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.  
   
  VER4-02 
   
   
   
   
   
  A Costly Gamble 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Verbobonc Regional Adventure 
   
  By Terry Doner 
  Triad Edit: Lon Lademann, Ron Lundeen & Brad Ruby 
  Circle Edit: David Christ 
   
  An old merchant has invested all his money on a wagonload of merchandise that has gone missing.  Can the 
  adventurers find it before it’s too late? An adventure for APLs 2-12. 
  
  A Costly Gamble 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than 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. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  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 Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  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. 
  
  A Costly Gamble 
   
  Page 3 
  # 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 
  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 three things that you can do to help even the 
  score. 
  5. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  6. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Viscount of Verbobonc.  Characters native to 
  Verbobonc pay one Time Unit per round, all others pay 
  two Time Units per round.  Adventurer’s Standard 
  Upkeep costs 12gp per Time Unit.  Rich Upkeep costs 
  50gp per Time Unit.  Luxury Upkeep costs 100gp per 
  Time Unit. 
   
   
  Adventure Background 
   
  It is late winter in 
  Verbobonc which 
  also happens to be 
  tax season. House 
  Asbury does not 
  have 
  the 
  manpower to have 
  a large escort of 
  men-at-arms 
  for 
  their yearly taxes.  
  Lady 
  Asbury 
  thought it wise to 
  hide the taxes in a 
  wagon that would 
  travel as part of a 
  small 
  caravan.  
  Thus she hoped 
  that the caravan 
  would 
  make 
  it 
  safely to Verbobonc City and the Viscount, especially 
  since it had to travel through the lands of House 
  Milinous, a cunning rival. 
  Viscount Languard has been in office long enough now 
  to begin to tell which of his nobles are loyal to the 
  Viscounty and which ones care more for themselves.  He 
  has begun to employ some of his old friends from his 
  shadowy past in key positions around  the Viscounty.  
  They are his eyes and ears, and sometimes, his hands in 
  places he can no longer be.  The Viscount is well aware 
  that Lord Milinous’ allegiance to him and the Viscounty 
  is not as firm as it once was in the past.  The Viscount is 
  also aware that Lord Ludovic Langmuir’s mother, Lady 
  Godeleva “Iron Lady” Langmuir, is not a strong supporter 
  of the Viscount or the Viscounty.  He does not yet realize 
  that Godeleva Langmuir is in fact a traitor, and a master 
  manipulator. 
  House Langmuir, ruled by the crafty manipulations of 
  the Iron Lady (and not, as many believe, by her cowering 
  son), has decided the time is right to make its move for 
  power in the Viscounty.  If House Milinous and House 
  Asbury are weakened, then House Langmuir may have 
  much to gain. 
  Barnabus is a half-elf who poses as a merchant in 
  Verbobonc City.  In fact, Barnabus is a spymaster in the 
  employ of Viscount Languard.  He is expecting a 
  shipment that is two days overdue.  While he expresses 
  outward agitation that his shipment of “goods” is delayed, 
  he knows the delay is potentially much more serious; the 
  missing wagon contains the yearly taxes to the Viscount 
  from House Asbury.  Barnabus sends the characters out 
  
  A Costly Gamble 
   
  Page 4 
  after the missing wagon without telling them the secret 
  value of its unspoken cargo. 
   
  The Iron Lady is behind this missing shipment.  
  Twin sorceresses named Elena and Selena in her employ 
  have charmed a number of Milinous’ House Guardsmen, 
  and commanded them to attack the caravan.  Even if the 
  theft should be investigated, the clues point to House 
  Milinous.  With House Milinous under suspicion for the 
  theft, House Asbury is now suddenly a full year behind in 
  its taxes, thus elevating House Langmuir status in the 
  Verbobonc noble circle. As long as  this plan holds 
  together, nothing but good fortune would come to House 
  Langmuir. 
   
  Ultimately, the Iron Lady seeks to weaken House 
  Asbury financially, so she can arrange a marriage between 
  Lady Elinor Asbury and the ignorant Lord Ludovic 
  Langmuir.  In the best outcome, Lord Milinous is 
  disgraced and removed, and his lands split between 
  Langmuir and Asbury.  After the marriage, of course, the 
  Iron Lady would control all three holdings: Langmuir, 
  Milinous, and Asbury. 
    
  Adventure Summary 
   
  Encounter One – The Old Merchant 
  The characters are at the Tavern of the Four Trails just 
  outside Verbobonc City.  They are hired by an old half-elf 
  merchant (Barnabus, in his disguise) to find his wagon.  
  It is part of a small caravan that is two days late.  
  Unknown to the characters, Barnabus is a spymaster 
  working for Viscount Languard and the wagon contains 
  House Asbury’s yearly taxes. 
  Encounter Two – The High Road 
  Leaving the tavern to find the wagon, the characters meet 
  a delegation from House Langmuir heading to 
  Verbobonc City.  Lady Godeleva Langmuir is going to pay 
  her taxes and her ‘respects’ to the Viscount.  She is quite 
  smug as she has just received word that her plan is in 
  motion. 
  Encounter Three – Buzzards Circle  
  After crossing in to Lord Milinous’ lands, the characters 
  see birds circling in the distance.  Investigation reveals 
  the remains of caravan guards.  A few wagons are missing 
  and it is obvious that bandits have attacked the caravan.  
  One guard is alive and found to be in the employ of 
  House Asbury.  The characters must decide to either 
  escort her back to Asbury lands (Encounter Seven) or to 
  pursue the bandits (Encounter Four). 
  Encounter Four – The Bandit Camp  
  If the characters decide to follow the wagons, they find 
  the camp of the bandits.  In reality, they are House 
  Milinous guards who have been charmed into attacking 
  the caravan. 
  Encounter Five – Lord Milinous  
  Following the wagon that was missing from the bandit 
  camp, the characters come across Lord Milinous with his 
  guard.  He is also on his way home from Verbobonc City 
  where he has just informed the Viscount that he is not 
  paying his taxes this year. 
  Encounter Six – The Wagon is Found 
  The characters find the wagon and the sorceress, Elena, 
  who has it.  Her charms may prove devastating.  The 
  characters find a clue linking Elena to Lady Godeleva, but 
  the proof vanishes in their hands.  Move to the 
  Conclusion after this Encounter. 
  Encounter Seven – Milinous Guard 
  Escorting the Asbury Guardsmen from the site of the 
  bandit attack, the characters run into guards from House 
  Milinous.  They have orders that the border with House 
  Asbury is closed and no one can cross.  The Asbury 
  Guardsman is spoiling for a fight with the House 
  Milinous Guardsmen. 
  Encounter Eight – High Danger 
  Within the border of Asbury lands, when the characters 
  are starting to feel safe, they are reminded that monsters 
  still lurk in the wild regions of the Viscounty. 
  Encounter Nine – The Poison Within 
  Entering a town called Preston in Asbury lands, the 
  characters confront the traitor to House Asbury.  The 
  traitor is the sorceress Selena in disguise.  The characters 
  find a clue linking Selena to Lady Godeleva, but the proof 
  vanishes in their hands.   
  Conclusion  
  Wrap up.  Assuming the characters have either rescued 
  the wagon and returned it to someone, or they have 
  successfully escorted the injured Asbury Guardsman 
  home, they are rewarded. 
   
  DM Note:  This adventure has a forked path, allowing 
  the characters to go after the wagon or escort the 
  wounded guardswoman home.  Neither is the “right” or 
  “wrong” decision to make.  In any case, the characters 
  will encounter one of the twins—either Elena or 
  Selena—at the end of their path.  
   
   
   
   
   
  
  A Costly Gamble 
   
  Page 5 
  Encounter One: 
  The Old Merchant 
   
  The characters are at the Tavern of the Four Trails, just 
  south of Verbobonc City.  It is a clean inn with the 
  reputation of being a place where adventurers gather to 
  unwind.  The real attraction to the place is its fine 
  selection of beverages.  The adventure begins early in the 
  morning. 
   
  It is late winter in the Viscounty of Verbobonc. The 
  weather has been mild and the light snow that fell the 
  day before is nothing more than a memory. You find 
  yourself in the Tavern of the Four Trails it is a 
  familiar place to you.  You have either experienced it 
  firsthand, or you have heard others talking about it.  
  It is the type of place where other adventurers like 
  yourself gather to swap tales and find rumors that 
  might lead to your next hope of employment.  Today 
  the inn is quiet.  There are few patrons here on this 
  Starday morning. 
   
  Have the characters introduce themselves to each other if 
  they have not met before. 
   
  An old half elf sits at the bar.  He has been quietly 
  listening to your wild talk of adventure. He now turns 
  and asks you a simple question, “Pardon, may I speak 
  with you?” As he waits for your answer he slowly 
  moves to your table. 
  “My name is Barnabus. I am a merchant from 
  Verbobonc City.  Are you by any chance looking for 
  work?” 
   
  He waits for the characters to either answer yes or to ask 
  why.  Then he continues. 
   
  “Well, you see, I have invested all my capital into a 
  single shipment coming from the southeast.  This 
  shipment is now one full day overdue.  I would be 
  willing to pay 10% of my profits if you would be 
  willing to go and recover it for me.  Are you 
  interested?” 
   
  The characters will probably have some questions at this 
  time.  Here are some of the more obvious questions, and 
  Barnabus’ answers. 
  • 
  How much is the shipment worth? “Well, the 
  fluctuating market prices would put the total 
  value of the shipment at somewhere between 
  two and twenty thousand wheatsheafs.  But I 
  can’t say for certain.” 
  • 
  What does the shipment consist of? “Rare and 
  exotic items.  Many handcrafted items from the 
  Elven clans, mainly things of ipp wood.  The 
  other items are smaller and quite varied.  They 
  are most valuable to the Wrinkle Academy, as 
  they are spell components.” 
  • 
  How will we know it is your wagon?  “My 
  wagon is yellow in color with my merchant 
  marks on its side.  It was the first wagon I ever 
  owned and carried my first shipments.  It’s old 
  but sturdy and carries a sentimental value to me 
  as well as the obvious financial one.” Barnabus 
  describes his merchant logo, a lone tree with 
  spreading branches and the initials “BG.” Give 
  the players Player Handout One. 
  • 
  What route was this wagon taking? “It was part 
  of a small caravan coming from Hommlet, 
  through the lands of Asbury and Milinous, and 
  then on to Verbobonc City.  Like I said, it’s a day 
  late and hopefully just delayed, but it took all 
  my liquid resources and without it I will be 
  ruined.” 
  • 
  Who was with the wagon? “I had no one 
  assigned to my wagon in particular, but the 
  caravan as a whole had seven or eight wagons, 
  and at least a dozen guards.  All of the guards 
  seemed trustworthy.” 
  • 
  Did anyone else know of your plans? “No.  It is 
  my business and I live alone.  I keep my 
  business to myself.” 
  • 
  Do you have any enemies? “What?  No not at all. 
   I have never cheated anyone nor have I dealt 
  unfairly with anyone.” 
  • 
  When should we leave? “As soon as possible, if 
  that’s convenient for you.  It’s still early, and you 
  could get far today if you leave right away.” 
   
  As DM, you will have to ad lib any other questions that 
  the players may have.  Base them on Barnabus’ cover 
  story (a merchant who has lost a valuable wagon) and not 
  the truth.   
  The truth is that Barnabus is in the employ of Viscount 
  Languard.  The wagon contains the yearly taxes from 
  House Asbury and it is indeed a day late.  The bulk of the 
  taxes are hidden on the wagon.  In fact, the two axles of 
  the wagon are made from adamantine, a material in short 
  supply in Verbobonc City (but which Lady Asbury, 
  through her dwarven connections, has been able to 
  gather in large amounts). 
   
  All APLs: 
  
  A Costly Gamble 
   
  Page 6 
  �Barnabus, male half-elf Rogue7/Spymaster5: Will 
  save +9, Cha 12; Bluff +20, Diplomacy +19, Sense Motive 
  +17. 
  Judging hint: Barnabus is a shrewd old man.  He has 
  already checked the characters out and knows that they 
  are ‘good’ guys.  He will not be pushed or bullied around, 
  but will get the characters to do what he needs them to 
  do. 
   
   
  Encounter Two: 
  The High Road 
   
  You leave the Tavern of the Four Trails and begin 
  your search.  The day is sunny and the temperature is 
  quite warm for a late winter day as you take the road 
  south.  After traveling for much of the morning, you 
  stop for a brief rest and lunch. 
   
  Traffic on the road has been sparse.  A few local 
  farmers taking their midwinter wheat towards 
  Verbobonc City is the extent of your fellow travelers. 
   
  Finishing your brief repast, you again continue 
  on the road south.  After an hour or so, you see two 
  wagons and more then a few horseman approaching. 
   
  Give the characters a chance to react before going on.  
  You should only need a few moments to ascertain what 
  the characters wish to do. 
   
  As the wagons and their mounted guards get closer, 
  you see that they are flying banners from the wagons. 
   A voice can be heard shouting at you.  “Make way for 
  Godeleva of House Langmuir!!” 
   
  Characters should make either a Knowledge (nobility 
  and royalty check), Knowledge (local: Velverdyva Trade 
  Route) or Bardic Knowledge check once they see the 
  banners.  Based on their success, tell them: 
   
  • 
  [DC 10]: the flags fly the crest of House 
  Langmuir, a noble house of Verbobonc. Lord 
  Ludovic Langmuir is the head of that house. 
  • 
  [DC 15]: Although Lord Ludovic heads the 
  house, rumors say he is a mere puppet of his 
  mother, the ancient “Iron Lady” Godeleva 
  Langmuir.  Also, only the highest ranking 
  members of Verbobonc nobility are permitted 
  to have heralds clear the road for them.   
   
  If the characters step aside: 
  If the characters move off the road as the wagons  
  approach, they notice that the first wagon is more of a 
  coach.  The curtains are drawn with rich, dark cloth.  The 
  second wagon is indeed a wagon.  It is covered and what 
  it may hold cannot be ascertained from the outside.  
  Twenty guards, all with lances pointing high, accompany 
  the coach and wagon. 
  As the coach passes you, one of the curtains draws 
  back to reveal the pinched and ugly face of a 
  noblewoman caked with makeup.  She looks down 
  her nose at the group of you, and mutters “adventurer 
  filth” before letting her curtain drop.  The wagons 
  trundle on splashing you with thick winter mud as 
  they continue on towards Verbobonc City. 
   
  Have the characters make a Reflex save [DC 5] to avoid 
  getting hit by the mud from the wagons. 
   
  If the characters stay put: 
  If the characters do not move off the road, then the 
  guards fan out in front of the wagons and lower their 
  lances.  The first wagon is more of a coach, and it contains 
  “Iron Lady” Godeleva Langmuir.  Read: 
   
  One of the curtains draws back to reveal the pinched 
  and ugly face of a noblewoman caked with makeup.  
  She looks down her nose at the group of you, and 
  mutters “Adventurer filth.” 
   
  She speaks to one of her guardsmen, and not to 
  the group of you.  “Clearly, these miscreants are 
  unaware that the laws of Verbobonc require they step 
  aside for the nobility of this land.  Count to five for 
  me, Sir Thomas, and if they don’t move, run them 
  down.”  She then lets the curtain drop. 
   
  The guardsman begins ominously counting to five, as 
  instructed.  If the players still refuse to budge, go to The 
  Charge, below. 
   
  If the characters display their affiliations 
  If any of the characters are wearing the livery of a 
  different noble house or the Mounted Borderers, then 
  the wagons come to a halt some 50 feet away.  The lead 
  wagon is clearly a coach, and the second is a covered 
  wagon. One rider comes forward and speaks: 
   
  I am Sir Thomas of House Langmuir.  Unless you 
  have business with Lady Godeleva Langmuir, please 
  remove yourself from the road. 
   
  
  A Costly Gamble 
   
  Page 7 
  Failure to move, or to give a good reason as to why they 
  wish to speak with Lady Godeleva, results in her guards 
  forming up and readying a charge. 
   
   
   
  The Charge  
  The Guardsmen of House Langmuir line up for their 
  charge.  Just before the word can be given, a cloud of 
  dust can be seen coming from the north, from of 
  Verbobonc City.  As both sides wait to see what this 
  can be, it quickly becomes apparent that it is two 
  squads of Mounted Borderers. 
   
  The Mounted Borderers have been sent to escort the 
  Lady of Langmuir to Verbobonc City.  They are an honor 
  guard.  Once they arrive they attempt to smooth over the 
  situation.  If any of the characters were very severe in 
  their language, or were threatening or insulting in any 
  way to House Langmuir, then the Mounted Borderers are 
  forced to fine them.  Make it perfectly clear to the 
  characters that if it were up to the Mounted Borderers, 
  the situation would be dropped.  Lady Godeleva 
  Langmuir forces them to act, insisting on the fine. 
   
  Assuming none of the characters are nobles of 
  Verbobonc, then they will have it explained to them that 
  indeed, not giving the road to a noble is indeed 
  punishable under the law. 
   
  The fines varies by APL: 
  • 
  APL 2 = 10 gold each or 1 TU 
  • 
  APL 4 = 50 gold each or 2 TU  
  • 
  APL 6 = 100 gold each or 3 TU 
  • 
  APL 8 = 200 gold each or 4 TU 
  • 
  APL 10 = 400 gold each or 5TU 
  • 
  APL 12 = 600 gold each or 6 TU 
   
  Judging hint: This encounter is to show the disdain to 
  which Lady Godeleva Langmuir finds all non-nobles and 
  especially adventurers.  Combat should not happen 
  unless the characters attack first.  If that happens, the 
  Mounted Borderers appear immediately to defuse the 
  situation.  Feel free to play Lady Godeleva Langmuir as 
  the mean old woman she is.  Neither Lady Godeleva nor 
  her men detect as evil. 
   
  It is particularly important that the characters see 
  Lady Godeleva in this encounter, so they recognize her 
  face later in the scenario. 
   
   
  Encounter Three: 
  Buzzards Circle 
   
  After the commotion caused by House Langmuir, the 
  quiet of the road is a most welcome change.  As 
  before, the traffic is light and the weather is beautiful 
  for a midwinter day. You have recently crossed into 
  the lands controlled by House Milinous, or so the 
  sign by the road said. 
   
  The onset of evening has you discussing where to 
  spend the night, when you spy in the distance birds 
  circling.  Moving to investigate, you see that they are 
  vultures.  That is not a good sign. 
   
  As you get closer, you notice that the carrion 
  birds are circling over something off the road.  You 
  follow their lead and find a clearing of death and 
  carnage. 
   
  There are the remains of 7 wagons here.  They 
  have been hastily hidden.  Closer inspection reveals 
  the dead bodies of the guards and drivers of a small 
  caravan. 
   
  This is the caravan that Barnabus’ wagon was part of.  It is 
  clear that his wagon is not here.  The other wagons are 
  still packed with their goods, and have not been robbed 
  or even disturbed. 
   
  The guards and drivers have obviously been killed 
  with melee weapons; particularly, slashing weapons.  
  They have been dead no more than a few hours. 
   
  Anyone searching the immediate area finds a body 
  trying to hide in a bush.  It is an unconscious woman.  A 
  Heal check [DC 12} reveals that she is suffering from 
  severe slashing wounds.  Anyone searching her finds that 
  she wears a high quality chain shirt, and has a pendant 
  hidden under her armor.  The pendant has the symbol of 
  a sword and a jewel.  A Knowledge (nobility and royalty), 
  Knowledge (local: Velverdyva Trade Route) or Bardic 
  Knowledge check [DC 10] reveals that is the symbol of 
  House Asbury.  Anyone who is a member of the House 
  Asbury Guard automatically knows this.  The woman’s 
  name is Boditea, and she had been assigned to escort 
  Lady Asbury’s  tax payment to Verbobonc City. 
   
  If the characters heal Boditea to consciousness (she 
  is currently stabilized at -2 hit points) read the following: 
   
  The woman’s eyes flutter open as her wounds heal. As 
  she focuses on you, her eyes narrow as she slowly 
  looks your entire party over, one by one, with a well 
  trained eye. 
   
  
  A Costly Gamble 
   
  Page 8 
  If a Milinous Guardsman is present 
  If any character is a member of House Milinous Guard, 
  and wearing that livery, she is hostile and reveals little. 
   
  If an Asbury Guardsman is present 
  If any character is a member of House Asbury Guard, and 
  wearing that livery, Boditea immediately declares:  
  “Thank the gods you’re here. I need to get back to 
  Asbury immediately! There is a traitor in Lady 
  Asbury’s employ and I know who. I heard the 
  Milinous scum who attacked us speaking about it 
  after they thought I was dead.” 
  Boditea tells the member of the Asbury Guard how the 
  caravan was attacked by people wearing the livery of 
  House Milinous.  There was no warning.  They attacked 
  and slaughtered everyone. She does not know the exact 
  numbers of attackers, but it sure seemed like a lot. 
  She also tells the Asbury Guard member how they 
  guarded eight wagons and the attackers concentrated 
  their attack on the one wagon that is missing.  If they 
  describe Barnabus’ wagon, she says that was the wagon 
  they took. 
   
  If no Guardsmen are present 
  If there are no characters that belong to either house 
  guards, Boditea says the following: 
   
  “I thank you for saving me.  I must return to Lady 
  Asbury’s lands immediately and I am sure House 
  Asbury will reward you if you can help me get back 
  quickly and safely.” 
   
  If the characters ask her about the attack she tells them 
  that the caravan was ambushed by bandits.  She will not 
  mention that they were House Milinous men unless one 
  of the characters says something disparaging about 
  House Milinous (they are currently in Milinous’ lands, 
  after all, and Boditea assumes the characters are loyal to 
  Milinous unless they indicate otherwise). If they describe 
  Barnabus’ wagon, she tells them that it  was  part of the 
  caravan, but now it’s missing.  She assumes the bandits 
  took it. 
   
   
  A Survival check [DC 14] shows that the missing 
  wagon was driven off to the west.  Asbury lands are to the 
  east. 
   
  The characters may wait until the morning to decide 
  what to do but they must choose if they are going to go 
  after the wagon, or escort Boditea back to Asbury lands. 
  She will not go with them after the wagon and if they 
  take her back to Asbury lands, the wagon may be lost for 
  good. 
   
  If the characters follow the wagon, Boditea bids 
  them goodbye and heads east on her own.  Go to 
  Encounter Four. 
   
  If the characters agree to help Boditea, she thanks 
  them and leads them east back to the Lands of Lady 
  Asbury. Go to Encounter Seven. 
   
  All APLs 
  �Boditea, female human Ftr3: hp 28 (stabilized at -2 hit 
  points when found); see Appendix 1. 
   
  Judging hint: Boditea does not reveal anything more 
  than she has to unless she trusts the characters.  She 
  knows she is in Milinous lands and, to her thinking, they 
  have just declared war on House Asbury.  Her main 
  priority is to return to Asbury lands and inform them of 
  the traitor Bralen, who she heard the Milinous 
  guardsmen mention by name.  
   
   
  Encounter Four: 
  The Bandit Camp 
   
  Saying goodbye to Boditea, you follow the wagon 
  trail.  The trail follows little more than paths and 
  hunting trails through the Verbobonc underbrush.  It 
  is obvious that whomever you’re following was very 
  interested in not being seen from the main road.  
   
  After following the wagon trail for most of the 
  day, you hear voices up ahead and the smell of a 
  campfire gently drifts towards you. 
   
  The characters probably assume at this point that they are 
  after bandits.  The truth is that they are after members of 
  the Milinous House Guard.  These Guardsmen firmly 
  believe that they are acting under the orders of Lord 
  Milinous’ new bride, Elena.  In fact, Milinous has no new 
  wife, and he isn’t even aware Elena exists.  Elena came to 
  the House Guard barracks at Griffon Manor, posing as a 
  bard, a few days ago.  She then used her spells, and elixirs 
  of love, to charm the handful of guards present in the 
  barracks.  She spun the “new wife” story, and told them 
  where a caravan of “tax evaders” could be found.  Elena 
  told the charmed Guards that a man named Bralen in the 
  House Asbury Guard had given her the tip about the “tax 
  evaders.”  She encouraged the Guardsmen to show no 
  mercy in their attack on the caravan.  Once they 
  slaughtered the “tax evaders,” they were to bring the 
  wagon here, to her.  The charmed Guardsmen did exactly 
  that, and Elena rode off with the wagon hours ago.  The 
  Guardsmen are spending the night here before returning 
  
  A Costly Gamble 
   
  Page 9 
  back to Griffon Manor.  The Guardsmen feel they 
  followed orders and did the right thing. 
   
  Any characters spying on the camp without being 
  seen see the guardsmen, but no wagon.  The tracks of the 
  wagon continue west out of the camp.  All of the men in 
  the camp are wearing the livery of a black griffon.  A 
  Knowledge (nobility and royalty), Knowledge (local: 
  Velverdyva Trade Route) or Bardic Knowledge check 
  [DC 12] identifies this as the heraldry of Lord Milinous. 
   
  Any characters that are able to overhear any 
  conversations in the camp hear the men discussing the 
  tactics they used to attack the caravan of “tax dodgers.”  
  They are clearly proud of their actions in attack on the 
  caravan. 
   
  After this encounter, the wagon’s trail leads the 
  characters to encounter Five. 
   
  Creatures: 
  APL 2 (EL 4) 
  �House Milinous Men-at-Arms (2): male human Ftr2; 
  hp 20 each; see Appendix 1. 
   
  APL 4 (EL 6) 
  �House Milinous Men-at-Arms (4): male human Ftr2; 
  hp 20 each; see Appendix 1. 
   
  APL 6 (EL 8) 
  �House Milinous Guardsmen (3): male human Ftr5; 
  hp 44 each; see Appendix 1. 
   
  APL 8 (EL 10) 
  �House Milinous Guardsmen (6): male human Ftr5; 
  hp 44 each; see Appendix 1. 
   
  APL 10 (EL 12) 
  �House Milinous Guardians (3): male human Ftr9; hp 
  76 each; see Appendix 1. 
   
  APL 12 (EL 14) 
  �House Milinous Guardians (6): male human Ftr9; hp 
  76 each; see Appendix 1. 
   
  Judging hint: These guards are not nice men, but they 
  are brave and tough, trained by House Milinous.  They 
  will not surrender.  Whatever the characters threaten 
  them with means little in comparison to what they 
  believe Lord Milinous will do to them if they surrender.  
  They firmly believe that what they did was right and just. 
   Confronting them over it only leads them to attack the 
  party. 
   
  Treasure 
  Defeat the House Guard and take their gear. 
  APL 2: L: 102 gp; C: 14 gp; M: 2 +1 greatswords, 196 
  gp each. 
  APL 4: L: 204 gp; C: 28 gp; M: 4 +1 greatswords, 196 
  gp each. 
  APL 6: L: 206 gp; C: 36 gp; M: 3 +1 vicious 
  greatswords, 696 gp each. 
  APL 8: L: 412 gp; C: 72 gp; M: 6 +1 vicious 
  greatswords, 696 gp each. 
  APL 10: L: 269 gp; C: 150 gp; M: 3 +1 vicious 
  greatswords, 696 gp each, 3 sets of gauntlets of ogre 
  power, 333 gp each, 3 suits of +1 full plate, 221 gp each. 
  APL 12: L: 538 gp; C: 300 gp; M: 6 +1 vicious 
  greatswords, 696 gp each, 6 sets of gauntlets of ogre 
  power, 333 gp each, 6 suits of +1 full plate, 221 gp each. 
   
   
  Encounter Five: 
  Lord Milinous 
   
  Following the wagon’s trail from the camp, it once 
  again stays to little-used side paths.  After another 
  hour or two, the trail crosses a major road. 
   
  As you prepare to cross the road and continue to 
  follow the tracks, a large number of horses can be 
  heard coming down the road. 
   
  The characters can attempt to hide at this point.  If they 
  try to hide, read the following: 
   
  A score or more of heavy warhorses comes galloping 
  down the road.  At the head of them is a stern man in 
  full plate armor.  The rest of the riders obviously 
  defer to him.  His eyes dart from one side of the road 
  to the other and you’re sure he is looking for you. 
   
  If the all the characters succeed at a Hide check (DC 20+ 
  APL), then the riders pass by.  If they do not all succeed, 
  or they never hid in the first place, read the following: 
   
  The score of riders thunders down the road when the 
  leader, a stern man in full plate armor, sees you.  He 
  raises his right hand calmly and with precision, the 
  riders come to a halt in perfect formation.  He points 
  his finger at you and says, “What are you doing in my 
  lands?” 
   
  Any character making a Knowledge (nobility and 
  royalty), Knowledge (local: Velverdyva Trade Route), or 
  Bardic Knowledge check [DC 12] recognizes the man as 
  Lord Simon Milinous.  If a character has played VER1-01 
  
  A Costly Gamble 
   
  Page 10 
  Noble Ambitions, VER2-08 Griffon’s Blood, or the 
  extended play option in VER3-05 Something’s Rotten in 
  Eglath, they have seen Lord Simon Milinous before and 
  recognize him on sight.  Members of the Milinous House 
  Guard, obviously, also recognize him.  
   
  We’re looking for a wagon 
  If the characters reveal that they are chasing a wagon that 
  was stolen from a caravan, Lord Milinous says the 
  following: 
   
  “Excellent.  I do not have time to send my guard after 
  so trivial a matter.  I give you leave to recover this 
  merchant’s wagon in my lands.  Although, I shall 
  claim my ten percent of its value, per the usual and 
  lawful taxation.  Once you have recovered it, please 
  bring it to me at my camp so I may asses its value.” 
   
  He then gives his camp’s location (only a few hours away) 
  and continues on his way.  He does not wait for the 
  characters reply. 
   
  We found some of your Guardsmen 
  If the characters reveal that they have found members of 
  his guard that attacked the caravan, read the following: 
   
  “Those are the traitors that I am in search of.  You 
  have done me a small service in dispatching them.  I 
  shall not forget this.” 
   
  One of his men then moves his horse over to the 
  characters and asks for their names.  He writes them 
  down on a piece of parchment.  Meanwhile, Lord 
  Milinous gives the command and rides off with the rest 
  of his troop.  When the characters have given their 
  names, the rider turns and speeds off after Lord Milinous. 
   
  We’re fleeing or We’re obvious liars 
  If the characters try to run, or blatantly lie about why 
  they are in his lands, read the following: 
   
  “These must be the bandits!  Squire Robert, take your 
  men and teach them what happens when bandits are 
  found in my lands.”  Lord Milinous then signals, and 
  he and most of his troop continue their way down the 
  road. 
  At this point, you may begin the combat between Squire 
  Robert’s men and the characters.  Unlike the Guardsmen 
  in Encounter Four, these riders begin combat mounted. 
   
  APL 2 (EL 4) 
  �House Milinous Men-at-Arms (2): male human Ftr2; 
  hp 20 each; see Appendix 1. 
   
  APL 4 (EL 5) 
  �House Milinous Men-at-Arms (3): male human Ftr2; 
  hp 20 each; see Appendix 1. 
   
  APL 6 (EL 7) 
  �House Milinous Guardsmen (2): male human Ftr5; 
  hp 44 each; see Appendix 1. 
   
  APL 8 (EL 9) 
  �House Milinous Guardsmen (4): male human Ftr5; 
  hp 44 each; see Appendix 1. 
   
  APL 10 (EL 11) 
  �House Milinous Guardians (2): male human Ftr9; hp 
  76 each; see Appendix 1. 
   
  APL 12 (EL 13) 
  �House Milinous Guardians (4): male human Ftr9; hp 
  76 each; see Appendix 1. 
   
  Tactics: One of the House Guard in each group is Squire 
  Robert.  While all the other men fight bravely to the 
  death, Squire Robert flees if reduced below 10 hit points 
  and if the battle is going badly for Milinous’ men.  He 
  intends to alert Lord Milinous to the failure of his House 
  Guard. 
   
  Judging hint:  This encounter will devolve into combat 
  if the characters aren’t open and polite.  Lord Milinous is 
  a very high level character.  If the characters try to attack 
  him directly, just take their characters and tell them they 
  are imprisoned for the foreseeable future.  Then contact 
  the Verbobonc Triad for more information.  If they insult 
  Lord Milinous, Milinous sends Squire Robert and his 
  men to deal with them and he rides off.  Lord Milinous is 
  very strict and unyielding.  Neither Lord Milinous nor 
  his men detect as evil. 
   
  Development: Assuming the characters are able, they 
  may continue to follow the wagons trail.  Go to encounter 
  six. 
   
  Treasure 
  Defeat the House Guard and take their gear. 
  APL 2: L: 102 gp; C: 14 gp; M: 2 +1 greatswords, 196 
  gp each. 
  APL 4: L: 153 gp; C: 21 gp; M: 3 +1 greatswords, 196 
  gp each. 
  APL 6: L: 137 gp; C: 24 gp; M: 2 +1 vicious 
  greatswords, 696 gp each. 
  
  A Costly Gamble 
   
  Page 11 
  APL 8: L: 274 gp; C: 48 gp; M: 4 +1 vicious 
  greatswords, 696 gp each. 
  APL 10: L: 179 gp; C: 100 gp; M: 2 +1 vicious 
  greatswords, 696 gp each, 2 sets of gauntlets of ogre 
  power, 333 gp each, 2 suits of +1 full plate, 221 gp each. 
  APL 12: L: 358 gp; C: 200 gp; M: 4 +1 vicious 
  greatswords, 696 gp each, 4 sets of gauntlets of ogre 
  power, 333 gp each, 4 suits of +1 full plate, 221 gp each. 
   
   
  Encounter Six: 
  The Wagon is found 
   
  The small path you have been following heads further 
  west.  The surrounding countryside is more heavily 
  forested than most of the land previously traveled in 
  chase of the wayward wagon.  The sun is beginning to 
  set when the trail leads up a small rise and you see an 
  evening fog rising up ahead of you. 
   
  As the characters arrive, Elena is searching through the 
  wagon for evidence of the Asbury taxes (she hasn’t yet 
  thought to look at the wagon’s axles).  She hears the 
  party’s approach if she makes a Listen check [DC 10] or 
  [DC 10 + the lowest Move Silently result] of the party, if 
  they are being sneaky. If Elena hears the party, she 
  immediately drinks a potion of invisibility and prepares 
  to ambush the party.  If she doesn’t hear them, then the 
  characters arrive and see Elena searching through the 
  wagon.  She attacks as soon as they make their presence 
  known. 
   
  Searching the wagon reveals the usual merchant 
  items that Barnabus told the characters about.  A good 
  Search of the wagon (DC 25+APL) reveals that the axles 
  of the wagon are actually made of adamantine.  This is the 
  real treasure, and the taxes from House Asbury. 
   
  APL 2 (EL 4) 
  �Elena: female human Sor4; hp 13; see Appendix 1. 
   
  APL 4 (EL 7) 
  �Elena: female human Sor7; hp 22; see Appendix 1. 
   
  APL 6 (EL 9) 
  �Elena: female human Sor9; hp 28; see Appendix 1. 
   
  APL 8 (EL 11) 
  �Elena: female human Sor11; hp 34; see Appendix 1. 
   
  APL 10 (EL 13) 
  �Elena: female human Sor13; hp 40; see Appendix 1. 
   
  APL 12 (EL 15) 
  �Elena: female human Sor15; hp 46; see Appendix 1. 
   
  Tactics:  If Elena hears the characters coming, she drinks 
  her potion of invisibility and moves away from the 
  wagon.  At higher APLs, she silently casts other 
  preparatory 
  spells 
  (such 
  as 
  minor 
  globe 
  of 
  invulnerability). She then starts summoning monsters 
  with her Silent Spell feat.  This takes two full-round 
  actions, but makes her virtually undetectable.  She rains 
  summoned monsters on the party as long as she is able.  
  See Appendix 4 for the stat blocks of her preferred 
  monsters.  If discovered, or if the characters surprise her, 
  she lets loose with her most powerful offensive spells 
  until defeated. 
   
  Development: Once the characters defeat Elena and 
  search her, they find a brilliant green gem the size of an 
  egg.  Once a character picks it up, read: 
   
  The air above the gem shimmers for a moment, and 
  you can see the face of a woman floating eerily above 
  it.  The face is pinched and ugly, and caked with 
  makeup.  In the green light, she looks positively 
  ghoulish. 
   
  “Elena?  Are you there?  The yellow wagon is 
  certainly the one.  Get that wagon back to me as soon 
  as possible, and we’ll watch House Milinous and 
  Asbury tear each other apart over its loss…” 
   
  Suddenly the woman looks around, and seems to 
  stare right at you. 
   
  Have the character who touched the gem make a Will 
  save.  This save is for show, however; whatever the result, 
  read: 
   
  The ugly face of Lady Langmuir sneers in disgust as 
  she seems to recognize you.  The gem suddenly goes 
  warm, and then explodes. 
   
  Every character within 20 feet of the gem must make a 
  Reflex save [DC 10 + APL] or take 1d6 damage per APL 
  (2d6 at APL 2, 4d6 at APL 4, and so on).  A successful save 
  indicates half damage.  If Elena is still alive (for example, 
  if the characters captured her) she fails her save (and is 
  therefore probably killed). 
   
  The explosion also completely destroys the proof 
  that Lady Langmuir is behind the stolen Asbury taxes. No 
  form of magic short of a wish or miracle can restore the 
  magical gem. 
   
  
  A Costly Gamble 
   
  Page 12 
  Development: If the characters defeat Elena and recover 
  the wagon, they must choose what to do with it.  Will 
  they return the wagon to Barnabus, or go to Lord 
  Milinous with it?  After the players have decided, go to 
  the Wagon Conclusion. 
   
  Treasure 
  Defeat Elena and take her gear. 
  APL 2: L: 0; C: 20 gp; M: ring of protection +1, 167 
  gp; amulet of natural armor +1, 167 gp; wand of magic 
  missiles (5
  th level caster, 10 charges remaining), 63 gp; 
  potion of invisibility, 25 gp. 
  APL 4: L: 0; C: 20 gp; M: ring of protection +1, 167 
  gp; amulet of natural armor +1, 167 gp; cloak of resistance 
  +2, 333 gp; wand of magic missiles (5
  th level caster, 10 
  charges remaining), 63 gp; potion of invisibility, 25 gp, 
  bead of force, 250 gp. 
  APL 6: L: 0; C: 20 gp; M: ring of protection +1, 167 
  gp; amulet of natural armor +1, 167 gp; cloak of resistance 
  +2, 333 gp; wand of magic missiles (5
  th level caster, 10 
  charges remaining), 63 gp; potion of invisibility, 25 gp, 
  bead of force, 250 gp. 
  APL 8: L: 0; C: 20 gp; M: ring of protection +2, 667 
  gp; amulet of natural armor +2, 667 gp; cloak of resistance 
  +2, 333 gp; wand of magic missiles (5
  th level caster, 10 
  charges remaining), 63 gp; potion of invisibility, 25 gp, 
  bead of force, 250 gp. 
  APL 10: L: 0; C: 20 gp; M: ring of protection +2, 667 
  gp; amulet of natural armor +2, 667 gp; cloak of resistance 
  +3, 750 gp; wand of magic missiles (7
  th level caster, 10 
  charges remaining), 88 gp; potion of invisibility, 25 gp, 
  bead of force, 250 gp. 
  APL 12: L: 0; C: 20 gp; M: ring of protection +2, 667 
  gp; amulet of natural armor +2, 667 gp; cloak of resistance 
  +3, 750 gp; wand of magic missiles (9
  th level caster, 10 
  charges remaining), 113 gp; potion of invisibility, 25 gp, 
  bead of force, 250 gp. 
   
   
  Encounter Seven: 
  Milinous Guard 
   
  Helping 
  Boditea 
  to 
  Asbury 
  lands 
  has 
  taken 
  precedence for you.  She demands speed but wants to 
  take the most direct route, which is cross country 
  through Lord Milinous’ lands.  Her need for urgency 
  brooks no discussion and you have been traipsing up 
  and down hills and through copses of trees for hours. 
   Luckily, the weather has stayed as beautiful as the 
  day before. 
   
  Crossing a ridge, you spot horsemen ahead of 
  you.  You can tell by the way they change direction, 
  they have seen you too… 
   
  This is a patrol of House Milinous Guard.  They are under 
  strict orders that no one is to head east toward the border 
  with House Asbury. 
   
  If the characters seem at all suspicious, the House 
  Guardsmen try to arrest them.  If the characters resist, 
  they attack.  If the characters are rude, they attack.  If the 
  characters seem weak, they attack.  This encounter will 
  almost certainly erupt into combat.  These guards are 
  very jumpy; they’ve caught sight of the flying monster in 
  Encounter Eight, and they don’t know what it is. 
   
  If any character is wearing the livery of House 
  Asbury (remember, as she was in disguise, Boditea is not 
  wearing her livery, only the pendant), the Guardsmen tell 
  them that they must be taken to see Lord Milinous.  
  Refusal will result in a fight. 
   
  Boditea doesn’t want a peaceful resolution.  To her 
  way of thinking, Milinous has declared open war on 
  Asbury.  She goads the characters into a fight, and hurls 
  insults at the Milinous Guardsmen if not restrained.  
  Boditea will gladly fight rather than be taken. 
   
  APL 2 (EL 4) 
  �House Milinous Men-at-Arms (2): male human Ftr2; 
  hp 20 each; see Appendix 1. 
   
  APL 4 (EL 6) 
  �House Milinous Men-at-Arms (4): male human Ftr2; 
  hp 20 each; see Appendix 1. 
   
  APL 6 (EL 8) 
  �House Milinous Guardsmen (3): male human Ftr5; 
  hp 44 each; see Appendix 1. 
   
  APL 8 (EL 10) 
  �House Milinous Guardsmen (6): male human Ftr5; 
  hp 44 each; see Appendix 1. 
   
  APL 10 (EL 12) 
  �House Milinous Guardians (3): male human Ftr9; hp 
  76 each; see Appendix 1. 
   
  APL 12 (EL 14) 
  �House Milinous Guardians (6): male human Ftr9; hp 
  76 each; see Appendix 1. 
   
  Judging hint: Members of the House Milinous Guard 
  are chosen for the competence in battle and their 
  
  A Costly Gamble 
   
  Page 13 
  ruthlessness.  Basically, they start a fight with even slight 
  provocation. 
   
  Treasure 
  Defeat the House Guard and take their gear. 
  APL 2: L: 102 gp; C: 14 gp; M: 2 +1 greatswords, 196 
  gp each. 
  APL 4: L: 204 gp; C: 28 gp; M: 4 +1 greatswords, 196 
  gp each. 
  APL 6: L: 206 gp; C: 36 gp; M: 3 +1 vicious 
  greatswords, 696 gp each. 
  APL 8: L: 412 gp; C: 72 gp; M: 6 +1 vicious 
  greatswords, 696 gp each. 
  APL 10: L: 269 gp; C: 150 gp; M: 3 +1 vicious 
  greatswords, 696 gp each, 3 sets of gauntlets of ogre 
  power, 333 gp each, 3 suits of +1 full plate, 221 gp each. 
  APL 12: L: 538 gp; C: 300 gp; M: 6 +1 vicious 
  greatswords, 696 gp each, 6 sets of gauntlets of ogre 
  power, 333 gp each, 6 suits of +1 full plate, 221 gp each. 
   
   
  Encounter Eight: 
  High Danger 
   
  Finally, crossing over one last ridge, you see the river 
  that marks the border between Lady Asbury and Lord 
  Milinous lands.  Boditea sighs with relief as she 
  realizes that she is so close to home. 
   
  The sun has continued to shine with hardly a 
  cloud in the sky.  This is why the shadow passing 
  overhead is such a surprise. Looking up you see a 
  monstrous winged shadow heading for you.  It’s hard 
  to make it out what it is, as it’s keeping the sun 
  behind it, but from this distance it could be a dragon. 
   All you know is, the creature is definitely swooping 
  down toward you. 
   
  Have the players make a Will save [DC 5].  If they fail, 
  they will break and run for 1d4 minutes, truly believing 
  they saw a dragon in the Viscounty.  Consider this a fear 
  effect. 
   
  This encounter shows that the wild lands of Verbobonc 
  can still be very dangerous.  The Milinous Guardsmen in 
  Encounter Seven have seen this flying beast, and their 
  fear of it partly explains why they were so quick to anger. 
   
  APL 2 (EL 4) 
  �Griffon: hp 59; see Monster Manual. 
   
  APL 4 (EL 5) 
  �Manticore: hp 57; see Monster Manual. 
   
  APL 6 (EL 7) 
  �Dragonne: hp 76; see Monster Manual. 
  APL 8 (EL 9) 
  �Roc: hp 207; see Monster Manual. 
   
  APL 10 (EL 11) 
  �Cauchemar (nightmare): hp 172; see Monster 
  Manual. 
   
  APL 12 (EL 13) 
  �Cauchemar (nightmare): hp 172; see Monster 
  Manual. 
  �Barbed devil: hp 126; see Monster Manual.  This devil 
  rides the nightmare into battle.  Replace its Diplomacy +6 
  with Ride +9, and replace its Cleave feat with Mounted 
  Combat. 
   
  Tactics:  The monster fights until it is below 10 hp, then 
  it tries to flee. 
   
   
  Encounter Nine: 
  The Poison Within 
   
  Finally, you have made it to the lands of House 
  Asbury.  Boditea leads you to a small town not far 
  from the border.  A signpost calls the place “Preston.” 
   She urges you all to hurry! 
   
  The town is quiet and appears normal.  Until Boditea 
  thunders in, that is.  She heads straight for a long, low 
  building.  A man can be seen outside it.  He wears the 
  livery of House Asbury.  He looks confused at seeing 
  the approaching Boditea.  She brushes past him with 
  but a brief word.  Moments later she emerges looking 
  angry. 
   
  “The Asbury Guardsmen are all out on patrol.  I 
  cannot wait for their return.  Come with me.  I go to 
  arrest a traitor.  I just don’t understand why Bralen 
  would do such a thing.”  She then heads off toward 
  another building.   
   
  Before she reaches her destination she yells, “Bralen!  
  I place you under arrest for treason!” 
   
  A young, good looking man emerges from the 
  building, wearing a tabard of House Asbury and a 
  pack slung over his shoulder.   With a quick motion, 
  the lad removes some sort of mask and shakes out 
  long, brown hair.  The young man is, in fact, a quite 
  
  A Costly Gamble 
   
  Page 14 
  beautiful woman.  “I’m not sure how you survived, 
  Boditea, but Bralen isn’t to blame. In fact, poor, 
  foolish Bralen has been dead for weeks. I can assure 
  you I will NOT be arrested, and I’ll finish the job 
  those Milinous toadies couldn’t manage.”  She raises 
  her hands to cast a spell… 
   
  Weeks ago, Bralen was replaced by the resourceful 
  Selena.  She uncovered the secret of the Asbury tax 
  shipment, and relayed the information to her twin sister 
  Elena, and to Lady Godeleva Langmuir. 
   
  Of course, Selena is too crafty to simply confront 
  Boditea and the party in open combat.  When Boditea 
  approached, shouting, Selena cast major image from a 
  scroll, and it’s the major image speaking in the text above. 
   Meanwhile, Selena drank a potion of invisibility, and 
  slipped out of the front of the building.  She is now 
  invisible, about sixty feet to the characters’ left. 
   
  APL 2 (EL 4) 
  �Selena: female human Sor4; hp 13; see Appendix 1. 
   
  APL 4 (EL 7) 
  �Selena: female human Sor7; hp 22; see Appendix 1. 
   
  APL 6 (EL 9) 
  �Selena: female human Sor9; hp 28; see Appendix 1. 
   
  APL 8 (EL 11) 
  �Selena: female human Sor11; hp 34; see Appendix 1. 
   
  APL 10 (EL 13) 
  �Selena: female human Sor13; hp 40; see Appendix 1. 
   
  APL 12 (EL 15) 
  �Selena: female human Sor15; hp 46; see Appendix 1. 
   
  Tactics: Selena is invisible, with her major image 
  speaking with the characters.  As soon as possible, Selena 
  ceases concentrating on the illusion (it lasts for 3 
  additional rounds) and starts summoning monsters with 
  her Silent Spell feat.  This takes two full-round actions, 
  but makes her virtually undetectable.  She rains 
  summoned monsters on the party as long as she is able.  
  See Appendix 4 for the stat blocks of her preferred 
  monsters.  If discovered, or if the characters surprise her, 
  she lets loose with her most powerful offensive spells 
  until defeated. 
   
  Boditea rushes off as soon as she can to get help, and 
  asks the characters to “hold on until I get back with help!” 
   Boditea returns with help in the Asbury Conclusion, 
  below. 
   
  Development: Once the characters defeat Selena and 
  search her, they find a brilliant yellow gem the size of an 
  egg.  Once a character picks it up, read: 
  The air above the gem shimmers for a moment, and 
  you can see the face of a woman floating eerily above 
  it.  The face is pinched and ugly, and caked with 
  makeup.  In the yellow light, she looks positively 
  ghoulish. 
   
  “Selena?  Are you there?  I have the wagon.  Drop 
  your disguise and get out of Asbury’s lands as soon as 
  possible.  We’ll watch House Milinous and Asbury 
  tear each other apart over the wagon’s loss…” 
   
  Suddenly the woman looks around, and seems to 
  stare right at you. 
   
  Have the character who touched the gem make a Will 
  save.  This save is for show, however; whatever the result, 
  read: 
   
  The ugly face of Lady Langmuir sneers in disgust as 
  she seems to recognize you.  The gem suddenly goes 
  warm, and then explodes. 
   
  Every character within 20 feet of the gem must make a 
  Reflex save [10 + APL] or take 1d6 damage per APL (2d6 
  at APL 2, 4d6 at APL 4, and so on).  A successful save 
  indicates half damage.  If Selena is still alive (for example, 
  if the characters captured her) she fails her save (and is 
  therefore probably killed). 
   
  The explosion also completely destroys the proof 
  that Lady Langmuir is behind the stolen Asbury taxes. No 
  form of magic short of a wish or miracle can restore the 
  magical gem. 
   
  Development: If Selena is defeated, go to the Asbury 
  Conclusion. 
   
  Treasure 
  Defeat Selena and take her gear. 
  APL 2: L: 0; C: 20 gp; M: ring of protection +1, 167 
  gp; amulet of natural armor +1, 167 gp; wand of magic 
  missiles (5
  th level caster, 10 charges remaining), 63 gp; 
  potion of invisibility, 25 gp. 
  APL 4: L: 0; C: 20 gp; M: ring of protection +1, 167 
  gp; amulet of natural armor +1, 167 gp; cloak of resistance 
  +2, 333 gp; wand of magic missiles (5
  th level caster, 10 
  charges remaining), 63 gp; potion of invisibility, 25 gp, 
  bead of force, 250 gp. 
  APL 6: L: 0; C: 20 gp; M: ring of protection +1, 167 
  gp; amulet of natural armor +1, 167 gp; cloak of resistance 
  +2, 333 gp; wand of magic missiles (5
  th level caster, 10 
  
  A Costly Gamble 
   
  Page 15 
  charges remaining), 63 gp; potion of invisibility, 25 gp, 
  bead of force, 250 gp. 
  APL 8: L: 0; C: 20 gp; M: ring of protection +2, 667 
  gp; amulet of natural armor +2, 667 gp; cloak of resistance 
  +2, 333 gp; wand of magic missiles (5
  th level caster, 10 
  charges remaining), 63 gp; potion of invisibility, 25 gp, 
  bead of force, 250 gp. 
  APL 10: L: 0; C: 20 gp; M: ring of protection +2, 667 
  gp; amulet of natural armor +2, 667 gp; cloak of resistance 
  +3, 750 gp; wand of magic missiles (7
  th level caster, 10 
  charges remaining), 88 gp; potion of invisibility, 25 gp, 
  bead of force, 250 gp. 
  APL 12: L: 0; C: 20 gp; M: ring of protection +2, 667 
  gp; amulet of natural armor +2, 667 gp; cloak of resistance 
  +3, 750 gp; wand of magic missiles (9
  th level caster, 10 
  charges remaining), 113 gp; potion of invisibility, 25 gp, 
  bead of force, 250 gp. 
   
   
  Wagon Conclusion  
   
  If the characters take the wagon to Lord Milinous’ camp, 
  he keeps them there for a full day before waving his 
  hands over the wagon and saying he doesn’t have time for 
  this.  He asks the characters how much they think the 
  merchandise is worth and charges them 10 percent of 
  that before allowing them to leave with the wagon.  If the 
  characters blatantly lie (“It’s worth one gold piece”), he 
  confiscates the wagon and its contents and tells the 
  characters to leave his camp immediately before he has 
  them whipped.  They cannot get the wagon returned in 
  this case, and Milinous keeps it. 
   
  If the characters return the wagon to Barnabus in the 
  Tavern of the Four Trails, he thanks them profusely.  He 
  rewards them with 100 gp per APL, and assures them he 
  will never forget what they have done for him.  He then 
  informs Viscount Langard of the characters deeds. 
   
  If the characters try and take the wagon to Asbury, 
  without going to Lord Milinous’ camp, they are 
  intercepted by a large force of House Milinous 
  guardsmen and the wagon’s contents are confiscated. The 
  guard will laugh and let the characters keep the empty 
  wagon—which is good, since the wagon axles hold the 
  real treasure.  If the characters take the empty wagon to 
  House Asbury lands, the Asbury Guard asks them to take 
  it to Barnabus.  Once Barnabus gets the empty wagon, he 
  laughs heartily and is very happy with the characters.  He 
  tells them that the real treasure is the wagon, not its 
  contents, and they have done quite well.  He won’t admit 
  that the real treasure is the adamantine wagon axles, if 
  the characters haven’t figured it out themselves.  He 
  rewards them with 50 gp times the APL, and then 
  informs Viscount Langard of the character’s deeds. 
   
  If the characters try to voice their concerns about 
  Lady Langmuir’s treachery to someone of authority in the 
  Viscounty, the authority figure asks if they have any 
  proof.  If the characters have captured Elena alive, she 
  won’t willingly talk.  Without proof, there is little anyone 
  can do.  The characters alone know of the Iron Lady’s 
  scheming. 
   
  If for whatever reasons the characters take the 
  wagon to House Langmuir different things will happen 
  depending on whom they give the wagon too. If they 
  bring the wagon to Lady Langmuir she will have her 
  people quickly hide the wagon and pay off the 
  adventuring trash (50gp times the APL). (They will earn 
  the favor of House Langmuir.) If they take it to Lord 
  Langmuir he tells them that it is not his wagon and walks 
  coldly away from them, muttering something about poor 
  confused adventuring types. 
   
   
  Asbury Conclusion 
   
  After the characters defeat “Bralen,” Boditea returns with 
  Lady Asbury and several of her personal retainers.  Lady 
  Asbury listens to what the characters have to say about 
  their adventures.  She thanks the characters for their help 
  rescuing Boditea and dispatching the traitor, and rewards 
  them with 50 gp times the APL.  Lady Asbury is very 
  polite, but if the characters explain that they have lost the 
  wagon, she seems sad.  The characters can backtrack if 
  they’d like, but the wagon is nowhere to be found. 
   
  If the characters try to voice their concerns about 
  Lady Langmuir’s treachery to someone of authority in the 
  Viscounty, the authority figure asks if they have any 
  proof. If the characters have captured Selena alive, she 
  won’t willingly talk.  Without proof, there is little anyone 
  can do.  The characters alone know of the Iron Lady’s 
  scheming. 
   
  The End 
  
  A Costly Gamble 
   
  Page 16 
  Experience Point Summary 
   
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign experience 
  award.  Award the total value (objectives plus roleplaying) 
  to each character. 
   
  Encounter Three: 
   
  Find and heal Boditea 
   
   
  APL 2 
   
   
  15 XP 
   
   
  APL 4 
   
   
  30 XP 
   
   
  APL 6 
   
   
  45 XP 
   
   
  APL 8 
   
   
  60 XP 
   
   
  APL 10  
   
  75 XP 
   
   
  APL 12  
   
  90 XP 
   
  Encounter Four or Encounter Seven: 
   
  Defeat Lord Milinous’ House Guardsmen. 
   
   
  APL 2 
   
   
  120 XP 
   
   
  APL 4 
   
   
  180 XP 
   
   
  APL 6 
   
   
  240 XP 
   
   
  APL 8 
   
   
  300 XP 
   
   
  APL 10  
   
  360 XP 
   
   
  APL 12  
   
  420 XP 
   
  Encounter Five or Encounter Eight: 
   
  In Encounter Five: deal peaceably with Milinous OR 
  defeat Squire Robert and the Milinous House Guard.  In 
  Encounter Eight: defeat the flying monster. 
   
   
  APL 2 
   
   
  120 XP 
   
   
  APL 4 
   
   
  150 XP 
   
   
  APL 6 
   
   
  210 XP 
   
   
  APL 8 
   
   
  270 XP 
   
   
  APL 10  
   
  330 XP 
   
   
  APL 12  
   
  390 XP 
   
  Encounter Six or Encounter Nine: 
   
  Defeat Elena/Selena. 
   
   
  APL 2 
   
   
  120 XP 
   
   
  APL 4 
   
   
  210 XP 
   
   
  APL 6 
   
   
  270 XP 
   
   
  APL 8 
   
   
  330 XP 
   
   
  APL 10  
   
  390 XP 
   
   
  APL 12  
   
  450 XP 
   
   
  Discover (and survive) Lady Langmuir’s gem. 
   
   
  APL 2 
   
   
  15 XP 
   
   
  APL 4 
   
   
  30 XP 
   
   
  APL 6 
   
   
  45 XP 
   
   
  APL 8 
   
   
  60 XP 
   
   
  APL 10  
   
  75 XP 
   
   
  APL 12  
   
  90 XP 
   
  Story Award: 
   
  Good roleplaying and combat heroics. 
   
   
  APL 2 
   
   
  15 XP 
   
   
  APL 4 
   
   
  30 XP 
   
   
  APL 6 
   
   
  45 XP 
   
   
  APL 8 
   
   
  60 XP 
   
   
  APL 10  
   
  75 XP 
   
   
  APL 12  
   
  90 XP 
   
  Total Possible Experience 
   
  APL 2 
   
   
    450 XP 
   
  APL 4 
   
   
    675 XP 
   
  APL 6 
   
   
    900 XP 
   
  APL 8 
   
   
  1125 XP 
   
  APL 10 
   
   
  1350 XP 
   
  APL 12 
   
   
  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. 
  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. 
  
  A Costly Gamble 
   
  Page 17 
  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. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
   
  Important Note:  Due to the structure of this scenario, 
  the characters gain the treasure in Encounters Four, Five, 
  and Six, OR the treasure in Encounters Seven and Nine. 
   
  Encounter Four or Encounter Seven: 
  Defeat the Milinous House Guard and take their gear. 
  APL 2: L: 102 gp; C: 14 gp; M: 2 +1 greatswords, 196 gp 
  each. 
  APL 4: L: 204 gp; C: 28 gp; M: 4 +1 greatswords, 196 gp 
  each. 
  APL 6: L: 206 gp; C: 36 gp; M: 3 +1 vicious greatswords, 
  696 gp each. 
  APL 8: L: 412 gp; C: 72 gp; M: 6 +1 vicious greatswords, 
  696 gp each. 
  APL 10: L: 269 gp; C: 150 gp; M: 3 +1 vicious greatswords, 
  696 gp each, 3 sets of gauntlets of ogre power, 333 gp 
  each, 3 suits of +1 full plate, 221 gp each. 
  APL 12: L: 538 gp; C: 300 gp; M: 6 +1 vicious greatswords, 
  696 gp each, 6 sets of gauntlets of ogre power, 333 gp 
  each, 6 suits of +1 full plate, 221 gp each. 
   
  Encounter Five: 
  Defeat the Milinous House Guard and take their gear. 
  APL 2: L: 102 gp; C: 14 gp; M: 2 +1 greatswords, 196 gp 
  each. 
  APL 4: L: 153 gp; C: 21 gp; M: 3 +1 greatswords, 196 gp 
  each. 
  APL 6: L: 137 gp; C: 24 gp; M: 2 +1 vicious greatswords, 
  696 gp each. 
  APL 8: L: 274 gp; C: 48 gp; M: 4 +1 vicious greatswords, 
  696 gp each. 
  APL 10: L: 179 gp; C: 100 gp; M: 2 +1 vicious greatswords, 
  696 gp each, 2 sets of gauntlets of ogre power, 333 gp 
  each, 2 suits of +1 full plate, 221 gp each. 
  APL 12: L: 358 gp; C: 200 gp; M: 4 +1 vicious greatswords, 
  696 gp each, 4 sets of gauntlets of ogre power, 333 gp 
  each, 4 suits of +1 full plate, 221 gp each. 
   
  Encounter Six OR Nine 
  Defeat Elena/Selena and take her gear. 
  APL 2: L: 0; C: 20 gp; M: ring of protection +1, 167 gp; 
  amulet of natural armor +1, 167 gp; wand of magic 
  missiles (5
  th level caster, 10 charges remaining), 63 
  gp; potion of invisibility, 25 gp. 
  APL 4: L: 0; C: 20 gp; M: ring of protection +1, 167 gp; 
  amulet of natural armor +1, 167 gp; cloak of 
  resistance +2, 333 gp; wand of magic missiles (5
  th 
  level caster, 10 charges remaining), 63 gp; potion of 
  invisibility, 25 gp, bead of force, 250 gp. 
  APL 6: L: 0; C: 20 gp; M: ring of protection +1, 167 gp; 
  amulet of natural armor +1, 167 gp; cloak of 
  resistance +2, 333 gp; wand of magic missiles (5
  th 
  level caster, 10 charges remaining), 63 gp; potion of 
  invisibility, 25 gp, bead of force, 250 gp. 
  APL 8: L: 0; C: 20 gp; M: ring of protection +2, 667 gp; 
  amulet of natural armor +2, 667 gp; cloak of 
  resistance +2, 333 gp; wand of magic missiles (5
  th 
  level caster, 10 charges remaining), 63 gp; potion of 
  invisibility, 25 gp, bead of force, 250 gp. 
  APL 10: L: 0; C: 20 gp; M: ring of protection +2, 667 gp; 
  amulet of natural armor +2, 667 gp; cloak of 
  resistance +3, 750 gp; wand of magic missiles (7
  th 
  level caster, 10 charges remaining), 88 gp; potion of 
  invisibility, 25 gp, bead of force, 250 gp. 
  APL 12: L: 0; C: 20 gp; M: ring of protection +2, 667 gp; 
  amulet of natural armor +2, 667 gp; cloak of 
  resistance +3, 750 gp; wand of magic missiles (9
  th 
  level caster, 10 charges remaining), 113 gp; potion of 
  invisibility, 25 gp, bead of force, 250 gp. 
   
  Conclusion: 
  Obtain a reward from Barnabus, Lady Asbury or Lady 
  Langmuir. 
   
  APL 2: L: 0; C: 100 gp; M: 0 
   
  APL 4: L: 0; C: 200 gp; M: 0 
   
  APL 6: L: 0; C: 300 gp; M: 0 
   
  APL 8: L: 0; C: 400 gp; M: 0 
   
  APL 10: L: 0; C: 500 gp; M: 0 
   
  APL 12: L: 0; C: 600 gp; M: 0 
   
  Total Possible Treasure 
   
  APL 2:  
   
  450 gp   
   
  APL 4:  
   
  650 gp   
   
  APL 6:  
   
  900 gp 
   
  APL 8:  
   
  1,300 gp 
  APL 10:  
   
  2,300 gp 
   
  APL 12:  
   
  3,300 gp   
   
  
  A Costly Gamble 
   
  Page 18 
  Items for the Adventure Record 
  �Check only those that apply, and cross out all others: 
  [   ] Influence Point with Viscount Langard for returning 
  the wagon to Barnabus.  Barnabus has higher 
  connections than he lets on. 
  [   ] Influence with House Milinous for either turning 
  the wagon over to Lord Milinous, or for defeating the 
  charmed House Milinous traitors. 
  [   ] Influence with House Asbury for escorting Boditea 
  back to Asbury lands. 
  [   ] Influence with House Langmuir for turning the 
  wagon over to Lady Langmuir. 
  [   ] Infamy with House Milinous for either killing 
  Squire Robert or his men, or for not taking the wagon to 
  him when commanded to do so. 
  [   ] Infamy with House Asbury for turning the wagon 
  over to House Milinous. 
  [   ] Infamy with House Langmuir for interfering with 
  the plans of Lady Langmuir. 
   
  �Any character who has gained the Influence with 
  House Asbury here and wishes to join the Asbury House 
  Guard is invited to do so when the other requirements 
  are met.  Any character who is already a member of the 
  House Asbury Guard is offered a promotion to the next 
  tier, whenever he or she meets the other requirements of 
  that tier and wishes to advance. 
   
  �A member of the House Milinous Guard who has 
  gained the Influence with House Milinous here is 
  offered a promotion to the next tier, whenever he or she 
  meets the other requirements of that tier and wishes to 
  advance. 
   
  
  A Costly Gamble 
   
  Page 19 
   
  Appendix 1: Non-Player Characters 
   
  Encounter Three 
  All APLs 
  �Boditea of House Asbury: female human Ftr3; CR 
  3; Medium humanoid (human); HD 3d10; hp 28 
  (stabilized at -2 when found); Init +6; Spd 30 ft.; AC 19 
  (+2 Dex, +5 mithral chain shirt, +2 shield), touch 12, 
  flat-footed 17; Base Atk +3; Grp +5; Atk +6 melee 
  (1d8+2/x3, battle axe); AL CG; SV Fort +5, Ref +3, Will 
  +3; Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 12. 
   
  Skills and Feats: Climb +6, Handle Animal +6, 
  Knowledge (nobility and royalty) +2, Ride +6, Swim +3, 
  Survival +1; Dodge, Improved Initiative, Iron Will, 
  Mobility, Power Attack. 
   
  Possessions: +1 mithral chain shirt, masterwork 
  battle axe, heavy wooden shield, traveler’s outfit, 
  dagger, 17 gp. 
   
  Encounters Four, Five, and Seven 
  APLs 2 and 4 
  �House Milinous Man-at-Arms: male human Ftr2; 
  CR 2; Medium humanoid (human); HD 2d10+4; hp 20; 
  Init +1; Spd 20 ft.; AC 17 (+1 Dex, +6 banded mail), 
  touch 11, flat-footed 16; Base Atk +2; Grp +5; Atk +7 
  melee (2d6+5/19-20, +1 greatsword); AL LN; SV Fort 
  +5, Ref +1, Will +0; Str 16, Dex 12, Con 14, Int 10, Wis 
  10, Cha 8. 
   
  Skills and Feats: Climb +1, Handle Animal +2, 
  Intimidate +2, Knowledge (nobility and royalty) +1, 
  Ride +4; Cleave, Dirty Fighting*, Power Attack, 
  Weapon Focus (greatsword). 
   
  Possessions: +1 greatsword, banded mail, traveler’s 
  outfit, dagger, light warhorse with 33 hp and studded 
  leather barding, military saddle, 7 gp. 
   
  * See Appendix 2 
   
  APLs 6 and 8 
  �House Milinous Guardsman: male human Ftr5; CR 
  5; Medium humanoid (human); HD 5d10+10; hp 44; 
  Init +5; Spd 20 ft.; AC 17 (+1 Dex, +6 banded mail), 
  touch 11, flat-footed 16; Base Atk +5; Grp +8; Atk +10 
  melee (2d6+7+2d6/19-20, +1 vicious greatsword); AL 
  LN; SV Fort +6, Ref +2, Will +1; Str 17, Dex 12, Con 14, 
  Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +3, 
  Intimidate +5 (+7), Knowledge (local: Velverdyva Trade 
  Route) +1, Knowledge (nobility and royalty) +1 (+3), 
  Ride +7; Cleave, Dirty Fighting*, Improved Initiative, 
  Power Attack, Weapon Focus (greatsword), Weapon 
  Specialization (greatsword). 
   
  Possessions: +1 vicious greatsword, masterwork 
  banded mail, traveler’s outfit, dagger, light warhorse 
  with 33 hp and studded leather barding, military 
  saddle, 12 gp. 
   
  * See Appendix 2 
   
  APLs 10 and 12 
  �House Milinous Guardian: male human Ftr9; CR 9; 
  Medium humanoid (human); HD 9d10+24; hp 82; Init 
  +5; Spd 20 ft.; AC 21 (+1 Dex, +9 full plate, +1 
  deflection), touch 12, flat-footed 20; Base Atk +9; Grp 
  +13; Atk +17/+12 melee (2d6+10+2d6/19-20, +1 vicious 
  greatsword); AL LN; SV Fort +6, Ref +2, Will +1; Str 18 
  (20), Dex 12, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +2, Handle Animal +7, 
  Intimidate +9 (+11), Knowledge (local: Velverdyva 
  Trade Route) +1, Knowledge (nobility and royalty) +1 
  (+3), Ride +11; Cleave, Dirty Fighting*, Dwarf’s 
  Toughness*, Greater Weapon Focus (greatsword), 
  Improved Initiative, Improved Sunder, Power Attack, 
  Weapon Focus (greatsword), Weapon Specialization 
  (greatsword). 
   
  Possessions: +1 vicious greatsword, gauntlets of 
  ogre power, +1 full plate, traveler’s outfit, dagger, heavy 
  warhorse with 44 hp and studded leather barding, 
  military saddle, 12 gp. 
   
  * See Appendix 2 
   
  Encounters Six and Nine 
  APL 2 
  �Elena/Selena: 
  female 
  human 
  Sor4: 
  Medium 
  humanoid (human); HD 4d4; hp 13; Init +3; Spd 30 ft.; 
  AC 19 (+3 Dex, +4 mage armor, +1 natural, +1 
  deflection), touch 14, flat-footed 16; Base Atk +2; Grp 
  +1; Atk +1 melee (1d4-1/19-20, dagger); SQ snake 
  familiar; AL CN; SV Fort +1, Ref +4, Will +4; Str 8, Dex 
  16, Con 10, Int 10, Wis 10, Cha 18. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +9, 
  Disguise 
  +5, 
  Concentration +7, Knowledge (arcana) +5, Knowledge 
  (nobility and royalty) +1, Spellcraft +3; Augment 
  Summoning, Silent Spell, Spell Focus (Conjuration). 
   
  Possessions: ring of protection +1, amulet of 
  natural armor +1, wand of magic missiles (5
  th level 
  caster, 10 charges remaining), potion of invisibility, 
  traveler’s outfit, 20 gp. 
   
  Sorcerer Spells Known (6/7/4; save DC 14 + spell 
  level, 15 + spell level for Conjuration spells): 0—daze, 
  dancing lights, detect magic, ghost sound, mage hand, 
  resistance; 1st—charm person, mage armor, summon 
  monster I; 2nd—Tasha’s hideous laughter.  
  
  A Costly Gamble 
   
  Page 20 
   
   
  Pre-Cast Spells: Elena/Selena has mage armor pre-
  cast (included above). 
   
  APL 4 
  �Elena/Selena: 
  female 
  human 
  Sor7: 
  Medium 
  humanoid (human); HD 7d4; hp 22; Init +3; Spd 30 ft.; 
  AC 19 (+3 Dex, +4 mage armor, +1 natural, +1 
  deflection), touch 14, flat-footed 16; Base Atk +3; Grp 
  +2; Atk +2 melee (1d4-1/19-20, dagger); SQ snake 
  familiar; AL CN; SV Fort +4, Ref +7, Will +7; Str 8, Dex 
  16, Con 10, Int 10, Wis 10, Cha 19. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +9, 
  Disguise 
  +5, 
  Concentration 
  +10, 
  Knowledge 
  (arcana) 
  +8, 
  Knowledge (nobility and royalty) +1, Spellcraft +6; 
  Augment Summoning, Silent Spell, Spell Focus 
  (Conjuration), Spell Focus (Enchantment). 
   
  Possessions: ring of protection +1, amulet of 
  natural armor +1, cloak of resistance +2, wand of magic 
  missiles (5
  th level caster, 10 charges remaining), bead of 
  force, potion of invisibility, traveler’s outfit, 20 gp. 
   
  Sorcerer Spells Known (6/7/7/5; save DC 14 + 
  spell level, 15 + spell level for Conjuration and 
  Enchantment spells): 0—arcane mark, daze, dancing 
  lights, detect magic, ghost sound, mage hand, 
  resistance; 1st—charm person, expeditious retreat, 
  mage armor, ray of enfeeblement, summon monster I; 
  2nd—eagle’s splendor, summon monster II, Tasha’s 
  hideous laughter; 3rd—fireball, summon monster III. 
   
  Pre-Cast Spells: Elena/Selena has mage armor pre-
  cast (included above). 
   
  APL 6 
  �Elena/Selena: 
  female 
  human 
  Sor9: 
  Medium 
  humanoid (human); HD 9d4; hp 28; Init +3; Spd 30 ft.; 
  AC 19 (+3 Dex, +4 mage armor, +1 natural, +1 
  deflection), touch 14, flat-footed 16; Base Atk +4; Grp 
  +3; Atk +3 melee (1d4-1/19-20, dagger); SQ snake 
  familiar; AL CN; SV Fort +5, Ref +8, Will +8; Str 8, Dex 
  16, Con 10, Int 10, Wis 10, Cha 20. 
   
  Skills and Feats: Bluff +12, Disguise +6, 
  Concentration 
  +12, 
  Knowledge 
  (arcana) 
  +8, 
  Knowledge (nobility and royalty) +1, Spellcraft +8; 
  Augment Summoning, improved counter spell, Silent 
  Spell, 
  Spell 
  Focus 
  (Conjuration), 
  Spell 
  Focus 
  (Enchantment). 
   
  Possessions: ring of protection +1, amulet of 
  natural armor +1, cloak of resistance +2, wand of magic 
  missiles (5
  th level caster, 10 charges remaining), bead of 
  force, potion of invisibility, traveler’s outfit, 20 gp. 
   
  Sorcerer Spells Known (6/8/7/7/5; save DC 15 + 
  spell level, 16 + spell level for Conjuration and 
  Enchantment spells): 0—arcane mark, daze, dancing 
  lights, detect magic, ghost sound, light, mage hand, 
  resistance; 1st—charm person, expeditious retreat, 
  mage armor, ray of enfeeblement, summon monster I; 
  2nd—eagle’s splendor, invisibility, summon monster 
  II, Tasha’s hideous laughter; 3rd—fireball, fly, summon 
  monster III; 4th—mass reduce person, summon 
  monster IV. 
   
  Pre-Cast Spells: Elena/Selena has mage armor pre-
  cast (included above). 
   
  APL 8 
  �Elena/Selena: female human Sor11: Medium 
  humanoid (human); HD 11d4; hp 34; Init +3; Spd 30 ft.; 
  AC 21 (+3 Dex, +4 mage armor, +2 natural, +2 
  deflection), touch 15, flat-footed 18; Base Atk +5; Grp 
  +4; Atk +4 melee (1d4-1/19-20, dagger); SQ snake 
  familiar; AL CN; SV Fort +5, Ref +8, Will +9; Str 8, Dex 
  16, Con 10, Int 10, Wis 10, Cha 20. 
   
  Skills and Feats: Bluff +12, Disguise +6, 
  Concentration 
  +14, 
  Knowledge 
  (arcana) 
  +10, 
  Knowledge (nobility and royalty) +2, Spellcraft +8; 
  Augment Summoning, improved counter spell, Silent 
  Spell, 
  Spell 
  Focus 
  (Conjuration), 
  Spell 
  Focus 
  (Enchantment). 
   
  Possessions: ring of protection +2, amulet of 
  natural armor +2, cloak of resistance +2, wand of magic 
  missiles (5
  th level caster, 10 charges remaining), bead of 
  force, potion of invisibility, traveler’s outfit, 20 gp. 
   
  Sorcerer Spells Known (6/8/7/7/7/5; save DC 15 
  + spell level, 16 + spell level for Conjuration and 
  Enchantment spells): 0—arcane mark, daze, dancing 
  lights, detect magic, ghost sound, light, mage hand, 
  resistance, touch of fatigue; 1st—charm person, 
  expeditious retreat, mage armor, ray of enfeeblement, 
  reduce person; 2nd—eagle’s splendor, invisibility, 
  resist energy, summon monster II, Tasha’s hideous 
  laughter; 3rd—fireball, fly, slow, summon monster III; 
  4th—mass 
  reduce 
  person, 
  minor 
  globe 
  of 
  invulnerability, summon monster IV; 5th—dominate 
  person, summon monster V. 
   
  Pre-Cast Spells: Elena/Selena has mage armor pre-
  cast (included above). 
   
  APL 10 
  �Elena/Selena: female human Sor13: Medium 
  humanoid (human); HD 13d4; hp 40; Init +3; Spd 30 ft.; 
  AC 21 (+3 Dex, +4 mage armor, +2 natural, +2 
  deflection), touch 15, flat-footed 18; Base Atk +6/+1; 
  Grp +5; Atk +5 melee (1d4-1/19-20, dagger); Full Atk 
  +5/+0 melee (1d4-1/19-20, dagger); SQ snake familiar; 
  AL CN; SV Fort +7, Ref +10, Will +10; Str 8, Dex 16, 
  Con 10, Int 10, Wis 10, Cha 21. 
   
  Skills and Feats: Bluff +14, Disguise +6, 
  Concentration +16 (+20), Knowledge (arcana) +10, 
  
  A Costly Gamble 
   
  Page 21 
   
  Knowledge (nobility and royalty) +2, Spellcraft +10; 
  Augment Summoning, Combat Casting, improved 
  counter spell, Silent Spell, Spell Focus (Conjuration), 
  Spell Focus (Enchantment). 
   
  Possessions: ring of protection +2, amulet of 
  natural armor +2, cloak of resistance +3, wand of magic 
  missiles (7
  th level caster, 10 charges remaining), bead of 
  force, potion of invisibility, traveler’s outfit, 20 gp. 
   
  Sorcerer Spells Known (6/8/7/7/7/7/4; save DC 
  15 + spell level, 16 + spell level for Conjuration and 
  Enchantment spells): 0—arcane mark, daze, dancing 
  lights, detect magic, ghost sound, light, mage hand, 
  resistance, touch of fatigue; 1st—charm person, 
  expeditious retreat, mage armor, ray of enfeeblement, 
  reduce person; 2nd—eagle’s splendor, invisibility, 
  resist energy, summon monster II, Tasha’s hideous 
  laughter; 3rd—fireball, fly, slow, summon monster III; 
  4th—mass 
  reduce 
  person, 
  minor 
  globe 
  of 
  invulnerability, phantasmal killer, summon monster 
  IV; 
  5th—cloudkill, 
  dominate 
  person, 
  summon 
  monster V; 6th—flesh to stone, summon monster VI. 
   
  Pre-Cast Spells: Elena/Selena has mage armor pre-
  cast (included above). 
   
  APL 12 
  �Elena/Selena: female human Sor15: Medium 
  humanoid (human); HD 15d4; hp 46; Init +3; Spd 30 ft.; 
  AC 23 (+3 Dex, +4 mage armor, +3 natural, +3 
  deflection), touch 16, flat-footed 19; Base Atk +7/+2; 
  Grp +6; Atk +6 melee (1d4-1/19-20, dagger); Full Atk 
  +6/+1 melee (1d4-1/19-20, dagger); SQ snake familiar; 
  AL CN; SV Fort +8, Ref +11, Will +13; Str 8, Dex 16, 
  Con 10, Int 10, Wis 10, Cha 21. 
   
  Skills and Feats: Bluff +14, Disguise +7, 
  Concentration +18 (+22), Knowledge (arcana) +10, 
  Knowledge (nobility and royalty) +2, Spellcraft +12; 
  Augment Summoning, Combat Casting, improved 
  counter spell, Iron Will, Silent Spell, Spell Focus 
  (Conjuration), Spell Focus (Enchantment). 
   
  Possessions: ring of protection +2, amulet of 
  natural armor +2, cloak of resistance +3, wand of magic 
  missiles (9
  th level caster, 10 charges remaining), bead of 
  force, potion of invisibility, traveler’s outfit, 20 gp. 
   
  Sorcerer Spells Known (6/8/7/7/7/7/6/4; save 
  DC 15 + spell level, 16 + spell level for Conjuration and 
  Enchantment spells): 0—arcane mark, daze, dancing 
  lights, detect magic, ghost sound, light, mage hand, 
  resistance, touch of fatigue; 1st—charm person, 
  expeditious retreat, mage armor, ray of enfeeblement, 
  reduce person; 2nd—eagle’s splendor, invisibility, 
  resist energy, summon monster II, Tasha’s hideous 
  laughter; 3rd—fireball, fly, slow, summon monster III; 
  4th—mass 
  reduce 
  person, 
  minor 
  globe 
  of 
  invulnerability, phantasmal killer, summon monster 
  IV; 5th—cloudkill, dominate person, feeblemind, 
  summon monster V; 6th—flesh to stone, mass 
  suggestion, summon monster VI; 7th—finger of death, 
  summon monster VII. 
   
  Pre-Cast Spells: Elena/Selena has mage armor pre-
  cast (included above). 
   
  
  A Costly Gamble 
   
  Page 22 
   
  Appendix 2: New Rules 
   
   
   
  Dirty Fighting [General] (from Sword and Fist) 
  You know the brutal and effective fighting tactics of the streets and back alleys. 
   
  Prerequisite: Base attack bonus +2. 
   
  Benefit: Make a melee attack roll normally.  If successful, you inflict an additional +1d4 points of damage.  This feat 
  requires the full attack action. 
   
  Dwarf’s Toughness [General] (from Masters of the Wild) 
  You are tougher than you were before. 
   
  Prerequisite: Base Fort save bonus +5. 
   
  Benefit: You gain +6 hit points. 
   
  Special: You can gain this feat multiple times. 
   
  
  A Costly Gamble 
   
  Page 23 
   
  Appendix 3: Noble Houses Important to this Scenario 
  Artwork by Anya Lyuksyutova 
   
  House Asbury 
  House Asbury was founded in 438CY following the end of the Short War where the combined forces of Veluna and 
  Furyondy drove back the Keoland invaders.  During the fighting, a young Knight Ranger of the Gnarley Forest, 
  Artimus Greensward, distinguished himself as the leader of a group known as the Flames of the Gnarley, after the sword 
  wielded by their young leader.  Operating behind enemy lines his command wreaked havoc upon Keoish supply lines. 
   
  Upon the cessation of hostilities, the Plar of Veluna granted him land and title in the Viscounty of Verbobonc.  The 
  grant, situated in the east-central part of the Viscounty, stretched from the Gnarley Forest near the Fens of Tor west for 
  nearly 40 miles and north to south nearly 20 miles and included a parcel known as Asbury Meadow.  A manor house 
  was constructed within the Meadow and the house took its name from that location. 
   
  Artimus and his lady, Yvonne Greensward, Guide of Ehlonna and member of his company, established their household 
  upon Asbury meadows in 440CY.  The region was fertile and blessed with abundant rainfall, and during the 43 years 
  Artimus and Yvonne ruled the holding, it developed a reputation for fair dealings and bountiful harvests. 
   
  House Asbury was blessed with the birth of three sons, all of whom followed their father’s example with service among 
  the Rangers of the Gnarley.  The eldest, Gregory, fell while in that service, and though an occasion of great sorrow to 
  House Asbury, it established the tradition that the sons of Asbury would each in turn serve the forest. 
   
  In 483 CY Markus Greensward, second son of Artimus, assumed the title of Knight Protector of Asbury.  In 497 CY 
  Artimus Greensward died and was buried in an unmarked grave within the Gnarley Forest, as he requested. 
   
  Each succeeding generation continued the close and abiding affection for the land that characterized the first Knight 
  Protector of Asbury.  Each male descendant of Artimus served amongst the Rangers of the Gnarley, no few 
  distinguishing themselves in that service.  It is rumored that Langard himself can claim men of House Asbury as 
  kinsmen. 
   
  The untimely death of Simon Greensward in 566 CY while rescuing the Lady of House Milinous from bandits left 
  House Asbury without a male heir for the first time in the short history of the holding.  Aluna Greensward, a strong-
  minded Warden of Ehlonna returned to Asbury Manor to assume the duties of the holding. 
   
  The marriage of Kyllan Aldowayne Treguard to Lady Aluna Greensward of Asbury surprised many.  Kyllan, an untitled 
  adventurer rumored to be from Dyvers, took the family name of his bride in the wedding held at Asbury Manor.  Kyllan 
  was guided by the advice of Armount Andalarian, his longtime adventuring companion.  Lady Aluna gave birth to 
  Elinor Treguard Andalarian Greensward of Asbury. 
   
  Armount was appointed Elinor’s tutor before she was able to walk.  As the Temple of Elemental Evil’s hordes descended 
  upon Asbury Manor, Sir Kyllan entrusted Elinor’s safety to Armount’s care.  Armount protested, but knew that with 
  Mistress Elinor alive, the Asbury family could recover.  With the majority of the Asbury landsmen and guard, Armount 
  evacuated to Verbobonc City.  Sir Kyllan, Lady Aluna, and twelve of Asbury’s finest guard stood vigil at Whistler’s 
  Bridge.  The battle of Whistler’s Bridge was brief and costly.  All that stood on that battleground died to give Armount 
  and the others time to reach safety behind the massing troops that were to meet the hordes at Emridy Meadows under 
  the banner of His Noble Lordship Wilfrick. 
   
  Armount, mindful of his duties, attended personally to Elinor’s education, respectfully declining offers of assistance 
  from His Holiness Bishop Haufren of St. Cuthbert and His Most Honorable Sir Alerick Milinous.  Armount felt that 
  Elinor must remain at Asbury Manor to learn as much from her people as from his tutelage.  Elinor grew up working 
  alongside the farmers, herdsmen, and craftsmen of her holding, learning their hearts and earning their love.  Armount 
  tutored Elinor in history, music, and statecraft.  She excelled in the arts of diplomacy and politics while keeping an ever-
  watchful eye on the faithful people of Asbury Manor.  Elinor loved the arts and sponsored many bards and performers 
  
  A Costly Gamble 
   
  Page 24 
   
  with only a single favor asked in return, that being to teach her something new or unique, share a story of legend or gift 
  her peoples with a performance. 
   
  The young mistress of Asbury with honey colored hair grew into a beautiful child 
  blessed with compassion, know-ledge, and the heart of Verbobonc.  Such a 
  resource was not overlooked by His Noble Lordship Viscount Langard.  Elinor 
  was recently appointed as Verbobonc’s Ambassador to Veluna and given 
  appropriate title.  The stateswoman that captured the hearts of so many is now 
  Baroness Elinor Treguard Asbury, Ambassador of the Celestial Circle, Mistress of 
  House Asbury.  Armount still stands by her side as a quiet source of strength.  His 
  teachings have led Baroness Elinor to the forefront of Verbobonc’s nobility while 
  his attention to her safety has provided Asbury Manor with a legacy. 
   
  Lady Asbury was once very much in love with Simon Milinous, and she was 
  preparing to marry him before he left for the Greyhawk Wars.  After his return 
  from the wars, Elinor found Simon to be cold and cruel.  She understands that the 
  horrors of war can harden a man’s heart, but nevertheless Lady Asbury has drawn 
  away from the reclusive veteran.  She sadly admits that Simon is not the man she 
  once knew, and any dealings with him are a burden and no longer a joy.   
   
  House Milinous 
  His Most Honorable Sir Simon Milinous left Griffon Manor under the banner of His Most Honorable Sir Jacque 
  Kolgrim in early CY 583 with a hundred Black Griffon Men-at-Arms to join the battle of the Greyhawk Wars.  He left a 
  shining example of a kind compassionate man very much in love with Lady Elinor Asbury.  His betrothal to Lady 
  Asbury earlier that spring resulted in many joyous festivals and performances from renowned bards at both Griffon 
  Manor and Asbury Manor.  Viscount Wilfrick gave his blessings and gave Simon leave of his duties with the Mounted 
  Borderers to seek a position in the great wars to the north.  By the end of his first year in battle under the flag of 
  Furyondy, Sir Milinous was elevated in rank to Right Honorable Sir for gallantry in battle.  Tragedy befell his unit as Sir 
  Milinous fell protecting Sir Kolgrim in a battle that turned back a host of over 1,000 of the Old One’s most decorated 
  horde.  Sir Milinous and Sir Kolgrim were captured and held for ransom. 
   
  The ransom for both lords, and their twenty surviving men, was paid by his Most 
  Honorable Sir Kilgrave Milinous, Simon’s father.  Sir Kolgrim returned to 
  Verbobonc with grave injuries.  Right Honorable Sir Simon Milinous refused to 
  return and continued to distinguish his unit with victory after victory.  With each 
  victory, Sir Milinous’ unit sustained greater and greater losses, but still the young 
  noble pushed forward.  Sir Milinous returned to Verbobonc City only after killing 
  the commander of the unit that captured him four years earlier. 
   
  Upon returning to Verbobonc, Lord Milinous returned to his duties as a Knight 
  Captain of the Mounted Borderers.  His disposition had changed greatly.  Many said 
  that he would come back into his own after the marriage and children.  Lady Elinor 
  was not pleased with his change of heart, the lack of tolerance and kindness causing 
  them to separate further and further.  Eventually, Lady Asbury denounced the 
  betrothal and Lord Milinous sunk further into his solitude.  He attempted to use 
  House Asbury’s debts to House Milinous as  leverage to force the marriage, but this failed when Lady Asbury was able to 
  recover her family’s lost treasury with the aid of several kind adventurers and good luck. 
   
  Lord Simon Milinous is a very strong military leader, believing that might grants right and that nobility is won and 
  maintained by the use of a sword.  He has little tolerance of any race other than humans and disdains gnomes and elves. 
   He loathes the forces of the Old One and will slay any orc on sight.  He does not attack half-orcs immediately, for they 
  have shown useful in combat with the right amount of discipline.  To be weak in his presence is to be unseen forever.  
  Warriors and some adventurers that believe in martial discipline are welcome in his camp as long as they show him 
   
  
  A Costly Gamble 
   
  Page 25 
   
  complete loyalty.  To break the trust and loyalty that House Milinous places in a warrior means death, immediately and 
  without mercy. 
   
  Lord Milinous is a stern, dark-haired, broad-shouldered man who seems comfortable in the power he radiates.  He 
  stands well over six feet tall, and is intimidating although not thickly muscled.  His eyes are as dark as his hair, and any 
  man gazing in his eyes finds them hard and remorseless.  Lord Milinous is rarely found without at least a half-dozen of 
  his most loyal retainers, all of them wearing tabards and shields emblazoned with his crest, a black griffon. 
   
  House Langmuir 
  The somewhat paunchy and balding Ludovic Langmuir is nominal head of House Langmuir and its small parcel of 
  lands right in the Viscounty’s heartland.  The real power resides with Ludovic's mother “Iron Lady” Godeleva Langmuir, 
  for whom the phrase “too mean to die” was coined (along with other darker whispers, but no sensible person pays them 
  heed).  Though in his late 30's, Ludovic is still unmarried, partly because his mother considers most candidates beneath 
  him, partly because she enjoys using marriage prospects as a political ploy, but mostly because eligible noble ladies 
  shudder at the prospect of marrying into that family.  Rumors of Ludovic's dalliance with one of the maids ended with 
  the poor lass's tragic fall down the stairs, and it's best to not discuss implications of such an inappropriate and 
  scandalous topic further.  Godeleva is currently tantalizing factions in Veluna with prospects of alliance, which makes 
  her less than popular in many Verbobonc circles.  Still, House Langmuir puts on a public face of support for Langard 
  and pays its taxes to the viscounty in full and on time, which allows Godeleva a great deal of latitude in her actions.  
  Godeleva is playing a dangerous game with objectives unclear to any but her, but she may just be shrewd enough to pull 
  it off. 
  
  A Costly Gamble 
   
  Page 26 
   
  Appendix 4: Summoned Monsters 
   
  For convenience, here are the stats for the monsters that Elena/Selena prefers to summon.  They have already been 
  improved by her Augment Summoning feat.  Generally, the sorceresses prefer stout creatures that can take a lot of 
  punishment, but feel free to choose whichever creatures you like.  Remember that using a Silent Summon Monster 
  spell takes a spell slot one level higher than normal. 
   
  Summon Monster I 
  �Fiendish Dire Rat: Small magical beast (extraplanar); CR –; HD 1d8+3; hp 7; Init +3; Spd 40 ft., climb 20 ft.; AC 15 (+1 
  size, +3 Dex, +1 natural), touch 14, flat-footed 12; Base Atk +0; Grp -2; Atk +4 melee (1d4+2 plus disease, bite); Full Atk +4 
  melee (1d4+2 plus disease, bite); Space/Reach 5 ft./5 ft.; SA disease, smite good; SQ low-light vision, scent, darkvision 60 
  ft, resistance to cold 5 and fire 5, SR 6; AL LE; SV Fort +5, Ref +5, Will +3; Str 14, Dex 17, Con 16, Int 3, Wis 12, Cha 4 
   
  Skills and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11; Alertness, Weapon Finesse. 
   
  Disease (Ex): Filth fever—bite, Fortitude DC 13, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The 
  save DC is Constitution-based. 
   
  Skills: Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can 
  always choose to take 10 on Climb checks, even if rushed or threatened. Dire rats use their Dexterity modifier for Climb 
  and Swim checks. 
   
  Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against 
  a good foe.  
   
  �Fiendish Monstrous Scorpion, Small: Small Magical Beast (extraplanar); CR –; HD 1d8+4; hp 8; Init +0; Spd 30 ft.; 
  AC 14 (+1 size, +3 natural), touch 11, flat-footed 14; Base Atk +0; Grp -2; Atk +2 melee (1d3+1, claw); Full Atk +2/+2 
  melee (1d3+1, 2 claws) and -3 melee (1d3 plus poison, sting); Space/Reach 5 ft./5 ft.; SA Constrict 1d3+1, improved grab, 
  poison, smite good; SQ darkvision 60 ft., tremorsense 60 ft., vermin traits, resistance to cold 5 and fire 5, SR 6; AL NE; 
  SV Fort +6, Ref +0, Will +0; Str 13, Dex 10, Con 18, Int 3, Wis 10, Cha 2. 
   
  Skills and Feats: Climb +5, Hide +8, Spot +4; Weapon Finesse. 
   
  Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion 
  can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better. 
    
  Poison (Ex): A monstrous scorpion has a poisonous sting. The save DCs are Constitution- based. Fortitude DC 14, 
  1d2 Con initial and secondary.  
  Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks. 
   
  Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against 
  a good foe. 
   
  Summon Monster II 
  �Fiendish Monstrous Scorpion, Medium: Medium Magical Beast (extraplanar); CR –; HD 2d8+8; hp 17; Init +0; Spd 
  40 ft.; AC 14 (+4 natural), touch 10, flat-footed 14; Base Atk +1; Grp +4; Atk +4 melee (1d4+3, claw); Full Atk +4/+4 melee 
  (1d4+3, 2 claws) and -1 melee (1d4+1 plus poison, sting); Space/Reach 5 ft./5 ft.; SA constrict 1d4+3, improved grab, 
  poison, smite good; SQ darkvision 60 ft., tremorsense 60 ft., vermin traits, resistance to cold 5 and fire 5, SR 7; AL NE; 
  SV Fort +7, Ref +0, Will +0; Str 17, Dex 10, Con 18, Int 3, Wis 10, Cha 2. 
   
  Skills: Climb +7, Hide +4, Spot +4. 
  Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check. 
   
  Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion 
  can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.  
   
  Poison (Ex): A monstrous scorpion has a poisonous sting. The save DCs are Constitution- based. Fortitude DC 15, 
  1d3 Con initial and secondary. 
   
  Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks. 
   
  Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against 
  a good foe. 
   
  
  A Costly Gamble 
   
  Page 27 
   
  �Fiendish Wolf: Medium Magical Beast (extraplanar); CR –; HD 2d8+8; hp 17; Init +2; Spd 50 ft.; AC 14 (+2 Dex, +2 
  natural), touch 12, flat-footed 12; Base Atk +1; Grp +4; Atk +5 melee (1d6+3, bite); Full Atk +5 melee (1d6+3, bite); 
  Space/Reach 5 ft./5 ft.; SA trip, smite good; SQ low-light vision, scent, darkvision 60 ft, resistance to cold 5 and fire 5, SR 
  7; AL LE; SV Fort +7, Ref +5, Will +1; Str 17, Dex 15, Con 19, Int 3, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*; Track, Weapon Focus (bite). 
   
  Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent. 
   
  Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action 
  without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to 
  trip the wolf. 
   
  Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against 
  a good foe. 
   
  Summon Monster III 
  �Fiendish Ape: Large Magical Beast (extraplanar); CR –; HD 4d8+19; hp 37; Init +2; Spd 30 ft., climb 30 ft.; AC 14 (-1 
  size, +2 Dex, +3 natural), touch 11, flat-footed 12; Base Atk +3; Grp +14; Atk +9 melee (1d6+7, claw); Full Atk +9/+9 melee 
  (1d6+7, 2 claws) and +4 melee (1d6+3, bite); Space/Reach 10 ft./10 ft.; SA smite good; SQ Low-light vision, scent, 
  darkvision 60 ft, resistance to cold 5 and fire 5, DR 5/magic, SR 9; AL LE; SV Fort +8, Ref +6, Will +2; Str 25, Dex 15, Con 
  18, Int 3, Wis 12, Cha 7. 
   
  Skills and Feats: Climb +16, Listen +6, Spot +6; Alertness, Toughness. 
   
  Skills: Apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if 
  rushed or threatened. 
   
  Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +4 extra damage against 
  a good foe. 
   
  �Fiendish Monstrous Centipede, Huge: Huge Magical Beast (extraplanar); CR –; HD 6d8+18; hp 45; Init +2; Spd 40 
  ft., climb 40 ft.; AC 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14; Base Atk +4; Grp +17; Atk +7 melee (2d6+7 
  plus poison, bite); Full Atk +7 melee (2d6+7 plus poison, bite); Space/Reach 15 ft./10 ft.; SA poison, smite good; SQ 
  darkvision 60 ft., vermin traits, resistance to cold 5 and fire 5, DR 5/magic, SR 11; AL NE; SV Fort +8, Ref +4, Will +2; Str 
  21, Dex 15, Con 16, Int 3, Wis 10, Cha 2. 
   
  Skills: Climb +13, Hide +2, Spot +4. 
   
  Poison (Ex): A monstrous centipede has a poisonous bite. Fortitude DC 16, 1d6 Dex initial and secondary. The save 
  DCs are Constitution-based. 
   
  Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide 
  checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous 
  centipedes can take 10 on Climb checks, even if threatened or distracted. 
   
  Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +6 extra damage against 
  a good foe. 
   
  Summon Monster IV 
  �Fiendish Dire Wolf: Large Magical Beast (extraplanar); CR –; HD 6d8+30; hp 57; Init +2; Spd 50 ft.; AC 14 (-1 size, +2 
  Dex, +3 natural), touch 11, flat-footed 12; Base Atk +4; Grp +17; Atk +13 melee (1d8+13, bite); Full Atk +13 melee 
  (1d8+13, bite); Space/Reach 10 ft./5 ft.; SA trip, smite good; SQ low-light vision, scent, darkvision 60 ft, resistance to 
  cold 5 and fire 5, DR 5/magic, SR 11; AL LE; SV Fort +10, Ref +7, Will +6; Str 29, Dex 15, Con 21, Int 3, Wis 12, Cha 10. 
   
  Skills and Feats: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*; Alertness, Run, Track, Weapon Focus 
  (bite). 
   
  Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+13 check modifier) as a free 
  action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot 
  react to trip the dire wolf. 
   
  Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4 racial 
  bonus on Survival checks when tracking by scent. 
   
  Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +6 extra damage against 
  a good foe. 
  
  A Costly Gamble 
   
  Page 28 
   
   
  �Howler: Large Outsider (Chaotic, Evil, Extraplanar); CR –; HD 6d8+24; hp 51; Init +7; Spd 60 ft.; AC 17 (-1 size, +3 
  Dex, +5 natural), touch 12, flat-footed 14; Base Atk +6; Grp +17; Atk +12 melee (2d8+7, bite); Full Atk +12 melee (2d8+7, 
  bite) and 1d4 quills +7 melee (1d6+3); Space/Reach 10 ft./5 ft.; SA quills, howl; SQ darkvision 60 ft.; AL CE; SV Fort +9, 
  Ref +8, Will +7; Str 25, Dex 17, Con 19, Int 6, Wis 14, Cha 8. 
   
  Skills and Feats: Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following 
  tracks); Alertness, Combat Reflexes, Improved Initiative. 
   
  Quills (Ex): A howler's neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 
  of them. An opponent hit by a howler's quill attack must succeed on a DC 16 Reflex save or have the quill break off in 
  his or her flesh. Lodged quills impose a -1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity-based. 
  A quill can be removed safely with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage. 
   
  Howl (Ex): All beings other than outsiders that hear the creature's howling for an hour or longer are subject to its 
  effect, though it does not help the howler in combat. Anyone within hearing range of a howler for a full hour must 
  succeed on a DC 12 Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be 
  repeated for each hour of exposure. This is a sonic mind-affecting effect. 
   
  Summon Monster V 
  �Fiendish Dire Ape: Large Magical Beast (extraplanar); CR –; HD 5d8+23; hp 45; Init +2; Spd 30 ft., climb 15 ft.; AC 15 
  (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13; Base Atk +3; Grp +15; Atk +10 melee (1d6+8, claw); Full Atk 
  +10/+10 melee (1d6+8, 2 claws) and +5 melee (1d8+4, bite); Space/Reach 10 ft./10 ft.; SA rend 2d6+12, smite good; SQ 
  low-light vision, scent, darkvision 60 ft, resistance to cold 5 and fire 5, DR 5/magic, SR 10; AL LE; SV Fort +8, Ref +6, 
  Will +5; Str 26, Dex 15, Con 18, Int 3, Wis 12, Cha 7. 
   
  Skills and Feats: Climb +16, Listen +5, Move Silently +4, Spot +6; Alertness, Toughness. 
   
  Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent's body and tears the flesh doing an 
  extra 2d6+12 point of damage. 
   
  Skills: Dire apes have a racial bonus of +8 on climb checks and can always choose to take 10 on Climb checks, even 
  if rushed or threatened. 
   
  Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +5 extra damage against 
  a good foe. 
   
  �Fiendish Dire Boar: Large Magical Beast (extraplanar); CR –; HD 7d8+35; hp 66; Init +0; Spd 40 ft.; AC 15 (-1 size, +6 
  natural), touch 9, flat-footed 15; Base Atk +5; Grp +19; Atk +14 melee (1d8+15, gore); Full Atk +14 melee (1d8+15, gore); 
  Space/Reach 10 ft./5 ft.; SA ferocity, smite good; SQ low-light vision, scent, darkvision 60 ft, resistance to cold 5 and fire 
  5, DR 5/magic, SR 12; AL NE; SV Fort +10, Ref +5, Will +8; Str 31, Dex 10, Con 21, Int 3, Wis 13, Cha 8. 
   
  Skills and Feats: Listen +8, Spot +8; Alertness, Endurance, Iron Will. 
   
  Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while 
  disabled or dying. 
   
  Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +7 extra damage against 
  a good foe. 
   
  Summon Monster VI 
  �Fiendish Rhinoceros: Large Magical Beast (extraplanar); CR –; HD 8d8+56; hp 92; Init +0; Spd 30 ft.; AC 16 (-1 size, 
  +7 natural), touch 9, flat-footed 16; Base Atk +6; Grp +20; Atk +15 melee (2d6+15, gore); Full Atk +15 melee (2d6+15, 
  gore); Space/Reach 10 ft./5 ft.; SA powerful charge, smite good; SQ low-light vision, darkvision 60 ft, resistance to cold 
  10 and fire 10, DR 5/magic, SR 13; AL NE; SV Fort +13, Ref +6, Will +3; Str 30, Dex 10, Con 25, Int 3, Wis 13, Cha 2. 
   
  Skills and Feats: Listen +14, Spot +3; Alertness, Endurance, Improved Natural Attack (gore). 
   
  Powerful Charge (Ex): A rhinoceros deals 4d6+30 points of damage when it makes a charge. 
   
  Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +8 extra damage against 
  a good foe. 
   
   
  
  A Costly Gamble 
   
  Page 29 
   
  �Fiendish Giant Constrictor Snake: Huge Magical Beast (extraplanar); CR –; HD 11d8+36; hp 85; Init +3; Spd 20 ft., 
  climb 20 ft., swim 20 ft.; AC 15 (-2 size, +3 Dex, +4 natural), touch 11, flat-footed 12; Base Atk +8; Grp +25; Atk +15 melee 
  (1d8+13, bite); Full Atk +15 melee (1d8+13, bite); Space/Reach 15 ft./10 ft.; SA constrict 1d8+13, improved grab, smite 
  good; SQ scent, darkvision 60 ft, resistance to cold 10 and fire 10, DR 5/magic, SR 16; AL CE; SV Fort +10, Ref +10, Will 
  +4; Str 29, Dex 17, Con 17, Int 3, Wis 12, Cha 2. 
   
  Skills and Feats: Balance +11, Climb +19, Hide +10, Listen +9, Spot +9, Swim +18; Alertness, Endurance, Skill Focus 
  (Hide), Toughness. 
   
  Constrict (Ex): On a successful grapple check, a constrictor snake deals the indicated damage. 
   
  Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a 
  hold and can constrict. 
   
  Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +11 extra damage 
  against a good foe. 
   
  Summon Monster VII 
  �Invisible Stalker: Large Elemental (Air, Extraplanar); CR –; HD 8d8+32; hp 68; Init +8; Spd 30 ft., fly 30 ft. (perfect); 
  AC 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13; Base Atk +6; Grp +16; Atk +12 melee (2d6+6, slam); Full Atk 
  +10/+10 melee (2d6+6, 2 slams); Space/Reach 10 ft./10 ft.; SQ darkvision 60 ft., elemental traits, natural invisibility, 
  improved tracking; AL N; SV Fort +6, Ref +10, Will +4; Str 22, Dex 19, Con 18, Int 14, Wis 15, Cha 11. 
   
  Skills and Feats: Listen +13, Move Silently +15, Search +13, Spot +13, Survival +2 (+4 following tracks); Combat 
  Reflexes, Improved Initiative, Weapon Focus (slam). 
   
  Natural Invisibility (Su): This ability is constant, allowing a stalker to remain invisible even when attacking. This 
  ability is inherent and not subject to the invisibility purge spell. 
   
  Improved Tracking (Ex): An invisible stalker is a consummate tracker and makes Spot checks instead of the usual 
  Survival checks to trace a creature's passage. 
   
  �Fiendish Girallon: Large Magical Beast (extraplanar); CR –; HD 7d10+34; hp 72; Init +3; Spd 40 ft., climb 40 ft.; AC 
  16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 15; Base Atk +7; Grp +19; Atk +14 melee (1d4+8, claw); Full Atk 
  +14/+14/+14/+14 melee (1d4+8, 4 claws) and +9 melee (1d8+4, bite); Space/Reach 10 ft./10 ft.; SA Rend 2d4+12, smite 
  good; SQ darkvision 60 ft., low-light vision, scent, resistance to cold 5 and fire 5, DR 5/magic, SR 12; AL CE; SV Fort +9, 
  Ref +8, Will +5; Str 26, Dex 17, Con 18, Int 2, Wis 12, Cha 7. 
   
  Skills and Feats: Climb +16, Move Silently +8, Spot +6; Iron Will, Toughness (2). 
   
  Rend (Ex): A girallon that hits with two or more claw attacks latches onto the opponent's body and tears the flesh. 
  This attack automatically deals an extra 2d4+12 points of damage. 
   
  Skills: A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if 
  rushed or threatened. 
   
  Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +7 extra damage against 
  a good foe. 
   
  
  A Costly Gamble 
   
  Page 30 
   
  Player Handout 1: Merchant’s Symbol 
   
  Barnabus explains that this symbol will be found on the side of his wagon.  His wagon is yellow, and the marking is a 
  spreading tree with the letters “BG” (“Barnabus’ Goods”). 
   
   
   
   
   
   
  
  A Costly Gamble 
   
  Page 31 
   
  Critical Events Summary A Costly Gamble 
   
   
  Did any of the characters give Barnabus any trouble? 
   
   
   
   
  Yes 
  No 
   
  If yes what are the characters names and player names? 
   
  1 
   
  2 
   
  3 
   
  4 
   
  5 
   
  6 
  Did the characters step aside for Lady Godeleva Langmuir Coach? 
   
   
  Yes 
  No 
   Did the any of the character not step asided and end up with jail time?  
   
  Yes 
  No 
   
   
  If yes please list the characters names who did so. 
  1 
  2 
  2 
  4 
  5 
   
   
   
   
   
  6 
  Did they discover Boditea 
  and heal her? 
   
   
   
   
   
  Yes 
  No 
   
  Did they choose to accompany her back to Lady Asbury’s Lands? 
   
   
  Yes 
  No 
  Did they choose to follow the wagon?  
   
   
   
   
   
  Yes 
  No 
  Did they kill all of the bandits/Men of House Milinous? 
   
   
   
  Yes 
  No 
  What did they do with the wagon? 
   
  Gave it to Milinous? 
   
   
   
   
   
   
   
  Yes 
  No 
   
  Gave it to Barnabus? 
   
   
   
   
   
   
   
  Yes 
  No 
   
  Gave it back to Lady Asbury? 
   
   
   
   
   
   
  Yes 
  No 
   
  Gave it to House Langmuir? 
   
   
   
   
   
   
  Yes 
  No 
   
   
  Did they give it to Lady Langmuir? 
   
   
   
   
   
  Yes 
  No 
   
   
  Did they give it to Lord Langmuir? 
   
   
   
   
   
  Yes 
  No 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER4-02 A Costly Gamble (3E).pdf