TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Gift of Beauty
  Gift of Beauty
  Gift of Beauty
  Gift of Beauty    
   
  A One
  A One
  A One
  A One----Round D&D 3
  Round D&D 3
  Round D&D 3
  Round D&D 3rd
  rd
  rd
  rd Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
  Adventure
  Adventure
  Adventure
  Adventure    
   
   
  by Michael J. Breslin, Sr.
  by Michael J. Breslin, Sr.
  by Michael J. Breslin, Sr.
  by Michael J. Breslin, Sr.    
   
   
   
   
   
   
  His Lordship Viscount Langard has sponsored a contest throughout the Viscounty to find a gift for Her Fey Majesty of 
  Celene. How will it look if this Royal Gesture is interrupted by a group of bandits? Event 1 of the Viscount Series. An 
  adventure for characters levels 1-6. 
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, and RPGA are registered trademarks of Wizards of 
  the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. Scenario detail 
  copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
  
   
  Gift of Beauty 
   
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag in 
  front of him or her. The tag should have the player's name 
  at the bottom, and the character's name, race, and gender at 
  the top. This makes it easier for the players to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th  
  T3: 
  23-32 
  25-35 
  27-38 
  29-41 
  8th  
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  At the beginning of every scenario, each PC is required to 
  pay upkeep costs matching the level of lifestyle they wish 
  to maintain. The cost of each lifestyle will be indicated at 
  the beginning of the scenario
  scenario
  scenario
  scenario. The lifestyles, and the 
  effects that each has on play, are: 
   
  Destitute
  Destitute
  Destitute
  Destitute 
  You have no living space, and must carry all 
  your gear everywhere. You eat poor quality 
  food. You wear a peasant outfit, your only 
  change of clothes. 
  Poor
  Poor
  Poor
  Poor 
  You sleep in poor accommodations, and eat 
  poor quality food. You wear a peasant outfit, 
  and have two sets of clothing. 
  Common
  Common
  Common
  Common 
  You have common lodgings, and eat 
  common quality food. You have normal 
  clothing for your profession (adventuring); 
  nothing fancy. You probably have two or 
  three sets of clothing. 
  High
  High
  High
  High 
  You stay in good quality lodgings, and eat 
  good quality food. You wear anything in 
  value up to courtier’s outfits, and generally 
  buy a new set of clothing every two weeks. 
  Luxury
  Luxury
  Luxury
  Luxury 
  You have luxurious accommodations (twice 
  the cost of good accommodations), and you 
  eat excellent foods. You can throw a 
  banquet for your friends every day, and 
  frequently do. You wear clothing up to the 
  value of noble’s outfit, and buy a new set of 
  clothes every week.  
   
  Lifestyles come with bonuses or penalties to Diplomacy, 
  Intimidate, Disguise, and Bluff skill checks. These 
  penalties, shown below, should be applied at the DM’s 
  discretion, and can sometimes backfire—for example, a 
  PC with a poor lifestyle would not have a penalty when 
  talking to a beggar, but would when talking to a city 
  official. A PC with a high lifestyle should have a penalty 
  when dealing with a group of street thugs, where a PC 
  with a destitute lifestyle might not. 
   
  DMs are encouraged to role-play these reactions 
  whenever possible. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  Cost
  Cost
  Cost
  Cost    
  Skill Modifier
  Skill Modifier
  Skill Modifier
  Skill Modifier    
  Destitute 
  14 sp 
  -2 
  Poor 
  43 sp 
  -1 
  Common 
  12 gp 
   0 
  High 
  250 gp 
  +1 
  Luxury 
  500 gp 
  +2 
  
   
  Gift of Beauty 
   
  Page 3 
   
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Background
  Background
  Background
  Background    
  At the Winter Solstice Festival His Lordship Viscount 
  Langard request the common folk of Verbobonc create a 
  work of craftsmanship to present to Her Fey Majesty of 
  Celene, which lies to the South of Verbobonc, as a Gift. 
  The folk of Verbobonc are renowned for their beautiful 
  crafts and many of the craft guilds became excited. 
  Tasking their memberships with the duty of creating 
  such an item, the entire Viscounty set to work with the 
  greatest of skill and dedication. Nearly a full Season had 
  passed and the month of Readying approached. It was the 
  Viscount's desire to present the Verbobonc Gift of Beauty 
  on the High Day of Readying. 
   
  The Weaver Guild presented a beautiful tapestry 
  depicting the cooperation of the elves, gnomes and man 
  in the early building of Verbobonc City. The Silversmiths 
  created a chalice of intricate etching of the forest animals 
  beneath the Elven Oak Father of the Gnarley. Many an 
  independent craftsman submitted their works and a 
  single carving of wood stood above all the crafts 
  presented. Carved from a single piece of delicate Ip Wood 
  taken from a lightning sundered tree, is a box measuring 
  slightly over 2 feet by 1 foot by 1 foot deep. The carvings 
  took the form of the elven father Corliathian as he sat in a 
  glad with animals and fey folk alike. The sides told the 
  stories of may major events in elven history.  
   
  This working of wood won supreme and was taken to 
  the Archdruid of the Western Gnarley for his blessings. 
  Once so blessed all the crafts were displayed in the court 
  of Greyfist for nearly a ten-day. After, the gift was taken to 
  the Estate of Lord Deleveu a Southern Noble. Guarded by 
  a patrol of Borderers, the 'Gift of Beauty' was transported 
  to the borders of Celene where it was to be escorted to the 
  Seat of Her Fey Majesty by a patrol of Elven Knights. 
   
  On the 10-mile journey from Lord Deleveu's estate to 
  the border, the guardians of the gift were ambushed and 
  all but one was slain. The surviving Borderer, Corporal 
  Janic, was discovered by one of Lord Deleveu's tenant 
  farmers. The Borderers were notified and word was 
  brought back to His Lordship Langard yesterday. 
  Wanting to keep this as low profile as possible he 
  immediately moved to have a group of worthy and trusted 
  adventures to locate and recover the gift. The use of 
  Borderers has been overruled due to the possible need of 
  entering lands that are not Verbobonc. A small force of 
  not more than seven would work best in this situation. 
   
  If the adventures are able to recover the gift, they 
  will need to successfully return the gift to the Estate of 
  Lord Deleveu. It is here that the Patrol of Elven 
  Guardians will take charge of the gift and return to 
  Celene. Members of the recovery team are not sanctioned 
  by the state and have no position within the service of the 
  government. These individuals are merely assisting for 
  whatever reasons they deem fit. Lord Deleveu will 
  recognize the situation and need for silence. 
   
  Adventure Synopsis 
  Adventure Synopsis 
  Adventure Synopsis 
  Adventure Synopsis     
  Wyn 
  will 
  approach 
  one 
  of 
  the 
  PCs 
  with 
  a 
  recommendation for adventure and a chance to make a 
  name for themselves. There is a Noble to the South that 
  has a bit of a lead on the 'missing gift.' He gives the 
  adventurer a wooden coin etched with the image of the 
  oak father on one side. He tells of the half-elf Noble 
  named Deleveu that would be able to point them in a 
  fortunate direction to have their names raised in status 
  with the folk of Verbobonc. Many rewards in life are 
  gained merely by action. 
   
  As the PCs travel south they encounter a mounted 
  patrol of Lord Milinous's House. If the disclose what they 
  are doing, it may reflect badly on the Viscount and cause 
  political gossip. 
   
  Upon arriving at Deleveu Woods, Lord Deleveu will 
  greet them with suspicion until they present the wooden 
  coin. Once shown the coin, Lord Deleveu will escort 
  them into his Manor and brief them in a well-organized 
  military manner that belays the laid-back appearance and 
  attitude first encountered. Afterward, they will be shown 
  to quarters to be cleaned up and eat. After their meal, they 
  will be shown to Corporal Janic and may ask questions. 
   
  Following Corporal Janic's instructions and the map 
  provided by Lord Deleveu, the PCs will arrive at the 
  ambush site early the next morning. All signs are four 
  days old. Information will lead the PCs to the West into 
  the Kron Hills and eventually into the Lortmils 
  Mountains on the Celene border. 
   
  The trail will lead the PCs past a small ranch that is 
  being worked by a small boy and his elven mother. The 
  boy's father, Arnock, was taken earlier this week by a 
  group of humans and half-orcs. They went deeper into the 
  Lortmils. 
   
  The PCs comes to a fork in the trail. One fork travels 
  back to the Northeast and the other travels west. Arnock 
  left a sign for those that know the land. If the PCs travel 
  West, they find the trail cold and dead some 2 miles up 
  just as they get ambushed by Grimlocks. Traveling 
  Northeast, the PCs come to a makeshift wilderness camp. 
  Here they find the original ambush PCs and free Arnock 
  and a Borderer Scout that remained alive from the 
  ambush. 
   
  Arnock tells the PCs of a Gnome that was wearing a 
  black symbol of some type of a bird. The gnome took the 
  box and traveled Northeast. Arnock knows this part of 
  the Lortmils and fears for his wife and son. 
   
  Following Arnick's directions, the PCs can catch up 
  to the gnome and recover the gift. The gnome will escape. 
  After this battle, the PCs can return to Deleveu Woods 
  and await the arrival of the Celene Knights. 
   
  Accompany the Celene Knights to the Borderer and 
  receive a Gift from Her Fey Majesty for their valiant 
  efforts in the rescue of Arnock, citizen of Celene. 
   
  Returning to Deleveu Woods, Lord Deleveu presents 
  each of the PCs with a wooden coin with the Oak Father 
  on one side. 
   
   
  
   
  Gift of Beauty 
   
  Page 4 
  Player Introduction
  Player Introduction
  Player Introduction
  Player Introduction    
  The Festival of Readying has nearly completed and the City of 
  The Festival of Readying has nearly completed and the City of 
  The Festival of Readying has nearly completed and the City of 
  The Festival of Readying has nearly completed and the City of 
  Verbobonc is returning to the normal feeling of trade and 
  Verbobonc is returning to the normal feeling of trade and 
  Verbobonc is returning to the normal feeling of trade and 
  Verbobonc is returning to the normal feeling of trade and 
  commerce. With more t
  commerce. With more t
  commerce. With more t
  commerce. With more than a week of revel, merchants are 
  han a week of revel, merchants are 
  han a week of revel, merchants are 
  han a week of revel, merchants are 
  counting their profits and farmers are beginning to set to the 
  counting their profits and farmers are beginning to set to the 
  counting their profits and farmers are beginning to set to the 
  counting their profits and farmers are beginning to set to the 
  task of planting. The weather is turning more and more to the 
  task of planting. The weather is turning more and more to the 
  task of planting. The weather is turning more and more to the 
  task of planting. The weather is turning more and more to the 
  season of planting. Moist dew rests on the grasses of the open 
  season of planting. Moist dew rests on the grasses of the open 
  season of planting. Moist dew rests on the grasses of the open 
  season of planting. Moist dew rests on the grasses of the open 
  parks of Verbobonc and the crisp 
  parks of Verbobonc and the crisp 
  parks of Verbobonc and the crisp 
  parks of Verbobonc and the crisp chilled air of the winter that 
  chilled air of the winter that 
  chilled air of the winter that 
  chilled air of the winter that 
  is loosing its grip is still felt this early. The reception of His 
  is loosing its grip is still felt this early. The reception of His 
  is loosing its grip is still felt this early. The reception of His 
  is loosing its grip is still felt this early. The reception of His 
  Lordship, Viscount Langard is being over shadowed by street 
  Lordship, Viscount Langard is being over shadowed by street 
  Lordship, Viscount Langard is being over shadowed by street 
  Lordship, Viscount Langard is being over shadowed by street 
  slander. There is talk that the crafted gift from the common 
  slander. There is talk that the crafted gift from the common 
  slander. There is talk that the crafted gift from the common 
  slander. There is talk that the crafted gift from the common 
  folk is has not been delivered to Her
  folk is has not been delivered to Her
  folk is has not been delivered to Her
  folk is has not been delivered to Her Fey Majesty, Queen 
   Fey Majesty, Queen 
   Fey Majesty, Queen 
   Fey Majesty, Queen 
  Yolanda of Celene. Nothing substantial and after all it is 
  Yolanda of Celene. Nothing substantial and after all it is 
  Yolanda of Celene. Nothing substantial and after all it is 
  Yolanda of Celene. Nothing substantial and after all it is 
  merely rumor.
  merely rumor.
  merely rumor.
  merely rumor.    
   
   
  Encounter One
  Encounter One
  Encounter One
  Encounter One    
  The Unknown Ranger
  The Unknown Ranger
  The Unknown Ranger
  The Unknown Ranger    
  Select one of the PCs for Wyn to approach. PCs that are 
  bound to nature (Druid or Ranger) would be his first 
  choice for a contact, followed by any Elf, Half-Elf, Gnome 
  then Human in the class of Cleric, Bard, Paladin and 
  Rouge. Any Fighter would be a last resort with Mage and 
  Barbarian not too far behind. Also, Native Verboboncian 
  will have a greater interest in this adventure than citizens 
  of neighboring states. 
   
  “Well met traveler. Are you native from Verbobonc or visit our 
  “Well met traveler. Are you native from Verbobonc or visit our 
  “Well met traveler. Are you native from Verbobonc or visit our 
  “Well met traveler. Are you native from Verbobonc or visit our 
  city for the Festival?”
  city for the Festival?”
  city for the Festival?”
  city for the Festival?”    
   
  Finding the appropriate PC, Wyn continues: 
   
  “Well it seems that there would be a task that may be of 
  “Well it seems that there would be a task that may be of 
  “Well it seems that there would be a task that may be of 
  “Well it seems that there would be a task that may be of 
  interest to thee. It seems that t
  interest to thee. It seems that t
  interest to thee. It seems that t
  interest to thee. It seems that there are rumors abound that the 
  here are rumors abound that the 
  here are rumors abound that the 
  here are rumors abound that the 
  ‘Gift of Beauty’ to our Fey Majesty to the South has been … 
  ‘Gift of Beauty’ to our Fey Majesty to the South has been … 
  ‘Gift of Beauty’ to our Fey Majesty to the South has been … 
  ‘Gift of Beauty’ to our Fey Majesty to the South has been … 
  lets say removed from the control of the Viscount’s power. I am 
  lets say removed from the control of the Viscount’s power. I am 
  lets say removed from the control of the Viscount’s power. I am 
  lets say removed from the control of the Viscount’s power. I am 
  not an expert in the ways of the new Viscount but if one was 
  not an expert in the ways of the new Viscount but if one was 
  not an expert in the ways of the new Viscount but if one was 
  not an expert in the ways of the new Viscount but if one was 
  to confirm this information, and if the
  to confirm this information, and if the
  to confirm this information, and if the
  to confirm this information, and if the item is found to be not 
   item is found to be not 
   item is found to be not 
   item is found to be not 
  in his control, shall it be returned to its rightful hands … well 
  in his control, shall it be returned to its rightful hands … well 
  in his control, shall it be returned to its rightful hands … well 
  in his control, shall it be returned to its rightful hands … well 
  you have an idea of the rewards that deeds in the name of the 
  you have an idea of the rewards that deeds in the name of the 
  you have an idea of the rewards that deeds in the name of the 
  you have an idea of the rewards that deeds in the name of the 
  folk of Verbobonc can be found.”
  folk of Verbobonc can be found.”
  folk of Verbobonc can be found.”
  folk of Verbobonc can be found.”    
   
  Wyn waits for a response and will respond in turn with 
  any of the following answers: 
   
  “I am not hiring and have no gold or other influence to 
  “I am not hiring and have no gold or other influence to 
  “I am not hiring and have no gold or other influence to 
  “I am not hiring and have no gold or other influence to 
  bestow. I know of no official summons to this task. I am but a 
  bestow. I know of no official summons to this task. I am but a 
  bestow. I know of no official summons to this task. I am but a 
  bestow. I know of no official summons to this task. I am but a 
  servant of the woodlands and unknown to the powers that 
  servant of the woodlands and unknown to the powers that 
  servant of the woodlands and unknown to the powers that 
  servant of the woodlands and unknown to the powers that 
  would have their way in the Viscounty. Travel to Deleveu 
  would have their way in the Viscounty. Travel to Deleveu 
  would have their way in the Viscounty. Travel to Deleveu 
  would have their way in the Viscounty. Travel to Deleveu 
  Woods a
  Woods a
  Woods a
  Woods and seek Lord Deleveu. He is loyal to the Viscount and 
  nd seek Lord Deleveu. He is loyal to the Viscount and 
  nd seek Lord Deleveu. He is loyal to the Viscount and 
  nd seek Lord Deleveu. He is loyal to the Viscount and 
  would be pleased to have assistance if it comes in the name of 
  would be pleased to have assistance if it comes in the name of 
  would be pleased to have assistance if it comes in the name of 
  would be pleased to have assistance if it comes in the name of 
  Langard.” Wyn hands over a wooden coin with an etching of 
  Langard.” Wyn hands over a wooden coin with an etching of 
  Langard.” Wyn hands over a wooden coin with an etching of 
  Langard.” Wyn hands over a wooden coin with an etching of 
  the Oak Father dyed in Green on one side. “Present this to 
  the Oak Father dyed in Green on one side. “Present this to 
  the Oak Father dyed in Green on one side. “Present this to 
  the Oak Father dyed in Green on one side. “Present this to 
  Lord Deleveu. He will 
  Lord Deleveu. He will 
  Lord Deleveu. He will 
  Lord Deleveu. He will provide you with shelter, food and 
  provide you with shelter, food and 
  provide you with shelter, food and 
  provide you with shelter, food and 
  information on what must be done.” 
  information on what must be done.” 
  information on what must be done.” 
  information on what must be done.”     
   
  “Rewards can be sought in many forms. Fame and the 
  “Rewards can be sought in many forms. Fame and the 
  “Rewards can be sought in many forms. Fame and the 
  “Rewards can be sought in many forms. Fame and the 
  ballads of the bards will make this task a powerful tool to those 
  ballads of the bards will make this task a powerful tool to those 
  ballads of the bards will make this task a powerful tool to those 
  ballads of the bards will make this task a powerful tool to those 
  seeking fame. If the rumors show true, it would serve both the 
  seeking fame. If the rumors show true, it would serve both the 
  seeking fame. If the rumors show true, it would serve both the 
  seeking fame. If the rumors show true, it would serve both the 
  comm
  comm
  comm
  common folk of Verbobonc and her Viscount. If the item is not 
  on folk of Verbobonc and her Viscount. If the item is not 
  on folk of Verbobonc and her Viscount. If the item is not 
  on folk of Verbobonc and her Viscount. If the item is not 
  in the hands of Her Fey Majesty or her charges, then the 
  in the hands of Her Fey Majesty or her charges, then the 
  in the hands of Her Fey Majesty or her charges, then the 
  in the hands of Her Fey Majesty or her charges, then the 
  Viscounty will not be seen in good light for trade and other 
  Viscounty will not be seen in good light for trade and other 
  Viscounty will not be seen in good light for trade and other 
  Viscounty will not be seen in good light for trade and other 
  political issues. I have no knowledge on such matters, but don’t 
  political issues. I have no knowledge on such matters, but don’t 
  political issues. I have no knowledge on such matters, but don’t 
  political issues. I have no knowledge on such matters, but don’t 
  think it would 
  think it would 
  think it would 
  think it would be well for the common folk”
  be well for the common folk”
  be well for the common folk”
  be well for the common folk”    
   
  “As for whom I am. I am a servant of the Woodlands and 
  “As for whom I am. I am a servant of the Woodlands and 
  “As for whom I am. I am a servant of the Woodlands and 
  “As for whom I am. I am a servant of the Woodlands and 
  the Oaken Father. If a task must be done, I think that many 
  the Oaken Father. If a task must be done, I think that many 
  the Oaken Father. If a task must be done, I think that many 
  the Oaken Father. If a task must be done, I think that many 
  would stand. The main question I have for thee is, ‘Will the 
  would stand. The main question I have for thee is, ‘Will the 
  would stand. The main question I have for thee is, ‘Will the 
  would stand. The main question I have for thee is, ‘Will the 
  names sung the bards in fame be that of yours or o
  names sung the bards in fame be that of yours or o
  names sung the bards in fame be that of yours or o
  names sung the bards in fame be that of yours or others?”
  thers?”
  thers?”
  thers?”    
      
  “Beleveu Woods is an estate to the South just North of the 
  “Beleveu Woods is an estate to the South just North of the 
  “Beleveu Woods is an estate to the South just North of the 
  “Beleveu Woods is an estate to the South just North of the 
  Border of Celene.”
  Border of Celene.”
  Border of Celene.”
  Border of Celene.”    
      
  “The ‘Gift to Her Fey Majesty’ is a beautiful work of 
  “The ‘Gift to Her Fey Majesty’ is a beautiful work of 
  “The ‘Gift to Her Fey Majesty’ is a beautiful work of 
  “The ‘Gift to Her Fey Majesty’ is a beautiful work of 
  craftsmanship. It is a box of Ipe wood that measures nearly 2 
  craftsmanship. It is a box of Ipe wood that measures nearly 2 
  craftsmanship. It is a box of Ipe wood that measures nearly 2 
  craftsmanship. It is a box of Ipe wood that measures nearly 2 
  hands tall, 3 hands wide and 5 hands in breath. Ther
  hands tall, 3 hands wide and 5 hands in breath. Ther
  hands tall, 3 hands wide and 5 hands in breath. Ther
  hands tall, 3 hands wide and 5 hands in breath. There are 
  e are 
  e are 
  e are 
  carvings of Corellon Larethian and other Fey folk on the cover 
  carvings of Corellon Larethian and other Fey folk on the cover 
  carvings of Corellon Larethian and other Fey folk on the cover 
  carvings of Corellon Larethian and other Fey folk on the cover 
  as well as the joining of the races in the common bond to build 
  as well as the joining of the races in the common bond to build 
  as well as the joining of the races in the common bond to build 
  as well as the joining of the races in the common bond to build 
  and develop this land known as Verbobonc. It is a story of sorts 
  and develop this land known as Verbobonc. It is a story of sorts 
  and develop this land known as Verbobonc. It is a story of sorts 
  and develop this land known as Verbobonc. It is a story of sorts 
  beautifully worked in wood. The Archdruid of Obad
  beautifully worked in wood. The Archdruid of Obad
  beautifully worked in wood. The Archdruid of Obad
  beautifully worked in wood. The Archdruid of Obad----Hai of 
  Hai of 
  Hai of 
  Hai of 
  tttthe Western Gnarly blessed the gift and presented the Viscount 
  he Western Gnarly blessed the gift and presented the Viscount 
  he Western Gnarly blessed the gift and presented the Viscount 
  he Western Gnarly blessed the gift and presented the Viscount 
  with the gift. The Borderers took the gift to Deleveu Woods; 
  with the gift. The Borderers took the gift to Deleveu Woods; 
  with the gift. The Borderers took the gift to Deleveu Woods; 
  with the gift. The Borderers took the gift to Deleveu Woods; 
  then onto the border to meet the Knights of Celene.”
  then onto the border to meet the Knights of Celene.”
  then onto the border to meet the Knights of Celene.”
  then onto the border to meet the Knights of Celene.”    
   
   
  Encounter Two 
  Encounter Two 
  Encounter Two 
  Encounter Two     
  Gnome 
  Gnome 
  Gnome 
  Gnome –––– Friend or Foe?
   Friend or Foe?
   Friend or Foe?
   Friend or Foe?    
  Travel to the South of Verbobonc is uneventful for the 
  first two days. Just to the South of Penwick Township the 
  PCs find themselves in an area that is not patrolled by the 
  Borderers. It is about mid-day and looking ahead the PCs 
  can see a wiff of smoke (Spot – DC10) on the horizon. 
   
  As you cres
  As you cres
  As you cres
  As you crest the next rise, you see several wagons, burnt and 
  t the next rise, you see several wagons, burnt and 
  t the next rise, you see several wagons, burnt and 
  t the next rise, you see several wagons, burnt and 
  smoldering wrecks. There are bodies on the ground, and from 
  smoldering wrecks. There are bodies on the ground, and from 
  smoldering wrecks. There are bodies on the ground, and from 
  smoldering wrecks. There are bodies on the ground, and from 
  this distance you can smell the burnt flesh.
  this distance you can smell the burnt flesh.
  this distance you can smell the burnt flesh.
  this distance you can smell the burnt flesh.    
      
  As the adventurers approach, you see there are nearly a 
  As the adventurers approach, you see there are nearly a 
  As the adventurers approach, you see there are nearly a 
  As the adventurers approach, you see there are nearly a 
  score of gnomes and several orcs and an ogr
  score of gnomes and several orcs and an ogr
  score of gnomes and several orcs and an ogr
  score of gnomes and several orcs and an ogre lying dead. 
  e lying dead. 
  e lying dead. 
  e lying dead. 
  Checking the bodies, you find a single gnome survivor. The 
  Checking the bodies, you find a single gnome survivor. The 
  Checking the bodies, you find a single gnome survivor. The 
  Checking the bodies, you find a single gnome survivor. The 
  gnome is a merchant from the Jillink Gnome house.
  gnome is a merchant from the Jillink Gnome house.
  gnome is a merchant from the Jillink Gnome house.
  gnome is a merchant from the Jillink Gnome house.    
      
  “We were ambushed by brigands working with several 
  “We were ambushed by brigands working with several 
  “We were ambushed by brigands working with several 
  “We were ambushed by brigands working with several 
  Ogres, orcs, half
  Ogres, orcs, half
  Ogres, orcs, half
  Ogres, orcs, half----ors, and hill giants. They hit us before we 
  ors, and hill giants. They hit us before we 
  ors, and hill giants. They hit us before we 
  ors, and hill giants. They hit us before we 
  could react. They g
  could react. They g
  could react. They g
  could react. They got our shipment of silver and gems. We 
  ot our shipment of silver and gems. We 
  ot our shipment of silver and gems. We 
  ot our shipment of silver and gems. We 
  were headed for Verbobonc to fulfill a contract. Where are the 
  were headed for Verbobonc to fulfill a contract. Where are the 
  were headed for Verbobonc to fulfill a contract. Where are the 
  were headed for Verbobonc to fulfill a contract. Where are the 
  girls? Raising to his feet, he starts looking in the wagons and 
  girls? Raising to his feet, he starts looking in the wagons and 
  girls? Raising to his feet, he starts looking in the wagons and 
  girls? Raising to his feet, he starts looking in the wagons and 
  at the dead bodies of his clan. He seems to be looking for 
  at the dead bodies of his clan. He seems to be looking for 
  at the dead bodies of his clan. He seems to be looking for 
  at the dead bodies of his clan. He seems to be looking for 
  someone specific. The entire ti
  someone specific. The entire ti
  someone specific. The entire ti
  someone specific. The entire time he is gronning “No, Aelear 
  me he is gronning “No, Aelear 
  me he is gronning “No, Aelear 
  me he is gronning “No, Aelear 
  … Jeanaa where are my girls” 
  … Jeanaa where are my girls” 
  … Jeanaa where are my girls” 
  … Jeanaa where are my girls”     
   
  He is looking for his granddaughters that were traveling 
  to the house of Jimm to server the Prince’s daughter as 
  handmaidens. They are hiding in the brush some 50 feet 
  away, too scared to answer. Any PCs can find the girls 
  with a Track (DC 10) or Search (DC 15). For safe passage 
  to a small roadside inn located a half-day South. Maleire 
  will give the PCs his thanks and tells them that they can 
  get a very deep discount, wink, at his family store upon 
  their arrival back in Verbobonc City.  
   
  “Thank Berei for your safety,” sobbing in relief, “please, would 
  “Thank Berei for your safety,” sobbing in relief, “please, would 
  “Thank Berei for your safety,” sobbing in relief, “please, would 
  “Thank Berei for your safety,” sobbing in relief, “please, would 
  you see us to the Empty Nest Inn. It is but a half days walk to 
  you see us to the Empty Nest Inn. It is but a half days walk to 
  you see us to the Empty Nest Inn. It is but a half days walk to 
  you see us to the Empty Nest Inn. It is but a half days walk to 
  
   
  Gift of Beauty 
   
  Page 5 
  the south. You are going that way. I can only offer you my 
  the south. You are going that way. I can only offer you my 
  the south. You are going that way. I can only offer you my 
  the south. You are going that way. I can only offer you my 
  thanks.”
  thanks.”
  thanks.”
  thanks.”    
   
   
  Encounter Three
  Encounter Three
  Encounter Three
  Encounter Three        
  The Black Griffon
  The Black Griffon
  The Black Griffon
  The Black Griffon    
  As the PCs move to the south, a Patrol of Knights 
  approaches from the East. They stop the PCs and question 
  them on their purpose for being in this area. They wear a 
  Black Griffon on their Shields and Tabards.  
   
  “Hold there, what is your
  “Hold there, what is your
  “Hold there, what is your
  “Hold there, what is your purpose for being on this road?” 
   purpose for being on this road?” 
   purpose for being on this road?” 
   purpose for being on this road?”     
      
  “You have traveled into the domains of Lord Milinous. 
  “You have traveled into the domains of Lord Milinous. 
  “You have traveled into the domains of Lord Milinous. 
  “You have traveled into the domains of Lord Milinous. 
  We have found burnt wagons and are in search of those that 
  We have found burnt wagons and are in search of those that 
  We have found burnt wagons and are in search of those that 
  We have found burnt wagons and are in search of those that 
  did this deed.” 
  did this deed.” 
  did this deed.” 
  did this deed.”     
   
  The leader will listen to the story of the adventurers and 
  Maleire Jillink. Still he will not be impressed and will not 
  restrain his contempt for gnomes. the Knights are all but 
  openly hostile to the Jillinks. 
   
  “Proceed on your way. Ware the hills.” They move on toward 
  “Proceed on your way. Ware the hills.” They move on toward 
  “Proceed on your way. Ware the hills.” They move on toward 
  “Proceed on your way. Ware the hills.” They move on toward 
  the West off the road.
  the West off the road.
  the West off the road.
  the West off the road.    
   
  If the PCs show any sign of belligerence there they will 
  be berated and roughly searched. Then released after 
  being detained for 2 hours. 
   
  The PCs arrive at the Empty Nest and can be on their 
  way in the morning. The inn boast good food and drink at 
  reasonable prices. There are several farmers and a few 
  travelers present. After a good nights rest, the PCs may 
  continue. Prices are reasonable at 3 silver for a private 
  room, 1 silver for the common room, and 2 silver for the 
  adventurer’s buffet. The adventurer’s buffet is a full 
  course all you can eat breakfast or dinner meal. 
   
   
  Encounter Four
  Encounter Four
  Encounter Four
  Encounter Four    
  Deleveu Woods
  Deleveu Woods
  Deleveu Woods
  Deleveu Woods    
  As you approach a small two
  As you approach a small two
  As you approach a small two
  As you approach a small two----story manor house on the edge of 
  story manor house on the edge of 
  story manor house on the edge of 
  story manor house on the edge of 
  a small wood. There are field hands preparing for planting. 
  a small wood. There are field hands preparing for planting. 
  a small wood. There are field hands preparing for planting. 
  a small wood. There are field hands preparing for planting. 
  Speaking with any of the farmers will confirm that they 
  Speaking with any of the farmers will confirm that they 
  Speaking with any of the farmers will confirm that they 
  Speaking with any of the farmers will confirm that they 
  approach Deleveu Woods and the 
  approach Deleveu Woods and the 
  approach Deleveu Woods and the 
  approach Deleveu Woods and the Lord Deleveu is in his 
  Lord Deleveu is in his 
  Lord Deleveu is in his 
  Lord Deleveu is in his 
  manor house. There was a soldier brought in that was badly 
  manor house. There was a soldier brought in that was badly 
  manor house. There was a soldier brought in that was badly 
  manor house. There was a soldier brought in that was badly 
  hurt and for 4 days. The Lord and Lady of Deleveu cared for 
  hurt and for 4 days. The Lord and Lady of Deleveu cared for 
  hurt and for 4 days. The Lord and Lady of Deleveu cared for 
  hurt and for 4 days. The Lord and Lady of Deleveu cared for 
  the man.
  the man.
  the man.
  the man.    
      
  The Manor house of Deleveu Wood is a simple home 
  The Manor house of Deleveu Wood is a simple home 
  The Manor house of Deleveu Wood is a simple home 
  The Manor house of Deleveu Wood is a simple home 
  built with an obvious mix of both elven and human desig
  built with an obvious mix of both elven and human desig
  built with an obvious mix of both elven and human desig
  built with an obvious mix of both elven and human design. 
  n. 
  n. 
  n. 
  There are several other buildings set just within the tree line. 
  There are several other buildings set just within the tree line. 
  There are several other buildings set just within the tree line. 
  There are several other buildings set just within the tree line. 
  A guard is perched in a tree just nearly out of view. A wall of 
  A guard is perched in a tree just nearly out of view. A wall of 
  A guard is perched in a tree just nearly out of view. A wall of 
  A guard is perched in a tree just nearly out of view. A wall of 
  flowers and shrubbery surrounds the estate. Entrance to the 
  flowers and shrubbery surrounds the estate. Entrance to the 
  flowers and shrubbery surrounds the estate. Entrance to the 
  flowers and shrubbery surrounds the estate. Entrance to the 
  estate is through an arch of flowers. The arch is but a part of 
  estate is through an arch of flowers. The arch is but a part of 
  estate is through an arch of flowers. The arch is but a part of 
  estate is through an arch of flowers. The arch is but a part of 
  an expansive wall of greenery, flowers and thorns as long as a 
  an expansive wall of greenery, flowers and thorns as long as a 
  an expansive wall of greenery, flowers and thorns as long as a 
  an expansive wall of greenery, flowers and thorns as long as a 
  hand. The fresh the fresh sent of lylac is all around. About half 
  hand. The fresh the fresh sent of lylac is all around. About half 
  hand. The fresh the fresh sent of lylac is all around. About half 
  hand. The fresh the fresh sent of lylac is all around. About half 
  the distance to the house from the arch a middle aged man 
  the distance to the house from the arch a middle aged man 
  the distance to the house from the arch a middle aged man 
  the distance to the house from the arch a middle aged man 
  steps out of the manor house. He is wearing simple wool 
  steps out of the manor house. He is wearing simple wool 
  steps out of the manor house. He is wearing simple wool 
  steps out of the manor house. He is wearing simple wool 
  trousers and 
  trousers and 
  trousers and 
  trousers and cotton shirt. There is a rapier on a baldric that 
  cotton shirt. There is a rapier on a baldric that 
  cotton shirt. There is a rapier on a baldric that 
  cotton shirt. There is a rapier on a baldric that 
  appears well fitted and not simply for show. There is a pin on 
  appears well fitted and not simply for show. There is a pin on 
  appears well fitted and not simply for show. There is a pin on 
  appears well fitted and not simply for show. There is a pin on 
  the baldric that is shaped as the Oak Father. It is made of dark 
  the baldric that is shaped as the Oak Father. It is made of dark 
  the baldric that is shaped as the Oak Father. It is made of dark 
  the baldric that is shaped as the Oak Father. It is made of dark 
  wood and highly polished.
  wood and highly polished.
  wood and highly polished.
  wood and highly polished.    
      
  “Welcome to Deleveu Wood. May I have your intent he
  “Welcome to Deleveu Wood. May I have your intent he
  “Welcome to Deleveu Wood. May I have your intent he
  “Welcome to Deleveu Wood. May I have your intent here 
  re 
  re 
  re 
  on this estate?”
  on this estate?”
  on this estate?”
  on this estate?”    
   
  He waits for an answer. If someone remarks on the loss of 
  the ‘Gift’, he fains shock and tell them that being young 
  and hearty adventures, they shouldn’t chase every rumor 
  that they hear. Once presented with the wooden coin, he 
  will nod his head and 3 half-elfin boys come from the 
  wood line. 
   
  “Please take our guest to the barracks. See that they are 
  “Please take our guest to the barracks. See that they are 
  “Please take our guest to the barracks. See that they are 
  “Please take our guest to the barracks. See that they are 
  provided with food and a bath. Have them prepare for a 
  provided with food and a bath. Have them prepare for a 
  provided with food and a bath. Have them prepare for a 
  provided with food and a bath. Have them prepare for a 
  meeting with the soldier. They come from one that is trusted.”
  meeting with the soldier. They come from one that is trusted.”
  meeting with the soldier. They come from one that is trusted.”
  meeting with the soldier. They come from one that is trusted.”    
   
  With that the boys take charge of any mounts and show 
  the PC’s into the wood line where they now see the many 
  structures that are both building and tree. With a 
  successful Spot check (DC 20) they can see a guard in full 
  plate and unknown symbols standing outside one of the 
  structures. Once they are in the barracks they can bathe 
  and their cloths can be cleaned. Nearly two hours later, 
  Lord Deleveu and a soldier will enter and the following 
  information will be given. 
   
  The soldier will introduce Lord Deleveu as a trusted 
  servant of His Lordship Viscount Langard. 
   
  “May I present Lord Deleveu, Knight Captain of the 
  “May I present Lord Deleveu, Knight Captain of the 
  “May I present Lord Deleveu, Knight Captain of the 
  “May I present Lord Deleveu, Knight Captain of the 
  Borderers, friend of the folk of Verbobonc. I am Corporal Janic 
  Borderers, friend of the folk of Verbobonc. I am Corporal Janic 
  Borderers, friend of the folk of Verbobonc. I am Corporal Janic 
  Borderers, friend of the folk of Verbobonc. I am Corporal Janic 
  of the 4
  of the 4
  of the 4
  of the 4th
  thth
  th Borderers. My patrol was ambushed while on our 
   Borderers. My patrol was ambushed while on our 
   Borderers. My patrol was ambushed while on our 
   Borderers. My patrol was ambushed while on our 
  way to deliver a package to a patrol of Celene 
  way to deliver a package to a patrol of Celene 
  way to deliver a package to a patrol of Celene 
  way to deliver a package to a patrol of Celene Knights. This 
  Knights. This 
  Knights. This 
  Knights. This 
  package is destined to Her Fey Majesty of Celene as an offering 
  package is destined to Her Fey Majesty of Celene as an offering 
  package is destined to Her Fey Majesty of Celene as an offering 
  package is destined to Her Fey Majesty of Celene as an offering 
  of peace and good will between the folk of Verbobonc and the 
  of peace and good will between the folk of Verbobonc and the 
  of peace and good will between the folk of Verbobonc and the 
  of peace and good will between the folk of Verbobonc and the 
  Fey Folk of Celene. Five dead, 1 missing and myself left for 
  Fey Folk of Celene. Five dead, 1 missing and myself left for 
  Fey Folk of Celene. Five dead, 1 missing and myself left for 
  Fey Folk of Celene. Five dead, 1 missing and myself left for 
  dead. Knocked unconscious and assumed dead, I was fortun
  dead. Knocked unconscious and assumed dead, I was fortun
  dead. Knocked unconscious and assumed dead, I was fortun
  dead. Knocked unconscious and assumed dead, I was fortunate 
  ate 
  ate 
  ate 
  to be missed by the brigands. My fellows were not so fortunate. 
  to be missed by the brigands. My fellows were not so fortunate. 
  to be missed by the brigands. My fellows were not so fortunate. 
  to be missed by the brigands. My fellows were not so fortunate. 
  Our horses where taken as well as weapons and armor.”
  Our horses where taken as well as weapons and armor.”
  Our horses where taken as well as weapons and armor.”
  Our horses where taken as well as weapons and armor.”    
      
  Lord Deleveu says, “In the morning you may go to the 
  Lord Deleveu says, “In the morning you may go to the 
  Lord Deleveu says, “In the morning you may go to the 
  Lord Deleveu says, “In the morning you may go to the 
  site of the ambush and begin to see what may be done to 
  site of the ambush and begin to see what may be done to 
  site of the ambush and begin to see what may be done to 
  site of the ambush and begin to see what may be done to 
  recover the ‘package’. T
  recover the ‘package’. T
  recover the ‘package’. T
  recover the ‘package’. This is a map from here to the site of the 
  his is a map from here to the site of the 
  his is a map from here to the site of the 
  his is a map from here to the site of the 
  ambush.”
  ambush.”
  ambush.”
  ambush.”    
      
  Corporal Janic continues, “Is there anything that I may 
  Corporal Janic continues, “Is there anything that I may 
  Corporal Janic continues, “Is there anything that I may 
  Corporal Janic continues, “Is there anything that I may 
  relate to you that will assist you in this mission?”
  relate to you that will assist you in this mission?”
  relate to you that will assist you in this mission?”
  relate to you that will assist you in this mission?”    
      
  “There were six from the 4
  “There were six from the 4
  “There were six from the 4
  “There were six from the 4th
  thth
  th Borderers and an scout from 
   Borderers and an scout from 
   Borderers and an scout from 
   Borderers and an scout from 
  the Western Gnarley on the patrol. Th
  the Western Gnarley on the patrol. Th
  the Western Gnarley on the patrol. Th
  the Western Gnarley on the patrol. The scout had been with 
  e scout had been with 
  e scout had been with 
  e scout had been with 
  the package since it was blessed. The scout is trusted and the 
  the package since it was blessed. The scout is trusted and the 
  the package since it was blessed. The scout is trusted and the 
  the package since it was blessed. The scout is trusted and the 
  one missing.”
  one missing.”
  one missing.”
  one missing.”    
      
  “We were taken unaware on both flanks by archers. Then 
  “We were taken unaware on both flanks by archers. Then 
  “We were taken unaware on both flanks by archers. Then 
  “We were taken unaware on both flanks by archers. Then 
  bull rushed and overwhelmed in a very synchronized manner. 
  bull rushed and overwhelmed in a very synchronized manner. 
  bull rushed and overwhelmed in a very synchronized manner. 
  bull rushed and overwhelmed in a very synchronized manner. 
  Almost militarist.”
  Almost militarist.”
  Almost militarist.”
  Almost militarist.”    
      
  “I only saw a few hal
  “I only saw a few hal
  “I only saw a few hal
  “I only saw a few halffff----orcs and a human before I fell to 
  orcs and a human before I fell to 
  orcs and a human before I fell to 
  orcs and a human before I fell to 
  an arrow. I fell behind some brush as my horse bolted.”
  an arrow. I fell behind some brush as my horse bolted.”
  an arrow. I fell behind some brush as my horse bolted.”
  an arrow. I fell behind some brush as my horse bolted.”    
      
  “The recovery of the horses and equipment of the 
  “The recovery of the horses and equipment of the 
  “The recovery of the horses and equipment of the 
  “The recovery of the horses and equipment of the 
  Borderers would be welcome. It is very difficult to get good 
  Borderers would be welcome. It is very difficult to get good 
  Borderers would be welcome. It is very difficult to get good 
  Borderers would be welcome. It is very difficult to get good 
  mounts and the efforts in training them is great.”
  mounts and the efforts in training them is great.”
  mounts and the efforts in training them is great.”
  mounts and the efforts in training them is great.”    
      
  ““““I have no idea of whom would want the gift. It is more 
  I have no idea of whom would want the gift. It is more 
  I have no idea of whom would want the gift. It is more 
  I have no idea of whom would want the gift. It is more 
  of a symbol than an actual treasure.”
  of a symbol than an actual treasure.”
  of a symbol than an actual treasure.”
  of a symbol than an actual treasure.”    
      
  “If I were them, I would circle into the Lortmils for a bit 
  “If I were them, I would circle into the Lortmils for a bit 
  “If I were them, I would circle into the Lortmils for a bit 
  “If I were them, I would circle into the Lortmils for a bit 
  then come back out in the Kron Hills where we are just 
  then come back out in the Kron Hills where we are just 
  then come back out in the Kron Hills where we are just 
  then come back out in the Kron Hills where we are just 
  
   
  Gift of Beauty 
   
  Page 6 
  beginning to patrol once more. His Lordship is 
  beginning to patrol once more. His Lordship is 
  beginning to patrol once more. His Lordship is 
  beginning to patrol once more. His Lordship is looking for 
  looking for 
  looking for 
  looking for 
  good men to boast the ranks of the Borderers. With the new 
  good men to boast the ranks of the Borderers. With the new 
  good men to boast the ranks of the Borderers. With the new 
  good men to boast the ranks of the Borderers. With the new 
  patrols along the forest road and the Kron Hills, the numbers 
  patrols along the forest road and the Kron Hills, the numbers 
  patrols along the forest road and the Kron Hills, the numbers 
  patrols along the forest road and the Kron Hills, the numbers 
  are needed.”
  are needed.”
  are needed.”
  are needed.”    
   
   
  Encounter Five
  Encounter Five
  Encounter Five
  Encounter Five    
  Ambush Site 
  Ambush Site 
  Ambush Site 
  Ambush Site     
  The site of the ambush is 5 days old if the PCs stayed the 
  night at the Empty Nest Inn or 4 days if they didn’t. 
  Tracking check (Wilderness Lore DC 20) will show that 
  ambushers left toward the Lortmils in the West. It is 
  apparent that a force of around 20 or 30 attacked the 
  patrol. Following the trail to the West, the PCs find 
  bodies of 7 of the attackers that where wounded during 
  the battle and could not keep up with the others on the 
  trek to the West.  
   
  As you enter the area of the ambush, you note that the bodies 
  As you enter the area of the ambush, you note that the bodies 
  As you enter the area of the ambush, you note that the bodies 
  As you enter the area of the ambush, you note that the bodies 
  of the Borderers and those of the ambushers have been 
  of the Borderers and those of the ambushers have been 
  of the Borderers and those of the ambushers have been 
  of the Borderers and those of the ambushers have been 
  removed. There a
  removed. There a
  removed. There a
  removed. There are fresh graves to the East of the road. Many 
  re fresh graves to the East of the road. Many 
  re fresh graves to the East of the road. Many 
  re fresh graves to the East of the road. Many 
  tracks intertwine and make it very difficult to determine 
  tracks intertwine and make it very difficult to determine 
  tracks intertwine and make it very difficult to determine 
  tracks intertwine and make it very difficult to determine 
  which tracks are which. You are able to find the position of the 
  which tracks are which. You are able to find the position of the 
  which tracks are which. You are able to find the position of the 
  which tracks are which. You are able to find the position of the 
  group archers and crossbowmen that supported the ground 
  group archers and crossbowmen that supported the ground 
  group archers and crossbowmen that supported the ground 
  group archers and crossbowmen that supported the ground 
  attack. There are signs of scor
  attack. There are signs of scor
  attack. There are signs of scor
  attack. There are signs of scorched earth and a tree split by 
  ched earth and a tree split by 
  ched earth and a tree split by 
  ched earth and a tree split by 
  lightning on the far side of the site.
  lightning on the far side of the site.
  lightning on the far side of the site.
  lightning on the far side of the site.    
   
  The Borderer Patrol was ambushed by a group of about 
  thirty men and three on horses. The Borderers repelled 
  the first charge; then a wizard cast a lightning bolt. The 
  Lightning bolt took down the Patrol leader, Lt Barnes. 
  The Borders 6 mounts and 1 pack animal were taken to 
  the West on a game trail.  
   
   
  Encounter Six 
  Encounter Six 
  Encounter Six 
  Encounter Six     
  Horse Ranch 
  Horse Ranch 
  Horse Ranch 
  Horse Ranch     
  The trail will lead the PCs to the East into the Lortmils 
  just miles North of the Border of Celene. Crossing 
  through these hills the PCs finds a small ranch. A boy 
  sees them and runs across their trail toward a small glad 
  that is the location of the main house and stable for the 
  ranch. The boy believes that the PCs may be more raiders 
  and goes to warn his mother and get his father’s sword. 
  He will protect her to the death. His mother was beaten 
  when the raiders passed by here on their way to the 
  ambush. The boy’s father was taken as a guide and has not 
  returned. There were two horses stolen from the farm. 
  The only horses that remain are that of a young stallion 
  and a mare that is ready to foal. The stallion is not saddle 
  trained. 
   
  There is a small ranch house with a stable and paddock 
  There is a small ranch house with a stable and paddock 
  There is a small ranch house with a stable and paddock 
  There is a small ranch house with a stable and paddock 
  behind it. There are two horses in the stable. One horse is 
  behind it. There are two horses in the stable. One horse is 
  behind it. There are two horses in the stable. One horse is 
  behind it. There are two horses in the stable. One horse is 
  nearing the time to f
  nearing the time to f
  nearing the time to f
  nearing the time to foal and the other is a spirited young 
  oal and the other is a spirited young 
  oal and the other is a spirited young 
  oal and the other is a spirited young 
  stallion. Coming out of the house is the boy of about twelve 
  stallion. Coming out of the house is the boy of about twelve 
  stallion. Coming out of the house is the boy of about twelve 
  stallion. Coming out of the house is the boy of about twelve 
  years with a scimitar and a female elf with a crossbow. The 
  years with a scimitar and a female elf with a crossbow. The 
  years with a scimitar and a female elf with a crossbow. The 
  years with a scimitar and a female elf with a crossbow. The 
  female elf looks beaten and very weak.
  female elf looks beaten and very weak.
  female elf looks beaten and very weak.
  female elf looks beaten and very weak.    
   
  If the PCs offer to help, they are welcomed but watched. 
  The boy is a half elf and will talk to the PCs about his 
  father who was taken by raiders heading who then 
  headed east. That was seven days ago. The boy found 
  tracks heading into the Lortmils while looking for his 
  horse Galahad, he points to the white stallion. He found a 
  leather strap with 2 beads on it on that trail. He knows 
  this was part of the decoration on his father’s horse’s 
  bridal. He found this just yesterday morning and hasn’t 
  told his mother yet. He will lead the PCs to the trail. 
   
   
  Encounter Sev
  Encounter Sev
  Encounter Sev
  Encounter Seven
  en
  en
  en    
  Box Canyon
  Box Canyon
  Box Canyon
  Box Canyon    
  The PCs are led to the trail and follow it with little 
  difficulty on a Track (DC 10) or Spot (DC 15). The 
  evening sun is setting and the wind is getting cold. The 
  PCs need to find a place to camp for the night. There is a 
  box canyon easily found. During the night the PC will be 
  nervous and weary. Just before first light, they are 
  attacked by Grimlocks. 
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Male Grimlocks (4)
  Male Grimlocks (4)
  Male Grimlocks (4)
  Male Grimlocks (4): CR 1; Medium-size monstrous 
  humanoid; HD 2d8+2; hp 11 (each); Init +1 (Dex); Spd 30 
  ft.; AC 15 (+1 Dex, +4 natural); Atks +4 melee (1d8+2 [crit 
  x3] battleaxe); SA Blindsight; AL NE; SV Fort +1, Ref +4, 
  Will +2. 
  Str 15, Dex 13, Con 13, Int 10, Wiz 8, Cha 6. 
  Skills: Climb +7, Hide +6(+16), Listen +6, Search +5, 
  Spot +3. Feats: Alertness 
  SQ: Blindsight—Grimlocks can ascertain all foes 
  within 40 feet as a sighted creature would. Beyond that 
  range the treat all targets as totally concealed. Grimlocks 
  are susceptible to sound and scent based attacks. Loud 
  noises, sonic spells and overpowering odors will negate 
  their sense of smell or hearing. If so affected, this reduces 
  blindsight to normal Blind-Fight. If both hearing and 
  smell are so affected, they are effectively blind; 
  Immunities—to gaze attacks, visual effects, illusion and 
  other attack forms that rely on sight. 
  Special Skill: their dull-gray skin helps it hide in its 
  native terrain, conferring a +10 racial hide bonus check 
  when in mountains or underground. 
  Equipment: Battleaxe, pouch with gems. 
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Male Grimlocks (8)
  Male Grimlocks (8)
  Male Grimlocks (8)
  Male Grimlocks (8): CR 1; Medium-size monstrous 
  humanoid; HD 2d8+2; hp 11 (each); Init +1 (Dex); Spd 30 
  ft.; AC 15 (+1 Dex, +4 natural); Atks +4 melee (1d8+2 [crit 
  x3] battleaxe); SQ Blindsight; AL NE; SV Fort +1, Ref +4, 
  Will +2. 
  Str 15, Dex 13, Con 13, Int 10, Wiz 8, Cha 6. 
  Skills: Climb +7, Hide +6(+16), Listen +6, Search +5, 
  Spot +3. Feats: Alertness 
  
   
  Gift of Beauty 
   
  Page 7 
  SQ: Blindsight.—Grimlocks can ascertain all foes 
  within 40 feet as a sighted creature would. Beyond that 
  range the treat all targets as totally concealed. Grimlocks 
  are susceptible to sound and scent based attacks. Loud 
  noises, sonic spells and overpowering odors will negate 
  their sense of smell or hearing. If so affected, this reduces 
  blindsight to normal Blind-Fight. If both hearing and 
  smell are so affected, they are effectively blind; 
  Immunities—gaze attacks, visual effects, illusion and other 
  attack forms that rely on sight; Special Skill—their dull-
  gray skin helps it hide in its native terrain, conferring a 
  +10 racial hide bonus check when in mountains or 
  underground. 
  Equipment: Battleaxe, pouch with gems. 
   
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  Male G
  Male G
  Male G
  Male Grimlocks (8)
  rimlocks (8)
  rimlocks (8)
  rimlocks (8): CR1; Medium-size monstrous 
  humanoid; HD 2d8+2; hp 11 (each); Init +1 (Dex); Spd 30 
  ft.; AC 15 (+1 Dex, +4 natural); Atks +4 melee (1d8+2 [crit 
  x3] battleaxe); SA Blindsight; AL NE; SV Fort +1, Ref +4, 
  Will +2. 
  Str 15, Dex 13, Con 13, Int 10, Wiz 8, Cha 6. 
  Skills: Climb +7, Hide +6(+16), Listen +6, Search +5, 
  Spot +3. Feats: Alertness 
  SQ: Blindsight—Grimlocks can ascertain all foes 
  within 40 feet as a sighted creature would. Beyond that 
  range the treat all targets as totally concealed. Grimlocks 
  are susceptible to sound and scent based attacks. Loud 
  noises, sonic spells and overpowering odors will negate 
  their sense of smell or hearing. If so affected, this reduces 
  blindsight to normal Blind-Fight. If both hearing and 
  smell are so affected, they are effectively blind; 
  Immunities—to gaze attacks, visual effects, illusion and 
  other attack forms that rely on sight. 
  Equipment: Battleaxe, pouch with gems. 
   
  Male Grimlocks Bbn3 (2)
  Male Grimlocks Bbn3 (2)
  Male Grimlocks Bbn3 (2)
  Male Grimlocks Bbn3 (2): CR4; Medium-size monstrous 
  humanoid; HD 2d8+2, 2d12+4; hp 34 (each); Init +1 
  (Dex); Spd 40 ft.; AC 19 (+2 Dex, +4 natural, +3 Hide); 
  Atks +9 melee (1d8+3 [crit x3], battleaxe); SA Blindsight, 
  Rage (1xday), Uncanny dodge; AL NE; SV Fort +4, Ref +5, 
  Will +3. 
  Str 16, Dex 14, Con 13, Int 10, Wiz 8, Cha 6. 
  Skills: Climb +7, Hide +6 (+16), Listen +6, Search +5, 
  Speak Language (Orc, Giant), Spot +3. Feats: Alertness, 
  Weapon Focus, and Power Attack. 
  SQ: Blindsight—Grimlocks can ascertain all foes 
  within 40 feet as a sighted creature would. Beyond that 
  range the treat all targets as totally concealed. Grimlocks 
  are susceptible to sound and scent based attacks. Loud 
  noises, sonic spells and overpowering odors will negate 
  their sense of smell or hearing. If so affected, this reduces 
  blindsight to normal Blind-Fight. If both hearing and 
  smell are so affected, they are effectively blind; 
  Immunities—to gaze attacks, visual effects, illusion and 
  other attack forms that rely on sight. 
  Possessions: Battleaxe, pouch with gems. 
   
  Augmented Tier (EL 6)
  Augmented Tier (EL 6)
  Augmented Tier (EL 6)
  Augmented Tier (EL 6)    
  Add 1 or 2 additional Male Grimlock Bbn3 
   
   
  Enco
  Enco
  Enco
  Encounter Eight
  unter Eight
  unter Eight
  unter Eight    
  Raiders Valley Hold
  Raiders Valley Hold
  Raiders Valley Hold
  Raiders Valley Hold    
  Traveling further into the Lortmils, the trail leads 
  northeast while skirting the larger ranges of mountains. 
  After the full day’s travel, the trail leads to the rim of a 
  lush mountain valley that has a small lake. Moving into 
  the valley and down to the lake, the PCs are moves near 
  the water’s edge. A camp of about 4 tents is on the 
  opposite side of the lake and with a Spot (DC 15) the PCs 
  can make out a human and an elf tied to a tree. Both men 
  are dressed for wilderness travel. Knowledge (Verbobonc) 
  will note that the elf is wearing cloths more accustomed 
  to the Gnarley than the Lortmils. A large wolf is 
  tormenting the captives. 
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Male Half
  Male Half
  Male Half
  Male Half----Orc War1 (2):
  Orc War1 (2):
  Orc War1 (2):
  Orc War1 (2): CR1/2; Medium-size humanoid; 
  HD 1d8; hp 6 (each); Init +6 (+2 Dex, Improved 
  Initiative); Spd 30 ft.; AC 15 (+2 Dex, +3 Studded Leather); 
  Atks +3 melee (1d12+2 [crit x3], greataxe); SQ: 
  Darkvision; AL NE; SV Fort +2, Ref +2, Will +0. 
  Str 15, Dex 14, Con 11, Int 8, Wiz 10, Cha 8 
  Skills: Intimidate +2, Handle Animal +2, Speak 
  Language (Orc, Common); Feats: Improved Initiative. 
  Equipments: greataxe, studded leather armor, pouch 
  with 15 sp, 3 ep. 
   
  Male Human War2 (3):
  Male Human War2 (3):
  Male Human War2 (3):
  Male Human War2 (3): CR1; Medium-size humanoid; 
  HD 2d8; hp 12 (each); Init +3 (+3 Dex); Spd 30 ft.; AC 17 
  (+3 Dex, +4 chain shirt); Atks +4 melee (1d8+1 [crit 19-
  20/x2], long sword), +5 ranged (1d8 [crit x3], longbow); 
  AL CN; SV Fort +3, Ref +2, Will +0. 
  Str 13, Dex 16, Con 11, Int 10, Wiz 10, Cha 10 
  Skills: Jump +1, Ride +1, Swim +1, Intimidate +3, 
  Speak Language (Common); Feats: Weapon Focus 
  (longsword), Power Attack 
  Equipment: longsword, chain shirt, longbow, quiver 
  with 20 arrows, pouch with 12 ep. 
   
  Male human Wiz1:
  Male human Wiz1:
  Male human Wiz1:
  Male human Wiz1: CR1; medium-size humanoid; HD 
  1d4+4; hp 8; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); 
  Atks +1 melee (1d4+1 [crit 19-20/x2] dagger), +2 ranged 
  (1d8 [19-20/x2], light crossbow); AL LN; SV Fort +1, Ref 
  +3, Will +3. 
  Str 12, Dex 14, Con 13, Int 14, Wis 12, Cha 10 
  Skills: Alchemy +2, Concentration +4, Spot +2, Move 
  Silently +2, Speak Language (Draconic, Common, Orc), 
  Spellcraft +2; Feats: Toughness, Combat Casting 
  Spells (3/2): 0 lvl—ray of frost, daze, read magic; 1stlvl—
  magic missile, sleep. 
  Equipment: dagger, light crossbow, 10 bolts, pouch 
  containing spell components. 
   
  Wolf (2)
  Wolf (2)
  Wolf (2)
  Wolf (2): CR1; Medium-size animal (5 ft. long); HD 
  2d8+4; hp 13; Init +2 (Dex); Spd 50 ft.; AC 14 (+2 Dex, +2 
  
   
  Gift of Beauty 
   
  Page 8 
  Natural); Atks +3 melee (1d6+1 [crit x3], bite); SA Trip; 
  SQ Scent; AL N; SV Fort +5, Ref +5, Will +1 
  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
  Skills: Hide +3, Listen +6, Move Silent +4, Spot +4. 
  Feat: Weapon Finesse (bite). 
  SA: Trip (Ex)—on a successful bite attack, the wolf 
  may attempt to trip as a free action. 
   
  Tier 2 
  Tier 2 
  Tier 2 
  Tier 2     
  Male Half
  Male Half
  Male Half
  Male Half----Orc War2 (3):
  Orc War2 (3):
  Orc War2 (3):
  Orc War2 (3): CR1; Medium-size humanoid; 
  HD 2d8; hp 12 (each); Init +2 (+2 Dex); Spd 30 ft.; AC 15 
  (+2 Dex, +3 Studded Leather); Atks +4 melee (1d12+2 [crit 
  3x] greataxe sword); SQ: Darkvision; AL NE; SV Fort +3, 
  Ref +2, Will +0. 
  Str 15, Dex 14, Con 11, Int 8, Wiz 10, Cha 8 
  Skills: Intimidate +3, Handle Animal +3, Speak 
  Language (Orc, Common); Feats: Weapon Focus 
  (greataxe). 
  Equipment: greataxe, studded leather armor, pouch 
  with 10 sp, 2 ep. 
   
  Male Human War2 (3):
  Male Human War2 (3):
  Male Human War2 (3):
  Male Human War2 (3): CR1; Medium-size humanoid; 
  HD 2d8; hp 12 (each); Init +3 (+3 Dex); Spd 30 ft.; AC 17 
  (+3 Dex, +4 chain shirt); Atks +4 melee (1d8+1 [crit 19-
  20/x2], long sword), +5 ranged (1d8 [crit x3], longbow); 
  AL CN; SV Fort +3, Ref +2, Will +0. 
  Str 13, Dex 16, Con 11, Int 10, Wiz 10, Cha 10 
  Skills: Jump +1, Ride +1, Swim +1, Intimidate +3, 
  Speak Language (Common); Feats: Weapon Focus 
  (longsword). 
  Equipment longsword, chain shirt, longbow, quiver 
  with 20 arrows, pouch with 12 ep. 
   
  Male human Wiz2:
  Male human Wiz2:
  Male human Wiz2:
  Male human Wiz2: CR2; medium Humanoid; HD 2d4+5; 
  hp 12; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Atks +1 
  melee (1d4+1 [crit 19-20/x2] dagger), +2 ranged (1d8 [19-
  20/x2], light crossbow); AL LN; SV Fort +1, Ref +3, Will 
  +3. 
  Str 12, Dex 14, Con 13, Int 14, Wis 12, Cha 10 
  Skills: Alchemy +2, Concentration +5, Spot +2, Move 
  Silently +3, Speak Language (Draconic, Common, Orc), 
  Spellcraft +3. Feats: Toughness, Combat Casting, Scribe 
  Scroll, and Summon Familiar. 
  Spells (4/3): 0 lvl—ray of frost, daze, detect magic, read 
  magic; 1st lvl—magic missile, sleep, mage armor. 
  Equipment: Dagger, light crossbow, 10 bolts, pouch 
  containing spell components. 
   
  Wolf (2)
  Wolf (2)
  Wolf (2)
  Wolf (2): CR1; Medium Animal (5 ft. long); HD 2d8+4; 
  hp 13; Init +2 (Dex); Spd 50 ft.; AC 14 (+2 Dex, +2 
  Natural); Atks +3 melee (1d6+1 [crit x3] bite); SA Trip; SQ 
  Scent; AL N; SV Fort +5, Ref +5, Will +1 
  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
  Skills: Hide +3, Listen +6, Move Silent +4, Spot +4. 
  Feat: Weapon Finesse (Bite). 
  SA: Trip (Ex)—on a successful bite attack, the wolf 
  may attempt to trip as a free action. 
   
  Tier 3 
  Tier 3 
  Tier 3 
  Tier 3     
  Male Half
  Male Half
  Male Half
  Male Half----Orc Bbn2 (4):
  Orc Bbn2 (4):
  Orc Bbn2 (4):
  Orc Bbn2 (4): CR2; Medium-size humanoid; 
  HD 2d12; hp 19 (each); Init +2 (+2 Dex); Spd 30 ft.; AC 15 
  (+2 Dex, +3 Studded Leather); Atks +4 melee (1d12+2 [crit 
  3x], greataxe); SA: Rage, Uncanny Dodge, Darkvision; AL 
  NE; SV Fort +3, Ref +2, Will +0. 
  Str 15, Dex 14, Con 11, Int 8, Wiz 10, Cha 8 
  Skills: Intimidate +3, Handle Animal +3, Speak 
  Language (Orc, Common); Feats: Weapon Focus 
  (greataxe). 
  Equipment: greataxe, studded leather armor, pouch 
  with 15 sp, 3 ep. 
   
  Male Human Ftr3 (4):
  Male Human Ftr3 (4):
  Male Human Ftr3 (4):
  Male Human Ftr3 (4): CR3; Medium-size humanoid; HD 
  3d10+6; hp 28 (each); Init +3 (+3 Dex); Spd 30 ft.; AC 17 
  (+3 Dex, +4 chain shirt); Atks +6 melee (1d8+2 [crit 19-
  20/x2] longsword), +7 ranged (1d8 [crit x3], longbow); AL 
  CN; SV Fort +4, Ref +4, Will +0. 
  Str 14, Dex 16, Con 12, Int 10, Wiz 10, Cha 10 
  Skills: Jump +2, Ride +4, Swim +2, Intimidate +4, 
  Speak Language (Common, Orc), Rope Use +1; Feats: 
  Point Blank Shot, Rapid Shot, Weapon Focus (longbow), 
  Weapon Focus (longsword). 
  Equipment: longsword, chain shirt, longbow, quiver 
  with 20 arrows, pouch with 12 ep. 
   
  Male human Wiz3:
  Male human Wiz3:
  Male human Wiz3:
  Male human Wiz3: CR3; Medium-size humanoid; HD 
  3d4+6; hp 16; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); 
  Atks +1 melee (1d6+1 [crit 18-20/x2], rapier), +1 melee 
  (1d4+1 [crit 19-20/x2], dagger), +2 ranged (1d8 [crit 19-
  20/x2], light crossbow); AL LN; SV Fort +1, Ref +3, Will 
  +3. 
  Str 12, Dex 14, Con 13, Int 14, Wis 12, Cha 10 
  Skills: Alchemy +2, Concentration +5, Spot +2, Move 
  Silently +3, Speak Language (Draconic, Common, Orc), 
  Spellcraft +3. Feats: Combat Casting, Toughness, Martial 
  Weapon (Rapier), Scribe Scroll, and Summon Familiar. 
  Spells (4/3/2): 0 lvl—ray of frost, daze, detect magic, read 
  magic; 1st lvl—magic missile, enlarge, mage armor; 2nd lvl—
  protection from arrows, blur. 
  Equipment: rapier, dagger, light crossbow, 10 bolts, 
  pouch containing spell components. 
   
  Wolf (2)
  Wolf (2)
  Wolf (2)
  Wolf (2): CR1; Medium-size animal (5 ft. long); HD 
  2d8+4; hp 13; Init +2 (Dex); Spd 50 ft.; AC 14 (+2 Dex, +2 
  Natural); Atks +3 melee (1d6+1, bite); SA Trip; SQ Scent; 
  AL N; SV Fort +5, Ref +5, Will +1 
  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
  Skills: Hide +3, Listen +6, Move Silent +4, Spot +4. 
  Feat: Weapon Finesse (Bite). 
  SA: Trip (Ex)—on a successful bite attack, the wolf 
  may attempt to trip as a free action. 
   
  Augmented Tier
  Augmented Tier
  Augmented Tier
  Augmented Tier    
  Male Human Clr3 (Llerg):
  Male Human Clr3 (Llerg):
  Male Human Clr3 (Llerg):
  Male Human Clr3 (Llerg): CR3; Medium-size humanoid; 
  HD 3d8+3; hp 23; Init +2 (+2 Dex); Spd 30 ft.; AC 18 (+1 
  Dex, +7 half plate); Atks +4 melee (1d8+2 [crit x3], 
  battleaxe), +3 ranged (1d8 [crit 19-20/2x], light crossbow); 
  AL CN; SV Fort +4, Ref +2, Will +5. 
  Str 14, Dex 12, Con 12, Int 11, Wis 14, Cha 13 
  
   
  Gift of Beauty 
   
  Page 9 
  Skills: Concentration +2, Knowledge (Religion) +3; 
  Move Silently +2, Speak Language (Common); Spellcraft 
  +3; Feats: Weapon Focus (battleaxe); Brew Potion, Combat 
  Casting 
  Spells (4/3/2): 0 lvl—inflict minor wound, read magic, 
  resistance, virtue; 1st lvl—protection from law (domain); doom, 
  entropic shield, obscuring mist; 2nd lvl—bull’s strength 
  (domain); hold person, summon monster II. 
  SA – Chaos Domain—cast chaos spells at +1 caster 
  level; Strength Domain—perform one feat of strength, 
  which is the supernatural ability to gain an enhancement 
  bonus to strength equal to the priests level. Activation of 
  this power is a free action, the power lasts 1 round, and it 
  is usable once per day.  
  Equipment gattleaxe, half plate armor, light 
  crossbow, 10 bolts, pouch containing 24 gp, and pouch 
  spell components, holy symbol of Llerg. 
   
  After the battle the PCs can free the Borderer Scout and 
  the rancher. The rancher is able to provide the PCs with a 
  map of this part of the Lortmils; then, returns to his 
  family. The Borderer Scout, Private Rengrave will join the 
  PCs to chase down the package. The package left 
  yesterday with a gnome and a human in full plate. The 
  human carried a shield, but the shield was covered in 
  black leather. The left the valley by the other end near the 
  stream. 
   
   
  Encounter Nine
  Encounter Nine
  Encounter Nine
  Encounter Nine    
  The Package
  The Package
  The Package
  The Package    
  The PCs follows the trail of the gnome and human in full 
  plate. They have recovered the horses of the Borderers. 
  Two days travel has past and they find themselves 
  approaching an Inn from the West. The inn looks familiar 
  to the PCs. It is the Empty Nest Inn. There are several 
  horses and a pony in the paddock of the Inn. As the PCs 
  enters the Inn, the scene is quite and there are no patrons 
  in the Inn. 
   
  Approaching a roadside Inn from the field side, there is a 
  Approaching a roadside Inn from the field side, there is a 
  Approaching a roadside Inn from the field side, there is a 
  Approaching a roadside Inn from the field side, there is a 
  familiar feeling about this place. The feeling that you have 
  familiar feeling about this place. The feeling that you have 
  familiar feeling about this place. The feeling that you have 
  familiar feeling about this place. The feeling that you have 
  been here before is doubled when you see a gnome pass from 
  been here before is doubled when you see a gnome pass from 
  been here before is doubled when you see a gnome pass from 
  been here before is doubled when you see a gnome pass from 
  the paddock to th
  the paddock to th
  the paddock to th
  the paddock to the Inn. It is one of the stable hands at the 
  e Inn. It is one of the stable hands at the 
  e Inn. It is one of the stable hands at the 
  e Inn. It is one of the stable hands at the 
  Empty Nest Inn. There are two horses and a pony in the 
  Empty Nest Inn. There are two horses and a pony in the 
  Empty Nest Inn. There are two horses and a pony in the 
  Empty Nest Inn. There are two horses and a pony in the 
  paddock. Entering the in at about mid
  paddock. Entering the in at about mid
  paddock. Entering the in at about mid
  paddock. Entering the in at about mid----day, the scene is quite 
  day, the scene is quite 
  day, the scene is quite 
  day, the scene is quite 
  different then before. There is no one inside. Not even a single 
  different then before. There is no one inside. Not even a single 
  different then before. There is no one inside. Not even a single 
  different then before. There is no one inside. Not even a single 
  farm hand or traveler. Then, i
  farm hand or traveler. Then, i
  farm hand or traveler. Then, i
  farm hand or traveler. Then, in the back of the Inn, from the 
  n the back of the Inn, from the 
  n the back of the Inn, from the 
  n the back of the Inn, from the 
  shadows, you see a gnome and two humans. They see you and 
  shadows, you see a gnome and two humans. They see you and 
  shadows, you see a gnome and two humans. They see you and 
  shadows, you see a gnome and two humans. They see you and 
  the gnome moves deeper into shadow as the two men stand 
  the gnome moves deeper into shadow as the two men stand 
  the gnome moves deeper into shadow as the two men stand 
  the gnome moves deeper into shadow as the two men stand 
  and move toward you. 
  and move toward you. 
  and move toward you. 
  and move toward you.     
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Male gnome Rog2/Wiz(Ill)2: 
  Male gnome Rog2/Wiz(Ill)2: 
  Male gnome Rog2/Wiz(Ill)2: 
  Male gnome Rog2/Wiz(Ill)2: CR 4;    Small-size humanoid 
  (3 ft. 6 in. tall); HD 2d6 + 2d4+12; hp 20; Init +7 (+4 
  Improved Initiative, +3 Dex); Spd 20; AC 16 (+1 size, +2 
  leather armor, +3 Dex): Atks +3 melee (1d4+1 [crit 19-
  20/x2], dagger), or +5 ranged (1d8 [crit 19-20/x2], light 
  crossbow); SA Rog Sneak Attack (+1d6 damage); SQ Rog 
  Evasion; AL NG; SV Fort +4, Ref +7, Will +3. 
  Str 12, Dex 16, Con 14, Int 14, Wis 10, Cha 12 
  Skills:::: Alchemy +5, Appraise +4, Concentration +7, 
  Decipher Script +3, Diplomacy +5, Disable Device +3, 
  Escape Artist +4, Gather Information +5, Hide +8, Listen 
  +10, Move Silently +7, Open Locks +6, Profession 
  (Herbalist) +3, Search +5, Sense Motive +5, Speak 
  Language (Gnome, Common, Elven, Orc, Dwarven, 
  Giant, Draconic), Spellcraft +5, Spot +5, Tumble +4, Use 
  Rope +5; Feats: Alertness, Improved Initiative 
  SA: +4 Dodge verse Giants, +1 Attack verses Kobolds 
  and Goblinkind, +2 save verses illusion, Speak with 
  animal once per day for 1 minute. Cast dancing lights, ghost 
  sound, prestidigitation each once per day as 1st Level caster. 
  Spells (4/3): 0 lvl—dancing lights, detect magic, mage 
  hand, read magic; 1st lvl—color spray, enlarge, silent image 
  Equipment:::: leather armor, dagger, light crossbow, 
  case with 12 bolts, pouch containing 12 gp and 30 sp, 
  pouch containing flint and steel. 
   
  Male human War1 (4):
  Male human War1 (4):
  Male human War1 (4):
  Male human War1 (4): CR 1/2; Medium-size humanoid; 
  HD 1d8; hp 6 (each); Init +6 (+2 Dex, +4 Improved 
  Initiative); Spd 30 ft.; AC 15 (+2 Dex, +3 Studded Leather); 
  Atks +3 melee (1d8+2 [crit 19-20/x2], longsword); AL NE; 
  SV Fort +2, Ref +2, Will +0. 
  Str 15, Dex 14, Con 11, Int 8, Wiz 10, Cha 8 
  Skills: Intimidate +2, Handle Animal +2, Speak 
  Language (Common). Feats: Improved Initiative, Weapon 
  Focus (longsword). 
  Possessions: longsword, studded leather armor, pouch 
  with 15 sp, 3 ep. 
   
  Tier 2 
  Tier 2 
  Tier 2 
  Tier 2     
  Male gnome Rog3/Wiz(Ill)3: 
  Male gnome Rog3/Wiz(Ill)3: 
  Male gnome Rog3/Wiz(Ill)3: 
  Male gnome Rog3/Wiz(Ill)3: CR 6 Small Humanoid (3 
  ft. 6 in. tall); HD 3d6+3d4+12; hp 38; Init +7 (+4 Improved 
  Initiative, +3 Dex); Spd 20; AC 16 (+1 size, +2 leather 
  armor, +3 Dex): Atks +5 melee (1d4+1 [crit 19-20/x2], 
  dagger), or +7 ranged (1d8 [crit 19-20/x2], light crossbow); 
  SA Rog Sneak Attack (+2d6 damage); SD Rog Evasion, 
  Uncanny Dodge (Dex to AC even Flatfooted); AL NG; SV 
  Fort +4, Ref +7, Will +3. 
  Str 12, Dex 16, Con 14, Int 14, Wis 10, Cha 12 
  Skills:::: Alchemy +7, Appraise +4, Concentration +7, 
  Decipher Script +3, Diplomacy +5, Disable Device +3, 
  Escape Artist +5, Gather Information +6, Hide +11, Listen 
  +10, Move Silently +7, Open Locks +6, Profession 
  (Herbalist) +3, Read Lips +6, Search +6, Sense Motive +5, 
  Speak Language (Gnome, Common, Elven, Orc, 
  Dwarven, Giant, Draconic), Spellcraft +5, Spot +5, Tumble 
  +4, Use Rope +5. Feats: Alertness, Improved Initiative 
  SA: +4 Dodge verse Giants, +1 Attack verses Kobolds 
  and Goblinkind, +2 save verses illusion, speak with animal 
  once per day for 1 minute. Cast dancing lights, ghost sound, 
  prestidigitation each once per day as 1st-level caster. 
  Spells (4/3/2): 0 lvl—dancing lights, detect magic, mage 
  hand, read magic; 1st lvl—color spray, enlarge, silent image; 2nd 
  lvl—improved minor illusion, invisibility 
  
   
  Gift of Beauty 
   
  Page 10 
  Equipment:::: leather armor, dagger, light crossbow, 
  case with 12 bolts, pouch containing 12 gp and 30 sp, 
  pouch containing flint and steel. 
   
  Male human Ftr5:
  Male human Ftr5:
  Male human Ftr5:
  Male human Ftr5: CR5; Medium-size humanoid; HD 
  5d10+10; hp 44; Init +3 (+3 Dex); Spd 30 ft.; AC 17 (+3 
  Dex, +4 chain shirt); Atks +8 melee (1d8+4 [crit 19-20/2x], 
  longsword), +7 ranged (1d8 [crit x3], longbow); AL CN; 
  SV Fort +5, Ref +5, Will +1. 
  Str 14, Dex 16, Con 12, Int 10, Wiz 10, Cha 10 
  Skills: Jump +2, Ride +4, Swim +2, Intimidate +4, 
  Speak Language (Common, Orc), Rope Use +1, Spot +2; 
  Feats: Power Attack, Point Blank Shot, Rapid Shot, 
  Weapon Focus (longbow), Weapon Focus (longsword), 
  Weapon Specialization (longsword). 
  Equipment: longsword, chainshirt, longbow, quiver 
  with 20 arrows, pouch with 22 ep. 
   
  Male Human War1 (4):
  Male Human War1 (4):
  Male Human War1 (4):
  Male Human War1 (4): CR 1/2; Medium-size humanoid; 
  HD 1d8; hp 6 (each); Init +6 (+2 Dex, Improved 
  Initiative); Spd 30 ft.; AC 15 (+2 Dex, +3 Studded Leather); 
  Atks +3 melee (1d8+2 [crit 19-20/x2] longsword); AL NE; 
  SV Fort +2, Ref +2, Will +0. 
  Str 15, Dex 14, Con 11, Int 8, Wiz 10, Cha 8 
  Skills: Intimidate +2, Handle Animal +2, Speak 
  Language (Common); Feats: Improved Initiative, Weapon 
  Focus (longsword). 
  Equipment: longsword, studded leather armor, 
  pouch with 15 sp, 3 ep. 
   
  Tier 3 
  Tier 3 
  Tier 3 
  Tier 3     
  Male gnome Rog3/Wiz(Ill)3: 
  Male gnome Rog3/Wiz(Ill)3: 
  Male gnome Rog3/Wiz(Ill)3: 
  Male gnome Rog3/Wiz(Ill)3: CR 6 Small Humanoid (3 
  ft. 6 in. tall); HD 3d6+3d4+12; hp 38; Init +7 (+4 Improved 
  Initiative, +3 Dex); Spd 20; AC 16 (+1 size, +2 leather 
  armor, +3 Dex): Atks +5 melee (1d4+1 [crit 19-20/x2], 
  dagger), or +7 ranged (1d8 [crit 19-20/x2], light crossbow); 
  SA Rog Sneak Attack (+2d6 damage); SD Rog Evasion, 
  Uncanny Dodge (Dex to AC even Flatfooted); AL NG; SV 
  Fort +4, Ref +7, Will +3. 
  Str 12, Dex 16, Con 14, Int 14, Wis 10, Cha 12 
  Skills:::: Alchemy +7, Appraise +4, Concentration +7, 
  Decipher Script +3, Diplomacy +5, Disable Device +3, 
  Escape Artist +5, Gather Information +6, Hide +11, Listen 
  +10, Move Silently +7, Open Locks +6, Profession 
  (Herbalist) +3, Read Lips +6, Search +6, Sense Motive +5, 
  Speak Language (Gnome, Common, Elven, Orc, 
  Dwarven, Giant, Draconic), Spellcraft +5, Spot +5, Tumble 
  +4, Use Rope +5. Feats: Alertness, Improved Initiative 
  SA: +4 Dodge verse Giants, +1 Attack verses Kobolds 
  and Goblinkind, +2 save verses illusion, speak with animal 
  once per day for 1 minute. Cast dancing lights, ghost sound, 
  prestidigitation each once per day as 1st-level caster. 
  Spells (4/3/2): 0 lvl—dancing lights, detect magic, mage 
  hand, read magic; 1st lvl—color spray, enlarge, silent image; 2nd 
  lvl—improved minor illusion, invisibility 
  Equipment:::: leather armor, dagger, light crossbow, 
  case with 12 bolts, pouch containing 12 gp and 30 sp, 
  pouch containing flint and steel. 
   
  Male Human Ftr7:
  Male Human Ftr7:
  Male Human Ftr7:
  Male Human Ftr7: CR7; Medium-size humanoid; HD 
  7d10+14; hp 60; Init +3 (Dex); Spd 30 ft.; AC 23 (+3 Dex, 
  +8 full plate, +2 small steel shield); Atks +10/+5 melee 
  (1d8+2 [crit 19-20/x2], long sword), +11/+6 ranged (1d8 
  [crit x3], longbow); AL CN; SV Fort +7, Ref +5, Will +2. 
  Str 14, Dex 16, Con 14, Int 10, Wiz 10, Cha 10 
  Skills: Jump +2, Ride +4, Swim +2, Intimidate +4, 
  Speak Language (Common, Dwarven, Orc), Rope Use +1, 
  Spot +4; Feats: Point Blank Shot, Rapid Shot, Weapon 
  Focus (longbow), Weapon Focus (longsword). 
  Equipment: longsword, chainshirt, small steel shield, 
  longbow, quiver with 20 arrows, pouch with 22 ep.  
   
  Male Human War2 (4):
  Male Human War2 (4):
  Male Human War2 (4):
  Male Human War2 (4): CR 1; Medium-size humanoid; 
  HD 2d8; hp 12 (each); Init +3 (+3 Dex); Spd 30 ft.; AC 17 
  (+3 Dex, +4 chain shirt); Atks +4 melee (1d8+1 [crit 19-
  20/x2], long sword), +5 ranged (1d8 [crit x3], longbow); 
  AL CN; SV Fort +3, Ref +2, Will +0. 
  Str 13, Dex 16, Con 11, Int 10, Wiz 10, Cha 10 
  Skills: Jump +1, Ride +1, Swim +1, Intimidate +3, 
  Speak Language (Common); Feats: Weapon Focus 
  (longsword). 
  Possessions: longsword, chainshirt, longbow, quiver 
  with 20 arrows, pouch with 22 ep. 
   
  Male Human Clr3 (Llerg):
  Male Human Clr3 (Llerg):
  Male Human Clr3 (Llerg):
  Male Human Clr3 (Llerg): CR3; Medium-size humanoid; 
  HD 3d8+3; hp 23; Init +2 (+2 Dex); Spd 30 ft.; AC 18 (+1 
  Dex, +7 half plate); Atks +4 melee (1d8+2 [crit x3], 
  battleaxe), +3 ranged (1d8 [crit 19-20/2x], light crossbow); 
  AL CN; SV Fort +4, Ref +2, Will +5. 
  Str 14, Dex 12, Con 12, Int 11, Wis 14, Cha 13 
  Skills: Concentration +2, Knowledge (Religion) +3; 
  Move Silently +2, Speak Language (Common); Spellcraft 
  +3; Feats: Weapon Focus (battleaxe); Brew Potion, Combat 
  Casting 
  Spells (4/3/2): 0 lvl—inflict minor wound, read magic, 
  resistance, virtue; 1st lvl—protection from law (domain); doom, 
  entropic shield, obscuring mist; 2nd lvl—bull’s strength 
  (domain); hold person, summon monster II. 
  SA – Chaos Domain—cast chaos spells at +1 caster 
  level; Strength Domain—perform one feat of strength, 
  which is the supernatural ability to gain an enhancement 
  bonus to strength equal to the priests level. Activation of 
  this power is a free action, the power lasts 1 round, and it 
  is usable once per day.  
  Equipment gattleaxe, half plate armor, light 
  crossbow, 10 bolts, pouch containing 24 gp, and pouch 
  spell components, holy symbol of Llerg. 
   
  Augmented 
  Augmented 
  Augmented 
  Augmented Tier
  Tier
  Tier
  Tier    
  Male Human War2 (4):
  Male Human War2 (4):
  Male Human War2 (4):
  Male Human War2 (4): CR 1; Medium-size humanoid; 
  HD 2d8; hp 12 (each); Init +3 (+3 Dex); Spd 30 ft.; AC 17 
  (+3 Dex, +4 chain shirt); Atks +4 melee (1d8+1 [crit 19-
  20/x2], long sword), +5 ranged (1d8 [crit x3], longbow); 
  AL CN; SV Fort +3, Ref +2, Will +0. 
  Str 13, Dex 16, Con 11, Int 10, Wiz 10, Cha 10 
  Skills: Jump +1, Ride +1, Swim +1, Intimidate +3, 
  Speak Language (Common); Feats: Weapon Focus 
  (longsword). 
  
   
  Gift of Beauty 
   
  Page 11 
  Possessions: longsword, chainshirt, longbow, quiver 
  with 20 arrows, pouch with 22 ep. 
   
  A search of the gnome will reveal the shrunken 'package.' 
  Gently tossing the carving on a table will return it to its 
  normal size. 
   
   
  Encounter Ten
  Encounter Ten
  Encounter Ten
  Encounter Ten    
  The Return
  The Return
  The Return
  The Return    
  The return to Deleveu Woods is uneventful. The 
  Borderer Scout is with you as he greets Lord Deleveu and 
  presents the ‘package’. Lord Deleveu leads the PCs with 
  ‘package’ in hand into the woods. Walking to one of the 
  larger trees with a building just to the side and part of the 
  tree. Lord Deleveu stops before an elven sentry in full 
  plate. The armor is etched with symbols of the woodland 
  and wears the amulet of the Knights of the Royal Court. 
  Handing the package to the Knight, Lord Deleveu and 
  the Knight speak in hushed tones. Lord Deleveu turns to 
  the PCs and offers his thanks on behalf of both nations. 
  Also, it has been brought to Lord Deleveu’s attention that 
  you assisted in the release of Arnock, a citizen of Celene. 
  It is the desire of the Knights of Celene that you be 
  granted a reward. Leading the PCs back to the Manor 
  House, Lorde Deleveu takes them inside to a grand feast 
  in their honor. At the end of the meal, Lord Deleveu will 
  present to each adventure, a wooden coin similar to the 
  one that was used by the ranger who requested your 
  assistance. The difference is that this coin has the Oak 
  Father on a side dyed in green, and on the other side is 
  the elvin ruin for friend.  
   
  The End
  The End
  The End
  The End    
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  EEEEncounter Two
  ncounter Two
  ncounter Two
  ncounter Two    
  Assisting House Jillink 
   25 xp 
   
  Encounter Three
  Encounter Three
  Encounter Three
  Encounter Three    
  Defending Maleire Jillink and respecting the 
  Knights 
   25 xp 
   
  Encounter Four
  Encounter Four
  Encounter Four
  Encounter Four    
  Respecting Lord Deleveu 
  25 xp 
  Asking question of Cpl Janic 
  25 xp 
   
  Encounter Six
  Encounter Six
  Encounter Six
  Encounter Six    
  Helping the Elvin Woman and Boy 
  25 xp 
   
  Encounter Seven
  Encounter Seven
  Encounter Seven
  Encounter Seven    
  Defeating the Grimlocks 
  100 xp 
   
  Or 
  Running from the Grimlocks 
  50 xp 
   
  Encounter Eight
  Encounter Eight
  Encounter Eight
  Encounter Eight    
  Rescue Arnock and the Borderer Scout 
  50 xp 
   
  Encounter Nine
  Encounter Nine
  Encounter Nine
  Encounter Nine    
  Recovering the ‘Gift of Beauty’ 
  100 xp 
   
  Encounter Ten
  Encounter Ten
  Encounter Ten
  Encounter Ten    
  Being respectful of the Knight of Celene 
   
   
  2
   
  Total Experience For Objectives 
  450 xp 
  Discretionary Role-playing Award 
  0-50 xp 
   
  Total possible experience
  Total possible experience
  Total possible experience
  Total possible experience    
  500 xp
  500 xp
  500 xp
  500 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than 200 gp that are of personal significance to the 
  owner (including family heirlooms), and all magical 
  items, will be discovered in the possession of the 
  character by one means or another. The character 
  must return the item and pay a fine equal to three 
  times the value of the item stolen. In addition, the 
  PC caught receives campaign-decided penalties for 
  being known as a thief, such as Infamy. For other 
  stolen items which meet the criteria in #1 above, use 
  your judgment and the circumstances within the 
  game to determine whether a PC thief gets away with 
  the theft or not.  
   
  
   
  Gift of Beauty 
   
  Page 12 
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things it later finds 
  unreasonable but which were allowed at the time.  
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven     
  • 
  Amthyst (3) (15gp) 
  • 
  Battleaxe (5 gp ea, 7 lbs ea) 
   
  Encounter Eight 
  Encounter Eight 
  Encounter Eight 
  Encounter Eight     
  • 
  Studded Leather (12 gp ea, 20 lbs ea) 
  • 
  Long Sword (7 gp ea, 4 lbs ea) 
  • 
  Chainmail (50 gp ea, 25 lbs) 
   
  Encounter Ten
  Encounter Ten
  Encounter Ten
  Encounter Ten    
  • 
  Coin of Friendship - This coin is made of ipp wood 
  and symbolizes the honor and service. One face of 
  the coin is etched with the elven symbol for 
  friendship and the other is etched with the image of 
  the Oak Father dyed in green. Both the Elvin 
  Community and the Viscount recognize the hero as 
  one that holds honor and the folk of Verbobonc in 
  their hearts. This is an influence with the Viscount. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER1-03 Gift of Beauty (3E).pdf