TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form 
  without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM 
  license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region, visit the Verbobonc website at 
  www.verbobonc.net and  e-mail your triad point of contact (POC). For LIVING GREYHAWK campaign 
  questions email rpgahq@wizards.com 
  VER5-07 
   
   
  Crown Fire 
   
  A Two-Round D&D® Living Greyhawk™ 
  Verbobonc Regional Adventure 
   
  By Vernon L. Vincent 
  With Sean Esterline and Chad LaMontagne 
  Special Thanks to Michael Maenza, Cary Suter, and CIRCA 
   
  Circle Edit: Tim Sech 
  A surprising turn of events in Cienega Valley sparks far more than expected as the final stroke of a master plan takes 
  shape. The fires of destiny herald the coming of the end and at long last, a pale hand stretches forth. A raging 
  conflagration scourges the land and it’s a race against time to save all from the coming storm. 
  This is a two-round Verbobonc regional adventure for character levels 2 to 14. (APLs 4 to 12), and lead-in to the 
  interactive conclusion: March of the Giants. It is strongly recommended that characters that have played previous 
  adventures significant to the Verbobonc story line prior to this adventure.  
  Metaorganizational Focus 
  Clan Rockhall, Council of Abbots (Rao), Mounted Borderers, 
  Verbobonc Town Project (Cienega Valley, Swan, Twilight Falls)
  
  VER5-07 Crown Fire 
   
  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. 
  
  VER5-07 Crown Fire 
   
  Page 3 
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character receives only one-half of 
  the experience points and gold for the adventure. This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level 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 two-round Regional adventure, set in 
  Verbobonc.  PCs native to Verbobonc pay two Time 
  Units per round, all others pay four Time Units per 
  round.   
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. PCs that 
  fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s 
  kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in 
  this adventure. 
   
  A PC who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild.  If the PC possesses four or more 
  ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the PC will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and 
  may restock up to 20 arrows or bolts if the PC has at 
  least four ranks in Craft (bowmaking).  The PC is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
   
   
  Verbobonc Town Project 
  Portions of this adventure take place in the towns of 
  Cienega Valley, Swan, and Twilight Falls. These towns 
  are part of the Verbobonc Town Project. Characters 
  with citizen certificates for these towns receive the 
  benefits listed on those certificates for this adventure.  
  For more background and information on these towns, 
  the Dungeon Master (DM) is encouraged to visit their 
  respective Yahoo discussion groups: 
  Cienega Valley: 
  http://games.groups.yahoo.com/group/cienega_valley/ 
  Swan: 
  http://games.groups.yahoo.com/group/TownOfSwan/ 
  Twilight Falls: 
  http://games.groups.yahoo.com/group/TwilightFalls/ 
  These discussion groups have additional resources that 
  may prove helpful in detailing the portions of the 
  towns not covered by this adventure. Additionally, the 
  DM is encouraged to review the respective entries in 
  the Walker’s Guide to Verbobonc. 
   
   
   
   
   
  Areas of Influence 
  This adventure allows the following influence for 
  purposes of the Verbobonc Influence document. 
  • 
  All regional influence 
  Remind players at the start of this adventure that they 
  may use regional influence to obtain bonuses to 
  Charisma based skills. This will prove important in 
  certain encounters which rely on those types of skills. 
   
  Before You Begin 
  Characters having any of the following should be 
  identified before play begins. 
  • 
  Favor of Fredrique (from VER5-05 A Swan-
  Like End) 
  
  VER5-07 Crown Fire 
   
  Page 4 
  Character’s that have this favor receive the 
  lifestyle benefits of one higher than for which 
  they pay (high benefits for normal pay, luxury 
  benefits for high pay, no extra benefit if the 
  character has luxury lifestyle). This represents 
  the accommodations covered by the town of 
  Cienega Valley for such luminaries to attend 
  the Brewfest celebration. 
  • 
  Frieda’s Curse (from VER5-05 A Swan-Like 
  End) 
  The effects of this curse manifest whenever 
  the character is in a stressful situation. The 
  character must make a Will save (DC 11+APL) 
  at the beginning of the first round.  
  Success means that the character has 
  shrugged off the effects of the curse for the 
  particular circumstance. Failure means the 
  character is shaken (-2 penalty on attack rolls, 
  saving throws, skill checks, and ability 
  checks).  
  At the end of this adventure, the curse is 
  lifted for any character with Frieda’s Curse. 
  Cross off that entry on the AR for VER5-05: 
  A Swan-Like End. 
  Fire Conditions 
  Many situations in this adventure involve the 
  characters either in close proximity to, or actually 
  entering, burning structures. Appendix Four: Fire 
  Conditions deals with the effects creating by these 
  conditions.   
  Facing Obmi 
  There are several points in this adventure when the 
  characters will encounter Obmi, and it is likely that, at 
  some point, they will want to engage him in combat. 
  This is not possible. Obmi is an epic-level opponent 
  (21
  st+ level) and a legendary assassin that would 
  annihilate any character at these levels. For these 
  reasons, his stats are not included in this adventure. He 
  is provided as an antagonist against whom the 
  characters must struggle. If the characters actually get 
  within striking distance of the assassin, they are 
  intercepted by the nearest available creature (i.e. 
  whatever creature appears in the Encounter along with 
  the assassin).  
  Author’s Acknowledgments 
  The author would like to acknowledge the vast amount 
  of work that was done by those in previous years. Each 
  of the individuals listed below contributed to the value 
  of the region with their writing. They are the ones 
  responsible for the past five years worth of adventures 
  that this region has produced, and it is the author’s 
  opinion that the whole of the work is far greater than 
  the sum of its individual components. This adventure 
  is the culmination of their dedication, perseverance, 
  and labor and the Triad and this region owe these 
  people a debt of gratitude. 
  Michael Breslin, Josh Brown, John Brudenell, Rick 
  Bruner, Dan Cooper, Terry Doner, Gregory H. Dreher, 
  Sean Esterline, Scott Furlong, Eric Geiger, Mark 
  Geiger, Gregory Hanigan, Carl Hewelt, Lon Lademann, 
  Ron Lundeen, Michael Maenza, Nancy Montano, 
  Joshua O’Connor-Rose, Brad Ruby, Darren Spurrier, 
  Cary Suter, and Brad Weier. 
   
  Adventure Background 
   
  “I see three wicked wolves prowling the hills of 
  Verbobonc…” So was the notice of the three agents of 
  Iuz delivered to the Viscount late in 594. One agent, 
  the mysterious leader of the giant armies was known 
  only as the Cowled Lady, he knew of. Another, the 
  traitor, who has been impersonating Sir Simon 
  Milinous, had only just been uncovered. And the third 
  – the third was known only as the Hammer of Iuz. He 
  is the deadly killer known as Obmi. One of the deadly 
  Boneshadow, the Old One’s foremost assassins and 
  spies, Obmi has been sent by Iuz to prepare these lands 
  for conquest by his chosen servant.  
  Until recently, Obmi has been able to move through 
  the shadows and spread his deceit without detection. 
  The actions of the dryad Elespeth coupled with the 
  discovery of the imposter have forced him into action. 
  The Cowled Lady is ready to begin her final assault on 
  Verbobonc and Obmi is to prepare the way for her 
  conquest. However, she wishes to leave nothing to 
  chance. 
  Two years ago, the Cowled Lady lay siege to the 
  southern lands of Verbobonc, including the towns of 
  Swan (then called Fort Wilfrick) and Twilight Falls. 
  Through the discovery of an ancient and powerful 
  tome known only as “The Mountain that Walks”, the 
  defenders of Swan were able to turn aside the Cowled 
  Lady’s most powerful weapon – a mountain giant. It is 
  this giant, magically controlled by her, that has served 
  as the foundation of her armies. Using powerful 
  binding magics and vicious domination spells, she has 
  compelled the giant to summon more and more of its 
  
  VER5-07 Crown Fire 
   
  Page 5 
  kin. Strange magical amulets have served to strengthen 
  the summoning magic, preventing them from leaving. 
  During this siege, the Cowled Lady had information on 
  the movements of Verbobonc’s armies – thanks to the 
  imposter 
  Ryjenis. 
  Less 
  certain 
  now 
  of 
  their 
  movements, she chooses to not risk anything. She will 
  sow chaos on the eve of her invasion, and remove the 
  obstacles that stood against her in the first siege. 
  After the siege, “The Mountain that Walks” was taken 
  to the Shrine of the Peacemaker, a church dedicated to 
  the god Rao, in Swan and safeguarded in the secret 
  vaults beneath the church. The resident priest of Rao, 
  Father Cadifel, has kept a close eye on the tome. The 
  Cowled Lady has directed Obmi to steal this book to 
  prevent its use in the coming war. 
  The second obstacle is the Mounted Borderers. While 
  the nobles can always be counted upon to fight among 
  themselves, the Mounted Borderers have singularly 
  proven to be a formidable enemy in the field. Their 
  commanders’ unswerving loyalty to the Viscount has 
  served to raise them above the petty squabbling of the 
  nobles and make them a threat she cannot ignore. As 
  revenge for her defeat at their hands, she has directed 
  Obmi to destroy the Mounted Borderer command 
  posts in Swan and Twilight Falls in as powerful display 
  as possible. 
  Finally, the Cowled Lady wishes to crush the spirit of 
  Verbobonc in one telling blow – with such a powerful 
  display of force that the citizens will flee in terror 
  before her.  She has leaked information, through 
  Obmi, that her mountain giant has been seen in the 
  southeastern areas of the Viscounty – south of Twilight 
  Falls and Humming’s End. This information has 
  reached the ears of Lord Deleveu, commander of the 3
  rd 
  Company of the Mounted Borderers. Deleveu knows 
  the importance of the giant, and has reached out to 
  Clan Rockhall for assistance in tracking down the 
  giant. Having recently completed reoccupation of their 
  homeland, the Rockhall dwarves are more than willing 
  to repay the assistance of those who helped them 
  reclaim their homeland. 
  Arriving in Swan, Obmi quickly killed one of the local 
  residents – a dwarven sculptor by the name of 
  Fredrique – and assumed his identity.  Fortune favored 
  him when a chance conversation with the commander 
  of Fort Wilfrick, Jaren Rodrigo, revealed that the 
  commander’s brother, Olean Rodrigo, was the first 
  officer of Fort Emridy in Cienega Valley, and that he 
  was a student and collector of Clan Rockhall’s arms and 
  armor.  
  The final card fate dealt to the assassin was the 
  discovery of a teleportation circle in the mine tunnels 
  beneath Swan – left by agents of a green hag with a 
  grudge against the town’s deceased patron hero, 
  Willow Swan. 
  As circumstances came together, Obmi quickly 
  formulated his plan. He would steal the Rockhall 
  armor from Olean Rodrigo and pose as a scout of 
  Rockhall, enabling him to lead the 3
  rd Company into 
  the ambush. He would recover the book The Mountain 
  That Walks from the Shrine of the Peacemaker, 
  preventing its use again. And, finally, he would 
  instigate mass rioting in Twilight Falls. All of this 
  would serve to destabilize the Viscounty on the eve of 
  war. To sow as much destruction as possible, he would 
  plant magical mines that would burst in fire to destroy 
  the Mounted Borderer outposts, using the chaos for 
  diversion. Using magic provided by the Cowled Lady, 
  he would use the teleportation circle to get to Twilight 
  Falls, then head south to join Deleveu’s forces and, 
  posing as a scout of Rockhall, lead them into an 
  ambush. The final stroke of the master plan is about to 
  be unleashed. 
   
  Adventure Summary 
   
  Encounter One: 
  The adventure begins in Cienega Valley during the last 
  day of Brewfest. The characters are enjoying the town’s 
  fine wine and, in some cases, their fame as local 
  celebrities and heroes of Verbobonc. On the last day of 
  Brewfest, as they are preparing for the end of the 
  festivities, they encounter Obmi torturing Olean 
  Rodrigo, the first officer of the Mounted Borderer 
  outpost, Fort Emridy, in Cienega Valley. 
  Encounter Two: 
  During the fight with one of Obmi’s trained chokers, 
  the mines planted at Fort Emridy explode in a great 
  ball of flame, which spills over into the nearby 
  vineyards. The characters must work to rescue those 
  trapped within. 
  Encounter Three:  
  In the aftermath of the explosion, the characters 
  discover that Olean Rodrigo’s house has been 
  burglarized. Searching the house, they find evidence 
  that Obmi is possibly posing as Fredrique, a dwarven 
  sculptor. They also discover that the first officer was an 
  
  VER5-07 Crown Fire 
   
  Page 6 
  avid historian of Clan Rockhall and his collection of 
  Rockhall arms and armor was stolen…  
  Encounter Four:  
  The characters head to Swan. Depending on when they 
  arrive, they either have time to warn the Borderer 
  outpost or are too late. 
  Encounter Five: 
  The characters speak with the Commander of Fort 
  Wilfrick and warn him of the events occurring. They 
  may even discover the hidden mines and provide the 
  Borderers time to evacuate. However, once the fort is 
  clear, the mines at the Shrine of the Peacemaker 
  explode. 
  Encounter Six: 
  If they arrived late or decided to enter the mines, then 
  the characters use the mines to enter Swan, eventually 
  arriving at the Shrine of the Peacemaker. 
  Encounter Seven: 
  The mines have detonated, spreading fire everywhere – 
  even to the house of a young mother and her child. 
  The child is trapped in the burning house, and the 
  characters must rescue him. 
  Encounter Eight: 
  Arriving at the Shrine of the Peacemaker, they 
  discover the body of the priest’s aid on the steps.  
  Encounter Nine: 
  Entering the shrine, the characters discover the priest 
  of the Shrine in battle with the dwarven assassin. 
  Collapsing one of the support columns, the assassin 
  kills the priest under a mound of rubble, then steals 
  the book The Mountain That Walks. 
  Encounter Eleven: 
  Using the letter they recovered from Sergeant Olean 
  Rodrigo’s house in Cienega Valley, the characters head 
  to “Fredrique’s” shop, where they discover several dead 
  bodies and a secret door back into the sewers of Swan. 
  Encounter Twelve: 
  The secret door leads to a teleportation circle left by a 
  previous inhabitant. Changing its destination, Obmi 
  has pointed it to Twilight Falls and fled there using it. 
  Encounter Thirteen: 
  Arriving at Twilight Falls, the characters find the town 
  in a state of riot. Obmi has released a poison gas into 
  the air, confusing the citizens and inducing them to 
  mayhem, including storming the Mounted Borderer 
  outpost of Falls Keep. 
  Encounter Fourteen: 
  Subduing the villagers, the characters encounter an old 
  friend from years past – a good ogre. The ogre reveals 
  to them that he saw the assassin heading southeast... 
  He further tells them that the Mounted Borderers of 
  Falls Keep left two days ago to join up with another 
  group, including some dwarves, searching for the 
  mountain giant in the Cowled Lady’s service. The ogre 
  discovered that it was a trap designed to lead the 
  Borderers into an ambush. He begs the party to warn 
  the Borderers while he goes to save his tribe. 
  Encounter Fifteen: 
  Just before reaching the Borderers, the characters 
  encounter an advance party of giants. 
  Encounter Sixteen: 
  Reaching the Borderers, they find they are too late to 
  stop the ambush. They must save Lord Deleveu and 
  Thuldon Granitespitter of Clan Rockhall from the 
  assassin’s blade 
  Conclusion: 
  In the staggering aftermath of the battle, the characters 
  learn the truth that the Viscounty is being invaded 
  again by the Cowled Lady’s forces. 
   
  Introduction 
   
  The adventure begins in the town of Cienega Valley, 
  during the final days of Brewfest, CY 595. The 
  characters are enjoying a beverage of their choice at the 
  Cienega Valley Wine Market. 
  Read the following text aloud: 
  The summer days of Verbobonc have come and 
  gone, and the first vestiges of winter’s chill are felt 
  on the light breeze wafting through Cienega Valley. 
  The town has played gracious host to those 
  traveling near and far for the weeklong Brewfest 
  celebration. The town’s vintners have been 
  showcasing the fruits of their labors – with hearty 
  merlots and sparkling whites competing alongside 
  the names of Herman M and the Autumn Wind 
  Brewery for the attention and wheatsheaf of 
  visitors and citizens alike.  
  
  VER5-07 Crown Fire 
   
  Page 7 
  Direct the following text to any characters that have 
  received the Favor of Fredrique: 
  The tales of your heroism have spread near and far, 
  bolstered 
  no 
  doubt 
  by 
  the 
  words 
  of 
  accomplishments earlier this year in the town of 
  Swan. The invitation from Cienega Valley asking 
  you to be guests of honor was unexpected, but 
  obviously not declined, and you have received 
  every 
  courtesy 
  – 
  including 
  having 
  your 
  accommodations subsidized by the town in 
  gratitude for your attendance. 
  Continue from here 
  The citizenry has turned the town into great 
  splendor, with Sergeant Olean Rodrigo, first officer 
  of the Mounted Borderers from nearby Fort Emridy 
  opening the festivities with a military processional. 
  During the week of celebration, the opportunities 
  to renew many friendships and create new ones 
  have abounded – and friendship always sparkles 
  over a mug of Herman M’s Special Blend or a 
  Cienega Valley chardonnay.  
  Permit the characters a chance to (re)acquaint 
  themselves with one another. They can also take the 
  opportunity to learn a little more about the town and 
  area by doing some Legwork (see Appendix Three: 
  Legwork) or comment on the different varieties of 
  wine and ale available. Once they have completed 
  introductions and whatnot, proceed to Encounter 
  One. 
   
  Encounter One: Striking the 
  Match 
   
  The long shadows trailing the ground give evidence 
  to the lateness of the afternoon hour. The clarion 
  call of a bugle echoes through the air, signaling the 
  Mounted Borderers to assemble at the Fort for the 
  start of the closing processional for Brewfest. 
  As you head back toward the fort, a commotion 
  down one of the side streets catches your ear and 
  eye. 
  A man in the by-now-familiar tabard of the 
  Mounted Borderers struggles against the grip of a 
  hideous creature with incredibly long limbs and 
  grey mottled skin that shimmers like a mirage in 
  the shadowy light. Standing before both of them, 
  his back to you, a tall dwarf observes the situation. 
  With a start, you recognize the Borderer as 
  Sergeant Olean Rodrigo, the first officer of Fort 
  Emridy. 
  Character’s that have played VER5-05 A Swan-Like 
  End notice that the dwarf looks similar to Fredrique in 
  terms of facial structure and build.  
  Your arrival has not gone unnoticed, for as you 
  stand there, the dwarf turns to you. Even at this 
  distance, you can read the malevolence in his eyes. 
  The patchwork iron-gray beard bristles briefly as 
  the dwarf’s face creases in a mirthless grin.  
  Character’s that have played VER5-02 Fallen Hero 
  recognize this dwarf instantly as Obmi. 
  He flicks his left hand in a subtle gesture and the 
  crack of shattering bone breaks the silence as the 
  mottled horror snaps Sergeant Rodrigo’s neck. The 
  body collapses to the ground in a heap and the 
  creature surges forward past the dwarf toward you! 
  In a flash of light – the dwarf winks out of sight! 
  APL 4 (EL 4) 
  �Half-Farspawn Choker: Mnk1; hp 41; see Appendix 
  One. 
  APL 6 (EL 6) 
  �Half-Farspawn Choker: Mnk2; hp 46; see Appendix 
  One. 
  APL 8 (EL 8) 
  �Half-Farspawn Choker: Mnk2/Rog2; hp 56; see 
  Appendix One. 
  APL 10 (EL 10) 
  �Half-Farspawn Choker: Mnk2/Rog2/Asn2; hp 89; 
  see Appendix One. 
  APL 12 (EL 12) 
  �Half-Farspawn Choker: Mnk2/Rog2/Asn3; hp 95; 
  see Appendix One. 
  Obmi’s Chokers: Normally, chokers live underground 
  and hunt alone.  Any character that makes a DC 13 
  Knowledge [Dungeoneering] or Knowledge [Nature] 
  check knows that this is a highly unusual attack for 
  chokers. Characters that have played VER4-09 Wicked 
  Three or VER5-02 Fallen Hero knows that Obmi has a 
  seemingly never-ending supply of trained chokers for 
  all occasions. 
  Tactics – APL 4 and 6: The choker has already 
  activated his blur ability, so he will move forward and 
  attack the first character he encounters. 
  
  VER5-07 Crown Fire 
   
  Page 8 
  Tactics – APL 8:  The choker activates blink as a 
  standard action, then moves forward to engage. 
  Tactics – APL 10 and 12: The choker activates greater 
  invisibility as a standard action, then double-moves to 
  the most advantageous position to engage characters. If 
  the choker is able to flurry of blows a target and stun 
  him/her, it will then make use of its Sun School 
  Tactical Feat abilities (either Inexorable Progress of 
  Dawn or Blinding Flash of the Sun, as circumstances 
  warrant). 
  What’s going on: Obmi has planted explosive traps in 
  Fort Emridy and the Wine Market, timing them to 
  detonate when the Mounted Borderers begin to form 
  lines for the closing parade.  
  Olean Rodrigo, first officer of Fort Emridy, received a 
  letter earlier in the afternoon from his brother, 
  Commander Jaren Rodrigo of Fort Wilfrick in Swan. 
  Jaren, in discussions with Father Cadifel (rector of the 
  Shrine of the Peacemaker), has started to suspect that 
  “Fredrique” may not be the person he claims to be. 
  From Father Cadifel, Jaren learned that “Fredrique” 
  had been visiting the shrine and asked some pointed 
  questions regarding a magical text known as The 
  Mountain That Walks. During the entire conversation, 
  Father Cadifel had the impression that “Fredrique” was 
  sizing him up.  
  The letter arrived as Olean was preparing to take 
  “Fredrique” to examine the Borderer’s collection of 
  Clan Rockhall arms and armor. Sensing he had been 
  discovered, Obmi summoned one of his trained 
  chokers, and has been torturing Olean most of the 
  afternoon regarding details of Fort Emridy and word 
  on the 3
  rd Company’s movements. 
  Obmi has left to ransack Olean’s house, make off with 
  the armor, and then return to Swan for the next part of 
  his plan. 
  Development: At the beginning of the second full 
  round of combat, have everyone (including the choker) 
  make a DC 25 Balance check (Balance +10 for the 
  choker). Those that fail are knocked prone. Read the 
  following:  
  A deafening explosion rocks the ground, shattering 
  nearby windows. High above the buildings, a great 
  plume of fire rises into the sky. The sounds of 
  screaming and panic assail you from the direction 
  of Fort Emridy, and the acrid smell of something 
  burning assaults your senses.  
  The mines and traps Obmi planted have sprung, 
  igniting Fort Emridy and the nearby vineyards. 
  As soon as the characters exit the alley, proceed to 
  Encounter Two. Note the number of rounds it takes 
  the characters to get here. This affects the chance of 
  success for saving Fort Emridy, the Cienega Valley 
  Wine Market, and the vineyards. If the characters have 
  not defeated the choker at the time they leave to attend 
  to the fire, it does not immediately pursue. However, it 
  does quaff two potions (potion of resist energy (fire) 
  and, if necessary, potion of cure moderate wounds) and 
  will look for an opportune moment to strike again in 
  Encounter Two. It will not flee. 
  If, at any point, the characters leave Olean’s body 
  unattended, it is gone when they return. Obmi does 
  not like to leave any evidence behind if he can help it. 
  If, however, they recover Olean’s body, then he can be 
  restored to life. He provides the characters with the 
  information above in the What’s Going On section. 
  However, he will not accompany the characters, 
  instead providing them with a letter for his brother, 
  Commander Jaren Rodrigo at Fort Wilfrick, informing 
  him that his suspicions were correct. 
   
  Encounter Two: Brushfire 
   
  A horrific sight meets you as you rush back into the 
  street. The northern and eastern walls of Fort 
  Emridy are engulfed in flames, the fiery tongues 
  licking the sunset sky as if reaching for a home. 
  Even in the smoke and heat, you can spy several 
  horses and riders dead under the collapsed 
  entryway into the Fort. Shouts and cries of panic 
  reach your ears and you realize that the Mounted 
  Borderer column never made it out! They are 
  burning alive inside the inferno. 
  Terrible as this is, still more is seen as you take in 
  the entirety of the situation. A second crown of fire 
  erupts across the vineyard at the Wine Market – 
  creating two flashpoints and igniting the fields in 
  between like dry kindling. 
  Several of the more level-headed villagers have 
  formed a water line leading from the nearby river, 
  but there are not nearly enough of them to get the 
  job done. Everyone is running about – and the 
  panic in the air only seems to fuel the flames.  
  The party has a number of rounds in order to rescue 
  the Borderers and extinguish the fire. The number of 
  rounds depends on the APL. 
  APL 4-6:  
  10 rounds 
  
  VER5-07 Crown Fire 
   
  Page 9 
  APL 8-10: 
  7 rounds 
  APL 12:   
  5 rounds 
  This is a very fluid situation, and the characters will 
  probably want to take actions not fully accounted for 
  here. Here are some possible actions the can take.  
  All APLS (EL 6) 
  Remove debris 
  A large section of the front gate has collapsed, 
  preventing those Borderers still within the Fort from 
  escaping. The characters may remove the debris, but 
  they suffer the risk of catching fire, smoke inhalation, 
  and the other hazards of the fire. 
  Additionally, the entire area is considered dense rubble 
  (see Dungeon Master’s Guide, page 60).  
  �Debris (Collapsed Wooden Gate): 20 feet wide x 10 
  feet deep; hardness 5, hp 225. 
  Characters can attempt to physically remove debris out 
  of the way. Doing so is a move action that requires a 
  DC 12 Strength check. The debris ‘takes damage’ for 
  each point by which the DC is exceeded  
  Spells may likewise be used to remove debris. 
  Disintegrate, in particular, is an effective spell as it can 
  remove up to one 10-foot cube of non-living matter. 
  This will allow the Borderers to escape. 
  Extinguish the fire 
  Characters may directly attempt to extinguish the 
  flames. However, Obmi has laced his traps with a 
  substance called Oleum (see Sandstorm: Mastering the 
  Perils of Fire and Sand) to reduce the likelihood that 
  the flames will be quickly snuffed out by magic. Spells 
  used to extinguish or reduce the flames (quench, cone 
  of cold, etc) first require a caster level check vs. 
  APL+13in order to affect the fire. 
  �Fire: hp 750; energy immunity (acid, fire, sonic) 
  Certain spells have affects which do not require the 
  caster level check. 
  Create water: A simple 0-level spell can be very useful 
  here. Each gallon of water created does 10 points of 
  damage to the fire. 
  Control water: When used with the raise water version, 
  this spell can be used to cause the banks of the nearby 
  river to flood in the direction of the fire. For purposes 
  of this encounter, the flood deals 150 points of damage 
  to the fire per round. 
  Control winds: This spell can prevent the fires from 
  spreading and eliminates Smoke Inhalation penalties 
  in the round after it is cast. 
  Other Spells: The DM is encouraged to use his/her 
  judgment for other spells. This is supposed to be a 
  rescue operation hampered by the magic effects of the 
  Oleum. In general, any spell that indirectly targets the 
  fire (by creating water or rain) is successful, while any 
  spell that directly targets the flames (like quench) 
  requires the caster level check.  
  The nearby river provides a non-magical means to 
  extinguish the fire. The characters can form a bucket 
  brigade with the villagers to attempt to put out the 
  flames. Each bucket of water deals 1 point of damage to 
  the fire. However, rallying the panicked citizens 
  requires a DC 18+APL Charisma check. Alternately, 
  characters that have the Leadership feat may make a 
  Leadership check (1d20 + Leadership score) against the 
  same DC. 
  Regardless of the check type, the following modifiers 
  can be applied:  
  A +5 circumstance bonus if the character is a member 
  of one of the following organizations 
  • 
  Mounted Borderers 
  • 
  Noble House Guard (Asbury or Milinous) 
  • 
  Knights of the Faithful Defender 
  • 
  Resident of Cienega Valley (if a character is 
  the Mayor of Cienega Valley, he receives an 
  additional +2 (for a total of +7)) 
  +2 if the character is a member of one of the following 
  organizations: 
  • 
  Noble House Guard (all others except House 
  Avgustin 
  • 
  Verbobonc Standing Army 
  Members of House Avgustin’s House Guard do not 
  receive any bonus, regardless if they meet other 
  requirements, due to tensions between that house and 
  House Milinous-Asbury. 
  A bucket brigade can deal 80 points of damage per 
  round to the fire.  
  The characters may extinguish the flames of a 
  particular area by concentrating their efforts on a 
  particular 10x10 area. Once they deal 20 points of 
  damage to the fire, it is extinguished. 
  
  VER5-07 Crown Fire 
   
  Page 10 
  Success: If the character’s successfully extinguish the 
  fires and/or rescue the trapped Mounted Borderers, 
  read the following: 
  The smoke continues to hang in the air, like a 
  noxious fume that will not go away. Though the 
  damage is extensive, it could have been far worse. 
  Rescued the Borderers: 
  The ragged men of Fort Emridy can only gasp for 
  breath, but you can see the gratitude in their eyes 
  for your daring rescue.  
  Extinguished the Fire:  
  The last flames die away as your efforts to put out 
  the fires, combined with those brave residents who 
  risked life and limb along side you, proves 
  successful.  
  Failure: If the characters did not successfully rescue 
  the Borderers and/or extinguish the fire, read the 
  following: 
  The devastation is terrible as you survey the 
  damage not only to Fort Emridy, but Cienega 
  Valley as well. The vineyards have been burnt to a 
  crisp by the rampaging fire. The Wine Market lies 
  in ruins. Worst of all – Fort Emridy has been almost 
  totally gutted by the conflagration. It will be some 
  time before the town can recover from such a 
  terrible experience. 
  Proceed to Encounter Three. 
   
  Encounter Three: Thanks for 
  the Memories 
   
  As you survey the damage, a young cadet, his tabard 
  torn and burnt from the fiery trial, runs up to you. 
  “Good (Ladies and) sirs! Have you seen Sergeant 
  Rodrigo? I have urgent news. Someone has broken 
  into his home during the fire!” 
  The cadet doesn’t know much beyond the fact that 
  Sergeant Rodrigo’s house shows signs of forced entry. 
  Once the characters follow, continue reading. 
  Sergeant Rodrigo’s home is a rather simple 
  dwelling not far from Fort Emridy, it lays a little 
  ways west of Cienega Valley. No signs of habitation 
  can be seen from the house and the front door lies 
  open. 
  Inside the House: 
  The interior of the house has been completely 
  trashed, with chairs and tables upended and lying 
  in pieces. Heaps of papers lie strewn about – some 
  bearing the seal of the 4
  th Company of the 
  Borderers. 
  One room, however, grabs your attention. Several 
  arming stands sit positioned opposite the door to 
  this room, however they are empty. On the wall, a 
  tapestry bearing the coat of arms of Clan Rockhall 
  hangs above the empty stands. A leather journal, 
  torn and shredded, lies in a pile near the door.   
  Olean Rodrigo had a great admiration for the 
  hardworking dwarves of Clan Rockhall – even before 
  their reclamation of Ulthak-Nor. His respect extended 
  to collecting pieces of their regalia, eventually 
  reassembling suits of armor from both the present day 
  Clan and dating from the time of their exile. If the 
  characters somehow manage to mend the journal, they 
  find it’s a record of his hobby and his research into the 
  dwarven history. 
  If the characters search the house, they find several 
  documents relating to general troop allocation for Fort 
  Emridy and to current events with the Mounted 
  Borderers. If they get a Search DC 25, they also learn 
  the DC 25 information listed for the Mounted 
  Borderers in Appendix Three: Legwork. Finally, 
  regardless of the results of the Search check, they find 
  a letter to Olean from his brother Jaren, commander of 
  Fort Wilfrick (Player Handout #1). 
  Outside the House: The area outside the house is firm 
  ground and has seen little rain. Character(s) with the 
  Tracking feat may search the ground outside the house 
  for tracks (Survival DC 15), with success indicating a 
  set of dwarven-sized footprints leading from the house 
  to the southwest. The footprints are very recent, but 
  abruptly end about three-hundred feet away from 
  Olean’s house. 
  APL 4-8: At these APLs, Obmi has used three potions 
  of pass without trace to cover his flight from the house. 
  Characters will not be able to find any tracks within 
  range. 
  APL 10-12: At these APLs, Obmi bears a one-shot 
  teleport spell by means of Craft Contingent Spell (see 
  Complete Arcane), which he uses to teleport to an 
  entrance into the tunnel’s running beneath Swan. 
  Development: At this point, the characters should 
  have enough information to lead them in the direction 
  of Swan. Appendix Five: Movement and Distance 
  
  VER5-07 Crown Fire 
   
  Page 11 
  has information for estimating travel times.   Continue 
  to Encounter Four. 
   
  Encounter Four: Swan’s Eye 
  View 
   
  This encounter occurs when the party reaches the 
  town of Swan. Read the appropriate boxed text 
  corresponding to how quickly the party reached Swan. 
  The plateau upon which Swan resides is riddled with 
  many tunnels and shafts, though surprisingly the 
  mining hasn’t yet created a hazard for the citizens of 
  the town. 
  Ostensibly, the vast majority of these tunnels are mine 
  shafts, however a few of the natural tunnels run near 
  populated sections of the town. It didn’t take much 
  work to extend them that little bit further.  
  The tunnels have been inhabited for a long time by a 
  small tribe of kobolds, brought to the Viscounty by 
  Lord Willow Swan (for whom the town is named) in 
  the hopes of turning them from their evil ways. For the 
  most part, it succeeded and they work in the mines, 
  serve as clandestine scouts for the mayor, and generally 
  help to defend this town that they now call home.  
  When Obmi, posing as Fredrique, moved to Swan, he 
  quickly discovered a potential for these tunnels in 
  allowing him to move virtually undetected throughout 
  the town as well as bypassing the Mounted Borderer 
  outpost of Fort Wilfrick. 
  The end result of his efforts is that he has created a 
  small sub-network of passages connecting his ‘sculptor 
  shop’ to many of the major landmarks in the town, 
  including Fort Wilfrick and the Shrine of the 
  Peacemaker. 
  Obmi plans to plant his devices in both places, then 
  sneak into the Shrine, kill Father Cadifel in the 
  confusion, and make off with the book The Mountain 
  That Walks. The Cowled Lady, above anything else, 
  wants that book retrieved. The chaos sown as diversion 
  is icing on the cake. 
  Early Evening 
  The waters of Gillendyl’s Run flow past you as make 
  your way through the Kron Hills. Ahead, on the 
  opposite of the river’s fork, a small fortified town 
  sits atop a great bluff. Even in the fading sunlight, 
  you can make out the steeples of several churches, 
  but none catch your eye quite like the silver spire 
  of the Minster of Heironeous.  Atop the shining 
  spire a blue pennant with a stylized bolt of 
  lightning flaps in the twilight breeze. 
  The path into the town begins at the base of the 
  bluff, where several small docks for travels along 
  the river are positioned. The path leads about a 
  quarter of the way up the plateau before stopping at 
  a great fortified palisade. The pennants flanking 
  either side of the wooden gateway bear the 
  markings of the Mounted Borderers and it is clear 
  that you must pass through the outpost in order to 
  proceed into the town proper. 
  Not far from the docks, a few small shacks can be 
  seen next to a railed tunnel, no doubt the entrances 
  to the salt mines beneath the town. 
  As there are several ways this could occur, the DM 
  should be prepared to improvise if necessary to keep 
  the story on track. 
  Warn the Mounted Borderers: 
  The party could choose to warn the Mounted 
  Borderers. Proceed to Encounter Five 
  Investigate the Mines: 
  Investigating the mines lets the characters track Obmi 
  down. Proceed to Encounter Six 
  Late Evening 
  The moonlight shimmers off of the waters of 
  Gillendyl’s Run as you make you way through the 
  Kron Hills. Ahead, you spy the warm firelights 
  burning in the homes of a small town atop a great 
  bluff. In the moonlight, the silver steeple of the 
  Minster of Heironeous in Swan glows like a needle-
  thin sword against the canopy of night. 
  Ahead of you, several small torches mark what 
  appear to be a series of small docks (for river 
  travelers) and a path leading up a short distance 
  before stopping at a great fortified palisade, 
  through which you must pass in order to proceed to 
  the town proper. 
  Members of the Mounted Borderers and Citizens of 
  Swan know that the palisade is part of Fort Wilfrick. 
  Others can learn this information on a successful 
  Knowledge [Local: VTF] check (DC 10). 
  Not far from the docks, a feeble light spills forth 
  from a railed tunnel, no doubt the entrances to the 
  salt mines beneath the town. 
  
  VER5-07 Crown Fire 
   
  Page 12 
  As there are several ways this could occur, the DM 
  should be prepared to improvise if necessary to keep 
  the story on track. 
  Warn the Mounted Borderers: 
  The party could choose to warn the Mounted 
  Borderers. Proceed to Encounter Five 
  Investigate the Mines: 
  Investigating the mines lets the characters track Obmi 
  down. Proceed to Encounter Six 
  Dead of Night: 
  The moonlight shimmers off of the waters of 
  Gillendyl’s Run as you make your way through the 
  Kron Hills. The acrid smell of burning parchment 
  drifts on the wind, drawing your attention toward 
  the great bluff at the river’s fork ahead. The plumes 
  of fire and smoking rising into the night confirm 
  your fear.  
  The harsh glare of flame breaks the former 
  gentleness of night as a wooden stockade near the 
  base of the bluff stands burning. Many people can 
  be seen running around the palisade fire, trying to 
  haul buckets of water from the nearby river – but it 
  doesn’t seem like nearly enough. At the top of the 
  bluff, a second prominence of fire can be seen – not 
  far from a slender silver spire upon which flaps a 
  blue pennant with a silver bolt of lightning. You 
  can only imagine how those fighting the fires at the 
  top of the bluff, in the town, are doing when their 
  access to the water supply has been cut off! 
  At this point, it’s too late to do anything but try to fight 
  the fires. Obmi has come and gone. Their only hope is 
  to find his trail to the teleportation circle and go from 
  there.  Continue with Encounter Nine. 
   
  Encounter Five: Fort Save 
   
  Development: This encounter only occurs if the party 
  has arrived before the Dead of Night and tries to warn 
  the Borderers of what has happened. 
  As you approach the imposing Fort, you see several 
  armed and armored men atop the palisade. 
  Have each character make a Spot check (DC 30). No 
  matter what they roll, tell them they notice the many 
  arrow slits along the walls.  (For anyone who actually 
  makes the DC 30 check, add that there is freshly dug 
  dirt at the base of the gates, hidden by cleverly placed 
  tufts of grass.) 
  Once you are within earshot, they ready their 
  crossbows and call out, “Who goes there? State your 
  business.” 
  Assuming the party answers in a reasonable fashion, 
  read on below. 
  The great doors of the Fort swing open just wide 
  enough to allow your party passage inside. An 
  armored Borderer approaches you, prepared to 
  escort you to your destination within the Fort.  
  “Well met.  I am Corporal Wilhem, please, follow 
  me.  I will be happy to take you to see the 
  Commander.” 
  The atmosphere inside the Fort is one of strict 
  discipline.  Like a hive of ants or bees, each man 
  and woman goes about their appointed task, 
  individually helping to strengthen the whole body 
  of the Borderers. 
  After a short walk to the center of the compound, 
  you are led to a reinforced wooden door on the side 
  of a large building.  After a short knock and a gruff 
  “Enter!” you are admitted to the rather sparse office 
  of Commander Jaren Rodrigo. 
  “Hello.  I’m Commander Rodrigo, how may I help 
  you?” 
  Commander Rodrigo is disinclined to believe what has 
  happened, so start him with a DC 30 Diplomacy check 
  to believe the party. 
  If Jaren is told about the death of his brother Olean, he 
  will grimace to hold back the tears and thank the party 
  for their information.  Telling them that they are 
  hunting his brother’s murderer is a very quick way to 
  gain his trust here. 
  This encounter should be “role-played” rather than 
  “roll-played.”  Feel free to add whatever modifiers are 
  appropriate to the situation.  (i.e. +2 for each favor or 
  item related to the Borderers or the Shining Patrol, +5 
  if they mention the freshly turned earth by the front 
  gates, + 3 for good role-playing, etc.) 
  If the party tries anything silly or sneaky, the guards 
  will spot them and detain them for further inquiry.  
  Once their motives have been ascertained, and their 
  actions have wasted enough time, allow them to enter 
  the Fort but describe a large explosion in the distance 
  and proceed directly to Encounter Seven.  
  Borderer Information: Jaren is more forthcoming 
  with characters that are members of the Mounted 
  
  VER5-07 Crown Fire 
   
  Page 13 
  Borderers. If asked about Mounted Borderer activities, 
  he will convey the DC 30 result information listed for 
  Mounted Borderers under Appendix Three: Legwork 
  Development: If the party is able to persuade Jaren 
  Rodrigo, or perhaps find the explosives (they are 
  buried beneath both sets of gates), Commander 
  Rodrigo orders the immediate evacuation of the Fort. 
  Once he does that, read the following: 
  Commander Rodrigo’s face hardens in grim resolve, 
  the truth of your words convincing him of the 
  necessity for action. Rising, he calls out to the aide 
  that escorted you here, giving the command to 
  evacuate. 
  Within moments, the Fort blazes with activity as 
  the Borderers move to secure the critical supplies 
  and horses, and evacuate their home.  
  Breathing a sigh of relief, you allow yourselves to 
  believe that Fort Wilfrick has avoided the fate of 
  Fort Emridy when an explosion erupts from the 
  small town at the top of the hill. A tongue of fire 
  sears the evening sky and shouts of horror reach 
  you ears almost immediately.  
  The Shrine of the Peacemaker has exploded, proceed to 
  Encounter Seven once the party moves to enter Swan. 
   
  Encounter Six: Swan’s 
  Underbelly 
   
  Encounter Six is the areas inside the mines of Swan. It 
  occurs if the party proceeds through the mines (either 
  by choice or because of no other option) 
  NOTE:  At this time please get two “marching orders” 
  from the party, a “five foot wide” and a “ten foot wide” 
  marching order.  Then continue below. 
  Area 1 (Entrance): The entrance to the mines under 
  Swan is a ten foot wide hole in the side of the hill.  
  The mines are sparsely lit by fluttering torches, and 
  the workers give you a slightly odd look as you 
  enter.  They are smart enough to know not to fool 
  with armed warriors however, so they give you no 
  trouble whatsoever.  Eventually you draw the 
  attention of one of the overseers, less of a “slave 
  master” than a liaison between the workers and the 
  owners of the mines.  “Help you?” the burly man 
  asks. 
  Assume that the party has a good reason for being here. 
   The overseer has no means of forcing the party to do 
  anything, and will most likely tell them not to steal 
  anything and to enter at their own risk, “Mines ‘r 
  dangerous y’know.” 
  If asked about any “special” areas, the overseer will tell 
  them about: “A cave in a few months back.  Nobody 
  hurt.  Ceiling dropped on an unused shaft.  Nothin’ 
  much else.  We don’t use it, so it’s no skin of’n our 
  noses. Never no need to go down there anyways.” 
  Eventually the overseer will want to get back to work, 
  and most likely to go up and report the presence of the 
  party in the mines.   Either way, he won’t stop them 
  from going on if they choose. 
  It is assumed that they will go towards the “cave in” 
  area.  If they don’t, then they spend as much time as 
  they want wandering around the mines until one of 
  two things happens: 
  A.)  They decide to return topside and enter Swan 
  through the main gates, in which case it’s too late to do 
  anything but try to fight the fires. Obmi has come and 
  gone. Their only hope is to find his trail to the 
  teleportation circle and go from there.  Describe the 
  devastation and destruction that they missed while 
  wandering around down in the mines and then 
  continue with Encounter Ten. 
  B.)  They decide to go to the “cave in” area, in which 
  case please proceed to “Area 2” below. 
  Area 2 (Main Tunnel): The main tunnel has several 
  branches, some of which circle back upon 
  themselves, explaining why the town of Swan has 
  not been crushed down and destroyed the mines 
  beneath it.  With careful thought and planning, the 
  miners have created natural columns and support 
  walls beneath the city, allowing these otherwise 
  unreachable resources to be drawn out of the earth. 
  Servants of nature might find this clever planning 
  somewhat devious and another “encroachment” of 
  civilization upon the natural wonders of the world. 
  One of the branching passages has been hastily 
  boarded up, three long pieces of wood forming a 
  crude “z” over the shaft.  This is obviously the 
  “unused shaft” the overseer mentioned previously. 
  This shaft is 10 feet wide and 10 feet high.  It is also 
  very curvy.  No part of it is more than 10 feet high. 
  Area 3 (Side Tunnel): Making your way past the 
  crude obstruction, you descend into utter darkness. 
   No torches are set into the walls.  The cobwebs that 
  litter the passage seem to cling to every part of your 
  
  VER5-07 Crown Fire 
   
  Page 14 
  body, tickling your nose and your ears, sticking in 
  your hair and on your arms and legs. 
  Now that you are deep into the bluff, you realize 
  that there are impressive caves underneath Swan.  
  Occasionally one wall of your path falls open, like 
  the massive opening to your right.  This view 
  reveals a large cavern, hundreds of feet deep to your 
  right, while the wall to your left stretches far out of 
  sight.  Still, you think that these are natural caverns 
  and not the result of any kind of mining operation. 
  Since there is a difficult crevasse that leads to the 
  surface on the side of the bluff below Swan, several 
  rather large spiders have made their lair in this area of 
  the mines.  Normally they feed at night, but since it fed 
  outside yesterday evening, they are home right now.  
  Give the lead characters a Spot DC 20 to notice the web 
  strung across their 10 foot wide path. 
  The path curves like a large “c” and has no “roof” at this 
  time.  One spider will attack from above, and the other 
  will attack from below, both on the walls near the 
  party. 
  APL 4 (EL 4) 
  �Monstrous Spider, Large (2): hp 22 each; see 
  Monster Manual page 289. 
  APL 6 (EL 6) 
  �Monstrous Spider, Large (4): hp 22 each; see 
  Monster Manual page 289. 
  APL 8 (EL 8) 
  �Monstrous Spider, Large (4): hp 22 each; see 
  Monster Manual page 289. 
  �Monstrous Spider, Huge: hp 52; see Monster 
  Manual page 289. 
  APL 10 (EL 10) 
  �Monstrous Spider, Gargantuan (2): hp 104 each; 
  see Monster Manual page 289. 
  APL 12 (EL 12) 
  �Monstrous Spider, Colossal (2): hp 208 each; see 
  Monster Manual page 289. 
   
  Area 4 (The Cave In): This tunnel is unlit, as it is 
  unused by the miners.  The dust here is 
  undisturbed and the tunnel is barely 5 feet wide.  
  After several twists and turns which give you the 
  impression of a snake-like path cut through the 
  rock, the tunnel comes to a sudden end at a wooden 
  ladder leading up. 
  Obmi discovered that this branch was directly under 
  the Shrine of the Peacemaker. Carefully navigating 
  himself, he created this secret entrance which leads up 
  to a small closet off of the main area.  
  Proceed to Encounter Nine once they climb up the 
  ladder. 
   
  Encounter Seven: Suffer the 
  Little Children 
   
  The now familiar screams are heard everywhere as 
  townsfolk of Swan run for help. Nearby, several of 
  the White Guard, members of House Avgustin’s 
  household troops assigned to protect the town, are 
  shouting orders, and trying in vain to keep the 
  peace while fighting the fires that threaten to rage 
  out of control. 
  The cries of children suddenly pierce the confusion 
  surrounding like an arrow through your heart. 
  Turning, you see a small cottage billow in flames. A 
  young woman, surely not more than twenty, shouts 
  for help – her baby is trapped! 
  Obmi cannot afford any interference with his mission, 
  so he has sown as much confusion in the town as 
  possible. 
  This encounter, like others, is very free-form. The child 
  is in the backroom of the four-room cottage, but cannot 
  escape. Refer to Appendix Four: Fire Conditions for 
  rules on smoke inhalation and catching fire. 
  Permit the party a reasonable chance to save the child 
  from the fire, but don’t spend too much time on this 
  encounter. 
  All APLs (EL 4) 
  �Human Child: Com1; hp 2; Fort +1. 
  Each round, determine if the child has succumbed to 
  the smoke. Starting on round 5, the child begins to 
  suffer heat damage. 
  When this encounter is finished, please continue to 
  Encounter Eight. 
   
  
  VER5-07 Crown Fire 
   
  Page 15 
  Encounter Eight: Blood on 
  the Steps 
   
  The fires storm across the town, leaping from 
  rooftop to rooftop, ahead of the valiant souls 
  seeking to quench the flames.  
  The greatest blaze is coming from a stone shrine 
  near the Minster of Heironeous – the Shrine of the 
  Peacemaker.  As the wind picks up, you again catch 
  the whiff of burning parchment – as if someone 
  had set fire to a great pile of scrolls or books. 
  The wooden double-doors of the shrine lie open. 
  On the steps, crumpled in a pool of blood, lies a 
  young man in once-white robes. The sounds of 
  battle echo within the burning shrine. 
  The young man is Father Savariel, a priest of Rao. 
  Formerly the aid to a previous mayor, Father Savariel 
  was reassigned to assist Father Cadifel, rector of the 
  Shrine of the Peacemaker, when the mayor resigned in 
  order to assist Veluna in their wars against the evil 
  Canon Herion. Characters that are residents of Swan 
  automatically know this information. 
  Once the characters decide to enter, continue to 
  Encounter Nine. 
   
  Encounter Nine: Blood on the 
  Altar 
   
  Note: All rules for Fire Conditions apply in this 
  encounter.  
  The waves of heat that rush over you only reinforce 
  the belief that you have entered one of the great 
  antechambers of hell. The once serene library and 
  shrine to Rao has given way to a raging inferno 
  with great gouts of fire licking the tapestries and 
  eating the precious scrolls and parchments as fuel. 
  Further ahead, near the simple altar, a tall priest 
  stands in confrontation against a dwarf girded by 
  Clan Rockhall’s armor. 
  The priest’s voice rings out clear, echoing over the 
  din of the conflagration. 
  “Go back to your cowled mistress, you foul, 
  loathsome, miserable minion of hell.  Your 
  unreasoning hatred only serves to be your 
  undoing.” 
  Citizens of Swan and characters that played VER4-07 
  Reunification recognize this priest as Father Cadifel, 
  rector of the Shrine of the Peacemaker. Others making 
  a successful DC 10 Knowledge [Religion or Local 
  (VTF)] gain the same information. 
  A vicious snarl escapes the dwarf’s cracked face as 
  he tries, but somehow, cannot bring his hammer to 
  bear against the priest. Suddenly a malicious smile 
  plays at his lips and, turning abruptly, he hurls the 
  hammer at one of the weakened columns 
  supporting the shrine, shattering it. Almost 
  immediately, the ceiling above the altar collapses. 
  With a wicked gleam, the dwarf manages to leap 
  out of the way as the priest is buried under the 
  rubble. As the dust clears, his torn and broken body 
  can be seen buried in rock and seeped in blood. 
   “Hmm – can’t be leaving this behind, now can I?  
  He steps forward to retrieve the book from the 
  priest’s bloody hand.” 
  “I’ll just be taking my book before I leave.” Another 
  explosion rocks the Shrine as he seems to notice 
  you for the first time, acknowledging your presence 
  with that same mirthless smile and a harsh grunt. 
  “So you tracked ol’ Obmi this far? Good – I like the 
  game to be sporting.  Heh – mores the pity for you. 
  But I suppose that’s all lapdogs like you are good 
  for. Have fun.” With that, he vanishes again, only to 
  be replaced by another mottled horror that leaps 
  from the shadows toward you! 
  Obmi has planted his explosive devices in both the 
  Shrine of the Peacemaker and the Mounted Borderer 
  outpost. His plan is to steal into the Shrine, kill Father 
  Cadifel in the confusion, and make off with the 
  magical book The Mountain That Walks. The Cowled 
  Lady, above anything else, wants that book retrieved. 
  The chaos sown as diversion is icing on the cake. 
  APL 4 (EL 4) 
  �Half-Farspawn Choker: Mnk1; hp 41; see Appendix 
  One. 
  APL 6 (EL 6) 
  �Half-Farspawn Choker: Mnk2; hp 46; see Appendix 
  One. 
  APL 8 (EL 8) 
  �Half-Farspawn Choker: Mnk2/Rog2; hp 56; see 
  Appendix One. 
  
  VER5-07 Crown Fire 
   
  Page 16 
  APL 10 (EL 10) 
  �Half-Farspawn Choker: Mnk2/Rog2/Asn2; hp 89; 
  see Appendix One. 
  APL 12 (EL 12) 
  �Half-Farspawn Choker: Mnk2/Rog2/Asn3; hp 95; 
  see Appendix One. 
  Tactics: The choker will first use any special spell-like 
  abilities they have, and then attack the spellcasters 
  with grappling attacks.  Fighters will be fought if 
  necessary or no spellcasters are left standing. 
  Development: Father Cadifel is not dead, however it is 
  unconscious. He has the following hit points based on 
  the APL. 
   
   
               APL 4-6 
              -1 hp 
  APL 8-10:  
  -5 hp 
  APL 12:  
  -7 hp 
  Obmi has fled to “Fredrique’s” shop, which has a secret 
  entrance leading into the tunnels beneath Swan. From 
  there, he proceeds to the teleportation circle left by 
  Frieda (see VER5-05 A Swan-like Ending). However, 
  the circle’s destination has been changed from the Iron 
  Wood to the Gnarley Forest, inside a cave behind 
  Twilight Falls. 
  Development: If the party manages to save Father 
  Cadifel (or restore him to life), the priest informs them 
  of Fredrique/Obmi’s interest in the book The 
  Mountain That Walks and provides them with the 
  history surrounding that book if they are not already 
  familiar with it. Furthermore, he is very concerned that 
  agents of the Cowled Lady are now making a move to 
  reclaim it after it has been housed at the Shrine for 
  close to two years. It suggests that the Cowled Lady 
  wants the book before a major operation takes place. 
  Father Cadifel provides directions to “Fredrique’s” shop 
  in town if the party seems uncertain on how to 
  proceed. Continue on to Encounter Ten. 
   
  Encounter Ten: Fredrique’s 
  Shop 
   
  Away from the center of town, Fredrique’s shop is 
  somewhat removed from the turmoil. As you 
  approach, you see that the doorway into the shop 
  has already been opened for you – the door kept 
  from closing by the dead body of a Mounted 
  Borderer on the ground. 
  Entering the shop, it appears to be nothing more 
  than a small sculptor’s studio; however the stench 
  of death hangs in the air like a noxious fume. It 
  seems to be coming from a back room, and down a 
  set of stairs. 
  The Mounted Borderer is one of the guards set by 
  Jaren Rodrigo to secure “Fredrique’s” business. Of 
  course, Jaren had no idea who they were really facing. 
  Once the party proceeds downstairs, read the 
  following: 
  The odor of decay is far more pronounced here, 
  emanating from the decomposed body of a dwarf. 
  Nearby, another soldier in the tabard of the 
  Mounted Borderers lies slumped in a pool of his 
  own blood, which seemed to have flowed from a 
  great wound in his chest. 
  Both the Borderer and the dwarf are dead; and their 
  spirits cannot be contacted by any means or restored to 
  life. 
  By looking at his features the party can determine that 
  the dwarf is the real Fredrique, whom Obmi killed 
  when he came to town and assumed his identity. A 
  Heal check (DC 20) verifies that he has been dead for 
  several months and that he was killed by a single blow 
  to his skull. 
  In the southwest corner of the room is a secret door, 
  created by Obmi once he took ownership of the 
  business so he could move more freely through the 
  tunnels beneath the town. The door is trapped to 
  prevent any from following him. 
  APL 4 (EL 2) 
  �Bricks from the Ceiling: CR 2; mechanical; touch 
  trigger, repair reset; Atk +12 melee (2d6 damage from 
  bricks); multiple targets (all target in two adjacent 5-
  foot squares; Search DC 20; Disable Device DC 20. 
  APL 6 (EL 4) 
  �Wall Scythe Trap; CR 4; mechanical; location 
  trigger; automatic reset; Atk+20 melee (2d4+4, 
  scythe/x4); Search DC 21; Disable Device DC 18. 
  APL 8 (EL 6) 
  �Spiked Blocks From Ceiling; CR 6; mechanical; 
  location trigger; repair reset; Atk +20 melee (6d6, 
  spikes); multiple targets (all targets in a 10 ft. by 10 ft. 
  area); Search DC 24; Disable Device DC 20. 
  
  VER5-07 Crown Fire 
   
  Page 17 
  APL 10 (EL 8) 
  �Disintegrate Trap; CR 8; magic device; touch 
  trigger; automatic reset; spell effect (disintegrate, 13
  th 
  level wizard, DC 20 Fortitude partial (26d6 failure/5d6 
  success); Search DC 32; Disable Device DC 32. 
  APL 12 (EL 10) 
  �Wail of the Banshee Trap; CR 10; magic device; 
  proximity trigger (alarm); automatic reset; spell effect 
  (wail of the banshee, 17
  th level wizard, DC 23 Fortitude 
  save negates); multiple targets (up to 17 creatures); 
  Search DC 34; Disable Device 34 
  Development: The passageway beyond the secret door 
  leads to a manmade (dwarf-made actually) tunnel 
  beneath Swan. One end of the tunnel is in this 
  “sculptor’s shop” and the other joins the known 
  tunnels under the city.  Halfway down this tunnel is 
  the teleportation chamber Obmi will use to reach 
  Twilight Falls for the next part of the operation.  Obmi 
  is in a hurry and not particularly trying to hide his 
  tracks. A character with the Tracking feat can make a 
  DC 20 Survival check to find his trail, otherwise a 
  Search DC 25 will allow the party to follow at a slightly 
  slower rate of speed. 
  Continue to Encounter Eleven. 
   
  Encounter Eleven: To the 
  Teleporter 
   
  The 
  walls 
  of 
  this 
  tunnel 
  show 
  signs 
  of 
  workmanship – evidence that the assassin you track 
  has been at work down here for several months at 
  the very least. 
  Ahead of you, a short side corridor opens into a 
  square room, the opposite side of which has been 
  collapsed with rubble. In the center of the room 
  lies a large stone circle engraved with glittering 
  runes. The debris about the room seems fresh, 
  testifying to the power of the explosions above that 
  rocked the town of Swan.  The tunnel ends 50 feet 
  further on, the stone work revealing the back side 
  of a hidden trapdoor. 
  Characters that have played VER5-05 A Swan-Like 
  Ending recognize this room as the teleportation circle 
  they used to eventually locate the missing statue. 
  However, its destination has been warped by the 
  Cowled Lady’s powerful magic. Whereas before it led 
  to the Iron Wood, it now leads to a cave behind the 
  waterfall above Twilight Falls.  
  To ensure that no others rediscovered the device, 
  Obmi collapsed the only known tunnel to this room. A 
  DC 25 Knowledge [Architecture and Engineering] 
  check can verify that the debris was not caused by the 
  explosions, but was deliberate.  
  Obmi has an alternate route that he created that leads 
  into the actual mining tunnels beneath Swan.  He 
  collapsed the tunnel to the teleportation chamber, but 
  also created a secret side tunnel entrance to give him 
  access to the rest of the city.  It is this side tunnel that 
  the party will use to gain access to the teleportation 
  chamber if they arrived from Encounter Six. 
  Anyone entering this area from Encounter Six will be 
  unable to open the trapdoor into the “sculptor’s shop” 
  since the shop has been leveled by the explosions from 
  above. 
  Development: The teleportation circle, as previously 
  mentioned, leads to Twilight Falls. Obmi is relying on 
  his traps and the chaos to dissuade people from 
  following him, so he has not trapped the teleportation 
  circle. 
  Once they step on to the teleportation circle proceed to 
  Encounter Twelve. 
   
  Encounter Twelve: Rioting in 
  the Streets 
   
  Your stomach lurches as the rubble-strewn tunnel 
  disappears around you and is replaced by another 
  rocky chamber. The sound of running water fills 
  the air and, toward the opposite end of the room, a 
  small mist can be seen. The familiar sounds of 
  screaming can be heard beyond, but not screams of 
  fear – these are screams of anger! 
  Continue once the party decides to proceed. 
  Passing through the mist, you find yourselves on a 
  small ledge near a great waterfall. The vast sheet 
  plunges down to the base of a river that flows past a 
  small town that seems to almost completely blend 
  with the forest.  
  The sounds of anger continue to grow, and from 
  your vantage point, you spy a large group of people 
  congregated in what appears to be a woodland park. 
  
  VER5-07 Crown Fire 
   
  Page 18 
  As you watch, pinpricks of light suddenly flare 
  from the mass of people – torches being struck!  
  The ledge is about 50 feet up from the ground, and a 
  small rough path can be found for the party to make 
  their way to the ground. 
  Obmi has released the third part of his plan – a 
  poisonous gas that instills rioting and hysteria (treat it 
  like the confusion spell) in those that inhale it. By this 
  point, it has traveled away from the cave and dispersed 
  enough to not affect the characters, but those that have 
  already been subjected to it are in the process of 
  rioting. 
  As you watch, the mob begins to storm in several 
  directions. Some are throwing rocks through 
  windows, others are assaulting other people that do 
  not appear to be rioting. A large mass, however, 
  appears to be heading for a wooden keep out on the 
  opposite side of the town. Even from this distance, 
  you can spy the familiar pennant of the Mounted 
  Borderers flying about the wooden palisades. 
  The citizens of Twilight Falls are looting and pillaging, 
  throwing rocks, and causing mayhem. The characters 
  must stop or subdue them before they lay siege to Falls 
  Keep. 
  Continue to Encounter Thirteen. 
   
  Encounter Thirteen: The Fall 
  of Twilight 
   
  Not all of Twilight Falls citizens have succumbed to 
  the gas that Obmi released (that would be too boring 
  anyway right?).  Many have locked their doors out of 
  fear or are otherwise in hiding.  Unfortunately several 
  unaffected citizens are in danger from the crazies.  It is 
  these endangered islands of sanity that Obmi needs the 
  PC’s to deal with so that he has the time he needs to 
  blow Fall’s Keep to pieces. 
  As you make your way into the throng of people, 
  you are amazed at the amount of death and chaos 
  that one lone dwarf can create.  Most of the 
  populace is far too busy dealing with their insanity 
  to take notice of you, but, as you knew it would, 
  eventually your luck runs out. 
  A crowd gathers in front of you, townsfolk in the 
  grip of madness wielding daggers and clubs: 
  Roll 1d6.  1-3 = A; 4-6 = B 
  All APLs (EL 6) 
  A) Burn baby burn: a group of crazies is attempting to 
  burn the Minster of Fharlanghn (or other large church 
  that survived conversion/audits).  They can be 
  convinced to burn something else or subdued.  There 
  are 12 1st level commoners (Dungeon Master’s Guide 
  page 109).  This should be “role-played” out rather than 
  “roll-played” as no amount of stratospheric diplomacy 
  skill helps to negotiate with a poisoned, crazed lunatic. 
  �Townsfolk (12): Men and Women Com1; hp 3 each. 
  1B) Wall of Flesh:  The characters are surrounded by 
  townsfolk who are intent on severing some small 
  amount of clothing or hair from them.  This amounts 
  to the party seeing a group of 20 or so citizens armed 
  with knives surrounding them with dull looks on their 
  faces.  They cannot be reasoned with or “cured” at this 
  point, but they won’t let the characters pass until they 
  are dealt with.  Surround the player’s miniatures with a 
  vast quantity of dice and let them work their way 
  through the situation, preferably without killing any of 
  the poor, poisoned, townsfolk. 
  Once the townsfolk have been dealt with, continue to 
  Encounter Fourteen. 
   
  Encounter Fourteen: An 
  Unexpected Friend 
   
  You finally make your way through Twilight Falls, 
  in the direction you last saw the evil dwarf going.  
  Clearing the last building, a strange sight comes 
  into view as you round the corner.  You see a tall 
  ogre, standing at the edge of the forest, looking 
  around as if searching for something, or someone. 
  Noticing you, he raises his greatclub over his head 
  and lets out a mighty roar and charges in your 
  direction! 
  This is not a combat, Rex Wuff, the ogre from Ver1-02 
  Giants on the Move, Ver1-05 Games a Foot, and Ver2-
  05 Silver Moon, is merely anxious and glad to see the 
  party as he has come to Twilight Falls seeking help for 
  his tribe.  (If anyone at the table has played any of these 
  modules, Rex will remember them and focus his 
  attention on them.)  Rex has been befriended by the 
  Borderers in the past, so he sought them out. 
  Rex has been working with the Mounted Borderers of 
  Falls Keep as a scout and aid. Two days ago, they 
  departed on a special mission that, for reasons he did 
  
  VER5-07 Crown Fire 
   
  Page 19 
  not understand, they could not include him in. 
  Yesterday, he learned that great numbers of giants and 
  others were massing to ambush a Mounted Borderer 
  expedition that sought to destroy the mountain giant 
  in the Cowled Lady’s service. Hurrying back, he sought 
  to warn someone in Twilight falls, but upon his arrival 
  this evening, he saw Obmi spreading his poison and 
  then heading south west, into the Gnarley Forest.  
  Rex tells the characters of the trap, and is anxious to 
  return to his tribe and see to their safety. He is also 
  relieved to see the party, because he was wondering 
  how to follow the dwarf and still remain to help the 
  town.  
  Rex will stay and aid the citizens before hurrying to his 
  own tribe. Continue on to Encounter Fifteen. 
   
  Encounter Fifteen: The Kron 
  Hills Massacre 
   
  Moving as fast as possible through the dense 
  undergrowth, you can easily follow the swath cut 
  by the fleeing dwarf.  Ahead, you can’t quite see 
  anything yet, but there are occasional flashes of 
  bright light that give you shivers of dread and 
  doom. Suddenly, the trees begin to thin and the 
  sound of battle quickly reaches your ears. 
  Emerging from the trees, you find yourselves on a 
  rocky outcropping overlooking a deep, narrow cleft 
  in the Kron Hills. Below you is arrayed a force of 
  cavalry, flying the standards of the 3
  rd Company of 
  the Mounted Borderers. Near the front of the 
  column, a second set of banners are flying, bearing 
  the symbol of an axe-and-anvil. 
  A DC 15 Knowledge [Local: VTF] check identifies the 
  axe-and-anvil standard as that of Clan Rockhall; 
  making the DC by more than 5 (DC 20) reveals that the 
  standard is differenced in the style of the Thane of 
  Rockhall, Thuldon. 
  Members of the Dwarven Church, Clan Rockhall, 
  characters with influence with Clan Rockhall, or those 
  that have played the Verbobonc Dwarven series of 
  adventures (VER1-07 Knocking on the Keep, VER2-
  02 Granite Keep, VER4-05 Dwarven Dawn, VER5-01 
  Deep in the Lortmils, or VER5-03 Minions of Shadow 
  and Fire) automatically receive this information. 
  The sound of crack timber, followed by a chilling 
  war cry, galvanizes your attention as the trees on 
  the opposite side of the ridge are thrown aside and 
  a large force of ogres and orcs surges through the 
  opening. All across the length of the ridge, the 
  action is repeated until they fill your field of vision. 
  As you watch, the rumble of thunder shakes the 
  ground and a towering figure, flanked by a group of 
  ogres the likes of which you have never seen, 
  enters the ravine rear of the Borderer column. Tall 
  enough to reach the top of the ledge, the giant 
  grabs a towering oak tree as it were a twig and hurls 
  it into the column and cutting a bloody swath as 
  chunks of and horse and rider go flying. 
  The horror catches in your gut as the realization 
  hits you: it’s an ambush! 
  This encounter occurs in three phases, each reflecting 
  the progress of the battle. Read the box text between 
  each wave as the party finishes fighting. 
  The party remains in initiative throughout this 
  encounter, with the monsters of each phase entering 
  combat. The party has one (1) round between the 
  conclusion of one phase and the start of the next. 
  About the Giants: The monsters faced in Phases One 
  and Two have been summoned by the mountain giant 
  in the Cowled Lady’s service, and then bound here by 
  the use of powerful magic. They are treated as 
  summoned creatures for spell effects (protection from 
  evil, etc). 
  Additionally, each one of the creatures wears an amulet 
  around its neck made of an unknown greenish metal. 
  This amulet preserves the binding magic and prevents 
  the summoning from ending. At higher APLs, this 
  material has been laced with adamantine to increase it’s 
  resistance to being destroyed. 
  During combat, characters can make a DC 15 Spot 
  check to notice the amulet, followed by a DC 25 
  Spellcraft check to recognize its nature. Characters that 
  have played VER5-06 On the Viscount’s Secret Service 
  automatically notice the amulets. 
  The amulet may be sundered by characters (Sundering 
  a Carried or Worn Object). If the amulet is destroyed, 
  the magic binding the monster is dispelled and it 
  vanishes. 
  APLs 4-8 
  �Amulet of Binding; hardness 5, hp 10; AC 18+Dex 
  of creature. 
  
  VER5-07 Crown Fire 
   
  Page 20 
  APLs 10-12 
  �Amulet of Binding; hardness 20, hp 10; AC 18+Dex 
  of creature. 
  The Ravine: The ravine is approximately 40 feet wide 
  and 20 feet below the level at which the characters 
  arrive. There are no paths into the ravine, but the rock 
  is very rough, with plenty of handholds (Climb DC 15). 
  A character with a land mount may goad the mount to 
  jump down (Handle Animal check DC 20). 
  Due to the presence of so many combatants and bodies 
  littering the ground, the entire area is considered 
  difficult terrain. 
  The Fog of War: This combat situation is very fluid, 
  since it takes place in the midst of a grand melee – a 
  fight between two great armies. The characters are 
  participants in the fight, and it is their abilities that 
  determine the outcome of things. 
  Unlike ‘regular’ encounters, however, each of the 
  phases in these combats cannot be bypassed. The sheer 
  number of creatures in the opposing army means that 
  if the characters move to avoid or bypass the group, 
  another group of the same type of creatures appears in 
  their path. Summarizing – they cannot avoid their 
  destiny: they must face each phase of this encounter, 
  regardless of what they do to avoid it. 
  The DM is encouraged to convey a ‘cinematic’ 
  experience in the fight (ala Saving Private Ryan or the 
  Battle of Pelennor Fields from Lord of the Rings: 
  Return of the King, with the ‘fog of war’ lifting briefly 
  during the boxed text before settling back down again. 
  Facing Obmi: If any character(s) manage to get within 
  striking distance of Obmi, he does not engage them. 
  Having bigger fish to fry, he teleports away as a free 
  action. Consider Obmi to have an initiative of 15+ the 
  highest character initiative. 
  Phase One 
  APL 4 (EL 5) 
  �Ogre (2): hp 29 each; see Monster Manual page 199. 
  APL 6 (EL 7) 
  �Ogre (4): hp 29 each; see Monster Manual page 199. 
  APL 8 (EL 9) 
  �Ogre Barbarians (2): hp 79 each; see Monster 
  Manual page 199. 
  APL 10 (EL 11) 
  �Ogre Barbarians (4): hp 79 each; see Monster 
  Manual page 199. 
  APL 12 (EL 13) 
  �Ogre Barbarians (8): hp 79 each; see Monster 
  Manual page 199. 
  Development: Continue to Phase Two. 
   
  Phase Two: 
  The carnage around you is devastating as the giants 
  tear into the Mounted Borderers from both ends of 
  the column. Boulders and spell fire alike are hurled 
  with equal force and with each barrage; a volley of 
  thunder shakes ground.  
  The 3
  rd Company is badly outnumbered and 
  outmaneuvered, slowly being pushed back against 
  the Kron foothills.  Further back, on the other side 
  of the human forces, a contingent of dwarves is 
  fighting valiantly against similarly overwhelming 
  odds. 
  Through the fog of battle and the cries of the dying, 
  you somehow catch sight of a regal figure atop a 
  pure white stallion – Lord Delaveu. Arrayed around 
  him appear to be an elite battalion of Borderers 
  attempting to rally and regroup the demoralized 
  company.  Suddenly, Deleveu’s body flies from his 
  horse, blood spraying the surrounding Borderers, as 
  a warhammer flies from somewhere within his own 
  guard. A dwarf in the arms of Clan Rockhall moves 
  purposefully toward the fallen lord as he struggles 
  to rise after the devastating blow and you realize it’s 
  the dwarf you’ve been tracking all day – the assassin 
  Obmi. As his guards form a defensive ring around 
  Deleveu, one of them already succumbs to the 
  assassin’s stroke as his hammer crushes the chest of 
  the faithful defender like paper. In a flash, he 
  winks out only to suddenly appear behind another 
  guard. The bile in your throat threatens to 
  overwhelm you as you realize that there is precious 
  little time before the dwarf finishes his murderous 
  task. 
  A shadow eclipses the light for a moment, jarring 
  you back to the immediate reality as the carcass of a 
  dead horse hurls to the ground beside you. Surging 
  ahead, the misshapen form of several giants move 
  to engage a battalion of Borderers – only to realize 
  that you stand in their path! 
  
  VER5-07 Crown Fire 
   
  Page 21 
  Deleveu is ringed by a phalanx of Knights of the 
  Faithful Defender assigned to him by Viscount 
  Langard. However, even their prodigious skills will not 
  stand for long against Obmi’s might. The amount of 
  time the party has to rescue Deleveu depends on their 
  APL. 
  APLs 4-6 - 5 rounds  
  APLs 6-8 - 4 rounds 
  APLs 10-12 - 3 rounds.  
  At higher APLs, Obmi has more options at his disposal 
  for bypassing Deleveu’s guards, thus it is easier for him 
  to reach the Lord. 
  APL 4 (EL 7) 
  �Troll (2): hp 63 each; see Monster Manual page 247. 
  APL 6 (EL 9) 
  �Troll (4): hp 63 each; see Monster Manual page 247. 
  APL 8 (EL 11) 
  �Troll (8): hp 63 each; see Monster Manual page 247. 
  APL 10 (EL 13) 
  �Troll Hunter (2): hp 130 each; see Monster Manual 
  page 247. 
  APL 12 (EL 15) 
  �Troll Hunter (4): hp 130 each; see Monster Manual 
  page 247. 
  Success: Read the following if the characters defeat 
  the trolls within their timeframe. 
  Obmi’s face contorts in a mask of rage as the last of 
  the troll’s falls to your defense. That momentary 
  lapse of judgment costs him dearly as the blade of 
  one of Deleveu’s defenders find its home near one 
  of the assassin’s ribs.  
  The dwarf staggers back a step, and the defenders 
  take advantage of it to further encircle Deleveu in 
  their ring of steel.  
  A roar at the front of the Borderer column snaps 
  everyone’s attention as Rockhall’s standard flutters 
  briefly, before falling to the ground. Smiling 
  viciously, Obmi raises his hammer in salute toward 
  you, “Perhaps I can get at least one trophy before 
  the day is done!” He disappears in a flash of light, 
  and a second flash flares on the opposite side of the 
  battle – near Rockhall’s battalion.  
  Deleveu staggers forward, his hand out in support 
  for your shoulder. The noble elven features of his 
  ancentry are all but impossible to see in the grime 
  and gore of battle that lines his countenance. His 
  voice gurgles as a thin stream of blood trickles from 
  his mouth. 
  “My god – he’s going after Thuldon!” 
  It’s entirely possible that this is the first time the 
  characters realize Thuldon is here. Deleveu confirms 
  this if they ask, but does not have time to answer 
  questions. Remounting his horse, he attempts to rally 
  the struggling war band. 
  Assuming the characters don’t question things, 
  proceed to Phase Three. 
  Failure: Read the following if the characters do not 
  reach Deleveu within time. 
  A horrifying scream arrests your attention from the 
  desperate fight for life in which you find yourself. 
  Sparing what attention you can, you glimpse Lord 
  Deleveu’s broken body impaled upon a lance 
  bearing the torn and bloody standard of the 3
  rd 
  Company. Littering the battlefield around him are 
  the wretched forms of those that fell defending 
  him.  
  A second roar tears your attention as Rockhall’s 
  standard flutters briefly, and then collapses to the 
  ground. Smiling viciously, Obmi raises his hammer 
  in salute toward you, “Hmm. Perhaps I can get me a 
  matched set of trophies today!” He disappears in a 
  flash of light and a second flash flare on the 
  opposite side of the battle – near Rockhall’s 
  battalion.  
  Deleveu cannot be raised or restored to life by any 
  means the characters possess. If the characters are still 
  in combat, continue their combat from here and then 
  proceed to Phase Three. 
   
  Phase Three:  
  The massacre rages around you, spitting death and 
  butchery at every opportunity.  A sickening crunch 
  rings in your ears as you see a hill giant crumple the 
  prostrate form of a dwarf into a mangled pulp 
  before discarding the corpse over his huge 
  shoulder. An inhuman wail of rage and grief washes 
  out over the field as a dwarf, ringed with defenders, 
  fights against the forces closing in around him.  His 
  armor is in the style of Clan Rockhall, but more 
  elaborate. 
  A successful DC 10 Knowledge [Nobility and Royalty] 
  or Knowledge [Local: VTF] check identifies the dwarf 
  
  VER5-07 Crown Fire 
   
  Page 22 
  as Thuldon Rockspitter, Thane of Clan Rockhall. 
  Members of the Dwarven Church, Clan Rockhall, 
  characters with influence with Clan Rockhall, or those 
  that have played the Verbobonc Dwarven series of 
  adventures (VER1-07 Knocking on the Keep, VER2-
  02 Granite Keep, VER4-05 Dwarven Dawn, VER5-01 
  Deep in the Lortmils, or VER5-03 Minions of Shadow 
  and Fire) automatically receive this information. 
  So focused are they on the onslaught that they are 
  caught off guard as one of their number suddenly 
  turns on them! The assassin strikes again, felling 
  one of Thuldon’s guards like a ragdoll.  
  A bloodthirsty roar is your only warning as the way 
  before you is suddenly blocked by a group of 
  vicious ogres. Their black armor and gleaming 
  equipment serve notice that they are unlike the 
  ones you faced before, and a gleam of wicked 
  intelligence only reinforces this fact. They stand 
  there briefly, and then one gestures with his axe – 
  inviting you to attack!  
  APL 4 (EL 6) 
  � Ogre, Skullcrusher: Large Giant Ftr1; hp 94; see 
  Appendix One. 
  APL 6 (EL 8) 
  � Ogre, Skullcrusher (2): Large Giant Ftr1; hp 94 
  each; see Appendix One. 
  APL 8 (EL 10) 
  � Ogre, Skullcrusher: Large Giant Ftr5; hp 132; see 
  Appendix One. 
  APL 10 (EL 12) 
  � Ogre, Skullcrusher (2): Large Giant Ftr5; hp 132 
  each; see Appendix One. 
  APL 12 (EL 14) 
  � Ogre, Skullcrusher (4): Large Giant Ftr5; hp 132 
  each; see Appendix One. 
  Tactics: These ogres are brutal opponents, intent on 
  crushing what opposition is left.  
  Success: Read the following if the characters are 
  successful in rescuing Thuldon. 
  The assassin, his puckered face contorted in anger 
  and disbelief, stumbles backward as Thuldon 
  parries the gleaming warhammer with a stroke 
  from his own glittering war axe, Worm Slayer.  
  “I see I have underestimated the Viscount’s lap 
  dogs. Apparently, even mongrels can still surprise 
  you. Rest assured it won’t happen again.” With the 
  now-familiar flash of light, he vanishes. 
  Failure: Read the following if the characters do not 
  rescue Thuldon in time. 
  The assassin’s triumph is evident as Thuldon’s 
  bloody corpse collapses to the ground – mangled 
  and beaten beyond belief. 
  “Heh – the Viscount’s lap dogs came to watch ole 
  Obmi, did they? Hope you enjoyed the show. The 
  best is yet to come.” With that, he vanishes in a 
  wink of light. 
  Thuldon cannot be restored to life by any means the 
  characters possess. Proceed to the Conclusion once 
  combat is finished. 
   
  Conclusion: Rolling Thunder 
   
  Portions of this conclusion are dependant on whether 
  the characters rescued Lord Deleveu and/or Thuldon. 
  The howl of the dead and dying seeps into your 
  bones, sapping your resolve and the red haze of 
  rage gives way to the cold logic of war: you cannot 
  win this battle. The hordes of giants that continue 
  to pour in from all sides testify to this fact – you are 
  hopelessly 
  outnumbered. 
  Already 
  have 
  the 
  Borderers and the dwarves suffered great losses, 
  decimated by the raw savagery arrayed against 
  them.   
  A ragged cheer goes up and your eyes turn toward 
  the sun! The Rockhall dwarves have managed to 
  punch a hole in the giant’s wedge. It’s the break 
  needed to give the Borderers a chance to escape. 
  Saved Deleveu: 
  Across the ruined land, you somehow spy Lord 
  Deleveu astride his great horse. Meeting your gaze, 
  he nods once before the aid beside him raises a 
  horn to his lips and gives three shorts bursts. 
  Did not save Deleveu: 
  Across the ruined land, you somehow spy a 
  Mounted Borderer sergeant astride a great horse. 
  Across the saddle lies the broken form of Lord 
  Corbin Deleveu. A tear runs down his blood soaked 
  face as he raises a horn to his lips and gives three 
  short bursts. 
  Continue from here: 
  
  VER5-07 Crown Fire 
   
  Page 23 
  Almost as one, the remaining forces respond to the 
  sound and surge forward into the hole created by 
  the Rockhall dwarves. 
  Saved Thuldon: 
  Clan Rockhall has seen its losses – but their faces 
  are resolute and Thuldon’s grim resolve only serves 
  to galvanize them as he guards their advance. 
  Did not Save Thuldon: 
  Clan Rockhall has seen its loss – as evidenced by 
  the weary looks on their faces. The death of 
  Thuldon so soon after the reclamation of Ulthak-
  Nor has hurt them badly. The loss of Worm Slayer 
  doubly so.  
  Continue from here: 
  As the Borderer scouts begin to gather together the 
  remnants of their fighting forces, you see the cost 
  of the battle on the faces of all those assembled 
  around you.  The silence is almost deafening as 
  grown men and women, hardened warriors, weep 
  openly, quietly, mourning the loss of life and giving 
  a portent of the tribulations that lie ahead. 
  Time passes, the numbness of exhaustion only 
  broken by the thundering behind you. The fear 
  gnaws at your gut and you know the giants are 
  coming. As the aftermath of the slaughter washes 
  you, you survey the people around you and realize 
  just how devastating the loss of life truly was for 
  the Viscounty.  Barely a third of the army you saw a 
  few hours ago is gathered around you now.  And 
  those that are here are not fit to fight the chill of 
  the night, much less a horde of angry giant-kin. 
  Whispers flutter filter through the ranks, reaching 
  your ears softly with a report that you never 
  dreamed you would hear in your lifetime.  The 
  report poisons your dreams and chills your very 
  soul.  The report is one word: 
  Invasion. 
  Treasure 
  APL 4: L: 0 gp; C: 1,300 gp; M: 0 gp. 
  APL 6: L: 0 gp; C: 1,800 gp; M: 0 gp. 
  APL 8: L: 0 gp; C: 2,600gp; M: 0 gp. 
  APL 10: L: 0 gp; C: 4,600gp; M: 0 gp. 
  APL 12: L: 0 gp; C: 6,600gp; 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.  Note players may 
  NOT receive more experience than what is noted on 
  the AR. 
  Encounter One: Striking the Match 
  Defeat the choker. 
  APL 4 
  120 XP 
  APL 6 
  180 XP 
  APL 8 
  240 XP 
  APL 10 
  300 XP 
  APL 12 
  360 XP 
   
  Encounter Two: Brush Fire 
  Attempt to extinguish the fire and/or rescue people. 
  APL 4 
  180 XP 
  APL 6 
  180 XP 
  APL 8 
  180 XP 
  APL 10 
  180 XP 
  APL 12 
  180 XP 
   
  Encounter Six – Swan’s Underbelly 
  If the party gets this XP then they may not receive any 
  XP from Encounter 7. 
  APL 4 
  120 XP 
  APL 6 
  180 XP 
  APL 8 
  240 XP 
  APL 10 
  300 XP 
  APL 12 
  360 XP 
   
  Encounter Seven: Suffer the Little Children 
  Save the child. 
  
  VER5-07 Crown Fire 
   
  Page 24 
  APL 4 
  120 XP 
  APL 6 
  120 XP 
  APL 8 
  120 XP 
  APL 10 
  120 XP 
  APL 12 
  120 XP 
   
  Encounter Nine: Blood on the Altar 
  Defeat the choker. 
  APL 4 
  120 XP 
  APL 6 
  180 XP 
  APL 8 
  240 XP 
  APL 10 
  300 XP 
  APL 12 
  360 XP 
   
  Encounter Ten: Fredrique’s Shop 
  Bypass or disarm the trap. 
  APL 4 
  60 XP 
  APL 6 
  120 XP 
  APL 8 
  180 XP 
  APL 10 
  240 XP 
  APL 12 
  300 XP 
   
  Encounter Thirteen: The Fall of Twilight 
  Calm the masses through diplomacy. 
  APL 4 
  180 XP 
  APL 6 
  180 XP 
  APL 8 
  180 XP 
  APL 10 
  180 XP 
  APL 12 
  180 XP 
   
  Encounter Sixteen: The Kron Hills Massacre 
  Defeat the giants attacking the 3
  rd Company, and 
  rescue Lord Deleveu and Thuldon. (xp here is higher 
  than actual ELs because of difficulty of encounter) 
  APL 4 
  540 XP 
  APL 6 
  780 XP 
  APL 8 
  1020 XP 
  APL 10 
  1,260 XP 
  APL 12 
  1,500 XP 
   
  Award for Good Roleplaying 
  APL 4 
  60 XP 
  APL 6 
  60 XP 
  APL 8 
  90 XP 
  APL 10 
  120 XP 
  APL 12 
  150 XP 
   
  Total Possible Experience: 
  APL 4 
  1,350 XP 
  APL 6 
  1,800 XP 
  APL 8 
  2,250 XP 
  APL 10 
  2,700 XP 
  APL 12 
  3,150 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. 
  
  VER5-07 Crown Fire 
   
  Page 25 
  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. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Note: In this adventure, all treasure comes in the form 
  of rewards from the metaorganizations involved with 
  this adventure. Their gratitude is the recompense for 
  the adventures. 
   
  Total Possible Treasure: 
  APL 4 
   
   
   
  1,300 gp 
  APL 6:   
   
   
  1,800 gp 
  APL 8:   
   
   
  2,600 gp 
  APL 10:   
   
   
  4,600 gp 
  APL 12:   
   
   
  6,600 gp 
   
  Reward Notes: 
  Gold Shield with Ipp Leaf Cluster: This reward 
  is given if the characters prevent Obmi from 
  assassinating Lord Deleveu in Encounter Fifteen: 
  Kron Hills Massacre. 
  Hammersbane Ring: This reward is given to 
  characters that possess beard hairs from VER5-
  02: Fallen Hero and that managed to save Father 
  Cadifel in Encounter Nine: Blood on the Altar. 
  Friend of the Towns: This reward is given out 
  to characters that attempt to rescue citizens 
  (Encounter Seven: Suffer the Little Children and 
  Encounter Thirteen: The Fall of Twilight) 
  Friend of the Mounted Borderers: This reward 
  is given to characters that actively work to save 
  the Mounted Borderer outposts (Fort Emridy, 
  Fort Wilfrick, and Falls Keep). 
  Friend of the Church of Rao: This reward is 
  given to characters that work to rescue Father 
  Cadifel. 
  Friend of Clan Rockhall: This reward is given 
  to all characters if the party prevents Obmi from 
  assassinating Thuldon in Encounter Fifteen: Kron 
  Hills Massacre. 
  Special Mount: This reward is given out if both 
  Fort Emridy and Fort Wilfrick have not been 
  destroyed. 
  
  VER5-07 Crown Fire 
   
  Page 26 
  Appendix One: NPCs
  APL 4 
  Encounter One 
  Half-Farspawn* 
  Choker: 
  Mnk1; CR 4; small 
  aberration (native outsider); HD 3d8+1d8+16; hp 41; 
  Init +7; Spd 20 ft, Climb 10 ft.; AC 23 (+1 size, +3 Dex, 
  +7 natural, +2 Monk), flatfooted 20, touch 16; Base Atk 
  +3; Grp +11; Atk +8 melee (1d3+4, tentacle) or +7 melee 
  (1d3+4, dagger); Full Atk +7\+7 melee (1d3+3, 2 
  tentacles) and +3\+3 melee (1d3+2, 2 tentacles) or +8 
  melee (1d3+4, dagger) and +3\+3 melee (1d3+2, 2 
  tentacles); SA constrict, flurry of blows, improved grab, 
  unarmed strike, spell-like abilities, stunning fist, true 
  strike; SQ blindsight 60 ft., change shape, DR 5/magic, 
  darkvision 60 ft., immunity to poison, quickness, 
  resistance 10 (acid, electricity), SR 14; AL CE; SV Fort 
  +7, Ref +8, Will +8; Str 18, Dex 16, Con 19, Int 4, Wis 
  17, Cha 9. 
   
  Skills and Feats: Balance +10, Climb +11, Hide 
  +14, Jump +8, Move Silently +14, Tumble +18; Death 
  Blow*, Improved Initiative, Stealthy, Lightning 
  Reflexes, Stunning Fist. 
   
  Spell-Like Abilities: blur 3/day; touch of idiocy 
  1/day. Caster level 4; DC = 9 + Spell Level. 
  * see Appendix Two: New Rules Items 
   
  Encounter Nine 
  Half-Farspawn* 
  Choker: 
  Mnk1; CR 4; small 
  aberration (native outsider); HD 3d8+1d8+16; hp 41; 
  Init +7; Spd 20, Climb 10 ft.; AC 23 (+1 size, +3 Dex, +7 
  natural, +2 Monk), flatfooted 20, touch 16; Base Atk +3; 
  Grp +11; Atk +8 melee (1d3+4, tentacle) or +7 melee 
  (1d3+4, dagger); Full Atk +7\+7 melee (1d3+3, 2 
  tentacles) and +3\+3 melee (1d3+2, 2 tentacles) or +8 
  melee (1d3+4, dagger) and +3\+3 melee (1d3+2, 2 
  tentacles); SA constrict, flurry of blows, improved grab, 
  unarmed strike, spell-like abilities, stunning fist, true 
  strike; SQ blindsight 60 ft., change shape, DR 5/magic, 
  darkvision 60 ft., immunity to poison, quickness, 
  resistance 10 (acid, electricity), SR 14; AL CE; SV Fort 
  +7, Ref +8, Will +8; Str 18, Dex 16, Con 19, Int 4, Wis 
  17, Cha 9. 
   
  Skills and Feats: Balance +10, Climb +11, Hide 
  +14, Jump +8, Move Silently +14, Tumble +18; Death 
  Blow*, Improved Initiative, Stealthy, Lightning 
  Reflexes, Stunning Fist. 
   
  Spell-Like Abilities: blur 3/day; touch of idiocy 
  1/day. Caster level 4; DC = 9 + Spell Level. 
  * see Appendix Two: New Rules Items 
   
  Encounter Seventeen 
  Skullcrusher Ogre*: Ftr1; CR 6; Large Giant; HD 
  8d8+40+1d10+5; hp 94; Init +1; Spd 45 ft. (+10 
  enhancement); AC 18 (-1 size, +1 Dex, +2 natural, +6 
  armor), flatfooted 17,  touch 11; Base Atk +7; Grp +24; 
  Atk +18 melee (3d6+14, +1 paralytic burst* greataxe); 
  +18/13 melee (3d6+14, +1 paralytic burst* greataxe) or 
  +8 ranged (2d6, rock); Space/Reach 10ft./10ft.; SA 
  Rock Throwing (Ex); SQ Darkvision (Ex) 60 ft., Low-
  light Vision (Ex); AL NE; SV Fort +13, Ref +3, Will +3; 
  Str 29, Dex 13, Con 20, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +8, Intimidate +8, Jump 
  +13, Knowledge (Geography) +2, Ride +11, Swim +5;, 
  Distracting Attack*, Improved Grapple, Large And In 
  Charge*, 
  Power 
  Attack, 
  Two-Weapon 
  Fighting, 
  Weapon Focus (greataxe) 
   
  Possessions: +1 paralytic burst* greataxe, +1 
  spearblock* 
  breastplate, 
  boots 
  of 
  striding 
  and 
  springing.  
  * see Appendix Two: New Rules Items 
  
  VER5-07 Crown Fire 
   
  Page 27 
  APL 6
  Encounter One 
  Half-Farspawn* Choker: 
  Mnk2; CR 6; Small 
  Aberration (native outsider); HD 3d8+2d8+20; hp 46; 
  Init +7; Spd 20, Climb 10; AC 23 (+1 size, +3 Dex, +7 
  natural, +2 Monk), flatfooted 20, touch 16; Base Atk +3; 
  Grp +11; Atk +9 melee (1d3+4, tentacle) or +9 melee 
  (1d3+4, dagger); Full Atk +9\+9 melee (1d3+3, 2 
  tentacles) and +4\+4 melee (1d3+2, 2 tentacles) or +9 
  melee (1d3+4, dagger) and +4\+4 melee (1d3+2, 2 
  tentacles); SA constrict, evasion, flurry of blows, 
  improved grab, unarmed strike, spell-like abilities, 
  stunning fist, true strike; SQ blindsight 60 ft., change 
  shape , DR 5/magic, darkvision 60 ft., immunity to 
  poison, quickness, resistance 10 (acid, electricity), SR 
  15; AL CE; SV Fort +8, Ref +9, Will +9; Str 18, Dex 16, 
  Con19, Int 4, Wis 17, Cha 9. 
   
  Skills and Feats: Balance +10, Climb +11, Hide 
  +15, Jump +8, Move Silently +15, Tumble +18; Combat 
  Reflexes, Death Blow*, Improved Initiative, Stealthy, 
  Lightning Reflexes, Stunning Fist. 
   
  Spell-Like Abilities: blur 3/day; touch of idiocy 
  1/day, stinking cloud 1/day; Caster level 5; DC = 9 + 
  Spell Level. 
  * see Appendix Two: New Rules Items 
   
  Encounter Nine 
  Half-Farspawn* Choker: 
  Mnk2; CR 6; Small 
  Aberration (native outsider); HD 3d8+2d8+20; hp 46; 
  Init +7; Spd 20, Climb 10; AC 23 (+1 size, +3 Dex, +7 
  natural, +2 Monk), flatfooted 20, touch 16; Base Atk +3; 
  Grp +11; Atk +9 melee (1d3+4, tentacle) or +9 melee 
  (1d3+4, dagger); Full Atk +9\+9 melee (1d3+3, 2 
  tentacles) and +4\+4 melee (1d3+2, 2 tentacles) or +9 
  melee (1d3+4, dagger) and +4\+4 melee (1d3+2, 2 
  tentacles); SA constrict, evasion, flurry of blows, 
  improved grab, unarmed strike, spell-like abilities, 
  stunning fist, true strike; SQ blindsight 60 ft., change 
  shape , DR 5/magic, darkvision 60 ft., immunity to 
  poison, quickness, resistance 10 (acid, electricity), SR 
  15; AL CE; SV Fort +8, Ref +9, Will +9; Str 18, Dex 16, 
  Con19, Int 4, Wis 17, Cha 9. 
   
  Skills and Feats: Balance +10, Climb +11, Hide 
  +15, Jump +8, Move Silently +15, Tumble +18; Combat 
  Reflexes, Death Blow*, Improved Initiative, Stealthy, 
  Lightning Reflexes, Stunning Fist. 
   
  Spell-Like Abilities: blur 3/day; touch of idiocy 
  1/day, stinking cloud 1/day; Caster level 5; DC = 9 + 
  Spell Level. 
  * see Appendix Two: New Rules Items 
   
  Encounter Seventeen 
  Skullcrusher Ogre*: Ftr1; CR 6; Large Giant; HD 
  8d8+40+1d10+5; hp 94; Init +1; Spd 45 ft. (+10 
  enhancement); AC 18 (-1 size, +1 Dex, +2 natural, +6 
  armor), flatfooted 17,  touch 11; Base Atk +7; Grp +24; 
  Atk +18 melee (3d6+14, +1 paralytic burst* greataxe); 
  +18/13 melee (3d6+14, +1 paralytic burst* greataxe) or 
  +8 ranged (2d6, rock); Space/Reach 10ft./10ft.; SA 
  Rock Throwing (Ex); SQ Darkvision (Ex) 60 ft., Low-
  light Vision (Ex); AL NE; SV Fort +13, Ref +3, Will +3; 
  Str 29, Dex 13, Con 20, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +8, Intimidate +8, Jump 
  +13, Knowledge (Geography) +2, Ride +11, Swim +5; 
  Distracting Attack*, Improved Grapple, Large And In 
  Charge*, 
  Power 
  Attack, 
  Two-Weapon 
  Fighting, 
  Weapon Focus (greataxe) 
   
  Possessions: +1 paralytic burst* greataxe, +1 
  spearblock* 
  breastplate, 
  boots 
  of 
  striding 
  and 
  springing.  
  * see Appendix Two: New Rules Items 
  
  VER5-07 Crown Fire 
   
  Page 28 
  APL 8
  Encounter One 
  Half-Farspawn* Choker: Mnk2/Rog2; CR 8; small 
  aberration (native outsider); HD 3d8+2d8+2d6+28; hp 
  56; Init +7; Spd 20, Climb 10 ft; AC 23 (+1 size, +3 Dex, 
  +7 natural, +2 Monk), flatfooted 20, touch 16; Base Atk 
  +5; Grp +13; Atk +11 melee (1d3+4, tentacle) or +11 
  melee (1d3+4, dagger); Full Atk +11\+11 melee (1d3+3, 
  2 tentacles) and +6\+6 melee (1d3+2, 2 tentacles) or +11 
  melee (1d3+4, dagger) and +6\+6 melee (1d3+2, 2 
  tentacles); SA constrict, flurry of blows, improved grab, 
  spell-like abilities, sneak attack +1d6, stunning fist, 
  trapfinding, true strike,  unarmed strike; SQ blindsight 
  60 ft., change shape, DR 5/magic, darkvision 60 ft., 
  evasion, immunity to poison, quickness, resistance 10 
  (acid, electricity), SR 17; AL CE; SV Fort +8, Ref +14, 
  Will +10; Str 18, Dex 16, Con 19, Int 4, Wis 17, Cha 9. 
   
  Skills and Feats: Balance +10, Climb +11, Hide 
  +15, Jump +8, Move Silently +15, Tumble +18; Combat 
  Reflexes, Death Blow*, Improved Initiative, Stealthy, 
  Lightning Reflexes, Stunning Fist. 
   
  Spell-Like Abilities: blur and blink 3/day; touch of 
  idiocy 1/day, stinking cloud 1/day; Caster level 7; DC = 
  9 + Spell Level. 
  * see Appendix Two: New Rules Items 
  Encounter Nine 
  Half-Farspawn* Choker: Mnk2/Rog2; CR 8; small 
  aberration (native outsider); HD 3d8+2d8+2d6+28; hp 
  56; Init +7; Spd 20, Climb 10 ft; AC 23 (+1 size, +3 Dex, 
  +7 natural, +2 Monk), flatfooted 20, touch 16; Base Atk 
  +5; Grp +13; Atk +11 melee (1d3+4, tentacle) or +11 
  melee (1d3+4, dagger); Full Atk +11\+11 melee (1d3+3, 
  2 tentacles) and +6\+6 melee (1d3+2, 2 tentacles) or +11 
  melee (1d3+4, dagger) and +6\+6 melee (1d3+2, 2 
  tentacles); SA constrict, flurry of blows, improved grab, 
  spell-like abilities, sneak attack +1d6, stunning fist, 
  trapfinding, true strike,  unarmed strike; SQ blindsight 
  60 ft., change shape, DR 5/magic, darkvision 60 ft., 
  evasion, immunity to poison, quickness, resistance 10 
  (acid, electricity), SR 17; AL CE; SV Fort +8, Ref +14, 
  Will +10; Str 18, Dex 16, Con 19, Int 4, Wis 17, Cha 9. 
   
  Skills and Feats: Balance +10, Climb +11, Hide 
  +15, Jump +8, Move Silently +15, Tumble +18; Combat 
  Reflexes, Death Blow*, Improved Initiative, Stealthy, 
  Lightning Reflexes, Stunning Fist. 
   
  Spell-Like Abilities: blur and blink 3/day; touch of 
  idiocy 1/day, stinking cloud 1/day; Caster level 7; DC = 
  9 + Spell Level. 
  * see Appendix Two: New Rules Items 
   
  Encounter Seventeen 
  Ogre, Skullcrusher: Ftr5; CR 10; Large Giant; HD 
  8d8+40+5d10+25; hp 132; Init +5; Spd 35 ft; AC 18 (-1 
  size, +1 Dex, +2 natural, +6 armor), flatfooted 17,  touch 
  11; Base Atk +11; Grp +31; Atk +25 melee (3d6+19, +1 
  keen paralytic burst* greataxe/19-20) or +12 ranged 
  (2d6, rock); Full Atk +25/+20/+15 melee (3d6+19/19-
  20, +1 keen paralytic burst* greataxe/19-20); +12/+7/+2 
  ranged (2d6, rock); Space/Reach 10ft/10ft; SA Rock 
  Throwing (Ex); SQ Darkvision (Ex): 60 ft., Low-light 
  Vision (Ex); AL NE; SV Fort +15, Ref +4, Will +4; Str 
  34, Dex 13, Con 20, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +13, Handle Animal +2, 
  Intimidate +14, Jump +18, Ride +14, Swim +10; Cleave, 
  Distracting Attack*, Improved Grapple, Improved 
  Initiative, Large And In Charge*, Power Attack, 
  Powerful Charge*, Two-Weapon Fighting, Weapon 
  Focus (greataxe). 
   
  Possessions: +1 keen, paralytic burst greataxe, +1 
  spearblock*, axeblock* breastplate:, boots of striding 
  and springing, belt of giant strength +4 
  * see Appendix Two: New Rules Items 
  
  VER5-07 Crown Fire 
   
  Page 29 
  APL 10
  Encounter One 
  Half-Farspawn* Choker: Mnk2/Rog2/Asn2; CR 10; 
  small 
  aberration 
  (native 
  outsider); 
  HD 
  3d8+2d8+2d6+2d6+27; hp 89; Init +7; Spd 20 ft, Climb 
  10; AC 23 (+1 size, +3 Dex, +7 natural, +2 Monk), 
  flatfooted 20, touch 16; Base Atk +6; Grp +14; Atk +12 
  melee (1d3+4, tentacle) or +12 melee (1d3+4, dagger); 
  Full Atk +12\+12 melee (1d3+3, 2 tentacles) and +7\+7 
  melee (1d3+2, 2 tentacles) or +12 melee (1d3+4, dagger) 
  and +7\+7 melee (1d3+2, 2 tentacles); SA constrict, 
  death attack (DC 8.), flurry of blows, improved grab, 
  poison use, spell-like abilities, sneak attack +2d6, 
  stunning fist, trapfinding, true strike,  unarmed strike; 
  SQ +1 save vs. poison, blindsight 60 ft., change shape, 
  DR 5/magic, darkvision 60 ft., evasion, immunity to 
  poison, quickness, resistance 10 (acid, electricity), SR 
  19, uncanny dodge; AL CE; SV Fort +8, Ref +14, Will 
  +10; Str 18, Dex 16, Con 19, Int 4, Wis 17, Cha 9. 
   
  Skills and Feats: Balance +10, Climb +11, Hide 
  +20, Jump +8, Move Silently +20, Tumble +20; Combat 
  Reflexes, Death Blow*, Improved Initiative, Stealthy, 
  Lightning Reflexes, Stunning Fist, Sun School* 
   
  Spell-Like Abilities: blur and blink 3/day; touch of 
  idiocy 1/day, stinking cloud 1/day; greater invisibility 
  1/day; Caster level 9; DC = 9 + Spell Level. 
  * see Appendix Two: New Rules Items 
   
  Encounter Nine 
  Half-Farspawn* Choker: Mnk2/Rog2/Asn2; CR 10; 
  small 
  aberration 
  (native 
  outsider); 
  HD 
  3d8+2d8+2d6+2d6+27; hp 89; Init +7; Spd 20 ft, Climb 
  10; AC 23 (+1 size, +3 Dex, +7 natural, +2 Monk), 
  flatfooted 20, touch 16; Base Atk +6; Grp +14; Atk +12 
  melee (1d3+4, tentacle) or +12 melee (1d3+4, dagger); 
  Full Atk +12\+12 melee (1d3+3, 2 tentacles) and +7\+7 
  melee (1d3+2, 2 tentacles) or +12 melee (1d3+4, dagger) 
  and +7\+7 melee (1d3+2, 2 tentacles); SA constrict, 
  death attack (DC 8.), flurry of blows, improved grab, 
  poison use, spell-like abilities, sneak attack +2d6, 
  stunning fist, trapfinding, true strike,  unarmed strike; 
  SQ +1 save vs. poison, blindsight 60 ft., change shape, 
  DR 5/magic, darkvision 60 ft., evasion, immunity to 
  poison, quickness, resistance 10 (acid, electricity), SR 
  19, uncanny dodge; AL CE; SV Fort +8, Ref +14, Will 
  +10; Str 18, Dex 16, Con 19, Int 4, Wis 17, Cha 9. 
   
  Skills and Feats: Balance +10, Climb +11, Hide 
  +20, Jump +8, Move Silently +20, Tumble +20; Combat 
  Reflexes, Death Blow*, Improved Initiative, Stealthy, 
  Lightning Reflexes, Stunning Fist, Sun School* 
   
  Spell-Like Abilities: blur and blink 3/day; touch of 
  idiocy 1/day, stinking cloud 1/day; greater invisibility 
  1/day; Caster level 9; DC = 9 + Spell Level. 
  * see Appendix Two: New Rules Items 
   
  Encounter Seventeen 
  Ogre, Skullcrusher* (2): Ftr5; CR 10; Large Giant; HD 
  8d8+40+5d10+25; hp 132; Init +5; Spd 35 ft; AC 18 (-1 
  size, +1 Dex, +2 natural, +6 armor), flatfooted 17,  touch 
  11; Base Atk +11; Grp +31; Atk +25 melee (3d6+19, +1 
  keen paralytic burst* greataxe/19-20) or +12 ranged 
  (2d6, rock); Full Atk +25/+20/+15 melee (3d6+19/19-
  20, +1 keen paralytic burst* greataxe/19-20); +12/+7/+2 
  ranged (2d6, rock); Space/Reach 10ft/10ft; SA Rock 
  Throwing (Ex); SQ Darkvision (Ex): 60 ft., Low-light 
  Vision (Ex); AL NE; SV Fort +15, Ref +4, Will +4; Str 
  34, Dex 13, Con 20, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +13, Handle Animal +2, 
  Intimidate +14, Jump +18, Ride +14, Swim +10; Cleave, 
  Distracting Attack*, Improved Grapple, Improved 
  Initiative, Large And In Charge*, Power Attack, 
  Powerful Charge*, Two-Weapon Fighting, Weapon 
  Focus (greataxe). 
   
  Possessions: +1 keen, paralytic burst greataxe, +1 
  spearblock*, axeblock* breastplate:, boots of striding 
  and springing, belt of giant strength +4 
  * see Appendix Two: New Rules Items 
   
  
  VER5-07 Crown Fire 
   
  Page 30 
  APL 12
  Encounter One 
  Half-Farspawn* Choker: Mnk2/Rog2/Asn3; CR 12; 
  small 
  aberration 
  (native 
  outsider); 
  HD 
  3d8+2d8+2d6+3d6+30; hp 95; Init +7; Spd 20 ft, Climb 
  10 ft; AC 24 (+1 size, +3 Dex, +7 natural, +3 Monk), 
  flatfooted 21, touch 17; Base Atk +7; Grp +15; Atk +13 
  melee (1d3+4, tentacle) or +13 melee (1d3+4, dagger); 
  Full Atk +13\+13 melee (1d3+3, 2 tentacles) and +8\+8 
  melee (1d3+2, 2 tentacles) or +13\+8 melee (1d3+4, 
  dagger) and +8\+8 melee (1d3+2, 2 tentacles); SA 
  constrict, death attack (DC 13 + Int. Mod.), flurry of 
  blows, improved grab, poison use, spell-like abilities, 
  sneak attack +3d6, stunning Fist, trapfinding, true 
  strike,  unarmed strike; SQ +1 save vs. poison, 
  blindsight 60 ft., change shape, DR 5/magic, 
  Darkvision 60 ft., evasion, immunity to poison, 
  quickness, resistance 10 (acid, electricity), SR 20, 
  uncanny dodge; AL CE; SV Fort +9, Ref +15, Will +12; 
  Str 18, Dex 16, Con 19, Int 4, Wis 18, Cha 9. 
   
  Skills and Feats: Balance +10, Climb +11, Hide 
  +20, Jump +8, Move Silently +21, Tumble +20; Combat 
  Reflexes, Death Blow*, Improved Initiative, Stealthy, 
  Lightning Reflexes, Stunning Fist, Sun School* 
   
  Spell-Like Abilities: blur and blink 3/day; touch of 
  idiocy 1/day, stinking cloud 1/day; greater invisibility 
  1/day; Caster level 10; DC = 9 + Spell Level. 
  * see Appendix Two: New Rules Items 
   
  Encounter Nine 
  Half-Farspawn* Choker: Mnk2/Rog2/Asn3; CR 12; 
  small 
  aberration 
  (native 
  outsider); 
  HD 
  3d8+2d8+2d6+3d6+30; hp 95; Init +7; Spd 20 ft, Climb 
  10 ft; AC 24 (+1 size, +3 Dex, +7 natural, +3 Monk), 
  flatfooted 21, touch 17; Base Atk +7; Grp +15; Atk +13 
  melee (1d3+4, tentacle) or +13 melee (1d3+4, dagger); 
  Full Atk +13\+13 melee (1d3+3, 2 tentacles) and +8\+8 
  melee (1d3+2, 2 tentacles) or +13\+8 melee (1d3+4, 
  dagger) and +8\+8 melee (1d3+2, 2 tentacles); SA 
  constrict, death attack (DC 13 + Int. Mod.), flurry of 
  blows, improved grab, poison use, spell-like abilities, 
  sneak attack +3d6, stunning Fist, trapfinding, true 
  strike,  unarmed strike; SQ +1 save vs. poison, 
  blindsight 60 ft., change shape, DR 5/magic, 
  Darkvision 60 ft., evasion, immunity to poison, 
  quickness, resistance 10 (acid, electricity), SR 20, 
  uncanny dodge; AL CE; SV Fort +9, Ref +15, Will +12; 
  Str 18, Dex 16, Con 19, Int 4, Wis 18, Cha 9. 
   
  Skills and Feats: Balance +10, Climb +11, Hide 
  +20, Jump +8, Move Silently +21, Tumble +20; Combat 
  Reflexes, Death Blow*, Improved Initiative, Stealthy, 
  Lightning Reflexes, Stunning Fist, Sun School* 
   
  Spell-Like Abilities: blur and blink 3/day; touch of 
  idiocy 1/day, stinking cloud 1/day; greater invisibility 
  1/day; Caster level 10; DC = 9 + Spell Level. 
  * see Appendix Two: New Rules Items 
   
  Encounter Seventeen 
  Ogre, Skullcrusher* (4): Ftr5; CR 10; Large Giant; HD 
  8d8+40+5d10+25; hp 132; Init +5; Spd 35 ft; AC 18 (-1 
  size, +1 Dex, +2 natural, +6 armor), flatfooted 17,  touch 
  11; Base Atk +11; Grp +31; Atk +25 melee (3d6+19, +1 
  keen paralytic burst* greataxe/19-20) or +12 ranged 
  (2d6, rock); Full Atk +25/+20/+15 melee (3d6+19/19-
  20, +1 keen paralytic burst* greataxe/19-20); +12/+7/+2 
  ranged (2d6, rock); Space/Reach 10ft/10ft; SA Rock 
  Throwing (Ex); SQ Darkvision (Ex): 60 ft., Low-light 
  Vision (Ex); AL NE; SV Fort +15, Ref +4, Will +4; Str 
  34, Dex 13, Con 20, Int 10, Wis 12, Cha 6. 
   
  Skills and Feats: Climb +13, Handle Animal +2, 
  Intimidate +14, Jump +18, Ride +14, Swim +10; Cleave, 
  Distracting Attack*, Improved Grapple, Improved 
  Initiative, Large And In Charge*, Power Attack, 
  Powerful Charge*, Two-Weapon Fighting, Weapon 
  Focus (greataxe). 
   
  Possessions: +1 keen, paralytic burst greataxe, +1 
  spearblock*, axeblock* breastplate:, boots of striding 
  and springing, belt of giant strength +4 
  * see Appendix Two: New Rules Items 
  
  VER5-07 Crown Fire 
   
  Page 31 
  Appendix Two: New Rules
  Paralytic Burst [New Weapon Enhancement] 
  as presented in Miniatures Handbook 
  A wave of green energy washes over the victim of this 
  weapon when the wielder strikes true. On a successful 
  critical hit, the weapon afflicts the target with hold 
  monster (Will DC 17 negates). This effect activates 
  even if the creature is not subject to critical hits (roll to 
  see if a critical strike occurs, then apply the hold 
  monster effect if appropriate). 
  Moderate enchantment; CL 9
  th; Craft Magic Arms and 
  Armor, hold monster; Price +2 bonus. 
  Axeblock [New Armor Enhancement] as 
  presented in Complete Warrior 
  This armor is magically enhanced to turn away 
  slashing weapons such as axes and most swords. The 
  wearer gains damage reduction 5/bludgeoning or 
  piercing. 
  If a single shield or suit of armor has two of the three 
  blocking armor qualities (axeblock, hammerblock, and 
  spearblock), it grants its owner just 5 points of damage 
  reduction by whatever type appears twice. For 
  example, a +1 chain shirt with the axeblock 
  (DR5/bludgeoning or piercing) and hammerblock 
  (piercing or slashing) special abilities only provides 
  DR5/piercing. 
  Moderate abjuration; CL 11
  th; Craft Magic Arms and 
  Armor, polymorph any object; Price +2 bonus 
  Spearblock [New Armor Enhancement] as 
  presented in Complete Warrior 
  Armor with this quality function the same as axeblock 
  armor, except that it provides damage reduction of 
  5/bludgeoning or slashing. 
  Moderate abjuration; CL 11
  th; Craft Magic Arms and 
  Armor, polymorph any object; Price +2 bonus 
  Distracting Attack [New Feat] as presented in 
  Miniatures Handbook 
  You are skilled at interfering with opponents in melee. 
  Prerequisite: Base attack bonus +I. 
  Benefit: When you make a melee attack against a 
  creature, whether you are successful or not, all other 
  creatures get a +1 circumstance bonus on attack rolls 
  against that creature until the start of your next turn. 
  Special: A fighter may select Distracting Attack as one 
  of his fighter bonus feats. 
  Death Blow [New Feat] as presented in 
  Complete Adventurer 
  You waste no time in dealing with downed foes. 
  Prerequisites: Improved Initiative, base attack bonus 
  +2 
  Benefit: You can perform a coup de grace attack 
  against a helpless defender as a standard action. Doing 
  so still provokes attacks of opportunity as normal. 
  Normal: Performing a coup de grace attack is a full-
  round action. 
  Large and In Charge [New Feat] as presented 
  in Draconomicon 
  You can prevent opponents from closing inside your 
  reach. 
  Prerequisites: Natural reach of 10 feet or more. 
  Benefit: When you make a successful attack of 
  opportunity against an opponent that is moving inside 
  your threatened area, you can force the opponent back 
  to the 5-foot space it was before it provoked the attack 
  of opportunity. After you hit with your attack of 
  opportunity, make an opposed Strength check against 
  your opponent. You gain a +4 bonus for each size 
  category larger than your opponent you are, and an 
  additional +1 bonus for every 5 points of damage you 
  dealt with your attack of opportunity. If y you win the 
  opposed check, your opponent is pushed back 5 feet 
  into the space it just left. An opponent you push back 
  cannot move any farther in this round. 
  Powerful Charge [New Feat] as presented in 
  Miniatures Handbook 
  You can charge with extra force. 
  Prerequisites: Medium or larger, base attack bonus +1. 
  Benefit: When you charge, if your melee attack hits, it 
  deals an extra 1d8 points of damage (if you're Medium). 
  For Large creatures, the extra damage is 2d6; for Huge, 
  3d6; for Gargantuan, 4d6: and for Colossal, 6d6. 
  This feat works only when you make a charge. it does 
  not work when you're mounted. If you have the ability 
  to make multiple attacks on a charge, you may apply 
  this extra damage to only one of those attacks in a 
  round. 
  Special: A fighter may select Powerful Charge as one 
  of his fighter bonus feats. 
  
  VER5-07 Crown Fire 
   
  Page 32 
  Sun School [New Feat] as presented in 
  Complete Warrior 
  You have learned a number of esoteric martial arts 
  techniques inspired by the sun. 
  Prerequisites: Flurry of blows ability, base attack 
  bonus +4 
  Benefit: The Sun School feat enables the use of three 
  tactical maneuvers: 
   
  Inexorable Progress of Dawn: To use this 
  maneuver, you must hit the same foe with the first two 
  unarmed attacks from a flurry of blows. If you do, your 
  foe must move back 5 feet and you may move 5 feet 
  forward if you wish. This movement does not provoke 
  an attack of opportunity for either character. 
   
  Blinding Flash of the Sun: To use this maneuver, 
  you must successfully stun the same foe with an 
  unarmed attack two rounds in a row. In addition to 
  being stunned, that enemy is confused for 1d4 rounds 
  thereafter. 
   
  Flash of Sunset: To use this maneuver, you must 
  move adjacent to a foe instantaneously, as with a 
  dimension door spell or the monk’s abundant step class 
  feature. If you do so, you can immediately make a 
  single attack at your highest attack bonus against that 
  foe. 
   
  NEW CREATURES 
   
  Half-Farspawn [New Template] as presented in 
  Lords of Madness 
  Half-Farspawn is an inherited template that can be 
  added to any corporeal creature of the aberration, 
  animal, dragon, elemental, giant, humanoid, magical 
  beast, monstrous humanoid, ooze, plant, or vermin 
  type (hereafter referred to as the base creature). 
  A half-farspawn uses all the base creature's statistics 
  and special abilities except as noted here. 
  Size and Type: The creature's type changes to outsider. 
  Do not recalculate Hit Dice, base attack bonus, or saves. 
  Size is unchanged Half farspawn are normally native 
  outsiders base creature can use weapons, the half-
  Farspawn can still do so. A half-Farspawn fighting 
  without weapons uses a tentacle when making an 
  attack action (unless it has another natural attack it 
  prefers). When it has a weapon, it uses the weapon 
  instead. 
  Full Attack: A Half-Farspawn fighting without 
  weapons uses both its tentacles when making a full 
  attack (plus any other natural attacks of the base 
  creature). If armed with a weapon, it uses the weapon 
  as its primary attack and its tentacles as secondary 
  natural attacks (-5 on the attack roll, half Strength 
  bonus on damage rolls). 
  Damage: A half-farspawns tentacle attacks deal 
  bludgeoning damage as shown below. 
  Size  
   
  Tentacle Damage  
  Reach 
  Fine  
   
   
  1 
   
  0 ft. 
  Diminutive 
   
  1 
   
  0 ft. 
  Tiny 
   
   
  1d2 
   
  0 ft. 
  Small 
   
   
  1d3 
   
  5 ft. 
  Medium  
   
  1d4 
   
  5 ft. 
  Large 
   
   
  1d6 
   
  10 ft. 
  Huge 
   
   
  1d8 
   
  15 ft. 
  Gargantuan 
   
  2d6 
   
  20 ft. 
  Colossal  
   
  3d6 
   
  30 ft. 
  Special Attacks: A half-Farspawn retains all the special 
  attacks of the base creature, and gains the following special 
  attack 
  True Strike (Su): Once per day the creature can make a 
  normal attack with a +20 insight bonus on a single attack 
  roll. The half-Farspawn is not affected by the miss chance 
  that applies to attacks against a concealed target. 
  Spell Like Abilities: A half-Farspawn with an Intelligence 
  score of 3 or higher has spell-like abilities depending on its 
  Hit Dice, as indicated be low. The abilities ate cumulative. 
  Unless otherwise noted, an ability is usable once per day 
  Caster level equals the creature's Hit Dice, and the save DC 
  is Charisma-based. 
  H D 
  Abilities  
   
  1-2 
  blur 3/day 
  3-4 
  touch of idiocy 
  5-6 
  stinking cloud 
  7-8 
  blink 3/day 
  9-10 
  greater invisibility 
  11-12 
  telekinesis 
  13-14 
  ethereal jaunt3/day 
  15-16 
  scintillating pattern 
  17-18 
  summon monster IX* 
  19+ 
  implosion 
  *A half-Farspawn can summon only pseudonatural 
  animals or vermin with this ability. It can select from any 
  celestial or fiendish animal or vermin that could be 
  
  VER5-07 Crown Fire 
   
  Page 33 
  summoned by summon monster IX, but applies the 
  pseudonatural template (see page 161) to the creature 
  rather than the celestial or fiendish template. 
  Special Qualities: A half-Farspawn has all the special 
  qualities of the base creature, plus the following special 
  qualities:  
  • 
  Blindsight out to 60 feet. 
  • 
  Immunity to poison. 
  • 
  Resistance to acid 10 and electricity 10. 
  • 
  Damage reduction 5/magic (if HD 11 or less) or 
  10/magic (if HD 12 or more). 
  • 
  A half-farspawn's natural weapons are treated as 
  magic weapons for the purpose of overcoming 
  damage reduction. 
  • 
  Spell resistance equal to Hit Dice + 10 (up to a 
  maximum of 20 SR). 
  Change Shape (su): As a standard action, a half-Farspawn 
  can take the form of a grotesque, tentacled mass. This 
  ability functions as described for the change shape ability 
  (see page 306 of the Monster Manu al), except as follows: 
  • 
  The creature's movement modes do not change. 
  • 
  The creature retains the tentacle attacks granted 
  by this template (see Attack, above) and gains 
  two additional tentacle attacks when making a 
  full attack. 
  • 
  The creature becomes amorphous. It cannot be 
  flanked, and is not subject to extra damage from 
  critical hits. 
  • 
  Creatures native to the Material Plane take a -1 
  morale penalty on attack rolls against a half-
  farspawn in its amorphous form. 
  Abilities: Increase from the base creature as follows: Str 
  +2, Dex+2, Con +6, Wis+4, Cha+2. 
  Skills: A half-farspawn gains skill points as an outsider and 
  has skill points equal to (8 + Int modifier) x (HD + 3). Do 
  not include Hit Dice from class levels in this calculation-t 
  he half= farspawn gains outsider skill points only for its 
  racial Hit Dice, and gains the normal a mount of skill 
  points for its class levels. Treat skills from the base 
  creature's entry as class skills, and other skills as cross-class 
  skills. 
  Challenge Rating: HD 4 less, as base creature +1; HD 5 to 
  10, as base creature +2; HD 11 or more, as base creature+3. 
  Alignment: Always chaotic evil. 
  Level Adjustment: +4. 
   
  Ogre, Skullcrusher (New Monster) as 
  presented in Monster Manual III 
  This 8-foot-tall brute resembles an ogre but looks to be 
  more intelligent, and it stands more erect. Its armor 
  and shield are covered in spikes, and it carries a 
  vicious-looking morning star. Skullcrusher ogres are 
  an offshoot of the ogre stock bred for war. Shorter and 
  less brutish than typical ogres, skullcrusher ogres are 
  nevertheless stronger and more dangerous. 
  Thuggish 
  and 
  sadistic, 
  bellicose 
  and 
  rowdy, 
  skullcrusher ogres enjoy bullying weaker creatures. 
  Tribes often keep slaves, which in many cases ire 
  normal ogres.  
  Created long ago to serve as sol diets, skullcrusher 
  ogres have naturally centered their culture on warfare, 
  and 
  their 
  villages 
  are 
  arrayed 
  like 
  military 
  encampments. Skullcrusher ogres build siege walls and 
  other structures, to defend their homes, and they train 
  elephants for mounted combat. 
  An adult skullcrusher ogre stands 8 to 9 feet tall and 
  weigh, 550 to 600 pounds. The creatures' skin color 
  ranges from pale yellow to pale brown, and their hair 
  tends to be black. Skullcrusher ogres wear armor 
  during their waking hours and little clothing when 
  sleeping. 
  Skullcrusher ogres speak Giant and Common. 
  COMBAT 
  Skullcrusher ogres are born fighters. They love the 
  clangor and calamity of battle. 
  A skullcrusher ogre gleefully charges into combat and 
  strikes at foes with both its morningstar and spiked 
  shield. A skullcrusher ogre especially enjoys grappling 
  foes and crushing them on his spiked armor. (A 
  successful grapple check to deal damage causes 1d4+7 
  points of nonlethal damage plus 1d8 points of piercing 
  damage.) 
  Rock Throwing (Ex): Like giants, skullcrusher ogres 
  are accomplished rock throwers and gain a +1 racial 
  bonus on attack rolls when throwing rocks. A 
  skullcrusher ogre can hurl rocks of 40 to 50 pounds 
  (Small objects) up to five range increments. The range 
  increment is 100 feet for a skullcrusher ogre's rocks. 
  SKULLCRUSHER SERGEANT 
  Skullcrusher warbands typically include one or more 
  sergeants armed with bastard swords. 
  
  VER5-07 Crown Fire 
   
  Page 34 
  The skullcrusher sergeant presented here had the 
  following ability scores before racial adjustments: Str 
  15. Dex 13. Con 14, Int 10, Wis 12, Cha 8. 
  Combat: Skullcrusher sergeants are canny fighters. 
  Even when confronted by a well-armored foe, a 
  sergeant will often use its Power Attack feat, taking a -4 
  penalty on attack rolls to Cain a +4 bonus on damage. 
  However, it usually commands nearby allies to aid its 
  attacks, hoping to counter the attack penalty from the 
  Power Attack feat. 
  Society: Although they are as ill-tempered as heir ogre 
  brethren, 
  skullcrusher 
  ogres 
  understand 
  the 
  importance of discipline within their fighting squads. 
  The warband becomes their family, of sorts. Their 
  swords and shields be1me their trusted companions. 
  While lesser ogres allow fatigue, hunger, and petty 
  greed to get the better of them, skullcrushers tirelessly 
  rehearse battle tactics, sharpen their blades, and survey 
  the terrain of the lands they intend to conquer, looking 
  for tactically advantageous ground on which to fight. 
  A strict hierarchy governs each skullcrusher warband. 
  The smartest and mightiest skullcrusher leads the 
  warband until the day he falls in battle, at which point 
  his chosen successor rakes command, often claiming 
  the weapons and trophies of her fallen predecessor. A 
  skullcrusher must fight for her place in the chain of 
  command, and all challenges among members of the 
  warband are resolved through nonlethal combat. 
  Although incapable of feeling deep love for a comrade-
  in-arms, a skullcrusher knows better than to take the 
  life of an ally and wouldn't think to deprive another 
  skullcrusher of the chance to die a glorious death on 
  the battlefield. 
  Skullcrusher Ogres As Characters: Most exceptional 
  skullcrusher ogres are fighters or rangers. Skullcrusher 
  ogre characters possess the following traits.  
  • 
  +14 Strength, +6 Constitution, -2 Charisma. 
  • 
  Large size. -1 penalty to Armor Class, -1 
  penalty on attack rolls, -4 penalty on Hide 
  checks, +4 bonus on grapple checks, lifting 
  and carrying limits double those of Medium 
  characters. 
  • 
  Space/Reach: 10-ft./10 ft. 
  • 
  A skullcrusher ogre's base land speed is 40 
  feet. 
  • 
  Darkvision out to 60 feet. 
  • 
  Low-light vision. 
  • 
  Racial Hit Dice: A skullcrusher ogre begins 
  with eight levels of giant, which provide 8d8 
  Hit Dice, a base attack bonus of +6, and base 
  saving throw bonuses of Fort +6, Ref+2, and 
  Will +2. 
  • 
  Racial Skills: A skullcrusher ogre's giant levels 
  give it skill points equal to11 x (2 – Int 
  modifier, minimum 1). Its class skills are 
  Craft, Handle Animal, Intimidate, Knowledge 
  (architecture), and Ride. 
  • 
  Racial Feats: A skullcrusher ogre's giant levels 
  give it three feats. 
  • 
  Bonus Feats: A skullcrusher ogre has 
  improved Grapple and Two-Weapon Fighting 
  as bonus feats. 
  • 
  Weapon 
  and 
  Armor 
  Proficiency: 
  A 
  skullcrusher ogre is automatically proficient 
  with simple weapons, martial weapons, all 
  armor, and shields. 
  • 
  +2 natural armor bonus. 
  • 
  Special Attacks: Rock throwing. 
  • 
  Automatic 
  Languages: 
  Common, 
  Giant. 
  Bonus Languages: Dwarven, Orc, Goblin, 
  Terran. -Favored Class: Fighter. 
  • 
  Level Adjustment +3. 
  
   
  Ver5-07 Crown Fire 
   
  Page 35 
  Appendix Three: Legwork 
  At various points throughout this adventure, the characters will want to find out more information about certain topics. 
  Have them make the appropriate skill checks, with higher checks resulting in more information. Other knowledge 
  skills may be used, in addition to the ones listed, at the DM’s discretion. The DC is increased by +5 for Bardic 
  Knowledge checks. 
  The DM is reminded that each Gather Information check takes 1d4+1 hours.  
  Cienega Valley (Bardic Knowledge, Gather Information, Knowledge [Local: VTF]). Residents of Cienega Valley and 
  members of the Noble House Guard (Asbury, Milinous) receive a +5 circumstance bonus on this check. 
  DC 10: Cienega Valley first gained some prominence a few years ago when travelers discovered the soil was perfect 
  for growing wine grapes. Lorien Vinter is credited with the founding of the Cienega Valley Wine-Cooperative, a 
  place for the wine-growers to showcase the efforts of their labor.  
  DC 12: The town, until recently, was located in Lady Asbury’s lands. Her lands, however, passed to Sir Simon 
  Milinous when they were married late last year. It has a number of establishments, including two inns (the Star of 
  Asbury and the Black Griffon Inn), a modest harbor for the infrequent travelers along the river, and the Mounted 
  Borderer outpost of Fort Emridy – named for Emridy Meadows, who’s southern boundaries lies some ten miles 
  north and east of the town. 
  DC 13: Tensions have been high lately between House Avgustin, on whose land Swan resides, and House 
  Milinous-Asbury. Rumors have been circulating that the new regents for House Avgustin are worshippers of 
  Trithereon. These rumors are likewise said to have been spread by members of Asbury’s noble guard in an attempt 
  to discredit the new regents. Perhaps this “new” Lord Milinous is yet another of Old Wicked’s agents! 
  DC 15: Many of the grapes used by the vintners of the Wine Cooperative are grown on the parcel of land between 
  Fort Emridy and the town’s wine market – providing customers with a view of both the grapes used in their wine 
  and the impressive Borderer fort. 
  DC 17: This year is the first time the town has hosted a Brewfest celebration, with invitations being sent out to 
  many wineries and breweries in the Viscounty. Sergeant Olean Rodrigo, first officer of Fort Emridy personally led 
  the military parade that opened the Brewfest celebration at the request of the mayor and prominent citizens. 
  DC 20: Some of the wine merchants at the Brewfest celebration have mentioned that Lord Valorek Greymantle, 
  former Lord Mayor of Twilight Falls, has returned. He was last seen in Rhynehurst traveling along the Velverdyva 
  River toward Verbobonc City. 
  Clan Rockhall (Bardic Knowledge, Gather Information, Knowledge [Local: VTF]). Members of the Clan Rockhall 
  metaorganization or the Dwarven Faith metaorganization receive a +5 circumstance bonus on this check. 
  DC 10: Five-hundred years ago, the dwarves of Clan Rockhall were driven out of their ancestral home in the 
  Lortmil Mountains, Ulthak-Nor, by an ancient evil. Only recently have they returned to their homeland and 
  reclaimed it. 
  DC 12: The thane of Clan Rockhall, Thuldon Rockspitter, was the smith for Baroness Elinor Asbury during the 
  time of the clan’s search for their home. Thuldon has promised to return the aid Lady Elinor and the good folk of 
  Verbobonc when he and his clan have restored order to their ancestral home and driven the last vestiges of evil 
  from the nearby caves and lands. 
  DC 17: Giants were spied in the valley where the entrance to Granite Keep, a surface city of Clan Rockhall, was 
  discovered. It’s also said that the evil that drove the dwarves from their home has allied itself with the giants that 
  plague the southern lands. Thuldon has sworn to assist in the fight to drive the giants from the Viscounty and 
  couriers have been seen going between Granite Keep and Ostverk, implying some contact between the dwarven 
  clan and Lord Deleveu. 
  
   
  Ver5-07 Crown Fire 
   
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  Cowled Lady (Bardic Knowledge, Gather Information, Knowledge [Local: VTF]) 
  DC 20: A mysterious figure, the Cowled Lady is reputed to be the head of the giant armies that have been plaguing 
  Verbobonc for the past several years. It is also believed that she is one of the three “Wicked Wolves” prowling 
  Verbobonc, as prophesied by the sylph Elspeth late last year. 
  DC 25: The Cowled Lady commands great magic. She has been able to enslave a great mountain giant, command 
  dragons, and muster a force that has attacked Verbobonc three times over the past two years. The first time was 
  during the fall of 593, when she invaded Sheernobb and simultaneously attacked Swan and Twilight Falls. The 
  second time was late in 594, when she brought forces to lay siege to Fortress Hagthar. The third and most recent 
  time was early this year, when she mustered an army south of Swan. 
  Mounted Borderers (Bardic Knowledge, Gather Information, Knowledge [History, Local: VTF]). Members of the 
  Mounted Borderer’s receive a +5 circumstance bonus on this check. 
  DC 10: The Mounted Borderers have existed for about 150 years, but gained especial prominence during the 
  historic “Battle of Emridy Meadows” and the first rising of the Temple of Elemental Evil almost 26 years ago. 
  Historical few in number, they are known for their skills at both arms and horsemanship and their unswerving 
  devotion to the man that bears the title of Viscount. In the early days of their formation, the Borderers were often 
  called upon to deal with threats both external and internal, and were empowered to administer justice if necessary. 
  DC 13: Since the siege of 593, when the giants attacked the southern towns and gnomelands, the Viscount has 
  increased the number of Mounted Borderer outposts in the Viscounty. The most prominent of them include Fort 
  Wilfrick in the town of Swan, Fort Emridy in Cienega Valley, and Falls Keep – nestled in Gnarley Forest near the 
  town of Twilight Falls. 
  DC 15: The commander of Fort Wilfrick, Jaren Rodrigo, has been stationed in the town for several years. His 
  brother, Olean Rodrigo is the first officer of Fort Emridy – which has resulted in a friendly rivalry between the two 
  brothers during the annual military maneuvers the Borderers conduct each year. 
  DC 20: Sergeant Olean Rodrigo is a collector of dwarven artifacts and is known to have a fully assembled collection 
  of arms and armor from Clan Rockhall – both current and dating from the time of the clan’s flight from Ulthak-
  Nor. The dwarven artificer Fredrique, from Swan, has come to Cienega Valley during Brewfest to examine the 
  armor as part of his research for a new memorial involving Rockhall he has been commissioned to build. 
  DC 30: Scuttlebutt among the upper echelons of the Borderers has it they will be called into more active duty soon. 
  Lord Deleveu, commander of the 3
  rd Company of the Mounted Borderers, has been assembling supplies and troops 
  for an extended campaign. The word is that he obtained information regarding the mountain giant that has been 
  seen with the Cowled Lady’s armies.  
  Obmi (The Hammer of Iuz): Bardic Knowledge, Knowledge [History, Local: VTF] 
  DC 15: The dwarven assassin, Obmi, was first encountered more than 15 years ago in the Hall of the Fire Giant 
  King, Snurre, by a group of adventurers. Since then, his has been linked with the evil that festers north of Highfolk 
  known as the Wicked One – Iuz. 
  DC 25: Obmi is reputed to have been the one that stole the Revnash Splinter several years ago, and it is likely he is 
  the assassin that felled several of Lady Asbury’s guardians while attempting to slay Thuldon, then first son of Clan 
  Rockhall. What is absolutely known, however, is that he is directly responsible for the death of Lord Avgustin’s 
  son. No one that he has ever killed with his deadly warhammer has ever be restored to life. 
  Swan (Bardic Knowledge, Gather Information, Knowledge [History, Local: VTF]). Citizens of Swan and members of the 
  Noble House Guard (Avgustin) receive a +5 circumstance bonus to this check. 
  DC 10: The town of Swan sits a top a high plateau at the convergence of two rivers known collectively as 
  Gillendyl’s Run. Built around the Mounted Borderer outpost of Fort Wilfrick, the town was renamed by Viscount 
  Langard in mid 593 in honor of the hero, Willow Swan, who died fighting in far-off Highfolk defending the land. 
  DC 12: The town boasts a number of religious temples, including the great Minster to Heironeous and the Shrine 
  of the Peacemaker, dedicated to Rao and site of the recent reunification accords between the Viscounty and the 
  
   
  Ver5-07 Crown Fire 
   
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  Free Assembly of the Kron Hills. Additionally, there are a number of salt and gemstone mines that are tended by a 
  group of good kobolds liberated by Lord Swan prior to his death. 
  DC 13: Swan was one of the towns besieged in late 593 by the Cowled Lady’s forces. Those forces included an 
  enormous mountain giant which destroyed several town buildings, and damaged many more. Only the quick 
  thinking of several local heroes and the recovery of a magical text which was used against the mountain giant saved 
  the town from complete destruction. 
  DC 15: Tensions are high between House Avgustin, upon whose lands Swan resides, and House Milinous-Asbury. 
  Rumors are flying that the new regents for House Avgustin are worshippers of Trithereon, and it’s said that these 
  are being spread by members of Asbury’s noble guard in an effort to discredit the new regents. 
  DC 17: The dwarven sculptor Fredrique is a resident of Swan. Fredrique was recently commissioned to create a 
  memorial to Lord Willow Swan. The dedication of that memorial figured significantly in local events. Fredrique 
  has since been working on a new project – a commemoration of the recovery of Ulthak-Nor. 
  The Mountain That Walks (Knowledge [Arcana, History, Religion]). Members of the Church of Rao receive a +5 
  bonus to this check. 
  DC 15: “The Mountain That Walks” is an ancient magical text created in the mid second-century common time. It 
  was used during the giant wars to repel the giants and their humanoid armies that regularly swept down out of the 
  Lortmil Mountains. 
  DC 20: It was lost for many years, but recovered by Moschatel the Sage – an arcane researcher and bibliophile of 
  note. During the siege of 593, the book was used by local heroes to repel the mountain giant that was used by the 
  Cowled Lady to assault Swan.  
  DC 25: After the siege, the book was quietly delivered to Father Cadifel, rector of the Shrine of the Peacemaker. In 
  addition to a library of some note, the shrine is rumored to have a vault beneath its foundation for the storage of 
  magical texts and artifacts.  
  Twilight Falls (Bardic Knowledge, Gather Information, Knowledge [Local: VTF]). Citizens of the Twilight Falls receive 
  a +5 bonus to this check. 
  DC 10: Twilight Falls was founded on the site on an ancient elven city. It was resettled around three hundred years 
  ago by a few families, but saw an increase in population after a cleric of Olidammara, Valorek Greymantle moved to 
  the area and made it his home. Since that time, the population has exploded and now boasts several temples and 
  churches, a thriving economy, and the Falls Keep – the easternmost outpost of the Mounted Borderers in the 
  Gnarley Forest.  
  DC 13: Lord Greymantle has been absent for several years now, but some of the wine merchants at the Brewfest 
  celebration in Cienega Valley have mentioned seeing him seen in Rhynehurst traveling along the Velverdyva River 
  toward Verbobonc City. 
  DC 15: There has recently been some unrest in the town as talk of the mad god Zagyg becoming the official faith of 
  the town has created a stir among both the Gnarley Druids and Rangers, and those members of the elven clans 
  residing in town.  
   
  
   
  Ver5-07 Crown Fire 
   
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  Appendix Four: Fire Conditions 
  Heat Damage: Breathing the air causes a character to take 1d6 points of damage per round (no save). In addition, a 
  character must make a Fortitude save every 5 rounds (DC 15, +1 per previous check) or take 1d4 points of non-lethal 
  damage. A character who holds his breath can avoid the lethal damage, but not the non-lethal damage. Those wearing 
  heavy clothing or any sort of armor take a -4 penalty on their saving throws. In addition, those wearing metal armor or 
  coming into contact with very hot metal are affected as if by a heat metal spell (see page 239 of the Player’s Handbook.) 
  Catching on Fire: Characters engulfed in a fire are at risk of catching on fire when they enter the fire and then at risk 
  once per minute thereafter. Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If the 
  character’s clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning 
  character must make another Reflex save throw. Failure means he takes another 1d6 points of damage that round. 
  Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.) 
  The character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no 
  body of water is close at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character 
  another save with a +4 bonus. 
  Those unlucky enough to have their cloths or equipment catch fire must make DC 15 Reflex saves for each item. 
  Flammable items that fail their saves take the same amount of damage as the character. 
  Smoke Inhalation: Fires of the size encountered in this adventure produce a great deal of smoke. A character who 
  breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check), or spend that round 
  choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of non-lethal damage. Also, 
  smoke obscures vision, providing concealment (20% miss chance) to characters within it. 
  
   
  Ver5-07 Crown Fire 
   
  Page 39 
  Appendix Five: Movement and Distance 
  Substantial portions of this adventure require characters to cross large distances geographically. Table 9-3: Movement 
  and Distance (page 162) and Table 9-5: Terrain and Overland Movement (page 164) in the Player’s Handbook 
  provide basic information on how far character’s can move in an hour’s time and any modifiers affecting such 
  movement. Table 9-6: Mounts and Vehicles (page 164) provides the same information for mounts. For ease of 
  reference, the relevant information is summarized and reprinted here. The movement rate assumes light encumbrance 
  or less. 
  To determine the movement rate over the course of an hour, do the following: 
  1) Find the movement rate of the slowest character in the party. Factor in the use of mounts when determining 
  this. 
  2) Divide this number by 10.  
  3) The result is the number of miles the party can move over the course of an hour. 
  For example, if the slowest movement rate in the party is 15 ft., then the party can move 1.5 miles in an hour’s time 
  (15 / 10 = 1.5). 
  To simply things, reference the table below for the movement rate of common character races and mounts. 
  Movement Rates for common character races and mounts 
   
  Base 
  Move
  One Hour 
  (Standard) 
  One 
  Hour 
  (Hustle) 
  Dire Lion 
  40 ft.
  4 miles
  8 miles 
  Dwarf/Halfling/Gnome 
  (walk) 
  20 ft.
  2 miles
  4 miles 
  Elf/Half-Elf/Half-
  Orc/Human (walk) 
  30 ft.
  3 miles
  6 miles 
  Giant Eagle (fly) 
  80 ft.
  8 miles
  16 miles 
  Giant Owl (fly) 
  70 ft.
  7 miles
  14 miles 
  Griffon (fly) 
  80 ft.
  8 miles
  16 miles 
  Hippogriff  (fly) 
  100 ft.
  10 miles
  20 miles 
  Pegasus (fly) 
  120 ft.
  12 miles
  24 miles 
  Rhinoceros (walk) 
  30 ft.
  3 miles
  6 miles 
  Riding Dog (walk)  
  40 ft.
  4 miles
  8 miles 
  Warhorse, Heavy (walk) 
  50 ft.
  5 miles
  10 miles 
  Warhorse, Light (walk) 
  60 ft.
  6 miles
  12 miles 
  Warpony (walk) 
  40 ft.
  4 miles
  8 miles 
   
  All land-based movement is at ¾ speed due to the terrain and the fact there are only trails connect Cienega Valley and 
  Swan.  
  Hustling: Reprint info from PH page 164 (Overland Movement – Hustle) 
  
   
  Ver5-07 Crown Fire 
   
  Page 40 
  Appendix Six: DM’s Maps 
  Viscounty of Verbobonc – Area Map 
  
   
  Ver5-07 Crown Fire 
   
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  Encounter Seven – Areas 1-4 
  
   
  Ver5-07 Crown Fire 
   
  Page 42 
  Encounter Eight and Encounter Nine 
   
   
  
   
  Ver5-07 Crown Fire 
   
  Page 43 
  Map of Twilight Falls 
   
  Characters arrive here. Encounter X 
  Formation 
  of Riot 
  Falls Keep 
  
   
  Ver5-07 Crown Fire 
   
  Page 44 
  Encounter Fifteen 
  Character
  s 
  start 
  
   
  Ver5-07 Crown Fire 
   
  Page 45 
  Player Handout #1 
  Letter from Jaren to Olean 
  Olean, 
  I hope this letter finds you well and reaches you in time. I have 
  heard that our local sculptor, Fredrique, is in Cienega Valley 
  for Brewfest and ‘researching’ a new project. After a 
  conversation today with one of our local priests, I am no 
  longer certain Fredrique is the person he claims to be. 
  The priest, Father Cadifel, relayed a conversation from earlier 
  this week with Fredrique. The dwarf was inquiring about a 
  magical book housed in the Shrine’s library. I know of this 
  book as well and know that its disposition is not common 
  knowledge, so Cadifel was surprised that the dwarf knew of it. 
  Throughout the conversation, the priest felt he was being sized 
  up. 
  When the Father brought this to my attention, I ordered an 
  immediate investigation, In the cellar, we discovered the body 
  of a dwarf, recently killed by what appears to be a single blow 
  to the head. However, all attempts at identifying who it might 
  be have failed. 
  Whatever his purpose in Cienega Valley, Fredrique should be 
  detained for questioning. Attached is a warrant for his arrest. 
  Do not underestimate him, however. He has managed to fool 
  many of our residents into thinking he is harmless. Do not 
  make the same mistake! 
  Jaren Rodrigo, Commander – Fort Wilfrick 
  4th Company, Mounted Borderers 
  
   
  Ver5-07 Crown Fire 
   
  Page 46 
  Critical Event Summary 
  (please submit to the Verbobonc Triad before January 1, 2006) 
   
  1) Was Fort Emridy in Cienega Valley saved? 
   
  2) Were the Mounted Borderers in Fort Emridy saved? 
   
  3) Did the characters save the vineyards and agricultural crop of Cienega Valley before the fire 
  destroyed them? 
   
  4) Did Sergeant Olean Rodrigo’s body get recovered? 
   
  5) Did Fort Wilfrick get evacuated? 
   
  6) Did the characters rescue the small child in Swan? 
   
  7) Did the characters save Father Cadifel? 
   
  8) Did the characters successfully subdue the citizens of Twilight Falls without resorting to violent 
  measures? 
   
  9) Did the characters save Lord Deleveu? 
   
  10) Did the characters save Thuldon Granitespitter? 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER5-07 Crown Fire (3E).pdf