TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  VER8-05 
   
   
   
   
   
  Quisling 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Verbobonc Regional Adventure 
  Version 1.0 
   
  by Ron Lundeen 
  Reviewers: Greg Hanigan and Vernon L. Vincent  
  Playtesters: Alexander Bokholdt, Marlene Bokholdt, George Krieger, Mike Mistele, Chris Riff, Rhett Skubis, Tim 
  Tjarks, Ryan Tjarks, Brian Troyan, Graham Wills, Suzanne Wills 
   
   
  Verbobonc is only as strong as its heroes, and only as wise as its leader. When the true power behind the throne is 
  revealed by a prophetess in the Gnarley Forest, will the PCs survive to uncover the truth? Will the truth set the 
  Viscounty free, or topple it into chaos? A one-round Verbobonc adventure for PCs level 2-14 (APLs 4-12). 
   
  Metaorganizational Focus: Gnarley Forest (any), Company of the Black Rose, Bondsmen of House Estival 
   
  Resources for this adventure [and the authors of those works] include Complete Warrior [Andy Collins, David Noonan, 
  Ed Stark], Magic Item Compendium [Andy Collins et al.], Monster Manual IV [Gwendolyn F.M. Kestrel et al.], Races of 
  Destiny [David Noonan, Eric Cagle, Aaron Rosenberg], Savage Species [David Eckelberry, Rich Redman and Jennifer 
  Clarke Wilkes] and Spell Compendium [Matthew Sernett, Jeff Grubb and Mike McArtor].
  
  VER8-05 Quisling 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK PC. Second, players and DMs gain rewards 
  for sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth one (1) point.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK PC 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than this 
  section, you’ll know too much about its challenges, which 
  kills the fun. Also, if you’re playing this adventure as part 
  of an RPGA-sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Refer to Appendix 1 for full information 
  on NPCs and monsters. For your convenience, Appendix 
  1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average PC level of the PCs 
  participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the PC level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a PC with the Mounted Combat feat, 
  use the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add each PC’s 
  animals separately. A single PC may only bring four 
  or fewer animals of this type, and animals with 
  different CRs are added separately.  
  # 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 
  3. Sum the results of step 1 and 2, and divide by the 
  number of PCs playing in the adventure. Round to 
  the nearest whole number. 
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player PC is 
  
  three PC levels or more either higher or lower than the 
  APL at which this adventure is being played, that PC 
  receives only one-half of the experience points and gold 
  for the adventure. This simulates the fact that either the 
  PC was not challenged as much as normal or relied on 
  help by higher-level PCs to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level PCs may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise PCs to buy riding dogs to help protect 
  them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Verbobonc. As of September 1, 2007, there is no Time 
  Unit cost to play the adventure portion of this 
  module; however, standard Time Unit costs still apply 
  to crafting, magic item creation, performing or other 
  non-adventure related activities or penalties. The cost 
  for Standard Upkeep is 12 gp for PCs whose home 
  region is located in Verbobonc, or 24 gp for out-of-
  region PCs. Both Rich Upkeep and Luxury Upkeep 
  cost 75 gp regardless of home region. 
   
  PCs that fail to pay at least Standard Upkeep will 
  retain temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s kits, 
  and may suffer other in-game penalties (or possibly gain 
  in-game benefits) as may be detailed in this adventure. 
   
  A PC that does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild. If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival check, the 
  PC will heal temporary ability damage as if he or she paid 
  for Standard Upkeep, may refill spell component 
  pouches and healer’s kits, and may restock up to 20 
  arrows or bolts if the PC has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  HALMADAR’S HISTORY 
  Halmadar the Cruel was a warlord who rampaged 
  throughout the Shield Lands from 420 CY to 455 CY. 
  Halmadar was particularly powerful because he managed 
  to acquire both the Hand of Vecna and the Eye of Vecna. 
  Halmadar was betrayed by his own lieutenants, drugged, 
  and buried alive in a tomb in the Kron Hills, near the 
  gnomish town of Osnabrolt. 
   
  Halmadar did not rest easy. The wickedness of the 
  artifacts and his own cruelty sustained him in a quasi-
  living state. In 581 CY, Halmadar escaped his tomb and 
  hatched a plot to bring Verbobonc under his control. As 
  he was now a servitor of Vecna, god of secrets, Halmadar 
  gave up his former ways of warlike conquest and 
  embraced trickery and guile. Halmadar remains a 
  powerful fighter, but hatched a plan worthy of a devotee 
  of the Whispered One. This plan centered around Castle 
  Estival, and the well of power it conceals. 
   
  HOUSE ESTIVAL 
  Long before Verbobonc was an independent nation, the 
  Estival family built a great castle on the edge of the misty 
  Iron Wood. Until recently, this castle has stood empty, 
  vacant from the time that the Estival’s Keoish allies were 
  driven from Verbobonc. The complete history of Castle 
  Estival and House Estival is set forth in detail in 
  Appendix 3. 
   
  The Estivals were rumored to be demon-worshippers, 
  necromancers, and worse. Legends tell of a vast well of 
  power beneath the castle, a well of power whose secrets 
  are best kept from the eyes of mortal man. For nearly 250 
  years, Castle Estival sat vacant, looming over Verbobonc’s 
  heartland and shunned by the locals. Still, the well of 
  power abused by House Estival in its evil reign remains. 
  Castle Estival squats over a great pool of Oerthblood. 
   
  THE NATURE OF OERTHBLOOD 
  Deep beneath the Iron Wood is a source of great power: 
  the Oerthblood – a magical substance said to have the 
  power to shape reality itself. Oerthblood has been 
  reputed to have been discovered deep in Castle 
  Greyhawk, in the foundations of Tenser’s tower, and in 
  the Caldron of Night at the end of the Causeway of 
  Fiends in the Great Kingdom. As revealed in VER8-03 
  Darkness is Unbound, Oerthblood also manifests 
  beneath certain key locations in Verbobonc, including a 
  reservoir of the substance beneath the quarry along the 
  River Road and another reservoir in the Iron Wood, 
  protected by the druid Hermann M. The greatest pool of 
  the substance, however, lies beneath the dungeons of 
  Castle Estival. 
   
  The power of Oerthblood has manifested itself in various 
  ways. In recent times, its power was used by Breyin the 
  Moonlord to reinforce the prison binding the ancient evil 
  known only as the Great Dire Dark. While the Great Dire 
  Dark was eventually released from it prison, it was 
  defeated by heroes of Verbobonc (see VER4-03 Glory’s 
  Warriors). But the Oerthblood remains. 
   
  It is important to point out that Oerthblood is not, of 
  itself, inherently destructive or evil. However, the blood 
  tends to absorb nearby evil and spawn unnatural 
  creations (such as in VER8-03 Darkness is Unbound and 
  in this adventure). 
   
  VER8-05 Quisling 
   
  Page 2 
  
  After Halmadar exhumed himself from his tomb, his 
  latent power sensed the presence of the Oerthblood 
  beneath Castle Estival. He chose to impersonate a scion 
  of that lost family in order to have a ‘legitimate’ reason to 
  gain entry to the castle. 
   
  A vast network of dungeons extends beneath much of the 
  Iron Wood. Many of these dungeons extend to beneath 
  Castle Estival as well, and remain polluted with evil from 
  the days House Estival occupied the castle. 
   
  HALMADAR’S PLOTS 
  In early 596 CY, Halmadar relied upon certain foreign 
  agents of Vecna—forgers and scholars from Keoland—in 
  order to prepare his disguise as Wellborn Estival, the last 
  surviving member of House Estival. Halmadar, in the 
  guise of the Keoish merchant Wellborn Estival, returned 
  to Verbobonc to put his plans into motion. 
   
  First, “Estival” endeared himself to the populace by 
  providing food during a particularly harsh winter that he 
  was able, in part, to orchestrate (see VER6-01 Discontent 
  of Our Winter). “Estival” also endeared himself to local 
  adventurers with frequent and generous monetary 
  stipends. 
   
  Then, “Estival” engineered his ascension to the throne of 
  Verbobonc by kidnapping Viscount Langard and 
  secreting him away in his distant underground lair (see 
  VER8-02 Crypt Things), and setting the nobles of 
  Verbobonc against each other with violent infighting (see 
  VER7-03 Mourning Glory, VER7-05 Lion and the 
  Dragon, and VER7-06 Swan and the Crow). 
   
  Most of the recent evils at work in the Viscounty of 
  Verbobonc are Halmadar’s doing. For example, the elven 
  warchief Rygor was revealed to be his agent, fomenting 
  violence in the Gnarley Forest (see VER6-04 Sign of the 
  Black Orchid, VER6-05 Reclamation and VTF8-03 A 
  Mother’s Love). 
   
  Although nearly thwarted by the sudden popularity of 
  the newly-emboldened Lord Ludovic Langmuir (see 
  VER8-01 
  Mediation), 
  “Estival’s” 
  payoffs 
  to 
  local 
  adventurers won the day: the Velunan ambassador sent to 
  appoint the successor to the missing Viscount Langard 
  generally chose to endorse the high-paying Estival over 
  Lord Langmuir. 
   
  His appointment as Viscount Estival has allowed 
  Halmadar to play his hand more openly. Under the guise 
  of a spy named “Masquerade”, Halmadar subverted the 
  Cult of Trithereon in Verbobonc City and engineered a 
  mass assassination of many of Verbobonc’s nobles (see 
  VERI8-01 Investiture and its aftermath). He has 
  incorporated the lawful military of Verbobonc into his 
  personal and increasingly ruthless house guard, the 
  Bondsmen of House Estival. He ordered the complete 
  destruction of the barge-town of Darkhapor, along with 
  all of its men, women and children (see VER8-04 Bred in 
  the Bone). He has turned Verbobonc into a fascist state in 
  his own vice-like grip. 
   
  Although this consolidation of power would be enough 
  to satisfy most mortal warlords, Halmadar seeks one 
  other step: he desires to become truly immortal, a proxy 
  to his master Vecna. Halmadar will sacrifice all of 
  Verbobonc to fuel his own ascension. Although thwarted 
  by Magister Obble Har in an attempt to harness the 
  power of the Skyroads, Halmadar has now turned to the 
  power of Oerthblood to bathe the Viscounty of 
  Verbobonc in blood and fire and see his own rise to 
  limitless power.  
   
  HALMADAR’S FOES 
  Halmadar’s successes have not gone entirely as planned. 
  Certain heroes have managed to uncover bits of his plot, 
  free Viscount Langard from his imprisonment, and 
  establish a paramilitary resistance to the Bondsmen called 
  the Company of the Black Rose. Some of Halmadar’s 
  agents—such as Rygor the elven warchief and Hodgi 
  Pepperquill the gnome forger—have been dealt with (see 
  VTF8-03 A Mother’s Love). Adventurers managed to save 
  Bishop Haufren from a vile death engineered by 
  Halmadar and his allies (see VER8-02 Crypt Things). 
  Many nobles were saved from Halmadar’s assassination 
  plots by quick-acting adventurers (see VERI8-01 
  Investiture and its aftermath). 
   
  A few other significant players also have taken notice of 
  Halmadar’s activities: 
  • 
  Viscount Langard is doing all he can to wrest 
  control from Viscount Estival.  
  • 
  Langard’s close ally, the dryad Elespeth (see 
  VER4-09 Wicked Three) is receiving prophetic 
  premonitions to thwart Halmadar’s plans. 
  • 
  The powerful druid Hermann M, who seems 
  himself protector of Verbobonc’s Oerthblood, 
  has learned that someone is tapping this ancient 
  source of power.  
  • 
  Magister Har of the Wrinkle Academy foiled 
  Halmadar’s plans to usurp the power of the 
  Skyroads, although it cost Magister Har his life 
  (see VER7-08 Race the Spirit’s Lightning).  
   
  THE PROPHECY 
  Halmadar’s rise was foretold by an ancient prophecy. 
  Certain gods of magic (including the elven goddess 
  Hanali Celanil and the elven god Corellon Larethian) 
  have long foreseen that a mortal may attempt to extend 
  Vecna’s reach through a prophesied ritual. 
   
  The prophecy has been mistranslated twice in the past 
  year: once accidentally and once intentionally. First, some 
  of the background events of VER7-08 Race the Spirit’s 
  Lightning arise from the fact that Wee Jas considered 
  only a fragment of this prophecy and, as a result, 
  misinterpreted it as applicable to Magister Har as a proxy 
  of Boccob rather than to Halmadar as a proxy of Vecna. 
  VER8-05 Quisling 
   
  Page 3 
  
  Second, the prophecy fragment that Rygor (an agent of 
  Halmadar) gave to Shannus in order to mislead him 
  substituted “in defeating the cruel and horrible dire dark” 
  for the last line. This was intended to—and succeeded 
  in—spurring Lord Shannus to war against his fellow 
  nobles in VER7-03 Mourning Glory and thereafter. 
   
  The prophecy in its entirety reads as follows: 
   
  I speak this prophecy to the three,  
  The Ruby, the Book, and the speaker of Lies 
  Skilled above all in the domain of his god, 
  A master and servant from Oerth will arise.  
    
  Beware! His darkness is unbound, 
  and few believe he has returned. 
  Through his lies his guile continues, 
  Seizing power that'd once been spurned. 
    
  Knowledge is the path to his ascension, 
  and magic will be the key to the door. 
  Death will greet him and embrace him, 
  secrets once seen will no longer obscure. 
    
  For when traders fall and traitors strike, 
  the humbled master will grasp his role. 
  Then the brave at heart must stem the striving, 
  and keep the master from his goal. 
    
  So look to those who choose adventure, 
  heralding both from near and far. 
  For these brave souls will be decisive, 
  in defeating Halmadar. 
   
  The prophecy warns against the rise of Halmadar as a 
  proxy of Vecna, and that adventurers will be needed to 
  stop him. Stopping Halmadar directly is the thrust of 
  VER8-06 Noble Ambitions, but the PCs are given the 
  knowledge to do so in this adventure. 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs receive a summons from Langard, 
  the former Viscount of Verbobonc. He beseeches the PCs 
  to meet him in the Wandering Minnow in the town of 
  Eglath. 
   
  Encounter 1: A Bit More Complicated. When they 
  arrive in the town of Eglath, the PCs find that Bondsmen 
  of Estival have massacred the townsfolk and burned 
  many of the buildings, including the Wandering 
  Minnow. Dire warnings indicate that the town was 
  eradicated on the orders of Viscount Estival for harboring 
  traitors. Viscount Langard is nowhere to be found. 
   
  Encounter 2: The Masque of Vaswell. If the PCs 
  investigate the mansion overlooking the town of Eglath, 
  the home of Baronet Drenton Vaswell, they find that the 
  lord has turned a blind eye to the Eglath massacre. In fact, 
  he is hosting a grim masquerade party and would prefer 
  not to discuss the issue at all. Questioning Vaswell’s 
  servants reveals more details about the attack and 
  provides the clue that Viscount Langard is likely still 
  alive. The PCs may also be able to get information from 
  Vaswell himself. 
   
  Encounter 3: The Smuggler. Whether they follow clues 
  from the town, leads from Vaswell’s servants, or use 
  magic of their own, the PCs find Viscount Langard 
  hiding in the Gnarley Forest. Before the group can get 
  down to business, a group of Bondsmen discovers the site 
  and demands the arrest of the PCs and Langard. The PCs 
  may resolve this situation through combat or diplomacy. 
   
  Encounter 4: The Prophecy Again. The Bondsmen 
  dealt with, Langard introduces the PCs to the dryad 
  prophetess Elespeth. Elespeth explains the Prophecy in 
  its entirety, and asks the PCs to investigate a site of 
  powerful evil—and powerful hope—in the Iron Wood. 
  Elespeth agrees to transport the PCs there. 
    
  Encounter 5: Down the Hatch. The PCs investigate the 
  dungeons beneath the Iron Wood, guided by Elespeth’s 
  prophetic visions. Several traps for the unwary await 
  them here. 
    
  Encounter 6: The Reservoir. At the end of the 
  underground passages, under Castle Estival, is a vast 
  reservoir of Oerthblood that has filled the dungeons of 
  Castle Estival. The PCs encounter the fate of Obmi the 
  Wicked, the Hammer of Iuz. He has been transformed 
  into an amorphous ooze monstrosity, along with several 
  other former dungeon denizens.  
   
  Encounter 7: The Things in the Basement. Making 
  their way upward from the dungeons, the PCs find that 
  the basement of Castle Estival is filled with vile machines 
  of torture and experimentation on living subjects. Two 
  creatures of Vecna called vitreous drinkers make their lair 
  here. If the PCs investigate the basement of Castle Estival 
  further, they discover several onyx gems (formerly in 
  possession of Obmi) which contain souls of Obmi’s 
  victims. One of these souls—Lady Elinor Asbury, trapped 
  since the events of VER6-06 Ties That Bind—can provide 
  the PCs with some additional clues, including the fact 
  that Halmadar is actually Lord Estival (if the PCs have not 
  yet pieced this together).  
    
  Encounter 8: Mustering Out. When the PCs arrive at 
  the upper level of Castle Estival, they encounter a massive 
  number of Bondsmen ready to mobilize to Castle Greyfist 
  in Verbobonc City. If the PCs make themselves known, 
  they have a massive—and likely unwinnable—fight on 
  their hands. If they are patient and stealthy, they may 
  gain additional information.  
   
  Conclusion: The PCs know that Lord Estival is Halmadar 
  the Cruel, and that he is undertaking some sort of ritual at 
  Castle Greyfist. An assault on Castle Greyfist is imminent. 
   
  VER8-05 Quisling 
   
  Page 4 
  
  PREPARATION FOR PLAY 
  You should find out which of the PCs have played the 
  following adventures: 
  • 
  VER3-05 Something’s Rotten in Eglath or 
  VER7-06 A Bitter Pill. These PCs have been to 
  Eglath before and have met Baronet Drenton 
  Vaswell. 
  • 
  VER4-09 Wicked Three. These PCs have met 
  Elespeth the dryad prophetess in the past. 
  Elespeth and the PCs recognize each other in 
  Encounter 4. 
  • 
  VER5-02 Fallen Hero. These PCs have seen 
  Obmi the Wicked, the dwarven assassin, before.  
  • 
  VER6-05 Reclamation. Note whether a PC is 
  Marked for Death, as this doubles the upkeep 
  cost for this adventure. 
  • 
  VER7-08 Race the Spirit’s Lightning or VER8-03 
  Darkness is Unbound. PCs who played these 
  adventures likely know that a prophecy 
  regarding the rise of a proxy of Vecna and the 
  heroes’ role in stopping it already, but their 
  knowledge is incomplete until Encounter 4. 
  • 
  VER8-02 Crypt Things. Note whether these PCs 
  have the Secret that indicates that they freed 
  Viscount Langard; if so, he is exceptionally 
  grateful to them still. 
  • 
  VER8-03 Darkness Is Unbound. These PCs are 
  aware of the Oerthblood beneath the Viscounty. 
  Note whether any of these PCs were Exposed 
  to Oerthblood, as this is a factor in Encounter 6. 
  • 
  VER8-04 Bred in the Bone. PCs that are 
  Wanted! receive an additional missive from the 
  Company of the Black Rose in the Introduction. 
   
  You should also find out whether any of the PCs are 
  members of the following meta-organizations: 
  • 
  Bondsmen of House Estival (pertinent in the 
  Introduction) 
  • 
  Company of the Black Rose  (pertinent in the 
  Introduction) 
  • 
  Former members of the Church of Trithereon 
  (which no longer exists; pertinent in the 
  Introduction) 
  • 
  Gnarley Meta-Organization (any) (pertinent in 
  Encounter 1) 
  • 
  The Family  (pertinent in Encounter 2) 
  • 
  Any follower of Olidammara  (pertinent in 
  Encounter 2) 
   
  Finally, you should request a card from each player with 
  the PC’s Fortitude, Reflex and Will saves, as well as their 
  Listen, Spot, and Sense Motive modifiers. The only 
  important elements of this card are the Will save and 
  Listen modifiers, which are used in Encounter 5. If you 
  are in the habit of using initiative cards, this is a good 
  place for this information. 
   
  A NOTE TO THE DM: 
  VILLAINS 
  For quite a while, we authors of the Verbobonc regional 
  adventures have done our best to obscure who may be the 
  “good guys” or the “bad guys” in our region. 
   
  That time is now past. 
   
  It is important that the true villains of the Verbobonc 
  storyline (Viscount “Estival” and his Bondsmen) be 
  portrayed as truly villainous. Although the PCs do not 
  learn that Viscount Estival is actually Halmadar the Cruel 
  until near the end of this adventure, it should be 
  abundantly clear to them that Viscount Estival has 
  become a tyrant, and his Bondsmen are ruthless and 
  violent thugs that revel in the authority their evil liege 
  provides them. We have tried to hint that this is the case 
  in the past few months, but some DMs (and some 
  players) have yet to take the hint. 
   
  Some players may still be playing Bondsmen of Estival, 
  and a rare few may still think that Viscount Estival is a 
  good and strong ruler of Verbobonc. Part of your job is to 
  disabuse them of these notions. It should be clear, by the 
  end of this adventure, that to side with Estival and the 
  Bondsmen is to side with evil. 
   
  We’ve tried to do a lot of this for you in this adventure: 
  the Bondsmen massacre innocent and hardworking 
  townsfolk; Viscount Estival keeps evil monsters and 
  stolen souls in his own castle. Let these villains be truly 
  villainous, and don’t sugar-coat or justify their actions. 
  Nor should you let the PCs (particularly Bondsmen PCs) 
  do the same. Furthermore, Bondsmen PCs are betrayed 
  early in this adventure, and this betrayal should truly 
  sting. 
   
  On the other hand, the good NPCs in this adventure are 
  truly good. Viscount Langard is and has been the true 
  leader of Verbobonc. Although a smuggler in his past, 
  Langard is a noble and heroic leader. Elespeth the dryad 
  loves him dearly; although in the grip of a prophecy she 
  does not understand, she is fundamentally benevolent 
  and should be portrayed as such. 
   
  INTRODUCTION 
  Each of the PCs receives a copy of Player Handout 1: 
  The Summons. 
   
  PCs that are Bondsmen of House Estival (which includes 
  former members of the Mounted Borderers or 
  Gentlemen of the Watch that chose to be converted to 
  Bondsmen of House Estival rather than muster out of 
  their stations) also receive Player Handout 2 in secret. 
   
  PCs that are Wanted! from VER8-04 Bred in the Bone, 
  that were formerly members of the Church of Trithereon 
  VER8-05 Quisling 
   
  Page 5 
  
  meta-org, or that are members of the Company of the 
  Black Rose also receive Player Handout 3 in secret. 
   
  The PCs have all met each other on the River Road to 
  Eglath from Verbobonc City and, finding a common 
  destination, are traveling together. You should have the 
  players introduce their PCs to each other at this time. 
   
  You can also give the players DM Map 1, which details 
  the Viscounty of Verbobonc at the present time. 
   
  1: A BIT MORE COMPLICATED 
  In this Encounter, the PCs find that the town of Eglath 
  has been occupied by the Bondsmen of House Estival, 
  and learn that Langard is nowhere to be found. In fact, 
  the attack was early, and Langard had not yet arrived for 
  the rendezvous. 
   
  About Eglath (from The Journal of the Wanderer): 
  The small, poor community of Eglath is near the manor 
  of Lord Vaswell. Lord Vaswell shows very little interest in 
  the generous and hardworking people of Eglath, who 
  mostly keep to themselves. An alchemist named 
  Dallerond is the elder of Eglath, and the townspeople 
  look to him for guidance. Despite the callous treatment 
  the people of Eglath receive from their lord, they are 
  proud and happy to work for such an influential noble. 
  The residents of Eglath are mostly human, but two 
  halfling families live here, as well. One of them runs the 
  local inn, named the Wandering Minnow. 
   
  What Happened Here: Several dozen Bondsmen of 
  House Estival were dispatched to Eglath by Viscount 
  Estival with orders to capture any half-elves (Estival did 
  not name Langard’s name in the order, fearing that 
  Langard would be warned by traitorous elements within 
  the Bondsmen), and destroy the town and its citizens. 
  Estival had arranged this decree and, with perverse glee, 
  forced Baronet Drenton Vaswell to witness the 
  proclamation. The loyal Bondsmen destroyed the town 
  and posted Viscount Estival’s decree, but did not find any 
  half-elves in the town. They returned to Viscount Estival 
  to report their success; the enraged Viscount Estival is 
  even now sending an elite team of Bondsmen to the site 
  to capture Langard (they meet up with Langard and the 
  PCs in Encounter 3). 
   
  When the PCs arrive in Eglath, read: 
   
  As you make your way northeast on the River Road, 
  your first hints of the town of Eglath are plumes of 
  greasy smoke on the horizon and a carrion smell on 
  the wind. 
   
  As the PCs arrive closer (after making any preparations 
  they would like), read: 
   
  The small town of Eglath is a ruin. All of the 
  buildings have sustained fire damage and many of the 
  buildings have been burned to the ground. Hastily-
  erected gallows have been nailed to overturned 
  wagons, and many townspeople hang for the carrion 
  birds to pick at. A veritable army of ravens perch 
  about the town in silent vigil. Several other bodies lie 
  sprawled in the street, victims of violence. A neatly-
  printed sign has been tacked to a post just outside of 
  town. 
   
  Give the PCs Player Handout 4 if they examine the sign.  
   
  As the sign indicates, Viscount Estival has decreed that 
  the town of Eglath was to be destroyed for potentially 
  harboring Langard, whom Estival perceives as a traitor to 
  his title and a threat to his rule. A similar purge of the 
  town of Dark’hapor occurred at the end of VER8-04 Bred 
  in the Bone, which the PCs may have witnessed or 
  prevented.  
   
  Any investigation of the area reveals the following. Any 
  successful check also reveals all the items from all lower 
  DCs of that same skill check. 
  • 
  DC 10 Search or Survival: Several dozen 
  individuals were responsible for the slaughter of 
  this town. 
  • 
  DC 12 Search or Survival: The attackers came 
  and left by the river; it’s clear that two large 
  ships pulled up, disgorged the attackers, and the 
  attackers returned to the ships once their grim 
  work was done. 
  • 
  DC 12 Spot: There is a manor house set up on a 
  hill a few minutes’ walk outside of town. It was 
  not touched by the marauders. A DC 15 
  Knowledge (local: VTF) or DC 10 Knowledge 
  (nobility and royalty) reveals that this manor 
  house belongs to Baronet Drenton Vaswell, the 
  local lord. If either check exceeds a DC 20, then 
  indicate that Baronet Drenton Vaswell is known 
  to be an irresponsible playboy who doesn’t care 
  about the commoners on his lands. If either 
  check exceeds a DC 30, indicate that Vaswell is 
  rumored to be a follower of Olidammara. 
  • 
  DC 15 Search or Survival: The people that 
  performed this massacre killed many of the 
  townspeople from behind or while they were in 
  hiding, sparing no one they came across. 
  • 
  DC 15 Heal or DC 20 Search: This attack 
  occurred earlier today, but at least three or four 
  hours ago. 
  • 
  DC 15 Knowledge (nature) or DC 25 Spot: 
  Many of the ravens perched around town are 
  not natural creatures. They are incorporeal, 
  shadowy versions of actual ravens. (In fact, they 
  are spectral ravens of the vitreous drinkers in 
  Encounter 7, but the PCs have no way to know 
  this.)  These birds are incorporeal creatures that 
  do not attack or affect the material world in any 
  way. They are AC 15 and have 5 hit points each. 
  There are 16 ravens here (8 from each vitreous 
  VER8-05 Quisling 
   
  Page 6 
  
  drinker). See the Appendix 1 entry for vitreous 
  drinkers for further information about these 
  ravens, which are keeping an eye out for 
  Langard and other noteworthy visitors (like the 
  PCs). 
  • 
  DC 18 Search: The PCs find the remains of the 
  Wandering Minnow, which has mostly burned 
  to the ground. A DC 30 Search or Survival check 
  reveals that there was no one in the inn other 
  than its halfling owners when the attack 
  occurred. Unfortunately, the halfling family 
  that owned the Wandering Minnow have their 
  heads affixed to a longspear out in front of the 
  ruin. If asked (via speak with dead or similar), 
  they reveal that they expected Langard to meet 
  some heroes later in the day, but the attack 
  occurred before either Langard or the heroes 
  ever arrived.  
  • 
  DC 20 Search: Any valuables (such as coins, 
  quality goods, or even fresh fruit and vegetables) 
  were taken or destroyed by the marauders. 
  • 
  DC 23 Search: One of the victims tore a tabard 
  from one of the attackers. It is a Bondsmen of 
  House Estival tabard. 
  • 
  DC 27 Search: Some of the townspeople fled 
  toward the nearby Gnarley Forest, but were shot 
  with arrows before they could get far. 
  • 
  DC 30 Search or Survival: A few of the 
  townspeople survived the attack and made their 
  way to the manor up on the hill. 
  • 
  DC 42 Survival: The PC identifies the tracks of 
  a lone elf or half-elf, skilled in woodcraft that 
  examined the town after it was destroyed. This 
  elf was particularly good at disguising his tracks.  
  These are the tracks of Viscount Langard, and 
  they can be followed back to his hunter’s blind 
  in Encounter 3.  
   
  Where To Next? 
  If the PCs speculate that Langard may be hiding in the 
  area, you should inform members of a Gnarley Forest 
  meta-org (and only members of such a meta-org) that 
  they are familiar with a few hiding spots in the area. If the 
  PCs elect to search out these hiding spots, they shortly 
  discover the hunting blind where Langard is currently 
  hiding; go right to Encounter 3. 
   
  Most parties, however, must investigate the manor house 
  to pick up Langard’s trail.  Proceed to Encounter 2. 
   
  2: THE MASQUE OF VASWELL 
  If the PCs investigate the mansion overlooking the town 
  of Eglath, read the following:  
   
  The manor house of Baronet Drenton Vaswell is an 
  ornate affair overlooking the ruin of Eglath. Although 
  recent improvements have been made to fortify the 
  manor house, the doors and windows of the manor 
  house are open wide. A string quartet plays loudly 
  within, not quite overshadowing the murmur of 
  conversation. As strange as it seems on this grim day, 
  it sounds like a party is in full swing. 
   
  In fact, the party is a masque. Even the servants are 
  required to wear featureless black masks today. 
   
  Some of the incorporeal ravens also fly around the manor 
  house, although they stay well out of reach of the PCs if 
  possible. They are here to report on the comings and 
  goings of Vaswell’s gentlemen and ladies, not the PCs. 
   
  PCs approaching the manor are intercepted by a few of 
  the House Vaswell guards, who also wear narrow black 
  masks (like the Lone Ranger). They ask the PCs to state 
  their business. The guards are clearly disturbed by the 
  gruesome sight of the town and just avoid looking that 
  way. 
   
  A few questions that the PCs may ask, and the Diplomacy 
  or Bluff check required to learn them from the guards or 
  servants, are as follows (on a failure, the PCs receive a 
  warning to be on their way). 
   
  • 
  The guards and servants are visibly afraid of 
  Bondsmen of House Estival, if any are in the 
  party. This provides a -10 penalty to all social 
  interaction checks in this encounter. However, 
  the guards and servants have heard of the 
  Company of the Black Rose and think well of 
  them; CBR members receive a +2 circumstance 
  bonus on all social interaction checks in this 
  encounter. 
  • 
  Why is there a party here? Can’t you see that 
  the entire town was just murdered? DC 10: 
  Yes, and this should rightly be a day of 
  mourning. But Lord Vaswell called for a 
  celebration instead, and commanded all of his 
  nearby gentlemen and ladies to attend. Not any 
  from the town, though: they’re all dead. 
  • 
  Who attacked the town of Eglath? DC 12: It 
  was Bondsmen of House Estival. They attacked 
  earlier today. There were dozens of them. They 
  just butchered the townsfolk, even those trying 
  to flee. They hung several of them, burned 
  much of the town, and posted some signs. We 
  don’t know why, or what the signs say. We don’t 
  want to get close enough to look. 
  • 
  Did you participate in the attack? DC 15: No, 
  I would’ve been killed by the Bondsmen! Lord 
  Vaswell instructed his servants and his guard to 
  stay inside the manor. We weren’t allowed to 
  intervene. My friend Tomak spoke out against 
  Lord Vaswell’s orders and insisted that Lord 
  Vaswell intervene—I think Tomak had a 
  girlfriend in town. Lord Vaswell sighed and told 
  Tomak he was released from House Vaswell’s 
  service. Tomak ran down to the town, but he 
  was killed by the Bondsmen. 
  VER8-05 Quisling 
   
  Page 7 
  
  • 
  Are there any survivors here? DC 20: Yes, a 
  few made it safely to the manor house. We’ve 
  done our best to give them masks and pretend 
  that they were servants here all along. We don’t 
  know what Lord Vaswell would think about 
  this, so we just haven’t told him that we’ve done 
  it.  
  • 
  Can I come into the party? DC 20: I don’t have 
  any orders to keep anyone out, so I suppose so. I 
  can let you in, but you’ll need a mask or 
  everyone will just ignore you. I can get you a 
  simple one, if you’d like. Note: any PC attending 
  the party may make a Gather Information check 
  among the party guests, servants and guards 
  inside the manor, which gets them all of the 
  information on this list up to the total of their 
  Gather Information check (that is, if the Gather 
  Information check is an 18, they get the first 
  three answers above). 
  • 
  Can I talk to Lord Vaswell? DC 20: Only if he 
  so desires. I don’t have any orders to keep 
  anyone out, so I can let you in. You’ll need a 
  mask or everyone will just ignore you. I can get 
  you a simple one, if you’d like. Note: any PC 
  attending the party may make a DC 20 Spot, 
  Gather Information or Knowledge (nobility and 
  royalty) check to identify the masked Lord 
  Vaswell. If they approach him, go to Talking 
  with 
  Vaswell, 
  below, 
  to 
  resolve 
  this 
  conversation. 
  • 
  Did Lord Vaswell know about the attack 
  ahead of time? DC 25: Yes, I think so. Lord 
  Vaswell received a small group of people 
  yesterday—probably Bondsmen. They didn’t 
  stay long, and I don’t know what they talked 
  about, although Lord Vaswell was visibly 
  disturbed after they left. He immediately 
  commissioned this party and told all of his 
  servants and guards that they were not to leave 
  the manor house under any circumstances for 
  the next few days. 
  • 
  Is Langard here? DC 30: If the PCs fail, the 
  guard or servant shakes his head and says 
  curiously, “Langard? The vanished Viscount? 
  No, why would he be here?” A DC 20 Sense 
  Motive shows that the person knows more than 
  they are letting on. On a subsequent DC 30 
  Diplomacy or Bluff check, the guard/servant 
  tells the PC that he/she had heard that Langard 
  was free, and would be meeting some heroes at 
  the Wandering Minnow in town. The attack 
  happened well in advance of the meeting, so 
  Langard had not arrived in town yet. Langard is 
  likely still alive, somewhere nearby in the 
  Gnarley Forest. If the servant or guard can be 
  convinced of the PCs’ good intentions to 
  Langard (a separate DC 35 Diplomacy check, or 
  DC 10 if Player Handout 1 is presented), the 
  servant finds out where Langard is hiding (by 
  asking around the other servants who knew him 
  better) and tells the PCs of Langard’s location in 
  the Gnarley Forest. This allows the PCs to go to 
  Encounter 3. 
   
  If the PCs gain admittance to the party, read the 
  following: 
   
  The party in Baronet Vaswell’s manor house is loud, 
  but there is a distinctly uncomfortable undertone. 
  People laugh a bit too loudly and conversations are 
  pitched a bit too high. Although the windows and 
  doors of the manor are thrown open to let in the light 
  and air, the windows on the side of the manor house 
  overlooking Eglath are all closed and shuttered, with 
  heavy drapes drawn to further obscure the view of the 
  dead town. 
   
  It seems that in addition to various well-to-do 
  gentlemen, merchants and ladies—most from the 
  nearby town of Taymouth—there are several servants 
  and common folk here as well. All wear masks, from 
  the simple to the elaborate. It as though Vaswell was 
  more interested in packing his manor with people, 
  rather than being discreet or careful regarding who 
  was invited. 
   
  As a result of the sudden nature of the party and the 
  eclectic mixture of the guests, the PCs do not seem out of 
  place even in armor or sporting weapons. The only way 
  they seem dramatically out of place is if they are not 
  wearing some kind of mask. 
   
  If you’d like, you can describe how a few of the 
  incorporeal ravens sit outside the manor house on fences 
  or other high places, watching the goings-on inside. Use 
  the eerie ravens to play up the strange nature of this 
  macabre party. 
   
  Development: Talking to Vaswell. If the PCs are able to 
  approach Baronet Vaswell (if they gain admittance to the 
  masque, wear a mask, and succeed at the DC 20 Spot, 
  Gather Information or Knowledge (nobility and royalty) 
  check to identify the masked Lord Vaswell), then Vaswell 
  makes himself available to talk to them for a few 
  moments before being drawn away by other guests.  
   
  You can show the PCs the illustration of Baronet Vaswell 
  in Appendix 4: Illustrations. Vaswell is also wearing a 
  fashionable white mask with a delicate scale pattern. 
   
  The following points should guide conversations the PCs 
  have with Baronet Vaswell: 
  • 
  Vaswell knows most members of the Family, as 
  well as most worshippers of Olidammara, on 
  sight.  Vaswell is more kindly—and tends to be 
  more open—to such PCs.  
  • 
  Vaswell’s Tortured Soul. Vaswell is a tortured 
  man; he is Neutral, but he is becoming 
  increasingly uncomfortable with Viscount 
  VER8-05 Quisling 
   
  Page 8 
  
  Estival’s draconian policies. Estival’s destruction 
  of Eglath is a blow to Vaswell, but Vaswell is a 
  very practical man who realizes there is little he 
  can do except to knuckle under to the Viscount. 
  • 
  Vaswell’s Attitude About Eglath. Although 
  Vaswell thinks little of peasants under his rule, 
  he took no joy in the destruction of Eglath. In 
  fact, the destruction of the town disturbs him 
  deeply. 
  • 
  Vaswell’s Juvenile Response. In order to 
  smother his shame and depression, Vaswell has 
  thrown himself into his parties and pretends to 
  be unaffected by everything. He tends to chatter 
  incessantly and irreverently about wines, sordid 
  affairs, and similarly inane topics. Vaswell is 
  likely to change subjects mid-sentence if he 
  feels he may touch upon the recent events that 
  torture him so. He is depressed, manic, and 
  angsty. 
  • 
  Tell Us About Eglath: Baronet Vaswell initially 
  feigns ignorance about the destruction of 
  Eglath. A DC 15 Sense Motive check reveals 
  that he is uncomfortable with the topic and does 
  not want to discuss it further. He so distraught 
  over the slaughter of his people that he has 
  retreated into a shell of parlor games and iced 
  drinks. 
  • 
  No, We Insist. Tell Us About Eglath. If the 
  PCs press him, he admits that Viscount Estival 
  came to him yesterday and demanded that he 
  sign the order for the destruction of Eglath. 
  Although Vaswell initially refused, Viscount 
  Estival hinted that Vaswell may meet the fate of 
  some of the other nobles (those assassinated in 
  the events of VERI8-01 Investiture) if he did not 
  comply. Grudgingly, Vaswell signed the edict to 
  destroy his town. 
  • 
  Why would Viscount Estival Want Eglath 
  Destroyed? Vaswell admits that he has been 
  known to trade with the Gnarley elves, even 
  against strict edicts to do so. Vaswell also hints 
  that he has been known to provide aid to “a 
  certain persona non grata making his home in 
  the nearby woods.” 
  • 
  Tell Us About Langard: Vaswell is more 
  forthcoming if asked about Langard directly. 
  Vaswell in fact knows quite a bit about the 
  deposed viscount—Vaswell is much more 
  shrewd than he appears and his information 
  network is surprisingly discreet. Vaswell knows 
  that the Bondsmen were probably supposed to 
  capture Langard, but they messed up the 
  operation by showing up too early and attacking 
  the town right away. Vaswell knows that 
  Langard wasn’t in town during the attack, and is 
  likely gone to ground by now.  
  • 
  Did You Tell Estival About Langard? Vaswell 
  knew Langard was in the area yesterday when 
  Viscount Estival paid him a visit. However, as 
  Estival didn’t ask Vaswell directly about 
  Langard, Vaswell didn’t offer to tell him 
  anything. Vaswell assumes that Estival already 
  knew all about Langard’s “secret” meeting, or he 
  wouldn’t have sent in the Bondsmen today. 
  • 
  Where is Langard Now? Vaswell has a few 
  guesses about where Langard might be, but 
  suspects he’s in an old hunter’s blind a few miles 
  into the Gnarley Forest (as it turns out, he’s 
  correct). Baronet Vaswell gives this information 
  to the PCs if they ask, sighing “I don’t see that it 
  does anyone any good or harm in telling you. I 
  don’t see that anything can come from anything 
  anymore.” 
   
  Where To Next? 
  Once the PCs are done roleplaying at Vaswell’s manor, 
  they can return to Eglath (Encounter 1) or find Langard 
  (Encounter 3). 
   
  3: THE SMUGGLER 
  This Encounter details the PC’s discovery of Viscount 
  Langard. Unfortunately, Bondsmen of House Estival 
  have discovered the former Viscount as well. 
   
  Langard is currently hiding in the Gnarley Forest two 
  miles from Eglath. He is currently encamped in a 
  hunter’s blind that he used in his smuggler days many 
  years ago (before he became Viscount).  
   
  There are several ways for the PCs to reach this 
  encounter. High-level parties may have magic (such as 
  locate creature or discern location) that helps them locate 
  Langard. The PCs may have also received directions from 
  Vaswell’s guards or servants in Encounter 2, or from 
  Baronet Vaswell himself. 
   
  As the PCs travel through the Gnarley Forest, two of the 
  incorporeal ravens attempt to follow them (one from each 
  vitreous drinker). The PCs notice the ravens with a DC 25 
  Spot check or a DC 20 Knowledge (nature) check. 
  Regardless of whether the PCs destroy the ravens, the 
  Bondsmen of Estival have already located Langard with a 
  discern location spell. 
   
  The hunter’s blind where Langard is encamped is very 
  difficult to find. The PCs know the area, but only locate 
  the blind itself with a DC 35 Spot check. When the PCs 
  approach the area, whether or not they find the blind, 
  read: 
   
  A thin, blond half-elf steps suddenly from a well-
  concealed spot in the brush. “Thank the gods you 
  were clever enough to find me! That villainous Estival 
  will pay for what he’s done to the good people of 
  Eglath. I have someone very important for you to 
  meet, and a very important task for you to undertake.” 
   
  VER8-05 Quisling 
   
  Page 9 
  
  Show the PCs the illustration of Viscount Langard in 
  Appendix 4: Illustrations, and move right to the following 
  event:  
   
  With sudden shouts, four people drop into your 
  midst, all dressed in the tabards of Bondsmen of 
  House Estival. Only one wears armor, a scarred 
  woman with milky-white cataracts. The woman 
  speaks: “You are under arrest, traitor, and the rest of 
  you are under arrest for consorting with a traitor. 
  Down on the ground, hands on your head, 
  immediately.” 
   
  To any Bondsmen of House Estival, she spits, “And 
  you…you are a disgrace. Conniving with this lot. The 
  Viscount himself warned us of your treachery, and 
  personally ordered your arrest for treason. I hope that 
  you, most of all, resist arrest.” On a DC 10 Sense Motive, 
  the PC Bondsman realizes that he has been betrayed by 
  Viscount Estival. 
   
  The Bondsmen have arrived via a wind walk spell they 
  received from an allied cleric. The spell was dismissed at a 
  prearranged time while the Bondsmen were high above 
  the Gnarley Forest (and out of sight of the PCs). The 
  Bondsmen then used potions of feather fall to land. Since 
  the Bondsmen only crash through the treeline above just 
  before they land, the PCs are quite unlikely to notice the 
  Bondsmen before they have landed.  
   
  Although the Bondsmen are more than happy to fight, 
  discussion is still an option. The Bondsmen are not 
  expecting Langard to be with such powerful resistance. 
  However, they are very interested in catching Langard, a 
  known traitor. 
   
  The PCs’ options are generally one of three types: 
   
  Here’s the Guy: Some parties may elect to give up 
  Langard to the Bondsmen. If so, Langard tries to retreat to 
  his blind, but is intercepted and grappled by the 
  Bondsmen. Langard begs the PCs to help him, protesting 
  that the tyranny of Estival must be stopped. This only 
  enrages the Bondsmen, who do not suffer such language. 
  They knock Langard unconscious, and one of the 
  Bondsmen leaves with him. Once Langard is away, the 
  remaining Bondsmen demand that the PCs surrender. 
  They are also knocked unconscious and, assuming that 
  they submit to this, are eventually executed (while still 
  unconscious). As their remains are completely destroyed, 
  the PCs are likely unrecoverable.  
   
  You Don’t Want to Fight Us: The PCs may attempt to 
  defuse the situation with the Bondsmen. Although 
  Diplomacy is unlikely to work (the Bondsmen are 
  Hostile, and must be made Friendly in order to agree to 
  leave Langard with the PCs…for now), an Intimidate or 
  Bluff (letting Langard go puts the Bondsmen “at 
  significant risk”) may succeed in getting the Bondsmen to 
  back down. Bondsmen that back down insist that they do 
  report to the Viscount, a prospect that takes them at least 
  a day of travel. By then, the PCs can be long gone from 
  here. 
   
  Throw Down: If the PCs start a fight, cast any spell, or 
  draw any weapon, go right to initiative. 
   
  All APLs 
   
  Viscount Langard, male human Rog4/Ari4/Rgr2: 
  AC 15 (+3 Dex, +2 deflection); hp 68; NG; Spot +12, Sense 
  Motive +12. Langard ducks back into his hunter’s blind if 
  a fight breaks out, and the Bondsmen are unlikely to find 
  it right away. The blind provides Langard with total 
  cover. 
   
  APL 4 (EL 6) 
   
  Bondsman of House Estival: male human Monk 
  2/Fighter 2; hp 33; Appendix 1.  
   
  Bondsman Priestess: female human Cleric 5; hp 48, 
  Appendix 1. 
   
  APL 6 (EL 8) 
   
  Bondsmen of House Estival (3): male human 
  Monk 2/Fighter 2; hp 33 each; Appendix 1.  
   
  Bondsman Priestess: female human Cleric 5; hp 48, 
  Appendix 1. 
   
   
  APL 8 (EL 10) 
   
  Bondsmen of House Estival (3): male human 
  Monk 4/Fighter 2; hp 47 each; Appendix 1.  
   
  Bondsman Priestess: female human Cleric 5/Divine 
  Oracle 2; hp 64, Appendix 1. 
   
  APL 10 (EL 12) 
   
  Bondsmen of House Estival (3): male human 
  Monk 4/Fighter 4; hp 63 each; Appendix 1.  
   
  Bondsman Priestess: female human Cleric 6/Divine 
  Oracle 3; hp 81, Appendix 1. 
   
  APL 12 (EL 14) 
   
  Bondsmen of House Estival (3): male human 
  Monk 4/Fighter 4/Drunken Master 2; hp 87 each; 
  Appendix 1.  
   
  Bondsman Priestess: female human Cleric 6/Divine 
  Oracle 4/Contemplative of Vecna 1; hp 107, Appendix 1. 
   
  Tactics: At most APLs, the Bondsman Priestess has 
  already cast several preparatory spells on herself and on 
  the Bondsmen. The Bondsmen fight with their fists, 
  using flurry of blows when possible. They can also use 
  their Sun School feat along with their anklet of 
  translocation to gain an extra attack. The Bondsman 
  Priestess uses debilitating spells against the PCs, but uses 
  her other abilities (such as delay death and the Destiny 
  domain ability) to aid her companions. She liberally uses 
  charges from her ring of mystic healing to heal her 
  Bondsmen companions. 
   
  Treasure: Defeat and loot the Bondsmen. 
  VER8-05 Quisling 
   
  Page 10 
  
   
  APL 4: Loot 162 gp; Magic 178 gp; cloak of elemental 
  protection (2) (83 gp each), potion of cure light wounds 
  (2) (4 gp each), potion of mage armor (4 gp); Total 343 gp. 
   
  APL 6: Loot 164 gp; Magic 360 gp; cloak of elemental 
  protection (4) (83 gp each), potion of cure light wounds 
  (4) (4 gp each), potion of mage armor (3) (4 gp each); Total 
  524 gp. 
   
  APL 8: Loot 26 gp; Magic 928 gp; +1 full plate (220 
  gp), anklet of translocation (3) (116 gp each), cloak of 
  elemental protection (4) (83 gp each), potion of cure light 
  wounds (4) (4 gp each), potion of mage armor (3) (4 gp 
  each); Total 954 gp. 
   
  APL 10: Loot 26 gp; Magic 928 gp; +1 full plate (220 
  gp), ring of mystic healing (291 gp), anklet of 
  translocation (3) (116 gp each), cloak of elemental 
  protection (4) (83 gp each), potion of cure light wounds 
  (4) (4 gp each), potion of mage armor (3) (4 gp each); Total 
  954 gp. 
   
  APL 12: Loot 28 gp; Magic 1,261 gp; +1 full plate (220 
  gp), periapt of wisdom +2 (333 gp), ring of mystic healing 
  (291 gp), anklet of translocation (3) (116 gp each), cloak of 
  elemental protection (4) (83 gp each), potion of cure light 
  wounds (4) (4 gp each), potion of mage armor (3) (4 gp 
  each); Total 1,289 gp. 
   
  Development: Dealing with Survivors. If any of the 
  Bondsmen survive this fight, Langard urges mercy. 
  Rather than have them killed, he would prefer to see 
  them left unconscious to recover on their own instead 
  (although stripped of their worldly possessions and left 
  tied up is entirely acceptable to him). 
   
  Where To Next? 
  Once the Bondsmen have been dealt with in one way or 
  another, Langard thanks the PCs. Go to Encounter 4. 
   
  4: THE PROPHECY AGAIN 
  Once the PCs are free to discuss further with Langard, he 
  explains to them the following while leading them 
  through the Gnarley Forest: 
   
  “In my time in exile here in the Gnarley Forest, I’ve 
  been able reconnect with some old friends. One of 
  them is a dryad named Elespeth. She is innocent in 
  the ways of the world, as are most fey creatures.” 
   
  A DC 20 Sense Motive reveals that Langard has great 
  affection for the dryad Elespeth. Note that PCs who have 
  played VER4-09 Wicked Three have met Elespeth in the 
  past. If these PCs have a “kissing history” with Elespeth, 
  Langard knows about them; however, Elespeth’s heart 
  belongs to Langard, and Langard knows this. He does not 
  bear any hard feelings to Elespeth’s former paramours. 
   
  Langard continues: 
   
  “Elespeth is connected to the Viscounty in ways even 
  I do not truly comprehend. In times of great need, 
  she is…afflicted…with powers of prophecy. These 
  powers give her rhymes and show her visions that she 
  does not understand and, frankly, scare her. 
   
  “A few weeks ago, Elespeth was overcome with a 
  powerful prophecy. I was interested in overthrowing 
  my rival, Viscount Estival, but Elespeth has latched 
  on to an even more insidious evil. My captor, 
  Halmadar the Cruel, devotee of Vecna, is working 
  plots as yet unknown in the Viscounty. Elespeth has 
  been stricken with a prophecy about how Halmadar is 
  to be defeated. This prophecy is quite old, I 
  understand, and incomplete parts of it are already 
  known. Furthermore, Halmadar learned of this 
  prophecy some time ago and has twisted it to serve 
  his own ends. Elespeth has the true version of the 
  prophecy, sent to her by whatever forces watch over 
  the Viscounty in times of need. 
   
  “I’d like you to hear it, and decide if you would act 
  upon it.” 
   
  Langard answers any questions that the PCs have. He has 
  heard the prophecy, but he doesn’t remember it word-for-
  word and prefers that the PCs hear it from Elespeth 
  directly. If asked about Viscount Estival, Langard sighs 
  and says: “Viscount Estival is a tyrant and an evil man; 
  I hope someday soon that the good people of 
  Verbobonc see him for the treacherous villain he is. 
  But today, it seems, is not that day. It is Halmadar the 
  Cruel that we ask you to hunt today. Perhaps the two 
  villains are working together, and by confronting one, 
  we can topple the other.” 
   
  This should make sense to the PCs, particularly as 
  Halmadar is a devotee of Vecna, as is the Bondsman 
  Priestess that just confronted the party.  
   
  Once the PCs and Langard arrive at a massive oak tree, 
  Elespeth the dryad steps forth. Show the PCs the 
  illustration of Elespeth in Appendix 4: Illustrations. 
   
  As the dryad steps forth from the tree, she starts 
  speaking. The words falling from her mouth seem 
  independent of the dryad’s will, as though they have a 
  life of their own and the dryad is merely the 
  mouthpiece. 
   
  Give the PCs Player Handout 5: The Prophecy. Both 
  Langard and Elespeth believe that the PCs are the 
  adventurers indicated in the last stanza of the prophecy.  
   
  Once the prophecy has been spoken, Elespeth comes 
  more to her senses. She can repeat the entire prophesy 
  any time she is prompted with the first few words, “I 
  speak…” 
   
  Elespeth is an innocent, naive fey creature. However, she 
  understands the seriousness of the prophecy and the 
  importance of finding heroes to agree to follow her 
  VER8-05 Quisling 
   
  Page 11 
  
  visions. Roleplay her as a simple child of the forest, an 
  unwilling pawn of a prophecy more powerful than she is. 
   
  If the PCs agree to help, Elespeth says: 
   
  “My visions are jumbled, but I know that Halmadar is 
  fueled by secrets the way secrets fuel a fire. There is 
  an important place of secrets far from here, secrets 
  that Halmadar wants to keep hidden. The way is 
  secret, too, but I can start you on your way. The 
  secrets must be uncovered, and brought to light, if 
  you are willing.” 
   
  Assuming the PCs agree, Elespeth explains: 
   
  “My visions show me that there is another great forest 
  on the far side of this land. Langard calls it the Iron 
  Wood, once an evil place but now free. I have the 
  power to take you there, but I cannot stay long: to be 
  so far from my tree makes me scared and sick. Please, 
  hold my hands.” 
   
  Elespeth has been given the ability to transport via plants 
  twice (CL 20
  th) by the power of the prophecy (one trip 
  out, and one trip back). She can take up to six passengers 
  with her, but Large creatures count as two passengers. If 
  there is space available, Langard also comes along. 
  Otherwise, he gives Elespeth a hug, wishes the PCs good 
  luck and asks them to return to him once they have 
  uncovered the secret that Elespeth is guiding them to. He 
  commends their bravery for venturing into the unknown 
  on behalf of Verbobonc and asks that they report back to 
  him what they find. 
   
  When the PCs accompany Elespeth, read: 
   
  The dryad concentrates and mouths a short praise to 
  the land and its protectors. The stately trees of the 
  Gnarley Forest are gone, replaced with another kind. 
  The trees here are smaller, twisted and stout. A thin, 
  warm mist blocks any vision past a few dozen yards, 
  and sounds from within the mist echo eerily.  
   
  The PCs have arrived in the Iron Wood. Despite 
  appearances, there is no danger here. There is a pit in the 
  ground only a few yards away. When the PCs investigate 
  it, go to Encounter 5. 
   
  5: DOWN THE HATCH 
  This long encounter details the PCs’ explorations in the 
  dungeons beneath the Iron Wood. Although these 
  dungeons predate even the ancient Castle Estival, the 
  eastern edge of the Iron Wood dungeons connects to the 
  deeper dungeons of that dire castle. In fact, house Estival 
  used large sections of the eastern Iron Wood dungeon 
  and worked alongside its evil residents in the creation of 
  dire aberrations and abominations. 
   
  The dungeons are a uniform 10 feet wide and tall, with 
  solid flagstone construction. Wall sconces every 50 feet or 
  so hold extinguished torches (once continual flames, but 
  their magic was dismissed centuries ago). The dungeons 
  are dark; the PCs must bring light sources with them. No 
  one has used these passages for several decades. Dirt and 
  dust lay thick on the floors and in cracks in the walls. 
   
  When the PCs arrive with Elespeth (and Langard, if 
  present), read or paraphrase: 
   
  The yawning hole in the earth breathes out a faint 
  decaying smell. Clearly made when a truly massive 
  tree fell to its side, the hole descends about fifteen 
  feet into the ground. At its bottom, it breaks into a 
  corridor ten feet high, running roughly east to west.  
   
  PCs must figure out how to descend the 25 feet into the 
  passageway below. Tell the players, if they ask, that the 
  earth of the pit looks loose and the climb is therefore 
  fairly difficult (compared to climbing into any other pit 
  in the ground). A DC 20 Climb check is sufficient to 
  negotiate the hole. 
   
  Before the PCs descend, Elespeth gives them one more 
  piece of advice: 
   
  The dryad has a pained look on her face, strained to be 
  so far from her home tree. “I have seen the way 
  through the passages below, but it is a confusing 
  jumble to me. They are dark and clouded with old 
  evil. I know you must go east, toward the rising sun. 
  From there, you must follow certain signs: follow the 
  dead wolf, follow the angry rabbit, and run as far from 
  the tree as you can. Then you must talk to the half-a-
  man, and ask him about the half-a-woman. I cannot 
  explain any better than this. Perhaps you, more 
  experienced in the ways of crypts and dungeons, will 
  understand these signs better.” 
   
  Neither Elespeth nor Langard (if present) accompany the 
  PCs into the pit. 
   
  Elespeth’s directions are confusing, but accurate. The 
  dungeons are a veritable maze of corridors and rooms, 
  branching off into various side passages. However, the 
  passages nearest to Castle Estival have been marked with 
  small runes to provide assistance in navigation. These 
  marks still remain. They are written in an abbreviated 
  form of Abyssal. Elespeth has seen the marks pointing 
  the way to Castle Estival in her visions. Because Elespeth 
  does not read Abyssal (or even recognize these marks as a 
  language), she describes them as pictures instead. 
   
  The PCs are able to rest the night here unmolested if they 
  would like, but Elespeth and Langard do not stay. 
   
  When the PCs descend into the dungeons, they should 
  travel down the passage to the east. If they persist on 
  going to the west, you are welcome to design an 
  VER8-05 Quisling 
   
  Page 12 
  
  extensive, elaborate dungeon filled with traps and 
  monsters. But the proper way is to the east. 
   
  The PCs’ travel through the dungeons is in three phases, 
  as follows: the mark of the Dead Wolf, the mark of the 
  Angry Rabbit, and the mark Far From the Tree. 
   
  Some helpful, but not strictly necessary, maps for this 
  encounter are at DM Maps 2. The key danger of this 
  encounter—the pit trap—is mapped on DM Map 3 and 
  described below. 
   
  A. The Dead Wolf 
  The eastern passage extends for over a mile. There are a 
  few long-abandoned rooms off to either side of the 
  passage from time to time, but they bear no marks and are 
  not interesting or pertinent. The passage makes a few 
  bends, but generally keeps to an eastward direction. 
   
  The past few hundred yards of the passage have been 
  arrow-straight. Ahead of you, the passage opens into a 
  room about forty feet square. Two passageways lead 
  out of this room: one to the northeast, and one to the 
  southeast. 
   
  This room has little in the way of interesting features, but 
  the DM might want to draw it out on a battlemat in order 
  to keep the players on their toes. On the wall near the 
  each of the three exits from this room are small 
  inscriptions. A DC 25 Search check is required to find 
  each inscription. When the PCs find these inscriptions, 
  ask whether any of them read Abyssal. Ask those that do 
  to make a DC 10 Decipher Script or Intelligence check in 
  order to puzzle out the meaning of the Abyssal 
  “shorthand” of the inscriptions. Note that PCs succeeding 
  at a DC 30 Decipher Script check, or PCs using magic to 
  understand the inscriptions (such as comprehend 
  languages) understand the inscriptions’ meanings 
  automatically. 
   
  Player Handout 6 shows the three wall inscriptions. 
  Below the dotted line is the translation for each; you 
  should fold back the page and not show the translations if 
  the PCs are not able to decipher them. 
   
  The meanings of the inscriptions are in fact irrelevant. 
  The northeast passage is the correct way to go; Elespeth 
  thought that the markings there (which she saw in a 
  vision) looked a little like a picture of a dead wolf. If the 
  PCs leave this way, go on to the next part of the dungeon: 
  skip to The Angry Rabbit, below. 
   
  If the PCs travel down the southeast passage to the 
  kennels, they find that the passage turns to the south 
  after a few hundred feet. The passage breaks up into a few 
  dead-ends (long collapsed) and then two connected 
  rooms with no other exits. Each of the rooms contains 
  iron chains bolted to the wall at waist height, with a 
  massive metal collar attached to the end of each chain. 
  This is where house Estival bred several particularly 
  massive warhounds, whose spirits linger. When the PCs 
  enter, read the following: 
   
  From the deeper darkness of this forgotten place, 
  umbral forms of stout hounds charge at you from the 
  walls. 
   
  PCs that succeed at a DC 25 Listen check hear a ghostly 
  baying before the hounds materialize and may act in the 
  surprise round along with the umbral hounds. Other PCs 
  may not act in the surprise round. 
   
  APL 4 (EL 5) 
   
  Umbral Hounds (2): (as Shadows, but with a 
  hound’s shape): hp 19 each; Monster Manual page 123.  
   
  APL 6 (EL 7) 
   
  Umbral Hounds (4): (as Shadows, but with a 
  hound’s shape): hp 19 each; Monster Manual page 123.  
   
   
  APL 8 (EL 9) 
   
  Greater Umbral Hound: [as Greater Shadow, but 
  with a hound’s shape]: hp 58; Monster Manual page 123.  
   
  Umbral Hounds (3): [as Shadows, but with a 
  hound’s shape]: hp 19 each; Monster Manual page 123.  
   
  APL 10 (EL 11) 
   
  Greater Umbral Hounds (3): [as Greater Shadows, 
  but with a hound’s shape]: hp 58 each; Monster Manual 
  page 123.  
   
  APL 12 (EL 13) 
   
  Advanced Greater Umbral Hounds (3): hp 110 
  each; Appendix 1.  
   
  Tactics: These umbral hounds seek only to drain the life 
  of the living, and attack intruders until slain. They prefer 
  flanking when possible, and make good use of their 
  Elusive Target feat at higher APLs. The umbral hounds 
  pursue intruders that flee. 
   
  Treasure: Nothing of value remains in this section of the 
  dungeons. 
   
  As this combat is intended only for PCs that make the 
  wrong choice at the intersection, the PCs receive neither 
  experience nor treasure for defeating these umbral 
  hounds. The PCs have to backtrack in order to take the 
  correct passage. 
   
  B. The Angry Rabbit 
  The northeastern passage continues on for several 
  hundred yards, sloping down all the while, before 
  ending in another room, this one a massive chamber 
  eighty feet square and thirty feet high. Piles of 
  moldering wood are all that remain of several tables 
  and chairs here. A spiky iron chandelier hangs from 
  the ceiling on a sturdy iron chain. 
   
  VER8-05 Quisling 
   
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  There is a low exit in the eastern wall at ground level, 
  and another exit in the eastern wall approximately 20 
  feet above the floor. The wooden stairway up to the 
  higher exit is now only a jumble of rotted logs on the 
  floor. Four alcoves line each of the north and south 
  walls. 
   
  Again, the DM should feel free to draw out this room on a 
  battlemat, but there are no dangers or items of interest 
  here. 
   
  If the PCs successfully search (DC 25 Search checks), 
  they can find other inscriptions by the three exits. It may 
  be difficult to find the inscription on the higher exit, 
  however, as the there is no immediate way up to that exit 
  from the ground. A DC 20 Climb check allows a PC to 
  climb to the upper exit. 
   
  The inscriptions are found on Player Handout 7. The 
  lower exit in the eastern wall is the “angry rabbit” and the 
  correct exit from the room. The upper passage dead-ends 
  after 90 feet at an impassable cave-in that is dangerous if 
  touched. 
   
  All APLs 
   
  Falling Rubble Trap: CR 9; mechanical; location 
  trigger; no reset; Atk +18 melee (12d6, stone blocks); 
  multiple targets (all targets in a the 10 ft. by 10 ft. square 
  in front of the cave-in); Search DC 24; Disable Device DC 
  26. 
   
  Once the PCs are on the right track down the “angry 
  rabbit” passage, they can follow it for another hundred 
  yards before encountering a devious trap long ago set by 
  the designers of these passages. 
   
  The Lure 
  This trap is designed to lure hasty heroes into a pit trap. 
  Further along the passageway is a permanent image with 
  no visual element: it is only a sound located in a section of 
  the hallway ahead. The noise “loops” and repeats itself 
  every 10 minutes or so. 
   
  Have all of the PCs make DC 15 Listen checks. To those 
  that succeed, read: 
   
  Traveling from a long way down the passage, you hear 
  a sound like soft sobbing. 
   
  Then, all of the PCs immediately hear the following: 
   
  From around a corner ahead, you hear the sound of 
  running feet and deep, angry shouts. A few piteous 
  cries of surprise from women and children rise up, as 
  if discovered. With roars, the sounds of running feet 
  are replaced with noise of clanging steel on stone. 
   
  You should have all the PCs roll for initiative and place 
  their figures where indicated on Map 2. Only show them 
  as much of the map as they see, but indicate that they 
  hear the noise from around the corner ahead. Anyone 
  who succeeded on the Listen check by 10 or more also 
  hears that the noises are coming from around one or two 
  other corners past that. 
   
  This illusion is designed to lure hasty heroes into the pit 
  trap marked on DM Map 3. The pit trap is easy to find 
  (even non-rogues might find it), but only if it is looked 
  for. 
   
  The Changing Illusion 
  At the end of the first round, the cries change to the 
  noises of women and children screaming, and the sounds 
  of swords carving through flesh. This sound continues for 
  three more rounds. 
   
  At the end of the fourth round, the cries change to the 
  noises of booted feet running away and deep-voiced 
  cheers. These sounds continue for two more rounds. 
   
  At the end of the sixth round, the cries change to soft 
  sobbing, which continue for another nine minutes or so, 
  when the entire auditory illusion resets again. 
   
  Details of the Illusion 
  The illusion contains no intelligible speech. If the PCs 
  ask about it, explain that the shouts are in no particular 
  language, but are just shouts and cries. 
   
  Detecting the Illusion 
  If any players states that his or her PC is listening to the 
  noise carefully, allow the player to make another Listen 
  check. In fact, the player is making a Will save: looking at 
  the PC’s card you requested at the beginning of the 
  adventure, deduct the listed Listen check from the PC’s 
  total and instead add the Will save modifier of the PC. If 
  the total is more than 14 plus the APL (18 at APL 4, 20 at 
  APL 6, 22 at APL 8, 24 at APL 10, and 26 at APL 12), then 
  pass the player a note that the PC has detected that the 
  sound is only an illusion. Note that a PC must state that 
  he or she is listening carefully to the noise in order to 
  get any saving throw at all. 
   
  Once the PCs have arrived at the point from which the 
  illusion emanates, they automatically receive a Will save 
  to detect that it is an illusion (otherwise, the PC believes 
  that the sound must have some sort of invisible source). 
   
  The Pit Trap 
  PCs that touch the ground in the area marked on DM 
  Map 3 may fall into the pit trap. Note that the pit 
  immediately closes, so PCs that fall into the pit trap out of 
  sight of their companions may seem to have disappeared 
  entirely when their companions round the corner. A PC 
  in the pit crying out may be heard by his companions on 
  successful Listen check (DC 20 plus 1 per 10 feet of 
  distance; be sure to also include the depth of the pit!). 
  VER8-05 Quisling 
   
  Page 14 
  
   
  APL 4 (EL 5) 
   
  Pit Trap: CR 5; mechanical; location trigger; 
  automatic reset (immediate); DC 24 Reflex save avoids; 80 
  ft. deep (8d6, fall); pit spikes (Atk +10 melee, 1d4 spikes 
  per target for 1d4+5 plus poison each); poison spikes 
  (black adder venom, DC 11 Fortitude save resists, 1d6 
  Con/1d6 Con); Search DC 20; Disable Device DC 15. 
   
  APL 6 (EL 7) 
   
  Pit Trap: CR 7; mechanical; location trigger; 
  automatic reset (immediate); DC 24 Reflex save avoids; 80 
  ft. deep (8d6, fall); pit spikes (Atk +10 melee, 1d4 spikes 
  per target for 1d4+5 plus poison each); poison spikes 
  (sassone leaf residue, DC 16 Fortitude save resists, 2d12 
  hp/1d6 Con); Search DC 20; Disable Device DC 15. 
   
  APL 8 (EL 10) 
   
  Pit Trap: CR 10; mechanical; location trigger; 
  automatic reset (immediate); DC 24 Reflex save avoids; 
  100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4 
  spikes per target for 1d4+5 plus poison each); poison 
  spikes (wyvern poison, DC 17 Fortitude save resists, 2d6 
  Con/2d6 Con); Search DC 20; Disable Device DC 15. 
   
  APL 10 (EL 12) 
   
  Antimagic Pit Trap: CR 11; mechanical; location 
  trigger; automatic reset (immediate); DC 29 Reflex save 
  avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 
  1d4 spikes per target for 1d4+5 plus poison each); poison 
  spikes (wyvern poison, DC 17 Fortitude save resists, 2d6 
  Con/2d6 Con); Search DC 20; Disable Device DC 15. 
  Note: the bottom 20 feet of this pit contains a permanent 
  antimagic field. This field negates any feather fall effect (a 
  PC with feather fall falls only 20 feet, taking 2d6 falling 
  damage and 1d4+2 damage from the pit spikes) and any 
  magical immunity to poison (such as through the heroes 
  feast spell). The field also makes getting PCs out of the pit 
  a bit more tricky, as magical means of levitation or flight 
  do not work in the pit, nor do magical light sources. The 
  antimagic field can be separately disabled from within the 
  pit with a DC 31 Disable Device check. 
   
  APL 12 (EL 14) 
   
  Antimagic Pit Trap: CR 11; mechanical; location 
  trigger; automatic reset (immediate); DC 29 Reflex save 
  avoids; 80 ft. deep (8d6, fall); pit spikes (Atk +10 melee, 
  1d4 spikes per target for 1d4+5 plus poison each); poison 
  spikes (black lotus extract, DC 20 Fortitude save resists, 
  3d6 Con/3d6 Con); Search DC 20; Disable Device DC 15. 
  Note: the bottom 20 feet of this pit contains a permanent 
  antimagic field. This field negates any feather fall effect (a 
  PC with feather fall falls only 20 feet, taking 2d6 falling 
  damage and 1d4+2 damage from the pit spikes) and any 
  magical immunity to poison (such as through the heroes 
  feast spell). The field also makes getting PCs out of the pit 
  a bit more tricky, as magical means of levitation or flight 
  do not work in the pit, nor do magical light sources. The 
  antimagic field can be separately disabled from within the 
  pit with a DC 31 Disable Device check. 
   
  Treasure! 
  The bottom of the pit contains the remains of a prior 
  unfortunate victim. This deceased dwarven explorer 
  carried a few valuable items, as follows: 
   
  Treasure: Search the bottom of the pit. 
   
  APL 4: Magic 500 gp; globe of sunlight (500 gp); 
  Total 500 gp. 
   
  APL 6: Loot 537 gp; globe of sunlight (500 gp), glitter 
  stone (37 gp); Total 537 gp. 
   
  APL 8: Magic 979 gp; galeb duhr hammer (442 gp), 
  globe of sunlight (500 gp), glitter stone (37 gp); Total 979 
  gp. 
   
  APL 10: Magic 2145 gp; gloves of the titan’s grip 
  (1,166 gp), galeb duhr hammer (442 gp), globe of sunlight 
  (500 gp), glitter stone (37 gp); Total 2145 gp. 
   
  APL 12: Magic 3,478 gp; goggles of draconic vision 
  (1,333 gp), gloves of the titan’s grip (1,166 gp), galeb duhr 
  hammer (442 gp), globe of sunlight (500 gp), glitter stone 
  (37 gp); Total 3.478 gp. 
   
  Once the PCs have bypassed this trap, the passageway 
  winds on further eastward for a short distance. Go to Far 
  From the Tree, below. 
   
  C. Far from the Tree 
  By now, you suspect you have traveled several miles 
  eastward beneath the Iron Wood. The passageway 
  again opens into a large room, this one a roughly 
  circular room fifty feet across and twenty feet high. 
  Several narrow pillars support the ceiling here, 
  arranged in a circular pattern around the center of the 
  room. In the room’s center is an unmarked stone 
  table. 
   
  Several exits lead out from the eastern half of this 
  room. 
   
  Again, the DM should feel free to draw out this room on a 
  battlemat, but there are no dangers or items of interest 
  here. There are four exits opposite the one the PCs came 
  in. Their marks, along with accompanying translations if 
  the PCs can read them, are on Player Handout 8. 
   
  The correct exit is the northeast exit, as it is the farthest 
  exit from the mark that looks most like a tree. Following 
  the other exits leads to several abandoned rooms. 
   
  Assuming the PCs eventually learn that the northeast exit 
  is the correct one, it takes them right to the dungeons 
  beneath Castle Estival—or what is left of them. Go on to 
  the next Encounter. 
   
  6: THE RESERVOIR 
  The passages underneath the Iron Wood connect to the 
  expansive dungeons beneath Castle Estival. However, 
  due to Halmadar’s rituals drawing Oerthblood to the 
  surface, the Castle Estival dungeons are almost entirely 
  VER8-05 Quisling 
   
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  flooded with Oerthblood. The PCs must skirt the edge of 
  this underground lake of Oerthblood in order to access 
  the basement of Castle Estival. 
   
  However, the reservoir of Oerthblood is occupied by one 
  or more monsters made of amorphous blood. These 
  blood-monsters take the form of hydras, and are anxious 
  to attack any prey that comes near. 
   
  The dungeons were also the prison of Obmi the Wicked, 
  a foe of Halmadar. Halmadar transferred Obmi here once 
  he was elected Viscount. Although Halmadar expected 
  that being entombed in Oerthblood would render the 
  evil dwarf mindless and insane, Obmi possesses a 
  reservoir of will that Halmadar did not expect. As a result, 
  Obmi possesses enough intelligence to communicate 
  with the PCs, and he provides them with what assistance 
  he can. Elespeth knows that Obmi can provide this 
  assistance, which is the basis of her cryptic hint, “ask the 
  half-man about the half-woman.” 
   
  When the PCs arrive at this area, read the following: 
   
  Your travels have brought you to a section of 
  underground passages that seems far newer than most 
  of the dungeons beneath the Iron Wood. While those 
  passages are ancient, these seem merely centuries old. 
   
  The passage opens into a large, low underground 
  cavern. Much of the cavern appears filled with a 
  soupy reddish substance much like blood [PCs that 
  have played VER8-03 Darkness is Unbound recognize the 
  Oerthblood here]. Other exits peeking above the 
  pooled blood indicate that this was once a larger 
  dungeon complex, but it has been flooded with the 
  lake of blood. 
   
  A dry path skirts along the edge of the lake. At its far 
  end, a set of stairs extend steeply up, lit by a glowing 
  torch. 
   
  Note the layout of this battle on DM Map 4. Once the 
  PCs reach the indicated location, or if they venture into 
  the Oerthblood, the hydra(s) attack. 
    
  APL 4 (EL 7) 
   
  Gelatinous Six-Headed Hydra: hp 84; Appendix 1.  
   
  APL 6 (EL 9) 
   
  Gelatinous Six-Headed Hydras (2): hp 84 each; 
  Appendix 1.  
   
   
  APL 8 (EL 10) 
   
  Gelatinous Six-Headed Hydras (3): hp 84 each; 
  Appendix 1.  
   
  APLs 10 and 12 (EL 9) 
   
  Gelatinous Six-Headed Hydras (2): hp 84 each; 
  Appendix 1. Note that the combats at these APLs are not 
  intended to be an appropriate challenge for the PCs; this 
  combat should go by quickly. 
   
  Tactics: These monsters know little other than rushing at 
  living creatures and tearing them apart with their many 
  heads. They feel an instinctive connection to any PC that 
  has the Touched by Oerthblood AR entry. They attack 
  such targets in preference to all others, and receive a +2 
  circumstance bonus to hit and damage such PCs.  
    
  Treasure: These creatures have no treasure. 
   
  Development: Meeting Obmi. When the PCs have 
  defeated the hydras, a gelatinous, man-like form rises up 
  amid the Oerthblood. Read: 
   
  From the bloody pool, the gelatinous form of a dwarf 
  rises up. Before it can utter more than a few gargling 
  words, its gelatinous form loses coherency, and it 
  splashes back into the goo. With effort, it raises itself 
  into a man-like form again. “Enemies Halmadar are 
  friends mine” it says, before splashing back into goop 
  again. 
   
  Show the PCs the illustration of Obmi in Appendix 4: 
  Illustrations. Many PCs in the region know of Obmi the 
  Wicked, Hammer of Iuz, iron-bearded dwarven assassin. 
  It is fairly common knowledge that he was captured years 
  ago (during the March of Giants interactive) and 
  imprisoned beneath Castle Greyfist by the forces of 
  Viscount Langard. It should seem unusual to the PCs to 
  find him here. 
   
  All APLs 
   
  Obmi the Wicked, Gelatinous Dwarf: hp 16; AL N; 
  Int 4.  
   
  This repulsive, gelatinous creature is all that remains of 
  Obmi the Wicked. Obmi was captured by the forces of 
  good years ago, and he was imprisoned beneath Castle 
  Greyfist by Viscount Langard. Obmi easily escaped 
  imprisonment, but he used his imprisonment as a cover 
  identity: he would slip out of the dungeons of Castle 
  Greyfist and continue his murderous ways, retreating to 
  the dungeons to avoid detection. None would guess that a 
  prisoner of the Viscount was in fact on the loose. Obmi 
  preferred to keep the souls of those that he killed, 
  imprisoning them within onyx gems using a variant of 
  the trap the soul spell, and keeping the gems in a 
  “collection” maintained in a secret area in his cell beneath 
  Castle Greyfist. Obmi slaked his murderous thirst 
  without detection for several months, but he set his eyes 
  on a much bigger prize: the assassination of Lady Elinor 
  Asbury, wife of Lord Simon Milinous. The events of 
  VER6-06 Ties That Bind outline Obmi’s successful 
  attempt to trap Lady Asbury’s soul, which he kept with 
  his other “prizes” right underneath Castle Greyfist.  
   
  When Halmadar came to power as Viscount Estival, he 
  had new uses for the dungeons of Castle Greyfist. Obmi’s 
  VER8-05 Quisling 
   
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  ruse was discovered, as was his collection of soul gems. 
  Obmi was transferred here to the dungeons of Castle 
  Estival. His soul gems were taken as prizes by the vitreous 
  drinkers in the dungeon, and Obmi himself was left to 
  drown as the Oerthblood rose. Rather than drown, 
  however, the tenacious Obmi held on to life, fueled by his 
  hatred of Halmadar. 
   
  Now Obmi wants nothing more than to see Halmadar 
  unmasked and destroyed, but he lacks the intellect or the 
  cohesion to do much about it. Obmi’s Intelligence has 
  been reduced to 4, and he cannot keep a coherent form 
  for more than one round at a time. Interrupt any 
  conversation with Obmi with squelching noises to reflect 
  his continual temporary devolution into goop. 
   
  Obmi knows the following, and relates it to the PCs, for 
  so long as they are willing to put up with a conversation 
  with him: 
   
  • 
  Obmi was in prison beneath Castle Greyfist in 
  Verbobonc City until a few months ago (the 
  time when Wellborn Estival was made 
  Viscount, but Obmi does not know this—PCs 
  that succeed at a DC 15 Knowledge (local: VTF) 
  or Knowledge (history) can make this 
  connection). 
  • 
  At that time, a man Obmi knew as Halmadar 
  the Cruel removed him from the dungeons. 
  Halmadar seemed to be in charge; the castle 
  guards did as he said. 
  • 
  Halmadar also took several “prizes” that Obmi 
  had collected in prison. 
  • 
  Obmi declares that these “prizes” are pretty 
  black gems. 
  • 
  The “prizes” have people in them. (Obmi 
  cannot be more specific than this in his current 
  state.) 
  • 
  Obmi thought Halmadar was going to set him 
  free. Halmadar didn’t. He instead brought 
  Obmi here, took away his “prizes,” and left him 
  in the dungeons here. 
  • 
  Soon thereafter, Halmadar made a big ritual to 
  get power. The blood goo started to rise. Obmi 
  shouted, but no one came. Obmi drowned. 
  • 
  Obmi did not die, but became this gooey 
  creature. Halmadar does not know that Obmi 
  still lives. 
  • 
  Obmi is very angry at Halmadar. Obmi wants 
  Halmadar to die. 
  • 
  Obmi wants to help the PCs, if they hate 
  Halmadar. Obmi hates the PCs (particularly 
  those PCs he met in the past), but he hates 
  Halmadar more. 
  • 
  Obmi knows that one of his “prizes” has a 
  woman in it that is very smart and very 
  powerful. The woman can help the PCs. This is 
  Obmi’s response if the PCs ask about a “half-a-
  woman” from Elespeth’s prophetic guidance. 
  • 
  Obmi knows that his “prizes” are kept very 
  close. He can feel them.  
  • 
  Obmi wants the PCs to find his “prizes”, and 
  find the woman in the “prizes” that can help 
  them fight Halmadar. 
  • 
  The “prizes” all look alike. The woman is in the 
  one that glows brightest when you hold it. 
  • 
  You can make the woman talk to you if you 
  hold the “prize”. 
   
  Where To Next? 
  The PCs have little else to do here. Their only option is to 
  ascend the stairs.   
   
  7: THE THINGS IN THE 
  BASEMENT 
  Making their way upward from the dungeons, the PCs 
  find themselves in basement of Castle Estival. The map 
  for this level is provided on DM Map 5.  
   
  A. The Undercroft 
  When the PCs ascend the stairs into this area, read: 
   
  One could think that this room was made from the 
  shadows themselves. The room looks to be some sort 
  of noble crypt. The walls to the left and right are lined 
  with burial alcoves, each occupied with one or two 
  shadowy ravens who eye you impassively. Stone 
  pillars buttress the room, lending foundation to the 
  ceiling and obstruction to the eye. The movement of 
  light causes shadows to sway eerily. 
   
  This room is occupied by two vitreous drinkers, although 
  they are not immediately in sight of the PCs. They are 
  near the exit to Area B when the PCs ascend the stairs 
  here. 
   
  The vitreous drinkers likely immediately know the PCs 
  are present, due to their spectral ravens here. They use 
  their wands of invisibility in an effort to surprise the PCs. 
   
  When the vitreous drinkers appear, show the players the 
  illustration in Appendix 4: Illustrations. Note in 
  particular the drinkers’ powerful gaze attack, which 
  affects the PCs as soon as they can see the drinkers.  
   
  APLs 4 to 8 (EL special) 
   
  Advanced Vitreous Drinkers (2): hp 117 each; 
  Appendix 1. Tactics: These creatures do not stay to fight 
  the PCs. Each uses its tongue lash attack each round until 
  it has successfully afflicted a PC with its Eye Drinking 
  attack, and then uses a quickened dimension door to flee 
  the area. The PCs do not earn XP for defeating these 
  creatures at these APLs. 
   
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  APL 10 (EL 12) 
   
  Advanced Vitreous Drinkers (2): hp 117 each; 
  Appendix 1. Tactics: At this APL, only one of these two 
  creatures stays behind to fight the PCs, hoping to defeat 
  such powerful enemies of Halmadar and earn great favor. 
  The other vitreous drinker only stays until it has used its 
  tongue lash to successfully afflict a PC with its Eye 
  Drinking attack, and then it uses a quickened dimension 
  door to flee the area. The vitreous drinker that remains 
  uses its spell-like abilities to best effect against the PCs, 
  and only flees if reduced to less than 20 hit points. 
   
  APL 12 (EL 14) 
   
  Advanced Vitreous Drinkers (2): hp 117 each; 
  Appendix 1. Tactics: At this APL, both of these creatures 
  stay to fight the PCs, hoping to defeat such powerful 
  enemies of Halmadar and earn great favor. The vitreous 
  drinkers use their spell-like abilities to best effect against 
  the PCs, and flee if reduced to less than 20 hit points. 
   
  Treasure: The vitreous drinkers keep several torture 
  devices here, in order to more readily extract secrets. The 
  drinkers also have a few personal treasures, as follows: 
   
  All APLs: Loot 0 gp; Magic 174 gp; wand of 
  invisibility (10 charges) (2) (75 gp each), wand of mage 
  armor (10 charges) (2) (12 gp each); Total 174 gp. 
   
  B. Cellar 
  When the PCs enter this area, read: 
   
  It is readily apparent that this is the larder for the 
  castle above. Sacks, barrels, and foodstuffs lie here in 
  neat rows. 
   
  There is nothing of interest in this room.  It has recently 
  been accessed in order to provide provisions for the 
  pending march to Castle Greyfist (see Encounter 8). 
   
  C. The Cells 
  The door to this area has a small barred window in it, 
  looking into a hall filled with similar doors.  
   
  This area appears to be some type of castle prison, as 
  several cell doors can be seen. 
   
  The cell doors are all locked, requiring a DC 25 Open 
  Locks to open. These cells do not contain any prisoners, 
  but the southeast room does contain a wooden shelf with 
  several dozen onyx gemstones scattered on the shelves.  
  This is the remains of Obmi’s collection of soul gems (see 
  Encounter 6), which he collected with a modified version 
  of trap the soul. Although each of the gems contains a 
  soul, most are too attenuated to be able to communicate 
  with the PCs. If the gems are destroyed, these captive 
  souls are freed to go on to their ultimate reward. 
   
   
  Black Onyx soul gems: hardness 8, hp 15 each; 
  Break DC 24; each detects as moderate necromancy 
  magic. 
   
  One of the gems contains the strong soul of Lady Elinor 
  Asbury, wife of Lord Simon Milinous. If the PCs handle 
  this gem, it glows with a bright white light, and Lady 
  Asbury speaks in the mind of the PC.  She tells the PC, “I 
  am Lady Elinor Asbury, wife of Lord Simon Milinous. I 
  would speak to you, but I require a sacrifice of you in 
  order to take material form.” If the PC agrees, he or she 
  immediately takes 2 points of Charisma damage. A 
  ghostly image of Lady Asbury appears in the cell with the 
  PCs. 
   
  “Glad I am at last to be able to impart all that I have 
  learned. I see that you are intruders in this place, 
  which means you are no friend to Viscount Estival. 
  The Viscounty has been victim to a terrible duplicity. 
  A deathless warlord named Halmadar the Cruel has 
  ascended to the throne of Verbobonc in disguise. He 
  came to this land in the guise of Wellborn Estival 
  years ago, and has manipulated his way to the title of 
  Viscount. He has evil designs which would destroy 
  this land, and he must be stopped.” 
   
  The PCs likely have many questions for Lady Asbury. The 
  most likely of these questions, and Lady Asbury’s 
  answers, are as follows: 
   
  • 
  How did you get to be in this gem? (PCs who 
  played VER6-06 Ties That Bind already know 
  the answer to this.) I was tricked by foul magic. 
  Some evil enchanter ensorcelled a gift my 
  husband was to give to me; when I accepted it, I 
  was cast into this gem. I was in the collection of 
  Obmi the Wicked, an enemy of the Viscounty, 
  for many months. 
  • 
  How do you know all this? Although my soul 
  was bound to this gem, I found that I still 
  possessed my senses; I could see and hear from 
  the gem. I could also touch the minds of those 
  nearby. It soon became clear to me that no one 
  suspected this was the case. I overheard many 
  things, many important things that may save the 
  Viscounty in these dark days. 
  • 
  Tell us about Viscount Estival. Estival is a false 
  name from a long-dead house. To use the name 
  is to give support to his lie. The Viscount of 
  Verbobonc is now Halmadar the Cruel, servitor 
  of Vecna, and he must not be allowed to reign. 
  • 
  How did Halmadar do this? The extent of 
  Halmadar’s machinations is not clear to me; I 
  know that he was able to insinuate himself into 
  the nobility of Verbobonc with the aid of a 
  master forger, and he used vast wealth to buy 
  favor with other nobles and with the 
  adventurers of Verbobonc, who spoke to his 
  good name and arranged that he be appointed as 
  Viscount. 
  • 
  What is Halmadar’s plan? Halmadar seeks to 
  become closer to his god, Vecna. He hopes to 
  gain godlike power. He almost succeeded last 
  VER8-05 Quisling 
   
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  year, but was foiled by Magister Har of the 
  Wrinkle Academy and a few adventurers 
  Magister Har had selected. Halmadar’s plan now 
  involves the sacrifice of the blood of his master’s 
  greatest enemy. It is to take place at the heart of 
  Verbobonc sometime very soon, and it involves 
  some sort of blood flowing beneath the ground. 
  I do not know any more than this. 
  • 
  What should we do? If you have any allies 
  among the nobility, or anyone else that may be 
  of service to the good of Verbobonc, you must 
  summon their aid, tell them of Halmadar’s plan, 
  and make haste to Castle Greyfist to stop him. 
  • 
  Where is your body? My husband has my body 
  preserved in a shrine in our fair lands to the 
  southeast of here. I can feel it, ready to accept 
  my life force to return to it. 
  • 
  How do we get you back into your body? You 
  must destroy this gem, and my soul will be free 
  to return to my body. But please, do not do so 
  until I have answered all of the questions you 
  have. 
   
  If the PCs are playing this adventure at Last Weekend in 
  Verbobonc prior to the interactive VERI8-02 Assault on 
  Castle Greyfist, you should be sure to have Lady Asbury 
  include the following four comments in her conversation 
  with the PCs: 
  • 
  Halmadar is particularly concerned about an 
  organization called the Company of the Black 
  Rose—their attempts to arm and inform the 
  populace have made them a thorn in Halmadar’s 
  side. 
  • 
  Neither herself, nor Lord Milinous, nor Langard 
  have the necessary preparations to assault Castle 
  Greyfist. The PCs should seek out the Family 
  and the Company of the Black Rose.  These 
  organizations have been doing their best to 
  support the common man and lay up arms 
  against tyranny in recent weeks. 
  • 
  Most Bondsmen of House Estival are simply 
  misguided, not outright evil. Mercy should be 
  shown to the Bondsmen in the hopes that they 
  can be shown the error of their ways and join 
  the cause of right. 
  • 
  Lady Asbury has heard Halmadar speak of Lord 
  Willow Swan’s return in the Viscounty’s darkest 
  hour. Halmadar seems to fear Lord Willow 
  Swan’s return. 
   
  If the PCs have no more questions, Lady Asbury begs 
  them to destroy the gem so that her soul may return to 
  her body and her husband (the PCs may know that Lord 
  Milinous has become a sad shell of a man, pining for his 
  lost wife). If they do so, they earn the Reward of Lord 
  Milinous on the AR. 
   
  Lady Asbury also asks that the PCs destroy the other soul 
  gems as well, in order to release those souls to their final 
  reward.  The PCs may elect to keep the onyx gems 
  instead, but keeping even one of the gems gives the PCs 
  the Soul Keeper curse on the AR. Ask each PC that elects 
  to keep a soul gem how many they intend to keep 
  (minimum of 1, maximum of 10).  A DC 15 Appraise 
  check reveals that each gem is worth approximately 200 
  gp, and there are 45 gems available in total.  These gems 
  are not treasure in the typical sense, but provide extra 
  treasure on the AR (in exchange for a dire curse). 
   
  D. Stairs up to Courtyard 
  When the PCs ascend the stairs here, proceed to 
  Encounter 8. 
   
  8: MUSTERING OUT 
  If the PCs ascend to the ground floor of Castle Estival, 
  they encounter a massive number of Bondsmen 
  preparing to mobilize to Castle Greyfist in Verbobonc 
  City. Read the following once the PCs ascend the stairs 
  here: 
   
  Your advance up the stairs is concealed by several 
  large boxes and the noise of many men. Peering out 
  from behind the boxes, you see the courtyard of 
  Castle Estival. There are a staggering number of 
  Bondsmen here, all preparing weapons and readying 
  themselves for a march. Several clerics, holy symbols 
  of Vecna prominent, prepare the Bondsmen by 
  casting spells and preparing magical feasts. A few 
  mages—obvious by the fact that they are flying 
  around above the courtyard—also make preparations. 
   
  One of the generals present calls many of the troops 
  to order. “We’re moving out, Bondsmen. Off to 
  support the Master at Castle Greyfist in Verbobonc 
  City, and we’d best be there by the morrow if the 
  Master’s plan is to be successful. Bondsmen, march!” 
   
  You should discourage the PCs from attacking such an 
  obviously superior force of Bondsmen. The better 
  response is to counter their march to Castle Greyfist in 
  Verbobonc City itself (which is the subject of the 
  Interactive, VERI8-02 Assault on Castle Greyfist). If they 
  do attack despite your warnings, feel free to use 
  Bondsmen and Priestess statistics from the APL 12 
  version of this adventure to drive the PCs away down the 
  stairs. 
   
  The PCs are free to return to the dungeons from which 
  they came, or wait the hour or so until the Bondsmen 
  march, leaving Castle Estival virtually unguarded (and 
  therefore easy to escape). 
   
  Reward PCs interested in obtaining information about 
  the Bondsmen forces with troop numbers (several 
  hundred), weaponry (primarily small hand-to-hand 
  weapons) and support (several priests and mages). This 
  information is of use to the resistance during the attempt 
  VER8-05 Quisling 
   
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  to storm Castle Greyfist in VERI8-02 Assault on Castle 
  Greyfist. 
   
  CONCLUSION 
  This adventure is over when the PCs leave the basement 
  of Castle Estival by whichever method they prefer. The 
  PCs should have learned that Lord Wellborn Estival is 
  Halmadar the Cruel, and that he is undertaking some sort 
  of ritual at Castle Greyfist. An assault on Castle Greyfist is 
  imminent. 
   
  As long as the PCs report their discovery to any interested 
  party (including Langard), they receive a reward as 
  follows: 
   
   
  APL 4: Coin 325 gp. 
   
  APL 6: Coin 450 gp. 
   
  APL 8: Coin 650 gp. 
   
  APL 10: Coin 1,150 gp. 
   
  APL 12: Coin 1,650 gp. 
   
  The trail you have set upon this day has unearthed the 
  darkest secret in the Viscounty. The new Viscount 
  Wellborn Estival, appointed by an emissary of Veluna 
  and approved by the adventurers of the land, is none 
  other than Halmadar the Cruel, warlord and servitor 
  of Vecna. Halmadar’s plans are as yet unclear, but you 
  have the knowledge to stop him in his stronghold: 
  Castle Greyfist itself. 
   
  The End 
   
  COMPLETING THE 
  ADVENTURE RECORD 
  Here are the awards available on the Adventure Record 
  and how they are awarded. Note that different PCs may 
  receive different awards. 
   
  Touched by a Vitreous Drinker: Award this to PCs that 
  failed the save against a vitreous drinker’s Eye Drinking 
  attack, so long as the vitreous drinker was able to escape 
  (as killing the vitreous drinker eliminates the Eye 
  Drinking penalty). 
   
  Reward of Simon Milinous: Award this to all PCs if 
  Lady Asbury’s soul gem is destroyed or returned to 
  someone who would destroy it. If not, no PC earns this 
  reward. 
   
  Soul Keeper: Award this to any PC that elected to keep 
  any of the onyx gems.  This award is based on the number 
  of gems the PC  elected to keep (minimum 1, maximum 
  10).  You should confirm the number of onyx gems the 
  PC kept before they see the AR, and fill in that number. 
   
  Secret: Award this to all PCs that learned that Viscount 
  Wellborn Estival is actually Halmadar the Cruel. 
  VER8-05 Quisling 
   
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  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each PC. 
   
  3: The Smuggler 
  Defeat or talk down the Bondsmen of House Estival 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12 
  420 XP 
   
  5: Down the Hatch 
  Survive or bypass the pit trap 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
  APL 12 
  420 XP 
   
  6: The Reservoir  
  Defeat the gelatinous hydra(s) 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  300 XP 
  APL 10  
     0 XP 
  APL 12 
     0 XP 
   
  7: The Things in the Basement  
  Defeat or drive off the vitreous drinkers 
  APL 4  
     0 XP 
  APL 6  
     0 XP 
  APL 8  
     0 XP 
  APL 10  
  360 XP 
  APL 12 
  420 XP 
   
  Story Awards 
  PCs find Langard: 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12 
  105 XP 
   
  PCs speak to Lady Asbury’s soul: 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12 
  105 XP 
   
  Discretionary roleplaying award 
  APL 4  
  45 XP 
  APL 6  
  60 XP 
  APL 8  
  75 XP 
  APL 10  
  90 XP 
  APL 12 
  105 XP 
   
  Total Possible Experience 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,300 XP 
  APL 12 
  1,575 XP 
   
   
  TREASURE SUMMARY 
  During an adventure, PCs encounter treasure, usually 
  finding it in the possession of their foes. Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s 
  treasure. 
   
  The loot total is the number of gold pieces each PC 
  gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the PCs cannot take the time 
  to loot the bodies, they do not gain this gold. If you feel it 
  is reasonable that PCs can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, 
  and so on), PCs may return to retrieve loot. If the PCs do 
  not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each PC 
  gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because PCs may want to use them during the adventure. 
  Many times PCs must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it. Other times they may attempt to use the item 
  blindly. If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of 
  the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a PCs total and coin value increase 
  at the end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  3: The Smuggler 
  Loot the Bondsmen of House Estival 
   
  APL 4: Loot 162 gp; Magic 178 gp; cloak of elemental 
  protection (2) (83 gp each), potion of cure light wounds 
  (2) (4 gp each), potion of mage armor (4 gp); Total 343 gp. 
  VER8-05 Quisling 
   
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  APL 6: Loot 164 gp; Magic 360 gp; cloak of elemental 
  protection (4) (83 gp each), potion of cure light wounds 
  (4) (4 gp each), potion of mage armor (3) (4 gp each); Total 
  524 gp. 
   
  APL 8: Loot 26 gp; Magic 928 gp; +1 full plate (220 
  gp), anklet of translocation (3) (116 gp each), cloak of 
  elemental protection (4) (83 gp each), potion of cure light 
  wounds (4) (4 gp each), potion of mage armor (3) (4 gp 
  each); Total 954 gp. 
   
  APL 10: Loot 26 gp; Magic 1,219 gp; +1 full plate (220 
  gp), ring of mystic healing (291 gp), anklet of 
  translocation (3) (116 gp each), cloak of elemental 
  protection (4) (83 gp each), potion of cure light wounds 
  (4) (4 gp each), potion of mage armor (3) (4 gp each); Total 
  1,245 gp. 
   
  APL 12: Loot 28 gp; Magic 1,552 gp; +1 full plate (220 
  gp), periapt of wisdom +2 (333 gp), ring of mystic healing 
  (291 gp), anklet of translocation (3) (116 gp each), cloak of 
  elemental protection (4) (83 gp each), potion of cure light 
  wounds (4) (4 gp each), potion of mage armor (3) (4 gp 
  each); Total 1,580 gp. 
   
  5: Down the Hatch 
  Search the bottom of the pit. 
   
  APL 4: Magic 500 gp; globe of sunlight (500 gp); 
  Total 500 gp. 
   
  APL 6: Loot 537 gp; globe of sunlight (500 gp), glitter 
  stone (37 gp); Total 537 gp. 
   
  APL 8: Magic 979 gp; galeb duhr hammer (442 gp), 
  globe of sunlight (500 gp), glitter stone (37 gp); Total 979 
  gp. 
   
  APL 10: Magic 2,145 gp; gloves of the titan’s grip 
  (1,166 gp), galeb duhr hammer (442 gp), globe of sunlight 
  (500 gp), glitter stone (37 gp); Total 2,145 gp. 
   
  APL 12: Magic 3,478 gp; goggles of draconic vision 
  (1,333 gp), gloves of the titan’s grip (1,166 gp), galeb duhr 
  hammer (442 gp), globe of sunlight (500 gp), glitter stone 
  (37 gp); Total 3.478 gp. 
   
  7: The Things in the Basement 
  Loot the vitreous drinkers 
   
  All APLs: Loot 0 gp; Magic 174 gp; wand of 
  invisibility (10 charges) (2) (75 gp each), wand of mage 
  armor (10 charges) (2) (12 gp each); Total 174 gp. 
   
  Conclusion 
  Reward for their discovery: 
   
  APL 4: Coin 325 gp. 
   
  APL 6: Coin 450 gp. 
   
  APL 8: Coin 650 gp. 
   
  APL 10: Coin 1,150 gp. 
   
  APL 12: Coin 1,650 gp. 
   
  Treasure Cap 
  APL 4: 
  650 gp 
   
  APL 6: 
  900 gp 
   
  APL 8: 
  1,300 gp 
   
  APL 10: 
  2,300 gp 
   
  APL 12: 
  3,300 gp 
   
   
  Total Possible Treasure 
   
  APL 4: 
  1,242 gp 
   
  APL 6: 
  1,585 gp 
   
  APL 8: 
  2,757 gp 
   
  APL 10: 
  4,714 gp 
   
  APL 12: 
  6,882 gp 
   
  ADVENTURE RECORD ITEMS 
  Touched by a Vitreous Drinker: You have suffered the 
  touch of an undead monstrosity. Milky cataracts cover 
  your eyes. You cannot see more than 60 feet, and all 
  melee and ranged attacks you make within this range 
  have a 20% miss chance. This effect can be removed only 
  with a greater restoration or a miracle, or by destruction 
  of the drinker that stole your sight. 
   
  Reward of Lord Milinous: For restoring the soul of his 
  wife, Lady Elinor Asbury, Lord Milinous provides you 
  with 
  access 
  to 
  one 
  of 
  the 
  following 
  weapon 
  enhancements at half cost (all MIC): blindsighted, 
  chargebreaker, enervating, force, impact, impaling, 
  knockback, revealing, shadowstrike or whirling. 
   
  Soul Keeper: You have elected to keep ____ (number from 
  1 to 10) of the onyx gems which you know to contain the 
  souls of victims of Obmi the Wicked. The souls have 
  cursed you. Whenever you roll a natural 20, treat it as a 
  natural 1 instead. This curse afflicts you until you have 
  rolled a number of natural 20s equal to the number of 
  onyx gems you have kept. Your DM may rule that 
  frivolous rolls intended to extinguish this curse 
  prematurely (such as repetitive Search rolls in a safe area) 
  do not reduce this curse. There is no way to remove this 
  curse short of a miracle spell. Add 200 gp to the “Items 
  Sold” portion of this AR for each onyx gem which you 
  have kept.  
   
  Secret: This PC has learned that Viscount Wellborn 
  Estival is actually Halmadar the Cruel. 
   
   
  ITEM ACCESS 
  APL 4: 
  • 
  Cloak of elemental protection (Adventure; Magic 
  Item Compendium; 1,000 gp) 
  • 
  Globe 
  of 
  sunlight 
  (Adventure; 
  Magic 
  Item 
  Compendium; 6,000 gp) 
  • 
  Wand of invisibility (CL 3
  rd, 10 charges) (Adventure, 
  DMG, 900 gp)
    
  • 
  Wand of mage armor (CL 1
  st, 10 charges) (Adventure, 
  DMG, 150 gp)  
  APL 6 (APL 4 plus): 
  • 
  Glitter stone (Adventure; Magic Item Compendium; 
  450 gp) 
  APL 8 (APL 4-6 plus): 
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  • 
  Anklet of translocation (Adventure; Magic Item 
  Compendium; 1,400 gp) 
  • 
  Galeb duhr hammer (Adventure; Magic Item 
  Compendium; 5,312 gp) 
  APL 10 (APL 4-8 plus): 
  • 
  Gloves of the titan’s grip (Adventure; Magic Item 
  Compendium; 14,000 gp) 
  • 
  Ring of mystic healing (Adventure; Magic Item 
  Compendium; 3,500 gp) 
  APL 12 (APL 4-10 plus): 
  • 
  Goggles of draconic vision (Adventure; Magic Item 
  Compendium; 16,000 gp) 
   
   
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  APPENDIX 1 
  ALL APLS  
  6: THE RESERVOIR 
   
   
  G E L AT I N O US  S I X-H E AD E D  H Y D R A 
  CR  7 
  N Huge Aberration  
  Init –1; Senses blindsight 60 ft., darkvision 60 ft., low-
  light vision, scent; Listen +4, Spot +5 
  Languages None 
  AC 13, touch 7, flat-footed 13 
   (-1 Dex, -2 size, +5 natural) 
  hp 84 (6 HD) fast healing 16 
  Immune polymorph, stunning, flanking  
  Fort +10, Ref +1, Will +2; additional +4 against mind-
  affecting effects, poison, sleep and paralysis 
  Speed 10 ft. (2 squares), swim 10 feet 
  Melee 6 bites +8 melee (1d10+3 plus 1d8 acid)  
  Base Atk +6; Grp +17 
  Space 15 ft.; Reach 10 ft. 
  Atk Options Can attack with all heads even if moved or 
  charged during the round; Combat Reflexes (a 
  gelatinous hydra’s Combat Reflexes feat allows it to 
  use all its heads for attacks of opportunity) 
  Abilities Str 17, Dex 8, Con 26, Int 1, Wis 6, Cha 5  
  Feats Combat Reflexes, Iron Will, Toughness, Weapon 
  Focus (bite) 
  Skills Hide –2, Listen +4, Spot +5, Swim +11 
  Possessions none  
  Hydra Heads (Ex) A gelatinous hydra can be killed by 
  either severing all of its heads or by slaying its body. 
  See page 155 of the Monster Manual for details. 
  Resilient (Ex) Gelatinous hydras have less defined 
  shapes than the normal creatures they resemble. As 
  a result, it is more difficult to score crippling or killing 
  blows against them. A gelatinous hydra cannot be 
  flanked, takes 1d6 less damage from a successful 
  sneak attack, and takes only one-half of the 
  additional damage dealt by a critical hit. none  
  Description This beast resembles a great reptile with a 
  veritable forest of heads on long slender, necks. 
  However, the creature appears to consist of blood-
  like gelatinous goo, rather than flesh and bone. 
   
  8: THE THINGS IN THE BASEMENT 
   
   
  AD V AN CE D V I TRE O US  D RI NKE R 
  CR  12 
  NE Medium undead 
  Init +8; Senses darkvision 120 ft.; Listen +2, Spot +23 
  Languages Abyssal, Common, Draconic, Infernal 
  AC 33, touch 19, flat-footed 28 
   (+5 Dex, +4 deflection, +10 natural, +4 mage armor) 
  hp 117 (18 HD) DR 10/good 
  SR 22  
  Resist +6 turn resistance  
  Immune mind-affecting effects, poison, sleep, paralysis, 
  stunning, 
  disease, 
  death 
  effects, 
  critical 
  hits, 
  nonlethal damage, ability drain, ability damage, 
  energy drain, fatigue, exhaustion, death by massive 
  damage, any effect requiring a Fortitude save (except 
  those that work on objects)  
  Fort +10, Ref +16, Will +17 
  Speed 30 ft. (6 squares) 
  Melee tongue lash +15/+10 (2d4+1 plus eye drinking) 
  Base Atk +9; Grp +10 
  Space 5 ft.; Reach 10 ft. 
  Atk Options eye drinking, horrific gaze 
  Combat Gear wand of invisibility (10 charges), wand of 
  mage armor (10 charges) 
  Spell-like Abilities (CL 18th): 
   At will—arcane eye, detect thoughts (DC 16), 
  tongues 
   3/day—eyebite (DC 22), vampiric touch (+14 touch) 
   1/day—quickened dimension door, finger of death 
  (DC 21) 
  Abilities Str 12, Dex 20, Con —, Int 18, Wis 15, Cha 18  
  SQ spectral ravens, undead traits, unholy grace 
  Feats Ability Focus (eye drinking), Ability Focus 
  (eyebite), Improved Initiative, Lightning Reflexes, 
  Quicken Spell-Like Ability (dimension door), Weapon 
  Finesse, Weapon Focus (tongue lash)  
  Skills Balance +7, Bluff +10, Concentration +21, 
  Decipher 
  Script 
  +21, 
  Diplomacy 
  +17, 
  Gather 
  Information +19, Intimidate +19, Knowledge (arcana) 
  +18, Knowledge (local: VTF) +11, Knowledge 
  (nature) +8, Knowledge (religion) +8, Knowledge (the 
  planes) +8, Listen +2, Sense Motive +16, Spot +23, 
  Use Magic Device +21 (+23 scrolls)  
  Possessions combat gear plus cloak of charisma +2, 
  holy symbol of Vecna  
  Eye Drinking (Su) A vitreous drinker can use its lashing 
  tongue to magically steal a creature’s ability to see. 
  This ability has no effect on creatures that lack sight. 
  A creature struck by the drinker’s tongue must 
  succeed on a DC 25 Fortitude save. On a failed save, 
  the creature’s eyes become covered with thick, milky 
  cataracts. The creature cannot see farther than 60 
  feet, and all melee and ranged attacks it makes 
  within this range have a 20% miss chance. This 
  effect can be removed only with a greater restoration 
  or miracle, or by the destruction of the drinker that 
  stole the victim’s sight. The save DC is Charisma-
  based. 
   
   A creature who has its sight stolen has a –4 penalty 
  on Will saves made to resist the vitreous drinker’s 
  abilities and any of its spell-like abilities. The victim 
  cannot avert its eyes to avoid the drinker’s horrific 
  gaze (see below). 
   
   A vitreous drinker can see through the eyes of a 
  creature whose eyes it drinks, using the victim’s full, 
  normal sight. It does not suffer the restrictions and 
  penalties imposed on a victim of eye drinking. The 
  range and duration of this ability have no limit, though 
  the drinker can view through only one victim’s eyes at 
  a time. A drinker uses its own Spot skill to view 
  
  details through the victim’s eyes and benefits from its 
  darkvision. 
  Horrific Gaze (Su) A vitreous drinker’s disgusting 
  visage revolts even the strongest soul. A drinker has 
  a gaze attack with a range of 60 feet that causes a 
  creature to be nauseated for 1 round. A successful 
  DC 23 Fortitude save negates this effect, but a 
  creature must attempt another save each round it 
  remains within range of the gaze. The save DC is 
  Charisma-based. 
  Spectral 
  Ravens 
  (Su) 
  A 
  vitreous 
  drinker 
  is 
  accompanied at all times by spectral ravens that 
  serve the drinker unconditionally. The drinker shares 
  a powerful symbiotic link with the spectral ravens. It is 
  constantly aware of what they see and hear and can 
  direct them as a free action. The ravens are 
  incorporeal, and a vitreous drinker can control them 
  as long as they remain on the same plane as the 
  drinker. The ravens are not creatures, but rather 
  objects spawned by the drinker. Each raven has 5 hit 
  points and AC 15. Otherwise, treat them as 
  unattended, Tiny objects. A vitreous drinker is 
  accompanied by up to twenty-four ravens, and if any 
  are destroyed, the creature can restore them at a rate 
  of one per day. 
   
   The ravens have a fly speed of 100 feet and perfect 
  maneuverability. They cannot take independent 
  action, nor can they do anything to physically affect 
  the world around them. They exist solely to observe. 
  Unholy Grace (Su) A vitreous drinker adds its 
  Charisma modifier as a bonus on its saving throws 
  and as a deflection bonus to its AC. Included above.  
  Description This hunched, shambling figure might be 
  able to pas for human except for the bulging, wet 
  eyes that cover every inch of its skin and the long, 
  repulsively prehensile tongue that lolls from its gaping 
  mouth. Several translucent, shadowy ravens circle 
  the creatures head, their beaks open in silent cries. 
   
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  APL 4 AND 6  
  3: THE SMUGGLER 
   
   
  B O N D S M AN  O F H O US E  E S T I V AL 
  CR  4 
  Male human Monk 2/Fighter 2 
  LE Medium humanoid (human) 
  Init +5; Senses Listen +6, Spot +6 
  Languages Common 
  AC 16, touch 12, flat-footed 15 
   (+1 Dex, +1 Wis, +4 mage armor) 
  hp 33 (4 HD) 
  Fort +8, Ref +4, Will +6; evasion 
  Speed 30 ft. (6 squares) 
  Melee unarmed strike +7(1d6+3) or unarmed strike 
  +5/+5 (1d6+3) 
  Ranged javelin +4 (1d6+3) 
  Base Atk +3; Grp +6 
  Atk Options stunning fist 2/day (Fort DC 12)  
  Combat Gear cloak of elemental protection, potion of 
  cure light wounds, potion of mage armor 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8  
  Feats Combat Reflexes, Deflect Arrows, Dodge, 
  Improved Initiative, Improved Unarmed Strike, Iron 
  Will, Stunning Fist, Weapon Focus (unarmed 
  strike) 
  Skills Balance +8, Diplomacy +1, Jump +9, Listen +6, 
  Sense Motive +6, Spot +6, Tumble +9 
  Possessions 
  combat 
  gear 
  plus 
  javelins 
  (2), 
  manacles, signal whistle, uniform of a Bondsman 
  of House Estival   
   
  B O N D S M AN  P R I E S T E S S 
  CR  4 
  Female human Cleric of Vecna 5 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3; sight is limited to 
  60 ft. 
  Languages Common, Draconic 
  AC 22, touch 13, flat-footed 21 
   (+1 Dex, +8 armor, +1 shield, +2 deflection) 
  hp 48 (5 HD) 
  Fort +6, Ref +2, Will +7; +2 to saves from good 
  opponents 
  Speed 20 ft. (4 squares); 30 ft. (6 squares) with 
  Divine Vigor 
  Melee light mace +2 (1d6-1), 20% miss chance 
  Ranged heavy crossbow +4 (1d10), 20% miss 
  chance 
  Base Atk +3; Grp +2 
  Atk Options rebuke undead 2/day 
  Combat Gear cloak of elemental protection*, potion 
  of cure light wounds 
  Cleric Spells Prepared (CL 5th): 
  3rd—bestow curse (DC 16), cure serious wounds, 
  delay death* 
  2nd—calm emotions (DC 16), cure moderate 
  wounds, enthrall** (DC 15), sound burst (DC 15)  
  1st—command** (DC 15), cure light wounds, 
  protection from good, sanctuary (DC 14), shield 
  of faith  
   
  0—detect magic, detect poison, guidance, light, 
  mending 
  ** Domain spell. Domains: Destiny (As an immediate 
  action, grant an ally within 30 feet a reroll 1/day), 
  Tyranny (add 1 to the DC of all compulsion spells, 
  included above) 
  Pre-Cast Spells shield of faith (included in statistics), 
  protection from good (included in statistics), Divine 
  Vigor (included in statistics) 
  Abilities Str 8, Dex 12, Con 14, Int 13, Wis 16, Cha 
  10  
  Feats Divine Vigor*, Skill Focus (Concentration), Skill 
  Focus (Knowledge: Religion) 
  Skills Concentration +13, Heal +11, Knowledge 
  (religion) +12, Spellcraft +9 
  Possessions combat gear plus light mace, heavy 
  crossbow, masterwork full plate, masterwork light 
  steel shield, spell component pouch (2), manacles, 
  signal whistle, uniform of a Bondsman of House 
  Estival, holy symbol of Vecna  
  Afflicted by a Vitreous Drinker (Su) The Bondsman 
  Priestess has been afflicted by the eye drinking 
  ability of a vitreous drinker (see the stats in below). 
  The Bondsman Priestess’ eyes are covered with 
  thick, milky cataracts. She cannot see farther than 
  60 feet, and all melee and ranged attacks she 
  makes within this range have a 20% miss chance. 
  This effect can be removed only with a greater 
  restoration or miracle, or by the destruction of the 
  drinker that stole the victim’s sight. The CR of the 
  Bondsman Priestess has been reduced by 1 to 
  account for this debilitating condition. 
  * see Appendix 2: New Rules Items 
   
   
  
  APL 8 
  3: THE SMUGGLER 
   
   
  B O N D S M AN  O F H O US E  E S T I V AL 
  CR  6 
  Male human Monk 4/Fighter 2 
  LE Medium humanoid (human) 
  Init +5; Senses Listen +8, Spot +8 
  Languages Common 
  AC 16, touch 12, flat-footed 15 
   (+1 Dex, +1 Wis, +4 mage armor) 
  hp 47 (6 HD) 
  Fort +9, Ref +5, Will +7 (+9 enchantment); evasion 
  Speed 40 ft. (8 squares) 
  Melee unarmed strike +9 (2d6+3) or unarmed strike 
  +7/+7 (2d6+3) 
  Ranged javelin +6 (1d6+3) 
  Base Atk +5; Grp +8 
  Atk Options stunning fist 4/day (Fort DC 13)  
  Combat Gear cloak of elemental protection*, potion 
  of cure light wounds, potion of mage armor, anklet 
  of translocation* 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 
  8  
  SQ Ki strike (magic), slow fall 20 ft. 
  Feats Combat Reflexes, Deflect Arrows, Dodge, 
  Improved Initiative, Improved Natural Attack, 
  Improved Unarmed Strike, Iron Will, Stunning Fist, 
  Weapon Focus (unarmed strike) 
  Skills Balance +10, Diplomacy +1, Jump +13, Listen 
  +8, 
  Sense 
  Motive 
  +8, 
  Spot 
  +8, 
  Tumble 
  +11Possessions combat gear plus javelins (2), 
  manacles, signal whistle, uniform of a Bondsman 
  of House Estival   
  * see Appendix 2: New Rules Items 
   
  B O N D S M AN  P R I E S T E S S 
  CR  6 
  Female human Cleric of Vecna 5/Divine Oracle 2 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +3, Spot +3; sight is limited to 
  60 ft. 
  Languages Common, Draconic 
  AC 24, touch 14, flat-footed 23 
   (+1 Dex, +9 armor, +1 shield, +3 deflection) 
  hp 64 (7 HD) 
  Fort +6, Ref +4, Will +10; +2 to saves from good 
  opponents; prescient sense (as evasion, but armor 
  is not a limiting factor) 
  Speed 20 ft. (4 squares); 30 ft. (6 squares) with 
  Divine Vigor 
  Melee light mace +3 (1d6-1), 20% miss chance 
  Ranged heavy crossbow +5 (1d10), 20% miss 
  chance 
  Base Atk +4; Grp +3; freedom of movement 
  Atk Options rebuke undead 2/day 
  Combat Gear cloak of elemental protection*, potion 
  of cure light wounds 
  Cleric Spells Prepared (CL 7th): 
  4th—fear** (DC 17), freedom of movement 
  3rd—bestow curse (DC 16), cure serious wounds, 
  delay death*, prayer 
  2nd—calm emotions (DC 16), cure moderate 
  wounds, enthrall** (DC 15), sound burst (DC 15), 
  spiritual weapon (+7 to hit, 1d8+2/19-20 damage)  
  1st—bless, command** (DC 15), cure light wounds,  
  protection from good, sanctuary (DC 14), shield 
  of faith  
   
  0—cure minor wounds, detect magic, detect 
  poison, guidance, light, mending 
  ** Domain spell. Domains: Destiny (As an immediate 
  action, grant an ally within 30 feet a reroll 1/day), 
  Oracle (cast divination spells at +2 caster level), 
  Tyranny (add 1 to the DC of all compulsion spells, 
  included above) 
  Pre-Cast Spells shield of faith (included in statistics), 
  protection from good (included in statistics), 
  freedom of movement, Divine Vigor (included in 
  statistics) 
  Abilities Str 8, Dex 12, Con 14, Int 13, Wis 16, Cha 
  10  
  SQ prescient sense, scry bonus (+1 sacred bonus on 
  the DC of all scrying spells), trap sense +1 
  Feats Divine Vigor*, Lightning Reflexes, Skill Focus 
  (Concentration), Skill Focus (Knowledge: Religion) 
  Skills Concentration +15, Heal +13, Knowledge 
  (religion) +14, Spellcraft +11Possessions combat 
  gear plus light mace, heavy crossbow, +1 full plate, 
  masterwork light steel shield, spell component 
  pouch (2), manacles, signal whistle, uniform of a 
  Bondsman of House Estival, holy symbol of Vecna  
  Afflicted by a Vitreous Drinker (Su) The Bondsman 
  Priestess has been afflicted by the eye drinking 
  ability of a vitreous drinker (see the stats in below). 
  The Bondsman Priestess’ eyes are covered with 
  thick, milky cataracts. She cannot see farther than 
  60 feet, and all melee and ranged attacks she 
  makes within this range have a 20% miss chance. 
  This effect can be removed only with a greater 
  restoration or miracle, or by the destruction of the 
  drinker that stole the victim’s sight. The CR of the 
  Bondsman Priestess has been reduced by 1 to 
  account for this debilitating condition. 
  * see Appendix 2: New Rules Items 
    
   
    
   
   
   
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  APL 10 
  3: THE SMUGGLER 
   
   
  B O N D S M AN  O F H O US E  E S T I V AL 
  CR  8 
  Male human Monk 4/Fighter 4 
  LE Medium humanoid (human) 
  Init +6; Senses Listen +8, Spot +8 
  Languages Common 
  AC 20, touch 16, flat-footed 18 
   (+2 Dex, +1 Wis, +4 mage armor, +3 deflection) 
  hp 63 (8 HD) 
  Fort +10, Ref +6, Will +6 (+8 enchantment); evasion 
  Speed 40 ft. (8 squares) 
  Melee unarmed strike +14 (2d6+8) or unarmed strike 
  +14/+14/+9 (2d6+8) 
  Ranged javelin +11 (1d6+6) 
  Base Atk +7; Grp +10 
  Atk Options stunning fist 4/day (Fort DC 13)  
  Combat Gear cloak of elemental protection*, potion 
  of cure light wounds, potion of mage armor, anklet 
  of translocation* 
  Pre-Cast Spells righteous wrath of the faithful 
  (included in statistics above), mass shield of faith* 
  (included in statistics above) 
  Abilities Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 
  8  
  SQ Ki strike (magic), slow fall 20 ft. 
  Feats Combat Reflexes, Deflect Arrows, Dodge, 
  Improved Initiative, Improved Natural Attack, 
  Improved Unarmed Strike, Stunning Fist, Sun 
  School*, Weapon Focus (unarmed strike), Weapon 
  Specialization (unarmed strike) 
  Skills Balance +10, Diplomacy +1, Jump +13, Listen 
  +8, Sense Motive +8, Spot +8, Tumble +13 
  Possessions 
  combat 
  gear 
  plus 
  javelins 
  (2), 
  manacles, signal whistle, uniform of a Bondsman 
  of House Estival   
  * see Appendix 2: New Rules Items 
   
  B O N D S M AN  P R I E S T E S S 
  CR  8 
  Female human Cleric of Vecna 6/Divine Oracle 3 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +4, Spot +4; sight is limited to 
  60 ft. 
  Languages Common, Draconic 
  AC 26, touch 14, flat-footed 25 
   (+1 Dex, +9 armor, +3 shield, +3 deflection) 
  hp 81 (9 HD) 
  Fort +8, Ref +6, Will +13; +2 to saves from good 
  opponents; prescient sense (as evasion, but armor 
  is not a limiting factor) 
  Speed 20 ft. (4 squares); 30 ft. (6 squares) with 
  Divine Vigor 
  Melee light mace +7/+7 (1d6+2), 20% miss chance 
  Ranged heavy crossbow +9 (1d10+3), 20% miss 
  chance 
  Base Atk +5; Grp +4; freedom of movement 
  Atk Options rebuke undead 2/day 
  Combat Gear cloak of elemental protection*, potion 
  of cure light wounds, ring of mystic healing* 
  Cleric Spells Prepared (CL 9th): 
  5th—greater command** (DC 20), righteous wrath 
  of the faithful* 
  4th—cure critical wounds, fear** (DC 18), freedom 
  of movement, mass shield of faith* 
  3rd—bestow curse (DC 17), cure serious wounds, 
  delay death*, magic vestments, prayer 
  2nd—calm emotions (DC 17), cure moderate 
  wounds (2), enthrall** (DC 16), sound burst (DC 
  16), spiritual weapon (+9 to hit, 1d8+3/19-20 
  damage)  
  1st—bless, command** (DC 16), cure light wounds, 
  (2), protection from good, sanctuary (DC 15)  
   
  0—cure minor wounds, detect magic, detect 
  poison, guidance, light, mending 
  ** Domain spell. Domains: Destiny (As an immediate 
  action, grant an ally within 30 feet a reroll 1/day), 
  Oracle (cast divination spells at +2 caster level), 
  Tyranny (add 1 to the DC of all compulsion spells, 
  included above) 
  Pre-Cast Spells mass shield of faith* (included in 
  statistics), protection from good (included in 
  statistics), righteous wrath of the faithful (on all 
  allies, 
  included 
  in 
  statistics 
  above), 
  magic 
  vestments (on light steel shield, included in 
  statistics above), freedom of movement, Divine 
  Vigor* (included in statistics) 
  Abilities Str 8, Dex 12, Con 14, Int 13, Wis 18, Cha 
  10  
  SQ divination enhancement (roll twice for divination 
  spells), prescient sense, scry bonus (+1 sacred 
  bonus on the DC of all scrying spells), trap sense 
  +1 
  Feats Divine Vigor*, Lightning Reflexes, Skill Focus 
  (Concentration), Skill Focus (Knowledge: Religion) 
  Skills Concentration +17, Heal +15, Knowledge 
  (religion) +16, Spellcraft +13 
  Possessions combat gear plus light mace, heavy 
  crossbow, +1 full plate, masterwork light steel 
  shield with magic vestments, spell component 
  pouch (2), manacles, signal whistle, uniform of a 
  Bondsman of House Estival, holy symbol of Vecna  
  Afflicted by a Vitreous Drinker (Su) The Bondsman 
  Priestess has been afflicted by the eye drinking 
  ability of a vitreous drinker (see the stats in below). 
  The Bondsman Priestess’ eyes are covered with 
  thick, milky cataracts. She cannot see farther than 
  60 feet, and all melee and ranged attacks she 
  makes within this range have a 20% miss chance. 
  This effect can be removed only with a greater 
  restoration or miracle, or by the destruction of the 
  drinker that stole the victim’s sight. The CR of the 
  Bondsman Priestess has been reduced by 1 to 
  account for this debilitating condition. 
    * see Appendix 2: New Rules Items 
   
   
  VER8-05 Quisling 
   
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  APL 12 
  3: THE SMUGGLER 
   
   
  B O N D S M AN  O F H O US E  E S T I V AL 
  CR  10 
  Male human Monk 4/Fighter 4/Drunken Master 2 
  LE Medium humanoid (human) 
  Init +6; Senses Listen +8, Spot +8 
  Languages Common 
  AC 20, touch 16, flat-footed 18 
   (+2 Dex, +1 Wis, +4 mage armor, +3 deflection) 
  hp 87 (10 HD) 
  Immune fear, poison 
  Fort +13, Ref +9, Will +7 (+9 enchantment); evasion; 
  +2 to saves from good opponents 
  Speed 40 ft. (8 squares) 
  Melee unarmed strike +16 (2d6+9) or improvised 
  weapon +11/+11/+6 (2d6+9+1d4) or unarmed 
  strike +16/+16/+11 (2d6+9) 
  Ranged javelin +12 (1d6+7) 
  Base Atk +8; Grp +12; freedom of movement 
  Atk Options stunning fist 4/day (Fort DC 13), drink 
  like a demon, stagger  
  Combat Gear cloak of elemental protection*, potion 
  of cure light wounds, potion of mage armor, anklet 
  of translocation*, two flasks of brandy 
  Pre-Cast Spells mass shield of faith* (included in 
  statistics), protection from good (included in 
  statistics), righteous wrath of the faithful (included 
  in statistics above), heroes’ feast, freedom of 
  movement 
  Abilities Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 
  8  
  SQ Ki strike (magic), slow fall 20 ft. 
  Feats Combat Reflexes, Deflect Arrows, Dodge, 
  Great Fortitude, Improved Initiative, Improved 
  Natural Attack, Improved Unarmed Strike, Stunning 
  Fist, Sun School*, Weapon Focus (unarmed 
  strike), Weapon Specialization (unarmed strike) 
  Skills Balance +10, Diplomacy +1, Jump +13, Listen 
  +8, Sense Motive +8, Spot +8, Tumble +13 
  Possessions combat gear plus gauntlets of ogre 
  power, javelins (2), manacles, signal whistle, 
  uniform of a Bondsman of House Estival   
  Drink Like a Demon (Ex) A drunken master’s body 
  handles alcohol differently from other people. He 
  can drink a large tankard of ale, a bottle of wine, or 
  a corresponding amount of stronger alcohol as a 
  move action. Every bottle or tankard he consumes 
  during combat reduces his wisdom and intelligence 
  by 2 points each, but increases his Strength or 
  Constitution (PC’s choice) by 2 points. A drunken 
  master may benefit from a number of drinks equal 
  to his class level. The duration of both the penalty 
  and the bonus is a number equal to the PC’s 
  drunken master level +3 
  Improvised Weapons (Ex) While bottles and 
  tankards 
  are 
  a 
  drunken 
  master’s 
  preferred 
  improvised weapons, he can use furniture, farm 
  implements, or nearly anything else at hand to 
  attack his foes. A drunken master’s improvised 
  weapons deals as much damage as his unarmed 
  strike plus an extra 1d4 points. Most improvised 
  weapons deal bludgeoning damage, although 
  some (a broken glass bottle, for example) would 
  deal piercing or slashing damage. When a drunken 
  master rolls a natural 1 on an attack roll while using 
  an improvised weapon, that weapon breaks apart 
  and becomes useless 
  Stagger (Ex)  By tripping, stumbling, and staggering 
  a drunken master of 2nd level or higher can make 
  a charge attack that surprises his opponents. This 
  ability has two beneficial aspects:  First, the charge 
  need not be in a straight line, even though the PC 
  can still move up to twice his speed. Second, if a 
  drunken master makes a DC 15 tumble check 
  before beginning a charge, his movement through 
  threatened squares provokes no attacks of 
  opportunity. 
  * see Appendix 2: New Rules Items 
   
  B O N D S M AN  P R I E S T E S S 
  CR  10 
  Female human Cleric of Vecna 6/Divine Oracle 
  4/Contemplative of Vecna 1 
  NE Medium humanoid (human) 
  Init +5; Senses Listen +4, Spot +4; sight is limited to 
  60 ft. 
  Languages Common, Draconic 
  AC 26, touch 14, flat-footed 26 
   (+1 Dex, +9 armor, +3 shield, +3 deflection); 
  uncanny dodge 
  hp 107 (11 HD) 
  Immune disease, fear, poison 
  Fort +8, Ref +6, Will +16; +2 to saves from good 
  opponents; prescient sense (as evasion, but armor 
  is not a limiting factor) 
  Speed 20 ft. (4 squares); 30 ft. (6 squares) with 
  Divine Vigor 
  Melee light mace +8/+8/+3 (1d6+2), 20% miss 
  chance 
  Ranged heavy crossbow +10 (1d10+3), 20% miss 
  chance 
  Base Atk +6; Grp +5; freedom of movement 
  Atk Options rebuke undead 2/day, Madness domain 
  (add +5 to any Wisdom-based skill check or Will 
  save 1/day) 
  Combat Gear cloak of elemental protection, potion of 
  cure light wounds, ring of mystic healing 
  Cleric Spells Prepared (CL 11th): 
  6th— heroes’ feast, warp destiny* 
  5th—greater command** (DC 21), mass cure light 
  wounds, mass shield of faith*, righteous wrath of 
  the faithful* 
  4th—confusion** (DC 20), freedom of movement (4) 
  3rd—bestow curse (DC 18), cure serious wounds, 
  (2), delay death*, magic vestments, prayer 
  2nd—calm emotions (DC 18), cure moderate 
  wounds (2), enthrall** (DC 17), sound burst (DC 
  17), spiritual weapon (+11/+5 to hit, 1d8+3/19-20 
  damage)  
  VER8-05 Quisling 
   
  Page 29 
  
  1st—bless, command** (DC 17), cure light wounds, 
  protection from good (4), sanctuary (DC 16)  
   
  0—cure minor wounds, detect magic, detect 
  poison, guidance, light, mending 
  ** Domain spell. Domains: Destiny (As an immediate 
  action, grant an ally within 30 feet a reroll 1/day), 
  Madness (act with clarity of madness 1/day), 
  Oracle (cast divination spells at +2 caster level), 
  Tyranny (add 1 to the DC of all compulsion spells, 
  included above) 
  Pre-Cast Spells mass shield of faith* (included in 
  statistics), protection from good (included in 
  statistics), righteous wrath of the faithful (on all 
  allies, 
  included 
  in 
  statistics 
  above), 
  magic 
  vestments (on light steel shield, included in 
  statistics above), heroes’ feast, freedom of 
  movement, Divine Vigor (included in statistics) 
  Abilities Str 8, Dex 12, Con 14, Int 13, Wis 20, Cha 
  10  
  SQ divination enhancement (roll twice for divination 
  spells), prescient sense, scry bonus (+1 sacred 
  bonus on the DC of all scrying spells), trap sense 
  +1 
  Feats Divine Vigor*, Improved Initiative, Lightning 
  Reflexes, Skill Focus (Concentration), Skill Focus 
  (Knowledge: Religion) 
  Skills Concentration +19, Heal +16, Knowledge 
  (religion) +18, Spellcraft +15Possessions combat 
  gear plus light mace, heavy crossbow, +1 full plate, 
  masterwork light steel shield with magic vestments, 
  periapt of wisdom +2, spell component pouch (2), 
  manacles, signal whistle, uniform of a Bondsman 
  of House Estival, holy symbol of Vecna  
  Afflicted by a Vitreous Drinker (Su) The Bondsman 
  Priestess has been afflicted by the eye drinking 
  ability of a vitreous drinker (see the stats in below). 
  The Bondsman Priestess’ eyes are covered with 
  thick, milky cataracts. She cannot see farther than 
  60 feet, and all melee and ranged attacks she 
  makes within this range have a 20% miss chance. 
  This effect can be removed only with a greater 
  restoration or miracle, or by the destruction of the 
  drinker that stole the victim’s sight. The CR of the 
  Bondsman Priestess has been reduced by 1 to 
  account for this debilitating condition. 
  * see Appendix 2: New Rules Items 
   
  5: DOWN THE HATCH 
   
   
  AD V AN CE D G RE AT E R U M BR AL  H O UN D 
  CR  10 
  NE Medium undead (Incorporeal) 
  Init +3; Senses darkvision 60 ft.; Listen +17, Spot 
  +17 
  Languages None 
  AC 15, touch 15, flat-footed 12 
   (+3 Dex, +2 deflection) 
  hp 110 (17 HD) 
  Immune 
  mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, stunning, disease, death effects, critical 
  hits, nonlethal damage, ability drain, ability 
  damage, energy drain, fatigue, exhaustion, death 
  by massive damage, any effect requiring a 
  Fortitude save (except those that work on objects), 
  tripping, grappling, falling  
  Fort +5, Ref +8, Will +11 
  Speed fly 40 ft. (8 squares) (good) 
  Melee incorporeal touch +11 melee (1d8 times 1.5 
  Strength damage)  
  Base Atk +9; Grp — 
  Atk Options Spring Attack, Elusive Target 
  Abilities Str —, Dex 16, Con —, Int 6, Wis 12, Cha 
  15  
  Feats Alertness, Dodge, Elusive Target*, Empowered 
  Ability Damage*, Mobility, Spring Attack 
  Skills Hide +14 (+18 in shadowy areas, +10 in 
  brightly lit areas), Listen +17, Search +6, Spot +17  
  Possessions none  
  Strength Damage (Su) The touch of a greater umbral 
  hound deals 1d8 points of Strength damage to a 
  living foe (multiplied by 1.5 due to the greater 
  umbral hound’s Empowered Ability Damage feat). 
  A creature reduced to Strength 0 by a greater 
  umbral hound dies. This is a negative energy 
  effect. 
  Create Spawn (Su) Any animal reduced to Strength 0 
  by a greater umbral hound becomes a greater 
  umbral hound (use statistics for a greater shadow) 
  under the control of its killer within 1d4 rounds. 
  * see Appendix 2: New Rules Items 
   
   
   
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  VER8-05 Quisling 
   
  Page 31 
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Divine Vigor 
   
  You can channel energy to increase your speed 
  and durability. 
   
  Prerequisite: Turn or rebuke undead ability. 
   
  Benefit: As a standard action, spend one of your 
  turn or rebuke undead attempts to increase your base 
  speed by 10 feet and gain +2 temporary hit points per 
  PC level. These effects last a number of minutes equal 
  to your Charisma modifier. 
   
  Source: Complete Warrior 
   
  Elusive Target [Tactical] 
   
  Trying to land a blow against you can be a 
  maddening experience. 
   
  Prerequisites: Dodge, Mobility, base attack bonus 
  +6. 
   
  Benefit: The Elusive Target feat enables the use of 
  three tactical maneuvers: 
   
  Negate Power Attack: To use this maneuver, you 
  must designate a specific foe to be affected by your 
  Dodge feat. If that foe uses the Power Attack feat 
  against you, the foe gains no bonus on the damage roll 
  but still takes the corresponding penalty on the attack 
  roll. 
   
  Diverting Defense: To use this maneuver, you 
  must be flanked and you must designate one of the 
  flanking attackers to be affected by your Dodge feat. 
  The first attack of the round from the designated 
  attacker automatically misses you and may strike the 
  other flanking foe instead; the attacking creature 
  makes an attack roll normally, and its ally is considered 
  flat-footed. If the designated attacker is making a full 
  attack against you, its second and subsequent attacks 
  function normally. 
   
  Cause Overreach: To use this maneuver, you must 
  provoke an attack of opportunity from a foe by moving 
  out of a threatened square. If the foe misses you, you 
  can make a free trip attempt against this foe, and the 
  foe does not get a chance to trip you if your attempt 
  fails. 
   
  Source: Complete Warrior 
   
  Empowered Ability Damage [Monstrous] 
   
  Your ability damage (or ability drain) special attack 
  is more potent than normal. 
   
  Prerequisites: Cha 11, undead type, incorporeal 
  subtype, supernatural ability to drain or damage an 
  ability score. 
   
  Benefit: All variable, numeric effects of an 
  empowered ability damage or ability drain special 
  attack are increased by 50%. For example, an allip with 
  this feat drains 1-1/2 times the normal amount of 
  Wisdom (roll 1d4 and multiply the result by 1-1/2). 
   
  Source: Libris Mortis 
   
  Sun School [Tactical] 
   
  You have learned a number of esoteric martial arts 
  techniques inspired by the sun. 
   
  Prerequisites: Flurry of blows ability, base attack 
  bonus +4. 
   
  Benefit: The Sun School feat enables the use of 
  three tactical maneuvers. 
   
  Inexorable Progress of Dawn: To use this 
  maneuver, you must hit the same foe with the first two 
  unarmed attacks from a flurry of blows. If you do, your 
  foe must move back 5 feet, and you may move 5 feet 
  forward if you wish. This movement does not provoke 
  an attack of opportunity for either PC. 
   
  Blinding Sun of Noon: To use this maneuver, you 
  must successfully stun the same foe with an unarmed 
  attack two rounds in a row. In addition to being 
  stunned, that enemy is confused for 1d4 rounds 
  thereafter. 
   
  Flash of Sunset: To use this maneuver, you must 
  move adjacent to a foe instantly, as with a dimension 
  door spell or the monk’s abundant step class feature. If 
  you do so, you can immediately make a single attack at 
  your highest attack bonus against that foe.  
   
  Source: Complete Warrior 
   
  MAGIC ITEMS 
  Anklet of Translocation 
   
  An anklet of translocation allows you to make 
  short dimensional hops. When it is activated (as a swift 
  action), you can instantly teleport (with no chance of 
  error) up to 10 feet. The new space must be within line 
  of sight and line of effect. 
  You can't use the anklet to move into a space 
  occupied by another creature, nor can you teleport into 
  a solid object; if you attempt to do so, the anklet's 
  activation is wasted. You can bring along objects 
  weighing up to your maximum load, but you can't 
  bring another creature with you. 
  An anklet of translocation functions two times per 
  day.  
   
  Moderate (DC 18) conjuration; CL 7th; Craft 
  Wondrous Item, dimension door; Price 1,400 gp; 
  Weight —. 
   
  Source: Magic Item Compendium 
   
  Cloak of Elemental Protection  
   
  When you activate a cloak of elemental protection 
  (as an immediate action), you gain resistance 10 against 
  a single energy type of your choice (acid, cold, 
  electricity, fire or sonic). This protection lasts until the 
  start of your next turn. 
   
  A cloak of elemental protection functions once per 
  day. You must wear a cloak of elemental protection for 
  24 hours before you can access its abilities. If it is taken 
  off, it becomes inactive until worn for an additional 24 
  hours. 
  
   
  Faint (DC 16) abjuration; CL 3
  rd; Craft Wondrous 
  Item, resist energy; Price 1,000 gp; Weight 1 lb. 
   
  Source: Magic Item Compendium 
   
  Galeb Duhr Hammer  
   
  A galeb duhr hammer acts as a +1 
  warhammer. In addition, if you have the stonecunning 
  racial ability, the hammer gains an extra ability. 
  Whenever you score a critical hit with a galeb duhr 
  hammer against a creature standing on the ground, the 
  surface your target is standing on attempts to hold the 
  creature in place. For 5 rounds, the victim's speed falls 
  to 5 feet and it takes a -2 penalty on attack rolls and to 
  AC. 
   
  Moderate (DC 20) transmutation; CL 10
  th; Craft 
  Magic Arms and Armor, stone shape; Price 5,312 gp; 
  Weight 15 lbs. 
   
  Source: Magic Item Compendium 
   
  Glitter Stone  
   
  A glitter stone renders hidden creatures visible. 
  The stone must be thrown (range increment 10 feet) or 
  hurled from a sling (using that weapon's normal range 
  increment) as a ranged touch attack. When the stone 
  strikes its target or a hard surface, it deals no damage, 
  but explodes in a 10-foot-radius burst of glittering 
  shards. All invisible creatures in the area become 
  coated in glittery dust, making them visible for 3 
  rounds. Any coated creature takes a -40 penalty on 
  Hide checks for the duration of the effect. 
   
  Faint (DC 16) conjuration; CL 3
  rd; Craft Wondrous 
  Item, glitterdust; Price 450 gp; Weight 15 lbs. 
   
  Source: Magic Item Compendium 
   
  Globe of Sunlight  
   
  You can hurl a globe of sunlight up to 50 feet. 
  When it arrives at the end of its trajectory, it detonates 
  as a sunburst spell (Reflex DC 22 partial), except that 
  the radius of the burst is only 40 feet. Once activated, 
  the globe is expended and cannot be used again. 
   
  Strong (DC 22) evocation; CL 15
  th; Craft Wondrous 
  Item, sunburst; Price 6,000 gp; Weight 1 lb. 
   
  Source: Magic Item Compendium 
   
  Gloves of the Titan’s Grip  
   
  While wearing these gloves, you gain a +8 
  enhancement bonus on grapple checks. These gloves 
  automatically activate when you enter a grapple, and 
  the effect lasts for 7 rounds. 
   
  This ability functions three times per day. 
   
  Moderate (DC 19) transmutation; CL 9
  th; Craft 
  Wondrous Item, bull’s strength; Price 14,000 gp; 
  Weight 2 lbs. 
   
  Source: Magic Item Compendium 
   
  Goggles of Draconic Vision  
   
  Goggles of draconic vision grant you a +5 bonus on 
  Spot checks, low-light vision, and darkvision out to 60 
  feet. In addition, while wearing them, you cannot be 
  blinded by the cloud a hovering dragon creates 
  (though the cloud still provides concealment for all 
  within it). These are continuous effects and require no 
  activation. 
   
  Once per day, you can activate the goggles (a 
  standard action) to grant you blindsense out to 30 feet 
  for 1 minute. 
   
  Moderate (DC 19) transmutation; CL 9
  th; Craft 
  Wondrous Item, dragonsight; Price 16,000 gp; Weight 
  1 lb. 
   
  Source: Magic Item Compendium 
   
  Ring of Mystic Healing  
   
  A ring of mystic healing provides a boost to your 
  healing spells. When casting cure spells, you gain a +1 
  competence bonus to your caster level. This is a 
  continuous effect and requires no activation. 
   
  In addition, this ring has 3 charges, which are 
  renewed each day at dawn. Spending 1 or more charges 
  (as an swift action) grants a bonus to the damage healed 
  by the next cure spell you cast before the end of your 
  next turn. 
   
  1 charge: +2d6 points of healing. 
   
  2 charges: +3d6 points of healing. 
   
  3 charges: +4d6 points of healing. 
   
  Faint (DC 17) conjuration; CL 5th; Forge Ring, 
  cure serious wounds; Price 3,500 gp; Weight —. 
   
  Source: Magic Item Compendium 
   
  SPELLS 
  Delay Death 
  Necromancy 
  Level: Cleric 4, Destiny 3 
  Components: V, S, DF 
  Casting Time: 1 immediate action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature 
  Duration: 1 round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
   
  You gesture toward your ally and call upon the 
  power of your beliefs. A soft, golden glow appears on 
  your companion’s chest, around his heart. 
   
  The subject of this powerful spell is unable to die 
  from hit point damage. While under the protection of 
  this spell, the normal limit of –9 hit points before a PC 
  dies is extended without limit. A condition or spell that 
  destroys enough of the subject’s body so as to not allow 
  raise dead to work, such as a disintegrate effect, still 
  kills the creature, as does death brought about by 
  ability score damage, level drain, or a death effect. 
   
  The spell does not prevent the subject from 
  entering the dying state by dropping to –1 hit points. It 
  merely prevents death as a result of hit point loss. 
   
  If the subject has fewer than –9 hit points when 
  the spell’s duration expires, then it dies instantly. 
   
  Source: Spell Compendium 
   
  Righteous Wrath of the Faithful 
  Enchantment (Compulsion) [Mind-Affecting] 
  VER8-05 Quisling 
   
  Page 32 
  
  Level: Cleric 5 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Target: Allies within a 30-ft.-radius burst centered on 
  you 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
   
  When you cast this spell, you fire your allies and 
  companions with a divine madness or fury, greatly 
  enhancing their combat ability. 
   
  Allies gain one additional melee attack each 
  round, at their highest attack bonus, when making a 
  full attack. (This additional attack is not cumulative 
  with other effects that grant extra attacks, such as the 
  haste spell.) They also gain a +3 morale bonus on melee 
  attack rolls and damage rolls. (This bonus on melee 
  attack rolls does stack with the bonus provided by 
  haste.) 
   
  Source: Spell Compendium 
   
  Shield of Faith, Mass 
  Abjuration 
  Level: Cleric 4 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Targets: One creature/level, no two of which are more 
  than 30 feet apart 
   
   
  You hold your arms aloft and implore the powers 
  you venerate. Your comrades are bathed in silver light, 
  and over their hears appears the symbol of your god, 
  showing the deity’s protection. 
   
  This spell functions like shield of faith (PH 278), 
  except that it affects multiple allies at a distance. 
   
  Source: Spell Compendium 
   
  Warp Destiny 
  Transmutation 
  Level: Destiny 6 
  Components: V, S 
  Casting Time: 1 immediate action 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
   
   
  You reshape your personal fate to potentially avoid 
  some tragic action, but the ripples caused in your 
  destiny have unpleasant side effects for a brief period. 
  After learning the result of a saving throw that you 
  have rolled, you may cast this spell to reroll the save, 
  but with an insight bonus equal to your caster level 
  (maximum +20). Alternatively, if you are struck in 
  combat you can apply the insight bonus to your AC 
  against the attack (even if flat-footed); if your new AC 
  exceeds the attack roll, the attack misses you. 
   
  Casting this spell has a side effect: until the start of 
  your next turn, you take a –4 penalty on all saving 
  throws and to your AC. 
   
  Source: Races of Destiny 
   
   
   
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  VER8-05 Quisling 
   
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  APPENDIX 3: HISTORY OF CASTLE ESTIVAL 
  AND HOUSE ESTIVAL 
  From VER6-03 Castle Estival: 
   
  Castle Estival derives its name from the family Estival, 
  primary financial backers of its construction. Oeridian 
  emigrants fleeing the west some time before the 
  common year calendar, they settled the area of the 
  eastern Iron Wood. The majority of the native 
  residents were humans of Flannish descent, though it 
  was not uncommon to see dwarves or gnomes looking 
  to trade. Recognizing the fertile land and bounty of 
  fauna, the Estivals decided to make to make a 
  permanent settlement and offered to protect the locals 
  in exchange for work. Most of the area was plagued 
  with roving orc and goblin tribes. Eventually the Flan 
  natives were weaned off of their hunting and gathering 
  practices and became tenant farmers. This arrangement 
  was beneficial for both, as it created prosperity. Many 
  of the people living near the hills and in the Iron Wood 
  perceived the lands as a safe haven from the 
  lawlessness that ran amok. Now the southern populace 
  had no immediate need to seek protection in 
  Verbobonc City. 
   
  By CY 115, Verbobonc was formally incorporated into 
  Veluna and the kingdom of Ferrond. At that time, 
  many of the families with substantial holdings were 
  given a chance to swear loyalty to their new rulers. In 
  return, their holdings and power would be legitimized. 
  This also made the family bloodlines anointed as noble 
  and blessed by the Raoan church. All told, six families 
  swore allegiance, Estival being one of them. The ruling 
  family of Verbobonc City, house Rêvepaix, was 
  crowned the ruling family of the new Viscounty. This 
  caused considerable tension, though nothing appeared 
  to come of it at the time. 
   
  Castle Estival has been a part of Verbobonc’s landscape 
  for as long as most can remember. Built in CY 150, the 
  castle was part of a defensive agreement between 
  Veluna and Furyondy. The majority of the money used 
  to erect it came from the coffers of the Estivals, who 
  enjoyed unprecedented wealth, above and beyond all 
  of the other nobility combined. Naturally, whispers 
  soon began circulating about their fortune and how 
  they acquired it. As time went on, other questions were 
  posed as mysterious circumstances and disappearances 
  involving their lands came to light. By CY 200, small 
  farming communities reported being victimized my 
  black-garbed warriors intent on taking their children. 
  Those that resisted found themselves on the wrong 
  side of a sword. The rest grieved the loss of the children 
  and begged the church of Rao to intercede. The Raoans 
  negotiated with the nobles to put an end to the 
  bloodshed. This resulted in houses Estival and 
  Rhynehurst collaborating in an investigation of the 
  foul deeds. After two weeks, success was to be had, as 
  Lord Estival and his troops came across the 
  perpetrators in the Iron Wood. In capturing them, it 
  was learned that they were lycanthropes, diseased 
  exiles of the viscounty. They were given a trial at which 
  they proclaimed their innocence. Lord Estival presided 
  over their fate as his captain of the guard announced 
  the charges and evidence. The local citizens, victims of 
  the attacks, raged from the gallery. They wanted 
  someone to pay for the crime. After two days, Lord 
  Estival found all the lycanthropes guilty and sentenced 
  them to death by hanging, then their souls purged by 
  fire. The populace was happy as the attacks had finally 
  stopped and many could now rest easily knowing that 
  their children were safe. Unbeknownst to many, 
  villages to the far east were reporting disappearances of 
  children in the middle of the night. Many of the local 
  men attributed these disappearances to animals in the 
  night and very few questioned this. Very few except a 
  fledging church dedicated to St. Cuthbert. These 
  devout clerics believed that something far sinister was 
  occurring – especially considering that something 
  similar had happened to the west. 
   
  In CY 350, Keoland invaders started what would 
  eventually become known as the Short War. Keoish 
  occupation stretched far into Verbobonc. Many nobles 
  were initially shocked with the speed and audacity of 
  the Keoish army. No one expected them to take up 
  siege of the viscounty. That is, until it was realized that 
  house Estival had put its full support behind Keoland. 
  Word spread that house Estival was promised rule of 
  the viscounty upon Keoland’s complete and unilateral 
  victory in Verbobonc. House Estival troops fought side 
  by side with those of their Keoish allies. For ten years 
  Keoland had a foothold in the viscounty, controlling 
  much of the southwest. Using Castle Estival as a 
  military headquarters, they were able to keep Veluna 
  from supporting the war effort. But by the end of CY 
  359, Keoland’s power began to wane. The long 
  occupation, as well as the extended fighting with 
  Veluna, ultimately made it unfeasible to continue the 
  war. The Keoish ambassador met with representatives 
  of Furyondy, Veluna and Verbobonc. Through 
  negotiations and promises, it was agreed that Keoland 
  would unilaterally pull out of both Veluna and 
  Verbobonc. While many other stipulations were made 
  by Veluna, only one was made by Viscount Fullgrum of 
  house Rêvepaix; no one was to tell the Estivals that the 
  war was over. This little point was agreed upon by all 
  parties. So when the day came for Keoish withdrawal 
  weeks later, the Keoish general informed Lord Estival 
  that he had information that the Verbobonc Standing 
  Army was attempting a spearhead from the south. He 
  said he would take the whole of the Keoish army and 
  
  meet them there to wipe them out once and for all. 
  Lord Estival did not see through the ruse, as it was 
  something he wanted to believe: that this was the day 
  that he would rule Verbobonc. But what a surprise he 
  had when a day later the Standing Army marched on 
  Castle Estival. Over the course of a week, all the other 
  nobles laid siege to the traitorous house. On the 
  seventh night the forces of the viscounty went over the 
  walls. Borderers took control of the gatehouse and 
  lifted the castle’s main gate. With torches and weapons, 
  a wave of bodies rushed into the castle. Their 
  expectation of fighting common soldiers was quickly 
  quashed as they did battle with a host of strange 
  creatures. Plant animals came to life and swallowed 
  men whole. Disgusting jellies and oozes littered the 
  corridors. The losses and damage were heavy for the 
  Viscount’s army, but in the end they soundly won the 
  day. In the aftermath both Lord and Lady Estival were 
  found, though not alive. Having decided that their fate 
  was sealed, they choose to drink poison and enter the 
  embrace of their dark god. 
    
  The Church of Saint Cuthbert would not have any of 
  that. Having grown in power over the course of almost 
  200 years, they expected the Estivals to pay for not only 
  their treachery to the Viscounty, but for their past 
  misdeeds as well. Both were brought back to life and 
  were put on trial. The church had witnesses attest the 
  evil actions of house Estival; torture, murder, bizarre 
  human experiments, cannibalism and consorting with 
  demons. They were found guilty and sentenced to be 
  drawn, quartered and burned. With the last of the 
  current line of Estivals gone, the status of their lands 
  and holdings was questioned. The Viscount decided to 
  award the majority of lands to the nobles who suffered 
  the greatest during the Keoish occupation, as well as 
  those that gave the most assistance in fighting it. Of 
  these, Rhynehurst endured the most hardship, and so 
  the Viscount awarded the majority of the holdings to 
  his house. But when the subject of the stewardship of 
  Castle Estival itself came up, the church of St. 
  Cuthbert, silent through out the proceedings, had 
  something to say. They gave an impassioned speech 
  about evil and the places that evil flourishes. Castle 
  Estival could never be cleaned, at least not so soon after 
  the events that have gone on. They beseeched the 
  Viscount to award the castle to the church, so that they 
  may protect the people from it. The Viscount relented, 
  and so Castle Estival technically became a holding of 
  the church of St. Cuthbert who protected it from 
  intruders for almost 250 years. 
   
  *   *   *   * 
   
  The reappearance of Wellborn Estival, a scion of a 
  noble family long thought vanished, surprised many. 
  However, Wellborn Estival seemed to possess all of the 
  requisite papers of his station, and there was little 
  Viscount Langard and the Church of St. Cuthbert 
  could do but ennoble Wellborn Estival and grant him 
  his family’s lands, including the long-abandoned Castle 
  Estival. The new Lord Estival seemed  a generous and 
  kind man, determined to extinguish the dark 
  reputation of his family. 
   
  How a scion of a family dead for 250 could exist, none 
  asked with sufficient vigor… 
   
   
   
  VER8-05 Quisling 
   
  Page 35 
  
  APPENDIX 4: ILLUSTRATIONS 
   
  Baronet Drenton Vaswell 
   
   
  Viscount Langard 
   
   
  VER8-05 Quisling 
   
  Page 36 
  
  Elespeth the Dryad 
   
   
  Obmi, the Hammer of Iuz 
   
  VER8-05 Quisling 
   
  Page 37 
  
  Vitreous Drinker 
   
  VER8-05 Quisling 
   
  Page 38 
  
  PLAYER HANDOUT 1: THE SUMMONS 
  This sealed message was delivered to you by courier. 
   
  My Friend- 
   
  Greetings in these dark times. I have a wise ally that 
  offers a desperate hope for uncovering the extensive 
  plots of that villain Halmadar. I need your help, and 
  the help of others that make their coin by working good 
  deeds; the reason for this will soon enough become clear. 
   
  Please meet me at the Wandering Minnow in the town 
  of Eglath on the River Road on the 14th of Wealsun. 
  Please be discreet; I have many enemies and I do not as 
  yet wish to make my presence public. 
   
  With gratitude, 
   
  Langard 
   
  VER8-05 Quisling 
   
  Page 39 
  
  PLAYER HANDOUT 2: A MISSIVE FROM THE BONDSMEN 
  This sealed message was delivered to you by junior Bondsman of House Estival. 
   
  Soldier- 
   
  There are many traitors and spies to My Illustrious 
  Majesty, Viscount Wellborn Estival. Not the least of 
  these is the former Viscount, whose criminal 
  background and poor leadership led the Viscounty to 
  the perilous situation it festers in today (although, 
  under My leadership, you must agree that things are 
  certainly improving). 
   
  We have word that this traitor Langard is seeking 
  heroes and adventurers for some unknown purpose, and 
  he may be contacting you. You should be mindful that 
  conspiring with a traitor is itself treason, but capture of 
  a traitor is an honorable pursuit. 
   
  In this second year of my Reign, 
   
  Viscount Wellborn Estival 
   
   
  VER8-05 Quisling 
   
  Page 40 
  
  PLAYER HANDOUT 3: A MISSIVE FROM THE COMPANY 
  OF THE BLACK ROSE  
  This sealed message was delivered to you by courier, along with a small package containing hair dyes, a heavy 
  cloak, and a false nose. 
   
   
  VER8-05 Quisling 
   
  Page 41 
  
   
  PLAYER HANDOUT 4: THE EGLATH SIGN 
  This neatly printed sign is affixed to a post near the town of Eglath. 
   
   
   
   
  VER8-05 Quisling 
   
  Page 42 
  
  PLAYER HANDOUT 5: THE PROPHECY 
  The Prophecy of Halmadar the Cruel, as provided in its entirety by Elespeth the Dryad, is as follows: 
   
  I speak this prophecy to the three,  
  The Ruby, the Book, and the speaker of Lies 
  Skilled above all in the domain of his god, 
  A master and servant from Oerth will arise.  
    
  Beware! His darkness is unbound, 
  and few believe he has returned. 
  Through his lies his guile continues, 
  Seizing power that'd once been spurned. 
    
  Knowledge is the path to his ascension, 
  and magic will be the key to the door. 
  Death will greet him and embrace him, 
  secrets once seen will no longer obscure. 
    
  For when traders fall and traitors strike, 
  the humbled master will grasp his role. 
  Then the brave at heart must stem the striving, 
  and keep the master from his goal. 
    
  So look to those who choose adventure, 
  heralding both from near and far. 
  For these brave souls will be decisive, 
  in defeating Halmadar. 
   
   
  VER8-05 Quisling 
   
  Page 43 
  
  PLAYER HANDOUT 6: THREE MARKS 
   
   
  Northwest Exit:  
   
   
  Southeast Exit: 
   
   
  West Exit: 
   
   
   
   
   
   
   
   
   
   
  (your entrance) 
   
   
  --------------------------------------------------------------------------------------------------------------------------------- 
  translations: 
   
   
   
  To Slave Pits 
   
   
   
  To Kennels 
   
   
  Exit 
   
  VER8-05 Quisling 
   
  Page 44 
  
   
  PLAYER HANDOUT 7: THREE MORE MARKS 
   
   
  Upper Exit: 
   
   
  Lower Exit: 
   
   
   
  West Exit: 
   
   
   
   
   
   
   
   
   
   
  (your entrance) 
   
   
   
   
  --------------------------------------------------------------------------------------------------------------------------------- 
  translations: 
   
   
   
  To Torture Chambers 
   
  To Cells and Labs  
   
  Exit 
   
   
   
  VER8-05 Quisling 
   
  Page 45 
  
   
  PLAYER HANDOUT 8: FOUR MARKS 
   
        Northeast Exit: 
        East-Northeast Exit:         East-Southeast Exit: 
   Southeast Exit: 
   
   
   
   
  --------------------------------------------------------------------------------------------------------------------------------- 
  translations: 
   
  To Castle Dungeons 
           To Slave Cells 
      To Experimental Subject Cells         To Labs 
   
   
  VER8-05 Quisling 
   
  Page 46 
  
   
  DM MAP 1 
  This is an overland map of the Viscounty of Verbobonc. 
   
  VER8-05 Quisling 
   
  Page 47 
  
  DM MAPS 2 
  Here are some helpful maps for use as the PCs explore the dungeons in Encounter 5. 
   
   
  VER8-05 Quisling 
   
  Page 48 
  
  DM MAP 3 
  This map is used for the pit trap in Encounter 5. 
   
   
   
   
   
  VER8-05 Quisling 
   
  Page 49 
  
  DM MAP 4 
  This map shows the layout of the dungeons beneath Castle Estival that are flooded with Oerthblood for use in 
  Encounter 6. One to three gelatinous hydras (based on APL) lurk just under the surface and attack if the 
  Oerthblood is disturbed or when the players reach the indicated point on the map. 
   
   
   
  VER8-05 Quisling 
   
  Page 50 
  
  DM MAP 5 
  This map shows the layout of the basement of Castle Estival for use in Encounter 7 and the entrance to the 
  courtyard, for use in Encounter 8. 
   
  Basement 
   
   
  First Floor 
   
   
  VER8-05 Quisling 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Verbobonc/598/Normal Scenarios/VER8-05 - Quisling (APL 4-12)/VER8-05 - Quisling.pdf