TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, 
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  COINCIDENTAL. © 2005 WIZARDS OF THE COAST, INC. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region, visit the Verbobonc website at www.verbobonc.net and e-mail your triad 
  point of contact (POC). For LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
   
  VER7-08 
   
   
   
  Race the Spirit’s Lightning 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Verbobonc Regional Adventure 
  by Ron Lundeen and Gregory Hanigan 
  Circle Reviewer: Tim Sech 
  Reviewers: Michael Maenza and Vernon L. Vincent 
   
  Verbobonc has changed dramatically since Magister Har sent you on a simple mission years ago.  Enemies have become 
  allies, and allies now seem untrustworthy.  Triangles of lightning flash in the sky.  Are these omens of doom, or heralds 
  of a powerful transfiguration?  Find out what lies at the end of the road to adventure. This is the final adventure in the 
  Skyroad Series, which should be played in order.  PCs with Gnomish Spectacles are encouraged to play.  A one-round 
  Verbobonc regional adventure for character levels 2-12 (APLs 4-10). 
  Metaorganizational Focus: House Estival, House Galans, House Shannus, Protectors of the Iron Wood, Mounted 
  Borderers, the Wrinkle Academy. 
  
  VER7-08 Race the Spirit’s Lightning 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer PCs 
  (NPCs) and monsters appear in abbreviated form in the 
  adventure text. Full information on NPCs and monsters 
  are given in Appendix 1. For your convenience, that 
  appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   Living Greyhawk LEVELS OF 
  PLAY 
  Because players bring their own PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of PCs playing in the adventure. Round to 
  the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level PCs 
  to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level PCs may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise PCs to buy riding dogs to help protect 
  them and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Verbobonc regional 
  adventure. All PCs native to Verbobonc pay 1 Time Units 
  per round; all others pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. PCs that fail to pay at 
  least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
  PREVIOUS ADVENTURES 
  SUMMARY 
  Magister Obble Har is an enigma.  He came to 
  Verbobonc City in 591 CY and doggedly founded a 
  wizards’ school in the middle of a city known for fear and 
  paranoia of wizardry. 
  In the first adventure of the Skyroad Series, VER6-02 
  Delve the Wizard’s Dungeon, the PCs assisted Magister 
  Har in securing an odd arcane rod to the top of the 
  Wrinkle Academy.  The PCs then traveled on the 
  Magister’s behalf to a gnomish monastery in the south 
  Kron Hills to recover an ancient elven map of Verbobonc 
  showing the location of three anchors of the Skyroad, 
  called the Pylons. 
  In the second adventure of the Skyroad Series, VER6-07 
  Ride the Merchant’s Highway, the PCs activated the 
  Pylon near Taymouth and, at Lord Galans’ request, rode 
  the Skyroad at breakneck speed to the Pylon in the Kron 
  Hills. 
  In the third adventure of the Skyroad Series, VER7-02 
  Storm the Dragon’s Bastion, Lord Galans asked the PCs to 
  accompany him to the town of Glory to convince the 
  local noble there, Lord Shannus, to activate the final 
  Pylon.  While there, the PCs encountered Gurtom 
  Starcheek, a halfling warlock in Lord Shannus’ employ.  
  Gurtom may have confided in the PCs that he intended 
  to steal a hoard of silver from Lord Shannus.  Despite 
  Lord Galans’ best efforts, Lord Shannus refused to permit 
  the Pylon to be activated.  The Pylon was activated 
  anyway, and now the entire Skyroad system is up and 
  running. 
  The Skyroads have been active for months, and used 
  without difficulty.   Lord Galans has become a very 
  wealthy man, starting with this adventure, however, the 
  Skyroads show signs of occasional failure, with dramatic 
  results.  Furthermore, this adventure reveals Magister 
  Har’s interest in the Skyroads and reveals a significant 
  threat in the Viscounty to the PCs. 
  VER7-08 Race the Spirit’s Lightning 
   
  Page 2 
  
  ADVENTURE BACKGROUND 
  As this is the last adventure in the Skyroad Series, it is 
  now time to reveal the secrets of the Skyroad and 
  Magister Har’s decades-old plan.   
  Secrets of the Skyroad 
  Review Appendix 3: DM Overview of the Skyroad to 
  learn the background of the Skyroad.  The conditions of 
  the Skyroad’s deactivation have not been revealed before 
  now, but are of key importance. 
  The ancient elves of Verbobonc shut down the Skyroad 
  many centuries ago when Vecna’s lieutenant, Kas, 
  discovered a ritual to use the massive energies of the 
  Skyroad to fuel his unholy lust for power.  The Skyroad 
  system suffered several complete—and devastating—
  failures when Kas drew off the energy for his own use as 
  a massive magical battery.  This siphoning had to occur at 
  a spot centrally located within the Skyroad system, on the 
  banks of the Velverdyva River at the location where 
  Verbobonc City would one day stand. 
  With the energy of the Skyroad contained within his 
  undead frame, Kas gained a substantial amount of power. 
   The rest of Kas’ story is told elsewhere—including the 
  forging of his infamous sword and his eventual betrayal 
  of Vecna. 
  Realizing that the Skyroad’s energy could be siphoned off 
  and possibly used for evil, the elven druids realized that 
  they had their opportunity to lobby to have the Skyroad 
  system shut down for good.  Even the elven artificers that 
  built the Skyroad couldn’t argue that such an event 
  wouldn’t happen again—perhaps fueling another evil—
  and the Skyroad system was turned off.  The druids 
  trapped the pillars and hid them away with illusions, 
  intending that the Skyroads never be used again. 
  Secrets of Magister Obble Har 
  In 555 CY, the gifted student Obble Har learned the 
  secret history of the Skyroads, including their use as a 
  powerful magical battery.  Har realized that the power of 
  the Skyroad could be used for more than mere mortal 
  power.   With the right kind of amplification, the power 
  of the Skyroad could be enough to ascend to become the 
  proxy of a deity, nearly on par with the gods themselves. 
  Obble Har set into motion a far-sighted plan to become a 
  quasi-deity. 
  First, Har had to collect a reservoir of magical power to 
  contain—even for a few moments—the magical power of 
  the Skyroad.  To this end, Magister Har came to 
  Verbobonc City in 591 CY and established an academy 
  for wizards.  This academy was founded in one of the 
  extradimensional wrinkles of space that dot the 
  Viscounty.  The Wrinkle Academy was born.  Although 
  Obble 
  Har—now 
  Magister 
  Har—was 
  genuinely 
  interested in providing magical education to the 
  residents of the Viscounty, this was a small part of his 
  plan.  Within the extradimensional space of the Wrinkle 
  Academy, Magister Har created a Spellpool, a storage area 
  of magical energy.  Every member of the Wrinkle 
  Academy has continually had a small amount of his or 
  her 
  arcane 
  ability 
  slowly 
  drawn 
  away—usually 
  imperceptibly—to grow the Spellpool.  In recent years, 
  members of the Wrinkle Academy have begun to notice 
  the energy siphoned off (this was reflected as the “spell 
  cost” for being a member of the Wrinkle Academy meta-
  org for the past couple of years). 
  The Spellpool in the Wrinkle Academy takes the form of 
  an infinitely large library, with an infinite number of 
  books, all on different topics.  High-level adventurers 
  stopped a formian invasion of the Endless Library in the 
  special event VERS4-02 Gala at the Wrinkle Academy. 
  With the Spellpool developing nicely, Magister Har 
  turned to the task of reactivating the Skyroads.  The 
  Skyroad Series has been all about this task, and the PCs 
  have played a vital role.  When necessary, Magister Har 
  has intervened directly to ensure the Skyroads would be 
  activated (such as by sending his dust mephit familiar 
  Threnodee to do the job at the end of VER7-02 Storm the 
  Dragon’s Bastion). 
  At the same time, Magister Har has been preparing to 
  collect the energies of the Skyroad and funnel them into 
  the Spellpool within the Wrinkle Academy.  Magister 
  Har found that silver was the best metal to conduct this 
  magical energy. To this end, Magister Har has festooned 
  the Wrinkle Academy with silver lightning rods to 
  collect the Skyroad’s energy, and purchased miles and 
  miles of silver cable to channel the energy into the 
  Spellpool.  Magister Har has been buying so much silver, 
  in fact, that it has resulted in a silver scarcity within the 
  Viscounty over the past several months.  Yet still, 
  Magister Har needs more silver before he can enact his 
  plan. 
  It should be stated that Magister Har’s personality has 
  always been of a bookish wizard, more concerned with 
  collecting power for its own sake than performing evil—
  or good—acts with it.  Magister Har would become a 
  proxy of Boccob, impartial god of magic and scholars. 
  Gurtom Starcheek’s Role 
  Gurtom Starcheek, a warlock-for-hire that has dogged the 
  steps of the PCs throughout the Skyroad Series, has a 
  greater role than even he imagines in this story.  For the 
  past few years, Gurtom has been an agent of Lord 
  VER7-08 Race the Spirit’s Lightning 
   
  Page 3 
  
  Shannus of Glory.  Lord Shannus, hearkening to the dire 
  whispers regarding the Skyroad from his elven heritage, 
  resisted the activation of the Skyroads since the 
  beginning.  Lord Shannus learned very early on that 
  Magister Har was hoarding silver.  Although Lord 
  Shannus wasn’t sure why the wizard would need so much 
  silver, Shannus knew for himself that he needed the 
  silver to create silver weapons to fight the lycanthropes of 
  the Iron Wood.  
  Gurtom Starcheek learned of his master’s silver hoard 
  and, out of sheer greed, decided to steal it all for himself.  
  Before enacting the theft, Gurtom put the word out, 
  looking for anyone interested in buying several tons of 
  silver.  Magister Har was all too willing to pay top dollar, 
  so Gurtom has arranged to steal Lord Shannus’ silver and 
  sell it at a premium to Magister Har. 
  Gurtom doesn’t know that Lord Shannus was hoarding 
  silver just to keep it away from Magister Har. Gurtom 
  also doesn’t know what Magister Har needs all that silver 
  for—but he wouldn’t care, so long as he gets paid for it. 
  Secrets of Threnodee and the Prophecy 
  About 20 years ago, Magister Har called to his side a 
  mephit familiar.  Threnodee the dust mephit received 
  this call, and has served as Magister Har’s loyal, if gloomy, 
  familiar ever since. 
  But Threnodee has another master: Wee Jas, goddess of 
  magic, death, and vanity, has long foreseen that a mortal 
  may attempt to extend Boccob’s reach through a 
  prophesied ritual.  Threnodee has been a loyal servant of 
  Wee Jas for many centuries in the outer planes.  Wee Jas 
  has no desire to see a mortal elevated to become the 
  proxy of another god of magic, and secretly sent out to 
  many of Oerth’s talented wizard’s familiars as gifts.  And 
  so Threnodee found himself being sent to Obble Har.  
  Threnodee’s mission is to observe his master, and if he 
  determines that Magister Har is the subject of the 
  prophecy (as described below), Threnodee is to do 
  whatever is necessary to keep Har from completing the 
  ritual and becoming the Proxy of Boccob.  Magister Har 
  does not suspect that his own familiar is a secret traitor to 
  his plan. 
  Threnodee knows of a prophecy about a mortal rising to 
  become a proxy that has circulated among Wee Jas’ court 
  for many centuries: 
  I speak this prophecy to the three,  
  The Ruby, the Book, and the speaker of Lies 
  Skilled above all in the domain of his god, 
  A master and servant from Oerth will arise.  
  Knowledge is the path to his ascension, 
  and magic will be the key to the door. 
  Death will greet him and embrace him, 
  secrets once seen will no longer obscure. 
  For when traders fall and traitors strike, 
  the humbled master will grasp his role. 
  Then the brave at heart must stem the striving, 
  and keep the master from his goal. 
  Threndoee knows that Magister Har, although not a 
  particularly 
  religious 
  gnome, 
  reveres 
  Boccob 
  (represented by the Book) more than any other deity.  
  Threnodee has been told that if a mortal were to become 
  the proxy of Boccob it would eclipse the powers of Vecna 
  (represented by the Speaker of Lies) and Wee Jas (the 
  Ruby Lady, represented by the Ruby).  In this adventure, 
  Threnodee will try to prevent Magister Har from 
  becoming the proxy of Boccob but, in the final moments 
  of Magister Har’s ascension, Threnodee will be 
  incapacitated. 
  Threnodee’s interpretation of the prophecy, however, is 
  wrong.  Magister Har is indeed mentioned in the 
  prophecy, but not as “the humbled master”.  Instead, 
  Magister Har is “the brave at heart”.  The prophecy does 
  not warn against the rise of a proxy of Boccob.  Instead, it 
  warns against the rise of a proxy of Vecna. 
  The prophecy actually predicts that Halmadar (a servitor 
  of Vecna and once master of Vecna’s forces, who lay 
  dormant beneath the Kron Hills for many years) will try 
  to usurp Magister Har’s ritual in the final moments and 
  attempt to become a proxy of Vecna instead.  Magister 
  Har is destined to stop Halmadar from stealing away the 
  power Magister Har has so painstakingly collected over 
  the years. 
  Much will be revealed about Halmadar and his 
  machinations in future Verbobonc adventures, but for 
  now his role is that he will attempt to wrest control of the 
  Skyroad-charged Spellpool away from Magister Har in 
  the final moments of the ritual.  Whether Halmadar 
  succeeds in this gambit will depend on the actions of the 
  PCs. 
   
  CAST OF CHARACTERS  
  The PCs will interact with several NPCs in the course of 
  this adventure.  As these characters reappear throughout 
  the entire Skyroad Series and other Verbobonc 
  adventures, it is important that they are roleplayed 
  consistently by all DMs, so players will recognize these 
  NPCs when they meet them again.   
  Lord Wellborn Estival: Lord Estival is an early middle-
  aged noble who recently arrived in Verbobonc.  After 
  proving his connection to the Estival line he took 
  possession of a very small amount of land surrounding 
  VER7-08 Race the Spirit’s Lightning 
   
  Page 4 
  
  his family estate and castle.  Lord Estival has since 
  labored to reverse the evil reputation his family received 
  during the Short War (CY 436).  During that time, the 
  Estivals supported the oppressive and expansionist 
  Keoish forces.  When the combined forces of Veluna, 
  Furyondy and Verbobonc finally routed the Keoish 
  forces, the family fled.  Since his arrival, Lord Wellborn 
  Estival has provided food to the Viscounty during the 
  winter famine and upheld the Viscount’s authority.    
  Lord Roland Galans:  Lord Roland Galans, known as 
  “the Grand” both due to his girth and his mode of dress, 
  outwardly presents a jovial and welcoming personality. 
  Those that make the mistake of not looking past this 
  friendly exterior miss the cunning business mind he 
  possesses. Lord Galans maintains two very distant 
  holdings: fertile fields in the southern Viscounty, and an 
  immense shipping yard in the northeastern tip of the 
  Viscounty. Lord Galans stays very informed about the 
  goings-on in both of his holdings, but he actually spends 
  most of his time in Verbobonc City. Inside his lands, 
  Lord Galans also has the nickname of “the Sampler” from 
  those merchants who traverse his domain. Lord Galans 
  will ‘sample’ a small portion of the very best the merchant 
  carries; as recompense, the taxes the merchant pays are 
  significantly reduced. This is a beneficial situation for all 
  parties except the Viscount, who relies on the taxes. As 
  yet, the Viscount’s investigators have been unable to 
  uncover any serious corruption, and Lord Galans has 
  become one of the wealthiest nobles in Verbobonc.  Lord 
  Galans is also well-known as a trader and breeder of high-
  quality horses.  Most of the horses the Mounted 
  Borderers ride are raised in Lord Galans’ southern 
  holdings.  
  Lord Galans is a friendly, fiery man who possesses keen 
  business acumen and is a good judge of character.  
  Lord Galans has taken full advantage of the Skyroad 
  system.  This magical highway is an incredible boon for 
  Lord Galans, as he requested—and obtained—the right 
  to charge tolls for its use.  Lord Galans tolls are quite 
  minimal, however, and the Skyroad has seen a lot of use 
  in the past several months.  Lord Galans has invested 
  heavily in its operation. 
  However, this adventure opens with a terrible accident 
  on the Skyroads.  For a split second, the entire Skyroad 
  system shuts down, spilling all manner of people, cargo, 
  and animals to their deaths.  Although the Skyroad 
  reactivates almost immediately, it is prone to sudden 
  glitches and no one has any desire to use such a 
  dangerous, unreliable road.   
  After the end of this adventure, the Skyroad system has 
  completely burned out, and Lord Galans is ruined. 
  Gurtom Starcheek:  Gurtom Starcheek is a self-serving 
  halfling warlock.  Gurtom is in his late fifties, which is 
  the far side of middle-aged for a halfling, but still spry.  
  He’s Chaotic Neutral, which means he’s out for himself 
  and doesn’t mind if others get hurt along the way, 
  although he won’t really go out of his way to harm 
  anyone.  Gurtom thinks nothing of breaking his word.  
  Gurtom is no fool, and he doesn’t go anywhere without a 
  clever escape plan in mind.  He is often surrounded by 
  thugs and goons, although he prefers attractive, 
  sycophantic ones.  Gurtom Starcheek gets his name from 
  a livid purple birthmark across the left half of his face in 
  the shape of a five-pointed star (Gurtom thinks its 
  evidence that his mother consorted with something 
  unnatural, and believes that it’s the source of his magical 
  powers).  Although the PCs may have run afoul of 
  Gurtom in VER6-02 Delve the Wizard’s Dungeon, the 
  halfling doesn’t bear the PCs any ill will, and Gurtom 
  may have regained some of their trust in VER7-02 Storm 
  the Dragon’s Bastion. 
  Until the events of VER7-02 Storm the Dragon’s Bastion, 
  Gurtom was in the employ of Lord Shannus as a freelance 
  agent.  It was under Lord Shannus’ instruction that he 
  confronted the PCs in VER6-02 Delve the Wizard’s 
  Dungeon, and he may have attempted to woo the PCs to 
  Lord Shannus’ side in VER7-02 Storm the Dragon’s 
  Bastion. 
  Several months ago, Gurtom learned that Lord Shannus 
  is hoarding an incredible amount of silver.  This wasn’t 
  immediately surprising to the halfling: after all, Lord 
  Shannus equips his allies and underlings with silver 
  weapons on a regular basis. However, the sheer amount 
  of silver that Lord Shannus is hoarding—silver bars, 
  silver coins, silver jewelry—is incredible.  Gurtom’s 
  thought was how best to get all that wealth for himself, 
  and he hit upon a plan to steal it.  Gurtom left Lord 
  Shannus’ employ shortly after the events of VER7-02 
  Storm the Dragon’s Bastion, but he never quit planning 
  how to return and take the silver for himself. 
  Just the night before this adventure opens, Gurtom 
  Starcheek used his flee the scene ability to enter Lord 
  Shannus’ vault with a portable hole he had acquired.  
  Gurtom filled the portable hole with all of the silver he 
  could jam into it, and then fled the vault.  Gurtom had to 
  get out of the Iron Wood as fast as possible, and that is 
  along the Skyroad.  Although he could have gone to 
  Taymouth just as easily, Gurtom decided that he would 
  head into the Kron Hills, and head to Verbobonc City 
  from the south. 
  Gurtom commissioned a few assistants to help with his 
  getaway.  First, he sent a group of halflings ahead of him 
  on the Skyroad to prepare for his arrival in the Kron 
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  Hills.  He also commissioned a carriage with a few 
  sycophantic human guardians to protect him on the 
  Skyroad. 
  Unfortunately, just after Gurtom started heading south 
  on the Skyroad, it failed.  Gurtom and his entourage 
  dropped right into the edge of the Iron Wood and were 
  almost immediately beset by hungry lycanthropes.  
  Never one to trouble himself with the fate of his 
  hirelings, Gurtom immediately escaped using his flee the 
  scene ability.  All of his hirelings were attacked and left 
  for dead.  Gurtom, meanwhile, makes his way to 
  Verbobonc City and delivers his load of silver to Magister 
  Har, well ahead of the PCs. 
  Threnodee: Threnodee the dust mephit is the familiar of 
  Magister Obble Har, the powerful head of the Wrinkle 
  Academy in Verbobonc City.  Threnodee looks like an 
  ordinary dust mephit, but he wears a tattered brown 
  cloak with holes cut into it for his wings.  Threnodee has 
  a morbid and depressing fixation with death.  He always 
  thinks any situation will turn out for the worst, probably 
  in a way that will end up killing himself and everyone 
  around him.  He mopes a lot.  Threnodee has all the 
  statistics of a dust mephit from the Monster Manual, but 
  he’s practically invulnerable: he has an Armor Class of 27, 
  improved evasion, spell resistance of 25, and several 
  dozen hit points.   Despite these qualities, Threnodee 
  spends most days thinking he’ll never live to see the next 
  one, so what’s the point?  Although not a coward, 
  Threnodee isn’t particularly brave, either.  Like Magister 
  Har, he’s Neutral in alignment.  Threnodee speaks in a 
  dusty rattle, and starts sentences with morbid thoughts 
  like, “I know that it won’t matter when we’re jumped by 
  bandits and left to die on the road, but…” or “Not that 
  you’re anything but dead men walking anyway, but I 
  think…” or “…and then we’ll all get killed and can rest in 
  the peaceful sleep of the ages.”  Play Threnodee like a 
  gloomy mortician. 
  The PCs may know Threnodee from the previous 
  adventures in this series, when he tagged along with 
  them on Magister Har’s behalf.  In this adventure, 
  Threnodee aids the characters, but maneuvers them 
  against the party, as he believes (erroneously, it turns out) 
  that an ancient prophecy means that Magister Har is 
  destined to turn against Threnodee’s true mistress, Wee 
  Jas. 
   
  ADVENTURE SUMMARY 
  Encounter One: Dropping In 
  The PCs experience tragedy on the Skyroad, and are 
  assisted by Lord Wellborn Estival. 
  Encounter Two: Two Visitors, Two Requests 
  The PCs receive two offers.  First, Gurtom’s cronies sell 
  out their master in the hopes of getting a cut of his stolen 
  silver hoard.  They direct the PCs to Gurtom’s crash site 
  (see Encounter Three).  Second, Threnodee arrives to 
  learn more about Magister Har and his connection to the 
  Skyroad and the prophecy.  Threnodee has prepared a 
  magical ritual for bearers of the Gnomish Spectacles (see 
  Encounter Four). 
  Encounter Three: Old Friends 
  While seeking Gurtom’s crash site, the PCs encounter 
  some dangerous lycanthropes.  If they have previously 
  been on good terms with the Mist Children Elves, they 
  may receive a warning of this combat, or bypass it 
  entirely.  The PCs learn that Gurtom has fled toward 
  Verbobonc City. 
  Encounter Four: The Old Stomping Grounds 
  The PCs enact Threnodee’s ritual and learn about a 
  terrible accident in Magister Har’s past by exploring his 
  old home.  Unfortunately, agents of an inquisitive mind 
  flayer are on the scene, as well. 
  Encounter Five: To Verbobonc City 
  The PCs find that a peculiar magical catastrophe has 
  afflicted the entirety of Verbobonc City and must find a 
  way to get inside by guile or stealth. 
  Encounter Six: In the Frozen City 
  The PCs may encounter a team of opportunistic looters at 
  work in the city, and have the opportunity to put a stop to 
  them. 
  Encounter Seven: At the Wrinkle Academy 
  The PCs arrive at the Wrinkle Academy and must scale to 
  a high balcony to gain entrance.  There, they find two 
  unpleasant surprises: first, magical energy flow through 
  the silver wire snaking through the Wrinkle Academy, 
  discharging dangerously at irregular intervals.  Second, 
  Threnodee the dust mephit has been incapacitated in a 
  chunk of amber.  The PCs may be able to learn more from 
  Threnodee via charades or telepathy. 
  Encounter Eight: The Forgotten Librarian 
  The PCs must interact with a forgetful scholar in order to 
  gain access to the Endless Library, the secret inner 
  sanctum and Spellpool of the Wrinkle Academy. 
  Encounter Nine: The Endless Library 
  In the Endless Library, the PCs confront Gurtom and 
  Magister Har.  Before Magister Har can complete the 
  ritual, he identifies an intruder: Halmadar.  Halmadar 
  invites a character to be the receptacle of Vecna’s power.  
  When Gurtom accepts, the PCs must battle the power-
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  bloated halfling warlock.  Meanwhile, Magister Har does 
  his best to stop Halmadar’s ascension.  
  Conclusion: 
  The fallout of the ritual within the Wrinkle Academy is 
  revealed: the Wrinkle Academy of Magic and its master 
  are no more. 
  PREPARATION FOR PLAY 
  PCs that are members of certain meta-organizations or 
  have played previous events in this series should be 
  identified before play. 
  • 
  Player Handout 1.  All of the PCs are aware 
  that a triangle of safe, fast aerial highways 
  connect the far-flung reaches of the Viscounty 
  of Verbobonc.  Give the PCs Player Handout 1, 
  which shows the location of the highways.  
  Explain that, when the adventure begins, 
  they’re on the Skyroad to the south of the town 
  of Rhynehurst, west of the Celeb’vara River, 
  near Castle Estival. 
  • 
  Played 
  VER6-02 
  Delve 
  the 
  Wizard’s 
  Dungeon: PCs that played VER6-02 Delve the 
  Wizard’s Dungeon have met Gurtom Starcheek 
  before, and probably don’t like or trust the 
  halfling warlock.  This comes in to play 
  particularly in Encounter Nine: The Endless 
  Library, where the PCs finally confront Gurtom 
  Starcheek. Any PCs that earned Scaled the 
  Wizard’s Tower from this adventure are in for 
  an unpleasant surprise in Encounter Seven: At 
  the Wrinkle Academy, where they learn that 
  their previous contact with the silver wire 
  makes them more susceptible to its powerful 
  energies. 
  • 
  Played VER7-02 Storm the Dragon’s Bastion: 
  PCs that played VER7-02 Storm the Dragon’s 
  Bastion have met Gurtom Starcheek in a more 
  amiable setting.  Gurtom may have mentioned, 
  in vague terms, that he intends to liberate Lord 
  Shannus’ hoard of silver at some future time 
  (which is, of course, now). 
  More significantly, PCs that played this 
  adventure have received either Attacked the 
  Mist Children Elves or Defended the Mist 
  Children Elves.  This will come into play in 
  Encounter Three: Old Friends. 
  • 
  The Family: Identify PCs that are members of 
  the Family metaorganization, as the halflings 
  specifically approach them in Encounter Two: 
  Two Visitors, Two Requests. 
  • 
  Gnomish Spectacles (from VER6-02 Delve the 
  Wizard’s Dungeon): In each adventure of the 
  Skyroad Series, any character wearing the 
  Gnomish Spectacles, available in VER6-02 Delve 
  the Wizard’s Dungeon, earns a special benefit.
   
  In this scenario, PCs with the 
  Gnomish Spectacles can meet the gnome whose 
  spirit inhabits their spectacles, and earn a 
  special boon in Encounter Four.  
  INTRODUCTION 
  The adventure begins with the PCs traveling with a 
  caravan of human and halfling traders making their way 
  along the Skyroad.  Let the PCs know that the Skyroad is 
  a safe, fast method of travel, commonly used by 
  merchants, traders and messengers.  Lord Roland Galans 
  collects a toll on the road for all passengers upon it, but 
  this toll is very small and the Skyroads are usually quite 
  busy.  Today is no exception. 
  The DM should answer any questions the PCs have about 
  the Skyroads, with reference to Appendix 3. The players 
  should understand, at a minimum that they are traveling 
  along a beam of force hundreds of feet above the ground, 
  along with many other people, animals, and wagons. 
  The PCs should also know that it has been raining for 
  several days.  PCs that succeed on a DC 20 Survival or 
  Knowledge (nature) check are aware that the rainstorms 
  have been unnatural, as though fiercer and more long-
  lasting than should be expected.  There is no apparent 
  cause for this effect, and it occurs throughout the 
  Viscounty. 
  As the PCs have been traveling together along the 
  Skyroad (and with the caravan) all morning, you should 
  have them introduce themselves to each other before 
  moving on to the first encounter. 
  ENCOUNTER ONE: 
  DROPPING IN 
  You should briefly ask to review the spell lists and MILs 
  of each of the PCs at the table.  You shouldn’t tell them 
  what you are looking for, and should do your best to keep 
  it a secret.  You should identify PCs with the following: 
  • 
  The spell feather fall currently prepared (if a 
  wizard) or among spells known (if a sorcerer or 
  bard). 
  • 
  A ring of feather falling. 
  • 
  A safewing emblem, which takes up the throat 
  slot (that is, if the character has an amulet as 
  well as a safewing emblem listed in their neck 
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  slot and if it is not clear which is currently being 
  worn, you should ask). 
  These PCs are able to survive the fall in this encounter, 
  and it’s better if you know who these PCs are ahead of 
  time. 
  You can also use this opportunity, while reviewing the 
  PCs’ information, to identify any unfamiliar items or 
  spells they may have available. 
  When you are ready to begin, read the following: 
  Lightning cracks overhead and rain pours down.  But 
  in the Skyroad it is dry as the caravan you’re traveling 
  with rolls south toward the Kron.   
  “Will we see Uncle Ulf’s farm?”  The young halfling 
  asks her father as the edge of the Iron Wood passes 
  and the rolling vineyards around Castle Estival 
  appears. Her father shakes his head.  “I’m sorry, pet, 
  but I doubt that with this rain we’ll see much of 
  anything…” 
  The driver’s words are cut short by a long rolling 
  crack, as lightning arcs along the length of the 
  Skyroad in strange, jagged, triangular shapes.  There’s 
  a moment of sick weightlessness.  The world whirls, 
  the Skyroad flickers, and the caravan plummets 
  towards the ground hundreds of feet below. 
  Remind the PCs that they are traveling with a family of 
  eight halflings, four humans, and six horses.  There are 
  many others on the Skyorad as well, but none appreciably 
  near the PCs.  Barring any method of arresting the fall, 
  the PCs plummet 180 feet to the ground below. 
  Typically, this would result in 18d6 falling damage and 
  end the adventure for most parties. However, by sheer 
  luck, the PCs land in the branches of a large willow tree.  
  The PCs crash through the branches of the tree, along 
  with the wagon and many of the traders they travel with, 
  dropping the PCs to the ground in a clatter of splintered 
  branches and torn leaves. This reduces the falling damage 
  to 5d6 lethal damage and 5d6 non-lethal damage to all 
  falling PCs.   
  Once the PCs have taken the fall, read the following if 
  any PCs remain conscious: 
  It is a blessing that your wagon crashed down 
  through the branches of a tall willow tree rather than 
  on land.  Others were not so lucky. All about the 
  length of where the Skyroad ran there are smashed 
  wagons, wounded or dead people, horses, and 
  livestock.  Above in the rain, the Skyroad flickers a 
  few more times and then comes back on again. 
  Already, an acolyte of St. Cuthbert is examining the 
  wounded, while blood flows freely from his own 
  scalp. He lifts his holy symbol, speaks a word, and 
  saves yet another life.   
  The acolyte notices you and shouts to you through 
  the rain.  “I would request, good sirs that you assist 
  me in saving those we might save. The wounded need 
  our aid.” 
  Allow the PCs to discuss briefly what if any actions 
  they’re taking to assist, and note what items they are 
  using and spells they are casting.  Remember that a 
  healing spell cast upon a target suffering from both lethal 
  and nonlethal damage cures a like amount of damage of 
  both damage types. 
  Feel free to describe the terrible magnitude of this 
  tragedy: splintered wagons, dead animals, and wounded 
  and dead travelers litter the tidy grape fields in a perfectly 
  straight line running from the northwest to the southeast 
  (that is, directly under the Skyroad). 
  After the PCs have done what they can, the acolyte 
  consults with them.  If the PCs were all rendered 
  unconscious by the fall, this is the point at which they are 
  awakened by the acolyte’s ministrations (the acolyte tries 
  to bring cleric-looking PCs around first, if obvious). 
  The acolyte, Hurbert, is in a terrible quandary.  He knows 
  that people are in serious need of help.  However, he is 
  not sure where to take them.  He asks the PCs their 
  advice. 
  “Good sirs, we’ve got dozens and dozens of people 
  that are in bad need of help, and soon.  I see only a 
  few options before us.”   
  Present the following options in the form of a dialogue 
  with Hurbert, rather than as running text: 
  • 
  Rhynehurst: 10 miles. We could try to make it 
  to Rhynehurst, the closest town of any size.  
  Rhynehurst is not known for its healing, but 
  there are plenty of people who could help. 
  Rhynehurst is ten miles to the north.  
  • 
  Abbey of the Valorous Knight: 18 miles. The 
  village of Larneystoe is to the southwest, 
  about fifteen or so miles away.  They have an 
  abbey full of holy men there, the Abbey of 
  the Valorous Knight.  Surely, those people 
  will be able to help.  But it’s very far, and 
  across the Celeb’vara River, too. 
  • 
  Castle Estival: ½ mile. Very near at hand is 
  Castle Estival.  Some say the new lord is a 
  good man, who feeds the hungry and helps 
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  the sick, but Castle Estival has such a dire 
  reputation that I’m not sure whether the 
  rumors of kindness should be trusted.  Castle 
  Estival is quite near. 
  The acolyte points to the southwest, and a 
  burst of lightning illuminates the craggy rise 
  upon which towers Castle Estival.  It is no 
  more than a half-mile from you.  
  The best option here is to seek aid from Castle Estival.  
  Virtually none of the wounded are conscious; those that 
  are will lapse into unconsciousness at any strain.  Any 
  wagons that might have been used to haul the wounded, 
  as well as the animals to pull the wagons, have been 
  smashed to bits.  However, rather than give the players 
  this solution, you should let them come to this decision 
  on their own. 
  As the PCs make their way to the castle (or before the 
  PCs get too far away, if they decide to go somewhere 
  other than Castle Estival), Lord Estival rides to help. 
  Read: 
  Through the fields thunders a massive mare. On her 
  back rides a middle-aged man with graying hair, his 
  fine clothes drenched with rain and sweat.  He pulls 
  up short, swings himself of off his horse, and rushes 
  up to the acolyte (and any obvious divine-caster PCs).  
  He pants, “Saw it happen…from a balcony…came as 
  fast as I could.” As the man catches his breath, he 
  hands out several scroll tubes and neatly labeled 
  healing potions.  “My men are on their way.  How else 
  can I be of help?” 
  This is Lord Wellborn Estival, and his offer of help is a 
  genuine one.  He has brought his personal stores: eight 
  scrolls of cure light wounds, four scrolls of cure moderate 
  wounds, ten potions of cure light wounds, and three 
  potions of cure serious wounds. By the time Lord Estival 
  catches his breath, a dozen of his men arrive with carts 
  and horses.  All are eager to help the wounded.  They also 
  set about preparing the dead. 
  PCs who met Lord Estival in VER6-01 Discontent of Our 
  Winter or VER6-03 Castle Estival may know that Lord 
  Estival is a decent, caring man who has recently arrived 
  from Keoland in order to reclaim his family’s heritage 
  and dispel the dark stain his family left on local history 
  many generations ago.  Because of this stain, many people 
  distrust the new Lord Estival.  PCs who have not met 
  Lord Estival recall this information with a DC 10 
  Knowledge (local: VTF) roll. 
  Once it is clear that Estival’s men have things well in 
  hand (including taking the wounded by cart up to Castle 
  Estival), Lord Estival invites the PCs to the castle to be his 
  guests.  He praises their quick thinking, luck, and heroic 
  devotion. Move on to the next Encounter. 
  ENCOUNTER TWO: TWO 
  VISITORS, TWO REQUESTS 
  Once inside Castle Estival, the men lay out the dead in 
  the courtyard and bring the wounded into the large 
  refectory.  Read: 
  The wounded are arrayed in the grand refectory of 
  Castle Estival, now a makeshift hospital.  A fire blazes 
  in the hearth, warming the room.    Lord Estival 
  continues to direct the rescue efforts, sending his 
  men with their carts further northwest and southeast 
  along the path of the Skyroad, with instructions to 
  bring back anyone they can save.  Pages, maids, and 
  other servants tend to the wounded here. 
  A well-groomed butler approaches Lord Estival, clears his 
  throat, and whispers something into his ear.  A DC 18 
  Listen check reveals the butler’s words to be “Milord, you 
  have 
  a 
  strange 
  visitor 
  requesting 
  a 
  private 
  audience…some sort of…little monster, if you’ll pardon 
  the expression, milord.”  Lord Estival politely excuses 
  himself, with a puzzled look on his face.  If any PC 
  expresses the desire to accompany Lord Estival, then 
  Lord Estival allows that PC—and that PC only—to 
  accompany him to meet his visitor on a DC 25 Diplomacy 
  check. 
  If any adventurers succeed at this Diplomacy check, 
  describe Lord Estival going to meet the dust mephit 
  Threnodee. Threndoee asks whether there are any 
  surviving first-hand witnesses to the Skyroad failure, and 
  Estival offers to introduce Threnodee to the rest of the 
  party. 
  First Visitors: Halflings with an Angle 
  Once Lord Estival has stepped away, a couple of halflings 
  with a business proposition approach the party.  These 
  halflings speak to members of the Family (after flashing 
  the secret sign to the party). If no members of the Family 
  are present, the halflings speak primarily to the toughest-
  looking, shadiest-looking PC of the party (that is, to a 
  barbarian, ranger or rogue over a paladin or monk).  They 
  do not particularly care if the other PCs overhear, as they 
  assume all of the PCs will have to work together to 
  recover the silver they seek. 
  From the crowd of wounded a pair of halflings 
  approaches.  One has his arm in a sling, the other 
  hobbles along with a stick fashioned as a crutch.  
  “You’ve got the look of someone who can take some 
  punishment,” the one with the sling says with a smile. 
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   “Milo and me here have information that may prove 
  to be valuable to people who can take punishment...”   
  Milo clears his throat.  “When we came through 
  Glory we got approached by this older halfling named 
  Gurtom—Gurtom Starcheek it was.  Said he had a 
  line on a magic bag full of silver. Said that we could 
  get a share just by setting up some horses and the 
  like.”   
  Milo motions to the north.  “Seems what with him 
  plannin’ on leaving after us, him and that great big 
  magic bag of silver must have landed  in the Iron 
  Wood.” 
  “We figure blokes that could take some punishment 
  could backtrack, and pick up some easy treasure.” The 
  first halfing says.  “Might even share with the fellas 
  who pointed you ‘twards it.   Finder’s fee and the 
  like.” 
  Allow the PCs to haggle with the halflings to determine 
  the particular percentage the PCs will give for this 
  information.  The halflings would like a promise of at 
  least five percent, but they’ll take whatever they can get.  
  The halflings intend to collect their “finders fee” at a later 
  date.  If pressed on this issue, one will chuckle, “Oh, 
  we’ll be able to find you later on.  We come from a big 
  family, you see, and we’re all over the Viscounty.” 
  The halflings describe Gurtom Starcheek’s appearance in 
  detail, if the PCs have not previously met him. 
  It is up to the PCs whether they would like to take on 
  this mission, the terms under which they negotiate with 
  the halflings, and whether they even decide to tell Lord 
  Estival about it.  If the PCs do decide to tell Lord Estival, 
  he asks only that they speak with Threnodee before they 
  set off. 
  Second Visitor: The Dust Mephit 
  Before the PCs can pack up and chase off into the Iron 
  Wood, Lord Estival returns with his guest.  Read or 
  paraphrase the following: 
  Lord Estival returns the refectory, looking anxiously 
  around for you.  Plodding along at his side is a small, 
  dingy creature wearing a dusty gray cloak.  The 
  creature perks up upon noticing the wounded, 
  reaches inside his cloak and starts pulling out copper 
  coins in anticipation.  Its cloak, you realize, is the 
  creature’s dusty gray wings. 
  Lord Estival notices the creature’s actions and quickly 
  interjects, “Good sir, we’re trying to save these people, 
  not help them pass along.”  With a dejected grunt, the 
  creature stuffs its copper coins back into its pouch.  
  Lord Estival continues, “We’ve placed the dead in the 
  courtyard, for now.”  At this, the dust mephit 
  brightens again, straining to look out into the 
  courtyard.  Estival catches your eye.  “Ah, here are the 
  heroes I told you about.” 
  This dust mephit is Threondee, who has appeared many 
  times throughout the Skyroad series of adventures.  Lord 
  Estival waits to see whether the dust mephit and the PCs 
  recognize each other.  If they do not, he graciously 
  introduces them to each other: “My friends, this is 
  Threndoee, a dust mephit, and the familiar of 
  Magister Obble Har of the Wrinkle Academy.” 
  Threnodee is glad to find the PCs, as he was sent to 
  determine the cause of the Skyroad failure from a first-
  hand account.  Threnodee is happy that the PCs survived 
  (but, it is clear, he is a little saddened, too).  
  The following is what Threnodee knows about the 
  Skyroad accident. 
  • 
  Magister Har noted the Skyroad failure and sent 
  Threnodee to investigate the extent of the 
  failure. 
  • 
  Magister Har was experimenting with his 
  lightning rods when Threnodee left.  Magister 
  Har seemed exceptionally engrossed in the 
  experiment he was performing. 
  • 
  Threnodee teleported to the area and followed 
  the dead and dying to Castle Estival.   
  • 
  The failure of the Skyroad appears to be 
  temporary—the Skyroad is now back in 
  working order.  Although Threnodee doesn’t 
  know the cause, he suspects it might have had 
  something to do with the lightning experiments 
  Magister Har was performing. 
  Threnodee attempts to get as accurate a description from 
  the PCs as possible as to what was occurring immediately 
  prior to the Skyroads failing as well as what happened 
  afterwards.  He is particularly keen to hear about the 
  pulse of triangular-shaped lightning, as this confirms his 
  theory that Magister Har may be somehow responsible. 
  In addition to determining the reason for the Skyroad 
  failure, Threnodee is also looking for any PCs that possess 
  the Gnomish Spectacles from VER6-02 Delve the 
  Wizard’s Dungeon.  If none of the PCs have the 
  spectacles, Lord Estival bought a pair as a curiosity, and 
  Threnodee has asked to use the spectacles (and it is 
  Estival’s spectacles, not a PCs that are the focus of the 
  discussion that follows). 
  Threnodee explains that Magister Har began his 
  experiments into the lightning energy—and the 
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  Skyroads—long before he called Threnodee as a familiar. 
   Threnodee wants to use a ritual he knows, along with a 
  pair of the Gnomish Spectacles, to peer back into 
  Magister Har’s past. 
  Where to Go Next? 
  From here, the PCs have the option to head into the Iron 
  Wood after the missing silver, or undergo Threnodee’s 
  ritual.  There isn’t any one they should do first, and they 
  can in fact do both if they desire.  Both of these directions 
  provide important clues that point to Verbobonc City, 
  and the PCs may choose to head off to Verbobonc City 
  after only one of these two encounters.  This is fine.  The 
  party will have the opportunity to “make up” the missing 
  experience with the combat in Encounter Seven. 
  Should the PCs choose to go after the silver, proceed to 
  Encounter Three.  Should the PCs choose to take part in 
  Threnodee’s ritual, proceed to Encounter Four. 
   
  ENCOUNTER THREE: OLD 
  FRIENDS 
  This encounter deals with the PCs’ trek though the Iron 
  Wood in search of Gurtom Starcheek and his bag of 
  stolen silver.  Gurtom is actually long gone with his 
  silver, but the PCs do not discover this until the end of 
  the encounter—where they also learn where Gurtom has 
  gone. 
  The trek to the Iron Wood along the path underneath the 
  Skyroad only takes an hour or so from Castle Estival.  
  Although the PCs pass other signs of damage and death, 
  the wounded have all been collected and brought back to 
  Castle Estival by this time.  Once within the Iron Wood 
  itself, travel is more difficult, as the PCs are not on any 
  road (which means they do not encounter any of Lord 
  Shannus’ patrols, either, which is fortunate). 
  Once in the Iron Wood itself, the PCs meet some of the 
  mysterious and aloof Mist Children Elves.  Depending on 
  past relations with the Mist Children Elves, the PCs may 
  receive a warning regarding a group of powerful 
  lycanthropes prowling in this part of the Iron Wood.  
  The rains do not penetrate the thick forest canopy of 
  the Iron Wood except as a misty drizzle.  The trail of 
  wreckage here in the Iron Wood leads through the 
  dark mists, thinning out as your party works its way 
  through the woods.  Presumably most of the people 
  had left early enough in the day to clear the wood 
  before the road failed. Although you do not see any 
  animals along the damp ground, you hear bird-calls 
  from within the trees above you.  This forest is an 
  eerie place, but it is apparently not devoid of life. 
  Have the PCs make DC 12 Listen or Knowledge (nature) 
  checks.  If none of the PCs succeed, then skip the 
  encounter with the Mist Children Elves and go right to 
  the lycanthrope attack.  If any of the PCs succeed, read: 
  The animal cries you hear are not natural noises, but 
  instead calls made by people to signal to each other.  
  In the trees above, you can just make out the forms of 
  a few lanky elves dressed in crude leathers.  They are 
  stepping from tree branch to tree branch above you. 
  If they have been noticed, the Mist Children Elves stop 
  to parlay with the PCs.  Otherwise, the Mist Children 
  Elves move on, to leave the PCs to their fate.  If the PCs 
  attack the elves, they flee though the trees branches 
  above. If the Mist Children Elves parlay, read: 
  One of the elves, a muscular, bare-footed man holding 
  a large spear, squats on a branch 15 feet above your 
  head. “Rare to see travelers in these dire days,” he says 
  in thickly accented common.  “I am Velrien. What 
  brings outsiders within these dangerous woods in 
  such weather?” 
  Velrien is cautious, as the lives of the four hunters with 
  him are his responsibility, and dangerous lycanthropes 
  are near. He worries that the PCs could bring danger.  If 
  the PCs communicate with Velrien, have them make a 
  Diplomacy check.  Any character that participates in the 
  conversation may assist with this check. 
  The PCs may have had prior dealings with the Mist 
  Children elves.  The DM should review the players’ ARs 
  from VER7-02 Storm the Dragon’s Bastion, if played with 
  this same character.  For each “Defended the Mist 
  Children Elves” in the party, apply a +5 circumstance 
  bonus to the Diplomacy roll.  For each “Attacked the Mist 
  Children Elves” in the party, apply a -10 penalty to the 
  Diplomacy roll.  Any PC affiliated with House Shannus 
  or the Protectors of the Iron Wood gains a +10 bonus to 
  his or her Diplomacy roll (and to his or her Diplomacy 
  check only; this is not a bonus to the total, like the other 
  modifiers above).  
  Consult the Diplomacy results in the Players Handbook.  
  Velrien and the elves start as Unfriendly to the PCs. 
  • 
  If Velrien is Hostile or Unfriendly, he decides 
  the PCs are dangerous, but might be useful to 
  draw off the lycanthropes nearby.  Velrien gives 
  a derisive sniff, and he and his group move off 
  quickly.  Once out of sight, he and his fellows 
  give several loud whoops, which brings the 
  lycanthropes running to the area within a 
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  couple of rounds.  In this case, the PCs may not 
  make the Listen check to hear the lycanthropes 
  coming (see below). 
  • 
  If Velrien is Indifferent, he decides to let the 
  PCs be.  He finishes the conversation abruptly, 
  and he and his group leave through the 
  branches quickly.  On a DC 20 Sense Motive, 
  the PCs get the sense that the elves are being 
  very quiet and fleeing from the area for some 
  reason, but aren’t sure why. If they detect the 
  elves’ caution, give them a +4 circumstance 
  bonus on the Listen checks to hear the 
  lycanthropes approaching (see below). 
  • 
  If Velrien is Friendly, he decides to provide the 
  PCs some warning before going on his way.  He 
  finishes the conversation abruptly with the 
  warning “Sharpen your senses and be wary, for 
  enemies are very near; prepare to hide or fight” 
  before leaving through the branches with his 
  group.  Give the PCs a +4 circumstance bonus 
  on the Listen checks to hear the lycanthropes 
  approaching (see below). 
  • 
  If Velrien is made Helpful, he decides to help 
  the PCs.  He cautions the PCs to hide as well as 
  they can, because powerful enemies are coming 
  this way.  Velrien points out a good hiding place 
  and descends to the ground long enough to 
  leave some confusing tracks and scents in the 
  area.  This assistance gives each of the PCs a +4 
  circumstance bonus on the Listen checks to 
  hear the lycanthropes approaching and a +8 
  circumstance bonus on their Hide checks to 
  avoid detection by the lycanthropes. 
  A minute or two after the PCs finish their conversation 
  with Velrien, a band of lycanthropes patrolling the area 
  stumble upon the PCs.  If Velrien was made at least 
  Indifferent, and if the PCs succeed at a DC 20 Listen 
  check, they earn one round of preparation time before 
  the lycanthropes are upon them. 
  If the PCs are hidden, have the lycanthropes make Spot 
  checks opposed by the Hide checks of the PCs.  If the 
  lycanthropes detect the PCs, they leap into combat with 
  savage glee.   
  APL 4 (EL 4) 
   
  Lycanthropes (2): wererats, hybrid form; hp 15 
  each; see Monster Manual page 173.  These are natural 
  lycanthropes, and therefore have DR 10/silver. 
  APL 6 (EL 6) 
   
  Lycanthrope: werewolf, hybrid form; hp 20 each; 
  see Monster Manual page 174. 
   
  Lycanthrope: were dire wolf Barbarian 1, hybrid 
  form; hp 72; see Appendix 1. 
  APL 8 (EL 8) 
   
  Lycanthropes (2): were dire wolf Barbarian 2, 
  hybrid form; hp 83 each; see Appendix 1. 
  APL 10 (EL 10) 
   
  Lycanthropes (4): were dire wolf Barbarian 2, 
  hybrid form; hp 83 each; see Appendix 1. 
  Development: The Better Part of Valor.  If the PCs 
  successfully 
  hide 
  from 
  the 
  lycanthropes, 
  the 
  lycanthropes move past them in a couple of rounds.  The 
  PCs earn full experience for defeating this encounter if 
  the lycanthropes pass them by. 
  Treasure 
   
  APL 4: L: 10 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 50 gp; C: 0 gp; M: potion of cure moderate 
  wounds, 25 gp per character. 
   
  APL 8: L: 100 gp; C: 0 gp; M: potions of cure 
  moderate wounds (2), 25 gp per character each.  
   
  APL 10: L: 201 gp; C: 0 gp; M: potions of cure 
  moderate wounds (4), 25 gp per character each. 
  Moving On 
  After the lycanthrope encounter, the PCs are free to 
  move on under the Skyroad.  After about a half-hour of 
  travel, read: 
  About 30 feet ahead the dark form of a carriage looms 
  out of the mist.  The once ornate cabin has been 
  smashed to kindling and strewn about the wreck are a 
  half dozen dead men.  It is clear from the blood stains 
  on their drawn weapons they did not die from the 
  fall.  Their fine clothes barely cover the dozens of 
  gaping wounds on their torsos. From the far side of 
  the carriage comes a bubbling, feeble, cough. 
  Allow the PCs to approach and take whatever 
  preparations they wish.   Then read or paraphrase the 
  following: 
  A young blond man has propped himself up against 
  the carriage, his rapier resting loosely in his hand.  
  His breath comes in laborious gasps.   Sensing your 
  presence, he grasps his weapon and attempts to raise 
  it.   
  The blonde man is named Jal Haylen.  Jal is a sell-sword 
  from Dyvers.  He is currently conscious and disabled at -4 
  hit points. Without medical care it’s entirely possible that 
  he will cease to be stable and begin to die.  Naturally, 
  being healed and cared for is very prominent in his mind, 
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  he is grateful to any PC that provides him with any 
  healing.  Below is what he knows: 
  • 
  He was hired in Glory to provide security for a 
  merchant early this morning. 
  • 
  He is aware that the “merchant” was a cover 
  story, but was willing to go along.  
  • 
  The “merchant” was a middle aged halfling with 
  a large purple birthmark in the shape of a star 
  on his face. 
  • 
  The “merchant” didn’t have any cargo, only a 
  small black pocket handkerchief that he 
  clutched at all times, as though it were 
  particularly valuable (note: this is Gurtom’s 
  portable hole). 
  • 
  The “merchant” was on his way to the Kron 
  Hills, to meet up with some friends and then 
  travel to Verbobonc City, where he would meet 
  with some sort of “head gnome.”  The merchant 
  chuckled about how the “head gnome” had a 
  real desire for silver.  The merchant spoke as 
  though he was going to bring the “head gnome” 
  a lot of silver, but the merchant didn’t have any 
  cargo with him.  Jal speculates that he was going 
  to the Kron Hills to pick up his cargo of silver 
  (which is not correct, but a reasonable 
  assumption on Jal’s part). 
  • 
  Later this morning, they rapidly left Glory and 
  reached the Skyroad pylon shortly thereafter.  
  Everything went well until the Skyroad failed. 
  • 
  He and his companions were attacked by 
  lycanthropes shortly after the Skyroad failure.   
  • 
  If the PCs have been particularly kind to Jal, he 
  adds: the merchant is probably a warlock.  
  When the lycanthropes attacked, he blasted one 
  with magic energy and then escaped by using a 
  series of short teleports.  Jal has heard 
  something of warlocks, and knows that these 
  are powers typical of that class. 
  Where to Go Next? 
  The PCs should realize that Gurtom is long gone, and 
  suspect that he has gone directly to Verbobonc City to 
  meet this “head gnome” (as he had no need to go to the 
  Kron Hills; he already has the silver with him).  The 
  “head gnome” is in fact Magister Har, headmaster of the 
  Wrinkle Academy. 
  The PCs might head directly for Verbobonc City.  If so, 
  go to Encounter Five. If the PCs return to Castle Estival 
  to undergo Threnodee’s ritual, go to Encounter Four. 
  ENCOUNTER FOUR: THE OLD 
  STOMPING GROUNDS 
  This Encounter details Threnodee’s ritual and the PCs 
  exploration 
  of 
  the 
  Gribnix 
  (the 
  gnomish 
  library/monastery where Obble Har first learned about 
  the Skyroads). By relying upon the memories of the 
  gnome spirit trapped within the Gnomish Spectacles, the 
  PCs are thrust back in time forty years to the day the 
  terrible accident overtook the Gribnix and killed 
  everyone inside (except for Obble Har, who was working 
  in the kitchen at the time).  This Encounter typically 
  ends after 50 minutes (the duration of the magic circle 
  against evil spell), but you can move on once the PCs 
  have defeated Lorsch and/or his minions and had the 
  opportunity to explore the Gribnix as much as they 
  would like. 
  When the PCs are ready, read: 
  Threnodee the dust mephit looks at each of you 
  critically and takes a professorial tone.  “Ahem. There 
  is a certain ritual that will hurl you into the memories 
  of another and let you experience for a short 
  duration—less than an hour, usually—events of the 
  past.  Now, I only know this ritual from a purely 
  academic understanding. In practice, it may rend 
  your souls from their mortal shells, casting you adrift 
  as naught but ghosts. But it’s worth the risk, 
  particularly as I won’t be going along myself.  Pay 
  attention to everything during your temporal sojourn, 
  as anything might be something key. Now, do any of 
  you gasping meatbags have any of the magic circle 
  spells prepared, hmm?  What about detect thoughts?” 
  If the PCs can cast these spells, Threnodee looks very 
  pleased.  If the PCs can’t currently cast these spells, 
  Threnodee produces a divine scroll of magic circle 
  against evil and an arcane scroll of detect thoughts. If any 
  PCs state that they could prepare these spells tomorrow, 
  Threnodee snorts, “Tomorrow?! 
  Never 
  look to 
  tomorrow! What if the spell was the only thing to 
  keep your life force from being snuffed out today?” 
  If none of the PCs can use one or both scrolls, Threnodee 
  looks exasperated but he can cast either of them (or both) 
  himself. 
  Threnodee explains that the PCs must take a pair of 
  Gnomish Spectacles with them inside a 10 foot circle. 
  Around the PCs, a magic circle spell must be cast (the 
  inward-facing version of the spell).  Then, the detect 
  thoughts spell must be cast on the spectacles.  This allows 
  a brief visitation to the past, as known by the soul trapped 
  within the spectacles.  The trip lasts the duration of the 
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  magic circle spell (for the spell cast from the scroll, 50 
  minutes). 
  Although Threnodee and Lord Estival intend to be 
  present for the ritual itself, neither of them accompanies 
  the PCs on their journey. 
  Hopefully, the PCs have among them a pair of Gnomish 
  Spectacles (if they have more than one, they must pick 
  one pair to use).  If not, Lord Estival provides a pair that 
  he purchased as a curiosity.  Once the PCs enact the ritual 
  as described above, everything goes dark. 
  The Trip Into the Past 
  This Encounter briefly describes the areas of the Gribnix 
  each time the PCs see them.  Refer to Map 2 for a map of 
  the Gribnix.  The PCs have little opportunity to interact 
  with their environment, however, and are merely 
  observers as the tragedy occurs (with a few exceptions, as 
  described below).  Each room plays out like a scene from 
  a dream or flashback played over and over.   
  The Other Visitors:  The PCs are not alone in this trip to 
  the psychic past of the Gribnix. 
  A mind flayer by the name of Lorsch discovered the 
  Gribnix several years ago (in fact, PCs that played VER6-
  02 Delve the Wizard’s Dungeon may have discovered his 
  tracks).  In the intervening years, Lorsch has learned that 
  the time of great catastrophe in the Gribnix also heralded 
  a strong release of magic.  Lorsch has projected a few 
  hardy minions (and himself, at APL 10) into the past via 
  psionic means, in order to tap into the power at the 
  moment of catastrophe.  The PCs can interact with 
  Lorsch and his minions. 
  Lorsch has two or more kobold slaves.  These kobolds 
  serve Lorsch as slaves and spies, as he can see through 
  their eyes (they all have the voidmind template from 
  Monster Manual III and are linked to Lorsch alone).  
  Note that even at APLs where Lorsch is not present in 
  the Gribnix (APLs 4 to 8) Lorsch can still use his psionic 
  abilities through his voidmind kobolds. 
  Lorsch is aware of the PCs almost immediately upon 
  their arrival, due to his detect thoughts ability.  His 
  minions react to the PCs once they are aware of their 
  presence. 
  The PCs generally face the voidmind kobolds at the 
  library door (area A), then again in the foyer (area B), and 
  finally in the dining room (area C) or the dormitories 
  (area E).  AT APL 10, where Lorsch is present, fee free to 
  locate him anywhere in the Gribnix that causes the PCs 
  the most terror (for example, a lone PC charging after a 
  fleeing kobold minion may run into Lorsch while on his 
  own). 
  APL 4 (EL 4) 
   
  Voidmind kobold minions (2): hp 36 each; see 
  Appendix 1. 
  APL 6 (EL 6) 
   
  Voidmind kobold minions (4): hp 36 each; see 
  Appendix 1. 
  APL 8 (EL 8) 
   
  Voidmind kobold minions (8): hp 40 each; see 
  Appendix 1. 
  APL 10 (EL 10) 
   
  Lorsch, mind flayer: hp 44; see Monster Manual 
  page 187. 
   
  Voidmind kobold minions (8): hp 40 each; see 
  Appendix 1. 
  Tactics: These minions prefer hit-and-run tactics, 
  particularly when they can catch many PCs in their cone 
  of slime.   
  Treasure: None of the kobold’s possessions can be 
  removed from this psychic journey. 
  Combat Effects: PCs that are plane shifted away by 
  Lorsch or his minions are simply forced out of the 
  Gribnix (ending the ritual for them) and may not return.  
  PCs that are killed or wounded, however, are actually 
  killed or wounded when their sojourn in the Gribnix 
  ends. 
  General Features and Movement:  The halls and rooms 
  of the Gribnix are wide but low (not more than six feet 
  high).  The walls, floor and ceiling are well-crafted 
  flagstone and masonry.  The doors and furnishings are 
  dark, durable wood in fine condition.  The gnomes here 
  live simply, so the Gribnix lacks much by way of 
  ornamentation or valuables.  The library is well-lit by 
  continual flame torches and the rest of the Gribnix is 
  sparsely lit by candles (any character with low-light 
  vision has plenty of light to see by, but other PCs may 
  find the Gribnix a bit dark for their liking). 
  The PCs, in their present state, are as mere ghosts: they 
  can move through objects and doors, but not walls, in the 
  Gribnix.  However, they cannot leave the Gribnix by any 
  means.  Lorsch and his minions are similarly restricted. 
  Use of the Spectacles:  PCs that own Gnomish 
  Spectacles, even if they were not used as the focus to 
  bring the PCs into this Encounter, find that the 
  spectacles have no powers (and are not inhabited by any 
  intelligence) while in the Gribnix of the past. 
  VER7-08 Race the Spirit’s Lightning 
   
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  Arrival: The Library 
  When the PCs first arrive in the Gribnix, they appear as 
  ghosts in the library.  The library is filled with 
  industrious scholar-gnomes toiling away. Read: 
  The final words of the spell echo in your mind over 
  and over, sounding stretched out and hollow.  The 
  words blend into one phrase, repeated over and over: 
  “AHA, AHA, AHA!”  With a cry of triumph, a gnome 
  stabs a stubby finger onto the page of a musty tome.  
  “That’s it!” 
  The gnome looks up at you with triumph, and you 
  can’t help but feel flushed with the gnome’s 
  successful research.  Then you realize that the gnome 
  is looking off into space, staring right through you. 
  The PCs are surrounding the gnome whose spirit will 
  soon be thrust into the spectacles that are the focus of the 
  spell the PCs are using. To find out what this gnome 
  looks like, what the gnome’s discovery is, and the 
  miraculous effect of this discovery on the PCs, refer to 
  Appendix 4.  Note that the effects of this discovery only 
  last for the duration of this Encounter. 
  If the PCs were supplied with Gnomish Spectacles by 
  Lord Estival, then they receive no discovery effect.  
  Choose one of the gnomes in Appendix 4 at random. 
  When the PCs look around, read: 
  This room is tall, allowing even a tall man to stretch 
  his arms above his head.  The walls are lined from 
  floor to ceiling with shelves.  The shelves are full of 
  scroll 
  cases, 
  books, 
  and 
  various 
  mechanical 
  contraptions.  The center of the room is filled with 
  over a dozen small tables, each piled with books, 
  beakers, gears, and other such paraphernalia.  Each of 
  the desks is occupied by a hard-working gnome, 
  spectacles perched on the end of each nose. 
  Your gaze is drawn to a metal rod stuck through the 
  ceiling like a spear.  Silver wires stretch from the rod 
  to some contraption on the desk beneath it.  The rod 
  crackles ominously with lightning and emits a low 
  hum, but none of the gnomes seem to notice. 
  The PCs are free to examine the library as much as they’d 
  like, but they are unable to interact with any item or any 
  gnome.  The gnomes carry on in their research, 
  completely unaware of the PCs’ presence.  The PCs 
  should quickly get the sense that they are merely ghosts 
  here. 
  The one exception is the metal rod and the contraption 
  beneath it.  Touching either results in one point of 
  electricity damage (no save).  Other than this painful zap, 
  the PCs cannot interfere with the rod or the contraption. 
  A DC 15 Search check or a DC 12 Knowledge (history) 
  check reveals that some of the very newest of the books 
  here are still over 40 years old.  If either check beats a DC 
  of 20, the character notices that one of the gnomes is 
  examining a star-chart with a date of 545 CY. 
  Area A: The Library Entrance 
  At the end of the short corridor leading away from 
  the library is a solid-looking pair of wooden doors 
  with an ornate iron handle and lock. 
  Before the PCs can explore the rest of the Gribnix, they 
  must realize that closed doors (which they cannot 
  manipulate or open) are no impediment to their ghostly 
  status.  As the PCs examine these doors, Lorsch makes his 
  first move against the PCs.  Determine the PCs’ position 
  relative to the doors (that is, draw them out on the battle 
  map) and read: 
  Before you can get a close look at the thick-looking 
  door, a burly kobold floats through the door from the 
  other side.  Unlike the dream-like gnomes, this 
  kobold has a malicious, all-too-real appearance.  The 
  kobold scowls at you and a spray of slime explodes 
  from a dribbling wound in the center of his forehead. 
  In this surprise round, the kobold minion uses its cone of 
  slime ability on the PCs.  Roll initiative after this surprise 
  round. On its turn, the kobold retreats through the doors 
  and rejoins its companions in the foyer.  If the PCs don’t 
  pursue, feel free to drop out of the initiative order.  See 
  above regarding the hit-and-run tactics of Lorsch’s 
  voidmind kobold minions. 
  Once the PCs pass through the door, read: 
   Immediately to the left and right of the door, narrow 
  hallways lead off and bend out of sight. Above the 
  door, carved into the stone, a few words are engraved. 
  The words are in Gnome, and read “Progress Through 
  Unity.”   
  The left and right hallways bend around to doors that 
  look identical to the library door.  These doors aren’t 
  locked.  However, these doors don’t actually go anywhere 
  (they don’t open and there is nothing but blank stone 
  behind them).  These doors disarm a trap on the library 
  door, but the trap cannot harm, or even be triggered by, 
  the PCs. 
  Some of Lorsch’s minions may be lurking down these 
  narrow, twisted halls to later ambush the PCs from 
  behind. 
  Area B: The Foyer 
  This is a small, cozy foyer.  Ten sets of hooks line the 
  walls here, about four feet from the floor.  Most of the 
  hooks contain small heavy cloaks, just the size to 
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  keep the rain and cold off of a gnome’s back.  Four 
  exits lead out from this chamber, one in each of the 
  cardinal directions. The door to the south is heavy 
  wood, and has the look of a door to the outside. 
  The passage to the PCs’ left indeed leads to the outside.  
  However, the PCs cannot open or pass through this door 
  at all. The passage straight ahead leads to the dormitories 
  and the passage to the right leads to the kitchen. 
  Lorsch’s minions likely attack en masse here. If 
  overwhelmed, they retreat to fight in the dormitories or 
  the dining room. 
  Area C: The Dining Room 
  Two long tables dominate this simple dining room.  
  Dishes from a past meal are stacked up on each table, 
  waiting to be cleared away. 
  This large, low room has two long tables that are low 
  enough to hinder movement (difficult terrain to move 
  over a table) and provide cover. Medium creatures gain 
  cover from attacks coming from across a table.  Small-
  sized creatures can take cover more easily under the 
  tables and benches; Small creatures gain cover whenever 
  in the same square as a table, regardless of where the 
  attacks originate. 
  Here, Lorsch and his minions prefer to use their cone 
  effects.  The kobolds maneuver around to flanking 
  positions if possible (taking full use of the cover provided 
  by the tables to deny the PCs attacks of opportunity). 
  Area D: The Kitchen 
  Obble Har was on kitchen duty at the time of the arcane 
  discharge in the library that incinerated the other 
  gnomes in the Gribnix.  Har did not realize that he had 
  dramatically underestimated the power of the discharge, 
  or that working in the kitchen would save his life. 
  This large room is clearly a well-stocked kitchen.  
  Stores of food are neatly shelved and bright copper 
  pots and kettles hang from hooks from the low 
  ceiling.  Stooped over a large basin is a young gnome, 
  scrubbing a few remaining pots hurriedly.  As you 
  enter, the gnome turns to look at you. 
  Any PC that has met Magister Obble Har before clearly 
  recognizes this gnome as a much younger version of that 
  venerable wizard.   
  Although Obble Har is looking toward the PCs, a DC 10 
  Sense Motive reveals that he is not looking at the PCs, 
  but at a pile of notes on a table near the door to the dining 
  room.  These are Har’s notes regarding the arcane 
  discharge.  Har doesn’t actually know that the PCs are 
  there and he quickly turns back to his work. 
  The gnome turns back to his hasty scrubbing, 
  muttering to himself in Gnome.  If any PC speaks 
  Gnome, continue with: “Kitchen duty today of all days! 
  I need to make my calculations and calibrations,” the 
  gnome flings a soapy hand in the direction of a pile of 
  notes near the door. “And here I am struggling to 
  emancipate 
  baked-on 
  brisket! 
  Oh, 
  the 
  arcane 
  discharge will occur any minute, and I’m bound to 
  miss it!” 
  As long as the PCs remain, Har keeps up his hasty 
  scrubbing.  However, he seems to get no further in his 
  work.  If the PCs leave and return, re-read the text above: 
  the scene has re-set. 
  If the PCs look at the notes, they are a dense collection of 
  hastily-scribbled arcane and mathematical formulae. A 
  crude diagram of the metal rod descending from the 
  ceiling of the library is also sketched on the page, along 
  with its accompanying contraption. 
  PCs examining the page in detail can make a DC 20 
  Intelligence or DC 25 Knowledge (arcana) check. 
  Although the PCs cannot make heads or tails of the 
  esoteric formulae (at least in part because of Har’s sloppy 
  handwriting), success reveals a mathematical error in one 
  of the computations. Due to some hasty math, the output 
  of the computation is far too low—about one ten-
  thousandth of the correct result.  Put another way, the 
  output of the equation is going to be ten thousand times 
  stronger than Obble Har has estimated.  As a result, Har 
  has dramatically underestimated the energy that the 
  arcane discharge will produce.  In his haste, Har made 
  the error that will doom the gnomes of the Gribnix. 
  Area E: The Dormitories 
  This long, low hall contains many doors made of dark 
  wood with simple handles.  The hall extends for a 
  very long way, with dozens of doors leading off to 
  either side.  The faraway end of the hall bends off to 
  the right.   
  Have the PCs make DC 12 Spot checks.  To those that 
  succeed, read the following (PCs that walk down the hall 
  also discover the mirror as soon as they reach it). 
  You realize that the hallway is only half as long as it 
  appears, as on a wall at the far end of the hall is a tall 
  mirror.  The hallway in the mirror is unoccupied; it 
  was not immediately recognizable as a mirror, 
  because your reflections are not present. 
  This hall is fifty feet long, with a full-length mirror 
  permanently mounted at the end of the hall from the 
  PCs. The mirror’s brass frame is intricately carved, 
  containing many large (but not very valuable) gems. 
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  Each of these doors (there are eighteen) leads to a single 
  simple room only five feet square.  Each has a gnome-
  sized bed, a bedside table with a basin, and a chest with 
  personal effects.  These rooms belonged to the gnomes of 
  the Gribnix, and still have most of their things.  Each of 
  these rooms contains slightly different items, based on 
  the personality of the gnome living there.  See Appendix 
  4 for the gnomes’ personalities, and throw in appropriate 
  items accordingly (for example, a vain gnome may have a 
  fine silver mirror, an absent-minded gnome will have a 
  bed unmade and clothes strewn about, and so on).  As the 
  gnomes of the Gribnix live very simply, there is nothing 
  of real value in these rooms. 
  Obble Har’s dormitory is located at the end of one of the 
  rows.  A DC 10 Wisdom check will allow any character 
  who played VER6-02 Delve the Wizards Dungeon to 
  recall which dormitory was cleaned out and packed away. 
   Regardless of how they find the dormitory, read or 
  paraphrase the following. 
  This dormitory appears to have been hit by a 
  whirlwind.  Crumpled pieces of paper are strewn on 
  the floor; books are piled precariously on every 
  horizontal surface, and the walls are covered with 
  broad sheets of paper filled with diagrams, notes and 
  scribbles. 
  Obble Har’s room can be searched simply by looking 
  around, but only one PC can reasonably fit into this room 
  at a time.   The following is what may be found, based on 
  the Search check: 
  DC 10 
  Numerous notes and diagrams, DC 15 
  Knowledge (arcana) or Spellcraft reveals 
  that the diagrams relate to the nature of raw 
  magical energy 
  DC 15 
  Specific diagrams of a metal rod, complete 
  with metallurgic composition.  DC 20 
  Knowledge (arcana) or DC 15 Wisdom 
  check to identify that these drawings—and 
  the rod currently thrust through the ceiling 
  of the library—indicate a progenitor of the 
  numerous metal rods that now festoon the 
  Wrinkle Academy. 
  DC 20 
  A map of Verbobonc, with notations as to 
  relative levels of background magic energy.  
  DC 25 Knowledge (arcana) or DC 10 
  Wisdom check to note that the various 
  plotted points define a large triangle of 
  magic that centers on Verbobonc City.  This 
  is the path of the Skyroads. 
  DC 25 
  A scrap of a poem, the top of which is 
  sticking out of one of the books.  It reads: 
  I speak this prophecy to the three,  
  The Ruby, the Book, and the speaker of Lies 
  Skilled above all in the domain of his god, 
  A master and servant from Oerth will arise.  
  A DC 20 Knowledge (religion) check 
  identifies the Ruby as Wee Jas, the Book as 
  Boccob, and the speaker of Lies as Vecna. 
  A DC 30 Knowledge (the planes) check 
  reveals that the prophecy concerns the 
  ascension of a mortal to become the 
  representative of a god on Oerth. 
  A DC 20 Bardic Knowledge check reveals 
  that the poem is the first stanza of a 
  prophecy delivered millennia ago to Wee 
  Jas.  The other gods mentioned may also 
  have received the prophecy. 
  DC 30 
  A collection of somewhat understandable 
  magical formulae.  A DC 35 Knowledge 
  (arcana) or DC 30 Spellcraft check reveal 
  that the formulae relate to channeling 
  magical energy, transmuting that magical 
  energy through written text, and then 
  storing that magical energy in a matrix of 
  some extradimensional nature. 
   
  The End of the Dream 
  When the PCs are out of time, or have otherwise finished 
  their explorations, end their dream experience with the 
  following text. 
  A sudden, explosive whine emanates from the library. 
   Triangles of crackling energy tear through the 
  gnomish monastery, burning the gnomes to cinders 
  in a single, horrible instant.  Over a dozen lives are 
  suddenly snuffed out.  You hear Obble Har’s voice 
  calling from the kitchen in surprise and rage: “No!  I 
  wasn’t ready yet! Next time, next time, I’ll be ready! 
  Next time, the power will be mine!”  Then all goes 
  black, and you find yourself blinking up at a 
  concerned-looking 
  Lord 
  Estival 
  and 
  an 
  eager 
  Threnodee, flapping in the air. 
  Threnodee is particularly excited to hear what the PCs 
  experienced. Lord Estival is merely curious at what the 
  PCs discovered.  He feels he has a right to know what 
  happened, since he hosted the ritual in his own castle.  If 
  the PCs press Lord Estival for privacy, however, he grants 
  it. 
  VER7-08 Race the Spirit’s Lightning 
   
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  If the PCs discovered the prophecy and mention this, 
  Threnodee turns white, clutches at a chain about his 
  neck, and repeats the first portion of the Prophecy.   If 
  the PCs demand he explain what he knows, Threnodee 
  visibly pulls himself together and relates conversationally 
  the following: 
  • 
  The Prophecy deals with the rise of a proxy 
  serving one of the three main gods of Magic. 
  • 
  The Prophecy warned the other two gods that 
  their power would diminish if someone from 
  Oerth rose to the position of proxy of one of the 
  other gods of magic. 
  • 
  Threnodee fears that Magister Har may be 
  drawing upon the power of the Skyroads to try 
  to become the proxy, and that Threnodee must 
  leave immediately to try and stop him. 
  • 
  If the PCs ask about which god Magister Har 
  follows, Threnodee explains that Magister Har 
  is not a particularly religious gnome, but he 
  follows Boccob more than any other god. 
  Regardless of whether the PCs found the prophecy, 
  Threnodee becomes very concerned if any of the PCs 
  detail Har’s failed experiment.   
  Threnodee suggests that the PCs make their way as 
  quickly as possible to the Wrinkle Academy in 
  Verbobonc City. Threnodee feels that Magister Har must 
  be stopped (although Threnodee admits that he doesn’t 
  want to see innocent people obliterated, his true reason is 
  his mission from Wee Jas). If the PCs balk at trying to 
  stop Magister Har, Threnodee reminds them what 
  happened the last time Har tried to perform a similar 
  ritual.  Threnodee must travel back more quickly, lest 
  Magister Har get suspicious.  Threnodee tells the PCs he 
  will meet them at the Wrinkle Academy and teleports 
  away using his boots of teleportation.   
  If the PCs require swift transportation, Lord Estival will 
  provide them with horses. 
  Where to Go Next? 
  After the PCs discuss their experiences with Threnodee, 
  Threnodee encourages them to go to Verbobonc City and 
  meet him there, so they can stop Magister Har. 
  Threndoee departs for Verbobonc City as well, to return 
  to Magister Har’s side and gather more information.  
  Threnodee intends to teleport to Verbobonc City, so he 
  will arrive well ahead of the PCs.  Threnodee encourages 
  the PCs to find him in the Wrinkle Academy so they can 
  discuss specific plans. 
  If the PCs want to take the time to investigate Gurtom’s 
  crash site and look for the missing silver, go to Encounter 
  Three.   
  Threnodee is disturbed that the PCs would take a “side 
  job” at a time like this, but he isn’t in any position to stop 
  them from doing so.  Lord Estival doesn’t particularly 
  care one way or another. 
  The PCs might head directly for Verbobonc City.  If so, 
  go to Encounter Five.  
  ENCOUNTER FIVE: TO 
  VERBOBONC CITY 
  The overland trip to Verbobonc City takes most of a day. 
  The heavy rains make travel slower than is typical in the 
  Viscounty.  Because the PCs are coming from the western 
  Viscounty, the fastest route is to take the River Road. 
  This means the PCs arrive at the western gate to 
  Verbobonc City. This adventure assumes that the PCs 
  have pushed themselves (and mounts) hard to arrive a 
  couple of hours past sundown. You may have to adjust 
  this and subsequent encounters if this is not the case. At 
  any rate, the party arrives after Magister Har has enacted 
  an exceptionally powerful spell. 
  Magister Har remembers all too well the disaster he 
  inadvertently caused at the Gribnix forty years ago. 
  Magister Har believes that his attempts to marshal the 
  Skyroad energy tonight will not cause any similar 
  widespread harm, but does not want to take any chances 
  that he might hurt the residents of Verbobonc City. To 
  this end, Magister Har has recently completed casting a 
  spell of epic proportions. The effect of this spell is that all 
  of the residents of Verbobonc--as well as every building, 
  item, and creature in the city--are trapped in a force field 
  substantially similar to the effects of the sepia snake sigil 
  spell. However, the spell has affected all creatures, items, 
  and structures in the city without requiring any reading 
  and without allowing a saving throw. The duration of this 
  effect is 1d4+22 hours, rather than days. The spell can be 
  dispelled, but Magister Har's caster level for the purpose 
  of this spell is 22nd, and a successful dispelling only 
  applies to the specific person, item, or structure targeted. 
  It would take thousands of castings to free the entire city. 
  It is worth reviewing the sepia snake sigil spell 
  description, as few players are familiar with this limited-
  use spell. 
  The visual effect is that the entire city seems blanketed in 
  inches-thick amber. From a distance, it is as though a 
  yellow-orange snowfall has covered the city. All of the 
  covered people and structures are in a state of suspended 
  animation. People and items can still be damaged 
  VER7-08 Race the Spirit’s Lightning 
   
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  normally (although this may not be immediately 
  obvious) and items and people can even be picked up and 
  moved around, subject to usual weight limits. 
  PCs can make a DC 23 Spellcraft check to identify that 
  the city is under a sepia snake sigil effect, although it is 
  supposedly impossible to affect objects with the spell, 
  and a casting over the area of an entire city should be 
  impossible. Clearly, incredibly powerful magic is at work 
  here. 
  Magister Har's spell effect exploded outward from the 
  Wrinkle Academy and blanketed the city just prior to 
  sundown this evening. The effect is only a couple of 
  hours old. People outside the city are confused and 
  terrified (as many had friends and family inside the city). 
  Virtually no one has any idea what is going on. 
  Two groups have responded to the disaster immediately. 
  The first is the Mounted Borderers, who acted with their 
  usual speed and military precision. The Mounted Borders 
  immediately quarantined Verbobonc City, stationing 
  troops at all of the entrances to the city. No one is 
  allowed into the city until superiors in the organization 
  arrive (this won't be until after midnight, long after 
  Magister Har's ritual is complete). 
  The second group to respond is Lord Roland Galans and 
  his retinue. Lord Galans was arriving in Verbobonc City 
  to demand some answers from Magister Har about the 
  recent Skyroad failures. By lucky coincidence, Lord 
  Galans was just outside the city's western gates when 
  Magister Har's spell activated. Galans has set up tents, 
  emergency services and riot control at the western gate to 
  the city. Lord Galans has kept much of the crowd dry and 
  calm, but he has no idea of what has occurred. 
  As the PCs get closer to Verbobonc City, describe the 
  city’s strange appearance.  When the PCs approach the 
  gate, read or paraphrase: 
  It is difficult to make out the famous motto "Earth 
  and Stone, Man and Gnome" over the city gate. Due 
  to the way the glittering amber covers the sign, it 
  appears to read "Earthly no more, Master Gnome.” 
  There is a crowd of people clustered around the gate 
  in the pouring rain, but a few Mounted Borderers are 
  keeping them out of the amber-encrusted city. Off to 
  the left a few large pavilions have been erected, and 
  several other people are huddled under the pavilion 
  tents, listening to a well-dressed man speak. 
  A flash of triangular lightning and a sudden peal of 
  thunder rip through the night sky. 
  If the PCs approach the gates, they learn that the 
  Mounted Borderers have quarantined the city after the 
  unusual effect occurred only a few hours ago. The 
  Mounted Borderers are not letting anyone into the city. 
  The crowd has family and friends inside the city, and is 
  agitated. If the PCs want to investigate any of the other 
  gates, all have been similarly interdicted by the Mounted 
  Borderers. 
  If the PCs approach the tents, they see that the people 
  under the tents have been provided with towels, warm 
  drinks, and other care. PCs that played VER7-02 Storm 
  the Dragon’s Bastion recognize the speaker as Lord 
  Galans' bard retainer. The bard is saying: 
  "Now, stay calm. No one is being hurt. The spell 
  effect on the city is an obscure but harmless effect 
  called sepia snake sigil. Anyone caught inside it is 
  suspended and preserved, without any need to eat, 
  drink or breathe. They don't even know that time is 
  passing. Although we don't know what caused this 
  effect, and it can last as many as a few days, there isn't 
  anything to worry about." 
  A voice from behind you interjects in a low voice, 
  "that's not exactly accurate." Behind you is Lord 
  Roland Galans. "We should talk.” Lord Galans 
  motions you to an empty corner of the pavilion tent. 
  Assuming the PCs go with him, Lord Galans explains that 
  the spell effect is massive and unprecedented. Lord 
  Galans has erected these tents and is trying to keep 
  people calm, but he has no idea what is going on. He feels 
  fortunate that he was still just outside the city, and not 
  within it, when the effect occurred.  Lord Galans also 
  knows that, although people imprisoned in a sepia snake 
  sigil are in stasis, they are still susceptible to harm. 
  Lord Galans asks the PCs what they know. He suspects 
  that Magister Har is behind the recent disasters (the 
  Skyroad failures and the sepia snake sigil), but he tries to 
  get more information from the PCs regarding what they 
  know.  Lord Galans is insistent, but not rude. 
  In the end, the PCs must get into the city. There are 
  many ways for them to do this, at DM discretion. These 
  include: 
  • 
  Spend 3 Influence Points with the Mounted 
  Borderers. 
  • 
  Spend 3 Influence Points with Lord Galans, to use 
  his pull with the Mounted Borderers to let them 
  pass. 
  • 
  Incite a riot at the gate and slip into the city while 
  the Mounted Borderers are trying to contain it (a DC 
  20 Bluff or Diplomacy check is sufficient to 
  accomplish this). 
  VER7-08 Race the Spirit’s Lightning 
   
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  • 
  Climb the walls of the city (DC 25 Climb check, 
  increased above the usual DC 20 due to the rain). 
  • 
  Use magic (such as dimension door or fly) to bypass 
  the Mounted Borderer guards. 
  • 
  Swim along the Velverdyva River and get into the 
  city via the docks (which requires a DC 15 Swim 
  check followed by a DC 15 Climb check). 
  • 
  if the PCs are friendly with Lord Galans, and 
  remember the events of VER7-02 Storm the 
  Dragon's Bastion, they might recall that Lord Galans' 
  bard can cast both invisibility sphere and silence.  If 
  the PCs are not unfriendly to Lord Galans, and they 
  ask his bard for these spells, the bard casts them on 
  the party. 
  • 
  Any other reasonable method the PCs can devise. 
  ENCOUNTER SIX: IN THE 
  FROZEN CITY  
  Note: If the PCs played through both Encounter 3 and 4, 
  you may skip this encounter and move on to Encounter 
  7.  This encounter is included to provide sufficient 
  challenge to those parties that did not follow up on the 
  plan to find the stolen silver.  Of course, if you have a lot 
  of play time available, and your players are hungry for 
  another fight, feel free to run this encounter.  However, 
  the PCs earn no extra experience for it. 
  The Wrinkle Academy is located in the western side of 
  Verbobonc City.  The walk to the Wrinkle Academy takes 
  the PCs though the in the affluent Church District in the 
  northwest corner of the city, occupied mostly with 
  shrines, high-end businesses, and several houses for the 
  moderately wealthy. 
  While traveling through the Church District, the PCs 
  overhear a band of looters. Read: 
  The eerie stillness of the entombed city is broken by 
  the noise of one man shouting at another over the 
  rain. 
  These voices belong to a team of looters that are taking 
  advantage of the events in the city to steal all they can. 
  Have the PCs make Listen checks to hear the voices over 
  the rain. To those that beat a DC 16, read: 
  "Don't tell me they had nothing!  Each house here has 
  at least one married couple. That means silverware, 
  little presents from husband to wife, and at least two 
  wedding rings. I don't care if you've got to cut off 
  fingers to get them, I want that bag filled with 
  plunder in four minutes' time. (Then, in a slightly 
  louder voice) Let's move, people! I want to work down 
  this street and up Ash Horn Street before the hour is 
  out. No telling how long these rich birds will be stuck 
  in 
  their 
  amber 
  nets 
  and 
  I 
  will 
  not 
  let 
  this...incident...pass by without taking full advantage." 
  There are several thugs working under the command of a 
  hexblade named Evan Carison. Carison was one of 
  Gurtom Starcheek's flunkies to ambush the PCs at the 
  beginning of VER6-02 Delve the Wizard's Dungeon. 
  Carison was just outside of the city when Magister Har's 
  spell entombed it. He slipped inside, realized the 
  opportunity for plunder, and slipped back out of the city 
  to round up some help. He and his men are 
  systematically looting the Church District of Verbobonc 
  City. Carison and his men are all hard-hearted cutthroats. 
  Because the looters have not seen anyone else active in 
  the city, they do not expect to encounter the adventurers. 
  This 
  means 
  the 
  PCs 
  are likely able to surprise the looters. Have the PCs make 
  Move Silently and/or Hide checks, as applicable, to sneak 
  up on the looters. Remember that the looters have a -4 
  penalty on Spot and Listen checks due to the storm. 
  The looters are right around the corner from the PCs. If 
  the PCs do nothing, one of the looters comes around the 
  corner in about two minutes and spots the PCs there. 
  If the PCs just charge around the corner to confront the 
  looters without any pretense of stealth, the looters are not 
  surprised: go right into initiative. The looters are 
  uninterested in any discussion, and seek to kill the PCs 
  before their activities are exposed. 
  Because the PCs have a good opportunity to earn a 
  surprise round in this encounter, the ELs of this 
  encounter are all reduced by 1. 
  APL 4 (EL 4) 
   
  Carison: human Hexblade 3; hp 25; see Appendix 1. 
   
  Looters (6): Human Warrior 1; hp 8 each; see 
  Appendix 1. 
  APL 6 (EL 6) 
   
  Carison: human Hexblade 3/Rogue 2; hp 35; see 
  Appendix 1. 
   
  Looters (6): Human Swashbuckler 1; hp 15 each; see 
  Appendix 1. 
  APL 8 (EL 8) 
   
  Carison: human Hexblade 4/Rogue 3; hp 47; see 
  Appendix 1. 
   
  Looters (6): Human Swashbuckler 2; hp 23 each; see 
  Appendix 1. 
  APL 10 (EL 10) 
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  Carison: human Hexblade 6/Rogue 3; hp 61; see 
  Appendix 1. 
   
  Looters (6): Human Swashbuckler 3/Rogue 1; hp 37 
  each; see Appendix 1. 
  Tactics: Carison uses his curse as soon as possible.  The 
  looters use their alchemical items, and then move in to 
  make flanking attacks. Any character brought to less than 
  one-third of his hit points tries to flee. 
  Treasure: Take the gear from the looters. 
   
  APL 4: L: 49 gp; C: 0 gp; M: potion of cure light 
  wounds, 2 gp per character. 
   
  APL 6: L: 98 gp; C: 0 gp; M: potion of cure light 
  wounds, 2 gp per character. 
   
  APL 8: L: 98 gp; C: 0 gp; M: potion of cure light 
  wounds, 2 gp per character. 
   
  APL 10: L: 98 gp; C: 0 gp; M: potion of cure light 
  wounds, 2 gp per character. 
  Development: Keeping the Loot.  The looters all carry 
  clearly valuable plunder that is obviously not theirs.  If 
  the PCs wish to keep this loot, they will suffer for it 
  eventually: refer to the “Looted the Looters” AR entry for 
  those PCs who choose to keep the loot instead of 
  returning it to its rightful owners (which can be done at 
  the end of the adventure). 
  Development: Stop in the Name of the Law! The 
  looters are particularly worried that they might be 
  discovered by the Mounted Borderers or the Gentlemen 
  of the Watch in the commission of their crimes. If the 
  PCs are obviously law enforcement types (wearing 
  tabards of the Mounted Borderers, Gentlemen of the 
  Watch, or any Noble House), the looters may panic and 
  run. Have each of the looters (except Carison) make a DC 
  12 Will save at the start of combat, or become panicked. 
  Development: Walk Aways. The PCs may overhear the 
  looters and decide to just circle around them, avoiding a 
  confrontation. If so, the PCs receive no experience or 
  treasure for this encounter. 
  ENCOUNTER SEVEN: AT THE 
  WRINKLE ACADEMY  
  When the PCs arrive at the Wrinkle Academy, read the 
  following: 
  The grand Wrinkle Academy of Magic stands out 
  from the other manor houses around it more than 
  usual this evening.  To begin with, it is the only 
  building mostly free of the glittering amber resin that 
  has coated much of the city.  All of its entrances are 
  sealed except for one balcony approximately fifteen 
  feet up off of the ground. From that balcony extends a 
  long pole wrapped in silver wire, jutting up into the 
  sky like the mast of a ship. 
  Triangle-shaped lightning crackles in the sky 
  overhead, striking this mast and several others like it 
  all over the building.  In a flash, the lightning is 
  channeled down the silver wire and into the depths 
  of the Wrinkle Academy. 
  PCs that played VER6-02 Delve the Wizard’s Dungeon 
  may recall this pole, and may have climbed it in order to 
  attach the silver wire.  Note whether any of the PCs have 
  “Scaled the Wizard’s Tower” from VER6-02 Delve the 
  Wizard’s Dungeon.  To that character, read: 
  The palms of your hands feel strange here.  Upon 
  closer look, you can see that incredibly small slivers 
  of silver, which must have wedged under your skin 
  when you climbed that tower many months ago, are 
  beginning to shift and move about.  The sensation is 
  strange, but does not seem immediately harmful. 
  It is up to the PCs to enter the Wrinkle Academy in the 
  only uncovered entrance, up on the balcony.  The PCs 
  have to devise some way to reach the balcony, 15 feet up 
  off the ground.  A DC 25 Climb check suffices, as does 
  any number of other ways the PCs can devise. 
  Once the PCs are on the balcony, refer to Map 2 for their 
  location.  This Encounter details their travel through the 
  Wrinkle Academy and into the Administrative Suite. 
  The Silver Wire 
  The thick silver cable channels the energy of the 
  lightning, which is drawn from the Skyroad.  This silver 
  wire funnels the Skyroad energy directly into the 
  Spellpool of the Wrinkle Academy (the Endless Library). 
   It cannot be moved, severed, or damaged by any means 
  short of a limited wish, miracle, or wish. 
  Every 1d10 rounds, a lightning strike is funneled along 
  the silver wire.  Anyone in a square touched by the wire 
  takes the following damage as energy flows by.  Half of 
  this damage is electricity, the other half is raw energy (of 
  no type). 
  PCs that earned Scaled the Wizard’s Tower have this 
  energy drawn to them due to the slivers of silver under 
  their skin, whether they like it or not.  Such PCs 
  automatically fail their Reflex saves against these energy 
  surges. 
  APL 4: 3d6 damage (Reflex DC 13 half) 
  APL 6: 5d6 damage (Reflex DC 15 half) 
  APL 8: 8d6 damage (Reflex DC 17 half) 
  VER7-08 Race the Spirit’s Lightning 
   
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  APL 10: 11d6 damage (Reflex DC 19 half) 
  The first energy surge occurs 1d10 rounds after the first 
  PC arrives on the balcony.  After that, the PCs likely learn 
  to avoid the wire.  However, they must follow it to its end 
  in order to complete their quest. 
  If the PCs want to explore the rest of the Wrinkle 
  Academy, describe dull classroom wings, academic 
  storage, libraries, and other similar areas.  No one is in the 
  rest of the Wrinkle Academy this night. 
  Threnodee 
  In the square marked is Threnodee the dust mephit, 
  caught by the sepia snake sigil that coats the city and its 
  inhabitants.  Read: 
  In this hall, a pillar of the amber resin extrudes from 
  the wall and encompasses a halfling-sized creature.  
  Peering through the resin, you see Threnodee the 
  dust mephit encased in the amber.  Unlike the other, 
  immobile prisoners of the amber field, Threnodee 
  seems at least somewhat animate: he gives you a small 
  wave and an unhappy frown. 
  Threnodee is indeed captured, an inadvertent side effect 
  of Magister Har’s sepia snake sigil spell.  Threnodee was 
  approaching the Administrative Suite when the spell 
  effect occurred, and he was caught with it.  However, 
  Threnodee still retains his awareness, and can move 
  within the stasis field to a small degree.  He can speak, 
  but none of the PCs can hear any noise that he makes 
  through the field. 
  There are a few ways of interacting with Threnodee in his 
  current state: 
  • 
  Free him.  If the PCs can dispel the sepia snake 
  sigil around Threnodee (caster level 22), then he 
  is grateful for his release.  The PCs can also free 
  Threnodee by channeling negative energy at the 
  sepia snake sigil via a rebuke undead attempt.  
  This particular method is available due to 
  Threnodee’s close connection with Wee Jas. 
  • 
  Telepathy.  If the PCs have means of speaking 
  telepathically, they can speak with Threnodee 
  directly. 
  • 
  Charades.  For most parties, the only practical 
  method of speaking with Threnodee is via 
  charades or exaggerated body language.  If it is 
  fun to do so, you can act out the frustrated 
  Threnodee’s antics within the stasis field.  At a 
  minimum, Threnodee can share the text of the 
  Prophecy by holding a small copy he has up to 
  the resin.  Provide the players with Player 
  Handout #5 
  Once the PCs have determined a way to communicate 
  with him, Threnodee has the following information: 
  • 
  Threnodee is a devout follower of Wee Jas, and 
  served in her court for centuries. To prove this 
  he will show off his holy symbol of Wee Jas, 
  given to him by the Stern Lady herself. 
  • 
  Threnodee’s devotion to Wee Jas is even greater 
  than his devotion to Magister Har. 
  • 
  Several millennia ago, a prophecy was delivered 
  to Wee Jas, and presumably to Boccob and 
  Vecna as well.   
  • 
  The prophecy warned of a mortal from Oerth 
  becoming the proxy of his god, and that if that 
  occurred the influence of the other gods of 
  Magic will diminish. 
  • 
  Wee Jas decided that no other god except her 
  should have a proxy.  To accomplish this, she 
  sent thousands of her servants and outer-planar 
  followers (like Threnodee) to serve as familiars 
  to Oerth’s most talented wizards. 
  • 
  Threnodee was one of these familiars sent out 
  by Wee Jas, but in the centuries of service he 
  had been lulled into complacency. 
  • 
  The recent failure of the Skyroad reminded him 
  of the Prophecy, and now he fears that Magister 
  Har is about to attempt to become the proxy of 
  Boccob. 
  • 
  Magister Har must be stopped by any means 
  necessary, not just for the sake of Wee Jas, but 
  because the ritual would kill people all 
  throughout Verbobonc City. 
  • 
  Threnodee knows that he lacks the capability to 
  stop Magister Har. Threnodee needs the PCs 
  help. 
  • 
  If the PCs ask why Threnodee just doesn’t 
  teleport out of his amber prison, the mephit 
  insists that he has tried, but is unable to do so. 
  Threnodee gladly provides the PCs with his copy of the 
  Prophecy.  Give the players Player Handout 5. 
  I speak this prophecy to the three,  
  The Ruby, the Book, and the speaker of Lies 
  Skilled above all in the domain of his god, 
  A master and servant from Oerth will arise.  
  Knowledge is the path to his ascension, 
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  and magic will be the key to the door. 
  Death will greet him and embrace him, 
  secrets once seen will no longer obscure. 
  For when traders fall and traitors strike, 
  the humbled master will grasp his role. 
  Then the brave at heart must stem the striving, 
  and keep the master from his goal. 
  If asked to explain the Prophecy, Threnodee points out 
  that the first stanza warns that a proxy will arise.   
  The second stanza presents the signs that mark the proxy. 
   Threnodee believes these signs point to Magister Har: 
  Threnodee himself (an agent of the goddess of death) had 
  greeted and embraced Har, and the PCs have seen 
  Magister Har’s secrets in the Gribnix through the 
  Gnomish Spectacles. 
  The third stanza sets the time of the prophecy coming to 
  fruition: the Skyroad failure is noted in the first line, and 
  Magister Har trying to grasp his role as the proxy of 
  Boccob is noted in the third. In order to spur the PCs on, 
  Threnodee insists that they must be the brave at heart.    
  Note: 
  Threnodee’s 
  interpretation 
  should 
  sound 
  believable to the PCs, but it isn’t correct. In fact, 
  Halmadar is the proxy warned about in the Prophecy.  
  Halmadar’s back story is not yet fully revealed, but 
  Halmadar fits each element of the Prophecy better than 
  Magister Har does. 
  The Administrative Suite 
  The Administrative Suite of the Wrinkle Academy 
  contains a few dull offices and one door that leads to the 
  extradimensional space the gives the Wrinkle Academy 
  its name.  
  This area is off-limits to all but Magisters of the Wrinkle 
  Academy.  Members of the Wrinkle Academy have heard 
  tales of the fabled Administrative Suite, but have never 
  actually been there (except perhaps during the special 
  event VERS4-02 Gala at the Wrinkle Academy). 
  Past this door is a long hall (see Map 2).  Determine a 
  party marching order at this time.  Forgotten by most of 
  the Magisters is a magical trap placed here to prevent 
  unauthorized visitors.  Magisters of the Wrinkle 
  Academy do not trigger this trap, but other visitors do 
  (such as the PCs).  The location of the trap is marked on 
  the map.  Note that PCs who are Magisters of the 
  Wrinkle Academy cannot trigger this trap, but they don’t 
  know it’s here, either (no one ever told them and, as 
  Magisters, they’ve never triggered it). 
  PCs that want to take 20 searching for traps should be 
  reminded of the energy blast that travels along the silver 
  wire every 1d10 rounds. 
  All APLs (EL 3) 
  Scorching ray trap: CR 3; magical; true seeing trigger; 
  Immediate reset; No save (scorching ray, +8 to hit 4d6 
  damage); Search DC 27; Disable Device DC 27. 
  This trap resets immediately, and is therefore capable of 
  hitting anyone that passes by (PCs that pass over this trap 
  more than once can be effected by the trap multiple 
  times). 
  When the PCs reach the octagonal room beyond the hall, 
  read: 
  The door opens into a large octagonal room, about 
  forty feet across and ten feet high.  The floor is 
  covered with a thick carpet, and three doors lead out 
  of here: one to the left, one straight ahead to the 
  right, and one to the immediate right.  The silver wire 
  snakes through this room and under the door to your 
  immediate right. 
  The other doors all lead to endless corridors, rooms, 
  libraries, laboratories, and the other countless rooms that 
  make up the infinite expanse of this extradimensional 
  space.  None of them are of interest to this adventure.  
  Once the PCs arrive in the anteroom just outside of the 
  Endless Library, go to the next Encounter. 
  ENCOUNTER EIGHT: THE 
  FORGOTTEN LIBRARIAN  
  Eventually, the PCs arrive at the foyer before the Endless 
  Library.  Read the following: 
  In this room, you see enormous doors to your left.  
  They are a heavy black stone, and carved with books 
  written in uncounted languages.  The doors are closed 
  with a palpable finality. 
  The only furnishing in this room is a desk and a 
  leather chair.  Seated at the chair, looking 
  despondently down at the desk, is an old human man. 
   He shakes his white-whiskered head, looking at 
  something on the desk.  There is a nameplate on the 
  desk, but it is cracked and broken, and there is no 
  name in it. 
  The door is shut fast and magically warded.  The PCs 
  cannot open the door with any amount of strength or any 
  mortal magic, and ancient wards protect the library from 
  extradimensional travel.  If a character tries to teleport, 
  dimension door, or the like, he just ends up back in the 
  octagonal room in Encounter Seven. 
  The librarian looks up when the PCs approach him, and 
  he darts under the desk if they seem at all threatening.  
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  On the desk are the librarian’s broken nameplate, and the 
  broken pieces of the nameplate (pass out Player 
  Handouts 3 and 4).  If the PCs talk to the man, or ask 
  him about the door or the Endless Library, he says the 
  following: 
  “The password to enter the Endless Library is my 
  name…but I’ve forgotten it…long ago.  I didn’t need 
  to remember it, you see, since it was on my 
  nameplate.  But when the star-cheeked man came by 
  earlier with Magister Har, I knew they were up to 
  something secret and powerful.  I hid under my desk 
  and my nameplate fell over, and broke.  I can’t seem 
  to fit it all back together.  Can you help me put my 
  name together again?” 
  For the PCs to proceed, they have to help the old 
  librarian put his name back together.  Give them the 
  Nameplate Outline (Player Handout 3), and cut out and 
  distribute the nine pieces of the broken nameplate 
  (Player Handout 4).  When the PCs start fitting the 
  pieces together, read: 
  The old librarian adds helpfully, “I don’t think the 
  whole thing was my name.  I think I had a title, too, 
  and the title was also on the nameplate…but I don’t 
  remember my title, either.” 
  This puzzle is basically a word jigsaw puzzle.  Since the 
  PCs have to solve this puzzle to go on, you may need to 
  give them some help if they are having a hard time.  If 
  they come up with something wrong, have the librarian 
  say, “No, I don’t think that was my name.”  Two possible 
  clues you can give are to either have the librarian 
  “remember” where a couple of the pieces go (and let the 
  players figure out the rest of his nameplate), or for the 
  librarian to remember that he is a Scrivener (this is a big 
  clue, and should only be used if the players are really 
  stuck). 
  The properly assembled nameplate will read, “Elder 
  Scrivener Artemis Clerk.”  When the PCs say the name 
  “Artemis Clerk” aloud anywhere in this room, the doors 
  to the Endless Library open.  Go on to Encounter Nine. 
  PCs who are Magisters of the Wrinkle Academy 
  (particularly those with levels in Mage of the Arcane 
  Order) may insist that they remember the librarian’s 
  name, since they’ve been here before.  Assure such a 
  player that they certainly have been here before, and they 
  remember this man, but they have not memorized his 
  name, since they’ve always overlooked him (and, most of 
  the time, the large doors to the Endless Library are open). 
   If such a character succeeds at a DC 15 Intelligence 
  check, he or she remembers that the librarian’s last name 
  is somewhat “bookish,” but does not remember what it is. 
  Once the doors are opened, the PCs can follow the silver 
  wire into the Spellpool of the Wrinkle Academy, the 
  Endless Library. 
  ENCOUNTER NINE: THE 
  ENDLESS LIBRARY  
  When the PCs finally enter the Endless Library, read: 
  Shelves of books extend from these doors down the 
  length of this room.  The room is about thirty feet 
  wide, thirty feet high, and longer than your vision 
  stretches; at least several miles long.  Each shelf 
  contains thousands of books.  You were not aware 
  that this many books existed in the whole world. 
  The silver wire runs through the center of this room, 
  small cords played out to connect to each of the 
  bookshelves.  Bursts of energy move lazily along the 
  lines of wire, flashing when they reach a book, and 
  then, much brighter than before, continue on further 
  in the Endless Library. 
  If the PCs want to poke around a little bit, then they can 
  find a book on virtually any topic they care to research 
  here in the Endless Library.  Finding a book on a specific 
  topic, however, requires a DC 40 Search check, as it is 
  like finding a needle in a mountainous haystack. 
  Other heavy double doors lead off of the Endless Library 
  every half-mile or so.  These doors lead to the other 
  corridors 
  and 
  rooms 
  of 
  the 
  extradimensional 
  Administrative Suite. 
  The Endless library is not a uniform width.  Its walls are 
  varying widths along its infinite length. 
  The damaging arcane discharge does not occur while in 
  the Endless Library. Instead, the energy is collected and 
  funneled through the infinite knowledge of this place.  
  The silver wires burst and sparkle from time to time, but 
  do not damage anyone near them here. 
  Once the PCs travel a half-mile or so down the length of 
  the library, read or paraphrase the following: 
  Several bookshelves have been moved around here in 
  order to clear out a wide area in the middle of the 
  library strewn with pages and silver wire.  A middle-
  aged halfling with a purple birthmark in the shape of 
  a star is standing by the confluence of wires, watching 
  the pulses of energy flow along their lengths.  With a 
  friendly smile he gives a little wave to you.  “Came to 
  see the show?”  He asks nonchalantly.   
  Gurtom has already delivered Lord Shannus’ stolen silver 
  to Har, and has yet to hightail it out.   While he 
  appreciates the amount of magic energy in the room, he 
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  is uncomfortable that Har might not know exactly what 
  he is doing.  If asked he will express this to the PCs.   
  Magister Har steps out from one of the bookshelves, a 
  spool of silver wire trailing behind him.  With a 
  twinkle in his eye he speaks.  “While I appreciate you 
  bearing witness to my ascension, I’m afraid I won’t be 
  allowing you to stop me.” 
  You realize that Magister Har wasn’t speaking to you 
  when a man-shaped creature clothed in shifting 
  darkness steps out of one of the Library walls.  “Did 
  you think that my master would not similarly receive 
  the prophecy?” the creature asks, menace in its voice. 
    
  “Oh, I’m sure Vecna knew,” Har replies as he lays 
  down the final silver cable.  “I didn’t think that he 
  would share that secret with a follower fallen out of 
  favor, such as you—Halmadar.” 
  The being Halmadar draws back visibly when he 
  hears his name.  “The secret of that name will die with 
  you, wizard.”  The head of Halmadar turns in your 
  direction.  “Which of you wishes the power to destroy 
  this pitiful old man?” 
  Give the PCs the option to accept the power of Vecna, if 
  any accept remind them that to do so would remove their 
  PCs from the campaign. If they insist, refer to the 
  Development below. 
  Assuming none of the players volunteer, Gurtom does.  
  Read the following: 
  Gurtom Starcheek tilts his head a bit, as though 
  thinking.  “Well…I’ve always been a big fan of power. 
   I accept.” 
  “So it will be.” Halmadar hisses as a burst of black 
  light surrounds Gurtom.  As the being named 
  Halmadar points, the black light floats slowly towards 
  Magister Har.  “I will seize the secrets of this place for 
  my master.  Then he will grant me his boon.” 
  “Ah, Halmadar”, sighs Magister Har, “As you have 
  chosen your champion, so I will choose my 
  champions.  And as you have blessed your champion, 
  so shall I bless mine.  And their contest shall 
  determine which of us shall ascend.” 
  There is a sudden flickering, and time itself slows to a 
  lazy crawl. 
  Explain to the PCs that they have each received a time 
  stop spell, and can use the time to prepare themselves.  
  Roll 1d4+1 per PC, as usual, as none of the PCs know how 
  long their spell will last. As usual for the time stop spell, 
  the PCs cannot affect anyone else, including their 
  companions—each person must prepare alone, although 
  they will fight together. 
  Gurtom receives 5 rounds to prepare.  As most of 
  Gurtom’s invocations last 24 hours, they are already 
  active at the start of combat. Gurtom spends his time stop 
  summoning allies and using his magic items on himself 
  to prepare for combat. How Gurtom spends each of his 
  rounds are described in each APL, below.  
  Gurtom spends his five time stop rounds as follows: 
  • 
  Move across the room drawing his wand of false 
  life; use his amber amulet of vermin or 
  elemental gem. 
  • 
  Retrieve his elemental gem, use his wand of 
  false life to gain 1d10+3 temporary hit points. 
  • 
  Move into position, flying 20 feet off of the 
  ground at APL 6 and above.  At APL 4, use his 
  wand of false life again in the hopes of getting a 
  better result (the temporary hit points do not 
  stack; they overlap). At APL 6 and above, use his 
  elemental gem. 
  • 
  Retrieve his salve of minor spell resistance. At 
  APL 4-8, use his wand of false life again in the 
  hopes of getting a better result.  At APL 10, use 
  caustic mire in the area of the party instead.   
  • 
  Activate fiendish resilience (at APL 6 and 
  above); use his salve of minor spell resistance. 
  APL 4 (EL 7) 
   
  Gurtom Starcheek: halfling warlock 6; hp 38 plus 
  false life; see Appendix 1. 
   
  Monstrous scorpion, large: hp 32, see Monster 
  Manual page 287. 
  APL 6 (EL 9) 
   
  Gurtom Starcheek: halfling warlock 8; hp 50 plus 
  false life; see Appendix 1. 
   
  Monstrous scorpion, large: hp 32, see Monster 
  Manual page 287. 
   
  Earth elemental, large: hp 68, see Monster Manual 
  page 97. 
  APL 8 (EL 11) 
   
  Gurtom Starcheek: halfling warlock 10; hp 62 plus 
  false life; see Appendix 1. 
   
  Giant stag beetle: hp 52, see Monster Manual page 
  285. 
   
  Earth elemental, huge: hp 152, see Monster 
  Manual page 97. 
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  APL 10 (EL 13) 
   
  Gurtom Starcheek: halfling warlock 12; hp 74 plus 
  false life; see Appendix 1. 
   
  Giant stag beetle: hp 52, see Monster Manual page 
  285. 
   
  Earth elemental, greater: hp 199, see Monster 
  Manual page 97. 
  Tactics: Gurtom blasts away with his eldritch blasts as 
  effectively as possible, concentrating on wounded PCs 
  and taking cover behind his summoned allies.  If a PC 
  presents a clear threat—such as an effective archer or a 
  melee fighter threatening him, Gurtom switches to that 
  target instead.  If he hits consistently and easily with his 
  eldritch blasts, he fights defensively in order to add 2 to 
  his Armor Class. 
  Gurtom maximizes his eldritch blasts early in the fight to 
  impress his opponents with a lot of damage and 
  empowers them thereafter.  
  At APL 8 and 10, Gurtom has the eldritch chain 
  invocation, allowing him to affect multiple opponents.  
  At APL 8, Gurtom can’t empower or maximize his 
  eldritch chain, so carefully consider whether to do a lot of 
  damage to one target or less damage to three targets.  At 
  APL 10, Gurtom can empower and maximize his eldritch 
  chain, so he uses that as often as it seems reasonable to do 
  so. 
  Gurtom uses the charges from his gloves of eldritch 
  admixture slowly over the first three rounds of combat if 
  possible, spending one charge each round. Note that 
  Gurtom can’t use the gloves of eldritch admixture in a 
  round when he has used his cloak of elemental 
  protection, as the cloak requires an immediate action (so 
  Gurtom doesn’t have a swift action left in his turn, which 
  is required to activate the gloves).  
  Development: In Vecna’s Service.  If a PC wishes to 
  take up Halmadar’s offer, remind the player that the PC is 
  permanently removed from play.  If the player still 
  agrees, that PC also receives 5 rounds to prepare to fight 
  the rest of the PCs.  You can run Halmadar’s 
  representative yourself, or let the player control his or 
  her traitorous PC against the other PCs. At any rate, the 
  PC is removed from play. 
  CONCLUSION 
  If the PCs fail in their battle against Gurtom Starcheek, 
  Halmadar laughs and lunches at Magister Har.  Caught 
  off guard, the wizard is immediately slain and Halmadar 
  assumes the power coursing through the Endless Library 
  for himself, becoming a proxy of Vecna.  Halmadar 
  allows any surviving PCs to flee, his laughter ringing in 
  their ears. 
  If the PCs win, Halmadar is no less treacherous.  As soon 
  as the PCs get the upper hand over Gurtom, they can see 
  Halmadar make a surprise lunge for Magister Har.  
  Magister Har counters this attack, and the two beings 
  battle fiercely.  Once Gurtom falls, Magister Har cries out 
  to the PCs, “Begone, friends!  This treacherous coward 
  seeks to steal by force what his champion could not 
  win him by right.  I can keep him from his goal, but 
  the cost is high.  I would not have you pay it with me! 
  Run!” 
  The Endless Library slowly begins collapsing, with 
  shelves falling every which way and paper fluttering 
  through the air.  Once the last of the PCs leaves the extra-
  dimensional Administrative Suite, read: 
  Blackened timbers frame the doorway to the 
  Administrative Suite. Singed pages of lore float to the 
  ground like wounded birds. Inside, the fabled 
  Administrative Suite is a drab, ordinary room, no 
  longer the endless corridors with magic flowing 
  through them.  Magister Har’s body, broken and 
  bloody, lies in the middle of the room, his head 
  cradled in Threnodee’s lap. The dust mephit slowly 
  places two copper pieces over the eyes of his master, a 
  tear trickling down his dirty face.  Then, solemnly 
  wrapping his dingy wings around both of them, the 
  mephit and his master shimmer for a moment and 
  disappear. 
  The End 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Three: Old Friends  
  Defeat or bypass the lycanthropes:  
   
  APL 4 
   120 XP 
   
  APL 6 
   180 XP   
   
  APL 8 
   240 XP  
   
  APL 10 
   300 XP 
  Encounter Four: The Old Stomping Grounds  
  Defeat Lorsch and/or his minions:  
   
  APL 4 
   120 XP 
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  APL 6 
   180 XP   
   
  APL 8 
   240 XP  
   
  APL 10 
   300 XP 
  Encounter Six: In the Frozen City  
  Defeat the looters (award only if the character did not 
  already get experience from both Encounter 3 and 
  Encounter 4):  
   
  APL 4 
   120 XP 
   
  APL 6 
   180 XP   
   
  APL 8 
   240 XP  
   
  APL 10 
   300 XP 
  Encounter Seven: At the Wrinkle Academy  
  Survive, disable or bypass the trap: 
    
  All APLs 
     90 XP 
  Encounter Nine: The Endless Library  
  Defeat Gurtom Starcheek: 
   
  APL 4 
   210 XP   
   
  APL 6 
   270 XP  
   
  APL 8 
   330 XP 
   
  APL 10 
   390 XP 
  Story Awards 
  Aid the wounded after the Skyroad disaster in Encounter 
  One: 
   
  APL 4 
    45 XP   
   
  APL 6 
    60 XP 
   
  APL 8 
    75 XP 
   
  APL 10 
    90 XP 
  Bypass the interdiction of the city in Encounter Five: 
   
  APL 4 
    45 XP   
   
  APL 6 
    60 XP 
   
  APL 8 
    75 XP 
   
  APL 10 
    90 XP 
  Reassemble the librarian’s name in Encounter Eight: 
   
  APL 4 
    45 XP   
   
  APL 6 
    60 XP 
   
  APL 8 
    75 XP 
   
  APL 10 
    90 XP 
  Total Possible Experience  
   
  APL 4 
  675 XP 
   
  APL 6 
  900 XP 
   
  APL 8 
  1,125 XP 
   
  APL 10 
  1,350 XP 
  TREASURE SUMMARY 
  During an adventure, PCs encounter treasure, usually 
  finding it in the possession of their foes. Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s 
  treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the PCs cannot take 
  the time to loot the bodies, they do not gain this gold. If 
  you feel it is reasonable that PCs can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the 
  local watch, and so on), PCs may return to retrieve loot. If 
  the PCs do not loot the body, the gold piece value for the 
  loot is subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because PCs may want to use them during the adventure. 
  Many times PCs must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it. Other times they may attempt to use the item 
  blindly. If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of 
  the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a PCs total and coin value increase 
  at the end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
  Encounter Three: Old Friends 
  Loot the werecreatures. 
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  APL 4: L: 10 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 50 gp; C: 0 gp; M: potion of cure moderate 
  wounds, 25 gp per character. 
   
  APL 8: L: 100 gp; C: 0 gp; M: potions of cure 
  moderate wounds (2), 25 gp per character each.  
   
  APL 10: L: 201 gp; C: 0 gp; M: potions of cure 
  moderate wounds (4), 25 gp per character each. 
  Encounter Six: In the Frozen City 
  Take the gear from the looters. 
   
  APL 4: L: 49 gp; C: 0 gp; M: potion of cure light 
  wounds, 2 gp per character. 
   
  APL 6: L: 98 gp; C: 0 gp; M: potion of cure light 
  wounds, 2 gp per character. 
   
  APL 8: L: 98 gp; C: 0 gp; M: potion of cure light 
  wounds, 2 gp per character. 
   
  APL 10: L: 98 gp; C: 0 gp; M: potion of cure light 
  wounds, 2 gp per character. 
  Encounter Nine: The Endless Library 
  Loot Gurtom Starcheek. 
   
  APL 4: L: 208 gp; C: 8 gp; M: +1 chain shirt, 104 gp 
  per character, cloak of elemental protection, 83 gp per 
  character, potion of cure moderate wounds, 25 gp per 
  character, salve of minor spell resistance, 112 gp per 
  character, wand of false life, 105 gp per character. 
   
  APL 6: L: 208 gp; C: 8 gp; M: +1 chain shirt, 104 gp 
  per character, chasuble of fell power, 666 gp per 
  character, cloak of elemental protection, 83 gp per 
  character, potion of cure moderate wounds, 25 gp per 
  character, salve of minor spell resistance, 112 gp per 
  character, wand of false life, 105 gp per character. 
   
  APL 8: L: 208 gp; C: 8 gp; M: +1 chain shirt, 104 gp 
  per character, chasuble of fell power, 666 gp per 
  character, cloak of elemental protection, 83 gp per 
  character, potion of cure moderate wounds, 25 gp per 
  character, salve of minor spell resistance, 112 gp per 
  character, wand of false life, 105 gp per character. 
   
  APL 10: L: L: 208 gp; C: 8 gp; M: +1 chain shirt, 104 
  gp per character, chasuble of fell power, greater, 1500 gp 
  per character, cloak of elemental protection, 83 gp per 
  character, potion of cure moderate wounds, 25 gp per 
  character, salve of minor spell resistance, 112 gp per 
  character, wand of false life, 105 gp per character. 
  Maximum Possible Treasure 
   
  APL 4: 650 gp 
   
  APL 6: 900 gp 
   
  APL 8: 1,300 gp 
   
  APL 10: 2,300 gp 
  Special 
  Gnomish Spectacles Upgrade: Based on experiences in 
  this adventure, this PC may upgrade the Gnomish 
  Spectacles from VER6-02 Delve the Wizard’s Dungeon 
  with the following powers at the following cost after any 
  Verbobonc regional adventure: 
  � +2 Intelligence.  Cost: 1,500 gp; +1 to Ego score. 
   If this raises two attributes to 14 or more, the 
  spectacles gain the power of speech (Common, 
  Gnome and Dwarf) and 120 ft. low-light vision 
  and hearing. 
  � Protection from evil on the wearer 1/day.  1,000 
  gp; +1 to Ego score. 
  � Once per day, the PC can cast spiritual advisor 
  CC 
  as the spell (caster level equals character level). 
  Although the mechanics of the spell are 
  unchanged, the advisor is the spirit within the 
  spectacles.  16,000 gp; +2 to Ego score. 
  Metaorganizational Access: Members of the Wrinkle 
  Academy at the time of this adventure receive Frequency 
  [Regional] access to those items obtained in the Items 
  Found During the Adventure section. 
  A Loyal Companion? You have learned that Wee Jas 
  sent several of her agents to mortal wizards as familiars in 
  order to further her own designs.  Although your familiar 
  won’t admit to being a secret agent of the Stern Lady, you 
  have your suspicions.  Whenever your familiar is within 
  arm’s reach, in addition to the benefits of the Alertness 
  feat (as usual) you also gain a +2 insight bonus on all 
  saving throws against necromancy spells and effects and 
  death effects.  If you do not currently have a familiar, 
  cross out this entry.  
  Looted the Looters: You elected to keep some of the 
  treasure that was clearly looted from the citizenry of 
  Verbobonc City while they were incapacitated.  
  • 
  You spend 10 TU trying to avoid serious 
  punishment for a crime you did not commit. 
  • 
  You forfeit all gold earned for this adventure, 
  including any gold as a result of rewards from 
  other adventure records. 
  • 
  You receive -10 affiliation points if you are a 
  member of the Church of Heironeous, the 
  Church of Pelor, or the Church of Rao. This 
  increases to -20 affiliation points if you are a 
  member of the Church of Saint Cuthbert. 
  • 
  You receive -5 promotion points if you are a 
  member of the Mounted Borderers. 
  VER7-08 Race the Spirit’s Lightning 
   
  Page 28 
  
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Metaorganizational Access: Members of the Wrinkle 
  Academy may upgrade any of the items below from 
  Adventure access to Regional access. 
  Item Access 
  APL 4 
  � Cloak of elemental protection (Freq: Adventure, 
  MIC)  
  � Salve of minor spell resistance (Freq: Adventure, 
  MIC)  
  � Wand of false life (CL 3rd, 14 charges) (Freq: 
  Adventure, DMG, 1260 gp)  
  � Amber amulet of vermin (large monstrous 
  scorpion) (Freq: Adventure, MIC) 
  APL 6 (as APL 4 plus the following) 
  � Chasuble of fell power (Freq: Adventure, MIC)  
  APL 8 (as APL 4-6 plus the following) 
  � Amber amulet of vermin (giant stag beetle) 
  (Freq: Adventure, MIC) 
  APL 10 (as APL 4-8 plus the following) 
  � Chasuble 
  of 
  fell 
  power, 
  greater 
  (Freq: 
  Adventure, MIC)  
   
   
  VER7-08 Race the Spirit’s Lightning 
   
  Page 29 
  
  VER7-08 Race the Spirit’s Lightning 
   
  Page 30 
  APPENDIX 1: 
  APL 4 
  ENCOUNTER FOUR: THE OLD 
  STOMPING GROUNDS 
  V O I D M I N D  K O B O L D  M I N I O N 
  CR  2 
  Male and female kobold Warrior 4 
  LE Small humanoid (reptilian) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common, Draconic  
  AC 21, touch 13, flat-footed 19 
   (+1 size, +2 Dex, +3 armor, +5 natural) 
  hp 36 (4 HD); DR 5/magic 
  Immune ability damage, ability drain, acid, energy drain, 
  mind-affecting spells and abilities 
  SR 15 
  Fort +9, Ref +3, Will +0 
  Speed 30 ft. (6 squares) 
  Melee spear +7 (1d6+3/x3) and tentacle +7 (1d4+2 and 
  improved grab)  
  Ranged spear +7 (1d6+2/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with tentacle) 
  Base Atk +4; Grp +2 (+6 with tentacle) 
  Attack Options cone of slime 1/day (4d6 acid, Reflex 
  half and Fortitude partial, DC 15), constrict 1d4+3, 
  improved grab, mind flayer host (CL 8th: charm 
  monster (DC 17), detect thoughts (DC 15), levitate, 
  plane shift (DC 20), suggestion (DC 16)), sentient 
  tentacle 
  Abilities Str 14, Dex 15, Con 16, Int 10, Wis 8, Cha 7  
  SQ mind flayer host 
  Feats Ability Focus (cone of slime), Alertness, Combat 
  Reflexes, Great Fortitude, Improved Initiative 
  Skills Bluff +2, Craft (trapmaking) +2, Escape Artist +5, 
  Hide +5, Intimidate +2, Listen +1, Move Silently +3, 
  Profession (miner) +1, Search +2, Spot +2, Survival 
  +2 
  Possessions studded leather armor, three spears, 
  ragged clothes  
  Cone of Slime (Su) Once per day, a voidmind kobold 
  can spray forth a 30-foot cone of slime from inside its 
  skull that deals 4d6 points of acid damage (Reflex DC 
  15 half).  Any creature damaged by the slime takes a 
  –2 penalty on Will saves and is sunned for 1d4+1 
  rounds (Fortitude DC 15 negates the stunned effect). 
   The save DCs are Constitution-based.  
  Constrict (Ex) A voidmind kobold deals 1d4+3 points of 
  damage with a successful grapple check while 
  grappling with its tentacle.  
  Improved Grab (Ex) To use this ability, a voidmind 
  kobold must hit a Small or smaller creature with its 
  tentacle attack.  It can then start a grapple as a free 
  action without provoking attacks of opportunity.  A 
  voidmind kobold has a +4 racial bonus on grapple 
  checks made with its tentacle.  If it wins the grapple 
  check, it establishes a hold and can constrict.  
  Sentient Tentacle (Ex) A voidmind kobold’s tentacle 
  attacks of its own accord.  The creature can direct it 
  to attack certain targets, but the psionic nature of the 
  tentacle enables it to flex and move in combat without 
  hindering the creature’s other combat abilities.  A 
  voidmind kobold that has successfully grappled a 
  creature with its tentacle can attack another creature 
  at no penalty, as long as that creature is within 10 
  feet. 
  Mind Flayer Host (Su) A voidmind kobold’s mind flayer 
  master, Lorsch, is instantly aware if the creature 
  takes any damage, wanders out of the range of his 
  control (5 miles), or is the target of any magic. Also 
  as a result of this bond, Lorsch can, as a standard 
  action, see and hear through the eyes and ears of his 
  bonded kobold to a range of 5 miles. Maintaining this 
  link requires Lorsch to concentrate, but Lorsch 
  remains aware of its surroundings and can move 
  normally.  Finally, Lorsch can take control of the 
  voidmind kobold at will, as the dominate monster 
  spell (no save).  While controlling the voidmind 
  kobold in this fashion, Lorsch can manifest his own 
  innate psionic abilities through the voidmind kobold 
  as though the creature were manifesting the ability 
  itself.  Any of Lorsch’s psionic powers used in this 
  fashion can target or affect creatures within range, 
  line of sight, and line of effect to the voidmind 
  creature.  So, for example, Lorsch can use plane shift 
  to send the voidmind kobold to another plan, or it 
  could send itself to another plane.  Likewise, Lorsch 
  could use suggestion on a target it sees through the 
  eyes of the voidmind kobold. 
   
  ENCOUNTER SIX: IN THE FROZEN CITY 
  E V AN  C AR I S O N 
  CR  3 
  Male human Hexblade 3 
  CE Medium humanoid (human) 
  Init +5; Senses Listen -1, Spot -1 
  Languages Common  
  AC 17, touch 11, flat-footed 16 
   (+1 Dex, +4 armor, +2 shield) 
  hp 25 (3 HD) 
  Fort +2 (+4 vs. spells and spell-like effects), Ref +1 (+3 
  vs. spells and spell-like effects), Will +2 (+4 vs. spells 
  and spell-like effects); mettle 
  Speed 30 ft. (6 squares) 
  Melee masterwork bastard sword +6 (1d10+2/19-20) 
  Ranged dagger +4 (1d4+2/19-20) 
  Base Atk +3; Grp +5 
  Attack Options hexblade’s curse 1/day (Will negates, 
  DC 13) 
  Combat Gear potion of cure light wounds, alchemist’s 
  fire, tanglefoot bag 
  Abilities Str 14, Dex 13, Con 12, Int 10, Wis 8, Cha 15  
  SQ arcane resistance, mettle 
  Feats Exotic Weapon Proficiency (bastard sword), 
  Improved Initiative, Shield Proficiency  
  
  Skills Bluff +8, Intimidate +8, Knowledge (arcana) +3, 
  Spellcraft +3 
  Possessions combat gear plus chain shirt, heavy 
  wooden shield, masterwork bastard sword, daggers 
  (2), traveler’s outfit, various goods looted from the 
  immobilized citizens of Verbobonc City  
  Arcane Resistance (Su) A hexblade adds his Charisma 
  bonus (minimum +1) to saving throws against spells 
  and spell-like effects.  
  Hexblade’s Curse (Su) Once per day, as a free action, 
  a hexblade can unleash a curse upon a foe.  The 
  target must be visible to the hexblade and within 60 
  feet.  The target of a hexblade’s curse takes a –2 
  penalty on attacks, saves, ability check, skill checks, 
  and weapon damage rolls fro 1 hour thereafter.  A 
  successful Will save (DC 10 + 1/2 hexblade’s class 
  level + hexblade’s Cha modifier) negates the effect.  
  Any effect that dispels a curse eliminates the effects 
  of a hexblade’s curse.  
  Mettle (Ex) If a hexblade makes a successful Will or 
  Fortitude save against an attack that normally would 
  have a lesser effect on a successful save (such as 
  any spell with an entry of Will half or Fortitude partial), 
  he instead completely negates the effect.  An 
  unconscious or sleeping hexblade does not gain the 
  benefit of mettle.  
   
  L O O T E R S 
  CR  1/2 
  Male human Warrior 1 
  NE Medium humanoid (human) 
  Init +1; Senses Listen -1, Spot -1 
  Languages Common  
  AC 14, touch 11, flat-footed 13 
   (+1 Dex, +3 armor) 
  hp 8 (1 HD) 
  Fort +2, Ref +1, Will +1  
  Speed 30 ft. (6 squares) 
  Melee heavy flail +2 (1d10+1/19-20) 
  Ranged dagger +2 (1d4+1/19-20) 
  Base Atk +1; Grp +2 
  Combat Gear alchemist’s fire 
  Abilities Str 12, Dex 13, Con 11, Int 8, Wis 9, Cha 10  
  Feats Iron Will, Toughness  
  Skills Intimidate +4, Knowledge (local: VTF) +1 
  Possessions studded leather armor, heavy flail, 
  dagger, various goods looted from the immobilized 
  citizens of Verbobonc City  
   
  ENCOUNTER NINE: THE ENDLESS 
  LIBRARY 
  G U R T O M  S T AR C H E E K 
  CR  6 
  Male halfling warlock 6 
  CN Small humanoid (halfling) 
  Init +8; Senses darkvision 60 ft., see invisibility, see 
  normally in darkness, Listen +2, Spot +0 
  Languages Common, Draconic, Halfling  
  AC 19, touch 15, flat-footed 15, entropic warding 
   (+1 size, +4 Dex, +4 armor) 
  hp 38 (6 HD); DR 1/cold iron 
  Fort +6, Ref +8, Will +7 (+9 against fear)  
  Speed 20 ft. (4 squares) 
  Ranged eldritch blast +9 touch (3d6 plus 2d6 acid, fire 
  or cold 3/day; see gloves of eldritch admixture) 
  Melee dagger +4 (1d3-1/19-20) 
  Base Atk +4; Grp -1 
  Atk Options maximize spell-like ability 3/day, entropic 
  warding, flee the scene 
  Combat Gear cloak of elemental protection*, gloves of 
  eldritch admixture*, potion of cure moderate wounds 
  Abilities Str 8, Dex 18, Con 14, Int 12, Wis 10, Cha 14  
  SQ detect magic, deceive item 
  Feats Extra Invocation (beguiling influence), Improved 
  Initiative, Maximize Spell-Like Ability 
  Skills  Bluff +15, Climb +1, Concentration +6, 
  Diplomacy +12, Disguise +2 (+4 to act in character), 
  Hide +7, Intimidate +10, Jump +1, Listen +2, Move 
  Silently +5, Sense Motive +5, Use Magic Device +11 
  (may always take 10) 
  Possessions combat gear plus +1 chain shirt, amber 
  amulet of vermin* (large monstrous scorpion), wand 
  of false life (15 charges), salve of minor spell 
  resistance (2), dagger, traveler’s outfit, 45 gp 
  Spell-Like Abilities (CL 6th): 
   
  At will—detect magic  
  Invocations (Sp): A warlock does not prepare or cast 
  spells as other wielders of arcane magic do.  Instead, 
  he possesses a repertoire of attacks, defenses and 
  abilities known as invocations that require him to 
  focus the wild energy that suffuses his soul.  A 
  warlock can use any invocation he knows at will, with 
  the following qualifications: 
   
  A warlock’s invocations are spell-like abilities; using 
  an invocation is therefore a standard action that 
  provokes attacks of opportunity.  An invocation can 
  be disrupted, just as a spell can be ruined during 
  casting.  A warlock is entitled to a Concentration 
  check to successfully use an invocation if he is hit by 
  an attack while invoking, just as a spellcaster would 
  be.  A warlock can choose to use an invocation 
  defensively, by making a successful Concentration 
  check, to avoid provoking attacks of opportunity.  A 
  warlock’s invocations are subject to spell resistance 
  unless an invocation’s spell description specifically 
  states otherwise.  A warlock’s caster level with his 
  invocations is equal to his warlock level. 
   
  The save DC for an invocation (if it allows a save) is 
  10 + equivalent spell level + the warlock’s Charisma 
  modifier. 
   
  Finally, unlike other spell-like abilities, invocations 
  are subject to arcane spell failure chance.  Because 
  the somatic components required for warlock 
  invocations are relatively simple, a warlock can use 
  any of his invocations while wearing light armor 
  without incurring the normal arcane spell failure 
  chance. 
   
  Beguiling Influence (Sp): You can invoke this 
  ability to beguile and bewitch your foes.  You gain a 
  +6 bonus on Bluff, Diplomacy and Intimidate checks 
  for a period of 24 hours. 
  VER7-08 Race the Spirit’s Lightning 
   
  Page 31 
  
  VER7-08 Race the Spirit’s Lightning 
   
  Page 32 
   
  Eldritch Blast (Sp): The first ability a warlock 
  learns is eldritch blast.  A warlock attacks his foes 
  with eldritch power, using baleful magical energy to 
  deal damage and sometimes impart other debilitating 
  effects. 
   
  An eldritch blast is a ray with a range of 60 feet.  It 
  is a ranged touch attack that affects a single target, 
  allowing no saving throw.  An eldritch blast deals 1d6 
  points of damage at 1st level and increases in power 
  as the warlock rises in level.  An eldritch blast is the 
  equivalent of a 1st level spell. 
   
  An eldritch blast is subject to spell resistance, 
  although the Spell Penetration feat and other effects 
  that improve caster level checks to overcome spell 
  resistance also apply to eldritch blast.  An eldritch 
  blast deals half damage to objects.  Metamagic feats 
  cannot improve a warlock’s eldritch blast (because it 
  is a spell-like ability, not a spell).  However, the feat 
  Ability Focus (eldritch blast) increases the DC for all 
  saving throws (if any) associated with a warlock’s 
  eldritch blast by 2. 
   
  Devil’s Sight (Sp): You gain the visual acuity of a 
  devil for 24 hours. You can see normally in darkness 
  and magical darkness out to 30 feet. 
   
  Entropic Warding (Sp): When this invocation is 
  activated, chaotic energies swirl about you, deflecting 
  incoming arrows, rays and other ranged attacks (as 
  entropic shield).  You leave no trail (as pass without 
  trace) and cannot be tracked by scent.  (You can still 
  be detected normally by scent, just not tracked.) 
   
  Flee the Scene (Sp): You can use dimension door 
  as a spell-like ability, although the range is limited to 
  short (25 ft. + 5 ft./2 levels).  When you use this 
  ability, you leave behind a major image of yourself in 
  your place that lasts for 1 round.  The image reacts 
  appropriately to attacks as if you were concentrating 
  on it. 
   
  See the Unseen (Sp): When you use this 
  invocation you can activate great powers of vision, 
  allowing you to see invisible creatures and objects 
  (as see invisibility).  You also gain darkvision out to 
  60 feet for a period of 24 hours. 
  Detect magic (Sp): Beginning at 2nd level, a warlock 
  can use detect magic as the spell at will.  His caster 
  level equals his class level. 
  Damage Reduction (Su): Fortified by the supernatural 
  power flowing in his body, a warlock becomes 
  resistant to physical attacks at 3rd level and above, 
  gaining damage reduction 1/cold iron.  At 7th level 
  and every four levels thereafter, a warlock’s damage 
  reduction improves by 1. 
  Deceive Item (Ex): At 4th level and higher, a warlock 
  has the ability to more easily commandeer magic 
  items made for the use of other PCs.  When making 
  a Use Magic Device check, a warlock can take 10, 
  even if distracted or threatened. 
  * See Appendix 2: New Rules Items 
   
   
  
  APL 6 
  ENCOUNTER FOUR: THE OLD 
  STOMPING GROUNDS 
  V O I D M I N D  K O B O L D  M I N I O N 
  CR  2 
  Male and female kobold Warrior 4 
  LE Small humanoid (reptilian) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common, Draconic  
  AC 22, touch 13, flat-footed 20 
   (+1 size, +2 Dex, +4 armor, +5 natural) 
  hp 36 (4 HD); DR 5/magic 
  Immune ability damage, ability drain, acid, energy drain, 
  mind-affecting spells and abilities 
  SR 15 
  Fort +9, Ref +3, Will +0 
  Speed 30 ft. (6 squares) 
  Melee spear +8 (1d6+3/x3) and tentacle +7 (1d4+2 and 
  improved grab)  
  Ranged spear +8 (1d6+2/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with tentacle) 
  Base Atk +4; Grp +2 (+6 with tentacle) 
  Attack Options cone of slime 1/day (4d6 acid, Ref half 
  and Fort partial, DC 15), constrict 1d4+3, improved 
  grab, mind flayer host (CL 8th: charm monster (DC 
  17), detect thoughts (DC 15), levitate, plane shift (DC 
  20), suggestion (DC 16)), sentient tentacle 
  Abilities Str 14, Dex 15, Con 16, Int 10, Wis 8, Cha 7  
  SQ mind flayer host 
  Feats Ability Focus (cone of slime), Alertness, Combat 
  Reflexes, Great Fortitude, Improved Initiative 
  Skills Bluff +2, Craft (trapmaking) +2, Escape Artist +5, 
  Hide +5, Intimidate +2, Listen +1, Move Silently +3, 
  Profession (miner) +1, Search +2, Spot +2, Survival 
  +2 
  Possessions masterwork chain shirt, three masterwork 
  spears, ragged clothes  
  Cone of Slime (Su) Once per day, a voidmind kobold 
  can spray forth a 30-foot cone of slime from inside its 
  skull that deals 4d6 points of acid damage (Reflex DC 
  15 half).  Any creature damaged by the slime takes a 
  –2 penalty on Will saves and is sunned for 1d4+1 
  rounds (Fortitude DC 15 negates the stunned effect). 
   The save DCs are Constitution-based.  
  Constrict (Ex) A voidmind kobold deals 1d4+3 points of 
  damage with a successful grapple check while 
  grappling with its tentacle.  
  Improved Grab (Ex) To use this ability, a voidmind 
  kobold must hit a Small or smaller creature with its 
  tentacle attack.  It can then start a grapple as a free 
  action without provoking attacks of opportunity.  A 
  voidmind kobold has a +4 racial bonus on grapple 
  checks made with its tentacle.  If it wins the grapple 
  check, it establishes a hold and can constrict.  
  Sentient Tentacle (Ex) A voidmind kobold’s tentacle 
  attacks of its own accord.  The creature can direct it 
  to attack certain targets, but the psionic nature of the 
  tentacle enables it to flex and move in combat without 
  hindering the creature’s other combat abilities.  A 
  voidmind kobold that has successfully grappled a 
  creature with its tentacle can attack another creature 
  at no penalty, as long as that creature is within 10 
  feet. 
  Mind Flayer Host (Su) A voidmind kobold’s mind flayer 
  master, Lorsch, is instantly aware if the creature 
  takes any damage, wanders out of the range of his 
  control (5 miles), or is the target of any magic. Also 
  as a result of this bond, Lorsch can, as a standard 
  action, see and hear through the eyes and ears of his 
  bonded kobold to a range of 5 miles. Maintaining this 
  link requires Lorsch to concentrate, but Lorsch 
  remains aware of its surroundings and can move 
  normally.  Finally, Lorsch can take control of the 
  voidmind kobold at will, as the dominate monster 
  spell (no save).  While controlling the voidmind 
  kobold in this fashion, Lorsch can manifest his own 
  innate psionic abilities through the voidmind kobold 
  as though the creature were manifesting the ability 
  itself.  Any of Lorsch’s psionic powers used in this 
  fashion can target or affect creatures within range, 
  line of sight, and line of effect to the voidmind 
  creature.  So, for example, Lorsch can use plane shift 
  to send the voidmind kobold to another plan, or it 
  could send itself to another plane.  Likewise, Lorsch 
  could use suggestion on a target it sees through the 
  eyes of the voidmind kobold. 
   
  ENCOUNTER THREE: OLD FRIENDS 
  W E R E  D I RE  W O L F  (H Y B R I D  F O R M) 
  CR  5 
  Male human were dire wolf barbarian 1 
  CE Large humanoid (human, shapechanger) 
  Init +7; Senses low-light vision, scent, Listen +8, Spot 
  +9 
  Languages Common  
  AC 21, touch 12, flat-footed 18 
   (-1 size, +3 Dex, +4 armor, +5 natural armor) 
  hp 72 (7 HD); DR 10/silver 
  Fort +12, Ref +8, Will +9  
  Speed 40 ft. (8 squares) 
  Melee masterwork greatsword +14 (3d6+13/19-20) and 
  bite +9 (1d8+4) 
  Ranged javelin +7 (1d8+10) 
  Base Atk +5; Grp +18 
  Atk Options Curse of lycanthropy, Power Attack, rage 
  1/day 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 29, Dex 17, Con 20, Int 10, Wis 14, Cha 8  
  SQ Alternate form, fast movement, wolf empathy 
  Feats Alertness, Improved Initiative, Iron Will, Power 
  Attack, Run, Track, Weapon Focus (bite)  
  Skills Climb +14, Hide +7, Intimidate +1, Jump +13, 
  Listen +8, Move Silently +7, Spot +9, Survival +11, 
  Swim +11 
  Possessions combat gear plus masterwork greatsword, 
  masterwork chain shirt, 3 javelins 
  Alternate Form (Su) A were dire wolf can assume a 
  human form or the form of a dire wolf. 
  VER7-08 Race the Spirit’s Lightning 
   
  Page 33 
  
  Curse of Lycanthropy (Su) Fort DC 15 or contract 
  lycanthropy. 
  Rage (Ex) while raging, the were dire wolf’s stats 
  change as follows: 
   
  AC 19, touch 10, flat-footed 16 
   
  hp 86 
   
  Fort +14, Will +11 
   
  Melee* masterwork greatsword +13 (3d6+22/19-20) 
  and bite +8 (1d8+8) 
   
  Ranged javelin +7 (1d8+11) 
   
  Grp +20 
   
  Abilities Str 33, Con 24 
   
  Skills Climb +16, Jump +16, Swim +13 
   
  *3-point Power Attack 
  ENCOUNTER SIX: IN THE FROZEN CITY 
  E V AN  C ARI S O N 
  CR  5 
  Male human Hexblade 3/Rogue 2 
  CE Medium humanoid (human) 
  Init +5; Senses Listen +3, Spot +3 
  Languages Common  
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +4 armor, +2 shield) 
  hp 35 (5 HD) 
  Fort +2 (+4 vs. spells and spell-like effects), Ref +4 (+6 
  vs. spells and spell-like effects), Will +2 (+4 vs. spells 
  and spell-like effects); evasion, mettle 
  Speed 30 ft. (6 squares) 
  Melee masterwork bastard sword +7 (1d10+2/19-20) 
  Ranged dagger +6 (1d4+2/19-20) 
  Base Atk +4; Grp +6 
  Attack Options hexblade’s curse 1/day (Will negates, 
  DC 13), sneak attack +1d6 
  Combat Gear potion of cure light wounds, alchemist’s 
  fire, tanglefoot bag 
  Abilities Str 14, Dex 14, Con 12, Int 10, Wis 8, Cha 15  
  SQ arcane resistance, evasion, mettle, trapfinding 
  Feats Exotic Weapon Proficiency (bastard sword), 
  Improved Initiative, Shield Proficiency  
  Skills Bluff +8, Gather Information +4, Intimidate +8, 
  Listen +3, Knowledge (arcana) +3, Knowledge (local: 
  VTF) +4, Search +4, Spellcraft +3, Spot +3 
  Possessions combat gear plus masterwork chain shirt, 
  heavy wooden shield, masterwork bastard sword, 
  daggers (2), traveler’s outfit, various goods looted 
  from the immobilized citizens of Verbobonc City  
  Arcane Resistance (Su) A hexblade adds his Charisma 
  bonus (minimum +1) to saving throws against spells 
  and spell-like effects.  
  Hexblade’s Curse (Su) Once per day, as a free action, 
  a hexblade can unleash a curse upon a foe.  The 
  target must be visible to the hexblade and within 60 
  feet.  The target of a hexblade’s curse takes a –2 
  penalty on attacks, saves, ability check, skill checks, 
  and weapon damage rolls fro 1 hour thereafter.  A 
  successful Will save (DC 10 + 1/2 hexblade’s class 
  level + hexblade’s Cha modifier) negates the effect.  
  Any effect that dispels a curse eliminates the effects 
  of a hexblade’s curse.  
  Mettle (Ex) If a hexblade makes a successful Will or 
  Fortitude save against an attack that normally would 
  have a lesser effect on a successful save (such as 
  any spell with an entry of Will half or Fortitude partial), 
  he instead completely negates the effect.  An 
  unconscious or sleeping hexblade does not gain the 
  benefit of mettle.  
   
  L O O T E R S 
  CR  1 
  Male human swashbuckler 1 
  NE Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 15 (1 HD) 
  Fort +4, Ref +2, Will -1 
  Speed 30 ft. (6 squares) 
  Melee rapier +4 (1d6+1/18-20) 
  Ranged dagger +3 (1d4+1)  
  Base Atk +1; Grp +2 
  Combat Gear tanglefoot bag 
  Abilities Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10  
  Feats Toughness, Weapon FinesseB, Weapon Focus 
  (rapier)  
  Skills  Bluff +4, Jump +4, Sense Motive +5, Tumble +5 
  Possessions combat gear plus studded leather armor, 
  rapier, dagger, various goods looted from the 
  immobilized citizens of Verbobonc City 
   
  ENCOUNTER NINE: THE ENDLESS 
  LIBRARY 
  G U R T O M  S T AR C H E E K 
  CR  8 
  Male halfling warlock 8 
  CN Small humanoid (halfling) 
  Init +8; Senses darkvision 60 ft., see invisibility, see 
  normally in darkness, Listen +2, Spot +0 
  Languages Common, Draconic, Halfling  
  AC 19, touch 15, flat-footed 15, entropic warding 
   (+1 size, +4 Dex, +4 armor) 
  hp 50 (8 HD); DR 2/cold iron 
  Fort +6, Ref +8, Will +9 (+11 against fear)  
  Speed 20 ft. (4 squares), fly 20 ft. (good) 
  Ranged eldritch blast +11 touch (5d6 plus 2d6 acid, fire 
  or cold 3/day; see gloves of eldritch admixture) 
  Melee dagger +6/+1 (1d3-1/19-20) 
  Base Atk +6; Grp +1 
  Atk Options maximize spell-like ability 3/day, entropic 
  warding, flee the scene, fiendish resilience 1 
  Combat Gear cloak of elemental protection*, gloves of 
  eldritch admixture*, elemental gem (brown), potion of 
  cure moderate wounds 
  Abilities Str 8, Dex 18, Con 14, Int 12, Wis 10, Cha 15  
  SQ detect magic, deceive item 
  Feats Extra Invocation (beguiling influence), Improved 
  Initiative, Maximize Spell-Like Ability 
  Skills  Bluff +15, Climb +1, Concentration +12, 
  Diplomacy +12, Disguise +2 (+4 to act in character), 
  Hide +7, Intimidate +10, Jump +1, Listen +2, Move 
  VER7-08 Race the Spirit’s Lightning 
   
  Page 34 
  
  VER7-08 Race the Spirit’s Lightning 
   
  Page 35 
  Silently +5, Sense Motive +5, Use Magic Device +11 
  (may always take 10) 
  Possessions combat gear plus +1 chain shirt, amber 
  amulet of vermin* (large monstrous scorpion), wand 
  of false life (15 charges), chasuble of fell power*, 
  salve of minor spell resistance (2), dagger, traveler’s 
  outfit, 45 gp 
  Spell-Like Abilities (CL 6th): 
   
  At will—detect magic  
  Invocations (Sp): A warlock does not prepare or cast 
  spells as other wielders of arcane magic do.  Instead, 
  he possesses a repertoire of attacks, defenses and 
  abilities known as invocations that require him to 
  focus the wild energy that suffuses his soul.  A 
  warlock can use any invocation he knows at will, with 
  the following qualifications: 
   
  A warlock’s invocations are spell-like abilities; using 
  an invocation is therefore a standard action that 
  provokes attacks of opportunity.  An invocation can 
  be disrupted, just as a spell can be ruined during 
  casting.  A warlock is entitled to a Concentration 
  check to successfully use an invocation if he is hit by 
  an attack while invoking, just as a spellcaster would 
  be.  A warlock can choose to use an invocation 
  defensively, by making a successful Concentration 
  check, to avoid provoking attacks of opportunity.  A 
  warlock’s invocations are subject to spell resistance 
  unless an invocation’s spell description specifically 
  states otherwise.  A warlock’s caster level with his 
  invocations is equal to his warlock level. 
   
  The save DC for an invocation (if it allows a save) is 
  10 + equivalent spell level + the warlock’s Charisma 
  modifier. 
   
  Finally, unlike other spell-like abilities, invocations 
  are subject to arcane spell failure chance.  Because 
  the somatic components required for warlock 
  invocations are relatively simple, a warlock can use 
  any of his invocations while wearing light armor 
  without incurring the normal arcane spell failure 
  chance. 
   
  Beguiling Influence (Sp): You can invoke this 
  ability to beguile and bewitch your foes.  You gain a 
  +6 bonus on Bluff, Diplomacy and Intimidate checks 
  for a period of 24 hours. 
   
  Eldritch Blast (Sp): The first ability a warlock 
  learns is eldritch blast.  A warlock attacks his foes 
  with eldritch power, using baleful magical energy to 
  deal damage and sometimes impart other debilitating 
  effects. 
   
  An eldritch blast is a ray with a range of 60 feet.  It 
  is a ranged touch attack that affects a single target, 
  allowing no saving throw.  An eldritch blast deals 1d6 
  points of damage at 1st level and increases in power 
  as the warlock rises in level.  An eldritch blast is the 
  equivalent of a 1st level spell. 
   
  An eldritch blast is subject to spell resistance, 
  although the Spell Penetration feat and other effects 
  that improve caster level checks to overcome spell 
  resistance also apply to eldritch blast.  An eldritch 
  blast deals half damage to objects.  Metamagic feats 
  cannot improve a warlock’s eldritch blast (because it 
  is a spell-like ability, not a spell).  However, the feat 
  Ability Focus (eldritch blast) increases the DC for all 
  saving throws (if any) associated with a warlock’s 
  eldritch blast by 2. 
   
  Devil’s Sight (Sp): You gain the visual acuity of a 
  devil for 24 hours. You can see normally in darkness 
  and magical darkness out to 30 feet. 
   
  Entropic Warding (Sp): When this invocation is 
  activated, chaotic energies swirl about you, deflecting 
  incoming arrows, rays and other ranged attacks (as 
  entropic shield).  You leave no trail (as pass without 
  trace) and cannot be tracked by scent.  (You can still 
  be detected normally by scent, just not tracked.) 
   
  Fell Flight (Sp): When you use this invocation, the 
  powers of darkness bear you aloft as you sprout a 
  streaming, winglike cape of shadows.  You can fly at 
  a speed equal to your land speed with good 
  maneuverability for 24 hours. 
   
  Flee the Scene (Sp): You can use dimension door 
  as a spell-like ability, although the range is limited to 
  short (25 ft. + 5 ft./2 levels).  When you use this 
  ability, you leave behind a major image of yourself in 
  your place that lasts for 1 round.  The image reacts 
  appropriately to attacks as if you were concentrating 
  on it. 
   
  See the Unseen (Sp): When you use this 
  invocation you can activate great powers of vision, 
  allowing you to see invisible creatures and objects 
  (as see invisibility).  You also gain darkvision out to 
  60 feet for a period of 24 hours. 
  Detect magic (Sp): Beginning at 2nd level, a warlock 
  can use detect magic as the spell at will.  His caster 
  level equals his class level. 
  Damage Reduction (Su): Fortified by the supernatural 
  power flowing in his body, a warlock becomes 
  resistant to physical attacks at 3rd level and above, 
  gaining damage reduction 1/cold iron.  At 7th level 
  and every four levels thereafter, a warlock’s damage 
  reduction improves by 1. 
  Deceive Item (Ex): At 4th level and higher, a warlock 
  has the ability to more easily commandeer magic 
  items made for the use of other PCs.  When making 
  a Use Magic Device check, a warlock can take 10, 
  even if distracted or threatened. 
  Fiendish Resilience (Su): Beginning at 8th level, a 
  warlock knows the trick of fiendish resilience.  Once 
  per day as a free action, he can enter a state that 
  lasts for 2 minutes.  While in this state, the warlock 
  gains fast healing 1. 
  * See Appendix 2: New Rules Items 
  
  APL 8 
  ENCOUNTER FOUR: THE OLD 
  STOMPING GROUNDS 
  V O I D M I N D  K O B O L D  M I N I O N 
  CR  2 
  Male and female kobold Warrior 4 
  LE Small humanoid (reptilian) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common, Draconic  
  AC 22, touch 13, flat-footed 20 
   (+1 size, +2 Dex, +4 armor, +5 natural) 
  hp 40 (4 HD); DR 5/magic 
  Immune ability damage, ability drain, acid, energy drain, 
  mind-affecting spells and abilities 
  SR 15 
  Fort +10, Ref +3, Will +0 
  Speed 30 ft. (6 squares) 
  Melee spear +8 (1d6+3/x3) and tentacle +7 (1d4+2 and 
  improved grab)  
  Ranged spear +8 (1d6+2/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with tentacle) 
  Base Atk +4; Grp +2 (+6 with tentacle) 
  Attack Options cone of slime 1/day (4d6 acid, Ref half 
  and Fort partial, DC 16), constrict 1d4+3, improved 
  grab, mind flayer host (CL 8th: charm monster (DC 
  17), detect thoughts (DC 15), levitate, plane shift (DC 
  20), suggestion (DC 16)), sentient tentacle 
  Abilities Str 14, Dex 15, Con 18, Int 10, Wis 8, Cha 7  
  SQ mind flayer host 
  Feats Ability Focus (cone of slime), Alertness, Combat 
  Reflexes, Great Fortitude, Improved Initiative 
  Skills Bluff +2, Craft (trapmaking) +2, Escape Artist +5, 
  Hide +5, Intimidate +2, Listen +1, Move Silently +3, 
  Profession (miner) +1, Search +2, Spot +2, Survival 
  +2 
  Possessions masterwork chain shirt, three masterwork 
  spears, amulet of health +2, ragged clothes  
  Cone of Slime (Su) Once per day, a voidmind kobold 
  can spray forth a 30-foot cone of slime from inside its 
  skull that deals 4d6 points of acid damage (Reflex DC 
  16 half).  Any creature damaged by the slime takes a 
  –2 penalty on Will saves and is sunned for 1d4+1 
  rounds (Fortitude DC 16 negates the stunned effect). 
   The save DCs are Constitution-based.  
  Constrict (Ex) A voidmind kobold deals 1d4+3 points of 
  damage with a successful grapple check while 
  grappling with its tentacle.  
  Improved Grab (Ex) To use this ability, a voidmind 
  kobold must hit a Small or smaller creature with its 
  tentacle attack.  It can then start a grapple as a free 
  action without provoking attacks of opportunity.  A 
  voidmind kobold has a +4 racial bonus on grapple 
  checks made with its tentacle.  If it wins the grapple 
  check, it establishes a hold and can constrict.  
  Sentient Tentacle (Ex) A voidmind kobold’s tentacle 
  attacks of its own accord.  The creature can direct it 
  to attack certain targets, but the psionic nature of the 
  tentacle enables it to flex and move in combat without 
  hindering the creature’s other combat abilities.  A 
  voidmind kobold that has successfully grappled a 
  creature with its tentacle can attack another creature 
  at no penalty, as long as that creature is within 10 
  feet. 
  Mind Flayer Host (Su) A voidmind kobold’s mind flayer 
  master, Lorsch, is instantly aware if the creature 
  takes any damage, wanders out of the range of his 
  control (5 miles), or is the target of any magic. Also 
  as a result of this bond, Lorsch can, as a standard 
  action, see and hear through the eyes and ears of his 
  bonded kobold to a range of 5 miles. Maintaining this 
  link requires Lorsch to concentrate, but Lorsch 
  remains aware of its surroundings and can move 
  normally.  Finally, Lorsch can take control of the 
  voidmind kobold at will, as the dominate monster 
  spell (no save).  While controlling the voidmind 
  kobold in this fashion, Lorsch can manifest his own 
  innate psionic abilities through the voidmind kobold 
  as though the creature were manifesting the ability 
  itself.  Any of Lorsch’s psionic powers used in this 
  fashion can target or affect creatures within range, 
  line of sight, and line of effect to the voidmind 
  creature.  So, for example, Lorsch can use plane shift 
  to send the voidmind kobold to another plan, or it 
  could send itself to another plane.  Likewise, Lorsch 
  could use suggestion on a target it sees through the 
  eyes of the voidmind kobold. 
   
  ENCOUNTER THREE: OLD FRIENDS 
  W E R E  D I RE  W O L F  (H Y B R I D  F O R M) 
  CR  6 
  Male human were dire wolf barbarian 2 
  CE Large humanoid (human, shapechanger) 
  Init +7; Senses low-light vision, scent, Listen +9, Spot 
  +9 
  Languages Common  
  AC 21, touch 12, flat-footed 18; uncanny dodge 
   (-1 size, +3 Dex, +4 armor, +5 natural armor) 
  hp 83 (8 HD); DR 10/silver 
  Fort +13, Ref +8, Will +9  
  Speed 40 ft. (8 squares) 
  Melee masterwork greatsword +16/+11 (3d6+15/19-20) 
  and bite +11 (1d8+5) 
  Ranged javelin +8 (1d8+10) 
  Base Atk +6; Grp +20 
  Atk Options Curse of lycanthropy, Power Attack, rage 
  1/day 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 30, Dex 17, Con 20, Int 10, Wis 14, Cha 8  
  SQ Alternate form, fast movement, uncanny dodge, wolf 
  empathy 
  Feats Alertness, Improved Initiative, Iron Will, Power 
  Attack, Run, Track, Weapon Focus (bite)  
  Skills Climb +15, Hide +7, Intimidate +1, Jump +14, 
  Listen +9, Move Silently +7, Spot +9, Survival +12, 
  Swim +11 
  Possessions combat gear plus masterwork greatsword, 
  masterwork chain shirt, 3 javelins 
  VER7-08 Race the Spirit’s Lightning 
   
  Page 36 
  
  Alternate Form (Su) A were dire wolf can assume a 
  human form or the form of a dire wolf. 
  Curse of Lycanthropy (Su) Fort DC 15 or contract 
  lycanthropy. 
  Rage (Ex) while raging, the were dire wolf’s stats 
  change as follows: 
   
  AC 19, touch 10, flat-footed 16 
   
  hp 99 
   
  Fort +15, Will +11 
   
  Melee* 
  masterwork 
  greatsword 
  +15/+10 
  (3d6+24/19-20) and bite +10 (1d8+9) 
   
  Ranged javelin +8 (1d8+10) 
   
  Grp +22 
   
  Abilities Str 34, Con 24 
   
  Skills Climb +17, Jump +17, Swim +15 
   
  *3-point Power Attack 
  ENCOUNTER SIX: IN THE FROZEN CITY 
  E V AN  C ARI S O N 
  CR  7 
  Male human Hexblade 4/Rogue 3 
  CE Medium humanoid (human) 
  Init +5; Senses Listen +7, Spot +7 
  Languages Common  
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +4 armor, +2 shield) 
  hp 47 (7 HD) 
  Fort +3 (+5 vs. spells and spell-like effects), Ref +6 (+8 
  vs. spells and spell-like effects), Will +4 (+6 vs. spells 
  and spell-like effects); evasion, mettle 
  Speed 30 ft. (6 squares) 
  Melee masterwork bastard sword +9/+4 (1d10+2/19-20) 
  Ranged dagger +8 (1d4+2/19-20) 
  Base Atk +6; Grp +8 
  Attack Options hexblade’s curse 1/day (Will negates, 
  DC 16), sneak attack +2d6 
  Combat Gear potion of cure light wounds, alchemist’s 
  fire, tanglefoot bag 
  Abilities Str 14, Dex 14, Con 12, Int 10, Wis 8, Cha 15  
  SQ arcane resistance, evasion, mettle, summon familiar 
  (weasel), trapfinding, trap sense +1 
  Feats Ability Focus (hexblade’s curse), AlertnessB, 
  Exotic 
  Weapon 
  Proficiency 
  (bastard 
  sword), 
  Improved Initiative, Shield Proficiency  
  Skills Bluff +9, Gather Information +6, Intimidate +9, 
  Listen +7, Knowledge (arcana) +3, Knowledge (local: 
  VTF) +6, Search +5, Spellcraft +4, Spot +7 
  Possessions combat gear plus masterwork chain shirt, 
  heavy wooden shield, masterwork bastard sword, 
  daggers (2), traveler’s outfit, various goods looted 
  from the immobilized citizens of Verbobonc City 
  Hexblade Spells (CL 2nd): 
   
  1st—Tasha’s hideous laughter (DC 13)  
  Arcane Resistance (Su) A hexblade adds his Charisma 
  bonus (minimum +1) to saving throws against spells 
  and spell-like effects.  
  Hexblade’s Curse (Su) Once per day, as a free action, 
  a hexblade can unleash a curse upon a foe.  The 
  target must be visible to the hexblade and within 60 
  feet.  The target of a hexblade’s curse takes a –2 
  penalty on attacks, saves, ability check, skill checks, 
  and weapon damage rolls fro 1 hour thereafter.  A 
  successful Will save (DC 10 + 1/2 hexblade’s class 
  level + hexblade’s Cha modifier) negates the effect.  
  Any effect that dispels a curse eliminates the effects 
  of a hexblade’s curse.  
  Mettle (Ex) If a hexblade makes a successful Will or 
  Fortitude save against an attack that normally would 
  have a lesser effect on a successful save (such as 
  any spell with an entry of Will half or Fortitude partial), 
  he instead completely negates the effect.  An 
  unconscious or sleeping hexblade does not gain the 
  benefit of mettle.  
   
  L O O T E R S 
  CR  2 
  Male human swashbuckler 2 
  NE Medium humanoid (human) 
  Init +2; Senses Listen +1, Spot +1 
  Languages Common 
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 armor) 
  hp 23 (2 HD) 
  Fort +5, Ref +3, Will -1 
  Speed 30 ft. (6 squares) 
  Melee rapier +5 (1d6+1/18-20) 
  Ranged dagger +4 (1d4+1)  
  Base Atk +2; Grp +3 
  Combat Gear tanglefoot bag 
  Abilities Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10  
  Feats Toughness, Weapon FinesseB, Weapon Focus 
  (rapier)  
  Skills  Bluff +5, Jump +7, Sense Motive +6, Tumble +8 
  Possessions combat gear plus studded leather armor, 
  rapier, dagger, various goods looted from the 
  immobilized citizens of Verbobonc City 
   
  ENCOUNTER NINE: THE ENDLESS 
  LIBRARY 
  G U R T O M  S T AR C H E E K 
  CR  10 
  Male halfling warlock 10 
  CN Small humanoid (halfling) 
  Init +8; Senses darkvision 60 ft., see invisibility, see 
  normally in darkness, Listen +2, Spot +0 
  Languages Common, Draconic, Halfling  
  AC 19, touch 15, flat-footed 15, entropic warding 
   (+1 size, +4 Dex, +4 armor) 
  hp 62 (10 HD); DR 2/cold iron 
  Resist electricity 5, sonic 5 
  Fort +7, Ref +9, Will +10 (+12 against fear)  
  Speed 20 ft. (4 squares), fly 20 ft. (good) 
  Ranged eldritch blast or eldritch chain +12 touch (6d6 
  plus 2d6 acid, fire or cold 3/day; see gloves of eldritch 
  admixture) 
  Melee dagger +7/+2 (1d3-1/19-20) 
  Base Atk +7; Grp +2 
  Atk Options empower spell-like ability 3/day, maximize 
  spell-like ability 3/day, entropic warding, flee the 
  scene, fiendish resilience 1 
  VER7-08 Race the Spirit’s Lightning 
   
  Page 37 
  
  Combat Gear cloak of elemental protection*, gloves of 
  eldritch admixture*, improved elemental gem (brown), 
  potion of cure moderate wounds 
  Abilities Str 8, Dex 18, Con 14, Int 12, Wis 10, Cha 15  
  SQ detect magic, deceive item 
  Feats Empower Spell-Like Ability, Extra Invocation* 
  (beguiling influence), Improved Initiative, Maximize 
  Spell-Like Ability* 
  Skills  Bluff +16, Climb +1, Concentration +15, 
  Diplomacy +12, Disguise +2 (+4 to act in character), 
  Hide +7, Intimidate +12, Jump +1, Listen +2, Move 
  Silently +5, Sense Motive +5, Use Magic Device +11 
  (may always take 10) 
  Possessions combat gear plus +1 chain shirt, amber 
  amulet of vermin* (giant stag beetle), wand of false 
  life (15 charges), chasuble of fell power*, salve of 
  minor spell resistance (2), dagger, traveler’s outfit, 45 
  gp 
  Spell-Like Abilities (CL 6th): 
   
  At will—detect magic  
  Invocations (Sp): A warlock does not prepare or cast 
  spells as other wielders of arcane magic do.  Instead, 
  he possesses a repertoire of attacks, defenses and 
  abilities known as invocations that require him to 
  focus the wild energy that suffuses his soul.  A 
  warlock can use any invocation he knows at will, with 
  the following qualifications: 
   
  A warlock’s invocations are spell-like abilities; using 
  an invocation is therefore a standard action that 
  provokes attacks of opportunity.  An invocation can 
  be disrupted, just as a spell can be ruined during 
  casting.  A warlock is entitled to a Concentration 
  check to successfully use an invocation if he is hit by 
  an attack while invoking, just as a spellcaster would 
  be.  A warlock can choose to use an invocation 
  defensively, by making a successful Concentration 
  check, to avoid provoking attacks of opportunity.  A 
  warlock’s invocations are subject to spell resistance 
  unless an invocation’s spell description specifically 
  states otherwise.  A warlock’s caster level with his 
  invocations is equal to his warlock level. 
   
  The save DC for an invocation (if it allows a save) is 
  10 + equivalent spell level + the warlock’s Charisma 
  modifier. 
   
  Finally, unlike other spell-like abilities, invocations 
  are subject to arcane spell failure chance.  Because 
  the somatic components required for warlock 
  invocations are relatively simple, a warlock can use 
  any of his invocations while wearing light armor 
  without incurring the normal arcane spell failure 
  chance. 
   
  Beguiling Influence (Sp): You can invoke this 
  ability to beguile and bewitch your foes.  You gain a 
  +6 bonus on Bluff, Diplomacy and Intimidate checks 
  for a period of 24 hours. 
   
  Eldritch Blast (Sp): The first ability a warlock 
  learns is eldritch blast.  A warlock attacks his foes 
  with eldritch power, using baleful magical energy to 
  deal damage and sometimes impart other debilitating 
  effects. 
   
  An eldritch blast is a ray with a range of 60 feet.  It 
  is a ranged touch attack that affects a single target, 
  allowing no saving throw.  An eldritch blast deals 1d6 
  points of damage at 1st level and increases in power 
  as the warlock rises in level.  An eldritch blast is the 
  equivalent of a 1st level spell. 
   
  An eldritch blast is subject to spell resistance, 
  although the Spell Penetration feat and other effects 
  that improve caster level checks to overcome spell 
  resistance also apply to eldritch blast.  An eldritch 
  blast deals half damage to objects.  Metamagic feats 
  cannot improve a warlock’s eldritch blast (because it 
  is a spell-like ability, not a spell).  However, the feat 
  Ability Focus (eldritch blast) increases the DC for all 
  saving throws (if any) associated with a warlock’s 
  eldritch blast by 2. 
   
  Devil’s Sight (Sp): You gain the visual acuity of a 
  devil for 24 hours. You can see normally in darkness 
  and magical darkness out to 30 feet. 
   
  Eldritch Chain: This blast shape invocation allows 
  you to improve your eldritch blast by turning it into an 
  arc of energy that “jumps” from the first target to 
  others.  An eldritch chain can jump to two secondary 
  targets within 30 feet of the first target, allowing you 
  to make additional ranged touch attacks and deal 
  damage to the secondary targets if you hit.  You can 
  “jump” the chain to two secondary targets (for a total 
  of three targets).  Each new target must be within 30 
  feet of the previous one, and you can’t target the 
  same creature more than once with the eldritch chain. 
   If you miss any target in the chain, the eldritch blast 
  attack ends there.  
   
  Each target struck after the first takes half the 
  damage dealt to the first target.  This reduction in 
  damage to the secondary targets applies to any effect 
  that increases the damage of your eldritch blast (such 
  as the gloves of eldritch admixture).  You must make 
  separate spell penetration checks for each target, as 
  applicable. 
   
  The eldritch chain is the equivalent of a 4th level 
  spell, not a 1st level spell (as is usual for eldritch 
  blast).  Therefore, Gurtom cannot maximize an 
  eldritch chain. 
   
  Entropic Warding (Sp): When this invocation is 
  activated, chaotic energies swirl about you, deflecting 
  incoming arrows, rays and other ranged attacks (as 
  entropic shield).  You leave no trail (as pass without 
  trace) and cannot be tracked by scent.  (You can still 
  be detected normally by scent, just not tracked.) 
   
  Fell Flight (Sp): When you use this invocation, the 
  powers of darkness bear you aloft as you sprout a 
  streaming, winglike cape of shadows.  You can fly at 
  a speed equal to your land speed with good 
  maneuverability for 24 hours. 
   
  Flee the Scene (Sp): You can use dimension door 
  as a spell-like ability, although the range is limited to 
  short (25 ft. + 5 ft./2 levels).  When you use this 
  ability, you leave behind a major image of yourself in 
  your place that lasts for 1 round.  The image reacts 
  appropriately to attacks as if you were concentrating 
  on it. 
  VER7-08 Race the Spirit’s Lightning 
   
  Page 38 
  
  VER7-08 Race the Spirit’s Lightning 
   
  Page 39 
   
  See the Unseen (Sp): When you use this 
  invocation you can activate great powers of vision, 
  allowing you to see invisible creatures and objects 
  (as see invisibility).  You also gain darkvision out to 
  60 feet for a period of 24 hours. 
  Detect magic (Sp): Beginning at 2nd level, a warlock 
  can use detect magic as the spell at will.  His caster 
  level equals his class level. 
  Damage Reduction (Su): Fortified by the supernatural 
  power flowing in his body, a warlock becomes 
  resistant to physical attacks at 3rd level and above, 
  gaining damage reduction 1/cold iron.  At 7th level 
  and every four levels thereafter, a warlock’s damage 
  reduction improves by 1. 
  Deceive Item (Ex): At 4th level and higher, a warlock 
  has the ability to more easily commandeer magic 
  items made for the use of other PCs.  When making 
  a Use Magic Device check, a warlock can take 10, 
  even if distracted or threatened. 
  Fiendish Resilience (Su): Beginning at 8th level, a 
  warlock knows the trick of fiendish resilience.  Once 
  per day as a free action, he can enter a state that 
  lasts for 2 minutes.  While in this state, the warlock 
  gains fast healing 1. 
  * See Appendix 2: New Rules Items 
   
   
  
  APL 10 
  ENCOUNTER FOUR: THE OLD 
  STOMPING GROUNDS 
  V O I D M I N D  K O B O L D  M I N I O N 
  CR  2 
  Male and female kobold Warrior 4 
  LE Small humanoid (reptilian) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common, Draconic  
  AC 23, touch 14, flat-footed 21 
   (+1 size, +2 Dex, +4 armor, +5 natural, +1 deflection) 
  hp 40 (4 HD); DR 5/magic 
  Immune ability damage, ability drain, acid, energy drain, 
  mind-affecting spells and abilities 
  SR 15 
  Fort +10, Ref +3, Will +0 
  Speed 30 ft. (6 squares) 
  Melee spear +8 (1d6+3/x3) and tentacle +7 (1d4+2 and 
  improved grab)  
  Ranged spear +8 (1d6+2/x3) 
  Space 5 ft.; Reach 5 ft. (10 ft. with tentacle) 
  Base Atk +4; Grp +2 (+6 with tentacle) 
  Attack Options cone of slime 1/day (4d6 acid, Ref half 
  and Fort partial, DC 16), constrict 1d4+3, improved 
  grab, mind flayer host (CL 8th: charm monster (DC 
  17), detect thoughts (DC 15), levitate, plane shift (DC 
  20), suggestion (DC 16)), sentient tentacle 
  Abilities Str 14, Dex 15, Con 18, Int 10, Wis 8, Cha 7  
  SQ mind flayer host 
  Feats Ability Focus (cone of slime), Alertness, Combat 
  Reflexes, Great Fortitude, Improved Initiative 
  Skills Bluff +2, Craft (trapmaking) +2, Escape Artist +5, 
  Hide +5, Intimidate +2, Listen +1, Move Silently +3, 
  Profession (miner) +1, Search +2, Spot +2, Survival 
  +2 
  Possessions masterwork chain shirt, three masterwork 
  spears, amulet of health +2, ring of protection +1, 
  ragged clothes  
  Cone of Slime (Su) Once per day, a voidmind kobold 
  can spray forth a 30-foot cone of slime from inside its 
  skull that deals 4d6 points of acid damage (Reflex DC 
  15 half).  Any creature damaged by the slime takes a 
  –2 penalty on Will saves and is sunned for 1d4+1 
  rounds (Fortitude DC 15 negates the stunned effect). 
   The save DCs are Constitution-based.  
  Constrict (Ex) A voidmind kobold deals 1d4+3 points of 
  damage with a successful grapple check while 
  grappling with its tentacle.  
  Improved Grab (Ex) To use this ability, a voidmind 
  kobold must hit a Small or smaller creature with its 
  tentacle attack.  It can then start a grapple as a free 
  action without provoking attacks of opportunity.  A 
  voidmind kobold has a +4 racial bonus on grapple 
  checks made with its tentacle.  If it wins the grapple 
  check, it establishes a hold and can constrict.  
  Sentient Tentacle (Ex) A voidmind kobold’s tentacle 
  attacks of its own accord.  The creature can direct it 
  to attack certain targets, but the psionic nature of the 
  tentacle enables it to flex and move in combat without 
  hindering the creature’s other combat abilities.  A 
  voidmind kobold that has successfully grappled a 
  creature with its tentacle can attack another creature 
  at no penalty, as long as that creature is within 10 
  feet. 
  Mind Flayer Host (Su) A voidmind kobold’s mind flayer 
  master, Lorsch, is instantly aware if the creature 
  takes any damage, wanders out of the range of his 
  control (5 miles), or is the target of any magic. Also 
  as a result of this bond, Lorsch can, as a standard 
  action, see and hear through the eyes and ears of his 
  bonded kobold to a range of 5 miles. Maintaining this 
  link requires Lorsch to concentrate, but Lorsch 
  remains aware of its surroundings and can move 
  normally.  Finally, Lorsch can take control of the 
  voidmind kobold at will, as the dominate monster 
  spell (no save).  While controlling the voidmind 
  kobold in this fashion, Lorsch can manifest his own 
  innate psionic abilities through the voidmind kobold 
  as though the creature were manifesting the ability 
  itself.  Any of Lorsch’s psionic powers used in this 
  fashion can target or affect creatures within range, 
  line of sight, and line of effect to the voidmind 
  creature.  So, for example, Lorsch can use plane shift 
  to send the voidmind kobold to another plan, or it 
  could send itself to another plane.  Likewise, Lorsch 
  could use suggestion on a target it sees through the 
  eyes of the voidmind kobold. 
   
  ENCOUNTER THREE: OLD FRIENDS 
  W E R E  D I RE  W O L F  (H Y B R I D  F O R M) 
  CR  6 
  Male human were dire wolf barbarian 2 
  CE Large humanoid (human, shapechanger) 
  Init +7; Senses low-light vision, scent, Listen +9, Spot 
  +9 
  Languages Common  
  AC 21, touch 12, flat-footed 18; uncanny dodge 
   (-1 size, +3 Dex, +4 armor, +5 natural armor) 
  hp 83 (8 HD); DR 10/silver 
  Fort +13, Ref +8, Will +9  
  Speed 40 ft. (8 squares) 
  Melee masterwork greatsword +16/+11 (3d6+15/19-20) 
  and bite +11 (1d8+5) 
  Ranged javelin +8 (1d8+10) 
  Base Atk +6; Grp +20 
  Atk Options Curse of lycanthropy, Power Attack, rage 
  1/day 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 30, Dex 17, Con 20, Int 10, Wis 14, Cha 8  
  SQ Alternate form, fast movement, uncanny dodge, wolf 
  empathy 
  Feats Alertness, Improved Initiative, Iron Will, Power 
  Attack, Run, Track, Weapon Focus (bite)  
  Skills Climb +15, Hide +7, Intimidate +1, Jump +14, 
  Listen +9, Move Silently +7, Spot +9, Survival +12, 
  Swim +11 
  Possessions combat gear plus masterwork greatsword, 
  masterwork chain shirt, 3 javelins 
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  Alternate Form (Su) A were dire wolf can assume a 
  human form or the form of a dire wolf. 
  Curse of Lycanthropy (Su) Fort DC 15 or contract 
  lycanthropy. 
  Rage (Ex) while raging, the were dire wolf’s stats 
  change as follows: 
   
  AC 19, touch 10, flat-footed 16 
   
  hp 99 
   
  Fort +15, Will +11 
   
  Melee* 
  masterwork 
  greatsword 
  +15/+10 
  (3d6+24/19-20) and bite +10 (1d8+9) 
   
  Ranged javelin +8 (1d8+10) 
   
  Grp +22 
   
  Abilities Str 34, Con 24 
   
  Skills Climb +17, Jump +17, Swim +15 
   
  *3-point Power Attack 
  ENCOUNTER SIX: IN THE FROZEN CITY 
  E V AN  C ARI S O N 
  CR  9 
  Male human Hexblade 6/Rogue 3 
  CE Medium humanoid (human) 
  Init +5; Senses Listen +7, Spot +7 
  Languages Common  
  AC 18, touch 12, flat-footed 16 
   (+2 Dex, +4 armor, +2 shield) 
  hp 61 (9 HD) 
  Fort +4 (+7 vs. spells and spell-like effects), Ref +7 
  (+10 vs. spells and spell-like effects), Will +5 (+8 vs. 
  spells and spell-like effects); evasion, mettle 
  Speed 30 ft. (6 squares) 
  Melee masterwork bastard sword +11/+6 (1d10+2/19-
  20) 
  Ranged dagger +10 (1d4+2/19-20) 
  Base Atk +8; Grp +10 
  Attack Options hexblade’s curse 2/day (Will negates, 
  DC 18), sneak attack +2d6 
  Combat Gear potion of cure light wounds, alchemist’s 
  fire, tanglefoot bag 
  Abilities Str 14, Dex 14, Con 12, Int 10, Wis 8, Cha 16  
  SQ arcane resistance, evasion, mettle, summon familiar 
  (weasel), trapfinding, trap sense +1 
  Feats Ability Focus (hexblade’s curse), AlertnessB, 
  Exotic 
  Weapon 
  Proficiency 
  (bastard 
  sword), 
  Improved Initiative, Shield Proficiency, Spell Focus 
  (enchantment)B  
  Skills Bluff +12, Gather Information +7, Intimidate +12, 
  Listen +7, Knowledge (arcana) +3, Knowledge (local: 
  VTF) +6, Search +5, Spellcraft +6, Spot +7 
  Possessions combat gear plus masterwork chain shirt, 
  heavy wooden shield, masterwork bastard sword, 
  daggers (2), traveler’s outfit, various goods looted 
  from the immobilized citizens of Verbobonc City 
  Hexblade Spells (CL 3rd): 
   
  1st—tasha’s hideous laughter (2) (DC 15)  
  Arcane Resistance (Su) A hexblade adds his Charisma 
  bonus (minimum +1) to saving throws against spells 
  and spell-like effects.  
  Hexblade’s Curse (Su) Once per day, as a free action, 
  a hexblade can unleash a curse upon a foe.  The 
  target must be visible to the hexblade and within 60 
  feet.  The target of a hexblade’s curse takes a –2 
  penalty on attacks, saves, ability check, skill checks, 
  and weapon damage rolls fro 1 hour thereafter.  A 
  successful Will save (DC 10 + 1/2 hexblade’s class 
  level + hexblade’s Cha modifier) negates the effect.  
  Any effect that dispels a curse eliminates the effects 
  of a hexblade’s curse.  
  Mettle (Ex) If a hexblade makes a successful Will or 
  Fortitude save against an attack that normally would 
  have a lesser effect on a successful save (such as 
  any spell with an entry of Will half or Fortitude partial), 
  he instead completely negates the effect.  An 
  unconscious or sleeping hexblade does not gain the 
  benefit of mettle.  
   
  L O O T E R S 
  CR  4 
  Male human swashbuckler 3/rogue 1 
  NE Medium humanoid (human) 
  Init +3; Senses Listen +3, Spot +3 
  Languages Common  
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 armor) 
  hp 37 (4 HD) 
  Fort +5, Ref +6, Will +2 
  Speed 30 ft. (6 squares) 
  Melee rapier +8 (1d6+1/18-20) 
  Ranged dagger +6 (1d4+1)  
  Base Atk +3; Grp +4 
  Attack Options sneak attack +1d6 
  Combat Gear tanglefoot bag 
  Abilities Str 13, Dex 16, Con 14, Int 8, Wis 12, Cha 10  
  Feats Iron Will, Toughness, Weapon FinesseB, Weapon 
  Focus (rapier)  
  Skills  Bluff +6, Jump +8, Listen +3, Search +3, Sense 
  Motive +7, Spot +3, Tumble +9 
  Possessions combat gear plus studded leather armor, 
  masterwork rapier, dagger, various goods looted from 
  the immobilized citizens of Verbobonc City 
   
  ENCOUNTER NINE: THE ENDLESS 
  LIBRARY 
  G U R T O M  S T AR C H E E K 
  CR  12 
  Male halfling warlock 12 
  CN Small humanoid (halfling) 
  Init +8; Senses darkvision 60 ft., see invisibility, see 
  normally in darkness, Listen +2, Spot +0 
  Languages Common, Draconic, Halfling  
  AC 19, touch 15, flat-footed 15, entropic warding 
   (+1 size, +4 Dex, +4 armor) 
  hp 74 (12 HD); DR 3/cold iron 
  Resist electricity 5, sonic 5 
  Fort +8, Ref +10, Will +11 (+13 against fear)  
  Speed 20 ft. (4 squares), fly 20 ft. (good) 
  Ranged eldritch blast or eldritch chain +14 touch (8d6 
  plus 2d6 acid, fire or cold 3/day; see gloves of eldritch 
  admixture) 
  Melee dagger +9/+4 (1d3-1/19-20) 
  Base Atk +9; Grp +4 
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  Atk Options empower spell-like ability 3/day, maximize 
  spell-like ability 3/day, entropic warding, flee the 
  scene, wall of perilous flame, fiendish resilience 1 
  Combat Gear cloak of elemental protection*, gloves of 
  eldritch admixture*, greater elemental gem (brown), 
  potion of cure moderate wounds 
  Abilities Str 8, Dex 18, Con 14, Int 12, Wis 10, Cha 16 
  SQ detect magic, deceive item 
  Feats Empower Spell-Like Ability, Extra Invocation* 
  (beguiling influence), Improved Initiative, Maximize 
  Spell-Like Ability* 
  Skills  Bluff +17, Climb +1, Concentration +15, 
  Diplomacy +13, Disguise +3 (+5 to act in character), 
  Hide +7, Intimidate +13, Jump +1, Listen +2, Move 
  Silently +5, Sense Motive +5, Spellcraft +5, Use 
  Magic Device +12 (may always take 10) 
  Possessions combat gear plus +1 chain shirt, amber 
  amulet of vermin* (giant stag beetle), wand of false 
  life (15 charges), greater chasuble of fell power*, 
  salve of minor spell resistance (2), dagger, traveler’s 
  outfit, 45 gp 
  Spell-Like Abilities (CL 6th): 
   
  At will—detect magic  
  Invocations (Sp): A warlock does not prepare or cast 
  spells as other wielders of arcane magic do.  Instead, 
  he possesses a repertoire of attacks, defenses and 
  abilities known as invocations that require him to 
  focus the wild energy that suffuses his soul.  A 
  warlock can use any invocation he knows at will, with 
  the following qualifications: 
   
  A warlock’s invocations are spell-like abilities; using 
  an invocation is therefore a standard action that 
  provokes attacks of opportunity.  An invocation can 
  be disrupted, just as a spell can be ruined during 
  casting.  A warlock is entitled to a Concentration 
  check to successfully use an invocation if he is hit by 
  an attack while invoking, just as a spellcaster would 
  be.  A warlock can choose to use an invocation 
  defensively, by making a successful Concentration 
  check, to avoid provoking attacks of opportunity.  A 
  warlock’s invocations are subject to spell resistance 
  unless an invocation’s spell description specifically 
  states otherwise.  A warlock’s caster level with his 
  invocations is equal to his warlock level. 
   
  The save DC for an invocation (if it allows a save) is 
  10 + equivalent spell level + the warlock’s Charisma 
  modifier. 
   
  Finally, unlike other spell-like abilities, invocations 
  are subject to arcane spell failure chance.  Because 
  the somatic components required for warlock 
  invocations are relatively simple, a warlock can use 
  any of his invocations while wearing light armor 
  without incurring the normal arcane spell failure 
  chance. 
   
  Beguiling Influence (Sp): You can invoke this 
  ability to beguile and bewitch your foes.  You gain a 
  +6 bonus on Bluff, Diplomacy and Intimidate checks 
  for a period of 24 hours. 
   
  Eldritch Blast (Sp): The first ability a warlock 
  learns is eldritch blast.  A warlock attacks his foes 
  with eldritch power, using baleful magical energy to 
  deal damage and sometimes impart other debilitating 
  effects. 
   
  An eldritch blast is a ray with a range of 60 feet.  It 
  is a ranged touch attack that affects a single target, 
  allowing no saving throw.  An eldritch blast deals 1d6 
  points of damage at 1st level and increases in power 
  as the warlock rises in level.  An eldritch blast is the 
  equivalent of a 1st level spell. 
   
  An eldritch blast is subject to spell resistance, 
  although the Spell Penetration feat and other effects 
  that improve caster level checks to overcome spell 
  resistance also apply to eldritch blast.  An eldritch 
  blast deals half damage to objects.  Metamagic feats 
  cannot improve a warlock’s eldritch blast (because it 
  is a spell-like ability, not a spell).  However, the feat 
  Ability Focus (eldritch blast) increases the DC for all 
  saving throws (if any) associated with a warlock’s 
  eldritch blast by 2. 
   
  Devil’s Sight (Sp): You gain the visual acuity of a 
  devil for 24 hours. You can see normally in darkness 
  and magical darkness out to 30 feet. 
   
  Eldritch Chain: This blast shape invocation allows 
  you to improve your eldritch blast by turning it into an 
  arc of energy that “jumps” from the first target to 
  others.  An eldritch chain can jump to two secondary 
  targets within 30 feet of the first target, allowing you 
  to make additional ranged touch attacks and deal 
  damage to the secondary targets if you hit.  You can 
  “jump” the chain to two secondary targets (for a total 
  of three targets).  Each new target must be within 30 
  feet of the previous one, and you can’t target the 
  same creature more than once with the eldritch chain. 
   If you miss any target in the chain, the eldritch blast 
  attack ends there.  
   
  Each target struck after the first takes half the 
  damage dealt to the first target.  This reduction in 
  damage to the secondary targets applies to any effect 
  that increases the damage of your eldritch blast (such 
  as the gloves of eldritch admixture).  You must make 
  separate spell penetration checks for each target, as 
  applicable. 
   
  The eldritch chain is the equivalent of a 4th level 
  spell, not a 1st level spell (as is usual for eldritch 
  blast).  Gurtom can both maximize and empower his 
  eldritch chain. 
   
  Entropic Warding (Sp): When this invocation is 
  activated, chaotic energies swirl about you, deflecting 
  incoming arrows, rays and other ranged attacks (as 
  entropic shield).  You leave no trail (as pass without 
  trace) and cannot be tracked by scent.  (You can still 
  be detected normally by scent, just not tracked.) 
   
  Fell Flight (Sp): When you use this invocation, the 
  powers of darkness bear you aloft as you sprout a 
  streaming, winglike cape of shadows.  You can fly at 
  a speed equal to your land speed with good 
  maneuverability for 24 hours. 
   
  Flee the Scene (Sp): You can use dimension door 
  as a spell-like ability, although the range is limited to 
  short (25 ft. + 5 ft./2 levels).  When you use this 
  ability, you leave behind a major image of yourself in 
  your place that lasts for 1 round.  The image reacts 
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  appropriately to attacks as if you were concentrating 
  on it. 
   
  See the Unseen (Sp): When you use this 
  invocation you can activate great powers of vision, 
  allowing you to see invisible creatures and objects 
  (as see invisibility).  You also gain darkvision out to 
  60 feet for a period of 24 hours. 
   
  Caustic Mire* (Sp): You can use caustic mire as 
  the spell.  If you use this invocation a second time 
  while a previous caustic mire is still present, the 
  previous effect ends. 
  Detect magic (Sp): Beginning at 2nd level, a warlock 
  can use detect magic as the spell at will.  His caster 
  level equals his class level. 
  Damage Reduction (Su): Fortified by the supernatural 
  power flowing in his body, a warlock becomes 
  resistant to physical attacks at 3rd level and above, 
  gaining damage reduction 1/cold iron.  At 7th level 
  and every four levels thereafter, a warlock’s damage 
  reduction improves by 1. 
  Deceive Item (Ex): At 4th level and higher, a warlock 
  has the ability to more easily commandeer magic 
  items made for the use of other PCs.  When making 
  a Use Magic Device check, a warlock can take 10, 
  even if distracted or threatened. 
  Fiendish Resilience (Su): Beginning at 8th level, a 
  warlock knows the trick of fiendish resilience.  Once 
  per day as a free action, he can enter a state that 
  lasts for 2 minutes.  While in this state, the warlock 
  gains fast healing 1. 
  * See Appendix 2: New Rules Items 
   
   
  
  APPENDIX 2: 
  NEW RULES ITEMS 
  NEW FEATS 
  Extra Invocation (Complete Arcane) 
  You learn an additional invocation. 
   
  Prerequisite: Ability to use lesser invocations. 
   
  Benefit:  You learn one additional invocation from 
  the list available to you, choosing an invocation of one 
  grade lower than the highest grade of invocation you 
  know.  For example, a 6
  th-level warlock could lean a least 
  invocation, while a 16
  th-level warlock could learn any 
  least, lesser, or greater invocation. 
   
  Special: You can gain this feat multiple times.  Each 
  time, you gain an extra invocation of any grade (least, 
  lesser or greater) up to one lower than the highest grade 
  of invocation you can currently use. 
  Maximize Spell-Like Ability (Complete Arcane) 
  You can use a spell-like ability to its maximum effect. 
   
  Prerequisite: Spell-like ability at caster level 6
  th or 
  higher. 
   
  Benefit:  Choose one of your spell-like abilities 
  (subject to the restrictions below) to use at maximum 
  effectiveness up to three times per day (or the ability’s 
  normal use limit, whichever is less).  All variable, 
  numeric effects of the spell-like ability are maximized, 
  dealing maximum damage, curing the maximum number 
  of hit points, affecting the maximum number of targets, 
  and so on.  For example, a 10
  th-level warlock’s maximized 
  eldritch blast deals 36 points of damage (rather than 6d6) 
  three times per day.  Saving throws and opposed checks 
  (such as the one you make when you cast dispel magic) 
  are not affected, nor are spell-like abilities without 
  random variables. 
   
  An empowered maximized spell-like ability gains 
  the benefit of each feat separately (getting the maximum 
  result plus one-half the normally rolled result). 
   
  The spell-like ability you wish to maximize can be 
  chosen only from those abilities that duplicate a spell of a 
  level less than or equal to 1/2 your caster level, minus 2.  
  For a summary, see the Caster Level to Empower column 
  in the table on page 304 of the Monster Manual. 
   
  Special: You can gain this feat multiple times.  Each 
  time, you apply it to a different one of your spell-like 
  abilities. 
  NEW SPELLS 
  Caustic Mire (Complete Mage) 
  Conjuration (Creation) 
  Level: Sor/Wiz 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. +10 ft./level) 
  Area: 20-foot radius spread 
  Duration: 1 round/level (D) 
  Saving Throw: None 
  Spell Resistance: No 
   
  You cover the ground in an acidic slime, roughly the 
  consistency of thick mud.  The sludge is sticky; entering 
  any square affected by the caustic mire costs 2 squares of 
  movement.  In addition, each square entered deals 1d6 
  points of acid damage to the creature moving.  A creature 
  who stands in the area without moving from its space 
  takes 1d6 points of damage per round at the end of its 
  turn. 
   
  The fumes rising out of caustic mire are flammable.  
  Any effect that deals fire damage within an area of caustic 
  mire deals an extra 1 point of damage per die (minimum 
  +1 damage). 
  NEW ITEMS 
  Amber 
  Amulet 
  of 
  Vermin 
  (Magic 
  Item 
  Compendium) 
   
  This item summons a giant vermin that appears and 
  obeys your commands for 1 minute (as if summoned by 
  summon nature’s ally).  At the end of the duration, the 
  creature vanishes. 
   
  Several varieties of the amber amulet of vermin exist 
  (see below).  An amber amulet of vermin works once per 
  day.  An amber amulet of vermin requires a standard 
  action to activate. 
   
  Large monstrous scorpion: Moderate (DC 20) 
  transmutation; CL 10
  th; Craft Wondrous Item, giant 
  vermin; Price 700 gp; Weight —. 
   
  Giant stag beetle: Strong (DC 24) transmutation; CL 
  19
  th; Craft Wondrous Item, giant vermin; Price 1,200 gp; 
  Weight —. 
  Chasuble 
  of 
  Fell 
  Power 
  (Magic 
  Item 
  Compendium) 
   
  While wearing a chasuble of fell power, your 
  eldritch blasts or spells you cast that have the chaotic 
  descriptor deal an extra 1d6 points of damage.  Only a 
  chaotic spell that deals hit point damage can benefit from 
  this effect. 
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  Moderate (DC 18) evocation; CL 6
  th; Craft Wondrous 
  Item, chaos hammer or eldritch blast; Price 8,000 gp; 
  Weight —. 
  Chasuble of Fell Power, Greater (Magic Item 
  Compendium) 
   
  As a chasuble of fell power, except the greater 
  chasuble adds an extra 2d6 points of damage to your 
  eldritch blasts or damaging spells you cast that have the 
  chaotic descriptor. 
   
  Moderate (DC 18) evocation; CL 6
  th; Craft Wondrous 
  Item, chaos hammer or eldritch blast; Price 18,000 gp; 
  Weight —. 
  Cloak of Elemental Protection (Magic Item 
  Compendium) 
   
  When you activate a cloak of elemental protection 
  (as an immediate action), you gain resistance 10 against a 
  single energy type of your choice (acid, cold, electricity, 
  fire or sonic).  This protection lasts until the start of your 
  next turn. 
   
  A cloak of elemental protection functions once per 
  day.  You must wear a cloak of elemental protection for 
  24 hours before you can access its abilities.  If it is taken 
  off, it becomes inactive until worn for an additional 24 
  hours. 
   
  Faint (DC 16) abjuration; CL 3
  rd; Craft Wondrous 
  Item, resist energy; Price 1,000 gp; Weight 1 lb. 
  Elemental Gem, Superior 
   
  The elemental gem described in the Dungeon 
  Master’s Guide is only the least of a series of functionally 
  similar magic items.  An improved elemental gem 
  summons a huge elemental and a greater elemental gem 
  summons a greater elemental.  These superior elemental 
  gems appear identical to ordinary elemental gems; only 
  their magical auras differ. 
   
  Strong (DC 21) conjuration; CL 11
  th (improved 
  elemental gem) or 13
  th (greater elemental gem); Craft 
  Wondrous Item, summon nature’s ally VI (improved 
  elemental gem) or summon nature’s ally VII (greater 
  elemental gem); Price 3,300 gp (improved elemental 
  gem) or 4,550 gp (greater elemental gem); Weight 1 lb. 
  Gloves of Eldritch Admixture (Magic Item 
  Compendium) 
   
  Warlocks prize these which allow them to enhance 
  their eldritch blasts with pure energy.  Gloves of eldritch 
  admixture have 3 charges, which are renewed each day at 
  dawn.  Spending 1 or more charges (a swift action) adds 
  extra damage to the next eldritch blast you make before 
  the end of your turn.  This damage can be acid, cold, or 
  fire, as chosen by you each time you activate the gloves. 
   
   
  1 charge: +2d6 damage 
   
   
  2 charges: +3d6 damage 
   
   
  3 charges: +4d6 damage 
   
  Faint (DC 16) evocation; CL 3
  rd; Craft Wondrous 
  Item, Melf’s acid arrow or vitriolic blast invocation, 
  scorching ray or brimstone blast invocation, ray of ice or 
  hellrime blast invocation; Price 2,500 gp; Weight —. 
  Salve of Minor Spell Resistance (Magic Item 
  Compendium) 
   
  Upon spreading this salve upon your skin (a full-
  round action), you gain spell resistance 17 for 5 minutes. 
   
  Moderate (DC 19) abjuration; CL 9
  th; Craft 
  Wondrous Item, spell resistance; Price 1,350 gp; Weight 
  1/2 lb. 
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  VER7-08 Race the Spirit’s Lightning 
   
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  APPENDIX 3: 
  DM OVERVIEW OF THE SKYROAD 
  WHAT IS THE SKYROAD? 
  The Skyroad is a system of three magical, aerial 
  causeways built to facilitate trade around the lands now 
  known as Verbobonc. 
  Three massive stone towers stand in far-flung spots of the 
  Viscounty. These towers are called Pylons. The Pylons 
  have been obscured by powerful and ancient illusion 
  magic for years, but the old illusions are easily 
  disbelieved once interacted with. Each Pylon looks like 
  an immense chess pawn: it is a thick tapering shaft 
  crowned by a flat platform upon which sits a stone ball 
  forty feet in diameter. The interior of the Pylon is an 
  open area, like would be found in a tall tower or keep. 
  The platform and stone ball are dozens or hundreds of 
  feet off the ground. It is not easy to reach the platform 
  (usually, it requires a long ladder, massive lifting cranes, 
  or magic), but the platform of a Pylon is a safe place. The 
  platforms are sixty feet square, providing plenty of room 
  around the huge sphere attached to the center of the 
  platform. Objects and creatures that walk to the edge of 
  the platform experience a light but strong gust of air that 
  gently pushes them back from the edge. This gust is not 
  strong—a halfling could jump from the platform, if he 
  really wanted to—but it’s powerful enough to keep most 
  objects or creatures from accidentally falling off the 
  platform. 
  The ball is the center of the Pylon’s power. Extending out 
  in a straight line from the ball atop each Pylon is a 
  column of magical energy forty feet wide. This beam of 
  energy is arrow-straight over a hundred miles, 
  connecting each ball to the others. Since there are three 
  Pylons, each Pylon has two beams extending from it to 
  the other two Pylons. These beams create a triangle of 
  magical energy, like aerial ley lines, over the Viscounty. 
  These beams of magical energy are semisolid cylinders of 
  air forty feet wide. These beams are normally invisible, 
  but they show up clearly against mist or rough weather, 
  as the air within the beams is always calm and clear. 
  Items and creatures within the beams are subject to a 
  magical effect much like the air walk spell, allowing them 
  to move within the airy beams as though on solid ground. 
  Creatures can walk up, down, forward or backward 
  within the cylinder quite easily. Unattended objects 
  generally hang in the air wherever they are placed, but 
  they do have momentum; you could throw a rock at 
  someone else while in the column, for example. Pushing 
  into the beam is easy, but pushing back out again is more 
  difficult. Creatures and objects attempting to leave the 
  cylinder experience a gust of air similar to, but more 
  powerful than, the gusts that ward the edges of the 
  platforms on the Pylons. Pushing out of a beam from the 
  inside, or pushing an item out, requires a DC 12 Strength 
  check. 
  The air within the beams is always calm, dry and slightly 
  warm. Rain striking the beam rolls off its sides, keeping 
  those within dry. Strong winds are deflected by the beam, 
  as the air within is always calm. Unpleasant weather 
  effects are an exception to the general rule that items can 
  easily enter one of the beams. This weather-deflecting 
  effect is why the beams are easy to discern in bad weather 
  although they are normally invisible (as they are made of 
  only air and magical energy). Weather effects created 
  within the beams—such as from a gust of wind spell—
  work normally, but if the effect leaves the beam it cannot 
  reenter. 
  TRAVEL ON THE SKYROAD 
  A traveler can easily walk any direction, including up and 
  down, within the beam. Although he is walking on air a 
  hundred feet or more above the ground, he feels firm 
  ground beneath his feet, angled slightly down as though 
  to make walking easier. Even animals can walk within 
  these beams, although most require a little extra training 
  or encouragement in order to overcome the unfamiliar 
  sensation of being high above the ground. 
  Birds and other flying creatures can travel in the beams 
  easily by simply flying, but the gusts of wind can keep 
  very small and weak birds from leaving the beams. 
  Travelers can trap birds captured within the beams fairly 
  easily, and therefore travelers along the beams have a 
  ready source of food while in the beams. Thrusting a 
  hand or a cup outside the beams during a rainstorm 
  allows a traveler to collect clean rainwater to drink. 
  Wagons and carts are particularly easy to use in the 
  beams, since the slight downhill grade makes pulling 
  them easier. Reduce the weight of a wagon, cart, or 
  anything carried inside a wagon or cart by half for the 
  purposes of pulling it, to reflect the ease in pulling it 
  along in the beams. More impressively, a four-wheeled 
  vehicle—such as a wagon or carriage—given a good 
  shove will roll on its own along the beam, picking up 
  speed as it goes. The gust of air is generally sufficient to 
  nudge a wagon straying near the edge of the beam back 
  on track. A wagon will quickly pick up speed over about 
  fifteen minutes until it reaches a top speed of about 30 
  miles an hour (or 300 feet per round). Any conveyance 
  had best have good brakes, or the wagon is sure to smash 
  
  into splinters against the ball at the other end of its 
  journey. 
  One of the Pylons is found in the Gnarley Forest, several 
  miles east of the town of Taymouth. Another is found 
  high in the Kron Hills, in the isolated hills between the 
  town of Kron and Gallow’s Corner. The third is deep in 
  the Iron Wood, several miles northwest of the town of 
  Glory. The beams are perfectly straight and perfectly 
  horizontal, so the Pylons anchoring the beams to the 
  ground are of different heights. The Pylon in the Gnarley 
  Forest is the tallest, at just under two hundred feet. It 
  rises above all but the tallest trees of that vast wood. The 
  Pylon in the Iron Wood also rises above the mist-
  shrouded trees of that wood, just over one hundred and 
  fifty feet tall. The Kron Hills Pylon is the shortest, as it is 
  set high in the hills, and is only seventy feet above the 
  ground; the ball is larger than the tower it sits on, making 
  this tower look like a huge stone ball on a tall, round base. 
  Traveling the beams is safe and fast. Bandits, rough 
  terrain and bad weather pose no difficulty. At a moderate 
  walking pace, a journey of 100 miles along a beam (from 
  one end of the Viscounty to the other) takes a walking 
  man only four days. In a wagon rolling along on its own, 
  but kept to a reasonably safe speed of 10 miles per hour 
  by regular braking, the journey can be made in a single 
  day. For all these reasons, the beams are popularly called 
  the Skyroad. 
  WHO MADE THE SKYROAD? 
  The Pylons and the Skyroad were built by elven artificers 
  long before the coming of man to the region now called 
  Verbobonc. The elves would lift themselves and their 
  cargo to the tops of the Pylons with a kind of mystic 
  elevator, a modified version of Tenser’s floating disk. 
  The Skyroad was used for generations by the elves, but 
  resistance to its use grew over time. Elven druids saw the 
  artificiality of the Skyroad as a danger, as the Skyroad 
  disrupted natural weather patterns. Worse, some terrible 
  tragedy occurred to the Skyroad system. Perhaps an evil 
  creature siphoned off the immense energies powering 
  the Skyroad and enacted some terrible, long-forgotten 
  ritual. Perhaps the druids sabotaged the Skyroad, causing 
  catastrophic failures (and many deaths by falling). In any 
  case, the Pylons were shut down by the elves and trapped 
  by the druids to prevent anyone from reactivating the 
  Skyroad again. The Pylons were concealed by powerful 
  illusions. 
  In time, knowledge of the Pylons and the Skyroad faded. 
  The 
  once-proud 
  elves 
  retreated 
  into 
  isolated 
  communities. Only a few of their number now remain as 
  the Mist Children elves of the Iron Wood. Their 
  ancestral legends speak, but only in the vaguest terms, of 
  the danger the Pylons represent. 
  The Pylons have stood for hundreds of years, thought by 
  most that have discovered them to be just three more of 
  the mysterious elven ruins that dot the forgotten places 
  of the Viscounty of Verbobonc. None remembered their 
  interconnectedness and significance as the anchors of the 
  Skyroad. 
  MAGISTER HAR AND THE SKYROAD 
  Forty years ago, a young gnome wizard working in a 
  secluded library in the Kron Hills learned of the Skyroad 
  from an ancient elven text. This gnome, named Obble 
  Har, had been performing experiments in collecting the 
  residual magical energies of Verbobonc for years. Obble 
  Har had already discovered that three immense beams of 
  magical energy had been seared through the skies of 
  Verbobonc, centuries old but now powerless. He learned 
  of the Skyroad, the Pylons, and the boon to travel they 
  had been. The clever gnome also realized the Skyroad 
  might have another effect as well, but he kept all of this 
  lore to himself. Perhaps, after many years of preparation, 
  Obble Har could empower the Skyroad again and set his 
  plans into motion… 
   
   
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  APPENDIX 4: 
  PERSONALITIES OF THE LIBRARY 
  If one of the PCs’ Gnomish Spectacles are being used, refer to the character’s VER6-02 Delve the Wizard’s 
  Dungeon AR and note the alignment, skill and traits of the gnome.  Then read across to find the gnome’s name 
  and appearance, discovery, and benefit that all of the PCs receive for the time they are in the Gribnix. 
  Traits 
  Name and Appearance 
  Discovery 
  Effect 
  AL: LN 
  Gender: male 
  Specialty: Knowledge (history) 
  Traits: doddering, senile, long-
  winded. 
  Pumbledour.  An ancient, 
  doddering old gnome with 
  swollen joints and unkempt 
  whiskers.  He is incredibly senile.
  The gnome has just discovered 
  that “Old Ironjaw,” a minor 
  dwarven leader in the Hateful 
  Wars, was in fact Hurgin 
  Rockhall of Clan Rockhall.  
  However, this gnome has 
  discovered this “fact” several 
  times before.  He just keeps 
  forgetting it. 
  Discovered Lore, Again! Each 
  character gains a +2 bonus to any 
  skill check that the character had 
  attempted in the previous round 
  (whether or not the roll in the 
  previous round succeeded or 
  failed). 
  AL: NG 
  Gender: female 
   Specialty: Knowledge (local: 
  VTF) 
  Traits: grandmotherly, gossipy. 
   
  Minika, a warm, grandmotherly 
  old gnome with her hair tied up 
  in a bun.  She obsesses over 
  recipes and science. 
  This gnome has just discovered a 
  particularly tasty toffee recipe in a 
  book of old Baklunish lore. 
  Tastes Just Right! Each potion 
  used by the PCs in the Gribnix is 
  maximized, as per the metamagic 
  feat. 
  AL: N 
  Gender: male  
  Specialty: Knowledge (nature) 
  Traits: easygoing, nature lover. 
  Baeraskor, a young, rustic gnome 
  with a pipe thrust jauntily 
  between his lips and a stein of 
  beer close at hand. 
  This gnome has just discovered a 
  method of crossing a powerful—
  but unpleasantly pungent—
  variety of pipeweed with a weaker 
  smoother variety for a most 
  excellent blend. 
  An Affable Fellow!  All PCs have a 
  +2 bonus to their Charisma score 
  while in the Gribnix. 
  AL: CN 
  Gender: female 
  Specialty: Knowledge (history) 
  Traits: poetic, women’s rights 
  supporter. 
  Lenaenn, a pretty young gnome 
  with a distracted look in her eye 
  surrounded by heaps of poetry in 
  many languages 
  This gnome has just reinterpreted 
  a lost Suloise poem and 
  discovered that the hero is very 
  likely a woman in disguise, in 
  order to escape notice in a 
  patriarchal society. 
  Rise Up, Repressed Sisters!  
  Female PCs are under the effects 
  of the heroism spell while in the 
  Gribnix.  Males merely gain a +1 
  to all Wisdom checks and 
  Wisdom-based skill checks. 
  AL: LN 
  Gender: male 
  Specialty: Knowledge 
  (geography) 
  Traits: mercantile, good memory 
  for numbers. 
  Palleras, a gnome with a sturdy 
  build, the look of a workman, and 
  a clipboard at hand. 
  This gnome has just discovered 
  that by insisting that all incoming 
  goods be ties off with twine, he 
  need not place any orders for 
  twine ever again. 
  Well supplied!  Each time a 
  character uses a consumable item 
  in the Gribnix roll a d6.  On a 1, 
  the character discovers he has a 
  spare hidden some-where on his 
  person (and the consumable is not 
  marked off). 
  AL: N 
  Gender: male 
  Specialty: Knowledge (nature) 
  Traits: green thumb, elitist 
  gourmand. 
  Baertikk is a dirty gnome with 
  muddy hands, digging into a pot 
  of flowers. 
  This gnome has just discovered 
  that his chives have grown 
  particularly well due to mulched 
  parchment being introduced into 
  the soil. 
  A Talent for Growing! All cure 
  spells used on a character in the 
  Gribnix are empowered, as per the 
  metamagic feat. 
  AL: NG 
  Gender: male 
  Specialty: Knowledge 
  (dungeoneering) 
  Traits: cautious, experienced 
  adventurer. 
  Urna Arum is a lithe, wiry gnome 
  with the look of an athlete and 
  wearing an outfit with an 
  inordinate number of pockets. 
  While reviewing journals of long-
  dead adventurers, this gnome has 
  realized that the very hills in 
  which the Gribnix is built are 
  very near a connection the  
  Underdark.  
  Underdark Scholar! PCs need not 
  roll d20 for Knowledge 
  (dungeoneering) in the Gribnix; 
  each roll is instead treated as 
  though the character had rolled a 
  natural 20 (note that untrained 
  PCs are still limited to results of 
  DC 10 or less). This ability may 
  help to identify Lorsch and his 
  minions’ characteristics.  
  AL: NG 
  Gender: female 
  Specialty: Knowledge (nobility 
  and royalty) 
  Traits: romantic, matchmaker. 
  Wannivara is a round-faced 
  gnome woman, pretty in a 
  wholesome sort of way, with 
  thick hair carefully braided. 
  This gnome has just realized that, 
  if certain implications in certain 
  decades-old letters are to be 
  believed, then Elise Stefania had 
  an affair in 532, and Mikel 
  Avgustin was not Lord Gordon 
  Hopeless Romantic Against 
  Impossible Odds!  PCs gain +2 on 
  any skill check where the DC is 25 
  or higher and +2 on any attack roll 
  against an AC of 25 or higher. 
  
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  Traits 
  Name and Appearance 
  Discovery 
  Effect 
  Avgustin’s true son. 
  AL: CN 
  Gender: male 
  Specialty: Knowledge (arcana) 
  Traits: bookish, surly, studious. 
   
  Wedakaer is a wizened old 
  gnome with a permanent 
  grimace.  His eyebrows are 
  knotted together with displeasure 
  and he smells of rare chemicals. 
  This gnome has made a startling 
  discovery about the nature of 
  force effects and their resistance 
  to antimagic effects. 
  Magical Resistance Is No Barrier!  
  PCs gain a +2 bonus to overcome 
  SR while in the Gribnix. Further-
  more, PCs gain a +2 to all damage 
  rolls against creatures with SR 
  while in the Gribnix. 
  AL: NG 
  Gender: male 
  Specialty: Knowledge (history) 
  Traits: military history buff, long-
  winded. 
  Hedfen is a fussy-looking old 
  gnome with and all the 
  appearance of an absent-minded 
  professor. 
  In an unrelated tome, this gnome 
  has uncovered the most complete 
  catalog of the forces of good 
  marshaled at Emirdy Meadows to 
  date. 
  Battle Against Evil Together!  In 
  addition to the usual bonuses for 
  flanking, PCs that flank an enemy 
  gain +2 to damage rolls while in 
  the Gribnix. 
  AL: LN 
  Gender: male 
  Specialty: Knowledge (nobility 
  and royalty); 
  Traits: deferential, social climber. 
  Erfienn is a handsome gnome 
  with a thick head of blonde hair 
  and very fine silk clothes 
  This gnome has just uncovered a 
  letter penned by the fourth in 
  line to the throne of the Caliphate 
  of Ekbir in 510 CY.  This letter 
  was signed with the complete 
  name of the man, with a half a 
  page of heretofore unknown 
  titles.  
  Pride Before Your Superiors!  
  Each character gains +2 on all skill 
  checks, ability checks, and attack 
  rolls as long as an ally with a 
  greater number of Hit Dice is 
  within 60 feet.  
  AL: NG 
  Gender: female 
  Specialty: Knowledge (religion) 
  Traits: flighty, wondering, pious. 
  Lunoaena is a flighty gnomish 
  woman with a distant look in her 
  eye.  Her clothes are worked with 
  several different kinds of holy 
  symbols. 
  This gnome has just discovered 
  that Solonor Thelandira, elven 
  god of hunters and archery, is in 
  fact the brother of the feral elven 
  god Fenmarel Mestarine. 
  A God Among Archers and Kin to 
  Grugach!  All PCs have a +2 bonus 
  on missile weapon attack rolls.  
  Additionally, the duration of a 
  character’s rage effect is increased 
  by 2 rounds. 
  AL: CN 
  Gender: male 
  Specialty: Knowledge (the 
  planes) 
  Traits: studious, wanderlust, 
  skittish. 
  Nebcallad is a studious, serious 
  older gnomish man with a look of 
  intense concentration. 
  This gnome has just realized that 
  succubi and erinyes are, despite 
  other scholarship to the contrary, 
  the same classification of 
  creature, a kind of fallen angel. 
  Unparalleled Focus! PCs making 
  concentration checks to cast spells 
  defensively always succeed in the 
  Gribnix.  Furthermore, all attack 
  rolls gain a +1 insight bonus.  
  AL: N 
  Gender: male 
  Specialty: Knowledge (arcana) 
  Traits: fascinated by magic, 
  curious about Magister Har. 
  Diniadd is a bright-eyed eager 
  gnomish youth with an 
  inquisitive look. 
  This gnome has just mastered a 
  basic understanding of the 
  interplay between time and 
  distance in magical lore. 
  Arcane Connections!  Arcane 
  spells cast by the PCs are 
  automatically extended, as the 
  metamagic feat. Spells with an 
  instantaneous or permanent 
  duration are instead enlarged, as 
  the metamagic feat. 
  AL: NG 
  Gender: female 
  Specialty: Knowledge (local: VTF) 
  Traits: flirtatious, social butterfly. 
  Garnherl is a pretty, thin young 
  gnomish woman in ribbons and 
  silks. 
  This gnome has just discovered 
  evidence of a secret tryst by 
  Sergei Chondell, heir to Lord 
  Chondell’s name, in a diary 
  penned by one of Sergei’s 
  erstwhile friends. 
  Look Dashing, No Matter What 
  You Do!  All PCs may make 
  Tumble checks, regardless of 
  whether they have ranks in 
  Tumble or wear encumbering 
  armor, and all PCs gain a +4 bonus 
  to Tumble checks. 
  AL: N 
  Gender: male 
  Specialty: Knowledge 
  (architecture and engineering) 
  Traits: opinionated architect, 
  snide. 
  Garerf is an elderly gnomish man 
  with sturdy clothes a complicated 
  collection of rulers and slides 
  close at hand. 
  This gnome has just realized that 
  the foundation of Castle Greyfist 
  is a nearly-exact duplicate of a 
  fortress in the Abbor-Alz Hills 
  built ages ago. 
  Like a Rock!  If a character does 
  not move in a round, he or she 
  gains a +2 insight bonus to Armor 
  Class until the start of his or her 
  next turn. 
  AL: NG 
  Gender: female 
  Specialty: Knowledge (local: 
  Core) 
  Traits: trivia master, innocent, 
  wondering. 
  Varenn is an incredibly beautiful 
  gnomish woman.  Her wavy hair 
  is tousled and kept out of the way 
  with a few pencils stuck into her 
  hair at strange angles. 
  While consulting her own 
  genealogy, this gnome has 
  discovered that a few of her 
  distant relatives settled near 
  Blackmoor many generations ago 
  and appear to have thrived there. 
  Draw Resolve From Your Varied 
  Travels!  Each character gains a 
  bonus to his or her Constitution 
  score equal to the number of 
  separate regions reflected on his 
  or her last 6 ARs (to a maximum 
  of +6, if all of the last 6 ARs are 
  from 6 different regions). 
  
  APPENDIX 5: 
  ILLUSTRATIONS 
  LORD WELLBORN ESTIVAL 
   
   
   
   
  LORD ROLAND GALANS 
   
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  GURTOM STARKCHEEK 
   
   
  MAGISTER OBBLE HAR 
   
   
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  MAP 1: 
  THE GRIBNIX 
  This map shows the layout of the Gribnix. 
   
   
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  MAP 2: 
  THE ADMINISTRATIVE SUITE 
  This map shows the layout of the Administrative Suite of the Wrinkle Academy. 
   
   
   
   
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   MAP 3: 
  IN THE ENDLESS LIBRARY 
  Use this map for the final battle with Gurtom Starcheek in the Endless Library.  
   
   
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  PLAYER HANDOUT 1: 
  MAP OF THE SKYROADS 
  This map shows the location of the Skyroads.  In the first encounter, the PCs land just to the northeast of 
  Castle Estival. 
   
   
   
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  PLAYER HANDOUT 2: 
  MAP OF VERBOBONC CITY 
  This map shows the layout of Verbobonc City.  The Wrinkle Academy is location 52 (near the center of the 
  city’s east wall). 
   
   
   
   
    
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  PLAYER HANDOUT 3: 
  NAMEPLATE FRAME 
  The pieces of the broken nameplate fit into this frame. 
   
   
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  PLAYER HANDOUT 4: 
  NAMEPLATE PIECES 
  These are the pieces to be assembled in the nameplate frame. 
   
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  VER7-08 Race the Spirit’s Lightning 
   
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  PLAYER HANDOUT 5: 
  THE PROPHECY OF THE THREE 
   
   
  I speak this prophecy to the three,  
  The Ruby, the Book, and the speaker of Lies 
  Skilled above all in the domain of his god, 
  A master and servant from Oerth will arise.  
    
  Knowledge is the path to his ascension, 
  and magic will be the key to the door. 
  Death will greet him and embrace him, 
  secrets once seen will no longer obscure. 
    
  For when traders fall and traitors strike, 
  the humbled master will grasp his role. 
  Then the brave at heart must stem the striving, 
  and keep the master from his goal. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Verbobonc/597/Normal Scenarios/VER7-08 - Race the Spirit's Lightning (APL 4-10)/VER7-08 - Race the Spirit's Lightning.pdf