TEXT: HIG3-01 
   
   
   
   
   
   
   
   
   
   
  As Luck Would  
  Have It 
   
  A One−Round D&D LIVING GREYHAWK®  
  Highfolk Regional Adventure 
  Version 1.0 
  Round 1 
   
   
  by Greg Marks 
  Reviewed by Jason Bulmahn 
   
   
   
  "Pssstttt, Buddy. Did you hear? The Smiling Halls of Good Fortune have been robbed! I might have some information 
  on where they stashed the loot, but it will cost you." The PCs are on the trail of the greatest robbery in Highfolk history, 
  and everyone seems to know it. Role-playing intensive, recommended for light-hearted gnomes and morally flexible, 
  investigative PCs APLs 2 to 10. 
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of 
  the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. Scenario detail 
  copyright 2001 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the game. 
  The following guidelines are here to help you with both 
  the preparation and voting segment of the game. Read this 
  page carefully so that you know and can communicate to 
  your players the special aspects of playing an RPGA 
  scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least 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 participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rule books during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted 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 experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
  As Luck Would Have It 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure. As a LIVING 
  adventure it is expected that players bring their own 
  characters with them. It players fo not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the 
  following chart to determine the number of 
  levels you add to the sum above. Add each 
  character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, 
  and animals with different CRs are added 
  separately. 
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  5 
  6 
  7 
   
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure – 
  round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Highfolk. Characters native to Highfolk pay one Time 
  Unit per round, all others pay two Time Units per round. 
  Adventurer’s Standard Upkeep costs 12gp per round. 
  Rich Upkeep costs 50gp per round. Luxury Upkeep costs 
  100gp per round. 
  As Luck Would Have It 
   
  Page 3 
  
   
   
  Adventure Summary and 
  Background 
  Gnomes love a good prank. In fact, they will go to 
  extreme lengths to challenge each other to greater and 
  greater heights in search of the perfect prank. And those 
  challenges sometimes cause young gnomes to take 
  foolish risks. 
   
  No one has ever successfully robbed the Smiling 
  Halls of Good Fortune in Verbeeg Hill. Instead of a fact, 
  it sounded more like a challenge to a group of young 
  pranksters. The gnomes were goaded into it by Duzar 
  Silverstream, a disreputable member of the Gnomish 
  Consortium of Merchants, Moneylenders, Miners, and 
  Gemcutters, who claimed he had long since given up on 
  the idea that it could ever be done. However, he claimed 
  he would happily fund the lads, should they wish to give 
  it a try. Of course they didn’t really want the money, so 
  how better to pull a prank than to steal the money 
  without really stealing it! And so the gnomes hatched 
  their plan.  
   
  The gnomes organized, purchased their equipment 
  using their connections with the Gnomish Consortium, 
  and choose the Needfest revelry for their date. Amidst a 
  number of distractions, the gnomish pranksters managed 
  to sneak two of their number invisibly into the counting 
  room where, using various illusion spells, they moved the 
  gold into a neighboring room using a portable breech. 
  Not until the next day when the illusionary coins wore 
  off, was the theft noticed. 
   
  The gold was hidden inside the gambling hall, and 
  the gnomes slipped away in the Needfest commotion. 
  Unfortunately for the pranksters, Duzar Silverstream 
  counted on the success of the pranksters. They are the 
  perfect patsies in his avarice filled plan. Deals in the 
  Consortium have not gone well for Duzar. He is not as 
  friendly or personable as many gnomes, and as such he is 
  not a frequent partner for business deals. Duzar also 
  chafes under the leadership of others, desiring to master 
  them. By setting up the pranksters, many of them 
  children of prominent Consortium members, and 
  stealing the fortune from the unprotected storeroom, 
  Duzar can get his revenge on those he despises and earn 
  enough coin to set up his own independent business in 
  Furyondy.  
   
  Introduction: The PCs are in the office of the High 
  Roller of Norebo in Verbeeg Hill to meet about a job. 
  Those Adventuring Companies who have the temple as 
  their patron have previous information. The Temple of 
  Norebo has been robbed, and the Needfest proceeds have 
  been taken. The PCs are employed to find the only 
  successful thieves to have attempted a robbery against the 
  temple. The robbery is a secret and no one is to know! It 
  would be bad for business. 
   
  Encounter One: The PCs investigate the scene: the 
  gambling hall, the counting room, and the safe. While in 
  the company of Goin, an acolyte of Norebo, they are 
  given the opportunity to talk to the staff; they suggest 
  that more information might be available in town, but 
  they are too well known to gather it.  
   
  Encounter Two: While gathering information about 
  town the PCs turn up a number of clues that point 
  toward 
  gnomes, 
  Gildenhand, 
  or 
  the 
  Gnomish 
  Consortium.  
   
  Encounter Three: The clues point to the gnomish 
  community of Gildenhand. The PCs arrive here and are 
  set on the trail of the gnomish thieves/pranksters. While 
  no one is supposed to know about the robbery, it seems 
  everyone does, and everyone wants a piece of the action. 
   
  Encounter Four: The PCs catch up with the gnomes 
  and there is a non-lethal fight between the PCs, Logan 
  Wood’s Halfling militia, and the gnome pranksters. The 
  PCs catch the gnomes who explain it was supposed to be 
  the greatest prank ever! Imagine, to successfully rob the 
  gambling hall no one has ever robed, what could be 
  better? To make them think they were robbed! Now 
  caught, the gnomes offer to take the PCs to the gold. 
   
  Encounter Five: The gnomes lead the PCs back to 
  the casino to show them the money, only it isn't there! 
  They now explain that this was a plan only discussed 
  with one another gnome, Duzar Silverstream. He must 
  have taken the money and framed the other gnomes! 
  Luckily (with a little help from Magliana of the Wyvren’s 
  Sting) they know a house in Verbeeg Hill where he was 
  staying. 
   
  Encounter Six: Now on the trail of the other 
  gnome, the PCs go to his hideout only to find it booby-
  trapped. Clues there point to a boat trip down the river.  
   
  Encounter Seven: Rushing to the docks, the PCs 
  catch up to the gnome and his lackeys, who refuse to give 
  it up without a fight. Duzar has the gold he removed from 
  the storeroom after the PCs left for Gildenhand. 
   
  Conclusion: The PCs return the money to the 
  gambling hall/temple and are rewarded. 
   
  Note to DM: Prior to the start of the scenario it is 
  important to ask what meta-organizations the PCs belong 
  to. In particular, if any of the PCs are members of an 
  Adventuring Company the DM should determine who 
  the company patron is. If it is the Smiling Halls of Good 
  Fortune (temple of Norebo) it alters what the PCs know 
  at the beginning of the scenario.  
   
  As Luck Would Have It 
   
  Page 4 
  
  Introduction 
  If a PC belongs to an Adventuring Company that has the 
  Patron’s Guild of Norebo (aka the Smiling Halls of Good 
  Fortune and the Temple of Norebo) as their company 
  sponsor, they receive Player Handout #1 before the start 
  of the adventure. 
   
  You sit in one of the comfortable high-backed chairs 
  in the office of High Roller Malson Minfrid, the High 
  Priest of Norebo in Verbeeg Hill. The room is 
  pleasant, if a bit ostentatious, with fine hard wood 
  furniture covered in gold leaf resting upon a thick 
  Ketite 
  rug 
  with 
  rare 
  plants 
  imported 
  from 
  Hepmonaland in the corners of the room. You have 
  arrived here after meeting a cleric of Norebo named 
  Mercermillan who was soliciting adventurers in 
  Highfolk with a job opportunity. He was noticeably 
  vague, only saying the job would pay well, and was 
  very easy for one of your talents. You are just now 
  beginning to think the trip may not have been worth 
  the 5 solars you were given to see if the job was for 
  you, when the door opens and a man in expensive 
  robes and dripping with gold jewelry enters. 
   
  Some PCs may recall Mercermillan from the event HIG1-
  03 Grave Disturbance when he attempted to hire them to 
  be guards at the temple, but the PCs failed to show up for 
  work as adventure caught up with them. Well, he still 
  thinks they are right for the temple, and found them 
  again if the have played that scenario. If they have not, 
  they met him inn the square of Highfolk nearly a week 
  ago. 
   
  The man entering the room is Malson Minfrid, the 
  High Roller (high priest) and owner of the gambling hall. 
  He appears to be wearing fine robes laced with golden 
  thread and a pair of golden eight sided dice hangs about 
  his neck nestled among dozens of other golden chains 
  and medallions. He is a medium sized man of mixed, but 
  largely Suloise, descent with uncharacteristically dusky 
  skin. 
   
  “Ahhh, I’m so glad you granted me the honor of 
  listen ng to my proposition. I hope that we will be 
  able to keep this discussion between us. I would hate 
  for anything bad to happen to my business or 
  yourselves because of our discourse.” The High Roller 
  smiles broadly, gesturing widely as he sits behind the 
  desk. “You see, the impossible has happened. 
  Someone has cheated the House. More specifically, 
  and no one else knows this outside the staff of the 
  blessed gaming floor, the Smiling Halls o  Good 
  Fortune have been robbed. I foresee a string of bad 
  luck for local law enforcement. You however, have 
  been kissed by Norebo's mistress. What do you say, 
  care to gamble and try your luck at finding the 
  thieves?” 
   
  What the High Roller knows: 
  • 
  He is willing to offer the PCs “The Favor of the 
  House” to undertake this job for him (that equates to 
  three influences points with the Patron’s Guild of 
  Norebo). However, due to the recent robbery, the 
  temple cannot offer monetary compensation. 
  However, the blessings of Norebo should be more 
  that adequate.  
  • 
  The morning after Needfest (eight days ago) the 
  proceeds from that festival night were discovered 
  missing from the casino vault. The vault was 
  inspected, but no evidence was found. 
  • 
  Some attempts at divination have been made, but no 
  useful answers have been received.  
  • 
  The PCs are welcome to interview any of the 
  employees or see the vault if they like. He assigns 
  one of the acolytes (a human lad named Goin) to 
  accompany them. 
  • 
  No one is to know about this robbery. It would only 
  encourage more attempts, and might cause others to 
  lose faith in the Temple. 
  • 
  No thieves have ever successfully robbed the 
  Smiling Halls, although a group of guards did once 
  steal from the payroll (HIG1-03 Grave Disturbance) 
  and were promptly fired. The High Roller believes 
  they then left for Perrenland to become mercenaries. 
  The PCs are unable to discover any more about these 
  men, as they have been gone for more than a year. 
  • 
  Due to the Needfest festivities, the vault contained 
  nearly 250,000 gp, much of it in gems. 
  • 
  Should the PCs ask, the High Roller is comfortable 
  allowing the PCs to see the security, as it will soon 
  drastically change for the better. He does not 
  elaborate. 
   
  � High Roller Malson Minfrid: Male human Clr9. 
  � Goin: Male human Clr1. 
   
  i
  f
  Treasure: The PCs receive their money for 
  showing up with the High Roller. 
   
  All APLs- coin (5 gp). 
   
   
  As Luck Would Have It 
   
  Page 5 
  
  Encounter One – The Scene of 
  the Crime 
  Leaving the plush office of the High Roller, you enter 
  into the cacophony of the Blessed Gaming Floor. 
  Even at this early hour, there are many worshippers 
  celebrating the glory that is Norebo by gambling 
  away their hard-earned wheats on the roll of a pair of 
  eight-sided dice. The young acolyte, Goin, gestures 
  down the half stairs toward a door that has two large 
  men in front of it. “This way leads to the counting 
  room and the vault. You have passed through the 
  Blessed Gaming Floor. To the right is the lounge 
  where patrons can purchase refreshment and 
  sometimes see a bard. What would you like to inspect 
  first?” 
   
  The PCs may now investigate anywhere in the gambling 
  hall they like. The places of interest are outlined below. 
  Goin can relate any of the basic information already 
  presented if the PCs question him. He does not know any 
  details that are not common knowledge to the staff. The 
  night of Needfest he was out in Verbeeg Hill, handing 
  out bills, encouraging people to come to the Smiling 
  Halls. He has worked at the gambling hall for two years 
  since hearing the call of Norebo, and can explain the 
  faith or workings of the hall to the PCs. 
   
  The Counting Room 
  Two large men holding clubs guard the counting 
  room - they glare menacingly at you as you enter the 
  room with Goin. Inside, it is not nearly as impressive 
  as you expected. Stark white plaster walls surround 
  several tables covered in coins that clerics of Norebo 
  are busily counting and placing into baskets. The 
  baskets, when filled, are taken through an open door 
  into the vault near the rear of the room. Another large 
  guard, looking more simian that human, watches the 
  counting men from inside the room. 
   
   
  There are five clerics of Norebo counting coins here. The 
  clerics do recall a few things if interrogated, otherwise, 
  they concentrate on the count. 
  • 
  The counting room clerics are named: Armus 
  (human, Clr1), Brine (human, Clr2), Gelt (human, 
  Clr1), Inus (human, Clr1), and Urius (human, Clr3). 
  The guard is named Jorelis (human, War2). 
  • 
  One odd thing did occur during Needfest. The High 
  Roller had sent them food because things were so 
  busy they couldn’t take a break. He does not 
  normally send free food (the High Roller did not, in 
  fact, send the food). About an hour after eating, they 
  were all fine except Armus who became very 
  nauseous. It was unseasonably warm in the room, so 
  the guard (Jorelis) took Armus outside to get some 
  air. None of the clerics noticed any of the gold 
  missing before or immediately after this time. 
  • 
  The counting room and the vault are protected by a 
  permanent dimensional anchor effect, so the gold 
  was not taken that way. The enchantment was 
  checked and still holds. Anyone using detect magic 
  will note a moderate strength aura of the abjuration 
  school (Spellcraft check, DC 19). 
  • 
  The watch questioned all of the clerics and the 
  guard, and Jorelis encourages the PCs to talk further 
  with them to see if they have any leads. 
   
  The Vault 
  The vault is amazing; big enough for four men to 
  stand in comfortably, and lined with shelves filed 
  with platinum, gold, silver, and even copper coins. 
  You note that for such a large space, it does seem 
  rather empty, despite the fortune that is there now. 
  There is a cage of iron bars that can close across it, 
  and a large iron door that can also be closed and 
  locked. Both stand open at the moment. There are no 
  other obvious entrances or exits. 
   
   
  The clerics note the PCs entering the vault, and 
  Jorelis tries to prevent it. Goin is happy to watch over 
  them to placate Jorelis.  
  • 
  The vault holds approximately 10,000 gp in varied 
  coins and gems. It is capable of holding much more. 
  • 
  A detect magic does not detect any other magic 
  inside the vault other than the dimensional anchor 
  (the theft was 8 days ago). 
  • 
  There are no tracks on the stone floor to be found, 
  the room is cleaned by the clerics each day. 
  • 
  The lock, the door, the gate, and the walls are all 
  perfectly intact. 
   
  The Gaming Floor 
  Smiling faces surround a number of tables where dice 
  are rolled and money changes hands under the 
  watchful gaze of clerics of Norebo. Several serious 
  looking men play a game of cards towards the back of 
  the room where a waitress brings them tall ales from 
  the lounge. 
   
  As soon as the PCs begin to snoop around the gaming 
  floor, the Pit Boss will come over to talk to them. 
   
  A large man wearing expensive clerical robes notes 
  your approach and gestures to you, ”Please come over 
  here, away from the tables.” After you step away from 
  the patrons he continues, “I am Pit Boss Bitond, can I 
  As Luck Would Have It 
   
  Page 6 
  
  assist you with something? You seem to be watching 
  my games rather closely.”  
   
  Bitond requires an explanation for why the PCs are 
  nosing around the gaming tables. The truth is confirmed 
  by Goin, and Bitond is happy to answer questions, but he 
  does not allow the PCs to nose around the tables for more 
  than a few minutes. He has games to run, and watchful 
  PCs make the gamblers nervous. 
  • 
  Bitond (human male, Clr5) was working during the 
  Needfest celebration and remembers the night 
  clearly. None of the gamblers currently in the hall 
  were there then. 
  • 
  There were several incidents that drew his attention 
  on the gaming floor that night. 
  • 
  There was a gnome cheating using magic. He was, 
  however, cheating to lose; probably in anticipation 
  of making future side bets. If everyone thought he 
  was a loser, he could get the side bets against him 
  high and then cheat to win as well. He was bounced 
  from the Smiling Halls and warned not to return. 
  • 
  There were at least four fistfights over various issues. 
  He isn’t sure why each fight occurred. All 
  troublemakers were bounced as soon as they made 
  themselves known. 
  • 
  A group of halflings became overly friendly with one 
  of the waitresses. When Bitond asked them to move 
  along they began shouting about being persecuted 
  by “tallies,” and were ejected from the temple. 
   
  The Lucky Nines Lounge 
  This dark and smoky room features a number of 
  tables in the center of the room, with a bar to your 
  right opposite a hearth. At the far end of the room a 
  small stage is currently empty. It seems at this early 
  hour gamblers are not yet thirsty, as the lounge is 
  empty except for a tall, thin bartender. “Welcome to 
  the Lucky Nines wagerers, care to take your chance 
  on a drink?” 
  l
   
  The bartender Seran (male human, com2) is a generally 
  helpful man. If the PCs have any questions or need 
  advice, he tries to be helpful. He knows three things they 
  may find of interest: 
  • 
  “On the the night of Needfest, a group of sour 
  faced halflings tried to get overly friendly with 
  one of the barmaids, an elven woman named 
  Walsa. I had to throw them out. I noticed one of 
  them wearing a wooden amulet that depicted a 
  halfling standing atop Oerth. Odd.” 
  • 
  “I think the halflings said something about 
  heading toward Gui denhand where shortfolk 
  were appreciated. I’d have been pleased enough 
  to serve them, if they had respected the wait staff.  
  • 
  “I tried asking around town to see if I could find 
  anything but everyone knew I worked here at the 
  Lucky Nines, and they weren’t talkin’. Maybe you 
  would have better luck if you asked around?” 
   
  The Old Store Room 
  This room is filled with boxes of old hand bills, used 
  decks of cards, betting chits, and cobwebs. There is 
  nothing of interest here - except the gold. The gold is 
  here until the PCs leave Verbeeg Hill. The pranksters left 
  it here, under the protection of various spells and 
  mundane disguises.  All of the magical auras have since 
  expired or have been covered by nondetection spells, 
  much like the gold itself. Prestidigitation has been used 
  to eliminate any tracks and replace any disturbed 
  cobwebs. A Wilderness Lore or Search check (DC 10) 
  reveals there are no tracks near the front of the room (or 
  anywhere for that matter). The gold is hidden in a box, 
  inside a crate, filled with boxes, under the guise of an 
  illusion of an empty box. If the PCs fully search the room, 
  empty any and all boxes, (something the staff of the 
  gambling house does not willingly allow without magical 
  compulsion or an extremely good reason) they have a 
  chance of finding a small ribbon (Search, DC 40) that is 
  protected by an illusion of the empty box (Will save, DC 
  19). That ribbon leads to an extra dimensional space of a 
  rope trick. All the spells that are active (the illusions, the 
  rope trick, and the nondetection) have all been cast with 
  the Extend or Persistent Spell feats.  
   
   
  Development: It is possible, although extremely 
  unlikely, that the PCs may find the gold. The staff is not 
  likely to allow a full search of the room needed to find 
  the gold. Most spells cannot be used to locate the gold, as 
  it is not on this plane, and all the spells that make it so are 
  protected by illusions and nondetections. If the PCs do 
  somehow, against all odds, find the gold before it is 
  stolen, that does not end the adventure. The High Roller 
  still wants to know what happened, and the PCs still have 
  people to capture. When the PCs leave town, Duzar steals 
  the gold the hard way. When the High Roller is away 
  from the gambling hall, Duzar and his men take it by 
  force when they find it gone from the storeroom, killing 
  many people in the process. 
   
  As Luck Would Have It 
   
  Page 7 
  
  Encounter Two – Beating the 
  Streets 
  At this point the PCs don’t have many leads, and will 
  likely want to look elsewhere. This encounter covers 
  many of their options.  
   
  Magical Possibilities 
  The PCs may resort to magical spells to give them 
  answers. Use the information provided to adjudicate the 
  results. Remember that no money was actually stolen or 
  removed from the building, so questions about those 
  events come up silent, until the coins are actually stolen 
  several days into the adventure. 
   
  It is impossible to scry on the location of the gold, as 
  all coins look alike and the PCs have no knowledge of 
  any of the gems. Since the PCs have no connection to the 
  thieves, they cannot scry on them either, unless they 
  acquire the pin from the town guard, in which case the 
  DC is 12. 
   
  The PCs may ask the clerics to cast spells to assist the 
  investigation. They are willing to do this (up to fourth 
  level spells are available), but only if the PCs win a game 
  of craps. Others may choose to bet on the shooter if they 
  like, but the clerics bet the price of the spell against the 
  shooter. If the shooter wins, the spell is free. If the 
  shooter looses, the spell costs double! 
   
  The rules for craps in the temple are normally as follows: 
  1. Rolling a 2 always losses 
  2. Rolling a 9 or a 15 on the first roll wins 
  3. Rolling anything else (not 2, 9, or 15) requires you to 
  roll that number again before rolling a 2, 9, or 15 to win 
  4. The shooter (rolling the dice) can only bet for himself 
  and doubles his money if he wins 
  5. Others at the table can bet for the shooter to win and 
  double their money if he does, or bet that the shooter 
  will lose (betting for the house) but they only get 1.5x 
  their money if they take this option. 
  6. You cannot, ever, use your own dice! The temple 
  provides all lucky dice!!! 
   
  Outside 
  Searching around the outside of the temple shows that 
  the temple is a popular local. There are several sets of 
  tracks, many of which are wagons. A Wilderness Lore 
  (tracking) DC 25 can sort through all the trails. Five of 
  them lead to suppliers of food and drink, which supply 
  the casino. The sixth leads north out of town on the road 
  toward Gildenhand. The trail appears to have been made 
  approximately a week ago, and from the depth of the 
  wheels, the carriage held either three medium sized 
  creatures, or six small sized creatures. 
   
  Gather Information 
  If the PCs have no idea what to do, or are not native to 
  Highfolk, they might just decide to hit the streets and 
  start asking questions. The DM is encouraged to role-play 
  these attempts, and offer a +5 bonus to any PCs that do 
  well. The PCs should receive an additional +1 to their 
  check for every extra 10 gp they spend (up to +5 for 50 gp 
  spent). Each attempt at a general Gather Information 
  costs the PC 1d4 gp and three hours. The PC gains all 
  information for the DC they make, and all those lower. 
   
  � DC 10: “I haven’t heard anything, but hey, aren’t 
  you one of the people working on the robbery of 
  the Smiling Halls? Everyone is talking about it! 
  You’re gonna be famous.” 
   
  � DC 15: “I think the town guard might be 
  investigating. They were all over the back rooms 
  the morning after Needfest. I hear that the High 
  Roller doesn’t think they are going to succeed at 
  finding anyth ng. After all, look at how 
  successful they have been at cleaning up the 
  thieves and corruption in town? Hahahahha!” 
  i
   
  !
   
   
  � DC 20: “Wow, you’re one of those people 
  investigating the robbery aren’t you? Well, my 
  cousin works at the Smiling Halls, and he said 
  that the day of Needfest was one of the strangest 
  they ever had. It seemed like there were weird 
  little gnomes everywhere.” 
   
  � DC 25: “Funny you should ask, I was in the 
  temple worshipping the night of Needfest. I was 
  up 20 solars and had just double downed when 
  this gnome came up to me and asked if he could 
  sit next to me. He bet 500 solars against my roll, 
  and I thought that cheeky little digger had 
  something up his sleeve. A crowd formed to 
  watch my roll and it came up two… but as I 
  watched, I swear they kept rolling when they 
  shoulda stopped. I won  I couldn’t believe it. But 
  then, as we were celebrating, one of the clerics - 
  the pit boss, I think - came and dragged the little 
  gnome away. Oddest thing, 'cause why would he 
  cheat to lose?” 
   
  � DC 30: “I saw something, sure. I normally 
  wouldn’t have given it a second thought, but 
  given the oddity of the night, it stuck with me. I 
  was leaving the Smiling Halls a bit early, I had to
  open the bakery the next morning and I had been 
  losing anyway. So I was taking a shortcut through 
  the alley behind the temple. I saw two gnomes, 
  As Luck Would Have It 
   
  Page 8 
  
  both with bruises on their faces, get into a coach 
  with the crest of the Gnomish Consortium on it. 
  The coach headed North out of town.” 
   
  Vagabond Groups 
  Those of a more larcenous bent may look to the 
  underworld to ask fellow criminals about the robbery. 
  Any members of a regional Vagabond gang meta-
  organization may add their “danger level” to their Gather 
  Information roll (+0-5). The PCs should receive an 
  additional +1 to their check for every extra 10 gp they 
  spend (up to +5 for 50 gp). This check costs 3d4 gp, but 
  takes only two hours. The PC gains all information for 
  the DC they make, and all those lower.  
   
  � DC 10: “I heard the Smilin’ Halls had been 
  robbed. They even hired a bunch of adventurers 
  to look into it, but there ain’t been no one 
  claiming credit for it in Verbeeg Hill for certain; 
  I would heard about it if someone had come into 
  that much coin.”
   
   
   
  l
  � DC 15: “I been askin’ around about this too. I 
  figure anyone good enough to rob the Smilin’ 
  Halls and get away is worth joinin’ up wit’. But 
  the weird thing is, no one knows who these guys 
  are. They aren’t any of the normal players from 
  Verbeeg Hill or Highfolk Town. I even asked 
  some of the guys from Quaalsten, and no one 
  knows anything there either. This crew is either 
  keepin’ quiet or they’re from somewhere else. Do 
  you think you could be quiet if you had that 
  much coin?” 
   
  � DC 20: “You know I heard that there was a new 
  crew training up in Gi denhand. I don’t know if 
  they're connected, but they are the only new 
  crew I’ve heard were organizing.” 
   
  � DC 25: “Thanks for the drink. I guess I might 
  know something, yeah. I hear there is a crew 
  made up of all gnomes that organized a few 
  weeks ago up in Gildenhand. Given the precision 
  of this heist, it seems pretty likely that they were 
  well organized and well financed. The gnomes of 
  the Consortium have a lot of money, and they 
  might have been able to back a crew like this, and 
  they would have the resources to disburse that 
  kind of stolen coin without attracting attention if 
  they wanted to.” 
   
  � DC 30: “You didn’t hear this from me, but I think 
  there is someone you should talk to. His name is 
  Boros Goldhammer. He’s a member of the 
  Gnomish 
  Consortium 
  of 
  Merchants, 
  Moneylenders, Miners, and Gemcutters. I asked 
  him what he knew about a new crew of gnomes 
  working out of Gildenhand and he got all 
  twitchy. Said it was none of my business. I didn’t 
  want to press him; he’s been good to me in the 
  past. Maybe you can get something out of him.” 
   
  Fifth District/Town Guard 
  Some PCs may wonder what the town guard has to say 
  about the theft. The truth is that the investigation has not 
  proceeded very far, but they are welcome to ask. It is 
  possible that some PCs are members of the Fifth District, 
  a 
  regional 
  meta-org 
  of 
  Highfolk 
  town 
  militia 
  troubleshooters. If so, professional courtesy grants them 
  a +15 to this roll. This visit costs the PCs no money and 
  the watch cannot be bribed, but does take two hours to 
  sort through red tape. It is also conceivable that the PCs 
  may be able to make a Bluff, Diplomacy, or Gather 
  Information depending on how they approach the guard. 
  The PC gains all information for the DC they make, and 
  all those lower. 
   
  � DC 10: “We’re looking into it, but it isn’t a 
  priority. We don’t have anything yet but we’ll let 
  you know i  we catch someone.” 
  f
   
   
   
  � DC 15: “Well, I guess there’s no harm in me 
  telling you what I know. Yes, we were called, but 
  truthfully we’re baffled. There doesn’t seem to be 
  any evidence as to who this was or how they did 
  it. The staff said there were lots of strange things 
  going on during the Needfest festivities. Maybe 
  they could tell you more.” 
   
  � DC 20: “One of the gambling hall guards said he 
  remembered two gnomes getting into an 
  argument over a spot at a gaming table. They both 
  claimed one chair was lucky and got into a scuffle 
  over it. It took five guards to pull them apart. 
  Funny thing was, both of them left right after 
  that. You’d think that after trying so hard to get a 
  lucky chair, at least one of them would have sat 
  in it.” 
   
  � DC 25: “I was with the group that first 
  investigated 
  the 
  counting 
  room. 
  I 
  found 
  something. Don’t know what it means, but I 
  found a pin with the symbol of the Gnomish 
  Consortium in the counting room. No one 
  claimed it, so maybe someone left it behind. 
  Course, the Consortium often uses the casino 
  vault when moving through town to ship goods; 
  As Luck Would Have It 
   
  Page 9 
  
  but still, I think there may be something more 
  there.” 
   
  � DC 30: “You know, I hear that Raggan Glinttooth, 
  the gnome Director of Operations for the Fifth 
  District was in the crowd at the Smiling Halls. I 
  hear he’s taken an interest in the case. Can’t 
  figure why. It is out of his jurisdiction and why 
  he would be interested is beyond me. I hear he’s 
  gone, must have gone back to Highfolk town, or 
  maybe Quaalsten. No, probably Ironstead. Yeah, 
  that’s it, definitely Lunadore.” 
   
   
  Development. It is possible that the PCs are unable to 
  gather any information leading to gnomes, Gildenhand, 
  or the Consortium. If so allow the PCs to try more 
  attempts at Gather Information, or discuss the clues with 
  the clerics of Norebo who may be able to help them piece 
  things together. If the PCs take more than three days to 
  head off to Gildenhand, the Holy Roller discusses the 
  finding of the Consortium pin in the vault by the Watch 
  with the PCs. Perhaps there are answers to be found in 
  Gildenhand? 
   
  Encounter Three – Hey, Aren’t 
  You the Guy Who… 
  You approach the small mining community of 
  Gildenhand where the Sepia Uplands meet the Vesve 
  forest. In addition to appearing much cleaner than 
  Verbeeg Hill, there is a pleasant smell of wood smoke 
  drifting from the houses. Happy to leave the eel jelly 
  in Verbeeg Hill, you enter into town. 
   
  The encounters in Gildenhand are freeform until the PCs 
  manage to locate the gnomish pranksters (Encounter 
  Four). There are many directions the PCs may take; the 
  most likely are outlined below. 
   
  Gather Information 
  The PCs may require more general information or if all 
  else fails, it is likely that PCs attempt to Gather 
  Information, particularly if they came to Gildenhand 
  only because there are many gnomes there. The DM is 
  encouraged to role-play these attempts, and offer a +5 
  bonus to any PC that does well. The PCs should receive 
  an additional +1 to their checks for every extra 10 gp they 
  spend (up to +5 for 50 gp). In addition, any PCs that are 
  size small gain an additional +5 to their rolls due to the 
  natural bias toward gnomes and other short folk in 
  Gildenhand. Each attempt at a general Gather 
  Information costs the PC 1d4 gp and four hours. The PC 
  gains all information for the DC they make, and all those 
  lower. 
   
  � DC 10: “We knew you’d be coming to town. 
  Everyone’s talking about you. Hey, sure I can 
  help ya. But ah, not now. Um meet me later, in 
  the dark alley behind the bar, and you’re going to 
  need lots of coin. I just gotta go get some of my 
  friends. They uh, know things too. Yeah, that’s it. 
  See ya there.” 
   
  � DC 15: “Hey, you're those guys asking around 
  about the Smiling Halls, right? I heard about you. 
  I don’t suppose you need another guy in your 
  crew? No? That’s too bad. Well, in case you 
  change your mind, I better show you I can be 
  helpful. I heard the thieves are back in town. If 
  you ever decide you are looking for another guy, 
  I’ll be here.” 
   
  � DC 20: “All right I can tell you something, but 
  please don’t tell anyone else where you got it. 
  Everyone knows who you are - if you tell anyone 
  I talked to you I’d never work in this town again
  I heard a rumor around the Consortium. Some of 
  the thieves, they might have been kids of some of 
  the Consortium members. I don’t think they’ll 
  admit it, but you're playing with fire here. 
  Parents always protect their children, and these 
  are powerful people.” 
   
  . 
  l
   
  � DC 25: “I met some gnomes last night at a place 
  called the Little Gargoyle Guesthouse. They were 
  talking about a prank they had pulled. They 
  wouldn’t let me in on the joke, but one of them 
  let it slip that the prank was pulled in Verbeeg 
  Hill. I don’t know if it’s what you are looking for, 
  but it might be.” 
   
  � DC 30: “I may have seen the youngins you’re 
  looking for. There was a group of them over at 
  the Little Gargoyle Guesthouse about ten days 
  ago. They were crowded around a map of Verbeeg 
  Hill and talkin’ with Duzar Silverstream. Who’s 
  Duzar? He’s one of them Consortium fel as. I 
  don’t deal with him any more though, not since 
  he got accused of some shady dealings. Better to 
  be safe than sorry. I haven’t seen him in town 
  since then though, but the youngins have been 
  about.” 
   
  Ploellin, Cleric of Rao 
  Many PCs may know Ploellin (male human, Clr6) from a 
  previous adventure (ADP1-05 Plea from Beyond the 
  As Luck Would Have It 
   
  Page 10 
  
  Grave), and wish to visit their friend for some advice. 
  While he does not know much, he can offer a few tidbits: 
   
  “I have heard of the robbery. I didn’t know you were 
  the adventurers hired, though. It seems to be the 
  gossip that everyone is talking about. In fact, it is 
  causing 
  a 
  most 
  undesirable 
  commotion 
  in 
  Gildenhand. I would expect that whoever you are 
  looking for already knows you are coming. That could 
  be very dangerous. I would suggest that you go talk to 
  the Gnomish Consortium. They are the primary 
  power group in Gildenhand. If anyone knows about 
  this, it is likely to be them. One o  their leading 
  members, Boros Goldhammer, is a friend of mine - 
  perhaps he can help you. Good luck to you, and may 
  Rao’s peace protect you.” 
  f
   
  Ploellin has not specifics to assist the PCs, but as a 
  trustworthy ear, he is happy to listen to what the PCs 
  have found and discuss it with them; especially if the PCs 
  seem lost.  
   
  The Town Guard 
  Asking around for the local guard, you are quickly 
  directed by a group of miners to the nearest guard 
  station. It is a solid looking building with two statues 
  of stoic gnomes wearing badges standing on either 
  side of the stairs leading up to the door. 
   
   
  l
   
  Upon entering the guard station they are hailed by 
  officer Fitbald Turnin (male gnome, Ftr2). 
   
  “Hey there, tall folk. What brings you to Gildenhand? 
  Not having a bit of trouble, I hope?” 
   
  Fitbald tries to answer any questions the PCs have, but he 
  doesn’t know much. 
  � What can you tell me about any criminal gangs of 
  gnomes in town? “Wel  now, I can’t say I know of 
  any such gang. I know the Consortium 
  occasionally finances groups of troubleshooters, 
  but they don’t pay gangs. Gildenhand is a fairly 
  quiet community. I’m sure that if there was such 
  a thing, I’d know.” 
  � Is anyone in the Consortium involved in anything 
  illegal? “Well, there are many members in the 
  Consortium, just like any guild. I can’t speak to 
  any one member, but the lads as a whole are a 
  good lot. If you have concerns, I would suggest 
  you go talk to them. Boros Goldhammer is one 
  member I know of that is straight as an arrow; 
  I’m sure he could help you.” 
  � Do you know anything about Boros Goldhammer? “I 
  know of him yes, a member of the Consortium. 
  Sort of quiet for one of my kind, you would 
  probably consider him just right.” 
  � If you were going to look for these thieves, where 
  would you go? “Well, I guess I’d hit the streets, 
  maybe ask around some of the inns and taverns. I 
  hear there might be some disreputable halflings 
  in town; you might try the Little Gargoyle 
  Guesthouse. Then tend to cater to short folk.” 
   
  The 
  Gnomish 
  Consortium 
  of 
  Merchants, 
  Moneylenders, Miners, and Gemcutters 
  The PCs may seek out the Consortium because they are 
  the main movers in Guildenhand, because of the pin 
  found by the Verbeeg Hill town guard, or because one of 
  the many NPCs has pointed them here. 
   
  The Consortium guildhall is not as grand as one 
  might expect, as it is built more for functional 
  reasons. Carts and wagons come in and out of the 
  attached warehouses as often as humans and gnomes 
  walk through the front door. Following the crowd, 
  you enter in a large front hall that echoes with the 
  sounds of business deals being made and broken. 
  “You look lost, can I help you?” a tiny voice calls up to 
  you from a young female gnome. 
   
  The young gnome is Misah Astinor, a recent inductee 
  into the Consortium. She sees the lost PCs and hopes 
  they are looking for someone to deal with. While 
  disappointed if the PCs claim to not be here for a 
  business deal, she is disappointed, but still helpful. Misah 
  knows that Duzar Silverstream has not been in town for 
  nearly a week, but Boros Goldhammer is in. She offers to 
  guide the PCs to his office. 
   
  After a brief trip through the halls of commerce, you 
  are led to an office. A human leaves, exiting the door, 
  and nods to you. Misah waves to goodbye, “Well, this 
  is the place. I hope you find what you are looking 
  for.”  
   
  � Boros Goldhammer: male gnome Exp5. 
   
  Boros Goldhammer is inside, and has been waiting for 
  the PCs. He is well aware of what the PCs are looking for, 
  and has pieced enough together to guess that his 
  daughter Lised and her friends may have been involved 
  with the theft. That doesn’t mean he wants to come 
  forward.  
   
  Boros is entirely businesslike and attempts to appear 
  as though he does not know anything useful to the PCs. 
  Of course this is likely not want the PCs want to hear. If 
  the PCs succeed in a DC 25 Diplomacy roll, or threaten 
  his position within the Consortium or community with 
  As Luck Would Have It 
   
  Page 11 
  
  scandal, he may relent and suggest that the PCs might 
  consider asking around the The Little Gargoyle 
  Guesthouse, a gnomish inn on the northside of 
  Gildenhand. 
   
  Development: If the PCs should threaten bodily harm to 
  Boros, or become belligerent, he calls for the guards and 
  six fighters (level equal to the APL, DMG p. 52) arrive 
  within two rounds to escort the PCs out. 
   
  Bar Hopping 
  It is quite possible that PCs don’t have any idea what to 
  do, or are simply looking for a band of halflings that hit 
  on the barmaid in the Lucky Nines Lounge. If so, they 
  may just decide to go from bar to inn to tavern looking 
  for anyone that looks disreputable. If so, after a handful 
  of empty bars, they happen upon the Little Gargoyle 
  Guesthouse. Continue to Encounter Four. 
   
  Encounter Four – Barroom 
  Brawl 
  The Little Gargoyle Guesthouse seems an especially 
  appropriate name as you approach the short building 
  covered in various stone statuary. More than a dozen 
  stone gargoyles perch about the roof of a build ng 
  clearly made for those of shorter stature. Jovial music 
  and boisterous laugh ng drifts out from behind 
  stained glass windows displaying gnomes in the 
  process of playing various pranks.  
  i
  i
  l
   
   
  f
   
  Entering the Little Gargoyle Guesthouse, you 
  note it is a tavern catering to gnomes. As such it is a 
  playful place and is built specifically for their height. 
  The ceilings are no more than five feet tall. There are 
  numerous small burrowing mammals (moles, mice, a 
  badger, and a pair of foxes) scurrying about. A 
  clockwork band plays dancing songs in one corner 
  whi e a gnomish woman sings a song about two 
  young lovers playing a practical joke upon a human 
  farmer. All in all, a happy place, (if the PCs contain 
  anyone of larger than small size) where for some reason, 
  everyone is staring at you. 
   
  The moment any PCs larger than small size enter, they 
  draw attention to themselves. There are eleven gnomes 
  and two halflings currently in the bar. Anyone else just 
  plain stands out. While not used to tall folk, since they 
  don’t really fit, the bar is happy to serve them. After all, 
  they make great sport for the gnomes. The bartender, 
  Glon waves the PCs over as they enter. 
   
  “Hey there, tall folk! Don’t see you types in here 
  much. What can I get ya?” 
   
  Glon serves them whatever they like, but it costs one 
  gold solar. If a PC complains, he says “Tallies tend to 
  break things before too long; just getting you to pay 
  in advance.” 
   
  Patrons and staff of the Bar: 
  � Glon, Awyn, and Euna: The staff consists the 
  bartender Glon (gnome, Exp2), and two barmaids 
  Awyn (gnome, Com1) and Euna (gnome, Com1). 
  � Enan and Gorie: These two halflings are sitting in 
  the corner by the front window. They try to remain 
  unobtrusive, but if the PCs look in their direction, 
  they likely notice Enan glaring at them. If asked 
  about it, they say they want no trouble from big folk. 
  They are just waiting for a few friends. In reality, 
  Enan (halfling, Ftr1) and Gorie (halfling, Ftr1) are 
  waiting for the arrival of Logan and his men. 
  � Ecus and Lecus: These gnome brothers have just 
  gotten back into town from a trip to the Smiling 
  Halls of Good Fortune. They recognize the PCs as 
  having been in the gambling hall. If the PCs start 
  asking questions, they loudly exclaim that the PCs 
  must be the adventurers hunting the thieves!  
  � The Gnome Pranksters: The gnomish pranksters are 
  snickering when the PCs enter. Having just been 
  quietly talking amongst themselves about the heist 
  prank, they can barely contain their laughter.  
  After the PCs have asked a question or two or things are 
  getting tense, proceed: 
   
  The door to the tavern slams open as a dozen halflings 
  march inside. The ragtag band is brandishing an 
  assortment of arms and armor, including a heavy 
  skillet and a large rock. As the group parts, a stout 
  halfling wearing chainmail and wielding a short 
  sword steps forward. “I am Logan Wood,” he says. 
  “And as long as nobody moves, none of you tallies will 
  be hurt!” A heavy silence descends upon the room, as 
  Logan goes from table to table looking every patron 
  square in the face. “We are looking for a group of 
  tallies that are oppressing short folk. We hear there 
  are a band of lowlife cloud-huggers that are going 
  about blaming perfectly law-abiding gnomes o  all 
  kinds of thieving. Have any of you seen them?” 
   
  This small band is a militant group of halflings under the 
  leadership of Logan Wood. Logan was a simple farmer 
  before a bunch of tall folk ruined his life (HIG1-01 A 
  Path Less Traveled). Since then, Logan has rounded up a 
  band of like-minded individuals intent upon stopping the 
  injustices done to short folk. Note that Logan uses the 
  word “tallie” to refer to humans and elves. The halflings 
  As Luck Would Have It 
   
  Page 12 
  
  are obnoxious, pushy, and mean. They demand the PCs 
  submit to personal questions and possibly a search of 
  their belongings to prove they aren’t out to get short folk.  
   
  At this point, the heroes may choose to ignore any 
  pleasantries and just attack the indignant halfling. If this 
  occurs, the band of halflings quickly breaks and runs, as 
  they are not used to any serious resistance to their 
  demands. However, this gives the gnomish pranksters 
  the opportunity they were waiting for and they “assist” 
  their short brethren.  
   
  Clever PCs may attempt to lie to Logan to get him to 
  go away. Human, elven, and half-orc PCs suffer a –2 
  circumstance penalty to any Bluff and Diplomacy skill 
  checks against Logan because of his inherent mistrust of 
  tall folk.  
   
  Creatures: There are two groups of interest here - 
  the halfling militia and the gnomish pranksters. Both 
  likely become involved in combat with the PCs, but the 
  halflings are more of a distraction than a threat, and 
  neither group uses lethal force. 
   
  The Halfling Militia (All APLs) 
  � Logan Wood: hp 27.  Possesses a cape of the 
  mountebank. See Appendix 1. 
  � Militiamen, male halfling Com1: hp 3 each. At APL 
  2 there are four Militiamen. At APL 4 there are six 
  Militiamen. At APL 6 there are eight Militiamen. At APL 
  8-10 there are ten Militiamen.  
   
  Tactics: As mentioned above, any combat with this group 
  causes complete chaos in their ranks. A few attempt to 
  hold off attackers while the others escape. They do this 
  more by getting in the way, than successfully attacking 
  anyone. Logan uses his magical cape to dimension door 
  away at any sign of any trouble, cursing tallies as he goes. 
  When possible, the rest of the halflings break and run. If 
  cornered, the militiamen surrender quite easily. Seeing 
  the chaos in Logan’s men, Enan and Gorie slip away 
  without getting involved.  
   
  Should the PCs be all short folk and not provoke a 
  combat with Logan and his men, the militia stands clear 
  of any fight between the PCs and the gnomish pranksters 
  (which begins as the PCs are distracted talking to Logan), 
  assuming it is a personal matter that does not concern 
  them. In this case, should any of the PCs actually have 
  the favor of Logan Wood (see below), the militia attempts 
  to aid that PC. 
   
  Development: Some of the PCs may have formed an 
  alliance with Logan in a previous adventure (HIG1-05 
  The Burning Way). All of these PCs must be halflings or 
  gnomes and carry a flat wooden amulet depicting a 
  halfling standing on top of a globe. This is the symbol of 
  Logan’s men. Any PC wearing this amulet is not attacked 
  by any of the halflings, who call out to their fellow militia 
  member to assist them! 
   
  Due to the cramped quarters, any PC of medium size 
  has a –2 circumstance penalty to all attacks and physical 
  related skill checks. The penalty rises to –8 for any PC of 
  large size. It is impossible to wield a large weapon in the 
  tavern effectively.  
   
  The Gnomish Pranksters 
  APL 2 (EL 4) 
  � Atrin: Hp 7, see Appendix 1. 
  � Gunell: Hp 5, see Appendix 1. 
  � Hevigar: Hp 16, see Appendix 1. 
  � Lised: Hp 7, see Appendix 1. 
  � Pezen: Hp 9, see Appendix 1. 
  � Safig: Hp 6, see Appendix 1. 
   
  APL 4 (EL 6) 
  � Atrin: Hp 12, see Appendix 1. 
  � Gunell: Hp 9, see Appendix 1. 
  � Hevigar: Hp 25, see Appendix 1. 
  � Lised: Hp 12, see Appendix 1. 
  � Pezen: Hp 15, see Appendix 1. 
  � Safig: Hp 9, see Appendix 1. 
   
  APL 6 (EL 8) 
  � Atrin: Hp 17, see Appendix 1. 
  � Gunell: Hp 13, see Appendix 1. 
  � Hevigar: Hp 34, see Appendix 1. 
  � Lised: Hp 17, see Appendix 1. 
  � Pezen: Hp 21, see Appendix 1. 
  � Safig: Hp 13, see Appendix 1. 
   
  APL 8 (EL 10) 
  � Atrin: Hp 27, see Appendix 1. 
  � Gunell: Hp 21, see Appendix 1. 
  � Hevigar: Hp 52, see Appendix 1. 
  � Lised: Hp 27, see Appendix 1. 
  � Pezen: Hp 33, see Appendix 1. 
  � Safig: Hp 20, see Appendix 1. 
   
  APL 10 (EL 12) 
  � Atrin: Hp 37, see Appendix 1. 
  � Gunell: Hp 29, see Appendix 1. 
  � Hevigar: Hp 70, see Appendix 1. 
  � Lised: Hp 37, see Appendix 1. 
  � Pezen: Hp 45, see Appendix 1. 
  � Safig: Hp 27, see Appendix 1. 
   
  Tactics: The gnomes attack amidst the halfling chaos. 
  They attempt to use subdual damage or spells that 
  confuse or immobilize whenever possible. They do not 
  wish to kill anyone, and only resort to real damage if they 
  are attacked repeatedly in such a manner. Even so, at APL 
  As Luck Would Have It 
   
  Page 13 
  
  2 and 4, Pezen stops to stablize any PCs in danger of 
  dying. It is important that it be made clear that the 
  gnomes are attacking the PCs in a non-lethal manner to 
  avoid misunderstandings by the PCs. If the PCs should 
  manage to avoid a fight with the halflings because they 
  are all short folk, or they somehow convince Logan they 
  are not involved in the hunt for gnomish thieves, the 
  gnomes still attempt to attack the PCs from behind while 
  they are convincing Logan of their innocence or 
  brotherhood. 
   
  Treasure: The PCs are not allowed to keep any of the 
  gnomes' gear. Either they or their next of kin claim it 
  when things are sorted out. The PCs may hold on to 
  anything they like for now, but in the end, none of this 
  belongs to them. 
   
  Development: If more than two of their number go 
  down, the gnomes attempt to flee, but only if they can 
  save their friends. If not, they continue to fight. If they 
  do succeed in escaping, they go to Boros Goldhammer 
  and explain the situation. Realizing things have escalated 
  beyond the prank; Boros sets up a meeting with the PCs 
  where the pranksters agree to show the heroes where the 
  gold is. A gnomish messenger contacts the PCs and asks 
  them to meet at the Consortium hall. Once there, Boros 
  and the pranksters explain the whole situation. Continue 
  to Encounter Five. 
   
  Should for some reason the PCs kill all the 
  pranksters, things are more difficult. The PCs have no 
  legal authority to use lethal force in Gildenhand, and no 
  actual leads. Eventually the PCs are caught and found 
  guilty of using lethal force, as there are witnesses against 
  them (unless they murder the tavern staff as well, which 
  gets them removed from the campaign for their evil act). 
  Killing the gnomes results in either a fine of half the PC’s 
  worth to have the pranksters raised, or 52 TUs in jail. In 
  either case (fine or jail time), this ends the adventure for 
  the violent PCs. 
   
  If the PCs kill some, but not all of the pranksters, 
  they survivors speak for the PCs and prevent their arrest, 
  explaining the prank that went bad. Gnomish police 
  arrive shortly after the fight, and question all parties. 
  Given the families the pranksters are from, their words 
  carry weight. After a day of incarceration, the PCs are 
  fined 100 solars (gp) each for assault, and then released. 
  Proceed to Encounter Five, switching out the speakers 
  for gnomes still alive, after the authorities are dealt with. 
  The gnomes feel bad about causing these problems, and 
  still want to help. 
   
  Encounter Five – Fool Me Once 
  “You lads are all right. We never thought anyone 
  would get this far. I guess we owe you an explanation. 
  We never stole anything. That was all part of the 
  prank, we never stole the gold; we just made everyone 
  think we did!” The grinning gnome looks up at you 
  from behind a black eye. “See, it was all so we could 
  pull off the greatest prank in gnome history! Now 
  that you know… I guess we should show you how we 
  did it and where the gold is.” 
   
  The pranksters are happy to lead the PCs back to Verbeeg 
  Hill and the Smiling Halls of Good Fortune. Once there, 
  they lead the PCs through the storeroom to the old 
  storeroom.  
   
  Atrin continues as you move through the storeroom. 
  “It went like this. Hevigar and Pezen faked a fight to 
  distract the guards while I cheated at the dice games 
  to get the Pit Boss’s attention. While the guards and 
  the Pit Boss were distracted, Safig delivered the food. 
  It was fine, except one sandwich was tainted with 
  some nausea paste. The Consortium makes that by the 
  way, just 2 solars a tin. Anyway, when the sick cleric 
  came out, Gunell and Lised went in invisibly. Once 
  inside they entered the vault and masked the 
  entrance with an illusion to cover their work. They 
  would only have a few minutes. So the three of us 
  that had attracted attention went out back to our 
  carriage, and Safig went back into the storeroom. 
  Lised used a portable breach, a magic item that 
  creates a temporary tunnel, to hand the coins and 
  gems off to Safig. Meanwhile Gunell made an illusion
  of coins and gems to cover the ones they would take. 
  Then they all went through the breech into the 
  storeroom. Once there, they removed the breech 
  from the vault wall, hid the gold, and used the breach 
  to get to the waiting carriage outside, right after 
  putting a few protections to hide the gold. Next 
  morning when the illusion of the coins and gems 
  ended, the clerics would find the vault nearly empty. 
  It's the perfect prank. The gold is right here…" Atrin 
  points to a box in the storeroom.  
   
    
   
  When the PCs look, they will not find anything, as by 
  this time, Duzar has stolen the gold for real!  
   
  The gnomes look shocked and horrified. “What do 
  you mean it’s not there? It has to be there.” Several of 
  the diminutive pranksters rush over to the old boxes. 
  “How can it be gone? We left it right here! No one 
  knew it was here but us and Duzar!” 
   
  What the gnomes know: 
  � Who is Duzar?: “Duzar Silverstream, he’s a 
  member of the Consortium. He works with some 
  of our parents. We met him at the Gargoyle a few 
  As Luck Would Have It 
   
  Page 14 
  
  weeks back. While trading stories about past 
  pranks, he said he once considered breaking into 
  the Smiling Halls, but swore it couldn’t be done. 
  That’s when we got the idea. He’s the only other 
  person that knew our plan. He financed the 
  whole operation.” 
  � Where is Duzar?: “It’s funny, he hasn’t been 
  around the Gargoyle since we got back. We’ve 
  been dying to tell him!” 
  � How can we find him?: “Now that he apparently 
  has the money, he could be anywhere. We’re 
  really sorry. It looks like he outsmarted us. I can’t 
  believe he would steal. That wasn’t part of the 
  prank. Maybe we could ask around, I’m sure he 
  has a house in Gi denhand.”
  l
   
  .
   
   
   
   
   
   
   
  i
  i
   
  � What does he look like?: “Duzar is an older gnome, 
  about one hundred and forty years old; although 
  it wouldn’t be polite to ask  His hair has long 
  since turned silver, and he wears it back in a pony
  tail.”
  � What does he do in the Consortium?: “Well I hear 
  he does a number of things. There have been 
  rumors of course, but no self-respecting gnome 
  would deal in any of that. Last I heard, I think he 
  was trading large powdered wigs from Furyondy.” 
  � What rumors?: “Well, there were some questions 
  about his business practices. Some people said he 
  associated 
  with 
  some 
  shady 
  folk; 
  maybe 
  trafficked in stolen goods, possibly even slaves. 
  We heard he used to sell things for a group called 
  the Wyvren’s Sting, but all those stories dried up
  almost two years ago. I’m sure if he was really 
  doing something illegal he wouldn’t still be a 
  member of the Consortium.” 
  Development: After questioning the gnomes, the High 
  Roller wishes to meet with them, so they can go over 
  their heist in detail with them. The gnomes are quite 
  happy to help the clerics of Norebo by explaining their 
  prank in excruciating detail. In exchange for their 
  assistance, the High Roller has no intention of having the 
  young gnomes arrested. They didn’t steal anything and 
  their parents are some of his best customers. It is still up 
  to the PCs to find the gold and the real thief.  
  Encounter Six – Not So Funny 
  Tricks 
  As you step from the Smiling Halls and take a deep 
  breath in the light of the setting sun, you are once 
  again reminded of the stench of eel jelly that clings to
  Verbeeg Hill. Soon it will be dark, and once again, it 
  appears that you are out of leads. A whisper catches 
  your attention. “Psssst, hey, buddy, you guys looking 
  for Duzar? I hear you might be looking to buy some 
  information.” Across the street, just in the shadow a 
  man waves toward you. “I think I might be able to tell 
  you where he is, for a few coins.” 
   
  � Zuko: Male human Rog1. 
  � Magliana: Female Human Enc3/Rog2. 
   
  The man is Zuko, and he is a member of the Wyvern’s 
  Sting, a bandit gang that was broken up in Sunsebb of CY 
  591 (HIG1-07 Highway, Low Way). After a brief stint in 
  Perrenland, the gang has returned. Zuko is a front. The 
  rest of the gang is nearby watching in case of trouble. 
  Zuko asks for 5 times the APL in gold for the 
  information. If the PCs threaten or refuse he’ll say, “Suit 
  yourself, you’ll find him at the Empty Mug Inn.” It’s a 
  lie, but hopefully no one calls him on it as he tries to walk 
  away. If the PCs do pay, however: 
   
  The cloaked man looks behind him after you hand 
  him the gold, “They’re good boss.” He smiles at you as 
  he walks past and an attractive human woman 
  confidently strides forward. “I knew you were the 
  right sort of people. Don’t I know you? My name is 
  Magliana.” 
   
  It is likely that some of the PCs have dealt with Magliana 
  for good or ill. She is willing to forgive and forget if 
  things went badly last time, or she is happy to see them 
  again if things went well. In either case, she wishes to 
  help out the PCs. 
   
  “I’d like to help you. I’ve had some dealings with 
  Duzar in the past, and he isn’t very trustworthy. He 
  sold us out one time too many, but in all truth, I just 
  really don’t like h s k nd anymore. So here’s what I’m 
  willing to do. I’m going to tell you where you can find
  Duzar. I just want you to remember that I helped you 
  out in case we should cross paths again. Agreed?” 
   
  If the PCs do not agree, she gives the same line as Zuko 
  above. If they do agree, she tells them what they need to 
  know. 
   
  “Duzar had a safehouse in town where he could hide 
  if he ever needed to leave Gildenhand. Here’s the 
  address. I hope you find him. He’s not a nice gnome. 
  Someone heroic ought to do something about him,” 
  she says with a wink and a wave. “Good luck, hero!” 
  She begins to saunter down the alley. “I’d hurry if I 
  were you.” 
   
  As Luck Would Have It 
   
  Page 15 
  
  Development: If the PCs refuse help from the Wyvern’s 
  Sting they may be unable to continue. They have one 
  chance (short of magically forcing Magliana to assist 
  them). A Gather Information check with a DC equal to 15 
  + APL (APL 2 = DC 17, etc.) is required to find 
  information about Duzar’s home in Verbeeg Hill. If they 
  do not succeed, Duzar escapes down the river before they 
  can do anything to stop him. The adventure is over for 
  them. 
   
  If the PCs ask how Magliana knew they were 
  looking for Duzar, she says that it is no small secret who 
  hired them and why. Besides, people talk, and she’s smart 
  enough to put the pieces together. She says they had best 
  hurry, or Duzar will disappear. 
   
  The Hideout 
  Not more than a few blocks from the river, the smell 
  of fish is strong. A squat house rests between a 
  warehouse and the street where you are standing. The 
  house doesn’t appear run down, or extravagant. It 
  simply is - all the better to h de in. 
  i
   
  Ground Floor 
  1. 
  Kitchen: The kitchen is a 10’ by 30’ room largely 
  dominated by a table with chairs, a counter, and 
  a fireplace. While there are some dishes, they 
  are of average quality and not of particular value. 
  There is no food in the cupboard. 
  2. 
  Bedroom: The 10’ by 20’ bedroom is dusty and 
  does not appear used in some time. While the 
  bed is made, and the chest at its foot is filled 
  with linens, they are all of average quality. A 
  simple table and chair rests in the corner. 
  3. 
  Sitting Room: The sitting room has an empty 
  bookshelf to the door in this 20’ by 20’ room 
  with further doors leading to both the bedroom 
  and kitchen. A faded green divan sits in front of 
  threadbare rug watching the fireplace. The back 
  wall of the fireplace pivots in the middle 
  allowing access to the kitchen, as well as a secret 
  ladder well that descends below. The secret 
  catch can be discovered with a Search (DC 10 + 
  APL) check  
   
  Underground Floor 
  1. 
  Bedroom: The PCs enter to find the room lit by 
  a fireplace, complete with the fire still burning. 
  The true bedroom of Duzar houses not only his 
  bed, trapped writing desk (see below), mirror, 
  Kettite rug, and wardrobe, but a selection of 
  cargo that Duzar has been hiding from the 
  Consortium. A search of the boxes reveals they 
  stamped with the symbol of the Consortium 
  and are filled with gnomish sized cloaks, 
  clothing, and several large powdered wigs. 
  Much of this cargo is valuable and may be sold. 
  2. 
  Secret Passage: A well-hidden door (Search DC 
  15 + APL) leads out and up to the alleyway 
  behind the house.  
   
  Trap: The writing desk is locked and trapped against 
  opening. Once successfully opened, inside the PCs find 
  records incriminating Duzar in a number of unsavory 
  trades, including the trafficking of slaves. In addition to 
  these papers, Duzar has left behind his journal in his 
  haste (Player Handout #3). 
   
  APL 2 (EL 2) 
  At APL 2, there is simple lock (Open Locks DC 20), 
  which is protected by a poisoned needle. 
   
  � Poisoned Needle Trap: CR 2; Atk +17 melee (1 plus 
  poison); poison (blue whinnis, Fortitude save DC 14 
  resists, 1 Con/unconsciousness); Search (DC 22); Disable 
  Device (DC 17). 
   
  APL 4 (EL 4) 
  At APL 4, there is simple lock (Open Locks DC 20), 
  which is protected by a poisoned dart. 
   
  � Poisoned Dart Trap: CR 4; Atk +15 melee (1d4+4 plus 
  poison); multiple targets (1dart per target in a 10’x10’ 
  area), poison (blue whinnis, Fortitude save DC 14 resists, 
  1 Con/unconsciousness); Search (DC 21); Disable Device 
  (DC 22). 
   
  APL 6 (EL 6) 
  At APL 6, there is average lock (Open Locks DC 25), 
  which is protected by a poisoned arrow. 
   
  � Poisoned Arrow Trap: CR 6; Atk +14 melee (1d8 plus 
  poison); poison (wyvren poison, Fortitude save DC 17 
  resists, 2d6 Con/2d6 Con); Search (DC 20); Disable 
  Device (DC 16). 
   
  APL 8 (EL 8) 
  At APL 8, there is average lock (Open Locks DC 25), 
  which is protected by two poisoned arrows. 
   
  � Poisoned Arrows Trap: CR 8; Atk +14/+14 melee 
  (1d8 plus poison); poison (wyvren poison, Fortitude save 
  DC 17 resists, 2d6 Con/2d6 Con); Search (DC 20); 
  Disable Device (DC 16). 
   
  APL 10 (EL 10) 
  At APL 10, there is good lock (Open Locks DC 30), 
  which, along with the handle, is covered by contact 
  poison. 
  As Luck Would Have It 
   
  Page 16 
  
   
  � Handle and Lock Smeared with Contact Poison 
  Trap: CR 10; poison (black lotus extract poison, Fortitude 
  save DC 20 resists, 3d6 Con/3d6 Con); Search (DC 25); 
  Disable Device (DC 26). 
   
  Treasure: The cargo and furnishings in Duzar’s room no 
  longer have anyone to lay claim to them, and can be sold 
  for a total of 180 gp. 
   
   
   
  All APLs–loot (15 gp) 
   
  Encounter Seven – A River 
  Cruise 
  Quickly making your way to the docks, you see a 
  number of barges in the process of being loaded. A 
  strong breeze blows from the west, making the smells 
  of Verbeeg Hill more tolerable. As you move through
  the crowd, you note at the end of the docks a richly 
  dressed gnome with a tall powdered wig directing the 
  loading of cargo on a large flat-bottomed boat. The 
  side of the boat reads “Empty Promise.” The gnome 
  looks in your direction and smiles. 
   
   
  As soon as the PCs approach the dock Duzar sees them 
  and begins to prepare to deal with them. He assumes 
  (unless the PCs are all gnomes) that they are here to kill 
  him. Should the PCs be all gnomes, they should be able 
  to surprise Duzar and his men. Duzar and his minions are 
  mixed in with the sailors, many of them hard working, 
  innocent men and women doing their jobs. Area of effect 
  attacks will kill many innocents and get the PCs arrested 
  after their fight is over. Also, there are a liberal number of 
  piles of boxes and cargo spread throughout the docks. 
  Duzar and his minions use them to their best advantage. 
   
  APL 2 (EL 5) 
  � Hadrich & Shebel: Hp 13, See Appendix 1. 
  � Duzar Silverstream: Hp 21, See Appendix 1. 
   
  APL 4 (EL 7) 
  � Hadrich & Shebel: Hp 20, See Appendix 1. 
  � Duzar Silverstream: Hp 31, See Appendix 1. 
   
  APL 6 (EL 9) 
  � Hadrich & Shebel: Hp 36, See Appendix 1. 
  � Duzar Silverstream: Hp 41, See Appendix 1. 
   
  APL 8 (EL 11) 
  � Hadrich & Shebel: Hp 40, See Appendix 1. 
  � Duzar Silverstream: Hp 51, See Appendix 1. 
   
  APL 10 (EL 13) 
  � Hadrich & Shebel: Hp 58, See Appendix 1. 
  � Duzar Silverstream: Hp 61, See Appendix 1. 
   
  Tactics: Hadrich and Shebel are mixed in with the 
  sailors, and take advantage of that cover to turn on 
  passing PCs, catching them by surprise. They try to 
  prevent the PCs from getting Duzar, while he casts 
  defensive spells and then lobs spells from a safe distance. 
   
  Development: Should the PCs kill innocents when 
  they could have avoided it, while in the process of 
  attempting to deal with Duzar, they are apprehended 
  (unless they can magically escape, in which case, contact 
  the Triad) and sentenced to forfeit half their total wealth 
  to the victim’s family, and spend one month in jail (four 
  Time Units). Of course, Duzar is not worried about 
  killing bystanders. 
   
  Treasure: The PCs can recover the gear and items 
  from Duzar and his minions that they have not used. 
   
  APL 2–loot (73 gp), pearl of power - (1
  st level) (84 gp), 
  scroll of see invisibility - (13 gp), wand of charm 
  person - (63 gp). 
  APL 4–loot (73 gp), cloak of resistance +1 - (84 gp), 
  pearl of power (1
  st level) - (84 gp), scroll of see 
  invisibility - (13 gp), wand of charm person - (63 gp), 
  bag of holding (Type I) - (208 gp). 
  APL 6–loot (22 gp), ring of deflection +1 - (167 gp), 
  cloak of resistance +1 - (84 gp), pearl of power (1
  st
  level) - (84 gp), scroll of see invisibility - (13 gp), 
  wand of charm person - (63 gp), bag of holding (Type 
  I) - (208 gp), necklace of fireballs (Type I) - (138 gp). 
   
  APL 8–loot (14 gp), headband of intellect +2 - (334 
  gp), pearl of power (1
  st level) - (84 gp), ring of 
  deflection +1 - (167 gp), cloak of resistance +1 - (84 
  gp), scroll of see invisibility - (13 gp), wand of charm 
  person - (63 gp), bag of holding (Type I) - (208 gp), 
  necklace of fireballs (Type I) - (138 gp), mirthral 
  chain shirt - (104 gp). 
  APL 10–loot (14 gp), rapier +1 - (194 gp), rapier +1 - 
  (194 gp), amulet of natural armor +1 - (167 gp), pearl 
  of power (1
  st level) - (84 gp), scroll of ice storm - (59 
  gp), headband of intellect +2 - (334 gp), ring of 
  deflection +1 - (167 gp), cloak of resistance +1 - (84 
  gp), scroll of see invisibility - (13 gp), wand of charm 
  person - (63 gp), bag of holding (Type I) - (208 gp), 
  necklace of fireballs (Type I) - (138 gp), mithral chain 
  shirt +1 - (271 gp). 
   
   
  As Luck Would Have It 
   
  Page 17 
  
  Conclusion 
  “So, the gold never left till after I hired you to find it? 
  I guess it was chance that chose you to locate it in the 
  end. We’l  be making changes to the security of the 
  temple. This will not happen again ” The High Roller 
  sits back in his chair. “I guess we are finished. Don’t 
  worry, Norebo will remember,” he smiles broadly. 
  “Oh and I believe you left something here.” Pointing
  toward the door, you see several young black and blue 
  gnomes smiling at you and waving. 
  l
  .
  , 
   
   
   
  All PCs that helped recover the gold receive three 
  influence points with the Patron’s Guild of Norebo.  
   
  If none of the gnomish pranksters died: 
  Several bright smiles, many missing teeth, look up at 
  you as you exit the office of the High Roller. “We’ve 
  been talking with our parents. They all say they are 
  going to remember what happened here. You fellas 
  are all right. Stop by the Consortium sometime. I 
  think you might be interested in some of the things 
  we have to offer.” 
   
  These PCs receive access to the nausea paste for their 
  treatment of the young gnomes, as well as one influence 
  point in with the Gnomish Consortium of Merchants, 
  Moneylenders, Miners, and Gemcutters for bringing 
  Duzar to justice. 
   
  If any of the gnomish pranksters died: 
   
  The smiles fade as you approach. “It’s a shame we 
  couldn’t all be here to see the end. I guess it wasn’t 
  meant to be. Our parents don’t quite understand, but 
  we’ll try and talk to them. You fellas are okay. It 
  wasn’t your fault. We’ll see you around.” 
   
  These PCs receive one influence point in with the 
  Gnomish Consortium of Merchants, Moneylenders, 
  Miners, and Gemcutters for bringing Duzar to justice. 
   
  The End 
   
   
  PASSWORD 
  At the conclusion of this event, you should give all the 
  players the password to this scenario. Tell them to write it 
  on their adventure certificates, and inform them that it 
  will be used to unlock the adventure summary document 
  that 
  will 
  be 
  found 
  on 
  the 
  Highfolk 
  website 
  (www.highfolk.oerth.com), approximately two months 
  from the conclusion of the premiere of this scenario. The 
  password for this scenario is duzar (all lower case). 
   
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Four 
  Defeat the gnome pranksters 
   
  APL2 – 120 xp; APL4 – 180 xp;  
  APL6 – 240 xp; APL8 – 300 xp;  
  APL10 – 360 xp. 
   
  Encounter Six 
  Defeat the desk trap 
   
  APL2 – 60 xp; APL4 – 120 xp; APL6 – 180 xp;  
  APL8 – 240 xp; APL10 – 300 xp. 
   
  Encounter Seven 
  Defeat Duzar and his minions 
   
  APL2 – 150 xp; APL4 – 210 xp;  
  APL6 – 270 xp; APL8 – 330 xp;  
  APL10 – 390 xp. 
   
  Story Awards 
  The PCs defeat the gnomes (Encounter Four) without 
  killing any of them. 
  APL2 – 50 xp; APL4 – 75 xp;  
  APL6 – 100 xp; APL8 – 125 xp;  
  APL10 – 150 xp. 
   
  Role-playing Award 
  APL2 – 40 xp; APL4 – 60 xp;  
  APL6 – 80 xp; APL8 – 100 xp;  
  APL10 – 120 xp. 
   
  Total possible experience:  
   
  APL2 – 420 xp; APL4 – 645 xp;  
  APL6 – 870 xp; APL8 – 1095 xp;  
  APL10 – 1320 xp. 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  As Luck Would Have It 
   
  Page 18 
  
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Introduction 
  The PCs come to the meeting 
  All APLs – 5 gp. 
   
  Encounter Six 
  Salvage the cargo from Duzar’s room 
  All APLs – 15 gp. 
   
  Encounter Seven 
  Defeat Duzar and his minions 
  APL 2 – 233 gp; APL 4 – 525 gp;  
  APL 6 – 779 gp; APL 8 – 1209 gp;  
  APL 10 – 1990 gp. 
   
  Adventure Maximums 
  APL 2 – 253 gp; APL 4 – 545 gp;  
  APL 6 – 799 gp; APL 8 – 1229 gp,  
  APL 10 – 2010. 
   
   
  Items Found During Adventure 
   
  APL 2 
  � Wand of charm person (Adventure, 1
  st level caster, 
  DMG) 
  � Pearl of power (1
  st level) (Adventure, DMG) 
  � Nausea Paste (Adventure, See above) 
   
  APL 4 (All of APL 2 plus the following) 
  � Bag of holding (Type I) (Adventure, DMG) 
   
   
  APL 6 (All of APL 2-4 plus the following) 
  � Necklace of fireballs (Type I) (Adventure, DMG) 
   
  APL 8 (All of APL 2-6 plus the following) 
  � Headband of intellect +2 (Any, DMG) 
  � Mithral Chain Shirt (Any, DMG) 
  APL 10 (All of APL 2-8 plus the following) 
  � Scroll of ice storm (Adventure, 7
  th level caster, DMG) 
  � Mithral chain shirt +1 (Adventure, DMG) 
   
   
  Special (New items to be listed on Adv. Cert.) 
   
  Favor of the House – 3 Influence Points with the Patron’s 
  Guild of Norebo 
   
  1 Influence Point with the Gnomish Consortium of 
  Merchants, Moneylenders, Miners, and Gemcutters 
   
  Favor to Magliana: Magliana helped this PC find Duzar 
  Silverstream before he skipped town. Now this PC owes 
  Magliana a favor. She will come to collect it. 
   
  Nausea Paste: This clear, tasteless alchemical paste is 
  often used by practical jokers, or by gardeners to ward off 
  vermin. Consumption of the paste requires the victim to 
  make a DC 20 fortitude save or become nauseated (DMG, 
  p. 85) for one minute. After that time, the victim must 
  make a second fortitude save or continue to be nauseated 
  for four more hours. The Alchemy check DC to make 
  nausea paste is 25. 
   
  Prerequisites: Alchemy DC 25; Market Price: 50 
  gp; Weight: -. 
  As Luck Would Have It 
   
  Page 19 
  
  Appendix 1: NPCs 
   
  Encounter 3 – Hey, Aren’t You the Guy 
  Who… 
  • Boros Goldhammer, male gnome Exp5: Small-size 
  Humanoid ; HD 5d6+10; hp 36; Init +1; Spd 20; AC 12 
  (+1 size, +1 Dex); Atk +3 base melee, +5 base ranged; +3 
  (1d4-1, Dagger, silvered); SA spells; SQ: gnome traits; 
  AL NG; SV Fort +3, Ref +2, Will +6; Str 8, Dex 12, Con 
  14, Int 16, Wis 11, Cha 13. 
  Skills: Alchemy+11, Appraise+11, Bluff+6, Craft 
  (Gemcutting)+5, Diplomacy+6, Hide+5, Innuendo+2, 
  Knowledge 
  (Local)+5, 
  Listen+2, 
  Profession 
  (Gemcutter)+5, Sense Motive+10, Speak Language+3. 
  Feats: Iron Will, Skill Focus: Sense Motive. 
  Equipment: Dagger (silvered), gemcutter's tools; 
  magnifying glass; scale, merchant's; antitoxin (vial); 
  smokestick. 
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save vs. 
  illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Encounter 4: Barroom Brawl 
  � Logan Wood, male halfling Com4/Ftr1: Small 
  Humanoid (3 ft. 1 in. tall); HD 1d10+4d4+5; hp 27; Init 
  +3 (Dex); Spd 20; AC 18 (+4 Chain shirt, +3 Dex, +1 
  Size); Atks +3 melee (1d6 (crit 19-20), short sword), or 
  +5 ranged (1d4, darts); AL CN; SV Fort +4, Ref +4, Will 
  +0. 
  Str 10, Dex 16, Con 13, Int 11, Wis 8, Cha 14. 
   
  Skills: Climb +4, Craft: Woodcarving +3, Listen +3 
  Ride +4, Spot +2 Feats: Simple Weapon Proficiency, 
  Alertness, Dodge 
   
  Equipment: Chain shirt, short sword, 6 hand 
  carved darts, cape of the mountebank, pouch 
  containing 2 sp. 
   
  � Militiamen (10), male halfling Com1: CR ½; 
  small sized humanoid (3 ft. 2 in. tall); HD 1d4; hp 3; 
  Init +1; Spd 30; AC 11 (+1 Dex); Atks +0 melee (d6, 
  misc. cooking gear), +1 ranged (d4, rock); AL CN; SV 
  Fort 0, Ref +1, Will -1. 
  Str 11, Dex 13, Con 10, Int 10, Wis 8, Cha 10. 
   
  Skills: Profession: Farmer +4. Feats: Skill Focus: 
  Farmer. 
   
  Equipment: Misc. Cooking Gear or rock. 
   
  APL 2 
  � Atrin, male gnome Brd1: Small-size Humanoid; 
  HD 1d6+1; hp 7; Init +2 (Dex); Spd 30 ft; AC 15 (+1 
  size, +2 leather, +2 Dex); Atks +1 melee (1d6, sap); SA 
  spells; SQ bardic knowledge, bardic music, gnome 
  traits; AL CG; SV Fort +1, Ref +4, Will +3. 
  Str 11, Dex 15, Con 12, Int 14, Wis 12, Cha 15. 
   
  Skills: Bluff +8, Diplomacy +6, Disguise +6, Gather 
  Information +6, Perform +6. Feats: Skill Focus (Bluff). 
  Equipment: Leather Armor, sap, disguise kit, flute. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Bard Spells Known (2; base DC = 12 + spell level): 
  0
  th – daze, detect magic, mage hand, open/close. 
   
  � Gunell, male gnome Ill1: Small-size Humanoid; 
  HD 1d4+1; hp 5; Init +1 (Dex); Spd 30 ft; AC 12 (+1, 
  size, +1 Dex); Atks +0 melee (1d4-1/crit 19-20, dagger), 
  or +2 ranged (1d4-1/crit 19-20, dagger); SA spells; SQ 
  gnome traits, summon familiar; AL NG; SV Fort +1, Ref 
  +1, Will +3. 
  Str 8, Dex 13, Con 12, Int 17, Wis 12, Cha 13. 
   
  Skills: Alchemy +9, Concentration +5, Knowledge 
  (arcane) +7, Scry +7, Spellcraft +7. Feats: Scribe Scroll, 
  Spell Focus (Illusion). 
   
  Equipment: Dagger, spell pouch, smokestick. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Wizard Spells Prepared (4/3; base DC = 13 + spell 
  level, +2 for Illusion): 0
  th – daze, detect magic, ghost 
  sound, mage hand; 1
  st – change self, color spray, mage 
  armor. 
   
  � Hevigar, male gnome Ftr1: Small-size Humanoid; 
  HD 1d10+6; hp 16; Init +1 (Dex); Spd 30 ft; AC 14 (+2 
  leather, +1 Dex, +1 size); Atks +4 melee (1d6+2/crit 19-
  20, shortsword) or (1d3+2, unarmed strike); SQ gnome 
  traits; AL CG; SV Fort +5, Ref +1, Will +1. 
  Str 15, Dex 12, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills: Climb +6, Jump +6. Feats: Improved 
  Unarmed Strike, Toughness. 
   
  Equipment: Leather Armor, shortsword, 50' silk 
  rope, backpack. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
  As Luck Would Have It 
   
  Page 20 
  
   
  � Lised, female gnome Rog1: Small-size Humanoid; 
  HD 1d6+1; hp 7; Init +3 (Dex); Spd 30 ft; AC 17 (+1 
  size, +3 studded leather, +3 Dex); Atks +1 melee 
  (1d6/crit 19-20, shortsword), or +1 melee (1d6, sap), or 
  +4 ranged (1d4, sling); SA sneak attack; SQ gnome 
  traits; AL CG; SV Fort +1, Ref +5, Will +1. 
  Str 10, Dex 17, Con 12, Int 14, Wis 12, Cha 13. 
   
  Skills: Climb +4, Disable Device +6, Escape Artist 
  +7, Hide +11, Jump +4, Move Silently +7, Open Lock 
  +7, Pick Pocket +7, Tumble +7, Use Rope +7. Feats: 
  Dodge. 
   
  Equipment: Studded Leather Armor, shortsword, 
  sap, sling, 10 bullets, 50' rope, climbing gear, tanglefoot 
  bag. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. Sneak Attack (Ex)–Lised 
  deals +1d6 damage against an opponent with a 
  discernable anatomy who is denied a Dex bonus or is 
  flanked. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  � Pezen, female gnome Clr1: Small-size Humanoid; 
  HD 1d8+1; hp 9; Init +1 (Dex); Spd 30 ft; AC 16 (+1 
  size, +4 chain shirt, +1 Dex); Atks +1 melee (1d6, sap), 
  or +1 melee (1d4/crit 19-20, dagger), or +2 ranged 
  (1d4/crit 19-20, dagger), or +2 ranged (1d4, sling); SA 
  spells, turn undead; SQ gnome traits; AL NG; SV Fort 
  +3, Ref +1, Will +5. 
  Str 10, Dex 13, Con 13, Int 11, Wis 17, Cha 12. 
   
  Skills: Bluff +3, Concentration +5, Disguise +5. 
  Feats: Skill Focus (Disguise) . 
   
  Equipment: Sap, Chain shirt, sling, 10 bullets, 
  dagger, holy symbol of Gnarl Glittergold, 50' rope, 
  disguise kit. 
   
  SA: Turn Undead (Su)–4/day, Pezen can attempt 
  to turn undead creatures. She can turn undead with no 
  more than (1d20-6)/3 HD. Each attempt, she turns 
  2d6+2 total HD. Undead with 1/2 or fewer HD are 
  destroyed instead. Spells–Cast dancing lights, ghost 
  sound, and prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Cleric Spells Prepared (3/2+1; base DC = 13 + spell 
  level): 0
  th – detect magic, detect poison, resistance; 1
  st – 
  random action, sanctuary. 
  Domain Spells: change self. 
   
  � Safig, male gnome Rog1: Small-size Humanoid; 
  HD 1d6; hp 6; Init +3 (Dex); Spd 30 ft; AC 18 (+1 size, 
  +4 chain shirt, +3 Dex); Atks +1 melee (1d6, sap), or +1 
  melee (1d4/crit 19-20, dagger), or +4 ranged (1d4/crit 
  19-20, dagger), or +4 ranged (1d4, sling); SA sneak 
  attack; SQ gnome traits; AL CG; SV Fort +0, Ref +5, 
  Will +2. 
  Str 10, Dex 16, Con 10, Int 17, Wis 14, Cha 13. 
   
  Skills: Appraise +7, Craft (locksmithing) +7, Diable 
  Device +7, Forgery +7, Hide +11, Innuendo +6, Move 
  Silently +7, Open Lock +7, Reap Lips +7, Tumble +7, 
  Use Magic Device +5. Feats: Pyro. 
   
  Equipment: Chain shirt, thieves tools, sap, dagger, 
  sling, 10 bullets, artisan's tools, 50' silk rope, 5 
  alchemist's fire, thunderstone, tanglefoot bag. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. Sneak Attack (Ex)–Safig 
  deals +1d6 damage against an opponent with a 
  discernable anatomy who is denied a Dex bonus or is 
  flanked. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  APL 4 
  � Atrin, male gnome Brd2: Small-size Humanoid; 
  HD 2d6+2; hp 12; Init +2 (Dex); Spd 30 ft; AC 15 (+1 
  size, +2 leather, +2 Dex); Atks +2 melee (1d6, sap); SA 
  spells; SQ bardic knowledge, bardic music, gnome 
  traits; AL CG; SV Fort +1, Ref +5, Will +4. 
  Str 11, Dex 15, Con 12, Int 14, Wis 12, Cha 15. 
   
  Skills: Bluff +9, Diplomacy +7, Disguise +7, Escape 
  Artist +3, Gather Information +7, Perform +7. Feats: 
  Skill Focus (Bluff). 
   
  Equipment: Leather Armor, sap, disguise kit, flute. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Bard Spells Known Known (3/1; base DC = 12 + 
  spell level): 0
  th – daze, detect magic, light, mage hand, 
  open/close; 1
  st – silent image, ventriloquism. 
   
  � Gunell, male gnome Ill2: Small-size Humanoid; 
  HD 2d4+2; hp 9; Init +1 (Dex); Spd 30 ft; AC 12 (+1 
  size, +1 Dex); Atks +1 melee (1d4-1/crit 19-20, dagger), 
  or +3 ranged (1d4-1/crit 19-20, dagger); SA spells; SQ 
  gnome traits, summon familiar; AL NG; SV Fort +1, Ref 
  +1, Will +4. 
  Str 8, Dex 13, Con 12, Int 17, Wis 12, Cha 13. 
   
  Skills: 
  Alchemy 
  +10, 
  Concentration 
  +6, 
  Knowledge (arcane) +8, Knowledge (local) +4, Scry +7, 
  Spellcraft +8. Feats: Scribe Scroll, Spell Focus 
  (Illusion). 
   
  Equipment: Dagger, spell pouch, smokestick. 
  As Luck Would Have It 
   
  Page 21 
  
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
  Wizard Spells Prepared (5/4; base DC = 13 + spell level, 
  +2 for Illusion): 0
  th – daze (x2), detect magic, ghost 
  sound, mage hand; 1
  st – change self, color spray, grease, 
  mage armor.  
   
  � Hevigar, male gnome Ftr2: Small-size Humanoid; 
  HD 2d10+9; hp 25; Init +1 (Dex); Spd 30 ft; AC 14 (+1 
  size, +2 leather, +1 Dex); Atks +5 melee (1d6+2/crit 19-
  20, shortsword) or (1d3+2, unarmed strike); SQ gnome 
  traits; AL CG; SV Fort +6, Ref +1, Will +1. 
  Str 15, Dex 12, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills: Climb +6, Jump +6, Ride +3. Feats: 
  Improved Unarmed Strike, Power Attack, Toughness. 
   
  Equipment: Leather Armor, shortsword, 50' silk 
  rope, backpack. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  � Lised, female gnome Rog2: Small-size Humanoid; 
  HD 2d6+2; hp 12; Init +3 (Dex); Spd 30 ft; AC 17 (+1 
  size, +3 studded leather, +3 Dex); Atks +2 melee 
  (1d6/crit 19-20, shortsword), or +2 melee (1d6, sap), or 
  +5 ranged (1d4, sling); SA sneak attack; SQ evasion, 
  gnome traits; AL CG; SV Fort +1, Ref +6, Will +2. 
  Str 10, Dex 17, Con 12, Int 14, Wis 12, Cha 13. 
   
  Skills: Climb +5, Disable Device +7, Escape Artist 
  +8, Hide +12, Jump +5, Move Silently +8, Open Lock 
  +8, Pick Pocket +8, Tumble +8, Use Rope +8. Feats: 
  Dodge. 
   
  Equipment: Studded Leather Armor, shortsword, 
  sap, sling, 10 bullets, 50' rope, climbing gear, tanglefoot 
  bag. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. Sneak Attack (Ex)–Lised 
  deals +1d6 damage against an opponent with a 
  discernable anatomy who is denied a Dex bonus or is 
  flanked. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  � Pezen, female gnome Clr2: Small-size Humanoid; 
  HD 2d8+2; hp 15; Init +1 (Dex); Spd 30 ft; AC 16 (+1 
  size, +4 chain shirt, +1 Dex); Atks +2 melee (1d6, sap), 
  or +2 melee (1d4/crit 19-20, dagger), or +3 ranged 
  (1d4/crit 19-20, dagger), or +3 ranged (1d4, sling); SA 
  spells, turn undead; SQ gnome traits; AL NG; SV Fort 
  +4, Ref +1, Will +6. 
  Str 10, Dex 13, Con 13, Int 11, Wis 17, Cha 12. 
   
  Skills: Bluff +3, Concentration +5, Disguise +5, 
  Spellcraft +2. Feats: Skill Focus (Disguise) . 
  Equipment: Sap, Chain shirt, sling, 10 bullets, dagger, 
  holy symbol of Gnarl Glittergold, 50' rope, disguise kit. 
   
  SA: Turn Undead (Su)–4/day, Pezen can attempt 
  to turn undead creatures. She can turn undead with no 
  more than (1d20-3)/3 HD. Each attempt, she turns 
  2d6+3 total HD. Undead with 1 or fewer HD are 
  destroyed instead. Spells–Cast dancing lights, ghost 
  sound, and prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Cleric Spells Prepared (4/3+1; base DC = 13 + spell 
  level): 0
  th – detect magic, detect poison, guidance, 
  resistance; 1
  st – obscuring mist, random action, 
  sanctuary. 
  Domain Spells: change self. 
   
  � Safig, male gnome Rog1, Ill1: Small-size 
  Humanoid; HD 1d4+1d6; hp 9; Init +3 (Dex); Spd 30 ft; 
  AC 18 (+1 size, +4 chain shirt, +3 Dex); Atks +1 melee 
  (1d6, sap), or +1 melee (1d4/crit 19-20, dagger), or +4 
  ranged (1d4/crit 19-20, dagger), or +4 ranged (1d4, 
  sling); SA sneak attack, spells; SQ gnome traits, 
  summon familiar; AL CG; SV Fort +0, Ref +5, Will +4. 
  Str 10, Dex 16, Con 10, Int 17, Wis 14, Cha 13. 
   
  Skills: Appraise +7, Concentration +4, Craft 
  (locksmithing) +8, Diable Device +7, Forgery +7, Hide 
  +11, Innuendo +6, Move Silently +7, Open Lock +7, 
  Reap Lips +7, Tumble +7, Use Magic Device +5. Feats: 
  Pyro, Scribe Scroll. 
   
  Equipment: Chain shirt, thieves tools, sap, dagger, 
  sling, 10 bullets, artisan's tools, 50' silk rope, 5 
  alchemist's fire, thunderstone, tanglefoot bag. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. Sneak Attack (Ex)–Safig 
  deals +1d6 damage against an opponent with a 
  discernable anatomy who is denied a Dex bonus or is 
  flanked. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Wizard Spells Prepared (4/3; base DC = 13 + spell 
  level): 0
  th – detect magic, ghost sound, ray of frost, 
  resistance; 1
  st – burning hands, color spray, true strike. 
   
  APL 6 
  � Atrin, male gnome Brd3: Small-size Humanoid; 
  HD 3d6+3; hp 17; Init +2 (Dex); Spd 30 ft; AC 15 (+1 
  small, +2 leather, +2 Dex); Atks +3 melee (1d6, sap); SA 
  As Luck Would Have It 
   
  Page 22 
  
  spells; SQ bardic knowledge, bardic music, gnome 
  traits; AL CG; SV Fort +2, Ref +5, Will +4. 
  Str 11, Dex 15, Con 12, Int 14, Wis 12, Cha 15. 
   
  Skills: Bluff +10, Diplomacy +8, Disguise +8, 
  Escape Artist +4, Gather Information +8, Perform +8. 
  Feats: Run, Skill Focus (Bluff). 
   
  Equipment: Leather Armor, sap, disguise kit, flute. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Bard Spells Known (3/2; base DC = 12 + spell 
  level): 0
  th – daze, detect magic, light, mage hand, 
  open/close, read magic; 1
  st – charm person, silent 
  image, ventriloquism. 
   
  � Gunell, male gnome Ill3: Small-size Humanoid; 
  HD 3d4+3; hp 13; Init +1 (Dex); Spd 30 ft; AC 12 (+1 
  size, +1 Dex); Atks +1 melee (1d4-1/crit 19-20, dagger), 
  or +3 ranged (1d4-1/crit 19-20, dagger); SA spells; SQ 
  gnome traits, summon familiar; AL NG; SV Fort +2, Ref 
  +2, Will +4. 
  Str 8, Dex 13, Con 12, Int 17, Wis 12, Cha 13. 
   
  Skills: 
  Alchemy 
  +11, 
  Concentration 
  +7, 
  Knowledge (arcane) +8, Knowledge (local) +5, Scry +8, 
  Spellcraft +9. Feats: Greater Spell Focus (Illusion), 
  Scribe Scroll, Spell Focus (Illusion). 
   
  Equipment: Dagger, spell pouch, smokestick. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Wizard Spells Prepared (5/4/3; base DC = 13 + 
  spell level, +4 for Illusion): 0
  th – daze (x2), detect magic, 
  ghost sound, mage hand; 1
  st – change self, color spray, 
  grease, mage armor; 2
  nd – hypnotic pattern, minor 
  image, mirror image.  
   
  � Hevigar, male gnome Ftr3: Small-size Humanoid; 
  HD 3d10+12; hp 34; Init +1 (Dex); Spd 30 ft; AC 14 (+1 
  size, +2 leather, +1 Dex); Atks +6 melee (1d6+2/crit 19-
  20, shortsword) or (1d3+2, unarmed strike); SQ gnome 
  traits; AL CG; SV Fort +6, Ref +2, Will +2. 
  Str 15, Dex 12, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills: Climb +6, Handle Animal +1, Jump +6, Ride 
  +3. Feats: Improved Bull Rush, Improved Unarmed 
  Strike, Power Attack, Toughness. 
   
  Equipment: Leather Armor, shortsword, 50' silk 
  rope, backpack. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  � Lised, female gnome Rog3: Small-size Humanoid; 
  HD 3d6+3; hp 17; Init +3 (Dex); Spd 30 ft; AC 17 (+1 
  size, +3 studded leather, +3 Dex); Atks +3 melee 
  (1d6/crit 19-20, shortsword), or +3 melee (1d6, sap), or 
  +6 ranged (1d4, sling); SA sneak attack; SQ evasion, 
  gnome traits, uncanny dodge; AL CG; SV Fort +2, Ref 
  +6, Will +2. 
  Str 10, Dex 17, Con 12, Int 14, Wis 12, Cha 13. 
   
  Skills: Climb +6, Disable Device +8, Escape Artist 
  +9, Hide +13, Jump +6, Move Silently +9, Open Lock 
  +9, Pick Pocket +9, Tumble +9, Use Rope +9. Feats: 
  Dodge, Mobility. 
   
  Equipment: Studded Leather Armor, shortsword, 
  sap, sling, 10 bullets, 50' rope, climbing gear, tanglefoot 
  bag. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. Sneak Attack (Ex)–Lised 
  deals +2d6 damage against an opponent with a 
  discernable anatomy who is denied a Dex bonus or is 
  flanked. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. Uncanny Dodge–Dex bonus to AC. 
   
  � Pezen, female gnome Clr3: Small-size Humanoid; 
  HD 3d8+3; hp 21; Init +1 (Dex); Spd 30 ft; AC 16 (+1 
  size, +4 chain shirt, +1 Dex); Atks +3 melee (1d6, sap), 
  or +3 melee (1d4/crit 19-20, dagger), or +4 ranged 
  (1d4/crit 19-20, dagger), or +4 ranged (1d4, sling); SA 
  spells, turn undead; SQ gnome traits; AL NG; SV Fort 
  +4, Ref +2, Will +6. 
  Str 10, Dex 13, Con 13, Int 11, Wis 17, Cha 12. 
   
  Skills: Bluff +3, Concentration +5, Disguise +7, 
  Spellcraft +2. Feats: Extra Turning, Skill Focus 
  (Disguise) . 
   
  Equipment: Sap, Chain shirt, sling, 10 bullets, 
  dagger, holy symbol of Gnarl Glittergold, 50' rope, 
  disguise kit. 
   
  SA: Turn Undead (Su)–8/day, Pezen can attempt 
  to turn undead creatures. She can turn undead with no 
  more than (1d20)/3 HD. Each attempt, she turns 2d6+4 
  total HD. Undead with 1 or fewer HD are destroyed 
  instead. Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Cleric Spells Prepared (4/3+1/2+1; base DC = 13 + 
  spell level): 0
  th – detect magic, detect poison, guidance, 
  As Luck Would Have It 
   
  Page 23 
  
  resistance; 1
  st – obscuring mist, random action, 
  sanctuary; 2
  nd – hold person, silence. 
  Domain Spells: change self, invisibility. 
   
  � Safig, male gnome Rog2, Ill1: Small-size 
  Humanoid; HD 1d4+2d6; hp 13; Init +3 (Dex); Spd 30 
  ft; AC 18 (+1 size, +4 chain shirt, +3 Dex); Atks +2 
  melee (1d6, sap), or +2 melee (1d4/crit 19-20, dagger), 
  or +5 ranged (1d4/crit 19-20, dagger), or +5 ranged 
  (1d4, sling); SA sneak attack, spells; SQ evasion, gnome 
  traits, summon familiar; AL CG; SV Fort +0, Ref +6, 
  Will +5. 
  Str 10, Dex 16, Con 10, Int 17, Wis 14, Cha 13. 
   
  Skills: Appraise +8, Concentration +4, Craft 
  (locksmithing) +9, Diable Device +8, Forgery +8, Hide 
  +12, Innuendo +7, Move Silently +8, Open Lock +8, 
  Reap Lips +8, Tumble +8, Use Magic Device +6. Feats: 
  Combat Reflexes, Pyro, Scribe Scroll. 
   
  Equipment: Chain shirt, thieves tools, sap, dagger, 
  sling, 10 bullets, artisan's tools, 50' silk rope, 5 
  alchemist's fire, thunderstone, tanglefoot bag. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. Sneak Attack (Ex)–Safig 
  deals +1d6 damage against an opponent with a 
  discernable anatomy who is denied a Dex bonus or is 
  flanked. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
  Wizard Spells Prepared (4/3; base DC = 13 + spell 
  level): 0
  th – detect magic, ghost sound, ray of frost, 
  resistance; 1
  st – burning hands, color spray, true strike. 
   
  APL 8 
  � Atrin, male gnome Brd5: Small-size Humanoid; 
  HD 5d6+5; hp 27; Init +2 (Dex); Spd 30 ft; AC 15 (+1 
  size, +2 leather, +2 Dex); Atks +4 melee (1d6, sap); SA 
  spells; SQ bardic knowledge, bardic music, gnome 
  traits; AL CG; SV Fort +2, Ref +6, Will +5. 
  Str 11, Dex 15, Con 12, Int 14, Wis 12, Cha 16. 
   
  Skills: Bluff +12, Diplomacy +10, Disguise +10, 
  Escape Artist +6, Gather Information +10, Perform +10. 
  Feats: Run, Skill Focus (Bluff). 
   
  Equipment: Leather Armor, sap, disguise kit, flute. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Bard Spells Known (3/4/2; base DC = 13 + spell 
  level): 0
  th – daze, detect magic, light, mage hand, 
  open/close, read magic; 1
  st – charm person, expeditious 
  retreat, silent image, ventriloquism; 2
  nd – darkness, 
  invisibility, minor image. 
   
  � Gunell, male gnome Ill5: Small-size Humanoid; 
  HD 5d4+5; hp 21; Init +1 (Dex); Spd 30 ft; AC 12 (+1 
  size, +1 Dex); Atks +2 melee (1d4-1/crit 19-20, dagger), 
  or +4 ranged (1d4-1/crit 19-20, dagger); SA spells; SQ 
  gnome traits, summon familiar; AL NG; SV Fort +2, Ref 
  +2, Will +5. 
  Str 8, Dex 13, Con 12, Int 18, Wis 12, Cha 13. 
   
  Skills: 
  Alchemy 
  +13, 
  Concentration 
  +9, 
  Knowledge (arcane) +10, Knowledge (local) +7, Scry 
  +10, Spellcraft +11. Feats: Greater Spell Focus 
  (Illusion), Scribe Scroll, Spell Focus (Enchantment), 
  Spell Focus (Illusion). 
   
  Equipment: Dagger, spell pouch, smokestick. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Wizard Spells Prepared (5/5/4/3; base DC = 14 + 
  spell level, +4 for Illusion, +2 for Enchantment): 0
  th – 
  daze (x2), detect magic, ghost sound, mage hand; 1
  st – 
  change self, color spray, grease, mage armor, spider 
  climb; 2
  nd – hypnotic pattern, levitate, minor image, 
  mirror image; 3
  rd – major image, slow, stinking cloud.  
    
  � Hevigar, male gnome Ftr5: Small-size Humanoid; 
  HD 5d10+18; hp 52; Init +1 (Dex); Spd 30 ft; AC 14 (+1 
  size, +2 leather, +1 Dex); Atks +9 melee (1d6+3/crit 19-
  20, shortsword) or (1d3+2, unarmed strike); SQ gnome 
  traits; AL CG; SV Fort +7, Ref +2, Will +2. 
  Str 16, Dex 12, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills: Climb +7, Handle Animal +4, Jump +7, Ride 
  +4. Feats: Endurance, Improved Bull Rush, Improved 
  Unarmed Strike, Power Attack, Toughness. 
   
  Equipment: Leather Armor, shortsword, 50' silk 
  rope, backpack. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  � Lised, female gnome Rog5: CR 5; Medium-size 
  Humanoid; HD 5d6+5; hp 27; Init +4 (Dex); Spd 30 ft; 
  AC 18 (+1 size, +3 studded leather, +4 Dex); Atks +4 
  melee (1d6/crit 19-20, shortsword), or +4 melee (1d6, 
  sap), or +8 ranged (1d4, sling); SA sneak attack; SQ 
  evasion, gnome traits, uncanny dodge; AL CG; SV Fort 
  +2, Ref +8, Will +3. 
  Str 10, Dex 18, Con 12, Int 14, Wis 12, Cha 13. 
   
  Skills: Climb +8, Disable Device +10, Escape Artist 
  +12, Hide +16, Jump +8, Move Silently +12, Open Lock 
  As Luck Would Have It 
   
  Page 24 
  
  +12, Pick Pocket +12, Tumble +12, Use Rope +12. Feats: 
  Dodge, Mobility. 
   
  Equipment: Studded Leather Armor, shortsword, 
  sap, sling, 10 bullets, 50' rope, climbing gear, tanglefoot 
  bag. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. Sneak Attack (Ex)–Lised 
  deals +3d6 damage against an opponent with a 
  discernable anatomy who is denied a Dex bonus or is 
  flanked. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. Uncanny Dodge–Dex bonus to AC. 
   
  � Pezen, female gnome Clr5: Small-size Humanoid; 
  HD 5d8+5; hp 33; Init +1 (Dex); Spd 30 ft; AC 16 (+1 
  size, +4 chain shirt, +1 Dex); Atks +4 melee (1d6, sap), 
  or +4 melee (1d4/crit 19-20, dagger), or +5 ranged 
  (1d4/crit 19-20, dagger), or +5 ranged (1d4, sling); SA 
  spells, turn undead; SQ gnome traits; AL NG; SV Fort 
  +5, Ref +2, Will +8. 
  Str 10, Dex 13, Con 13, Int 11, Wis 18, Cha 12. 
   
  Skills: Bluff +4, Concentration +6, Disguise +9, 
  Spellcraft +2. Feats: Extra Turning, Skill Focus 
  (Disguise) . 
   
  Equipment: Sap, Chain shirt, sling, 10 bullets, 
  dagger, holy symbol of Gnarl Glittergold, 50' rope, 
  disguise kit. 
   
  SA: Turn Undead (Su)–8/day, Pezen can attempt 
  to turn undead creatures. She can turn undead with no 
  more than (1d20+6)/3 HD. Each attempt, she turns 
  2d6+6 total HD. Undead with 2 or fewer HD are 
  destroyed instead. Spells–Cast dancing lights, ghost 
  sound, and prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Cleric Spells Prepared (5/4+1/3+1/2+1; base DC = 
  14 + spell level): 0
  th – detect magic, detect poison (x2), 
  guidance, resistance; 1
  st – obscuring mist, random 
  action (x2), sanctuary; 2
  nd – hold person, shatter, 
  silence; 3
  rd – dispel magic, wind wall. 
  Domain Spells: change self, invisibility, protection 
  from elements. 
   
  � Safig, male gnome Rog3, Ill2: Small-size 
  Humanoid; HD 2d4+3d6; hp 20; Init +3 (Dex); Spd 30 
  ft; AC 18 (+1 size, +4 chain shirt, +3 Dex); Atks +4 
  melee (1d6, sap), or +4 melee (1d4/crit 19-20, dagger), 
  or +7 ranged (1d4/crit 19-20, dagger), or +7 ranged 
  (1d4, sling); SA sneak attack, spells; SQ evasion, gnome 
  traits, summon familiar, uncanny dodge; AL CG; SV 
  Fort +1, Ref +6, Will +6. 
  Str 10, Dex 16, Con 10, Int 18, Wis 14, Cha 13. 
   
  Skills: Appraise +10, Concentration +8, Craft 
  (locksmithing) +12, Diable Device +10, Forgery +10, 
  Hide +13, Innuendo +8, Move Silently +9, Open Lock 
  +9, Reap Lips +10, Spellcraft +5, Tumble +10, Use 
  Magic Device +7. Feats: Combat Reflexes, Pyro, Scribe 
  Scroll. 
   
  Equipment: Chain shirt, thieves tools, sap, dagger, 
  sling, 10 bullets, artisan's tools, 50' silk rope, 5 
  alchemist's fire, thunderstone, tanglefoot bag. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. Sneak Attack (Ex)–Safig 
  deals +2d6 damage against an opponent with a 
  discernable anatomy who is denied a Dex bonus or is 
  flanked. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. Uncanny Dodge–Dex bonus to AC. 
  Wizard Spells Prepared (5/4; base DC = 14 + spell 
  level): 0
  th – detect magic, ghost sound, ray of frost, read 
  magic, resistance; 1
  st – burning hands, color spray, 
  shield, true strike. 
    
  APL 10 
  � Atrin, male gnome Brd7: Small-size Humanoid; 
  HD 7d6+7; hp 37; Init +2 (Dex); Spd 30 ft; AC 15 (+1 
  size, +2 leather, +2 Dex); Atks +6 melee (1d6, sap); SA 
  spells; SQ bardic knowledge, bardic music, gnome 
  traits; AL CG; SV Fort +3, Ref +7, Will +6. 
  Str 11, Dex 15, Con 12, Int 14, Wis 12, Cha 16. 
   
  Skills: Bluff +14, Diplomacy +12, Disguise +12, 
  Escape Artist +8, Gather Information +12, Perform +12. 
  Feats: Run, Skill Focus (Bluff), Spell Focus (Illusion). 
   
  Equipment: Leather Armor, sap, disguise kit, flute. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Bard Spells Known (3/4/3/1; base DC = 13 + spell 
  level, +2 for Illusion): 0
  th – daze, detect magic, light, 
  mage hand, open/close, read magic; 1
  st – charm person, 
  expeditious retreat, silent image, ventriloquism; 2
  nd – 
  darkness, invisibility, minor image, see invisibility; 3
  rd 
  – haste, major image. 
   
  � Gunell, male gnome Ill7: Small-size Humanoid; 
  HD 7d4+7; hp 29; Init +1 (Dex); Spd 30 ft; AC 12 (+1 
  size, +1 Dex); Atks +3 melee (1d4-1/crit 19-20, dagger), 
  or +5 ranged (1d4-1/crit 19-20, dagger); SA spells; SQ 
  gnome traits, summon familiar; AL NG; SV Fort +3, Ref 
  +3, Will +6. 
  Str 8, Dex 13, Con 12, Int 18, Wis 12, Cha 13. 
   
  Skills: 
  Alchemy 
  +15, 
  Concentration 
  +11, 
  Knowledge (arcane) +13, Knowledge (local) +9, Scry 
  As Luck Would Have It 
   
  Page 25 
  
  +12, Spellcraft +13. Feats: Greater Spell Focus 
  (Enchantment), Greater Spell Focus (Illusion), Scribe 
  Scroll, Spell Focus (Enchantment), Spell Focus 
  (Illusion). 
   
  Equipment: Dagger, spell pouch, smokestick. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Wizard Spells Prepared (5/6/5/4/3; base DC = 14 + 
  spell level, +4 for Illusion, +4 for Enchantment): 0
  th – 
  daze (x2), detect magic, ghost sound, mage hand; 1
  st – 
  change self, color spray, grease, mage armor, shield, 
  spider climb; 2
  nd – hypnotic pattern, levitate, minor 
  image, mirror image, resist elements; 3
  rd – dispel magic, 
  major image, slow, stinking cloud; 4
  th – illusory wall, 
  rainbow pattern, shadow conjuration.  
    
  � Hevigar, male gnome Ftr7: Small-size Humanoid; 
  HD 7d10+24; hp 70; Init +1 (Dex); Spd 30 ft; AC 14 (+1 
  size, +2 leather, +1 Dex); Atks +11/+6 melee (1d6+3/crit 
  19-20, shortsword) or +12/+7 (1d3+4, unarmed strike); 
  SQ gnome traits; AL CG; SV Fort +8, Ref +3, Will +3. 
  Str 16, Dex 12, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills: Climb +9, Handle Animal +4, Jump +9, Ride 
  +4. Feats: Endurance, Improved Bull Rush, Improved 
  Unarmed Strike, Power Attack, Toughness, Weapon 
  Focus (Unarmed Strike), Weapon Specialization 
  (Unarmed Strike). 
   
  Equipment: Leather Armor, shortsword, 50' silk 
  rope, backpack. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  � Lised, female gnome Rog7: Small-size Humanoid; 
  HD 7d6+7; hp 37; Init +4 (Dex); Spd 30 ft; AC 18 (+1 
  size, +3 studded leather, +4 Dex); Atks +6 melee 
  (1d6/crit 19-20, shortsword), or +6 melee (1d6, sap), or 
  +10 ranged (1d4, sling); SA sneak attack; SQ evasion, 
  gnome traits, uncanny dodge; AL CG; SV Fort +3, Ref 
  +9, Will +4. 
  Str 10, Dex 18, Con 12, Int 14, Wis 12, Cha 13. 
   
  Skills: Climb +10, Disable Device +12, Escape 
  Artist +14, Hide +18, Jump +10, Move Silently +14, 
  Open Lock +14, Pick Pocket +14, Tumble +14, Use 
  Rope +14. Feats: Dodge, Mobility, Spring Attack. 
   
  Equipment: Studded Leather Armor, shortsword, 
  sap, sling, 10 bullets, 50' rope, climbing gear, tanglefoot 
  bag. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. Sneak Attack (Ex)–Lised 
  deals +4d6 damage against an opponent with a 
  discernable anatomy who is denied a Dex bonus or is 
  flanked. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. Uncanny Dodge–Dex bonus to AC, 
  can't be flanked. 
   
  � Pezen, female gnome Clr7: Small-size Humanoid; 
  HD 7d8+7; hp 45; Init +1 (Dex); Spd 30 ft; AC 16 (+1 
  size, +4 chain shirt, +1 Dex); Atks +6 melee (1d6, sap), 
  or +6 melee (1d4/crit 19-20, dagger), or +7 ranged 
  (1d4/crit 19-20, dagger), or +7 ranged (1d4, sling); SA 
  spells, turn undead; SQ gnome traits; AL NG; SV Fort 
  +6, Ref +3, Will +9. 
  Str 10, Dex 13, Con 13, Int 11, Wis 18, Cha 12. 
   
  Skills: Bluff +4, Concentration +8, Disguise +11, 
  Spellcraft +2. Feats: Extra Turning, Skill Focus 
  (Disguise), Spell Focus (Enchantment). 
   
  Equipment: Sap, Chain shirt, sling, 10 bullets, 
  dagger, holy symbol of Gnarl Glittergold, 50' rope, 
  disguise kit. 
   
  SA: Turn Undead (Su)–8/day, Pezen can attempt 
  to turn undead creatures. She can turn undead with no 
  more than (1d20+12)/3 HD. Each attempt, she turns 
  2d6+8 total HD. Undead with 3 or fewer HD are 
  destroyed instead. Spells–Cast dancing lights, ghost 
  sound, and prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; base 
  DC = 14 + spell level, +2 for Enchantment): 0
  th – detect 
  magic, detect poison (x2), guidance (x2), resistance; 1
  st 
  – obscuring mist, random action (x2), remove fear, 
  sanctuary; 2
  nd – hold person (x2), shatter, silence; 3
  rd – 
  dispel magic, prayer, wind wall; 4
  th – air walk, greater 
  magic weapon. 
  Domain Spells: change self, invisibility, protection 
  from elements, confusion. 
   
  � Safig, male gnome Rog4, Ill3: Small-size 
  Humanoid; HD 3d4+4d6; hp 27; Init +3 (Dex); Spd 30 
  ft; AC 18 (+1 size, +4 chain shirt, +3 Dex); Atks +5 
  melee (1d6, sap), or +5 melee (1d4/crit 19-20, dagger), 
  or +8 ranged (1d4/crit 19-20, dagger), or +8 ranged 
  (1d4, sling); SA sneak attack, spells; SQ evasion, gnome 
  traits, summon familiar, uncanny dodge; AL CG; SV 
  Fort +2, Ref +8, Will +7. 
  Str 10, Dex 16, Con 10, Int 18, Wis 14, Cha 13. 
   
  Skills: Appraise +11, Concentration +10, Craft 
  (locksmithing) +13, Disable Device +11, Forgery +11, 
  As Luck Would Have It 
   
  Page 26 
  
  Hide +14, Innuendo +9, Move Silently +10, Open Lock 
  +10, Reap Lips +11, Spellcraft +9, Spot +3, Tumble +11, 
  Use Magic Device +8. Feats: Combat Reflexes, Pyro, 
  Scribe Scroll. 
   
  Equipment: Chain shirt, thieves tools, sap, dagger, 
  sling, 10 bullets, artisan's tools, 50' silk rope, 5 
  alchemist's fire, thunderstone, tanglefoot bag. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. Sneak Attack (Ex)–Safig 
  deals +2d6 damage against an opponent with a 
  discernible anatomy who is denied a Dex bonus or is 
  flanked. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. Uncanny Dodge–Dex bonus to AC. 
   
  Wizard Spells Prepared (5/4/3; base DC = 14 + 
  spell level): 0
  th – detect magic, ghost sound, ray of frost, 
  read magic, resistance; 1
  st – burning hands, color spray, 
  shield, true strike; 2
  nd – alter self, flaming sphere, 
  pyrotechnics .  
   
  Encounter 6: Not So Funny Tricks 
  � Magliana, female human Rog2/ Wiz(Ench)3: 
  Medium-size Humanoid (5 ft. 7 in. tall); HD 2d6 + 3d4; 
  hp 19; Init +0 (Dex); Spd 30 ft.; AC 10; Atks +2 melee 
  (1d6 [crit 19-20], short sword) or +2 ranged (1d8 [crit 
  19-20], light crossbow); SA Sneak attack +1d6, spells; 
  SD Evasion, spells; AL N; SV Fort +1, Ref +4, Will +4. 
   
  Str 10, Dex 10, Con 10, Int 16, Wis 12, Cha 16. 
   
  Skills: Appraise +8, Bluff +13, Diplomacy +10, 
  Disguise +10, Gather Information +8, Innuendo +8, 
  Perform +5, Read Lips +6, Search +8, Sense Motive +8, 
  Spellcraft +7, Use Magic Device +8. Feats: Scribe Scroll, 
  Skill Focus (Bluff), Spell Focus (enchantment), Spell 
  Mastery (alter self, invisibility, sleep). 
   
  Equipment: Leather armor, short sword, light 
  crossbow with 20 bolts, scroll of sleep (x2), spell 
  components, waterskin (the rest of the equipment is in 
  the wagon). Note that Magliana does not carry her 
  spellbook with her; she relies on her skills and her 
  Spell Mastery to get her through situations.   
   
  Spells Prepared (4/4/3): 0—detect magic, daze, 
  mage hand, mending; 1st—charm person, change self, 
  sleep (x2); 2nd—alter self, invisibility, Tasha's hideous 
  laughter.  
   
  Personality Traits: Witty, charming, confident, 
  caring (for a bandit, anyway). 
   
  � Wyvern's Sting bandits (Nordun, Filgar, Jonhen, 
  Remmings, "Quill", Zuko), male human Rog1 (6): 
  Medium humanoids (height varies); HD 1d6; hp 6; Init 
  +2; Spd 30 ft.; AC 14 (+2 Dex, +2 leather armor); Atks +0 
  melee (1d6 [crit 19-20], short sword) or +2 ranged (1d8 
  [crit 19-20], light crossbow); SA Sneak attack +1d6; AL 
  N or CN; SV Fort +0, Ref +4, Will +1. 
   
  Str 10, Dex 14, Con 10, Int 12, Wis 12, Cha 14. 
   
  Skills: Bluff +6, Disable Device +6, Disguise +6, 
  Hide +6, Innuendo +6, Move Silently +6, Open Locks 
  +6, Pick Pocket +6, Read Lips +5, Search +5. Feats: 
  Dodge, Skill Focus (Bluff). 
   
  Equipment: Leather armor, short sword, light 
  crossbow with 10 bolts, waterskin; other 
  equipment is in the wagon. 
   
  Encounter 7: A River Cruise  
  APL 2 
  � Hadrich & Shebel, male gnome Rgr1: Small-size 
  Humanoid; HD 1d10+3; hp 13; Init +0; Spd 15 ft; AC 14 
  (+1 size, +4 chain shirt); Atks +4 melee (1d6+2/crit x3, 
  handaxe), and +2 melee (1d4+2/crit 19-20, dagger), or 
  +2 ranged (1d4+2/crit 19-20, dagger), or +2 ranged 
  (1d6+2, javelin); SA favored enemy (human); SQ 
  gnome traits; AL NE; SV Fort +5, Ref +0, Will +1. 
  Str 15, Dex 10, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills: Climb +4, Handle Animal +1, Intimidate +1, 
  Swim +4. Feats: Weapon Focus (handaxe). 
   
  Equipment: Masterwork handaxe, dagger, chain 
  shirt, javelin (x2). 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
    
  � Duzar Silverstream, male gnome Enc4: Small-size 
  Humanoid; HD 4d4+8; hp 21; Init +1 (Dex); Spd 20 ft; 
  AC 12 (+1 size, +1 Dex); Atks +1 melee (1d4-1/crit 19-
  20, dagger), or +4 ranged (1d4-1/crit 19-20, dagger); SA 
  spells; SQ gnome traits, summon familiar (weasel); AL 
  CE; SV Fort +3, Ref +4, Will +6. 
  Str 8, Dex 12, Con 14, Int 18, Wis 14, Cha 11. 
   
  Skills: Alchemy +12, Concentration +13, Hide +7, 
  Knowledge (arcane) +8, Knowledge (local) +6, 
  Profession (merchant) +8, Spellcraft +10. Feats: Combat 
  Casting, Scribe Scroll, Spell Focus (Enchantment). 
   
  Equipment: Dagger, wand of sleep, scroll of see 
  invisibility, pearl of power (1
  st level),. 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Wizard Spells Prepared (5/5/4; base DC = 14 (16 
  for enchantment) + spell level): 0
  th – daze (x2), detect 
  magic, mage hand, mending; 1
  st – hypnotism, magic 
  As Luck Would Have It 
   
  Page 27 
  
  missile (x2), shield, sleep, 2
  nd – flaming sphere, levitate, 
  mirror image, Tasha’s hideous laughter. 
   
  APL 4 
  � Hadrich & Shebel, male gnome Rgr1, Rog1: 
  Small-size Humanoid; HD 1d6+1d10+6; hp 20; Init +0; 
  Spd 20 ft; AC 14 (+1 size, +4 chain shirt); Atks +4 melee 
  (1d6+2/crit x3, handaxe), and +2 melee (1d4+2/crit 19-
  20, dagger), or +2 ranged (1d4+2/crit 19-20, dagger), or 
  +2 ranged (1d6+2, javelin); SA favored enemy (human), 
  sneak attack; SQ gnome traits; AL NE; SV Fort +5, Ref 
  +2, Will +1. 
  Str 15, Dex 10, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills: Climb +6, Escape Artist +3, Handle Animal 
  +3, Hide +5, Spot +4, Swim +6, Tumble +5. Feats: 
  Weapon Focus (handaxe). 
   
  Equipment: Masterwork handaxe, dagger, chain 
  shirt, javelin (x2). 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. Sneak Attack (Ex)–
  Hadrich & Shebel deal +1d6 damage against an 
  opponent with a discernible anatomy who is denied a 
  Dex bonus or is flanked. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  � Duzar Silverstream, male gnome Enc6: Small-size 
  Humanoid; HD 6d4+12; hp 31; Init +1 (Dex); Spd 20 ft; 
  AC 12 (+1 size, +1 Dex); Atks +2 melee (1d4-1/crit 19-
  20, dagger), or +5 ranged (1d4-1/crit 19-20, dagger); SA 
  spells; SQ gnome traits, summon familiar (weasel); AL 
  CE; SV Fort +5, Ref +6, Will +8. 
  Str 8, Dex 12, Con 14, Int 18, Wis 14, Cha 11. 
   
  Skills: Alchemy +15, Concentration +15, Hide +7, 
  Knowledge (arcane) +9, Knowledge (local) +8, 
  Profession (merchant) +10, Spellcraft +13. Feats: 
  Combat Casting, Greater Spell Focus (Enchantment), 
  Scribe Scroll, Spell Focus (Enchantment). 
   
  Equipment: Dagger, wand of charm person, scroll 
  of see invisibility, pearl of power (1
  st level), cloak of 
  resistance +1, bag of holding (Type I). 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Wizard Spells Prepared (5/5/5/4; base DC = 14 (18 
  for enchantment) + spell level): 0
  th – daze (x2), detect 
  magic, mage hand, mending; 1
  st – hypnotism, magic 
  missile (x2), shield, sleep, 2
  nd – endurance, flaming 
  sphere, levitate, mirror image, Tasha’s hideous 
  laughter; 3
  rd – dispel magic, haste, hold person, 
  lightning bolt. 
    
  APL 6 
  � Hadrich & Shebel, male gnome Rgr2, Rog2: 
  Small-size Humanoid; HD 2d6+2d10+12; hp 36; Init +0; 
  Spd 20 ft; AC 15 (+1 size, +4 chain shirt); Atks +6 melee 
  (1d6+3/crit x3, handaxe), and +5 melee (1d4+3/crit 19-
  20, dagger), or +4 ranged (1d4+3/crit 19-20, dagger), or 
  +4 ranged (1d6+3, javelin); SA favored enemy (human), 
  sneak attack; SQ evasion, gnome traits; AL NE; SV Fort 
  +6, Ref +3, Will +2. 
  Str 16, Dex 10, Con 16, Int 10, Wis 12, Cha 8. 
   
  Skills: Climb +8, Escape Artist +4, Handle Animal 
  +4, Hide +10, Spot +7, Swim +7, Tumble +4. Feats: 
  Power Attack, Weapon Focus (handaxe). 
  Equipment: Handaxe, dagger, chain shirt, javelin (x2). 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. Sneak Attack (Ex)–
  Hadrich & Shebel deal +1d6 damage against an 
  opponent with a discernible anatomy who is denied a 
  Dex bonus or is flanked. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  � Duzar Silverstream, male gnome Enc8: Small-size 
  Humanoid; HD 8d4+16; hp 41; Init +1 (Dex); Spd 20 ft; 
  AC 13 (+1 size, +1 ring, +1 Dex); Atks +3 melee (1d4-
  1/crit 19-20, dagger), or +6 ranged (1d4-1/crit 19-20, 
  dagger); SA spells; SQ gnome traits, summon familiar 
  (weasel); AL CE; SV Fort +5, Ref +6, Will +9. 
  Str 8, Dex 12, Con 14, Int 19, Wis 14, Cha 11. 
   
  Skills: Alchemy +17, Concentration +13, Hide +7, 
  Knowledge (arcane) +11, Knowledge (local) +9, 
  Profession (merchant) +11, Spellcraft +15. Feats: 
  Combat Casting, Greater Spell Focus (Enchantment), 
  Scribe Scroll, Spell Focus (Enchantment). 
   
  Equipment: Dagger, wand of charm person, scroll 
  of see invisibility, pearl of power (1
  st level), cloak of 
  resistance +1, ring of deflection +1, bag of holding 
  (Type I), necklace of fireballs (type I). 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Wizard Spells Prepared (5/6/5/5/4; base DC = 14 
  (18 for enchantment) + spell level): 0
  th – daze (x2), 
  detect magic, mage hand, mending; 1
  st – hypnotism, 
  magic missile (x2), shield (x2), sleep, 2
  nd – endurance, 
  flaming sphere, levitate, mirror image, Tasha’s hideous 
  laughter; 3
  rd – dispel magic, haste, hold person (x2), 
  lightning bolt; 4
  th –confusion, ice storm, minor globe of 
  invulnerability, phantasmal killer. 
    
  As Luck Would Have It 
   
  Page 28 
  
  APL 8 
  � Hadrich & Shebel, male gnome (wererat) Rgr2, 
  Rog2: Small-size Shapechanger; HD 2d6+2d10+16; hp 
  40; Init +3; Spd 20 ft; AC 21 (+3 Dex, +1 size, +4 chain 
  shirt, +3 natural); Atks +6 melee (1d6+3/crit 18-20, 
  rapier), and +6 melee (1d4+3/crit 19-20, dagger) and +6 
  melee (1d4+2, Bite), or +3 ranged (1d4+3/crit 19-20, 
  dagger), or +3 ranged (1d6+3, javelin); SA favored 
  enemy (human), sneak attack, lycanthropic empathy, 
  curse of lycanthropy; SQ evasion, gnome traits, 
  alternate form, damage reduction 15/silver; AL LE; SV 
  Fort +8, Ref +6, Will +4. 
  Str 16, Dex 16, Con 18, Int 10, Wis 12, Cha 8. 
   
  Skills: Climb +8, Escape Artist +7, Handle Animal 
  +4, Hide +13, Spot +11, Swim +7, Tumble +7. Feats: 
  Multiattack, Power Attack, Weapon Finesse (bite), 
  Weapon Finesse (rapier), Weapon Focus (rapier). 
   
  Equipment: Rapier, dagger, chain shirt, javelin 
  (x2), mithral chain shirt (Hadrich only). 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. Sneak Attack (Ex)–
  Hadrich & Shebel deal +1d6 damage against an 
  opponent with a discernible anatomy who is denied a 
  Dex bonus or is flanked. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Lycanthropic Empathy (Ex)— Lycanthropes can 
  communicate and empathize with normal or dire 
  animals of their animal form. This gives them a +4 
  racial bonus to checks when influencing the animal’s 
  attitude and allows the communication of simple 
  concepts and (if the animal is friendly) commands, 
  such as "friend," "foe," "flee," and "attack." 
   
  Curse of Lycanthropy (Su)— Any humanoid hit 
  by a lycanthrope’s bite attack in animal form must 
  succeed at a Fortitude save (DC 15) or contract 
  lycanthropy. A wererat can spread lycanthropy with its 
  bite or by hitting with a piercing or slashing weapon. 
  Bludgeoning or nonpenetrating attacks do not 
  transmit the condition. 
   
  � Duzar Silverstream, male gnome Enc10: Small-
  size Humanoid; HD 10d4+20; hp 51; Init +1 (Dex); Spd 
  20 ft; AC 13 (+1 size, +1 ring, +1 Dex); Atks +4 melee 
  (1d4-1/crit 19-20, dagger), or +7 ranged (1d4-1/crit 19-
  20, dagger); SA spells; SQ gnome traits, summon 
  familiar (weasel); AL CE; SV Fort +6, Ref +7, Will +10. 
  Str 8, Dex 12, Con 14, Int 21, Wis 14, Cha 11. 
   
  Skills: Alchemy +19, Concentration +15, Hide +7, 
  Knowledge (arcane) +14, Knowledge (local) +11, 
  Profession (merchant) +12, Spellcraft +17. Feats: 
  Combat Casting, Empower Spell, Maximize Spell, 
  Greater Spell Focus (Enchantment), Scribe Scroll, Spell 
  Focus (Enchantment). 
   
  Equipment: Dagger, wand of charm person, scroll 
  of see invisibility, pearl of power (1
  st level), cloak of 
  resistance +1, ring of deflection +1, headband of 
  intellect +2, bag of holding (Type I), necklace of 
  fireballs (type I). 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Wizard Spells Prepared (5/7/6/5/5/4; base DC = 
  15 (19 for enchantment) + spell level): 0
  th – daze (x2), 
  detect magic, mage hand, mending; 1
  st – hypnotism, 
  magic missile (x2), protection from good, shield (x2), 
  sleep, 2
  nd – endurance, flaming sphere, levitate, mirror 
  image, protection from arrows, Tasha’s hideous 
  laughter; 3
  rd – dispel magic, empowered magic missile, 
  haste, hold person, lightning bolt; 4
  th –confusion, ice 
  storm, 
  improved 
  invisibility, 
  minor 
  globe 
  of 
  invulnerability, phantasmal killer; 5
  th – dominate 
  person, hold monster (x2), telekinesis. 
    
  APL 10 
  � Hadrich & Shebel, male gnome (wererat) Rgr3, 
  Rog3: Small-size Shapechanger; HD 3d6+3d10+24; hp 
  58; Init +3; Spd 20 ft; AC 21 (22 for Hadrich) (+3 Dex, 
  +1 size, +4 chain shirt, +3 natural); Atks +9 melee 
  (1d6+4/crit 18-20, rapier), and +7 melee (1d4+3/crit 19-
  20, dagger) and +7 melee (1d4+3, Bite), or +7 ranged 
  (1d4+3/crit 19-20, dagger), or +7 ranged (1d6+3, 
  javelin); SA favored enemy (human), sneak attack, 
  lycanthropic empathy, curse of lycanthropy; SQ 
  evasion, gnome traits, alternate form, damage 
  reduction 15/silver, uncanny dodge; AL LE; SV Fort 
  +8, Ref +8, Will +5. 
  Str 16, Dex 16, Con 18, Int 10, Wis 12, Cha 8. 
   
  Skills: Climb +8, Escape Artist +8, Handle Animal 
  +4, Hide +13, Move Silently +7, Spot +11, Swim +7, 
  Tumble +8. Feats: Improved Bull Rush, Multiattack, 
  Power Attack, Weapon Finesse (bite), Weapon Finesse 
  (rapier), Weapon Focus (rapier). 
   
  Equipment: Rapier +1, dagger, chain shirt, javelin 
  (x2), Mithral chain shirt +1 (Hadrich only). 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. Sneak Attack (Ex)–
  Hadrich & Shebel deal +2d6 damage against an 
  opponent with a discernible anatomy who is denied a 
  Dex bonus or is flanked. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
  As Luck Would Have It 
   
  Page 29 
  
   
  Lycanthropic Empathy (Ex)— Lycanthropes can 
  communicate and empathize with normal or dire 
  animals of their animal form. This gives them a +4 
  racial bonus to checks when influencing the animal’s 
  attitude and allows the communication of simple 
  concepts and (if the animal is friendly) commands, 
  such as "friend," "foe," "flee," and "attack." 
   
  Curse of Lycanthropy (Su)— Any humanoid hit 
  by a lycanthrope’s bite attack in animal form must 
  succeed at a Fortitude save (DC 15) or contract 
  lycanthropy. A wererat can spread lycanthropy with its 
  bite or by hitting with a piercing or slashing weapon. 
  Bludgeoning or nonpenetrating attacks do not 
  transmit the condition. 
   
  � Duzar Silverstream, male gnome Enc12: Small-
  size Humanoid; HD 12d4+24; hp 61; Init +1 (Dex); Spd 
  20 ft; AC 14 (+1 size, +1 ring, +1 amulet, +1 Dex); Atks 
  +5/0 melee (1d4-1/crit 19-20, dagger), or +7/1 ranged 
  (1d4-1/crit 19-20, dagger); SA spells; SQ gnome traits, 
  summon familiar (weasel); AL CE; SV Fort +6, Ref +7, 
  Will +10. 
  Str 8, Dex 12, Con 14, Int 22, Wis 14, Cha 11. 
   
  Skills: Alchemy +21, Concentration +17, Hide +8, 
  Knowledge (arcane) +16, Knowledge (local) +11, 
  Profession (merchant) +12, Spellcraft +19. Feats: 
  Combat Casting, Empower Spell, Greater Spell Focus 
  (Enchantment), Maximize Spell, Scribe Scroll, Silent 
  Spell, Spell Focus (Enchantment). 
   
  Equipment: Dagger, wand of charm person, scroll 
  of see invisibility, pearl of power (1
  st level), cloak of 
  resistance +1, ring of deflection +1, headband of 
  intellect +2, amulet of natural armor +1, scroll of ice 
  storm, bag of holding (Type I), necklace of fireballs 
  (type I). 
   
  SA: Spells–Cast dancing lights, ghost sound, and 
  prestidigitation each 1/day. 
   
  SQ: Gnome Traits (Ex)–Low-light vision, +2 save 
  vs. illusions, +1 attack vs. kobolds and goblinoids, +4 
  dodge vs. giants. 
   
  Wizard Spells Prepared (5/7/6/6/5/5/3; base DC = 
  16 (20 for enchantment) + spell level): 0
  th – daze (x2), 
  detect magic, mage hand, mending; 1
  st – hypnotism, 
  magic missile (x2), protection from good, shield (x2), 
  sleep, 2
  nd – endurance, flaming sphere, levitate, mirror 
  image, protection from arrows, Tasha’s hideous 
  laughter; 3
  rd – dispel magic, empowered magic missile, 
  fly, haste, hold person, lightning bolt; 4
  th –confusion, 
  ice storm, improved invisibility, minor globe of 
  invulnerability, phantasmal killer; 5
  th – dominate 
  person, hold monster (x2), telekinesis, wall of force; 6
  th 
  – chain lightning, mass suggestion, maximized 
  lightning bolt.  
   
  As Luck Would Have It 
   
  Page 30 
  
  Appendix 2: New Rules 
   
  NEW FEATS  
   
  (From Tome and Blood) 
   
  Greater Spell Focus [General] 
  Choose a school of magic to which you already have 
  applied the Spell Focus feat. Your magic spells of that 
  school are now even more potent. 
  Prerequisites: Spell Focus. 
  Benefit: Add +4 DC for all saving throws against spells 
  from the school of magic you select to focus on. This 
  supersedes (does not stack with) the bonus from Spell 
  focus. 
  Special: You can select this feat multiple times. Its 
  effects do not stack. Each time you take the feat, it 
  applies to a new school of magic. 
   
  (From Song and Silence) 
   
  Pyro [General] 
  You are good at lighting objects and opponents on fire. 
  Benefit: If you set something or someone on fire by 
  any means (alchemist fire, for example), the flames do 
  an extra 1 point of damage per die, and the Reflex save 
  SC to extinguish the flames increases by +5 
  Normal: Fire generally does 1d6 points of damage. A 
  successful Reflex save (DC15) extinguishes it. 
   
  NEW Items  
   
  (From Dragon 291, p. 51) 
   
  � Portable Breach: The portable breach appears to be 
  a large bolt of cloth about 5 feet in diameter. A breach 
  is generally made from a light, high quality material 
  such as silk, and is dark in color. When the portable 
  breach is placed on a wooden, plaster, or stone wall, 
  ceiling, or floor, it instantly creates a 5-foot diameter 
  passage up to 10 feet long. If placed on a wall, ceiling, 
  or floor more than 10 feet thick, the portable breach 
  makes a niche or dead end passage 10 feet deep. This 
  effect is similar to a passwall spell cast by a 10
  th-level 
  sorcerer except that it has no duration; the passage 
  vanishes when the portable breach is taken off the 
  surface. The entrance of a passage made by a portable 
  breach has a fabric border that seems to join with the 
  surface of the wall, ceiling, or floor. Simply tugging on 
  this border removes the breach from the surface. If 
  dispelled or if removed from a surface while creatures 
  are in the passage, the creatures are harmlessly ejected 
  out the nearest exit.  
   
   Caster Level: 12th; Prerequisites: Craft wondrous 
  item, passwall; Market Price: 90,000 gp; Weight: -. 
   
  � Nausea Paste: This clear, tasteless alchemical paste 
  is often used by practical jokers, or by gardeners to 
  ward off vermin. Consumption of the paste requires 
  the victim to make a DC 20 Fortitude save or become 
  nauseated (DMG, p. 85) for one minute. After that 
  time, the victim must make a second Fortitude save or 
  continue to be nauseated for four more hours. The 
  Alchemy check DC to make nausea paste is 25. 
   
  Prerequisites: Alchemy DC 25; Market Price: 50 
  gp; Weight: -. 
  As Luck Would Have It 
   
  Page 31 
  
  DM Map #1 – The Smiling Halls of Good Fortune 
  As Luck Would Have It 
   
  Page 32 
  As Luck Would Have It 
   
  Page 32 
  
  DM Map #2 – Duzar’s Hideout 
   
   
   
   
   
  As Luck Would Have It 
   
  Page 33 
  
  Player Handout #1: Message from the Smiling Halls of Good Fortune 
   
   
   
  Dear Company Member, 
   
   I hope chance finds you well. Our patronage of your endeavors has brought 
  good fortune to you, it seems. Now the time has come for us to call in your 
  markers. The Smiling Halls have been robbed and without your assistance, we 
  may be forced to end our patronage. We would be devastated if the Temple was 
  unable to continue to support you and your company. Please come quickly.  
  Please meet Mercermillan in the merchant square and he will give you further 
  instructions. Do not speak of the robbery to anyone, no one can know. Some 
  may lose faith, and it would be bad for business.  
   
   
  Malson Milfrid 
  The High Roller of Norebo, 
  Smiling Halls of Good Fortune, 
  Verbeeg Hill 
  As Luck Would Have It 
   
  Page 34 
  
  Player Handout #2: Symbol of the Gnomish Consortium of Merchants, Moneylenders, 
  Miners, and Gemcutters 
   
  As Luck Would Have It 
   
  Page 35 
  
  Player Handout #3: Excerpts from the Journal of Duzar Silverstream 
   
  14 Sunsebb: I met with Kalesh Virr, captain of the Empty Promise. He is willing to 
  transport my cargo to Furyondy, no questions asked. He seems trustworthy, for the 
  right price. 
   
  2 Fireseek: The portable breach I borrowed from Boros worked beautifully. My minions were 
  able to easily acquire the package from where the children left it. The little ones will 
  bring their parents down with them; their parents who failed to see the vision in my 
  plans. The fools! Now their business shall lie in ruins from the scandal and I shall 
  profit from it! 
   
  16 Fireseek (today): I have heard the children have been brought to Verbeeg Hill to answer for 
  their crimes. No doubt the humans will demand they be sold into slavery to pay for 
  their crimes. It is only fitting that they should grovel under someone’s boot. It is time 
  for me to leave. The children may reveal my name under torture soon enough. I must 
  hurry to the docks. It is time to take my winnings and move on. 
  As Luck Would Have It 
   
  Page 36 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Highfolk/HIG3-01 - As Luck Would Have It.pdf