v9040
Cure Serious Wound Wands found in the module (not those that are crafted by players) will now have 10 charges.
Healing Kits will also all now have ten charges.
This is part of on-going balance changes we began last year that started with players getting maximum HP, monsters getting adjusted to be more in balance with 3.0 D&D rules, changes to crafted gear (that are on-going), and class changes and improvements (also on-going).
This part of the process was to make these wands more something players carry for combat, rather than just common tools to heal between each combat. We want to get to a place where players portraying healing clerics feel useful, wands are a resources to manage during combats, and healing kits exist to patch you up between combats.
There's some discussion of making these wands only used by divine casters in the future as well, no decisions have been reached.
The DM Team is, as always, open to feedback on all these changes.