TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS 
  & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of 
  the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. 
  This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 
  2006 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
  COR6-04 
   
   
  A LONG WAY FOR A 
  LITTLE KNOWLEDGE 
   
  A One-Round DUNGEONS & DRAGONS® 
  LIVING GREYHAWK™ Core Adventure 
  Version 1 
   
  by Jean-Philipe ‘JP’ Chapleau 
  Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland 
  Reviewer: Sam Weiss 
  Editor: Eric Cagle 
  Additional Material: Jeffery A. Dobberpuhl Esq., Jason O'Gorman, Tom Prusa, Christopher Wills 
  Sources: “A Little Knowledge…” published in WGR2 Treasures of Greyhawk [Tom Prusa], COR3-15 Nine 
  Lives [Jason O’Gorman], COR4-10 Shedding Scales [Shawn Merwin], TUS3-03 And So It Begins [Bradley 
  Fenton], TUS4-04 My Big Fat Tusman Wedding [Jean-Philipe ‘JP’ Chapleau].  
   
   
   
  A merchant of the Mouqollad Consortium lies dying in a temple in Greyhawk. Magic cannot save him, but 
  maybe someone knows how to keep him alive. It’s a long way for a little knowledge. An adventure for 
  characters level 1 to 10 (APL 2 – 8) 
  
  COR6-04 A Long Way For A Little Knowledge 
  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 Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You 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, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, 
  and 
  DUNGEONS 
  & 
  DRAGONS 
  REWARDS, 
  visit 
  the 
  RPGA 
  website 
  at 
  www.rpga.com.  
   
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point makes 
  you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold 
  italics provides player information for you to 
  paraphrase or read aloud when appropriate. 
  Sidebars contain important information for you, 
  including special instruction on running the 
  adventure. Information on nonplayer characters 
  (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 players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To 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 characters 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. 
   
  # of Animals 
  Mundane 
  Animals 
  Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 
  1/6 
  0 
  0 
  0 
  1 
  1/3 & 
  1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  CR of Animal 
  3 
  3 
  4 
  5 
  6 
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 3 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 9 
  10 
   
  7 
  7 
  9 
  10 
  11 
   
  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 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 characters 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 1st-level 
  characters may find the challenge of an APL 2 
  adventure difficult. Suggest the following to these 
  groups to help increase their chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to 
  help protect them, and fight for them. 
   
  TIME UNITS AND 
  UPKEEP 
  This is a standard one-round Core adventure, set in 
  the Domain of Greyhawk.  All characters 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. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the next adventure, must buy new spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this scenario. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival 
  check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if the 
  character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More 
  information 
  about 
  Lifestyle 
  and 
  Upkeep can be found in the “Lifestyle and 
  Upkeep” section of Chapter 3 of the LIVING 
  GREYHAWK Campaign Sourcebook. 
   
  ADVENTURE 
  BACKGROUND 
  Farlah Izoubil is a merchant of the Mouqollad 
  Consortium based in Vilayad, a major commercial 
  hub and the largest city in southern Tusmit. The 
  merchant houses of the Mouqollad Consortium 
  carry wares bought in the Eastern Flanaess to the 
  West, where they are sold as rare and exotic items, 
  returning with Baklunish goods on their return 
  journey. As a merchant, Farlah has been called 
  upon to travel all across the Flanaes and has made 
  friends and contacts with people from all walks of 
  life, including lowly peasants, priests of Al'Akbar, 
  some of Iuz's generals, and barbarians of the frozen 
  north. If a mutual profit can be made, then Farlah 
  can help anyone. He doesn't judge others; he 
  simply does his job. So far, he’s been quite 
  successful.  
   
  A GREAT DEAL GOES WRONG 
  A few weeks ago, Farlah stopped in Leukish, a city 
  in the Duchy of Urnst, where he acquired 
  Gelgeran’s golden circlet. He purchased it from a 
  Tenhas noble looking for enough money to return 
  home and join the struggle to re-establish his 
  homeland. Farlah used the circlet and managed to 
  secure a number of lucrative deals for himself in 
  Leukish. He then headed back to Greyhawk on his 
  way back to Tusmit.  
  A week before the beginning of the 
  adventure, Farlah was spotted by a cleric of 
  Raxivort named Kaylan Brunzel while the 
  merchant strode the streets of Greyhawk. Kaylan 
  is a wererat and a devotee of Raxivort.  He 
  followed Farlah to the Black Dragon Inn where 
  the merchant was staying. Kaylan waited till 
  darkness before attacking Farlah as he slept.  
   
  However, Farlah was able to escape before 
  the wererat could knock him unconscious. During 
  the struggle, he guessed he had been attacked by a 
  wererat. Farlah fled the inn and managed to find 
  his way to the Temple of Lydia with the wererat on 
  his tail. Upon entering the temple, his attacker 
  seemed to have lost his desire to complete the job 
  and vanished into the night. Having performed a 
  few services in the past to the church of Lydia, the 
  clerics took Farlah in and cured him of his 
  infection. However each spell they cast upon the 
  merchant made him weaker. This is where the PCs 
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 4 
  come in.  
   
  ADVENTURE 
  SUMMARY 
  Introduction: The PCs are contacted by a young 
  priest of Lydia who asks them to come to the 
  temple. The young priest does not give any more 
  details.  
   
  Encounter 1—The Sick Merchant: 
  The PCs enter the temple and the high priestess 
  explains to them Farlah's story. She wants to hire 
  the adventurers to find a cure. The merchant 
  cannot offer money as long as he cannot ply his 
  trade.  
   
  Encounter 2—Looking Around Town: 
  The PCs look around town, trying to find some 
  clues. This brings them in contact with a number 
  of fellows in Greyhawk. Eventually they meet for 
  Fonkin, the gnomish wizard who offers them a 
  deal.  
   
  Encounter 
  3—To 
  the 
  Tower 
  of 
  Ramire: As the PCs make their way to the tower, 
  they are attacked by some creatures wandering the 
  wilderness. 
   
  Encounter 4—The Tower of Ramire: 
  The PCs find the tower and make their way inside. 
  It is protected by a number of illusions, traps and 
  riddles.  
   
  Encounter 5—Into the Tower of 
  Ramire: This encounter contains a key to the 
  map of the Tower.  
   
  Encounter 6—The Challenge: The PCs 
  meet Raynald, a gnome illusionist who offers 
  them a challenge of wits. 
   
  Encounter 7—Raynald’s Monster: If 
  the PCs failed Raynald’s riddles, they have to fight 
  a creature selected by Raynald. 
   
  Encounter 8—The Lady: The PCs finally 
  meet Gwendolyne, a gynosphinx that provides 
  them with the answers they want. 
   
  Encounter 9—The Pack: Upon their 
  return to Greyhawk, they are approached by 
  Kaylan who tries to enlist the PCs into kidnapping 
  Farlah for them. 
   
  Conclusion: The PCs return to the temple 
  and heal Farlah, who then delivers what he 
  promised to them. If the PCs have promised him 
  to the wererats, they receive nothing. 
   
   
  PREPARATION FOR 
  PLAY 
  You (the DM) should read and be familiar with the 
  following items and characters, as they factor 
  heavily in this adventure. 
   
  GELGERAN’S GOLDEN CIRCLET  
  Gelgeran was a natural wererat who lived in the 
  Bandit 
  Kingdoms 
  (now 
  also 
  known 
  as 
  Combination of Free Lords) over 200 years ago. He 
  was a devotee of Raxivort, the Master of Rats, and a 
  notorious thief wanted in most of the nations 
  around the Nyr Dyv. When he stole the jewels of a 
  traveling Nyrondese noble, he decided he'd make 
  a crown for himself—a golden circlet accented 
  with three opals. Gelgeran had a cleric of his faith 
  place a curse on his prize to prevent the circlet 
  from ever being used by a non-worshipper of the 
  Master of Rats.  
   
  The circlet serves as a circlet of persuasion. If 
  the wearer is not a worshipper of Raxivort, the 
  circlet causes him to catch an advanced form of 
  filth fever (see below). The necromantic aura is 
  hidden by a Nystul's magic aura. Farlah is unaware 
  of the circlet’s negative effect on his health. Only 
  Juspina’s judicious castings of restoration is 
  keeping him alive.  
   
  Advanced 
  filth 
  fever: contact with 
  Gelgeran’s golden circlet, Fortitude DC 14, 
  incubation period 1d3 hours, damage 1d3 Dex and 
  1d3 Con. 
   
  Faint necromancy (negated); CL 7th; Craft 
  Wondrous Item, bestow curse, Nystul’s magic 
  aura; Price 1,000 gp. 
   
  Fonkin’s Circlet 
  Fonkin offers to lend the PCs his own circlet. 
  Once per day, Fonkin’s circlet allows the user to 
  send a vocal message as an Enlarged whispering 
  wind cast by an 11th-level wizard. In addition, 
  Fonkin’s circlet is considered the same as a “body 
  part” for the purposes of determining the Will save 
  of a scrying spell. Fonkin’s circlet takes up the 
  same slot as a headband or helmet. 
   
  Moderate transmutation; CL 11th; Craft 
  Wondrous Item, whispering wind; Price 43,200 
  gp. 
   
  GWENDOLYNE THE 
  GYNOSPHINX 
  The gynosphinx known as Gwendolyne is friendly 
  to all adventurers. Like most sphinxes, she likes to 
  ask riddles to her guests and have some fun with 
  them. She keeps her treasure in a remote location, 
  so a party attacking her does not gain access to her 
  stash.  
  Gwendolyne has contacted some of the local 
  gnome scholars and frequently hosts some of 
  them to dinner parties. She enjoys the gnomish 
  attraction to illusions and puzzles and often 
  spends time in the Tower of Ramire with her 
  friend Raynald Shortfellow. 
  When the PCs meet her in Encounter 9: The 
  Lady, Gwendolyne is attired in her most beautiful 
  (non-magical) jewelry and her face made up like a 
  lady of high society. 
  Gwendolyne conducts herself like a woman 
  of high birth, and she expects the PCs to treat her 
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 5 
  with the respect she deserves. She speaks in a 
  distinguished, cultured voice and should come 
  across as civilized and knowledgeable. 
  If 
  the 
  PCs 
  antagonize 
  her 
  or 
  are 
  disrespectful, she then gives deliberately wrong 
  answers. She leaves very quickly, hoping not to see 
  the PCs again.  
  Over the years, Gwendolyne has traveled the 
  world in search of an androsphinx to call her mate.  
  Gwendolyne asks the PCs if they have ever met an 
  androsphinx, and, if they have, to tell her where 
  she could find him. If the PCs can provide the 
  location of one, Gwendolyne becomes very 
  friendly and compliant. 
   
  Gwendolyne’s 
  statistics 
  are 
  found 
  in 
  Appendix 1. 
   
  A GNOMISH FARCE 
  Much of this adventure rests on the gnome’s love 
  of pranks and puzzle. Fonkin keeps the identity of 
  Gwendolyne a mystery up until the very end. At 
  some point, the PCs may come to believe that they 
  are facing a gorgon, basilisk, medusa, or other 
  creature capable of turning foes to stone. This 
  serves Fonkin’s gnomish sense of humor well—do 
  not dissuade the PCs from this train of thought.  
   
  Greyhawk City—A Primer 
  Read this area thoroughly before play. This 
  adventure takes place in the City of Greyhawk, 
  shining jewel of the Flanaess. Greyhawk has a 
  number of districts as shown on the stylized map 
  presented in Appendix 6.  
   
  There are 12 sections to Greyhawk. In brief, 
  these are: 
  1. High Quarter. Filled with nobles, merchant 
  princes, ambassadors, etc. No shops or 
  businesses are here (more or less). Well 
  illuminated by night. 
  2. Garden Quarter. Similar to High Quarter, 
  but less stuffy and filled with elaborate 
  gardens. 
  3. Clerksburg. The home of scribes, colleges 
  and universities. The famous Black Dragon 
  Inn is here, along with the Great Library of 
  Greyhawk and the University of Magical Arts. 
  4. Foreign 
  Quarter. 
  Location 
  of 
  many 
  ‘temporary’ residents. Many merchants and 
  foreign visitors may have residences here. 
  Considered very fashionable. 
  5. River Quarter. This area has a bad 
  reputation for murders and abductions, 
  although the reality is that most of the crime 
  here is petty in nature (pick pocketing, etc.). 
  Restaurants, inns, taverns and the like are 
  common. The Fallen Mage Townhouse (once 
  owned by Otiluke) is here, and is for sale for 
  150,000 gp. 
  6. Artisan’s Quarter. The home of many 
  hardworking artisans, crafts folk, and guild 
  members. This area contains the Low Market, 
  an area rife with thievery.  
  7. Thieves’ 
  Quarter. 
  Many lower class 
  families and recent immigrants live here. Law 
  is enforced more by the Thieves' Guild than 
  by the Watch. 
  8. Slum Quarter. Only the most downtrodden 
  live here. The area is run (almost openly) by 
  the Beggar’s Guild. It is very rare for the 
  Watch to patrol here, and when they do they 
  travel 
  in 
  double-strength 
  patrols. 
  The 
  Assassins' Guild is also located here, although 
  the locals deny it and only those with a death 
  wish would go looking for it. 
  9. The Wharves. Ships and boats of all sorts 
  are always here. This area can always be a 
  source of activity, except for the hours 
  between two in the morning and dawn.  
  10.Shack Town. Filled with 1,200 to 1,500 
  destitute immigrants and locals, this area is 
  the lowest of the low. The locals survive by 
  fishing, taking horrible jobs at terrible wages, 
  and hunting. Despite these hardships, the 
  locals are thankful that they do not live in the 
  Slum Quarter under the thumb of the 
  Beggars’ Guild. 
   
  Entering the City 
  After a short wait, the PCs will reach the front of 
  the queue. Before entering the city, they have to 
  submit to questioning before being allowed to pass 
  through the gates. Here, a bored-looking guard 
  briefly questions them. Behind him sits a scribe 
  recording all the PCs’ responses. Each PC must 
  answer the following questions: their name, place 
  of birth, and what their business is in Greyhawk. 
   
  The scribe will note a brief physical 
  description of each traveler and the time of their 
  entry. Unless the PCs give very bizarre answers, or 
  spout 
  anti-Greyhawk 
  sentiments, 
  they 
  are 
  eventually admitted to the city.  
   
  Certain races, however, receive a special 
  attention when attempting to enter the city. 
   
  Because of the success of Turrosh Mak and 
  his Orcish Empire in dominating the Pomarj, half-
  orcs are generally distrusted in the Free City. 
  Individuals demonstrably of orcish heritage are 
  required to submit to a search for hidden 
  contraband and must swear that they are not part 
  of Turrosh Mak’s empire. Half-orcs must make a 
  Diplomacy check (DC 10) or be subjected to 1d4 
  additional hours of questioning. If they can prove 
  that they have no affiliation with Turrosh Mak’s 
  empire, they are released after that time. 
  Otherwise, they are ejected from the city. 
   
  Centaurs, and other odd humanoids are more 
  an object of curiosity than anything else. Such 
  travelers have to put up with more questioning 
  (and 1d3 additional hours) from interested 
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 6 
  guardsmen, who ask about their homeland, 
  customs and so on before eventually being 
  admitted to the city. 
   
  The guardsmen also list off the rules and 
  regulations regarding magic use, weapons, and 
  bringing beasts within the city. The rules for using 
  magic are listed below: 
   
  Magic 
  is 
  strongly 
  controlled 
  in 
  Greyhawk and cannot be used in public 
  places except in moments of extreme 
  personal 
  danger. 
  Exceptions 
  are 
  described below. 
   
  Spells that do not damage a foe, such as 
  hold person, are permitted. 
   
  Spells that do damage only to a foe, such 
  as magic missile, are allowed, but only in 
  self-defense.  
   
  Spells that damage a wide area, like 
  fireball, bring a prosecution for property 
  damage and any other relevant charges 
  included murder, except in exceptional 
  circumstances. 
   
  Spells that are mentally intrusive, like 
  detect evil, are frowned upon. Spells that 
  can be used for a variety of illicit 
  purposes, like invisibility, are also 
  disapproved of. However, the use of 
  either type of spell is legal. 
  The laws for carrying and using weapons are listed 
  below: 
   
  It is legal to carry the following weapon 
  types through the streets of Greyhawk 
  City: dagger, dart, sling, staff, club, maces 
  and other simple melee weapons. They 
  should be tied to one’s belt or in a 
  scabbard whenever possible. 
   
  Swords, axes, and other martial melee 
  weapons may be carried through the 
  streets but they must be in a scabbard or 
  leather head-case. 
   
  Large simple weapons, such as spears, 
  two-handed martial weapons, and ranged 
  weapons such as crossbows and bows are 
  banned. Visitors must deposit these with 
  the Watch at the front gate. If a PC 
  refuses, the item will be confiscated and 
  he must pay a fine equal to the full price 
  of the items worth to regain it. A 
  successful DC 15 + APL Diplomacy 
  reduces this fine by half. 
   
  Later on in the adventure PCs may be able to get 
  permission to carry banned weapons around the 
  city. If the PCs do not get such permission, but 
  still use such weapons in self-defense, Farlah and 
  Juspina of the Temple of Lydia use their influence 
  to allow the PCs to keep their weapons. If PCs try 
  and get around these restrictions by buying 
  weapons in the city, their goods are securely 
  wrapped and bound by the seller. 
   
   
  The laws for bringing beasts into the city are 
  described below: 
   
  Animal companions, mounts, and other 
  beasts larger than Small (other than 
  mundane animals such as guard dogs, 
  horses, etc.) are treated as “exotic” and 
  must be muzzled. For such animals, there 
  is a fee of 10 gp per hit die to be paid 
  upon entering the city. If this fee is not 
  paid and the creature is brought inside 
  the 
  city 
  anyway, 
  the 
  punishment 
  includes slaughter of the creature plus a 
  fine of 50 gp per hit die of the creature.  
   
  City Guard 
  The City Guard are low-level warriors, commonly 
  supplemented by the more experienced members 
  of the Nightwatch. Patrols of the City Watch 
  usually consist of one Sergeant and 1d4+3 City 
  Guardsmen. One in four guardsmen also carries a 
  light crossbow. 
   
  The Nightwatch is privately funded, mostly 
  by the church of St. Cuthbert. They are summoned 
  only if overwhelmed by the PCs actions, coming 
  1d6 rounds after being called. Their patrols consist 
  of one sergeant and 1d6+4 City Guardsmen.  
   
  See Appendix 1 for statistics of the City Guard 
  and the Nightwatch. 
   
  Lifestyle 
  A PC’s lifestyle choice determines how they will 
  be viewed by the residents of the city. The 
  following chart however expands upon this to 
  show the circumstance penalty or bonus for 
  interacting with residents of a particular area of 
  the city. This penalty affects all social skill checks. 
  “Living off the Wild” is considered “None” for the 
  purposes of this chart. 
   
  Lifestyle Modifiers 
  Area 
  None 
  Standard 
  Rich 
  Luxury 
  High 
  -4 
  -2 
  +0 
  +2 
  Garden 
  -2 
  +0 
  +2 
  +2 
  Clerksburg -2 
  +0 
  +0 
  +2 
  Foreign 
  +0 
  +0 
  +0 
  +0 
  River 
  -2 
  +0 
  +2 
  +2 
  Artisans’ 
  +0 
  +0 
  +2 
  +4 
  Thieves’ 
  -2 
  +0 
  +2 
  +2 
  Slum 
  +4 
  +2 
  +0 
  -2 
  Wharves 
  +0 
  +2 
  +0 
  -2 
  Shack 
  +4 
  +2 
  -2 
  -4 
   
  INTRODUCTION 
  At the start of the adventure, read or paraphrase 
  the following: 
   
  Rumors fill the city coming from all 
  around the Flanaess. Is there a better 
  place to hear the best of them than at the 
  Black Dragon Inn in Clerkburg? The inn 
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 7 
  is one of these places to hear of any 
  opportunity for adventure.  
   
  One of these rumors is about some 
  kind of infestation from extra-planar 
  creature happening at the Brass Dragon 
  inn.  
   
  A young Suel boy, his strawberry-
  blonde hair wild wearing a rainbow-
  colored cloak walks in. He takes but a 
  second 
  looking 
  around 
  before 
  approaching you. 
   
  “Kind adventurers, my name is Lyndol 
  Sprague and I’m with the temple of Lydia. 
  The High Priestess has asked me to find a 
  party of adventurers. Are you available?” 
   
  Some of the PCs may have met Lyndol Sprague in 
  COR4-01 Shedding Scales. If they have met him, 
  they may recognize him as the quiet little boy. 
  Lyndol has grown up a bit and still studies at the 
  Bardic College in Keoland. Although older and a 
  little wiser, Lyndol is still very responsive to 
  authority And a pleasant enough lad. If asked, he 
  says that he has traveled to Greyhawk to see his 
  family and plans to return to the college very soon. 
  He has no idea why the High Priestess wants 
  to hire them and cannot promise them anything 
  other than a chance for adventure. 
   
  When the PCs finally agree to follow Lyndol, 
  proceed to Encounter 1: The Bedridden Merchant. 
   
  ENCOUNTER 1: THE 
  BEDRIDDEN 
  MERCHANT 
  The Temple of Lydia is a small building 
  tucked 
  away 
  in 
  a 
  dark 
  corner 
  of 
  Clerkburg. The building itself is painted 
  in all the colors of the rainbow. Lyndol 
  enters the temple and motions for you to 
  follow.  
   
  Once inside, a young Suel woman in 
  colorful robes walks up to meet you. Her 
  light-blonde hair is tied in a tight bundle 
  behind her head. She sizes you up for a 
  moment with her tired, pale blue eyes.  
   
  “Welcome to the Temple of Lydia. My 
  name is Juspina, the High Priestess of our 
  esteemed order. I thank you for coming.” 
   
  If she has met any of the PCs before she thanks 
  them by name. 
   
  “I have called upon you at the request of a 
  friend of the church, a merchant of the 
  Mouqollad 
  Consortium 
  named 
  Farlah 
  Izoubil. Farlah comes from a land called 
  Tusmit, far to the west.  
   
  “A few years ago, Farlah delivered to 
  us a rare book on the fauna of the 
  Baklunish West. Our church had been 
  looking for this book for many years. We 
  have since made copies of it, and it 
  adorns a number of libraries across the 
  Flanaess. Our church is eternally in his 
  debt for his services. 
   
  “So when he 
  stumbled 
  into 
  our 
  temple a week ago in the middle of the 
  night asking for healing and assistance, 
  we were only too happy to oblige. It 
  became obvious to us that Farlah was 
  contaminated 
  by 
  the 
  disease 
  of 
  a 
  lycanthrope. 
   
  “We 
  seemingly 
  managed 
  to 
  successfully stem the affliction, but his 
  health, inexplicably, keeps getting worse. 
  I fear that should something not be done 
  soon, he will die. Farlah seems to have 
  picked up some kind of curse that saps 
  his life force. Every time we use our 
  magic and skill to heal him, the effects 
  last for only a short while. 
   
  “Your 
  reputation 
  as 
  competent 
  adventurers reached our ears and we 
  thought 
  you might be 
  interested. I 
  implore you to find out what is wrong 
  with him and how we can cure him of this 
  curse. Certainly there must be someone 
  in Greyhawk that has some knowledge or 
  insight for a cure. 
   
  “Farlah is willing to pay 100 gp to 
  each of you as payment for this task and 
  our temple is curious to find the source 
  of 
  his 
  illness 
  to 
  prevent 
  it 
  from 
  happening in the future. Are you willing 
  to assist us in healing our friend?" 
   
  Juspina is willing to answer questions: 
   
  Can we see Farlah?  
  Of course. We will do that shortly. Do you have 
  any other questions, first? (Once the PCs are 
  finished with their questions, go to Meeting 
  Farlah Izoubil below). 
   
  Could he be affected by some sort of 
  disease?  
  Yes and no. He shows all the symptoms of filth 
  fever, but it’s not possible to remove. None of the 
  cure disease spells we have used have had any 
  long-term effect, so I believe it may be some kind 
  of curse. 
   
  Is he contagious? Can we catch what he 
  has?  
  Everyone here has been taking care of him and no 
  one has been sick. 
   
  Can we try to cast remove curse (or any 
  other similar spell)?  
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 8 
  I have tried those before, and these spells don’t 
  seem to have any effect. 
   
  What kind of lycanthrope infected him?  
  He mentioned something about some strange 
  animal and dreaming of swimming in the dark. 
  Since he never changed, he never found out. From 
  the brutality of the attack, I’d guess a werewolf. 
   
  Where was he attacked?  
  He was attacked in his room at the Black Dragon 
  Inn. (She directs any further questions on this 
  subject to the innkeeper). 
   
  Does he have any special magic items?  
  (Only if asked directly) Yes, he owns a ring of 
  protection, a magic rapier, a circlet of persuasion, 
  and an amulet of health.  
  (Because of the special aura on the circlet, none of 
  the priestesses have found anything odd about any 
  of 
  these 
  items.) 
   
  Where 
  can 
  we 
  start 
  looking 
  for 
  information?  
  I have asked Lydia for her assistance. Somehow it 
  seems that the answer to Farlah’ health is linked to 
  the gnomes of the Cairn Hills. There is a sizeable 
  community of gnomes both in the hills and in the 
  Free City. I’d start by asking the town gnomes, 
  perhaps one of them may have an idea.  
   
  APL 2 Note: At APL 2 it is possible that the PCs 
  may not have the funds to purchase silver weapons 
  to combat any lycanthropes they may face. If this 
  is the case the church will be able to lend them a 
  silvered light mace and a silvered dagger. These 
  must be returned at the end of the adventure. 
   
  Meeting Farlah Izoubil 
  It is possible the PCs return to speak with him a 
  number of times during the adventure. Each time, 
  Farlah 
  tiredly 
  answers 
  their 
  questions—it 
  becomes clear that his health wanes every time the 
  PCs meets with him.  
   
  Always remember that Farlah wants to be 
  helped, so is more likely to give a little more 
  information than less. If your party is stuck, then 
  use Farlah to help them along. 
   
  Farlah doesn’t believe that any of his magical 
  gear has any impact on his health. He has removed 
  them in the past, but he hasn’t noticed any effect. 
   
  Juspina brings you to a small room in the 
  back of the temple. The walls of the small 
  prayer room are covered with simple 
  tapestry depicting Suel men and women 
  reading books or playing music.  
   
  A Baklunish man in his late thirties 
  lies on a bed covered with a thick quilted 
  wool blanket. He wears a number of 
  pieces of jewelry, including a platinum 
  ring depicting a dragon, another ring 
  made of gold with an emerald forming a 
  turtle, and an opal-studded circlet upon 
  his brow. In times of health, he must 
  have been quite prosperous. His copper 
  toned skin looks very pale and sickly. 
  Large drops of sweat cover his forehead.  
   
  As you enter he smiles and tries to sit 
  up, but slumps back heavily on the bed.  
   
  “Friends, you have to excuse me for 
  not being able to better receive you,” he 
  says in a thick Baklunish accent. “ I 
  would normally have a feast ready for 
  you, but, as you can see, my condition 
  prevents me from leaving this bed. I am 
  Farlah 
  Izoubil, 
  merchant 
  with 
  the 
  Mouqollad Consortium.”  
   
  If the PCs have met Farlah in the past (in TUS3-03 
  And so it Begins or TUS4-04 My Big Fat Tusman 
  Wedding), add the following: 
   
  “Friend, you are a sight for sore eyes. We 
  are quite far from Vilayad. I would love to 
  meet you in better circumstances. It 
  seems that we are bound to meet each 
  other whenever some kind of tragedy 
  happen. This time, tragedy falls upon me. 
  As if the closing of the Great Western 
  Route was not enough, now I suffer from 
  this wasting sickness. 
   
  I’ll be happy to tell you anything I 
  know 
  that 
  can 
  help 
  remove 
  this 
  affliction.” 
   
  Farlah can confirm anything that Juspina said. 
  (Refer to the above section if you need).  
   
  Note that Farlah is a devout follower of 
  Mouqol (Baklunish god of commerce and 
  prosperity), which he calls “The Great Merchant.” 
  A DC 15 Knowledge (religion) check (give a +5 
  circumstance bonus for PCs from a Baklunish 
  country; 
  this 
  is 
  automatic 
  knowledge 
  for 
  worshippers of Mouqol or members of the 
  Mouqollad Consortium). 
   
  How did you get contaminated?  
  I woke up during the night when something was 
  biting down my leg. I managed to force it to 
  retreat while I escaped. I couldn’t see it because it 
  was dark. But it was furry and quite voracious. 
  Before it could come back to get me, I leapt out the 
  window and rushed here. 
   
  When were you attacked?  
  Just over a week ago. 
   
  Why did you come to Greyhawk?  
  I was on my way back to Vilayad when I was 
  attacked.  
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 9 
   
  Why were you attacked?  
  I don’t know. I have no enemies. Rivals yes, but no 
  one that I know that wishes me ill. I deal fairly 
  with anyone who is willing to do so for the 
  common prosperity of all. The Great Merchant 
  teaches that prosperity judges no one. 
   
  Where were you before you came to 
  Greyhawk?  
  I had made a stop in Leukish where I secured 
  some lucrative contracts for some Tusman gold 
  and copper. 
   
  How 
  did 
  you 
  know 
  you 
  were 
  contaminated?  
  I didn’t want to take any chances. The thing 
  followed me here but the priestesses let me in 
  before it could move in for the kill. 
   
  Can we try a remove curse or restoration 
  spell? 
  Juspina tried that before and it didn’t work. You’re 
  welcome to try.  
   
  How could you have gotten cursed?  
  I think it has something to do with the creature 
  that bit me.  
   
  What will you pay us? 
  I’m offering you each 100 gp plus I can have some 
  of my contacts make a few useful items available to 
  you. I believe in Mouqol who teaches us that 
  prosperity works only if both sides benefit from a 
  transaction. 
   
  Where 
  can 
  we 
  start 
  looking 
  for 
  information?  
  You could search my room at the Black Dragon 
  Inn where I was staying and talking to the 
  innkeeper. I’d also ask around the area near there 
  You’d be amazed by what people see or hear in the 
  street—possibly someone may have heard or seen 
  something of my attack.  
   
  Bardic Knowledge 
  Upon seeing Farlah, PCs with bardic knowledge 
  can make a single check. 
   
  DC 
  Result 
  20 
  The PC recognizes the emerald 
   
  ring worn by Farlah as a ring 
   
  once owned by Duke Ehyeh III of 
   
  Tenh. It was pawned when 
   
  he was in exile. 
  30 
  The PC recognizes the circlet 
   
  Hand him Player Handout 3: 
   
  The Story of Gelgelan. 
   
   
   
   
  ENCOUNTER 2: 
  LOOKING AROUND 
  TOWN 
  This section is really a number of small 
  encounters. There is no specific timeline and the 
  PCs can go through the encounters in any order. 
  The goal, however, is to point the PCs towards 
  Fonkin the gnome. If they spend enough time 
  looking for the information, they should be 
  pointed in the right way. If the PCs seem to be on 
  the wrong track or take too long, give them tidbits 
  of information to set them on the correct path.  
   
  Word on the Street 
  At some point, regardless of location, have the PCs 
  make Gather Information checks. Give a +1 
  circumstance bonus for each gp spent while 
  making this check up to a maximum of +4. Gnome 
  PCs get a +2 racial bonus to their check. PCs that 
  have played COR3-15 Nine Lives get a +5 to their 
  check. These bonuses are cumulative. 
   
  Gather Information Check 
  DC 
  Result 
  5  
  A group of adventurers has cleaned up 
  some kind of extra-planar infestation of 
  the Brass Dragon Inn. (For additional 
  flavor, this party could be some of the 
  player’s other high-level characters) 
  10  
  The Greyhawk Library has a number of 
  sages, if you’re looking for information. 
  12  
  The Temple of Lydia has a man 
  suffering from a contagious, deadly 
  disease.  
  15  
  Fonkin the Wizard lives in town and 
  often helps out people in return for 
  some assistance. 
  20  
  Be wary of the Black Dragon Inn! Some 
  people have been attacked by demons in 
  their sleep.  
  25  
  The wizard Fonkin was drinking one 
  day and he said that he met the greatest 
  and wisest woman in the world. Her 
  name was Lady Gwendolyne. 
  30  
  A new faction is growing in the 
  Greyhawk thieves’ guild, their leader is 
  a disgusting fellow named Kaylan.  
   
  DM Note: If the PCs learn about Fonkin in this 
  way, and have met him previously from the events 
  of COR3-15 Nine Lives, an Intelligence check (DC 
  10) reveals that they remember him. 
   
  Once they know about the Tower of Ramire, the 
  following information can also be found with a 
  Gather Information check: 
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 10 
   
  Gather Information Check 
  DC 
  Result 
  15  
  The tower was built for a gnome 
   
  wizard of great power over 30 
   
  years ago. 
  18  
  Ownership of the tower was 
   
  eventually give to his son, 
   
  Raynald Shortfellow. 
  20  
  The tower is now the lair of a 
   
  horrible, but wise, creature that 
   
  kills anyone who enters the 
   
  tower. 
  22  
  Humanoids of the Cairn Hills 
   
  avoid the tower because it is 
   
  heavily trapped. 
  25  
  The creature only meets and 
   
  speaks to those who display great 
   
  wit.  
  30  
  The gnomes of the Cairn Hills say 
   
  that only those with a great wit 
   
  can obtain some of the knowledge 
   
  from the creature who dwells 
   
  within. 
   
  The Black Dragon Inn 
  Farlah had paid for his room for a week. The 
  Innkeeper didn’t think anything of it when he 
  didn’t see Farlah during that time. It takes a little 
  convincing before the innkeeper agrees to let the 
  PCs into the room (DC 10 Diplomacy check). 
  The scene in Farlah’s room is one of utter 
  chaos. Someone came here and searched the place 
  thoroughly.  
  If the PCs succeed at a DC 15+ APL Search 
  check they realize that the place was searched by a 
  group of professional thieves; probably two or 
  three of them. There is no money or any valuables 
  to be found anywhere.  
  Kaylan and his men searched the place while 
  in human shape so they do not leave any tracks or 
  anything that could link to them being wererats. 
  The PCs also find the following: 
   
  A token with a symbol of Mouqol (a set 
  of scales and weights). 
   
  A number of letters written in Ancient 
  Baklunish. They are addressed to fellow 
  merchants of the Consortium in Ket, 
  Ekbir, Tusmit and Zeif. They discuss 
  commercial opportunities in the eastern 
  Flanaess for Baklunish goods. 
   
  Player Handout 1: Farlah’s Letters. 
  Note that this only gives some flavor and 
  describes where Farlah went. None of 
  the names on there have any link with 
  his current problem. Should the PCs 
  contact or meet one of them, most have 
  good things to say about Farlah.  
   
  The Greyhawk Library 
  Going to the massive Greyhawk Library yields no 
  particular answers and serves only as a red herring. 
  The library is open during the day and no weapons 
  are allowed inside. The sages and scribes are surly 
  and dislike being badgered with questions. 
    
   
  The Greyhawk Thieves’ Guild 
  If the PCs ask questions at the Thieves’ Guild, they 
  are not able to find Kaylan at this time. A Gather 
  Information check (DC 10) reveals that Kaylan has 
  grown in power recently in the guild and that 
  most members don’t like him and his style. No 
  one knows anything of interest about him. 
   
  Divination Magic 
  The PCs could either cast these spells themselves 
  or they can have someone else cast it for them (the 
  costs for these types of spells are in the Living 
  Greyhawk Campaign Sourcebook). Juspina at the 
  temple of Lydia does not have any such spells 
  available at the beginning of the adventure. A 
  successful casting should yield the following 
  cryptic message:  
   
  The best way to heal a sick man is to dine 
  with a lady. To obtain a meal with a lady, 
  one must feed a gnome’s cat. 
   
  If they ask on the streets for a gnome with a cat, 
  and succeed at a DC 10 + APL Gather Information 
  check, they are told that Fonkin, the potion maker, 
  has a cat he carries everywhere. 
   
  Fonkin Zimble Twiddlefist 
  After some searching, the PCs should be pointed 
  to Fonkin. Fonkin rebuilt his house in the 
  Artisan’s Quarter after it was burned during the 
  events of COR3-15 Nine Lives. He meets the PCs 
  on the bottom floor of his house, all the while 
  petting his cat, Whifflepurr.  
  Fonkin speaks fondly to anyone who helped 
  him in the past. He asks the PCs to explain their 
  problem to him and he listens to them. 
  When the PCs are done explaining, read or 
  paraphrase the following: 
   
  Fonkin sits back, petting a loudly purring 
  cat, who he introduces as Whifflepurr. 
  The gnome thinks for a moment, a smile 
  slowly 
  dawning 
  under 
  his 
  thick 
  mustache.   
   
  “I believe I have an answer for you. In 
  fact, I have a number of answers for you. 
  But that knowledge has a price, a price 
  that can lead to your death or to the 
  greatest of all knowledge. However, I 
  propose 
  an 
  arrangement. 
  You 
  seek 
  knowledge and I know where you can 
  find it. I too seek a particular bit of 
  information from the same source. Are 
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 11 
  you brave enough to claim the knowledge 
  we all seek? 
   
  Fonkin expects the PCs to reply “yes.” If they 
  don’t, he looks quite shocked. Fonkin is willing to 
  answer a few questions to calm down nervous PCs, 
  listed below: 
   
  What knowledge do you seek?  
  I am in the process of creating a potion and would 
  like to inquire about the best, and cheapest, option 
  to make it. 
   
  Why don’t you fetch it yourself?  
  Well I could, but your friend seems to be in a bad 
  position. As 
  the 
  Watchful 
  Protector, Garl 
  Glittergold, said: “A friend that bleeds is a friend in 
  need.” Since you’ll be going anyway, we can strike 
  a mutual beneficial arrangement. 
   
  Where do we have to go?  
  Once we’ve got a deal, I’ll tell you where you must 
  go.  
   
  How far do we have to travel?  
  You will need to travel about three or four days by 
  horse in the Cairn Hills, I’d say perhaps a week on 
  foot.  
   
  How long do we have to complete this 
  mission?  
  Your friend seems to be worse off than 
  Whifflepurr and me.  Our potion can wait, but can 
  your friend? 
   
  What dangers are we likely to encounter?  
  I’m not quite sure. I think there are traps of some 
  kind. However, most of these traps can be 
  disarmed through the solving of a puzzle. 
   
  Do you have anything you could give us 
  that can help us in our quest?  
  Actually, yes. I have an item or two you can use, 
  provided you bring them back. Once we have a 
  deal, I’ll get them for you. (Note: He won’t 
  elaborate at this time what the items are.) 
   
   
  While talking to Fonkin, allow a DC 20 Sense 
  Motive check to any PC who requests one. Success 
  indicates they have a feeling that Fonkin is finding 
  something very amusing about the whole 
  situation—obviously there is something he is not 
  telling the PCs. If pressed, he can reveal that one 
  of the greatest sages in all of Greyhawk lives in the 
  tower and that she is something of a recluse. 
  Fonkin is pulling a prank on the PCs—he wants to 
  have some fun and sees no harm in keeping them 
  in the dark.  
   
  Should the PCs attempt to cast a charm spell 
  or similar upon Fonkin, he throws them out. His 
  Spellcraft check is of sufficient level that he can 
  easily spot such castings as they take place. Even if 
  the PCs succeed, he does not reveal the nature of 
  the sage other than “she’s a recluse.” As soon as 
  such a spell expires, 
  Fonkin immediately 
  complains to the authorities. 
   
  Fonkin and the PCs should eventually reach 
  an agreement. When they have, read or paraphrase 
  the following: 
   
  “I am currently working on a potion that 
  can transport a person to the ethereal 
  plane. I need to ask the lady in the tower 
  if I should use petals of rose or if 
  common daisies will do. You see, nothing 
  too difficult. The place you seek is the 
  Tower of Ramire. I can show you how to 
  get there—the path is normally quite 
  safe. The area immediately around the 
  tower, however, is covered with deadly 
  traps. Only the direct approach is safe. 
  Once you enter, I cannot help you 
  anymore. Just make sure you are very 
  polite when talking to the lady of the 
  tower. 
   
  Before I forget, allow me to lend you 
  some items I crafted myself. The first is a 
  magical circlet. It contains some minor 
  magic that allows you to contact me. It 
  works one-way and only functions about 
  30 seconds in a 24-hour period. 
   
  I also have the following items, all of 
  which must be returned to me, along with 
  the circlet, when you have completed my 
  task. Should anything happen to them, I 
  expect to be compensated for the full 
  value of these items. And don't forget, I 
  must insist on you bringing me the 
  answer I seek: roses or daisies...” 
   
  An unseen servant brings the following items to 
  Fonkin. 
   
  Fonkin’s circlet (see Fonkin’s circlet in 
  Adventure Background). 
   
  A ring of swimming 
   
  A Heward’s handy haversack 
   
  A map showing the way Tower of 
  Ramire. Characters that have previously 
  encountered Krink and the Next Change 
  Inn can make an Intelligence check (DC 
  10) to realize their path leads them past 
  that place. 
   
  Finding Out About the Tower of Ramire 
  Once they know about the Tower of Ramire, the 
  following information can also be found with a 
  Gather Information check among the general 
  populace (Fonkin reveals no other information): 
   
  Gather Information Check 
  DC 
  Result 
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 12 
  15  
  The tower was built for a gnome 
   
  wizard of great power over 30 
   
  years ago. 
  18  
  Ownership of the tower was 
   
  eventually give to his son, 
   
  Raynald Shortfellow. 
  20  
  The tower is now the lair of a 
   
  horrible, but wise, creature that 
   
  kills anyone who enters the 
   
  tower. 
  22  
  Humanoids of the Cairn Hills 
   
  avoid the tower because it is 
   
  heavily trapped. 
  25  
  The creature only meets and 
   
  speaks to those who display great 
   
  wit.  
  30  
  The gnomes of the Cairn Hills say 
   
  that only those with a great wit 
   
  can obtain some of the knowledge 
   
  from the creature who dwells 
   
  within. 
   
  Troubleshooting: Other Sources 
  The PCs may call upon a variety of sources for 
  information. If they do, go along with it and 
  determine their degree of success, they should be 
  pointed toward Fonkin. Only Fonkin knows about 
  Gwendolyne and any contacts would point 
  towards the gnome.  
   
  It’s possible that some PCs set out blindly into 
  the hills without having a definite target. If that is 
  the case, have them waste 1 TU looking around 
  and finding nothing useful and they should be 
  directed 
  back 
  into 
  Grayhawk 
  for 
  more 
  information.  
   
  ENCOUNTER 3: TO 
  THE TOWER OF 
  RAMIRE 
  On the way, the PCs can stop at the Next Last 
  Chance Inn where they can once more meet with 
  the owner, the gnome Krink. 
   
  A few days into your travels, you spy a 
  settlement 
  along 
  the 
  path. 
  In 
  the 
  dimming light, you see a small, newly 
  rebuilt 
  structure 
  standing 
  near 
  a 
  farmstead apparently once used to raise 
  horses, ponies and some cattle. The barn, 
  however, has been badly damaged by fire 
  and looks like it has been abandoned. The 
  main building appears to be an inn, and is 
  in good repair. A fresh coat of green and 
  blue paint adorns the outside. Smoke 
  rises from the chimney and you catch the 
  whiff of excellent cooking. 
   
  If the PCs enter read or paraphrase the following: 
   
  The common room is filled with stools 
  and tables. Some are built for small 
  people and some for human-size folk. The 
  inn is currently empty except for three 
  gnomes. Two younger gnomes sit at a 
  table playing dice. An older gnome comes 
  out of the kitchen with a large delicious 
  smelling pie. 
   
  “Welcome, folk. My name’s Krink, 
  and these lads here are my sons, Klink 
  and Klank.” 
   
  The inn is currently empty and Krink is not shy 
  about giving them a discounted rate for rooms and 
  a meal. If the PCs ask him pertinent questions, 
  Krink and his sons have heard of the Tower of 
  Ramire. They all agree that there is a lady there of 
  such beauty that all who meet her fall in love with 
  her (they are honest, but have been told a bad joke 
  by some gnomes who went and met her).  
   
  They warn the PCs that the hills that 
  surround their home are filled with marauding 
  creatures that have so far eluded capture or being 
  killed. 
   
  Creatures of the Cairn Hills 
  In the morning, as the PCs leave the inn, they are 
  attacked by a group of humanoids and/or giants, 
  who have come to appreciate the inn as a source of 
  wandering adventurers. 
   
  Read or paraphrase the following: 
   
  After a good night’s sleep and excellent 
  breakfast, Krink and his sons bid you 
  farewell. Setting onto the path, you move 
  through a small copse of trees doting the 
  hills. It’s only at the last moment that you 
  spy hulking figures lurking in the trees. 
   
  APL 2 (EL 3) 
   
  d Orc (4): hp 5, 5, 5, 5; Monster Manual 
  203. 
   
  APL 4 (EL 5) 
   
  d Gnoll (3): hp 14, 14, 14; Monster Manual 
  page 130. 
   
  d Orc (4): hp 5, 5, 5; Monster Manual 203. 
   
  APL 6 (EL 7) 
   
  d Ogre (3): hp 32, 32, 32; Monster Manual 
  199. 
   
  d Gnoll (3): hp 14, 14, 14; Monster Manual 
  130. 
   
  APL 8 (EL 9) 
   
  d Hill Giant: hp 108; Monster Manual 124. 
   
  d Ogre (3): hp 32, 32, 32; Monster Manual 
  199. 
   
  d Gnoll (3): hp 14, 14, 14 ; Monster Manual 
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 13 
  130. 
   
  Tactics: The creatures hide in a wooded area near 
  the inn. Before they spring their trap, allow the 
  PCs an opposed Spot check against the monsters’ 
  Hide check. Give the monsters a +2 circumstance 
  bonus to this check as they have had some time to 
  prepare hiding places. If the PCs do not see them, 
  the monsters first attack with any missile weapons 
  they may have. When spotted, the creatures 
  charge the adventurers. When the creatures have 
  lost 75% of their numbers, they retreat. 
   
  Development: After facing the creatures, 
  the PCs reach the tower without problem. See 
  Encounter 4: The Tower of Ramire, below. 
   
  ENCOUNTER 4: THE 
  TOWER OF RAMIRE 
  When the PCs finally reach the tower, read or 
  paraphrase the following: 
   
  A square tower made of marble stands 
  before you. It rises 60 feet in the air, but 
  no window or any visible opening can be 
  seen 
  other 
  than 
  a 
  partially 
  raised 
  drawbridge. A moat filled with murky, 
  foul-smelling water surrounds the tower.  
   
  A number of life-sized statues made 
  from black marble surround the tower 
  like a strange sculpture garden. Here, a 
  warrior tries to shield his eyes from an 
  unseen attacker. There, an elven warrior 
  stands with an expression of horror on its 
  face, a half-broken bow in hand. A female 
  human stands in full plate with a broken 
  greatsword in hand. A few orcs seem 
  suspended in mid-charge.  
   
  Fonkin told the PCs there were traps all around 
  the area but there are none. The moat is not really 
  present—it is the product of a hallucinatory 
  terrain that Raynald casts every morning. The 
  tower itself has a number of windows but these are 
  hidden by a permanent minor image making the 
  tower appear featureless. 
   
  The statues were made by Raynald using 
  stone shape to keep scare creatures away. None of 
  these statues have any marks or evidence of 
  stonework. Feel free to add a statue of a warrior or 
  cleric fitting the description of someone from your 
  home region. Again, do not discourage the PCs if 
  they think they are about to face a medusa or a 
  basilisk.  
   
  The drawbridge is a part of the permanent 
  image and hides a closed door beyond. The doors 
  are not locked. From above, both Gwendolyne and 
  Raynald are watching the PCs from the top rooms 
  of the tower. The goal of the drawbridge is to see 
  how resourceful the party is. However, because it 
  is not fully closed, the PCs don’t need to disbelieve 
  to bypass. 
  Let the players formulate a plan and 
  determine a measure of success, rewarding 
  cleverness with an XP bonus (see Experience 
  Point Summary).  
   
  ENCOUNTER 5: INTO 
  THE TOWER OF 
  RAMIRE 
  It is important to note that both Raynald and 
  Gwendolyne both know about the illusions in the 
  tower and should be considered to have 
  successfully disbelieved them. Raynald has not 
  told Gwendolyne where he has hidden his 
  spellbook in his study (Area B).  
  The ceiling on the first floor is about 5 feet 
  high, forcing medium-sized PCs to hunch over. 
  The ceiling on the second and third floor is 10 feet 
  high. 
   
  Area A: Hallway 
  This hallway is decorated with beautiful 
  tapestries of gnomes playing games and 
  pranks. The ceiling is very low—a mere 
  five feet high. There is a staircase at the 
  far end of the hall, leading up. 
   
  The tapestries on the left depict a golden 
  gnome with poignant blue eyes leading whatever 
  activity the gnomes are doing. A DC12 Knowledge 
  (religion) check identifies this as Garl Glittergold. 
  (Gnomes recognize him automatically.)  
  The tapestries to the right depict a gnome 
  thief dressed in dark clothes with a white dagger 
  symbol on his dark cloak. The gnome plays a series 
  of nasty pranks on all sorts of creatures, but 
  kobolds and goblins seem to be the target of the 
  deadliest of pranks. He uses many illusions to lure 
  his victims, but unlike Garl Glittergold’s pranks 
  which are usually humorous, these have a darker 
  streak to them, and thievery is often a common 
  theme. A DC15 Knowledge (religion) check 
  identifies the gnome as Baravar Cloakshadow 
  (gnomish deity of illusions, deception, traps and 
  wards. He is usually worshipped by illusionists, 
  rogues and adventurer gnomes). Again, gnome 
  PCs automatically know this. 
   
  Area B: Raynald’s Study 
  This large room appears to be a study or 
  library. Several bookshelves stand in the 
  middle of the room, stuffed to near 
  overflowing 
  with 
  books, 
  tomes, 
  and 
  scrolls. A small, disheveled bed sits 
  against one of the walls. A fireplace 
  crackles loudly as a pot of soup simmers 
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 14 
  above it. A staircase in the northeast 
  corner leads to an upper floor. 
   
  This is where Raynald lives and spends most of his 
  time. His numerous books touch on a number of 
  subjects, many of them have many well-detailed 
  pictures of creatures, animals and people. Raynald 
  uses these books to aid him in creating his 
  illusions. 
  Many of the books are about riddles, puzzles, 
  and other similar games. A few books were written 
  by Raynald himself  (and they are the only existing 
  copies of those books).  
  His spellbook is here, hidden behind a 
  permanent image cast on the wall. To increase 
  security, he has a number of these fake caches all 
  over his room, his spellbook he keeps in an 
  unassuming fake hole he keeps high above his 
  normal reach (he usually get the spellbook using a 
  mage hand spell). 
   
  Area C: The Upper Hallway 
  The interior wall has many tapestries 
  depicting a golden gnome, which you 
  assume is Garl Glittergold, engaged in 
  contests 
  of 
  wits 
  with 
  richly-dressed 
  gnomes.  
   
  If entered during the day, this room has odd 
  lighting that seems to emanate from the exterior 
  walls. 
  This hall has illusion magic on all of its walls 
  and ceiling. The exterior walls are protected by a 
  single permanent image spell, hiding the windows 
  and thus creating the oddly diffused lighting.  
  The interior wall has a series of arrow slits 
  where Raynald sits, watching the PCs when they 
  arrive outside. The ceiling also has a number of 
  slits where Gwendolyne looks down at the 
  adventurers. 
  As the first PC reaches the top of the stairs, a 
  magic mouth activates, read or paraphrase the 
  following. 
   
  A few feet before you, the floor suddenly 
  sprouts a mouth. The mouth speaks in the 
  shrill voice of a gnome. 
   
  “Welcome to the Tower of Ramire, the 
  home of  Raynald Shortfellow. Put away 
  your weapons. At the door, call out your 
  names. Then wait politely.” 
   
  The mouth then disappears. 
   
  Allow the PCs a DC 17 Spellcraft check to 
  recognize the magic mouth for what it is. 
   
  Area D: The Welcoming Hall 
  Go to Encounter 6: The Challenge below. 
   
  Area E: The Ceiling Opening 
  This is not an area as much as a hole concealed 
  with an illusion in the ceiling where Gwendolyne 
  looks down on the PCs.  
   
  ENCOUNTER 6: THE 
  CHALLENGE 
  Following the Magic Mouth’s 
  Instruction 
  Once all of the PCs have stated their names read 
  the following: 
   
  From through the door, you hear a 
  gnome’s 
  voice. 
  “Thank 
  you. 
  Just 
  a 
  moment, please.” 
   
  The door opens, revealing a gnome 
  with a long pointed beard and mustache 
  tips that seem to extend beyond the width 
  of his shoulders. The room beyond has 
  only a single large desk. Up against the 
  far wall, a statue depicts a multi-headed 
  reptilian creature in attacking position 
  adorns the wall.  
   
  “I am Raynald Shortfellow, master 
  illusionist extraordinaire. Come in, come 
  in. How may I help you?” 
   
  Raynald is happy and quite friendly. He asks them 
  what they want and why they have come to see 
  him. He listens, but does not answer much 
  himself, stating that the PCs are those who have 
  come to meet him, not the other way around.  
  Once the PCs have explained to him what 
  they want, proceed to Raynald’s proposal. 
   
  Not Following the Magic Mouth’s 
  Instruction 
  The 
  PCs 
  can 
  choose 
  to 
  ignore 
  the 
  recommendations and simply barge in.  
   
  s Strong wooden Doors: 2 in. thick; hardness 
  5; hp 20; AC 5; Break DC 25, Open Lock DC 
  20+APL. 
   
  Note that Raynald is sitting in the room beyond 
  and unless the PCs bypassed the magic mouth, he 
  is aware of them. Should they attempt to pick the 
  lock, Raynald opens the door and is none too 
  happy.  
  If the PCs simply break in, they see Raynald 
  sitting at his desk. Either way, read or paraphrase 
  the following: 
    
  The door opens to a very large room. The 
  only furniture is a desk on the far side. A 
  gnome with a long pointed beard and 
  mustache tips that seem to extend beyond 
  the width of his shoulders sits there. He 
  has angry look upon his face.  
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 15 
   
  “Certainly you must be deaf, dumb, 
  and uncivilized to barge-in in such a 
  manner when the rules were explained to 
  you. If you want something from me, at 
  least 
  be 
  polite 
  enough 
  to 
  present 
  yourselves now.” 
   
  Raynald is displeased at the rude behavior of the 
  PCs. He is haughty, insulting, and keeps 
  reminding them that the rules were explained to 
  him.  
  Raynald asks the PCs why they come to 
  bother him so. Once they have explained the 
  situation, proceed to Raynald’s proposal, below. 
   
  The statue on the far wall is the hydra of 
  Encounter 7: Raynald’s Monster. 
  If the PCs attack Raynald, proceed to 
  Encounter 
  7: 
  Raynald’s 
  Monster 
  under 
  Troubleshooting: Fighting Raynald.  
   
  Raynald’s Proposal 
  At this point, the PCs should have told Raynald 
  why they are here—Farlah’s troubles and 
  (hopefully) Fonkin’s request. 
   
  Raynald ponders for a moment, as a 
  mischievous smile appears behind his 
  mustache. “Well, I think I could be of 
  help. But there should be some sort of 
  test first, to see if you’re worthy or not, 
  don’t you agree? You must correctly 
  answer five riddles to part with my 
  knowledge. Answer my riddles and the 
  knowledge is yours. But should you fail to 
  correctly answer even one, you will be 
  forced to battle a creature from my 
  arsenal, a creature of my own choosing.” 
  The gnome ponders for a moment, then 
  points at the monstrous statue. "Is this 
  acceptable?” he says with a grin. 
   
  Raynald’s does not negotiate—either the PCs 
  agree or they have to leave. Raynald refuses to 
  answer any questions or requests to see the Lady. 
  “All in good time,” he says. 
   
  If the PCs followed the magic mouth’s 
  instructions, he also offers them a chance to fight 
  the creature without trying the riddles. If they do, 
  proceed to Encounter 7: Raynald’s Monster. 
   
  Cleverness Can Pay Off 
  The PCs are forewarned of the attack by the 
  creature and have the option of casting spells on 
  themselves before giving their answer. As long as 
  the spells the PCs cast do not target him, Raynald 
  looks on with a smile.  
   
  The Riddles 
  Raynald gives the riddles one at a time to the PCs 
  and waits patiently until they give an answer. He 
  does not indicate if any of the answers are correct 
  until all are complete. If the PCs followed the 
  magic mouth’s instruction, Raynald offers them to 
  go to the next question if they get stuck on one. If 
  they barged in, they are not offered that 
  opportunity. 
  The riddles are presented in Player 
  Handout 2: Raynald’s Riddles. The answers 
  to the riddles are: 
   
   
  First Riddle: dozens. 
   
  Second Riddle: 120 (100 for the 3XX, 10 for 
  the X3X and 10 for the XX3). 
   
  Third Riddle: vowels. 
   
  Fourth Riddle: short 
   
  Fifth Riddle: eye. 
   
  Development: If the PCs fail to answer or 
  incorrectly answer even one of the riddles, 
  proceed to Encounter 7: Raynald’s Monster. If 
  they answer all of Raynald’s riddles, proceed to 
  Encounter 8: The Lady. 
   
  Troubleshooting: We’re Leaving! 
  It is a possibility the PCs decide to leave and not 
  continue the adventure. In this case continue with 
  Encounter 9: The Pack. However, the PCs cannot 
  save Farlah if they take this tactic, as they do not 
  have the means to help him. Make it clear that 
  Farlah’s only hope lies in the Tower of Ramire and 
  the gnome that owns it. 
   
  ENCOUNTER 7: 
  RAYNALD’S MONSTER 
  If the PCs destroy the statue before answering all 
  of the riddles, Raynald laughs and congratulates 
  the PCs. Read or paraphrase the following and 
  proceed to Encounter 8: The Lady: 
   
  If only The Prankster could’ve seen this! 
  Clearly you are blessed by him. 
   
  Raynald’s Hydra 
  If the PCs do not answer correctly, Raynald casts 
  invisibility on himself while Gwendolyne drops a 
  stone salve on the creature of her choice. The 
  creature attacks the PCs immediately. 
   
  APL2 (EL 4) 
   
  d 5-headed hydra: hp 59; Monster Manual 
  156. 
   
  APL4 (EL 6) 
   
  d 7-headed hydra: hp 81; Monster Manual 
  156. 
   
  APL6 (EL 8) 
   
  d 9-headed hydra: hp 104; Monster 
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 16 
  Manual 156. 
   
  APL8 (EL 10) 
   
  d 11-headed hydra: hp 126; Monster 
  Manual 156. 
   
  Tactics: The hydra attacks whomever is closest to 
  it.  Raynald moves to a safe position and readies a 
  phantasmal killer spell to unleash at the hydra. 
   
  Development: If the hydra defeats all 
  the PCs, Raynald kills it with his phantasmal killer 
  spell (the hydra automatically fails its saving 
  throws). He tries to stabilize any fallen PC, using 
  the PCs own healing potions (if any) and through 
  Heal checks. If the adventurers have an obvious 
  healer, he concentrates healing on this PC first. 
  Raynald and Gwendolyne have no desire to see the 
  PCs die, they simply want to be entertained.  
  If they defeat the hydra, proceed to 
  Encounter 8: The Lady. 
   
  Troubleshooting: Fighting Raynald 
  If the PCs attack either Raynald or Gwendolyne, 
  they fail the adventure. Gwendolyne releases the 
  hydra immediately (see above), then waits for the 
  PCs to be softened up by its attacks.  
  If 
  this 
  happens, 
  both 
  Raynald 
  and 
  Gwendolyne refuse to talk and take every 
  opportunity they can to escape. If the PCs coerce 
  them into speaking, they speak in lies.  
   
  All APLS (EL 14) 
   
  k Gwendolyne: gynosphinx bard 4; hp 75, 
  see Appendix 1. 
   
  k Raynald Shortfellow: male rock gnome 
  illusionist 12; hp 63, see Appendix 1. 
   
  ENCOUNTER 8: THE 
  LADY 
  The beginning of this encounter may have to be 
  modified depending on the circumstances.  
   
  Raynald searches his pockets and pulls 
  out a large piece of cloth. He puts his 
  hand 
  inside 
  the 
  cloth, 
  smiles, 
  and 
  amazingly, 
  begins 
  tugging 
  out 
  what 
  appears to be a large wooden table.   
   
  “A hand please, Lady Gwendolyne will 
  be joining us soon. I’m sure you’ll be 
  pleased. I’m sure she just needs a little 
  more time; female vanity and all.”  
   
   The gnome chuckles and produces 
  several chairs from the magical cloth, 
  followed by a number of bottles of wine 
  and glasses. 
   
  “Please, have a seat and enjoy some 
  wine,” he says.  
   
  Make sure that the PCs locations are noted on the 
  map before reading or paraphrasing the following:  
   
  “I present to you, Lady Gwendolyne.”  
   
  As if on cue, a creature glides through 
  the ceiling, which must have been some 
  sort of illusion. It is bigger than a horse 
  and has a tawny lion body, great falcon 
  wings and the head of a female humanoid. 
  She wears a wide gold and blue coral 
  collar, tail rings of gold, wide earring and 
  bracers made of platinum with elaborate 
  details on each of her paws. 
   
  “I have observed you with great 
  interest. My name is Gwendolyne. I am a 
  gynosphinx. I am pleased to meet you all. 
  Tell me what is it you wish to know.” 
   
  Gwendolyne conducts herself like a woman of 
  high birth, and she expects the PCs to treat her 
  with the respect she deserves. She should speak in 
  a distinguished and cultured voice. Try to make 
  her come across as civilized and knowledgeable. 
   
  If 
  the 
  PCs 
  antagonize 
  her 
  or 
  are 
  disrespectful, she begins giving deliberately wrong 
  answers. She leaves very quickly, hoping not to see 
  the PCs again. She owes nothing more than a little 
  entertainment to the PCs. 
   
  Gwendolyne asks the PCs if they have ever 
  met an androsphinx, and to tell her where she met 
  one. If the PCs can provide the location of one, 
  Gwendolyne becomes even friendlier with them. 
   
  Gwendolyne asks the PCs what they wish to 
  know.  
   
  About 
  Fonkin’s 
  Potion—Read 
  or 
  paraphrase the following:  
   
  Gwendolyne looks amused and a bit 
  annoyed at the question. “That’s what he 
  had you come all the way out here to ask 
  me? That silly little gnome. I think the 
  question was more of a trick played on 
  you than any serious question for me.” 
   
  The gynosphinx smiles and shakes 
  her head. “Well, if you must know, he 
  should use rose petals. Not because it 
  would change anything, but because it 
  would cost that cheapskate more.” 
   
  About Farlah’s Problem: Gwendolyne first 
  asks about his condition. With a smile, she tells 
  them the content of Player Handout 3: The Story 
  of Gelgelan. When finished, read or paraphrase the 
  following:  
   
  You may wonder how I know of this 
  story. I met the circlet’s previous owner 
  nearly thirty years ago. What was his 
  name again? Ah well, it doesn’t matter. 
  He encountered the same effect when the 
  circlet was donned, but was wise enough 
  to know how to be cured of its curse.  
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 17 
   
  In order to fix this situation, you 
  must 
  remove 
  all 
  of 
  this 
  merchant’s 
  jewelry and don him in a simple tunic 
  while he recovers. I have a special brooch 
  that you should place around his neck. It 
  has curative powers that should reverse 
  the curse that Farlah is suffering. He 
  must wear it for the remainder of his life, 
  however. Consider it a gift, for having 
  done so well in your trials and giving 
  Raynald 
  and 
  I 
  a 
  great 
  amount 
  of 
  entertainment.  
    
   
  Gwendolyne and Raynald offer the PCs a 
  chance to stay at the tower in order to rest and 
  recoup 
  before 
  they 
  return 
  to 
  Greyhawk. 
  Gwendolyne provides the PCs a lovely brooch that 
  functions as a periapt of health.  
   
  As long as the PCs behave themselves, 
  Gwendolyne and Raynald are polite and generous 
  hosts. If they attempt to steal or do anything 
  particularly egregious, they are kicked out with 
  the minimum of fuss. The pair would prefer not to 
  kill anyone, but do so if pushed—they use their 
  abilities and magic (particularly illusions) to get 
  the PCs out of the Tower of Ramine.  
   
  When the PCs leave, proceed to Encounter 9: 
  The Pack, below. 
   
  ENCOUNTER 9: THE 
  PACK 
  The PCs should make their way back into 
  Greyhawk—hopefully 
  with 
  the 
  knowledge 
  acquired from Gwendolyne and Raynald. Once 
  inside the city, read or paraphrase the following:  
   
  As you make your way across the crowded 
  street, a mysterious man approaches you. 
  He wears a thick, dirty, wool coat over his 
  body and a dagger can be seen at his belt. 
  He speaks before you are able to do 
  anything.  
   
  "Greetings, brave adventurers. My 
  name is Kaylan. I have heard through the 
  grapevine that you left on a mission for 
  the Temple of Lydia, apparently to help 
  with the merchant Farlah Izoubil, who I 
  understand 
  is 
  bedridden 
  with 
  some 
  strange illness. I represent some local 
  interests here in Greyhawk. Farlah has 
  stolen a precious heirloom from them. If 
  you bring Farlah to me, I have much to 
  offer you.” 
   
  Kaylan offers the PCs 150 gp per person and the 
  good will of the Thieves’ Guild, However, he is 
  ready to lie and say whatever he needs to if the PCs 
  can get him Gelgeland’s circlet (which he only 
  refers to as “a circlet”). Oppose Kaylan’s Bluff 
  check with the PCs’ Sense Motive check if they 
  think of it.  
   
  If the players refuse or attack, , Kaylan 
  should escape while his thugs (lurking nearby in 
  an alley) engage the PCs. Kaylan flees down the 
  street and quickly lowers himself into the sewers 
  before transforming into a rat and disappearing in 
  the filthy waters. 
   
  Kaylan offers the friendship of the Thieves’ 
  Guild if they agree to help him. Kaylan would 
  prefer to have Farlah, but he is ready to settle for 
  the circlet only.  
   
  Development: Either the PCs strike a deal 
  with Kaylan or they don’t. If no deal is made, 
  Kaylan’s thugs move in and attack. Proceed to 
  Kaylan’s Thugs, below. 
   
  Kaylan’s Thugs 
  Two of Kaylan's fellow wererats hide in a nearby 
  alley. Allow the PCs an opposed Spot check 
  against the thugs; Hide check to see some “shady 
  characters” in the alley nearby. A DC 20+APL Spot 
  check reveals they are not human. Kaylan does not 
  interact with them during the encounter. They 
  have been told to move in to assault the PCs if they 
  feel Kaylan is in trouble (such as a PC preparing a 
  spell or drawing a weapon). 
   
  APL2 (EL 5)  
   
  d Wererat thugs (2): fighter 2; hp 19, 19; 
  see Appendix 1. 
   
  APL4 (EL 7)  
   
  d Wererat thugs (2): fighter 3; hp 38, 38; 
  see Appendix 1.  
   
  APL6 (EL 9)  
   
  d Wererat thugs (2): fighter 5; hp 52, 52; 
  see Appendix 1. 
   
  APL8 (EL 11)  
   
  d Wererat thugs (2): fighter 7; hp 68, 68; 
  see Appendix 1. 
   
  Tactics: The wererats move swiftly, targeting 
  spellcasters and lightly armored PCs first. They 
  know that failing to dispatch all the PCs means 
  death, so they fight until they are killed. 
   
  Treasure: The wererats’ possessions: 
   
  APL 2: Loot – 72 gp, Coin – 29 gp. 
   
  APL 4: Loot – 118 gp, Magic – +1 rapier x2 
  (387gp). 
   
  APL 6: Loot – 77 gp, Magic – +1 chain shirt 
  x2 (208gp per character), +1 rapier x2 (387gp). 
   
  APL 8: Loot – 77 gp, Magic – +1 chain shirt 
  x2 (208gp), +1 rapier x2 (387gp), cloak of resistance 
  +1 x2 (167gp). 
   
  Development: During this encounter it is 
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 18 
  possible that the PCs could become infected with 
  lycanthrope. If this happens, refer to the current 
  version of the Living Greyhawk Campaign 
  Sourcebook to resolve this situation. 
   
  CONCLUSION 
  At the end of the adventure, the PCs have done 
  enough to save Farlah or failed in their tasks, 
  dooming the merchant to eventual death. 
  There are also a few loose ends that need to 
  be handled: Kaylan’s offer, Fonkin’s deal and 
  Raynald and Gwendolyne. 
   
  Healing Farlah 
  When the PCs return to the Temple of Lydia, they 
  find Farlah nearly dead. If they do what 
  Gwendolyne told them, read or paraphrase the 
  following: 
   
  Following Gwendolyne’s procedure yields 
  almost miraculous results. Farlah is up 
  and 
  standing 
  within 
  minutes. 
  ”My 
  friends, you have no idea how grateful I 
  am that you came to my assistance! You 
  have brought me another chance for 
  prosperity. It is only fair that I help 
  yours. I want to give each of you an 
  additional fifty gold for what you have 
  done. You also have my eternal thanks.” 
   
  The PCs receive Farlah’s Friendship and the 
  Thanks of the Church of Lydia AR rewards. Farlah 
  thanks the PCs and invite them to his mansion in 
  Vilayad in southern Tusmit.  
   
  Treasure:  
   
  APL 2: Loot – 0 gp, Coin – 150 gp, Magic – 
  0gp. 
   
  APL 4: Loot – 0 gp, Coin – 200 gp, Magic – 
  0gp. 
   
  APL 6: Loot – 0 gp, Coin – 250 gp, Magic – 
  0gp. 
   
  APL 8: Loot – 0 gp, Coin – 300 gp, Magic – 0 
  gp. 
   
  Not Healing Farlah 
  If the PCs fail to find out how to cure Farlah or, for 
  some reason refuse to help him, read or paraphrase 
  the following:  
   
  The night you returned to Greyhawk, 
  Farlah dies in his sleep of his mysterious 
  ailment. The church mourns him and 
  ships his body back to Tusmit for ritual 
  burning. 
   
  The PCs have failed, and receive no thank. 
   
  Kaylan’s Offer 
  If the PCs give Gelgelan’s circlet to Kaylan, he pays 
  them what he offered them and leaves. However, 
  the PCs receive no friendship from the guild. 
  Kaylan, just doesn’t care about them once he has 
  the circlet.  
   
  Kaylan should escape this adventure alive.  
   
  Treasure:  
   
  APL 2: Loot – 0 gp, Coin – 150 gp, Magic – 0 
  gp. 
   
  APL 4: Loot – 0 gp, Coin – 200 gp, Magic – 0 
  gp. 
   
  APL 6: Loot – 0 gp, Coin – 250 gp, Magic – 0 
  gp. 
   
  APL 8: Loot – 0 gp, Coin – 300 gp, Magic – 0 
  gp. 
   
   
  Fonkin’s Deal 
  Fonkin thanks the PCs. Although he is displeased 
  with Gwendolyne’s answer, he accepts it in good 
  stride, provided the PCs tell him what perils they 
  had to face. The PCs are offered Fonkin’s Circlet 
  and Fonkin’s Potions AR rewards. 
   
  If the PCs did not ask Gwendolyne Fonkin’s 
  question, he gets angry and throws them out, 
  calling them ungrateful kobolds. 
   
  Raynald and Gwendolyne 
  If the PCs conducted themselves politely 
  throughout the encounter by following the magic 
  mouth’s instructions, were amicable with both of 
  them, and answered all five riddles (or destroyed 
  the hydra while it was still in stone), they receive 
  Gwendolyne’s Favor AR reward. 
   
  If the PCs were generally friendly to 
  Raynald, he offers to share spells with them, they 
  receive the Raynald’s Friendship AR reward. 
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 19 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then 
  assign the experience award.  Award the total value 
  (objectives plus roleplaying) to each character. 
   
  Encounter 3: To the Tower of Ramire 
  Defeating the humanoids. 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  Encounter 6: The Challenge 
  Solving the riddles or defeating the hydra 
  (destroying the stone hydra counts as solving the 
  riddles). 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  Encounter 9: The Pack 
  Defeating the wererats. 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
   
  Story Award 
  Making friends with Gwendolyne and Raynald. 
  APL 2  
  45 XP 
  APL 4  
  60 XP 
  APL 6  
  75 XP 
  APL 8  
  90 XP 
   
  Discretionary Roleplaying Award 
  APL 2  
  45 XP 
  APL 4  
  65 XP 
  APL 6  
  105 XP 
  APL 8  
  135 XP 
   
  Total Possible Experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
   
  Optional Encounter: Kaylan 
  Defeating the guards 
  APL 2  
  90 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  210 XP 
   
  Defeating Kaylan 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  Leaving On Good Terms with the Thieves 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  Total Possible Experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter 
  treasure, usually finding it in the possession of 
  their foes.  Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of all 
  their earthly possessions.  Looting the bodies takes 
  at least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do 
  not loot the body, the gold piece value for the loot 
  is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin available.  
  A normal adventuring party can usually gather 
  this wealth in a round or so.  If for some reason, 
  they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it.  Other times they may attempt 
  to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, 
  its total is subtracted from the adventure totals 
  below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 20 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field 
  of the adventure certificate.  Because this is a 
  Regional scenario, characters may spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so 
  this total may be modified by other circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items. 
   
  Encounter 3: To the Tower of Ramire 
  APL 2: Loot – 34 gp, Coin – 15 gp, Magic – 0 gp 
   
  APL 4: Loot – 46 gp, Coin – 24 gp, Magic – 0 
  gp 
   
  APL 6: Loot – 23 gp, Coin – 37 gp, Magic – 
  0gp 
   
  APL 8: Loot – 23 gp, Coin – 37 gp, Magic – 0 
  gp 
   
  Encounter 9: The Pack 
  APL 2: Loot – 72 gp, Coin – 29 gp, Magic – 0 gp 
   
  APL 4: Loot – 118 gp, Coin – 0 gp, Magic –
  +1 rapier x2 (387gp). 
   
  APL 6: Loot – 77 gp, Coin – 0 gp, Magic – +1 
  chain shirt x2 (208gp); +1 rapier x2 (387gp). 
   
  APL 8: Loot – 77 gp, Coin – 0 gp, Magic – +1 
  chain shirt x2 (208gp); +1 rapier x2 (387gp); cloak 
  of resistance +1 x2 (167gp). 
   
  Conclusion 
  Healing Farlah. 
   
  APL 2: Coin – 150 gp  
   
  APL 4: Coin – 200 gp 
   
  APL 6: Coin – 250 gp 
   
  APL 8: Coin – 300 gp 
   
  Kaylan’s Offer. 
   
  APL 2: Coin – 150 gp 
   
  APL 4: Coin – 200 gp 
   
  APL 6: Coin – 250 gp 
   
  APL 8: Coin – 300 gp 
   
  Total Possible Treasure 
  APL 2: Loot: 106 gp; Coin: 344 gp; Total: 450/450 
  gp 
   
  APL 4: Loot: 164 gp; Coin: 424 gp; Magic: 
  387 gp  - Total: 650/975 gp 
   
  APL 6: Loot: 100 gp; Coin: 537 gp; Magic: 
  595 gp  - Total: 900/1232 gp 
   
  APL 8: Loot: 100 gp; Coin: 637 gp; Magic: 
  762 gp  - Total: 1300/1499 gp 
   
  Special 
  w Farlah’s Friendship: Farlah uses his contacts 
  to offer to sell you of the items listed below. You 
  can buy more than one, but all must be purchased 
  at the same time: elemental gem (any), horseshoes 
  of a zephyr, stone horse (either). Cross off used. 
   
  w Thanks of the Church of Lydia: For 
  healing Farlah, the church promises to cast 5 levels 
  of divine spells on you, at the cost of material 
  component only. These need not be taken all at 
  the same time. Cross off once used.  
   
  Levels Cast: 0  0  0  0  0 
   
  w Fonkin’s Potions: Fonkin allows you to 
  purchase potions of up to 3rd-level spells with a 
  caster level up to 10th. 
   
  s Fonkin’s Lesser Circlet: Fonkin is willing to 
  sell a lesser version of his circlet. Once per day, as a 
  standard action, the wearer can cause the circlet to 
  shine as by a light spell. Cost: 150gp 
   
  Faint evocation; CL ; Craft Wondrous Item, 
  light; 360 gp. 
   
  w Gwendolyne’s Favor: You have impressed the 
  gynosphynx. This may become useful in the 
  future. 
   
  w Raynald’s Friendship: After any adventure 
  set in the Domain of Greyhawk, you can visit 
  Raynald and copy spells from his spellbook. For 
  this he charges 50 go per spell level copied. You 
  may copy as many illusion spells from the Player’s 
  Handbook as you wish. There is no limit to how 
  many spells they may have copied. 
   
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  APL 2: 
  · 
  Fonkin’s lesser circlet (Core; see above; 1,080 
  gp) 
  · 
  Periapt of health (Core; DMG) 
  · 
  Ring of swimming (Adventure; DMG) 
  · 
  Bottle of air (Adventure; DMG) 
  · 
  Heward’s handy haversack (Adventure; 
  DMG) 
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 21 
  APPENDIX 1: NPC AND MONSTER STATISTICS 
  ALL APLS 
   
  k City Guard Sergeant: Male or female 
  human warrior 3; CR 2; Medium humanoid 
  (human); HD 3d8+3 plus 3; hp 23; Init +0; Spd 20 
  ft.; AC 15, touch 10, flat-footed 15; Base Atk +3, 
  Grp +4; Atk or Full Atk +6 melee (1d10+1/x3 
  masterwork glaive) or +4 melee (1d8+1/10-20, 
  longsword) or +3 ranged (1d8/19-20, light 
  crossbow); Space/Reach 5 ft./5 ft. (10 ft. with 
  masterwork glaive); SA —; SQ —; AL N; SV Fort 
  +4, Ref +1, Will +1; Str 13, Dex 11, Con 12, Int 8, 
  Wis 10, Cha 9. 
   
  Skills and Feats: Climb -1, Handle Animal +1, 
  Jump -1, Ride +2, Swim -5; Power Attack, 
  Toughness, Weapon Focus (glaive). 
   
  Possessions: Breastplate, masterwork glaive, 
  longsword, light crossbow, 20 bolts. 
   
  k Nightwatch Guard Sergeant: Male or 
  female human warrior 5; CR 4; Medium humanoid 
  (human); HD 5d8+5 plus 3; hp 34; Init +0; Spd 20 
  ft.; AC 16, touch 10, flat-footed 16; Base Atk +5; 
  Grp +7; Atk or Full Atk +9 melee (1d8+2/19-20, 
  masterwork longsword) or +7 melee (1d4+2/19-20, 
  dagger) or +5 ranged (1d6+2, throwing axe) or 
  ranged (1d8/19-20, light crossbow); SA —; SQ —; 
  AL N; SV Fort +5, Ref +1, Will +0; Str 14, Dex 11, 
  Con 12, Int 10, Wis 9, Cha 8. 
   
  Skills and Feats: Climb +5, Handle Animal +5, 
  Intimidate +5, Jump +5; Power Attack, Toughness, 
  Weapon Focus (longsword). 
   
  Possessions: Masterwork breastplate, 
  masterwork light steel shield, masterwork 
  longsword, dagger, 2 throwing axes, light 
  crossbow with 20 bolts. 
   
  k City and Nightwatch Guard: Male or 
  female human warrior 2; CR 1; Medium humanoid 
  (human); HD 2d8 plus 3; hp 15; Init +1; Spd 30 ft.; 
  AC 16, touch 11, flat-footed 15; Base Atk +2; Grp 
  +3; Atk or Full Atk +4 melee (1d8+1/19-20, 
  longsword) or +3 melee (1d4+1/19-20, dagger) or 
  +3 ranged (1d8, light crossbow); SA —; SQ —; AL 
  N; SV Fort +3, Red +1, Will +0; Str 13, Dex 12, Con 
  11, Int 8, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +1, Handle Animal +1, 
  Intimidate +2, Ride +3; Toughness, Weapon Focus 
  (longsword). 
   
  Possessions: Scale mail, light wooden shield, 
  longsword, dagger, light crossbow, 10 bolts. 
   
   
  Encounter 1: The Sick Merchant 
   
  k Farlah Izoubil: Male human (Baklunish) 
  rogue 9; CR 9; Medium humanoid (human); HD 
  9d6-36 (normally 9d6+9); hp 10 (normally 47); Init 
  +2; Spd 30 ft; AC 8, touch 7, flat-footed 13; Base 
  Atk +6; Grp +6; Atk +7 melee (1d6+1, +1 rapier); 
  Full Atk +7/+2 melee (1d6+1, +1 rapier); SA Sneak 
  attack +5d6; SQ uncanny dodge, improved 
  uncanny dodge, trapsense +3, evasion; AL N; SV 
  Fort -1 (normally +4), Ref +3 (normally +8), Will 
  +3; Str 10, Dex 14 (4), Con 3 (normally 12), Int 14, 
  Wis 10, Cha 16; 
   
  Skills and Feats: Appraise +10, Bluff +22, 
  Decipher Script +6, Diplomacy +27, Disable 
  Device +13, Disguise +12, Gather Information +15, 
  Intimidate +21, Profession (merchant) +11, Search 
  +11, Sense Motive +12, Sleight of Hand +11 
  (normally +16), Tumble +8 (normally 13), Use 
  Magic Device +14. Investigator, Negotiator, 
  Persuasive, Skill Focus (Bluff, Diplomacy) 
   
  Possessions: +1 rapier, ring of protection +1, 
  Gelgeran's golden circlet, amulet of health +2, 
  cloak of charisma +2 (not currently worn) 
   
  Languages Spoken: Common, Ancient 
  Baklunish, Old Oeridian. 
   
  Encounter 6: The Challenge 
  k Raynald Shortfellow: Male rock gnome 
  illusionist 12; CR 12; Small humanoid (gnome); 
  HD 12d4+36; hp 63; Init +1; Spd 20 ft; AC 20, 
  touch 14, flat-footed 19; Base Atk +6; Grp +1; Atk 
  +6 melee (1d4-1, walking stick); Full Atk +6/+1 
  melee (1d4-1, club); SQ Gnome traits; AL N; SV 
  Fort +10, Ref +8, Will +10; Str 8, Dex 12, Con 16, 
  Int 25, Wis 8, Cha 8. 
   
  Skills and Feats: Concentration +18, 
  Knowledge (arcana) +16, Knowledge (architecture 
  and engineering) +13, Knowledge 
  (dungeoneering) +13, Knowledge (geography) 
  +13, Knowledge (history) +13, Knowledge (nature) 
  +13, Knowledge (nobility) +13, Knowledge 
  (religion) +14, Knowledge (the planes) +14, 
  Knowledge (local: Core) +13, Spellcraft +24; Spell 
  Focus (Illusion), Greater Spell Focus (Illusion), 
  Spell Penetration, Brew Potion, Craft Wand, 
  Extend Spell, Enlarge Spell 
   
  Possessions: headband of intellect +4, bracers 
  of armor +3, amulet of natural armor +3, cloak of 
  resistance +3, ring of protection +2, rod of extend, 
  rod of enlarge, portable hole (Gwendolyne’s), club 
  (walking stick). 
   
  Specialty: Illusionist; Prohibited schools: 
  enchantment, necromancy 
   
  Spells Prepared (5/7/7/7/5/5/4; base DC = 17 
  + spell level (19 + spell level for illusion)): 0—
  detect magic (2), ghost sound, mage hand, 
  prestidigitation; 1st—alarm, comprehend 
  languages, disguise self, Nystul's magic aura (3, 2), 
  ventriloquism; 2nd—blur, invisibility, magic 
  mouth (3), minor image, mirror image; 3rd—
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 22 
  dispel magic (3), displacement, illusory script, 
  invisibility sphere, major image; 4th—greater 
  invisibility, enlarge extended Nystul’s magic aura, 
  illusory wall, phantasmal killer, rainbow pattern; 
  5th—dream, extended hallucinatory terrain, 
  persistent image, seeming; 6th—permanent 
  image, programmed image (3). 
   
  Spellbook: 0—acid splash, arcane mark, 
  dancing lights, detect magic, detect poison, flare, 
  ghost sound, light, mage hand, mending, message, 
  open/close, prestidigitation, ray of frost, read 
  magic, resistance; 1st—alarm, color spray, 
  comprehend languages, disguise self, Nystul's 
  magic aura, true strike, ventriloquism; 2—arcane 
  lock, blur, hypnotic pattern, invisibility, 
  Leomund's trap, magic mouth, minor image, 
  mirror image, misdirection; 3rd—dispel magic, 
  displacement, illusory script, invisibility sphere, 
  major image; 4—greater invisibility, hallucinatory 
  terrain, illusory wall, phantasmal killer, rainbow 
  pattern, shadow conjuration; 5—dream, false 
  vision, persistent image, seeming, stone shape; 6—
  permanent image, programmed image. 
   
  Encounter 8: The Lady  
   
  k Gwendolyne the Gynosphinx: female 
  gynosphinx bard 4; CR 12; Large magical beast; 
  HD 4d6+8d8+12; hp 75; Init +5; Spd 40 ft, fly 60 ft. 
  (poor); AC 21, touch 10, flat-footed 20; Base Atk 
  +11; Grp +19; Atk +14 melee (1d6+4, claw); Full 
  Atk +14/+9/+4 melee (1d6+4, 2 claws); SA Pounce, 
  rake 1d6+2, spell-like abilities; SQ Bardic 
  knowledge (d20+10), darkvision 60-ft., low-light 
  vision; AL N; SV Fort +11, Ref +14, Will +15; Str 
  19, Dex 12, Con 13, Int 18, Wis 18, Cha 23. 
   
  Skills and Feats: Bluff +23, Concentration +12, 
  Diplomacy +22, Intimidate +14, Jump +10, 
  Knowledge (arcana) +9, Knowledge (history) +9, 
  Knowledge (local) +20, Listen +17, Sense Motive 
  +10, Spot +16. Combat Casting, Improved 
  Initiative, Iron Will, Skill Focus (Knowledge 
  [local]), Practiced Spellcaster (Bard) 
   
  Spells Known (3/4/2; base DC = 16 + spell 
  level): 0—dancing lights, detect magic, ghost 
  sound, mage hand, message, prestidigitation; 1st—
  expeditious retreat, magic mouth, silent image; 
  2nd—eagle’s splendor, invisibility. 
   
  Possessions: 1,000 gp worth of jewelry, wand 
  of scrying. 
   
  Rake (Ex): Attack bonus +11 melee, damage 
  1d6+2. 
   
  Spell-Like Abilities: 3/day—
  clairaudience/clairvoyance, detect magic, read 
  magic, see invisibility; 1/day—comprehend 
  languages, locate object, dispel magic, remove 
  curse (DC 20), legend lore. Caster level 14th. The 
  save DC is Charisma-based. 
   
  Once per week a gynosphinx can create a 
  symbol of death, a symbol of fear, a symbol of 
  insanity, a symbol of pain, a symbol of persuasion, 
  a symbol of sleep, and a symbol of stunning as the 
  spells (caster level 18th), except that all save DCs 
  are 24 and each symbol remains a maximum of 
  one week once scribed. The save DCs are 
  Charisma-based. 
   
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 23 
  APL 2
  Encounter 9: The Pack  
   
   
  d Wererat Thug: Male human wererat fighter 
  1; CR 3; Medium humanoid (human, 
  shapechanger); HD 1d8+4 plus 1d10+4; hp 19; Init 
  +5; Spd 30 ft; AC 23, touch 14, flat-footed 19; Base 
  Atk +1; Grp +4; Atk  or Full Atk +8 melee 
  (1d6+3/18-20, masterwork rapier) or +6 melee 
  (1d4+3/19-20, dagger); SQ DR 5/silver, scent; AL 
  CE; SV Fort +8, Ref +7, Will +2; Str 17, Dex 20, Con 
  18, Int 8, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +4, Swim +0; Iron 
  Will, Power Attack, Weapon Finesse, Weapon 
  Focus (rapier)  
   
  Alternate Form (Su): You can shift into 
  animal form as though using the polymorph spell 
  on yourself, though your gear is not affected, you 
  do not regain hit points for changing form, and 
  you may only assume rat form. You also can 
  assume a bipedal hybrid form with prehensile 
  hands and animalistic features.  
   
  Lycanthropic Empathy (Ex): In any 
  form, you can communicate and empathize with 
  normal or dire rats. This gives you a +4 racial 
  bonus on checks when influencing the animal’s 
  attitude and allows the communication of simple 
  concepts and (if the animal is friendly) commands, 
  such as 'friend,' 'foe,' 'flee,' and 'attack.'   
   
  Disease (Ex): Filth fever; bite, Fortitude DC 
  14, incubation period 1d3 days, damage 1d3 Dex 
  and 1d3 Con.  
   
  Skills and Feats: While in rat or hybrid 
  form you use your Dexterity modifier for Climb or 
  Swim checks. You have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a 
  Climb check, even if rushed or threatened. You 
  also have a +8 racial bonus on Swim checks while 
  in rat form.  
   
  Possessions: chain shirt, heavy wooden shield, 
  masterwork rapier, dagger. 
   
   
   
    
   
   
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 24 
  APL 4 
  Encounter 9: The Pack  
   
   
  d Wererat Thug: male human wererat fighter 
  3; CR 5; Medium humanoid (human, 
  shapechanger); HD 1d8+4 plus 3d10+15; hp 38; 
  Init +5; Spd 30 ft; AC 23, touch 14, flat-footed 19; 
  Base Atk +3; Grp +6; Atk/Full Atk +10 melee 
  (1d6+4/18-20, +1 rapier) or +8 melee (1d4+3/19-20, 
  dagger); SQ DR 5/silver, scent; AL CE; SV Fort +9, 
  Ref +8, Will +3; Str 17, Dex 20, Con 18, Int 8, Wis 
  10, Cha 8. 
   
  Skills and Feats: Climb +8, Handle Animal +1, 
  Swim +4; Iron Will, Power Attack, Cleave, 
  Toughness, Weapon Finesse, Weapon Focus 
  (rapier). 
   
  Alternate Form (Su): You can shift into 
  animal form as though using the polymorph spell 
  on yourself, though your gear is not affected, you 
  do not regain hit points for changing form, and 
  you may only assume rat form. You also can 
  assume a bipedal hybrid form with prehensile 
  hands and animalistic features.  
   
  Lycanthropic Empathy (Ex): In any 
  form, you can communicate and empathize with 
  normal or dire rats. This gives you a +4 racial 
  bonus on checks when influencing the animal’s 
  attitude and allows the communication of simple 
  concepts and (if the animal is friendly) commands, 
  such as 'friend,' 'foe,' 'flee,' and 'attack.'   
   
  Disease (Ex): Filth fever; bite, Fortitude DC 
  14, incubation period 1d3 days, damage 1d3 Dex 
  and 1d3 Con.  
   
  Skills and Feats: While in rat or hybrid 
  form you use your Dexterity modifier for Climb or 
  Swim checks. You have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a 
  Climb check, even if rushed or threatened. You 
  also have a +8 racial bonus on Swim checks while 
  in rat form.   
   
  Possessions: masterwork chain shirt, 
  masterwork heavy wooden shield, +1 rapier, 
  masterwork dagger. 
   
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 25 
  APL 6 
  Encounter 9: The Pack  
   
   
  d Wererat Thug: male human wererat fighter 
  3/ rogue 2; CR 7; Medium humanoid (human, 
  shapechanger); HD 2d6+1d8+3d10+19; hp 52; Init 
  +5; Spd 30 ft; AC 24, touch 14, flat-footed 20; Base 
  Atk +4 ; Grp +7; Atk or Full Atk +11 melee 
  (1d6+5/18-20, +1 rapier) or +9 melee (1d4+4/19-20, 
  masterwork dagger); SA sneak attack +1d6; SQ 
  Evasion, DR 5/silver, scent, trapfinding +1; AL CE; 
  SV Fort +9, Ref +13, Will +3; Str 18, Dex 20, Con 
  18, Int 8, Wis 10, Cha 8;  
   
  Skills and Feats: Climb +8, Handle Animal +1, 
  Jump +8, Listen +3, Swim +4, Tumble +13; Iron 
  Will, Lightning Reflexes, Power Attack, Cleave, 
  Toughness, Weapon Finesse, Weapon Focus 
  (rapier).  
   
  Alternate Form (Su): You can shift into 
  animal form as though using the polymorph spell 
  on yourself, though your gear is not affected, you 
  do not regain hit points for changing form, and 
  you may only assume rat form. You also can 
  assume a bipedal hybrid form with prehensile 
  hands and animalistic features.  
   
  Lycanthropic Empathy (Ex): In any 
  form, you can communicate and empathize with 
  normal or dire rats. This gives you a +4 racial 
  bonus on checks when influencing the animal’s 
  attitude and allows the communication of simple 
  concepts and (if the animal is friendly) commands, 
  such as 'friend,' 'foe,' 'flee,' and 'attack.'   
   
  Disease (Ex): Filth fever; bite, Fortitude DC 
  14, incubation period 1d3 days, damage 1d3 Dex 
  and 1d3 Con.  
   
  Skills and Feats: While in rat or hybrid 
  form you use your Dexterity modifier for Climb or 
  Swim checks. You have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a 
  Climb check, even if rushed or threatened. You 
  also have a +8 racial bonus on Swim checks while 
  in rat form.  
   
  Possessions: +1 chain shirt, masterwork heavy 
  wooden shield, +1 rapier, masterwork dagger. 
   
   
   
   
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 26 
  APL 8 
  Encounter 9: The Pack  
   
   
  d Wererat Thug: male human wererat fighter 4 
  / rogue 3; CR 9; Medium humanoid (human, 
  shapechanger); HD 3d6+1d8+4d10+25; hp 68; Init 
  +5; Spd 30 ft; AC 25, touch 14, flat-footed 21; Base 
  Atk +6; Grp +10; Atk +13 melee (1d6+7/18-20, +1 
  rapier) or +11 melee (1d4+4/19-20, masterwork 
  agger); Full Atk +13/+8 melee (1d6+7/18-20, +1 
  rapier) or +11/+6 melee (1d4+4/19-20, masterwork 
  dagger); SA Sneak attack (+2d6); SQ Evasion, DR 
  5/silver, scent, trapfinding, trap sense (+1); AL CE; 
  SV Fort +12, Ref +14, Will +5; Str 18, Dex 20, Con 
  18, Int 8, Wis 10, Cha 8.  
   
  Skills and Feats: Climb +10, Handle Animal 
  +1, Jump +9, Listen +5, Spot +4, Swim +6, Tumble 
  +15; Iron Will, Lightning Reflexes, Power Attack, 
  Cleave, Toughness, Weapon Finesse, Weapon 
  Focus (rapier), Weapon Specialization (rapier).  
   
  Alternate Form (Su): You can shift into 
  animal form as though using the polymorph spell 
  on yourself, though your gear is not affected, you 
  do not regain hit points for changing form, and 
  you may only assume rat form. You also can 
  assume a bipedal hybrid form with prehensile 
  hands and animalistic features. 
   
  Lycanthropic Empathy (Ex): In any 
  form, you can communicate and empathize with 
  normal or dire rats. This gives you a +4 racial 
  bonus on checks when influencing the animal’s 
  attitude and allows the communication of simple 
  concepts and (if the animal is friendly) commands, 
  such as 'friend,' 'foe,' 'flee,' and 'attack.'  
   
  Disease (Ex): Filth fever; bite, Fortitude DC 
  14, incubation period 1d3 days, damage 1d3 Dex 
  and 1d3 Con.  
   
  Skills and Feats: While in rat or hybrid 
  form you use your Dexterity modifier for Climb or 
  Swim checks. You have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on a 
  Climb check, even if rushed or threatened. You 
  also have a +8 racial bonus on Swim checks while 
  in rat form.  
   
  Possessions: +1 chain shirt, masterwork heavy 
  wooden shield, +1 rapier, masterwork dagger. 
   
   
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 27 
  APPENDIX 6: MAPS 
   THE TOWER OF RAMIRE 
   
   
   
   
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 28 
  HANDOUT 1: FARLAH’S LETTERS
   
  2nd Sunsebb, 595CY 
  Happy to have left Dyvers! Jemil Raboujian, that foul-smelling half-Rhenee boy made me a lot of money. I sold 
  him most of the silver ore I brought from Tusmit. Our affairs were so good that I have decided to travel around 
  the Nyr Dyv to make some contacts. I think someone has great need of silver weapons in Dyvers. 
   
  13th Sunsebb, 595CY 
  Have arrived in Critwall. Met with a representative of the Merchant society called Arvid. I’m certain that 
  providing him with Galda spirit will be highly profitable.  For the last ten days, I had been trying to form a 
  contract that would ensure both of our prosperity, but that rat Janek whined his way into a contract that 
  would’ve ruined me. Well, lucky for me I stopped the negotiations. May his family fortune whither like the 
  dust on an empty market square. 
   
  25th Fireseek, 596 CY 
  I am out of the Bandit Kingdoms! I couldn’t stand to see one more orc and I’m very happy to be in the Pale. I 
  met with a man named Jeremai. I was almost caught by one of their priest for invoking the Merchant’s name 
  out loud. These people need food and I could provide some. Their gold is as good as anyone else! 
   
  24th Readying, 596CY 
  Arrived in Radigast City, where I received an invitation to the estate of Lord Yarne, a man who clearly 
  understands the teachings of the Merchant. I’m very happy to say that comes the fall, I’ll have a barge of wine 
  from the Yarne winery going up the Velverdyva. Having sampled their wine more than once, I think this 
  vintage will fetch a very decent price in Vilayad. Lord Yarne has signed a deal to receive as much Galda spirit as 
  I can get my hands on. I’m sure a lot of people in Khalid and Dihn will benefit from this. 
   
  28th Readying, 596CY 
  I purchased a number of crates of wine at a price that can only be called a theft. Even before haggling, I felt like 
  poor Lord Torquann was selling off. I also purchased a magical ring from him too. Quite interesting—it has a 
  turtle on it! I’ll sell it when I get back to Tusmit. 
   
  5th Coldeven, 596CY 
  Mouqol himself blessed my trip to the County of Urnst. This morning I met with a man name Trilbey Farvaren 
  from the Farvaren merchant house. We sat down together over a delicious meal and, eventually, I found that 
  he had recently come across a large quantity of silk. With the troubles at home, silk could certainly be in high 
  demand. In the worse case, I could dump it off in Ket for a nice profit.  
   
  17th Coldeven, 596CY 
  Arrived in Leukish where I plan on seeing my good friend Lord D’Argin. It’s been nearly five years since I last 
  saw him. Just my luck, he was out of town. I took the opportunity to visit the market. They can call this a 
  marketplace but it’s little more than a common fair. I looked around trying to find a bargain or two. Managed 
  to find a circlet of persuasion. It has these opals and the craftsmanship is exquisite. Seems fit for a sheik! 
   
  19th Coldeven, 596CY (1 month ago) 
  Finally met with Lord Gittzell D’Argin. We enjoyed a great meal together. Around a bottle of Galda spirits, we 
  conducted even more business. He requires a shipment of copper and gold. For good measure, I’ll send him 
  some bottles of Galda spirits. 
    
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 29 
   HANDOUT 2: RAYNALD’S RIDDLES 
   
  First Riddle:  
  A word I know, six letters it contains. Subtract just one, and twelve is what remains. 
   
  Answer:____________________________________________________ 
   
   
  Second Riddle 
  If you wrote all of the numbers from 300 to 400 on a piece of paper, how many times would you have written 
  the number 3? 
   
  Answer:____________________________________________________ 
   
   
  Third Riddle 
  A cat has one, a horse two. Some animals have more. An elephant has only three, while a crocodile has four. 
  What is it? 
   
  Answer:____________________________________________________ 
   
   
  Fourth Riddle 
  What is a five-letter word that becomes shorter with two letters added onto it? 
   
  Answer:____________________________________________________ 
   
   
  Fifth Riddle 
  Pronounced as one letter, 
  But look and you'll see, 
  That really I'm written with three. 
  I'm read from both ends, 
  The same either way. 
  What am I?  
   
  Answer:____________________________________________________ 
  
  COR6-04 A Long Way For A Little Knowledge 
  Page 30 
   HANDOUT 3: THE STORY OF GELGELAN
   
  About 200 years ago, a master bandit named Gelgelan terrorized the land called the Combination of Free Lords, 
  now known as the Bandit Kingdoms. Gelgelan’s traveled far and wide, however, and was wanted in most 
  nations around the Nyr Dyv and beyond. 
   
  After a particularly lucrative raid, Gelgelan stripped the wealth from a Nyrondese noble. Gelgelan was 
  noted for being extremely vain and fond of jewelry to display his skills as a bandit. He decided he would makes 
  himself a crown to remember his moment of glory and crafted himself a circlet, decorated with three opals. 
  After Gelgelan was hung for theft in Brotton, the circlet has been passed around the Nyr Dyv. Most of its 
  owners have died under mysterious circumstances. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR6-04 A Long Way for a Little Knowledge (3E).pdf