TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
  Noble Ambition
  Noble Ambition
  Noble Ambition
  Noble Ambitionssss    
   
  A One
  A One
  A One
  A One----Round D&D Living Greyhawk Adventure
  Round D&D Living Greyhawk Adventure
  Round D&D Living Greyhawk Adventure
  Round D&D Living Greyhawk Adventure    
   
      
   
  by Rick Bruner
  by Rick Bruner
  by Rick Bruner
  by Rick Bruner    
   
   
   
   
   
   
  The Lady Ashbury is in search for individuals of stout heart and strong sword arm to serve in a task requiring courage, 
  resourcefulness and honor. This is event one of the Nobles Series. An adventure for characters level 1-6. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, and RPGA are registered trademarks of Wizards of 
  the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. Scenario detail 
  copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
  
   
  Noble Ambitions 
   
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag in 
  front of him or her. The tag should have the player's name 
  at the bottom, and the character's name, race, and gender at 
  the top. This makes it easier for the players to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bol
  bol
  bol
  bold italics
  d italics
  d italics
  d italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th  
  T3: 
  23-32 
  25-35 
  27-38 
  29-41 
  8th  
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
   
  Lifestyle Costs
  Lifestyle Costs
  Lifestyle Costs
  Lifestyle Costs    
  At the beginning of every scenario, each PC is required to 
  pay upkeep costs matching the level of lifestyle they wish 
  to maintain. The cost of each lifestyle will be indicated at 
  the beginning of the scenario
  scenario
  scenario
  scenario. The lifestyles, and the 
  effects that each has on play, are: 
   
  Destitute
  Destitute
  Destitute
  Destitute 
  You have no living space, and must carry all 
  your gear everywhere. You eat poor quality 
  food. You wear a peasant outfit, your only 
  change of clothes. 
  Poor
  Poor
  Poor
  Poor 
  You sleep in poor accommodations, and eat 
  poor quality food. You wear a peasant outfit, 
  and have two sets of clothing. 
  Common
  Common
  Common
  Common 
  You have common lodgings, and eat 
  common quality food. You have normal 
  clothing for your profession (adventuring); 
  nothing fancy. You probably have two or 
  three sets of clothing. 
  High
  High
  High
  High 
  You stay in good quality lodgings, and eat 
  good quality food. You wear anything in 
  value up to courtier’s outfits, and generally 
  buy a new set of clothing every two weeks. 
  Luxury
  Luxury
  Luxury
  Luxury 
  You have luxurious accommodations (twice 
  the cost of good accommodations), and you 
  eat excellent foods. You can throw a 
  banquet for your friends every day, and 
  frequently do. You wear clothing up to the 
  value of noble’s outfit, and buy a new set of 
  clothes every week.  
   
  Lifestyles come with bonuses or penalties to Diplomacy, 
  Intimidate, Disguise, and Bluff skill checks. These 
  penalties, shown below, should be applied at the DM’s 
  discretion, and can sometimes backfire—for example, a 
  PC with a poor lifestyle would not have a penalty when 
  talking to a beggar, but would when talking to a city 
  official. A PC with a high lifestyle should have a penalty 
  when dealing with a group of street thugs, where a PC 
  with a destitute lifestyle might not. 
   
  DMs are encouraged to role-play these reactions 
  whenever possible. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  Cost
  Cost
  Cost
  Cost    
  Skill Modifier
  Skill Modifier
  Skill Modifier
  Skill Modifier    
  Destitute 
  14 sp 
   
  -2 
  Poor 
  43 sp 
   
  -1 
  Common 
  3 gp 
   
   0 
  High 
  250 gp 
   
  +1 
  
   
  Noble Ambitions 
   
  Page 3 
  Luxury 
  500 gp 
   
  +2 
   
  Verbobonc Coin Conversions
  Verbobonc Coin Conversions
  Verbobonc Coin Conversions
  Verbobonc Coin Conversions    
  Leaf = Platinum Piece 
  Wheatsheaf (‘sheaf’) 
  = Gold Piece 
  Knight 
  = Electrum 
  Spire 
  = Silver 
  Common 
   
    = Copper 
   
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Background
  Background
  Background
  Background    
  It is the year 591CY in the City of Verbobonc. Twenty-
  two years have pasted since the forces of good rallied to 
  defeat the foul forces that raised the Temple of Elemental 
  Evil. Valiant men from Furondy and Veluna had joined 
  with the militia of Verbobonc, gnomes from the Kron 
  Hills, dwarves from Lortmils, and an army of elven bow 
  and spearmen to defeat a vast army of humanoids at the 
  Battle of Emridy Meadows. The army of good then laid 
  siege to the Temple and razed it, sealing the temple ruins. 
   
  Yet before the muster of the forces of good, evil 
  humans and humanoids had laid waste to a large area of 
  the Viscounty, including the township of Penwick. 
  Goodly folk, both the low and high born, were 
  slaughtered or carried off to the temple as offerings to the 
  vile Demon. 
   
  Legends speak of gallant stands, where local lords 
  and their retainers faced the horde and for precious 
  moments, held back the tide of evil allowing a few to 
  escape. There were also tales of vile treachery, as some 
  embraced the evil that emanated from the Temple and 
  saw their own opportunities for gain under the banner of 
  evil. 
   
  The scars on the land heal quickly compared to the 
  scars that sometimes are inflicted on the souls of the 
  survivors. Twenty-two years have pasted and now the 
  children of that disaster continue to rebuild, both the 
  land and their own lives. 
   
   
  Players’ Introduction
  Players’ Introduction
  Players’ Introduction
  Players’ Introduction    
  It is the month of Readying in the city of Verbobonc. Winter 
  It is the month of Readying in the city of Verbobonc. Winter 
  It is the month of Readying in the city of Verbobonc. Winter 
  It is the month of Readying in the city of Verbobonc. Winter 
  shows great reluctance to release its grip on the Viscounty. The
  shows great reluctance to release its grip on the Viscounty. The
  shows great reluctance to release its grip on the Viscounty. The
  shows great reluctance to release its grip on the Viscounty. The    
  occasional sunny day, with balmy breezes hinting at the 
  occasional sunny day, with balmy breezes hinting at the 
  occasional sunny day, with balmy breezes hinting at the 
  occasional sunny day, with balmy breezes hinting at the 
  summer to come can be suddenly overwhelmed by masses of 
  summer to come can be suddenly overwhelmed by masses of 
  summer to come can be suddenly overwhelmed by masses of 
  summer to come can be suddenly overwhelmed by masses of 
  dark clouds that spit sleet and cold rain. Yet the inns and 
  dark clouds that spit sleet and cold rain. Yet the inns and 
  dark clouds that spit sleet and cold rain. Yet the inns and 
  dark clouds that spit sleet and cold rain. Yet the inns and 
  taverns are doing a brisk business, as the inhabitants of 
  taverns are doing a brisk business, as the inhabitants of 
  taverns are doing a brisk business, as the inhabitants of 
  taverns are doing a brisk business, as the inhabitants of 
  Verbobonc seem resolved t
  Verbobonc seem resolved t
  Verbobonc seem resolved t
  Verbobonc seem resolved to shrug off the dreariness of the long 
  o shrug off the dreariness of the long 
  o shrug off the dreariness of the long 
  o shrug off the dreariness of the long 
  winter and embrace the coming spring.
  winter and embrace the coming spring.
  winter and embrace the coming spring.
  winter and embrace the coming spring.    
      
  The markets are filled. Merchants are hawking harness 
  The markets are filled. Merchants are hawking harness 
  The markets are filled. Merchants are hawking harness 
  The markets are filled. Merchants are hawking harness 
  and farm implements. Farmers have brought their spring 
  and farm implements. Farmers have brought their spring 
  and farm implements. Farmers have brought their spring 
  and farm implements. Farmers have brought their spring 
  lambs, shoats and calves. Goodwives proudly display their 
  lambs, shoats and calves. Goodwives proudly display their 
  lambs, shoats and calves. Goodwives proudly display their 
  lambs, shoats and calves. Goodwives proudly display their 
  baskets of 
  baskets of 
  baskets of 
  baskets of winter vegetables, turnips, potatoes, and cabbages. 
  winter vegetables, turnips, potatoes, and cabbages. 
  winter vegetables, turnips, potatoes, and cabbages. 
  winter vegetables, turnips, potatoes, and cabbages. 
  The promise of this year’s harvest is represented by the baskets 
  The promise of this year’s harvest is represented by the baskets 
  The promise of this year’s harvest is represented by the baskets 
  The promise of this year’s harvest is represented by the baskets 
  of seed, seedlings and cuttings that lure crowds of sturdy farm 
  of seed, seedlings and cuttings that lure crowds of sturdy farm 
  of seed, seedlings and cuttings that lure crowds of sturdy farm 
  of seed, seedlings and cuttings that lure crowds of sturdy farm 
  folk. The Festival of Readying is but a 10 day away.
  folk. The Festival of Readying is but a 10 day away.
  folk. The Festival of Readying is but a 10 day away.
  folk. The Festival of Readying is but a 10 day away.    
      
  The crowd’s high spir
  The crowd’s high spir
  The crowd’s high spir
  The crowd’s high spirits wash over you as you stroll 
  its wash over you as you stroll 
  its wash over you as you stroll 
  its wash over you as you stroll 
  along. Your attention is drawn to a boisterous crowd that 
  along. Your attention is drawn to a boisterous crowd that 
  along. Your attention is drawn to a boisterous crowd that 
  along. Your attention is drawn to a boisterous crowd that 
  forms a half circle about the town post. As you draw near, you 
  forms a half circle about the town post. As you draw near, you 
  forms a half circle about the town post. As you draw near, you 
  forms a half circle about the town post. As you draw near, you 
  see a notice nailed to the post.
  see a notice nailed to the post.
  see a notice nailed to the post.
  see a notice nailed to the post.    
   
  Give those PCs who can read a copy of Handout #1
  Handout #1
  Handout #1
  Handout #1. It 
  reads: 
   
  Needed, 
  Individuals of stout heart and strong sword arm to serve me in a 
  task requiring courage, resourcefulness and honor. Inquiries may 
  be made at Jylee’s Inn. 
  This the second day of Readying in the year 591cy 
  By my hand, 
  Lady Elinor Asbury 
  Asbury Manor 
   
  Allow the adventurers a chance to read or have the notice 
  read to them. Jylee’s Inn is a well-appointed hostelry that 
  caters to the nobility and wealthy merchants. It is located 
  on the West Side of the town of Verbobonc. Let the 
  adventurers decide individually if they wish to pursue 
  this opportunity and make their way to the Inn. Any 
  native can give directions to Jylee’s Inn. 
   
   
  Encounter 1:
  Encounter 1:
  Encounter 1:
  Encounter 1:    
  The Presence of Nobility
  The Presence of Nobility
  The Presence of Nobility
  The Presence of Nobility    
  Jylee’s Inn is a beautifully maintained building of stone 
  and wood construction near the west gate. The stonework 
  has been lovingly whitewashed and the wood trim is 
  painted and in excellent repair. It raises some three 
  stories above the wide road and is screened from the dust 
  and noise by a line of topiary plum trees. Along the peak 
  of the Inn’s roof five banners flutter bravely in the 
  morning breeze. 
   
  If an adventurer inquires about the banners, allow a 
  Knowledge (Heraldry - Verbobonc, Veluna, or Furyondy) 
  check (DC10) to recognize the coat of arms on each 
  banner. Knowledge (Verbobonc Local Lore) (DC10) will 
  tell the PC that, as a courtesy, the Inn raises the banners 
  of any noble who is in residence at Jylee’s Inn. There are 
  five banners represented: the Most Worthy Sir Harold 
  Viscoy, Knight Companion of the Shield (Veluna); Sir 
  Rauth Towsend, Knight of the Hart (Furyondy); His 
  Worship, Olan Deloit, Emissary of Rao (Veluna); Lady 
  Elinor Asbury, Mistress of House Asbury (Verbobonc - 
  this banner is a divided field, a Flaming Sword on one 
  half, a shining gemstone upon the other); and Lord Simon 
  Milinous, Master of House Milinous (Verbobonc - this 
  shield is a black griffon on a field of azure). 
   
  As you approach the inn a doorman greets you. “What 
  As you approach the inn a doorman greets you. “What 
  As you approach the inn a doorman greets you. “What 
  As you approach the inn a doorman greets you. “What 
  business do you have at our fine inn,” he asks, and waits for a 
  business do you have at our fine inn,” he asks, and waits for a 
  business do you have at our fine inn,” he asks, and waits for a 
  business do you have at our fine inn,” he asks, and waits for a 
  response. 
  response. 
  response. 
  response.     
   
  Upon hearing that they wish to speak with the Lady 
  Elinor of House Asbury, he will look at them with an 
  appraising eye.  
  
   
  Noble Ambitions 
   
  Page 4 
   
  Turning, he calls out to one of the two large men stationed on 
  Turning, he calls out to one of the two large men stationed on 
  Turning, he calls out to one of the two large men stationed on 
  Turning, he calls out to one of the two large men stationed on 
  either side of the wide entry door.
  either side of the wide entry door.
  either side of the wide entry door.
  either side of the wide entry door.    
      
  "Take this 
  "Take this 
  "Take this 
  "Take this (or these) person
   person
   person
   person(s) to the audience room set 
   to the audience room set 
   to the audience room set 
   to the audience room set 
  aside for Lady El
  aside for Lady El
  aside for Lady El
  aside for Lady Elinor of Asbury." He then turns back to you, 
  inor of Asbury." He then turns back to you, 
  inor of Asbury." He then turns back to you, 
  inor of Asbury." He then turns back to you, 
  "Please follow this man, and please refrain from questions or 
  "Please follow this man, and please refrain from questions or 
  "Please follow this man, and please refrain from questions or 
  "Please follow this man, and please refrain from questions or 
  commotion. It is our honor to accommodate the Lady Elinor 
  commotion. It is our honor to accommodate the Lady Elinor 
  commotion. It is our honor to accommodate the Lady Elinor 
  commotion. It is our honor to accommodate the Lady Elinor 
  but we must insist that our other guests not be disturbed."
  but we must insist that our other guests not be disturbed."
  but we must insist that our other guests not be disturbed."
  but we must insist that our other guests not be disturbed."    
      
  You guide motions for you to fo
  You guide motions for you to fo
  You guide motions for you to fo
  You guide motions for you to follow. 
  llow. 
  llow. 
  llow.     
      
  You are swiftly escorted through the richly appointed, 
  You are swiftly escorted through the richly appointed, 
  You are swiftly escorted through the richly appointed, 
  You are swiftly escorted through the richly appointed, 
  common room of the Inn to a double set of carved oak doors. 
  common room of the Inn to a double set of carved oak doors. 
  common room of the Inn to a double set of carved oak doors. 
  common room of the Inn to a double set of carved oak doors. 
  Your escort opens them carefully and ushers you into a room 
  Your escort opens them carefully and ushers you into a room 
  Your escort opens them carefully and ushers you into a room 
  Your escort opens them carefully and ushers you into a room 
  with a score of others. A beautiful young woman is seated on a 
  with a score of others. A beautiful young woman is seated on a 
  with a score of others. A beautiful young woman is seated on a 
  with a score of others. A beautiful young woman is seated on a 
  rather pla
  rather pla
  rather pla
  rather plain chair that sits upon a raised dais. On her right an 
  in chair that sits upon a raised dais. On her right an 
  in chair that sits upon a raised dais. On her right an 
  in chair that sits upon a raised dais. On her right an 
  aged man leans against a writing stand. The only other exit 
  aged man leans against a writing stand. The only other exit 
  aged man leans against a writing stand. The only other exit 
  aged man leans against a writing stand. The only other exit 
  from the room is a door guarded by a handsome page whose 
  from the room is a door guarded by a handsome page whose 
  from the room is a door guarded by a handsome page whose 
  from the room is a door guarded by a handsome page whose 
  clothing is adorned with the Asbury coat of arms. As the last 
  clothing is adorned with the Asbury coat of arms. As the last 
  clothing is adorned with the Asbury coat of arms. As the last 
  clothing is adorned with the Asbury coat of arms. As the last 
  adventurer enters the 
  adventurer enters the 
  adventurer enters the 
  adventurer enters the woman rises, nods to your escort and 
  woman rises, nods to your escort and 
  woman rises, nods to your escort and 
  woman rises, nods to your escort and 
  speaks.
  speaks.
  speaks.
  speaks.    
      
  “Thank you Bertram. Please allow no others entry until I 
  “Thank you Bertram. Please allow no others entry until I 
  “Thank you Bertram. Please allow no others entry until I 
  “Thank you Bertram. Please allow no others entry until I 
  have had the opportunity to speak with those assembled.”
  have had the opportunity to speak with those assembled.”
  have had the opportunity to speak with those assembled.”
  have had the opportunity to speak with those assembled.”    
      
  The escort bows deeply to her and reply, “As you wish my 
  The escort bows deeply to her and reply, “As you wish my 
  The escort bows deeply to her and reply, “As you wish my 
  The escort bows deeply to her and reply, “As you wish my 
  Lady.” He exits and closes the door be
  Lady.” He exits and closes the door be
  Lady.” He exits and closes the door be
  Lady.” He exits and closes the door behind him. 
  hind him. 
  hind him. 
  hind him.     
      
  Once the door closes, Lady Elinor studies those in the 
  Once the door closes, Lady Elinor studies those in the 
  Once the door closes, Lady Elinor studies those in the 
  Once the door closes, Lady Elinor studies those in the 
  room for a moment and then speaks: “I thank you all for 
  room for a moment and then speaks: “I thank you all for 
  room for a moment and then speaks: “I thank you all for 
  room for a moment and then speaks: “I thank you all for 
  answering my summons. I am Lady Elinor Asbury of House 
  answering my summons. I am Lady Elinor Asbury of House 
  answering my summons. I am Lady Elinor Asbury of House 
  answering my summons. I am Lady Elinor Asbury of House 
  Asbury, a small holding South of Verbobonc in the township 
  Asbury, a small holding South of Verbobonc in the township 
  Asbury, a small holding South of Verbobonc in the township 
  Asbury, a small holding South of Verbobonc in the township 
  of Penwick. I have 
  of Penwick. I have 
  of Penwick. I have 
  of Penwick. I have a need for a brave few who would complete 
  a need for a brave few who would complete 
  a need for a brave few who would complete 
  a need for a brave few who would complete 
  a task. The success of this endeavor could be critical for the 
  a task. The success of this endeavor could be critical for the 
  a task. The success of this endeavor could be critical for the 
  a task. The success of this endeavor could be critical for the 
  continued survival of House Asbury. I ask your indulgence in 
  continued survival of House Asbury. I ask your indulgence in 
  continued survival of House Asbury. I ask your indulgence in 
  continued survival of House Asbury. I ask your indulgence in 
  answering a few questions before I select those who will be 
  answering a few questions before I select those who will be 
  answering a few questions before I select those who will be 
  answering a few questions before I select those who will be 
  charged to undertake this ques
  charged to undertake this ques
  charged to undertake this ques
  charged to undertake this quest. The nature of this quest is 
  t. The nature of this quest is 
  t. The nature of this quest is 
  t. The nature of this quest is 
  secret and I must stipulate that I can not, as of yet, reveal any 
  secret and I must stipulate that I can not, as of yet, reveal any 
  secret and I must stipulate that I can not, as of yet, reveal any 
  secret and I must stipulate that I can not, as of yet, reveal any 
  of the details of said task. However, those who will be asked to 
  of the details of said task. However, those who will be asked to 
  of the details of said task. However, those who will be asked to 
  of the details of said task. However, those who will be asked to 
  take service with House Asbury will be privy to all that I 
  take service with House Asbury will be privy to all that I 
  take service with House Asbury will be privy to all that I 
  take service with House Asbury will be privy to all that I 
  know before I accept their pledge.”
  know before I accept their pledge.”
  know before I accept their pledge.”
  know before I accept their pledge.”    
      
  With this said she will glance at the elderly man who 
  With this said she will glance at the elderly man who 
  With this said she will glance at the elderly man who 
  With this said she will glance at the elderly man who 
  now holds a stylus, he motions to a tall man dressed in chain 
  now holds a stylus, he motions to a tall man dressed in chain 
  now holds a stylus, he motions to a tall man dressed in chain 
  now holds a stylus, he motions to a tall man dressed in chain 
  mail and speaks.
  mail and speaks.
  mail and speaks.
  mail and speaks.    
      
  “Please step forward, give your name, your homeland and 
  “Please step forward, give your name, your homeland and 
  “Please step forward, give your name, your homeland and 
  “Please step forward, give your name, your homeland and 
  then state the reasons that House Asbury should accept your 
  then state the reasons that House Asbury should accept your 
  then state the reasons that House Asbury should accept your 
  then state the reasons that House Asbury should accept your 
  serv
  serv
  serv
  service.”
  ice.”
  ice.”
  ice.”    
   
  The DM can improvise the questioning of several NPCs 
  to demonstrate the behavior and attitude expected from 
  the applicants. PCs who watch Lady Elinor will notice 
  that any breach of courtesy or an expression of greed 
  brings a disapproving from to her face. PCs with Sense 
  Motive can make a check (DC 10) to notice that every 
  time she frowns she raises her index finger slightly on her 
  left hand. That PC also noticed that her aged assistant is 
  on constant vigil for that sign, and any interview he is 
  conducting will soon be over once they sign is given. 
  Each PC in turn will have the opportunity to step forward 
  and speak 
   
  If possible, summon one of the PCs who has rolled 
  and made their check as the first of the PC to face the 
  questioning. Each PC will be called upon to answer the 
  questions. In addition to name, homeland and 
  accomplishments, each PC will be asked why they seek 
  service with Asbury Manor. Honest answers that say the 
  PC “needs the work” or “to eat” bring a hint of a smile to 
  her face. 
   
  Once all the PCs have had the opportunity to answer 
  the questions, Lady Asbury will rise. 
   
  “I thank you all for coming and ask your patience. Please 
  “I thank you all for coming and ask your patience. Please 
  “I thank you all for coming and ask your patience. Please 
  “I thank you all for coming and ask your patience. Please 
  allow me to offer some simple refreshments while I consult 
  allow me to offer some simple refreshments while I consult 
  allow me to offer some simple refreshments while I consult 
  allow me to offer some simple refreshments while I consult 
  Armound and make my decision. Jarek.”
  Armound and make my decision. Jarek.”
  Armound and make my decision. Jarek.”
  Armound and make my decision. Jarek.”    
      
  The page stationed 
  The page stationed 
  The page stationed 
  The page stationed near the side door will open it, 
  near the side door will open it, 
  near the side door will open it, 
  near the side door will open it, 
  revealing an anteroom with several tables bearing ale, wine, 
  revealing an anteroom with several tables bearing ale, wine, 
  revealing an anteroom with several tables bearing ale, wine, 
  revealing an anteroom with several tables bearing ale, wine, 
  cheese and other such refreshments. 
  cheese and other such refreshments. 
  cheese and other such refreshments. 
  cheese and other such refreshments.     
      
  As this occurs, the main door to the audience chamber 
  As this occurs, the main door to the audience chamber 
  As this occurs, the main door to the audience chamber 
  As this occurs, the main door to the audience chamber 
  opens and the doorman enters the room and bows deeply. “I 
  opens and the doorman enters the room and bows deeply. “I 
  opens and the doorman enters the room and bows deeply. “I 
  opens and the doorman enters the room and bows deeply. “I 
  beg your Lad
  beg your Lad
  beg your Lad
  beg your Lady’s pardon, but Lord Milinous requests an 
  y’s pardon, but Lord Milinous requests an 
  y’s pardon, but Lord Milinous requests an 
  y’s pardon, but Lord Milinous requests an 
  immediate audience with you.”
  immediate audience with you.”
  immediate audience with you.”
  immediate audience with you.”    
      
  Lady Elinor’s mouth tightens as she turns to regard the 
  Lady Elinor’s mouth tightens as she turns to regard the 
  Lady Elinor’s mouth tightens as she turns to regard the 
  Lady Elinor’s mouth tightens as she turns to regard the 
  man. “Please tell the Lord of House Milinous that I am 
  man. “Please tell the Lord of House Milinous that I am 
  man. “Please tell the Lord of House Milinous that I am 
  man. “Please tell the Lord of House Milinous that I am 
  flattered by his interest and I will be most honored to receive 
  flattered by his interest and I will be most honored to receive 
  flattered by his interest and I will be most honored to receive 
  flattered by his interest and I will be most honored to receive 
  him once
  him once
  him once
  him once my business is concluded.” 
   my business is concluded.” 
   my business is concluded.” 
   my business is concluded.”     
   
  At this point the page will usher the all adventurers and 
  the other applicants into the anteroom and shuts the door 
  to allow Lady Asbury and her scribe to confer. 
  Adventurers with Craft (Brewing), Profession (Cook), 
  Knowledge (Nobility) can (Take 10) to see that while the 
  repast set for them is wholesome and tasty, it is not quite 
  up to the level that a noble would normally serve guests. 
   
  It is very important that the adventurers conduct 
  themselves properly during the interview. Any major 
  breach of courtesy or expression of greed could disqualify 
  the individual from participation in the module. If asked 
  about payment in the initial interview, Lady Asbury will 
  frown and say that the individual has “her word” that if 
  the mission is successful, all those involved will be amply 
  rewarded. Once she has made this statement, she 
  considers anyone else who questions the payment to be 
  rude and uncouth.  
   
  While Lady Asbury is a worldly woman and will 
  readily accept honest expressions of “need for work” and 
  the desire of the adventurer to make their way in the 
  world, she is still a noble of Verbobonc and the Mistress 
  of House Asbury.  
   
  Jarek, Lady Asbury's page, will re-appear once the 
  party as had time to introduce themselves. Calling out 
  their names, he waits for each to answer. Upon hearing 
  their reply he will ask them to return to the audience 
  room. 
      
  The room has been rearranged; chairs 
  The room has been rearranged; chairs 
  The room has been rearranged; chairs 
  The room has been rearranged; chairs (sufficient for the 
  number of PCs) have been placed in a semi
   have been placed in a semi
   have been placed in a semi
   have been placed in a semi----circle facing the 
  circle facing the 
  circle facing the 
  circle facing the 
  dais. Lady Elinor rises f
  dais. Lady Elinor rises f
  dais. Lady Elinor rises f
  dais. Lady Elinor rises from her chair as you enter and invites 
  rom her chair as you enter and invites 
  rom her chair as you enter and invites 
  rom her chair as you enter and invites 
  you to be seated before she herself sits.
  you to be seated before she herself sits.
  you to be seated before she herself sits.
  you to be seated before she herself sits.    
      
  “Of what I am about to tell you, some is known, the rest 
  “Of what I am about to tell you, some is known, the rest 
  “Of what I am about to tell you, some is known, the rest 
  “Of what I am about to tell you, some is known, the rest 
  must remain secret. Do I have your word on that?”
  must remain secret. Do I have your word on that?”
  must remain secret. Do I have your word on that?”
  must remain secret. Do I have your word on that?”    
   
  She waits for each PC to agree before continuing. 
   
  “Twenty
  “Twenty
  “Twenty
  “Twenty----two yea
  two yea
  two yea
  two years ago, an unspeakable evil fell upon the 
  rs ago, an unspeakable evil fell upon the 
  rs ago, an unspeakable evil fell upon the 
  rs ago, an unspeakable evil fell upon the 
  lands to the South. A dark fortress was raised and from its 
  lands to the South. A dark fortress was raised and from its 
  lands to the South. A dark fortress was raised and from its 
  lands to the South. A dark fortress was raised and from its 
  gates belched forth a host of despoilers. Asbury Manor lay in 
  gates belched forth a host of despoilers. Asbury Manor lay in 
  gates belched forth a host of despoilers. Asbury Manor lay in 
  gates belched forth a host of despoilers. Asbury Manor lay in 
  their path. My father, Lord Asbury and Lady Aluna, my 
  their path. My father, Lord Asbury and Lady Aluna, my 
  their path. My father, Lord Asbury and Lady Aluna, my 
  their path. My father, Lord Asbury and Lady Aluna, my 
  
   
  Noble Ambitions 
   
  Page 5 
  mother, realized that they did not pos
  mother, realized that they did not pos
  mother, realized that they did not pos
  mother, realized that they did not possess the might to defeat or 
  sess the might to defeat or 
  sess the might to defeat or 
  sess the might to defeat or 
  turn aside that tide of evil, but they also acknowledged that 
  turn aside that tide of evil, but they also acknowledged that 
  turn aside that tide of evil, but they also acknowledged that 
  turn aside that tide of evil, but they also acknowledged that 
  their solemn duty was to those who looked to Asbury for 
  their solemn duty was to those who looked to Asbury for 
  their solemn duty was to those who looked to Asbury for 
  their solemn duty was to those who looked to Asbury for 
  protection. Summoning their landmen, they bade them gather 
  protection. Summoning their landmen, they bade them gather 
  protection. Summoning their landmen, they bade them gather 
  protection. Summoning their landmen, they bade them gather 
  what they could carry and flee with their families 
  what they could carry and flee with their families 
  what they could carry and flee with their families 
  what they could carry and flee with their families North to 
  North to 
  North to 
  North to 
  Verbobonc City where a mustering of forces had been called to 
  Verbobonc City where a mustering of forces had been called to 
  Verbobonc City where a mustering of forces had been called to 
  Verbobonc City where a mustering of forces had been called to 
  meet the threat. Myself a mere babe carried in Armount’s 
  meet the threat. Myself a mere babe carried in Armount’s 
  meet the threat. Myself a mere babe carried in Armount’s 
  meet the threat. Myself a mere babe carried in Armount’s 
  arms, my parents donned armor and led those ten men and 
  arms, my parents donned armor and led those ten men and 
  arms, my parents donned armor and led those ten men and 
  arms, my parents donned armor and led those ten men and 
  women at arms who had claimed their right to stand beside 
  women at arms who had claimed their right to stand beside 
  women at arms who had claimed their right to stand beside 
  women at arms who had claimed their right to stand beside 
  my father.”
  my father.”
  my father.”
  my father.”    
          
  “They met the horde at the bridge spanning Whistlers 
  “They met the horde at the bridge spanning Whistlers 
  “They met the horde at the bridge spanning Whistlers 
  “They met the horde at the bridge spanning Whistlers 
  Creek. Where, after destroying the span, held the crossing for 
  Creek. Where, after destroying the span, held the crossing for 
  Creek. Where, after destroying the span, held the crossing for 
  Creek. Where, after destroying the span, held the crossing for 
  10 valiant hours, allowing many of our people to gain safety, 
  10 valiant hours, allowing many of our people to gain safety, 
  10 valiant hours, allowing many of our people to gain safety, 
  10 valiant hours, allowing many of our people to gain safety, 
  before they were swept aside like leaves before the cold, autumn 
  before they were swept aside like leaves before the cold, autumn 
  before they were swept aside like leaves before the cold, autumn 
  before they were swept aside like leaves before the cold, autumn 
  wind.
  wind.
  wind.
  wind.    
      
  Later,
  Later,
  Later,
  Later, as you well know, the combined forces of good 
   as you well know, the combined forces of good 
   as you well know, the combined forces of good 
   as you well know, the combined forces of good 
  destroyed the festering evil and cauterized the source. The solid 
  destroyed the festering evil and cauterized the source. The solid 
  destroyed the festering evil and cauterized the source. The solid 
  destroyed the festering evil and cauterized the source. The solid 
  folk of Asbury returned to rebuild their homes and farms. They 
  folk of Asbury returned to rebuild their homes and farms. They 
  folk of Asbury returned to rebuild their homes and farms. They 
  folk of Asbury returned to rebuild their homes and farms. They 
  asked Armount to serve as Regent until I was of age to resume 
  asked Armount to serve as Regent until I was of age to resume 
  asked Armount to serve as Regent until I was of age to resume 
  asked Armount to serve as Regent until I was of age to resume 
  the leadership of 
  the leadership of 
  the leadership of 
  the leadership of the holding, as I did this year past.”
  the holding, as I did this year past.”
  the holding, as I did this year past.”
  the holding, as I did this year past.”    
          
  “But the razing of Penwick Township left the holding 
  “But the razing of Penwick Township left the holding 
  “But the razing of Penwick Township left the holding 
  “But the razing of Penwick Township left the holding 
  poor, not in spirit, determination nor courage, but in gold. 
  poor, not in spirit, determination nor courage, but in gold. 
  poor, not in spirit, determination nor courage, but in gold. 
  poor, not in spirit, determination nor courage, but in gold. 
  Much of what was looted from the homes and the manor 
  Much of what was looted from the homes and the manor 
  Much of what was looted from the homes and the manor 
  Much of what was looted from the homes and the manor 
  house has never been recovered. My father’s Swor
  house has never been recovered. My father’s Swor
  house has never been recovered. My father’s Swor
  house has never been recovered. My father’s Sword was lost, as 
  d was lost, as 
  d was lost, as 
  d was lost, as 
  was the Stone of Asbury that my mother bore on a chain about 
  was the Stone of Asbury that my mother bore on a chain about 
  was the Stone of Asbury that my mother bore on a chain about 
  was the Stone of Asbury that my mother bore on a chain about 
  her neck. The Sword and the Stone are the symbols of Asbury; 
  her neck. The Sword and the Stone are the symbols of Asbury; 
  her neck. The Sword and the Stone are the symbols of Asbury; 
  her neck. The Sword and the Stone are the symbols of Asbury; 
  their recovery would do much to bolster the faith my people 
  their recovery would do much to bolster the faith my people 
  their recovery would do much to bolster the faith my people 
  their recovery would do much to bolster the faith my people 
  have shown.
  have shown.
  have shown.
  have shown.    
      
  In addition, there was a treasury of gems and 
  In addition, there was a treasury of gems and 
  In addition, there was a treasury of gems and 
  In addition, there was a treasury of gems and coin, which 
  coin, which 
  coin, which 
  coin, which 
  would alleviate the terrible strain levied upon Asbury. We had 
  would alleviate the terrible strain levied upon Asbury. We had 
  would alleviate the terrible strain levied upon Asbury. We had 
  would alleviate the terrible strain levied upon Asbury. We had 
  to borrow heavily to rebuild and the cost of that is now due. I 
  to borrow heavily to rebuild and the cost of that is now due. I 
  to borrow heavily to rebuild and the cost of that is now due. I 
  to borrow heavily to rebuild and the cost of that is now due. I 
  cannot ask my people to sacrifice more then they have already. 
  cannot ask my people to sacrifice more then they have already. 
  cannot ask my people to sacrifice more then they have already. 
  cannot ask my people to sacrifice more then they have already. 
  And while I have had offers of assistance, 
  And while I have had offers of assistance, 
  And while I have had offers of assistance, 
  And while I have had offers of assistance, (she smiles wanly)    
  they have a different cost.”
  they have a different cost.”
  they have a different cost.”
  they have a different cost.”    
          
  “But now to the point, recently, an old man, half crazed 
  “But now to the point, recently, an old man, half crazed 
  “But now to the point, recently, an old man, half crazed 
  “But now to the point, recently, an old man, half crazed 
  and muttering nonsense stumbled into the holding. He 
  and muttering nonsense stumbled into the holding. He 
  and muttering nonsense stumbled into the holding. He 
  and muttering nonsense stumbled into the holding. He 
  babbled about a cave filled with riches and gold and guarded 
  babbled about a cave filled with riches and gold and guarded 
  babbled about a cave filled with riches and gold and guarded 
  babbled about a cave filled with riches and gold and guarded 
  by imps of the underworld. Ordinarily we would
  by imps of the underworld. Ordinarily we would
  by imps of the underworld. Ordinarily we would
  by imps of the underworld. Ordinarily we would pay little 
   pay little 
   pay little 
   pay little 
  heed. There are still many who suffer from the evil that was 
  heed. There are still many who suffer from the evil that was 
  heed. There are still many who suffer from the evil that was 
  heed. There are still many who suffer from the evil that was 
  visited upon the land. But this man bore with him a chalice, 
  visited upon the land. But this man bore with him a chalice, 
  visited upon the land. But this man bore with him a chalice, 
  visited upon the land. But this man bore with him a chalice, 
  made of gold and worked with gems. Armound immediately 
  made of gold and worked with gems. Armound immediately 
  made of gold and worked with gems. Armound immediately 
  made of gold and worked with gems. Armound immediately 
  recognized it as one of two wedding cups gifted to my father 
  recognized it as one of two wedding cups gifted to my father 
  recognized it as one of two wedding cups gifted to my father 
  recognized it as one of two wedding cups gifted to my father 
  and mo
  and mo
  and mo
  and mother at their betrothal by the Lord Mayor of 
  ther at their betrothal by the Lord Mayor of 
  ther at their betrothal by the Lord Mayor of 
  ther at their betrothal by the Lord Mayor of 
  Verbobonc.”
  Verbobonc.”
  Verbobonc.”
  Verbobonc.”    
      
  “We gently questioned the old man, striving for meaning 
  “We gently questioned the old man, striving for meaning 
  “We gently questioned the old man, striving for meaning 
  “We gently questioned the old man, striving for meaning 
  through his disjointed and sometimes incomprehensible 
  through his disjointed and sometimes incomprehensible 
  through his disjointed and sometimes incomprehensible 
  through his disjointed and sometimes incomprehensible 
  ramblings. We have pieced together enough to send a party in 
  ramblings. We have pieced together enough to send a party in 
  ramblings. We have pieced together enough to send a party in 
  ramblings. We have pieced together enough to send a party in 
  hopes of recovering the tre
  hopes of recovering the tre
  hopes of recovering the tre
  hopes of recovering the treasure and restoring Asbury to it 
  asure and restoring Asbury to it 
  asure and restoring Asbury to it 
  asure and restoring Asbury to it 
  former position. Would that I had the men and women at 
  former position. Would that I had the men and women at 
  former position. Would that I had the men and women at 
  former position. Would that I had the men and women at 
  arms I would lead them as my father lead. But the folk of 
  arms I would lead them as my father lead. But the folk of 
  arms I would lead them as my father lead. But the folk of 
  arms I would lead them as my father lead. But the folk of 
  Asbury are farmers and craftsmen not warriors and a certain 
  Asbury are farmers and craftsmen not warriors and a certain 
  Asbury are farmers and craftsmen not warriors and a certain 
  Asbury are farmers and craftsmen not warriors and a certain 
  political situation requires that I remain within 
  political situation requires that I remain within 
  political situation requires that I remain within 
  political situation requires that I remain within the holding. I 
  the holding. I 
  the holding. I 
  the holding. I 
  ask you to take service under the banner of Asbury to find if 
  ask you to take service under the banner of Asbury to find if 
  ask you to take service under the banner of Asbury to find if 
  ask you to take service under the banner of Asbury to find if 
  possible the Sword and Gem of Asbury and the treasure that 
  possible the Sword and Gem of Asbury and the treasure that 
  possible the Sword and Gem of Asbury and the treasure that 
  possible the Sword and Gem of Asbury and the treasure that 
  will save our holding. In return I offer the eternal gratitude of 
  will save our holding. In return I offer the eternal gratitude of 
  will save our holding. In return I offer the eternal gratitude of 
  will save our holding. In return I offer the eternal gratitude of 
  House Asbury and the praise of Bards over the ages. In
  House Asbury and the praise of Bards over the ages. In
  House Asbury and the praise of Bards over the ages. In
  House Asbury and the praise of Bards over the ages. In    
  addition, if the treasure of Asbury were recovered, I would be 
  addition, if the treasure of Asbury were recovered, I would be 
  addition, if the treasure of Asbury were recovered, I would be 
  addition, if the treasure of Asbury were recovered, I would be 
  imparting a sum of coin to each of thee. Mind thee, we are a 
  imparting a sum of coin to each of thee. Mind thee, we are a 
  imparting a sum of coin to each of thee. Mind thee, we are a 
  imparting a sum of coin to each of thee. Mind thee, we are a 
  poor holding, but our heart and love are with all that honestly 
  poor holding, but our heart and love are with all that honestly 
  poor holding, but our heart and love are with all that honestly 
  poor holding, but our heart and love are with all that honestly 
  come to our aid. What say you all?”
  come to our aid. What say you all?”
  come to our aid. What say you all?”
  come to our aid. What say you all?”    
   
  If the adventurers accept Lady Asbury's offer, she will 
  perform the following vestment. 
   
  Turning her face to Armount, with a glow of hope reborn in 
  Turning her face to Armount, with a glow of hope reborn in 
  Turning her face to Armount, with a glow of hope reborn in 
  Turning her face to Armount, with a glow of hope reborn in 
  her heart, she stands. Armount summons each of you to stand 
  her heart, she stands. Armount summons each of you to stand 
  her heart, she stands. Armount summons each of you to stand 
  her heart, she stands. Armount summons each of you to stand 
  before Lady Asbury. She looks at you, her eyes locking onto 
  before Lady Asbury. She looks at you, her eyes locking onto 
  before Lady Asbury. She looks at you, her eyes locking onto 
  before Lady Asbury. She looks at you, her eyes locking onto 
  yours in a fearles
  yours in a fearles
  yours in a fearles
  yours in a fearless gaze. “Do you pledge to serve the people and 
  s gaze. “Do you pledge to serve the people and 
  s gaze. “Do you pledge to serve the people and 
  s gaze. “Do you pledge to serve the people and 
  rightful ruler of Asbury until this service is done?”
  rightful ruler of Asbury until this service is done?”
  rightful ruler of Asbury until this service is done?”
  rightful ruler of Asbury until this service is done?”    
   
  At each acceptance she turns to Armount who holds a 
  stack of folded clothing. Taking the topmost one she 
  shakes it out to reveal a tabard of blue with worked 
  devices depicting a Flaming Sword and a Sparkling Gem. 
  She steps forward to slip the tabard over the head of the 
  PC. 
   
  A Wisdom check (DC15) or Craft (sewing) (DC10) 
  will reveal that the tabards, while clean and fresh, appear 
  to have been mended. Tears and rents have been lovingly 
  closed the repairs are of the highest quality. 
      
  “I ask that you accept these tokens of House Asbury. Perhaps it 
  “I ask that you accept these tokens of House Asbury. Perhaps it 
  “I ask that you accept these tokens of House Asbury. Perhaps it 
  “I ask that you accept these tokens of House Asbury. Perhaps it 
  is just a passing fancy but I wish to evoke any luck that I may. 
  is just a passing fancy but I wish to evoke any luck that I may. 
  is just a passing fancy but I wish to evoke any luck that I may. 
  is just a passing fancy but I wish to evoke any luck that I may. 
  These are the tabards worn by the men and women wh
  These are the tabards worn by the men and women wh
  These are the tabards worn by the men and women wh
  These are the tabards worn by the men and women who rode 
  o rode 
  o rode 
  o rode 
  to hold the bridge with my parents; this much we were able to 
  to hold the bridge with my parents; this much we were able to 
  to hold the bridge with my parents; this much we were able to 
  to hold the bridge with my parents; this much we were able to 
  find and to return to good use. Their courage and devotion to 
  find and to return to good use. Their courage and devotion to 
  find and to return to good use. Their courage and devotion to 
  find and to return to good use. Their courage and devotion to 
  their duty is remembered in the hearts of all of Asbury Manor. 
  their duty is remembered in the hearts of all of Asbury Manor. 
  their duty is remembered in the hearts of all of Asbury Manor. 
  their duty is remembered in the hearts of all of Asbury Manor. 
  It would seem fitting that you wear them on this quest.”
  It would seem fitting that you wear them on this quest.”
  It would seem fitting that you wear them on this quest.”
  It would seem fitting that you wear them on this quest.”    
   
  After all of the PCs pledge their oaths, Lady Elinor will 
  relate the words that the old man chants over and over 
  again regardless what question he is asked. She will 
  provide them with a copy of his ramblings, written in 
  Common (Handout #2
  Handout #2
  Handout #2
  Handout #2). 
   
  Who enters the dark lady Beltar’s domain, 
  walks into the dawn of Pholtus’ reign. 
  A nonce before great Celestine’s star does rise, 
  In the month of Readying, Llerg’s fang points to more then skies. 
  When Wee Jas’ mouth opens to swallow you, 
  count Hextor’s red arrows to win your way through. 
  Treachery, Lies, Deceit and Ill Fame, 
  next count the letters in Her name. 
  One final turn for all to see, 
  And Trithereon’s summons comforts thee. 
  Mighty Ones those all named before, 
  But a sum that is not a number unlocks this door. 
   
  “We belie
  “We belie
  “We belie
  “We believe that Beltar’s domain means a cave, as Beltar is the 
  ve that Beltar’s domain means a cave, as Beltar is the 
  ve that Beltar’s domain means a cave, as Beltar is the 
  ve that Beltar’s domain means a cave, as Beltar is the 
  god of caves and Underground. We also believe that the 
  god of caves and Underground. We also believe that the 
  god of caves and Underground. We also believe that the 
  god of caves and Underground. We also believe that the 
  reference to “the dawn of Pholtus’ reign” means the location is 
  reference to “the dawn of Pholtus’ reign” means the location is 
  reference to “the dawn of Pholtus’ reign” means the location is 
  reference to “the dawn of Pholtus’ reign” means the location is 
  to the East. Pholtus is the god of light and the sun and it is 
  to the East. Pholtus is the god of light and the sun and it is 
  to the East. Pholtus is the god of light and the sun and it is 
  to the East. Pholtus is the god of light and the sun and it is 
  logical that his re
  logical that his re
  logical that his re
  logical that his reign would begin at sunrise. Finally, “a nonce 
  ign would begin at sunrise. Finally, “a nonce 
  ign would begin at sunrise. Finally, “a nonce 
  ign would begin at sunrise. Finally, “a nonce 
  before Celestine’s star does rise” seems to refer to sunset, as 
  before Celestine’s star does rise” seems to refer to sunset, as 
  before Celestine’s star does rise” seems to refer to sunset, as 
  before Celestine’s star does rise” seems to refer to sunset, as 
  Celestine is god of the night and stars.”
  Celestine is god of the night and stars.”
  Celestine is god of the night and stars.”
  Celestine is god of the night and stars.”    
   
  Each is a clue. If the PCs realize that this set of clues refer 
  to the gods of Oerth they can make religion checks to 
  determine information about the various gods. Adherents 
  of a particular god mentioned can make a Knowledge 
  (Religion - god referenced) (DC10) or Intelligence 
  (DC15) check to know information pertaining to a given 
  
   
  Noble Ambitions 
   
  Page 6 
  god. Alternately, the PCs may seek out Betham the Sage, 
  proprietor of Betham’s Books. Betham will charge 5 gp for 
  each line and has a 75% chance to know information 
  about each god (5 gp is for each question, whether the 
  sage can answer it or not). DM’s may wish to play out this 
  encounter with the elderly, crusty old sage. Betham has a 
  book of the Gods of Oerth that is for sale for 50 gp. This 
  book is written in Gnomish. 
   
  • 
  Beltar is the Suel goddess of caves and the 
  underground CE 
  • 
  Pholtus is the god of light and the sun. LG 
  • 
  Celestine is the god of night, stars and space. NG 
  • 
  Llerg is the Suel god of beasts. CN 
  • 
  Wee Jas is the Suel goddess of magic and death, her 
  symbol is a skull. LN 
  • 
  Hextor wears a necklace with 6 red arrows upon it. 
  LE 
  • 
  Syrul is the goddess of Treachery, Lies, Deceit, and 
  False Promises (ill fame). NE 
  • 
  Trithereon can summon three servants Nemoud the 
  Hound, Harrus the Falcon and Ca’rolk the Sea 
  Lizard. CG 
  • 
  There are 8 gods mentioned LG/CE, LN/CN, 
  NG/NE, LE/CG. The sum that is not a number is that 
  they cancel each other Law and Chaos, Good and 
  Evil. The word is “balance” is the key that unlocks the 
  door. 
   
  If the PCs can figure out any of the clues on their own, 
  Lady Elinor will relax and smile. She will also answer 
  other questions they may have. 
   
  If the PCs have additional questions, Lady Elinor will 
  answer as best she can. 
   
  • 
  The old man is still alive and the PCs can meet him at 
  Asbury Manor where he is being tended. 
  • 
  Lady Elinor believes that the same cadre that killed 
  her parents seized the treasure from the Manor. They 
  hid it in a place other then the Temple, which is why 
  none of it nor the Sword or the Gemstone has ever 
  been recovered. 
  • 
  Asbury is two days ride southeast, near the village of 
  Penwick, in township Penwick. 
  • 
  She cannot advance them any gold, though she can 
  provide horses. 
   
  “That is the sum of the information we have. It would be my 
  “That is the sum of the information we have. It would be my 
  “That is the sum of the information we have. It would be my 
  “That is the sum of the information we have. It would be my 
  pleasure to have you accompany my party back to Asbury 
  pleasure to have you accompany my party back to Asbury 
  pleasure to have you accompany my party back to Asbury 
  pleasure to have you accompany my party back to Asbury 
  Manor on the morrow. There you can begin your quest. We 
  Manor on the morrow. There you can begin your quest. We 
  Manor on the morrow. There you can begin your quest. We 
  Manor on the morrow. There you can begin your quest. We 
  will leave at sunrise from this Inn.”
  will leave at sunrise from this Inn.”
  will leave at sunrise from this Inn.”
  will leave at sunrise from this Inn.”    
   
  If there are no more questions, the PCs many return to 
  their lodgings to make whatever preparations they need 
  for the journey. As they depart, the door again opens. 
   
  “Your pardon again my Lady. But Lord Milinous asks me to 
  “Your pardon again my Lady. But Lord Milinous asks me to 
  “Your pardon again my Lady. But Lord Milinous asks me to 
  “Your pardon again my Lady. But Lord Milinous asks me to 
  remind you that he still awaits your pleasure. Lady Asbury 
  remind you that he still awaits your pleasure. Lady Asbury 
  remind you that he still awaits your pleasure. Lady Asbury 
  remind you that he still awaits your pleasure. Lady Asbury 
  sighs heavily
  sighs heavily
  sighs heavily
  sighs heavily and speaks.”
   and speaks.”
   and speaks.”
   and speaks.”    
   
  “Thank you Rauth and please thank Lord Milinous 
  for his patience. I will see him now.” 
   
  At this point Lady Asbury will dismiss the PCs and will 
  not answer further questions. A questioner showing 
  concern will elicit the following response from Lady 
  Asbury. 
      
  “I appreciate your concern. I see that I have chosen well, but 
  “I appreciate your concern. I see that I have chosen well, but 
  “I appreciate your concern. I see that I have chosen well, but 
  “I appreciate your concern. I see that I have chosen well, but 
  please be at ease. It is only tedious Holding business that must 
  please be at ease. It is only tedious Holding business that must 
  please be at ease. It is only tedious Holding business that must 
  please be at ease. It is only tedious Holding business that must 
  be tended.”
  be tended.”
  be tended.”
  be tended.”    
   
   
  Encounter Two
  Encounter Two
  Encounter Two
  Encounter Two    
  A Voice from the Shadows
  A Voice from the Shadows
  A Voice from the Shadows
  A Voice from the Shadows    
  Once the PCs scatter to retrieve their belongings and to 
  make any purchases necessary for the trip, choose one PC 
  randomly for the following encounter. Exclude any that 
  are obviously lawfully aligned. Pull the adventurer aside 
  as the others make their preparations and play out the 
  following. 
   
  As one of the PCs approaches the door to his or her 
  lodging they will hear the soft voice of Alber 
  Guildenstern call out to you. Alber is very good at not 
  being noticed.  
   
  “Well met friend. A word with you if I may?”
  “Well met friend. A word with you if I may?”
  “Well met friend. A word with you if I may?”
  “Well met friend. A word with you if I may?”    
   
  If the PC turns, he or she sees a nondescript man wearing 
  a long cloak standing in the shadows. If the PC agrees to 
  listen the man will step forward and say the following: 
   
  “You have met with the Lady of Asbury Manor and accepted 
  “You have met with the Lady of Asbury Manor and accepted 
  “You have met with the Lady of Asbury Manor and accepted 
  “You have met with the Lady of Asbury Manor and accepted 
  her quest. I have information that might be of use to you. My 
  her quest. I have information that might be of use to you. My 
  her quest. I have information that might be of use to you. My 
  her quest. I have information that might be of use to you. My 
  name is Vershan, shall 
  name is Vershan, shall 
  name is Vershan, shall 
  name is Vershan, shall I continue?”
  I continue?”
  I continue?”
  I continue?”    
   
  If the PC agrees, the man will step forward and throw 
  back the hood of his cloak. He has a pale complexion and 
  sandy colored hair. 
      
  “The Lady Elinor is blessed with a honeyed tongue. She seeks 
  “The Lady Elinor is blessed with a honeyed tongue. She seeks 
  “The Lady Elinor is blessed with a honeyed tongue. She seeks 
  “The Lady Elinor is blessed with a honeyed tongue. She seeks 
  to beguile simple fools into serving her evil end
  to beguile simple fools into serving her evil end
  to beguile simple fools into serving her evil end
  to beguile simple fools into serving her evil ends. A she
  s. A she
  s. A she
  s. A she----devil 
  devil 
  devil 
  devil 
  holds Asbury Manor. The information she has from the old 
  holds Asbury Manor. The information she has from the old 
  holds Asbury Manor. The information she has from the old 
  holds Asbury Manor. The information she has from the old 
  man was wrung from him by means of torture.
  man was wrung from him by means of torture.
  man was wrung from him by means of torture.
  man was wrung from him by means of torture.    
      
  “He was, in fact, one of the last remaining members of a 
  “He was, in fact, one of the last remaining members of a 
  “He was, in fact, one of the last remaining members of a 
  “He was, in fact, one of the last remaining members of a 
  group of priests sent to escort a treasure of the Temple of Rao in 
  group of priests sent to escort a treasure of the Temple of Rao in 
  group of priests sent to escort a treasure of the Temple of Rao in 
  group of priests sent to escort a treasure of the Temple of Rao in 
  Veluna to Yolan
  Veluna to Yolan
  Veluna to Yolan
  Veluna to Yolande of Celene. The priests were waylaid by orcs 
  de of Celene. The priests were waylaid by orcs 
  de of Celene. The priests were waylaid by orcs 
  de of Celene. The priests were waylaid by orcs 
  in route and managed to hide the treasure before being 
  in route and managed to hide the treasure before being 
  in route and managed to hide the treasure before being 
  in route and managed to hide the treasure before being 
  overwhelmed. The orcs, ignorant of the treasure, slew or 
  overwhelmed. The orcs, ignorant of the treasure, slew or 
  overwhelmed. The orcs, ignorant of the treasure, slew or 
  overwhelmed. The orcs, ignorant of the treasure, slew or 
  captured the priests, forcing those who survived into years of 
  captured the priests, forcing those who survived into years of 
  captured the priests, forcing those who survived into years of 
  captured the priests, forcing those who survived into years of 
  vile torments as slaves.”
  vile torments as slaves.”
  vile torments as slaves.”
  vile torments as slaves.”    
      
  “It is 
  “It is 
  “It is 
  “It is a wonder that any part of his mind remained lucid 
  a wonder that any part of his mind remained lucid 
  a wonder that any part of his mind remained lucid 
  a wonder that any part of his mind remained lucid 
  when he finally escaped and stumbled into Asbury. It is this 
  when he finally escaped and stumbled into Asbury. It is this 
  when he finally escaped and stumbled into Asbury. It is this 
  when he finally escaped and stumbled into Asbury. It is this 
  treasure that she seeks not the paltry baubles of some bumpkin 
  treasure that she seeks not the paltry baubles of some bumpkin 
  treasure that she seeks not the paltry baubles of some bumpkin 
  treasure that she seeks not the paltry baubles of some bumpkin 
  holding. The treasure belongs to the Temple of Rao though the 
  holding. The treasure belongs to the Temple of Rao though the 
  holding. The treasure belongs to the Temple of Rao though the 
  holding. The treasure belongs to the Temple of Rao though the 
  secrecy of the missi
  secrecy of the missi
  secrecy of the missi
  secrecy of the mission to the elves requires that the priests 
  on to the elves requires that the priests 
  on to the elves requires that the priests 
  on to the elves requires that the priests 
  disavow any knowledge of it to those outside their order. It 
  disavow any knowledge of it to those outside their order. It 
  disavow any knowledge of it to those outside their order. It 
  disavow any knowledge of it to those outside their order. It 
  would be better that this treasure disappears forever, then to 
  would be better that this treasure disappears forever, then to 
  would be better that this treasure disappears forever, then to 
  would be better that this treasure disappears forever, then to 
  
   
  Noble Ambitions 
   
  Page 7 
  allow the Scarlet Brotherhood to gain any knowledge of the 
  allow the Scarlet Brotherhood to gain any knowledge of the 
  allow the Scarlet Brotherhood to gain any knowledge of the 
  allow the Scarlet Brotherhood to gain any knowledge of the 
  pact.”
  pact.”
  pact.”
  pact.”    
   
  If the PC asks, “What pact?” The man will shrug and say. 
      
  “Of this I may not speak, even where you to threaten me with 
  “Of this I may not speak, even where you to threaten me with 
  “Of this I may not speak, even where you to threaten me with 
  “Of this I may not speak, even where you to threaten me with 
  violence or death. The lives of too many good and true men 
  violence or death. The lives of too many good and true men 
  violence or death. The lives of too many good and true men 
  violence or death. The lives of too many good and true men 
  hang in the balance. I ask only that you think upon my 
  hang in the balance. I ask only that you think upon my 
  hang in the balance. I ask only that you think upon my 
  hang in the balance. I ask only that you think upon my 
  words. Seek out the seams in the fabric of lie
  words. Seek out the seams in the fabric of lie
  words. Seek out the seams in the fabric of lie
  words. Seek out the seams in the fabric of lies the Lady of 
  s the Lady of 
  s the Lady of 
  s the Lady of 
  Asbury Manor has told you and make up your own mind.
  Asbury Manor has told you and make up your own mind.
  Asbury Manor has told you and make up your own mind.
  Asbury Manor has told you and make up your own mind.    
      
  “If you decide that the lady is less deserving of the treasure 
  “If you decide that the lady is less deserving of the treasure 
  “If you decide that the lady is less deserving of the treasure 
  “If you decide that the lady is less deserving of the treasure 
  then she seems, it should be an easy manner to convince your 
  then she seems, it should be an easy manner to convince your 
  then she seems, it should be an easy manner to convince your 
  then she seems, it should be an easy manner to convince your 
  fellows to forget your bargain and to disappear with wealth 
  fellows to forget your bargain and to disappear with wealth 
  fellows to forget your bargain and to disappear with wealth 
  fellows to forget your bargain and to disappear with wealth 
  enou
  enou
  enou
  enough to spend your lives in luxury. Think well upon this my 
  gh to spend your lives in luxury. Think well upon this my 
  gh to spend your lives in luxury. Think well upon this my 
  gh to spend your lives in luxury. Think well upon this my 
  friend.”
  friend.”
  friend.”
  friend.”    
   
  Having said this, the man will slip back into the shadows 
  and vanish. The PC will not be able to track or discern the 
  location of the man. The PC may relate the incident to his 
  fellows or keep his own council. 
   
   
  Encounter Three
  Encounter Three
  Encounter Three
  Encounter Three    
  The Road to Asbury
  The Road to Asbury
  The Road to Asbury
  The Road to Asbury 
  The next morning dawns bright, with a promise of a 
  warm afternoon. Lady Elinor Asbury’s retinue has 
  formed. It consists of herself, Armount, Jarek the young 
  page, a teamster and four obviously inexperienced men-
  at-arms. There is also a wagon, heavily loaded and 
  covered. 
      
  The Lady greets the PCs and the Jarek will be 
  holding the reins of a mount for any PC that requires one. 
   
  “If you are ready we shall begin. With luck and good weather 
  “If you are ready we shall begin. With luck and good weather 
  “If you are ready we shall begin. With luck and good weather 
  “If you are ready we shall begin. With luck and good weather 
  we will be at 
  we will be at 
  we will be at 
  we will be at Asbury Manor by late afternoon tomorrow.”
  Asbury Manor by late afternoon tomorrow.”
  Asbury Manor by late afternoon tomorrow.”
  Asbury Manor by late afternoon tomorrow.”    
      
  If the PC who had the encounter with the mysterious 
  man decides to tell Lady Elinor about it she will become 
  visibly upset. 
   
  “It is a lie! But if you have doubts…if you doubt my word 
  “It is a lie! But if you have doubts…if you doubt my word 
  “It is a lie! But if you have doubts…if you doubt my word 
  “It is a lie! But if you have doubts…if you doubt my word 
  then it would perhaps be best 
  then it would perhaps be best 
  then it would perhaps be best 
  then it would perhaps be best if you remained behind. Do you 
  if you remained behind. Do you 
  if you remained behind. Do you 
  if you remained behind. Do you 
  carry such doubts?”
  carry such doubts?”
  carry such doubts?”
  carry such doubts?”    
      
  If the PC expresses his doubts or hesitates in his answer, 
  Lady Elinor will state flatly. 
      
  “Perhaps your heart is not in this quest … should you wish to 
  “Perhaps your heart is not in this quest … should you wish to 
  “Perhaps your heart is not in this quest … should you wish to 
  “Perhaps your heart is not in this quest … should you wish to 
  depart then remove the tabard I have given you and 
  depart then remove the tabard I have given you and 
  depart then remove the tabard I have given you and 
  depart then remove the tabard I have given you and be upon 
  be upon 
  be upon 
  be upon 
  your way.”
  your way.”
  your way.”
  your way.”    
      
  The Lady Elinor is dedicated to this quest and will, out of 
  necessity, tolerate some grumbling but not questioning of 
  her honor or her commitment to the welfare of her 
  holding. Any PC does who does, may anger her, a fact that 
  she will remember and may come into play later in the 
  module.  
   
  Lady Asbury is an accomplished rider and will set a 
  fast pace. 
   
  If there is a PC with a Charisma of 16 or higher she 
  will invite them to ride beside her. Her conversation will 
  center on rebuilding her holding and the hard work of 
  the people who look to her for leadership and protection. 
  She will not discuss Lord Milinous other then to say his 
  lands adjoin hers to the North and he was interested in a 
  possible alliance between the two holdings. 
   
  The farms 
  The farms 
  The farms 
  The farms and houses have thinned since leaving Verbobonc 
  and houses have thinned since leaving Verbobonc 
  and houses have thinned since leaving Verbobonc 
  and houses have thinned since leaving Verbobonc 
  as you wind your way along the trail. The rolling hills, 
  as you wind your way along the trail. The rolling hills, 
  as you wind your way along the trail. The rolling hills, 
  as you wind your way along the trail. The rolling hills, 
  occasional corpse of trees and the sparkling creeks and brooks 
  occasional corpse of trees and the sparkling creeks and brooks 
  occasional corpse of trees and the sparkling creeks and brooks 
  occasional corpse of trees and the sparkling creeks and brooks 
  bespeak a land of promise. As evening approaches, the 
  bespeak a land of promise. As evening approaches, the 
  bespeak a land of promise. As evening approaches, the 
  bespeak a land of promise. As evening approaches, the 
  company selects a grove of trees a
  company selects a grove of trees a
  company selects a grove of trees a
  company selects a grove of trees and begins to pitch camp for 
  nd begins to pitch camp for 
  nd begins to pitch camp for 
  nd begins to pitch camp for 
  the night. A small tent is removed from the wagon and 
  the night. A small tent is removed from the wagon and 
  the night. A small tent is removed from the wagon and 
  the night. A small tent is removed from the wagon and 
  pitched for Lady Asbury. 
  pitched for Lady Asbury. 
  pitched for Lady Asbury. 
  pitched for Lady Asbury.     
   
  A PC attempting to discover what is in the wagon will 
  find that it contains two anvils, forge tools, iron ingots 
  and an assortment of gears and pulleys and farming 
  supplies. If asked about the tools, Lady Asbury says that it 
  is an idea she had. Asbury Manor would build a forge in 
  hopes of attracting a young smith, perhaps one newly 
  finished with his apprenticeship that would agree to 
  locate at Asbury Manor. 
   
  “We must become self
  “We must become self
  “We must become self
  “We must become self----sufficient. What little gold we have 
  sufficient. What little gold we have 
  sufficient. What little gold we have 
  sufficient. What little gold we have 
  seems to go to purchase tools and implements, which we would 
  seems to go to purchase tools and implements, which we would 
  seems to go to purchase tools and implements, which we would 
  seems to go to purchase tools and implements, which we would 
  be able to make here if we only had a smith.”
  be able to make here if we only had a smith.”
  be able to make here if we only had a smith.”
  be able to make here if we only had a smith.”    
   
  Lady Asbury will retire to her tent while the camp is 
  being readied. She will rejoin you to partake in a cold 
  supper. If the PCs wish to speculate about the clues or the 
  quest she will listen carefully, studying the PCs carefully 
  but say little. There is little she can add to what they 
  already know. If she had ridden with a PC during the day 
  she will pull him aside and talk to him privately. 
   
  “My men at arms take great pride in providing my protection 
  “My men at arms take great pride in providing my protection 
  “My men at arms take great pride in providing my protection 
  “My men at arms take great pride in providing my protection 
  and I would not belittle their sense of duty by telling them to 
  and I would not belittle their sense of duty by telling them to 
  and I would not belittle their sense of duty by telling them to 
  and I would not belittle their sense of duty by telling them to 
  let your group assume the duties of night watch. But now that 
  let your group assume the duties of night watch. But now that 
  let your group assume the duties of night watch. But now that 
  let your group assume the duties of night watch. But now that 
  we are emba
  we are emba
  we are emba
  we are embarked on this course of action, there may be those 
  rked on this course of action, there may be those 
  rked on this course of action, there may be those 
  rked on this course of action, there may be those 
  who for their own reasons would see us fail. I ask that you and 
  who for their own reasons would see us fail. I ask that you and 
  who for their own reasons would see us fail. I ask that you and 
  who for their own reasons would see us fail. I ask that you and 
  your friends be alert for trouble.”
  your friends be alert for trouble.”
  your friends be alert for trouble.”
  your friends be alert for trouble.”    
      
  If the PC conveys this information to the other PCs, they 
  may wish to share watch duties with Lady Asbury’s men-
  at-arms or devise some other means of keeping watch. In 
  any event, set the number of watches and roll a die to 
  determine during which the attack occurs. PCs who sleep 
  in armor should be penalized for doing so, those who 
  attempt to put on armor before entering combat should 
  be made aware of the time required to do so. 
   
  A group of brigands will use their stealth abilities to 
  surround the camp. They will target the person on guard 
  with a volley of arrows, then rush the camp. PCs who are 
  awake and possess alertness, will notice the volley of 
  arrows with a successful check. If the arrows strike those 
  on watch and render them unconscious let them have a 
  20% chance to call out and warn the camp before they fall. 
  If the arrows miss, the guards may arouse the camp in 
  time to meet the brigand’s attack. 
  
   
  Noble Ambitions 
   
  Page 8 
   
  The alarm or the sounds of combat will awaken Lady 
  Elinor. She will draw a dagger and enter melee the round 
  after the brigand’s storm into the camp. At least one 
  brigand will be carrying a hooded lantern that he will 
  smash against the wagon in an attempt to set it ablaze (the 
  wagon has an AC 8 and 30 hp. The fire will do 1d6 hp a 
  round). Any PC may, with a successful Spot check 
  (DC15), notice that while the brigands attack the men-at-
  arms and the PCs viciously, they will not strike at Lady 
  Asbury. 
  This battle should be tense, with the PCs and the men at 
  arms eventually able to overcome the attackers. Lady 
  Asbury will attempt to save the wagon. If the PCs act in 
  the first round after the wagon is set ablaze, they will be 
  able to squelch the flames. If any of Lady Asbury’s men-at-
  arms are slain she will be visible upset. She will also be 
  quick to aid any that have been injured with her healing 
  and herbalism skills. Any of the brigands who is taken 
  alive will, under questioning they will relate that: 
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Male Bandit War1 (8)
  Male Bandit War1 (8)
  Male Bandit War1 (8)
  Male Bandit War1 (8):::: Medium Humanoid; HD 1d8; 
  hp 6 (each); Init +6 (+2 Dex, Improved Initiative); Spd 30 
  ft.; AC 14 (+2 Dex, +2 Leather); Atks +2 melee (1d6+1 [crit 
  19-20], short sword), +3 ranged (1d6+2 [crit x3], 
  shortbow); AL NE; SV Fort +2, Ref +2, Will +0. 
   
  Str 13, Dex 14, Con 11, Int 10, Wiz 10, Cha 10 
   
  Skills: Hide +2, Move Silently +2, Speak Language 
  (Common); Feats: Improved Initiative. 
   
  Possessions: short sword, leather armor, shortbow, 
  quiver with 20 arrows, pouch with 15 gp. 
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Male Bandit War1 (12)
  Male Bandit War1 (12)
  Male Bandit War1 (12)
  Male Bandit War1 (12): Medium Humanoid; HD 1d8; hp 
  6 (each); Init +6 (+2 Dex, Improved Initiative); Spd 30 ft.; 
  AC 14 (+2 Dex, +2 Leather); Atks +2 melee (1d6+1 [crit 19-
  20], shortsword), +3 ranged (1d6+2 [crit x3], shortbow); 
  AL NE; SV Fort +2, Ref +2, Will +0. 
  Str 13, Dex 14, Con 11, Int 10, Wiz 10, Cha 10 
   
  Skills: Hide +2, Move Silently +2, Speak Language 
  (Common); Feats: Improved Initiative. 
   
  Possessions: short sword, leather armor, shortbow, 
  quiver with 20 arrows, pouch with 10 gp. 
   
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  Male Bandit War2 (12):
  Male Bandit War2 (12):
  Male Bandit War2 (12):
  Male Bandit War2 (12): Medium Humanoid; HD 2d8; hp 
  12 (each); Init +6 (+2 Dex, Improved Initiative); Spd 30 ft.; 
  AC 15 (+2 Dex, +3 Studded Leather); Atks +2 melee 
  (1d8+1 [crit 19-20], longsword), +3 ranged (1d6+2 [crit x3], 
  shortbow); AL NE; SV Fort +3, Ref +2, Will +0. 
  Str 13, Dex 14, Con 11, Int 10, Wiz 10, Cha 10 
   
  Skills: Hide +2, Move Silently +2, Speak Language 
  (Common); Feats: Improved Initiative. 
   
  Possessions: short sword, leather armor, shortbow, 
  quiver with 20 arrows, pouch with 8 gp. 
   
  Male Bandit Clr3:
  Male Bandit Clr3:
  Male Bandit Clr3:
  Male Bandit Clr3: Medium Humanoid; HD 3d8+3; hp 23; 
  Init +2 (+2 Dex); Spd 30 ft.; AC 18 (+1 Dex, +7 halfplate); 
  Atks +4 melee (1d8+2 battleaxe [crit x3]), +3 ranged (1d8 
  [crit 19-20], light crossbow); AL CN; SV Fort +4, Ref +2, 
  Will +5. 
  Str 14, Dex 12, Con 12, Int 11, Wis 14, Cha 13 
  Skills: Concentration +2, Knowledge (Religion) +3; 
  Move Silently +2, Speak Language (Common); Spellcraft 
  +3. Feats: Weapon Focus (battleaxe); Brew Potion. 
  Spells (4/3/2): 0-lvl—inflict minor wound, read magic, 
  resistance, virtue; 1st-lvl—protection from law; doom, entropic 
  shield, obscuring mist; 2nd-lvl—bull’s strength; 3rd-lvl—hold 
  person, summon monster II. 
  Special Abilities—Chaos and Strength domains.  
  Possessions: Battleaxe, halfplate armor, light crossbow, 
  10 bolts, pouch containing 24 gp, and pouch spell 
  components and one potion. 
   
  The Augmented Tier
  The Augmented Tier
  The Augmented Tier
  The Augmented Tier    
  Male Gnome Rog3: 
  Male Gnome Rog3: 
  Male Gnome Rog3: 
  Male Gnome Rog3: Small Humanoid (3 ft. 6 in. tall); HD 
  3d6+6; hp 20 ft.; Init +7 (+4 Improved Initiative, +3 Dex); 
  Spd 20; AC 16 (+1 size, +2 leather armor, +3 Dex): Atks +4 
  melee (1d4+1 [crit 19-20], dagger), or +6 ranged (1d8 [crit 
  19-20], light crossbow); SA Rog Sneak Attack (+2d6 
  damage); SD Rog Evasion, Uncanny Dodge (Dex to AC 
  even Flatfooted); AL NG; SV Fort +3, Ref +6, Will +1. 
   
  Str 12, Dex 16, Con 14, Int 14, Wis 10, Cha 12 
   
  Skills:::: Alchemy +7(+9 in Warren), Appraise +4, 
  Decipher Script +3, Diplomacy +5, Disable Device +3, 
  Escape Artist +5, Gather Information +6, Hide +11, Listen 
  +10, Move Silently +7, Open Locks +6, Profession 
  (Herbalist) +3, Read Lips +6, Search +6, Sense Motive +5, 
  Speak Language (Gnome, Common, Elven, Orc, 
  Dwarven, Giant, Draconic), Spot +5, Tumble +4, Use Rope 
  +5. Feats: Alertness, Improved Initiative 
   
  Special: Low Light Vision, +4 Dodge verse Giants, +1 
  Attack verses Kobolds and Goblinkind, +2 save verses 
  illusion, Speak with animal once per day for 1 minute. 
  Cast dancing lights, ghost sound, prestidigitation each 
  once per day as 1st Level caster. 
   
  Equipment:::: leather armor, dagger, light crossbow, 
  case with 12 bolts, pouch containing 12 gp and 30 sp, 
  pouch containing flint and steel, and potion of cure light 
  wounds pouch containing 25 gp. 
   
  • 
  They were hired to waylay the party and kill as many 
  as possible and burn the wagon before withdrawing.  
  • 
  They were under strict orders not to harm Lady 
  Elinor.  
  • 
  They never saw the face of their employer. 
  • 
  They were hired in Verbobonc and have followed the 
  party all day. 
      
  The PCs may track (Tracking Feat and Wilderness Lore 
  with a DC13—night or Tracking Feat and Wilderness 
  Lore or Search DC10—morning) they may find some of 
  the bandit’s horses a short distance away. Lady Elinor will 
  claim the horses because the adventures are in her 
  retinue. She will allow the adventures to choose a number 
  of horse(s) as reward for successfully completing the 
  quest. The horses are light riding horses and are of 
  average stock. The rest of the night passes uneventfully. 
  
   
  Noble Ambitions 
   
  Page 9 
   
  The next day dawns, and wounded or dead members 
  of Lady Asbury’s entourage will be loaded on the wagon, 
  provided it survived and the party will set off. Lady Elinor 
  will insist that any captured brigand be turned over to the 
  Mayor of Penwick for trial. She will be most insistent 
  upon this point. 
   
  The day moves along. If there are wounded Lady 
  Asbury will call periodic halts to tend them. The party 
  will reach the village of Penwick by late afternoon. 
   
   
  Encounter Four
  Encounter Four
  Encounter Four
  Encounter Four    
  The Local Folk
  The Local Folk
  The Local Folk
  The Local Folk    
  As the party enters the village of Penwick, any signs of 
  death or seriously wounded members of the party will 
  temper the shouts of greeting that ring out. A throng of 
  local folks will trail the wagon until it pulls to a stop in 
  front a large, walled home. This is the residence of Mayor 
  Conner, the hereditary leader of the Township of 
  Penwick, his wife Beatrix and his oldest son and heir 
  Gaelsich.  
   
  As the wagon pulls through the gate the elderly 
  Conner opens the door and limps forward to receive the 
  party. Conner is an elderly man who fought bravely in the 
  Battle of Emridy Meadow. However he is now old and 
  tired. The strain of rebuilding the township has worn 
  heavily upon him. The once grand house shows signs of 
  repairs that do not quite match the quality of the original 
  structure. In fact, the entire village has a worn 
  appearance. 
   
  “Ah…Lady Asbury. Welcome back!” 
  “Ah…Lady Asbury. Welcome back!” 
  “Ah…Lady Asbury. Welcome back!” 
  “Ah…Lady Asbury. Welcome back!”     
      
  At this warm greeting from the mayor, Lady Asbury 
  At this warm greeting from the mayor, Lady Asbury 
  At this warm greeting from the mayor, Lady Asbury 
  At this warm greeting from the mayor, Lady Asbury 
  dismounts and bows to the old g
  dismounts and bows to the old g
  dismounts and bows to the old g
  dismounts and bows to the old gentleman. “Thank you My 
  entleman. “Thank you My 
  entleman. “Thank you My 
  entleman. “Thank you My 
  Lord Mayor. We have had a journey of some difficulty. But we 
  Lord Mayor. We have had a journey of some difficulty. But we 
  Lord Mayor. We have had a journey of some difficulty. But we 
  Lord Mayor. We have had a journey of some difficulty. But we 
  are safe now.“
  are safe now.“
  are safe now.“
  are safe now.“    
      
  Lady Asbury will quickly tell him of the attack and name 
  any that were wounded or killed. Following this, she will 
  call forward the PCs introduce each and praise their 
  actions during the fight. The mayor will listen intently 
  and thank each PC for bring Lady Asbury safely home.  
   
  He will then instruct members of the crowd to take 
  charge of any wounded or prisoners and invite the PCs 
  and Lady Asbury into the manor house. The PCs will be 
  shown to rooms and permitted to clean and refresh 
  before being invited to dinner. Dinner in the once grand 
  dining room is simple fare, but delicious and well 
  prepared. There is wine of local vintage and hearty ale 
  that is also brewed locally.  
   
  PCs with observation or appraising may ‘take 10 ft. to 
  notice that there are few items that do not appear to be 
  made locally. The Manor house is definitely not a display 
  of opulent wealth. 
   
  Gaelsich is a man in his middle 20 ft.s. He will spend 
  much of the time during dinner questioning the PCs 
  concerning their adventures—the places they have been 
  and the things they have done. He is genuinely interested 
  in what the PCs have to say and attempts to keep the 
  conversation lively and moving. Lady Asbury sits at 
  Connor’s right and talks quietly with him. PCs attempting 
  to Listen (DC15) or Read Lips (DC15) will learn only that 
  they are discussing Lord Milinous. As the dinner ends, 
  Mayor Connor rises and takes his glass and raises it to the 
  PCs. 
   
  ““““I thank you all for returning Elinor … um.. Lady Asbury to 
  I thank you all for returning Elinor … um.. Lady Asbury to 
  I thank you all for returning Elinor … um.. Lady Asbury to 
  I thank you all for returning Elinor … um.. Lady Asbury to 
  us safely…and I wish you luck on your quest.” He drinks his 
  us safely…and I wish you luck on your quest.” He drinks his 
  us safely…and I wish you luck on your quest.” He drinks his 
  us safely…and I wish you luck on your quest.” He drinks his 
  toast and makes his exit.
  toast and makes his exit.
  toast and makes his exit.
  toast and makes his exit.    
   
  Gaelsich watches his father leave the room and then turns 
  back to the PCs.  
   
  “I fear the strain of rebuilding 
  “I fear the strain of rebuilding 
  “I fear the strain of rebuilding 
  “I fear the strain of rebuilding this township has weighed 
  this township has weighed 
  this township has weighed 
  this township has weighed 
  heavily upon him. But we are too far off the Forest Road to 
  heavily upon him. But we are too far off the Forest Road to 
  heavily upon him. But we are too far off the Forest Road to 
  heavily upon him. But we are too far off the Forest Road to 
  attract much in the way of trade. What needs doing, I fear we 
  attract much in the way of trade. What needs doing, I fear we 
  attract much in the way of trade. What needs doing, I fear we 
  attract much in the way of trade. What needs doing, I fear we 
  must do ourselves. To your success my friends.” 
  must do ourselves. To your success my friends.” 
  must do ourselves. To your success my friends.” 
  must do ourselves. To your success my friends.”     
      
  With this final toast, the evening ends as the PCs retire to 
  their rooms. They will be awakened early to make the 
  short trip to Asbury Manor. 
   
   
  Encounter Five
  Encounter Five
  Encounter Five
  Encounter Five    
  On to Asbury
  On to Asbury
  On to Asbury
  On to Asbury    
  The trail climbs up the rolling hills. The land is quiet. It 
  seems strange to you that what looks to be fertile 
  farmland lies unused. Occasionally the PCs glimpse the 
  ruin of some farm building or a stone fence, long since 
  fallen to disrepair. 
   
  The path crosses a sturdy timber and stone bridge 
  spanning a deep, fast moving stream. Once across the 
  bridge, the wagon halts and wordlessly Lady Asbury and 
  the surviving members of her original escort dismount 
  and move into a small stand of trees off to one side. PCs 
  whom follow will see: 
   
  There is a grassy space within the trees and set in a semi
  There is a grassy space within the trees and set in a semi
  There is a grassy space within the trees and set in a semi
  There is a grassy space within the trees and set in a semi----circle 
  circle 
  circle 
  circle 
  are twelve stones. The centermost rises 3 feet fro
  are twelve stones. The centermost rises 3 feet fro
  are twelve stones. The centermost rises 3 feet fro
  are twelve stones. The centermost rises 3 feet from the ground, 
  m the ground, 
  m the ground, 
  m the ground, 
  the others about half that height. Lady Elinor and her 
  the others about half that height. Lady Elinor and her 
  the others about half that height. Lady Elinor and her 
  the others about half that height. Lady Elinor and her 
  companion’s advance and stand before the stones. After a 
  companion’s advance and stand before the stones. After a 
  companion’s advance and stand before the stones. After a 
  companion’s advance and stand before the stones. After a 
  moment of silence they turn and move back to the wagon, 
  moment of silence they turn and move back to the wagon, 
  moment of silence they turn and move back to the wagon, 
  moment of silence they turn and move back to the wagon, 
  ready to continue.
  ready to continue.
  ready to continue.
  ready to continue.    
      
  This is the resting-place of Lord Asbury and Lady Aluna, 
  Elinor’s parents. It also is the resting-place of the ten men 
  and women-at-arms who fought beside them. 
   
  The wagon rounds a hill and Asbury Manor comes 
  into sight. While the manor house is smaller then that of 
  the Mayor of Penwick, it seems to be in somewhat better 
  shape. It is a hive of activity. People can be seen working 
  surrounding fields, others are repairing fences and a few 
  are engaged in erecting a stout, stone building that 
  features a large chimney near the trail that runs through 
  the village. 
   
  “We are here! Though it is not much to look at, it is home. 
  “We are here! Though it is not much to look at, it is home. 
  “We are here! Though it is not much to look at, it is home. 
  “We are here! Though it is not much to look at, it is home. 
  And there is great potential in this land.”
  And there is great potential in this land.”
  And there is great potential in this land.”
  And there is great potential in this land.”    
  
   
  Noble Ambitions 
   
  Page 10 
      
  Lady Asbury will be greeted warmly by her subjects, if 
  any of her escort has fallen she will move to console the 
  parents before attending to the PCs needs or wants. Once 
  this is done she will place them in rooms so that they 
  might have one more night of rest before departing. If the 
  PCs ask to see the old man she will arrange it for this 
  evening, after dinner. PCs should get the impression of an 
  industrious, but poor holding struggling to build a future. 
   
  When it is time to see the old man, Armount will 
  escort the PCs to a room on the opposite side of the 
  Manor house. The room is well furnished but the old man 
  seems more comfortable huddled on a pile of bedclothes 
  in a dark corner. He pays the PCs little heed, merely 
  rocking and chanting. If the PCs listen closely, he is hear 
  to say the words that are written on the handout given to 
  the PCs earlier. If any PC mentions Rao in his presence, 
  he will suddenly sit up and for a moment look alert. If the 
  PCs do not mention Rao then Armound will state that 
  they hope to convey him to the temple in Veluna where 
  the Priests of Rao may attend him. This will trigger his 
  outburst. 
   
  “Father Rao! Forgive us…they were too m
  “Father Rao! Forgive us…they were too m
  “Father Rao! Forgive us…they were too m
  “Father Rao! Forgive us…they were too many! The Fens of 
  any! The Fens of 
  any! The Fens of 
  any! The Fens of 
  Tor! Beware the Fens of Tor!
  Tor! Beware the Fens of Tor!
  Tor! Beware the Fens of Tor!
  Tor! Beware the Fens of Tor!    
      
  Having said this he will slump back into his lethargic 
  state and cannot be roused again even by the repeated 
  mention of Rao. The man is Artus Kellan a priest of Rao 
  who is suffering from what resembles feeblemind. It can 
  be cured, but only by a priest of Rao casting heal at 14th 
  level. 
   
  If the PCs question any of the locals concerning the 
  Fens of Tor they will be told it is a forbidding area to the 
  east, along the west bank of the Imridy River, where the 
  Viscounty extends into the Gnarly Forest. It is a staging 
  area for humanoid raids. Lady Asbury is very interested in 
  this latest revelation, as even with the old man’s clues she 
  was never sure of a starting point. The Fens of Tor seem as 
  likely a spot as any. If the PCs ask to see the betrothal cup 
  the old man carried when he was found Lady Asbury will 
  be happy to show it to them. The chalice is a bit battered, 
  but still bears an inscription blessing the marriage of Lord 
  Asbury and Lady Aluna. 
   
  The people of Asbury will try to provide any thing 
  the PCs might need for their quest, but bear in mind that 
  they have few weapons, mostly bows, and virtually no 
  “adventuring equipment”, hemp rope and food are 
  however, readily available. Once the PCs are ready, they 
  may begin the search. 
   
   
  Encounter Six
  Encounter Six
  Encounter Six
  Encounter Six    
  The Fens of Tor
  The Fens of Tor
  The Fens of Tor
  The Fens of Tor    
  The Fens of Tor are a hard days ride to the East. As night falls, 
  The Fens of Tor are a hard days ride to the East. As night falls, 
  The Fens of Tor are a hard days ride to the East. As night falls, 
  The Fens of Tor are a hard days ride to the East. As night falls, 
  you top a rise and see the marshy wetlands stretch out before 
  you top a rise and see the marshy wetlands stretch out before 
  you top a rise and see the marshy wetlands stretch out before 
  you top a rise and see the marshy wetlands stretch out before 
  you. It seems that they extend right up to the edge of the 
  you. It seems that they extend right up to the edge of the 
  you. It seems that they extend right up to the edge of the 
  you. It seems that they extend right up to the edge of the 
  Gnarly Forest, a dark 
  Gnarly Forest, a dark 
  Gnarly Forest, a dark 
  Gnarly Forest, a dark and foreboding line of green still some 
  and foreboding line of green still some 
  and foreboding line of green still some 
  and foreboding line of green still some 
  leagues away.
  leagues away.
  leagues away.
  leagues away.    
      
  The PCs may camp here for the night. They will not be 
  attacked, but their sleep will be disturbed by strange 
  noises emanating from the Tor. This is the starting point 
  of the clues from the old man....    
   
  Who enters the dark lady Beltar’s domain, walks into 
  the dawn of Pholtus’ reign. The PCs are looking for a cave, 
  which lies East of where they now stand.  
   
  Pholtus is the god of light and the sun. His reign 
  begins with the rising sun. A nonce before great 
  Celestine’s star does rise,    Celestine is the god of night and 
  the stars. A “nonce” or moment before his star “rises” 
  would be at sunset.  
   
  In the month of Readying, Llerg’s fang points to 
  more then skies.    At    a certain time of the year, in this case 
  the month of Readying (current month) the “fang” which 
  is an outcropping of rock, points to the trail that leads to 
  the cave.     
   
  When Wee Jas’ mouth opens to swallow you,    the 
  trail leads to a cave opening that resembles a skull, the 
  symbol of Wee Jas.  
   
  Upon entering the cave, the PCs will find a main 
  corridor stretching out before them. To determine which 
  side passage they must take they have to count Hextor’s 
  red arrows to win your way through.    Hextor wears a 
  necklace adorned with 6 red arrows. If the PCs count the 
  side passages and take the sixth one they will be on the 
  right track. The corridor they are now in, like the first, has 
  side passages of it own.  
   
  To determine where to turn next the PCs must 
  decipher. Oppression, Lies, Deceit and Ill Fame next 
  count the letters in Her name.    Her name is Syrul, which 
  contains five letters. The fifth passage is the correct one.        
   
  One final turn for all to see, And Trithereon’s 
  summons comforts thee.    The last clue refers to the three 
  servants that may be summoned by Trithereon, Nemoud 
  the Hound, Harrus the Falcon and Ca’rolk the Sea Lizard.  
   
  Mighty Ones those all named before, but a sum that 
  is not a number unlocks this door. There are 8 gods 
  mentioned LG/CE, LN/CN, NG/NE, LE/CG. The sum 
  that is not a number is that they cancel each other Law 
  and Chaos, Good and Evil. The word is “balance” is the 
  key that unlocks the door. 
   
  Setting out the next morning, they find the wet 
  mucky ground slows their progress (movement is ¾ 
  normal). As they turn and double back to avoid open 
  water, quicksand and ominously bubbling pools, three 
  skill checks must be successfully made by intuit direction 
  (DC10) or tracking (DC15). This will insure the PCs 
  return to their Easterly course and are not lost. PCs who 
  say they are using the sun and the distant peaks of the 
  Kron Hills as an indicator of direction will get a +2 to 
  their skills check. If the PCs fail one check they will 
  arrive at Llerg’s finger after sunset. If they fail two, they 
  must spend the night in the marsh. If they fail all three, 
  they emerge from the marsh just after dark at the same 
  point they entered earlier in the day (they may try the 
  swamp again in the morning). When they make camp, 
  either in the swamp or at the edge. 
   
  
   
  Noble Ambitions 
   
  Page 11 
  The noises from the swamp seem even louder then the previous 
  The noises from the swamp seem even louder then the previous 
  The noises from the swamp seem even louder then the previous 
  The noises from the swamp seem even louder then the previous 
  nig
  nig
  nig
  night. You can hear an occasional splash or the bellow of some 
  ht. You can hear an occasional splash or the bellow of some 
  ht. You can hear an occasional splash or the bellow of some 
  ht. You can hear an occasional splash or the bellow of some 
  unseen monster. The croaking of the frogs rises and falls in 
  unseen monster. The croaking of the frogs rises and falls in 
  unseen monster. The croaking of the frogs rises and falls in 
  unseen monster. The croaking of the frogs rises and falls in 
  time with as if they are part of some gigantic, diabolical 
  time with as if they are part of some gigantic, diabolical 
  time with as if they are part of some gigantic, diabolical 
  time with as if they are part of some gigantic, diabolical 
  orchestra.
  orchestra.
  orchestra.
  orchestra.    
   
  Jutting out of a low hill is an outcropping of weathered 
  Jutting out of a low hill is an outcropping of weathered 
  Jutting out of a low hill is an outcropping of weathered 
  Jutting out of a low hill is an outcropping of weathered 
  stone s
  stone s
  stone s
  stone shaped very much like a huge tooth. It appears natural 
  haped very much like a huge tooth. It appears natural 
  haped very much like a huge tooth. It appears natural 
  haped very much like a huge tooth. It appears natural 
  as if the hill was once higher and has now been worn away 
  as if the hill was once higher and has now been worn away 
  as if the hill was once higher and has now been worn away 
  as if the hill was once higher and has now been worn away 
  leaving only a flinty core. 
  leaving only a flinty core. 
  leaving only a flinty core. 
  leaving only a flinty core.     
   
  At sunset, in the month of Readying, the shadow cast by 
  the “fang” will touch the edge of the Gnarly Forest, which 
  is now quite close. PCs following the shadow and making 
  a Search (DC15) check, will find a small replica of the 
  fang sticking out of the ground just inside the forest. The 
  remains of an ancient trail can be discerned. Following 
  the trail, PCs will discover additional “fangs” at regular 
  intervals, marking the trail. If the PCs get hopelessly lost, 
  they can discover a party of orcs heading east into the 
  forest. Following them will bring them to Encounter 
  Seven. 
   
   
  Encounter Seven
  Encounter Seven
  Encounter Seven
  Encounter Seven    
  Enter Beltar’s Realm
  Enter Beltar’s Realm
  Enter Beltar’s Realm
  Enter Beltar’s Realm    
  The trail leads deeper into the woods, before ending in a 
  small clearing to the front of the side of a low hill. There 
  is an opening in the side of the hill, a cave mouth that 
  strongly resembles a skull.  
   
  There are numerous tracks leading into the cave. PCs 
  with tracking can recognize these tracks as belonging to 
  orcs. Depending on Tier, each room may have or may not 
  have a group of orc in residence. It is recommended that 
  this part be followed closely due to the intensity of the 
  running battle. Dependent on party actions, the battles 
  may take place in a single area with each room’s 
  occupants joining the fray at intervals, or the PCs may 
  advance the fight to the separate groups. Each room’s 
  occupants have a response time dependent on Tier. 
  Augmented Tier is also noted in the given rooms that are 
  required. If the party is in trouble, all of the opponents 
  need not attack. These combatants are simply out on a 
  raid. This is a classic Dungeon crawl scenario, but the goal 
  is to bring the party within inches of life to do the heroic 
  deed of recovering the lost treasure of Asbury and freeing 
  if possible the Dwarven smith Thuldon. 
      
  Main Corridor 1
  Main Corridor 1
  Main Corridor 1
  Main Corridor 1    
  Inside the cave is a corridor hewed out of solid rock. The 
  walls are true and square and the floor seems to be 
  covered with a red tile. 
      
  Dwarves or PCs with Craft (Stonework) can take 10 
  to determine that it resembles the work of dwarves but it 
  somehow doesn’t seem quite right. The tunnel is 12’ wide 
  and 15 ft. high. It runs straight back into the hill and 
  down.  
      
  Room 2a
  Room 2a
  Room 2a
  Room 2a    
  Once a secret door hid the entrance to this room off the 
  main corridor, at some time in the past it was smashed 
  open. The tile work here is was once even more fantastic. 
  The walls and ceiling once boasted a full covering, 
  however, damp and time have opened large gaps in the 
  tile work. Entering, the PCs see a rectangular room. Rude 
  furnishings litter the room and there are sleeping guards 
  sprawled just inside the door. A battered gong hangs near 
  the sleepers. There is an open doorway in the center of 
  the East wall. Through the door you can hear what sounds 
  like a dice game mingled with more snoring. 
      
  If the orcs are awakened they will attempt to sound 
  the alarm, then attack knowing that help is in the next 
  room. There is a secret door in this 12 ft. x 15 ft., on the 
  north wall in the northeast corner. The orcs are unaware 
  of this door. 
      
  Orc (2):
  Orc (2):
  Orc (2):
  Orc (2): Medium humanoid (6 ft. tall); HD 1d8; hp 4; Init 
  +0, Spd 30 ft.; AC 10; Atks +2 Melee, (1d12+2 [crit x3], 
  greataxe); SQ darkvision 60 ft.; AL CE; SV Fort +2, Ref +0, 
  Will +1 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness. 
   
  Equipment: greataxe 
      
  Ruined Portcullis 
  Ruined Portcullis 
  Ruined Portcullis 
  Ruined Portcullis ---- A
   A
   A
   A    
  This once impressive mass of brass and iron is a twisted 
  wreck. While it still lies across the corridor it does 
  nothing to impede your progress. 
      
  Room 2b
  Room 2b
  Room 2b
  Room 2b    
  This is a long, narrow tunnel that runs between the two 
  guardrooms. It features arrow slits that look out into the 
  main corridor. Brittle bones and decaying bits of leather 
  litter the floor. Racks that still hold a few brittle quarrels 
  line the south wall. 
   
  Secret doors in rooms 2a and 2c guard this part of the 
  outpost’s defenses. From the lack of footprints and the 
  general disarray it is apparent that the orcs have yet to 
  discover this area. 
   
  Room 2c
  Room 2c
  Room 2c
  Room 2c    
  This room appears to be the orcs garbage dump. Refuse 
  and offal is piled high and a horrible stench emanates 
  from at mass.  
      
  This 12 ft. x 15 ft. room was once the second of a 
  matched pair of guard rooms, it is now used as a refuse 
  dump. There is secret door opening into the main 
  corridor, and the doorway into the ready room. There is a 
  second secret door into the south murder gallery but the 
  garbage and refuse that has been dumped here block it. 
  The orcs are unaware of this door as well.  
   
  Room 3a
  Room 3a
  Room 3a
  Room 3a    
  This room is medium sized room is bare and there are 
  scorch marks on the floor and walls. The once proud 
  mosaic that graced this room is chipped and faded. The 
  
   
  Noble Ambitions 
   
  Page 12 
  walls bear witness to extreme heat and flame. There are 
  small, curious openings at floor level along the north wall.  
      
  These rooms served as guest quarters and as part of 
  the defense of the outpost. The openings are outlets for 
  oil to be poured into the room from the gallery to the 
  north. The floors slope imperceptibly towards the door. 
  The room is 20 ft. x 20 ft. There is nothing of value in this 
  room. 
   
  Room 3b
  Room 3b
  Room 3b
  Room 3b    
  There is a long mound of debris piled along the north 
  wall of this room. This room has also had a fiery past. 
  What once were serviceable furnishings are now charred 
  and smashed ruins. 
      
  These rooms served as guest quarters and as part of 
  the defense of the outpost. The openings are outlets for 
  oil to be poured into the room from the gallery to the 
  north. The floors slope imperceptibly towards the door. 
  This room is also 20 ft. x 20 ft. There is nothing of value in 
  this room. 
      
  RRRRoom 3c
  oom 3c
  oom 3c
  oom 3c    
  The floor of this room is a hardened mess of solidified 
  black tar mingled with charred bone, bits of metal and 
  rotting leather. The tile on the wall here fared better. The 
  design shows a hunting scene.  
      
  These rooms served as guest quarters and as part of 
  the defense of the outpost. The openings are outlets for 
  oil to be poured into the room from the gallery to the 
  north. The floor of this 20 ft. x 20 ft. room slopes 
  imperceptibly towards the door. There is nothing of value 
  in this room 
      
  Room 4
  Room 4
  Room 4
  Room 4    
  In this large room the tile walls are pitted and cracked as 
  if hacked by weapons over a long period of time. Some of 
  the scars are very old while others seem quite recent. An 
  open doorway connects it to Room 2a. There is a 
  corresponding doorway on the east wall and a third 
  doorway centered in the south wall. There are a number 
  of orcs sleeping on pallets placed haphazardly around the 
  room. Four orcs are engaged in a game of knucklebones 
  in the center of the room. 
   
  This is a large room, some 45 ft. X 30 ft. Combat here 
  will alert the entire complex bringing the Orcs from 
  Rooms 5a and 5b within 2 rounds and the Orcs in Rooms 
  5c and 5d in 4 rounds. The Orc Chieftain, his two 
  lieutenants and his bodyguard will arrive in 6 rounds. The 
  females and young, at the first sound of combat, will 
  retreat into the secret room behind the throne in the 
  audience room. Watching via spy holes, they will use the 
  tunnel if any of the PCs enter the Audience Room and 
  trigger a collapse to cover their escape. 
   
  Orc (6):
  Orc (6):
  Orc (6):
  Orc (6): Medium humanoid (6 ft. tall); HD 1d8; hp 4; Init 
  +0, Spd 30 ft.; AC 10; Atks +2 Melee, (1d12+2 [crit x3], 
  greataxe); SQ darkvision 60 ft.; AL CE; SV Fort +2, Ref +0, 
  Will +1 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness. 
   
  Equipment: greataxe 
   
  Room 5a
  Room 5a
  Room 5a
  Room 5a    
  While the tile work here is of a plainer style, it is 
  nonetheless impressive. Scenes of two immense armies 
  facing each other across a green meadow cover the entire 
  east wall.  
      
  Pallets litter the room and there are four old battered 
  chests sitting against the south wall. 
      
  This is a barracks for part of the Orc contingent now 
  living in this outpost. The Orcs in this room will move to 
  join any fighting within the complex. The chests contain 
  a total of 26 ep, 31 sp and 45 cp 
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  These orcs are out of the complex on a raid. 
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Orc (6):
  Orc (6):
  Orc (6):
  Orc (6): Medium humanoid (6 ft. tall); HD 1d8; hp 4; Init 
  +0, Spd 30 ft.; AC 12; Atks +2 Melee, (1d12+2 [crit x3], 
  greataxe); SQ darkvision 60 ft.; AL CE; SV Fort +2, Ref +0, 
  Will +1 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness. 
   
  Equipment: greataxe, leather armor. 
   
  Room 5b
  Room 5b
  Room 5b
  Room 5b    
  This room boasts a mosaic depicting a fantastic city scene. 
  Tall spires rise from the top of each tower along the walls 
  that surround the city. Taller spires rise from the center of 
  the metropolis.  
      
  Pallets line the walls of this room. There are five old 
  battered chests sitting along the east wall of the room.    
   
  This is a barracks for part of the orc contingent now 
  living in this outpost. The orcs in this room will move to 
  join any fighting within the complex. The chests contain 
  17 ep, 37 sp and 52 cp. There is also a suit of Dwarf-sized 
  chain mail in the last chest. This room appears to once 
  have been a kitchen and mess area. 
      
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  These orcs are out of the complex on a raid. 
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Orc (6):
  Orc (6):
  Orc (6):
  Orc (6): Medium humanoid (6 ft. tall); HD 1d8; hp 4; Init 
  +0, Spd 30 ft.; AC 12 (+2 leather); Atks +2 Melee, 1d12 
  [crit x3], greataxe); SQ darkvision 60 ft.; AL CE; SV Fort 
  +2, Ref +0, Will +1 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness. 
   
  Equipment: greataxe, leather armor. 
      
  Room 5c
  Room 5c
  Room 5c
  Room 5c    
  This small room is situated between the barracks rooms. 
  The walls and floor are tiled and there is a mosaic set into 
  the ceiling. The mosaic features a large queen bee 
  surrounded by 6 worker bees.  
  
   
  Noble Ambitions 
   
  Page 13 
      
  It contains a battered desk, the matching chair 
  replaced by a crude bench. On the wall behind the desk 
  are two rusting levers set into the stone. 
      
  Sloppy as the orcs organization might be, one of the 
  elite warriors is on duty at all times to command the orc 
  forces in an emergency. When the PCs enter the elite 
  warrior from room 13 is on duty. The door to the office is 
  open and unless the PCs use invisibility, he will see any 
  that attempt to pass this way. The mosaic depicts the 
  symbol of Bralm and the levers control the two 
  portcullises in the corridor leading to the collapsed 
  passage. 
      
  Orc Ftr3:
  Orc Ftr3:
  Orc Ftr3:
  Orc Ftr3: Medium humanoid (6 ft. tall); HD 1d8 + 
  3d10+6; hp 28 Init +2 (+2 Dex), Spd 30 ft.; AC 16 (+6 
  splint mail); Atks +5/+5 Melee (1d8+3/1d8+3 [crit x3], orc 
  double axe), +5 Melee (1d6+2 [crit 19-20], shortsword); 
  SQ darkvision 60 ft.; AL CE; SV Fort +6, Ref +3, Will +2 
   
  Str 16, Dex 15, Con 14, Int 10, Wis 8, Cha 8. 
   
  Skills: 
  Listen 
  +4, 
  Spot 
  +3. 
  Feats: 
  Alertness, 
  Ambidexterity, Exotic Weapon (orc double axe), Weapon 
  Focus (orc double axe), Two Weapon Fighting. 
   
  Equipment: orc double axe, shortsword, splint mail, 
  pouch with 3 gp, 12 sp 
      
  Room 5d
  Room 5d
  Room 5d
  Room 5d    
  The mosaic decorating this room is still fresh looking and 
  undamaged. It shows a group of 11 individuals traversing 
  a vast swamp, they are led by a tall, imposing man who 
  holds aloft a large tome. Rays of light emanating from the 
  book cause the legions of swamp dwellers, demi-humans 
  and beast-like humans to cower away.  
      
  Pallets line the walls of this room. There are two old 
  battered chests have been pulled into the center of the 
  room to serve as a rough table. There is one door centered 
  in the east wall and another in the south wall. 
      
  This is a barracks for part of the orc contingent now 
  living in this outpost. The orcs in this room will move to 
  join any fighting within the complex. The chests contain 
  13ep, 16sp and 33cp. 
      
  Orc (6):
  Orc (6):
  Orc (6):
  Orc (6): Medium humanoid (6 ft. tall); HD 1d8; hp 4; Init 
  +0, Spd 30 ft.; AC 12 (+2 leather); Atks +2 Melee, 1d12 
  [crit x3], greataxe); SQ darkvision 60 ft.; AL CE; SV Fort 
  +2, Ref +0, Will +1 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness. 
   
  Equipment: greataxe, leather armor.    
      
  Room 5e
  Room 5e
  Room 5e
  Room 5e    
  Pallets line the walls of this room. There are three old 
  battered chests sitting in the center of the room. There is 
  one door centered in the west wall and another in the 
  south wall. 
      
  This is a barracks for part of the orc contingent now 
  living in this outpost. The orcs in this room will move to 
  join any fighting within the complex. The chests contain 
  4ep, 19sp and 12cp. 
      
  Orc (6):
  Orc (6):
  Orc (6):
  Orc (6): Medium humanoid (6 ft. tall); HD 1d8; hp 4; Init 
  +0, Spd 30 ft.; AC 14 (+4 chain shirt); Atks +2 Melee 
  (1d12+2 [crit x3], Greataxe); SQ darkvision 60 ft.; AL CE; 
  SV Fort +2, Ref +0, Will +1 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness. 
   
  Equipment: greataxe, chain shirt. 
      
  6: Blocked Passage
  6: Blocked Passage
  6: Blocked Passage
  6: Blocked Passage    
  Off the main corridor, a passage guarded by an intact 
  portcullis, leads 60 ft. south. There it makes a right angle 
  turn to the east. The walls of this corridor are bare stone 
  that appears to have been battered and hacked. 
      
  If the PCs wish to explore this passage they will have 
  to make a successful bend bar lift gates check or 
  remember the two levers in the Captain of the guard’s 
  office. Following the passage to the turn they will find: 
      
  This passage runs straight for another 50 ft. and ends 
  in a massive pile of rubble behind a second portcullis. 
      
  Again this will require a successful check to open, 
  unless the PCs have pulled the second lever in the 
  Captain of the Guard’s Room. This was once the 
  connection between this complex and a much larger one 
  further below that appears to have been deliberately was 
  collapsed. 
   
  Room 7 
  Room 7 
  Room 7 
  Room 7     
  The secret door that once hid this corridor is now blocked 
  open. The passage runs north for 40 feet then turns east. 
  There are two sets of double doors on the south wall of 
  the wide passage. 
   
  The PCs may wish to explore these rooms before 
  continuing down the passage. However, if they continue: 
   
  The passage continues east some 70 feet past the last 
  double door. There are spy holes and what look like half 
  round basins set on the wall that appear to drain into the 
  rooms on the other side of the wall.  
      
  This hallway connects the armory and the forge to a 
  passage that runs along the north side of the guestrooms. 
  During an attack on the outpost, the twin portcullis (A & 
  B) would be dropped trapping the attackers between 
  them. Crossbowmen would fire from the protected 
  murder gallery (2b) on the south while oil would be 
  poured into reservoirs along the north murder gallery (9), 
  released through drains in rooms 3a, 3b and 3c and then 
  ignited.  
      
  Room 8
  Room 8
  Room 8
  Room 8    
  This is a bare stone room. Racks that appear to have once 
  held weapons now display only dust and neglect. 
  Decaying haunches of some unidentifiable animal lay 
  upon a long, scarred table. In the corner is a pile of what 
  appears to be root vegetables.  
      
  The room is 30 ft. x 30 ft. This is a food preparation 
  area for the kitchen beyond. The meat appears to be 
  unwholesome and the roots are unknown to the PCs.     
          
  
   
  Noble Ambitions 
   
  Page 14 
  Room 9 
  Room 9 
  Room 9 
  Room 9     
  This room appears to be a kitchen of some sort. There is a 
  large, raised hearth and racks for heavy tools. A block of 
  stone rests near the hearth that bears marks as if 
  something heavy rested upon it for a long time. 
      
  This room 30 ft. x 30 ft.    was once both a forge and a 
  part of the defenses of the outpost. Here tools and 
  weapons were mended and in times of attack, oil was 
  heated before being poured into the basins, released s and 
  then ignited. The cauldrons where the oil was once 
  heated now appear to be used for cooking. The barrels 
  that once held the oil stand rotting along the walls. This 
  room is now used as a kitchen. There is a smoldering fire 
  in the hearth but nothing appears to be cooking at the 
  moment.     
      
  Room 10
  Room 10
  Room 10
  Room 10    
  This room has only the single door through which you 
  entered. The far wall features a mural depicting what 
  appear to be everyday market scenes. A closer inspection 
  shows disturbing anomalies. Slaves lifting and carrying 
  within the market appear obviously sub-human, heavily 
  armed guards watch the market from numerous vantage 
  points and several priests appear to be torturing a prisoner 
  at a pillory. 
      
  The furnishing are battered but still useable, they 
  include a bed, a chest and a large chair that shows grass 
  stuffing poking through numerous rents and holes. 
      
  This room measures 25 ft. x 25 ft. and is home to one 
  of the elite fighters of the tribe. If there has been no 
  combat to this point he will be lounging on the bed. He 
  will attack immediately upon seeing the PCs. Combat in 
  this area will bring the occupants of rooms 11, 12, and 13 
  in the next round, chief and his body will appear in three 
  rounds, and the warriors within the barracks will arrive in 
  six rounds. The chest contains 10 ep, 7 sp, and 35 cp, plus 
  a fine mace bearing the symbol of Rao.  
      
  Tier 1 & 2
  Tier 1 & 2
  Tier 1 & 2
  Tier 1 & 2    
  This orc is out of the complex on a raid. 
   
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  Orc Ftr3:
  Orc Ftr3:
  Orc Ftr3:
  Orc Ftr3: Medium humanoid (6 ft. tall); HD 1d8 + 
  3d10+6; hp 28 Init +2 (+2 Dex), Spd 30 ft.; AC 17 (+2 Dex, 
  +5 breastplate); Atks +7 Melee (1d12+3 [crit x3], greataxe), 
  SQ darkvision 60 ft.; AL CE; SV Fort +6, Ref +3, Will +5 
   
  Str 16, Dex 15, Con 14, Int 10, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness, Cleave, Iron 
  Will, Power Attack, Weapon Focus (greataxe). 
   
  Equipment: greataxe, breastplate, pouch with 3 gp, 
  12 sp. 
      
  Room 11
  Room 11
  Room 11
  Room 11    
  This room boasts only the single door through which you 
  entered. The far wall features a mural depicting the 
  sacking of a large city. Waves of humanoids are depicted 
  looting and burning building, the city’s inhabitants have 
  been herded together under the watchful eyes of several 
  scarlet robed men. 
      
  The furnishings are battered but still useable, they 
  include a bed, a chest and a large chair that shows grass 
  stuffing poking through numerous rents and holes. 
   
  This room measures 25 ft. x 25 ft. and belongs to one 
  of the elite fighters of the tribe. If there has been no 
  combat to this point he will be sitting on the bed tossing 
  daggers at a large rat that is trapped in the room. He will 
  throw two of his daggers at anyone that enters uninvited 
  and then attack with his axe. Combat in this area will 
  bring the occupants of rooms 10, 12, and 13 in the next 
  round, chief and his body will appear in three rounds, and 
  the warriors within the barracks will arrive in six rounds. 
  The chest contains 2 ep, 26 sp, and 9cp, plus a silver and 
  jade necklace (45 gp).  
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  This orc is out of the complex on a raid. 
   
  Tier 2 & 3
  Tier 2 & 3
  Tier 2 & 3
  Tier 2 & 3    
  Orc Ftr3:
  Orc Ftr3:
  Orc Ftr3:
  Orc Ftr3: Medium humanoid (6 ft. tall); HD 1d8 + 
  3d10+6; hp 28 Init +2 (+2 Dex), Spd 30 ft.; AC 17 (+2 Dex, 
  +5 breastplate); Atks +7 Melee (1d12+3 [crit x3], greataxe), 
  SQ darkvision 60 ft.; AL CE; SV Fort +6, Ref +3, Will +5 
   
  Str 16, Dex 15, Con 14, Int 10, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness, Cleave, 
  Iron Will, Power Attack, Weapon Focus (greataxe). 
   
  Equipment: greataxe, breastplate, pouch with 3 gp, 
  12 sp. 
      
  Room 12 
  Room 12 
  Room 12 
  Room 12     
  This room has only the single door through which you 
  entered. The mural on the far has been chipped and 
  burned away. 
      
  The furnishings are battered but still useable, they 
  include a bed, a chest and a large chair that shows grass 
  stuffing poking through numerous rents and holes. 
   
  This room measures 25 ft. x 25 ft. and is home to 
  another of the elite fighters of the tribe. If there has been 
  no combat to this point he will be sleeping. If awakened, 
  he will attack immediately. Combat in this area will bring 
  the occupants of rooms 10, 11, and 13 in the next round, 
  chief and his body will appear in three rounds, and the 
  warriors within the barracks will arrive in six rounds. The 
  chest contains 8 ep, 14 sp, and 75 cp.  
   
  Tier 1, 2 & 3
  Tier 1, 2 & 3
  Tier 1, 2 & 3
  Tier 1, 2 & 3    
  This orc is out of the complex on a raid. 
   
  Augmented Tier
  Augmented Tier
  Augmented Tier
  Augmented Tier    
  Orc Ftr3:
  Orc Ftr3:
  Orc Ftr3:
  Orc Ftr3: Medium humanoid (6 ft. tall); HD 1d8 + 
  3d10+6; hp 28 Init +2 (+2 Dex), Spd 30 ft.; AC 17 (+2 Dex, 
  +5 breastplate); Atks +6 Melee (1d12+3 [crit x3], greataxe), 
  SQ darkvision 60 ft.; AL CE; SV Fort +6, Ref +3, Will +5 
   
  Str 16, Dex 15, Con 14, Int 10, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness, Cleave, Iron 
  Will, Power Attack, Weapon Focus (greataxe). 
   
  Equipment: greataxe, breastplate, pouch with 3 gp, 
  12 sp. 
      
  
   
  Noble Ambitions 
   
  Page 15 
  Room 13 
  Room 13 
  Room 13 
  Room 13     
  This room has only the single door through which you 
  entered. The far wall features a mural depicting what 
  appear to be everyday scenes. The furnishings are 
  battered but still useable, they include a bed, a chest and a 
  large Straight backed chair with carved in a stag’s head 
  design. 
   
  This room measures 25 ft. x 25 ft. and is home to one 
  of the elite fighters of the tribe. If there has been no 
  combat to this point he will be gnawing on a rather gamy 
  looking haunch of meat. He is seated in the chair using 
  the chest for a table. He will attack the PCs using the 
  haunch as a club. Combat in this area will bring the 
  occupants of rooms 10, 11, and 12 in the next round, chief 
  and his body will appear in three rounds, and the warriors 
  within the barracks will arrive in six rounds. The chest 
  contains 12 ep, 27 sp, and 10 cp, plus a fine set of 
  knucklebones.  
      
  Room 14
  Room 14
  Room 14
  Room 14    
  Twin portcullis guard the entrance to this oval shaped 
  room, one at each end of the short hallway connecting 
  the room to the main corridor. This was once the 
  audience room for whoever ruled this outpost. Now it is a 
  nursery and residence for the females of this tribe. Lurid 
  frescos decorate the walls in this room, depicting two tall, 
  blonde men and a red-headed woman of pale complexion 
  smiling benignly as small, hideous dwarf-like creatures 
  sack and burn farms, villages and caravans. A large stone 
  throne sits in the middle of the room near the north wall 
  and there are doors on both the east and west sides. 
      
  This was where the leader of the outpost held court. 
  There is a secret door in the wall behind the throne. At 
  the first sounds of trouble the females will gather up the 
  young and retreat into the passage just beyond the door. 
  If the PCs enter the audience room the females will 
  escape down the passage behind the throne, collapsing it 
  behind them. The three humans are Suel and the small 
  dwarf-like creatures are Derro. 
   
  Room 15
  Room 15
  Room 15
  Room 15    
  Only tatters and splinters of the fine furnishing that 
  adorned this once opulent room remain. There are 
  sleeping pallets scattered about the room and the place 
  reeks of filth. 
      
  Nothing of value remains in this once fine room the 
  orcs and time has destroyed the canopy bed and the 
  carved armoire. This is a sleeping room for females and 
  the very young.  
   
  Room 16
  Room 16
  Room 16
  Room 16    
  A battered desk sits in this room. Obviously it was once a 
  study but the shelves lining the walls are empty of books 
  and in a state of collapse. The floor is littered with bones 
  and garbage.  
      
  The study has been used as a sleeping area for 
  adolescent orcs. There is a secret compartment in the 
  desk. It contains a wizard scroll with the knock spell 
  inscribed upon it. 
   
  Room 17
  Room 17
  Room 17
  Room 17    
  This appears to have once been the quarters of a low-level 
  priest. The fresco on the wall depicts a beautiful woman 
  with blonde hair and pale complexion. She is dressed in 
  floor-length gown of deep red. A pendent in the shape of 
  a skull hangs around her neck. 
      
  This is the room of one of Krak’s two bodyguards. If 
  the PCs have avoided combat to this point, the bodyguard 
  will attack as soon as they enter the room. The second 
  body guard will join the fight the following round. The 
  chief will summon his lieutenants and attack in the 
  fourth round and the orcs from the barracks will join the 
  fight in the sixth round. PCs with religion can 
  successfully make a check to recognize Wee Jas 
   
  Tier 1 & 2
  Tier 1 & 2
  Tier 1 & 2
  Tier 1 & 2    
  The Chief and his bodyguards are out of the complex on a 
  raid. 
   
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  Orc Ftr3:
  Orc Ftr3:
  Orc Ftr3:
  Orc Ftr3: Medium humanoid (6 ft. tall); HD 1d8 + 
  3d10+6; hp 28 Init +2 (+2 Dex), Spd 30 ft.; AC 17 (+2 Dex, 
  +5 breastplate); Atks +6 Melee (1d12+3 [crit x3], greataxe), 
  SQ darkvision 60 ft.; AL CE; SV Fort +6, Ref +3, Will +5 
   
  Str 16, Dex 15, Con 14, Int 10, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness, Cleave, Iron 
  Will, Power Attack, Weapon Focus (Greataxe). 
   
  Equipment: greataxe, breastplate, pouch with 3 gp, 
  12 sp. 
      
  Room 18 
  Room 18 
  Room 18 
  Room 18     
  This appears to have once been the quarters of a low-level 
  priest. The fresco on the wall depicts an ugly, dirty hag 
  dressed in rags. 
      
  This is the room of one of Krak’s two bodyguards. If 
  the PCs have avoided combat to this point, the bodyguard 
  will attack as soon as they enter the room. The second 
  body guard will join the fight the following round. The 
  chief will summon his lieutenants and attack in the 
  fourth round and the orcs from the barracks will join the 
  fight in the sixth round. PCs with religion can 
  successfully make a check to recognize Syrul. 
   
  Tier 1 & 2
  Tier 1 & 2
  Tier 1 & 2
  Tier 1 & 2    
  The Chief and his body guards are out of the complex on 
  a raid. 
   
  Tier 3
  Tier 3
  Tier 3
  Tier 3    
  Orc Ftr3:
  Orc Ftr3:
  Orc Ftr3:
  Orc Ftr3: Medium humanoid (6 ft. tall); HD 1d8 + 
  3d10+6; hp 28 Init +2 (+2 Dex), Spd 30 ft.; AC 17 (+2 Dex, 
  +5 breastplate); Atks +6 Melee (1d12+3 [crit x3], greataxe), 
  SQ darkvision 60 ft.; AL CE; SV Fort +6, Ref +3, Will +5 
   
  Str 16, Dex 15, Con 14, Int 10, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness, Cleave, Iron 
  Will, Power Attack, Weapon Focus (greataxe). 
  
   
  Noble Ambitions 
   
  Page 16 
   
  Equipment: greataxe, breastplate, pouch with 3 gp, 
  12 sp.    
   
  Room 19
  Room 19
  Room 19
  Room 19    
  The furnishings in this oval room have fared better then 
  those throughout the rest of the dungeon. The bed sags 
  badly and has been poorly repaired with a length of rope 
  but is obviously still in use. The large chest at the foot of 
  the bed seems in good shape and is locked. The wall is 
  adorned by frescos depicting 18 figures.  
      
  This room is home to Krak, chief of this tribe of orcs. 
  If there has been fighting in other parts of the complex he 
  will have joined the fight in the 6th round following the 
  start of combat. Otherwise he will be found here. He is 
  armed with a fine hand axe, a shield with an embossed 
  anvil upon it and a helm sporting a pair of wide-set horns. 
  If there has been no combat to this point, attacking the 
  chief will bring the rest of the tribe in the following 
  order:  
  • the bodyguards in rooms 17 and 18 will join this 
  fight within one round,  
  • the Lieutenants in rooms 10, 11, 12 and 13 will 
  arrive in three rounds, and  
  • the orcs from the barracks will arrive in six rounds.  
   
  Two of the figures in the paintings you recognize from 
  the bodyguard rooms, Wee Jas and Syrul. . . . The other 16 are 
  Bralm, Llerg, Pyremius, Beltar, Dalt, Fortubo, Jascar, 
  Kord, Lendor, Lydia, Norebo, Osprem, Phaukon, Phyton, 
  Vatum, and Xerbo. These gods represent the Suel 
  Pantheon. 
   
  Tier 1 & 2
  Tier 1 & 2
  Tier 1 & 2
  Tier 1 & 2    
  The Chief and his bodyguards are out of the complex on a 
  raid. 
   
  Tier 
  Tier 
  Tier 
  Tier 3333    
  Orc Chief, Ftr5:
  Orc Chief, Ftr5:
  Orc Chief, Ftr5:
  Orc Chief, Ftr5: Medium humanoid (6 ft. tall); HD 1d8 + 
  5d10+10; hp 40 Init +2 (+2 Dex), Spd 30 ft.; AC 20 (+2 
  Dex, +1 shield, +7 halfplate); Atks +9 Melee (1d12+3 [crit 
  x3], greataxe), +9 Melee (1d6+3 [crit x3], handaxe); SQ 
  darkvision 60 ft.; AL CE; SV Fort +6, Ref +3, Will +5 
   
  Str 16, Dex 15, Con 14, Int 10, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness, Cleave, Iron 
  Will, Power Attack, Weapon Focus (greataxe). 
   
  Equipment: handaxe, shield with anvil, breastplate, 
  pouch with 3 gp, 12 sp. 
      
  Room 20: Temple
  Room 20: Temple
  Room 20: Temple
  Room 20: Temple    
  The corridor widens into a large chamber. Torches set in 
  sconces along the walls dimly light the chamber. The 
  ceiling is hidden in the mixture of smoke and darkness 
  above. In the center of the room is a rough stone slab 
  horribly stained. A large bas-relief carving depicting 
  scenes of a gross-looking man with a head that resembles 
  that of a jermlaine slaying and torturing dwarves, humans 
  and elves with a flaming sword and a long whip dominate 
  the far wall. Along the side walls hang shackles, bearing 
  mute testimony that sacrifice victims had been chained 
  there awaiting their turn on the alter. One set of shackles 
  still holds a limp figure. 
      
  Tier 1, 2 & 3
  Tier 1, 2 & 3
  Tier 1, 2 & 3
  Tier 1, 2 & 3    
  This orc is out of the complex on a raid. 
   
  Augmented Tier
  Augmented Tier
  Augmented Tier
  Augmented Tier    
  Orc Clr3:
  Orc Clr3:
  Orc Clr3:
  Orc Clr3: Medium humanoid (6 ft. tall); HD 3d8+3; hp 
  30; Init +2 (+2 Dex); Spd 30 ft.; AC 17 (+2 Dex, +5 
  chainmail); Atks +2 Melee (1d12+3 [crit x3], greataxe), SQ 
  darkvision 60 ft.; AL CE; SV Fort +6, Ref +3, Will +5 
   
  Str 12, Dex 14, Con 13, Int 12, Wis 14, Cha 8. 
   
  Skills: Concentration +2, Knowledge (Religion–
  Gruumsh) +4, Intimidate +2, Listen +4, Speak Language 
  (Orc, Common), Spot +3. Feats: Alertness, Combat 
  Casting, Toughness, Martial Weapon (shortspear), 
  Weapon Focus (shortspear). 
  Equipment: shortspear, chainmail, pouch with 4 gp, 12 ep. 
   
  Spells (4/3/2): 0-lvl—inflict minor wound, read magic, 
  resistance, virtue; 1st-lvl—protection from law; doom, entropic 
  shield, obscuring mist; 2nd-lvl—spiritual weapon; hold person, 
  summon monster II. 
  Special Abilities: Domains—Chaos and War 
   
  The temple is 40 ft. X 60 ft. The ceiling is some 40 up but 
  the smoke obscures it. A 10 ft. x 10 ft. carving dominates 
  the wall behind the altar. The prisoner is Thuldon 
  Rockspitter, a dwarf captured by the orcs and awaiting 
  sacrifice to the vile god who they believe protects them. 
  He is unconscious (-1 hp, but stabilized). If his wounds 
  are tended, he can be revived. He is a young dwarf, out to 
  see some of the world outside his mountain delves and 
  perhaps, find a place in it. He remembers little of his 
  capture other then looking up to see a fall of boulders. 
  When he awakened, he was chained to this wall with six 
  others, all humans. Each night the orcs have gathered 
  here in this room, trussed one of the captives to the stone 
  altar and then brutally slew them. PCs who have seen the 
  depiction of the Suel Pantheon and identified the gods 
  there, know that this temple honors Pyremius.  
   
  If the PCs question him they will find that: 
  • 
  That he has noticed something peculiar about the 
  carving behind the altar. 
  • 
  It will be at least another hour before the orcs begin 
  to assemble in this chamber. 
   
  • 
  Thuldon is a smith. 
  • 
  He would be glad to take weapon in hand and help 
  slay the orcs. 
   
  The dwarf-sized chain mail, the shield with an embossed 
  anvil, the fine hand axe and the helm with two 
  widespread horns belonged to Thuldon. He would be 
  grateful for their return. If the PCs do not have these 
  items and vanquish the orcs, he will search for them and 
  return while the PCs decide what to do with the treasure. 
   
  Room 21
  Room 21
  Room 21
  Room 21    
  The door mentioned in the set of clues is a secret door 
  within the carving. Standing before it and speaking the 
  
   
  Noble Ambitions 
   
  Page 17 
  word “balance” will cause it to slowly swing open. Casting 
  dispel against 15th level magic will also allow the door to 
  be opened. A knock spell will also open the door. The 
  door can be battered down but it requires 100hp of 
  damage by blunt weapons to breach. The noise created 
  will alert any orcs remaining within the complex and 
  bring them to the room in seven rounds of the first 
  sounds. The orcs will attack immediately. If the PCs have 
  not solved the clues and had to fight their way to this 
  point, there should be no more orcs remaining to 
  investigate the noise. 
   
  The room behind the altar is a treasure room. The 
  thick coating of dust bespeaks of the fact that even the 
  orcs were unaware of its existence. There is however, one 
  set of recent tracks that appear to shuffle from the door to 
  a chest on which sits a silver chalice and back to the door. 
  Examining the chest reveals that a similar chalice must 
  have set beside it for a long period of time. 
   
  The room contains crates and chests, fine furniture 
  and tapestries, statuary and paintings all resting on a two-
  wheeled cart. There are two swords lying across the arms 
  of a carved, high back chair. One of the swords has a large 
  ruby on a platinum chain hanging from the pommel. The 
  sword is the Sword of Asbury. The gem is the Star of 
  Asbury. The rest of the booty is as follows: 
   
  • 
  A Small chest of mixed gems; opals, rubies and 
  emeralds (1,200gp total) 
  • 
  2,000 gold pieces 
  • 
  Five finely woven tapestries (300 gp each) 
  • 
  A finely carved walnut cabinet inlaid with 
  bronzewood and roanwood (500 gp) 
  • 
  A high backed chair, carved from a single block of 
  roanwood. (300 gp) 
  • 
  A silver chalice inscribed to Lord Asbury and Lady 
  Aluna from the Mayor of Verbobonc (100 gp) 
  • 
  A matched set of bronze statues depicting Myhriss 
  and Lirr. (200 gp each) 
  • 
  The Sword of Asbury is a, a masterwork longsword. 
  • 
  The Star of Asbury is a large ruby that detects for 
  alteration magic. The Star of Asubury acts as a wand 
  of cure light wounds. 
  • 
  Two-handed sword made of blue steel and is etched 
  along the fuller. It has a simple hilt wrapped in blue 
  dyed wyvern hide and a single topaz set in the 
  pommel.  
   
  Further searching will reveal another chest, separate from 
  the cart full of loot stored here. The chest bears the Seal of 
  Rao. A PC can search (DC15) and determine that this 
  chest has been here for a much shorter period of time 
  then the other items. The chest is locked but not trapped. 
  If the PCs are successful in opening the chest they will 
  find:  
   
  • 
  8 bags each filled a single type of gemstone; pearls, 
  garnets, sapphires, rubies, opals, moonstones, 
  peridots and lapis lazuli 
  • 
  A small wooden box with a fitted velvet lined interior 
  containing 4 vials. 
  • 
  A smaller chest holding 50 large emeralds 
  • 
  A ring box containing one plain silver ring 
  • 
  A scroll case 
  • 
  The scroll case contains a letter, written in elvish, 
  thanking the Yolande, Fey of Celene for her 
  assistance in thwarting a plot against His Reverence 
  the Canon of Veluna and asking that she receive this 
  chest as a small token of the Temple’s esteem. The 
  letter is dated the Fourth day of Wealsun, 586cy. 
   
  The assessment of the treasure will take some time. PCs 
  that entered the caves by stealth and have avoided 
  fighting to this point now find that it is Sunday go to 
  meeting time for the orcs. They begin to pour into the 
  shrine and seeing the PCs, attack immediately. 
   
   
  Following the battle the PCs may load the Chest of 
  Rao into the cart and with a combined strength of 26 
  pulling and pushing thread their way through the tunnels 
  back to the surface. Thuldon will happily join the PCs in 
  any battle against the Orcs. Outside, he will bid the PCs a 
  farewell and thanks for his release unless someone 
  mentions that Lady Elinor seeks the services of a smith 
  for her new forge. In this case, Thuldon will mutter that 
  he has always wanted a chance to be his own master and 
  will accompany the PCs back to Asbury. Once out of the 
  cave the PCs may hitch two of their horses to the cart. 
  The riding horses are unused to this type of activity and 
  will be balky reducing travel speed by half unless a PC 
  with animal handling can make a successful check to 
  soothe and reassure the mounts. 
   
  At this point the PCs have the option to return to 
  Asbury Manor or to take the treasure for themselves. If 
  the PCs decide to keep the treasure, Lady Asbury will 
  have the PCs posted as oath breakers. In this event go 
  straight to Conclusion B. 
   
  If the PCs decide to return to Asbury Manor, the trip 
  is uneventful until Encounter Nine. 
   
   
  Encounter Nine
  Encounter Nine
  Encounter Nine
  Encounter Nine    
  Everybod
  Everybod
  Everybod
  Everybody Loves A Hero
  y Loves A Hero
  y Loves A Hero
  y Loves A Hero    
  You are now but a few short miles from Asbury Manor. Ahead 
  You are now but a few short miles from Asbury Manor. Ahead 
  You are now but a few short miles from Asbury Manor. Ahead 
  You are now but a few short miles from Asbury Manor. Ahead 
  you see a group of riders coming to meet you. A banner 
  you see a group of riders coming to meet you. A banner 
  you see a group of riders coming to meet you. A banner 
  you see a group of riders coming to meet you. A banner 
  depicting a wild Griffon flies above the host.
  depicting a wild Griffon flies above the host.
  depicting a wild Griffon flies above the host.
  depicting a wild Griffon flies above the host.    
   
  PCs with Knowledge (heraldry) will (DC 5) recognize this 
  as the banner of Lord Milinous. He and his men will ride 
  forward spreading out as they do to surround the    party 
  and the cart. 
   
  “So you have been successful and now no doubt plan to toss 
  “So you have been successful and now no doubt plan to toss 
  “So you have been successful and now no doubt plan to toss 
  “So you have been successful and now no doubt plan to toss 
  Lady Asbury a few coins and baubles before absconding with 
  Lady Asbury a few coins and baubles before absconding with 
  Lady Asbury a few coins and baubles before absconding with 
  Lady Asbury a few coins and baubles before absconding with 
  the bulk of her treasure. I deman
  the bulk of her treasure. I deman
  the bulk of her treasure. I deman
  the bulk of her treasure. I demand you turn what you have 
  d you turn what you have 
  d you turn what you have 
  d you turn what you have 
  found over to me. Many holdings were looted by the horde 
  found over to me. Many holdings were looted by the horde 
  found over to me. Many holdings were looted by the horde 
  found over to me. Many holdings were looted by the horde 
  from the temple. I will inspect what you have recovered and 
  from the temple. I will inspect what you have recovered and 
  from the temple. I will inspect what you have recovered and 
  from the temple. I will inspect what you have recovered and 
  
   
  Noble Ambitions 
   
  Page 18 
  make sure that it is returned to its rightful owners. The Lady 
  make sure that it is returned to its rightful owners. The Lady 
  make sure that it is returned to its rightful owners. The Lady 
  make sure that it is returned to its rightful owners. The Lady 
  Asbury will receive her share in turn.”
  Asbury will receive her share in turn.”
  Asbury will receive her share in turn.”
  Asbury will receive her share in turn.”    
   
  The DM should play this as a tense moment with the PCs 
  outnumbered and surrounded by mounted warriors. 
  However, before the situation comes to blows, Lady 
  Asbury and a mounted escort will also arrive. 
      
  “By what right do you accost men in my service on my own 
  “By what right do you accost men in my service on my own 
  “By what right do you accost men in my service on my own 
  “By what right do you accost men in my service on my own 
  lands? Y
  lands? Y
  lands? Y
  lands? You go too far Lord Milinous. Take your escort and 
  ou go too far Lord Milinous. Take your escort and 
  ou go too far Lord Milinous. Take your escort and 
  ou go too far Lord Milinous. Take your escort and 
  withdraw immediately!”
  withdraw immediately!”
  withdraw immediately!”
  withdraw immediately!”    
   
  Milinous is obviously of a mind to take what he wants. 
  However, he sees that though Lady Asbury’s men are less 
  experienced then his, their resolve to fight if ordered to 
  by their Lady is obvious and with the powerful party of 
  PCs arrayed before him he has few options. He will shout 
  an order and wheel away, his men falling in behind him. 
  The look he gives the PCs should leave little doubt that 
  they have earned his enmity. Lady Asbury will watch him 
  for a moment then turn to the party and smile. 
      
  “I can assume based upon that little drama you were 
  successful?”  
   
   
  Conclusion A
  Conclusion A
  Conclusion A
  Conclusion A    
  The PCs return the treasure to Lady Elinor Asbury, 
  inform Lady Asbury of the chest from Roa to Her Fey 
  Majesty Yolond Her Fey Majesty, Queen Yolande of 
  Celene and present the Dwarven Smith Thuldon. 
   
  Lady Elinor will escort the party back to the manor 
  house where there will be a celebration in honor of the 
  successful quest. The PCs have presented Thuldon to 
  Lady Asbury. Lady Elinor is very excited and pleased at 
  the prospect of Asbury having a dwarven smith. She will 
  offer Thuldon a charter whereby the forge will become 
  his after service for a fixed number of years. Upon seeing 
  the chest with the Seal of Rao, Lady Asbury will insist that 
  it be returned to the temple of Rao in Veluna or to His 
  Highness at the Jalee Inn in Verbobonc. She smiles and 
  asks if the party will deliver it saying that no doubt there 
  will be a substantial reward for its recovery. She will grant 
  the adventures the honor keeping the tabards with her 
  promise that if Asbury Manor once again finds itself in 
  need of their skills, they will answer her call. After the 
  celebration, on the new marrow, Lady Asbury her brave 
  adventures will travel back to Verbobonc for the Festival 
  of Readying. 
      
      
  Conclusion B
  Conclusion B
  Conclusion B
  Conclusion B    
  If the PCs decide to take the treasure and break their oath 
  to Lady Asbury, they can return to Verbobonc without 
  further encounters. Upon doing this, they will have been 
  posted as oath breakers, and will receive a summons from 
  His Lordship, Viscount Langard Defender of the Faithful. 
  His judgment will be for the PCs forfeit all treasure 
  gained 
  from 
  the 
  adventure, 
  face 
  one 
  year 
  of 
  imprisonment and receive one (1) infamy point. 
   
  The character will be out of play for one calendar 
  year. 
   
  If the PCs do not return the chest to Roa, they will 
  bestow a curse for 1 calendar year. This curse will take the 
  form of bad luck in love and war. Effects will be a penalty 
  of one to all attack and damage rolls and a penalty of one 
  to their Charisma attribute. The treasure also turns to 
  dust. 
   
   
  Conclusion C
  Conclusion C
  Conclusion C
  Conclusion C    
  If the PCs return the treasure to Lady Elinor Asbury and 
  inform Lady Asbury of the chest from Roa to Her Fey 
  Majesty Yolond Her Fey Majesty, Queen Yolande of 
  Celene. 
   
  Lady Elinor will escort the party back to the manor 
  house where there will be a celebration in honor of the 
  successful quest. Upon seeing the chest with the Seal of 
  Rao, Lady Asbury will insist that it be returned to the 
  temple of Rao in Veluna or to his highness at the Jalee 
  Inn in Verbobonc. She smiles and asks if the party will 
  deliver it saying that no doubt there will be a substantial 
  reward for its recovery. She will grant the adventures the 
  honor keeping the tabards with her promise that if 
  Asbury Manor once again finds itself in need of their 
  skills, they will answer her call. After the celebration, on 
  the new marrow, Lady Asbury her brave adventures will 
  travel back to Verbobonc for the Festival of Readying. 
   
   
  Conclusion D
  Conclusion D
  Conclusion D
  Conclusion D    
  If the PCs return the treasure to Lady Elinor Asbury and 
  present the Dwarven Smith Thuldon; but, hide or keep 
  the chest from Roa to Her Fey Majesty Yolond Her Fey 
  Majesty, Queen Yolande of Celene. 
   
  Lady Elinor will escort the party back to the manor 
  house where there will be a celebration in honor of the 
  successful quest. The PCs have presented Thuldon to 
  Lady Asbury. Lady Elinor is very excited and pleased at 
  the prospect of Asbury Manor having a dwarven smith. 
  She will offer Thuldon a charter whereby the forge will 
  become his after service for a fixed number of years. She 
  will grant the adventures the honor keeping the tabards 
  with her promise that if Asbury Manor once again finds 
  itself in need of their skills, they will answer her call. 
  After the celebration, on the new marrow, Lady Asbury 
  her brave adventures will travel back to Verbobonc for 
  the Festival of Readying. 
   
  If the PCs do not return the chest to Roa, they will 
  bestow a curse for 1 calendar year. This curse will take the 
  form of bad luck in love and war. Effects will be a penalty 
  of one to all attack and damage rolls and a penalty of one 
  to their Charisma attribute. The treasure also turns to 
  dust. 
   
  
   
  Noble Ambitions 
   
  Page 19 
  The End
  The End
  The End
  The End    
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter One
  Encounter One
  Encounter One
  Encounter One    
  Making a good presentation at the interview 
  25 xp 
   
  Encounter Three
  Encounter Three
  Encounter Three
  Encounter Three    
  Discovering what is in Lady Elinor’s wagon 
  25 xp 
   
  Encounter Four 
  Encounter Four 
  Encounter Four 
  Encounter Four     
  Defeating the brigands, saving the wagon 
  100 xp 
   
  OR 
  Defeating the brigands, losing the wagon 
  50 xp 
   
  Encounter Six 
  Encounter Six 
  Encounter Six 
  Encounter Six     
  Mentioning Rao in front of the old man 
  25 xp 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven     
  Decipher the clues in the chant (5xp/clue) 
  50 xp 
  Defeating the Orcs 
  100 xp 
   
  Encounter Nine
  Encounter Nine
  Encounter Nine
  Encounter Nine    
  Presenting Thuldon to Lady Asbury 
  25 xp 
  Returning the Heirlooms and Treasure 
  25 xp 
  Returning the chest to the Priests of Rao 
  25 xp 
   
  Total Experience for Objectives: 
  400 xp 
  Discretionary Roleplaying Award: 
  0-50 xp 
   
  Total Possible Experience:
  Total Possible Experience:
  Total Possible Experience:
  Total Possible Experience:    
  450 xp
  450 xp
  450 xp
  450 xp 
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than [insert campaign value] that are of personal 
  significance to the owner (including family 
  heirlooms), and all magical items, will be discovered 
  in the possession of the character by one means or 
  another. The character must return the item and pay 
  a fine equal to three times the value of the item 
  stolen. In addition, the PC caught receives campaign-
  decided penalties for being known as a thief, such as 
  Infamy. For other stolen items which meet the 
  criteria in #1 above, use your judgment and the 
  circumstances within the game to determine 
  whether a PC thief gets away with the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things it later finds 
  unreasonable but which were allowed at the time. 
   
  Equipment that can be scavenged from fallen foes is listed 
  below. All equipment is very poor quality, and fetches only 
  25% of the market price (from the Player’s Handbook) when 
  sold. 
   
  Encounter One
  Encounter One
  Encounter One
  Encounter One    
  • 
  Book from Bethany’s Book Epurioum (50 gp, 4 lbs, 
  leather bound book with velum pages, Unusual): 
  This book grants general reference information on 
  various gods of Oerth. This book bestows NO bonus 
  on the skill Knowledge (Religion), but will provide a 
  method for those with the Knowledge (Religion) 
  skill to research details on the included gods. Such 
  reference material may be sought from any approved 
  Living Greyhawk core rules or rules supplement. 
  This volume contains information on the gods Beltar, 
  Dalt, Jascar, Kord, Llerg, Lydia, Osperm, Phyton, 
  Pyremius and Xerbo. 
   
  Encounter Three
  Encounter Three
  Encounter Three
  Encounter Three    
  • 
  120 gp 
  • 
  Shortsword (8, 12, 12) (5 gp ea, 3 lbs ea) 
  • 
  Leather armor (8, 12, 12) (5 gp ea, 15 lbs ea) 
  • 
  Shortbow (8, 12, 12) (15 gp ea, 3 lbs ea) 
   
  Encounter Three (Tier 3)
  Encounter Three (Tier 3)
  Encounter Three (Tier 3)
  Encounter Three (Tier 3)    
  • 
  Half-plate (300 gp, 50 lbs) 
  • 
  Studded leather armor (12 gp, 20 lbs) 
  • 
  Battleaxe (5 gp, 7 lbs) 
  • 
  Light crossbow (17 gp, 6 lbs) 
  • 
  Potion of cure light wounds (50 gp) 
   
  Encounter Three (Augmented Tier)
  Encounter Three (Augmented Tier)
  Encounter Three (Augmented Tier)
  Encounter Three (Augmented Tier)    
  • 
  37 gp, 30 sp  
  
   
  Noble Ambitions 
   
  Page 20 
  • 
  Light crossbow (17 gp, 6 lbs) 
  • 
  Leather armor (5 gp, 15 lbs) 
  • 
  Dagger (1 gp, 1 lb) 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Room 2a.
   Room 2a.
   Room 2a.
   Room 2a.    
  • 
  Greataxes (2) (10 gp each, 20 lbs each) 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Ro
   Ro
   Ro
   Room 4
  om 4
  om 4
  om 4    
  • 
  Greataxes (6) (10 gp each, 20 lbs each) 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Room 5a. (Tier 2+)
   Room 5a. (Tier 2+)
   Room 5a. (Tier 2+)
   Room 5a. (Tier 2+)    
  • 
  Greataxes (6) (10 gp each, 20 lbs each) 
  • 
  Leather armor (6) (5 gp ea, 15 lbs ea) 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Room 5a.
   Room 5a.
   Room 5a.
   Room 5a.    
  • 
  26 ep, 31 sp, and 45 cp 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Room 5b. (Tier 2+)
   Room 5b. (Tier 2+)
   Room 5b. (Tier 2+)
   Room 5b. (Tier 2+)    
  • 
  Greataxes (6) (10 gp each, 20 lbs each) 
  • 
  Leather amor (6) (5 gp ea, 15 lbs ea) 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Room 5b.
   Room 5b.
   Room 5b.
   Room 5b.    
  • 
  17 ep, 37 sp, 52 cp 
  • 
  Chainmail (Dwarf Sized) (75 gp, 20 lbs) 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Room 5c.
   Room 5c.
   Room 5c.
   Room 5c.    
  • 
  Orc Double Axe (30 gp, 25 lbs) 
  • 
  Shortsword (5 gp, 3 lbs) 
  • 
  Splint mail (100 gp, 45 lbs) 
  • 
  3 gp, 12 sp 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Room 5d.
   Room 5d.
   Room 5d.
   Room 5d.    
  • 
  Greataxes (6) (10 gp each, 20 lbs each) 
  • 
  Leather armor (6) (5 gp ea, 15 lbs ea) 
  • 
  13 ep, 16 sp, 33 cp. 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Room 5e.
   Room 5e.
   Room 5e.
   Room 5e.    
  • 
  Greataxes (6) (10 gp each, 20 lbs each) 
  • 
  Chain shirt (6) (50 gp, 25 lbs) 
  • 
  4ep, 19 sp, 12 cp 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Room 10. (Tier 3)
   Room 10. (Tier 3)
   Room 10. (Tier 3)
   Room 10. (Tier 3)    
  • 
  Greataxes (10 gp, 20 lbs) 
  • 
  Breastplate (100 gp, 30 lbs) 
  • 
  3 gp, 12 sp 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Room 10. 
   Room 10. 
   Room 10. 
   Room 10.     
  • 
  Mace with the symbol of Rao (12 gp, 12 lbs) 
  • 
  10 ep, 7 sp, 35 cp 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Room 11. (Tier 3)
   Room 11. (Tier 3)
   Room 11. (Tier 3)
   Room 11. (Tier 3)    
  • 
  Greataxes (10 gp, 20 lbs) 
  • 
  Breastplate (100 gp, 30 lbs) 
  • 
  3 gp, 12 sp 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Room 11.
   Room 11.
   Room 11.
   Room 11.    
  • 
  Jade Necklace (45 gp, 1 lb) 
  • 
  2 ep, 26 sp, 9 cp 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Room 12. (Augmented Tier)
   Room 12. (Augmented Tier)
   Room 12. (Augmented Tier)
   Room 12. (Augmented Tier)    
  • 
  Greataxes (10 gp, 20 lbs) 
  • 
  Breastplate (100 gp, 30 lbs) 
  • 
  3 gp, 12 sp 
   
  Enco
  Enco
  Enco
  Encounter Seven 
  unter Seven 
  unter Seven 
  unter Seven –––– Room 12. 
   Room 12. 
   Room 12. 
   Room 12.     
  • 
  8 ep, 14 sp, 75 cp 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Room 13. 
   Room 13. 
   Room 13. 
   Room 13.     
  • 
  12 ep, 27 sp, 10 cp 
  • 
  Fine set of knucklebones (3gp, 1 lb) 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Room 16.
   Room 16.
   Room 16.
   Room 16.    
  • 
  Arcane scroll - knock spell written at 3rd level (150 gp) 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Room 17. (Tier 3)
   Room 17. (Tier 3)
   Room 17. (Tier 3)
   Room 17. (Tier 3)    
  • 
  Greataxe (10 gp, 20 lbs) 
  • 
  Breastplate (100gp, 30 lbs) 
  • 
  3 gp 12 sp 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Room 18. (Tier 3)
   Room 18. (Tier 3)
   Room 18. (Tier 3)
   Room 18. (Tier 3)    
  • 
  Greataxe (10 gp, 20 lbs) 
  • 
  Breastplate (100 gp, 30 lbs) 
  • 
  3 gp 12 sp 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Room 19. (Tier 3)
   Room 19. (Tier 3)
   Room 19. (Tier 3)
   Room 19. (Tier 3)    
  • 
  Dwarven handaxe (8gp, 4 lbs) 
  • 
  Dwarven Small Shield with anvil embossed on the 
  face (9gp, 6 lbs) 
  • 
  Halfplate (300 gp, 50 lbs) 
  • 
  Greataxe (10 gp, 20 lbs) 
  • 
  13 gp 12 ep, 32 sp 
   
  Encounter Seven 
  Encounter Seven 
  Encounter Seven 
  Encounter Seven –––– Room 20. (Augmented Tier)
   Room 20. (Augmented Tier)
   Room 20. (Augmented Tier)
   Room 20. (Augmented Tier)    
  • 
  Shortspear (1gp, 5 lbs) 
  • 
  Chainmail (75 gp, 35 lbs) 
  • 
  4 gp, 12 ep  
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  • 
  Masterwork Greatsword (Value 320 gp, Weight 20 
  lbs, steel): This greatsword is made of blue steel and 
  is etched along the fuller. It has a simple hilt 
  wrapped in blue dyed wyvern hide and a single topaz 
  set in the pommel. (The PC accepting the greatsword 
  from Lady Asbury will be recorded and entered in a 
  lottery for the sword named Tutor. The lottery will 
  be finalized at WFiV 2001.) 
  • 
  Influence 
  point 
  in 
  Verbobonc 
  Nobles 
  (Not 
  tradeable): The adventurer named above has earned 
  an influence point with the nobles of Verbobonc. 
  
   
  Noble Ambitions 
   
  Page 21 
  This Influence point will allow the adventurer to 
  receive support from the noble council at some time 
  in the future. 
  • 
  Favor of a Noble House of Verbobonc (One only of 
  the two below, not tradeable): 
  -- Favor of Lady Elinor Asbury - Lady Elinor Asbury 
  counts the adventurer named above as a trusted and 
  faithful freeman. The ideals of good and true 
  friendship are within your heart. House Asbury 
  stands by your side in times of need. 
  -- Favor of Lord Alinard Milinous - The Black Griffon 
  accepts the adventurer named above as one 
  recognizes that military might and strength are the 
  hallmarks of all that is just on the battlefield. House 
  Milinous will sponsor the adventure into his militia 
  and provide support in times of need. 
  • 
  Six plums of binding (50 gp): The juices of this plum 
  act as a cure minor wounds spell. Consuming the entire 
  plum pulp and juices will grant the effect of a cure 
  minor wounds spell and refresh the consumer as if the 
  consumer had rested for 4 hours. This refreshing 
  state will reduce the time required for purposes of 
  spell recovery and fatigue removal, but not speed up 
  natural healing. This will not replace the need for an 
  Elf's revelry. This plum will be potent for a period of 
  six months from the date of presentation from His 
  Worship Olan Deloit, Emissary of Rao. Date of issue: 
  _____________________ 
  • 
  Curse of Rao: For not returning the chest to the 
  church of Rao, the PC suffers a –1 luck penalty to all 
  attack rolls, damage rolls, and Charisma modifier for 
  a period of one year from when the curse was given.  
  Date of curse: _____________________ 
   
  
   
  Noble Ambitions 
   
  Page 22 
  Player Handout #1
  Player Handout #1
  Player Handout #1
  Player Handout #1    
   
  Needed, 
  Individuals of stout heart and strong sword arm to serve 
  me in a task requiring courage, resourcefulness and 
  honor. Inquiries may be made at Jylee’s Inn. 
   
  This the second day of Readying in the year 591cy 
  By my hand, 
  Lady Elinor Asbury 
  Asbury Manor 
   
   
   
   
  
   
  Noble Ambitions 
   
  Page 23 
  Player handout #2
  Player handout #2
  Player handout #2
  Player handout #2    
    
   
  Who enters the dark lady Beltar’s domain, 
  walks into the dawn of Pholtus’ reign. 
  A nonce before great Celestine’s star does rise,  
  In the month of Readying, Llerg’s fang points to more then skies. 
  When Wee Jas’ mouth opens to swallow you, 
  count Hextor’s red arrows to win your way through. 
  Treachery, Lies, Deceit and Ill Fame, 
  next count the letters in Her name. 
  One final turn for all to see, 
  And Trithereon’s summons comforts thee. 
  Mighty Ones those all named before, 
  But a sum that is not a number unlocks this door. 
  
   
  Noble Ambitions 
   
  Page 24 
  DM Aid #1 
  DM Aid #1 
  DM Aid #1 
  DM Aid #1 –––– NPC information
   NPC information
   NPC information
   NPC information    
   
  Armount 
  Armount 
  Armount 
  Armount –––– Seneschal of House Asbury
   Seneschal of House Asbury
   Seneschal of House Asbury
   Seneschal of House Asbury    
  Armount is the seneschal of House Asbury. He was the long-time adventuring companion of the young Lord Geoffrey 
  Aldowayne who took the name of Asbury upon his marriage to Lady Aluna Asbury. It was to his care that Lord and Lady 
  Asbury remanded their child, Elinor, when the Hordes of the Temple descended upon Asbury. He is a tall man, gray and 
  scarred, but possessed of a screwed mind. He has always regretted that duty prevented him from fighting and dying 
  alongside his life long friend and lord. He is justifiably proud of Elinor, and serves her as he did her parents. Armount 
  traveled widely throughout the Flanaess in his youth and has seen and learned much. Although age has begun to erode 
  his strength, he is still a formidable man with lance and sword. It is his tutelage that has given Asbury a solid core of 
  fighting men capable of defending the holding from most threats and is responsible for Elinor’s not to be discounted 
  skill at arms. The seneschal is a quiet source of strength. He is very open in his conversations with Elinor, but otherwise 
  holds his tongue, listening and gauging the motivations of others, something he is very adept at doing.     
   
  Betham the Sage 
  Betham the Sage 
  Betham the Sage 
  Betham the Sage ---- proprietor of Betham's Books 
  Betham is the proprietor of Betham’s Books, a long time feature of Verbobonc City. He is a wrinkled, old gnome of some 
  163 years. Betham cares little for politics and the daily goings on within the Viscounty. He is obsessed with the written 
  word. His tiny shop is crammed with books, manuscripts, diaries, and treatises. The contents of his shop many only be 
  the tip of the iceberg as it is rumored that many more volumes are stashed away in his private living quarters beneath his 
  shop. Betham is a font of knowledge, legend and rumor although none of it more recent then 50 years ago and then only 
  if it was rendered on paper. The disorder in the shop is daunting to any observer, but Betham has his own sense of 
  organization and knows the location of each title. Of late, he has taken to talking to his books as though they were 
  children. To customers, Betham seems constantly distracted, and most find they must remind him several times of the 
  reason for their visit. However, he has an amazing facility for finding answers to puzzles and riddles, especially if they 
  involve events or personages from the dim history of the Flanaess. Betham has a pair of thick spectacles, which he never 
  seems to use, they remain perpetually perched above his brow.     
   
  Alber Guldenstern 
  Alber Guldenstern 
  Alber Guldenstern 
  Alber Guldenstern –––– Man of shadows and information broker in Verbobonc
   Man of shadows and information broker in Verbobonc
   Man of shadows and information broker in Verbobonc
   Man of shadows and information broker in Verbobonc    
  Alber Guildenstern is a rogue who arrived in Verbobonc City about 7 years ago from Dyvers. He is shadowy fixture 
  within the darker side of Verbobonc City. There is speculation and rumor concerning his origins and activities, but no 
  one seems to really know where he hails from or how he earns his coin. Alber is a small human male with plain features. 
  He is not someone who would stand out in any observer’s memory. Alber is very professional, he performs whatever task 
  his current employer contracts for, nothing more nothing less and always at the price that he sets. Alber apparently 
  works alone although it is known that he can be contacted through tavern keepers within Verbobonc. His hallmarks are 
  that he always succeeds, he is never seen, and his services are expensive.   
   
   
  Artus Kellan 
  Artus Kellan 
  Artus Kellan 
  Artus Kellan –––– Cleric of Rao
   Cleric of Rao
   Cleric of Rao
   Cleric of Rao  
  Artus is a priest of Rao who is suffering from what resembles feeblemind. Artus was part of a diplomatic mission from 
  Veluna to the court of Celene in the year 583CY. While enroute, the mission was ambushed and Artus was struck by fell 
  magic. His companions were slaughtered and he was left to wander the woods. Eventually, Krak’s tribe of Orcs, who 
  kept him as a slave and target of their petty tortures captured him. Presently, he is a walking skeleton, the effects of the 
  spell combined with his years of misuse have rendered him a raving, shadow of a man. He is unable to discuss his past 
  life, his time among the Orcs, or even how he arrived in Asbury. The sum of his world is now wrapped up in the chanted 
  riddle he mouths. 
   
  
   
  Noble Ambitions 
   
  Page 25 
  Handout of Deity Information in Bethan’s Books
  Handout of Deity Information in Bethan’s Books
  Handout of Deity Information in Bethan’s Books
  Handout of Deity Information in Bethan’s Books    
   
  Beltar
  Beltar
  Beltar
  Beltar    
  CE (CN) lesser goddess of Malice, Caves, and Pits
  CE (CN) lesser goddess of Malice, Caves, and Pits
  CE (CN) lesser goddess of Malice, Caves, and Pits
  CE (CN) lesser goddess of Malice, Caves, and Pits    
  The hag like goddess Beltar (BEI-tar) one of the stranger 
  Suel deities, known to appear as a beholder, red dragon, 
  or marilith demon (the likely cause of Suloise snake-cult 
  rumors). She was once a goddess of mines and earth, but 
  was supplanted by others in her pantheon and finally 
  relegated to worship by non-human slaves. She hates 
  most everything, even other gods. Her holy symbol is a 
  set of monstrous fangs closing to bite. She takes many 
  mates in her various forms, but she is known to eat them 
  afterward, as well as her own young. 
   
  Mine and explore caves in pursuit of foes and riches, fear is 
  not acceptable in the fate of adversity, and only hatred is allowed 
  for those that stand in your way.  
   
  Primarily worshiped by evil non-humans and savage 
  humans, Beltar pushes her followers to band together 
  into armies and ally with more powerful creatures, such 
  as red dragons, beholders, demons, or greater undead. 
  They must wage war on hated foes. 
   
  Clerics of Beltar are expected to take positions of 
  leadership in their tribes; those that cannot do so are cast 
  out to find heathen tribes to convert or new enemies to 
  fight. They inspire hatred in others and make examples of 
  traitors or the weak-willed.  Worship services involve 
  sacrifices and are conducted in caves or points of low 
  ground. Devoted clerics rise from the grave as undead 
  within a year of their deaths, usually returning to aid their 
  original tribe and show proof of the goddess's power. 
   
  Domains Chaos, Earth, Evil, War; 
   
  Weapons claws of Beltar (unarmed strike or spiked 
  gauntlet) 
   
  Dalt
  Dalt
  Dalt
  Dalt    
  CG lesser god of Portals, Doors, Enclosures, locks, and 
  CG lesser god of Portals, Doors, Enclosures, locks, and 
  CG lesser god of Portals, Doors, Enclosures, locks, and 
  CG lesser god of Portals, Doors, Enclosures, locks, and 
  Keys
  Keys
  Keys
  Keys    
  Dalt (DAHLT) was forgotten for many years while he 
  sought to free his brother Vatlin; he is once again 
  recognized as a god, although still primarily venerated by 
  the Suloise people in the southeast. He talks with other 
  gods of the Flanaess (except Telchur) in order to solicit 
  help in his quest. Dalt is shown as an old man with wild 
  white hair and piercing eyes or as a red-haired young 
  thief.  His symbol is a locked door with a skeleton key 
  under it.  
   
  Confront obstacles from different angle until a solution 
  presents itself.  
   
  Dalt is constantly trying to build a better mousetrap 
  while being the better mouse. His name is used to bless 
  fortresses, prisons, and chests of valuables, as well as the 
  construction of new homes. His churches tend to be a 
  mix of clerics that lock things and those that open them, 
  each side seeing the need for the other. 
   
  Clerics of Dalt are much like their god, tinkering in 
  workshops, building locks and traps, then turning around 
  and trying to figure a way to undo their own work. They 
  teach their building skills to carpenters, masons, and 
  locksmiths, while training aspiring thieves and spies in 
  the locksmith arts, although they only choose those that 
  would use their talents for the greater good. They firmly 
  believe in guarding valuables from those that would use 
  them for selfish ends, and liberating goods from those 
  that don't deserve to own them. They like to wander 
  about cities and dungeons, looking for situations that 
  would challenge their skills. 
   
  Domains: Chaos, Good, Protection, Travel, and 
  Trickery. 
   
  Weapons: dagger 
   
  Kord
  Kord
  Kord
  Kord    
  (The Brawler), CG intermediate god of Athletics, Sport, 
  (The Brawler), CG intermediate god of Athletics, Sport, 
  (The Brawler), CG intermediate god of Athletics, Sport, 
  (The Brawler), CG intermediate god of Athletics, Sport, 
  Brawling, Strength, and Courage
  Brawling, Strength, and Courage
  Brawling, Strength, and Courage
  Brawling, Strength, and Courage. 
  Kord (KOHRD) is an incredibly powerful Suel god, 
  second only to his grandfather, Lendor. Son of Phaulkon 
  and Syrul, he is shown as a hugely muscular man with 
  long red hair and beard, wearing dragon-hide gauntlets 
  (white), boots (blue), and fighting girdle (red); these items 
  form his holy symbol, although a star composed of spears 
  and maces is popular. He fights with his intelligent 
  dragon-slaying greatsword Kelmar, and when wounded 
  he often enters a blood rage so intense only Lendor can 
  control him when he succumbs; because of this, a cleric 
  of Kord will always defer to a ranking cleric of Lendor. He 
  is reputed to have dallied with beautiful humans, elves, or 
  even giants, and tales are told of the great heroes that are 
  born of such liaisons. 
   
  The strong and fit should lead the weaker. Bravery is the 
  greatest quality in any ruler.  Scorn cowardice.   
   
  Kord loves physical challenges and contests, and it is 
  this love that inspires many barbarian tribes to use non-
  lethal sports as a method for resolving disputes. 
   
  Kord's clerics are expected to be leaders. They train 
  people 
  to 
  become 
  stronger, 
  organize 
  athletic 
  tournaments, and participate in challenging physical 
  activities. Doubting their fitness is a grave insult, and they 
  go to great lengths to prove their physical abilities 
  (although they realize the difference between difficult 
  and suicidal challenges). Wearing of dragon-hide by a 
  cleric is a blasphemy, unless the wearer is a descendant of 
  Kord. Clerics believe magic should be used to enhance 
  allies rather than strike directly at foes. 
   
  Domains: Chaos, Good, Luck, and Strength. 
   
  Weapons: greatsword (m), bastard sword (e) 
   
  Llerg
  Llerg
  Llerg
  Llerg    
  (Great Bear, Animal Fang, Strongest Serpent, God of 
  (Great Bear, Animal Fang, Strongest Serpent, God of 
  (Great Bear, Animal Fang, Strongest Serpent, God of 
  (Great Bear, Animal Fang, Strongest Serpent, God of 
  Force), CN lesser god of Beasts and Strength
  Force), CN lesser god of Beasts and Strength
  Force), CN lesser god of Beasts and Strength
  Force), CN lesser god of Beasts and Strength    
  The most uncivilized god in the Suel pantheon, Llerg 
  (LERG) ignores most other gods, seeing them as too 
  civilized, but has a friendly rivalry with Kord and a hatred 
  for Telchur. He is shown as a strong, shaggy man wearing 
  furs and a fighting girdle or as a great bear, snake, or 
  
   
  Noble Ambitions 
   
  Page 26 
  alligator. These animals are sacred to him, and they are his 
  three holy symbols. He fights with a broadsword or in 
  one of his animal forms and may be the ancestor of the 
  original dire bears, dire alligators, and giant snakes. He is 
  popular among the jungle savages, who call him Hierg. 
   
  Be strong so that others respect you. Be fierce like the 
  creatures of the animal world. Humans have lost contact with 
  their inner animal nature watch and learn how the predator 
  lives, and you will again be as you should be.  
   
  Llerg supports barbarians defending their lands 
  against encroaching civilization. Llerg's clerics choose 
  one of his sacred animals as their totem animal. They act 
  as intermediaries when tribes meet, and range far in 
  search of prey when times are lean for their tribe. They 
  bless weapons, warriors, and sites of battle to ensure 
  victory, and in more peaceful times they train young 
  warriors in armed and unarmed combat. Some clerics see 
  visions and travel to find the meaning of what they have 
  seen. 
   
  Domains: Animal, Chaos, and Strength. 
   
  Weapons: battleaxe (m), longsword (m) 
   
  Lydia
  Lydia
  Lydia
  Lydia    
  NG lesser goddess of Music, Knowledge, and Daylight
  NG lesser goddess of Music, Knowledge, and Daylight
  NG lesser goddess of Music, Knowledge, and Daylight
  NG lesser goddess of Music, Knowledge, and Daylight    
  Lydia (LIH-dee-ah) is a wise Suel goddess, shown as a 
  dynamic older woman with white hair and clear blue 
  eyes. Her symbol is a spray of colors from an open hand. 
  She interacts with many other gods, exchanging 
  information and songs. In some ways she is the converse 
  of Pholtus, pressing for individual liberty so that others 
  may see the light of truth without being blinded by it; this 
  pleases Trithereon, who also strives for the freedom of the 
  individual. 
   
  People must gain knowledge to better themselves. Music K 
  a key to learning, and the light of day lets one see there own 
  ignorance. 
   
  Lydia's church has an open policy on all records, for 
  the goddess hates secrets and those that would hoard 
  information to the detriment of others. Her teachings are 
  presented in song form so that they may be easily 
  remembered, and her church often converts current and 
  historical texts into ballads. Her church uses education to 
  uplift women from lesser stations in life; this tends to 
  make her unpopular with patriarchies. 
   
  Most of her clerics are women. They discover and 
  spread information wherever they travel, and are often 
  found in the company of clerics of Fharlanghn. They are 
  required to help women in need of education, and they 
  spend much of their time in villages teaching women and 
  children how to read and acting as midwives. They travel 
  to discover lost caches of information and song, 
  preferring historical accounts of actual deeds rather than 
  fictionalizations and hearsay tales. 
   
  Domains: Good, Knowledge, Sun, and Travel. 
   
  Weapons: shaft of light (shortspear) 
   
  Jascar
  Jascar
  Jascar
  Jascar    
  LG lesser god of Hills and Mountains 
  LG lesser god of Hills and Mountains 
  LG lesser god of Hills and Mountains 
  LG lesser god of Hills and Mountains     
  Jascar (JAS-kar) is the brother of Fortubo and dedicated 
  foe of Beltar; his holy symbol is a snow-capped mountain 
  peak. With his dark beard and shining silver breastplate, 
  Jascar doesn't resemble the Suel people that worship him, 
  but his visage strikes fear into ores and goblins. He is 
  sometimes shown as a great horse or Pegasus, two forms 
  he once took when fighting Beltar. He is often aided by 
  Phaulkon in his efforts to advance the cause of good, and 
  Jascar's hammer is the bane of all undead.  Other than 
  Phaulkon and Fortubo, Jascar talks little with other gods 
  and is often perceived as driven and aloof. 
   
  Hold no quarter for evil non-humans life, orcs and 
  goblinoids, and equally hate those that would make the beautiful 
  hills and mountains ugly. Protect the hills and mountains from 
  plundering by evil forces and you will be rewarded with the 
  treasures Jascar places under the earth for good folk to find.  
   
  The church teaches common tactics used by evil 
  non-humans. Jascar's clerics often lead cross-country and 
  underground crusades against evil non-humans. They 
  survey for precious metals, and advise miners on how to 
  dig their tunnels safely and cause a minimal amount of 
  damage to the surrounding environment. Their single-
  mindedness often alienates them from others, but their 
  dependable nature means that an entire temple can be 
  called upon in times of crisis; the network of the multi-
  racial Jascarian faith is strong as stone. 
   
  Domains:  Earth, Good, Law, and Protection. 
   
  Weapons: warhammer (m) 
   
  0sprem
  0sprem
  0sprem
  0sprem    
  IN lesser goddess of Sea Voyages, Ships, and Sailors
  IN lesser goddess of Sea Voyages, Ships, and Sailors
  IN lesser goddess of Sea Voyages, Ships, and Sailors
  IN lesser goddess of Sea Voyages, Ships, and Sailors    
  Osprem (AH-sprem) is a generally benign goddess, 
  revered by the Suel people as the protector of those who 
  travel on the water. She is more compassionate than her 
  occasional companion Xerbo, yet she is not averse to 
  punishing those who offend her or disobey her laws. She 
  is shown her as a beautiful gowned woman, a dolphin, a 
  barracuda, or a sperm whale; the latter two are 
  interchangeably used as her holy symbol. She wears no 
  armor but is protected by a ring carved from a whale's 
  tooth, given to her by the grandfather of all whales. 
   
  The seas provide a bounty of food and a means of travel.  
  Protect the sea as you would your own home, or face Osprem's 
  wrath.  
   
  She protects those that sail and their vessels as long 
  as they respect her and abide by her laws. She guides 
  vessels through dangerous waters and is the patron 
  goddess of naval explorers. Those that defy her laws are 
  punished by storms of ice, and it is said entire towns were 
  wiped out because of serious transgressions against her. 
   
  Her clerics are skilled navigators and often become 
  the spiritual leaders of communities that rely on the sea 
  for survival. Many gain political powers for themselves 
  based on the need for their abilities. Clerics not tied to 
  one place might travel a great deal by ship; though they 
  feel awkward away from the ocean, they are comfortable 
  enough near lakes or rivers to venture inland.  
   
  Domains: law, Protection, Travel, and Water. 
   
  Weapons: trident (m) (treat as a longspear), sailor 
  weapons 
   
  
   
  Noble Ambitions 
   
  Page 27 
  Phyton
  Phyton
  Phyton
  Phyton    
  (The Woodshaper), CG lesser god of Nature, Beauty, 
  (The Woodshaper), CG lesser god of Nature, Beauty, 
  (The Woodshaper), CG lesser god of Nature, Beauty, 
  (The Woodshaper), CG lesser god of Nature, Beauty, 
  and Farming.
  and Farming.
  and Farming.
  and Farming.    
  Phyton (FIE-tahn) is a tall, slender, youthful-looking Suel 
  god, and can take the form of any forest creature. Once 
  like most nature deities, he now represents man's 
  dominion over nature, and this puts him at odds with 
  those that would protect a forest from the actions of 
  mankind, just as his dominion over beauty angers Wee 
  Jas. He clears forests to make room for crops, cuts tracks 
  through mountains to make roads, and dams rivers to 
  form fishing ponds. His symbol, a scimitar in front of an 
  oak tree, hearkens back to his old purpose. 
   
  Nothing in nature is so beautiful as what man can make of 
  it.  A field of crops, a garden of herbs, and a swamp drained to 
  form fertile soil are all marvels of nature as much as the forest 
  and mountains. Natural animals that can be domesticated 
  should be, but those that are dangerous to man or his works 
  should be slain.  
   
  Clerics of Phyton act as protectors for farming 
  settlements and look for ways to make use of nearby land. 
  Each normally chooses a region to watch over, typically a 
  circle one day's walk in diameter. They might use their 
  powers to redirect a river to suit a town's needs or to cull a 
  forest of its uglier plants to leave a more pleasant locale. 
  Some clerics wander the unsettled parts of the world, 
  looking for destructive creatures to kill abandoned sites of 
  old civilizations, or wild places that might be useful to 
  mankind. 
   
  Domains: Chaos, Good, Plant, Sun, Water. 
   
  Weapons: scimitar (m) 
   
  Pyremius 
  Pyremius 
  Pyremius 
  Pyremius     
  (The Blazing Killer, Demon of Venom, Hideous 
  (The Blazing Killer, Demon of Venom, Hideous 
  (The Blazing Killer, Demon of Venom, Hideous 
  (The Blazing Killer, Demon of Venom, Hideous 
  Assassin), NE lesser god of Fire, Poison, and Murder.
  Assassin), NE lesser god of Fire, Poison, and Murder.
  Assassin), NE lesser god of Fire, Poison, and Murder.
  Assassin), NE lesser god of Fire, Poison, and Murder.    
  Pyremius (pie-RJEH-mee-us) was once a demigod of 
  poison and murder, but he poisoned Ranet, the Suel 
  goddess of fire, and assumed her portfolio. He is now the 
  patron of assassins, and he carries a longsword called Red 
  Light and a whip called Viper. He is friendly with fiends; 
  jermlaine worship him, as do many non-human tribes. He 
  keeps other gods at arm's length, save for Syrul, a fellow 
  patron of the Scarlet Brotherhood. His holy symbol is a 
  demonic face with ears like a bat's wings. 
   
  The world will perish in fire. Anything that threatens you 
  must be burned, and those that would keep you from doing this 
  must be killed. The greatest enemy must sleep sometime. Those 
  who fall to such tactics deserve their fate, and those that exploit 
  these weaknesses are the craftiest of all.  
   
  This doctrine means ranking clerics tend to prey 
  upon each other, and smarter ones sometimes leave a 
  temple to found their own order of the church. 
   
  His clerics watch other people for weaknesses or 
  openings in their defenses. They expose themselves to 
  great heat to test their strength, plot against those that 
  hold things they want, build superior forges, and explore 
  exotic locations to find rare plants and other substances 
  from which poisons can be made. Assassins can be hired 
  at their temples; turnover among the clerics is high 
  because of internal feuds. 
   
  Domains: Destruction, Evil, and Fire. 
   
  Weapons: longsword (m), whip (e) 
   
  Xerbo
  Xerbo
  Xerbo
  Xerbo    
  (The Sea Dragon), N lesser god of the Sea, Sailing, 
  (The Sea Dragon), N lesser god of the Sea, Sailing, 
  (The Sea Dragon), N lesser god of the Sea, Sailing, 
  (The Sea Dragon), N lesser god of the Sea, Sailing, 
  Money, and Business.
  Money, and Business.
  Money, and Business.
  Money, and Business.    
  Xerbo (ZER-boh) is a stern and indifferent god. He is 
  shown as a large man with matted kelp-like hair, wearing 
  dragon turtle armor and shield. His trident, Murky Deep 
  enchants and grants him dominion over all ocean life and 
  can enchant his opponents. Xerbo is also a mercantile 
  god, where his stern demeanor represents the drive for a 
  hard bargain. Most revere him as a merchant's god and 
  placate him as a sea god. He avoids other gods except his 
  estranged wife Osprem, battles Procan regularly, and 
  sulks whenever Zilchus encroaches on his followers.  His 
  symbol is a dragon turtle. 
   
  The law of the sea states that no sea creature should be 
  favored over another. Land ccccreatatatatures, including intelligent ones, 
  have no place in the water; it is a place to be feared and respected, 
  not exploited. Land creatures in danger on the sea deserve no 
  help unless they act to protect sea creatures or the sea itself. Do 
  not let ones emotions get in the way of making trade; no person 
  should be favored over another.  
   
  This last thought makes him popular with smaller 
  merchants and disliked by unions and guilds. Xerbo's 
  clerics are expected to protect the sea and sea life. They 
  watch over merchant vessels on trade routes or facilitate 
  business meetings in port cities. The god does not tolerate 
  extended forays on land, especially for foolish pursuits 
  such as exploring ruins and dungeons,  
      
  Domains:::: Animal, Knowledge, and Water. 
      
  Weapons: : : : trident (m)  (treat as longspear), sailor 
  weapons, aquatic creature weapons. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Verbobonc/591/Normal Scenarios/VER1-01 - Noble Ambitions (APL 2-6)/VER1-01 - Noble Ambitions.pdf