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 
  VERIntro 5-03 
   
   
   
   
  Ruby Falls 
   
  A Two-Round D&D LIVING GREYHAWK®  
  Verbobonc Introductory Regional Adventure 
  Version 1 
   
  By William Duvall, Terry Cletcher and Brian Lynn 
  Cartography by Russell Akred 
  Triad Edit: Vernon L. Vincent 
  Rumors speak of a ghost who gives out rubies.  Is this true or just a gnomish prank?  A merchant is looking for 
  adventurers to find out this answer. This is a two-round Verbobonc Introductory regional adventure for first-level 
  characters only. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting at 
  the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL 
  GM to run this adventure if you are not the senior GM.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, reading 
  beyond this point makes you ineligible to do so.  
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D books: Player’s Handbook, 
  Dungeon Master’s Guide, and 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 
  non-player characters (NPCs) and monsters appear in 
  abbreviated 
  form 
  in 
  the 
  adventure 
  text. 
  Full 
  information on NPCs and monsters are given in 
  Appendix 1.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part 
  of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are added 
  separately.  
  3. 
  Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round up to the nearest whole 
  number. 
  4. 
  If you are running a table of six PCs, add one 
  to that average. 
  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. 
  VERIntro5-03: Rubyfalls 
   
  Page 1 
  
   
  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:  
  • 
  Enlist a sixth player. 
  • 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  This is an introductory event and may only be played 
  by first level characters. 
  Time Units and Upkeep 
  This is a standard two-round regional introductory 
  adventure, set in Verbobonc.  Characters native to 
  Verbobonc pay one Time Unit per round, all others pay 
  two Time Units per round.  Adventurer’s Standard 
  Upkeep costs 12gp per round.  Rich Upkeep costs 50gp 
  per round.  Luxury Upkeep costs 100gp per round. 
  Verbobonc Town Project 
  Portions of this adventure take place in the town of 
  Ruby Falls, which is part of the Verbobonc Town 
  Project. Characters with Citizen of Ruby Falls 
  certificates receive the benefits listed there for this 
  adventure. See Appendix Two: History of Ruby Falls 
  for more information on this town. 
  The judge is also encouraged to visit the Ruby Falls 
  Yahoo discussion group at: 
  http://games.groups.yahoo.com/group/TownOfRubyFalls/
  The discussion group has additional resources that will 
  prove helpful in detailing the portions of the town not 
  covered in this scenario. 
  Adventure Background 
  Rubyfalls 
  Long ago the hamlet of Rubyfalls fell prey to an evil 
  creature. The creature, a vicious demon with the name 
  of Xarjent, feasted on all matter of beast within the 
  Gnarley forest, but his favorite was gnomish children.  
  Fortunately Garl Glittergold answered his clerics’ pleas 
  for help and sent a mighty gnome warrior by the name 
  of Tumblebelly atop a golden wolverine to vanquish 
  the demon.  The battle lasted for hours and finally 
  concluded in the cave behind the waterfall of Rubyfalls. 
   The wolverine was the first to die as it forced the hero 
  out of the way of a killing blow.  The demon and the 
  hero then charged each other for what would be there 
  final act.  The blood of all within the cave flowed from 
  the cave into the waterfall and gave the water a ruby 
  hue.  A golden beam of light then came from the sky 
  and sealed the cave forever.  Many have tried to gain 
  access to the cave but all have failed.  From time to 
  time when the sun shines its final light, villagers have 
  seen the ghost of the gnome hero within the falls.  The 
  ghost has been known to hand out rubies to the brave 
  souls that reach out to the ghost.  Most of the rubies 
  disappear by the next morning’s light, though a few 
  have been rumored to remain permanent. 
  Cult of Xarjent 
  The cult is dedicated to bringing back Xarjent.  
  Xarjent’s eldest son Onynxe leads the cult of Xarjent.  
  Onynxe could care less about his father’s return, but 
  would love to gain access to his father’s items that are 
  sealed behind the mouth of the cave.  Onynxe’s two 
  lieutenants, Erazuz and Abzxat hate each other and 
  they constantly strive to outdo each other.  Both have 
  been charged to find a way into the cave.   
  Erazuz has recently discovered an ancient ritual 
  requiring the blood of six gnomish infants.  Erazuz has 
  no idea as to what the ritual will produce, but he is 
  hopeful it will give him some insight.   
  Abzxat has learned of Erazuz’s plan and has already 
  taken steps to spoil it.  Abzxat thinks that the rubies 
  are a clue to the key, but he will need a good aligned 
  person to retrieve one.  Abzxat figures that he can find 
  a group of good aligned adventurers to go to Rubyfalls.  
  He will clue them in to the gnomish infant 
  disappearances in hope that they will foil Erazuz’s plan. 
   He figures that if this happens, the ghost will reward 
  them with a ruby.  
  Adventure Summary 
  The adventure starts out in the hamlet of Taymouth.  
  The party is hired by Wendell the merchant (Abzxat) 
  to travel to Rubyfalls and investigate the rumors of a 
  ghost who hands out magical rubies and to bring him 
  rubies if the rumor is true. Two days away from 
  Rubyfalls, the party comes to the rescue of a courier 
  that is under attack by orcs.  One day away from 
  Rubyfalls, it starts to rain hard and the party is forced to 
  spend the night in a cave.  Unfortunately the cave is the 
  home to a darkmantle who is hungry and tries to eat the 
  party.  The party arrives in town the following 
  afternoon.  Upon arriving they are greeted by the town 
  VERIntro5-03: Rubyfalls 
   
  Page 2 
  
  representative, 
  Fuzzysnoot. 
   
  While 
  talking 
  to 
  Fuzzysnoot, a gnomish woman approaches them and 
  tells them that her infant son was kidnapped.  
  Fuzzysnoot tells the party that this makes 5 kidnappings 
  in the last 2 days.  He asks the party to investigate in 
  exchange for a free night’s stay at Fall’s Inn.  Upon 
  investigating the gnomish woman’s house, the party 
  finds a letter in Draconic.  Upon deciphering the letter 
  they find out that Erazuz has ordered the kidnapping of 
  six gnomish infants and plans a dire ritual.  The gnomish 
  woman tells them of one other gnomish family that has 
  a newborn.  Just before the party arrives to the other 
  family’s house, they are ambushed by kobolds.  After 
  the party defeats the kobolds, they learn that the ritual 
  is going on at sunset.  The party is too late to stop the 
  ritual.  They are however attacked by more kobolds for 
  their trouble. 
  Introduction 
  Your travels in Verbobonc have taken you northeast 
  along the Low Road, which runs adjacent to the 
  mighty Velverdyva River.  With the exception of 
  seeing an occasional Rhennee Barge and the presence 
  of the Mounted Borderer patrols, all is uneventful.  
  Early one morning your journey has brought you to 
  the hamlet of Taymouth.  Hungrily you make your 
  way to the Tays’s Creek Inn.  The smell of freshly 
  cooked bacon and eggs greets you as you enter.  
  A middle-aged woman hastily seats the adventurers at 
  the same table.  Allow the adventurers to introduce 
  each other. 
  Encounter One: A Proposition 
  A middle aged man wearing fine merchant garb 
  approaches your table and states that he is in need of 
  adventurers and offers to pay for your breakfast in 
  exchange for listening to his proposition. 
  Wendell waits for the party to agree before sitting 
  down.  Wendell is actually Abzxat (Male Half-Fiend 
  Sor 8).  He has established himself as a merchant in 
  Taymouth for three weeks now.  Abzxat wears a hat of 
  disguise and is currently under an undetectable 
  alignment spell.   
  “My name is Wendell, I am a merchant who has a 
  fascination for fine jewels and gems.  I was recently 
  talking to a young woman by the name of Ulna who 
  was traveling to Verbobonc city from her home in 
  Rubyfalls.  She told me tales of ghosts, gnomes and 
  magical rubies.  I tried to loosen her tongue with a bit 
  of Elven Wine, but she politely refused wanting only 
  clean water in a clean glass.  Anyway to make a long 
  story short, I have several responsibilities that 
  prevent me from traveling to Rubyfalls myself.  I 
  would like to hire you to travel to Rubyfalls and to 
  investigate this strange tale.  If the tale proves true 
  and not some gnomish prank to attract visitors, I will 
  pay you each 200gp for a magical ruby.  If the tale 
  proves to be false, then return and I will pay you for 
  your time.   So what do you say? 
  If the party does not agree, Wendell (Abzxat) will 
  thank the party, pay for their rooms and meals and wish 
  them a pleasant day.  
  Assuming the party accepts, Wendell (Abzxat) will 
  thank the party, pay for their rooms and meals and 
  answer any questions that they may have. 
  Some questions the characters are likely to ask include: 
  What are your responsibilities? 
  I am responsible for ensuring the accuracy of 
  inventory and the timeliness of shipments from 
  Taymouth to Verbobonc City. 
  What types of shipments? 
  Oh, many different types, but mostly exotic herbs and 
  spices. 
  How do we get to Ruby Falls? Do you have a map? 
  Wendell provides the party with Player Handout #1. 
  Can you arrange transportation for us to Rubyfalls? 
  Unfortunately, all of our boats and mounts are in use 
  at the moment by Jensen’s Runners at the moment. 
  The soonest they would be available to head to 
  Rubyfalls would be next week.  
  Listen, we really need some getting-started money. Can 
  you give us an advance? 
  If pressed, Wendell (Abzxat) will agree to pay the party 
  50gp up front. 
  A successful Gather Information check (DC 5) on 
  Wendell reveals that everyone vouches for him and 
  confirms his information.  
  Encounter Two: The Causeway 
  Any character that is awake at dawn will notice that all 
  of the birds fall silent for a few moments.  It is 
  unknown as to why they do this.  The party will have 
  to travel southeast to get to the River Road (Low 
  Road).  From there they will have to cross a stone 
  VERIntro5-03: Rubyfalls 
   
  Page 3 
  
  causeway that fords Tays Creek.  The causeway is 
  submerged six inches. 
  After a great rest and even greater meal, you travel 
  southeast out of town until you reach River Road 
  (Low Road).  As you approach Tays creek, you notice 
  that there is not a bridge.  You will have to cross a 
  stone causeway that is submerged about six inches.  
  The causeway is 30 feet across.  Each person must make 
  a DC 12 Balance check to travel half of their normal 
  movement in one round.  If they fail their roll by 4 or 
  less, they are unable to move that round.  If they fail 
  their roll by 5 or more, then they fall and are carried 10 
  feet downstream into a two-foot pool.  From there the 
  characters are able to cross normally, but they will be 
  soaking wet.  Character with movement rates of 20 or 
  less will have to make more than one roll. 
  Encounter Three: When Orcs 
  Attack 
  It is roughly 75 miles from Taymouth to Rubyfalls. This 
  encounter happens 2 days away from Rubyfalls. 
  You have been traveling all day with nothing to see 
  but the mighty Velverdyva River to your left and the 
  Great Gnarly Forest to your right.  Just when you are 
  rounding a corner in the road, you notice up ahead 
  four orcs chasing a teenage boy atop a riding horse.  
  The horse and rider are 40 feet away and the orcs are 60 
  feet away.   
  APL 2 (EL 2) 
  � Orcs (4) See Monster Manual 
  If the party wins, the rider will return.  He thanks the 
  heroes and introduces himself as Tom.  Tom tells the 
  party that he works for Jensen’s Runners and that he 
  was delivering an inventory list from Dyvers to 
  Verbobonc City. 
  Encounter Four: The Cave 
  This encounter should occur one day away from 
  Rubyfalls.   
  The dark clouds have hid the sun most of this day.  
  As the wind picks up, you know that it can only mean 
  one thing.  You feel a few drops come down and for a 
  while it is tolerable, but if starts to quicken as you 
  look for shelter.   
  There is a small cave in a hill to the right just inside the 
  tree line.  Inside the cave the party sees that they could 
  light a fire to stay warm and that there is only one 
  defendable entrance.  On a successful Spot Check (DC 
  20), they will notice 4 stalactites.  A successful 
  Knowledge [Dungeoneering] check (DC 16) reveals that 
  something is not quite right about the fourth stalactite.  
  Finally, a DC 16 Knowledge [Arcana] check reveals this 
  monster to be a darkmantle.   
  If more than one person leaves the cave, the darkmantle 
  will cause darkness and attack.  Otherwise it will wait 
  till more than one person is lying down then it will 
  cause darkness and attack.   
  APL 2 (EL 1) 
  Darkmantle (1) See Monster Manual 
  Encounter Five: A Cry for 
  Help! 
  After walking most of the day in the thick mud from 
  last night’s hard rain, you finally make it to 
  Rubyfalls a couple of hours past the noonday’s sun.  
  As you come off the River Road (Low Road) and 
  cross over a bridge onto Main Street, you can see the 
  falls to your left.  In front of the falls is a small island 
  with what appears to be two statues.  A little ways 
  from the falls you can see a building with a sign 
  reading Fall’s Inn and Tavern.  Eager to take the load 
  off your feet and get some warm food in your belly 
  you make your way to the Inn.   
  You are quickly seated next to the fireplace with a 
  mug of cold ale and a plate of warm food.  The only 
  other customer is a well-dressed gnome sitting by 
  himself at a small table in the corner.   
  The bartender, a halfling named Varian, asks the group 
  if they are here to visit Ghost Island.  If so, Varian tells 
  them that Ghost Island is the Wonder of Rubyfalls.  He 
  explains that Ghost Island is more then a historical site; 
  it is what brings the townspeople together in times of 
  trouble.  He will also briefly tell them the town’s 
  history (see Appendix Two: The History of Rubyfalls). 
  If asked about the statues, he will tell them that they 
  are a tribute to the Gnomish warrior and his mount. 
  If asked about Ghosts or Rubies, he will tell them that 
  he has heard many of the tales, but never has he seen 
  them himself. 
  Halfway through your meal the door to the Inn slams 
  open.  In walks a gnomish woman with tears in her 
  eyes.  The well-dressed gnome stands up and walks 
  to her.  “What is wrong Owgar?” The woman looks 
  up to him and says, “Lanook, my daughter is 
  VERIntro5-03: Rubyfalls 
   
  Page 4 
  
  missing.  I put her in her cradle and left only for a 
  minute, when I had returned she was gone.”  Upon 
  hearing this Lanook turns pale.  He eyes your group 
  and tells her to wait there.  The gnomish man walks 
  to your table and introduces himself.  “Greetings 
  travelers and welcome to Rubyfalls.  My name is 
  Lanook Fuzzysnoot, town spokesmen in the absence 
  of the mayor.  I am in dire need of your help.  Over 
  the past two days, a total of five gnomish infants 
  have been kidnapped. The town guard and I have 
  been unable to find any clues whatsoever.  Surely a 
  fine young group of adventurers such as yours would 
  have no problems in getting to the bottom of this.  I 
  can only offer you free stay in the Inn and free meals 
  while you are looking into the matter… and of course 
  my gratitude.  Will you go to Owgar’s home and see 
  if you might find a clue to this unfortunate crime?      
  Lanook (male, gnome Brd 2) waits patiently for their 
  answer. 
  If the party says no, then Lanook looks disappointed 
  but thanks them for their time.  The adventure is over 
  and the party is unable to retrieve any rubies.  The 
  group may return to Taymouth but will be unable to 
  find Wendell (Abzxat).  Abzxat will have learned of 
  the group’s failure and will be looking for a new group 
  of adventurer’s under a different disguise. 
  If the party says yes, then Lanook will look quite 
  pleased and thank them.  Owgar will then take them to 
  her home.  
  Encounter Six: Scene of the 
  Crime 
  The characters will arrive at Owgar’s burrow with 
  about two hours left of sunlight. 
  Owgar’s home is actually a burrow at the base of a 
  giant oak tree.  You soon realize that anyone larger 
  than a gnome would probably have to crawl to get 
  inside.   
  Searching the baby’s cradle (Search DC 12) will reveal a 
  small scale in the folds of the baby’s blanket. Knowledge 
  [Nature] (DC 12) reveals this to be a kobold scale. 
  A search outside the house (Search DC 15) will reveal a 
  leather pouch that had been dropped.  Inside the pouch 
  is a letter (Player Handout #2.)   
  Upon hearing or reading the contents of the letter, 
  Owgar will inform the party that there is only one other 
  gnomish family with a newborn, the Greenbottoms.  
  She will quickly give the group directions to their 
  burrow.  
  Encounter Seven: Ambush 
  Erazuz is aware that someone may be tracking him, so 
  he has left a small group of kobolds in the last gnome 
  home to attack whoever it may be. 
  Following Owgar’s directions it takes about an hour 
  to get to the gnomish family’s home.  Everything 
  seems fine as you near the small burrow until…   
  Have the characters make Spot checks (DC 16) with 
  failure indicating that they are surprised by the kobolds 
  that come out of hiding by slinging rocks for their 
  surprise round.  Any characters that approach the 
  kobolds have a chance of setting off the pit traps.   
  APL 2 (EL 3) 
  � Camouflaged Pit Trap (2): CR 2; mechanical; 
  location trigger; manual reset; DC 20 Reflex save avoids; 
  10 ft. deep (1d6, fall); Search Dc 24; Disable Device DC 
  20.  Market value 1,300 gp each. 
  � Kobolds (4): See Monster Manual 
  Once the party defeats the kobolds, they will find the 
  gnomish parents tied up in the burrow.  The parents 
  will tell the party that the kobolds mentioned 
  something about taking the children to the falls. 
  Encounter Eight: The Final 
  Encounter 
  No matter what happens, the party will be unable to 
  stop the ritual.  They can however save the children.  
  As the day’s last light fades, you near the bridge to 
  Ghost Island.  You can make out what appears to be 
  five kobolds standing above 6 tiny figures and a 
  black-scaled kobold floating in the air by the falls 
  edge next to the two statues.  With a final somatic 
  gesture the black-scaled figure splashes a golden 
  chalice towards the falls allowing a red-tinted liquid 
  to merge with the flowing water.  A bright red flash 
  blinds you for only a second.  When your sight 
  returns you can see the figure turn in the air to face 
  towards your group.  He now has what appears to be 
  a scepter of some kind.  “Slay them and feed the 
  gnomish vermin to the falls.”  With that he vanishes.  
  Erazuz (male, half-dragon Clr 8) has recalled back to his 
  lair to study the scepter that appeared.  The gnomish 
  infants are at –1hp.  Check for stability at the end of 
  every round. 
  APL 2 (EL 3) 
  VERIntro5-03: Rubyfalls 
   
  Page 5 
  
  � Kobolds (4): See Monster Manual  
  � Vex: hp 7; see Appendix One 
  Conclusion 
  After all of the kobolds are dead or defeated and after 
  the babies have been saved, the Ghost of the Gnomish 
  Hero walks out of the falls. 
  Now that the battle is over and the gnomish children 
  are safe, you take the time to enjoy the view of the 
  falls and of the two statues.  The first statue is of a 
  large wolverine.  The second statue is of a man-sized 
  gnome wielding a battle-axe.  You notice a golden orb 
  appear out of the waterfall and slowly move towards 
  the statues.  The orb touches the gnomish statue and 
  the statue’s eyes open.  A calm feeling comes over you 
  as you feel your wounds heal.  Still glowing gold and 
  without any words the statue reaches out and places 
  a small ruby in each of your hands.  You hear a 
  strong voice in your head say, “I have a feeling that 
  one day you will need this.”  The statue looks down 
  at the gnomish infants as you hear the voice tell you, 
  “You are now the heroes of Rubyfalls.”  Suddenly the 
  presence is gone as you hear many footsteps 
  approaching. 
  Lanook and the town guard have arrived.  Lanook 
  thanks you as he directs the guardsmen to return the 
  children to their parents.  The next day is a day of 
  celebration as the town throws a great feast in the 
  party’s honor.  That night the party is approached by 
  Lanook and a bard by the name of Shieldheart who asks 
  the party what their intentions with the ruby is.   
  Now the group must make a decision.  The choices are: 
  1) Return to Taymouth and claim their reward 
  from Wendell.  If this is the case, Lanook and 
  Shieldheart will inform the group that their 
  spy’s have informed them that Wendell is not 
  who he claims to be and that he is actually an 
  agent of evil.  Shieldheart offers to pay the 
  party for the ruby.  If the party refuses this 
  offer, go to number 2.  
  2) The party keeps the ruby, unfortunately it 
  disappears with the next day’s light. 
  Experience Point Summary 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  plus role-playing) to each character. 
  Encounter One 
  If the party accepts the proposal 
  60xp 
  Encounter Two 
  Successfully navigating the causeway 
  60xp 
  Encounter Three 
  Defeating the orcs 
  120xp 
  Encounter Four 
  Defeating the darkmantle 
  120xp 
   
  Encounter Five 
  Investigate the missing children 
  60xp 
  Encounter Six 
  Find and decipher the letter 
  60xp 
  Encounter Seven 
  Defeat the kobolds 
  120xp 
  Encounter Eight 
  Save the children 
  120xp 
  Story Award 
  Good role-playing and combat heroics 
  180xp 
  Total possible experience 
  900xp 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot. 
   If the characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter totals 
  given below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
  VERIntro5-03: Rubyfalls 
   
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  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter One:  Introduction 
  If pushed Wendell will pay an advance 0-50gp  
  Encounter Three:   
  The Orcs equipment 100 gp. 
  Encounter Seven:   
  The Kobolds’ equipment 100 gp. 
  Encounter Eight:   
  The Kobolds’ equipment   
  100 gp. 
  Sell Ruby to Shieldheart:   
  Shieldheart pays the party  
  150-200 gp. 
  Total Possible GP:      
  300-500gp 
   
   
   
  VERIntro5-03: Rubyfalls 
   
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  Appendix One: NPCs 
  APL 2 
  Encounter Seven 
  Vex, male kobold Sor2: CR 2; ECL 2; Medium-size 
  Humanoid (kobold); HD 2d4; hp 13; Init +2; Spd 30 
  ft; AC 12 (+2 Dex); Melee unarmed strike -1 (1d3-1); 
  SA spells; SQ light sensitivity, summon familiar; AL 
  LE; SV Fort +0, Ref +2, Will +4; Str 8 (-1), Dex 14 
  (+2), Con 10, Int 12 (+1), Wis 12 (+1), Cha 16 (+3). 
  Skills and Feats: Knowledge [Arcana] +6, Knowledge 
  [Planes] +3, Listen +1, Spellcraft +6, Spot +2; 
  Toughness. 
  Spells Known (4/2; base DC = 13 + spell level): 0 – 
  daze, detect magic, ray of frost, read magic; 1st – mage 
  armor, magic missile. 
  Possessions: Sacrificial dagger. 
  Light Sensitivity:  Kobolds are dazzled in bright 
  sunlight or within the radius of a daylight spell.  A 
  dazzled creature takes a –1 penalty on attack rolls, 
  Spot checks, and search checks. 
  Familiar:  Toad - +3 hp 
  VERIntro5-03: Rubyfalls 
   
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  Appendix Two: History of Rubyfalls 
  Ruby Falls is a small village located between the Kron 
  Hills and the Gnarley Forrest.  Although the town is 
  mostly made up of gnomes, there is a good deal of 
  humans and dwarves as well.  The town is known for 
  its copper mine, lumber and friendly people.  Ruby 
  Falls welcomes all strangers of all races.  Normally the 
  mayor is out of town building relations with other 
  towns.  When the mayor is gone, Daviot the Half-Orc 
  leads the town in its day-to-day activities.  The main 
  attraction to this humble town is not the fine ale and 
  beautiful gnomish women. Nay, it is the tale of Ruby 
  Falls.  The town’s only landmark is a waterfall on the 
  northern edge of the village.  This is the tale that 
  brings the travelers to the remote village. 
  In the year 567 CY, or so the story goes, the gnomish 
  villages in the Kron Hills were the targets of some 
  unknown evil. The evil, a hideous creature of 
  unstoppable power, would steal into the homes of 
  the villager and kidnap their children, leaving the 
  grieving parents behind. Any who got in the way 
  were killed. With each visit, the evil grew stronger. 
  The Gnomish clerics met together in a village on the 
  eastern side of the Kron Hills. After prayer and 
  fasting, they petitioned their gods for help and 
  intercession. On the fifth day, a vision appeared to 
  the youngest gnome cleric at the gathering. He saw 
  the Kron Hills before him. One of the hills southwest 
  of the village raised itself up on what appeared to be 
  four horse's legs. The hill became real bright, 
  reflecting the evening sun as it came closer and closer 
  to the village. On the right side of the hill was what 
  appeared to be a flickering streak of silver lightning, 
  as if the hill were waving a sword. As it got closer to 
  the village, another hill, reddish-brown in color, 
  appeared in the village and started to destroy 
  buildings and crops, killing some of the Gnomish 
  inhabitants. The hill opened up and swallowed two 
  children, and then when it noticed the shining hill, it 
  ran east. The reddish-brown hill stopped at a 
  waterfall that tumbles from a stream that borders the 
  Kron Hills and the Gnarley Forest, and the shining 
  hill fought the reddish-brown hill. With each boulder 
  the reddish-brown hill threw at the shining hill, the 
  shining hill broke them to pieces. Finally, the shining 
  hill charged the reddish-brown hill and pushed it into 
  the waterfall. The falls turned red, the reddish-brown 
  hill being destroyed and the shining hill turning into 
  silt. 
  The next day, the evil attacked the village. After it 
  destroyed several more buildings and a couple of 
  fields of crops, it attacked the small contingent of 
  militia that had gathered to fight it. Many of the 
  militia died in the fight, but the evil was severed 
  wounded. Looking to flee, it grabbed two nearby 
  children that had gathered to watch the conflict. 
  From out of the southwest a tall gnome, wearing 
  gleaming full plate armor and riding a huge golden 
  wolverine, rode into the village. The armor was 
  emblazoned with three rubies on the breast of the 
  armor. In both hands, the gnome bore a great double-
  bladed axe. The evil and this unknown warrior 
  stopped at the base of a waterfall that issued forth 
  from a stream that flowed from between the Kron 
  Hills and the Gnarley Forest. Casting aside the 
  children, the evil attacked the gnome with the full 
  fury of its might, but the warrior parried and 
  deflected each attack. 
  Finally, the warrior and his steed charged the evil, 
  driving it back into the sheet of the waterfall. As the 
  evil stumbled against the onslaught, the gnome swung 
  his axe and cut deeply into the chest of the evil. 
  Knowing that his reign of terror was over, the evil 
  pulled the gnome and his steed into the waterfall 
  with it. As he did, the flow of water turned deep red. 
  Though the body of the gnome warrior and his steed 
  were found, the evil was not. They were buried in the 
  cave behind the waterfall, as a testimony to their 
  stand and the site on which they fell. 
  Since that day, the evil has been gone from the land. 
  Occasionally, or so the tale goes, on certain bright and 
  clear sunset evenings by the waterfalls, there appears 
  to be a figure in shining armor on a huge wolverine in 
  the waters of the waterfall. They appear to turn and 
  ride into the falls, and once again the falls sparkle 
  with what appear to be drops of blood. It is also at 
  this time that some say that a ruby will appear in the 
  hand of those that reach into the falls to shake the 
  hand of the warrior that saved the gnome villages 
  from the evil.   
  While some scholars attribute the evil to the 
  depredations of the first rising of the Temple of 
  Elemental Evil, others are not so sure.  
  VERIntro5-03: Rubyfalls 
   
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  Player Handout #1 
   
  VERIntro5-03: Rubyfalls 
   
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  Player Handout #2 
  Vex, 
   
  Bring to me six gnomish infants from the 
  cursed town of Rubyfalls.  I have need of their 
  blood for a ritual most vile.  This will surely put 
  me in favor with Onynxe over that dretch 
  Abzxat. 
   
  Erazuz, Faithful of Onynxe. 
   
  VERIntro5-03: Rubyfalls 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Verbobonc/595/Intro mods/VERIntro5-03 - Ruby Falls/VERI5-03 - Ruby Falls.pdf