TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
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  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s 
  Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region, visit the Verbobonc website at www.verbobonc.net and e-mail your triad point of contact 
  (POC). For LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
   
  VER7-01 
   
   
   
   
   
  Cleanse Thy House 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Verbobonc Regional Adventure 
  Version 1.0 
   
   
  by Vernon L. Vincent 
  Circle Reviewer: Tim Sech 
  Triad Reviewers: Michael Maenza and Rob Silva 
  Special Thanks: John McGee 
   
  Verbobonc regional map designed by Russell Akred. 
   
   
  The Church of Trithereon is accused of fermenting sedition against the lawful nobility of the land. To address these 
  accusations, Bishop Haufren has called an emergency session of the Council of Abbots in the town of Swan. But the 
  Church of Trithereon is distrustful of the good bishop’s agenda, and House Langmuir has a few issues of their own to 
  address. This is a one-round Verbobonc regional adventure for character levels 1-10 (APL 2-8). 
   
  Metaorganizational Focus: Church of Rao, Church of Saint Cuthbert, Church of Trithereon, Mounted Borderers, 
  Verbobonc Noble Houses (Avgustin, Langmuir), Verbobonc Town Project (Swan) 
   
  WARNING: This adventure contains spoiler information for Year 6 regional adventures. PCs should have played all 
  Year 6 Verbobonc regional adventures prior to this adventure. 
  
  VER7-01 Cleanse Thy House 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1. For your convenience, that 
  appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
   Living Greyhawk LEVELS OF 
  PLAY 
   Because players bring their own PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  C
  R
   
  o
  f
   
  A
  n
  i
  m
  a
  l 
  7 
  7 
  9 
  10 
  11 
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of PCs playing in the adventure. Round to 
  the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  
  VER7-01 Cleanse Thy House 
   
  Page 2 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level PCs 
  to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level PCs may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise PCs to buy riding dogs to help protect 
  them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round adventure, set in Verbobonc. 
  All PCs pay 1 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. PCs that fail to pay at 
  least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
  VERBOBONC TOWN PROJECT 
  Portions of this adventure take place in the town of Swan, 
  which is a part of the Verbobonc Town Project. PCs with 
  citizen certificates for this town receive the benefits 
  listed on that certificate.  
   
  For more background and information on Swan, the 
  Dungeon Master (DM) is encouraged to visit the Swan 
  Yahoo discussion group: 
   
  http://games.groups.yahoo.com/group/townofswan 
   
  This discussion group has additional resources that may 
  prove helpful in detailing the portions of the town not 
  covered by this adventure. Additionally, the DM is 
  encouraged to review the entry for Swan in the Walker’s 
  Guide to Verbobonc. 
   
  ADVENTURE BACKGROUND 
  The religious and political tensions have continued to 
  rise in the Viscounty as the aftereffects of several major 
  events have unfolded over the course of the year.  
   
  The Church of Trithereon stands accused of framing 
  House Langmuir for the theft of a food shipment, and 
  rumors have spread that House Avgustin lent aid to the 
  Trithereonites. 
   
  A priest of Rao, Father Cadifel, was revealed to be a serial 
  killer before a spiritual conversion. The revelation came 
  at a time when the priest was called upon to mend a rift 
  between the Viscounty and the Elven Clans of the 
  Gnarley Forest, who hold the Viscounty responsible for 
  the actions of several towns in the deforestation of the 
  great forest. 
   
  The elves, angry over these actions, have all but declared 
  war upon Verbobonc. Using a magic of great potency, 
  they purged the town of Terre Verte from the Gnarley 
  Forest and have claimed the town of Ketter’s Hearth as a 
  home. The mayor of Ketter’s Hearth, a powerful druid, is 
  in agreement with the elves and has herself preached that 
  the town should secede from the Viscounty. 
   
  As if that was not enough, a celebration of the union 
  between Lord Simon Milinous and Lady Elinor Truegard 
  of House Asbury was disrupted by the theft of Lord 
  Milinous’ anniversary gift. The gift, a gem of great beauty, 
  was recovered only to be discovered as a vile trap. Lady 
  Asbury vanished upon speaking Simon’s name, and Lord 
  Simon has fallen into a deep depression, assuaged only by 
  drink and alcohol. 
  
  VER7-01 Cleanse Thy House 
   
  Page 3 
   
  In the midst of all this turmoil, the Viscount has been 
  curiously silent, absent from the minds and eyes of his 
  people. 
   
  To restore order, and – more importantly, determine the 
  guilt of actions – Bishop Haufren, head of the Church of 
  Saint Cuthbert, has called an emergency session of the 
  Council of Abbots, the governing religious body of 
  Verbobonc. In opposition, the Church of Trithereon has 
  demanded that any meeting of the Council of Abbots 
  must occur in more neutral ground than Verbobonc City, 
  where the bishop’s power is near absolute. After several 
  weeks of stalemate, Bishop Ebaddon Brill of Rao 
  brokered an accord between the two recalcitrant faiths 
  wherein the emergency session would take place at the 
  Shrine of the Peacemaker. Situated in the town of Swan 
  on the lands of House Avgustin, the Shrine was the site 
  of the Reunification talks with the Free Assembly of the 
  Kron Hills in 594. 
   
  The incident has attracted the attention of the Celestial 
  Order of the Moons, the governing religious body in 
  Veluna. Canon Priffin Truft, the new canon of Veluna has 
  ordered that the Bishop of Devarnish attend the session. 
  Such interest by Veluna is unheard of, and never before 
  has a titled Bishop of Rao from Veluna attended an 
  official session of the Council of Abbots. The last such 
  time an event of such importance occurred was during 
  the Guildren Accords almost 150 years ago, where Veluna 
  ceded spiritual authority for Verbobonc to the priests of 
  Saint Cuthbert. To ensure security, Bishop Ebaddon Brill, 
  ambassador of Veluna in Verbobonc and head of the 
  Church of Rao in the Viscounty, has received a 
  detachment of Knights of Veluna to serve as bodyguards 
  and observers for the attending clergy. 
   
  The case against the Church of Trithereon includes some 
  damning letters from the leader of the arrested 
  Trithereonites, named Vershan. Though Vershan was not 
  with the group when they were discovered, his name was 
  found on several documents – including those directing 
  them to pose as members of House Langmuir. A second 
  letter linked one of the Trithereonites, named Benan, as a 
  cousin of Captain Yronl, regent of House Avgustin. 
  While Benan has been held in custody pending the 
  decision of the Council of Abbots, Vershan has not been 
  found. An arrest warrant charging Sedition against the 
  Viscounty was issued for the Trithereonite cleric, and 
  both the Mounted Borderers and the guards of the noble 
  houses have been engaged in a search for him. 
   
  Captain Yronl is the regent for the young heir of House 
  Avgustin, Lady Elise Brandenburg. Unconfirmed but 
  suspected by many, both Yronl and Elise are devotees of 
  Trithereon. During the funeral of Baron Rollof Avgustin 
  in early 595, Yronl introduced his cousin, Benan, to the 
  worship of Trithereon and the young man found much in 
  it that he liked. Benan recently dedicated himself to the 
  Summoner’s service and joined a group of Trithereonite 
  zealots led by Vershan. When the group left Loren’s Ford, 
  Benan went with them into the Barony of Vaswell, whose 
  people were sorely in need of assistance. The Early 
  Winter that destroyed much of the Viscounty’s harvest 
  last year resulted in rampant starvation, and Vershan’s 
  group was among those crossing the treacherous 
  Velverdyva to bring food to Eglath and Taymouth from 
  Furyondy. Recently, Yronl received word of Benan’s 
  execution by House Langmuir for participating in the 
  framing of the noble house.  
   
  House Langmuir has also learned of Benan’s relationship 
  to Captain Yronl, and from that inferred a connection 
  with the Church of Trithereon, though Lady Golediva 
  Langmuir has kept that information from Bishop 
  Haufren. The recent destruction of Langmuir’s town 
  house in Verbobonc City has left Golediva with a mind 
  for revenge. Scheming to seize Avgustin’s lands for 
  herself, Golediva plans to discredit House Avgustin 
  during the Council of Abbots session by directly linking 
  them with the Church of Trithereon. Golediva and her 
  son, Lord Ludovic, will be in Swan for the session and, 
  while there, plan to stage an ‘ambush’ using hired 
  brigands posing as members of Avgustin’s house guard, 
  with the intent of ‘uncovering’ evidence connecting 
  House Avgustin to the Church of Trithereon and 
  straining the Council of Abbots session even further. If 
  all goes according to plan, Captain Yronl will be forced to 
  resign, allowing Ludovic an opportunity to put himself 
  forth as a possible candidate for Elise’s hand in marriage, 
  which would unite the lands and give Langmuir control 
  across both ends of the Viscounty. 
   
  Unbeknownst to all parties, Vershan was not, in fact, 
  involved with the theft. A master spy and assassin by the 
  name of Alber Guildenstern kidnapped Vershan last year 
  and has been impersonating him since that time. 
  Sequestered in captivity in the basement of a house 
  beneath Terre Verte, Vershan was interrogated and 
  beaten by Alber, and imprisoned the entire time while 
  the spy performed deeds in his name.  
   
  When the elven army exorcised Terre Verte from the 
  Gnarley Forest, Vershan found himself unexpectedly 
  freed – but soon learned of the warrant of his arrest and 
  the charges he faced. He also discovered he was not 
  alone. Another captive was also imprisoned with him – a 
  
  VER7-01 Cleanse Thy House 
   
  Page 4 
  gnome by the name of Hodgi Pepperquill. Hodgi 
  provided some surprising revelations.  
   
  The previous Viscount, Fenward Lefthanded, was not 
  very well liked by the gnomes. In a series of slanderous 
  statements, Fenward alienated with gnomes of the Kron, 
  who were asking for protection from marauding bands of 
  orcs, giants, and other creatures. The situation came to a 
  head when Fenward proclaimed that “… the craven little 
  moles can take care of themselves” – a statement that 
  enflamed the whole of the gnomish population. Fenward 
  was subsequently accused of being a sympathizer with 
  the Scarlet Brotherhood after papers implicating such 
  involvement were discovered in his chambers, and he 
  was killed during an attempt to arrest him for treason. 
  The papers were later revealed to be forgeries. 
   
  On a night after Vershan and Hodgi had fled the 
  destruction of Ketter’s Heath, the gnome revealed to the 
  Trithereonite that he was the one that had forged the 
  papers. But that wasn’t the only thing: Hodgi also forged 
  the papers that identified Langard as the heir of Wilfrick! 
   
  The shock of this statement stunned Vershan, though he 
  quickly confirmed the truth of the gnome’s statement 
  through his divine spells (having finally been able to pray 
  and receive spells from Trithereon).   
   
  When Vershan inquired as to why the gnome did what 
  he did, Hodgi ducked his head in sorrow. At the time, he 
  had been caught up in the fervor of the situation. A loyal 
  scribe and servant in the service of Viscount Wilfrick, 
  Fenward had dismissed Hodgi most cruelly almost 
  immediately upon becoming the new Viscount. The 
  dismissal had embittered him. After that, he fell in with 
  radical elements determined to get back at Fenward, no 
  matter what. As for how and why Hodgi had been 
  captured along with Vershan – the gnome had no answer. 
  His last memory prior to being found by Vershan was of 
  being in his home in the Kron Hills. He didn’t know 
  anything more than that.  
   
  On the run from the authorities, Vershan and Hodgi 
  lived like criminals (for criminals they were, even if only 
  Vershan was the one sought). Vershan needed to prove 
  his 
  innocence. 
  Hodgi 
  could 
  corroborate 
  his 
  incarceration, and divine spells could prove the truth of 
  his statements. But who among those in authority would 
  trust him enough to even try to confirm his statements?  
  The laws of Verbobonc had tightened in recent months, 
  with the Church of Saint Cuthbert now the only 
  accepted means of divine verification of guilt in 
  Verbobonc. Thus, even if Vershan could appear with a 
  priest of Trithereon to protest his innocence, no spell 
  from the Trithereonite priest would be accepted as valid. 
  Furthermore, given the tensions of the land, there was no 
  Cuthbertine priest Vershan could trust enough to be 
  objective in an investigation – except one: Canoness 
  Y’dey’s assistant, Calmer. Vershan and Calmer grew up 
  together in Hommlet in the shadow of Elemental Evil 
  and, though they grew to hold different philosophies, 
  remained friends through their life. Word of Vershan’s 
  ‘involvement’ distressed Calmer greatly and he could not 
  believe his friend of many years was guilty of the crimes 
  of which he stood accused.   
   
  But Vershan could not directly go to Calmer. That would 
  place the Cuthbertine priest in suspicion himself, and 
  perhaps danger – for Vershan knew that his jailor was 
  still at large. 
   
  Making contact with other members in his priesthood, 
  he told them his story and that of Hodgi, and asked for 
  their help in contacting Captain Yronl. Though skeptical 
  at first, the details explained much to the regent of House 
  Avgustin and he soon believed Vershan. At Vershan’s 
  request, Yronl would act as an intermediary for an 
  important task: to contact Calmer for help. 
   
  Vershan’s letter to Calmer was both welcome and 
  troubling, for it raised other troubling questions of its 
  own and pointed to a larger conspiracy of events. Even 
  before Vershan reached out to him, Calmer initiated his 
  own investigation and has uncovered evidence of a 
  deeper conspiracy to divide not only the noble houses 
  but the various religious orders on the Council. 
   
  Calmer brought the letter to the attention of Canoness 
  Y’dey, who had already suspected that the troubling 
  events resonating throughout the Viscounty were more 
  than they appeared. Together with the Lords Rufus and 
  Burne, Y’dey and Calmer exchanged several dispatches 
  between Hommlet and Yronl’s residence at Avgustin 
  Manor, near Loren’s Ford. When Bishop Haufren 
  convened the emergency session of the Council of 
  Abbots, it was Y’dey who suggested the Shrine of the 
  Peacemaker to Bishop Ebaddon Brill. Thus the plan 
  began to take shape. Vershan would make for Loren’s 
  Ford and take refuge with Captain Yronl. From there, 
  Vershan would be spirited to Swan where Calmer would 
  meet with them, take custody of Vershan, and bring him 
  before the Council with the goal of proving his 
  innocence before the assembly. 
   
  To facilitate Vershan’s arrival, Captain Yronl has been in 
  contact with certain members of the Smuggling division 
  of the Battirovka Family. They have put together a group 
  of safehouses that Vershan has used during his flight to 
  
  VER7-01 Cleanse Thy House 
   
  Page 5 
  Loren’s Ford. The Family also has an interest in events, as 
  one of their number – a down and out man named 
  Stegewood Boile – was the initial patsy for the theft of 
  the food caravan. By helping Vershan, the Family hopes 
  to also find out who was behind the theft. Rumors imply 
  an involvement by the Alliance, a powerful organization 
  based in Dyvers, but nothing has been substantiated. 
   
  Unfortunately, events have conspired against Vershan, 
  and both the Mounted Borderers and members of House 
  Langmuir have learned of his hiding place. The Borderers 
  have orders to arrest the priest and bring him to the 
  Council of Abbots. The agents of House Langmuir have 
  orders to get their first. 
   
  ADVENTURE SUMMARY 
  Introduction 
  The PCs are in Rhynehurst City, where they are 
  contacted by either the Mounted Borderers (in the 
  person of Knight Commander Egret Rhynehurst), House 
  Langmuir (by Ludovic Langmuir himself), or others 
  (depending on their organization affiliations). The 
  Mounted Borderers deputize those that seem trustworthy 
  and send them to arrest Vershan, whom they believe to 
  be somewhere north of Loren’s Ford – near the border of 
  the Iron Wood.  
   
  Encounter One: Flight to the Ford 
  The PCs come upon Vershan’s current lair, north of 
  Loren’s Ford. Unfortunately, members of both the 
  Mounted Borderers and House Langmuir have also 
  discovered it, and a band of House Avgustin’s guard have 
  shown up, angered at the presence of another noble’s 
  agents on the land. Both the Borderers and Avgustin’s 
  guard have orders to wait for the PCs to show up, and are 
  working to prevent House Langmuir from interfering. 
  The PCs must find some means to either facilitate 
  Vershan’s escape or capture (depending on their 
  assignments). 
  Possible Outcomes: 
  1. If Vershan escapes without the help of PCs, they 
  discover a note from Captain Yronl, leading to 
  Encounter Two. 
  2. 
  If Vershan is arrested by members of the 
  Mounted Borderers or members of House 
  Avgustin, he insists on going to Avgustin 
  Manor, outside of Loren’s Ford. Should the PCs 
  acquiesce, this leads to Encounter Two. If they 
  decide to take Vershan to Swan, proceed to 
  Encounter Three. 
  3. 
  If Vershan is arrested by members of House 
  Langmuir, they take custody of him. If the PCs 
  search the scene, they discover a note from 
  Captain Yronl (leading to Encounter Two).  If 
  the note is not found, the PCs are directed to 
  proceed onward to Swan, and Encounter 
  Three.  
  In every case, the PCs are ordered to proceed to Swan to 
  provide testimony on the capture of Vershan.  
   
  Encounter Two: The Lion’s Den 
  Coming to Avgustin Manor, the PCs are afforded the 
  chance to meet with Captain Yronl and Lady Elise 
  Brandenburg. To those with Vershan’s trust, Captain 
  Yronl 
  reveals 
  the 
  circumstances 
  of 
  Vershan’s 
  incarceration. They also learn that Calmer, Canoness 
  Y’dey’s assistant, is expecting Vershan in Swan. Calmer 
  can officially verify Vershan’s story, as a priest of Saint 
  Cuthbert.  
   
  Yronl mentions the existence of Hogdi, but keeps 
  Hodgi’s secret from them – seeking instead to reveal it at 
  the Council session. He only explains that Hodgi was 
  held by the same person that captured Vershan, and can 
  thus confirm Vershan’s story as well. 
   
  If Vershan has been arrested and turned over to 
  members of House Langmuir, the PCs find that they 
  cannot gain entrance to Avgustin Manor. Should they 
  persist, they are arrested – and the adventure is over for 
  them. 
  Troubleshooting: If Vershan escaped without the help 
  of PCs, and evidence is turned over either the Borderers 
  or House Langmuir that he was heading here, this causes 
  Captain Yronl to issue a statement that he promised 
  Vershan safe embassy to Swan in exchange for 
  surrendering himself into Yron’s custody.  
   
  Encounter Three: Run, Gillendyl Run 
  On the approach to Swan, along the river known as 
  Gillendyl’s Run, the party is ambushed by a team of 
  assassins seeking to kill Vershan. Depending on the PCs’ 
  loyalties, the assassins will be posing as the following: 
  1. 
  If members of the Mounted Borderers, the 
  assassins pose as members of House Langmuir, 
  but carry evidence that they were hired by 
  members of the Church of Trithereon. 
  2. 
  If members of House Avgustin, the assassins 
  pose as members of the Mounted Borderers, but 
  carry evidence that they were hired by agents of 
  House Langmuir. 
  3. 
  If members of House Langmuir, the assassins 
  pose as members of House Avgustin and carry 
  evidence that they were contacted by agents of 
  the Church of Trithereon. 
  
  VER7-01 Cleanse Thy House 
   
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  If mixed or other, the DM should choose which cover 
  would be most appropriate for the assassins.  
   
  Encounter Four: Swan 
  Depending on the PCs loyalties, they are met by 
  members of either the Mounted Borderers, the White 
  Guard (House Avgustin guards assigned to Swan), or 
  members of House Langmuir. Vershan is taken into 
  custody by them. The party is thanked and given 
  accommodations at the Swan’s Rest Inn. 
   
  In either case, the party is reminded that they will 
  need to testify at the Council of Abbots session as to the 
  circumstances of Vershan’s arrest. 
   
  Encounter Five: A Friend in Need 
  While lodging at the Swan’s Rest, the PCs are met by 
  Calmer. If they have not already heard Vershan’s story, he 
  relates it to them and tells them of his belief that it is 
  true. Furthermore, he conveys Canoness Y’dey’s interest 
  in the events.  
   
  If the PCs turned Vershan over to House Langmuir, 
  Calmer knows where he is being held and seeks to have 
  him released. Calmer carries orders from Canoness Y’dey, 
  which are tantamount to orders from the Viscount, 
  ordering House Langmuir to release him into their 
  custody. Once Vershan is released, Calmer will divinely 
  verify his story. 
   
  If the PCs delivered Vershan to either the Borderers or 
  House Avgustin, Calmer asks them to accompany him to 
  the holding cell. As the arresting agents, they should be 
  present during any questions he conducts. 
   
  Encounter Six: Protective Custody 
  Regardless of where Vershan is being held, when the PCs 
  arrive – the find that they have been preceded by another 
  team of assassins, who have attacked the guards. 
  1. 
  If House Langmuir has Vershan, the assassins 
  are dressed as members of House Avgustin, 
  with some carrying holy symbols of Trithereon. 
  2. 
  If the Mounted Borderers have Vershan, the 
  assassins are dressed as members of the Church 
  of 
  Trithereon, 
  with 
  some 
  carrying 
  identifications as members of House Avgustin. 
  3. 
  If House Avgustin has Vershan, the assassins are 
  dressed as members of the Mounted Borderers, 
  and carry papers identifying payment from 
  House Langmuir. 
  Assuming Vershan is rescued, he is reunited with Calmer 
  who confirms his story. If Vershan happens to die, he 
  cannot be revived due to a type of poison that was used. 
  Calmer speaks with the dead to confirm his story. 
   
  Encounter Seven: Moment of Truth 
  Vershan is brought before the Council of Abbots session 
  to testify. A surprise is that Viscount Langard himself is 
  in attendance. The entire area is under a zone of truth, 
  with other complementary spells in effect. Depending on 
  events that have occurred, House Langmuir accuses 
  House Avgustin of attacking them and framing them for 
  events. House Avgustin, of course, counters with the 
  same charges. House Langmuir accuses House Avgustin 
  of conspiring with the Church of Trithereon and of being 
  members.  
   
  If any evidence recovered from the assassins implicates 
  House Avgustin’s involvement, Yronl strongly denies any 
  such actions. The same with Langmuir and Church of 
  Trithereon, respectively. 
   
  Langmuir will attempt to maneuver either the 
  Church of Trithereon, Captain Yronl, or Vershan (if 
  present) into denying that Yronl worships Trithereon. 
  Should that occur, Yronl cannot deny it (due to the 
  spells). At this point, Bishop Haufren moves to sanction 
  House Avgustin for its activities, which forces Captain 
  Yronl to reveal Hogdi’s secret, which in turn causes a 
  member of the Church of Trithereon to cast doubt on 
  Bishop Haufren’s authority. As Bishop Haufren was the 
  one that confirmed Langard as Viscount, this statement 
  impugns his credibility. 
   
  Conclusion 
  The conclusion to this adventure is very modular, to 
  account for the many actions which the PCs can take 
  throughout the adventure. 
   
  PREPARATION FOR PLAY 
  • 
  DM Checklist: Due to the number of variables in 
  this adventure, a DM checklist has been provided to 
  assist in tracking those variables. You are encouraged 
  to use it both prior to play and during play. 
  • 
  Metaorganizational 
  Members: 
  PCs 
  that 
  are 
  members of the following Verbobonc regional 
  metaorganizations receive the appropriate Player 
  Handout. 
  ► 
  The Battirovka Family 
  ► 
  Church of Rao 
  ► 
  Church of Saint Cuthbert 
  ► 
  Church of Trithereon 
  ► 
  Mounted Borderers 
  ► 
  Noble House Guard (Avgustin) 
  ► 
  Noble House Guard (Langmuir) 
  • 
  All other PCs: PCs that are not members of the 
  above-listed 
  metaorganizations 
  receive 
  Player 
  
  VER7-01 Cleanse Thy House 
   
  Page 7 
  Handout: Request from Estival. Additionally, PCs 
  that have the Favor of Estival (from VER6-01: 
  Discontent of our Winter) also receive this handout 
  in addition to any other handouts. 
  • 
  Tension in the Viscounty (from VER6-01: The 
  Discontent of our Winter): Identify any PCs that 
  played VER6-01: The Discontent of our Winter and 
  received this entry on the regional documentation. 
  This entry affects Encounters Two, Three, and 
  Seven.   
  In Encounter Two, PCs that received the entry 
  Tension in the Viscounty: Accusation Against 
  House Avgustin cannot enter Avgustin Manor 
  under penalty of arrest.  
  In Encounter Three, the employer of the assassins 
  sent to kill the PCs is determined by whether or not 
  the PCs received this entry. If more PCs received 
  Accusation against House Langmuir or False 
  Testimony, then the assassins are working for 
  Langmuir. 
  If more PCs received Accusation against House 
  Avgustin 
  or 
  Accusations 
  against 
  the 
  Trithereonites, then the assassins are working for 
  House Avgustin. 
  If there is no majority, then the assassins are 
  working for House Langmuir. 
  In Encounter Seven, this entry impact how the 
  nobles and the Council of Abbots react to the 
  character. 
  • 
  Church of Trithereon: Members of the Church of 
  Trithereon or the Battirovka Family receive one (1) 
  potion of nondetection from their superiors. These 
  potions must be returned at the end of the adventure 
  if unused. 
  • 
  Church of Rao and Church of Saint Cuthbert: 
  Members of these organizations receive a waiver 
  allowing them to retain possession of their weapons 
  in Swan. 
  • 
  Convicted of a Crime (from VER6-03: Castle 
  Estival): PCs with this entry are charged double 
  Time Units for this adventure due to the additional 
  time spent in the custody of the Mounted Borderers. 
  • 
  Influence with the Church of Rao (from VER6-04: 
  Sign of the Black Orchid): PCs with this entry 
  receive 750 gp at the start of this adventure. This 
  may be used to purchase any potion or scroll from 
  the Dungeon Master’s Guide of 750 gp value or less. 
  Any unused gold is lost at the end of the adventure. 
  Any unused potions or scrolls are lost at the end of 
  the adventure. PCs may not scribe any scrolls 
  purchased with this gold into a spellbook. 
  • 
  Business is Good (from VER6-06: The Ties That 
  Bind): PCs with this entry receive free Adventure 
  Lifestyle [Standard] during this adventure. If the 
  Character is a resident of Swan, he receives 
  Adventure Lifestyle [Rich]. 
  • 
  Infamy with House Avgustin: PCs that have 
  Infamy with House Avgustin cannot openly enter 
  Avgustin Manor in Encounter Two. However, see 
  that encounter for methods by which such PCs 
  could enter. 
   
  DEATH AND DYING 
  Due to the presence of many clerics and priests in Swan, 
  it is possible for PCs to receive life-restorative services  
  • 
  If any or all PCs die during this adventure, 
  Calmer arranges for them to receive a raise dead 
  provided they belong to an established church 
  in Verbobonc. The Itinerant Faith does not 
  count as an established church. If this occurs, 
  proceed to Encounter 5: A Friend in Need, 
  but assume that Calmer has already spoken with 
  Vershan. After that encounter, proceed to 
  Encounter 7: Moment of Truth. 
   
  INTRODUCTION 
  This adventure takes place between the 8th and 14th day 
  of Ready’reat in CY 596. The later days of the time period 
  (11-14) correspond to the Days of Dedication – holy to 
  those that worship Trithereon. 
   
  The adventure begins south of the city of Rhynehurst, 
  along the Celeb’vara River Road which runs between 
  Rhynehurst City and Loren’s Ford on the afternoon of 8 
  Ready’reat 596. 
   
  Read or paraphrase the following: 
   
  A chill wind stirs the trees of the nearby Iron Wood 
  as you travel south along the Celeb’vara River Road 
  that runs between Rhynehurst City and Loren’s Ford. 
  Winter’s frost has not yet set in, but the coldness 
  already evident in the air speaks of another harsh 
  winter for the Viscounty of Verbobonc. 
   
  Above, the cold gray sky affords no comfort for you 
  and your companions, and the only consolation is 
  that all of you seem to have the same purpose in 
  being here. Hopefully your actions will bear fruit and 
  the tension of the land can finally begin to abate. 
   
  Permit the PCs to introduce themselves and interact. 
  Additionally, for those so inclined, permit them gain 
  some knowledge of current events from Appendix 3: 
  Legwork.  
  
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  Once they are ready, proceed to Encounter One: Flight 
  to the Ford. 
   
  ENCOUNTER 1 
  FLIGHT TO THE FORD 
  Read or paraphrase the following. 
   
  Leaving the river road, you cross east for a few miles 
  before coming to a wooded glen. Ahead, just as you 
  were told, appears to be an abandoned barn – the 
  hideout for the criminal Vershan. 
   
  The PCs have only a few moments before agents of 
  House Langmuir arrive on the scene.  
   
  Leaf on the Wind: Read the following if the PCs move 
  quickly. 
   
  Moving quickly, you enter the barn. Though the light 
  is dusky, you can see well enough to know that the 
  barn has seen recent habitation – as evidenced by the 
  sleeping form in a dirty pile of straw.  
   
  The silence of the evening is broken by sounds of 
  shouting outside. Peering through the broken 
  windows, you see a troop of what appear to be armed 
  guards who appear to have arrived on the opposite 
  side of the glen from you. Almost immediately, a 
  second troop of guards emerges from behind them. 
  Even at this distance, you can see that members from 
  both troops are arguing with each other and the glint 
  of steel in the fading light means that weapons have 
  been bared! 
   
  The rustling of straw draws your attention back and 
  you see the figure has woken. A few discarded 
  belongs lie near the man, including a knapsack and 
  what appears to be a medallion. Beyond that, no 
  weapons are apparent. 
   
  A DC 10 Knowledge [Religion] check identifies the 
  medallion as a holy symbol of Trithereon. 
   
  Pokey-Little Puppies: Read the following if the PCs 
  hesitate or delay in any way. 
   
  The silence of the evening is broken by sounds of 
  shouting as you see a troop of what appear to be 
  armed guards who appear to have arrived on the 
  opposite side of the glen from you. Almost 
  immediately, a second troop of guards emerges from 
  behind them. Even at this distance, you can see that 
  members from both troops are arguing with each 
  other and the glint of steel in the fading light means 
  that weapons have been bared. Unfortunately, 
  element of surprise you may have had has been lost. 
   
  A DC 10 Knowledge [Nobility and Royalty] check 
  identifies the seal on the tabards from the first guard 
  troop as that of House Langmuir.  The same check can 
  also identify the second set of troops as belong to House 
  Avgustin. 
   
  Making the check by 5 (DC 15) reveals that the area in 
  which the PCs stand is within the borders of Avgustin’s 
  land, and that the presence of Langmuir agents is not a 
  good thing. 
   
  The Situation 
  The situation is very fluid and free-form. As such, how 
  things develop really depends on the choices and actions 
  of the PCs and what they are in a position to accomplish. 
   
  The Barn: The barn appears to have been in disuse for 
  quite some time. In fact, it’s a waypost used by the Family 
  for smuggling and storing various goods along the 
  Celeb’vara River, and, on occasion, has served as a 
  safehouse for those requiring a place to stay while 
  remaining out of sight. 
   
  Underneath the pile of straw on which Vershan was 
  sleeping is a trap door, which leads into a cellar and a dirt 
  passage. The passage leads to a small cave which is on the 
  river. In the cave is a rowboat, which Vershan uses to sail 
  south until he can reach Loren’s Ford. 
   
  The trapdoor is hidden (DC 25 Search check) and 
  trapped, but includes a bypass mechanism. Opening the 
  trapdoor without activating the bypass triggers the trap. 
  Members of the Family automatically know the bypass 
  method and can open the trapdoor without triggering the 
  trap. 
   
  APL 2 (EL 2) 
   
  Large Net Trap: CR 2; mechanical; location trigger; 
  manual reset; Atk +5 melee (see note); Search DC 20; 
  Disable Device DC 25. Note: PCs in 10-ft. square are 
  grappled by net (Str 18) if they fail a DC 14 Reflex save. 
   
  APL 4 (EL 4) 
   
  Large Net Trap: CR 4; mechanical; location trigger; 
  manual reset; Atk +5 melee (see note); Search DC 30 
  Disable Device DC 25. Note: PCs in 10-ft. square are 
  grappled by net (Str 18) if they fail a DC 14 Reflex save 
  
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  APL 6 (EL 6) 
   
  Large Net Trap: CR 6; mechanical; location trigger; 
  manual reset; Atk +5 melee (see note); Search DC 30 
  Disable Device DC 30. Note: PCs in 10-ft. square are 
  grappled by net (Str 18) if they fail a DC 25 Reflex save 
   
  APL 8 (EL 8) 
   
  Large Net Trap: CR 8; mechanical; location trigger; 
  manual reset; Atk +7 melee (see note); Search DC 30 
  Disable Device DC 30. Note: PCs in 20-ft. square are 
  grappled by net (Str 22) if they fail a DC 30 Reflex save 
   
  Vershan: Vershan doesn’t have much on him, beyond a 
  few personal possessions and the letters he carries from 
  Captain Yronl.  
   
  All APLs 
   
  Vershan: male human cleric 4; hp 3; Appendix 1.  
   
  If the PCs do not make it into the barn before the arrival 
  of House Langmuir, the arrival of the guards wakes him 
  up. He quickly gathers a few possessions and flees 
  through the trap door in five (5) rounds. Unfortunately, 
  in his haste, he drops his letters from Captain Yronl. They 
  become obscured by the straw, but can be found with a 
  DC 25 Search check.  
   
  If the PCs make it into the barn before Vershan has a 
  chance to flee, his actions depend on how they act. 
  Unless someone in the party demonstrates evidence that 
  they are either in the service of Trithereon or House 
  Avgustin, Vershan becomes very agitated. He does not 
  attack unless attacked first, but does look for 
  opportunities to escape, and his attitude is Unfriendly. 
   
  If anyone shows evidence of being allied with House 
  Langmuir, his attitude becomes Hostile (but, again, he 
  will not attack unless attacked first – and then he seeks to 
  escape, not to kill). 
   
  Vershan is friendly toward members of House Avgustin 
  and Helpful toward members of the Church of 
  Trithereon. If anyone gains his trust, he confides in that 
  individual that he is on his way to meet with Captain 
  Yronl, who is at Avgustin Manor near Loren’s Ford. Yronl 
  has vouched for safe passage to Swan if Vershan 
  surrender’s himself into Yronl’s custody at Avgustin 
  Manor. PCs that help Vershan escape may accompany 
  him to Avgustin Manor (and Encounter Two) 
   
  House Langmuir: House Langmuir’s men want nothing 
  more than to get their hands on Vershan and deliver him 
  to Swan. These men are unaware of the involvement of 
  the PCs, having acted on their own with the intent of 
  gaining favor with Lord Ludovic and Lady Golediva. PCs 
  that are members of House Langmuir, and identify 
  themselves as such, may command them until they PCs 
  reach Swan. 
   
  Through the whole encounter, the situation is being 
  magically monitored by Lady Golediva Langmuir, mother 
  to Lord Ludovic Langmuir. She is fully aware that some 
  in her employ would take the initiative to seize Vershan. 
  She passes along information concerning the actions of 
  the PCs to her son in the event that  they need to refuse 
  testimony provided by the PCs at Swan. 
   
  In the absence of any commanding authority, they 
  attempt to storm the barn, but are prevented initially 
  from doing so by the group from House Avgustin. 
   
  PCs that show obvious affiliation with House Avgustin or 
  the Church of Trithereon are treated with contempt. 
  Having heard about the attempted framing of their house 
  earlier this year, these Langmuir guards are pretty angry. 
  If the PCs imply in any fashion that they were involved 
  with those events, the guards seek to arrest them as well. 
   
  APL2 (EL 3) 
   
  Langmuir Guards (4): male human warrior 1; hp 8 
  each; Appendix 1.  
   
  APL 4(EL 5) 
   
  Langmuir Guards (8): male human warrior 1; hp 8 
  each; Appendix 1.  
   
  APL 6 (EL 5) 
   
  Langmuir Guards (8): male human warrior 1; hp 8 
  each; Appendix 1.  
   
  APL 8 (EL 5) 
   
  Langmuir Guards (8): male human warrior 1; hp 8 
  each; Appendix 1.  
   
  Unless the PCs use lethal damage, the guards attack for 
  nonlethal. 
   
  House Avgustin: With the approaching session of the 
  Council of Abbots, Captain Yronl has ordered the house 
  guard to be vigilant and on alert for anything that might 
  pose a threat. Patrols along the areas that border 
  Langmuir’s lands have doubled – thus it was that they 
  spotted Langmuir’s guards crossing-over. They have been 
  in pursuit of them for some time, and only now have 
  reached them.  
   
  
  VER7-01 Cleanse Thy House 
   
  Page 10 
  They are unaware of Vershan’s presence in the barn, but 
  that is secondary to them than the concern that 
  Langmuir has sent armed troops into their lands.  
   
  PCs that are members of House Avgustin may command 
  them. Such troops will accompany the PCs until they 
  reach Swan. 
   
  APL2 (EL 3) 
   
  Avgustin Guards (4): male human warrior 1; hp 8 
  each; Appendix 1.  
   
  APL 4 (EL 5) 
   
  Avgustin Guards (8): male human warrior 1; hp 8 
  each; Appendix 1.  
   
  APL 6 (EL 5) 
   
  Avgustin Guards (8): male human warrior 1; hp 8 
  each; Appendix 1.  
   
  APL 8 (EL 5) 
   
  Avgustin Guards (8): male human warrior 1; hp 8 
  each; Appendix 1. 
   
  Interactions between House Avgustin and House 
  Langmuir 
  At the beginning of the encounter, both House Avgustin 
  and House Langmuir start as unfriendly to each other the 
  party. They are friendly toward PCs that are members of 
  their house. 
   
  Astute PCs can perform a DC 25 Sense Motive check to 
  ascertain that if they don't do something soon, the two 
  houses could come to blows against each other. 
   
  Stirring the Pot 
  Clever PCs that are aware of the hostility between House 
  Avgustin and House Langmuir may exploit that to their 
  advantage by agitating one group against the other. The 
  DM is free to adjudicate these actions as he sees fit  and 
  can require skill checks where appropriate. 
   
  Likewise, PCs may act to diffuse the situation by working 
  to calm both parties. This requires at least two PCs to 
  perform Diplomacy checks – one for each group.  
   
  Development: 
  At APLs 2-4; Langmuir's guard move to storm the barn 
  after ten (10) rounds. Avgustin’s guards move to block 
  their way and a melee ensues. If the PCs are still present, 
  and do not attempt to diffuse the situation, two of 
  Avgustin’s men get killed by Langmuir’s guards before 
  the rest surrender. 
  At APLs 6-8; Langmuir's guards move to storm the bard 
  after six (6) rounds. This eliminates any change for 
  standard Diplomacy to succeed. 
   
  By this point, Vershan has fled through the trap door and 
  is on his way to meet with Captain Yronl. 
   
  If the PCs captured Vershan and turned him over to the 
  any of the guards, he is taken to Swan by House 
  Avgustin. If the PCs turned Vershan over to House 
  Langmuir, he is claimed by House Avgustin after the 
  Langmuir guards surrender (see above). 
   
  If the PCs decided to go to Avgustin Manor, proceed to 
  Encounter Two: The Lion’s Den. 
   
  If the PCs decided to go to Swan, proceed to Encounter 
  Three: Run, Gillendyl Run. 
   
  ENCOUNTER 2 
  THE LION’S DEN 
  This encounter occurs if the party goes to Loren’s Ford to 
  meet with Captain Yronl. It can occur differently, 
  depending on whether Vershan is accompanying the 
  PCs, if they turned him over to House Langmuir, or if he 
  escaped. 
   
  Read or paraphrase the following: 
  The Avgustin manor house is a stately structure 
  behind a high hedge.  The gates in the hedge are 
  closed, and eight liveried men stand guard. 
   
  The guards ask the PCs their business at Avgustin Manor. 
  Members of House Langmuir are denied entrance, due to 
  the animosity that currently exists between the two 
  noble houses. If they agitate and force the issue, they are 
  warned to depart on penalty of arrest. If they persist, they 
  are arrested for Trespassing and Interfering with the 
  Representative of a Noble and are out-of-play for the rest 
  of the adventure. 
   
  If any members of House Langmuir openly aided the 
  Langmuir guards from Encounter One, they are 
  immediately arrested and charged with Assault, Battery, 
  Interfering with the Representative of a Noble, and 
  Trespassing. See Appendix 5: Laws of the Viscounty for 
  details on this punishment. The character is out-of-play 
  for the remainder of this adventure. 
   
  PCs that possess Infamy with House Avgustin are 
  immediately turned away unless they have taken steps to 
  
  VER7-01 Cleanse Thy House 
   
  Page 11 
  disguise themselves. This requires a Disguise check by 
  the character. The guards have +11 to any Spot checks to 
  detect a disguise, due to their familiarity with the 
  infamous individual.  
  PCs that received the entry Tension in the Viscounty: 
  Accusation Against House Langmuir (from VER6-01: 
  The Discontent of our Winter) are treated as having 
  Infamy for purposes of this encounter.  
   
  Spymaster note: Spymasters using a cover identity are 
  treated normally, assuming that the infamy was not 
  earned while using said identity. 
   
  ADMITTANCE TO AVGUSTIN MANOR:  
  At this hour, only members of House Avgustin are 
  admitted to the manor unless there is specific mention of 
  the Council of Abbots session or Vershan; or if Vershan is 
  with the party.  
  Assuming the PCs find a way to legally enter Avgustin 
  Manor, proceed. 
   
  The guards shown in to an open yard beyond the gate.  
  Before you is the large, three-storey manor house 
  itself, with wide wings spreading out to the left and 
  right.  To the right is a large, two-storey stable with 
  some sort of lodging above it. 
  To your left is a large open area. It appears as though 
  it was once a parade ground, if the barracks on the far 
  side of it are any indication.  Though the barracks 
  have seen better days, they appear to have been 
  recently painted and refurnished. The entire parade 
  ground has been replanted with flower, with a modest 
  statue standing in the center. 
   
  A DC 10 Knowledge [Architecture and Engineering] 
  check 
  identifies 
  the 
  stable 
  as relatively recent 
  construction – within the last two years. One of the 
  guards asks to take any mounts into the stable. Under no 
  circumstances are any animal allowed into the manor. 
  Nothing happens to the mounts if they are taken in the 
  stable. 
   
  The statue is a memorial to Lord Rollof Avgustin, who 
  died in early 595.  
   
  The captain of the guard motions for you to follow 
  him, and you are shown into a tastefully decorated 
  drawing room where a middle-aged man stands 
  waiting to receive you. With him is a striking young 
  lady and another gentleman. 
   
  If Vershan escaped during Encounter One, he is also 
  here in the room.  
   
  The middle aged man is Yronl, regent of Avgustin’s lands. 
  Though he no longer captain of Lord Avgustin’s house 
  guard, many still refer to him in that way. 
   
  The young lady is Elise Brandenburg, future Baroness of 
  Avgustin and heir to the lands. PCs that have played 
  VER3-04: A Matter of Love or VER5-02: Fallen Hero have 
  met her before. 
   
  The other gentleman is Lord Wellborn Estival, the new 
  noble and recent occupant of Castle Estival. PCs that 
  have played VER6-01: Discontent of our Winter or VER6-
  03: Castle Estival have encountered him before.  
   
  Vershan is in the party’s custody: 
  Read or paraphrase the following if Vershan is in the 
  party’s custody: 
  Captain Yronl speaks: 
  “I see that you have apprehended the fugitive 
  Vershan. While you are under this roof, he is under 
  my protection. I understand you have your reasons, 
  but you may not have him just yet.” 
   
  The guards move to take custody of Vershan. If the party 
  resists, they are bound. If they attack, they are arrested 
  and charged with Battery. They are out of play for the rest 
  of the adventure. 
   
  Vershan escaped and is pursued by the party: 
  Read or paraphrase the following if Vershan escaped but 
  is being pursed by the party: 
   
  Captain Yronl speaks:  
  “I understand you are interested in Vershan. You 
  should know that he is under my protection while on 
  these lands. I know you pursue him, and for the most 
  part rightfully so, but you may not have him yet.” 
   
  Vershan escaped with the party’s help 
  Read or paraphrase the following if the party helped 
  Vershan escape: 
  Captain Yronl speaks: 
  “Thank you for assisting Vershan and helping him to 
  get here. It was a very good thing you did and I am in 
  your debt. However, I am sure that you have some 
  concerns as to why a noble house is assisting a wanted 
  criminal.” 
   
  QUESTIONS AND ANSWERS 
  Below is a list of questions likely to be posed by the party: 
   
  Why are you helping Vershan? 
  
  VER7-01 Cleanse Thy House 
   
  Page 12 
  “Vershan is an old friend of mine from years ago. The 
  last time I saw him was about three years ago. My 
  cousin, Benan, had professed interest in the faith of 
  the god Trithereon. I knew Vershan to be a priest of 
  that faith, and so introduced them to each other. I 
  feel terrible that Benan became caught up in events 
  that have torn the people of the Viscounty apart, but I 
  could not believe that my friend Vershan was a 
  seditionist. When Vershan reached out to me, I had 
  to help him. 
   
  “I convinced him to turn himself in to my guards. 
  They would then escort him to Swan for the Council 
  of Abbots session where he would provide testimony” 
   
  What kind of testimony? 
  “Vershan says that he is innocent of the crimes for 
  which he is charged. I and others have come to 
  believe him.  
   
  “Vershan says that he was kidnapped and imprisoned 
  by an unknown person who interrogated and 
  magically probed his mind. He recently managed to 
  escape along with another person – a gnome – when 
  his gaol was accidentally destroyed. 
   
  “If he is innocent, then that means someone else is 
  responsible. I want them brought to justice.” 
   
  “Who are these ‘others’ that believe Vershan?” 
  “I’m not going to discuss that right now.” 
   
  How did Vershan escape? 
  “He was being held in a cellar beneath a house in the 
  town of Terre Verte, which was recently obliterated 
  by the Elven Clans of the Gnarley Forest. He 
  managed to escape in the confusion.” 
   
  Who is the gnome? 
  His name is Hodgi Pepperquill. I do not know much 
  about him except that he is related to Urthan, the 
  leader of the Free Assembly of the Kron Hills. He 
  claims that he was traveling from Swan to Sheernobb 
  to visit family when he was ambushed and knocked 
  out. When he came to, he was imprisoned – 
  apparently in the same place as Vershan. Vershan 
  risked his life to save Hodgi when they escaped, and 
  his bravery has deeply touched the gnome – who 
  appears to have led a life of crime in the past. Hodgi 
  feels that the least he can do is help verify Vershan’s 
  claims as it will give him a chance to make amends 
  for his past.” 
   
  What has he done? 
  (read the following if no members of House Avgustin or 
  the Church of Trithereon are present) 
  It is not for me to recount his crimes, such as they 
  were. He wishes to atone, and I admire that. 
  (read the following ONLY if a member of House 
  Avgustin or the Church of Trithereon is present) 
  “You perhaps know the story of how Viscount 
  Langard came to power? When old Viscount Wilfrick 
  died, his trueborn son, Fenward, became ruler of 
  Verbobonc – and you would be hard-pressed to find a 
  more incompetent man for role. He managed to 
  alienate many of the factions that Wilfrick relied 
  upon for support – especially the gnomes of the Kron. 
  When papers were found in Castle Greyfist 
  connecting Fenward with the Scarlet Brotherhood, 
  Fenward resisted arrest and both he and his captain of 
  the guard were killed. It is because of that incident 
  that Langard was found, for some knew of Wilfrick’s 
  association with an elven lady.” 
   
  Yronl takes a breath before continuing 
   
  “Hodgi says that he is the one who forged the papers. 
  Times were different back then, with the wars across 
  the Flanaess, the Scarlet Brotherhood on the rise, and 
  tensions rising here between Fenward and the 
  gnomes. I’m told that the final straw was when the 
  gnomes were asking for help and Fenward said that 
  ‘the craven little moles could take care of themselves.’ 
   
  “In any case, it is not for me to past judgment on him. 
  He seeks to atone for his crimes by testifying at the 
  Council. As his testimony will help Vershan, I am 
  helping him as well.” 
   
  How can you be sure the gnome is telling the truth? 
  Because I have had others verify his words magically, 
  and they are true. Of course, only priests of Saint 
  Cuthbert may have evidence from their magic legally 
  admitted as evidence, so the word of other priests is 
  not sufficient. However, spells preventing deception 
  and lies are supposed to be enforce during the 
  Council of Abbots sessions, so it will possible for 
  them to verify the truth of both Vershan’s and 
  Hodgi’s statements.” 
   
  Why is Lord Estival here? 
  Estival rises to respond: 
   
  “Since I took possession of my family’s castle, I have 
  sought better relations with my neighbors and fellow 
  nobility. Yronl and the lady Elise have been most 
  gracious in welcoming me. 
   
  
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  Page 13 
  A DC 15 Sense Motive check reveals that there appears to 
  be some personal attraction between Estival and Lady 
  Elise. If any character is so crass as to bring this up, 
  Estival dismisses the comment by saying that such 
  discussion is relevant to the topic at hand. Persistent PCs 
  that refuse to let the matter lie are thrown out on the 
  spot. It’s up to them to figure out how to finish the 
  adventure. 
   
  As for Vershan – I have always been interested in 
  justice and truth. Both the faith of Trithereon and 
  Vershan are implicated in the theft of my caravans. If 
  they are innocent, then I would see them exonerated. 
  Besides – if Vershan is innocent, then that means 
  someone else is responsible for the crimes. With 
  Vershan’s help, we might find the perpetrator and 
  bring them to account.” 
   
  “Lord Estival – we have followed your instructions,” 
  Estival looks pleased. “Excellent. Thank you for your 
  diligence. Now, I need you to do exactly what Lord 
  Yronl asks.” 
  If the party has no other questions, proceed to the 
  Development section; otherwise allow them to ask their 
  questions as normal. 
   
  If the party has other questions not specifically covered 
  here, use the Adventure Background to come up with 
  responses, based on how much information you feel 
  Yronl would trust with the PCs.  
   
  Development:  
  Once the party is out of questions, or indicates they are 
  ready to leave, proceed from here: 
  Yronl speaks again: “I understand that you all have 
  engaged as agents to recover Vershan and deliver him 
  to Swan for trial. I would be for the best if you 
  fulfilled that goal. Others – particularly House 
  Langmuir – might have issue if they feel that we have 
  somehow manipulated the situation – whereas you, as 
  independent agents, have justification for holding 
  and delivering Vershan. Additionally, I expect that 
  you will be asked to provide testimony on your 
  actions during Vershan’s apprehension as well as 
  perhaps any other information you might have.  
   
  “You may feel free to rest in Loren’s Ford, or continue 
  onward to Swan – but I would ask you to take 
  Vershan with you. 
   
  Vershan goes with the party. It is up to them if they wish 
  to bind him. Yronl views it as an unnecessary precaution, 
  but would not stop the PCs if they do so. 
   
  If the party rests at Loren’s Ford, they have an uneventful 
  night.  
   
  Proceed to Encounter Three 
   
  ENCOUNTER 3 
  RUN, GILLENDYL RUN 
  The party is ambushed by a team of assassins during this 
  encounter; however the manner of ambush depends on 
  the time of day. 
   
  If the PCs rested at Loren’s Ford – then it is daytime. If 
  the PCs pressed on immediately after leaving Avgustin 
  Manor, or continued on to Swan from Encounter One, 
  then it is evening. 
   
  Read or paraphrase the following: 
  The rolling hills of the Kron give way slightly to a 
  small eastward-flowing stream. The track seems worn 
  here, evidence of the traffic that passes between 
  Loren’s Ford and the town of Swan. A blanket of snow 
  covers the ground, evidence of winter’s arrival in the 
  land. Though the weather has not been as harsh as 
  last year, it has been rough enough of late. 
   
  If the PCs have not had an opportunity to speak with 
  Vershan, let them use this time to do so. Vershan will 
  speak with most PCs and tell his story if they are 
  reasonably friendly toward him. Use information from 
  the Adventure Background to flesh out the details of the 
  story. 
   
  This should be a role-playing encounter. Vershan has 
  been hunted since the beginning of 596, and he is a 
  central figure in the recent events. The PCs should be 
  using every chance they have to find out more about 
  what’s going on. 
   
  While Vershan is talking to the PCs, the assassins make 
  their move. They are hiding along the opposite side of 
  the river from the PCs. They will wait in ambush and 
  then attempt surprise.  
   
  APL 2 (EL 4) 
   
  Assassins (3): Male human rogue 1; hp 6 each; 
  Appendix One 
   
  APL 4 (EL 6) 
   
  Assassins (5): Male human rogue 1; hp 6 each; 
  Appendix One 
  
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  Page 14 
   
  APL 6 (EL 8) 
   
  Assassins (6): Male human rogue 3; hp 15 each; 
  Appendix One 
   
  APL 8 (EL 9) 
   
  Assassins (6): Male human rogue 4; hp 18 each; 
  Appendix One 
   
  Note: APL 2 and 4, the EL of this encounter has been 
  adjusted by +1 due to advanced equipment. 
   
  Tactics: 
  APL 2 and 4: Two assassins target wizards and other 
  ‘weak-looking’ PCs with crossbows, hoping to knock 
  them out with the poison. One assassin targets Vershan 
  with the tanglefoot bag. Any remaining assassins target 
  the rest of the party with poison-tipped weapons 
  (crossbows if ranged, rapier if melee), depending on how 
  many were rendered unconscious previously. Once 
  everyone is knocked out, the assassins will kill them all 
  (including Vershan). 
   
  APL 6 and 8: 
  As above, but the assassins have prepared by first 
  drinking their potions of invisibility and nondetection 
  (rendering immune to detection spells and giving a +20 
  bonus to hide if moving, or +40 if standing still) 
   
  Development: 
  If the assassins are captured alive, they claim they were 
  hired by someone to take out Vershan and the party. 
  Searching the assassins uncovers a document (Player 
  Handout: Note Found on the Assassins) that appears to 
  be signed with a symbol or seal, which can be identified 
  by a DC 15 Knowledge [Nobility and Royalty] check, or a 
  DC 20 Knowledge [Local – VTF] check. 
   
  Refer to the Regional Documentation AR for VER6-01: 
  Discontent of our Winter for each character.  
  • 
  If more PCs received Accusation against 
  House Langmuir or False Testimony, then the 
  seal is that of House Langmuir as the employer.  
  • 
  If more PCs received Accusation against 
  House Avgustin or Accusation against the 
  Church of Trithereon, then the seal is that of 
  House Avgustin as the employer.  
   
  PCs that played VER6-01: Discontent of our Winter and 
  found some of the incriminating notes during that 
  adventure can make a DC 20 Spot check or a DC 15 
  Forgery check to notice that the handwriting is very 
  similar. Making the check by 10 (DC 30 Spot or DC 25 
  Forgery) confirms that the letters from VER6-01 are 
  writing in the same handwriting as this letter. 
   
  If the assassins are working for Avgustin, Vershan (if 
  present) is confused as he would never expect Yronl to do 
  something like this.  
   
  If the assassins are working for Langmuir, Vershan is not 
  surprised given all that he knows about House Langmuir 
  and their ambition. 
   
  If the party wants to return to Avgustin Manor (either to 
  confront Yronl or inform him of the assassins), they will 
  realize that they don’t have enough time to do that and 
  reach Swan. If they go back anyway, the guards inform 
  them that Yronl and Lady Elise have already left via an 
  alternate route for Swan. 
   
  Proceed to Encounter Four: Swan 
   
  ENCOUNTER 4 
  SWAN 
  The waters of Gillendyl’s Run gradually broaden from 
  a stream to a full river. The road upon which you 
  travel begins to diverge from the river, following a 
  course up a great bluff. At the base of the bluff, a 
  wooden fort seems to be bustling with activity as 
  travelers ahead of you pass through its gates and up 
  the road into the town of Swan. 
   
  As you watch, each group of travelers appears to be 
  stopped by a group of men for a few moments before 
  being allowed entry into town. 
   
  A DC 10 Knowledge [Local – VTF] check identifies the 
  pennants flying about the fort as that of the 4
  th Company 
  of Mounted Borderers, stationed at Fort Wilfrick. 
   
  The 4
  th Company is on a heightened alert status due to 
  the Council of Abbots session in town. Security is very 
  high and the Borderers do not want any incidents to 
  happen.  
   
  If PCs in the party are members of the Church of Rao, the 
  Church of Saint Cuthbert, House Avgustin, or the 
  Mounted Borderers, they are met by Sergeant Jaren 
  Rodrigo, commander of Fort Wilfrick, who has orders to 
  take custody of Vershan. If Vershan either escaped or was 
  killed, he insists on the details and will be most angry 
  with any Borderer that failed in his assigned duty.  
   
  
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  If Vershan is dead, Rodrigo still takes custody of the 
  body. They will hold it until a priest of Saint Cuthbert 
  from the Council of Abbots can come for it. 
   
  Before dismissing the PCs, he reminds them that they 
  will be called upon to testify at the trial tomorrow. 
   
  Entering Swan 
  The party will have to pass through Fort Wilfrick and the 
  checkpoint to enter Swan. Along with the garrison of 
  Mounted Borderers, there are groups of Cuthbertine 
  priests helping to ensure that no disruptive elements 
  enter the town. This includes using detect magic and 
  detect weaponry (new spell)  
   
  PCs that are not members of a regional Military or 
  Religious metaorganization are required to surrender any 
  weapon of medium or larger size before being allowed to 
  enter. PCs that resist this measure risk arrest for 
  Ownership of Illegal Goods. If arrested, such PCs are 
  fined 200 gp x APL and spend 2 TU in gaol.  
   
  PCs that are members of a regional Military or Religious 
  metaorganization must surrender any weapon of large or 
  larger size, but may expend one (1) influence point with 
  from any Military, Religious, or Noble organization to 
  retain possession of one of their weapons. 
   
  PCs possessing Sleight of Hand may, of course, attempt 
  to hide their weapons, but unless the character has an 
  active nondetection spell, the weapon will be located by 
  either detect magic or detect weaponry. 
   
  Church of Rao and Church of Saint Cuthbert: 
  Members of these organizations are allowed to enter 
  Swan without surrendering any weapons. 
   
  Sneaking into Fort Wilfrick 
  It is possible that some PCs (particularly those that work 
  for House Langmuir) may want to sneak into town so as 
  to avoid the Borderers and risk having Vershan taken 
  into custody by them. If the PCs take reasonable 
  precautions, allow them to proceed. However, if they do 
  not restrain Vershan – he will attempt to get the 
  Borderers attention. If they notice him, they immediately 
  take him into custody. They do not arrest any agents of a 
  noble house, but they do make a note of the PCs.  
   
  The Borderers are considered to have ranks in 
  Intimidate, Sense Motive, and Spot equal to the APL. 
   
  If Vershan is being delivered to House Langmuir, then a 
  group of Langmuir’s house guard meets the PCs once 
  they enter Swan and take custody of Vershan. They 
  remind the PCs that they will be called upon to testify at 
  the trial tomorrow. 
   
  Development: 
  While in town, PCs may attempt to learn some 
  information regarding current events. Refer to Appendix 
  3: Legwork for more information. 
   
  At some point, a young boy approaches one of the PCs 
  and delivers a note. Given them Player Handout: Note 
  from a Friend. 
   
  The note is from Calmer, Canoness Y’dey’s chief assistant. 
  A DC 10 Knowledge [Religion] or DC 15 Knowledge 
  [Local – VTF] identifies him as such. He is well known in 
  religious circle, and any character that is a member of a 
  religious metaorganization automatically knows who he 
  is. 
   
  If the party goes to the Swan’s Rest Inn, proceed to 
  Encounter Five: A Friend In Need. 
   
  If the party ignores the letter, allow them to rest as they 
  see fit. When they awake, they learn that there was an 
  incident during the night  and Calmer was killed. They 
  are then summoned to appear before the trial. Proceed to 
  Encounter Seven. 
   
  ENCOUNTER 5 
  A FRIEND IN NEED 
  The Swan’s Rest Inn is filed with visitors, but much of 
  the talk is subdued. As your eyes adjust to the indoor 
  light, you notice the barkeep catching your eye and 
  nodding you over toward him. 
   
  “Go to the room at the end of the hall on the second 
  floor. He’s waiting for you.” 
   
  If the PCs ask who is waiting, the barkeep gives them a 
  funny look and tells them “Calmer, of course.” 
   
  Once the PCs go upstairs to the second floor to the room 
  at the end of the hall, proceed. 
   
  As you approach the door, it opens to reveal a small 
  room in which sits a tall young man wearing a tabard 
  emblazoned with the symbol of Saint Cuthbert. He 
  rises at your arrival and motioned for you to enter. 
   
  
  VER7-01 Cleanse Thy House 
   
  Page 16 
  “Thank you for coming. My name is Calmer. I am 
  chief assistant to Canoness Y’dey of Hommlet. 
  Certain aspects of this situation have given the 
  Canoness cause for concern, so she has asked me to 
  speak with you regarding this. Tell me everything you 
  know about Vershan and the situation surrounding 
  him. 
   
  Calmer sits as the PCs relate their information. Once 
  they are finished, he continues. 
   
  “Thank you for this information. Much we already 
  knew, but it is still good to have it confirmed. 
   
  “I should tell you that it is my belief that Vershan is 
  innocent of the crimes of which he is accused. For 
  one – Vershan and I are friends. He is originally from 
  Hommlet, where I am from, and we grew up together. 
  I have known him for many years – longer than Lord 
  Yronl – and this is not something he would ever do. 
  The way of Trithereon does not countenance the 
  committing of evil to accomplish good. They would 
  never frame a noble house, even one like House 
  Langmuir, for something they did not do.  
   
  “But more importantly, there has been a current of 
  events over the past year that has given Canoness 
  Y’dey cause for concern. This is more than just a 
  dispute between religious faiths or between noble 
  houses.” 
   
  VERSHAN IS ALIVE: 
  If Vershan has been brought alive to Swan, Calmer asks 
  to be taken to see him. He reminds the PCs that his status 
  as a priest of Saint Cuthbert means that any information 
  gleaned from his divine spells is admissible in court. 
  Furthermore, he has a writ from Canoness Y’dey giving 
  him permission to question Vershan prior to the trial. He 
  also informs them that, as the arresting agents, they 
  should be present at any questioning he conducts so that 
  they can provide testimony regarding it, if necessary. 
   
  Calmer knows to whom Vershan was delivered by the 
  PCs. He makes no judgment or assessment on this, but 
  he does insist upon seeing him. If the PCs refuse to take 
  him to see Vershan, Calmer reminds them that he works 
  for Canoness Y’dey and she will be most displeased if the 
  PCs do not cooperate.  
   
  If they still refuse, Calmer sighs and leaves. He is going 
  to see Vershan one way or the others. While the PCs 
  presence is legally important, Calmer knows that he can 
  persuade another Mounted Borderer to serve as witness.   
   
  VERSHAN IS DEAD: 
  If Vershan is dead, Calmer is saddened by this but still 
  asks to be taken to see his remains.  
   
  MEMBERS OF GOOD 
  Before leaving, Calmer asks to speak privately with PCs 
  that belong to one of the following metaorganizations: 
  • 
  Church of Heironeous 
  • 
  Church of Pelor 
  • 
  Church of Rao 
  • 
  Church of Saint Cuthbert 
   
  “Friends, Canoness Y’day has asked that I speak with 
  you on a matter of grave importance. The situation in 
  the Viscounty has grown more volatile over the past 
  year. Even if the tensions in the land were not 
  enough, the presence of Blackthorn in the Gnarley 
  Forest and the hostility of the Elven Clans threatens 
  to bring war into the great forest. There are also 
  reports that Lord Shannus has become more and 
  more extremist in the Iron Wood, and that he be 
  building armies of dragon warriors. 
   
  “The Canoness believes we are at a crossroads, and she 
  fears the path that the Viscounty seems to be 
  choosing. She needs the help of good people of faith 
  and courage if we are to survive these choices. Can 
  she count on you?” 
   
  For any PCs that access, Calmer asks them to swear an 
  oath to provide help to Canoness Y’dey whenever she 
  needs it.  
   
  Proceed from here. 
   
  Development: 
  If the PCs take Calmer to see Vershan, or if they follow 
  Calmer after he leaves, proceed to Encounter Six: 
  Protective Custody. 
   
  If the PCs do not accompany Calmer, when they awake 
  in the morning, they learn that he has been killed while 
  on his way through Swan. Evidence that the Church of 
  Trithereon was behind the attack was discovered at the 
  crime scene. However, before the PCs can investigate 
  this incident, they are summoned to the Council of 
  Abbots meeting. Proceed to Encounter Seven: Moment 
  of Truth 
   
  
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  ENCOUNTER 6 
  PROTECTIVE CUSTODY 
  Regardless of whether Vershan is being held by the 
  Mounted Borderers or House Langmuir, this encounter 
  occurs the same way. The boxed text assumes that 
  Vershan is alive and that the party is accompanying 
  Calmer. If Vershan is dead, or the party is following 
  Calmer, adjust and paraphrase as necessary. 
   
  Read or paraphrase the following; 
  The streets of Swan have thinned somewhat as night 
  lays claim to the town of Swan Ahead, you see the 
  building where Vershan is being held.  
   
  Another group of assassins has been dispatched to 
  eliminate Vershan and the party, to prevent them from 
  testifying at the trial. If Vershan is dead, they are lying in 
  wait to eliminate Calmer and the party. If Vershan is 
  alive, then the assassins have released a sleeping gas into 
  the building where he is incarcerated. This has knocked 
  everyone out. They were about to kill everyone when the 
  party arrives. 
   
  If the character’s specifically state that they are looking at 
  the building for any signs, a DC 15 Spot check reveals 
  that there are no lights on in the building. A second Spot 
  check can be made to notice the assassins.  
   
  The assassins are already in the building when the party 
  arrives. Because of this, they receive a +8 bonus to Hide 
  checks to avoid being Spotted. If possible, the assassins 
  wait until the party is within 30 feet before attacking (so 
  as to get sneak attack bonuses). 
   
  All APLs 
   
  Calmer: Male human cleric 4; hp 18; see Appendix 
  One. 
   
  APL 2 (EL 3) 
   
  Assassins (6): Male human rogue 1; hp 6 each; 
  Appendix One 
   
  APL 4 (EL 6) 
   
  Assassins (5): Male human rogue 2; hp 6 each; 
  Appendix One 
   
  APL 6 (EL 8) 
   
  Assassins (6): Male human rogue 3; hp 15 each; 
  Appendix One 
   
  APL 8 (EL 10) 
   
  Assassins (6): Male human rogue 4; hp 18 each; 
  Appendix One 
   
  Note: At APL 2 the EL of this encounter has been 
  reduced by 2 because of the presence of Calmer. 
  At APL 4, the EL of this encounter has been reduced by 1 
  because of the presence of Calmer. 
  At APL 6 and 8, the EL is unadjusted. 
   
  Tactics: The assassins shoot to kill, moving to take our 
  Calmer first, followed by the PCs. At higher APLs, the 
  assassins have prepared by using their potions of 
  invisibility and nondetection (rendering immune to 
  detection spells and giving a +20 bonus to hide if moving, 
  or +40 if standing still) 
   
  Running Calmer: Calmer is not foolish, but neither is he 
  a coward. He uses his spells to incapacitate the assassins if 
  possible, or to enhance the party. He will use his 
  protective ward ability on an appropriate party member if 
  he suspects that the assassins have poison. He will 
  attempt to use his scrolls (particular the scrolls of 
  command) before using his prepared spells 
   
  Using his scrolls of command, Calmer will ready an 
  action to use the scroll on an assassin’s turn and 
  command the assassin to either drop or halt (see Player’s 
  Handbook  p.210) as appropriate. 
   
  Development: 
  The employer of the assassins depends on Encounter 
  Three. If the assassins in Encounter Three were working 
  for House Avgustin, then these assassins are working for 
  House Langmuir, and vice versa. Each assassin has a 
  tabard with the house insignia of their employer in their 
  possession. 
   
  No one in the building are dead – they have only been 
  knocked out. After ten rounds, everyone regains 
  consciousness, although they are fatigued. 
   
  If Vershan and Calmer are both still alive after the 
  encounter, then Calmer immediately orders that the 
  guard be tripled for the rest of the night in order to 
  protect Vershan. If Vershan was in the custody of House 
  Langmuir, he is taken and given to the Mounted 
  Borderers to hold until the trial. 
   
  If Vershan was dead, Calmer arranges for him to be 
  raised. 
   
  Once Vershan is secured, Calmer sets to verifying some 
  of Vershan’s story. Everything told to the party by Yronl 
  about Vershan being captured and imprisoned is verified. 
  
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  Page 18 
  Likewise is the fact that he was not behind the theft of 
  Estival’s food shipment.  
   
  Calmer quietly speaks with his friend for a moment, then 
  speaks with the party: 
   
  “There is nothing more that can be done here. 
  Tomorrow will prove to be a most interesting day. 
  You should get some rest and prepare for your 
  testimony tomorrow.” 
   
  With that, Calmer leaves the guard house. Veshan has 
  been given increased security by the Mounted Borderers. 
  There is nothing for the party to do until the Council of 
  Abbots session tomorrow. 
   
  Proceed to Encounter Seven: Moment of Truth 
   
  ENCOUNTER 7 
  MOMENT OF TRUTH 
  The Council of Abbots session dominates the town of 
  Swan today as priests of all kinds proceed through the 
  town toward the Shrine of the Peacemaker, where the 
  Council session is to be held.  
   
  Inside the great shrine, many of the pews have been 
  moved back to accommodate the increase of clergy 
  from various faiths. Outside, several priests of Saint 
  Cuthbert and Rao are finishing with the divine spells 
  that will ward the sessions and members. 
   
  A DC 22 Spellcraft check (when combined with detect 
  magic) reveals that the areas where the Council is 
  meeting and where testimony will be given is layered 
  with a heightened-and-widened zone of truth. People 
  entering the area must succeed at a DC 29 Willpower 
  save or be compelled to tell the truth. 
   
  As you watch, a heavy-set old man in the vestments of 
  a Bishop of Saint Cuthbert enters the shrine. A jewel-
  encrusted mitre adorns his brow and a large blacken 
  cudgel is carried in his left hand like a scepter. Bishop 
  Haufren, the head of the Church of Saint Cuthbert, 
  has arrived. 
   
  This is Bishop Haufren, head of the Church of Saint 
  Cuthbert in Verbobonc. The wooden cudgel in his hand 
  is the Revash Splinter, a relic of Saint Cuthbert and piece 
  of the fabled Mace. A DC 15 Knowledge [Religion] check 
  or a DC 20 Knowledge [Local –VTF] reveals this 
  information.  
   
  Accompanying him is a young man of elven heritage, 
  but with a maturity that seems to contradict his 
  youthful appearance. Flanking the young man are two 
  knights of regal bearing in full plate armor. The coat 
  of arms upon the armor is that of Veluna. It is 
  Viscount Langard. 
   
  At the bishop’s request, Viscount Langard has come to 
  the session to see matters settled. With him are two 
  Knights of Veluna, who have been set by the Canon of 
  Veluna as protectors and witnesses for the Council 
  session. 
   
  Behind Viscount Langard and Bishop Haufren comes 
  the other participants in the Council session. Ebadon 
  Brill, Bishop of Rao in Verbobonc, and representative 
  of the Celestial Order of Moons from Veluna.  
   
  Mettis Hale, the senior Archcanon of Pelor. 
   
  Erisyphae Plaso, warden of Ehlonna 
   
  Abbot Rudolphus of Heironeous 
  Finally, a old woman brings up the rear of the 
  procession. Though her age is evident, she moves 
  with the spry grace of one many years younger. 
  Canoness Y’dey.  
   
  As the Council members take their seats, Bishop 
  Haufren stands and raises the wooden cudgel in his 
  hand. A cold power seems to emanate from it. 
   
  “Let the session be called to order. May Saint 
  Cuthbert’s wisdom bring wrongdoers to justice and 
  punish the wicked.” 
   
  The first order of business is the dispensing of justice for 
  any PCs that have been arrested during this adventure. 
  Unless the PCs can demonstrate why they flaunted a 
  lawful authority, their punishment is upheld, however 
  character can can have his punishment reduced to a 
  lesser charge by making a successful DC 35 Diplomacy 
  check. If the character does not worship Saint Cuthbert, 
  this check is increased by +10 (to DC 45). Only the 
  accused character can make this check – other cannot do 
  it for him. 
   
  The second order of business is the trial of Vershan. This 
  is a very fluid encounter, so the DM must be prepared to 
  improvise as much as necessary to keep the encounter 
  progressing.  
   
  “Bring out the accused.” 
   
  
  VER7-01 Cleanse Thy House 
   
  Page 19 
  The doors at the back of the shrine open up and two 
  priests of Saint Cuthbert, each bearing a great mace, 
  escort Vershan into the room. He is manacled and 
  bound.  
   
  Following him in is Yronl of House Avgustin. He is 
  closely followed by a portly man of pale complexion 
  and an old woman with a face that could curdle fresh 
  milk. 
   
  The portly man is Lord Ludovic Langmuir. The old 
  woman is his mother, the Iron Lady – Golediva 
  Langmuir. PCs that have played VER4-02: A Costly 
  Gamble or VER4-08: Beauty and Two Beasts have 
  encountered them before. Their identities can also be 
  learned by a successful DC 15 Knowledge [Nobility and 
  Royalty] check. 
   
  “Vershan of Trithereon. You stand accused of 
  Banditry for the theft of Wellborne Estival’s food 
  caravan, Manslaughter for the death of the caravan 
  guardsmen, Robbery, and Sedition against the lawful 
  nobility of the Viscount for the framing of House 
  Langmuir for your actions. 
   
  “Before you are allowed to speak in your defense, we 
  will hear testimony from those that accomplished 
  your arrest.” 
   
  At this point, one of the PCs is chosen to provide 
  testimony. Chose one according to the following criteria: 
  1) Character 
  that 
  participated 
  in 
  VER6-01: 
  Discontent of our Winter. 
  2) Member of the Mounted Borderers or the 
  Church of Saint Cuthbert 
  3) Member of the Church of Rao 
  4) Member of a noble house except  Avgustin or 
  Langmuir 
  5) Member of House Avgustin  
  6) Member of House Langmuir 
  7) Any other character 
   
  Note – choose a character that has also played VER6-01: 
  Discontent of our Winter if possible, as events in that 
  adventure have a direct impact on the testimony. 
   
  The character is sworn in by Calmer and then asked by 
  Bishop Haufren to recount the details of Vershan’s arrest 
  and any information regarding Vershan the character has 
  learned. 
   
  Pay close attention to the information provided by the 
  character, and interject the following boxed-text based on 
  the character’s testimony. 
   
  • 
  Assassins were sent by House Langmuir to kill us” 
  A roar of anger erupts from the old woman, Lady 
  Golediva of House Langmuir. “This is a 
  slanderous lie. We deny this accusation” 
  If the Letter is proved as proof, it appears to be Lord 
  Ludovic’s handwriting, but he denies ever writing 
  such a document.  
   
  • 
  “Assassins were sent by House Avgustin to kill us” 
  Lord Yronl raises his hand.” What proof do you 
  have of this.” 
  If the letter is provided as proof, it appears to be 
  Yronl’s handwriting, but he denies ever writing such 
  a document. Furthermore, he states that it is in his 
  interest to see Vershan exonerated as House 
  Langmuir has attempted to paint a conspiracy of 
  House Avgustin and the Church of Trithereon 
  against Langmuir. 
   
  • 
  “We investigated the original caravan theft and 
  discovered evidence that House Langmuir was 
  behind the theft.” 
  Lord Ludovic stands, his chins quivering with 
  anger. “I will not listen to these baseless 
  accusations. What need have we for food? All 
  know our house lacks for nothing.” 
   
  “Except common decency.” pipes a voice from the 
  gallery. 
   
  “Enough” roars Bishop Haufren. “That will be 
  enough.” 
   
  • 
  “We investigated the original caravan theft and 
  discovered evidence that the Church of Trithereon 
  attempted to frame House Langmuir for the theft.” 
  “Ah-ha!” screams Ludovic Langmuir. “What more 
  proof do you need? He speaks the truth! I 
  demand justice!” 
   
  Bishop Haufren turns to the noble, “You shall 
  have your justice when this council is satisfied 
  that the accused is guilty.”  
   
  • 
  “We investigated the original caravan theft and 
  discovered evidence that the Church of Trithereon 
  attempted to frame House Langmuir for the theft.” 
  “Ah-ha!” screams Ludovic Langmuir. “What more 
  proof do you need? He speaks the truth! I 
  demand justice!” 
   
  
  VER7-01 Cleanse Thy House 
   
  Page 20 
  Bishop Haufren turns to the noble, “You shall 
  have your justice when this council is satisfied 
  that the accused is guilty.” 
   
  • 
  “I believe Vershan is innocent for X reason” 
  Ludovic Langmuir leaps to his feet. “Your 
  eminence. I demand that this witness’ testimony 
  be stricken. The traitor has obviously cast some 
  spell over him. All know that Vershan has 
  committed the crimes, and destroyed the good 
  name of my family! 
   
  Bishop Haufren pounds the Revnash Splinter 
  and calls for order. 
   
  “<PC NAME>, you will refrain from interjection 
  personal commentary into these proceedings. 
  This is not about what you believe, but about the 
  actions of the accused.” 
   
  • 
  “There is someone that can prove Vershan was not 
  the person behind the theft. A gnome.” 
   
  Proceed to Things Falls Apart 
   
  If the character finishes his testimony without 
  mentioning the gnome, Hodgi Peperquill, read the 
  following. 
   
  Bishop Haufren stands, “Thank you for your 
  testimony. You have provided much information, 
  however based on previous events – I must conclude 
  that Vershan is guilty and pass judgment.” 
   
  Vershan’s face pales, “I did not commit these crimes, 
  and I can prove it. I was kidnapped and imprisoned 
  for many months. But there was another imprisoned 
  with me. A gnome. He can verify the truth of what I 
  say.” 
   
  Proceed to Things Fall Apart 
   
  THINGS FALL APART: 
  The doors open and small, almost average looking 
  gnome walks into the chamber, flanked by two guards 
  in Avgustin livery. “I am Hodgi Peperquill, nephew to 
  Elder Urthgan of the Free Assembly of the Kron Hills 
  and I come here to give testimony on behalf of my 
  friend, Vershan.” 
   
  As the gnome speaks, you notice that all of the 
  council seems to be listening to his every word. For 
  the first time it dawns on many of them that Vershan 
  could be innocent of these crimes. As Hodgi finishes, 
  Bishop Haufren speaks. 
   
  “We thank you for this testimony, Goodman 
  Pepperquill. We shall certainly take it under 
  advisement.” 
   
  “But I am not yet done”, pipes Hodgi. “As you have 
  assembled to mete justice, I must ask for your mercy 
  for my crimes. I though I would never be free again 
  until Verhan helped me escape. I promised I would 
  atone for my crimes. You must here me.” 
   
  Bishop Haufren glances at the others before nodding 
  approval, “Very well, you have our leave to confess 
  your crimes. I should warn you that you will face 
  punishment for them, but it is honorable of you to 
  present yourself here for our judgment. Proceed.” 
   
  Hodgi continues. 
   
  “The gnome I am today is not who I was back then. 
  Several years ago I was a different person – angrier 
  and more rebellious. Back then, it was a darker time 
  as Viscount Fenward left us to die at the hands of our 
  enemies without lifting a finger to help. I swore 
  revenge on him for that, and I got it. I forged papers 
  framing Fenward as a spy for the Scarlet Brotherhood. 
   
  “But there is more. My crimes do not end there. I was 
  mad with anger at Viscount Wilfrick for leaving such 
  a vile offspring to serve as Viscount. I thought anyone 
  could do a better job – even some half-elf from the 
  Gnarley Forest. So I also forged papers that Wilfrick 
  had a illegitimate son with an elven woman. And I 
  have proof. Here are copies of the documents in my 
  handwriting.” 
   
  The entire chamber erupts at this revelation, and 
  Bishop Haufren pounds the Revnash Splinter to 
  restore order. As he strikes the table, black sparks 
  flare from the holy relic 
   
  Bishop Haufren asks one of the PCs to take the 
  documents from Hodgi and give them to him. Both 
  Bishop Haufren and Canoness Y’dey examine them. After 
  a moment, they grimly conclude that they appear to be 
  the same handwriting as ones Haufren used years ago to 
  legitimize Langard as Viscount. 
   
  “I do not know how you can speak your lies within 
  this chamber, gnome, but know that I will repudiate 
  your words.” Haufren turns to Viscount Langard. 
   
  
  VER7-01 Cleanse Thy House 
   
  Page 21 
  “The power of Saint Cuthbert flows through his holy 
  relic and he will show the falsehood of this statement, 
  and prove that Langard is the rightful ruler of our 
  land.” 
   
  Raising the Revnash Splinter, the words of a spell 
  flow from Haufren’s mouth when suddenly he stops. 
  Sparks shoot out of the Revnash Splinter and the 
  bishop lets out a curdling scream as his eyes roll back 
  in his head and he collapses to the floor. 
   
  When Haufren collapses, the Revnash Splinter falls out 
  of his hand.  
   
  PCs may rush forward to heal the bishop if they want. A 
  DC 20 Heal check reveals that he is alive, but in some 
  kind of coma.  
   
  The chamber erupts in bedlam. Canoness Y’dey, as the 
  ranking priest of Saint Cuthbert, takes the Revnash 
  Splinter and calls for order. 
   
  As Canoness Y’dey attempts to restore order, one of 
  the Knights of Veluna steps forward. 
   
  “Begging your pardon, but in light of these events, it 
  is clear that the legitimacy of Langard’s status is very 
  much in question. The Canon of Veluna must be 
  made aware of this situation.” 
   
  He turns to the Viscount, “Viscount Langard, by the 
  authority vested in by the Canon of Veluna, I request 
  that you surrender yourself into our custody to be 
  taken to Mitrik where the Canon will verify your 
  legitimacy. Do you resist?” 
   
  Give the PCs a chance to intervene. If they do, Viscounty 
  Langard gestures for them to stand down. 
   
  Viscount Langard surveys the Knights with a cool 
  gaze, “Worthy Sir, I have no doubts as to my father. 
  Furthermore, you surely must know that my 
  departure during this time would create many 
  problems and unrest in the Viscounty. However, if I 
  resist, then I would be in violation of my feudal oath 
  to the Canon. I will abide by your request.” 
   
  As Viscount Langard is taken into custody by the Knights 
  of Veluna, Canoness Y’dey adjourns the session. Proceed 
  to the Conclusion.  
   
  CONCLUSION 
  As you reflect on the events of the Council of Abbots 
  session, the magnitude of the scale presses itself upon 
  you. 
   
  Bishop Haufren lies in a magical coma. Some have 
  said that the backlash of the Revnash Splinter means 
  that Saint Cuthbert has turned his back on the 
  Viscounty. 
   
  The violence between House Langmuir and House 
  Avgustin has escalated in recent days. Seeking justice 
  from the Council session, both houses instead have 
  had justice denied due to the elusiveness of the truth. 
   
  As you ponder the great events, you hear word that 
  the bodies of several slain Knights of Veluna have 
  been discovered east of the town of Glory. There was 
  no sign of the Viscount. 
   
  The End 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 1: Flight to the Ford 
  Defeat or bypass the trap 
  APL 2  
  60 XP 
  APL 4  
  120 XP 
  APL 6  
  180 XP 
  APL 8  
  240 XP 
   
  Encounter 1: Flight to the Ford 
  Defeat or bypass either guards (but not both) 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  150 XP 
  APL 8  
  150 XP 
   
  Encounter 3: Run Gillendyl, Run 
  Escape or defeat the assassins 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  270 XP 
   
  
  VER7-01 Cleanse Thy House 
   
  Page 22 
  Encounter 6: Protective Custody 
  Rescue Vershan and/or defeat the assassins 
  APL 2  
  90 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  Story Award 
  Objective(s) met: 
  APL 2  
  45 XP 
  APL 4  
  67 XP 
  APL 6  
  90 XP 
  APL 8  
  135 XP 
   
  Note: The Story award is only granted to PCs that 
  pursued their organization’s orders/objectives during this 
  adventure.  
   
  Total possible experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
   
  TREASURE SUMMARY 
  During an adventure, PCs encounter treasure, usually 
  finding it in the possession of their foes. Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s 
  treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the PCs cannot take 
  the time to loot the bodies, they do not gain this gold. If 
  you feel it is reasonable that PCs can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the 
  local watch, and so on), PCs may return to retrieve loot. If 
  the PCs do not loot the body, the gold piece value for the 
  loot is subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because PCs may want to use them during the adventure. 
  Many times PCs must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it. Other times they may attempt to use the item 
  blindly. If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of 
  the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a PCs total and coin value increase 
  at the end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  Encounter 3: Run, Gillendyl, Run 
   
  APL 2: Loot: 150 gp; Magic: 0 gp. 
   
  APL 4: Loot: 250 gp; Magic: 0 gp  
   
  APL 6: Loot: 146 gp; Magic: 717 gp – +1 light 
  crossbow (195 gp each), +1 rapier (194 gp each), +1 
  leather armor (97 gp each), cloak of elvenkind (208 gp 
  each), potion of invisibility (25 gp each) 
   
  APL 8: Loot 146 gp; Magic: 742 gp - +1 light 
  crossbow (195 gp each), +1 rapier (194 gp each), +1 
  leather armor (97 gp each), cloak of elvenkind (208 gp 
  each), potion of invisibility (25 gp each), potion of 
  nondetection (25 gp each) 
   
  Encounter 6: Protective Custody  
   
  APL 2: Loot: 300 gp; Magic: 0 gp. 
   
  APL 4: Loot: 786 gp; Magic: 0 gp 
   
  APL 6: Loot: 146 gp; Magic: 717 gp – +1 light 
  crossbow (195 gp each), +1 rapier (194 gp each), +1 
  leather armor (97 gp each), cloak of elvenkind (208 gp 
  each), potion of invisibility (25 gp each) 
   
  APL 8: Loot 146 gp; Magic: 742 gp - +1 light 
  crossbow (195 gp each), +1 rapier (194 gp each), +1 
  leather armor (97 gp each), cloak of elvenkind (208 gp 
  each), potion of invisibility (25 gp each), potion of 
  nondetection (25 gp each) 
   
  Total Possible Treasure 
   
  APL 2: Loot: 450 gp; Total: 450 gp. 
   
  APL 4: Loot: 1036 gp; Total: 1036 gp. 
   
  APL 6: Loot: 292 gp; Magic: 1434; Total: 1726 gp. 
   
  APL 8: Loot: 292 gp; Magic: 1484; Total: 1776 gp 
   
  Special 
  Favor of Calmer: Calmer, Canoness Ydey’s assistant is 
  impressed with your actions. You gain access one of the 
  following Limited feats: 
  � Ecclesiarch [General](from Eberron Campaign 
  Setting) 
  Prerequisite: Knowledge [Religion] 6 ranks. 
  
  VER7-01 Cleanse Thy House 
   
  Page 23 
  Benefit: Add Gather Information and Knowledge 
  [Local] to your list of class skills. This benefit 
  represents your ability to learn details about any 
  community from the clergy of its churches. In 
  addition, if you take the Leadership feat, you gain a +2 
  bonus to your Leadership score. 
  � Knight Training  [General](from Eberron Campaign 
  Setting) 
  Benefit: Pick one class. Taking levels in this class does 
  not prevent you from taking paladin levels. If you take 
  levels in any other class, you lose your ability to 
  progress as a paladin as usual. If the selected class also 
  has restricted advancement, such as the monk class, 
  taking paladin levels does not prevent you from 
  advancing in that class. 
  Metaorganization Assignment: You undertook an 
  assignment for your metaorganization. This gives you 
  access to the items marked in the “Items Found During 
  the Adventure” section for your organization. In addition, 
  you receive benefits based on your metaorganization 
  � Church of Rao: Access to the Serenity feat (Dragon 
  #306) 
  � Church of Saint Cuthbert: Access to the Cuthbert’s 
  Smite feat (Dragon #306). 
  � Church of Trithereon: Access to the Knight of the 
  Chase (LGJ/Dragon #297) prestige class. 
  � House Avgustin: Access to Tactical Soldier 
  MH 
  prestige class 
  � House Langmuir: Access to the Spymaster 
  CAdv 
  prestige class 
  � Mounted Borderers: May use Retraining rules from 
  LGCS 597 at ½ TU and gold piece cost. 
  Estival’s Favor: You undertook an assignment for Lord 
  Estival and he is grateful. Each time you complete a 
  Verbobonc regional adventure, you may check off one 
  (and only one) of the boxes below, to receive additional 
  gold equal to the amount circled in the Level of Play 
  section (1,000 gp max per instance). Contact the 
  Verbobonc Triad after all five boxes are checked:  
  ����� 
  Actions that causes disfavor in Estival’s eyes immediately 
  revoke this reward and may have other repercussions. 
  Oath: You have sworn an oath to Canoness Y’dey. 
  Contact the Verbobonc Triad for more information. 
   
  REWARD NOTES 
  Favor of Calmer: This entry goes to those PCs that 
  accompany Calmer from Encounter 5: A Friend in 
  Need to Encounter 6: Protective Custody 
   
  Metaorganizational Assignment: This entry goes to PCs 
  that 
  received 
  a 
  Player 
  Handout 
  from 
  their 
  metaorganization. 
   
  Estival’s Favor: This entry goes to PCs that received 
  Player Handout: Request from Estival.  
   
  Oath: This entry goes to PCs that swore an oath during 
  Encounter 5: A Friend in Need. 
   
  Committed an Evil Act: If a character committed an evil 
  act during this adventure, check one or more of the 
  boxed, based on the number of evil acts committed. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Item Access 
  APL 2 
  � Drow poison (Frequency: Adv, limit of 1; 75 gp; DMG) 
  � † Scroll of Detect Weaponry (Freq: Regional; 50 gp, 
  CSc) 
  � *§ Steadying Robe (Freq: Regional; 1,000 gp, CMag) 
  � ‡•Possum Pouch (Freq: Reg; 1,800 gp, CAdv) 
  � @Invisible Helper architecture (Freq: Reg; 1,500 gp, 
  SBG) 
  APL 4 (all of APL2 plus the following) 
  � †§+1 Cloak of Comfort (Freq:Regional; 3,000 gp, 
  CMag) 
  � ‡Medallion of Contact (Freq: Regional, 5,000 gp, 
  A&EG) 
  � †•Lesser Choker of Eloquence (Freq: Regional, 6,000, 
  CAdv) 
  � @§Stable of Understanding architecture (Freq: 
  Regional; 3,000 gp, SBG) 
  APL 6-8 (all of APLs 2-4 plus the following) 
  � Cloak of Elvenkind (Freq: Adv; 2,500 gp; DMG) 
  � ‡Wand of Iron Silence (Freq: Reg; 4,500 gp; SC) 
  � †‡Wand of Faith Healing (Freq: Reg; 750 gp; SC) 
  � §Survival Pouch (Freq: Reg; 5,000 gp; RW) 
  � •Burrowing Arrow (Freq: Reg; 167 gp; CW) 
  � †@Consecrated Chapel architecture (Freq: Regional; 
  5,500 gp; SBG) 
  A&EG – Arms and Equipment Guide, CSc – Cityscape, 
  CMag – Complete Mage, SC – Spell Compendium, CAdv 
  – Complete Adventurer, CW – Complete Warrior, RW – 
  Races of the Wild, SBG – Stronghold Builder’s 
  Guidebook 
   
  Metaorganizational Access: Members of the following 
  metaorgs receive access to items marked with their 
  symbol. 
  † - Church of Rao/Church of Saint Cuthbert 
  ‡ - Church of Trithereon; * - House Avgustin 
  • - House Langmuir; § - Mounted Borderers 
  @ - Verbobonc Town Project (Swan) 
  
  VER6-08: Cleanse Thy House 
   
  Page 24 
  APPENDIX 1 
  ALL APLS 
  * = New Rules
  ENCOUNTER 1: FLIGHT TO THE FORD  
  HOUSE AVGUSTIN GUARDS 
   
  CR ½  
  Male Human Warrior 1 
  LN Medium Humanoid 
  Init +4 (+4 Improved Initiative); Senses Listen +0, 
  Spot +0 
  Languages Common 
  AC 14, touch 10, flat-footed 14 
    (+4 armor) 
  hp 9 (1HD) 
  Fort +3 Ref +0 Will +0 
  Speed 30 ft.  in chain shirt (6 squares), base movement 
  30 ft. 
  Melee mwk longsword +3 (1d8+1/19-20) or halberd +2 
  (1d10+1/x3) 
  Ranged light crossbow +1 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Abilities Str 13, Dex 10, Con 12, Int 10, Wis 10, Cha 8 
  Feats Endurance, Improved Initiative 
  Skills Handle Animal +3, Jump +4, Ride +4. 
  Possessions mwk chain shirt, mwk longsword, 
  halberd, light crossbow with 21 bolts, 10 gp, 13 sp, 8 cp. 
   
  HOUSE LANGMUIR GUARDS 
   
  CR ½  
  Male Human Warrior 1 
  LN Medium Humanoid 
  Init +4 (+4 Improved Initiative); Senses Listen +0, 
  Spot +0 
  Languages Common 
  AC 14, touch 10, flat-footed 14 
    (+4 armor) 
  hp 9 (1HD) 
  Fort +3 Ref +0 Will +0 
  Speed 30 ft.  in chain shirt (6 squares), base movement 
  30 ft. 
  Melee mwk longsword +3 (1d8+1/19-20) or halberd +2 
  (1d10+1/x3) 
  Ranged light crossbow +1 (1d8/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Abilities Str 13, Dex 10, Con 12, Int 10, Wis 10, Cha 8 
  Feats Endurance, Improved Initiative 
  Skills Handle Animal +3, Jump +4, Ride +4. 
  Possessions mwk chain shirt, mwk longsword, 
  halberd, light crossbow with 21 bolts, 10 gp, 13 sp, 8 cp 
  V E R S H A N 
   
   
   
  CR  -   
  Male Human Cleric 4 
  CG  Medium Humanoid 
  Init -1 (-1 Dex); Senses Listen +1, Spot +1 
  Languages Common 
  AC 9, touch 9, flat-footed 9 
    (-1 dex) 
  hp 18 (4HD) (currently at 3 hp; 15 nonlethal) 
  Fort +5 Ref +0 Will +7 
  Speed 30 ft.  (6 squares), base movement 30 ft. 
  Melee N/A 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Special Atk turn undead 4/day and protective ward 
  1/day 
  Cleric spells prepared (CL 4, +3 melee touch, +2 
  ranged touch)  
  2
  nd –shield other (DC 13/W), shield other [d] 
  1
  st – sanctuary (DC 12/W), sanctuary (DC 12/W), 
  protection from law[d] 
  0--cure minor wounds (DC 11), detect magic, detect 
  poison, guidance (DC 11/W), virtue (DC 11/F) 
  D: Domain Spell. Deity: Trithereon. Domains: Chaos, 
  Protection 
  Abilities Str 10, Dex 9, Con 9, Int 11, Wis 13, Cha 12 
  Feats Iron Will, Scribe Scroll, Skill Focus (Knowledge 
  [Religion]) 
  Skills Concentration +4 (+5 ranks, -1 con), Diplomacy 
  +6 (+5 ranks, +1 cha), Heal +4 (+3 ranks, +1 wis), 
  Knowledge 
  (Local) 
  +1 
  (+1 
  ranks), 
  Knowledge 
  (Religion) + 10  (+6 ranks, Skill focus +3). 
  Turn Undead (Su): Calmer can turn or destroy 
  undead 4 times per day. 
  Protective Ward (Su): Once per day, Calmer can grant 
  someone he touches a +4 resistance bonus on his or her 
  next saving throw. Activating this power is a standard 
  action. The protective ward is an abjuration effect with 
  a duration of 1 hour.  
   
  ENCOUNTER FIVE: A FRIEND IN NEED 
  CALMER  
   
   
   
  CR 4 
  Male Human Cleric 4 
  LG  Medium Humanoid 
  Init -1 (-1 Dex); Senses Listen +1, Spot +1 
  Languages Common 
  AC 17, touch 9, flat-footed 17 
    (+5 armor, +3 shield, -1 dex) 
  hp 18 (4HD) 
  
  VER6-08: Cleanse Thy House 
   
  Page 25 
  Fort +5 Ref +0 Will +7 
  Speed 30 ft.  in chain shirt (6 squares), base movement 
  30 ft. 
  Melee +1 club +4 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +3 
  Special Atk turn undead 4/day and protective ward 
  1/day 
  Cleric spells prepared (CL 4, +3 melee touch, +2 
  ranged touch)  
  2
  nd --hold person (DC 13), shield other [d] 
  1
  st – bless, command (DC 12), cure light wounds (DC 
  12), protection from chaos [d] 
  0--cure minor wounds (DC 11), detect magic, detect 
  poison, guidance (DC 11), virtue (DC 11) 
  D: Domain Spell. Deity: Saint Cuthbert. Domains: Law, 
  Protection 
  Abilities Str 10, Dex 9, Con 9, Int 11, Wis 13, Cha 12 
  Feats Ecclesiarch*, Iron Will, Scribe Scroll 
  Skills Concentration +4 (+5 ranks, -1 con), Diplomacy 
  +6 (+5 ranks, +1 cha), Heal +4 (+3 ranks, +1 wis), 
  Knowledge 
  (Local) 
  +1 
  (+1 
  ranks), 
  Knowledge 
  (Religion) + 7  (+6 ranks). 
  Possessions +1 chain shirt, +1 heavy wooden shield, +1 
  club, potion of sanctuary, scroll of hold person x2, 
  scroll of protection from chaos x2, scroll of command 
  x3, silver holy symbol, 10 pp, 18 gp, 11 sp, 17 cp, 587 gp 
  in other assets. 
  Turn Undead (Su): Calmer can turn or destroy 
  undead 4 times per day. 
  Protective Ward (Su): Once per day, Calmer can grant 
  someone he touches a +4 resistance bonus on his or her 
  next saving throw. Activating this power is a standard 
  action. The protective ward is an abjuration effect with 
  a duration of 1 hour. 
  
   
  APL 2
  ENCOUNTER 3: RUN, GILLENDYL, 
  RUN 
  A S S A S S I N S  (3) 
  CR  1 
  Male human rogue 1 
  NE Medium humanoid 
  Init ++5; Senses Listen +4, Spot +4 
  Languages Common, Gnomish 
  AC 13, touch 11, flat-footed 12 
   (+1 Dex, +2 armor) 
  hp 6 1 HD)  
  Fort +0, Ref +3, Will +0 
  Speed 30 ft. in leather armor (6 squares), base 
  movement 30 ft. 
  Melee rapier +0 (1d6/18-20) + poison 
  Ranged light crossbow +1 (1d8/19-20) + poison 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +0 
  Atk Options: Sneak attack +1d6, poison 
  Abilities Str 10, Dex 13, Con 10, Int 12, Wis 10, Cha 8 
  SQ trapfinding 
  Feats Improved Initiative, Stealthy 
  Skills Bluff +3, Climb +2, Disable Device +3, Escape 
  Artist +3, Forgery +3, Gather Information +1, Hide 
  +5, Intimidate +1, Jump +2, Knowledge [Local – 
  VTF] +2, Listen +4, Move Silently +5, Open Lock +3, 
  Search +3, Sense Motive +2, Sleight of Hand +3, 
  Spot +4, Tumble +3   
  Possessions rapier, light crossbow with 20 bolts, 
  leather armor, thieves tools, 10 doses (6 used) of 
  drow poison (injury DC 13, unconsciousness, 
  unconsciousness for 2d4 hours), tanglefoot bags (4) 
   
  ENCOUNTER 6: PROTECTIVE 
  CUSTODY 
  A S S A S S I N S  (6) 
  CR  1 
  Male human rogue 1 
  NE Medium humanoid 
  Init ++5; Senses Listen +4, Spot +4 
  Languages Common, Gnomish 
  AC 13, touch 11, flat-footed 12 
   (+1 Dex, +2 armor) 
  hp 6 1 HD)  
  Fort +0, Ref +3, Will +0 
  Speed 30 ft. in leather armor (6 squares), base 
  movement 30 ft. 
  Melee rapier +0 (1d6/18-20) + poison 
  Ranged light crossbow +1 (1d8/19-20) + poison 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +0 
  Atk Options: Sneak attack +1d6, poison 
  Abilities Str 10, Dex 13, Con 10, Int 12, Wis 10, Cha 8 
  SQ trapfinding 
  Feats Improved Initiative, Stealthy 
  Skills Bluff +3, Climb +2, Disable Device +3, Escape 
  Artist +3, Forgery +3, Gather Information +1, Hide 
  +5, Intimidate +1, Jump +2, Knowledge [Local – 
  VTF] +2, Listen +4, Move Silently +5, Open Lock +3, 
  Search +3, Sense Motive +2, Sleight of Hand +3, 
  Spot +4, Tumble +3   
  Possessions rapier, light crossbow with 20 bolts, 
  leather armor, thieves tools, 10 doses (6 used) of 
  drow poison (injury DC 13, unconsciousness, 
  unconsciousness for 2d4 hours), tanglefoot bags (4) 
  
   
  APL 4
  ENCOUNTER 3: RUN, GILLENDYL, 
  RUN 
  A S S A S S I N S  (5) 
  CR  1 
  Male human rogue 1 
  NE Medium humanoid 
  Init ++5; Senses Listen +4, Spot +4 
  Languages Common, Gnomish 
  AC 13, touch 11, flat-footed 12 
   (+1 Dex, +2 armor) 
  hp 6 1 HD)  
  Fort +0, Ref +3, Will +0 
  Speed 30 ft. in leather armor (6 squares), base 
  movement 30 ft. 
  Melee rapier +0 (1d6/18-20) + poison 
  Ranged light crossbow +1 (1d8/19-20) + poison 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +0 
  Atk Options: Sneak attack +1d6, poison 
  Abilities Str 10, Dex 13, Con 10, Int 12, Wis 10, Cha 8 
  SQ trapfinding 
  Feats Improved Initiative, Stealthy 
  Skills Bluff +3, Climb +2, Disable Device +3, Escape 
  Artist +3, Forgery +3, Gather Information +1, Hide 
  +5, Intimidate +1, Jump +2, Knowledge [Local – 
  VTF] +2, Listen +4, Move Silently +5, Open Lock +3, 
  Search +3, Sense Motive +2, Sleight of Hand +3, 
  Spot +4, Tumble +3   
  Possessions rapier, light crossbow with 20 bolts, 
  leather armor, thieves tools, 10 doses (6 used) of 
  drow poison (injury DC 13, unconsciousness for 
  2d4 hours), tanglefoot bags (4) 
   
  ENCOUNTER 6: PROTECTIVE 
  CUSTODY 
  A S S A S S I N S  (5) 
  CR  2 
  Male human rogue 2 
  NE Medium humanoid 
  Init +5; Senses Listen +4, Spot +4 
  Languages Common, Gnome 
  AC 13, touch 11, flat-footed 12 
   (+1 Dex, +2 armor) 
  hp 10 (2 HD)  
  Fort +0, Ref +4, Will +0 
  Speed 30 ft. in leather armor (6 squares), base 
  movement 30 ft. 
  Melee mwk rapier +1 (1d6/18-20) + poison 
  Ranged mwk light crossbow +2 (1d8/19-20) + poison 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +0 
  Atk Options: Sneak attack +1d6, poison 
  Abilities Str 10, Dex 13, Con 10, Int 12, Wis 10, Cha 8 
  SQ trapfinding, evasion 
  Feats Improved Initiative, Stealthy 
  Skills Bluff +5, Climb +2, Disable Device +3, Escape 
  Artist +3, Forgery +3, Gather Information +1, Hide 
  +6, Intimidate +1, Jump +2, Knowledge [Local – 
  VTF] +2, Listen +4, Move Silently +6, Open Lock +3, 
  Search +3, Sense Motive +2, Sleight of Hand +4, 
  Spot +5, Tumble +6   
  Possessions mwk rapier, mwk light crossbow with 20 
  bolts, leather armor, mwk thieves tools, 12 doses (6 
  used) 
  of 
  drow 
  poison 
  (injury 
  DC 
  13, 
  unconsciousness, unconsciousness for 2d4 hours), 
  tanglefoot bags (4) 
   
   
  
   
  APL 6
  ENCOUNTER THREE: RUN, 
  GILLENDYL, RUN 
  R O G U E  (6) 
   
   
   
  CR  3 
  Male Human Rogue 3 
  NE  Medium Humanoid 
  Init 5 (+1 Dex, +4 Improved Initiative); Senses Listen 
  +6,, Sense Motive +4, Spot +6 
  Languages Common, Gnome 
  AC 15, touch 11, flat-footed 14 
  hp 15 (3HD) 
  Fort +1 Ref +4 Will +1 
  Speed 30 ft.  (6 squares) 
  Melee +1 rapier +3  (1d6+1/18-20) 
  Ranged +1 light crossbow with +1 bolt +4 (1d8+1/19-
  20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Special Atk sneak attack +2d6 
  Abilities Str 10, Dex 13, Con 10, Int 12, Wis 10, Cha 8 
  SQ trapfinding, evasion and trap sense +1 
  Feats Stealthy, Improved Initiative, Weapon Finesse 
  Skills Bluff +6, Climb +2, Disable Device +3, Escape 
  Artist +3, Forgery +3, Gather Information +1, Hide 
  +11 (+5 from cloak of elvenkind), Intimidate +1, 
  Jump +2, Knowledge [Local – VTF] +2, Listen +6, 
  Move Silently +6, Open Lock +6, Search +3, Sense 
  Motive +4, Sleight of Hand +4, Spot +6, Tumble +6 
  Possessions +1 studded leather, +1 rapier, +1 light 
  crossbow with 20 bolts, cloak of elvenkind, potion 
  of invisibility, 15 doses (6 used) of drow poison 
  (injury DC 13, unconsciousness, unconsciousness 
  for 2d4 hours), tanglefoot bags (4), 
  ENCOUNTER SIX: PROTECTIVE 
  CUSTODY 
  R O G U E  (6) 
   
   
   
  CR  3 
  Male Human Rogue 3 
  NE  Medium Humanoid 
  Init 5 (+1 Dex, +4 Improved Initiative); Senses Listen 
  +6,, Sense Motive +4, Spot +6 
  Languages Common, Gnome 
  AC 15, touch 11, flat-footed 14 
  hp 15 (3HD) 
  Fort +1 Ref +4 Will +1 
  Speed 30 ft.  (6 squares) 
  Melee +1 rapier +3  (1d6+1/18-20) 
  Ranged +1 light crossbow with +1 bolt +4  (1d8+1/19-
  20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Special Atk sneak attack +2d6 
  Abilities Str 10, Dex 13, Con 10, Int 12, Wis 10, Cha 8 
  SQ trapfinding, evasion and trap sense +1 
  Feats Stealthy, Improved Initiative, Weapon Finesse 
  Skills Bluff +6, Climb +2, Disable Device +3, Escape 
  Artist +3, Forgery +3, Gather Information +1, Hide 
  +11 (+5 from cloak of elvenkind), Intimidate +1, 
  Jump +2, Knowledge [Local – VTF] +2, Listen +6, 
  Move Silently +6, Open Lock +6, Search +3, Sense 
  Motive +4, Sleight of Hand +4, Spot +6, Tumble +6 
  Possessions +1 studded leather, +1 rapier, +1 light 
  crossbow with 27 +1 bolts, cloak of elvenkind, 
  potion of invisibility, 15 doses (6 used) of drow 
  poison 
  (injury 
  DC 
  13, 
  unconsciousness, 
  unconsciousness for 2d4 hours), tanglefoot bags (4), 
  12 pp, 14 gp, 11 sp, 14 cp, 3998 gp in other assets. 
   
  
   
  APL 8
  ENCOUNTER THREE: RUN, 
  GILLENDYL, RUN 
  R O G U E  (6) 
   
   
   
  CR  4 
  Male Human Rogue 4 
  NE  Medium Humanoid 
  Init 5 (+1 Dex, +4 Improved Initiative); Senses Listen 
  +7,, Sense Motive +4, Spot +7 
  Languages Common, Gnome 
  AC 15, touch 11, flat-footed 14 
  hp 18 (4HD) 
  Fort +2 Ref +4 Will +2 
  Speed 30 ft.  (6 squares) 
  Melee +1 rapier +3  (1d6+1/18-20) 
  Ranged +1 light crossbow with +1 bolt +4  (1d8+1/19-
  20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Special Atk sneak attack +2d6 
  Abilities Str 10, Dex 14, Con 10, Int 12, Wis 10, Cha 8 
  SQ trapfinding, evasion, trap sense +1, and uncanny 
  dodge 
  Feats Stealthy, Improved Initiative, Weapon Finesse 
  Skills Bluff +7, Climb +2, Disable Device +4, Escape 
  Artist +4, Forgery +3, Gather Information +1, Hide 
  +13 (+5 from cloak of elvenkind), Intimidate +1, 
  Jump +2, Knowledge [Local – VTF] +2, Listen +7, 
  Move Silently +7, Open Lock +8, Search +7, Sense 
  Motive +4, Sleight of Hand +5, Spot +7, Tumble +7 
  Possessions +1 studded leather, +1 rapier, +1 light 
  crossbow with 27 +1 bolts, cloak of elvenkind, 
  potion of invisibility, potion of nondetection, 15 
  doses (6 used) of drow poison (injury DC 13, 
  unconsciousness, unconsciousness for 2d4 hours), 
  tanglefoot bags (4), 12 pp, 14 gp, 11 sp, 14 cp, 3998 
  gp in other assets. 
   
   
  ENCOUNTER SIX: PROTECTIVE 
  CUSTODY 
  R O G U E  (6) 
   
   
   
  CR  4 
  Male Human Rogue 4 
  NE  Medium Humanoid 
  Init 5 (+1 Dex, +4 Improved Initiative); Senses Listen 
  +7,, Sense Motive +4, Spot +7 
  Languages Common, Gnome 
  AC 15, touch 11, flat-footed 14 
  hp 18 (4HD) 
  Fort +2 Ref +4 Will +2 
  Speed 30 ft.  (6 squares) 
  Melee +1 rapier +3  (1d6+1/18-20) 
  Ranged +1 light crossbow with +1 bolt +4  (1d8+1/19-
  20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +2 
  Special Atk sneak attack +2d6 
  Abilities Str 10, Dex 14, Con 10, Int 12, Wis 10, Cha 8 
  SQ trapfinding, evasion, trap sense +1, and uncanny 
  dodge 
  Feats Stealthy, Improved Initiative, Weapon Finesse 
  Skills Bluff +7, Climb +2, Disable Device +4, Escape 
  Artist +4, Forgery +3, Gather Information +1, Hide 
  +13 (+5 from cloak of elvenkind), Intimidate +1, 
  Jump +2, Knowledge [Local – VTF] +2, Listen +7, 
  Move Silently +7, Open Lock +8, Search +7, Sense 
  Motive +4, Sleight of Hand +5, Spot +7, Tumble +7 
  Possessions +1 studded leather, +1 rapier, +1 light 
  crossbow with 27 +1 bolts, cloak of elvenkind, 
  potion of invisibility, potion of nondetection, 15 
  doses (6 used) of drow poison (injury DC 13, 
  unconsciousness, unconsciousness for 2d4 hours), 
  tanglefoot bags (4), 12 pp, 14 gp, 11 sp, 14 cp, 3998 
  gp in other assets. 
  .
  
  VER7-01 Cleanse Thy House 
   
  page 30 
  APPENDIX 2: NEW RULES 
  Ecclesiarch [General] (new feat) (from Eberron 
  Campaign Setting) 
  Prerequisite: Knowledge [Religion] 6 ranks. 
  Benefit: Add Gather Information and Knowledge 
  [Local] to your list of class skills. This benefit 
  represents your ability to learn details about any 
  community from the clergy of its churches. In 
  addition, if you take the Leadership feat, you gain a +2 
  bonus to your Leadership score. 
   
  Detect Weaponry (new spell) (from Cityscape) 
  Divination 
  Level: Bard 1, cleric 1, hexblade 1, paladin 1, 
  sorcerer/wizard 1 
  Components: V,S 
  Casting time: 1 standard action 
  Range: Close (25 ft5 + 5 ft/2 levels) 
  Area: Cone-shaped emanation 
  Duration: Concentration, up to 10 min./level (D) 
  Saving Throw: None 
  Spell Resistance: None 
   
  You can detect the presence of weapons in a cone 
  emanating out from you in whatever direction you 
  face. A “weapon” is generally defined as any 
  manufactured weapon. The spell detects improvised 
  weapons such as bottles or pitchforks only if the 
  wielder actively intends to use such an item as a 
  weapon. The amount of information revealed by the 
  spell depends on how long you search a particular area.  
  1
  st round: Presence or absence of weapons 
  2
  nd round: Number of weapons in the area 
  3
  rd round: Specific locations of the weapons and 
  the types of damage they deal (bludgeoning, 
  piercing, or slashing). 
   
  This spell does not reveal if weapons are magical, 
  or anything else about them. Weapons hidden by 
  secret weapon, or borne by individuals who are under 
  the effect of a nondetection spell, do not register. 
   
  Each round, you can turn to detect weapons in a 
  new area. The spell can penetrate barriers, but 1 foot of 
  stone, 1 inch of common metal, a thin sheet of lead, or 
  3 feet of wood or dirt blocks it. 
  
  VER7-01 Cleanse Thy House 
   
  page 31 
  APPENDIX 3: LEGWORK 
   
  At various points throughout this adventure, the PCs will want to find out more information about certain topics. Have 
  them make the appropriate skill checks, with higher checks resulting in more information. Other knowledge skills may 
  be used, in addition to the ones listed, at the DM’s discretion. The DM is reminded that each Gather Information check 
  takes 1d4+1 hours.  All DCs are increased by +5 for Bardic Knowledge checks. 
   
  The Viscounty of Verbobonc (Bardic Knowledge, Gather Information, Knowledge [Local: VTF]). PCs that are 
  residents of Verbobonc receive a +5 circumstance bonus on this check. 
   
  DC 10:  
  Early this year, a group of Trithereonites were arrested for attempting to frame House Langmuir for 
  the theft of a food caravan.  Their leader, Vershan, is wanted on charges of sedition and banditry. 
   
  DC 12:  
  A large group of travelers where discovered murdered on Lord Avgustin’s lands earlier this year. The 
  crime is commonly referred to as the Brewfest Massacre of Humming’s End. Evidence has been 
  found linking Lord Shannus to the crime. 
   
  DC 15:  
  There are rumors that Shannus is becoming more zealous in his patrol of the Iron Wood. Some have 
  said that his guards are personally inspecting each caravan and travel that passes through the forest. 
   
  DC 17: 
  A cleric of Rao has been accused of a series of murders decades old. The cleric, Father Cadifel of 
  Swan, was sent to Twilight Falls to mediate the disputes between the elves and the town and became 
  embroiled in a separate murder that led to the revelation that the cleric himself was responsible for a 
  series of similar murders over fifteen years ago. Ebaddon Brill, the Bishop of Rao in Verbobonc City, 
  has recalled the cleric. 
   
  DC 19: 
  The elven clans of the Gnarley Forest have declared war on the Viscounty for the excesses of some of 
  the towns in the great forest. It is said that the elves have found an artifact of great power – capable of 
  purging whole villages from the forest and that they intend to use it against the Viscounty. 
   
   
  
  VER7-01 Cleanse Thy House 
   
  page 32 
  APPENDIX 4: TROUBLESHOOTING 
  INTRAPARTY CONFLICT AND RESOLUTION 
  This adventure is structured to encourage role-playing decisions in the resolution of the adventure. To aid in this goal, 
  PCs that are members of different metaorganizations have been given specific assignments by their superiors. While 
  the PCs are directed in their orders to not reveal them to others, it is possible, even likely, that such PCs will find 
  themselves in conflict with each other. 
   
  No combat between player PCs is required to complete this adventure. Nevertheless, the potential for it to occur does 
  exist.  
   
  Player PCs may only engage in nonlethal combat with other player PCs.  
   
  A character that assaults a Mounted Borderer and does not have the protection of one of the noble houses, the Church 
  of Saint Cuthbert, or the Church of Rao, may be arrested by the Borderer. In that event, the assaulting character is 
  charged with Assault and fined 50 gp and 2 TU. See For more information on this, and other laws of Verbobonc, refer to 
  The Laws of the Viscounty: A Guide to Justice in the Viscounty of Verbobonc. 
   
  LAWS OF THE VISCOUNTY 
  There are several instances in this adventure where the laws of Verbobonc directly impact the adventure. The DM is 
  strongly encouraged to have a copy of The Laws of the Viscounty: A Guide to Justice in the Viscounty of Verbobonc 
  available for review.  
   
  PRISONER INTERROGATION 
  It is a law in Verbobonc that only a priest of Saint Cuthbert may use spells or similar abilities during the interrogation of 
  an individual. Such may only occur if the character was either officially authorized by Church of Saint Cuthbert or 
  authorized under the direction of someone with the power of Low Justice.  
   
  Organizations possessing Low Justice include the Mounted Borderers (Knights of the Faithful Defender only) and the 
  Mayor of Swan (Verbobonc Town Project) 
  
  VER7-01 Cleanse Thy House 
   
  page 33 
  APPENDIX 5: 
  LAWS OF THE VISCOUNTY 
  The following is a summary of crimes and penalties in Verbobonc. For more information, refer to the regional campaign 
  document: Laws of the Viscounty: A Guide to Justice in the Viscounty of Verbobonc. This document is available for 
  download on the Verbobonc website at http://www.verbobonc.net 
   
  Crime 
  Class 
  Penalty 
  Arson 
  High 
  500 gp +, 1 TU 
  Assault 
  Low 
  50 gp OR 1,000 gp, 2 TU 
  Banditry 
  High 
  Forfeiture of all possessions, 1 TU per 100 gp of stolen goods. 
  Battery 
  Low 
  200 gp OR 2,000 gp, 10 TU 
  Blackmail 
  High 
  90% of wealth, 26 TU 
  Blasphemy 
  High 
  Public whipping 
  Burglary 
  Low 
  200 gp, 2 TU OR 1,000 gp, 10 TU 
  Destruction of Noble’s Property 
  High 
  Cost of repairs, 1 TU per 1,000 gp of damage 
  Disturbing the Peace 
  Low 
  Up to 450 gp and/or 1 TU 
  Extortion 
  High 
  90% of wealth, 26 TU 
  Forgery 
  Low 
  Confiscation of all possessions, 13 TU, loss of finger 
  Fraud Against a Noble 
  High 
  Forfeiture of all possessions, 26 TU OR death 
  Grave Robbing 
  Low 
  Confiscation of carried goods, 1,000 gp, 5 TU OR confiscation of 
  carried goods, 5,000 gp, 13 TU 
  Impersonation of a Noble 
  High 
  Forfeiture of wealth and all possessions, 52 TU OR death 
  Interfering with the Representative 
  of a Noble 
  Low 
  Up to 300 gp, 4 TU 
  Kidnapping 
  High 
  Confiscation of goods carried, 1,000 gp, 26 TU OR confiscation of 
  goods carried, 10,000 gp fine, 104 TU, and loss of eye and hand. 
  Magical Assault 
  High 
  Confiscation of spellbooks, 500 gp, 4 TU OR confiscation of 
  spellbooks and goods carried, 2,000 gp, 13 TU, and loss of ear. 
  Malicious Mischief 
  Low 
  Up to 1,000 gp, up to 4 TU, and full reimbursement of property 
  value 
  Manslaughter 
  High 
  Forfeiture of all equipment, property, and wealth, 52 TU. 
  Murder 
  High 
  Death 
  Negligent Use of Magic 
  High 
  Confiscation of spellbooks, 500 gp, 4 TU OR confiscation of 
  spellbooks and goods carried, 2,000 gp, 13 TU, and loss of ear. 
  Ownership of Illegal Goods 
  Low 
  Varies 
  Perjury 
  High 
  600 gp, 8 TU 
  Piracy 
  High 
  Confiscation of all wealth, 500 gp, 10 TU OR confiscation of all 
  wealth, 2,000 gp, 26 TU, and loss of eye. 
  Robbery 
  High 
  Confiscation of goods carried, 1,000 gp, 10 TU OR confiscation of 
  goods carried, 5,000 gp, 26 TU, loss of hand 
  Sedition 
  High 
  13 TU 
  Theft 
  Low 
  Confiscation of goods carried, 200 gp, 5 TU OR confiscation of 
  goods carried, 1,000 gp, 12 TU, loss of finger 
  Treason 
  High 
  Forfeiture of all possessions, property, and wealth, and death by 
  hanging, draw and quartering, or stoning. 
  Trespassing 
  Low 
  20gp – 500 gp 
   
  
  VER7-01 Cleanse Thy House 
   
  page 34 
  DM AID 
  ADVENTURE CHECKLIST 
  Due to the structure of this adventure, many situations in the Encounters are determined by the actions of the player 
  PCs during previous adventures. Because of this, the adventure can rapidly become complicated for a DM to properly 
  run. This checklist will help you keep things organized. 
   
  BEFORE PLAY BEGINS: 
  Tension in the Viscounty: Identify all PCs with Tension in the Viscounty (from VER6-01: Discontent of our Winter). 
  This determines the employer of the assassins in Encounter 3: Run, Gillendyl Run. 
   
   
  a) Number of PCs with Accusation Against House Avgustin  or Accusations Against the Trithereonites:  
   
  ____________ 
   
   
   
  b) Number of PCs with Accusation Against House Langmuir or False Testimony:  
   
  ____________ 
   
   
  If more PCs have a) then the assassins work for House Avgustin.  
   
  If more PCs have b) then the assassins work for House Langmuir 
   
  Circle the assassin’s employer. 
   
  ENCOUNTER 2: THE LION’S DEN 
  Any PCs that are members of House Langmuir or possess Infamy with House Avgustin cannot enter. An 
  Accusation Against House Avgustin is treated as Infamy. 
   
  ENCOUNTER 3: RUN, GILLENDYL, RUN 
   
  If Vershan is killed in this Encounter, it changes portions of Encounters 4-6.  
   
  ENCOUNTER 4: SWAN 
   
  The PCs can either deliver Veshan to the Mounted Borderers or House Langmuir. This affects Encounter 6. 
   
  ENCOUNTER 5: A FRIEND IN NEED 
   
  Did the PCs accompany Calmer? If not – then go to Encounter 7. 
   
  ENCOUNTER 6: PROTECTIVE CUSTODY 
   
  The employer of the assassins in this encounter is the one not chosen for Encounter 3. 
   
  ENCOUNTER 7: MOMENT OF TRUTH 
   
  Be prepared to improvise interjections from House Avgustin and House Langmuir based on the testimony of the 
  character. It is important to note what is said by the character as certain phrases trigger portions of the encounter. 
   
  
  VER7-01 Cleanse Thy House 
   
  page 35 
  MAPS  
  PLAYER’S MAP OF WESTERN VERBOBONC 
  
  VER7-01 Cleanse Thy House 
   
  page 36 
  MAPS  
  DM’S ENCOUNTER MAP 
   
   
  
  VER7-01 Cleanse Thy House 
   
  page 37 
  MAPS  
  ENCOUNTER ONE 
   
  
  VER7-01 Cleanse Thy House 
   
  page 38 
  MAPS 
  ENCOUNTER THREE 
   
  
  VER7-01 Cleanse Thy House 
   
  page 39 
  MAPS  
  ENCOUNTER SIX 
   
   
   
   
   
   
  
  VER7-01 Cleanse Thy House 
   
  page 40 
  PLAYER HANDOUT 
  LETTER TO MOUNTED BORDERERS 
  Borderer, 
  Earlier this year, a band of Trithereonite 
  followers, under the direction of a priest 
  by the name of Vershan, were arrested for 
  stealing a caravan shipment of food bound 
  for Verbobonc City and attempting to frame 
  House Langmuir for the theft.  
  Unfortunately, Vershan was not present when 
  his conspirators were captured and he has 
  been on the run since that time. A warrant 
  for his arrest under charges of sedition 
  has been issued by Bishop Haufren of the 
  Church of Saint Cuthbert.  
  We have received reliable information that 
  Vershan has been sighted just west of the 
  town of Larneystoe, near the border of the 
  Iron Wood.  
  You are to immediately proceed to the area 
  and arrest Vershan. Once he is in custody, 
  you are to go to the town of Swan and 
  deliver Vershan to representatives of the 
  4
  th Company at Fort Wilfrick, who will then 
  take custody of him until the trial. Bishop 
  Haufren is in Swan on official business 
  with the Council of Abbots, and he will be 
  able to take custody of the seditionist 
  once their session is over. 
  We have arranged accommodations for you at 
  the Swan’s Rest Inn once you reach town. 
   
   
  
  VER7-01 Cleanse Thy House 
   
  page 41 
  Signed this 25 day of Patchwall,596 
  Sir Egret Rhynehurst 
  Commander, 2
  nd Company Mounted Borderers
  
  VER7-01 Cleanse Thy House 
   
  page 42 
  PLAYER HANDOUT 
  LETTER TO HOUSE AVGUSTIN 
  Earlier this year, a band of followers of 
  Trithereon were arrested for stealing a 
  shipment of food bound for Verbobonc City 
  and attempting to frame House Langmuir for 
  the theft. The leader of the band, a priest 
  named Vershan, was absent when the others 
  were arrested.  
  Due to this incident, Bishop Haufren of the 
  Church of Saint Cuthbert has called an 
  emergency session of the Council of Abbots, 
  to be held in Swan, to address these 
  actions. He has issued a warrant for 
  Vershan’s arrest and charged him with 
  Sedition. 
  I have known Vershan previously from his 
  travels and do not believe that he planned 
  or committed this crime. We have made 
  contact with him and promised him safe 
  passage 
  through 
  our 
  lands 
  under 
  the 
  condition that he surrenders himself into 
  our hands. Once his testimony is heard at 
  the Council of Abbots, they will learn of 
  his innocence. 
  Vershan has been cited west of Larneystoe 
  near the edge of the Iron Wood. You are to 
  go and find him, and bring him to Avgustin 
  Manor in Loren’s Ford. However, you must 
  act quickly. We have received word that 
  agents of House Langmuir and the Mounted 
  Borderers 
  have 
  learned 
  of 
  Vershan’s 
  presence and seek to arrest him as well.  
   
  
  VER7-01 Cleanse Thy House 
   
  page 43 
  Yronl, Regent of Avgustin 
  Of behalf of her lordship, 
  Lady 
  Elise 
  Brandenburn, 
  Baroness 
  of 
  Avgustin
  
  VER7-01 Cleanse Thy House 
   
  page 44 
  PLAYER HANDOUT 
  LETTER TO HOUSE LANGMUIR 
  Earlier this year, a renegade band of 
  Trithereonites stole a caravan shipment of 
  food bound for Verbobonc City and attempted 
  to frame our ancient and honorable house 
  for the theft. Worse, the insolent curs 
  were 
  no 
  doubt 
  responsible 
  for 
  the 
  destruction of my mother’s townhouse in 
  Verbobonc City. Also, we discovered some 
  incriminating evidence that House Avgustin 
  was in league with the Trithereonites. 
  The Trithereonites were led by a coward 
  named Vershan, who managed to escape arrest 
  moments 
  before 
  his 
  conspirators 
  were 
  arrested.  
  Our sources have informed us that Vershan 
  has been spotted west of Larneystoe near 
  the Iron Wood. You are to go immediately to 
  that 
  area 
  and 
  capture 
  the 
  lying 
  rat 
  Vershan. Unfortunately, that area is on 
  lands controlled by House Avgustin, and we 
  have 
  learned 
  that 
  both 
  the 
  Mounted 
  Borderers and Avgustin have sent agents to 
  recover Vershan, so you will need to be 
  discrete. We will send a cover band of our 
  guard to provide a distraction. It would be 
  wise to avoid revealing your allegiances to 
  the House until you are in a position of 
  strength. 
  My mother and I will be in the town of Swan 
  attending a special session of the Council 
  of Abbots, which has been called by Bishop 
  Haufren to deal with the actions of the 
  
  VER7-01 Cleanse Thy House 
   
  page 45 
  Trithereonites. Once you have Vershan in 
  custody, deliver him to our town house in 
  Swan. We have arranged accommodations for 
  you at the Swan’s Rest Inn once you arrive.  
   
  Signed this 21 day of Patchwall 
  His Grace Ludovic, Baron of Langmuir
  
  VER7-01 Cleanse Thy House 
   
  page 46 
  PLAYER HANDOUT 
  LETTER TO CHURCH OF SAINT CUTHBERT 
  Cudgeller, 
  Earlier this year, a band of Trithereonite 
  followers, under the direction of a priest by 
  the name of Vershan, were arrested for stealing 
  a caravan shipment of food bound for Verbobonc 
  City and attempting to frame House Langmuir for 
  the theft. Furthermore, there was some evidence 
  that 
  implicated 
  a 
  connection 
  between 
  the 
  Trithereonites 
  and 
  House 
  Avgustin, 
  however 
  nothing was proven. 
  For attempting to frame a noble house for such a 
  crime, Bishop Haufren has had a warrant for his 
  arrest, under charges of Sedition. 
  Through Knight Commander Egret Rhynehurst of the 
  2
  nd Company, we have learned that Vershan was 
  recently spotted west of the town of Larneystoe 
  near the edge of the Iron Wood. You are to 
  immediately proceed to that area and arrest 
  Vershan. However, take care to ensure that he is 
  not 
  killed. 
  Bishop 
  Haufren 
  has 
  called 
  an 
  emergency session of the Council of Abbots to 
  resolve 
  the 
  behavior 
  of 
  the 
  Church 
  of 
  Trithereonite 
  and 
  determine 
  what, 
  if 
  any, 
  sanctions would be appropriate. The session is 
  to be held in Swan, at the request of the Church 
  of Trithereon, and I will be in attendance at 
  this session as will representatives of the 
  Celestial Order of the Moons from Veluna. As a 
  vassal state of Veluna, we obligated to honor 
  any such requests on their part to attend the 
  sessions of the Council, however this has not 
  been done in over one-hundred and fifty years -- 
  since the time that Veluna ceded spiritual 
  authority for the Viscounty to our priesthood. 
  Therefore, I need not inform you of the gravity 
  of this situation and the absolutely necessity 
  
  VER7-01 Cleanse Thy House 
   
  page 47 
  for Vershan to be brought to Swan to provide 
  testimony. Once you arrive in Swan, the local 
  Mounted Borderer garrison will take custody of 
  him until his trial. Accommodations have been 
  arranged for you at the Swan’s Rest Inn once you 
  reach town. 
  Should you happen upon any members of the 
  Mounted Borderers, ensure that they likewise use 
  non-lethal force in apprehending Vershan. A dead 
  witness serves no purpose. 
   
  Canoness Y’dey
  
  VER7-01 Cleanse Thy House 
   
  page 48 
  PLAYER HANDOUT 
  LETTER TO CHURCH OF RAO 
  Greetings and blessings from the Lord of Peace 
  Earlier this year, a band of Trithereonite 
  followers, under the direction of a priest by 
  the name of Vershan, were arrested for stealing 
  a caravan shipment of food bound for Verbobonc 
  City and attempting to frame House Langmuir for 
  the theft. Furthermore, there was some evidence 
  that 
  implicated 
  a 
  connection 
  between 
  the 
  Trithereonites 
  and 
  House 
  Avgustin. 
  For 
  attempting to frame a noble house for such a 
  crime, Bishop Haufren has had a warrant for his 
  arrest, under charges of Sedition. 
  Through Knight Commander Egret Rhynehurst of the 
  2
  nd Company, we have learned that Vershan was 
  recently spotted west of the town of Larneystoe 
  near the edge of the Iron Wood. You are to 
  immediately proceed to that area and arrest 
  Vershan. 
  You are to exercise extreme care in this 
  situation, however. He is being sought by 
  members of the Mounted Borderers and agents of 
  House Langmuir. While the Borderers would likely 
  exercise restrain, the same cannot be said of 
  those acting for House Langmuir. Furthermore I 
  am not entirely convinced of Vershan’s guilt in 
  this affair.  
  You are to proceed to where Vershan was last 
  sighted and attempt to take him alive. Should he 
  elude you, we have reason to believe he is 
  attempting to make contact with someone within 
  House Avgustin. Once you have found him, bring 
  him to the town of Swan, where the local Mounted 
  Borderer garrison will take custody of him until 
  his trial.  
  
  VER7-01 Cleanse Thy House 
   
  page 49 
  Accommodations for you have been arranged at the 
  Swan’s Rest Inn once you reach town. 
  Bishop Haufren has called an emergency session 
  of the Council of Abbots to resolve this 
  situation, and Canon Hazen fron Veluna has 
  personally requested that a member of the 
  Celestial 
  Order 
  of 
  Moons 
  be 
  present. 
  The 
  situation is very dire, and I will rely upon you 
  to keep all heads cool and reasoned so that a 
  just outcome can be obtained. 
   
  Ebaddon Brill 
  Bishop of Rao, Ambassador of Veluna
  
  VER7-01 Cleanse Thy House 
   
  page 50 
  PLAYER HANDOUT 
  LETTER TO CHURCH OF TRITHEREON 
   
  Earlier this year, a group of our brothers 
  were arrested for stealing a shipment of 
  food bound for Verbobonc City and trying to 
  frame House Langmuir for the theft. It is 
  said that a priest named Vershan was 
  responsible for the deed, though he was 
  absent when the others were arrested.  
  Recently, Vershan contacted us and we have 
  been able to determine that he is innocent 
  of his crimes. However, this must be 
  confirmed by a member of the Church of 
  Saint Cuthbert, and none of their priests 
  are willing to waste their time when they 
  believe Vershan to be guilty. Vershan has 
  also been in contact with friends in 
  Loren’s Ford, who have promised him safe 
  passage through Avgustin’s lands under the 
  condition that he surrenders himself to 
  Yronl, regent of Avgustin. Yronl is known 
  to us and we believe he will deal fairly 
  with Veshan. 
  Due to this incident, Bishop Haufren of the 
  Church of Saint Cuthbert has called an 
  emergency session of the Council of Abbots, 
  to be held in Swan, to address these 
  actions. He has issued a warrant for 
  Vershan’s arrest and charged him with 
  Sedition. However, if Vershan is able to 
  testify, then his innocence will be proven. 
  However, 
  we 
  have 
  learned 
  that 
  House 
  Langmuir has placed a bounty on Vershan’s 
  
  VER7-01 Cleanse Thy House 
   
  page 51 
  head for capture. They want to deliver him 
  to the Council of Abbots. You must find him 
  and help him safely reach Swan. We believe 
  that he is near the eastern edge of the 
  Iron Wood, west of the town of Larneystoe.  
   
  Cataryna of Trithereon 
  
  VER7-01 Cleanse Thy House 
   
  page 52 
  PLAYER HANDOUT 
  REQUEST FROM ESTIVAL 
   
  To Whom It May Concern, 
  I would employ you for a task. Early last 
  year, I arranged for a caravan of food to 
  be delivered to Verbobonc City to help with 
  those starving from the harsh winter. The 
  caravan was lost in the Gnarley Forest, 
  east of Ketter’s Hearth. It was discovered 
  that members of the Church of Trithereon, 
  under the direction of a priest named 
  Vershan, was responsible for the theft. 
  Furthermore, Vershan attempted to frame 
  House Langmuir for the theft. Though the 
  members of his group were arrested, Vershan 
  himself is still at large. 
  Through my contacts, I have learned that 
  Vershan is heading south from Rhynehurst 
  City to Loren’s Ford. My latest information 
  has him west of the town of Larneystoe. 
  Vershan’s presence is required in the town 
  of Swan, where he will stand trial before 
  the Council of Abbots. You are to apprehend 
  him and bring him to Avgustin Manor in 
  Loren’s Ford, where I will be. Once there, 
  you will be given further instructions. Do 
  not use lethal force. Vershan’s testimony 
  is 
  required, 
  and 
  I 
  am 
  not 
  entirely 
  convinced that he is the one responsible. I 
  would rather see justice done than revenge. 
   
  Welborn Estival 
  Baron of Estival 
  
  VER7-01 Cleanse Thy House 
   
  page 53 
   
   
  
  VER7-01 Cleanse Thy House 
   
  page 54 
  PLAYER HANDOUT 
  NOTE FOUND ON THE ASSASSINS 
   
  They will be traveling to Swan and Vershan 
  should be with them. If he is -- kill him 
  first, then the others. If not -- kill the 
  others. Leave no one alive. 
   
  
  VER7-01 Cleanse Thy House 
   
  page 55 
  PLAYER HANDOUT 
  NOTE FROM A FRIEND 
   
  I must speak with you. We have a common 
  interest -- the priest Vershan. Meet me at 
  the Swan’s Rest Inn 
   
  Calmer 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER7-01 Cleanse Thy House (3E).pdf