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. 
   
   
  VER7-03 
   
   
   
   
   
   
  Mourning Glory 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Verbobonc Regional Adventure 
   
   
  by Rob Silva and Michael Maenza 
  Circle Reviewers: Tim Sech  
  Triad Reviewers: Vernon Vincent 
  Playtesters: John Dillard, Darryl Gordon, Kirk Hess, Gregg Homerding, 
  Nathaniel Mohler, Harold Ravlin, Erik Thomas, John G. Williams 
   
   
  The disappearance of a Mounted Borderer detachment in the Iron Wood has raised concerns that something is afoot in 
  the town of Glory. You’ve been asked to take a discrete look around and see what you can find out. A one-round 
  Verbobonc regional adventure for PCs level 1-11 (APLs 2-8). It is strongly recommended that PCs have played VER7-01: 
  Cleanse Thy House and VER7-02: Storm the Dragon’s Bastion prior to this adventure. 
   
  Metaorganizational Focus: Church of Saint Cuthbert, Mounted Borderers, Protectors of the Iron Wood, Verbobonc 
  Town Project (Validia), Wanderers of Coldeven, 
  
  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 two (2) points.  
   
  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 
  0 
  1/3 & 1/2 
  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. 
  VER7-02 Mourning Glory 
   
  Page 1 
  
  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 All Verbobonc regional PCs pay 1 Time Units 
  per round. PCs from other regions pay 2 Time Units per 
  round.  
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. 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. 
   
  VERBOBONC TOWN PROJECT 
  This adventure takes place near the town Validia, which 
  is a part of the Verbobonc Town Project. PCs with citizen 
  certificates for this town receive the benefits listed on 
  that certificate.  
   
  For more background and information on Swan, the 
  Dungeon Master (DM) is encouraged to visit the Swan 
  Yahoo discussion group: 
   
  http://games.groups.yahoo.com/group/townofvalidia 
   
  This discussion group has additional resources that may 
  prove helpful in detailing the portions of the town not 
  covered by this adventure. Additionally, the DM is 
  encouraged to review the entry for Swan in the Walker’s 
  Guide to Verbobonc. 
   
  ADVENTURE BACKGROUND 
  The Viscounty of Verbobonc is at a crossroads. The trial 
  of a priest of Trithereon for sedition against the nobility 
  led to the unlikely revelation that Viscount Langard may 
  not be the legitimate ruler of Verbobonc. Taken into 
  custody by the Knights of Veluna, Langard was escorted 
  back to Veluna for questioning by Canon Truft, however 
  word soon reached all ears that the escort was found 
  slaughtered in the Iron Wood and the Viscount was 
  missing. During the trial, Bishop Haufren invoked the 
  power of a mighty relic of Saint Cuthbert, the Revash 
  Splinter, to validate Langard’s legitimacy. However, a 
  backlash of power from the relic plunged the Bishop into 
  a deep coma, from which no magical aid – divine or 
  arcane – has been able to succor him. The loss of both the 
  temporal and spiritual foundations of the land has shaken 
  the faith of the common-folk of Verbobonc to its core, 
  and in desperation they look to the remaining bastions of 
  order – the feuding nobles and the ailing Mounted 
  Borderers – for reassurance.  
   
  Unfortunately, the Mounted Borderers are stretched to 
  the limit, having not yet fully recovered from the losses 
  incurred during the Kron Hills Massacre in 595. 
  Additionally, the assaults from both the orcs of 
  Blackthorn and the Elven Clans of the Gnarley Forest 
  have caused the Borderers to focus what manpower they 
  retain in security the Viscounty’s portion of the Gnarley 
  Forest. This has left vast stretches of the central and 
  VER7-02 Mourning Glory 
   
  Page 2 
  
  western Viscounty unattended. Those few Borderers that 
  remain in those areas have been forced to deal with 
  increasing numbers of incidents between the noble 
  houses and their retainers, as many of the nobility, their 
  restraint removed by the disappearance of the Viscount, 
  jockey for position and power.  
   
  When word reached Castle Greyfist of the disappearance 
  of the Viscount, a detachment of four Mounted Borderers 
  were covertly assigned to investigate. In their quest for 
  the truth they were taken into custody by several dragon 
  knights in the service of Lord Shannus, Baron of the Iron 
  Wood. Shannus has been very tight-lipped on the details 
  believing a great and ancient evil, thought destroyed, has 
  returned; the Great Dire Dark.  He doesn’t believe the 
  Mounted Borderers are responsible for the Viscounts 
  disappearance or that they are agents of the Great Dire 
  Dark. He does however feel he needs to control the 
  situation and act quickly. 
   
  The Great Dire Dark dwelled in a tunnel system under 
  the Iron Wood which was collapsed after his defeat.  The 
  two groups, Shannus and his Mist Children and The 
  Moonlord with his lycanthropes, that sought to rid the 
  iron Wood of the Great Dire Dark blamed each other for 
  the existence of the evil and fought a bloody war. In their 
  quest to overcome the Great Dire Dark both sides 
  committed unspeakable acts believing that the ends 
  justified the means. The Moonlord attacked the town of 
  Validia, infecting numerous residents with lycanthropy, 
  to replenish his ranks. Shannus, believing all were-
  creatures evil, attempted genocide-a practice which 
  continues to this day. In early CY594 adventurers 
  destroyed the Great Dire Dark—or so they believed.  
   
  The Iron Wood Today 
  Lord Shannus is not happy. Though his battle goes well 
  there appears to be no end in sight. Lord Shannus’ house 
  swells with new recruits. Many of the surviving 
  lycanthropes have fled south into the lands of house 
  Chondell hoping that politics will keep them safe from 
  their pursuers.  
   
  Shannus has put out a call to all dragon-kin to come to his 
  cause and there has been no shortage of volunteers as the 
  generally fear and outcast dragon-blooded flock to his 
  banner. Shannus has accepted all dragon-kin, regardless 
  of their heritage and scale color, into his house. In 
  addition, The Lord of the Iron Wood, has created a 
  knightly order to serve as his elite guards—The Order of 
  the Dragon Claw. These knights are led by a paladin of 
  Bhaument, Quinnsaron Eldron (known more locally as 
  Quin). It is widely believed that this knightly order is 
  responsible for the murder of over a dozen people in 
  what has become known as the Brewfest Massacre of 
  Humming’s End.  
   
  Glory has been transformed from a sleep way-station to a 
  military base of operation. Several barracks have been 
  erected and the rusting charm has been replaced by the 
  cool efficacy of an industrial enterprise. Weapon and 
  silver smiths toil day and night to satisfy their liege’s 
  demand for silvered weapons. Through intermediaries, 
  Shannus has been purchasing large quantities of silver to 
  ensure his army is adequately equipped to fight the were-
  creatures.  
   
  Recently 
  Shannus’ 
  dragon 
  warriors 
  have 
  been 
  disappearing while on patrol. The Viscount, escorted by 
  Knight of the Hart from Veluna, has also vanished. While 
  investigating, 
  agents 
  of 
  the 
  Mounted 
  Borderers 
  discovered evidence indicating that some dragon-kin 
  were involved. Not believing this to be true Shannus has 
  detained the Borderers until he can get to the heart of the 
  matter. At first Shannus thought that the lycanthrope 
  were framing him in hopes of diverting his attention 
  elsewhere. But a mysterious prophesy delivered by the 
  Mist Children has given Shannus pause. The warning 
  tells of a dark storm gathering on the horizon and warns 
  that evil will be awakened. Due to this warning Shannus 
  refused Lord Galans attempt to activate the ancient elven 
  pylon 
  within 
  his 
  domain. 
  Adventures 
  however 
  interceded and assisted Lord Galans in overcoming 
  Shannus resistance and turning the Skyroad on.  
   
  It is at this point that all became clear to him; Only the 
  Great Dire Dark could hatch such a plan. Shannus 
  believes that his foe has returned and that he is the only 
  one capable of ending this menace once and for all. To 
  this end Shannus has ordered the Iron Wood seal. No 
  one other then his subjects will be allowed to enter. He is 
  massing his forces to invade Validia in Chondell’s land as 
  he does not think the reclusive noble capable of 
  defending against the Dire Dark. Shannus has sworn to 
  defend the iron Wood and all of Verbobonc—no matter 
  the cost.    
   
  ADVENTURE SUMMARY 
  Introduction: The PCs are summoned to Fortress 
  Hagthar by the historian of the 2
  nd company, a dwarf 
  named Ildrith, and asked to look into the disappearance 
  of the Viscount. He is concerned that something sinister 
  is afoot and doesn’t trust Shannus to get to the bottom of 
  it. He will share that all divinations have thus far failed 
  and that the Mounted Borderers have lost contact with 
  their investigators.  
   
  VER7-02 Mourning Glory 
   
  Page 3 
  
  Encounter 1: The Dragon’s Lair.  The PCs head off to 
  Glory. At the edge of the Iron Wood they encounter a 
  newly built watch post manned by dragon-kin of 
  Shannus. The party will be informed that the Woods are 
  closed to all without a writ of passage from their Lord. 
  (Protectors of the Iron Wood, Mounted Borderers, 
  members of the Church of Saint Cuthbert or anyone 
  expending an influence point with Shannus are 
  considered to have such authority) and will be escorted to 
  Shannus who is in the town of Glory. All others will need 
  to find another way in.  
   
  Encounter 2: Plan B.  PCs that have been turned away 
  must seek another way to enter the Iron Wood. They may 
  forge the credentials needed, sneak across, fight the 
  guards, or bribe/bluff their way through in.  
   
  Encounter 3:  The Dragons’ Gambit.  Once in Glory the 
  party may visit with Shannus. Shannus will inform them 
  that the matter is being investigated and that their 
  services are not needed. If pushed Shannus will state that 
  he believes that the Great Dire Dark has returned and 
  that he is the only one capable of defeating him due to his 
  experience. He is sealing off the Iron Wood, under 
  penalty of death, to protect all of Verbobonc. The PCs 
  will witness the town gearing up for war.  
  Some of the dragon warriors will escort the party to the 
  edge of the Iron Wood and wish them a good day. If 
  asked about the missing Mounted Borderers Shannus 
  will state that the Iron Wood is a dangerous place and 
  that he fears that the lycanthropes must have killed them. 
  The PCs may pick up that he is lying to them.  
   
  At this point the party will have to decide to defy 
  Shannus or to give up the investigation.  
   
  Encounter 4: Were-allies!  A were-creature will 
  approach the party and offer to assist them in exchange 
  for safe passage out of the Iron Wood. If the party agrees 
  he will inform them that Shannus has taken the 
  investigators prisoner and will lead the party to them.  
   
  Encounter 5:  All of the Viscount’s Men.  The PCs may 
  investigate the site where the Viscount and his guards 
  where ambushed. They will find evidence that some of 
  Shannus’ dragon Knight where involved.   
   
  Encounter 6:  The Dragon’s Maw.  Back at Glory the 
  party witness Shannus’ army mobilizing and heading 
  south. With very few sentries left the party may spring 
  the captives from Shannus’ stronghold or may elect to 
  follow the army.  
   
  Encounter 7: The Dragon’s horde   Following the army 
  the PCs witness Shannus invade Validia. The Chondell 
  guardsmen are rounded up and ordered to deliver a 
  message to their Lord. His lands will be returned to him 
  after the Dire Dark is dealt with. The party will have the 
  opportunity to join Shannus if they refuse they will be 
  detained.  
   
  Encounter 8:  On Scaled Wings. PCs that refuse to join 
  Shannus and are unwilling to be detained may flee. Quin 
  orders a pursuit and the fun begins.  
   
  Conclusion: The PCs (if free) return to Fortress Hagthar 
  and report all they have learned. Erget Rhynehurst is at 
  the fortress when the party arrives. Upon hearing the 
  news he makes haste to his father who calls an 
  emergency council of the nobles to deal with Shannus.  
   
  PREPARATION FOR PLAY 
  • 
  Mounted Borderers: PCs that are members of the 
  Mounted Borderers should be briefed on their 
  powers of investigation – specifically that they have 
  the legal right to conduct an investigation into the 
  disappearance of the Viscount and the other 
  Borderers. While Lord Shannus and his troops 
  might not be cooperative with the PCs initially, they 
  won’t attack them on the onset. For Mounted 
  Borderer members NPC initial attitudes are one step 
  worse when attempting Diplomacy checks. 
   
  Additionally, a Mounted Borderer Borderers may 
  requisition any simple or martial weapon or armor of 
  standard 
  or 
  masterwork 
  quality 
  from 
  the 
  Quartermaster of Fortress Hagthar. Available items 
  must be chosen from the Open Items list in 
  Appendix 4 of the LGCS 597.  At the end of the 
  adventure, the item must be returned to the 
  Quartermaster. 
   
  Finally, a Mounted Borderer may select up to 100 gp 
  x their Command Rating (as listed on their metaorg 
  certificate) worth of potions and/or oils. These items 
  must be chosen from Table 7-17 of the Dungeon 
  Master’s Guide. Any unused items must be returned 
  at the end of the adventure. 
  • 
  Protectors of the Iron Wood: PCs that are 
  members of the Protectors of the Iron Wood are 
  considered citizens of the Iron Wood and Lord 
  Shannus allows them fairly free reign to travel as 
  needed. All Protectors of the Iron Wood are 
  considered to have newly instituted travel papers. 
  • 
  Wanderers of Coldeven: PCs that are members of 
  the Wanderers of Coldeven find that the positive 
  VER7-02 Mourning Glory 
   
  Page 4 
  
  reputation of their organization has followed them 
  here. NPC initial attitudes are one step better when 
  attempting Diplomacy checks.  
  • 
  Church of Saint Cuthbert: Members of the Church 
  of Saint Cuthbert may use their authority to broker 
  access to the Iron Wood during Encounter One: 
  The Dragon’s Lair. See that encounter for more 
  details. 
   
  INTRODUCTION 
  The PCs are summoned to Fortress Hagthar by Ildrith, 
  the historian of the Spear of Hagthar and close advisor to 
  Knight in command of the fortress, Dagner Storm.  
   
  Before beginning play, PCs that wish to learn more 
  information about current events can make a Gather 
  Information, Knowledge [Local – VTF], or Knowledge 
  [Nobility and Royalty] check. Refer to Appendix 3: 
  Legwork for appropriate DCs and results. 
   
  Read or paraphrase the following:  
   
  After days of travel through the Kron Hills into the 
  southwestern portions of the Lortmil Mountains, you 
  have reached your destination: Fortress Hagthar. 
  Nestled within the mountain pass, the stone bastion 
  serves as the headquarters of the 2
  nd company of the 
  Mounted Borderers. The chill wind of the mountains 
  nips at you as you pass through the imposing gates. 
  After taking your names, you are ushered by several 
  Borderers into the Fortress and before long; you stand 
  outside a sturdy wooden door.  
   
  The trooper escorting you raps twice on the door. A 
  gruff voice responds in some wordless reply, and the 
  trooper pushes open the door, “Sir, these are the 
  people you are waiting for.” The dwarf behind the 
  desk thanks the trooper without looking up. 
    
  Draining an hourglass shaped mug of ale the all white 
  dwarf motions for you to sit. “Thanks for coming; I’m 
  Ildrith of Rockhall, historian of the Spears of 
  Hagthar. Would you care for a drink? Perhaps some 
  of  Herman’s M’s ale?” 
   
  Ildrith produces any requested drink, except for wine – 
  calling it a ‘sissy’s drink’.  Once the needs of the PCs have 
  been attended to, Ildrith continues.  
   
  “I am sure that you have all heard of the Viscounts’ 
  disappearance. He was traveling under escort by a 
  company of Knights of the Hart through the Iron 
  Wood toward Mitrik. The knight’s dead bodies were 
  found just off of the Iron Road west of the town of 
  Glory. The Viscount, however, was not among them. 
   
  We had received word that Lord Shannus, Baron of 
  the Iron Wood, was investigating the situation – but 
  beyond the initial reports, we haven’t learned if he’s 
  uncovered anything. The priests of Saint Cuthbert 
  haven’t been able to turn up anything with their 
  divinations; and now a team of …specialists I 
  dispatched have gone silent.” Ildrith turns to you, 
  “Something has gone very wrong, and I need you to 
  investigate. There are two things I need done. 
   
  First - I want you to travel to the Iron Wood and find 
  my team. Second – see if you can find out anything 
  related to the Viscount’s disappearance.”  
   
  QUESTIONING ILDRITH  
  You may offer the following information as necessary, 
  either through direct questioning or paraphrased 
  statements. 
   
  Why can’t the Mounted Borderers directly investigate? 
  The only persons who can legally order an 
  investigation in lands controlled by a noble are the 
  Viscount and the Bishop both of whom are 
  incapacitated at the moment. I have dispatched a 
  team, unofficially of course, but they’ve gone missing. 
  I have urged Commander Storm to investigate but he 
  is a stickler of doing things properly and will not 
  order an illegal investigation.  
   
  What, if any, news has Lord Shannus shared? 
  “Nothing much really, he has stated that the Viscount 
  and the Knights left Glory after spending a night as 
  his guest and that his investigation has turned 
  nothing up.” 
   
  How do we get to Glory? 
  The quickest way into the Iron Wood from here is to 
  head north toward Validia and enter the Iron Wood 
  from there, but the absence of roads would make 
  traveling from Validia to Glory pretty slow-going. You 
  can also follow the Celeb’vara Road to Rhynehurst 
  and take the Iron Road west from there into the Iron 
  Wood. 
   
  Won’t Lord Shannus kill us?  
  “Probably not, but it would be wise not to agitate him. 
  Remember – we need to find out if he’s learned 
  anything. I would suggest traveling to Glory and 
  meeting with his dragonship. Any information you 
  could gather on his involvement and motivations 
  VER7-02 Mourning Glory 
   
  Page 5 
  
  would be of great help, so keep your eyes open and 
  your mouth shut.” 
   
  Don’t you believe him? 
  Let’s just say I don’t think he’s looked too hard. 
  Shannus has a tendency to put his own interests 
  above all else.  
   
  Is Veluna involved? 
  Not yet but it won’t be long before they start poking 
  their nose into it and that is something no one wants.  
   
  Why? 
  “The Viscounty is a nominal vassal state to the 
  Archclerisy of Veluna, so the governing of Verbobonc 
  is pretty much in the Viscount’s full control. 
  However, the Canon of Veluna can intercede where 
  the line of ascension is concerned. The last time this 
  happened, when Viscount Fenward died, Bishop 
  Haufren managed to find Langard before the Canon 
  could get involved. We don’t have that luxury this 
  time since Haufren’s in a coma and the acting head of 
  the Church – Canoness Y’Dey – has her hands full 
  with religious matters.  
   
  “In any case, if Veluna feels they have reason – they 
  may decide to take a more active role in our little 
  patch of dirt.” 
   
  Who would benefit from the Viscount’s disappearance? 
  “Heh - now that is the dragon’s horde question isn’t 
  it? You’d be better off asking ‘who doesn’t benefit?’ 
  The Viscount was a stabilizing force. He kept the 
  power of the nobility in check – as much as he could 
  – and he had the support of the Church of Saint 
  Cuthbert. With him gone – let’s just say that things 
  aren’t like they used to be.” 
   
  Do you have any thoughts as to who is behind this?  
  “I have tons of thoughts – but not one scrap of 
  evidence. The elves in the Gnarley benefit because 
  the Viscounty is hampered in mounting an effective 
  response 
  to 
  their 
  assaults. 
  Same 
  thing 
  with 
  Blackthorn. The Church of Trithereon benefited 
  because the two people that could prosecute them for 
  their crimes have been removed – Viscount Langard 
  and Bishop Haufren. All of the noble houses benefit - 
  House Haxx, House Langmuir, house Galens – all of 
  them benefit because they no longer have anyone 
  who can tell them to ‘knock it off.’ No – I have no 
  evidence pointing in one direction or another, but 
  anyone wishing to weaken Verbobonc would do well 
  to get rid of its leadership.” 
   
  What kind of trouble do you fear? 
  “I fear all kind of trouble. The people of Verbobonc 
  have endured many hardships and I wish them some 
  measure of peace.” 
   
  What do you mean by unofficial?  
  “Haven’t you been paying attention? No once has the 
  authority to investigate in Shannus’ lands but 
  Shannus. If anything happens in the Iron Wood you 
  are on your own.” 
   
  What kind of specialists did you send?  
  “The Mounted Borderers are all tin cans with lances. 
  There are many support personnel who, like me, have 
  other specialties that prove usefully in certain 
  situations.” 
   
  What about payment? 
  “I find coin rather boring so let me say this, if you are 
  willing to do this for me I’ll be in your debt.” 
   
  Nay, I’d rather have the money! 
  If a PC insists on coin Ildrith will pay them 100 x APL in 
  gold but they will not receive his favor on the AR.  
   
  A DC 25 Knowledge [Local – VTF] check reveals rumors 
  of a special company of the Mounted Borderers called the 
  “Wooden Swords” who specialize in uncommon tasks. 
  Beating the DC by 10 (DC 35) reveals that Ildrith is 
  rumored to be a high ranking member of the Wooden 
  Swords.  
   
  If asked about the Wooden Swords Ildrith will deny any 
  knowledge of their existence and state that he is merely a 
  historian and friend of Commander Storm.  
   
   
  Mounted Borderers: Mounted Borderers may 
  requisition any weapon or armor (of masterwork quality) 
  listed from the Open Items list in Appendix 4 of the 
  LGCS 597 from the quartermaster.  
   
  In addition Ildrith will arrange for them to draw a 
  number of Potions or Oils equal to their Command rating 
  (minimum 1) up to 300 gp in value (each) listed on table 
  7-17 in the Dungeon Master’s Guide. Any item not used 
  must be returned at the end of the adventure.  
   
  Development: If the party agrees to investigate continue 
  to Encounter 1: The Dragon’s lair if they wish to travel 
  to Glory using the Low Road. If they wish to enter the 
  iron Wood by stealth proceed to Encounter 2: Plan B. If 
  they refuse the adventure is over.  
   
  VER7-02 Mourning Glory 
   
  Page 6 
  
  ENCOUNTER 1: 
  THE DRAGON’S LAIR 
  This encounter is only run if the party is traveling along 
  the Iron Road (either west from Rhynehurst, or east from 
  the direction of Devarnish. In either case – Lord Shannus 
  has ordered the construction of a series of watch posts 
  along the edge of the Iron Wood. The first such post is 
  almost completed along the Iron Road.  
   
  The sentries have orders not to allow anyone entrance 
  into the Iron Wood unless they have a writ signed by 
  him. There are however a few exceptions. Protectors of 
  the Iron Wood, Mounted Borderers, and members of the 
  Church of Saint Cuthbert may enter if they push the 
  authority of their position. This requires a successful DC 
  10 Diplomacy or Intimidate check by a PC with the 
  appropriate credentials. 
   
   
  DM note: Members of the listed organizations must 
  clearly identify themselves as members and be able to 
  substantiate their claim in the form of current meta-org 
  cert.  
   
  Read or paraphrase the following:  
   
  The sounds of hammering and sawing can be heard as 
  you approach the Iron Wood. Up ahead you spy the 
  source of the noise, it appears that several humanoids 
  are constructing platforms, some 30ft. high, on either 
  side of the Low Road.  
   
  A gate sits across the road blocking entry to the 
  woods. As you approach several of the works look up 
  and grab weapons while a tall scaled man is red full 
  plate address you. “by order of Lord Shannus the Iron 
  Wood is closed to all traffic. Please return from 
  whence you came.”  
   
  Unless the PCs are affiliated with the organizations listed 
  they are turned away. Under no circumstance will the 
  guards allow them entry into the Iron Woods.  See The 
  Party Has the Right Connections for members of these 
  organizations. 
   
  If the party attempts to bully their way through the 
  guards issue one warning that they are breaking the law 
  as they are on Lord Shannus land. If the party still refuses 
  to leave the guards attack. See the Going in Strong 
  subheading in Encounter 2: Plan B. 
   
  All APLs (EL 2) 
   
  Mist Children (2): gray elf Barbarian; hp 12 each; 
  see Appendix 
   
  Treasure:  
   
  All APLs: L: 206 gp; C: 0 gp; M: potions of cure light 
  wounds (2) (42 gp per PC each), potions of barkskin (+3) 
  (2) (50 gp per PC each). 
   
  Development: if the PCs attack the guards they may 
  enter the iron Wood and head towards Glory without 
  further incident. They will however have to answer some 
  questions once they get to town. Proceed to Encounter 
  3: The Dragon’s Gambit.  
   
  The Party Has the Right Connections 
  If the party has the right connections (Protectors of the 
  Iron Wood, Mounted Borderers or Members of the 
  Church of Saint Cuthbert) read or paraphrase the 
  following: 
   
  The dragon man hisses something in a harsh language 
  then turns to your group and continues in common 
  “These men will escort you to Glory were you may 
  speak with our Lord. I strongly recommend that you 
  do not stray from their protection.” 
   
  The guards will not engage the PCs in conversation or 
  answer questions posed preferring to state “Lord 
  Shannus will answer all your questions.”  
   
  If the PCs attempt to engage their escorts in conversation 
  allow them a Sense Motive check DC 10 to realize that 
  the guards are nervous if they are questioned as to why 
  they will refuse to commit and deny being nervous. 
  Proceed to Encounter 3: The Dragon’s Gambit.  
    
  If the party wishes to attempt some mean to bypass the 
  guards proceed to Encounter 2: Plan B.  
   
  ENCOUNTER 2: 
  PLAN B 
  This encounter is run only if the party is turned away by 
  Shannus’ men or they decided to find an alternate way 
  into the Iron Wood. The most likely ways to gain entry 
  into the Iron Wood are listed but the judge is encourage 
  to adjudicate any play the party may come up and error 
  on the side of the PCs in any event.  
   
  GOING IN STRONG 
  The party may elect to fight to guards and continue on. In 
  this case the guards issue warnings that Lord Shannus 
  will execute any person who defies his orders. If the PC 
  still decide to attack the guards will attack for non-lethal 
  VER7-02 Mourning Glory 
   
  Page 7 
  
  damage unless the PCs draw first blood in which case the 
  will attack for real damage.  
  Creatures: 
   
  APL 2 (EL 4) 
   
  Dragon 
  Knight 
  Guard 
  (1): 
  Half-Dragon 
  (augmented human); Knight 1/ Warrior 1; hp 19; See 
  Appendix One 
   
  APL 4 (EL 6) 
   
  Dragon 
  Knight 
  Guards 
  (2): 
   
  Half-Dragon 
  (augmented human); Knight 1/ Warrior 1; hp 19 each; 
  See Appendix One 
   
  APL 6 (EL 8) 
   
  Dragon 
  Knight 
  Guards 
  (4): 
  Half-Dragon 
  (augmented human); Knight 1/ Warrior; hp 19 each; See 
  Appendix One 
   
  APL 8 (EL 10) 
   
  Dragon 
  Knight 
  Guards 
  (8): 
  Half-Dragon 
  (augmented human); Knight 1/ Warrior 1; hp 19 each; 
  See Appendix One 
   
  Tactics: The guards attempt to disarm melee fighters and 
  knock the party out with non-lethal damage unless the 
  party draws blood. They will then attack that PC for real 
  damage after one disarm attempt. They will not use their 
  breath weapon during this combat. The guards will 
  accept the parties surrender at any time unless they have 
  announced a previous surrender only to attack again.   
   
  Treasure:  
   
   
  APL 2: Loot 4 gp; Magic 0 gp; Total 4 gp. 
   
  APL 4: Loot 8 gp; Magic 0 gp; Total 8 gp. 
   
  APL 6: Loot 16 gp; Magic 0 gp; Total 16 gp. 
   
  APL 8: Loot 32 gp; Magic 0 gp; Total 32 gp. 
   
  Development: If the party is captured they will be 
  dragged to Glory to answer charges in front of Lord 
  Shannus.  
   
  PAPERS? OF COURSE WE HAVE PAPERS… 
  The party may elect forge the travel papers needed to 
  gain entry into the iron Wood as a Protector of the 
  Ironwood. They may also pose as members of the 
  Mounted Borderers or Church of Saint Cuthbert.  
   
  In addition to the paperwork the party will need to a 
  Buff, Diplomacy, and/or Intimidate check to get their 
  way past the guards. The guards begin as unfriendly and 
  receive a +5 bonus to their opposed checks due to the risk 
  they are at if they screw up.  
   
   
  Dragon 
  Knight 
  Guards 
  (2): 
   
  Half-Dragon 
  (augmented human); Knight 1/ Warrior 1; (Sense Motive 
  +5). 
   
  ON THE PROWL 
  The easiest way for the party to gain entry to the Iron 
  Wood is to sneak across the yet unsecured border. 
  Shannus has ordered his men to patrol the border of the 
  Iron Wood but the shear size of the forest will allow the 
  PCs to enter without much trouble.  
   
  If the PCs do not take any precautions there is a 20% 
  chance that they will encounter a random patrol. If they 
  take any reasonable measures the percentage should be 
  lowered by an amount the DM feels appropriate. If the 
  party does run into a random patrol use the NPCs 
  detailed in Going in Strong.  
   
  PASSING THROUGH VALIDIA 
  The party may choose to pass through the Town of 
  Validia to enter the Iron Wood. If they elect to go this 
  route, they are observed by the Dragon Knights and 
  intercepted after they have left the town. Shannus has 
  taken a more discrete approach here so as to not warn the 
  town of his impending conquest.  
   
  Development: Once in the Iron Wood the party may 
  travel to Glory and confront Shannus or they may 
  attempt to investigate the Viscount’s disappearance. If 
  they travel to Glory proceed to Encounter 3: the 
  Dragon’s Gambit. If the party wishes to avoid Glory and 
  attempt to locate the site of the Viscount’s disappearance 
  continue to Encounter 4: Were-allies.  
    
  ENCOUNTER 3: 
  THE DRAGON’S GAMBIT 
  When the PCs arrive at the town of Glory, they see that 
  the town has grown beyond its wooden palisade. Glory is 
  a populous boomtown, where the residents thrive on 
  trade of lumber and rare herbs. The place has the feel of a 
  bustling frontier town.  Because much of the town’s 
  growth occurred within the original wooden palisade 
  walls, several of the buildings in the town are two to four 
  stories tall. 
   
  Although the majority of townspeople are humans, there 
  are a number of wild-haired grey elves dressed in 
  handmade leather armor.  These are Mist Children elves 
  that have either “gone local” and moved into Glory from 
  their woodland homes, or are just visiting.  There are also 
  several draconic and part-dragon creatures, such as 
  VER7-02 Mourning Glory 
   
  Page 8 
  
  dragon disciples and half-dragons.  A few pseudodragons 
  lounge about the town like proud tomcats, taking scraps 
  of food from passersby and playing with children. 
   
  The architecture of Glory has taken on some of the 
  draconic aspects of its inhabitants, as well. Many 
  buildings sport tall, sweeping arches or mottled painting 
  to look like scales.  Although most signs are in Common, 
  often a translation in Draconic is also included. 
   
  The centerpiece of the town of Glory is the Fallen Timber 
  Tavern, the only building more than a few years old.  In 
  fact, the Fallen Timber Tavern has been in this spot in the 
  Iron Wood longer than anyone can remember, and it 
  remains the most popular establishment in Glory.  It is 
  also the site where Lord Shannus is most likely to be 
  found. 
   
  In front of the Fallen Timber Tavern stand four large, 
  iron cages big enough to hold a person.  These cages are 
  used to contain townspeople suspected of being infected 
  with lycanthropy, in order to see whether they change in 
  the light of the full moon.  Even though it is Midsummer 
  and both moons are full, the cages stand empty.  There 
  has not been a lycanthrope attack in the area in many 
  months, and the cages are now little more than a silent 
  reminder of how bad things were before Lord Shannus 
  came to Glory. 
   
  Two logging camps lie just east and west of Glory, 
  respectively, along the Iron Road. The eastern camp has 
  been around far longer, with the western camp have only 
  recently been established. Both camps evidence high 
  activity, and are overseen by a simple man named Felton 
  Grover.  The loggers are a friendly lot whose recent hard 
  work has made them reasonably wealthy men. New 
  loggers arrive all the time to seek their fortunes.  The PCs 
  probably have no reason to visit the logging camp in this 
  adventure, other than to meet the locals. 
   
  If the PCs are being escorted into Town: 
   
  When the PCs approach the town, read or paraphrase the 
  following: 
   
  The town of Glory, once nothing more then a frontier 
  boomtown has grown into a decisively more military 
  operation and permanent buildings pepper the 
  surrounding woods. A wide packed earth road – the 
  Iron Road - leads to the center of the town from both 
  the west and the east. 
   
  As you approach the town a pair of humanoids with 
  clearly draconic heritage exits some of the buildings, 
  deep in discussion in a language that combines the 
  fluidity of elven with harsh, almost reptilian hisses. 
  Elsewhere in the town, alongside the humans, elves 
  and gnomes you’d expect anywhere in the Viscounty, 
  you can make out other, similar creatures. 
   
  Throughout the town, many of the people seem to be 
  running through a weapon’s drill with silvered 
  weapons that glitter and flash in the light. 
   
  Read for those PCs that have played VER7-02 Storm the 
  Dragon’s Bastion: 
  There is buzz of nervousness and excitement that was 
  not present on your last visit.  
    
  Since the PCs last visit Shannus has kicked the war 
  machine into high gear. Any PC that succeeds on a DC 10 
  Sense Motive check can sense this. If the PC also 
  succeeds on a DC 10 Perform [Weapon Drill] check can 
  see that the army is in the final stages of preparing.  
   
  Read or paraphrase the following:  
  Your escorts lead you to the Fallen Timber Inn. The 
  interior of the inn is bee hive of activity. The 
  common room is packed with dragon-kin and the 
  walls are plastered with maps of the iron wood. At the 
  center of the maelstrom is a tall humanoid creature, 
  his golden scales are only outshone by his polished 
  breastplate. “Sir, lord Shannus has visitors.”  The 7ft. 
  tall scaled humanoid turns and meets your gaze. 
  “Thank you. I will handle it from here.” Your draconic 
  escorts turn and leave. “Welcome to Glory. I am 
  Quinsaron Eldren, leader of the knights of the 
  Dragon Claw, what business do you have with my 
  Lord?” 
   
  A DC 10 Knowledge [Local –VTF] check reveals that 
  Quinsaron is rumored to be the “Butcher of Humming’s 
  Ends” – a reference to an incident in late 595 in which 16 
  people were rounded up from the Town of Humming’s 
  End and then later killed on House Avgustin’s lands. 
  Beating the DC by 5 or more also shows that no evidence 
  was every produced linking Quin (or any other member 
  of the Dragon knights) to the murders.  
   
  PC may question Quinsaron if they wish, who will 
  answer questions as truthfully as he can. It is important 
  to remember that Quinsaron is a very charismatic 
  individual and a lawful good paladin and believes that 
  Lord Shannus is doing what is right. While he will not lie 
  to the PCs he will refuse to answer questions that he feels 
  endangers his Lord’s mission.  
   
  VER7-02 Mourning Glory 
   
  Page 9 
  
  WHAT QUINSARON KNOWS 
  He will not share the following: 
  • 
  Lord Shannus has taken spies (the missing 
  Mounted borderers) captive. Quin has not been 
  allowed to speak to them as of yet.  
  • 
  The Knights of the Dragon Claw are preparing 
  the troops for an invasion of Chondell’s lands 
  and the occupation of Validia to the south.  
   
  He will share the following: 
  • 
  The mist children, the elves that call the Iron 
  Wood home and the clan that Shannus came 
  from, have given Shannus a cryptic prophecy 
  that states that an ancient evil has returned and 
  that this evil will destroy all of Verbobonc.  
  • 
  Despite the rumors, he not any of his Knights, 
  had anything to do with the massacre. It is true 
  that he and a handful of other adventurers, 
  empowered by Lord Shannus, apprehended 
  fugitives hiding in the town of Humming’s End 
  (the dead included) but only those actually 
  convicted of crimes where held. His group 
  cured those afflicted with lycanthropy and 
  released. Their deaths were a shock to all 
  involved.  
  • 
  The 
  investigation 
  into 
  the 
  Viscount’s 
  disappearance is being handled by Shannus 
  himself.  
  • 
  The Great Dire Dark has returned and the 
  sealing of the Iron Wood is for the good of all 
  Verbobonc.  
   
  After a few minutes of conversation Lord Shannus will 
  enter and speak to the PCs. Lord Shannus is usually very 
  kind 
  and 
  merciful, 
  but 
  he 
  has 
  a 
  hard 
  and 
  uncompromising edge that often comes to the surface. 
  He is not used to being disobeyed, and expects his 
  suggestions to be followed. Some PCs may like Shannus a 
  great deal, while others find him insufferably driven and 
  obsessive. This is fine; Shannus is a complex PC. 
   
  Shannus will inform the PCs that they are unwelcome in 
  his Woods and order them to be escorted to its border 
  with a stern warning not to return-under penalty of 
  death. Shannus will pardon any “crimes” the party 
  committed as a sign of his good will.  
   
  INTERACTIONS AND ROLE−PLAYING 
   
  The following encounter is meant to be interactive and 
  free-form, allowing for opportunities for both the DM 
  and the players to role-play. 
   
  Concerning the Army 
  Shannus’ army is in the final stages of preparation for an 
  assault on Validia. There are many wagons in town loaded 
  with goods and equipment.  
   
  PCs can make learn information using the following 
  skills: 
   
  Knowledge [Arcana] 
  DC 15: Some of the equipment seems to be designed with 
  the goal of complementing aerial troops; as well as troops 
  with area-of-effect abilities – like breath weapons. 
   
  Knowledge [Architecture and Engineering] 
  DC 15: Some of the equipment in the wagons includes 
  disassembled ballistae and other small-scale arms 
  designed for a siege. 
   
  Knowledge [Nature] 
  DC 15: The wagons appear designed to navigate through 
  forest terrain and dense brush with minimal difficulty. 
   
  Profession [Soldier] 
  A PC with this skill can make educated deductions 
  regarding the activity of the people in Glory. 
  DC 10: The large numbers of troops suggests some 
  military exercise is imminent.  
  DC 15: The wagons appear designed to navigate through 
  forest terrain and dense brush with minimal difficulty. 
  DC 20: The wagons are loaded with what appear to be 
  supplies and rations, suggesting that the military exercise 
  may require supplies for an extended duration away from 
  town. 
  DC 25: Some of the equipment includes disassembled 
  ballistae and other small-scale arms designed for a siege. 
   
  PCs that are members of the Protectors of the Iron Wood 
  know that Shannus has been concerned for some time 
  now about events and how they might impact the Iron 
  Wood. He has been training his forces to be able to 
  quickly respond in the shortest amount of time to any 
  threat that might appear in the forest. 
   
  Concerning Shannus 
   
  Recent events have solidified Shannus belief that the all 
  of Verbobonc, not just the Iron Wood, is in grave danger. 
  The rediscovery of the Skyroad, the lycanthropes retreat 
  to the south, and the disappearances in the Iron Wood 
  (both his men and the Viscount’s) are too much of a 
  coincidence to be ignored.  
   
  VER7-02 Mourning Glory 
   
  Page 10 
  
  At first he believed it to be to work of the were-creatures 
  but with the recent prophecy and the abduction of the 
  Viscount he now feels that a much greater evil has 
  returned. He truly believes (and fears) that the Great Dire 
  Dark, whom he thought destroyed three years ago, has 
  returned. 
   
  Since Viscount Langard elevated Shannus to a peer of the 
  Viscounty by making him a Lord and Baron, he has 
  witnessed the petty bickering and squabbles of the 
  nobility. While he has remaining out of the internal 
  politics, he has seen first-hand how the greater good has 
  been subsumed by those that use the law for their own 
  ends. Because of this, he does not feel he can trust any of 
  them to act in the best interests of the land. 
   
  To this end he is assuming control of the entire woods 
  and sealing it off from outsiders for the Great Dire Dark 
  draws power from those in the woods. Shannus will not 
  be dissuaded from this course and will do anything 
  necessary to protect the people of Verbobonc—including 
  destroying anyone who gets in his way.  
   
  Recently, the Mounted Borderers sent by Ildrith 
  discovered evidence linking some of Shannus’ dragon-
  kin with the ambush of the Viscount’s escort. When they 
  arrived in Glory to question him, Shannus immediately 
  captured and imprisoned them, fearing their interference 
  in his actions. He feels that the involvement of the 
  Mounted Borderers is being orchestrated by the Great 
  Dire Dark to stop Shannus from engaging him.  
   
  Specific Questions: 
   
  What do you know about the missing Mounted 
  Borderers? 
  Shannus denies any knowledge of missing Mounted 
  Borderers.  
   
  What 
  do 
  you 
  know 
  about 
  the 
  Viscount’s 
  disappearance? 
  Shannus believes that it is the work of the Great Dire 
  Dark and is proof that no one is safe in the iron Wood.  
  He states as much to the PCs, explaining that his 
  experience battling the Great Dire Dark and his 
  connection to the Iron Wood make him the only one 
  capable of defeating this evil once and for all. 
  Adventurers just muck up the works as they are prone to 
  do what they want and not what is needed.  
   
  DM Note: Shannus is steadfast in his beliefs and feels 
  that it is his duty to protect not only the Iron Wood but 
  all of Verbobonc, to the point where anyone not willing 
  to follow him is seen as part of the problem. PCs have 
  three choices: Stand with him, oppose him, or get out of 
  his way. Shannus is lying about the Mounted Borderers 
  because he feels that they (and everyone who disagrees 
  with him) is being manipulated by the Great Dire Dark 
  (much like the Moonlord was) to cause conflict so that he 
  may draw power from them.  
   
  Shannus will be cordial but firm—Follow him or leave. 
  Those are your options. Any PC who possess favors or 
  influence with Shannus (such as the protectors of the 
  iron Wood) that refuses to either join him or leave must 
  immediately void all favors, influence and is ejected from 
  the meta-org.  
   
  PCs that agree to join Shannus receive an invitation to 
  join the Protectors of the Iron Wood. This invitation is 
  considered regional documentation that grants access to 
  the metaorganization. Furthermore, they are ordered to 
  spread the news that the Iron Wood is closed under 
  penalty of death. 
   
  The DM should preroll Shannus’ Bluff check and use the 
  pre-rolled Sense Motive checks the player made at the 
  beginning of the adventure. If the PCs beat Shannus’ skill 
  check they get the sense that he is not telling them the 
  whole truth.  
   
  Unfortunately the do not have the authority to call him 
  on it. The only people who do are the missing Viscount 
  and the comatose Bishop of Saint Cuthbert. The PCs 
  know this information automatically.  
    
  Development: Any party that is foolish enough to travel 
  to Glory without authorization are charged with 
  Trespassing, charged 150 gp x APL in gold, and is 
  immediately taken into custody and escorted to the edge 
  of the Iron Wood after meeting with Quinsaron.  They 
  will NOT meet with Shannus. 
   
  Any PC foolish enough to attempt to engage Shannus’ 
  army here (or Shannus himself), or who is dumb enough 
  to admit to attacking and/or killing any of Shannus’ men, 
  are arrested and changed with Assault, Battery, and 
  Manslaughter. If the PC is especially belligerent with 
  either Quin or Shannus (DM’s call), the charge of 
  Sedition is added to the list.  
   
  Nothing short of instantaneous magical travel such as 
  teleport or plane shift can save them from punishment. 
  Shannus has an entire army literally right out side the 
  door. The arrest and incarceration is automatic. The 
  adventure is over for anyone arrested. Any PC charged 
  with Manslaughter loses all possessions, but may invoke 
  the Charity of Friends clause to re-equip themselves.  
  VER7-02 Mourning Glory 
   
  Page 11 
  
   
  For more information on the crime and punishment in 
  Verbobonc, see Appendix 4: Laws of the Viscounty, or 
  the regional campaign document Laws of the Viscounty: 
  A Guide to Justice in the Viscounty of Verbobonc. 
   
  The party is escorted to the edge of the iron Wood and 
  wished a good day with another warning that anyone 
  illegally found in the Iron Wood will be killed. Most 
  parties will not be happy and wish to continue the 
  investigation. Proceed to Encounter 4; Were-allies.  
   
  ENCOUNTER 4: 
  WERE−ALLIES 
  This encounter may happen in one of two ways. Either 
  the party is approached just inside of the Iron Wood as 
  they are searching for the location of the Viscount’s 
  disappearance or the may be approached after they are 
  escorted out of the Iron Wood.  
   
  Either way Amitri, a wererat, approaches the party with a 
  proposition. He is willing to act as a guide for the PC if 
  they promise him safe travel from the Iron Wood and 
  sanctuary some where out of the reach of Shannus.  
   
  Amitri made the same deal with the Mounted Borderers 
  Ildrith send to investigate but was unable to cash due to 
  the investigator’s capture. He will guide the party to the 
  ambush site he will not however offer the location of the 
  investigator unless the party directly asks. He doesn’t 
  want them to think he was responsible in any way.  
   
  Amitri will not approach any party that contains draconic 
  looking PCs. Allow such parties a Spot check to see him 
  shadowing the group. The party will then need to 
  successfully shift his attitude from unfriendly to friendly. 
  Any PC that has the “investigation of the Brewfest 
  massacre” regional cert receives a +15 bonus on this 
  Diplomacy check as words of their deeds have reached 
  even the lycanthropes of the Iron Wood.   
   
  Read or paraphrase the following:  
   
  A rustling noise from your left catches you 
  attention. As you ready weapons a raspy whisper calls 
  out “Parley, I am only seeking parley. Will you speak 
  with a poor soul who only wants to help?”  
   
  Allow the PCs a DC 20 Spot check to see Amitri hiding 
  about 40ft away. If the PCs succeed on the spot check or 
  agree to parley read the following:  
   
  A thin man with stringing hair wearing little 
  more than rags peers at your group through the 
  foliage. His eyes dart around constantly scanning the 
  forest for danger. 
   
  As long as the PCs agree not to hurt him Amitri will step 
  out into the open. He will then offer to guide them 
  through the forest if they vouch for his safety.  Read or 
  paraphrase the following:  
   
  “Amitri will help you get to whatever you seek. I 
  know these woods very well. In return I only ask that 
  you take Amitri and his family where the dragon lord 
  cannot hurt him.”  
   
  WHAT AMITRI KNOWS: 
  Amitri relays the following to the party during 
  conversation. Amitri constantly sniff the air while his 
  eyes dart around.  
  • 
  The dragon-men of Shannus continue to hunt and 
  kill any and all lycanthropes they find—including 
  women and children.  
  • 
  Most of his people have moved south into lands not 
  controlled by the dragon.  
  • 
  He knows the location of the ambush site. It bears 
  the scent of the dragon men but something is not 
  quit right. He is not sure what.  
  • 
  He does not know what or who attacked the men.  
  • 
  Yes, another group did come to look at the ambush 
  site. Amitri showed them where it was but they are 
  now being held in Glory. 
  • 
  He knows who Viscount Langard is, but doesn’t 
  know anything about his disappearance other than 
  where the bodies were found.  
   
  Amitri is deathly afraid to go anywhere near Glory for 
  obvious reasons. A successful DC 25 Diplomacy check 
  and a guarantee of his safety will get him to reluctantly 
  agree to show them where the Mounted Borderers are 
  being held.  
   
  All APLs (EL 1) 
   
  Amitri: Wererat (human, shapechanger); hp 12; 
  Monster Manual 173. 
   
  Tactics: Run Amitri run! 
   
  Treasure: Amitri has no possessions. 
   
   
  Development: If the party does not agree to Amitri’s 
  terms or the attack him they will be force to travel 
  around the forest looking of the ambush site. In this case 
  there is a 10% chance per 2 hours of travel that they run 
  across a patrol. Use the statistic from Encounter 1.  
   
  VER7-02 Mourning Glory 
   
  Page 12 
  
  ENCOUNTER 5: 
  ALL THE VISCOUNT’S MEN 
  Regardless of how the party comes to the ambush site 
  they may investigate and try to piece together what 
  happened.  
   
  Read or paraphrase the following:  
   
  Your progress through the Iron Wood has 
  brought you here. The Iron Road runs east-west 
  through the dense forest 
   
  The Viscount and the Knights of the Hart were 
  ambushed about midway between Glory and the Veluna 
  edge of the Iron Wood. PCs that have the Track feat can 
  learn the following with a successful Survival check, as 
  can PCs that make a successful Search checks. 
   
  Information marked with an asterisk (*) is only available 
  to PCs making the Survival check. 
   
  *DC 5: A group of riders and a carriage were ambushed 
  some about 4 weeks ago.  
  DC 10: Some of the trees show signs of magical 
  elemental damage (DC 10 Spellcraft to identify 
  the damage as cold, fire, acid and electricity) 
  DC 15: All of the bodies were removed.  
  *DC 20: The carriage tracks lead off a few dozen feet then 
  just disappear.  
  DC 25: There are three distinct sets of track: the initial 
  ambush followed by two other groups.  
  *DC 30: it appears that the second group attempted to 
  cover up the tracks of the 1
  st group.  
  *DC 35: Thee third set of tracks lead off in the direction 
  of Glory.  
  DC 40: The party finds a broken golden scale trampled 
  into the dirt.  
   
  The initial tracks show that the Viscount and his knights 
  were ambushed and a fight ensued. The second set of 
  track is the group Shannus sent to investigate. The third 
  group is much smaller (4 persons), which suggests that 
  they were the Mounted Borderer detachment sent by 
  Ildritch.   
   
  Amitri can confirm that the “crime scene” is the same as 
  it was when he brought the Mounted Borderers here. He 
  can also confirm that they did head off towards Glory to 
  ask Shannus about what happened. He accompanied 
  them for most of the journey but did not enter the town 
  with them. He stayed behind and watched the Mounted 
  borderers dragged off in chains. He is unwilling to enter 
  Glory but is willing to travel with the party if they insist 
  on going.   
   
  Development: the information the party is able to gather 
  is very limited. They will want to know who or what is 
  behind 
  the 
  Viscount’s 
  abduction 
  which 
  is 
  understandable. Shannus’ part, if any, in all of this will be 
  revealed in later adventures.  
   
  The party will need to decide what to do nest. They may 
  elect to head to Glory to see if they can free the captives 
  or they may return to Fortress Hagthar to report their 
  findings. If the elect to head towards Glory continue to 
  Encounter 6: The Dragon’s Maw. If they elect to return 
  to Fortress Hagthar proceed to the Conclusion.  
   
  ENCOUNTER 6: THE 
  DRAGON’S MAW 
  The party may return to Glory either by following the 
  Amitri or the 3
  rd set of tracks. They arrive just in time to 
  see Shannus and Quinsaron leading his army off toward 
  the south.  
   
  Making your way back towards Glory you give pause 
  to loud sounds of commotion from ahead. Clearing a 
  ridge you spy the source of the ado. A large 
  contingent of Lord Shannus’ men are leaving Glory, 
  marching instep as they chant and yell in some 
  unintelligible language. The hoard numbers march 
  off to the south. As the last man leaves the town the 
  remaining sentries close and bar the gate behind. 
   
  Any PC who speaks Draconic recognizes the army is 
  speaking in that tongue. 
   
  Glory is held by a token force at this point, and only a few 
  sentries remain in town. The party may elect to spring 
  the Mounted Borderers from their prison either by 
  stealth and guile or by brute force. Some parties may also 
  choose to follow the army. If so proceed to Encounter 7: 
  The Dragon’s horde.  
   
  DM note; It is impossible to cover every possible way to 
  accomplish this goal so the DM is encouraged to 
  adjudicate the success or failure of the party’s plan to the 
  best of his ability. In any case please err on the side of the 
  players. 
   
  The Setup 
  Glory is nearly abandoned. Only a handful of sentries 
  remain to protect the townsfolk. The party will need to 
  gain entry into Glory and then the prison to free the 
  VER7-02 Mourning Glory 
   
  Page 13 
  
  captives. Any PCs that are Protectors of the Ironwood or 
  who have now sided with Lord Shannus may enter the 
  town freely. Any other PCs will be arrested once they 
  encounter town guards unless they have forged 
  documentation.  
   
  In all cases the party should have a plan as to how they 
  will get in, how they will handle the guards and how they 
  will get out. The information below can be used to help 
  adjudicate the parties plans. If further information is 
  required to adjudicate the parties plan (such as “how 
  small are the cracks in the wall?”, “what is the tallest 
  building?” or “is there a well nearby?”) use your best 
  judgment. In all cases you should err on the side of the 
  players if the plan is feasible and possible in a fantasy 
  campaign. 
   
  Glory Stockade Walls 
  All walls are 15ft. tall and have a sentry walk way at 10 ft. 
  high within the town. 
   
  Stockade Walls: 10 in. thick; hardness 5; hp 90; 
  Break DC 20; Climb DC 21 
   
  Town Gates 
  The town gates consist of two 15 ft. doors that are locked 
  from within by a large wooden beam. 
   
  Town Gates: 6 in. thick; hardness 5; hp 50; AC 5; 
  Break DC 23; Climb DC 21; Open Lock DC 25 
   
  Prisoners 
  The Mounted Borderers are currently being held in a 
  non-descript building 20ft square near the center of 
  town. The building has no windows and one locked door. 
   
   
   
  Locked Door: 1 in. thick; hardness 5; hp 15; AC 5; 
  Break DC 18; Open Lock DC 25 
   
  The building is roughly 300 feet from any given wall. 
  Their guards assigned to watch the Mounted Borders are 
  stationed outside the door. 
   
  ALL APLs (EL 2) 
   
  Mist Children (2): Grey elf Barbarian (Bbn1); hp 12 
  each; see Appendix One 
   
  Town Guards 
  Most of the town’s guards have left to march on Validia, 
  leaving two to guard the captured Mounted Borderers 
  and twenty to guard the town. These break down into 10 
  archers for on the walls and 10 melee guards to roam the 
  town. If at any point they are spotted by guards decide if 
  they are closer to the prisoner holding area or the town 
  walls. Based on there position they will either be attacked 
  by ranged weapons or the guards will close for melee. 
   
  APL 2 (EL 4) 
   
  Dragon Knight Guard: Half-Dragon (augmented 
  human); Knight 1/ Warrior 1; hp 19; See Appendix One 
   
  APL 4 (EL 6) 
   
  Dragon 
  Knight 
  Guards 
  (2): 
   
  Half-Dragon 
  (augmented human); Knight 1/ Warrior 1; hp 19 each; 
  See Appendix One 
   
  APL 6 (EL 8) 
   
  Dragon 
  Knight 
  Guards 
  (4): 
  Half-Dragon 
  (augmented human); Knight 1/ Warrior; hp 19 each; See 
  Appendix One 
   
  APL 8 (EL 10) 
   
  Dragon 
  Knight 
  Guards 
  (8): 
  Half-Dragon 
  (augmented human); Knight 1/ Warrior 1; hp 19 each; 
  See Appendix One 
   
  Tactics: The guards attack to kill, though anyone 
  surrendering will be taken and held until Shannus or 
  Quin returns. They have orders not to harm the Mounted 
  Borderers under penalty of death, so all of their attacks 
  are focused on the party.  At APL 2 they will choose not 
  to use their breath weapon. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 2: Loot 4 gp; Magic 0 gp; Total 4 gp. 
   
  APL 4: Loot 8 gp; Magic 0 gp; Total 8 gp. 
   
  APL 6: Loot 16 gp; Magic 0 gp; Total 16 gp. 
   
  APL 8: Loot 32 gp; Magic 0 gp; Total 32 gp. 
   
  Development:  Depending on the outcome if the party 
  escapes Glory they may decide to either return to 
  Fortress Hagthar or go on to Validia. 
   
  If the PCs attempt to follow the army, proceed to 
  Encounter 7: The Dragon’s Horde 
   
  If the PCs decide to return to Fortress Hagthar, they are 
  pursued by a group of Dragonkin sent by Shannus to 
  make sure that Glory has remained secure. Proceed to 
  Encounter 8: On Scales Wings. 
   
  ENCOUNTER 7: THE 
  DRAGON’S HORDE    
  The PCs can arrive at this encounter under two 
  circumstances: 
  1) They have followed Shannus’ army from Glory 
  2) They have freed the Mounted Borderers and are 
  passing this way back to Fortress Hagthar 
  VER7-02 Mourning Glory 
   
  Page 14 
  
   
  If they have rescued the Mounted Borderers and headed 
  here then it’s just after dawn and the towns last residents 
  are being led to the center of town. If this is the case run 
  the encounter as written. 
   
  If the party decides to follow the army before rescuing 
  the Mounted Borderers they will arrive just as the troops 
  start to round up the citizens.  Paraphrase where needed 
  as Shannus’ troops have not completed the round up. 
   
  In either case once the party is in ear shot Lord Shannus 
  will start his speech to the residents. If the party either 
  interrupts Shannus or if they are spotted, he includes the 
  party in his address. 
   
  Great plumes of smoke and ash rise from Validia as 
  you see Shannus’ army move into the town like a 
  great beast. Many citizens have been herded into the 
  center of town by the draconic warriors that form 
  Shannus’ troops. One group of winged soldiers hovers 
  above keeping an eye out for signs of trouble. Large 
  contingents of dragon men begin lining the streets on 
  the outskirts of town with wagons tipped on their 
  sides. 
   
  Sir Quin directs the legion to its tasks and briefing 
  his lord as status reports filter in. Looking over the 
  crowd Lord Shannus seems satisfied that the majority 
  of citizens are present. Walking into the crowd alone 
  and unprotected he speaks. 
   
  “I must offer my apologies for this early morning 
  affair. The situation offered very few options. 
   
  “Your ideals are my ideals. Safety for our people. The 
  liberty to live as free men. The right to sustain 
  ourselves free of the politics of the rich and fat. 
   
  “We have all become part of the system that we wish 
  to change. Given time, we could probably find a 
  common ground, but time has run out for all of us. It 
  seems the great evil has once again raised its head to 
  devour the very people of the Viscounty. 
   
  “I have made my decision. Only I am capable of 
  beating this foe. Only I can take this burden to ensure 
  others will not fail in their valiant attempt to purge 
  this evil from our lands once and for all. I will take it 
  upon myself to protect the people. And if I need to 
  anger some nobles or occupy their lands to do this – 
  then so be it.” 
   
  “The time comes when you must make your decision. 
  Will you stand along side me and see this quest 
  through to the end? Or will you be an unwitting 
  pawn for those who would sit idle while this evil 
  grows in power. For if you are not part of the solution 
  then by all regards you are part of the problem. You 
  hath understanding and I’m sure that you realized 
  that time is short. Are you with me, or against me?” 
   
  The citizens of Validia seem to be considering Shannus’ 
  point, with some shouting agreement, while others 
  expressing dissent. If the PCs have revealed themselves at 
  this point, he reiterates his sentiments and asks them the 
  same question – waiting for a simple yes or no answer. 
   
  YOU SPEAK THE TRUTH! I WILL HELP YOU! 
  Those that say yes are welcomed as equals among his 
  troops, congratulating them on a wise decision as they 
  move into their ranks.  
   
  SORRY – YOUR ACTIONS ARE WRONG! 
  For those that say no or attempt to escape he will address 
  them as follows. 
   
  “So be it. Let your answers lead you to a foolish 
  fate. But I can not allow you to fool with the fate of 
  these people. Sir Quin, take these people in as 
  suspects in the viscounts disappearance.” With that 
  Sir Quin calls to his personal guard, a group of 
  dragonmen hovering in the sky. “Seize them. If they 
  attempt to spill blood return the action in kind.” 
   
  Development: For those that reject his offer, Shannus 
  sends a force of Dragonkin to arrest the PCs (See 
  Encounter 8: On Scales Wings).   
   
  ENCOUNTER 8:  ON SCALED 
  WINGS 
  This encounter is loosely a chase. The party members 
  must either evade the Dragonkin completely or kill their 
  pursuers. The Dragonkin will fight to the best of their 
  ability and attempt to search for any of their prey that is 
  hiding, invisible or concealed by other means. 
   
  Assume the party starts 100ft. away from the dragonkin 
  on the edge of the Ironwood forest. It is possible to use 
  the forest and undergrowth for hiding once they enter. 
   
  APL 2 (EL 5) 
   
  Dragonkin Footsoldiers (2): Large Monstrous 
  Humanoid; hp 38 each; See Appendix One 
  VER7-02 Mourning Glory 
   
  Page 15 
  
   
  APL 4 (EL 7) 
   
  Dragonkin Footsoldiers (4): Large Monstrous 
  Humanoid; hp 38 each; See Appendix One 
   
  APL 6 (EL 9) 
   
  Dragonkin Footsoldiers (4): Large Monstrous 
  Humanoid; hp 38 each; See Appendix One 
   
  Dragonkin 
  Sergeants 
  (2): 
  Large 
  Monstrous 
  Humanoid (reptilian), Rogue 2/ Warrior 1; hp 52 each; 
  See Appendix One 
   
  APL 8 (EL 11) 
   
  Dragonkin Footsoldiers (8): Large Monstrous 
  Humanoid (reptilian); hp 38 each; See Appendix One 
   
  Dragonkin 
  Sergeants 
  (4): 
  Large 
  Monstrous 
  Humanoid (reptilian), Rogue 2/ Warrior 1; hp 52 each; 
  See Appendix One 
   
  Tactics:  The dragonkin do not give up very easy. This 
  assignment is a matter of pride for them and they are 
  looking to separate themselves from the pack of other 
  draconic creatures.  They will attack to subdue until any 
  party member attacks for real damage. Once that happens 
  they attack all party members to kill unless a party 
  member surrenders. If this happens that party member 
  gets conclusion B. 
   
  It is possible for a party member to evade the dragonkin. 
  Doing so requires either leaving the area through magic, 
  successfully hiding in the forest or outrunning them out 
  right. Hiding requires the success on three opposed 
  Spots/Hide and Listen/Move Silently. After three rounds 
  the dragonkin will give up and head back with their 
  wings tucked between their legs. 
   
  Treasure: The PCs can gain the following treasure here: 
   
  APL 2: Loot 20 gp; Magic 250 gp; brooch of 
  shielding x2 (250 gp); Total 270 gp. 
   
  APL 4: Loot 40 gp; Magic 500 gp; brooch of shielding 
  x4 (500 gp); Total 540 gp. 
   
  APL 6: Loot 60 gp; Magic 750 gp; brooch of shielding 
  x6 (750 gp); Total 810 gp. 
   
  APL 8: Loot 120 gp; Magic 1,500 gp; brooch of 
  shielding x12 (1,500 gp); Total 1,620 gp. 
   
  Development: It’s assumed that any PCs escaping will 
  end up back at Fortress Hagthar. Unless other 
  circumstances arise, proceed to Conclusion: The 
  Dragon Awakens. 
   
   
  CONCLUSION: 
  THE DRAGON AWAKENS 
  The Conclusion to this adventure is modular, due to the 
  number of options and situations that can occur. Read 
  aloud each section that follows a true bold and 
  underscored statement. 
   
  The PCs return to Fortress Hagthar and freed the 
  Mounted Borderers 
   
  Ildritch greets you immediately upon your return 
  to Fortress Hagthar and listens to your account of 
  events. The Mounted Borderers you rescued offer 
  their information as well regarding both Shannus’ 
  activities and the missing Viscount.  
   
  The PCs did not return to Fortress Hagthar because 
  they were captured by Shannus. 
   
  As you sit in custody, you recall the events of 
  recent days. 
   
  The PCs did not return to Fortress Hagthar for other 
  reasons. 
   
  The events of recent days play across your 
  thoughts. 
   
  The PCs found the Viscount’s ambush site. 
   
  Your discovery of the ambush site where the 
  Viscount went missing did little to shed any light on 
  his disappearance, but it gives you a starting place for 
  further investigation. 
   
  The PCs did not find the Viscount’s ambush site. 
   
  Your failure to locate the ambush site only 
  compounded an already tense situation. 
   
  The PCs went to Validia in Encounter 7: The Dragon’s 
  Horde 
   
  The reason for Shannus’ military build-up has 
  become crystal clear after his invasion of Validia, but 
  even more surprising is the number of people that 
  seem to agree with his reasoning. Whatever his logic 
  – it’s clear that House Chondell, upon whose land 
  Validia resides, cannot allow the occupation their 
  lands by another noble house. A retaliatory response 
  is almost certain 
   
  The PCs did not go to Validia in Encounter 7: The 
  Dragon’s Horde. 
   
  The reason for Shannus’ military build-up 
  becomes crystal clear as you hear word that he has 
  invaded Validia and claimed that a great evil is 
  threatening the Viscounty, which he alone can 
  VER7-02 Mourning Glory 
   
  Page 16 
  
  combat. Even more surprising is that some in the 
  town seemed to welcome his occupation and agree 
  with his reasoning. Whatever his logic – it’s clear that 
  House Chondell, upon whose land Validia resides, 
  cannot allow the occupation their lands by another 
  noble house. A retaliatory response is almost certain 
   
  Proceed from here 
   
  It doesn’t take long for a response to Shannus’ 
  actions. House Chondell vehemently denounces the 
  Baron of the Iron Wood as a warmonger. In response, 
  House Stefania and House Avgustin, whose lands also 
  border the Iron Wood, announce the formation of a 
  retaliatory force to help remove Shannus from 
  Validia. And so the drums of war play on… 
   
  THE END 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each PC. 
   
  1: The Dragons Lair 
  Defeat the patrol by fight, flight or words. 
  APL 2  
  60 XP 
  APL 4  
  60 XP 
  APL 6  
  60 XP 
  APL 8  
  60 XP 
   
  2: Plan B 
  Avoid being captured. 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  6: The Dragon’s Maw 
  Rescue the captured Mounted Borderers 
  APL 2  
  150 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  6: On Scaled Wings 
  Avoid capture by Lord Shannus’ troops. 
  APL 2  
  150 XP 
  APL 4  
  210 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
   
  Discretionary roleplaying award 
  APL 2  
  20 XP 
  APL 4  
  45 XP 
  APL 6  
  90 XP 
  APL 8  
  75 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 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 
  VER7-02 Mourning Glory 
   
  Page 17 
  
  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.  
   
   
  1: The Dragons Lair 
   
  All APL: L: 206 gp; C: 0 gp; M: potions of cure light 
  wounds (2), 42 gp per PC each, potions of barkskin (+3) 
  (2) 50 gp per PC each; Total 390 gp. 
   
  2: Plan B 
   
  APL 2: Loot 4 gp; Magic 0 gp; Total 4 gp. 
   
  APL 4: Loot 8 gp; Magic 0 gp; Total 8 gp. 
   
  APL 6: Loot 16 gp; Magic 0 gp; Total 16 gp. 
   
  APL 8: Loot 32 gp; Magic 0 gp; Total 32 gp. 
  6: The Dragon’s Maw 
   
  APL 2: Loot 4 gp; Magic 0 gp; Total 4 gp. 
   
  APL 4: Loot 8 gp; Magic 0 gp; Total 8 gp. 
   
  APL 6: Loot 16 gp; Magic 0 gp; Total 16 gp. 
   
  APL 8: Loot 32 gp; Magic 0 gp; Total 32 gp. 
   
  8: On Scaled Wings 
   
  APL 2: Loot 20 gp; Magic 250 gp; brooch of 
  shielding x2 (250 gp); Total 270 gp. 
   
  APL 4: Loot 40 gp; Magic 500 gp; brooch of shielding 
  x4 (500 gp); Total 540 gp. 
   
  APL 6: Loot 60 gp; Magic 750 gp; brooch of shielding 
  x6 (750 gp); Total 810 gp. 
   
  APL 8: Loot 120 gp; Magic 1,500 gp; brooch of 
  shielding x12 (1,500 gp); Total 1,620 gp. 
   
  Treasure Cap 
   
  APL 2: 450  
   
  APL 4: 650 
   
  APL 6: 900 
   
  APL 8: 1,300 
   
   
  Total Possible Treasure 
   
  APL 2: 462 
   
   
  APL 4: 698 
   
  APL 6: 1,148 
   
  APL 8: 1,990 
   
   
  REWARD NOTES FOR THE AR 
  Gratitude of Ildrith: This favor is awarded to PCs that 
  return to Fortress Hagthar with information regarding 
  the Viscount’s disappearance, and who locate and free the 
  missing Mounted Borderers. 
   
  Appreciation of the Mounted Borderers:  This entry is 
  awarded to PCs that free the missing Mounted Borderers 
  from Glory. 
   
  Recognition of the Mounted Borderers: This entry is 
  awarded to any PC that is a member of the Mounted 
  Borderers and successfully completes the mission. 
   
  Arrested: This entry is awarded to any PC that is arrested 
  by Lord Shannus during the adventure. A PC cannot 
  receive both this entry and Invitation to the Protectors 
  of the Iron Wood. 
   
  Invitation to the Protectors of the Iron Wood: This 
  entry is awarded to any PC that accepts Lord Shannus’ 
  offer to join him. A PC cannot receive both this entry and 
  Arrested. 
   
  Committed an Evil Act: This entry is awarded to any PC 
  that performs an act of evil that would warrant 
  documentation. 
   
  REWARD NOTES FOR THE 
  REGIONAL CERTIFICATE 
  Recognition of the Mounted Borderers: This entry is 
  awarded to any PC that is a member of the Mounted 
  Borderers and successfully completes the mission. 
   
  Dereliction of Duty: This is awarded to any Mounted 
  Borderer PC that either fails in their assignment or is 
  arrested by Lord Shannus during the adventure. 
   
  Offer of Shannus: This is awarded to all PCs that 
  participate in Encounter 7: The Dragon’s Horde. 
   
  Former Citizen of Validia: This entry is awarded to any 
  PC that is a citizen of Validia at the time of this adventure 
  and does not accept Lord Shannus’ offer (see Offer of 
  Shannus).  A PC that is a citizen of Validia can only 
  receive this offer if they also receive the Offer of Shannus 
  entry. 
   
  Noteworthy Events: This entry is awarded to any PC 
  that you, as the DM, feel performed actions significant 
  enough to warrant documenting. These actions can 
  either be positive or negative. At your discretion, please 
  email the Verbobonc Triad a narrative of the events 
  recorded. 
  This 
  entry 
  is 
  completely 
  optional.
  VER7-02 Mourning Glory 
   
  Page 18 
  
  APPENDIX 1: ALL APLS
   
  ENCOUNTER ONE: THE DRAGONS LAIR 
  M I S T C H I L D R E N  D E F E N D E R 
  CR  1 
  Male gray elf barbarian 1 
  CN Medium humanoid (elf) 
  Init +3; Senses low-light vision; Listen +7, Spot +3 
  Languages Common, Elf  
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +4 armor, +2 shield) 
  hp 12 (1 HD) 
  Fort +2, Ref +3, Will +1 (+3 against enchantment)  
  Speed 40 ft. (8 squares) 
  Melee masterwork longsword +5 (1d8+3/19-20) or 
  silver shortspear +4 (1d6+2) 
  Ranged masterwork longbow +5 (1d8/x3) 
  Base Atk +1; Grp +4 
  Atk Options Power Attack, rage 1/day 
  Combat Gear brooch of shielding, potion of bull’s 
  strength*, potion of cure light wounds, potion of 
  displacement 
  * already used; incorporated into the stats here 
  Abilities Str 13 (17), Dex 16, Con 11, Int 10, Wis 12, 
  Cha 10  
  SQ elf traits, illiteracy 
  Feats Power Attack  
  Skills Climb +3, Jump +7, Listen +7, Search +2, Spot 
  +3, Survival +5 
  Possessions combat gear plus chain shirt, heavy 
  wooden shield, masterwork longsword, silver 
  shortspear, masterwork longbow with 20 arrows 
  and 20 silver arrows, various trinkets of wood and 
  bone 
  Rage (Ex) while raging, the Mist Children Defender’s 
  stats change as follows: 
   
  AC 17, touch 11, flat-footed 14 
   
  hp 14 
   
  Fort +4, Will +3 (+5 against enchantment) 
   
  Melee** masterwork longsword +6 (1d8+6/19-20) 
  or silver shortspear +5 (1d6+5) 
   
  Grp +6 
    
  Abilities Str 17 (21), Con 15 
   
  Skills Climb +5, Jump +9 
   
  **1-point Power Attack 
  VER7-02 Mourning Glory 
   
  Page 19 
  
  APL 2 
  ENCOUNTER T WO:  PLAN B 
   
   
  D R AG O N  K N I G H T  G UARD 
  CR  4 
  Male Gold Half-Dragon Knight 1/ Warrior 1 
  LN Medium Half-Dragon (augmented humanoid) 
  Init +2; Senses Darkvision, low-light vision Listen +1, 
  Spot +1 
  Languages Common, draconic  
  AC 20, touch 12, flat-footed 18 
   (+ 2Dex, +4 armor, +4 natural) 
  hp 14 (2 HD); 
  Immune fire, paralysis, sleep 
  Fort +3, Ref +2, Will +1 
  Speed 20 ft. in brigandine armor (4 squares) 
  Melee heavy flail +7 (1d10+7/19-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +7 
  Atk Options Breath Weapon, Combat expertise, 
  Improved Disarm, Knight’s Challenge (fighting) 
  Combat Gear  
  Abilities Str 20, Dex 15, Con 12, Int 15, Wis 8, Cha 
  16  
  SA Breath weapon, knight’s challenge 
  SQ Darkvision, low-light vision, Immunity to fire, 
  paralysis and sleep 
  Feats Combat Expertise, Improved Disarm  
  Skills  Gather Information +5, Intimidate +8, 
  Knowledge (local – VTF) +4, Listen +1, Spot +1, 
  Tumble  -1 
  Possessions Brigandine armor, heavy flail.  
  Breath Weapon (Su) 1/day; Reflex save DC 12; 30 ft. 
  cone; 6d8 points of fire damage. 
   
  Fighting Challenge (Ex): As a swift action, you can 
  issue a challenge against a single opponent. The 
  target of this ability must have an Intelligence of 5 
  or higher, have a language of some sort, and have 
  a CR greater than or equal to your PC level minus 
  2. If it does not meet these requirements, a use of 
  this ability is expended without effect. 
  If the target does meet the conditions given above, 
  you gain a +1 morale bonus on Will saves and a +1 
  morale bonus on attack rolls and damage rolls 
  against the target of this ability. You fight with 
  renewed vigor and energy by placing your honor 
  and reputation on the line. If your chosen foe 
  reduces you to 0 or fewer hit points, you lose two 
  uses of your knight's challenge ability for the day 
  because of the blow to your ego and confidence 
  from this defeat. 
  The effect of a fighting challenge lasts for a number of 
  rounds equal to 5 + your Charisma bonus (if any). 
  If you are capable of issuing a knight's challenge more 
  than once per day, you can use this ability more 
  than once in a single encounter. If your first chosen 
  foe is defeated or flees the area, you can issue a 
  new challenge to a different foe. You cannot switch 
  foes if your original target is still active. 
   
  The Knight's Code: You fight not only to defeat your 
  foes but to prove your honor, demonstrate your 
  fighting ability, and win renown across the land. 
  The stories that arise from your deeds are just as 
  important to you as the deeds themselves. A good 
  knight hopes that her example encourages others 
  to lead righteous lives. A neutral knight wishes to 
  uphold the cause of his liege (if he has one) and 
  win glory. An evil knight seeks to win acclaim 
  across the land and increase her own personal 
  power. 
  The knight's code focuses on fair play: A victory 
  achieved through pure skill is more difficult, and 
  hence wins more glory, than one achieved through 
  trickery or guile. 
  A knight does not gain a bonus on attack rolls when 
  flanking. You still confer the benefit of a flanking 
  position to your ally, but you forgo your own +2 
  bonus on attack rolls. You can choose to keep the 
  +2 bonus, but doing so violates your code of honor 
  (see below). 
  A knight never strikes a flat-footed opponent. Instead, 
  you allow your foe to ready himself before 
  attacking. 
  A knight never deals lethal damage against a helpless 
  foe. You can strike such a foe, but only with attacks 
  that deal nonlethal damage.  
  If you violate any part of this code, you lose one use 
  of your knight's challenge ability for the day. If your 
  knight's challenge ability is not available when you 
  violate the code (for example, if you have 
  exhausted your uses for the day), you take a -2 
  penalty on attack rolls and saves for the rest of that 
  day. Your betrayal of your code of conduct 
  undermines the foundation of confidence and 
  honor that drives you forward. 
   
  ENCOUNTER 
  EIGHT:  
  ON 
  SCALED 
  W INGS 
  D R AG O N K I N  F O O T S O L D I E R 
  CR  3 
  Male Dragonkin* 
  LN Large Monstrous humanoid (reptilian) 
  Init +1; Senses darkvision, detect magic; Listen +12, 
  Spot +12 
  Languages Draconic  
  AC 17, touch 10, flat-footed 16 
   (+1 Dex, +7 natural, -1 size) 
  hp 38 (7 HD) 
  Fort +5, Ref +6, Will +7 
  Speed 20 ft. (4 squares), fly 40ft. (good) 
  Melee foreclaw +10 (1d6+3) or longspear +10/+5 
  (1d10+6/x3) 
  Ranged javelin +8 (1d8+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with longspear) 
  Base Atk +7; Grp +15 
  Atk Options Flyby Attack, rake (1d6+2) 
  Combat Gear brooch of shielding 
  VER7-02 Mourning Glory 
   
  Page 20 
  
  Abilities Str 19, Dex 12, Con 13, Int 10, Wis 14, Cha 
  13  
  SQ Darkvision, detect magic 
  Feats Flyby Attack, Great Fortitude, Improved 
  Initiative  
  Skills Listen +12, Spot +12 
  Possessions combat gear plus longspear, 10 
  javelins, various trinkets of bone 
  Rake (Ex): Dragonkin make two additional attacks 
  (+10 melee) with their rear claws for 1d6+2 points 
  of damage each when attacking from the air. 
  Detect Magic (Su): Dragonkin have the innate ability 
  to use detect magic as a free action, once per 
  round. 
  * see Appendix 2: New Rules Items 
   
   
   
  VER7-02 Mourning Glory 
   
  Page 21 
  
  APL 4 
  ENCOUNTER T WO:  PLAN B 
   
  D R AG O N  K N I G H T  G UARD 
  CR  4 
  Male Gold half-dragon Knight 1/ Warrior 1 
  LN Medium half-dragon (augmented humanoid) 
  Init +2; Senses Darkvision, low-light vision Listen +1, 
  Spot +1 
  Languages Common, draconic  
  AC 20, touch 12, flat-footed 18 
   (+ 2Dex, +4 armor, +4 natural) 
  hp 14 (2 HD); 
  Immune fire, paralysis, sleep 
  Fort +3 (+X against poison), Ref +2, Will +1 
  Speed 20 ft. in brigandine armor (4 squares) 
  Melee heavy flail +7 (1d10+7/19-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +7 
  Atk Options Breath Weapon, Combat expertise, 
  Improved Disarm, Knight’s Challenge (fighting) 
  Combat Gear  
  Abilities Str 20, Dex 15, Con 12, Int 15, Wis 8, Cha 
  16  
  SA Breath weapon, knight’s challenge 
  SQ Darkvision, low-light vision, Immunity to fire, 
  paralysis and sleep 
  Feats Combat Expertise, Improved Disarm  
  Skills  Gather Information +5, Intimidate +8, 
  Knowledge (local – VTF) +4, Listen +1, Spot +1, 
  Tumble  -1 
  Possessions Brigandine armor, heavy flail.  
  Breath Weapon (Su) 1/day; Reflex save DC 12; 30 ft. 
  cone; 6d8 points of fire damage. 
   
  Fighting Challenge (Ex): As a swift action, you can 
  issue a challenge against a single opponent. The 
  target of this ability must have an Intelligence of 5 
  or higher, have a language of some sort, and have 
  a CR greater than or equal to your PC level minus 
  2. If it does not meet these requirements, a use of 
  this ability is expended without effect. 
  If the target does meet the conditions given above, 
  you gain a +1 morale bonus on Will saves and a +1 
  morale bonus on attack rolls and damage rolls 
  against the target of this ability. You fight with 
  renewed vigor and energy by placing your honor 
  and reputation on the line. If your chosen foe 
  reduces you to 0 or fewer hit points, you lose two 
  uses of your knight's challenge ability for the day 
  because of the blow to your ego and confidence 
  from this defeat. 
  The effect of a fighting challenge lasts for a number of 
  rounds equal to 5 + your Charisma bonus (if any). 
  If you are capable of issuing a knight's challenge more 
  than once per day, you can use this ability more 
  than once in a single encounter. If your first chosen 
  foe is defeated or flees the area, you can issue a 
  new challenge to a different foe. You cannot switch 
  foes if your original target is still active. 
   
  The Knight's Code: You fight not only to defeat your 
  foes but to prove your honor, demonstrate your 
  fighting ability, and win renown across the land. 
  The stories that arise from your deeds are just as 
  important to you as the deeds themselves. A good 
  knight hopes that her example encourages others 
  to lead righteous lives. A neutral knight wishes to 
  uphold the cause of his liege (if he has one) and 
  win glory. An evil knight seeks to win acclaim 
  across the land and increase her own personal 
  power. 
  The knight's code focuses on fair play: A victory 
  achieved through pure skill is more difficult, and 
  hence wins more glory, than one achieved through 
  trickery or guile. 
  A knight does not gain a bonus on attack rolls when 
  flanking. You still confer the benefit of a flanking 
  position to your ally, but you forgo your own +2 
  bonus on attack rolls. You can choose to keep the 
  +2 bonus, but doing so violates your code of honor 
  (see below). 
  A knight never strikes a flat-footed opponent. Instead, 
  you allow your foe to ready himself before 
  attacking. 
  A knight never deals lethal damage against a helpless 
  foe. You can strike such a foe, but only with attacks 
  that deal nonlethal damage.  
  If you violate any part of this code, you lose one use 
  of your knight's challenge ability for the day. If your 
  knight's challenge ability is not available when you 
  violate the code (for example, if you have 
  exhausted your uses for the day), you take a -2 
  penalty on attack rolls and saves for the rest of that 
  day. Your betrayal of your code of conduct 
  undermines the foundation of confidence and 
  honor that drives you forward. 
   
  ENCOUNTER 
  EIGHT:  
  ON 
  SCALED 
  W INGS 
  D R AG O N K I N  F O O T S O L D I E R 
  CR  3 
  Male Dragonkin* 
  LN Large Monstrous humanoid (reptilian) 
  Init +1; Senses darkvision, detect magic; Listen +12, 
  Spot +12 
  Languages Draconic  
  AC 17, touch 10, flat-footed 16 
   (+1 Dex, +7 natural, -1 size) 
  hp 38 (7 HD) 
  Fort +5, Ref +6, Will +7 
  Speed 20 ft. (4 squares), fly 40ft. (good) 
  Melee foreclaw +10 (1d6+3) or longspear +10/+5 
  (1d10+6/x3) 
  Ranged javelin +8 (1d8+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with longspear) 
  Base Atk +7; Grp +15 
  Atk Options Flyby Attack, rake (1d6+2) 
  Combat Gear brooch of shielding 
  VER7-02 Mourning Glory 
   
  Page 22 
  
  Abilities Str 19, Dex 12, Con 13, Int 10, Wis 14, Cha 
  13  
  SQ Darkvision, detect magic 
  Feats Flyby Attack, Great Fortitude, Improved 
  Initiative  
  Skills Listen +12, Spot +12 
  Possessions combat gear plus longspear, 10 
  javelins, various trinkets of bone 
  Rake (Ex): Dragonkin make two additional attacks 
  (+10 melees) with their rear claws for 1d6+2 points 
  of damage each when attacking from the air. 
  Detect Magic (Su): Dragonkin have the innate ability 
  to use detect magic as a free action, once per 
  round.  
  * see Appendix 2: New Rules Items 
   
   
  VER7-02 Mourning Glory 
   
  Page 23 
  
  APL 6 
  ENCOUNTER TWO: PLAN B 
   
  D R AG O N  K N I G H T  G UARD 
  CR  4 
  Male Gold half-dragon Knight 1/ Warrior 1 
  LN Medium half-dragon (augmented humanoid) 
  Init +2; Senses Darkvision, low-light vision Listen +1, 
  Spot +1 
  Languages Common, draconic  
  AC 20, touch 12, flat-footed 18 
   (+ 2Dex, +4 armor, +4 natural) 
  hp 14 (2 HD); 
  Immune fire, paralysis, sleep 
  Fort +3, Ref +2, Will +1 
  Speed 20 ft. in brigandine armor (4 squares) 
  Melee heavy flail +7 (1d10+7/19-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +7 
  Atk Options Breath Weapon, Combat expertise, 
  Improved Disarm, Knight’s Challenge (fighting) 
  Combat Gear  
  Abilities Str 20, Dex 15, Con 12, Int 15, Wis 8, Cha 
  16  
  SA Breath weapon, knight’s challenge 
  SQ Darkvision, low-light vision, Immunity to fire, 
  paralysis and sleep 
  Feats Combat Expertise, Improved Disarm  
  Skills  Gather Information +5, Intimidate +8, 
  Knowledge (local – VTF) +4, Listen +1, Spot +1, 
  Tumble  -1 
  Possessions Brigandine armor, heavy flail.  
  Breath Weapon (Su) 1/day; Reflex save DC 12; 30 ft. 
  cone; 6d8 points of fire  damage. 
   
  Fighting Challenge (Ex): As a swift action, you can 
  issue a challenge against a single opponent. The 
  target of this ability must have an Intelligence of 5 
  or higher, have a language of some sort, and have 
  a CR greater than or equal to your PC level minus 
  2. If it does not meet these requirements, a use of 
  this ability is expended without effect. 
  If the target does meet the conditions given above, 
  you gain a +1 morale bonus on Will saves and a +1 
  morale bonus on attack rolls and damage rolls 
  against the target of this ability. You fight with 
  renewed vigor and energy by placing your honor 
  and reputation on the line. If your chosen foe 
  reduces you to 0 or fewer hit points, you lose two 
  uses of your knight's challenge ability for the day 
  because of the blow to your ego and confidence 
  from this defeat. 
  The effect of a fighting challenge lasts for a number of 
  rounds equal to 5 + your Charisma bonus (if any). 
  If you are capable of issuing a knight's challenge more 
  than once per day, you can use this ability more 
  than once in a single encounter. If your first chosen 
  foe is defeated or flees the area, you can issue a 
  new challenge to a different foe. You cannot switch 
  foes if your original target is still active. 
   
  The Knight's Code: You fight not only to defeat your 
  foes but to prove your honor, demonstrate your 
  fighting ability, and win renown across the land. 
  The stories that arise from your deeds are just as 
  important to you as the deeds themselves. A good 
  knight hopes that her example encourages others 
  to lead righteous lives. A neutral knight wishes to 
  uphold the cause of his liege (if he has one) and 
  win glory. An evil knight seeks to win acclaim 
  across the land and increase her own personal 
  power. 
  The knight's code focuses on fair play: A victory 
  achieved through pure skill is more difficult, and 
  hence wins more glory, than one achieved through 
  trickery or guile. 
  A knight does not gain a bonus on attack rolls when 
  flanking. You still confer the benefit of a flanking 
  position to your ally, but you forgo your own +2 
  bonus on attack rolls. You can choose to keep the 
  +2 bonus, but doing so violates your code of honor 
  (see below). 
  A knight never strikes a flat-footed opponent. Instead, 
  you allow your foe to ready himself before 
  attacking. 
  A knight never deals lethal damage against a helpless 
  foe. You can strike such a foe, but only with attacks 
  that deal nonlethal damage.  
  If you violate any part of this code, you lose one use 
  of your knight's challenge ability for the day. If your 
  knight's challenge ability is not available when you 
  violate the code (for example, if you have 
  exhausted your uses for the day), you take a -2 
  penalty on attack rolls and saves for the rest of that 
  day. Your betrayal of your code of conduct 
  undermines the foundation of confidence and 
  honor that drives you forward. 
   
  ENCOUNTER 
  EIGHT: 
  ON 
  SCALED 
  WINGS 
  D R AG O N K I N  F O O T S O L D I E R 
  CR  3 
  Male Dragonkin* 
  LN Large Monstrous humanoid (reptilian) 
  Init +1; Senses darkvision, detect magic; Listen +12, 
  Spot +12 
  Languages Draconic  
  AC 17, touch 10, flat-footed 16 
   (+1 Dex, +7 natural, -1 size) 
  hp 38 (7 HD) 
  Fort +5, Ref +6, Will +7 
  Speed 20 ft. (4 squares), fly 40ft. (good) 
  Melee foreclaw +10 (1d6+3) or longspear +10/+5 
  (1d10+6/x3) 
  Ranged javelin +8 (1d8+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with longspear) 
  Base Atk +7; Grp +15 
  Atk Options Flyby Attack, rake (1d6+2) 
  Combat Gear brooch of shielding 
  VER7-02 Mourning Glory 
   
  Page 24 
  
  Abilities Str 19, Dex 12, Con 13, Int 10, Wis 14, Cha 
  13  
  SQ Darkvision, detect magic 
  Feats Flyby Attack, Great Fortitude, Improved 
  Initiative  
  Skills Listen +12, Spot +12 
  Possessions combat gear plus longspear, 10 
  javelins, various trinkets of bone 
  Rake (Ex): Dragonkin make two additional attacks 
  (+10 melee) with their rear claws for 1d6+2 points 
  of damage each when attacking from the air. 
  Detect Magic (Su): Dragonkin have the innate ability 
  to use detect magic as a free action, once per 
  round. 
  * see Appendix 2: New Rules Items 
   
  D R AG O N K I N  S E R G E ANT 
  CR  5 
  Male Dragonkin* rogue 2/warrior 1 
  LN Large Monstrous humanoid (reptilian) 
  Init +1; Senses darkvision, detect magic; Listen +15, 
  Spot +15 
  Languages Draconic  
  AC 19, touch 12, flat-footed 18 
   (+1 Dex, +7 natural, -1 size, +2 deflection) 
  hp 52 (7 HD) 
  Fort +7, Ref +9, Will +7 
  Speed 20 ft. (4 squares), fly 40ft. (good) 
  Melee foreclaw +13 (1d6+5) or longspear +13/+8 
  (1d10+8/x3) 
  Ranged javelin +10 (1d8+5) 
  Space 10 ft.; Reach 10 ft. (20 ft. with longspear) 
  Base Atk +9; Grp +17 
  Atk Options Flyby Attack, rake (1d6+2), sneak attack 
  +1d6 
  Combat Gear brooch of shielding, potion of shield of 
  faith*, potion of cure light wounds 
  * already used; incorporated into the stats here 
  Abilities Str 20, Dex 12, Con 13, Int 10, Wis 14, Cha 
  13  
  SA Sneak attack +1d6 
  SQ Darkvision, detect magic, evasion 
  Feats Flyby Attack, Great Fortitude, Hover, Improved 
  Initiative  
  Skills Intimidate +3, Listen +15, Spot +15 
  Possessions combat gear plus longspear, 10 
  javelins, various trinkets of bone 
  Rake (Ex): Dragonkin make two additional attacks 
  (+13 melee) with their rear claws for 1d6+5 points 
  of damage each when attacking from the air. 
  Detect Magic (Su): Dragonkin have the innate ability 
  to use detect magic as a free action, once per round. 
  * see Appendix 2: New Rules Items 
   
   
   
   
   
  VER7-02 Mourning Glory 
   
  Page 25 
  
  APL 8 
  ENCOUNTER TWO: PLAN B 
   
  D R AG O N  K N I G H T  G UARD 
  CR  4 
  Male Gold half-dragon Knight 1/ Warrior 1 
  LN Medium gold half-dragon (augmented humanoid) 
  Init +2; Senses Darkvision, low-light vision Listen +1, 
  Spot +1 
  Languages Common, draconic  
  AC 20, touch 12, flat-footed 18 
   (+ 2Dex, +4 armor, +4 natural) 
  hp 14 (2 HD); 
  Immune fire, paralysis, sleep 
  Fort +3, Ref +2, Will +1 
  Speed 20 ft. in brigandine armor (4 squares) 
  Melee heavy flail +7 (1d10+7/19-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +7 
  Atk Options Breath Weapon, Combat Expertise, 
  Improved Disarm, Knight’s Challenge (fighting) 
  Combat Gear  
  Abilities Str 20, Dex 15, Con 12, Int 15, Wis 8, Cha 
  16  
  SA Breath weapon, knight’s challenge 
  SQ Darkvision, low-light vision, Immunity to fire, 
  paralysis and sleep 
  Feats Combat Expertise, Improved Disarm  
  Skills  Gather Information +5, Intimidate +8, 
  Knowledge (local – VTF) +4, Listen +1, Spot +1, 
  Tumble  -1 
  Possessions Brigandine armor, heavy flail.  
  Breath Weapon (Su) 1/day; Reflex save DC 12; 30 ft. 
  cone; 6d8 points of fire  damage. 
   
  Fighting Challenge (Ex): As a swift action, you can 
  issue a challenge against a single opponent. The 
  target of this ability must have an Intelligence of 5 
  or higher, have a language of some sort, and have 
  a CR greater than or equal to your PC level minus 
  2. If it does not meet these requirements, a use of 
  this ability is expended without effect. 
  If the target does meet the conditions given above, 
  you gain a +1 morale bonus on Will saves and a +1 
  morale bonus on attack rolls and damage rolls 
  against the target of this ability. You fight with 
  renewed vigor and energy by placing your honor 
  and reputation on the line. If your chosen foe 
  reduces you to 0 or fewer hit points, you lose two 
  uses of your knight's challenge ability for the day 
  because of the blow to your ego and confidence 
  from this defeat. 
  The effect of a fighting challenge lasts for a number of 
  rounds equal to 5 + your Charisma bonus (if any). 
  If you are capable of issuing a knight's challenge more 
  than once per day, you can use this ability more 
  than once in a single encounter. If your first chosen 
  foe is defeated or flees the area, you can issue a 
  new challenge to a different foe. You cannot switch 
  foes if your original target is still active. 
   
  The Knight's Code: You fight not only to defeat your 
  foes but to prove your honor, demonstrate your 
  fighting ability, and win renown across the land. 
  The stories that arise from your deeds are just as 
  important to you as the deeds themselves. A good 
  knight hopes that her example encourages others 
  to lead righteous lives. A neutral knight wishes to 
  uphold the cause of his liege (if he has one) and 
  win glory. An evil knight seeks to win acclaim 
  across the land and increase her own personal 
  power. 
  The knight's code focuses on fair play: A victory 
  achieved through pure skill is more difficult, and 
  hence wins more glory, than one achieved through 
  trickery or guile. 
  A knight does not gain a bonus on attack rolls when 
  flanking. You still confer the benefit of a flanking 
  position to your ally, but you forgo your own +2 
  bonus on attack rolls. You can choose to keep the 
  +2 bonus, but doing so violates your code of honor 
  (see below). 
  A knight never strikes a flat-footed opponent. Instead, 
  you allow your foe to ready himself before 
  attacking. 
  A knight never deals lethal damage against a helpless 
  foe. You can strike such a foe, but only with attacks 
  that deal nonlethal damage.  
  If you violate any part of this code, you lose one use 
  of your knight's challenge ability for the day. If your 
  knight's challenge ability is not available when you 
  violate the code (for example, if you have 
  exhausted your uses for the day), you take a -2 
  penalty on attack rolls and saves for the rest of that 
  day. Your betrayal of your code of conduct 
  undermines the foundation of confidence and 
  honor that drives you forward. 
   
  ENCOUNTER 
  EIGHT: 
  ON 
  SCALED 
  WINGS 
  D R AG O N K I N  F O O T S O L D I E R 
  CR  3 
  Male Dragonkin* 
  LN Large Monstrous humanoid (reptilian) 
  Init +1; Senses darkvision, detect magic; Listen +12, 
  Spot +12 
  Languages Draconic  
  AC 17, touch 10, flat-footed 16 
   (+1 Dex, +7 natural, -1 size) 
  hp 38 (7 HD) 
  Fort +5, Ref +6, Will +7 
  Speed 20 ft. (4 squares), fly 40ft. (good) 
  Melee foreclaw +10 (1d6+3) or longspear +10/+5 
  (1d10+6/x3) 
  Ranged javelin +8 (1d8+3) 
  Space 10 ft.; Reach 10 ft. (20 ft. with longspear) 
  Base Atk +7; Grp +15 
  Atk Options Flyby Attack, rake (1d6+2) 
  Combat Gear brooch of shielding 
  VER7-02 Mourning Glory 
   
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  Abilities Str 19, Dex 12, Con 13, Int 10, Wis 14, Cha 
  13  
  SQ Darkvision, detect magic 
  Feats Flyby Attack, Great Fortitude, Improved 
  Initiative  
  Skills Listen +12, Spot +12 
  Possessions combat gear plus longspear, 10 
  javelins, various trinkets of bone 
  Rake (Ex): Dragonkin make two additional attacks 
  (+10 melees) with their rear claws for 1d6+2 points 
  of damage each when attacking from the air. 
  Detect Magic (Su): Dragonkin have the innate ability 
  to use detect magic as a free action, once per 
  round. 
  * see Appendix 2: New Rules Items 
   
   
  D R AG O N K I N  S E R G E ANT 
  CR  5 
  Male Dragonkin* rogue 2/warrior 1 
  LN Large Monstrous humanoid (reptilian) 
  Init +1; Senses darkvision, detect magic; Listen +15, 
  Spot +15 
  Languages Draconic  
  AC 19, touch 12, flat-footed 18 
   (+1 Dex, +7 natural, -1 size, +2 deflection) 
  hp 52 (7 HD) 
  Fort +7, Ref +9, Will +7 
  Speed 20 ft. (4 squares), fly 40ft. (good) 
  Melee foreclaw +13 (1d6+5) or longspear +13/+8 
  (1d10+8/x3) 
  Ranged javelin +10 (1d8+5) 
  Space 10 ft.; Reach 10 ft. (20 ft. with longspear) 
  Base Atk +9; Grp +17 
  Atk Options Flyby Attack, rake (1d6+2), sneak attack 
  +1d6 
  Combat Gear brooch of shielding, potion of shield of 
  faith*, potion of cure light wounds 
  * already used; incorporated into the stats here 
  Abilities Str 20, Dex 12, Con 13, Int 10, Wis 14, Cha 
  13  
  SA Sneak attack +1d6 
  SQ Darkvision, detect magic, evasion 
  Feats Flyby Attack, Great Fortitude, Hover, Improved 
  Initiative  
  Skills Intimidate +3, Listen +15, Spot +15 
  Possessions combat gear plus longspear, 10 
  javelins, various trinkets of bone 
  Rake (Ex): Dragonkin make two additional attacks 
  (+13 melee) with their rear claws for 1d6+5 points 
  of damage each when attacking from the air. 
  Detect Magic (Su): Dragonkin have the innate ability 
  to use detect magic as a free action, once per round. 
  * see Appendix 2: New Rules Items 
   
   
   
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  Page 27 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  List alphabetically. Include source and page reference 
  like so: 
   
  Close-Quarters Fighting (New Feat) [from 
  Complete Warrior] 
  You are skilled at fighting at close range and resisting 
  grapple attempts. 
   
  Prerequisites: Base attack bonus +3. 
   
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack. If you deal damage with 
  this attack, the enemy fails to start the grapple unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab. If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity during a 
  round or allow you to make an attack of opportunity 
  when you would be denied one for being surprised, 
  helpless, or in a similar situation. 
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a 
  grapple. Then an ankheg—a creature with the 
  improved grab special ability—attempts to grapple 
  Tordek. He takes an attack of opportunity, hits, and 
  deals 10 points of damage to the creature. Tordek then 
  adds +10 to his opposed check to resist being grappled. 
   
  Normal: Creatures with Improved Grapple, 
  improved grab, or similar feats or special abilities do 
  not provoke attacks of opportunity when they attempt 
  to start a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his fighter bonus feats. 
   
   
  Source: Complete Warrior  
  97 
   
  Scorpion’s 
  Resolve 
  (new 
  feat) 
  [from 
  Sandstorm] 
  Like the scorpion, you are not easily distracted. 
   
  Benefit: You gain a +4 bonus on saving throws 
  against mind-affecting spells and abilities. 
   
  Source: Sandstorm 53 
   
   
  DRAGONKIN  
  Draconomicom, pg. 150 
  Large Monstrous Humanoid (Reptilian) 
  Hit Dice: 7d8+7 (38 hp) 
  Initiative: +5 
  Speed: 20 ft. (4 squares), fly 40 ft. (good) 
  Armor Class: 17 (+1 Dex, –1 size, +7 natural), touch 10, 
  flat-footed 16 
  Base Attack/Grapple: +7/+15 
  Attack: Foreclaw +10 melee (1d6+4) or longspear 
  +10/+5 melee (1d10+6) 
  Full Attack: 2 foreclaws +10 melee (1d6+4) or 
  longspear 
  +10/+5 melee (1d10+6) 
  Space/Reach: 10 ft./10 ft. (20 ft. with longspear) 
  Special Attacks: Rake 1d6+2 
  Special Qualities: Darkvision 60 ft., detect magic 
  Saves: Fort +5, Ref +6, Will +7 
  Abilities: Str 19, Dex 12, Con 13, Int 10, Wis 
  14, Cha 13 
  Skills: Listen +12, Spot +12 
  Feats: Flyby Attack, Great Fortitude, Improved 
  Initiative 
  Environment: Warm hills 
  Organization: Solitary, clutch (2–8), or squad (4–16 
  plus 1 human necromancer of 7th–11th-level) 
  Challenge Rating: 3 
  Treasure: Standard coins; no goods; double items 
  Alignment: Usually chaotic evil 
  Advancement: By character class 
  Level Adjustment: +2 
  Dragonkin are humanoid creatures believed to be 
  distant cousins of dragons. Found in wild tribes or 
  serving human masters, their brute strength and sharp 
  claws make them a deadly threat. 
  Dragonkin are humanoids of 8 to 9 feet in height with 
  draconic features. Their scaled hides range from dark 
  yellow ocher to reddish brown with darker spots or 
  bands. Their faces are decidedly dragonlike, with a 
  long snout, a mane of thick hair, and small horns swept 
  back behind their heads. 
  They have green wings that lighten to gold or yellow, 
  or sometimes wings that match the color of their 
  bodies. Dragonkin speak Draconic. 
   
  COMBAT 
  Dragonkin prefer to fight in the air, swooping down to 
  slash earthbound opponents with their foreclaws. If 
  forced to bring combat to the ground, dragonkin move 
  in and use their claws or weapons (they favor 
  longspears and other reach weapons). 
  Most dragonkin have a strong desire to acquire magic 
  items (perhaps inherited from their ancestors) and 
  tend to attack characters possessing such items in 
  preference to others. If possible, a dragonkin grabs a 
  magic item from its opponent and flees with it, taking 
  VER7-02 Mourning Glory 
   
  Page 28 
  
  the item back to its cave. (Resolve this as a disarm 
  attempt; since the dragonkin is unarmed, it holds the 
  item if it wins the opposed check.) 
   
   
  Rake (Ex): Dragonkin make two additional 
  attacks (+10 melee) with their rear claws for 1d6+2 
  points of damage each when attacking from the air. 
   
  Detect Magic (Su): Dragonkin have the innate 
  ability to use detect magic as a free action, once per 
  round. 
  VER7-02 Mourning Glory 
   
  Page 29 
  
  APPENDIX 3: LEGWORK 
  At various points throughout this adventure, the PCs will want to find out more information about certain topics. Have 
  them make the appropriate skill checks, with higher checks resulting in more information. Other knowledge skills may 
  be used, in addition to the ones listed, at the DM’s discretion. The DM is reminded that each Gather Information check 
  takes 1d4+1 hours.  All DCs are increased by +5 for Bardic Knowledge checks. 
   
  Verbobonc – General Information and Current Events: (Bardic Knowledge, Gather Information, Knowledge [Local: 
  VTF]).  
  DC 10: Viscount Langard is missing. Events at the recent Council of Abbots trial in Swan revealed that Langard 
  may not be the legitimate heir to Viscount Wilfrick. Langard was to be escorted to Veluna by a detachment of 
  Knights of the Heart, but the Knights were found slaughtered west of the town of Glory, and the Viscount was not 
  among them. 
  DC 12: A large group of travelers were discovered murdered on Lord Avgustin’s lands in late 595. The crime is 
  commonly referred to as the Brewfest Massacre of Humming’s End. Rumor has it that Quinsaron Eldron, a former 
  paladin who is now in the service of Lord Shannus, is responsible. 
  DC 15: Recent events with the Skyroad have brought the conflict between nobility into sharp focus, with Lords 
  Haxx and Galens fighting over the use of the ancient elven magical devices. 
  DC 20: Rumor has it the Elven Clans of the Gnarley have received ambassadors from the isolationist Kingdom of 
  Celene, which lies south of the Viscounty.  
  DC 22: Someone has been buying up all the silver in Verbobonc. Accusations by Shannus have been made against 
  the lycanthropes of the Ironwood, who – it is said – are buying it so that it will not be used against them when they 
  launch their attack. 
  DC 25:  Someone is making a power play for leadership of the Verbobonc underworld.  
  VER7-02 Mourning Glory 
   
  Page 30 
  
  APPENDIX 4: LAWS OF THE VISCOUNTY 
  The following is a summary of crimes and penalties in Verbobonc. For more information, refer to the regional campaign 
  document: Laws of the Viscounty: A Guide to Justice in the Viscounty of Verbobonc. This document is available for 
  download on the Verbobonc website at http://www.verbobonc.net 
   
  Crime 
  Class 
  Penalty 
  Arson 
  High 
  500 gp +, 1 TU 
  Assault 
  Low 
  50 gp OR 1,000 gp, 2 TU 
  Banditry 
  High 
  Forfeiture of all possessions, 1 TU per 100 gp of stolen goods. 
  Battery 
  Low 
  200 gp OR 2,000 gp, 10 TU 
  Blackmail 
  High 
  90% of wealth, 26 TU 
  Blasphemy 
  High 
  Public whipping 
  Burglary 
  Low 
  200 gp, 2 TU OR 1,000 gp, 10 TU 
  Destruction of Noble’s Property 
  High 
  Cost of repairs, 1 TU per 1,000 gp of damage 
  Disturbing the Peace 
  Low 
  Up to 450 gp and/or 1 TU 
  Extortion 
  High 
  90% of wealth, 26 TU 
  Forgery 
  Low 
  Confiscation of all possessions, 13 TU, loss of finger 
  Fraud Against a Noble 
  High 
  Forfeiture of all possessions, 26 TU OR death 
  Grave Robbing 
  Low 
  Confiscation of carried goods, 1,000 gp, 5 TU OR confiscation of 
  carried goods, 5,000 gp, 13 TU 
  Impersonation of a Noble 
  High 
  Forfeiture of wealth and all possessions, 52 TU OR death 
  Interfering with the Representative 
  of a Noble 
  Low 
  Up to 300 gp, 4 TU 
  Kidnapping 
  High 
  Confiscation of goods carried, 1,000 gp, 26 TU OR confiscation of 
  goods carried, 10,000 gp fine, 104 TU, and loss of eye and hand. 
  Magical Assault 
  High 
  Confiscation of spellbooks, 500 gp, 4 TU OR confiscation of 
  spellbooks and goods carried, 2,000 gp, 13 TU, and loss of ear. 
  Malicious Mischief 
  Low 
  Up to 1,000 gp, up to 4 TU, and full reimbursement of property 
  value 
  Manslaughter 
  High 
  Forfeiture of all equipment, property, and wealth, 52 TU. 
  Murder 
  High 
  Death 
  Negligent Use of Magic 
  High 
  Confiscation of spellbooks, 500 gp, 4 TU OR confiscation of 
  spellbooks and goods carried, 2,000 gp, 13 TU, and loss of ear. 
  Ownership of Illegal Goods 
  Low 
  Varies 
  Perjury 
  High 
  600 gp, 8 TU 
  Piracy 
  High 
  Confiscation of all wealth, 500 gp, 10 TU OR confiscation of all 
  wealth, 2,000 gp, 26 TU, and loss of eye. 
  Robbery 
  High 
  Confiscation of goods carried, 1,000 gp, 10 TU OR confiscation of 
  goods carried, 5,000 gp, 26 TU, loss of hand 
  Sedition 
  High 
  13 TU 
  Theft 
  Low 
  Confiscation of goods carried, 200 gp, 5 TU OR confiscation of 
  goods carried, 1,000 gp, 12 TU, loss of finger 
  Treason 
  High 
  Forfeiture of all possessions, property, and wealth, and death by 
  hanging, draw and quartering, or stoning. 
  Trespassing 
  Low 
  20gp – 500 gp 
   
   
  VER7-02 Mourning Glory 
   
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  PLAYERS MAP – MAP OF WESTERN VERBOBONC 
   
  VER7-02 Mourning Glory 
   
  Page 32 
  
  DM MAPS – MAP OF WESTERN VERBOBONC 
   
  VER7-02 Mourning Glory 
   
  Page 33 
  
  CRITICAL EVENT SUMMARY 
   (please submit this to the Verbobonc Triad before June 1, 2007) 
   
  List all PCs that participated in this adventure. Please complete all blanks and fill in all information legibly. 
   
  Num. PC Name 
  Player Name 
  Email Address 
  Verbobonc Org Affiliation 
  1)  
   
   
   
  2)  
   
   
   
  3)  
   
   
   
  4)  
   
   
   
  5)  
   
   
   
  6)  
   
   
   
  Use the number (Num)  above to identify any PCs in the questions below. 
   
  Y 
  1) Were any PCs arrested during this adventure? If so, identify these PC by their number. 
  N
  2) Did the PCs discover the site where the Viscount was ambushed? 
  Y 
  N
  3) Encounter 6: Did the PCs rescue the Mounted Borderers from Glory? 
  Y 
  N
  4) Encounter 7: Did any PCs accept Lord Shannus’ offer? 
  Y 
  N
  5) Identify any Mounted Borderer PCs that failed in their assignment 
   
   
  6) Did any PCs perform any noteworthy actions? If so, please record them here. 
  Y 
  N
   
  VER7-02 Mourning Glory 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER7-03 Mourning Glory (3E).pdf