TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
   
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  VER 5-04 
   
   
   
   
   
  Fools Gold 
   
  A One-Round D&D® LIVING GREYHAWK™  
  Verbobonc Regional Adventure 
  by Gregory Hanigan 
  Triad Edit: Chad LaMontagne, Michael Maenza, Vernon L. Vincent 
  Circle Edit: Tim Sech 
  The Bridgeforth Inn stands quiet and empty; speakers no longer preach the Brotherhoods message to the populace of 
  Verbobonc City.  But all is not well; Bub Tympanum is still missing, Uncle Vardis still has not been apprehended, and 
  none who have entered the Bridgeforth have lived.  For both lawful and chaotic PCs, this Verbobonc regional adventure 
  is for character levels 1 to 14 and the final adventure in the “Fools” series.  (APLs 2 to 12)
  
  Ver5-04 Fool’s Gold 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PCS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because PCs bring their own PCs to LIVING GREYHAWK 
  games, this adventure’s challenges are proportionate to 
  the modified average character level of the PCs 
  participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  If PCs bring animals that have been trained for combat 
  (most likely dogs trained for war), other than those 
  brought by virtue of a class ability (such as animal 
  companions, familiars paladin’s mounts) or the 
  warhorse of a character with the Mounted Combat 
  feat, use the sidebar chart to determine the number 
  of levels you add to the sum of step one. 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.  
  Sum the results of step 1 and 2, and divide by the number 
  of PCs playing in the adventure. Round up to the 
  nearest whole number. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  
  Ver5-04 Fool’s Gold 
   
  Page 3 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level PCs 
  to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1
  st-level PCs may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise PCs to buy riding dogs to help protect 
  them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Verbobonc.  PCs native to Verbobonc pay one Time Unit 
  per round, all others pay two Time Units per round.  
  Adventurer’s Standard Upkeep costs 12gp per Time Unit. 
   Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Areas of Influence 
  This adventure allows the use of the following influence 
  points for purposes of the Verbobonc Influence 
  document: 
  • 
  Viscount Langard 
  • 
  Churches (All) 
  • 
  Wrinkle Academy 
  • 
  The Family 
  • 
  The Gentlemen of the Watch. 
   
  Cast of PCs and Locations 
  Lathmir Amanthsal:  A formerly tall, blonde and 
  handsome human, Lathmir had been one of the primary 
  proponents of the Scarlet Brotherhood in Verbobonc.  
  Lathmir died however of his own hand in VER4-06 A 
  Fools Errand, and was tricked by Uncle Krot into being 
  reincarnated.  Now Lathmir has become what he despises 
  most; a gnome.  The twin shock of his return as a gnome 
  and the rigors of reincarnation have broken his mind and 
  he now lives in dementia near the docks where he used 
  to conduct business.  At the same time Lathmir still 
  knows many of the secrets of the Scarlet Brotherhood, 
  including the password to the Forbiddance that was 
  erected at the Bridgeforth.   
  Uncle Vardis:  This Master Monk keeps his graying hair 
  cropped so short it is difficult to tell that he’s a Suel.  
  However this master monk is the primary antagonist of 
  this series.  Working behind the scenes Vardis now 
  directs the expansion of the Scarlet Brotherhood in 
  Verbobonc.  Vardis experienced several set backs in the 
  past several months, usually at the hands of the PCs.  His 
  hand was tipped too early (in VER4-04: Ship of Fools) 
  and then his plans to eliminate any possibility of 
  reunification were foiled (in VER4-06: A Fool’s Errand).  
  Vardis of course hates those who are responsible for 
  those setbacks and not only seeks the destruction of the 
  Royal Furyondy Mint, but also the destruction of the 
  PCs.  
  Bubulos Intaglio Tympanum:  A retired gnomish 
  Master Sculptor, this elderly gnome is a bit stooped and 
  walks with a cane, but still is filled with energy and 
  excitement about stonework and architecture.  Bub has in 
  his long career worked in stone, pottery, and metal, most 
  notably during the restoration of the Verbobonc Guild 
  Hall, Bub restored a door which leads to the Royal 
  Furyondy Mint. He is one of the few people in 
  Verbobonc who know of its existence.  He is quite 
  comfortable around humans and is not offended when 
  they shorten his already shortened name down to “Bub”.  
  Bub was kidnapped in VER 4-06: A Fools Errand and has 
  been kept at the Bridgeforth Inn, while Uncle Vardis 
  attempted to extract from him the exact location of a door 
  to the Royal Furyondy Mint.   
  Avera Wyrt Tympanum: Bub’s wife. A doting gnomish 
  grandmother, she frets about her husband and feeds 
  everyone else.  
  Watch Captain Caleb:  A short and swarthy Rhennee 
  who wears a perfectly groomed Vandyke beard, Watch 
  Captain Caleb grew up working the rivers with the 
  Rhennee. Hence he is one of the most streetwise 
  members of the Gentlemen of the Watch.  Very little 
  occurs in his district of Verbobonc city that he is not 
  aware of.  Although he is not above serving the greater 
  good through a minor evil, he keeps to a strict personal 
  code.   Caleb is Captain to over 30 officers of the 
  Gentlemen in the section of Verbobonc, which includes 
  most of the gnomish quarter and a portion of the 
  government district.   
  
  Ver5-04 Fool’s Gold 
   
  Page 4 
  Uncle Krot: A somewhat short, fat, and balding Oeridian 
  human, Uncle Krot is an accomplished rogue and wizard. 
   As an upper management Family member, Krot has been 
  given the job of troubleshooting the Brotherhood threat 
  by his superiors. He bears no particular ill will toward the 
  PCs, as long as they serve their use and do not keep him 
  from performing his job to the Family. 
  The Bridgeforth Inn: A large three-story wooden and 
  stone inn with an outside beer garden that serves as a 
  base for the Scarlet Brotherhood’s recruitment and 
  visible presence within Verbobonc City.  This building 
  was 
  a 
  down-and-out 
  gambling 
  den 
  before 
  the 
  Brotherhood was able to buy it out and fix it up.  This Inn 
  is located at building #23 on the attached Map of 
  Verbobonc City in Appendix #3. 
  The Bridgeforth Cult: A group of several dozen young 
  and middle-aged men have joined Lathmir in his 
  acceptance and promotion of the Scarlet Brotherhood’s 
  philosophy. These men make up the muscle behind the 
  Brotherhood’s attacks upon the gnomes of Verbobonc.  
  Now, scattered through the PCs efforts in VER 4-06 
  many of the cultists have been hunted down by the 
  Discipline section of the Family. The remainder still 
  keeps in contact with the remnants of the Bridgeforth 
  cult.   
  The Verbobonc City Guild Hall: Human and gnome 
  workers built this large stone and wood structure shortly 
  after they arrived in the lands of Verbobonc.  During 
  those early years it served as a meeting place for the city 
  representatives, usually prominent merchants and 
  landowners.  It was renovated 40 years ago and now 
  serves as an administration building for the city 
  government.  It is distinguished from other city 
  buildings in that it contains a very secret entrance to the 
  non-dimensional space where the Royal Furyondy Mint 
  is located.  Bub Tympanum is the workman who carved 
  the crests into the door leading to the mint. Bub is one of 
  the few individuals in Verbobonc outside of the 
  government who is aware of its existence.   The Guild 
  Hall is the large octagonal-shaped building just south of 
  #54 on the map of Verbobonc City in Appendix #3.  The 
  rectangle to the east represents the fountain in front of 
  the building. 
  The Royal Furyondian Mint:  Verbobonc hosts the 
  Royal Furyondy Mint, the mint which is responsible for 
  the production of all of the gold, silver and copper pieces 
  within the Kingdom of Furyondy as well as Verbobonc.  
  It is a commonly known secret that the Mint exists 
  somewhere in Verbobonc in one of the extra dimensional 
  spaces that exist there.  The exact location however, and 
  the way to get into the mint is a tightly controlled secret. 
   As noted above, one door leading to the mint is located 
  in the Guild Hall and Bub Tympanum knows its 
  existence.  Vardis has been, since the end of VER4-06: A 
  Fool Errand, questioning Bub in order to extract the exact 
  location of the door from him. 
  Before You Begin 
  Prior to the beginning of play please note the player’s 
  affiliations to the Gentlemen of the Watch and to the 
  Family.  Also please note which PCs have played the first 
  and second adventures in this series and if they played 
  the same character throughout.  Several of the important 
  details that take place in this adventure are modified by 
  previous character choices.  Please prepare this adventure 
  carefully in order to maintain the flow of the adventure.  
  Adventure Background 
   
  The Scarlet Brotherhood has traditionally toppled 
  governments through stealth and trickery.  Even so, prior 
  attempts at toppling Verbobonc’s government have 
  failed, and so the Scarlet Brotherhood decided on a more 
  direct approach.  The Brotherhood knew that within 
  Verbobonc exists the Royal Furyondy Mint and knew 
  that its destruction would lead to widespread turmoil not 
  only in Verbobonc but also in other regions.   
  One of the Scarlet Brotherhood’s agents, Vardis, learned 
  that the mint was located in one of the extra dimensional 
  spaces that exist in Verbobonc. Through careful study 
  and the research by the Scarlet Brotherhoods mages he 
  determined that the extra dimensional space functioned 
  much like a Heward’s Handy Haversack.  Vardis 
  surmised that a single person could destroy the mint by 
  entering it with a bag of holding, thereby tearing the 
  mint into the Astral plane.  What he required was a base 
  of operations in Verbobonc City to research how he 
  could get into the Royal Furyondy Mint, and enough 
  money to fund the expedition.  He discovered the 
  solution in a Suel spice merchant named Lathmir 
  Amanthsal.   
  In the first adventure of this series VER4-04: Ship of 
  Fools the Scarlet Brotherhood was in the process of re-
  asserting their power within Verbobonc.  To accomplish 
  this they utilized a Suel merchant named Lathmir 
  Amanthsal, who until recruited by the Brotherhood was 
  an unsuccessful spice merchant.  Lathmir, along with the 
  Brotherhoods representative, an elderly monk named 
  Uncle Vardis, arrived in Rhynehurst at the same time as 
  the PCs.  Circumstances threw the Brotherhood and the 
  PCs together and along the way the PCs also had the 
  opportunity to meet one of the Families representatives 
  
  Ver5-04 Fool’s Gold 
   
  Page 5 
  in Rhynehurst, a fat Oeridian man named Uncle Krot.  
  VER4-04: Ship of Fools concluded with the PCs traveling 
  with Uncle Vardis and Lathmir to Verbobonc city, where 
  after an ambush by the Family, Vardis and Lathmir 
  escaped into the city with a haversack full of platinum 
  bars. 
  In the second adventure of this series VER4-06: A Fools 
  Errand, The Scarlet Brotherhood again used Lathmir 
  Amanthsal and their wealth (secured in the first 
  adventure) to rally a support for their cause within 
  Verbobonc, leading to increased tensions between man 
  and gnome and occasionally even assaults on the street. 
  The PCs witness one such assault on an elderly Gnome 
  named Bub Tympanum.  Because of their witnessing of 
  the assault, and their possible involvement in halting the 
  assault they are approached separately by the Family and 
  the Gentlemen of the Watch to perform several errands 
  for each.  Thus, allowing the Gentlemen of the Watch, 
  The Family and the PCs much needed information 
  concerning the plans of the Scarlet Brotherhood in 
  Verbobonc. Even so, the PCs actions proved inadequate 
  to stop the entirety of the plot from succeeding; although 
  subsequent events (see VER4-07: Reunification) have 
  reduced the damage that the plot had inflicted. 
  Now in Verbobonc City The Watch and the Family seek 
  to root out the Brotherhoods presence.  The former 
  members of the Bridgeforth cult have been dispersed and 
  many have now fallen under the knives of the Families 
  Discipline section. The few remaining who are loyal to 
  the Brotherhood are in hiding or are holed within the 
  Bridgeforth Inn. The Inn itself now stands as the central 
  focus of the Family and the Gentlemen of the Watches 
  efforts, and they have already begun to probe the 
  defenses of the inn.    
  Unfortunately for both the Family and the Gentlemen of 
  the Watch in the time since the PCs infiltrated the Inn 
  during VER4-06: A Fools Errand the Brotherhood has 
  substantially increased the defenses of the inn.  Such 
  defenses include a forbiddance spell, which has kept the 
  Family and the Watch from entering the Inn.  The two 
  groups now turn to the PCs for assistance in gaining 
  entrance to the inn and ultimately destroying the 
  Brotherhood’s presence in Verbobonc. 
  What the Family, the Gentlemen of the Watch, and most 
  likely the PCs themselves don’t know is that the Scarlet 
  Brotherhood’s primary purpose in Verbobonc City 
  continues as planned. Uncle Vardis discovered the 
  location to an accessible door to the Royal Furyondy 
  Mint from Bub Tympanum.  Now that the Scarlet 
  Brotherhood knows the location of the door they can 
  with a portable hole, thereby tearing a hole in the 
  material plane and sending Vardis and the Royal 
  Furyondy Mint to the Astral plane.  Once there the 
  Scarlet Brotherhood will send several mages and clerics 
  to the Astral Plane, scry upon Vardis, and then teleport to 
  his location.  The Brotherhood knows that if there were 
  any individuals who may follow Vardis to the Astral 
  Plane could similarly be scryed upon by the Clerics or 
  Mages in Verbobonc, and so it is vital for Vardis to 
  defend and kill anyone who follows him through the rift 
  to the Astral Plane. 
  Adventure Summary  
   
  Encounter 1:  Is that a hook I see before me?   
  Caleb and Krot’s messengers seek out the PCs and 
  attempt to get them to meet with Caleb and Krot.  Also 
  the Family representative seeks to challenge the PCs and 
  see if the PCs are ready for promotion within the Family. 
    
  Encounter 2:  Keeping an Eye out. 
  Caleb explains that they attempted to arrest everyone in 
  the Bridgeforth Inn.   However they have found that the 
  Inn is protected by a forbiddance spell, and they need to 
  find the password in order to gain access.  The Family 
  and the Watch then relate that they know a person who 
  knows the password, Lathmir Amanthsal, and Krot 
  reveals that Lathmir is not in fact dead.  During VER4-06: 
  A Fools Errand, Lathmir was reincarnated as a gnome and 
  now is living in squalor down by the docks – the 
  Brotherhood attempts to scry upon the meeting.  The 
  PCs have an opportunity to notice the scrying and set 
  into motion the rush to the docks to get to Lathmir 
  before the Brotherhood does.   
  Encounter Three:  …Down by the river…  
  Lathmir is now a wretch of a gnome living in an alleyway 
  down by the docks of Verbobonc.  He has over the past 
  several weeks sunk deeper into insanity, resulting from 
  his reincarnation, his self hatred, his constant fear of 
  what the Brotherhood would do the him, his contraction 
  of filth fever, and the rejection of him by the other 
  gnomes in Verbobonc.   Shortly after the PCs arrive the 
  brotherhood sends a monk to kill Lathmir.   If Lathmir 
  survives he presents the PCs with an offer they can 
  refuse.   
  Encounter Four:  The Bridgeforth Inn. 
  Once the PCs receive the password from Lathmir or his 
  corpse they must then assault the Bridgeforth Inn.  They 
  find that it is almost completely empty, save for the 
  Brotherhood’s guardians.   
  
  Ver5-04 Fool’s Gold 
   
  Page 6 
  Encounter Five:  The game’s afoot.    
  Once the Brotherhoods guardians are defeated Bub 
  Vreeland, explains to the PCs that Vardis knows about a 
  back door to the Royal Furyondy Mint and the exact 
  location of it within the Guild Hall.  Bub explains that 
  destroying the mint is the Brotherhoods ultimate plan. 
  Encounter Six:  Into the Breach   
  The PCs, provided they move quickly are able to reach 
  the Guild Hall in time to see Vardis enter the doorway to 
  the Mint and pull out a portable hole.  The portable hole 
  interacts with the surrounding non-dimensional space of 
  the Mint and the mint as well as a large portion of the 
  Guild Hall is sucked to the Astral Plane.   
  Encounter Seven:  The Royal Furyondy Mint    
  Vardis and/or his minions fight the PCs on the astral 
  plane. 
  Conclusion 
  Members of the Wrinkle Academy show up on the Astral 
  plane to assess the damage and return any survivors to 
  Verbobonc. 
  Introduction 
   
  The morning has found you once again in Verbobonc 
  City, and although it seems as though no time has 
  passed since the arson attacks and the reunification 
  with the gnomes, the chill air and leaves blowing 
  against the window of your room are quick to remind 
  you that winter has indeed arrived in Verbobonc.  
  It is therefore understandable considering the cold of 
  the room and the earliness of the hour that you find a 
  visitor less than welcome. 
   
  Encounter One: Is this a Hook I 
  See Before Me? 
   
  Before you begin please ask the PCs if they have played 
  the previous adventures and tailor their box text to the 
  type of person they align themselves with.  For Neutral 
  PCs please inquire if they had any particular preference 
  in either Caleb or Krot, once chosen, read the 
  corresponding text for them. 
  If the PCs are affiliated with the Family (or if they are 
  chaotic) please read or paraphrase the following. 
  With barely a whisper the door to your room opens 
  and a short Rhennee creeps in.  Seeing you awake, the 
  Rhennee straightens and says, “Uncle Krot requests 
  your presence” as he starts throwing your clothes to 
  you.  “It’s best if you don’t keep him waiting.”   
  Please ask the PCs for a Spot Check opposed by the 
  messenger’s Sleight of Hand Check as he is attempting to 
  lift several gold pieces from the PCs possessions.  If 
  caught the messenger claims that he was instructed to 
  test the character by Uncle Krot and that they passed by 
  noticing the attempt.  The messenger is attempting a 
  bluff so if requested allow the PCs a Sense Motive Check 
  opposed by the messenger’s Bluff.  If the character is able 
  to 
  beat 
  the 
  messenger’s 
  Bluff 
  the 
  messenger 
  congratulates the character for passing the second test 
  then changes the subject to his upcoming meeting with 
  Uncle Krot. 
  The rogue doesn’t particularly care to steal from the PCs, 
  but he was instructed by Krot to feel out the PCs for 
  either entrance into or promotion within the Family.  
  The rogue then contrived a plan where he would end up 
  a few gold richer. 
  How the PCs react to this encounter has little relevance 
  towards the experience rewards of the adventure, 
  however the manner in which they react to the rogue 
  does determine their rewards in relation to their 
  involvement with the family. 
  APL 2 
  � Benjimar the Rose: Male Halfling, Lightfoot Rog2; 
  hp 12; see Appendix One. 
  APL 4  
  � Benjimar the Rose: Male Halfling, Lightfoot Rog4; 
  hp 23; see Appendix One. 
  APL 6 
  � Benjimar the Rose: Male Halfling, Lightfoot Rog6; 
  hp 29; see Appendix One. 
  APL 8 
  � Benjimar the Rose: Male Halfling, Lightfoot Rog8; 
  hp 39; see Appendix One. 
  APL 10 
  � Benjimar the Rose: Male Halfling, Lightfoot Rog10; 
  hp 46; see Appendix One. 
  APL 12 
  � Benjimar the Rose: Male Halfling, Lightfoot Rog12; 
  hp 55; see Appendix One. 
   
  
  Ver5-04 Fool’s Gold 
   
  Page 7 
  1. 
  If the PCs fail to notice the Sleight of Hand, or 
  fall for the Bluff, their standing with the Family 
  is decreased.  Their promotion within the family 
  or their joining the family is postponed for 6 
  months, on the basis that they lack the skills 
  that the family requires. 
  2. 
  If the PCs catch the rogue in the act, do not fall 
  for the Bluff and turn the rogue in to the 
  authorities their standing with the family is 
  terminated.  The Family hates a rat. 
  3. 
  If the PCs catch the rogue in the act, do not fall 
  for the Bluff and take it upon themselves to 
  “correct” the behavior of the rogue in question 
  through the use of Bluff, Intimidation, 
  Diplomacy, or through the threat or use of 
  physical violence their standing with the family 
  is improved.  At the end of the adventure they 
  are offered membership in the family (provided 
  they meet the prerequisites) or have their 
  promotion to the next level of the family 
  decreased by 6 months.   
  If the PCs are more affiliated with the Gentlemen of the 
  Watch (or are Lawful) please read or paraphrase the 
  following: 
  You wake to hear an argument outside your door.  A 
  young voice, barely broken into adolescence is 
  demanding entrance while an older voice tries to 
  explain the earliness of the hour.  Finally the youth 
  shouts “I am here as a personal representative of the 
  Watch and I will not be denied!”  Your door swings 
  open and a child of no more than a dozen years, 
  wearing the white tabard of the Gentlemen of the 
  Watch strides to your bed.  The boy holds out to you a 
  sealed letter.  “I’ve a letter from Captain Caleb.  I am 
  to wait for your reply and then escort you to him.”   
  Please hand the PCs the Player Handout #1 containing 
  the text of the letter.  Below, for DM aid, is the text of the 
  letter: 
  “Please forgive my intrusion at this early hour, we of 
  the Watch have discovered a complication in gaining 
  entrance to the Bridgeforth Inn that is beyond our 
  experience. Seeing how individuals such as yourself 
  are more likely to have encountered such obstacles I 
  have dispatched the junior watchman to your 
  lodgings in a hope that you might assist us in 
  removing the blight of the Scarlet Brotherhood from 
  Verbobonc.   
  Please make whatever preparations you need, the 
  junior watchman is instructed to wait for your reply 
  and escort you to me when you are ready. 
  Signed, 
  Watch Captain Caleb” 
  This encounter has relevance to the PCs beyond acting as 
  a hook to bring the PCs into the story, the character’s 
  decision to respond to this summons will impact their 
  future relations with the watch.   
  1. 
  If the character refuses the summons please 
  refer to the troubleshooting appendix of the 
  adventure, cross off the favor of Watch Captain 
  Caleb, and if the character is a member of the 
  Gentlemen of the Watch their membership in 
  that Meta-organization is terminated.  If the PCs 
  are members of other lawfully aligned meta-
  organizations word of their refusal filters back 
  to their superiors and they are either demoted 
  to the next lowest tier or expelled (if already 
  there). 
  2. 
  If the character agrees to the summons and 
  follows the Junior Watchman to Caleb they are 
  offered Membership in the Gentlemen of the 
  Watch (provided they meet the prerequisites) or 
  if they are already members their promotion in 
  the Watch is accelerated by 6 months. 
  Note:  In both cases the messenger is adamant about 
  rousing the PCs immediately and hurrying them to meet 
  their bosses.  They will plead with (in the case of the 
  Gentlemen of the Watch) or chide (in the case of the 
  Family) any cleric or wizard who attempts to prepare 
  spells prior to meeting with the Gentlemen or the 
  Family. 
   
  Encounter Two: Keeping an 
  eye out… 
   
  Prior to this encounter please familiarize yourself with 
  the rules on scrying both under the spell descriptor and 
  on page 175 of the PCs Handbook.  Note which PCs have 
  Intelligence scores greater than 12, note their 
  Intelligence bonus and secretly roll their Intelligence 
  checks to notice the scrying sensor.  If any of the PCs 
  succeed the required DC 20 Intelligence check, prepare a 
  note stating that they notice the sensor and deliver it to 
  them immediately prior to reading the box text for the 
  encounter. 
  Since PCs broke into the Bridgeforth in during VER4-06: 
  A Fool’s Errand, the Scarlet Brotherhood has taken to 
  using scrying to spy upon Watch Captain Caleb and 
  
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  Page 8 
  other people in Verbobonc.  Caleb is quite well known in 
  Verbobonc, and in the past the Scarlet Brotherhood 
  procured a lock of Caleb’s hair, one of his tunics, and a 
  drawn picture of him.  Because of these items Caleb’s save 
  against the scrying check is -13.  Please roll the check, if 
  he succeeds, then the Brotherhood attempts to scry the 
  members of the party, starting with the fighters and 
  moving on to rogues and other low will save targets.  
  To determine the scry penalty for each PCs save note 
  which PCs have played the previous adventures VER4-
  04: Ship of Fools or VER4-06: A Fool’s Errand.  If the PCs 
  played either of the two previous adventures there is a 
  50% chance per adventure that the Scarlet Brotherhood 
  was able to procure a body part, lock of hair, or bit of nail 
  resulting in the PCs taking a -10 to their roll.   
  If the Brotherhood fails completely in starting their scry, 
  please follow the encounters as written but note that the 
  Monk / Assassin does not strike at Lathmir, and instead is 
  inserted into Encounter 4: The Bridgeforth Inn. 
  Dependant upon the lawful/chaotic lean of the character 
  please read the associated box text.  If a character is 
  neutral please read the associated box text with the 
  character his or her character is traveling with.   
  Read or paraphrase the following to the PCs who 
  received the lawful text in Encounter One: 
  The junior watch member leads you through streets 
  crowded with early morning laborers to the Watch 
  station.  Without pausing the boy passes through the 
  front building and into the rear courtyard.  Waiting 
  for you there, under the thatched roof of the stable, is 
  Watch Captain Caleb. 
  Read or paraphrase the following to the PCs who 
  received the chaotic text in Encounter One: 
  The Family member leads your group through the 
  quiet back alleys of Verbobonc, to a pair of huge 
  double doors, in which is set a smaller door with a 
  brass lock.  As you arrive, a fat Oeridian man steps out 
  of the shadows and with a grin to your group he 
  grazes his hand over the bronze lock.  A soft click is 
  heard and the door swings open as Krot motions for 
  your group to enter. 
  Once the two groups are together please read or 
  paraphrase the following: 
  Below the thatched roof of the stable Caleb greets 
  you.  “Thank you for coming so quickly.  As you most 
  likely are aware the Scarlet Brotherhood has been 
  attempting to build support here in Verbobonc.  
  Using a spice merchant as a front they infiltrated, 
  bought a base of operations and began to drive a 
  wedge between the men and gnomes of Verbobonc 
  City.  With your help we were able to foil that plan.” 
  “We had thought that the threat had been dealt with, 
  but it appears the Scarlet Brotherhood still has some 
  tricks up their sleeves.  So here is what we know, our 
  divinations have revealed that they hold Bub 
  Tympanum in the Inn.  We believe that Vardis is 
  there too.  And we know that they have improved 
  their defenses, we discovered when we tried to raid 
  the Bridgeforth…” 
  “They have a forbiddance spell up,” Uncle Krot says as 
  he leans out of the shadows, “It’s more powerful than 
  any I’ve seen, and none here in the city have been 
  able to dispel it.” 
  Caleb nods “But we know that the Brotherhood 
  would not raise such a powerful abjuration without 
  providing for members who had not completely 
  accepted their beliefs.  So we think that they allowed 
  for a password.  And we think we know who knows it, 
  and where he can be found.” 
  At this point, provided Caleb failed his save against 
  scrying and one or more of the PCs succeeded in their 
  DC 20 Intelligence check to notice the sensor, please 
  write a note stating that they notice the scrying sensor in 
  the upper eaves. Hand the note to one or more of the PCs 
  that succeeded, and immediately begin to read the 
  following, Allow any player who noticed the scrying to 
  interrupt the box text. 
  Uncle Krot leans forward, “Lathmir is alive.  We 
  tricked him into accepting a reincarnation from a 
  druid of Bralm and now he’s a wretch of a gnome 
  living down by the docks.”  Krot gives a small, 
  satisfied smile.  “Since little Lathmir was the person 
  in charge of recruitment for Brotherhood in 
  Verbobonc we’re pretty sure that he knows the 
  password. So get to him before the Brotherhood does, 
  then use the password to raid the inn.” 
  Note:  Caleb is not happy about working with Krot in 
  confronting the Scarlet Brotherhood.  However he 
  recognizes that Krot knows far more than he does about 
  the Brotherhood’s plans and capabilities.  Caleb also 
  realizes that the Gentlemen of the Watch are ill equipped 
  to take on the Brotherhood.  He therefore has agreed to 
  allow Krot to provide information and resources to 
  combat this obvious menace.  Accepting assistance from 
  PC’s who are obviously rogues and not aligned with the 
  forces of Law is part of the minor wrong for a greater 
  right that Caleb has come to terms with.  If any of the 
  PC’s feel similarly indignant about receiving assistance 
  from an unlawful organization like the Family Caleb 
  commiserates, but takes the character aside and plead 
  
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  Page 9 
  with him that “The oldest and best known evil was ever 
  more supportable than one that was new and untried.”   
  Krot on the other hand is gleefully rubbing watch 
  Captain Caleb’s face in the fact that the Gentlemen of the 
  Watch require help from the Family.  He instructs any 
  chaotic individual who may question working with the 
  law to perform the service as a personal favor to him.   
  Troubleshooting:  Please refer to the following 
  instructions for resolving this encounter: 
  Krot!  Did you feel that?  No?  If the Brotherhood failed 
  in their scry attempt on Caleb, all of the PCs, and Krot 
  then the Brotherhood does not know of Lathmir’s 
  existence.  Note that the Monk is not dispatched to kill 
  Lathmir and appears in Encounter 4: The Bridgeforth 
  Inn.  Proceed to Encounter 3 …Down by the river… 
  Krot!  Wait!:  If the PCs interrupt Krot before he was 
  able to say “Lathmir is alive” and are able to dispel the 
  scrying, or keep Krot quiet then the Brotherhood does 
  not know that Lathmir is alive. Note that the Monk is not 
  dispatched to kill Lathmir and appears in Encounter 4: 
  The Bridgeforth Inn.  Proceed to Encounter 3 
  …Down by the river… 
  Krot!  They Know!:   If the PCs knew the Brotherhood 
  was scrying on them but were unable to keep Krot from 
  speaking Krot is furious, turning to Caleb and 
  demanding to know “just what kind of idiot did he get to 
  secure this location” Krot then tells the PCs that they 
  must hurry to the wharfs and find Lathmir before the 
  monk does.  Proceed to Encounter 3 …Down by the 
  river… 
  Krot!  Thanks!:  Provided Caleb or one of the PCs failed 
  their save against the scrying and none of the PCs 
  noticed the sensor, then the Brotherhood learns of 
  Lathmir’s existence and location.  They send the Monk / 
  Assassin out to kill Lathmir before he is able to tell the 
  PCs anything.  Proceed to Encounter 3 …Down by the 
  river…. 
   
  Encounter Three: …down by 
  the river… 
   
  Notes:  If the PCs detected the scrying and were able to 
  stop Krot, or if the Brotherhood failed in their scry 
  attempt then no attack from the monk occurs in this 
  encounter.   Please note that the monk if he is not 
  included in this encounter he remains at the Bridgeforth 
  Inn and is encountered in Encounter 4: The 
  Bridgeforth Inn. 
  Lathmir has been living in this alley since Uncle Krot let 
  him go after tricking him into accepting a reincarnation 
  from a Druid of Bralm.  He is quite insane and lives in 
  constant fear that the Brotherhood may find out that he’s 
  alive and kill him, or that Uncle Krot changes his mind 
  and decides to kill him, or somebody finds out that he’s 
  not a gnome (a distinct possibility since he does not 
  speak gnomish) at all but rather was the Suel merchant 
  who so viciously denounced the gnomes and Rhennee 
  and decides to kill him.  This fear, along with the twin 
  shocks of reincarnation and his own hatred of himself 
  has led to his current state.   
  Still, Lathmir has a mad hope that he might regain his 
  racial heritage through procuring a wish or a miracle, and 
  so in anticipation of that day he has kept busy by 
  ritualistically reciting the full teachings of the 
  Brotherhood.  His madness has extended to writing the 
  rhymes of the lessons on the walls of his crate and 
  scratching them into his own flesh.  Partly due to this 
  self-mutilation and the fact that Lathmir has been 
  drinking Rhennee rotgut he had contracted filth fever 
  about 2 weeks ago.  The illness has ravaged his gnomish 
  body and has dramatically reduced both his dexterity and 
  his constitution.   His reduced statistics are listed in 
  brackets Appendix 1: NPCs. 
  When the PCs arrive at the alley where Lathmir has been 
  living read or paraphrase the following:  
  The wharfs of Verbobonc City are renowned for their 
  rat infestation.  Even so, the alley where you find 
  Lathmir 
  Amanthsal 
  would 
  not 
  be 
  considered 
  habitable even by sewer rats. Standing in the street 
  you can smell the stench of vomit and alcohol wafting 
  out of the dark alley. 
  Allow the PCs to prepare themselves in whatever way 
  they wish and read or paraphrase the following once they 
  enter the alley. 
  The short alley ends in a haphazard stack of empty 
  crates between two warehouses.  The bottom most 
  crate lies open, the emaciated form of a gnome can be 
  seen in the recesses, slumped against the side of the 
  crate. 
  Blearily the gnome gazes up at you as you approach.  
  Red rimmed eyes beneath greasy hair scarcely 
  register your presence as he drops an empty bottle of 
  rotgut and stretches out a hand.  
  “Spare a bit of coin for a—gnome—whose fortunes 
  have faded?”  The gnome slurs out as his eyes focus on 
  your group.  Recognition then fills his face and fear 
  
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  Page 10 
  fills his voice “No.  No, you can’t.  I’m not me yet.  I’m 
  not me…  I must be me before I die.  I can’t die like 
  this”. 
  Any player who specifically mentions he is keeping an 
  eye out or who was warned in Encounter 2 of the danger 
  may make a spot check at this time, opposed by the Hide 
  and Move Silently check by the Monk Assassin who is 
  approaching via the roof of the Northern warehouse.  
  Before arriving he has taken the precaution of drinking a 
  potion of sneaking and a potion of invisibility, along with 
  his standard buffs. His improved hide and move silently 
  skill modifiers are included in brackets in the stat block.   
  If any of the PCs succeed in hearing or spotting the 
  Monk roll Initiative and proceed with the encounter as 
  laid out in the Tactics section.  Otherwise continue with 
  the following: 
  Lathmir crawls drunkenly through the broken bottles 
  and refuse that litter the ground to where you stand.  
  Rising to his feet the Gnome begins to plead.  “Please. 
   Please don’t kill me.  I don’t want to die a little filthy 
  rotten grubby mole—I want to be me.  Vardis said 
  he’d bring me back as me...”  
  At this point, if he remains undetected, the Monk strikes. 
   Lathmir is flat footed and unarmored so his AC is 11.   
  The monk is above Lathmir and so receives a +1 to his 
  attack.  If the monk misses on his first attack, roll 
  initiative and resolve the combat, noting that the Monk 
  Assassin is primarily there to kill Lathmir.   
  ALL APLs 
  �Lathmir Amanthsal: male gnome Ari6; hp 42 
  (Currently 18); see Appendix One. 
   
  APL 2 (EL 2) 
  �Monk Sniper: male human (Suel) Mnk2; hp 29 [33]; 
  see Appendix One. 
   
  APL 4 (EL 4) 
  �Monk Sniper: male human (Suel) Mnk4; hp 45; see 
  Appendix One. 
   
  APL 6 (EL 6) 
  �Monk Sniper: male human (Suel) Mnk6; hp 61; see 
  Appendix One. 
   
  APL 8 (EL 8) 
  �Monk Sniper: male human (Suel) Mnk8; hp 77; see 
  Appendix One. 
   
  APL 10 (EL 10) 
  �Monk Sniper: male human (Suel) Mnk10; hp 93; see 
  Appendix One. 
   
  APL 12 (EL 12) 
  �Monk Sniper: male human (Suel) Mnk12; hp 109; see 
  Appendix One. 
   
  Tactics:  The monk approaches from the rooftops, 
  thereby blocking his approach from view of the party if 
  they are standing in the alleyway.  Please note this 
  approach since some parties may cast see invisibility or 
  invisibility purge.  Furthermore the monk has taken the 
  precaution of drinking numerous potions prior to arrival, 
  and is focused upon his mission – killing Lathmir.   The 
  monk, if he is spotted prior to his ambush attack, 
  approaches on his turn and attacks Lathmir exclusively 
  until he is dead, using all of his poisoned shuriken on 
  Lathmir.  Once this is accomplished the Monk will then 
  attempted to retreat.  If necessary he incapacitates or kills 
  anyone who engages him.  If the monk is successful in 
  escaping he appears again in Encounter 4: The 
  Bridgeforth Inn.   
  Treasure: 
  APL 2: L: 0 gp; C: 0 gp; M: bracers of armor +1 (83 gp per 
  character). 
  APL 4: L: 0 gp; C: 0 gp; M: bracers of armor +1 (83 gp per 
  character); vest of resistance +1 (83 gp per character) 
  APL 6: L: 129 gp; C: 4 gp; M: bracers of armor +2 (333 gp 
  per character); vest of resistance +1 (83 gp per 
  character). 
  APL 8: L: 0 gp; C: 4 gp; M: bracers of armor +2 (333 gp per 
  character); vest of resistance +1 (83 gp per character)  
  APL 10: L: 0 gp; C: 4 gp; M: bracers of armor +2 (333 gp 
  per character); vest of resistance +2 (333 gp per 
  character). 
  APL 12: L: 0 gp; C: 4 gp; M: bracers of armor +3 (750 gp 
  per character); vest of resistance +3 (750 gp per 
  character). 
   
  Troubleshooting: 
  Lathmir is Killed 
  Provided that the monk is successful in killing Lathmir, 
  read or paraphrase the following: 
  Lathmir falls to the ground as he screams racial 
  epithets at your party.  Then, as the poison spreads he 
  arcs his back, his limbs twisting in pain.  Lathmir’s 
  face contorts into a grotesque grimace as the gnome 
  collapses to the ground and falls still. 
  
  Ver5-04 Fool’s Gold 
   
  Page 11 
  Once the monk succeeds in killing Lathmir he attempts 
  to incapacitate or kill any obvious archers, and then 
  retreat.  The monk uses his superior movement to 
  outdistance the PCs. If the monk is successful in escaping 
  he reappears in Encounter 4: The Bridgeforth Inn.   
  Please note however that at that time the monk lacks the 
  poison shuriken and most of the low duration spells he 
  had prepared himself with. 
  Lathmir is Not Killed 
  Regardless of how, if Lathmir survives this encounter he 
  pleads for his life until it becomes obvious that the PCs 
  are not there to kill him.  He will attempt to find out 
  what the party wants with him. If the party informs 
  Lathmir that they require the password to the 
  Bridgeforth Inn, Lathmir’s demeanor changes. Lathmir 
  will slyly offer to provide the PCs with the password, but 
  only if they arrange for a wish or a miracle to be cast on 
  him; thereby returning him to his original Suel body.   
  Please refer to the Troubleshooting section: An offer you 
  can refuse below for resolving this potentiality 
  An offer you can’t refuse 
  If the PCs are able to negotiate with Lathmir please read 
  or paraphrase the following: 
  Lathmir’s eyes narrow as a sly smile crosses his face.  
  “You are adventurers; your travels take you far and 
  wide.”  Lathmir giggles to himself.  “I will help you.  
  In return you will swear an oath that you will use the 
  first wish or miracle you receive to restore me to my 
  noble Suel heritage; and but until you do you support 
  me in living the humble life of a filthy rotten stinking 
  gnome.  I will require but 12 wheat a week from 
  you—do you swear this?” 
  If one of the PCs agrees, all party members receive 
  “Restore Lathmir” on the AR.   While only one 
  individual character need agree to support Lathmir in 
  order for him to provide that individual character with 
  the password, Lathmir attempts to garner 12gp per 
  character.   Whether the character that agrees to support 
  Lathmir wishes to share the password with his 
  compatriots is up to the individual character.   
  The PCs may of course break their word to Lathmir; if 
  they do, they receive “Lathmir’s wrath” on the 
  character’s AR.  Furthermore if the person who broke his 
  word to Lathmir is lawful in alignment breaking their 
  work has the additional effect of moving their alignment 
  to Chaotic.  The shift is permanent; PCs whose class 
  abilities are dependent upon alignment lose those 
  abilities until they resume support of Lathmir and pay for 
  an Atonement spell.  Furthermore any character that 
  receives “Lathmir’s wrath” suffers under a -2 penalty on 
  all charisma interactions with gnomes in Verbobonc, due 
  to Lathmir’s loud protestations against them. 
  An offer you can refuse 
  If the PCs refuse to deal with Lathmir or if Lathmir is 
  dead they might still infer the password through 
  searching the area or Lathmir’s own body for the 
  Brotherhoods rhymes that Lathmir has been passing his 
  time in writing.  However if Lathmir is alive while the 
  PCs attempt to search the area he flies into a rage and 
  attempts to smear his scribbling. Unless the PCs kill him, 
  grapple him, or otherwise render him unconscious he 
  continues to smear filth over his scribbling making them 
  illegible.  Individuals who do attempt to grapple of 
  incapacitate Lathmir may contract filth fever.  Please 
  refer to the Dungeon Masters Guide for rules on diseases 
  and incubation time. 
  The following rhyme can be found repeatedly scrawled 
  upon the walls of the alleyway and the crate where 
  Lathmir has been staying: 
  For this is the command of our race; 
  to forward the destiny of the Suel. 
  To put each within its proper place 
  And through this enforce our lawful rule. 
   
  The following rhyme has been scratched into Lathmir’s 
  arms, torso, and chest.  It requires a DC 10 Wisdom check 
  to reassemble the rhyme from the bits of text.  
  In the Brotherhood of the Suel, 
  the mirror of chaos is how we rule. 
  Heaven’s first law guides our hand, 
  enforcing our destiny upon the land. 
   
  The subject of both these rhymes is “Order” which is the 
  password for entering the Bridgeforth.  It is also the 
  shortened version of the first tenet of the Scarlet 
  Brotherhood.   Below are the 3 tenets of the Scarlet 
  Brotherhood and a list of knowledge rolls to remember 
  some or all of the information.  
  A DC 15+APL Knowledge (religion) or Knowledge local 
  (Splintered suns) allows a character to remember the text 
  of the three tenets of the Scarlet Brotherhood The DC for 
  this check is reduced by 5 if the character in question is 
  Suel.  The DC is reduced by an additional 5 if the 
  character in question played either VER4-04: Ship of 
  Fools or VER4-06: A Fool’s Errand or if the character has 
  played any core adventure featuring the Scarlet 
  Brotherhood. 
  The Three Tenets of the Scarlet Brotherhood: 
   
  The Destiny of the Suel 
  
  Ver5-04 Fool’s Gold 
   
  Page 12 
   
  The Bonds of the Brotherhood 
   
  The Words of the Fathers 
  A DC 20+APL Knowledge (religion) or Knowledge Local 
  (Splintered Suns) allows a character to remember the 
  explanation behind the three tenets of the Scarlet 
  Brotherhood.  The DC for this check is reduced by 5 if 
  the character in question is Suel. The DC is reduced by a 
  further 5 if the character in question played either VER4-
  04: Ship of Fools or VER4-06: A Fool’s Errand or if the 
  character has played any core adventure featuring the 
  Scarlet Brotherhood:  
  The Destiny of the Suel: Do not take actions that slow 
  the Suel people on the path to their true destiny  
  The Bonds of the Brotherhood: The Brotherhood has a 
  shared birthright. Behold their superiority above the 
  slave races.  
  The Words of the Fathers: Acknowledge the authority 
  of your superiors and obey their commands.  
  A DC 25+APL Knowledge (religion) or Knowledge local 
  (Splintered suns) allows a character to remember the 
  term “Order, Purity, Obedience.” being the shortened 
  version of the central tenets of the Scarlet Brotherhood.   
  The DC for this check is reduced by 5 if the character in 
  question is Suel. The DC is reduced by an additional 5 if 
  the character in question played either VER4-04: Ship of 
  Fools or VER4-06: A Fool’s Errand or if the character has 
  played any core adventure featuring the Scarlet 
  Brotherhood. 
  The shortened Tenets of the Scarlet Brotherhood: 
  Order, Purity, Obedience  
  These DC’s can also be used in relation to any Bardic 
  Knowledge checks or Gather Information checks the PCs 
  may wish to try, if for instance they choose to research 
  the Scarlet Brotherhood at the Wrinkle Academy, the 
  Verbobonc Library, etc.  Please use your discretion in 
  adjudicating the PCs choices, but keep in mind that the 
  Scarlet Brotherhood is a secretive organization and their 
  teachings are rarely shared with those they consider not 
  to be worthy of them.   
  Encounter Four: The 
  Bridgeforth Inn 
   
  This encounter is an open chance for the PCs to develop 
  their own strategy for gaining entrance to the 
  Bridgeforth.   Please allow the PCs to discuss at length 
  their plans, their preparations, and whatever outside 
  assistance (i.e. Spell casting and equipment from nearby 
  temples or meta-orgs) they wish to call upon.  
  Furthermore some PCs may feel that they do not require 
  the password in order to enter the Bridgeforth Inn.  They 
  are correct.  If they wish, the PCs are perfectly able to 
  enter the Bridgeforth without first saying the password 
  and take the full damage from the forbiddance spell.  
  Similarly the PCs may attempt to dispel the forbiddance 
  spell, please refer to the notes further in this encounter 
  for adjudicating dispel effects.   
  Whenever the PCs decide to approach the Bridgeforth 
  Inn please read or paraphrase the following. 
  The Bridgeforth Inn stands silent in the cold winter 
  air.  Its windows shuttered and doors closed, a few 
  remaining leaves billow around the empty beer 
  garden.   Some distance away the Gentlemen of the 
  Watch has cordoned off the Inn from the street and 
  numerous bowmen stand at the ready, their eyes 
  intensely searching the upper floors of the Inn for a 
  target.  A covered wagon with a pair of lit braziers 
  stand to the side, around which stand Watch Captain 
  Caleb and a short, fat Oeridian man dressed as a friar 
  of St. Cuthbert 
  Caleb warmly greets the PCs, motioning him to join him 
  at the fire and warm themselves.  Caleb then asks them if 
  they were able to find out anything about Lathmir or find 
  the password to the Bridgeforth.  Krot is warming 
  himself next to one of the braziers, disguised as a fat 
  Oeridian Priest of St. Cuthbert.  If anyone asks him why 
  he’s dressed as Cleric he replies with mock sincerity that 
  he is a follower of St. Cuthbert and is visiting Caleb as an 
  observer from the church.  This is of course a bald faced 
  lie but one which all of the local watchmen have 
  believed.  Caleb, of course, does not appreciate the 
  deception, but since explaining the presence of a known 
  member of the Family at a Gentlemen of the Watch 
  staging area would be very difficult and time consuming 
  he is willing to hold his tongue.  Furthermore, Caleb has 
  more pressing matters, and is willing to live with the 
  insult of a Family member posing as a lawful Cleric. 
  Caleb has little to offer the PCs other than what he had in 
  Encounter 1.  But promises them that if any of the 
  people they feel are in the Bridgeforth attempt to flee 
  their archers will cut them down.   
  The Bridgeforth inn floor plans are included in 
  Appendix #3 Maps; please refer to those maps when 
  plotting the PCs progress in their assault on the Inn.   
  Note:  If the monk from Encounter 3 was either not 
  dispatched or was able to escape he will be with the 
  Bridgeforth Defender in this encounter. 
  
  Ver5-04 Fool’s Gold 
   
  Page 13 
  Bridgeforth Inn Structural Notes 
  The Bridgeforth Inn is a solidly constructed stone and 
  wood building similar to the Tudor style.  The ground 
  floor is constructed of slate and mortar.  The second and 
  third floors are constructed of heavy wooden beams 
  between which is white painted daub and wattle.  The 
  roof consists of slate shingles covering a wood frame.  
  This construction presents a few difficulties for the PCs.  
  Because the first floor of the building is mortar and slate 
  it is not greatly affected by a stone shape spell.  Similarly, 
  because the stone is worked, soften earth and stone has 
  no effect, although allow PCs capable to cast such spells 
  to know this.  On the upper levels warp wood spells can 
  be cast on individual beams, however due to the heavy 
  construction warping the outside beams does little than 
  open gaps between the wattle and daub walls.  Warp 
  wood springs windows from their sills 50% of the time or 
  seals them shut the other 50%.  The front doors being 
  barred from the inside are always stuck shut if warp wood 
  is cast on them or the frames.   Wood shape is similarly 
  hampered from the daub and wattle construction, 
  however removing the wood from the inside of the walls 
  significantly weakens that area of the wall.  
  The roof of the building consists of worked slate shingles 
  so soften earth and stone and stone shape spells do not 
  affect them, although stone shape can remove the 
  shingles leaving the roof bare, save for the wooden 
  planking.   
  The following is a list of the hardness/hit points for the 
  various sections of the Bridgeforth Inn: 
  �Front Door (strong wooden door): hardness 5; hp 20; 
  Break DC 23. 
  �Ground Floor (slate and mortar): hardness 8; hp 90. 
  �Second and Third floor (daub and wattle):  hardness 
  5; hp 35. 
  �Roof (Slate over wood):  hardness 8; hp 15 for 
  shingles; then hardness 5 and hp 10 for the roof itself.   
  �Windows:  All windows have a hardness of 1 and 1 hit 
  point.   
  During the Scarlet Brotherhoods residence at the 
  Bridgeforth they have improved the defenses off the inn. 
   Because of these additions the inn radiates strong 
  Evocation and Abjuration magic. 
  The unhallow 
  The inn is under the effects of an unhallow spell. This 
  spell provides the effects of a magic circle of good on all 
  of the evil individuals inside the Inn.  These effects to the 
  individuals are listed in parentheses in the individual stat 
  block.  The effect of the unhallow is a freedom of 
  movement spell attached to it.  Anyone that shares the 
  Brotherhood philosophy and is Lawful Evil benefits from 
  this spell. 
  The forbiddance 
  The inn has forbiddance spell cast upon it.  The 
  forbiddance spell that is in place at the Bridgeforth is a 
  precaution put into place after the inn was broken into 
  during VER4-06: A Fools Errand.  One of the particulars 
  of the forbiddance spell is that it cannot be dispelled by 
  anyone who has a caster level lower than the person 
  casting the spell.  Knowing this, the Scarlet Brotherhood 
  sent to Verbobonc one of their Arch Clerics, who cast the 
  forbiddance spell. 
  APL 2-8: The forbiddance allows entry of people of 
  Lawful Evil alignment or those who speak the command 
  word before they enter.  The damage for Lawful Neutral 
  individuals failing their save is 6d6, for all other 
  individuals the damage is 12d6 (Will Save for half 
  damage DC 19) Caster level of the forbiddance spell is 
  13th. 
  APL 10-12: The Brotherhood took further steps to block 
  entry.  First they cast their forbiddance while using a 
  strand of prayer beads and a candle of invocation in order 
  to boost the caster level of the person casting the spell to 
  21
  st level.  It should therefore be very hard for the PCs to 
  exceed the Caster Level requirement in order to dispel 
  the forbiddance.  Furthermore, the Brotherhood further 
  bolstered their forbiddance by empowering the spell, 
  thereby dealing 6d6x1.5 points of damage for PCs Lawful 
  Neutral and 12d6 x 1.5 for PCs of any other alignment.  
  Please note this; since PCs of these APL’s may decide they 
  have little trouble surviving the damage from the 
  forbiddance and ignore the request from Caleb to find 
  out the password from Lathmir.       
  Finally, the Mystic Theurge defender has added a refusal* 
  spell to the Bridgeforth defenses.  This spell specifically 
  blocks spell casters and individuals with spell like 
  abilities from entering.  Furthermore the Will save to 
  overcome the effect of the spell is modified by the 
  highest level spell slot or the caster level of the spell like 
  ability the character has.  Appendix One lists the Will 
  save DC for the spell.  See Appendix Two for details on 
  the refusal spell.  
  APL 2 (EL 5) 
  �Suel Cleric: male human (Suel) Clr5; hp 37; see 
  Appendix One. 
  
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  APL 4 (EL 7) 
  �Suel Cleric:  male human (Suel) Clr7; hp 64; see 
  Appendix One. 
   
  APL 6 (EL 9) 
  �Suel Cleric: male human (Suel) Clr3/Wiz3/MysThe3; 
  hp 63; see Appendix One. 
   
  APL 8 (EL 11) 
  �Suel Cleric: male human (Suel) Clr3/Wiz3/MysThe5; 
  hp 75; see Appendix One. 
   
  APL 10 (EL 13) 
  �Suel Cleric: male human (Suel) Clr3/Wiz3/MysThe7; 
  hp 87; see Appendix One. 
   
  APL 12 (EL 15) 
  �Suel Cleric: male human (Suel) Clr3/Wiz3/MysThe9; 
  hp 99; see Appendix One. 
   
  Tactics: The PCs and Gentlemen of the Watch are 
  observed at all times by the Scarlet Brotherhood member 
  still within the Bridgeforth.  Unless the PCs approach the 
  Inn invisibly or through other forms of stealth they are 
  spotted as they approach. 
  Uncle Vardis receives his final buffs and drinks his 
  potion of invisibility at the first sign of the PCs approach, 
  and then if the PCs are entering through the first floor he 
  escapes the Inn through jumping through one of the 
  open windows.  Or if the PCs are entering through one of 
  the upper floors or roof he exits out the front door. Vardis 
  uses his superior movement to invisibly pass the line of 
  Watchmen and if necessary uses his abundant step ability 
  to flee.  
  The cleric at the Bridgeforth inn is aware that there is no 
  escape for him.  His abilities have been weakened with 
  the number of buff spells he has cast upon Vardis. 
  However he has been promised that if he delays the PCs 
  and fight honorably he will be resurrected and given 
  enlightenment by those higher in the brotherhood. He 
  therefore will give no quarter in the fight and will gladly 
  lay down his life.  Refer to the tactics section by APL in 
  Appendix One. 
  Tactics for APL 2: The cleric upon viewing the PCs entry 
  casts spiritual weapon on the characters, assigning the 
  weapons to the obvious fighters.  He then attempts to 
  dominate any animal companions the characters may 
  have with them, retreating to the 3
  rd floor if necessary.  
  He then readies to cast searing light on the first character 
  to reach the 3
  rd floor.   
  Tactics for APL 4: The cleric upon viewing the PCs entry 
  summons 1d3 Dire wolves using his 4
  th level summon 
  natures Ally Spell.  He then attempts to dominate any 
  animal companions the characters may have brought 
  with them.  The Cleric then casts spiritual weapon, 
  assigning the weapons to the obvious fighters.  The 
  Cleric finally readies to cast searing light on the first 
  character to reach the 3
  rd floor.    
  Tactics for APL 6:  The Mystic Thurge upon viewing the 
  PCs approach casts slow on the party as they enter.  The 
  Theurge then casts fireball on the group.  Followed by his 
  ranged touch spells.  He will attempt to target any 
  obvious fighters with his ray of Enfeeblement before 
  resorting to melee. 
  Tactics for APL 8:  The Mystic Thurge upon viewing the 
  characters approach casts polymorph on himself turning 
  himself into an Annis Hag, primarily for the added AC 
  bonus he is not skilled in melee but he hopes the sight of 
  the hag will keep characters from approaching him.  
  When the characters enter he summons 1d3 Dire wolves 
  using his 4
  th level summon natures Ally Spell, sending 
  them to block the characters from approaching him.   The 
  Theurge then casts Evard’s black tentacles, catching as 
  many of the characters as possible in the area, followed by 
  fireball in the same area.  The Theurge casts spiritual 
  weapon, assigning it to any arcane caster along with his 
  ranged touch spells on any obvious spell casters.  He will 
  attempt to target any two fighter types (they must be 
  within 30’ of each other) with his meta-magic split ray 
  prepared ray of Enfeeblement (preferably while they are 
  still in the Evards) before resorting to melee.  
  Tactics for APL 10: The Mystic Thurge upon viewing 
  the characters approach casts polymorph on himself 
  turning himself into an Annis Hag, primarily for the 
  added AC bonus, he is not skilled in melee but he hopes 
  the sight of the hag will keep characters from 
  approaching him. He then summons a bearded devil, and 
  sends the monsters downstairs or too the roof to attack 
  the characters. Theurge then casts Evard’s black tentacles, 
  catching as many of the characters as possible in the area, 
  followed by flame strike in the same area.  The thurge 
  then proceeds through his lower level spells,  but will 
  attempt to target any two fighter types (they must be 
  within 30’ of each other) with his meta-magic split ray 
  prepared ray of Enfeeblement (preferably while they are 
  still in the Evards) before resorting to melee.  
  Tactics for APL 12:  The Mystic Thurge prior to the PCs 
  approach places a symbol of pain on the second floor, at 
  the mid point of the hallway, giving it a password of 
  “obedience” and setting it to go off if a non-lawful evil 
  creature passes over it.   The Theurge then keeps the 
  watch in view using his spells, remaining on the 3
  rd floor. 
  
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  Page 15 
  The Mystic Thurge upon viewing the characters 
  approach casts polymorph on himself turning himself 
  into an Annis Hag, primarily for the added AC bonus, he 
  is not skilled in melee but he hopes the sight of the hag 
  will keep characters from approaching him.  When the 
  characters move in he summons bearded devils using his 
  two Summon Monster V spells and sends them to attack 
  the characters, then moves to either the first floor (if the 
  characters are entering from the roof, or remaining on 
  the third floor if the characters come in through the 
  front.   The Theurge casts his Anti-Life shell, blink, and 
  true seeing. The Theurge readies to cast Evard’s black 
  tentacles on the first character to reach the 3
  rd floor or the 
  first to come through the roof and follows it with a flame 
  strike.  The Theurge then begins with his highest-level 
  damage spells and works his way down, attempting to 
  keep the characters as far away from him as possible.  
  Against any obvious spell caster he will target his meta-
  magic prepared Split Ray enervation to drop as many 
  caster levels form the person as possible.  He will attempt 
  to target any two fighter types (they must be within 30’ of 
  each other) with his meta-magic split ray prepared ray of 
  Enfeeblement (preferably while they are still in the 
  Evards) before resorting to melee. 
   
  Treasure: 
  APL 2: L: 62 gp; C: 4 gp; M: masterwork breastplate (29 gp 
  per character); masterwork club (25gp per character); 
  potion of cure moderate wounds (25 gp per 
  character). 
  APL 4: L: 129 gp; C: 4 gp; M:  breastplate +1 (113 gp per 
  character); Cloak of resistance +1 (83 gp per 
  character); potion of cure moderate wounds (25 gp 
  per character); club +1 (192 gp per character). 
  APL 6: L: 129 gp; C: 4 gp; M: cloak of resistance +1 (83 gp 
  per character); potion of cure moderate wounds (25 
  gp per character); club +1 (192 gp per character). 
  APL 8: L: 129 gp; C: 4 gp; M: cloak of resistance +2 (333 gp 
  per character); potion of cure moderate wounds  (25 
  gp per character); club +1 (192 gp per character). 
  APL 10: L: 129 gp; C: 4 gp; M: cloak of resistance +2 (333 
  gp per character); potion of cure moderate wounds  
  (25 gp per character); club +1 (192 gp per character). 
  APL 12: L: 129 gp; C: 4 gp; M: cloak of resistance +2 (333 
  gp per character), potion of cure moderate wounds 
  (25 gp per character); club +1 (192 gp per character). 
   
  Encounter Five: The Game’s 
  Afoot 
   
  Once the PCs defeat the Bridgeforth defender read or 
  paraphrase the following. 
  The beaten and bloody body of Bub Tympanum lies 
  bound and gagged in the corner of the room, a small 
  trickle of blood flows from a large bruise that covers 
  the side of his face.   
  If the PCs revive Bub (or carry him outside to the 
  Gentlemen of the Watch to have one of their clerics 
  revive him) Bub immediately begins apologizing.  
   "I'm so sorry.   Vardis discovered I had worked on the 
  Guild Hall restoration.  I did the detailing on the door 
  leading to the mint."  Bub sobs with shame.  "I held 
  out as long as I could, I didn't know you were coming, 
  I should have held out longer."  Bub breaks down at 
  your feet, weeping with frustration.  "Vardis has gone 
  to the Guild Hall, He’s going to destroy the Royal 
  Furyondy Mint.  I don't know how - but you have to 
  hurry.  You have to stop him."   
  Note:  If the PCs are injured Caleb and Krot immediately 
  call for the Cleric of St. Cuthbert they have on site to 
  spend his spells healing and buffing the PCs.   
  APL 2-8: Use the Sample 5
  th level Cleric from the 
  Dungeon Masters Guide Page 114 for statistics and spells 
  prepared.  
  APL 10-12: Use the 10
  th Level Cleric Page 115 of the 
  Dungeon Masters Guide.  
  Uncle Krot also has a few spells of his own which he 
  voluntarily casts for the PCs. His stat block is included in 
  Appendix One.   
  Finally both Krot and Caleb have several potions they 
  share with the PCs.  
  Troubleshooting:  Caleb and Uncle Krot are waiting 
  outside. Once they are informed of what Bub relates to 
  the PCs they order the PCs to run to the guildhall and 
  stop Vardis at all costs.  They hastily explain that they will 
  gather support from the Wrinkle Academy and the 
  Church of St. Cuthbert and will follow as best they can.  
  Try and play Krot and Caleb as individuals who are 
  deeply worried about what is occurring at the Guild Hall 
  and desperately need the PCs to intercede for them. 
  Allow the PCs to move as quickly or as slowly as they 
  wish to the guildhall.  However keep in mind that Vardis 
  has already entered, and any extended delay leads to the 
  
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  Page 16 
  destruction of the Mint and the closure of the rift to the 
  Astral Plane. 
  Encounter Six: Into the Breach 
   
  The following text is dependant on how quickly the PCs 
  have gotten to the Guild Hall after learning of Vardis’ 
  plans. The Guild Hall is 2,400 feet away from the inn. It 
  should take the party members 4 minutes or less to arrive 
  there depending on whether they walked or ran.  
  Please read or paraphrase one of the following 
  developments dependent party choices: 
  Timmy’s down the well?  We must hurry!  If the PCs 
  are very fast (minimal healing cast and teleportation or 
  similar high speed travel to this location) read or 
  paraphrase the following: 
  The Guild Hall entrance stands open.  Two guards 
  wearing Tabards of the Gentlemen of the Watch lie 
  dead on either side of the front doors, their limbs 
  broken and twisted.   Inside the sounds of combat 
  still ring. 
  Wait for the PCs to enter the Guild Hall and then read 
  the following: 
  As you enter the Verbobonc Guild Hall’s entryway 
  you see an elderly man wearing loose fitting robes 
  grasp a point on a wall of the main hallway.  A door 
  opens where none existed before, flowery script and 
  fine detailing appearing on the lintels as it does.  
  Beyond the door the ruddy orange light of a forge 
  shines out and a deep rhythmic breathing of a bellows 
  can be heard.  Vardis steps through the door as he 
  unfolds a circular bit of black cloth.  Even before the 
  portable hold fully opens the world around you 
  shudders, twists, and then tears away.   
  PCs must make a DC 20 Balance check to remain 
  standing. 
  The area where find yourself is filled with smelting 
  kilns, metal presses, and stacks of minted gold ingots. 
  Above you a wide expanse of dull silvery grey sky 
  remains motionless while debris from the ruined 
  Guild Hall spin lazily away from the rift in reality 
  behind you.  As you look at the rift you see the edges 
  start to knit themselves back together, very soon the 
  rift will be gone. 
  The old man before you straightens, looking over his 
  shoulder at your party.  “You are very foolish to have 
  followed.”  He says with a voice filled with distain. 
  Roll Initiative and proceed with the combat. 
  Timmy eh?  Well… Alright…  If PCs spent time 
  casting spells, were healed and buffed by the cleric, but 
  otherwise hurried over without substantial delay read or 
  paraphrase the following: 
  The Guild Hall entrance stands open, two guards 
  wearing the tabards of the Gentlemen of the Watch 
  lie dead on either side of the front doors, their limbs 
  broken and twisted.   Then, without warning, the 
  world around the building shudders, twists, and 
  finally tears away.  Most of the Verbobonc Guild hall 
  disappears into a great gaping hole in reality, through 
  which a colossal cavern filled with metalworking 
  equipment can be seen.  Lazily the mint tumbles away 
  from the rift into the dull grey void beyond.  As you 
  watch the edges of the rift can be seen knitting back 
  together.  Very soon the rift will be gone. 
  If the PCs decide to enter read or paraphrase the 
  following: 
  Stepping through the rift you find yourself in an odd 
  world, where the mere thought that the area before 
  you is down allows you to move in that direction. 
  Roll Initiative and proceed with the combat. 
  Timmy can tread water for a while. If the PCs took 
  their time preparing themselves, receiving healing, or 
  similar delay on their way to the Guild Hall read or 
  paraphrase the following: 
  The area where the Guild Hall stood is a scene of 
  devastation.  Several dead members of the Gentlemen 
  of the Watch lay scattered around the collapsed Guild 
  Hall.  At the center of the wreckage is a hole in 
  reality, its tattered edges waving as if in a breeze and 
  leading to a vast span of silvery grey sky.  Within this 
  shrinking rift a small smelting works can be seen, 
  tumbling slowly away.  The edges of the rift grow 
  closer and closer.  Very soon the rift will be gone.  
  If the PCs decide to enter read or paraphrase the 
  following: 
  Stepping through the rift you find yourself in an odd 
  world, where the mere thought that the area before 
  you is down allows you to move in that direction. 
  Timmy Schimmy, I got a boo boo.  If the PCs refuse to 
  rush to the Guild Hall, or if they take time out to cast 
  long duration spells (such as heroes feast, raise dead, 
  reincarnate, etc.) then if/when they reach the Guild hall 
  read or paraphrase the following. 
  The Verbobonc Guild Hall is a shambles, its front half 
  a broken shell and the majority of the rear half is 
  
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  Page 17 
  simply—gone.  The building appears to have suffered 
  from some form of an implosion, but from what 
  cause, you do not know. 
  If 
  the 
  PCs 
  fail 
  to 
  reach 
  the  
  Guild Hall in time, fill out their AR’s for the experience 
  to this point, eliminating all favors and influence points.   
  Troubleshooting:  If the PCs hesitate at the rift describe 
  the rift closing for several more rounds and then describe 
  it sealing itself.  If the PCs do not enter the rift they gain 
  experience for the portions of the adventure they 
  completed but gain no influence or access.   
  If the PCs are defeated by Vardis, then their PCs are lost 
  on the Astral plane.  The Wrinkle Academy is unable to 
  stop the Brotherhood from dismantling the Furyondy 
  Mint.  The PCs bodies are however eventually recovered 
  by the Wrinkle academy wizards and returned for 
  questioning/raising by the Church of St. Cuthbert.  
  Please check the Death on the Astral Plane section of 
  the AR. 
  If the PCs defeat Vardis, proceed to Encounter Seven.  
  APL 2 (EL 5) 
  �Vardis Simulacrum: male human (Suel) Mnk6; hp 45; 
  see Appendix One. 
   
  APL 4 (EL 7) 
  �Vardis Simulacrum: male human (Suel) Mnk6; hp 45 
  [57]; see Appendix One. 
   
  APL 6 (EL 9) 
  �Vardis Simulacrum (empowered): male human 
  (Suel) Mnk9; hp 66 [84]; see Appendix One. 
   
  APL 8 (EL 11) 
  �Vardis Simulacrum (empowered): male human 
  (Suel) Mnk9; hp 66 [84]; see Appendix One. 
   
  APL 10 (EL 13) 
  �Vardis: male human (Suel) Mnk13; hp 94 [120]; see 
  Appendix One 
   
  APL 12 (EL 15) 
  �Vardis: male human (Suel) Mnk15; hp 108 [138]; see 
  Appendix One 
  Notes:  For the purposes of spell duration please assume 
  that 4 minutes have passed since Vardis left the 
  Bridgeforth Inn, therefore both the parties and Vardis’s 
  low duration buff spells are still active. 
  The rest of this encounter takes place on the Astral plane. 
   PCs can make a Knowledge (planes) check, DC 10 to 
  identify this as the Astral Plane.  A DC 15 Knowledge 
  (planes) check reveals the details of the Astral Plane.  
  Managing this encounter is difficult due to the distances 
  involved.  It is suggested in running this encounter that 
  the DM place the Royal Furyondy Mint as the arbitrary 
  ground level.  Draw the Mint layout as normal.  Character 
  movement and position may then be expressed in 
  relation to this central location.   Distance on the lateral 
  axis is expressed as it would if the combat were taking 
  place on the battle-mat.  Altitude – or distance upon the 
  vertical axis can be described through the use of dice to 
  denote tens of feet (thus two 10 sided dice can express a 
  distance of up to 990 feet)  
  NOTE: Please refer to Appendix Five: Astral Traits. 
  For the purposes of this adventure it is presumed that 
  “falling” to a solid object (such as the Royal Furyondy 
  Mint) does not incur the standard falling damage, 
  instead a DC 20 Balance check is imposed in order to 
  land and remain standing.   
  Notes Per APL 
  APL 2-8: In these APL’s Vardis has been replaced with a 
  simulacrum.  This Simulacrum functions just like Vardis 
  as if he were half his hit dice (in this case level 6 or at APL 
  6 and 8 an empowered version of the spell bumped the 
  simulacrum to level 9).  When this Simulacrum reaches 0 
  hit points it is destroyed.   The Simulacrum has been 
  instructed to destroy the Furyondy Mint and then to 
  defend the site until the Brotherhood’s monks arrive.    
  APL 10-12:  In these APL’s Vardis himself stands against 
  the party, buffed extensively by the Bridgeforth defender. 
  Tactics: 
  Tactics for APL 2:  Vardis knows that spellcasters are the 
  most danger to him, since they can dispel the numerous 
  buffs he has in effect.  Vardis therefore targets spell 
  casters first, using his stunning abilities and tumbling to 
  reach them.  Vardis has had numerous spells cast upon 
  him in order to increase his effectiveness, these spells 
  and abilities are noted in his stat block.   
  Tactics for APL 4:  Vardis knows that spell casters are 
  the most danger to him, since they can dispel the 
  numerous buffs he has in effect.  Vardis therefore targets 
  spell casters first, using his stunning abilities through the 
  Ki focus Nunchacku and tumbling to reach them. Vardis 
  then targets divine spell casters and finally fighters.   
  Vardis has had numerous spells cast upon him in order to 
  increase his effectiveness, these spells and abilities are 
  noted in his stat block.   
  Vardis also carries a necklace of fireballs type I.  If the 
  characters attempt to keep their distance he will use it to 
  
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  Page 18 
  bombard the characters while chiding them for their 
  cowardice and weakness.  If the characters surround him, 
  he will laugh at their stupidity as he detonates individual 
  beads. 
  If injured Vardis uses the Imbued spells he has had cast 
  upon him to heal his own wounds.  Due to the effects of 
  the Astral Plane Vardis can do this as a free action. 
   
  Tactics for APL 6:  Vardis knows that spell casters are 
  the most danger to him, since they can dispel the 
  numerous buffs he has in effect.  Vardis therefore targets 
  spell casters first, using his stunning abilities through the 
  Ki focus Nunchacku and tumbling to reach them. Vardis 
  then targets divine spell casters and finally fighters.   
  Vardis has had numerous spells cast upon him in order to 
  increase his effectiveness, these spells and abilities are 
  noted in his stat block in brackets. 
  Vardis also carries a necklace of fireballs type III.  If the 
  characters attempt to keep their distance he will use it to 
  bombard the characters while chiding them for their 
  cowardice and weakness.  If the characters surround him, 
  he will laugh at their stupidity as he detonates individual 
  beads. 
  If injured Vardis uses the Imbued spells he has had cast 
  upon him to heal his own wounds.  Due to the effects of 
  the Astral Plane Vardis can do this as a free action, Vardis 
  also has the ability to heal 18 hit points of his own 
  wounds through his wholeness of body ability, using this 
  ability on the Astral Plane is a standard action. 
   
  Tactics for APL 8:  Vardis knows that spell casters are 
  the most danger to him, since they can dispel the 
  numerous buffs he has in effect.  Vardis therefore targets 
  spell casters first, using his stunning abilities through the 
  Ki focus Nunchacku and tumbling to reach them. Vardis 
  then targets divine spell casters and finally fighters.   
  Vardis has had numerous spells cast upon him in order to 
  increase his effectiveness, these spells and abilities are 
  noted in his stat block in brackets. 
  Vardis also carries a necklace of fireballs type IV.  If the 
  characters attempt to keep their distance he will use it to 
  bombard the characters while chiding them for their 
  cowardice and weakness.  If the characters surround him, 
  he will laugh at their stupidity as he detonates individual 
  beads. 
  If injured Vardis uses the Imbued spells he has had cast 
  upon him to heal his own wounds.  Due to the effects of 
  the Astral Plane Vardis can do this as a free action, Vardis 
  also has the ability to heal 18 hit points of his own 
  wounds through his wholeness of body ability, using this 
  ability on the Astral Plane is a standard action. 
   
  Tactics for APL 10: Vardis knows that spell casters are 
  the most danger to him, since they can dispel the 
  numerous buffs he has in effect.  Vardis therefore targets 
  spell casters first, using his stunning abilities through the 
  Ki focus Nunchacku and tumbling to reach them. Vardis 
  then targets divine spell casters and finally fighters.   
  Vardis has had numerous spells cast upon him in order to 
  increase his effectiveness, these spells and abilities are 
  noted in his stat block in brackets. 
  Vardis also carries a necklace of fireballs type VII.  If the 
  characters attempt to keep their distance he will use it to 
  bombard the characters while chiding them for their 
  cowardice and weakness.  If the characters surround him, 
  he will laugh at their stupidity as he detonates individual 
  beads. 
  If injured Vardis uses the Imbued spells he has had cast 
  upon him to heal his own wounds.  Due to the effects of 
  the Astral Plane Vardis can do this as a free action, Vardis 
  also has the ability to heal 26 hit points of his own 
  wounds through his wholeness of body ability, using this 
  ability on the Astral Plane is a standard action. 
   
  Tactics for APL 12: Vardis knows that spell casters are 
  the most danger to him, since they can dispel the 
  numerous buffs he has in effect.   Vardis therefore will 
  abundant step next to any obvious spell caster and using 
  his Sun School* feat attacks him with his Quivering 
  Palm.  Assuming that attack fails Vardis targets arcane 
  with the Ki Focus Nunchaku.  Vardis then targets divine 
  spell casters, rogue types, and finally fighters. Vardis has 
  had numerous spells cast upon him in order to increase 
  his effectiveness. These spells and abilities are noted in 
  his stat block.  
  Vardis also carries a necklace of fireballs type VII.  If the 
  characters attempt to keep their distance he will use it to 
  bombard the characters while chiding them for their 
  cowardice and weakness.  If the characters surround him, 
  he will laugh at their stupidity as he detonates individual 
  beads. 
  If surrounded by numerous opponents Vardis does not 
  hesitate to throw the remainder of the necklace at the 
  opponents who seem that they are the greatest threat to 
  him. 
  If injured Vardis uses the Imbued spells he has had cast 
  upon him to heal his own wounds.  Due to the effects of 
  the Astral Plane Vardis can do this as a free action, Vardis 
  also has the ability to heal 30 hit points of his own 
  
  Ver5-04 Fool’s Gold 
   
  Page 19 
  wounds through his wholeness of body ability, using this 
  ability on the Astral Plane is a standard action. 
   
  Treasure:  
   
  APL 2: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp 
  per character); cloak of resistance +1 (83 gp per 
  character).  
  APL 4: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp 
  per character); cloak of resistance +1 (83 gp per 
  character); ring of counterspells (300 gp per 
  character); necklace of fireballs type i (137gp per 
  character). 
  APL 6: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp 
  per character); cloak of resistance +2 (333 gp per 
  character); ring of counterspells (300 gp per 
  character); Necklace of Fireballs type III (362 gp per 
  character); Dusty Rose Ioun Stone (416 gp per 
  character). 
  APL 8: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp 
  per character); cloak of resistance +3 (750 gp per 
  character); ring of counterspells (300 gp per 
  character); necklace of fireballs type iv (450 gp per 
  character); dusty rose ioun stone (416 gp per 
  character). 
  APL 10: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 
  gp per character); cloak of resistance +3 (750 gp per 
  character); ring of counterspells x2 (600 gp per 
  character); necklace of fireballs type vii (725 gp per 
  character); dusty rose ioun stone (416 gp per 
  character); boots of speed (1000 gp per character). 
  APL 12: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 
  gp per character); cloak of resistance +3 (750 gp per 
  character); ring of counterspells x2 (600 gp per 
  character); necklace of fireballs type vii (725 gp per 
  character); dusty rose ioun stone (416 gp per 
  character); boots of speed (1000 gp per character). 
  Conclusion 
   
  Success 
  Once Vardis is defeated allow the PCs to rest and perform 
  whatever healing they require.  Give the impression that 
  they are adrift in the Astral plane with no particular way 
  back (higher level parties may have little difficulty here).  
   After a few minutes of allowing themselves to ask “what 
  now” choose one of the fighters or rogues of the party, 
  ask them for a Will save (against scrying) please impose a 
  -16 to their roll (the wizards at the Wrinkle Academy 
  have the full cooperation of the Watch and the Family to 
  provide some of the PCs blood, a possession and a drawn 
  picture of the character.)  Remind the character that they 
  can voluntarily fail the save if they wish.  If necessary 
  have the wizard attempt to scry on all the other PCs until 
  one fails his save.   
  Once that is accomplished read the following: 
  With an audible pop a gnomish wizard appears a short 
  distance away and with practiced ease flies down to 
  stand before your party.   “I must say I’m glad you 
  survived, finding the mint without (point to the 
  person who failed his save) you to scry on would have 
  been very difficult.  With a low whistle he takes in 
  the carnage and damage around him.  “My, my, quite 
  a mess indeed—this will take a bit of work, but I do 
  believe we can fix it.”  His gaze then levels on your 
  group, as several other mages begin appearing around 
  you.  “Well, what are you waiting for?  Time to go.   If 
  everyone can please form a circle we’ll be on our 
  way…” 
  If asked the wizard explains that shortly after Krot 
  arrived at the wrinkle Academy they figured out what 
  had occurred, then plane shifted to the Astral Plane and 
  scryed upon the PCs.  
  The world shifts and you find yourselves back in the 
  streets of Verbobonc City.  Caleb and Krot stand just 
  feet away, surveying the devastated Guild Hall.  
  Seeing your group arrive, Krot breaks into a broad 
  grin, as Caleb rushes over.   
  “The Gentlemen of the Watch thank you for your 
  service to the City.”  Caleb says as he shakes your 
  hand.  “We were worried that you wouldn’t pull it off. 
   Krot was even laying very long odds at your survival, 
  let along your success—weren’t you Krot…” 
  Caleb turns around to address Krot, only to find the 
  street behind him empty, except for a few blowing 
  leaves and a pouch sitting on the ground; bulging 
  with gold. 
  Defeat 
  If the PCs are defeated by Vardis please ask the PCs if 
  they wish to be raised, if they agree please read the 
  following: 
  The stillness of death leaves you and your eyes open 
  to see a vaulted ceiling painted to depict St. Cuthbert 
  beckoning with one hand while the other holds a 
  heavy cudgel.  A cleric of St. Cuthbert steps into view 
  and speaks “Ah.  Welcome back to the land of the 
  living.  The Gentlemen of the Watch will wish to 
  have a word with you.  If you’re feeling up to it he is 
  waiting outside.”   
  
  Ver5-04 Fool’s Gold 
   
  Page 20 
  Outside the chapel Caleb sits with his back leaning 
  up against the cathedral of St. Cuthbert.  His eyes are 
  pensive and he pulls at his lower lip, lost in thought.  
  Seeing your party he straightens and gives a half 
  smile.   
  “I wish that we were met in better circumstances.”  
  Caleb says “but it is good to see that you have 
  returned just the same.”  Caleb wearily begins 
  walking up the street toward the Viscount’s castle.  
  “Come on,” he says as he walks “we’ve got to report to 
  the Viscount just how bad it is.” 
   
  The End 
   
  Epilogue: The Gift of the Gnomes 
   
  If the characters were successful in recovering the 
  Furyondyian Royal Mint, then after they have rested up 
  and spent a night or two in a warm bed, each is visited 
  individually by a gnome hailing from the Yatil 
  Mountains. The gnome knows the identity of the 
  character, and the read-aloud text below can be 
  paraphrased to include that information. Read the 
  following to the PCs: 
  Your adventure complete, you spend a few days 
  resting and relaxing, enjoying what comforts of 
  Verbobonc City. As you are out walking about, a well-
  worn gnome traveler dressed in an earthen robe with 
  stitchings of gold waves you down. As he approaches, 
  his face beams with the delight of your attention. 
   
  “Good adventurer, I thank you for a moment of 
  your precious time. Allow me to introduce myself. 
  My name is Clegin, Master Illusionist of Gnome Vale. 
  The Laird Gwaylar, our headman, has sent me to 
  search for worthies that may be willing to aid our 
  cause. Having heard of your recent exploits, I must 
  say, I am quite impressed by your actions. You must 
  be one of the stalwarts spoke of in the foretellings of 
  our Chief Cleric. Thus, I have this gift for you, if you 
  will accept it.” 
   
  Clegin pulls a polished green gemstone from one 
  of his robe pockets. The gem has a symbol of arcane 
  power etched in its face. “Please, take this. It is now 
  but an interesting bauble, but I have the power to 
  enchant it into something that would be of greater 
  use than exchange for mere coin. When the time is 
  right, you might find yourself on the path to my 
  home, and then, as is foretold, you will aid my people 
  who have been beset upon by evils thought 
  vanquished. If you are successful in your task to be, I 
  shall reward you by awakening the arcane power 
  within the gem I offer. I and my people thank you for 
  all you’ve done, and all you’ve yet to accomplish.” 
  If the character accepts the gemstone: 
  Clegin hands you the gemstone. The same smile plays 
  upon his face as when he first greeted you. “I have 
  others to seek out. Soon, our paths shall cross again, 
  brave one.” He turns from you, and walks down the 
  street, disappearing in the crowd. 
  If the character does not accept the gemstone: 
  A look of confusion furrows Clegin’s brow. “I am 
  certain you are the one spoken of, yet you do not 
  accept my gift? Are you sure you would not 
  reconsider?” 
  Give the player another chance to think it over. If they 
  accept, read the acceptance text above. If they continue to 
  decline, read the following: 
  Clegin resigns himself to a slow smile. “Gift or no, our 
  paths shall meet again. I am certain that something 
  can be arranged at a later time. I must leave now; I 
  have others to seek out. Good day to you, brave one.” 
  He turns from you, and walks down the street, 
  disappearing in the crowd. 
  Characters can make a DC 20 Knowledge (Geography) 
  skill check to know that Gnome Vale is a very isolated 
  community of gnomes located deep within the Yatil 
  Mountains.  
  Clegin has more errands to run, and can’t sit and 
  chat any longer with the character. If pressed for more 
  information, he simply says that all will be revealed in 
  due time. 
  If a character accepts the gift, they receive the 
  Gnome Vale gemstone listed on the Adventure Record. If 
  they refuse, cross this item off the Adventure Record. Its 
  purpose will become known at a later time. 
   
  If a character already has a gemstone, they may 
  receive a second (or third) gemstone if it is of a different 
  color than the ones already possessed by the character. A 
  character may not possess more than one of the same 
  color gemstone. 
  Experience Point Summary 
   
  
  Ver5-04 Fool’s Gold 
   
  Page 21 
  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 
  role-playing) to each character. 
  Encounter Three – … down by the river. 
  For defeating the monk sniper or by learning the 
  password for the Bridgeforth Inn. 
  APL 2  
  60 xp 
  APL 4  
  120 xp 
  APL 6  
  180 xp 
  APL 8  
  240 xp 
  APL 10  
  300 xp 
  APL 12  
  360 xp 
   
  Encounter Four – The Bridgeforth Inn 
  Entering the inn, defeating the suel cleric and learning of 
  the Brotherhoods plan. 
  APL 2  
  150 xp 
  APL 4  
  210 xp 
  APL 6  
  270 xp 
  APL 8  
  330 xp 
  APL 10  
  390 xp 
  APL 12  
  450 xp 
   
  Encounter Six – Into the Breach 
  Defeating Vardis 
  APL 2  
  150 xp 
  APL 4  
  210 xp 
  APL 6  
  270 xp 
  APL 8  
  330 xp 
  APL 10  
  390 xp 
  APL 12  
  450 xp 
   
  Award for Good Role-playing 
  APL 2  
  90 xp 
  APL 4  
  135 xp 
  APL 6  
  180 xp 
  APL 8  
  225 xp 
  APL 10  
  270 xp 
  APL 12  
  315 xp 
   
  Total Possible Experience 
  APL 2  
  450 xp 
  APL 4  
  675 xp 
  APL 6  
  900 xp 
  APL 8  
  1,125 xp 
  APL 10  
  1,350 xp 
  APL 12  
  1,575 xp 
  Treasure Summary 
   
  During an adventure, PCs encounter treasure, usually 
  finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the PCs cannot take the time 
  to loot the bodies, they do not gain this gold.  If you feel 
  it is reasonable that PCs 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), PCs may return to retrieve loot.  If the PCs 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 PCs may want to use them during the adventure. 
   Many times PCs 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 PCs total and coin value increase 
  at the end of the adventure.  Write the total in the GP 
  Gained field of the adventure certificate.  Because this is a 
  Regional adventure, PCs may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
  
  Ver5-04 Fool’s Gold 
   
  Page 22 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Three:  
  APL 2: L: 0 gp; C: 0 gp; M: bracers of armor +1 (83 gp per 
  character). 
  APL 4: L: 0 gp; C: 0 gp; M: bracers of armor +1 (83 gp per 
  character); vest of resistance +1 (83 gp per character) 
  APL 6: L: 129 gp; C: 4 gp; M: bracers of armor +2 (333 gp 
  per character); vest of resistance +1 (83 gp per 
  character). 
  APL 8: L: 0 gp; C: 4 gp; M: bracers of armor +2 (333 gp per 
  character); vest of resistance +1 (83 gp per character)  
  APL 10: L: 0 gp; C: 4 gp; M: bracers of armor +2 (333 gp 
  per character); vest of resistance +2 (333 gp per 
  character). 
  APL 12: L: 0 gp; C: 4 gp; M: bracers of armor +3 (750 gp 
  per character); vest of resistance +3 (750 gp per 
  character). 
   
  Encounter Four:  
  APL 2: L: 62 gp; C: 4 gp; M: potion of cure moderate 
  wounds (25 gp per character). 
  APL 4: L: 129 gp; C: 4 gp; M:  breastplate +1 (113 gp per 
  character); vest of resistance +1 (83 gp per character); 
  potion of cure moderate wounds (25 gp per 
  character); club +1 (192 gp per character). 
  APL 6: L: 129 gp; C: 4 gp; M:  vest of resistance +1 (83 gp 
  per character); potion of cure moderate wounds  (25 
  gp per character); club +1 (192 gp per character). 
  APL 8: L: 129 gp; C: 4 gp; M:  vest of resistance +2 (333 gp 
  per character); potion of cure moderate wounds  (25 
  gp per character); club +1 (192 gp per character). 
  APL 10: L: 129 gp; C: 4 gp; M: vest of resistance +2 (333 gp 
  per character); potion of cure moderate wounds  (25 
  gp per character); club +1 (192 gp per character). 
  APL 12: L: 129 gp; C: 4 gp; M: vest of resistance +2  (333 
  gp per character), potion of cure moderate wounds  
  (25 gp per character); club +1 (192 gp per character). 
   
  Encounter Six:  
  APL 2: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp 
  per character); cloak of resistance +1 (83 gp per 
  character).  
  APL 4: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp 
  per character); cloak of resistance +1 (83 gp per 
  character); ring of counterspells (300 gp per 
  character); necklace of fireballs type i (137gp per 
  character). 
  APL 6: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp 
  per character); cloak of resistance +2 (333 gp per 
  character); ring of counterspells (300 gp per 
  character); necklace of fireballs type iii (362 gp per 
  character); dusty rose ioun stone (416 gp per 
  character). 
  APL 8: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp 
  per character); cloak of resistance +3 (750 gp per 
  character); ring of counterspells (300 gp per 
  character); necklace of fireballs type iv (450 gp per 
  character); dusty rose ioun stone (416 gp per 
  character). 
  APL 10: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 
  gp per character); +1 nunchaku, wounding (1525 gp 
  per character); cloak of resistance +3 (750 gp per 
  character); ring of counterspells x2 (600 gp per 
  character); necklace of fireballs type vii (725 gp per 
  character); dusty rose ioun stone (416 gp per 
  character); boots of speed (1000 gp per character). 
  APL 12: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 
  gp per character); cloak of resistance +3 (750 gp per 
  character); ring of counterspells x2 (600 gp per 
  character); necklace of fireballs type vii (725 gp per 
  character); dusty rose ioun stone (416 gp per 
  character); boots of speed (1000 gp per character). 
  Total Possible Treasure 
  APL 2:  
   
   
  450 gp 
  APL 4:  
   
   
  650 gp 
  APL 6:  
   
   
  900 gp 
  APL 8:  
   
   
  1,300 gp 
  APL 10:  
   
   
  2,300 gp 
  APL 12:  
   
   
  3,300 gp 
   
  
  Ver5-04 Fool’s Gold 
   
  Page 23 
  Appendix One: NPCs 
  ALL APLs 
  Watch Captain Caleb: male human (Rhennee) 
  Rog2/Ftr6; CR 8; Medium humanoid (human); HD 
  2d6+6d10+16; hp 62; Init +3; Spd 30 ft.; AC 21 (+3 Dex, 
  + 6 armor, +1 deflection, +1 natural), touch 14, flat-
  footed 18; Base Atk +7; Grp +8; Atk +10 melee 
  (1d6+4+1d6 Non lethal damage, +1 merciful 
  quarterstaff); Full Atk +10/+5 melee (1d6+4+1d6 Non 
  lethal damage, +1 merciful quarterstaff); AL LN; SV: 
  Fort +7, Ref +7, Will +3; Str 12, Dex 16, Con 14, Int 13, 
  Wis 12, Cha 10. 
   
   
   
  Skills and Feats: Bluff +10, Diplomacy +11, Gather 
  Information +13, Knowledge Local +10 Intimidate +12, 
  Sense Motive +14, Spot +5, Search +5, Tumble +9; 
  Improved Unarmed Strike, Weapon Focus 
  (quarterstaff), Weapon Specialization (quarterstaff), 
  Improved Trip, Improved Grapple, Combat Reflexes, 
  Lightning Reflexes, Dodge, Defensive Throw* Prone 
  Attack*. 
   
   
  Possessions: +1 merciful quarterstaff +1 glamered 
  mithral chainmail, +1 ring of protection, +1 amulet of 
  natural armor, circlet of persuasion, 3 vials of antitoxin, 
  two sunrods. 
  * See Appendix 2: New Rules Items 
   
  Uncle Krot: male human (Oeridian) Rog9/Wiz3; CR 
  12; Medium humanoid (human); HD 9d6+3d4+24; hp 
  73; Init +7; Spd 30 ft.; AC 17 (+3 Dex, +2 armor, +1 
  deflection, +1 natural), touch 16, flat-footed 13; Base 
  Atk +7; Grp +7; Atk +8 melee (1d6, rapier); Full Atk 
  +7/+2 melee (1d6, rapier); SA Sneak Attack +5d6, SQ 
  evasion, improved uncanny dodge, trap sense +3, rat 
  familiar; AL LE; SV Fort +8, Ref +10, Will +8; Str 10, 
  Dex 16, Con 14, Int 16, Wis 10, Cha 12. 
   
   
   
  Skills and Feats: Balance +8, Bluff +23, 
  Concentration +8, Diplomacy +18, Disguise +13, 
  Escape artist +13, Hide +13, Knowledge local +8 
  Intimidate +13, Sense Motive +13, Sleight of Hand +13, 
  Spellcraft + 12 Spot +4, Tumble +18; Combat Expertise, 
  Combat Reflexes, Craft Wondrous Item, Improved 
  Initiative, Iron Will, Scribe Scroll, Spell Focus 
  (Illusion).   
   
   
  Spells Prepared (4/3/2; base DC 13 + spell level, 14 
  + spell level for Illusion spells): 0—detect magic, detect 
  poison, open/close, prestidigitation; 1
  st—mage armor, 
  silent image (3), ventriloquism; 2
  nd—invisibility, scare. 
   
  Possessions: Krot’s robe of sizing*, +2 bracers of 
  armor, +1 ring of protection, +1 amulet of natural 
  armor, ring of wizardry I, circlet of persuasion rapier, 
  mask of lies*. 
   
   
   
  Pre-Cast Spells: Krot spends almost all of his time 
  in public under the effects of reduce person from his 
  robe of sizing. 
  * See Appendix 2: New Rules Items 
   
  Lathmir Amanthsal: male gnome Ari6; CR 5; Small-
  size humanoid (gnome); HD 6d8+9; hp 42 [Currently 
  18]; Init +4 [currently +1]; Spd 20 ft.; AC: 9, touch 9, 
  flat-footed 9; Base Atk: +4; Grp: +2; Atk: +2 melee (1d2-
  2, unarmed); AL: LE; SV: Fort +3 [+0], Ref +2 [-1], Will 
  +9; Str 6, Dex 10 [7], Con 14[6], Int 13, Wis 14, Cha 15. 
   
   
  Skills and Feats: Appraise +9, Bluff +11, Diplomacy 
  +12, Intimidate +8, Knowledge (history) +5, Listen +4, 
  Profession (merchant) +12, Sense Motive +12, 
  Improved Initiative, Iron Will, Leadership, Negotiator. 
   
   
  Possessions: rags, bottle of rotgut
  
  Ver5-04 Fool’s Gold 
   
  Page 24 
  APL 2 
   
  Encounter 1: Is this a Hook I See Before Me? 
  Benjimar the Rose: Male Halfling, Lightfoot Rog2: 
  CR 2; Small Humanoid (Halfling); HD 2d6+2; hp 12; 
  Init +2; Spd 20; AC 15 (Flat-footed 13 Touch 13); Base 
  Atk +2; Atk +3 melee (1d4, masterwork shortsword); 
  SA +1 attack bonus with thrown weapons, Sneak 
  Attack +1d6; SQ Traps, Evasion, +2 Bonus on Saves vs. 
  Fear; AL N; SV Fort +2, Ref +6, Will +2; Str 10, Dex 14, 
  Con 12, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +5, Climb +2, Diplomacy +7, 
  Disable Device +4, Forgery +6, Gather Information +2, 
  Hide +11, Jump -4, Listen +3, Move Silently +9, Search 
  +8, Sleight of Hand +9, Spot +6; Investigator. 
   
  Encounter 3:  … Down By the River … 
  Monk Sniper: male human (Suel) Mnk2; CR 2; 
  Medium humanoid (human); HD 2d8+6; hp 29 [33]; 
  Init +3 [+5]; Spd 30 ft.; AC 19 (+3 Dex, +2 Wis, +2 
  Deflection [protection from good]), touch 15, flat-
  footed 14; Base Atk +1; Grp +3; Atk +2 [+4] melee 
  (1d6+2, unarmed strike); Full Atk +0/+0 [+2/+2] melee 
  (1d6+2, unarmed strike) or +7 ranged (1d2+2 plus 
  poison, Shuriken); SA flurry of blows, unarmed strike; 
  SQ evasion; AL LE; SV Fort +6 [+8], Ref +6 [+8], Will +4 
  [+6]; Str 10 [14], Dex 16 [20], Con 16 [20], Int 10, Wis 
  12 [16], Cha 8. 
   
   
  Skills and Feats: Balance +8 [+10], Escape Artist +8 
  [+10], Hide +15 [+35/+55 invisible], Jump +5 [+7], 
  Move Silently +15, Spot +6 [+8], Tumble +8 [+10]; 
  Deflect Arrows, Stunning Fist, Endurance, Diehard. 
   
  Possessions: bracers of armor +1, elixir of 
  hiding, elixir of sneaking, potion of invisibility, potion 
  of bulls strength, potion of owl’s wisdom, potion of 
  cat’s grace, potion of mage armor, six masterwork 
  shuriken poisoned with gargantuan Wyvern poison 
  (injury poison, Fort DC 21, initial damage 2d6 Con, 
  secondary damage 2d6 Con) 
   
  Encounter 4: The Bridgeforth Inn. 
  Suel Cleric: Male Human Clr5: CR 5; Medium 
  Humanoid; HD 5d8+10; hp 37 [47]; Init -1; Spd 20; AC: 
  16 (Flat-footed 16 Touch 11); Base Atk +3; Grp +2; Atk 
  +3 melee (1d10, masterwork club); SA Turn or rebuke 
  undead (3+Cha. Mod/day); AL LE; SV Fort +6, Ref +0, 
  Will +7; Str 8, Dex 8, Con 14 [18], Int 12, Wis 16, Cha 
  10. 
   
  Skills and Feats: Concentration +11, Heal +11, 
  Knowledge (religion) +11 Spellcraft +10; Domain focus 
  (war)*, Extend Spell, Sanctum Spell*. 
   
  Spells Prepared: (5/4+1/4+1/3+1; base DC 13 + 
  Spell Level); 0 - cure minor wounds, detect magic, 
  light: purify food and drink, resistance, virtue; 1
  st – 
  calm animals (d), divine favor, entropic shield, shield 
  of faith, protection from good’; 2
  nd - bear’s endurance; 
  cure moderate wounds; spiritual weapon x2 (d); 3
  rd – 
  dominate animal (d), magic vestment, searing light. 
   
  Possessions: masterwork breastplate, masterwork 
  club, potion of cure light wounds 
  Domains Animal/War  
  * See Appendix 2: New Rules Items 
  Encounter 6:  Into the Breach  
  Uncle Vardis Simulacrum: male human (Suel) Mnk6; 
  CR 6; Medium humanoid (human); HD 6d8+18; hp 45 
  Init +3; Spd 50 ft.; AC 16 [22], touch 14 [20], flat-footed 
  12 [18]; Base Atk +4; Grp +5; Atk +9 melee (1d6+2, 
  unarmed strike); Full Atk melee +9/+9 (1d6+2, +1, ki 
  focus nunchaku); SA flurry of blows, unarmed strike, 
  stunning fist, improved trip, Ki strike (magic) SQ 
  evasion, still mind, Purity of body; AL LE; SV Fort +6, 
  Ref +7, Will +6 (+10 vs. Enchantment and with owl’s 
  wisdom effects); Str 12, Dex 17, Con 14, Int 10, Wis 14 
  [18 with owl’s wisdom], Cha 8. 
   
  Skills and Feats: Concentration +11, Escape Artist 
  +14, Jump +19, Listen +13, Spot +13, Tumble +17; 
  Weapon Finesse, Weapon Focus (Nunchaku), Deflect 
  Arrows, Weakening Touch*. 
   
  Possessions: +1 nunchaku: ki focus, cloak of 
  resistance +1. 
  * see Appendix 2: New Rules Items 
  Spells in effect: 
  Owl’s wisdom [Lvl 2, CL: 5]; 
  Magic vestment (+2) Enhancement bonus [Lvl 2, CL: 5] 
  Shield of faith (+2) Deflection bonus [Lvl 1, CL: 5] 
   
  Note:  Vardis’s buffed stats appear in brackets, 
  whenever possible he uses the ki focus nunchaku as 
  his attack weapon. 
  
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  APL 4 
  Encounter 1: Is this a Hook I See Before Me? 
  Benjimar the Rose: Male Halfling, Lightfoot Rog4: 
  CR 4; Small Humanoid (Halfling); HD 4d6+4; hp 23; 
  Init +2; Spd 20; AC 15 (Flat-footed 15 Touch 13); Base 
  Atk +4; Grp +1; Atk +5 melee (1d4, masterwork 
  shortsword); SA +1 attack bonus with thrown weapons, 
  Sneak Attack +2d6; SQ Traps, Evasion, Trap Sense +1, 
  Uncanny Dodge, +2 Bonus on Saves vs. Fear; AL N; SV 
  Fort +3, Ref +7, Will +3; Str 10, Dex 15, Con 12, Int 12, 
  Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +7, Climb +2, Diplomacy +9, 
  Disable Device +4, Forgery +7, Gather Information +2, 
  Hide +13, Jump -4, Listen +3, Move Silently +11, Open 
  Lock +7, Search +8, Sleight of Hand +11, Spot +6; 
  Dodge, Investigator. 
   
  Possessions: masterwork shortsword 
  Encounter 3: … Down By the River … 
  Monk Sniper: male human (Suel) Mnk4; CR 4; 
  Medium humanoid (human); HD 4d8+12; hp 45 [53]; 
  Init +3 [+5]; Spd 40 ft.; AC 19 [25]  (+3 [+5] Dex, +2 [+4] 
  Wis, +4 armor, +2 Deflection [protection from good]) 
  touch 15 [19], flat-footed 14 [16]; Base Atk +3; Grp +3; 
  Atk +3 [+5] melee (1d8  [1d8+2] unarmed strike); Full 
  Atk +1/+1 [+3/+3] melee (1d8+2 unarmed strike) or +7 
  ranged (1d2+2 plus poison, Shuriken); SA flurry of 
  blows, unarmed strike; SQ evasion; AL LE; SV Fort +6 
  [+8], Ref +6 [+8], Will +4 [+6]; Str 10 [14], Dex 16 [20], 
  Con 16 [20], Int 10, Wis 13 [17], Cha 8. 
   
   
  Skills and Feats: Balance +5 [+7], Escape Artist +10 
  [+12], Jump +9 [+11], Move Silently +10 [+12], Hide 
  +10 [+22, +42/+62 invisible], Spot +1 [+3], Tumble +10 
  [+12]; 
  Deflect 
  Arrows, 
  Endurance, 
  Diehard, 
  Weakening Touch*, Stunning Fist. 
   
  Possessions: bracers of armor +1, elixir of hiding, 
  elixir of sneaking, potion of invisibility, potion of bulls 
  strength, potion of owl’s wisdom, potion of cat’s grace, 
  potion of mage armor, six masterwork shuriken 
  poisoned with gargantuan Wyvern poison (injury 
  poison, Fort DC 21, initial damage 2d6 Con, secondary 
  damage 2d6 Con) 
  * see Appendix 2: New Rules Items 
  Encounter 4:  The Bridgeforth Inn 
  Suel Cleric: Male Human Clr7; CR 7; Medium 
  Humanoid; HD 7d8+28; hp 64; Init +0; Spd 30 ft.; AC 
  16, (touch 12, flatfooted 16); Base Atk +5; Grp +4; Atks 
  +4 melee (1d6, Club) or +7 melee  (1d10, +1 club); SV 
  Fort +10, Ref +6, Will +14; AL LN; Str 8, Dex 8, Con 14 
  [18], Int 14, Wis 18, Cha 8 
   
  Skills & Feats: Concentration +13, Heal +13, 
  Knowledge (religion) +13 Spellcraft +12; Domain focus 
  (war)*, Domain focus (animal)*, Extend Spell, Sanctum 
  spell*. 
   
  Spells Prepared: (6/5+1/4+1/3+1/2+1; base DC 14 
  + Spell Level); 0-cure minor wounds, detect magic, 
  light, purify food and drink, resistance, virtue; 1
  st - 
  bless: calm animals (d), divine favor, entropic shield, 
  shield of faith, protection from good; 2
  nd - bear’s 
  endurance, bulls strength, cure moderate wounds, 
  owl’s wisdom, spiritual weapon (d); 3
  rd - dominate 
  animal (d), magic vestment, spikes, searing light, 4
  th - 
  imbue with spell ability, magic weapon, greater 
  summon nature’s ally iv (d) 
   
  Possessions: club +1, club, breastplate +1, cloak of 
  resistance +1, potion of cure light wounds. 
  *see Appendix 2: New Rules Items 
  Encounter 6:  Into the Breach  
  Uncle Vardis Simulacrum: male human (Suel) Mnk6; 
  CR 6; Medium humanoid (human); HD 6d8+18; hp 45 
  [57]; Init +3; Spd 50 ft.; AC 16 [28], touch 16 [21], flat-
  footed 13 [24]; Base Atk +4; Grp +5 [+7]; Atk +7 melee 
  (1d8+1, unarmed strike); Full Atk +9/+9 melee  
  (1d6+10,  +1 ki focus nunchaku); SA flurry of blows, 
  unarmed strike, stunning fist, improved trip, Ki strike 
  (magic) SQ evasion, still mind Purity of body, AL LE; 
  SV Fort +8 [+10], Ref +9, Will +8 [+10] (+12 vs. 
  Enchantment effects); Str 12 [16], Dex 17, Con 14 [18], 
  Int 10, Wis 14 [18], Cha 8. 
   
  Skills and Feats: Concentration +11, Escape Artist 
  +14, Jump +19, Listen +13, Spot +13, Tumble +17; 
  Weapon Finesse, Weapon Focus (Nunchaku), Deflect 
  Arrows, Weakening Touch*. 
   
  Possessions: +1 nunchaku: ki focus; cloak of 
  resistance +1; ring of counterspells [dispel magic]; 
  necklace of fireballs type i 
  * see Appendix 2: New Rules Items 
   
  Spells in effect: 
  Bear’s endurance [CL:7] 
  Bulls strength [CL:7] 
  Imbue with spell ability (2 cure light wounds, 1 cure 
  moderate wounds) [CL:7] 
  Magic vestment (+2) Enhancement bonus [CL:7] 
  
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  Page 26 
  Owl’s wisdom [CL:7] 
  Shield of faith (+3) Deflection bonus [CL:7] 
  Spikes* [CL:7] 
   
  Note:  Vardis’s buffed stats appear in brackets, 
  whenever possible he uses the +1 ki focus nunchaku as 
  his attack weapon.  Furthermore Vardis wears a ring of 
  counterspells with dispel magic loaded. 
  
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  Page 27 
  APL 6 
   
  Encounter 1: Is this a Hook I See Before Me? 
  Benjimar the Rose: Male Halfling, Lightfoot Rog6: 
  CR 6; Small Humanoid (Halfling); HD 6d6+6; hp 29; 
  Init +2; Spd 20; AC 15, touch 13, flat-footed 15; Base 
  Atk +5; Grp +1; Atk +6 melee (1d4, masterwork 
  shortsword); SA +1 attack bonus with thrown weapons, 
  Sneak Attack +3d6; SQ +2 Bonus on Saves vs. Fear 
  Traps, Trap Sense +2, Uncanny Dodge; AL N; SV Fort 
  +4, Ref +8, Will +4; Str 10, Dex 14, Con 12, Int 12, Wis 
  12, Cha 10. 
   
   
  Skills and Feats: Bluff +9, Climb +2, Diplomacy 
  +11, Disable Device +8, Forgery +7, Gather Information 
  +2, Hide +15, Jump -4, Listen +3, Move Silently +13, 
  Open Lock +9, Search +10, Sleight of Hand +13, Spot 
  +6; Dodge, Investigator, Mobility. 
   
  Encounter 3: … Down By the River … 
  Monk Sniper: male human (Suel) Mnk6; CR 6; 
  Medium humanoid (human); HD 6d8+18; hp 61 [73]; 
  Init +3 [+5]; Spd 50 ft.; AC 20 [26], touch 16 [20], flat-
  footed 15 [19]; Base Atk +4; Grp +4; Atk +6 melee 
  (1d8+2, unarmed strike); Full Atk +5/+5 melee (1d8+2, 
  unarmed strike) or +9 ranged (1d2+2 plus poison, 
  shuriken); SA flurry of blows, unarmed strike; SQ 
  evasion; AL LE; SV Fort +8 [+10], Ref +8 [+10], Will +7 
  [+9]; Str 10 [14], Dex 16 [20], Con 16 [20], Int 10, Wis 
  13 [17], Cha 8. 
   
   
  Skills and Feats: Balance +7 [+9], Escape Artist +10 
  [+12], Jump +19 [+21], Move Silently +12 [+24], Hide 
  +12 [+24, +44/+64 invisible], Spot +1 [+3], Tumble +12 
  [+14]; 
  Deflect 
  Arrows, 
  Endurance, 
  Diehard, 
  Weakening Touch*, Stunning Fist, Improved Trip, 
  Weapon Focus (shuriken)  
   
  Possessions: bracers of armor +1, elixir of hiding, 
  elixir of sneaking, potion of invisibility, potion of bulls 
  strength, potion of owl’s wisdom, potion of cat’s grace, 
  potion of mage armor, six masterwork shuriken 
  poisoned with gargantuan Wyvern poison (injury 
  poison, Fort DC 21, initial damage 2d6 Con, secondary 
  damage 2d6 Con) 
  * see Appendix 2: New Rules Items 
   
  Encounter 4:  The Bridgeforth Inn 
  Suel Cleric: Male Human Clr3/Wiz3/MysThe3: CR 9; 
  HD 6d4+3d8+36; hp 63; Init +0; Spd 30 ft.; AC 16, 
  touch 12, flat-footed 16; Base Atk +4; Grp +3; Atk +4 
  melee  (1d6, Club), or +4 ranged (1d10, Heavy 
  Crossbow) or +6 melee  (1d10, +1 club); SV Fort +11, 
  Ref +7, Will +15; AL LN; Str 8, Dex 10, Con 18, Int 19, 
  Wis 18, Cha 10; 
   
  Skills and Feats: Bluff +6, Concentration +10, Heal 
  +10, Knowledge (arcana) +16, Knowledge (religion) 
  +16, Knowledge (planes) +13, Sense Motive +7, 
  Spellcraft 
  +18; 
  Practiced 
  Spellcaster 
  (arcane)*, 
  Practiced Spellcaster (divine)*, Split Ray*, Sanctum 
  spell*, Divine spell power*. 
   
  Spells Prepared: (5/4+1/4+1/3+1; base DC 14 + 
  Spell Level); 0-cure minor wounds, detect magic, light, 
  purify food and drink, resistance, virtue; 1
  st - calm 
  animals (d), divine favor, entropic shield, shield of 
  faith, protection from good; 2
  nd - bear’s endurance, 
  bull’s strength, cure moderate wounds, owl’s wisdom, 
  spiritual weapon (d) [club +8 1d8+3]; 3
  rd - dominate 
  animal (d), magic vestment, spikes, searing light. 
   
  Spells Prepared: (4/4+1/4+1/3+1; base DC 14 + 
  Spell Level); 0 - resistance, acid splash, ray of frost, 
  mage hand; 1
  st - mage armor, magic missile, ray of 
  enfeeblement, shield, true strike; 2
  nd - alter self, 
  glitterdust, see invisibility, scorching ray, false life; 3
  rd - 
  slow, clairaudience/ clairvoyance, fireball, fly 
   
  Possessions:  cloak of resistance +1, potion of cure 
  moderate wounds, club +1  
   
  * see Appendix 2: New Rules Items 
  Encounter 6:  Into the Breach 
  Uncle Vardis Simulacrum: male human (Suel) Mnk9; 
  CR 9; Medium humanoid (human); HD 6d8+12; hp 66 
  [84] Init +4; Spd 60 ft.; AC 17 [28], touch 17 [22], flat-
  footed 13 [24]; Base Atk +6/+1; Grp +7 [+9]; Atk +10 
  melee (1d10+3, unarmed strike); Full Atk +13/+13/+8 
  melee (1d6+13, +1 ki focus nunchaku); SA flurry of 
  blows, unarmed strike, stunning fist, improved trip, Ki 
  strike (magic, lawful) greater flurry; SQ evasion, still 
  mind Purity of body, Wholeness of body, Improved 
  evasion; AL LE; SV Fort +10 [+12], Ref +12, Will +10 
  [+12] (+14 vs. Enchantment effects); Str 12 [16], Dex 18, 
  Con 14 [18], Int 10, Wis 15 [19], Cha 8. 
   
  Skills and Feats: Concentration +14, Escape Artist 
  +17, Jump +22, Listen +16, Spot +16, Tumble +20; 
  
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  Page 28 
  Weapon Finesse, Weapon Focus (Nunchaku), Deflect 
  Arrows, Weakening Touch*, Pain Touch*. 
   
  Possessions: +1 nunchaku: ki focus, ioun stone, 
  dusty rose [prism]; cloak of resistance +2; ring of 
  counterspells [dispel magic], necklace of fireballs type 
  III. 
  * see Appendix 2: New Rules Items 
   
  Spells in effect: 
  bear’s endurance [cl:9] 
  bulls strength [cl:9] 
  fly [cl 9] 
  greater magic weapon (+2) [cl:9] 
  mage armor [cl:9] 
  magic vestment (+2) enhancement bonus [cl:9] 
  owl’s wisdom [cl:9] 
  shield of faith (+3) deflection bonus [cl:9] 
  spikes* [cl:9] 
  Note:  Vardis’s buffed stats appear in brackets, 
  whenever possible he uses the +1 ki focus nunchaku as 
  his attack weapon.  Furthermore, Vardis wears a ring of 
  counterspells with dispel magic cast into it. 
  
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  Page 29 
  APL 8 
   
  Encounter 1: Is this a Hook I See Before Me? 
  Benjimar the Rose: Male Halfling, Lightfoot Rog8: 
  CR 8; Small Humanoid (Halfling); HD 8d6+8; hp 39; 
  Init +2; Spd 20; AC 15, touch 13, flat-footed 15; Base 
  Atk +7; Grp +3; Atk +8 melee (1d4, masterwork short 
  sword); Full Atk +8/+3 melee (1d4, masterwork short 
  sword); SA +1 attack bonus with thrown weapons, 
  Sneak Attack +4d6; SQ Traps, Evasion, Trap Sense +2, 
  Uncanny Dodge, Improved Uncanny Dodge, +2 Bonus 
  on Saves vs. Fear; AL N; SV Fort +4, Ref +9, Will +4; Str 
  10, Dex 14, Con 12, Int 12, Wis 12, Cha 10. 
   
   
  Skills and Feats: Bluff +11, Climb +2, Diplomacy 
  +13, Disable Device +8, Forgery +8, Gather Information 
  +2, Hide +16, Intimidate +3, Jump -4, Listen +3, Move 
  Silently +15, Open Lock +11, Search +10, Sleight of 
  Hand +15, Spot +11; Dodge, Investigator, Mobility. 
   
  Encounter 3: … Down By the River … 
  Monk Sniper: male human (Suel) Mnk8; CR 8; 
  Medium humanoid (human); HD 8d8+18; hp 77 [93]; 
  Init +3 [+5]; Spd 50 ft.; AC 20 [26], touch 16 [20], flat-
  footed 15 [17]; Base Atk +6; Grp +6; Atk +6 [+8] melee 
  (1d10+2, unarmed strike); Full Atk +7/+7/+2 melee 
  (1d10+2, unarmed strike) or +11 ranged (1d2+2 plus 
  poison, shuriken); SA flurry of blows, unarmed strike; 
  SQ evasion, improved Evasion; AL LE; SV Fort +9 
  [+11], Ref +9 [+11], Will +8 [+10]; Str 10 [14], Dex 16 
  [20], Con 16 [20], Int 10, Wis 14 [18], Cha 8. 
   
   
  Skills and Feats: Balance +7 [+9], Escape Artist +12 
  [+14], Jump +19 [+21], Move Silently +14 [+16], Hide 
  +14 [+16], Spot +1 [+3], Tumble +14 [+16]; Deflect 
  Arrows, Endurance, Diehard, Weakening Touch*, 
  Stunning Fist, Improved Trip. Wholeness of body, 
  Weapon Focus (shuriken)  
   
  Possessions: bracers of armor +1, elixir of hiding, 
  elixir of sneaking, potion of invisibility, potion of bulls 
  strength, potion of owl’s wisdom, potion of cat’s grace, 
  potion of mage armor,  6 masterwork shuriken 
  poisoned with gargantuan Wyvern poison (injury 
  poison, Fort DC 21, initial damage 2d6 Con, secondary 
  damage 2d6 Con) 
  * see Appendix 2: New Rules Items 
  Encounter 4:  The Bridgeforth Inn 
  Suel Cleric, Male Human Clr3/Wiz3/MysThe5: CR 
  11; Large Monstrous Humanoid; [medium humanoid 
  polymorphed into Annis Hag] HD 8d4+3d8+44; hp 86 
  [101 with false life] [HP as Annis Hag 64 [79 with false 
  life]; Init +0 [+1 as Annis Hag]; Spd 30 ft.; AC 10 [27] 
  [+4 mage armor, +4 shield, +10 natural (Annis Hag) -1 
  large sized], touch 12,  [touch AC 12 as Annis Hag] flat-
  footed 28; Base Atk +4; Grp +4; Atk +6 melee  (1d6, 
  Club +1) or +6 ranged (1d10, Heavy Crossbow) or +10 
  melee  (1d10+3, +1 [+3] club); Attacks as Hag:  +10 
  melee (1d6+7, 2 claws); SV Fort +11 [+9 as Annis Hag], 
  Ref +7 [+7 as Annis Hag], Will +16; AL LN; Str 8 [25 
  Annis Hag +7], Dex 10 [12 Annis Hag +1], Con 18 [14 
  Annis Hag +2], Int 19, Wis 18, Cha 10; 
   
  Skills and Feats: Bluff +6, Concentration +14, Heal 
  +10, Knowledge (arcana) +18, Knowledge (religion) 
  +18, Knowledge (the planes) +13, Sense Motive +9, 
  Spellcraft +20; Practiced Spellcaster (arcane)*, 
  Practiced Spellcaster (divine)*, Split Ray*, Sanctum 
  spell*, Divine Spell Power*. 
   
  Spells Prepared: (6/5+1/4+1/4+1/3+1; base DC 14 
  + Spell Level); 0-cure minor wounds, detect magic, 
  light, purify food and drink, resistance, virtue; 1st - 
  bless, calm animals (d), divine favor, entropic shield, 
  shield of faith, protection from good; 2
  nd - bear’s 
  endurance, bull’s strength, cure moderate wounds, 
  owl’s wisdom, spiritual weapon (d); 3
  rd - dominate 
  animal (d) magic vestment, cure serious wounds, 
  spikes, searing light; 4
  th - freedom of movement, imbue 
  with spell ability, magic weapon, greater summon 
  nature’s ally iv (d) 
   
  Spells Prepared: (4/4+1/4+1/4+1/3+1; base DC 14 
  + Spell Level); 0- resistance, acid splash, ray of frost, 
  mage hand; 1
  st  - mage armor, magic missile, ray of 
  enfeeblement, shield, true strike; 2
  nd – alter self, 
  glitterdust, see invisibility, scorching ray, false life; 3
  rd  - 
  greater mage armor, clairaudience/clairvoyance, 
  fireball, fly, ray of enfeeblement [split ray]; 4
  th - arcane 
  eye, Evards black tentacles, locate creature, polymorph, 
  stoneskin 
   Possessions: cloak of resistance +2, potion of cure 
  moderate wounds, club +1 
  *see Appendix 2: New Rules Items 
  Spells in effect: 
  Mage armor [cl: 11] 
  Shield [cl: 11] 
  Alter self [cl: 11] 
  Entropic shield [cl 11] 
  Freedom of movement [cl 11] 
  See invisibility [cl 11] 
  False life [cl 11] 
  Bless [cl 11]  
  Polymorph [cl 11] 
  
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  Encounter 6: Into the Breach 
  Uncle Vardis Simulacrum: male human (Suel) Mnk9; 
  CR 9; Medium humanoid (human); HD 6d8+12; hp 66 
  [84] Init: +4 [+6]; Spd: 60 ft.; AC 18 [35], touch 18 [28], 
  flat-footed 14 [29]; Base Atk +6/+1; Grp +7 [+9]; Atk +10 
  melee (1d10+3, unarmed strike); Full Atk +17/+17/+12 
  (1d6+14, (+1 ki focus nunchaku); SA flurry of blows, 
  unarmed strike, stunning fist, improved trip, Ki strike 
  (magic, lawful) greater flurry; SQ evasion, still mind 
  Purity of body, Wholeness of body, Improved evasion; 
  AL LE; SV Fort +11 [+13], Ref +13 [+15], Will +11 [+13] 
  (+15 vs. Enchantment effects); Str 12 [16], Dex 18 [22], 
  Con 14 [18], Int 10, Wis 15 [19], Cha 8. 
   
  Skills and Feats: Concentration +14, Escape Artist 
  +17, Jump +22, Listen +16, Spot +16, Tumble +20; 
  Weapon Finesse, Weapon Focus (Nunchaku), Deflect 
  Arrows, Elusive Target*, Dodge, Mobility 
   
  Possessions: +1 nunchaku, ki focus, ioun stone, 
  dusty rose [prism]; cloak of resistance +3; ring of 
  counterspells [dispel magic CL 11], potions of haste (5), 
  necklace of fireballs type IV  
  * see Appendix 2: New Rules Items 
  Spells in effect: 
  bear’s endurance [cl:11] 
  bless [cl:11] 
  bulls strength [cl:11] 
  cat’s grace [cl:11] 
  fly [cl 11] 
  greater mage armor* (+6) armor bonus [cl:11] 
  greater magic weapon x2 (+3) [cl:11] 
  imbue with spell ability (2 cure light wounds, 1 cure 
  moderate wounds) [cl:11] 
  magic vestment (+3) enhancement bonus [cl:11] 
  owl’s wisdom [cl:11] 
  shield of faith (+4) deflection bonus [cl:11] 
  spikes* [cl:11] 
  stoneskin [cl:11]  (DR 10/adamantine, 110 hp) 
  Note:  Vardis’s buffed stats appear in brackets, 
  whenever possible he uses the ki focus nunchaku as 
  his attack weapon.  Furthermore Vardis wears a ring of 
  counterspells with dispel magic loaded. 
   
  
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  APL 10 
   
  Encounter 1: Is this a Hook I See Before Me? 
  Benjimar the Rose: Male Halfling, Lightfoot Rog10: 
  CR 10; Small Humanoid (Halfling); HD 10d6+10; hp 
  46; Init +3; Spd 20; AC 16, touch 14, flat-footed 16; Base 
  Atk +8; Grp +8; Atk +11 ranged touch or +9 melee (1d4, 
  masterwork shortsword); Full Atk +11/+6 base ranged 
  or +9/4 melee (1d4, masterwork shortsword); SA +1 
  attack bonus with thrown weapons, Sneak Attack +5d6; 
  SQ Traps, Evasion, Trap Sense +3, Uncanny Dodge, 
  Improved Uncanny Dodge, Improved Evasion, +2 
  Bonus on Saves vs. Fear; AL N; SV Fort +5, Ref +11, 
  Will +5; Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +13, Climb +2, Diplomacy 
  +15, Disable Device +9, Forgery +11, Gather 
  Information +2, Hide +19, Intimidate +3, Jump -4, 
  Listen +3, Move Silently +18, Open Lock +14, Search 
  +10, Sleight of Hand +18, Spot +13; Dodge, 
  Investigator, Mobility, Spring Attack. 
  Encounter 3.  … Down By the River … 
  Monk Sniper: male human (Suel) Mnk10; CR 10; 
  Medium humanoid (human); HD 10d8+22; hp 93 
  [113]; Init +3 [+5]; Spd 60 ft.; AC 21 [27], touch 17 [21], 
  flat-footed 16 [18]; Base Atk +7; Grp +7; Atk +9 melee 
  (1d10+2, unarmed strike); Full Atk +9/+9/+4 melee 
  (1d10 [1d10+2] unarmed strike or +15 ranged (1d2 
  [1d2+2] plus poison, Shuriken) SA flurry of blows, 
  unarmed strike; SQ evasion, Improved Evasion, 
  Wholeness of body; AL LE; SV Fort +10 [+12], Ref +10 
  [+12], Will +9 [+11]; Str 10 [14], Dex 16 [20], Con 16 
  [20], Int 10, Wis 14 [18], Cha 8. 
   
  Skills and Feats: Balance +7 [+9], Escape Artist +14 
  [+16], Jump +21 [+23], Move Silently +16 [+28], Hide 
  +16 [+28], Spot +1 [+3], Tumble +16 [+18]; Deflect 
  Arrows, Endurance, Diehard, Weakening Touch*, 
  Stunning Fist, Improved Trip, Weapon Focus 
  (shuriken), Point Blank Shot 
   
  Possessions: bracers of armor +1, elixir of hiding, 
  elixir of sneaking, potion of invisibility, potion of bulls 
  strength, potion of owl’s wisdom, potion of cat’s grace, 
  potion of mage armor, six masterwork shuriken 
  poisoned with gargantuan Wyvern poison (injury 
  poison, Fort DC 21, initial damage 2d6 Con, secondary 
  damage 2d6 Con)  
  * see Appendix 2: New Rules Items 
   
  Encounter 4:  The Bridgeforth Inn 
  Suel Cleric: Male Human Clr3/Wiz3/MysThe7: CR: 
  13; Large Monstrous Humanoid; [medium humanoid 
  polymorphed into Annis Hag]; HD 10d4+3d8+56; hp 
  100 (115 with false life) [HP as Hag 100 (115  with false 
  life)]  Init +0; Spd 30 ft.; AC 10 [27] [+4 mage armor, +4 
  shield, +10 Natural, -1 large size], touch 12, flat-footed 
  16; Base Atk +6; Grp: +5; Atk +6 melee  (1d6, Club +1), 
  or +6 ranged  (1d10, Heavy Crossbow); Full Atk +6/+1 
  melee  (1d6, Club +1), or +6/+1 ranged  (1d10, Heavy 
  Crossbow); [Attacks as Hag +12 melee (1d6+7, 2 claws); 
  SA as Annis Hag:  Improved grab (grapple +17), Rake 
  (+12 1d6+7), Rend (2d6+10)  SV Fort +12 [+14], Ref +8, 
  Will +17; AL LN; Str 8 [25 Annis Hag +7], Dex 10 [12 
  Annis Hag +1], Con 18 [18 Bear’s Endurance/Annis 
  Hag +4], Int 20, Wis 18, Cha 10 
   
  Skills and Feats: Bluff +6, Concentration +20, Heal 
  +10, Knowledge (arcana) +21, Knowledge (religion) 
  +21, Knowledge (the planes) +14, Sense Motive +11, 
  Spellcraft 
  +23; 
  Practiced 
  Spellcaster 
  (arcane)*, 
  Practiced Spellcaster (divine)*, Split Ray*, Sanctum 
  spell*, Divine spell power*, Domain focus (war)*. 
   
  Spells Prepared: (6/5+1/5+1/4+1/4+1/3+1; base 
  DC 14 + Spell Level); 0 - cure minor wounds, detect 
  magic, light, purify food and drink, resistance, virtue; 
  1
  st - bless, calm animals (d), cure light wounds, divine 
  favor, entropic shield, shield of faith, protection from 
  good’; 2
  nd - bear’s endurance x 2, bull’s strength, cure 
  moderate wounds, owl’s wisdom, spiritual weapon (d); 
  3
  rd - dominate animal (d), magic vestment, cure serious 
  wounds, spikes*, searing light; 4
  th - freedom of 
  movement, imbue with spell ability, magic weapon, 
  greater x 2 summon nature’s ally iv (d); 5
  th - flame strike 
  (d),stalwart pact*, scrying, true seeing 
   
  Spells Prepared: (4/6+1/5+1/4+1/4+1/3+1; base 
  DC 15 + Spell Level); 0 - resistance, acid splash, ray of 
  frost, mage hand; 1
  st  - mage armor, magic missile, ray of 
  enfeeblement x2, shield, true strike; 2
  nd - alter self, 
  glitterdust, see invisibility, scorching ray, false life x2; 
  3
  rd - greater mage armor, clairaudience/clairvoyance, 
  fireball, fly, ray of enfeeblement [split ray]; 4
  th  - arcane 
  eye, Evards black tentacles, locate creature, scorching 
  ray  [split ray], stoneskin; 5
  th - telepathic bond, magic jar 
   summon monster V refusal*  
   
  Possessions: cloak of resistance +2, potion of cure 
  moderate wounds, club +1 
  * see Appendix 2: New Rules Items 
   
  
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  Spells in effect: 
  mage armor  [cl:13] 
  shield [cl:13] 
  entropic shield [cl 13] 
  freedom of movement [cl 13] 
  see invisibility [cl 13] 
  false life [cl 13] 
  bless [cl 13]  
  polymorph [cl 13] 
   
  Encounter 6: Into the Breach   
  Uncle Vardis: male human (Suel) Mnk13; CR 13; 
  Medium humanoid (human); HD 13d8+42; hp 94 
  [135]; Init +4 [+6]; Spd 70 ft.; AC 19 [42], touch 19 [27], 
  flat-footed 19 [36]; Base Atk +9/+4; Grp +10 [+12]; Atk 
  +21 melee (1d6+14, +1 ki focus Nunchaku); Full Atk 
  +21/+21/+21/+16 [+21 hasted action] melee (1d6+14, 
  +1, ki focus Nunchaku or  Nunchaku); SA flurry of 
  blows, unarmed strike, stunning fist, improved trip, Ki 
  strike (magic, lawful) greater flurry; SQ evasion, still 
  mind Purity of body, Wholeness of body, Improved 
  evasion, Diamond body, Abundant step, Diamond soul 
  (SR 23); AL LE; SV Fort +13 [+15], Ref +15 [+17], Will 
  +13 [+15] (+17 vs. Enchantment effects); Str 12 [16], 
  Dex 18 [22], Con 14 [18], Int 10, Wis 15 [19], Cha 8. 
   
  Skills and Feats: Concentration +10, Escape Artist 
  +18, Jump +26, Knowledge (religion) +7, Listen +20, 
  Sense Motive +7, Spot +20, Tumble +24; Weapon 
  Finesse, Weapon Focus (nunchaku), Deflect Arrows, 
  Elusive Target*, Dodge, Mobility. 
   
  Possessions: +1, ki focus nunchaku; ioun stone, 
  dusty rose [prism]; cloak of resistance +3; ring of 
  counterspells [dispel magic]; ring of counterspells 
  [dispel magic]; potions of haste (5); boots of speed; 
  necklace of fireballs (type VII). 
  * see Appendix 2: New Rules Items 
  Spells in effect: 
  stalwart pact* [cl:13] (65 hit points, kicks in at 47 hit 
  points) 
  stoneskin [cl:13]  (DR 10/adamantine 130 hp) 
  imbue with spell ability (2 cure light wounds, 1 cure 
  moderate wounds) [cl:13] 
  greater magic weapon x2 [Cl:13] 
  magic vestment (+3) enhancement bonus [cl:13] 
  greater mage armor* (+6) armor bonus [lvl: 3, cl:13] 
  shield of faith (+4) deflection bonus [cl:13] 
  spikes* [cl:13] 
  fly [cl: 13] 
  false life [cl: 13] 
  bear’s endurance [cl:13] 
  cat’s grace [cl:13] 
  owl’s wisdom [cl:13] 
  bulls strength [cl:13] 
  alter self [cl 13] 
  bless [cl:13] 
  Note:  Vardis’s buffed stats appear in brackets, 
  whenever possible he uses the ki focus nunchaku as 
  his attack weapon.  Furthermore Vardis wears two 
  rings of counterspells, both with dispel magic. 
  
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  APL 12 
   
  Encounter 1: Is this a Hook I See Before Me? 
  Benjimar the Rose: Male Halfling, Lightfoot Rog12: 
  CR 12; Small Humanoid (Halfling); HD 12d6+12; hp 
  55; Init +3; Spd 20; AC 16, touch 14, flatfooted 16); Base 
  Atk +9/+4; Grp+5; Atk +11 melee (1d4, masterwork 
  short sword) or +13 ranged; Full Atk +11/+6 melee 
  (1d4, masterwork short sword) SA +1 attack bonus with 
  thrown weapons, Sneak Attack +6d6; SQ Traps, 
  Evasion, Trap Sense +4, Uncanny Dodge, Improved 
  Uncanny Dodge, Improved Evasion, +2 Bonus on 
  Saves vs. Fear; AL N; SV Fort +6, Ref +12, Will +6; Str 
  11, Dex 16, Con 12, Int 12, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +15, Climb +2, Diplomacy 
  +15, Disable Device +13, Disguise +2, Forgery +13, 
  Gather Information +2, Hide +22, Intimidate +3, Jump 
  -4, Listen +3, Move Silently +20, Open Lock +16, 
  Search +12, Sleight of Hand +20, Spot +13; Deceitful, 
  Dodge, Investigator, Mobility, Spring Attack. 
   
  Encounter 3: … Down By the River … 
  Monk Sniper: male human (Suel) Mnk12; CR 12; 
  Medium humanoid (human); HD 12d8+26; hp 109 
  [133]; Init +3 [+5]; Spd 70 ft.; AC 21 [27], touch 17 [21], 
  flat-footed 16 [18]; Base Atk +9; Grp +9; Atk +12 [+14] 
  melee (1d10+2, unarmed strike); Full Atk +12/+12/+7 
  melee (1d10+2, unarmed strike) or +16/+16/+11 ranged 
  (1d2+2 plus poison, shuriken); SA flurry of blows, 
  unarmed strike; SQ Wholeness of body, Improved 
  evasion; AL LE; SV Fort +10 [+12], Ref +10 [+12], Will 
  +9 [+11]; Str 10 [14], Dex 16 [20], Con 16 [20], Int 10, 
  Wis 14 [18], Cha 8. 
   
  Skills and Feats: Balance +7 [+9], Escape Artist +14 
  [+16], Jump +21 [+23], Move Silently +16 [+18], Hide 
  +16 [+18], Spot +1 [+3], Tumble +16 [+18]; Deflect 
  Arrows, Endurance, Diehard, Weakening Touch*, 
  Stunning Fist, Improved Trip, Weapon Finesse, 
  Weapon Focus (shuriken), Point Blank Shot. 
   
  Possessions: bracers of armor +1, elixir of hiding, 
  elixir of sneaking, potion of invisibility, potion of bulls 
  strength, potion of owl’s wisdom, potion of cat’s grace, 
  potion of mage armor, 6 masterwork shuriken 
  poisoned with gargantuan Wyvern poison (injury 
  poison, Fort DC 21, initial damage 2d6 Con, secondary 
  damage 2d6 Con)  
  * see Appendix 2: New Rules Items 
   
  Encounter Four:  The Bridgeforth Inn 
  Suel Cleric: Male Human Clr3/Wiz3/MysThe9: CR 
  15; Large Monstrous Humanoid; [medium humanoid 
  polymorphed into Annis Hag]; HD 12d4+3d8+52; hp 
  114 [140 w/ false life & heroes feast]; Init +0; Spd 30 ft.; 
  AC 10 [31] [+4 mage armor, +4 magic vestment, +4 
  shield, +10 Natural, -1 large size] touch AC 10 [17], flat-
  footed AC 10 [31]; Base Atk +7, Atk +6/+1 melee  (1d6, 
  +1 Club); [Attacks as Hag:  +13 melee (1d6+7, 2 claws)]; 
  SA as Annis Hag:  Improved grab (grapple +18), Rake 
  (+13 1d6+7), Rend (2d6+10)  SV Fort +12 [+14], Ref +8, 
  Will +17; AL LN; Str 8 [25 Annis Hag +7], Dex 10 [12 
  Annis Hag +1], Con 18 [18 Bear’s Endurance/Annis 
  Hag +4], Int 20, Wis 18, Cha 10;  
   
  Skills and Feats: Bluff +6, Concentration +20, Heal 
  +10, Knowledge (arcana) +21, Knowledge (religion) 
  +21, Knowledge (the planes) +14, Sense Motive +11, 
  Spellcraft 
  +23; 
  Practiced 
  Spellcaster 
  (arcane)*, 
  Practiced Spellcaster (divine)*, Split Ray*, Sanctum 
  spell*, Divine spell power*, Domain focus (war)* 
   
  Spells Prepared: (6/6+1/5+1/5+1/4+1/3+1/2+1; 
  base DC 14 + Spell Level); 0 -cure minor wounds, 
  detect magic, light, purify food and drink, resistance, 
  virtue; 1
  st - bless, calm animals (d), cure light wounds, 
  divine favor, entropic shield, shield of faith, protection 
  from good; 2
  nd - bear’s endurance x 2, bull’s strength, 
  cure moderate wounds, owl’s wisdom, spiritual weapon 
  (d); 3
  rd - dominate animal (d), magic vestment x 2, cure 
  serious wounds, spikes*, searing light; 4
  th - freedom of 
  movement, imbue with spell ability, greater x2, 
  summon nature’s ally IV (d); 5
  th - flame strike (d), 
  stalwart pact*, scrying, true seeing; 6
  th- antilife shell (d), 
  heroes feast, symbol of pain. 
   
  Spells Prepared: (4/6+1/5+1/5+1/4+1/3+1/2+1; 
  base DC 15 + Spell Level); 0- resistance, acid splash, ray 
  of frost, mage hand 1
  st  - mage armor, magic missile, ray 
  of enfeeblement x2, shield, true strike; 2
  nd  – alter self, 
  see invisibility, scorching ray x2, false life x2; 3
  rd - 
  greater 
  mage 
  armor*, 
  clairaudience/clairvoyance, 
  fireball, fly, blink, ray of exhaustion; 4
  th - arcane eye, 
  Evards black tentacles, locate creature, polymorph, 
  stoneskin; 5
  th - telepathic bond, symbol of pain, 
  summon monster V x2; refusal; 6
  th - true seeing, greater 
  dispel magic [split ray*] enervation. 
   
  Possessions: cloak of resistance +2, potion of cure 
  moderate wounds, club +1 
  * see Appendix 2: New Rules Items 
  Spells in effect: 
  mage armor  [cl:15] 
  shield [cl:15] 
  
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  entropic shield [cl 15] 
  freedom of movement [cl 15] 
  see invisibility [cl 15] 
  false life [cl 15] 
  bless [cl 15]  
  polymorph [cl 15] 
  hero’s feast [cl 15] 
  shield of faith (+4) deflection bonus [cl: 15] 
   
  Encounter 6 - Into the Breach   
  Uncle Vardis: male human (Suel) Mnk15; CR 15; 
  Medium humanoid (human); HD 15d8+46; hp 108 
  [164 w/ false life & heroes feast]; Init +4 [+6]; Spd 70 ft.; 
  AC 20 [45], touch 18 [26], flat-footed 15 [33]; Base Atk 
  +11/+6/+1; Grp +12 [+14]; Atk +16 [+18] melee (2d6+3, 
  unarmed strike); Full Atk +25/+25/+25/+20/+15 [+25 
  hasted] (1d6+14, +1 ki focus nunchaku); SA flurry of 
  blows, unarmed strike, stunning fist, improved trip, Ki 
  strike (magic, lawful) greater flurry, quivering palm; 
  SQ Evasion, Still mind Purity of body, Wholeness of 
  body, Improved Evasion, Diamond body, Abundant 
  step, Diamond soul (SR 25); AL LE; SV Fort +14 [+16], 
  Ref +16 [+18], Will +14 [+17] (+19 vs. Enchantment 
  effects); Str 12 [16], Dex 18 [22], Con 14 [18], Int 10, 
  Wis 15 [19], Cha 8. 
   
  Skills and Feats: Concentration +10, Escape Artist 
  +20, Jump +26, Knowledge (religion) +7, Listen +22, 
  Sense Motive +7, Spot +22, Tumble +26. Weapon 
  Finesse, Weapon Focus (nunchaku), Deflect Arrows, 
  Elusive Target*, Pain Touch*, Sun School*, Dodge, 
  Mobility  
   
  Possessions: +1 nunchaku, ki focus, ioun stone, 
  dusty rose, cloak of resistance +3, ring of counterspells 
  [greater dispel magic], ring of counterspells [dispel 
  magic], potion of haste (5), boots of speed, necklace of 
  fireballs, type VII. 
  *see Appendix 2: New Rules Items 
  Spells in effect: 
  alter self [cl 15] 
  bear’s endurance [cl:15] 
  bless [cl:15] 
  bulls strength [cl:15] 
  cat’s grace [cl:15] 
  false life [cl: 15] 
  fly [cl: 15] 
  greater mage armor* (+6) armor bonus [cl:15] 
  greater magic weapon x2 [+4] [cl:15]  
  heroes feast [cl: 15} 
  imbue with spell ability (2 cure light, 1 cure moderate) 
  [cl:15] 
  magic vestment (+4) enhancement bonus [lvl 3, cl:15] 
  owl’s wisdom [cl:15] 
  shield of faith (+4) deflection bonus [cl: 15] 
  spikes* [cl:15] 
  stalwart pact*  [cl:15] (75 hit points, kicks in at 47 hit 
  points) 
  stoneskin [cl:15]  (DR 10/adamantine, 150 hp) 
  Note:  Vardis’s buffed stats appear in brackets, 
  whenever possible he uses the ki focus nunchaku as 
  his attack weapon.  Furthermore Vardis wears two 
  rings of counterspells, one with dispel magic and the 
  other with greater dispel magic. 
  
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  Appendix Two: New Rules Items 
   
  Defensive Throw [General] as presented in 
  Complete Warrior 
  You can use your opponent’s weight, strength, and 
  momentum against her, deflecting her attack and 
  throwing her to the ground. 
  Prerequisites:  Dex 13, Combat Reflexes, Dodge, 
  Improved Trip, Improved Unarmed Strike 
  Benefit: If the opponent you have chosen to use your 
  Dodge feat against attacks you and misses, you can 
  make an immediate trip attack against that opponent.  
  This attempt counts against your allowed attacks of 
  opportunity in the round.   
  Divine Spell Power  [Divine] as presented in 
  Complete Divine 
  You can channel positive or negative energy to 
  enhance your divine spellcasting ability  
  Prerequisites:  Ability to turn or rebuke undead, able 
  to cast 1st level divine spells. 
  Benefit: You can spend a turn or rebuke attempt as a 
  free action and roll a turning check (with a special +3 
  bonus, plus any other modifiers you’d normally apply 
  to your turning check).  Treat the result of the turning 
  check as a modifier to your caster level on the next 
  divine spell you cast in that round.   
  For example, if a cleric used this feat and rolled a 16 on 
  his turning check, he would add a +2 bonus to his 
  caster level for the next divine spell he casts in the 
  round.  Had he rolled an 8 he would instead apply a -1 
  penalty ot his caster level for the next divine spell he 
  cast in the round. 
  If you don’t cast a divine spell before your next turn, 
  you lose the effect of the check result.  This feat has no 
  effect on your arcane spellcasting ability. 
  Domain Focus [General] as presented in 
  Complete Divine 
  You have mastered the subtle intricacies of the divine 
  power you’ve devoted yourself to  
  Prerequisites: Access to relevant domain. 
  Benefit: You can cast spells associated with one of your 
  domains at a +1 caster level.  This benefit also applies to 
  caster level checks to overcome a targets spell 
  resistance as well as other variables such as spell 
  duration.  If you cast a spell from one of your non-
  domain spell slots , this feat dos not help you, even if 
  the spell also happens to appear on your domain list.  
  Special:  You can take Domain Focus multiple times.  
  Its effects do not stack.  Each time you take the feat, it 
  applies to a new domain to which you have access. 
  Elusive Target [Tactical] as presented in 
  Complete Warrior 
  Trying to land a blow against you can be a maddening 
  experience. 
  Prerequisites: Dodge, Mobility, base attack bonus +6 
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers. 
  Negate Power Attack:  To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat.  If that foe uses the Power Attack feat 
  against you, the foe gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack 
  roll.  
  Diverting Defense:  To use this maneuver, you must 
  be flanked and you must designate one of the flanking 
  attackers to be affected by your Dodge Feat.  The first 
  attack of the round from the designated attacker 
  automatically misses you and may strike the other 
  flanking foe instead; the attacking creature makes an 
  attack roll normally, and its ally is considered flat-
  footed.  If the designated attacker is making a full 
  attack against you, its second and subsequent attacks 
  function normally. 
  Cause Overreach:  To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square.  If the foe misses you, you 
  can make a free trip attempt against this foe and the foe 
  does not get a chance to trip you if your attempt fails.  
  Extra Stunning [General] as presented in 
  Complete Warrior 
  You gain extra stunning attacks. 
  Prerequisites:  Stunning fist, base attack bonus +2. 
  Benefit: You gain the ability to make three extra 
  stunning attacks per day. 
  Special:  You can take this feat multiple times.  Its 
  effects stack. 
  
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  Fists Of Iron [General] as presented in 
  Complete Warrior 
  You have learned the secrets of imbuing your unarmed 
  attacks with extra force. 
  Prerequisites:  Improved Unarmed Strike, Stunning 
  Fist, base attack bonus +2.  
  Benefit: Declare that you are using this feat before you 
  make your attack roll (thus, a missed attack roll ruins 
  the attempt).  You deal an extra 1d6 points of damage 
  when you make a successful unarmed attack. Each 
  attempt counts as one of your uses of the Stunning Fist 
  feat for the day.  
  Flying 
  Kick 
  [General] 
  as 
  presented 
  in 
  Complete Warrior 
  You literally leap into battle, dealing devastating 
  damage. 
  Prerequisites:  Str 13, Jump 4 ranks, Improved 
  Unarmed Strike, Power Attack. 
  Benefit: When fighting unarmed and using the charge 
  action, you deal an extra 1d12 points of damage with 
  your unarmed attack.  
  Pain Touch [General] as presented in Complete 
  Warrior 
  You can cause intense pain in an opponent with a 
  successful stunning attack 
  Prerequisites: Wis 15, Stunning Fist, Base attack 
  bonus +2 
  Benefit: Victims of a successful stunning attack are 
  subject to such debilitating pain that they are 
  nauseated for 1 round following the round they are 
  stunned.  Creatures that are immune to stunning 
  attacks are also immune to the effect of this feat, as are 
  any creatures that are more than once size category 
  larger than the feat user.   
  Practiced Spellcaster as presented in Complete 
  Arcane 
  Choose a spell casting class that you possess.  Your 
  spells cast from that class are more powerful. 
  Prerequisites:  Spell craft 4 ranks. 
  Benefit: Your caster level for the chosen spellcasting 
  class increases by 4.  This benefit can’t increase your 
  caster level to higher than your Hit Dice.  However, 
  even if you can’t benefit from the full bonus 
  immediately, if you later gain Hit Dice in levels of 
  nonspellcasting classes, you might be able to apply the 
  rest of the bonus. 
  For example, a human 5th-level sorcerer/3rd level 
  fighter who selects this feat would increase his sorcerer 
  caster level from 5th to 8th (since he has 8 Hit Dice).  If 
  he later gained a fighter level, he would gain the 
  remainder of the bonus and his sorcerer caster level 
  would become 9th (since he now has 9 hit dice). 
  A character with two or more spellcasting classes (such 
  as a bard/sorcerer or a ranger/druid) must choose 
  which class gains the feat’s effect. 
  This feat does not affect your spells per day or the 
  spells known.  It increases your caster level only, 
  which would help you penetrate spell resistance and 
  increase the duration and other effects of your spells. 
  Special:  You may select this feat multiple times.  Each 
  time you choose it, you must apply it to a different 
  spellcasting class.  For instance, a 4th level cleric/5th 
  level wizard who had selected this feat twice would 
  cast cleric spells as an 8th level caster and wizard spells 
  as a 9th level caster. 
  Prone Attack [General] as presented in 
  Complete Warrior 
  You can attack from a prone position without penalty 
  Prerequisites:  Dex 15, Lightning Reflexes, base attack 
  bonus +2 
  Benefit: You can make an attack from the prone 
  position and take no penalty on your attack roll.  If 
  your attack roll is successful you may regain your feet 
  immediately as a free action.  Opponents gain no bonus 
  on melee attacks against you while you are prone. 
  Special:  A fighter may select Prone Attack as one of 
  his fighter bonus feats. 
  Rapid Stunning [General] as presented in 
  Complete Warrior 
  You can use your stunning attacks in rapid succession. 
  Prerequisites:  Combat Reflexes, Stunning Fist, base 
  attack bonus +6. 
  Benefit: You may use one additional stunning attack 
  (or other special attack that counts against your daily 
  limit of stunning attacks) per round. 
  Normal: You may only attempt a stunning attack (or 
  other special attack that counts against your daily limit 
  of stunning attacks) once per round. 
  Special:  A fighter may select Rapid Stunning as one of 
  his fighter bonus feats. 
  
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  A character can take this feat multiple times.  Its effects 
  stack. 
  Sanctum Spell [Metamagic] as presented in 
  Complete Arcane 
  Your spells are especially potent on home ground. 
  Prerequisites:  Any metamagic feat. 
  Benefit: A sanctum spell has an effective spell level 1 
  higher than its normal level if cast in your sanctum 
  (see below), but if not cast in the sanctum, the spell has 
  an effective spell level 1 lower than normal.  All effects 
  dependent on spell level (including save DC’s) are 
  calculated according to the adjusted level. 
  A sanctum spell uses a spell slot of the spells normal 
  level. 
  Special:  Your sanctum is a particular site, building, or 
  structure previously designated by you, and not larger 
  than 20 feet/level in diameter.  The designated area 
  must be a site where you have spent a cumulative 
  period of at least three months.  Though a sanctum can 
  be designated within a larger structure its special 
  advantages do not apply beyond the maximum area. 
  Once designated, it takes seven days for a site to 
  become a sanctum, and if you designate a new area to 
  be your sanctum, the benefits of the old one 
  immediately fades   
  Split Ray  [Metamagic] as presented in 
  Complete Arcane 
  Your ray spells can affect an additional target 
  Prerequisites:  Any metamagic feat. 
  Benefit: You can cause any ray spell to fire one 
  additional ray beyond the number normally allowed.  
  The additional ray requires a separate ranged touch 
  attack roll to hit and deals damage as normal.  It can be 
  fired at the same target as the first ray or at a different 
  target, but all rays must be aimed at targets within 30 
  feet of each other and fired simultaneously. 
  A split ray spell uses a spell slot two levels higher than 
  the spells actual level. 
  Sun School [Tactical] as presented in Complete 
  Warrior 
  You have learned a number of esoteric martial arts 
  techniques inspired by the sun. 
  Prerequisites: Flurry of blows ability, base attack 
  bonus +4 
  Benefit: The Sun School feat enables the use of three 
  tactical maneuvers. 
  Inexorable Progress of Dawn: To use this maneuver, 
  you must hit the same foe with the first two unarmed 
  attacks from a flurry of blows.  If you do, your foe must 
  move back 5 feet, and you may move 5 feet forward if 
  you wish.  This maneuver does not provoke an attack of 
  opportunity for either character. 
  Blinding Sun of Noon:  To use this maneuver, you 
  must successfully stun the same foe with an unarmed 
  attack two rounds in a row.  In addition to being 
  stunned, that enemy is confused for 1d4 rounds 
  thereafter. 
  Flash of Sunset:  To use this maneuver, you must 
  move adjacent to a foe instantaneously, as with a 
  dimension door spell or the monk’s abundant step class 
  feature.  If you do so, you can immediately make a 
  single attack at your highest attack bonus against that 
  foe.  
  Weakening Touch [General] as presented in 
  Complete Warrior 
  You can temporarily weaken an opponent with your 
  unarmed strike. 
  Prerequisites:  Wis 17, Improved Unarmed Strike, 
  Stunning Fist, base attack bonus +2. 
  Benefit: Declare that you are using this feat before you 
  make your attack roll (thus, a missed attack roll ruins 
  the attempt).  You can make an unarmed attack that 
  deals no damage, but instead applies a -6 penalty to the 
  targets Strength score for 1 minute.  Multiple 
  weakening touches delivered on the same target are 
  not cumulative.  Each attempt to deliver a weakening 
  touch counts as one of your Stunning Fist attacks for 
  the day.  Creatures with immunity to stun effects 
  cannot be affected by this feat. 
  Special:  A fighter may select Weakening Touch as one 
  of his fighter bonus feats. 
  Zen Archery [General] as presented in 
  Complete Warrior 
  Your intuition guides your hand when you use a 
  ranged weapon. 
  Prerequisites:  Wis 13, base attack bonus +1. 
  Benefit: You can use your Wisdom modifier instead of 
  your Dexterity modifier when making a ranged attack 
  roll.  
  Refusal 
  [Arcane 
  Spell] 
  as 
  presented 
  in 
  Complete Arcane 
  Abjuration 
  Level:  Sorcerer/Wizard 5 
  
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  Components:  V, S, M 
  Casting Time: 1 Standard Action 
  Range: Medium (100ft/10 ft./level) 
  Effect: Two 10-ft. squares/level (S) 
  Duration: 1 hour/level 
  Saving Throw:  Will negates; see text 
  Spell Resistance: Yes 
  You create a special ward that prevents unauthorized 
  spellcasters or creatures with spell-like abilities from 
  entering an area.  Any creature that has spells prepared, 
  spell slots available for casting without preparation, or 
  innate spell-like abilities must succeed on a Will save 
  or be halted by an invisible barrier that prevents 
  passage.  The DC of the Will save increases by a 
  number equal to the spell level of the highest level 
  spell the creature has prepared or is capable of casting 
  (so that a 10
  th-level sorcerer who hasn’t yet exhausted 
  his 5
  th-level spell slots for the day adds +5 to the save 
  DC).  You can choose to designate a password or special 
  condition 
  (such 
  as 
  character 
  race, 
  alignment, 
  possession of a token, or any other observable or 
  detectable characteristic) by which spellcasting PCs 
  and creatures can enter the refusal-warded area. 
  Creatures that have no spellcasting capability or spell-
  like abilities (including spellcasters who have 
  exhausted their spell slots, and creatures with spell 
  trigger or spell completion magic items) can pass 
  through the barrier with no difficulty.  Spellcasters and 
  creatures that have spell like abilities and that are 
  already within the area you protect when you create 
  the ward are not compelled to leave or restricted in 
  their movement within it (and spells and spell-like 
  abilities can pass through the barrier in either direction 
  with no difficulty).  However, if such creatures leave 
  the area, they must succeed on saving throws as 
  described above to return. 
  Creatures attempting to use any teleportation spell or 
  effect to enter the warded area make the normal saving 
  throw.  They are shunted harmlessly to the nearest save 
  space outside of the warded area if they fail.   
  Material Component: A pinch of dust from a wizards 
  tomb. 
  Brambles [Divine Spell] as presented in 
  Complete Divine 
  Transmutation 
  Level: Cleric 2, Druid 2 
  Components: V, S, M 
  Casting time: 1 standard action 
  Range: Touch 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: No. 
  Small magical thorns or spikes protrude from the 
  surface of a wooden weapon, such as a club, greatclub, 
  nunchaku, or quarterstaff.  For the duration of the 
  spell, the weapon deals both piercing and bludgeoning 
  damage.  It gains a +1 enhancement bonus on its 
  attacks and deals an additional +1 point of damage per 
  caster level (maximum +10).  This spell works only on 
  melee weapons with wooden striking surfaces.  For 
  instance, it does not work on a bow, and arrow, or a 
  metal mace.  Material Component: a small thorn. 
  Mage Armor, Greater [Arcane Spell] as 
  presented in Complete Arcane 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/Wizard 3 
  Components: V,S,M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature Touched 
  Duration: 1 hour/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No. 
  This spell functions like mage armor, except that its 
  tangible field of force provides a +6 armor bonus to 
  Armor Class.  Material Component: A tiny platinum 
  shield worth 25gp. 
   
  Spikes [Divine Spell] as presented in Complete 
  Divine 
   
  Transmutation 
  Level: Cleric 3, Druid 3 
  Components: V,S,M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: 1 wooden weapon touched 
  Duration: 1 hour/level 
  Saving Throw: None 
  Spell Resistance: No. 
  As Brambles, except that the affected weapon gains a 
  +2 enhancement bonus on its attacks, and its threat 
  range is doubled. 
   
  Stalwart Pact [Divine Spell] as presented in 
  Complete Divine 
  Evocation 
  Level: Cleric 5, Pact 5 
  Components: V, S, DF, XP 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Willing Living Creature Touched 
  
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  Duration: Permanent until triggered, then 1 
  round/level 
  Saving Throws: Will negates (harmless) 
  Spell Resistance: Yes (harmless). 
   
  This spell allows the target to enter a binding 
  agreement with a deity that provides a measure of 
  protection when the need is dire.  Once this spell is 
  cast, the pact remains dormant until the target is 
  reduced to half or less of her full normal hit points.  
  The target immediately gains 5 temporary hit points 
  per caster level, damage reduction of 5/magic, and a +4 
  luck bonus on saving throws.  The hit points, damage 
  reduction, and saving throw bonus evaporate when the 
  spell ends.  XP Cost: 250xp. 
   
  Mask of Lies [Wondrous Item] as presented in 
  Complete Adventurer 
  This black, featureless mask has only slits for eyes and 
  mouth.  The wearer can use disguise self on herself at 
  will and is continually under the effect of undetectable 
  alignment.  In addition, she gains a +5 competence 
  bonus on bluff checks. 
  Krot’s Belt of Sizing [Wondrous Item] as 
  presented in Verbobonc Regional Adventure 
  This sturdy leather belt was created by the 
  rogue/wizard Krot to assist in disguise. A humanoid 
  wearer of the belt can increase or decrease his size as 
  though under the effects of enlarge person or reduce 
  person. Each effect can be maintained for only 10 
  minutes per day, but the 10 minutes need not be 
  consecutive. Increasing or decreasing size requires a 
  standard action, as does returning to normal size before 
  the 10 minutes have expired. These actions do not 
  provoke an attack of opportunity.  
  Faint transmutation; CL 3rd; Craft Wondrous Item, 
  enlarge person, reduce person; Price 15,000 gp 
   
   
  
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  Appendix Three: Maps 
   
  
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  Map of Verbobonc City 
  
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  Appendix Four:  Troubleshooting 
   
  In the running of the adventure some parties may 
  through their actions deviate substantially from the 
  general plotline of the adventure.   This section is 
  designed to provide some guidance for you as the DM 
  to handle such groups in a way that allows for the 
  adventure to continue to the end while allowing for 
  unconventional character choices.  Please follow the 
  suggestions below if the PCs seriously compromise the 
  adventure. 
  Be aware that you may have to alter or paraphrase the 
  given read-aloud text liberally if the PCs deviate from 
  the primary path of this adventure. 
  Denying the Family:  Some PCs may react 
  unfavorably to the intrusion of a family member into 
  their room, or refuse to go along with the Family 
  member once they discover his thievery.  If the PCs do 
  try and get the PCs back on path by having Krot 
  himself show up an hour or so later and request that 
  they assist him.  If the PCs do take this path though 
  Krot will not be pleased and will go out of his way to 
  speak to the other members of the family about the 
  PCs.  Be sure to eliminate all favors or promotions for 
  the Family from the PCs AR. 
  Denying the Watch:  Some Chaotic or Neutral PCs 
  may refuse the request from Caleb for assistance.  If 
  they do please strike all influence and favors from the 
  watch off their AR’s and ask them what they would like 
  to do with their day.  Please note the timeline later in 
  the Troubleshooting section to determine what will 
  happen when. 
  Completely off the adventure:  A few, hopefully very 
  few parties may not have any allegiance toward either 
  Krot or to Caleb and may deny the requests presented 
  to them.  Allow them to do so, and if they like they 
  may busy themselves exploring Verbobonc City.   
  Please note the timeline later in the Troubleshooting 
  section to determine what will happen when.   
  You may also wish to offer them another adventure to 
  play in the time allocated for this one. 
  Getting back on adventure: Often the PCs will decide 
  that denying such an obvious opportunity was a bad 
  idea.  If so allow them to get back onto adventure, 
  though finding watch captain Caleb (DC 10 Gather 
  Information check) and having them apologize to him. 
     
  If so pick up the adventure at Encounter 4: The 
  Bridgeforth Inn.  Have Caleb explain that the watch 
  had sent a few watchmen to collect Lathmir, but that 
  they had returned when Lathmir was assassinated.  
  Offer no clues as to how to overcome the Forbiddance 
  in place at the Bridgeforth.  Have Caleb then offer the 
  PCs the honor of being the first into the Inn. 
   
  Timeline of Events: 
   
  5:00 AM: The Gentlemen of the Watch move to raid 
  the Bridgeforth Inn, one officer is slain, and Caleb 
  contacts the Church of St. Cuthbert for removal of the 
  spell. 
  5:30 AM: The Church discovers they are unable to 
  dispel the Forbiddance.  Caleb is contacted by the 
  Family (who have also been Keeping the Bridgeforth 
  under surveillance)  
  6:00 AM: Caleb agrees to a meeting with Krot and 
  seeks representatives (the PCs). 
  7:00 AM: Caleb meets with Krot and they compare 
  notes, if the PCs are not present Caleb sends watchmen 
  to collect Lathmir. 
  7:30 AM: Lathmir is killed by the Monk. 
  8:00 AM: The Watchmen return to report to Caleb that 
  Lathmir is dead.  Caleb begins readying his Watchmen 
  to either charge the inn or destroy it with fire. 
  10:00 AM: If the PCs have not joined Caleb he orders 
  for his veterans to charge the Inn.  He is successful in 
  defeating the defender and Vardis escapes.  Bub 
  Tympanum dies. 
  10:15 AM: Vardis kills the watchmen outside the 
  Verbobonc Guild Hall, enters the hall and successfully 
  shifts it to the Astral Plane. 
  10:30 AM: Caleb reaches the Verbobonc Guild Hall 
  and calls in the Wrinkle Academy and the Church of 
  St. Cuthbert to investigate. 
  10:45 AM: The Wrinkle Academy determines what 
  occurred and travels to the Astral plane to try and 
  recover the Royal Furyondy Mint.  The Mint however 
  has already been removed and is lost.
  
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  Appendix Five:  Player Handouts 
  Astral Plane Traits 
  The Astral plane has the following traits: 
  Subjective Directional Gravity: The strength of gravity on a plane with this trait is the same as on the Material Plane, 
  but each individual chooses the direction of gravity's pull. Such a plane has no gravity for unattended objects and 
  nonsentient creatures. This sort of environment can be very disorienting to the newcomer, but is common on 
  "weightless" planes. 
  PCs on a plane with subjective directional gravity can move normally along a solid surface by imagining "down" near 
  their feet. If suspended in midair, a character "flies" by merely choosing a "down" direction and "falling" that way. 
  Under such a procedure, an individual "falls" 150 feet in the first round and 300 feet in each succeeding round. 
  Movement is straight-line only. In order to stop, one has to slow one's movement by changing the designated "down" 
  direction (again, moving 150 feet in the new direction in the first round and 300 feet per round thereafter). 
   
  For the purposes of this adventure it is presumed that “falling” to a solid object (such as the Royal Furyondy Mint) does 
  not incur the standard falling damage, instead a DC 20 balance check is imposed in order to land and remain standing.   
  It takes a DC 16 Wisdom check to set a new direction of gravity as a free action; this check can be made once per round. 
  Any character who fails this Wisdom check in successive rounds receives a +6 bonus on subsequent checks until he or 
  she succeeds. 
  Magical flight works normally on the Astral Plane, as does natural flight; provided that the creature successfully sets the 
  direction of gravity and then flies as it would on the material plane.   
  Timeless. Age, hunger, thirst, poison, and natural healing don’t function in the Astral Plane, though they resume 
  functioning when the traveler leaves the Astral Plane. 
  Mildly neutral-aligned. 
  Enhanced magic. All spells and spell-like abilities used within the Astral Plane is employed as if they were improved by 
  the Quicken Spell feat. Already quickened spells and spell-like abilities are unaffected, as are spells from magic items. 
  Spells so quickened are still prepared and cast at their unmodified level. As with the Quicken Spell feat, only one 
  quickened spell can be cast per round. 
  
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  Player Handout #1 
   
  
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  Critical Events Summary 
  (For events plays on or before August 1, 2005, please email the results to poc@illinoisrpg.com) 
   
  Was the Royal Furyondy Mint destroyed? 
   
   
   
  Was the Royal Furyondy Mint recovered? 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Verbobonc/595/Normal Scenarios/VER5-04 - Fools Gold (APL 2-12)/VER5-04 - Fools Gold.pdf