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 the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network. 
   
  SND4-05 
   
   
   
   
   
   
  In Sickness and in Health 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Sunndi Regional Adventure 
  Version 0.2 
   
   
   
  by Jean-Philipe ‘JP’ Chapleau 
  Circle Reviewer: Creighton Broadhurst 
  Editor: Pieter Sleijpen 
  Playtesters: Bas Vermeulen, Eric Jimmink, Floris Kraak, Kim Mooiweer, Koos Gadellaa, Krishna Simonse, Marco 
  Lammers, Martin Fink, Ralf Zuiderhoek, Sebastiaan Heukels, Simone vd Stadt, Vincent vd Bijl, Ward v Oosterum 
   
   
  A lady in need of brave PCs, an army in need of supplies, a village in distress, an enemy in trouble. And all that in a days’ 
  work.  Such is the life of an adventurer. An adventure for APLs 2-12 
   
   
   
   
   
  
  SND4-05 In Sickness and in Health 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
  Introduction 
  This is an RPGA
  ® Network scenario for the Dungeons & 
  Dragons
  ® game. A five-hour time block has been allocated 
  for each round of this scenario. The rest of the time is 
  spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the 
  game. Read this page carefully so that you know and can 
  communicate to your players the special aspects of 
  playing an RPGA scenario.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring their 
  own characters with them. If players do not have a 
  LIVING GREYHAWK character generated, get a copy of 
  the current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Website, and then have any 
  players without a character create on. Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly important 
  passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some scrap 
  paper, a pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track movement 
  during combat. This can be as simple as a pad of graph 
  paper and a pencil, as handy as a vinyl grid map and chits, 
  or as elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the introduction, 
  depending on the requirements of the scenario as 
  described in the introduction.  
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you paraphrase 
  the player text instead of reading it aloud. Some of this text 
  is general and must be adapted to the specific situation or 
  to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator along with any event tickets.  
   
  LIVING GREYHAWK  
  Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1.Determine the character level for each of the PCs 
  participating in the adventure. 
  2.If PCs bring animals that have been trained for combat 
  (most likely being war horses, dogs trained for war), 
  other than those brought by virtue of a class ability 
  (i.e. animal companions, familiars paladin’s mounts, 
  etc) use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  
  SND4-05 In Sickness and in Health 
   
  Page 3 
  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. 
  3.Sum the results of 1 and 2, and divide by the number of 
  characters playing in the adventure. Round to the 
  nearest whole number. 
  4.If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your character is 
  three character levels or more either higher or lower than 
  the APL this adventure is being played at, that character 
  will receive only half of the experience points awarded 
  for the adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Four, or sometimes even 
  five 1
  st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If your 
  group is APL 1 there are two things that you can do to 
  help even the score. 
   
  1.Attempt to create a table of six 1
  st-level characters, or try 
  to enlist higher-level characters to play at that table. 
  2.Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a DC 10 Handle 
  Animal or Charisma check. Failure indicates that the 
  animal will not attack that round. This is a free action 
  (spoken command) that may be attempted each 
  round. If an animal loses half or more hp in a single 
  round it flees, unless another check is successful. 
   
  Time Units and Upkeep 
  This is a standard One-round Regional adventure, set in 
  Sunndi. Characters native to Sunndi pay one Time Unit 
  per round, all others pay two Time Units per round. 
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. 
   
  Adventure Background 
  Rajivah ibn Fadel was a born in Sefmur, capital of Tusmit 
  some twenty years ago. His parents, both of them 
  herbalists and healers of renown, traveled mostly through 
  the Baklunish West (Tusmit, Ekbir, Zeif & Ket) until the 
  end of the Greyhawk Wars. At that time, both his parents 
  decided they would travel eastward and ply their trade 
  everywhere they would be needed. With many people 
  now needing help, they were welcomed in most cities, in 
  most villages. Rajivah learned much from his father and 
  soon was helping his parents tend to the sick. Before he 
  was ten, he was already quite knowledgeable about herbs, 
  diseases and healing. He was content with his life. 
  However, the reality of the world would catch up with 
  Rajivah.  
  One day, while in the northern parts of Ahlissa, 
  his father and mother contracted a wasting illness. Day 
  and night, his father tried everything he knew. He used 
  rare herbs, brewed strange teas, nothing worked. Rajivah 
  himself was touched by the sickness. For days he lay 
  delirious, having odd visions. One of them was of a man 
  in a pool of brownish water. The man spoke to Rajivah. “I 
  can get you back on your feet, but you must use your 
  disease to reap havoc on the enemies of the world.” In his 
  delirium, Rajivah agreed. 
  Rajivah woke up, a noble paladin wearing the 
  outfits of Pelor kneeling next to him. The brave warrior 
  had cured the boy, but was too late for his parents, both of 
  whom had died. Before they burned the bodies according 
  to Tusman custom, Rajivah carefully picked some of the 
  pus from the bodies of his parents and kept it in a jar. 
  Rajivah parted company with the paladin soon after. 
  When he learned that enemies of men where located in 
  the Vast Swamp, Rajivah knew he had been sent on a 
  divine quest and headed south, to Sunndi. There he 
  thought he would fulfill the request of the man of his 
  dreams. Though in reality there is little reason for him to 
  believe he is on the right track. All he has is a feeling of 
  doing the right thing. 
  Once he arrived in Sunndi Rajivah began to 
  work feverishly, trying to make his disease lethal to 
  amphibians using the sickness that had killed his parents 
  as the starting point. A number of frogs died before he 
  finally had made the perfect disease, or so he thought. He 
  had made a disease lethal to amphibians and with hardly 
  any effect on mammals (see Appendix 7 for details on the 
  disease). A man of his word, Rajivah would complete the 
  task the Man in the Muddy Waters had given him. So, he 
  began to travel around the Vast Swamp and making 
  forays trying to make peaceful contact with the 
  bullywugs.  
  Luck smiled once more to Rajivah. As he was 
  picking some mushrooms in the swamps, he was 
  captured by a band of bullywugs. Rajivah managed to 
  convince them that he was a cleric of the man-in-the-
  muddy-water. 
  While 
  the 
  bullywugs 
  didn’t 
  quite 
  understand who it was, they supposed he meant some 
  foreign avatar of Wastri. After a brilliant speech, Rajivah 
  explained to them that he made a potion that would make 
  them strong and almost invulnerable. The speech worked 
  and the bullywugs went for the bait hook, line and sinker.  
  During the night, they escorted Rajivah to his 
  wagon and there he gave them a large quantity of potions, 
  all of them labeled “Potion of invulnerability”. The text 
  was in ancient Baklunish, a language that none of the 
  bullywugs could read or else they would have been able 
  to read they were being duped. As they left, Rajivah 
  
  SND4-05 In Sickness and in Health 
   
  Page 4 
  laughed at their stupidity. They would take the poison 
  themselves, foolish things. Rajivah then went to the 
  nearby village of Garon and set up his shop there, waiting 
  for the death of the bullywugs. 
  For the next few days, the bullywug tribe who 
  took 
  the 
  poisoned 
  potions 
  became 
  increasingly 
  aggressive due to an unexpected side effect of the illness, 
  they began to attack humans and other bullywugs alike. 
  The disease making them even more aggressive and felt 
  very little pain. They infected a number of other nearby 
  bands with the disease. 
  When the priests of Wastri arrived on the scene, 
  they found a number of bullywugs fighting amongst 
  themselves and the other half dying from wounds or 
  covered in nasty sores. The Wastrians used their curing 
  spells to save themselves and tried to find a way to 
  contain the sickness. However, because the original 
  phase of the disease makes the bullywugs stronger, they 
  tried to use those already sick as suicide squads. 
  The sickness Rajivah released upon the world 
  also effect humans, but it is not as virulent or deadly. The 
  bullywug attack squads killed a number of soldiers and 
  infected the local population. While not nearly as lethal 
  on humans as on the bullywugs, the disease did have an 
  impact on the region.  
   
  Adventure Summary  
  Introduction: The PCs are hired by a noblewoman to get 
  some supplies from her husband. She has not heard from 
  him in a few days and she is worried. Simple guard duty, 
  good pay and just a few days work.  
  Encounter 1 [Please help]: Before reaching the 
  village, the PCs are approached by a group of people who 
  have fallen ill and want help. Here, the characters risk 
  contracting the disease. They may also learn the basics of 
  what has happened. 
  Encounter 2 [Torn out Bridge]: Due to the 
  excessive rains, the river has washed away the bridge. 
  Crossing it poses a small problem on lower APLs, but it is 
  relatively easy at higher APLs. While pondering on the 
  problem of crossing the river, they are assaulted by a 
  group of infected Bullywugs.  
  Encounter 3 [Investigating in Garon]: While in 
  the village of Garon, the PCs can investigate what is going 
  on. There are various places to visit: castle Garon just 
  outside the village, the village itself and a meadow 
  outside the hamlet where not too long ago soldiers had 
  fought a skirmish with a group of bullywugs. 
  Encounter 4 [Looking in the Swamps]: All traces 
  of the origin of the disease point in the direction of the 
  bullywugs and most likely the PCs will soon decide to 
  enter the swamp. Travel through the Vast Swamp is never 
  easy and these encounters deal with this trip. 
  Encounter 4 – A [The Warriors]: The first part of 
  the trip is boring and nothing interesting happens, but 
  early in the second day a few infected Bullywugs looking 
  for blood beset the PCs. 
  Encounter 4 – B [The Dying Ones]: Here the 
  PCs come across a watery zone where a number of 
  Bullywugs are dying of the disease. This should be a 
  tough sight, even for the stronger of heart. One or two of 
  the bullywugs are still alive, and with a bit of prodding 
  are willing to talk. 
  Encounter 4 – C [The Wastrian Priest]: A 
  Wastrian and his bodyguards are looking for those who 
  did this. The Wastrians will believe the PCs are behind it. 
  However, he is willing to talk in the hope of finding a 
  cure. If convinced the PCs are not responsible, he will try 
  to enlist the aid of the PCs in finding a medicine. 
  Encounter 4 – D [The Pond]: If the PCs press on 
  after the meeting with the Wastrian priest they arrive at 
  the remains of a bullywug camp. This small outpost of 
  bullywugs is dead. The PCs can see the damage done by 
  the disease first hand. Here they get another clue to link 
  Rajivah clearly with the disease. 
  Encounter 5 [The Apothecary]: After having 
  retrieved evidence from the bullywugs, the PCs should be 
  able to link the disease with Rajivah. Returning to the 
  village, they learn that as of yet Rajivah has not arrived. 
  Following the only road, they find that he was on his way 
  to back to help the locals fight the disease when his axle 
  broke.  
  If told of the immense damage the disease is 
  causing, he is filled with remorse and the PCs can steer 
  him away from the dangerous path he has taken. 
  Otherwise, he becomes a follower of Incabulos. 
  Encounter 6 [Man in the Muddy Water]: 
  Incabulos is not about to let Rajivah slip through his 
  fingers. Several of his servants jump from muddy pools of 
  water to carry Rajivah away out of the hands of the PCs. It 
  is in up to the PCs to either save him if redeemed or to 
  prevent his escape otherwise. 
  Conclusion: With the truth out in the open, and 
  the direct danger defeated, it is up to the PCs what to do 
  next. Will they provide the medicine to the bullywugs? 
  Or will they let them die with all the attendant risks to 
  both humans and lizardfolk? 
   
  Introduction 
  Read the following to the players: 
   
  Having just finished your last adventure, you headed for 
  the village of Calgen in southern Sunndi where 
  adventures were supposed to be plentiful. Rumors told 
  that Count Kestor was looking for adventurers to enlist in 
  the defense of Corul. However when you arrived, you 
  found the rumors to be false. Most adventurers have left 
  the area. Along with a few others, you decided to stay and 
  make the best out of this situation. 
   
  Allow the character to introduce each other at this time. 
   
  Sitting at an inn, you are approached by a beautiful Suel 
  lady with piercing blue eyes and silver-white hair 
  showing some elven heritage. 
  “Greetings, my name is Lady Arnila Kilvale, wife of Sir 
  Bardagon Kilvale. My husband was supposed to send 
  supplies to the troops here, but he has not done so. I 
  worry that our enemies may use this to spread rumors 
  about us. Will you help me?” 
  
  SND4-05 In Sickness and in Health 
   
  Page 5 
   
  Lady Arnila wishes the PCs to travel to Garon and escort 
  the supplies back to Calgen. While the supplies are not 
  critical, she wants the provisions here quickly. If the PCs 
  have questions for her, she answers them politely. While 
  she pretends she wants the supplies, she is more worried 
  about what may have happened to her husband and to his 
  brother. She does not say anything about the plague that 
  is supposed to ravage the land unless directly asked about 
  it. Though she does not know more then the rumors that 
  can be heard in town (see below). 
   
  �Lady Arnila Kilvale: Female Suel Ari3. 
   
  Appearance: Lady Arnila is a beautiful Suel 
  woman with piercing blue eyes and long, straight silver-
  white hair. She has a proud bearing, wearing rather 
  expensive clothes and appears somewhat out of place in 
  this area. 
   
  Personality: Lady Arnila is a proud woman, 
  hailing from Pitchfield and with little love for this 
  provincial region. However, her love for her husband is 
  greater then her hatred for the Vast Swamp. Years of near 
  constant worry have left their marks, and though she 
  hides it well, she looks weary and careworn. 
   
  How much are you willing to pay? 
  “My husband and I are not very rich. We can 
  only give you a small amount of gold (50 gp per person), 
  but Count Kestor is a personal friend of mine, and I am 
  willing to speak on your behalf if you ever need his aid. 
  Of course, should raiders be the cause of this delay, do 
  help yourselves to anything you find.” 
   
  Did you send anyone before us? 
  “Yes, four days ago I sent my brother-in-law, Sir 
  Orwin Kilvale, to investigate. He is a Holy Warrior of 
  Pelor. He is very trustworthy and if he hasn’t returned, 
  something important must’ve happened to him. If you 
  can find him, please bring him back as well.” 
   
  Are there any enemies near Garon? 
  “Garon is located near the Vast Swamp and as 
  such occasionally the target to raids from some of the 
  horrors living there. But my husbands’ soldiers have 
  always managed to keep the things at bay. A bullywug 
  raid took place about 12 days ago, but no horrors have 
  been seen since that time, including bullywugs.” 
   
  How long will the trip to Garon take? 
  “If you hurry, it will take you slightly more then 
  1 day on horseback, assuming you do not get into trouble. 
  Considering the weather, it would be better to take your 
  time, meaning it should take you slightly less than 2 days. 
  By foot it will take you about twice that time.  
  “About halfway between here and Garon there is 
  one Border Post, which is a good place to rest. At least 
  there is a roof, and the presence of soldiers offers some 
  protections against the horrors of the swamp.” 
   
  If/when the PCs finally agree to the mission, they can all 
  notice that Lady Arnila’s smile warms.  
  Before leaving town, the PCs can ask around 
  about the village of Garon. On a DC 10 Gather 
  Information check, the PCs hear rumors of plague in and 
  around Garon. No one has heard anything from there 
  since a couple of days ago. 
   
  Development 
  It is always possible the PCs refuse to help a lady in 
  distress, especially since at higher APLs, the pay is 
  meager. Later during the day an agent of Count Kestor 
  will approach the PCs. He is looking for some 
  adventurers willing to take look into the news of a plague 
  spreading from the hamlet of Garon. Diseases are not all 
  that uncommon, but there are rumors this disease has a 
  magical origin and that it is some new kind of weapon 
  used by the bullywugs to destroy the defenses of Sunndi. 
  The agent doubts the rumors are true, and more than 
  likely the PCs will be back within a day or two. So he 
  offers the same amount of gold as Lady Arnila, though he 
  notes that if the Wastrians are behind the disease, there 
  will be plenty of opportunity for loot, which the PCs are 
  free to keep. If they still refuse, the adventure will be over 
  for them. 
   
  Note: There are no horses for sale or rent in 
  Calgen. They are either in use by the army or they are 
  used in the many building projects used to bolster the 
  defenses of the border with the Vast Swamp. 
   
  Calgen is a village and as such there is GP limit 
  of 200 gp. Due the presence of many soldiers, weapons, 
  armor and low-level magical supplies are 10% more 
  expensive then normal. 
   
  Encounter 1: 
  Please Help 
  The trip from Calgen to the hamlet of Garon follows the 
  newly build Swamp Road in the direction of Nondrinn. It 
  is a good wide road used for quick access by the military 
  in the border region in case of a raid. The area is not very 
  densely populated, and once more then a bowshot away 
  from Calgen and the keep of Count Kestor, the 
  surrounding lands soon become wilderness. 
  The road itself mainly follows the ridges of the 
  low hills. The terrain 100 feet left and right of the road is 
  kept relatively free of bushes and tall grass to provide a 
  good overview and make it more difficult to ambush 
  those using the road. A large ditch on one side of the road 
  provides an outlet for water and even in the current 
  downpours the road is not very muddy. 
   
  Read aloud: 
  You have been traveling for a couple of hours, ever 
  getting closer to the Vast Swamp. All the while you have 
  kept a close eye out for ambushes or signs of a previous 
  attack on a convoy. The weather has been bad. Rain has 
  been falling since this morning. Luckily, it’s warm 
  outside so the discomfort is easily bearable. The road you 
  
  SND4-05 In Sickness and in Health 
   
  Page 6 
  are traveling on has been paved and reinforced using 
  stones and so it remains quite stable and dry.  
  Ahead, about two dozen refugees emerge out of 
  the sheets of rain coming in your direction. They carry 
  bags and boxes. Seeing you, they huddle together in fear 
  and distrust. Most are covered in oozing boils and look to 
  have been on the road for hours. 
  A young woman, not much past puberty calls 
  out to you: “Be you foe or friend, sirs?" 
   
  It should not be too difficult for the PCs to convince 
  these people that they are friends. The de facto leader of 
  the band is a young woman named Pariana. Pariana has 
  been through the worse of the disease and should be fine 
  in a week or so.  Pariana agrees to talk to the PCs as long 
  as they show kindness and a willingness to help out. 
  Once convinced of their good intent, Pariana beseeches 
  the PCs for aid. Several of the members of the group are 
  sick and require medical aid, preferably of the magical 
  kind. They are too poor to pay for it themselves, and they 
  are hoping to find solace in Calgen or beyond. 
   
  It is unrealistic to think the PCs have sufficient 
  healing power to cure all of the refugees. A DC 15 Heal 
  check reveals that most of the refugees will reach Calgen 
  alive.  A few of the elderly are on the brink of a collapse, 
  and two toddlers will not survive another night. Pariana 
  comes from Garon, and she and the rest of the group have 
  been on the road for nearly three days now. Their 
  progress is severely hampered by the presence of 
  children, elderly and the sick. It will take them at least 
  another day before they finally reach Calgen. 
  If questioned about the disease, she confesses 
  that as a young girl she neglected her duties to the gods. 
  Now she feels sorry, and has vowed to spend her life 
  helping the poor in the name of Pelor. She can tell them 
  the curse (Pariana keeps referring to the disease as a 
  curse) has befallen the poor people because some of them 
  looted the site of a skirmish between bullywugs and some 
  of Sir Bardagon’s men. All members of their families are 
  now sick. They left their communities (not all of them are 
  from Garon) in search of healing. If asked when this 
  battle took place, she tells them it was 12 days ago. Since 
  then no new bullywugs have been seen (basically 
  confirming what Lady Arnila told the PCs in the 
  Introduction). 
  If the PCs ask about Sir Bardagon Kilvale, or his 
  brother Sir Orwin Kilvale, or the supply convoy that was 
  expected to arrive in Calgen several days ago, Pariana tells 
  them that when the first people became sick, Sir 
  Bardagon locked himself up in his keep and he has not 
  allowed anybody to enter. They never saw Sir Orwin, but 
  that does not surprise her too much. They had to take a 
  detour to cross a flooded river. Sick as they are, there was 
  little chance for them to cross it with the bridge 
  destroyed. A healthy strong man like Sir Orwin probably 
  crossed the river without problems. 
  The reference to the bridge might worry the 
  PCs, but Pariana is quite positive the PCs do not need to 
  make the detour to the ford. It is unlikely the soldiers 
  have not repaired the bridge yet, and even if it is still 
  destroyed, the PCs should be able to cross it with a little 
  bit of difficulty. It is certainly not worth a detour of at 
  least a day. 
   
  �Sick Refugees (20): Male/female humans (mostly 
  Oeridian) Com1; hp 3. 
   
  Since the refugees are in close contact, if not downright 
  touching, with the PCs, the PCs have a chance of being 
  infected by the disease. At the END of the encounter, 
  have them roll a DC 13 Fort save but do not tell them 
  who made it and who failed. More information on the 
  disease can be found in Appendix 7. 
   
  Development 
  Only a short time after having encountered the refugees, 
  the PCs arrive at one of the Border Posts.  
  About every 12 mile along the border with the 
  Vast Swamp there is one such post. These posts consist of 
  one small wooden tower and a small barn. Five soldiers, 
  many of whom are Royal Warders, are stationed at each 
  of these towers. A platform next to the tower can be lit to 
  alert the other watchtowers in case of an attack or a raid. 
  giving the soldiers in Eyedrinn, Nondrinn or Calgen the 
  time to prepare and to be ready when a messenger arrives 
  with the information on where the raid takes place. Since 
  these posts have been built, the army has been able to 
  mount a much quicker response to attacks, bolstering the 
  defenses of the region. Of course, these posts also provide 
  a convenient place for travelers to rest. 
   
  If the PCs traveled by foot, they arrive at the 
  border post by the end of the day. If they traveled by 
  horse, they still have an hour or three of daylight left. 
  Whether they stay or not is of no consequence. The 
  soldiers do not care either way. If they keep on riding, 
  they reach the bridge (Encounter 2) just before nightfall, 
  and they should be able to cross the river before dark. In 
  this case the bullywugs are at the bridge as well. 
  The soldiers stationed at the tower are always on 
  for a chat and can confirm that the bridge has not yet 
  been repaired. Word has been send to Calgen. They 
  expect a crew of workers any  day now, but the weather 
  and the many other building projects along the border 
  probably caused the delay. They are aware of the plague 
  in Garon, but have not seen any travelers from that 
  direction in days. Sir Orwin did pass this post, but he did 
  not remain for the night.  
  One of the warders has just returned from a 
  long-range patrol into the swamp and while they found 
  tracks of a very small band of bullywugs, the group was 
  not big enough to suggest a raid. Bullywugs are cowards, 
  who never attack unless they travel in big groups. More 
  than likely it was a group of hunters or scouts. Still, it 
  pays to be alert. 
  Nothing happens during the night, whether the 
  PCs sleep outside in the wilderness or in the stables of the 
  Border Post. 
   
  
  SND4-05 In Sickness and in Health 
   
  Page 7 
  Encounter 2: 
  Torn Out Bridge 
  The trip from the Border Post to the bridge takes about 2 
  hours by horse and 4 by foot. The weather and terrain will 
  be the same as in the previous part of the trip. 
   
  Walking west along the verges of the Vast Swamp, you 
  cannot help but keep looking in its direction. The 
  creatures and monsters living in its murky waters are not 
  just fairytales.  
  Ahead of you, the small wooden bridge over a 20 
  feet wide river has been destroyed and washed away. Due 
  to the rain that has been falling these last few days, the 
  current is strong and crossing may be dangerous.  
   
  The river is 10 feet deep pretty much everywhere. Its 
  banks are quite steep (making it 15 feet from the level 
  where the PCs arrive from and the bottom of the river. 
  The characters have a few choices to cross the 
  river, though at higher APLs magic will make crossing 
  the river a lot easier: 
  Using a tree trunk: This is perhaps the easiest 
  way to cross the river without using magic. It takes them 
  5 minutes to find a suitable tree. Walking over the tree 
  trunk requires a Balance check DC10. 
  Using a rope: the problem with this technique is 
  not getting the rope across. Because of the rain, both sides 
  of the river are muddy. The character must throw the 
  rope 40 feet on the other side. That this takes a DC 13 
  Rope Use check. Crossing the rope requires either a 
  Balance DC25. Simply hanging from them requires a DC 
  5 Climb check. 
  Swimming or wading through the water: This is 
  a very dangerous method of crossing. It requires a DC 20 
  Swim check. Failure means that the character has been 
  washed down the river 5 feet for every point the check 
  was missed by. This means that a character can end up 
  very far away. Anyone who fails and falls into the water 
  MUST take that Swim check or be swept away. Failing it 
  by more then 5 also means the PC goes underwater and 
  takes 1d6 nonlethal damage from the battering of the 
  water and the many floating branches. 
  Getting out of the river requires a DC 15 Climb 
  check due to slipperiness of the banks. 
  Jumping across: There is ample room to make a 
  running jump. The Jump check has a +3 DC modifier due 
  to mud. 
  Halfling Throw: Yes, this almost forgotten art 
  can sometimes be used! Throwing a gnome or a halfling 
  requires making a ranged attack roll against AC 5 (do not 
  forget to apply the negative modifiers for the range and 
  the fact that it is a makeshift weapon). The thrown small 
  character must make a DC 15 Balance check or he will 
  land prone and takes 2D6 falling damage. 
  Walking over the water: At higher APLs it is not 
  unlikely for the PCs to be able to walk over the water 
  with the aid of a water walk spell. This is no easy feat due 
  to the strong current and it requires a DC 15 Balance 
  check to remain standing. 
   
  Creatures: Before the last party member can cross the 
  river, a group of bullywugs attacks. They have lain in 
  waiting about 40 feet upstream ready to attack anything 
  that moves. They had just enough left of their thinking 
  faculties to realize that the best tactic is to wait until their 
  opponents, in this case the PCs, are split up. They will 
  attack the eastern bank (the one the PCs came from). 
  More information on the area can be found on Map 1. 
  Allow each PC a DC 15 + APL Spot check to not 
  be surprised. 
   
  APL 2 (EL 4) 
  �Bullywug raiders (4): hp 9 each; see Appendix 1. 
   
  APL 4 (EL 6) 
  �Bullywug raiders, male bullywug Rng2 (4): hp 23 each; 
  see Appendix 2. 
   
  APL 6 (EL 8) 
  �Bullywug raiders, male bullywug Rng2/Bbn2 (4): hp 51 
  each; see Appendix 3. 
   
  APL 8 (EL 10) 
  �Bullywug raiders, male bullywug Rng2/Bbn4 (4): hp 77 
  each; see Appendix 4. 
   
  APL 10 (EL 12) 
  �Bullywug raiders, male bullywug Rng2/Bbn6 (4): hp 
  103 each; see Appendix 5. 
   
  APL 12 (EL 14) 
  �Bullywug raiders, male bullywug Rng2/Bbn8 (4): hp 
  119 each; see Appendix 6. 
   
  Tactics: CHARGE!!! The Bullywugs’ current state does 
  not allow for very elaborate tactics. They still realize that 
  opening themselves up for a full round attack by the 
  dangerous looking fighter-types is a bad idea. So they will 
  start with a volley of arrows in the hope that the 
  opponents have to charge them, before closing in with 
  the PCs. They try to make sure that at least some of the 
  opponents have to move more then 5 feet to reach them. 
  They are also well aware of the dangers of area of effect 
  spells, trying to position themselves so that it is difficult 
  to hit them without hitting their opponents as well. 
   
  Except for the road, the terrain is wet and 
  slippery. While the bullywugs are not hindered by this, 
  all others that run or charge when off the road need to 
  make a DC 12 Balance check, when unsuccessful no 
  movement can be made that round and the PC loses one 
  move action. If the check failed by 5 or more, that 
  character will fall prone as well. Tumbling or jumping in 
  this area incurs a +3 DC modifier due to the slipperiness. 
  The ditch is on the south side of the road and is 5 feet 
  wide and 5 feet deep. A 1 feet deep layer of water streams 
  through it. Exiting a square inside the ditch counts as a 10 
  feet move unless one crossed it by jumping over it. 
  
  SND4-05 In Sickness and in Health 
   
  Page 8 
  Stepping into it requires a DC 12 Balance check to 
  prevent slipping. 
   
  Treasure 
  Looting the bodies of the bullywugs: 
   
  APL 2: L (15 gp); C (0 gp); M (0 gp) 
   
  APL 4: L (116 gp); C (0 gp); M (0 gp) 
   
  APL 6: L (287 gp); C (0 gp); M 4x potion of 
  barkskin +2 (25 gp) 
   
  APL 8: L (381 gp); C (0 gp); M 4x oil of greater 
  magic weapon +1 (62 gp each), 4x potion of barkskin +2 
  (25 gp each), 4x potion of shield of faith +2 (4 gp each). 
   
  APL 10: L (414 gp); C (0 gp); M 4x oil of greater 
  magic weapon +2 (100 gp each), 4x potion of barkskin +3 
  (50 gp each), 8x potion of shield of faith +3 (25 gp each), 
  4x oil of magic vestment +1 (62 gp each). 
   
  APL 12: L (414 gp); C (0 gp); M Magic: 4x oil of 
  greater magic weapon +2 (150 gp each), 4x potion of 
  barkskin +5 (100 gp each), 8x potion of shield of faith +5 
  (75 gp each), 4x oil of magic vestment +1 (100 gp each). 
   
  Detect magic results: oil of greater magic 
  weapon +1 (Faint Transmutation), oil of greater magic 
  weapon +2/+3 (Moderate Transmutation), oil of magic 
  vestment +1 (Faint Transmutation), oil of magic vestment 
  +2 (Moderate Transmutation), potion of barkskin +2 
  (Faint Transmutation), potion of barkskin +3 (Moderate 
  Transmutation), 
  potion 
  of 
  barkskin 
  +5 
  (Strong 
  Transmutation), potion of shield of faith +2 (Faint 
  Abjuration), potion of shield of faith +3 (Moderate 
  Abjuration), potion of shield of faith +5 (Strong 
  Abjuration). 
   
  Development: After the battle, let characters with a DC 
  12 Knowledge (Splintered Suns) check know that the 
  way the Bullywugs attacked to be a little odd. Usually 
  groups of this size do not attack and the lack of a divine 
  spellcasters is weird as well. Anyone making a DC 15 
  Heal check on the bodies immediately after death reveals 
  they are oddly warm (for Bullywugs) as if they were sick. 
  The PCs can proceed onwards in the direction 
  of Garon. 
   
  Encounter 3: 
  Investigating in Garon 
  When they first arrive in the village, read the following 
  out loud. 
   
  The hamlet you are looking at can only be the hamlet of 
  Garon. It appears it is still standing and that people are 
  still living here. About fifty simple buildings set around a 
  central marketplace form the village. A small stone shrine 
  with the symbol of a smiling sun overlooks the 
  marketplace, its doors closed. Next to it stands one of the 
  bigger wooden buildings, doors and shutters closed as 
  well. In the middle of the market is a large roughly 
  circular pile of ash, as if a large fire had been made a few 
  days ago. A few peasants are selling their vegetables in the 
  market square, none of them seems infected with the 
  disease that appears to be plaguing the land. Some 
  distance away from town, the tower of a motte and bailey 
  keep rises through the trees, the flag of Sunndi floating 
  proudly atop it.  
   
  This encounter relates the investigations of the PCs 
  around the village. Feel free to add a few sub-scenes of 
  your own making. 
   
  Encounter 3-A: Castle Garon 
  Read aloud: 
   
  Castle Garon is a rather small motte and bailey keep, 
  consisting of one big stone tower on top of a low 
  manmade hill surrounded by a wooden palisade and a 
  now water filled ditch. A wooden gatehouse provides 
  access to a smaller enclosed area from where a second 
  gate leads onto the ramp going up to the tower. 
  Obviously the man living here is not rich. The keep is of 
  recent construction and hasn’t seen any heavy action. 
  Guards line the walls, wearing the gold and green. 
   
  A DC 15 Knowledge (Nobility and Royalty) informs the 
  PCs that green and gold are the colors of the Kilvale 
  family. 
   
  A loud shrieking noise seems to rise and fall. Your eyes 
  focus on an arrow that falls a good twenty paces ahead of 
  you. “ADVANCE NO FURTHER! STATE YOUR 
  BUSINESS!” calls out one of the guards. 
   
  Under no circumstances are the PCs allowed to approach 
  the castle. If asked, the guards will get Sir Bardagon. Sir 
  Bardagon will not let them approach. While he does not 
  want to attack the PCs, he will order his men to fire upon 
  them if they try to approach. 
  If the PCs ask Sir Bardagon about the supplies, 
  he replies that he has most of the supplies in the keep, 
  but that it will take about a day to prepare the cart. They 
  can come and get it tomorrow. 
  Telling him about his wife, Sir Bardagon will 
  add a letter to the supplies for his wife. As there are a 
  number of people in his close family who have recently 
  been cured, he wishes for his priest to oversee their 
  recovery. 
  He tells them that his brother, Orwin is in town, 
  treating the sick. He also tells them to go see Amder, the 
  village priest who might help them. 
  If asked about the camp of the Bullywugs, Sir Bardagon 
  has one of his men give directions to the PCs. The guard 
  tells the PCs that it would take them about 24 hours to 
  reach the place. 
   
  No amount of talking can get him to open the 
  gates and allow the PCs (or anybody else) to enter the 
  keep. He is very afraid the disease might affect his 
  children, who for now are unaffected. 
   
  Encounter 3-B: Sir Orwin Kilvale 
  Asking in the village for a healer or a person in charge or 
  if they know of him through his brother, they can easily 
  find Sir Orwin. At the time the PCs arrive, he is out on a 
  
  SND4-05 In Sickness and in Health 
   
  Page 9 
  farm just outside the village, examining some cattle. Sir 
  Orwin hopes to discover a cure for the disease. 
   
  A man wearing a leather jerkin, a simple tunic and an 
  obvious symbol of a smiling sun around his neck emerges 
  from the farmhouse, a mace at his belt. He doesn’t seem 
  to be affected by the disease. A farmer shadows him and 
  looks at you with suspicious eyes.  
  “Hail! Greetings strangers! What brings you to 
  these parts?” the armed man asks. “Do you have access to 
  some curative blessings? There is a young girl here in 
  need of such gifts, if you have them to give.” 
   
  Sir Orwin will not think of introducing himself unless 
  the PCs do so. He is a Paladin devoted to Pelor. He is 
  more interested in poor Bazel who is dying from the 
  disease (her Con is down to 1). Sir Orwin is Sir Bardagon’ 
  brother.  
  If told about his brother’s reaction to their 
  request. Sir Orwin looks sad. 
   
  �Sir Orwin Kilvale: Male Oeridian Pal10; hp 84. 
   
  Asked about Sir Bardagon: 
  “My brother does not have the same faith I have. When 
  both his sons fell ill, he closed up the castle. Do not judge 
  him, many would do the same. How would you react if 
  your own children fell ill?” 
   
  Asked about Lady Arnilla: 
  “She is a woman with a good heart. I am very fond of her. 
  She sent you here… for military supplies… I did not 
  know her to be worried about military matters. Politics, 
  yes, military, no. I think she may be worried about 
  Bardagon and her children.” 
   
  About the disease: 
  “The disease appeared about 12 days ago, when some 
  soldiers captured a Bullywug and brought it to Garon to 
  interrogate him. He was placed in a cage in the middle of 
  town. The Bullywug died merely a day after being caught,  
  its body covered in boils and oozing warts. 
  “Many of the town folks who contract the 
  disease seem to recover within a few days. The old and 
  the children have much tougher time. 
  “When I arrived in town last week, most of the 
  town folk were infected. I took it upon myself to burn the 
  body and the wooden cage. 
  “There is little doubt in my mind that the 
  Bullywugs are behind this. They brought the disease to 
  us.” 
   
  Anyone making a DC 12 Knowledge (Splintered Sun) 
  check can know that it would be an odd tactic coming 
  from the Bullywugs. Note that Sir Orwin got to see the 
  Bullywug just after its death, by then he only saw its 
  rotting carcass. 
   
  About his health (why he is healthy): 
  “Pelor watches over me.”  
  Sir Orwin never says out loud that he is a Paladin. 
   
  About the Apothecary/anyone who left town: 
  “Helpful man indeed, an apothecary and herbalist of 
  talent. Left town a few days before I arrived. He helped 
  cure a number of people. He ran out of herbs to help the 
  people and headed west to fetch more. You should ask 
  Amder about him.” 
   
  Sir Orwin will not leave Garon nor its people as long as 
  the source of the disease is not found. He remains here to 
  assist them and Amder (the local priest) in any way he 
  can. 
   
  Encounter 3-C: The healthy folks 
  The PCs can go around asking questions. Allow them a 
  DC 10 Gather Information check to find someone who is 
  willing to talk to them. That person, a stout farmer selling 
  his cabbage, named Panol. Panol is willing to answer 
  questions. 
   
  About his health: 
  “Yes, I felt sick for a few days, but I’m now fine. My wife 
  and my kids were ill for a number of days, but they are all 
  getting better now.” 
   
  About the Bullywug: 
  “Yep, we caught him sleeping. After a little clubbing, 
  Camille, one of Sir Bardagon’s sergeants, told us to bring 
  him back to town so it could be interrogated. Those 
  things are disgusting, its warts oozed all the way back. 
  “It was a shame the damn thing didn’t talk, only 
  croaked until it finally stopped moving.” 
   
  Where to find Bullywugs: 
  “They have a village, perhaps 24 hours walk through the 
  swamp.”  
   
  Panol cannot give a specific location for the village. Nor is 
  he interested in going. He directs anybody looking for 
  more information on this camp to the castle. 
   
  About Camille: 
  “Camille has left us now. He was buried shortly after his 
  death. That’s too bad; for once a local kid got an important 
  position. Now he shines down upon us, or so Amder 
  says.” 
   
  About the Apothecary/anyone else in town: 
  “I’ve never seen a Baklunish man before. Heard they were 
  evil folk, eating humans and all that, but he was very 
  friendly. Rajivah his name was. Sold us a number of 
  remedies. But he left town, when he ran out of medicinal 
  herbs. Left shortly before Sir Orwin arrived. He sells 
  what he calls Tusman Forest Cream, made with the dark 
  soil of the forests. It cured me of the disease.”  
   
  If prompted Panol can tell that Rajivah left by the Swamp 
  Road to the west. A DC 15 Knowledge (geography) or 
  Knowledge (the Splintered Sun) check confirms that 
  
  SND4-05 In Sickness and in Health 
   
  Page 10 
  with this kind of weather the Swamp Road would be the 
  only road traversable with a big wagon. 
   
  Encounter 3-D: Amder of Pelor 
  Though the temple doors are closed, they are unlocked, 
  and anyone wishing to enter need only push the doors. 
  Note that Amder does not live in the shrine. He is merely 
  there to contemplate his fate. Next to the shrine stands 
  his house and that is the place where he treats his 
  patients. 
   
  The inside of the temple is well lit and many mirrors 
  reflect the glory of Pelor. Even on such overcast day, the 
  place is bright. Sitting on a bench is a frail, coughing 
  man. 
  “If you have come to be cured from the disease, 
  you are too late, come again in the morning.” The man 
  says without turning towards to you. 
   
  Amber is dying of the plague himself. He had always 
  been frail. Now the disease has caught up with him. 
  Amder refuses to cure himself, instead making sure as 
  many of his people are saved.  
   
  �Amder: Male Suel Clr6 (Pelor); NG; hp 27. 
   
  Like the refugee Pariana, Amder believes that he is 
  responsible for the disease. These last few years, he has 
  grown slowly and slowly more depressed and less 
  interested in his ministry. 
  Rousing Amder from his depression requires a 
  15 + APL Diplomacy check. Give a role-playing bonus for 
  nice speech and a +5 bonus if the PCs can prove him he is 
  not the cause of the disease (bringing back Rajivah or 
  showing him the vials of potion). Then Amder rouses 
  from his depression and once again becomes the shining 
  beacon to his flock.  
  Until he is roused from his depression, Amder 
  will decline any magical assistance for himself, instead 
  asking the PCs to offer their assistance to some of the 
  local children. 
  Amder does not know much about Rajivah, 
  except that he was a young Baklunish man who has seen 
  quite a lot of the world. Rajivah was definitely not a snake 
  oil salesman. Amder knows enough about herbs to 
  confirm that Rajivah is an expert herbalist. Rajivah was a 
  great help while battling the plague. After a day or two he 
  discovered a medicine that was a great boon in the 
  healing process, but he ran out of herbs and went to the 
  west about 7 days ago. He should return any moment 
  now… 
  A DC 10 Knowledge (religion) check confirms 
  that it is highly unlikely Rajivah is a follower of 
  Incabulos. Followers of the Dark Rider never cure their 
  victims. 
   
  Encounter 3-E: Battlefield 
  If the PCs wish to see the place where Sir Bardagon’s 
  troops fought the bullywugs. 
   
  Leaving the road, you enter a small meadow. A dreadful 
  stench emanates from it. The muddy ground serves as an 
  open-air resting place for the putrid bodies of a dozen 
  Bullywugs. A few of their pets rest with their masters. 
  It is quickly obvious that something is wrong 
  with the Bullywugs’ cadavers. They are a disgusting pile 
  of ooze with their bones clearly exposed. The bodies of 
  the crocodiles look very different: they are more intact. 
   
  A number of arrows still stand as testaments of the battle. 
  Bodies of Bullywugs rot away in a pile, and a foul stench 
  emanates from the rotting carcasses of the Bullywugs. 
  The bodies of the Sir Bardagon’s soldiers have been 
  removed and properly buried and are nowhere to be 
  found. The place was looted by a number of peasants who 
  spread the disease to neighboring villages and hamlets. So 
  there is nothing of value left. 
   
  Encounter 4: 
  Looking in the swamps 
  At this point, the characters are more than likely 
  interested in tracking down the group of bullywugs that 
  apparently spread the disease in Garon. Locating the 
  bullywug camp is not too difficult if they follow the 
  directions given by Sir Bardagon’s men (who are willing 
  to provide a map if necessary). Of course, knowing where 
  to go and getting there are two different things. The Vast 
  Swamp is a dangerous place to be, and now that there is a 
  band of out-of-control bullywugs wandering around, 
  things haven’t exactly become safer 
  The way the PCs play these encounters is very 
  important to the rest of the adventure. Simply attacking 
  everyone seriously cripples the PCs’ chance at 
  understanding what is happening. They also miss out on 
  a chance to vanquish the disease for good. Allow the PCs 
  to go back to Garon and ask a few more questions if they 
  wish. 
  For more generic information on the Vast 
  Swamp and fighting in it, read Appendix 10. The 
  information provided in this appendix will also help 
  describe the environment the PCs are traveling through 
  as well as some of the more common problems they will 
  face. Traversing the swamp requires the PCs to walk in 
  single file: one behind the other. Make sure you know 
  the party order beforehand, as well as any spells particular 
  PCs might have running at specific times. Feel free to add 
  some minor encounters to highlight the dangers of the 
  swamp (such as a patch of quicksand the PC ranger sees 
  in time, or a large constrictor snake fighting with an 
  alligator). Make sure these encounters never threaten the 
  PCs for real or that it costs too much time. 
   
  A note on traveling time 
  Assuming the PCs have a movement rate of 20 feet, the 
  trip to the bullywug camp takes 2 days. If all the PCs have 
  a movement rate of 30 it takes slightly less than 1,5 days. 
  Before they can reach the camp though they will come 
  across various bands of bullywugs and the clerical 
  masters. The first day of the trip will be relatively 
  
  SND4-05 In Sickness and in Health 
   
  Page 11 
  uneventful, but early in the morning of the second day 
  will the PCs encounter 4 – A, 4 – B and 4 – C. 
   
  Troubleshooting 
  At higher APLs the PCs might decide to fly over the 
  swamp, or even teleport to the bullywug camp. 
  Considering the fact that the PCs are looking for clues on 
  the origin of the disease this is not very wise. Who knows 
  what they might miss if they select the quick mode of 
  travel. If they persist, pass over Encounter 4-A and 4-B, 
  and with it the XP and gold. Instead of meeting Valen 
  (Encounter 4-C) before the camp, the PCs will meet him 
  at the camp. 
   
  Encounter 4-A: The warriors 
  Read this to the PCs. 
   
  The swamp is teeming with life and difficult to move 
  through. If the large expanses of muddy reed-lands, 
  murky channels and densely overgrown hills weren’t 
  enough, the myriad of dangerous creatures, the 
  quicksand, the mosses and the rain trickling down the 
  leaves makes this trip particularly difficult. Your progress 
  is difficult, but you manage to evade most of the dangers.  
   
  Call out for a Listen check. The PC with the highest roll 
  hears the noise of a loud argument or battle in the 
  distance. The result of the roll determines the distance 
  between the PCs and the disturbance: (10x value of the 
  check) – 20 in feet. 
   
  Continue when they approach. 
   
  In a shallow pool of water, you can see a few bullywugs 
  pushing and shoving each other in a very aggressive 
  fashion. They shout at each other, oblivious to your 
  presence. 
   
  The party has a choice here, they can fight the Bullywugs 
  or go around them. As soon as the Bullywugs are aware of 
  the PCs’ presence, they focus solely on the PCs. Unless 
  the PCs are sneaking, this will be at 40 feet distance. 
   
  Note that the ELs of this encounter have been 
  reduced significantly due to the fact the PCs most likely 
  have surprise and because the bullywugs will use no 
  tactics what so ever.  
   
  APL 2 (EL 2) 
  �Bullywug raiders (4): hp 9 each; Appendix 1. 
   
  APL 4 (EL 4) 
  �Bullywug raiders, male bullywug Rng2 (4): hp 23 each; 
  Appendix 2. 
   
  APL 6 (EL 6) 
  �Bullywug raiders, male bullywug Rng2/Bbn2 (4): hp 51 
  each; Appendix 3. 
   
  APL 8 (EL 8) 
  �Bullywug raiders, male bullywug Rng2/Bbn4 (4): hp 77 
  each; Appendix 4. 
   
  APL 10 (EL 10) 
  �Bullywug raiders, male bullywug Rgr2/Bbn6 (4): hp 
  103 each; Appendix 5. 
   
  APL 12 (EL 12) 
  �Bullywug raiders, male bullywug Rng2/Bbn8 (4): hp 
  119 each; Appendix 6. 
   
  Tactics: CHARGE!!! These creatures even have less self-
  control then the raiders at the riverside in Encounter 2. 
  Their current state does not allow for any tactics. They 
  attack the nearest sentient creature that moves and is not 
  a bullywug. In their rage they simply charge their 
  opponents, caring nothing about things such as reach and 
  attacks of opportunity or that working together might be 
  a good idea. 
   
  Treasure 
  Looting the bodies of the bullywugs: 
   
  APL 2: L (15 gp); C (0 gp); M (0 gp) 
   
  APL 4: L (116 gp); C (0 gp); M (0 gp) 
   
  APL 6: L (287 gp); C (0 gp); M 4x potion of 
  barkskin (25 gp each). 
   
  APL 8: L (381 gp); C (0 gp); M 4x oil of greater 
  magic weapon +1 (62 gp each), 4x potion of barkskin +2 
  (25 gp each), 4x potion of shield of faith +2 (4 gp each). 
   
  APL 10: L (414 gp); C (0 gp); M 4x oil of greater 
  magic weapon +2 (100 gp each), 4x potion of barkskin +3 
  (50 gp each), 8x potion of shield of faith +3 (25 gp each), 
  4x oil of magic vestment +1 (62 gp each). 
   
  APL 12: L (414 gp); C (0 gp); M Magic: 4x oil of 
  greater magic weapon +2 (150 gp each), 4x potion of 
  barkskin +5 (100 gp each), 8x potion of shield of faith +5 
  (75 gp each), 4x oil of magic vestment +1 (100 gp each). 
   
  Detect magic results: oil of greater magic 
  weapon +1 (Faint Transmutation), oil of greater magic 
  weapon +2/+3 (Moderate Transmutation), oil of magic 
  vestment +1 (Faint Transmutation), oil of magic vestment 
  +2 (Moderate Transmutation), potion of barkskin +2 
  (Faint Transmutation), potion of barkskin +3 (Moderate 
  Transmutation), 
  potion 
  of 
  barkskin 
  +5 
  (Strong 
  Transmutation), potion of shield of faith +2 (Faint 
  Abjuration), potion of shield of faith +3 (Moderate 
  Abjuration), potion of shield of faith +5 (Strong 
  Abjuration). 
   
  Development 
  If the PCs manage to capture a bullywug alive, they find 
  the creep to be completely uncooperative. Overcome by 
  the disease, all it can think of is to kill, maim and destroy. 
  It even goes so far as to attack with its mouth, which, 
  considering its lack of teeth is not very painful. 
   
  
  SND4-05 In Sickness and in Health 
   
  Page 12 
  Encounter 4-B: The Dying Ones 
  You have been following a raised patch of land, trying to 
  keep your feet dry. Dry is a very broad term for the ever-
  present mud that covers the ground. The rain hasn’t 
  ceased but the plants here are so thick that you manage to 
  avoid most of the downpour. 
  You are suddenly assaulted by a stench fouler 
  than that of the sewers in Greyhawk City.  
  A long croak can suddenly be heard from just 
  ahead of you. 
   
  Any PC from Sunndi with Knowledge (the Splintered 
  Sun) automatically knows this is the sound of a Bullywug. 
  For everyone else, the DC is 12. 
   
  Just ahead of you is a small pond, wherein lie a dozen 
  Bullywugs, their bodies covered in disgusting oozing 
  warts. The water around them is an unwholesome color. 
  Most lie still, some still struggle to breathe. One of the 
  Bullywugs near you lifts a hand in your direction 
  croaking loudly as if to call your attention to it. It extends 
  its hand as if asking for your help.  
   
  None of the Bullywugs are in a condition to fight. Should 
  the PCs decide to simply kill them all, let them. The 
  Bullywug croaking for help is dying. A DC 15 Sense 
  Motive reveals he pleads for healing. The PCs have a 
  moral decision before them. 
  The croaking Bullywug may be convinced to talk 
  with a DC 15 Diplomacy check. If cured, it will definitely 
  talk. It is willing to share the following information with 
  the PCs. 
   
  • 
  The sickness began after the leaders of his pond 
  drank potions of invulnerability. 
  • 
  That Bullywug didn’t get any potion. 
  • 
  They can give directions to their pond. 
  • 
  They obtained the potions from a strange man who 
  traded them for his freedom. 
  • 
  He and most of the other Bullywugs in this pond 
  fought against each other less than a day ago. 
   
  Encounter 4-C: The Wastrian Priests 
  A priest of Wastri, Valen, and his bodyguards have been 
  tracking the various bands of infected bullywugs in the 
  region to make sure they do not infect other bullywugs 
  and to find the person they hold responsible for the 
  disease: a foreign merchant and his servants. If he 
  manages to find a cure against the disease, during these 
  investigations that would be perfect. 
   
  You have just crossed a watery expanse and gotten onto 
  dry ground when you spot a well-armed Suel human 
  dressed in the gray and forest green and surrounded by 
  Bullywugs. They appear through the foliage. Seeing you, 
  they immediately take cover. 
  “We wish to parlay! We have sufficient power to 
  kill you. There is no point in you dying here and now.” 
   
  Valen, the Wastrian priest realizes the PCs are superior in 
  number, but he is bluffing. Here the PCs have a chance of 
  talking to the enemy and learning valuable information. 
  Before talking, he asks that both sides agree to let each 
  other go in peace after the talks are over. Again, Valen is 
  trying to save himself. 
  During this encounter, Valen and his bodyguards 
  stay away from the PCs. This means that any social rolls 
  (as well as Sense Motive checks) made have a –4 
  circumstance penalty due to the distance. During the 
  discussion, Valen keeps an accusatory tone against the 
  PCs until he is pretty much convinced they are not 
  responsible. He will not approach to talk to near close-up, 
  staying at a distance, in cover is perfect for him. 
   
  • 
  Through many accusations and references from 
  Valen, the PCs can guess he takes them for 
  worshippers of the Dark Rider (Incabulos as 
  indicated by a DC 5 Knowledge (religion) check). 
  Why else would they be in the swamp if not to see 
  the result of their plague? 
  • 
  He is willing to share that once cured with a remove 
  disease spell, the victim seems to be immune to the 
  disease. Most bullywugs die from the disease within 
  2 days. Humans however seem to be more resistant 
  to the disease. 
  • 
  He knows a foreigner managed to con the bullywugs 
  into buying some tainted potions.  
  • 
  Valen can give the PCs one of the bottles this 
  foreigner gave to the bullywugs. The bottle is a small 
  clay vial without a cork. The label on the flask is in 
  ancient Baklunish, stating “For the Men in the 
  Swamp” Note that only PCs than can read Ancient 
  Baklunish will be able to read the message, although 
  a 
  successful 
  DC15 
  Knowledge 
  (history) 
  or 
  Knowledge (geography) check will allow the PCs to 
  at least identify the script as Baklunish in origin. 
  • 
  He will NOT say where the nearest pond is. He will 
  send the PCs in the wrong direction. 
  • 
  Once he is convinced the PCs are good guys, he tries 
  to maneuver the PCs into proposing to help find a 
  cure. If the PCs agree, he says he can visit Garon 
  every other day and take the cure from them. 
  Because after all, they both oppose the Dark Rider 
  and his minions. In return, he promises them not to 
  be disturbed by any bullywugs while they are in the 
  swamp. What he won’t share is that most of the 
  bullywugs in the area are dead or dying already. So 
  his promise is true, but hollow. 
   
  It is also very possible the PCs go ahead and attack Valen 
  and his bodyguard. Valen then takes them head on and 
  doesn’t retreat until all his bullywugs are dead, at which 
  point Valen retreats as best he can. 
   
  APL 2 (EL 1) 
  �Bullywug templars (2): hp 7 each; see Appendix 1. 
  �Valen, male Suel Clr3 - Wastri: hp 21; see Appendix 1. 
   
  
  SND4-05 In Sickness and in Health 
   
  Page 13 
  APL 4 (EL 1) 
  �Bullywug templars, male bullywug Bbn1/Ftr 1 (2): hp 
  26 each; see Appendix 2. 
  �Valen, male Suel Clr4 - Wastri: hp 27; see Appendix 2. 
   
  APL 6 (EL 1) 
  �Bullywug templars, male bullywug BBn2/Ftr2 (2): hp 
  47 each; see Appendix 3. 
  �Valen, male Suel Clr6 - Wastri: hp 39; see Appendix 3. 
   
  APL 8 (EL 1) 
  �Bullywug templars, male bullywug Bbn3/Ftr2/Tmp1 
  (2): hp 68 each; see Appendix 4. 
  �Valen, male Suel Clr8 - Wastri: hp 51; see Appendix 4. 
   
  APL 10 (EL 1) 
  �Bullywug templars, male bullywug Bbn3/Ftr2/Tmp3 
  (2): hp 88 each; see Appendix 5. 
  �Valen, male Suel Clr10 - Wastri: hp 63; see Appendix 5. 
   
  APL 12 (EL 1) 
  �Bullywug templars, male bullywug Bbn4/Ftr2/Tmp4 
  (2): hp 110 each; see Appendix 6. 
  �Valen, male Suel Clr12 - Wastri: hp 86; see Appendix 6. 
   
  Tactics: If matters come to blows, Valen will immediately 
  flee, leaping into a pool and vanishing. His templars will 
  cover his retreat in the first round of combat and then 
  flee themselves in a similar fashion. They will not stand 
  and engage under any circumstances. If Valen is 
  somehow prevented from fleeing in the first round, his 
  cohorts will flee in panic in the second round anyway. 
   
  Note that the EL figures quoted above are reduced due to 
  the bullywugs’ cowardly/prudent tactics. Furthermore, 
  only give out what treasure the PCs can recover from 
  slain  or captured enemies.  
   
  Treasure 
  Looting the bodies of the bullywugs and Valen: 
   
  APL 2: L (197 gp); C (25 gp); M (0 gp) 
   
  APL 4: L (246 gp); C (25 gp); M 2x chain shirt +1 
  (104 gp each), 2x potion of cure light wounds (4 gp each), 
  wand of cure light wounds (62 gp), scroll of remove fear 
  (2 gp), scroll of remove paralysis (12 gp). 
   
  APL 6: L (83 gp); C (25 gp); M 2x breastplate 
  shirt +1 (112 gp each), 2x potion of cure light wounds (4 
  gp each), wand of cure light wounds (62 gp), scroll of 
  remove fear (2 gp), scroll of remove paralysis (12 gp), 3x 
  cloak/vestment of resistance (83 gp each), glaive +1 (192 
  gp). 
   
  APL 8: L (83 gp); C (25 gp); M 2x amulet of 
  natural armor +1 (167 gp each), full plate +1 (221 gp), 2x 
  breastplate +1 (112 gp each), 2x potion of cure light 
  wounds (4 gp each), wand of cure light wounds (62 gp), 
  scroll of remove fear (2 gp), scroll of remove paralysis (12 
  gp), 3x cloak/vestment of resistance (83 gp each), glaive 
  +1 (192 gp), periapt of wisdom +2 (333 gp). 
   
  APL 10: L (83 gp); C (25 gp); M 2x amulet of 
  natural armor +1 (167 gp each), full plate +1 (221 gp), 2x 
  breastplate +2 (362 gp each), 2x potion of cure light 
  wounds (4 gp each), wand of cure light wounds (62 gp), 
  scroll of remove fear (2 gp), scroll of remove paralysis (12 
  gp), 2x cloak +1 (83 gp each), vest of resistance +2 (333 
  gp), glaive +1 bane humanoid - elf (692 gp), periapt of 
  wisdom +2 (333 gp), 2x gauntlets of ogre power (333 gp 
  each), 4x potion of shield of faith +3 (25 gp). 
   
  APL 12: L (32 gp); C (25 gp); M 2x amulet of 
  natural armor +1 (167 gp each), full plate +2 (471 gp), 2x 
  breastplate +2 (362 gp each), 2x potion of cure light 
  wounds (4 gp each), wand of cure light wounds (62 gp), 
  scroll of remove fear (2 gp), scroll of remove paralysis (12 
  gp), 2x cloak +1 (83 gp each), vest of resistance +2 (333 
  gp), glaive +1 bane humanoid - elf (692 gp), 2x glaive of 
  frost +1 (692 gp each), periapt of wisdom +2 (333 gp), 2x 
  gauntlets of ogre power (333 gp each), 4x potion of shield 
  of faith +3 (25 gp). 
   
  Detect magic results: amulet of natural armor +1 
  (Faint 
  Transmutation), 
  breastplate 
  +1 
  (Faint 
  Transmutation), chain shirt +1 (Faint Transmutation), 
  cloak/vestment of resistance (Faint Abjuration), full plate 
  +1/+2 (Faint Transmutation), gauntlet of ogre power 
  (Moderate 
  Transmutation), 
  glaive 
  +1 
  (Faint 
  Transmutation), glaive +1 – bane humanoid (elf) 
  (Moderate Conjuration), glaive +1 – frost (Moderate 
  Evovation), 
  periapt 
  of 
  wisdom 
  +2 
  (Moderate 
  Transmutation), potion of cure light wounds (Faint 
  Conjuration), potion of shield of faith (Moderate 
  Abjuration), scroll of remove fear (Faint Abjuration), 
  scroll of remove paralysis (Faint Conjuration), wand of 
  cure light wounds (Faint Conjuration). 
   
  Development 
  If the PCs agree to find a cure for the disease and share it 
  with Valen, he provides them with a gray mummified 
  toad leg. He truthfully states that those are a token they 
  are working for him. When facing bullywugs, or 
  followers of Wastri’s teachings, showing the token 
  smoothes things over and prevents any hostilities from 
  taking place. Wastri always pays a debt owned and if the 
  PCs do find a cure and share it with them, they can look 
  forward to a reward. There is no duplicity in his words or 
  intents. For once the Wastrians mean no harm, not even 
  towards the impure. 
   
  Encounter 4-D: The Pond 
  The PCs can get here by talking to the dying bullywug, or 
  by following the indications of Sir Bardagon’s men. 
  Unless the PCs succeed in a DC 15 + APL Survival check, 
  the time needed to find it is 4 days as opposed to the two 
  days described above.  
   
  You come up to what must be the bullywug equivalent of 
  a village. A dozen mud and wood huts are raised on stilts 
  to keep them from the water. One of the huts stands out 
  because it is twice the size of the others. It’s door slight 
  ajar with a dark stain clearly visible upon it. 
  
  SND4-05 In Sickness and in Health 
   
  Page 14 
  The same disgusting odor can be smelled here. 
  There are no fires and the smell of decay here is 
  particularly strong. Everything is perfectly still. 
   
  The village is a gathering of a few mud huts, which 
  contains only few things of value. Pottery and other 
  Bullywug commodities have been smashed as though a 
  huge fight took place here. Some houses hold (normally) 
  rotting Bullywugs who were slain before contracting the 
  disease. Many crocodiles and Bullywugs (both infected 
  and normal) float belly-up in the water between and 
  under the houses. Obviously some kind of battle took 
  place here. The cause though should not be obvious. 
  In the chief’s hut (yes, it is the large one), there 
  are a number of dead carcasses. The fighting here seemed 
  to have been particularly violent. Making a Search of the 
  hut yields a small pile of potions all of them neatly 
  labeled in a foreign language (Ancient Baklunish if they 
  succeed with a DC15 Knowledge (history) or Knowledge 
  (geography) check). Upon the broken potion vials, is the 
  inscription ”For the Men in the Swamp”. Not that, aside 
  from magical means, only PCs that speak Ancient 
  Baklunish can understand the script. Allow the PCs to 
  make any rolls they want (Knowledge, Spellcraft,etc) the 
  result don’t matter as it doesn’t refer to anything real, 
  only to Rajivah’ delirious vision (see Adventure 
  Background). Answer any question with ‘inconclusive’. 
  Whoever did these potions was obviously someone who 
  knew about making potions and writing Baklunish. 
  This clue is important because it links Rajivah 
  with the disease. Actually anyone who can write Ancient 
  Baklunish may be a suspect, but having a Baklunish man 
  in this region is too much coincidence to ignore.  
   
  Encounter 5: 
  The Apothecary 
  When Rajivah told Amder he would return within the 
  week, he was speaking the truth. Still, when the PCs 
  return from their trip into the swamp, he has not yet 
  arrived in Garon. The PCs can either wait in Garon, or 
  follow the Swamp Road west. With his wagon, they know 
  that he could not have left the main road in the current 
  weather. If they wait, Rajivah will arrive in three days 
  with a couple of soldiers who found him on the road. 
  Otherwise they will find him about 1 day’s travel down 
  the road. 
  Finding Rajivah should prove an easy. He stands 
  out like a sore thumb around here. Having traveled to the 
  county of Stalward, he was returning to Garon to see how 
  his creation was doing, offer help to the local humans and 
  hope for a sign from the Man-in-the-swamp. His wagon 
  has a broken axle and he has spent a two days trying to 
  repair it, not wanting to abandon his cargo, he decided to 
  wait for help. However, he is not very good at repairing 
  wains. 
   
  As you crest a small rise, a wagon stands on the side of the 
  road ahead. A large horse is grazing in the rain nearby. 
  Painted on the side in large letters is: “Rajivah’ 
  Miraculous Cures from Tusmit”.  
  Approaching the wagon, you can see a man 
  sitting near the wagon, staring towards the swamp but 
  apparently he is not seeing anything he wants to see.  
  Noticing you approach, the man stands up and 
  eyes you for a moment. Not particularly tall, you can see 
  his odd features, his golden-colored skin, his brown-red 
  hair and his piercing green eyes. The ample clothing and 
  the turban he is wearing, clearly marks him as one of the 
  Baklunish from the West, rarely found in this part of the 
  world. After a moment, he picks up a quarterstaff and 
  taking a defensive position, he calls out in an accented 
  Common: 
  “Be you friend or foe? I can defend myself.” 
   
  At this point, Rajivah has no intention of harming the 
  PCs. In fact, he knows he might be in trouble if it comes 
  to a fight.  
  Rajivah admits that he left Garon a week ago. He 
  went searching for a number of medicinal herbs, which 
  he found. He was returning to Garon but because of the 
  rain, he got stuck here when his wagon broke an axle. 
  Despite the swamp beasts, he didn’t want to leave his 
  cargo of exotic herbs alone. 
   
  The PCs have proof 
  If shown proof that he is the one responsible for the 
  disease, he will at first deny it. The only tangible proof the 
  PCs can have are the empty potion vials, either gained 
  from the Wastrian cleric or found in the abandoned 
  bullywug camp. Even then it requires a DC 15 + APL 
  Diplomacy check to get him admit to it.  
  For the roll, do allow for a number of circumstance 
  bonuses. 
  • 
  Role-playing: +/- 4. 
  • 
  Fixing his wagon: +2. 
  • 
  Telling him that the children are dying from the 
  disease: +2. 
  • 
  Showing him a broken vial: +2. 
  • 
  Telling him that Amder, the priest of Pelor is dying: 
  +2. 
  • 
  Hinting that the disease is severely hurting the 
  Bullywugs: –4. 
  • 
  Making threats (veiled or not) automatically fail. See 
  below. 
  • 
  Hinting that the bullywugs actually have become 
  more dangerous due to the disease: +4. 
   
  He also gives a basic overview of his history (see 
  Adventure Background). It’s up to the DM to determine 
  what Rajivah does next. However if asked to atone, 
  Rajivah wants to burn his wagon on the spot and returns 
  to Garon with the PCs. Before he can do so, Incabulos 
  sends his servants to kidnap the man, go to Encounter 6. 
  If coerced or threatened directly or indirectly, 
  follow up with “Coercing or Threatening Rajivah” 
   
  
  SND4-05 In Sickness and in Health 
   
  Page 15 
  The PCs have no proof 
  It is possible the PCs come meet Rajivah before they have 
  gone to the Bullywug Pond. In that case, Rajivah will not 
  admit to anything. Sense Motive may indicate he knows 
  more than he lets on.  
  Rajivah plays innocent and wants to know what 
  the PCs will do to the culprit if caught. He is willing to 
  come to Garon with the PCs, but he leaves as soon as he 
  has a chance if he suspects the PCs are trying to uncover 
  his involvement abandoning all save his most prized 
  possessions. Rajivah does not want to face justice for what 
  he has done, because he feels justified. Plus his quest was 
  given to him but a higher power. 
  The PCs might try to keep their intentions 
  hidden from Rajivah, because they lack the evidence to 
  confront Rajivah with. If they are successful, Rajivah will 
  travel to Garon with the PCs and start curing the locals. 
  He is unwilling to provide the recipe of medicine, stating 
  that that is the secret of the trade. He cares about people, 
  but he still needs to earn a living. 
  At some point the PCs can search the wagon for 
  proof. Rajivah objects to any search, reacting to it as if 
  coerced or threatened (see below). It is possible though to 
  lure Rajivah away from the wagon, assuming he has no 
  reason to be suspicious of the PCs, giving ample 
  opportunity to search the wagon in private. A DC 25 
  Search check reveals a hidden compartment within the 
  wagon. In the compartment the PCs find alchemical 
  equipment of a different nature, including several bottles 
  similar to the ones at the bullywug camp as well as a 
  leather-bound book in Ancient Baklunish describing 
  Rajivah's research into the disease. Spells such as detect 
  poison offer little help in finding this compartment 
  because as in any medicine cabinet, the place is filled 
  with poisonous herbs and minerals. Confronting Rajivah 
  with these, works the same as described above in "The 
  PCs Have Proof". 
  If coerced or threatened directly or indirectly, 
  follow up with “Coercing or Threatening Rajivah”. 
   
  Note: The wagon contains two potions of 
  remove disease and these are labeled as such in Ancient 
  Baklunish (for more information see Encounter 6 below). 
   
  Coercing or Threatening Rajivah 
  This section covers a wide range of PC activity. Coercing 
  include “muscle interrogation” using Enchantment-type 
  spells to get an answer from Rajivah. Threats, direct or 
  indirect (“when we catch that culprit, he’s toast...”) will 
  also make Rajivah turn to evil.  
  In Rajivah’ mind, because the PCs become a 
  threat to his holy and divine quest. To this end he plans to 
  flat out kill them and by association any of their allies. At 
  this point Rajivah’ alignment shifts to Neutral Evil and 
  radiates as such to any and all detection spells or abilities. 
  If the PCs have not presented him with one of 
  the potion vials, he offers each of them a potion of his 
  creation that prevents fatigue for 24h. He drinks one with 
  the PCs. Of course, because he has already suffered from 
  the disease, he is now immune, but the PCs are drinking 
  down a liquid suspension of the germs that cause the 
  disease. Unless immune to it, they have now caught it, by 
  drinking the potion, they forego their Saving Throw. 
  Unless they are immune to disease, they are now 
  infected. 
  For role-playing purposes, Rajivah withdraws 
  and becomes a lot less friendly. He talks very little and 
  keeps looking at the PCs. Rajivah is not a fighting man. If 
  brought back to town, he takes the first opportunity he 
  has to skip town and leave. 
  When the PCs use force of any kind, Incabulos 
  will send his servants to aid his new recruit, go to 
  Encounter 6. 
   
  Encounter 6:  
  Servants of the Dark Rider  
  At some point during the encounter with Rajivah, the 
  PCs want to put an end to the affair. Either they manage 
  to convince Rajivah he was wrong, and turn him away 
  from the dark path he had taken just before it would be 
  too late, or they confront him in a violent fashion. Either 
  way, Incabulos sees a new servant torn away from his 
  grasp. So he sends over a couple of his servants to take 
  away Rajivah and destroy those pesky PCs that are 
  ruining his plot in Sunndi. 
   
  Suddenly the air is filled with a strange gurgling noise. 
  Yellow vapors rise from several now bubbling muddy 
  rain puddles around you. Within seconds the stench of 
  rotten eggs is nigh overwhelming. Then, with a loud 
  splashing noise several <or one at APL 2> creatures rise 
  from these muddy puddles: gnoll-like creatures with 
  black feathered wings and large yellow talons instead of 
  feet, armed with large massive looking bows and dripping 
  with water. Their lips pull away, showing their yellow 
  canine teeth, growling deep down from their throat. 
  Then, before you recover, with one stroke of their wings 
  they rise from the ground and they start to laugh with the 
  cackling noise of a hyena. 
   
  One look at Rajivah shows that he is just as 
  surprised as you are. Horror and shock can be seen on his 
  face, when he screams: "Marrashi! Harbingers of disease! 
  Heed their arrows, they spread death and disease!" With 
  that Rajivah crumbles to floor, cowering in fear. 
   
  The creatures springing from the puddles are indeed 
  marrashi, plague demons that spread disease with their 
  arrows. The creatures sprang forward in the surprise 
  round, rising about 10 feet in the air. They are all about 30 
  feet away from the PCs, scattered around them. Roll 
  initiative normally. 
   
  Note: At APL2 and 4 the marrashi do NOT have 
  the protection from arrows spell-like ability. 
   
  Terrain: Note that in most areas there should be enough 
  terrain features to provide the PCs with at least some 
  protection against the marrashi arrows: trees, bushes 
  (offer concealment) and houses. More then likely at least 
  the wagon of Rajivah is present. If the players seem to 
  have a hard time, and they are forgetting this, offer some 
  
  SND4-05 In Sickness and in Health 
   
  Page 16 
  hints in this direction. In fact, if the confrontation is 
  within the village or next to the wagon, the PCs could 
  enter a house or the wagon to force the marrashi on the 
  ground. 
   
  APL 2 (EL 5) 
  �Marrash (1): hp 38; See Appendix 1 and Appendix 10. 
   
  APL 4 (EL 7) 
  �Marrashi (2): hp 38 each; See Appendix 2 and Appendix 
  10. 
   
  APL 6 (EL 9) 
  �Marrashi (4): hp 38 each; see Appendix 3 and Appendix 
  10. 
   
  APL 8 (EL 11) 
  �Marrashi warriors (3): Ftr2; hp 58; See Appendix 4. 
  �Marrash cleric (1): Clr2; hp 56; See Appendix 4. 
   
  APL 10 (EL 13) 
  �Marrashi warriors (3): Ftr4; hp 73; See Appendix 5. 
  �Marrash cleric (1): Clr4; hp 69; See Appendix 5. 
   
  APL 12 (EL 15) 
  �Marrashi warriors (3): Ftr6; hp 101; See Appendix 6. 
  �Marrash cleric (1): Clr6; hp 82; See Appendix 5. 
   
  Tactics: The goal of the marrash is primarily to kidnap 
  Rajivah. At APL 4 and higher one of them tries to get 
  close to Rajivah, grab him and drag him into one of the 
  rain puddles. The whole process takes four rounds. In the 
  first, it grabs Rajivah. In the 2
  nd it drags him to a puddle of 
  suitable size. In the 3
  rd it activates the portal, and in the 4
  th 
  it pulls Rajivah through. If capturing Rajivah opens them 
  too much to the attacks of the PCs, they cut of the kidnap 
  attempt and try to lessen the opposition first. At APL 2 
  the one marrash first tries to chase away the PCs before 
  attempting to grab Rajivah. 
  In the meantime the others try to shoot the PCs 
  with their disease arrows. The first arrow they shoot is 
  their taklif arrow (see the monster description in 
  Appendix 10). Note that irretrievable death only results 
  after a failed save against the disease given by the arrow 
  on the next day or days afterward and not just for any 
  Fortitude save. They are excellent flyers, and they avoid 
  the ground. They are also aware of the threat of area of 
  effect spells and they keep their distance from each other. 
  They focus their arrows on those opponents with good 
  ranged attacks such as archers and wizards. However, 
  they do not cooperate very well, and spread out there 
  attacks somewhat. 
  If Rajivah is on hand of the PCs, he just huddles 
  to the ground. If urged by a PC he might seek cover 
  under his own wagon or another good spot to hide. If 
  Rajivah is against the PCs, he huddles to the ground as 
  well for one round. Then he jumps up and tries to run for 
  it, right into the talons of the marrash. Rajivah still tries 
  to resist the kidnapping, since he does not think these 
  things are here to aid him. 
   
  Treasure 
  None. The marrashi's bodies and equipment, while not 
  exactly summoned, dissolve into puddles of muddy water 
  once killed.  
   
  Looting Rajivah and his wagon – note that if 
  Rajivah or his body was kidnapped, the things he carried 
  on his person will also be gone. These are marked with an 
  *. On low APLs the authorities will confiscate Rajivah's 
  equipment to help the region recover from the plague, 
  though they are willing to sell it to the PCs for their 
  services (IC explanation for the creaming of the treasure 
  down to the treasure cap). 
   
  All APLs: L (87 gp); C (25 gp); M cloak of 
  resistance +2 (333 gp)*, periapt of health (616 gp)*, lesser 
  strand of prayer beads (800 gp)*, 2 potions of remove 
  disease (62 gp each). 
   
  Detect magic results: cloak of resistance +2 
  (Faint Abjuration), periapt of health (Faint Conjuration), 
  lesser strand of prayer beads (Faint Conjuration and Faint 
  Enchantment), 
  potion 
  of 
  remove 
  disease 
  (Faint 
  Conjuration). 
   
  Troubleshooting 
  There is a chance this battle takes place in Garon in 
  which case the presence of Sir Orwin Kilvale might 
  change this encounter into a cakewalk. If the PCs 
  explicitly demand his presence when they confront 
  Rajivah, Sir Orwin Kilvale is in town. If this is not the 
  case, he is helping farmers in the surrounding area. If 
  present, one additional marrash appears. This marrash 
  will focus solely upon Orwin. How well the combat goes, 
  depends on how easy a time the PCs have. If the PCs are 
  victorious, Orwin will be as well. If the PCs are forced to 
  flee, then Orwin will be killed shortly after, giving the 
  PCs just enough time to flee. 
   
  Development 
  The marrashi are not particularly dangerous to 
  adventurers, were it not for their use of the taklif arrow. 
  Rajivah, Amder and Sir Orwin Kilvale recognize the 
  creatures for what they are. None of them can give 
  anything conclusive on their weaknesses or strengths, 
  except that they know that sometimes when the disease 
  goes untreated the person becomes a marrash themselves. 
  They advice any PC hit by an arrow to seek magical 
  curing before 24 hours have past. Such healing can be 
  provided by these NPCs, a cleric among the PCs or the 
  two potions of remove disease among the possessions of 
  Rajivah. 
   
  A PC with Knowledge (the planes) recognizes 
  the creature as well with a result of 17 or higher. If the 
  roll was 22 or higher, they remember the taklif arrow as 
  well (next to the fact that all their arrows spread a lethal 
  disease). At 27 or higher the protection from arrows spell-
  like ability becomes known as well. Finally with a result 
  of 32 or higher, the double-shot ability is known to that 
  PC as well.  
  
  SND4-05 In Sickness and in Health 
   
  Page 17 
   
  If a PC infected by a taklif arrow is foolish 
  enough to ignore this advice, they get what is coming to 
  them. Death is permanent and irrevocable if they fail that 
  second fortitude saving throw the next day when fighting 
  of the disease. 
   
  Conclusion 
  There are basically two possible endings to this 
  adventure. Either they manage to make Rajivah atone for 
  his deeds and defeated the marrashi, or Rajivah remained 
  firm within the grasp of Incabulos (either because he was 
  kidnapped or because the PCs could not make him regret 
  his actions). 
   
  Rajivah atones 
  Read the following out loud: 
   
  Since you defeated the marrashi and Rajivah returned to 
  Garon, he has kept extremely busy. Using some local 
  plants and swamp mushrooms. He has managed to halt if 
  not cure the disease. Sir Orwin declares that the disease 
  in Garon has been vanquished. He and Rajivah will be 
  traveling the countryside healing the poor. 
  Sir Bardagon and his men escort you and the 
  supplies back to Calgen. Upon seeing her husband, Lady 
  Arnila weeps with joy. They share a long embrace.  
  “Don’t worry Arnila, the boys are fine,” 
  Bardagon says, “thanks to these brave adventurers.” 
  “I knew I made a good choice when I first saw 
  you,” says the lady. “Know that my family and I owe you a 
  big favour. I will not forget those who have saved my 
  children.” 
   
  Lady Arnila and Count Kestor do not forget the aid the 
  PCs have provided to Corul. Arnila gladly pays the 
  promised amount of gold, and the PCs gain the favor with 
  Kestor as described on the AR. 
   
  What is more, if they provided the medicine to 
  the bullywugs, they also earn the favor of Wastri. Even 
  non-humans are begrudgingly granted their thanks and 
  reward. Wastrians are true to their word. Obviously, if the 
  PCs do not provide the medicine to the bullywugs, they 
  do not earn their favor. 
   
  Valen is also willing to sell some of his 
  possessions for their full market price. Providing the PCs 
  access to his equipment, even if they did not fight him. 
   
  In addition the PCs have earned Rajivah's 
  friendship and gratitude. The friendship might have an 
  effect in future scenarios, but it also provides regional 
  access to some of the more powerful magical items within 
  the possession of Rajivah. In addition he gives the PCs 
  some of his gold as a way to thank and compensate them 
  for the damages he has done. The effect of this is that the 
  PCs earn the gold as if they looted him and/or his wagon 
  (see Encounter 6 above) up until the treasure cap of the 
  APL at which the scenario was played.  
   
  Rajivah fled and turned to evil or was 
  kidnapped 
  Read out loud if the PCs made him turn to evil and when 
  he managed to escape or when he was kidnapped before 
  being able to provide the cure: 
   
  Sir Bardagon delivers the supplies to you. He also gives 
  you a letter for his wife. The morning you leave town, the 
  villagers all weep the death of their priest Amder of Pelor. 
  Sir Orwin, being the only ordained presides the somber 
  ceremony. 
  Reaching Lady Arnila, she eagerly grabs the 
  letter from her husband. As she reads, tears are flowing 
  down her face. “My son… he died from that horrible 
  plague…” 
  Meanwhile you wonder what has happened to 
  Rajivah. You doubt it can be something good…" 
   
  Arnila is true to her word, and she pays the PCs the 
  agreed upon amount of gold. Their failure to put an end 
  to the disease though means that the PCs do not earn 
  their favor. 
   
  Rajivah killed by the PCs 
  Read out loud if the PCs killed Rajivah.  
   
  Sir Bardagon delivers the supplies to you. He also gives 
  you a letter for his wife. The morning you leave town, the 
  villagers all weep the death of their priest Amder of Pelor. 
  Sir Orwin, being the only ordained presides the somber 
  ceremony. 
  The plague vanishes a few days later, and 
  everyone gets better. 
  Reaching Lady Arnilla, she eagerly grabs the 
  letter from her husband. As she reads, tears are flowing 
  down her face. “My son… he died from that horrible 
  plague…” 
   
  One thing keeps nagging at the back of your mind. 
  Did Rajivah really had to die? Did his death serve a 
  purpose or might he have been saved? A man’s soul 
  something rests not on his own choices, but on those of 
  others. Because of your actions, Rajivah’ soul is lost. 
   
  Arnila is true to her word, and she pays the PCs the 
  agreed upon amount of gold. Their failure to put an end 
  to the disease though means that the PCs do not earn 
  their favor. 
   
  Treasure 
  Reward by Lady Arnila for delivering the supplies 
   
  APL 4: L (0 gp); C (50 gp); M (0 gp). 
   
  APL 6: L (0 gp); C (50 gp); M (0 gp). 
   
  APL 8: L (0 gp); C (50 gp); M (0 gp). 
   
  APL 10: L (0 gp); C (50 gp); M (0 gp). 
   
  APL 12: L (0 gp); C (50 gp); M (0 gp). 
   
  
  SND4-05 In Sickness and in Health 
   
  Page 18 
  Campaign 
  Consequences 
  This module has "Campaign Consequences"; that is the 
  outcome of this module will directly affect future events 
  in the course of the campaign. The answers to some of the 
  questions below may seem trivial or pointless, but 
  because of the complex nature of the backstory and 
  campaign all information requested is vital. 
   
  Please send your answers to the Sunndi regional 
  Team at poc@sunndi.nl as soon as possible. General 
  comments about the module are also welcomed at this 
  address. 
   
  1. 
  Did the PCs offer any aid to the refugees? 
  2. 
  Did the PCs promise the Wastrians to find a cure or 
  did they fight with them? 
  3. 
  Was a cure given to the Wastrians? 
  4. 
  Was Rajivah turned away from his path towards 
  Incabulos or did the PCs give him the final push 
  over the edge? 
  5. 
  Was Rajivah taken away by the marrashi or did the 
  PCs prevent this? 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 2: Torn out bridge 
  Defeating the bullywugs 
  APL2  
  120 XP 
  APL4  
  180 XP 
  APL6  
  240 XP 
  APL8  
  300 XP 
  APL10  
  360 XP 
  APL12  
  420 XP 
   
  Encounter 4A: The Warriors 
  Defeating the bullywugs 
  APL2  
  60 XP 
  APL4  
  120 XP 
  APL6  
  180 XP 
  APL8  
  240 XP 
  APL10  
  300 XP 
  APL12  
  360 XP 
   
  Encounter 4C: The Wastrian Priests 
  Defeating the priests –OR– talking to them 
  APL2  
  40 XP 
  APL4  
  55 XP 
  APL6  
  70 XP 
  APL8  
  85 XP 
  APL10  
  100 XP 
  APL12  
  115 XP 
   
  Encounter 5: The Apothecary 
  Preventing Rajivah from becoming evil 
  APL2  
  40 XP 
  APL4  
  55 XP 
  APL6  
  70 XP 
  APL8  
  85 XP 
  APL10  
  100 XP 
  APL12  
  115 XP 
   
  Encounter 6: Servants of the Dark Rider 
  Defeating the marrashi 
  APL2  
  150 XP 
  APL4  
  210 XP 
  APL6  
  270 XP 
  APL8  
  330 XP 
  APL10  
  390 XP 
  APL12  
  450 XP 
   
  Discretionary Role-playing Award 
  APL2  
  40 XP 
  APL4  
  55 XP 
  APL6  
  70 XP 
  APL8  
  85 XP 
  APL10 
  100 XP 
  APL12  
  115 XP 
   
  Total Possible Experience:  
   
  APL2  
  450 XP 
  APL4  
  675 XP 
  APL6  
  900 XP 
  APL8  
  1125 XP 
  APL10 
  1350 XP 
  APL12  
  1575 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold. If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
  
  SND4-05 In Sickness and in Health 
   
  Page 19 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 2: Torn Out Bridge 
  Looting the bullywugs 
   
  APL 2: Loot: 15 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 4: Loot: 116 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 6: Loot: 287 gp; Coin: 0 gp; Magic: 4x potion of 
  barkskin (25 gp each) 
   
  APL 8: Loot: 381 gp; Coin: 0 gp; Magic: 4x oil of 
  greater magic weapon +1 (62 gp each), 4x potion of 
  barkskin +2 (25 gp each), 4x potion of shield of faith +2 (4 
  gp each). 
   
  APL 10: Loot: 414 gp; Coin: 0 gp; Magic: 4x oil of 
  greater magic weapon +2 (100 gp each), 4x potion of 
  barkskin +3 (50 gp each), 8x potion of shield of faith +3 
  (25 gp each), 4x oil of magic vestment +1 (62 gp each). 
   
  APL 12: Loot: 414 gp; Coin: 0 gp; Magic: 4x oil of 
  greater magic weapon +2 (150 gp each), 4x potion of 
  barkskin +5 (100 gp each), 8x potion of shield of faith +5 
  (75 gp each), 4x oil of magic vestment +1 (100 gp each). 
   
  Encounter 4A: The Warriors 
  Looting the bullywugs 
   
  APL 2: Loot: 15 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 4: Loot: 116 gp; Coin: 0 gp; Magic: 0 gp 
   
  APL 6: Loot: 287 gp; Coin: 0 gp; Magic: 4x potion of 
  barkskin (25 gp each) 
   
  APL 8: Loot: 381 gp; Coin: 0 gp; Magic: 4x oil of 
  greater magic weapon +1 (62 gp each), 4x potion of 
  barkskin +2 (25 gp each), 4x potion of shield of faith +2 (4 
  gp each). 
   
  APL 10: Loot: 414 gp; Coin: 0 gp; Magic: 4x oil of 
  greater magic weapon +2 (100 gp each), 4x potion of 
  barkskin +3 (50 gp each), 8x potion of shield of faith +3 
  (25 gp each), 4x oil of magic vestment +1 (62 gp each). 
   
  APL 12: Loot: 414 gp; Coin: 0 gp; Magic: Magic: 4x 
  oil of greater magic weapon +2 (150 gp each), 4x potion of 
  barkskin +5 (100 gp each), 8x potion of shield of faith +5 
  (75 gp each), 4x oil of magic vestment +1 (100 gp each). 
   
  Encounter 4C: The Wastrian Priest 
  Looting the Wastrian Cleric and his bodyguards 
   
  APL 2: Loot: 197 gp; Coin: 25 gp; Magic: 0 gp 
   
  APL 4: Loot: 246 gp; Coin: 25 gp; Magic: 2x chain 
  shirt +1 (104 gp each), 2x potion of cure light wounds (4 
  gp each), wand of cure light wounds (62 gp), scroll of 
  remove fear (2 gp), scroll of remove paralysis (12 gp). 
   
  APL 6: Loot: 83 gp; Coin: 25 gp; Magic: 2x 
  breastplate shirt +1 (112 gp each), 2x potion of cure light 
  wounds (4 gp each), wand of cure light wounds (62 gp), 
  scroll of remove fear (2 gp), scroll of remove paralysis (12 
  gp), 3x cloak/vestment of resistance (83 gp each), glaive 
  +1 (192 gp). 
   
  APL 8: Loot: 83 gp; Coin: 25 gp; Magic: 2x 
  amulet of natural armor +1 (167 gp each), full plate +1 
  (221 gp), 2x breastplate +1 (112 gp each), 2x potion of cure 
  light wounds (4 gp each), wand of cure light wounds (62 
  gp), scroll of remove fear (2 gp), scroll of remove paralysis 
  (12 gp), 3x cloak/vestment of resistance +1 (83 gp each), 
  glaive +1 (192 gp), periapt of wisdom +2 (333 gp). 
   
  APL 10: Loot: 83 gp; Coin: 25 gp; Magic: 2x amulet 
  of natural armor +1 (167 gp each), full plate +1 (221 gp), 
  2x breastplate +2 (362 gp each), 2x potion of cure light 
  wounds (4 gp each), wand of cure light wounds (62 gp), 
  scroll of remove fear (2 gp), scroll of remove paralysis (12 
  gp), 2x cloak +1 (83 gp each), vest of resistance +2 (333 
  gp), glaive +1 bane humanoid - elf (692 gp), periapt of 
  wisdom +2 (333 gp), 2x gauntlets of ogre power (333 gp 
  each), 4x potion of shield of faith +3 (25 gp). 
   
  APL 12: Loot: 32 gp; Coin: 25 gp; Magic: 2x amulet 
  of natural armor +1 (167 gp each), full plate +2 (471 gp), 
  2x breastplate +2 (362 gp each), 2x potion of cure light 
  wounds (4 gp each), wand of cure light wounds (62 gp), 
  scroll of remove fear (2 gp), scroll of remove paralysis (12 
  gp), 2x cloak +1 (83 gp each), vest of resistance +2 (333 
  gp), glaive +1 bane humanoid - elf (692 gp), 2x glaive of 
  frost +1 (692 gp each), periapt of wisdom +2 (333 gp), 2x 
  gauntlets of ogre power (333 gp each), 4x potion of shield 
  of faith +3 (25 gp). 
   
  Encounter 6: Servants of the Dark Rider 
  Looting Rajivah's wagon and body 
  All APLs: L 87 gp; C 25 gp; M cloak of resistance 
  +2 (333 gp)*, periapt of health (616 gp)*, lesser strand of 
  prayer beads (800 gp)*, 2 potions of remove disease (62 gp 
  each). 
   
  Conclusion 
  Reward by Lady Arnila 
   
  APL 2: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  APL 4: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  APL 10: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  APL 12: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
   
  Total Allowed Treasure 
   
  APL 2: 450 gp 
  APL 4: 650 gp 
   
  APL 6: 900 gp 
  
  SND4-05 In Sickness and in Health 
   
  Page 20 
   
  APL 8: 1300 gp 
   
  APL 10: 2300 gp 
   
  APL 12: 3300 gp 
   
  Items for the Adventure Record 
  �Favor with Count Kestor: You have earned the 
  gratitude of Count Kestor for finding a cure to the plague 
  of Garon. This favor counts as a standard favor with 
  Count Kestor. 
   
  Besides standard use, it can be spend to gain one 
  time access to one of the following items: boots of 
  levitation, brooch of shielding, folding boat, necklace of 
  fire balls (up to type V), slippers of spider climbing, or a 
  stone of alarm. 
   
  �Favor with the Wastrian Clergy: By providing the cure 
  to the bullywugs, you begrudgingly earned a favor. A gray 
  dried toad leg was given to you as a token for this favor. 
  Once used, the token will turn to dust. 
   
  The favor can be used to prevent a killing stroke 
  to your unconscious PC. It can also be used to gain a 
  minor boon during an adventure, as detailed in future 
  scenarios.   
   
  �Friendship of Rajivah: By turning Rajivah from the 
  path of evil you have earned his respect and friendship. 
  This might have an impact in later scenarios.  
  He is also willing to sell you some of his items 
  he collected during his travels, providing regional access 
  to these items. These are marked below with a *. 
   
  Item Access 
  APL 2 
  � Cloak of resistance +2 (Adventure, DMG)* 
  � Periapt of health (Adventure, DMG)* 
  � Lesser strand of prayer beads (Adventure, 
  DMG)* 
   
  APL 4 (All of APL 2 plus the following) 
  � Wand of cure light wounds (Adventure, DMG) 
   
  APL 6 (All of APLs 2-4 plus the following) 
  � Vest of resistance +1 (Adventure, as cloak of 
  resistance except vest slot, DMG) 
   
  APL 8 (All of APLs 2-6 plus the following) 
   
  APL 10 (All of APLs 2-8 plus the following) 
  � Breastplate +2 (Adventure, DMG) 
  � Glaive +1, bane humanoid – elf (Adventure, 
  DMG) 
  � Oil of greater magic weapon +2 (Adventure, 
  DMG) 
  � Vest of resistance +2 (Adventure, as cloak of 
  resistance except vest slot, DMG) 
   
  APL 12 (All of APLs 2-10 plus the following) 
  � Full plate +2 (Adventure, DMG) 
  � Glaive +1, frost (Adventure, DMG) 
  � Oil of greater magic weapon +3 (Adventure, 
  DMG) 
  � Oil of magic vestment +2 (Adventure, DMG) 
  � Potion of barkskin +5 (Adventure, DMG) 
  � Potion of shield of faith +5 (Adventure, DMG) 
   
   
   
   
  
  SND4-05 In Sickness and in health 
   
  Page 21 
  Appendix 1: 
  APL 2
  �Rajivah, male Baklunish Rng1/Rog4: CR 5; Medium 
  Humanoid (human); HD 4d6+1d8+5; hp 28; Init +0; 
  Spd 30 ft.; AC 10; Base Atk +4; Grp +4; Atk +5 melee 
  (1d6, masterwork quarterstaff); Full Atk +5 melee (1d6, 
  masterwork quarterstaff); SA Sneak attack +2d6; SQ 
  Evasion, uncanny dodge; SV Fort +8, Ref +8, Will +2; 
  AL N; Str 10, Dex 10, Con 12, Int 16, Wis 8, Cha 18. 
  Skills & Feats: Appraise +8, Bluff +12, Craft 
  (Brewing) +11, Decipher Script +7, Diplomacy +17, 
  Gather Information +7, Handle Animal +5, Heal +3, 
  Knowledge (arcana) +5, Knowledge (architecture & 
  engineering) +4, Knowledge (dungeoneering) +6, 
  Knowledge (geography) +5, Knowledge (history) +4, 
  Knowledge (local) +5, Knowledge (nature) +8, Listen 
  +4, Profession (Herbalist) +10, Search +10, Sense 
  Motive +9; Great Fortitude, Negotiator, Skill Focus 
  (herbalist). 
  Possessions: 
  Masterwork 
  quarterstaff, 
  herbalist’s lab, 6 healer’s kits, cloak of resistance +2, 
  lesser strand of prayer beads, periapt of health, 2 
  potions of remove disease. 
   
  Encounter 2 and 4-A 
  �Bullywug raider, male bullywug War1: CR 1; 
  Medium-Size Humanoid (aquatic); HD 1d8+4; hp 9; 
  Init +1; Spd 20 ft., swim 30 ft.; AC 15 (touch 12, flat-
  footed 15); Base Atk +1; Grp +2; Atk +2 melee 
  (1d8+1/x3, battleaxe); Full Atk +2 melee (1d8+1/x3, 
  battleaxe); SQ Marsh move; AL CE; SV Fort +5, Ref +0, 
  Will +1; Str 12, Dex 10, Con 18, Int 7, Wis 7, Cha 7. 
   
  Skills and Feats: Hide +2 (+8 in marshes), 
  Listen -2, Spot -2; Endurance. 
  Marsh Move (Ex): 
  Bullywugs suffer no movement penalties for moving in 
  marshes or mud. 
   
  Diseased: The effects of Raging Rot (See 
  Appendix 7) are taken into account in the stats above. It 
  provides a +2 morale bonus on strength and 
  constitution, a +1 morale bonus on Will saves and a –2 
  penalty on AC. 
   
  Possessions: 
  Battleaxe, 
  dagger, 
  studded 
  leather, heavy wooden shield. 
   
  Encounter 4-C: The Wastrian Priests 
  �Bullywug templar, male bullywug War1: CR 1; 
  Medium-Size Humanoid (aquatic); HD 1d8+3; hp 7; 
  Init +1; Spd 20 ft., swim 30 ft.; AC 17 (touch 10, flat-
  footed 17); Base Atk +1; Grp +1; Atk +1 melee (1d8/x3, 
  battleaxe) or +1 ranged (1d10/19-20/x2, heavy 
  crossbow); Full Atk +1 melee (1d8/x3, battleaxe) or +1 
  ranged (1d10/19-20/x2, heavy crossbow); SQ Marsh 
  move; AL CE; SV Fort +5, Ref +0, Will -2; Str 10, Dex 
  10, Con 16, Int 7, Wis 7, Cha 7. 
   
  Skills and Feats: Hide +2 (+8 in marshes), 
  Listen -2, Spot -2; Endurance. 
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Possessions: Chain shirt, battleaxe, dagger, 
  heavy crossbow, quiver, 20 bolts. 
   
  �Valen, male Suel Clr3: CR 3; Medium Humanoid; 
  3d8+3; hp 21; Init +5; Spd 20 ft.; AC 19 (touch 11, flat-
  footed 18); Base Atk +2; Grp +4; Atk +6 melee 
  (1d10+3/x3, glaive) or +6 melee (1d8+2, morningstar) 
  or +3 ranged (1d8/19-20/x2, light crossbow); Full Atk 
  +6 melee (1d10+3/x3, glaive) or +6 melee (1d8+2, 
  morningstar) or +3 ranged (1d8/19-20/x2, light 
  crossbow); SA Spontaneous inflict wounds; SQ Rebuke 
  undead 2/day; AL LN; SV Fort +4, Ref +2, Will +5; Str 
  14, Dex 12, Con 13, Int 10, Wis 15, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +10, 
  Diplomacy +5, Knowledge (religion) +6; Improved 
  Initiative, Power Attack, Skill Focus (concentration). 
   
  Spells Prepared: (4/4/3; base DC = 12 + spell 
  level): 0 -- cure minor wounds (2), guidance (2); 1
  st -- 
  bless, cure light wounds, divine favor, protection from 
  chaos*; 2
  nd -- bull's strength, spiritual weapon*, zone of 
  truth. 
   
  * Domain Spell; Deity: Wastri; Domains: Law 
  (law spells at +1 caster level); War (martial weapon 
  proficiency [glaive] and weapon focus [glaive]). 
   
  Possessions: Masterwork glaive, morningstar, 
  dagger, light crossbow, quiver, 20 bolts, masterwork 
  full plate, spell component pouch, wooden holy symbol 
  of Wastri. 
   
  Encounter 6: Servants of the Dark Rider 
  �Marrash raider: CR 5; Medium-size Outsider [evil, 
  lawful]; HD 7d8+7; hp 38; Init +7; Spd 30 ft., fly 70 ft. 
  (good); AC 19 (touch 13, flat-footed 16); Base Atk +7; 
  Grp +8; Atk +8 melee (1d4+1, claw) or +10 ranged 
  (1d8+1/x3, might composite longbow); Full Atk +8/+8 
  melee (1d4+1, claw) or +10/+10 ranged (1d8+1/x3, 
  might composite longbow); SA Disease, double 
  bowfire, taklif arrow; SQ Darkvision 60 ft., scent; SV 
  Fort +6, Ref +8, Will +6; Str 13, Dex 16, Con 13, Int 9, 
  Wis 12, Cha 8; AL LE. 
   
  Skills and Feats: Balance +13, Jump +11, 
  Listen +11, Search +9, Spot +11, Survival +11, Tumble 
  +13; Dodge, Improved Initiative, Point Blank Shot. 
   
  Disease (Ex): Any creature hit by a marrash's 
  disease arrow must succeed at a DC 14 Fortitude save or 
  contract a more virulent outer-planar version of filth 
  fever. The incubation period is id3 days, and the disease 
  deals 1d3 points of Dexterity damage and 1d3 points of 
  Constitution damage. Each day thereafter that the 
  disease lasts, the infected creature must also succeed at 
  a second DC 14 Fortitude save, or 1 point of each of 
  that day's Dexterity and Constitution damage becomes 
  a drain instead. The DCs are Constitution based. 
   
  Double Bowfire (Ex): In battle, a flying 
  marrash grips its longbow with its taloned feet and 
  draws the string with both hands. This unusual 
  technique allows it to fire two arrows nearly 
  
  SND4-05 In Sickness and in health 
   
  Page 22 
  simultaneously at its highest attack bonus as a full 
  attack action. 
   
  Taklif Arrow: Any creature hit by a taklif 
  arrow must succeed at a DC 14 Fortitude save or 
  contract a disease similar to the marrash variant of filth 
  fever (see Disease above). The incubation period is 1 
  day, and the disease deals 1d3 points of Dexterity 
  damage and 1d3 points of Constitution damage. 
  However a creature that fails any Fortitude saving 
  throw after its initial infection dies instantly, and 
  neither raise dead or resurrection can restore it to life. 
  The corpse rises as a new marrash 1d6 days later. The 
  DCs are Constitution based. 
   
  Possessions: Mighty composite longbow, 10 
  disease 
  arrows, 
  20 
  arrows, 
  1 
  taklif 
  arrow.
  
  SND4-05 In Sickness and in health 
   
  Page 23 
  Appendix 2:  
  APL 4 
  �Rajivah, male Baklunish Rng1/Rog4: CR 5; Medium 
  Humanoid (human); HD 4d6+1d8+5; hp 28; Init +0; 
  Spd 30 ft.; AC 10; Base Atk +4; Grp +4; Atk +5 melee 
  (1d6, masterwork quarterstaff); Full Atk +5 melee (1d6, 
  masterwork quarterstaff); SA Sneak attack +2d6; SQ 
  Evasion, uncanny dodge; SV Fort +8, Ref +8, Will +2; 
  AL N; Str 10, Dex 10, Con 12, Int 16, Wis 8, Cha 18. 
  Skills & Feats: Appraise +8, Bluff +12, Craft 
  (Brewing) +11, Decipher Script +7, Diplomacy +17, 
  Gather Information +7, Handle Animal +5, Heal +3, 
  Knowledge (arcana) +5, Knowledge (architecture & 
  engineering) +4, Knowledge (dungeoneering) +6, 
  Knowledge (geography) +5, Knowledge (history) +4, 
  Knowledge (local) +5, Knowledge (nature) +8, Listen 
  +4, Profession (Herbalist) +10, Search +10, Sense 
  Motive +9; Great Fortitude, Negotiator, Skill Focus 
  (herbalist). 
  Possessions: 
  Masterwork 
  quarterstaff, 
  herbalist’s lab, 6 healer’s kits, cloak of resistance +2, 
  lesser strand of prayer beads, periapt of health, 2 
  potions of remove disease. 
   
  Encounter 2 and 4-A 
  �Bullywug raiders, male bullywug Rng2: CR 2; 
  Medium-size Humanoid (aquatic); HD 2d8+10; hp 23; 
  Init +5; Spd 20 ft., swim 30 ft.; AC 17 (touch 9, flat-
  footed 16); Base Atk +2; Grp +5; Atk +5 melee 
  (1d12+4/x3, masterwork great axe) or +3 ranged 
  (1d8+2/x3, mighty composite longbow); Full Atk +5 
  melee (1d12+4/x3, masterwork great axe) or +3 ranged 
  (1d8+2/x3, mighty composite longbow) or +1/+1 
  ranged (1d8+2/x3, mighty composite longbow); SA 
  Favored enemy (humanoid - elves +2); SQ Marsh move, 
  wild empathy; AL NE; SV Fort +8, Ref +1, Will +1; Str 
  16, Dex 12, Con 20, Int 7, Wis 11, Cha 5. 
   
  Skills and Feats: Hide +5 (+11 in marshes), 
  Listen +5, Spot +5, Survival +5; Improved Initiative, 
  Rapid Shot, Track. 
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Diseased: The effects of Raging Rot (See 
  Appendix 7) are taken into account in the stats above. It 
  provides a +2 morale bonus on strength and 
  constitution, a +1 morale bonus on Will saves and a –2 
  penalty on AC. 
   
  Possessions: Chain shirt, great axe, dagger, 
  mighty composite longbow (Str +2), quiver, 20 arrows. 
   
  Encounter 4-C: The Wastrian Priests 
  �Bullywug templars, male Bbn1/Ftr1: CR 2; Medium-
  Size Humanoid (Aquatic); HD 1d12 + 1d10 + 8; hp 26; 
  Init +5; Spd 30 ft., swim 40 ft.; AC 19 (touch 11, flat-
  footed 18]; Base Atk +2; Grp +4; Atk +5 melee 
  (1d10+3/x3, glaive); Full Atk +5 melee (1d10+3/x3, 
  glaive); SA Rage 1/day; SQ Marsh move; AL LN; SV 
  Fort +8, Ref +0, Will +0; Str 14, Dex 12, Con 18, Int 7, 
  Wis 11, Cha 5. 
   
  Skills and Feats: Listen +4, Knowledge 
  (religion) +0; Improved Initiative, Power Attack. 
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes 
  or mud. 
   
  Possessions: Masterwork glaive, dagger, heavy 
  crossbow, quiver, 20 bolts, chain shirt +1, 2 tanglefoot 
  bags, potion of cure light wounds. 
   
  �Valen, male Suel Clr4: CR 4; Medium Humanoid; 
  4d8+4; hp 27; Init +5; Spd 20 ft.; AC 19 (touch 11, flat-
  footed 18); Base Atk +2; Grp +4; Atk +6 melee 
  (1d10+3/x3, glaive) or +4 melee (1d8+2, morningstar) 
  or +3 ranged (1d8/19-20/x2, light crossbow); Full Atk 
  +6 melee (1d10+3/x3, glaive) or +4 melee (1d8+2, 
  morningstar) or +3 ranged (1d8/19-20/x2, light 
  crossbow); AL LN; SV Fort +5, Ref +2, Will +6; Str 14, 
  Dex 12, Con 13, Int 10, Wis 16, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +11, 
  Diplomacy +6, Knowledge (religion) +7; Improved 
  Initiative, Power Attack, Skill Focus (concentration). 
   
  Spells Prepared: (5/5/4; save DC 13 + spell 
  level) 0 – cure minor wounds (2), guidance (3); 1
  st – 
  bless, cure light wounds, divine favor, protection from 
  chaos*, shield of faith; 2
  nd – bull's strength, resist 
  energy, spiritual weapon*, zone of truth. 
   
  * Domain Spell; Deity: Wastri; Domains: Law 
  (law spells at +1 caster level); War (martial weapon 
  proficiency [glaive] and weapon focus [glaive]); 
   
  Possessions: Masterwork glaive, morningstar, 
  dagger, light crossbow, quiver, 20 bolts, masterwork 
  full plate, spell component pouch, wooden holy symbol 
  of Wastri, wand of cure light wounds, scroll of remove 
  fear, scroll of remove paralysis. 
   
  Encounter 6: Servants of the Dark Rider 
  �Marrash raider: CR 5; Medium-size Outsider [evil, 
  lawful]; HD 7d8+7; hp 38; Init +7; Spd 30 ft., fly 70 ft. 
  (good); AC 19 (touch 13, flat-footed 16); Base Atk +7; 
  Grp +8; Atk +8 melee (1d4+1, claw) or +10 ranged 
  (1d8+1/x3, might composite longbow); Full Atk +8/+8 
  melee (1d4+1, claw) or +10/+10 ranged (1d8+1/x3, 
  might composite longbow); SA Disease, double 
  bowfire, taklif arrow; SQ Darkvision 60 ft., scent; SV 
  Fort +6, Ref +8, Will +6; Str 13, Dex 16, Con 13, Int 9, 
  Wis 12, Cha 8; AL LE. 
   
  Skills and Feats: Balance +13, Jump +11, 
  Listen +11, Search +9, Spot +11, Survival +11, Tumble 
  +13; Dodge, Improved Initiative, Point Blank Shot. 
   
  Disease (Ex): Any creature hit by a marrash's 
  disease arrow must succeed at a DC 14 Fortitude save or 
  contract a more virulent outer-planar version of filth 
  fever. The incubation period is id3 days, and the disease 
  deals 1d3 points of Dexterity damage and 1d3 points of 
  Constitution damage. Each day thereafter that the 
  
  SND4-05 In Sickness and in health 
   
  Page 24 
  disease lasts, the infected creature must also succeed at 
  a second DC 14 Fortitude save, or 1 point of each of 
  that day's Dexterity and Constitution damage becomes 
  a drain instead. The DCs are Constitution based. 
   
  Double Bowfire (Ex): In battle, a flying 
  marrash grips its longbow with its taloned feet and 
  draws the string with both hands. This unusual 
  technique allows it to fire two arrows nearly 
  simultaneously at its highest attack bonus as a full 
  attack action. 
   
  Taklif Arrow: Any creature hit by a taklif 
  arrow must succeed at a DC 14 Fortitude save or 
  contract a disease similar to the marrash variant of filth 
  fever (see Disease above). The incubation period is 1 
  day, and the disease deals 1d3 points of Dexterity 
  damage and 1d3 points of Constitution damage. 
  However a creature that fails any Fortitude saving 
  throw after its initial infection dies instantly, and 
  neither raise dead or resurrection can restore it to life. 
  The corpse rises as a new marrash 1d6 days later. The 
  DCs are Constitution based. 
   
  Possessions: Mighty composite longbow, 10 
  disease 
  arrows, 
  20 
  arrows, 
  1 
  taklif 
  arrow.
  
  SND4-05 In Sickness and in health 
   
  Page 25 
  Appendix 3: 
  APL 6
  �Rajivah, male Baklunish Rng1/Rog4: CR 5; Medium 
  Humanoid (human); HD 4d6+1d8+5; hp 28; Init +0; 
  Spd 30 ft.; AC 10; Base Atk +4; Grp +4; Atk +5 melee 
  (1d6, masterwork quarterstaff); Full Atk +5 melee (1d6, 
  masterwork quarterstaff); SA Sneak attack +2d6; SQ 
  Evasion, uncanny dodge; SV Fort +8, Ref +8, Will +2; 
  AL N; Str 10, Dex 10, Con 12, Int 16, Wis 8, Cha 18. 
  Skills & Feats: Appraise +8, Bluff +12, Craft 
  (Brewing) +11, Decipher Script +7, Diplomacy +17, 
  Gather Information +7, Handle Animal +5, Heal +3, 
  Knowledge (arcana) +5, Knowledge (architecture & 
  engineering) +4, Knowledge (dungeoneering) +6, 
  Knowledge (geography) +5, Knowledge (history) +4, 
  Knowledge (local) +5, Knowledge (nature) +8, Listen 
  +4, Profession (Herbalist) +10, Search +10, Sense 
  Motive +9; Great Fortitude, Negotiator, Skill Focus 
  (herbalist). 
  Possessions: Masterwork quarterstaff, herbalist’s lab, 6 
  healer’s kits, cloak of resistance +2, lesser strand of 
  prayer beads, periapt of health, 2 potions of remove 
  disease. 
   
  Encounter 2 and 4 –A 
  �Bullywug raider, male bullywug Rng2/Bbn2: CR 4; 
  Medium-Size Humanoid (Aquatic); HD 2d8 + 2d12 + 
  24; hp 51; Init +6; Spd 30 ft., swim 40 ft.; AC 17 (touch 
  10, flat-footed 16); Base Atk +4; Grp +8; Atk +9 melee 
  (1d12+6/x3, masterwork great axe) or +6 ranged 
  (1d8+3/x3, mighty composite longbow); Full Atk +9 
  melee (1d12+6/x3, masterwork great axe) or +6 ranged 
  (1d8+3/x3, mighty composite longbow) or +4/+4 
  ranged (1d8+3/x3, mighty composite longbow); SA 
  Favored enemy (humanoid - elves +2), rage 1/day; SQ 
  Marsh move, uncanny dodge, wild empathy; AL NE; 
  SV Fort +12, Ref +5, Will +1; Str 18, Dex 14, Con 22, Int 
  7, Wis 12, Cha 5. 
   
  Skills and Feats: Hide +6 (+12 in marshes), 
  Listen +7, Spot +5, Survival +7; Improved Initiative, 
  Power Attack, Rapid Shot, Track. 
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Diseased: The effects of Raging Rot (See 
  Appendix 7) are taken into account in the stats above. It 
  provides a +2 morale bonus on strength and 
  constitution, a +1 morale bonus on Will saves and a –2 
  penalty on AC. 
   
  Possessions: 
  Masterwork 
  chain 
  shirt, 
  masterwork great axe, dagger, mighty composite 
  longbow (Str +3), quiver, 20 arrows, 2 tanglefoot bags, 
  potion of barkskin (CL 3). 
   
  Encounter 4-C: The Wastrian Priests 
  �Bullywug templar, male bullywug Bbn2/Ftr2: CR 4; 
  Medium-Size Humanoid (Aquatic); HD 2d12+2d10+16; 
  hp 47; Init +5; Spd 20 ft., swim 40 ft.; AC 19 (touch 11, 
  flat-footed 18); Base Atk +4; Grp +6; Atk +8 melee 
  (1d10+3/x3, glaive); Full Atk +8 melee (1d10+3/x3, 
  glaive); SA Rage 1/day; SQ Marsh move, uncanny 
  dodge; AL N; SV Fort +11, Ref +2, Will +2; Str 14, Dex 
  12, Con 18, Int 7, Wis 12, Cha 5. 
   
  Skills and Feats: Listen +5, Knowledge 
  (religion) +1; Improved Initiative, Power Attack, True 
  Believer, Weapon Focus (glaive). 
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Possessions: 
  Breastplate 
  +1, 
  masterwork 
  glaive, dagger, heavy crossbow, quiver, 20 bolts, 2 
  tanglefoot bags, cloak of resistance +1, 2 potion of cure 
  light wounds. 
   
  �Valen, male Suel Clr6: CR 6; Medium Humanoid 
  (human); 6d8+6; hp 39; Init +5; Spd 20 ft.; AC 20 (touch 
  11, flat-footed 19); Base Atk +4; Grp +6; Atk +8 melee 
  (1d10+4/x3, 
  glaive 
  +1) 
  or 
  +6 
  melee 
  (1d8+2, 
  morningstar) or +5 ranged (1d8/19-20/x2, light 
  crossbow); Full Atk +8 melee (1d10+4/x3, glaive +1) or 
  +6 melee (1d8+2, morningstar) or +5 ranged (1d8/19-
  20/x2, light crossbow); SA Spontaneous inflict wounds; 
  SQ Rebuke undead 2/day; AL LN; SV Fort +7, Ref +4, 
  Will +9; Str 14, Dex 12, Con 13, Int 10, Wis 16, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +13, 
  Diplomacy +8, Knowledge (religion) +9; Cleave, 
  Improved Initiative, Martial Weapon Proficiency 
  (glaive), Power Attack, Skill Focus (concentration), 
  Weapon Focus (glaive). 
   
  Spells Prepared: (5/5/5/4; base DC = 13 + spell 
  level): 0 – cure minor wounds (2), guidance (3); 1
  st – 
  bless, cure light wounds, divine favor, protection from 
  chaos*, shield of faith; 2
  nd -- aid, bull's strength, resist 
  energy, spiritual weapon*, zone of truth; 3
  rd – cure 
  serious wounds, magic circle against chaos*, prayer, 
  water walk. 
   
  *Domain Spell; Deity: Wastri; Domains: Law 
  (law spells at +1 caster level); War (martial weapon 
  proficiency (glaive) and weapon focus (glaive)). 
   
  Possessions: Glaive +1, morningstar, dagger, 
  light crossbow, quiver, 20 bolts, dagger, full plate +1, 
  vest of resistance +1, spell component pouch, wooden 
  holy symbol of Wastri, wand of cure light wounds, 
  scroll of remove fear, scroll of remove paralysis. 
   
  Encounter 6: Servants of the Dark Rider 
  �Marrash raider: CR 5; Medium-size Outsider [evil, 
  lawful]; HD 7d8+7; hp 38; Init +7; Spd 30 ft., fly 70 ft. 
  (good); AC 19 (touch 13, flat-footed 16); Base Atk +7; 
  Grp +8; Atk +8 melee (1d4+1, claw) or +10 ranged 
  (1d8+1/x3, might composite longbow); Full Atk +8/+8 
  melee (1d4+1, claw) or +10/+10 ranged (1d8+1/x3, 
  might composite longbow); SA Disease, double 
  bowfire, taklif arrow; SQ Darkvision 60 ft., protection 
  from arrows, scent; SV Fort +6, Ref +8, Will +6; Str 13, 
  Dex 16, Con 13, Int 9, Wis 12, Cha 8; AL LE. 
  
  SND4-05 In Sickness and in health 
   
  Page 26 
   
  Skills and Feats: Balance +13, Jump +11, 
  Listen +11, Search +9, Spot +11, Survival +11, Tumble 
  +13; Dodge, Improved Initiative, Point Blank Shot. 
   
  Disease (Ex): Any creature hit by a marrash's 
  disease arrow must succeed at a DC 14 Fortitude save or 
  contract a more virulent outer-planar version of filth 
  fever. The incubation period is id3 days, and the disease 
  deals 1d3 points of Dexterity damage and 1d3 points of 
  Constitution damage. Each day thereafter that the 
  disease lasts, the infected creature must also succeed at 
  a second DC 14 Fortitude save, or 1 point of each of 
  that day's Dexterity and Constitution damage becomes 
  a drain instead. The DCs are Constitution based. 
   
  Double Bowfire (Ex): In battle, a flying 
  marrash grips its longbow with its taloned feet and 
  draws the string with both hands. This unusual 
  technique allows it to fire two arrows nearly 
  simultaneously at its highest attack bonus as a full 
  attack action. 
   
  Taklif Arrow: Any creature hit by a taklif 
  arrow must succeed at a DC 14 Fortitude save or 
  contract a disease similar to the marrash variant of filth 
  fever (see Disease above). The incubation period is 1 
  day, and the disease deals 1d3 points of Dexterity 
  damage and 1d3 points of Constitution damage. 
  However a creature that fails any Fortitude saving 
  throw after its initial infection dies instantly, and 
  neither raise dead or resurrection can restore it to life. 
  The corpse rises as a new marrash 1d6 days later. The 
  DCs are Constitution based. 
   
  Protection from Arrows (Sp): A marrash can 
  us protection from arrows, as the spell, at will. Caster 
  level 10
  th. 
   
  Possessions: Mighty composite longbow, 10 
  disease arrows, 20 arrows, 1 taklif arrow. 
  
  SND4-05 In Sickness and in health 
   
  Page 27 
  Appendix 4: 
  APL 8
  �Rajivah, male Baklunish Rng1/Rog4: CR 5; Medium 
  Humanoid (human); HD 4d6+1d8+5; hp 28; Init +0; 
  Spd 30 ft.; AC 10; Base Atk +4; Grp +4; Atk +5 melee 
  (1d6, masterwork quarterstaff); Full Atk +5 melee (1d6, 
  masterwork quarterstaff); SA Sneak attack +2d6; SQ 
  Evasion, uncanny dodge; SV Fort +8, Ref +8, Will +2; 
  AL N; Str 10, Dex 10, Con 12, Int 16, Wis 8, Cha 18. 
  Skills & Feats: Appraise +8, Bluff +12, Craft 
  (Brewing) +11, Decipher Script +7, Diplomacy +17, 
  Gather Information +7, Handle Animal +5, Heal +3, 
  Knowledge (arcana) +5, Knowledge (architecture & 
  engineering) +4, Knowledge (dungeoneering) +6, 
  Knowledge (geography) +5, Knowledge (history) +4, 
  Knowledge (local) +5, Knowledge (nature) +8, Listen 
  +4, Profession (Herbalist) +10, Search +10, Sense 
  Motive +9; Great Fortitude, Negotiator, Skill Focus 
  (herbalist). 
  Possessions: Masterwork quarterstaff, herbalist’s lab, 6 
  healer’s kits, cloak of resistance +2, lesser strand of 
  prayer beads, periapt of health, 2 potions of remove 
  disease. 
   
  Encounter 2 and 4-A 
  �Bullywug raider, male bullywug Rng2/Bbn4: CR 6; 
  Medium-Size Humanoid (aquatic); HD 2d8+4d12+36; 
  hp 77; Init +6; Spd 20 ft., swim 40 ft.; AC 20 (touch 10, 
  flat-footed 18); Base Atk +6; Grp +10; Atk +12 melee 
  (1d12+7/x3, masterwork great axe) or +9 ranged 
  (1d8+3/x3, mighty composite longbow); Full Atk 
  +12/+6 melee (1d12+7/x3, masterwork great axe) or 
  +9/+4 ranged (1d8+3/x3, mighty composite longbow) 
  or +7/+7/+2 ranged (1d8+3/x3, mighty composite 
  longbow); SA Rage 2/day, Favored enemy (humanoid - 
  elves +2); SQ Marsh move, trap sense +1, uncanny 
  dodge, wild empathy; AL NE; SV Fort +13, Ref +6, Will 
  +3; Str 18, Dex 14, Con 22, Int 7, Wis 12, Cha 5. 
   
  Skills and Feats: Hide +4 (+10 in marshes), 
  Listen +10, Spot +5, Survival +10; Improved Initiative, 
  Power Attack, Rapid Shot, Track, Weapon Focus (great 
  axe). 
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Diseased: The effects of Raging Rot (See 
  Appendix 7) are taken into account in the stats above. It 
  provides a +2 morale bonus on strength and 
  constitution, a +1 morale bonus on Will saves and a –2 
  penalty on AC. 
   
  Note: When the bullywugs heard the PCs 
  approach, they applied an oil of greater magic weapon 
  +1 and quaffed a potion of barkskin +2. These have 
  already been scratched from the possessions and 
  applied to the stats above. 
   
  Possessions: Breastplate, masterwork greataxe 
  (+1 due to oil of greater magic weapon +1), dagger, 
  mighty composite longbow (Str +3), quiver, 20 
  masterwork arrows, 2x tanglefoot bag, potion of 
  barkskin +2, oil of greater magic weapon +1, potion of 
  shield of faith +2. 
   
  Encounter 4-C: The Wastrian Priests 
  �Bullywug templar, male bullywug Bbn3/Ftr3/Tmp1: 
  CR 6; Medium-Size Humanoid (Aquatic); HD 
  3d12+3d10+24; hp 68; Init +5; Spd 20 ft., swim 40 ft.; 
  AC 22 (touch 11, flat-footed 21); Base Atk +6; Grp +8; 
  Atk +10 melee (1d10+3/x3, masterwork glaive) or +7 
  ranged (1d10/19-20/x2, heavy crossbow); Full Atk 
  +10/+4 melee (1d10+3/x3, masterwork glaive) or +7 
  ranged (1d10/19-20/x2, heavy crossbow); SA Rage 
  1/day; SQ Marsh move, mettle, trap sense +1, uncanny 
  dodge; AL N; SV Fort +13, Ref +3, Will +5; Str 14, Dex 
  12, Con 18, Int 7, Wis 12, Cha 5.                                           
   
  Skills and Feats: Listen +4, Knowledge 
  (religion) +2; Cleave, Improved Initiative, Power 
  Attack, True Believer, Weapon Focus (glaive).                          
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud.                                   
   
  Mettle (Su): A pious templar's special blessing 
  allows her to shrug off magical effects that would 
  otherwise harm her. If a pious templar makes a 
  successful Will or Fortitude saving throw that would 
  normally reduce the spell's effect, she suffers no effect 
  from the spell at all. Only those spells with a Saving 
  Throw entry of "Will partial", "Fortitude half" or similar 
  entries 
  can 
  be 
  negated 
  through 
  this 
  ability.                                   
   
  Spells Prepared: (1; save DC 11 + spell level): 
  1
  st – divine sacrifice.           
   
  Possessions: Breastplate +1, amulet of natural 
  armor +1, masterwork glaive, heavy crossbow, quiver, 
  20 bolts, dagger, 2x tanglefoot bags, cloak of resistance 
  +1, 2x potion of cure light wounds. 
   
  �Valen, male Suel Clr8: CR 8; Medium Humanoid; 
  8d8+8; hp 51; Init +5; Spd 20 ft.; AC 21 (touch 11, flat-
  footed 20); Base Atk +6; Grp +8; Atk +11 melee 
  (1d10+5/x3, 
  glaive 
  +2) 
  or 
  +8 
  melee 
  (1d8+2, 
  morningstar) or +7 ranged (1d8/19-20/x2, light 
  crossbow); Full Atk +11/+5 melee (1d10+5/x3, glaive 
  +2) or +8/+3 melee (1d8+2, morningstar) or +7 ranged 
  (1d8/19-20/x2, light crossbow); SA Spontaneous inflict; 
  SQ Rebuke undead 2/day; AL LN; SV Fort +9, Ref +5, 
  Will +12; Str 14, Dex 12, Con 13, Int 10, Wis 18, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +15, 
  Diplomacy +10, Knowledge (religion) +11; Cleave, 
  Improved Initiative, Martial Weapon Proficiency 
  (glaive), Power Attack, Skill Focus (concentration), 
  Weapon Focus (glaive). 
   
  Spells Prepared: (5/6/5/5/4; base DC = 14 + 
  spell level) 0 – cure minor wounds (2), guidance (3); 1
  st 
  – bless, cure light wounds, divine favor, protection 
  from chaos*, shield of faith; 2
  nd – aid, bull's strength, 
  resist energy, spiritual weapon*, zone of truth; 3
  rd – cure 
  serious wounds, dispel magic, magic circle against 
  
  SND4-05 In Sickness and in health 
   
  Page 28 
  chaos, magic vestment*, water walk; 4
  th – divine power, 
  divination, greater magic weapon, order's wrath*. 
   
  *Domain Spell; Deity: Wastri; Domains: Law 
  (law spells at +1 caster level); War (martial weapon 
  proficiency [glaive] and weapon focus [glaive]); 
   
  Possessions: Glaive +1 (+2 due to greater 
  magic weapon), morningstar, dagger, light crossbow, 
  quiver, 20 bolts, full plate +1 (+2 due to magic 
  vestment), vest of resistance +1, spell component 
  pouch, periapt of wisdom +2, wooden holy symbol of 
  Wastri, scroll of remove fear, scroll of remove paralysis. 
   
  Encounter 6: Servants of the Dark Rider 
  �Marrash raider, Ftr2: CR 7; Medium-size Outsider 
  [evil, lawful]; HD 7d8 + 2d10 + 18; hp 58; Init +9; Spd 30 
  ft., fly 70 ft. (good); AC 21 (touch 15, flat-footed 16); 
  Base Atk +9; Grp +13; Atk +13 melee (1d4+4, claw) or 
  +15 ranged (1d8+4/x3, mighty composite longbow); 
  Full Atk +13/+13 melee (1d4+4, claw) or +15/+15 
  ranged (1d8+4/x3, mighty composite longbow) or 
  +13/+13/+8 ranged (1d8+4/x3, mighty composite 
  longbow); SA Disease, double bowfire, taklif arrow; SQ 
  Darkvision 60 ft., protection from arrows, scent; SV 
  Fort +10, Ref +10, Will +7; Str 18, Dex 20, Con 15, Int 9, 
  Wis 14, Cha 6; AL LE. 
   
  Skills and Feats: Balance +15, Jump +15, 
  Listen +12, Search +9, Spot +12, Survival +12, Tumble 
  +15; Dodge, Improved Initiative, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus (longbow). 
   
  Disease (Ex): Any creature hit by a marrash's 
  disease arrow must succeed at a DC 15 Fortitude save or 
  contract a more virulent outer-planar version of filth 
  fever. The incubation period is id3 days, and the disease 
  deals 1d3 points of Dexterity damage and 1d3 points of 
  Constitution damage. Each day thereafter that the 
  disease lasts, the infected creature must also succeed at 
  a second DC 15 Fortitude save, or 1 point of each of 
  that day's Dexterity and Constitution damage becomes 
  a drain instead. The DCs are Constitution based. 
   
  Double Bowfire (Ex): In battle, a flying 
  marrash grips its longbow with its taloned feet and 
  draws the string with both hands. This unusual 
  technique allows it to fire two arrows nearly 
  simultaneously at its highest attack bonus as a full 
  attack action. 
   
  Taklif Arrow: Any creature hit by a taklif 
  arrow must succeed at a DC 15 Fortitude save or 
  contract a disease similar to the marrash variant of filth 
  fever (see Disease above). The incubation period is 1 
  day, and the disease deals 1d3 points of Dexterity 
  damage and 1d3 points of Constitution damage. 
  However a creature that fails any Fortitude saving 
  throw after its initial infection dies instantly, and 
  neither raise dead or resurrection can restore it to life. 
  The corpse rises as a new marrash 1d6 days later. The 
  DCs are Constitution based. 
   
  Protection from Arrows (Sp): A marrash can 
  us protection from arrows, as the spell, at will. Caster 
  level 10
  th. 
   
  Possessions: Mighty composite longbow, 10 
  disease arrows, 20 arrows, 1 taklif arrow. 
   
  �Marrash Cleric, Clr2: CR 7; Medium-size Outsider 
  [evil, lawful]; HD 7d8 + 2d8 + 18; hp 56; Init +9; Spd 30 
  ft., fly 70 ft. (good); AC 21 (touch 15, flat-footed 16); 
  Base Atk +8; Grp +8; Atk +8 melee (1d4, claw) or +13 
  ranged (1d8/x3, composite longbow); Full Atk +8/+8 
  melee (1d4, claw) or +13/+13 ranged (1d8/x3, 
  composite longbow); SA Disease, double bowfire, taklif 
  arrow; SQ Darkvision 60 ft., protection from arrows, 
  scent; SV Fort +10, Ref +10, Will +11; Str 11, Dex 20, 
  Con 14, Int 11, Wis 16, Cha 10; AL LE. 
   
  Skills and Feats: Balance +15, Concentration 
  +9, Jump +10, Listen +13, Search +10, Spot +13, Survival 
  +13, Tumble +15; Dodge, Improved Initiative, Point 
  Blank Shot, Skill Focus (concentration). 
   
  Disease (Ex): Any creature hit by a marrash's 
  disease arrow must succeed at a DC 15 Fortitude save or 
  contract a more virulent outer-planar version of filth 
  fever. The incubation period is id3 days, and the disease 
  deals 1d3 points of Dexterity damage and 1d3 points of 
  Constitution damage. Each day thereafter that the 
  disease lasts, the infected creature must also succeed at 
  a second DC 15 Fortitude save, or 1 point of each of 
  that day's Dexterity and Constitution damage becomes 
  a drain instead. The DCs are Constitution based. 
   
  Double Bowfire (Ex): In battle, a flying 
  marrash grips its longbow with its taloned feet and 
  draws the string with both hands. This unusual 
  technique allows it to fire two arrows nearly 
  simultaneously at its highest attack bonus as a full 
  attack action. 
   
  Taklif Arrow: Any creature hit by a taklif 
  arrow must succeed at a DC 15 Fortitude save or 
  contract a disease similar to the marrash variant of filth 
  fever (see Disease above). The incubation period is 1 
  day, and the disease deals 1d3 points of Dexterity 
  damage and 1d3 points of Constitution damage. 
  However a creature that fails any Fortitude saving 
  throw after its initial infection dies instantly, and 
  neither raise dead or resurrection can restore it to life. 
  The corpse rises as a new marrash 1d6 days later. The 
  DCs are Constitution based. 
   
  Protection from Arrows (Sp): A marrash can 
  us protection from arrows, as the spell, at will. Caster 
  level 10
  th. 
   
  Spells prepared (4/4; Base DC = 13 + spell 
  level): 0 – detect magic, detect poison, guidance (2); 1
  st 
  – cure light wounds, divine favor, entropic shield, 
  protection from good*. 
   
  * Domain spell. Domains: Destruction  (smite 
  1/day - +4 bonus on melee attack, +2 damage); Evil (cast 
  evil spells at +1 caster level).  
   
  Possessions: Mighty composite longbow, 10 
  disease arrows, 20 arrows, 1 taklif arrow. 
   
   
  
  SND4-05 In Sickness and in health 
   
  Page 29 
  Appendix 5: 
  APL 10
  �Rajivah, male Baklunish Rng1/Rog4: CR 5; Medium 
  Humanoid (human); HD 4d6+1d8+5; hp 28; Init +0; 
  Spd 30 ft.; AC 10; Base Atk +4; Grp +4; Atk +5 melee 
  (1d6, masterwork quarterstaff); Full Atk +5 melee (1d6, 
  masterwork quarterstaff); SA Sneak attack +2d6; SQ 
  Evasion, uncanny dodge; SV Fort +8, Ref +8, Will +2; 
  AL N; Str 10, Dex 10, Con 12, Int 16, Wis 8, Cha 18. 
  Skills & Feats: Appraise +8, Bluff +12, Craft 
  (Brewing) +11, Decipher Script +7, Diplomacy +17, 
  Gather Information +7, Handle Animal +5, Heal +3, 
  Knowledge (arcana) +5, Knowledge (architecture & 
  engineering) +4, Knowledge (dungeoneering) +6, 
  Knowledge (geography) +5, Knowledge (history) +4, 
  Knowledge (local) +5, Knowledge (nature) +8, Listen 
  +4, Profession (Herbalist) +10, Search +10, Sense 
  Motive +9; Great Fortitude, Negotiator, Skill Focus 
  (herbalist). 
  Possessions: 
  Masterwork 
  quarterstaff, 
  herbalist’s lab, 6 healer’s kits, cloak of resistance +2, 
  lesser strand of prayer beads, periapt of health, 2 
  potions of remove disease. 
   
  Encounter 2 and 4-A 
  �Bullywug raider, male bullywug Rng2/Bbn6: CR 8; 
  Medium-Size Humanoid (Aquatic); HD 2d8+6d12+48; 
  hp 103; Init +6; Spd 20 ft., swim 40 ft.; AC 23 (touch 10, 
  flat-footed 21); Base Atk +8; Grp +12; Atk +15 melee 
  (1d12+8/x3, masterwork great axe) or +10 ranged 
  (1d8+4/x3, mighty composite longbow); Full Atk 
  +15/+9 melee (1d12+8/x3, masterwork great axe) or 
  +10/+5 ranged (1d8+4/x3, mighty composite longbow) 
  or +8/+8/+3 ranged (1d8+4/x3, mighty composite 
  longbow); SA Rage 2/day, favored enemy (humanoids - 
  elves +2); SQ Improved uncanny dodge, marsh move, 
  trap sense +2, wild empathy; AL NE; SV Fort +14, Ref 
  +7, Will +4; Str 18, Dex 14, Con 22, Int 7, Wis 12, Cha 5. 
   
  Skills and Feats: Hide +4 (+10 in marshes), 
  Listen +12, Spot +5, Survival +12; Improved Initiative, 
  Power Attack, Rapid Shot, Weapon Focus (great axe). 
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Diseased: The effects of Raging Rot (See 
  Appendix 7) are taken into account in the stats above. 
  It provides a +2 morale bonus on strength and 
  constitution, a +1 morale bonus on Will saves and a –2 
  penalty on AC. 
   
  Note: When the bullywugs heard the PCs 
  approach, they applied an oil of greater magic weapon 
  +2 and an oil of magic vestment +1, and quaffed a 
  potion of barkskin +3. These have already been 
  scratched from the possessions and applied to the stats 
  above. 
   
  Possessions: Breastplate (1 due to oil of magic 
  vestment +1), masterwork great axe (+2 due to oil of 
  greater magic weapon +2), dagger, mighty composite 
  longbow (Str +4), quiver, 20 masterwork arrows, 2x 
  tanglefoot bag, potion of barkskin +3, oil of greater 
  magic weapon +2, 2x potion of shield of faith +3, oil of 
  magic vestment +1. 
   
  Encounter 4-C: The Wastrian Priests 
  �Bullywug templar, male bullywug Bbn3/Ftr2/Tmp3: 
  CR 8; Medium-Size Humanoid (Aquatic); HD 
  3d12+5d10+24; hp 88; Init +5; Spd 20 ft., swim 40 ft.; 
  AC 22 (touch 11, flat-footed 21); Base Atk +8; Grp +11; 
  Atk +13 melee (1d10+6/x3, masterwork glaive) or +9 
  ranged (1d10/19-20/x2, heavy crossbow); Full Atk 
  +13/+7 melee (1d10+6/x3, masterwork glaive) or +9 
  ranged (1d10/19-20/x2, heavy crossbow); SA Rage 
  1/day; SQ DR 1/-, marsh move, mettle, smite 1/day, 
  trap sense +1; AL N; SV Fort +14, Ref +4, Will +6; Str 
  16, Dex 12, Con 18, Int 7, Wis 13, Cha 5. 
   
  Skills and Feats: Listen +5, Knowledge 
  (religion) +4; Cleave, Improved Initiative, Power 
  Attack, True Believer, Weapon Focus (glaive), Weapon 
  Specialization (glaive). 
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Mettle (Su): A pious templar's special blessing 
  allows her to shrug off magical effects that would 
  otherwise harm her. If a pious templar makes a 
  succesful Will or Fortitude saving throw that would 
  normally reduce the spell's effect, she suffers no effect 
  from the spell at all. Only those spells with a Saving 
  Throw entry of "Will partial," "Fortitude half," or 
  similar entries can be negated through this ability. 
   
  Smite (Su): Once per day, a pious templar of 
  2nd level or higher may make a single melee attack 
  with a +4 attack bonus and a damage bonus equal to her 
  pious templar level (if she hits). The pious templar 
  must declare the smite before making the attack. 
   
  Spell's Prepared: (2; base DC = 11 + spell 
  level): 
  1
  st 
  – 
  divine 
  favor, 
  divine 
  sacrifice.          
   
  Possessions: Breastplate +2, amulet of natural 
  armor +1, masterwork glaive, heavy crossbow, quiver, 
  20 bolts, dagger, 2x tanglefoot bags, cloak of resistance 
  +1, 2x potion of cure light wounds, 2x potion of shield 
  of faith +3, gauntlets of ogre power. 
   
  �Valen, male Suel Clr10: CR 10; Medium Humanoid; 
  10d8+10; hp 63; Init +5; Spd 20 ft.; AC 21 (touch 11, flat-
  footed 20); Base Atk +7; Grp +9; Atk +12 melee 
  (1d10+5/x3, glaive +2 bane (humanoid: elves)) or +9 
  melee (1d8+2, morningstar) or +8 ranged (1d8/19-
  20/x2, light crossbow); Full Atk +12/+6 melee 
  (1d10+5/x3, glaive +2 bane (humanoid: elves)) or +9/+4 
  melee (1d8+2, morningstar) or +8 ranged (1d8/19-
  20/x2, light crossbow); AL LN; SV Fort +11, Ref +7, 
  Will +14; Str 14, Dex 12, Con 13, Int 10, Wis 18, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +17, 
  Diplomacy +12, Knowledge (religion) +13; Improved 
  Initiative, Martial Weapon Proficiency (glaive), Power 
  Attack, Quicken Spell, Skill Focus (Concentration), 
  Weapon Focus (glaive). 
  
  SND4-05 In Sickness and in health 
   
  Page 30 
   
  Spells Prepared: (6/6/6/5/5/4; base DC = 14 + 
  spell level) 0 – cure minor wounds (2), guidance (3); 1
  st 
  – bless, cure light wounds, divine favor (2), protection 
  from chaos*, shield of faith; 2
  nd – aid, bull's strength, 
  resist energy, remove paralysis, spiritual weapon*, zone 
  of truth; 3
  rd – cure serious wounds, dispel magic, magic 
  vestment*, magic circle against chaos, water walk; 4
  th – 
  cure critical wounds, divine power, divination, greater 
  magic weapon, order's wrath*; 5
  th – flame strike*, 
  quickened divine favor, righteous might. 
   
  Domain Spell*; Deity: Wastri; Domains: Law 
  (law spells at +1 caster level); War (martial weapon 
  proficiency [glaive] and weapon focus [glaive]); 
   
  Possessions: Glaive +1 – bane humanoid 
  (elves) (+2 due to greater magic weapon), morningstar, 
  dagger, light crossbow, quiver, 20 bolts, full plate +1 (+2 
  due to magic vestment), spell component pouch, 
  periapt of wisdom +2, vest of resistance +2, wooden 
  holy symbol of Wastri, wand of cure light wounds, 
  scroll of remove fear, scroll of remove paralysis. 
   
  Encounter 6: Servants of the Dark Rider 
  �Marrash raider, Ftr4: CR 9; Medium-size Outsider 
  [evil, lawful]; HD 7d8 + 4d10 + 22; hp 73; Init +9; Spd 30 
  ft., fly 70 ft. (good); AC 25 (touch 15, flat-footed 20); 
  Base Atk +11; Grp +15; Atk +15 melee (1d4+4, claw) or 
  +17 ranged (1d8+4/x3, mighty composite longbow); 
  Full Atk +15/+15 melee (1d4+4, claw) or +17/+17 
  ranged (1d8+4/x3, mighty composite longbow) or 
  +15/+15/+10/+5 ranged (1d8+4/x3, mighty composite 
  longbow); SA Disease, double bowfire, taklif arrow; SQ 
  Darkvision 60 ft., protection from arrows, scent; SV 
  Fort +11, Ref +11, Will +8; Str 18, Dex 20, Con 15, Int 9, 
  Wis 14, Cha 6; AL LE. 
   
  Skills and Feats: Balance +15, Jump +14, 
  Listen +12, Search +9, Spot +12, Survival +12, Tumble 
  +13; Dodge, Improved Initiative, Improved Precise 
  Shot, Point Blank Shot, Precise Shot, Rapid Shot, 
  Weapon Focus (longbow). 
   
  Disease (Ex): Any creature hit by a marrash's 
  disease arrow must succeed at a DC 15 Fortitude save 
  or contract a more virulent outer-planar version of filth 
  fever. The incubation period is id3 days, and the disease 
  deals 1d3 points of Dexterity damage and 1d3 points of 
  Constitution damage. Each day thereafter that the 
  disease lasts, the infected creature must also succeed at 
  a second DC 15 Fortitude save, or 1 point of each of 
  that day's Dexterity and Constitution damage becomes 
  a drain instead. The DCs are Constitution based. 
   
  Double Bowfire (Ex): In battle, a flying 
  marrash grips its longbow with its taloned feet and 
  draws the string with both hands. This unusual 
  technique allows it to fire two arrows nearly 
  simultaneously at its highest attack bonus as a full 
  attack action. 
   
  Taklif Arrow: Any creature hit by a taklif 
  arrow must succeed at a DC 15 Fortitude save or 
  contract a disease similar to the marrash variant of filth 
  fever (see Disease above). The incubation period is 1 
  day, and the disease deals 1d3 points of Dexterity 
  damage and 1d3 points of Constitution damage. 
  However a creature that fails any Fortitude saving 
  throw after its initial infection dies instantly, and 
  neither raise dead or resurrection can restore it to life. 
  The corpse rises as a new marrash 1d6 days later. The 
  DCs are Constitution based. 
   
  Protection from Arrows (Sp): A marrash can 
  us protection from arrows, as the spell, at will. Caster 
  level 10
  th. 
   
  Possessions: Mighty composite longbow, 20 
  disease arrows, 40 arrows, 1 taklif arrow, chain shirt. 
   
  �Marrash Cleric, Clr4: CR 9; Medium-size Outsider 
  [evil, lawful]; HD 7d8 + 4d8 + 22; hp 69; Init +9; Spd 30 
  ft., fly 70 ft. (good); AC 25 (touch 15, flat-footed 20); 
  Base Atk +10; Grp +10; Atk +10 melee (1d4, claw) or +15 
  ranged (1d8/x3, composite longbow); Full Atk +10/+10 
  melee (1d4, claw) or +15/+15 ranged (1d8/x3, 
  composite longbow); SA Disease, double bowfire, taklif 
  arrow; SQ Darkvision 60 ft., protection from arrows, 
  scent; SV Fort +11, Ref +11, Will +12; Str 11, Dex 20, 
  Con 14, Int 11, Wis 16, Cha 10; AL LE. 
   
  Skills and Feats: Balance +15, Concentration 
  +9, Jump +10, Knowledge (religion) +4, Listen +13, 
  Search +10, Spot +13, Survival +13, Tumble +15; Dodge, 
  Improved Initiative, Point Blank Shot, Skill Focus 
  (concentration). 
   
  Disease (Ex): Any creature hit by a marrash's 
  disease arrow must succeed at a DC 15 Fortitude save 
  or contract a more virulent outer-planar version of filth 
  fever. The incubation period is id3 days, and the disease 
  deals 1d3 points of Dexterity damage and 1d3 points of 
  Constitution damage. Each day thereafter that the 
  disease lasts, the infected creature must also succeed at 
  a second DC 15 Fortitude save, or 1 point of each of 
  that day's Dexterity and Constitution damage becomes 
  a drain instead. The DCs are Constitution based. 
   
  Double Bowfire (Ex): In battle, a flying 
  marrash grips its longbow with its taloned feet and 
  draws the string with both hands. This unusual 
  technique allows it to fire two arrows nearly 
  simultaneously at its highest attack bonus as a full 
  attack action. 
   
  Taklif Arrow: Any creature hit by a taklif 
  arrow must succeed at a DC 15 Fortitude save or 
  contract a disease similar to the marrash variant of filth 
  fever (see Disease above). The incubation period is 1 
  day, and the disease deals 1d3 points of Dexterity 
  damage and 1d3 points of Constitution damage. 
  However a creature that fails any Fortitude saving 
  throw after its initial infection dies instantly, and 
  neither raise dead or resurrection can restore it to life. 
  The corpse rises as a new marrash 1d6 days later. The 
  DCs are Constitution based. 
   
  Protection from Arrows (Sp): A marrash can 
  us protection from arrows, as the spell, at will. Caster 
  level 10
  th. 
   
  Spells prepared (5/5/4; Base DC = 13 + spell 
  level): 0 – cure minor wounds, detect magic, detect 
  poison, guidance (2); 1
  st – cure light wounds, divine 
  
  SND4-05 In Sickness and in health 
   
  Page 31 
  favor, entropic shield (2), protection from good*; 2
  nd – 
  align weapon, resist energy (2), shatter* 
   
  * Domain spell. Domains: Destruction  (smite 
  1/day - +4 bonus on melee attack, +4 damage); Evil (cast 
  evil spells at +1 caster level).  
   
  Possessions: Mighty composite longbow, 10 
  disease arrows, 20 arrows, 1 taklif arrow, chain shirt. 
   
  
  SND4-05 In Sickness and in health 
   
  Page 32 
  Appendix 6: 
  APL 12
  �Rajivah, male Baklunish Rng1/Rog4: CR 5; Medium 
  Humanoid (human); HD 4d6+1d8+5; hp 28; Init +0; 
  Spd 30 ft.; AC 10; Base Atk +4; Grp +4; Atk +5 melee 
  (1d6, masterwork quarterstaff); Full Atk +5 melee (1d6, 
  masterwork quarterstaff); SA Sneak attack +2d6; SQ 
  Evasion, uncanny dodge; SV Fort +8, Ref +8, Will +2; 
  AL N; Str 10, Dex 10, Con 12, Int 16, Wis 8, Cha 18. 
  Skills & Feats: Appraise +8, Bluff +12, Craft 
  (Brewing) +11, Decipher Script +7, Diplomacy +17, 
  Gather Information +7, Handle Animal +5, Heal +3, 
  Knowledge (arcana) +5, Knowledge (architecture & 
  engineering) +4, Knowledge (dungeoneering) +6, 
  Knowledge (geography) +5, Knowledge (history) +4, 
  Knowledge (local) +5, Knowledge (nature) +8, Listen 
  +4, Profession (Herbalist) +10, Search +10, Sense 
  Motive +9; Great Fortitude, Negotiator, Skill Focus 
  (herbalist). 
  Possessions: 
  Masterwork 
  quarterstaff, 
  herbalist’s lab, 6 healer’s kits, cloak of resistance +2, 
  lesser strand of prayer beads, periapt of health, 2 
  potions of remove disease. 
   
  Encounter 2 and 4-A 
  �Bullywug raider, male bullywug Rng2/Bbn8: CR 10; 
  Medium-Size Humanoid (Aquatic); HD 2d8+8d12+60; 
  hp 119; Init +6; Spd 30 ft., swim 40 ft.; AC 26 (touch 10, 
  flat-footed 24); Base Atk +10; Grp +14; Atk +18 melee 
  (1d12+9/19-20/x3, masterwork great axe) or +12 ranged 
  (1d8+4/x3, mighty composite longbow); Full Atk 
  +18/+12 melee (1d12+9/19-20/x3, masterwork great 
  axe) or +13/+8 ranged (1d8+4/x3, mighty composite 
  longbow) or +11/+11/+6 (1d8+4/x3, might composite 
  longbow); SA Rage 3/day, Favored Enemy (humanoid - 
  elves +2); SQ DR 1/-, improved uncanny dodge, marsh 
  move, trap sense +2, wild empathy; AL NE; SV Fort 
  +15, Ref +7, Will +4; Str 18, Dex 14, Con 22, Int 7, Wis 
  12, Cha 5. 
   
  Skills and Feats: Hide +4 (+10 in marshes), 
  Listen +12, Spot +5, Survival +12; Improved Critical 
  (great axe), Improved Initiative, Power Attack, Rapid 
  Shot, Track, Weapon Focus (great axe). 
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Diseased: The effects of Raging Rot (See 
  Appendix 7) are taken into account in the stats above. It 
  provides a +2 morale bonus on strength and 
  constitution, a +1 morale bonus on Will saves and a –2 
  penalty on AC. 
   
  Note: When the bullywugs heard the PCs 
  approach, they applied an oil of greater magic weapon 
  +3 and an oil of magic vestment +2, and quaffed a 
  potion of barkskin +5. These have already been 
  scratched from the possessions and applied to the stats 
  above. 
   
  Possessions: Breastplate (+2 due to oil of 
  magic vestment +2), masterwork great axe (+3 due to oil 
  of greater magic weapon +3), dagger, mighty composite 
  longbow (Str +4), quiver, 20 masterwork arrows, 2x 
  tanglefoot bag, potion of barkskin +5, oil of greater 
  magic weapon +3, 2x potion of shield of faith +5, oil of 
  magic vestment +2. 
   
  Encounter 4-C: The Wastrian Priests 
  �Bullywug templar, male bullywug Bbn4/Ftr2/Tmp4: 
  CR 10; Medium-Size Humanoid (Aquatic); HD 
  4d12+6d10+40+1d8+6; hp 110 (+10 temporary); Init +5; 
  Spd 30 ft., swim 40 ft.; AC 22 (touch 11, flat-footed 21); 
  Base Atk +10; Grp +13; Atk +17 melee (1d10+7+1d6/19-
  20/x3, glaive of frost +1) or +11 ranged (1d10/19-20/x2, 
  heavy 
  crossbow); 
  Full 
  Atk 
  +17/+11 
  melee 
  (1d10+7+1d6/19-20/x3, glaive of frost +1) or +11 ranged 
  (1d10/19-20/x2, heavy crossbow); SA Rage 1/day, smite 
  1/day; SQ DR 1/-, marsh move, mettle, trap sense +1; 
  AL N; SV Fort +13, Ref +3, Will +7; Str 16, Dex 12, Con 
  18, Int 7, Wis 13, Cha 5. 
   
  Skills and Feats: Listen +5, Knowledge 
  (religion) +4; Cleave, Improved Critical (glaive), 
  Improved Initiative, Power Critical (glaive), Power 
  Attack, True Believer, Weapon Focus (glaive), Weapon 
  Specialization (glaive). 
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Mettle (Su): A pious templar's special blessing 
  allows her to shrug off magical effects that would 
  otherwise harm her. If a pious templar makes a 
  succesful Will or Fortitude saving throw that would 
  normally reduce the spell's effect, she suffers no effect 
  from the spell at all. Only those spells with a Saving 
  Throw entry of "Will partial," "Fortitude half," or 
  similar entries can be negated through this ability. 
   
  Smite (Su): Once per day, a pious templar of 
  2nd level or higher may make a single melee attack 
  with a +4 attack bonus and a damage bonus equal to her 
  pious templar level (if she hits). The pious templar 
  must declare the smite before making the attack.  
   
  Note: The bullywug templar has feasted from 
  a PCs feast this morning. Granting 10 temporary hit 
  point, a +1 morale bonus on attack rolls and Will saves, 
  as well as an immunity to poison and fear. These values 
  have been calculated in the stats above. 
   
  Spell's Prepared: (2/1; base DC = 11 + spell 
  level): 1
  st – divine favor, divine sacrifice; 2
  nd – resist 
  energy. 
   
  Possessions: Breastplate +2, amulet of natural 
  armor +1, glaive +1 of frost, heavy crossbow, quiver, 20 
  bolts, dagger, 2x tanglefoot bags, cloak of resistance +1, 
  2x potion of cure light wounds, 2x potion of shield of 
  faith +3, gauntlets of ogre power. 
   
  �Valen, male Suel Clr12: CR 12; Medium Humanoid 
  (human); 12d8+12+1d8+6; hp 86 (+10 temporary hit 
  points); Init +5; Spd 20 ft.; AC 22 (touch 11, flat-footed 
  21); Base Atk +9; Grp +12; Atk +17 melee (1d10+6/x3, 
  glaive +3 bane (humanoid: elves, humanoid: dwarves)) 
  
  SND4-05 In Sickness and in health 
   
  Page 33 
  or +12 melee (1d8+2, morningstar) or +11 ranged 
  (1d8/19-20/x2, light crossbow); Full Atk +16/+10 melee 
  (1d10+6/x3, 
  glaive 
  +3 
  bane 
  (humanoid: 
  elves, 
  humanoid: dwarves)) or +12/+7 (1d8+2, morningstar) 
  or +11 ranged (1d8/19-20/x2 light crossbow); SA 
  Spontaneous inflict; SQ Rebuke undead 2/day; AL LN; 
  SV Fort +12, Ref +8, Will +16; Str 14, Dex 12, Con 13, 
  Int 10, Wis 18, Cha 8. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +19, 
  Diplomacy +14, Knowledge (religion) +15; Empower 
  Spell, Improved Initiative, Martial Weapon Proficiency 
  (glaive), Power Attack, Quicken Spell, Skill Focus 
  (Concentration), Weapon Focus (glaive). 
   
  Note: Valen has feasted from a PCs feast this 
  morning. Granting 10 temporary hit point, a +1 morale 
  bonus on attack rolls and Will saves, as well as an 
  immunity to poison and fear. These values have been 
  calculated in the stats above. 
   
  Spells Prepared: (6/7/6/6/5/4/3; save DC 14 + 
  spell level) 0 -- cure minor wounds (3), guidance (3); 1
  st -
  - bless, cure light wounds, divine favor (2), protection 
  from chaos*, shield of faith (2); 2
  nd -- aid, bull's strength, 
  resist energy, remove paralysis, spiritual weapon*, zone 
  of truth; 3
  rd -- cure serious wounds, dispel magic (2), 
  magic vestment*, magic circle against chaos, prayer; 4
  th 
  -- cure critical wounds, divine power, divination, 
  greater magic weapon, order's wrath*; 5
  th -- flame 
  strike*, quickened divine favor, quickened inflict light 
  wounds, righteous might; 6th -- blade barrier*, PCs 
  feast, harm. 
   
  Domain Spell*; Deity: Wastri; Domains: Law 
  (law spells at +1 caster level); War (martial weapon 
  proficiency [glaive] and weapon focus [glaive]); 
   
  Possessions: glaive +1 bane (humanoid: elves) 
  (+3 due to greater magic weapon), morningstar, dagger, 
  light crossbow, quiver, 20 bolts, full plate +2 (+3 due to 
  magic vestment), spell component pouch, periapt of 
  wisdom +2, vest of resistance +2, wooden holy symbol 
  of Wastri, wand of cure light wounds, scroll of remove 
  fear, scroll of remove paralysis. 
   
  Encounter 6: Servants of the Dark Rider 
  �Marrash raider, Ftr6: CR 11; Medium-size Outsider 
  [evil, lawful]; HD 7d8 + 6d10 + 39; hp 101; Init +9; Spd 
  30 ft., fly 70 ft. (good); AC 26 (touch 15, flat-footed 21); 
  Base Atk +13; Grp +17; Atk +17 melee (1d4+4, claw) or 
  +20 ranged (1d8+7/19-20/x3, mighty composite 
  longbow +1); Full Atk +17/+17 melee (1d4+4, claw) or 
  +20/+20 ranged (1d8+7/19-20/x3, mighty composite 
  longbow +1) or +18/+18/+13/+8 ranged (1d8+7/19-
  20/x3, mighty composite longbow +1); SA Disease, 
  double bowfire, taklif arrow; SQ Darkvision 60 ft., 
  protection from arrows, scent; SV Fort +13, Ref +12, 
  Will +10; Str 18, Dex 20, Con 16, Int 9, Wis 14, Cha 6; 
  AL LE. 
   
  Skills and Feats: Balance +15, Jump +16, 
  Listen +12, Search +9, Spot +12, Survival +12, Tumble 
  +13; Dodge, Improved Critical (longbow), Improved 
  Initiative, Improved Precise Shot, Point Blank Shot, 
  Precise Shot, Rapid Shot, Weapon Focus (longbow), 
  Weapon Specialization (longbow). 
   
  Disease (Ex): Any creature hit by a marrash's 
  disease arrow must succeed at a DC 16 Fortitude save or 
  contract a more virulent outer-planar version of filth 
  fever. The incubation period is id3 days, and the disease 
  deals 1d3 points of Dexterity damage and 1d3 points of 
  Constitution damage. Each day thereafter that the 
  disease lasts, the infected creature must also succeed at 
  a second DC 16 Fortitude save, or 1 point of each of 
  that day's Dexterity and Constitution damage becomes 
  a drain instead. The DCs are Constitution based. 
   
  Double Bowfire (Ex): In battle, a flying 
  marrash grips its longbow with its taloned feet and 
  draws the string with both hands. This unusual 
  technique allows it to fire two arrows nearly 
  simultaneously at its highest attack bonus as a full 
  attack action. 
   
  Taklif Arrow: Any creature hit by a taklif 
  arrow must succeed at a DC 16 Fortitude save or 
  contract a disease similar to the marrash variant of filth 
  fever (see Disease above). The incubation period is 1 
  day, and the disease deals 1d3 points of Dexterity 
  damage and 1d3 points of Constitution damage. 
  However a creature that fails any Fortitude saving 
  throw after its initial infection dies instantly, and 
  neither raise dead or resurrection can restore it to life. 
  The corpse rises as a new marrash 1d6 days later. The 
  DCs are Constitution based. 
   
  Protection from Arrows (Sp): A marrash can 
  us protection from arrows, as the spell, at will. Caster 
  level 10
  th. 
   
  Possessions: Mighty composite longbow +1, 
  20 disease arrows, 40 arrows, 1 taklif arrow, chain shirt 
  +1. 
   
  �Marrash Cleric, Clr6: CR 11; Medium-size Outsider 
  [evil, lawful]; HD 7d8 + 6d8 + 26; hp 82; Init +9; Spd 30 
  ft., fly 70 ft. (good); AC 26 (touch 15, flat-footed 21); 
  Base Atk +11; Grp +11; Atk +11 melee (1d4, claw) or +16 
  ranged (1d8/x3, composite longbow); Full Atk +11/+11 
  melee (1d4, claw) or +16/+16 ranged (1d8/x3, 
  composite longbow) or +14/+14/+9/+4 ranged (1d8/x3, 
  composite longbow); SA Disease, double bowfire, taklif 
  arrow; SQ Darkvision 60 ft., protection from arrows, 
  scent; SV Fort +12, Ref +12, Will +13; Str 11, Dex 20, 
  Con 14, Int 11, Wis 17, Cha 10; AL LE. 
   
  Skills and Feats: Balance +15, Concentration 
  +13, Jump +10, Knowledge (religion) +4, Listen +13, 
  Search +10, Spot +13, Survival +13, Tumble +15; Dodge, 
  Improved Initiative, Point Blank Shot, Rapid Shot, 
  Skill Focus (concentration). 
   
  Disease (Ex): Any creature hit by a marrash's 
  disease arrow must succeed at a DC 15 Fortitude save or 
  contract a more virulent outer-planar version of filth 
  fever. The incubation period is id3 days, and the disease 
  deals 1d3 points of Dexterity damage and 1d3 points of 
  Constitution damage. Each day thereafter that the 
  disease lasts, the infected creature must also succeed at 
  a second DC 15 Fortitude save, or 1 point of each of 
  
  SND4-05 In Sickness and in health 
   
  Page 34 
  that day's Dexterity and Constitution damage becomes 
  a drain instead. The DCs are Constitution based. 
   
  Double Bowfire (Ex): In battle, a flying 
  marrash grips its longbow with its taloned feet and 
  draws the string with both hands. This unusual 
  technique allows it to fire two arrows nearly 
  simultaneously at its highest attack bonus as a full 
  attack action. 
   
  Taklif Arrow: Any creature hit by a taklif 
  arrow must succeed at a DC 15 Fortitude save or 
  contract a disease similar to the marrash variant of filth 
  fever (see Disease above). The incubation period is 1 
  day, and the disease deals 1d3 points of Dexterity 
  damage and 1d3 points of Constitution damage. 
  However a creature that fails any Fortitude saving 
  throw after its initial infection dies instantly, and 
  neither raise dead or resurrection can restore it to life. 
  The corpse rises as a new marrash 1d6 days later. The 
  DCs are Constitution based. 
   
  Protection from Arrows (Sp): A marrash can 
  us protection from arrows, as the spell, at will. Caster 
  level 10
  th. 
   
  Spells prepared (5/5/5/4; Base DC = 13 + spell 
  level): 0 – cure minor wounds, detect magic, detect 
  poison, guidance (2); 1
  st – cure light wounds, divine 
  favor, entropic shield (2), protection from good*; 2
  nd – 
  align weapon, cure moderate wounds, resist energy (2), 
  shatter*; 3
  rd – blindness (2), dispel magic, magic circle 
  against good*. 
   
  * Domain spell. Domains: Destruction  (smite 
  1/day - +4 bonus on melee attack, +6 damage); Evil (cast 
  evil spells at +1 caster level).  
   
  Possessions: Mighty composite longbow, 10 
  disease arrows, 20 arrows, 1 taklif arrow, chain shirt +1. 
   
  
  SND4-05 In Sickness and in health 
   
  Page 35 
  Appendix 7:  
  Raging Rot and Wasting Rot 
  The disease developed by Rajivah was mainly intended 
  to affect amphibians. Whether due to a flawed design, 
  or the influence of the Dark Rider (or both) it also 
  affects other humanoids. The effect on non-amphibian 
  humanoids is different, and it is almost as if it are two 
  different diseases. 
   
  The are some symptoms that connect the two 
  together. Ugly sores appear over all of the body, 
  causing an unending itching and an awful stench. 
   
  On amphibians the disease works in two phases, and is 
  usually fatal. 
  Phase One: During this phase, the disease 
  stimulates the body and makes one restless and 
  aggressive. Plus there is a sense of euphoria that serves 
  as a natural painkiller. This is gives the feeling of being 
  invulnerable. 
  System: For 36 + Con hours, the recipient is 
  quite aggressive and feels no pain until it is dying. 
  Effectively, the victim acts as if it is constantly affected 
  by the rage spell: gaining a +2 morale bonus to Strength 
  and Constitution, a +1 morale bonus on Will save, and a 
  –2 penalty to AC. Just as with a barbarian’s rage, calm 
  emotions suppress the rage temporarily. The disease is 
  very infectious during this phase. 
  Phase Two: once phase one is over, the sick 
  feels exhausted and very weak. The victim usually dies 
  within days.  
  System: This phase works more like a regular, 
  but very lethal disease. 
   
   
  Infection 
  DC 
  Incubation 
  Dmg 
  Raging Rot
  1 
  (2
  nd phase) 
  Contact 
  20 
  1 day 
  1d6 
  Con 
   
  1 Due to the magical nature of the disease, curing it 
  with magic requires a DC 20 caster level check. The 
  victim also must make three successful saves to recover 
  from the disease. 
   
  On humanoids the disease is dangerous, but not 
  usually fatal. With basic care, one should manage to 
  survive.  
   
   
  Infection 
  DC 
  Incubation 
  Dmg 
  Wasting 
  Rot 
  Contact 
  12 
  1 day 
  1d3 Con 
   
   
  
  SND4-05 In Sickness and in health 
   
  Page 36 
  Appendix 8:  
  New Rules Items
  Pious Templar 
  (Source: Complete Divine, page 50) 
  Sworn to the defense of a temple site, the pious templar 
  is a holy warrior blessed by her deity with combat 
  prowess and great endurance. She bears her deity’s 
  favored weapon into battle and fights her deity’s 
  enemies without question or hesitation. In addition to 
  defending the temple itself, a pious templar may be 
  charged with additional duties, including a campaign 
  to attack foes on their own home ground. 
   
  Faithful people of all professions can enter 
  the ranks of the pious templars; clerics and paladins are 
  especially likely to do so. Some temples (such as those 
  of Boccob or Wee Jas) welcome wizards and sorcerers 
  to become pious templars, valuing those characters’ 
  ability to use arcane magic combined with martial 
  training of the pious templar. Likewise, Olidammara’s 
  temples are often guarded by rogue/pious templars, 
  who combine combat training with sneak attack 
  tactics. Ranger/pious templars serve in temples of 
  Ehlonna 
  and 
  Obad-Hai, 
  while 
  barbarian/pious 
  templars are not unknown in temples of Kord or 
  Erythnul. Only monks, with their own specialized 
  combat training are unlikely to adopt the pious templar 
  class. 
   
  NPC pious templars usually live cloistered in 
  temple buildings or attached quarters. 
   
  Adaptation: This prestige class functions best 
  when tied to a specific deity. If you want to customize 
  the pious templar further, you can modify the spell list 
  to reflect the proclivities of specific gods or create an 
  order within a religion that all pious templars are 
  member of. 
   
  Hit Dice: d10. 
   
  Requirements 
  To qualify to become a pious templar, a character must 
  fulfill all the following criteria: 
   
  Base Attack Bonus: +5. 
   
  Skill: Knowledge (religion) 4 ranks. 
   
  Feat: True believer, Weapon Focus (with her 
  deity’s favored weapon). 
   
  Class Skills 
  The pious templar’s class skills (and the key ability for 
  each skill) are Climb (Str), Concentration (Con), Craft 
  (Int), Heal (Wis), Jump (Str), Knowledge (religion) 
  (Int), Profession (Wis), and Swim (Str). See Chapter 4: 
  Skills in the Player’s Handbook for skill descriptions. 
   
  Skill Points at Each Level: 2 + Int modifier. 
   
  Class Features 
  All the following are class features of the pious templar 
  prestige class. 
   
  Weapon and Armor Proficiency: Pious 
  templars gain no additional proficiency in any weapon 
  or armor. 
   
  Mettle (Su): A pious templar’s special blessing 
  allows her to shrug off magical effects that would 
  otherwise harm her. If a pious templar makes a 
  successful Will or Fortitude saving throw that would 
  normally reduce the spell’s effect she suffers no effect 
  from the spell at all. Only those with a Saving Throw 
  entry of “Will partial”, “Fortitude half”, or similar 
  entries can be negated through this ability. 
   
  Spells per Day: A pious templar has the ability 
  to cast a small number of divine spells. To cast a spell, 
  the pious templar must have a Wisdom score of at least 
  10 + the spell’s level, so a pious templar with a Wisdom 
  of 10 or lower cannot cast these spells. Pious templar 
  bonus spells are based on Wisdom, and saving throws 
  against these spells have a DC of 10 + spell level + the 
  pious templar’s modifier. When the pious templar gets 
  0 spells of a given level, such as 0 1
  st-level spells at 1
  st 
  level, she gets only bonus spells. (A pious templar 
  without a bonus spell for that level cannot yet cast a 
  spell of that level.) A pious templar has access to any 
  spell on the list and can freely choose which to prepare, 
  just like a cleric. A pious templar prepares and casts 
  spells just as a cleric does (though the pious templar 
  cannot spontaneously cast cure or inflict spells). 
   
  A good pious templar (or a neutral pious 
  templar of a good deity) uses the paladin spell list. An 
  evil pious templar (or a neutral pious templar of an evil 
  deity) uses the blackguard spell list. A pious templar 
  who is neither good or evil and whose deity is neither 
  good nor evil can chose to use the paladin or the 
  blackguard spell list. Once the player makes this 
  choice, it cannot be reversed. 
   
  Smite (Su): Once per day, a pious templar of 
  2
  nd level or higher may make a single melee attack with 
  a +4 attack bonus and a damage bonus equal to her 
  pious templar level (if she hits). The pious templar 
  must declare the smite before making the attack. 
  Starting at 6
  th level, a pious templar can smite twice per 
  day and at 10
  th level, three times per day. 
   
  If a pious templar has a smite evil or smite 
  ability (for being a paladin or a cleric with the 
  Destruction domain) already, she can use the ability 
  one extra time per day (two extra times at 7
  th level). The 
  attack bonus does not increase, but the damage bonus 
  is based on the character’s combined level (pious 
  templar level plus cleric or paladin level). 
   
  Damage Reduction (Ex): Starting at 3
  rd level, 
  pious templars have the ability to shrug off some 
  amount of injury from each blow or attack. A pious 
  templar gains damage reduction 1/-. At 7
  th level, this 
  damage reduction rises to 2/-. 
  
  SND4-05 In Sickness and in health 
   
  Page 37 
   
  Weapon Specialization: At 3
  rd level, a pious 
  templar gains the Weapon Specialization feat with her 
  deity’s favored weapon. 
   
  Bonus Feat: At 4
  th level and again at 8
  th level, a 
  pious templar gets a bonus feat. These bonus feats must 
  be drawn from the feats noted as fighter bonus feats in 
  the Player’s Handbook and other books. 
   
  If a pious templar selects a feat that requires 
  her to apply its effects to a specific weapon (such as 
  Improved Critical), she may only apply it to her deity’s 
  favored weapon. 
   
  True Believer [general] 
  (Source: Complete Divine, page 86) 
  Your deity rewards your unquestioning faith and 
  dedication. 
   
  Prerequisite: Must choose a single deity to 
  worship. Must be within one step of that god’s 
  alignment. 
   
  Benefit: Once per day when you are about to 
  make a saving throw you may declare that you are 
  using this feat to gain a +2 insight bonus on that saving 
  throw.   
   
   
  Power Critical [general] 
  (Source: Complete Warrior, page 103) 
  Choose one weapon, such as a longsword or a greataxe. 
  With that weapon, you know how to hit where it hurts. 
   
  Prerequisites: Weapon Focus with weapon, 
  base attack bonus +4. 
   
  Benefit: When using the weapon you 
  selected, you gain a +4 bonus on the roll to confirm a 
  threat. 
   
  Special: A fighter may select Power Critical as 
  one of his fighter bonus feats. 
   
  You can gain Power Critical multiple times. 
  Each time you take the feat, it may be with a different 
  weapon or the same weapon. If you take the same 
  weapon, the feats stack. 
   
  Divine Sacrifice 
  Evocation 
  Level: Blackguard 1, paladin 1 
  Components: V,S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
   
  You can sacrifice life force to increase the damage you 
  deal. Once each round, as a free action, you can 
  sacrifice up to 10 of your hit points (doing this does not 
  trigger an attack of opportunity). For every 2 hit points 
  you sacrifice, on your next successful attack you deal 
  +1d6 damage, to a maximum of +5d6 on that attack. 
  Your ability to deal this additional damage ends when 
  you successfully attack or when the spell duration 
  ends. You can make as many sacrifices as the spell 
  duration allows. Sacrificed hit points count as normal 
  damage. For example, an 8
  th level paladin can cast this 
  spell with a duration of 4 rounds. If she sacrifices 10 hit 
  points a round, and hits in every round, she can spend 
  up to 40 hit points and deal up to +5d6 points of 
  additional 
  damage 
  all 
  4 
  rounds.
  
  SND4-05 In Sickness and in health 
   
  Page 38 
   
  Spells per Day 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1
  st 
  2
  nd 
  3
  rd 
  4
  th  
  1
  st 
  +1 
  +2 
  +0 
  +2 
  Mettle 
  0 
  - 
  - 
  - 
  2
  nd 
  +2 
  +3 
  +0 
  +3 
  Smite 1/day 
  1 
  - 
  - 
  - 
  3
  rd 
  +3 
  +3 
  +1 
  +3 
  Damage reduction 1/-, Weapon Specialization 
  1 
  0 
  - 
  - 
  4
  th 
  +4 
  +4 
  +1 
  +4 
  Bonus Feat 
  1 
  1 
   
  - 
  5
  th 
  +5 
  +4 
  +1 
  +4 
  – 
  1 
  1 
  0 
  - 
  6
  th 
  +6 
  +5 
  +2 
  +5 
  Smite 2/day 
  1 
  1 
  1 
  - 
  7
  th 
  +7 
  +5 
  +2 
  +5 
  Damage reduction 2/- 
  2 
  1 
  1 
  0 
  8
  th 
  +8 
  +6 
  +2 
  +6 
  Bonus Feat 
  2 
  1 
  1 
  1 
  9
  th 
  +9 
  +6 
  +3 
  +6 
  – 
  2 
  2 
  1 
  1 
  10
  th 
  +10 
  +7 
  +3 
  +7 
  Smite 3/day 
  2 
  2 
  2 
  1 
  
  SND4-05 In Sickness and in health 
   
  Page 39 
  Appendix 9: The Bullywug 
  (Source: Monster Companion: Monsters of Fearun, page 25)
  Medium-Size Humanoid (Aquatic) 
  Hit Dice: 1d8 + 3 (7 hp) 
  Initiative: +0 
  Speed: 20 ft. (4 squares), swim 30 ft. (3 squares) 
  Armor Class: 15 (+2 leather, +3 natural), touch 10, 
  flatfooted 15 
  Base Attack / Grapple: +1/+1 
  Attack: Halfspear +1 melee (1d6); or halfspear +1 
  ranged (1d6) 
  Full Attack: Halfspear +1 melee (1d6); or halfspear +1 
  ranged (1d6) 
  Space/Reach: 5 ft./5 ft. 
  Special Qualities: Marsh move, summoning (clerics 
  only) 
  Saves: Fort +5, Ref +0, Will -2 
  Abilities: Str 10, Dex 10, Con 16, Int 7, Wis 7, Cha 7 
  Skills: Hide +0*, Listen -2, Spot -2 
  Feats: Endurance 
    
  Environment: Temperate and warm aquatic and marsh 
  Organization: Solitary (1), pad (4), float (8), or pond (16-
  48) 
  Challenge Rating: 1 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: By character class 
  Level Adjustment: +1 
   
  Life as a bullywug is nasty, brutish, and wet. Bullywugs 
  kill for sport, systematically destroy their own hunting 
  grounds, and make a religious fetish of summoning 
  monsters who may or may not stay within their 
  control. 
   
  Bullywugs 
  are 
  frog-headed 
  amphibious 
  humanoids with green, gray, or mottled yellow skin. 
  They have long, flicking tongues that can barely fit 
  themselves around a form of stunted Common. They 
  stand 4 to 7 feet tall, weigh 100 to 300 pounds, and fight 
  with spears and other sharp weapons they can poke out 
  of the water. Bullywugs make it a point of pride to wear 
  at least leather armor, even though swimming in armor 
  isn’t easy. 
   
  Most bullywugs encountered outside their 
  homes are warriors; the information in the statistics 
  block is for of 1
  st level (see Chapter 2 of the Dungeon 
  Master’s Guide for more information about the warrior 
  class). 
   
  Combat 
  Bullywugs prefer to fight in or near water. Whenever 
  possible, they use summoned monsters as the first 
  wave of attack. In any given fight, there is a 50% chance 
  that bullywugs will fight to death, no matter how 
  stupid that seems, and a 50% chance that they will flee 
  for their lives when some of their number have fallen, 
  even if they otherwise could win the fight. 
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or mud. 
   
  Summoning (Sp): Bullywug clerics are 
  notorious for their powerful but unpredictable 
  summoning abilities. When a bullywug cleric uses a 
  summon monster spell, there is 50% chance that one 
  more monster than the spell would ordinarily summon 
  will appear. In such cases, there is then a 25% chance 
  that the summoned monster will not be in the 
  bullywug’s control, rampaging and attacking at 
  random. It is not uncommon for bullywugs that have 
  summoned monsters and failed to control them to 
  spend all their efforts fighting their own summoned 
  creatures instead of attacking their original foe. 
   
  Skills: *Bullywugs have a +6 racial bonus on 
  Hide checks when in marshes because of their skill at 
  camouflage. 
   
  Bullywug Characters 
  Bullywug sometimes gain levels as barbarians. The 
  biggest bullywug in the pond frequently is at least a 2
  nd-
  level barbarian. 
   
  Bullywug Society 
  Bullywugs hunt things, eat things, bully things, and 
  worship their noxious deities. There are many 
  bullywug clerics; as many as 10% of bullywugs in some 
  ponds have one or more levels as a cleric. Bullywug 
  clerics can choose from the domains of Chaos, Evil, and 
  Water. Bullywug clerics are more limited then those of 
  other races, and can only choose three types of spells: 
  summon monster spells (their culturally preferred 
  choice), inflict spells, and their domain spells. 
   
  In the Vast Swamp 
  The bullywugs is the Vast Swamp tend to be more 
  intelligent and organized then their more wild cousins. 
  They worship the lawful deity Wastri who promotes 
  the destruction of dwarves, elves, gnomes and 
  halflings, and who considers humans and amphibians 
  far superior. Unlike regular bullywug clerics, clerics of 
  Wastri are treated as normal clerics and they can chose 
  from the domains Animal, Law and War. They can only 
  rebuke undead and cast spontaneous inflict spells. 
  
  SND4-05 In Sickness and in health 
   
  Page 40 
  Appendix 10: Marrashi 
  (Source: Monster Manual II, page 145) 
   
  Medium-size Outsider [Evil, Lawful] 
  Hit Dice: 7d8+7 (38 hp) 
  Initiative: +7 
  Speed: 30 ft. (6 squares), fly 70 ft. (good) 
  Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-
  footed 16 
  Base Attack/Grapple: +7/+8 
  Attack: Claw +8 melee (1d4+1) or mighty composite 
  longbow +10 ranged (1d8+1/x3) 
  Full Attack: 2 claws +8 melee (1d4+1) and bite +3 melee 
  (1d6) 
  or 
  mighty 
  composite 
  longbow 
  +10/+10 
  (1d8+1/x3). 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Disease, double bowfire, taklif arrow 
  Special Qualities: Darkvision 60 ft., protection from 
  arrows, scent 
  Saves: Fort +6, Ref +8, Will +6 
  Abilities: Str 13, Dex 16, Con 13, Int 9, Wis 12, Cha 8 
  Skills: Balance +13, Jump +11, Listen +11, Search +9, 
  Spot +11, Survival +11, Tumble +13 
  Feats: Dodge, Improved Initiative, Point Blank Shot 
  Environment: Warm jungle and desert 
  Organization: Solitary, pair, or flight (3-6) 
  Challenge Rating: 5 
  Treasure: Standard + 1 taklif arrow 
  Alignment: Always lawful evil 
  Advancement: 8–12 HD (Medium-size) 
   
  A marrash (plural marrashi) is a plague bearer that 
  spreads disease through combat. 
   
  Physically, a marrash resembles a winged 
  gnoll. Except that has birdlike talons on its hands and 
  feet and double jointed, bird-like legs. It stands about 5 
  feet tall and has a 10-foot wingspan. Occasionally 
  wizards or sorcerers summon marrashi to the Material 
  Plane to act as guards, assassins, or instruments of 
  terror or revenge. 
   
  Every marrash carries a longbow and a quiver 
  of arrows. About a third of its arrows are vectors for 
  disease; the rest are normal except for one – a magical 
  taklif arrow. Any creature hit by this arrow contracts a 
  disease similar to the marrash variant of filt fever (see 
  Disease, below), except that the spirit of a new marrash 
  is generated within the victim's body. When the 
  infected creature dies, the marrash spirit devours its 
  soul over the next 1d6 days. Upon completing that 
  process, the newborn marrash rises in the victim's 
  reconstituted corpse, which assumes the form of a 
  marrash. 
   
  Like most outer-planar beings, marrashi are 
  not willing servants for summoners. A marrash bound 
  to serve a mortal tries to use its taklif arrow on its 
  master without the latter's knowledge, in hope that the 
  newborn marrash will release its parent from bondage. 
   
  Marrashi speak Common and Infernal. 
   
  Combat 
  Marrashi consider themselves weak and vulnerable on 
  the ground, so they take to the air whenever possible. 
   
  Disease (Ex): Any creature hit by a marrash's 
  disease arrow must succeed at a DC 14 Fortitude save or 
  contract a more virulent outer-planar version of filth 
  fever. The incubation period is id3 days, and the disease 
  deals 1d3 points of Dexterity damage and 1d3 points of 
  Constitution damage. Each day thereafter that the 
  disease lasts, the infected creature must also succeed at 
  a second DC 14 Fortitude save, or 1 point of each of 
  that day's Dexterity and Constitution damage becomes 
  a drain instead. The DCs are Constitution based. 
   
  Double Bowfire (Ex): In battle, a flying 
  marrash grips its longbow with its taloned feet and 
  draws the string with both hands. This unusual 
  technique allows it to fire two arrows nearly 
  simultaneously at its highest attack bonus as a full 
  attack action. 
   
  Taklif Arrow: Any creature hit by a taklif 
  arrow must succeed at a DC 14 Fortitude save or 
  contract a disease similar to the marrash variant of filth 
  fever (see Disease above). The incubation period is 1 
  day, and the disease deals 1d3 points of Dexterity 
  damage and 1d3 points of Constitution damage. 
  However, a creature that fails any Fortitude saving 
  throw after its initial infection dies instantly, and 
  neither raise dead nor resurrection can restore it to life. 
  The corpse rises as a new marrash 1d6 days later. The 
  DCs are Constitution based. 
   
  Protection from Arrows (Sp): A marrash can 
  us protection from arrows, as the spell, at will. Caster 
  level 10
  th. 
   
  
  SND4-05 In Sickness and in Health 
   
  Page 41 
   
  Appendix 11: 
   The Vast Swamp at a Glance
  As the name suggests, the Vast Swamp is huge and as 
  such a single page cannot contain enough information 
  to describe it completely. It should contain enough 
  information though to run this adventure, which takes 
  place in the northern fringes of the Vast Swamp. If a 
  scenario requires more specific information, then this 
  will either be given at the proper scene or in another 
  appendix. 
   
  Description 
  The Vast Swamp as a whole is hot, humid, wet and 
  teeming with life. Large parts of the swamp are 
  impassable for humans without a boat. Here humans 
  and elves do not reign supreme, but lizardfolk and 
  bullywugs are the most dominant sentient live. 
   
  The northern fringes in which this adventure 
  takes place though contain bigger patches of dry 
  ground either due to vegetation or low hills that rise 
  above the mud and water. In open areas and waterways 
  sight can extend several hundred yards before being 
  blocked by reeds and bushes; within the reeds it is 
  limited to a few feet at best. Mosquitoes and leeches are 
  a constant pest, leaving bleeding wounds (no damage, 
  but distressing) when removed. Large, hairy (harmless) 
  spiders scuttle through the reeds, and small crocodiles 
  swim about (and flee when the PCs pay them any 
  attention). Other swamp life includes otters, muskrats, 
  silver white PCns, king fishers, ducks, geese and 
  countless other birds. Alders or other swamp trees 
  cling on to life on the numerous dry spots, covered in 
  Spanish moss and similar, long tendrilled lichen and 
  surrounded by patches of tall reed and reed-like plants.  
  A constant warm wind makes the temperature 
  bearable, but causes the reeds to rustle, giving a –2 
  circumstance penalty to any listening checks. 
   
  There are many reasonably dry points within 
  the northern fringes, though these are covered with 
  dense plant growth and relatively difficult to traverse 
  through. Even these dry grounds in general are muddy 
  even outside the rain season. Though there are always 
  exceptions to the rule on top of exceptional tall hills 
  that arise out of the surrounding muck on several 
  places. These dry areas are islands within huge patches 
  of shallow water that become more rare the farther 
  south one goes. These patches are overgrown with reed 
  and trees especially adapted to growing in waterlogged 
  soils. In these watery areas there is about 3 inches of 
  mud covered by one foot of water, though occasionally 
  this may change to 1’ of mud under 2’ water for a total 
  depth of 3 foot. Also, if any traveler through this does 
  not take steps to test the ground (prodding with sticks), 
  they might be surprised by a sudden dip into a mud-
  filled hole. Deeper channels of slowly flowing water 
  and small lakes overgrown with water lilies cut 
  through these shallow areas like veins. These channels 
  and lakes can be quite deep, forcing travelers to swim 
  through murky water. 
   
  A traveller in this region in general will only 
  get wet feet and if you know the way, a boat will not be 
  needed. Though even an experienced wanderer will 
  have to wade through the muddy water frequently, 
  which may cause occasional trouble for halflings and 
  dwarves, as well as spell books and miscellaneous 
  equipment. It pays to have watertight bags with you, 
  though the high humidity and many rains during the 
  rain season prevents anything from ever becoming 
  truly dry during this season. So everything will be 
  slimy, smelly and filthy in no time whatsoever. 
   
  Sentient Life and Unlife 
  Even though the Vast Swamp is inhospitable to human 
  or olven inhabitation, it is still considered the home by 
  several different groups of sentient creatures. Three 
  groups of creatures are the true masters of the region 
  and they are either feared or respected by those who 
  travel through the Swamp. 
   
  The Vast Swamp is most infamous for the 
  bullywugs that have made this area their home and 
  who continually raid Sunndi to the north. The 
  bullywugs of the Vast Swamp are more intelligent and 
  organized then their more wild cousins described in 
  the Forgotten Realms Monster Manual. They worship 
  the lawful deity Wastri who promotes the destruction 
  of dwarves, elves, gnomes and halflings, and who 
  considers humans and amphibians far superior. Unlike 
  regular bullywug clerics, clerics of Wastri are treated as 
  normal clerics and they can chose from the domains 
  Animal, Law and War. They can only rebuke undead 
  and cast spontaneous inflict spells. Rumours tell of a 
  monastery deep in the Vast Swamp where Wastri 
  himself resides, ruling over his minions like a mad 
  tyrant surrounded by both amphibious and human 
  servants as well as more unnatural things. 
   
  Most feared by all are the undead, the origins 
  of which are a mystery for most. They are particular 
  common in a specific part of the Vast Swamp as if they 
  are drawn to it like moths to a light. Still, they can be 
  encountered everywhere. Most of common of all are 
  corporeal undead: hungry ghouls and fearsome bog-
  mummies – all that remains of unwary travellers who 
  drowned far from home and civilisation. With the 
  undead comes those who study them and the energy 
  that empowers these vile creatures: necromancers and 
  clerics of deities of death, decay and magic. Sometime 
  ago the undead in the form of a pack of adventurers 
  had become a real threat to the safety of Sunndi, but 
  adventurers on the pay-role of Sunndi had put an end 
  to this threat. Now the undead and their masters tend 
  to remain within the borders of the Swamp. 
   
  Least known, but most friendly to the average 
  traveller are the lizardfolk of the Chtaan tribe. By 
  human standards these savage hunters are cruel and 
  unforgiving, willing to do anything for the survival of 
  their tribe. Still, unlike the bullywugs and undead, they 
  
  SND4-05 In Sickness and in Health 
   
  Page 42 
   
  can be reasoned with and once a traveller manage to 
  gain their trust and becomes part of their tribe, they are 
  staunch unwavering allies whose friendship can be a 
  great boon to any traveller in their homeland. The 
  Chtaan are divided in different clans who live in 
  separate villages spread over the northern parts of the 
  swamp forming a buffer of some sort between Sunndi 
  to the north and the bullywugs and undead to the 
  south. While relations between the different clans as 
  well as the Sunndians to the north are cordial at best, 
  they seldom come to violent clashes. The constant 
  threat of dangerous natural predators, human outlaws, 
  bullywugs and undead unite them into a single group. 
   
  Game Mechanics 
  When running a scenario within the Vast Swamp it is 
  advisable to be familiar with the swimming rules as 
  well as the effects of the environment on combat. 
  Swimming rules can be found on page 84 of the PHB 
  (all water in the Vast Swamp is considered calm unless 
  specifically mentioned otherwise). Also remember that 
  most the area is at the very least lightly obstructed and 
  lightly slippery, giving a +4 modifier of the DC of any 
  tumbling and balance checks (and that tumbling is 
  impossible in water deeper then one knee). Hence, 
  running or charging requires a balance check DC 14. 
  More rules on running encounters in swamps and in 
  deeper water can be found in the DMG at page 88 and 
  92. Drowning rules can be found at the end of the 
  DMG at page 30. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Splintered Suns and Scarlet Signs/Sunndi/SND4-05 - In Sickness and in Health.pdf