TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
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  This is an official RPGA® 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 
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  COINCIDENTAL. © 2008 WIZARDS OF THE COAST, INC. 
  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 
   
  VER8-06 
   
   
   
  Noble Ambitions 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Verbobonc Regional Adventure 
  by Vernon Vincent, Ron Lundeen and Greg Hanigan 
  Circle Reviewer: Tim Sech 
  Reviewers: Verbobonc Triad 
  Playtesters: Ken Berg, Alexander Bokholdt, Marlene Bokholdt, Tod Hulbert, George Krieger, Joshua O’Connor-Rose, 
  Chris Riff, Rhett Skubis, Tim Tjarks, Lary Wesley, Dennis Wheelock 
  The true power rises to claim the Viscounty of Verbobonc as his own. Only a handful of secrets, carefully collected by 
  the heroes of Verbobonc, provide the power to stop him. Now the time has come to battle your way to the schemer 
  before his well-laid plans come to fruition. A one-round Verbobonc adventure for PCs level 4-15 (APL 6-16) and the 
  ultimate adventure in the Verbobonc region of Living Greyhawk. 
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Complete 
  Champion [Ed Stark et al], Complete Mage [Ari Marmell and Skip Williams], Complete Warrior [Andy Collins, David 
  Noonan and Ed Stark], Magic Item Compendium [Andy Collins et al.], Players Handbook II [David Noonan], and Spell 
  Compendium [Matthew Sernett et al.] 
  .
  
  VER8-06 Noble Ambitions 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK PC. Second 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 PC 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com.  
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. 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 PC level of the PCs 
  participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the PC level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a PC with the Mounted Combat feat, 
  use the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add each PC’s 
  animals separately. A single PC may only bring four 
  or fewer animals of this type, and animals with 
  different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of PCs playing in the adventure. Round to 
  the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player PC is 
  three PC levels or more either higher or lower than the 
  APL at which this adventure is being played, that PC 
  receives only one-half of the experience points and gold 
  for the adventure. This simulates the fact that either the 
  PC was not challenged as much as normal or relied on 
  help by higher-level PCs to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level PCs may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise PCs to buy riding dogs to help protect 
  them and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Verbobonc. As of September 1, 2007, there is no Time 
  Unit cost to play the adventure portion of this 
  module; however, standard Time Unit costs still apply 
  to crafting, magic item creation, performing or other 
  non-adventure related activities or penalties. The cost 
  for Standard Upkeep is 12 gp for PCs whose home 
  region is located in Verbobonc, or 24 gp for out-of-
  region PCs. Both Rich Upkeep and Luxury Upkeep 
  cost 75 gp regardless of home region. 
  PCs that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, must 
  buy new spell component pouches and healer’s kits, and 
  may suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this adventure. 
   
  A PC that does not pay for at least Standard Upkeep 
  may also avoid the above-described penalties by living off 
  the wild. If the PC possesses four or more ranks in the 
  Survival skill and succeeds at a DC 20 Survival check, the 
  PC will heal temporary ability damage as if he or she paid 
  for Standard Upkeep, may refill spell component 
  pouches and healer’s kits, and may restock up to 20 
  arrows or bolts if the PC has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  HALMADAR’S HISTORY 
  Halmadar the Cruel was a warlord who rampaged 
  throughout the Shield Lands from 420 CY to 455 CY. 
  Halmadar was particularly powerful because he managed 
  to acquire both the Hand of Vecna and the Eye of Vecna. 
  Halmadar was betrayed by his own lieutenants, drugged, 
  and buried alive in a tomb in the Kron Hills, near the 
  gnomish town of Osnabrolt. 
  Halmadar did not rest easy. The wickedness of the 
  artifacts and his own cruelty sustained him in a quasi-
  living state. In 581 CY, Halmadar escaped his tomb and 
  hatched a plot to bring Verbobonc under his control. As 
  he was now a servitor of Vecna, god of secrets, Halmadar 
  gave up his former ways of warlike conquest and 
  embraced trickery and guile. Halmadar remains a 
  powerful fighter, but hatched a plan worthy of a devotee 
  of the Whispered One. This plan centered around Castle 
  Estival, and the well of power it conceals. 
  HOUSE ESTIVAL 
  Long before Verbobonc was an independent nation, the 
  Estival family built a great castle on the edge of the misty 
  Iron Wood. Until recently, this castle has stood empty, 
  vacant from the time that the Estival’s Keoish allies were 
  driven from Verbobonc.  
  The Estivals were rumored to be demon-worshippers, 
  necromancers, and worse. Legends tell of a vast well of 
  power beneath the castle, a well of power whose secrets 
  are best kept from the eyes of mortal man. For nearly 250 
  years, Castle Estival sat vacant, looming over Verbobonc’s 
  heartland and shunned by the locals. Still, the well of 
  power abused by House Estival in its evil reign remains. 
  Castle Estival squats over a great pool of Oerthblood. 
  VER8-06 Noble Ambitions 
   
  Page 2 
  
  THE NATURE OF OERTHBLOOD 
  Deep beneath the Iron Wood is a source of great power: 
  the Oerthblood – a magical substance said to have the 
  power to shape reality itself. Oerthblood has been 
  reputed to have been discovered deep in Castle 
  Greyhawk, in the foundations of Tenser’s tower, and in 
  the Caldron of Night at the end of the Causeway of 
  Fiends in the Great Kingdom. As revealed in VER8-03 
  Darkness is Unbound, Oerthblood also manifests 
  beneath certain key locations in Verbobonc, including a 
  reservoir of the substance beneath the quarry along the 
  River Road and another reservoir in the Iron Wood, 
  protected by the druid Hermann M. The greatest pool of 
  the substance, however, lies beneath the dungeons of 
  Castle Estival. 
  The power of Oerthblood has manifested itself in various 
  ways. In recent times, its power was used by Breyin the 
  Moonlord to reinforce the prison binding the ancient 
  evil known only as the Great Dire Dark. While the Great 
  Dire Dark was eventually released from it prison, it was 
  defeated by heroes of Verbobonc (see VER4-03 Glory’s 
  Warriors). But the Oerthblood remains. 
  It is important to point out that Oerthblood is not, of 
  itself, inherently destructive or evil. However, the blood 
  tends to absorb nearby evil and spawn unnatural 
  creations (such as in VER8-03 Darkness is Unbound and 
  in this adventure). 
  After Halmadar exhumed himself from his tomb, his 
  latent power sensed the presence of the Oerthblood 
  beneath Castle Estival. He chose to impersonate a scion 
  of that lost family in order to have a ‘legitimate’ reason to 
  gain entry to the castle. 
  A vast network of dungeons extends beneath much of the 
  Iron Wood. Many of these dungeons extend to beneath 
  Castle Estival as well, and remain polluted with evil from 
  the days House Estival occupied the castle. 
  HALMADAR’S PLOTS 
  In early 596 CY, Halmadar relied upon certain foreign 
  agents of Vecna—forgers and scholars from Keoland—in 
  order to prepare his disguise as Wellborn Estival, the last 
  surviving member of House Estival. Halmadar, in the 
  guide of the Keoish merchant Wellborn Estival, returned 
  to Verbobonc to put his plans into motion. 
  First, “Estival” endeared himself to the populace by 
  providing food during a particularly harsh winter that he 
  was able, in part, to orchestrate (see VER6-01 Discontent 
  of Our Winter). “Estival” also endeared himself to local 
  adventurers with frequent and generous monetary 
  stipends. 
  Then, “Estival” engineered his ascension to the throne of 
  Verbobonc by kidnapping Viscount Langard and 
  secreting him away in his distant underground lair (see 
  VER8-02 Crypt Things), and setting the nobles of 
  Verbobonc against each other with violent infighting 
  (see VER7-03 Mourning Glory, VER7-05 Lion and the 
  Dragon, and VER7-06 Swan and the Crow). 
  Most of the recent evils at work in the Viscounty of 
  Verbobonc are Halmadar’s doing. For example, the elven 
  warchief Rygor was revealed to be his agent, fomenting 
  violence in the Gnarley Forest (see VER6-04 Sign of the 
  Black Orchid, VER6-05 Reclamation and VTF8-03 A 
  Mother’s Love). 
  Although nearly thwarted by the sudden popularity of 
  the newly-emboldened Lord Ludovic Langmuir (see 
  VER8-01 
  Mediation), 
  “Estival’s” 
  payoffs 
  to 
  local 
  adventurers won the day: the Velunan ambassador sent to 
  appoint the successor to the missing Viscount Langard 
  generally chose to endorse the high-paying Estival over 
  Lord Langmuir. 
  His appointment as Viscount Estival has allowed 
  Halmadar to play his hand more openly. Under the guise 
  of a spy named “Masquerade”, Halmadar subverted the 
  Cult of Trithereon in Verbobonc City and engineered a 
  mass assassination of many of Verbobonc’s nobles (see 
  VERI8-01 Investiture and its aftermath). He has 
  incorporated the lawful military of Verbobonc into his 
  personal and increasingly ruthless house guard, the 
  Bondsmen of House Estival. He ordered the complete 
  destruction of the barge-town of Darkhapor, along with 
  all of its men, women and children (see VER8-04 Bred in 
  the Bone). He has turned Verbobonc into a fascist state in 
  his own vice-like grip. 
  Although this consolidation of power would be enough 
  to satisfy most mortal warlords, Halmadar seeks one 
  other step: he desires to become truly immortal, a proxy 
  to his master Vecna. Halmadar will sacrifice all of 
  Verbobonc to fuel his own ascension. Although thwarted 
  by Magister Obble Har in an attempt to harness the 
  power of the Skyroads, Halmadar has now turned to the 
  power of Oerthblood to bathe the Viscounty of 
  Verbobonc in blood and fire and see his own rise to 
  limitless power.  
  HALMADAR’S FOES 
  Halmadar’s successes have not gone entirely as planned. 
  Certain heroes have managed to uncover bits of his plot, 
  free Viscount Langard from his imprisonment, and 
  establish a paramilitary resistance to the Bondsmen 
  called the Company of the Black Rose. Some of 
  Halmadar’s agents—such as Rygor the elven warchief 
  and Hodgi Pepperquill the gnome forger—have been 
  VER8-06 Noble Ambitions 
   
  Page 3 
  
  dealt with (see VTF8-03 A Mother’s Love). Adventurers 
  managed to save Bishop Haufren from a vile death 
  engineered by Halmadar and his allies (see VER8-02 
  Crypt Things). Many nobles were saved from Halmadar’s 
  assassination plots by quick-acting adventurers (see 
  VERI8-01 Investiture and its aftermath). 
  A few other significant players also have taken notice of 
  Halmadar’s activities: 
  • 
  Viscount Langard is doing all he can to wrest 
  control from Viscount Estival.  
  • 
  Langard’s close ally, the dryad Elespeth (see 
  VER4-09 Wicked Three) is receiving prophetic 
  premonitions to thwart Halmadar’s plans. 
  • 
  The powerful druid Hermann M, who seems 
  himself protector of Verbobonc’s Oerthblood, 
  has learned that someone is tapping this ancient 
  source of power.  
  • 
  Magister Har of the Wrinkle Academy foiled 
  Halmadar’s plans to usurp the power of the 
  Skyroads, although it cost Magister Har his life 
  (see VER7-08 Race the Spirit’s Lightning).  
   
  THE PROPHECY 
  Halmadar’s rise was foretold by an ancient prophecy. 
  Certain gods of magic (including the elven goddess 
  Hanali Celanil and the elven god Corellon Larethian) 
  have long foreseen that a mortal may attempt to extend 
  Vecna’s reach through a prophesied ritual. 
  The prophecy has been mistranslated twice in the past 
  year: once accidentally and once intentionally. First, 
  some of the background events of VER7-08 Race the 
  Spirit’s Lightning arise from the fact that Wee Jas 
  considered only a fragment of this prophecy and, as a 
  result, misinterpreted it as applicable to Magister Har as a 
  proxy of Boccob. rather than to Halmadar as a proxy of 
  Vecna. Second, the prophecy fragment that Rygor (an 
  agent of Halmadar) gave to Shannus in order to mislead 
  him substituted “in defeating the cruel and horrible dire 
  dark” for the last line. This was intended to—and 
  succeeded in—spurring Lord Shannus to war against his 
  fellow nobles in VER7-03 Mourning Glory and 
  thereafter. 
  The prophecy in its entirety reads was revealed to 
  adventurers in VER8-05 Quisling and is as follows: 
  I speak this prophecy to the three,  
  The Ruby, the Book, and the speaker of Lies 
  Skilled above all in the domain of his god, 
  A master and servant from Oerth will arise.  
    
  Beware! His darkness is unbound, 
  and few believe he has returned. 
  Through his lies his guile continues, 
  Seizing power that'd once been spurned. 
    
  Knowledge is the path to his ascension, 
  and magic will be the key to the door. 
  Death will greet him and embrace him, 
  secrets once seen will no longer obscure. 
    
  For when traders fall and traitors strike, 
  the humbled master will grasp his role. 
  Then the brave at heart must stem the striving, 
  and keep the master from his goal. 
    
  So look to those who choose adventure, 
  heralding both from near and far. 
  For these brave souls will be decisive, 
  in defeating Halmadar. 
   
  The prophecy warns against the rise of Halmadar as a 
  proxy of Vecna, and that adventurers will be needed to 
  stop him. Stopping Halmadar directly is the thrust of this 
  adventure. 
   
   
  CAST OF PCS  
  The PCs interact with several NPCs in the course of this 
  adventure. As these PCs have appeared in other 
  Verbobonc adventures, it is important that they are 
  roleplayed consistently by all DMs, so players recognize 
  these NPCs when they meet them again.  
  Halmadar the Cruel: Halmadar the cruel has been for 
  several years now living under the disguise of a Keoish 
  noble named Wellborn Estival. Halmadar  
  Several months ago it was determined that Lord Estival 
  had the strongest claim to the title of Viscount, and he 
  was invested with that authority by the Velunan emissary 
  Richter Warwick. Just before the Investiture ceremony a 
  group of assassins struck at the noble families, killing 
  many of them. The Mounted Borderers discovered the 
  staging point for the assassins and learned that the 
  Church of Trithereon was implicated as being the 
  masterminds behind the assassinations. Viscount Estival 
  responded by making the worship of Trithereon a crime 
  in Verbobonc (see Appendix #3 Laws of the Viscounty). 
  As Viscount, Estival has become increasingly tyrannical. 
  He has incorporated the lawful military of Verbobonc 
  into his personal and increasingly ruthless house guard 
  (the 
  Bondsmen 
  of 
  House 
  Estival), 
  provoked 
  controversies with Veluna and Furyondy, and driven 
  away many good-hearted allies in the Viscounty. 
  VER8-06 Noble Ambitions 
   
  Page 4 
  
  Lord Ludovic Langmuir: Lord Ludovic has grown 
  mightily since he escaped from under the thumb of his 
  domineering mother. That he has fallen in love with such 
  a young and fiercely independent lady has filled his life 
  with a vigor that he readily admits he has never felt 
  before. Ludovic and Elise have spent the past several 
  months in Verbobonc City, passing their days in each 
  others company. Ludovic’s courtship has been long, 
  understandably so considering the age difference 
  between Ludovic and the young Lady Elise.  
  Lady Elise Brandenburg: The Lady Elise has slowly 
  recovered from the horrors of the past several months, 
  and has found in Ludovic a man who escaped from his 
  mother with his kindness and goodness intact. Since the 
  worship of Trithereon was made illegal the Lady Elise has 
  made a show of removing all shrines to the god from her 
  holdings. Whether the young Lady has given up 
  Trithereon in her heart is a subject of much discussion in 
  the city of Verbobonc.  
   
  ADVENTURE SUMMARY 
  Pre-Adventure events: With the discovery in VER8-05 
  Quisling that the Viscount Estival was in fact Halmadar 
  the Cruel, many adventurers chose to assault Castle 
  Greyfist in Verbobonc City and depose the Vecnan 
  warlord from his position of power. The adventurers 
  fought bravely to secure the outer walls, suffering many 
  casualties, while another band of adventurers struck at 
  the inner bailey’s defenses through a very risky scheme 
  to rob Halmadar of his ability to call in reinforcements 
  and denied him the freedom to flee the castle. This 
  second mission was successful, and the group of 
  adventurers were able to remove the abjuration 
  protecting the inner bailey and put into it’s place a spell 
  developed by the late Magister Har: Har’s impervious 
  impediment. This spell not only blocks out inter-
  dimensional travel, but also blocks anyone from leaving 
  the area via inter-dimensional means. Halmadar’s 
  ascension to become the Proxy of Vecna is still 
  progressing well, and in this adventure a band of heroes 
  is called upon to stop him before it is too late. 
  Introduction: The stage is set leading in from the 
  VERI8-02 battle interactive results or for home play. 
  Encounter 1. The Setup. The PCs are gathered from 
  group of survivors at an impromptu aid station and asked 
  to lead an assault on the main bailey while the main 
  forces feint at the rear of the castle. 
  Encounter 2: The Inner Bailey. As the main forces lay 
  down a barrage of magic the PCs make their way into the 
  main keep.  
  Encounter 3: First Floor, The Grand Hall Moving into 
  the keep the PCs enter the main hall and encounter 
  Ludovic Langmuir being toyed with by one of 
  Halmadar’s minions.  
  Encounter 4: Second Floor, The Barracks. PCs may 
  easily pass through the barracks and living quarters to 
  reach Estival’s quarters 
  Encounter 5: Third Floor, Estival’s quarters. Above the 
  grand hall the PCs enter the living quarters of the 
  Viscount and discover that he has made some dramatic 
  changes  
  Encounter 6. Halmadar. PCs confront Halmadar in the 
  midst of his bid to become the Proxy of Vecna.  
  Conclusion.  
   
  PREPARATION FOR PLAY 
  In preparation ask the players to gather their AR’s for all 
  Verbobonc Year 8 adventures they’ve played with the PC, 
  as well as VER6-01 Discontent of Our Winter and VER7-
  01 Cleanse Thy House and the AR for VER6-03 Castle 
  Estival.  As these adventures have an impact on the 
  effects in Encounter Six.   
   
  A NOTE ON SPELL EFFECTS 
  Most of this adventure occurs inside the effects of a 
  powerful 
  magical 
  field 
  called 
  Har’s 
  impervious 
  impediment. In this area, no dimensional travel 
  functions at all into, out of, or within the area. Even 
  simple travel such as benign transposition or anklets of 
  translocation is prevented within this field. No creatures 
  may be summoned or called into the area of Har’s 
  impervious impediment. 
  Furthermore, divinatory magics are currently being 
  blocked by the direct attentions of Vecna. Attempts to 
  divine the future in this adventure (such as augury, 
  commune, or contact other plane) provide no helpful 
  information. 
  Finally, Vecna has arranged for several of his extraplanar 
  plots to come to fruition in order to aid Halmadar here.  
  If any creatures are called to Oerth by the party, they are 
  either secret agents of Vecna or acting on conflicting 
  orders from higher-placed agents of Vecna. If the PCs use 
  any sort of conjuration (calling) effect such as planar ally 
  or gate (but not including conjuration (summoning) 
  spells such as summon monster or summon nature’s ally), 
  the called creature immediately attacks the party as best it 
  can and fights to the death. Agents of good, such as 
  VER8-06 Noble Ambitions 
   
  Page 5 
  
  angels, are likely to apologize to the party before 
  launching such an attack (perhaps with a short 
  explanation like “I apologize for what I am about to do, 
  but I am compelled by a higher power than you.”). Note, 
  however, that such conjuration magics fail within Har’s 
  impervious impediment anyway. 
   
  INTRODUCTION 
  This adventure picks up after VERI8-02 Assault on Castle 
  Greyfist, the battle interactive of the Last Weekend in 
  Verbobonc. If you are at the convention, choose 
  whichever beginning is applicable from the results of the 
  interactive. If this is a home game or if the game is being 
  run at a convention after Last Weekend in Verbobonc, 
  read the third option. 
  Option #1: If the PCs were unsuccessful in the battle 
  interactive, read the following. 
  The groans of the wounded mingle with the sounds 
  of battle coming from the stair above. The cleric of St. 
  Cuthbert kneeling over you peers down with a 
  concern on his battered face. “The gods aren’t done 
  with you yet. If you’re feeling better Langard and the 
  bishop will need to talk to you. They’re waiting 
  upstairs.” 
  Option #2: If the PCs were successful in the battle 
  interactive, read the following. 
  The weary looks from the soldiers speak of the battle 
  long fought as they escort you through the front 
  rooms of the Scythe and Sheaf and down the hall 
  towards the impromptu headquarters of Langard and 
  Bishop Haufren. 
  Option #3: If the game is being played after Last 
  Weekend in Verbobonc, read the following. 
  The battle still rages outside as you walk through the 
  front rooms of the Scythe and Sheaf towards the 
  impromptu headquarters of Langard and Bishop 
  Haufren.  
  Continue to Encounter One: The Setup. 
   
  ENCOUNTER ONE: 
  THE SETUP 
  This encounter sets up the action for the rest of the 
  encounters, so it is vital that all of the relevant 
  information is provided to the PCs. Read the first portion 
  of the text below, and then read the appropriate potion of 
  the text following dependent upon whether the PCs had 
  won the battle in  VERI8-02 Assault on Castle Greyfist, if 
  they had lost the battle in VERI8-02 Assault on Castle 
  Greyfist, or if the adventure is being run after the 
  Interactive VERI8-02 Assault on Castle Greyfist takes 
  place. 
  The back of the Scythe and Sheaf Inn has seen better 
  days. A few of the tables have been pushed aside 
  leaving a large open area. Langard, Lord and Lady 
  Milinous and Bishop Haufren stand around a long 
  table, talking in low voices as they pore over a map of 
  Verbobonc City. Seeing you enter, the group looks 
  up.  
  Langard speaks first, a wry half-smile flickering over 
  his features. “Welcome to our headquarters. I’m sorry 
  our hospitality is strained, but our situation is rather 
  dire. 
  “We know that Halmadar is in the process of 
  becoming the Proxy of Vecna through some ritual 
  inside the Keep of Castle Greyfist. If he succeeds, it 
  will greatly increase the power of Vecna here on 
  Oerth, most likely bring ruination to our Viscounty, 
  and of course cost us all our lives. 
  “Naturally, we want him to be stopped and that’s 
  where your party comes in.” 
  Option #1: If the PCs have lost the battle in VERI8-02 
  Assault on Castle Greyfist read the following. 
  Lord Milinous gruffly clears his throat. “Our situation 
  is grim. We’ve been beaten back and our losses keep 
  us from pressing the attack further.” 
  Lady Elinor wraps her arms around her husband and 
  his dark mood visibly lightens. “We’re not dead yet, 
  dear. While our options are few we still have enough 
  resources for a feint.”   
  Langard motions to the map before him, calling your 
  attention to the battlefield. “I will lead the remaining 
  forces around the other side of Castle Greyfist. I 
  doubt Halmadar will be able to pass up such tempting 
  bait. When he does so, we need you to enter the 
  castle’s keep and stop Halmadar’s ritual.” 
  Follow on to Development: The Plan below. 
  Option #2: If the PCs won the battle in VERI8-02 Assault 
  on Castle Greyfist, read the following. 
  Lord Milinous clears his throat. “Our forces have 
  cleared most of the area outside of Castle Greyfist, but 
  Halmadar has been able to keep our forces from 
  assaulting the main keep.” 
  Lady Elinor wraps her arms around her husband. “It’s 
  almost finished, and then we can live in peace.” The 
  VER8-06 Noble Ambitions 
   
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  two nobles share a brief smile before Langard quietly 
  coughs, interrupting the moment. 
  “So our best option is to draw off the main force and 
  let a smaller group to enter the keep.”  Langard 
  motions to the map before him. “I will lead the 
  remaining forces around the other side of Castle 
  Greyfist, there we will engage them. While we do so 
  we need you to enter the keep and stop Halmadar’s 
  ritual.” 
  Follow on to Development: The Plan below. 
  Option #3: If the adventure is being run after the Last 
  Weekend in Verbobonc convention, read the following.  
  Lord Milinous clears his throat. “The battle has been 
  joined, and we’re holding our own.” 
  Lady Elinor, clearly unwilling to stray far from her 
  husband, wraps her arm around his broad shoulders. 
  “We fear, though, that this battle is just part of 
  Halmadar’s plan to delay us while he completes his 
  transformation into the proxy of Vecna.”   
  Langard motions to the map before him. “Our plan 
  then is to strike on either side of the Keep. While the 
  main forces keep the enemy occupied we need your 
  group to assault the keep inside Castle Greyfist, find 
  Halmadar, and stop his ritual.” 
  Development: The Plan 
  After the situation is explained Langard continues on 
  with his presentation of the plan.  
  Langard directs your attention to the map of 
  Verbobonc City. “When the assault begins, the 
  enemy’s attention will be drawn away from the 
  defenses of the keep. It is then that we need you to 
  use these two cloaks to dimension door to a point just 
  outside of the greenish hued field around the inner 
  bailey.”  Langard motions to two black cloaks sitting 
  on a bench nearby. 
  “Each cloak allows the wearer to bring two medium or 
  smaller people with them. So these two cloaks allow 
  your whole group to reach the bailey. We’ve cleared 
  the way up to where you can use them. A runner is 
  going to bring you to the jumping off point.  
  “Once you reach the bailey, move quickly into the 
  keep. If you can, lock the doors behind you, and then 
  make your way upwards to where Halmadar is 
  performing his rite.” 
  Development: The Plan. Langard asks the PCs if they 
  have any questions. Here are some likely questions the 
  PCs may have.  
  Why are we attacking Castle Greyfist? Halmadar, the 
  power that has been behind so many of the plots in the 
  Viscounty, is in the middle of trying to become the proxy 
  of Vecna and we need to stop him. 
  Why us?  You’re the best-rested and best-equipped group 
  we have available.  
  What is the greenish hued field?  It’s called Har’s 
  impervious impediment, and was put into place by a 
  group such as yours. It keeps one from traveling inter-
  dimensionally into it or within it. It harms any evil 
  creature that enters it, and furthermore it dimensionally 
  locks individuals within from leaving the area via inter-
  dimensional means.  
  Can it be dispelled?  The spell was provided to us by 
  Magister Har’s former familiar, who gave us indication 
  that it would take a magical force of divine strength to 
  dispel it. Halmadar may reach that point, but not if you 
  stop him first. 
  What do we know of what we’ll face when we’re 
  inside?  Alas, we do not. We know that Lord Ludovic and 
  the Lady Elise are unaccounted for. We fear they are 
  inside. 
  Are they allied with Halmadar?  If is doubtful that 
  anyone would still ally themselves with a creature such as 
  Halmadar after they knew his identity. 
  How will we know it’s time?  By the sounds of battle, of 
  course. We plan to be obvious with our assault, so it will 
  be impossible to miss. Do not delay when our feint 
  begins, or it will have been for nothing. 
  What resources do you have for us?  Only the cloaks, 
  the remainder of our magics is needed during the fight 
  outside of the bailey of the castle. 
  We have extra people (animal companions, Large 
  sized PCs, etc.). Do you have any more cloaks? No, 
  those are all we have available. If you have teleportation 
  or dimension door magics of your own, you can use them 
  as well: otherwise, there can only be as many of you as the 
  cloaks we’re providing will allow. 
  Couldn’t we just fly to the top of the keep?   If you do 
  so you most likely will be seen and targeted by the 
  enemy, ruining our plan to buy you time to stop 
  Halmadar and throw away the lives being spent to buy 
  you that time. Please don’t.  
  Development: We’re really hurt! If the adventure is 
  being played during Last Weekend in Verbobonc the PCs 
  may be severely injured, their resources badly tapped, or 
  just recently raised from the dead. If this adventure is 
  being run at Last Weekend in Verbobonc also read the 
  following. 
  VER8-06 Noble Ambitions 
   
  Page 7 
  
  Bishop Haufren steps forward. His stern gaze sweeps 
  over your party. Lifting a blackened mace from his 
  side he brandishes it before him. “This is the Renvash 
  Splinter, restored by brave souls, and in its restoration 
  so shall we restore our Viscounty.” 
  Haufren lowers his head. In a fierce whisper he prays. 
  “St. Cuthbert, You know me as a faithful servant to 
  your law. You know me to be a fair man when judging 
  the scales. I tell you this, the scales of justice require 
  retribution this day. Bless these who stand before this 
  table, mend their wounds, cleanse their souls, restore 
  their ability and they will deliver your justice.” 
  A brilliant flash of white light fills the room and is 
  gone. As your sight slowly returns you find yourself 
  well rested, fully healed and ready to face the trial 
  ahead. 
  Bishop Haufren lowers the Renvash Splinter.  
  “Amen,” is all he says.  
  The PCs are completely healed of any hit point, ability 
  drain or damage. Any negative levels they had received 
  during the battle interactive are restored and they are 
  well rested as if they had just woken from eight hours of 
  rest.  
   
  ENCOUNTER TWO: THE 
  INNER BAILEY 
  Once the PCs have finished asking their questions and 
  receiving their orders, allow them as much time as they 
  wish to make their plans. When they are ready to go, read 
  the following: 
  The low storm clouds and the back alleys of 
  Verbobonc provide cover most of the way to the 
  jumping off point and shield your view from the 
  fighting in the streets. Your guide; a young halfling 
  man in grayish clothing bristling with daggers, 
  quickly sprints along the edge of the street that 
  provides cover from view of Castle Greyfist. 
  Within minutes you’ve reached your destination, a 
  coach house just a few hundred feet from the outer 
  walls of the castle. With practiced ease, the halfling 
  weaves a bit of magic and the door pops open. The 
  halfling slowly opens the door and, seeing the room 
  unoccupied, motions you inside. 
  “Make whatever preparations you need, but be quick 
  about it. We only have a matter of minutes.” 
  If asked exactly how long the PCs have the halfling 
  shrugs his shoulders. He’s been given orders to escort the 
  party to this location and wait with them until they go. 
  Other than that he has no knowledge of the plan.  
  Allow the PCs to make any preparations they feel 
  necessary. Give the PCs 10 minutes to discuss options 
  and make their plans without telling them they have 10 
  minutes. After 10 minutes, whether the PCs are ready or 
  not read the following: 
  The sounds of battle rise from the far side of the 
  castle. Flashes of arcane energies flicker against the 
  sky. Now is clearly the time that Langard had planned 
  for you to make your assault.  
  Upon the first round of battle all of Halmadar’s forces 
  that had been positioned at the keep are drawn away. The 
  PCs have 5 rounds to use the cloaks and enter the Keep 
  before Halmadar’s forces realizes the attack is a feint and 
  replaces the troops guarding the outside of the Keep. 
  Be sure to ask which PCs use the cloaks, and point out to 
  them that doing so means they must remove any magic 
  item currently in their cloak slot (they likely will be able 
  to replace it again at the other side of their dimensional 
  jump, but they do not know this). 
  Provided that the PCs utilize the cloaks or use their own 
  inter-dimensional travel to reach the bailey, read the 
  following. 
  In a flash the inner bailey appears, the shimmering 
  green wall flickers mere feet from your party. Within 
  the shimmering field the keep of Castle Greyfist 
  looms upwards against the blackening skies. The 
  great double doors of the keep are closed. 
  Ask the PCs for a DC 19 Spot check. Those PCs who 
  succeed add the following. 
  Now that you’re closer to the keep you can see that 
  what appears to be blood has begun to drip down the 
  outside of Castle Greyfist’s keep from the parapets 
  above. Hundreds of gallons of blood must have been 
  shed in order to cover the entirety of the upper 
  parapets 
  The doors of the keep are closed but not locked, as the 
  creatures that are here wished easy travel to defenses 
  outside the keep and many of them were capable of inter-
  dimensional travel on their own.  
  Har’s impervious impediment stopped that easy 
  movement, and the defenders haven’t been able to adjust 
  yet. The PCs are free to move up to the doors and enter 
  the keep. If they do so continue on to Encounter Three. 
  The PCs can bar and lock the doors behind them, if they 
  choose. 
  VER8-06 Noble Ambitions 
   
  Page 8 
  
  If the PCs took longer than 5 rounds after the battle 
  began to reach this location add the following: 
  Whatever element of surprise you may have had has 
  been lost. Several creatures wait for your arrival.  
  This encounter is un-tiered and designed to spur the PCs 
  into the keep as quickly as possible. These creatures do 
  not appear between the PCs and the keep. Instead, they 
  are outside of Har’s impervious impediment and are loath 
  to enter it.  
  APL 6 (EL 10) 
   
  Babau (4): hp 66 each; see Monster Manual.  
   
  APL 8 (EL 12) 
   
  Babau (9): hp 66 each; see Monster Manual.  
   
  APL 10 (EL 14) 
   
  Bebilith (4): hp 150 each; see Monster Manual.  
   
  APL 12 (EL 16) 
  Bebilith (4): hp 150 each; see Monster Manual. 
  Nalfeshnee: hp 175; see Monster Manual.  
   
  APL 14 (EL 18) 
   
  Nalfeshnee (4): hp 175 each; see Monster Manual.  
   
  APL 16 (EL 20) 
   
  Nalfeshnee (4): hp 175 each; see Monster Manual.  
   
  Marilith (2): hp 216 each; see Monster Manual.  
  Tactics:  These demons attempt to eliminate the party as 
  quickly as possible. They spread their attacks out among 
  the PCs, hoping to do as much damage as possible right 
  away. 
  Treasure: none 
  Development: If the PCs remain outside, an identical 
  group of demons appears as reinforcements 5 rounds 
  after combat with the first group ends. This should 
  encourage the PCs to enter the keep. Then continue with 
  Encounter Three below.  
   
  ENCOUNTER THREE: FIRST 
  FLOOR, THE GRAND HALL 
  This encounter provides exposition to the PCs from Lord 
  Ludovic Langmuir, as well as explaining the mechanic for 
  what secrets are the source of Halmadar’s power. When 
  the PCs enter the grand hall read the following. 
  The grand hall of the keep of Castle Greyfist echoes 
  with the plucking of a dulcimer and lilting laughter 
  as a man’s voice asks. “—actually thought a young 
  woman like Elise would find favor in a man like you?” 
   The voice that answers falters in his reply “You’ve 
  taken everything, why can’t you just let me die?” 
  Laughter again echo’s through the chamber. “Because, 
  my good Lord—your pain is so very amusing!” 
  Inside the grand hall, the bard Fillister (an extraplanar 
  creature that has adopted a human form) has been 
  amusing himself while Halmadar prepares for his 
  ascension by torturing Lord Ludovic Langmuir. 
  Langmuir has been unceremoniously staked to an 
  upturned table with whatever metal was handy (crossbow 
  bolts, daggers, a short sword, etc) and the bard has been 
  using scrolls of modify memory to pry forth out of 
  Langmuir every painful memory that the tortured man 
  has lived through. 
  Fillister is not a fool, however, and he fully expects that 
  while the battle rages outside that some force is going to 
  attempt to penetrate the keep. He has therefore prepared 
  himself and his guards for the adventurers’ arrival. 
  Fillister’s hired muscle doesn’t particularly share his 
  amusement over the torture of Lord Langmuir, but they 
  respect the bard’s abilities to improve their fighting 
  prowess. As instructed, they’ve drunk the potions 
  provided to them and await the battle to come.  
  Provide all of the opponents with Listen and Spot checks 
  to detect the PCs as they enter, roll initiative and resolve 
  the combat. The hall is quite large as indicated on Map #2 
  Ground Floor. The ceiling here is 15 feet high and 
  constructed of thick stone. Draw out the location, noting 
  the square where Lord Langmuir has been staked.  
   
  APL 6 or 8 (EL 9) 
  Fillister: male Nerra (Varoot) Bard 8; hp 74; 
  Appendix 1. 
   
  The Hired Muscle (2): Khaasta Barbarian 2; hp 77 
  each; see Appendix 1. 
   
  APL 10 (EL 13) 
  Fillister: male Nerra (Varoot) Bard 10/Sublime 
  chord2; hp 110; Appendix 1. 
   
  The Hired Muscle( 2): Khaasta Barbarian 2/ Fighter 
  2/Exotic Weapon Master 1; hp 122 each; see Appendix 1. 
   
  APL 12 (EL 15) 
   
  Fillister: male Nerra (Varoot) Bard 10/Sublime 
  Chord 2/Fatespinner 2; hp 144; Appendix 1. 
  VER8-06 Noble Ambitions 
   
  Page 9 
  
   
  The Hired Muscle (2): Khaasta Barbarian 2/ Fighter 
  4/Exotic Weapon Master 1; hp 152 each; see Appendix 1. 
   
  APL 14 (EL 17) 
   
  Fillister: male Nerra (Varoot) Bard 10/Sublime 
  Chord2/Fatespinner4; hp 160; Appendix 1. 
   
  The Hired Muscle (2): Khaasta Barbarian 2/ Fighter 
  6/Exotic Weapon Master 1; hp 182 each; see Appendix 1. 
   
  APL 16 (EL 19) 
  Fillister: male Nerra (Varoot) Bard 10/Sublime 
  Chord4/Fatespinner4; hp 180; Appendix 1. 
   
  The Hired Muscle (2): Khaasta Barbarian 2/ Fighter 
  8/Exotic Weapon Master 1; hp 226 each; see Appendix 1. 
  Tactics: Fillister has already cast inspirational boost and 
  begun playing his lute before the PCs arrive. He has also 
  taken the liberty to use several divine scrolls to increase 
  his own and his companion’s abilities. These spells are 
  noted in the stat blocks of each of the opponents. Fillister 
  knows that the noble Langmuir is probably valuable, and 
  so he hangs back around the noble, hoping that the noble 
  keeps him from being targeted by area effect spells. From 
  the relatively safety behind the lines, Fillister casts his 
  enchantment spells on as many of the PCs as he can. He 
  especially delights in catching a PC with his puppeteer 
  spell and causing them to provoke attacks of opportunity 
  from the barbarians. At all levels he is able to utilize his 
  Captivating Melody feat to increase the DCs of his 
  enchantment spells by 2. Fillister also delights in using 
  his reflective spell resistance to turn targeted spells back 
  on the caster. 
  The khaasta barbarians have been promised that they can 
  keep any slaves they capture in payment for protecting 
  Halmadar. In order to capture slaves they usually strike 
  for non-lethal damage. Other than this tactic, they lack 
  any subtlety and wade into combat with a will, raging on 
  the first round and power attacking as noted in the stat 
  blocks.  
  At APL 10 and higher Fillister has access to a far greater 
  range of spells and uses them to remove any spellcasters 
  from the combat through the use of the feeblemind spell. 
  Please note that arcane spell casters receive a -4 penalty to 
  their saves against this spell.  
  At APL 12 and higher Fillister is keenly aware of how 
  damaging feeblemind would be were he ever targeted by 
  the spell. He therefore targets first any spellcasters who 
  may appear capable of casting such a spell (wizards and 
  sorcerers), before he continues with his other 
  enchantments. Also at this level he has imbued himself 
  with a Heightened Tasha’s hideous laughter via his 
  Retributive Spell feat and gleefully targets anyone who 
  physically attacks him with it. At these APLs Fillister also 
  has gained the ability to cast snowsong.  
  At APL 14 and higher Fillister has access to limited wish, 
  and uses it as appropriate to cast damage dealing spells or 
  other effects. At this APL Fillister also has used limited 
  wish to cast righteous aura on himself. This spell effect 
  enhances his spellcasting, but causes his body to explode 
  in a positive energy burst that hurts evil creatures in a 20 
  foot burst around him. It heals good aligned creatures of 
  the same amount.  
  Treasure: Defeat and loot the villains. 
   
  APL 6 and 8: Loot 94 gp; Magic 2818 gp; bracers of 
  arcane freedom (192 gp), cloak of charisma +4 (1333 gp), 
  vest of resistance +2 (333 gp), cloak of predatory vigor (2) 
  (116 gp each), devastation gauntlets (2) (166 gp each), +1 
  falchion (2) (198 gp each); Total 2912 gp. 
   
  APL 10 and 12: Loot 3 gp; Magic 6327 gp; bracers of 
  arcane freedom (192 gp), cloak of charisma +6 (3000 gp), 
  vest of resistance +4 (1333 gp), +3 mithral buckler (842 
  gp), cloak of predatory vigor (2) (116 gp each), 
  devastation gauntlets (2) (166 gp each), +1 bastard sword 
  (2) (198 gp each); Total 6330 gp. 
   
  APL 14: Loot 3 gp; Magic 8493 gp; bracers of arcane 
  freedom (192 gp), cloak of charisma +6 (3000 gp), vest of 
  resistance +4 (1333 gp), +3 mithral buckler (842 gp), veil 
  of allure (1166 gp), belt of battle (1000 gp), cloak of 
  predatory vigor (2) (116 gp each), devastation gauntlets 
  (2) (166 gp each), +1 bastard sword (2) (198 gp each); Total 
  8496 gp. 
   
  APL 16: Loot 3 gp; Magic 10,493 gp; bracers of 
  arcane freedom (192 gp), cloak of charisma +6 (3000 gp), 
  vest of resistance +4 (1333 gp), +3 mithral buckler (842 
  gp), veil of allure (1166 gp), belt of battle (3) (1000 gp 
  each), cloak of predatory vigor (2) (116 gp each), 
  devastation gauntlets (2) (166 gp each), +1 bastard sword 
  (2) (198 gp each); Total 10,496 gp. 
  Development: If The Party is Captured. If the party 
  loses this combat, the PCs are sold into slavery by the 
  khaasta on the outer planes. The adventure is over, and all 
  surviving PCs earn the Sold on the Open Market entry 
  on the AR. 
  Development: Save Me!  If the PCs defeat the bard and 
  his barbarians, Lord Ludovic (if he is still alive) pleads 
  with the PCs to release him. If they do so he provides 
  valuable information. After the PCs release Lord Ludovic 
  read the following. 
  The broken form of Lord Langmuir huddles on the 
  floor of the keep. At some point his left hand was cut 
  off and his left eye removed. It is the utter look of 
  VER8-06 Noble Ambitions 
   
  Page 10 
  
  hopelessness in his eyes though that tells that his 
  physical torture was a pale shadow compared to what 
  was done to his mind. 
  Lord Langmuir has been captive here at the keep for 
  about two days. During that time Halmadar has taken 
  great pleasure in using scrolls of modify memory to 
  reveal to Lord Langmuir the extent of his plotting and 
  scheming in Langmuir’s own life. Essentially Halmadar 
  had used his bard Fillister’s enchantments to command, 
  suggest, and modify the memories of Langmuir and the 
  Lady Elise into believing that they loved each other. For 
  several months Halmadar has deceived the Lady Elise 
  into thinking he was Langmuir and then implanting 
  memories of those meetings into Langmuir’s mind.  
  These fictions and secrets have done much to bolster 
  Halmadar’s power with his god Vecna. With each layer of 
  deceit Halmadar’s power has grown. Langmuir’s 
  usefulness ended when the PCs discovered Halmadar’s 
  identity, and Halmadar decided to sacrifice Langmuir’s 
  secrets to his god, along with the nobles left eye and 
  hand, which he burned in one of the braziers nearby. 
  Roleplay Langmuir as a man whose will has been broken 
  through repeated cruelty. If asked he listlessly tells the 
  PCs what happened to him. 
  • 
  He was to have dinner with Viscount Estival two 
  days ago in celebration of his impending marriage to 
  the Lady Elise.  
  • 
  When Lord Ludovic and Lady Elise arrived they 
  were ushered inside where several of the draconic 
  creatures (the khaasta) took them prisoner. 
  • 
  The Lady Elise was taken upstairs. Lord Langmuir 
  doesn’t know if she’s alive or dead. 
  • 
  During the torture, Viscount Estival cut off his hand 
  and plucked out his eye, burning them on a brazier. 
  • 
  Viscount Estival, with the help of his bard, also cast 
  spells on him, reaching into Lord Langmuir’s mind 
  and showing him how Viscount Estival had 
  manipulated the Lady Elise and Lord Langmuir into 
  thinking they were in love.  
  • 
  With each secret that Viscount Estival revealed to 
  Lord Langmuir concerning Lord Langmuir and Lady 
  Elise’s manipulation Viscount Estival seemed to 
  grow in power, becoming stronger and stronger. 
  • 
  Langmuir thinks it was as if Viscount Estival was 
  sacrificing the secrets to his god and his god was 
  responding with blessings of strength and power. 
  • 
  Langmuir shudders to think that if Viscount Estival 
  gained so much power off of the manipulations and 
  secrets from his own life, what other secrets may be 
  out there to empower Viscount Estival. 
  Lord Langmuir follows whatever directions the PCs ask 
  of him, but he is in no condition to assist them in their 
  task, leaving the PCs free to move on to Encounter Four. 
  Development: Column of Blood In the room marked 
  on the map, a small armory, is a column of Oerthblood 
  that has been made to flow upwards, providing one of the 
  components to power Halmadar’s ascension to become 
  the Proxy of Vecna. The column of Oerthblood here on 
  the first floor is obscured by a stone pillar that has been 
  built around it all the way to the ceiling. Similar pillars 
  stand about this storeroom and are studded with empty 
  hooks for weapons and armor. Even if they discover this 
  column, stopping it now only floods this level of the keep 
  (very gradually) and does not materially impact 
  Halmadar’s ritual. 
   
  ENCOUNTER FOUR: SECOND 
  FLOOR, THE BARRACKS  
  The second floor of Castle Greyfist’s keep is taken up by 
  the barracks for the elite troops in Estival’s employ. 
  When the PCs reach the second floor read the following: 
  Rows upon rows of bunks line these rooms, 
  indicating they house the guard for Castle Greyfist. 
  The bunks lie empty, the weapons and armor racks 
  too. Foot lockers beside the beds have been flung 
  open. There appears to be little of value here.  
  There is little of interest here, and almost nothing to 
  steal, even it the PCs were leisurely making their way 
  upwards.  
  Development: Column of Blood. The column of 
  Oerthblood rising through the second floor is obscured 
  by a wooden box that has been built around it all the way 
  to the ceiling. Several other similar boxes stand about this 
  storeroom. Unless the PCs note specifically that they are 
  opening all of the boxes in this storeroom they do not 
  find the column. Even if they discover this column, 
  stopping it now only floods the first two levels of the 
  keep (very gradually) and does not materially impact 
  Halmadar’s ritual. 
  When the PCs are ready allow them to continue on to the 
  third floor and Encounter Five. 
  VER8-06 Noble Ambitions 
   
  Page 11 
  
   
  ENCOUNTER FIVE: THIRD 
  FLOOR, ESTIVAL’S QUARTERS 
  When the PCs enter the third floor read the following. 
  Across this wide and open room are stairs leading up. 
  From above you can hear howling wind and the 
  occasional far off detonation of some spell. To the 
  side there are several doors, opening to other rooms. 
  Through these doors are the living quarters of Viscount 
  Estival. From here, the PCs may examine this floor, or 
  ascend to the parapet atop the keep. 
  Investigate This Floor 
  If the players choose to investigate the other rooms read 
  the following: 
  This inner hall is grandly appointed, with numerous 
  desks and scribing stations all along the walls. A large 
  table is set out in the center of the room and is 
  covered by a map of Verbobonc. A pair of ornately 
  carved doors each bearing the symbol of House 
  Estival stand at the north. Nobody is here. 
  The ornately carved doors lead to the Viscount’s private 
  bedroom, and the doors are closed and locked (DC 40 
  Open Locks).  
  If the PCs enter the bedroom of Lord Estival read the 
  following. 
  The living quarters of Viscount Estival would be 
  unremarkable if it weren’t for the column of blood 
  near the bed. Some five feet on its side the column 
  extends up out of the floor below and penetrates the 
  ceiling. Even as you watch, the thick blood gently 
  rises, flowing upwards 
  The column of blood is enclosed in a permanent wall of 
  force. The PCs may be able destroy the wall via 
  disintegrate or a similar effect. The Oerthblood drains out 
  and gradually floods the rest of the keep. This has no 
  effect on Halmadar’s ritual. 
  Further Upward 
  The stairs lead up to the parapet atop the keep. Both the 
  stairways leading up are trapped, so the PCs face a trap 
  whichever way they choose. Each of the stairways are 
  trapped on the lowest step as follows: 
  APL 6 (EL 5) 
   
  Enervation Trap: CR 5; magical device; proximity 
  trigger (target within 40 ft.); automatic reset; spell effect 
  (enervation, 7th-level wizard, Atk +10 ranged touch, 1d4 
  negative levels); Search DC 29; Disable Device DC 29.  
  APL 8 and 10 (EL 9) 
   
  Chained enervation Trap: CR 9; magical device; 
  proximity trigger (target within 60 ft.); automatic reset;  
  spell effect (enervation, 15
  th level wizard, Atk +14 ranged  
  touch, 1d4 negative levels at first target, Atk +14 ranged  
  touch, 1d2 negative levels at every creature within 30 ft. 
  of first target); Search DC 32; Disable Device DC 32.  
  APL 12 (EL 11) 
   
  Twined Chained enervation Traps: CR 11; magical 
  device; proximity trigger (target within 60 ft.); automatic 
  reset;  spell effect (enervation, 15
  th level wizard, Atk 
  +14/+14 ranged  touch, 1d4 negative levels at first target, 
  Atk +14/14 ranged  touch, 1d2 negative levels at every 
  creature within 30 ft. of first target); Search DC 32; 
  Disable Device DC 32.  
  APL 14 (EL 13) 
   
  Chained energy drain Trap: CR 13; magical device; 
  proximity trigger (target within 65 ft.); automatic reset; 
  spell effect (energy drain, 17th-level wizard, Atk +15 
  ranged touch, 2d4 negative levels Atk +15 ranged  touch, 
  1d4 negative levels at every creature within 30 ft. of first 
  target); Search DC 37; Disable Device DC 37.  
  APL 16 (EL 15) 
   
  Empowered Chained energy drain Trap: CR 15; 
  magical device; proximity trigger (target within 65 ft.); 
  automatic reset; spell effect (energy drain, 17th-level 
  wizard, Atk +15 ranged touch, 2d4x1.5 negative levels 
  Atk +15 ranged  touch, 1d4x1.5 negative levels at every 
  creature within 30 ft. of first target); Search DC 39; 
  Disable Device DC 39.  
   
  ENCOUNTER SIX: HALMADAR 
  In this Encounter, the PCs confront Halmadar atop 
  Castle Greyfist. When they arrive, read the following: 
  The sky above Castle Greyfist is a strange swirl of 
  colors. The sounds of battle far below seem strangely 
  muted. The evil Viscount Estival is here, as you have 
  never seen him before. In his true shape as Halmadar 
  the Cruel, Estival is a withered, once-powerful man 
  with stringy hair carrying several dozen small 
  weapons—hammers, axes, and so on. 
  Some type of thick blood welling up from within the 
  keep sprays over the area here. Lady Elise 
  Brandenberg is lashed to the top of a tall spire, soaked 
  with the blood and barely conscious.  
  Halmadar wheels on you as you arrive. “You have 
  come all this way, bested my defenders, and 
  discovered all of my ruses—only to meet your ends! 
  VER8-06 Noble Ambitions 
   
  Page 12 
  
  Let us see how you fare, heroes, when my lord Vecna 
  strips from you that which you hold most dear!” 
  At this point, the entire area is covered by an antimagic 
  field effect. This affects both the PCs and Halmadar. 
  There is no way to remove this effect, but it may be 
  mitigated somewhat (see below). 
  You should have all of the PCs take some time to adjust 
  their PCs’ statistics for being in an antimagic field. 
  A Note About Antimagic: Antimagic effects are rare, 
  mostly because they are complicated and are often done 
  wrong. It is worth giving your players several minutes to 
  recalculate their PCs in the effects of the antimagic field 
  here. The best advice is to not ask them to delete all 
  magic effects on their PCs; rather, to have them 
  recalculate their PC statistics from the ground up 
  (starting with attributes, etc.). You might even give them 
  new PC sheets to do this. They’ll find this is incredibly 
  easy to do, as they can ignore all magical effects.  You can 
  also tell them that they should only recalculate skills they 
  typically 
  use 
  in 
  combat 
  (such 
  as 
  Tumble 
  or 
  Concentration). 
  Note that any favors that the PCs may have from previous 
  ARs should be considered supernatural or spell-like, and 
  are therefore unusable in an antimagic field, unless they 
  are specifically listed as extraordinary abilities.   
  Before getting to the fight, however, there are two 
  further effects that may impact the players. 
  The Good News: Secrets. Once the PCs have de-
  powered their PCs for being in the antimagic field, share 
  with them the good news: Vecna thrives on secrets, and 
  secrets exposed are Halmadar’s weakness. Determine the 
  number of Secrets that a PC has received in a Year 8 
  Verbobonc regional adventure (there are a maximum of 
  five Secrets available in VER8-01 to VER8-05). For each 
  Secret that a PC possesses, that PC may select one magic 
  item, prepared spell (in the case of wizards, clerics, 
  druids, and so on), spell known (in the case of bards, 
  sorcerers, favored souls, and so on), currently ongoing 
  spell effect (such as heroes’ feast), favor, or spell-like 
  ability. This selected item works normally despite being 
  in an antimagic field. Note that in the case of a prepared 
  spell, the spell may only be used once; however, a spell 
  known may be used multiple times. 
  Note that Vecna allows Halmadar two “exceptions” to the 
  antimagic field as well. First, Halmadar is immune to all 
  mind-affecting effects. Second, Halmadar is under a 
  freedom of movement effect that cannot be suppressed or 
  dispelled. 
  The Bad News: Estival’s Favors Are Due. You should 
  have the PCs show you their ARs for VER6-01 
  Discontent of Our Winter and VER7-01 Cleanse Thy 
  House. These PCs may have earned Estival’s Favor and 
  may have checked one or more boxes in order to gain 
  extra gold from Lord Estival. PCs may have up to 10 
  boxes checked. Determine the number of checked boxes 
  for each PC. This number is a penalty for that PC. 
  Halmadar instinctively and automatically knows this 
  number with respect to each PC. The penalty applies in 
  both of the following cases in this encounter: 
  • 
  This number is a bonus to all attack and damage 
  rolls that Halmadar makes against that PC. 
  • 
  This number is a penalty to that PC’s Fortitude 
  saves against Halmadar’s Anvil of Thunder feat. 
   
  Also, note whether any PCs possess the Ring of Estival 
  from VER6-03 Castle Estival (regardless of whether later 
  upgrades have been made). Any owner of the Ring of 
  Estival, whether or not it is worn, is subject to Halmadar’s 
  attacks. Such PCs automatically fail any Fortitude save 
  against Halmadar’s Anvil of Thunder feat. Halmadar 
  instinctively and automatically knows who these PCs are. 
  At this point, you should roll initiative for Halmadar and 
  the PCs and proceed with the final combat of the 
  Verbobonc regional campaign. 
  APL 6 (EL 10) 
   
  Halmadar the Cruel: male human Fighter 10; hp 94; 
  Appendix 1.  
   
  APL 8 (EL 12) 
   
  Halmadar the Cruel: male human Fighter 12; hp 94; 
  Appendix 1.  
   
  APL 10 (EL 14) 
   
  Halmadar the Cruel: male human Fighter 14; hp 94; 
  Appendix 1.  
  APL 12 (EL 16) 
   
  Halmadar the Cruel: male human Fighter 16; hp 94; 
  Appendix 1.  
   
  APL 14 (EL 18) 
   
  Halmadar the Cruel: male human Fighter 18; hp 94; 
  Appendix 1.  
   
  APL 16 (EL 20) 
   
  Halmadar the Cruel: male human Fighter 20; hp 94; 
  Appendix 1.  
  Tactics: Halmadar is an efficient and intelligent fighter. 
  His preferred mode of attack is to throw as many pairs of 
  axes and hammers as possible, in order to make use of his 
  VER8-06 Noble Ambitions 
   
  Page 13 
  
  Anvil of Thunder feat against as many foes as possible 
  each round (particularly foes that seem to be doing him 
  the most damage). You should roll his attacks one at a 
  time, in order to follow up hammer attacks against foes 
  that have been hit by an axe attack in the same round. 
  Remember that Halmadar’s first axe attack each round 
  benefits from a triple weapon capsule, and is therefore 
  more damaging. 
  If one opponent seems to have a particularly effective 
  weapon, Halmadar is likely to Quick Draw his 
  adamantine greatsword and attempt to sunder it. 
  Halmadar fights until destroyed. If Halmadar reaches 0 
  hit points or is rendered unconscious, Vecna claims his 
  soul and Halmadar dies. In no event will Vecna allow 
  Halmadar to be captured.  
  Treasure: Loot Halmadar. 
   
  APL 6 and 8: Loot 2211 gp. 
   
  APL 10 and 12: Loot 2487 gp. 
   
  APL 14: Loot 2949 gp. 
   
  APL 16: Loot 3410 gp. 
  When Halmadar falls, the PCs may eventually get Lady 
  Elise Brandenburg free.  Go to the Conclusion. 
  Development: Freeing Elise. Lady Elise Brandenburg is 
  currently lashed to a tall spire, bathing in the Oerthblood 
  in preparation before Halmadar murders her (as a 
  descendant of Kas, Vecna’s greatest enemy, this act serves 
  to raise Halmadar in Vecna’s favor). Elise is currently 
  unconscious. 
  Getting to Elise is no easy matter, however.  She is 30 feet 
  up a metal spire slick with Oerthblood (Climb DC 35) 
  and locked to the spire with two sets of adamantine 
  manacles (Open Locks DC 35 each, or burst with 
  Strength DC 28 each). 
  If freed, Halmadar is dramatically weakened: he takes a 
  cumulative –2 on all attack rolls and saving throws each 
  round Elise is free. However, he immediately turns his 
  attacks on a freed Elise, if possible: in her current state, 
  Elise has an AC of 10, 30 hit points, and a Fortitude save 
  bonus of +2. Halmadar would rather kill Elise 
  prematurely than see her get away. 
   
  CONCLUSION 
  You descend from the top of blood-slicked Castle 
  Greyfist, Lady Elise Brandenberg [add, if appropriate, 
  and Lord Ludovic Langmuir] safely in your care. 
  The valiant men and women spread before you is a 
  true testament to the heroism of Verbobonc. A host of 
  soldiers and citizens, all battered by this days events, 
  are led by Bishop Haufren, Lord and Lady Milinous, 
  and Langard. All are alive, thanks to your quick action 
  and bravery. Someone raises a cheer as you approach, 
  and the host erupts in applause. 
  You are guests of honor at the ceremony to re-invest 
  Viscount Langard as the true Viscount of Verbobonc. 
  All of the notables of Verbobonc are in attendance: 
  from Thuldon Rockspitter of Clan Rockhall, to the 
  gnome brewer Hermann M; from the gloomy dust 
  mephit Threnodee to Canoness Y’dey. 
  [Add, if Langmuir survived: Lord Ludovic Langmuir, 
  healed in body, but not in spirit, attends. Throughout 
  dinner he and Lady Elise exchange wary glances, 
  perhaps not sure if the feelings they still feel are just 
  the remnants of Halmadar’s manipulations, or if they 
  had some real grounding in truth.]  
  The trials through which Viscount Langard, Lord and 
  Lady Milinous, and all the common people have 
  passed has forged in the inhabitants of Verbobonc the 
  same strength that a blacksmith's forge imbues into 
  iron, transforming it into shining steel. The future of 
  Verbobonc may be uncertain, but her trials, and the 
  trials of her people, have given her the strength, 
  ability, and skill to flourish in the future. 
  Earth and Stone, Man and Gnome! 
   
  The End 
  VER8-06 Noble Ambitions 
   
  Page 14 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each PC. 
   
  ENCOUNTER THREE: FIRST FLOOR, THE 
  GRAND HALL 
  Defeat Fillister and the hired muscle 
   
  APL 6 
   270 XP 
   
  APL 8 
   270 XP   
   
  APL 10 
   390 XP  
   
  APL 12 
   450 XP 
   
  APL 14 
   510 XP 
   
  APL 16 
   570 XP 
   
  ENCOUNTER FIVE: THIRD FLOOR, 
  ESTIVAL’S QUARTERS 
  Disable or survive either trap on the stairs upward 
   
  APL 6 
   150 XP 
   
  APL 8 
   270 XP   
   
  APL 10 
   270 XP  
   
  APL 12 
   330 XP 
   
  APL 14 
   390 XP 
   
  APL 16 
   450 XP 
   
  ENCOUNTER SIX: HALMADAR 
  Stop Halmadar 
   
  APL 6 
   300 XP 
   
  APL 8 
   360 XP   
   
  APL 10 
   420 XP  
   
  APL 12 
   480 XP 
   
  APL 14 
   540 XP 
   
  APL 16 
   600 XP 
   
  STORY AWARDS 
  If Lord Ludovic Langmuir survives.  
   
  APL 6 
     60 XP 
   
  APL 8 
     75 XP   
   
  APL 10 
     90 XP  
   
  APL 12 
   105 XP 
   
  APL 14 
   120 XP 
   
  APL 16 
   135 XP 
   
  Good roleplaying and problem solving 
   
  APL 6 
   120 XP 
   
  APL 8 
   150 XP   
   
  APL 10 
   180 XP  
   
  APL 12 
   210 XP 
   
  APL 14 
   240 XP 
   
  APL 16 
   270 XP 
   
  TOTAL POSSIBLE EXPERIENCE  
   
  APL 6 
  900 XP 
   
  APL 8 
  1,125 XP 
   
  APL 10 
  1,350 XP 
   
  APL 12 
  1,575 XP 
   
  APL 14 
  1,800 XP 
   
  APL 16 
  2,025 XP 
   
  TREASURE SUMMARY 
  During an adventure, PCs encounter treasure, usually 
  finding it in the possession of their foes. Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s 
  treasure. 
   
  The loot total is the number of gold pieces each PC 
  gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the PCs cannot take the time 
  to loot the bodies, they do not gain this gold. If you feel it 
  is reasonable that PCs can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, 
  and so on), PCs may return to retrieve loot. If the PCs do 
  not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each PC 
  gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because PCs may want to use them during the adventure. 
  Many times PCs must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it. Other times they may attempt to use the item 
  blindly. If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of 
  the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a PCs total and coin value increase 
  at the end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
  VER8-06 Noble Ambitions 
   
  Page 15 
  
  Encounter Three: First Floor, the Grand Hall 
  Defeat and loot the villains. 
   
  APL 6 and 8: Loot 94 gp; Magic 2818 gp; bracers of 
  arcane freedom (192 gp), cloak of charisma +4 (1333 gp), 
  vest of resistance +2 (333 gp), cloak of predatory vigor (2) 
  (116 gp each), devastation gauntlets (2) (166 gp each), +1 
  falchion (2) (198 gp each); Total 2912 gp. 
   
  APL 10 and 12: Loot 3 gp; Magic 6327 gp; bracers of 
  arcane freedom (192 gp), cloak of charisma +6 (3000 gp), 
  vest of resistance +4 (1333 gp), +3 mithral buckler (842 
  gp), cloak of predatory vigor (2) (116 gp each), 
  devastation gauntlets (2) (166 gp each), +1 bastard sword 
  (2) (198 gp each); Total 6330 gp. 
   
  APL 14: Loot 3 gp; Magic 8493 gp; bracers of arcane 
  freedom (192 gp), cloak of charisma +6 (3000 gp), vest of 
  resistance +4 (1333 gp), +3 mithral buckler (842 gp), veil 
  of allure (1166 gp), belt of battle (1000 gp), cloak of 
  predatory vigor (2) (116 gp each), devastation gauntlets 
  (2) (166 gp each), +1 bastard sword (2) (198 gp each); Total 
  8496 gp. 
   
  APL 16: Loot 3 gp; Magic 10,493 gp; bracers of 
  arcane freedom (192 gp), cloak of charisma +6 (3000 gp), 
  vest of resistance +4 (1333 gp), +3 mithral buckler (842 
  gp), veil of allure (1166 gp), belt of battle (3) (1000 gp 
  each), cloak of predatory vigor (2) (116 gp each), 
  devastation gauntlets (2) (166 gp each), +1 bastard sword 
  (2) (198 gp each); Total 10,496 gp. 
   
  Encounter Six: Halmadar 
  Loot Halmadar. 
   
  APL 6 and 8: Loot 2211 gp. 
   
  APL 10 and 12: Loot 2487 gp. 
   
  APL 14: Loot 2949 gp. 
   
  APL 16: Loot 3410 gp. 
  TREASURE CAP 
   
  APL 6: 
  900 gp 
   
  APL 8: 
  1,300 gp 
   
  APL 10: 
  2,300 gp 
   
  APL 12: 
  3,300 gp 
   
  APL 14: 
  6,600 gp 
   
  APL 16: 
  9,900 gp 
   
   
  TOTAL POSSIBLE TREASURE 
   
  APL 6: 
  5,123 gp 
   
  APL 8: 
  5,123 gp 
   
  APL 10: 
  8,817 gp 
   
  APL 12: 
  8,817 gp 
   
  APL 14: 
  11,445 gp 
   
  APL 16: 
  13,906 gp 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Bested Halmadar the Cruel. You have defeated the 
  warlord Halmadar the Cruel in his efforts to destabilize 
  the Viscounty of Verbobonc and become a proxy of 
  Vecna. You have gained some measure of power over 
  secret things. You cannot be surprised in combat and 
  always act in surprise round. 
  Castle Greyfist is Liberated. Langard is restored to his 
  rightful place as Viscount of Verbobonc and rewards you 
  with a patent of nobility and several hundred acres of 
  land in one of (circle one): the Iron Wood, the 
  Heartlands of Verbobonc, the Kron Hills, the Gnarley 
  Forest, or the Lortmil Mountains. 
  Sold on the Open Market. You have been captured by 
  extraplanar slavers and sold on the open market in the 
  outer planes. Your PC is eventually able to return home, 
  but by that time your lust for adventure is over. This PC is 
  permanently retired from play. 
  Gratitude of the Verbobonc Triad. We are grateful for 
  the opportunity to share years of stories for you and with 
  you.  
  ITEM ACCESS 
  APL 6  
  Bracers of arcane freedom (Freq: Adv, MIC, 2,300 gp) 
  Cloak of predatory vigor (Freq: Adv, MIC, 1,400 gp) 
  Devastation gauntlets (Freq: Adv, MIC, 2,000 gp) 
  Mithral buckler (Freq: Adv, DMG) 
  APL 10 (as APL 6 plus the following) 
  +3 mithral buckler (Freq: Adv, DMG) 
  APL 14 (as APL 6-10 plus the following) 
  Belt of battle (Freq: Adv, MIC, 12,000 gp) 
  Veil of allure (Freq: Adv, MIC, 14,000 gp) 
  VER8-06 Noble Ambitions 
   
  Page 16 
  
  VER8-06 Noble Ambitions 
   
  Page 17 
  APPENDIX 1: 
  APL 6 
  ENCOUNTER THREE: THE GRAND 
  HALL 
  F I L L I S T E R 
   
   
   
  CR 8 
  Male Varoot Bard 8 
  NE Medium outsider (extraplanar) 
  Init +6; Senses Darkvision 60’, Listen +7, Spot +2 
  Languages Common, Abyssal, Drow, Giant, Gnome, 
  Flan,   
  AC 25, touch 15, flat-footed 20 
   (+6 greater mage armor, +5 dex, +3 natural, +1 
  mithral buckler) 
  hp 74 (8 HD) 
  Resist Cold 5, Electricity 5, Fire 5 
  Fort +9, Ref +13, Will +10  
  Speed 30 ft. (6 squares) 
  Melee dagger +8 (1d4+3/19-20) 
  Ranged dagger +8 (1d4+3/19-20) 
  Base Atk +6; Grp +6 
  Combat Gear rapier, feathers, small tarts, bracers of 
  arcane freedom* 
  Bard Spells Known (CL 8th; +6 melee touch, +11 
  ranged touch): 
   
  3rd 
  (3/day) 
  — 
  glibness 
  (DC 
  19), 
  haste, 
  puppeteer* (DC 23) 
   
  2nd (5/day) — glitterdust (DC 20), invisibility, 
  suggestion (DC 22), wave of grief* (DC 22)  
   
  1st (5/day)—charm person, insidious rhythm* (DC 
  21), inspirational boost*, Tasha’s hideous laughter 
  (DC 21) 
   
  0 (3/day)—daze (DC 18), detect magic, know 
  direction, mage hand, message, prestidigitation 
  Pre-cast Spells: glibness (CL 8, factored into these 
  stats), bear’s endurance (CL3, factored into these 
  stats), cat’s grace (CL3, factored into these stats), 
  greater mage armor* (CL 5, factored into these 
  stats) inspirational boost* and inspire courage 
  (factored into these stats), invisibility purge (from 
  scroll - CL 9 – 45 feet) stalwart pact* (CL 16, 
  activates at 29 hp)  
  Abilities Str 11, Dex 20, Con 20, Int 14, Wis 14, Cha 
  26  
  SQ Immunity to Gaze attacks, vulnerability to sonic, 
  reflective spell resistance 20 (any spell targeted on 
  you reflects back to the caster affecting the caster)  
  Feats Spell Focus (Enchantment), Greater Spell 
  Focus 
  (Enchantment), 
  Captivating 
  Melody*, 
  Melodic Casting* 
  Skills Bluff +19 (currently +49), Diplomacy +10, 
  Disguise +29, Gather Information +19, Intimidate 
  +10, Listen +7, Perform (Stringed Instruments) 
  +19, Spellcraft +8, Tumble +14, Use Magic Device 
  +19 
  Possessions: cloak of charisma +4, vest of 
  resistance +2, mithral buckler 
  * see Appendix 2: New Rules Items 
   
  T H E  H I RE D M U S C L E 
   
   
   
  CR  5 
  Male Khaasta Barbarian 2 
  CE Medium Monstrous Humanoid  
  Init +2; Senses Listen +6, Spot +6 
  Languages Common, Draconic 
  AC 24, touch 8, flat-footed 24 
   (+2 Dex, +2 Deflection, +8 Natural Armor, +6 
  greater mage armor*, -4 Reckless Rage) 
  hp 77(5 HD) 
  Fort +13, Ref +5, Will +5  
  Speed 30 ft. (6 squares) 
  Melee +1 falchion +17 (2d4+22/18-20)* or +1 falchion 
  +17 (2d4+22/18-20) and bite +9 (1d6+15)* 
  * includes -4 for striking for non-lethal damage. 
  Ranged javelin (1d6+15) 
  Base Atk +5; Grp +17 
  Atk Options Power attack, Reckless Rage 
  Combat Gear, cloak of predatory vigor*, devastation 
  gauntlets*, potion of bear’s endurance, potion of 
  barkskin +2, potion of bull’s strength, potion of 
  haste. 
  Pre-cast Spells: barkskin (CL3, factored into these 
  stats), bull’s strength (CL3, factored into these 
  stats) bear’s endurance (CL3, factored into these 
  stats), greater mage armor* (CL 5, factored into 
  these stats), inspirational boost* and inspire 
  courage (factored into these stats), protection from 
  evil (CL3, factored into these stats) 
  Abilities Str 34, Dex 15, Con 28, Int 14, Wis 10, Cha 
  11 
  SQ Uncanny Dodge, Fast Movement 
  Feats Power Attack, Reckless Rage* 
  Skills Climb+18, Jump +22, Knowledge (the planes) 
  +6, Listen +6, Spot +6 
  Possessions: combat gear plus +1 falchion, javelins  
  Reckless Rage (Ex) When not raging, the hired 
  muscle statistics change as follows: 
   
  AC 28, touch 12, flat-footed 26 
    
  (+2 Dex, +2 deflection, +6 greater mage 
  armor, +8 natural armor); uncanny dodge 
   
  hp 62  
   
  Fort +10, Will +3 
   
  Melee +1 falchion +18 (2d4+17/18-20) or +1 
  falchion +18 (2d4+17/18-20) and bite +12 (1d6+16) 
   
  Grp +14 
   
  Abilities Str 28, Con 22 
   
  Skills Jump +19 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER SIX: HALMADAR 
  H ALM AD AR  T H E  C R U E L 
  CR  10 
  Male human Fighter 10 
  NE Medium humanoid (human)  
  Init +3; Senses Listen +0, Spot +0 
  Languages Common, Elven, Gnome, Oeridian 
  
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 armor) 
  hp 104 (10 HD) DR 2/- 
  Immune mind-affecting effects  
  Fort +11, Ref +6, Will +3 
  Speed 20 ft. (4 squares) in breastplate 
  Melee adamantine greatsword +15/+10 (2d6+6/19-20)  
  Ranged handaxe +16 (1d6+5/x3) 
  Ranged handaxe +12/+7 (1d6+5/x3) and light 
  hammer +12 (1d4+3) plus a Rapid Shot attack at 
  +14 to hit [either a handaxe (1d6+5/x3) or a light 
  hammer (1d4+5)]. These numbers assume that 
  Point Blank Shot is in effect, and does not 
  incorporate 
  range 
  increments 
  (10 
  feet 
  for 
  handaxes, 20 feet for light hammers) 
  Base Atk +10; Grp +14 (plus freedom of movement) 
  Atk Options Anvil of Thunder (Fort DC 19), triple 
  weapon capsules* 
  Abilities Str 18, Dex 16, Con 18, Int 16, Wis 10, Cha 
  14  
  Feats 
  Anvil 
  of 
  Thunder*, 
  Improved 
  Sunder, 
  Leadership, Point Blank Shot, Power Attack, Quick 
  Draw, Rapid Shot, Throw Anything*, Two-Weapon 
  Fighting, Weapon Focus (handaxe), Weapon 
  Focus (light hammer)  
  Skills Bluff +7, Diplomacy +13, Disguise +7 (+9 to act 
  in PC), Gather Information +4, Knowledge (local: 
  VTF) +8, Knowledge (nobility and royalty) +8, 
  Sense Motive +5 
  Possessions 
  masterwork 
  handaxes 
  with 
  triple 
  weapon capsules* (12); masterwork light hammers 
  (12), 
  adamantine 
  greatsword, 
  adamantine 
  breastplate, holy symbol of Vecna   
  Triple Weapon Capsules Each of Halmadar’s 
  handaxes have a triple weapon capsule containing 
  quickflame (an extra 1d6 fire damage), quickfrost 
  (an extra 1d6 cold damage) and wyvern poison 
  (Fort DC 17, damage 2d6 Con/2d6 Con). Halmadar 
  can activate a triple weapon capsule with a single 
  swift action, but can only do this with one handaxe 
  attack each round. Halmadar is not at risk of 
  poisoning himself with these attacks. 
  Description Halmadar looks as though he was a 
  once-powerful man, but his muscles have withered 
  away, his hair has fallen out, and his skin is 
  stretched tight over his bones. Despite his 
  appearance, he possesses prodigious strength and 
  is festooned with weaponry. 
  * see Appendix 2: New Rules Items 
   
   
   
  VER8-06 Noble Ambitions 
   
  Page 18 
  
  APL 8 
  ENCOUNTER THREE: THE GRAND 
  HALL 
  F I L L I S T E R 
   
   
   
  CR 8 
  Male Varoot Bard 8 
  NE Medium outsider (extraplanar) 
  Init +6; Senses Darkvision 60’, Listen +7, Spot +2 
  Languages Common, Abyssal, Drow, Giant, Gnome, 
  Flan,   
  AC 25, touch 15, flat-footed 20 
   (+6 greater mage armor, +5 dex, +3 natural, +1 
  mithral buckler) 
  hp 74 (8 HD) 
  Resist Cold 5, Electricity 5, Fire 5 
  Fort +9, Ref +13, Will +10  
  Speed 30 ft. (6 squares) 
  Melee dagger +8 (1d4+3/19-20) 
  Ranged dagger +8 (1d4+3/19-20) 
  Base Atk +6; Grp +6 
  Combat Gear rapier, feathers, small tarts, bracers of 
  arcane freedom* 
  Bard Spells Known (CL 8th; +6 melee touch, +11 
  ranged touch): 
   
  3rd 
  (3/day) 
  — 
  glibness 
  (DC 
  19), 
  haste, 
  puppeteer* (DC 23) 
   
  2nd (5/day) — glitterdust (DC 20), invisibility, 
  suggestion (DC 22), wave of grief* (DC 22)  
   
  1st (5/day)—charm person, insidious rhythm* (DC 
  21), inspirational boost*, Tasha’s hideous laughter 
  (DC 21) 
   
  0 (3/day)—daze (DC 18), detect magic, know 
  direction, mage hand, message, prestidigitation 
  Pre-cast Spells: glibness (CL 8, factored into these 
  stats), bear’s endurance (CL3, factored into these 
  stats), cat’s grace (CL3, factored into these stats), 
  greater mage armor* (CL 5, factored into these 
  stats) inspirational boost* and inspire courage 
  (factored into these stats), invisibility purge (from 
  scroll - CL 9 – 45 feet) stalwart pact* (CL 16, 
  activates at 29 hp)  
  Abilities Str 11, Dex 20, Con 20, Int 14, Wis 14, Cha 
  26  
  SQ Immunity to Gaze attacks, vulnerability to sonic, 
  reflective spell resistance 20 (any spell targeted on 
  you reflects back to the caster affecting the caster)  
  Feats Spell Focus (Enchantment), Greater Spell 
  Focus 
  (Enchantment), 
  Captivating 
  Melody*, 
  Melodic Casting* 
  Skills Bluff +19 (currently +49), Diplomacy +10, 
  Disguise +29, Gather Information +19, Intimidate 
  +10, Listen +7, Perform (Stringed Instruments) 
  +19, Spellcraft +8, Tumble +14, Use Magic Device 
  +19 
  Possessions: cloak of charisma +4, vest of 
  resistance +2, mithral buckler 
  * see Appendix 2: New Rules Items 
   
  T H E  H I RE D M U S C L E 
   
   
   
  CR  5 
  Male Khaasta Barbarian 2 
  CE Medium Monstrous Humanoid  
  Init +2; Senses Listen +6, Spot +6 
  Languages Common, Draconic 
  AC 24, touch 8, flat-footed 24 
   (+2 Dex, +2 Deflection, +8 Natural Armor, +6 
  greater mage armor*, -4 Reckless Rage) 
  hp 77(5 HD) 
  Fort +13, Ref +5, Will +5  
  Speed 30 ft. (6 squares) 
  Melee +1 falchion +17 (2d4+22/18-20)* or +1 falchion 
  +17 (2d4+22/18-20) and bite +9 (1d6+15)* 
  * includes -4 for striking for non-lethal damage. 
  Ranged javelin (1d6+15) 
  Base Atk +5; Grp +17 
  Atk Options Power attack, Reckless Rage 
  Combat Gear, cloak of predatory vigor*, devastation 
  gauntlets*, potion of bear’s endurance, potion of 
  barkskin +2, potion of bull’s strength, potion of 
  haste. 
  Pre-cast Spells: barkskin (CL3, factored into these 
  stats), bull’s strength (CL3, factored into these 
  stats) bear’s endurance (CL3, factored into these 
  stats), greater mage armor* (CL 5, factored into 
  these stats), inspirational boost* and inspire 
  courage (factored into these stats), protection from 
  evil (CL3, factored into these stats) 
  Abilities Str 34, Dex 15, Con 28, Int 14, Wis 10, Cha 
  11 
  SQ Uncanny Dodge, Fast Movement 
  Feats Power Attack, Reckless Rage* 
  Skills Climb+18, Jump +22, Knowledge (the planes) 
  +6, Listen +6, Spot +6 
  Possessions: combat gear plus +1 falchion, javelins  
  Reckless Rage (Ex) When not raging, the hired 
  muscle statistics change as follows: 
   
  AC 28, touch 12, flat-footed 26 
    
  (+2 Dex, +2 deflection, +6 greater mage 
  armor, +8 natural armor); uncanny dodge 
   
  hp 62  
   
  Fort +10, Will +3 
   
  Melee +1 falchion +18 (2d4+17/18-20) or +1 
  falchion +18 (2d4+17/18-20) and bite +12 (1d6+16) 
   
  Grp +14 
   
  Abilities Str 28, Con 22 
   
  Skills Jump +19 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER SIX: HALMADAR 
  H ALM AD AR  T H E  C R U E L 
  CR  12 
  Male human Fighter 12 
  NE Medium humanoid (human)  
  Init +3; Senses Listen +0, Spot +0 
  Languages Common, Elven, Gnome, Oeridian 
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 armor) 
  hp 136 (12 HD) DR 2/- 
  VER8-06 Noble Ambitions 
   
  Page 19 
  
  Immune mind-affecting effects  
  Fort +13, Ref +7, Will +4 
  Speed 20 ft. (4 squares) in breastplate 
  Melee adamantine greatsword +18/+13/+8 (2d6+7/19-
  20)  
  Ranged handaxe +20 (1d6+6/x3) 
  Ranged handaxe +16/+11/+6 (1d6+6/x3) and light 
  hammer +16/+11 (1d4+3) plus a Rapid Shot attack 
  at +18 to hit [either a handaxe (1d6+6/x3) or a light 
  hammer (1d4+6)]. These numbers assume that 
  Point Blank Shot is in effect, and does not 
  incorporate 
  range 
  increments 
  (10 
  feet 
  for 
  handaxes, 20 feet for light hammers) 
  Base Atk +12; Grp +17 (plus freedom of movement) 
  Atk Options Anvil of Thunder (Fort DC 21), triple 
  weapon capsules* 
  Abilities Str 20, Dex 17, Con 20, Int 16, Wis 10, Cha 
  14  
  Feats Anvil of Thunder*, Brutal Throw*, Improved 
  Sunder, 
  Improved 
  Two-Weapon 
  Fighting, 
  Leadership, Point Blank Shot, Power Attack, Quick 
  Draw, Rapid Shot, Throw Anything*, Two-Weapon 
  Fighting, Weapon Focus (handaxe), Weapon 
  Focus (light hammer)  
  Skills Bluff +8, Diplomacy +14, Disguise +8 (+10 to 
  act in PC), Gather Information +4, Knowledge 
  (local: VTF) +9, Knowledge (nobility and royalty) 
  +9, Sense Motive +7  
  Possessions 
  masterwork 
  handaxes 
  with 
  triple 
  weapon capsules* (12); masterwork light hammers 
  (12), 
  adamantine 
  greatsword, 
  adamantine 
  breastplate, holy symbol of Vecna   
  Triple Weapon Capsules Each of Halmadar’s 
  handaxes have a triple weapon capsule containing 
  quickflame (an extra 1d6 fire damage), quickfrost 
  (an extra 1d6 cold damage) and wyvern poison 
  (Fort DC 17, damage 2d6 Con/2d6 Con). Halmadar 
  can activate a triple weapon capsule with a single 
  swift action, but can only do this with one handaxe 
  attack each round. Halmadar is not at risk of 
  poisoning himself with these attacks. 
  Description Halmadar looks as though he was a 
  once-powerful man, but his muscles have withered 
  away, his hair has fallen out, and his skin is 
  stretched tight over his bones. Despite his 
  appearance, he possesses prodigious strength and 
  is festooned with weaponry. 
  * see Appendix 2: New Rules Items 
   
   
   
  VER8-06 Noble Ambitions 
   
  Page 20 
  
  APL 10 
  ENCOUNTER THREE: THE GRAND 
  HALL 
  F I L L I S T E R 
   
   
   
  CR 12 
  Male Varoot Bard 10/Sublime Chord 2 
  NE Medium outsider (extraplanar) 
  Init +6; Senses Darkvision 60’, Listen +15, Spot +2 
  Languages Common, Abyssal, Drow, Giant, Gnome, 
  Flan   
  AC 38, touch 25, flat-footed 33 
   (+6 greater mage armor, +5 dex, +3 natural, +10 
  deflection, +4 Mithril Buckler) 
  hp 110 (12 HD) 
  Resist Cold 5, Electricity 5, Fire 5 
  Fort +12, Ref +16, Will +16  
  Speed 30 ft. (6 squares) 
  Melee dagger +11 (1d4+3/19-20) 
  Ranged dagger +16 (1d4+3/19-20) 
  Base Atk +8; Grp +8 
  Combat Gear rapier, feathers, small tarts, bracers of 
  arcane freedom* 
  Sublime Chord Spells Known (CL 12th; +6 melee 
  touch, +11 ranged touch): 
   
  5th (4/day) — feeble mind (DC 27), song of 
  discord (DC 27) 
   
  4th (4/day) — dominate person (DC 26) freedom 
  of movement, greater harmonize*, modify memory* 
  Bard Spells Known (CL 10th; +6 melee touch, +11 
  ranged touch): 
   
  4th (2/day) — modify memory*, sirine’s grace*  
   
  3rd (4/day) — glibness, haste, puppeteer* (DC 
  25) 
   
  2nd (6/day) — glitterdust (DC 22), invisibility, 
  suggestion (DC 24), wave of grief* (DC 24)  
   
  1st (6/day)—improvisation*, insidious rhythm* 
  (DC 21), inspirational boost*, Tasha’s hideous 
  laughter (DC 23) 
   
  0 (3/day)—daze (DC 20), detect magic, know 
  direction, mage hand, message, prestidigitation 
  Pre-cast Spells: glibness (CL 10, factored into these 
  stats), bear’s endurance (CL3, factored into these 
  stats), cat’s grace (CL3, factored into these stats), 
  freedom of movement (CL 12), greater harmonize* 
  (CL 12) , greater mage armor* (CL 5, factored into 
  these stats) improvisation* (CL10) (inspirational 
  boost* and inspire courage (factored into these 
  stats), invisibility purge (from scroll - CL 9 – 45 
  feet) sirine’s grace* (CL 10, factored into these 
  stats) stalwart pact* (CL 16, activates at 43 hp)  
  Abilities Str 11, Dex 20, Con 20, Int 14, Wis 14, Cha 
  30  
  SQ Immunity to Gaze attacks, vulnerability to sonic, 
  reflective spell resistance 23 (any spell targeted on 
  you reflects back to the caster affecting the caster)  
  Feats Spell Focus (Enchantment), Greater Spell 
  Focus 
  (Enchantment), 
  Captivating 
  Melody*, 
  Melodic Casting*, Spell Penetration 
  Skills Bluff +14 (currently +44), Diplomacy +10, 
  Disguise +26, Gather Information +18, Intimidate 
  +10, Listen +15, Knowledge (Arcana) +14, Perform 
  (Stringed Instruments) +25, Spellcraft +16, Tumble 
  +6, Use Magic Device +19 
  Possessions: cloak of charisma +6, vest of 
  resistance +4, +3 mithral buckler 
  Song of Arcane Power (Su): A sublime chord of 2nd 
  level or higher with 12 or more ranks in a Perform 
  skill learns how to use her bardic music to assist 
  her spellcasting. As a move action, she can 
  prepare to cast a spell by giving voice to the song 
  of power. The next spell she casts gains a bonus to 
  its caster level based on the result of the sublime 
  chord’s Perform check: 
  Perform Check Result  
  Caster Level Increase 
   
  9 or lower  
   
   
  +0 
   
  10 to 19  
   
   
  +1 
   
  20 to 29  
   
   
  +2 
   
  30 or higher   
   
  +4 
  The spell to be enhanced by the song of arcane 
  power must be cast by the end of the sublime 
  chord’s next turn, or else the song fades with no 
  effect (other than consuming a bardic music use). 
  * see Appendix 2: New Rules Items 
   
  T H E  H I RE D M U S C L E 
   
   
  CR  8 
  Male Khaasta Barbarian 2 Fighter 2 Exotic Weapon 
  Master 1 
  CE Medium Monstrous Humanoid  
  Init +3; Senses Listen +6, Spot +6 
  Languages Common, Draconic 
  AC 23, touch 8, flat-footed 23 
   (+2 Dex, +8 Natural Armor, +6 greater mage armor, 
  -4 Reckless Rage) 
  hp 122(8 HD) 
  Fort +18, Ref +6, Will +5  
  Speed 30 ft. (6 squares) 
  Melee +1 bastard sword +20/+15 (1d10+30/19-20)* or 
  +1 bastard sword +20/+15 (1d10+30/19-20)* and 
  bite +9 (1d6+15)* 
  * Includes 3 point power attack and -4 for striking for 
  non-lethal damage 
  Ranged javelin (1d6+15) 
  Base Atk +10; Grp +22 
  Atk Options Power attack, Reckless Rage, Combat 
  Expertise 
  Combat Gear potion of bear’s endurance, potion of 
  barkskin +2, potion of bull’s strength, potion of 
  haste, cloak of predatory vigor*, devastation 
  gauntlets* 
  Pre-cast Spells: barkskin (CL3, factored into these 
  stats), bull’s strength (CL3, factored into these 
  stats) bear’s endurance (CL3, factored into these 
  stats), greater mage armor* (CL 5, factored into 
  these stats) inspirational boost* and inspire 
  courage (factored into these stats), protection from 
  evil (CL 3, factored into these stats) 
  Abilities Str 34, Dex 16, Con 28, Int 14, Wis 10, Cha 
  11 
  VER8-06 Noble Ambitions 
   
  Page 21 
  
  SQ Uncanny Dodge, Fast Movement, Uncanny Blow 
  Feats Power Attack, Reckless Rage*, Exotic weapon 
  proficiency 
  (bastard 
  sword), 
  Weapon 
  Focus 
  (bastard sword), Combat Expertise  
  Skills Climb+18, Craft (weaponsmithing) +6,  Jump 
  +26, Knowledge (the planes) +8, Listen +6, Spot 
  +6 
  Possessions: combat gear plus +1 bastard sword, 
  javelins 
  Reckless Rage (Ex) When not raging, the hired 
  muscle statistics change as follows: 
   
  AC 27, touch 15, flat-footed 27 
    
  (+2 Dex, +2 Deflection +6 greater mage 
  armor, +8 natural armor); uncanny dodge 
   
  hp 98  
   
  Fort +15, Will +3 
   
  Melee +1 bastard sword +17/+12 (1d10+32/19-
  20)* or +1 bastard sword +17/+12 (1d10+32/19-
  20)* and bite +9 (1d6+15)* 
  * Includes 5 point power attack 
   
  Grp +17 
   
  Abilities Str 28, Con 22 
   
  Skills Jump +23 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER SIX: HALMADAR 
  H ALM AD AR  T H E  C R U E L 
  CR  14 
  Male human Fighter 14 
  NE Medium humanoid (human)  
  Init +3; Senses Listen +0, Spot +0 
  Languages Common, Elven, Gnome, Oeridian 
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 armor) 
  hp 186 (14 HD) DR 2/- 
  Immune mind-affecting effects  
  Fort +16, Ref +7, Will +4 
  Speed 20 ft. (4 squares) in breastplate 
  Melee 
  adamantine 
  greatsword 
  +21/+16/+11 
  (2d6+9/19-20)  
  Ranged mwk handaxe +23 (1d6+7/x3) 
  Ranged mwk handaxe +19/+14/+9 (1d6+7/x3) and 
  light hammer +19/+14 (1d4+4) plus a Rapid Shot 
  attack at +21 to hit [either a handaxe (1d6+7/x3) or 
  a light hammer (1d4+7)]. These numbers assume 
  that Point Blank Shot is in effect, and does not 
  incorporate 
  range 
  increments 
  (20 
  feet 
  for 
  handaxes, 40 feet for light hammers) 
  Base Atk +14; Grp +20 (plus freedom of movement) 
  Atk Options Anvil of Thunder (Fort DC 23), triple 
  weapon capsules* 
  Abilities Str 22, Dex 17, Con 24, Int 16, Wis 10, Cha 
  14  
  Feats Anvil of Thunder*, Brutal Throw*, Far Shot, 
  Improved Sunder, Improved Two-Weapon Fighting, 
  Leadership, Point Blank Shot, Power Attack, Quick 
  Draw, Rapid Shot, Throw Anything*, Two-Weapon 
  Fighting, Weapon Focus (handaxe), Weapon 
  Focus (light hammer)  
  Skills Bluff +9, Diplomacy +15, Disguise +9 (+11 to 
  act in PC), Gather Information +4, Knowledge 
  (local: VTF) +10, Knowledge (nobility and royalty) 
  +10, Sense Motive +8 
  Possessions 
  masterwork 
  handaxes 
  with 
  triple 
  weapon capsules* (15); masterwork light hammers 
  (15), 
  adamantine 
  greatsword, 
  adamantine 
  breastplate, holy symbol of Vecna   
  Triple Weapon Capsules Each of Halmadar’s 
  handaxes have a triple weapon capsule containing 
  quickflame (an extra 1d6 fire damage), quickfrost 
  (an extra 1d6 cold damage) and wyvern poison 
  (Fort DC 17, damage 2d6 Con/2d6 Con). Halmadar 
  can activate a triple weapon capsule with a single 
  swift action, but can only do this with one handaxe 
  attack each round. Halmadar is not at risk of 
  poisoning himself with these attacks. 
  Description Halmadar looks as though he was a 
  once-powerful man, but his muscles have withered 
  away, his hair has fallen out, and his skin is 
  stretched tight over his bones. Despite his 
  appearance, he possesses prodigious strength and 
  is festooned with weaponry. 
  * see Appendix 2: New Rules Items 
  VER8-06 Noble Ambitions 
   
  Page 22 
  
  APL 12
  ENCOUNTER THREE: THE GRAND 
  HALL 
  F I L L I S T E R 
   
   
   
  CR 14 
  Male Varoot Bard 10/Sublime Chord 2/Fatespinner 2 
  NE Medium outsider (extraplanar) 
  Init +6; Senses Darkvision 60’, lowlight vision 60’ 
  Listen +15, Spot +2 
  Languages Common, Abyssal, Drow, Giant, Gnome, 
  Flan   
  AC 46, touch 33, flat-footed 40 
   (+6 greater mage armor, +6 dex, +3 natural, +13 
  deflection, +4 Mithril Buckler, +4 insight bonus) 
  hp 144 (12 HD) 
  Resist Cold 15, Electricity 5, Fire 5 
  DR: 5/cold iron 
  Fort +12, Ref +17, Will +20  
  Speed 30 ft. (6 squares) 
  Melee dagger +12 (1d4+3/19-20) 
  Ranged dagger +17 (1d4+3/19-20) 
  Base Atk +9; Grp +9 
  Combat Gear rapier, feathers, small tarts, bracers of 
  arcane freedom* 
  Sublime Chord Spells Known (CL 14th; +6 melee 
  touch, +11 ranged touch): 
   
  6th (4/day) — nixie’s grace*, snowsong* (DC 29) 
   
  5th (6/day) — cone of cold (DC 26) feeble mind 
  (DC 28), song of discord* (DC 28) 
   
  4th (6/day) — dominate person (DC 27) freedom 
  of movement, greater harmonize*, modify memory* 
  Bard Spells Known (CL 10th; +6 melee touch, +11 
  ranged touch): 
   
  4th (3/day) — modify memory*, sirine’s grace*  
   
  3rd (5/day) — glibness, haste, puppeteer* (DC 
  26) 
   
  2nd (6/day) — glitterdust (DC 23), invisibility, 
  suggestion (DC 25), wave of grief* (DC 25)  
   
  1st (7/day)—improvisation*, insidious rhythm* 
  (DC 24), inspirational boost*, Tasha’s hideous 
  laughter (DC 24) 
   
  0 (3/day)—daze (DC 23), detect magic, know 
  direction, mage hand, message, prestidigitation 
  Pre-cast Spells: glibness (CL 10, factored into these 
  stats), bear’s endurance (CL3, factored into these 
  stats), cat’s grace (CL3, factored into these stats), 
  freedom of movement (CL 12), greater harmonize 
  (CL 12) , greater mage armor* (CL 5, factored into 
  these stats) improvisation* (CL10) (inspirational 
  boost and inspire courage (factored into these 
  stats), invisibility purge (from scroll - CL 9 – 45 
  feet) nixie’s grace* (CL 14, factored into these 
  stats), sirine’s grace* (CL 10, factored into these 
  stats) stalwart pact* (CL 16, activates at 43 hp), 
  snow song*, (CL 14, factored into these stats), 
  Abilities Str 11, Dex 22, Con 20, Int 14, Wis 16, Cha 
  36  
  SQ Immunity to Gaze attacks, vulnerability to sonic, 
  reflective spell resistance 26 (any spell targeted on 
  you reflects back to the caster affecting the caster), 
  fickle finger of fate, spin fate 
  Feats Spell Focus (Enchantment), Greater Spell 
  Focus 
  (Enchantment), 
  Captivating 
  Melody*, 
  Melodic Casting*, Spell Penetration 
  Skills Bluff +17 (currently +47), Diplomacy +13, 
  Disguise +29, Gather Information +21, Intimidate 
  +13, Listen +15, Knowledge (Arcana) +14, Perform 
  (Stringed Instruments) +38, Spellcraft +16, Tumble 
  +6, Use Magic Device +22 
  Possessions: cloak of charisma +6, vest of 
  resistance +4, +3 mithral buckler 
  Song of Arcane Power (Su): A sublime chord of 2nd 
  level or higher with 12 or more ranks in a Perform 
  skill learns how to use her bardic music to assist 
  her spellcasting. As a move action, she can 
  prepare to cast a spell by giving voice to the song 
  of power. The next spell she casts gains a bonus to 
  its caster level based on the result of the sublime 
  chord’s Perform check: 
  Perform Check Result  
  Caster Level Increase 
   
  9 or lower  
   
   
  +0 
   
  10 to 19  
   
   
  +1 
   
  20 to 29  
   
   
  +2 
   
  30 or higher   
   
  +4 
  The spell to be enhanced by the song of arcane 
  power must be cast by the end of the sublime 
  chord’s next turn, or else the song fades with no 
  effect (other than consuming a bardic music use). 
  Spin Fate (Ex): A mage of many fates understands 
  that “chance” is not as random as many believe it 
  to be, and he can adjust the probability of certain 
  events by applying a force that fatespinners refer to 
  as “spin.” Each day, a fatespinner can use a 
  number of points of spin equal to his fatespinner 
  class level. As a free action, a fatespinner can use 
  stored spin to boost the save DC of a spell he 
  casts, adding some or all his spin to the DC, on a 
  point-for-point basis. For instance, a 5th-level 
  wizard/3rd-level fatespinner casting fireball could 
  choose to boost the DC of the spell by 1, 2, or 3 
  points. Once he uses up his spin for the day, his 
  ability to tinker with probability in this fashion is also 
  exhausted for the day. A fatespinner’s spin is 
  replenished whenever the PC successfully regains 
  his spells for the day (whether through rest, 
  preparation, or prayer). 
  Fickle Finger of Fate (Ex): On reaching 2nd level, a 
  fatespinner gains the ability to affect the luck of 
  others. Once per day as an immediate action (see 
  page 86), he can force any other creature—friend 
  or enemy—to reroll a roll that it has just made. A 
  fatespinner must have line of sight to the creature 
  to be affected. That creature must abide by the 
  result of the reroll, whether it’s higher or lower than 
  the original roll. 
  * see Appendix 2: New Rules Items 
   
   
  VER8-06 Noble Ambitions 
   
  Page 23 
  
  T H E  H I RE D M U S C L E 
   
   
  CR  10 
  Male Khaasta Barbarian 2 /Fighter 4 /Exotic Weapon 
  Master 1 
  CE Medium Monstrous Humanoid  
  Init +3; Senses Listen +6, Spot +6 
  Languages Common, Draconic 
  AC 23, touch 8, flat-footed 23 
   (+2 Dex, +8 Natural Armor, +6 greater mage armor*, 
  -4 Reckless Rage) 
  hp 152(10 HD) 
  Fort +19, Ref +7, Will +6  
  Speed 30 ft. (6 squares) 
  Melee +1 bastard sword +22/+17 (1d10+30/19-20)* or 
  +1 bastard sword +22/+17 (1d10+30/19-20)* and 
  bite +11 (1d6+15)* 
  * Includes 3 point power attack and -4 for striking for 
  non-lethal  
  Ranged javelin +9 (1d6+15) 
  Base Atk +8; Grp +20 
  Atk Options Power attack, Reckless Rage, Combat 
  Expertise, Karmic Strike 
  Combat Gear cloak of predatory vigor*, devastation 
  gauntlets*, potion of bear’s endurance, potion of 
  barkskin +2, potion of bull’s strength, and potion of 
  haste 
  Pre-cast Spells: barkskin (CL3, factored into these 
  stats), bull’s strength (CL3, factored into these 
  stats) bear’s endurance (CL3, factored into these 
  stats), greater mage armor (CL 5, factored into 
  these stats) inspirational boost* and inspire 
  courage (factored into these stats), protection from 
  evil (CL 3, factored into these stats) 
  Abilities Str 34, Dex 16, Con 28, Int 14, Wis 10, Cha 
  11 
  SQ Uncanny Dodge, Fast Movement, Uncanny Blow 
  Feats Power Attack, Reckless Rage*, Exotic weapon 
  proficiency 
  (bastard 
  sword), 
  Weapon 
  Focus 
  (bastard sword), Combat Reflexes  
  Skills 
  Climb+20, 
  Craft 
  (weaponsmithing) 
  +6,  
  Intimidate +13, Jump +29, Knowledge (the planes) 
  +8, Listen +6, Spot +6 
  Possessions: combat gear plus +1 bastard sword, 
  javelins 
  Reckless Rage (Ex) When not raging, the hired 
  muscle statistics change as follows: 
   
  AC 27, touch 15, flat-footed 27 
    
  (+2 Dex, +2 Deflection +6 greater mage 
  armor, +8 natural armor); uncanny dodge 
   
  hp 122  
   
  Fort +16, Will +4 
   
  Melee +1 bastard sword +17/+12 (1d10+36/19-
  20)* or +1 bastard sword +17/+12 (1d10+36/19-
  20)* and bite +10 (1d6+23)* 
  * Includes 7 point power attack 
   
  Grp +19 
   
  Abilities Str 28, Con 22 
   
  Skills Jump +26 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER SIX: HALMADAR 
  H ALM AD AR  T H E  C R U E L 
  CR  16 
  Male human Fighter 16 
  NE Medium humanoid (human)  
  Init +3; Senses Listen +0, Spot +0 
  Languages Common, Elven, Gnome, Oeridian 
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 armor) 
  hp 244 (16 HD) DR 2/- 
  Immune mind-affecting effects  
  Fort +19, Ref +8, Will +5 
  Speed 20 ft. (4 squares) in breastplate 
  Melee 
  adamantine 
  greatsword 
  +24/+19/+14/+9 
  (2d6+10/19-20)  
  Ranged* mwk handaxe +18 (1d6+16/19-20/x3) 
  Ranged* mwk handaxe +14/+9/+4/-1 (1d6+16/19-
  20/x3) and light hammer +14/+9 (1d4+12) plus a 
  Rapid Shot attack at +16 to hit [either a handaxe 
  (1d6+16/19-20/x3) or a light hammer (1d4+16)]. 
  These numbers assume that Point Blank Shot is in 
  effect, and does not incorporate range increments 
  (20 feet for handaxes, 40 feet for light hammers) 
  * Includes 8-point Power Throw 
  Base Atk +16; Grp +23 (plus freedom of movement) 
  Atk Options Anvil of Thunder (Fort DC 25), triple 
  weapon capsules* 
  Abilities Str 24, Dex 17, Con 28, Int 16, Wis 10, Cha 
  14  
  Feats Anvil of Thunder*, Brutal Throw*, Far Shot, 
  Improved Critical (handaxe), Improved Sunder, 
  Improved Two-Weapon Fighting, Leadership, Point 
  Blank Shot, Power Attack, Power Throw*, Quick 
  Draw, Rapid Shot, Throw Anything*, Two-Weapon 
  Fighting, Weapon Focus (handaxe), Weapon 
  Focus (light hammer)  
  Skills Bluff +10, Diplomacy +16, Disguise +10 (+12 to 
  act in PC), Gather Information +4, Knowledge 
  (local: VTF) +11, Knowledge (nobility and royalty) 
  +11, Sense Motive +9  
  Possessions 
  masterwork 
  handaxes 
  with 
  triple 
  weapon capsules* (15); masterwork light hammers 
  (15), 
  adamantine 
  greatsword, 
  adamantine 
  breastplate, holy symbol of Vecna   
  Triple Weapon Capsules Each of Halmadar’s 
  handaxes have a triple weapon capsule containing 
  quickflame (an extra 1d6 fire damage), colossal 
  monstrous centipede poison (Fort DC 23, damage 
  2d6 Dex/2d6 Dex), and wyvern poison (Fort DC 17, 
  damage 2d6 Con/2d6 Con). Halmadar can activate 
  a triple weapon capsule with a single swift action, 
  but can only do this with one handaxe attack each 
  round. Halmadar is not at risk of poisoning himself 
  with these attacks. 
  Description Halmadar looks as though he was a 
  once-powerful man, but his muscles have withered 
  away, his hair has fallen out, and his skin is 
  stretched tight over his bones. Despite his 
  appearance, he possesses prodigious strength and 
  is festooned with weaponry. 
  * see Appendix 2: New Rules Items 
  VER8-06 Noble Ambitions 
   
  Page 24 
  
  APL 14 
  ENCOUNTER THREE: THE GRAND 
  HALL 
  F I L L I S T E R 
   
   
   
  CR 16 
  Male Varoot Bard 10/Sublime Chord 2/Fatespinner 4 
  NE Medium outsider (extraplanar) 
  Init +8; Senses Darkvision 60’, lowlight vision 60’ 
  Listen +19, Spot +6 
  Languages Common, Abyssal, Drow, Giant, Gnome, 
  Flan   
  AC 48, touch 35, flat-footed 42 
   (+6 greater mage armor*, +6 dex, +3 natural, +15 
  deflection, +4 Mithril Buckler, +4 insight bonus) 
  hp 160 (+14 temporary) (16 HD) 
  Resist Cold 15, Electricity 5, Fire 5 
  DR: 5/cold iron 
  Fort +17, Ref +22, Will +25  
  Speed 30 ft. (6 squares) 
  Melee dagger +15/+10 (1d4+4/19-20) 
  Ranged dagger +19 (1d4+4/19-20) 
  Base Atk +9; Grp +9 
  Combat Gear rapier, feathers, small tarts, bracers of 
  arcane freedom*, belt of battle* 
  Sublime Chord Spells Known (CL 16th; +6 melee 
  touch, +11 ranged touch): 
   
  7th (4/day) — limited wish, solipsism* (DC 36) 
   
  6th (4/day) — hero’s feast, nixie’s grace*, 
  snowsong* (DC 35) 
   
  5th (6/day) — cone of cold (DC30), feeble mind 
  (DC 34), heroism, greater, song of discord (DC 34) 
   
  4th (6/day) — dominate person (DC 33) freedom 
  of movement, greater harmonize*, modify memory* 
  Bard Spells Known (CL 10th; +6 melee touch, +11 
  ranged touch): 
   
  4th (3/day) — modify memory*, sirine’s grace*  
   
  3rd (5/day) — glibness, haste, puppeteer* (DC 
  32) 
   
  2nd (6/day) — glitterdust (DC 27), invisibility, 
  suggestion (DC 31), wave of grief* (DC 31)  
   
  1st (7/day)—improvisation*, insidious rhythm* 
  (DC 30), inspirational boost*, Tasha’s hideous 
  laughter (DC 30) 
   
  0 (3/day)—daze (DC 29), detect magic, know 
  direction, mage hand, message, prestidigitation 
  Pre-cast Spells: glibness (CL 10, factored into these 
  stats), bear’s endurance (CL3, factored into these 
  stats), cat’s grace (CL3, factored into these stats), 
  freedom of movement (CL 16), greater harmonize 
  (CL 16) , greater mage armor* (CL 5, factored into 
  these stats) improvisation* (CL10) (inspirational 
  boost* and inspire courage (factored into these 
  stats), invisibility purge (from scroll - CL 9 – 45 
  feet) nixie’s grace* (CL 16, factored into these 
  stats), limited wish: righteous aura (CL 20, factored 
  into these stats) sirine’s grace* (CL 10, factored 
  into these stats) stalwart pact* (CL 16, activates at 
  80 hp), snow song*, (CL 16, factored into these 
  stats), 
  Abilities Str 12, Dex 22, Con 20, Int 14, Wis 16, Cha 
  40 (15 +6 from race, +3 from stat increases, +8 
  enhance from nixie’s grace, +4 moral from 
  snowsong, +4 sacred from righteous aura*) 
  SQ Immunity to Gaze attacks, vulnerability to sonic, 
  reflective spell resistance 28 (any spell targeted on 
  you reflects back to the caster affecting the caster), 
  fickle finger of fate, spin fate 
  Feats Spell Focus (Enchantment), Greater Spell 
  Focus 
  (Enchantment), 
  Captivating 
  Melody*, 
  Melodic Casting*, Spell Penetration, Chain Spell* 
  Skills Bluff +23 (currently +53), Diplomacy +20, 
  Disguise +35, Gather Information +27, Intimidate 
  +20, Listen +19, Knowledge (Arcana) +20, Perform 
  (Stringed Instruments) +46, Spellcraft +20, Tumble 
  +10, Use Magic Device +30 
  Possessions: cloak of charisma +6, vest of 
  resistance +4, veil of allure*, +3 mithral buckler 
  Song of Arcane Power (Su): A sublime chord of 2nd 
  level or higher with 12 or more ranks in a Perform 
  skill learns how to use her bardic music to assist 
  her spellcasting. As a move action, she can 
  prepare to cast a spell by giving voice to the song 
  of power. The next spell she casts gains a bonus to 
  its caster level based on the result of the sublime 
  chord’s Perform check: 
  Perform Check Result  
  Caster Level Increase 
   
  9 or lower  
   
   
  +0 
   
  10 to 19  
   
   
  +1 
   
  20 to 29  
   
   
  +2 
   
  30 or higher   
   
  +4 
  The spell to be enhanced by the song of arcane 
  power must be cast by the end of the sublime 
  chord’s next turn, or else the song fades with no 
  effect (other than consuming a bardic music use). 
  Spin Fate (Ex): A mage of many fates understands 
  that “chance” is not as random as many believe it 
  to be, and he can adjust the probability of certain 
  events by applying a force that fatespinners refer to 
  as “spin.” Each day, a fatespinner can use a 
  number of points of spin equal to his fatespinner 
  class level. As a free action, a fatespinner can use 
  stored spin to boost the save DC of a spell he 
  casts, adding some or all his spin to the DC, on a 
  point-for-point basis. For instance, a 5th-level 
  wizard/3rd-level fatespinner casting fireball could 
  choose to boost the DC of the spell by 1, 2, or 3 
  points. Once he uses up his spin for the day, his 
  ability to tinker with probability in this fashion is also 
  exhausted for the day. A fatespinner’s spin is 
  replenished whenever the PC successfully regains 
  his spells for the day (whether through rest, 
  preparation, or prayer). 
  Fickle Finger of Fate (Ex): On reaching 2nd level, a 
  fatespinner gains the ability to affect the luck of 
  others. Once per day as an immediate action (see 
  page 86), he can force any other creature—friend 
  or enemy—to reroll a roll that it has just made. A 
  fatespinner must have line of sight to the creature 
  VER8-06 Noble Ambitions 
   
  Page 25 
  
  to be affected. That creature must abide by the 
  result of the reroll, whether it’s higher or lower than 
  the original roll. 
  Spin Destiny (Ex): Beginning at 3rd level, a 
  fatespinner more clearly comprehends the matrix of 
  reality and can use accumulated spin to adjust 
  other random events. The method is identical to 
  increasing a spell’s save DC, but the fatespinner 
  can now add spin to any skill check, attack roll, or 
  saving throw that he attempts on a point-for-point 
  basis. However, the spin utilized comes from the 
  same limited reservoir of karma storage that allows 
  him to adjust the DC of his spells. He must apply 
  the bonus before making the roll. 
  Resist Fate (Ex): A fatespinner of 4th level and 
  above embraces his extraordinary good luck. Once 
  per day, he can reroll one roll that he has just 
  made. He must abide by the result of the reroll, 
  even if it’s worse than the original roll. 
  * see Appendix 2: New Rules Items 
   
   
  T H E  H I RE D M U S C L E 
   
   
  CR  12 
  Male Khaasta Barbarian 2 /Fighter 6 /Exotic Weapon 
  Master 1 
  CE Medium Monstrous Humanoid  
  Init +5; Senses Listen +6, Spot +6 
  Languages Common, Draconic 
  AC 31, touch 8, flat-footed 27 
   (+5 Dex, +8 Natural Armor, +6 greater mage armor*, 
  +2 deflection,-4 Reckless Rage +4 insight bonus 
  from snowsong) 
  hp 182(12 HD) 
  Fort +23, Ref +13, Will +10  
  Speed 40 ft. (6 squares) 
  Melee +1 bastard sword +20/+15/+10 (1d10+38/19-
  20)* or +1 bastard sword +20/+15 (1d10+38/19-
  20)* and bite +13 (1d6+24)* 
  * Includes 5 point power attack and -4 for striking for 
  non-lethal damage 
  Ranged javelin +20 1d6+15) 
  Base Atk +12; Grp +24 
  Atk Options Power attack, Reckless Rage, Combat 
  Expertise, Karmic Strike 
  Combat Gear cloak of predatory vigor*, devastation 
  gauntlets*, potion of bear’s endurance, potion of 
  barkskin +2, potion of bull’s strength, and potion of 
  haste. 
  Pre-cast Spells: barkskin (CL3, factored into these 
  stats), bull’s strength (CL3, factored into these 
  stats) bear’s endurance (CL3, factored into these 
  stats), greater mage armor* (CL 5, factored into 
  these stats) inspirational boost* and inspire 
  courage (factored into these stats), protection from 
  evil (CL 3, factored into these stats) 
  Abilities Str 34, Dex 16, Con 28, Int 14, Wis 10, Cha 
  12 
  SQ Uncanny Dodge, Fast Movement, Uncanny Blow 
  Feats Power Attack, Reckless Rage*, Exotic weapon 
  proficiency 
  (bastard 
  sword), 
  Weapon 
  Focus 
  (bastard sword), Combat Reflexes  
  Skills 
  Climb+20, 
  Craft 
  (weaponsmithing) 
  +6,  
  Intimidate +13, Jump +29, Knowledge (the planes) 
  +8, Listen +6, Spot +6, swim +20 
  Possessions: combat gear plus +1 bastard sword, 
  javelins 
  Reckless Rage (Ex) When not raging, the hired 
  muscle statistics change as follows: 
   
  AC 35, touch 19, flat-footed 35 
    
  (+5 Dex, +2 Deflection +6 greater mage 
  armor, +8 natural armor, +4 insight bonus); uncanny 
  dodge 
   
  hp 146  
   
  Fort +20, Will +8 
   
  Melee +1 bastard sword +17/+12 (1d10+40/19-
  20)* or +1 bastard sword +17/+12 (1d10+40/19-
  20)* and bite +10 (1d6+25)* 
  * Includes 9 point power attack 
   
  Grp +21 
   
  Abilities Str 28, Con 22 
   
  Skills Jump +26 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER SIX: HALMADAR 
  H ALM AD AR  T H E  C R U E L 
  CR  18 
  Male human Fighter 18 
  NE Medium humanoid (human)  
  Init +4; Senses Listen +0, Spot +0 
  Languages Common, Elven, Gnome, Oeridian 
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 armor) 
  hp 289 (18 HD) DR 2/- 
  Immune mind-affecting effects  
  Fort +22, Ref +10, Will +6 
  Speed 20 ft. (4 squares) in breastplate 
  Melee 
  adamantine 
  greatsword 
  +27/+22/+17/+12 
  (2d6+12/19-20)  
  Ranged* mwk handaxe +21 (1d6+17/19-20/x3) 
  Ranged* mwk handaxe +17/+12/+7/+2 (1d6+17/19-
  20/x3) and light hammer +17/+12/+7 (1d4+13) plus 
  a Rapid Shot attack at +19 to hit [either a handaxe 
  (1d6+17/19-20/x3) or a light hammer (1d4+17)]. 
  These numbers assume that Point Blank Shot is in 
  effect, and does not incorporate range increments 
  (20 feet for handaxes, 40 feet for light hammers) 
  * Includes 8-point Power Throw 
  Base Atk +18; Grp +26 (plus freedom of movement) 
  Atk Options Anvil of Thunder (Fort DC 27), triple 
  weapon capsules* 
  Abilities Str 26, Dex 19, Con 32, Int 16, Wis 10, Cha 
  14  
  Feats Anvil of Thunder*, Blind-Fight, Brutal Throw*, 
  Far Shot, Greater Two-Weapon Fighting, Improved 
  Critical (handaxe), Improved Sunder, Improved 
  Two-Weapon Fighting, Leadership, Point Blank 
  Shot, Power Attack, Power Throw*, Quick Draw, 
  Rapid 
  Shot, 
  Throw 
  Anything*, 
  Two-Weapon 
  Fighting, Weapon Focus (handaxe), Weapon 
  Focus (light hammer)  
  Skills Bluff +11, Diplomacy +17, Disguise +11 (+13 to 
  act in PC), Gather Information +4, Knowledge 
  VER8-06 Noble Ambitions 
   
  Page 26 
  
  VER8-06 Noble Ambitions 
   
  Page 27 
  (local: VTF) +12, Knowledge (nobility and royalty) 
  +12, Sense Motive +10  
  Possessions 
  masterwork 
  handaxes 
  with 
  triple 
  weapon capsules* (20); masterwork light hammers 
  (20), 
  adamantine 
  greatsword, 
  adamantine 
  breastplate, holy symbol of Vecna   
  Triple Weapon Capsules Each of Halmadar’s 
  handaxes have a triple weapon capsule containing 
  quickflame (an extra 1d6 fire damage), colossal 
  monstrous centipede poison (Fort DC 23, damage 
  2d6 Dex/2d6 Dex), and gargantuan monstrous 
  scorpion poison (Fort DC 23, damage 1d8 Con/1d8 
  Con). Halmadar can activate a triple weapon 
  capsule with a single swift action, but can only do 
  this with one handaxe attack each round. Halmadar 
  is not at risk of poisoning himself with these 
  attacks. 
  Description Halmadar looks as though he was a 
  once-powerful man, but his muscles have withered 
  away, his hair has fallen out, and his skin is 
  stretched tight over his bones. Despite his 
  appearance, he possesses prodigious strength and 
  is festooned with weaponry. 
  * see Appendix 2: New Rules Items 
   
   
  
  APL 16 
  ENCOUNTER THREE: THE GRAND 
  HALL 
  F I L L I S T E R 
   
   
   
  CR 18 
  Male Varoot Bard 10/Sublime Chord 4/Fatespinner 4 
  NE Medium outsider (extraplanar) 
  Init +8; Senses Darkvision 60’, lowlight vision 60’ 
  Listen +19, Spot +6 
  Languages Common, Abyssal, Drow, Giant, Gnome, 
  Flan   
  AC 48, touch 35, flat-footed 42 
   (+6 greater mage armor*, +6 dex, +3 natural, +15 
  deflection, +4 Mithril Buckler, +4 insight bonus) 
  hp 180 (+16 temporary) (18 HD) 
  Resist Cold 15, Electricity 5, Fire 5 
  DR: 5/cold iron 
  Fort +18, Ref +23, Will +26  
  Speed 30 ft. (6 squares) 
  Melee dagger +16/+11/+6 (1d4+4/19-20) 
  Ranged dagger +19 (1d4+4/19-20) 
  Base Atk +9; Grp +9 
  Combat Gear rapier, feathers, small tarts, bracers of 
  arcane freedom*, belt of battle* 
  Sublime Chord Spells Known (CL 16th; +13 melee 
  touch, +19 ranged touch): 
   
  8th (4/day) — moment of prescience*, polar ray  
  (22d6) 
   
  7th (5/day) — limited wish, solipsism* (DC 36), 
  teleport, greater  
   
  6th (5/day) — chain lightning (DC 31), hero’s 
  feast, nixie’s grace*, snowsong* (DC 35) 
   
  5th (7/day) — cone of cold (DC30), feeble mind 
  (DC 34), heroism, greater, song of discord (DC 34) 
   
  4th (7/day) — dominate person (DC 32) freedom 
  of movement, greater harmonize*, modify memory* 
  Bard Spells Known (CL 10th; +6 melee touch, +11 
  ranged touch): 
   
  4th (3/day) — modify memory*, sirine’s grace* 
   
  3rd (5/day) — glibness, haste, puppeteer* (DC 
  32) 
   
  2nd (6/day) — glitterdust (DC 27), invisibility, 
  suggestion (DC 31), wave of grief* (DC 31)  
   
  1st (7/day)—improvisation*, insidious rhythm* 
  (DC 28), inspirational boost*, Tasha’s hideous 
  laughter (DC 30) 
   
  0 (3/day)—daze (DC 29), detect magic, know 
  direction, mage hand, message, prestidigitation 
  Pre-cast Spells: glibness (CL 10, factored into these 
  stats), bear’s endurance (CL3, factored into these 
  stats), cat’s grace (CL3, factored into these stats), 
  freedom of movement (CL 16), greater harmonize 
  (CL 16) , greater mage armor* (CL 5, factored into 
  these stats) improvisation* (CL10) (inspirational 
  boost* and inspire courage (factored into these 
  stats), invisibility purge (from scroll - CL 9 – 45 
  feet) moment of prescience* (+22 bonus to one 
  roll), nixie’s grace* (CL 16, factored into these 
  stats), limited wish: righteous aura (CL 20, factored 
  into these stats) sirine’s grace* (CL 10, factored 
  into these stats) stalwart pact* (CL 16, activates at 
  80 hp), snow song, (CL 16, factored into these 
  stats), 
  Abilities Str 12, Dex 22, Con 20, Int 14, Wis 16, Cha 
  40 (15 +6 from race, +3 from stat increases, +8 
  enhance from nixie’s grace, +4 moral from 
  snowsong, +4 sacred from righteous aura) 
  SQ Immunity to Gaze attacks, vulnerability to sonic, 
  reflective spell resistance 30 (any spell targeted on 
  you reflects back to the caster affecting the caster), 
  fickle finger of fate, spin fate 
  Feats Spell Focus (Enchantment), Greater Spell 
  Focus 
  (Enchantment), 
  Captivating 
  Melody*, 
  Melodic Casting*, Spell Penetration, Chain Spell*, 
  Retributive spell* (heightened chain lightning DC 
  33)  
  Skills Bluff +23 (currently +53), Diplomacy +20, 
  Disguise +35, Gather Information +27, Intimidate 
  +20, Listen +19, Knowledge (Arcana) +20, Perform 
  (Stringed Instruments) +46, Spellcraft +20, Tumble 
  +10, Use Magic Device +30 
  Possessions: cloak of charisma +6, vest of 
  resistance +4, veil of allure*, +3 mithral buckler 
  Song of Arcane Power (Su): A sublime chord of 2nd 
  level or higher with 12 or more ranks in a Perform 
  skill learns how to use her bardic music to assist 
  her spellcasting. As a move action, she can 
  prepare to cast a spell by giving voice to the song 
  of power. The next spell she casts gains a bonus to 
  its caster level based on the result of the sublime 
  chord’s Perform check: 
  Perform Check Result  
  Caster Level Increase 
   
  9 or lower  
   
   
  +0 
   
  10 to 19  
   
   
  +1 
   
  20 to 29  
   
   
  +2 
   
  30 or higher   
   
  +4 
  The spell to be enhanced by the song of arcane 
  power must be cast by the end of the sublime 
  chord’s next turn, or else the song fades with no 
  effect (other than consuming a bardic music use). 
  Spin Fate (Ex): A mage of many fates understands 
  that “chance” is not as random as many believe it 
  to be, and he can adjust the probability of certain 
  events by applying a force that fatespinners refer to 
  as “spin.” Each day, a fatespinner can use a 
  number of points of spin equal to his fatespinner 
  class level. As a free action, a fatespinner can use 
  stored spin to boost the save DC of a spell he 
  casts, adding some or all his spin to the DC, on a 
  point-for-point basis. For instance, a 5th-level 
  wizard/3rd-level fatespinner casting fireball could 
  choose to boost the DC of the spell by 1, 2, or 3 
  points. Once he uses up his spin for the day, his 
  ability to tinker with probability in this fashion is also 
  exhausted for the day. A fatespinner’s spin is 
  replenished whenever the PC successfully regains 
  his spells for the day (whether through rest, 
  preparation, or prayer). 
  VER8-06 Noble Ambitions 
   
  Page 28 
  
  Fickle Finger of Fate (Ex): On reaching 2nd level, a 
  fatespinner gains the ability to affect the luck of 
  others. Once per day as an immediate action (see 
  page 86), he can force any other creature—friend 
  or enemy—to reroll a roll that it has just made. A 
  fatespinner must have line of sight to the creature 
  to be affected. That creature must abide by the 
  result of the reroll, whether it’s higher or lower than 
  the original roll. 
  Spin Destiny (Ex): Beginning at 3rd level, a 
  fatespinner more clearly comprehends the matrix of 
  reality and can use accumulated spin to adjust 
  other random events. The method is identical to 
  increasing a spell’s save DC, but the fatespinner 
  can now add spin to any skill check, attack roll, or 
  saving throw that he attempts on a point-for-point 
  basis. However, the spin utilized comes from the 
  same limited reservoir of karma storage that allows 
  him to adjust the DC of his spells. He must apply 
  the bonus before making the roll. 
  Resist Fate (Ex): A fatespinner of 4th level and 
  above embraces his extraordinary good luck. Once 
  per day, he can reroll one roll that he has just 
  made. He must abide by the result of the reroll, 
  even if it’s worse than the original roll. 
  * see Appendix 2: New Rules Items 
   
   
  T H E  H I RE D M U S C L E 
   
   
  CR  14 
  Male Khaasta Barbarian 2 Fighter 8 Exotic Weapon 
  Master 1 
  CE Medium Monstrous Humanoid  
  Init +7; Senses Listen +6, Spot +6 
  Languages Common, Draconic 
  AC 27, touch 8, flat-footed 27 
   (+5 Dex, +8 Natural Armor, +6 greater mage armor, 
  -4 Reckless Rage) 
  hp 226 (14 HD) 
  Fort +25, Ref +13, Will +10  
  Speed 30 ft. (6 squares) 
  Melee +1 bastard sword +23/+18/+13 (1d10+42/19-
  20)* 
  or 
  +1 
  bastard 
  sword 
  +23/+18/+13 
  (1d10+42/19-20)* and bite +16 (1d6+27)* 
  * Includes 5 point power attack and -4 for striking for 
  non-lethal damage 
  Ranged javelin +19 (1d6+13) 
  Base Atk +14; Grp +27 
  Atk Options Power Attack, Reckless Rage, Combat 
  Expertise, Combat Reflexes, Karmic Strike 
  Combat Gear, cloak of predatory vigor*, devastation 
  gauntlets*, belt of battle*, potion of bear’s 
  endurance, potion of barkskin +2, potion of bull’s 
  strength, and potion of haste. 
  Pre-cast Spells: barkskin (CL3, factored into these 
  stats), bull’s strength (CL3, factored into these 
  stats) bear’s endurance (CL3, factored into these 
  stats), greater mage armor* (CL 5, factored into 
  these stats) inspirational boost* and inspire 
  courage (factored into these stats), protection from 
  evil (CL 3, factored into these stats) 
  Abilities Str36, Dex 20, Con 30, Int 14, Wis 10, Cha 
  12 
  SQ Uncanny Dodge, Fast Movement, Uncanny Blow 
  Feats Power Attack, Reckless Rage*, Exotic weapon 
  proficiency 
  (bastard 
  sword), 
  Weapon 
  Focus 
  (bastard 
  sword), 
  Combat 
  Reflexes, 
  Weapon 
  Specialization (bastard sword), Karmic Strike* 
  Skills 
  Climb+21, 
  Craft 
  (weaponsmithing) 
  +6,  
  Intimidate +14, Jump +30, Knowledge (the planes) 
  +8, Listen +6, Spot +6, Swim +29 
  Possessions: combat gear plus +1 bastard sword, 
  javelins 
  Reckless Rage (Ex) When not raging, the hired 
  muscle statistics change as follows: 
   
  AC 31, touch 17, flat-footed 31 
    
  (+5 Dex, +2 Deflection +6 greater mage 
  armor, +8 natural armor); uncanny dodge 
   
  hp 184  
   
  Fort +22, Will +8 
   
  Melee 
  +1 
  bastard 
  sword 
  +20/+15/+10 
  (1d10+44/19-20)* 
  or 
  +1 
  bastard 
  sword 
  +20/+15/+10 (1d10+44/19-20)*  and bite +10 
  (1d6+27)* 
  * Includes 9 point power attack 
   
  Grp +24 
   
  Abilities Str 30, Con 24 
   
  Skills Jump +27 
  * see Appendix 2: New Rules Items 
   
  ENCOUNTER SIX: HALMADAR 
  H ALM AD AR  T H E  C R U E L 
  CR  20 
  Male human Fighter 20 
  NE Medium humanoid (human)  
  Init +4; Senses Listen +0, Spot +0 
  Languages Common, Elven, Gnome, Oeridian 
  AC 18, touch 13, flat-footed 15 
   (+3 Dex, +5 armor) 
  hp 364 (20 HD) DR 2/- 
  Immune mind-affecting effects  
  Fort +24, Ref +10, Will +6 
  Speed 20 ft. (4 squares) in breastplate 
  Melee 
  adamantine 
  greatsword 
  +30/+25/+20/+15 
  (2d6+13/19-20)  
  Ranged* mwk handaxe +21 (1d6+26/x3) 
  Ranged* mwk handaxe +17/+12/+7/+2 (1d6+26/x3) 
  and light hammer +15/+10/+5 (1d4+18) plus a 
  Rapid Shot attack [either a handaxe at +19 
  (1d6+26/x3) or a light hammer at +17 (1d4+23)]. 
  These numbers assume that Point Blank Shot is in 
  effect, and does not incorporate range increments 
  (40 feet for either type of weapon) 
  * Includes 13-point Power Throw 
  Base Atk +20; Grp +29 (plus freedom of movement) 
  Atk Options Anvil of Thunder (Fort DC 29), triple 
  weapon capsules* 
  Abilities Str 28, Dex 19, Con 36, Int 16, Wis 10, Cha 
  14  
  Feats Anvil of Thunder*, Blind-Fight, Brutal Throw*, 
  Far Shot, Greater Two-Weapon Fighting, Improved 
  VER8-06 Noble Ambitions 
   
  Page 29 
  
  VER8-06 Noble Ambitions 
   
  Page 30 
  Sunder, 
  Improved 
  Two-Weapon 
  Fighting, 
  Leadership, Point Blank Shot, Power Attack, Power 
  Throw*, Quick Draw, Ranged Weapon Mastery 
  (handaxe)*, Rapid Shot, Throw Anything*, Two-
  Weapon Fighting, Weapon Focus (handaxe), 
  Weapon 
  Focus 
  (light 
  hammer), 
  Weapon 
  Specialization (handaxe)  
  Skills Bluff +12, Diplomacy +18, Disguise +12 (+14 to 
  act in PC), Gather Information +4, Knowledge 
  (local: VTF) +13, Knowledge (nobility and royalty) 
  +13, Sense Motive +11 
  Possessions 
  masterwork 
  handaxes 
  with 
  triple 
  weapon capsules* (25); masterwork light hammers 
  (25), 
  adamantine 
  greatsword, 
  adamantine 
  breastplate, holy symbol of Vecna   
  Triple Weapon Capsules Each of Halmadar’s 
  handaxes have a triple weapon capsule containing 
  colossal monstrous centipede poison (Fort DC 23, 
  damage 2d6 Dex/2d6 Dex), colossal monstrous 
  scorpion poison (Fort DC 33, damage 1d10 
  Con/1d10 Con) and colossal monstrous spider 
  poison (Fort DC 28, damage 2d8 Str/2d8 Str). 
  Halmadar can activate a triple weapon capsule with 
  a single swift action, but can only do this with one 
  handaxe attack each round. Halmadar is not at risk 
  of poisoning himself with these attacks. 
  Description Halmadar looks as though he was a 
  once-powerful man, but his muscles have withered 
  away, his hair has fallen out, and his skin is 
  stretched tight over his bones. Despite his 
  appearance, he possesses prodigious strength and 
  is festooned with weaponry. 
  * see Appendix 2: New Rules Items 
   
   
   
  
  APPENDIX 2: 
  NEW RULES ITEMS 
  MAGIC ITEMS 
   
  BELT OF BATTLE 
  Price (Item Level): 12,000 gp (13th) 
  Body Slot: Waist 
  Caster Level: 9th 
  Aura: Moderate; (DC 19) transmutation 
  Activation: — and swift (mental) 
  Weight: — 
  A belt of battle helps you avoid being caught off 
  guard in combat and allows occasional bursts of extra 
  activity. While worn, it grants you a +2 competence 
  bonus on initiative checks. This is a continuous effect 
  and requires no activation. In addition, a belt of battle 
  has 3 charges, which are renewed each day at dawn. 
  Each time you activate the belt, one of the black pearls 
  set into its buckle turns white. The pearls return to 
  normal when the ring's charges renew. Spending 1 or 
  more charges grants you an extra action, which must 
  be taken immediately (before you take any other 
  action). 
  1 charge: 1 move action. 
  2 charges: 1 standard action. 
  3 charges: 1 full-round action. 
  Prerequisites: Craft Wondrous Item, haste. 
  Cost to Create: 6,000 gp, 480 XP, 12 days. 
   
  BRACERS OF ARCANE FREEDOM 
  Price (Item level): 2,300 gp (6th) 
  Body Slot: Arms 
  Caster Level: 7th 
  Aura: Moderate; (DC 18) abjuration 
  Activation: Swift (command) 
  Weight: 1/2 lb. 
  Bracers of arcane freedom allow you to cast arcane 
  spells without the normal complex gestures required. 
  When you activate these bracers, you omit the somatic 
  component of the next arcane spell you cast before the 
  end of your turn (as if applying the Still Spell feat to it, 
  but without altering the spell's level or casting time). 
  This effect functions two times per day. 
  Prerequisites: Craft Wondrous Item, freedom of 
  movement. 
  Cost to Create: 1,150 gp, 92 XP, 3 days. 
   
  CLOAK OF PREDATORY VIGOR 
  Price (Item Level): 1,400 gp (5th) 
  Body Slot: Shoulders 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) conjuration 
  Activation: Swift (mental) 
  Weight: 2 lb. 
  A cloak of predatory vigor helps you channel the 
  power of your combat frenzy into rejuvenating energy 
  While in a rage or frenzy, you can activate this cloak to 
  heal damage to yourself equal to your Hit Dice. This 
  effect functions two times per day. 
  Prerequisites: Craft Wondrous Item, cure moderate 
  wounds. 
  Cost to Create: 700 gp, 56 XP, 2 days. 
   
  DEVASTATION GAUNTLETS 
  Price (Item Level): 2,000 gp (6th) 
  Body Slot: Hands 
  Caster Level: 5th 
  Aura: Faint; (DC 17) transmutation 
  Activation: Swift (command) 
  Weight: — 
  Devastation gauntlets are prized by anyone who 
  earns gold by fighting in melee, from raging barbarians 
  to wily swashbucklers. These gauntlets have 3 charges, 
  which are renewed each day at dawn. Spending 1 or 
  more charges grants you a bonus to the damage dealt 
  by a critical hit you make in melee. You activate the 
  gauntlets after you have confirmed a critical hit, but 
  before damage is rolled. 
  1 charge: +2d6 points of damage. 
  2 charges: +3d6 points of damage. 
  3 charges: +4d6 points of damage. 
  Prerequisites: Craft Wondrous Item, keen edge. 
  Cost to Create: 1,000 gp, 80 XP, 2 days. 
   
  VEIL OF ALLURE 
  Price (Item Level): 14,000 gp (14th) 
  Body Slot: Face 
  Caster Level: 5th 
  Aura: Faint; (DC 17) transmutation 
  Activation: — 
  Weight: — 
  VER8-06 Noble Ambitions 
   
  Page 31 
  
  A veil of allure increases the save DC of your 
  enchantment spells or spell-like abilities, as well as the 
  Charisma-based save DCs of your extraordinary or 
  supernatural abilities, by 2. 
  Prerequisites: Craft Wondrous Item, eagle's splendor. 
  Cost to Create: 7,000 gp, 560 XP,14 days. 
  NEW FEATS 
  ANVIL OF THUNDER [STYLE] 
   
  You have mastered the style of fighting with 
  hammer and axe at the same time, and have learned to 
  deal thunderous blows with this unique pairing of 
  weapons. 
   
  Prerequisites: Str 13, Improved Sunder, Power 
  Attack, 
  Two-Weapon 
  Fighting, 
  Weapon 
  Focus 
  (warhammer or light hammer), Weapon Focus 
  (battleaxe, handaxe, or dwarven waraxe). 
   
  Benefit: If you hit the same creature with both 
  your axe and your hammer in the same round, it much 
  make a Fortitude saving throw (DC 10 + 1/2 your PC 
  level + your Str modifier) or be dazed for 1 round. 
   
  Source: Complete Warrior 
   
  BRUTAL THROW 
   
  You have learned how to hurl weapons to deadly 
  effect. 
   
  Benefit: You can add your Strength modifier 
  (instead of your Dexterity modifier) to attack rolls with 
  thrown weapons. 
   
  Normal: A PC attacking with a ranged weapon 
  adds his Dexterity modifier to the attack roll. 
   
  Special: A fighter can choose Brutal Throw as one 
  of his fighter bonus feats. 
   
  Source: Complete Adventurer 
   
  CAPTIVATING MELODY 
  Prerequisites: Bardic music, ability to cast arcane 
  spells. 
  Benefit: As a swift action before casting a spell, 
  you can attempt a Perform check (DC 15 + the level of 
  the spell you intend to cast). If you succeed, you can 
  sacrifice one of your daily uses of bardic music to 
  increase the save DC of the next enchantment or 
  illusion spell you cast in the same round by 2. If the 
  Perform check fails, you still lose one daily use of 
  bardic music but gain no benefit. 
  You can apply Captivating Melody only to spells 
  cast by the same class that grants you your bardic 
  music ability. For instance, if you are a multiclass 
  bard/wizard, you can apply this feat to bard spells, but 
  not to spells you cast as a wizard. 
   
  Source: Complete Mage 
   
  CHAIN SPELL [METAMAGIC] 
  You can cast spells that arc to other targets in 
  addition to the primary target. 
  Prerequisite: Any metamagic feat. 
  Benefit: Any spell that specifies a single target and 
  has a range greater than touch can be chained so as to 
  affect that primary target normally, then arc to a 
  number of secondary targets equal to your caster level 
  (maximum 20). Each arc affects one secondary target 
  chosen by you, all of which must be within 30 feet of 
  the primary target, and none of which can be affected 
  more than once. You can choose to affect fewer 
  secondary targets than the maximum.  
  If the chained spell deals damage, the secondary 
  targets each take half as much damage as the primary 
  target (rounded down) and can attempt Reflex saving 
  throws for half damage (whether the spell allows the 
  original target a save or not). For spells that don’t deal 
  damage, the save DCs against arcing effects are reduced 
  by 4. For example, if a 10th-level wizard normally casts 
  cause fear at DC 14, a chained cause fear could target a 
  goblin chieftain at DC 14 and up to ten of his nearby 
  guards at DC 10. A chained spell uses up a spell slot 
  three levels higher than the spell’s actual level. 
  Source: Complete Arcane 
   
  KARMIC STRIKE [GENERAL] 
   
  You have learned to strike when your opponent is 
  most vulnerable—the same instant your opponent 
  strikes you 
   
  Prerequisites: Dex 13, Combat Expertise, Dodge 
   
  Benefit: You can make an attack of opportunity 
  against an opponent that hits you in melee.  On your 
  action, you choose to take a -4 penalty to your Armor 
  Class in exchange for the ability to make an attack of 
  opportunity against any creature that makes a 
  successful melee attack or melee touch attack against 
  you.   The opponent that hits you must be in your 
  threatened area, and this feat does not grant you more 
  attacks of opportunity than you are normally allowed 
  in a round.  You specify on your turn that you are 
  activating this feat, and the change to your Armor Class 
  and your ability to make these special attacks of 
  opportunity last until your next turn. 
   
  Source: Complete Warrior 
   
  MELODIC CASTING 
  Prerequisites: Perform 4 ranks, Spellcraft 4 ranks, 
  bardic music class feature. 
  VER8-06 Noble Ambitions 
   
  Page 32 
  
  Benefit: Whenever a Concentration check would 
  be required to cast a spell or use a spell-like ability 
  (such as when you cast defensively or are distracted or 
  injured while casting), you can make a Perform check 
  instead. In addition, you can cast spells and activate 
  magic items by command word or spell completion 
  while using a bardic music ability. Bardic music 
  abilities that require concentration still take a standard 
  action to perform. 
  Normal: A bard can't cast spells or activate magic 
  items by command word or spell completion while 
  using bardic music. 
   
  Source: Complete Mage 
   
  POWER THROW 
   
  You have learned how to hurl weapons to deadly 
  effect. 
   
  Prerequisite: Str 13, Brutal Throw, Power Attack. 
   
  Benefit: On your turn, before making any attack 
  rolls, you can choose to subtract a number from all 
  thrown weapon attack rolls and add the same number 
  to all thrown weapon damage rolls. This number may 
  not exceed your base attack bonus. The penalty on 
  attack rolls and the bonus on damage rolls applies until 
  your next turn. 
   
  Special: A fighter can choose Power Throw as one 
  of his fighter bonus feats. 
   
  Source: Complete Adventurer 
   
  RANGED WEAPON MASTERY 
   
  You have mastered a wide range of weapons. Your 
  training with one specific weapon now extends to 
  other weapons of a similar sort. 
   
  Prerequisites: Proficiency with selected weapon, 
  Weapon Focus with selected weapon, Weapon 
  Specialization with selected weapon, base attack bonus 
  +8. 
   
  Benefit: When you select this feat, choose 
  bludgeoning, piercing or slashing. You must have 
  Weapon Focus and Weapon Specialization with a 
  ranged weapon that deals this type of damage. When 
  using any ranged weapon that has the damage type you 
  selected, you gain a +2 bonus on attacks and a +2 bonus 
  on damage. In addition, you increase its range 
  increment by 20 feet. 
   
  Special: You can select this feat more than once. 
  Each time, you can select a new damage type. A fighter 
  can choose Ranged Weapon Mastery as one of his 
  fighter bonus feats. 
   
  Source: Players Handbook II 
   
  RECKLESS RAGE 
   
  You are considered extreme even among other 
  barbaric warriors, and you enter a deeper state of rage 
  than others. 
   
  Prerequisites: Con 13, rage ability. 
   
  Benefit: Whenever you activate your rage ability, 
  you take an additional -2 penalty to you Armor Class, 
  but you gain an additional +2 bonus to Strength and 
  Constitution. These bonuses and penalties stack with 
  the effects of rage, greater rage, and mighty rage. 
   
  Source: Races of Stone 
   
  RETRIBUTIVE SPELL [METAMAGIC] 
  Benefit: When you cast a spell modified by this 
  metamagic feat, the spell has no immediate effect. Any 
  time you are dealt damage by a melee attack during the 
  next 24 hours (or until you next prepare or ready your 
  spells), you can choose to cast the spell on that attacker 
  as an immediate action. Once activated, a retributive 
  spell disappears (it can only affect one attacker). You 
  can apply this feat only to a spell that targets a creature. 
  A retributive spell can target only the attacker that 
  triggered it, even if the spell would normally allow you 
  to target multiple creatures. You can have only one 
  retributive spell cast at a time. Casting a second 
  retributive spell cancels the first (eliminating it with 
  no effect). If you prepare or ready spells while you have 
  a retributive spell cast, the spell dissipates with no 
  effect. A retributive spell uses up a spell slot one level 
  higher than the spell's actual level 
   
  Source: Complete Mage 
   
  THROW ANYTHING 
   
  In your hands, any weapon becomes a deadly 
  ranged weapon. 
   
  Prerequisites: Dex 13, proficiency with weapon, 
  base attack bonus +2. 
   
  Benefit: You can throw a melee weapon you are 
  proficient with as if it were a ranged weapon. The 
  range increment of weapons used in conjunction with 
  this feat is 10 feet. 
   
  Normal: You can’t throw a melee weapon without 
  taking a –4 penalty unless it has a range increment 
  (such as a hand axe or dagger). 
   
  Source: Complete Warrior 
   
  NEW SPELLS 
  Harmonize, Greater 
  Transmutation 
  VER8-06 Noble Ambitions 
   
  Page 33 
  
  Level: Bard 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration 1min/level (D)  
  You blend magic and music seamlessly. When this 
  spell is in effect, starting a bardic music effect requires 
  only a move action. In addition, concentrating on a 
  bardic music effect that requires concentration only 
  requires a move action.  
  For example, this benefit means that you can maintain 
  concentration on a bardic music effect and cast a spell, 
  make an attack, or being (or maintain) another bardic 
  music effect. 
   
  Improvisation 
  Transmutation 
  Level: Bard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (D) 
  You gain access to a floating “pool” of luck, which 
  manifests as bonus points you can use as desired to 
  improve your odds of success at various tasks. This 
  bonus pool consists of 2 points per caster level, which 
  you can spend as you like to improve attack rolls, skill 
  checks, and ability checks, although no single check 
  can receive a bonus greater than one-half your caster 
  level. You must declare any bonus point usage before 
  the appropriate roll is made. Used points disappear 
  from the pool, and any points remaining when the 
  spell ends are wasted. These points count as luck 
  bonuses for the purpose of stacking.  
  For example, a 14th-level bard pauses while chasing a 
  pickpocket to cast improvisation. At any time during 
  the next 14 rounds, he could use the points to provide 
  himself a +7 luck bonus on a Spot check, a +7 luck 
  bonus on a Climb check, and a +7 luck bonus on two of 
  his attacks. 
  Material Component: A pair of dice. 
   
  Insidious Rhythm 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 immediate action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 minute/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  The subject takes a –4 penalty on Intelligence-based 
  skill checks and Concentration checks due to an 
  endlessly recycling melody stuck in its mind. 
  Whenever the subject attempts to cast, concentrate on, 
  or direct a spell, it must succeed on a Concentration 
  check (DC equal to insidious rhythm’s save DC + spell’s 
  level) or fail at the attempt. 
   
  Inspirational Boost 
  Enchantment (Compulsion) [Mind-Affecting, Sonic] 
  Level: Bard 1 
  Components: V, S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round or special; see text 
  While this spell is in effect, the morale bonus granted 
  by your inspire courage bardic music increases by 1. 
  The effect lasts until your inspire courage effect ends. 
  If you don’t begin to use your inspire courage ability 
  before the beginning of your next turn, the spell’s 
  effect ends. 
   
  MAGE ARMOR, 
  GREATER 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S 
  This spell functions like mage armor (PH 249), except 
  that it requires no material component and its tangible 
  field of force provides a +6 armor bonus to Armor 
  Class. 
   
  Nixie’s Grace 
  Transmutation [Water] 
  Level: Bard 6 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
  Saving Throw: None 
  Spell Resistance: No 
  This potent spell infuses you with powerful fey magic, 
  granting you many of the traits and abilities of a nixie 
  VER8-06 Noble Ambitions 
   
  Page 34 
  
  (MM 235). Upon casting this spell, you gain a swim 
  speed of 30 feet. You can breathe underwater, and you 
  gain low-light vision and damage reduction 5/cold 
  iron. You also gain a +6 enhancement bonus to 
  Dexterity, a +2 enhancement bonus to Wisdom, and a 
  +8 enhancement bonus to Charisma. 
  Focus: A lock of nixie’s hair, freely given to you by a 
  nixie. 
   
  Puppeteer 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Bard 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 round/level (D) 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You force the subject to mimic your actions. The 
  subject matches your motions exactly, though it takes a 
  –4 penalty to Dexterity and Strength. Its movements 
  look awkward, and its actions aren’t as effective as if it 
  were actually doing them itself. You can try to make 
  the subject commit a suicidal act, but it receives 
  another Will save to break the spell. If that save is 
  successful, the subject collapses, helpless and in a 
  comatose state, for 1d4 rounds. Anyone observing the 
  subject of this spell can determine that the subject’s 
  actions are being controlled by making a DC 15 Sense 
  Motive check (or DC 10 if the controlling bard is also 
  visible). 
  This 
  spell 
  doesn’t 
  grant 
  the 
  subject 
  extraordinary, supernatural, spell-like abilities, or 
  spellcasting abilities, even if you have and use such 
  abilities during the spell’s duration. 
   
  Righteous Aura 
  Abjuration [Good, Light] 
  Level: Paladin 4 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level 
  You are bathed in an unearthly glow for the duration of 
  the spell, as if a daylight spell (PH 216) had been cast 
  on you. You get a +4 sacred bonus to Charisma. If you 
  die, your body is converted into an explosive blast of 
  energy in a 20-foot-radius burst centered where you 
  fell, dealing 2d6 points of damage per caster level 
  (maximum 20d6) to all evil creatures in the burst’s area. 
  Good creatures in the area are healed by the same 
  amount, and undead take double this damage. Spell 
  resistance cannot prevent this damage, but a successful 
  Reflex save reduces it to half. Your body is 
  disintegrated, so you cannot be raised with a raise dead 
  spell. Spells that do not require an intact body, such as 
  true resurrection, can be used to bring you back to life 
  as normal. 
   
  Sirine’s Grace 
  Evocation 
  Level: Bard 4, druid 5 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  For the duration of this spell, you gain a +4 
  enhancement bonus to Charisma and Dexterity, a 
  deflection bonus to AC equal to your Charisma 
  modifier, and a +8 bonus on Perform checks. You also 
  gain a swim speed of 60 feet and the ability to breathe 
  water. You can move and attack normally while 
  underwater, even with slashing or bludgeoning 
  weapons. 
  Material Component: A shard of mirror. 
   
  Snowsong 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Bard 6 
  Components: V 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: 30-ft. radius centered on you 
  Duration: 10 min./level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  Snowsong fills the area with a soft snowfall 
  that melts and evaporates on contact with anything 
  solid. When you cast the spell, you must designate all 
  creatures in the area as either allies or enemies. While 
  the snow falls, allies in the area hear a soft, lilting song 
  that bolsters their spirits and confidence. At the same 
  time, as the snow strikes their bodies, it melts and 
  washes away scars, wounds, and filth. Allies under the 
  effect of the snow gain a +4 morale bonus to Charisma 
  and attack rolls, and a +4 insight bonus to Armor Class. 
  In addition, the snow imparts fast healing 1 and 
  resistance to cold 15 to all affected allies. All melee 
  attacks made by allies in the snowsong deal an 
  VER8-06 Noble Ambitions 
   
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  additional 1d6 points of cold damage. Enemies in the 
  area of a snowsong have a much different experience. 
  To them, the snow is bitterly cold and leaves scabs and 
  angry welts when it lands their skin. They perceive the 
  music as a discordant jangle of crashes, scrapes, and 
  howls. As long as they remain in the area, they suffer a 
  20% chance of spell failure (for both divine and arcane 
  spells) when casting any spells with a verbal 
  component. Enemies can resist the effects of a 
  snowsong with a successful Will saving throw. These 
  benefits remain in place as long as the spell persists 
  and as long as the target remains in the spell’s area. If a 
  creature leaves the spell’s area, all effects end for that 
  creature until it returns to the snowsong’s area. 
   
  Solipsism 
  Illusion (Phantasm) [Mind-Affecting] 
  Level: Sorcerer/wizard 7 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One creature 
  Duration: 1 round/level (D) 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  You manipulate the senses of one creature so that it 
  perceives itself to be the only real creature in all of 
  existence and everything around it to be merely an 
  illusion. 
  If the target fails its save, it is convinced of the 
  unreality of every situation it might encounter. It takes 
  no actions, not even purely mental actions, and instead 
  watches the world around it with bemusement. The 
  subject becomes effectively helpless and takes no steps 
  to defend itself from any threat, since it considers any 
  hostile action merely another illusion. 
   
  STALWART PACT 
  Evocation 
  Level: Cleric 5, Pact 5 
  Components: V, S, M, DF 
  Casting Time: 10 minutes 
  Range: Touch 
  Target: Willing living creature touched 
  Duration: Permanent until triggered, then 1 
  round/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  Once this spell is cast, it remains dormant 
  until the subject is reduced to half or less of its full 
  normal hit points. Once the subject has taken enough 
  damage to reduce it to half or lower hit points, it 
  immediately gains 5 temporary hit points per two 
  caster levels (maximum 35 hit points at 14
  th level), 
  damage reduction 5/magic, and a +2 luck bonus on 
  saving throws. The hit points, damage reduction, and 
  saving throw bonus disappear when the spell ends. 
  Material Component: Incense worth 250 gp. 
   
  Wave of Grief 
  Enchantment [Evil, Mind-Affecting] 
  Level: Bard 2, blackguard 2, cleric 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: 30 ft. 
  Area: Cone-shaped burst 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  All within the cone when the spell is cast take a –3 
  penalty on attack rolls, saving throws, ability checks, 
  and skill checks. 
  Material Component: Three tears. 
  MUNDANE ITEMS 
  ALCHEMICAL WEAPON CAPSULE 
  An alchemical weapon capsule allows the application 
  of a specially prepared substance that affects the 
  properties of a treated weapon. 
  Using an alchemical weapon capsule requires only a 
  swift action (and does not provoke attacks of 
  opportunity) if it is held in a properly attached weapon 
  capsule retainer (see below). Otherwise, applying an 
  alchemical weapon capsule is the equivalent of 
  applying a magic oil (a standard action that does 
  provoke 
  attacks 
  of 
  opportunity). 
   
  Weapon Capsule Retainer: The most common 
  method of delivering the effect of an alchemical 
  weapon capsule is the weapon capsule retainer. 
  This long leather thong, wrapped around a melee 
  weapon or a thrown weapon (but not a projectile 
  weapon) just at the base of the blade or striking surface, 
  holds a thin, fitted ring sized for a single alchemical 
  capsule. A more expensive option is the triple weapon 
  capsule retainer, which stores three capsules rather 
  than one. A PC wielding a weapon with a triple 
  retainer can use one, two, or all three capsules it holds 
  as part of the same action. 
  Only one weapon capsule retainer (or triple retainer) 
  can be attached to any weapon. Attaching a weapon 
  capsule retainer to a weapon or putting a capsule into 
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  VER8-06 Noble Ambitions 
   
  Page 37 
  an empty weapon capsule retainer is a full-round action 
  that provokes attacks of opportunity. Thus, filling 
  an empty triple weapon capsule retainer requires three 
  full-round actions. 
  An alchemical weapon capsule retainer can be filled 
  with a single dose of an injury poison. Activating the 
  weapon capsule coats the weapon with poison, 
  allowing the wielder to deliver toxic strikes with the 
  weapon. A PC using poison in this way faces all the 
  normal perils of using poison (including accidental 
  exposure when activating the capsule or with a natural 
  1 on the attack roll). 
  Quickflame: A quickflame alchemical capsule coats a 
  melee weapon or a thrown weapon with a thin sheet of 
  oil 
  that 
  instantly 
  bursts 
  into 
  flame. This substance allows the weapon to deal extra 
  fire damage for a short amount of time without 
  damaging the weapon or its wielder. A weapon treated 
  with quickflame deals 1d6 points of fire damage with 
  each successful strike. The capsule's effects last for 1 
  round, ending at the beginning of the wielder’s next 
  turn. This fire damage doesn’t stack with any other fire 
  damage the weapon deals. 
  Quickfrost: A quickfrost alchemical capsule coats a 
  melee weapon or a thrown weapon with a thin sheet of 
  oil that instantly cools to a dangerously low 
  temperature. This substance allows the weapon to deal 
  extra cold damage for a short amount of time without 
  damaging the weapon or its wielder. A weapon treated 
  with quickfrost deals 1d6 points of cold damage with 
  each successful strike. The capsule's effects last for 1 
  round, ending at the beginning of the wielder’s next 
  turn. This cold damage doesn’t stack with any other 
  cold damage the weapon deals. 
   
   
   
   
   
   
  
  APPENDIX 3: THE LAWS OF THE VISCOUNTY
  The Laws of Verbobonc are designed to maintain the 
  status quo, protecting the nobility at the expense of the 
  common man. Commoners – including all player PCs 
  – have very few rights. If they break the law, they will 
  be punished. 
   
  HIGH CRIMES AND LOW CRIMES 
       All crimes in the Viscounty are classified as either 
  high crimes or low crimes.  
       Commoners can be accused of any crime by any 
  agent of law enforcement or any noble at any time, so 
  long as the accusing authority is within his 
  jurisdiction. 
       Nobles cannot be accused of low crimes. They can 
  be accused of high crimes, but only by individuals with 
  the Right of High Justice. 
   
  LEGAL AUTHORITY: THE RIGHT OF 
  JUSTICE 
       All legal authority in Verbobonc is divided into two 
  distinct categories: High Justice and Low Justice. 
       Representatives of the law imbued with the Right of 
  Low Justice are involved in the prosecution of ‘day-to-
  day’ law enforcement and may charge and arrest any 
  non-noble offender for any crime. A PC that bears the 
  Right of Low Justice may only arrest another PC if he 
  either witnesses a crime being committed or if a 
  criminal confesses to committing a crime. Arresting 
  agents cannot fine other player PCs TU and gold, nor 
  can they remove PCs from play. The DM adjudicates 
  the penalties for breaking the law.  
       The Right of High Justice is held by the Viscount, 
  the heads of noble houses, and their most highly 
  appointed representatives. Anyone with the Right of 
  High Justice may charge, arrest, investigate, try, and 
  sentence any offender for any crime. Only those with 
  High Justice may charge a noble with breaking the law, 
  and only for high crimes. Nobles are immune to 
  prosecution for low crimes. No player PC in 
  Verbobonc has the right of High Justice, unless he has 
  specific regional documentation to that effect.  
       See the Table 1 below for more details on authority 
  and jurisdiction of various Metaorganizations. 
    
  LAWS IN THE GAME 
       Laws are enforced by the Dungeon Master when the 
  need arises. Before the arrest and adjudication of a 
  player PC happens, the DM should warn the player 
  that he is about to commit a crime. If the player 
  decides to act criminally, the DM must decide if there 
  is any way for the authorities to know what has 
  transpired. If so, he should inform the player that his 
  actions will have consequences and that they will be 
  adjudicated after the play session. If the player 
  continues to commit crimes, the DM should adjudicate 
  it immediately and remove the PC from the play 
  session for the time being.  
       Once play has finished, the DM should make a final 
  determination of all of the penalties that the PC will 
  receive, using Table 2 below for guidance. Any crimes 
  for which the punishment is Death or Exile, must be 
  adjudicated by a member of the Verbobonc Triad. All 
  other crimes may be adjudicated by the judge at the 
  table. 
       If the player of a convicted PC wishes to appeal the 
  judge’s ruling, he should contact the Verbobonc Triad. 
   
  ILLEGAL GOODS 
       The following items are illegal in the Viscounty: 
  Assassin’s dagger, Dagger of venom, Darkskull, drugs, 
  Dust of disappearance,  flesh golems and Flesh golem 
  manuals, Gal-garan, Hand of glory, Hand of the mage, 
  holy symbols to evil gods, Life-drinker, Nine lives 
  stealer, poisons, Robe of bones, slaves, Slaying arrow, 
  Sword of life stealing, thieves’ tools, thinuan weapons, 
  and Unholy weapons. 
       Additionally, scrolls and wands of spells with the 
  [Evil] descriptor and any item that radiates an aura of 
  evil, requires an evil creator, bestows curses,  summons 
  or commands elementals, demons, or devils, or 
  animates the dead are likewise outlawed.  
       This list is not exhaustive, and Dungeon Masters 
  should exercise their judgment. 
  More detailed information on Verbobonc’s laws, legal 
  system, and methods of law enforcement can be found 
  in the Laws of the Viscounty document, available for 
  download at www.verbobonc.net. 
  VER8-06 Noble Ambitions 
   
  Page 38 
  
  Table 1: Legal Jurisdiction of Verbobonc Metaorganizations 
  Organization 
  Authority 
  Jurisdiction 
  Knights of the Faithful Defender 
  High Justice 
  All Verbobonc 
  Mounted Borderers 
  Low Justice 
  All lands within Verbobonc except Verbobonc City. 
  Gentlemen of the Watch 
  Low Justice 
  Verbobonc City 
  Gnarley Rangers 
  Low Justice 
  Gnarley Forest 
  Noble House Guards 
  Low Justice 
  Appropriate Noble Lands 
  Mayors, Sheriffs, and Constables 
  Low Justice 
  The local settlement they have been appointed to 
   
  Table 2: Crimes and Penalties 
  Crime  
   
   
   
  Class  
   
  Penalty 
  Aiding and Abetting 
   
                         Low 
   
  100 gp OR 500 gp OR 1,000 gp + 4 TU  
  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 
  Bribery 
   
   
   
  Low 
   
  Ten times value offered and public whipping OR forfeiture of all gold carried,  
   
   
   
   
   
   
                         expulsion from metaorg, and 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: Confiscation of the item(s) owned and a warning and fine    
                                                                                                                                       of 100 to 2,000 gp to exile from the region, as deemed by the item. 
  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. 
  Resisting Arrest 
   
   
  Low 
   
  300 gp, 2 TU OR 600 gp, 4 TU  
  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 
  Smuggling  
   
                         High 
   
  Confiscation of illegal goods, 2,000 gp, 13 TU, public whipping, loss of  
   
   
   
   
   
                                   
  a finger. Sometimes exile.  
  Theft  
   
   
   
  Low  
   
  Confiscation of goods carried, 200 gp, 5 TU OR confiscation of goods 
   
   
   
   
   
   
                         carried, 1,000 gp, 12 TU, loss of finger 
  Treason/Revolt 
   
   
  High 
    
  Forfeiture of all possessions, property, and wealth, and death by 
   
   
   
   
   
   
                         hanging, draw and quartering, or stoning. 
  Trespassing  
   
   
  Low  
   
  20gp – 500 gp 
  VER8-06 Noble Ambitions 
   
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  APPENDIX #4: MAPS 
   
   
  VER8-06 Noble Ambitions 
   
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  MAP OF VERBOBONC CITY 
  Castle Greyfist is in the center of Verbobonc City. 
   
   
   
  VER8-06 Noble Ambitions 
   
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  NON−PLAYER PC PORTRAITS 
   
  VISCOUNT LANGARD 
   
   
  LADY ELISE BRANDENBERG 
   
   
  VER8-06 Noble Ambitions 
   
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  LORD LUDOVIC LANGMUIR 
   
  VISCOUNT WELLBORN ESTIVAL 
   
  VER8-06 Noble Ambitions 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Verbobonc/598/Normal Scenarios/VER8-06 - Noble Ambitions (APL 6-16)/VER8-06 - Noble Ambitions.pdf