TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
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  Visit the LIVING GREYHAWK website at www.rpga.com 
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  www.verbobonc.net and e-mail your triad point of contact at poc@verbobonc.net. For LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com 
  VER6-01 
   
   
   
   
  The Discontent of our Winter 
  A One-Round D&D® Living Greyhawk™ 
  Verbobonc Regional Adventure 
   
  By Cary Suter and Vernon L. Vincent 
  Triad Edit: Michael Maenza and Rob Silva 
  Circle Edit: Tim Sech 
  A missing food shipment, a noble ambition, and strife in the Viscounty lead to a chilly reception in the town of Ketter’s 
  Hearth. A thief is in custody, but is he responsible for the crime? That’s what you’ve been sent to discover. This is a one-
  round Verbobonc regional adventure for PC levels 1-8 (APL 2-6.). Recommended for members of the Mounted 
  Borderers, The Family, and the Verbobonc Town Project (Ketter’s Hearth) 
   
  Playtesters: Shaun Burton, Larry Haskell, Gregg Homerding, Nathaniel Mohler, Harold Ravlin, Matt Tjarks 
  
  VER6-01 The Discontent of our Winter 
   
  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 PC. Second player and DMs gain rewards 
  for sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK PC 
  creation and development, RPGA event sanctioning, 
  and DUNGEONS & DRAGONS REWARDS, visit the RPGA 
  website at www.rpga.com.  
   
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D books: Player’s Handbook, 
  Dungeon Master’s Guide, and the  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information on 
  nonplayer PCs (NPCs) and monsters appear in 
  abbreviated form in the adventure text. Full 
  information on NPCs and monsters are given in 
  Appendix 1.  
  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 PCs to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average PC level of the 
  PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the PC level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability 
  (such as animal companions, familiars paladin’s 
  mounts) or the warhorse of a PC with the 
  Mounted Combat feat, use the sidebar chart to 
  determine the number of levels you add to the 
  sum of step one. Add each PC’s animals separately. 
  A single PC may only bring four or fewer animals 
  of this type, and animals with different CRs are 
  added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of PCs playing in the adventure. Round 
  up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  
  VER6-01 The Discontent of our Winter 
   
  Page 3 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player PC is three PC levels or more either higher or 
  lower than the APL at which this adventure is being 
  played, that PC receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level PCs to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1
  st-level PCs may find 
  the challenge of an APL 2 adventure difficult. Suggest 
  the following to these groups to help increase their 
  chances of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise PCs to buy riding dogs to help protect 
  them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Verbobonc.  PCs native to Verbobonc pay one Time 
  Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp per 
  round.  Rich Upkeep costs 50gp per round.  Luxury 
  Upkeep costs 100gp per round. 
   
   
   
   
  Verbobonc Town Project 
  Portions of this adventure take place in the town of 
  Ketter’s Hearth, which is a part of the Verbobonc 
  Town Project. PCs with citizen certificates for this 
  town receive the benefits listed on that certificate.  
  For more background and information on Ketter’s 
  Hearth, the Dungeon Master (DM) is encouraged to 
  visit the Ketter’s Hearth Yahoo discussion group: 
  http://games.groups.yahoo.com/group/kettershearth 
  This discussion group has additional resources that 
  may prove helpful in detailing the portions of the town 
  not covered by this adventure. Additionally, the DM is 
  encouraged to review the entry for Ketter’s Hearth in 
  the Walker’s Guide to Verbobonc. 
   
   
   
   
  Areas of Influence 
  This adventure allows the following influence for 
  purposes of the Verbobonc Influence document. 
  • 
  No 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. 
  Environmental Conditions 
  Substantial portions of this adventure take place under 
  prolonged freezing and snowstorm conditions. The 
  DM is strongly encouraged to review the chapters in 
  the DMG on environmental effects. For ease of 
  reference, selections of this information have been 
  reprinted in Appendix Four. 
   
  Before You Begin 
  Please review the following items before play begins. 
  • 
  Free Adventure Lifestyle [Standard]: PCs 
  that receive Player Handout #1 receive free 
  Standard lifestyle for the duration of this 
  adventure. 
  • 
  Thanks of a Mysterious Stranger (from 
  VERIntro6-01: Paper Chase) – see the 
  Reward Notes section at the end of this 
  adventure for more information.  
  • 
  The Family: PCs that are members of the 
  Family receive 500 wheatsheaves (gold 
  pieces) from the Family immediately prior to 
  the start of this adventure. This money may 
  be used for expenses and other needs. Any 
  unspent gold or any item purchased with the 
  money is returned to the Family at the end of 
  the adventure. 
  • 
  Mounted Borderers: PCs that are members 
  of the Mounted Borderers receive two (2) 
  potions of cure light wounds and one (1) 
  potion of bull’s strength from the Borderer 
  commander.  They must be returned at the 
  end of the adventure if they are not used. 
  • 
  Metaorganizational Orders: PCs that are 
  members of the Mounted Borderers and The 
  Family receive special orders (in the form of 
  Player Handouts #2 and #3, respectively) 
  which cover instructions to the PC. PCs 
  receiving orders from their metaorg are not to 
  reveal those orders to anyone not a member 
  of the metaorg.  
  
  VER6-01 The Discontent of our Winter 
   
  Page 4 
  Adventure Background 
   
  The Viscounty of Verbobonc has fallen on hard times. 
  The aftermath of the giant war, a time that was 
  supposed to be one of happiness and joy as the hateful 
  invaders had been put to the sword once and for all, 
  has instead become a time of strife and hunger. A harsh 
  winter, combined with the spoiling of many of the 
  Viscounty’s traditional food sources, has resulted in 
  rampant starvation across the land. In Verbobonc City, 
  and elsewhere, voices are raised in anger and 
  accusation. The nobility, supposedly charged with the 
  safeguarding of the citizenry upon their lands, has 
  been slow to respond. House Langmuir is especially 
  egregious in this violation of basic decency as they 
  flaunt their wealth and feed their guards while raising 
  taxes upon their lands to pay for their participation in 
  the march of the giants. 
  In opposition and defiance, the Church of Trithereon 
  has been an outspoken advocate against the excesses of 
  the nobility, rallying many of the common people to 
  their cause. The food riot of Fireseek 596 was a direct 
  result of their rhetoric. 
  Into this time of turmoil and upheaval comes Lord 
  Wellborn Estival. A descendant of Keoish ancestry and 
  scion of a cadet branch of the family that built Castle 
  Estival on the lands currently occupied by Rhynehurst, 
  Estival has recently come into an inheritance. Arriving 
  in Verbobonc City near the of the Brewfest celebration 
  of 595, he has sought to reclaim his rights to the Castle 
  that bears his family name. Since that time, he has 
  dismayed at the state to which the economy has fallen, 
  and his heart grows ever sicker over the deaths of so 
  many in the food riots. Seeking to give something back 
  to the starving people of the land, and at the same time 
  garner public support for his cause, Estival inquired of 
  the merchants in the Free City of Dyvers during 
  Fireseek 596 and arranged, out of his own personal 
  funds, for the delivery of several food shipments. These 
  shipments would be sent to each major town in 
  Verbobonc – beginning with Verbobonc City. The first 
  such shipment was to be sent along the Velverdyva 
  River to Verbobonc City. However, due to the extreme 
  cold of the winter, the river has frozen over and is not 
  navigable by ship. All requests for assistance to the 
  druids of the Gnarley have met with silence with some 
  even speculating that they were the cause of the 
  freezing of the river. Thus, the first shipments must 
  come overland, making for Verbobonc City the long 
  way. 
  A group of young recruits to the faith of Trithereon 
  have resolved to take matters into their own hands. Led 
  by a man named Vershan, they have learned of the 
  food shipment and gained knowledge of the caravan’s 
  route through the Gnarley. In a fit of youthful 
  rebellion, they have decided to ‘liberate’ the food and 
  deliver it themselves, believing that it would not 
  otherwise find its way to those in need. The recruits, 
  however, are unaware that “Vershan” is a cover alias for 
  a master spy and assassin named Alber Guildenstern. A 
  man of the shadows, Alber came to Verbobonc eleven 
  years ago and has largely remained out of sight of 
  authorities and criminal organizations alike. Alber has 
  been retained to infiltrate the Church of Trithereon 
  and use it to further the goals of his employer. One of 
  those goals, Alber recently learned, is preventing the 
  food shipment from reaching Verbobonc City. 
  Meanwhile, Stegewood Boile is a down-and-out thief 
  trying to make a new life for himself. Most of his adult 
  life has been spent in jail cells, the most recent of 
  which was in Caltaran over a petty burglary incident. 
  The sheriff of that town, a known follower of Hextor, 
  takes a particularly dim view of unauthorized crime 
  and locked Boile up for six months, and was only 
  released last month because the Sheriff needed the 
  space for more important criminals. Endeavored to 
  turn his life around and find gainful employment, 
  Boile reached out to an old friend, Bernard, who now 
  works for House Langmuir, and gained the offer of 
  employment as a stable hand. Not being particularly 
  picky over who pays the gold, Boile took the offer and 
  joined up with a caravan bound for Verbobonc City, 
  where he would meet Bernard, who was none other 
  than Alber, in another of his aliases.  
  Thus was Alber’s plan to ambush the caravan with the 
  Trithereonite impersonating as a guard of House 
  Langmuir. Using Boile’s information, he determined 
  that the caravan would pass near the town of Ketter’s 
  Hearth. Formerly a town of some prominence, Ketter’s 
  Hearth had fallen on hard times through the harsh 
  winter and savage assaults of the wild creatures of the 
  Gnarley Forest. The combined effect left the town a 
  shell of its former size and, for Alber’s purposes, 
  without the resources to thoroughly investigate the 
  disappearance of any caravan. As an added bonus, the 
  sheriff of Ketter’s Hearth had a personal grudge against 
  Boile – giving Alber the perfect scapegoat.  
  Traveling to Caltaran, Alber met up with Boile and 
  traveled with him along the caravan route. In the 
  course of this, Alber made sure others heard how they 
  were employed by House Langmuir and traveling on 
  their behalf. When the caravan was nearing Ketter’s 
  
  VER6-01 The Discontent of our Winter 
   
  Page 5 
  Hearth, Alber sprang the ambush by means of a signal. 
  The guards were slain and Boile knocked out – left 
  with the caravan. Alber made sure a tattered piece of 
  tabard bearing House Langmuir’s crest was found at 
  the scene, along with a forged note from House 
  Langmuir implicating Boile in the ambush. 
  Hearing word of the ambush, the sheriff of Ketter’s 
  Hearth rode out with a few volunteer militiamen and 
  came upon the scene. They discovered Boile and the 
  note and, pronouncing themselves satisfied that he led 
  the caravan into the ambush, took him back to town 
  and jail. Boile has kept his mouth shut the entire time, 
  fearful of losing his one chance at a job and knowing 
  that no one would believe him in any case. Not one to 
  bite the only hand that has tried to feed him, he’s 
  trusting that his friend or people from Langmuir will 
  come and clear his name. 
   
  Adventure Summary 
   
  The adventure has several ways by which PCs can 
  become involved in the story. According to their 
  organizational affiliation or influence, they may be 
  contacted by Lord Estival, the Mounted Borderers, or 
  the Battirovka Family.  
  Introduction and Encounter One: The Noble’s 
  Request 
  Lord Estival has received word that the first shipment 
  of food has been waylaid and possibly lost. Seeking to 
  find out what has happened, he hires the PCs to 
  investigate the disappearance and find out what 
  happened. 
  The Mounted Borderers have also received a request 
  from the sheriff of Ketter’s Hearth, who has 
  apprehended someone he believes is involved in the 
  disappearance of the food shipment. Ketter’s Hearth 
  lies within the jurisdiction of the 3
  rd Company, which 
  was decimated in an ambush at the onset of the war last 
  year. Because of this, their numbers are very thin and 
  they require the assistance of honorable parties willing 
  to help. 
  Finally, the Family has learned of the arrest of Boile 
  and word from the higher-ups is that they want the 
  investigation closed before anyone looks too closely. 
  The food isn’t so much a concern as the attention an 
  investigation might bring. Boile did some work for the 
  Family years ago and his ‘capture’ might cause some 
  embarrassments to come to light that would otherwise 
  be left undisturbed. The PCs are requested to expedite 
  the investigation and facilitate Boile’s ‘disappearance’. 
  Encounter Two: A Thorn in the Side 
  While traveling to the town of Ketter’s Hearth, the PCs 
  encounter an advance war party of orcs from an 
  outpost of Blackthorn. In the aftermath of the 
  encounter, the PCs discover (false) evidence that the 
  orcs may have been involved in the disappearance of 
  the caravan. 
  Encounter Three: Winter’s Chill 
  The party spends the night in the Gnarley Forest. 
  During this time, they are watched by a druid 
  wildshaped as an owl. The druid does not make himself 
  directly known to the party, however during the night; 
  the winter’s chill gets steadily worse. 
  Encounter Four: The Frozen Hearth 
  The party arrives at Ketter’s Hearth, now little more 
  than a ghost town due to the depredations of winter 
  and the incursions of the forest’s creatures. This is a 
  role-playing encounter where PCs can learn of the 
  general tenor of the Viscounty, the hardships its 
  citizens have had to endure, and their utter hatred for 
  anyone that would steal food from them. Through 
  various means, the PCs learn where the sheriff’s office 
  and the jail are located. 
  Encounter Five: The Silence of the (Scape) 
  Goat 
  Arriving at the Sheriff’s office, the party meets the 
  sheriff who gives them the story of the ambush. They 
  are allowed to examine Boile’s belongings and, if they 
  want, to try to speak with him. If asked, the sheriff 
  relates some stories of his past experiences with Boile, 
  during which it should become somewhat apparent 
  that Boile doesn’t have the acumen to pull off a stunt 
  like this. The sheriff disputes this, but he also has an 
  axe to grind against Boile and so doesn’t mind a 
  solution that fits his bill of particulars. 
  Encounter Six: The Crime Scene 
  This is the site of the crime, where the caravan was 
  ambushed. A search of the crime scene turns up the 
  passenger manifest, which identifies a second man 
  traveling with Boile that was a part of House Langmuir. 
  If the PCs investigate the forest area, they find 
  evidence of the direction from which the ambush 
  came as well as one of the tabard remnants. A good 
  examination of the tabard, however, can identify it as a 
  forgery and a shrewd PC could infer that the tabard 
  was meant to be found. If a tracker is with the party, 
  
  VER6-01 The Discontent of our Winter 
   
  Page 6 
  they could likewise discover tracks of the ambushers 
  leading away with one of the wagons (the one with the 
  food). 
  Encounter Seven: Winter’s Bite 
  If the party discovers and follows the tracks, they lead 
  deep into the Gnarley Forest. As they are following the 
  tracks, they encounter the druid that was watching 
  them in Encounter Two. Angry at what he deems to be 
  a violation of the sanctity of nature and the 
  deforestation of the Gnarley Forest, he demands that 
  they carry a message from him back to the town. This 
  message likewise demands that the townsfolk leave the 
  area and return to the lands of Verbobonc or suffer 
  nature’s wrath. If they agree to deliver this message and 
  to leave the forest, he leaves them in peace. However, if 
  they argue with him, lie to him, or deliver the message 
  and then return to the forest – he unleashes a pack of 
  wolves upon them.  
  Encounter Eight: Red Handed 
  Following the tracks, the PCs find their way to a small 
  abandoned shack in the woods of the Gnarley. This is 
  where the Trithereonites are holing up until they can 
  get the wagon out without being caught. If attacked, 
  they fight back, but surrender when one of them gets 
  killed. A search of the shack turns up several more of 
  the false tabards along with a letter detailing the plan 
  to frame House Langmuir for the theft of the food. The 
  letter can be used to discover that the other Langmuir 
  letters are forgeries as they were penned by the same 
  hand.  
  One of the Trithereonites happens to be the cousin of 
  Captain Yronl, regent for House Avgustin. If the 
  Trithereonites are searched, a letter from Captain Yronl 
  to his cousin is found. 
  The Tritheronites are anxious to avoid being turned 
  over to the authorities, so they try to persuade any PCs 
  that express dissatisfaction or distain for House 
  Langmuir to assist them in the frame up. They will 
  return the food if the PCs agree to say that they found 
  evidence that House Langmuir was behind the theft. 
  If the PCs go along with the frame up, then the 
  Trithereonites keep their end of the bargain and 
  provide corroborating evidence of House Langmuir’s 
  ‘involvement.’ If the PCs arrest them, they revile the 
  PCs as pawns of the establishment and agents of 
  oppression. 
  Encounter Nine: Return Home 
  The PCs have a chance to sleep on their return home. 
  During this time, it’s possible for members of the 
  Family to complete their assignment to ‘remove’ Boile 
  if they have not already done so. 
  Conclusion 
  There are several possible conclusions that can result 
  from this adventure. 
   
  Introduction 
   
  The adventure begins in the town of Eglath, during the 
  early days of Readying, 596. 
  PCs that are not members of a meta-organization 
  receive Player Handout #1 and receive free Adventure 
  Lifestyle [Standard]. EXCEPTION: PCs that have the 
  Thanks of a Mysterious Stranger from VERIntro6-
  01: Paper Chase automatically receive Player Handout 
  #1.  
  PCs that are members of the Mounted Borderers 
  receive Player Handout #2 
  PCs that are members of the Family or the Alliance 
  receive Player Handout #3 
  Note: A PC that is a member of both the Mounted 
  Borderers and the Family may receive both Player 
  Handout #2 and Player Handout #3. See the 
  Troubleshooting paragraph in this section for how to 
  handle these PCs.  
  PCs do not arrive all together, but instead arrive in 
  groups based on the Player Handout they received. All 
  Mounted Borderers arrive together; all Family 
  members arrive together, and all those summoned by 
  Estival arrive together.  
  PCs do not officially meet until Encounter One. 
  A heavy snowstorm accompanies your arrival in the 
  in the port town of Eglath in the northeastern part 
  of the Viscounty of Verbobonc. A small community 
  situated along the Velverdyva River, Eglath is a 
  stopping point for merchant vessels and cargo ships 
  traveling along the river between Verbobonc City 
  and the Free City of Dyvers. It is also the home of 
  Baronet Drenton Vaswell, lord and governor in the 
  Viscount’s name. 
  As you ride into the town, you cannot help but spy 
  the great chunks of ice floating in the Velverdyva 
  River. The winter, far more harsh than anyone 
  could have anticipated, was so cold that portions of 
  the great river froze over – halting river traffic for 
  weeks. It is only now that some passage has been 
  
  VER6-01 The Discontent of our Winter 
   
  Page 7 
  possible for the smaller ships, but the larger 
  merchant vessels are still locked in port at 
  Verbobonc City, Rhynehurst, and here as well it 
  seems. 
  Ahead of you, the road continues through the small 
  town. Several small cottages lie on the outskirts of 
  the town, their habitation testified to by the plumes 
  of smoke rising from their chimneys.  Near the 
  center of town, an inn can be seen. The ice-covered 
  sign hanging above the door proclaims the 
  establishment as the Wandering Minnow. On the 
  far opposite side of the town, within site of the 
  small town port, the pennants of the 3
  rd Company 
  of the Mounted Borderers flutter lightly in the 
  wintry air. 
  Troubleshooting: A PC that is a member of both the 
  Mounted Borderers and the Family is a special 
  circumstance for this adventure. Such PCs still receive 
  their orders from both organizations, although the 
  Family does not require the Mounted Borderer to pose 
  as a representative of the shipping company when the 
  pre-existing cover works far better. 
  Both organizations expect this PC to complete their 
  assignments. Since such a PC has two masters, it 
  should be interesting to see how they can accomplish 
  this. 
  Once the party is ready, proceed to Encounter One. 
   
  Encounter One: The Noble’s 
  Request 
   
  Per your instructions, you arrive at the Wandering 
  Minnow – a cozy inn with a fire blazing in the 
  hearth. Most of the tables are empty, however – 
  evidence of the lack of food pervading the 
  Viscounty.  
  A halfling woman in an apron bustles up to you, 
  gesturing toward a private backroom, where you are 
  ushered with little fanfare. Several chairs adorn this 
  room and a small fireplace provides warmth against 
  the chill of the cold. 
  An older man stands as you enter the room, 
  extending his hand to each of you in turn. A light 
  flecking of grey hair plays at his temples, though 
  the firm handshake is that of a younger man – or at 
  least that of a man kept fit by years of work. 
  “My thanks to you for coming so quickly. Before I 
  speak of my need, may I offer you some 
  refreshment from your travels?” 
  Those that accept are provided a cup of hot mulled 
  drink. A DC 15 Craft [Vintner] check identifies the 
  liquid as Keoish brandy. Making the check by 5 (DC 
  20), lets them further identify that the brandy is of a 
  rare and valuable varietal.  
  Proceed from here. 
  “I shall come to the point. My name is Wellborn 
  Estival, formerly of the Kingdom of Keoland. I’ve 
  been in Verbobonc for several months on personal 
  business, and commissioned several shipments of 
  food from the city of Dyvers to be delivered to 
  Verbobonc City and other towns.  
  “I received word the other day, however, that the 
  first such shipment has gone missing near the town 
  of Ketter’s Hearth. I have inquired after you and 
  found you to be people of reasonable character. I 
  would ask you to go to Ketter’s Hearth and 
  investigate the reason for the disappearance of my 
  caravan. You will be paid for your efforts.” 
  Allow the PCs to respond, although those that decline 
  are effectively out of the adventure unless brought 
  back in by PCs that did accept the offer. It’s likely that 
  PCs will want to ask some questions of Estival. Some 
  examples and their answers are listed below. 
  Why are you in Verbobonc? 
  “I have recently come into a family inheritance, 
  including papers of ownership for a castle on the 
  western lands of Verbobonc. I don’t think any of 
  the family knew what they were. I found them in 
  an old locked box among my father’s belongings. 
  “It’s my hope to reclaim the castle for the family 
  and resettle here, although my understanding from 
  your Viscount is that only a noble may possess a 
  fortress of this kind. I have been working with him 
  to establish my legitimacy. 
  Why did you commission the shipments? 
  “I was in Verbobonc City last month during the 
  food riot, and saw first hand how the people were 
  suffering from the harsh winter. If I am to live in 
  this land, and call it my home, then I should help 
  in resolving the problems that plague the land. 
  I must be honest, however, and tell you that I hope 
  it will show to your Viscount how much I would 
  like to live in Verbobonc and the kind of noble 
  vassal I would be.” 
  
  VER6-01 The Discontent of our Winter 
   
  Page 8 
  Why is the caravan traveling by land? 
  “The winter has left much of the Velverdyva River 
  frozen over. This has prevented almost all 
  shipments by river except for those wealthy 
  enough to hire arcane support. I’d rather spend my 
  money on feeding those that need food than in 
  lining some wizard’s pocket.” 
  How much are you paying? 
  “I am prepared to cover all reasonable lodging 
  expenses and will pay you <50 x APL> wheatsheves 
  now, and another <50 x APL> once you’ve 
  completed your investigation. At the moment, I am 
  stretched somewhat thin due to my commitments, 
  but if you are successful in apprehending a culprit, 
  I may be able to pay you a little more. Regardless, 
  you will have my gratitude for your efforts. 
  How did you hear of us? 
   “I have some eyes and ears in Verbobonc City. 
  Betham the Sage in particular is a friend of mind. I 
  asked him to find me some trustworthy people that 
  could assist me and he provided me with your 
  names.  
  Do you have any suspects? 
  “I have no idea if this was done by anyone, although 
  some of the nobles have not looked too kindly on 
  my arrival in Verbobonc. Both Lord Rhynehurst 
  and Lady Langmuir were present when I presented 
  my petition to the Viscount, and each seemed 
  unhappy with my request. But I have no proof, and 
  I would rather focus my efforts on helping the 
  people of this land than engaging in political fights.  
  This is good brandy. 
  “Thank you. My family has something of a history 
  for brewing and fermenting fine drink. I have 
  heard 
  that 
  Cienega 
  Valley 
  produces 
  some 
  exceptional wines. It would be nice to perhaps 
  return to the family traditions once I am settled 
  here. 
  Use the information provided in the Adventure 
  Background to address any other questions the PCs 
  might have. Once they are finished with their 
  questions, proceed from here: 
  If any PCs received Player Handout #2, read the 
  following: 
  Estival gestures to the Mounted Borderers among 
  you. 
  “The Mounted Borderers have graciously provided 
  some of their members to escort you to and from 
  Ketter’s Hearth. Of course, they have jurisdiction 
  over the accused individual.” 
  If any PCs received Player Handout #3, read the 
  following: 
  Estival then gestures to the caravan representatives, 
  “These people are representatives of Humming’s 
  End Shipping – the shipping company that handled 
  the caravan arrangements. They have asked to be 
  allowed to accompany you as well for their own 
  investigative purposes.” 
  Proceed from here: 
  A warm smile creases Estival’s face and he hands 
  each of you a sealed scroll. 
  “Take these writs with you. They will identify to 
  any interested parties that you act on my behalf. I 
  will arrange for horses and equipment if you need 
  it.  
  “If you will excuse me, I must take care of some 
  correspondence with my retainers. Thank you 
  again for your help. 
  Permit the PCs 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). 
  When the PCs are ready to continue, proceed to 
  Encounter Two. 
   
  Encounter Two: A Thorn in 
  the Side 
   
  Get a marching order from the PCs before reading the 
  following. Outside of Eglath, severe cold conditions 
  are present. Appendix Four:  Environmental 
  Conditions has rules for this. 
  Meeting up with the other members of your party, 
  you take the opportunity to provision yourself 
  before setting forth from Eglath.  
  The snow continues to fall as you traverse the 
  Velverdyva road. Before long, your path branches 
  away into the depths of the Gnarley Forest. For two 
  days, you have trudged your way through the 
  wilderness toward Ketter’s Hearth.  
  
  VER6-01 The Discontent of our Winter 
   
  Page 9 
  Have PCs make a DC 20 Listen check. If they are 
  successful, read the following: 
  As the wind blows into the evening, you notice that 
  it now carries with it harsh guttural sounds. 
  The sounds are orcish. Anyone that speaks orc 
  recognizes the language and knows that the orcs are 
  arguing. 
  Have the PCs that made the Listen check make a DC 
  15 Spot check. Read the following if they are 
  successful. 
  Off in the distance, partially obscured by the 
  blowing snow, you can make out the forms of four 
  orcs. From their posture and the sound of their 
  voices, they appear to be arguing. 
  If the PCs were not successful in the Listen check, read 
  the following: 
  The wind continues to blow into the evening, 
  carrying with it the snowfall that continues to 
  obscure your vision. 
  As you trudge ahead through the forest, a guttural 
  sound reaches your ears. Looking up, you find 
  yourselves face to face with a band of orcs. The look 
  on their faces indicates their surprise at finding you 
  in their midst.  
  The face of one abruptly changes from surprise to 
  rage as he rips out a great axe and moves to attack. 
  APL 2 (EL 5) 
  �Blackthorn Orcs (4): Male Orc Bbn1; hp 17; see 
  Appendix One. 
  APL 4 (EL 7) 
  � Blackthorn Orcs (4): Male Orc Bbn3; hp 41; see 
  Appendix One. 
  APL 6 (EL 9) 
  � Blackthorn Orcs (4): Male Orc Bbn5; hp 55; see 
  Appendix One. 
  The PCs start 60 feet away from the orcs if they made 
  their Listen checks. If the checks were failed, then the 
  encounter begins at 30 feet. The PCs are downwind of 
  the orcs. 
  Snow Conditions: Due to the amount of recent 
  snowfall, it costs 2 squares of movement to enter a 
  snow-covered square. 
  Surprise Conditions: If the PCs were successful in 
  their Listen and Spot checks, they can learn that the 
  orcs are angry about being this far north in the Gnarley 
  Forest. Apparently the harsh winter doesn’t extend 
  into the far southern portions of the forest.  The orcs 
  are so involved in their argument that if the PCs 
  choose, they can bypass them without attracting 
  attention. A DC 20 Sense Motive check will confirm 
  this information. Rangers with favored enemy (orc) 
  automatically recognize that the orcs are distracted. If 
  the PCs attack while the orcs are arguing, they gain 
  surprise unless they make a mistake or bungle it. 
  If the party chooses to bypass the encounter, they 
  receive full experience for the encounter. 
  Tactics: The orcs are members of a scouting band from 
  Blackthorn into the northern Gnarley Forest. Their job 
  is to assess the weaknesses of the forest towns and 
  report back. They have been caught unprepared, 
  however, for the harsh winter conditions permeating 
  the great forest and are anxious to return to warmer 
  climes.  
  Development: A Search of the orc encampment 
  (Search DC 10) finds some notes on their defensive 
  assessments of the Gnarley towns, including estimated 
  sizes of town garrisons, presence or absence of 
  Mounted Borderer command posts, and defensive 
  fortifications. The Mounted Borderers would be 
  interested in this information. Making the check by 5 
  (DC 15) reveals a few unmarked food containers. 
  If the orcs are interrogated and asked about the food, 
  PCs learn that they took it from a group of men about a 
  week ago. If pressed, the orcs describe the device on 
  the tabard. A DC 15 Knowledge [Nobility and Royalty] 
  check lets a PC identify the device as the symbol for 
  House Langmuir. 
  Once the orcs are either defeated or bypassed, continue 
  to Encounter Three. 
   
  Encounter Three: Winter’s 
  Chill 
   
  It’s been three days since you left Eglath, and 
  winter’s chill has saturated every aspect of your 
  travels.  Darkness comes early in these early 
  months of 596, making continuing through the 
  forest difficult at best. Ahead, the cove between two 
  small rises looks to offer shelter from the cold of 
  the night – a respite from the harshness of the 
  weather. 
  
  VER6-01 The Discontent of our Winter 
   
  Page 10 
  The cove provides reasonable shelter from the 
  elements, although it is not warm or comfortable by 
  any stretch of the imagination. It’s subsistence 
  protection at best, but is an adequate place for them to 
  rest for the evening. 
  Throughout the night, the PCs are observed by the 
  druid, Ra’fal Frostcrow. The druid watches them from a 
  hundred feet away, in the wildshape of a snowy owl. 
  During the second shift, the druid appears to them. 
  Read or paraphrase the following: 
  The harsh bite in the air makes for a long night 
  indeed as the wind shows no signs of letting up. As 
  you listen, the whistle of the air takes on a different 
  note – the sound of growling.  The curtain of snow 
  abruptly clears to reveal a figure wrapped in a 
  brown cloak. His waist-length beard, gray like a 
  storm cloud, flutters in the wind, and a gnarled 
  hand grasps an equally knotted staff. He is 
  surrounded by a pack of wolves with their teeth 
  bared and fur bristled in anger. 
  “We have chosen thee to bear our message to the 
  people of Ketter’s Hearth. Hear it well and falter 
  not in its delivery.  
  For generation upon generations, the forest and the 
  land have existed, granting its sustenance and 
  vitality to the people in exchange for their 
  reverence and respect. Thus was the balance of 
  nature preserved and the Oak Father and Mother 
  Oerth were pleased. 
  But woe unto the desecraters from Verbobonc for 
  they have despoiled the bounty that Oak Father 
  and Mother Oerth have provided! They have 
  ravaged the gifts given them for their own petty 
  greed and have not returned to nature the gratitude 
  it is due.  
  Say unto the people of Ketter’s Hearth that their 
  doom shall serve as the example of many yet to 
  come. Within five score and ten days, the forest 
  shall rise against them in protest of their 
  abominations and drive them from its midst. In this 
  doom there can be no mercy. For their crime there 
  can be no clemency. For as mercy has not been 
  visited upon the savaged ipp wood trees, so shall 
  mercy be withheld from its despoilers.” 
  “To thee and thine upon whom I have laid this 
  charge, freedom is yours to return from whence 
  you came after this tiding is delivered. Do not 
  return to the forest, for if you do, its vengeance 
  shall be visited upon thee as but a taste of 
  retribution.” 
  With that last word, the curtain of frost regains its 
  former intensity, obscuring the figure from your 
  sight. When it next clears, he and the pack of 
  wolves are gone.  
  Once morning arrives, proceed to Encounter Four. 
   
  Encounter Four: The Frozen 
  Hearth 
   
  The frozen track and rough terrain of the Gnarley 
  give way to cobblestones as you emerge from the 
  forest into a wooded vale. Several small cottages 
  stand next to a meadow. Overlooking the meadow, 
  a large bluff juts out from a promontory, upon 
  which a white tower can be seen. 
  Near the meadow, a sheet of ice, once a waterfall it 
  seems, runs down the height of the bluff into a 
  small frozen pond. Several other small structures 
  are evidence, including a general store and a couple 
  of taverns. Some of the architecture has an elven 
  look to it. 
  The whole of the town, however, has an air of 
  disrepair and abandonment. Many cottages have 
  seen better days, with some having collapsed under 
  the weight of snow, debris, and the elements.  
  A stone building – one of the few – stands at the 
  base of the bluff and the markings on the outside 
  identify it as the constable’s office. 
  Refer to Appendix Five: Ketter’s Hearth Glossary for 
  a listing and brief description of the various buildings 
  and NPCs of note in the town. Allow the PCs to visit 
  any/all possible locations time permitting. Ketter’s 
  hearth has many abandoned buildings and should be 
  roleplayed as a desperate, melancholy place.  
  All residents of the town treat most PCs indifferently, 
  the exception being members of the Mounted 
  Borderers and Noble house guards, whom they believe 
  represent a Viscounty that has failed to assist them 
  during this winter season. 
  For PCs that initiate diplomatic overtures with the 
  residents, award a +4 circumstance to any PC offering 
  aid in the form of food, blankets, tangible goods, or 
  other appropriate items. Coin, however, is of little 
  value as it can’t be eaten when one is starving.  
  Refer to Appendix Three: Legwork for the results of 
  any information gathering performed by the PCs.  
  
  VER6-01 The Discontent of our Winter 
   
  Page 11 
  Delivering the druid’s message: Unless a PC happens 
  to be the Mayor of Ketter’s Hearth (as defined by the 
  Verbobonc Town Project), the mayor is not in town, 
  having left to secure food and other items of need for 
  the residents. In the mayor’s place, the people have 
  treated Shemalla, wife of the owner of the local general 
  store, as the leader until the mayor’s return. PCs may 
  deliver the druid’s message to her. Information on 
  Shemalla, as well as other places and notable residents 
  of Ketter’s Hearth, can be found in Appendix Five: 
  Ketter’s Hearth Glossary. 
  Shemalla is, of course, shocked at the words of the 
  druid. If pressed, she has heard rumors that the druids 
  of the Gnarley are upset for the deforestation of the 
  great forest by those people that have founded towns; 
  however she was unaware that Ketter’s Hearth was 
  included in this hostility.  
  Once the PCs arrive at the sheriff’s office, proceed to 
  Encounter Five. 
   
  Encounter Five: Silence of the 
  Scapegoat 
   
  The PCs meet with the sheriff, who is convinced of 
  Boile’s guilt. If they meet with Boile, he refuses to talk, 
  not wanting to implicate his potential new employers 
  in anything.  
  The sheriff provides the PCs with any information he 
  has on Boile and it should become evidence to the PCs 
  that it is unlikely this person committed the crime – 
  he’s not smart enough. Nevertheless, the sheriff 
  reminds any Borderers that their job is to take custody 
  of him, take the evidence, and return to Eglath. 
  Read or paraphrase the following: 
  The building that serves are the local jail is little 
  more than a stone box situated near the General 
  store.  There is a reinforced wooden door and no 
  windows.  
  As you knock a gruff voice bids you to enter. 
  Stepping through the doorway, you spot a human 
  man of Flan decent seated behind a plain desk. In 
  the far corner is a simple cell containing man who 
  is picking his nose.  
  “Evenin’ folks. I’m Roscoe, sheriff o’ Ketter’s 
  Hearth. What can I do ya for?” 
   Allow the PCs to respond before continuing 
  “Ya’ll here to transport da prisoner?” 
  The PCs may have some questions for the sheriff. He 
  answers to the best of his ability but no amount of talk 
  can convince him that Boile is innocent.   
  Are you sure he’s guilty? 
  “Yup! Guilty as sin. Found him laid out right there.” 
  He didn’t try to get away? 
  “Nope. he knews he was caught.” 
  Can you show where the caravan was ambushed? 
  “I can give ya directions. I can’t go and be leavin’ 
  me prisoner unguarded like.” 
  Do you know why he did it? 
  “Yep. I’m bettin he stole it to sell on the black 
  market. He don’t care ‘bout decent people that are 
  starving! He’d sell his own mama for a copper and 
  not blink twice.  
  He stole the food and he’ll be payin’ the price for it. 
  That’s all that matters.” 
  But it doesn’t make any sense? 
  “That be the nature o’ crime. It dun’ never make any 
  sense.”  
  But how can you be sure he’s behind it? 
  “Ifin’ he ain’t involved why won’t he speak of it? 
  Axe um yeself!” 
  During the exchange he relates the following story. 
  Read or paraphrase the following: 
  “I know ole Boile dun it. Ya see we go way back. 
  Ain’t that right Boile?’ The sheriff eyes the man in 
  the cell hard. “’Bout two-tree years back I was 
  workin’ as a guard for Lord Haxx at the Gentlewind 
  Tradin’ Company. Ever hear o’ it? Anywho, I was a 
  walkin’ me patrol when I spotted ole Boile here 
  stealin’ some smelly o’ spices from the warehouse.” 
  A smile quickly crosses the man’s face. ‘I walked 
  right up to him and yelled “What in the darnations 
  ye think ye doin”?  Well Boile here jump ‘bout yee 
  high an torn open one o’ the bag he was puttin’ 
  down his leggin’s ana spilt all o’ Lord Haxx’s 
  ‘pensive spice on the floor.”   
  During this exchange, any PC making a DC 5 Sense 
  Motive notices that the Sheriff tone gets a bit harder 
  for the rest of the story. Making the check by 10 (DC 
  15) lets the PC realize he’s holding something back.  
  “I ain’t for know who was owin’ him a favor but the 
  Watch let him go after but a few hours of 
  
  VER6-01 The Discontent of our Winter 
   
  Page 12 
  questionin’.” The sheriff turns and eyes Boile 
  directly. “Ye ain’t getting’ off this time!” 
   If questioned the Sheriff refuses to discuss the matter 
  stating “Caught um red-handed.”  If a PC succeeds at 
  a DC 30 Diplomacy check, a DC 25 Intimidate check, 
  or if they pull rank (if they are a member of the 
  Mounted Borderers), he grudgingly admits that he was 
  fired because of Boile’s release.  
  Questioning Boile: Boile does not want to speak to 
  anyone, for fear that anything he says will ruin his 
  chances of keeping the job with House Langmuir. He 
  actively attempts to resist spells. Any spell used to read 
  his thoughts only returns “I’m not talkin’, I’m not 
  talkin’” over and over again as he repeats in his mind. 
  The sheriff also reminds PCs that only a cleric of Saint 
  Cuthbert under the orders of someone with low justice 
  can perform such an investigation. Note that no PC 
  received such authority during the Introduction.  
  Casting spells: The sheriff only warns PCs one time 
  that they are breaking the laws. The second time a PC 
  attempts to cast spells, he is arrested by the sheriff, 
  charged with Negligent Use of Magic, have their 
  spellbooks or holy symbol confiscated, and are fined 
  500 gp and 4 TU. Any such PC arrested is out-of-play 
  for the duration of the adventure. 
  House Guard (Langmuir): If there are members of 
  the Langmuir House guard present. Boile will attempt 
  to get their attention and speak to them privately. If 
  allowed to do so read or paraphrase the following:  
  “Don’t worry I ain’t said nothin’! You can trust old 
  Boile. I ain’t no rat.” 
  If questioned he will state he is in the service of the 
  House and Bernard, a member of the House Guard, 
  where traveling with the caravan when the “team” 
  attack. Something must have happened because he’s 
  sure Bernard would not have knowingly left him 
  behind.  
  PCs that are members of House Langmuir can make an 
  Intelligence check (DC 13) to know that no person by 
  the name of Bernard works for their house. 
  Mounted Borderers: Boile absolutely will not speak in 
  the presence of any Mounted Borderer unless that PC 
  also happens to be a member of the Family.  
  The Family: Family members can make a DC 10 Sense 
  Motive check to realize that Boile would like the 
  sheriff out of the room. Making the check by 5 (DC 15) 
  lets them realize why (so he can give them a message). 
  Even when the sheriff is gone, he is very reluctant to 
  speak openly.  He attempts to deliver a secret message 
  using the Bluff skill (DC 15, Bluff +7) and relay the 
  following information: 
  • 
  He did not steal the food. 
  • 
  He doesn’t know who did. 
  • 
  He does not want to return to Eglath. 
  If a Family successfully communicates to him (by 
  using a secret message), Boile also informs him that 
  because of all of this, he’s willing to leave the 
  Viscounty. 
   
  Encounter Six: The Crime 
  Scene 
   
  Read or paraphrase the following: 
  The directions provided by the sheriff take you 
  several hours east of Ketter’s Hearth, where you 
  eventually arrive at a worn road. Turning south, you 
  follow the road for a few miles before you come 
  upon the site. Several wagons lie broken along the 
  side of the road, along with the remains of a few 
  horses. Debris lies scattered about, and at least one 
  corpse can be seen. 
  A blanket of snow coats much of the area, 
  obscuring many of the details from your eye. 
  Whoever did this planned it well.  
  The PCs investigate the scene where the caravan was 
  ambushed. It’s been partially covered with snow since 
  the initial assault, but there enough intact for PCs to do 
  some investigating. 
  Searching the caravan wreckage: PCs searching the 
  wreckage of the caravan can find the following with a 
  Search check: 
  • 
  DC 10: Letter to Boile from an unsigned 
  individual. The letter tells Boile to lead the 
  caravan along a certain road and to leave the 
  rest to ‘them’. The road mentioned is the path 
  that the caravan was traveling when it was 
  ambushed. Give the players Player Handout 
  #4. 
  • 
  DC 15: Letter to Boile from Bernard of House 
  Langmuir. The letter says that House 
  Langmuir will be happy to employ Boile and 
  instructs him to travel by caravan to 
  Verbobonc City where he will be met by 
  
  VER6-01 The Discontent of our Winter 
   
  Page 13 
  Bernard. (see “Examining the Letters” below) 
  Give the players Player Handout #5. 
  • 
  DC 17: A piece of torn tabard with some of 
  the house crest still visible. (see “Examining 
  the Tabard” below) 
  • 
  DC 20: A passenger manifest. The list 
  consists of two priests of Zilchus traveling 
  from 
  Dyvers 
  to 
  Verbobonc 
  for 
  trade 
  negotiations, and Boile (who is listed as 
  traveling to Verbobonc City for employment).  
  Examining the bodies: PCs searching the area find 
  three bodies partially hidden in the snowfall. 
  One body wears the livery of the caravan guard. A DC 
  15 Heal check reveals he died of slashing wounds.  
  The second set of bodies can be found underneath one 
  of the horse corpses. Both bodies wear robes and a holy 
  symbol (DC 15 Knowledge [Religion] to identify the 
  symbol as Zilchus). From their position, it appears they 
  were crushed by the horse as it was killed. 
  Examining the Letters: PCs specifically examining 
  Player Handout #4 and Player Handout #5 can make 
  a Forgery check (DC 20+APL), with success indicating 
  the PC learns both letters are likely written by the 
  same person.  
  Examining the Tabard: Knowledge [Nobility and 
  Royalty] can be used to learn information from the 
  tabard. 
  • 
  DC 10: The seal on the tabard belongs to 
  House Langmuir.  
  • 
  DC 25: The heraldry on the torn piece isn’t 
  accurate. There are subtle mistakes in the 
  design and it’s likely the tabard is a forgery.  
  Footprints: PCs examining the outer edges of the 
  crime scene may make Search or Survival checks to 
  learn the following: 
  • 
  DC 10: A large group of prints is found in the 
  road along the path taken by the caravan. 
  • 
  DC 12: Ten sets of two horses, each set with a 
  wagon, for a total of five wagons.  
  • 
  DC 15: A second set of horse prints coming 
  from an opposite direction. (If a PC examines 
  the area from which the second set of horses 
  came, he find a second torn piece of tabard 
  and a holy symbol (Knowledge [Religion] 
  identifies the holy symbol as a rule of pursuit, 
  the symbol of Trithereon). 
  • 
  DC 25: The second set of prints intersects 
  with the first set. After what appears to be a 
  skirmish, the second set (along with two 
  wagons), head back into the forest the way 
  they came. 
  These are the tracks left by the Trithereonites. 
  If the PCs follow them, continue with 
  Encounter Six: Winter’s Bite. 
  Using spells to learn information: Use the 
  information provided in the Adventure Background 
  and this encounter to improvise any spell results. 
  Troubleshooting: It is possible that the PCs do not 
  discover the trail left by the Trithereonites. This is 
  acceptable. Their mission is to take custody of the 
  prisoner, gather any evidence of his guilt, and return to 
  Eglath.  
   
  Encounter Seven: Winter’s 
  Bite 
   
  This encounter occurs several hours after the PCs enter 
  forest to follow the tracks. Read or paraphrase the 
  following. 
  The 
  investigation 
  has 
  revealed 
  more 
  than 
  previously thought, and has led you back into the 
  woods. The trail, obscured previously by the snow, 
  has become somewhat more apparent as it 
  continues deeper into the Gnarley Forest, where 
  the boughs of the great oak and bronzewood trees 
  have partially sheltered the forest floor from some 
  of the snowfall.  
  Allow any PC with the Tracking feat a DC 15 Survival 
  check. Success reveals the following: 
  The tracks you are following consist of three horses 
  which appear to be pulling two wagons. Alongside 
  each wagon are several human-sized foot prints. 
  Continue from here 
  As you follow the trail of the attackers, a second set 
  of prints is found. This set intersects with the first 
  and it’s clear that some form of skirmish occurred 
  due to the pattern of the prints. 
  PCs making the Survival check by 5 (DC 20) identify 
  the second set of prints as orc prints. Alternatively, a 
  ranger with favored enemy [orc] automatically knows 
  this. 
  
  VER6-01 The Discontent of our Winter 
   
  Page 14 
  If the PCs take time to examine the area, allow them a 
  Search check. 
  • 
  DC 10: A shattered symbol (another holy 
  symbol of Trithereon). 
  • 
  DC 15: Several blood spatters. (A DC 15 Heal 
  check identifies that while the majority is orc 
  blood, a sizeable minority is also human 
  blood. 
  What’s going on: As the Trithereonites were bringing 
  back their wagons of food, they encountered a band of 
  orcs from Blackthorn. While they managed to kill 
  them, the Trithereonites incurred substantial injury 
  while doing so. Badly hurt, they limped back to their 
  cabin to heal. 
  Ambush: At this point, give PCs a DC 15 Listen check 
  and a DC 15 Spot check (those examining the ground 
  receive a -2 circumstance penalty because they are 
  distracted). 
  Failure on both indicates the PC is surprised. 
  A harsh bark serves as you’re only warning as a pack 
  of wolves leap out of the trees toward you. Echoing 
  above the baying din, a voice cries out “You were 
  warned not to return. Now suffer the penalty!” 
  APL 2 (EL 5) 
  �Wolves (4): hp 13; see Monster Manual, page 283. 
  APL 4 (EL 7) 
  �Dire Wolves (4): hp 45; see Monster Manual, page 
  65. 
  APL 6 (EL 9) 
  �Dire Wolves, Advanced (5): hp 76; see Appendix 
  One. 
  The druid, again wildshaped in the form of a snowy 
  owl, watches events from a distance. Other than crying 
  out as the wolves attack, he does nothing. He does, 
  however, note how the PCs carry themselves during 
  this combat. Once combat is over, he leaves the area, 
  not alerting the PCs to his presence. 
  Tactics: The wolves target the easiest PC to reach and 
  swarm him. 
  Wild Empathy: A druid PC may attempt Wild 
  Empathy on the wolves to change their attitude to 
  Indifferent (at which point, they wander off). This 
  requires a DC 25 Wild Empathy check. The PC also 
  suffers a -10 penalty if attempting Wild Empathy as a 
  full round action to avert combat.  
  If the PCs defend themselves in a manner disrespectful 
  of nature (by using area of effect spells that cause harm 
  to plants, by not dealing nonlethal damage to the 
  wolves, or any other action that would place them in an 
  unfavorable light with druids), they receive the 
  Disfavor of the Gnarley entry on their AR. 
  Development:  Once this encounter is over, proceed 
  to Encounter Eight: Red Handed. 
   
  Encounter Eight: Red Handed 
   
  Read or paraphrase the following: 
  Ahead of you, the trees begin to thin a little as you 
  enter a small clearing. On the opposite side, a 
  ramshackle cabin can be seen. Light flickers 
  through the broken windows and shadows can be 
  seen moving about. 
  On one side of the cabin, two wagons stand tied to a 
  tree. The wagons bear the imprint of the shipping 
  company. 
  Refer to the Map of this encounter for starting 
  distances. 
  Two rounds after the PCs arrive; a Trithereonite comes 
  around the cabin from the rear to check on the wagons. 
  Once he has done so, he continues around and enters 
  the front of the house. The Trithereonites are nervous, 
  having been beaten severely by the orcs they 
  encountered earlier and having stolen a substantial 
  shipment of food. Thus, they will periodically check 
  outside to make sure no one has found them.  
  If the Trithereonite notices any PCs, he acts as if he has 
  failed to notice them. He then continues into the 
  cabin, alerts the others, and prepares for combat. 
  This encounter is very free form. The Trithereonites do 
  not want a fight, but are not initially willing to 
  surrender.  
  If the PCs make noise, the Trithereonites learn of their 
  presence. The few remaining able-bodied among them 
  attempt to arm themselves. 
  APL 2 (EL 2) 
  � Trithereonite Zealots (2): Human Male Ftr2; hp 
  20; see Appendix One. 
  � Trithereonite Cleric: Human Male Clr2; hp 17; see 
  Appendix One. 
  
  VER6-01 The Discontent of our Winter 
   
  Page 15 
  APL 4 (EL 4) 
  � Trithereonite Zealots (2): Human Male Ftr3; hp 
  20; see Appendix One. 
  � Trithereonite Cleric: Human Male Clr3; hp 17; see 
  Appendix One. 
  APL 6 (EL 6) 
  � Trithereonite Zealots (2): Human Male Ftr3/Rog2; 
  hp 45; see Appendix One. 
  � Trithereonite Cleric: Human Male Clr5; hp 38; see 
  Appendix One. 
  Averting Combat: The party making a successful 
  Diplomacy or Intimidate check (demoralize opponent 
  option) 
  prior 
  to 
  combat 
  can 
  convince 
  the 
  Trithereonites to surrender. However, Intimidate 
  checks suffer a -5 circumstance penalty due to the 
  Trithereonites resolve to ‘stand firm’. 
  APL 2: DC 20 Diplomacy/Intimidate check 
  APL 4: DC 24 Diplomacy/Intimidate check 
  APL 6: DC 27 Diplomacy/Intimidate check  
  The check is subject to the following modifiers: 
  • 
  -8 if the PC is a member of House Guard 
  (Langmuir) 
  • 
  -4 if the PC is a member of the Church of 
  Saint Cuthbert 
  • 
  -2 if the PC is a member of the Mounted 
  Borderers 
  • 
  +4 if the PC is a member of House Guard 
  (Avgustin) 
  • 
  +8 if the PC is a member of the Church of 
  Trithereon 
  • 
  -2 to +2 for miscellaneous circumstances, 
  subject to DM discretion.  
  Combat Note: The Trithereonites attack for nonlethal 
  damage throughout combat. Additionally, they are 
  fatigued (see Dungeon Master’s Guide page 301). 
  The Trithereonites put up a fight, but surrender if any 
  one of them is killed. If their surrender is ignored and 
  the PCs continue to attack for lethal damage, they 
  switch to lethal attacks while shouting warning for the 
  more wounded members in the house to flee.  
  Searching the cabin: PCs searching the cabin can find 
  the following with a Search check: 
  • 
  DC 15: Several sets of tabards bearing the 
  same crest as that found on the tabard from 
  the caravan ambush site. One tabard is torn. 
  By comparing the torn tabard with the piece 
  previously found, the PCs identify that the 
  two pieces go together. 
  • 
  DC 20: A set of documents signed by “Adan 
  Langmuir” giving instructions on the wagon 
  raid. These documents provide conclusive 
  ‘evidence’ that Langmuir was behind the raid. 
  Give the players Player Handout #6. 
  • 
  DC 22: Another set of papers signed by 
  “Vershan” to one of the other Tritheonites 
  giving the same instructions as those in the 
  Langmuir papers. However, these documents 
  also explain for the Trithereonites to leave 
  ‘evidence’ that plants suspicion on House 
  Langmuir for the theft. These documents 
  provide evidence that the Church of 
  Trithereon was attempting to frame House 
  Langmuir for the theft. Give the PCs Player 
  Handout #7. 
  • 
  DC 25: A personal letter from Captain Yronl 
  (regent for House Avgustin) to Benan (Yronl’s 
  cousin and a member of the Trithereonites. 
  While it doesn’t state anything outright, the 
  letter creates a link between House Avgustin 
  and the Trithereonites. Give the players 
  Player Handout #8. 
  Examining the letters: If the PCs compare the various 
  letters they have found, a DC 20+APL Forgery check 
  can reveal the following information: 
  • 
  The Langmuir papers were written by the 
  same person as those signed by Vershan. 
  • 
  The Bernard papers and the unsigned letter to 
  Boile (both from the wagon ambush) were 
  also written by the same person who wrote 
  the Langmuir papers and the letters signed by 
  Vershan. 
  • 
  The Yronl letter (Player Handout #8) does 
  not appear to have been written by same 
  person that wrote the other letters. 
  Below are some likely questions the PCs may ask, along 
  with the answers. 
  Why did you steal the food? 
  “That food will never make its way to the people 
  that need it. It will just be swallowed up by the 
  greedy nobility. We were liberating it for the 
  
  VER6-01 The Discontent of our Winter 
   
  Page 16 
  common folk – the ones who do all the work and 
  the one truly suffering in this time of want. 
  Why House Langmuir? 
  “They are the worst offenders of them all! They let 
  their people starve while they throw lavish parties 
  throughout the winter. When we so much as beg 
  for a scrap of bread, they kick us and throw us in 
  jail. They have all this money to buy enchanted 
  arms for a war, but they can’t spare the scraps off 
  their table for the people that work their lands.” 
  (Note – the war he refers to is the Giant war of 595, 
  when House Langmuir supplied magical arms for the 
  Mounted Borderers and other troops.) 
  Why frame an innocent man? 
  “It was Vershan’s idea.” 
  Who is Vershan? 
  “Our leader. It was his idea to get the food and 
  frame Langmuir for the theft. He said the ‘innocent’ 
  man was going to work for Langmuir and anyone 
  that worked for that house got what they deserved.” 
  Where is Vershan? 
  “He left several days ago to make contact with some 
  of his people. He has people everywhere, keeping 
  watch on the so-called nobility. He knows their 
  dirty little secrets, and he’s not afraid to make them 
  look like what they really are: self-centered, 
  pampered little brats whose only concern is gold 
  and status.” 
  Why do you hate the nobility so much? 
  “They have proven themselves unworthy of 
  leadership. Look at their petty squabbling and 
  posturing. They can’t be trusted – period. One of 
  them was even a spy for the Wicked One. The 
  Viscount even made him Provost Marshal before 
  the so-called ‘imposter’ was discovered. If one of 
  them is a spy – why not others? If they care about 
  the people, why don’t they act like it?  
  Look at Vaswell, the ‘ruler’ of Eglath? Two years 
  ago, he raised taxes on his peasants to the point of 
  penury all because he thought one of them stole 
  some of his fripperies. He could have easily 
  discovered the truth for himself – that a kobold had 
  broken into his home and stolen the items. But he 
  didn’t care to. It was easier to treat his peasants like 
  criminals and filth than to do the right thing. 
  Vaswell and Langmuir are just the ones that are 
  obviously corruptions. It goes far deeper than that. 
  You can’t fix the system from the inside. You have 
  to fix it from the outside – with people willing to 
  take a stand and show everyone what the ‘nobility’ 
  really is.” 
  Is House Avgustin a part of this? 
  “Our ideas have found resonance there.” 
  Enlisting a conspiracy 
  If, at any point during the conversation, the 
  Trithereonites get the impression that the PCs 
  sympathize with them on House Langmuir, one of the 
  Trithereonites makes this offer: 
  “Look, it’s hard to do the right thing, isn’t it? After 
  all – the nobility are supposed to be there to take 
  care of us. And they’re not. It’s obvious you don’t 
  like them any more than we do. The only way 
  things are going to change is if someone shows 
  them in their true colors. You could do that.” 
  If the PCs haven’t already found the documents 
  implicating House Langmuir, one of the others gets 
  them and hands them to the PCs. 
  “Take those papers back to Eglath and your 
  superiors. They’ll provide ‘evidence’ that Langmuir 
  was behind this. You can take the food back with 
  you. After all – that’s what they want: their food 
  and proof on who did this.  
  “You do that and let us go, and I promise that you’ll 
  be rewarded. Trithereon looks after those who seek 
  to bring about the downfall of tyrants.  
  Once the PCs have decided their course of action, 
  proceed to Encounter Nine. It’s possible they’ll need 
  to return to Ketter’s Hearth to pick up Boile. 
   
  Encounter Nine: Return 
  Home 
   
  Encounter Nine is a free-form rest encounter. It 
  provides an opportunity for a member of the Family to 
  take care of Stegewood Boile. Allow any Family 
  members and members of the Mounted Borderer to 
  resolve the situation “in character.”  
  The way back through the Gnarley Forest is as 
  uncomfortable as your initial journey days ago. 
  True to what the sheriff has told you, Boile has 
  remained silent, refusing to speak with anyone 
  beyond a few muttered words.  
  
  VER6-01 The Discontent of our Winter 
   
  Page 17 
  As night falls one evening, you manage to locate a 
  serviceable shelter which provides some respite 
  from the cold. 
  Allow the PCs to take whatever precautions they want 
  to secure Boile. During the night, Boile doesn’t try to 
  escape, still hoping that perhaps his employer will save 
  him before reaching Eglath. 
  If no PCs from the Family attempts to free him during 
  this encounter, proceed to the Conclusion. 
   
  Conclusion 
   
  The conclusion of this adventure is very complicated 
  and, as a result, very modular. Read aloud each section 
  that follows a TRUE bold and underlined statement. 
  Evidence of Boile’s guilt is provided.  
  Your return to Eglath goes well, with evidence of 
  Boile’s guilt given to Sergeant Veselyn of the 
  Mounted Borderers.  
  Evidence of Boile’s innocence is provided.  
  Your return to Eglath goes well, with evidence that 
  the accused man, Stegewood Boile, was not guilty 
  of the theft given to Sergeant Veselyn of the 
  Mounted Borderers.  
  Boile disappears on the way back from Ketter’s 
  Hearth 
  Boile’s disappearance [or death, if he was killed] is a 
  mystery, but his past association with criminals did 
  not make it a surprise. Sergeant Veselyn was quite 
  frustrated with this, however, and berated his men 
  for their laxness. 
  Boile is brought back from Ketter’s Hearth 
  Upon arriving in Eglath with Boile, Sergeant 
  Veselyn takes him into custody. Regardless of any 
  role in the theft he may or may not have played, 
  there are other activities for which the Borderers 
  are very interested. After a few days, however, you 
  hear that he was found dead unexpectedly in his 
  cell. All attempts to contact his spirit or to revive 
  him from death have failed. 
  House Langmuir is implicated in the theft 
  Word of House Langmuir’s involvement in the 
  theft seems to spread like wildfire, despite the best 
  efforts of the authorities to keep it under wraps. 
  Within weeks, House Langmuir issues a statement 
  proclaiming their innocence, but it is largely 
  ignored. Two days after the statement, while Lady 
  Langmuir and her son were in attendance at a 
  performance of the Riverwalk Society, their 
  residence in Verbobonc City caught fire and 
  burned to the ground.  
  House 
  Langmuir 
  is 
  found 
  to 
  have 
  been 
  unsuccessfully implicated in the theft 
  Word spreads like wildfire that someone tried to 
  frame a noble house for the theft of the food. 
  Within 
  weeks, 
  House 
  Langmuir 
  issues 
  a 
  proclamation denouncing those that tried to frame 
  them as cowards and unworthy peasants of the 
  lowest form of life.  
  The Church of Trithereon is connected with the 
  theft 
  The connection of members of the Church of 
  Trithereon to the food theft sparks debates and 
  arguments all over the Viscounty. Bishop Haufren, 
  head of the Church of Saint Cuthbert, is said to be 
  convening an emergency session of the Council of 
  Abbots to deal with this issue. 
  House Avgustin is implicated in Trithereon’s 
  involvement with the theft. 
  The evidence that House Avgustin could have been 
  in collusion with the Church of Trithereon stuns 
  many in Verbobonc. Always a bastion of honor, 
  House Avgustin represented the best and noblest in 
  the Viscounty. Their connection to this crime 
  rekindles the rumors that the new regents have 
  sympathies with the Trithereonites. In the town of 
  Swan, a statue of Willow Swan erected last year is 
  torn down and vandalized. Those responsible were 
  not caught. 
  The PCs conspire with The Church of Trithereon to 
  frame House Langmuir 
  True to their word, soon after your return to Eglath, 
  you were met by a Trithereonite and assured of 
  their support if ever you found yourself in need. 
  Thankful to have found a sympathetic ear among 
  the adventuring populous, they promise you that 
  they will be in touch in the future. 
  The food is recovered 
  Regardless of the outcome, there has been some 
  good to come out of this as the first food shipment 
  arrives in Verbobonc City.  
  The food is not recovered 
  
  VER6-01 The Discontent of our Winter 
   
  Page 18 
  Out of all of this, the loss of the food is perhaps the 
  most painful for Estival, as he sees the hunger of 
  those in need prolonged. Undaunted, he pays for a 
  second shipment of food out of his own resources 
  and within days the shipment arrives in Verbobonc 
  City.  
  Proceed from here 
  Estival himself is among those distributing the 
  food, telling all of your efforts to recover the first 
  shipment. It is clear he is grateful for your efforts. 
  Within days, the unrest of the city subsides as the 
  people again find hope.  
  Questions, however, continue to nag at the corners 
  of your mind. More is at play here than meets the 
  eye, and the Viscounty – so stable in previous years 
  – seems to stand upon the razors edge. And what of 
  the message from the druids in the Gnarley? The 
  discontent of the winter has spread like a stain 
  across the land, bringing the fouler aspects of 
  human nature to light. Where this will lead, no one 
  knows. But in the silence of the night, the only 
  sound is the howl of the wind – life a wolf baying at 
  the door. 
  The End 
  Treasure 
  APL 2: L: 0 gp; C: 1,300 gp; M: 0 gp. 
  APL 4: L: 0 gp; C: 1,800 gp; M: 0 gp. 
  APL 6: L: 0 gp; C: 2,600gp; M: 0 gp. 
   
  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 PC. 
  Encounter Two 
  Defeat or bypass the orcs. 
  APL 2 
  150 XP 
  APL 4 
  210 XP 
  APL 6 
  270 XP 
  Encounter Four 
  Interact with the residents of Ketter’s Hearth 
  and provide them with aid (food, blankets, etc). 
  Deliver the druid’s message, 
  APL 2 
  64 XP 
  APL 4 
  96 XP 
  APL 6 
  129 XP 
  Encounter Five 
  Attempt to interact with Stegewood Boile 
  APL 2 
  64 XP 
  APL 4 
  96 XP 
  APL 6 
  129 XP 
  Encounter Six 
  Search the crime scene and discover the 
  evidence. 
  APL 2 
  64 XP 
  APL 4 
  96 XP 
  APL 6 
  129 XP 
  Encounter Seven 
  Defeat or avoid the wolves. 
  APL 2 
  150 XP 
  APL 4 
  210 XP 
  APL 6 
  270 XP 
  Encounter Eight 
  Capture the Trithereonites without killing all of 
  them. 
  APL 2 
  60 XP 
  APL 4 
  90 XP 
  APL 6 
  120 XP 
  Encounter Nine 
  Free Stegewood Boile without getting caught. 
  APL 2 
  64 XP 
  APL 4 
  96 XP 
  APL 6 
  129 XP 
  Award for Good Roleplaying 
  APL 2 
  90 XP 
  
  VER6-01 The Discontent of our Winter 
   
  Page 19 
  APL 4 
  135 XP 
  APL 6 
  180 XP 
  Total Possible Experience: 
  APL 2 
  450 XP 
  APL 4 
  675 XP 
  APL 6 
  900 XP 
  Treasure Summary 
   
  During an adventure, PCs encounter treasure, usually 
  finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each PC gains 
  if the foes are plundered of all their earthly possessions.  
  Looting the bodies takes at least 10 minutes per every 5 
  enemies, and if the PCs cannot take the time to loot the 
  bodies, they do not gain this gold.  If you feel it is 
  reasonable that PCs can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, 
  and so on), PCs may return to retrieve loot.  If the PCs do 
  not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
  The coin total is the number of gold pieces each PC gains 
  if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If 
  for some reason, they pass up this treasure, the coin total 
  is subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because PCs may want to use them during the 
  adventure.  Many times PCs must cast identify, analyze 
  dweomer or similar spell to determine what the item 
  does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a PCs total and coin value increase 
  at the end of the adventure.  Write the total in the GP 
  Gained field of the adventure certificate.  Because this is 
  a Regional scenario, PCs 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 2 
   
   
   
  450 gp 
  APL 4:   
   
   
  650 gp 
  APL 6:   
   
   
  900 gp 
  Reward Notes: 
  Estival’s Favor: This reward is given to those PCs that 
  received Player Handout #1 at the beginning of the 
  adventure. It is also given to any PC that has the 
  Thanks of a Mysterious Stranger entry (from 
  VERIntro6-01: Paper Chase) 
  Estival’s Gratitude: All PCs receive this reward.  
  Favor of the Mounted Borderers: This reward is 
  given to all PCs that are members of the Mounted 
  Borderers at the time of this adventure. 
  Favor of The Family: This reward is given to all PCs 
  that are members of The Family at the time of this 
  adventure. 
   
  
  VER6-01 The Discontent of our Winter 
   
  Page 20 
  Appendix One: NPCs
  All APLS 
  Encounter Four 
  Sheriff Roscoe: Male Human Exp3/War2; CR 2; 
  Medium Humanoid (Human); HD 3d6+2d8+10; 
  hp34;Init +2; Spd 30 ft/x4; AC 15 (+3 armor, +2 Dex), 
  touch 12, flat-footed 13; Base Atk +4; Grp +6; Full Atk 
  +8 melee (1d8+2; masterwork longsword); AL LN; SV 
  Fort +6, Ref +3, Will +3; Str 15, Dex 14, Con 14, Int 10, 
  Wis 10, Cha 12;  
   
  Skills and Feats: Forgery +3, Gather Information 
  +10, Heal +3, Intimidate +10, Knowledge [Local - VTF] 
  +5, Profession [law enforcement] +5, Ride+4, Search+5, 
  Sense  Motive +3, Survival +5,Swim+2,Use Rope+6; 
  Persuasive, Skill Focus [Gather Information], Weapon 
  Focus [Longsword]. 
   
  Possessions: masterwork longsword, studded 
  leather 
  Stegewood Boile: Male human Rog2; CR 2; Medium 
  humanoid; HD 2d6+2; hp 14; Init +2; Spd 30 ft.; AC 14 
  (touch 12, flat footed 12); Base Atk +1; Grp +3; Atk +3 
  melee (1d3+2, unarmed); Full Atk +3 (1d3+2, 
  unarmed); SA sneak attack +1d6; SQ evasion, trap 
  finding; AL N; SV Fort +1, Ref +5, Will +0; Str 15, Dex 
  14, Con 13, Int 8, Wis 10, Cha 12. 
   
  Skills and Feats:  Bluff +7, Disable Device +7, Hide 
  +7, Listen +5, Move Silently +7, Slight of Hand +7, Use 
  Rope +7; Dodge, Power Attack.  
   
  Possessions:  Leather armor. 
   
  
  VER6-01 The Discontent of our Winter 
   
  Page 21 
  APL 2 
  Encounter Two 
  Orc War Party (4):  Male orc Bbn1; CR 1; Medium 
  humanoid; HD 1d12+5; hp 17; Init +1; Spd 40 ft.; AC 14 
  (touch 11, flat footed 13); Base Atk +1; Grp +5; Atk +6 
  melee (2d4+6, masterwork falchion); Full Atk +6 melee 
  (2d4+6, masterwork falchion); SQ Darkvision 60 ft., 
  light sensitivity, rage 1/day; AL CE; SV Fort +5, Ref +2, 
  Will +0; Str 19, Dex 13, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats:  Listen +4, Spot +2, Survival +4; 
  Toughness 
   
  Possessions: Masterwork falchion, studded leather 
  armor. 
   
  Encounter Eight 
  Trithereon Zealots (2):  Male human (Oeridian) Ftr2; 
  CR 2; Medium humanoid; HD 2d10+4; hp 20; Init +1; 
  Spd 20 ft.; AC 17 (touch 11, flat-footed 16); Base Atk +2; 
  Grp +4; Atk +5 melee (1d8+2, longsword) or +4 melee 
  (1d6+2, sap); Full Atk +5 melee (1d8+2, longsword) or 
  +4 melee (1d6+2, sap); AL CN; SV Fort +5, Ref +1, Will 
  +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats:  Listen +2, Spot +2; Dodge, Power 
  Attack, Weapon Focus [longsword]. 
   
  Possessions: Heavy wooden shield, longsword, 
  sap, scale mail, tangle foot bag. 
  Trithereon Cleric:  Male human (Oeridian) Clr2; CR 
  2; Medium humanoid; HD 2d8+4; hp 17; Init +1; Spd 
  30 ft.; AC 12 (touch 11, flat-footed 11); Base Atk +1; Grp 
  +2; Atk +2 melee (1d6+1, light mace); Full Atk +2 melee 
  (1d6+2, light mace); SA turn undead 3/day; AL CG; SV 
  Fort +5, Ref +1, Will +5; Str 12, Dex 13, Con 14, Int 8, 
  Wis 15, Cha 10. 
   
  Skills and Feats:  Concentration +7, Heal +8; 
  Dodge, Mobility. 
   
  Spells Prepared (4/4; save DC = 12 + spell level) 0 – 
  create water (2), detect magic, light; 1
  st – detect evil, 
  protection from evil, sanctuary, sanctuary†. 
  † = Domain spell.  Domains:  Chaos, Protection.  
   
  Possessions: 
  Healer’s 
  kit, 
  holy 
  symbol 
  of 
  Trithereon, light mace, light wooden shield. 
  
  VER6-01 The Discontent of our Winter 
   
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  APL 4 
  Encounter Two 
  Orc War Party (4):  Male orc Bbn3; CR 3; Medium 
  humanoid; HD 3d12+15; hp 41; Init +1; Spd 40 ft.; AC 
  14 (touch 11, flat footed 13); Base Atk +3; Grp +5; Atk 
  +8 melee (2d4+7, +1 falchion); Full Atk +8 melee 
  (2d4+7, +1 falchion); SQ Darkvision 60 ft., light 
  sensitivity, rage 1/day, trap sense +1, uncanny dodge; 
  AL CE; SV Fort +5, Ref +3, Will +1; Str 19, Dex 13, Con 
  14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats:  Listen +6, Spot +3, Survival +6; 
  Power Attack, Toughness.  
   
  Possessions: +1 Falchion, studded leather armor. 
  Light Sensitivity (Ex):  Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Encounter Eight 
  Trithereon Zealots (2):  Male human (Oeridian) Ftr3; 
  CR 3; Medium humanoid; HD 3d10+9; hp 31; Init +1; 
  Spd 20 ft.; AC 17 (touch 11, flat-footed 16); Base Atk +3; 
  Grp +5; Atk +7 melee (1d8+2, masterwork longsword) 
  or +6 melee (1d6+2, masterwork sap); full Atk +7 melee 
  (1d8+2, masterwork longsword) or +6 melee (1d6+2, 
  masterwork sap); AL CN; SV Fort +5, Ref +2, Will +2; 
  Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats:  Listen +3, Spot +3; Dodge, Power 
  Attack, Toughness, Weapon Focus [longsword], 
  Weapon Focus [sap].  
   
  Possessions: Heavy wooden shield, masterwork 
  longsword, masterwork sap, scale mail, tangle foot bag, 
  thunderstone.  
  Trithereon Cleric:  Male human (Oeridian) Clr3; CR 
  3; Medium humanoid; HD 3d8+6; hp 24; Init +1; Spd 
  30 ft.; AC 13 (touch 11, flat-footed 12); Base Atk +2; Grp 
  +3; Atk +4 melee (1d6+1, masterwork light mace); full 
  Atk +4 melee (1d6+2, masterwork light mace); SA turn 
  undead 3/day; AL CG; SV Fort +5, Ref +2, Will +5; Str 
  12, Dex 13, Con 14, Int 8, Wis 15, Cha 10. 
   
  Skills and Feats:  Concentration +8, Heal +9; 
  Combat Casting, Dodge, Mobility. 
   
  Spells Prepared (4/4/3; save = DC 12 + spell level) 
  0 – create water (2), detect magic, light; 1
  st – detect evil, 
  protection from evil, sanctuary, sanctuary†; 2
  nd – hold 
  person, shield other†, status. 
  † = Domain spell.  Domains:  Chaos, Protection.  
   
  Possessions: 
  Healer’s 
  kit, 
  holy 
  symbol 
  of 
  Trithereon, masterwork light mace, +1 light wooden 
  shield. 
  
  VER6-01 The Discontent of our Winter 
   
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  APL 6 
  Encounter Two 
  Orc War Party (4):  Male orc Bbn5; CR 5; Medium 
  humanoid; HD 5d12+15; hp 55; Init +1; Spd 40 ft.; AC 
  16 (touch 11, flat footed 15); Base Atk +5; Grp +10; Atk 
  +11 melee (2d4+8, +1 keen falchion/15-20); Full Atk 
  +11 melee (2d4+8, +1 keen falchion/15-20); SQ 
  Darkvision 60 ft., improved uncanny dodge, light 
  sensitivity, rage 2/day, trap sense +1, uncanny dodge; 
  AL CE; SV Fort +6, Ref +2, Will +1; Str 20, Dex 13, Con 
  14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats:  Listen +8, Spot +4, Survival +8; 
  Improved Toughness*, Power Attack.  
   
  Possessions: amulet of natural armor +1, +1 keen 
  falchion, +1 studded leather armor. 
  * see Appendix 2: New Rules Items 
  Encounter Six 
  Advanced Dire Wolves (5): CR 4; Large animal; HD 
  9d8+36; hp 76; Init +2; Spd 50 ft.; AC 14 (touch 11, flat-
  footed 12); Base Atk +6; Grp +18; Atk +14 melee 
  (2d6+11, bite); Full Atk +14 melee (2d6+11, bite); 
  Space/Reach 10 ft./5 ft.; SA trip; SQ low-light vision, 
  scent; AL N; SV Fort +8, Ref +8, Will +7; Str 26, Dex 15, 
  Con 17, Int 2, Wis 12, Cha 10. 
   
  Skills and Feats:  Hide+0, Listen +9, Move Silently 
  +4, Spot +10, Survival +2; Alertness, Improved Natural 
  Attack, Run, Track, Weapon Focus [bite]. 
  Trip (Ex):  A dire wolf that hits with a bite attack can 
  attempt to trip its opponent (+12 check modifier) as a 
  free action without making a touch attack or provoking 
  an attack of opportunity.  If the attempt fails, the 
  opponent cannot react to trip the dire wolf. 
  Encounter Eight 
  Trithereon Zealots (2):  Male human (Oeridian) 
  Ftr3/Rog2; 
  CR 
  5; 
  Medium 
  humanoid; 
  HD 
  3d10+2d6+15; hp 45; Init +2; Spd 20 ft.; AC 19 (touch 1, 
  flat-footed 17); Base Atk +4; Grp +6; Atk +8 melee 
  (1d8+2, masterwork longsword) or +8 melee (1d6+2, 
  masterwork sap); Full Atk +8 melee (1d8+2, 
  masterwork 
  longsword) 
  or 
  +8 
  melee 
  (1d6+2, 
  masterwork sap); SA sneak attack +1d6; SQ evasion, 
  trap finding; AL CN; SV Fort +5, Ref +2, Will +2; Str 15, 
  Dex 14, Con 14, Int 10, Wis 12, Cha 8. 
   
  Skills and Feats:  Listen +8, Move Silently +7, Spot 
  +8; Dodge, Improved Toughness*, Power Attack, 
  Weapon Focus [longsword], Weapon Focus [sap]. 
   
  Possessions: +1 heavy wooden shield, masterwork 
  longsword, masterwork sap, +1 chain shirt, tangle foot 
  bag (2), thunderstone. 
  * see Appendix 2: New Rules Items 
  Trithereon Cleric:  Male human (Oeridian) Clr5; CR 
  5; Medium humanoid; HD 5d8+10; hp 38; Init +1; Spd 
  30 ft.; AC 13 (touch 11, flat-footed 12); Base Atk +3; Grp 
  +4; Atk +4 melee (1d6+2, +1 merciful light mace); full 
  Atk +4 melee (1d6+2, +1 merciful light mace); SA turn 
  undead 3/day; AL CG; SV Fort +6, Ref +3, Will +7; Str 
  12, Dex 13, Con 14, Int 8, Wis 16, Cha 10. 
   
  Skills and Feats:  Concentration +10, Heal +12; 
  Combat Casting, Dodge, Mobility. 
   
  Spells Prepared (5/5/4/3; save DC = 13 + spell 
  level) 0 – create water (2), detect magic (2), light; 1
  st – 
  cause fear, detect evil, protection from evil, sanctuary, 
  sanctuary†; 2
  nd – hold person (2), shield other*, status; 
  3
  rd – daylight, dispel magic, magic circle against law†. 
   
  † = Domain spell.  Domains:  Chaos, Protection.  
  Possessions: Healer’s kit, holy symbol of Trithereon, +1 
  merciful light mace, +1 light wooden shield. 
   
  
  VER6-01 The Discontent of our Winter 
   
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  Appendix Two: New Rules
  Improved 
  Toughness 
  [New 
  Feat] 
  (from 
  Complete Warrior) 
  Prerequisite: Base Fortitude save bonus +2. 
  Benefit: You gain a number of hit points equal to your 
  current Hit Dice. Each time you gain a Hit Die, such as 
  by gaining a level, you gain 1 additional hit point. If 
  you lose a Hit Die (such as by losing a level, you lose 1 
  hit point permanently. 
  
   
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  Appendix Three: Legwork 
  At various points throughout this adventure, the PCs 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 DM is reminded that each Gather Information check 
  takes 1d4+1 hours.  All DCs are increased by +5 for Bardic Knowledge checks. 
  Ketter’s Hearth (Bardic Knowledge, Gather Information, Knowledge [Local: VTF]). Residents of Ketter’s Hearth and 
  members of the Protectors of the Gnarley metaorganization receive a +5 circumstance bonus on this check. (NOTE: 
  While within Ketter’s Hearth, members of the Mounted Borderers, the Knights of the Faithful Defender, and 
  noble house guards receive a -10 circumstance penalty due to the current events in the Viscounty. 
  DC 10: Ketter’s Hearth is a struggling backwater town. Once populous, the population has dwindled as the town 
  fell on hard times. Many businesses have shut their doors and moved on to greener pastures. 
  DC 12: The town was originally founded close to four-hundred years ago by Galthorn Ketter. An oeridian 
  merchant, Ketter was pursuing rumors of a white tree that supposedly bore mithral leaves. He died while searching 
  for the tree and local legend has it that his ghost haunts the more remote areas surrounding the town. 
  DC 15: 
  • 
  The Mounted Borderers once had a command post in Ketter’s Hearth, however recent events have 
  substantially reduced the number of active Borderer’s, forcing them to close the command post. The nearest 
  one is in the town of Eglath, about a three day journey to the south west of the Hearth.  
  • 
  The Veridicum, a white tower which served as a minster to Saint Cuthbert, has been closed for some time, 
  after the acolytes of the cudgeller were recalled to Verbobonc City by Bishop Haufren.  
  DC 17: 
  • 
  The town has had a rough winter – like much of the Viscounty. Requests to the Gnarley Druids for assistance 
  in abating the harshness of winter’s effects have gone unreturned, leaving those few residents with 
  spellcasting abilities to deal with cold on their own. 
  • 
  The mages of the Arcanum Referum, an organizational meeting place for members of the Wrinkle Academy, 
  have closed the doors to the great institution of learning. A warning was posted for all to stay away. 
  DC 20: 
  • 
  Wolves have been seen prowling the outermost areas of Ketter’s Hearth in the evenings, looking for whatever 
  food may be available. Though they have not killed anyone yet, the common folks of the town are fearful that 
  it is only a matter of time before it happens. 
  • 
  The folk have historically had amicable relations with the druids of the Gnarley Forest. However, all recent 
  requests for aid have gone unanswered.  
  Verbobonc – General Information and Current Events: (Bardic Knowledge, Gather Information, Knowledge [Local: 
  VTF]).  
  DC 0: Verbobonc is suffering from the effects of an unusually harsh winter, which begin in early Patchwall. The 
  early winter destroyed much of the Viscounty’s food crop, before the farmers could complete their harvest. 
  DC 5: Lord Saflynd has announced that his eldest son, Daffyd, is to marry. They are searching for the right lady for 
  him. 
  DC 7: The town of Tristane, located in the southwestern part of the Viscounty, was recent found completely 
  abandoned. There is no word on what happened to the citizens, but some rumors say that one of the citizens awoke 
  an ancient spirit. Other rumors say they were captured by slavers in league with the orcs of the Black Spike, which 
  have been in evidence in the Gnarley Forest and other places. 
   
  
   
  VER6-01: The Discontent of our Winter 
   
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  DC 10: Early this year, a food riot erupted in Verbobonc City as commoners, tired of the nobilities apparent lack of 
  concern, stormed the capitol of Verbobonc. The Gentlemen of the Watch, the Mounted Borderers, and even the 
  noble house guards were called in force to suppress the uprising. 
  DC 12: A large group of travelers where discovered murdered recently on Lord Avgustin’s lands. The crime is 
  commonly referred to as the Brewfest Massacre of Humming’s End. Rumor has it a former paladin in the service of 
  Lord Shannus is responsible. 
  DC 15: During the war last year, a group of brave adventurers journeyed to a plane of evil and recovered the 
  missing Revnash Splinter, a holy artifact of Saint Cuthbert. 
  DC 17: Emissaries have been sent looking for the druids of the Old Faith to aid in abating the harshness of winter’s 
  effects. So far, all requests for assistance has fallen on deaf ears.  Likewise with the elven clans of the Gnarley, who 
  have began taking a more militant stance against the perceived incursions by the towns that have sprung up in the 
  great forest. 
  DC 20: Rumor has it the Elven Clans of the Gnarley have received ambassadors from the isolationist Kingdom of 
  Celene, which lies south of the Viscounty.  
  DC 22: Someone has been buying up all the silver in Verbobonc. Accusations by Shannus have been made against 
  the lycanthropes of the Ironwood, who – it is said – are buying it so that it will not be used against them when they 
  launch their attack. 
  DC 25:  Someone is making a power play for leadership of the Verbobonc underworld.  
   
  
   
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  Appendix Four: Environmental Conditions 
  Exposure to Cold 
  Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the PC gets 
  out of the cold and warms up again. Once a PC is rendered unconscious through the accumulation of nonlethal damage, 
  the cold and exposure begins to deal lethal damage at the same rate.  
  An unprotected PC in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, +1 per previous check) 
  or take 1d6 points of nonlethal damage. A PC who has the Survival skill may receive a bonus on this saving throw and 
  may be able to apply this bonus to other PCs as well.  
  In conditions of severe cold or exposure (below 0° F), an unprotected PC must make a Fortitude save once every 10 
  minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A PC who has the 
  Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other PCs as well. PCs 
  wearing winter clothing only need check once per hour for cold and exposure damage.  
  A PC who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). 
  These penalties end when the PC recovers the nonlethal damage she took from the cold and exposure.  
  Extreme cold (below -20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a PC must make a 
  Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing metal armor or 
  coming into contact with very cold metal are affected as if by a chill metal spell.  
  
   
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  Appendix Five: Ketter’s Hearth Glossary 
  This appendix serves as a brief and superficial summary of the places and people that reside in Ketter’s Hearth. 
  Arcanum Referum:  The abandoned Wrinkle Library. This refurbished elven tower was once the center of learning for 
  many arcanists. The tower has been locked and most thinking people are smart enough to leave the building alone. An 
  inscription on the door reads “Come all ye with questions for answers can be found here. Come all ye who seek pain for 
  we, the wielders of the arcane arts, will surely bring it to you.” It is unknown why the Wrinkle shut the library done and 
  nothing the PCs can do will gain them entrance.  
  Bearded Maiden: An abandoned dwarven tavern. The establishment appears to be nothing more than a shack with a 
  placard affixed to the door under which hangs a for sale sign. A wide staircase leads down to a grim sight. More then a 
  dozen people now call The Bearded maiden home. It appears that the once rowdy tavern has been turned into a refugee 
  for people driving from their homes in the surrounding area by the cold, starvation and animal attacks. 
  If questioned the refugees explain that the hard winter and increased animal attacks have driven them here. The PCs 
  can easily see that all of the people are suffering from malnourishment. They implore the PCs for help. Cure spells will 
  NOT help as the “damage” these people have is from starvation and exposure.   
  The refugees are cared for by Sheamalla (Grimlock’s half-elven wife) and Leeya (half-elven woman, who works for 
  Sheamalla and Grimlock). The tavern of the Two-Foot Traveler, run by a halfling man named Tracey, has been providing 
  what assistance. Sheamalla comments on Tracey’s uncanny ability to find enough food to feed everyone even with his 
  food cellar almost completely empty.  
  Bent Oak General Store: The closest thing to a store in Ketter’s Hearth, Bent Oak is run by a half-orc, Grimlock. 
  Grimlock also ran the smithy, named appropriately enough “Grimlock's” but due to the economic circumstance it is 
  now closed. The Bent Oak’s selves are bare. If asked Grimlock explains that the Borderers appropriated most of his 
  goods during the war and that trade is almost nonexistent in the winter. Grimlock shut down the smithy as he could no 
  longer afford the taxes.  
  Farthest Stone: An empty Mounted Borderer outpost. This single stone tower surrounded by barracks, stables and a 
  few hundred acres of farmland is about a days walk south of Ketter’s hearth. Many of the farmers that worked this land 
  can be found in Bearded Maiden. In the recent war all troops were reassigned to the front line. The complex remains 
  unmanned due to the lack of personnel at this time.  
  Grimlock: The owner of the Bent Oak General Store and Grimlock’s Smithy, Grimlock is a male half-orc and out of 
  town at the moment – having left Ketter’s Hearth in hope of finding supplies for the town. He has been gone of a little 
  over two weeks.   
  Grimlock’s Smithy: The local smithy is no longer is operation. The owner, Grimlock, can be found in the Bent Oak 
  General Store.  
  Hearth, The: A stone hearth some 60ft wide is all that remains of some ancient structure for which the town is named. 
  The massive hearth served as the informal gathering place for citizens of Ketter’s Hearth as well as the center of the 
  once thriving market place. Now it is a consent reminder of better days gone by and avoid by most of the town folk.  
  Leeya: Female half-elf. Leeya works for Grimlock and Shaemalla in the Bent oak general store. Since business has been 
  so slow she has been acting as a care-giver to the refugees under the direction of Shaemalla.  
  Nightbreeze: Female elven druid. Nightbreeze is an adventurer all the town folk are certain that she unaware of their 
  current plight. She is out of town at the moment. 
  Shaemalla: Female half-elven warrior. Shaemalla is the wife of Grimlock who owns The Bent Oak General Store and 
  Grimlock’s Smithy. She, along with Leeya and Tracey have doing what they can to hold the town together.  
  Sheriff:  male human Expert/Warrior. The sheriff is gruff no nonsense law man. His main focus, especially in these 
  difficult times, is making the few remaining citizens of Ketter’s Hearth feel secure. The sheriff is a plain spoken, plain 
  thinking man. He is not concerned with why some one committed a crime so long as they are punished for doing so.  
  
   
  VER6-01: The Discontent of our Winter 
   
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  Tavern of the Two-Foot Traveler: Owned by a halfling of some renowned Trice the Traveler, the Tavern of the Two-
  Foot Traveler is run by Tracey Fleetfoot, a cleric of Brandobaris. The tavern has a small alter, really no more then a stage 
  by the fireplace, where the halfling pantheon is revered. Above the mantle the symbols of the halfling Pantheon are 
  engraved in the stones that make up the hearth and a quote, written in halfling, flows throughout. It reads: “Adventure 
  and risk are the spice of life, and stealth and subtlety are the tools of the trade. Seek excitement and danger wherever 
  your feet take you, for risk-taking leads to life’s greatest rewards. At the end of the day, the wildest tale is the greatest 
  reward. Learn to tell a good yarn and sometimes your tongue will get you out of trouble.” A DC 15 Knowledge 
  [Religion] check (+5 bonus to halflings) reveals this to be a tenant of Brandobaris, the halfling god of adventure.   
  Tracey Fleetfoot: male Halfling. Tracey was brought to Verbobonc by Trice the Traveler after an excursion in 
  Furyondy. He is secretly a cleric of Brandobaris but due to a sketchy past keeps that information to himself. He has 
  opened the food stores of the 2 Foot to those in need but is quickly running out of resources. As such, he has been 
  subsidizing the food shortage with a wand of create food. Unfortunately the wand is all but expended and he is fearful 
  help will not come.  
  Veridicum: A tall white tower at the top of the bluff in Ketter’s Hearth. The Veridicum has an elven design to it, but is a 
  church to Saint Cuthbert, the patron deity of Verbobonc. The mammoth double doors of the entrance emblazoned with 
  the Star of Saint Cuthbert that splits with the doors as they swing open. Relief show simple men and women standing 
  righteously against onslaughts of evil. The main aisle that divides the 22 rows of dingy white pews, each carved with 
  winding vines and leaves, leads to a large podium at the front of the structure.  The ceiling of the Veridicum has a huge 
  Star of Saint Cuthbert. Set within the massive holy symbol are 11 ruby colored windows representing the jewels in the 
  Star.  Despite the lack of active use, the minster shows no signs of neglect. A Spellcraft check (DC 25) reveals that this is 
  due to the hallow spell that is still in affect.  
  Woven Pine:  The Gnarley Ranger outpost is still in use although no rangers are present at the moment. The Woven 
  Pine stands some 120ft tall and has a platform at the top from which to keep watch on the Gnarley.   Guides familiar 
  forest can often be found here. 
  Unicorn’s Mane: a Small herbalist shop is still in operation selling many of the rarest ingredients found throughout 
  the Gnarley. The shop is currently closed as the patrol, the elven druidess Nightbreeze is off adventuring.  
    
   
   
   
  
   
  VER6-01: The Discontent of our Winter 
   
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  Appendix Six: Troubleshooting 
  Non-combat resolutions: 
  It is possible for PCs to complete this adventure successfully without ever engaging in combat. The DM is encouraged 
  to convey this to the players in a subtle manner so that they are aware that other options are possible. In no case, 
  however, is the DM to ‘lead players by the nose.’  
  Intra-party Conflict and Opposition 
  This adventure is structured to encourage role-playing decisions in the resolution of the adventure. To aid in this goal, 
  PCs that are members of the Family and the Mounted Borderers have been given specific assignments by their 
  superiors. These assignments place them in opposition to one another. While the PCs are directed in their orders to not 
  reveal them to others, it is possible, even likely, that such PCs will find themselves in conflict with each other. 
  While no combat between player PCs is required to complete this adventure, the potential for it to occur does exist. 
  Player PCs may only engage in nonlethal combat with other player PCs.  
  A PC that assaults a Mounted Borderer may be arrested by the Borderer. In that event, the assaulting PC is charged with 
  Assault and fined 50 gp and 2 TU. See For more information on this, and other laws of Verbobonc, refer to The Laws of 
  the Viscounty: A Guide to Justice in the Viscounty of Verbobonc. 
  Again – under no circumstance is combat between players required in order to complete this adventure. 
  Laws of the Viscounty 
  There are several instances in this adventure where the laws of Verbobonc directly impact the adventure. The DM is 
  strongly encouraged to have a copy of The Laws of the Viscounty: A Guide to Justice in the Viscounty of Verbobonc 
  available for review.  
  Prisoner Interrogation 
  Encounter Four has a possible interrogation with a prisoner, Stegewood Boile. It is a law in Verbobonc that only a 
  priest of Saint Cuthbert may use spells during the interrogation of an individual. Even then, the priest of Saint Cuthbert 
  must be under the direction of someone with the power of Low Justice in Ketter’s Hearth.  
  The PCs do not receive this permission from any NPC they encounter in this adventure, although it is possible that a PC 
  may possess Low Justice by virtue of a metaorg or other benefit.  Metaorgs possessing Low Justice include the Mounted 
  Borderers (Knights of the Faithful Defender only) and the Mayor of Ketter’s Hearth (Verbobonc Town Project) 
   
  
   
  VER6-01: The Discontent of our Winter 
   
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  Appendix Seven: Maps 
  Northeastern Verbobonc and northern Gnarley Forest 
   
  
   
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  Encounter Two: A Thorn in the Side  
  Orcs 
  are 
  
   
  VER6-01: The Discontent of our Winter 
   
  Page 33 
  Encounter Five: The Silence of the Scapegoat 
  Sheriff 
  R
   
  Stegewood Boile’s 
  cell 
  
   
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  Page 34 
  Encounter Seven: Winter’s Bite 
  
   
  VER6-01: The Discontent of our Winter 
   
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  Encounter Eight: Red−Handed 
  
   
  VER6-01: The Discontent of our Winter 
   
  Page 36 
  Player Handout #1 
  Letter from Lord Estival 
  Noble adventurer, 
  I find myself in need of a group of people with investigatory 
  skills. A caravan shipment I have commissioned has gone 
  missing in the northern Gnarley Forest, west of the town of 
  Caltaran. This caravan carried foodstuffs for the common 
  folks of Verbobonc City and surround towns suffering from 
  the effects of the horrible winter which we have all endured.  
  I am currently in the town of Eglath, where the caravan was to 
  first stop before traveling to Verbobonc City. If you will join 
  me here in Eglath at the Wandering Minnow inn, I will 
  explain my situation further. You will be compensated for 
  your assistance. 
   
  With heartfelt thanks, 
   
  Wellborn Estival, Esquire.  
  
   
  VER6-01: The Discontent of our Winter 
   
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  Player Handout #2: Assignment from the Mounted Borderers 
   
  Borderer,  
   A man by the name of Estival has contracted for 
  Humming’s End Shipping to deliver a food shipment from 
  Caltaran to Verbobonc City. The caravan has gone missing 
  near Ketter’s Hearth, however we have learned that the local 
  sheriff has a likely culprit in custody. 
   The prisoner, Stegewood Boile, has been linked with the 
  Battirovka crime organization, but had a falling out some 
  time ago. Boile has been out of the Viscounty proper for some 
  time, and has been seen in some of the Gnarley towns and in 
  Westguard and Caltaran. Boile has a history of petty larceny 
  and theft, and he was last known to be in Caltaran. 
   You are to travel to the town of Eglath and meet up with 
  representatives of Estival. From there, proceed to Ketter’s 
  Hearth, take custody of Boile along with any evidence, return 
  to Eglath with Boile, and deliver him to Sergeant Veselyn. 
   Command knows that this food shipment has high 
  visibility, particularly among the nobility – who have been 
  accused of turning a blind eye toward the suffering of the 
  people on their lands. The Viscount himself wants this 
  resolved. Find whatever evidence you can to back up the 
  conviction, but don’t waste time. We’re stretched out too far as 
  it is. Get the goods, and bring the suspect back for trial. 
   Sergeant Veselyn in Eglath is authorized to take care of 
  your billeting arrangements and other provisions.  
  
   
  VER6-01: The Discontent of our Winter 
   
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   Finally, word from Falls Keep in Twilight Falls is that they 
  have encountered several orc war bands in the northern 
  Gnarley. Our scouts have identified them as Blackthorn, by 
  the black spike they have through their nose. If they’re 
  involved at all in this, report back here at your earliest 
  opportunity.  Under no circumstances are you to reveal any 
  details of these orders to non-Borderer personnel. While we are 
  working with Estival as a courtesy, this mission is under 
  Borderer jurisdiction and under no account is he or any of his 
  representatives to interfere. 
  
   
  VER6-01: The Discontent of our Winter 
   
  Page 39 
  Player Handout #3: Assignment from the Family 
   
  To our relation! 
   Uncle has personally requested for you to undertake this 
  assignment. Humming’s End Shipping, one of our affiliate 
  companies, was the principal delivery agent for a caravan of 
  food coming by land from Caltaran to Verbobonc City. The 
  caravan has gone missing in the northern Gnarley Forest, 
  near the town of Ketter’s Hearth.  
   The contractor, a man by the name of Estival, is someone 
  seeking to make a name for himself in the eyes of the people 
  and the Viscount. 
   The missing caravan isn’t so much of an issue as is the 
  person accused of the theft. Stegewood Boile used to be one of 
  us before he had an accident several years ago. The accident 
  left him diminished in his mental faculties, but if he were 
  brought before a trial, the information about our operations 
  that he has could prove embarrassing.  
   Estival and his agents are traveling to Ketter’s Hearth to 
  investigate the situation. You are to travel to the town of 
  Eglath and meet with Estival and his representatives at the 
  Wandering Minnow Inn, using the cover of representatives of 
  Humming’s End Shipping. This should provide you access to 
  Boile and to the crime scene. 
   It is our wish for Boile to be removed from the equation. How 
  he is removed is of no consequence so, to that end, the manner 
  
   
  VER6-01: The Discontent of our Winter 
   
  Page 40 
  of his removal is entirely within your discretion. What is 
  imperative is that Boile does not return to stand trial. 
   With this, please find a bag containing five-hundred 
  wheatsheves to assist in facilitating your transactions. 
   Also, we understand that Estival has made contact with the 
  local Mounted Borderers regarding the loss of his caravan, so 
  it is possible that some of their agents will be traveling with 
  you. Exercise all due caution – under no circumstances are the 
  Borderers or Estival’s agents to learn of your ‘motives’. 
  
   
  VER6-01: The Discontent of our Winter 
   
  Page 41 
  Player Handout #4 
  Unsigned Letter to Boile 
  Boile, 
  Be sure you lead the caravan along the northern Gnarley 
  road. That’s all you need to do. We’ll take of the rest. You’ll be 
  rewarded once we get you out.  
   
  
   
  VER6-01: The Discontent of our Winter 
   
  Page 42 
  Player Handout #5 
  Letter to Boile from Bernard 
  Stegewood, 
  It was great to finally hear from you again. The whole family 
  had given up hope of ever hearing from you again. I’m so glad 
  to hear you’ve finally gotten your life together after your 
  accident.  
  House Langmuir has been very good to me. While many don’t 
  like them, they’ve treated me well enough. They’ve even made 
  sure we’re well fed during this winter. I’ve spoken with Lord 
  Adan Langmuir and he’s agreed to bring you into the House 
  on the condition that you can get here quickly. I’ve vouched 
  for you, so don’t let me down. 
  Lord Adan tells me there’s a caravan leaving for Verbobonc 
  City from Caltaran in the next few days. Here’s a few 
  wheatsheves to cover your passage with the caravan. Once you 
  arrive, I’ll meet you and get you settled in. 
  Take care and I’ll see you when you arrive. 
   
  Your friend, 
   
  Bernard Alberson 
  
   
  VER6-01: The Discontent of our Winter 
   
  Page 43 
  Player Handout #6 
  Instructions from Adan Langmuir 
  Guardsman, 
  Our ‘agent’ is traveling with the caravan along the northern 
  Gnarley road. When  you strike, be sure to kill all of the 
  guards, but only knock Boile out and leave him for the sheriff 
  to find. Boile’s history with him will be enough for the sheriff 
  to pin the blame on him. By the time they realize he’s not 
  involved in this, you’ll have the food and be a long way from 
  Ketter’s Hearth. 
  Once you’ve obtained the food, wait for my word before 
  returning. 
   
  Adan Langmuir 
  
   
  VER6-01: The Discontent of our Winter 
   
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  Player Handout #7 
  Instructions from Vershan 
  Benan, 
  The caravan is traveling along the northern Gnarley road 
  from Caltaran. When you strike, be sure to kill all of the 
  guards, but be sure you only knock Boile out for the sheriff to 
  find and leave evidence of Langmuir’s involvement, but don’t 
  make it obvious. If the tabards aren’t found, Boile’s history 
  with the sheriff should be enough to pin the blame on him. If 
  they are found, so much the better.  
  Once you’ve obtained the food, wait for my word before 
  returning. 
  Vershan 
  
   
  VER6-01: The Discontent of our Winter 
   
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  Player Handout #8 
  Letter to Benan from Captain Yronl 
  Benan, 
  It was nice to see you last year at the funeral and I am very 
  glad to hear that our purpose has found its way into your 
  heart as well. However, you need to exercise care lest you be 
  discovered. There are many that are not tolerant and if we are 
  to change those attitudes, we must work slowly to convince 
  people that we are for them. 
  Lady Elise sends her regards as well. I think you made quite 
  the impression on her when you were here last and she has 
  asked after you several times. You would do well to perhaps 
  return for a visit sometime. 
  Be well and be careful. 
  As always, 
   
  Yronl 
   
  
   
  VER6-01: The Discontent of our Winter 
   
  Page 46 
  Critical Event Summary 
  (please submit this to the Verbobonc Triad before June 1, 2006) 
   
  List all PCs affiliated with a Verbobonc metaorganization that participated in this adventure. 
   
  PC Name 
   
   
  Player Name 
   
   
  Verbobonc Metaorg Affiliation 
  1) 
   
  2) 
   
  3) 
   
  4) 
   
  5) 
   
  6) 
   
  Was Stegewood Boile convicted of participating in the theft? 
   
   
  Did the PCs provide ‘evidence’ implicating House Langmuir in the theft of the food? 
   
   
  Was evidence of the Church of Trithereon’s framing of House Langmuir discovered? 
   
   
  Was evidence connecting House Avgustin to the Church of Trithereon discovered? 
   
   
  Did the PCs assist in the conspiracy to frame House Langmuir? 
   
   
  Did the PCs deliver the druid’s message? 
   
   
  Did they keep their word and leave the forest? 
   
   
  Did the party make a connection between Vershan and Bernard (as Alber’s aliases)? 
   
   
  Did the PCs do anything noteworthy? If so, note the details here and on the back if necessary. 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Verbobonc/596/Normal Scenarios/VER6-01 - The Discontent of our Winter (APL 2-6)/VER6-01 - The Discontent of Our Winter.pdf