TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at poc@verbobonc.net for LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com 
  VERI8-02 
   
   
  Assault on Castle Greyfist 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Verbobonc Regional Interactive Adventure 
  Version 1.0 
  by Brian Troyan, Rhett Skubis, and Greg Hanigan 
  Triad Reviewers: Ron Lundeen and Vernon Vincent 
   
  Secrets are revealed, and the battle lines are drawn. The time has come to force the villain's hand. As the sun sets on the 
  Viscounty, Verbobonc City is engulfed in the flames of war, pitting brother against brother in a desperate battle of epic 
  proportions. The Prophecy shall be fulfilled... A one-round Verbobonc battle interactive for characters level 4-15 (APL 6-
  14), and of special interest to characters closely tied to the Verbobonc regional campaign. 
  Metaorganizational Focus: Battirovka Family, Black Rose Company, Bondsmen of Estival, Clan Rockhall, Clan Tuvar, 
  Council of Abbots (Ehlonna, Fharlanghn, Heironeous, Old Faith, Pelor, Pholtus, Rao, St. Cuthbert, and Zilchus), 
  Dwarven Pantheon, Elven Clans, Elven Enclave, Elven Pantheon, Gnarley Druids, Gnarley Rangers, Hardiggan League, 
  House Avgustin, House Langmuir, House Vassal (Jimm, Milinous, Vaswell, and Velysin), Itinerant Evangelist, 
  Riverwalk Society, Verbobonc Town Project (Cienega Valley, Humming's End, Irondelve, Ketter's Hearth, Swan, 
  Twilight Falls, and Validia) and the Wanderers of Coldeven. 
  
  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.   
   
  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 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 to the nearest whole number. 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 2 
  
  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 Verbobonc regional 
  interactive adventure. All characters native to 
  Verbobonc pay 2 Time Units per round; all others pay 
  4 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 
   
  Over the last three years, a 
  sinister worshipper of Vecna by the 
  name 
  of 
  Halmadar 
  has 
  been 
  manipulating nearly every major 
  event in the Viscounty in a twisted 
  scheme to take revenge on the 
  descendants of Kas the Betrayer and 
  to become an avatar of his god. 
   
  As if that weren’t bad enough, 
  the newly appointed Viscount, Lord 
  Wellborn Estival, a charming and 
  generous patron of adventurers, has revealed himself 
  to be nothing short of a tyrant now that he has the 
  throne.  
  Before 
  the 
  Interactive 
  truly 
  begins, identify members of the 
  following organizations, as they 
  receive special instructions as 
  noted in the adventure text: 
  • 
  Bondsmen of Estival 
   
  • 
  Company of the Black 
  Rose, Battirovka Family, 
  and Wanderers of 
  Coldeven 
   
  It has only recently come to light that Halmadar 
  and Lord Wellborn Estival, newly appointed to the 
  highest office of the land, Viscount of Verbobonc, are 
  actually one and the same man.  
   
  Behind the scenes, the Battirovka Family, the 
  Company of the Black Rose, and the Wanderers of 
  Coldeven have been active for the past few months and 
  now make common cause under the banner of the 
  Resistance. Since the shocking revelation of the extent 
  of Halmadar’s power, the Resistance has scrambled to 
  prepare a response.  
   
  With the reemergence of the former Viscount, 
  Langard, the Resistance has a man around whom they 
  can rally to the cause. Langard has summoned the 
  brave adventurers who have uncovered Halmadar’s 
  secrets to Black Rose Manor. There, the heroes of 
  Verbobonc assemble to launch an assault on Castle 
  Greyfist, the fortress at the center of Verbobonc City. 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 3 
  
  But the dark forces at Halmadar’s command are not 
  waiting idly. Simultaneously, they mobilize to crush 
  the valiant rebels who hope to restore freedom to the 
  Viscounty… 
  ADVENTURE SUMMARY 
   
  Introduction: Briefing the Resistance 
   
  The characters gather in Black Rose Manor, where 
  a leader of the Resistance provides an overview of the 
  challenges ahead.  Players break off into tables without 
  regard to APL to complete mini-missions in Verbobonc 
  City; these missions focus on gathering resources and 
  allies. 
  Phase I: Out in the Streets 
  The various groups of adventurers are sent out into 
  Verbobonc City to gather the resources needed for the 
  assault. They must all meet back at the rendezvous 
  point. 
  Intercalary: Scythe and Sheaf 
  At the rendezvous point, the basement of the Scythe 
  and Sheaf, the highest ranking Family member 
  summarizes victories, and losses. The Assault plan is 
  briefly outlined before the heroes of the Resistance are 
  split into attack groups based on their abilities.  
  Phase II: The Assault Begins 
  Each tactical team undertakes its chosen mission in an 
  effort to breach the outer defenses of the castle.  
  Interlude: The Villain Appears 
  Halmadar the Cruel appears on a balcony of the inner 
  bailey of Castle Greyfist. He swears that the heroes 
  shall fall. Dark energies erupt from the castle, and the 
  minions of Halmadar join the battle against the heroes. 
  As the resistance regroups, adventurers are re-
  mustered into APL appropriate tables. 
  Phase III: Hell Unleashed 
  The heroes fight to hold their ground and capture 
  Castle Greyfist once and for all. 
  Conclusion 
  Whether the assault succeeds or fails there is only one 
  thing left to do – breach the inner keep and defeat 
  Halmadar the Cruel himself. This will be dealt with in 
  VER8-06: Noble Ambitions. 
  PREPARATION FOR PLAY 
  This Battle Interactive adventure is the penultimate 
  adventure in the Living Greyhawk Verbobonc region. 
  There are many powers at work, and great evil is 
  everywhere in Verbobonc City.  This has a number of 
  effects both in the rules of the game and in the 
  execution of those rules.  
  AR ENTRIES 
  There are a few AR entries that are either relevant to 
  the adventure, or are referenced. Please review the 
  Verbobonc regional adventure records of your players 
  for the following entries. 
  Secrets 
  In each Year 8 Verbobonc adventure, characters had 
  the opportunity to discover a Secret about Halmadar’s 
  designs. These Secrets come into play during this 
  battle.  
  Examine each characters ARs. For every Secret that 
  they have earned in a Year 8 Verbobonc adventure, the 
  player should be given a gold token. These tokens may 
  be spent at any time during the Assault on Castle 
  Greyfist Interactive to gain a reroll on any die.  
  Even if it is worse than the first, the results of the 
  second roll must be used. 
  Estival’s Favor 
  Any characters who have used Estival’s Favor from 
  VER6-02 Discontent of Our Winter have unknowingly 
  tainted their fate.  
  For every one of the five possible uses of his favor, a 
  player gets a black token. If a Judge sees fit, he can call 
  in one of these black tokens and force a player to reroll 
  any die roll during the battle interactive.  
  Unlike with the Secret favor above, with Estival’s 
  Favor, the worse of the two rolls is used. 
  SPELLCASTING 
  A number of spellcasting effects are altered or reduced 
  during this event. 
  Divinations 
  As the god of secrets and lies, Vecna has taken great 
  measures to hobble those who would oppose him. Any 
  divination spell directly involving the caster’s deity 
  (augury, commune, divination, etc) is secretly answered 
  not by the caster’s god, but by Vecna. He answers any 
  and all of these spells in the manner which serves his 
  cause the best.  
  Since Vecna is the god of deception, there is absolutely 
  no game mechanic to discover this subterfuge. If a 
  player is suspicious of the answers (if, for example, the 
  answers do not seem like the answers that their god 
  would provide) then their character may be suspicious, 
  as well. But there is no way to confirm or deny these 
  suspicions. 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 4 
  
  Summon Planar Ally and Gate 
  Sensing the coming conflict, Vecna has gathered 
  damning facts about the other gods of Oerth and used 
  them to blackmail and intimidate the Powers That Be 
  into a stance of non-interference in the coming battle 
  for Verbobonc. Furthermore, he has both forced and 
  tricked the other gods into agreements whereby any 
  extra-planar allies or angels gated into Verbobonc will 
  not serve those heroes who have summoned them, but 
  instead will turn on those who seek their aid.  
  In game, any outsiders brought in to aid in the battle 
  will remorsefully apologize for what they must do. “I 
  am sorry for this, but my lord has bound me to abide by 
  his arrangements.” The outsider then attacks, fighting 
  to the best of its ability. 
  This has no effect on the various summon monster or 
  summon nature’s ally spells, only spells that bring 
  outsiders by way of arrangements and deals. 
  Har’s Impervious Impediment 
  At the outset of Phase Two, a command team of the 
  Verbobonc Resistance sets out to bring down the 
  forbiddance spell which protects Castle Greyfist. 
  Furthermore, they have been provided with an epic-
  level spell of Magister Obble Har’s creation called Har’s 
  impervious impediment.  
  During the briefing for Phase Two, the command 
  team’s plan is described to the adventurers. They are 
  told that once the forbiddance is brought down, that the 
  Resistance will have six seconds before the impervious 
  impediment is brought up. It will act in many ways like 
  a new forbiddance spell, encompassing Castle Greyfist 
  and a portion of the city approximately 100 feet around 
  it.  
  Unfortunately, this does not happen as expected. 
  Due to unexpected events during the command team’s 
  mission, they were unable to raise the impervious 
  impediment until eight rounds after the forbiddance was 
  dispelled. This should prove to be a source of suspense 
  for the players participating in Phase Two of the 
  Interactive.  
  Once Har’s impervious impediment does become active, 
  though, it should be noted that it completely negates 
  all extra-planar travel within the area of Castle Greyfist. 
  This includes, but is not limited to: blink, dimension 
  door, gate, teleport, summon monster, summon nature’s ally, 
  summon planar ally. Magic items that emulate these 
  effects (anklet of translocation, cape of the mountebank, 
  etc.) are similarly neutralized.  
  It does not dismiss outsiders who have already been 
  called, but all further attempts to travel between planes 
  automatically fail.   
  The impediment also prevents anyone from entering the 
  barrier without first speaking the password keyed to 
  the spell (as forbiddance). The password is “Die, Vecna! 
  Die!” though the characters have virtually no way of 
  finding this out during the course of the adventure.  
  Passage out of the barrier by normal means is 
  unimpeded.  
  OTHER CONDITIONS 
  Weather Conditions and Moon Phases 
  The skies are overcast and a gusty wind blows into 
  Verbobonc City from the north. The cloud cover casts 
  the entire city in the dark of twilight, even at the 
  height of the day. 
  The battle takes place on the 4th of Richfest, the 
  Greyhawk Summer Solstice and the longest day of the 
  year. Both moons, Luna and Celene are full, though the 
  overcast skies will hide their light from the battlefield. 
  Four and Twenty Blackbirds 
  Halmadar has secretly spread his spies throughout 
  Verbobonc City. Chief among these are the vitreous 
  drinkers, hideous undead who have the power to see 
  through their victims eyes and who command up to 
  two dozen spectral crows as incorporeal scouts.  
  With the revelations of VER8-05 Quisling, Halmadar 
  knows that the heroes of Verbobonc will likely attempt 
  a strike against him. As a follower of Vecna, Halmadar 
  also knows that knowledge is power, and has ordered 
  his vitreous drinkers to send their crows throughout 
  the city to hunt down and locate the Resistance.  
  The spectral crows appear throughout this scenario, 
  primarily in Phases One and Two, and most notably at 
  the end of the introduction. See any vitreous drinker 
  statistics block in Appendix One for more details on 
  the spectral crows.  
  Insider Knowledge 
  Some characters have an advantage of knowing certain 
  facts, due to the contacts and experiences that they 
  have. These facts are listed in Appendix 5: Insider 
  Knowledge.  
  At the beginning of this adventure, the heroes of 
  Verbobonc already have some scraps of information 
  that may prove useful in the coming attack. These 
  pieces of information, and who should receive them, 
  are listed in Appendix 5 under the heading 
  Introduction. These pieces of information should be 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 5 
  
  handed out to characters prior to the adventure’s 
  Introduction. 
  SPECIAL INSTRUCTIONS: 
  CHARACTER DEATHS 
   
  Battle interactives are special events which allow 
  regions to offer styles of play and cooperative play that 
  are not usually available in regular play. This 
  Interactive is specifically designed to kill as many 
  characters as possible, and for good reason, which we 
  will get to in a moment.   
  But first - we want you to think about what a character 
  death means to the player. Usually it means that the 
  character loses a level, and almost certainly loses 
  money in paying for the reincarnate or raise dead to be 
  cast on him or her. But that's about it.  In this 
  Interactive we provide for the character to receive a 
  true resurrection, at half price, at which point the cost 
  of it may be made lower based upon how many favors 
  that character has in the region.  
  Do NOT however tell your players that we are offering 
  this until you hand out the AR's and explain 
  the mechanics. It is better if they think they are dead, 
  unrecoverable, and have lost their character. 
  These mechanics virtually eliminate the negative 
  impact of a character’s death, in game terms. 
  But this interactive isn't about game terms - it's about 
  the story. And the story of the characters dying, and 
  being brought back to finish the region's story in 
  VER8-06: Noble Ambitions is more dramatic than if the 
  characters succeeded in destroying the opposing 
  forces.  
  Think of the small band of Rebel fighters flying in to 
  stop the Death Star from destroying their base. The 
  single ship Serenity fleeing the reavers and dashing 
  through the lines of the Alliance in order to complete 
  their mission. These stories are memorable because a 
  few people faced incredible odds, faced certain defeat 
  and yet were able, despite losses, to win the day. 
  This is why we want you to kill every character at your 
  table. Because it makes the story better.  
  Do not have mercy on them. Do not allow them to 
  flee. Be as mean and as cruel as a person named 
  "Halmadar the Cruel" warrants. In the end the 
  characters 
  will 
  appreciate 
  your 
  dedication 
  to 
  presenting a story they will remember. 
  Avoiding Death  
  Note that characters who might otherwise die on the 
  field of battle are free to call on the Aid of Iuz, staving 
  off death. If they choose to do this, they can fight on, 
  but the deal has a price. See Phase I: Encounter 5 The 
  Enemy of My Enemy and Aid of The Old One in 
  Appendix 4 for more information on this. 
   
  INTRODUCTION: BRIEFING 
  THE RESISTANCE 
   
  This Part should take about 10 minutes. 
  NOTE: Before the Interactive begins, all Bondsmen of 
  Estival are gathered by an Interactive Coordinator and 
  taken aside for the Alternate Bondsman Introduction. 
  Like all Bondsmen missions in this interactive, this is 
  contained in the separate Bondsmen Interactive 
  document. 
  Prior to the Interactive, all players should receive 
  Player Handout 1: A Call to Arms. this handout 
  explains the circumstances that bring the players 
  together for the adventure. 
  Also, any players who identify themselves as active 
  members of the Battirovka Family, Company of the 
  Black Rose, and Wanderers of Coldeven should be 
  invited to stand at the front, facing the assembly.   
  An Interactive Judge should read or paraphrase the 
  following. 
  You have all arrived in Verbobonc City, and by following 
  the whispered hints of several covert contacts, you have 
  come to Black Rose Manor near the southern city wall.  
  Other adventurers have also gathered here, all having 
  come to the same grim conclusion. A man calls for quiet 
  and addresses the assembled heroes.  
  Another Interactive Judge, in the role of Llertos, 
  Commander of the Black Rose Adventuring Company, 
  steps forward. “Llertos” should motion for silence and 
  attention before reading or paraphrasing the following.  
  “Good evening, everyone, and welcome to Black Rose 
  Manor. I apologize for the cramped quarters and the 
  shortage of chairs, but I think you would all agree that, 
  considering the circumstances, a lack of seating is the 
  least of our concerns, and I would rather see the Manor 
  teeming with heroes tonight rather than empty for lack 
  of bravery.  
  For those who do not know me, I am Kvelduf Llertos, 
  Commander of the Black Rose Company. I know that 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 6 
  
  many of you are probably wondering where our mutual 
  half-elven friend is. Langard is safe, and he sends his 
  regrets that he could not join us here.  
  I think we all know why we have assembled: Something 
  must be done about the insidious evil that has festered 
  here in the Viscounty for far too long. Halmadar is close 
  to completing his quest for revenge on the House of Kas, 
  whereby we believe he shall become a proxy of the 
  Whispered One here on Oerth.  
  If we hope to stop him, we can delay no longer. We must 
  move in on Castle Greyfist and confront this deceiver 
  with sword and spell.  
  Word has been sent to Lord Milinous, Lord Langmuir, 
  House Avgustin, Prince Jimm, and Shannus of the Iron 
  Wood, but it is unlikely that their forces will arrive in 
  time to help us. We’re on our own, adventurers.  
  To discuss the defenses of Castle Greyfist, I’m going to 
  cede the floor to Brooknir Battirovka, Bear of the Family, 
  one of the architects of our attack plan.” 
  “Llertos” steps aside and an Interactive Coordinator 
  playing the part of Brooknir Battirovka steps forward. 
  This speech should have a no-nonsense clip to it, and a 
  grim tone.  
  “An assault on Castle Greyfist is not a task to be 
  undertaken lightly.  
  The sheer walls of the fortress stand a full fifty feet high. 
  They are almost thirty feet thick at the base and are 
  warded against spells like soften earth and stone and 
  disintegrate. The Viscount’s casters come out at regular 
  intervals and cast spike stones on the exterior walls, 
  and exploding spikes have been planted at random 
  intervals, making a climb up them virtual suicide. 
  The four towers of Castle Greyfist rise above the walls by 
  another ten feet – that’s sixty feet total for you 
  Barbarians here. The northwest and southeast towers are 
  both topped by an arcane ballista that fires lightning, 
  likely modified for extended range and increased damage. 
  These artillery pieces have a full 270-degree vertical arc of 
  firing, and their crews are always on alert for aerial 
  threats. 
  The other two towers, the northeast and the southwest, 
  fly magical banners bearing the crest of House Estival. 
  Our spies haven’t been able to get close enough to 
  determine what effect they bestow on the Viscount’s 
  troops, but you can bet that it isn’t going to be good for us.  
  Battlements circle the entire castle wall, and at any time 
  there are between twenty and forty archers patrolling it. 
  Estival has recently supplemented these defenders with 
  evoker mages.  
  The castle’s main gate is sealed by two portcullises. The 
  outer one is two feet thick and made of solid darkwood. 
  The inner is cold iron, gilded in adamantine. The 
  controls for each of these gates are housed entirely within 
  the gatehouse above, which is divided in half, meaning 
  you’d have to break into both the east and west sides to 
  open the gate below.  
  Once inside, it’s a hundred yard dash across an open 
  courtyard and past the Viscount’s new topiary garden to 
  the inner bailey.  
  When the castle is under attack, contingency spells take 
  effect protecting this inner keep with guards and wards 
  that take hours to dispel. At that point, you’re essentially 
  forced to capture the entire castle and then tackle the 
  bailey as an entirely separate endeavor. 
  In short: you’d have to be crazy to attack this place… 
  [add a wry smile and pause for effect] So here’s how 
  we’re going to do it... Llertos?” 
  “Brooknir” steps aside to allow “Llertos” to again 
  address the assembly. 
  “Our attack will have four strike teams, each 
  simultaneously breaching the castle’s defenses by different 
  means: flying over, digging under, sneaking around, and 
  punching through. You’ll be briefed on the details of the 
  assault later, but before we can enact any of those plans, 
  we have to consolidate all of our resources from across the 
  city.  
  Many of you know of provisions, supplies, or even 
  sympathetic contacts who may be able to lend their aid. 
  We must turn to one another in these desperate times 
  and work together to investigate every lead that we can. 
  The most unassuming object might prove to be the key to 
  our victory. 
  “Llertos” has just referred to the Inside Knowledge 
  handouts that players should have already been given.  
  But time is running out. You’ll have to act fast to gather 
  supplies, aid, and information and then rendezvous at 
  our forward staging base in the cellar of the Scythe and 
  Sheaf Inn, which is already being prepped.  
  As you prepare for battle, remember this: We must 
  exercise control tonight. We cannot be butchers. Every 
  drop of blood we shed in this endeavor, even in response 
  to this ruthless tyrant’s forces, undermines our victory 
  with the people.  
  Not every Bondsman of Estival is an agent of Halmadar. 
  Many are simply lawful men, who have been drawn into 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 7 
  
  his web of lies… not unlike many of you were with his 
  magnanimous ways when he first came to our lands.  
  We must uphold both good and justice. Do not kill the 
  Bondsmen of Estival unless you have proof that they 
  serve Vecna or you have no other recourse. If our mercy 
  fails us, we have already lost. 
  “Llertos” should take a moment to let that statement 
  sink in, and then continue with a hopeful tone. 
   
  Bear no illusions. The task before us is all but impossible. 
  We will not all live to see the dawn. Some of us will fall. 
  But every one of us who rises up against this evil shall 
  gain immortality one who stood their ground, who did 
  not yield, but fought to the last breath of their being for 
  the survival of the lands that we call home.   
  But time is short, and I have kept y—“ 
  At this point another Judge in the role of a Resistance 
  lieutenant should point to the back of the room, 
  interrupting Llertos.  
  “Lieutenant 1”: “Sir! A spectral raven!”  
  An Interactive Judge should describe how a ghostly 
  raven has flown in through a wall. It circles the room 
  and then flies out through another wall in the 
  direction of Castle Greyfist.  
  “Brooknir”: “We’re compromised! Brothers, get 
  to safety!”
  “Llertos”: “There’s no time to form proper 
  squads. Everyone split up and gather what 
  resources and information that you can, and 
  then get to the rendezvous at the Scythe and 
  Sheaf!”
  One table of volunteers will be needed to cover the 
  other characters’ escape from Black Rose Manor. The 
  Judge who will run this table should call out for 
  volunteers: 
  “Lieutenant”: “We need six volunteers to act as the rear 
  guard to cover our escape! Volunteers! Gather over here!” 
  This Judge should take the first six players who come 
  to him, regardless of character level or role. There is no 
  time to properly organize a balanced team.  
  These 
  volunteers 
  will 
  immediately 
  jump 
  into 
  Introduction: Encounter 1: The Rear Guard.   
  The Interactive Judges should divide the player pool 
  randomly at this point. Having the players ‘count off’ 
  by the number of tables is a good way to handle this.  
  Once the players have been assigned to their tables, all 
  other Table Judges are encouraged to create urgent 
  chaos as players settle in to play. They may call out 
  orders and panicked statements. They should have fun 
  with it.  
  Some examples of panicked dialogue are provided: 
  “You! Come with me!”; “Don’t worry about your buddy, 
  you’ll see him at the rendezvous!”; “Go! Go! Go!; “The 
  Bondsmen are coming! Get out of here!; We’re 
  doomed!”; “Hurry up, dwarf, or we’ll leave you behind!” 
  Once tables are sat, they should proceed immediately 
  to Phase I: Out in the Streets. 
  Introduction: Encounter One: The Rear Guard 
  The six volunteers taken from the player pool should 
  calculate their Average Party Level. Note that this party 
  could be made up of a large range of character levels 
  and/or a narrow range of character abilities. In the 
  chaos of fleeing from Black Rose Manor, there was no 
  time to build a properly balanced party.  
  The Judge running this encounter should have a map 
  of Black Rose Manor laid out. The players have full 
  reign over the building and may cast buffing spells and 
  position themselves wherever they like.  
  The other adventurers flee the building, but you valiantly 
  have chosen to remain to cover their escape. You would 
  guess that you have a minute, perhaps less before 
  Halmadar sends his killers to cut down the Resistance.  
  One of your fellow adventurers pauses before he leaves. 
  “Hold them off for as long as you can, then get to the 
  rendezvous at the Scythe and Sheaf, if you can.” He 
  pauses a mmoment and adds,  “Your sacrifice will not be 
  forgotten.” He then joins the fleeing rebels.  
  Make sure that players have placed their miniatures on 
  the map. Then continue. 
  If anyone is keeping watch on the streets, they may see 
  the arrival of the Khaasta barbarians before they break 
  in to the Manor.   
  Halmadar’s raiders prefer the direct route. Vecnan 
  Wizards cast dimension door to deposit the Khasta 
  barbarians half a block from the manor house. The 
  barbarians approach swiftly, throw torches on the east 
  and west wings of the manor catching it on fire, and 
  then break through the front door.   
  APL 6 (EL 7) 
  Halmadar Raiders (2): Male Khaasta Barbarian 2; 77 
  hp each; see Appendix 1. 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 8 
  
  APL 8 (EL 9) 
  Halmadar Raiders (4): Male Khaasta Barbarian 2; 77 
  hp each; see Appendix 1. 
  APL 10 (EL 11) 
  Halmadar Brutes (3): Male Khaasta Barbarian 
  2/Fighter2/Exotic Weapon Master 1; 122 hp; see 
  Appendix 1. 
  APL 12 (EL 13) 
  Halmadar Brutes (3): Male Khaasta Barbarian 
  2/Fighter2/Exotic Weapon Master 1; 122 hp; see 
  Appendix 1. 
  Advanced Vitreous Drinker: hp 117, see Appendix 1. 
  APL 14 (EL 15) 
  Halmadar Brutes (5): Male Khaasta Barbarian 
  2/Fighter2/Exotic Weapon Master1; 122 hp; see 
  Appendix 1. 
  Advanced Vitreous Drinkers (2): hp 117, see 
  Appendix 1. 
  Tactics: The barbarians rage and attack. If there are 
  Vitreous Drinkers present, they enter melee and lead 
  with their quickened vampiric touch, followed by a 
  regular vampiric touch. In subsequent rounds, they 
  lash with their tongues and drink eyes. If one cannot 
  position for melee, then it uses its wand of scorching ray. 
  As the battle proceeds, the manor quickly becomes 
  engulfed in flames. It is unlikely that the party can 
  both stave off the raiders and fight the fire. Note that it 
  is not important how fast the manor burns down, nor is 
  it excessively important to track environmental effects. 
  This is primarily a story device, but play the threat as 
  real. 
  Development: If the adventurers are slain here, then 
  the raiders take their bodies back to Castle Greyfist. 
  Halmadar’s casters attempt to speak with dead to find 
  out the Resistance’s plan. The bodies are then 
  deposited in the dungeons of Castle Greyfist, where 
  Operation: Shadow Walk may find them. Their gear is 
  held by the soldiers guarding the dungeons. See Phase 
  II: Operation Shadow Walk for more details.   
  If the party successfully foils Halmadar’s attack, then 
  they should proceed with haste (and due stealth) to the 
  rendezvous in the cellar of the Scythe and Sheaf. But 
  before they get there, they are accosted by a mysterious 
  stranger. Proceed to Phase I: Encounter 5: The 
  Enemy of My Enemy. 
   
  PHASE I: OUT IN THE 
  STREETS 
   
  This Part should take no more than 40 minutes. 
  This Phase emphasizes fast-paced, cinematic adventure 
  and uncertainty in Verbobonc City. Judges are 
  responsible for keeping the pace urgent, and the tone 
  of the town as one on the precipice of chaos. 
  Each character should have been mustered into a 
  random table at the end of the Introduction. Character 
  class and level do not matter. A 6
  th level character could 
  be part of the same table as a 13
  th level character. In 
  fleeing Black Rose Manor, there is no time to properly 
  form into balanced strike teams.  
  The table’s APL should be calculated as usual, with the 
  exception that there is no limit to the range of the 
  characters’ levels.  
  The players must now decide where to go in the city to 
  gather resources for the Resistance. But because the 
  assault must proceed, each team only has enough time 
  to investigate one lead. Depending on the players’ 
  choice, the Judge will run one of the first four 
  encounters (“Black Rose Scavenger Hunt”, “Elven 
  Enclave Errand”, “Black Sheep in the Family”, or “The 
  Best Miners in Gnomeburg”). If the characters choose 
  to ignore the rumors and Insider Knowledge that they 
  have been given and wish to search elsewhere, then 
  they run into Halmadar’s spies. Choose any APL-
  appropriate encounter from Phase I and spring it on 
  them as an ambush. Other sources of help, however, 
  are either not sympathetic to the cause or have already 
  given as much assistance to the Resistance as they can. 
  Proceed with the mission that the party decides on, 
  below.  
  ENCOUNTER 1: BLACK ROSE 
  SCAVENGER HUNT 
  Characters undertaking this mission must travel to a 
  Black Rose storehouse. There, they must collect all of 
  the stockpiled provisions that they can and get them to 
  the rendezvous point at the Scythe and Sheaf Inn. 
  Unfortunately, the Viscount’s agents have already 
  discovered the storehouse of weapons and supplies, 
  and the characters on this mission are walking into a 
  trap.  
  The streets of Verbobonc seem charged with anticipation 
  and dread. The wind blows hard from the north, and 
  dark clouds hang low, threatening a storm. 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 9 
  
  Determine how the characters are moving across 
  Verbobonc City. Since they are traversing the streets of 
  an essentially hostile city, pay special attention to how 
  the party is moving, including marching order, mode 
  of 
  travel 
  (flying/mounted/hiding), 
  and 
  visible 
  weapons. How conspicuous do the characters appear to 
  casual observers or to law enforcement? 
  Once this is determined, continue. If the party is being 
  stealthy, describe a close scrape with Bondsmen of 
  Estival on patrol.  If they are flying, describe a flash of 
  lightning that strikes close by. If they are simply 
  openly walking through the streets, describe how some 
  citizens eye them warily or suspiciously. Ask for Spot 
  checks. Regardless of the outcomes, have the highest 
  Spot check reveal one citizen who rushes away in the 
  opposite direction.  
  Choose a location from one of the following: Oxric’s 
  Drye Goodes, the Tavern of the Two-Foot Traveler, Old 
  Dieg Manor (abandoned for these last nine years), or 
  the Gentle Mirror clothing shop. The warehouse that 
  the party is looking for is just behind that building. 
  When the party arrives, read the following. 
  The warehouse doesn’t look like anything special, just one 
  more building in the city, but the scrap of parchment says 
  this is the place. A faint light streams out into the 
  evening from behind shuttered windows. 
  Have the players make Spot checks: 
  DC 15: There is someone hiding in a pile of refuse near 
  the mouth of the alley next to the warehouse. 
  DC 20: A cloaked figure in a doorway across the street 
  is not fumbling with his key – he is watching you. 
  DC 22: On the roof of an adjacent building is a sniper 
  hiding in the shadows between two eaves.  
  DC 24: There are actually two snipers hiding between 
  those eaves on the adjacent building. 
  DC 35: Blood is dripping from the neck of one of the 
  snipers on the adjacent roof. He looks dead.  
  At the mouth of the alley, a figure rises slowly from the 
  pile of refuse there. Shaggy brows and a scraggly beard 
  frame keen eyes that glint with suspicion from the 
  shadows. The low growl of the voice is more animal than 
  man. “Maybe you’d best be movin’ along… ‘less’n ye’ve 
  got bid’ness wit’ someone?”  
  This esteemed personage is Senior Armed Drifter 
  “Shivs” MacKenzie, a trusted gnome hobo scout and 
  lookout who has been posted at the supply cache by 
  the Company of the Black Rose.  
  Unfortunately, Shivs is also a gnome who can be 
  bought, and he has sold the Black Rose out to the allies 
  of Halmadar. Shivs knows that the adventurers are 
  allied with the Black Rose’s cause, but he is waiting for 
  them to make the first move.  
  Once the party members admit to being on a mission 
  for the Resistance, Shivs immediately warms to them.  
  “Well, heh! Why di’n’ ye say so gov’na?” The gnome 
  waves an all-clear sign to an archer on the roof above 
  you. “Name’s Shivs. Shivs Mackenzie, Senior Armed 
  Drifter an’ esteemed personage. Come along, then. There 
  ain’t much time.” The gnome takes a gulp from a small 
  keg under his arm and glances both ways before opening 
  a concealed door to the warehouse halfway down the 
  alley. He motions for you to go inside.   
  This friendliness is an act. If any party members ask for 
  a Sense Motive check, they must beat Shivs’ Bluff 
  check (+8 modifier). If they do, they realize that the 
  gnome is being excessively friendly for some reason. 
  Ask for Spot and Listen checks as the party moves into 
  the alley. The following information may be caught: 
  • Spot DC 16: The cloaked figure in the doorway 
  across the street is beginning to move toward the 
  alley. 
  • Spot DC 18: Shivs’ eyes dart upward, to the 
  opposite roof for an instant. 
  • Spot DC 20: On the roof of an adjacent building is a 
  sniper hiding in the shadows between two eaves.  
  • Spot DC 22: There are actually two snipers hiding 
  together between those eaves on the adjacent 
  building. 
  • Spot DC 28: This result reveals the location of any 
  other hiding archers (the number of them depends 
  upon the APL, see below).  
  • Spot DC 33: Blood is dripping from the neck of one 
  of the snipers on the adjacent roof. He is most 
  certainly dead.  
  • Listen DC 30: You hear the soft creak of a bow 
  being pulled. 
  • Listen DC 50: You hear the sound of a single drop 
  of liquid. It sounds like… blood.  
  If anyone in the party who made one of these checks 
  declares the intent to ready for combat (drawing a 
  weapon, casting a spell, attacking Shivs, etc), then they 
  may act in the surprise round. Otherwise, when half of 
  the party is through the door, Shivs slams it shut and 
  initiates combat. Roll for initiative.  
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 10 
  
  APL 6 (EL 5) 
  Shivs MacKenzie: male gnome Monk 5/Drunken 
  Master 2; 52 hp; see Appendix 1. 
  Gnarley Forest Anarchists (2): male wood elf 
  Barbarian 2/Fighter 1; 37 hp each; see Appendix 1. 
  APL 8 (EL 8) 
  Shivs MacKenzie: male gnome Monk 5/Drunken 
  Master 2; 52 hp; see Appendix 1. 
  Gnarley Forest Anarchists (2): male wood elf 
  Barbarian 2/Fighter 2/Ranger 1; 56 hp each; see 
  Appendix 1. 
  Cleric of Vecna: male human Cleric 5; 42 hp; see 
  Appendix 1. 
  APL 10 (EL 10) 
  Shivs MacKenzie: male gnome Monk 5/Drunken 
  Master 2; 52 hp; see Appendix 1. 
  Gnarley Forest Anarchists (2): male wood elf 
  Barbarian 2/Fighter 2/Ranger 1; 56 hp each; see 
  Appendix 1. 
  Cleric of Vecna: male human Cleric 7; 46 hp; see 
  Appendix 1. 
  APL 12 (EL 11) 
  Shivs MacKenzie: male gnome Monk 5/Drunken 
  Master 2; 52 hp; see Appendix 1. 
  Gnarley Forest Anarchists (2): male wood elf 
  Barbarian 2/Fighter 2/Ranger 1; 56 hp each; see 
  Appendix 1. 
  Cleric of Vecna: male human Cleric 9; 65 hp; see 
  Appendix 1. 
  APL 14 (EL 13) 
  Shivs MacKenzie: male gnome Monk 5/Drunken 
  Master 2; 52 hp; see Appendix 1. 
  Gnarley Forest Anarchists (3): male wood elf 
  Barbarian 2/Fighter 4/Ranger 3; 103 hp each; see 
  Appendix 1. 
  Clerics of Vecna (2): male human Cleric 9; 65 hp each; 
  see Appendix 1. 
  Tactics: Shivs took a move action to Drink Like a 
  Demon just before opening the concealed door. He 
  chose to increase his Strength by 2 points. At APL 4 
  and APL 6, he runs off as soon as he slams the door. At 
  higher APLs, he attempts to use his Stunning Fist feat 
  in order to give the archers a better chance at taking 
  out easier targets. 
  The cleric pursues similar tactics, opening with hold 
  person or (at higher APLs) unholy blight. If the fight goes 
  poorly, the cleric(s) will move away from the mouth of 
  the alley and call for the City Guard.  
  The archers remain on the roofs and use Rapid Shot to 
  rain arrows down on the party. If strong melee 
  characters begin to close with them, they attempt to 
  flee. 
  Treasure: The Black Rose stockpiles are still in the 
  warehouse. But the party much search for the proper 
  crates. If Shivs has been taken prisoner, he will gladly 
  assist the party, telling them that he had been forced 
  into setting up the trap.  
  Without Shiv’s help, the party must make Search 
  checks. There are eight parcels of equipment hidden in 
  the warehouse. Each one requires a DC 25 Search 
  check. With each success, roll 1d8 to randomly 
  determine which parcel is found. If the die indicates a 
  parcel that has already been found, roll again. Only one 
  parcel may be found by a character each round.  
  Taking 20 will not be possible, since the noise of the 
  battle has alerted the Bondsmen of Estival and they 
  will arrive in less than two minutes.  
  Using detect magic to locate the prized magic items will 
  not work, since the boxes the Black Rose Company 
  uses are lined with lead.   
  1. 
  Two tanglefoot bags, four vials of holy water, 
  one magical standard bearing the symbol of 
  the Black Rose Company. 
  2. 
  Four vials of adamansheen, one wand of cure 
  moderate wounds (8 charges), three vials of 
  holy water, one strange box. 
  3. 
  Two vials of silversheen, one wand of magic 
  missile (CL 5, 8 charges), two oils of bless 
  weapon, one strange box, one scroll of planar 
  ally. 
  4. 
  Four vials of holy water, two vials of 
  adamansheen, one magical banner bearing 
  the symbol of either the Black Rose Company 
  or the Battirovka Merchant Family (50% 
  chance for either). 
  5. 
  Two potions of lesser restoration, two scrolls of 
  freedom of movement, one disguise kit, three 
  tabards of House Estival. 
  6. 
  One scroll of sculpt sound, two vials of 
  adamansheen, one scroll of stone to flesh, one 
  magical standard bearing the crest of the 
  Battirovka Merchant Family. 
  7. 
  One scroll of raise dead, four flasks of 
  alchemist’s fire, three vials of unholy water, 
  one strange box. 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 11 
  
  8. 
  One scroll of greater restoration, one potion of fly, 
  three antitoxins. 
  The strange boxes: The strange boxes that may be 
  found here are gnomish tumbleprank boxes. Gnomish 
  characters automatically know what they are. Other 
  characters may make a DC 15 Knowledge (local [any]) 
  check (or another appropriate skill check at the DM’s 
  discretion, eg. Profession (jester)) to know the 
  following information.  
  A gnomish tumbleprank box is a toy often used in 
  practical jokes. The box appears to be a normal case, 
  about the size of a cigar box. But a secret timer can be 
  set on the box and released with a catch. When the 
  timer runs out, the box springs open and tips over, 
  causing its contents to tumble out.  
  As the characters should expect, the City Guard is on 
  the way. The party has 1d6+5 rounds to search the 
  warehouse. At that point, another group of Bondsmen 
  arrives. For this second wave (if necessary), use the 
  enemies from Encounter 3: Black Sheep in the 
  Family, below. (Note that the enemies in Encounter 3 
  are not Evil.) Fleeing from this second group is easily 
  accomplished, since they do not give chase, instead 
  seeing to their fallen brethren. 
  Victory Conditions: All equipment that is found on 
  this mission and successfully brought to the 
  rendezvous point becomes usable by the Resistance as 
  they see fit. Successes at different tables are 
  cumulative.  
  Note that there are many items in this stockpile that 
  could be useful in Phase Two. But the most important 
  items are the magical standards (of which at least two 
  are needed for Operation Shadow Walk and Operation 
  Storm Tower to be fully successful)  and the 
  adamansheen (which is needed for the dire badgers in 
  Operation Earthen Grasp).  
  Any of this equipment that is not used by the end of 
  this adventure cannot be kept. 
  Development: Before the party makes it to the Scythe 
  and Sheaf, they will encounter a shadowy stranger who 
  offers to make a deal with them. Proceed to Encounter 
  5: The Enemy of My Enemy. 
  ENCOUNTER 2: ELVEN ENCLAVE 
  ERRAND 
   
  Characters undertaking this mission travel to the 
  Elven Enclave in Verbobonc City. There, they must 
  talk to an elf named Killian-Rhaine, who may be 
  supportive of the rebels’ cause. Unfortunately, on the 
  way to the sylvan community, the party encounters an 
  angry mob and (at higher APLs) a Vecnan agent who 
  has spurred them into action. 
  In the chaotic departure from Black Rose Manor, you 
  catch only a few scraps of information to guide you in 
  your task: Go to the Elven Enclave and ask for Killian-
  Rhaine. He and his family are potential allies and may 
  have supplies to help us. Convince them to do so, and 
  once you have, go to the rendezvous at the Scythe and 
  Sheaf Inn with whatever they have given you as fast as 
  possible.  
  Make certain that the players are clear about their 
  mission, but do not elaborate on their instructions. The 
  flight from Black Rose Manor did not allow time for 
  questions and answers. Once you are sure that the 
  players know what they need to do, continue. 
  The streets of Verbobonc seem charged with anticipation 
  and dread. The wind blows hard from the north, and 
  dark clouds hang low, threatening a storm. 
  Determine how the characters are moving across 
  Verbobonc City. Since they are traversing the streets of 
  an essentially hostile city, pay special attention to how 
  the party is moving, including marching order, mode 
  of 
  travel 
  (flying/mounted/hiding), 
  and 
  visible 
  weapons. How conspicuous do the characters appear to 
  casual observers or to law enforcement? 
  Once this is determined, continue. If the party is being 
  stealthy, describe a close scrape with Bondsmen of 
  Estival on patrol.  If they are flying, describe a flash of 
  lightning that strikes close by. If they are simply 
  openly walking through the streets, describe how some 
  citizens eye them warily or suspiciously. Ask for Spot 
  checks. Regardless of the outcomes, have the highest 
  Spot check reveal one citizen who rushes away in the 
  opposite direction.  
  Civil Unrest 
  If the characters are moving across the city in the air, 
  alter the description below to fit the party’s view of the 
  mob’s approach to the Enclave. Otherwise, when the 
  party is almost to the elven community, read or 
  paraphrase the following. 
  Not far from the Elven Enclave, the glimmering light of 
  torches, the shaking of pitchforks, and the din of angry 
  voices mark the approach of a mob of incensed Verbobonc 
  citizens. They are clamoring up the street in the direction 
  of the Elven Enclave, and you are standing directly in 
  their path.   
  Creatures: Verbobonc citizens have been spurred by 
  fear to protect their Viscount from the chaotic 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 12 
  
  elements of the city. Elves, being a stereotypically 
  freedom-loving (read: chaotic) race, have become the 
  target of some misguided artisans, commoners, and 
  various otherwise-innocent cityfolk.  
  At higher APLs, the mobs have formed a full-force riot, 
  and the gifted orator who prodded them to action is 
  still with them, a Vecnan cultist who happens to be a 
  bard by profession.  
  APL 6 (EL 5) 
  Throng of Gnomes: hp 70; see Appendix 1. 
  APL 8 (EL 7) 
  Throngs of Gnomes (2): hp 70 each; see Appendix 1. 
  APL 10 (EL 9) 
  Mob of Humans: hp 135; see Appendix 1. 
  Vecnan Bard: male human Bard 7; hp 37; see 
  Appendix 1.  
  APL 12 (EL 11) 
  Mobs of Humans (2); hp 135 each; see Appendix 1. 
  Vecnan Bard: male human Bard 9; hp 47, see 
  Appendix 1.  
  APL 14 (EL 13) 
  Mobs of Humans (4); hp 135 each; see Appendix 1. 
  Vecnan Bard: male human Bard 9; hp 47, see 
  Appendix 1.  
  Tactics: The incensed citizens are outraged at the lack 
  of respect that their beloved Viscount Estival has been 
  getting from some people lately. They’re going to teach 
  those chaotic elves and self-righteous adventurers a 
  lesson! 
  The Vecnan bard uses his abilities to inspire courage in 
  the citizens, egging them on to greater chaos. He 
  supports their rampage by hurtling spells at the 
  adventurers while maintaining his bard song through 
  the Melodic Casting feat. 
  Development: Once the party either defeats, diffuses, 
  or avoids the angry citizens, they can proceed to the 
  Elven Enclave.  
  The Elves of Verbobonc City 
  This portion of the mission deals with contacting 
  Killian-Rhaine and attempting to obtain the help of the 
  elves for the Resistance. Unbeknownst to the party, 
  Killian-Rhaine witnessed what they chose to do when 
  the hostile citizens were approaching the Enclave. 
  Depending on whether or not the party neutralized the 
  mobs, the elves are either Friendly toward them or 
  Unfriendly. Go to the appropriate section below.  
  The Party Neutralized the Mobs 
  If the party intercepted the mobs and successfully 
  dispersed them before they reached the Enclave, then 
  Killian-Rhaine and his kinfolk who witnessed this 
  begin their interactions with the characters as 
  Friendly.  
  Three tall elves with the rough look of rangers and druids 
  slide down ropes to meet you. The leader’s speech, 
  however is in unaccented common: “I witnessed what 
  you did there, keeping those ignorant people from 
  attacking the homes of my people here. I am Killian-
  Rhaine; how can I repay your selflessness?”  
  Because the party selflessly intervened to save the 
  Elven Enclave from the threat of fire (whether that was 
  their intent or not is irrelevant, since that is what 
  Killian-Rhaine believes and he will hear nothing to the 
  contrary), Killian-Rhaine is predisposed to aid the 
  party. All that is required to secure his help is a single 
  DC 20 Diplomacy check, with the DC modified as 
  follows: 
  • Each elf in the party: -2, since they have helped 
  their fellow elves 
  • Each dwarf in the party: -2, since their timely aid 
  has undermined the negative opinion elves have of 
  the bearded folk.  
  • Every ranger or druid in the party: -2, since they 
  obviously share the elves’ concern for protecting 
  nature.  
  Members of the Elven Enclave automatically succeed 
  on this check. 
  Once this is accomplished and Killian-Rhaine hears 
  what the heroes desire, Killian-Rhaine is fully willing 
  to aid the Resistance with what he can.  
  He cannot supply troops, as with the city about to 
  become a war zone, he plans on leading the women 
  and children of the Enclave out of Verbobonc City 
  immediately and will need those skilled in battle to 
  protect them. 
  He can, however, lend the aid of three giant owls, if the 
  party will accept them. The owls have their own 
  saddles and bridles and are trained to carry riders.  
  Go on to the Victory Conditions and Development 
  sections below.  
  The Party Avoided/Ignored the Mobs 
  If the party completely avoided or ignored the threat of 
  the mob, then the hostile townsfolk descend on the 
  wooded homes, setting the Enclave on fire with their 
  torches. The flames catch quickly, and rage out of 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 13 
  
  control, scaring the humans (or gnomes) into 
  dispersing.  
  Describe the mass chaos of the elves attempting to 
  fight the fire, which has spread rapidly amongst this 
  portion of the Enclave.  
  But before the party can act to douse the flames, a 
  localized downpour of rain puts them out. Killian-
  Rhaine and his kin have cast quench and stemmed the 
  destruction.  
  Three tall elves with the rough look of rangers and druids 
  slide down ropes to meet you. The leader, however, 
  angrily condemns you in unaccented common: “We 
  witnessed what you did there, ignoring the bigots who 
  would destroy the homes of my kin. What business do 
  craven cowards like yourselves have here in the Elven 
  Enclave? Speak!”  
  The elves begin interactions with the adventurers as 
  Unfriendly, believing that if they had been true heroes, 
  then they would have done something to stop the 
  mobs from destroying the elven homes.  
  The party may make use of the Diplomacy skill to 
  convince the elves to lend their aid to the Resistance, 
  but it will be difficult.  
  The characters must make four successful DC 25 
  Diplomacy checks before failing three Diplomacy 
  checks in order to convince the elves to assist the cause 
  against Halmadar.   
  Allow the players to make their case before each of the 
  Diplomacy checks is rolled. You may apply a +2 
  modifier to their check for good roleplay. After each 
  check, roleplay Killian-Rhaine’s reaction, based on the 
  Diplomacy roll. A successful check may mean that he 
  is swayed somewhat, but he needs more convincing. A 
  failed roll may mean that he takes offense at something 
  that the player characters have said.  
  The following modifiers apply to the Diplomacy check 
  DCs: 
  • Each elf in the party: +2, since they should have 
  helped their fellow elves 
  • Each dwarf in the party: +2, since their inaction 
  has reinforced the negative opinion they have of 
  the bearded folk.  
  • Each ranger or druid in the party: +2, since they 
  obviously care nothing about protecting nature.  
  • Each member of the Elven Enclave in the party: 
  +10, since these members obviously care nothing 
  for their fellow family members. 
  If the party is unsuccessful in their negotiations, 
  Killian-Rhaine scoffs at the chances that Verbobonc 
  City has, with “heroes” like the party to defend it. 
  Killian-Rhaine departs to help his kin. The party has 
  failed their mission and must go to the rendezvous 
  empty-handed.   
  If the party is successful in their negotiations, however, 
  then Killian-Rhaine becomes sympathetic to the cause. 
    
  He cannot supply troops, as with the city about to 
  become a war zone, he plans on leading the women 
  and children of the Enclave out of Verbobonc City 
  immediately and will need those skilled in battle to 
  escort them. 
  He can, however, lend the aid of three giant owls, if the 
  party will accept them. The owls have their own 
  saddles and bridles and are trained to carry riders.  
  Go to the Victory Conditions and Development 
  sections below. 
  Victory Conditions: Tables that are unsuccessful in 
  this mission have nothing to bring back to the 
  rendezvous. They have no other business here. Go on 
  to the Development section, below.  
  Each table that successfully completes this mission 
  adds three giant owls to the list of assets useable in 
  Phase Two. They will be of most use to Operation 
  Storm Tower. The party must determine how they plan 
  to move three giant owls across the city without raising 
  undue suspicion or drawing attention to themselves. 
  Once they have determined this, continue to the 
  Development section, below. 
  Development: Before the party makes it to the Scythe 
  and Sheaf, they will encounter a shadowy stranger who 
  offers to make a deal with them. Proceed to Encounter 
  5: The Enemy of My Enemy. 
  ENCOUNTER 3: BLACK SHEEP IN THE 
  FAMILY 
   
  Characters undertaking this mission travel to a 
  Battirovka Family safehouse. From there, they must 
  escort a halfling who has escaped from the dungeons of 
  Castle Greyfist back to the rendezvous point at the 
  Scythe and Sheaf Inn. 
  Before undertaking this mission, ask if any of the 
  players at the table played VER8-03 Darkness is Unbound 
  with this character. Note especially the Enmity of the 
  Family award. This will affect the reaction of the 
  Family rogue who awaits the party at the safehouse. 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 14 
  
  Once you have reviewed the ARs, read or paraphrase 
  the following.  
  The streets of Verbobonc seem charged with anticipation 
  and dread. The wind blows hard from the north, and 
  dark clouds hang low, threatening a storm. 
  Determine how the characters are moving across 
  Verbobonc City. Since they are traversing the streets of 
  an essentially hostile city, pay special attention to how 
  the party is moving, including marching order, mode 
  of 
  travel 
  (flying/mounted/hiding), 
  and 
  visible 
  weapons. How conspicuous do the characters appear to 
  casual observers or to law enforcement? 
  Once this is determined, continue. If the party is being 
  stealthy, describe a close scrape with Bondsmen of 
  Estival on patrol.  If they are flying, describe a flash of 
  lightning that strikes close by. If they are simply 
  openly walking through the streets, describe how some 
  citizens eye them warily or suspiciously. Ask for Spot 
  checks. Regardless of the outcomes, have the highest 
  Spot check reveal one citizen who rushes away in the 
  opposite direction. 
  The Safehouse 
  Your group comes upon an innocent-looking house that, 
  according to your information, should be the place. It is 
  not unlike the homes adjacent to it, though this one’s 
  windows have been boarded up from the inside.  
  Members of the Family are aware that safehouses are 
  usually guarded by traps. The safehouse has both a 
  front door and a back door, and both doors are 
  currently locked (Open Locks DC 30) and trapped. 
  APL 6 (EL 4) 
   
  Lightning Bolt Trap: CR 4; mechanical; touch 
  trigger; automatic reset (immediate); spell effect 
  (lightning bolt, 5th-level wizard, 5d6 electricity, DC 14 
  Reflex save half damage); Search DC 28; Disable Device 
  DC 28. 
  APL 8 (EL 6) 
   
  Flame Strike Trap: CR 6; magic device; touch 
  trigger; automatic reset (immediate); spell effect (flame 
  strike, 9th level cleric, 9d6 fire, DC 17 Reflex save half 
  damage); Search DC 30; Disable Device DC 30. 
  APL 10 (EL 8) 
   
  Prismatic Spray Trap: CR 8; magic device; touch 
  trigger; automatic reset (immediate); spell effect 
  (prismatic spray, 13th level wizard, DC 20 Reflex, 
  Fortitude, or Will save, depending on effect); Search 
  DC 32; Disable Device DC 32.  
  APL 12 (EL 10) 
   
  Prismatic Spray Trap: CR 8; magic device; touch 
  trigger; automatic reset (immediate); spell effect 
  (prismatic spray, 13th level wizard, DC 20 Reflex, 
  Fortitude, or Will save, depending on effect); Search 
  DC 32; Disable Device DC 32. 
   
  Word of Chaos Trap: CR 8; magic device; touch 
  trigger; automatic reset (immediate); spell effect (word 
  of chaos, 13th level cleric); Search DC 32; Disable Device 
  DC 32. 
  APL 14 (EL 12) 
   
  Prismatic Spray Trap: CR 8; magic device; touch 
  trigger; automatic reset (immediate); spell effect 
  (prismatic spray, 13th level wizard, DC 20 Reflex, 
  Fortitude, or Will save, depending on effect); Search 
  DC 32; Disable Device DC 32. 
   
  Word of Chaos Trap: CR 8; magic device; touch 
  trigger; automatic reset (immediate); spell effect (word 
  of chaos, 13th level cleric); Search DC 32; Disable Device 
  DC 32. 
   
  Weird Trap: CR 10; magic device; touch trigger; 
  automatic reset (immediate); spell effect (weird, 17th 
  level wizard, DC 23 Fortitude save for partial); Search 
  DC 34; Disable Device DC 34.   
  A grisly scene awaits the party inside the safehouse.  
  It is clear that this place has recently been the site of a 
  fierce battle. Bodies of Bondsmen and Battirovka rogues 
  lie in pools of blood on the floor. Broken furniture is 
  strewn about, and small crimson rivulets drip down the 
  stairs.  
  From the number of bodies here on both sides, it is 
  unclear who won.  
  Allow the characters to declare a few actions.  
  The battle plainly roamed all throughout the house, 
  with clear bloody footprints leading up the stairs. An 
  overturned and partially smashed cabinet reveals (with 
  a DC 15 Search check) six unbroken potion vials. These 
  are tagged with yellow labels that read “Lesser 
  Restoration.” Family members, however, know that 
  these are not what they appear to be, but are instead 
  filled with poison (arsenic: ingested; Fort DC 13; 1 
  Con/1d6 Con).  
  Family members should already have been given a bit 
  of Insider Information, warning them that Family 
  potions labeled with yellow tags are not what they 
  appear to be. 
  Before they get far in their investigation or are able to 
  go up the stairs, interrupt them with the following text:  
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 15 
  
  Suddenly a woman whose black leathers are covered in 
  blood leaps out of the shadows down the stairs, two 
  daggers at the ready. “Black-hearted bandogs!” she cries, 
  but upon seeing you, she hesitates. 
  This is a Sister in the Family and the sole survivor of 
  the melee that tore the house apart. She instantly 
  recognizes any members of the Family in the party. 
  Likewise, any Family members present know her, as 
  well. Use any of the following names for the dual-
  dagger wielding vixen, or the Judge may create one to 
  use: Marwie Two-Knives, Nadya, Candella Carruthers, 
  or Kaylissa Whispersail  
  Note: 
  Some 
  adventurers 
  condemned 
  Kaylissa 
  Whispersail to death by turning her in to the 
  Bondsmen of Estival during VER8-03: Darkness is 
  Unbound. If any character at the table has the Enmity 
  of the Family favor from that adventure, do not use 
  Kaylissa’s name. Instead, the Sister who is present will 
  attempt to subtly avenge her fellow Family member by 
  passing poison off to the characters as valuable curative 
  potions. See “Burying the Hatchet”, below 
  Family Sister: female human Rogue 10; 57 hp (47 
  currently); Bluff +48 (with potion of glibness).  
  This rogue expected the party to be a second wave of 
  Estival Bondsmen. Having seen that the party does not 
  wear the tabards of Estival, she is willing to speak.  
  Allow the party to react. If they attack, the rogue hides 
  in plain sight and flees the scene. 
  If the party is willing to speak, she relaxes only slightly 
  and introduces herself. 
  “Can’t be too careful,” the woman says without apology. 
  “Those bloody myrmidons knew the knock. They crashed 
  two Cousins ‘fore we knew we’d been swung. Figured my 
  only spot was to flick the traps and ace it upstairs. I ‘spose 
  you’re here for the binger hin, then.”  
  The Sister is speaking in thieves’ cant, a slang code that 
  all Family members are fluent in. For those who need 
  translation, she has just explained that the Bondsmen 
  knew the password to get into the safehouse and killed 
  two rogues before they knew what was going on. After 
  the fight, she turned on the trap defenses and hid 
  upstairs. She assumes that the party is here to escort 
  the halfling escapee.   
  Once the party confirms that, yes, they need the 
  “package,” the Sister heads up the stairs and obtains the 
  halfling.  
  The Battirovka rogue returns with a very frightened 
  halfling, who she pushes in front of her while keeping 
  hold of the collar of his shirt. 
  “Here he is, scapegallowses,” the rogue says, presenting 
  the halfling. “Swipe him to the rendezvous. And that’s 
  the rub for me. I’ve got another game to ante up in.”  
  The rogue will confirm that the halfling is the 
  “package” and that he has information vital to the 
  rebellion. She cannot, however, say anything more 
  about her next mission.  
  Burying the Hatchet 
  Before she departs, the Family Sister here presents the 
  party with a few more supplies: six blast discs and six 
  antitoxins. She doesn’t know if they will come in 
  handy, but the people here won’t be needing them.   
  If there is anyone in the party with the Enmity of the 
  Family award from VER8-03: Darkness is Unbound, she 
  also points out to the party the “potions of lesser 
  restoration” in the cabinet. “We’re all on the same 
  side now,” she says, “It’s time we put that 
  unpleasantness behind us.” If the players ask for 
  a Sense Motive check, the DC is opposed by the Sister’s 
  Bluff check of +49. Note if anyone takes them, and if 
  they turn them in as supplies for the Resistance or if 
  they keep them for themselves.   
  The Sister pauses to take a dagger off of one of her fallen 
  comrades. “Thanks, Rukk,” she says quietly to the corpse. 
  “Fidelis familius.” She then slips out the way you came 
  in.  
  She has no time to spare, and nor do the heroes, so she 
  departs, leaving the characters alone with the halfling. 
  The Halfling Fugitive  
  The halfling is one of four escapees who were able to 
  find a secret escape route out of the dungeons of Castle 
  Greyfist. Choose a name for the halfling from one of 
  the following, or create your own: Beasley, Orlane, 
  Hesselwhite, or Jooster ‘the Booster’. 
  The knowledge he possesses is essential to the 
  Resistance, but he does not know exactly what it will 
  be used for. Unfortunately, the route that he and his 
  friends used to escape the dungeons is not something 
  that he can impart to anyone. He knows that he would 
  have to show the rebels the way in person.  
  The halfling here also knows that his three fellow 
  escapees are being kept at other Family safe houses in 
  the city, but does not know where. It is clear that other 
  heroes have been dispatched to escort them to the 
  rendezvous, so that if any of the halflings are killed, 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 16 
  
  there will still be a chance that their knowledge will 
  survive. This thought does not comfort the halfling.  
  He is perfectly willing to divulge (hastily) the 
  information above. There are two things that he would 
  rather not share, however: 
  First, having just witnessed the merciless ways of the 
  Bondsmen, the halfling is having second thoughts 
  about remaining involved. He would much rather put 
  as much distance between himself and Castle Greyfist 
  as possible. His nerve is hanging by a thread. Again, he 
  does not reveal this to the characters, though it might 
  be discovered with a Sense Motive check versus the 
  halfling’s Bluff (+4 modifier). 
  Second, if he is asked why he was a prisoner in Castle 
  Greyfist, he says that he was nabbed for pickpocketing. 
  This is a lie (Bluff +4 modifier). He and his fellow 
  halflings are convicted murderers. 
  When the party is ready to move out, determine how 
  they plan on moving across the city to the rendezvous 
  point in the cellar of the Scythe and Sheaf Inn.  
  ALL APLS 
  Halfling Fugitive: male halfling Rogue 2/Scout 4; 51 
  hp; see Appendix 1.  
  Return to the Rendezvous 
  An anonymous tip (from a Vecnan spy) has informed 
  the Bondsmen of Estival that the four halfling 
  murderers who escaped from Castle Greyfist are still in 
  Verbobonc City. They have also been informed that 
  they may be working with the Company of the Black 
  Rose to subvert the Viscount.  
  A number of Bondsmen have been put on alert to 
  watch out for these halflings, and a number of details 
  have been placed around the city to ambush them, 
  should they be spotted. Halmadar’s spectral ravens 
  have already located the Family safehouses where the 
  halflings are being kept. Perhaps unfortunately for 
  Halmadar, the closest Bondsmen details are all 
  composed of true law men of the region, and not 
  Halmadar’s cultists of Vecna.  
  As a result, in this encounter, the party faces Lawful 
  Neutral and Lawful Good law enforcers. The 
  Bondsmen below are identical to the evil Bondsmen, 
  except they have LN and LG alignments. The Clerics of 
  Saint Cuthbert here are genuine Clerics of the 
  Cudgeller.  
  Use the enemies below, at the appropriate APL for the 
  randomly-mustered table to create an ambush of the 
  party while they have the halfling escapee in their 
  custody. When they spring upon the party, the cleric 
  calls out “Stop in the name of the Cudgeller!” 
  It is possible that the party may be able to completely 
  avoid detection in crossing the city. If they proceed in 
  such a way that the Judge cannot devise a way to 
  ambush them, then the party will make it back to the 
  Scythe and Sheaf without incident.  
  If there is any doubt, however, if it is at all possible for 
  the heroes to be spotted or detected in crossing the 
  city, then they will be ambushed. Remember that 
  Halmadar has essentially an infinite number of allies at 
  his disposal, including the vitreous drinkers’ spectral 
  ravens, the Bondsmen of Estival, and citizens of the 
  Viscounty who still believe the Viscount to be 
  magnanimous. 
  APL 6 (EL 5) 
  Bondsman Recruits (5): male or female human 
  Fighter 1; 11 hp each; see Appendix 1. 
  APL 8 (EL 7) 
  Bondsman Recruits (5): male or female human 
  Fighter 1; 11 hp each; see Appendix 1. 
  Cleric of St. Cuthbert: male human Cleric 5; 37 hp; 
  see Appendix 1. 
  APL 10 (EL 9) 
  Bondsmen of Estival (3): male human Monk 
  2/Fighter 2; 33 hp each; see Appendix 1. 
  Cleric of St. Cuthbert: male human Cleric 7; 37 hp; 
  see Appendix 1. 
  APL 12 (EL 11) 
  Bondsmen of Estival (3): male human Monk 
  4/Fighter 2; 47 hp each; see Appendix 1. 
  Cleric of St. Cuthbert (2): male human Cleric 7; 37 hp 
  each; see Appendix 1. 
  APL 14 (EL 13) 
  Bondsmen of Estival (3): male human Monk 
  4/Fighter 4; 63 hp each; see Appendix 1. 
  Cleric of St. Cuthbert (2): male human Cleric 9; 65 hp 
  each; see Appendix 1. 
  Tactics: The Bondsmen attack the party for non-lethal 
  damage, attempting to take the party prisoner. They 
  only turn to lethal force after any of the adventurers 
  attacks for lethal damage first. They are men of the 
  Law, not evil cultists.  
  In the first round, or as soon as he can, the frightened 
  halfling flees down a nearby alley. Anyone can see that 
  the halfling has lost his nerve for the mission and is 
  attempting to abandon his duty to the Resistance. The 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 17 
  
  party must fight off the Bondsmen and recapture the 
  frightened halfling before he loses them in the city 
  streets. 
  The halfling murderer double-moves for two rounds 
  and then attempts to hide. Depending on the Judge’s 
  discretion, the Bondsmen may give chase to those 
  heroes who are chasing down the halfling.  
  Victory Conditions: At least 50% of the tables 
  undertaking this mission must successfully return to 
  the rendezvous at the Scythe and Sheaf with their 
  halfling informant. If they do, then seeing the prowess 
  of the Resistance, the halflings are inspired to help 
  guide Operation: Shadow Walk to the secret tunnels to 
  the Dungeons and the north towers of the Castle in 
  Phase Two.  
  If fewer than 50% of the halflings are brought back 
  (whether killed in the effort or if they escaped from 
  the player characters), those who do make it to the 
  rendezvous are too frightened to guide the effort. 
  Operation: Shadow Walk cannot proceed in Phase 
  Two.  
  Development: Before the party makes it to the Scythe 
  and Sheaf, they will encounter a shadowy stranger who 
  offers to make a deal with them. Proceed to Encounter 
  5: The Enemy of My Enemy. 
  ENCOUNTER 4: THE BEST MINERS IN 
  GNOMEBURG 
   
  Characters undertaking this mission travel to the Kron 
  Hall tavern in Gnomeburg. There, they must talk to the 
  owner, a female gnome named Miral Cutterfro, whose 
  four sons will supply them with some gnomish mining 
  tools. 
  The streets of Verbobonc seem charged with anticipation 
  and dread. The wind blows hard from the north, and 
  dark clouds hang low, threatening a storm. 
  Determine how the characters are moving across 
  Verbobonc City. Since they are traversing the streets of 
  an essentially hostile city, pay special attention to how 
  the party is moving, including marching order, mode 
  of 
  travel 
  (flying/mounted/hiding), 
  and 
  visible 
  weapons. How conspicuous do the characters appear to 
  casual observers or to law enforcement? 
  Once this is determined, continue. If the party is being 
  stealthy, describe a close scrape with Bondsmen of 
  Estival on patrol.  If they are flying, describe a flash of 
  lightning that strikes close by. If they are simply 
  openly walking through the streets, describe how some 
  citizens eye them warily or suspiciously. Ask for Spot 
  checks. Regardless of the outcomes, have the highest 
  Spot check reveal one citizen who rushes away in the 
  opposite direction.  
  Kron Hall  
  Making your way to Gnomeburg, you easily find Kron 
  Hall tavern, one of the few meeting places in Gnomeburg 
  built to accommodate human-sized patrons. 
  Miral Cutterfro, the matronly owner seems to be 
  expecting you. “Oh, dearie me. I can’t believe it’s really 
  come to this. Well come on, they’re out back.” She hustles 
  you to the small yard behind the tavern. 
  Outside are four gnomes who bear a family resemblance 
  to Miral. They each bear gnomish picks at the ready. 
  Nearby, a small, cobblestoned sty holds a small group of 
  dire badgers. “Well, here they are,” she says, “your 
  commanders wanted diggers… an’ they’re the best in the 
  city.” 
  The four gnomes guarding the badgers are Miral’s sons: 
  Cobbwyn, Turrick, Raulwick, and Folbur. One of them 
  explains to the party that in order to better insure that 
  at least some of the miners get to the rendezvous, that 
  multiple groups of Company members will be 
  escorting them.  
  “You’re the last group, I think,” says one of the gnomish 
  brothers, “so these four are yours. Make sure they get to 
  the rendezvous in one piece.” He hands you four leashes 
  and moves to open the badgers’ sty. 
  Cobbwyn explains that in order to insure that at least 
  some of the badgers make it to the rendezvous, they’ve 
  been split into separate groups and entrusted to 
  multiple escort parties. He uses his racial ability to 
  speak with burrowing animals to explain to the dire 
  badgers to follow the party and that they will keep 
  them safe.  
  If asked to accompany the party, the brothers exchange 
  looks with one another, heft their mining picks, and 
  say with grim smiles that they’ve got their own 
  assignments. They aren’t allowed to divulge them to 
  the adventurers and urge them to get moving.  
  Miral and her sons wish the blessings of Garl 
  Glittergold on their mission and send them on their 
  way.  
  Determine how the party plans to get four dire badgers 
  across the city to the rendezvous point in the cellar of 
  the Scythe and Sheaf Inn. 
  Return to the Rendezvous 
  Due to his myriad contacts and spies, Halmadar has 
  been alerted to the Resistance’s plan to obtain dire 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 18 
  
  badgers. Although the Vecnans do not know their 
  purpose, they do know that the dire badgers are 
  important to the Resistance and thus intend to kill 
  them in an ambush. 
  Use the enemies below, at the appropriate APL for the 
  randomly-mustered table to create an ambush of the 
  party while they have the dire badgers in tow.  
  It is possible that the party may be able to completely 
  avoid detection in crossing the city. If they proceed in 
  such a way that the Judge cannot devise a way to 
  ambush them, then the party will make it back to the 
  Scythe and Sheaf without incident.  
  If there is any doubt, however, if it is at all possible for 
  the heroes to be spotted or detected in crossing the 
  city, then they will be ambushed. Remember that 
  Halmadar has essentially an infinite number of allies at 
  his disposal, including the vitreous drinkers’ spectral 
  ravens, the Bondsmen of Estival, and citizens of the 
  Viscounty who still believe the Viscount to be 
  magnanimous. 
  APL 6 (EL 5) 
  Kenku Toughs (2): male Kenku Ranger 1/Rogue 2; hp 
  25 each; see Appendix 1. 
  APL 8 (EL 7) 
  Kenku Toughs (2): male Kenku Ranger 1/Rogue 2; hp 
  25 each; see Appendix 1. 
  Vecnan Wizard: female human Wizard 5; 39 hp; see 
  Appendix 1. 
  APL 10 (EL 9) 
  Kenku Strikers (2): male Kenku Ranger 2/Rogue 3; 
  hp 33 each; see Appendix 1. 
  Vecnan Wizard: female human Wizard 7; hp 36; see 
  Appendix 1. 
  APL 12 (EL 11) 
  Kenku Strikers (4): male Kenku Ranger 2/Rogue 3; 
  hp 33 each; see Appendix 1. 
  Vecnan Wizard: female human Wizard 9; hp 36; see 
  Appendix 1. 
  APL 14 (EL 13) 
  Kenku Assassins (2): male Kenku Ranger 2/Rogue 
  3/Assassin 3; hp 51; see Appendix 1.  
  Advanced Vitreous Drinker: hp 117, see Appendix 1. 
  Tactics: All of the Vecnans here are initially target the 
  dire badgers. The Kenku rogues attempt to strike from 
  hiding and then move to flank. The Vecnan casters 
  start with area of effect spells. The Vitreous Drinker 
  relies on his spell-like abilities.  
  Victory Conditions: For each dire badger that is 
  successfully returned to the Scythe and Sheaf, 
  Operation: Earthen Grasp has an opportunity to dig a 
  five-foot wide tunnel under Castle Greyfist. Each 
  badger also needs two vials of adamansheen (from the 
  Black 
  Rose 
  Scavenger 
  Hunt 
  mission 
  above). 
  Depending on the total number of badgers and 
  adamansheen vials that are successfully obtained in 
  Phase Two, Operation: Earthen Grasp may be able to 
  dig any combination of tunnels. For example, if three 
  badgers and six vials are brought back successfully, 
  then there could be three Earthen Grasp missions with 
  one five-foot wide tunnel each; one Earthen Grasp 
  mission with a five-foot-wide tunnel and one with a 
  ten-foot-wide tunnel; or one Earthen Grasp mission 
  with a 15-foot-wide tunnel. It will be up to the players 
  to decide how to use their resources during the 
  mustering for Phase Two.  
  If no dire badgers or adamansheen is recovered in 
  Phase One, then Operation Earthen Grasp cannot 
  proceed.   
  Development: Before the party makes it to the Scythe 
  and Sheaf, they will encounter a shadowy stranger who 
  offers to make a deal with them. Proceed to Encounter 
  5: The Enemy of My Enemy. 
   
  ENCOUNTER 5: THE ENEMY OF MY 
  ENEMY 
  In this encounter, a shadowy agent of Iuz named 
  Margus the Patriarch approaches the adventurers with 
  an offer of aid in the battle against Halmadar.  
  This encounter is intended to happen just outside the 
  Scythe and Sheaf, but if the party will somehow miss it 
  as written, the Judge should use his discretion in 
  finding an opportunity to insert this meeting into the 
  players’ experience in Phase One. He is encouraged to 
  take liberties with Margus’s abilities (give him true 
  seeing, etc) if it is necessary to help ensure that the offer 
  is made. 
  For purposes of the story and for balance, this 
  encounter can not be skipped.  
  Margus is a middle-aged man with dark (but graying) 
  hair, sharp features, a well-trimmed goatee, and a scar 
  that crosses his nose and left cheek. He is a polite and 
  gracious diplomat. At the beginning of this encounter, 
  he is invisible and hiding in the shadows near the 
  Scythe and Sheaf Inn (DC 45 Spot check). He has no 
  intention of fighting, and only wishes to speak with 
  the characters.  
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 19 
  
  The Scythe and Sheaf is only a few steps 
  away when you hear an urgent whisper from 
  the growing shadows of a nearby alley.  
  “Heroes of Verbobonc, a question: Is the 
  enemy of your enemy your friend?” 
  If the adventurers are jumpy and choose to initiate 
  combat, the agent immediately flees using a word of 
  recall spell. For these parties, Phase One is complete. Go 
  on to the Phase One Conclusion below.  
  If, instead, the party is willing to speak, the answer that 
  the agent is looking for is “Yes.” 
  If he gets an opening from any of the characters, he 
  will attempt to make his offer.  
  A middle-aged man emerges from the shadows as he pulls 
  back the hood of his cloak. “I was hoping that you would 
  have the wisdom to hear me out. My name is Margus the 
  Patriarch.” 
  A DC 30 Bardic Knowledge or Knowledge (local:VTF) 
  check reveals that Margus the Patriarch was the 
  second-in-command of a small cult of Iuz that worked 
  out of Verbobonc City almost a decade ago. The cult 
  was discovered and foiled by adventurers while they 
  investigated the source of the spread of the Plague of 
  589 CY. Margus was thought to have been killed with 
  the rest of the cult.   
  The man continues: “I come to you with a message from 
  my lord. While he is bound not to intervene in this 
  conflict directly, he has no wish to see the Whispered 
  One’s followers succeed here. Your efforts must succeed, 
  and he offers his assistance.” 
  If adventurers interrupt at this point with questions, 
  Margus insists that they please hear him out first, for 
  there is little time. He continues, quickly: 
  “I have been authorized by my lord to make an offer: In 
  the coming battle, should you find yourself about to enter 
  the cold embrace of death, simply call out to my lord for 
  aid, and your plea shall be answered.” 
  At this point, Margus pauses to see how receptive the 
  characters are to this idea. If they ask what they should 
  call out, or who Margus’s lord is, he replies: 
  “You need only call out ‘Save me, Old One,’ and your 
  plea shall be answered.” 
  If the characters do not instantly recognize the 
  moniker of one of the most evil demigods in the World 
  of Greyhawk, feel free to let them know with a DC 5 
  Knowledge (religion) check that the Old One is 
  another name for Iuz the Old. DC 10 on the check 
  reveals Iuz as the god of oppression, pain, and deceit. A 
  DC 15 on the check confirms that Iuz has a deep 
  hatred for Vecna, rivaled only by his hatred of Saint 
  Cuthbert. Followers of Saint Cuthbert automatically 
  succeed on all of this information. 
  If asked, Margus will reveal the benefits that Iuz can 
  provide: Heal, Delay Death, and improved defensive 
  abilities. He stresses that if a hero is about to die, that 
  the Old One will most assuredly prevent it from 
  happening, allowing the character to continue fighting 
  the good fight against Halmadar.  
  If asked, Margus knows of no negative effects that are 
  attached to this offer.  
  “If it seems like a distasteful option, as I fully understand 
  it may be to you, I urge you to consider what fate awaits 
  the Viscounty should your attack on the castle fail.” He 
  adds with emphasis, “You face unimaginable evil in the 
  battle to come.”  
  Margus does not have much time to discuss the offer at 
  great length, since he has other heroes that he must 
  speak to. He is satisfied so long as the adventurers have 
  the option in front of them should they need it.  
  Margus wishes the heroes good fortune in the coming 
  battle. “May the blessings of all of the gods go with you... 
  for all of our sakes.” With that, he departs.  
  Development: Calling to Iuz for aid during this Battle 
  Interactive is an immediate action. For its effects, refer 
  to Appendix 2: The Aid of the Old One. 
  Unbeknownst to the characters (or to Margus), any 
  person who accepts this aid is forever tainted with the 
  touch of darkness. They will receive the Special 
  Certificate Doomed. 
  Proceed to the Phase One Conclusion, below. 
   
  PHASE I: CONCLUSION 
   
  If any tables are not finished when only 5 minutes 
  remain in the time allotted for Phase One, the 
  Interactive Coordinator should move from table to 
  table in the role of an armed drifter, rushing past them 
  calling: 
  “Make haste! Time is short! Get to the rendezvous!” 
  When each party reaches the rendezvous point, the 
  table’s Judge should read or paraphrase the following: 
  Arriving at the Scythe and Sheaf Inn, your party is 
  directed silently by the barkeep to the cellar stairs. Below, 
  a Black Rose drifter and a Battirovka cutpurse, both of 
  whom look to have seen combat in the last hour, 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 20 
  
  recognize you. They lead you through a secret door and 
  down a twisted passage that opens into a dark and musty 
  chamber that looks to once have been a temple.  
  Some senior members of the Family, the Black Rose 
  Company, and the Wanderers of Coldeven are huddled 
  around an altar at the far end of the room, going over 
  maps and  battle plans. 
  Other members of the Resistance are here, waiting for the 
  rest of your fellows to arrive. 
  Any resources that the characters have gathered in 
  Phase One should be accounted for. Ask the players if 
  they are keeping anything for themselves or if they are 
  turning it all in to the Resistance leadership. 
  At this point, characters are free to do what they wish 
  until the Phase Two Briefing. They may not, however, 
  leave the Scythe and Sheaf for any reason. If they need 
  healing, they should speak with other characters that 
  have finished their Phase One missions. 
  At this point, the Judge should dismiss his players from 
  the table, informing them that the tables will be re-
  mustered in Phase Two using different criteria.  
  The Judge should then report the results of his table’s 
  Phase One mission to the Interactive Coordinator and 
  await the start of Phase Two. 
  When all tables have completed Phase One, the 
  Interactive Coordinator should get the attention of all 
  Judges and players and move on to the Intercalary: 
  Scythe and Sheaf. 
  INTERCALARY: THE SCYTHE 
  AND SHEAF INN 
   
  This Part will take about 15 minutes. 
  Former Viscount Langard appears before the members 
  of the Resistance and delivers an inspiring speech. 
  Any players who identify themselves as active 
  members of the Battirovka Family, Company of the 
  Black Rose, and Wanderers of Coldeven should be 
  invited to stand at the front of the room, facing the 
  assembly.  
  The Interactive Coordinator, in the role of former 
  Viscount Langard addresses the assembled crowd; 
  arrayed behind him are various players and judges 
  representing members of the Verbobonc Resistance. 
  One of the Judges in this role should call for silence in 
  the room and pronounce “I present Langard, the 
  once and future Viscount!”
  The Coordinator playing the part of Langard should 
  deny the title quietly and reluctantly step forward to 
  speak. 
  “Dear, dear friends. It has been too long since I have 
  stood with you like this. Baron Avgustin often said that 
  adventurers were the strength of the land. I look around 
  this room and I see that strength. In body and in force of 
  will. Never have I been more proud to see so many 
  willing to do what is necessary for our salvation.   
  Our land has seen many dark days these past years. The 
  Cowled Lady and the Giant Wars. The darkness below 
  Ulthak-Nor.  A resurgence of Elemental Evil. Civil wars 
  amongst our own nobles. Assassinations, both foiled and 
  successful. Imposters and traitors, murder and war. And 
  through it all, adventurers like yourselves have protected 
  this land from the vile forces that would devour the light 
  and hope of the world. 
  The Viscounty’s past is stained with the blood of ignoble 
  deeds. But its future is not yet written.  
  Tonight we face the greatest threat that Verbobonc has 
  seen in a generation. And tonight we make our stand 
  against that darkest evil.  
  We have convened here, in the basement of the Scythe 
  and Sheaf Inn because seventeen years ago, in this dank 
  place, on this very ground, Halmadar the Cruel was 
  stricken down. And so it is from here that we launch our 
  attack, to finish him once and for all.  
  Some of your fellow adventurers, leaders of the 
  Battirovka Family and the Black Rose Company, have 
  devised a plan that is both cunning and sound. Against 
  the forces that Halmadar has arrayed against us, it is no 
  guarantee of victory, but it is our best chance and our 
  only hope.   
  Our attack on the castle itself will be four-fold, insuring 
  that should one attack fail, we shall still have three other 
  avenues for our final strike at Halmadar’s heart.  
  Each one of you will be part of one of these four strike 
  teams. Listen carefully, for you will not be dividing into 
  tactical groups based on your experience, but on your 
  talents and capabilities.  
  The four attack groups are as follows: Storm Tower, 
  which will attack by air; Shadow Walk, which will 
  infiltrate the castle secretly; Earthen Grasp, which will 
  bring down the walls of Greyfist; and True Strike, the 
  front line of our assault.  
   
  But none of these strike teams will have a chance of 
  succeeding unless we can bring down the forbiddance 
  spell which guards the castle and its grounds. 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 21 
  
   
  To this end, a fifth group of volunteers has formed: 
  Heart Ripper, a command team made up of high ranking 
  members of the Black Rose, the Family and the clergy of 
  Pelor. They will journey to the source of the forbiddance 
  to dispel it. If all goes according to plan, once they bring 
  down the abjuration, you will all have a six second 
  window to breach the area of effect before we lock it down 
  with a spell given to us from beyond the grave by 
  Magister Obble Har: Har’s impervious impediment 
  will bar dimensional travel, preventing Halmadar from 
  calling any more extra-planar allies, and trapping him 
  within the castle, preventing his escape.  
  Make no mistake: the path we tread is treason, and the 
  lawful authorities of the Viscounty will show us no 
  mercy, should we fail. There is no turning back. From 
  here, we face only victory or death. 
  But for my part, I would not see the cruel hand of Vecna 
  take the Viscounty without a fight. Our children and our 
  children’s children will not grow up knowing only 
  tyranny and deceit. 
   
  For the people of Verbobonc everywhere, we must be 
  willing to fight and even die in the name of all that is 
  good and holy in this world. For the chance that hope 
  and light fade forever. For earth and stone, man and 
  gnome, we must be victorious!  
  If any Bondsmen NPCs were slain in Phase One, 
  Brooknir chides the heroes who have harmed the 
  cause and warns that this violence will not bode well 
  for us now. Once he is done, he continues 
  Mustering for Phase II 
  When Langard has finished his speech, four 
  Interactive Judges in the roles of the Mission Leaders 
  should take positions in four separate areas of the 
  room. All other Judges should help players determine 
  where they should be going.  
  It will be necessary to remind players that mustering in 
  this Phase is determined by a character’s talents and 
  abilities, not by character level or a concern for party 
  balance. 
  1. 
  Characters who can fly by magic or 
  wildshape, or who have other means of 
  getting airborne should join Operation: 
  Storm Tower. If giant owls were obtained 
  from the Elven Enclave, then they are 
  available to this group in case players are 
  needed to fill out parties. Two parties are 
  needed for this mission; no more, no less.   
  2. 
  Characters who are stealthy and skillful 
  should move to Operation: Shadow Walk. 
  People who can move unheard and unseen, 
  whether that is by skill or magical means 
  should join this mission. Two parties are 
  needed for this mission; no more, no less.   
  3. 
  Characters who are comfortable working 
  underground 
  or 
  have 
  knowledge 
  of 
  engineering should enlist in Operation: 
  Earthen Grasp. The supplies that were 
  recovered in Phase One determine the 
  maximum number of parties that can 
  undertake this mission. 
  4. 
  Characters who prefer to meet their problems 
  directly, who are trained in diplomacy or in 
  open warfare should march with Operation: 
  True Strike. This mission can accommodate 
  any number of parties. 
  Some characters will not feel that any of these 
  categories fit them, or that they fit into more than one 
  category and cannot decide which to go to. Many 
  people will want more information. But in order to 
  keep events moving, more information will not be 
  provided. (In character, the details of each mission are 
  on a strictly need-to-know basis, since Halmadar’s spies 
  are everywhere.) Players must choose and choose 
  quickly.  
  Judges should do whatever they can to help speed 
  these decisions, to shore up numbers for the missions 
  that need them, and to secure places for people who 
  will not fit on missions with a limited number of 
  spaces. 
  Whenever possible, players’ first choices should be 
  accommodated.  
  Once all players are placed in one of the four mission 
  groupings, the Judges playing the Mission Leaders 
  should begin their briefings. These briefings are 
  handled with all players for each mission at once, 
  before they are split into separate tables, to both 
  simulate the experience in the Scythe and Sheaf cellar, 
  and to insure that all tables on a particular mission 
  begin at the same time. 
  Proceed to the appropriate Mission, below.  
   
  MISSION ONE: OPERATION: STORM 
  TOWER 
  The Mission Leader for Storm Tower is Owain, a 
  paladin of Rao who was appointed to be a Knight of the 
  Faithful Defender by Viscount Langard in 593 CY. 
  Since then, Owain has been on assignment in Veluna.  
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 22 
  
  An Interactive Judge should collectively brief this 
  mission’s participants in the character of Owain.  
  Storm Tower’s targets are the southern towers of the 
  castle. Atop the southeast tower is an arcane ballista 
  that must be captured or destroyed. The southwest 
  tower bears a magical banner of Estival, which must be 
  brought down and replaced with the colors of the 
  Black Rose. Once the towers are secured, Storm Tower 
  must move to the gatehouse and open the castle 
  portcullis. 
  “You stand with the valiant volunteers of Operation: 
  Storm Tower.  
  While the brutish grunts of Earthen Grasp are skulking 
  around underground, we will be bravely and boldly 
  making the first attack on Halmadar’s fortress. 
  Yes, the honor of first blood will be ours. 
  As the first wave of the assault, our success is essential, for 
  we will open the way for the ground forces. 
  In a few minutes, we will depart from the Scythe and 
  Sheaf and make a low altitude run around the outside 
  perimeter of the City. We’ll reenter the city walls at the 
  Southgate, and amongst the trees of the Elven Enclave, 
  we shall split into two strike teams approaching Castle 
  Greyfist from the southwest.     
  One team will descend upon the southwest tower. On its 
  roof flies a magical banner bearing the livery of House 
  Estival. That banner is providing advantages to troops 
  allied with the Viscount. It must come down.  
  If players recovered a Banner of the Black Rose during 
  Phase I, Owain adds the following paragraph: 
  This team will also need to raise the Standard of the 
  Black Rose in its place. This will grant all of our allies a 
  combat advantage.  
  Continue: 
  The second team will dive on the castle’s southeast tower, 
  where a lightning ballista is mounted. You will be facing 
  heavy fire from it, so get in fast and take it out. Disable 
  it, destroy it, or -better yet- capture it so we can use it 
  against Halmadar’s forces ourselves. 
  Once the towers are taken, both teams will have to move 
  in on the castle’s gatehouse. You’ll have to break in there 
  and raise the portcullises so that Operation: True Strike 
  on the ground can move in on the courtyard.  
  Each of the two portcullises are independently controlled 
  in each half of the gatehouse, so both teams will have to 
  succeed in order for True Strike to breach the castle wall. 
  Now remember: We’ll have to time this just right, since 
  the forbiddance protecting the castle hasn’t been 
  brought down yet. When it does, we’ll have only a six 
  second window to get within the barrier before 
  Operation: Heart Ripper activates Har’s impervious 
  impediment, locking down travel within the castle. So be 
  swift on the wing. 
  Time is short, but do you have any questions?” 
  There is little time for questions. Some that the players 
  may ask and Owain’s answers are below. Owain 
  obviously wants the mission to succeed, and he will 
  help as best as he can. 
  • What are the other missions doing? 
  I can’t tell you. Halmadar has his spies everywhere, and the 
  less you know the better. I can say this, though: if everyone 
  does their job, then we’ll have Halmadar and his forces 
  surrounded and trapped in the castle courtyard. 
  • What kind of resistance should we expect? 
  It’s hard to say. Since we will be the first wave of the assault, 
  we should be braced for anything. We know that the ballista 
  fires lightning, and that the walls are manned by archers and 
  mages.  
  • What’s so important about the banners? 
  They are magical, providing advantages to those who are 
  allied with the symbol that they bear. When Estival’s banner 
  is brought down, his soldiers will be weakened; when the 
  Black Rose banner is raised, the Resistance troops will be 
  bolstered. 
  • Once we capture the arcane ballista, how do we 
  operate it? 
  I believe it is a fairly simple magic item. Point it in the right 
  direction and then look for a trigger.  
  • What will we do after this? 
  After you’ve taken the towers, remember that you must take 
  the gatehouse and open the two portcullises. 
  • What’s in it for me? 
  If you are looking for monetary reward, then you can just stay 
  here in the cellar. I don’t need to be worrying about whether 
  you’ve been bought off or not. In fact, thanks for volunteering 
  to fly in the point position. I don’t want any mercenaries 
  skulking behind any of these dedicated soldiers.  
  There are three more things that Owain needs to 
  impart to the heroes. 
  First, the characters should remember that while they 
  are facing off against Bondsmen of Estival, not all of 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 23 
  
  them are followers of Halmadar. If it’s at all possible, 
  don’t kill them unless it is necessary. Of course, we’re 
  all traitors now, so do what you see as necessary to 
  accomplish the mission.  
  Second, once they reach the tower roofs, the Storm 
  Tower operatives should stay out of the courtyard. It is 
  most important to secure the high ground perimeter of 
  the castle, neutralize the ballista, and raise the Black 
  Rose banner. The courtyard will be likely be teeming 
  with wizards and if the heroes engage them, then that’s 
  a completely new problem that we don’t want to deal 
  with.   
  Thirdly, Owain will remind the adventurers that if all 
  goes according to plan, then the forbiddance will come 
  down and the Resistance will have a six second 
  window to get into the area around the castle. At that 
  point, they will raise a spell given to the Resistance by 
  Magister Har from beyond the grave: Har’s impervious 
  impediment. This spell will act as our own forbiddance, 
  preventing Halmadar from bringing in any extraplanar 
  assistance. It will also prevent him from fleeing by 
  extra-dimensional travel.  
  Once the impervious impediment is raised, we know that 
  Halmadar will be ours.  If it doesn’t come up, then 
  you’ll know that the Command Team has failed, and 
  the Resistance will have to fight that much harder to 
  make sure that Halmadar is destroyed.  
  At this point all of the players undertaking Operation 
  Storm Tower should be fully briefed. Owain wishes 
  them all the blessings of the Peacemaker, and he sends 
  them off. 
  The players should divide into two teams, go to their 
  tables and get started with their mission, below. 
  The Approach and First Blood 
  At this point, the Judge should find out how each 
  character will be flying into battle. He should also get a 
  preliminary flight formation from the players. 
  Once all pre-combat buff spells and other preparations 
  are made, begin the assault with the following text. 
  Operation: Storm Tower speeds low through the streets of 
  Verbobonc and out the northwest gate. The knight 
  Owain leads the combined attack group on his white 
  griffon Brightmane, making a hairpin turn back into the 
  city’s southwest gate at breakneck speed.  
  Suddenly, you are amongst the trees of the Elven Enclave, 
  weaving between the branches, still staying relatively low 
  to the ground. 
  Anyone who is flying on an animal mount must make a 
  DC 15 Ride check to pull off these maneuvers. Failure 
  means that they fall behind the rest of the attack group 
  and will join combat in the second round.  
  Over the rushing wind, you hear Owain call out, “Break 
  on my mark! …Now!” 
  The other flight of Storm Tower veers off as you emerge 
  from the shelter of the Elven Enclave. Castle Greyfist 
  suddenly looms before you like a great impenetrable 
  monolith.  
  The faintest glimmer of a dome over the castle gleams in 
  the dusk sky. Someone calls out, “Abort! The 
  forbiddance is still up!” 
  But at that moment, there is an ephemeral dispersal of 
  energy, and the glimmer is gone.  
  As you pass through the air where the barrier once stood, 
  you hear Sir Owain, call out a battle cry: “REMEMBER 
  EGLATH!” 
  Roll for initiative.  
  Note: Har’s impervious impediment does NOT arise the 
  round after the forbiddance comes down, as was planned 
  in the briefings. The impediment comes up in round 
  eight of this phase. If it does not come up during 
  combat, then it should activate when the heroes are 
  moving toward the gatehouse to open the portcullis. 
  For the team moving in on the southeast tower, the 
  arcane ballista fires as the characters move in. It has a 
  range of 180 feet. The ballista fires its line of lightning 
  to catch as many characters as possible. If only one can 
  be caught in the line, the crew fires at the first 
  character in the flight formation.  
  Lightning Ballista: This magic light ballista does 
  not use traditional ammunition. Instead, it fires a 
  120-foot line of lightning when triggered. 
  Creatures in the path of the bolt take 8d6 points of 
  electricity damage (Reflex DC 18 half). In a 
  stormy environment, like the weather surrounding 
  the Assault on Castle Greyfist, a lightning ballista 
  can be fired every other round. A lightning ballista 
  requires no loading time or attack roll. 
   
  Banner of Estival: This noble standard bears the 
  symbol of House Estival, a black sword before a red 
  sun. It provides a +2 bonus to turn resistance to all 
  undead within Castle Greyfist and those within 30 feet 
  of the outer walls. This turn resistance stacks with any 
  turn resistance that the undead may already possess.  
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 24 
  
  Banner of the Black Rose: The standard of the 
  Company of the Black Rose offers the aegis of chaos to 
  the troops of the Resistance. All non-lawful allies of the 
  Resistance within Castle Greyfist and those within 30 
  feet of the outer walls are protected as if by the 
  protection from law spell. 
  Identical groups defend each of the southern towers 
  being attacked by Operation: Storm Tower. 
  APL 6 (EL 7) 
  Greyfist Mages (3): male human Wizard 3; hp 21 each; 
  see Appendix 1. 
  Verbobonc Militia (8): male human Warrior 1; 26 hp; 
  see Appendix 1. 
  APL 8 (EL 9) 
  Greyfist Mages (3): human Wizard 5; hp 39 each; see 
  Appendix 1. 
  Elf Loyalists (3): male wood elf Barbarian 2/Fighter 1; 
  37 hp each; see Appendix 1. 
  APL 10 (EL 11) 
  Greyfist Mages (3): human Wizard 7; hp 57 each; see 
  Appendix 1. 
  Elf Loyalists (3): male wood elf Barbarian 2/Fighter 
  2/Ranger 1; 56 hp each; see Appendix 1. 
  APL 12 (EL 13) 
  Greyfist Mages (3): human Wizard 9; hp 73 each; see 
  Appendix 1. 
  Elf Loyalists (3): male wood elf Barbarian 2/Fighter 
  4/Ranger 1; 76 hp each; see Appendix 1. 
  APL 14 (EL 15) 
  Greyfist Mages (3): human Wizard 11; hp 89 each; see 
  Appendix 1. 
  Elf Loyalists (3): male wood elf Barbarian 2/Fighter 
  4/Ranger 3; 103 hp each; see Appendix 1. 
  Tactics: The defenders here begin combat with potions 
  of fly in effect. The wizards concentrate fire with their 
  magic missiles on one target at a time. If this does not 
  prove effective, they fly higher than their enemies and 
  use their piercer cloaks with their ray spells. One of the 
  mages has greased the stairs leading up to the 
  ballista/banner.. At higher APLs, they use their Double 
  Wand Wielder feat to fire twice as many missiles. At 
  higher APLs they have greater invisibility active when 
  the player characters arrive. 
  The Loyalists fire dragonsbreath arrows at lightly 
  armored enemies, hoping to catch them on fire. They 
  are stationed on top of the central platform of each 
  tower, either protecting the banner or activating the 
  arcane ballista every other round.  
   
  The Greyfist Gatehouse 
  Once the towers are secured, the Storm Tower teams 
  will need to move in on the gatehouse. The gatehouse 
  has been locked down, and troops who would normally 
  be stationed here have already been defeated.  
  The only thing that bars entry is a dangerous arcane 
  trap that has been armed. 
  APL 6 (EL 6) 
   
  Flame Strike Trap: CR 6; magic device; touch 
  trigger; automatic reset (immediate); spell effect (flame 
  strike, 9th level cleric, 9d6 fire, DC 17 Reflex save half 
  damage); Search DC 30; Disable Device DC 30. 
  APL 8 (EL 8) 
   
  Prismatic Spray Trap: CR 8; magic device; touch 
  trigger; automatic reset (immediate); spell effect 
  (prismatic spray, 13th level wizard, DC 20 Reflex, 
  Fortitude, or Will save, depending on effect); Search 
  DC 32; Disable Device DC 32.  
  APL 10 (EL 10) 
   
  Dictum Trap: CR 8; magic device; touch trigger; 
  automatic reset (immediate); spell effect (word of chaos, 
  13th level cleric); Search DC 32; Disable Device DC 32. 
   
  Prismatic Spray Trap: CR 8; magic device; touch 
  trigger; automatic reset (immediate); spell effect 
  (prismatic spray, 13th level wizard, DC 20 Reflex, 
  Fortitude, or Will save, depending on effect); Search 
  DC 32; Disable Device DC 32. 
  APL 12 (EL 12) 
   
  Meteor Swarm Trap: CR 10; magic device; touch 
  trigger; automatic reset (immediate); spell effect (meteor 
  swarm, 17th level wizard, DC 23 Reflex save for half); 
  Search DC 34; Disable Device DC 34.   
   
  Weird Trap: CR 10; magic device; touch trigger; 
  automatic reset (immediate); spell effect (weird, 17th 
  level wizard, DC 23 Fortitude save for partial); Search 
  DC 34; Disable Device DC 34.   
  APL 14 (EL 14) 
   
  Dictum Trap: CR 8; magic device; touch trigger; 
  automatic reset (immediate); spell effect (word of chaos, 
  13th level cleric); Search DC 32; Disable Device DC 32. 
   
  Prismatic Spray Trap: CR 8; magic device; touch 
  trigger; automatic reset (immediate); spell effect 
  (prismatic spray, 13th level wizard, DC 20 Reflex, 
  Fortitude, or Will save, depending on effect); Search 
  DC 32; Disable Device DC 32. 
   
  Flame Strike Trap: CR 6; magic device; touch 
  trigger; automatic reset (immediate); spell effect (flame 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 25 
  
  strike, 9th level cleric, 9d6 fire, DC 17 Reflex save half 
  damage); Search DC 30; Disable Device DC 30. 
   
  Meteor Swarm Trap: CR 10; magic device; touch 
  trigger; automatic reset (immediate); spell effect (meteor 
  swarm, 17th level wizard, DC 23 Reflex save for half); 
  Search DC 34; Disable Device DC 34.   
   
  Weird Trap: CR 10; magic device; touch trigger; 
  automatic reset (immediate); spell effect (weird, 17th 
  level wizard, DC 23 Fortitude save for partial); Search 
  DC 34; Disable Device DC 34.   
  Once past the traps, the characters on Operation: 
  Storm Tower may enter the gatehouse. It is a simple 
  matter of pulling a heavy wheel (three consecutive DC 
  20 Strength checks) in order to open the portcullis. 
  Note that only one portcullis’s controls are accessible 
  from either side of the gatehouse. Both sides of the 
  gatehouse must be broken into in order to lift both 
  portcullises. 
   
  MISSION TWO: OPERATION: SHADOW 
  WALK 
  The Mission Leaders for Shadow Walk are “Uncle” 
  Farrin Freehil and “Cousin” Aloysius Krot.  
  Uncle Farrin Freehill, attorney at law, is a lisping 
  halfling who until very recently acted as the Family’s 
  top operative in Darkhapor. Having survived the 
  events of VER8-04: Bred in the Bone, Farrin has 
  relocated to Verbobonc City to aid the Resistance and 
  get revenge on Estival.  
  Aloysius is the genuine nephew of “Uncle” Krot, a late 
  member of the Battirovka Merchant Family. Uncle 
  Krot appeared in the Fools series of Verbobonc 
  adventures, and was killed in VER7-09 Jinxed. Aloysius 
  is new to the Family, but eager to live up to his uncle’s 
  hopes for him.  
  Two Interactive Judges should collectively brief this 
  mission’s participants as Aloysius Krot and Uncle 
  Farrin.  
  “Brothers and Sisters, welcome to Operation: Shadow 
  Walk. If you’re here, then that means you’re either 
  naturally gifted with the skills of stealth, or else you 
  know how to cheat with magic to achieve the same ends. 
  We’ll leave the flashy, high profile, suicidal approach to 
  those furry fliers on Operation: Storm Tower. That’s not 
  our style. 
  Some of you may have helped escort halfling fugitives 
  back here to the rendezvous. These halflings are the only 
  people ever to break out of the dungeons of Castle 
  Greyfist. But you, my friends, are going to be the only 
  people ever to break in.  
  Lucky you. 
  Here’s the plan: The halflings will guide you through the 
  sewers to the place where they made their escape. After 
  heading up a couple of secret passages that lead into the 
  dungeons, you’ll slip past the guards and up the rear 
  stairs to the northern towers of the castle.  
  The strike force will split up there.  
  One team will ascend the northwest tower. On its roof is 
  an arcane ballista. This team will have to take it out. 
  Disable it, destroy it, or -better yet- capture it.   
  Meanwhile, the other half of you will head up the 
  northeast tower, where the colors of House Estival are 
  flying. You’ll need to bring down the standard of Estival 
  and raise the Battirovka banner in its place.  
  In short, we’re going to steal Halmadar’s advantages and 
  make them our own. Any questions?” 
  Time is short and there is little time for questions. 
  Some that the players may ask and the Leaders’ answers 
  are below. Both Aloysius and Uncle Farrin obviously 
  want the mission to succeed, and they will help as best 
  as they can. 
  • What are the other missions doing? 
  I can’t tell you. Halmadar has his spies everywhere, and the 
  less you know the better. I can say this, though: if everyone 
  does their job, then we’ll have Halmadar and his forces 
  surrounded and trapped in the castle courtyard. 
  • What kind of resistance should we expect? 
  It’s hard to say. But by the time Shadow Walk reaches the 
  towers, we know that the frontal assault on the south side of 
  the castle will already have begun. If we’re lucky, there may 
  only be a token force in the northern towers.  
  • What’s so important about the banners? 
  They are magical, providing advantages to those who are 
  allied with the symbol that they bear. When Estival’s banner 
  is brought down, his soldiers will be weakened; when the 
  Battirovka banner is raised, the Resistance troops will be 
  bolstered. 
  • Once we capture the arcane ballista, how do we 
  operate it? 
  I have no idea. Maybe there’s a manual up there. Or maybe 
  you’ll just have to improvise.  
  • What will we do after this? 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 26 
  
  After you’ve taken the towers, make sure that they are secure. 
  We can’t afford to lose our advantage. If a situation demands 
  action, do what you have to, but don’t lose those towers. 
  • What’s in it for me? 
  Seriously? You’re kidding, right? This guy wants to kill you, 
  your family, your dog, your neighbors, your neighbor’s dog, 
  and then pretty much erase the fact that you ever lived. Pretty 
  much end the world. How about ‘living to see tomorrow’? Is 
  that good enough motivation for you? 
  There are three more things that Farrin and Krot need 
  to impart to the heroes. 
  First, the characters should remember that while they 
  are facing off against Bondsmen of Estival, not all of 
  them are followers of Halmadar’. If it’s at all possible 
  don’t kill them unless it is necessary. Of course, we’re 
  all traitors now, so do what you see as necessary to 
  accomplish the mission.  
  Second, once they reach the tower roofs, the Shadow 
  Walkers should stay out of the courtyard. It is most 
  important to secure the high ground perimeter of the 
  castle, neutralize the ballista, and raise the Battirovka 
  banner. The courtyard will be likely be teeming with 
  wizards and if the heroes engage them, then that’s a 
  completely new problem that we don’t want to deal 
  with.   
  Thirdly, the characters should be made aware that a 
  small group of volunteers will be undertaking a 
  mission to bring down the forbiddance spell that 
  Halmadar has encompassing the castle. If that all goes 
  according to plan, then the forbiddance will come down 
  and the Resistance will have a six second window to 
  get into the area around the castle. At that point, they 
  will raise a spell given to the Resistance by Magister 
  Har from beyond the grave: Har’s impervious 
  impediment. This spell will act as our own forbiddance, 
  preventing Halmadar from bringing in any extraplanar 
  assistance. It will also prevent him from fleeing by 
  extra-dimensional travel.  
  Once the impervious impediment is raised, we know that 
  Halmadar will be ours.  If it doesn’t come up, then 
  you’ll know that the Command Team has failed, and 
  the Resistance will have to fight that much harder to 
  make sure that Halmadar is destroyed.  
  At this point all of the players undertaking Operation: 
  Shadow Walk should be fully briefed. Farrin and Krot 
  wish them all the blessings of the Laughing Rogue and 
  the Summoner, and send them off. 
  The players should divide into two teams, go to their 
  tables and get started with their mission, below. 
  Descending into the sewers beneath Verbobonc, you 
  follow the halfling who knows the way to the dungeon’s 
  secret entrance. You rendezvous with four Rhennee 
  refugees from Darkhapor who supply you with boats and 
  set off to navigate a maze of low, pathless tunnels. 
  The halfling counts off side passages as you proceed, 
  following a map that exists only in his memory. 
  Abruptly, he commands a stop. “This is it,” he says, 
  pointing to the left and the right at two of the countless 
  unremarkable drains leading from above. “That one leads 
  to the northwest portion of the dungeons. And that one 
  leads to the northeast. Once inside the dungeons, you 
  should look for a way up. There should be a stair nearby 
  that can take you all the way up the north towers.”  
  At this point Operation: Shadow Walk splits into its 
  two squads.  
  The halfling guide (or guides) does not accompany the 
  adventurers. He has done his part, and has no interest 
  in returning to the dungeons of Castle Greyfist. He 
  wishes the parties luck and takes the boats with him. 
  The party will have no choice but to fight their way to 
  the surface.   
  After climbing through a filth-covered tunnel for what 
  seems far too long, you come to a metal grate. Above, is 
  what appears to be a small, cramped cell.  
  The grate is locked with an excellent lock, but it is on 
  the opposite side of the grate. This increases the Open 
  Lock difficulty by 5, making it a DC 35 to undo the 
  lock and gain access to the prison cell. Alternately, a 
  DC 30 Strength check can break the iron grate from its 
  housing. 
  Note that spell completion items like scrolls or wands 
  of knock still require a verbal component to activate. 
  Characters are aware of this, and the noise that it would 
  create, which could alert nearby guards.  
  Unbeknownst to the characters, there are no guards 
  nearby, so if they are forced to rely on magic to gain 
  access, they will not yet be found out.  
  If necessary, remind the characters that the battle 
  should already be raging above, and they need to move 
  swiftly. 
  The Prison Block 
  The party emerges into a small, ten-foot-square cell on 
  what is clearly a cell block. The cell holds nothing but a 
  pile of straw to sleep on. The door is locked, but not 
  trapped. (Open Lock DC 30) 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 27 
  
  Outside the cell are a dozen other cells. All are empty, 
  unless any player characters have been captured by the 
  Viscount’s agents in Phase I. 
  Any characters who have been captured, including 
  Bondsmen of Estival who attempt to sway Estival at the 
  beginning of the Bondsman Alternate Introduction are 
  here. They have been stripped of their gear. 
  At the end of the hall are two doorways: One steel door 
  that leads out of the dungeons, and one open doorway 
  on the right that leads into a 30-foot-square guard 
  room.  
  Within the guardroom, a heated argument is taking 
  place between two Bondsmen. One is complaining 
  about how all of the action is happening upstairs and 
  they have been stuck on guard duty. The second 
  maintains that they have orders to stay here. But, the 
  first one says, when they were assigned to guard the 
  cell block, they didn’t know that the castle was going to 
  come under attack. He believes that they should forget 
  their orders and go up to the ramparts where they can 
  help.  
  Inside this room are the belongings of any imprisoned 
  characters who were present in the cells of Castle 
  Greyfist.  
  The steel door at the end of the hall is locked and in 
  plain view of the guards inside the guardroom. They 
  are distracted by their argument, however, allowing 
  characters to hide in shadows as they pass the open 
  doorway. 
  Not far outside of the cell block, you find a stair leading 
  upward.  
  This is a service staircase, and the one that the halfling 
  mentioned. It spirals in a single file line straight up the 
  tower. Narrow tunnels lead off into the various levels 
  of the castle, but the players should be clear on what 
  they need to do: get to the top of the tower and take 
  control of it.  
  The stairs end at a trap door in the ceiling. The sounds of 
  the battle raging outside leave little doubt that your 
  objective is on the other side of this trap door.  
  This door is trapped with a greater dispel magic trap, 
  which triggers whenever someone who can be seen by 
  true seeing passes through the doorway.  
   
  Greater Dispel Magic Trap; CR 7; magic device; 
  visual trigger (true seeing); automatic reset (1 round); 
  spell effect (dispel magic, greater, 13th-level wizard); 
  Search DC 29; Disable Device DC 29. 
  As soon as the door is opened, roll for initiative. With 
  the assault on Castle Greyfist already underway, these 
  defenders are ready for just about anything.  
  APL 6 (EL 7) 
  Greyfist Mages (3): male human Wizard 3; hp 21 each; 
  see Appendix 1. 
  Verbobonc Militia (8): male human Warrior 1; 26 hp; 
  see Appendix 1. 
  APL 8 (EL 9) 
  Greyfist Mages (3): human Wizard 5; hp 39 each; see 
  Appendix 1. 
  Elf Loyalists (3): male wood elf Barbarian 2/Fighter 1; 
  37 hp each; see Appendix 1. 
  APL 10 (EL 11) 
  Greyfist Mages (3): human Wizard 7; hp 57 each; see 
  Appendix 1. 
  Elf Loyalists (3): male wood elf Barbarian 2/Fighter 
  2/Ranger 1; 56 hp each; see Appendix 1. 
  APL 12 (EL 13) 
  Greyfist Mages (3): human Wizard 9; hp 73 each; see 
  Appendix 1. 
  Elf Loyalists (3): male wood elf Barbarian 2/Fighter 
  4/Ranger 1; 76 hp each; see Appendix 1. 
  APL 14 (EL 15) 
  Greyfist Mages (3): human Wizard 11; hp 89 each; see 
  Appendix 1. 
  Elf Loyalists (3): male wood elf Barbarian 2/Fighter 
  4/Ranger 3; 103 hp each; see Appendix 1. 
  Tactics: The defenders here begin combat with potions 
  of fly in effect. The wizards concentrate fire with their 
  magic missiles on one target at a time. If this does not 
  prove effective, they fly higher than their enemies and 
  use their piercer cloaks with their ray spells. One of the 
  mages has greased the stairs leading up to the 
  ballista/banner. At higher APLs, they use their Double 
  Wand Wielder feat to fire twice as many magic missiles 
  from two wands at once. At higher APLs they also have 
  greater invisibility active when the player characters 
  arrive. 
  The Loyalists fire dragonsbreath arrows at lightly 
  armored enemies, hoping to catch them on fire. They 
  are stationed on top of the central platform of each 
  tower, either protecting the banner or activating the 
  arcane ballista every other round.  
  Lightning Ballista: This magic light ballista does 
  not use traditional ammunition. Instead, it fires a 
  120-foot line of lightning when triggered. 
  Creatures in the path of the bolt take 8d6 points of 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 28 
  
  electricity damage (Reflex DC 18 half). In a 
  stormy environment, like the weather surrounding 
  the Assault on Castle Greyfist, a lightning ballista 
  can be fired every other round. A lightning ballista 
  requires no loading time or attack roll. 
   
  Banner of Estival: This noble standard bears the 
  symbol of House Estival, a black sword before a red 
  sun. It provides a +2 bonus to turn resistance to all 
  undead within Castle Greyfist and those within 30 feet 
  of the outer walls. This turn resistance stacks with any 
  turn resistance that the undead may already possess.  
  Banner of the Battirovka Bear: The standard of the 
  Battirovka Merchant Family provides a bonus for 
  tactical combat. All allies of the Resistance within 
  Castle Greyfist and those within 30 feet of the outer 
  walls gain an additional +2 bonus for flanking and an 
  additional +1d6 damage when flanking. This extra 
  damage applies even if the attacker does not have the 
  sneak attack class feature, and even if the flanked target 
  is not subject to sneak attacks or critical hits. 
  Once the tower is secure, if any of the characters have 
  the inclination and the means to join any other Phase 
  II combats that are still occurring at other tables, they 
  may do so. Otherwise, they have five rounds of in-game 
  time to cast spells or otherwise recover from their own 
  fight before Halmadar appears and addresses the 
  adventurers. 
  The Judge should take a moment to inform the 
  Interactive Coordinator that his table is done. Then he 
  should wait for Phase III to begin. 
   
  MISSION THREE: OPERATION: 
  EARTHEN GRASP 
  The Mission Leader for Earthen Grasp is and armed 
  drifter by the name of Bub Tympanum. Bub is a 
  stonecutter who has seen too many of his friends and 
  family subjected to abuse at the hands of Estival’s 
  Bondsmen. Adventurers may have met Bub before if 
  they played VER5-04: Fools Gold. 
  An Interactive Judge should brief this mission’s 
  participants in the character of Bub Tympanum.  
  “So you’re the volunteers for Operation Earthen Grasp. 
  They tell me you lot are ready and willing to march right 
  up between the Viscount’s legs and take a hammer to his 
  rocks.” 
  “Well, I hope so, because that’s exactly what we’re going 
  to do.” 
  “Taking the fight to Halmadar is all well and good, but 
  we’ve got the principal problem of getting into the castle. 
  Now, there’s a big front gate we could use, but only a fool 
  would walk in where he’s expected. We’ll let those sissies 
  on Operation: True Strike worry about the front door.  
  Us? We’re going to make our own!  
  Thanks to the combined efforts of you adventurers all 
  over town, we have everything that a quick, efficient 
  sapper team needs.  
  Take this dire badger here, courtesy of the gnomes, add a 
  little adamansheen to its foreclaws, and presto: a fast, 
  efficient digger who can cut right through solid stone. 
  We take this little fellow and his buddies and we get 
  them to dig a tunnel out of the basement of a safehouse 
  and right up to Castle Greyfist’s foundation.  
  Once there, you’ll need to use the blast discs that the 
  Family supplied. Use your good sense and keen 
  engineering skills to set the charges for maximum effect.  
  Once you set the blast discs, you’ll need a way of 
  triggering them without having to be nearby. That’s 
  where we use these gnomish tumbleprank boxes. Just set 
  the secret timer on the side and run like hell. 
  If you set the charges right, they should blow a hole clean 
  through the castle foundations, and with luck, it’ll bring 
  one of the walls down, too.  
  Bub recommends for a team to target the north wall of 
  the castle, away from the main gate. If there are 
  enough supplies and characters participating for more 
  than one team, then they will attack the east and west 
  sides. The south wall already has the main gate in it,so 
  that wall should not be targeted. 
  It isn’t exactly professional-grade, and now that I think 
  of it, it’s pretty childish, but we do what we have to to get 
  the job done. So what do you think? Any questions? 
  Time is short and there is little time for questions. 
  Some that the players may ask and Bub’s answers are 
  below. Bub obviously wants the mission to succeed, 
  and he will help as best as he can. 
  • What are the other missions doing? 
  I can’t tell you. Halmadar has his spies everywhere, and the 
  less you know the better. I can say this, though: if everyone 
  does their job, then we’ll have Halmadar and his forces 
  surrounded and trapped in the castle courtyard. 
  • What kind of resistance should we expect? 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 29 
  
  It’s hard to say. Hopefully none. But the streets are riddled 
  with Bondsmen, and they clearly know that we’re up to 
  something. Be ready for anything.  
  • What will we do after this? 
  After you’ve set the charges, get clear of the blast. You’ll want 
  to be far and clear. After the blast, get the diggers to come 
  topside as fast as you can. Then join the battle to break the 
  castle’s defenses. We’ll need every axe and pick that we can get. 
    
  • What’s in it for me? 
  Are you serious? You disgust me. Go fight in the front line 
  with True Strike.  
  There are three more things that Bub needs to impart 
  to the heroes. 
  First, the characters should remember that while they 
  are facing off against Bondsmen of Estival, not all of 
  them are followers of Halmadar. If it’s at all possible 
  don’t kill them unless it is necessary. Of course, we’re 
  all traitors now, so do what you see as necessary to 
  accomplish the mission.  
  Second, once they reach the tower roofs, the Shadow 
  Walkers should stay out of the courtyard. It is most 
  important to secure the high ground perimeter of the 
  castle, neutralize the ballista, and raise the Battirovka 
  banner. The courtyard will be likely be teeming with 
  wizards and if the heroes engage them, then that’s a 
  completely new problem that we don’t want to deal 
  with.   
  Thirdly, there is another strike team that was not 
  mentioned before. A small group of volunteers will be 
  undertaking a mission to bring down the forbiddance 
  spell that Halmadar has encompassing the castle. If 
  that all goes according to plan, then the forbiddance 
  will come down and the Resistance will have a six 
  second window to get into the area around the castle. 
  At that point, they will raise a spell given to the 
  Resistance by Magister Har from beyond the grave: 
  Har’s impervious impediment. This spell will act as our 
  own forbiddance, preventing Halmadar from bringing 
  in any extraplanar assistance. It will also prevent him 
  from fleeing by extra-dimensional travel.  
  Once the impervious impediment is raised, we know that 
  Halmadar will be ours.  If it doesn’t come up, then 
  you’ll know that the Command Team has failed, and 
  the Resistance will have to fight that much harder to 
  make sure that Halmadar is destroyed.  
  At this point all of the players undertaking Operation: 
  Earthen Grasp should be fully briefed. Bub wishes 
  them all good luck and the blessings of Garl 
  Glittergold, and he sends them off. 
  The players should divide into their separate teams, go 
  to their tables and get started with their mission, 
  below.  
  Digging and Demolition 
  Each team is given an equal number of the blast discs, 
  gnomish tumbleprank boxes, and dire badgers. Each 
  team in also given two adamansheens for each dire 
  badger. 
  Setting out from the Scythe and Sheaf, you make your 
  way quickly to an abandoned house which has been 
  secured ahead of you by Resistance commandos.  
  The two rogues standing watch seem relieved to see you. 
  They lead the way to the basement and step aside so that 
  you to get to work. 
  1. Each dire badger should have both of their front 
  claws treated with a vial of adamansheen. 
  2. Next, the party needs to get the badgers to dig a 
  tunnel to the foundations of Castle Greyfist. This is a 
  simple matter and can be accomplished in a number of 
  different ways: 
  • Handle Animal (DC 10): The badgers have already 
  been trained to work, so commanding them to do 
  this is fairly easy. 
  • Speak with animals: By using this spell, the badgers 
  can be instructed exactly what to do.  
  • If players devise another, more creative way of 
  accomplishing this (ie. dangling a carrot on a stick 
  in front of each badger), it should be permitted. 
  In a flurry of scratching claws and flying pebbles, the 
  badgers set off through the solid rock toward the 
  Viscount’s stronghold.  
  For each dire badger digging, the tunnel toward the 
  target site is five feet wide. For example, if there are 
  three badgers available for a team, the tunnel will be 15 
  feet wide.   
  It will take approximately two minutes of digging to 
  reach the foundations of the castle, but the characters 
  will need to do their best to stop digging directly under 
  the castle wall. 
  Characters with the stonecunning racial ability 
  (dwarves and deep halflings) will intuitively know 
  when the badgers have gone far enough and should 
  stop digging.   
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 30 
  
  If there is no dwarf or deep halfling in the party, then 
  the party will have to rely on a DC 20 Survival or 
  Knowledge (dungeoneering) check.  
  If this check is failed, the party overshoots or 
  undershoots (equal chance) the target location by five 
  feet for every two points by which their check has 
  fallen short of 20. For example, if the party’s Survival 
  check is a 14, then their party has either overshot or 
  undershot the target by 30 feet. 
  When they stop digging, the party must set the blast 
  disc charges. This is represented by a Knowledge 
  (architecture 
  and 
  engineering) 
  check. 
  Other 
  Profession and Craft skills may be applicable here, as 
  well, if players volunteer them. Unlike usual 
  Knowledge checks, characters may assist one another 
  on the checks for setting the explosive charges. 
  The higher the DC reached, the more destruction will 
  be wrought on the castle wall when the charges go off.  
  Secret modifiers to the demolition check: 
  • Set charges at the proper site: +10 
  • Each 10 feet off from the target site: -2  
  • Each badger used in digging the tunnel: +2 
  • Each blast disc used after the fourth: +2 
  • A kobold character assists on the check: +5 
  The check result indicates the size of the gap that the 
  explosion will create in the castle wall. For each point 
  on the check, the explosion creates a 2-foot wide hole 
  in the castle wall. Therefore a check of DC 20 will 
  create a 40-foot gap in the wall. 
  Keep the result of this check a secret from the players 
  to prevent them from meta-gaming their performance 
  in setting the charges.  
  3. Once the blast discs are set, the party needs to set the 
  gnomish tumbleprank box to spring open, triggering 
  the blast discs.  
  This is a simple matter and requires no check. But ask 
  the players how long they are setting the timer for.  
  The Explosion 
  Depending on the circumstances of their escape from 
  the tunnel, the party may witness the explosion first 
  hand. The Judge is trusted to adapt this to 
  circumstances as needed in order to create the most 
  cinematically satisfying image for the party. 
  If the adventurers wait in the tunnel for the charges to 
  go off, describe the sound of the explosion, a blast of 
  heat, and a loud rumbling followed by a blinding cloud 
  of dust and debris. 
  If the party plans to be above ground for the explosion, 
  then they will first face the combat below. Regardless 
  of when the gnomish tumbleprank box is due to 
  trigger the charges, have it happen just as the combat 
  with Pyuss and his goblin minions ends. After all, 
  gnomish technology is not always reliable and it’s 
  simply more cinematic to punctuate the combat with a 
  massive explosion signifying a job well-done. 
  The adventurers should be treated to a spectacular 
  explosion that sends chunks of stone into the air and 
  causes the castle wall to collapse, opening the way for 
  Resistance ground troops.  
  In the wake of the explosion, tell the players the results 
  of their labors and the extent of the damage (see 
  above). If the circumstances warrant it,it is perfectly 
  acceptable to announce the explosion to the entire 
  room so that the feel of a single battlefield is 
  reinforced. If a large hole has been broken in the wall, 
  the Judge should encourage the players at his table to 
  announce to the room the result (for example, “The 
  north wall has collapsed! Earthen Grasp is victorious!”). 
  Returning to the Surface 
  Regardless of where or when they come out, as the 
  party returns to the surface, one of Halmadar’s agents 
  attacks them. 
  As you emerge into the Verbobonc night, the sounds of 
  battle ring out from Castle Greyfist. The sky is lit up by 
  magic missiles and lightning bolts erupting from the 
  castle walls. The battle there is well underway.  
  Suddenly, a young man wearing a brass crown comes 
  around a nearby corner. He is followed by a small horde 
  of goblins, each wearing a tunic of the Black Rose 
  Company or the Wanderers of Coldeven.  
  Spotting you, the man sneers, points in your direction, 
  and cries out a command: “Kill them!” 
  Anyone who succeeds on a DC 25 Bardic Knowledge 
  or Knowledge (local-VTF) check, and any characters 
  present who played VER2-04 Goblin Krown, instantly 
  recognize the Crown of Kurotha. With a DC 20 
  Intelligence check, they can recall the essential powers 
  of the crown. Refer to the Crown of Kurotha’s entry in 
  Appendix 4 for this information. 
  Creatures: Pyuss is the younger brother of a Vecnan 
  named Davout who wore the Crown of Kurotha in 592 
  CY. Halmadar sought him out and granted him the 
  honor of bearing the Goblin Krown. Pyuss has 
  converted many commoners of the city into goblins 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 31 
  
  over the past few weeks, including the armed drifters 
  and Wanderers of Coldeven that appear with him here. 
  Now he commands them to kill all those who oppose 
  Vecna and Halmadar. 
  APL 6 (EL 7) 
  Goblins (8): male goblin Warrior 1; hp 5 each; see 
  Monster Manual page 133. 
  Goblin Scrounger: male goblin Rogue 3; hp 18; see 
  Appendix 1. 
  Pyuss of the Cult of Vecna: male human Sorcerer 6; 
  21 hp; see Appendix 1. 
  APL 8 (EL 9)  
  Goblins (8): male goblin Warrior 1; hp 5 each; see 
  Monster Manual page 133. 
  Goblin Scrounger: male goblin Rogue 3; hp 11 each; 
  see Appendix 1. 
  Goblin Prophet of Vecna: male goblin Cleric 5; hp 43 
  Pyuss of the Cult of Vecna: male human Sorcerer 8; 
  27 hp; see Appendix 1. 
  APL 10 (EL 11) 
  Goblins (8): male goblin Warrior 1; hp 5 each; see 
  Monster Manual page 133. 
  Goblin Thief: male goblin Rogue 7; hp 37 each; see 
  Appendix 1. 
  Goblin Prophet of Vecna: male goblin Cleric 5; hp 43, 
  see Appendix 1. 
  Pyuss of the Cult of Vecna: male human Sorcerer 10; 
  33 hp; see Appendix 1. 
  APL 12 (EL 13) 
  Goblins (8): male goblin Warrior 1; hp 5 each; see 
  Monster Manual page 133. 
  Goblin Thief (2): male goblin Rogue 7; hp 37 each; see 
  Appendix 1. 
  Goblin Prophet of Vecna (2): male goblin Cleric 5; hp 
  43, see Appendix 1. 
  Pyuss of the Cult of Vecna: male human Sorcerer 12; 
  44 hp; see Appendix 1. 
  APL 14 (EL 15) 
  Goblins (8): male goblin Warrior 1; hp 5 each; see 
  Monster Manual page 133. 
  Goblin Thief (2): male goblin Rogue 7; hp 37 each; see 
  Appendix 1. 
  Goblin Prophet of Vecna (2): male goblin Cleric 5; hp 
  43, see Appendix 1. 
  Pyuss of the Cult of Vecna: male human Sorcerer 14; 
  51 hp; see Appendix 1. 
  Tactics: Pyuss uses his potion of fly (already active) to 
  keep his distance from the adventurers. The goblin 
  rogue (or rogues) begins combat having been made 
  invisible by Pyuss, and he uses his poisoned blade to 
  sneak attack any weak-looking characters. Pyuss begins 
  combat with a mass suggestion, following it up with an 
  attempt to polymorph an adventurer. After that, he turns 
  to damage-dealing spells. On the round following any 
  successful polymorph, the polymorphed character 
  attacks a companion.  
  Treasure: Before the heroes depart to join the battle, 
  find out if any of the characters are looting the bodies 
  of the fallen. If so, find out what gear they take and 
  whether that gear includes the crown that Pyuss is 
  wearing.  
  The crown is made of brass and is inlaid with four dark 
  green gemstones. It radiates a strong aura of evil but 
  does not detect as magical. 
  The moment that the crown is removed from Pyuss’s 
  head, all of the goblins revert to their natural forms.  
  If any characters put on the Goblin Krown, see the 
  Section on the Crown of Kurotha in Appendix 4: DM 
  Aids for the ramifications of this action. 
  Development: When the characters are finished here, 
  they should move on to the battle already raging on the 
  walls of Castle Greyfist.  
  If any of them have the inclination and the means to 
  join the Phase Two combats that are still occurring, 
  they may do so. Otherwise, they have five rounds of in-
  game time to cast spells or otherwise recover from 
  their own fight before Halmadar appears and addresses 
  the adventurers. 
  The Judge should take a moment to inform the 
  Interactive Coordinator that his table is done. Then he 
  should wait for Phase Three to begin. 
   
  PHASE II: OPERATION: TRUE STRIKE 
  The Mission Leader for True Strike is Sir Dainurkell, a 
  dim but zealous half-orc paladin of Heironeous. 
  Adventurers who played in VER8-02: Crypt Things 
  recognize Dainurkell as one of the three adventurers 
  who were released from the mirror of life trapping which 
  also held former-Viscount Langard.   
  An Interactive Judge should collectively brief this 
  mission’s participants in the character of Dainurkell.  
  Operation True Strike comprises the bulk of the 
  assault. True Strike will take the direct route, engaging 
  the castle gate’s contingent of soldiers until the 
  portcullises are opened or the walls are destroyed. 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 32 
  
  “Ladies and Gentlemen, I am Dainurkell of Heironeous, 
  and I am proud to stand with the brave volunteers of 
  Operation: True Strike.  
  We are the strength of the assault. Without us, all those 
  frail thieves skulking around in the sewers on Operation: 
  Shadow Walk wouldn’t stand a chance.  
  Where subtlety may fail, we bring the unquestionable 
  might of steel. As men of honor, we will take the direct 
  approach. 
  Our objective is the main gate of Castle Greyfist. There, a 
  host of the Viscount’s best troops await. They are former 
  Mounted Borderers and former Knights of the faithful 
  Defender.  
  These are our former allies, duped by Halmadar’s vile 
  lies. But the time for diplomacy has passed. We must 
  move in and neutralize them as quickly as possible.  
  Within a minute, maybe less, the men and women of 
  Operation: Storm Tower will open the two portcullises, 
  giving us access to the courtyard beyond.  
  If they should fail, Operation: Earthen Grasp is 
  attempting to provide us with an alternate path for our 
  charge.  
  Now remember: Halmadar has a forbiddance spell 
  around the castle. We will approach, and when the spell 
  is negated, we’ll have only a six second window to get 
  within the barrier before Operation: Heart Ripper 
  activates Har’s impervious impediment, locking down 
  extra-dimensional travel within the castle. So we will 
  have to be swift.  
  Time is short, but do you have any questions?” 
  There is little time for questions. Some that the players 
  may ask and Dainurkell’s answers are below. 
  Dainurkell obviously wants the mission to succeed, 
  and he will help as best as he can. 
  • What are the other missions doing? 
  I can’t tell you precisely. Halmadar has his spies everywhere, 
  and the less you know the better. I can say this, though: if 
  everyone does their job, then we’ll have Halmadar and his 
  forces surrounded and trapped in the castle courtyard. 
  • What kind of resistance should we expect? 
  We know that many of the knights posted at the main gate 
  are skilled in mounted combat, so be ready to defend against a 
  charge.  
  • What will we do after this? 
  After we’ve fought through the front gate’s defenders, we will 
  make for the courtyard. We’ve been warned that there are a 
  great number of mages within, however, and the command 
  team has decided it would be wisest if we secure the outer 
  defenses before moving in on the courtyard as a consolidated 
  action. 
  • What’s in it for me? 
  If you are looking for monetary reward, then you can just stay 
  here in the cellar. I don’t need to be worrying about whether 
  you’ve been bought off or not. I don’t want any mercenaries 
  skulking behind any of these other dedicated soldiers.  
  There are three things that Dainurkell needs to be sure 
  to impart to the heroes. 
  First, the characters should remember that while they 
  are facing off against Bondsmen of Estival, not all of 
  them are followers of Halmadar. If it’s at all possible, 
  don’t kill them unless it is necessary. Of course, we’re 
  all traitors now, so do what you see as necessary to 
  accomplish the mission.  
  Second, once they breach the castle gate, the True 
  Strike operatives should stay out of the courtyard. It is 
  important that the various attack groups secure their 
  ground and allow the resistance to regroup before 
  tackling the challenges within the castle itself. The 
  courtyard will be likely be teeming with wizards and if 
  the heroes engage them, then that’s a completely new 
  problem that we don’t want to deal with on our own.   
  Thirdly, Owain will remind the adventurers that if all 
  goes according to plan, then the forbiddance will come 
  down and the Resistance will have a six second 
  window to get into the area around the castle. At that 
  point, they will raise a spell given to the Resistance by 
  Magister Har from beyond the grave: Har’s impervious 
  impediment. This spell will act as our own forbiddance, 
  preventing Halmadar from bringing in any extraplanar 
  assistance. It will also prevent him from fleeing by 
  extra-dimensional travel.  
  Once the impervious impediment is raised, we know that 
  Halmadar will be ours.  If it doesn’t come up, then 
  you’ll know that the Command Team has failed, and 
  the Resistance will have to fight that much harder to 
  make sure that Halmadar is destroyed.  
  At this point all of the players undertaking Operation 
  True Strike should be fully briefed. Dainurkell wishes 
  them all the blessings of the Invincible One, and he 
  sends them off. 
  The players should divide into teams, go to their tables 
  and get started with their mission, below. 
  Operation: True Strike boldly marches out toward the 
  heart of Verbobonc City. Castle Greyfist looms before you, 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 33 
  
  its sheer walls rising toward the darkening sky. Beneath 
  the massive gatehouse, the two portcullises – one of steel 
  and the other of darkwood stand closed.  
  Make sure that the party has an opportunity to cast any 
  pre-combat buffing spells, and obtain a marching order 
  from the players before continuing.   
  On the grounds before the gate, resolutely standing 
  guard, are a line of cavalry and foot soldiers. The holy 
  symbols of Heironeous, Rao, and Saint Cuthbert are all 
  well-represented here. 
  “Halt!” calls out a cavalier bearing a shield emblazoned 
  with a lightning bolt. “The rightful lord of Verbobonc 
  remains under the protection of the Knights of Luna! 
  Turn back, unwitting agents of Halmadar, and abandon 
  your uprising. We have no wish to harm you, but you 
  will not pass this gate!” 
  Without warning, an almost invisible dome over the 
  castle blinks for a moment and then vanishes completely. 
  “The forbiddance – it’s down!” calls out an elven 
  Wanderer of Coldeven. 
  Offer the players a chance to do something. Most 
  likely, they will move in beyond where the barrier 
  once stood.  
  A battle cry erupts around you: “Remember Eglath!”  
  Roll for initiative. 
  APL 6 (EL 7) 
  Raoan Paladins (2): male half-orc Paladin 5; hp 49 
  each; see Appendix 1.  
  APL 8 (EL 9) 
  Raoan Paladins (2): male half-orc Paladin 5; hp 49 
  each; see Appendix 1. 
  Knight of Luna: male human Cleric 5/Ordained 
  Champion 2; 66 hp; see Appendix 1. 
  APL 10 (EL 11) 
  Knights of Luna (2): male human Cleric 5/Ordained 
  Champion 2; 66 hp; see Appendix 1. 
  Knight of Luna Lieutenant: female human Cleric 
  5/Ordained Champion 4; hp 111; see Appendix 1. 
  APL 12 (EL 13) 
  Knight of Luna Lieutenants (2): female human Cleric 
  5/Ordained Champion 4; hp 111; see Appendix 1. 
  Knight of Luna Sergeant: male human Cleric 
  6/Ordained Champion 5; hp 144; see Appendix 1. 
  APL 14 (EL 15) 
  Knight of Luna Sergeant (4): male human Cleric 
  6/Ordained Champion 5; hp 144; see Appendix 1. 
   
  Creatures: The knights present here have all been 
  duped by Lord Estival/Halmadar. They truly believe 
  that he is a rightful, if harsh, lord. Similarly, they know 
  the debt that Verbobonc owes to its adventurers.   
  PHASE III: HELL 
  UNLEASHED 
   
  On a balcony of the inner keep of Castle Greyfist, 
  Viscount Estival reveals himself to truly be Halmadar 
  the Cruel. He calls all of the minions of the Whispered 
  One to his aid and commands them to destroy the 
  rebels once and for all before vanishing into the keep. 
  The Interactive Coordinator should read the following 
  aloud to the assembled players: 
  All eyes turn to the balcony of the inner keep. The cry 
  goes up from the assembled combatants: "Estival! The 
  Viscount appears!"  
  The figure studies the crowd, and is suddenly consumed 
  in writhing black flame, leaving a formless gloom in the 
  shape of a man. When the figure raises his arms, a 
  sudden wave of pressure dulls all sound, except for a flat 
  hateful whisper that carries across the courtyard. 
  "Attend! Halmadar speaks!”  
  "My master Vecna prizes secrets above all, for from 
  knowledge flows the power to dominate.” 
  "Miserable adventurers, know now that all your secrets 
  are compromised. Nothing you have planned, nothing 
  you have hoped or feared is hidden from me.”  
  “I watched you build towns, shape institutions, lay plans, 
  strive to understand your brief lives and place on this 
  Oerth. I impart to you this last shard of knowledge, 
  before your destruction: Everything is meaningless. All 
  you build, all you shape, all you ponder will be swept 
  away. The pathetic sparks of your minds will die, 
  extinguished in the infinite gulfs of uncaring time.” 
  "I do find amusement in the fact that it took you so long 
  to realize that Wellborn Estival was not the kindly lord 
  he seemed. I hope you enjoyed the extra gold I gave you – 
  I know I benefited greatly from those transactions.” 
  "The secrets you unwittingly shared with me soon will 
  power my ascension to become the Proxy of Vecna. 
  Regrettably, none of you will be alive to witness it.” 
  "And so I call forth the legions of Magic, Deception, and 
  Death." The clouds roil and a vortex of dark energies 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 34 
  
  descends from the storm clouds, spiraling down to touch 
  the roof of Castle Greyfist’s inner bailey. 
  Halmadar the Cruel turns his back and walks away into 
  the keep, disappearing from sight. Final words resound in 
  his absence: 
  "Annihilate them." 
  As the forces of evil emerge from the castle, the Resistance 
  cry goes up across the battlefield: “Regroup! Regroup! 
  Prepare for counter attack!” 
  Players should muster themselves quickly into APL-
  appropriate and balanced adventuring parties. Each 
  party of six adventurers will find themselves defending 
  a particular section of the castle grounds.  
  Preparations for Battle 
  Before jumping into the fight for control of Castle 
  Greyfist, all Interactive Judges should be very familiar 
  with some special rules that apply to this portion of the 
  Battle Interactive.   
  Continuous Spell Effects 
  In addition to Har’s impervious impediment (detailed 
  in the adventure preparations section at the beginning 
  of the scenario), Castle greyfist has been unhallowed. 
  All undead appearing in this Battle Interactive have +2 
  turn resistance in addition to any natural turn 
  resistance they may possess. 
  Castle Greyfist as the Battlefield 
  Refer to the attached map of Castle Greyfist and seat 
  tables from the highest APL beginning at table 1 at the 
  Main Gate. Proceed in assigning tables according to 
  descending APL in the order of the areas listed on the 
  map. If there are more tables than there are areas, the 
  lowest level heroes find themselves outside the walls of 
  Castle Greyfist attempting to defeat Halmadar’s 
  minions before they wreak havoc on the City. 
  Moving Across the Battlefield 
  All areas of the Castle Greyfist map are contiguous. 
  Characters may move from one area of the battlefield 
  to another simply by moving off of the battle map of a 
  given table and onto the corresponding area of the next 
  table’s map. 
  Note that it is not necessary to describe all of the rules 
  that follow to a player in any great detail. As long as the 
  Table Judges all know how battlefield movement 
  works, it is enough to let players know that characters 
  can move between adjacent, contiguous portions of the 
  larger battlefield.  
  Judges should be familiar with which tables have been 
  assigned each of the areas adjacent to their portion of 
  the map so that when a character moves off of their 
  table’s battle mat, the Judge can direct the player to the 
  appropriate table featuring the castle area that their 
  character has moved into.  
  When a player character moves into a new area of the 
  battlefield, he should go to the appropriate table and 
  inform the Judge there of his character’s initiative 
  count and from which area he is arriving.  
  The new table’s Judge will inform the player which 
  edge of the battle mat his or her character is arriving on 
  and will immediately insert the newly-arrived 
  character into the table’s initiative order.  
  If a character has any remaining movement when 
  coming into a new area, they may use that movement 
  when they first arrive, starting from the appropriate 
  edge of the battle mat. A newly arriving character 
  cannot, however, perform any other kind of action 
  (except immediate) until their initiative count comes 
  up in the order. 
  Affecting Other Parts of the Battlefield Without 
  Moving Across the Battlefield 
  Ranged attacks are a basic part of the Dungeons & 
  Dragons game. Firing an arrow or hurtling a fireball one 
  hundred feet away are perfectly legitimate tactics in a 
  large scale war like this. 
  If players wish to affect other tables with long ranged 
  spells and other effects, they are welcome to do so. 
  They need only tell their Judge what they wish to do. 
  The Judge should go to the table that will be affected 
  and politely inform the Judge there of what his player 
  has done.  
  With siege weapons in place on two of the four towers 
  of Castle Greyfist, this kind of co-operation is not only 
  expected but encouraged.   
  Monsters on the Battlefield 
  Just as player characters can move from one area of the 
  battlefield to the next, so too can Halmadar’s forces. 
  They work under the same rules and restrictions as 
  above.  
  In most instances, however, they do not take advantage 
  of this mobility. Due to the nature of the Living 
  Greyhawk game and the tiered nature of the 
  encounters in this phase, the monsters respect the 
  boundaries of the table that they begin on.  
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 35 
  
  Each set of monsters has a ‘home’ table to which they 
  are assigned according to APL. This is where they 
  begin, and this will be where they fight the characters.  
  There are only two circumstances in which the 
  monsters break this ‘non-roaming’ rule.   
  1. 
  The first instance arises with Halmadar’s Elite 
  Commanders (see below). These enemies are 
  designed to roam the battlefield. They have no 
  ‘home’ table to which they belong and in fact are 
  intended to strike one party and then move on to 
  another.  
  2. 
  The second exception to the ‘non-roaming’ rule 
  occurs when a monster is left on its ‘home’ table 
  with no player characters to attack. This could 
  happen if a party retreats from Castle Greyfist or if 
  every party member runs to aid another area (or 
  multiple areas) of the battlefield. This could also 
  happen if a wave of monsters utterly defeats the 
  party that they were fighting.   
  Cascading Defeat 
  This second exception reinforces the need for every 
  party in this battle to defeat the enemies that rise to 
  face them. If they do not, it is likely that the parties 
  making up the Resistance will collapse one by one as 
  the enemy forces snowball.  
  For example, if an APL 14 party fails to defeat the 
  monsters that threaten it, and the high-level heroes are 
  all killed or routed, then all of the remaining monsters 
  at their table will migrate to other adjacent areas of the 
  battlefield, one of which is likely an APL 12 table 
  facing an APL 12 threat. 
  These new monsters could prove to be the extra edge 
  that makes the second table’s battle un-winnable. 
  When those heroes are killed or forced to flee, then all 
  of the monsters on the second table (and any 
  remaining from the first) will move on to other tables. 
  Continuing in this manner, it becomes very possible 
  for the failure of a single table to cause the defeat of the 
  entire Resistance army.  
  That’s war.  
  But also note the two ‘safety nets’ mentioned in the 
  preparatory notes of this Interactive under the heading 
  “Avoiding Death and returning from the Dead”. 
  The Nuts and Bolts of Monster Movement 
  As was mentioned above, monsters adhere to the same 
  rules of moving from table to table as player characters 
  do. They can only move to a contingent area of the 
  battlefield; they maintain their initiative count, and 
  they may not make a standard action until their turn 
  comes up again at the new table.  
  Additionally, (except for the Elite Comanders), they 
  have standardized guidelines when they do move 
  between tables.  
  After a monster defeats or drives off a party of 
  adventurers, it should move to an adjacent area of the 
  battle whose designated APL is closest to it’s ‘home’ 
  APL. If two adjacent battle areas are equally close in 
  threat level, the monsters move to the area that is the 
  closest in proximity to their position on the battlefield.  
  If multiple monsters have defeated a party at a table, 
  they do not all need to move on in the same direction, 
  and may very likely split up and go to two (or more) 
  different tables.   
  When victorious monsters move on to other parts of 
  the battlefield, the monsters’ Judge should inform the 
  Judge at the new table of the monsters that are joining 
  the battle. Follow the same rules that apply to player 
  characters for arrival location, initiative, and actions.  
  The only difference is that a Judge may have to pass 
  control of the monster (along with relevant 
  information like current hit points and spells already 
  cast or active) to the new table’s Judge if his victorious 
  monsters have split up. 
  If the Judge of a roaming monster can remain playing 
  the monster, rather than passing it over to the new 
  table’s Judge, that is encouraged.   
  Halmadar’s Elite Commanders 
  In addition to the creatures listed below by APL, 
  Halmadar has retained the services of three elite 
  commanders in his schemes. 
  The first is a mysterious ethergaunt wizard known as 
  Ts’tar’chk the Red. Ts’tar’chk is a master of knowledge 
  and commands unparalleled arcane power. 
  The second commander is Virlym the Bleeder, the 
  kobold assassin who killed Sir Peri Swan before the 
  Battle of Validia. Virlym is a paragon of duplicity. 
  The third and final commander is a figure from 
  Verbobonc’s past: Sir Willow Swan. Once a knight who 
  upheld the highest ideals of the Viscounty, he met his 
  demise in Highfolk several years ago. Now he returns 
  in Verbobonc’s darkest hour as the fearsome Lord 
  Willow Swan, Death Knight of Verbobonc, atop his 
  abyssal drake mount Ashreaver. Lord Willow is the 
  embodiment of death. 
  These three elite commanders roam the entire 
  battlefield during Phase Three. Each should be run by a 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 36 
  
  Judge whose sole role in Phase Three will be to create 
  as much chaos and death as possible until their elite 
  commander is defeated.  
  Since these threats exist independently of APL and EL 
  in this phase, it is expected that some adventurers will 
  need to break off from the threats at their table to deal 
  with each commander.  
  The tactics for Virlym, Ts’tar’chk, and Lord Willow 
  Swan are detailed in their statistics blocks in Appendix 
  1. 
  Ts’tar’chk the Red and Virlym begin Phase Three 
  invisible and hiding on opposite sides of the castle 
  courtyard. Lord Willow Swan makes his grand 
  entrance approximately ten minutes into Phase III. See 
  “The Return of Willow Swan” below. 
  The Battle for Verboobnc Begins 
  Enough with the explanations; it’s time to fight! 
  Creatures: Each table will face two waves of enemies, 
  appropriate to their APL. For high-level tables whose 
  APL falls closer to 15 than to 14, an additional tier of 
  “APL 14 (Challenging)” has been included, for use at 
  the Judge’s discretion.  
  The waves of creatures are described below.  
  Tactics for each group have been loosely delineated. 
  But since each portion of the castle contains different 
  terrain features, no two tables will have the same 
  experience.  
  Depending on the terrain of his table, the Judge will 
  have to describe how the waves of enemies approach 
  the party. Incorporeal undead may fly in from out of 
  the sky or rise from out of the ground. There are a 
  number of buildings within the castle walls. Enemies 
  can emerge from any of them except for the main keep. 
  The contents of the inner bailey is the subject of VER8-
  06: Noble Ambitions, and should not be touched on in 
  this Battle Interactive. 
  Note that tables fighting on the towers may have 
  arcane ballistas at their disposal. Note also that for 
  tables with which include the towers, the enemies 
  (where possible) will be attempting to wrest control of 
  the ballistas away from the Resistance. Additionally, 
  intelligent enemies will also be attempting to pull 
  down the Battirovka and Back Rose standards and re-
  raise the banners of Estival. This should add a dynamic 
  element to the parties who are holding the towers. 
  WAVE 1 
   
  APL 6: WAVE 1 (EL 8) 
  Allips (2): hp 26 each; see Monster Manual page 10. 
  Plague Walkers (2): hp 42 each, see Appendix 1. 
  Vecnan Cleric: male human Cleric 5; hp 36, see 
  Appendix 1.  
  APL 8: WAVE 1 (EL 10) 
  Bane Wraith: hp 52; see Appendix 1. 
  Mageripper Swarms (2): hp 55 each; see Appendix 1. 
  APL 10: WAVE 1 (EL 12) 
  Bane Wraiths (2): hp 52; see Appendix 1. 
  Vecnan Priest: male human Cleric 10; hp 86; see 
  Appendix 1. 
  APL 12: WAVE 1 (EL 14) 
  Ultraloth: hp 171; see Appendix 1. 
  Nycaloth: hp 161; see Appendix 1. 
  Mezzoloths (2): hp 95 each; see Appendix 1. 
  APL 14: WAVE 1 (EL 16) 
  Entropic Reaper: 142 hp; see Appendix 1. 
  Thought of Vecna: male human Cleric 14; hp 100; see 
  Appendix 1.   
  Ultraloth: hp 171; see Appendix 1. 
  APL 14 (CHALLENGING): WAVE 1 (EL 
  17) 
  Entropic Reaper: 142 hp; see Appendix 1. 
  Thought of Vecna: male human Cleric 14; hp 100; see 
  Appendix 1.   
  Ultraloth: hp 171; see Appendix 1. 
  Nycaloths (4): hp 161 each, see Appendix 1.  
   
  Tactics: See the appropriate APL below for basics, but 
  the differing terrain on each area of the castle prevents 
  detailed tactics from being delineated in advance. 
  APL 6, Wave 1: The allips and the plague walkers rush 
  the party, providing a front line behind which the 
  cleric can safely cast from a distance. If the plague 
  walkers fall below 25% of their original hit points, they 
  activate their putrid burst. This does not damage their 
  incorporeal allies the allips. 
  APL 8, Wave 1: The bane wraith approaches the party 
  disguised as a Wanderer of Coldeven running away 
  from the mageripper swarms. He looks for party clerics 
  and asks for healing. When he is close enough he 
  attempts to surreptitiously drain Wisdom. If there is 
  no cleric present, the bane wraith targets the weakest 
  looking party member with Strength drain. The 
  mageripper swarms target the enemy with the most 
  magical auras. 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 37 
  
  APL 10, Wave 1: The bane wraiths approach the party 
  disguised as Black Rose Company armed drifters 
  fleeing from the Vecnan Priest. They employ the same 
  tactic as the bane wraith in APL 8. The Vecnan opens 
  by activating his robe of bones to create more allies. He 
  then hurtles spells from behind this front line, 
  avoiding melee as much as possible.  
  APL 12, Wave 1: The ultraloth hangs back behind the 
  Mezzoloth troops. It fires a quickened scorching ray every 
  round and stays out of melee combat if possible, 
  relying instead on its spell-like abilities. The 
  mezzoloths live only to protect the ultraloth. The 
  nycaloth attacks from the air to gain a bonus for higher 
  ground. It rips into enemies with its battle axe and 
  claws. If both claws hit, it can start a grapple as a free 
  action. If its target weighs less than 800 pounds, it will 
  use its Liftoff ability to carry off the victim. Depending 
  on whether the ultraloth needs protecting, the 
  nycaloth may leave the battlefield for a round to gain 
  more altitude before dropping the grappled character.  
  APL 14, Wave 1: The ultraloth and the Thought of 
  Vecna begin combat with area of effect spells to 
  channel the heroes toward the Reaper, who acts as a 
  front line to protect the casters. The ultraloth fires a 
  quickened scorching ray every round and stays out of 
  melee combat if possible, relying instead on its spell-
  like abilities. Likewise, the cleric turns to the power of 
  his dark god, rather than engaging in melee. 
  APL 14 (Challenging), Wave 1: As APL 14, with the 
  nycaloths providing additional muscle to block the 
  party from attacking the casters (as the nycaloth does at 
  APL 10).  
   
  The Return of Willow Swan 
  Once all of the tables involved in the Interactive have 
  begun Phase Three and are approximately two rounds 
  into combat, the Interactive Coordinator or the Judge 
  designated to play Lord Willow Swan should silence 
  the room and read or paraphrase the following: 
  Overhead, the dark clouds part, and silhouetted against 
  the two full moons of Luna and Celene is a terrifying 
  figure. A huge, red, winged serpent swoops out of the sky. 
  Astride this terrible beast is a knight clad in black armor. 
  From out of his antlered helmet gleam two piercing red 
  eyes, and his hollow voice echoes across the battlefield: 
  “Look on me and despair, for I have returned! Lord 
  Willow Swan, Death Knight of Verbobonc!” The draconic 
  mount roars and descends to join the battle.  
  At this point all Table Judges should ask their players 
  to make Will saves against the frightful presence of the 
  death knight’s draconic mount. Any other creatures 
  under the control of a player (mounts, familiars, 
  summoned animals, etc) must also make the save. The 
  Will save DC for this fear effect is 17.  
  • 
  Creatures who succeed in making the DC 17 Will 
  save are unaffected by it.  
  • 
  Creatures who are immune to fear are unaffected 
  by it. 
  • 
  Creatures with 10 or more class levels or Hit Dice 
  are unaffected by it.  
  • 
  Creatures that fail the save and have between 5 
  and 9 class levels or Hit Dice are shaken for 4d6 
  rounds. 
  • 
  Creatures that fail the save and have 4 or fewer 
  class levels or Hit Dice are panicked for 4d6 
  rounds.   
   
  After the heroes defeat one wave of monsters, they will 
  have 1d4 rounds before another group of monsters 
  arrives. This time can be used as the players see fit. 
  The Judge may feel free to elaborate the pervasive 
  battle occurring around the characters, but time is of 
  the essence in this event, and the fast pace should still 
  be upheld between these waves of the battle. 
     
  WAVE 2 
   
  APL 6: WAVE 2 (EL 9) 
  Corruptor of Fate: hp 52; see Appendix 1. 
  Dread Guards (3): hp 27 each; see Appendix 1.  
  Gloom Golem: hp 74; see Appendix 1. 
  APL 8: WAVE 2 (EL 11) 
  Nycaloth: hp 161; see Appendix 1. 
  Mezzoloths (2): hp 95 each; see Appendix 1 
  APL 10: WAVE 2 (EL 13) 
  Shadesteel Golem: hp 119; see Appendix 1. 
  Greater Shadows (5): hp 58 each, see Monster Manual 
  page 221. 
  APL 12: WAVE 2 (EL 15) 
  Advanced Vitreous Drinker: hp 117; see Appendix 1. 
  Entropic Reaper: 142 hp; see Appendix 1. 
  Voor Dreadful Lashers (3): hp 142 each, see Appendix 
  1.  
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 38 
  
  APL 14: WAVE 2 (EL 17) 
  Greater Shadesteel Golems (2): hp 178 each, see 
  Appendix 1. 
  Dread Wraiths (3): hp 104 each, see Monster Manual 
  page 258.  
  APL 14 (CHALLENGING): WAVE 2 (EL 
  18) 
  Greater Shadesteel Golems (2): hp 178 each, see 
  Appendix 1. 
  Dread Wraiths (3): hp 104 each, see Monster Manual 
  page 258.  
  Advanced Vitreous Drinker: hp 117; see Appendix 1. 
  Entropic Reaper: 142 hp; see Appendix 1. 
   
  Tactics: All enemies in this phase of the Assault on 
  Castle Greyfist fight to the death, unless otherwise 
  noted in their statistics block. Also note the basic 
  tactics by APL, below.  
  APL 6, Wave 2: Unaffected by the gloom golem‘s aura 
  of crushing despair, the dread guards immediately 
  move into melee. The gloom golem uses its spiked 
  chain to attack the party from the second rank. Note 
  that the golem’s touch of despair works through any 
  weapons that it wields. The corruptor of fate moves to 
  flank with one of its allies. If it hits in melee, it can 
  bestow curse as part of the attack. 
  APL 8, Wave 2: The mezzoloths move directly into 
  melee. The nycaloth attacks from the air to gain a 
  bonus for higher ground. It rips into enemies with its 
  battleaxe and claws. If both claws hit, it can start a 
  grapple as a free action. If its target weighs less than 
  800 pounds, it will use its Liftoff ability to carry off the 
  victim, dropping it from 60 feet the next round. 
  APL 10, Wave 2: The shadesteel golem charges the 
  nearest opponent. The greater shadows encircle the 
  party and engage, staying within 40 feet of the golem, 
  spring attacking on the second round. On the third 
  round, as a free action, the shadesteel golem releases its 
  negative energy pulse, damaging enemies within 40 
  feet, and healing any injured shadows. The golem 
  continues slamming and releasing its pulse every 
  1d4+1 rounds. The shadows spring attack. 
  APL 12, Wave 2: The dreadful lashers move into 
  melee, attacking from thirty feet away. The entropic 
  reaper positions itself in front of the lashers, forcing 
  the heroes to move through threatened area in order to 
  engage it. The vitreous drinker attempts to avoid melee 
  at first, using its spell-like abilities. Any enemies, 
  within 30 feet are subject to its horrific gaze. Note that 
  the drinker’s allies here are not affected by this.   
  APL 14 (Challenging), Wave 2: The greater 
  shadesteel golems stagger their initial negative energy 
  bursts. Note that this heals all of the golem’s allies in 
  this wave, and since they are aware of this, the forces 
  here remain within 40 feet of the golem at all times. 
  The entropic reaper moves in to attack light fighters 
  and rogues, using the dread wraiths to flank when 
  possible. The vitreous drinker attempts to avoid melee 
  at first, using its spell-like abilities and magic items. 
  Any enemies, within 30 feet are subject to its horrific 
  gaze. Note that the drinker’s allies here are not affected 
  by this.   
   
  CONCLUSION 
    
  At the end of the event, the Interactive Coordinator 
  should assemble all players who participated in the 
  event and read the appropriate conclusion below.  
   
  Overwhelming Victory 
  If Halmadar’s forces are utterly defeated, the 
  Interactive Coordinator should read the following at 
  the end of the event.  
  The defenses of the castle have been broken!  
  As the last remaining outsiders and undead are 
  destroyed, a screech rings out overhead. Leading a flight 
  of reinforcements atop a black-feathered griffon is Lord 
  Simon Milinous. At his side atop a pegasus is his bride 
  the Lady Eleanor. “For Vicounty and Victory!” they cry.  
  The Milinous noble guards take over the front line of the 
  battle, forcing the few remaining Vecnans to run to 
  ground.   
  The battle is certainly won, but as night closes in, 
  Halmadar’s agents are not yet ready to surrender. 
  Skirmishes and ambushes continue to arise in the city, 
  endangering the Resistance’s tenuous hold on Castle 
  Greyfist. And the inner keep, where Halmadar is trapped, 
  has yet to be breached. 
  The tyrant’s plan to become the Proxy of Vecna has not 
  yet come to fruition, but time is running out, and rest is 
  not a luxury that can be afforded.  
  Tonight Halmadar the Cruel must die. 
  To be Concluded… 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 39 
  
   
  Utter Defeat 
  If Halmadar’s forces kill or rout all of the Player 
  Characters, the Interactive Coordinator should read 
  the following at the end of the event.  
  The defenses of the castle have held!  
  As the last remaining heroes flee from battle, a screech 
  rings out overhead. Leading a flight of reinforcements 
  atop a black-feathered griffon is Lord Simon Milinous. At 
  his side atop a pegasus is his bride the Lady Eleanor. “For 
  Vicounty and Victory!” they cry.  
  The Milinous noble guards take over as rear guard to 
  cover the retreating Resistance forces.   
  The battle is certainly lost, but as night closes in, it is 
  clear that agents of the Resistance are not yet ready to 
  surrender. Skirmishes and ambushes continue to arise in 
  the city, continuously harrying Halmadar’s hold on 
  Castle Greyfist. Though the warlord is confined in the 
  inner keep, the magics holding him there will not last 
  forever. 
  The tyrant’s plan to become the Proxy of Vecna has not 
  yet come to fruition, but time is running out, and rest is 
  not a luxury that can be afforded.  
  Tonight Halmadar the Cruel must die. 
  To be Concluded… 
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 40 
  
  EXPERIENCE POINT 
  SUMMARY 
  All characters participating in this interactive circle the 
  APL equal to their character level (round down if 
  character level is odd).  Each character earns the 
  maximum amount of XP for the APL played.  A judge 
  should feel free to award less than this amount if the 
  character did not substantially participate in the event. 
  TREASURE SUMMARY 
  All characters participating in this interactive circle the 
  APL equal to their character level (round down if 
  character level is odd).  Each character earns the 
  maximum amount of gp for the APL played, from his 
  or her share of the treasure gained from the adventure 
  ITEMS FOR THE 
  ADVENTURE RECORD 
   
  Battlefield Triage:  You have been slain on the field of 
  battle, but the Viscounty still needs your help.   
  Canoness 
  Y’Dey 
  herself 
  arranges 
  for 
  a 
  True 
  Resurrection to be cast on you and covers half of the 
  25,000gp material component cost.   Any remaining 
  cost may additionally be reduced by 1000gp per 
  expenditure of influence point and the influence 
  points may be spent from source save for House 
  Estival.  Mark down below the total number of 
  influence points used and the final cost to the 
  character. 
  ••••Remaining cost: ___________ 
  Thanks of the Church:  For your assistance with the 
  assault on Castle Greyfist you receive 6 influence 
  points with one of the following churches:  church of 
  St. Cuthbert, church of Trithereon, church of Pelor, 
  church of Moradin. 
  Circle the appropriate church, cross off this entry 
  when the influence points are used. 
  Owned by Iuz: You have invoked the name of Iuz  to 
  save yourself.  Now that Iuz has acted to save you, he 
  expects you to act to serve him.   On any attack roll, 
  skill check, SR check, or damage roll you make against 
  a follower of Iuz , the god imposes a -8 penalty to your 
  roll.   Refusing this penalty imposes a harsh 
  punishment; the first time you refuse your alignment 
  shifts twice on the Lawful/Chaotic axis towards 
  chaotic.  If your alignment is already neutral or chaotic, 
  remaining shifts occur on the Good/Evil axis.  For 
  example: A Neutral good character would shift to a 
  chaotic neutral character.  Please note that this has 
  serious repercussions on characters that use divinely 
  granted abilities.  Note the character’s current 
  alignment___________   
   
  Item Access 
  APL 4 
  � Healing belt  (Frequency; adventure 750 gp; MIC) 
  APL 6 (as APL 4 plus) 
  � Gloves of the starry sky  (Frequency; adventure 
  1100 gp; MIC) 
  APL 8 (as APL 4-6 plus) 
  � Piercer cloak  (Frequency; adventure; 700 gp; MIC) 
  APL 10 (as APL 4-8 plus 
  � Bands of the blood rage  (Frequency; adventure; 
  2,600 gp; MIC) 
  APL 12 (as APL 4-10 plus) 
  � Ring of spell battle  (Frequency; adventure; 12,000 
  gp; MIC) 
  APL 14 (as APL 4-12 plus 
  � Ring of greater counterspells  (Frequency; 
  adventure; 16,000 gp; MIC) 
   
   
   
   
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 41  
  
  OTHER CERTIFICATES: 
  In addition, the following special certificate should be 
  distributed as necessary. 
  To any character who puts on the Crown of Kurotha: 
  Cursed by the Goblin Krown 
  You have placed the Crown of Kurotha on your head. 
  In doing so, you have permanently lost 2 points of 
  Strength.  
  A thing of darkest evil, the Crown grants the following 
  benefits and powers, as if cast by a 20
  th level sorcerer 
  with save DCs equal to 20 + your Charisma bonus: 
  Continuous: SR 10 + your HD 
  Continuous: Immunity to poison 
  Continuous: Dominate goblinoids – all goblinoids within 
  300 feet of you, as the dominate person spell cast by a 20
  th 
  level sorcerer 
  3/day: mass suggestion 
  3/day: goblinoid polymorph – as baleful polymorph, but 
  transforms the subject into a goblin  
  These powers come with a price: Each week that the 
  crown is worn, you transform more into a goblin. At 
  the beginning of every adventure that you play, you 
  must make a DC 17 Will save to resist the 
  transformation. After you fail this Will save six times, 
  you are transformed into an infernal goblin one size 
  category larger than your original form.  
  If this occurs, you are retired immediately from the 
  Living Greyhawk Campaign.  
  Removing the crown will result in your death. It also 
  breaks the spell on any creature that you have 
  polymorphed into a goblin. 
   
   
   
  VERInt8-02 Assault on Castle Greyfist 
   
  Page 42 
  
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the 
  Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & 
  DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and 
  Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at poc@verbobonc.net for LIVING GREYHAWK 
  campaign questions email rpgahq@wizards.com 
  APPENDIX 1:  ALL APLS 
   
  INTRODUCTION: THE REAR GUARD 
   
  A D V A N C E D  V I T R E O U S  D R I N K E R 
  CR  12 
  NE Medium undead 
  Init +8; Senses darkvision 120 ft.; Listen +2, Spot +23 
  Languages Abyssal, Common, Draconic, Infernal 
  AC 33, touch 19, flat-footed 28 
   (+5 Dex, +4 deflection, +10 natural, +4 mage armor) 
  hp 117 (18 HD) DR 10/good 
  SR 22  
  Resist +6 turn resistance  
  Immune mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, critical hits, nonlethal 
  damage, ability drain, ability damage, energy drain, 
  fatigue, exhaustion, death by massive damage, any effect 
  requiring a Fortitude save (except those that work on 
  objects)  
  Fort +10, Ref +16, Will +17 
  Speed 30 ft. (6 squares) 
  Melee tongue lash +15/+10 (2d4+1 plus eye drinking) 
  Base Atk +9; Grp +10 
  Atk Options eye drinking, horrific gaze 
  Combat Gear potion of gaseous form, scroll of enervation, wand of 
  invisibility, wand of scorching ray  
  Spell-like Abilities (CL 18th): 
   At will—arcane eye, detect thoughts (DC 16), tongues 
   3/day—eyebite (DC 22), vampiric touch (quickened 1/day, 
  +14 touch) 
   1/day—dimension door, finger of death (DC 21) 
  Abilities Str 12, Dex 20, Con —, Int 18, Wis 15, Cha 18  
  SQ  spectral ravens, undead traits, unholy grace 
  Feats Ability Focus (eye drinking), Ability Focus (eyebite), 
  Improved Initiative, Lightning Reflexes, Quicken Spell-
  Like Ability (vampiric touch), Weapon Finesse, Weapon 
  Focus (tongue lash)  
  Skills Balance +7, Bluff +10, Concentration +21, Decipher 
  Script +21, Diplomacy +17, Gather Information +19, 
  Intimidate +19, Knowledge (arcana) +18, Knowledge 
  (local: VTF) +11, Knowledge (nature) +8, Knowledge 
  (religion) +8, Knowledge (the planes) +8, Listen +2, Sense 
  Motive +16, Spot +23, Use Magic Device +21 (+23 scrolls)   
  Possessions combat gear plus cloak of charisma +2, holy 
  symbol of Vecna  
  Eye Drinking (Su) A vitreous drinker can use its lashing 
  tongue to magically steal a creature’s ability to see. This 
  ability has no effect on creatures that lack sight.  A 
  creature struck by the drinker’s tongue must succeed on a 
  DC 25 Fortitude save. On a failed save, the creature’s eyes 
  become covered with thick, milky cataracts. The creature 
  cannot see farther than 60 feet, and all melee and ranged 
  attacks it makes within this range have a 20% miss chance. 
  This effect can be removed only with a greater restoration or 
  miracle, or by the destruction of the drinker that stole the 
  victim’s sight.  The save DC is Charisma-based. 
   
   
  A creature who has its sight stolen has a –4 penalty 
  on Will saves made to resist the vitreous drinker’s abilities 
  and any of its spell-like abilities. The victim cannot avert 
  its eyes to avoid the drinker’s horrific gaze (see below). 
   
   
  A vitreous drinker can see through the eyes of a 
  creature whose eyes it drinks, using the victim’s full, 
  normal sight. It does not suffer the restrictions and 
  penalties imposed on a victim of eye drinking. The range 
  and duration of this ability have no limit, though the 
  drinker can view through only one victim’s eyes at a time. 
  A drinker uses its own Spot skill to view details through 
  the victim’s eyes and benefits from its darkvision. 
  Horrific Gaze (Su) A vitreous drinker’s disgusting visage 
  revolts even the strongest soul. A drinker has a gaze attack 
  with a range of 60 feet that causes a creature to be 
  nauseated for 1 round.  A successful DC 23 Fortitude save 
  negates this effect, but a creature must attempt another 
  save each round it remains within range of the gaze. The 
  save DC is Charisma-based. 
  Spectral Ravens (Su) A vitreous drinker is accompanied at 
  all times by spectral ravens that serve the drinker 
  unconditionally. The drinker shares a powerful symbiotic 
  link with the spectral ravens. It is constantly aware of 
  what they see and hear and can direct them as a free 
  action. The ravens are incorporeal, and a vitreous drinker 
  can control them as long as they remain on the same 
  plane as the drinker.  The ravens are not creatures, but 
  rather objects spawned by the drinker.  Each raven has 5 
  hit points and AC 15. Otherwise, treat them as 
  unattended, Tiny objects. A vitreous drinker is 
  accompanied by up to twenty-four ravens, and if any are 
  destroyed, the creature can restore them at a rate of one 
  per day. 
  
   
   
  The ravens have a fly speed of 100 feet and perfect 
  maneuverability. They cannot take independent action, 
  nor can they do anything to physically affect the world 
  around them. They exist solely to observe. 
  Unholy Grace (Su) A vitreous drinker adds its Charisma 
  modifier as a bonus on its saving throws and as a 
  deflection bonus to its AC. Included above.  
  Description This hunched, shambling figure might be able to pass 
  for human except for the bulging, wet eyes that cover every inch of 
  its skin and the long, repulsively prehensile tongue that lolls from 
  its gaping mouth. Several translucent, shadowy ravens circle the 
  creature’s head, their beaks open in silent cries. 
   
   
  PHASE III: HELL UNLEASHED 
   
  L O R D  
  W I L L O W  
  S W A N,  
  D E A T H  
  K N I G H T  
  O F  
  V E R B O B O N C 
  CR  18 
  Cleric 9/Ordained Champion 5/Blackguard 1 
  Lawful Evil Medium Undead (Death Knight) 
  Init +1; Senses darkvision 60’, low-light vision, true seeing, 
  120’; Listen +6, Spot +6 
  Languages Common  
  AC 37, touch 19, flat-footed 32 
   (+5 Dex, +8 armor, +5 shield, +5 natural, +4 deflection) 
  hp  96 +47 temporary hit points (15 HD)   
  DR 15/magic SR 25 
  Immune 
  cold, 
  electricity, 
  polymorph, 
  and 
  undead 
  immunities 
  (mind-affecting 
  effects, 
  poison, 
  sleep, 
  paralysis, stunning, disease, death effects, fatigue, 
  exhaustion, any effect that requires a Fortitude save unless 
  it also affects objects or is harmless, critical hits, nonlethal 
  damage, physical ability (Str, Dex, Con) damage, ability 
  drain, energy drain, death from massive damage) 
  Fort +20, Ref +18, Will +23   
  Speed 20 ft. (4 squares), or fly (poor) 150 ft. (30 squares) when 
  mounted 
  Melee +30+3 lance of mighty smiting (1d8+37)* or  
  Melee +28 masterwork heavy flail (1d10+37/19-20)*  
  Smite with Lance: +35 +1 lance of mighty smiting (1d8+53)* 
  [13/day] 
  When using Mounted Combat feats, Smite ability, and Power 
  Attack, Lord Willow’s melee charge attack changes as 
  follows: 
  Melee lance +32 (3d8+159)  
  [159 = (+3 weapon, +3 divine favor, +16 Power Attack, +2 
  armbands of might, +13 Str x 1.5 for 2 handed, +16 smite 
  damage, +4) x3 
  *calculations above include the divine power, divine favor, and 
  Power Attack for 8 
  Ranged masterwork longbow +5 (1d8/x3) 
  Base Atk +15; Grp +29 (or freedom of movement) 
  Atk Options Awesome Smite, Cleave, Mounted Combat, 
  Power Attack, rebuke undead, Ride-by Attack, Spirited 
  Charge 
  Combat Gear scroll of harm, wand of inflict serious wounds (10 
  charges) 
  *already used; incorporated into the statistics here 
  Cleric Spells Prepared (CL 13th (or 15th for War domain 
  spells), DC = spell level +4, Domains: Destruction, Evil, 
  War): 
   
  7th—(1+1/day) disintegrate*  
   
  6th—(2+1/day) harm* (x3) 
   
  5th—(3+1/day) dispel good*, divine agility mass inflict light 
  wounds, true seeing
   
  4th—(5+1/day) unholy blight*, divine power, freedom of 
  movement, greater resistance, inflict critical wounds (x3),  
   
  3rd—(5+1/day) magic vestment*(x2), inflict serious wounds 
  (x2), invisibility purge, remove blindness/deafness 
   
  2nd—(6+1/day) spiritual weapon*, aid, inflict moderate 
  wounds (x4), silence  
   
  1st—(6+1/day) protection from good*, bless, divine favor, 
  inflict light wounds, obscuring mist, protection from good, shield 
  of faith 
   
  0—(6/day) create water, detect magic, guidance (x2), inflict 
  minor wounds (x2) 
  *Domain spell. 
  Striken text indicates a spell already cast; it is incorporated 
  into the statistics block. 
  Abilities Str 28, Dex 23, Con –, Int 11, Wis 18, Cha 20 
  SQ fear aura, undead traits 
  Feats Awesome Smite, Cleave, Die Hard, Extra Turning, 
  Improved Sunder, Necrotic Reserve, Power Attack, Ride-
  by Attack, Spirited Charge, Weapon Focus (heavy flail)  
  Skills Concentration + 21, Diplomacy +11, Hide +6, 
  Knowledge (religion) +7, Ride +17 (includes masterwork 
  tool) 
  Possessions combat gear plus +1 lance of mighty smiting 
  (8310gp), masterwork mithril breastplate (4200gp), +1 
  animated heavy steel shield (9170gp), armbands of might 
  (4100gp), cloak of charisma +4 (16K), periapt of wisdom +4 
  (16K), masterwork spare lance, masterwork spurs (Ride) 
  50gp, military fliers saddle 
  Abyssal Blast (Su) Once per day, Lord Willow Swan can 
  unleash a blast of eldritch fire. The blast fills a 20-foot-
  radius spread anywhere within a range of 1000 feet (400 ft. 
  + 40’ per HD). The blast deals 18d6 points of damage. Half 
  of the damage is fire, but the rest results directly from 
  divine power. A Reflex save DC 24 (DC 10 +1/2 the death 
  knight’s HD + death knight’s Charisma modifier) reduces 
  the damage by half. 
  Aura of Evil (Ex) The power of Lord Willow’s aura of evil 
  (see the detect evil spell) is equal to a 15
  th level cleric. 
  Channel Spell (Sp) Lord Willow can channel any spell he 
  has available to cast into his melee weapon. Doing so takes 
  a move action and uses the spell as though it had been 
  cast. The channeled spell affects the next target that is 
  successfully attacked with that weapon, though saving 
  throws and spell resistance still apply normally. Even if 
  the spell normally affects an area or is a ray, it only affects 
  the target of the attack in this case. On a successful hit, the 
  spell is discharged from the weapon, which can then hold 
  another spell. Lord Willow can channel his spells into 
  only one weapon at a time. A spell channeled into a 
  weapon is lost if not discharged within 8 hours.  
  VERI8-02 Assault on Castle Greyfist 
   
  Page 44 
  
  Dark Blessing (Su) Lord Willow Swan applies his Charisma 
  bonus to all saving throws 
  Detect Good (Sp) At will, Lord Willow can use a spell-like 
  ability to detect good, as the spell. 
  Divine Bulwark (Sp) Lord Willow Swan can sacrifice a 
  prepared spell as a swift action to gain damage reduction. 
  The value of the damage reduction equals 1 + the spell 
  level sacrificed, and it lasts for 5 rounds. It can be 
  overcome by a chaotically-aligned strike. For example, if 
  Lord Willow sacrifices a flame strike spell, he would gain 
  damage reduction 6/chaotic for 5 rounds.  
  Fear Aura (Su) Lord Willow is shrouded in a dreadful aura of 
  death and evil. Creatures of less than 5 HD within 15 feet 
  of him must succeed at a Will save DC 24 (DC 10 + 1/2 
  death knight’s HD + death knight’s Charisma modifier) or 
  be affected as though by a fear spell cast by an 18th level 
  caster.  
  Fist of the Gods (Sp) Lord Willow can sacrifice a prepared 
  spell as a swift action to deal extra damage. Doing so 
  grants him a bonus equal to 1 + spell level sacrificed on his 
  melee attacks’ damage. This benefit lasts for 5 rounds.  
  Holy Warrior (Sp) Lord Willow can use one daily use of his 
  rebuke undead ability as a swift action to bring his 
  Wisdom into play in combat. For 5 rounds after this 
  ability is activated, he can use his Wisdom modifier in 
  place of his Strength modifier on attack and damage rolls.  
  Modified Spontaneous Casting (Ex) Lord Willow can not 
  spontaneously cast inflict spells. Instead, he can swap out 
  previously prepared cleric spells for any spells of equal or 
  lower level from the War domain.  
   
   
  For ease of reference, Lord Willow’s War domain 
  spells are: 1: magic weapon, 2: spiritual weapon, 3: magic 
  vestment, 4: divine power, 5: flame strike, 6: blade barrier, 7: 
  power word blind.  
  Poison Use (Ex) Blackguards are skilled in the use of poison 
  and never risk accidentally poisoning themselves when 
  applying poison to a blade. 
  Rapid Spontaneous Casting (Ex) Any spell from the War 
  domain that Lord Willow spontaneously casts requires 
  only a swift action if its normal casting time is no more 
  than 1 standard action. If its normal casting time is 1 full-
  round action, then it takes only a standard action to cast.   
  Rebuke Undead (Su) Lord Willow can rebuke undead 12 
  times per day. He gains a +2 to his rebuke checks from 
  Knowledge (Religion) synergy.  
  Smite (Su) Lord Willow can spend one daily use of his 
  rebuke undead ability as a swift action to turn his next 
  melee attack into a smite. He gains a bonus equal to his 
  Charisma bonus (+8) on his attack roll and deals extra 
  damage equal to his effective rebuking level (+16 points of 
  damage). His smite is not limited by alignment or race; he 
  can smite any foe. Except as noted here, this ability 
  functions like the paladin’s smite evil ability. 
   
  Lord Willow gains an extra use of his smite ability when 
  he wields his lance of mighty smiting. 
  Touch Attack (Su) Lord Willow’s touch attack uses negative 
  energy to deal damage equal to 1d8+6 (his Charisma 
  modifier) to living creatures. Each successful attack also 
  deals 1 point of Constitution damage. A Will save DC 24 
  reduces the damage by half and negates the Constitution 
  damage.  
   
   
  Lord Willow uses this ability to heal himself when 
  not engaged in melee. He may also use this negative 
  energy effect to heal his mount Ashreaver, who has the 
  Tomb-tainted Soul feat, but Ashreaver is not immune to 
  the Constitution damage, so Lord Willow does not do this 
  if he has any other alternative.  
  Turn Immunity (Ex) Death Knights cannot be turned. Lord 
  Willow can be banished with holy word, however, just as if 
  he were an evil outsider. If this happens, he is sent back to 
  the plane of Acheron. Note that by the time Lord Willow 
  appears on the battlefield, Har’s Impervious Impediment will 
  be active, preventing all planar travel within the vicinity 
  of Castle Greyfist. 
  War Caster (Ex) Lord Willow gains a +2 bonus to his 
  effective caster level when casting spells that appear on 
  the War domain spell list.  
  Tactics Lord Willow most often uses a swift action to activate 
  his smite ability for a ride-by spirited charge in 
  combination with the “seeking smite” option of his 
  Awesome Smite feat, which allows him to ignore miss 
  chances due to concealment. He has    
   
  Alternatively, he can use his turn’s swift action to cast a 
  quickened spell from the War domain. In this case, he is 
  more likely to spend his standard action, not charging, but 
  rather to cast a spell.  
   
  If Swan (or his mount Ashreaver) is grievously 
  wounded, he withdraws from combat in order to cast an 
  inflict wounds spell (or harm) to heal. 
   
  Lord Willow does not prefer to fight toe-to-toe with 
  anyone, but if forced to, it is not beneath him.  
    
   
  A S H R E A V E R,  L O R D  W I L L O W’ S  M O U N T 
   
   
   
   
    
   
   
   CR  9 
  Abyssal Drake 
  CE Huge Outsider (chaotic, evil, extraplanar, fire)  
  Init +1; Senses darkvision 60’, low-light vision; Listen +17, 
  Spot +17 
  Languages Abyssal, Common  
  AC 26, touch 9, flat-footed 25 
   (-2 size, +1 Dex, +5 armor, +12 natural)  
  hp 95 (10 HD) 
  Immune fire, magic sleep effects, paralysis 
  Resist acid 20, cold 20, electricity 20 
  Vulnerable cold 
  Fort +12, Ref +8, Will +9   
  Speed 40 ft. (8 squares) or fly (poor) 150 ft. (30 squares) 
  Melee sting +19 (1d6+9 plus poison), or  
  Melee sting +19 (1d6+9 plus poison) and bite +14 (2d6+4), or 
  Melee 2 claws +19 (2d4+9) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +10; Grp +18 
  Atk Options breath weapon (60-foot cone, 10d6 ½ fire and ½ 
  unholy, Ref DC 20 half), Flyby Attack, Power Attack 
  Abilities Str 29, Dex 12, Con 20, Int 6, Wis 15, Cha 15 
  VERI8-02 Assault on Castle Greyfist 
   
  Page 45 
  
  SQ frightful presence, outsider traits 
  Feats Alertness, Flyby Attack, Power Attack, Tomb-tainted 
  Soul 
  Skills Bluff +15, Diplomacy +5, Hide +12, Intimidate +5, 
  Listen +17, Move Silently +14, Search +11, Spot +17 
  Possessions mithral breastplate barding  
  Breath Weapon (Su) 60-foot cone, every 1d4 rounds, 10d6 
  special, Reflex DC 20 half. Much like a flame strike spell, 
  half of this damage is fire damage and the remainder is 
  unholy damage (and thus not subject to resistance to fire 
  and similar defenses). The save DC is Constitution-based.  
  Flyby Attack (Ex) When using the Flyby Attack feat, an 
  abyssal drake can attack with sting, bite, or two claws.  
  Frightful Presence (Ex) When an abyssal drake charges, 
  attacks, or flies overhead, it inspires fear in all creatures 
  within 120 feet that have fewer Hit Dice or levels fthan it 
  has. Each potential victim must attempt a C 17 Will save. 
  On a failure, a creature with 4 or fewer HD becomes 
  panicked for 4d6 rounds, and one with 5 or more HD 
  becomes shaken for 4d6 rounds. A successful save leaves 
  that opponent immune to that abyssal drake’s frightful 
  presence for 24 hours. Dragons ignore the frightful 
  presence of an abyssal drake, as do other abyssal drakes.  
  Poison (Ex) Sting, Fortitude DC 20; initial and secondary 
  damage 2d6 Con. 
  Rend (Ex) If an abyssal drake hits with both claw attacks, it 
  latches onto the opponent’s body and tears the flesh. This 
  rending attack automatically deals an extra 4d4+13 points 
  of damage.  
  Outsider traits An abyssal drake cannot be raised, 
  reincarnated, or resurrected (though a limited wish, wish, 
  miracle, or true resurrection spell can restore life).   
  Description Ashreaver, like all abyssal drakes, is the horrific 
  result or an ancient breeding program that combines the 
  nastiest elements of demons, wyverns, and red dragons. 
  With only two legs, he resembles his wyveern ancestors, 
  but his dark red, scaled hide betrays his fiendish heritage. 
  He has powerful, bat-like wings, a serpentine neck, and 
  razor sharp claws.  
   
  Due to the Tomb-tained Soul feat, Ashreaver is healed 
  by inflict spells and harmed by cure spells. Because of this 
  connection with death, Ashreaver has chosen to serve 
  Lord Willow Swan as his horrific mount in battle. 
   
   
   
  T S’ T A R’ C H K  T H E  R E D 
   
   
  CR  16 
  Male Red Etherguant wizard 4/loremaster 3 
  NE Medium Aberration (extraplanar) 
  Init +5; Senses low-light vision; Listen +15, Spot +17 (see 
  invisibility, total vision within 40’)  
  Languages auran, abyssal baklunish, celestial, common, 
  draconic, dwarven, elven, goblin, gnomish, halfling, 
  Infernal, orc, khen-zai  suloise, terran 
  AC 39, touch 18, flat-footed 34 
   (+5 Dex, +6 greater mage armor, +4 shield, +9 natural armor, 
  +2 deflection, +1 haste) 
  hp 130 (+22 temporary) (12 HD) 
  Resist Fire 20 
  Fort +19, Ref +18, Will +23 (+2 vs. enchantment) 
  (against spells) Fort +23, Ref +22, Will +27 (+2 vs. 
  enchantment) 
  Speed 60 ft. (12 squares), fly 40 ft. 
  Melee dagger +5/+0 (1d4–1/19-20×2) 
  Ranged spells +16 touch (damage per spell) 
  Base Atk +6; Grp +8 
  Combat Gear lesser rod of Quicken spell, ring of greater 
  counterspells, ring of spell battle 
  Wizard Spells Prepared (CL 16th, DC 23+spell level): 
   
  8th— empowered chain lightning (DC 31), protection from 
  spells, greater shout (DC33) (x2)  
   7th— empowered cone of cold (DC30), forcecage, greater arcane 
  sight, limited wish (freedom of movement), limited wish (open 
  spell),  
   6th—chain lightning (DC31), disintegrate, greater dispel 
  magic(x2), heroism, greater
   5th—cone of cold (DC30) (x2), feeblemind (DC 28), 
  empowered fireball (DC 28) (x2), overland fligh, teleport 
   4th—dimension door, empowered false life, enervation, ice 
  storm(x3), wall of fire (DC29) 
   3rd—dispel magic, dragon skin, empowered ray of enfeeblement, 
  fireball (DC28) (x2)  greater mage armor*, haste,  
   2nd—cat’s grace, glitterdust (DC 25) false life, scorching ray 
  (x3), see invisibility, shatter, Tasha’s hideous laughter (DC 25) 
   1st—comprehend languages, mount, magic missile (x3), 
  shield(x1), true strike 
   0—acid splash, detect magic, read magic, ray of frost, flare (DC 
  25) 
  Pre-cast Spells:, dragonskin (CL 16, factored into these stats) 
  barkskin (CL3, factored into these stats) cat’s grace (CL16, 
  factored into these stats), false life (CL 16, factored into 
  these stats) freedom of movement (CL 16), haste (CL 16, 
  factored into these stats), greater arcane sight (CL 16, 
  factored into these stats) greater mage armor (CL 16, 
  factored into these stats) greater heroism (CL 16, factored 
  into these stats), hero’s feast (CL 16, factored into these 
  stats) overland flight (CL 16) protection from spells (CL 16, 
  factored into these stats) see invisibility, (CL 16, factored 
  into these stats) shield (CL 16, factored into these stats) 
  stalwart pact (CL 16, activates at 65 hp)  
  Abilities Str 14, Dex 21, Con 20, Int 36, Wis 16, Cha 13 
  SQ Lore, (Lore of True Stamina), Secret (applicable 
  knowledge) Immunity to Spells You may choose to ignore 
  the effects of arcane spells up to 2nd level, as if the 
  spellcaster had failed to overcome spell resistance.  Total 
  Vision: you to discern everything within 40 ft. You usually 
  do not have to make Listen or Spot checks. 
  Feats Combat Casting, Empower Spell, Spell Focus 
  (Evocation), Greater Spell Focus (Evocation) Scribe Scroll, 
  Extend Spell, Skill Focus (Knowledge [arcana]),  
  Skills 
  Concentration 
  +24, 
  Knowledge 
  (arcane) 
  +35, 
  Knowledge (history) +35, Knowledge (local: VTF Trade 
  route) +35, Knowledge (religion) +35, Knowledge 
  (nobility) +35 Listen +15, Spellcraft +34, Spot +17 
  VERI8-02 Assault on Castle Greyfist 
   
  Page 46 
  
  Possessions dagger, toad familiar, holy symbol of Vecna, 
  headband of intellect +6, amulet of health +4, cloak of resistance 
  +4 spell components,  
   
  V I RL Y M  T H E  B L E E D E R   
   
  CR 13 
  Male Kobold Rogue 5/Assassin 8  
  LE Small humanoid (reptilian) 
  Init +4; Senses darkvision 60 ft., Listen +15, Spot +15 
  Languages Common, Draconic, Elven 
  AC 26, touch 17, flat-footed 21 
   (+1 size, +4 Dex, +5 armor, +1 deflection, +4 shield) 
  hp 70 (13 HD), plus false life;  
  Fort +7, Ref +15, Will +5 (+4 vs. poison) 
  Speed 30 ft. (6 squares) 
  Melee +1 spiked chain +12 (1d6-1, plus 7d6 sneak attack) or 
  Melee +1 spiked chain +12 (1d6-1, plus 7d6 sneak attack) and 
  +1 spiked chain +7 (1d6-1, plus 7d6 sneak attack) 
  Ranged short bow +13 (1d4, plus 7d6 sneak attack) or 
  Ranged short bow +13 (1d4, plus 7d6 sneak attack) and short 
  bow +7 (1d4, plus 7d6 sneak attack) 
  Base Atk +9; Grp +4 
  Atk Options Combat Reflexes, sneak attack (+7d6), death 
  attack (DC 22, death or 1d6+8 paralysis) 
  Combat Gear healing belt, potion of cure blindness/deafness (x2), 
  potion of cure light wounds (x2), potion of fly, pass without trace, 
  scroll of shield (x2), vanisher cloak  
  Assassin Spells Known (CL 7) 
   
  4th (2/day, 1 remaining)—assassin’s darkness (CS), greater 
  invisibility*, dimension door 
   
  3rd (4/day, 3 remaining)—deeper darkness, misdirection, 
  vital strike (CM), false life* 
   
  2nd (4/day)—blade of pain and fear (SpC), fell the greatest 
  foe (SpC), invisibility, spider climb 
   
  1st (4/day)—critical strike (SpC), ebon eyes(SpC), sniper’s 
  shot, true strike 
  *cast prior to combat 
  Abilities Str 8, Dex 18, Con 14, Int 18, Wis 10, Cha 8  
  SQ poison use 
  Feats Combat Reflexes, Exotic Weapon Proficiency (spiked 
  chain), Fortuitous Strike, Victor’s Luck, Weapon Finesse  
  Skills Balance +11, Bluff +6, Diplomacy +1, Disable Device 
  +21, Disguise +3, Hide +28, Jump +6, Knowledge 
  (local:VTF) +6, Listen +15, Move Silently +19,  Open Lock 
  +6, Search +21, Sleight of Hand +8, Spot +15, Tumble +21, 
  Use Magic Device +7   
  Possessions combat gear plus +1 shadowed mithril chain shirt, 
  ring of protection +1, amulet of health +2, vest of resistance +2, 
  headband of intellect +2, gloves of dexterity +2, dagger, short 
  bow, spare spiked chain, spiked gauntlet, sap, masterwork 
  thieves’ tools, explorer’s outfit, shard of thinuan, various 
  tooth and bone trophies from victims, 37gp. 
  Death Attack: If Virlym studies his victim for 3 rounds and 
  then makes a sneak attack with a melee weapon that 
  successfully deals damage, the sneak attack has the 
  additional effect of possibly either paralyzing or killing 
  the target (assassin's choice). While studying the victim, 
  Virlym can undertake other actions so long as his 
  attention stays focused on the target and the target does 
  not detect the assassin or recognize the assassin as an 
  enemy. If the victim of such an attack fails a Fortitude save 
  (DC 22) against the kill effect, she dies. If the saving throw 
  fails against the paralysis effect, the victim is rendered 
  helpless and unable to act for 1d6 rounds plus 1 round per 
  level of the assassin. If the victim’s saving throw succeeds, 
  the attack is just a normal sneak attack. Once the assassin 
  has completed the 3 rounds of study, he must make the 
  death attack within the next 3 rounds. 
   
  If a death attack is attempted and fails (the victim makes 
  her save) or if the assassin does not launch the attack 
  within 3 rounds of completing the study, 3 new rounds of 
  study are required before he can attempt another death 
  attack.. 
  Description: Virlym the bleeder is a silent assassin, letting 
  his cold and ruthless weapons speak for him. He is 
  dressed in black armor and wears a black mask. Characters 
  who played VER7-05 The Lion and the Dragon will 
  recognize him as the kobold assassin who killed Sir Peri 
  Swan. Virlym does not necessarily uphold Halmadar’s 
  philosophies, but as he is a professional, respects the 
  contract he has with the Viscount. This respect does not, 
  however extend to Virlym being willing to die for his 
  employer. If it is clear to the kobold that he has been 
  bested, he will attempt to flee the battle, or even surrender 
  if he thinksit is likely to be accepted.  
  Tactics: Prior to entering combat, casts greater invisibility on 
  himself, and hides in plain sight. He maneuvers to a 
  position where enemies will provoke attacks of 
  opportunity and makes use of his spiked chain’s large 
  threatened area in combination with his Combat Reflexes 
  to deliver multiple sneak attacks while invisible. He then 
  moves on to another table of heroes. He avoids Pelorites 
  and will not remain on a battlefield section with them, 
  preferring to move on to easier prey. If an invisibility 
  purge goes off, he likewise flees for easier pickings.  
  VERI8-02 Assault on Castle Greyfist 
   
  Page 47 
  
  ADDITIONAL STAT BLOCKS 
  Due to the substantial number of stat blocks required 
  for each APL of this event, we have broken the stat 
  blocks into separate PDF files for the following ranges. 
  1. 
  APL 6-8 
  2. 
  APL 10-12 
  3. 
  APL 14 only 
  Contact your Senior DM for copies of the appropriate 
  stat blocks. 
   
   
  VERI8-02 Assault on Castle Greyfist 
   
  Page 48 
  
  APPENDIX 2: NEW RULES ITEMS 
   
  NEW FEATS 
   
  Awesome Smite [Tactical] 
  Through a combination of sheer muscle and mystical 
  acumen, you can deliver devastating smite attacks. 
  Prerequisites: Power Attack, base attack bonus +6, smite 
  ability. 
  Benefit: This feat allows the use of three tactical maneuvers, 
  each of which requires that you make a smite attack while 
  using the Power Attack feat (minimum penalty -1). You must 
  declare the use of this feat before making the attack roll. You 
  can employ only one of these maneuvers at a time.  
   
  Demolishing Smite: Your smite attack punches through 
  your enemy’s defenses. For the purpose of this single attack, 
  you can ignore a number of points of damage reduction 
  (except DR/— or DR/epic) up to twice your Charisma bonus 
  (if any). For instance, if your Charisma is 26 (+8 bonus), you 
  ignore 16 points of your target’s damage reduction when 
  making a demolishing smite.  
   
  Overwhelming Smite: Your smite attack can knock an 
  opponent prone. If the attack hits and deals damage, it is 
  treated as though it were also a trip attack. Make a Strength 
  check opposed by the defender’s Strength or Dexterity, with 
  all the normal trip modifiers (PH 158). A foe that resists is not 
  entitled to make a trip attempt against you in return. You can 
  attempt an overwhelming smite only once per round.  
   
  Seeking Smite: Your smite attack is uncannily guided to 
  its target. For the purpose of this single attack, you ignore any 
  miss chance your foe might have, though your weapon must 
  still be able to strike the target. Thus, while this maneuver 
  allows you to strike an incorporeal creature unerringly with a 
  magic sword, it does not allow you to strike it with a 
  nonmagical weapon.  
    
   
  Fortuitous Strike [Luck] (Complete Scoundrel) 
  You can hit a foe in just the right place. 
         Prerequisite: Character level 6th, any luck feat. 
         Benefit: You can expend one luck reroll as a swift action 
  to reroll a weapon damage roll. You can expend two luck 
  rerolls as a swift action to reroll an attack roll. You gain 
  one luck reroll per day. 
   
  Tomb-tainted Soul [General] 
  Your soul is tainted by the foul touch of undeath.  
  Prerequisite: Non-good alignment. 
  Benefit: You are healed by negative energy and harmed by 
  positive energy as if you were an undead creature. This 
  feat gives no other penalties or benefits of the undead 
  type. 
   
  Victor’s Luck [Luck] (Complete Scoundrel) 
  You strike with devastating accuracy more often. 
         Benefit: You can expend one luck reroll as a swift action 
  to reroll a critical threat confirmation roll. You gain one 
  luck reroll per day. 
   
   
  NEW SPELLS 
   
  DIVINE  SACRIFICE  
  Evocation  
  Level: Blackguard 1, paladin 1  
  Components: V, S  
  Casting Time: 1 standard action  
  Range: Personal  
  Target: You  
  Duration: 1 round/level  
  Giving up some of your life force to win the battle, you 
  empower your next blow against your foe.  
  Your first attack each round for the duration of the spell deals 
  an extra 5d6 points of damage if it hits, and you take 10 
  points of damage each time you make such an attack, 
  whether or not the attack is successful. 
    
   
  DEIFIC  VENGEANCE  
  Conjuration (Summoning)  
  Level: Cleric 2, Purification 2  
  Components: V, S, DF  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature  
  Duration: Instantaneous  
  Saving Throw: Will half  
  Spell Resistance: Yes  
  You call out to your deity, declaring your foe’s crimes and 
  asking your deity to punish him.  
  This spell deals 1d6 points of damage per two caster levels 
  (maximum 5d6), or 1d6 points per caster level (maximum 
  10d6) if the target is undead.  
   
   
  DRAGONSKIN  (Spell Compendium) 
  Transmutation 
  Level: Sorcerer/wizard 3 
  Components: S, M 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 10 minutes/level 
  You say nothing, but make the motions in the prescribed 
  pattern and hold the dragon’s scale aloft. Your flesh erupts 
  with hard, colorful scales. 
  Your skin toughens and becomes scaly like that of a 
  chromatic dragon, of a color that you select. You gain 
  an enhancement bonus to natural armor equal to +1 per 
  VERI8-02 Assault on Castle Greyfist 
   
  Page 49 
  
  two levels (to a maximum of +5 at 10th level), as well 
  as energy resistance 10 against the type of energy 
  appropriate to the color you select: acid (black or 
  green), cold(white), electricity (blue), or fire (red).Your 
  energy resistance increases to 20at 10th level. 
  Material Component: A dragon’s scale. 
   
   
  ASSASSIN’S DARKNESS (Complete Scoundrel) 
  Evocation (Darkness) 
  Level: Assassin 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 
  ft./level) 
  Area: 40-ft.-radius spherical 
  emanation 
  Duration: 1 minute/level (D) 
  Saving Throw: No 
  Spell Resistance: No 
   
  You call a globe of absolute darkness into being, which only 
  you can see through. All other creatures within or who 
  enter this spell’s area are blinded while they remain in the 
  area. Even creatures that have darkvision cannot see 
  through this magical obscurement, although creatures 
  capable of seeing in magical darkness (such as devils) are 
  not affected by it. 
  While you are outside the sphere, you can see nothing 
  within, and every creature within has total concealment. 
  Upon entering the spell’s area, however, you can see as if 
  the area were illuminated by bright light and can interact 
  with those within as normal, even though they cannot see 
  you. 
   
  CRITICAL STRIKE (Spell Compendium) 
  Divination 
  Level: Assassin 1, bard 1, sorcerer/ 
  wizard 1 
  Components: V 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: 1 round 
   
  Whenever you make a melee attack against a flanked foe or 
  against a foe denied its Dexterity bonus, you deal an extra 
  1d6 points of damage, your weapon’s threat range is 
  doubled (as if under the effect of keen edge), and you gain a 
  +4 insight bonus on rolls made to confirm critical threats. 
  The increased threat range granted by this spell doesn’t 
  stack with any other effect that increases your weapon’s 
  threat range. 
  Creatures immune to extra damage from sneak attacks are 
  immune to the extra damage dealt by your attacks. 
   
  EBON EYES (Spell Compendium) 
  Transmutation 
  Level: Assassin 1, cleric 1, sorcerer/ 
  wizard 1 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level 
  Saving Throw: None 
  Spell Resistance: Yes (harmless) 
   
  The subject of this spell gains the ability to see normally in 
  natural and magical darkness, although it does not 
  otherwise improve the subject’s ability to see in natural 
  dark or shadowy conditions. The subject ignores the miss 
  chance due to lack of illumination other than total 
  darkness. While the spell is in effect, a jet-black film 
  covers the subject’s eyes, a visual effect that gives the spell 
  its name. 
  Material Component: A pinch of powdered black gemstone of 
  any type. 
   
  FELL THE GREATEST FOE (Spell Compendium) 
  Transmutation 
  Level: Assassin 2, cleric 3, paladin 2, 
  ranger 2 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: Fortitude negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The subject gains the ability to deal greater damage against 
  larger creatures. For every size category of an opponent 
  bigger than the subject of the spell, the subject deals an 
  extra 1d6 points of damage on any successful melee attack. 
  For example, a Medium creature would deal an extra 1d6 
  points of damage against a Large creature, 2d6 against 
  Huge, 3d6 against Gargantuan, or 4d6 against a Colossal 
  creature. 
  Material Component: A dragon’s claw or a giant’s fingernail. 
   
   
  Orb of Acid, Lesser 
   
   
  UNLUCK  
  Divination  
  Level: Bard 3, sorcerer/wizard 3  
  Components: V, S, M  
  Casting Time: 1 standard action  
  Range: Close (25 ft. + 5 ft./2 levels)  
  Target: One creature  
  Duration: 1 round/level  
  Saving Throw: Will negates  
  Spell Resistance: Yes  
  Spewing a curse of bad luck, you fling a piece of broken 
  mirror at your target. The mirror shard dissipates 
  VERI8-02 Assault on Castle Greyfist 
   
  Page 50 
  
  harmlessly as soon as it leaves your hand, and the sound of 
  rolling dice is perceptible for an instant.  
  When you cast this spell, you negatively influence the 
  randomness of fortune for the target. Whenever the 
  affected creature undertakes an action involving random 
  chance (specifically, whenever any die roll is made for the 
  creature, including attack rolls, damage rolls, and saving 
  throws), two separate rolls are made and the worse result 
  applied.  
  A creature carrying a stone of good luck is immune to the 
  effect of unluck.  
  Material Component: A piece of a broken mirror.  
   
  UNSEEN STRIKE (Complete Mage) 
  Illusion (Glamer) 
  Level: Assassin 4, hexblade 4 
  Components: V, S 
  Casting Time: 1 full round 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level (D) 
   
  This spell has no immediate effect upon you. However, the 
  next time you deliver a successful melee attack, you 
  instantly turn invisible (as the invisibility spell). If you do 
  not make a successful melee attack within 1 hour per level 
  of casting the spell, the effect ends. 
   
  VITAL STRIKE (Complete Mage) 
  Divination 
  Level: Assassin 3 
  Components: S 
  Casting Time: 1 swift action 
  Range: Personal 
  Target: You 
  Duration: One attack 
   
  You gain temporary, intuitive insight into the actions of your 
  foes. Your next single attack roll (if it is made before the 
  end of the next round) is considered a sneak attack, even if 
  your foe is neither flat-footed nor flanked. This spell does 
  not allow you to sneak attack creatures normally immune 
  to such attacks, nor does it allow you to make use of other 
  abilities—such as certain feats—that deal ability damage, 
  or otherwise grant you extra benefits, when you make a 
  sneak attack. 
   
   
   
   
  NEW ITEMS 
   
  GLOVES OF THE STARRY SKY 
  Price (Item Level): 1,100 gp (4th) 
  Body Slot: Hands 
  Caster Level: 3rd 
  Aura: Faint; (DC 15) evocation 
  Activation: — and standard (mental) 
  Weight: —  
  These supple gloves are velvet black. In their darkness, stars 
  seem to swim. 
  While wearing gloves of the starry sky, you emit a 
  bright, silvery radiance equivalent to a light spell. You 
  can douse or renew this light with a standard (mental) 
  action. In addition, three times per day you can activate 
  these gloves and sacrifice a prepared spell or spell slot 
  of 1st level or higher to use magic missile (as the spell), 
  using your own caster level rather than that of the 
  gloves. The missiles created by the gloves appear as a 
  series of tiny falling stars. 
  Prerequisites: Craft Wondrous Item, magic missile, 
  possession of a piece of the set. 
  Cost to Create: 550 gp, 44 XP, 2 days. 
   
  HEALING  BELT 
  Price (Item Level): 750 gp (3rd) 
  Body Slot: Waist 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) conjuration 
  Activation: — and standard (command) 
  Weight: 1 lb. 
  This broad leather belt is studded with three moonstones. 
  While wearing a healing belt, you gain a +2 
  competence bonus on Heal checks. This is a 
  continuous effect and requires no activation. 
  In addition, the belt has 3 charges, which are renewed 
  each day at dawn.  Spending 1 or more charges allows 
  you to channel positive energy and heal damage with a 
  touch. (You can also use this ability to harm undead, 
  dealing them an equivalent amount of damage instead.) 
   
  1 charge: Heals 2d8 points of damage. 
   
  2 charges: Heals 3d8 points of damage. 
   
  3 charges: Heals 4d8 points of damage. 
  Prerequisites: Craft Wondrous Item, cure moderate 
  wounds. 
  Cost to Create: 500 gp, 40 XP, 1 day. 
   
  PIERCER CLOAK 
  Price (Item Level): 900 gp (4th) 
  Body Slot: Shoulders 
  Caster Level: 3rd 
  Aura: Faint; (DC 16) transmutation 
  Activation: Swift (mental) 
  Weight: — 
  The back of this dark cloak depicts a silver spear pointed 
  downward. 
  The wearer of a piercer cloak can make devastating 
  attacks when positioned above her enemy. When you 
  activate a piercer cloak, any attack you make on your 
  VERI8-02 Assault on Castle Greyfist 
   
  Page 51 
  
  current turn from higher ground (PH 151) deals an 
  extra 1d6 point of damage. If you charge your enemy 
  from at least 10 feet above him, this extra damage 
  increases to 2d6. This benefit lasts for 1 round. This 
  ability functions three times per day. 
  Lore: When the Halfling Rain came to Holtberg—the 
  seven nights when halfling thieves pounced from 
  rooftops onto passersby, assassinating them or 
  knocking them out and taking every last stitch they 
  owned many of the thieves wore these cloaks 
  (Knowledge [history] or Knowledge [local] DC 15). 
  Prerequisites: Craft Wondrous Item, bull's strength, 
  jump. 
  Cost to Create: 450 gp, 36 XP, 1 day. 
   
  BANDS OF BLOOD RAGE 
  Price (Item Level): 2,600 gp (7th) 
  Body Slot: Arms 
  Caster Level: 5th 
  Aura: Faint; (DC 17) enchantment 
  Activation: Swift (mental) 
  Weight: 2 lb. 
  These armbands are made from red gold\ studded with tiny 
  rubies. Dozens of needle sharp spikes extend slightly from the 
  inside of the bands. 
  Each time you don bands of blood rage, they deal 1 
  point of damage to you. This damage can't be healed as 
  long as you wear these armbands. 
  When you activate bands of blood rage, you and any 
  willing ally within 30 feet can enter a blood rage that 
  lasts for 5 rounds. This blood rage can't be ended 
  prematurely except by unconsciousness or any effect 
  that would end a rage (such as a calm emotions spell). 
  Unlike a barbarian's rage, the blood rage doesn't limit 
  your actions in any way. 
  While in a blood rage, a character gains a +5 morale 
  bonus on melee weapon damage rolls. However, each 
  affected creature also takes 5 points of damage each 
  round at the end of its turn as its own body suffers 
  under the strain. If you are a sorcerer or you have the 
  dragon blood subtype (see Races of the Dragon or 
  Dragon Magic), you also gain a +5 morale bonus on 
  damage with your arcane spells while in a blood rage 
  created by bands you wear. 
  Bands of the blood rage function three times per day. 
  Prerequisites: Craft Wondrous Item, rage, sorcerer or 
  dragonblood subtype, possession of a piece of the set. 
  Cost to Create: 1,300 gp, 104 XP, 3 days. 
   
  RING  OF  GREATER  COUNTERSPELLS 
  Price (Item Level): 16,000 gp (14th) 
  Body Slot: Ring 
  Caster Level: 15th 
  Aura: Strong; (DC 22) abjuration 
  Activation: — and immediate 
  (command) 
  Weight: — 
  This white gold ring is forged in a braided pat-tern. A single 
  ruby set in its center flickers and pulses with magical 
  energy. 
  A ring of greater counterspells can hold a spell of 1st through 
  6th level, much like a ring of counterspells. You cannot 
  cast a stored spell out of the ring, but should that spell 
  ever be cast upon you, it is immediately coun-tered, as a 
  counterspell action, requiring no action (or even 
  knowledge) on your part. This use causes the ruby stone to 
  flash once and uses up the stored spell. Once it is gone, a 
  new spell (or the same one as before) can be placed into 
  the ring.If you are a spellcaster capable of coun-tering a 
  spell on your own, you can also access the ring's secondary 
  ability. Once per day as an immediate action, you can 
  attempt to counter a single spell cast bya spellcaster you 
  can see, provided heis within 100 feet. Like the ring's 
  other ability, this one requires no preparation or 
  knowledge on your part. You need not make a Spellcraft 
  check to identify the spell being cast, and the spell you use 
  to counterspell can be of any level. This counterspell 
  attempt functions like greater dispel magic used to 
  counter a spell, except that you add your caster level to the 
  counterspell check (maximum +20). Thus, a 12th-level 
  wizard wearing a ring of greater counterspells would roll 
  1d20+12 when activating this ability. When you activate 
  this secondary effect, the braids of white gold seem to 
  twist and writhe on your finger, and the metal glows 
  faintly is if it were growing hot, although you feel no heat. 
  Prerequisites: Forge Ring, greater dispel magic, imbue with 
  spell ability. 
  Cost to Create: 8,000 gp, 640 XP, 16 days. 
   
  RING  OF  SPELL-BATTLE 
  Price (Item Level): 12,000 gp (13th) 
  Body Slot: Ring 
  Caster Level: 14th 
  Aura: Strong; (DC 22) abjuration 
  Activation: — and immediate (mental) 
  Weight: —This simple gold band looks like a tiny armored 
  girdle set with small spheres of silver. A ring of spell-battle 
  informs you of all spell-casting that occurs within 60 feet 
  of you,as well as allowing you to attempt a Spellcraft check 
  (DC 15 + spell level) to identify the spell being cast (even 
  if you can't see its casting or effect). This is a continuous 
  effect and requires no activation. Once per day, when you 
  succeed in identifying a spell in this manner, you can 
  activate the ring to counterspell that’ spell as if with dispel 
  magic, or change the target of the spell to any target 
  within 60feet of you. If you choose an illegal target 
  (because of the spell's range limitation or other 
  restrictions), the spell functions normally and the effect is 
  wasted. 
  Prerequisites: Forge Ring, detect magic, dispel 
  VERI8-02 Assault on Castle Greyfist 
   
  Page 52 
  
  magic, spell turning, Spellcraft 10 ranks.Cost to Create: 6,000 
  gp, 480 XP, 12 days. 
   
   
   
  VERI8-02 Assault on Castle Greyfist 
   
  Page 53 
  
  APPENDIX 3: THE LAWS OF THE VISCOUNTY
   
   
  The Laws of Verbobonc are designed to maintain the 
  status quo, protecting the nobility at the expense of the 
  common man. Commoners – including all player 
  characters – have very few rights. If they break the law, 
  they will be punished. 
   
  HIGH CRIMES AND LOW CRIMES 
       All crimes in the Viscounty are classified as either 
  high crimes or low crimes.  
       Commoners can be accused of any crime by any 
  agent of law enforcement or any noble at any time, so 
  long as the accusing authority is within his 
  jurisdiction. 
       Nobles cannot be accused of low crimes. They can 
  be accused of high crimes, but only by individuals with 
  the Right of High Justice. 
   
  LEGAL AUTHORITY: THE RIGHT OF 
  JUSTICE 
       All legal authority in Verbobonc is divided into two 
  distinct categories: High Justice and Low Justice. 
       Representatives of the law imbued with the Right of 
  Low Justice are involved in the prosecution of ‘day-to-
  day’ law enforcement and may charge and arrest any 
  non-noble offender for any crime. A character that 
  bears the Right of Low Justice may only arrest another 
  character if he either witnesses a crime being 
  committed or if a criminal confesses to committing a 
  crime. Arresting agents cannot fine other player 
  characters TU and gold, nor can they remove 
  characters from play. The DM adjudicates the penalties 
  for breaking the law.   
       The Right of High Justice is held by the Viscount, 
  the heads of noble houses, and their most highly 
  appointed representatives. Anyone with the Right of 
  High Justice may charge, arrest, investigate, try, and 
  sentence any offender for any crime. Only those with 
  High Justice may charge a noble with breaking the law, 
  and only for high crimes. Nobles are immune to 
  prosecution for low crimes. No player character in 
  Verbobonc has the right of High Justice, unless he has 
  specific regional documentation to that effect.  
       See the Table 1 below for more details on authority 
  and jurisdiction of various Metaorganizations. 
    
  LAWS IN THE GAME 
       Laws are enforced by the Dungeon Master when the 
  need arises. Before the arrest and adjudication of a 
  player character happens, the DM should warn the 
  player that he is about to commit a crime. If the player 
  decides to act criminally, the DM must decide if there 
  is any way for the authorities to know what has 
  transpired. If so, he should inform the player that his 
  actions will have consequences and that they will be 
  adjudicated after the play session. If the player 
  continues to commit crimes, the DM should adjudicate 
  it immediately and remove the character from the play 
  session for the time being.  
       Once play has finished, the DM should make a final 
  determination of all of the penalties that the character 
  will receive, using Table 2 below for guidance. Any 
  crimes for which the punishment is Death or Exile, 
  must be adjudicated by a member of the Verbobonc 
  Triad. All other crimes may be adjudicated by the judge 
  at the table. 
       If the player of a convicted character wishes to 
  appeal the judge’s ruling, he should contact the 
  Verbobonc Triad. 
   
  ILLEGAL GOODS 
       The following items are illegal in the Viscounty: 
  Assassin’s dagger, Dagger of venom, Darkskull, drugs, Dust of 
  disappearance,  flesh golems and Flesh golem manuals, 
  Gal-garan, Hand of glory, Hand of the mage, holy symbols 
  of evil gods, holy symbols of Trithereon, Life-drinker, 
  Nine lives stealer, poisons, Robe of bones, slaves, Slaying 
  arrow, Sword of life stealing, thieves’ tools, thinuan 
  weapons, and Unholy weapons. 
       Additionally, scrolls and wands of spells with the 
  [Evil] descriptor and any item that radiates an aura of 
  evil, requires an evil creator, bestows curses,  summons 
  or commands elementals, demons, or devils, or 
  animates the dead are likewise outlawed.  
       This list is not exhaustive, and Dungeon Masters 
  should exercise their judgment. 
  More detailed information on Verbobonc’s laws, legal 
  system, and methods of law enforcement can be found 
  in the Laws of the Viscounty document, available for 
  download at www.verbobonc.net. 
  VERI8-02 Assault on Castle Greyfist 
   
  Page 54 
  
  Table 1: Legal Jurisdiction of Verbobonc Metaorganizations 
  Organization 
  Authority 
  Jurisdiction 
  Knights of the Faithful Defender 
  High Justice 
  All Verbobonc 
  Bondsmen of Estival - House Nobles 
  Low Justice 
  All Verbobonc  
  Gentlemen of the Watch 
  Low Justice 
  Verbobonc City 
  Gnarley Rangers 
  Low Justice 
  Gnarley Forest 
  Noble House Guards 
  Low Justice 
  Appropriate Noble Lands 
  Mayors, Sheriffs, and Constables 
  Low Justice 
  The local settlement they have been appointed to 
   
  Table 2: Crimes and Penalties 
  Crime  
   
   
   
  Class  
   
  Penalty 
  Aiding and Abetting  
   
  Low 
   
  100 gp OR 500 gp OR 1,000 gp + 4 TU  
  Arson  
   
   
   
  High  
   
  500 gp +, 1 TU 
  Assault  
   
   
   
  Low  
   
  50 gp OR 1,000 gp, 2 TU 
  Banditry   
   
   
  High  
   
  Forfeiture of all possessions, 1 TU per 100 gp of stolen goods. 
  Battery  
   
   
   
  Low  
   
  200 gp OR 2,000 gp, 10 TU 
  Blackmail   
   
   
  High  
   
  90% of wealth, 26 TU 
  Blasphemy  
   
   
  High  
   
  Public whipping 
  Bribery 
   
   
   
  Low 
   
  Ten times value offered and public whipping OR forfeiture of all 
   gold  
   
   
   
   
   
   
   
  carried, expulsion from metaorg, and public whipping 
  Burglary   
   
   
  Low  
   
  200 gp, 2 TU OR 1,000 gp, 10 TU 
  Destruction of Noble’s Property  High  
   
  Cost of repairs, 1 TU per 1,000 gp of damage 
  Disturbing the Peace   
   
  Low  
   
  Up to 450 gp and/or 1 TU 
  Extortion   
   
   
  High  
   
  90% of wealth, 26 TU 
  Forgery 
   
   
   
  Low  
   
  Confiscation of all possessions, 13 TU, loss of finger 
  Fraud Against a Noble  
   
  High  
   
  Forfeiture of all possessions, 26 TU OR death 
  Grave Robbing  
   
   
  Low  
   
  Confiscation of carried goods, 1,000 gp, 5 TU OR confiscation of 
  carried  
   
   
   
   
   
   
   
  goods, 5,000 gp, 13 TU 
  Impersonation of a Noble  
   
  High  
   
  Forfeiture of wealth and all possessions, 52 TU OR death 
  Interfering with the Representative of  
  a Noble 
   
   
   
  Low  
   
  Up to 300 gp, 4 TU 
  Kidnapping  
   
   
  High  
   
  Confiscation of goods carried, 1,000 gp, 26 TU OR confiscation of 
  goods  
   
   
   
   
   
   
   
  carried, 10,000 gp fine, 104 TU, and loss of eye and hand. 
  Magical Assault  
   
   
  High  
   
  Confiscation of spellbooks, 500 gp, 4 TU OR confiscation of  
  spellbooks  
   
   
   
   
   
   
   
  and goods carried, 2,000 gp, 13 TU, and loss of ear. 
  Malicious Mischief   
   
  Low  
   
  Up to 1,000 gp, up to 4 TU, and full reimbursement of property 
  value 
  Manslaughter  
   
   
  High  
   
  Forfeiture of all equipment, property, and wealth, 52 TU. 
  Murder  
   
   
   
  High  
   
  Death 
  Negligent Use of Magic  
   
  High  
   
  Confiscation of spellbooks, 500 gp, 4 TU OR confiscation of  
                                                                                                   spellbooks  and goods carried, 2,000 gp, 13 TU, and loss of ear. 
  Ownership of Illegal Goods  
   
  Low  
   
  Varies: Confiscation of the item(s) owned and a warning and 
  fine of 100 to  
   
   
   
   
   
   
   
  2,000 gp to exile from the region, as deemed by the item. 
  Perjury  
   
   
   
  High  
   
  600 gp, 8 TU 
  Piracy  
   
   
   
  High  
   
  Confiscation of all wealth, 500 gp, 10 TU OR confiscation of all  
                                                                                                   wealth, 2,000 gp, 26 TU, and loss of eye. 
  Resisting Arrest 
   
   
  Low 
   
  300 gp, 2 TU OR 600 gp, 4 TU  
  Robbery   
   
   
  High  
   
  Confiscation of goods carried, 1,000 gp, 10 TU OR confiscation of 
  goods  
   
   
   
   
   
   
   
  carried, 5,000 gp, 26 TU, loss of hand 
  Sedition   
   
   
  High  
   
  13 TU 
  Smuggling 
   
   
  High 
   
  Confiscation of illegal goods, 2,000 gp, 13 TU, public whipping, 
  loss of a  
   
   
   
   
   
   
   
  finger. Sometimes exile.  
  Theft  
   
   
   
  Low  
   
  Confiscation of goods carried, 200 gp, 5 TU OR confiscation of  
                                                                                                   goods carried, 1,000 gp, 12 TU, loss of finger 
  Treason/Revolt 
   
   
  High 
    
  Forfeiture of all possessions, property, and wealth, and death by 
  hanging,  
   
   
   
   
   
   
   
  draw and quartering, or stoning. 
  Trespassing  
   
   
  Low  
   
  20gp – 500 gp 
   
  VERI8-02 Assault on Castle Greyfist 
   
  Page 55 
  
   
  VERI8-02 Assault on Castle Greyfist 
   
  Page 56 
  
  APPENDIX 4: DM AIDS 
   
  AID OF THE OLD ONE 
   
  Calling upon the aid of Iuz is an immediate action, usable only once by each character during the Assault on 
  Castle Greyfist battle interactive. 
  When a character calls out for Iuz to save him, the following effects are immediately granted to the character: 
  1. 
  Heal from a 15
  th level caster 
  2. 
  Delay death from a 15
  th level caster 
  3. 
  Shield of faith from a 15
  th level caster (+4 deflection bonus to AC) 
  4. 
  An infernal bonus to saving throws equal to ½ of the character’s level (rounding down) for a number 
  of rounds equal to the character’s level 
  5. 
  The evasion and mettle special abilities for 1d4 rounds (all saving throws made for partial effects are 
  completely negated with a successful save) 
   
   
  THE CROWN OF KUROTHA, THE GOBLIN KROWN 
  This crown is made of brass and set with four dark green gems. 
  The Crown of the Goblin King Kurotha is an ancient and mystical device of corruption. It is a minor artifact 
  created by cultists of Vecna to enable them to spread their influence through otherwise uncooperative 
  goblinoid tribes.  
  Ever since adventurers recovered it in 592 CY, it has been hidden away from the powers of evil in the secure 
  vaults of Castle Greyfist. When Lord Wellborn Estival took office as Viscount of Verbobonc in early 598 CY, 
  he gained access to the crown and has recently unleashed its powers on the world once more.  
  It acts as a conduit of power for Kurotha, who was himself consumed by the power of the crown. In order to be 
  used, the crown must be placed on the head of a humanoid creature. The bearer immediately and permanently 
  loses 2 points of Strength. 
  When worn, the crown bestows the following abilities:  
  Constant—SR 10 + the wearer’s HD, immunity to poison, command all goblinoid creatures within 300 feet of 
  the crown are utterly loyal to the Goblin King. All goblinoids will do anything to protect the Goblin King, 
  even if it means slaying their companions or facing certain death. This ability is otherwise similar to dominate 
  person cast by a 20
  th level sorcerer. 
  3/day-mass suggestion, goblinoid polymorph (as baleful polymorph, but transforms the subject into a goblin) 
  All powers take effect as if cast by a 20
  th level sorcerer, and save DCs equal 20 + the wearer’s Charisma bonus.  
  Each week that the crown is worn, the wearer transforms more into a goblin. The wearer is allowed a DC 17 
  Will save to resist transformation each week, taking 6 weeks to transform into an infernal goblin one size 
  category larger than the wearer’s original true form.  
  Removal of the crown, once worn, always results in the death of the wearer. This also breaks the spell on any 
  creatures that have been polymorphed into goblins by the now-dead wearer. 
  VERI8-02 Assault on Castle Greyfist 
   
  Page 57 
  
  BLACK ROSE MANOR MAP 
   
   
   
  VERI8-02 Assault on Castle Greyfist 
   
  Page 58 
  
  CASTLE GREYFIST MASTER MAP 
   
   
   
   
  VERI8-02 Assault on Castle Greyfist 
   
  Page 59 
  
  CASTLE GREYFIST: MAP 1 
   
   
   
   
  VERI8-02 Assault on Castle Greyfist 
   
  Page 60 
  
  CASTLE GREYFIST: MAPS 2 AND 6 
   
   
   
  VERI8-02 Assault on Castle Greyfist 
   
  Page 61 
  
  CASTLE GREYFIST: MAP 3 
   
   
   
   
  VERI8-02 Assault on Castle Greyfist 
   
  Page 62 
  
  CASTLE GREYFIST: MAPS 4 AND 8 
   
   
   
  VERI8-02 Assault on Castle Greyfist 
   
  Page 63 
  
  CASTLE GREYFIST: MAP 5 
   
   
  VERI8-02 Assault on Castle Greyfist 
   
  Page 64 
  
  CASTLE GREYFIST: MAP 7 
   
   
  VERI8-02 Assault on Castle Greyfist 
   
  Page 65 
  
  CASTLE GREYFIST: MAP 9 
   
  VERI8-02 Assault on Castle Greyfist 
   
  Page 66 
  
  APPENDIX 5: INSIDER KNOWLEDGE 
   
  KEY TO SCRAPS OF INFORMATION AND INSIDER KNOWLEDGE 
   
  Distribute these scraps of insider knowledge to players based on their membership in groups / possession of skills. 
  Distribute remaining scraps at random or in discretion of judges. Some bits of information are vital; some are red 
  herrings. No player should get more than about 5 scraps, and we are aiming for a good mix across the player base to 
  reflect the varied knowledge the PCs bring to the Interactive. 
   
  1. 
  Gnomes / Knowledge (Architecture & Engineering) (+5 bonus or higher) 
  2. 
  Company of the Black Rose 
  3. 
  Family / Craft: Alchemy (+10 bonus or higher) 
  4. 
  Elves / Elven Enclave 
  5. 
  Clerics / Paladins / members of any Church meta-org 
  6. 
  Company of the Black Rose 
  7. 
  Halflings / Family 
  8. 
  Random 
  9. 
  Gnomes / Dwarves / Clan Rockhall / Clan Tulvar 
  10. Knowledge (Local: VTF)(10 ranks or greater) or Bardic (+10 or greater) 
  11. Random 
  12. Random 
  13. Random 
  14. Half-Orcs / Knowledge (REL)(+10 or greater) / any religious org. 
  15. Company of Black Rose / Random 
  16. Family / Alliance / Random 
  17. Family / Company of the Black Rose / Alliance / Random 
  18. Half Elves / Gnomes / PCs from out of region 
   
   
  1. TUMBLEPRANK BOX 
   
  A gnomish tumbleprank box is a toy often used in practical jokes. The box appears to be a normal case, 
  about the size of a cigar box. But a secret timer can be set on the box and released with a catch. When the timer 
  runs out, the box springs open and tips over, causing its contents to tumble out.  
   
   
  2. SUPPLY CACHES 
   
  There are a number of secret warehouses in Verbobonc City where the Company of the Black Rose has 
  been stashing various alchemical and magical supplies over the past few months. You know the location of one 
  of these secret warehouses.  
   
  3. DRINKING PROBLEMS 
   
  It is a regular Family practice to use false and misleading labels on potions. These labels are always yellow. 
   
  4.  ELVEN ASSETS 
   
  An elf by the name of Killian-Rhaine in the Elven Enclave possesses a number of oddities that may be of 
  help to the Resistance. 
   
  5.  A FALLEN HERO RETURNS? 
   
  Some oracles have foreseen that Sir Willow Swan, a mighty paladin and long-lost hero of Verbobonc, shall 
  return in the Viscounty’s darkest hour. 
   
  VERI8-02 Assault on Castle Greyfist 
   
  Page 67 
  
   
   
  6.  A DRIFTER OF SUBSTANCE 
   
   Senior Armed Drifter “Shivs” MacKenzie is a gregarious hobo scout affiliated with the Company of the 
  Black Rose. Rumor has it this gnome has amassed large gambling debts over the past year. 
   
  7.  HALFLING FUGITIVES…. 
   
   The Family has been protecting a number of halflings who recently escaped from the dungeons of Castle 
  Greyfist. These halflings may have information that would be essential to the assault. 
   
   
  8.  “ACTUALLY….” 
   
   Hellequin Humansbane, a renowned archer and elven elitist, was one of the founders of the Company of 
  the Black Rose. Hellequin retired as a Constable in the Gentlemen of the Watch. (A very, very corrupt 
  Constable.) 
   
   
  9.  MINING EQUIPMENT 
   
   Miral Cutterfro, who owns the Kron Hall tavern in Verbobonc City’s Gnomeburg neighbourhood, has no 
  love for the new Viscount. She has hinted that she would be able to lend the aid of Verbobonc’s hardest 
  diggers, if someone might need strong backs to do hard work to undermine Estival. 
   
   
  10.  SERVANT OF OLD WICKED 
   
   Margus the Patriarch was the second-in-command of a small cult of Iuz that worked out of Verbobonc 
  City almost a decade ago. The cult was discovered and foiled by adventurers while they investigated the source 
  of the spread of the Plague of 589 CY. Margus was thought to have been killed with the rest of the cult. 
   
  11.  SUB ROSA 
   
   Despite their public rhetoric about uplifting the commoners and defending Verbobonc against the 
  overreaching of the new Viscount, the Company of the Black Rose actually has been infiltrated by agents of 
  Halmadar the Cruel. How high this corruption spreads, you do not know. 
   
  12.  A Fleeting Glimpse 
   
   As you passed through the streets of Verbobonc City, you could have sworn you caught a momentary 
  look at a blonde half-elven man who seemed naggingly familiar. Could it have been Langard, the long-missing 
  former Viscount?  
   
  13.  A CONSTABLE OF CONSCIENCE 
   
   Recently you had dealings with Caleb, a Rhennee man who formerly was a Captain of the Gentlemen of 
  the Watch. Since the Watch was absorbed by the Bondsmen of Estival, the now-demoted Caleb seems 
  conflicted about enforcing the laws of the new regime. At one time, Caleb knew more about the underworld of 
  Verbobonc City than practically anyone else, including the Family…. 
   
  14.  EVIL VS. EVIL 
   
   Iuz and Vecna are ancient enemies and do everything in their power to thwart the plans of the other 
  god’s followers, even providing help to the forces of Good. 
  VERI8-02 Assault on Castle Greyfist 
   
  Page 68 
  
   
  15.  A TAINTED SOUL 
   
   Kveldulf Llertos, Black Rose Commander and General of the Resistance, once was possessed by a 
  powerful demon. Since that time, he has displayed erratic behavior and seems obsessed with enlarging his 
  following of armed drifters.  Recently, he has begun to affect outmoded, foppish styles of dress and speech and 
  to sport a Rod of Cats.  
   
  16.  RISE OF THE BEAR 
   
   Brooknir "The Luckbane" Veladorn was once a lowly Rhennee cutpurse trying to make his way in the 
  Viscounty.  But when Cordova "The Bear" Battirovka was assassinated, Brooknir saved Cordova's daughter, 
  Taurina. The rogue has since wed Taurina and assumed both her father's moniker and the last name of the 
  Merchant Family. 
   
  17.  DANGEROUS CARGO 
   
   The Battirovka Merchants have been working closely with the Company of the Black Rose. Some say that 
  they are smuggling weapons for the adventuring company. 
   
  18.  DEFENDERS OF THE DEFENSELESS 
   
   The Wanderers of Coldeven, a group of adventurers dedicated to action over words, is beloved of the 
  common folk. Wanderers roam the Viscounty, watching over the small hamlets and scattered farmholds, and 
  stepping in when trouble arises. 
  VERI8-02 Assault on Castle Greyfist 
   
  Page 69 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VERInt8-02 Assault on Castle Greyfist (3E).pdf