TEXT: NYR7-M03 
   
   
   
   
   
  Davben’s Book 
   
  A One-Round Dungeons & Dragons®
  Living Greyhawk™ Mini-Mission 
  set in the Kingdom of Nyrond 
  NeonCon Draft 
   
   
  by Don Kenneth Brown 
  Triad Reviewer: Tom Kee 
  Playtesters: Mike Beisel, Nathan Goodrich, James Shaw, and Jim Yockman 
   
   
  Foreign marauders threaten a gnomish enclave in Nyrond’s Flinty Hill border region. A gnome courier 
  needs the assistance of adventurers to deliver an item the gnomes believe can help them defend their 
  burrows. A Living Greyhawk Mini-Mission set in the Kingdom of Nyrond for characters level 1–10 (APLs 
  2-8). 
   
  Resources for this adventure [and the authors of those works] include Greyhawk: the Adventure Begins 
  [Roger Moore], and Living Greyhawk Gazetteer by [Gary Holian, Eric Mona, Sean K. Reynolds, Frederick 
  Weining]. 
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, 
  DUNGEON MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARDS OF THE COAST, INC, IN THE US 
  AND OTHER COUNTRIES. THIS MATERIAL IS PROTECTED UNDER THE COPYRIGHT LAWS OF THE UNITED STATES OF 
  AMERICA. ANY REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ARTWORK CONTAINED HEREIN IS 
  PROHIBITED WITHOUT THE EXPRESS WRITTEN PERMISSION OF WIZARDS OF THE COAST, INC. THIS PRODUCT IS A 
  WORK OF FICTION. ANY SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY 
  COINCIDENTAL. © 2005 WIZARDS OF THE COAST, INC. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  
  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 (1) points. 
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2008. 
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
   
  Preparing for Play 
  To get the most out of this adventure, you need 
  copies of the following D&D rulebooks: 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 
  NYR7-M03 Davben’s Book 
   
  Page 2 
  
  3.  Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round up to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
   
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure 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 one-round mini-mission, set in 
  the Kingdom of Nyrond. Characters from Nyrond 
  pay one (1) Time Unit per round, while all other 
  characters pay two (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 
  The Flinty Hills have long been a region of danger. 
  The combination of humanoid raiders from the 
  Bone March, the threatening stance of the North 
  Kingdom to the east, and the monsters and 
  hillmen native to the area make the Flinty Hills one 
  of the most potentially volatile border regions on 
  Oerth. 
   
  Despite these dangers, a gnome named 
  Davben from a gnomish community called 
  Skelmorad needs help getting a spellbook to 
  Gnomeking ap’Hiller in these hills. Davben can 
  take advantage of the Nyrond patrols that regularly 
  strike out from Arndulanth and Schukendale. But, 
  he feels the soldiers and commanders of the 
  human armies ask too many questions and move 
  too slowly. Plus, they’ll always be around for back 
  up if the need arises. The gnomes cannot afford to 
  diminish 
  their 
  numbers 
  at 
  Skelmorad 
  to 
  accompany their couriers to and from the caves 
  and mines they inhabit. So, Davben hired outside 
  help from the Nyrond populace. But, the hired help 
  promptly left him after receiving their gold. 
   
  Skelmorad sits on or near the Nyrond border 
  (depending on whose map you consult) on the 
  north side of Ogrebolt pass. It is a recently 
  established community, having been settled about 
  one hundred years ago when a new vein of silver 
  was discovered there. About one thousand 
  gnomes 
  live 
  and 
  work 
  the 
  mineshafts 
  of 
  Skelmorad. As with the majority of gnomes in the 
  Flinty Hills, the inhabitants of Skelmorad trade 
  away their silver for grains and meats from 
  Arndulanth in Nyrond. 
   
  When the PCs encounter him, Davben is on 
  the run from unfriendly half-orcs that have followed 
  him out of the Flinty Hills. The half-orcs, orcs, 
  gnolls, bugbears, and other monstrous inhabitants 
  of the hills do not want the gnomes to bolster their 
  defenses. So, they waited for him to acquire his 
  spellbook, and then gave chase. Of course, they 
  waited until Davben’s “hired” help gave up on the 
  NYR7-M03 Davben’s Book 
   
  Page 3 
  
  besieged gnome. Intrigues from the east are going 
  to reach into the Flinty Hills. Many details are not 
  given here so that story elements are not spoiled 
  for judges who participate in future installments in 
  this short arc as players. 
   
  ADVENTURE SUMMARY 
  The introduction begins the adventure in the city of 
  Arndulanth. The PCs have an opportunity to 
  intervene in the affairs of a gnome running from 
  some brigands. 
   
  Encounter one is an immediate combat affair 
  where the PCs confront the raiders who seek the 
  gnome they encounter in the introduction. 
   
  The fleeing gnome, Davben, tries to persuade 
  the party to help him deliver his book to his 
  community in encounter two. They are asked to 
  travel to a gnome enclave called Skelmorad in the 
  Flinty Hills. PCs that agree to help may prepare for 
  their trek into the Flinty Hills before they leave 
  town. 
   
  The PCs get to hear and learn about the many 
  dangers of the Flinty Hills in encounter three. 
  Davben explains threats that range from bandits to 
  dragons. 
   
  In encounter four, the party gets a first hand 
  look at some of the local dangers as some of 
  Sassy’s minions assault the party. 
   
  The party arrives at Skelmorad in encounter 
  five. This is the gnomish enclave and mine where 
  Davben lives. He hands over the book to one of 
  Gnomeking Warren ap’Hiller’s clan leaders. 
   
  The party meets another prominent gnome of 
  Skelmorad in encounter six, who rewards them 
  their promised pay. Then, they are led to the 
  Overlook, where a celebratory feast is certain to 
  ensue. 
   
  A frustrated enemy of the gnomes crashes the 
  feast on the Overlook in encounter seven. This 
  combat encounter tests all of the skills and abilities 
  of the PCs. 
   
  The gnomes of Skelmorad offer their thanks to 
  the party, once again, for their help in driving off or 
  killing the attacker and his minions in encounter 
  eight. 
   
  The adventure concludes as the party arrives 
  in Schukendale. They receive another reward 
  based on their behavior and attitude among the 
  gnomes. 
  INTRODUCTION 
  The adventure begins in the city of Arndulanth, in 
  northeastern Nyrond. Arndulanth is the seat of 
  Duke Grevin Damar and home to many elves and 
  gnomes who live, work, and trade among the 
  humans of the city. Allow the PCs to share their 
  own reasons for being in Arndulanth. This 
  adventure assumes the PCs are loitering outside 
  of Korjen’s General Goods, a local merchant and 
  expedition supplier. Read the following as PC 
  introductions conclude. 
   
  You stand outside of Korjen’s General Goods 
  in the city of Arndulanth in the shade of the 
  Gamboge Forest. Shouts of alarm and a shrill 
  cry for help disturb your conversation. As you 
  turn to see where the commotion is coming 
  from, you see a male gnome darting through 
  the crowds in your direction, forty feet away. 
  Another forty feet behind him, giving rapid 
  chase, are several half-orcs. 
   
  The gnome clutches a ripped backpack closely to 
  his chest. There is something in the backpack (a 
  spellbook, of sorts), but PCs cannot tell what it is 
  from the outside. He frantically glances behind him 
  and appears to be running from an altercation with 
  the half-orcs. 
   
  The half-orcs appear to be armed with 
  greatclubs, but they are not wielding them, yet. 
  One of them appears to be clutching a ripped 
  piece of the gnome’s backpack. They are dressed 
  in rugged-looking clothing designed for living in 
  the outdoors. 
   
  Allow the PCs to determine their next course 
  of action. Initiative may be rolled now, or the PCs 
  may simply let the gnome and his pursuers run by. 
  If the PCs act now, proceed to Encounter 1: 
  Help! If they choose not to interfere in any way, 
  the adventure hook just passed them by… 
   
  ENCOUNTER 1: HELP! 
  This encounter assumes the PCs intervene in the 
  gnome’s flight from the half-orcs. Roll initiative 
  now if it has not been rolled. The gnome is going 
  to run past the PCs and into Korjen’s store to hide 
  on his Initiative count. He explains such if 
  someone follows him in, asking for them to “Keep 
  those brigands away from me!” or saying, “Don’t 
  stand there, help me hide!” 
   
  The half-orcs follow the gnome into the store if 
  not forestalled by the PCs outside. They will 
  handily relieve him of the backpack he carries and 
  run off with it if nobody stops them. In this case, 
  the adventure is over and neither experience 
  points nor gold are earned. 
   
  When the PCs step in, the half-orcs will stop 
  and warn them to mind their own business. They 
  indicate they are “taking the gnome’s book, and 
  that is that.” They draw their weapons and fight. 
  NYR7-M03 Davben’s Book 
   
  Page 4 
  
   
  The gnome begs for help against the half-orcs 
  if the PCs prevent him from moving any further. 
  He’ll point to his pursuers, screaming for the guard 
  or for anyone else to help him. 
   
  Creatures: The half-orcs are from a clan of 
  hillmen from the Flinty Hills. They want the 
  gnome’s book. They shall not be deterred except 
  by force. 
   
  APL 2 (EL 3) 
   
  Half-Orc Ruffians (3): hp 12 each; Appendix 
  1. 
   
  APL 4 (EL 5) 
   
  Half-Orc Ruffians (3): hp 20 each; Appendix 
  1. 
   
  APL 6 (EL 7) 
   
  Half-Orc Ruffians (3): hp 38 each; Appendix 
  1. 
   
  APL 8 (EL 9) 
   
  Half-Orc Ruffians (3): hp 57 each; Appendix 
  1. 
   
  Tactics: The half-orcs gang-up on and attack the 
  nearest PC. They will make efforts to put 
  themselves in flanking positions. They will use 
  Power Attack if they can get flank bonuses at all 
  APLs. 
   
  One or two of the half-orcs will use Improved 
  Overrun to knock PCs down at APLs 4 to 8. 
  Others will delay to take advantage and attack 
  prone PCs. 
   
  The ruffians do not fight to the death. They will 
  flee when they get down to one quarter of their hit 
  points. They surrender if pursued, throwing down 
  their arms. 
   
  Treasure: The half-orcs each have twenty-five 
  gold pieces in addition to their equipment. 
   
   
  APL 2: Loot: 27 gp, Coin: 75 gp, Magic: 0 gp 
   
  APL 4: Loot: 27 gp, Coin: 75 gp, Magic: 0 gp 
   
  APL 6: Loot: 27 gp, Coin: 75 gp, Magic: 0 gp 
   
  APL 8: Loot: 27 gp, Coin: 75 gp, Magic: 0 gp 
   
  Development: Captured or subdued half-orcs say 
  that they were hired by a man in a dark cloak in 
  the Flinty Hills, where they are from. He paid them 
  to follow the gnome, take the book when he got it, 
  and return it to the hills, where their shadowy 
  employer said he’d find them. They did not have a 
  meeting time or place. He simply said he’d find 
  them once they entered the hills. They only know 
  that he is a human and that he spoke in a 
  whispering, “snake-like” (sibilant) voice. The same 
  dark man has made recent appearances among 
  the clans of the hillmen. His intentions and motives 
  are unknown, except that he wanted the book from 
  the gnome. 
   
  A DC 15 Knowledge (local — NMR) indicates 
  that the twenty-five gold coins the ruffians were 
  paid with are “crowns” minted and used in North 
  Kingdom. 
   
  The half-orcs have no other information to 
  offer. 
   
  A detachment of Arndulanth city watchmen 
  arrive a few moments after the PCs finish 
  questioning captured ruffians. The watchmen will 
  groan and complain about any drawn weapons 
  and the use of force in the city. Adventurer 
  License holders will get a pass from the watchmen 
  and a thanks for the help. Others get stern looks 
  and distrusting tones. The PCs may explain what 
  happened, and witnesses will confirm the events if 
  the PCs are honest. 
   
  Eventually, the watchmen are satisfied and 
  haul any surviving half-orcs to the city jail. 
   
  ENCOUNTER 2: THE 
  GNOME’S STORY 
  Davben, the formerly fleeing gnome, pokes his 
  head out of Korjen’s when the fighting ends and 
  the PCs are victorious. He’ll cautiously approach 
  the PCs and explain his predicament. 
   
  If the PCs attempted to help Davben but failed 
  to defeat the half-orc ruffians in Encounter 1: 
  Help!, Davben is captured by the half-orcs. But, 
  the city watch apprehends them at the city’s 
  outskirts. The watch jails the half-orcs and sets 
  Davben free. Davben will look for the PCs to tell 
  his story and make his offer. He regrets they were 
  beaten by the ruffians, but appreciates the party’s 
  bravery and for trying to stop his pursuers. He 
  offers to buy them a meal and drink if they will at 
  least listen to his tale and needs. Read or 
  summarize his introduction below if the PCs 
  agree. 
   
  “My name is Davben, and I hail from 
  Skelmorad, a gnomish clan hold in the Flinty 
  Hills. I appreciate your help in dispatching my 
  attackers. Oh, by Garl’s Jeweled Fingers, this 
  has 
  certainly 
  turned 
  into 
  an 
  amazing 
  adventure. Please, accept my thanks by 
  allowing me to buy you a meal and drink. And, 
  NYR7-M03 Davben’s Book 
   
  Page 5 
  
  may 
  I 
  bend 
  your 
  ear 
  to 
  hear 
  of 
  my 
  tribulations?” 
   
  Assuming the PCs accept, Davben takes them to 
  Gleaming Jem’s, a tavern and inn that caters to 
  Arndulanth’s gnomish population. They are served 
  a sumptuous meal and drinks, as Davben 
  promised. He begins his story while the PCs eat. 
   
  “One of Gnomeking ap’Hiller’s clan leaders 
  sent me to Arndulanth to meet with a gnomish 
  envoy from the City of Greyhawk. I was to 
  retain a package from this envoy. Something 
  Gnomeking ap’Hiller desperately wants.” 
   
  Davben will covertly show the book to PCs if they 
  ask about it at this time. He’ll look around the 
  common room and give a knowing look to the 
  dozen gnomes also there. PCs that succeed on a 
  DC 15 Spot check or a DC 15 Sense Motive check 
  notice several gnomes in the tavern give Davben a 
  reassuring, yet subtle, nod. Davben sets the 
  backpack on the table and carefully removes the 
  book. 
   
  It is a leather bound book. Anyone who 
  speaks Draconic may read its title, sewn into the 
  cover with gold thread, Spells and Training of the 
  Harrow Blades. Davben continues after showing 
  the PCs the book. A DC 20 Knowledge (local — 
  NMR) check or a DC 25 Bardic Knowledge check 
  reveals that the book Davben has is a copy of a 
  very old Oeridian military manual. It is likely that 
  Davben’s book contains the details of training 
  regimens, spells, and other fighting concepts that 
  combine sword and magic. 
   
  “This book may contain some knowledge, 
  insight, or other information that Gnomeking 
  ap’Hiller may use to bolster the defenses of the 
  gnomes in the Flinty Hills,” Davben explains. 
   
  “Like the gnomes of the Cairn Hills, we 
  face many threats. We always have. But, our 
  diviners sense some other looming threat. 
  What it is we do not know, as the divinations 
  are dim and shadowy.” 
   
  “The gnomes of Greyhawk have copied an 
  old tome they’ve had since the days of 
  Landgraf Maret Nial – this is the copy. I am to 
  take 
  it 
  by 
  way 
  of 
  Skelmorad 
  to 
  the 
  Gnomeking’s diviners and sages. They in turn 
  hope to find some spell, strategy, or other bit 
  of information to help us improve our chances 
  of surviving the ever-increasing dangers in the 
  hills and mountains of our region.” 
   
  Davben takes a moment to catch his breath, eat a 
  bite of food, and gulp down some of his drink. 
  Before the PCs can ask any questions, he 
  interrupts them with a raised finger. 
   
  Davben wipes his mouth with a shirtsleeve and 
  continues, “Those ugly orc-blooded creatures 
  were no doubt from some mixed human and 
  orc tribe in the hills, or the Bone March. As you 
  can see, they wanted the book. Or, they 
  wanted it to not get to the Gnomeking. And, I’d 
  almost lost all faith in the inhabitants of this 
  city if not for you lot.” 
   
  Davben shakes his head in disgust, and 
  continues. 
  “I 
  hired 
  four 
  professional 
  adventurers not two hours ago to escort me to 
  Skelmorad. They took their fifty gold piece 
  advance and agreed to walk with me into the 
  hills. The moment those brigands came up to 
  me and tried to wrestle the book away, my 
  ‘hired help’ ran off like frightened halflings (“no 
  offense,” Davben adds to any Halflings present). 
  One of them, a dwarf, claimed to be a cleric of 
  Moradin!” Davben exclaims. 
   
  “May I bother you kind, brave folk to 
  accompany me back to Skelmorad? I can’t pay 
  anything now. But, when we get back I can 
  give you the rest of the pay those cowards 
  who offered to ‘help’ me this morning were 
  suppose to get. Skelmorad will throw a fine 
  feast in your honor, too.” Davben looks at you 
  with pleading eyes. 
   
  Davben does not know who hired the ruffians and 
  does not recognize the description the half-orcs 
  gave of him. He suggests that it could be anybody 
  – a shaman from the Bone March, a priest of the 
  hillmen, or some unknown personality from The 
  Pale, North Kingdom, etc… 
   
  Creatures: Twelve other gnomes are present in 
  the Gleaming Jem in addition to Davben. They are 
  a mix of classes equal to the table’s APL. 
  However, this is not meant to be a combat 
  encounter, so stat blocks are not given. If for some 
  reason the PCs attempt to steal the book, the 
  gnomes in the establishment will hold them until 
  the watchmen arrive. The PC or PCs involved will 
  be arrested, fined 100 gp, and held over for 2 TUs. 
  The adventure is over for any such foolish PCs. 
   
   
  Davben, gnome courier: male gnome scout 
  2; hp 16, Appendix 1. 
   
  NYR7-M03 Davben’s Book 
   
  Page 6 
  
  Development: Fifty gold pieces await each PC 
  that takes Davben up on his offer. Davben is 
  eager to get out of town if the PCs agree. He will 
  concede and accompany them if they want to 
  make any purchases in Arndulanth. Proceed to 
  Encounter 3: The Flinty Hills when the PCs are 
  ready. 
   
  Davben 
  sighs 
  and 
  shows 
  exaggerated 
  disappointment if the PCs refuse his offer. He 
  thanks them for listening, and then begins to plead 
  with some of the other gnomes in the Gleaming 
  Jem. The adventure is over for PCs that refuse to 
  help. 
   
  ENCOUNTER 3: THE FLINTY 
  HILLS 
  This encounter gives the PCs a chance to learn of 
  some of the ever-present dangers in the Flinty 
  Hills, learn about Davben’s clan and other 
  gnomes, and to perhaps get a closer look at 
  Spells and Training of the Harrow Blades. 
   
  Davben recommends traveling south and east 
  along the edge of the hills to Schukendale. This 
  diminishes the amount of time the party needs to 
  spend in trackless, uncivilized hill country. Consult 
  the Movement section in the Player’s Handbook, 
  pages 162-164 to determine your party’s travel 
  time. For example, it takes a party moving 20 ft. 
  just over nine days to walk one hundred fifty miles 
  from 
  Arndulanth 
  to 
  Schukendale. 
  From 
  Schukendale thence up the Snake Pass, the forty 
  miles to the Ogrebolt Pass junction takes just over 
  three days. Skelmorad is a day’s walk east on the 
  Ogrebolt Pass, where Davben then walks north to 
  the hidden burrows of Skelmorad. 
   
  Davben plans on walking at 20 ft. He will 
  accept a ride on a mount, or even allow himself to 
  be carried by a PC like a backpack — he’ll even 
  suggest the latter. All his years in the woods have 
  taught him to take advantage of every opportunity! 
  He will not be persuaded to spend his own money 
  on a mount, since he has none left. He also 
  explains that the gnome burrows are no place for 
  a horse. Riding dogs are welcome, however. He 
  will not object to PCs taking large mounts. But, 
  they shall find no accommodation in Skelmorad 
  due to their size. 
   
  Information presented below is in bullet point 
  format to make the conversation free form. Judges 
  may paraphrase or read aloud as they see fit. Use 
  the information in any order. 
   
  Davben, His Errand, and Skelmorad 
   
  • 
  Skelmorad is a mining outpost that was 
  established about one hundred years ago to 
  take advantage of a vein of silver that runs 
  close to the surface of the Oerth. 
  • 
  There are about one hundred gnomes that 
  keep Skelmorad running: miners, warriors, 
  and those that prepare food, take care of the 
  sick, etc… 
  • 
  Gnomeking ap’Hiller does not live there. 
  Skelmorad was just given the assignment of 
  getting the book from Arndulanth. 
  • 
  Davben will give the book to Adoven, a 
  scholar, sage and clan leaders of Skelmorad. 
  • 
  Davben is a courier and makes many trips in 
  and around the Flinty Hills for his clan. 
  • 
  Much of the silver that Skelmorad extracts is 
  traded to Nyrond for foodstuffs and to grease 
  the wheels of foreign policy. Of course the 
  gnomes keep much of it for their own 
  purposes. Davben laughs when he says this. 
   
  Spells and Training of the Harrow Blades 
   
  • 
  It is normal-sized and bound in goat leather, 
  with gold thread stitching and binding. 
  • 
  It is written in Draconic. 
  • 
  It discusses the combinations of sword and 
  spell in battle, calling its two disciplines havoc 
  mages and eldritch knights. 
  • 
  It details many spells that can and should be 
  used by one hand, while the other wields a 
  sword. 
   
  Dangers of the Flinty Hills 
   
  • 
  The most pressing danger in the hills is the 
  Green of the Gamboge, Sasrakananakmasha 
  (AKA Sassy). She is an enormous green 
  dragon with a lair in the southern Gamboge 
  Forest – too close for Davben’s taste. Davben 
  does not call her by her full name or Sassy. 
  He refers to her, out of a sense of respect and 
  fear, as the Green of the Gamboge. He 
  suggests that nobody says her name out loud, 
  lest she hears it spoken and comes to find and 
  kill the blasphemer.  
  • 
  She can and has destroyed entire valleys with 
  one blast of her caustic breath. 
  • 
  She is currently hibernating, brooding, or has 
  found a new hunting ground, as she has not 
  been seen in the hills or the southern forest for 
  a few years. Or, more likely, she’s plotting a 
  new approach to the destruction of the 
  gnomes. 
  NYR7-M03 Davben’s Book 
   
  Page 7 
  
  • 
  She certainly has not been slain – she is 
  immensely powerful, and would defy the 
  efforts of most.  
  • 
  Additionally, her minions are still very active in 
  the southern Gamboge and around the Flinty 
  hills. 
  • 
  The native hillmen are always active, up to 
  their normal banditry and infighting. It would 
  bode ill were the hillmen to organize and 
  assert them selves in a united pact. But, they 
  are too wild an uncivilized for such. 
  • 
  The party may encounter them. The hillmen 
  are too unpredictable to offer any kind of clues 
  as to their activities. They may not be seen at 
  all. A night watch is certainly in order! 
  • 
  Gnolls, orcs, bugbears, hobgoblins and other 
  creatures of the Bone March present a 
  constant 
  danger. 
  Sometimes 
  they 
  send 
  skirmishers or scouts into the Hill’s eastern 
  reaches to probe gnome and dwarf defenses. 
  • 
  The dwarves and humans of Mistwatch 
  usually dispatch these threats. Mistwatch also 
  serves as a deterrent for any overly eager 
  princes in North Kingdom. 
   
  Development: 
  Travel 
  through 
  the 
  hills 
  is 
  uneventful for the party the first two days and 
  nights. However, minions and spawn of the Green 
  of the Gamboge attack the PCs while they camp. 
  Proceed to Encounter 4: Greenspawn as the 
  PCs bed down on the third night in the Flinty Hills. 
   
  ENCOUNTER 4: 
  GREENSPAWN 
  While 
  the 
  PCs 
  shall 
  not 
  encounter 
  Sasrakananakmasha, they shall certainly see her 
  minions. A group of her creatures stumble upon 
  the PCs while they camp. Run this encounter on 
  the third night the PCs camp in the Flinty Hills, 
  certainly before they reach Skelmorad.  
   
  It is likely the PCs use a rotating watch during 
  their nights in the Flinty Hills. Roll a d8 to 
  determine which hour of the night Sassy’s minions 
  attack, with a one being approximately ten o’clock 
  at night, a two being about eleven o’clock, etc. 
  Then, roll 2d6x10 to determine the distance the 
  PCs may begin to detect the minions by sight or 
  sound (Dungeon Master’s Guide, page 89). 
  Sassy’s minions try sneak up on the PCs from the 
  given distance using their darkvision to full 
  advantage. 
   
  Creatures: Some of the very creatures Davben 
  may have told the PCs about earlier appear out of 
  the dark night. A roaming band of Sassy’s spawn 
  attack the PCs in hungry, reckless abandon. 
  Describe the half-green dragons as powerfully 
  built humanoids with green, scaled skin and 
  elongated snouts with sharp fangs.  
   
  APL 2 (EL 4) 
   
  Greenspawn 
  Sneak 
  (2): 
  hp 
  14 
  each; 
  Appendix 1. 
   
  APL 4 (EL 6) 
   
  Greenspawn 
  Sneak 
  (2): 
  hp 
  14 
  each; 
  Appendix 1. 
   
  Greenspawn Leaper (2): hp 25 each; 
  Appendix 1. 
   
  APL 6 (EL 8) 
   
  Greenspawn Razorfiend: hp 105; Appendix 
  1. 
   
  Half-Green Dragon Gnoll Raider: hp 56; 
  Appendix 1. 
   
  APL 8 (EL 10) 
   
  Greenspawn Razorfiend: hp 105; Appendix 
  1. 
   
  Half-Green Dragon Gnoll Raider (2): hp 79; 
  Appendix 1. 
   
  Tactics: The greenspawn sneaks creep as close 
  as possible to throw their flasks of acid at APL 2 
  and APL 4. They try to give each other flanking 
  when combatants approach for melee. The 
  greenspawn leapers lie in wait to charge melee 
  opponents when the sneaks engage in melee at 
  APL 4.  
   
  The greenspawn razorfiend and half-green 
  dragon gnoll sneak as close as possible to 
  unleash their breath weapons on the PCs at APLs 
  6 & 8. They focus their attacks on single PCs 
  when melee combat begins, with the greenspawn 
  razorfiend using its breath weapons every round it 
  can if it can reasonably do lots of damage with it. 
  The half-green dragons simply charge if they are 
  detected before they are in range for the breath 
  weapon to be of use. 
   
  Development: All of these minions fight to the 
  death. None of the greenspawn or half-dragons 
  speak Common at any APL. If the PCs can 
  communicate with them, survivors have no 
  information to offer and act defiant if PCs insist on 
  keeping any alive. Survivors promise that their 
  queen will find the PCs and rend their flesh to feed 
  to her hatchlings. They make every effort to 
  escape and take every opportunity to harm the 
  NYR7-M03 Davben’s Book 
   
  Page 8 
  
  PCs that becomes available. They are vicious 
  creatures with an insatiable desire to do harm. 
   
  Davben says that the Green’s spawn have 
  never ranged this far south before. They have 
  been seen in small numbers closer to and in the 
  Gamboge, but not this far south.  
   
  Treasure: 
  The 
  creatures 
  carry 
  only 
  their 
  equipment and some gold pieces at all APLs. 
   
   
  APL 2: Loot: 17 gp, Coin: 0 gp, Magic: 0 gp 
   
  APL 4: Loot: 17 gp, Coin: 0 gp, Magic: 0 gp 
   
  APL 6: Loot: 81 gp, Coin: 0 gp, Magic: 91 gp – 
  potion cure light wounds (8 gp each), vest of 
  resistance +1 (83 gp each) 
   
  APL 8: Loot: 104 gp, Coin: 0 gp, Magic: 908 
  gp – +1 greatsword (2) (196 gp each per sword), 
  potion cure light wounds  (2) (8 gp each per 
  potion), ring of protection +1 (2) (167 gp each per 
  ring), vest of resistance +1 (2) (83 gp each per 
  vest) 
   
  Detect Magic Results: +1 greatsword (faint 
  transmutation), potion cure light wounds (faint 
  conjuration), ring of protection +1 (faint abjuration), 
  vest of resistance +1 (faint abjuration), 
   
  ENCOUNTER 5: 
  SKELMORAD’S DIRT CAVE 
  Davben asks for the PCs to allow him to erase 
  signs of their passage as he prepares to move into 
  the small draw that hides the entrance to 
  Skelmorad. Any large mounts will have been 
  tethered a few hundred yards from the draw. 
   
  Davben beckons you to a large, old scrub oak 
  tree after he erases your tracks from the dirt in 
  a narrow draw. Then, he pulls on one of the 
  oak’s roots, tilting the tree back and revealing 
  a secret entrance into a narrow, underground 
  tunnel. 
   
  The two and a half foot wide tunnel is 
  designed for small size creatures. Medium 
  creatures are considered squeezing and larger 
  creatures 
  are 
  completely 
  blocked 
  from 
  entering. But, it is only a short walk into the 
  side of the hill before the tunnels opens up to 
  accommodate medium creatures. 
   
  The Narrow tunnel opens up into a dirt and 
  rock cave about fifty feet wide. Light from a 
  few magical torches illuminates the cave. Tree 
  roots and other vegetation snake through the 
  walls and ceiling, indicating you are not too far 
  below ground. A half dozen smaller tunnels 
  exit the larger chamber. Gnome guards greet 
  Davben, where they have a short exchange in 
  Gnome. 
   
  PCs that speak Gnome may overhear the 
  conversation. The guards and Davben simply 
  exchange salutations. Davben suggests that he 
  take the book straight to Adoven, who is deeper in 
  the burrows. 
   
  Davben turns to you and asks that you wait 
  patiently here while he delivers the book to 
  Adoven. “I will return shortly, and we shall 
  make a better accommodation for you, if you 
  would like to stay the night,” he says. “I would 
  invite you further into the burrows, but you 
  might find it uncomfortable” 
   
  Development: The party is served food and 
  beverages if they agree to wait for Davben to 
  make his delivery and return. Proceed to 
  Encounter 6: Humble Rewards if the PCs agree 
  to wait. 
   
  ENCOUNTER 6: HUMBLE 
  REWARDS 
  Davben returns shortly with Adoven. Read or 
  paraphrase the following read aloud text. 
   
  Davben emerges in the company of another 
  gnome from the same tunnel he went through 
  about fifteen minutes ago. “This is Adoven,” 
  he says, introducing the other gnome. “He is 
  the Warren Leader and one of our most 
  respected sages.” Adoven bows at this 
  introduction. 
   
  Allow the players a few moments to introduce their 
  PCs. Then, Adoven addresses them. 
   
  “I wish to thank you for delivering the tome of 
  Spells and Training of the Harrow Blades to us. 
  As Davben may have told you, it is a gift from 
  gnomes abroad. And, thank you for bringing 
  Davben back alive.” 
   
  Adoven produces a velvet pouch from a 
  vest pocket. He and Davben count out ten 
  platinum pieces for each of you and hand them 
  over. “For this occasion, we are going to use 
  the Overlook,” Adoven says. “Davben, please 
  take our friends there, and we shall all enjoy a 
  humble feast.” 
   
  Treasure: Adoven has actually paid the PCs twice 
  what Davben promised. 
  NYR7-M03 Davben’s Book 
   
  Page 9 
  
   
   
  APL 2: Loot: 0 gp, Coin: 100 gp, Magic: 0 gp 
   
  APL 4: Loot: 0 gp, Coin: 100 gp, Magic: 0 gp 
   
  APL 6: Loot: 0 gp, Coin: 100 gp, Magic: 0 gp 
   
  APL 8: Loot: 0 gp, Coin: 100 gp, Magic: 0 gp 
   
  Development: Davben leads the PCs through one 
  of the many small tunnels. Explain to the PCs that 
  the beams are cut and angled in odd directions to 
  shore the earthen tunnel up. Many pulleys and 
  ropes run along and through the beams and 
  tunnel. 
   
  Davben will explain that this tunnel is rigged to 
  be pulled down in the event that an enemy tries to 
  enter the burrows through the Overlook. The 
  gnomes retreat down the tunnel and collapse it on 
  pursuers, making another stand at the dirt cave if 
  necessary. He does not share the burrow’s other 
  defenses, citing security reasons and the PCs’ 
  safety. 
   
  ENCOUNTER 7: ENTER 
  CRAWDOR 
  The tunnel opens up to a flat, open area that 
  overlooks a steep valley in the hills. 
   
  You exit the narrow tunnel after about two 
  hundred feet. A wide, flat shelf looks out over a 
  deep valley. There is a hazy shimmer as you 
  look out across the scene. 
   
  Davben explains, with a lot of pride, that the 
  Overlook is hidden behind an illusion in the shape 
  of a quarter dome. An observer on the outside 
  only sees the hilltop. But, the valley can be seen 
  from within. The gnomes watch the movement of 
  others in the hills from behind the safety of their 
  illusion. The edge of the Overlook initially drops of 
  20 ft. to another shelf before plummeting an 
  additional 200 ft. to the floor of the valley. To 
  successfully climb up from the lower shelf requires 
  a successful DC 20 Climb check. 
   
  Other gnomes begin to trickle in. Soon, there 
  is cooking, laughing, and carousing on the 
  Overlook. Adoven and others discuss the 
  contents of the book the party brought to 
  them. 
  Adoven 
  explains 
  that 
  Spells 
  and 
  Training of the Harrow Blades is already on its 
  way to Gnomeking Warren ap’Hiller through 
  one of the deep tunnels below the burrows. 
  Davben describes how the party defeated the 
  ruffians in Arndulanth. The festivities continue 
  for hours, and eventually night falls. But, the 
  gnomes show no sign of abating their 
  festivities. It seems that is has been a long 
  time since these people have had a chance to 
  enjoy themselves this much. 
   
  Ask the players to arrange their PCs somewhere 
  on the map, using DM Map: Overlook. Indicate 
  that there are about two-dozen gnomes on the 
  Overlook. Then, read the following. Take care to 
  read the correct version for the APL. 
   
  A sudden, sharp high-pitched shriek fills your 
  ears. The shimmer of the Overlook’s illusion 
  glows brightly for a fraction of a second then 
  disappears with a loud cracking sound. Fresh 
  air from outside rolls in and the clear night sky 
  is plainly visible. 
   
  APL 2 
  A large winged creature that is half-lion and 
  half-eagle swoops out of the night sky and 
  lands on the edge of the Overlook. Upon the 
  creature’s back, a dark figure, perhaps a 
  human or an elf, begins to move his hands in 
  arcane gestures. 
   
  APL 4-8 
  A large winged reptile swoops out of nowhere 
  and lands on the edge of the Overlook. Upon 
  the creature’s back, a dark figure, perhaps a 
  human or an elf,  begins to move his hands in 
  arcane gestures. 
   
  Creatures: Crawdor has just crashed the party. 
  He and his mount, a griffon or a wyvern, begin 
  their attacks immediately. 
   
  APL 2 (EL 5) 
   
  Crawdor: male human sorcerer 2; hp 10; 
  Appendix 1. 
   
  Griffon: hp 59; Monster Manual 139. 
   
  APL 4 (EL 7) 
   
  Crawdor: male human sorcerer 4; hp 20; 
  Appendix 1. 
   
  Wyvern: hp 59; Monster Manual 259. 
   
  APL 6 (EL 9) 
   
  Crawdor: male human sorcerer 8; hp 40; 
  Appendix 1. 
   
  Wyvern: hp 59; Monster Manual 259. 
   
  APL 8 (EL 11) 
   
  Crawdor: male human sorcerer 10; hp 50; 
  Appendix 1. 
  NYR7-M03 Davben’s Book 
   
  Page 10 
  
   
  Wyvern, Advanced: hp 117; Appendix 1. 
   
  Tactics: At all APLs, Crawdor will land his mount 
  where he is not too close to any tough looking 
  fighter types. He will start by casting one of his 
  highest level offensive spells, whichever makes 
  the most sense at the time, and then dismounting 
  the mount to avoid having to make concentration 
  checks to cast. As a free action, he will tell his 
  mount, in a language it understands, to defend 
  him. This is a free action, as he does not have to 
  perform a Handle Animal check. The mount is 
  intelligent enough to act on it’s own and will try to 
  protect it’s master. It will not charge PCs unless 
  they choose to only engage with ranged attacks. 
  Crawdor also wants it nearby in case he needs to 
  mount up and flee. 
   
  Depending on the APL, he has already cast 
  false life, mage armor, mirror image, shield, and 
  stoneskin. 
   
  Crawdor is an experienced combatant and will 
  attempt to use his spells as cleverly as possible to 
  control the battle field, defend himself, and cause 
  as much damage as he can.  
   
  He does not fight to the death as long as a 
  mount is available, attempting to flee if he does 
  not believe he will survive another round of 
  combat. He does fight to the death if he has no 
  means of getting off of the Overlook. 
   
  The gnomes scramble to their tunnel, which 
  they collapse six rounds after combat begins, 
  whether or not the party is victorious by then. 
   
  Davben may stay and help if the PCs ask him 
  to, but he looks to them for advice on what to do. 
   
  Development: Crawdor deepens the mystery of 
  who is after Spells and Training of the Harrow 
  Blades. His master, someone he identifies as 
  Sarkoz, sent him here to get the book because the 
  bumbling half-orcs failed. Crawdor does not know 
  why Sarkoz wanted to prevent the gnomes from 
  obtaining the book. 
   
  It was Crawdor that hired the half-orcs. He 
  followed Davben from far above. He sent the half-
  orcs into the city to drag the stinking gnome or his 
  book back to the edge of the hills. From thence, 
  Crawdor was going to leave and take the book to 
  a Hextorian chapel in Edgefield where Sarkoz 
  could retrieve it at his leisure. 
   
  Crawdor met Sarkoz in Edgefield, in the North 
  Kingdom, after the Greyhawk wars. That was 
  where he last saw his master, weeks ago. But, 
  Sarkoz moves around a lot. He may be in Eastfair 
  one week, then at the Highlander Castles the next. 
   
  He dares the PCs to seek Sarkoz. He 
  promises them a slow, fiery, and painful death if 
  they do. 
   
  He has also seen the strange and dangerous 
  green spawn in the Flinty Hills and in the southern 
  reaches of the Gamboge Forest. But, he is not 
  affiliated with them and avoids them like other 
  travelers in the hills. 
   
  Crawdor’s coins match those found on the 
  half-orcs in Arndulanth – gold “crowns” from the 
  east. 
   
  Treasure: Crawdor has items the party may be 
  interested in, if he did not use them up during the 
  fight. 
   
   
  APL 2: Loot: 3 gp, Coin: 25 gp, Magic: 159 gp 
  - anklet of translocation (117 gp each), potion of 
  cure light wounds (2) (8 gp each per potion), scroll 
  of protection from arrows (13 gp each), scroll of 
  web (13 gp each) 
   
  APL 4: Loot: 3 gp, Coin: 100 gp, Magic: 193 
  gp - anklet of translocation (117 gp each), potion 
  of cure moderate wounds (2) (25 gp each per 
  potion), scroll of protection from arrows (13 gp 
  each), scroll of web (13 gp each) 
   
  APL 6: Loot: 3 gp, Coin: 150 gp, Magic: 738 
  gp - anklet of translocation (117 gp each), cloak of 
  charisma +2 (333 gp each), potion of cure 
  moderate wounds (2) (25 gp each per potion), ring 
  of protection +1 (167 gp each), scroll of confusion 
  (58 gp each), scroll of web (13 gp each) 
   
  APL 8: Loot: 3 gp, Coin: 250 gp, Magic: 1,121 
  gp - anklet of translocation (117 gp each), cloak of 
  charisma +2 (333 gp each), potion of cure 
  moderate wounds (4) (25 gp each per potion), ring 
  of protection +1 (167 gp each), scroll of confusion 
  (58 gp each), scroll of web (13 gp each), vest of 
  resistance +2 (333 gp each) 
   
  Detect magic results: anklet of translocation 
  (moderate conjuration), cloak of charisma +2 
  (moderate transmutation), potion of cure light 
  wounds 
  (faint 
  conjuration), 
  potion 
  of 
  cure 
  moderate wounds (faint conjuration), ring of 
  protection +1 (faint abjuration), scroll of confusion 
  (moderate enchantment), scroll of protection from 
  arrows (faint abjuration), scroll of web (faint 
  conjuration), 
  vest 
  of 
  resistance 
  +2 
  (faint 
  abjuration) 
   
   
   
  NYR7-M03 Davben’s Book 
   
  Page 11 
  
  ENCOUNTER 8: ANOTHER 
  ROUND OF THANKS 
  The gnomes will clamber up onto the Overlook 
  from previously unseen holes and burrows after 
  the fight is over. They offer potions of cure light 
  wounds to PCs that are unconscious. They also 
  indicate that scouts were sent out to find a 
  Mistwatch patrol to report the incident. The 
  gnomes will also detain Crawdor if he lives to hand 
  over to the Mistwatch patrol. 
   
  Adoven and Davben (if the latter is still alive) 
  offer another round of heartfelt thanks to you. 
  They unequivocally suggest that you take 
  whatever of Crawdor’s possessions you want. 
   
  You are invited to sleep in the dirt cave 
  near Davben’s hidden entrance to Skelmorad. 
  The generous gnomes do their best to make 
  you comfortable. Adepts of the clan do their 
  best to heal your remaining wounds and make 
  you comfortable. 
   
  While the gnomes seem a little bit sad 
  about having to give up Overlook, they are not 
  totally disappointed. The rest of the evening 
  you hear some of them talk about carving out 
  another hillside to make another place very 
  much the same. 
   
  A Mistwatch patrol arrives just after dawn 
  the next morning. Several of the soldiers offer 
  to walk to Schukendale with you, to provide 
  safe passage for all. The gnomes bid you one 
  last thanks and farewell. 
   
  CONCLUSION 
  It is assumed that the PCs successfully delivered 
  Davben and his book to Skelmorad and rebuffed 
  the attack at the Overlook. The two conclusions 
  presented below consider how the PCs treated the 
  gnomes. Proceed with the most appropriate 
  conclusion for each PC. PCs that treated the 
  gnomes with kindness and respect should be 
  presented with the first conclusion. The second 
  conclusion is for PCs that were arrogant and 
  disrespectful to the Kingdom’s gnome friends in 
  the Flinty Hill. 
   
  Kind and Respectful 
  You crest the last hill and look upon the open 
  fields of eastern Nyrond. Chimney smoke and 
  the 
  sounds 
  of 
  civilization 
  rise 
  from 
  Schukendale. The Mistwatch patrol bids you 
  farewell as they make their own way into town 
  to restock their supplies. 
   
  A richly appointed gnome approaches you 
  while 
  you 
  walk 
  the 
  muddy 
  streets 
  of 
  Schukendale. “Good Sirs (and Ladies). I am 
  sorry to trouble you, but Adoven and Davben 
  insisted that I contact you. And, I actually 
  recognize you from Gleaming Jem’s. Anyway, 
  my name is Aerdil. I’m a merchant and trader, 
  formerly of Adoven’s clan in the Flinty Hills. 
  Adoven and Davben asked me to provide my 
  assistance to you. My trading network reaches 
  far and wide. Perhaps there is some need you 
  were forced to forgo in the past, for which you 
  would still like to make claim. Please, let me 
  know, and I shall find what you seek. And,” the 
  old gnome adds, “the gnomes of Skelomorad 
  would like to pay for your living expenses for 
  the next season.” 
   
  The PC has earned the Favor and Greater Favor 
  of the Gnomes of Skelmorad. 
   
  Not So Friendly 
  You crest the last hill and look upon the open 
  fields of eastern Nyrond. Chimney smoke and 
  the 
  sounds 
  of 
  civilization 
  rise 
  from 
  Schukendale. The Mistwatch patrol bids you 
  farewell as they make their own way into town 
  to restock their supplies. 
   
  A richly appointed gnome approaches you 
  while you walk the streets of Schukendale. 
  “Good Sirs (and Ladies). I am sorry to trouble. 
  But, Adoven asked that I contact you before I 
  return to Arndulanth. I am glad I caught you, I 
  was just about to leave town.” The old gnome 
  pulls some vouchers from his vest and 
  disinterestedly hands them to you. “The 
  gnomes of Skelmorad would like to pay for 
  your living expenses for the next season. Just 
  bill these to Aerdil, that’s me, and send them to 
  Arndulanth. 
  I’ll 
  take 
  care 
  of 
  reasonable 
  expenses.” With that, Aerdil turns away and 
  joins a group of gnomes waiting for him. The 
  whole lot wanders away. 
   
  The PC has earned the Favor of the Gnomes of 
  Skelmorad. 
   
  The end. 
   
  NYR7-M03 Davben’s Book 
   
  Page 12 
  
  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 1 
  Defeat the ruffians: 
  APL 2  
  45 XP 
  APL 4  
  75 XP 
  APL 6  
  105 XP 
  APL 8  
  135 XP 
   
  Encounter 4 
  Defeat the greenspawn 
  APL 2  
  60 XP 
  APL 4  
  90 XP 
  APL 6  
  120 XP 
  APL 8  
  150 XP 
   
  Encounter 7 
  Defeat Crawdor 
  APL 2  
  75 XP 
  APL 4  
  105 XP 
  APL 6  
  135 XP 
  APL 8  
  165 XP 
   
  Story Award 
  Delivered the book and Davben safely to 
  Skelmorad: 
  APL 2  
  45 XP 
  APL 4  
  67 XP 
  APL 6  
  90 XP 
  APL 8  
  112 XP 
   
  Total possible experience: 
  APL 2  
  225 XP 
  APL 4  
  337 XP 
  APL 6  
  450 XP 
  APL 8  
  562 XP 
   
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes. Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions. Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold. If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available. A normal adventuring party can usually 
  gather this wealth in a round or so. If for some 
  reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure. Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it. Other times they may attempt to 
  use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items. 
   
  Encounter 1 
   
  APL 2: Loot: 27 gp, Coin: 75 gp, Magic: 0 gp 
   
  APL 4: Loot: 27 gp, Coin: 75 gp, Magic: 0 gp 
   
  APL 6: Loot: 27 gp, Coin: 75 gp, Magic: 0 gp 
   
  APL 8: Loot: 27 gp, Coin: 75 gp, Magic: 0 gp 
   
  Encounter 4 
   
  APL 2: Loot: 17 gp, Coin: 0 gp, Magic: 0 gp 
   
  APL 4: Loot: 17 gp, Coin: 0 gp, Magic: 0 gp 
   
  APL 6: Loot: 81 gp, Coin: 0 gp, Magic: 91 gp – 
  potion cure light wounds (8 gp each), vest of 
  resistance +1 (83 gp each) 
   
  APL 8: Loot: 104 gp, Coin: 0 gp, Magic: 908 
  gp – +1 greatsword (2) (196 gp each per sword), 
  potion cure light wounds  (2) (8 gp each per 
  NYR7-M03 Davben’s Book 
   
  Page 13 
  
  potion), ring of protection +1 (2) (167 gp each per 
  ring), vest of resistance +1 (2) (83 gp each per 
  vest) 
   
  Encounter 6 
   
  APL 2: Loot: 0 gp, Coin: 100 gp, Magic: 0 gp 
   
  APL 4: Loot: 0 gp, Coin: 100 gp, Magic: 0 gp 
   
  APL 6: Loot: 0 gp, Coin: 100 gp, Magic: 0 gp 
   
  APL 8: Loot: 0 gp, Coin: 100 gp, Magic: 0 gp 
   
  Encounter 7 
   
  APL 2: Loot: 3 gp, Coin: 25 gp, Magic: 159 gp 
  - anklet of translocation (117 gp each), potion of 
  cure light wounds (2) (8 gp each per potion), scroll 
  of protection from arrows (13 gp each), scroll of 
  web (13 gp each) 
   
  APL 4: Loot: 3 gp, Coin: 100 gp, Magic: 193 
  gp - anklet of translocation (117 gp each), potion 
  of cure moderate wounds (2) (25 gp each per 
  potion), scroll of protection from arrows (13 gp 
  each), scroll of web (13 gp each) 
   
  APL 6: Loot: 3 gp, Coin: 150 gp, Magic: 738 
  gp - anklet of translocation (117 gp each), cloak of 
  charisma +2 (333 gp each), potion of cure 
  moderate wounds (2) (25 gp each per potion), ring 
  of protection +1 (167 gp each), scroll of confusion 
  (58 gp each), scroll of web (13 gp each) 
   
  APL 8: Loot: 3 gp, Coin: 250 gp, Magic: 1,121 
  gp - anklet of translocation (117 gp each), cloak of 
  charisma +2 (333 gp each), potion of cure 
  moderate wounds (4) (25 gp each per potion), ring 
  of protection +1 (167 gp each), scroll of confusion 
  (58 gp each), scroll of web (13 gp each), vest of 
  resistance +2 (333 gp each) 
   
  Total Possible Treasure 
   
  APL 2: Loot: 47 gp, Coin: 200 gp, Magic: 159 
  gp; Total: 406 gp 
   
  APL 4: Loot: 47 gp, Coin: 275 gp, Magic: 193 
  gp; Total: 515 gp 
   
  APL 6: Loot: 111 gp, Coin: 325 gp, Magic: 829 
  gp; Total: 1,265 gp 
   
  APL 8: Loot: 134 gp, Coin: 425 gp, Magic: 
  2,029 gp; Total: 2,588 gp 
   
  Special 
  Favor of the Gnomes of Skelmorad: You have 
  performed an important service for the gnomes of 
  Skelmorad. Aerdil will pay a Standard level of 
  Lifestyle Cost for this PC’s next twelve TUs worth 
  of adventuring. Cross this favor off when it is used 
  up. 
   
  Greater Favor of the Gnomes of Skelmorad: 
  You sacrificed greatly and exerted every effort for 
  the gnomes of Skelmorad. And, you have treated 
  them kindly. Aerdil will use his trading network to 
  find items for you again that you have had the 
  opportunity to purchase in the past. Use this favor 
  to change the access of any two items from this 
  PC’s last three ARs from Adventure to Regional 
  Access. If no such items exist, he will instead 
  change the anklet on this AR to Regional access. 
  Cross this favor off when you have used it. 
   
  Spells and Training of the Harrow Blades: You 
  have learned the secret arts and disciplines of 
  warriors past while accompanying Davben. You 
  have gained access to either the Eldritch Knight or 
  Havoc Mage prestige classes. Choose one and 
  cross off the other. 
   
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Item Access 
  • 
  Anklet of translocation (Adventure; MIC) 
   
   
   
  NYR7-M03 Davben’s Book 
   
  Page 14 
  
  APPENDIX 1: APL 2 
  ENCOUNTER 1: HELP!  
  H ALF-O RC R UFFI AN  
  CR  1 
  Male half-orc fighter 1 
  N Medium humanoid (orc) 
  Init +1; Senses darkvison 60 ft.; Listen +1, Spot +1 
  Languages Common, Orc 
  AC 15, touch 11, flat-footed 14 
   
  (+1 Dex, +4 armor) 
  hp 12 (2 HD) 
  Fort +4, Ref +1, Wis +1 
  Speed 30 ft. (6 squares) 
  Melee greatclub +5 (1d10+4) or 
  Melee sap +4 (1d6+3) or 
  Melee dagger +4 (1d4+3/19-20) 
  Base Atk +1; Grp +4 
  Atk Options Cleave, Power Attack 
  Abilities Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 6 
  Feats Power Attack, Weapon Focus (greatclub) 
  Skills Climb +4, Jump +3 
  Possessions dagger, greatclub, sap, chain shirt 
   
  ENCOUNTER 4: GREENSPAWN 
  G R E E N S P AW N  S N E AK 
  CR  2 
  LE Small monstrous humanoid (dragonblood) 
  Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Draconic 
  AC 19, touch 14, flat-footed 16 
   (+1 size, +3 Dex, +2 armor, + 3 natural) 
  hp 14 (2 HD) 
  Immune acid 
  Fort +1, Ref +6, Will +3 
  Speed 30 ft. (6 squares) 
  Melee dragonsplit +4/+4 (1d4/19-20 or x4), two-weapon 
  fighting or 
  Melee dragonsplit +6 (1d4/19-20 or x4) 
  Ranged dagger +6 (1d3) 
  Base Atk +2; Grp -2 
  Atk Options sneak attack +2d6 
  Combat Gear 4 flasks of acid 
  Abilities Str 11, Dex 16, Con 13, Int 10, Wis 11, Cha 15 
  SQ water breathing 
  Feats Two-Weapon FightingB, Weapon Finesse 
  Skills Bluff +9, Hide +14, Listen +2, Move Silently +10, 
  Spot +2 
  Possessions 
  combat 
  gear 
  plus 
  leather 
  armor, 
  dragonsplit (2), dagger (2) 
  Sneak Attack (Ex) Extra damage to a flanked or flat-
  footed target; PH 50. This sneak attack damage 
  stacks with that granted by class levels. 
  Water Breathing (Ex) A greenspawn sneak can 
  breathe underwater indefinitely. 
  Skills Greenspawn sneaks have a +5 racial bonus on 
  Bluff, Hide and Move Silently checks. 
   
  ENCOUNTER 7: ENTER CRAWDOR 
  C R AW D O R   
  CR  2 
  Male human sorcerer 2 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +5, Spot +2 
  Languages Common, Draconic 
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 10 (2 HD) 
  Fort +2, Ref +1, Will +3 
  Speed 30 ft. (6 squares) 
  Ranged light crossbow +2 (1d8/19-20) or 
  Melee shortspear +0 (1d6-1) 
  Base Atk +1; Grp +0 
  Special Actions Improved Counterspell 
  Combat Gear potion of cure light wounds (2), scroll of 
  protection from arrows, scroll of web 
  Sorcerer Spells Known (CL 2nd): 
   1st (5/day)—mage armor�, lesser orb of fire 
   0 (6/day)—acid splash, daze (DC 12), detect magic, 
  flare (DC 13), read magic 
  �Already cast 
  Abilities Str 8, Dex 13, Con 14, Int 12, Wis 10, Cha 15 
  SQ familiar (bat named Fleder), empathic link with 
  familiar, share spells with familiar 
  Feats AlertnessB, Improved Counterspell, Spell Focus 
  (evocation)B 
  Skills Concentration +7, Knowledge (arcana) +6, Listen 
  +5, Ride +3, Spellcraft +8, Spot +2 
  Possessions combat gear plus light crossbow with 10 
  bolts, shortspear, anklet of translocation, 25 gp 
  Buff spells when given a chance to pre-cast spells, 
  Crawdor’s stats change as follows: 
   
  AC 15, touch 11, flat-footed 14 
   
   
  NYR7-M03 Davben’s Book 
   
  Page 15 
  
  APL 4 
  ENCOUNTER 1: HELP!  
  G R E E N S P AW N  L E AP E R 
  CR  2 
  NE Medium magical beast (dragonblood) 
  H ALF-O RC R UFFI AN  
  CR  2 
  Init +4; Senses darkvision 60 ft., low-light vision; Listen 
  +2, Spot +2 
  Male half-orc fighter 2 
  N Medium humanoid (orc) 
  Languages – 
  Init +1; Senses Darkvison 60 ft.; Listen +1, Spot +1 
  AC 18, touch 14, flat-footed 14 
  Languages Common, Orc 
   (+4 Dex, +4 natural) 
  AC 15, touch 11, flat-footed 14 
  hp 25 (3 HD) 
   
  (+1 Dex, +4 armor) 
  Immune acid 
  hp 20 (3 HD) 
  Fort +4, Ref +7, Will +3 
  Fort +5, Ref +1, Wis +1 
  Speed 40 ft. (8 squares), climb 40 ft. 
  Speed 30 ft. (6 squares) 
  Melee bite +8 (1d6+4) 
  Melee greatclub +6 (1d10+4) or 
  Base Atk +3; Grp +6 
  Melee sap +5 (1d6+3) or 
  Special Actions poison burst 
  Melee dagger +5 (1d4+3/19-20) 
  Abilities Str 17, Dex 19, Con 12, Int 2, Wis 15, Cha 8 
  Base Atk +2; Grp +5 
  Feats Weapon Finesse, Weapon Focus (bite) 
  Atk Options Improved Overrun (+7), Power Attack 
  Skills Balance +14, Climb +17, Hide +14, Jump +17 
  Abilities Str 17, Dex 13, Con 14 Int 8, Wis 12, Cha 6 
  Poison Burst (Ex) A greenspawn leaper can release a 
  burst of poison gas as a standard action once per 
  day. Any creature within 5 feet is affected. This 
  insidious poison is absorbed through the skin and 
  converts to acid. Whenever the greenspawn leaper 
  takes damage from an attack, it can activate this 
  ability as an immediate action. It can still use it only 
  once per day. 
  Feats Power Attack, Improved Overrun, Weapon Focus 
  (greatclub) 
  Skills Climb +4, Jump +4 
  Possessions dagger, greatclub, sap, chain shirt 
   
   
  ENCOUNTER 4: GREENSPAWN 
  G R E E N S P AW N  S N E AK 
  CR  2 
   
    
  Contact; Fortitude DC 12; initial and secondary 
  damage 2d6 acid. The save DC is Constitution-
  based. 
  LE Small monstrous humanoid (dragonblood) 
  Init +3; Senses darkvision 60 ft.; Listen +2, Spot +2 
  Languages Draconic 
  Skills Greenspawn leapers have a +10 racial bonus on 
  Balance, Hide and Jump checks. In addition, they 
  have a +8 racial bonus on Climb checks and can 
  always choose to take 10 on Climb checks, even if 
  rushed or threatened. 
  AC 19, touch 14, flat-footed 16 
   (+1 size, +3 Dex, +2 armor, + 3 natural) 
  hp 14 (2 HD) 
  Immune acid 
  Fort +1, Ref +6, Will +3 
   
  Speed 30 ft. (6 squares) 
  Melee dragonsplit +4/+4 (1d4/19-20 or x4), two-weapon 
  fighting or 
  Melee dragonsplit +6 (1d4/19-20 or x4) 
  Ranged dagger +6 (1d3) 
  Base Atk +2; Grp -2 
  Atk Options sneak attack +2d6 
  Combat Gear 4 flasks of acid 
  Abilities Str 11, Dex 16, Con 13, Int 10, Wis 11, Cha 15 
  SQ water breathing 
  Feats Two-Weapon FightingB, Weapon Finesse 
  Skills Bluff +9, Hide +14, Listen +2, Move Silently +10, 
  Spot +2 
  Possessions 
  combat 
  gear 
  plus 
  leather 
  armor, 
  dragonsplit (2), dagger (2) 
  Sneak Attack (Ex) Extra damage to a flanked or flat-
  footed target; PH 50. This sneak attack damage 
  stacks with that granted by class levels. 
  Water Breathing (Ex) A greenspawn sneak can 
  breathe underwater indefinitely. 
  Skills Greenspawn sneaks have a +5 racial bonus on 
  Bluff, Hide and Move Silently checks. 
   
  NYR7-M03 Davben’s Book 
   
  Page 16 
  
  ENCOUNTER 7: ENTER CRAWDOR 
  C R AW D O R   
  CR  4 
  Male human sorcerer 4 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +5, Spot +2 
  Languages Common, Draconic 
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 20 (4 HD) 
  Fort +5, Ref +2, Will +4 
  Speed 30 ft. (6 squares) 
  Ranged light crossbow +3 (1d8/19-20) or 
  Melee shortspear +1 (1d6-1) 
  Base Atk +2; Grp +1 
  Special Actions Improved Counterspell 
  Combat Gear potion of cure moderate wounds (2), 
  scroll of protection from arrows, scroll of web 
  Sorcerer Spells Known (CL 4th): 
   2nd (4/day)—scorching ray 
   1st (7/day)—mage armor�, lesser orb of fire, 
  shield� 
   0 (6/day)—acid splash, arcane mark, daze (DC 13), 
  detect magic, flare (DC 14), read magic 
  �Already cast 
  Abilities Str 8, Dex 13, Con 14, Int 12, Wis 10, Cha 16 
  SQ familiar (bat named Fleder), empathic link with 
  familiar, share spells with familiar 
  Feats 
  AlertnessB, 
  Great 
  Fortitude, 
  Improved 
  Counterspell, Spell Focus (evocation)B 
  Skills Concentration +9, Knowledge (arcana) +8, Listen 
  +5, Ride +4, Spellcraft +10, Spot +2 
  Possessions combat gear plus light crossbow with 10 
  bolts, shortspear, anklet of translocation, 100 gp 
  Buff spells when given a chance to pre-cast spells, 
  Crawdor’s stats change as follows: 
   
  AC 19, touch 11, flat-footed 18 
   
   
  NYR7-M03 Davben’s Book 
   
  Page 17 
  
  APL 6
  ENCOUNTER 1: HELP!  
  Magic Strike Natural weapon attacks made by a 
  greenspawn razorfiend are treated as magic for the 
  purpose of overcoming damage reduction. 
  H ALF-O RC R UFFI AN  
  CR  4 
  Male half-orc fighter 4 
  Skills A greenspawn razorfiend has a +8 racial bonus 
  on Jump checks. It also has a +8 racial bonus on any 
  Swim check to perform some special action or avoid 
  a hazard. It can always take 10 on a swim check, 
  even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a straight 
  line. 
  N Medium humanoid (orc) 
  Init +1; Senses Darkvison 60 ft.; Listen +1, Spot +1 
  Languages Common, Orc 
  AC 15, touch 11, flat-footed 14 
   
  (+1 Dex, +4 armor) 
  hp 38 (4 HD) 
  Fort +6, Ref +2, Wis +2 
   
  Speed 30 ft. (6 squares) 
  H ALF-G R E E N  D R AG O N  G N O L L  R AI DE R 
  CR  5 
  Melee greatclub +9 (1d10+8) or 
  Male half-green dragon gnoll warrior 1/fighter 2 
  Melee sap +8 (1d6+4) or 
  CE Medium dragon 
  Melee dagger +8 (1d4+4/19-20) 
  Init +2; Senses darkvision 60 ft., low-light vision; Listen 
  +6, Spot +6 
  Base Atk +4; Grp +8 
  Atk Options Cleave, Improved Overrun (+8), Power 
  Attack 
  Languages Draconic, Gnoll 
  AC 20, touch 12, flat-footed 18 
  Abilities Str 18, Dex 13, Con 14 Int 8, Wis 12, Cha 6 
   (+2 Dex, +3 armor, +5 natural) 
  Feats Cleave, Improved Overrun, Power Attack, 
  Weapon Focus (greatclub), Weapon Specialization 
  (greatclub) 
  hp 56 (5 HD) 
  Immune acid, paralysis, sleep 
  Fort +13, Ref +3, Will +2 
  Skills Climb +6, Jump +5 
  Speed 30 ft. (6 squares) 
  Possessions dagger, greatclub, sap, chain shirt 
  Melee masterwork greatsword +14 (2d6+12/19-20) or 
   
  Melee 2 claws +12 (1d4+8) and 
  ENCOUNTER 4: GREENSPAWN 
   
  bite +7 (1d6+4) 
  G R E E N S P AW N  R AZO RFI E ND 
  CR  7 
  Ranged mighty [+4] composite longbow +6 (1d8+4) 
  LE Large magical beast (dragonblood) 
  Base Atk +4; Grp +12 
  Init +7; Senses darkvision 60 ft., low-light vision; Listen 
  +8, Spot +9 
  Atk Options Cleave, Combat Reflexes, Power Attack 
  Special Actions breath weapon 
  Languages Draconic 
  Combat Gear potion cure light wounds, tanglefoot bags 
  (2) 
  AC 19, touch 12, flat-footed 16; Dodge, Mobility 
   (-1 size, +3 Dex, + 7 natural) 
  Abilities Str 26, Dex 15, Con 18, Int 10, Wis 12, Cha 8 
  hp 105 (10 HD); DR 5/magic 
  Feats CleaveB, Combat ReflexesB, Power Attack, 
  Weapon Focus (greatsword) 
  Immune acid, paralysis, sleep 
  Fort +10, Ref +10, Will +5 
  Skills Climb +10, Intimidate +1, Jump +12, Knowledge 
  (arcana) +1, Listen +6, Speak Language (draconic) , 
  Spot +6Swim +8, Tumble +6 
  Speed 50 ft. (10 squares), swim 50 ft.; Spring Attack 
  Melee 2 wingblades +15 each (2d6+6/18-20/x3) and 
  Possessions masterwork greatsword, mighty [+4] 
  composite longbow, studded leather armor, vest of 
  resistance +1 
   
  bite +10 (1d8+3) 
  Space 10 ft.; Reach 5 ft. (10 ft. with bite) 
  Base Atk +10; Grp +20 
  Breath Weapon (Su) 30-ft. cone, once per day, 6d8 
  acid damage, Reflex DC 15 half. The save is 
  Constitution based. 
  Atk Options augmented critical, magic strike 
  Special Actions breath weapon 
  Abilities Str 22, Dex 17, Con 16, Int 5, Wis 15, Cha 12 
   
  SQ Tiamat’s blessing (acid), water breathing 
  Feats Dodge, Improved Initiative, Mobility, Spring Attack 
  Skills Jump +22, Listen +8, Spot +9, Swim +14 
  Augmented Critical (Ex) A greenspawn razorfiend’s 
  wingblade threatens a critical hit on a natural roll of 
  18-20, dealing triple damage on a successful critical 
  hit. 
  Breath Weapon (Su) 20-ft. cone, once every 1d4 
  rounds, 5d6 acid damage, Reflex DC 18 half. 
  Tiamat’s Blessing (Su) All spawn of Tiamat within 5 ft. 
  of a greenspawn razorfiend gain immunity to acid. 
  Water Breathing (Ex) A greenspawn razorfiend can 
  breathe underwater indefinitely and can freely use its 
  breath weapon while submerged. 
  NYR7-M03 Davben’s Book 
   
  Page 18 
  
  ENCOUNTER 7: ENTER CRAWDOR  
  C R AW D O R 
  CR  8 
  Male human sorcerer 8 
  NE Medium humanoid (human) 
  Init +2; Senses Listen +5, Spot +2 
  Languages Common, Draconic 
  AC 13, touch 13, flat-footed 11 
   (+2 Dex, +1 deflection) 
  hp 40 (8 HD) 
  Fort +6, Ref +4, Will +6 
  Speed 30 ft. (6 squares) 
  Ranged light crossbow +6 (1d8/19-20) or 
  Melee shortspear +3 (1d6-1) 
  Base Atk +4; Grp +3 
  Atk Options Empower Spell 
  Special Actions Improved Counterspell 
  Combat Gear potion of cure moderate wounds (2), 
  scroll of confusion, scroll of stoneskin, scroll of web 
  Sorcerer Spells Known (CL 8th): 
   
  4th (4/day)—greater invisibility 
   
  3rd (6/day)—clairvoyance, fireball (DC 18) 
   2nd (7/day)—false life�, mirror image�, scorching 
  ray 
   1st (7/day)—burning hands (DC 16), charm person 
  (DC 15), mage armor�, lesser orb of fire, shield� 
   0 (6/day)—acid splash, arcane mark, daze (DC 14), 
  detect magic, flare (DC 15), mage hand, read 
  magic, resistance 
  �Already cast 
  Abilities Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 18 
  SQ familiar (bat named Fleder), empathic link with 
  familiar, share spells with familiar, speak with familiar 
  Feats AlertnessB, Empower Spell, Great Fortitude, 
  Improved Counterspell, Spell Focus (evocation)B 
  Skills Concentration +13, Knowledge (arcana) +12, 
  Listen +5, Ride +7, Spellcraft +14, Spot +2 
  Possessions combat gear plus light crossbow with 10 
  bolts, shortspear, anklet of translocation, cloak of 
  charisma +2, ring of protection +1, 150 gp 
  Buff spells when given a chance to pre-cast spells, 
  Crawdor’s stats change as follows: 
   
  AC 21, touch 13, flat-footed 19 
   
  hp 40 (8 HD); 15 temp hp 
   
   
  NYR7-M03 Davben’s Book 
   
  Page 19 
  
  APL 8
  ENCOUNTER 1: HELP!  
  Magic Strike Natural weapon attacks made by a 
  greenspawn razorfiend are treated as magic for the 
  purpose of overcoming damage reduction. 
  H ALF-O RC R UFFI AN  
  CR  6 
  Male half-orc fighter 6 
  Skills A greenspawn razorfiend has a +8 racial bonus 
  on Jump checks. It also has a +8 racial bonus on any 
  Swim check to perform some special action or avoid 
  a hazard. It can always take 10 on a swim check, 
  even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a straight 
  line. 
  N Medium humanoid (orc) 
  Init +1; Senses Darkvison 60 ft.; Listen +1, Spot +1 
  Languages Common, Orc 
  AC 15, touch 11, flat-footed 14 
   
  (+1 Dex, +4 armor) 
  hp 57 (6 HD) 
  Fort +7, Ref +3, Wis +5 
   
  Speed 30 ft. (6 squares) 
  H ALF-G R E E N  D R AG O N  G N O L L  R AI DE R 
  CR  7 
  Melee greatclub +11/+6 (1d10+8) or 
  Male half-green dragon gnoll warrior 1/fighter 4 
  Melee sap +10/5 (1d6+4) or 
  CE Medium dragon 
  Melee dagger +10/+5 (1d4+4/19-20) 
  Init +2; Senses darkvision 60 ft., low-light vision; Listen 
  +6, Spot +6 
  Base Atk +6; Grp +10 
  Atk Options Cleave, Combat Reflexes, Improved 
  Overrun (+8), Power Attack 
  Languages Draconic, Gnoll 
  AC 21, touch 13, flat-footed 19 
  Abilities Str 18, Dex 13, Con 14 Int 8, Wis 12, Cha 6 
   (+2 Dex, +3 armor, +1 deflection, +5 natural) 
  Feats Cleave, Combat Reflexes, Improved Overrun, 
  Iron Will, Power Attack, Weapon Focus (greatclub), 
  Weapon Specialization (greatclub) 
  hp 79 (7 HD) 
  Immune acid, paralysis, sleep 
  Fort +14, Ref +4, Will +3 
  Skills Climb +7, Jump +6 
  Speed 30 ft. (6 squares) 
  Possessions dagger, greatclub, sap, chain shirt 
  Melee +1 greatsword +16/+11 (2d6+15/19-20) or 
   
  Melee 2 claws +14 (1d4+8) and 
  ENCOUNTER 4: GREENSPAWN 
   
  bite +9 (1d6+4) 
  G R E E N S P AW N  R AZO RFI E ND 
  CR  7 
  Ranged mighty [+4] composite longbow +8 (1d8+4) 
  LE Large magical beast (dragonblood) 
  Base Atk +6; Grp +14 
  Init +7; Senses darkvision 60 ft., low-light vision; Listen 
  +8, Spot +9 
  Atk Options Blind-Fight, Cleave, Combat Reflexes, 
  Power Attack 
  Languages Draconic 
  Special Actions breath weapon 
  Combat Gear potion cure light wounds, tanglefoot bags 
  (2) 
  AC 19, touch 12, flat-footed 16; Dodge, Mobility 
   (-1 size, +3 Dex, + 7 natural) 
  hp 105 (10 HD); DR 5/magic 
  Abilities Str 26, Dex 15, Con 18, Int 10, Wis 12, Cha 8 
  Immune acid, paralysis, sleep 
  Feats Blind-Fight, CleaveB, Combat ReflexesB, Power 
  Attack, 
  Weapon 
  Focus 
  (greatsword), 
  Weapon 
  Specialization (greatsword)B 
  Fort +10, Ref +10, Will +5 
  Speed 50 ft. (10 squares), swim 50 ft.; Spring Attack 
  Skills Climb +12, Intimidate +1, Jump +12, Knowledge 
  (arcana) +1, Listen +6, Speak Language (draconic) , 
  Spot +6Swim +8, Tumble +7 
  Melee 2 wingblades +15 each (2d6+6/18-20/x3) and 
   
  bite +10 (1d8+3) 
  Space 10 ft.; Reach 5 ft. (10 ft. with bite) 
  Possessions mighty [+4] composite longbow, studded 
  leather armor, +1 greatsword, ring of protection +1, 
  vest of resistance +1 
  Base Atk +10; Grp +20 
  Atk Options augmented critical, magic strike 
  Special Actions breath weapon 
  Breath Weapon (Su) 30-ft. cone, once per day, 6d8 
  acid damage, Reflex DC 15 half. The save is 
  Constitution based. 
  Abilities Str 22, Dex 17, Con 16, Int 5, Wis 15, Cha 12 
  SQ Tiamat’s blessing (acid), water breathing 
  Feats Dodge, Improved Initiative, Mobility, Spring Attack 
   
  Skills Jump +22, Listen +8, Spot +9, Swim +14 
  Augmented Critical (Ex) A greenspawn razorfiend’s 
  wingblade threatens a critical hit on a natural roll of 
  18-20, dealing triple damage on a successful critical 
  hit. 
  Breath Weapon (Su) 20-ft. cone, once every 1d4 
  rounds, 5d6 acid damage, Reflex DC 18 half. 
  Tiamat’s Blessing (Su) All spawn of Tiamat within 5 ft. 
  of a greenspawn razorfiend gain immunity to acid. 
  Water Breathing (Ex) A greenspawn razorfiend can 
  breathe underwater indefinitely and can freely use its 
  breath weapon while submerged. 
  NYR7-M03 Davben’s Book 
   
  Page 20 
  
  ENCOUNTER 7: ENTER CRAWDOR  
  C R AW D O R 
  CR  10 
  Male human sorcerer 10 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +5, Spot +2 
  Languages Common, Draconic 
  AC 13, touch 13, flat-footed 11 
   (+2 Dex, +1 deflection) 
  hp 50 (10 HD) 
  Fort +9, Ref +7, Will +9 
  Speed 30 ft. (6 squares) 
  Ranged light crossbow +7 (1d8/19-20) or 
  Melee shortspear +4 (1d6-1) 
  Base Atk +5; Grp +4 
  Atk Options Empower Spell 
  Special Actions Improved Counterspell 
  Combat Gear potion of cure moderate wounds (4), 
  scroll of confusion, scroll of stoneskin, scroll of web 
  Sorcerer Spells Known (CL 10th): 
   
  5th (3/day)—cone of cold (DC 20) 
   
  4th (6/day)—greater invisibility, Otiluke’s resilient 
  sphere (DC 19) 
   
  3rd (7/day)—clairvoyance, fireball (DC 18), lightning 
  bolt (DC 18) 
   2nd (7/day)—false life�, glitterdust (DC 16), mirror 
  image�, scorching ray 
   1st (7/day)—burning hands (DC 16), charm person 
  (DC 15), mage armor�, lesser orb of fire, shield� 
   0 (6/day)—acid splash, arcane mark, daze (DC 14), 
  detect magic, flare (DC 15), mage hand, read 
  magic, ray of frost, resistance 
  �Already cast 
  Abilities Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 18 
  SQ familiar (bat named Fleder), empathic link with 
  familiar, share spells with familiar, speak with familiar 
  Feats AlertnessB, Empower Spell, Great Fortitude, 
  Improved Counterspell, Improved Initiative, Spell 
  Focus (evocation)B 
  Skills Concentration +15, Knowledge (arcana) +14, 
  Listen +5, Ride +8, Spellcraft +16, Spot +2 
  Possessions combat gear plus light crossbow with 10 
  bolts, shortspear, anklet of translocation, cloak of 
  charisma +2, ring of protection +1, vest of resistance 
  +2, 250 gp 
  Buff spells when given a chance to pre-cast spells, 
  Crawdor’s stats change as follows: 
   
  AC 21, touch 13, flat-footed 19 
   
  hp 50 (10 HD); 17 temp hp 
   
  W Y V E R N,  AD V AN C E D 
  CR  8 
  N Huge dragon 
  Init +0; Senses darkvision 60 ft., low-light vision, scent; 
  Listen +15, Spot +18 
  Languages Draconic 
  AC 19, touch 8, flat-footed 19 
   (–2 size, +0 Dex, +11 natural) 
  hp 117 (9 HD) 
  Immune paralysis, sleep 
  Fort +11, Ref +6, Will +7 
  Speed 20 ft. (4 squares), fly 60 ft. (poor) 
  Melee sting +17 (1d6+9 plus poison) and 
   
  bite +14 (2d8+9) and 
   
  2 wings +14 (1d8+4) and 
   
  2 talons +14 (2d6+9) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +9; Grp +25 
  Atk Options Flyby Attack, improved grab 
  Abilities Str 28, Dex 10, Con 19, Int 6, Wis 12, Cha 9 
  Feats Ability Focus (poison), Alertness, Flyby Attack, 
  MultiattackB, Weapon Focus (sting) 
  Skills Hide +4, Listen +15, Move Silently +12, Spot +18 
  Improved Grab (Ex) To use this ability, a wyvern must 
  hit with its talons. It can then attempt to start a 
  grapple as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and stings.  
  Poison (Ex) Injury, Fortitude DC 20, initial and 
  secondary damage 2d6 Con. The save DC is 
  Constitution-based. 
  Skills Wyverns have a +3 racial bonus on Spot checks. 
   
   
  NYR7-M03 Davben’s Book 
   
  Page 21 
  
  APL ALL 
  D AV BE N 
  CR  2 
  Male gnome scout 2 
  NG Small humanoid (gnome) 
  Init +3; Senses low-light vision; Listen +3, Spot +1 
  Languages Common, Gnome 
  AC 15, touch 13, flat-footed 15; +4 AC against giants, 
  uncanny dodge 
   (+1 size, +2 Dex, +2 armor) 
  hp 16 (2 HD) 
  Fort +3, Ref +5, Will +1; +2 on saves against illusions 
  Speed 20 ft. (4 squares) 
  Ranged shortbow +4 (1d4/x3) 
  Melee club +3 (1d4+1) 
  Base Atk +1; Grp -2 
  Atk Options +1 on attacks against kobolds and 
  goblinoids, skirmish (+1d6) 
  Spell-Like Abilities (CL 1st): 
   1/day—dancing 
  lights, 
  ghost 
  sound 
  (DC 
  11), 
  prestidigitation, speak with animals (burrowing 
  animals only, duration 1 minute)
  Abilities Str 12, Dex 15, Con 14, Int 8, Wis 13, Cha 10 
  SQ battle fortitude +1, trapfinding 
  Feats Track 
  Skills Balance +9, Climb +6, Craft (alchemy) +1, Hide 
  +9, Jump +2, Knowledge (nature) +3, Listen +3, 
  Move Silently +7, Survival +6, Tumble +9 
  Possessions club, shortbow, leather armor 
  Battle Fortitude (Ex) At 2nd level, a scout gains a ÷1 
  competence bonus on Fortitude saves and initiative 
  checks. This bonus increases to +2 at 11th level and 
  +3 at 20th level. A scout loses this bonus when 
  wearing medium or heavy armor or when carrying a 
  medium or heavy load. 
  Skirmish (Ex) A scout relies on mobility to deal extra 
  damage and improve her defense. She deals an 
  extra 1d6 points of damage on all attacks she makes 
  during any round in which she moves at least 10 feet 
  away from where she was at the start of her turn. The 
  extra damage applies only to attacks made after the 
  scout has moved at least 10 feet away from where 
  she was at the start of her turn. The extra damage 
  applies only to attacks made after the scout has 
  moved at least 10 feet. The skirmish ability cannot be 
  used while mounted. The extra damage applies only 
  to attacks taken during the scout’s turn. This extra 
  damage increases by 1d6 for every four levels gained 
  above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 
  5d6 at 17th level). 
   
   
  The extra damage only applies against living 
  creatures that have a discernible anatomy. Undead, 
  constructs, oozes, plants, incorporeal creatures, and 
  creatures immune to extra damage from critical hits 
  are not vulnerable to this additional damage. The 
  scout must be able to see the target well enough to 
  pick out a vital spot and must be able to reach such a 
  spot. Scouts can apply this extra damage to ranged 
  attacks made while skirmishing, but only if the target 
  is within 30 feet. 
   
   
  NYR7-M03 Davben’s Book 
   
  Page 22 
  
  APPENDIX 2: NEW RULES 
   
   
   
  NYR7-M03 Davben’s Book 
   
  Page 23 
  
  DM MAP: OVERLOOK 
   
   
   
  NYR7-M03 Davben’s Book 
   
  Page 24 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Nyrond/NYR7-M03 - Davben's Book.pdf