TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
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  VER5-05 
   
   
   
  A Swan-Like End 
   
  A One-Round D&D® Living Greyhawk™ 
  Verbobonc Regional Adventure 
  By Joshua O’Connor-Rose and Brad Weier 
  Version 2.0 
   
  Triad Edit: Chad LaMontagne, Michael Maenza, and Vernon Vincent 
  Circle Edit: Tim Sech 
   
   
  Get ready for an explosive time in the town of Swan! You have been invited to attend the memorial for the legendary 
  Hero of Verbobonc, Willow Swan, which will feature the dedication of a new statue carved in his likeness. Of course, 
  plans made in Verbobonc rarely go as predicted. Soon enough, the party is knee deep in adventure searching for statues, 
  assassins, and the source of all the friction between the Verbobonc nobles. A light-hearted Verbobonc regional 
  adventure designed for APL 6-12. Players should bring their sense of humor. 
   
  Metaorganizational Focus 
  Noble House Guard (Avgustin), Verbobonc Town Project (Swan) 
   
   
   
   
   
   
   
   
   
   
  
  VER5-05 A Swan-Like End 
   
  Page 2 
  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 DM (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, 2006.  
   
  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 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 characters (NPCs) and 
  monsters appear in abbreviated form in the adventure 
  text. Full information on NPCs and monsters are given 
  in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table 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 characters 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.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up 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 
  
  VER5-05 A Swan-Like End 
   
  Page 3 
  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 characters 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 1
  st-level characters 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 characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Verbobonc.  Characters native to Verbobonc pay one 
  Time Unit per round, all others pay two Time Units 
  per round.  Adventurer’s Standard Upkeep costs 12gp 
  per round.  Rich Upkeep costs 50gp per round.  Luxury 
  Upkeep costs 100gp per round. 
   
  Before You Begin 
  Judges are advised to review the following pieces of 
  information before running this adventure. 
   
  Verbobonc Town Project 
  This adventure takes place in the town of Swan, which 
  is part of the Verbobonc Town Project. Characters with 
  Citizen of Swan certificates receive the benefits listed 
  there for this adventure.  
   
  The Dungeon Master (DM) is encouraged to visit the 
  Swan Yahoo discussion group at: 
   
  http://games.groups.yahoo.com/group/TownOfSwan/ 
   
  The discussion group has additional resources that may 
  prove helpful in detailing the portions of the town not 
  covered by this adventure. Additionally, the DM is 
  encouraged to review the entry for Swan in the 
  Walker’s Guide to Verbobonc. 
   
  Areas of Influence 
  This adventure allows the following influence for 
  purposes of the Verbobonc Influence document. 
  • 
  Viscount Langard 
  • 
  Houses Avgustin, Haxx, and Langmuir 
  • 
  Eglath Peasants 
  • 
  Church of St. Cuthbert 
  • 
  Church of Heironeous 
  • 
  Church of Rao 
  • 
  Halfling Church 
  • 
  The Wrinkle Academy 
  • 
  The Mounted Borderers 
  • 
  Gnomes of the Kron Hills 
   
  Kobold Cohort 
  Characters that played the Verbobonc regional 
  adventure VER3-04: A Matter of Love had the 
  opportunity to gain a special kobold cohort. This 
  special cohort is very useful in Encounter Nine: A 
  Track and Encounter Thirteen: A Mine. 
   
  Adventure Summary and 
  Background 
   
  A short time ago, a group of heroes from Verbobonc 
  led by Willow Swan rescued a clan of kobolds from 
  Furyondy and relocated them in Verbobonc. Willow 
  sent the good-aligned kobolds to town of Fort Wilfrick, 
  home of the Mounted Borderer command post of the 
  same name, where they found employment in the local 
  mines have been mostly quiet ever since.  
   
  Willow gave the evil-aligned kobolds some gold and 
  sent on them on their way. Unfortunately, they settled 
  on lands inhabited by Frieda.  
   
  Angered by the presence of the kobold intruders, 
  Frieda learned that they had been sent by Willow 
  Swan, who made his home in Fort Wilfrick. Frieda’s 
  anger was further enflamed when Viscount Langard 
  renamed Fort Wilfrick in honor of the Willow Swan 
  after his death in Highfolk during the spring of 593. 
  She swore to get revenge on Willow Swan and the 
  Heroes of Verbobonc.  
   
  Willow Swan’s untimely demise meant that Frieda 
  could not take revenge on the man. Instead, she strives 
  to take revenge on Verbobonc’s memory of the man. 
  She chose to create confusion and anger amongst the 
  nobles of Verbobonc, and then associate that chaos 
  with the name of Willow Swan. 
   
  Frieda began by creating an illusion of a ghostly green 
  dragon calling itself “the Green Father.” It convinced 
  the evil-aligned kobolds that they could bring “the 
  
  VER5-05 A Swan-Like End 
   
  Page 4 
  Green Father” back to Verbobonc. Once he returned, 
  he would create a kingdom for the kobolds and restore 
  them to their former glory as descendents of the 
  dragons. All the kobolds had to do was sacrifice a 
  number of personal items stolen from the Nobles of 
  Verbobonc. 
   
  To protect his children, “the Green Father” will help 
  them cast suspicion for the thievery upon other Nobles 
  of Verbobonc. 
   
  In VER3-05: Something’s Rotten in Eglath, a team of 
  kobolds stole several items from Lord Vaswell of 
  Eglath. Lord Vaswell, believing peasants were to blame, 
  raised the taxes on his citizens. The plebeians retaliated 
  by summoning a set of heroes from Verbobonc City to 
  find the culprit. After delving into an abandoned 
  sewer, the heroes discovered the band of kobolds and 
  some of the missing items.  
   
  In VER4-02: So Things Come to Confusion, the 
  kobolds struck in Verbobonc City, stealing many items 
  and planting evidence to cast blame on various 
  Verbobonc Nobles. A team of heroes chased the false 
  leads and discovered the kobolds behind the crimes. 
  Even more, they discovered the presence of “the Green 
  Father.” 
   
  In this adventure Frieda attempts to assassinate the 
  priest of the Town of Swan using a statue of Willow 
  Swan. Will the new Heroes of Verbobonc be able to 
  avert further disaster and finally defeat Frieda? 
   
  Note: Throughout this series the inevitable encounter 
  with the Green Father has been mounting in the 
  minds of the players. Frieda is using this knowledge as 
  she chooses the monsters that she has placed to destroy 
  the meddlesome heroes. The impression that the 
  character’s may be about to face the Green Father itself 
  at any moment should be played out. 
   
  Encounter One: A Distraction 
  The party awaits the beginning of the memorial for 
  Willow Swan at the Tavern of the Two Foot Traveler. A 
  page arrives with news that the town is under attack. 
  Frieda’s kobolds use the battle as a distraction to plant 
  explosive statues of Willow Swan all around the Town 
  of Swan. 
   
  Encounter Two: An Explosion 
  Just as the priest begins his dedication speech, the 
  statue of Willow Swan explodes, giving the players just 
  one chance to save the life of the priest. Immediately 
  after the explosion, an illusion of a kobold tells a riddle 
  that describes the location of more explosive statues. 
  Frieda’s kobolds use this distraction to leave the town 
  Swan via the sewers and salt mine. 
   
  Encounter Three: A Sculptor 
  Fredrique 
  the 
  dwarven 
  sculptor 
  explains 
  his 
  innocence. He also aids the players with the riddle by 
  providing information about the town if needed. 
   
  Encounter Four: A House 
  Frieda’s kobolds left an exploding statue outside the 
  children’s playroom at House Langmuir. Can the party 
  reach the house in time to prevent them from being 
  hurt? 
   
  Encounter Five: A Rest 
  Frieda’s kobolds left an exploding statue near the 
  stables by the Swan’s Rest. Can the party reach the 
  Swan’s Rest in time to prevent damage to the horses? 
   
  Encounter Six: A Shoppe 
  Frieda’s kobolds left an exploding statue in front of The 
  Swan Shoppe. Can the party reach the shop before 
  Sawtooth gets himself hurt? 
   
  Encounter Seven: A Tavern 
  Frieda’s kobolds left an exploding statue inside the 
  Tavern of the Two Foot Traveler. Can the party reach 
  the tavern in time to stop a fire from consuming the 
  building? 
   
  Encounter Eight: A Residence 
  Frieda’s kobolds left an exploding statue inside a 
  country home owned by the Haxx family. Can the 
  party reach the house, and break into it, in time to 
  prevent serious property damage? 
   
  Encounter Nine: A Track 
  After dealing with the immediate threat of the 
  exploding statues, the party can turn their attention to 
  tracking down the kobold culprits. A tracker in the 
  party, or one from the town, can find their trail leading 
  to the tunnels beneath the town. 
   
  Encounter Ten: A Sewer 
  Experienced heroes shake their heads as they enter a 
  Verbobonc sewer for the third time. The party follows 
  the trail to a rickety rope bridge constructed to lead 
  from the sewer to the salt mine. 
   
  
  VER5-05 A Swan-Like End 
   
  Page 5 
  Encounter Eleven: A Bridge 
  Halfway across the bridge, the party hears the sounds 
  of a creature that has only one thing in mind, knocking 
  them off the bridge and into the sewage below. 
   
  Encounter Twelve: A Door 
  Soon after crossing the bridge, the party encounters a 
  door with a strange carving. The kobold trail ends here, 
  but there is no obvious to open the locked, stone door. 
   
  Encounter Thirteen: A Mine 
  Further on down the mine, a group of good-aligned 
  kobold miners, led by Pedagog, hides from the monster 
  and the party. They hold the key for the locked door, 
  but will the party kill them before they get a chance to 
  help? 
   
  Encounter Fourteen: A Teleporter 
  Beyond the locked door lies a teleportation circle the 
  evil-aligned kobolds use to travel in and out of the 
  town. While the party may not trust the circle, 
  however searching the surrounding forest for the 
  kobolds will prove time-consuming and fruitless.  
   
  Encounter Fifteen: A Cave 
  The teleporter shuttles the party to a cave located in 
  the western part of the Iron Wood near Veluna. The 
  cave is filled with exploding statues of Willow Swan 
  and some angry kobolds. 
   
  Encounter Sixteen: A Hag 
  Alerted by the use of the teleporter, Frieda has created 
  her most fearsome illusion of “The Green Father.” She 
  and her closest henchmen await the party in her glen, 
  very close to the opening of the cave. 
   
  In her dying moments, Frieda curses the party, Willow 
  Swan, the kobolds, and all of Verbobonc.  
   
  Conclusion 
  The party returns to town and a hero’s welcome. If the 
  party was unable to transport it, the town retrieves the 
  original statue of Willow Swan from the kobold cave. 
  The Priest of St. Cuthbert is able to complete the 
  ceremony, and makes sure to honor the new Heroes of 
  Verbobonc at the same time remembering the old. 
   
  Introduction 
   
  This adventure is set in the Town of Swan in 
  Verbobonc. If the players are unfamiliar with the town, 
  read the following text to familiarize them. 
   
  The Town of Swan, named for the late hero Lord 
  Willow Swan, lies in the northern reaches of the 
  Kron Hills found in central Verbobonc. The town 
  sits on a bluff overlooking two rivers collectively 
  named “Gillendyl’s Run.” It is home to the 
  Mounted Borderer outpost named “Fort Wilfrick” 
  and to several mines consisting of salt, silver, and 
  jewels. 
   
  The town’s population consists mainly of laborers 
  for the mines as well as those necessary to run a 
  town of its size. Its numbers have swelled recently 
  due to an influx of refugees from cities hit hardest 
  by the giant invasions. Some of Verbobonc’s noble 
  families maintain modest holdings here as the 
  mines 
  continue 
  to 
  increase 
  the 
  economic 
  importance of the town. 
   
  The party is assumed to be resting in the Tavern of the 
  Two Foot Traveler. 
   
  The Tavern of the Two Foot Traveler appears to be a 
  single 
  building 
  composed 
  of 
  several 
  older 
  buildings. Numerous humans and many halflings 
  create a din in the main room of the tavern which 
  used to be the town hall. The smell of pipe smoke 
  mixes with the odor of food, adding to the sense-
  overload. Fielo and Curtis, two halflings, serve beer 
  at the long bar. 
   
  Awkward and small hallways connect the other 
  sections of the tavern, including rooms for 
  halflings as well as “big” races, a small shrine to the 
  halfling Pantheon above the hearth, and a 
  storefront called “Treats of the Two Foot Traveler” 
  where Mindy the halfling sells food while fending 
  off marriage proposals. 
   
  The atmosphere this afternoon is jovial and sunny, 
  much like the perfect weather for today’s 
  celebration. 
   
  You were all invited to witness the unveiling of a 
  memorial to the late Lord Willow Swan as well as 
  the dedication of a statue in his honor. The citizens 
  of the town wished to honor Willow Swan’s career 
  as an adventurer by inviting others of his kind. 
  Your reputations have grown to a point where 
  inviting you seemed only natural. 
   
  
  VER5-05 A Swan-Like End 
   
  Page 6 
  If the players are unfamiliar with one another, allow 
  them to do character introductions now. 
   
  Encounter One: A Distraction 
   
  This encounter takes place at the Tavern of the Two 
  Foot Traveler at 12:30 pm.  
   
  Exactly enough time has passed since your arrival 
  for you to relax and begin to genuinely enjoy your 
  visit, when a young page bursts into the main hall 
  of the Tavern. 
   
  She gasps for air and shouts, “Monster… Attacking 
  the town… It has wings… and claws and breathes 
  acid, everyone is running… around afraid… 
  Someone please help! 
   
  Llewellyn the page is far too panicked and frightened 
  to answer questions. Her only goal is to get the party to 
  come and fight the monster. She is unable to complete 
  sentences and will answer most queries with “No 
  times… have to go now… attacking now!” 
   
  She will lead the party roughly 100 yards south of the 
  town where the chimera is chasing around a small 
  contingent of Mounted Borderers. A Sense Motive 
  check (DC 30) will reveal that the monster seems to be 
  toying with its prey rather than seriously hunting. 
  Upon seeing the greater threat of the party, its attitude 
  changes and it attacks them as effectively as it can. 
   
  What is really happening: Frieda has sent this 
  monster as a distraction for the town. A group of evil-
  aligned kobold rogues are sneaking explosive statues 
  into various locations around the town. The characters 
  will most likely not notice the kobolds as they are in a 
  different part of the city from the fight. 
   
  A APL 6 (EL 7) 
  �Chimera (Green Dragon Head); hp 76; see 
  Monster Manual, pg. 34. 
   
  APL 8 (EL 8) 
  �Chimera, Advanced; hp 117; see Appendix 1. 
   
  APL 10 (EL 10) 
  �Chimera, Advanced; hp 169; see Appendix 1. 
   
  APL 12 (EL 12) 
  �Fiendish Chimera, Advanced; hp 169; see 
  Appendix 1. 
   
  Tactics: At low APLs the Chimera essentially attempts 
  to slaughter the party, Frieda has trained it since it was 
  little. At higher APLs the Chimera attempts to grab 
  lightly armored characters and drop them to the 
  ground. 
   
  Encounter Two: An Explosion 
   
  After the party dispatches the monster, the witnessing 
  crowd which was composed of most of the town, 
  applauds the party and then goes to the central town 
  square where the priest invites them to seats of honor 
  and begins the ceremony. 
   
  Assuming the players attend the ceremony, it begins 
  solemnly. 
   
  A high priest of St. Cuthbert steps on to a high, 
  wooden stage, accompanied by several other people 
  apparently of some import to the town. A tall statue 
  covered in a white cloth sits on the ground next to 
  the stage. It looms larger than life over the crowd 
  and has been covered for a couple of days now, 
  waiting for this unveiling ceremony. 
   
  The priest begins to read loudly from a prepared 
  speech. “My fellow Verbobonc citizens, thank you 
  for coming. On this glorious day, we pay tribute to 
  the namesake of our fine town, the heroic Lord 
  Willow Swan. To his family, he was a caring man. 
  To his fellow citizens, he was a wise man. And to 
  his enemies, he was a powerful man.” 
   
  As the priest speaks, have those attending the 
  ceremony make Listen and Spot skill checks (DC 20.) 
  Those who succeed at one of these checks experience 
  the following: 
   
  As the priest continues to drone on, the statue next 
  to him captures your attention. You detect a very 
  slight hum emanating from it. The cloth covering 
  the statue appears to vibrating. 
   
  The players that succeeded on the Spot or Listen Skill 
  check have one round to take an action. Allow the 
  players to save the priest if they can. 
   
  The priest is only a few minutes into his speech 
  when the statue next to him explodes with a 
  deafening BANG! 
   
  
  VER5-05 A Swan-Like End 
   
  Page 7 
  What happens next depends on whether or not players 
  took any action just before the explosion. The 
  following list assumes the players did nothing. Adjust 
  as you see fit. 
   
  � 
  The crowd panics and begins to run in all 
  directions. Some people are running in fear, 
  while others are trying to calm people down. 
  � 
  The priest is gravely wounded (-8 HP) and is 
  dying. If no party member helps him, a town 
  cleric will cast enough healing to keep him 
  from dying. He will remain unconscious 
  through the rest of the module. 
  � 
  Some audience members near the stage have 
  also been hurt, but none gravely. 
  � 
  Fredrique the dwarven sculptor begins 
  picking through the rubble to determine if 
  this statue was the one he carved. (See 
  Encounter Three: A Sculptor.) 
  � 
  Some members of local noble houses begin to 
  accuse one another of being behind the 
  explosion. Players may over hear statements 
  like “Haxx is at it again. As if their thievery 
  hasn’t caused enough trouble,” and “I 
  wouldn’t put it past some Langmuir scum to 
  do this. They seem to enjoy causing trouble.” 
  This is a symptom of the noble conflicts 
  caused by the evil-aligned kobolds thievery in 
  the past months. 
   
  The players have 10 rounds to do as they wish before 
  an illusion appears on the dust and stone covered stage. 
   
  Suddenly, a croaking voice sounds from the 
  formerly deserted stage. A masked kobold in black 
  robes and with an emblem of a green dragon on his 
  chest begins to speak loudly to no one in particular. 
  His voice is as raspy as sandpaper, yet still projects 
  to all within earshot. 
   
  Give the players a chance to react to this new situation. 
  The kobold is a clever illusion. (DC 14 + APL) 
  Touching or attacking it has no effect. It does not react 
  to the players. It simply gives its programmed speech. 
  (If the players successfully cast dispel magic on it, they 
  will miss out on the riddle and will have a difficult 
  time doing anything to stop the exploding statues in 
  Encounters Four through Eight.) 
   
  “Hark and hear my call from past the veil. 
  Bow, scrape and listen to thy king’s tale. 
  Though long since the swan has ended his dive, 
  One is four too few. For I demand five. 
   
  The first calls to you from nearby my nest. 
  You are far too late long before dawn’s crest. 
   
  The next appears where gold comprises stacks, 
  And no denizens within espouse tax. 
   
  Iron Lady rests where idle hands lure. 
  Corrupted all, even no mouse sang pure. 
   
  Nearly done where many make one concur. 
  Judged holy by the too short gaveler. 
   
  At last where the heated air will not stop, 
  And half-breed crafters’ saws and awls spawn slop. 
   
  Tears and cries and pain my villainy wrought. 
  Today your own destruction you have brought. 
  Your houses decay and collapse in time. 
  Now see thee the deadliness of my rhyme.” 
   
  His speech complete, the kobold simply vanishes. 
   
  Give the players Player Handout #1 and Player 
  Handout #2 and a few moments to discuss what has 
  happened. 
   
  The majority of the crowd has dispersed when 
  Kourtney approaches members of the party still near 
  the stage. 
   
  A young half-elven woman with blonde hair and 
  expensive dress approaches you. She seems 
  composed but hurried. “Excuse me, but are you the 
  adventurers the priest invited to the ceremony? I 
  am Kourtney, canonical assistant to the local high 
  priest of St. Cuthbert. I’m afraid that the city is not 
  out of danger yet. I am getting reports of 
  mysterious statues of our Lord Willow Swan 
  appearing in several places in the town. I fear 
  another explosion like the one we have seen. May I 
  burden you with the responsibility of looking into 
  this? 
   
  Kourtney is not authorized to provide payment for any 
  service, but she assures the players that the town will 
  be in their debt for any aid they can give. 
   
  The current time is 12:40 pm. (This will become very 
  important in Encounter Four. Begin tracking time 
  closely.) 
   
  At this point, players have several options. They may 
  decide to begin searching for the smaller Willow Swan 
  statues (Encounters Four through Eight) immediately. 
  
  VER5-05 A Swan-Like End 
   
  Page 8 
  Kourtney has received only incomplete reports and is 
  not sure where the statues are located. She can answer 
  questions about the town and can describe locations 
  indicated on the map. 
   
  Players may decide to question the creator of the 
  statue, Fredrique. Kourtney can identify him or give 
  directions to his home. See Encounter Three: A 
  Sculptor. 
   
  Players may decide to immediately begin hunting for 
  the kobolds behind the statue disaster. (Note that they 
  will hear the explosions from Encounters Four 
  through Eight as they search.) Characters with the 
  Tracking feat may make a Search check (DC 20) for 
  signs of humanoid footprints dragging a heavy object. 
  The tracks lead to the tunnels just outside of town – 
  Encounter Ten. 
   
  What is really happening: The evil-aligned kobolds 
  finish setting up the smaller, exploding Willow Swan 
  statues (see Encounters Four through Eight) around 
  the town. During the speech, they exit the town via the 
  sewer (Encounter Ten) leaving a trail (Encounter 
  Nine) 
   
  Encounter Three: A Sculptor 
   
  Players will encounter Fredrique the dwarven Sculptor 
  in one of two places, either the central courtyard or at 
  his home. 
   
  In the moments after the first explosion (Encounter 
  Two) Fredrique spends some time digging through the 
  debris to determine the authenticity of the statue. After 
  roughly fifteen minutes, he returns to his home to 
  await the investigation that will follow. 
   
  Depending on when the players decide to questions 
  him, use one of the following two descriptions. 
   
  Finding Fredrique in the Courtyard: 
   
  You spot an elderly dwarf digging in the rubble of 
  the statue near the stage. He examines the larger 
  chunks then tosses them aside. He appears to be 
  looking for something in particular. 
   
  Finding Fredrique in his home: 
   
  Fredrique’s home stands out from nearby houses 
  due to the extensive collection of sculptures in its 
  yard. Even to those without a keen eye for art, the 
  statues are beautiful and exhibit great care for detail 
  and ornament. 
   
  Regardless of where the players meet Fredrique, his 
  description and manner are the same. 
   
  “Greetings, the name’s Fredrique the Sculptor.”  
  Fredrique stands little over 4 and one half feet tall 
  and appears to be an old dwarf. His clothes are of 
  high quality and craftsmanship, and are far gaudier 
  than the garb of most dwarves. His manner is jovial 
  and friendly, but his eyes reveal a great concern 
  over the events of the day. “I suppose you’re 
  interested in that statue of Lord Swan that I carved? 
  Well, the one that exploded, that wasn’t mine. I 
  thought it looked strange under that blanket, but 
  looking through the ruins made me sure. That 
  wasn’t the statue I carved. I used better stone and I 
  certainly created a better likeness. I don’t know 
  what has happened.” 
   
  Fredrique is innocent of any crime. The evil-aligned 
  kobolds replaced his statue last night and have the 
  original in their lair (Encounter Fifteen) 
   
  The dwarf will cooperate with the party to the best of 
  his ability, even accepting temporary incarceration. He 
  answers all questions as truthfully as he is able. 
   
  What did you do to the statue? “I did nothing I don’t 
  do to every other statue of mine that hasn’t exploded. I 
  carved it over the span of two months and delivered it 
  to the courtyard two nights ago. It’s been under cover 
  since then.” 
   
  When was the last time you saw the statue? “Two 
  nights ago, when I delivered it to the courtyard.” 
   
  Do you have any enemies? “Nary a one, that I know 
  of anyway. Seems to me that whoever did this is more 
  an enemy to Lord Willow Swan. Why else destroy his 
  statue?” 
   
  Do you have a criminal record / How do we know 
  you are telling the truth? “I’ve lived here since near 
  its founding and there isn’t a soul here that can’t vouch 
  for me.”  
   
  What do you make of the kobold that appeared on 
  the stage? “Hmm, that was some sort of strange magic, 
  no doubt. I don’t remember his riddle, but it seemed to 
  be talking about places here in town. 
   
  
  VER5-05 A Swan-Like End 
   
  Page 9 
  If the party questions him further on the kobold’s 
  riddle, he provides the following clues: 
   
  � 
  “Well, I don’t understand what that monster 
  said, but if I was going to attack the city, I’d 
  start over at the Swan’s Rest. Buncha rich 
  folks hang out there.” 
  � 
  “I bet they would show up at the Tavern of 
  the Two Foot Traveler. There’s always a lot of 
  people there.” 
  � 
  “If that was some kind of ghost that Willow 
  sent to haunt us, then he might be angry at 
  Sawtooth over at the Swan Shoppe for selling 
  less than spectacular images of him.” 
   
  Encounter Four: A House 
   
  The five statues of Willow Swan are set to explode at 
  specific times today. The schedule is: 
   
  1:00 pm – Encounter Five: A Rest  
  1:15 pm – Encounter Eight: A Residence  
  1:30 pm – Encounter Four: A House  
  1:45 pm – Encounter Seven: A Tavern 
  2:00 pm – Encounter Six: A Shoppe 
   
  For a normal group of people, locating and traveling 
  between these locations takes 10 minutes. Thus, after 
  the party arrives at a location of a statue, they have five 
  minutes before a statue will explode.  
   
  (Note that high-level parties may have magic that 
  speeds their travel significantly. The party may also 
  split up, so they may cover the locations much 
  quicker.) 
   
  Every quarter hour, a statue explodes. The party may 
  arrive at a location before its statue has exploded, or 
  after. Thus, Encounters Four through Eight have two 
  descriptions, one for before its explosion and one for 
  after. When a statue explodes, it may be the statue at 
  the party’s current location, or it may be at a different 
  location.  
   
  If a statue explodes at the party’s location, check DM 
  Aid #4 – Exploding Statues for the results of the 
  explosion. Be sure to note which characters were 
  within 10 feet of the statue as well as any NPCs within 
  10 feet of the statue. 
   
  If a statue explodes at a different location, the party 
  hears the explosion in the distance. 
   
  Continually note the time of day for the players. This 
  will not only keep the pressure up on the players, but 
  will help you keep track of the scheduled explosions. 
   
  This statue is located near the front door the Langmuir 
  family merchant house, recently established in swan. 
   
  Before statue explosion: 
   
  You approach one of the larger and more ornate 
  holdings in the town. The home has three stories 
  and, from the outside, looks to contain more than 
  twenty rooms. 
   
  Near the front door is a statue of Lord Willow 
  Swan. It stands only a little over five feet tall, 
  considerably smaller than the statue to be unveiled 
  in the courtyard earlier today. 
   
  Two children are climbing on the statue, hanging 
  on its arms or running around its base. Two 
  servants sit on the front porch of the house, 
  apparently on a break. They seem blissfully 
  unaware of the events in the courtyard. 
   
  Characters making a Knowledge (VTF) (DC: 16) or 
  Bardic Knowledge (DC: 14) know that House 
  Langmuir is a noble house of Verbobonc headed by 
  “Iron Lady” Godeleva. Rumor has it that Ludovic, Lady 
  Godeleva’s son, once had a dalliance with a fair maiden 
  – or at least that’s the rumor the lady of this house likes 
  to spread.  
   
  The two servants are two male humans named Talus 
  and Murd. The male child is Humbert and the female 
  child is Bethany. They have not heard the news of the 
  explosion in the courtyard but will take the party’s 
  warnings seriously. 
   
  If the party asks the servants about the explosion in the 
  courtyard, they express suspicion at the Haxx family. 
   
  An explosion?! That’s terrible. I hope no one was 
  hurt. I certainly know nothing about it, but if was 
  hunting the culprits, I’d start my search with Haxx. 
  I know it is not wise to speak against such a 
  powerful family, but they have caused us so much 
  trouble lately. They had the gall to actually break 
  into the house not a month ago! Stole over a 
  hundred gold pieces worth of art and were stupid 
  enough to leave behind a glove with the Haxx crest. 
   
  
  VER5-05 A Swan-Like End 
   
  Page 10 
  After statue explosion: 
   
  You approach one of the larger and more ornate 
  residences in town. The home has three stories and, 
  from the outside, looks to contain more than 
  twenty rooms. 
   
  Check DM Aid #4 – Exploding Statues to see what 
  effect the explosion had and describe the damage done. 
   
  Regardless of the effect, the two children were hurt 
  and are in need of healing. The two servants hold the 
  children near the front of the house and angrily repeat 
  the charge that House Haxx probably had something 
  to do with this. 
   
  Characters with the Tracking feat may make a Search 
  check (DC 25). Success indicates that tracks of 
  humanoid footprints can be found. Making the DC by 
  +5 or more (DC 30) reveals that they were dragging a 
  heavy object of some kind. The tracks lead both to and 
  from the entrance to the sewers and Encounter Ten. 
   
  Encounter Five: A Rest 
   
  This statue is located near the stable next to The Swan’s 
  Rest, a tavern.  
   
  Before statue explosion: 
   
  The Swan’s Rest is a popular tavern known as much 
  for its food as its friendly atmosphere. Rather than 
  sitting around the fire and telling tales, the guests 
  are gathered near the stable and seem to be 
  worriedly discussing some problem. 
   
  The crowd seems divided between trying to move the 
  statue and evacuating the horses. They are unaware of 
  how little time they have to make a decision. 
   
  If the party does not take immediate action, Bell of the 
  Silver Voice, the tavern’s bard, approaches them. 
   
  A young half-elven woman approaches with a smile 
  that belies concern. Whether you heard her first, 
  due to the bells sewn into her garment, or whether 
  you saw her first, due to the abundance of flowers 
  and ribbons in her dress, you are not sure. 
  “Greetings, I am Bell, of the Silver Voice. We seem 
  to have a problem, although none of us are sure of 
  the threat. One of our patrons found a crude statue 
  of Lord Willow Swan near our stable. It was not 
  there 
  before 
  the 
  memorial 
  ceremony 
  this 
  afternoon. And after what happened there, we are 
  worried something similar will happen here.” 
   
  Belle is willing to take the advice of the party and will 
  instruct the tavern patrons to obey. 
   
  After statue explosion: 
   
  The Swan’s Rest is a popular tavern known as much 
  for its food as its friendly atmosphere. Right now, 
  however, chaos seems to reign outside of the tavern 
  and near the stable. A crowd of people rush to and 
  fro trying to deal with injured horses and people. 
   
  Check DM Aid #4 – Exploding Statues to see what 
  effect the explosion had and describe the damage done. 
   
  Regardless of the effect, horses were spooked then hurt 
  each other as well as some people standing nearby.  
   
  Characters with the Tracking feat may make a Search 
  check (DC 25). Success indicates that tracks of 
  humanoid footprints can be found. Making the DC by 
  +5 or more (DC 30) reveals that they were dragging a 
  heavy object of some kind. The tracks lead both to and 
  from the entrance to the sewers and Encounter Ten. 
   
  Encounter Six: A Shoppe 
   
  This statue is located in front of The Swan Shoppe, an 
  art and gift store dedicated to Lord Willow Swan.  
   
  Before statue explosion: 
   
  The sign above the door reads “The Swan Shoppe.” 
  The contents of the store window indicated that it 
  provides a steady supply of trinkets, art, and 
  clothing related to the town and its notable hero, 
  Lord Willow Swan. 
   
  Just outside the store window stands a crude statue 
  of Lord Willow Swan. A half-orc is busy attaching 
  wares from the store to strings hanging from the 
  statue. He is slightly overweight for a half-orc, and 
  has a humped back that affects his walk. His smile 
  softens his otherwise frightening face. The statue 
  holds a sign that says “Sale.” 
   
  If the players approach, the half-orc stops his work and 
  introduces his self. 
   
  
  VER5-05 A Swan-Like End 
   
  Page 11 
  “Ahh, good afternoon my fine customers. I am 
  Sawtooth, the owner and proprietor of The Swan 
  Shoppe. I present you with the finest in Swan 
  memorabilia. Perhaps I could interest you in some 
  goods I reserve for folks of your caliber?” 
   
  Sawtooth is a classic used-car salesman and will 
  interject any conversation with a sales pitch. Some 
  ideas for products are: 
   
  � 
  Lord Willow Swan dinner plates. “For use at 
  only your most important dinner parties. But, 
  like Lord Swan himself, tough as nails, just in 
  case they get thrown in anger during a marital 
  spat.” 
  � 
  Collectible Willow Swan mini-portraits. 
  “Some are rarer that others, which means they 
  are guaranteed to go up in value. Of course, 
  for legal reasons I can not offer that guarantee 
  in writing.” 
  � 
  Town of Swan Shirts. “Note that they say ‘My 
  parents went to the Town of Swan and all I 
  got was this lousy shirt.’ The kids love this 
  one!” 
  � 
  Willow Swan candy. “In the shape of Lord 
  Willow Swan. What better way to honor his 
  memory than by… eating him? Well, they 
  certainly are tasty!” 
   
  If asked about the statue of Willow Swan, Sawtooth 
  confesses truthfully that he knows nothing about it. 
   
  “I’m not sure where it came from. I returned from 
  the memorial to find it outside my shop. I assumed 
  it was a gift, maybe from Fredrique the Sculptor. 
  You don’t suppose it is unsafe, do you?” 
   
  Sawtooth will comply with any directives given by the 
  party, and will answer any help with a 5% discount for 
  today only! 
   
  After statue explosion: 
   
  A slightly overweight half-orc rests in the doorway 
  of this shop, holding a broken sign that says “wan 
  Sho.” He appears to be clumsily tending to wounds 
  on his arms and legs. The contents of the store 
  window indicated that it provides a steady supply of 
  trinkets, art, and clothing related to the Town of 
  Swan and to Lord Willow Swan. 
   
  Check DM Aid #4 – Exploding Statues to see what 
  effect the explosion had and describe the damage done. 
   
  Sawtooth has been hurt, but his life is not in danger. 
  He is not sure what has happened. He was decorating a 
  statue of Willow Swan, and then he woke up on the 
  ground, lying on his back. He thinks maybe his statue 
  exploded just like the one earlier today. 
   
  Characters with the Tracking feat may make a Search 
  check (DC 25). Success indicates that tracks of 
  humanoid footprints can be found. Making the DC by 
  +5 or more (DC 30) reveals that they were dragging a 
  heavy object of some kind. The tracks lead both to and 
  from the entrance to the sewers and Encounter Ten. 
   
  Encounter Seven: A Tavern 
   
  This statue is located inside the Tavern of the Two Foot 
  Traveler. 
   
  Before statue explosion: 
   
  The Tavern of the Two Foot Traveler has not been 
  this empty since it first opened. A large crowd of 
  people circles the tavern, peeking inside and 
  muttering to one another. 
   
  Fielo and Curtis, the halfling bartenders for the 
  tavern, spot you and quickly approach. 
   
  “Thank Yondalla you’ve returned,” Fielo cheers. 
  “You will never guess what has happened!” 
   
  If this is not the first encounter the players have had 
  with an exploding statue, then they can probably easily 
  guess what has happened, which will impress the 
  halflings. 
   
  “That’s right! We got back from the ceremony and 
  all of the sudden there’s this statue in front of the 
  bar. We don’t know who put it there and everyone 
  is afraid. It is really killing business. I don’t suppose 
  you can look into it for us, can you?” 
   
  After statue explosion: 
   
  The Tavern of the Two Foot Traveler has not been 
  this empty since it first opened. A large crowd of 
  people circles the tavern, shouting and watching 
  Mindy, Fielo, and Curtis run in and out of the 
  tavern to remove valuables. 
   
  
  VER5-05 A Swan-Like End 
   
  Page 12 
  Check DM Aid #4 – Exploding Statues to see what 
  effect the explosion had and describe the damage done. 
   
  Inside, the damage is obvious. The bar has been 
  nearly destroyed. Hundreds of bottles of alcohol lie 
  broken, and a small fire is beginning to catch in the 
  main room. 
   
  Players may act quickly to put out the fire. This is not a 
  difficult task and any reasonable actions will be 
  successful. 
   
  Characters with the Tracking feat may make a Search 
  check (DC 25). Success indicates that tracks of 
  humanoid footprints can be found. Making the DC by 
  +5 or more (DC 30) reveals that they were dragging a 
  heavy object of some kind. The tracks lead both to and 
  from the entrance to the sewers and Encounter Ten. 
   
  Encounter Eight: A Residence 
   
  This statue is located in the front room of the Haxx 
  residence. 
   
  Before statue explosion: 
   
  The Haxx residence is large without being 
  ostentatious. Standing only two stories, the most 
  attractive feature of the house is the sizable lawn 
  and garden that surrounds it. 
   
  The first unusual aspect of this house is that there is no 
  one in or around it. DC 16 Knowledge (local) or DC 14 
  Bardic Knowledge check to know that House Haxx is 
  known for extensive business holdings and the 
  presence of a house in the Town of Swan is mostly 
  likely a convenience when doing business with the 
  mines. The absence of any official house crest indicates 
  that this isn’t an ‘official’ noble presence in the town, 
  however Captain Yronl – acting regent for House 
  Avgustin – has directed the mayor and town guard to 
  keep a close eye on the comings and goings here. 
   
  The second unusual aspect of the house is the statue of 
  Willow Swan that sits in the front room. The party can 
  see the statue simply by looking in the front window of 
  the house. Entering the house, however, requires 
  breaking and entering. The doors and windows are all 
  locked (Open Lock DC 20.) 
   
  After statue explosion: 
   
  The Haxx residence is large without being 
  ostentatious. Standing only two stories, the house’s 
  most attractive feature is the sizable lawn and 
  garden that surrounds it. At first, all appears quiet 
  and normal with the house, until you arrive at the 
  front of the house. A large window has been 
  destroyed and the furniture inside lies either 
  broken or in disarray. Paintings on the wall are in 
  tatters and the once-valuable carpet is scorched and 
  worthless. 
   
  Check DM Aid #4 – Exploding Statues to see what 
  effect the explosion had and describe the damage done. 
   
  The characters can do little to mitigate the damage 
  caused by the explosion. 
   
  Characters with the Tracking feat may make a Search 
  check (DC 25). Success indicates that tracks of 
  humanoid footprints can be found. Making the DC by 
  +5 or more (DC 30) reveals that they were dragging a 
  heavy object of some kind. The tracks lead both to and 
  from the entrance to the sewers and Encounter Ten. 
   
  Encounter Nine: A Track 
   
  At some point, the party should begin to question how 
  the statues came into the city. There are several ways 
  for them to pick up the trail of the evil-aligned kobolds. 
   
  A character with Tracking can make a Search check at 
  many locations to find the trail of the evil-aligned 
  kobolds. 
   
  � 
  The courtyard – Encounter 1-3 - Search DC 
  20 
  � 
  The Langmuir house – Encounter 4 – Search 
  DC 25 
  � 
  The Swan’s Rest – Encounter 5 – Search DC 
  30 
  � 
  The Swan Shoppe – Encounter 6 – Search 
  DC 25 
  � 
  The Tavern of the Two Foot Traveler – 
  Encounter 7 – Search DC 30 
  � 
  The Haxx house – Encounter 8 – Search DC 
  25 
   
  Kobold Cohort: If a character has the special Kobold 
  cohort from VER3-04: A Matter of Love, the cohort 
  mentions that the tunnels beneath the town are a good 
  way to get in and out of town. He can lead the party to 
  Encounter Ten. 
   
  
  VER5-05 A Swan-Like End 
   
  Page 13 
  Divination Magic: If directed at kobolds or the 
  statues, the magic indicates the direction of the sewer 
  entrance. 
   
  Last Resort: If all else fails, apply the clue-by-four by 
  having a resident ranger discover the tracks and report 
  it to the party. 
   
  All of the tracks lead to Encounter 10: A Sewer. 
   
  Encounter Ten: A Sewer? 
   
  The tracks have led you to an interesting location 
  south of the city – an entrance to tunnels 
  connecting with the city’s water supply. Your fate 
  and the fate of the town lie within. 
   
  The characters have to climb (DC 5 Climb check) 
  down into the sewer one or two at a time. No danger 
  awaits them inside the sewer hallway. 
   
  The last wisps of dry air dissolved as you descend 
  into a wide, stone hallway that runs north and 
  south.  The area in which you stand appears to be 
  some sort of access branch off of the main water 
  supply 
   
  Some sunlight comes in from the entrance; however 
  players without low-light vision or darkvision must 
  supply their own illumination. 
   
  The stone hallway leads north to Encounter Eleven: A 
  Bridge. 
   
  Encounter Eleven: A Bridge 
   
  The stone hallway opens up into a broad area. 
  Nearby, spanning a river of sewage so deep it 
  beggars the imagination, you see a solid-looking 
  wooden bridge. However it does not have railings. 
  The river of filth flows slowly from one end to the 
  other. There must be very large holes in this room 
  for the sewage to flow through. 
   
  A Zezir lies in wait in the darkness north of the bridge. 
  Flammable spray coats the bridge. It intends to set the 
  bridge aflame on the party when one or more of them 
  cross the bridge. Have the party make Spot checks 
  against the Zezir’s Hide skill to determine who is 
  surprised on the first round. 
   
  As you cross the bridge, a sound of scales and claws 
  scraping along stone comes from the North. You 
  are not certain, but you think you see a vaguely 
  serpentine shadow on a wall beyond the bridge. 
  (Only if the Zezir gets surprise) A serpentine form 
  opens his mouth as flames come out. 
   
  APL 6 (EL 6) 
  �Zezir; hp 101; see Appendix 1. 
   
  APL 8 (EL 8) 
  �Zezir: hp 157; see Appendix 1. 
   
  APL 10 (EL 10) 
  �Zezir: hp 228; see Appendix 1. 
   
  APL 12 (EL 12) 
  �Zezir (2): hp 228, 228; see Appendix 1 
   
  Tactics: The zezir does not attack to kill as such. After a 
  few characters set forth across the bridge, it sets the 
  bridge on fire. The bridge being well built has a 
  hardness of 5 and 20 hit points and has already taken 2 
  points of damage. It otherwise then runs into the fire, 
  attempting to bull rush the heroes off the bridge.  
   
  It does not attack for lethal damage. A ranger or druid 
  making a successful Wild Empathy check (DC 15) get 
  the sense it’s just playing, similar to a puppy that’s been 
  waiting for someone to come along after being lonely 
  for a long time. 
   
  Characters falling into the river take 2d6 non-lethal 
  and are coated with foul-smelling sewage. This gives 
  them a -10 to their Hide and Move Silently checks for 
  the rest of this module unless they have magical means 
  to clean themselves. Climbing out of the river is a 
  Climb check (DC 20 due to the slippery nature of the 
  sewage.) 
   
  What’s this? A Sewer in Swan? It should be obvious 
  that such a large sewer aqueduct could not possibly 
  exist in a town of this size, but for those who need help 
  – a successful DC 10 Knowledgte (Archetecture and 
  Engineering) check verifies this. Characters that are 
  residents of the town automatically know that the 
  town does not have a sewer system. The appearance of 
  the sewer system is Frieda’s own little twisted way of 
  getting back at Willow Swan. Using her petty magic, 
  she wants to get back at him by turning the town that 
  bears his name into a stink hole. While real enough, 
  the magic sustaining it will fade in time. Any spell 
  caster with an active detect magic spell and making a 
  
  VER5-05 A Swan-Like End 
   
  Page 14 
  DC 20 Spellcraft check recognizes the magic as 
  alteration.  
   
  Encounter Twelve: A Door 
   
  On the East wall beyond the bridge you spot a 
  curious decoration. It appears to be a grid of stone 
  squares with letters and symbols on it. 
   
  Give the party Player Handout #3. 
   
  The kobolds in Encounter Thirteen hold the key to 
  this puzzle. 
   
  The stones are keypad locks for the secret door 
  concealed in this wall (Search check DC 30) The door 
  has four magical locks, each of which is linked to the 
  letter “H”. Normally the way to open it is to touch each 
  of the stones marked with an “H” without touching 
  any other stones in between. A party may cast knock or 
  use a chime of opening 4 times to bypass this device 
   
  Once the party either opens it on their own or get the 
  kobolds in Encounter Thirteen to help out read the 
  following: 
   
  The wall gives a slight shudder as a portion of it to 
  the right of the grid slowly sinks into the floor. A 
  nearly empty room lies beyond it. 
   
  Encounter Thirteen: A Mine 
   
  The man-made walls of the sewers give way to 
  rough-carved walls of a mine on the other side of 
  the bridge. The hall concludes in a type of dead-
  end. The chamber is roughly 15 by 30 feet. Small 
  hand worked tunnels lead out of numerous spots in 
  the walls of the room. Small creatures would have 
  to squeeze to fit through them. 
   
  The small tunnels are mineshafts just barely large 
  enough for the kobold workers to travel through. They 
  lead to a more complex set of tunnels and mines not 
  covered in this module. 
   
  Four kobold miners are hiding in this room at the 
  moment. They began hiding from the monster in 
  Encounter Eleven, and are now hiding from the party, 
  unsure if they are friend or foe. Have the kobolds made 
  Hide checks as soon as the party enters the room, 
  opposed by the party’s Spot and Listen. 
   
  Development: If the party attacks the kobolds, they 
  will attempt to escape through the small mineshafts. If 
  the party tries to parley with the kobolds, they are very 
  cautious at first, but a DC 15 Diplomacy check will 
  help them warm to the party. 
   
  They know nothing of the events from earlier in the 
  day. They unendingly praise Lord Willow Swan for 
  helping them escape famine and are more than willing 
  to share that tale. 
   
  The grid of stones in Encounter Twelve is a mystery 
  to them. When the party asks, however, they suddenly 
  remember a curious item they picked up in the mines 
  recently. The kobolds do not know this, but this is the 
  key to the grid puzzle. Give the party Player Handout 
  #4. 
   
  Kobold Cohort: Again, the special cohort proves his 
  worth. The kobold miners instantly recognize one of 
  their own. In yips of joy, they rush forward to greet 
  their friend, extending that friendship to those with 
  him – especially the one to whom the cohort is 
  apprenticed. They do not hesitate to hand over Player 
  Handout #4, saying they found it in the mines 
  recently and think it has something to do with the 
  door from Encounter Twelve. 
   
  About Player Handout #4. 
  It is a thin sheet of metal with numerous square holes. 
  The holes are the same size as the stones in the grid. If 
  the characters place the grid over the stones a message 
  is revealed. 
   
  Simulate this with Player Handout #3 and Player 
  Handout #4. By placing Player Handout #4 over 
  Player Handout #3, the message “To open press all H” 
  is revealed.  
   
  Note that players may place Player Handout #4 over 
  Player Handout #3 in the wrong orientation. If they 
  do this, a different message is revealed. These have no 
  meaning no action based on them has any effect. Only 
  the message “To open press all H” matters. 
   
  All APLs 
  Kobolds (4): hp 4,4,3,2; see Monster Manual except 
  these kobolds are aligned Lawful Neutral with on 
  Lawful Good, page 161. 
   
  
  VER5-05 A Swan-Like End 
   
  Page 15 
  Encounter Fourteen 
  A Teleporter 
   
  The room beyond the stone grid is entirely empty 
  except for a large circle carved into the floor. It is 
  nearly 20 feet in diameter and contains runes 
  carved along the perimeter. The floor also contains 
  a think layer of dust, through which many tracks 
  lead into the circle then stop. 
   
  The circle is magic and instantly teleports anyone 
  entering it to Frieda’s domain in the Iron Wood and 
  Encounter Fifteen. 
   
  The runes are in Kobold and they simply repeat “The 
  Father” over and over again. 
   
  Encounter Fifteen: A Cave 
   
  For just an instant all goes black and space and time 
  seem to be wrenched out of synch. Suddenly, you 
  find yourself in a large cave lit by numerous torches 
  along the walls. The ceiling arches to fifteen feet at 
  its highest point. 
   
  You have little time to get your bearings because 
  you find yourself surrounded by a number of 
  Willow Swans. Or, at least many crude stone 
  replicas of him. One replica stands out from the 
  rest not only because it is far taller, but also because 
  it is much more finely crafted. 
   
  At the far end of the chamber, an opening leads 
  into a rough hewn cave, from which seeps a low 
  mist. 
   
  The characters have arrived in the center of the room, 
  on top of the teleportation circle at this end. However, 
  this one will not function until Frieda has been killed. 
  Once activated, however, it returns characters back to 
  Encounter Fourteen. 
   
  There are six trapped statutes surrounding the statue of 
  swan and 4 Kobolds (from Encounter Sixteen) are 
  hidden at the entrance waiting for the party.  
   
  The tallest Willow Swan statue sits directly to the 
  South of the teleportation circle. It weighs 1,000 
  pounds, is not secured nor is it in any way magical. Its 
  base contains a mark of Fredrique the dwarven 
  Sculptor. 
   
  A small contingent of kobold stand guard, watching 
  that only kobolds use the teleportation circles. They 
  stand near the exit. Each guard wears the emblem of a 
  green dragon on his or her chest. 
   
  APL 6 (EL 1) 
  �Kobold (4); hp 4 each; See Monster Manual, pg. 161 
   
  APL 8 (EL 2) 
  �Kobold (8); hp 4 each; See Monster Manual, pg. 161 
   
  APL 10 (EL 6) 
  �Kobold Guardians (2): hp 29 each; see Appendix 1. 
   
  APL 12 (EL 8) 
  �Kobold Guardians (4): hp 29 each; see Appendix 1. 
   
  Tactics: The teleportation circles glow slightly when 
  they are used, so the guards will not be surprised. 
  Characters that do not know the destination of the 
  teleportation will be surprised, however, since no Spot 
  or Listen check applies before the teleportation. On the 
  surprise round all the Kobolds fire crossbows on the 
  trapped statues. The next round they run to Join Frieda 
  and the rest of the kobolds outside. 
   
  Treasure: 
  APL 6: L: 6 gp; C: 0 gp; M: 0 gp. 
  APL 8: L: 12 gp; C: 0 gp; M: 0 gp. 
  APL 10: L: 32 gp; C: 0 gp; M: 0 gp. 
  APL 12: L: 64 gp; C: 0 gp; M: 0 gp. 
   
  Encounter Sixteen: A Hag 
   
  The area directly outside the cave is a dense forest. 
  Thick fog covers the exit obscuring sight beyond 5 
  feet. 
   
  Give the characters opportunities to respond or react to 
  the fog, the fog is a simple obscuring mist meant to 
  give the fleeing kobolds an opportunity to escape the 
  heroes and return to their allies in the woods. 
   
  Following the path the mist clears briefly after a 
  short distance and continues for 110 feet. At the 
  end of the path is a large clearing littered with that 
  contains a living, breathing nightmare. Standing 11 
  feet tall and over 50 feet in length, a green dragon 
  turns its gaze on you. Gas escapes from its nostrils 
  and rises into the sky, coloring the stars and moon 
  with a sickly green. 
  
  VER5-05 A Swan-Like End 
   
  Page 16 
   
  It speaks a single word in the twisted kobold 
  tongue. 
   
  The Green Father has told them to attack in the 
  Draconic language. 
   
  The Green Father is really Freida, at APL 6 an ogre, at 
  APL 8 through 12 she is a Green Hag. The kobolds 
  attack the party the instant they see them and fight to 
  the death. 
   
  APL 6 (EL 8) 
  Kobold Guardians (2): hp 36 each; see Appendix 1. 
  Frieda: Female Ogre Wiz4 (Illusionist); hp 56; See 
  Appendix 1. 
   
  APL 8 (EL 10) 
  Kobold Guardians (4): hp 36 each; see Appendix 1 
  Frieda; hp 120; see Appendix 1 
   
  APL 10 (EL 12) 
  Kobold Guardians (8): hp 36 each; see Appendix 1 
  Frieda; hp 137; see Appendix 1. 
   
  APL 12 (EL 15) 
  Kobold Guardians (16): hp 29 each; see Appendix 1. 
  Frieda; hp 159; see Appendix 1. 
   
  Tactics: Roll initiative and Spot checks for each of the 
  players to see the hidden kobolds. On the first round 
  Frieda will concentrate on the illusion up until her 
  action where she will cast (acidic) fireball while the 
  dragon “breaths” from above. Frieda is invisible in the 
  forest and hiding. The illusion is extended so the 
  Dragon will react to being hit and act to breathe until 
  Frieda is out of acid balls.  Frieda will have already cast 
  mage armor on herself and cast shield as soon as she 
  hears fighting from the kobolds in the previous 
  encounter. 
   
  Discovering the Illusion: The illusion is a persistent 
  image, up until the Frieda does the first Acid ball 
  players the DM will make the Will saves for the 
  characters when they interact to see if they identify it 
  for what it is. After the first (acidic) fireball the dragon 
  will hover threatening with it, if anybody hits the 
  Dragon with a weapon afterwards the image 
  disappears, Secret Spellcraft rolls may identify that it 
  isn’t invisibility 
   
  Note: 
  To 
  counter 
  metagaming, 
  DM’s 
  should 
  ‘accidentally’ sit with the dragon section of the 
  Monster Manual open to the page that has the Green 
  Dragon, when a character hits the dragon in the first 
  round, stare at the book and look up and shake your 
  head and make notes as if – a little damage got 
  through. Sigh a lot and bemoan the unfairness of 
  writers to put awful encounters that will just destroy 
  parties. Have fun. 
   
  Treasure: 
  APL 6: L: 77 gp; C: 0 gp; M: ring of protection +1 (167 
  per character gp); cloak of resistance +1 (167 per 
  character gp); pearl of power (2
  nd level) (333 gp per 
  character); potion of cure moderate wounds (25 gp per 
  character); 
   
  APL 8: L: 105 gp; C: 0 gp; M: rod of cancellation (917 gp 
  per character); ring of protection +1 (167 per character 
  gp); cloak of resistance +1 (167 per character gp); 
  potion of cure moderate wounds (25 gp per character); 
   
  APL 10: L: 210 gp; C: 0 gp; M: +1 club (192 gp per 
  character), rod of python (1,083 gp per character); ring 
  of protection +1 (167 per character gp); cloak of 
  resistance +2 (333 gp per character); wand of darkbolt 
  (charges: 25) (187 gp per character); potion of cure 
  moderate wounds (25 gp per character); scroll of touch 
  of idiocy (cl10) (46 gp per character). 
   
  APL 12: L: 420 gp; C: 0 gp; M: +1 club (192 gp per 
  character), ring of evasion (2,083 gp per character); ring 
  of protection +1 (167 per character gp); cloak of 
  resistance +2 (333 gp per character); wand of darkbolt 
  (charges: 25) (187 gp per character); potion of cure 
  moderate wounds (25 gp per character); scroll of touch 
  of idiocy (cl10) (46 gp per character). 
   
  Upon disposing of the kobolds and Frieda, she has one 
  last thing to screech before dramatically perishing. 
   
  Curse you and your entire races. And curse that 
  villain Willow Swan. It was he that set this plague 
  of kobolds on my home. It was he and his so called 
  ‘Heroes of Verbobonc’ that destroyed my peace. 
  May your villainy blacken your souls and curse you 
  until the end of your days. 
   
  After the battle, the players are free to search around 
  the clearing. 
   
  Not far into the woods you find a set of what can 
  charitably be called “houses.” They are little more 
  than organized piles of sticks and mud where the 
  kobolds made their homes. Within the houses you 
  discover numerous items that belong to the noble 
  
  VER5-05 A Swan-Like End 
   
  Page 17 
  houses of Verbobonc including weapons, shields, 
  clothes, and minor items of art and science. Clearly, 
  the kobolds had been very busy stealing items for 
  the false Green Father.  
   
  It is clear that the kobolds have been behind the 
  discord amongst the Verbobonc nobles as of late. It is 
  also clear that they were played for fools by Frieda. In 
  her twisted mind, the only possible revenge on the late 
  Willow Swan was to sew discord in his name. Had she 
  been left to her ways, there is no telling when she 
  would have stopped. Still, her anger was somewhat 
  understandable, as few would wish to share their 
  homes with the kobolds Willow discarded in hers. 
   
  Conclusion 
   
  By the time the players return to the town, the Priest 
  has recovered from his injuries, if he had any, and is 
  able to thank the party and reward them for their valor. 
   
  Upon your return the high priest of St. Cuthbert 
  and a crowd of people wait anxiously for your 
  return. Spying success in your demeanor they 
  cheer your arrival. Word of the exploding statues 
  and your quest to put an end to them has traveled 
  quickly. 
   
  After you relate your tale to the crowd, the priest of 
  St. Cuthbert proudly declares that the celebration 
  of Willow Swan shall now be expanded to include 
  your party as well. An impromptu feast and party is 
  quickly assembled in the main town square. 
   
  Fielo and Curtis serve ale from the Tavern of the 
  Two Foot Traveler and complain only a few times of 
  all the money they are losing. Mindy helps a 
  number of other restaurant owners organize giant 
  plates of food and pastries. Sawtooth has added 
  your names to the shirts bearing Willow Swan’s 
  visage and is selling them at a very special, one-
  time-only discount. Entertainment is provided by 
  Belle of the Silver Voice and some fellow 
  musicians. Speeches are made, too much food is 
  eaten, and far, far too much ale is drunk.  
   
  While you have relieved Verbobonc of the Green 
  Father and protected the honor of Willow Swan, 
  perhaps your greatest achievement is giving people 
  a reason to celebrate in these dark times. 
   
  Treasure 
  APL 6: L: 0 gp; C: 120 gp; M: 0 gp. 
  APL 8: L: 0 gp; C: 160 gp; M: 0 gp. 
  APL 10: L: 0 gp; C: 200 gp; M: 0 gp. 
  APL 12: L: 0 gp; C: 240 gp; M: 0 gp. 
   
  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 role-playing) to each character. 
   
  Encounter One – Early to Rise 
  Defeat the monster. 
  APL 6 
  210 XP 
  APL 8 
  240 XP 
  APL 10 
  300 XP 
  APL 12 
  360 XP 
   
  Encounter Two – An Explosion 
  Attempt to take some action to prevent harm to the 
  priest, regardless of success. 
  APL 6 
  30 XP 
  APL 8 
  30 XP 
  APL 10 
  30 XP 
  APL 12 
  30 XP 
   
  Encounter Four – A House 
  Prevent harm to the children either by evacuating the 
  area or by disabling the statue. 
  APL 6 
  30 XP 
  APL 8 
  30 XP 
  APL 10 
  30 XP 
  APL 12 
  30 XP 
   
  Encounter Five – A Rest 
  Prevent harm to the horses and people either by 
  evacuating the area or by disabling the statue. 
  APL 6 
  30 XP 
  APL 8 
  30 XP 
  APL 10 
  30 XP 
  APL 12 
  30 XP 
   
  Encounter Six – A Shoppe 
  Prevent harm to Sawtooth either by evacuating the 
  area or by disabling the statue. 
  APL 6 
  30 XP 
  APL 8 
   30 XP 
  APL 10 
  30 XP 
  
  VER5-05 A Swan-Like End 
   
  Page 18 
  APL 12 
  30 XP 
   
  Encounter Seven – A Tavern 
  Prevent harm to the tavern either by disabling the 
  statue or putting out the fire. 
  APL 6 
  30 XP 
  APL 8 
  30 XP 
  APL 10 
  30 XP 
  APL 12 
  30 XP 
   
  Encounter Eight – A Residence 
  Prevent harm to the house either by disabling the 
  statue. 
  APL 6 
  30 XP 
  APL 8 
  30 XP 
  APL 10 
  30 XP 
  APL 12 
    30 XP 
   
  Encounter Eleven – A Bridge 
  Defeat the monster. 
  APL 6 
   180 XP 
  APL 8 
  240 XP 
  APL 10 
  300 XP 
  APL 12 
  360 XP 
   
  Encounter Twelve – A Door 
  Discover the solution to the secret door. 
  APL 6 
  50 XP 
  APL 8 
  50 XP 
  APL 10 
  50 XP 
  APL 12 
  50 XP 
   
  Encounter Fifteen – A Cave 
  Defeat the kobold guards. 
  APL 6 
  30 XP 
  APL 8 
  60 XP 
  APL 10 
  180 XP 
  APL 12 
  240 XP 
   
  Encounter Twelve – A Hag 
  Defeat Frieda and her lackeys. 
  APL 6 
  240 XP 
  APL 8 
  300 XP 
  APL 10 
  360 XP 
  APL 12 
  450 XP 
   
  Award for Good Roleplaying 
  APL 6 
  10 XP 
  APL 8 
  10 XP 
  APL 10 
    10 XP 
  APL 12 
  10 XP 
   
  Total Possible Experience 
  APL 6 
  900 XP 
  APL 8 
  1,125 XP 
  APL 10 
  1,350 XP 
  APL 12 
  1,575 XP 
   
  Treasure Summary 
   
  During an adventure, characters 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 characters cannot take 
  the time to loot the bodies, they do not gain this gold.  If 
  you feel it is reasonable that characters 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), characters may 
  return to retrieve loot.  If the characters 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 characters may want to use them during the 
  adventure.  Many times characters 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 characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  
  VER5-05 A Swan-Like End 
   
  Page 19 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
   
  Encounter Fifteen – A Cave 
  Defeat and loot the kobold guards. 
  APL 6: L: 6 gp; C: 0 gp; M: 0 gp. 
  APL 8: L: 12 gp; C: 0 gp; M: 0 gp. 
  APL 10: L: 32 gp; C: 0 gp; M: 0 gp. 
  APL 12: L: 64 gp; C: 0 gp; M: 0 gp. 
   
  Encounter Sixteen – A Hag 
  Defeat and loot Frieda and her cohorts. 
  APL 6: L: 77 gp; C: 0 gp; M: ring of protection +1 (167 
  per character gp); cloak of resistance +1 (167 per 
  character gp); pearl of power (2
  nd level) (333 gp per 
  character); potion of cure moderate wounds (25 gp per 
  character); 
   
  APL 8: L: 105 gp; C: 0 gp; M: rod of cancellation (917 gp 
  per character); ring of protection +1 (167 per character 
  gp); cloak of resistance +1 (167 per character gp); 
  potion of cure moderate wounds (25 gp per character); 
   
  APL 10: L: 210 gp; C: 0 gp; M: +1 club (192 gp per 
  character), rod of python (1,083 gp per character); ring 
  of protection +1 (167 per character gp); cloak of 
  resistance +2 (333 gp per character); wand of darkbolt 
  (charges: 25) (187 gp per character); potion of cure 
  moderate wounds (25 gp per character); scroll of touch 
  of idiocy (cl10) (46 gp per character). 
   
  APL 12: L: 420 gp; C: 0 gp; M: +1 club (192 gp per 
  character), ring of evasion (2,083 gp per character); ring 
  of protection +1 (167 per character gp); cloak of 
  resistance +2 (333 gp per character); wand of darkbolt 
  (charges: 25) (187 gp per character); potion of cure 
  moderate wounds (25 gp per character); scroll of touch 
  of idiocy (cl10) (46 gp per character). 
   
  Conclusion 
  Reward from Priest 
  APL 6: L: 0 gp; C: 120 gp; M: 0 gp. 
  APL 8: L: 0 gp; C: 160 gp; M: 0 gp. 
  APL 10: L: 0 gp; C: 200 gp; M: 0 gp. 
  APL 12: L: 0 gp; C: 240 gp; M: 0 gp. 
   
  Total Possible Treasure  
  APL 6:   
   
     895 gp 
  APL 8:   
   
  1,250 gp 
  APL 10:   
   
  2,100 gp 
  APL 12:   
   
  3,000 gp 
   
   
   
   
  
  VER5-05 A Swan-Like End 
   
  Page 20 
  Appendix I: NPCs
  APL 6
   
  Encounter Eleven 
  Zezir*: Medium Magical Beast; CR 6; HD 9D10+45; hp 101; Init +4; Spd: 40 ft.; AC 17 (+4 Dex, +3 natural), touch 14, 
  flat-footed 13; Base Atk +9; Grp +13; Atk +13 melee (1D8+4) or + 13 ranged touch (2D6 fire); Full Atk +13 melee (1D8+4) 
  and 2 claws +8 melee (1D6+2) or + 13 ranged touch (2D6 fire); SA Flammable Spray, Spark Stream; SQ Darkvision 60 ft., 
  fast healing 6, immunity to fire, low light vision, vulnerability to cold; AL CE; SV Fort +10, Ref +10, Will +6; Str 18, Dex 
  18, Con 19, Int 5, Wis 12, Cha 13 
   
  Skills and Feats: Listen +7, Spot +7; Ability Focus (Flammable Spray), Endurance
  B, Improved Toughness*, Iron 
  Will, Power Attack, Run
  B 
   
  *See Appendix 2: New Rules Items 
   
  Encounter Sixteen 
   
  Frieda: Male Ogre; Wiz4: CR 6; Large Giant; HD 4d8+4d4+8; hp 56; Init +1; Spd 30; AC 23 [mage armor, shield, natural, 
  Dex, -1 size] Flat-footed 22, touch 18; Base Atk +5; Grp +13; Atk +9 melee (1d8+4, masterwork large club); SQ Darkvision 
  (Ex) 60 ft., Low-light Vision (Ex); AL NE; SV Fort +7, Ref +4, Will +7; Str 18, Dex 13, Con 12, Int 14, Wis 12, Cha 4. 
   Skills and Feats: Concentration +12, Decipher Script +3, Knowledge (arcana) +7, Knowledge (geography) +8, 
  Knowledge (nobility and royalty) +7, Listen +15, Spot +12, Tumble +4; Combat Casting, Greater Spell Focus (Illusion), 
  Scribe Scroll, Power Attack, Spell Focus (Illusion). 
   Spells Prepared (4/4/3); DC = 12 + spell level; DC = 14 + spell level Illusion; 0 - daze, flare x2, mage hand; 1st - burning 
  hands, color spray, magic missile, ray of enfeeblement; 2nd - hypnotic pattern, invisibility, mirror image. 
   Possessions: masterwork large club, cloak of resistance +1, ring of protection +1, wand of darkbolt (CL3, 25 charges), 
  pearl of power (2
  nd level), scroll of shield, scroll of mage, potion of cure moderate wounds, scroll of fireball (acid energy 
  substitution*), scroll of persistent image. 
  * see Appendix 2: New Rules Items 
   
  Familiar: Male Animal, Bat; CR 1/10; Diminutive Animal ; HD 8d8; hp 28; Init + 2; Spd 5ft, Fly, Good 40 ft; AC 18; Atk 
  +4 base melee, + 11 base ranged; SQ: Low-light Vision (Ex), Blindsense (Ex): 20 ft.; AL N; SV Fort +5, Ref +4, Will +7; Str 
  1, Dex 15, Con 10, Int 7, Wis 14, Cha 4. 
   Skills and Feats: Concentration +12, Hide +14, Listen +15, Move Silently +6, Spot +12; Alertness. 
   
  Kobold Guardian: Male Kobold Rog1/Ftr1/Rgr2; CR 4; Small Humanoid (Reptilian); HD 1d6+1 +1d10+1 + 2d8+2; hp 
  36; Init +4; Spd 30; AC 20 (+1 size, +4 Dex, +1 natural, +4 masterwork chain shirt), flatfooted 16, touch 15; Base Atk +4; 
  Grp +0; Atk +9 melee (1d4, masterwork short sword); Full Atk +7/+7 melee (1d4, two masterwork short swords); SA 
  sneak attack +1d6, wild empathy (+1), favored enemy (human, +2), two-weapon combat; SQ Traps, Evasion, Light 
  Sensitivity (Ex), Darkvision (Ex): 60 ft; AL NE; SV Fort +6, Ref +9, Will -1; Str 10, Dex 18, Con 12, Int 10, Wis 8, Cha 8. 
    
  Skills and Feats: Balance +10, Craft (Trapmaking) +0, Hide +12, Intimidate +4, Jump +6, Move Silently +8, 
  Profession (Miner) +1, Search +2, Tumble +12; Swarmfighting*, [Track], [Two-Weapon Fighting], Weapon Finesse. 
    
  Possessions: masterwork short sword x2 (310 gp); masterwork chain shirt (250 gp). 
   
  * see Appendix 2: New Rules Items 
  
  VER5-05 A Swan-Like End 
   
  Page 21 
  APL 8
   
  Encounter One 
   
  Chimera: Augmented Large Magical Beast; CR 8; HD 12d10+36; hp 117; Init: +1; Spd: 30 ft., fly 50 ft. (poor); AC 20 (-1 
  size, +1 Dex, +10 natural), touch 10, flat-footed 19; Base Atk +12; Grp +20; Atk +15 melee (2d6+4, bite); Full Atk +15 
  melee (2d6+4, bite) and +15 melee (1d8+4, bite) and +15 melee (1d8+4, gore) and +13 melee (1d6+2, 2 claws); 
  Space/Reach: 10 ft./5 ft.; SA Breath weapon; SQ Darkvision 60 ft., low-light vision, scent; AL: CE; SV Fort +11, Ref +9, 
  Will +7; Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10 
   
  Skills and Feats: Hide +1*, Listen +10, Spot +11; Alertness, Hover, Iron Will, Multiattack, Improved Natural Armor 
   
  Breath Weapon (Su): A chimera's breath weapon is usable once every 1d4 rounds, deals 3d8 points of damage, and 
  allows a DC 19 Reflex save for half damage. The save DC is Constitution-based. Green Headed: 20-foot cone of gas (acid) 
   
  Encounter Eleven 
  Zezir*: Medium Augmented Magical Beast; CR 7; HD 14D10+70; hp 157; Init +4; Spd 40 ft.; AC: 17 (+4 Dex, +3 natural), 
  touch 14, flat-footed 13; Base Atk +14; Grp +18; Atk +18 melee (1D8+4, bite) or + 18 ranged touch (2D6 fire, spark 
  stream); Full Atk +18 melee (1D8+4, bite) and +13 melee (1D6+2, 2 claws) or +18 ranged touch (2D6 fire, spark stream); 
  SA Flammable Spray, Spark Stream; SQ Darkvision 60 ft., fast healing 6, immunity to fire, low light vision, vulnerability 
  to cold; AL CE; SV: Fort +13, Ref +13, Will +7; Str 18, Dex 18, Con 19, Int 5, Wis 12, Cha 13 
   
  Skills and Feats: Listen +9, Spot +10; Ability Focus (Flammable Spray), Diehard Endurance
  B, Improved Toughness*, 
  Iron Will, Power Attack, Run
  B 
   
  * See Appendix 2: New Rules items 
   
  Encounter Sixteen 
  Frieda: Green Hag Monstrous Humanoid Wiz3: CR 8; Medium Monstrous Humanoid; HD 9d8+3d4+36; hp 120; Init 
  +7; Spd 30ft, Swim 30ft; AC 33 [+3 Dex, +11 Natural, +5 Deflection, +4 shield], Flat-footed 30, touch 18); Base Atk +10; 
  Grp +12; Atk +13 melee (1d4+3, 2 Claws); +13/+8 melee (1d6+3, Club); SA Mimicry (Ex), Weakness (Su); SQ Darkvision 
  (Ex): 90 ft., SR 20; AL CE; SV Fort +7, Ref +13, Will +13; Str 16, Dex 16, Con 16, Int 16, Wis 14, Cha 12. 
   
  Skills and Feats: Concentration +18, Hide +14, Knowledge (arcana) +7, Knowledge (geography) +6, Knowledge 
  (nobility and royalty) +6, Listen +17, Spellcraft +13, Spot +17, Swim +11, Tumble +10; Boost Spell Resistance*, Combat 
  Reflexes, Greater Spell Focus (Illusion), Improved Critical (Club), Improved Familiar, Improved Initiative, Scribe 
  Scroll, Spell Focus (Illusion). 
  Spell-Like Abilities: At will - dancing lights disguise self, ghost sound (DC 12), invisibility, pass without a 
  trace, tongues, water breathing, Caster level 9
  th. The save DC is Charisma-based. 
   
  Spells Prepared (4/3/2): DC = 13 + Spell Level; DC = 15 + Spell Level Illusion; 0 – daze, mage hand, open/close, 
  prestidigitation; 1st - burning hands, color spray, magic missile; 2nd - hypnotic pattern, mirror image. 
   
  Possessions: Club, rod of cancellation, ring of protection +1, cloak of resistance +1, potion cure moderate wounds, 
  wand of darkbolt (CL3, 25 charges), scroll of fireball (acid energy substitution*),  scroll of shield (cl 8), mage armor (cl 8), 
  scroll of persistent image 
   
  * see Appendix 2: New Rules Items 
   
  Weasel, Fiendish: Male Improved Familiar, Weasel: CR 1/4; Tiny Magical Beast ; HD 12d8; hp 60; Init +2; Spd 20, 
  Climb 20; AC 15; Atk +14 melee (1d3-4, bite); SA Attach , Smite Good (+12 dmg); SQ Scent, Low-light Vision , SR 5, 
  Darkvision 60 ft.; AL N; SV Fort + 4, Ref + 9, Will + 10; Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 10. 
   
  Skills and Feats: Balance +10, Climb +4, Concentration +18, Hide +14, Listen +17, Move Silently +8, Spot +17, Swim 
  +11; Weapon Finesse. 
   
  Kobold Guardian: Male Kobold Rog1/Ftr1/Rgr2; CR 4; Small Humanoid (Reptilian); HD 1d6+1 +1d10+1 + 2d8+2; hp 
  36; Init +4; Spd 30; AC 20 (+1 size, +4 Dex, +1 natural, +4 masterwork chain shirt), flatfooted 16, touch 15; Base Atk +4; 
  
  VER5-05 A Swan-Like End 
   
  Page 22 
  Grp +0; Atk +9 melee (1d4, masterwork short sword); Full Atk +7/+7 melee (1d4, two masterwork short swords); SA 
  sneak attack +1d6, wild empathy (+1), favored enemy (human, +2), two-weapon combat; SQ Traps, Evasion, Light 
  Sensitivity (Ex), Darkvision (Ex): 60 ft; AL NE; SV Fort +6, Ref +9, Will -1; Str 10, Dex 18, Con 12, Int 10, Wis 8, Cha 8. 
    
  Skills and Feats: Balance +10, Craft (Trapmaking) +0, Hide +12, Intimidate +4, Jump +6, Move Silently +8, 
  Profession (Miner) +1, Search +2, Tumble +12; Swarmfighting*, [Track], [Two-Weapon Fighting], Weapon Finesse. 
    
  Possessions: masterwork short sword x2 (310 gp); masterwork chain shirt (250 gp). 
   
  * see Appendix 2: New Rules Items 
  
  VER5-05 A Swan-Like End 
   
  Page 23 
  APL 10
   
  Encounter One 
   
  Chimera: Huge Augmented Magical Beast; CR 10; HD 15d10+36; hp 169; Init: +0; Spd: 30 ft., fly 50 ft. (poor); AC 21 (-2 
  size, +0 Dex, +13 natural), touch 8, flat-footed 21; Base Atk +15; Grp +31; Atk +21 melee (3d6+8, bite); Full Atk +21 melee 
  (3d6+8, bite) and +21 melee (2d6+8, bite) and +21 melee (2d6+8, gore) and +19 melee (1d8+4, 2 claws); Space/Reach: 15 
  ft./10 ft.; SA Breath weapon; SQ Darkvision 60 ft., low-light vision, scent; AL: CE; SV: Fort +13, Ref +8, Will +7; Str 27, 
  Dex 11, Con 21, Int 4, Wis 13, Cha 10 
   
  Skills and Feats: Hide +1*, Listen +12, Spot +12; Alertness, Hover, Iron Will, Multiattack, Improved Natural Armor, 
  Snatch 
   
  Breath Weapon (Su): A chimera's breath weapon is usable once every 1d4 rounds, deals 3d8 points of damage, and 
  allows a DC 22 Reflex save for half damage. The save DC is Constitution-based. Green Headed: 20-foot cone of gas (acid)  
   
  Encounter Eleven 
  Zezir*: Large Magical Beast; CR 10; HD 18D10+126; hp 228; Init +3; Spd: 40 ft.; AC: 17 (-1 Size, +3 Dex, +5 natural), 
  touch 13, flat-footed 14; Base Atk +18; Grp +26; Atk +23 melee (2D6+8, bite) or + 18 ranged touch (2D6 fire, spark 
  stream); Full Atk +23 melee (2D6+4, bite) and +18 melee (2D6+2, 2 claws) or +18 ranged touch (2D6 fire, spark stream); 
  Space/Reach: 10 ft./10 ft.; SA Flammable Spray, Spark Stream; SQ Darkvision 60 ft., fast healing 6, immunity to fire, low 
  light vision, vulnerability to cold; AL CE; SV Fort +17, Ref +13, Will +9; 
  Str 26, Dex 16, Con 23, Int 5, Wis 12, Cha 13 
   
  Skills and Feats: Listen +11, Spot +12; Ability Focus (Flammable Spray), Diehard Endurance
  B, Improved 
  Toughness*, Iron Will, Power Attack, Run
  B 
   
  Flammable Spray (Ex): As a standard action, a zezir can expel a sticky, superheated, highly flammable goo from glands in 
  its neck every 1d4 rounds. The goo fills a 30-foot cone and deals 2d6 points of fire damage (Reflex DC 21 half). The save 
  DC is Constitution-based. 
  If any open fire (such as a torch or a flaming sword) is present within this area or enters the area in the following round, 
  the entire area bursts into flame for 3 rounds. This effect deals 1d6 points of fire damage every round to all creatures and 
  objects within the area (no save). 
  * See Appendix 2: New Rules Items 
   
  Encounter Fifteen 
   
  Kobold Guardian (2):Male Kobold Rog1/Ftr1/Rgr2; CR 4; Small Humanoid (Reptilian); HD 1d6+1 +1d10+1 + 2d8+2; 
  hp 36; Init +4; Spd 30; AC 20 (+1 size, +4 Dex, +1 natural, +4 masterwork chain shirt), flatfooted 16, touch 15; Base Atk 
  +4; Grp +0; Atk +9 melee (1d4, masterwork short sword); Full Atk +7/+7 melee (1d4, two masterwork short swords); SA 
  sneak attack +1d6, wild empathy (+1), favored enemy (human, +2), two-weapon combat; SQ Traps, Evasion, Light 
  Sensitivity (Ex), Darkvision (Ex): 60 ft; AL NE; SV Fort +6, Ref +9, Will -1; Str 10, Dex 18, Con 12, Int 10, Wis 8, Cha 8. 
    
  Skills and Feats: Balance +10, Craft (Trapmaking) +0, Hide +12, Intimidate +4, Jump +6, Move Silently +8, 
  Profession (Miner) +1, Search +2, Tumble +12; Swarmfighting*, [Track], [Two-Weapon Fighting], Weapon Finesse. 
    
  Possessions: masterwork short sword x2 (310 gp); masterwork chain shirt (250 gp). 
   
  * see Appendix 2: New Rules Items 
   
  Encounter Sixteen 
   
  Frieda: Green Hag Monstrous Humanoid Wiz6: CR 11; Medium Monstrous Humanoid; HD 9d8+6d4+45; hp 137; Init 
  +7; Spd 30ft, Swim 30ft; AC 33 [+3 Dex, +11 Natural, +5 Deflection, +4 shield] flat-footed 30, touch 18; Base Atk +12; Grp 
  +12; Atk +15 melee (1d4+3, 2 Claws); +15/+10 melee (1d6+4, +1 club); SA Mimicry, Weakness; SQ Darkvision 90 ft., SR 
  20; AL CE; SV Fort +10, Ref +15, Will +15; Str 16, Dex 16, Con 16, Int 17, Wis 14, Cha 12. 
  
  VER5-05 A Swan-Like End 
   
  Page 24 
   
  Skills and Feats: Concentration +21, Hide +14, Knowledge (arcana) +7, Knowledge (geography) +6, Knowledge 
  (nobility and royalty) +6, Listen +18, Spellcraft +13, Spot +20, Swim +11, Tumble +12; Combat Reflexes, Greater Spell 
  Focus (Illusion), Improved Critical (Club), Improved Familiar, Improved Initiative, Scribe Scroll, Power Attack, Spell 
  Focus (Illusion), Boost Spell Resistance*,  
  Spell-Like Abilities: At will - dancing lights disguise self, ghost sound (DC 12), invisibility, pass without a 
  trace, tongues, water breathing, Caster level 9
  th. The save DC is Charisma-based. 
   
  Spells Prepared (4/4/4/3): DC = 13 + Spell Level; DC = 15 + Spell level Illusion; 0 – daze, mage hand, open/close, 
  prestidigitation; 1st - burning hands, color spray x2, magic missile; 2nd - blur, hypnotic pattern x2, mirror image; 3rd - 
  curse of the putrid husk* x2, fireball. 
   
  Possessions: +1 club , rod of python, ring of protection +1, cloak of resistance +2 , wand of darkbolt (CL3) (charges: 
  25) , potion of cure moderate wounds ,scroll of fireball (acid energy substitution*, CL8), scroll of shield (CL10), mage 
  armor (CL10), touch of idiocy (CL10), scroll of persistent image. 
  * see Appendix 2: New Rules Items 
   
  Weasel, Fiendish: Improved Familiar, Weasel: CR 1/4; Tiny Magical Beast; HD 15d8 ( Animal) ; hp 68; Init +2; Spd 
  20ft, Climb 20ft; AC 16; Base Atk +12; Grp +4; Atk +15 melee ( 1d3-4, Bite); SA Attach, Smite Good (+15 dmg); SQ Scent, 
  Low-light Vision, SR 5, Darkvision 60 ft.; AL N; SV Fort +5, Ref +10, Will +12; Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 
  10. 
   
  Skills and Feats: Balance +10, Climb +4, Concentration +21, Hide +14, Listen +18, Move Silently +8, Spot +20, and 
  Swim +11; Weapon Finesse. 
   
  Kobold Guardian (8):Male Kobold Rog1/Ftr1/Rgr2; CR 4; Small Humanoid (Reptilian); HD 1d6+1 +1d10+1 + 2d8+2; 
  hp 36; Init +4; Spd 30; AC 20 (+1 size, +4 Dex, +1 natural, +4 masterwork chain shirt), flatfooted 16, touch 15; Base Atk 
  +4; Grp +0; Atk +9 melee (1d4, masterwork short sword); Full Atk +7/+7 melee (1d4, two masterwork short swords); SA 
  sneak attack +1d6, wild empathy (+1), favored enemy (human, +2), two-weapon combat; SQ Traps, Evasion, Light 
  Sensitivity (Ex), Darkvision (Ex): 60 ft; AL NE; SV Fort +6, Ref +9, Will -1; Str 10, Dex 18, Con 12, Int 10, Wis 8, Cha 8. 
    
  Skills and Feats: Balance +10, Craft (Trapmaking) +0, Hide +12, Intimidate +4, Jump +6, Move Silently +8, 
  Profession (Miner) +1, Search +2, Tumble +12; Swarmfighting*, [Track], [Two-Weapon Fighting], Weapon Finesse. 
    
  Possessions: masterwork short sword x2 (310 gp); masterwork chain shirt (250 gp). 
   
  * see Appendix 2: New Rules Items 
  
  VER5-05 A Swan-Like End 
   
  Page 25 
  APL 12
   
  Encounter One 
  Fiendish Chimera; Augmented Huge Magical Beast; 
  CR 12; HD 15d10+36; hp 169; Init +0; Spd 30 ft., fly 50 
  ft. (poor); AC 21 (-2 size, +0 Dex, +13 natural), flat-
  footed 21, touch 8; Base Atk +15; Grp +31; Atk +21 
  melee (3d6+8, bite); Full Atk +21 melee (3d6+8, bite) 
  and +21 melee (2d6+8, bite) and +21 melee (2d6+8, 
  gore) and +19 melee (1d8+4, 2 claws); Space/Reach 15 
  ft./10 ft.; SA Breath weapon, Smite Good (+15 dmg); 
  SQ Cold and Fire Resistance (10) DR 10/magic, 
  Darkvision 60 ft., low-light vision, scent, SR 20; AL CE; 
  SV Fort +11, Ref +9, Will +7; Str 27, Dex 11, Con 21, Int 
  4, Wis 13, Cha 10 
   
  Skills and Feats: Hide +1*, Listen +12, Spot +12; 
  Alertness, Hover, Iron Will, Multiattack, Improved 
  Natural Armor, Snatch 
   
  Breath Weapon (Su): A chimera's breath weapon is 
  usable once every 1d4 rounds, deals 3d8 points of 
  damage, and allows a DC 22 Reflex save for half 
  damage. The save DC is Constitution-based. Green 
  Headed: 20-foot cone of gas (acid) 
   
  Encounter Eleven 
   
  Zezir*; Large Magical Beast; CR 10; HD 18D10+126; 
  hp 228; Init +3; Spd 40 ft.; AC 17 (-1 Size, +3 Dex, +5 
  natural), touch 13, flat-footed 14; Base Atk +18; Grp 
  +26; Atk +23 melee (2D6+8, bite) or +18 ranged touch 
  (2D6 fire, spark stream); Full Atk +23 melee (2D6+4, 
  bite) and +18 melee (2D6+2, 2 claws) or +18 ranged 
  touch (2D6 fire, spark stream); Space/Reach: 10 ft./10 
  ft.; SA Flammable Spray, Spark Stream; SQ Darkvision 
  60 ft., fast healing 6, immunity to fire, low light vision, 
  vulnerability to cold; AL CE; SV Fort +17, Ref +13, Will 
  +9; Str 26, Dex 16, Con 23, Int 5, Wis 12, Cha 13 
   
  Skills and Feats: Listen +11, Spot +12; Ability 
  Focus (Flammable Spray), Diehard, Endurance
  B, 
  Improved Toughness*, Iron Will, Power Attack, Run
  B 
   
  Flammable Spray (Ex): As a standard action, a zezir can 
  expel a sticky, superheated, highly flammable goo from 
  glands in its neck every 1d4 rounds. The goo fills a 30-
  foot cone and deals 2d6 points of fire damage (Reflex 
  DC 21 half). The save DC is Constitution-based. 
  If any open fire (such as a torch or a flaming sword) is 
  present within this area or enters the area in the 
  following round, the entire area bursts into flame for 3 
  rounds. This effect deals 1d6 points of fire damage 
  every round to all creatures and objects within the area 
  (no save). 
  * see Appendix 2: New Rules Items 
   
  Encounter Fifteen 
   
  Kobold Guardian (4);Male Kobold Rog1/Ftr1/Rgr2; 
  CR 4; Small Humanoid (Reptilian); HD 1d6+1 +1d10+1 
  + 2d8+2; hp 36; Init +4; Spd 30; AC 20 (+1 size, +4 Dex, 
  +1 natural, +4 masterwork chain shirt), flatfooted 16, 
  touch 15; Base Atk +4; Grp +0; Atk +9 melee (1d4, 
  masterwork short sword); Full Atk +7/+7 melee (1d4, 
  two masterwork short swords); SA sneak attack +1d6, 
  wild empathy (+1), favored enemy (human, +2), two-
  weapon combat; SQ Traps, Evasion, Light Sensitivity 
  (Ex), Darkvision (Ex): 60 ft; AL NE; SV Fort +6, Ref +9, 
  Will -1; Str 10, Dex 18, Con 12, Int 10, Wis 8, Cha 8. 
    
  Skills and Feats: Balance +10, Craft (Trapmaking) 
  +0, Hide +12, Intimidate +4, Jump +6, Move Silently 
  +8, Profession (Miner) +1, Search +2, Tumble +12; 
  Swarmfighting*, [Track], [Two-Weapon Fighting], 
  Weapon Finesse. 
    
  Possessions: masterwork short sword x2 (310 gp); 
  masterwork chain shirt (250 gp). 
   
  * see Appendix 2: New Rules Items 
   
   
  Encounter Sixteen 
   
  Frieda: Green Hag Monstrous Humanoid Wiz9: CR 
  14; Medium Monstrous Humanoid; HD 9d8+ 9d4+54; 
  hp 156; Init +7; Spd 30ft, Swim 30ft; AC 33 [+3 Dex, 
  +11 Natural, +5 Deflection, +4 shield] flat-footed 30, 
  touch 18); Base Atk +13; Grp +16; Atk +16 melee 
  (1d4+3, claw)  or +17 melee (1D6+5, +1 club); Full Atk 
  +17/+12 melee (1d6+5, +1 club) or +16 melee (1D4+3, 2 
  claws); SA Mimicry, Weakness; SQ Darkvision 90 ft., 
  SR 20; AL CE; SV Fort +11, Ref +14, Will +16; Str 16, 
  Dex 16, Con 16, Int 18, Wis 14, Cha 12. 
   
  Skills and Feats: Concentration +24, Hide +14, 
  Knowledge (arcana) +8, Knowledge (geography) +7, 
  Knowledge (nobility and royalty) +7, Listen +18, Move 
  Silently +6, Spellcraft +14, Spot +23, Swim +11, Tumble 
  +13; Combat Reflexes, Greater Spell Focus (Illusion), 
  Improved Critical (Club), Improved Familiar, 
  Improved Initiative, Power Attack, Scribe Scroll, Boost 
  Spell Resistance*, Spell Focus (Illusion). 
  Spell-Like Abilities: At will - dancing lights 
  disguise self, ghost sound (DC 12), invisibility, pass 
  without a trace, tongues, water breathing, Caster level 
  9
  th. The save DC is Charisma-based. 
  
  VER5-05 A Swan-Like End 
   
  Page 26 
   
  Spells Prepared (4/5/5/4/3/1; DC = 14 + Spell 
  Level; DC = 16 + Spell Level Illusion); 0 – daze, mage 
  hand, open/close, prestidigitation; 1st - burning hands, 
  color spray x2, magic missile x2; 2nd - blur, hypnotic 
  pattern x3, mirror image; 3rd - curse of the putrid 
  husk* x3, fireball; 4th - Evard`s black tentacles, 
  phantasmal killer x2; 5th - dominate person. 
   
  Possessions: +1 club, ring of evasion, ring of 
  protection +1, cloak of resistance +2, wand of darkbolt 
  (CL3) (charges: 25), potion of cure moderate wounds, 
  scroll of fireball (acid energy substitution*, CL8), scroll 
  of touch of idiocy (CL10), scroll of shield (cl10), scroll 
  of mage armor (cl10),scroll of persistent image. 
   
  * see Appendix 2: New Rules Items 
   
  Mephit, Ooze: CR 3; Small Outsider (Water, 
  Extraplanar); HD 18d8 ( Outsider); hp 78; Init +0; Spd 
  30ft, Fly, Average 40ft, Swim 30ft; AC 18; Base Atk +13; 
  Grp +11; Atk +16 melee (1d3+2, claw); Full Atk +16 
  melee (1D3+2, 2 claws); SA Breath Weapon, Summon 
  Mephit; SQ DR 5/Magic, Darkvision 60 ft., Fast 
  Healing 2, No Dual Nature; AL N; SV Fort +7, Ref +9, 
  Will +12; Str 14, Dex 10, Con 13, Int 7, Wis 11, Cha 15. 
   
  Skills and Feats: Bluff +8, Concentration +24, 
  Escape Artist +6, Hide +14, Listen +18, Move Silently 
  +6, Spot +23, Swim +11; Power Attack, Toughness. 
   
  Kobold Guardian (16); Male Kobold Rog1/Ftr1/Rgr2; 
  CR 4; Small Humanoid (Reptilian); HD 1d6+1 +1d10+1 
  + 2d8+2; hp 36; Init +4; Spd 30; AC 20 (+1 size, +4 Dex, 
  +1 natural, +4 masterwork chain shirt), flatfooted 16, 
  touch 15; Base Atk +4; Grp +0; Atk +9 melee (1d4, 
  masterwork short sword); Full Atk +7/+7 melee (1d4, 
  two masterwork short swords); SA sneak attack +1d6, 
  wild empathy (+1), favored enemy (human, +2), two-
  weapon combat; SQ Traps, Evasion, Light Sensitivity 
  (Ex), Darkvision (Ex): 60 ft; AL NE; SV Fort +6, Ref +9, 
  Will -1; Str 10, Dex 18, Con 12, Int 10, Wis 8, Cha 8. 
    
  Skills and Feats: Balance +10, Craft (Trapmaking) 
  +0, Hide +12, Intimidate +4, Jump +6, Move Silently 
  +8, Profession (Miner) +1, Search +2, Tumble +12; 
  Swarmfighting*, [Track], [Two-Weapon Fighting], 
  Weapon Finesse. 
    
  Possessions: masterwork short sword x2 (310 gp); 
  masterwork chain shirt (250 gp). 
   
  * see Appendix 2: New Rules Items 
   
  
  VER5-05 A Swan-Like End 
   
  Page 27 
  Appendix Two: New Rules Items
   
  Net and Trident [Style] [New Feat] as presented 
  in Complete Warrior 
  You are a master of fighting with the net and the 
  trident, and have learned to quickly follow up a 
  successful net throw with a deadly jab of the trident. 
   
  Prerequisites: Dex 15, Exotic Weapon Proficiency 
  (net), Two-Weapon Fighting, Weapon Focus (trident). 
   
  Benefit: As a full-round action, you can make a 
  combined attack with your net and trident. First, you 
  throw your net; if you hit and successfully control 
  your foe by winning the opposed Strength check, 
  you may immediately take a 5-foot step toward your 
  opponent and make a full attack with your trident. 
   
  Energy Substitution [Metamagic] [New Feat] as 
  presented in Complete Arcane 
  You can modify an energy-based spell to use another 
  type of energy instead. 
   
  Prerequisites: Knolwedge (arcana) 5 ranks, any 
  metamagic feat. 
   
  Benefit: Choose one type of energy (acid, cold, 
  electricity, or fire).  You can then modify any spell 
  with an energy descriptor to use the chosen type of 
  energy instead.  An energy substituted spell uses a 
  spell slot of the spell’s normal level.  The spell’s 
  descriptor changes to the new energy type – for 
  example, a fireball composed of cold energy in an 
  evocation [cold] spell. 
   
  Special: You can gain this feat multiple times, 
  choosing a different type of energy each time. 
   
  Swarmfighting [General] [New Feat] as presented 
  in Complete Warrior 
  You and allies with this feat can coordinate melee 
  attacks against a single target and are adept at 
  fighting side by side in close quarters. 
    
  Prerequisites: Small size, Dex 13, base attack bonus 
  +1. 
    
  Benefit: You can occupy the same 5-foot square in 
  combat with any other allied Small creature that also 
  possesses the Swarmfighting feat at no penalty. 
  When you engage a Medium or larger creature in 
  melee, and at least one other ally with the 
  Swarmfighting feat threatens the target, you gain a 
  +1 morale bonus on the attack roll. This bonus 
  increases by +1 for each additional ally beyond the 
  first with the Swarmfighting feat that threatens the 
  same target. The total morale bonus imparted to your 
  attack roll cannot exceed your Dexterity bonus. 
   
  Improved Toughness [General] [New Feat] as 
  presented in Complete Warrior 
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit; You gain a number of hit points equal to 
  your current Hit Dice. Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point. If 
  you lose a HD (such as by losing a level), you lose 1 hit 
  point permanently. 
   
  Special: A fighter may select Improved Toughness 
  as one of his fighter bonus feats 
   
  Curse of the Putrid Husk as presented in 
  Book of Vile Darkness 
  Illusion (Phantasm) [Fear, Mind Affecting, Evil] 
  Level: Bard 3, Sor/Wiz 3  
  Components: V, S, M  
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature  
  Duration: 1 round + 1d10 minutes  
  Saving Throw: Will negates  
  Spell Resistance: Yes 
   
  This illusion forces the subject to 
  believe his flesh is rotting and falling off his 
  body, and that his internal organs are spilling 
  out. if the target fails his saving throw, he is 
  dazed (and horrified) for 1 round. On the follow-
  ing round, he falls unconscious for 1d10 
  minutes, during which time he cannot be 
  roused normally. 
   
   
  Darkbolt as presented in Book of Vile 
  Darkness 
  Evocation [Darkness, Evil] 
  Level: Clr 2, Darkness 2, Sor/Wiz 2  
  Components: V, S  
  Casting Time: 1 action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Target: One creature  
  Duration: Instantaneous 
  Saving Throw: Fortitude partial  
  
  VER5-05 A Swan-Like End 
   
  Page 28 
  Spell Resistance: Yes 
   
  The caster makes a ranged touch attack against a 
  foe, launching a bolt of cold darkness from his left 
  hand. The bolt deals 1d8 points of damage per two 
  caster levels (maximum 5d8). Half the damage is cold, 
  and the other has no specific type. When struck, the 
  foe must also succeed at a Fortitude save or be 
  stunned for 1 round, overwhelmed by the evil 
  charge of the darkbolt 
   
  Boost Spell Resistance [General] as presented 
  in Book of Vile Darkness 
  By making a deal with an evil power, the character 
  makes himself even more resistant to magic. 
   
  Prerequisite: Any evil alignment. 
          Benefit: If the character already has innate 
  spell resistance, he gains a +2 profane bonus to his 
  existing spell resistance score. 
   
  NEW CREATURE 
   
  Zezir as presented in Monster Manual 
  III 
   
  Medium Magical Beast (Fire) 
  Hit Dice: 9d 10+45 (94 hp) 
  Initiative: +4 
  Speed: 40 ft. (8 squares) 
  Armor Class: 17(+4 Dex, +3 natural) touch14, 
  flatfooted 13 
  Base Attack/Grapple: +9/ +13 
  Attack: Bite +8 melee (1d8+9)*, or spark stream +13 
  ranged touch (2d6 fire) 
  Full Attack: Bite +8 melee (1d8+9) and claws +3 melee 
  (ld6+7) * or spark stream +13 ranged touch (2d6 fire)  
  Space/Reach: 5ft./5 ft. 
  Special Attacks: Flammable spray, spark stream 
  Special Qualities: Darkvision 60 ft., fast healing 6, 
  immunity to fire, low-light vision, vulnerability to cold 
  Saves: Fort + 10, Ref +-10, Will +6 
  Abilities: Str 18, Dex 18, Con 19, Int 5, Wis 12, 
  Cha 13  
  Skills: Listen +7. Spot +7 
  Feats: Ability Focus (flammable spray), Endurance
  B, 
  Improved Toughness, iron Will, Power Attack, Run
  a 
  Environment: Warm deserts 
  Organization: Solitary, pair, or pack 
  (3-8)  
  Challenge Rating: 6 
  Treasure: 50% coins, 50% goods, 50% 
  items  
  Alignment: Usually chaotic evil 
  Advancement: 10-14 HD (Medium); 15-21 HD 
  (Large)  
   
  * includes adjustments for Power Attack feat. 
   
  This 5-foot-toll creature stands upright on two 
  powerful hind legs, while two slender but muscular 
  forelimbs sprout three long, curving claws each. The 
  creature's reptilian head features a wide mouth full 
  of sharp teeth. Its red hide is rough and pebbled, 
  with narrow bands of block across its back, legs, and 
  long, thick tail. 
   
   
  The zezir is a ruthless desert predator that loves the sight 
  of an open, uncontrolled flame. Zezirs live to start and 
  spread fires, reveling in the crackle and play of 
  something, anything, as it burns. Zezir packs have been 
  known to attack merchant caravans and set them alight, 
  retreating beyond the range of retaliation to cavort in joy 
  as the entire caravan goes up in smoke.  
   
  The creatures feed on ash, and their seeming 
  infatuation with fire provides them with sustenance. 
  However, their love of fire also stems from their 
  chaotic nature and an innate love of destruction. 
   
  Male and female zezirs participate in hunts 
  equally, and packs share the responsibility of raising 
  the young. Zezirs can communicate by means of a 
  sequence of yips, growls, and whines. 
   
  Zezirs are not reptilian, although they have some 
  reptilian traits. They are more closely related to 
  avians. A typical zezir stands between 5 and 5-1/2 feet 
  tall and weighs around 150 pounds. 
   
  COMBAT 
  Zezirs are fast and agile, but not particularly stealthy. A 
  pack typically posts a lookout near the site of a possible 
  ambush, while the rest of the creatures lie in wait 
  several hundred feet away. Once possible prey is 
  spotted, the zezir scout returns to report the size and 
  direction of the target. The pack then heads off at a 
  run to intercept. Once they reach their objective, the 
  zezirs run through and by their targets. The first 
  zezirs of the pack spray their opponents with their 
  sticky flammable spray, and the following zezirs use 
  their spark stream attack to set the very air on fire. 
  The zezirs often retreat to a safe distance to watch the 
  burning, repeating the tactics if necessary. 
  A zezir normally attacks using its Power Attack feat, 
  taking a-5 penalty on its attack rolls and gaining a+5 
  bonus on damage rolls. 
   
  Flammable Spray (Ex): As a standard action, a 
  zezir can expel a sticky, superheated, highly 
  
  VER5-05 A Swan-Like End 
   
  Page 29 
  flammable goo from glands in its neck every 1d4 
  rounds. The goo fills a 30-foot cone and deals 2d6 
  points of fire damage (Reflex DC 18 half). The save 
  DC is Constitution-based. 
  If any open fire (such as a torch or a flaming sword) 
  is present within this area or enters the area in the 
  following round, the entire area bursts into flame for 
  3 rounds. This effect deals td6 points of fire damage 
  every round to all creatures and objects within the 
  area (no save). 
   
  Spark Stream (Su): As a standard action, a zezir can 
  shoot of stream of sparks at an opponent from its 
  mouth as a ranged touch attack. The spark stream 
  has 
  a 
  range 
  of 
  30 
  feet 
  and 
  no 
  range
  
  VER5-05 A Swan-Like End 
   
  Page 30 
  DM Aid #1 – Map of Swan 
   
  
  VER5-05 A Swan-Like End 
   
  Page 31 
  DM Aid #2 – Maps for Encounters 10 − 16 
   
   
   
   
  You can draw the path on a second 
  battle mat, or just place the 
  miniatures on the edge and note 
  how far they are from the clearing. 
   
  For convenience, the kobolds and hag 
  will not charge into the path as long 
  as the characters are coming to 
  them. 
   
  
  VER5-05 A Swan-Like End 
   
  Page 32 
  DM Aid #3 – Mask for Encounter Two 
  Instructions: 
   
  (Hey kids! To do this project you will need scissors, tape, and your Triad’s supervision.) 
   
  1. Cut the mask into three pieces: The mask and two head straps. 
  2. Cut out the eyes of the mask or you risk bodily injury while wearing the mask. 
  3. Tape strap A to side A on the mask. 
  4. Tape strap B to side B on the mask. 
  5. Tape the ends of the straps, C, together, adjusting so it fits your head comfortably. 
   
   
   
  
  VER5-05 A Swan-Like End 
   
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  VER5-05 A Swan-Like End 
   
  Page 34 
  DM Aid #4 – Exploding Statues 
  When Do They Explode? 
   
  The statues in Encounters 4 through 8 explode at a 
  predetermined time. These statues and all of the other 
  exploding statues can also explode when any of the 
  following occurs: 
   
  • 
  A statue takes any amount of damage. 
  • 
  A statue is dragged along the ground. 
  • 
  A dispel magic spell fails to remove the 
  enchantment. 
  • 
  A Disable Device skill check fails. 
   
  How Can You Damage the Statues? 
   
  The statues are damaged very easily. All melee strikes 
  against a statue are successful and do enough damage 
  to explode. A ranged attack simply has to hit AC 10 to 
  damage the statue enough to explode. No damage rolls 
  are necessary. 
   
  What Is a Statues Area of Affect? 
  Statues affect all adjacent squares (10’ radius.) 
  What Happens When a Statue Explodes? 
   
  Roll a D20 and consult the following table to see the 
  effects. All effects include a loud explosive noise. 
   
  How Do You Disable a Statue? 
  DM’s should allow the players to be creative with 
  disabling or deactivating the traps if they happen to be 
  short on rogues. 
   
  How Do You Move a Statue? 
   
  Statues weigh 400 pounds and a maximum of 4 PCs can 
  attempt to carry a single one. If the combined max load 
  of the participating PCs is high enough, they can carry 
  a statue. Note that dragging one causes it to explode. 
  Use your own judgment as to how many times a 
  character can carry a statue before becoming fatigued.
   
  Die Roll  
   
  Effect 
   
  1-5  
   
  Exploding Statue; CR1; Mechanical; trigger (see above); 2d6 Bludgeoning Damage, to all in 10 feet 
  Reflex DC 15; Search DC 15; Disable Device 20 
   
   
   
   
  6-10  
  Dart Explosion; CR1; mechanical; trigger (see above); Atk +10 ranged 1d4+1 dart;  Multiple Targets (1d3 darts 
  to each person within 10 feet); Search DC 14; Disable Device DC 20 
   
  11-13 
   
  Exploding Flaming Statue; CR2; mechanical; trigger (see above); 2d6 ½ fire & ½ bludgeoning ,DC12 
  Reflex Save for half damage for everyone within 10 feet; Search DC 20, Disable Device DC 20 
   
   
   
   
  14-16 
   
  Dazing Trap; CR2; mechanical; trigger (see above); spell effect (Daze to a random target 1
  st level caster, 
  DC10); Search DC 25; Disable Device DC 25; 
   
  17-18 
   
  Sound Burst Trap; CR3; mechanical; trigger (see above); spell effect (sound burst 5
  th level caster, 
  DC14); Search DC 27; Disable Device DC 27;  
   
  19  
   
  Web Trap; CR3; mechanical; trigger (see above); spell effect (web 5
  th level caster, DC14); Search DC 
  27; Disable Device DC 27;  
   
  20  
   
  Stinking Cloud Trap; CR4; magic device; trigger (see above); manual reset; spell effect (stinking cloud 
  5th level caster, DC14); Search DC 28; Disable Device DC 28; 
  
  VER5-05 A Swan-Like End 
   
  Page 35 
  DM Aid #5 – Authors’ Notes on the Poem 
  Preventing every statue from exploding and hurting 
  someone is supposed to be tough, but not impossible. 
  Simply by looking at the map and going to the places 
  of interest marked on it, most parties should be able to 
  help at least one or two locations. Fredrique the Dwarf 
  gives the locations of the first, fourth and fifth in 
  sequence. Thus anyone asking him will be able to help 
  three locations. 
   
  To get all five, however, the party must get to each 
  location before its time has come. And this poem is the 
  only clue that gives the full sequence. Here is the poem 
  again with the authors’ notes on how the clues work. 
   
  Hark and hear my call from past the veil. 
  Bow, scrape and listen to thy king’s tale. 
  Though long since the swan has ended his dive, 
  One is four too few. For I demand five. 
   
  The first stanza simply sets up that the illusionary 
  kobold is hoping to convince the players that he is the 
  ghost of Willow Swan come back to deliver some form 
  of vengeance. The kobold is neither very convincing 
  nor very bright, so most players will be more confused 
  than concerned. The use of the words “hark,” “hear,” 
  and “listen” is the first clue that the sounds of this 
  poem are more important than its words. 
   
  The first calls to you from nearby my nest. 
  You are far too late long before dawn’s crest 
   
  The most important clues in this poem are the last few 
  words of each couplet. They rhyme with the locations 
  on the map, and are listed in the order that the statues 
  will explode. In this first couplet, ‘dawn’s crest” rhymes 
  with “Swan’s Rest” the tavern where the first statue will 
  explode. Less importantly, the word “nest” is a hint 
  because a “swan” might “rest” in a nest. 
   
  The next appears where gold comprises stacks, 
  And no denizens within espouse tax. 
   
  Here, “espouse tax” rhymes with “House Haxx.” The 
  references to money hint at the large amount of money 
  possessed by the Haxx family. However, only players 
  with detailed knowledge of Verbobonc will have a 
  chance that that clue. 
   
  Iron Lady rests where idle hands lure. 
  Corrupted all, even no mouse sang pure. 
   “Mouse sang pure” rhymes with “House Langmuir.” 
  This is perhaps the toughest clue because players will 
  not discover the “idle hands” of the servants and 
  children until they arrive at the location. “Iron Lady” 
  refers to the head of the Langmuir family. Once again, 
  only someone with extensive knowledge of Verbobonc 
  will recognize that. 
   
  Nearly done where many make one concur. 
  Judged holy by the too short gaveler. 
   
  “Too short gaveler” rhymes with “Two Foot Traveler.” 
  The first line of this couplet refers to the construction 
  of the tavern. “Holy” in the second line refers to the 
  fact that it is a temple to Brandobaris founded by a 
  cleric named Trice. 
   
  At last where the heated air will not stop, 
  And half breed crafters’ saws and awls spawn slop. 
   
  “Spawn slop” rhymes with “Swan Shoppe” and suggests 
  the goods there are not of high quality. The first line 
  refers to all the “hot air” Sawtooth uses to sell his wares. 
  “Half breed” is a hint at Sawtooth’s race of half-orc and 
  “saws” is a hit at his name. 
   
  Tears and cries and pain my villainy wrought. 
  Today your own destruction you have brought. 
  Your houses decay and collapse in time. 
  Now see thee the deadliness of my rhyme. 
   
  This final stanza serves mostly to conclude the poem 
  with a flourish and threat. The final line’s “deadliness 
  of my rhyme” is the final clue that the rhymes in this 
  poem are the important thing to note. 
   
  Reading this poem out loud is difficult. Many of the 
  rhymes are strained in an effort to make the puzzle 
  work. (Do you have any idea how hard it was to rhyme 
  “House Langmuir?!”) Plus several of the lines contain 
  internal rhymes that throw off the poems vague iambic 
  pentameter. 
   
  If you choose to read this out loud to the players, the 
  authors recommend rehearsing it a few times alone. 
  When the time comes, donning the mask (DM’s Aid 2), 
  standing on a chair, and slowly giving the lines in your 
  best mock Shakespearean voice will go a long way to 
  covering up the weakness of the text. 
  
   
  Ver5-05 A Swan-Like End 
   
  Page 36 
   
  Player Handout #1 
   
  
   
  Ver5-05 A Swan-Like End 
   
  Page 37 
  Player Handout #2 
  Hark and hear my call from past the veil. 
  Bow, scrape and listen to thy king’s tale. 
  Though long since the swan has ended his dive, 
  One is four too few. For I demand five. 
   
  The first calls to you from nearby my nest. 
  You are far too late long before dawn’s crest. 
   
  The next appears where gold comprises stacks, 
  And no denizens within espouse tax 
   
  Iron Lady rests where idle hands lure. 
  Corrupted all, even no mouse sang pure. 
   
  Nearly done where many make one concur. 
  Judged holy by the too short gaveler. 
   
  At last where the heated air will not stop, 
  And half breed crafters’ saws and awls spawn slop. 
   
  Tears and cries and pain my villainy wrought. 
  Today your own destruction you have brought. 
  Your houses decay and collapse in time. 
  Now see thee the deadliness of my rhyme. 
   
  
   
  Ver5-05 A Swan-Like End 
   
  Page 38 
  Player Handout #3 
   
   
  
   
  Ver5-05 A Swan-Like End 
   
  Page 39 
  Player Handout #4 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER5-05 A Swan-Like End (3E).pdf