-Alz for the remainder of the day of the
  troglodyte attack and most of the following day before emerging
  from the hills near the north coast of the Woolly Bay. 
  Another day of travel has brought you safely out of the Abbor-Alz.
  Auldon who seemed agitated much of the day has taken the oppor-
  tunity to wander off with a bottle of brandy while dinner is cleaned
  up. Perhaps it is his quickly arriving wedding day that has him rat-
  tled. In any case Kenecca is here and seems interested in hearing
  your collective stories this evening. 
  Kenecca has used the day and a half since the battle to cast div-
  inations on the PCs and Auldon to determine the particulars of
  the trip. During travel he politely observed and ascertained any
  conflicts among the PCs that he might be able to manipulate
  later. Thus far he has discovered that Auldon is wearing a magic
  necklace from an era predating the Suloise and Baklunish migra-
  tions, perhaps even old enough to be from the days when his
  patron walked the earth. He uses this evening at camp and the
  watches to find out much greater detail about each PC while
  Auldon is passed out drunk. 
  This encounter gives the DM a chance to exercise his role-
  playing skills. Try to get stories from each of the PCs, especially
  the quieter players. The DM must judge how long to spend on
  this encounter. 
  Encounter 12: Welcome to Hardby
  A final day of travel has brought you to Hardby and just in time for
  Auldon’s wedding, which is scheduled for the tomorrow. As you
  approach the town you can smell the salty sea air blow up from the
  Woolly Bay and you see the entire town, its several gates, and four
  lighthouses below you. This harbor has obviously grown over the
  years, as there is an interior portion of the city that is walled, an
  outer portion inside a wooden palisade, and many houses, farms,
  and even a few warehouses outside that.
  The PCs approach the city from the west on the Orz Road.
  Auldon suffers from a wicked hangover. He tells the PCs that he
  has some private business that he must attend to. Before he
  leaves he tells the PCs that they are welcome to settled in rooms
  he has paid for at Berei’s Bounty in the Ebbfields. He also asks
  Kenecca if he would educate the PCs about Hardby. Kenecca is
  more than happy to fulfill Auldon’s request. He asks the PCs to
  stop with him outside the palisade and tells them a great deal
  about Hardby. 
  •
  Hardby is historically ruled by a woman who holds the title 
  Gynarch or Despotrix. Most of the real political power has 
  passed into the hands of Hardby’s Trade Council, but the 
  current Gynarch has done much to reassert the authority of 
  her position including taking a seat on the Greyhawk 
  Council of Mayors and Lords without being invited. She 
  now heads that assembly. The Gynarchy has always had 
  considerable magical talent and younger sisters and cousins 
  of the Gynarch are present at almost every function whether
  public, private, or political. 
  •
  There are several holdovers from the height of the Gynarch’s
  power. For example men cannot own property within the 
  city walls and many are forced to do business through their 
  wives. 
  •
  There are two statues in the harbor: one of a bearded heavy 
  set man of late middle age and the other a slim short 
  bearded fellow, both with fists raised as if to begin boxing. 
  The gynarch who commissioned them said that they were to
  represent the meaningless squabbles of men. 
  •
  Because of Hardby’s nearness to the Pomarj and the Abbor-
  Alz, weapons are allowed in the city but drawing one is 
  punishable by a fine and imprisonment (one night and 15 gp).
  •
  Hardby has five main districts: The Dock District, Fish Town
  and the North End inside the city walls, and Trade Town and
  the Ebbfields outside the walls, but inside the palisade. 
  The Dock District consists of docks, taverns, wharves and a 
  variety of businesses catering to mariners. 
  •
  Fish Town is a smaller district focused on the fishing 
  industry, some small businesses, and a few homes. 
  •
  The North End is the government center for Hardby 
  housing the city watch, military barracks, and the courts. 
  •
  The Ebbfields are where most people live and accommodate 
  
  THE ADVENTURE
  Brendingund’s Bride
  16
  a variety of life styles. There are even several parks there. 
  •
  Trade Town is Hardby’s merchant district and home to a 
  central market each day. 
  •
  Hardby sees an interesting variety of trade goods and he 
  suggests that they should visit Hender’s of Hepmonaland 
  and ask the proprietor about his daughter. 
  Kenecca then takes his leave, telling the PCs that he has to do
  some research in one of the local libraries. But, he also tells
  them that if they meet him for drinks at a tavern called the Sign
  of the Tarnished Idol an hour before midnight, he may have
  some paying work for them while they are in Hardby.
  Encounter 13: Exploring Trade
  Town and Berei’s Bounty
  The PCs will likely visit Trade Town and check in at Berei’s
  Bounty. Berei’s Bounty is a simple but sturdy inn decorated with
  shafts of wheat and other pastoral decorations. Shilauna, the pro-
  prietor, is not in as she will be conducting Auldon’s wedding cer-
  emony tomorrow, but a servant will show the PCs to their indi-
  vidual rooms and fetch them a meal if they request it.
  When the PCs venture into Trade Town, they can purchase
  any standard goods they wish (in accordance the D&D Player’s
  Handbook and LIVING GREYHAWK rules), but if they go to Hender’s
  of Hepmonaland they will be able to buy some exceptional
  things.
  From the outside, the shop people told you was Hender’s of
  Hepmonaland looks extremely unimpressive and the reptile skull
  hanging where the sign should have been might explain why there
  is little traffic, but stepping inside is like entering another world.
  The air in the shop feels hotter and moister than that outside. A
  variety of strange plants and their pots crowd the floor and shelves
  all around the room. It appears the shop is a plant store.
  As the PCs enter, Hender steps out from behind a particularly
  large rubber tree and greet them. Hender is a thin human man in
  his early thirties who shakes nervously. Upon his entrance he
  attempts to sell the PCs tropical plants, and continues to try until
  someone mentions his daughter at which point he will jump as
  if startled and ask why they didn’t say so in the first place. His
  demeanor will become harder and his shaking will be worse for
  several minutes. Hender leads the PCs into a backroom where
  they find many weapons made with bone replacing the metal
  parts. If asked, Hender tells the PCs that the bones are from the
  giant lizards that roam the jungles of Hepmonaland. 
  He will ask the PCs if they seek any special weapons. If the
  PCs ask for one particularly, he searches his storeroom for it. He
  
  THE ADVENTURE
  Brendingund’s Bride
  17
  has several masterwork weapons available. He carries any of the
  simple melee weapons size tiny, small, or medium (except spiked
  gauntlet) or martial melee weapons size small and medium
  (except sap) shown on Table 7-4 (page 98) of the Player’s Handbook.
  All of these weapons are made of bone. This gives them no spe-
  cial advantages or hindrances over metal masterwork weapons.
  They are just constructed of hard bone, not metal. The prices are
  as any other masterwork weapon, and prices are not negotiable
  and he has no weapons other than these available (no large
  weapons, no ranged weapons, no exotic weapons, no unarmed
  attack weapons). He has up to six masterwork weapons available.
  If the PCs ask about his daughter, Hender turns pale and try
  to change the topic of conversation. He divulges nothing but the
  PCs may (Sense Motive, DC 12) understand that this is some-
  thing that frightens him terribly. Even if they can read his mind,
  they detect nothing but fear. Whether he fears for her safety or
  some other dark secret is impossible to tell.
  Encounter 14: 
  Bowing Down at the Idol
  Eventually the PCs should find their way to the Sign of the
  Tarnished Idol about an hour before midnight. Kenecca has not
  arrived yet, so the PCs will have to find their own seats.
  Entering the Sign of the Tarnished Idol, it is easy to recognize it for
  what it is: a sleazy dive bar for sailors and adventurers—and the
  place has plenty of both. An ugly half-orc woman shouts at you to
  sit down and start paying or leave with a string of curses that bring
  cheers from the other patrons. There are only a few seats empty,
  which is surprising given the late hour. As you look around, you
  also notice a strange tarnished green idol of a fat half-naked man
  in a niche behind the bar.
  When the PCs are seated they are brought drinks (4 cp for a mug
  of ale, 2 sp for a pitcher of wine, 1 sp for a double shot of dwarven
  “spirits”) and have the opportunity to look around. The patrons
  are the burly trouble-making type, but they all seem more inter-
  ested in drinking and accosting the serving girls than making
  trouble. As time passes, more and more people begin to crowd
  into the tavern. After nearly half an hour of waiting Kenecca
  comes in and rushes to the table apologizing for his tardiness.
  Kenecca tells the PCs that he has to do some additional
  research and discovered a horrible secret about Auldon. He will
  reveal to the PCs that Auldon’s necklace is magical and returns to
  him whenever he removes it. Kenecca has asked around and
  when he heard that Auldon has been looking for buyers for the
  necklace, he made the obvious conclusion that Auldon is cheat-
  ing people. Kenecca will also tell the PCs that he has consulted
  the Tome of Weledan and it speaks of such a necklace being pow-
  erfully tied to Iuz. 
  In reality, Kenecca has met with his master Pacanan and the
  two of them have discovered what Auldon has been doing and
  have decided to steal the necklace. Kenecca explains to the PCs
  that he fears the evil of the Necklace is corrupting Auldon and
  he offers them 100 gp each to help him get Auldon to give it up.
  Barring that, Kenecca will plead with the PCs to convince
  Auldon not wear it during the wedding, as it may corrupt the
  union. He will suggest that the PCs could use the wedding as an
  opportunity to acquire the necklace during the ceremony and
  bring him to it at the tavern. He attempts to convince the PCs
  that he knows how to take of this evil thing and wants only to
  protect Auldon. About this time it is nearing midnight and a
  droning chant erupts in the tavern as the serving girls are hur-
  riedly fill each patrons cup.
  AHHH-OH. AHHH-OH. AHHH-OH. AHHH-OH. In the mid-
  dle of the chanting the ugly half-orc leaps to the bar shouting and
  pointing at the idol, “Pay up and pay homage to the powers of the
  Dark One.” At this several of the drunker patrons fall to their knees
  chanting. The half-orc speaks again, “Now, pour and be poor, my
  boys.” With that every patron in the tavern begins to poor out their
  ale on the dirty wood floor. 
  There is no dark power and the ritual is just a bizarre tradition
  that has grown up around the idol and the tavern. If the PCs join
  in the ritual, everything will be fine. If the PCs look to Kenecca
  for advice they will see him standing with the others chanting
  with an upside-down tankard in his hand. If the PCs do not join
  the strange ritual several burly dockworkers will head their way
  to encourage them first with shouts of “heretics!” then with their
  fists. If the PCs take the hint, once again everything will be fine.
  If not, the locals will try to beat them into compliance.
  Tier 1 (EL 5):
  Dockworkers, male humans, Exp1 (5): CR 1/2; Medium-size
  humanoids (human); HD 1d6+5; hp 9 each; Init +1; Spd 30 ft.; AC
  11 (Touch 11, Flat-footed 10); Atk +3 melee (1d3+3 subdual, fists);
  AL N; SV Fort +3, Ref +1, Will +2; Str 16, Dex 12, Con 14, Int 8,
  Wis 10, Chr 10. 
  Skills and Feats: Balance +5, Climb +7, Jump +7 Profession
  (dockworker) +4, Swim +7, Use Rope +5; Improved Unarmed
  Strike, Toughness.
  Possessions: worker clothes, 12 cp.
  Tier 2 (EL 7):
  Dockworkers, male humans, Exp1 (9): CR 1/2; Medium-size
  humanoids (human); HD 1d6+5; hp 9 each; Init +1; Spd 30 ft.; AC
  11 (Touch 11, Flat-footed 10); Atk +3 melee (1d3+3 subdual, fists);
  AL N; SV Fort +3, Ref +1, Will +2; Str 16, Dex 12, Con 14, Int 8,
  Wis 10, Chr 10. 
  Skills and Feats: Balance +5, Climb +7, Jump +7 Profession
  (dockworker) +4, Swim +7, Use Rope +5; Improved Unarmed
  
  THE ADVENTURE 
  Brendingund’s Bride
  18
  Strike, Toughness.
  Possessions: worker clothes, 12 cp.
  Tier 3 (EL 9):
  Dockworkers, male humans, Exp1 (9): CR 1/2; Medium-size
  humanoids (human); HD 1d6+5; hp 9 each; Init +1; Spd 30 ft.; AC
  11 (Touch 11, Flat-footed 10); Atk +3 melee (1d3+3 subdual, fists);
  AL N; SV Fort +3, Ref +1, Will +2; Str 16, Dex 12, Con 14, Int 8,
  Wis 10, Chr 10. 
  Skills and Feats: Balance +5, Climb +7, Jump +7 Profession
  (dockworker) +4, Swim +7, Use Rope +5; Improved Unarmed
  Strike, Toughness.
  Possessions: worker clothes, 12 cp.
  Hardby Merchant Marine Soldiers, female humans, War6
  (3): CR 5; Medium-size humanoids (human); HD 6d8+15; hp 45
  each; Init +1; Spd 30; AC 13 (Touch 11, Flat-footed 12); Atk +9/+4
  (1d3+3 subdual, fist); AL N; SV Fort +7, Ref +3, Will +2; Str 16,
  Dex 12, Con 14, Int 8, Wis 10, Chr 10. 
  Skills and Feats: Jump +9, Intimidate +6 Swim +9; Cleave,
  Improved Unarmed Strike, Power Attack, Toughness.
  If a brawl ensues, a troop of a dozen armed Hardby marines will
  arrive to get things under control after 3 minutes. Any PCs
  involved in the fight will be asked to surrender their arms and
  locked in a lighthouse for the night. If any dockworkers were
  killed in the fight, the PCs will be fined 100 gp per death. If one
  of the merchant marine soldiers were killed the fine doubles, and
  the PCs are imprisoned for two weeks (2 TU). If this occurs they
  miss the wedding and the rest of the adventure. The punishments
  are light because the PCs did not start the conflict.
  Hardby Marines, male and female mix humans, War2 (12):
  CR 1; Medium-size humanoids (human); HD 2d8+7; hp 17 each;
  Init +1; Spd 20; AC 17 (Touch 11, Flat-footed 16); Atk +5
  (1d9+3/19-20, longsword); AL LN; SV Fort +5, Ref +1, Will +0; Str
  16, Dex 12, Con 14, Int 8, Wis 10, Chr 10. 
  Skills and Feats: Jump +5, Intimidate +4 Swim +5; Power
  Attack, Toughness.
  Possessions: Chain Shirt, large steal shield, longsword, light
  crossbow, 20 bolts, marine uniform.
  If the PCs attack the marines they will either be arrested, or will
  have to flee the authorities for a period of time. This costs 5 Time
  Unites. If the PCs kill any of the marines the time they are
  imprisoned or flees from the authorities rises to 10 Time Units. 
  Encounter 15: Jemar’s Roundup
  The morning after the meeting in the Sign of the Tarnished Idol,
  Jemar is dispatched to retrieve the PCs either from incarceration
  (if they killed dockhands) or their rooms at Berei’s Bounty. When
  he finds the PCs, he escorts them to the dock that is to serve as
  the site for the wedding. If they have fines to pay, they must be
  paid at this time, even if it means selling off items at one-half
  book value.
  Reaching the water’s edge in the Dock District, Jemar gestures
  sadly. The planks you stand on are prime Hardby wharf approxi-
  mately eighty feet long and twenty feet wide with a small office
  building at the shore end. No ships are docked here today in expec-
  tation of the owners wedding ceremony, and blooming flowers dec-
  orate the length of the dock from the shore to the temporary altar at
  the far end. “I’ve always hoped when there was a new mistress
  Brendingund it would be because the master was in love.  Instead
  it’s for dock space in a town ruled by women.”
  Jemar leads the PCs inside the office, which is sparsely furnished
  with a table, a few chairs, and several crates, and share with them
  the events that occurred yesterday. 
  •
  Auldon is marrying a young woman named Adra in so that 
  she can provide him with space on the docks here in Hardby. 
  •
  A man calling himself Kenecca arrived at the home of Adra’s
  parents and asked to speak with her. 
  •
  Jemar “accidentally” overheard their conversation and was 
  scandalized by the questions Kenecca asked. 
  •
  He asked if Adra loved Auldon, if she ever used magic, if she
  knew of any magic that Auldon possessed and finally if she 
  had any lovers. 
  •
  At that point, Jemar stormed in and tried to throw Kenneca 
  out, but instead he found himself leading him to Auldon in 
  the room he been using as an office in Hardby. The next thing
  •
  Jemar knew he was closing the door and leaving the two of 
  them alone. 
  •
  Less than half an hour later, the man left the home and 
  Auldon seemed visibly disturbed. He told Jemar he was con
  sidering not wearing the Necklace of the Forlorn Cairn during 
  the wedding ceremony. 
  Jemar tells the PCs that he suspects Kenecca may be planning to
  steal the Necklace during the wedding and wants the PCs to keep
  an eye on the office, which is where Auldon plans to leave it.
  The PCs will probably recognize that Kenneca is not what he
  seems and that he charmed Jemar. Nothing illegal has been done
  so the authorities will not become involved.
  Shortly after Jemar relates the story, Auldon comes to the
  office dressed in a fine white silk robe with platinum trim. He
  removes the Necklace and places it on the table in the center of
  the office. Auldon tells the PCs that he has received messages
  indicating that Fionor the Rude is planning to interrupt the wed-
  ding and has sworn to have his gold and the necklace back if he
  has to cut off Auldon’s head to get them. In reality the story about
  Fionor is something that Kenecca has made up to get Auldon to
  separate from the Necklace. Because of the danger, Auldon asks
  
  THE ADVENTURE
  Brendingund’s Bride
  19
  the PCs to spread out in the crowd of guests and be prepared to
  act if dwarves or other troublemakers arrive. After making this
  request Auldon asks the PCs and Jemar to join the rest of the
  guests outside for the service, before leaving himself. He wants to
  be the last one in the office with the Necklace. He will not allow
  anyone to stay in the room.
  Encounter 16: 
  Theft at the Wedding
  The PCs are now faced with a decision: to steal the Necklace
  themselves and take it to Kenecca at the Sign of the Tarnished
  Idol, or to wait and see if Kenecca actually does try to steal it. In
  either case, Kenecca knows their decision ahead of time by virtue
  of his divinations the previous day. If the PCs wish to steal the
  necklace and bring it to him he waits at the Idol. If they do not
  plan to steal the necklace, he comes to get it himself.
  This encounter calls upon the DM to do a lot of fast thinking.
  Remember that Kenecca knows what the PCs are going to do.
  This especially comes into play if they are trying to guard the
  Necklace. There are entrances (two doors and two windows) to
  the office, each on a different side of the building including one
  window that faces the water. There is also a trapdoor underneath
  the dock. If the PCs try watching Kenecca, he leaves the area, get-
  ting lost in the crowd and then disguises himself as a dockwork-
  er and completes the burglary. If the PCs preparations appear
  foolproof, he will have hired a number of dwarves to approach
  the wedding party and use an invisibility potion provided to him
  by his master.
  Auldon moves to the altar at the far end of the dock that is now
  crowded with guests, as a quartet of musicians with harps begins to
  play. A serene looking woman smiles at Auldon from behind the
  altar that is now decorated with sheaves of wheat. A few moments
  after Auldon reaches the altar, an ornate coach rattles up to the
  dockside and a beautiful young woman in an ivory silk dress is
  assisted out by an older man and woman who must be her parents.
  As the bride moves up the dock, you notice Jemar slipping back into
  the dock office.
  If the PCs wish to steal the Necklace, they can do so during the
  distraction of the ceremony, however they have to incapacitate
  Jemar to do so. If they merely observe the office during the cere-
  mony, they will not see anything. At the conclusion of the cere-
  mony Auldon goes into the office with his new bride to retrieve
  the Necklace. By then either the PCs or Kenecca have reached
  the Sign of the Tarnished Idol with the Necklace. 
  When Auldon reaches the office and finds Jemar incapacitat-
  ed and the Necklace missing, he panics and attempts summon it
  back to him. Kenecca knows when Auldon will try to summon
  the necklace back to him from a divination he cast last night and
  he will dimensional anchor the Necklace the round before Auldon
  summons it. Auldon tries to summon the necklace repeatedly for
  the next few minutes and then gives up in frustration.
  Encounter 17: Death at the Idol
  At this point, there are several possibilities, but in any case the
  Necklace should have been stolen from Auldon and is now in
  Kenecca’s possession at the Sign of the Tarnished Idol. Either the
  PCs have delivered the Necklace to Kenecca, the PCs are pursu-
  ing him to retrieve the Necklace, or the theft has occurred and
  the PCs are feigning ignorance. If the PCs are pretending igno-
  rance, skip to the Conclusion. In either of the other circum-
  stances, a confrontation occurs at tavern. If the PCs have come to
  fight, Kenecca will be ready for them; if they have come for pay-
  ment, he will take the Necklace and then order his men to attack.
  The light of day is not kind to the Sign of the Tarnished Idol and
  even more unkind to its barkeep, who last night was merely ugly.
  The tavern is a weathered place in need of many repairs and stinks
  of sweat, vomit and stale ale. Standing in the mostly empty bar,
  Kenecca holds the shinning necklace of diamonds and sapphires
  and smiles at you. His face no longer seems like that of a kindly old
  scholar, but is twisted with knowing smirk and malice. At a word
  from the cleric, several men draw weapons and move toward you as
  Kenecca draws a holy symbol of a hand clutching an eye from
  beneath his robes. 
  Tier 1 (EL 7):
  Kenecca, male human Clr7: CR 7; Medium-size humanoid
  (human); HD 7d8; hp 46 (currently 40); Init +6; Spd 30 ft.; AC 13
  (Touch 12, Flat-footed 11); Atk +5 melee (1d6, quarterstaff); SA
  Spells; AL N; SV Fort +5, Ref +4, Will +9; Str 10, Dex 14, Con 11,
  Int 13, Wis 18, Chr 17. 
  Skills and Feats: Alchemy +3, Bluff +8, Diplomacy +5, Disguise
  +4, Gather Information +5, Heal +5, Innuendo +5, Intimidate +5,
  Intuit Direction +5, Sense Motive +7, Spot +5; Improved
  Initiative, Combat Casting, Dodge, Brew Potion.
  Possessions: Leather armor, six darts, quarter staff, two journals,
  inks, quills, holy symbol of Delleb, holy symbol of Vecna, Bracers
  of armor +1, wand of magic missiles (1st-level caster; 50 charges), and
  a potion of cure light wounds.
  Spells Prepared: (6/6/5/4/3; Spell DC = 14 + spell level) 0–cure
  minor wounds (x2), detect magic(x2), detect poison, light; 1st– detect
  secret doors*, comprehend languages, cure light wounds, doom (x2), sanc-
  tuary; 2nd–detect thoughts*, enthrall, hold person, speak with animals,
  undetectable alignment; 3rd–clairaudience/clairvoyance*, bestow curse,
  cure serious wounds, speak with plants; 4th–dimensional anchor, div-
  ination*.
  
  THE ADVENTURE
  Brendingund’s Bride
  20
  Tier 2 (EL 8):
  The hitmen will move in on the PCs as quickly as possible and
  attempt to flank PCs in armor. 
  Hitmen, male human Rog1 (4): CR 1; Medium-size
  humanoids; HD 1d6+1; hp 6 each; Init +8; Spd 30 ft.; AC 17
  (Touch 14, Flat-footed 13); Atk +3 melee (1d8+2/18-20, rapier);
  SA Sneak attack +1d6; AL N; SV Fort +1, Ref +6, Will +0; Str 14,
  Dex 18, Con 12, Int 10, Wis 10, Chr 10. 
  Skills and Feats: Appraise +4, Balance +8, Bluff +4, Hide +8,
  Listen +4, Move Silently +8, Search +4, Spot +4; Improved
  Initiative, Weapon Focus (rapier)
  Possessions: studded leather armor, rapier, and dagger.
  Kenecca, male human Clc7: see above
  Tier 3 (EL 9):
  The hitmen will move in on the PCs as quickly as possible and
  attempt to flank PCs in armor. 
  Hitmen, male human Rog3 (1): CR 1; Medium-size
  humanoids; HD 3d6+3; hp 18 each; Init +8; Spd 30 ft.; AC 17
  (Touch 14, Flat-footed 13); Atk +7 melee (1d8+2/18-20, rapier);
  SA Sneak attack +2d6; SQ Evaision, Uncanny Dodge (Dex bonus
  to AC); AL N; SV Fort +2, Ref +7, Will +1; Str 14, Dex 18, Con 12,
  Int 10, Wis 10, Chr 10. 
  Skills and Feats: Appraise +6, Balance +10, Bluff +6, Hide +10,
  Listen +6, Move Silently +10, Search +6, Spot +6; Improved
  Initiative, Weapon Focus (rapier), Weapon Finesse (rapier).
  Possessions: studded leather armor, rapier, and dagger.
  Kenecca, male human Clc7: see above. 
  If the PCs are victorious, with his dying breath Kenecca will
  curse them and warn them that his master is coming and will
  have revenge on all of them. Once Kenecca is defeated the PCs
  can take the necklace and return to the site of the wedding at
  which time Auldon will thank them and reward them for their
  service.
  Conclusion: The Journey Home
  After their successful marriage with your help, Auldon and Adra
  began their journey back to Greyhawk. Actually it became more of
  a traveling party that a journey, with the procession stopping at a
  different manor home along the Selatin River each night. The
  feasting was endless and the drinking nearly so. It seemed that
  Auldon and Adra we quite taken with each other despite the differ-
  ence in their ages and the commercial nature of their marriage
  arrangement. The two traveled, ate, slept, and drank together and
  it seemed that this union was one truly blessed by the gods. Then,
  halfway to Greyhawk, something strange happened. Adra refused
  to leave her carriage for the course of an entire day of travel and did
  not come to dinner that evening. From the accounts of all those who
  saw her, she was visibly ill and in pain. Now, as you leave the new-
  lyweds at the Brendingund home in Clerkburg, you see Adra car-
  ried into the home clutching her herself. Hopefully whatever is
  wrong is nothing serious.
  The End
  
  EXPERIENCE & TREASURE
  Brendingund’s Bride
  21
  Experience Point Summary
  To award experience for this adventure, add up the values for
  the objectives accomplished. Then assign the discretionary role-
  playing experience award. The roleplaying award should be
  given for consistent character portrayal and contribution to the
  fun of the game. You can award different roleplaying amounts to
  different characters.
  Award the total value (objectives plus roleplaying) to each
  character.
  Round One
  Encounter 4
  Defeating the Ghouls
  75 xp
  Encounter 5
  Saving companions from and defeating the Crocodiles
  200 xp
  -or-
  Saving companions from Crocks
  100 xp
  Encounter 6
  Avoiding the snake pit
  25 xp
  Defeating the Will-‘o-the-Wisp
  25 xp
  Encounter 7
  Dealing with the Lizardfolk without violence 100 xp
  -or-
  Defeating the Lizardfolk
  50 xp
  Encounter 8
  Arriving at Greysmere in 12 days or less
  50 xp
  Round Two
  Encounter 9
  Dealing with the Dwarves without killing any of them
  100 xp
  -or-
  Killing a dwarf
  -50 xp for 
  each dwarf
  killed
  Encounter 10
  Defeating the Troglodytes
  100 xp
  Encounter 14
  Bowing Down at the Idol
  50 xp
  -or-
  Starting a Fight
  25 xp
  Encounter 17
  Defeating Kenneca
  200 xp
  Total experience for objectives
  900 xp
  Discretionary roleplaying award
  0-100 xp
  Total possible experience
  1,000 xp
  Treasure Summary
  Player characters may keep items from the scenario that are list-
  ed on the treasure list below or which meet the following condi-
  tions: 
  The item must be non-magical and specifically listed in the
  text of the adventure (e.g armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of this nature can be
  sold for 50% of book value, or recorded on a log sheet. 
  Animals, followers, monsters, henchmen, and so forth (any liv-
  ing being, basically) may not be kept from a scenario for any
  reason unless the treasure summary lists the being specifically.
  It is okay for the player characters to form relationships with
  NPCs, but these will not be certed and cannot bring material
  benefit to the character. Contacts (sources of extra information)
  must be specifically certed.
  Theft is against the law, but may be practiced by some player
  characters. Items which are worth more than 250 gp that are of
  personal significance to the owner (including family heir-
  looms), and all magical items, will be discovered in the posses-
  sion of the character by one means or another. The character
  must return the item and pay a fine equal to three times the
  value of the item stolen. In addition, the PC caught receives
  campaign-decided penalties for being known as a thief. For
  other stolen items which meet the criteria in #1 above, use your
  judgment and the circumstances within the game to determine
  whether a PC thief gets away with the theft or not. 
  Any item retained according to these rules, which does not
  have a certificate, will not ever have a certificate issued for it. 
  The campaign staff reserves the right to take away any item
  or gold acquired for things which it later finds unreasonable but
  which were allowed at the time.
  Encounter 7
  The PCs can trade a masterwork steel weapon for the following.
  Or they can gain it by defeating the lizardfolk chief. 
  •
  +1 large shell shield (1,157 gp, 10 lb, shell, common): The 
  Lizardfolk chieftain’s shield is a +1 large shield made from 
  the polished whole shell of a giant turtle. 
  •
  50 gp emerald.
  
  EXPERIENCE & TREASURE
  Brendingund’s Bride
  22
  Encounter 9
  •
  17-20 gp.
  Encounter 10
  •
  9 cp (90 ) worth of troglodyte iron coins. 
  Encounter 13
  The PCs have a chance to buy, and only buy, up to six master-
  work bone weapons. 
  •
  Masterwork bone weapon (300 gp + the value of the 
  weapon, as weapon, bone, common): This weapon was pur
  chased from Hender’s of Hepmonaland in Hardby. It is 
  made of bone (and wood, if appropriate). The weapon hould 
  be treated as a masterwork weapon in every way, suffering 
  no benefits of penalties from the bone parts, except that 
  they are bone instead of metal. This weapon may be any 
  simple melee weapons size tiny, small, or medium 
  (except spiked gauntlet) or martial melee weapons size small
  and medium (except sap) shown on Table 7-4 (page 98) of 
  the Player’s Handbook. No weapons other than these available
  (no large weapons, no ranged weapons, no exotic weapons, 
  no unarmed attack weapons).
  Encounter 14
  •
  up to 108 cp.
  Encounter 17
  •
  Bracers of armor +1 (1,000 gp, 1 lb., leather, common): A pair 
  of dark leather arm guards that encircle the forearm. Each 
  has a small brass stud in the center with an image of crossed 
  arrows.
  •
  Wand of magic missile (750 gp, *, wood, frequency): 1st-level 
  caster. This eight inch cherry rod is encircled with two 
  silver rings at each end. It is inlaid with a light colored wood
  in a spiral around the shaft. The missiles are dark green 
  spirals that appear to bore into the target. 
  •
  Potion of cure light wounds (50 gp, *, glass and liquid, 
  common): This small white ceramic vial contains a clear 
  liquid. It cures 1d8+1 points of damage.
  Conclusion
  •
  100 gp to split
  •
  Favor of the Brendigund Merchant House: One favor. Auldon 
  Brendingund is willing to play for your stay on your next 
  trip to the City of Greyhawk.  In game terms, players can 
  cash this cert in to get High lifestyle for free during a single 
  core scenario that takes place  in the City of Greyhawk. For 
  Two Favors: Auldon Brendingund is willing to let you travel 
  on his caravans and trading ships on your next trip to the 
  City of Greyhawk. In game terms, players can cash these 
  two certs in to pay only one Time Unit for a single core 
  scenario that takes place in the City of Greyhawk. Two 
  favors must be cashed in with the same character’s name 
  written on them. These two favors must be stapled together. 
  This benefit expires in 3 years from date of play.
  
  APPENDIX
  Brendingund’s Bride
  23
  The Necklace of the Forlorn Cairn
  The Necklace of the Forlorn Cairn is an ancient artifact that consists of a platinum cartouche set with brilliant diamonds and pale
  blue sapphires in fine filigree, hung on a chain of fine adamantine links. The "curse" of the necklace is that it can never be lost.
  Any person touching the necklace with bare skin while it rests on its pedestal in the Forlorn Cairn will find that it has magically
  appeared around their neck. Once on a person’s neck, the necklace can be removed normally but it will always magically return to
  its "owner’s" neck within 5d6 minutes. If the person possessing the necklace dies, the necklace magically returns to its pedestal in
  the Forlorn Cairn. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Core/591/COR1-05 Brendingunds Bride )APL 2-6)/COR1-05 Brendingunds Bride.pdf