TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
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  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region, visit the Verbobonc website at www.verbobonc.net and e-mail your triad point of contact 
  (POC). For LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
   
   
  VERIntro7-01
   
   
   
   
   
  Small Souvenirs 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Verbobonc Regional Introductory Adventure 
  Version 1
   
  by Chris Bergstresser
  Triad Reviewers: Vernon L. Vincent 
  Playtesters: John Danner, Gregg Homerding, Julie Murphy, Lorcan Murphy 
   
   
  An earnest plea from a small homesteader leads deep into the Gnarley Forest to reclaim a treasured memento. A one-
  round introductory adventure for 1
  st level characters set in the Viscounty of Verbobonc. 
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK LEVELS OF 
  PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
   Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
   If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. 
   Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  VERIntro7-01: Small Souvenirs 
   
  Page 1 
  
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard 1-round adventure, set in Verbobonc. 
  All PCs native to Verbobonc pay 1 Time Units per round; 
  all others pay 2 Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  Recent events in and around the Gnarley Forest have 
  seriously upset the balance of power in the Viscounty of 
  Verbobonc. In late 595, the Elven Clans of the Gnarley 
  Forest expressed their severe displeasure with the 
  population growth of several towns within the forest. The 
  Viscount agreed and set restrictions on development, but 
  this was not sufficient for many of the elves. 
   
  In 566, many of the clans moved against the 
  homesteaders of the Gnarley. As detailed in Reclaimation 
  (VER6-05), the elves defeated and evicted the residents of 
  Terre Verte, and completely destroyed the town by 
  warping the buildings into trees. There is little trace of 
  Terre Verte left. 
   
  Around the same time as these events, Magister Obble 
  Har of the Wrinkle Academy  arranged the discovery and 
  activation of three stone pylons of powerful magical 
  energy, creating magical “skyroads” which provide a 
  quick and efficient trade route between the Gnarley 
  Forest, the Kron Hills, and the Iron Wood. Lord Haxx, 
  whose holdings depend on the trade routes up and down 
  the Velverdyva River, rightly sees these skyroads as a 
  threat. 
   
  The Gnomish merchant Mulrood Spittamshant has been 
  inadvertently been caught up in these events. A former 
  resident of Terre Verte, he was forced to relocate when 
  the elves reclaimed the city. He has settled in Sheernobb, 
  but the haste with which he left Terre Verte resulted in 
  his leaving items of sentimental value behind – items he 
  wishes the PCs to retrieve for him. This should be a 
  straightforward request, but the current state of Terre 
  Verte makes locating landmarks, and thus the package, 
  near impossible. Accordingly, Mulrood has been in 
  contact with Magister Har, who has agreed to make a 
  minor magical artifact to guide the PCs to the buried 
  items once they reach Terre Verte. 
   
  ADVENTURE SUMMARY 
  ENCOUNTER 1: SMALL REQUESTS 
  The PCs meet Mulrood Spittamshant in Sheernobb, and 
  he requests they help him recover some items of 
  sentimental value from Terre Verte, where he left them 
  when the elves attacked. 
  VERIntro7-01: Small Souvenirs 
   
  Page 2 
  
  ENCOUNTER 2: WHERE BOAR? THERE BOAR 
  Travelling up to Verbobonc City, the party is attacked by 
  a foraging boar. 
  ENCOUNTER 3: FUNERAL ARRANGEMENTS 
  Arriving at the Wrinkle Academy, the PCs spot a small 
  gargoyle wearing opera glasses perched high on the 
  eaves. The gargoyle turns out to be Threnodee, the dust 
  mephit familiar of Magister Har. Although Magister Har 
  is unavailable, Threnodee can be talked into fetching the 
  divining rod. 
  ENCOUNTER 4: SMALL IMPOSITIONS 
  Just as the PCs enter the Gnarley, the sister of Mulrood 
  Spittamshant stops them. She is in the employ of House 
  Haxx, and attempts to get them to reveal what business 
  they have with her brother and Magister Har. 
  ENCOUNTER 5: TREADING LIGHTLY 
  Traveling though the Gnarley, the PCs must elude, 
  negotiate with, or fight an elven patrol. 
  ENCOUNTER 6: THE HUNDRED ACRE WOOD 
  Arriving at Terre Verte, the adventurers must use the 
  divining rod and locate the hidden package. 
  ENCOUNTER 7: HAXX AND SLASH 
  The PCs are attacked by Mulrood’s sister, who wants the 
  package for herself. 
  ENCOUNTER 8: SMALL RECOMPENSE 
  The PCs return to Sheernobb, where Mulrood thanks 
  them for their help. 
  INTRODUCTION 
  The adventure begins with the PCs arriving in 
  Sheernobb. Sheernobb is a small gnomish village located 
  just inside the Gnarley Forest near the Kron Hills. Most 
  of the village was destroyed by Giants during the Battle of 
  Sheernobb, and only recently have gnomes begun to 
  rebuild under the charismatic leadership of Meldreeb. 
   
  Read the following to the PCs: 
   
  You have been traveling for a couple days, and finally reach 
  Sheernobb, a small gnomish village. Many gnomes rush 
  busily through the streets, one carrying mallets and nails, 
  another carrying a disassembled block and tackle, yet 
  another with buckets and paint. Most glance at you and 
  smile or nod, but they give you a wide berth. 
   
  The houses are all gnome-sized. The free-standing 
  buildings are no more than 6’ tall, while more are built into 
  the sides of hills. There are many signs of fresh construction 
  throughout the town. You are drawn to a newly installed 
  monument – easily the largest structure in the center of 
  town, stretching almost 15’ tall.  
   
   It’s standing opposite a large excavation site. Almost 
  the first third of the hill has been cut away, and gnome 
  workers are busy clearing away rubble and debris from the 
  inside, and shoring up some of the internal support beams. 
  From inside the hill, one of the gnomes pulls a large, 
  elaborately carved wood panel, cracked down the center, 
  and sets it over by a pile of similar pieces. 
   
  There is a sign just outside and to the right of the 
  construction site. 
   
  The monument was recently erected to celebrate those 
  who gave their lives defending Sheernobb from the giant 
  attacks; there is an inscription to that effect along the 
  bottom. 
   
  The sign proudly proclaims, in Gnomish, “The once and 
  future site of Moot Hall, the jewel of Sheernobb”. Underneath, 
  it repeats this in Common, in much smaller lettering. 
   
  Give the party a few moments to look around, then 
  continue: 
   
  “Welcome to the rebuilding of Sheernobb!” a voice pipes out 
  from behind you. “You should have been here for the 
  dedication of the monument. That was something.” 
   
  The voice comes from a gnome in a brightly colored 
  shirt with a paisley pattern, worn under an embroidered 
  sheepskin vest. He has a rapier at his side. “But better late 
  than never. That’s Moot Hall across from it, and we’ll have 
  the druids in soon to tie back the roots of the trees above it. 
  You’ve not seen the likes of Sheernobb, I suppose, and when 
  we’re done with her you never will. The pride of the 
  Gnarley, the Kron Hills, and all of Verbobonc, when we’re 
  finished!” 
   
  The gnome shepherds you down one of the side-streets. 
  “You’ll want to see a few of our fine gem shops before you 
  leave. But where are my manners? I’m Meldreeb, 
  headgnome of Sheernobb.” 
   
  He pauses, then squints his eye at you. “You’re no 
  doubt looking for work. You’ve got that look.”  He winks, 
  and slips a purse into your hands. “Just to get you started. 
  Pay me back when you’re able. No rush. But here we are!” 
   
  Somehow, you find yourself gently shoved into one of 
  the many small stores lining the street. Meldreeb pokes his 
  head through the door. “Spittamshant!  I told you I’d find 
  someone.”  He grins at you, then swings the door shut, 
  leaving you alone in the store.  
   
  The purse contains 10 gp. 
   
  Treasure: 
   
  APL 2: Coin – 10 gp 
   
  VERIntro7-01: Small Souvenirs 
   
  Page 3 
  
  ENCOUNTER 1: 
  SMALL REQUESTS 
  The PCs have been deposited in the shop of Mulrood 
  Spittamshant. Mulrood is looking for adventurers to head 
  to Terre Verte and recover a chest of his. The chest 
  contains an assortment of gems and jewelry – Mulrood 
  can’t quite remember how much or what kinds – but all 
  he’s interested in is the music box in the chest. 
   
  The shop is generously sized for a gnome building, with a 
  floor plan over 25’ square and a ceiling almost 5’ high. It is 
  filled with assorted mining gear: lamps, picks, hammers, 
  wedges, and wheelbarrows fill every nook and cranny of the 
  shop. There is an ornamental symbol on a plaque between 
  the shelves, and an open door in the far wall, but no obvious 
  inhabitants. 
   
  The symbol is of a belt of stones with a star carved in the 
  center. It is the symbol of Callarduran Smoothhands, an 
  Intermediate gnomish deity of svirfneblin, secrecy, and 
  digging (DC 20 Knowledge [Religion]; DC 10 for 
  gnomes). 
   
  Let the PCs poke around for a moment, then continue: 
   
  “Hello!  Who’s there?” a gnome pops out of the back room, 
  wearing a flat cap and a red, pinstriped shirt. “I am looking 
  for adventurers for an errand, if our headgnome spoke the 
  truth. I’m Mulrood Spittamshant. And you might be?” 
   
  Allow the PCs to introduce themselves. 
   
  “If you’re looking for work, I’ve got just the thing. I left 
  some supplies back in Terre Verte, and I need someone to 
  fetch them. Are you interested?” 
   
  Use the following conversation notes to guide your role-
  play. Mulrood was forced to evacuate Terre Verte 
  suddenly when the elves attacked. He wants his chest 
  recovered from the spot, and he’s arranged to have a small 
  magical artifact enchanted by Magister Har of the 
  Wrinkle Academy that will lead the adventurers to the 
  exact spot in Terre Verte. 
   
  Mulrood Spittamshant: male gnome expert 5 (Bluff +11, 
  Diplomacy +11, Sense Motive +11). 
   
  • 
  What do you need done? I am a former merchant of 
  Terre Verte, forced to (ahem) relocate unexpectedly. 
  In my haste, I left a small chest buried in my 
  backyard. I’d like it returned to me. 
   
  • 
  Why did you relocate? Surely you heard? The elves 
  decided they didn’t want us sharing the Gnarley 
  with them. They forced us out, then “reclaimed” the 
  whole town. Quite creepy if you ask me. Anyway, I 
  heard Sheernobb was rebuilding and I figured, hey, 
  new markets, right?  
   
  • 
  What happened to Terre Verte? The elves attacked, 
  drove out the inhabitants, and then – changed the 
  town. I don’t know how exactly, but they say you 
  can’t tell it from the forest anymore. 
   
  • 
  How will we find the chest? I thought of that. It’s 
  likely to be difficult, but I’ve been writing the head 
  of the Wrinkle Academy. His name’s Magister Har. 
  He’s agreed to provide an artifact – a divining rod – 
  that will lead you right to the spot once you reach 
  Terre Verte. 
   
  • 
  What can you pay us? The truth is, setting up another 
  business is expensive. I can’t spare any cash on hand 
  to pay you up front. I’ve got some gems and jewelry 
  buried in the chest and you’re welcome to them. 
  That should cover traveling expenses and any hazard 
  pay. 
   
  • 
  What’s in the chest? There’s some gems and jewels – 
  which you’re welcome to – all I’m interested in is the 
  music box. It’s of sentimental value. 
   
  • 
  Is the job dangerous? Shouldn’t be, if you avoid the 
  elves. No telling how they’d react to anyone poking 
  around there. Of course, if it were completely safe, 
  I’d be going. You are adventurers, right? 
   
  • 
  What’s with the symbol on the wall? That’s 
  Callarduran Smoothhands, god of digging. I’m not 
  the most religious of gnomes, but I figure, hey – 
  what can it hurt? 
   
  If the adventurers agree to the job, read the following: 
   
  “Splendid!  You’ll want to first head to Verbobonc City and 
  see Magister Har of the Wrinkle Academy – I’ve been 
  writing him and he’s prepared the divining rod that’ll let 
  you locate the chest in Terre Verte. Then I’d continue up the 
  River Road to Taymouth, and then head directly east into 
  the Gnarley. That’ll cut down on the amount of time you 
  spend in the forest. Once you get the chest, use this key and 
  get the music box inside. That’s all I’m interested in. Any 
  questions?” 
   
  VERIntro7-01: Small Souvenirs 
   
  Page 4 
  
  Mulrood will answer any questions, hand them the key 
  to the chest, and graciously show them out the door. 
   
   
  ENCOUNTER 2: 
  WHERE BOAR? THERE BOAR 
  Humanoid activity is not the only danger that lurks in 
  the Gnarley. The party encounters one after about an 
  hour on the road. 
   
  The forest road out of Sheernobb leads northwest through 
  the Gnarley Forest. Although once overgrown, the road 
  shows evidence of being recently cleared, and there are the 
  fresh marks of wagon wheels along the path. You can 
  clearly hear the sounds of birds and other wildlife in the 
  forest, which makes it more difficult to listen for danger. 
   
  The road is 15’ wide, and the forest comes up directly to 
  the edge of the road. The forest counts as difficult terrain. 
   
  There is an ill-tempered boar foraging just 5’ off the 
  path, 150’ ahead of the party. It is not making any effort 
  to be stealthy, but the forest hampers visibility, 
  preventing Spot checks from more than 60’ away. You 
  can set up the map and have the PCs place themselves on 
  the road, in traveling formation. 
   
  Listen checks begin at 150’ (DC 30). For every 10’ 
  closer the party moves, reduce the DC by 2. 
   
  Creatures: When the boar notices the party depends on 
  the party’s tactics. If the PCs are not trying to be quiet the 
  boar will notice when someone moves within 60’. If the 
  party is trying to be quiet, they won’t be noticed until 40’. 
  Adjucate particularly stealthy PCs as appropriate: the boar 
  has a Listen of +7 and a Spot of +5, but is distracted 
  (which raises the DC by 5). The boar has Scent, so it will 
  automatically notice PCs within 30’. 
   
  If the boar notices the party on the road, it will 
  spend one round trotting out onto the road and getting 
  its bearings. Otherwise, it will approach the party and 
  begin attacking. 
   
  The road is clear. The forest is medium forest, which 
  means the ground is difficult terrain (double movement, 
  20% concealment, and +2 DC on tumble checks). The 
  forest canopy also provides 20% concealment. 
   
  APL 1 (EL 2) 
  � Boar: hp 25; Monster Manual 270. 
   
  Tactics: The boar is aggressive, but should not be deadly. 
  If it is out of range it will approach (or charge) the nearest 
  PC. In range, it attacks obvious threats, choosing between 
  them almost at random. It does not attack unconscious 
  PCs, and if it defeats the PCs or they find a safe hiding 
  place (by scampering up trees, for example) it will snort 
  and paw the ground for a while then wander off. 
   
  Although it has the Ferocity feat, if reduced to 0 it 
  has the fight knocked out of it, and will retreat. 
   
   
  ENCOUNTER 3: 
  FUNERAL ARRANGEMENTS 
  The rest of the journey is uneventful. It takes 3 days on 
  foot to travel from Sheernobb to Verbobonc City.  
   
  After several days travel, you finally see the elvish spires of 
  Verbobonc City rising on the horizon. You enter the city 
  through the East Gate, and experience an odd feeling of déjà 
  vu. You find yourselves in the middle of the Gnomish 
  District. 
   
  The Wrinkle Academy is located almost directly north of 
  the east gate, along the wall of the city. It is easy to locate 
  – anyone who grew up in and around Verbobonc knows 
  where it is, as well as anyone who can make a DC 10 
  Knowledge [Local – VTF]. Additionally, anyone on the 
  street can direct them. If the PCs feel the need to roll 
  Gather Information checks, indulge them; they auto-
  succeed. 
   
  The Wrinkle Academy is unmistakable as you get closer. 
  Always a mishmash of spires, it has sprouted what appears 
  to be dozens of silver rods, jutting out at all angles from the 
  eaves. 
   
  Characters making a successful DC 20 Spot check see 
  what appears to be a small gargoyle perched on the one of 
  the uppermost towers – unusual, because it seems to be 
  holding a small pair of opera glasses to its eyes. As the 
  PCs look, the gargoyle will notice them, startle for a 
  moment, then fly down to their level. 
   
  If the PCs fail the spot check, the gargoyle will notice 
  them and intercept them before they enter the Academy. 
   
  The “gargoyle” is Threnodee ---- Magister Har’s dust 
  mephit familiar (DC 13 Knowledge [The Planes] to 
  identify him as a mephit). He has an unhealthy 
  fascination with dying and death; play him as a gloomy 
  mortician and you won’t be far off. 
   
  The small creature flies down to get a better look at 
  you. ‘‘Greetings!  You look like adventurers. Have you 
  come to Verbobonc to make funeral arrangements? 
  Very prudent. Adventuring life is invariably fatal. If 
  VERIntro7-01: Small Souvenirs 
   
  Page 5 
  
  you like, I can recommend some morticians in the 
  area.’’ 
   
  Threnodee doesn’t know anything about the favor 
  Magister Har promised to Mulrood, nor is he particularly 
  interested in helping. He will help, however, if he thinks 
  there’s a good chance one or more of the PCs will be 
  killed while looking for the item. To this end, he will 
  constantly ask the PCs what their chance of survival is. 
  Eventually, the party should realize what he’s looking for; 
  even if they don’t Threnodee will eventually convince 
  himself of the likely fatalities and help. 
   
  Use the following questions to help with the interaction. 
   
  • 
  Who are you? My name’s Threnodee. I help Magister 
  Har with various errands. Odds and ends, mostly. 
  Fetch this, flip that lever, hold this while I wield 
  unimaginable arcane power. The usual. 
   
  • 
  What’s with the opera glasses? Oh, there was a 
  horrible boating accident a couple days ago. Lots of 
  fatalities. I missed it. 
   
  • 
  A boating accident? They’re much more common 
  than you might think. Sadly, most of those involved 
  can swim. It seems to cut down on the number of 
  drowning deaths. I intend to complain to the 
  dockmaster’s guild. 
   
  • 
  Why does the Wrinkle Academy have all the rods 
  attached? It’s all very exciting, isn’t it? I don’t know 
  what they’re for, but I’ve watched many of them get 
  attached. One slip, and you’re likely to smash your 
  head open on the cobblestones. No one’s slipped yet, 
  but hope springs eternal. 
   
  • 
  We’re here to collect a divining rod. That’s too bad. 
  Magister Har’s far too busy to meet with anyone 
  these days. You could try back in a couple months. 
   
  • 
  Could you fetch it for us? I really don’t like to pick 
  through the Magister’s things. What do you need it 
  for? 
   
  • 
  It’s for a very good cause. It certainly sounds like a 
  good cause. That usually means it’s dangerous. Is it 
  likely to be dangerous? 
   
  • 
  We’re likely to meet horrific deaths if you give us the 
  divining rod. You’re not just saying that to cheer me 
  up, are you? Wait right here, I’ll see what I can do. 
   
  Once the party has impressed upon Threnodee their 
  likely deaths, he flaps up to one of the upper stories and 
  returns a few minutes later with a small copper rod. 
   
  When he returns, read the following: 
   
  Threnodee hands over a small copper rod. “If it’s like any of 
  the other divining rods, it won’t work until you almost 
  reach the thing it’s attuned to. Just hold it outstretched 
  between your fingers and it’ll guide you. Assuming you’re 
  not eaten by a Treant before you find it.” 
   
  With that, Threnodee flaps back up to the eaves of the 
  Wrinkle Academy and resumes his vigil.  
   
  Treasure: 
   
  APL 2: Magic – divining rod (no sale value)
   
  Detect Magic Results: divining rod (faint divination; 
  DC 17 Spellcraft). 
   
  ENCOUNTER 4: 
  SMALL IMPOSITIONS 
  As the party moves out of Verbobonc and prepares to 
  enter the Gnarley, Mulrood’s sister will approach them 
  and make a counter-offer. 
   
  The fastest route to Terre Verte involves heading north 
  along the Velverdyva River to Taymouth, then heading 
  east into the Gnarley. It takes about 2 days on foot to 
  reach Taymouth. 
   
  Mulrood’s sister, Drollum Spittamshant, was waiting in 
  the gnomish district of Verbobonc City and keeping an 
  eye on the Wrinkle Academy. It doesn’t take long for 
  word to get to her about the PCs, and she’ll get a pony 
  and head up the road to catch up with them. She’ll easily 
  overtake parties traveling on foot. 
   
  If parties decide to head directly into the Gnarley, are 
  disguised or unrecognizable, or are traveling faster for 
  some reason, Drollum will miss them. Skip to the next 
  encounter. Otherwise, read the following. 
   
  The River Road to Taymouth is well-maintained and well-
  traveled, and you pass a fair number of small wagons 
  heading both to and from Verbobonc City. It seems most of 
  the trade travels on the river; most of those on the road are 
  smaller merchants. 
   
  You estimate you have about 20 miles left before reaching 
  Taymouth when a female gnome on a pony approaches you 
  VERIntro7-01: Small Souvenirs 
   
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  from the south, along the road, wearing the livery of a noble 
  house. 
   
  A DC 10 Knowledge [Nobility and Royalty] check 
  recognizes the livery as House Haxx. Drollum is not very 
  highly ranked in the House and is hoping there are 
  valuable business documents hidden in the music box 
  that will prove her worth to House Haxx. She hopes to 
  convince the PCs to fetch it for her. 
   
  Allow the PCs to react to her approach, then read the 
  following, adjusting for any actions the PCs might have 
  taken. 
   
  The gnome pulls her mount to a stop about 20’ away from 
  you, and clumsily dismounts, cursing under her breath. She 
  straightens her tunic and turns to you. 
   
  “I assume you’re the adventurers my thieving brother 
  hired to fetch his things from Terre Verte?” she announces, 
  in a weary tone. “I’ve got a counteroffer, if you’d like to hear 
  it.” 
   
  Use the following questions to help with the interaction. 
   
  • 
  What’s your name? I’m Drollum Spittamshant. I’ve 
  the misfortune of being the sister of the cheating 
  wretch that hired you. 
   
  • 
  What’s your offer? Knowing my brother, he just 
  begged you to help without payment. He offer you 
  some trinkets in that chest? I’ll pay you 200 gold each 
  to get me the music box he’s got buried, and you can 
  even keep whatever trinkets are in there. 
   
  • 
  Why do you hate your brother? He cheated me out of 
  my inheritance, he did. He rewrote our parents’ will 
  so he got the lion’s share of everything they owned.  
   
  • 
  What’s in the chest that you’re so interested in? 
  Business documents. Proof he cheated me, I hope, 
  and notes of credit or evidence he’s been 
  withholding 
  his 
  proper 
  share 
  of 
  taxes 
  or 
  embarrassing poetry. Whatever’s in there, I’m going 
  to use it to start restoring my life. 
   
  • 
  What House do you work for? You’re looking at the 
  newest steward of House Haxx. 
   
  • 
  How did you find us? Are you kidding? I was waiting 
  for that worthless louse of a sibling to send someone 
  to Verbobonc for that divining rod for weeks. I soon 
  as I heard someone picked it up, I’ve been tracking 
  you down. You’re not exactly incognito. 
   
  • 
  If we say yes, how will we get in contact with you? 
  Don’t worry about that. I’ve spent a lot of time in the 
  forest. I’ll track you down. 
   
  • 
  We want money upfront. Hah!  That’s clearly not a 
  hard and fast rule, since my good-for-nothing 
  brother didn’t pay you up front, did he? 
   
  Drollum doesn’t actually have the money she’s 
  promising; her bluff skill is -1 if the PCs Sense Motive. 
  Otherwise she’s being completely forthright. She’s wrong 
  – Mulrood didn’t cheat her out of anything, and there’s 
  nothing in the chest of any value – but she’s been nursing 
  a grudge for so long she’s utterly convinced it must be 
  true. 
   
  If the PCs don’t agree to help her, she’ll grumble a bit. If 
  the PCs do agree, she’ll smirk, thank them, and assure 
  them she’ll catch up with them later.  
   
  If the PCs agree, but are lying, they’ll need to roll a Bluff 
  check. Drollum’s Sense Motive is a +6 (this includes a +5 
  bonus as she is naturally untrusting and this means a lot 
  to her). If the PCs fail, she’ll mutter something 
  noncommittal. 
   
  In any event, she’ll clumsily climb back up on her pony 
  and ride off to Taymouth, her business concluded. 
   
  ENCOUNTER 5: 
  TREADING LIGHTLY 
  As the party moves deeper into the Gnarley Woods, they 
  risk crossing paths with some elvish patrols. The best way 
  of dealing with this is to avoid the patrols entirely, but 
  most parties will (no doubt) not be scouting or moving 
  stealthily enough to succeed at this. 
   
  Should the party attract the attention of a patrol, 
  there is the opportunity to negotiate with them and gain 
  access to Terre Verde that way. Should negotiations break 
  down, violence is always an option.  
   
  Find out how the party is arranged, and find out 
  what special accommodations they are making (such as 
  placing someone on point). Then read the following:  
   
  You have been traveling through the Gnarley forest for 
  almost a full day. The weather is excellent, with dappled 
  light filtering through the forest canopy above. You can 
  hear the calls of birds echoing through the woods, but there 
  has been any  noticeable humanoid activity. Although you 
  are moving through lands claimed by the elves, you have so 
  VERIntro7-01: Small Souvenirs 
   
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  far managed to avoid any patrols. You are not sure how 
  much longer your luck can hold out. 
   
  The party (or the character on point) gets a chance to see 
  the elvish patrol (comprised of the fighter Selvistyr and 
  the wizard Tyretty) at 150’ away (DC 15 Spot, DC 30 
  Listen). They get another chance at 100’ (DC 10 Spot, DC 
  20 Listen) and a final chance at 50’ (DC 5 Spot, DC 10 
  Listen). If the party isn’t making any special effort to be 
  stealthy the patrol will notice them at 150’. If the party is 
  being stealthy, adjucate as necessary. 
   
  Once the patrol notices the party Tyretty will cast mage 
  armor from her scroll, then they will approach as close as 
  possible to the party, Selvistyr with his rapier drawn and 
  Tyretty with her longbow out. If they haven’t been 
  spotted earlier, they will make themselves known at 30’. 
   
  Selvistyr will position himself between the party and 
  Tyretty. The elves are Unfriendly toward the party, and 
  will verbally harangue the group and demand they leave 
  the Gnarley. If the PCs are respectful and explain to the 
  elves why the party is there (award up to +4 or -4 on this 
  check, depending on how well the party calms tensions, 
  or how aggressively the party reacts to the elves), then a 
  DC 25 Diplomacy check will bring the patrol to Friendly. 
  This allows the PCs to continue unmolested. 
   
  If the elves become Indifferent or remain Unfriendly, 
  they will prevent the PCs from continuing on to Terre 
  Verte. Instead, the patrol will insist on escorting the 
  party out of the Gnarley Forest. If the PCs refuse they are 
  attacked, and if they agree but try to sneak back in they 
  will be attacked on sight. 
   
  Failing the Diplomacy check by more than 20 (DC 5 
  Diplomacy) also causes violence to break out. 
   
  This is medium forest, which means the ground is 
  difficult terrain (double movement, 20% concealment, 
  and +2 DC on tumble checks). 
   
  APL 2 (EL 2) 
  � Selvistyr: male elven fighter 1; hp 11; Appendix 1.  
  �Tyretty: female elven conjurer 1; hp 5; Appendix 1.  
   
  Tactics: Tyretty will cast Ray of Enfeeblement on front-
  line fighters, or Grease on their weapons. She tries to stay 
  in the back. Selvistyr will try and keep people away from 
  Tyretty. If either one goes down, the other will run off. 
   
  Treasure:  
   
  APL 2: Loot – 180 gp, Coin – 50  gp, Magic – potion of 
  cure light wounds x 2 (25 gp each), scroll of magic missile (12 
  gp), scroll of mage armor (12 gp) 
   
  Detect Magic Results: potion of cure light wounds (faint 
  conjuration; DC 16 Spellcraft), scroll of magic missile (faint 
  evocation; DC 16 Spellcraft), scroll of mage armor (faint 
  conjuration; DC 16 Spellcraft). 
   
  Development: If the PCs kill either one or both of the 
  elves, and word gets back to the Elven Clans (either 
  because the other elf escaped, or because the PCs did not 
  bother to hide the bodies) they earn the Marked for 
  Death AR reward. The PCs do not earn this reward if they 
  stabilized the elves, or only used non-lethal damage in 
  the first place. 
   
  If the PCs are defeated, the elves will stabilize any 
  survivors and dump them outside the borders of the 
  Gnarley. Their adventure is over. 
   
  ENCOUNTER 6: 
  THE HUNDRED ACRE WOOD 
  Eventually, the party arrives at Terre Verte. 
   
  As you travel through the Gnarley, there is a marked 
  change in the air. Looming head of you, you see an eerie 
  sight – dozens of massive oaks and elms, in some cases 30’ 
  across, stretch towards the sky, their roots tangled through 
  scattered foundation stones. The forests is darker here, with 
  the thick canopy above choking out all but a few random 
  glints of light. It is as if a deeper, more primeval forest was 
  transplanted here. 
   
  This is all that remains of Terre Verte. 
   
  Ask the party to make spot checks (DC 25). Those that do 
  see catch a small shape 100’ away in the treetops which 
  quickly disappears into the canopy. This is Drollum, 
  shadowing the party. 
   
  Through powerful magic, Terre Verte has been reclaimed 
  by the forest. There are no buildings left; it is as if giant 
  trees took root underneath every manmade structure and 
  obliterated it. As the party walks into the former city, 
  read the following: 
   
  Walking into the boundaries of what was once a city, there 
  are few signs of the former inhabitants. Some piles of 
  irregular stone might have once been walls, and a collapsed 
  mound of rotting wood reveals itself to have once been a 
  wagon. But the village looks as though it was abandoned 
  generations ago, not recently. 
  VERIntro7-01: Small Souvenirs 
   
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  In the center of town you see a strange landmark. Over 
  60’ in diameter, it is a stone disk almost 5’ high, with a 
  hollow center almost 20’ in diameter.  
   
  A DC 15 Knowledge: local (VTF), Knowledge: history, or 
  Knowledge: geography check will reveal this is Stone 
  Well Clearing. It predates the original founding of Terre 
  Verte, and was used for navigation in the area. No one 
  knows who created it or what its purpose is. 
   
  It was used by the residents of Terre Verte for water. 
  It is slightly warm to the touch. The center bore descends 
  40’ into the earth before ending in a pool of water. The 
  well does not radiate magic. 
   
  The party needs to locate Mulrood’s house. This would be 
  impossible in the current state of Terre Verte; even a 
  long-term resident of the town would be hard-pressed to 
  identify any of the former buildings. With the divining 
  rod, however, it is easy. The rod leads them to a small 
  clearing near a large oak tree. 
   
  If the party decides to dig there, they will discover a 
  small chest buried about 2’ down. It is locked (DC 20 
  Open Lock; Mulrood’s key will also open it) but it is not 
  trapped. 
   
  Contained within the chest is a few pieces of jewelry, 
  a small sack with some gems, a purse with a selection a 
  leaf and wheatsheaf coins, and a music box. 
   
  The music box is roughly 1’ by 6” by 6”. There is a key 
  on the back; when wound it plays a small tune. Any 
  gnomes or bards in the party can automatically recognize 
  this as a popular local gnomish lullaby; others need to 
  succeed on a DC 15 Knowledge: local (VTF) check.   
   
  If the box is searched, a DC 27 Search check locates a 
  secret compartment in the base.  It contains several 
  dozen letters addressed to Mulrood from his parents. 
  They are written in Gnomish. They are of sentimental 
  value, nothing more. 
   
  APL 2: Loot – 300 gp, Coin – 400 gp. 
   
  ENCOUNTER 7: 
  HAXX AND SLASH 
  As the party leaves Terre Verte, they are ambushed by 
  Drollum Spittamshant, who wants the music box for 
  herself. 
   
  With a sigh of relief, you leave the ominous vines and trees 
  of Terre Verte behind you, and begin the journey back to 
  civilization. You spend no more than 15 minutes hiking 
  through the moderate undergrowth when a flash of 
  movement catches your eye from the trees ahead. 
   
  Drollum is perched on a branch 20’ up in the trees.  
  The party gets a spot check at 60’ (DC 27) and another 
  spot check at 30’ (DC 24), and a final spot check at 5’ (DC 
  21). If anyone in the party makes their check the 
  encounter starts there, otherwise the encounter starts 
  when they are directly underneath Drollum. Those that 
  made their spot check can act in the surprise round. 
   
  If the party earlier negotiated with Drollum, and she 
  believed they would turn over the music box, she will ask 
  them to place it on a tree stump, and then move 100’ 
  away. She’ll drop a bag of coins in the opposite direction, 
  then move to the music box, drop down, pick it up, climb 
  back up to the tree canopy, and head off. The bag of coins 
  turns out to be filled with copper and silver, only worth 
  about 20 gold pieces. If at any point she thinks the party 
  is being deceitful (Sense Motive +7), she’ll attack. 
   
  This is medium forest, which means the ground is 
  difficult terrain (double movement, 20% concealment, 
  and +2 DC on tumble checks). The forest canopy also 
  provides 20% concealment. 
   
  APL 2 (EL 3) 
  � Drollum Spittamshant: female gnome scout 3; hp 27; 
  Appendix 1.  
   
  Tactics: Drollum begins the surprise round by shooting 
  an arrow at the nearest PC. In following rounds she use 
  Brachiation to move through the forest canopy, moving 
  at least 10’ and staying within 30’ of her target to get 
  skirmish damage and Point Blank Shot. If she’s knocked 
  below 10 hit points, she runs off.  
   
  Treasure:  
   
  APL 2: Loot – 27 gp, Coin – 20  gp, Magic – boots of 
  elvenkind – (1,250 gp) 
   
  Detect Magic Results: boots of elvenkind (faint 
  transmutation; DC 17 spellcraft).  
   
   
  ENCOUNTER 8: 
  SMALL RECOMPENSE 
  This encounter occurs when they return to Sheernobb. If 
  they chose not to, the adventure is over, and they do not 
  earn Favor of Sheernobb on their AR. 
   
  Otherwise, read the following: 
   
  The return to Sheernobb is uneventful. You reenter the 
  village, and notice the frame for Moot Hall has been 
  completed, and gnomes are starting to rebury the structure. 
  VERIntro7-01: Small Souvenirs 
   
  Page 9 
  
   
  You crowd into Mulrood’s shop, and he pops out of the 
  backroom as soon as he hears you enter. “What’s the news?” 
  he says, expectantly. 
   
  Mulrood is only interested in the music box; he doesn’t 
  even ask about the gems and gold from the chest. He was 
  unaware that his sister was looking for it. Use the  
  following reactions to help with the interaction: 
   
  They return the music box, unmolested: 
  Mulrood Spittamshant smiles wildly, and gently takes the 
  music box from your hands. He deftly flips it over, turns the 
  winding key back and forth while pressing on the back 
  corner, and a secret door on the side pops open. He removes 
  the sheaf of papers inside and sighs as he glances over them. 
  “You have my gratitude. Thank you, so very much!” 
   
  They return the music box, but removed the papers: 
  Mulrood Spittamshant smiles wildly, and gently takes the 
  music box from your hands. He deftly flips it over, turns the 
  winding key back and forth while pressing on the back 
  corner, and a secret door on the side pops open. His face falls 
  to see there the compartment is empty. He sadly turns to 
  you. “I’m sorry to have caused you all the trouble for 
  nothing. The letters from my parents are missing.” 
   
  They mention his sister attacked them: 
  Mulrood looks genuinely surprised. Drollum? I haven’t 
  talked to her in years, since our parents died. She’s always 
  blamed me for how her life turned out. 
   
  They arrested his sister, or let her go: 
  “Ah,” he brightens. “That’s good, I suppose. I keep hoping 
  she’ll mend her ways.” 
   
  They killed his sister: 
  “You killed her?”  The gnome falls silent, then nods. “She 
  was bound for a bad fate. I’m sorry you were the ones to 
  deliver it.” 
   
  When they are finished talking with Mulrood, proceed to 
  the Conclusion.  
   
  CONCLUSION 
  Read the following: 
   
  Mulrood shakes each of your hands, and promises “You’ve 
  helped a gnome in need, and I and Sheernobb never forget 
  our friends. If you ever return this way, I’ll see if I can’t do 
  you a good turn in exchange.” 
   
  As you leave Sheernobb you spot the headgnome, Meldreeb, 
  sitting on a stump, trimming his fingernails with a 
  pocketknife and watching the road. Noticing your 
  attention, he nods at you, then calls out: “Interesting times 
  for Verbobonc, I think. Not the best time to live, but a fine 
  time to seek a fortune. You folks be careful.”  With that he 
  tips his hat, and slips off into the forest almost before you 
  notice he’s gone. 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 2 
  Defeat the boar 
  APL 2  
  60 XP 
   
  Encounter 3 
  Convince Threnodee 
  APL 2  
  60 XP 
   
  Encounter 5 
  Defeat or bypass the elves 
  APL 2  
  60 XP 
   
  Encounter 7 
  Defeat Drollum Spittamshant 
  APL 2  
  90 XP 
   
  Story Award 
  Objective(s) met: 
  APL 2  
  90 XP 
   
  Discretionary roleplaying award 
  APL 2  
  90 XP 
   
  Total possible experience: 
  APL 2  
  450 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  VERIntro7-01: Small Souvenirs 
   
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  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Introduction: 
  APL 2: Coin – 10 gp 
   
   
  Encounter 5:   
  APL 2: Loot – 180 gp, Coin – 50  gp, Magic – potion of cure 
  light wounds x 2 (25 gp x 2), scroll of magic missile (12 gp), 
  scroll of mage armor (12 gp) 
   
  Encounter 6:   
  APL 2: Loot – 300 gp, Coin – 400 gp 
   
  Encounter 7:   
  APL 2: Loot – 37 gp, Coin – 20  gp, Magic – boots of 
  elvenkind – (1,250 gp) 
   
  Total Possible Treasure 
  APL 2: Loot: 517 gp; Coin: 470 gp; Magic: 1,850 gp; Total: 
  2,747 gp 
   
  SPECIAL 
  Infamy of the Elven Clans:  For killing one of their 
  own, the Elvish Clans of the Gnarley have marked you 
  with great disfavor. You receive 10 Infamy Points with 
  the Elven Clans of the Gnarley Forest. Furthermore, you 
  receive a -10 circumstance penalty to all Charisma-based 
  skill checks with members of the Elven Clans, and you 
  tend to be targeted preferentially during any combat with 
  members of the Elven Clans. Such preferential treatment 
  does not cause the attacking elves to behave in a reckless 
  or self-destructive manner. You may avoid initially being 
  recognized (and thus avoid the circumstance penalty and 
  preferential targeting) by making a Disguise check (DC 
  15 + your character level). If you gain the Leadership feat, 
  the Disguise Check DC changes to 15 + your Leadership 
  score). This preferential targeting does not prevent the 
  elves from using other methods to determine your 
  identify should you give them reason. 
   
  Favor of Sheernobb: Your assistance has gotten you 
  friends amongst the gnomes of Sheernobb. You gain free 
  Adventure Lifestyle [Standard] during any adventure that 
  takes place in the Kron Hills or Sheernobb. You also 
  receive 5 influence points with Clan Keeleene. 
   
  Favor of Threnodee: You made a good effort to die on 
  the adventure, and Threnodee is grateful. You receive one 
  (1) influence point with the Wrinkle Academy during 
  any adventure where Threnodee is present. Additionally, 
  you receive 3 Affiliation Points with the Wrinkle 
  Academy if you are a member of that metaorganization. 
   
  Reward Notes 
  Infamy of the Elven Clans:   PCs who killed at least one 
  elf in Treading Lightly, and allowed word to get back to 
  the clans (either by letting one escape, or not bothering 
  to hide the bodies) receive this AR reward.  
   
  Influence of the Elven Clans: PCs that are respectful 
  toward the agents of the Elven Clans and do not behave 
  in 
  a 
  belligerent, 
  discourteous, 
  or 
  otherwise 
  confrontational manner and do not attack the elves 
  receive this AR Reward.  NOTE: This reward is party-
  based. If any character is disqualified from receiving this 
  reward, then all characters are disqualified. Characters 
  that receive Infamy of the Elven Clans cannot receive 
  this reward. 
   
  Favor of Sheernobb: PCs who return to Sheernobb after 
  retrieving the chest receive this AR reward. 
   
  VERIntro7-01: Small Souvenirs 
   
  Page 11 
  
  Favor of Threnodee: Any character that is reduced to 
  negative hit points (or actually dies and is somehow 
  restored) during this adventure receives this AR reward. 
  VERIntro7-01: Small Souvenirs 
   
  Page 12 
  
  APPENDIX 1: APL 2 
  ENCOUNTER 5: TREADING LIGHTLY 
  S ELVISTYR 
  CR  1 
  Male elvish fighter 1 
  N Medium humanoid (elf) 
  Init +3; Senses low-light vision; Listen +6, Spot +6 
  Languages Common, Draconic, Elven, Gnome, 
  Sylvan 
  AC 17, touch 13, flat-footed 14 
  (+3 Dex, +4 armor) 
  hp 11 (1 HD) 
  Immune sleep effects 
  Fort +3, Ref +3, Will -1; +2 vs. enchantment 
  Speed 20 ft. in splint mail (4 squares), base 
  movement 30 ft. 
  Melee rapier +5 (1d6+1/18-20) or 
   
  dagger +4 (1d4+1/19-20) 
  Base Atk +1; Grp +2 
  Combat Gear potion of cure light wounds 
  Abilities Str 13, Dex 17, Con 12, Int 12, Wis 8, Cha 
  10 
  SQ elf traits 
  Feats Weapon Finesse, Weapon Focus (rapier)B
  Skills Climb +1, Jump -5, Ride +7 
  Possessions combat gear plus banded mail, rapier, 
  dagger 
   
  T YRETTY 
  CR  1 
  Female elvish conjurer 1 
  N Medium humanoid (elf) 
  Init +2; Senses low-light vision; Listen +6, Spot +6 
  Languages Common, Elven, Sylvan 
  AC 16, touch 12, flat-footed 14 
  (+2 Dex, +4 armor) 
  hp 5 (1 HD) 
  Immune sleep effects 
  Fort +1, Ref +2, Will +3; +2 vs. enchantment 
  Speed 30 ft. 
  Melee longsword -1 (1d8-1/19-20) or 
   
  dagger -1 (1d4-1/19-20) 
  Ranged longbow +2 (1d8-1/x3) 
  Base Atk +0; Grp -1 
  Combat Gear potion of cure light wounds, scroll of 
  mage armor, scroll of magic missile 
  Wizard Spells Prepared (CL 1st): 
   
  1st—grease (2; DC 13), ray of enfeeblement (+2 
  ranged touch) 
   
  0th—acid splash (2; +2 ranged touch), daze (DC 
  12), message 
  Abilities Str 8, Dex 15, Con 12, Int 15, Wis 12, Cha 
  10 
  SQ elf traits, owl familiar, share spells 
  Feats AlertnessB (if familiar within 5 ft.), Combat 
  Casting, Scribe Scroll 
  Skills Concentration +5 (+9 to cast defensively), 
  Knowledge (arcana) +6, Listen +6, Spellcraft +6, Spot 
  +6 
  Possessions combat gear plus longsword, longbow, 
  dagger 
   
   
  ENCOUNTER 7: HAXX AND SLASH 
  D ROLLUM S PITTAMSHANT 
  CR  3 
  Female gnome scout 3 
  NE Small humanoid (gnome) 
  Init +3; Senses low-light vision; Listen +9, Spot +7 
  Languages Common, Gnome, Elven 
  AC 16, touch 13, flat-footed 16; +1 skirmish, +4 against giant 
  type opponents 
  (+1 size, +2 Dex, +3 armor) 
  hp 27 (3 HD)  
  Fort +5, Ref +5, Will +2; +2 vs. illusions  
  Speed 30 ft. (6 squares); Brachiation 
  Melee dagger +2 (1d3-1/19-20) or 
  Ranged shortbow +5 (1d6-1/x3) 
  Base Atk +2; Grp -3  
  Atk Options Point Blank Shot, skirmish 
  Spell-Like Abilities 1/day—dancing lights, ghost sound 
  (DC 11), prestidigitation, speak with animals 
  Abilities Str 8, Dex 15, Con 16, Int 13, Wis 12, Cha 8 
  SA +1 on attack rolls against kobolds and goblinoids 
  SQ gnome traits 
  Feats Brachiation, Point Blank Shot 
  Skills Balance +9, Climb +4, Hide +11, Jump +6, Listen +6, 
  Move Silently +11, Sense Motive +7, Spot +7, Tumble +6 
  Possessions studded leather armor, shortbow, dagger, boots of 
  elvenkind  
  Brachiation (Ex) When Drollum is at least 20’ above the 
  ground in medium or dense forest, she can move at her 
  full land speed, ignoring any effects due to terrain 
  Skirmish (Ex) When Drollum moves at least 10’ in a round, 
  she gains +1 AC and +1d6 damage 
   
  VERIntro7-01: Small Souvenirs 
   
  Page 13 
  
  APPENDIX 2: NEW RULES 
   
  NEW FEATS 
  Brachiation 
  You can swing through trees like a monkey. 
   
  Prerequisites: 
  Climb 4 ranks, Jump 4 ranks 
   
  Benefit: You can move through wooded areas at your 
  base land speed, ignoring any effects on movement due 
  to terrain. You must be at least 20 feet from the ground 
  to use this ability. This ability works only in medium 
  and dense forests (see page 87 of the Dungeon Master’s 
  Guide). 
  VERIntro7-01: Small Souvenirs 
   
  Page 14 
  
  APPENDIX 3: MAP OF VERBOBONC 
   
  VERIntro7-01: Small Souvenirs 
   
  Page 15 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/Verbobonc/VER7-A01 - Small Souvenirs.pdf